Showing posts with label Mutants Down Under. Show all posts
Showing posts with label Mutants Down Under. Show all posts

Monday, November 05, 2007

Mutants Down Under: Revised Backgrounds

One of the members of the AtB Forum at Palladium, Panzerfaust, asked for updated backgrounds from the older After the Bomb® supplements. Here are my updated versions of the backgrounds that appear in Mutants Down Under™.

IMHO, it would be better to redo the Backgrounds and Create some Apprenticeships for the setting, but that will take some time...

ABORIGINE HUNTER
Character has been brought up in the traditional culture of the Australian Aborigine, otherwise known as Dreamtime. This gives the character the ability to easily live off the land, gathering food, weapons, and tools from nature. Because the Aboriginal culture has no need to commerce or technology, the character starts out with no money and no equipment other than aboriginal weapons and tools, like the boomerang, knife, and walking staff or spear.
Apprenticeship: None
Primary Skills: Dreamtime Lore, Australian Nature Lore, Find & Prepare Bush Tucker, Climbing (+15%), Prowl (+15%), Swimming (+15%)
Secondary Skills: Athletics, Running, Hand-to-Hand: Basic, and any two (2) Aboriginal W.P. or Ancient W.P., plus the character can select any four (4) additional skills from among Aborigine Skills, Secondary Skills, Pilot Lighter-Than-Air Vehicles, or Pilot Mutant Insect (No skill bonuses).
Special Bonuses: +15 BIO-E, +20 SDC, +2 PE, +2 PS, +1 PP, +5 Spd, +1 Initiative. This is the only character that can become Mabarn – Sorcerers of the Aborigine [Mutants Down Under, Pg. 12]
Money: None
Equipment: Two Aborigine weapons, gunny-sack, knife, and other hand tools.
Relatives & Connections: Dozens of friends and relatives in the outback where the character grew up will always recognize the character and give aid or protection if needed.


TASSIELAND AIRSHIP CAPTAIN/PILOT
Merchant airship captains of Tasmania keep their ships in the family and pass down the captaincy to family members through the generations. This character has $22,000 to construct their family airship (do not use the money for any other purpose).
Apprenticeship: None
Primary Skills: Pilot Lighter-Than-Air Vehicles (+15%), Basic Mechanics
Secondary Skills: Astronomy, Basic Math, Rope Works, Navigation, Carpentry, Radio: Basic Communications, Vehicle Weapon Systems, any seven (7) secondary skills. Character also receives a low level version of Australian Nature Lore Base Skill: 34%/+4% per level of experience.
Special Bonuses: +5 SDC, +1 PP, and +2 PE
Money: 100 to 600 Bickies (1D6 times 100)
Equipment: One airship (see above), plus $1200 of personal equipment and supplies, including weapons and ammunition.
Relatives & Connections: The character has inherited several contacts in the 2D4 port towns. The characters family name will gain them some help as long as the character lives up it. The character is also familiar with a dozen-or-so other airship families.


ABORIGINE AIRSHIP CAPTAIN/PILOT
Unlike the Tassieland pilot, this is a character was not able to purchase or inherit an airship, so the character stole one from the Jakartans. It must be a Six-Man Transport or a Twenty-Man Frigate (player's choice), and $4,000 is available to the character to customize the airship. Like the aboriginal character, the character starts with no money and no possessions (other than the ship).
Apprenticeship: None
Primary Skills: Australian Nature Lore, Find & Prepare Bush Tucker, Songlines, Aerial Navigation, and Pilot Lighter-Than-Air Vehicles.
Secondary Skills: Any two (2) Aborigine or Ancient W.P., and any three (3) Aborigine or Secondary skills
Special Bonuses: +10 SDC, +2 PE, +2 PS, +1 PP
Money: None
Equipment: One customized Jakartan Airship (see above).
Relatives & Connections: Several friends and relatives in the outback where the character grew up will always recognize the character and give aid or protection if needed.


JACKAROO/JILLEROO
These "cowpokes" herd giant insects for a living and choose to ride mutant insects like the giant grasshoppers. Character can select any one personal mount from the list of mutant riding insects. Note that the Communicate with Mutant Insects psionic ability is particularly valuable to the Jackaroos.
Apprenticeship: None
Primary Skills: Pilot Mutant Insects (+20%), Australian Nature Lore, and one modern W.P.
Secondary Skills: Prowl, Tracking, Select any six (6) Domestic skills and any three (4) Physical Skills.
Special Bonuses: +5 BIO-E, +10 SDC, +2 PS, +2 PE
Money: $20 in Bickies
Equipment: One riding insect (see above), two personal weapons: a Tassie .38 Revolver, and either a Tassie 7.62mm rifle or a Tassie 12 Gauge shotgun, along with 50 rounds of ammunition for each. Also has up to $800 (1D8 times $100) worth of equipment.
Relatives & Connections: The character will have several relatives and friends in their hometown or at the station (ranch) that they worked. The character also has a 5% chance of running into an old buddy working at another station or town.


ABORIGINAL INSECT HERDER
Some Aboriginal groups have added herding mutant insects to their traditional customs. They prefer to ride giant grasshoppers and other mutant riding insects.
Apprenticeship: None
Primary Skills: Pilot Mutant Insects (+20%), Dreamtime Lore, Australian Nature Lore, Find & Prepare Bush Tucker
Secondary Skills: Hand-to-Hand: Basic, two (2) Physical Skills, any two (2) Aboriginal or Ancient W.P., and any two (2) Aboriginal or Secondary skills.
Special Bonuses: +10 SDC, +2 PE, +2 PS, +1 PP, +5 Spd, +1 Initiative, automatically receives Communicate with Mutant Insect regardless of the character's ME.
Money: None
Equipment: Riding Gear (made from natural vines & gut), two (2) aboriginal weapons, and tools.
Relatives & Connections: Several friends and relatives in the outback where the character grew up will always recognize the character and give aid or protection if needed.


SWAGMAN
These vagabonds wander the land and are seen as shiftless drifters. They tend to be tougher than other mutant animals, and tend to pick up skills along the way, working as jack-of-all-trades, whenever work presents itself.
Apprenticeship: None
Primary Skills: Select any three (3) skills from Military, Physical, Pilot, Rouge, or Technical categories, and has a low level version of Find & Prepare Bush Tucker (Food) with Base Skill: 24% +4% per level of experience (with a 2% chance of selecting poisoned Bush Tucker). Also can take one of either Pilot Mutant Insect, Pilot Lighter-Than-Air Vehicle, or Songlines. Note: If Pilot Mutant Insect is selected, the character is allowed a personal mount (choose either grasshopper or ant).
Secondary Skills: Select any 10 Secondary skills
Special Bonuses: +20 SDC, +4 PE, +1 PS, +1 PP
Money: $10 to $60 Bickies (1D6 times 10)
Equipment: $300 in equipment and supplies. Also has a Tassie .38 Revolver or a Tassie 7.62 Rifle, with 40 rounds of ammunition.
Relatives & Connections: This character has a 10% chance of bumping into someone they know or that knows them (for better or worse) wherever they go.


TASSIELAND TECHNICIAN
Raised in Tassieland, the character is one of the few who has received an education in science and technology. They are also trained in recognizing and analyzing Pre-Prang artifacts. As a high-tech urban dweller, tends to see most other mutant animals as ignorant hicks (especially the Aborigines).
Apprenticeship: Any, though they tend towards scientific fields.
Primary Skills: Select any five (5) Scientific & Scholastic skills, five (5) Technical Skills, and another eight (8) skills from Domestic, Medical, Military, Pilot, or Weapon Proficiencies.
Secondary Skills: Select any six.
Special Bonuses: +2 IQ, +1 PP
Money: $100 to $600 (1D6 times 100) in Bickies
Equipment: $400 to $2400 (4D6 times 100) in equipment and supplies.
Relatives & Connections: Has plenty of family and friends in the character's hometown. Has a 5% chance of running into an acquaintance/classmate while visiting other Tassieland mutant animal communities.


TASSIELAND MILITIA
Trained and equipped by Tassieland, these characters have been assigned to help defend against the Jakartan menace. The character was raised in a technologically sophisticated agricultural community defending it against Aboriginal mutants.
Apprenticeship: Armorer, Mechanic, or Weaponsmith
Primary Skills: Hand-to-Hand Expert, three (3) Weapon Proficiencies, four (4) Physical Skills, five (5) Military Skills, and may choose to take two (2) Pilot Skills, Pilot Lighter-Than-Air Vehicle, or Pilot Mutant Insect. Note: If Pilot Mutant Insect is selected, the character is allowed a personal mount (choose either grasshopper or ant).
Secondary Skills: Select any five.
Special Bonuses: +10 SDC, +1 ME, +1 PP, +4 Spd and +2 to disarm and pull punch.
Money: $40 to $240 (4D6 times 10) in Bickies
Equipment: One military-quality weapon (assault rifle, sub-machine gun, or sniper rifle), 60 rounds of ammunition, and $300 to $1800 (3D6 times 100) in other equipment and supplies.
Relatives & Connections: In addition to coming from a close knit community, this character is also part of a militia charged with the protection of the land it it's people from the Jakartan menace and can call on any other members for aid, and is obligated to respond to any calls for aid from other militia members.


FERAL
This character grew up alone in the wilderness, and has a hard time trying to fit in with the general mutant animal society. These characters will also be uncomfortable around humans.
Apprenticeship: None
Primary Skills: Character has a very low level version of Find & Prepare Bush Tucker and Australian Nature Lore, both with Base Skill: 15% +5% per level of experience, and a steady 3% chance of selecting poisoned Bush Tucker, Prowl, Wilderness Survival, Climbing, Swimming, Tracking, Hunting, Hand-to-Hand Basic, and two (2) Weapon Proficiencies.
Secondary Skills: Select any three.
Special Bonuses: +15 BIO-E, +20 SDC, +4 PE, +2 PS, +1 PP, +1 Initiative
Money: None
Equipment: $10 to $60 (1D6 times 10) worth of equipment.
Relatives & Connections: The character is most comfortable in the wilderness, and has a 10% chance of running into an acquaintance while wandering/exploring the wilderness. No known family.


CAR NUT/MECHANIC
This character grew up in a family that made it's living restoring Pre-Prang machines for the community. This isn’t easy due to the lack or remaining parts and shortage of metal. Keeping these machines running takes a little creative "magic" and a lot of skill.
Apprenticeship: None
Primary Skills: Select six (6) Pilot Skills, four (4) Physical Skills, Basic Electronics, Basic Mechanics, and Basic Math.
Secondary Skills: Select any six.
Special Bonuses: +5 SDC, +2 PP
Money: $20 to $120 (2D6 times 10) in Bickies.
Equipment: One vehicle ($12,000 is available for the character to construct the vehicle - not for any other purpose), and basic mechanics tools.
Relatives & Connections: Several friends and relatives in the area where the character grew up will always recognize the character, and most likely have something for them to repair. There is also a good chance that there will be some need of their service wherever the character goes.


NINJA/MARTIAL ARTIST
The character was adopted into a ninja or martial arts school, or by a wandering master.
Apprenticeship: None
Primary Skills: Hand-to-Hand Martial Arts or Assassin, Select three (3) Military Skills, three (3) Rouge & Thief Skills, three (3) Physical Skills, and three (4) Ancient Weapon Proficiencies.
Secondary Skills: Select any six Secondary Skills.
Special Bonuses: +15 SDC, +3 PE, +2 PS, +4 PP, +5 Spd.
Money: None
Equipment: $250 worth of weapons, equipment and supplies.
Relatives & Connections: The character is part of a secret brotherhood of ninja or martial artist that operate from the shadows. The character is expected to maintain that secrecy. There is a 15% chance of the character recognizing another member of their brotherhood, and a 7% chance of recognizing a member of another/rival order.


FREE SLAVES
Born a Jakartan slave (or other human dominated territory), this character eventually escaped. They will have a burning hatred of Jakarta and general distrust for all humans.
Apprenticeship: None
Primary Skills: Select two (2) Military Skills, four (4) Physical Skills, and one Technical Skill.
Secondary Skills: Wilderness Survival, plus six (6) other Secondary Skills.
Special Bonuses: +5 BIO-E, +10 SDC, +2 PE, +2 PS, +1 ME
Money: $10 Bickies in cash.
Equipment: $40 to $240 (4D6 times 10) worth of equipment and supplies.
Relatives & Connections: The character will be familiar with a half-dozen slave camps, mines and factories in Jakarta or other human dominated territory, and will know dozens of other slaves at each location.

Thursday, May 31, 2007

Mutants Down Under Adventure: Devil Dogs

This adventure was designed using First Edition rules and was written for a group of four to six well established (3rd to 5th level) adventurers with no specific background or power requirements. However, having access to a Road Hogs vehicle will come in handy. Individual GMs may want to change some aspects of this adventure to better suit your group.
PLAYER INTRO

The characters are summed to the residence of Charley Wendt, a wealthy local rancher, by two of his burly "assistants", Harry and Ron.

"I appreciate you meeting with me on such short notice, but this is a matter of some urgency to me. Last week I sent my daughter to purchase an artifact from a collector in Sweet Greens, and three days ago I received word that she had made the purchase and was returning home with the artifact by airship. Then, last night, we received word from the airship's company that the cargo ship my daughter was on had radioed in distress that it was damaged and going down. No details were given and no word has been received since.

The company says that they are unwilling to send anyone to check on them as they were flying through a dangerous area at the time. It seems that my daughter had persuaded that pilot to take a shortcut in order to return home sooner.

Please, I beg of you, I need you to find out if my daughter survived the crash and return her home in whatever condition you find her."

If the characters agree to take the job, Charles will negotiate a price starting at $900. However, he can easily be negotiated up to $1,500 plus fuel and repairs once the job is complete.

Once the characters agree to the terms, Charles continues, "I will have one of my pilots take you and your vehicle(s) to Lake City which is the nearest town to the area where the airship's last radio communication came from. My man will wait for you there until you return with word of my daughters fate."

The wealthy rancher starts sobbing in grief and waves for his "assistants" to escort the PCs out, but then adds, before they leave..."Oh, I would also appreciate it if you could try to recover the artifact my daughter had bought in Sweet Greens -- if it survived the crash. I would so hate to see my daughters hard work go to waste."

If asked what the artifact is that his daughter was sent to Sweet Greens for, the rancher will not answer directly, saying that his people will give them all the information they will need. If the characters persist, Charles will threaten to reduce their pay if they continue.

Once the characters are ready to leave, one of the ranchers assistants will give the characters a tracking device and tell them that the girl should have placed the artifact in a crate and attached a homing beacon on it. The tracking device should help them locate the crate and, in turn, the old mans daughter. Unfortunately, the beacon only has a range of about 10 km.

WELCOME TO LAKE CITY

Once the characters are on their way it will take them eighteen hours to reach Lake City. Far from a city actually, Lake City is a hamlet of about ten ramshackle buildings, population 82 (kangaroos, dingoes, and frilled lizards), bordering a dried up lake bed out in the middle of a barren stretch of dirt.

The area is very hot during the day, frosty cold at night, and bone dry. A single windmill stands in the center of town bringing up what little water it can from the dirt. The people in this town are xenophobic, so when the ship first touches down, the townsfolk head indoors and close the windows.

Characters can find about a dozen locals holed up in the local pub, Pepper's Oasis which seems to be the best spot to look for some information on where the rancher's daughter might have crashed. Unfortunately, one of the locals here, Billy Treet, is a member of the Devil Dogs Gang. Billy will act very helpful towards the players when he hears them asking about the downed airship and offer to escort them to the crash site 12 km north of town. Nobody in the bar will be willing to counter Billy, as they don't want to make trouble with the Devil Dogs.

If the characters are able to get information from someone else in town (most of them know about the crash site's location 15 km north of town), Billy, Sammy, and Bob Treet will ambush the characters shortly after they arrive at the site.

AMBUSH AT THE AIRSHIP

Billy Treet take advantage of the characters interest and lead them out into the local wastes where he and his brothers, Sammy and Bob, can ambush them at the crash site. However, these characters are incompetent hacks that the characters should be able to easily deal with. Sammy will usually be riding in the sidecar and manning the Machinegun while Bob or Billy drives. The brothers have also hidden their old truck nearby in case they need to escape.

Treet Brothers Motorcycle & Sidecar
Base SDC: 55 / 20
Vehicle Armor AR: 14/10 SDC: 150/80
Speed Class: 8 (120/70)
Weapons: Light Machinegun fixed mounted on sidecar: 5D6 Damage (Weapon jams on a natural 1 - 4)
Description: This old Motorcycle and sidecar is covered in dirt, rust, and old pre-Death bumper stickers. The Treet brothers have mounted an old police siren on the bike.


Treet Brothers Pick-Up Truck
Base SDC: 220
Vehicle Armor AR: 14 SDC: 190
Speed Class: 7 (105/65)
Description: An old beat-up pick-up crudely covered in metal armor plating. A flaming Devil Dog emblem is painted on the hood of the truck.


Once the PCs have dealt with this minor delay, or are able to get some useful information from some other local, they will find that the tracking device is buried under some of the wreckage.
Searching the wreckage, the characters will find no sign of the crew, the girl, or the crate. What they will find are faint vehicle tracks leading off into the wastes (three tracking rolls (-20%) are needed to stay on track).

DEVIL DOGS

Following the vehicle tracks 20 km west, the characters will find a fairly large camp located in a deep snaking canyon. The canyons walls rise 10 to 15 meters (30 to 45 feet) on both sides. The bandit's forces number about 20 animals of various species. Most are armed with old rifles, revolvers, and archaic weapons (clubs, bows, and chains), while the leaders are armed with newer automatic and semi-automatic weapons, grenades/dynamite, and/or heavy weapons.

Observation of the camp will reward with the following: It's pretty much a dump with about two dozen tents and low buildings, a paddock housing a dozen mutant Drone Flies, a water pump, generator house, fuel dump, and radio tower in addition to those items mentioned earlier.

The characters might also see a flat bed truck with a large 3'x3' crate with the ranchers brand on the side in a large shed near the canyon wall. They will also see the ranchers daughter being dragged into a large tent in the middle of the camp. Seven armed and armored vehicles (2 ATVs, 4 motorcycles, and 2 dune buggies), and an armored airship should also be noted to the observing character.

DEVIL DOGS VEHICLES
The two ATVs are broken down (stats not given) and scheduled for repair once they get the right parts. Also, the Devil Dog's airship pilot died a week ago, so they do not have anyone to pilot it (stats not given).

Devil Dogs Motorcycles:
Base SDC: 75
Vehicle Armor AR: 14 SDC: 350
Speed Class: 13 (195/95)
Description: Old dirt bikes that have been armored, and painted red and black with the Devil Dog symbol. The seats have been modified so that it seats a driver (forward) and a gunner (rear).


Devil Dogs Dune Buggies:
Base SDC: 450
Vehicle Armor AR: 14 SDC: 350
Passenger Compartment Armor: AR: 12 SDC: 250
Speed Class: 12
(180/90)
Weapons: A swivel mounted Light Machinegun on rear facing forward. 5D6 Damage (Weapon jams on a natural 1 - 4)
Description: These old desert dune buggies are lightly armored and covered in desert camo. The gunners on these vehicles usually carry a half-dozed molotov cocktails which they will use if they get close enough to an enemy vehicle.

The Devil Dog's War Wagon! (Hidden in one of the low buildings near the center of the camp)
Base SDC: 500
Vehicle Armor AR: 16 SDC: 700
Passenger Compartment Armor: AR: 16 SDC: 500
Speed Class: 14 (210/100)
Weapons:
Forward Fixed Mounted Rocket Tube 8D6 damage (4 rockets)
Forward Swivel Mounted Medium Machinegun 6D6 damage
Rear Turret Mounted Flame Thrower 4D6 damage (AR: 14 SDC: 400)
Leftside Swivel Mounted Light Machinegun 5D6
Rightside Swivel Mounted Light Machinegun 5D6
Four Gun Ports on both sides
Description: Built over the body of an old bus. This is the largest vehicle in the gang's motor pool, and often used to recruit new grunts or as a troop transport.
GAME MASTER INFORMATION

What's Going On?
The Devil Dogs are local scavengers attacking anyone passing through (or over) their domain. When they searched the downed airship they took the girl and crew prisoner (for sale as slaves, replace their pilot, and/or used as ransom), and looted the ships cargo (the beacon on the ranchers crate was dislodged in the crash). The bandits have already gone through most of the cargo crates marked to contain fruit, vegetables, and water, but have yet to open the ranchers crate. The crew and the girl are being kept in one of the low buildings the gang uses as a jail house (guarded by two gunts) while they decide what to do with them.

The Devil Dogs:
Individually, the regular gang members are pushovers. However, in groups they work quite well together, especially if one of their commanders is with them. A dozen of them are specialized in vehicular combat, and another half-dozen are trained to pilot Drone Flies. The rest are just 1st level grunts in training.

What's up with the Rancher?
Is he just an wealthy old man who's more concerned with getting his "artifact" back than with the welfare of his daughter? I leave that to the GM to decide.

What's in the Box?
The artifact the ranchers daughter bought is... actually, I don't know what it is yet. I've though about it being a robot/android, a super engine, a weapon, some mysterious computer/AI, or just a mysterious object that may, or may not, work. Any input here is welcome. Just remember, the characters are supposed to return it to the rancher in the end (unless the daughter gifts it to them (hush-hush) for helping her escape).

NPCs

Charley Wendt
Alignment: Unprincipled
Attributes: IQ 12, ME 23, MA 9, PS 15, PE 14, PP 5, PB 12, Spd. 9
Age: 40 Gender: Male
Species: Magpie Goose
Size Level: 9
Hit Points: 38 SDC: 45
Disposition: Greedy
Human Features
Hands -- Full (Extra Limbs)
Biped -- Full
Speech -- Full
Looks -- None
Powers: None
Psionics: Communicate with Mutant Insects
Background: Aboriginal Insect Herder
Occupation: Insect Rancher (5th Level)
Skills of Note: Pilot Mutant Insect, Dreamtime Lore, Australian Nature Lore, Find & Prepare Bush Tucker, Land Navigation, Wilderness Survival, Hand to Hand: Basic
Weapon Proficiencies: Boomerang, Spear & Spear Thrower
Attacks per Melee: 4
Bonuses: +2 to Strike, +2 to Dodge, +2 to Parry, +2 to Dodge, +2 to Pull/Roll
Personal Profile: Charley is a wealthy local Insect Rancher whose only true obsession is with wealth and power. Mr. Wendt started out an honorable man who's passion was working with the mutant insects of the Outback, but when his family ranch was destroyed and his leg crippled by bandits, Charley's personality changed.


Harry
Alignment: Miscreant
Attributes: IQ 13, ME 12, MA 12, PS 21, PE 16, PP 12, PB 9, Spd. 23
Age: 21 Gender: Male
Species: Dingo
Size Level: 11
Hit Points: 28 SDC: 64
Human Features
Hands -- Full
Biped -- Partial
Speech -- Partial
Looks -- None
Natural Weapons: Teeth (1D6)
Psionics: None
Background: Tassieland Militia
Occupation: Bodyguard (3rd Level)
Skills of Note: Demolitions, Demolitions Disposal, Read Sensory Equipment, Tracking, Land Navigation, Athletics, Boby Building, Climbing, Running, Hand to Hand:Basic (4th Level)
Weapon Proficiencies: Revolver, Rifle, Blunt
Attacks per Melee: 4
Bonuses: +2 to Pull/Roll with punch/fall, +2 to Parry, +2 to Dodge, +2 to Strike, +6 to Damage


Ron
Alignment: Miscreant
Attributes: IQ 7, ME 16, MA 14, PS 23, PE 20, PP 12, PB 7, Spd. 24
Age: 40 Gender: Male
Species: Dingo
Size Level: 10
Hit Points: 28 SDC: 55
Human Features
Hands -- Full
Biped -- Partial
Speech -- Full
Looks -- None
Natural Weapons: Claws (1D4)
Psionics: None
Background: Tassieland Militia
Occupation: Bodyguard (3rd Level)
Skills of Note: Demolitions, Demolitions Disposal, Read Sensory Equipment, Tracking, Land Navigation, Athletics, Boby Building, Climbing, Running, Hand to Hand: Basic (4th Level)
Weapon Proficiencies: Revolver, Rifle, Blunt
Attacks per Melee: 4
Bonuses: +2 to Pull/Roll with punch/fall, +2 to Parry, +2 to Dodge, +2 to Strike, +8 to Damage


Billy Treet
Alignment: Diabolic
Attributes: IQ 9, ME 9, MA 9, PS 19, PE 15, PP 8, PB 11, Spd. 10
Age: 19 Gender: Male
Species: Rat Kangaroo
Size Level: 11
Hit Points: 20 SDC: 40
Human Features
Hands -- Partial
Biped -- Partial
Speech -- Full
Looks -- None
Powers: Nightvision
Psionics: Mind Speak
Background: Biker (Road Hogs)
Occupation: Gang Member (Level 1)
Skills of Note: Pilot: Automobile, Race Car, Truck, and Motorcycle; Escape Artist; Land Navigation; Basic Mechanics; HtH: Basic
Weapon Proficiencies: Sub-Machinegun, Automatic & Semi-Automatic Rifle, Revolver, Heavy
Attacks per Melee: 2
Bonuses:+2 to pull/roll with punch/fall, +4 Damage


Sammy Treet
Alignment: Diabolic
Attributes: IQ 9, ME 8, MA 13, PS 22, PE 13, PP 11, PB 17, Spd. 16
Age: 18 Gender: Male
Species: Rat Kangaroo
Size Level: 12
Hit Points: 23 SDC: 52
Human Features
Hands -- Partial
Legs -- Partial
Speech -- Full
Looks -- None
Powers: Nightvision
Psionics: None
Background: Biker (Road Hogs)
Occupation: Gang Member (Level 1)
Skills of Note: Pilot: Automobile, Race Car, Truck, and Motorcycle; Athletics; Body Building; Pick Locks; HtH: Basic
Weapon Proficiencies: Sub-Machinegun, Automatic & Semi-Automatic Rifle, Revolver, Heavy
Attacks per Melee: 2
Bonuses: +2 to pull/roll with punch/fall, +7 Damage


Bob Treet
Alignment: Miscreant
Attributes: IQ 13, ME 6, MA 8, PS 19, PE 12, PP 6, PB 7, Spd. 14
Age: 19 Gender: Male
Species: Rat Kangaroo
Size Level: 10
Hit Points: 19 SDC: 35
Human Features
Hands -- Partial
Legs -- Full
Speech -- Full
Looks -- None
Powers: None
Psionics: Summon Willie-Willie
Background: Biker (Road Hogs)
Occupation: Gang Member (Level 1)
Skills of Note: Pilot: Automobile, Race Car, Truck, and Motorcycle; Wilderness Survival; First Aid; Auto Mechanics; HtH: Basic
Weapon Proficiencies: Sub-Machinegun, Automatic & Semi-Automatic Rifle, Revolver, Heavy
Attacks per Melee: 2
Bonuses: +2 to pull/roll with punch/fall, +4 Damage


Logan
Alignment: Aberrant
Attributes: IQ 14, ME 15, MA 13, PS 21, PE 19, PP 13, PB 8, Spd. 9
Age: 24 Gender: Male
Species: Tasmanian Devil
Size Level: 9
Hit Points: 30 SDC: 45
Human Features
Hands -- Full
Legs -- Full
Speech -- Full
Looks -- None
Powers: Advanced Smell
Psionics: None
Background: Mentored
Occupation: Gang Member (Level 3)
Skills of Note: Detect Ambush; Concealment; Escape Artist; Tracking; Wilderness Survival; Basic Mechanics; Auto Mechanics; Body Building; Prowl; Pilot: Automobile, Truck, Motorcycle; Read Sensory Instruments; HtH: Martial Arts
Weapon Proficiencies: Chain, Knife, Sword
Attacks per Melee: 4
Bonuses: +4 to pull/roll with punch/fall, +6 Damage, +3 to Parry, +3 to Dodge


WayneAlignment: Anarchist
Attributes: IQ 15, ME 12, MA 11, PS 19, PE 18, PP 13, PB 12, Spd. 26
Age: 22 Gender: Male
Species: Goanna
Size Level: 7
Hit Points: 26 SDC: 49
Human Features
Hands -- Full
Biped -- Partial
Speech -- None
Looks -- None
Natural Weapons: Whipsaw Tail
Psionics: Communicate with Mutant Insects, Mind Speak, Sixth Sense
Background: Aborigine Hunter
Occupation: Gang Member (Level 3)
Skills of Note: Climbing; Athletics; Prowl; Running; Swimming; Dreamtime Lore; Australian Nature Lore; Find & Prepare Bush Tucker; Pilot Mutant Insect; Aboriginal Medicine; HtH: Basic
Weapon Proficiencies: Revolver, Boomerang, Targeting (grenades), Blunt, Knife
Attacks per Melee: 4
Bonuses: +2 to Pull punch, +3 to Roll with fall, +4 Damage, +3 to Parry, +3 to Dodge, +1 to Strike with Body Block/Tackle (1D4)


Devil Dogs (Drivers & Gunners)
These mutant animals are all local boys driven bad by their situation. However, while none of them have any reason to back down from a fight, they will usually flee once they have depleted their SDC and return later with six or more Devil Dogs.
Species: Pigs & Dingos
Skill Level: 1
Size Level: 9 (average)
Looks: None; Speech: Full; Hands: Full; Biped: Full
Avg. Stats: IQ 16, ME 8, MA 8, PS 14, PE 14, PB 8, PP 15, Spd: 25
Hit Points: 19 SDC: 50
Leather Armor AR: 10 SDC: 40
Disposition: Trigger happy, Agressive
Attacks per Melee: 2
Bonuses: +1 to damage; +2 to roll with punch/fall
Psionics/Powers: None
Skills of Note: Pilot Motorcycle & Truck, Navigation; Read Sensory Equipment; Wilderness Survival; HtH: Basic
Weapon
Proficiencies: Blunt, Chain, Heavy, and Semi & Full-Auto Rifle
Devil Dogs (Insect Riders)
These mutant animals were brought into the gang by Wayne, are loyal to him above all else. They take very good care of their insect steeds and will leave a fight once their insect has lost three-quarters of their SDC. One of their more feared tactics is to drop grenades on, or in front of, an enemy from above.
Species: Komodo Dragons & Goannas
Skill Level: 2
Size Level: 7 (average)
Looks: None; Speech: Partial; Hands: Partial; Biped: Partial
Avg. Stats: IQ 19, ME 13, MA 8, PS 10, PE 9, PB 7, PP 14, Spd: 19
Hit Points: 15 SDC: 30
Leather Armor AR: 10 SDC: 40
Disposition: Quiet & Tactical
Attacks per Melee: 2
Bonuses: +1 to strike; +2 to pull/roll with punch/fall
Psionics/Powers: Mind Speak
Skills of Note: Pilot Mutant Insect, Navigation; Wilderness Survival; Prowl; HtH: Expert
Weapon Proficiencies: Spear & Spear Thrower, Woomera, Boomerang, Targeting (Grenades), and Revolver

Devil Dogs Grunts
Hoping to join up with the Devil Dogs, these grunts are typically young kids in training. These kids are given lowly jobs around the camp (cooking, fueling and cleaning the vehicles, or put on guard details). None are competent at piloting and of the vehicles, and are only proficient at using one or two weapons.
Species: Rat Kangaroos & Dingos
Skill Level: ~1
Size Level: 9 (average)
Looks: None; Speech: Full; Hands: Full; Biped: Full
Avg. Stats: IQ 12, ME 8, MA 6, PS 13, PE 10, PB 8, PP 13, Spd: 18
Hit Points: 10 SDC: 10
Leather Armor AR: 8 SDC: 20
Disposition: Trigger happy, easily frightened
Attacks per Melee: 2
Psionics/Powers: None
Skills of Note: Wilderness Survival
Weapon
Proficiencies: Blunt, Woombera