non gratus rodentum
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Non Gratus Rodentum
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OLD
SCHOOL REVIVAL AGEN
CY
MADE USING THE INTO THE O
DD
O
S
R
OPERATION MANUALFOR INTO THE JUNGLE
■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■
Warning NoticeIntelligence Sources and Fiction Invo
lved
NATIONAL SECURITY INFORMATION
Unauthorized Discolsure Subjet to Criminal Sanctions
666■2019■■ WWW.STOCKHOLMKARTELL.COM
CaptainGeffJoldblum at gmail com
Into The Jungle--___ 1430.2
Who are you, January, 1951
First Contact Report by
CLASSIFIED
Sample
file
Non Gratus Rodentum
Please Copy.
Non Gratus Rodentum
Please Copy.
STRESS POINTS (SP).Experiencing hours of stress from extreme terrain and weather, starvation,thirst and trauma will give the soldier Stress Points. That you need to take care of. After 4 stress points you will reach the state of Broken (Traumatic Stress Disorder). Broken will give the play-er disadvantage on all rolls. Every roll you remove 1 Stress Points, until all points are back at 0 again. If you are encumbered and broken, you get double disadvantage, roll three d20 and use the lowest result. The only way to get rid of Stress Points before broken is:
• Sleep and socializing at the camp, eliminates all Stress Points.
• A short break removes 1 point. That includes, relaxing with food, water or cigarettes for one hour. If not hidden or silent you need to roll on the random encounter table.
• Drugs will temporary and instant remove all stress points for a half day. Each time you use a drug, lower the difficulty level one step forev-er. Start on 20 and lower it one step each time 19,18,17 etc. Failure to roll under the difficulty level with a d20 will get the soldier addicted to that drug. CLASSIFIED
INTOTHE JUNGLE 2019.06.30You are a soldier during the Vietnam War. Exploring classic fantasy dungeons, with monsters like pigmen and lizard people. Fight the undead with machetes in swamps. Chase dark elves dressed as humans in the streets of Saigon. Combat giant wasps with Huey helicopters. Run through fields set ablaze by napalm and avoid the ambushing cobra-people Get high and fall into a punji trap. This epicenter of mankind’s fall just have one solution; find the source and ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ THE BACKGROUND.Viet Cong has encountered one of many strange doors while digging tunnels under the jungle. The seal that kept the unknown confined for thousands of years was broken and its content of pigmen, skeletons and other fantasy monsters are spreading out into the jungle around the area. Intel concern-ing “Quái vật giả tưởng” have reached the CIA who has sent a long-range reconnaissance patrol to the site to help the Viet Cong. Nobody has seen the patrol after that. Except ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■
THE JUNGLE.Life in the jungle is extreme, and brutal. Thick foliage, sharp vines and choking heat affects everyone, while effectively hides the thick-skinned pigmen who’s color is the same as the
jungle■ ■ ■ ■ A varied terrain with high altitude differences in the form of dikes and hills and water filled rice fields. The subtropical climate slowly consumes the soldiers. The soldiers are constantly sweaty and moist due to the humidity, heat and monsoonal rain. The jungle is filled with leech-es, ticks, venomous snakes, mosqui-toes, fire ants and now also lizard people. Besides this and the threat of getting a dark elf dagger in the back there are Punji traps, mines and booby traps. The difficulty of seeing if there is an enemy or something else moving in the hard-to-reach environ-ment creates enormous stress, which can be temporarily subdued with ciga-rettes and drugs ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■
THE CAMP.This is a place where the player can relax, write letters home and role-play. The camp can be a Fire Support Base (FSB), village, Forward Operating Base (FOB) or something else. Create the hub together with the players. It can have a tactical operations center, players own living quarters, aid sta-tion, battery of howitzers, helicopter pads, communications bunker and more. Food and equipment can be refilled without charge. If you use more than your daily ration of bullets, food and equipment you have to pay, persuade or steal. You will always get what you need for a mission. ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■Daily ration includes: 1 C-ration 4 magazines with bullets
Sleeping at the camp eliminates Stress Points. The hub is guarded, but not always safe. The more attention the players attracts with their actions, the more likely it is that the enemy will take notice of their current locations. Create characters that the player can interact with at the camp.
STARTING THE GAME:
TEAM BACKGROUND.Agree on what and who the players want to play. Select the belligerent party and starting point that appeals to you the most.
EXAMPLES OF TEAMS • MACV-SOG - Highly classified,
multi-service special operations unit, strategic reconnaissance, covert action, psychological war-fare.
• Long-Range Reconnaissance Patrol - LRRP, One rule, do whatever you need to do to survive.
• SASR(SAS) - A special forces unit of the Australian army.
• Sappers - Highly trained NVA/VC force.
• “Soviet Military Experts” - Part of 3000 unofficial soviet soldiers and special forces somewhere in Vietnam. Spetsnaz.
• Marines - Semper fidelis. Provided air, ground, supply and logistic support.
• Viet Cong Commandos - Elite mili-tary units of National Liberation Front.
Select a class or create your charac-ter from the class description “Who are you” page.
THE ATOMSPHERE AND INSPIRATION.
■ ■ ■ ■ ■ ■ ■ ■ Into the odd. ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ the movie Platoon, ■ ■ ■ ■ ■ D&D monsters, dungeons■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ tropical jungle ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ creedence clearwater revival? ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■
■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ not feel political!■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ .
OLD
SCHOOL REVIVAL AGEN
CY
MADE USING THE INTO THE O
DD
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Example of stress SP
Swamp: Leeches, ticks, venomous snakes, mosquitoes.
+1
Deep jungle: Thick foliage and sharp vines. Choking vegetation/heat. Easy to get ambushed.
+1
Heavy rain: Everything is soak-ing wet. Hard to see longer distances and hear approaching enemies.
+1
Heat - Constantly sweaty and moist due to the humidity.
+1
No food - Hungry +1
No water - Dehydration +1
Wounded +1
Surprise skirmishes +2
The unknown - Dark dungeons and tunnels, scary monsters.
+2
Encumbered +1
Into The Jungle--___ 1430.2
Vietnam , January, 1951
First Contact Christian P
CaptainGeffJoldblum at gmail com 2018
Atomic
jungle research * WE will steal your Technology *
United we steal *
Sample
file
Non Gratus Rodentum
Please Copy.
Into The Jungle--___ 1430.2
Who are you, January, 1955
First Contact Report by
WHO ARE YOU? CHARACTER CREATION 61v11c.
D8 Type Examples Class skill Weapon skills1 Combat Engineer Construction,
demolition .Pistols/revolvers, In-fantry rifles.
2 Rifleman Movement. Submachine guns, Shot-guns.
3 Combat Medic First Aid, Trauma Care.
Pistols/revolvers, In-antry rifles.
4 Gun nut Heavy weapons. Pistols/revolvers, Machine guns, Subma-chine guns.
5 Tunnel Rat Stealth. Pistols/revolvers, Shotgun.
6 Animal Handler Animals. Pistols/revolvers, In-fantry rifles.
7 Sniper Stealth. Pistols/revolvers, sniper/marksman ri-fles.
8 Driver/Pilot Heavy vehicles. Pistols/revolvers, In-fantry rifles.
D6 Weapon skill
1 Pistols/revolvers
2 Shotguns
3 Submachine guns
4 Infantry rifles
5 Machine guns
6 Sniper/marksman rifles
D8 Class skill1 Construction and demolition - Build, re-
pair, laying or clearing mines, explo-sives.
2 Movement - Climb, run, move and jump fast.
3 First aid and trauma care. Care for battle injuries, diseases and other conditions.
4 Animal handler - The soldier gets one ani-mal that the handler have trained. 1 extra attack with the animal 1d4 HP 1d6 Damage.
5 Heavy vehicles - The soldier can drive and pilot all heavy vehicles, from tanks to helicopters.
6 Stealth - The soldier can move and act si-lent, can change the silhouette fast.
7 Leadership - Motivation, obedience to or-ders, communicating, can remove 1 stress point(Roll under 10, if the roll fails, that stress point will transfer to the character with the leadership skill in-stead.
8 Heavy weapons - The soldier starts with 3 weapon skills and can use heavy weapons.
YOUR CHARACTER.To Create your Character roll 2d6+3 for each Ability Score (AS). You may swap any two of your scores. The higher an attribute is, the better you are at it.
STRENGTH Fighting, fortitude, and toughness.DEXTERITY Stealth, athletics, and reflexes.WISDOM Confidence, discipline, charisma.
If you have one ability scores under 6 you can pick/roll 2 class skills.
1d6 For hitpoints.
CLASS SKILL.Roll or pick 1 skill you are good at, this will give you advantage on all attribute tests and saves within that skill.
WEAPON SKILL.Roll or pick 2 weapon skills. This will define what weapons you can get full damage with. If you don’t have the skill in the weapon you use, you do 1d4 damage.
SQUAD MEMBERS (COMPANION).For small player groups or very deadly scenar-ios, each player may create one or more squad members. Roll their Ability Scores in order and give them 1HP and 1 weapon skill. Treat it as an funnel, if the player survives with any of the squad members it will count as you sur-vived the mission.
EQUIPMENT.You get 2 Range Weapons, 1 hand to hand combat weapon. Jungle Fatigues, Combat Boots, M1 Hel-met, Belts, Pouches and Tropical Rucksack, 2 Quart Canteen. Pick 2 Standard Items and roll 1d4 Standard Items, roll or pick 1 Special Item.
D20 Occupation Before The
War
1 New york Mafia or Saigon mob-ster.
2 Actor.
3 Cartographer.
4 Student.
5 Pizza maker.
6 Traffic police officer.
7 Postal worker.
8 Cook.
9 Zookeeper.
10 Dancer.
11 Convict.
12 Electrician.
13 Goldsmith.
14 Teacher.
15 Librarian.
16 Sales manager
17 Farmer.
18 Taxi driver.
19 Truck driver.
20 Professional soldier.
D8 Important1 A place.
2 A person.
3 An Ideal.
4 Heritage.
5 An event
6 Friends.
7 An object.
8 Drugs.
D20 Traits
1 Polite.
2 Reckless.
3 Cautious.
4 Vibrant.
5 Hypochondriac.
6 Honest
7 Proud.
8 Relentless
9 Perfectionst.
10 Dishonest
11 Remorseful.
12 Nearsighted
13 Creepy.
14 Lazy.
15 Courageous.
16 Rough.
17 Hard-boiled,
18 Savage.
19 Passionate
20 Too old for this shit.
Build your own character with class skills and weapon skills or roll one from the table below.
CLASSIFI
ED
D6 Secrets1 ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■
2 ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■3 ■ ■ ■ ■ ■ ■ ■ ■4 ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■5 ■ ■ ■ ■ ■ ■ ■ ■ ■6 ■ ■ ■ ■ ■ ■ ■ ■ ■ ■Sam
ple file
Non Gratus Rodentum
Please Copy.
Non Gratus Rodentum
Please Copy.
CLASSIFIED
AUTOMATIC FIRE.When you use automatic fire on a weap-on, you need to roll under the diffi-culty level in the table, to hit your target. This symbolize the recoil of the weapon and bullet spread. Keep rolling the die until you fail and roll damage each success. When you fail a roll, you are out of ammo. Re-loading is 1 action. You can’t cancel automatic fire. If you get a critical failure with 20, your gun jams for 1d4 turns■ ■ ■ ■ ■ ■ ■ ■ ■ ■
ROUNDS/AMMUNITION DIE.When combat is over, roll an ammuni-tion die to see how much ammunition is spent and found. If the roll is 1-3 then the die is downgraded to the next die in the dice chain. 1-3 on the d4 means that the weapon has run out of ammunition, and needs to be reloaded. D20>D12>D10>D8>D6>D4.
DAMAGE. When an individual takes Damage they lose that many Hit Points. If they have no Hit Points left, they are wounded, and any remaining Damage isremoved from their str score. They must then pass a STR save to avoid Critical Damage. If the weapon has several damage dice, you can divide the dice into several targets.
CRITICAL DAMAGE. A character that takes Critical Damage is unable to take further action until they are tended to by an ally and have a Short Rest. If they are left untend-ed to for an hour, they die.
ABILITY SCORE LOSS. If a character has their STR score reduced to zero they are dead. If their DEX or WIS are reduced to zero the character is paralysed or mentally broken respectively, and cannot act until they have a Full Rest. They must be carried to safety.
D6 Description1-2 You know your shit, the player de-
scribes how they fly.
3-4 You just do your job nothing more.
5-6 Something unexpected happens, roll save WIS. If failure Roll 1d4 to see the distance you travel before you crash or have to land. 1. Close to start point. 2. Halfway. 3. Almost there. 4. You are lost.
Roll order Difficulty On Success
1 under 18 Roll damage.
2 under 15 Roll damage.
3 under 10 Roll damage.
4 ≥ under 3 Roll damage. On fail, Out of ammo. On Success, Roll damage.
FLYING & DRIVING.You can only drive heavy vehicles if you have the heavy vehicles skill. If you want to do something special you need to Roll a WIS attribute test.
When flying or driving Roll 1d6 once.Weather will affect the 1d6 roll. +1 bad weather. -1 no wind and sunshine.
SPOTTING HAZARDS. As a general rule the presence of a trap or other hazard is always noticed by characters unless they are running, visually handicapped, or distracted. After this characters may be harmed through further inaction or lack of caution. Most Hazards should allow a DEX save to avoid danger at the last second.
BYPASSING HAZARDS.The players should consider creative ways of avoiding a hazard or disarming it completely. Risky methods call for a Save or Luck Roll. Rusty old traps may only trigger on a low Luck Roll, even if the characters stumble right into them.
LOCKED DOORS. Typically a locked door can be picked, given some time. A DEX save is only required if there is a risk of trig-gering a trap, alerting foes or run-ning out of time. Similarly, breaking down a door only requires a STR save if there are risks or time pressure, but breaking a door always causes lots of noise and can take a long time.
COREMECHANICSSome of the core mechanics is based and stolen straight of from Chris McDowall and his Into the odd. Visit his blog at soogagames.blogspot.com ■ ■ ■ ■ ■ ■ ■
SAVES.A Save is a roll to avoid danger from a risky action or situation. Roll d20. If you roll equal or under the appropriate Ability Score you pass. 1 is always a success and 20 always a failure.
TURNS. On your turn a character can move and perform an action. When it is unclear which combat side should act first, the character at the head of the group must pass a DEX save to secure the first action.
ACTIONS. An Action can be anything from negotiating, to attacking, to fleeing. Attacks are detailed below.For other actions the Referee calls for the character at risk to roll a save. For example, an attempt to trip an opponent might force them topass a STR save to stay on their feet, while an attempt to trick an opponent into surrender may force them to pass a WIS save or lower their weapons.
ATTACKS.An attacker rolls a die dictated by their weapon, and subtracts the opponent’s Armour score (AC). Their attack causes this much Damage. If you don’t have the Correct training for the weapon you are using you do 1d6 damage (not knives etc) instead of the intended weapon damage. Attacks that are Impaired, such as firing through cover, or fighting while grappled, roll d4 Damage regardless of weapon. Similarly, attacks that are Enhanced by a risky stunt or a helpless or vulnerable target, roll 1 extra damage die.
DEATH.When a soldier dies the player creates a new soldier and the Referee finds a way to have them join the group as soon as possible. Here, quickness is required over realism. Alternatively the player may take control of a squad member(companion)or other ally.
REACTION. All people and creatures youencounter have their own wants and needs, which drive their reaction to the group. If an encounter is at risk of turning nasty, the character at the head of the group must pass a WIS save to keep things civil. ■ ■ ■ ■ ■ ■ ■ ■ ■ ■MORALE. Groups require a WIS save to avoid being routed when they lose half of their total numbers. Groups with a leader may use the leader’s WIS score in place of their own. Lone combatants must pass this Save when they arereduced to 0 hp. This applies to opponents and allies but not player characters. Fleeing to safety under pursuit requires a DEX save.
SHORT REST. A hour of rest and a swig of water recovers all of a character’s lost Hit Points. Resting may waste time or attract danger, roll on the random en-counter table if not very well hidden.
FULL REST: A Full Rest requires a week of rest and relaxation at a camp. This restores all Ability Scores and cures any other ailments.
LUCK ROLLS. Sometimes you’ll want an elementof randomness without rolling a Save, particularly in situations dictated byluck or those that fall outside of the three Ability Scores. For the situa-tions roll a d6. A high roll favours the players, and a low roll means bad luck for the players. The Referee decides what a specific result means for the situation at hand. Sample
file
Non Gratus Rodentum
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Born To
Crawl
EXPERIENCE LEVELSWhen a character has completed the re-quirements, they move to the next Ex-perience Level. Each time they advance a level, they gain d6 hp and roll d20 for each of their Ability Scores. If the roll is higher than the score it is increased by 1.
RANKS. As they advance through Experience Levels, characters may be treated dif-ferently by people they encounter.
• (1)Private - You are ready to go on an mission.
• (2)Specialist - You have survived at least one mission, you can now be a team leader.
• (3)Corporal - You have survived at least three dangerous missions since reaching rank specialist, you can command 2-5 soliders. You get 1 new weapon skill.
• (4)Sergeant - You have survived at least five missions since reaching corporal, and can now command 7-14 soldiers. You have an companion/FNG (Fucking New Guy) of rank Pri-vate, You get 1 new weapon skill.
• (5)Captain - You have an FNG of at least rank corporal, and have survived a dangerous missions with them since reaching sergeant. You can command 7-25 soldiers.
Beyond Captain, uponreaching Major or General, a character may have greater ambitions. This could be a desire for a legacy, politics or turning thetide of war.
BELL UH-1 IROQUOIS
■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ 7,000 helicopters deployed. Nightrunner ■ ■ ■ ■ ■ ■ ■ ■ ■Huey ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■
■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■
■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■
ENCUMBRANCE. A soldier can carry gear and items equal to their strength score. This amount is referred to as Slots. Any amount over will result in the soldier being encumbered.
Being encumbered means that the player roll all attribute tests with disad-vantage. Add 1 stress point for each kilometre* the soldier moves while encumbered.
Basic start equipment and very small items does not count. Unless you have a lot of them then it counts as 1 slot. What constitutes a lot is up for your Referee and player group to decide.
Example of basic start equipment: the soldiers fatigues, combat boots, helmet, belts, pouches, 1 rucksack, 1 canteen, 1 knife.
Example of small items: custom zippo lighter, needle, dice, lucky charm.
OLD
SCHOOL REVIVAL AGEN
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MADE USING THE INTO THE O
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NORMAL SIZED ITEMS/1 slotsHEAVY OR BULKY ITEMS/2 slots.
2 Magazines = 1 slotGrenade = 1 slot.Ammo Belt/bandolier = 1 slotRadio, Machine gun = 2 slots
*1 kilometer = 0.621371192 miles.
The fighting that is taking place during a turn is a representation of combat. An attack is not one individual bullet. Several shots are fired during a fight, but only the important information is what we are role playing around.Sam
ple file
Non Gratus Rodentum
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Non Gratus Rodentum
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CLASSIFIED
THE MISSIONEXAMPLE FOR A MAIN MISSION• Locate the main dungeon, find a
way into the dungeon. The play-ers will find clues on missions to where the dungeon is located and other important story parts.
• Stop the source for this evil. BONUS MISSION• Get all human fractions to combine
forces into a united front against the monsters.
• Three perfect ember cubes is lo-cated all over Vietnam. Touching
all of them will open■ ■ ■ ■ ■ ■ ■ ■ with ■ ■ ■ ■ ■ ■ ■ ■ Contact the captain for more information.
All entrances is heavily guarded ex-cept the main entrance under Saigon.An ancient secret society uses this entrance to get into the underworld and collect magic artifacts. These artifacts and other goods are then sold on a black market placed above the entrance.
D20 Missions1 Find missing CIA operator in Sai-
gon, clues leads to a cellar under a bar. Secret passage to an under-ground pigmen-farm.
2 Night raids by Lizard people, against weapon depot. Hiding be-hind waterfall. Stash with stolen goods.
3 M113 armored personnel carrier stuck in the jungle, need extraction. Turns out to be dark elves who have developed a magic field. Are the marines at the vehicle really humans?
4 Helicopter crashed on Hill 937 (Hamburger Hill, Ap Bia Moun-tain). Retrieve Important cargo.
5 Infiltrate and investigate a human cult with a Cobra-People leader.
6 Reconnaissance mission to locate and evaluate swamp giant strongholds. Heavy jungle grass and deep swamp.
7 Locate bloodthirsty Dryad opium fields in North Vietnam for a aircraft napalm raid. Armed dirt bikes available for the player.
8 Interrupt and halt the flow of hu-man slaves and supplies to a Skel-eton camp deep in the jungle.
9 A search and destroy operation against a pair of giant spiders in Phuoc Tuy province. Possible use of helicopters or torpedo boats.
10 An amphibious mission through the Mekong delta to locate and eradi-cate a vampire spawn pit. Vampires hiding in a jungle sinkhole, with a underground river.
11 Be part of an Viet Cong offensive operation in Long Khanh province against Gnolls. Destroy gnoll bunker.
12 Transfer military supplies be-tween two base camps.
13 Extract sniper duo with important information about The Dungeon en-trance in Saigon.
14 Lizard-people stronghold with stolen goods. Retrieve stolen torpedo boats.
15 Search for a supposed Gnoll cave stronghold. Gnoll gang on dirt-bikes.
16 Diplomatic mission between Viet-Cong and USA, dark elves infil-trating the meeting.
17 Use local boats and rendezvous with local guide, obtain infor-mation about “human food” camps. Travel by foot to the food camp. Rescue as many as possible and halt production of human meat.
18 Defend LZ, medical helicopter evacuations. Defend until last person is gone.
19 Tactical withdrawal. Setting up mines and booby traps. At night, rain. Tracer fire and flares. Overwhelming.
20 Ambush a Pigmen patrol at the hot-test day of the year.
D20 Orders1 Evacute
2 Destroy
3 Infiltrate
4 Ambush
5 Extract
6 Search
7 Fortify
8 Withdrawal
9 Guard
10 Patrol
11 Retrieve
12 Transfer
13 Attack
14 Defend
15 Locate
16 I n v e s t i -gate
17 Raid
18 Reconnais-sance
19 Diplomatic
20 Capture
D20 Locations
1 Ruins
2 Opium fields
3 Dark Cave
4 Jungle river
5 W a t e r f a l l stronghold
6 Hill (number)
7 Swamp bunker
8 S i n k h o l e Camp
9 Hidden trail
10 Tunnels
11 Rice paddies
12 Jungle tempel
13 Dungeon
14 Crash site
15 Jungel prison
16 Valley
17 Tall grass fortifica-tion
18 Village
19 Delta
20 Plantations
D20 A1 Bay of
2 Purple
3 Rolling
4 Market
5 Arc of
6 Cactus
7 Xray
8 Cobra
9 Hot
10 Dagger
11 Gladiator
12 Black
13 Clean
14 Beer
15 Amphibious
16 Vampire
17 Tunnel
18 Beaver
19 Coco
20 Dungeon
D20 B1 Pigs
2 Arrows
3 Fury
4 Darts
5 Thunder
6 Fuse
7 Eagles
8 Gates
9 Yeti
10 78
11 Rage
12 Dogs
13 Haze
14 Sunset
15 Ninjas
16 Lights
17 Water
18 Donuts
19 Victory
20 Glenn
MISSION NAMES:OPERATION A+B
D20 Ends with1 Betrayal
2 Death
3 Discovery
4 New friends
5 Villain es-caping
6 Party
7 Calm trip home
8 Magic object
9 After-action review
10 F u n e r a l , someone at the camp died
11 E n e m y s w i t c h i n g sides
12 Applause
13 S o m e t h i n g irresistible
14 Natural di-saster
15 Letter from home
16 5 days R&R in Hong kong.
17 Another team helping the players
18 New technol-ogy
19 Red herring
20 Home camp destroyed
OPERATION A+BSample
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Non Gratus Rodentum
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CLASSIFIED
RANDOMENCOUNTERSD6D20
1-2 3-4 5-6
1 Old Ruin. Someone is having a BBQ. Stone tower. No door. 3 Windows.
2 Shaman’s hut A lone soldier sits on a stone. Opium field on fire.
3 Someone, or something is stalking the squad...
Vine covered statue in a strange ma-terial.
Pigmen having dinner, human meat.
4 Body hanging from a tree, missing spine and skull.
Old deep water hole coverd with planks. No water at the bottom.
Fire ants eating all the food in the back-pack.
5 Wildlife encounter Strange sound. Hidden gnoll storage.
6 Soldiers trying to defend bunker from monsters.
Well used path, looks like tracks from monster X.
Bamboo whip with spikes, triggered with pressure plate.
7 Tripwire with grenade. Wildlife encounter. Someone is shooting at something
8 Purple Obelisk, sending out a sinus tone. Teleport or memory obelisk.
Spiked trench, the bottom of the trench is fitted with spikes or barbed wire.
A hidden entrance to tunnels under some rotten planks, leading to a room.
9 Lost military backpack, no food but a map with a small dungeon added with blood.
Mace Trap, spiked log or ball sus-pended in a tree on the end of a rope. Triggered by tripwire.
An ancient jungle tree stands in a clear-ing. Tree hut at the top.
10 Colorful parrot, singing and talking.
A camp with soldiers sleeping, from the “opposite” human side.
Old dungeon coins at the bottom of a river.
11 Wide clearing in the middle of the jungle, red smoke. Something is on its way.
Small waterfall with a blue deep lake. Ruin at the bottom of the lake.
Soldier hangs from a tree after failed parachute landing. Could be alive.
12 A horde of pot-bellied pigs escape from something in the jungle.
Crate with parachute hanging in a tree. 2 standard items and 1 special item.
Helicopter crashing, smoke and sounds from a engine failure. Crashing somewhere close.
13 Enormous snake sleeping. A animal is playing in the river. Broken truck.
14 Hidden snake pit trap Ancient temple, still being used. Hidden pit trap with skeleton.
15 All animal sounds stops. Special forces on a mission. Wildlife encounter.
16 A squad of special forces are hunting a vampire nearby. They have not spot-ted the player party.
Big arrows made from wood is point-ing into the jungle, leading the party into a cave. Is it an ambush, trap or just someone that needs some company?
1d4 Young vampires with missing fangs in a new spawn pit is plaing around with human slaves.
17 Nature blocking the path Person stuck in a trap. 1:1 Sized human doll made from twigs.
18 Heavy rain and thunder, the sky turns black.
Narrow gorge with a jungle hang bridge. Is it safe?
Small village, 1d6 farmers. Or is it farm-ers?
19 Punji trap. Hairy apelike creature “Rock Apes” laughing and lurking.
Monster ambush.
20 Hole with fresh cold water. Jeep with the engine still going. Hut with food.
D20 Areas1 Mountainside hut
2 Overgrown shrine
3 Deep jungle
4 Swamp tree
5 Stony hill side
6 Small Jungle River
7 Rice paddies with mor-tar craters
8 High grass field
9 Mountain plateaus
10 Jungle clearing
11 Destroyed jungle
12 Old forgotten road
13 Abandoned village
14 Small waterfall
15 Path with planks
16 Area filled with fungi spores
17 Human graveyard
18 Mangrove forest
19 Long woody vines
20 Impenetrable jungle
The Referee rolls d6 each time the group move into a new
area, resting, or make loud noise. A roll of 1 means the
group encounter something, a roll of 2 means they hear some-
thing approaching or nearby, and 3–6 means there is no en-
counter ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■
DAMAGE.Damage from falling rocks, explosions and other sources outside of normal combat ranges
between d4 and d12, with d20 used in only the most extreme
cases. Consider how it would affect an average person. A fall that is quite likely to injure an inexperienced char-acter might cause 1d8 Damage but a huge rock that would crush most might do d12.Poison
usually causes Ability Score loss. Effects like Blindness will hinder attacks and call for Saves to carry out usually
effortless actions.Sample
file
Non Gratus Rodentum
Please Copy.
Non Gratus Rodentum
Please Copy.
CLASSIFIED
THE MONSTERS
D20 Wildlife HP Description1 Batutut 12 Mysterious apelike creature. Often friendly,
studying monsters from above.
2 Mosquitoes 1 Bite can lead to anaphylazis, severe headache, high fever, skin rash, fatigue, vomiting, diar-rhoea, joint pain, disorientation or malaria.
3 King Cobra 6 Deadly, growling hiss, rarely seen at night. White or yellow crossband, dark olive or brown with black bands.
4 The Banded Krait 5 Deadly, a Two Step Snake. Lizard-People use them in traps.
5 Giant Centipede 7 Fast-moving, aggressive predator, bite will end in swelling to cell death. Intense pain.
6 Leeches 1 Red-black, slimy and blood sucking. Burn them with a cigarette or use insect repellent to get them off. Very common in freshwater.
7 Chinese bird spider 2 Highly venomous, building nests in living Troll hair.
8 Fire ant 1 Can kill small animals with its venom. Bite feels like being burned by fire.
9 Marbeled Cat 4 Very long tail
10 Ricefield rat 2 Will make squeals and whistles sound when dis-turbed or attacked.
11 Saltwater crocodile 9 Favourite meat for Swamp giants.
12 Indian elephant 15 It’s an elephant.
13 Asian black bear /Moon bear
20 Can be very aggressive.
14 Blood python 3 Active around dawn and dusk. Natural habitat marshes and tropical swamps.
15 Golden jackal 4 Wolf-like canid, hate Gnolls.
16 Indochinese tiger 8 Pet animal for Pigmen.
17 Lesser false vampire bat
2 Scouts for Jungle Vampires.
18 Vietnamese Pot-bel-lied pig
4 Fat and uniformly black, wrinkled skin.
19 Jerdonii pit viper 2 Venomous
20 Indian muntjac - Barking deer
4 Visible canines of males, males are territorial.
THE WILDLIFE
“I love this place
at night, the
stars. There’s no
right or wrong in
them. They’re just
there.”D20 Monsters HP Damage Description AS1 Pigman 12 Pistols d6 Only two missions in life:
Kill and propagate. Live in pigmen-farms.
DEX 12
2 Giant Wasp 30 Sting d12 The same size as an helicop-ter.
DEX 15
3 Gnolls 8 Stolen and modified m16. d8+2
Loves human technology and dirtbikes, if they see a ve-hicle they need it.
WIS 15
4 Dungeon big-foot
15 Claws d8 Mix of mud and hair, muscu-lar, ape-like creature.
STR 16DEX 12
5 Cobra-People 8 Bite d8Poision
Human body, snake head. DEX 17
6 Jungle Vampire 5 Bite d8Nails d4HP Bite d4
Born in spawn pits, older than the earth they walk on, young vampires has no teeth.
DEX 16WIS 17
7 Dryad 10 Vine whip d8
The soul of the deep jungle, loves human flesh and opi-um. Looks like a tree if they stand still.
STR 17
8 Swamp giant 25 Hammer 3d6 Islands of hills and jungle. STR 17
9 Dark Elf 8 Dagger d6 Master infiltrator WIS 18
10 Banshee Rat 6 Ethereal bite d6
Human sized rat ghost. DEX 18
11 Dungeon toad 9 Spit d8 Colorful, poison skin, same size as a child.
-
12 Giant spider 20 Bite d20 It’s big and hairy.. DEX 16
13 Ivory lechees 25 Sucker d12 White, tank sized lechees DEX 4
14 Lizard-People 8 Tail d8 Razor sharp tails WIS 16
15 G i a n t G e c k o Crab
19 Claw d8 Big Crab in rainbow colors. -
16 Elephant Worm 28 1000 teethsd20
A worm that can eat an ele-phant. Lives in the ground.
-
17 Purple Jackal 9 Magical staff d6
Humanlike people with a dog face
-
18 Skeleton 6 Sword d6 The dungeon backbone, grunt and quite friendly if you know their name.
STR 6
19 Dwarf Cyclops 5 Throwing knifes d6
Blacksmiths and builders. STR 17
20 Swamp Hydra 35 Snake bite d12
A serpentine water monster with 1t20 snake heads. White with blue and yellow mark-ings
DEX 16WIS 16
“If it bleeds, we can kill it”
Sample
file
Non Gratus Rodentum
Please Copy.
CLASSIFI
ED
WHO ARE THEY?NON-PLAYER CHARACTER CREATION 61v11c.
d20 Name d20“Nickname” d20 Surname
1 Ricardo “Bunny” Gibson
2 Elias “Texas” Hendrix
3 Buster “Junior” Ezteves
4 Stanley “King” O’Neill
5 Enrique “AceMaze” Cavezza
6 Doug “Doc” Wolfe
7 Howell “Eightball” Crawford
8 Wayne “Cobra Joe” Morehouse
9 Corkey “13” Ferguson
10 Chris “Touchdown” Gonzalez
11 Dwayne “Mother” Turner
12 Kenneth “BooKoo” Glosson
13 Arthur “Hurricane” Flynn
14 Charlie “Taco” Svensson
15 Robert “Alphabet” Francisco
16 Dan “Cotton Top” Butterfield
17 Jack “Swede” Churchill
18 Diego “Hollywood” Cobb
19 Darrell “Pigpen” Fairbush
20 Glen “Bam-Bam” Irwing
D20 Surname “Nickname” Name M/F
1 Nguyễn “Spring Rice” Dũng/Phuong
2 Phan “Black Lotus” Giáp/Long
3 Võ “Didi Mau” Duc/A’nh
4 Dương “The American” Vũ/Chi
5 Phạm “Purple Jade” Phuc/Linh
6 Bùi “Dac Cong” Tuan/Ngoc
7 Lê “Hanoi Dog” Chau/Thi
8 Đỗ “Charlie” Quang/Thom
9 Hồ “Ville” Hoang/ Tuyen
10 Lý “Mice finger” Khanh/Uoc
11 Trần “Red mouth” Bao/ Quỳnh
12 Xầm “Doc Doc” Chuong/Han
13 Bạch “Whilly Peter” Duy/Cam
14 Hoàng “Xin loi” Minh/Anh
15 Chiêm “One Eye” Văn Tỵ/Ly
16 Đặng “Snake hat” Hùng/Thien
17 Ngô “Meat Beast” Chu
18 Nhâm “Joe” Sang/Oanh
19 Mao “Typhoon” T ô n g / H o n g Hanh
20 Phó “Wrong dice” Bình
D20 Names translated to “english”.
1 Starflesh
2 Rad
3 Crop Croq
4 Knobby Nnoll
5 Eyes
6 Red Wine
7 Cogwheel
8 Bones
9 Howlin
10 Watchtower
11 Snakeface
12 Who
13 Fat Sleepwalker
14 Storm Rider
15 Purple haze
16 Boots
17 Son/sister.
18 Fugs
19 No Government
20 Heatman
MILITARY PERSONNEL (add rank or title before name).
INTELLIGENT MONSTERS
SPETSNAZ спецназKnow at least 2 secrets.
Валентин Valentin S6 D10 W13 H10 Ефим Yefim S8 D9 W12 H3Игорь Igor S10 D8 W7 H1Светлана Svetlana S13 D8 W12 H8
LRRP 101ST AIRBORNE DIVISION - SWITCHBLADESHere to observe and kill the gnoll leader Al-pha Mane.
Darrel “Fuckface” Masberg S13 D13 W14 H10Linh “Dorment“ Hoàng S14 D15 W12 H1Dougal “Father” McGuire S8 D6 W9 H7Fayard “BeerCan” Green S13 D11 W10 H2
RIVAL SQUADS
D20 First impressions.
1 Polite so it hurts, wearing strange boonie.
2 Reckless in combat, boasting about old fights. Never stops looking at others weapons.
3 Cautious around others. Moves slow if you stare at her/him. Major burn scars under the uniform/clothes.
4 Vibrant language and gestur-ing. Always eating on some-thing. No shoes.
5 Hypochondriac and emotional. Always one hand in the medi-cine bag.
6 Steals and denies it. Wearing too many watches.
7 Angry about something, will stop for a while if you talk about it. Homemade tattoos.
8 Relentless and unnecessarily rough. One ear.
9 Perfectionst with major ocd. Perfect uniform/clothes.
10 Dishonest, not wearing sym-bols representing any sides.
11 Remorseful. Hiding bag full of ears.
12 Nearsighted and looks at you like he/she wants to eat you. Black clothes.
13 Soooo creepy. Too long hair.
14 Lazy and talkative, very very thick glasses.
15 Courageous, wearing medals.
16 Need to plan everything.
17 Hard-boiled, scars every-where. Wearing headband.
18 Savage with a sparkle in her/his eye. Almost no clothes.
19 Passionate and hiding some-thing.
20 Too old for this shit. Gray hair and smoking a cigar.
VIET CONG COMMANDOSharp and silent, know their environ-ment.
Trần “Mice snake” Bao S10 D8 W7 H1Pham “Sweet meat” Mao S8 D6 W9 H7Đỗ “The russian” Tuan S6 D10 W13 H10Bạch “Crab swimmer” Hoang S13 D12 W8 H3 Sample
file
Non Gratus Rodentum
Please Copy.
Non Gratus Rodentum
Please Copy.
CLASSIFIEDMONSTERMECHANICSThe monster mechanics is based and stolen straight of from Chris McDowall and his Into the odd. Visit his blog at soogagames.blogspot.com
DRIVE: Characters and Monsters should all have something that they desire and are working towards. This is the main guide for the Referee in deciding how the being behaves, and can be anything from world-domination to a quiet life.
MONSTERS: Some encounters are, by their very na-ture, different to people and wildlife. As such they often have special abil-ities outside of their Ability Scores. An expedition site should contain most-ly unique monsters but some examples are given.
HIT POINTS: Creatures have up to 35 hp. Remem-ber that Hit Points are not purely the ability to absorb physical damage but also the monster’s cunning and skill in avoiding harm
KILLING MONSTERS: Monsters are treated exactly the same as characters other than noted excep-tions.
ARMOUR: Armoured humanoids or large beasts have Armour 1. Large, armoured beasts and giant creatures have Armour 2. Only the largest, toughest monsters have Armour 3. Unusual creatures may cause certain attacks to be Enhanced or Impaired against them, or be out-right immune.
DAMAGE: Attacks cause d6 Damage if nothing is mentioned. Some attack for extra dam-age, up to an absolute maximum of d20 for the most extreme cases.Ability Score Loss and Death Attacks:Particularly deadly creatures bestow horrible effects when they cause Crit-ical Damage. This ranges fromAbility Score loss to messy death.
ABILITY SCORES: When assigning Ability Scores 20 is the maximum.
HOW TO MAKE IT FUN.
■ ■ ■ ■ ■ a■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■
■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■
■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■
■■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ And accept it that soon you’ll be drenched to the bone.
OLD
SC
HOOL REVIVAL AGENCYM
ADE USING THE INTO THE ODD
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R
“Somebody once wrote, “Hell is the impossibility of reason.” That’s what this place feels like. Hell.”
■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■
■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■
CLASSIFIED
DEPARTMENT OF UNUSUAL REPORTS
OFFICE OF THE ADJUNTENT GENERAL
WASHINGTON, D.C.67941
Sample
file
Non Gratus Rodentum
Please Copy.
CLASSIFIED
12
3
4
5
6
7
8
9
10
11
12
13
14
15
16Cartography, Ltd. Karl Stjernberg MIA
Map Control No 666 84871133Field Report missingContact
OLD
SCHOOL REVIVAL AGENCY
MA
DE USING THE INTO THE ODD
OS
R
CLASSIFIED CLASSIFIED
Medium sized dungeon 1
Sample
file
Non Gratus Rodentum
Please Copy.
Non Gratus Rodentum
Please Copy.
Cartography, Ltd. Karl Stjernberg MIA
Map Control No 984810 8487666a
Field Report missing
Contact
OLD
SC
HOOL REVIVAL AGENCYM
ADE USING THE INTO THE ODD
O
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CLASSIFIED
23
4
5
6
1b
2
3
4
5
6
1a
1c
1b
1a1c
1d
1a
1b
1c
1d
2
1e
3
4
5
Small sized dungeon 1
Small sized dungeon 2
Small sized dungeon 3
USM
CSample
file
Non Gratus Rodentum
Please Copy.
CLASSIFI
ED
THE WEAPONS
Colt M1911A1
The Sm
ith &
Wesson
Model
10
Winchester Model 1200
UZI
D10 Hand Combat Weapons1 M7 Bayonet.
2 Jet Pilot’s Survival Knife.
3 KA-BAR Utility/fighting Knife.
4 Gerber Mark II.
5 SOG Knife.
6 Switchblade.
7 Bowie knife.
8 Prototype Machete.
9 Knuckle knife.
10 Tomahawk.
D10 Type Ammunition Die (AD)
Damage
1 Hand Combat Weapons - 1d4+2
2 Pistols & revolvers d6 1d6
3 Submachine guns d12 2d4
4 Shotguns d6 3d4
5 Machine guns d20 2d6* **
6 Sniper/marksman rifles d8 1d12* **
7 Infantry rifles d12 1d8
8 Grenade Launchers - 3d6*
9 Mortars - 5d6* **
10 Flamethrowers d10 4d6*
If the weapon has several damage dice, you can divide the dice into several targets.
*Can’t be used at close range**Need 1 turn set up else half damage.
USM
C
D10 Pistols & revolvers
Used by
1 Colt M1911A1 U.S. Standard
2 Colt Commander U.S. Officers
3 M1917 Revolver South Vietnamese , U.S. Tunnel rats.
4 Browning High Power (AD d8)
Australia, New Zealand.
5 Smith & Wesson 10 U.S. Tunnel Rats
6 Smith & Wesson 12 U.S. Army, USAF Pilots.
7 Smith & Wesson 27 MACV-SOG
8 Makarow PM Soviet Union
9 Mauser C96 (AD d8) China
10 Luger P08 VPA, VietCong/NLF.
D6 Shotguns Used by1 Stevens M520-30 “trench
guns”U.S. Military
2 Ithaca 37 Navy SEALS, U.S. Navy personnel.
3 Stevens Model 77E “riot”Stevens Model 77E “mark1”, extended magazine, m7 bayo-net.
U.S. Army , Marine military personnel, South Vietnamese Forc-es.
4 Winchester Model 21 (AD d4) South Vietnamese Forces.
5 Winchester Model 1200 U.S. Army
6 Remington Model 870 Navy SEALS, U.S. Marine Corps
D10 Submachine guns Used by1 Thompson South vientam, U.S.
artillery , helicop-ter units.
2 Ingram MAC-10 U.S. special opera-tions forces.
3 Carl Gustav M/45 MACV-SOG, Navy SEAL, South Vietnamese.
4 Madsen M-50 MACV-SOG, U.S. spe-cial forces, South Vietnamese.
5 Sterling L34A1 Australia, New Zea-land, SAS.
6 Sten (with su-pressor)
U.S. special opera-tions forces.
7 Uzi U.S. Special opera-tions forces.
8 K-50M NVA.
9 Škorpion NVA ,VietCong/NLF (spies,special force unit).
10 F1 submachine gun Australia.
OLD
SCHOOL REVIVAL AGEN
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MADE USING THE INTO THE O
DD
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S
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REMINDER.
ROUNDS/AMMUNITION DIE(AD)When combat is over, roll a ammunition die to see how much ammuni-tion is spent and found. If the roll is 1-3 then the die is downgraded to the next die in the dice chain. 1-3 on the d4 means that the weapon has run out of ammunition, and needs to be reloaded. D20>D12>D10>D8>D6>D4.
AUTOMATIC FIRE.When you use automat-ic fire on a weapon, you need to roll under the difficulty level in the table, to hit your target. This symbolize the recoil of the weapon and bullet spread. Keep rolling the die until you fail and roll damage each success. When you fail a roll, you are out of ammo. Reloading is 1 action. You can’t cancel automatic fire. If you get a critical failure with 20, your gun jams for 1d4 turns ■ ■ ■ ■■ ■ ■ ■ ■ ■ ■
Difficulty
under 18
under 15
under 10
under 3
On fail, Out of ammo. On Success, Roll damage.
Ingram MAC-10
Prototype Machete.
Knuckle Duster 1d4+1
Sample
file
Non Gratus Rodentum
Please Copy.
Non Gratus Rodentum
Please Copy.
CLASSIFIED
WEAPONS& VEHICLESD8 Machine guns Used by1 Stoner M63 5.30 kg Navy SEALs.
2 M60 10.5 kg U.S. Standard.
3 M1919 Browning 14 kg Vehicle and helicopter mounted machine gun.
4 Maschinengewehr 42 11.6 kg
VPA, VietCong/NLF.
5 DShK 1938 34 kg Soviet Union.
6 RPK - Ruchnoy Pulemyot Kalashnikova 4.8 kg
Soviet Union.
7 Degtyaryov machine gun11.5 kg (loaded)
NVA, VietCong/NLF.
8 Heckler & Koch HK21 7.92 kg
Navy SEALs, Thai forc-es.
D8 Heavy weapons Name1 Grenade Launcher M79 Grenade Launcher
2 Flamethrower M2 (M9A1-7)
3 Light Anti-Tank Weapon M72 LAW
4 Rocket Launcher (4tubes) M202 Flame Assault Shoulder Weapon
5 Mortar M2
6 Anti-Tank/Personnel Weapon
Type 69 RPG
7 Mortar M30 mortar
8 Howitzer M102 howitzer 3d20 damage
D8 Grenades And Mines Damage1 M26 Fragmentation grenade 3d6
2 XM58 Mini CS Riot Control Grenade, CS gas, target cannot keep their eyes open for 1d2 turns. “non-le-thal”.
-
3 M18 Colored smoke grenade -
4 F1 Fragmentation grenade 3d6
5 M-43 Type 67 Stick grenade 3d6
6 M18 Claymore mine 4d6
7 Thermite Incendiary Grenade 1d20
8 M16 mine 4d6
D20 Vehicles1 M151 Jeep ¼-ton 4×4 utility truck.
2 Willy MB Truck, 1/4 ton, 4x4, Command Reconnaissance.
3 M113 APC (Armored Personnel Carrier)
4 M3 Half-track
5 LARC-LX (Lighter, Amphibious Resup-ply, Cargo) 60 Ton
6 M76 Otter (amphibious cargo carrier)
7 Centurion Mk3 Tank
8 M48 Patton Tank
9 M67 Flame Thrower Tank
10 Bell UH-1 Iroquois “Huey” helicopter
11 Bell AH-1 Cobra Attack Heli
12 Bell H-13 Sioux - light observation helicopter
13 CH-47 Chinook helicopter
14 Douglas AC-47 Spooky Gunship
15 Lockheed AC-130 gunship
16 de Havilland Canada DHC-2 Beaver with amphibious floats
17 Armored Troop Carrier (LCM) Naval
18 Mil Mi-4
19 Dnepr M-72 Motorcycle
20 GAZ-69 truck
M40 Sniper Rifle
AK-47M60
M16
D10 Infantry rifles Used by
1 M1, M1A1, & M2 Carbine U.S. Air Force Security Police
2 M16 U.S. Standard
3 M1 Garand (AD d6) South Vietnamese, U.S. advisors
4 CAR-15 Navy SEALs.
5 CAR-15 (Colt Commando flash suppressor)
Navy SEALs., MACV-SOG.
6 L1A1 Self-Loading Ri-fle
Australia, New Zealand.
7 AK-47 NVA,VietCong/NLF.
8 AKM Soviet Army
9 Sturmgewehr 44 NVA,VietCong/NLF.
10 Mauser Kar98k (AD d6) NVA,VietCong/NLF, South Vietnamese.
D6 Sniper/marksman rifles
Used by
1 Dragunov SVD-63 . Soviet Union.
2 M40. U.S. Marine Corps
3 Winchester Model 70. U.S. Marine Corps
4 M21. U.S. Army
5 Mosin-Nagant 1891 FÉG Sniper version.
NVA
6 Remington Model 700. MACV-SOG
1 kilogram =2.20462262 pounds
Dragunov SVD-63Sample
file
Non Gratus Rodentum
Please Copy.
STANDARD/SPECIALITEMS
D6D20
Standard Items1-2
Standard Items3-4
Standard Items5-6
1 M3 Aid Bag, bodybag, field dress-ing, U.S. Navy Surgical Case.
20 empty sandbags. Insect Repellent, Liquid DEET, or “bug juice”.
2 Mess Kit & Utensils Hand generator. Mountain Cook Set.
3 Gas Mask Field towel, extra dry clothes. Grappling Hook.
4 Machete Trap Kit Belt Buckle with Hidden Compass.
5 Tent Big mosquito net. 7x50 M-19 binoculars and case.
6 2 Smoke grenades M1966 Jungle hammock. Hot Weather Field Cap
7 Poncho Marine Corps Raincoat. Strobe light
8 Air Force pen light Dog Tag Silencers (Spectacles) Barbed tape.
9 Sun, Wind and Dust Goggles Zippo Lighter or matches with Wa-terproof Match Container.
Ajax Transistor Radio, for music and news.
10 Signal mirror Black Pajamas. Viet Cong Rice Tube.
11 MX-991/U Flashlight Combat notebook. AN/PIQ-5A Public Address Megaphone.
12 2 Frag grenades Camouflage Paint Stick. Weapon Cleaning Kit
13 1t4 Claymore Mine. Water Purification Tablets. Hidden Knife Pocket
14 Jungle hat Utility Pocket Knife. Sunglasses and jungle boonie.
15 Air Mattress Camouflage Helmet Cover With Mos-quito Net.
Sunburn Preventive Cream and Foot Powder.
16 Wrist compass or Lensatic Compass. Standard folding entrenchment tool.
1t4 Signal Smoke & Illumination Sirvival Flare
17 Tool Roll Pouch Kit 1d8 Carbiner with climbing rope. English or Vietnamese Phrase Book
18 Maps BUAER Flak Shorts Ten-foot steel pole.
19 Sleeping bag ARVN Officers Whistle Crowbar
20 Trip flares Individual Survival Kit - Hot-Wet Environment
Pistol Silencer
D20 Special Items1 Friends in high places.
2 Ancient book about a dungeon 1000 years ago.
3 Scuba gear
4 M18 Infrared binoculars
5 Pentax single-lens reflex camera or Olympus Pen EES-2
6 PRC-25 Radio, Diana Cryptosystem Pad, Waterproof Signal Equipment Bag.
7 The complete field guide, get 1 ad-vatange every mission.
8 Custom built pistol x2 rounds.
9 T-10 Parachute
10 Scopes for all your weapons
11 1t6 C4
12 Fragmentation Vest
13 Ghillie Suit
14 PSR-1A Intrusion Detecting Set
15 A map with 1 minor dungeon already marked.
16 Jungle boots with a human barefoot sole.
17 Your own M38A1 Jeep
18 Ancient book about a dungeon 1000 years ago.
19 Grenade launcher
20 ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■
OLD
SCHOOL REVIVAL AGEN
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CWP 1430.2January, 1951
Into The Jungle--___ 1430.2
Standard / Special Items January, 1951
First Contact Report by
CLASSIFIEDSample
file
Non Gratus Rodentum
Please Copy.
CLASSIFIED
■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■■ ■ ■ ■ ■ ■ Pigman ■ ■ ■ visible canines
■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ .■ ■ ■ ■ ■ ■ ■ ■ ■ ■ Mosquitoes,■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■.. Coelophysis?
■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■
■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ Operation Rolling Pigs.■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■
■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ magic artifacts?Large, armoured beasts and giant crea-tures ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■
■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ in the skull ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ a.
■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ Compsognathus scouts.■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ monster ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ expedition. Contact him and ask for the “full list”.■ ■ ■ ■ ■ Captain ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ Geff ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■
■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ Joldblum■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■
■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■
■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ at■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ G ■ ■ ■ ■ ■ ■
■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ Mail ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ .■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ Com ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■■ ■ ■
C-7B FIELD REPORT.
Written by Cpt. ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ Operation Rolling Pigs. Date 30 april 19 ■ ■ ■ ■
Three ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■
■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ first contact report■ ■ ■ ■ ■
■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■■ ■ ■ ■ ■ ■ Perfect symetrical ■ ■ ■ ember cubes. ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ South or north Vietnam.■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■
■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ danger.■ ■ ■ ■ ■ ■ ■ ■ ■■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ gic only with helicop-ter.
■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ 2 inside.
■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ 2■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■
■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ Captain ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ Remember that ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ 243 million years ago.■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■
■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ af■ ■ ■ ■ ■ ■ ■ ■ ■ ■ dungeon.■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ another time.
■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ entrance ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ creatures ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■
■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ broken truck.
Come senators, congressmenPlease heed the call.
D20 Fate1 The effects from strange chemicals,
believing you are a ■ ■ ■ ■ ■ ■ got an extra ■ ■ ■ ■
2 Starting your own ■ ■ ■ ■ ■ ■ ■ ■ business without ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■
3 Bodyguard for ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■
4 Not my country anymore. Starting
the first ■ ■ ■ ■ ■ ■ 5 CIA agent with anger issues and ■
■ ■ ■ ■ ■ ■ ■ ■ ■ 6 Killed in a car accident because of
■ ■ ■ ■ ■ ■ ■7 ■ ■ ■ ■ ■ ■ stripper in ■ ■ ■ ■ ■ ■ 8 ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ criminal with ■ ■ ■ ■ ■ ■ ■9 Police officer, problems with au-
thorities, bribes and ■■ ■ ■ ■ ■ ■ 10 Invents a ■ ■ ■ ■ ■ ■ without ■ ■ ■ ■11 Drummer in a band called ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■
■ gets kicked from the band before they ■ ■ ■ ■ ■ ■ ■ ■ .
12 Blaming everything on ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ and antiwar movement, deep resentment
toward ■ ■ ■ ■13 Actor in ■ ■ ■ ■ ■ ■ ■ ■ ■ but can’t ■ ■ ■ ■ ■ ■ ■
14 Working with Pigmen refugees and ■ ■ ■ ■ ■ ■ ■ active in the antiwar move-ment
15 Finishing your education in ■ ■ ■ ■16 Reliving ■ ■ ■ ■ ■ ■ ■ over and over again
17 Taxi driver with ■ ■ ■ ■ ■ ■ ■ ■ ■ for ■ ■
18 ■ ■ ■ ■ ■ gigolo with ■ ■ ■ ■ ■ 19 Living in the jungle. Psychosomatic
blind, ends up with the first ■ ■ ■ ■ ■ ■ ■ ■ /human child by mistake.
20 Schizophrenia, all “personali-ties” called Johan. Outbursts with screaming■ ■ ■ ■ ■ ■ ■ ■ ■ ■. 1 extra problem from the d6 core table and 1 extra fate
D6 Core1 I don’t like talking
about it.
2 Nightmares every night, mood swings, angry outbursts, anx-iety, paranoia.
3 Daily uncontrollable flashbacks.
4 Drug addiction.
5 Alcoholism.
6 Suicide.
COMING HOMETHE AFTERMATH. When you retire your charac-ter or when the war is over. You either pick your own fate or use the the core and fate tables.
Thank you: Linnea, Karl, Rickard, Johan, Johan, OSR FB, Chris with his into the odd, Anxy Anxy, Mark Sable, Skander.
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