TEXT: �--+-f J Written by Michael Stackpole & Deb Wykle 
  UL� �Jt1
  '�I§ 
  
  Modern Era Solitaire Adventure 
  36 Fully Described Non-Player Characters 
  30 Gamemaster Maps & Play Aids 
  Usable with Mercenaries, Spies & Private Eyes 
  Written by 
  Michael Stackpole & Debora Wykle 
  Illustrations & Maps by 
  Cortina Bandolero 
  Steven S. Crompton 
  Ben Reid 
  Flying Buffalo Inc. 
  Number 2 
  
  TAKING CARE OF BUSINESS 
  TABLE OF CONTENTS 
  Introduction ........................................................... x 
  Building Map Key ............................................... xx 
  Taking Care of Business Solitaire ......................... 1 
  Mugshots Characters ............................................ 8 
  Peterboro City Map ............................................. 45 
  Peterboro City Map Index .................................. .46 
  Horne & Office Maps ......................................... .47 
  ALSO AVAILABLE 
  Flying Buffalo has a complete line of products avail­
  able for use with Mercenaries, Spies & Private Eyes. If 
  you can't get these at your local gaming or comic store, 
  you can order them direct from the publisher. Please 
  include $1.00 for postage. Ask for a Free catalog of all 
  our fine products. 
  Mercenaries, Spies & Private Eyes Boxed Set.. ...... $20.00 
  MSPE Rulebook only ............................................. $9.95 
  Adventure of Jade Jaguar-Solo(comes in box set).$4.95 
  Stormhaven-GMAdventure .................................. $7.95 
  Raid on Rajallapor -GM Adventure ..................... $4.95 
  Ident-a-Kit(fingerprintkitfortheGM) .................. $15.00 
  Mugshots 1: Case of the Pacific Clipper ............... $8.95 
  CREDITS 
  Executive Producer: 
  Rick Loomis 
  Mugshots Characters Section Written by: 
  Michael Stackpole 
  Taking Care of Business Solitaire by: 
  Debora Wykle 
  Espionage! Conversions by: 
  James Walker 
  Additional Material by 
  Steven S. Crompton 
  Illustrations bv: 
  Cortina Bandolero 
  Map Desi�ns & Cartography by: 
  Jim "Bear" Peters & Steven S. Crompton 
  Cardboard Heras created by: 
  Ben Reid 
  Typography & Graphics bv: 
  S. S. Crompton,Liz Danforth & Devora Wykle 
  PUBLISHING INFORMATION 
  This book is one in a series of contemporary role­
  playing supplements for use with Mercenaries, Spies 
  & Private Eyes. Each book will detail characters, 
  places and situations that you can use as a solitaire 
  or gamemaster adventure. 
  Copyright © 1992 Flying Buffalo Inc. 
  No part of this book may be reproduced or transmitted 
  in any form or by any means, electronic or mechanical, 
  including photocopying, recording, or computeriza­
  tion or by any information storage and retrieval sys­
  tem, without permission in writing from Flying Buf­
  falo Inc., P.O. Box 1467, Scottsdale, AZ 85252 
  Any resemblance or similarity between characters or 
  situations described in this book, and persons living or 
  dead, or any situations in real life, is purely coinciden­
  tal and completely unintentional. All places and char­
  acters are the property of their creators and are meant 
  for game use alone. Use of places, characters, or 
  situations in other works by anyone but their creators 
  is forbidden. 
  Mugshots im And Mercenaries, Spies and Private Eyes im are 
  trademarks owned by Flying Buffalo 
  First Printing, February 1992 
  published by Flying Buffalo Inc. 
  Printed in the USA 
  ISBN# : 0--940224-42-X 
  Product #: 3304 
  This book is dedicated to the memory 
  of Cortina Bandolero. 
  
  INTRODUCTION 
  Mugshots II is a collection of non-player charac­
  ters (abbreviated "NPCs") for use with contemporary role 
  playing games. In addition to the game statistics provided 
  for e�ch_ character, there are specific details and a general
  description to fully flesh out each character. A portrait, 
  present�d like a newspaper clipping, helps by providing a 
  mental image. A paragraph describing probable scenario 
  settings rounds out each character description. In addition, 
  there are some 30 pages of detailed maps of some of the areas 
  w�er� these characters might be found and a short (7 pages) 
  solitaire adventure where you, the player, might meet some 
  of these characters. 
  The gamemaster should begin by playing the solo 
  adventure, to get a feel for some of the characters. After that 
  it should be easier to determine which characters will fit in to 
  your adventure. As in Mugshots I, we start with the solo, 
  then the character portraits and descriptions, with the maps 
  at the end. 
  The "Mugshots Curse" is still in operation. If you 
  haven't purchased Mugshots I, and read the Publisher's 
  Note, you should do so. The description of the "Curse" is 
  almost as exciting as the adventure (well, not really,but it is 
  real life). In it I described why Mugshots took almost 7 years 
  to see the light of day, and why we put off the material that 
  wa� actu�lly going to be the original Mugshots to Mugshots 
  II, mcludmg the artwork by the lady (Cortina Bandelero) 
  who was murdered. The 32 or so pages of character portraits 
  and descriptions was the original Mugshots project. In order 
  to make this book at least 64 pages (it's a long story), we got 
  "Bear_" Peters to draw up a bunch of maps, and Deb Wykle 
  to wnte a short solo adventure using these characters. 
  We had near I y finished the project ( on! ya few days 
  lat�) with a_projected release date of Feb 28, and had only to
  wnte up this page and print out a few corrections, when our 
  laser printer died. It was a $3200 NEC Silentwriter 890, and 
  although we had it for two years, we had only printed 3300 
  pages on it. But of course the "Curse" was too much for it. 
  The repairman told me that the main CPU board was bad, 
  an� would c?st $1800 to replace! It turns out I can get a new 
  prmterof a different model foronly$1600, and it would have 
  a 1-year guarantee, whereas the repair on the old one would 
  only have a 90 day guarantee. So this page is being printed 
  out on my brand-new NEC Silentwriter II Model 90. (Next 
  time you see me at a convention, ask me if the folks at NEC 
  ever gave me an adjustment for a printer that self-destructed 
  after only 3300 pages! I have written them a letter - we shall 
  see.) 
  The game stats for Mercenaries, Spies and Private
  Eyes are listed after the physical description of the character. 
  The sectio� of Details goes into the character's personality 
  and behavior patterns. The chart at the bottom contains the 
  game stats for Espionage! The nice people at Hero Games 
  g�ve us permission 7 years ago to use the Espionage! statistics 
  with Mugshots and I believe they published some MSPE 
  statistics with one of their products too. At this point I don't 
  think Espionage! is published as a separate game anymore, 
  but the statistics are usable for any game in the Hero System. 
  X 
  (In case you don't h;i.ppen to play MSPE.) Of course you can 
  make your own alterations for whatever system you like to 
  use. 
  Abbreviations for MSPE are: 
  ST= Strength; IQ= Intelligence; LK = Luck; DEX:::: 
  Dexterity; CON = Constitution; CHR = Charisma; SPD = 
  Speed; HtoH = Hand-to-Hand; MW Adds or Missile Adds= 
  Missile Weapon Adds; SI= Special Interest; OS= Occupa­
  tional Skill; BA or BS = Bachelor's degree (Arts or Sciences); 
  MA or MS = Master's degree (Arts or Sciences); Ph.D = 
  Doctorate. 
  Abbreviations for Espionage! are: 
  STR = Strength; DEX= Desterity; CON:::: Constitu­
  tion; INT= Intelligence; PRE= Presence; COM= Comeliness; 
  PD= Physical Defense; ED = Energy Defense; SPD = Speed; 
  REC= Recovery; END= Endurance; CV= Combat Value 
  (OCV, DCV); CHA= Character; VAL= Value. 
  If you have questions, comments or suggestions, 
  please write us. We welcome your feedback. If you need a 
  reply, please enclose a self-addressed stamped envelope. If 
  there are specific groups of characters you'd like to see in 
  future Mugshots books, let us know. 
  - - Rick Loomis, Publisher
  List of Characters 
  Susan Prevera 
  Page 11 
  John "Dog" Puchsky 
  31 
  Robert McAndrews 
  12 
  Stephanie Conlan 
  32 
  Gerald Bosworth 
  13 
  Street Wizard 
  33 
  Ted "My Ship's Coming In" Baker 
  Elizabeth Manchester 
  34 
  14 
  Geoffrey Brand 
  35 
  Jim Drake 
  15 
  Marta Bannion 
  36 
  Dr. Anton Vladimir Turegev 16 
  Madame Zoroaster 
  37 
  Ellen Crescentmoon 
  17 
  Jennifer Valdez 
  38 
  Gladys Stewart 
  18 
  Dan Maginot 
  39 
  Theodore Philip Worthington 19 
  "Crazy Al" DeCinncio 
  40 
  William Harrison Dodge 
  20 
  Angela Maria DeCinncio 
  41 
  Marion Thorpe Dodge 
  21 
  Peewee Valchi 
  42 
  Caroline Zameko 
  22 
  Michael Murphy 
  43 
  Samantha Livingstone 
  23 
  Madeline D'Armaud 
  44 
  Tamara Hanlon 
  24 
  Edgar Roberts 
  45 
  Andrew Masterson 
  25 
  Robert Danielson 
  46 
  Roger Scott 
  26 
  Isolde Anderson 
  27 
  Erin Foster 
  28 
  Roger Cole 
  29 
  David Chun 
  30 
  
  Key to All Maps 
  This key is reasonably comprehensive for 
  all the maps. 
  However, because of the 
  detail which is included in the maps, some 
  variation exists. However, if you read the 
  text associated with the map, any details or 
  symbols not already understood should be 
  clarified by the reading. 
  To prevent creating a map too crowded 
  to be read, some small objects may not 
  always be represented in maps, especially if 
  the object is the sort which is quite common. 
  Some maps specifically show telephones in 
  certain places, for example, but this does not 
  mean some other room which shows no 
  telephone will not have one. The GM is 
  urged to consider these things, and if a 
  telephone, TV, fire extinguisher, or bedside 
  lamp is a locical thing to be in a certain 
  vicinity, let it be there whether it is marked 
  on the map or not. 
  Basics 
  plain wall 
  reinforced wall 
  \ 
  -==--
  single, plain door 
  -==---r==:. double doors 
  A 
  --=-
  sliding door
  � 
  secret door 
  11111111111111 
  stairs 
  � 
  I udder 
  0: 
  elevator
  [GJ) 1--DI wl 
  l[ll 
  showers
  E-] 
  bathing tub
  sinks 
  Qo 
  toilet facilities 
  dirt rath 
  � water 
  l@SJ,j 
  fireplace
  �-
  tree, plant or bush 
  (rotted if indoors) 
  common ObJects 
  • -
  tables 
  0 
  chairs 
  u 
  I 
  I n sofa or divan
  ' 
  � 
  bench 
  � 
  stool 
  @[J single bed
  double bed 
  (designs may vary) 
  [II) 
  bunk bed
  � 
  shelves (ll of lines is relative 
  to # of shelves there 
  CJ 
  rug (designs may vary)
  containers 
  c::J 
  counter 
  !iii 
  filing cabinet 
  -
  .-"-.. 
  cupboard or cabinet 
  •
  dresser
  LJ 
  closet (may also aprear as 
  small room with shelves) 
  :□1 
  display case 
  -�
  cask or barrel 
  00 
  oil drum 
  � 
  chest 
  m 
  crate 
  mt] 
  gunny sack 
  wan Fixtures and 
  Accessories 
  � curtains and tapestries 
  G7> 
  window
  xx 
  � 
  wall peg 
  � 
  wall hook 
  a=ss 
  rack 
  .t_ 
  fire extinguisher 
  Machinery and 
  ceneral Equipment 
  I!) 
  computer (mainframe) 
  {iJ 
  computer terminal 
  � 
  computer hard disk 
  -N 
  � 
  =, (J;)(]I) ii� 
  electronics board 
  � 
  heavy machinery 
  □ 
  miscellaneous equipment 
  (compare text) 
  � 
  telephone 
  8'i} 
  exercise equipment 
  w
  wide screen TV 
  _Q:QD 
  stereo equirment 
  f 11l 
  movie projector 
  [U] 
  stove/oven 
  /rRID-1 
  refridgerator or freezer 
  =rt 
  frying vats 
  00 
  large kettles 
  [Q1 
  washing machine 
  II 
  bins 
  [TI 
  dresser 
  [:J 
  files 
  
  TAKING CARE OF BUSINESS 
  Taking Care of Business 
  a solo adventure 
  featuring personalities from 
  Mug_shots2 
  by Debora Wykle 
  Suitable for any level MSPE character, this adven­
  ture places an emphasis on the peril inherent in seemingly 
  "commonplace" encounters! 
  The "Cash Table" mentioned in several paragraphs 
  is at the end of the adventure (right after paragraph 49). 
  Adventuring isn't all prestige and prosperity. Be­
  tween adventures, there are long periods of "normalcy" 
  when nothing much exciting happens. Which is why a hero 
  is sometimes caught by surprise when an adventure rears its 
  piquant head abruptly during an "ordinary" workday. [Start 
  at #1] 
  #J 
  "Local Businessman Named In City Crime Spree" 
  Reading the headline on today's paper suddenly 
  made sense of the deluge of phone messages from lawyers, 
  reporters, and police investigators that have piled up on your 
  desk. You'd always suspected that your boss wasn't always 
  on the right side of the law, but he'd done you a favor or two 
  in the past so you'd kept quiet. In fact, you are imagining 
  ways he could beat the rap when he suddenly strides into 
  your cramped work area. 
  Flustered and rumpled, he grabs his messages, 
  rifling through them like a drowning man flailing for a life 
  preserver. 
  "That blasted Drake," he growls, crumpling the 
  fourth message from the reporter who had plastered his name 
  all over the front page. "I' 11 sue him down to his socks! I don't 
  care how much it costs. Get me the best lawyer in town!" 
  You do. You quote the fee. Your boss explodes. 
  "That's highway robbery! I don't have time to raise 
  that kind of cash ... but you could help ... " 
  Willing to help, you listen as he tells you where to 
  meet his next contact. 
  "I'll cut you in 50/50. Just treat it as a business deal 
  and we'll be set." 
  Agreeing, you head out of the building to keep the 
  rendezvous. As you step from the elevator into the lobby, 
  you recognize the reporter Jim Drake arguing with the 
  company's security guards. If you stop to observe the 
  confrontation, go to# 8. If you go to your meeting, go to #11. 
  #2 . 
  You notice a man across the room quickly head for 
  the exit. You figure this to be Baker, coincidentally just the 
  fellow you were looking for. You follow him into the street. 
  Hurrying, you catch up and identify yourself. 
  "Boy, am I glad to see you!" he pants, ducking into 
  an alley. 
  Before he can continue, the bald man from the bar 
  interrupts. 
  "Hold it right there, Baker. Where's my money?" 
  Baker edges away, stuttering excuses. The bald 
  man pulls a blackjack from his coat and advances on Baker. 
  To join in the fight and help Baker, go to #22. To skip out 
  while you have the chance, go to #12.
  #3. 
  The fighters whirl at the last moment and your 
  punch lands squarely -- right on Baker's jaw! He's stunned, 
  and slumps to the ground. The bald man studies you for a 
  moment, seeming to look into your very thoughts. He 
  relaxes, somehow deciding that you're no threat. 
  "Nice shot, buddy," he observes, stooping down to 
  search Baker's pockets. He pulls out a thick envelope filled 
  with cash and papers. Among them are VIP tickets to the City 
  Grand Prix. 
  "Thanks for helping me out," he says, handing you 
  the tickets. "Why don't you take these and my thanks. 
  Believe me, you're better off without this jerk!" 
  You notice the bulge of a handgun under his sport 
  coat and are encouraged to accept his offer. 
  You enjoy the first round of races, eventually 
  returning to the office. You tell your boss that Baker never 
  showed, but he's too wrapped up in his problems to suspect 
  anything. Perhaps you '11 get another chance to hit it big. For 
  now, it's back to the watercooler. 
  [The End] 
  #4. 
  The key is gone! You see the children who were 
  playing around earlier laughing and pointing. They wave the 
  key at you and dash off. 
  The kids out-distance you, ducking into alleys and 
  cutting across streets, losing you in their familiar territory. 
  Calming down, you reason to yourself that the only chance 
  you have to recover the money is to stake out the lockers at 
  the bus station and wait for the kids to come by. You hop a 
  city bus and ride the route all the way back to the central 
  depot. 
  Entering the station, you surprise the Asian-Ameri­
  can youth as he is opening a locker and removing a wrapped 
  parcel. It dawns on you that he gave you a bogus key, and 
  1 
  
  SOLO ADVENTURE 
  has come to retake the real cash for himself. 
  "I suggest you stop playing games and hand that 
  over," you bluff with confidence. Caught in the act, he 
  complies and gives you the money. "If you want to live to 
  grow out of that acne," you suggest as you leave, "I wouldn't 
  try that scam again!" 
  Quite satisfied with yourself, you catch another bus 
  back to your end of town and present your boss with the cash. 
  He keeps his word and hands over your cut. Roll 
  1 d6 on the Cash Table. You even get a promotion. Who says 
  crime doesn't pay? 
  [The End] 
  #5. Reeling from the blow, you fall back againstthe wall.
  Puchsky yanks a .45 automatic from his jacket and levels it 
  at you. Baker makes a frantic grab for the gun. It discharges. 
  The last thing you experience is a deafening impact. 
  The next morning, your murder is front page news. 
  [The End] 
  #6. 
  You back away from the locker, a sinking feeling 
  in your stomach. Your eyes dart around the station, expect­
  ing any moment to see advancing policemen. 
  "To make a long story short, you just stepped into 
  a stakeout," the man tells you, flashing a detective's badge 
  and his identification. "We were expecting someone else." 
  Dan Maginot makes you open the locker, and he removes a 
  wrapped parcel. 
  "As I suspected; all the cash from the stolen tickets! 
  I suggest you cooperate with this investigation." 
  Will you? If so, go to #23. If not, go to #33. 
  #7. 
  You stoop down to help her, noticing her model-
  perfect attire and make-up. A photographer approaches. 
  "Ms. Anderson, a picture please," he requests. 
  You step away. Being photographed in this situa­
  tion would not be a wise move. The woman and the 
  photographer move off, and you return to the pit entrance. 
  "Sorry," an event worker tells you. "Authorized 
  personnel only." You reach for the pass on your shirt. It's 
  gone! 
  Realizing you've fallen victim to a "bump and run" 
  scenario, you dash back to the staging area in search of the 
  female pickpocket. You catch a glimpse of her stepping 
  under the grandstand. Hurrying over, you arrive in time to 
  see her speak to another man who steps around an unguarded 
  barrier and disappears. 
  The woman hasn't noticed you 
  yet. You can confront her at #20, or follow her accomplice 
  to #31. 
  #8. 
  "If the man is innocent, he'll want to give me a 
  statement," Jim Drake protests, staying just far enough back 
  2 
  from the security guards to avoid being physically pushed 
  out into the street. "Or doesn't your company want to clear 
  its name?" 
  The guards stand their ground. 
  "Look buddy, hit the road or we '11 hand you over to 
  the real cops," one of them states with finality. Drake's 
  shoulders slump and he turns to leave. As the guards return 
  to their duties, the reporter ducks into an open office. To 
  follow him, go to #14. You can alert the security guards at 
  #21. Or, you can undertake your assignment at #11. 
  #9. 
  "Look for yourself, Puchsky," Murphy insists. 
  "You know I won't get involved in your ... business." 
  The bald man moves off to search the bar. 
  "I hope poor Ted's got the money this time," 
  Murphy sighs, as he moves off to help other customers. 
  Recognizing the name "Baker" as your contact, 
  you observe Puchsky as he approaches another man seated 
  ata table. The fellow pushes his glasses back up to the bridge 
  of his nose and clumsily gets to his feet as Puchsky begins 
  to demand "his money." Baker makes several excuses, but 
  the bald man presses his point. Eventually, Baker hands over 
  a thick envelope which Puchsky examines, pockets, and 
  leaves with. Baker is slamming down his drink, a noticeable 
  shake to his hand, as you approach his table. You identify 
  yourself and explain who sent you. 
  "We've got a problem," he says. 
  "I had to give him the cash meant for your opera-
  tion," Baker admits. "There was just no stalling the guy." 
  You start to leave, but he grabs your arm. 
  "Wait! I've got an idea to get that money back!" 
  Are you interested? If so, go to #47. If not, go to#12. 
  #10. 
  "What's with thoseguys?"youaskMurphy, feign­
  ing surprise. "I thought I recognized the one who just took 
  off, but I was wrong. When I caught up with him he was 
  slugging it out with that guy back there!" 
  Murphy shakes his head. "Poor Ted. Always mixed 
  up in trouble. As for that fellow in the alley, I don't feel too 
  sorry for the likes of him. C'mon back in the bar and we'll 
  get him taken care of. I know a cop who won't ask too many 
  questions." 
  You have a few more drinks until you calm down. 
  You hear the siren of an ambulance outside and Murphy 
  speaks briefly to a policeman. You are relieved that no 
  questions are asked of you! When you return to the office, 
  you tell your boss exactly what happened. 
  "That had to have been John "Dog" Puchsky," 
  your boss says, shaking his head. "You've made a bad enemy 
  there. Thanks for the effort, but I think I'd better use 
  someone else for this kind of business." 
  You 're left with the unsettling feeling that there's 
  a loan shark in your future .. . 
  [The End] 
  
  TAKING CARE OF BUSINESS 
  #11. 
  Following your boss's instructions, you travel the 
  palm tree lined city streets until you come to the "Bit O' 
  Erin" bar, a small downtown tavern popular with both white 
  and blue collar workers. You pick out a bar stool and survey 
  the crowd. Make a L1 CHR saving roll. If you succeed, go 
  to #17. If not, go to #27.
  # 12. 
  Taking a look both ways as you emerge from the 
  alley, you casually stroll back to the office. Your boss isn't 
  thrilled that the deal didn't come through, but appreciates 
  your good sense in not becoming embroiled in Baker's 
  misadventures. 
  "I'll keep you in mind if more work comes up," he 
  decides. "In the meantime, how about bringing me some 
  coffee .... " 
  [The End] 
  # 13. You try and make a break for it, but the man slams 
  you back against the lockers. Another plainclothes police­
  man and a uniformed officer appear on the scene and place 
  you under arrest for selling stolen sports tickets. They read 
  you yourrights and haul you to the station. At a loss, you call 
  your boss for help; funny how he doesn't seem to remember 
  you at all .... [The End] 
  # 14. 
  You find Drake inside the company's public infor­
  mation office. The receptionist is being extremely helpful, 
  providing him with all sorts of data about the corporation. 
  She has just handed him an organizational chart. 
  "That's all I can really tell you, sir," she apologizes. 
  "We can't give out any personal information on employees." 
  Drake flips through the papers thoughtfully. 
  "Then I'll just have to keep asking questions." He 
  sees you in the doorway. "Perhaps you can help me out ... " 
  If you speak with the reporter, go to#l9. To refuse 
  to answer his questions, continue to #25.
  # 15. 
  You wake up with a splitting headache. Gingerly, 
  you get to your feet. Checking yourself over, you find that 
  the fight isn't the only thing you've lost! Your wallet is gone! 
  Baker and Puchsky are nowhere to be found. Sheep­
  ishly, you give up on this "business" deal. 
  [The End] 
  # 16. 
  You hurry back across the street to where Baker 
  waits for you at a hot dog cart. His eyes light up and he hugs 
  the box protectively to his chest. He thrusts a thick envelope 
  into your hand and bids you good-bye. You take the cash 
  back to your boss, and true to his word he splits it with you. 
  Roll on the Cash Table for your reward. It's been a very 
  interesting, and profitable, day. [The End] 
  # 17. 
  The bartender places a napkin and a basket of chips 
  in front of you. 
  "Come downtown for the race?" he asks, pointing 
  over his shoulder at a poster for the City Grand Prix. "Won't 
  be long until things get lively around here. They '11 be closing 
  down the streets any time now." 
  Glancing out the window you notice traffic cops 
  arriving to re-route commuters. A banner hangs over a booth 
  across the street that says "Staging Area." Suddenly you 're 
  aware of a presence behind you. 
  "Awright, Murphy. Where's Baker?" A bald man 
  with a booming voice sucks on his cigar and blows a cloud 
  of smoke over the bar. Make an LI IQ saving roll. If you 
  succeed, go to #2. If you fail, go to #9. 
  # 18. 
  You dash across the street toward a taxicab idling 
  in front of a hotel. Jumping into the back seat, you give the 
  driver hurried directions back to your office building. Re­
  porting to your boss, you explain what in the world, went 
  wrong. He, quite annoyed with your incompetence, sends 
  you home for the day. 
  Tensely, you seclude yourself inside your home 
  waiting for the ring of the phone or the knock on the door. 
  Fortunately, neither comes. You're left wondering if Baker, 
  Murphy, or the mysterious bald man will cross your path 
  again. [The End] 
  #19. 
  "There's solid evidence against some executives 
  in this company," Drake tells you. "Links to theft, gambling, 
  ticket scalping. I owe it to my readers to expose this type of 
  crime. If you can tell me anything that will help break this 
  story, I can make it worth your while." If you smell money 
  in this offer, go to #24. If you don't want to do the public a 
  service, go to #30.
  #20. 
  She turns calmly toward you with an innocent 
  expression. 
  "I don't know what you're talking about," she 
  maintains. "You must be mistaken." 
  You insist that she lifted your pass and demand it 
  back. Becoming upset, she demands that you accompany her 
  back to the staging area and speak with the race director. 
  "I won't be treated in this manner," she declares, 
  raising her voice hysterically. This attracts the attention of 
  several event workers, who come to see what's going on. 
  "Is there a problem, Ms. Anderson?" one bouncer 
  inquires with a meaningful glare in your direction. 
  "Yes! There is! I gave my autograph but apparently 
  that's not enough!" 
  You try and tell your side of the story, but no one 
  listens. Several big guys hustle you back out to the street. 
  Frustrated, you go back through your pockets and 
  find a grandstand ticket.Using it, you climb up several rows. 
  3 
  
  SOLO ADVENTURE 
  Borrowing binoculars from the race fan next to you, you can 
  see into the Renault pit. Lurking there is the fellow that Ms. 
  Anderson was talking to - now wearing your pit pass! 
  Tracking his every move, you see him grab a box and run just 
  as the Renault entry car pulls in for service. This causes great 
  consternation among the pit crew, who cannot pursue the 
  thief and work on the car at the same time. 
  You know that you've been beaten at your own 
  criminal game. Nothing left now but to tell Baker what 
  happened. Go to #43.
  #21. 
  The guards have had enough of the persistent 
  reporter. One calls the police while the other steps into the 
  side office to detain him until they arrive. The officers 
  remove Jim Drake from the building, with strict warnings 
  about trespassing. It looks like the excitement is over, so you 
  continue on your way. 
  You decide to walk the few blocks to the meeting 
  place, passing by a mix of silver steel skyscrapers and older 
  brick Victorian buildings. As you approach the fringe of the 
  central town park, you see an Asian-American teenager 
  amusing some younger kids with martial arts moves. He's 
  wearing the Phoenix Cardinals t-shirt you'd been alerted to 
  look for. Motioning to the youth, you catch his eye and he 
  shoos off the kids. 
  "Tell the man I sold all the tickets," he says, "but 
  I won't deliver it this time. Not with his face on the front 
  page." 
  You protest that your boss needs the money right 
  away, that he told you not to come back without it. 
  "No problem. You go pick it up. Just take a bus 
  ride." He tosses you a key to a bus station locker and quickly 
  walks away as a police patrol car rounds the comer. Make a 
  L1 IQ savings roll. If you miss it, go to #28. If you make it, 
  go to#35. 
  #22. 
  You can try to take a swing at the bald man as he 
  grapples with Baker. Make a L2 DEX saving roll. If you 
  succeed, go to #32. If not, go to #3. 
  #23. 
  Deciding that it's not a wise idea to lie to the cops, 
  you tell them that you were just sent by your boss to pick up 
  something. After you describe the Asian-American boy, 
  Maginot nods. 
  "Chun outsmarted us again," he sighs. "Must've 
  been on to the stakeout. You'll have to make a statement 
  about your employer for the police report. I' 11 cut you a break 
  and believe that you didn't know the whole operation." 
  You give the police your statement, and they pay 
  your boss a visit. Tomorrow he's again on the front page! 
  [The End] 
  4 
  #24. 
  Considering the charges involved and a crack 
  reporter on the case, you decide to rat on your boss. You 're 
  sorry he got into big trouble, but it's not worth risking your 
  hide. Drake scribbles down every bit of dirt you have to spill 
  and thanks you profusely for your cooperation. 
  "I never pay for stories," he cautions. "That's not 
  what honest journalism is about. But I have other ways of 
  rewarding good contacts." 
  Fearing reprisals, you quit your job. The next day, 
  as you are kicking yourself for turning into a snitch, you 
  receive a phone call from the Chamber of Commerce. They 
  invite you to their upcoming annual banquet to speak on 
  corporate ethics. They offer a speaker's fee; roll ld6 and 
  consult the Cash Table. Many of the town's businesses are 
  eager to hire such an honest worker. Soon you have a position 
  far better than your old one, and crime is no longer in your 
  job description. 
  [The End] 
  #25. "No comment, huh?" Drake responds grimly." 
  That's all I ever hear from you guys." He stalks out of the 
  office with one long last look at you. You get the feeling 
  Drake's the type of guy who never forgets a face ... 
  Your digital watch beeps the half hour and you 
  realize that you're late for your appointment. Go to #11.
  #26. 
  You recall a recent article about the Renault car 
  and its engine modification developed by Stephanie Conlan, 
  a notable automotive designer. From this information you 
  feel that the entry's got a good chance. Baker is thrilled that 
  you're a gambler and, after a quick stop at your bank 
  machine, he makes the arrangements for the bet with his 
  bookie. 
  You and Baker wait out the race in the bar. Make 
  a L2 saving roll on LK. If you make it, go to #44. If you miss, 
  go to #36.
  #27. 
  The bartender is preoccupied with a loquacious 
  patron at the end of the bar. The customer talks so loudly that 
  you have no trouble listening in. 
  'Tm telling ya, Murphy, you should look into the 
  racing business. Sure, there's always the gambling angle, 
  but there's a lot more to it. Take this race today. You 
  wouldn't believe how many of those car companies got more 
  going than just their race cars. All you gotta do is offer one 
  something the other one's got a lock on and pow! You're 
  rich! I'm waiting for a guy right now who's gonna be my 
  front man ... " 
  Wincing, you realize this blowhard is the fellow 
  you've been sent to meet. Reluctantly, you slide off your 
  stool and introduce yourself. 
  "Ted Baker, independent investor," he responds, 
  
  TAKING CARE OF BUSINESS 
  heartily pumping your hand. "Let's get right to it; there's no 
  time to lose." 
  In a theatrically secretive manner which is patently 
  obvious to anyone who might be watching, Baker pulls a 
  folded blueprint from his jacket. Lowering his voice to a 
  whisper, he continues. 
  "Just across the street are the pits for the City Grand 
  Prix. All you have to do is get in there and procure this one 
  small item. I'll have the reward waiting for you." 
  He continues to explain that with the phony I.D., 
  racing industry paraphernalia, and VIP tickets to today's 
  City Grand Prix car race, it will be easy to "borrow" the 
  experimental race car fuel module shown on the blueprint. 
  "You'll have to act fast," he continues. "The race 
  begins in an hour." 
  Glancing at the-blueprint, you wonder how you 
  could possibly find the item. It looks like any miscellaneous 
  piece of machinery. Flipping through the other stuff Baker 
  gave you, you find a clip badge that says "Pit Pass: Renault." 
  Attaching it to your shirt, you head over to the structure 
  which fronts the City Grand Prix track. 
  Many people are gathered under the canopy. Dig­
  nitaries, celebrities, racers, and the media are making their 
  way to the pits and grandstands. You blend in with the crowd 
  and head toward the pits. Passing a number of cordoned-off 
  passages emblazoned with the emblems of famous car 
  companies, you reach the area designated for Renault. As 
  you are about to enter, a woman collides with you, spilling 
  the contents of her handbag at your feet. 
  'Tm so sorry," she apologizes, scrambling around 
  for her belongings. "I guess I should look where I'm going, 
  shouldn't I?" 
  Make a L2 IQ saving roll. If successful, go to #42. 
  If you fail, go to #7. 
  #28. Panicking at the sight of the police car, you quickly 
  pitch the locker key under a newspaper machine and step 
  into a nearby store. From the store window you see the patrol 
  car continue down the street-- you forgot the station was just 
  around the corner! Feeling extremely foolish, you go back 
  outside. Make a Ll saving roll on LK. If successful, go to 
  #39. If you fail, go to #4. 
  #29. 
  You open your eyes to see a paramedic bending 
  over you. You give the most plausible explanation: that 
  you've been mugged. The medic shakes his head sympa­
  thetically. 
  "This kind of thing always happens downtown," he 
  consoles you while applying a cold compress to your swollen 
  face. "You can't be too careful with so many criminals about 
  ,, 
  You decline the ride to the hospital and make your 
  way back to your workplace. One look at you tells your boss 
  what happened. Suddenly your desk job doesn 'tlook so bad! 
  [The End] 
  #30. 
  As you try and break off the conversation with 
  Drake, your boss storms into the office. 
  "I thought I could trust you to do a job!" he fumes. 
  "What are you telling this libelous hack!" You hurriedly 
  back out of the office as your boss lays into Drake. 
  As you try to exit the building, the guards stop you. 
  "Your boss wants to see you." They usher you into 
  another room, and in a few minutes you find yourself 
  unemployed. 
  The job market is pretty bad, and you spend a lot of 
  time wishing you had never followed that reporter. At least 
  you have the satisfaction of seeing your old boss indicted on 
  the evening news a few weeks later. Too bad that won't pay 
  your rent! 
  [The End] 
  #31. 
  You wait a few seconds until the woman leaves, 
  then duck under the ropes after the man. You are now in the 
  back of the Renault pit. The mechanics have their eyes glued 
  to the race, unaware that the man you followed is reaching 
  for a metal box. He quietly takes it and slips back toward you 
  and the rope barrier. You duck down behind a group of trash 
  containers, following him after he passes your position. He 
  heads for a public parking area, stopping by a stretch 
  limousine. He taps on the back window. Your only chance 
  is to wrest the box away from him before he gets into the car. 
  You charge toward him, and grab the container. Make a L1 
  saving roll on ST. Go to #45 if you are successful, and #49 
  if you are not. 
  # 3 2. You land a solid punch that snaps back the bald man's 
  head. Ted Baker scrambles away as you become the loan 
  shark's target. He swings at you with the blackjack. You do 
  your best to dodge his blows. Make a L1 Saving Roll on 
  DEX. If you succeed, go to #38. If not, Puchsky hits you for 
  10 points of damage. If you are conscious, go to #5. If not, 
  go to#15. 
  #33. You huff and puff and refuse to say anything without 
  a lawyer. Maginot's backup arrives, and you find yourself 
  at the police station trying to explain why you were picking 
  up the profits from stolen sport ticket scalping. The police 
  are unsympathetic to your pleas of innocence. Eventually 
  you make bail. See you in court! 
  [The End] 
  #34. 
  The bus driver orders everyone to stay seated as 
  he pulls to the curb. 
  5 
  
  SOLO ADVENTURE 
  "Cut the crap, Scott," the bus driver barks. "You 
  won't be staging any scenes to publicize your stupid stories 
  on .!ill'. bus! Take your warped mind and your trash paper 
  outta here!" 
  The disturbing man is ejected and the driverreturns 
  to his seat. "Rotten tabloid reporters ... " he grumbles. The 
  bus gets back underway and eventually arrives at the station. 
  Go to#40. 
  #35. Since you know that the police station is just down 
  the street, you have no reason to be concerned about a 
  passing patrol car. Tucking the key into your shirt pocket, 
  you walk half a block to a bus stop. 
  Seated on the bench is a scruffy-looking man who 
  reeks of alcohol. He's reading this week's issue of a tabloid 
  newspaper and chuckling over its contents. You ignore him, 
  but he talks to you anyway. 
  "Y'know, the spirit of an Indian warrior haunts 
  these busses," he confides. "I've seen him myself, on this 
  very route. They found a dead man in the back seat on 
  Tuesday -- a tomahawk right through his head!" 
  You shake your head without comment as a city bus 
  pulls up to the stop. 
  "It's true!" he insists with a wide grin. "It's right 
  here in the papers!" Laughing to himself, he rattles the 
  tabloid at you and boards the bus. You take care to sit as far 
  as possible from this guy. 
  The bus proceeds along its route, picking up 
  several passengers along the way. A few minutes into the 
  ride, a commotion erupts in the back of the vehicle. Turning, 
  you see the odd fellow from the bus bench screaming and 
  waving his arms. "It'safterme!"hecriesfrantically. "It's the 
  spirit!" 
  You notice that the man has suddenly begun to 
  bleed from what appears to be a cut at his throat. You can go 
  to his aid at #46, or continue to watch the scene at #34. 
  #36. 
  The Renault car looked strong -- until another 
  entry spun out and caused it to collide with the wall! You 're 
  out $300. Baker is dejected. 
  "Say pal, could you loan me a few bucks? I know 
  this guy at the airport ... " he begins. 
  You ignore him. Returning to your office, you tell 
  your boss the deal fell through. It hasn't been a lucky day for 
  either of you! 
  [The End] 
  #37. The thief catches up with you and knocks you to the 
  ground with a flying tackle. You must defend yourself in 
  hand-to-hand combat. Youropponent has 3 combat adds and 
  CON of 10. Fight until either you or he is unconscious. If you 
  are victorious, go to #48. If he defeats you, you wake up at 
  #29. 
  6 
  #38. Puchsky swings wildly and misses you. You're 
  preparing for another attack when Baker crowns your enemy 
  with a garbage can lid. Puchsky goes down and you and 
  Baker race out of the alley. 
  As you come out of the alley, you see Mike 
  Murphy, the bartender, approaching. Baker panics and runs 
  off down the street. Murphy's eyebrows raise as he senses 
  that something's afoot. You know he recognizes you from 
  the bar. Can you talk your way out of this? Make a L1 CHR 
  roll. Go to #10 if you make it. If not, go to #18. 
  #39. 
  Casually, you retrieve the key and move from the 
  comer to a nearby bus stop as the patrol car cruises on down 
  the street. A city bus pulls up and you board along with 
  several other men and women. Glancing above your seat, 
  you peruse the various advertisements until the bus pulls into 
  the main station. Disembarking, you continue to #40. 
  #40. There are several walls of lockers in the station. 
  Checking the number on your key, you locate the matching 
  compartment. As you tum the key in the lock, you feel a hand 
  on your shoulder. Turning, you see a muscular black man 
  wearing a shirt and tie. 
  "Before you open that," he warns you, "we need to 
  talk." To do as he suggests, go to #6. To resist, go to #13. 
  #41. Baker's scheme doesn't sound like much of a sure 
  thing. You refuse to help Baker stake his bet. Returning to 
  work, you tell your boss that Baker couldn't come through, 
  and you go about your daily duties. 
  Later, watching the nightly news, you are dismayed 
  to hear that the Renault car won the City Grand Prix in record 
  time. Perhaps you should allow a little more risk into your 
  life! [The End] 
  #42. 
  You 're street-smart enough to know a pickpocket 
  when you bump one! You grab the woman's hand as she 
  reaches for your pit pass. Surprised to be caught, she tries to 
  pull away, but you have a secure hold on her wrist. Looking 
  past her, you see a man start toward you, obviously to come 
  to her rescue. Releasing her, you duck back into the crowds 
  streaming around the pit entrance, and pass the security 
  checkpoint. 
  As the crowd thins out, you pause to take another 
  look at the blueprint. It still looks alien to you, but there is 
  a prominent code number repeated several times on the 
  design. You memorize the digits and tuck the plans away. 
  You reach the Renault area and are admitted after a race 
  official scrutinizes your I.D. Most of the personnel in the pit 
  have their eyes glued to the track. On a table supporting all 
  kinds of mechanical parts are several metal boxes. One of 
  
  TAKING CARE OF BUSINESS 
  them has the special code number stencilled on it. Casually, 
  you pick up the container. The security guard doesn't even 
  check you as you leave. Go to #16. 
  #43. 
  Strangely enough, he doesn't seem upset. "Don't 
  take it too hard," he consoles you. "I've already got a new 
  angle. I just met this girl who showed me the most remark­
  able maps. I'm gonna use the money to get in on her mining 
  operation ... " 
  Baker suddenly clams up. "Sorry, but I don't want 
  to talk too much about this deal. Loose lips sink ships, you 
  know, and mine' s about to come in." 
  Leaving Baker to his plans, you go back to the 
  office to inform your boss that the deal fell through. 
  "I figured Baker was too flaky to come through," 
  your boss admits. He thanks you for your effort and promises 
  to reward you if he gets out of his present fix. For now, it's 
  back to business as usual. 
  [The End] 
  #44. 
  The Renault entry is the first past the checkered 
  flag! You and Baker waste no time collecting your winnings. 
  Roll on the Cash Table twice for your payoff. 
  "There you go," he grins. "That should cover what 
  I owe your employer. Thanks for getting me off the hook!" 
  You take the cash back to the office. True to his 
  word, your boss splits it with you. This has been your lucky 
  day! [The End] 
  #45. 
  Taken completely by surprise, the man is unable 
  to hold on to the box. You immediately make a run for it. 
  Unfortunately, he chases you. Make a L2 saving roll on SP. 
  A successful roll means you are able to elude him; go to #16. 
  A failed roll means you're caught! Go to #37. 
  #46. 
  Scrambling back several rows, you reach the 
  distressed man. As you bend over him, he winks at you. 
  "Play along, will ya?" He slips you a business card 
  as he continues to spastically squirm in his seat. 
  "Get me outta here!" he screams and, as the bus 
  pulls over to the curb, he launches himself out the door, 
  staggering on down the street. You glance at the business 
  card. It reads: 
  ROGER SCOTT 
  Reporter at Large 
  The stories no one else will tell 
  You flip it over, and find an additional message on 
  the back of the card. "Good for one free consultation!" 
  You save the card in your wallet, and grab another 
  seat as the bus continues on its way. You disembark at #40. 
  #47. "My bookie's giving long shot odds on the Renault 
  entry in today's City Grand Prix. The car has some experi­
  mental engine that's scaring off the betting action. If we put 
  in $500, we can score ten grand!" Baker reaches under the 
  table and fishes three hundred dollar bills out of his sock. 
  "All I need from you a matching stake; I know this is a sure 
  thing!" 
  Baker looks at you earnestly, and you have to 
  wonder how unlucky a guy could be to be walking around on 
  hundreds of dollars of spare cash ... 
  Make a L2 saving roll on INT. If you are successful, 
  go to #26. If you fail, go to #41. 
  #48. You pull yourself together, grab the metal box, and 
  leave your foe unconscious in the parking lot; after all, his 
  cohorts are sure to come looking for him. Continue to #16. 
  #49. He holds tightly to the case as you grapple with him. 
  Alerted by the scuffle, the limousine driver gets out of the 
  vehicle and comes to help. Then the woman who started all 
  this steps out of the car and levels a gun at you. Wisely, you 
  release your hold on the box. 
  "That's quite enough," she says, motioning for her 
  men to let you go. "Give back the silly badge and let's get 
  on with it." 
  Smirking, the fellow you followed courteously 
  hands back the pit pass and gets into the car with the others. 
  The limosine speeds off. There's nothing you can do now but 
  return and tell Baker what happened. Go to #43. 
  CASH TABLE 
  1 - $1,000.00 
  2 - $3,000.00 
  3 - $5,000.00 
  4 - $7,500.00 
  5 - $10,000.00 
  6 - $15,000.00 
  7 
  
  8 
  MUGSHOTS 2 
  SECTION 
  The following character and map sections of this book 
  are meant for the gamemaster's eyes only. 
  
  Susan Prevera 
  ST: 10 
  IQ: 16 
  HtoH Adds: 7 
  LK: 16 CON: 15 DEX: 15 CHR: 20 SPD: 16 
  Missile Weapon Adds: 4 
  Level: 5 
  Physical description: 5'8", 125#, age 27, anglo female. A person 
  with an extraordinary personal presence. Attractive. Streaky 
  ash-blonde hair, mid-back length, worn up. Brown eyes. 
  Nationality: US citizen. 
  Languages: American *English* is native; Spanish, French. 
  Skills: Martial Arts: Tae Kwon Do 4; Lawyer 4; Research 4; 
  Observation 3; Diplomacy 3; Elocution 3; Recreational Skill: 
  Tennis 3; Clip Pistol 3; Photography 2; Pilot: Yacht 2; 
  Recreational Skill: Chess 2; Combat Shooting 2; Seduction 2. 
  Education: BA: Pre-law preparatory for law school. 
  Arms: Walther PPK/8 .38 caliber 7-shot clip (3d6). 
  Details: Susan Prevera studied law and did very well. An idealistic 
  person, she dreamed of doing well enough over time to 
  eventually be able to pick and choose her cases - taking 
  interesting cases, helping the poor, or counseling for those who 
  seemed to be facing serious miscarriage of justice. Her dream 
  came true unexpectedly when both her parents died in a hotel 
  fire. The insurance payments made her independently wealthy 
  and she took up the practice she desired. 
  Counselor Prevera is a lawyer in private practice. She may 
  meet players if she contacts them in matters relating to a court 
  case. Characters could be asked to do some private investigating, 
  or they could be the people who originally brought the criminal 
  to trial. If characters have special areas of knowledge, Prevera 
  might call on them to testify in court. And of course, if a character 
  gets into trouble, she might represent him if the circumstances 
  warrant it or if the situation interests her. 
  VAL CHA cost 
  cost Skills 
  10 
  STR 
  0 
  5 
  Lawyer, Professional Skill 
  15 
  DEX 
  15 
  3 
  Photographer, Professional Skill 
  15 
  CON 
  10 
  5 Research, Professional Skill 
  13 
  BODY 
  6 
  4 Knowledge of Tennis 
  16 
  INT 
  6 
  3 Knowledge of Chess 
  13 
  EGO 
  6 
  1 Familiar with Clip Pistol 
  20 
  PRE 
  10 
  12 +4 with Clip Pistol 
  20 
  COM 
  5 
  5 Deduction 
  6 
  PD 
  4 
  3 + 1 Perc�ption 
  3 
  ED 
  0 
  3 Seduction 
  3 
  SPD 
  5 
  3 Persuasion 
  30 
  REC 
  0 
  3 Conversation 
  30 
  END 
  0 
  1 Large Boat 
  28 
  STUN 
  0 
  5 Martial Arts: Punch, Kick, Block 
  CHA cost= 
  67 
  56 Skills+ 67 CHA= 123 Total Cost 
  CV= 5 
  5 Must Follow State Bar "Code of Conduct" 
  PHASES: 
  1 Monitored by State Bar 
  4, 8, 12 
  67 Experience 
  73 Total Points 
  14 
  12 
  14 
  13 
  12 
  13 
  13 
  13 
  13 
  9 
  
  Robert McAndrews 
  Title: Dr. McAndrews 
  Skills: SI: Snakes 6; MD (Medical Doctor): 
  General Practitioner 4; Poison 4; Research 
  4; Clip Pistol 4; Pilot: Helicopter 3; Pilot: 
  Private Prop Plane 3; Photography 3; 
  Environmental 
  Survival: 
  Jungle 
  3; 
  Environmental 
  Survival: 
  Desert 
  3; 
  Underwater 2. 
  Education: BS: Pre-med, preparatory to 
  MD.
  MS: Herpetology (reptile studies);
  Ph.D: Poisonous Reptiles.
  Arms: Browning 9mm 14-shot clip (3d6). 
  Details: Rob McAndrews' choice of career 
  was determined when he was young. His 
  grandfather was a snake handler in a carni­
  val and young Rob watched his grand­
  father die before his eyes because there 
  was no antivenom for the venom of the 
  snake that bit him. 
  ST: 10 IQ: 17 LK: 12 CON: 16 DEX: 10 CHR: 11 SPD: 11 
  HtoH Adds: 0 
  Missile Weapon Adds: 0 
  Level: 7 
  McAndrews took his studies with great seriousness, 
  applying 
  himself 
  to 
  becoming a 
  physician. 
  After 
  completing his internship he returned to the university for 
  extensive reptile studies. Since getting his second 
  doctorate, he juggles the work of teaching at the 
  university and doing research on snakes, poisons, and 
  antivenoms for those toxins which do not have them yet. 
  He travels, doing field studies of reptiles and looking into 
  reports of unusual species of snakes and other reptiles. 
  Physical description: 5'9", 135#, age 33, black male. Dark 
  in both complexion and personality, he is a very somber, 
  business-like man. Dark hair, dark brown eyes. He has an 
  incredibly deep bass speaking voice. 
  Dr. McAndrews is considered an expert on poisonous 
  snakes and therefore would be a logical consultant for 
  characters involved in a case of strange poisonings or the 
  like. He is also apt to be found in out-of-the-way locations 
  doing field studies, and could cross paths with characters 
  and villain personalities in such places. 
  Nationality: US citizen. 
  Languages: American *English*. 
  VAL CHA Cost 
  cost Skills 
  Roll 
  10 
  STR 
  0 
  5 Paramedic 
  14 
  10 
  DEX 
  0 
  1 Helicopter 
  18 
  CON 
  16 
  1 Single Engine Plane 
  13 
  BODY 
  6 
  7 Survival 
  13 
  18 
  INT 
  8 
  7 Knowledge of Snakes 
  16 
  14 
  EGO 
  8 
  5 Knowledge of Poison 
  14 
  13 
  PRE 
  3 
  2 Knowledge of Pre-med Training 
  11 
  12 
  COM 
  1 
  2 Knowledge of Reptile Studies 
  11 
  4 
  PD 
  2 
  2 Knowledge of Poisonous Reptiles 
  11 
  4 
  ED 
  0 
  5 MD, Professional Skill 
  14 
  3 
  SPD 
  10 
  4 Photography, Professional Skill 
  13 
  6 
  REC 
  0 
  5 Research, Professional Skill 
  14 
  36 
  END 
  0 
  3 Scuba, Professional Skill 
  12 
  27 
  STUN 
  0 
  2 Herpetology Science 
  11 
  1 
  Familiar with Clip Pistol 
  6 + 2 with Clip Pistol 
  CHA cost= 
  54 
  58 Skills+ 54 CHA= 112 Total Cost 
  CV= 3 
  PHASES: 
  8 Obsessed with Poisonous Reptiles 
  4, 8, 12 
  54 Experience 
  10 
  62 Total Points 
  
  Gerald Bosworth 
  ST: 11 IQ: 16 LK: 10 CON: 7 DEX: 8 CHR: 9 SPD: 17 
  HtoH Adds: -2 
  Missile Weapon Adds: 0 
  Level: 3 
  Physical description: 4'8", 120#, age 14, anglo male. Bushy 
  blond hair, light eyes behind rather thick glasses in clear 
  frames. Heavily freckled, still chubby-cheeked. 
  Nationality: US citizen. 
  Languages: American *English*. 
  Skills: Computer 4; SI: Computer Security 3; Cryptology 3; 
  Martial Arts: Aikido 3; Recreational Skill: Video Games 3; 
  Recreational Skill: Chess 3; Recreational Skill: Mercenaries, 
  Spies and Private Eyes 2; Electronics 2; Electronic Counter­
  measures 2; SI: Science Fiction 2; SI: Comic Books 2; 
  Recreational Skill: Checkers 2; Environmental Survival: 
  Suburban 2; Research 2; SI: Confidence Games 1; SI: Ob­
  servation 1; SI: Theoretical Physics 1. No Driving skill. 
  Education: Presently a sophomore in high school. 
  Arms: Apple II, 48k, dual disk drives and a modem. 
  Details: Gerry is not one of the popular kids in school. His 
  talents run to computers and mathematics, not to social 
  skills. He is shy, a loner. Being physically small meant 
  getting picked on, something that stopped after Gerry's 
  grandfather bought him martial arts training. Gerry will 
  open up to those he comes to trust, but they are few. 
  simultaneously. Gerry lives with his retired grandparents. 
  His greatest fear is that the old couple will be taken in by a 
  conman, thus destroying his last home and refuge. Gerry 
  uses a computer like a weapon, ruthlessly and sometimes 
  illegally, accessing whatever information he needs to 
  determine if any recent acquaintance of his grandparents 
  is a proper citizen or a criminal with a confidence scam to 
  run on the old couple. 
  Gerry's parents are separated. Neither one wanted the 
  responsibility of raising the boy and pursuing a career 
  Characters are most likely to encounter Gerry if they 
  are working on a confidence game, either running the 
  scam or searching for the criminals doing it. A scenario 
  where con games are being run on the high school 
  students could ally the characters with Gerry. 
  VAL CHA cost 
  11 
  STR 
  1 
  8 
  DEX 
  +6
  8 
  CON 
  +4
  8 
  BODY +4
  18 
  INT 
  8 
  13 
  EGO 
  6 
  9 
  PRE 
  +1
  8 
  COM 
  +1
  2 
  PD 
  0 
  2 
  ED 
  0 
  3 
  SPD 
  12 
  4 
  REC 
  0 
  16 
  END 
  0 
  18 
  STUN 
  0 
  CHA cost= 11 
  CV= 3 
  PHASES: 
  4, 8, 12 
  cost Skills 
  Roll 
  5 Computer Programming 
  14 
  5 Electronics 
  12 
  3 Bugging 
  13 
  3 Deduction 
  13 
  4 Knowledge of Codes and Cyphers 
  13 
  4 Knowledge of Video Games 
  13 
  4 Knowledge of Computer Security 
  13 
  3 Knowledge of Science Fiction 
  12 
  3 Knowledge of Comic Books 
  12 
  2 Knowledge of Con Games 
  11 
  2 Knowledge of Suburbia 
  11 
  2 Knowledge of Mercenaries, Spies and Private Eyes 
  11 
  2 Knowledge of Checkers 
  12 
  2 Knowledge of Chess 
  13 
  2 Theoretical Physics Science 
  11 
  3 Research, Professional Skill 
  12 
  5 Martial Arts: Aikido 
  56 Skills + 11 CHA = 67 Total Cost 
  3 Age 20-
  5 Physically, Mentally Immature 
  6 Fear/Hatred of Conmen 
  3 Experience 
  17 Total Points 
  11 
  
  Ted "MY Ship's coming In" Baker 
  Real Name: Theodore Baker 
  ST: 13 IQ: 9 LK: 6 CON: 12 DEX: 12 CHR: 9 SPD: 10 
  HtoH Adds: -2 
  Missile Weapon Adds: -3 
  Level: 3 
  Physical description: 5'8", 190#, age 27, anglo male. Thick 
  black-rimmed glasses, thinning blond hair. Carries most of 
  his excess weight on his stomach. Doesn't look fit or even 
  particularly healthy. 
  Languages: American *English*. 
  Skills: Chic 2; Fast Driving 1; SI: Amway Sales 1; SI: Chain 
  Letters 1; SI: Pyramid Schemes 1; SI: Lost Treasures 1. 
  Education: Completed high school, disdaining university 
  as unrealistic and unnecessary to financial success. 
  Special Note: Latent clairvoyant psychic skill. Very latent. 
  Details: Ted Baker always "has a ship coming in." He has 
  schemes and plans that "can't possibly fail" to make him 
  instantly wealthy if he can just act fast enough to get 
  ahead of the businesses that are ponderously moving to 
  take over lucrative possibilities he's just discovered. He 
  actually believes in all his great plans - when coffee prices 
  went up, he "had contacts" to get vast quantities cheaply 
  imported; he was going to surprise everybody by getting 
  VAL CHA Cost 
  cost Skills 
  13 
  STR 
  3 
  5 Culture 
  12 
  DEX 
  6 
  3 Combat Vehicle 
  high quality South American emeralds from mines that 
  previously produced only mediocre gemstones; after the 
  fashion for silver and turquoise Indian jewelry passed, he 
  was sure African iron and gold would be the next 
  "primitive" style in great demand. Of course, Ted's 
  problem is that he never has enough money to finance 
  these sure-fire money-making schemes, but he's always 
  willing and eager to offer his "friends" a chance to "get in 
  on the ground floor." Baker is always attempting to 
  borrow money, just 'til his ship comes in, of course. 
  Ted is actually sincere, which is unfortunate for him. His 
  methods of acquiring money border on fraud, but then 
  he's not usually very lucky in getting it in the first place. 
  He's been in and out of trouble with various loan sharks, 
  and at least once he was taken on as an unwitting front­
  man for a confidence scam. 
  As an NPC, Baker should have a talent for barging in at 
  the wrong place and the wrong time. This could include 
  instances where privacy would be preferred by the 
  characters, and instances where his arrival is just what's 
  needed to distract the villain long enough for the player 
  character to get out of the tight spot he got himself into! 
  Baker could require a bodyguard - he says its because of 
  the potential success of his latest scam (the proceeds of 
  which will go to pay for the bodyguards, of course) 
  although it's actually the local loan shark out to get 
  payment. In short, Baker is excellent comic relief and if 
  used so, can provide an unexpected .punch if one of his 
  schemes actually did pay off (naw, it'd never happen . . .  ). 
  Roll 
  12 
  11 
  13 
  CON 
  6 
  2 Amway Sales, Professional Skill 
  11 
  11 
  BODY 
  9 
  INT 
  9 
  EGO 
  9 
  PRE 
  8 
  COM 
  4 
  PD 
  4 
  ED 
  3 
  SPD 
  6 
  REC 
  26 
  END 
  25 
  STUN 
  CHA cost= 
  CV= 4 
  PHASES: 
  4, 8, 12 
  12 
  2 
  +1
  +2
  +1
  +1
  1
  1
  8
  0
  0
  0
  22 
  2 Knowledge of Chain Letter Schemes 
  2 Knowledge of Pyramid Money Schemes 
  2 Knowledge of Lost Treasures 
  16 Skills + 22 CHA = 38 Total Cost 
  5 1d6 Unluck 
  s Total Points 
  11 
  11 
  11 
  
  Jim Drake 
  ST: 13 
  IQ: 12 
  LK: 9 
  CON: 14 
  DEX: 7 
  CHR: 10 
  SPD: 13 
  HtoH Adds: -1 
  Missile Adds: 0 
  Level: 4 
  Physical description: 5'9", 155#, age 34, anglo 
  male. Slender and athletic, with short dark red 
  hair and something of a button nose crossed 
  with freckles. Usually has a very attentive, 
  somewhat intense expression. Hazel eyes. A 
  casual dresser. 
  Nationality: US citizen. 
  Languages: American *English*. 
  Skills: OS: Journalist 3; Research 3; Photography 
  2; Computer 2; Bureaucracy Master 2; 
  Environmental Survival: Urban 2; SI: Miniature 
  Cameras 1; Tracking/Tailing 1; SI: Local 
  Underworld Syndicate 1; SI: Local Graft (Local Internal 
  Politics) 1; Disguise 1. 
  Education: BA: Journalism. 
  Details: Jim is a staff reporter for the local evening 
  newspaper, a job he's filled a number of years. He is 
  known for having an uncompromising sense of justice and 
  fairplay, a youthful dedication which he has fought to 
  keep over the years. He still becomes furious at an offer of 
  a bribe to kill a story or adjust it to make it palatable to 
  VAL CHA Cost 
  cost Skills 
  those "in power." He goes after facts like a terrier after 
  rats, and lets go with equal reluctance. He checks facts in 
  as many different directions as he can and is thorough. He 
  remembers favors. 
  Jim Drake is the kind of NPC who can be threaded 
  throughout a campaign, appearing in any number of 
  adventures. If the characters treat him fairly, he could be 
  cultivated as an accurate source of information on local 
  events. His tenacity can get him in personal trouble which 
  characters can be induced to get him out of, a situation 
  likely to lead to some explosive adventuring. 
  Roll 
  13 
  STR 
  3 
  4 Journalist, Professional Skill 
  13 
  8 
  DEX 
  +6
  4 Research, Professional Skill 
  13 
  14 
  CON 
  8
  3 Photography, Professional Skill 
  12 
  12 
  BODY 
  4
  3 + 1 with Journalism and Photography 
  13 
  INT 
  3
  2 Knowledge of Miniature Cameras 
  11 
  12 
  EGO 
  4
  2 Knowledge of Local Syndicate 
  10 
  PRE 
  0
  2 Knowledge of Local Government 
  10 
  COM 
  0
  3 Stealth 
  3 
  PD 
  0
  3 Shadowing 
  3 
  ED 
  0
  3 Computer Programming 
  2 
  SPD 
  2
  5 Bu reaucratics 
  6 
  REC 
  0
  5 Streetwise 
  28 
  END 
  0
  3 Disguise 
  26 
  STUN 
  0
  CHA Cost= 18 
  42 Skills + 18 CHA = 60 Total Cost 
  CV= 3 
  PHASES: 
  8 Uncompromising Sense of Fair Play 
  6, 12 
  2 Experience 
  10 Total Points 
  13 
  
  Dr. Anton Vladimir Turegev 
  Nationality: Soviet (USSR) citizen. 
  ST: 7 IQ: 16 LK: 6 CON: 10 DEX: 10 CHR: 16 SPD: 9 
  HtoH Adds: -5 
  Missile Weapon Adds: -3 
  Level: 6 
  Languages: *Russian* is native; faultless German; fluent 
  English, French. 
  Physical description. 5'10", 150#, age 47, anglo male. 
  Thinning blond hair, gray eyes, wears glasses. 
  Skills: OS: Chemist 7; Research 4; Observation 4; Elocution 
  4; Recreational Skill: Chess 4; SI: Human Rights 3; 
  Bureaucracy Master 3; SI: Dissident Groups in the Eastern 
  Bloc 3; Recreational Skill: Drinking 3; Computer 2. 
  8 
  STR 
  +2
  4 
  10 
  DEX 
  0
  4 
  10 
  CON 
  0
  4 
  10 
  BODY 
  0
  5 
  20 
  INT 
  10 
  5 
  13 
  EGO 
  6 
  4 
  16 
  PRE 
  6 
  8 
  16 
  COM 
  3 
  7 
  2 
  PD 
  0 
  5 
  2 
  ED 
  0 
  5 
  2 
  SPD 
  0 
  3 
  4 
  REC 
  0 
  0 
  20 
  END 
  0 
  2 
  19 
  STUN 
  0 
  2 
  2 
  CHA Cost= 21 
  60 
  CV= 3 
  3 
  PHASES: 
  8 
  6, 12 
  8 
  14 
  31 
  14 
  Skills 
  Education: BS, MS, Ph.D: Chemistry. 
  Details: Dr. Turegev is a Nobel Prize-winning chemist, his 
  speciality is organic explosives and energy sources. He is 
  also known as a political dissident concerned about the 
  d 
  Soviet Union's mistreatment of its own citizens. He 
  �t believes he is being slowly poisoned by the Soviets and he 
  de would like to defect if it could. be arranged around the 
  la_ associated problems. 
  ,i�. 
  Dr. Turegev fits into international game scenarios. He 
  �
  r. could be the "bait" for a super-agent or strike force
  roj team that the Soviets would like to get their hands on,
  ka 
  or characters could be assigned to protect him surrep­
  ;on
  d 
  titiously, from either Soviet or CIA intervention. 
  \ ;e_ndol l 
  � -�stos'"�a
  �IJ
  �
  i ka) kun
  tio en"l9T4,l .oe. verkerno 
  e 
  , 
  pro 
  ' 
  nun a 
  d 
  · 
  \ ka1eroi- J_arn
  tis re veki ta.
  C. oacon 
  -...... 
  . 
  \ 
  sciencisto) es 
  • 
  • 
  • studoi e\cerpigis �
  i\====-:La unuai tr, sc1enca)
  n la faka) ka) 
  , 
  e Esperanto e . 
  ern ege rna 
  'da disvastigo d
  l . kal kk�ru�l�o�) ,:.;
  rn_._,..---
  . 
  rnalraPl 
  . 
  la faku o) 
  .:ii 
  , kauzo) de la 
  de eldone)O, 
  unu el la _ 
  0 rnanko 
  dio) estas, ke,
  . 
  ikl \ 
  Roll 
  Knowledge of Human Rights 
  13 
  Knowledge of Drinking 
  13 
  Knowledge of Dissident Groups 
  13 
  Knowledge of Research 
  14 
  Chess, Professional Skill 
  14 
  Chemist, Professional Skill 
  13 
  Science: Chemistry 
  17 
  Conversation 
  14 
  Bureaucratics 
  13 
  Deduction 
  14 
  Computer Programming 
  13 
  Russian (native language) 
  German (fluent) 
  English (fluent) 
  French (fluent) 
  Skills + 21 CHA = 81 Total Cost 
  Age 40+ 
  Monitored by KGB (11-) 
  Paranoid of KGB (Irrational, Common) 
  Hunted by CIA (11-) 
  Total Points 
  
  Ellen crescentmoon 
  ST: 10 
  IQ: 10 
  LK: 10 
  CON: 9 
  DEX: 12 
  CHR: 14 
  SPD: 12 
  HtoH Adds: 4 
  Missile Adds: 4 
  Level: 5 
  Physical description: 57", 125-#, age 30, 
  Amerindian female. Black hair worn long; a 
  sharply sculpted face. She is attractive. 
  Nationality: US citizen. 
  Languages: Bilingual. American *English* 
  and *Navaho* are both native tongues. 
  Skills: OS: Pickpocket 2; Environmental 
  Survival: Desert 3; Seduction 3; Confidence 
  4; Archery 2; Horsemanship 2; SI: Conman 
  "Yellow Kid Weil"; Knife Fighting 2; 
  Revolver 2; OS: Extortion 1. 
  Arms: Carries a high standard 2-shot derringer (2d6); it 
  uses .22 mag caliber rounds. 
  Details: Ellen Crescentmoon has practiced a number of 
  con-games in her time, including the "badger" game with a 
  number of accomplices. Raised on the Navaho reservation 
  in northern Arizona, she's very familiar with the southwest 
  deserts. This lends credence to her recently developed 
  con-game, a "Lost Dutchman Mine" scam. 
  In this goldmine scam, she carefully chooses her mark 
  by looking for a person willing to risk money on unusual 
  investments. The typical operation begins with her 
  literally bumping into her mark while carrying a packet of 
  maps and documents which appear somewhat old (coffee 
  stains are sufficient to fool a casual observer). The packet 
  bursts open and she becomes defensive about the 
  VAL CHA Cost 
  cost Skills 
  10 
  STR 
  0 
  2 English (fluent) 
  contents, maneuvering the man into apologizing and often 
  into buying her lunch. During lunch she hesitates to talk 
  about the papers but then "breaks down," explaining that 
  the documents lead to the Lost Dutchman Mine (or at least 
  some lost gold mine, if the mark is too suspicious). The 
  mineral rights are enough to make her extremely rich, but 
  right now she hasn't even the cash to pursue the court case 
  that would establish her family's claim to the land. Usually 
  at this point the mark offers her monetary assistance, which 
  she tearfully, gratefully accepts, promising great wealth in 
  return. Once the mark is milked, she leaves town. 
  She hasn't been running the goldmine scam long 
  enough for any official investigations to have begun. She 
  was arrested once, when she was 24, for a badger game, 
  but there was no conviction. 
  Roll 
  12 
  DEX 
  6 
  0 Navaho (native tongue) 
  10 
  CON 
  0 
  10 
  BODY 
  0 
  10 
  INT 
  0 
  10 
  EGO 
  0 
  15 
  PRE 
  5 
  14 
  COM 
  2 
  2 
  PD 
  0 
  2 
  ED 
  0 
  3 
  SPD 
  8 
  4 
  REC 
  0 
  20 
  END 
  0 
  20 
  STUN 
  0 
  CHA Cost= 21 
  CV= 4 
  PHASES: 
  6,12 
  3 
  2 
  1 
  7 
  5 
  7 
  3 
  3 
  3 
  3 
  3 
  1 
  2 
  45 
  5 
  11 
  16 
  Pickpocket, Professional Skill 
  Extortionist, Professional Skill 
  Knowledge of Desert Survival 
  Survival 
  Seduction 
  Persuasion 
  Familiar with Arcbery, Knife Fighting, Revolver 
  +1 with Bow
  + 1 with Knife
  + 1 with Revolver
  Knowledge of Horsemanship
  Horses
  Knowledge of Yellow Kid Weil
  Skills + 21 CHA = 66 Total Cost 
  Hunted by police (8-) 
  Experience 
  Total Points 
  12 
  11 
  8 
  13 
  13 
  14 
  12 
  11 
  15 
  
  '. I 
  Gladys Stewart 
  ST: 11 IQ: 11 LK: 8 CON: 5 DEX: 10 CHR: 10 SPD: 8 
  HtoH Adds: -1 
  Missile Weapon Adds: -1 
  Level: 3 
  Physical description: 5' 4", 120#, age 67, anglo female. 
  Small, rather frail-looking old lady with piercingly bright 
  blue eyes. Hair is mostly white with some peppering. 
  Nationality: Canadian citizen. 
  Languages: Canadian *English*. 
  Skills: SI: Antique Furniture 3; SI: Old Masters' Art 3; SI: 
  Impressionist Art 3; 05: Art Appraiser 2; 05: Writer 2; 
  Elocution 2; Research 1; Chic 1; Bureaucracy Master 1; 
  Recreational Skill: Bridge 1; Recreational Skill: Ma-jong 1. 
  Education: BA: History. 
  Details: Gladys Stewart, "Mrs. Stewart" to most people, 
  has always been interested in art and in artists. Her own 
  artistic talent is meagre but she is well read in the subject. 
  She did not realize how much she did know until, at the 
  unveiling of a special piece at the local fine art museum, 
  she spotted the piece as a clever forgery. She was able to 
  prove it, and since then has assisted the police in breaking 
  up several forgery rings. Her expertise has also been 
  called upon to identify several "mystery" pieces of art for 
  the museum and local galleries. 
  willing to advise individuals on artwork over dinner at a 
  very good restaurant, for example, or for the trouble of 
  running errands for a day with her. She is shrewd enough 
  not to be lightly taken advantage of. 
  Mrs. Stewart has written two books on art and art 
  history, and supplements her income by working as a 
  consultant and guest lecturer about art for museums, 
  galleries, and in the local schools. Informally, she is quite 
  Gladys is a widow and most of her family live out of 
  town. She is physically cautious, knowing she is frail, but 
  her line of work rarely gets her into the kind of trouble 
  where that would be a factor. 
  VAL CHA cost 
  cost Skills 
  Roll 
  10 
  STR 
  0 
  2 Knowledge of American History 
  11 
  10 
  DEX 
  0 
  4 Knowledge of Antique Furniture 
  13 
  5 
  CON +10
  4 Knowledge of Old Masters' Art 
  13 
  5 
  BODY +10 
  4 Knowledge of Impressionist Art 
  13 
  10 
  INT 
  0 
  2 Knowledge of Bridge 
  11 
  10 
  EGO 
  0 
  2 Knowledge of Ma-jong 
  11 
  10 
  PRE 
  0 
  3 Art Appraiser, Professional Skill 
  12 
  10 
  COM 
  0 
  3 Writer, Profe:;sional Skill 
  12 
  2 
  PD 
  0 
  3 Research, Professional Skill 
  12 
  1 
  ED 
  0 
  3 Culture 
  11 
  2 
  SPD 
  0 
  3 Bu reaucratics 
  11 
  3 
  REC 
  0 
  10 
  END 
  0 
  13 
  STUN 
  0 
  CHA cost = -20 
  33 Skills - 20 CHA = 13 Total Cost 
  CV= 3 
  5 Age 60+ 
  PHASES: 
  3 Distinctive Looks: Frail 
  6, 12 
  5 Experience 
  13 Total Points 
  16 
  
  Theodore Phillip Worthington 
  ST: 6 IQ: 11 LK: 7 CON: 11 DEX: 8 CHR: 7 SPD: 10 
  HtoH Adds: -6 
  Missile Weapon Adds: -2 
  Level: 2 
  Physical description: 5'2", 1054/c, age 26, anglo male. 
  Close-set brown eyes, thinning curly reddish-brown hair, 
  glasses with lenses to do justice to the bottom of pop 
  bottles. Grating personality. 
  Nationality: US citizen. 
  Languages: American *English*. 
  Skills: SI: Detective Novels 2; Research 1; SI: Underworld 
  History 1; Chic 1; SI: Anthropology 1; SI: Creole Culture 1; 
  SI: History of the Occult 1; SI: Computer Crime 1; 
  Computer 1; SI: CIA 1. 
  Education: BA: Sociology; MA: Philosophy. 
  Details: Teddy looked like a wastrel while he was growing 
  up, so his wealthy grandfather set up a trust fund he could 
  access only so long as he was seriously pursuing an 
  education. Teddy figures he'll never have to work again 
  because every month he's in school and getting good 
  grades, the money rolls in. He's switched fields of study so 
  many times that the university administration has 
  despaired of keeping up with him. 
  VAL CHA Cost 
  cost Skills 
  8 
  STR 
  +2
  3 Knowledge of Detective Novels 
  8 
  DEX 
  +6
  2 Knowledge of Underworld History 
  10 
  CON 
  0
  2 Knowledge of Creole Culture 
  10 
  BODY 
  0
  2 Knowledge of Occult History 
  13 
  INT 
  3
  2 Knowledge of Computer Crime 
  10 
  EGO 
  0
  2 Knowledge of CIA 
  8 
  PRE 
  +2
  2 Science: Anthropology 
  10 
  COM 
  0
  2 Science: Sociology 
  2 
  PD 
  0
  2 Science: Philosophy 
  2 
  ED 
  0
  2 Research, Professional Skill 
  2 
  SPD 
  2
  3 Culture 
  4 
  REC 
  0
  3 Computer Programming 
  20 
  END 
  0
  19 
  STUN 
  0
  CHA Cost= -5 
  27 Skills - 5 CHA = 22 Total Cost 
  CY= 3 
  PHASES: 
  6, 12 
  12 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  12 
  17 
  
  William Harrison Dodge 
  Title: Dr. Dodge 
  ST: 7 IQ: 15 LK: 8 CON: 15 DEX: 15 CHR: 8 SPD: 11 
  HtoH Adds: 0 
  Missile Weapon Adds: -1 
  Level: 5 
  Physical description: 5'6", 150#, age 61, anglo male. A 
  balding, bespectacled man, a classic absent-minded 
  professor. Has a moustache and goatee of the same 
  peppery gray as his hair which is thinning only slightly. 
  Nationality: US citizen. 
  Languages: American *English* is native; also German, 
  Japanese. 
  Skills: Research 4; Elocution 3; SI: Writing Grant Proposals 
  2; Diplomacy 2; Bureaucracy Master 2; Electronics 2. 
  Education: BS: Chemistry; MS: Metallic Alloys; Ph.D: High­
  Tension Alloys. 
  Special Note: Latent empathic psychic skill. 
  Details: Dr. Dodge is a brilliant chemist who has spent 
  VAL CHA cost 
  cost Skllls 
  8 
  STR 
  +2
  7 Conversation 
  15 
  DEX 
  15
  5 Persuasion 
  10 
  CON 
  0 
  5 Bureaucratics 
  10 
  BODY 
  0 
  5 Electronics 
  much of his life teaching and the rest working in govern­
  ment research laboratories. He is presently engaged in 
  work that should create alloys and synthetics which 
  would negate the need for strategic metals. This line of 
  research is under tight security: the information is valuable 
  to the Western nations who have no strategic metals, and 
  valuable to the Eastern nations who do. 
  Unfortunately, Dr. Dodge spends much more time 
  thinking about his work than he does thinking about 
  himself. When his wife died he became quite ill because 
  he neglected little things like eating and sleeping, a 
  problem aggravated by a dedication to his work inten­
  sified in an effort to escape his grief and fear. It is probable 
  that Dodge's latent empathy would be a crushing 
  emotional burden if he were open to it, and his absent­
  mindedness is an entirely subconscious but totally effec­
  tive defense against the effect. His one daughter, Marion 
  Thorpe Dodge, returned home to take care of him after 
  his wife, her mother, died. 
  The intelligent but absent-minded professor is a stock 
  character in spy and adventure scenarios. Dr. Dodge is a 
  choice candidate for a kidnapping, requiring rescue from 
  some remote prison before he is forced to divulge vital 
  government secrets. 
  Roll 
  13 
  12 
  12 
  12 
  15 
  INT 
  5 
  5 Research, Professional Skill 
  14 
  13 
  EGO 
  8 
  PRE 
  10 
  COM 
  2 
  PD 
  2 
  ED 
  3 
  SPD 
  4 
  REC 
  20 
  END 
  20 
  STUN 
  CHA Cost= 
  CY= 5 
  PHASES: 
  4, 8, 12 
  18 
  6 
  +2
  0
  0
  0
  5
  0
  0
  1
  28 
  3 Knowledge of Grant Proposal Writing 
  2 Science: Chemistry 
  2 Metallic Alloys Science 
  2 High Tension Metals Science 
  2 German (fluent) 
  4 Japanese (fluent) 
  42 Skills + 28 CHA = 70 Total Cost 
  5 Age 60+ 
  5 Absent-minded 
  8 Monitored by CIA (11-) 
  11 Hunted by KGB (8-) 
  29 Total Points' 
  12 
  11 
  11 
  11 
  
  Marlon Thorpe Dodge 
  ST: 10 IQ: 15 LK: 4 CON: 8 DEX: 11 CHR: 14 SPD: 11 
  HtoH Adds: -5 Missile Weapon Adds: -5 Level: 2 
  Physical description: 5'7", 130#, age 30, anglo 
  female. Long black hair always worn up. Stylish but 
  rather severely tailored in manner of dress, plain in 
  demeanor. Her choice of eyeglasses does not com­
  pliment her looks. 
  Nationality: US citizen. 
  Languages: American *English* is her 
  tongue. Also speaks German, Japanese. 
  Skills: Research 2; Photography 2; OS: Author 1; 
  Chic 1; Horsemanship 1; Archery 1; Computer 1; 
  Observation 1; SI: Children's Literature 1; SI: 
  Folktales 1; Recreational Skill: Aerobic Dancing 1; 
  Recreational Skill: Crochetting 1. Cooking skill has 
  advanced to Level 3. 
  Education: BA: English; MA: Children's Literature. 
  Details: Marion Thorpe Dodge is a writer of children's 
  books, the "Hoppy Rabbit" series being her most 
  successful to date. She has had little good fortune in her 
  personal life and what has gone well in her professional 
  life is mostly due to keeping her nose to the grindstone. 
  After her mother died, she returned home to care for her 
  father, Dr. William Harrison Dodge. She cares deeply for 
  her father and is very overprotective of him. She knows 
  his work is classified and she worries about him. 
  VAL CHA Cost 
  cost Skills 
  Marion has chronically bad luck with men. At 30, after 
  several disasterous and usually brief relationships, she is 
  resigned to the possibility that she will never get married 
  or settle down. She still hopes for a knight in shining 
  armor to rescue her from a life of drudgery. She 
  recognizes that her unrealistic expectations only 
  contribute to her problems with men. 
  Marion is actually a very good person. She has been 
  hurt but is not yet cynical or bitter, just wary. She would 
  have to learn to get past her fear of being hurt, to realize 
  that she cannot live only to care for her father, and to 
  depend on herself for "rescue." If someone could help her 
  find these things, he would also discover an intelligent 
  creative individual who in no way deserves the restrictive 
  lot in life she's living. 
  ROIi 
  10 
  STR 
  0 
  2 Author, Professional Skill 
  11 
  11 
  DEX 
  3 
  3 Photography, Professional Skill 
  12 
  8 
  CON 
  +4
  3 Research, Professional Skill 
  12 
  8 
  BODY +4
  2 Knowledge of Horsemanship 
  11 
  15 
  INT 
  5 
  2 Knowledge of Children's Literature 
  11 
  13 
  EGO 
  6 
  2 Knowledge of Folktales 
  11 
  13 
  PRE 
  3 
  2 Knowledge of Aerobic Dance 
  11 
  14 
  COM 
  2 
  2 Knowledge of Crochetting 
  11 
  3 
  PD 
  1 
  3 Culture 
  12 
  3 
  ED 
  1 
  3 Computer Programming 
  12 
  3 
  SPD 
  9 
  4 Cooking 
  13 
  4 
  REC 
  0 
  1 Familiar with Archery 
  16 
  END 
  0 
  3 +1 with Bow 
  17 
  STUN 
  0 
  CHA cost= 22 
  32 Skills + 22 CHA = 54 Total Cost 
  CV= 4 
  10 2d6 Unluck 
  PHASES: 
  8 Fear of Emotional Entanglements 
  4, 8, 12 
  18 Total Points 
  19 
  
  Title: Dr. Zameko 
  Psychology 2; SI: Abnormal Psychology 2; Research 2; 
  Photography 2; Sky Diving 2; Bureaucracy Master 2; 
  Seduction 2; Recreational Skill: Go 2; Recreational Skill: 
  Shogi 2; Pilot: Prop Plane 1; Chic 1; Elocution 1. 
  Education: BS: Pre-Med, preparatory for MD degree. 
  Details: Dr. Zameko is a third-generation Japanese­
  American. She is a very strong-willed, 
  disciplined, 
  dedicated woman devoting her life to the study of the 
  criminal mind, working to understand why some people 
  cannot function in normal society. She hopes to make it 
  possible for these people to find an acceptable place in 
  the world. 
  During her internship, Dr. Zameko created profiles of 
  criminal suspects at large. Newly come to private practice, 
  she is often called upon to determine if a criminal is 
  judged sane enough to stand trial. 
  ST: 8 IQ: 14 LK: 10 CON: 10 DEX: 9 CHR: 13 SPD: 8 
  HtoH Adds: -1 
  Missile Weapon Adds: 0 
  Level: 4 
  Caroline is an intense person. Where her interests 
  overlap others, she can be very helpful. She would assist 
  characters if their aim is to help the person being chased. 
  She will refuse assistance to anyone whose intent is to kill 
  or punish his quarry, regardless of the crimes committed. 
  She will break off help to someone about whom she 
  begins to have doubts. A character who shoots first and 
  asks questions later will not get along with Dr. Zameko. 
  She is not a foolish or shortsighted person; her conviction 
  that criminals can be helped is based on her studies and 
  practice. She is aware of the danger represented by a 
  criminal at large. Her work is likely to draw trouble to her, 
  and if characters have gotten to know her and her work, 
  they should be ready and willing to go to her aid when the 
  tables are turned. 
  Physical description: 5' 4", 120#, age 28, oriental female. 
  Short black hair, almond-shaped brown eyes. Glasses. 
  Nationality: US citizen. 
  Languages: American *English* and *Japanese* both native. 
  Skills: MD (Medical Doctor): Psychiatry 3; SI: Criminal 
  20 
  VAL CHA cost 
  8 
  STR 
  +2
  9 
  DEX 
  +3
  10 
  CON 
  0
  10 
  BODY 
  0
  15 
  INT 
  5
  12 
  EGO 
  4
  13 
  PRE 
  3
  14 
  COM 
  2
  3 
  PD 
  1
  2 
  ED 
  0
  2 
  SPD 
  1
  4 
  REC 
  0
  20 
  END 
  0
  19 
  STUN 
  0
  CHA cost= 
  11 
  CV= 3 
  PHASES: 
  6, 12 
  cost Skills 
  3 Paramedic 
  3 Culture 
  3 Seduction 
  3 Bureaucratics 
  3 Conversation 
  1 Single Engine Plane 
  4 Japanese (fluent) 
  4 Science: Psychology 
  2 Psychiatric Medicine, Professional Skill 
  3 Knowledge of Criminal Psychology 
  3 Knowledge of Abnormal Psychology 
  3 Knowledge of Sky Diving 
  3 Knowledge of Go 
  3 Knowledge of Shogi 
  3 Research, Professional Skill 
  3 Photography, Professional Skill 
  47 Skills + 11 CHA = 58 Total Cost 
  5 Code Against Killing (base) 
  3 Experience 
  8 Total Points 
  Roll 
  12 
  12 
  12 
  12 
  12 
  13 
  11 
  12 
  12 
  12 
  12 
  12 
  12 
  12 
  
  Samantha Livingstone 
  ST: 11 
  CON: 10 
  IQ: 11 
  LK: 16 
  DEX: 14 
  CHR: 8 
  SPD: 9 
  HtoH Adds: 6 Missile Adds: 4 Level: 4 
  Physical description: 5'8", 145#, age 
  53, anglo female. White hair, blue 
  eyes, has maintained a trim figure for 
  her age. A cheerful countenance. 
  Nationality: US citizen. 
  Languages: American *English* is her 
  native language. 
  Skills: SI: Giving Parties 5; Diplomacy 
  4; Chic 4; Recreational Skill: Golf 3; 
  Recreational Skill: Bridge 3; Horse­
  manship 2; Recreational Skill: Tennis 
  2; Recreational Skill: Bowling 2; SI: 
  Social Etiquette 2; Tactical (taking on a whole new shade 
  of meaning!) 2. 
  something like this: "Oh, Frank, I'm so g ad you 
  make it. Come meet Jeanne, an artist I think you might like 
  to have show in your gallery. Now I'll just leave you two 
  to chat while I go see about ... " and so on. She is quite 
  tolerant of everything except poor manners or someone 
  trying to take advantage of her. 
  Education: BA in what would now be called Home 
  Economics - from a proper "ladies college" in the East. 
  Details: Mrs. Samantha Livingstone is the consummate 
  hostess and helpful matron whom everyone would like to 
  know. She is a wealthy widow, well connected in local 
  society, and she very much enjoys the company of all 
  sorts of. people. She knows "everyone" and everything 
  about them. Her tactical skill at arranging for people to 
  meet each other is unparalleled - it is apt to happen 
  Sam, as she's known to friends, is a perfect means to 
  bring together characters and patron/employers to get an 
  adventure started. If characters need an introduction to an 
  individual they can meet no other way, one of Mrs. Living­
  stone's little affairs should do the trick. Of course, because 
  of the mix of people, all sorts of interactions leading to 
  adventures are possible and appropriate to arrange. 
  VAL CHA cost 
  cost Skills 
  Roll 
  10 
  STR 
  0 
  6 Knowledge of Giving Successful Parties 
  15 
  14 
  DEX 
  12 
  4 Knowledge of Golf 
  13 
  10 
  CON 
  0 
  4 Knowledge of Bridge 
  13 
  10 
  BODY 
  0 
  3 Knowledge of Bowling 
  12 
  13 
  INT 
  3 
  3 Knowledge of Tennis 
  12 
  12 
  EGO 
  4 
  3 Knowledge of Horsemanship 
  12 
  15 
  PRE 
  5 
  3 Knowledge of Social Etiquette 
  12 
  8 
  COM 
  +1
  1 Familiar with [City of Residence] 
  8 
  2 
  PD 
  0 
  1 Familiar with Social Register 
  8 
  2 
  ED 
  0 
  1 Horses 
  3 
  SPD 
  6 
  7 Conversation 
  14 
  4 
  REC 
  0 
  7 
  Culture 
  14 
  20 
  END 
  0 
  3 Social Tactics, Professional Skill 
  12 
  20 
  STUN 
  0 
  CHA Cost= 
  29 
  46 
  Skills + 29 CHA = 
  7 5 Total Cost 
  CV= 5 
  3 
  Loves Gossip 
  PHASES: 
  3 Age 40+ 
  4, 8, 12 
  19 Experience 
  25 Total Points 
  21 
  
  Tamara Hanlon 
  ST: 11 IQ: 14 LK: 11 CON: 8 DEX: 14 CHR: 13 SPD: 11 
  HtoH Adds: 2 
  Missile Weapon Adds: 0 
  Level: 2 
  Nationality: Had dual Canadian and American citizenship 
  until age 21; when had to chose, dithered until the last 
  minute and chose US citizenship on the flip of a coin. 
  VAL CHA Cost 
  11 
  STR 
  1 
  14 
  DEX 
  12 
  8 
  CON 
  +4
  8 
  BODY +4
  15 
  INT 
  5 
  12 
  EGO 
  4 
  13 
  PRE 
  3 
  14 
  COM 
  2 
  3 
  PD 
  1 
  3 
  ED 
  1 
  3 
  SPD 
  6 
  4 
  REC 
  0 
  16 
  END 
  0 
  18 
  STUN 
  0 
  CHA cost= 27 
  CV= 5 
  PHASES: 
  4, 8, 12 
  22 
  cost 
  3 
  2 
  2 
  2 
  3 
  2 
  2 
  2 
  3 
  5 
  11 
  Skills 
  Paramedic 
  Languages: Canadian *English* is her native language. 
  Skills: Martial Arts: Kung Fu 3; Medic 2; Underwater 2; SI: 
  Islamic Religion 2; Research 2; SI: Unification Church 1; 
  Environmental Survival: Suburban 1; Acrobatics 1; SI: 
  Transcendental Meditation 1; SI: Cult of Kali 1; SI: 
  Buddhism. 
  Education: BA: Religious Philosophy; MA: Eastern 
  Religious Systems. 
  Details: Tamara is a quiet, pretty young woman who is not 
  at all sure what she wants to do with her life. She was born 
  in Ontario and moved into the States when her mother 
  remarried to a wealthy US businessman. She was raised in 
  an upper-class home and has been drifting in and out of 
  schools, religious cults, and unusual jobs since she left 
  home at 18. The only repeating note in her jobs is a 
  tendency to drift towards medical aid. She worked in a 
  college ambulance corps and is a competent paramedic. 
  Tamara knows at least a little bit (often quite a lot) 
  about almost every strange organization, religious or 
  otherwise, which purports to offer understanding of the 
  meaning of self, life and other mysteries. She will be 
  willing to help characters investigating one or more of 
  these cult groups, just to share in the "excitement'' of 
  discovery. Obviously her medical skills can be very 
  valuable if an adventure takes a turn for the worse. 
  Roll 
  12 
  Knowledge of Unification Church 
  11 
  Knowledge of Suburbia 
  11 
  Knowledge of Scuba Diving 
  11 
  Knowledge of Transcendental Meditation 
  12 
  Knowledge of Cult of Kali 
  11 
  Knowledge of Buddhism 
  11 
  Knowledge of Islam 
  11 
  Research, Professional Skill 
  12 
  Acrobatics 
  12 
  Martial Arts: General 
  37 Skills + 27 CHA = 64 Total Cost 
  3 Gullible to Fad Cults 
  11 Overconfidence 
  14 Total Points 
  
  Andrew Masterson 
  ST: 4 IQ: 16 LK: 21 CON: 10 DEX: 12 CHR: 14 SPD: 13 
  HtoH Adds: 4 
  Missile Weapon Adds: 9 
  Level: 3 
  Physical description: 4'0", 80#, age 23, anglo male. A 
  dwarf, with the condition affecting long bone develop­
  ment. Black hair on a high forehead, widow's peak. Light 
  blue eyes. 
  Nationality: US citizen. 
  Languages: American *English* is his native tongue. 
  Skills: Clip Pistol 2; Knife Throwing 2; Horsemanship 2; 
  Tracking/Tailing 2; Environmental Survival: Jungle 3; 
  Bureaucracy Master 2; Underwater 1; Leadership 1; Bola 
  1; OS: Writer 1. 
  Education: BA: Zoology. 
  Arms: Browning 9mm 14-shot clip pistol (3d6). 
  Details: Because of his physical difficulties, 
  Andy's 
  growing-up years were a nightmare created by the casual 
  cruelty of others his age. He became very studious and 
  introverted, and developed an uncommon affinity for 
  animals. He studied diligently, graduating early from both 
  high school and college, making quite an impression on 
  his instructors. Although young, he has received financing 
  to travel and search for new species, to conduct behavior 
  studies, and in general to be considered one of the most 
  dedicated young naturalists in the profession. He writes 
  for travel and science journals, and is able to convey his 
  sincerity and interest in such a way as to make even 
  obscure subjects fascinating. 
  VAL CHA Cost 
  cost Skills 
  5 
  STR 
  +5
  15 3d6 Luck 
  Andrew takes an extreme dislike to anyone mistreating 
  animals. A story told about him is that he insulted the 
  French President's wife for dressing her toy poodle in a 
  sweater and beret. On a more serious note, he is active in 
  wildlife and environmental preservation organizations. 
  Andrew prefers to spend his time in the field but can be 
  totally courteous in public; his reputation provides a self­
  confidence stolen in his youth. He is becoming something 
  of a public figure, being awarded honorary degrees for 
  work done and appearing on TV specials. Under the right 
  circumstances, he will assist player characters, especially if 
  the mission involves animals or wildlife preservation. He 
  would be the ideal man to have along on a "Sasquatch 
  Murder Spree" mystery case! 
  Roll 
  12 
  DEX 
  6
  3 
  Familiar with Clip Pistol, Throwing Knife, Bola 
  3 
  10 
  CON 
  0
  10 
  BODY 
  0
  18 
  INT 
  8
  10 
  EGO 
  0
  18 
  PRE 
  8
  10 
  COM 
  0
  2 
  PD 
  1
  2 
  ED 
  0
  3 
  SPD 
  8
  3 
  REC 
  0
  20 
  END 
  0
  18 
  STUN 
  0
  CHA cost= 31 
  CV= 4 
  PHASES: 
  4, 8, 12 
  6 
  3 
  3 
  3 
  3 
  2 
  2 
  5 
  5 
  1 
  2 
  3 
  3 
  59 
  5 
  11 
  24 
  40 
  + 2 with Clip Pistol 
  + 1 with Throwing Knife 
  +1 with Bola
  Knowledge of Jungle Survival 
  Horsemanship 
  Scuba, Professional Skill 
  Writer, Professional Skill 
  Stealth 
  Shadowing 
  Horses 
  Science: Zoology 
  Bu reaucratics 
  Survival 
  Skills + 31 CHA = 90 Total Cost 
  Distinctive Looks: Dwarf 
  Physical Limitations: Dwarfism 
  Experience 
  Total Points 
  12 
  12 
  11 
  11 
  12 
  12 
  11 
  13 
  11 
  23 
  
  Roger Scott 
  ST: 10 IQ: 10 LK: 10 CON: 11 DEX: 14 CHR: 6 SPD: 8 
  HtoH Adds: 2 
  Missile Weapon Adds: 0 
  Level: 2 
  Physical description: 5'8", 170#, age 30, anglo male. Scott 
  has a bulbous nose, ruddy skin with broken veins in his 
  face, and thinning gray hair. His eyes are nondescript but 
  light-colored. He looks and smells like he has been 
  drinking cheap booze at most hours of the day and night; 
  he is in fact an alcoholic. 
  Nationality: US citizen. 
  Languages: American *English* is his native tongue. 
  Skills: OS: Sensational (Yellow) Journalism 2; SI: Gossip on 
  Celebrities 2; Chic 1; Motorcycle 1; Tracking/Tailing 1; 
  Lockpicking 1; Safecracking 1; SI: Libel/Slander Laws 1; 
  Revolver 1. 
  VAL CHA cost 
  cost Skills 
  Education: BA: English. 
  Arms: Colt Detective .38 Special, 6-shot revolver (3d6). 
  Details: Roger Scott is a staff writer for a scandal sheet, a 
  sensational tabloid newspaper with a wide distribution. 
  The facts he does not know he makes up; conclusions he 
  doesn't know, he infers or implies. In actual fact, he does 
  poke around enough to know quite a lot about anyone at 
  all newsworthy - this is the knowledge he twists into 
  sensationalized scandalous exclusives for his employers' 
  newspaper. 
  He does not use his information to extort money from 
  his potential victims but he has occasionally been "bought 
  off" by his targets who have supplied something suitably 
  juicy on someone else. He is a well of information if plied 
  with alcohol, but there is a generous mix of supposition, 
  implication, twisted assumptions, and outright invention 
  in with the available facts. Finally, woe be to the player 
  characters who draw his professional interest! 
  Roll 
  10 
  STR 
  0 
  2 Knowledge of Libel/Slander Laws 
  11 
  14 
  DEX 
  12 
  3 Knowledge of Gossip about Celebrities 
  12 
  11 
  CON 
  2 
  3 Knowledge of Yellow Journalism 
  12 
  11 
  BODY 
  2 
  2 Knowledge of English Writing Skills 
  11 
  10 
  INT 
  0 
  2 Knowledge of Safecracking 
  11 
  10 
  EGO 
  0 
  3 Culture 
  11 
  10 
  PRE 
  0 
  3 
  Stealth 
  12 
  6 
  COM 
  +2
  3 
  Shadowing 
  12 
  3 
  PD 
  1 
  3 
  Lockpicking 
  2 
  ED 
  0 
  1 
  Motorcycle 
  3 
  SPD 
  6 
  1 
  Familiar with Revolver 
  4 
  REC 
  0 
  3 
  + 1 with Revolver 
  22 
  END 
  0 
  22 
  STUN 
  0 
  CHA cost= 
  21 
  29 
  Skills 
  29 Skills + 21 CHA = 
  50 Total Cost 
  CV= 5 
  PHASES: 
  4, 8, 12 
  24 
  
  Isolde Anderson 
  ST: 14 
  IQ: 12 
  CON: 13 DEX: 12 CHR: 20 
  HtoH Adds: 2 Missile Adds: 0 Level: 3 e 
  Physical description: 5'9", 120#, age • 
  20, Eurasian female. A genuinely 
  stunning woman with a very exotic 
  appearance. Her nearly black hair is 
  usually worn long, her skin is a 
  lambent golden hue, her eyes 
  startlingly blue. 
  Nationality: British citizen. 
  Languages: British *English* is 
  native tongue, spoken with 
  educated accent. Also 
  Cantonese Chinese. 
  Skills: Secret ID: Agent for Ml-6; 
  Martial Arts: Karate 3; OS: Fashion 
  Model 3; Seduction 3; Acting/Mimic 2; Clip Pistol 2; 
  Electronic Countermeasures 2; Electronics 2; Photography 
  1; Disguise 1. 
  exceptionally tight cover story. 
  Isolde AndeliSon is quite personable in her pictures and 
  poses, having fhe model's necessary talent to project a 
  personal interest in the viewer through a camera's lens. 
  However, she cultivates a "woman of mystery" image of 
  her personal life in order to have a personal life. 
  Education: BA: Theatre. 
  Details: This gorgeous woman owes her exotic looks to 
  mixed blood in her background. Her father is James 
  Anderson, a Colonel in Ml-6 service and she grew up with 
  the spy business. Her regular work is as a high-demand 
  fashion model where most of her assignments are on the 
  Continent. She serves as a confidential courier and 
  occasional spy for Ml-6 with her travels providing an 
  Isolde is an NPC likely to be encountered in mystery or 
  international intrigue scenarios. Her roles as a spy, a 
  courier, and as a high-demand fashion model could bring 
  her to any location. While loathe to play a "damsel in 
  distress," she is pragmatic enough to do whatever is 
  required to be successful in all her undertakings. 
  VAL CHA cost 
  cost Skills 
  Roll 
  15 
  STR 
  5 
  4 Cantonese Chinese (fluent) 
  12 
  DEX 
  6 
  2 Knowledge of Theatre 
  11 
  13 
  CON 
  6 
  2 Knowledge of Ml-6 
  11 
  12 
  BODY 
  4 
  1 Knowledge of European Espionage Scene 
  8 
  13 
  INT 
  3 
  4 Fashion Model, Professional Skill 
  13 
  11 
  EGO 
  2 
  2 Photography, Professional Skill 
  11 
  15 
  PRE 
  5 
  5 Mimicry 
  12 
  20 
  COM 
  5 
  3 Disguise 
  12 
  4 
  PD 
  1 
  5 Seduction 
  13 
  3 
  ED 
  0 
  3 Bugging 
  12 
  3 
  SPD 
  8 
  5 Electronics 
  12 
  6 
  REC 
  0 
  1 Familiar with Clip Pistol 
  26 
  END 
  0 
  6 + 2 Clip Pistol 
  27 
  STUN 
  0 
  7 Martial Arts: Karate 
  CHA Cost= 45 
  50 Skills + 45 CHA = 95 Total Cost 
  CV= 4 
  14 Hunted by KGB (11-) 
  PHASES: 
  5 Monitored by Ml-6 (8-) 
  4, 8, 12 
  26 Experience 
  45 Total Points 
  25 
  
  ! 
  Erin Foster 
  ST: 4 
  IQ: 12 
  LK: 9 
  CON: 9 
  DEX: 7 
  CHR: 9 
  SPD: 13 
  HtoH Adds: -7 
  Missile Weapon Adds: 0 
  Level: 3 
  her fiance in the same restaurant hit by DeCinncio's bomb 
  that destroyed the face and career of Roger Cole. Her 
  husband-to-be was killed in the blast and she was 
  paralyzed from the mid-back down, relegating her to a 
  wheelchair probably for the rest of her life. She was able 
  to keep her job as a dispatcher with the city's police force, 
  and she expanded into work as a computer operator for 
  the force as wel I. 
  Physical description: 5'6", 110#, anglo female. Confined 
  to wheelchair due to spinal injury. Ash blonde hair, gray 
  eyes, delicate in appearance. Extremely serious. 
  Nationality: US citizen. 
  Languages: American *English*. 
  Skills: Computer 3; Bureaucracy Master 3; SI: Mob 
  Activities 2; SI: Rehabilitation for Spinal Injuries 2; 
  Research 2; Electronics 2; Electronic Countermeasures 2; 
  Photography 2; Recreational Skill: Bridge 2; Observation 1; 
  Recreational Skill: Chess 1. 
  She was approached by Roger Cole for assistance and 
  aid in his quest for revenge against DeCinncio and his 
  mob. As a fellow victim, she readily agreed. No one has 
  questioned her accessing files on Crazy Al and his people, 
  under the circumstances, nor did anyone notice when she 
  arranged for Roger Cole/Clint Simba to be declared 
  "dead" to the FBI crime computer, which wiped his 
  fingerprints from the records. 
  If adventurers become involved fighting Crazy Al, and 
  they encounter Erin, she will drop hints and clues, and 
  offer cogent suggestions. Even if characters get to know 
  her well, she will be unlikely to reveal any connection 
  between Cole and herself. Her primary motive will be to 
  add to DeCinncio's problems in every possible way. 
  Education: BA: History; MA: Criminal History. 
  Details: Erin Foster was a police dispatcher. She was with 
  26 
  VAL CHA cost 
  5 
  STR 
  +5
  7 
  DEX 
  +9
  9 
  CON 
  +2
  9 
  BODY 
  +2
  15 
  INT 
  5 
  11 
  EGO 
  2 
  10 
  PRE 
  0 
  10 
  COM 
  0 
  1 
  PD 
  0 
  2 
  ED 
  0 
  2 
  SPD 
  3 
  3 
  REC 
  0 
  18 
  END 
  0 
  17 
  STUN 
  0 
  CHA cost= -8 
  CV= 2 
  PHASES: 
  6, 12 
  cost Skills 
  rA Knowledge of History 
  2 Knowledge of Criminal History 
  3 Knowledge of Mob Activities 
  3 Rehabilitation for Spinal Injuries 
  2 Knowledge of Chess 
  3 Knowledge of Bridge 
  2 Knowledge of Police Force 
  3 Photography, Professional Skill 
  3 Research, Professional Skill 
  3 Police Dispatcher, Professional Skill 
  3 Bugging 
  5 Electronics 
  7 Bu reaucratics 
  3 Deduction 
  3 + 1 Perception 
  5 Computer Programming 
  52 Skills - 8 CHA = 44 Total Cost 
  13 Physical Limitation: Paralysis from Mid-back 
  3 Monitored by Police (8-) 
  10 Distinctive Looks: Wheelchair Person 
  6 Hatred of Crazy Al DeCinncio 
  12 Experience 
  44 Total Points 
  ROIi 
  11 
  11 
  12 
  12 
  11 
  12 
  11 
  12 
  12 
  12 
  12 
  12 
  13 
  11 
  11 
  13 
  
  Roger Cole 
  Real Identity: Clint Simba 
  ST: 11 
  IQ: 17 
  CON: 11 
  DEX: 14 
  CHR: 4 
  HtoH Adds: 5 
  MW Adds: 4 
  LK: 16 
  SPD: 17 
  Level: 5 
  Physical description: 5'8", 140#, age 33, black 
  male. Habitually wears a dark outfit and black 
  mask. His face is hideously scarred; when he 
  appears "out of uniform," he is well disguised. 
  Nationality: US citizen. 
  Languages: American *English*. 
  Skills: Secret ID: Clint Simba; Acting/Mimic 5; 
  Martial Arts: Karate 5; Disguise 4; Poison 3; 
  Gunsmithing 3; Combat Shooting 3; Acroba­
  tics 3; Ambush 3; Clip Pistol 3; Knife Throwing 
  3; Quick Draw 2; SMG 2; Knife Fighting 2. 
  Education: Graduate: NY School of Performing Arts. 
  Arms/ Armor: .44 automag pistol with 8-shot clip (8d6); 
  throwing knife (2 - 1); Mark II vest (2 + 3). 
  Roger Cole has become a virtual living comic-book or 
  pulp hero. He has forsaken some of the flash-and-dash of a 
  fictional hero, and concentrates on breaking up Crazy Al's 
  operations. He has killed Al's minions, disrupted carefully­
  planned jobs, and cost the mobster thousands. He has left 
  no clues to his true identity and although assassin Peewee 
  Valchi was sent after him, he could not track him. 
  Details: Roger Cole is the real name of Clint Simba, one of 
  the hottest black movie stars of the 80's. Grievous disaster 
  struck when his face was blown away in a restaurant 
  bombing engineered by "Crazy Al" DeCinccio's mob. 
  Cole's career was destroyed, for plastic surgery could not 
  repair his face. Cole teamed up with another blast victim, 
  Erin Foster, and together they work to destroy the organi­
  zation which destroyed them. 
  According to movie magazines and industry gossip, the 
  actor Clint Simba is either in Mecca or on retreat, recluse 
  in Andorra. Due to computer tampering by Erin Foster, 
  the FBI records show he is deceased. Roger's existence is 
  known only by his agent who sends him substantial 
  checks for residuals on his TV series and movies. 
  VAL CHA cost 
  cost Skills 
  Roll 
  13 
  STR 
  3 
  5 Disguise 
  14 
  16 
  DEX 
  18 
  11 Mimicry 
  15 
  15 
  CON 
  10 
  7 Gunsmith 
  13 
  11 
  BODY 
  2 
  7 Acrobatics 
  13 
  18 
  INT 
  8 
  5 Stealth 
  13 
  13 
  EGO 
  6 
  4 Knowledge of Poisons 
  20 
  PRE 
  10 
  3 Familiar with all Firearms 
  2 
  COM +4
  1 Familiar with Knife Fighting 
  7 
  PD 
  4 
  15 + 3 with all Firearms 
  3 
  ED 
  0 
  3 + 1 Clip Pistol 
  4 
  SPD 
  14 
  3 +1 SMG 
  6 
  REC 
  0 
  10 + 2 Knife Fighting 
  30 
  END 
  0 
  3 + 1 Thrown Knife 
  30 
  STUN 
  4 
  14 Martial Arts: Karate +1/2 Damage Modifier 
  4 Acting, Professional Skill 
  CHA Cost= 75 
  95 Skills+ 75 CHA= 170 Total Cost 
  CV= 5 
  6 Driven to Revenge against Mob 
  PHASES: 
  8 Hunted by Mob (14-) 
  3, 6, 9, 12 
  10 Distinctive Looks: Ruined Face 
  8 Secret ID: Clint Simba 
  8 Dependent NPC: Erin Foster (14-) 
  80 Experience 
  120 Total Points 
  27 
  
  David Chun 
  ST: 12 IQ: 12 LK: 11 CON: 14 DEX: 8 CHR: 7 SPD: 17 
  HtoH Adds: -1 
  Missile Weapon Adds: 0 
  Level: 3 
  Skills: Martial Arts: Karate 5; Martial Arts: Nunchaku 3; 
  Observation 3; Research 2; Environmental Survival: Urban 
  (Chinatown) 2; Ambush/Silent Movement 2; Oriental 
  Fencing 2; SI: Bruce Lee 2; OS: Delivery/Courier 2; 
  Recreational Skill: Go 2; Motorcycle 1; Recreational Skill: 
  Physical description: 5' 4", 135#, age 17, oriental male. 
  Black hair, dark eyes. Suffers from very bad acne. 
  Ma-jong 1; Shuriken 1. 
  Education: Presently a senior in high school. 
  Nationality: US citizen. 
  Languages: American *English* and Cantonese *Chinese* 
  Arms: Nunchaku (3d6) illegal; shuriken (1d6), carries 4. 
  Details: David is very much a loner. He has grown up in 
  Chinatown and knows quite a bit about the street gangs 
  and the underworld Tongs, without having belonged to 
  either. He is considered too self-directed and self­
  interested to take orders from a group leader. Still, he 
  likes to be "involved" because it makes him feel 
  important; he'll help outsiders for that very reason. 
  both native. 
  13 
  STR 
  3 
  11 
  DEX 
  3 
  14 
  CON 
  8 
  12 
  BODY 
  4 
  12 
  INT 
  2 
  11 
  EGO 
  2 
  10 
  PRE 
  0 
  6 
  COM 
  +2
  6 
  PD 
  3 
  3 
  ED 
  0 
  3 
  SPD 
  9 
  6 
  REC 
  0 
  28 
  END 
  0 
  26 
  STUN 
  0 
  CHA Cost= 
  32 
  CV= 4 
  PHASES: 
  4, 8, 12 
  28 
  5 
  7 
  5 
  5 
  1 
  3 
  3 
  3 
  2 
  3 
  1 
  3 
  7 
  3 
  51 
  8 
  11 
  6 
  8 
  33 
  David would like to think of himself in terms of a media 
  hero like Bruce Lee. He has a fair amount of martial arts 
  training and is developing for himself skills that enable him 
  to move about unseen and unnoticed while observing 
  everything that goes on around him. 
  David does carry his nunchaku with him at all times, 
  and he is quite good with them. He is even better with his 
  bare hands, as a street gang member discovered when he 
  took his "toy" away. David is not a poor student, but he is 
  uninterested in academics and attends school rather 
  irregularly. He is unsure where his skills will lead him once 
  he's out of school. 
  Roll 
  Stealth 
  12 
  Deduction 
  13 
  Streetwise 
  12 
  City Knowledge of Chinatown 
  12 
  Motorcycle 
  Research, Professional Skill 
  12 
  Courier/Delivery, Professional Skill 
  12 
  Knowledge of Go 
  12 
  Knowledge of Ma-jong 
  Knowledge of Bruce Lee 
  Familiar with Nunchaku 
  + 1 with Nunchaku
  Martial Arts: Karate
  + 1 Perception
  Skills + 32 CHA = 83 Total Cost 
  Overconfidence (base) 
  Loner (irrational, common) 
  Distinctive Looks: Acne 
  Experience 
  Total Points 
  
  John "Dog" Puchsky 
  Real Name: Pavel Puchsky 
  ST: 11 IQ: 10 LK: 16 CON: 9 DEX: 11 CHR: 9 
  HtoH Adds: 0 
  Missile Weapon Adds: 6 
  Physical description: 5'6", 220#, age 41, anglo male. 
  Completely bald, in terrible physical condition. He 
  constantly smokes cheap, particularly foul cigars. 
  Nationality: US citizen (first generation -
  eastern Europe). 
  Skills.· OS: Accounting 3; Brawling 3; Leadership 2; 
  Environmental Survival: Urban 2; Gambling 2; Clip Pistol 2; 
  SMG 2. 
  Special Nole: Latent precognitive psychic skill 
  Arms.1928A Thompson SMG (4 + 3), 30 rounds; 1911-A1 
  .45 automatic (4 + 1), 7 round clip. 
  Details: Puchsky is a man blessed with prophetic dreams, 
  a talent he's turned to his financial benefit. By chasing 
  patrons carefully, he's worked up a thriving loanshark 
  business. His visions of the future have allowed him to 
  walk the fine razor's edge in the game of survival. 
  As a loanshark, Pavel is reasonably successful. He has 
  VAL CHA cost 
  cost Skills 
  shown compassion on a number of occasions, granting 
  extensions when the situation seems to warrant it. This 
  has been enough to woo away clients from competitors 
  who are more stern and more violent. Pavel has proved 
  ruthless, however, when deliberately crossed. 
  Pavel often has useful information, and he's willing to 
  buy and sell it. He's always ready to loan money to an 
  individual at his high rate of interest. 
  Roll 
  13 
  STR 
  3 
  4 Accounting, Professional Skill 
  13 
  11 
  DEX 
  3 
  5 Gambling 
  12 
  10 
  CON 
  0 
  3 Streetwise 
  12 
  10 
  BODY 
  0 
  13 Martial Arts: General 
  10 
  INT 
  0 
  1 
  Familiarity with Clip Pistol 
  10 
  EGO 
  0 
  1 
  Familiarity of SMG 
  13 
  PRE 
  3 
  3 +1 with SMG 
  10 
  COM 
  0 
  3 + 1 with Clip Pistol 
  3 
  PD 
  0 
  9 Deduction 
  14 
  2 
  ED 
  0 
  2 Polish (fluent) 
  2 
  SPD 
  +1
  5 
  REC 
  0
  20 
  END 
  0
  22 
  STUN 
  0
  CHA Cost= 
  8
  44 Skills + 8 CHA = 52 Total Cost 
  CV= 4 
  PHASES: 
  2 Experience 
  6, 12 
  2 Total Points 
  29 
  
  Stephanie Conlan 
  Languages: British *English* is native, French. 
  ST: 17 IQ: 15 LK: 11 CON: 10 DEX: 13 CHR: 13 SPD: 12 
  HtoH Adds: 6 
  Missile Weapon Adds: 0 
  Level: 2 
  Skills: Secret ID: CIA Agent; OS: Auto Mechanic 3; Martial 
  Arts: Karate 3; Underwater 2; Seduction 2; 51: Grand Prix 
  Racing 2; Pilot: Helicopter 1; Electronics 1; Research 1; 
  Environmental Survival: Jungle 1; Fast Driving 1; 
  Motorcycle 1. 
  Physical description: 5'8", 135#, age 23, black (Jamaican) 
  female. Thick black hair falls past her shoulders giving it an 
  appearance like a lion's mane. Handsome features, very 
  straightfoward appearance. Not strictly beautiful but 
  nevertheless attractive. 
  Education: BA: Engineering. 
  VAL CHA cost 
  cost 
  18 
  STR 
  8 
  3 
  13 
  DEX 
  9 
  2 
  10 
  CON 
  0 
  3 
  10 
  BODY 
  0 
  3 
  15 
  INT 
  5 
  2 
  13 
  EGO 
  6 
  1 
  13 
  PRE 
  3 
  1 
  14 
  COM 
  2 
  3 
  6 
  PD 
  2 
  2 
  3 
  ED 
  1 
  3 
  3 
  SPD 
  7 
  3 
  6 
  REC 
  0 
  2 
  20 
  END 
  0 
  3 
  24 
  STUN 
  0 
  7 
  3 
  3 
  3 
  CHA Cost= 43 
  47 
  CV= 4 
  1 
  PHASES: 
  5 
  4, 8, 12 
  4 
  2 
  14 
  14 
  40 
  30 
  Skills 
  Familiar with all Firearms 
  French (fluent) 
  Engineering 
  CIA Knowledge 
  World Politics 
  Familiar with Bureaucracy 
  Familiar with Invention 
  Details: Stephanie was born and raised in 
  Jamaica, only daughter after 7 sons. She grew 
  up very much a tomboy, developing a keen 
  interest in and understanding of auto­
  mobiles. As she grew older, she blossomed 
  into quite an attractive young woman but 
  her mechanical talents and interest did not 
  slacken. Recently she surprised those who 
  thought her interest to be just a casual hobby 
  by selling to Renault a car engine modifica­
  tion for their Grand Prix racing cars. 
  The CIA recruited her in college, and she 
  has done a some work as an agent. 
  Stephanie Conlan has two primary roles 
  possible as an NPC. She can be an auto 
  mechanic of considerable talent and 
  discretion, able to supply well-heeled 
  characters with an exceptional vehicle. She 
  can also be a CIA spy/agent, with a clear 
  understanding of automotive engineering, 
  construction, and manufacture - and the 
  technical advances associated with such. 
  Roll 
  12 
  12 
  11 
  8 
  8 
  Vehicles: Helicopter, Motorcycle, Off-Road 
  Research, Professional Skill 
  11 
  Scuba, Professional Skill 
  12 
  Grand Prix Race Car Driver Knowledge 
  12 
  Knowledge of Jungles 
  11 
  Survival 
  11 
  Mechanics 
  13 
  Electronics 
  11 
  Combat Vehicle 
  12 
  Seduction 
  12 
  Skills + 43 CHA = 90 Total Cost 
  Characteristic Minimums 
  Monitored by CIA (8-) 
  Subject to Orders 
  Package Bonus 
  Hunted by KGB (11-) 
  Experience 
  Total Points 
  
  Street Wizard 
  Real Name: John Boston 
  ST: 13 IQ: 17 LK: 8 CON: 16 DEX: 14 CHR: 16 
  HtoH Adds: 2 
  Missile Weapon Adds: -1 
  Level: 5 
  Physical description: 5'8", 135#, age 28, anglo male. Always 
  scruffy, dirty, brown hair and beard unkempt. Usually has a 
  vague, "spacy" look. Never appears to have more than the 
  clothes on his back, and they've been there a while. 
  Nationality: US citizen. 
  Languages: American *English*, Spanish, Japanese. 
  Skills: Computer 4; Recreational Skill: Video Games 
  Recreational Skill: Chess 3; Research 3; Electronics 3; 
  Cryptology 3; Helicopter Pilot 2; Env. Survival: Urban 1. 
  Education: BS: Mathematics; MS: Computer Science; PhD.: 
  Artificial Intelligence. 
  Special Note: Latent precognitive psychic skill. 
  Details: The street-person known as "Street Wizard" was 
  born John Davis Boston. He is, or was, a numbers wiz-kid 
  who sailed through his education and was snapped up by a 
  government-backed computer firm. Bad luck and hard times 
  in his personal life added to the strain of a high-pressure job; 
  John had a breakdown. He walked out of his office and his 
  brain "escaped" reality by closing down - amnesia. He disap­
  peared into the streets where he has lived the last two years. 
  The other street-people found him a master of video 
  games. He figures betting odds and more complicated math 
  problems in his head. He'll juggle numbers for amusement 
  when companions speak numbers in front of him, and he 
  sometimes talks to himself in strings of numbers. On two 
  occasions these oracle-like pronouncements led to winners 
  VAL CHA cost 
  cost Skills 
  in the local "numbers" game so the street-folk protect him. 
  The fact that he seems a harmless, kindly, soft-spoken 
  washout just encourages such protective inclinations. 
  Unfortunately, the job John Boston walked out from was 
  a US security job in artificial intelligence: locked away in his 
  out-to-lunch brain are details the government wants back. 
  The search by US forces alerted USSR interests. Neither 
  group has the slightest idea what became of him. 
  In game use, Street Wizard should be introduced to 
  players through adventures where his street talents play a 
  part. Only after characters get to know the street persona 
  should they be turned loose to find out who he is. If they 
  get close, they'll have to decide if they should "wake him" 
  or let him continue. The presence of US and USSR forces 
  should increase the players' problems. 
  ROIi 
  13 
  STR 
  3 
  5 Computer Programming 
  14 
  14 
  DEX 
  12 
  7 Electronics 
  13 
  18 
  CON 
  16 
  3 Streetwise 
  12 
  14 
  BODY 
  8 
  4 Knowledge of Codes and Cyphers 
  13 
  18 
  INT 
  8 
  2 
  Science: Mathematics 
  11 
  13 
  EGO 
  6 
  2 
  Computer Science 
  11 
  15 
  PRE 
  5 
  2 
  Science: Artificial Intelligence 
  11 
  16 
  COM 
  3 
  4 Research, Professional Skill 
  13 
  4 
  PD 
  1 
  1 Helicopter Pilot 
  4 
  ED 
  0 
  5 Knowledge of Video Games 
  14 
  3 
  SPD 
  6 
  4 
  Knowledge of Chess 
  13 
  7 
  REC 
  0 
  5 Deduction 
  14 
  36 
  END 
  0 
  2 
  Spanish (fluent) 
  30 
  STUN 
  0 
  4 Japanese (fluent) 
  CHA Cost= 
  68 
  50 Skills + 68 CHA = 118 Total Cost 
  CV= 5 
  14 
  Hunted by US government (11-) 
  PHASES: 
  4 
  Hunted by KGB (8-) 
  4, 8, 12 
  6 Monitored by Street People (14-) 
  13 Amnesia (total commitment) 
  6 Distinctive Looks: Unkempt, Spacy 
  15 Unluck (3d6) 
  10 Experience 
  68 Total Points 
  31 
  
  Elizabeth Manchester 
  Title: Dr. Manchester, rarely used. 
  S T :  9 
  IQ: 1 4  
  LK : 1 1  
  CON: 10 DEX: 11 CHR: 12 SPD: 14 
  HtoH Adds: 0 MW Adds: 0 Level: 2 
  Physical description: 5'8", 120#, age 
  25, anglo female. Somewhat leggy, 
  attractive but with a decidedly cool 
  attitude. Long blond hair, worn up 
  stylishly. Deep blue eyes. 
  Nationality: US citizen. 
  Languages: American *English* is 
  her native tongue; she also speaks 
  French and Spanish. 
  Skills: OS: Author 2; Gambling 2; Re­
  search 1; Photography 1; Chic 1; SI: 
  Colonial History 1; SI: Occult 1; Rec. 
  Skill: Deep-Sea Fishing 1; Rec. Skill: Backgammon 1. 
  research for her next novel which is to involve the Jet Set 
  and the international underworld. So far, no one has taken 
  her inquiries too seriously. 
  Education: BA: English; MA: English Literature; Ph.D: 
  Modern Popular Literature. 
  Details: Libby Manchester has a critical eye for the kind of 
  modern life portrayed in mainstream popular fiction. She 
  has sold two novels, Lady of the Moors and Highland 
  Ecstacy. Both were moderately successful even though 
  the first was written to fulfill requirements for her Ph.D 
  thesis on modern popular literature. Presently she is doing 
  Dr. Manchester is rather reserved but can relax if 
  characters make the effort to get to know her. She would 
  be a useful contact in the publishing world and into 
  whatever area she is presently investigating. Given her 
  current interest, she's likely to find trouble in which 
  adventurers could be involved. On the other hand, she 
  could herself pursue individuals whom she sees as leading 
  a lifestyle worthy of literary exploitation! 
  VAL CHA cost 
  cost Skills 
  Roll 
  9 
  STR 
  +1
  2 French (fluent) 
  11 
  DEX 
  3
  2 Spanish (fluent) 
  10 
  CON 
  0
  3 Author, Professional Skill 
  12 
  10 
  BODY 
  0
  2 Research, Professional Skill 
  11 
  15 
  INT 
  5
  2 Photography, Professional Skill 
  11 
  12 
  EGO 
  4
  2 Knowledge of Colonial History 
  11 
  13 
  PRE 
  3
  2 Knowledge of Occult 
  11 
  12 
  COM 
  1
  2 Knowledge of Deep-Sea Fishing 
  11 
  2 
  PD 
  0
  2 Knowledge of Backgammon 
  11 
  2 
  ED 
  0
  2 Knowledge of English Writing 
  11 
  3 
  SPD 
  9
  2 Knowledge of English Literature 
  11 
  4 
  REC 
  0
  2 Knowledge of Modern Popular Literature 
  11 
  20 
  END 
  0
  5 Gambling 
  12 
  20 
  STUN 
  0
  3 Culture 
  12 
  CHA cost= 
  24 
  33 Skills + 24 CHA = 57 Total Cost 
  CY= 4 
  PHASES: 
  4, 8, 12 
  7 Experience 
  7 Total Points 
  32 
  
  Geoffrey Brand 
  Title: Viscount of Maidstone 
  ST: 15 IQ: 16 LK: 13 CON: 15 DEX: 12 CHR: 15 SPD: 16 
  HtoH Adds: 4 
  Missile Weapon Adds: 1 
  Level: 7 
  Physical description: 6'0", 1454fr, age 31, anglo male. 
  Aristocratic appearance matches his actual social rank. 
  Well-defined facial bones give him the features of a male 
  model, an effect spoiled (or enhanced, depending on 
  one's attitude) by a scar several inches long on his left 
  cheek. Strangely enough, it actually is a fencing scar. He 
  has slightly wavy black hair, brown eyes. 
  Nationality: British citizen. 
  Languages: British *English*; French, Cantonese Chinese, 
  Russian. 
  Skills: Martial Arts: Karate 7; Fencing/Kenda 4; Clip Pistol 
  4; Gambling 4; Chic 3; Poison 3; Fast Driving 3; Revolver 3; 
  Disguise 
  3; 
  Pilot: 
  Helicopter 
  2; 
  Quick 
  Draw 
  2; 
  Mountaineering 2. Driving skill has advanced to Level 3. 
  Education: BA: Psychology. 
  Arms: Swordcane (3d6); Beretta M92S 9mm 15-shot clip 
  pistol (3d6). 
  VAL CHA cost 
  cost Skills 
  15 
  STR 
  5 
  5 Culture 
  13 
  DEX 
  9 
  9 Gambling 
  15 
  CON 
  10 
  5 Disguise 
  Details: Brand was born in the UK on family estates still 
  maintained at a noble level seemingly lost to the modern 
  world. The finances to make this possible derived from a 
  very old shipping firm controlled out of Hong Kong by the 
  family. His father the Earl, Percival Brand, still runs the 
  company with great success while training Geoffrey's 
  younger brother to succeed him. 
  Geoffrey was raised in Hong Kong and thrived in the 
  east. Sent back to attend university in London, he was 
  approached by Ml-6 for possible recruitment. He declined 
  but counteroffered to be a freelance operative for the 
  service. An arrangement was made on conditions that 
  included being able to pick and choose what assignments 
  to undertake. When not on assignment for Ml-6, Brand 
  travels freely, gambles without damaging the family 
  fortunes, 
  and in short, 
  is the perfect gentleman 
  adventurer. He expects his father to remain Earl for many 
  years yet, and does not have many familial duties until the 
  title devolves to him. 
  Brand is an NPC very likely to turn up in scenarios of 
  international intrigue or high-society mysteries. He can be 
  introduced to characters through society contacts or by 
  being encountered in a high-class casino. His own 
  occasional work could entail diplomatic or spy missions in 
  Europe although domestic or American excursions would 
  not be beyond him. Characters could find themselves 
  working in concert with him, or in competition for the 
  same prize. 
  Roll 
  13 
  14 
  13 
  13 
  BODY 
  6 
  4 Knowledge of Poison 
  13 
  18 
  INT 
  8 
  3 Knowledge of Mountaineering 
  12 
  13 
  EGO 
  6 
  2 Knowledge of Psychology 
  11 
  16 
  PRE 
  6 
  4 Knowledge of Automobiles 
  13 
  16 
  COM 
  3 
  4 Combat Vehicle 
  13 
  8 
  PD 
  5 
  22 Martial Arts: General + 1 / 2 damage 
  3 
  ED 
  0 
  4 Cantonese Chinese (fluent) 
  3 
  SPD 
  7 
  2 
  French (fluent) 
  6 
  REC 
  0 
  3 
  Familiar with Revolver, Sword, Clip Pistol 
  30 
  END 
  0 
  10 
  +2 with All Handguns 
  29 
  STUN 
  0 
  12 
  +4 with Sword 
  1 Helicopter 
  CHA cost= 
  65 
  90 Skills + 65 CHA = 155 Total Cost 
  CV= 4 
  11 Overconfidence 
  PHASES: 
  1 Distinctive Looks: Facial Scar 
  4, 8, 12 
  5 Monitored by Ml-6 (8-) 
  11 Hunted by KGB (8-) 
  77 Experience 
  105 Total Points 
  33 
  
  Marta Bannion 
  ST: 10 IQ: 13 LK: 11 CON: 8 DEX: 10 CHR: 16 SPD: 8 
  HtoH Adds: 0 
  Missile Weapon Adds: 0 
  Level: 4 
  Physical description. 57", 115#, age 22, black female. Her 
  dark hair is rather long, typically worn in cornrow braids 
  ending in tassels. She is an alert, good-looking woman 
  with brown eyes. Her actual skin tone is light brown. 
  VAL CHA cost 
  cost Skills 
  Languages: American *English* is her native tongue; she 
  also speaks Spanish. 
  Skills: Secret ID: Smuggler; Disguise 3; Electronics 3; Clip 
  Pistol 3; OS: Smuggling 2; Seduction 2; Tactical 2; 
  Acting/Mimic 
  2; 
  Electronic 
  Countermeasures 2; 
  Ambush/Silent Movement 2; Bureaucracy Master 1. 
  Education: BA: Agriculture. 
  Details: Marta is a very intelligent woman who 
  smuggled a little grass into the states to help pay for 
  her college education. She quickly found it paid 
  better than the work she could expect after 
  graduating, and while there was a risk factor that 
  normal work did not entail, she was bright 
  enough to stay out of serious trouble. After com­
  leting her college degree, she started smuggling 
  virtually full time. 
  Normally she keeps to herself but if she sees 
  other North Americans in trouble in a country 
  where she has some pull, she will try to help 
  them out. All in all, she's a rather unlikely 
  smuggler (one reason she's successful at it), 
  and she's capable of taking care of herself. 
  She will permit others to help her, especially 
  if it repays a debt owed to her, but she is un­
  likely to request assistance or help. 
  ROIi 
  10 
  STR 
  0 
  2 Knowledge of Agriculture 
  11 
  10 
  DEX 
  0 
  3 Knowledge of Tactics 
  12 
  10 
  CON 
  0 
  3 Smuggler, Professional Skill 
  12 
  10 
  BODY 
  0 
  5 Disguise 
  13 
  13 
  INT 
  3 
  7 Electronics 
  13 
  11 
  EGO 
  2 
  3 Seduction 
  12 
  15 
  PRE 
  5 
  3 Mimicry 
  12 
  16 
  COM 
  3 
  3 Bugging 
  12 
  2 
  PD 
  0 
  5 Stealth 
  12 
  2 
  ED 
  0 
  1 Familiar with Clip Pistol 
  2 
  SPD 
  0 
  9 
  + 3 with Clip Pistol 
  4 
  REC 
  0 
  2 Spanish (fluent) 
  20 
  END 
  0 
  3 Bureacratics 
  12 
  20 
  STUN 
  0 
  CHA Cost= 
  13 
  49 Skills + 13 CHA = 62 Total Cost 
  CV= 3 
  5 Hunted by Police (8-) 
  PHASES: 
  7 Experience 
  6, 12 
  34 
  12 Total Points 
  
  Madame Zoroaster 
  Real Name: Esther Gumple 
  ST: 12 
  IQ: 12 
  LK: 10 
  CON: 8 
  DEX: 13 
  CHR: 12 
  HtoH Adds: 1 
  Missile Adds: 0 
  Physical description: 5'4", 140 lbs., age 54, 
  anglo female. Completely white hair, looks 
  old. 
  Nationality: US citizen. 
  Languages: American *English* is her 
  native tongue but she fakes a German 
  accent. 
  Skills: Secret ID (Esther Gumple); Sleight of 
  Hand 3; 
  Observation 2; 
  Research 3; 
  Elocution 2; Confidence 3; Chic 1; SI 
  Occult Con Games 2; SI Demonology 1; SI: 
  Gossip about Clients 2; Disguise 1. 
  Details: Madame Zoroaster is a seer and psychic adviser 
  who claims to be the child of Aleister Crowley and Mata 
  Hari. She gained a good reputation as a psychic when a 
  "prediction" she made led police to the arrest and 
  conviction of a particularly vicious cop-killer. She had 
  actually witnessed the act and recognized the killer, so 
  she played it up for the best results she could arrange. 
  The police recognize that she bilks people with her con 
  games, but they assume the marks (victims) should know 
  better. They feel she does relatively little harm to her 
  VAL CHA Cost 
  cost Skills 
  13 
  STR 
  2 
  5 Sleight of Hand 
  12 
  DEX 
  6 
  3 Deduction 
  8 
  CON 
  4 
  3 + 1 Perception 
  8 
  BODY 
  4 
  3 Conversation 
  14 
  INT 
  4 
  3 Persuasion 
  11 
  EGO 
  2 
  3 Culture 
  15 
  PRE 
  5 
  3 Disguise 
  victims and they remember the debt they owe her. Some 
  officers actually believe she has psychic powers. 
  She would be best used to feed red herrings to the 
  characters, or to give them information which can lead 
  them into trouble. After she has "cried wolf" enough 
  times, the GM should let her be correct about something 
  she "predicts." This will cause the characters to 
  continually rethink their ideas about her and force them 
  to work with her occasionally, no matter how much they 
  might distrust or dislike her. 
  ROIi 
  13 
  12 
  3 
  12 
  12 
  12 
  12 
  10 
  COM 
  0 
  4 Research, Professional Skill 
  13 
  3 
  PD 
  1 
  2 
  ED 
  0 
  3 
  SPD 
  7 
  4 
  REC 
  0 
  16 
  END 
  0 
  18 
  STUN 
  0 
  CHA cost= 
  19 
  CV= 4 
  PHASES: 
  4, 8, 12 
  3 Knowledge of Occult Con Games 
  2 
  Knowledge of Demonology 
  3 
  Knowledge of Gossip on Clients 
  35 Skills + 19 CHA = 54 Total Cost 
  1 Distinctive Looks: old age 
  3 40+ age 
  0 Experience 
  4 Total Points 
  12 
  11 
  12 
  35 
  
  c__:._s.P-'---:A-;::bout the Authors: 
  Skills: Research 2; Underwater 2; 
  Environmental Survival: Jungle 1; 
  Computer 1; OS: Teacher (TA at 
  university) 1; Bureaucracy Master 1; SI: 
  Spanish Treasure Ships 1; SI: El Dorado 
  Legends 1; Horsemanship 1; Lariat 1. 
  Education: BA: Archaeology; MA: 
  New World Spanish Colonies. 
  Details: Jennifer Valdez was born and 
  raised on her family's cattle ranch in 
  New Mexico. There she learned some 
  of her Spanish, horsemanship, and a 
  fascination with prehistory of the 
  Southwest and Mexico. The Valdez 
  ranch was deeded to her family back 
  when the land was Spanish territory 
  and the ranch has remained in Valdez 
  New Mexico. When
  s::=;;.:::. ... ,....�._.�� ho outside A\buquerque\etcd early next y�al.
  family hands ever since. It is a 
  .., 
  ranc tudies have been_ co'::�er th� So 
  profitable concern - the family is 
  Jennifer Valdez 
  tromping 
  ·
  -
  een. ally interested I 
  fairly wealthy and of some note. 
  ST: 17 IQ: 12 LK: 10 CON: 10 DEX: 9 CHR: 10 SPD: 10 
  HtoH Adds: 5 
  Missile Weapon Adds: 0 
  Level: 2 
  Jennifer is a graduate student working on her Ph.D.; the 
  subject involves architectural particulars in the culture of 
  the Spanish Empire in the New World. Jokingly she says 
  she's just in it to treasure-hunt for Aztec gold; in fact, her 
  studies are likely to be of import whether they lead to gold 
  or not. 
  Physical description: 5'7", 130#, age 24, anglo female. Of 
  old Spanish-American descent, she has a rather aquiline 
  face, dark complexion, deep brown eyes. Her hair is very 
  dark, wavy, worn at shoulder length. 
  Player characters are likely to encounter her in a 
  university setting or out in the field pursuing her studies. 
  She could find trouble, for herself and companions, by 
  encountering an antiquities-smuggling or forgery ring. She 
  might also draw the attention of unscrupulous individuals 
  who could desire her yet-to-be-found golden treasure 
  hoard for its base value. 
  Nationality: US citizen. 
  Languages: American *English* is native; Spanish was part 
  of her upbringing but perfected in school. 
  36 
  VAL CHA Cost 
  17 
  STR 
  7 
  10 
  DEX 
  0 
  10 
  CON 
  0 
  10 
  BODY 
  0 
  13 
  INT 
  3 
  11 
  EGO 
  2 
  10 
  PRE 
  0 
  10 
  COM 
  0 
  3 
  PD 
  0 
  2 
  ED 
  0 
  2 
  SPD 
  0 
  5 
  REC 
  0 
  20 
  END 
  0 
  24 
  STUN 
  0 
  CHA cost= 12 
  CV= 3 
  PHASES: 
  6, 12 
  cost Skills 
  0 English (native language) 
  2 Spanish (totally fluent) 
  2 Knowledge of Spanish Colonial Civilization 
  2 Knowledge of Spanish Treasure Ships 
  2 Knowledge of Southwestern Archeology 
  2 Knowledge of El Dorado Legends 
  2 Horsemanship 
  3 Scuba, Professional Skill 
  3 Research, Professional Skill 
  2 Teacher, Professional Skill 
  1 Familiar with Jungle Survival 
  1 Familiar with Desert Survival 
  3 Survival 
  3 Computer Programming 
  3 Bureaucratics 
  1 Familiar with )lariat 
  3 + 1 with Lariat 
  35 Skills + 12 CHA = 47 Total Cost 
  Roll 
  1 ·1 
  11 
  11 
  11 
  11 
  12 
  12 
  11 
  8 
  8 
  11 
  12 
  11 
  
  Dan Maginot 
  ST: 14 IQ: 12 LK: 12 CON: 20 DEX: 6 CHR: 15 SPD: 12 
  HtoH Adds: -1 
  Missile Weapon Adds: 0 
  Level: 3 
  Physical description: 6'5", 280#, age 27, black male. 
  Maginot is a very large, impressive, good-looking man. 
  Eyes very dark, hair worn very short. 
  Languages: American *English*. 
  Skills: Recreational Skill: US Football 7; Martial Arts: Aikido 
  3; Photography 2; Recreational Skill: Ch�ss 2; Research 2; 
  Environmental Survival: Urban 2; SI: Sports Crime 2; SI: 
  Confidence Games 2; Disguise 1; Seduction 1; Tracking/ 
  Tailing 1; Motorcycle 1. 
  Education: BA: Criminology. 
  Details: Dan was very good as a college linebacker but his 
  lack of agility proved his downfall - he was ruled out of 
  going into pro football. In college he managed to track 
  down and stop two gamblers who were putting pressure 
  on a teammate of his. When it was over, Dan decided he 
  liked the excitment and challenge of detective work. He 
  changed his major and worked extra hard to graduate 
  with a new degree in just two extra semesters. 
  mainly because he can't learn to shoot straight, but also 
  because he believes his sheer size and fighting skill will 
  see him through tough times. 
  Presently Dan works as a private investigator who 
  specializes in sports-related cases. He carries no gun 
  In game use, Maginot would generally be willing to 
  work with skilled adventurers involved in cases he might 
  be interested in. An adventure could also revolve around 
  a case where he calls in the characters to help him in a 
  case where they have special skills or knowledge. 
  VAL CHA cost 
  cost Skills 
  Roll 
  15 
  STR 
  5 
  1 Familiar with Criminology 
  8 
  8 
  DEX 
  +6
  8 Knowledge of US Football 
  17 
  20 
  CON 
  20 
  3 Knowledge of Chess 
  12 
  15 
  BODY 
  10 
  3 Knowledge of Sports Crime 
  12 
  13 
  INT 
  3 
  3 Knowledge of Confidence Games 
  12 
  11 
  EGO 
  2 
  3 Research, Professional Skill 
  12 
  18 
  PRE 
  8 
  3 Photography, Professional Skill 
  12 
  14 
  COM 
  2 
  3 Disguise 
  13 
  8 
  PD 
  5 
  3 Seduction 
  13 
  4 
  ED 
  0 
  3 Streetwise 
  13 
  2 
  SPD 
  2 
  3 Stealth 
  11 
  7 
  REC 
  0 
  3 Shadowing 
  11 
  40 
  END 
  0 
  1 Motorcycle 
  35 
  STUN 
  2 
  5 Martial Arts: Aikido 
  CHA cost= 53 
  45 Skills + 53 CHA = 98 Total Cost 
  CV= 3 
  5 Distinctive Looks: Large, physically impressive 
  PHASES: 
  6 Hunted by Local Mob (11-) 
  6, 12 
  37 Experience 
  48 Total Points 
  37 
  
  .. c,azy Al" DeCinnclo
  Real Name: Alexander DeCinncio 
  Title: Capo DeCinncio 
  ST: 12 IQ: 11 LK: 15 CON: 14 DEX: 12 CHR: 13 SPD: 12 
  HtoH Adds: 3 
  Missile Weapon Adds: 3 
  Level: 7 
  Details: Crazy Al fashions himself, his lifestyle, and his 
  operation after that of his hero, Al Capone. He went so far 
  as to hire a knife-man to scar his face to match Capone's, 
  expecting to win the nickname "Scarface" - the nickname 
  he got was "Crazy." In a pique, he had the knife-man killed 
  soon after. 
  Physical description: 5'8', 150#, age 44, anglo male. Dark 
  of hair and eye, with a hardened attitude that is readily 
  apparent to all who meet him. Most noticeable are three 
  scars disfiguring his face in the same places Al Capone was 
  scarred. 
  DeCinncio has a hand in every illegal operation he can 
  reach in the city. He is pragmatic about his business 
  operations, slow to anger, but he will not take repeated 
  offenses lightly. He is fanatically devoted to his wife 
  Angela and listens to everything she has to say. He has, on 
  occasion, had individuals killed who she "dreamed" were 
  a threat. 
  Nationality: US citizen. 
  Languages: American *English* is native, Italian. 
  If the player characters become involved in illegal acts, 
  from either side of the fence, they will soon brush against 
  Crazy Al's mob. If they run into Al's mob too often, Al will 
  run his mob into them. DeCinncio's run-of-the-mill thugs 
  have names like "The Mouth" Andreotti and Tony "Pig" 
  Pocinetti. Leg-breakers like these are his usual response to 
  opposition. It is only when individuals become repeatedly 
  troublesome or dangerous that DeCinncio sets Peewee 
  Valchi, his trusted lieutenant, on the track. DeCinncio has 
  no illusions about his business operations except for his 
  desire to be another, better, Al Capone. 
  Skills: Leadership 5; Shotgun 5; Knife Fighting 4; Pugilism 4; 
  Clip Pistol 4; Revolver 4; Confidence 4; Tactical 3; Quick 
  Draw 3; Fast Driving 3; Seduction 2. Driving has advanced 
  to Level 2. 
  Education: Al DeCinncio only completed a high school 
  formal education; everything else has been learned the 
  hard way. 
  Arms: Smith & Wesson .44 magnum 6-shot revolver (7d6). 
  VAL CHA cost 
  13 
  STR 
  3 
  14 
  DEX 
  12 
  14 
  CON 
  8 
  12 
  BODY 
  4 
  10 
  INT 
  0 
  10 
  EGO 
  0 
  23 
  PRE 
  16 
  12 
  COM 
  1 
  5 
  PD 
  2 
  3 
  ED 
  0 
  3 
  SPD 
  8 
  6 
  REC 
  0 
  28 
  END 
  0 
  26 
  STUN 
  0 
  CHA cost= 
  54 
  CV= 5 
  PHASES: 
  4, 8, 12 
  38 
  cost Skllls 
  4 Knowledge of Tactics 
  3 Seduction 
  3 Persuasion 
  5 Combat Vehicle 
  5 Martial Arts: Boxing 
  4 Fam. w/ Revolver, Shotgun, Clip Pistol, Knife Fighting 
  15 
  +3 with all Firearms 
  3 
  + 1 with Shotgun 
  3 + 1 with Clip Pistol 
  10 + 1 with Knife Fighting 
  2 Italian (fluent) 
  57 Skills+ 54 CHA= 111 Total Cost 
  8 Hunted by police (11-) 
  9 Hunted by Roger Cole (14-) 
  6 Desire to be like Al Capone (irrational, common) 
  1 Distinctive Looks: scarred face 
  8 Dependent NPC, Angela Maria DeCinncio (14-) 
  29 Experience 
  61 Total Points 
  Roll 
  13 
  14 
  14 
  13 
  
  Angela Marla DeClnnclo 
  Nationality: US citizen. 
  Languages: American *English* is 
  her native tongue. 
  Skills: Seduction 3; SI Indian Erotic 
  Writings 3; Recreational Skill: Erotic 
  Arts 3; Recreational Skill: Solitaire 
  2; Bullwhip 2; SI: Fortune Telling 1; 
  SI: Demonology 1; Chic 1. 
  Special Note: Latent telepathic 
  psychic skill. 
  Details: Angela was betrothed to 
  Al DeCinncio when she was quite 
  young; they married when she 
  came of age. She is physically 
  weak, rarely in good health, but 
  she makes up for it in sheer 
  willpower. Because she is weak in 
  body, she has spent much of her 
  free time delving into the occult in 
  an attempt to find a means to gain 
  ST: 12 IQ: 10 LK: 12 CON: 5 DEX: 12 CHR: 19 SPD: 10 
  HtoH Adds: 0 
  Missile Weapon Adds: 0 
  Level: 3 
  some sort of unearthly power. Her latent telepathy crops 
  up just often enough that she believes a lot of the nonsense 
  she's been told. Her belief is strong enough that she has not 
  asked Crazy Al to pursue and destroy some con artists who 
  have ripped her off with various "psychic" scams. 
  Physical description: 5'2", 105#, age 27, anglo female. The 
  woman has dark shoulder-length hair and is delicately 
  attractive. Her skin is always translucently pale, a result of 
  her poor health. 
  She is faithful and devoted to Alexander, and shares his 
  dreams. She seeks every possible way to please him. Her 
  telepathy subtly implants her whims, thoughts, and 
  pesires ir,i him at his weakest moments. 
  VAL CHA cost 
  8 
  STR 
  +2
  12 
  DEX 
  4
  5 
  CON +10
  5 
  BODY +10 
  10 
  INT 
  0 
  15 
  EGO 
  10 
  15 
  PRE 
  5 
  18 
  COM 
  4 
  2 
  PD 
  0 
  1 
  ED 
  0 
  3 
  SPD 
  8 
  3 
  REC 
  0 
  10 
  END 
  0 
  12 
  STUN 
  0 
  CHA Cost= - 9 
  CV= 4 
  PHASES: 
  4, 8, 12 
  cost Skills 
  4 Knowledge of Erotic Arts 
  3 Knowledge of Solitaire 
  2 Knowledge of Fortune Telling 
  2 Knowledge of Demonology 
  4 Knowledge of Indian Erotic Writings 
  5 Seduction 
  3 Culture 
  1 Familiar with Bullwhip 
  3 + 1 with Bullwhip 
  27 Skills - 9 CHA = 18 Total Cost 
  ROIi 
  13 
  12 
  11 
  11 
  13 
  13 
  12 
  39 
  
  Peewee valchi 
  Real Name: Edwardo Valchi 
  ST: 12 IQ: 13 LK: 15 CON: 13 DEX: 16 CHR: 11 SPD: 14 
  HtoH Adds: 7 
  Missile Weapon Adds: 3 
  Level: 4 
  Physical description: 5' 4", 120#, age 30, anglo male. This 
  man is short in stature, athletic and wiry. Hair is thick, 
  dark, styled to look casually rumpled. Dresses well but 
  not with flash. He has a personal intensity that often 
  makes even casual observers think of him as looking like a 
  very dangerous individual. 
  Nationality: US citizen. 
  Languages: *Italian* is his native tongue; he is also fluent 
  in English. 
  Skills: Environmental Survival: Urban 4; Pugilism 3; 
  Seduction 3; Submachine gun 3; OS Pickpocket 2; Disguise 
  2; Tactical 2; Quick Draw 2; Safecracking 2; Lockpick 2; 
  Ambush/Silent Movement 2; Revolver 2; Shotgun 2. 
  VAL CHA cost 
  cost Skills 
  Arms: 1928 Thompson .45 caliber submachine gun (4 + 
  3); 30 shots. Astra .41 Magnum (6d6); 6 shots. 
  Details: Peewee is an enforcer and triggerman for the mob. 
  When on a job, Peewee has a talent for remaining out of 
  the way, unnoticed, until it is too late for his victim. He 
  evidently kills without remorse or emotion. He is ruthless 
  and extremely difficult to shake loose. 
  He has been arrested for several killings but has never 
  been convicted of these or any other crimes. Witnesses 
  against him vanish before they can appear in court. 
  Valchi arrived in the US as a child, and grew up asso­
  ciated with the mob. He worked his way up through the 
  underworld, starting in a street gang, finally reaching a trus­
  ted position in "Crazy Al" DeCinncio's organization. Much 
  of the trust exists because Peewee is a very self-controlled 
  individual. He generally leads a disciplined but not entirely 
  predictable life. He does not do any one thing for recrea­
  tion but can handle himself well in most "leisure" activities. 
  He is attracted to physically striking women and will pursue 
  any "dame" he takes a liking to - and he doesn't take "no" 
  for an answer with very good grace. 
  Roll 
  13 
  STR 
  3 
  4 Martial Arts - Boxing (Base) 
  20 
  DEX 
  30 
  3 Pickpocket, Professional Skill 
  12 
  13 
  CON 
  6 
  3 Safe-cracker, Professional Skill 
  12 
  12 
  BODY 
  4 
  3 Disguise 
  12 
  13 
  INT 
  3 
  7 Streetwise 
  14 
  12 
  EGO 
  4 
  3 Knowledge of Tactics 
  12 
  15 
  PRE 
  5 
  3 Lockpick 
  13 
  10 
  COM 
  0 
  3 Stealth 
  13 
  6 
  PD 
  3 
  3 Familiar with Shotgun, Revolver, SMC 
  3 
  ED 
  0 
  10 + 2 all Firearms 
  3 
  SPD 
  0 
  3 +1 SMG 
  6 
  REC 
  0 
  2 English (fluent) 
  26 
  END 
  0 
  26 
  STUN 
  0 
  CHA cost= 58 
  47 Skills + 58 CHA = 105 Total Cost 
  CV= 7 
  8 Hunted by Police (11-) 
  PHASES: 
  6 Loyal to Crazy Al 
  4, 8, 12 
  5 Distinctive Looks: Short 
  3 Kills without Remorse 
  33 Experience 
  55 Total Points 
  40 
  
  Mlchael Murphy 
  ST: 16 IQ: 12 LK: 11 CON: 11 DEX: 12 CHR: 10 SPD: 10 
  HtoH Adds: 4 
  Missile Weapon Adds: 0 
  Level: 3 
  Physical description: 5'10", 145#, age 35, anglo male. 
  Thick red-auburn hair, green eyes, a nose that obviously 
  has been broken. An open attitude towards the world in 
  general, a good conversationalist. 
  Nationality: Naturalized US citizen. 
  Languages: *English*, mixed accents. 
  Skills: Recreational Skill: Arm Wrestling 4; Elocution 3; 05: 
  Bartender 2; SI: Baseball Trivia 2; Pugilism 2; Brawling 2; 
  Horsemanship 2; Lariat 2; Observation 1; Recreational 
  Skill: Darts 1. 
  Special Note: Operational controlled precognitive skill. 
  Details: Born in Kilkenny in Ireland, his family moved to 
  Australia when he was 10. He worked there as a ranch 
  hand and eventually came to the United States where he 
  spent time earning a little money boxing professionally. 
  Knowing that profession was self-limiting in time, when he 
  was offered a share of the "Bit o' Erin" bar, he took the 
  opportunity. 
  Mike Murphy is a friendly man who knows quite a lot 
  about what goes on in the city. He loves to arm-wrestle 
  and does not often lose. He's a natural storyteller and 
  quite entertaining. Regulars in the bar promulgate the 
  rumor that he has second sight. In fact, he can induce 
  precognitive visions by taking a shot of "poteen", a home-
  VAL CHA cost 
  cost Skills 
  brewed potato liquor that burns like lava. His visions have 
  led him to win a few bets when he's been in need, but he 
  is both cautious and reluctant to use the talent unless 
  there is a very good reason. 
  As a friendly barkeep, Murphy should be a reasonable 
  source of information and unusual happenings for the 
  player characters to cultivate. He won't know underworld 
  details but peculiar or strange occurences are likely to 
  come to his attention. If he comes to trust the player 
  characters, Murphy could provide vital information if he 
  can be convinced to try for a vision concerning the 
  characters' present difficulties. 
  18 
  STR 
  8 
  5 Knowledge of Arm Wrestling 
  14 
  12 
  DEX 
  6 
  2 Knowledge of Darts 
  11 
  11 
  CON 
  2 
  3 Knowledge of Baseball Trivia 
  12 
  11 
  BODY 
  2 
  2 Horsemanship 
  11 
  13 
  INT 
  3 
  3 Bartender, Professional Skill 
  12 
  11 
  EGO 
  2 
  3 Deduction 
  11 
  13 
  PRE 
  3 
  3 + 1 Perception 
  10 
  COM 
  0 
  5 Conversation 
  13 
  5 
  PD 
  1 
  1 Familiar with Lariat 
  2 
  ED 
  0 
  6 + 2 with Lariat 
  3 
  SPD 
  8 
  10 + 2 with Hand-to-Hand Combat 
  6 
  REC 
  0 
  6 Martial Arts: Boxing 
  22 
  END 
  0 
  26 
  STUN 
  0 
  CHA Cost= 35 
  49 Skills + 35 CHA = 84 Total Cost 
  CV= 4 
  PHASES: 
  4, 8, 12 
  34 Experience 
  34 Total Points 
  41 
  
  Madeline D'Armaud 
  Title: Dr. D'Armaud 
  ST: 13 
  IQ: 13 
  LK: 23 
  CON: 9 
  DEX: 12 
  CHR: 12 
  SPD: 11 
  HtoH Adds: 12 Missile Adds: 11 Level: 5 
  Physical description: 5'6", 135#, age 45, 
  anglo female. A handsome, aristocratic 
  woman, mature and self-assured. Wears 
  her hair simply styled; it is light brown. 
  Steel-gray eyes, very direct. Chain­
  smoker of vile Turkish cigarettes. 
  Nationality: French citizen. 
  Languages: *French* is her native tongue; 
  also English, Turkish. 
  Skills: SI: Origin of Man 5; Research 3; 
  Seduction 3; Photography 3; Forensics 2; 
  Envirornmental Survival: Desert 2; 
  Bureaucracy Master 2; Fast Driving 2. 
  Education: BA: Anthropology; MA: Human Intellectual 
  Development; Ph.D: The Evolution of Modern Thinking. 
  Details: Dr. D'Armaud is a forceful, outspoken person with 
  no tolerance for fuzzy, illogical thinking in herself or 
  others. She has a considerable reputation, somewhat 
  controversial, in her branch of anthropology/psychology. 
  She is quick to point out the failings of her colleagues 
  when they deserve it. Those who have been caught in 
  fuzzy thinking or poorly executed studies gripe that she 
  makes her own breakthroughs and her reputation through 
  willpower and force of personality. She does her work 
  well, though, pursuing studies with unquenchable vigor. 
  VAL CHA cost 
  cost Skills 
  13 
  STR 
  3 
  10 2d6 Luck 
  With equal vigor, she pursues thuse exceptional men who 
  catch her eye, adding another facet to the academic 
  backbiting that she combats with total self-assurance. She 
  has made enemies on her way to the top ranks of her 
  profession, but she is an exceptionally lucky person in all 
  facets of her life. 
  While doing fieldwork in Turkey she picked up the 
  habit of smoking Turkish cigarettes which are particularly 
  vicious. This forceful Frenchwoman has many places in a 
  campaign. The romantic link could make a character take 
  an extremely personal interest in her welfare which could 
  be threatened, for example, if she were about to expose a 
  venerable rival's academic shortcomings. 
  Roll 
  12 
  DEX 
  6 
  3 Science of Anthropology 
  12 
  9 
  CON 
  +2
  6 Knowledge of Origins of Man 
  15 
  9 
  BODY +2
  2 Knowledge of Human Development 
  11 
  13 
  INT 
  3 
  2 Knowledge of Evolution of Modern Man 
  11 
  11 
  EGO 
  2 
  2 Knowledge of Desert Survival 
  11 
  13 
  PRE 
  3 
  4 Research, Professional Skill 
  13 
  14 
  COM 
  2 
  4 Photography, Professional Skill 
  13 
  3 
  PD 
  0 
  5 Survival 
  12 
  2 
  ED 
  0 
  3 Criminology 
  12 
  3 
  SPD 
  8 
  5 Seduction 
  13 
  5 
  REC 
  0 
  3 Bureaucracy 
  12 
  18 
  END 
  0 
  5 Combat Vehicle 
  12 
  21 
  STUN 
  0 
  2 English (fluent) 
  4 Turkish (fluent) 
  0 French (native language) 
  CHA cost= 23 
  60 Skills + 23 CHA = 83 Total Cost 
  CV= 4 
  10 Heavy Smoker, Total Commitment 
  PHASES: 
  8 Monitored by the Surete (11-) 
  4, 8, 12 
  4 Age 40+ 
  12 Experience 
  33 Total Points 
  42 
  
  Edgar Roberts 
  Title: Colonel Roberts, Ret. 
  ST: 12 IQ: 12 LK: 13 CON: 13 DEX: 12 CHR: 11 SPD: 6 
  HtoH Adds: 0 
  Missile Weapon Adds: 1 
  Physical description: 5'6", 130#, age 48, anglo male. Small 
  distinguished-looking man, rather scholarly. Black hair 
  with a widow's peak, beginning to go gray at the 
  sideburns. Walks with a limp, always uses a cane. 
  Nationality: British citizen. 
  Languages: British *English*, Russian. 
  Skills: Martial Arts: Bo-jitsu 4; Disguise 3; Ambush 3; Clip 
  Pistol 3; SI: Russian Internal Politics 3; SI: KGB 3; Garotte 2; 
  Fast Driving 2; Chic 2; OS: Bookseller 1. 
  Education: BA: History; MA: Bolshevik Russian Politics. 
  Details: The Colonel was an agent for Ml-6 most of his life, 
  mostly working behind the Iron Curtain. His knowledge of 
  the KGB is extensive and relatively up-to-date even though 
  he has recently retired. He has opened a small bookstore 
  where most of the stock is devoted to histories, mysteries, 
  and intrigue-adventure books. 
  The Colonel walks with a limp, the result of a gunshot 
  wound in his right leg. He carries a hefty cane with which 
  he can capably defend himself in a pinch. The habit of 
  thinking in those terms has not yet faded, and the Colonel 
  is an alert, observant man without giving that appearance. 
  Colonel Roberts would be glad to help any adven­
  turers legitimately after information on the KGB or actively 
  opposing that service. He does have the contacts still in 
  Ml-6 to ascertain characters' authenticity. Once the 
  characters have established themselves with the Colonel, 
  he could provide the impetus for adventures by putting 
  characters in touch with special agents or contacts. 
  VAL CHA Cost 
  12 
  STR 
  2 
  12 
  DEX 
  6 
  13 
  CON 
  6 
  12 
  BODY 
  4 
  13 
  INT 
  3 
  11 
  EGO 
  2 
  13 
  PRE 
  3 
  10 
  COM 
  0 
  3 
  PD 
  1 
  3 
  ED 
  0 
  2 
  SPD 
  +2
  5 
  REC 
  0
  26 
  END 
  0
  25 
  STUN 
  0
  CHA cost= 
  25 
  CV= 4 
  PHASES: 
  6, 12 
  cost 
  5 
  7 
  5 
  3 
  4 
  1 
  6 
  6 
  2 
  2 
  4 
  4 
  2 
  12 
  63 
  3 
  5 
  11 
  19 
  38 
  Skills 
  Disguise 
  Stealth 
  Combat Vehicle 
  Culture 
  Russian (fluent) 
  Familiar with Clip Pistol 
  + 2 with Clip Pistol
  + 2 with Garotte
  Knowledge of World History
  Knowledge of Bolshevik Russian Politics
  Knowledge of Russian Internal Politics
  Knowledge of KGB
  Book Selling, Professional Skill
  Martial Arts: Bo-jitsu
  (requires cane; can do all martial maneuvers) 
  Skills + 25 CHA = 88 Total Cost 
  Distinctive Looks: Limp 
  Monitored by Ml-6 (8-) 
  Hunted by KGB (8-) 
  Experience 
  Total Points 
  ROIi 
  13 
  13 
  12 
  12 
  11 
  11 
  13 
  13 
  11 
  43 
  
  Robert Danielson 
  ST: 16 
  IQ: 12 
  CON: 9 DEX: 14 CHR: 10 
  HtoH Adds: 3 MW Adds: -3 Level: 3 
  Physical description: 5'11", 225#, 
  age 33, anglo male. A bulky man, 
  with the appearance of previously 
  having been 
  in better physical 
  condition than he is presently. Large 
  brown "cow" eyes, plain brown hair 
  usually worn relatively short. 
  Nationality: US citizen. 
  Languages: 
  American *English*. 
  Knows circus jargon. 
  Skills: Acrobatics 2; Horsemanship 2; 
  Pugilism 2; SI: Circus History 2; Knife Throwing 1; Bullwhip 
  1; Acting/Mimic 1. 
  Education. BA: Theater; MA: Circus History. 
  Details: Bob Danielson ran away from home at an early 
  age to join a circus. That he actually managed to do so has 
  never ceased to amaze him, once he realized how rare 
  such an occurence was in the mid-Twentieth Century! He 
  stayed with the circus for two years and returned to work 
  in it each summer. He has filled in or helped out with 
  virtually every circus act. 
  Bob has attended college, at first reluctantly, then with 
  vigor. He is working on a book about circus history and his 
  research is extensive (his Master's Degree was obtained 
  VAL CHA cost 
  cost Skills 
  with only a fraction of the information available to him). As 
  a historian, Bob has an enormous fund of information about 
  the entire circus phenomenon, and a lot of "dirt" as well. 
  Any city or town visited by the circus Bob works for has 
  yielded up some semi-private information to his files. 
  In a campaign Bob could fill more than one pair of 
  shoes. If a mystery was developed involving a circus, 
  Danielson is a rich source of information and a potentially 
  helpful insider. On the other side of the coin, he could be a 
  true "ringleader" if the performers turn to crime to sup­
  plement the circus' meagre income. Imagine, for example, 
  acrobats as second-story thieves, or the possibilities 
  inherent in smuggling illegal goods of all sorts in the 
  bottom of the lion's cage. 
  ROIi 
  16 
  STR 
  6 
  4 
  Knowledge of Circus History 
  13 
  13 
  DEX 
  9 
  3 Knowledge of Horsemanship 
  12 
  10 
  CON 
  0 
  2 Knowledge of Theater 
  11 
  10 
  BODY 
  0 
  2 
  Familiar with Bullwhip, Throwing Knife 
  13 
  INT 
  3 
  3 
  +1 with Bullwhip 
  11 
  EGO 
  2 
  3 + 1 with Thrown Knife 
  10 
  PRE 
  0 
  3 Disguise 
  10 
  COM 
  0 
  5 Acrobatics 
  4 
  PD 
  1 
  5 
  Martial Arts: Boxing 
  2 
  ED 
  0 
  3 
  SPD 
  6 
  5 
  REC 
  0 
  20 
  END 
  0 
  23 
  STUN 
  0 
  CHA Cost= 
  27 
  30 Skills + 27 CHA = 57 Total Cost 
  CV= 4 
  PHASES: 
  4, 8, 12 
  7 Experience 
  44 
  7 Total Points 
  
  PETERBORO CITY MAP 
  IDLLSDALE DR. 
  � n0
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  MARKET ST. 
  TANNEN ST. 
  
  46 
  PETERBORO CITY MAP INDEX 
  Below is a complete listing of the homes, offices and places in Peterboro that have maps in Mugshots 2. Each map is meant 
  to detail a place where at least one of the characters descibed in this book is most likely to be found. This index should 
  make it easier to find and cross-index the characters, buildings and page number at which they can be found. 
  Map# Location Name 
  Person 
  Map Pg.# 
  l) ..... Six Points Professional Centre (Prevera & Associates)
  Susan Pervera 
  11 
  2) ..... Environs Zoology Labratory
  Robert M cAndrews 
  12 
  3) ..... The Bosworth Home
  Gerald Bosworth 
  13 
  4) ..... Uptin Arms Hotel
  Ted Baker 
  14 
  Edwardo "Pee Wee"Valchi 42 
  5) ..... The Clarion Bugle (Evening newspaper)
  Jim Drake 
  15 
  6) ..... University Heights Townhouses
  Dr. Anton Turegev 
  16 
  Marta Bannion 
  36 
  William & Marion Dodge 
  20 
  Teddy Worthington 
  19 
  7) ..... The Peterboro Promenade Bridge Club
  Gladys Stewert 
  18 
  8) ..... The Corlina Gallery
  Samantha Livingstone 
  23 
  Gladys Stewart 
  18 
  9) ..... University Medical Center (Offices)
  Dr. Caroline Zameko 
  22 
  Tamara Hanlon 
  24 
  10) ... Midtown Police Station
  Erin Foster 
  28 
  11) ... Chinatown (Up. & low Lowe, to Browne: Carolina to the waterfront.)
  David Chun 
  30 
  12) ... Bijou Revival Theatre
  Roger Cole/Clint Simba 
  29 
  13) ... Puchsky Real Estate
  John Puchsky 
  31 
  14) ... Conlan Racing & Engineering
  Stephanie Conlan 
  32 
  15) ... The Wizards Den (Video & pinball games)
  Street Wizard (John Boston) 33 
  16) ... Madam Zoroaster's Occultology Shop
  Madame Zoroaster 
  37 
  17) ... Danforth Anthropology Wing (Campus Offices)
  Jennifer Valdez 
  38 
  Madeline D'Armaud 
  44 
  18) ... Maginot Line Detective Agency (North Market Business Center)
  Dan Maginot 
  39 
  19) ... Acme Warehouse (DeCinnio's Warehouse)
  Alexander DeCinncio 
  40 
  Edwardo "Pee Wee" Valchi 42 
  20) ... Bit-O-Erin Pub
  Michael Murphy 
  43 
  Theodore Baker 
  14 
  Jim Drake 
  15 
  21) ... South West Hoopla Cantina & Chile Blowout Saloon
  Ellen Crescentmoon 
  17 
  Roger Scott 
  26 
  Dan Maginot 
  39 
  Robert Danielson 
  46 
  22) ... Lost Quill Bookstore
  Edgar Roberts 
  45 
  23) ... City View Office & Condominium Tower
  Geoffrey Brand 
  35 
  Isolde Aderson 
  27 
  Al & Angela DeCinncio 
  40 
  24) ... The Various Mansions are north, up Hillsdale Dr.
  Andrew Masters on 
  25 
  Samantha Livingston 
  23 
  Geoffrey Brand 
  35 
  Isolde Anderson 
  27 
  
  PREVERA & ASSOCIATES 
  NO. 1 ON CITY MAP. 
  3445 W. BROOKEL YNN 
  s@� 
  g 
  0 
  �QJ 
  ASSOC. 
  � WORKSTATIONS 
  r� 
  PREVERA 
  OFFICE 
  RECEPTION 
  @ AREA 
  Prevera & Associates is a small but highly sucessful law firm in Petersboro. They handle quite a 
  few notable personalities in town in matters ranging from incorporations and bankruptcies, to civil 
  suits, wills, and defending clients in criminal court. Some of their clients include (but are not 
  limited to) Dan Maginot, Caroline Zameko, Andrew Masterson, Edgar Roberts, and Samantha 
  Livingstone. Clients are chosen by Susan Prevera during her first (and free) consultation with 
  them. She has already had run-ins with "Al" DeCinncio, and has little patience for the man. 
  47 
  
  Mc ANDREWS 
  ENVIRONS LAB 
  ,c· 
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  CABINETS 
  \ 
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  _/AREA�
  d7 
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  NO. 2 ON THE
  � 
  CITY MAP. 
  5585 N. TANNEN ST. 
  ZOOLOGY LAB 
  \ 
  \ 
  HERPETOLOGY LAB 
  0 
  5 
  10 
  r-,--1 
  
  NO. 3 ON CITY MAP. 
  0 -1·:·.
  . 
  THE 
  2NDFLOOR 
  BOSWORTH HOME 
  BASEMENT 
  49 
  
  50 
  UPTIN ARMS HOTEL 
  PUCHSKY REAL ESTATE 
  0 
  5 
  10 
  ··••-!
  NO. 4 ON TIIE CITY MAP. 
  142 E. "A" ST. 
  ALLEY 
  Y NOT BAR & GRILL 
  
  THE 
  The Bugle is a three story building
  with a basement, on 
  Grand Ave. & Main St. 
  Basement: Printing Dept. 
  1st Floor: Advertising & Accountin,rug�i�� 
  2nd Floor: Editorial Dept. 
  "--
  3rd Floor: Management 
  �-� 
  CITY EDITOR 
  THIRD FLOOR: 
  EDITORIAL DEPARTMENTS 
  NO. 5 ON CITY MAP. 
  0 
  5 
  10 
  e·,--1 
  
  52 
  UNIVERSITY HEIGHTS TOWNHOUSES 
  A GARAGE 
  C GARAGE .·· 
  NO. 6 ON THE CITY MAP. 
  593 W. SOCRATES 
  UNIT C: TEDDY WORTHINGTON 
  MARTA BANNION 
  B GARAGE 
  
  UNIVERSITY HEIGHTS TOWNHOUSES 
  SITUATION ROOM C 
  NO. 6 ON THE CITY MAP. 
  593 W. SOCRATES 
  0 
  5 
  10 
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  UNIT C - 2ND FLOOR 
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  53 
  
  54 
  THE CORLINA GALLERY & BRIDGE CLUB 
  > 
  NO. 7 & 8 ON TIIE CITY MAP. 
  #652 & 646, TIIE PROMENADE. 
  0 
  5 
  10 
  r·,--1 
  - PETERBORO
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  E=���mH�-+-�JJliJ!!tllimm=t j_±Lii---.----1---
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  ANTHROPOLOGY/MEDICAL OFFICES 
  0 
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  NO. 9 ON THE CITY MAP. 
  LOCATED INSIDE THE UNIVERSITY 
  F f; F 
  2ND FLOOR 
  THREE STORY BUILDING 
  DANFORTH HALL PSYCH/SOCIOLOGY/ANTHRO OFFICES 
  lSTFLOOR 
  LIBRARY 
  CAFETERIA 
  55 
  
  MIDTOWN POLICE STATION 
  . I 
  lSTFLOOR . 
  NO. 10 ON THE CITY MAP. 
  1 
  2015 N. BROWNE ST. 
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  2NDFLOOR 
  NO. 10 ON THE CITY MAP. 
  2015 N. BROWNE ST. 
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  BIJOU REVIVAL THEATER 
  NO. 12 ON CITY MAP. 
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  BIJOU REVIVAL THEATER 
  DRESSING ROOMS 
  BELOW STAGE 
  0 
  5 
  10 
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  SECRET HIDEOUT 
  STAIRS 
  The Bijou Theater was built back in the 1930's and this secret hideout was used by the 
  original owner as a place to hide members of the mob, who were wanted by the police. 
  No one is aware of this hideouts existence, but some employees think that the theater is 
  haunted, and that some phantom prowls the stage late at night. 
  This is currently being used by Cole/ Simba as a hideout. Players may find the hideout 
  and use it as their own, or it may be used for for a villain of your own creation. 
  59 
  
  60 
  CONLAN RACING & THE WIZARD'S DEN 
  NO. 14 ON THE CITY MAP. 
  196E. COUNTRY CLUB BLVD. 
  lSTFLOOR 
  0 
  5 
  10 
  r�-� 
  ELETR.. TE STE 11,. 
  eLEil TIRE RACI< 
  Located on the north side of Country 
  Club Blvd. on the east side of town, 
  Conlan Racing & Engineering is the 
  best place in Peterboro for custom auto 
  design and repairs. The Wizard's Den 
  is a standard pinbalVvideo game parlor, 
  located next door to Conlan Racing. 
  METI\L 
  FOR.MER. 
  WOR.I<. COUNTER 
  2NDFLOOR 
  ;v 
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  NO. 16 ON THE CITY MAP. 
  33 N. CAROLINA 
  lSTFLOOR 
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  61 
  
  MAGINOT LINE DETECTIVE AGENCY 
  NO. 18 ON THE CITY MAP.
  LOCATED IN THE NORTII MARKET BUSINESS CENTER. SUITE #4
  288 E.RIVER RD.
  ' 
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  RIVER ROAD
  288 E.RIVER RD. 
  PARKING 
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  ACCOUNT. 
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  DETECT.
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  SERVICE 
  STORE
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  62 
  
  ·■
  ACME WAREHOUSE 
  NO. 19 ON THE CITY MAP. 
  114 E. RIVER RD. 
  LOADING BAYS 
  · ·. FOR SEMI-TRUCKS
  LOADING DOCK & WAREHOUSE AREA 
  ■
  ■ ·
  OWNED BY ALEXANDER DE CINNCIO 
  ■ 
  f-+-+-++-+--+-1-+� ./ 
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  63 
  
  64 
  BIT-0-ERIN PUB 
  ENTRY 
  NO. 20 ON THE CITY MAP. 
  169 E. RIVER RD. 
  A 
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  The Bit-O-Erin Pub has a great, friendly 
  sort of atmosphere, and a rather regular 
  clientele, most of whom are fairly close 
  to the owner (Michael Murphy). Besides 
  Theodore Baker and Jim Drake, who seem 
  to "live" right in the bar, one can also find; 
  Dan Maginot - who also goes to the SW
  Hoopla & Chile Saloon, Dr. Dodge - who 
  comes in for a drink, once a month, Erin 
  Foster - she likes to "hang out" with the guys, 
  Stephanie Conlan - who comes in after a
  hard day, and "Pee Wee" Va/chi - who stays 
  pretty much to himself. 
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  "MSPE. It's Role-Playing from 1860 to 1995." 
  Stackpole, this is contemporary 
  role playing at its best. The name 
  says it all: the adventurers are 
  flinty mercenaries, suave spies, · 
  gumshoe detectives, and more. 
  The system is easy to handle and 
  complete, with nearly 100 skills 
  for character development, an 
  extensive weapons list, and a de­
  tailed section about how to run 
  mystery and crime scenarios. 
  BoxedSet includes Jade Jaguar 
  solo adventure (below) and char­
  acter folders. $20.00 prod.#7000 
  Rules Only $9.95 prod# 3001 
  The Adventure of the 
  JADE JAGUAR: Solitaire 
  adventure for MSPE. The revolu­
  tionaries stalk you through the 
  steamy jungle, but you slip past. 
  Then, suddenly you 're facing a 
  jaguar - so huge it would dwarf a 
  Bengal tiger! And if that's not 
  bad enough, it's a brilliant shade 
  of green! Includes conversions to 
  allow it to be played with ESPIO­
  NAGE! (HeroGames).$4.95 prod 
  #3101 (included in box set.) 
  STORMHAVEN: Game-
  master materials for contempo­
  rary role playing game adven­
  tures set on Savagelsland in Lake 
  Champlain. Storrnhaven contains 
  two booklets: one describing the 
  buildings, people, procedures and 
  adventures, the other of maps and 
  floor plans. Statistics to allow use 
  in both MSPE and Espionage! 
  campaigns are included plus 23 
  Cardboard Heroes tm created for 
  this package. This adventure won 
  the 1984 HG Wells Award for 
  Best Role Playing Adventure. 
  $9.95. prod# 3301 
  RAID ON RAJALLAPOR: 
  GM adventure for 4-6 players. 
  The job seemed easy enough: raid 
  a heavily guarded estate in north­
  western India and steal a valuable 
  statue. Youremployerseemscon­
  fident of your success, perhaps 
  too confident! $4.95 prod# 703 
  MSPE CHARACTER 
  FOLDERS: Package of 20, 
  while they last, $3.95 prod # 
  3901 
  MUGSHOTS 1: The 
  Case of the Pacific Clipper 
  is the first in a series of con­
  temporaryrole-playingsup­
  plementsforusewithMSPE. 
  Each book will detail char­
  acters, places and situations 
  �(;,,!,�ftl that you can use as a soli-
  , 
  HE .A.DVENTUI\E or 
  THE JADE 
  _AGUAll. 
  '"""-kll'!'"'' taire or a gamemaster ad­
  venture. Due to its unique 
  design, the gamemaster can 
  playthesolitaireadventure, 
  and then using the maps and 
  GM information in the back 
  section of the book, run a 
  similar or customized ad­
  venture for his players. 
  Written by Dave Arneson, 
  the co-designer of Dungeons 
  & Dragons. 
  Price: $8.95 Product #3303 
  80 Pages 
  What Else does Flying 
  Buffalo produce? 
  Mercenaries, Spies & Private Eyes is but one of our many 
  popular lines. We also produce the world's first role-playing 
  game you can play solitare - Tunnels & Trolls. T &T has over 
  20 solo adventures available and several gamemaster adven­
  tures also. You can buy the boxed set , or just the rulebook. 
  Flying Buffalo also produces the Catalyst line of books for all 
  role-playing systems. This line includes all the Traps books ( 4) 
  the Citybooks (5), the Lejentia Campaign Books and many 
  others. We also produce the death/door/ treasure/corridor/ 
  traps/ weather and Rune dice, which are very popular with 
  retailers and customers. And we produce the classic beer and 
  pretzels game, Nuclear War. This is the game everyone plays 
  at conventions. We even have a sequel game, Nuclear Esca­
  lation which is just as popular. All of these products are 
  available for order from your distributor, along with many 
  others that there isn't the room to mention here. 
  Ifyoucan'tgetanyoftheseproductsatyourlocalgameorcomic 
  shop, you can order directly from Flying Buffalo, P.O. Box 
  1467, Scottsdale, AZ 85252. ( include $1 for postage & hand.) 
  •Cardboard Heroes is a trademark of Steve Jackson Games 
  
  24903 03304 
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SOURCE: textdata/thevault/Hero Games/3rd Edition (Remastered)/Mercenaries, Spies, & Private Eyes - Mugshots 2.pdf