Description: The Road Hogs are the biker gang that took control of all of the other northern biker gangs ("Join or Die") and now controls the western portion of what was Oregon State. The character most likely joined the Road Hogs either as a matter of survival (once member of another gang), or in the quest for power and respect. Anyone who leaves the Road Hogs will have a bounty placed on them that any Road Hog will gladly attempt to collect.
Apprenticeship: None (Road Hogs would rather force villagers to do the work)
Primary Skills: Mechanics: Basic, Wilderness Survival, four Physical Skills, three Weapon Proficiencies, two Pilot Skills
Secondary Skills: Select any five
Special Bonuses: +20 SDC, +2 PS, +2 PE
Money: 2D6 times 100 New Americorp Dollars
Equipment: Basic clothing and Road Hog leathers, two good quality weapons, and a vehicle worth $12,000
Relatives & Connections: The Road Hogs are a brotherhood of bikers and road warriors, and will have a 30% chance to recognize another 'Hog' not displaying their colors. The motto "Join or Die" also carries with it the expectation that one is a Road Hog until they die, and they do not appreciate anyone who tries to leave the fold.
Friday, April 24, 2015
Road Hog Character Background
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Thursday, April 16, 2015
Mutants of London
Found this info online today. I've heard of the saying, "If the Tower of London ravens are lost or fly away, the Crown will fall and Britain with it.", but never knew this part of the story.
http://ultrafactsblog.com/post/116593278579/the-ravens-of-the-tower-of-london-are-a-group-of
The ravens of the Tower of London are a group of captive common ravens which live in the Tower of London. The group of ravens at the Tower comprises at least seven individuals (six required, with a seventh in reserve). The presence of the ravens is traditionally believed to protect the Crown and the Tower; a superstition holds that "If the Tower of London ravens are lost or fly away, the Crown will fall and Britain with it."
I've never been a fan of the Mutants in Avalon sourcebook because of the Arthur angle it took, this look much more interesting. You could use this as the background for a specific Tower Raven (Purebreed) animal species that would start with special perks.
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Labels: animal, article, background, Mutants in Avalon, purebred
Monday, March 31, 2008
Human Character Backgrounds
[Human Backgrounds written by: Fubarius (AtB Forum @ Palladium Books); posted with permission]
Human Renegade
Your average Empire of Humanity citizen doesn't have a whole lot of contact with your average mutant (except mutant dogs and the occasional slave of course). Your typical soldier on the other hand comes into contact with them all the time, though usually through the sights of their weapon. Every so often one of those soldiers realizes that maybe these upright walking and talking 'animals' might just be, well, people too. They also realized that trying to exterminate these 'animals' is, well, wrong. Due to the constant indoctrinization and propaganda of the EoH these attitudes rarely happen to new recruits. But after a campaign or two here, a purged village or two there, these attitudes start to creep in causing the once loyal soldier to leave the Empire of Humanity and become a renegade.
Apprenticeship: None.
Primary Skills: Hand to Hand: Expert, Running, Climbing (+5%), Wilderness Survival (+5%), Land Navigation (+5%), W.P. Pistol, W.P. Auto and Semi-Automatic Rifles, W.P. Sub-Machinegun, W.P. Energy Rifle, one Ancient W.P. of choice, Literacy (+15%), Basic Math (+10%), four Military skills of choice, and a total of two skills selected from Rogue or Technical.
Secondary Skills: Choose any 10
Special Bonuses: +5 BIO-E (for animal abilities or psionics only, more may be gained through the usual measures), +1d4 PS, +1 PE, +1d6 Spd, +3d6 SCD (plus the usual bonuses for a mutant human)
Money: The character HAD a sizable nest egg, 2d4 times 10000 EoH credits, but they were all confiscated the moment he deserted. So far he's only managed to scrape together 1d4 times 100 bucks.
Equipment: A nearly worn out EoH uniform (might work for a disguise, but not for very long or under close scrutiny), a set of civilian clothes, two modern weapons of choice (EoH Energy weapons are available with GM approval), EoH Flac Jacket (AR 11, SDC 80).
Relatives & Connections: May have a few friends in his new life. In the EoH he might have a close firend or relative who might provide assistance, but most humans will consider him a traitor.
Human Exile
You were an average citizen of the Empire of Humanity, going about your daily life with out a care in the world. Well, except for the growing population of monsters taking over the world, or so the news reels say. But then on that fateful morning something horrible happened that turned your world upside down. You pissed off the wrong person. Or you got convicted of a crime. Or they discovered you weren't "pure" enough by whatever standard they decided on that week. No mater the reason why the effect is the same, they kicked you out or you fled before they could kill you. So now you're living with the 'monsters' and trying to find a way to survive.
Reason for exile:
Note: do not use the bonuses for Mutant Human. Use the following instead.
1-20% You're an aspiring politician and your more powerful rival decided his chances of re-election was better with you gone. +2 MA, +1 IQ, +3 PB
21-30% In a fit of passion you committed a capitol crime (murder, rape, kidnapping, treason, etc) but managed to escape before your scheduled execution. Note: for good alignments the crime might have been justified (say having to kill a high ranking official in self defense), but the death sentence was still given for what ever reason. +1 MA, +1 ME, +2 PS, +2 PE
31-50% Falsely convicted of a crime. You are totally innocent but can't prove it (yet). You feel that if you can clear your name you can rejoin the Empire. But until then you're making do the best you can. +2 ME, +2 IQ, +2 PB
51-60% You worked as a researcher, accountant, technician, etc for the government, and now you Know Too Much and have been deemed a security liability. Luckily you found out about it before they could arrest you. You have 1d4 government secrets that many groups would kill for. +3 IQ, +2 ME.
61-70% Wrong place at the wrong time. Maybe you took the last donut in the cafeteria, maybe you laughed at the wrong joke, maybe some high up official just wanted to flex his political muscles, or maybe he didn't like the shape of your ears, but all you know is that one night some soldiers stormed into your bed room, tied you up, and threw you out the front gate with no explanation as to why. +5 BIO-E, +1 IQ, +1 ME, +1 PB.
71-100% Not 'normal' enough. During the latest purge they determined you weren't 'pure' enough (though they didn't mind the last 8 purges). Fortunately since you could convince them that you're 'mostly' human they couldn't kill you so they just kicked you out. +10 BIO-E, have at least one vestigial disadvantage (your choice), +1 IQ, +1 MA
Apprenticeship: None.
Primary Skills: Basic Math (+15%), Advanced Math, Literacy (+15%), Writing, History, Computer Operation, 2 Pilot skills of choice, 2 Domestic skills of choice, and a total of 6 skills combinedl from Medical, Scientific, and Technical.
Secondary Skills: Choose any 10 (Note, can only chose Hand to Hand Basic)
Special Bonuses: See above.
Money: The character HAD a small nest egg, 3d6 times 1000 EoH credits, but they were all confiscated the moment he you left. So far you've only managed to scrape together 1d4 times 100 bucks.
Equipment: A set of clothes, 1 simple ancient weapon scrounged up somewhere (club, knife, chain, staff, etc), 1d4 small high tech devices you managed to hide on you when you were exiled, and some basic survival gear you managed to trade for (matches, a blanket, etc).
Relatives & Connections: May have a few friends in this new life. In the EoH you still have a few close friends or relatives who might provide assistance, but most humans will consider you a traitor.
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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.
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Labels: background, Mutants Down Under
Tuesday, August 15, 2006
Rodent Cartel/New Filly Enforcer
[created by: gordyzx9r (AtB Forum @ Palladium Books); posted with permission]
Born and raised in Filly, the character received a streetwise education through the school of hard knocks. The character probably began as a gang member or thug whose potential was not lost on the Rodent Cartel. The character was indoctrinated into the Cartel where his or her strong-arm skills were fine-tuned. The character is now an Enforcer for the Rodent Cartel, excelling in the role of strong-armer, collection agent, assassin and so forth.
Apprenticeship: None
Primary Skills: HtH Expert, language, interrogation, prowl (+15%), streetwise (+25%), tailing (+15%), 2 ancient WP of choice, 3 modern WP of choice, & any 3 from military, rogue, or technical (HtH Assassin may be chosen in lieu of 2 modern WP)
Secondary Skills: Select any 8
Special Bonuses: +1 to PS, PE, PP, & Spd, & +5 to SDC
Money: 1D6X500 Bucks
Equipment: The Rodent Cartel will provide characters with equipment, weapons, clothing, and so forth as needed and as pertains to the task. In addition, the character will have their own personal sets of basic clothing, a personal sidearm and an ancient weapon. Characters may purchase their own equipment if they so desire.
Relatives & Connections: The character initially has 1D10 informants, snitches, and/or other contacts throughout Filly, each of whom have a 15% of having knowledge detrimental to the characters mission.
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Revised Background Table for After the Bomb use with Ninjas & Superspies
[created by: Kuseru Satsujin (AtB Forum @ Palladium Books); posted with permission]
Revised Background Table for After the Bomb use with Ninjas & Superspies
01-15% Feral Background
16-20% Freed Slave
21-25% Martial Monk
Some mutants are trained by secret societies and religious orders dedicated to the study of unarmed combat or specialty combat. They are forbidden to reveal the secrets of their combat moves and will practice most of their moves privately. Sometimes wandering individuals and small groups of these martial monks can be found performing tasks for their organization.26-40% Raised on the Frontier
Apprenticeship: Martial Monk (NEW!)
Primary Skills: Wilderness Survival, along with another four Domestic Skills, three Physical Skills, one Military Skill , two Rogue Skills, and three Weapon Proficiencies
Secondary Skills: Select any five.
Special Bonuses: +1 P.S., +1 P.E. and +5 to S.D.C.
Money: 3D6 times 20 bucks.
Equipment: A set of basic traveling clothing/everyday wear, as well as one good quality martial weapon of choice and one other ancient weapon.
Relatives & Connections: The character has a 5% chance of recognizing another member from the same organization or a known opposing organization.
41-50% Villagers & Townies
51-60% Border Area Character
61-63% Professional Military/Mercenary
Like the Elite Militia, mutant animals with professional military training are highly trained militarily. While some of these characters are trained by nations with standing armies (unlike the Militia levies of Cardania and many other nations). Occasionally groups of these mutants will band together to form mercenary units who work for whomever pays them.64-70% Elite Militia
Apprenticeship: Professional Military (NEW!)
Primary Skills: Hand to Hand Expert, Climbing, Wilderness Survival, Land Navigation, W.P. Pistol, W.P. Auto & Semi-Automatic Rifles, and W.P. Sub-Machinegun.
Secondary Skills: Select any seven.
Special Bonuses: +1D4 to P.S., +1 P.E., +2D4 to Spd, and +18 to S.D.C.
Money: 100 bucks.
Equipment: Fatigues, dress uniform, combat boots, and standard military gear (canteen, backpack, etc.). A helmet and flak jacket that
provide A.R. 11 and S.D.C. 80 as well as a pocket knife, assault rifle and pistol. Also receives one ancient weapon of choice.
Relatives & Connections: The character has a 5% chance of recognizing an old buddy in any mutant animal military unit.
71-73% Gatorland Ninja Operative/Independent Ninja Back Ground
Many mutants in Gatorland, as well as small schools throughout the rest of the known world, are taught the ancient art of Ninjitsu, and taught how to act like the famed ninja from before the Crash. These characters tend to be highly trained in the arts of stealth, combat, and guerilla warfare. Gatorland Ninja Operatives are recruited and trained by the Teenage Mutant Ninja Turtles, err, Gang of Four, to perform a variety of tasks for the Gatorland government (such as it is). Independent Ninja are often found alone or in small groups trained by sensei who have mastered the art.74-80% Guerilla Warrior
Apprenticeship: Ninja Operative (NEW!)
Primary Skills: Wilderness Survival, Demolitions, and Demolitions Disposal, along with another four Military Skills, two Physical Skills, three Rogue Skills, and three Weapon Proficiencies
Secondary Skills: Select any five.
Special Bonuses: +2 P.P., +1 P.S., +1 P.E. and +5 to S.D.C.
Money: 3D6 times 20 bucks.
Equipment: A set of basic traveling clothing/everyday wear, one custom ninja suit, as well as one good quality ninja weapon of choice and one other ancient weapon.
Relatives & Connections: If a Gatorland Ninja Operative, the character has contacts with the Gatorland ninja organization, Cardania's Scouts, Rodent Cartel, and other rogue elements on the Eastern Seaboard. Independent Ninja often only have contact with their sensei and/or the sensei's other students, and with a few rogues or locals from their homeland.
81-83% Espionage Agent
With tense relations between many nations, particularly the Empire of Humanity and it's mutant neighbors, many countries employ small, elite groups of espionage agents used to scout out and gather information on their neighboring countries and look out for dangerous groups moving near their home nation.84-87% Raised by Bandits
Apprenticeship: Espionage Agent (NEW!)
Primary Skills: Wilderness Survival, Prowl, Demolitions, and Demolitions Disposal, along with another four Military Skills and four Rogue Skills.
Secondary Skills: Select any six.
Special Bonuses: +1 P.P., +1 P.S., +1 P.E., +3 to Spd, and +5 to S.D.C.
Money: 2D6 times 100 bucks.
Equipment: Full set of clothing and traveling equipment with one firearm an two ancient weapons.
Relatives & Connections: Part of a secret network of espionage agents working for one nation or another.
88-90% Professional Thief
These mutants are the urban version of Bandits and commit crimes among the many mutant animal communities. They are often after personal gain rather than anything else, though there are a few who either steal for the fun of it or to support their families and friends.91-98% One of the Academic Underground
Apprenticeship: Professional Thief (NEW!)
Primary Skills: Literacy, Basic Mathematics, four Rogue Skills, two Scientific & Scholastic Skills, three Weapon Proficiencies, one Pilot Skill and one Domestic Skill.
Secondary Skills: Select any seven.
Special Bonuses: +1 P.P., +1 to M.A. and +1 to M.E.
Money: 2D6 times 1000 bucks.
Equipment: The character is well equipped with clothing, traveling equipment, thieves tools (usually lock picks and a few other odds and ends) as well as two weapons.
Relatives & Connections: Since these characters tend to move from town to town a lot, there's a 3% chance of running into someone who knows them in any village or town.
99-00% Gizmoteer
Often part of the Academic Underground, these mutants have found a natural knack or particular aptitude for one particular discipline. These characters delight in taking things apart, figuring out how they work, and rebuilding them into wild and wonderful gizmos.
Apprenticeship: Gizmoteer (NEW!)
Primary Skills: Select any six Scientific & Scholastic Skills, and four Technical Skills.
Secondary Skills: Select any six.
Special Bonuses: +2 to I.Q, +1 P.P., and +1 to M.E.
Money: 1D4+1 times 1000 bucks.
Equipment: Full set of clothing and traveling equipment, a main weapon, and a computer with a huge library of electronic reference books (pick four specialty topics). Also has a decent selection of tools and parts.
Relatives & Connections: May or may not be part of the secret network of scientists and academics who continue the work of studying, experimenting, publishing, and generally pushing back the dark forces of ignorance. If not, has a 10% chance of recognizing a member who is.
Martial Monk Apprenticeship
Base "Hand to Hand Skill": Select one martial art from among the following; Aikido, Mein-Ch'uan Kung Fu, Bok Pai Kung Fu, Choy Li Fut Kung Fu, Lee Kwan Choo, Li Chia Kung Fu, Pao Pat Mei, Sankukai Karate, Taido, Tai Chi Ch'uan, Te, and Zanji Shinjinken Ryu.
Main Skill: As per martial art style selected above.
Core Skills: All skills from the martial art style.
Military & Weapon Proficiency Skills: Select any two Military Skills (no bonus), plus one W.P. of choice.
Pilot Skills: Select one from Boating, Navigation, Sailing, or Teamster/Wagoner (no bonus).
Ninja Operative Apprenticeship
For at least eight years the character has trained under a ninja sensei in the ways of Ninjitsu. The character has learned how to use the weapons, equipment, and methods of a ninja. They are skilled at silently performing any number of missions, ranging from simple scouting and intelligence gathering to more complex subterfuges and sabotage. Many ninja use their skills to perform assassinations. A ninja works from the shadows, and no one may know their true identity, consequently, any ninja who operates openly as a ninja, continually goes masked and disguised, so no one will know their true identity. Other ninja, more adept at concealing themselves, will opt for simple disguises, often appearing as simple farmers, craftsmen, warriors, bandits, or rogues.
Gatorland Ninja Operatives fulfill a variety of roles including operating trade missions, embassies, acting as the military and administrative officers of Gatorland, and keeping tabs on Gatorland's neighbors (and more importantly any threats to Gatorland). These ninja primarily concentrate on the military and spying aspects of Ninjitsu training. The Gang of Four often employs single operatives and small, commando-style groups as mercenaries, lent out through black market channels to act as bodyguards, scouts, and explorers (and it is rumored, assassins and enforcers) throughout the known world.
Independent Ninja are often trained by sensei in solitary schools that may be found anywhere from remote wilderness locations, to small villages or even hidden among a burgeoning metropolis. Ninja trained in this manner are often independents who act in a variety of ways, typically traveling the land like the Japanese Ronin of old. Occasionally, gangs of these ninja may join together, either for increased opportunities for power (through theft, looting, assassinations, or simply selling the services of the group to the highest bidder) or for protection (of themselves, their sensei, or a group or community).
Base "Hand to Hand Ninjitsu Skill": In the case of combinations of After the Bomb with Ninjas & Superspies, Gatorland Ninja Operatives receive the Ninjitsu martial art style.
Main Skill: Hand to Hand Ninjitsu
Core Skills: All skills from Ninjitusu martial art style.
Military & Weapon Proficiency Skills: Select any two Military Skills (no bonus), plus one W.P. of choice.
Pilot Skills: Select one from Boating, Navigation, Sailing, or Teamster/Wagoner (no bonus).
A list of Ninja Weapons and Equipment:
Descriptions can be found in TMTN&OS, N&S, Rifts: Japan, and Rifts GMG.
Weapons (applicable W.P.(s) listed in parenthesis)Equipment
- Aikuchi/Tanto (Knife) Damage: 1D6; Cost: 30 bucks
- Bisento (Polearm) Damage: 3D6+4; Cost: 300 bucks
- Blow Gun (Targeting) Damage: 1D4, may be coated with poisons or drugs; Cost: 15 bucks
- Bokken (Blunt or Sword) Damage: 2D4; Cost: 30 bucks
- Daisho (Paired) see Katana and Wakizashi
- Hankyu (Archery) [This is the folding ninja bow] Range: 250 feet (76m), Damage: 2D4; Cost: 120 bucks.
- Jitte (Forked) Damage: 1D6; Cost: 60 bucks
- Katana (Sword) Damage: 2D6 or 3D6 for a high quality sword; Cost: 200 bucks for a normal Katana, 1000 bucks higher for a high quality Katana
- Kawanaga (Grappling Hook) Damage: 1D8; Cost: 10 bucks
- Kusari-Fundo (Chain) Damage: 2D6; Cost: 10 bucks
- Kusari-Gama (Chain and Battle Axe) Damage: 1D10--chain, 1D8--sickle; Cost: 50 bucks
- Kyoketsu-shogi (Chain and Battle Axe) Damage: 1D8--chain, 1D6--blade; Cost: 40 bucks
- Manriki-Gusari (Chain) Damage: 1D8; Cost: 8 bucks
- Naginata (Polearm) Damage: 2D6; Cost: 150 bucks
- Ninja-to (Sword) Damage: 2D4; Cost: 80 bucks
- No-Dachi (Sword) Damage: 3D6+4; Cost: 500 bucks
- Nunchaku (Chain) Damage: 2D4; Cost: 20 bucks
- Sai (Forked) Damage: 1D6; Cost: 65 bucks
- Shinobi-Zue (Staff and Chain) Damage: 1D10 for chain, 2D4 for staff; Cost: 40 bucks
- Shikomi-Zue (Staff or Spear) Damage: 2D6 for spear, 2D4 for staff; Cost: 45 bucks
- Shuriken (Targeting) Damage: 1D4; Cost: 30 to 50 bucks
- Tonfa (Blunt) Damage: 1D6; Cost: 20 bucks
- Wakizashi (Sword) Damage: 2D4 or 2D6 for high quality sword; Cost: 100 bucks for a normal Wakizashi, 1000 or higher for a high quality Wakizashi
- Yari (Spear) Damage: 2D6; Cost: 35 bucks
- Chain Cost: see AtB for costs
- Eggshell Bomb Cost: 5 bucks each
- Ippon-Sugi Nobori Cost: 25 bucks
- Ninja Boots Cost: 10 bucks
- Ninja Caltrops (Tetsubishi) 1 point of damage, possible poison; Cost: 5 bits, for materials and/or tools, each
- Ninja Climbing Claws (Foot/Ashiko) Cost: 45 bucks/pair
- Ninja Climbing Claws (Hand/Shuko) Cost: 55 bucks/pair
- Ninja Emergency Kit Cost: 120 bucks
- Ninja Hang Glider (HitoWashi) Cost: 250 bucks
- Ninja Socks (Tabi) Cost: 2 bits/pr
- Ninja Suit (Shinobi Shozoku) Cost: 10 bucks
- Rope Cost: see AtB
- Rope Ladder Cost: x1.5 cost of normal rope, see AtB
Professional Military/Mercenary Apprenticeship
Main Skills: Select one Military Skill program from Ninjas & Superspies and add an additional +10% to those skills.
Core Skills: Select two more Military Skill programs from Ninjas & Superspies.
Espionage Agent Apprenticeship
Main Skill: Select one Espionage Skill Program (excluding the Professional Thief Skill Program) from Ninjas & Superspies and add an additional +10% to those skills.
Core Skills: Select two more Espionage Skill Programs from Ninjas & Superspies.
Professional Thief Apprenticeship
Main Skill: Receives the Professional Thief Skill Program from Ninjas & Superspies with an additional +12% bonus to those skills.
Core Skills: Language (two), Streetwise, W.P. Knife, W.P. Pistol. All get a +10% apprenticeship bonus.
Rogue & Thief Skills: Select six Rogue Skills. All get a +5% apprenticeship bonus.
Gizmoteer Apprenticeship
Main Skill: Select on Gizmoteer Skill Program from Ninjas & Superspies and add an additional +10% to those skills.
Core Skills: Select two more Gizmoteer Skill Programs from Ninjas & Superspies.
[Author's Website: Ninjas & Superspies GMs Netbook]
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