TEXT: reality blurs presents
  
  Ravaged Earth
  revised second edition
  WritTEN BY
  Eric Avedissian, Dave Olson
  & Sean Preston
  Editing & Proofing
  Lyn Harm, Jeff Scifert, Brad Bell, 
  Aaron lehman & NOrm Hensley
  Layout & Graphic Design
  Sean Preston
  illustrations
  Lee SMITH
  Permission is granted to print this ebook. No site license is given.
  Ravaged Earth is copyright 2011 Reality Blurs, LLC. All rights reserved. Ravaged Earth, Amazing 
  Exploits, Reality Blurs, and all associated trademarks and logos are the property of Reality Blurs, 
  LLC. This material is protected under the Copyright Act of the United States of America. Any 
  reproduction or unauthorized use of the material or artwork contained herein is prohibited 
  without the express written consent of Reality Blurs, LLC.
  This game references the Savage Worlds game system, available from Pinnacle Entertainment 
  Group at www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights 
  of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or 
  warranty as to the quality, viability, or suitability for purpose of this product.
  
  Table of Contents
  FOR THE HEROES
  This Just In…
  5
  Harbinger
  6
  Welcome To Ravaged Earth
  8
  Ravaged Archetypes
  14
  Ravaged Heroes
  18
  The Makings Of A Hero
  22
  Defining Interests
  25
  New Hindrances
  27
  New Edges
  30
  Gear And Equipment
  49
  Transportation
  71
  Setting Rules
  80
  Extended Trait Checks
  81
  Fortune Favors The Bold
  85
  Inhumanly Tough
  85
  Perfect Tool For The Job
  85
  Plot Complications
  85
  Second Wind
  85
  Powers
  86
  Using Old Skills In New Ways
  89
  Vehicle Rules
  91
  Pulpspeak: Street Talk
  92
  The Ravaged World of 1936
  96
  Lay Of The Land
  108
  
  FOR THE GAMEMASTER
  Secrets Of Ravaged Earth
  127
  Creating Ravaged Tale
  131
  Pulp Adventure Generator
  143
  The Supporting Cast
  166
  The Bad Guys
  182
  Fortifying The Minions
  190
  The Martian Menace
  191
  A Brief History Of Mars
  196
  Martian Technology
  200
  Martian Creatures
  211
  Martian Sun
  213
  The Plot Point Campaign
  216-284
  Side Treks
  285
  The Index BEGINS ON PAGE 317!
  
  5
  This just in...
  Welcome to Ravaged Earth, a pulp roleplaying game like nothing you’ve ever 
  experienced. 
  I began writing Ravaged Earth in 2003. Along the way, it morphed into 
  something unique, a science fiction tale combining Flash Gordon with War of  the 
  Worlds, Doc Savage with The Rocketeer. Ravaged Earth is retro-futurism, deiselpunk 
  and a good mixture of fisticuffs and Tommy guns. It’s a whirlwind concoction 
  of Nikola Tesla, Hugo Gernsback and Crash Corrigan, served with a generous 
  helping of Dashiel Hammett, Robert E. Howard and H.P. Lovecraft. 
  As this is the second edition, we’ve changed a few things.  
  First of all, the Martians needed to return. 
  The original version alluded to H.G. Wells’ cataclysmic War of the Worlds, 
  a Victorian skirmish between man’s feeble armies of steel and gunpowder 
  against the heat rays and tripods of a Martian space armada. In this tome, 
  you’ll find they are back with a vengeance. 
  Orson Welles’ astounding 1938 broadcast of War of  the Worlds created panic 
  of an otherworldly invasion. What if that gripping broadcast was an actual 
  account of Martians returning to complete a botched invasion recounted 
  in H.G. Wells’ 1898 book? What if the Martians unwittingly left their alien 
  technology behind and it altered humanity during the early 20th century, 
  forging the very heroes and villains chronicled in the pulps?
  Ravaged Earth is imagination unfettered, where Martian warlords scheme to 
  conquer Earth while heroes journey through inhospitable jungles (rife with 
  dinosaurs) and brave deserts to uncover priceless relics guarded by things 
  long dead and breathlessly fight Nazis atop airships. It’s where we relive our 
  childhood fantasies and dreams of a world not-quite our own, but almost (and 
  where the hero makes all the difference).
  What is pulp to me? 
  An unwavering parade of good versus evil where good always triumphs and 
  the bad guys get what’s coming to them. A shifting landscape of technologies 
  beyond belief, yet a simple time where a fedora, a machete, and a quick quip 
  can best any Nazi, drive back any dinosaur, and send any alien scurrying back 
  to its homeworld double-time. 
  Now, you get to enjoy the fruits of our labors.
  Tilt the brim of your hat just so and ready your machete and zapgun. 
  Adventure awaits!
  With appreciation,
  Eric Avedissian
  
  6 
  HARBINGER
  The strange tower, Wardenclyffe, rose in solitary splendor on the remote barren isle, 
  a monument to scientific achievement. Though the world knew of it and its master, 
  Dr. Nikola Tesla, few realized it possessed the capacity to send messages around the 
  globe and through the empty voids of space. One day, something answered. A terror 
  determined to obliterate everything mankind had created and loved.
  A chill wind tore across the island, sending chunks of ice in the bay floating in lazy 
  circles. Despite the heat within his lab, Tesla shivered. He peered out the bay window 
  in the upper heights of the tower and would have prayed were he a religious man. 
  Through strings of complex equations, he knew the enemy would soon arrive. 
  He was no longer a young man, so he would have to make do as best he was able. 
  His expression soured as the bright red orb illuminated the night sky, punctuated by the 
  wail of sirens echoing across the sound from New York. Terrestrial searchlights probed 
  the skyline, highlighting pale shadows of the civilization which had crossed the depths 
  of space to reduce Earth to ash. An army of terrible metallic monstrosities moved with 
  calculated precision, destroying everything in its path. 
  So much had changed since last the Martians came to conquer. Back then the Earth 
  protected its own, shrugging off the invaders like one might shrug off a light cold.
  That was over thirty years ago, but the Martians had left an indelible mark upon the 
  world, a stain which twisted men’s souls, and cast the future into doubt. The weary 
  planet faced threats from within when the Martians returned with malice in their cold, 
  dark hearts.
  One tripod moved apart from the main mission of wanton destruction, rising from 
  the dark waters, its shadow warning Tesla of its presence even before the probing metal 
  hood regarded him with a pulsating malice and hate. Its unblinking red eye confirmed 
  its target, and he took a step back, shielding his eyes from the glare. One tentacle tore 
  through the thick tower walls as an iris opened upon its main body to reveal a turret 
  crackling with energies unlike any the scientist ever imagined. They have truly mastered 
  Aetherium, he marveled as he reached back to his work  table, but this old Serbian had 
  a few tricks of his own. His hand fell upon his leather bag and he pulled it towards him, 
  coolly undoing the latch. He saw the energy cannon had not powered up fully, and would 
  wait to release its full charge and obliterate him for good. How could human technology 
  stand against such a war machine? He pulled out his shotgun — a bastardized hybrid of 
  human ingenuity and reverse-engineered alien technology. He had waited a long time 
  for this day. His hand flicked across some switches, and it pulsed into life — not nearly 
  as powerful as the Martian’s armament, but it powered up instantly.  
  The Martian beam pulsed and Tesla dove out of the way. It had not waited for its 
  cycle to complete, and the beam took out half the lab and years of research. It had been 
  afraid. He took careful aim as its energy cells recharged. The pulse from his rifle tore the 
  barrel apart, shattering the Martian machine, and it fell to the ground. The recoil sent 
  Tesla across the room into the far wall. He was lying on the floor, bloodied and bruised, 
  when his assistant Madeline ran into the wreckage. 
   “Dr. Tesla! What on Earth happened?” the young woman asked, shaken.
  “The Martians have returned,” he replied, dazed as he struggled to rise.
  “They’ve destroyed your lab, your life’s work!”
  His eyesight returning, he rose to his feet, looking around at the destruction. 
  “That means nothing. The weapon worked just as we expected. In its last second, the 
  Martian realized it would, and beneath all that metal is a mind which has learned to fear 
  mankind. They want war? So be it. This time, we are ready.”
  
  7
  
  8 
  WELCOME TO RAVAGED EARTH
  IN THE BLINK OF AN EYE…
  In 1898, the Martians came. They devastated our lands. They slew without 
  mercy and they died without tears when our germs struck them down, toppling 
  their metal machines during the longest weeks in recorded history. However, 
  within the twisted and shattered hulks of their machines, we found Aetherium, 
  a gift that has forever changed our destiny. Our burnt fields have grown lush 
  again in the passing decades, hiding the scars our planet suffered. We have 
  rebuilt our buildings far better than they ever were before, but humanity has 
  been forever changed, and our wounds run far deeper than we could ever 
  imagine. Some question whether Aetherium is a blessing or a curse. Certainly 
  advances have come with this secret knowledge, but so has war... 
  Great good has come, but so has great evil. People have changed in ways that 
  go unnoticed by the naked eye in many cases — but if some have changed, is 
  it not possible that all have changed? These unnatural powers that poured over 
  our planet at the turn of the century have changed it, and our world — our 
  poor, dear world — is now, and forever more, a Ravaged Earth.
  RAVAGED EARTH, 1936
  Ravaged Ewh is a mixture of history and fantasy, a world that was unalterably 
  changed by the Martian Invasion. This is the high-powered world of pulp 
  fiction, where reality blends with myth and fable and the world is not the one 
  you think you know! In Ravaged Earth, the players take the roles of fantastic 
  heroes from pulps of the 1930s, with a distinctive twist. Martian visitors are 
  returning to Earth, and they aren’t coming in peace — far from it! These sinister 
  aliens aim to destroy human civilization, erasing mankind’s achievements in 
  the greatest conquest of all time. The only thing standing in the way of these 
  capricious green invaders is the heroes, who will battle the Martians and their 
  evil minions in the grand pulp tradition. 
  
  9
  WHAT WE KNOW ABOUT MARTIANS
  At first, the arrival of extraterrestrial life on Earth caused euphoria in academic 
  and scientific circles and answered the question of whether mankind was 
  alone in the universe — until the Martians attacked, that is. What seemed an 
  interminable invasion lasted only a few weeks before the Martians suffered 
  catastrophic losses from common germs. As the last metal tripod ululated in 
  distress, humanity proclaimed its victory over the Martian hordes. 
  In the years following the Red War, researchers and scientists studied the 
  wreckage of Martian fighting machines and the physical remains of the 
  Martian invaders, and began piecing together the story of these otherworldly 
  creatures.
  The Martian invaders called themselves the Kor-Ghuth, part of a vast empire 
  encircling half of Mars. Kor-Ghuth stand about six feet tall, are bipedal, with 
  three fingers and one opposable thumb on each hand. They have large almond-
  shaped eyes, thin nostrils, and mouths filled with jagged teeth. Their brains are 
  25 percent bigger than that of a human’s, indicating they’re more intelligent or 
  possibly use some sort of telepathy to communicate. 
  Technologically, the Kor-Ghuth are more advanced than humans. Mastering 
  Aetherium, they developed wondrous flying saucers, tripod fighting machines, 
  and levitating hover barges. Science to the Kor-Ghuth is a means to an end. 
  They don’t seek to better their race through technology; they seek to conquer 
  lesser civilizations via technological superiority. On the battlefield, the Kor-
  Ghuth fight with ferocity and zeal, often shouting a distinctive, full-throated 
  battle cry – Ullah! – before charging into the fray. 
  Scientists sifting through the physical data were not able to determine the 
  reason the Martians invaded Earth in 1898, but did learn these alien warriors 
  have watched Earth for many years, possibly decades, before their arrival.
  Nikola Tesla, one of the world’s greatest scientists, claims another race 
  of Martian exists and he’s contacted them personally. Tesla calls this other, 
  benevolent, race of Martians the Aetherians, and claims they are fighting the 
  Kor-Ghuth back on Mars. Most disregard Tesla’s eccentric ramblings and look 
  to humanity’s future, harnessing Aetherium for the betterment of society. Mars 
  has remained silent for over 30 years, with nary a peep from the Red Planet. 
  That was until the Kor-Ghuth’s sinister death machines returned in 1935, 
  causing alarm and panic in the streets and forcing humanity to re-evaluate the 
  Martian nemesis. 
   
  
  10 
  WHAT IS PULP?
  From their birth as the dime novels and penny dreadfuls of the late 19th century 
  to their demise in the mid-1950s, the pulps delivered heart-pounding tales of 
  action and adventure. Defined by the stories they contained, they were filled 
  with imaginative tales possessing four common thematic elements: Action, 
  Clichéd Archetypes, Purple Prose, and Black-and-White Morality. When 
  viewed in this light, the old debate over whether pulp constitutes a genre, or 
  should more properly termed a medium, seems overly pedantic. Even as early 
  as 1930, the term was being used to describe the exciting tales in magazines 
  such as Amazing Stories and Weird Tales, as well as the cheap paper stock on 
  which they were printed.
  Regardless of their focus, they all delivered the same thing: escapist 
  entertainment printed on rough paper sandwiched between lurid and garish 
  covers. Pulp has always been about adventure for adventure’s sake, and although 
  frowned upon by the more serious writers of the day, it nevertheless flourished, 
  with an estimated one million stories being published during its heyday. Its 
  popularity paved the way for the emergence of a new class of imaginative 
  writers: Zane Grey, Isaac Asimov, Robert E. Howard, H.P. Lovecraft, and 
  Robert Heinlein. All had their start in the pulps and were destined to leave 
  their mark on popular fiction. Almost overnight, pulp themes began appearing 
  in other popular forms of entertainment. People tuned in to their radios to 
  follow the exploits of The Shadow, Doc Savage, Buck Rogers, The Spider, and 
  Nick Carter, and every Saturday they flocked to the matinee to watch the latest 
  installment of their favorite cliffhanger serial.
  However, for all their popularity, they didn’t last. Paper shortages during 
  the Second World War were their death knell, and although they hung on 
  for another decade or so, the grand era of the pulps came to an end in the 
  1950s when they were finally supplanted by television, comic books, movies, 
  and paperback novels.
  PULP ACTION OPTION
  You want over the top pulp action right from the get go? No worries. 
  Instead of starting your characters off at Novice, just Advance your 
  character up to Seasoned Rank. No muss. No fuss. Just make sure you 
  have the approval of your GM first. Be advised, however, Novice Rank 
  characters certainly aren’t slouches, but if you just have a couple of players, 
  this will allow you to play through the  included Plot Point Campaign with 
  little need of adjustment.
  
  11
  THE WORLD WRIT LARGE
  The effects of the Great Depression are slowly becoming a thing of the past. 
  The Great War is a fading memory. Organized crime is on the rise, and while 
  some strange things have happened in the recent past, overall things are starting 
  to brighten, and the public’s demeanor is generally optimistic.
  A six-day workweek is the norm; however, progressive businesses are slowly 
  adopting a more relaxed five-day schedule. Child labor has been outlawed 
  and unions are starting to make their presence felt. Wages are rising, and the 
  average middle-class citizen lives better than his predecessors. The rich are 
  still rich, and the poor are still poor — but of course, that will never change. 
  Children tend to follow in their parents’ footsteps and social mobility, although 
  much talked about, is rarely achieved.
  Streamlined flying machines, trains, and other fantastic inventions are 
  abundant. Robots with complicated electric brains are the perfect metal 
  manservants. Inventor Philo Farnsworth developed the first monochromatic 
  television broadcast and, thanks to Aetherium-fitted tubes, mass-produced his 
  device. Now televisions are in most wealthy homes, offering the latest serials 
  and adventure shows. 
  Though this is an age of science and discovery, the world of the 1930s has 
  much in common with the world of the Middle Ages: muscle power, both 
  animal and human, still does much of the work. Rural towns are isolated and 
  usually self-sufficient. Most of the landscape is still untouched and undeveloped. 
  Although some have access to amazing scientific devices, a good old wireless 
  is about the most technologically-advanced device the Average Joe has to deal 
  with.
  City dwellers live in row houses or apartment buildings and enjoy, for the most 
  part, electricity and indoor plumbing. In the country, traditional farmhouses or 
  cottages are the norm, and oil lamps and outhouses are not uncommon. Life in 
  the slums of the large cities is more rural than urban.
  Radio is the easiest way to communicate over long distances. Unfortunately, 
  broadcasting equipment is expensive, large, bulky, and thus not portable. 
  Telegrams are a reliable way to send messages and most towns still have a 
  telegraph office or two. They cost anywhere from a nickel (domestic) to a 
  quarter (international) per word, and are delivered via messenger the same day 
  they’re sent.
  Telephones are fairly common in the larger cities, where most businesses have 
  them and home service is available. Those who cannot get service in their home 
  can use the payphone at the local drugstore or deli. However, outside the cities, 
  phones become far from a commonplace item, and some small country towns 
  might not have one at all. Most phone systems are automatic; however, some 
  still require the assistance of an operator, who just might decide to listen in on 
  your conversation. Long distance calls are expensive and time-consuming, and 
  international calls, if possible, even more so.
  Mail is delivered twice daily to most homes, more often to businesses. 
  Postmen walk their routes and are on a first-name basis with their customers. 
  International mail is normally sent by ship, although more is being sent via 
  aeroplane, as they improve in cost and efficiency. Regardless of how it is sent, 
  
  12 
  international mail is slower and less reliable than domestic service, often taking 
  weeks or even months to arrive (if it arrives at all). In the more remote areas of 
  the world, mail service consists of handing a letter or parcel to someone who 
  just happens to be traveling where it needs to go.
  The medical field has progressed rapidly since the turn of the century. 
  Physicians follow a recognized pattern of instruction and internship and the 
  quality of treatment varies wildly. In a thriving metropolis, such as New York 
  City, there are medical facilities decades ahead of those found in more rural 
  regions, thanks, in large part to the benevolence of the scientific community. 
  Many preventative and curative medicines are available, and vaccines 
  exist for many of the great plagues of the past. Aspirin is a staple in every 
  medicine chest, and sulfa drugs and penicillin are used to treat a broad array 
  of infections. Medical service costs are not standardized, varying from place 
  to place, depending on need and availability of both supplies and trained 
  personnel. The common cold is virtually unheard of, the last reported case 
  occurring around 1933.
  Men wear suits and ties, and women wear dresses and high heels. Everyone 
  wears hats and many people smoke. Formal dress means ties-and-tails for the 
  guys, gloves-and-gowns for the gals. With the advent of the “talkies,” movies 
  have become glamorous events, which everyone attends, by hook or by crook. 
  Hollywood has proven to be a major influence on the styles worn by both men 
  and women.
  Radio reigns supreme as the primary source of information and entertainment; 
  however, most folks still read the daily newspaper and have a favorite magazine 
  or two. Vaudeville has gone out of vogue, dying a quick death in the latter ‘20s 
  with the rise of moving pictures in the ‘30s. Traditional theaters have dropped 
  variety acts in favor of cartoons such as Mickey Mouse and Betty Boop, comedy 
  shorts such as The Three Stooges and The Little Rascals, and newsreels bring 
  stories from around the globe. Saturdays are the highlight of young and old 
  alike as the latest installments of popular cliffhanger serials are featured. Few 
  know some of the serials are true accountings of the heroic exploits of one 
  group of adventurers or another.
  Cars, trucks, and motorcycles still share the streets with horse-drawn carriages. 
  Within the cities, trolleys, taxis, and buses are the primary means of moving 
  people from one place to another. Even though automobiles are becoming 
  more common, roads are unreliable (and unsafe) in most areas. Outside of 
  the major metropolitan areas, roads are few and far-between, often nothing 
  more than rutted dirt tracks that become muddy mires at the slightest hint of 
  rain. Travel is usually no more than 100 miles per day, even under the best of 
  conditions. 
  There are plenty of biplanes buzzing around the skies, but the slick new 
  monoplane is being heralded as the future of aviation. Great airships ply the 
  skies above the Atlantic, but international travel is still expensive, and generally 
  means a long sea voyage for those of less-than-exceptional means. Long-
  distance domestic travel is normally by train.
  Rocket ships are transportation marvels capturing the imaginations of 
  young and old alike. These metallic projectiles streak across the atmosphere at 
  staggering speeds. Exciting rumors about the U.S. government development of 
  
  13
  rockets for space travel to other planets splash across the front pages.
  Around the turn of the century a British scientist developed Cavorite, a metal 
  with lighter-than-air properties. Cavorite is used for airships, aeroplanes and 
  even spacecraft, yet its complicated and expensive manufacturing process 
  ensures its rarity. Nations have waged a clandestine espionage war in recent 
  years to steal secrets for producing cheap, durable Cavorite.  
  Yet Cavorite isn’t the only mysterious metal over which people are killing each 
  other. 
  THE UNDERLYING DARKNESS
  Aetherium, often called the Martian metal, is a source of never-ending 
  discussion among scientists and spiritualists alike. One thing is known: the 
  metal has allowed for great advances in the realms of science, while opening 
  a “Pandora’s box” of possibilities within the realms of the occult. The long-
  term effects of Aetherium are not entirely known. Scientists have only begun to 
  unravel the mysteries of the cosmic radiation emitted by the strange ore. Only 
  recently have they discovered some of the Earth’s softer elements, such as lead 
  and gold, absorb the radiation until it reaches a saturation level triggering the 
  Mars effect, the point where the metal transforms into Aetherium. Spiritualists 
  claim Aetherium resonates on a frequency, trapping the spirits of the dead, 
  and  these spirits are materially manifesting themselves in very real ways as 
  creatures of myth and madness. Others contend Aetherium shattered the 
  barriers between the real and the imagined.
  What is known is science has advanced more in the last thirty-eight years since 
  the Martian metal’s discovery than it has in centuries. Some people, known as 
  the Ravaged, have been turned into something more than human: people who 
  can fly, bend steel, or penetrate the thoughts of men. Others have found ways 
  to control and channel the Aether, whether by force of will or through devices 
  of their own creation. The cinematic world of the screen has bled into the 
  streets and lines have been drawn as crisply as black and white. Secret societies 
  tug upon the strings of bureaucracy from the shadows, vying with each other 
  for control of the Martian metal and, thus, the world. They are opposed by 
  men of honor with eldritch words and Tommy guns. Fantastic treasures have 
  been discovered in vine-laden ruins and tantalizing tales have crossed the globe, 
  hinting at more. Fantastic heroes have emerged from the mysterious Far East 
  and the darkest jungles of Africa to don costumes and root out evil. 
  You are one of the Ravaged, a person altered by the mysterious powers 
  of Aetherium. How that came about is up to you. No one knows how many 
  Ravaged exist. Most try to keep a low profile and just try to get by. You, on the 
  other hand, have long felt a greater purpose, a greater destiny, was in store for 
  you — and that destiny begins today.
  
  14 
  RAVAGED ARCHETYPES
  The calling of the Ravaged takes many forms. Some are drawn to the role of 
  the more mundane, such as an Ace Reporter or a Grease Monkey, while others 
  seek out the more mystical or daring roles of the Magician or Hunter. In any 
  case, look through this list for ideas and inspirations on what type of character 
  best suits your sensibilities, play style, and is complementary to that of your 
  gaming group. Remember, these are only starting points. While your skills, 
  Edges, and attributes ultimately make your character uniquely your own, this 
  decision will impact your character’s Common Knowledge, so choose wisely.
  Academic: A university professor who lives a comfortable existence with 
  his nose in books or research, this egghead possesses great intelligence and 
  reasoning skills. An expert in fields ranging from science, history, languages, 
  mythology or more esoteric subjects, this academic yearns to learn and garner 
  more wisdom. 
  All-American: This fellow is as All-American as apple pie and Fourth of July 
  parades. He’s the star athlete, the Golden Boy. Although All-Americans may 
  come from different backgrounds (and even countries other than the US of A), 
  they all possess the characteristics of youth, charisma, and athletic prowess.
  Animist: This mystical character may be a shaman, witch doctor, or voodoo 
  priest. He beseeches the spirits inhabiting all creatures and objects with a ritual 
  or a spoken word, hoping the spirits will come forth and do his bidding.
  Archaeologist: This individual is skilled at unearthing evidence and artifacts 
  from antiquity and ancient civilizations. A recent surge in archeological digs 
  has prompted a renewed interest in the past, and a rising demand for these 
  scholars. A stout-hearted adventurer with a working knowledge of ancient 
  cultures and artifacts proves invaluable to any group.
  Ace Reporter:  A journalists who researches, interviews, and writes articles 
  for major metropolitan newspapers, the ace reporter’s investigative articles help 
  nab criminals and expose corruption. Unfortunately this tends to put him at 
  odds with the targets of his headlines.
  Avenger: The Avenger is dedicated to fighting crime wherever he finds it. 
  Most adopt a secret identity, both to protect their families and friends, as well 
  as to put fear into the hearts of their enemies. These secretive individuals often 
  attain cult status among the common man.
  Brawler: Sinewy muscles and a short temper define this palooka. He might be 
  a boxer, wrestler, or street fighter determined to prove his mettle with his fists 
  and steely resolve. Physically fit and full of bravado, he never backs down from 
  a confrontation.
  
  15
  Daredevil: Hollywood stuntman, barnstormer, escape artist, or circus 
  performer, this individual places himself in death-defying situations for the 
  crowd’s amusement and adulation. Perceived as foolhardy and suicidal by 
  many, the daredevil risks life and limb in his endeavors and pushes the limits of 
  physical endurance.
  Dilettante: Wealthy and privileged, the dilettante seeks adventure and travel. 
  Whether a rich playboy or a debauched debutante, such a lifestyle affords the 
  time and luxury to learn a variety of skills, such as piloting, fencing, horseback 
  riding or boxing. She eagerly thirsts for excitement and thrills and whatever 
  comes around the corner, and typically has a bank account enabling her to 
  pursue adventure.
  Explorer: Born with an insatiable wanderlust and a desire to explore the 
  world, this person is called to the unknown. Whether he’s probing the depths 
  of a sweltering jungle, braving bitter Arctic winters or broiling deserts, mapping 
  uncharted territories, or delving into unknown mysteries, this stalwart hero is 
  always searching for the next big discovery, traveling to the ends of the Earth 
  to be the first to find it.
  Flying Ace: Air travel is a novelty, the cutting-edge in transportation, and a 
  thrilling pastime. Brave pilots take to the air and manipulate their aeroplanes 
  with great skill. Some learned their craft flying over the battlefields of Europe 
  during the Great War; others just enjoy the adrenaline rush. Whatever their 
  reasons make no bones about it — these guys (and gals) were born to fly.
  G-Man: This tough and dedicated federal agent belongs to one of the U.S. 
  government’s many agencies: the Treasury Department, Federal Bureau of 
  Investigation, Immigration and Naturalization Service, etc. Each has one thing 
  in common: an overriding sense of duty and loyalty to the United States of 
  America. G-Men enforce the ongoing Prohibition, break up smuggling and 
  counterfeiting rings, fight organized crime, and hunt down wanted federal 
  criminals.
  Grease Monkey: Born with a wrench for a rattle and oil in his veins, this 
  guy can fix just about any machine with a well-placed kick and a twist of the 
  wrench. More often than not, he is better able to relate to his machines than 
  to his fellow men.
  Hardboiled Gumshoe: Stealthy, tenacious, dedicated, and able to dig up 
  dirt on anybody, the hardboiled gumshoe usually works with the police (even 
  though he’s not exactly considered to be “on the job”). He has a penchant for 
  getting roughed up by thugs, betrayed by femme fatales, and drinking a shot or 
  two of whiskey when the chips are down.
  Heroine: The heroine is tougher than she might appear.  A Devious femme 
  fatale, spoiled princess, or everyday Jane Doe, the heroine is one part charm, 
  one part wit, and one hundred percent adventurer.
  
  16 
  Hobo: Pure of spirit and gifted with psionic ability, this stalwart individual 
  belongs to the Circle of Wonder and Light and lives life according to Calhoun’s 
  Creed. A vagabond with a natural wanderlust, the hobo abandons material 
  possessions and travels the country, always helping those down on their luck. 
  Hunter: The hunter pits himself against the most dangerous and ferocious 
  beasts known to man! An amazing outdoorsman, he often goes native and 
  adopts the language, customs, and religion of the native people who befriend 
  and respect him. This will undoubtedly earn him scorn from his original 
  culture, but he doesn’t care and only lives for the thrill of the hunt.
  Jungle Lord: Feral and left to fend for himself in a remote jungle or forest, 
  the jungle lord (or lady) is physically strong and mentally sharp, having no need 
  for most technology. Feeling obliged to aid those who don’t harm their home or 
  violate local customs, this noble savage, along with a trusty animal companion, 
  fights evil and protects his territory from all interlopers.
  Magician: This curious hero is a graduate of Zoltar’s Academy of 
  Prestidigitation and Conjuration and adheres (more or less) to the tenets of the 
  Magician’s Code. He has an innate flair for the dramatic and tends to affect 
  the dress and mannerisms of a stage magician: top hat, tuxedo, black cape, and 
  — for the more fashionable — white spats. This dramatic sense extends to the 
  impressive sounding names he gives his spells and the stage names he adopts to 
  protect his true identity.
  Man of Mystery: A shadowy cloaked vigilante who patrols the streets in 
  search of evildoers to bring to justice. He may possess an actual super power 
  or two, or even tinker with arcane designs and devices. Extraordinary abilities 
  aside, this hero possesses skills and abilities he has honed to perfection by dint 
  of extensive study, practice, and self-discipline.
  Medicine Man/Witch Doctor: Called many different things wherever he is 
  found, this figure relies on the intervention of spirits to guide and help him cure 
  diseases and injuries as well as protect him from harm. Whereas the animist 
  views spirits as tools, this fellow venerates them as divine. This individual shuns 
  devices of the modern world and believes they interfere with the flow of nature.
  Mentalist: This individual taps into the raw power of mental energy and 
  harnesses it in order to affect the world around them. Learning to manipulate 
  the world with your mind takes years of grueling study, and opens one’s eyes to 
  the power within their grasp.
  Mystic: Questing for the divine and spiritual truths to put him on a pathway 
  to enlightenment, this hero practices techniques from certain schools of 
  Buddhism, Hinduism or other beliefs, including meditation, contemplation 
  and heightened wisdom. His customs might be odd to Westerners, but he is 
  compelled to right wrongs and protect the powerless.  
  
  17
  Noble Criminal: This antihero dwells in the shadows and operates as a 
  bootlegger, master thief, grifter or even a former mobster. He’s abandoned his 
  prior associates but still can’t shake the commitment to his own moral code. In 
  a black and white world, he’s comfortable being grey and ambiguous. 
  Police Officer: A member of a metropolitan or small town police department, 
  the police officer enforces the laws of a community. Whether a cop walking a 
  beat or a detective assigned to investigations, the police officer is respected by 
  the people he serves. An uncorrupt and competent police officer invariably 
  makes a few enemies in the criminal underworld. 
  Priest: A functionary of an organized religion, the priest is granted the 
  powers to officiate over worship services and enact rituals for the glory of his 
  god. Whatever divine power or powers exist, the priest channels it with prayers, 
  offerings, and rituals. Playing this character means knowing the central dogma 
  and beliefs of a chosen religion.
  Rocket Ranger: What do you get when you cross law enforcement and 
  cutting-edge technology? Why, a Rocket Ranger, of course! This daring soul 
  soars across the world, seeking out danger and trouble wherever it may be 
  found. The Rocket Ranger wears a shiny helmet and a flame-resistant uniform, 
  and has a background in piloting or law enforcement.
  Sailor: A member of a national navy or a privateer with his own boat, this 
  fellow is skilled at navigating the world’s seas. Tough and resilient, he can 
  weather any calamity, including typhoons or pirates, and has contacts in ports 
  throughout the globe. 
  Scrappy Kid: Young, but clever and independent, this rascal can be an 
  orphan or runaway, or just a plain ordinary kid thirsting for adventure. This 
  young scamp is sneaky and usually tuned-in to the rhythm of the streets. The 
  Scrappy Kid might be a small fry, but when the chips are down, this pint-sized 
  hero is all heart and gumption. 
  Soldier of Fortune: This grim soul sells his life for cold cash. An expert 
  soldier and survivalist, this individual offers his talents to the highest bidder. 
  Whether it’s fighting in Spain as a member of the International Brigade or 
  skirmishing in the Bush Wars of colonial Africa, if there’s a fight to be found, 
  the Soldier of Fortune will be sure to get involved and turn a profit.
  Super-Scientist: Conditioned towards mental and physical excellence since 
  birth, this individual’s life is one of constantly pushing the boundaries of 
  science. Possessing remarkable intellectual abilities as well as superior strength 
  and endurance, he views Aetherium not as a curse but as a gift, and uses the 
  Martian metal to further the evolution of mankind. 
  
  18 
  Swami: The swami begins his training as a yogi (or guru) before attaining 
  enlightenment and self-awareness. He gains his powers by studying and 
  mastering the universe around him. Alcohol and the pleasures of the flesh are 
  forbidden, as is gluttony and greed. The swami dresses the part, wearing turbans 
  and robes and carrying around a book or two filled with Eastern wisdom.
  Vigilante: A member of the Martian Vigilance Committee, this stalwart 
  hero patrols the streets, uncovering evidence of Kor-Ghuth activities, in his 
  quest to eradicate the Martian presence. He scans the skies looking for Martian 
  spaceships and probes the airwaves for Martian chatter. The invaders are out 
  there plotting. The vigilante must stop them! 
  Wandering Monk: Trained in martial arts in a Tibetan monastery or 
  academy in the Far East, this hero is a pacifist, not seeking trouble, but it usually 
  finds him. When it does, he unleashes a flurry of melee attacks to protect 
  the innocent.  To him, life is not a destination, but a journey, one involving 
  contemplation, performing good deeds and the occasional fight. 
  RAVAGED HEROES
  A sampling of fleshed out archetypes, each one a starting Novice character 
  ready to save the world from danger. Feel free to adjust as necessary to make 
  the hero your own!
  ACE REPORTER
  If there is news to be had, you’ll find it and no agency, no foreign government, 
  no one in their right mind, will stop you. Ink is in your blood, coupled with a 
  desire to inform the public. 
  Attributes: Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d6 
  Skills: Investigation d8, Knowledge (Journalism) d8, Notice d6, Streetwise d8, 
  +4 additional skill points
  Charisma: 0; Pace: 6; Parry: 2; Toughness: 5
  Hindrances: Curious, Obligation (Minor): Report the News, Pacifist
  Edges: Alertness, Investigator, Street Smarts
  Defining Interests: Current Events, Publishing plus 2 more
  BRAWLER
  You prize physical strength over cerebral intuition and your fists render the final 
  decisions. Because of your pugnacious nature, you get into a lot of fights, but 
  when your back is to the wall and you’re staring down a group of opponents, a 
  few well-placed punches are all you need. 
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d6
  Skills: Fighting d8, Intimidation d6, Taunt d6, +6 additional skill points
  Charisma: 0; Pace: 6; Parry: 7; Toughness: 6
  Hindrances: Bravado, Overconfident, Stubborn
  Edges: Back Alley Scrapper, Brawny, Block
  Defining Interests: Boxing plus 1 more
  
  19
  DILETTANTE
  Spoiled and pampered, you were raised in luxury and indulged in resplendent 
  opulence. You spent time traveling and learning sports befitting of your social 
  class: horseback riding, fencing and boxing, and you long for a life of thrills 
  and excitement.   
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
  Skills: Driving d6, Fighting d6, Riding d6, Shooting d6, +7 additional skill 
  points
  Charisma: +2/+4; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Code of Honor, Curious
  Edges: Attractive, Cat’s Pajamas, Rich
  Defining Interests: Art, Dancing plus 1 more
  EXPLORER
  Your thirst for adventure is unquenchable. You travel the world’s exotic and 
  remote areas, bolstered by a natural wanderlust and curiosity. Whether distant 
  places, lost cultures and ancient mysteries, the next discovery is just on the 
  horizon. 
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
  Skills: Fighting d6, Notice d6, Shooting d6, Survival d6, Tracking d6, +5 
  additional skill points
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Curious, Obsession (to explore the world) 
  Edges: Cosmopolitan, Just a Scratch
  Defining Interests: Cartography, Traveling plus 1 more
  GADGETEER
  Your fantastic inventions use cutting-edge technology and many think you 
  an eccentric. However, you are certain Aetherium is the key to the future of 
  humanity’s peace and prosperity, and are willing to fight any dark forces hell-
  bent on using the purity of the Martian metal for malevolent ends.
  Attributes: Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d6
  Skills: Knowledge (Engineering) d8, Notice d8, Repair d8, Weird Science d8, 
  +3 additional skill points
  Charisma: 0; Pace: 6; Parry: 2; Toughness: 5
  Hindrances: Doubting Thomas, Milquetoast, Obsession (to better the future 
  through invention)
  Edges: Arcane Background (Inventor), Device (Neuro-Enhancement Helmet) 
  (Smarts), McGyver
  Powers: bolt I(Atomic Disintegrator), telekinesis 
  Defining Interests: Chess, Technology plus 2 more
  
  20 
  JUNGLE LORD
  The wilderness is your mother and nurtured you through a solitary youth. 
  Dwelling in the jungle you developed an instinctive bond with the animals and 
  rhythm of nature.  
  Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d8
  Skills: Climbing d6, Fighting d8, Survival d6, +8 additional skill points
  Charisma: -1/-3; Pace: 6; Parry: 6; Toughness: 6
  Hindrances: Humorless, Outsider, Primitive
  Edges: Beast Bond or Rugged, Brachiator
  Defining Interests: Hunting plus 1 more
  MAN OF MYSTERY
  From behind a mask, you right the wrongs the police are unable to. You stick to 
  the shadows and keep your identity hidden from evildoers, because the comfort 
  of anonymity grants you an advantage over your enemies. 
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
  Skills: Fighting d8, Intimidation d8, Notice d6, Shooting d6, Stealth d6, +2 
  additional skill points
  Charisma: 0; Pace: 6, Parry: 6, Toughness: 5
  Hindrances: Dark Secret, Enemy (various thugs and villains) Loyal
  Edges: Catchphrase (“Beware, evildoers!”), Two-Fisted
  Defining Interests: Disguise, Politics plus 1 more
  OCCULTIST
  Through intense training in the Far East, careful study of eldritch rituals or 
  arcane works, you manipulate the physical world with a hypnotic stare, a 
  sonorous tone, or magical incantation. The occultist can be a Mesmerist with 
  a flash of clarivoyant insight, or a sorcerer plumbing the depths of Hermetic 
  magic. Regardless, you cast light into a darkening world. 
  Attributes: Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d6
  Skills: Channeling or Spellcasting d8, Fighting d6, Intimidation d6, 
  Knowledge (Occult) d8, Notice d6, +2 additional skill points
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Obsession (Occult Knowledge), Overconfident
  Edges: Alertness, Arcane Background (Mystic or Psionicist), Channeler
  Powers: bolt I, detect arcana
  Defining Interests: Astrology, History plus 2 more  
  
  21
  Rocket Ranger
  Swooping through the sky on a rocket pack, you are one of the few brave souls 
  who fight crime from the air. As a Rocket Ranger, you’ve answered the call to 
  protect the innocent from above. When danger threatens, you arrive “at the 
  speed of need.”  
  Attributes: Agility d8, Smarts d6, Spirit d4, Strength d6, Vigor d6
  Skills: Fighting d6, Investigation d6, Piloting d8, Shooting d6, +6 additional 
  skill points
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Code of Honor, Heroic
  Edges: Ace, Courageous, Rocket Man
  Defining Interests: Science Fiction, Weaponry plus 1 more
  SUPERHERO
  Aetherium has forever altered your body. Super powers have given you 
  Herculean strength and heightened reflexes and you are a living weapon. The 
  world now has a mighty hero who’ll battle the forces of evil, both from Earth 
  and beyond. 
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12, Vigor d6
  Skills: Fighting d10, Notice d6, +6 additional skill points 
  Charisma: 0; Pace: 6; Parry: 7; Toughness: 5
  Hindrances: Code of Honor, Heroic
  Edges: Arcane Background (Superhuman), Innate Power (armor), Innate 
  Power (fly)
  Defining Interests: Athletics, plus 1 more
  SUPER-SCIENTIST
  Raised by a doting scientist father in a laboratory, you were conditioned at 
  an early age to excel in math and the sciences. After many years of intense 
  training, you developed into a walking marvel, a paragon of intellectual and 
  physical might. An accomplished doctor, scientist and super-human, you’re 
  constantly pushing the boundaries of achievement.
  Attributes: Agility d6, Smarts d10, Spirit d4, Strength d8, Vigor d6
  Skills: Fighting d6, Knowledge (Martian Tech) d8, Healing d8, Notice d6, 
  Repair d8, +2 additional skill points
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Curious, Heroic
  Edges: Arcane Background (Superhuman), Doctor, Innate Power (choose one)
  Defining Interests: Fitness, Literature, Puzzles, plus 2 more
  
  22 
  THE MAKINGS OF A HERO
  You’ve got a sense of the world setting and a general archetype for your 
  character. Now it’s time to really make your hero or heroine your own. For 
  characters just answering Destiny’s Call, create a Novice character. For those 
  wanting to create characters with a little more dirt under their fingernails, 
  check out the various sidebars over the next few pages. 
  Step 1: Race
  Normally, heroes are human and begin with one free Edge. If you want to 
  work out something more exotic with your GM, go for it. Just remember, while 
  it might sound tempting to be a lizard man, you’re going to have a rough time 
  of it in the big city!
  Step 2: Traits
  Traits are broken down into two categories: attributes which define who you are 
  (how strong, agile, smart, and so on) and skills which define what you know and 
  how well you do things (Driving, Streetwise, and so on). Carefully select those 
  that fit your overall character concept. While it might be nice to be awfully 
  strong, that may not necessarily define your scientist, or it could become his 
  most notable feature.
  
  23
  Attributes
  Your character begins with a d4 in each of the five basic attributes: Agility, 
  Smarts, Spirit, Strength, and Vigor. Distribute 5 points among them in any way 
  you wish. Raising an attribute one die type costs 1 point, and you may not raise 
  any attribute above d12 (at least not yet).
  Skills
  Next, distribute 15 points among your character’s skills. Raising a skill one die 
  type costs 1 point as long as it is no higher than the linked attribute. Raising a 
  skill above its linked attribute costs 2 points. All skills in the Savage Worlds core 
  rulebook are available.
  Secondary Statistics
  Pace is 6”.
  Parry is equal to 2 plus half your Fighting.
  Charisma is a combination of your character’s ap pearance, manner, and 
  general likeability. It is added to Persuasion and Streetwise rolls. The GM 
  also uses it to see how NPCs react to you. Your Charisma modifier is 0 unless 
  modified by Edges or Hindrances. 
  Toughness is equal to 2 plus half your Vigor.
  Social Ties is equal to 2 plus half your Charisma.
  You have half your Smarts in Defining Interests. 
  
  24 
  Step 3: Special Abilities
  Now decide if you want any Hindrances. If so, you may use them to gain one 
  of the benefits below. Unlike the Savage Worlds core rules, you may take up to 
  four points of Hindrances in any combination of Major (worth 2 points each) 
  and Minor (worth 1 point each).
  For 2 Hindrance points you can:
  • Raise an attribute a die type
  • Choose an Edge
  For 1 Hindrance point you can:
  • Gain another skill point
  • Gain additional monies equal to your starting funds
  Ravaged characters ignore Rank restrictions when selecting Edges, both 
  at character creation and beyond, only needing to meet the Edge’s other 
  prerequisites. Edges and Hindrances unique to Ravaged Earth are found within 
  these pages.
  All Edges and Hindrances listed in the Savage Worlds core rulebook are 
  available to your hero, with a few notable exceptions. The Martial Artist and 
  Martial Arts Master Edges in Ravaged Earth supercede those found in the Savage 
  Worlds core rulebook. Likewise, the Moxie Edge and Doctor Edge substitute for 
  the Elan Edge and Healer Edge, respectively, in the Savage Worlds core rulebook.  
  The following Edges from the Savage Worlds core rulebook are not allowed 
  in the Ravaged Earth setting: Champion, Gadgeteer, Holy/Unholy Warrior, 
  Mentalist, Mr. Fix It, Power Points, Power Surge, Rapid Recharge, Improved 
  Rapid Recharge, Soul Drain, and Wizard. The Arcane Backgrounds in the 
  core book are not used either. More details are found in the Arcane Background 
  section beginning on page 86.
  Step 4: Gear
  All heroes begin the game with a set of normal clothes and $250 in their pocket. 
  An extensive listing of appropriate gear and equipment is provided.
  Step 5: Background
  Think about your character’s place in the world and jot down a few notes 
  about what he or she is like, his or her motivations, and so on. If you are 
  coming up blank, play a session or two and let your character come into focus 
  by concentrating on his Edges and Hindrances: two characteristics especially 
  role defining. Combine these with your archetype and you’re well on your way 
  to creating a memorable character uniquely your own.
  Step 6: Finishing Touches
  You’re nearly done. All that’s left for you to determine are your Defining 
  Interests and Social Ties.
  
  25
  DEFINING INTERESTS
  Heroes often have interests and hobbies that may have nothing whatsoever 
  to do with their professional pursuits or may, at best, be complementary to 
  them on occasion. These odd little skills should be of use from time to time. 
  Each character begins with a number of Defining Interests equal to half their 
  Smarts die. Any permanent increase in your Smarts during play grants you the 
  appropriate number of additional Defining Interests.
  It is not essential for you to define any or all of your interests off the bat. You 
  may opt to await a crucial moment to reveal “Dirk Osterman was a captain 
  of his crew team at Yale” when you are forced to navigate some dangerous 
  whitewater. This is no substitute for the Boating skill, but can certainly aid the 
  use of an existing skill or offset some penalties. Once a Defining Interest is 
  selected, it cannot be changed.
  Example 1: An Ace Reporter, a Jungle Lord, and a Soldier of Fortune are 
  navigating through the heart of Africa and come across some animal tracks 
  and all need to make a Common Knowledge roll to recognize them. The 
  Jungle Lord and Soldier of Fortune both have a Defining Interest of wildlife 
  while the Ace Reporter does not. The Soldier of Fortune gets a +1 due to his 
  Defining Interest, the Ace Reporter, only knowing the asphalt jungle, gets a -2 
  to his Common Knowledge roll, and the Jungle Lord nets out at a +3 (+2 due 
  to his background and +1 due to his Defining Interest).
  Example 2: The Ace Reporter, the Jungle Lord, and the Soldier of Fortune 
  have returned to New York City with tales of their adventure. They are looking 
  for something to eat. The Ace Reporter is at home in the city and gets a +2 due 
  to his background, the Soldier of Fortune is dead even, and the Jungle Lord 
  is at -2 as he is confused by the noise and hustle. However, if the Jungle Lord 
  took a Defining Interest in City Knowledge (New York), he’d be at a +1. The 
  strange guidebooks he read in the jungle trumping his background’s normal 
  isolationism.
  Sample Interests
  Culture: Astronomy, Calligraphy, City Knowledge (Specific), Classical 
  Literature, Cooking, Cosmetics, Culture (Specific), Etiquette, Folklore, 
  Gardening, Heraldry, Language (Specific), Knowledge (Specific)
  Craft:  Basket making, Jewelry, Lacquerer, Pottery, Tanner 
  Perform: Acting, Comedy, Dance, Disguise, Juggling, Oratory, Instrument 
  (Specific), Puppetry, Singing
  Languages: It should be noted languages fall under the venue of Defining 
  Interests. A character automatically speaks and (as appropriate) reads his native 
  tongue.
  Players are free to come up with additional items that fit their character 
  concept, subject to their GM’s approval. The important things to remember 
  are a Defining Interest may only ever add a +1 to a character’s roll and you 
  only need to choose them as the situation dictates.
  
  26 
  SOCIAL TIES
  Most characters do not exist in a vacuum and have ties to one or more members 
  of the community, whether through work, religious, or common affiliations. 
  Each character begins with 2 plus half his Charisma in Social Ties. These 
  reflect strong bonds a character has to a specific individual, and are meant to 
  supplement, not replace, the Connections Edge. While a character may have 
  a personal tie with Private Detective Duke Flint, and the good shamus may 
  feed him some information from time to time, it certainly does not mean the 
  character can expect Flint to risk his neck for the heroes. 
  With the GM’s permission, the character can use Defining Interests to 
  increase his Social Ties. The rationale is simple: rather than pursuing a specific 
  interest, the character expends a portion of his time expanding out his social 
  circle. This is especially the case with certain roles, such as professors, who may 
  not be particularly charismatic, but know a number of defined colleagues. To 
  get the most out of Social Ties, these should be NPCs in the area where the 
  game takes place (such as New York City for example).
  For characters with starting Social Ties less than zero (due to having extremely 
  negative Charisma), treat their Social Ties as zero.
  Some Notable Exceptions
  Characters with the Outsider or Low Class Hindrances must have at least one 
  Social Tie that falls into the same general category as themselves. Common 
  sense should dictate what should be allowed, and the GM may make exceptions 
  on a case-by-case basis for relationships that have potential for being interwoven 
  into the fabric of play.
  Bad Behavior
  Though atypical, some characters may have the Bloodthirsty or Dark Secrets 
  Hindrance. These impose situational Charisma modifiers, and are not used 
  in determining starting Social Ties. Should one of the character’s Social Ties 
  be present when the Charisma penalty comes into play (i.e., seeing excessive 
  violence in the former case, or learning of a dark secret in the latter), the 
  character irrevocably loses that Social Tie, and does not gain another in its 
  place, in addition to whatever other fallout may transpire in the course of play. 
  Dark Heroes: More Power, More Pain
  If you want your hero to walk on the grittier side of the street, your GM 
  may allow you to play with the option of taking an additional Major 
  Hindrance during character creation. Sure, this grants you a bit more 
  power, but you’ll have more to deal with. Kinda keeps life interesting, 
  doesn’t it?
  
  27
  New HINDRANCES
  Hindrances include physical and mental handicaps as well as character flaws 
  and weaknesses, and make life a little tougher for your hero. Some Hindrances, 
  like Dark Secret, are more or less subjective. They help you roleplay your 
  character. All of the Hindrances listed in the Savage Worlds core rulebook are 
  also available in Ravaged Earth. You may take any combination of Hindrances; 
  however, you cannot gain more than four bonus points by doing so.
  Amnesia (Major) 
  Pulp stories often begin with the hero waking up and not knowing who he 
  is or where he’s been. You have suffered the same fate. You can’t remember 
  events before a specific point in your life. The details are left to the GM, but 
  commonly include Hindrances (such as Wanted or Obligations) of which you 
  are unaware.
  Bravado (Minor)
  Some heroes and villains just don’t know when to brag and when to act. Your 
  character suffers from this affliction. The character’s first round in any combat 
  must be spent announcing how great he is, or pronouncing the doom of those 
  who oppose him. If for some reason your hero must act instead, it costs him a 
  benny.
  A villain with this Hindrance never delivers a finishing blow to a foe. Instead, 
  he leaves them to die, or orders his minions to finish them while he stalks off 
  well out of earshot. Inevitably, these foes survive their wounds, escape the 
  minions, and so on. 
  Dark Secret (Major)
  The character harbors a dangerous secret that could endanger his very life and 
  how he is perceived if it came to light. Should anyone learn of it, they have a 
  -4 Charisma reaction to the character. If it becomes public knowledge during 
  the course of play, the character loses this Hindrance and it is replaced with 
  Wanted (Major) in addition to the -4 Charisma modifier. 
  Exiled (Minor/Major)
  You have been exiled from your homeland. The exact reason is left up to you 
  and your GM, but perhaps you were falsely (or perhaps not falsely) accused of 
  a terrible crime, or maybe you performed some unspeakable act of aggression 
  or taboo against the ruling body. If you are exiled from a single city or town 
  this is a Minor Hindrance, but if you exiled from an empire or kingdom it 
  is a Major Hindrance. An exiled character returning to their homeland risks 
  further penalties, but no one is actively searching for them so the risk of getting 
  caught is lower. Exiled cannot be combined with Wanted.
  
  28 
  Glass Jaw (Major) 
  You don’t handle physical pain and injury well and thus suffer a –2 penalty on 
  all Soak rolls.
  Humorless (Minor)
  You have no sense of humor. You don’t understand jokes, you don’t laugh very 
  often, and people generally call you “stick in the mud.” As such, you suffer a -1 
  Charisma penalty.
  Lawful (Minor/Major)
  Some people obey the law to a fault. To them the world is black and white, 
  or rather right and wrong. You are that person. The law of the land, or of 
  a deity, or of a belief, is followed without question and without hesitation. 
  As a Minor Hindrance you are able to see the spirit of the law in most cases 
  where the situation may be a bit grey (if it makes a difference). As a Major 
  Hindrance you follow the word of the law with no exceptions. The law you 
  follow is generally the law of whatever authority has control over the area you 
  are in, or of your homeland. 
  Low Class (Minor)
  While other characters may be born of low society, it is obvious you are not 
  far removed from your bad upbringing. You receive a -2 Charisma penalty 
  except among others of your station. The character may reduce or eliminate 
  this status over the course of game play. They may expend an Advance to 
  eliminate this Hindrance at Seasoned or any time thereafter.
    
  Milquetoast (Minor) 
  You believe firmly in the sanctity of mind and body, starting with your own. 
  Your hero is inexperienced in combat and recovers slowly from shock and 
  trauma. You suffer a -2 penalty to Spirit rolls to recover from being Shaken. 
  The character may reduce or eliminate this status over the course of game play. 
  They may expend an Advance to eliminate this Hindrance at Seasoned or any 
  time thereafter.
  Obligations (Minor/Major)
  The character is connected to someone or something demanding 
  a portion of his time. This can vary from something as simple as 
  checking on a sickly aunt to a Major Obligation of repaying a crime 
  family an impossibly huge gambling debt. Failure to fulfill such 
  Obligations will have serious repercussions,  as determined by the GM. 
  A character with Obligations and Connections to the same organization has 
  a special relationship with the group in question and gains a +2 or +4 bonus 
  to Persuasion rolls (depending upon whether their Obligations are Minor or 
  Major, respectively). In essence, the Connection has a vested interest in the 
  character and is more likely to want to see them succeed. 
  
  29
  Obsession (Major) 
  You are obsessed with something, such as acquiring occult knowledge, protecting 
  the weak, collecting rare weapons, and so on. Whatever it is, it’s just about the 
  most important thing in your life. You’ll neglect friends and responsibilities, 
  expend vast amounts of energy and resources, and even put yourself and your 
  companions in danger to pursue your Obsession. To control your Obsession 
  requires a successful Spirit roll at –2.
  Palooka (Minor/Major)
  Some people know how to throw a punch, while others don’t. Through 
  inexperience or physical ineptitude, you’re just no good at fighting and suffer a 
  -1 or -2 to Fighting rolls, depending upon whether you take this at as a Minor or 
  Major Hindrance. You can’t have this Hindrance and Edges awarding bonuses 
  to Fighting. This Hindrance can be bought off through rigorous training. The 
  character may expend an Advance to eliminate this Hindrance at Seasoned or 
  any time thereafter. 
  Primitive (Major) 
  The world is a wild place, with cities and towns shining a civilized light like 
  a torch in the darkness. You, however, grew up in the wilderness, away from 
  the comforts of society, and are both feral and savage. You suffer a -2 to all 
  Streetwise rolls and a -2 to Notice rolls made in a civilized setting (a town, city, 
  or even a bar). You start with two fewer Defining Interests, as you had other 
  things which took up your time as you dealt with threats in the wilderness. This 
  may be eliminated by spending an Advance once the character has reached 
  Seasoned Rank or higher with the GM’s permission.
  Self-Taught (Minor/Major)
  Not everyone learned their skills under the guidance of a school or even peer. 
  Some people had to fend for themselves, and some of those people really 
  should have had a teacher. You are one of those people. As a Minor Hindrance, 
  you begin play with only 12 skill points rather than the normal 15. As a Major 
  Hindrance, you begin play with only 10 skill points.
  Simple (Minor) 
  You have not had the time or maybe the inclination to devote to unusual or 
  esoteric studies. You were focused on the basics of surviving and living. As such 
  you begin play with 2 fewer Defining Interests.
  Stand Out (Minor)
  You don’t look like normal folks. Whether your skin is bronze-colored, your 
  head is shaped like a flat-iron, or your muscles bulge out of any clothing you 
  happen to be wearing, you stand out in a crowd and are easily remembered 
  and recognized, regardless of how you dress. Any attempts to disguise your 
  features are at -4.
  
  30 
  New EDGES
  Following you’ll find new Edges to help you create your hero. Unless an Edge 
  specifically states otherwise, it may only be taken once. All modifiers are 
  cumulative as long as they are granted by different sources.
  BACKGROUND EDGES
  Arcane Backgrounds
  The following Arcane Backgrounds are used in Ravaged Earth. It’s important to 
  note Power Points are not used and Wild Cards ignore Rank requirements for 
  all powers. Details on how this impacts play are found in the Setting Rules 
  section, beginning on p. 89.
  Arcane Background (Inventor)
  Requirements: Novice
  Arcane Skill: Weird Science (Smarts)
  Starting Powers: 2
  Powers: armor, barrier, blast I-III, bolt I-III, burrow, burst, damage field, darksight, 
  deflection, disguise, dispel, entangle, environmental manipulation, fear, fly, greater healing, 
  growth/shrink, healing, intangibility, invisibility, light/obscure, mind reading,  slow, slumber, 
  speak language, speed, stun, telekinesis, teleport, wall walker
  New Edges: Device, Greater Device, Gizmo
  Background: Either through education or innate ingenuity, you have a knack 
  for creating cutting-edge devices.
  Mechanics: Each time the character gains a new power, the player should 
  write down a brief description of the specific device created. Should the 
  character get a modified result of 1 or less on his Weird Science die (regardless 
  of the Wild Die) when using one of his gadgets, the device breaks or otherwise 
  malfunctions. Fixing it requires a successful Repair roll and 2d6 hours of work. 
  Other characters may use these devices as per Weird Science rules in the Savage 
  Worlds core rulebook. A modified result of 1 or less on both dice — a critical 
  failure — results in an explosion in a Small Burst Template causing 3d6 damage 
  to all around. Repairing a device suffering a critical failure requires 2d10 hours.
  Arcane Background (Mystic)
  Requirements: Novice
  Arcane Skill: Spellcasting (Spirit)
  Starting Powers: 2
  Powers: armor, banish, barrier, beast friend, blast I-III, blind, bolt I-III, burst, deflection, 
  detect/conceal arcana, darksight, disguise, dispel, divination, entangle, environmental 
  manipulation, fear, fly, greater healing, growth/shrink, havoc, healing, intangibility, 
  invisibility, light/obscure, puppet, smite, speak language, speed, stun, succor, teleport
  New Edges: Channeler, Trademark Power
  Background: You are able to shape and direct mystic energies through a 
  word or a gesture, either through secret knowledge or the gift of Aetherium.
  
  31
  Mechanics: When a mystic has a modified result of 1 or less on his 
  Spellcasting die (regardless of the Wild Die) he suffers one Fatigue level and 
  becomes Shaken. This can cause a wound. A modified result of 1 or less on 
  both dice — a critical failure — results in the character suffering an immediate 
  wound.
  Arcane Background (Psionicist)
  Requirements: Novice
  Arcane Skill: Channeling (Vigor)
  Starting Powers: 2
  Powers: beast friend, blind, confusion, detect/conceal arcana, divination, farsight, fear, 
  mind reading, pummel, puppet, slumber, speak language, succor, telekinesis, warrior’s gift
  New Edges: Channeler, Trademark Power
  Background: Aetherium enables you to direct your life essence through your 
  body. 
  Mechanics: When a psychic has a modified result of 1 or less on his 
  Channeling die (regardless of the Wild Die) he suffers one Fatigue level and 
  cannot use any powers for a d6 hours. A modified result of 1 or less on both 
  dice — a critical failure — results in the character suffering a wound and being 
  unable to use his powers for 2d6 hours.
  Arcane Background (Superhuman)
  Requirements: Novice
  Arcane Skill: None. See below.
  Starting Powers: None
  New Edges: Innate Power, Improved Innate Power
  Background: Aetherium altered your physiology more than that of most 
  Ravaged, granting you tremendous power.
  Mechanics: When you take this Edge designate a particular attribute to be 
  superior. The chosen attribute is immediately increased by two die types. If 
  this takes an attribute above a d12, then each increase is a further +1 (such as a 
  d10 going to a d12+1). Furthermore, it may be raised as high as d12+2 during 
  character creation, and as high as d12+4 as a normal Advance option once 
  play has begun. You may still only raise one attribute per Rank.
  Cosmopolitan
  Requirements: Novice
  “Been there, seen that” is a phrase uttered by your hero on more than one 
  occasion. During your youth you traveled the world and experienced many of 
  its cultures. Your character never suffers penalties to Common Knowledge rolls 
  dealing with cultures or social etiquette.
  Courageous
  Requirements: Novice
  You are naturally courageous and gain a +2 bonus on all Spirit rolls to resist 
  Fear.
  
  32 
  Inherited Vehicle
  Requirements: Novice, Repair d6+, Boating, Driving, or Piloting d6+
  By hook or by crook you start play with a vehicle. Perhaps it’s something 
  that’s been in your family for generations; perhaps it’s something you’ve been 
  tinkering with for a few years. It might even be something you won in a game 
  of cards. However you got it, you’ve got it, but it certainly isn’t the best.
  If your GM allows you to take the Inherited Vehicle Edge, you can have a horse 
  and buggy, automobile, aeroplane, zeppelin, speedboat, or other conveyance. 
  Work out the specific details with your GM. Should your vehicle be destroyed, 
  you get it repaired or replaced between adventures/sessions as appropriate.
  Johnny-On-The-Spot
  Requirements: Novice
  It pays to be quick! Once per session you may ignore your initiative card and go 
  first – even if someone has a Joker! When you invoke this Edge you are treated 
  as if your initiative card were a Joker, but you don’t get the +2 bonus drawing 
  an actual Joker gets.
  Moxie
  Requirements: Novice, Spirit d8+
  You are determined and resolute in the face of adversity. You never give up and 
  always believe you can succeed by trying just a little bit harder. Whenever you 
  spend a benny to re-roll a failed Trait test, you may apply a +2 bonus to the 
  attempt. This bonus is not cumulative when re-rolling multiple times.
  Nosy
  Requirements: Novice
  Your pulp hero has a knack for sticking her nose where it doesn’t belong, 
  perhaps in search of the truth of things or possibly just out of curiosity. She 
  gains a +2 bonus on Investigation rolls.
  Photographic Memory
  Requirements: Novice, Smarts d8+
  You remember everything you see, hear or read, down to the tiniest detail. The 
  GM may call for a Smarts roll on something you’ve only glanced or seen for a 
  moment. 
  Rugged
  Requirements: Novice, Spirit or Vigor d8+
  Whether in the jungles of the Amazon or in the snow-covered steppes of 
  Russia, you have become used to tough environmental conditions and receive 
  a +2 bonus on any Fatigue roll resulting from environmental effects such as 
  cold, heat, hunger, sleep deprivation, or thirst. In addition, you may ignore one 
  Fatigue level, regardless of its source.
  
  33
  Savvy
  Requirements: Novice, Smarts d10+
  Whether you’re highly educated, well-read, or simply in touch with your 
  surroundings, you seem to know at least a little bit about everything. When you 
  take this Edge you gain a +1 bonus on all Common Knowledge rolls and half 
  your Smarts in additional Defining Interests.
  Steely Gaze
  Requirements: Novice, Intimidation d6+
  They say eyes are windows into a person’s soul, and your soul is a very dark 
  place. You have a withering gaze that can run your opponents’ heart cold. 
  When attempting to make a Test of Wills using Intimidation, your opponent 
  suffers a -2 penalty to their Spirit roll.
  Superior Sense
  Requirements: Novice, Alertness
  One of your five senses is especially acute, granting you a +2 bonus on Notice 
  rolls that depend on it, and allowing you to use it in a manner that may seem 
  “supernormal” — e.g., identifying targets a half-mile away, being able to listen 
  in to a whispered conversation in the next room, reading a book by running 
  your fingers over the page, being able to Track a target by its scent, or identifying 
  specific substances by taste alone. This Edge may be taken multiple times, but 
  only once per sense.
  Vigorous
  Requirements: Novice, Vigor d8+
  By virtue of your amazing constitution, you gain a +2 bonus on all Vigor rolls 
  made to resist the effects of alcohol, drugs, disease, poison, knockout gas, and 
  so on. This bonus applies to Vigor rolls to resist the effects of such substances. 
  If you fail, you are affected normally (e.g., you suffer extra damage from a 
  poisoned blade or fall asleep when hit with a cloud of sleep gas). The bonus is 
  not applied to Soak rolls.
  War Trophy
  Requirements: Novice
  Through circumstances known or unknown, you possess a remnant of Martian 
  technology from the Red War. This may be a functional weapon, alien body-
  armor, or other device agreed upon between you and the GM. If the war 
  trophy is damaged, it may be fixed with the lesser of Knowledge (Martian 
  Tech) or Repair.
  
  34 
  COMBAT EDGES
  Back Alley Scrapper
  Requirements: Novice, Fighting d6+
  You are skilled at grappling and street fighting and gain a +1 bonus on all 
  Grappling rolls, including Strength and/or Agility rolls to maintain a hold or 
  inflict damage on a grappled opponent.
  Bring It On!
  Requirements: Seasoned, Fighting d10+
  You are a master of defending against multiple attackers. Opponents gain no 
  Gang Up bonus against you.
  Cat’s Eyes
  Requirements: Novice, Notice d8+ or Alertness
  You ignore 2 points of Darkness or vision penalties.
  Cunning
  Requirements: Seasoned, Agility d6+, Fighting d8+
  You are a crafty combatant, knowing how to take advantage of any situation 
  and wind up with the upper hand against your opponent. You gain a +2 when 
  performing Agility tricks in combat.
  Deadly
  Requirements: Heroic, Fighting, Throwing, or Shooting d10+
  When making a Called Shot or when your target has Cover, you ignore 2 points 
  of penalties. This Edge applies to Fighting, Throwing, or Shooting attacks,and 
  may be taken up to three times, but applies to each attack type separately.
  Disarm Mastery
  Requirements: Seasoned, Fighting d8+
  You excel at removing an opponent’s weapon in melee combat. You make an 
  opposed Fighting roll against an opponent. With a success, the adversary drops 
  his weapon. With a raise, the opponent is Shaken and the weapon flies 1d4 
  random inches away, or you may elect to take the weapon if you have one or 
  both hands free.
  Dragon’s Grace
  Requirements: Heroic, Martial Arts Master, Spirit d10+
  Due to intensive training and discipline, opponents attacking you with ranged 
  weapons use your Parry when resolving attacks as long as you’re aware of the 
  attack and are able to move freely. 
  
  35
  Fists of Steel
  Requirements: Seasoned, Martial Artist or Strength d12+
  Through rigorous training and conditioning or sheer brute strength, your 
  unarmed strikes are now AP 2. When attacking objects with your bare hands, 
  you gain the bonus damage for a raise on your attack roll and your damage 
  may ace.
  Just a Scratch
  Requirements: Novice, Vigor d8+
  You can take a beating and it hardly shows. Once per session you may spend a 
  benny to automatically ignore all damage resulting from a single attack.
  Martial Artist
  Requirements: Novice, Agility, Spirit, or Strength d8+, Fighting d8+
  You have been trained in the art of hand-to-hand combat and your entire 
  body is considered a weapon. Your unarmed attacks do Str+d6. The unarmed 
  damage you inflict is not restricted by having a lower Strength die type, so even 
  a character with a d4 Strength would do d4+d6 damage with this Edge.
  Martial Arts Master
  Requirements: Veteran, Martial Artist
  Your hands and feet truly are deadly weapons. Your unarmed damage increases 
  to Str+d8. 
  Pedal to the Metal
  Requirements: Seasoned, Driving or Piloting d8+
  You know how to squeeze a little more juice out of a particular vehicle to 
  escape a tight spot. When involved in an abstract vehicular chase or dogfight 
  (see the Chase rules in the Savage Worlds core rulebook), you add +2 to your 
  Driving or Piloting rolls when rolling for the number of Action Cards drawn. 
  Pugilist
  Requirements: Novice, Agility d8+, Fighting d8+
  You know how to strike foes with maximum effect, and receive +2 to unarmed 
  damage rolls.
  Quick Strike
  Requirements: Heroic, Quick, Agility d10+
  You have amazing reaction speed. Should you be dealt less than a 10 for 
  initiative, your card is treated as a 10 of the same suit. 
  Sharpshooter
  Requirements: Seasoned, Shooting d8+
  Whenever you take the Aim maneuver, you may spend a benny (before rolling 
  the dice) to double the normal bonus. 
  
  36 
  Swashbuckler
  Requirements: Novice, Acrobat, Agility d10+
  When you are unencumbered (i.e., carrying weight equal to or less than your 
  normal Load Limit) you gain an additional +1 Parry. You also gain a +2 
  bonus on any roll related to performing a particularly “swashbuckling” act 
  such as swinging from a chandelier, sliding down a banister while engaged in 
  swordplay, or leaping out of a window only to bounce off an awning and make 
  good your escape.
  Takedown
  Requirements: Novice, Fighting d8+
  You are trained in how to throw or trip an opponent. Make an opposed Fighting 
  roll versus the target. Each size category difference incurs a –2 penalty. With a 
  success, the now prone opponent may be placed in any spot within 1”of you. 
  With a raise, the opponent is prone and Shaken; if already Shaken, he takes a 
  wound.
  CREATION EDGES
  Device
  Requirements: Novice, Arcane Background (Inventor)
  You have created a unique item which adds +1 to a Trait roll. The Trait must 
  be specified when the item is created. A character can take this Edge multiple 
  times, applying it to a different Trait each time. If a device is lost or destroyed, 
  the character creates a new such item upon his next Advance. The item is 
  uniquely attuned to the creator and is useless in the hands of anyone else.
  Greater Device
  Requirements: Veteran, Device
  The bonus when using the item from the Device Edge increases to +2.
  Gizmo
  Requirements: Seasoned, Arcane Background (Inventor)
  You have created a one-of-a-kind gizmo operating beyond the bounds of 
  normal technology. Each time you select this Edge, you have created a new 
  gizmo that functions as an Edge. You must meet the Rank requirement of the 
  Edge and your Weird Science skill must equal or exceed the highest die type 
  requirement (if any) of the Edge in question. Edges that should be excluded 
  include Arcane Backgrounds, Rich, and Filthy Rich, and Power Edges, among 
  others at the GMs discretion. Common sense should dictate in all cases. Should 
  an Edge list another Edge as a requirement, the required Edge must already 
  be incorporated into the gizmo. A gizmo can be lost, broken, or stolen, but 
  the character should be able to replace it within a week or so of game time. A 
  gizmo may be lent to others for their own use.
  Note: Gizmos do not stack with the Edge they are replicating. 
  
  37
  Example: Professor Storm is always getting into scrapes and wants to build 
  a probability gizmo that gives him predictive hints in combat (i.e. the Dodge 
  Edge). Possessing Weird Science of a d10, he can certainly build the gizmo by 
  spending an Advance to purchase the Gizmo Edge. Next adventure, he has his 
  Gizmo (Dodge).
  LEGENDARY EDGES
  Awe-Inspiring Presence
  Requirements: Wild Card, Legendary, Strong Willed
  You may double your normal command radius and make Tests of Will against 
  groups of Extras as if they were a single entity (i.e., the group makes a group 
  roll when opposing your attempt). 
  Empty the Clip
  Requirements: Legendary, Rock and Roll!
  You can fire all the remaining bullets in your automatic weapon with a normal 
  Shooting roll by spending a benny. You must have at least half a clip remaining 
  to use this Edge. You must declare whether you’re firing in a Small Burst or 
  Cone Template before you roll. Targets must make an opposed Agility roll 
  against the Shooting roll or they suffer standard damage for the weapon type. 
  Roll damage separately for each target affected.
  Last Man Standing
  Requirements: Wild Card, Legendary, Spirit or Vigor d10+
  You can shake off injuries which leave lesser men incapacitated. You may 
  spend a benny to ignore all wound and Fatigue penalties for the remainder of 
  the scene.
  Rock of Gibraltar
  Requirements: Wild Card, Legendary, Spirit d10+, Vigor d10+
  You are physically tough and mentally resilient, and can only be taken out by a 
  truly decisive blow. If you are ever Shaken, further Shaken results are ignored 
  (i.e., they do not inflict wounds).
  
  38 
  POWER EDGES
  Innate Power
  Requirements: Novice, Arcane Background (Superhuman)
  You gain the ability to manifest one power as a natural ability. Activating an 
  Innate Power is a free action that does not require a skill roll, except for bolt 
  (see notes). The Innate Power always functions at its listed effect and does 
  not benefit from raises (e.g., if you activate boost trait, your chosen Trait will 
  always increase by one die type). Innate Powers may be disrupted in the normal 
  fashion.
  The following powers are available as Innate Powers: armor, bolt I-III, boost 
  trait, environmental protection, fly, growth/shrink, healing, invisibility, quickness, speed, and 
  teleport.
  Note: If boost trait is chosen, it applies to one particular trait only. If you choose  
  Strength, it only works for Strength whenever activated. You may take boost trait 
  additional times, applying it to a new Trait each time.
  Note: Bolt requires a shooting roll, is considered a free action, and does not 
  incur a MAP.
  Note: For powers with multiple effect levels (such as growth/shrink), this Edge 
  grants the base level effect (see p. 87 for more details).
  Improved Innate Power
  Requirements: Seasoned, Innate Power
  One Innate Power works with its enhanced effect when activated (as though 
  you rolled a raise). For example, if you have boost trait (Strength), your Strength 
  increases by two die types, armor provides +4 protection, and so on. Additionally, 
  you only check to see if this power is disrupted when you are wounded, not 
  Shaken.
  Trademark Power
  Requirements: Seasoned, AB (Mystic or Psionicist), Arcane Skill d10+
  You have studied one particular arcane power (chosen when you take this Edge) 
  and have mastered its subtle nuances. When using this power, you may add a 
  +2 bonus to your arcane skill roll. This Edge may be taken multiple times; 
  however, it cannot be taken more than once per Rank, nor may it be applied 
  more than once to any given power.
  
  39
  PROFESSIONAL EDGES
  Aquanaut
  Requirements: Novice, Swimming d8+
  You are as at home in the water as you are on land and receive +2 to all 
  Swimming rolls. Your Swimming Pace is equal to your normal Pace or one-
  half your Swimming skill (whichever is greater), and you may push yourself to 
  swim faster (i.e., add a d6 to Swimming Pace as a full action).
  Attuned to Aetherium
  Requirements: Seasoned, Flash of Genius
  Through inspiration and insight, the character is able to create a weird science 
  device once per game session (as per Gadgeteer). He must have access to parts, 
  and it takes d20 minutes to create the device. 
  Channeler
  Requirements: Seasoned, Arcane Background (Mystic or Psionicist)
  You never suffer any backlash effects when using your powers. 
  Doctor
  Requirements: Novice, Smarts d8+, Healing d8+
  You’re a skilled medical doctor, and as such, add +2 to all Healing rolls. Up to 
  five companions traveling with a doctor add the bonus to their natural healing 
  rolls as well.
  Engineer
  Requirements: Novice, Smarts d8+, Repair d8+, Knowledge (Engineering) 
  d8+
  The hero adds +2 to Repair rolls. With a raise, he halves the time normally 
  required for the repair.
  Escapologist
  Requirements: Novice, Agility d8+, Lockpicking d8+
  You’re a regular Harry Houdini and can escape from locks, straightjackets, 
  and even jail cells. The escapologist receives a +2 to Lockpicking 
  rolls and +2 to Agility rolls to wiggle out of ropes and other bindings.  
  Flash of Genius
  Requirements: Novice, Lab Rat
  This character is able to apply his knowledge in new ways and is adept at 
  mechanical work. You gain the benefits of the McGyver Edge and may halve 
  the time it takes to repair something with a Raise.
  
  40 
  G-Man (FBI Agent)
  Requirements: Novice, Authority, Investigation d6+, Shooting d6+
  You are considered the cream of law enforcement and the reputation of your 
  department precedes you. You enforce the laws of the land and may carry any 
  firearm without reproach. As such, you gain the Connections (FBI) Edge and 
  also receive a +2 bonus on Intimidation attempts against any who are aware 
  of—and care about—your status as a G-Man.
   You were issued an official FBI identification badge, a pair of handcuffs, and 
  a Colt Service pistol when you took the oath to uphold the Bureau’s creed of 
  “Fidelity, Bravery, and Integrity.”
  Hot-Shot
  Requirements: Novice, Ace
  The effects of this Edge apply to a single vehicle you possess (chosen when this 
  Edge is taken). You gain +2 to your Driving roll after your vehicle takes damage 
  to avoid going Out of Control. You may also apply a +2 bonus when making 
  Repairs on it. If “your baby” is lost or destroyed, you must spend a few weeks 
  getting to “know” its replacement before the effects of this Edge kick in.
  Lab Rat
  Requirements: Novice, Smarts d8+, Notice d8+, Repair d8+
  This character has studied under engineers who have designed and developed 
  weird science gizmos and is able to apply what he has learned in his daily tasks. 
  He gains +2 to Repair, Notice and Knowledge rolls on anything regarding 
  Weird Science.
  Linguist
  Requirements: Novice, Smarts d8+
  You immediately gain an additional number of languages equal to half your 
  Smarts die. When encountering a language with which you are not fluent, you 
  are allowed a Smarts roll in order to successfully communicate. Written or 
  exotic languages require a raise. The GM is final arbiter on what is deemed an 
  exotic language.
  Man of a Thousand Faces
  Requirements: Novice, Persuasion d6+, Stealth d6+
  You are adept at both concealing your identity and impersonating others. You 
  get a +2 bonus on all rolls made to disguise your true identity or impersonate 
  others.
  
  41
  Martian Engineering
  Requirements: Seasoned, Arcane Background (Inventor), Knowledge 
  (Engineering) d8+, Knowledge (Martian Tech) d6+, Repair d8+
  Through rigorous study this hero can reverse-engineer Martian technology 
  into workable, functional gizmos. The hero may combine two gadgets in his 
  possession to create one new one between adventures or attempt to create one 
  mid-adventure in a d6 hours. The latter requires a roll (lower of Knowledge 
  (Martian Tech) or Repair). Success creates a new gadget. Failure ruins both 
  devices. The new gadget must be tied to an existing power the hero possesses. 
  During the creation process, sacrifice one of the gadgets permanently. The new 
  gadget takes the place of the sacrificed gadget.  
  Mountaineer
  Requirements: Novice, Strength d6+, Climbing d6+
  You are a skilled climber receiving +2 to all Climbing rolls. You may move your 
  Strength in inches per round with proper equipment and half that without.   
  Oklahoma Thunderbolt
  Requirements: Novice, Agility d8+, Riding d8+
  You ride like you were born in the saddle and may add a +2 bonus to all Riding 
  rolls. By spending a benny you may make a Riding roll to Soak any wounds 
  your mount may take. Each success and raise negates one wound. You may also 
  mount or dismount as a free action.
  One Hand on the Wheel
  Requirements: Novice, Ace
  While Driving, Piloting, or Riding you may make one additional action 
  (subject to GM approval) without invoking the normal multi-action penalty. 
  For example, you could fire your pistol while driving your automobile, rush 
  by and sweep someone off their feet riding your horse, or drop a bomb while 
  piloting your trusty aeroplane.
  Perfectionist
  Requirements: Novice, Arcane Background (Inventor), Weird Science d8+
  You are meticulous by nature and any device you create only breaks down on 
  a critical failure. When it does, it takes 2d10 hours to repair. 
  Roboticist
  Requirements: Seasoned, Arcane Background (Inventor), Knowledge 
  (Robotics) d8+, Knowledge (Artificial Intelligence) d8+, Weird Science d8+
  Each time you take this Edge you create a single robot. This Edge 
  may not be taken more than once per Rank. If a robot is ever lost 
  or destroyed, it immediately ceases to function, and you may create 
  a replacement before your next adventure (not necessarily the next 
  session), provided you are somewhere where it would be feasible to do so. 
  A robot is a Wild Card with three wound levels, but has no bennies of its own. 
  Creators may share their bennies with their robots.
  
  42 
  Robot
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d8
  Skills: Fighting d6, Notice d6, Shooting d6 
  Pace: 6; Parry: 5; Toughness: 7
  Gear: As given
  Special Abilities
  • Brawny: Robots are capable of carrying 8x their Strength and gain +1 
  Toughness.
  • Construct: +2 to recover from being Shaken; no additional damage from 
  called shots; constructs do not suffer from poison or disease.
  • Fearless: Robots are immune to Fear and Intimidation.
  • Weakness: Wounds do not heal naturally and must be Repaired. Each 
  wound takes a Repair roll and 1d6 hours.
  Robotic Improvements
  Minor
  Major
  Superior
  Increase a skill one 
  die type.
  Increase an attribute 
  one die type.
  Increase an attribute 
  and its maximum by 
  one die type.
  Gain a new skill at a 
  d4.
  Gain a Combat Edge 
  of the owner’s Rank 
  or less.
  Gain any Edge of the 
  owner’s Rank or less.
  Str+d6 Fighting 
  damage.
  Gain a new skill at d6.
  Gain a new skill at a die 
  type equal to its linked 
  attribute.
  Alertness Edge.
  Gain 2 skills at d4.
  Self-Repairing: 
  Regeneration (Slow).
  Low-Light Vision
  Increase 2 skills one die 
  type.
  Upgrade (Gain power 
  known by its owner).
  At each level-up, the character makes a Weird Science roll to improve his 
  Robot. On a failure, there is no improvement. With a success, the player may 
  choose one Minor Improvement from the table below. On a raise, the player 
  may choose a Minor and a Major Improvement or one Superior Improvement. 
  Improvements may be taken multiple times for stacked effects.
  Rocket Jockey
  Requirements: Novice, Ace, Knowledge (Rocketry) d8+, Piloting d8+
  Streaking through space aboard a rocket ship is the only way to travel. You’re 
  trained in rocketry and piloting rocket ships above and below the stratosphere. 
  Your many hours on the bridge of a rocket ship give you a+2 to Piloting rolls 
  for rocket ships and space craft.  
  
  43
  Rocket Man
  Requirements: Novice, Fighting d6+, Piloting d8+, Shooting d6+ 
  You are proficient in using a portable rocket pack, and receive a +2 bonus to 
  Piloting rolls to use these devices. Whether you received this instruction as a 
  member of the Rocket Rangers, a similar rocket brigade, or through some 
  other means is up to you. If you wish to still be on active duty as a Rocket 
  Ranger, you need to take the Authority Edge.
  Soldier
  Requirements: Novice, Vigor d6+, Strength d6+, Fighting d8+, Shooting 
  d6+
  You have been professionally trained as a soldier in a national military. You 
  survived basic training and went on to serve your country in its military 
  engagements for a period of time. If you want to still be on active duty, select an 
  appropriate Obligation. Heroes with this Edge leverage their training to ignore 
  1 point of wound penalties (this stacks with Nerves of Steel and Improved 
  Nerves of Steel).
  Well-Rounded
  Requirements: Wild Card, Novice, chosen Attribute at d10+
  When you take this Edge choose a single attribute you possess at d10+. 
  Whenever you make a roll that requires a skill you do not possess, and it is 
  linked to your chosen attribute, you may ignore the normal unskilled modifier 
  (i.e., you make the roll using a d4 rather than d4 –2). This Edge may be taken 
  multiple times, once per attribute.
  
  44 
  SOCIAL EDGES
  Alternate Identities
  Requirements: Novice
  You have several (equal to your Smarts die type) alternate identities (e.g., identity 
  cards, travel passes, and passports) which, to all but the most intense scrutiny, 
  appear to be legally established and beyond reproach. Anyone attempting to 
  identify you has an equal chance of pulling up any of these identities. Given 
  enough time and effort your true identity will eventually be revealed (i.e., when 
  you run out of alternate identities). Identities revealed during a given session 
  are not available for the remainder of the session; however, they are replaced 
  by new ones at the start of the next session. You cannot take this Edge if you 
  possess the Cat’s Pajamas Edge.
  Animal Magnetism
  Requirements: Novice
  You’ve got “It” – raw sex appeal and animal magnetism that makes members 
  of the opposite sex act irrationally when they are around you. Others often 
  refer to you as a Lady-killer or Femme Fatale and you receive a +2 Charisma 
  bonus when dealing with members of the opposite sex. If you choose to do 
  so, you may pour on the charm by spending a benny to double this bonus. 
  However, if your attempt fails, you will be unable to sway the target for the 
  remainder of the session, regardless of how thick you lay it on — they’re on to 
  your game!
  Authority
  Requirements: Novice, Intimidation d6+
  You are a member of some sort of authoritative organization or governing 
  body. This could be the League of Nations, the FBI, a simple police officer, or 
  any other powerful entity with political clout.
  Whenever you flash your badge or other symbol of authority you gain a +2 
  bonus to Intimidation, Persuasion, and Connections rolls.
  Bureaucracy
  Requirements: Novice, Persuasion d8+
  You know the ins and outs of maneuvering in a bureaucratic situation, whether 
  in the halls of a government office or cutting through the red tape in a police 
  department.
  Your character gains a +2 bonus on Streetwise and Investigation rolls when 
  dealing with a large organization of authority, such as a government office or 
  police force.
  Catchphrase
  Requirements: Novice
  When you take this Edge, you must also come up with a catchphrase (e.g., 
  “Evil begets only evil” or “Don’t forget to tell them Ace sent you”). Utter the 
  Catchphrase and spend a benny to gain a +2 bonus on your next Trait roll.
  
  45
  Cat’s Pajamas
  Requirements: Seasoned
  You are well known to the general public. Your fame grants you a +2 Charisma 
  bonus when dealing with those who have heard of you. 
  Gift of Gab
  Requirements: Novice, Persuasion d6+, Charisma +2 or higher
  You can sell ice to an Eskimo. You receive a +2 bonus to all Persuasion rolls.
  Quick Wit
  Requirements: Novice, Taunt d6+, Smarts d8+
  Your well-placed words can wound as much as any bullet or blade. You gain a 
  +2 to all Smarts tricks.
  Sponsor
  Requirements: Novice
  Someone with money and power has taken an interest in seeing you succeed 
  in your endeavors. This could be a wealthy philanthropist who wants to do as 
  much good as he can, or even a shadowy sorcerer whose real motivations are 
  never known. It can also be a high-ranking member of an organization, such as 
  J. Edgar Hoover of the FBI or Simon Crest of the Esoteric Order of Atlantis. 
  When you take this Edge you gain the benefits of the Rich Edge; if you already 
  had the Rich Edge you instead gain the benefits of the Filthy Rich Edge. Your 
  sponsor (as dictated by the GM) has the authority to make special “requests” 
  of you, and refusing results in being cut off from your additional funding. The 
  exact details are left up to the GM.
  Street Smarts
  Requirements: Novice, Streetwise d8+
  Your hero is in touch with the rhythm of the streets and gains a +2 bonus on 
  all Streetwise rolls.
  
  46 
  WEIRD EDGES 
  Brachiator
  Requirements: Novice, Agility d8+
  Like a mighty Jungle Lord or swashbuckling daredevil, you can travel by 
  swinging on vines, tree branches, ropes, chandeliers, etc. at double your normal 
  Pace. 
  Contortionist
  Requirements: Novice, Agility d8+
  Through studying Eastern yoga or conditioning your muscles, you are 
  extremely flexible and are able to fit into or through small spaces. You get a 
  +2 to Agility rolls to crawl through or under narrow areas such as air ducts, 
  chimneys or cramped passageways. 
  Fingers Crossed
  Requirements: Wild Card, Novice, Luck
  When the chips are down, all you can do is close your eyes and cross your 
  fingers. And for your character, this actually means something more than just 
  dumb blind luck.
  Once per session, when you spend a benny to reroll a Trait test, you gain a 
  bonus d6 to the second roll (and this die may Ace). 
  Heroic Inspiration
  Requirements: Seasoned
  You are prone to episodes of amazing feats of strength, intellect, endurance, 
  inspiration or grace. You may spend a benny to gain a +4 bonus to an attribute 
  roll. 
  Mighty Bite
  Requirements: Novice
  You have amazingly strong teeth and jaw muscles and can easily bite through 
  ropes, leather thongs, vines, and even ten-penny nails with a successful Strength 
  roll.
  Mimicry
  Requirements: Novice
  You are able to imitate any voice you have heard in addition to altering your 
  own voice to make it unrecognizable. You gain a +2 bonus to disguise attempts.
  
  47
  KNOWLEDGE IS POWER
  The following knowledge skills may be of particular heroes when brute force 
  fails.
  Aetherium entails proficiency in the abilities and uses of the Martian metal.
  Anthropology encompasses the study of human society. 
  Archaeology is the study of the customs, cultures and beliefs of past 
  civilizations. 
  Artificial Intelligence covers complicated computing systems and robotics.
  Astrology is the study of heavenly bodies, celestial objects and the cosmos. 
  Aviation covers aeroplanes, gyrocopters and airships and how such craft are 
  handled.
  Battle is the proficiency of tactics for ground, naval and air combat.
  Boating includes sailboats, steamships, motorized craft and how these vessels 
  are handled.
  Business covers accounting, bartering and salesmanship.
  Crime encompasses criminal techniques and practices in organized crime, 
  theft and grifting. 
  Eastern Philosophy includes mystical knowledge from the orient.
  Egyptology is the study of early hieroglyphics, customs and beliefs of ancient 
  Egypt. 
  Engineering incorporates understanding and designing machines and 
  mechanical processes and systems.
  History is the geneal study of past events and can be focused on a particular 
  society, culture, or era.
  Journalism includes information-gathering, story-telling and writing.
  Law covers local, state, national and international laws and legal procedures.
  Martial Arts covers the physical and mental discipline of Eastern fighting 
  styles. 
  Martianology is a proficiency of the tactics, customs and language of 
  Martians.
  Martian Tech is the understanding and application of technology from 
  Martians.
  Medicine covers biology, human anatomy and treating diseases.
  New Science is a study and application of Aetherium-based technologies. 
  Occult covers the forbidden knowledge of secret magic.
  Politics includes the philosophy, systems and functions of government. 
  Psychology is the study of the human mind and behavior. 
  Religion encompasses practiced rites, rituals and spiritual beliefs. 
  Rocketry covers rocket-powered devices and craft and how they are handled. 
  Science encompasses the general study of chemistry, geology and physics. 
  Note: There is no reason these can’t be chosen as Defining Interests as well, 
  just remember the information you gather won’t be as deep if that’s the case. 
  As always, check with your Gamemaster to see what’s allowed. Who knows? He 
  may even tip his hand and help you in your selection.
  
  48 
  
  49
  GEAR AND EQUIPMENT
  Now that you’ve created your character, you need to supply him with a few 
  things before sending him off in search of adventure. We’ve included several 
  lists describing most of the items your hero will need to survive Ravaged Earth. 
  The GM is encouraged to expand these lists as necessary. 
  ECONOMICS 101
  When dealing with prices, just keep in mind that an item will normally cost 
  around 10% of its modern-day equivalent; however, the GM should feel free 
  to vary this as common sense dictates (for example: guns in a remote North 
  African village may cost much more than their listed price).  A simple rule of 
  thumb is an American dollar in Ravaged Earth is worth about 10 times that of a 
  real U.S. dollar. Just keep it close and keep things moving.
  DOLLARS, POUNDS, AND REICHSMARKS 
  Money is hard to come by. In America, the legal currency is dollars and cents. 
  In Great Britain, they use pounds and pence, Germany uses Reichsmarks, 
  Italy has the lira, and so on. To keep things simple just assume all monetary 
  amounts are equal and tack on the appropriate currency type (e.g., a $25 item 
  in the United States will cost 25£ in Great Britain). We realize this is not very 
  accurate; however, it does keep the focus on the heroes rather than the things 
  they buy, and in the end, especially in the pulps, money plays a relatively 
  minor role. For those of you demanding a bit more accuracy, check out The 
  American Dollar Abroad on the next page.
  Converting Currency
  Not all adventures occur within the confines of the United States, and not all 
  heroes hail from America. When traveling abroad, it might come in handy 
  to know the exchange rate for the U.S. dollar in the area in which you are 
  traveling. Also, if your GM allows you to create heroes hailing from other 
  countries, he may wish to alter the gear and equipment lists to reflect the native 
  currency. To provide for these variables, we have whipped together a simple 
  conversion chart that includes some of the most common forms of currency 
  your heroes may encounter. The given rate reflects the value of one unit of the 
  listed currency in U.S. dollars (e.g., one rupee equals $0.60USD, so $3USD 
  equal 5 rupees) and has been rounded to the nearest $.05.
  
  50 
  THE AMERICAN DOLLAR ABROAD
  Country
  Currency
  Exchange Rate
  Argentina
  Peso
  $1.65
  Australia
  Pound
  $8.25
  Austria
  Schilling
  $0.25
  Belgium
  Belga
  $0.25
  Brazil
  Milreis 
  $0.20
  Canada
  Dollar
  $1.70
  China
  Yuan
  $0.40
  Costa Rica
  Colon
  $0.80
  Cuba
  Peso
  $1.00
  Czechoslovakia
  Krone
  $0.05
  Ecuador
  Sucre
  $0.35
  Egypt
  Pound
  $8.40
  France
  Franc
  $0.10
  Germany
  Reichsmark
  $0.40
  Great Britain
  Pound
  $8.25
  Greece
  Drachma
  $0.05
  Haiti
  Gourde
  $0.20
  India
  Rupee
  $0.60
  Indo-China
  Piaster
  $0.65
  Italy
  Lira
  $0.10
  Japan
  Yen
  $0.85
  Mexico
  Peso
  $0.85
  Middle East
  Dinar
  $8.25
  Netherlands
  Guilder
  $0.70
  Panama
  Balboa
  $1.70
  Poland
  Zloty
  $0.20
  Portugal
  Escudo
  $0.10
  Spain
  Peseta
  $0.35
  South Africa
  Pound
  $4.90
  Sweden
  Krona
  $0.45
  Switzerland
  Franc
  $0.35
  Turkey
  Piaster
  $0.10
  USSR
  Ruble
  $8.70
  
  51
  WEALTH AND POSSESSIONS
  Ravaged Earth’s central focus is on two-fisted tales of action and adventure. 
  Wealth should be seen as “window dressing” for the most part. For example, a 
  hero with the Filthy Rich Edge should have access to a Boeing Clipper; however, 
  he doesn’t need to worry about paying the crew, the costs of maintenance, or 
  the fuel bills. It is by virtue of his assumed wealth that all of this is handled. 
  He should be able to call his chauffeur to drive the heroes about town and his 
  predilection for staying in the swankiest hotels should be taken for granted. So 
  long as a hero doesn’t abuse his “privileges,” the GM should simply write such 
  things off as “part of the game.”
  By the same token, the average hero should be able to buy everyday items 
  without worrying about every nickel and dime he spends. You should only 
  have to worry about keeping track of your character’s wealth during character 
  generation and in those situations where the GM deems such bookkeeping to be 
  worth the effort (such as when portraying a hero with the Poverty Hindrance). 
  In order to become immersed in Ravaged Earth, you need to view money and 
  possessions as nothing more than plot devices designed to further the story. 
  Possessions come and go as is dramatically appropriate, so don’t obsess over 
  them.
  
  52 
  Adventuring Gear
  Item
  Cost
  Weight
  Notes
  Aviator’s gear
  $25
  3
  Includes cap, goggles, scarf, fur-
  lined boots and jacket
  Backpack
  $5
  2
  60 lbs. capacity
  Bedroll
  $3
  4
  Insulated “sleeping bag”
  Blanket
  $1
  3
  -
  Binoculars
  $15
  2
  Includes leather case; 10x 
  magnification; +1 on visual Notice 
  rolls
  Candle
  $0.05
  -
  Illuminates a Medium Burst 
  Template
  Camera
  $5
  Kodak Brownie; requires film to 
  operate
  Canteen
  $1
  1
  2 quart capacity; weighs 3 lbs. when 
  full; includes carrying strap
  Cartridge belt
  $1
  1
  Holds 50 bullets or 8 magazines
  Cigarette lighter
  $1
  -
  Clothing, formal
  $30+
  -
  Includes pants, shirt, coat, hat, 
  shoes, and all accessories
  Clothing, normal
  $15+
  -
  Includes pants, shirt, coat, hat, 
  shoes, and all accessories
  Cold weather 
  gear
  $25
  4
  Includes parka, boots, gloves, and 
  snow goggles
  Compass
  $1
  -
  -
  Cooking kit
  $6
  -
  Includes portable pots, pans, etc…
  Crowbar
  $1
  2
  -
  Film, b/w
  $.30
  -
  Per roll; 12 exposures per roll
  Film, color
  $1
  -
  Per roll; 6 exposures per roll
  Film, 8mm movie
  $4
  1
  Per reel; 8 minutes per reel
  First aid kit
  $5
  1
  Includes materials required to 
  properly use the Heal skill
  Fishing gear
  $4
  1
  Includes rod, reel, and tackle; +1 
  on Survival rolls when appropriate
  Flare gun
  $10
  1
  Uses flares
  Flashlight
  $2
  1
  Illuminates a Cone Template
  
  53
  Item
  Cost
  Weight
  Notes
  Flint and steel
  $0.50
  -
  Requires one minute to start a fire 
  on a 2+ (d6)
  Gas mask
  $4
  1
  Protects from noxious and 
  poisonous fumes
  Geiger counter
  $10
  2
  Detects radioactive emissions up to 
  12” (72’)
  Grappling hook
  $3
  2
  Range: 3/6/12 (Throwing); can 
  support up to 300 lbs.
  Guitar or ukulele
  $5+
  4
  -
  Hammer
  $1
  1
  -
  Hammock
  $2
  2
  -
  Handcuffs
  $2
  1
  -
  Holster
  $3
  -
  Includes pistol belt or shoulder 
  harness as appropriate
  Lamp, carbide
  $4
  3
  Lamp clips to headgear, generator 
  worn on waist; illuminates a Cone 
  Template
  Lantern
  $3
  2
  Illuminates a Large Burst Template
  Lockpicks
  $20
  1
  Required to use Lockpicking
  Matches, 
  waterproof
  $0.50
  -
  20 matches
  Mess kit
  $2
  1
  Tin cup, pail, and utensils
  Movie camera
  $30
  4
  Requires film to operate
  Pick axe
  $2
  3
  Str+d6 damage and –2 Fighting 
  when used as melee weapon
  Portable radio
  $50
  3
  20 mile range
  Quinine
  $5
  -
  30 pills; for treatment of malaria
  Raincoat
  $3
  2
  -
  Razor blades
  $0.25
  -
  Box of 10
  Rope
  $2
  10
  60’ of hemp rope
  Safari gear
  $5
  3
  Includes a pith helmet, khakis, and 
  boots
  Shovel
  $1
  5
  -
  Steamer trunk
  $5
  8
  200 lbs. capacity
  Suitcase
  $2
  3
  40 lbs. capacity
  
  54 
  Item
  Cost 
  Weight
  Notes
  Sulfa powder
  $1
  -
  5 uses; +2 on Vigor rolls to avoid 
  infection
  Tent, canvas
  $5
  12
  Sleeps 2 persons
  Telescope
  $25
  4
  Includes tripod; 25x magnification; 
  +2 on visual Notice rolls
  Tool kit
  $10
  6
  Includes tools required to use 
  any skill “requiring special or 
  appropriate tools”
  Torch
  $0.50
  ½
  Illuminates a Medium Burst 
  Template
  Portable 
  Typewriter
  $25
  5
  Includes travel case
  Umbrella
  $2
  1
  -
  Pocketwatch
  $3+
  -
  -
  Wristwatch
  $5+
  -
  Notes on Light Sources: All light sources have a listed area of effect. 
  Assuming Pitch Dark conditions, all areas within the light source’s area of 
  effect are considered to be fully illuminated. Beyond this area is considered 
  Dim (up to twice the listed area of effect) or Dark (up to three times the listed 
  area of effect).
  Notes on Tracking Resources: You may have noticed there are no fuels 
  (e.g., batteries for the flashlight or kerosene for the lamp) listed for the various 
  light sources. Assume your light sources to be functional until the GM tells you 
  they’re not. If you really need the details of such things: assume $0.50 will get 
  you enough kerosene to power your lantern for 24 hours, a pair of batteries, 
  costing $0.25, will power your flashlight for about a month of average use; 
  and the generator for the carbide lamp can keep you out of the dark for about 
  5 hours with a single battery. Torches and candles burn for 30 minutes and 1 
  hour, respectively. 
  
  55
  Melee Weapons
  Type
  Damage
  Cost
  Weight
  Min. Str.
  Notes
  Axe
  Str+d6
  $10
  2
  d6
  -
  Baseball Bat
  Str+d6
  $3
  3
  -
  See Notes
  Bayonet
  Str+d4
  $2
  1
  d6
  Str+d6, Parry +1, Reach 1 when attached to a rifle, 2 hands
  Billy Club/Baton
  Str+d4
  $1
  1
  -
  Carried by most police officers
  Brass knuckles
  Str+d4
  $2
  1
  -
  If used, the user is considered to be an Unarmed Attacker
  Bullwhip
  Str+d4
  $5
  3
  -
  Reach 2, See Notes
  Dagger
  Str+d4
  $3
  1
  -
  May be thrown, Range: 3/6/12
  Fencing Foil
  Str+d4
  $15
  3
  -
  Parry +1
  Garrote
  Str
  $2
  -
  -
  If used in conjunction with the Drop, does Str+d4 damage 
  instead, -2 to Notice if concealed
  Hunga Munga
  Str+d4
  $5
  1
  -
  May be thrown, Range 3/6/12, See Notes
  Katana
  Str+d8
  $400
  6
  d6
  AP 2, does +2 damage if wielded 2 handed
  Kukri
  Str+d6
  $15
  5
  d6
  -, See Notes
  Long Sword
  Str+d8
  $100
  8
  d6
  Parry +1
  Machete
  Str+d6
  $10
  5
  d6
  -
  Nunchaku
  Str+d4
  $3
  1
  -
  Reach 1, Parry +1 if used 2-handed; if wielder knows martial 
  arts, may do his unarmed damage with this weapon, See Notes
  Rapier
  Str+d4
  $25
  3
  -
  Parry +1
  Saber/Scimitar
  Str+d6
  $50
  4
  -
  -
  
  56 
  Type
  Damage
  Cost
  Weight
  Min. Str.
  Notes
  Sap
  Str+d4
  $1
  1
  -
  Frequently carried by thugs and criminal elements
  Short Sword
  Str+d6
  $50
  4
  -
  -
  Shuriken
  Str+d4
  $5
  1
  -
  May be thrown, Range: 4/8/16, See Notes 
  Spear
  Str+d6
  $5
  5
  d6
  Parry +1, Reach 1, 2 hands; May be thrown, Range: 3/6/12
  Staff
  Str+d4
  $3
  8
  -
  Parry +1, Reach 1, 2 hands
  Stiletto/
  Switchblade
  Str+d4
  $2
  1
  -2 to Notice if concealed
  Sword Cane
  Str+d4
  $30
  3
  -
  Parry +1, See Notes
  Trench Knife
  Str+d4
  $5
  1
  -
  See Notes
  EXPLOSIVES
  Type
  Range
  Damage
  RoF
  Cost
  Weight
  Shots
  Notes
  Dynamite Stick
  4/8/16
  2d6
  1
  $18
  .5
  1
  MBT+1” +1d6 per stick
  Model 24 Grenade “Potato Masher”
  5/10/20
  3d6-2
  1
  $20
  1
  1
  MBT; See Notes
  Nitro 8 oz bottle
  4/8/16
  3d6
  1
  $5
  .5
  1
  LBT; See Notes
  No.36M Mills Bomb “Pineapple”
  5/10/20
  3d6
  1
  $25
  1
  1
  MBT; See Notes
  Petrol Bomb
  5/10/20
  2d6
  1
  $5
  .5
  1
  MBT; See Notes
  
  57
  MELEE WEAPONS
  In civilized society, few folks carry any weapons, other than a pocket knife at 
  best. However, when dealing with some cultures and more remote areas of the 
  world, carrying a piece of steel is as important as a full water skin.
  Baseball Bat: A wooden bat breaks on a 1 on the Fighting die, regardless of 
  Wild Die. 
  Bullwhip: A bullwhip can be used to initiate a Grappling maneuver at a range 
  of 2” (12 feet) as well as inflicting damage at a distance. Bullwhips may also be 
  used to make Called Shots (Limb, -2) against targets in order to disarm them. 
  A bullwhip can also be used as a rope, enabling the user to swing over narrow 
  gaps of up to 3” (18 feet).
  Hunga Munga: This African weapon resembles an iron curved blade 
  combined with a spike. It can be used in both melee and ranged combat. 
  Kukri: A knife with a curved blade, sometimes referred to as a Gurkha knife, 
  the kukri is a traditional Nepalese weapon. Besides melee combat, the kukri is 
  also used as a chopping and cutting tool. 
  Nunchaku: Two sticks connected with a cord and chain, the nunchaku can be 
  concealed easily. If hidden on the body, attempts to Notice it are at -2.
  Shuriken: A small hand-held blade configured in the shape of a star. When 
  thrown to inflict damage, they use the auto-fire rules. They may not be used 
  for Suppressive Fire. A handful of shuriken (3) can be thrown to aid in tricking 
  an opponent. When used in such a manner, the user adds +2 to Agility tricks. 
  Sword Cane: Ranging from simple to elegant, a sword cane conceals a 
  slender, tempered blade. When sheathed, people rarely notice it as a weapon 
  (-2 Notice to be detected). Drawing this weapon quickly requires an Agility roll. 
  Trench Knife: Used by soldiers during the Great War, the trench knife 
  combines brass knuckles and a combat dagger. A metal bulb on the hilt, called 
  a “skull crusher,” deals an additional +2 damage on called shots to the head 
  if used. 
  
  58 
  Firearms
  There are a lot of guns in the world, and even more available to Ravaged 
  heroes thanks to the advances made by inventive engineers and gunsmiths. 
  However, firearms do fall into certain categories, and in Ravaged Earth we 
  identify characteristics of the firearm based on the type of gun it is and the 
  caliber, or size, of its ammunition.
  Pistols: Pistols, or handguns, are small enough to be held in one hand. These 
  are the most common type of firearm available in the world.
  Revolver: Revolvers are handguns that use a cylinder to chamber the bullets.
  Semi-Auto: The most common type of firearm, the semi-automatic pistol is a 
  reliable gun that uses a clip to load the ammunition. The gun uses recoil or gas 
  to eject empty cartridges and load new ones automatically.
  Rifle: A rifle requires two hands to fire and consists of a long barrel, rifled on 
  the inside, and a shoulder stock.
  Bolt Action: The earliest modern rifle, this uses a bolt to open and close the 
  barrel to expend a spent shell casing and reload a new one. Firing and reloading 
  are considered one action.
  Semi-Auto: Much like the semi-auto pistol, the semi-automatic rifle is a 
  reliable and very common type of firearm that has seen action in most world 
  militaries.
  Machine Gun: Modern militaries have called for greater firepower available 
  to their soldiers, and thus the development of machine guns.
  Sub: The submachine gun, or SMG, is a smaller variant of the light or heavy 
  machine gun, and uses pistol ammunition. It can be fired with one hand 
  without penalty.
  Light: Designed for infantry support, the fully automatic light machine gun 
  does not require a bipod like its larger variant but does require two hands to 
  operate.
  Heavy: The king of the open battlefield, a heavy machine gun is capable 
  of mowing down rows of opponents. Its size and weight, however, make it 
  impossible to use without a bipod.
  Shotguns: A shotgun is similar to rifle, but the barrel is instead smoothbore 
  (not rifled). It is designed to be fired using both hands with the stock rested 
  firmly against the shoulder, and can be used with either buckshot or slugs. 
  Buckshot has the advantage of hitting a target more easily while the slug does 
  more damage.
  Pump: A pump-action shotgun uses a handgrip that is pumped back and forth 
  to expend shell casings and reload new ones.
  Double-Barreled: This type of shotgun has two attached barrels with 
  separate triggers that can be shot together or separately. The standard is a 
  breech-loading gun meaning that it has to be opened and reloaded after the 
  barrels have been unloaded.
  Sawed-Off: Since a sawed-off shotgun has a shorter barrel, its range is 
  substantially decreased to 5/10/20.
  
  59
  Laser Guns: The latest in future tech, the laser pistol fires a short sputter of 
  laser beams. These beams cause severe burning as they shock a target. The 
  weapon requires Aetherium pulse-cells, which are tiny metallic disks that slip 
  into a compartment near the weapon’s trigger.
  Zapgun: An electrical weapon that fires a crackling burst of energy. This 
  weapon requires Aetherium pulse-cells to operate.
  Firearm Qualities
  Not all firearms are created equal - some do more damage, are able to penetrate 
  more armor, can fire quicker, or hold more ammunition. These modifications 
  are called Firearm Qualities. The table of firearms lists the Firearm Qualities 
  inherent to each type of firearm.
  In addition, individual modifications can be purchased or added to a specific 
  firearm to create a unique device. Acquiring such modifications requires the 
  expenditure of the listed cost on the Firearm Quality table and the services of 
  a specialist.
  3RB: The weapon can fire 3 rounds with one pull of the trigger. This adds +2 
  to the Shooting and damage rolls at the cost of the extra shots.
  AP: Abbreviation for armor piercing, the firearm’s damage ignores the listed 
  points of Armor. A weapon with an AP value of 4, for instance, ignores 4 
  points of Armor. Excess AP is simply lost.
  AP Ammo: The ammunition for this firearm has been specially designed to 
  penetrate even the thickest armor. The AP rating of the firearm increases by 1.
  Advanced Polymer: The firearm is constructed of some advanced or space-
  age polymer, making it much lighter. Decrease the weight by half and if the 
  weapon has a Min Str, reduce it by 1 die type.
  Firearm Quality
  Cost
  Firearm Quality
  Cost
  3RB
  $200
  Hollow-Point
  $500
  AP
  $150 per AP
  IAC
  $200
  AP Ammo
  $50 per AP
  Laser Sight
  $250
  Advanced Polymer
  $175
  Min Str
  -$150/Str die
  Bipod
  $100
  Scope
  $150
  Breakdown
  $250
  Silencer
  $200
  Double Tap
  $200
  Snapfire
  -$200
  HW
  $500
  Spread
  -$175
  Hair Trigger
  $500
  Subsonic
  $150
  
  60 
  Bipod or Tripod: Many machine guns use an integral or detachable bipod 
  or tripod. Once deployed, these provide a more stable shooting position and 
  help control recoil. It takes one action to deploy a bipod or tripod and set the 
  weapon up. Once in position, the autofire penalty is reduced to -1.
  Breakdown: The firearm can be broken down into four or five nondescript 
  looking pieces. Assembling a firearm from this state requires a Smarts roll and 
  a number of rounds based on the firearm type (2 rounds for pistols, 3 rounds 
  for rifles and shotguns, and 4 rounds for machine guns). With a raise on the 
  Smarts roll, the hero can assemble the firearm in one less round than normal.
  Double Tap: The weapon can rapidly fire two rounds. Rather than rolling 
  twice, add +1 to the Shooting and damage rolls (and it expends 2 shots).
  Hair Trigger: The trigger for the firearm has been carefully designed to 
  allow near automatic fire. Increase the RoF of the firearm by 1.
  HW (Heavy Weapon): This heavy weapon can affect vehicles and other 
  devices with Heavy Armor.
  Hollow-Point Ammo: This weapon is equipped with ammo which rips apart 
  flesh, but is less effective against hardened targets. It gets +1 damage against 
  soft targets and -1 against hard targets as determined by the GM.
  IAC (Increased Ammo Capacity): The firearm has been modified with a 
  larger clip, chamber, or cylinder, allowing it hold twice the ammo.
  Laser Sight: Normally attached beneath the barrel, a laser sight allows the 
  shooter to accurately hit even the smallest target. Called shots penalties are 
  reduced by 1.
  Min Str: This is the minimum Strength required to use the weapon properly. 
  A character with a lower Strength can use the weapon, but suffers a -1 penalty 
  to his attack roll for every step of difference between his Strength and the 
  minimum Strength required.
  Scope: The firearm includes a powerful scope instead of the standard iron 
  sight. If the shooter does not move in the round he fires, he adds +2 to his 
  Shooting rolls at Medium Range or higher.
  Silencer: The firearm has been equipped with a sound suppressor. Anyone 
  within standard earshot range must make a Notice roll to detect the sound of 
  the firearm being fired, with a -1 penalty for small caliber firearms and a +1 
  bonus for those of large caliber.
  Snapfire: Certain weapons are very inaccurate if fired “from the hip” rather 
  than using their iron sights. If the shooter moves in the action he fires, he 
  suffers a -2 penalty to the Shooting roll.
  Spread: Shotguns with buckshot ammo fire a spread of metal pellets, and 
  so do more damage at closer range where there is less spread. Because of this 
  increased chance of hitting a target, weapons with the Spread quality add +2 
  to their user’s Shooting rolls. However, the damage decreases based on the 
  range - at Long range the weapon deals 1 die of damage, at Medium range it 
  is 2 dice of damage, and at Short range damage is 3 dice.
  Subsonic Ammo: This ammunition is baffled and goes below the speed of 
  sound, quieting its use. Notice rolls to hear its discharge are at an additional -1 
  when paired with a silencer.
  
  61
  Ranged Weapons
  Bolas: The weapon preferred by South American gauchos, a bola is a throwing 
  weapon comprised of rounded weights attached to cords. The thrower swings 
  the weapon like a lasso and releases, creating a momentum that ensnares the 
  victim. On a raise to the Throwing roll, the weights also inflict an additional 
  1d4 damage.  
  Boomerang: A curved wooden weapon primarily used by Australian 
  aborigines, the boomerang can also return to its user on a raise to the Throwing 
  roll. 
  Chakram: A throwing weapon from India, chakram resemble metal rings 
  with bladed edges. The weapon can be used in both melee and ranged combat. 
  If hidden on the body, attempts to Notice it are at -2. 
  Flamethrower: Attackers using the flamethrower make a Shooting roll at 
  +2. Targets may make an Agility roll equal to or greater than the attacker’s 
  Shooting roll to dodge out of the way. Targets that don’t make the roll take the 
  weapon’s damage of 2d10 and then roll to determine if they catch fire. 
  Spear gun: The spear gun is a special weapon requiring a canister of 
  compressed air that fires metal spears underwater. Each compressed air canister 
  has enough air for 20 shots. 
  EXplosives
  Model 24 Grenade “Potato Masher”: Resembling the kitchen appliance 
  of the same name, this German grenade requires the user to unscrew a cap 
  at its base and pull a cord that ignites a timed fuse. The user then takes the 
  handle and throws the grenade. Pulling the cord and throwing the grenade can 
  be done in one action. Characters with military backgrounds or training may 
  make a +2 to their Throwing rolls. 
  Nitro 8oz bottle: If the hero gets a critical failure on an Agility test while 
  carrying nitro, it explodes.
  No.36M Mills Bomb “Pineapple”: A round grenade in the shape of a 
  pineapple, this explosive device requires the user to pull a pin before throwing 
  the grenade. Pulling the pin and throwing can be done in one action. Characters 
  with military backgrounds or training may make a +2 to their Throwing rolls. 
  Petrol Bomb: Used in the Spanish Civil War, the petrol bomb is a container, 
  bottle or jar filled with gasoline. A rag is halfway immersed in the container and 
  half out. The user lights the rag and throws the petrol bomb, which explodes 
  upon contact. In addition to suffering the listed damage, each target must make 
  an Agility roll. Those failing the roll are on fire and suffer 1d10+2 damage.
  
  62 
  RANGED WEAPONS
  Type
  Range
  Damage
  RoF
  Cost
  Weight
  Shots
  Min. Str.
  Notes
  Blowgun
  4/8/16
  2d4
  1
  $4
  1
  1
  -
  Darts may contain poison
  Bolas
  6/12/24
  Str+d4
  1
  $2
  2
  1
  -
  Launched with a Throwing roll; See 
  Notes
  Boomerang
  6/12/24
  Str+d4
  1
  $5
  1
  1
  -
  Launched with a Throwing roll, 
  returns to sender on a raise; See Notes
  Bow
  12/24/48
  2d6
  1
  $15
  3
  1
  d6
  -
  Chakram
  6/12/24
  Str+d6
  1
  $15
  1
  1
  -
  Launched with a Throwing roll; See 
  Notes
  Crossbow
  15/30/60
  2d6
  1
  $20
  10
  1
  d8
  AP 2, 1 action to reload
  Flamethrower
  Cone 
  Template
  2d10
  1
  Military
  20
  1
  d8
  Ignores Armor; See Notes
  Flare gun
  3/6/12
  2d6
  1
  $10
  2
  1
  -
  -
  Slingshot
  4/8/16
  Str+d4
  1
  $2
  1
  1
  -
  -
  Spear gun
  6/12/24
  2d6
  1
  $25
  3
  1
  -
  AP 1, May be used underwater; See 
  Notes
  
  63
  Firearms
  Type
  Range
  Damage
  RoF
  Cost
  Wt
  Shots
  Qualities
  Examples
  Pistols
  Revolver, Small 
  Caliber
  12/24/48
  2d6+1
  1
  $30
  4
  6
  Smith & Wesson K22 (.22) 
  Revolver, 
  Medium Caliber
  12/24/48
  2d6+1
  1
  $40
  5
  6
  AP 1
  Colt Detective (.38), Smith & 
  Wesson Model 27 (.357), Mauser 
  Zigzag (9mm)
  Revolver, Large 
  Caliber
  12/24/48
  2d8
  1
  $60
  6
  6
  AP 2
  Colt Peacemaker (.45), 
  Remington Army (.44)  Webley 
  Bulldog (.45) 
  Semi Auto, 
  Small Caliber
  12/24/48
  2d6
  1
  $40
  3
  17
  AP 1, Double Tap
  Luger (.22), Mauser C96 
  (7.63mm), Tokarev TT-33 
  (7.62x25mm)
  Semi Auto, 
  Medium Caliber
  12/24/48
  2d6+1
  1
  $50
  5
  9
  AP 1, Double Tap
  Beretta 1934 (9mm), Colt Super 
  (.38)
  Semi Auto, 
  Large Caliber
  15/30/60
  2d8
  1
  $80
  5
  7
  AP 2, Double Tap
  Browning Hi-Power (.40), Colt 
  M1911 (.45) 
  
  64 
  Firearms
  Type
  Range
  Damage
  RoF
  Cost
  Wt
  Shots
  Qualities
  Examples
  Rifles
  Bolt Action, 
  Small Caliber
  24/48/96
  2d6+1
  1
  $100
  7
  7
  AP 1
  Arisaka Type 44 (6.5mm)
  Bolt Action, 
  Medium Caliber
  24/48/96
  2d6+1
  1
  $125
  8
  7
  AP 2
  Browning M1918 (.30), Lee-
  Enfield SMLE MkIII (.303), 
  Springfield M1903 (.30-03)
  Bolt Action, 
  Large Caliber
  24/48/96
  2d10
  1
  $150
  9
  7
  AP 2
  H&H Double Express (.600), 
  Lebel Model 1886 (8mm)
  Semi Auto, Small 
  Caliber
  30/60/120
  2d8
  1
  $125
  10
  8
  AP 2, Double 
  Tap
  Browning M1911
  Semi Auto, 
  Medium Caliber
  30/60/120
  2d8
  1
  $175
  15
  8
  AP 3, Double 
  Tap, Min Str d6
  M1918 Browning Automatic 
  Rifle (.30-06), Remington 
  Model 8 (.32), M1 Garand 
  (.30-06)
  Semi Auto, Large 
  Caliber
  50/100/200
  2d10
  1
  $200
  25
  8
  AP4, Double 
  Tap, HW, Min 
  Str d8
  Winchester Model 1910 (.401)  
  Sniper, Small 
  Caliber
  100/200/400
  2d8
  1
  $120
  10
  5
  AP 2, Min Str 
  d6, Snapfire
  MAS 1936 (7.5mm)
  Sniper, Medium 
  Caliber
  75/150/300
  2d8
  1
  $145
  12
  5
  AP 3, Min Str 
  d6, Snapfire
  Karabiner 98k (7.92mm), 
  Mosin-Nagant M91/30 
  (7.92x57mm), Savage M99 
  (.303)
  Sniper, Large 
  Caliber
  50/100/200
  2d10
  1
  $200
  14
  5
  AP 4, Min Str 
  d8, Snapfire
  Sharps Big 50 (.50)
  
  65
  Type
  Range
  Damage
  RoF
  Cost
  Wt
  Shots
  Qualities
  Examples
  Machine Guns
  Sub, Small Caliber
  12/24/48
  2d6
  3
  $100
  9
  30
  AP 1
  Mauser M32 (7.62mm) 
  Sub, Medium Caliber
  12/24/48
  2d6+1
  3
  $130
  11
  40
  AP 1
  Bergmann MP35 (9x19mm), Beretta 
  M1918 (9mm), Star Si35 (9x23m)
  Sub, Large Caliber
  12/24/48
  2d8
  3
  $150
  13
  50
  AP 2
  Thompson M1928 (.45) - aka 
  Tommy gun
  Light, Small Caliber
  30/60/120
  2d8
  3
  Mil
  20
  100
  AP 2, Min Str d6, 
  Snapfire
  Madsen (7x57mm)
  Light, Medium 
  Caliber
  30/60/120
  2d8+1
  3
  Mil
  25
  200
  AP 2, Min Str d8, 
  Snapfire
  Hotchkiss Mk I (.303), MG 34 
  (7.92mm) 
  Light, Large Caliber
  30/60/120
  2d10
  3
  Mil
  30
  250
  AP 2, Min Str d8, 
  Snapfire
  Hotchkiss M1914 (8mm), Chauchat 
  (8x50mm)
  Heavy, Small Caliber
  50/100/200
  2d8
  4
  Mil
  35
  250
  AP 2, Bipod
  Maxim M/32-33 (7.62mm) 
  Heavy, Medium 
  Caliber
  50/100/200
  2d10
  4
  Mil
  50
  250
  AP 3, Bipod
  MG 08 (8x57)
  Heavy, Large Caliber
  50/100/200
  2d10
  4
  Mil
  65
  250
  AP 4, HW, Bipod, 
  Tripod
  M2 Browning (.50), Vickers .50 (.50)
  
  66 
  Type
  Range
  Damage
  RoF
  Cost
  Wt
  Shots
  Qualities
  Examples
  Shotguns
  Pump, Small Caliber Buckshot
  12/24/48
  1-3 d6
  1
  $30
  8
  6
  Spread
  16 gauge
  Pump, Small Caliber Slug
  12/24/48
  2d8
  1
  $30
  8
  6
  16 gauge
  Pump, Medium Caliber Buckshot
  12/24/48
  1-3 d6+1
  1
  $40
  9
  6
  Spread
  14 gauge
  Pump, Medium Caliber Slug
  12/24/48
  2d10
  1
  $40
  9
  6
  14 gauge
  Pump, Large Caliber Buckshot
  12/24/48
  1-3 d8
  1
  $50
  10
  6
  AP 2, Spread
  12 gauge
  Pump, Large Caliber Slug
  12/24/48
  2d10
  1
  $50
  10
  6
  AP 2
  12 gauge
  Double Barrel, Small Caliber Buckshot
  12/24/48
  1-3 d6
  1-2
  $40
  8
  2
  Spread
  16 gauge
  Double Barrel, Small Caliber Slug
  12/24/48
  2d8
  1-2
  $40
  8
  2
  16 gauge
  Double Barrel, Medium Caliber 
  Buckshot
  12/24/48
  1-3 d6+1
  1-2
  $60
  10
  2
  Spread
  14 gauge
  Double Barrel, Medium Caliber Slug
  12/24/48
  2d10
  1-2
  $60
  10
  2
  14 gauge
  Double Barrel, Large Caliber Buckshot
  12/24/48
  1-3 d8
  1-2
  $80
  12
  2
  AP 2, Spread
  12 gauge
  Double Barrel, Large Caliber Slug
  12/24/48
  2d10
  1-2
  $80
  12
  2
  AP 2
  12 gauge
  Energy Weapons
  Laser Gun
  12/24/48
  2d6+1
  3
  $500
  5
  12
  AP 1
  Laser Gun, Large
  10/20/40
  2d8+1
  3
  $800
  15
  12
  AP 2, Min Str d6
  Zapgun
  12/24/48
  2d8
  1
  $400
  5
  8
  AP 1
  
  67
  Ammunition
  Type
  Qty
  Weight
  Cost
  Notes
  Arrow/Quarrel
  5
  1/5
  $1/5
  For bow/crossbow
  Blow dart
  20
  1/20
  $1/20
  For blowgun
  Bullets, Small Caliber
  50
  3/50
  $2/50
  -
  Bullets, Medium Caliber
  50
  5/50
  $4/50
  -
  Bullets, Large Caliber
  50
  8/50
  $8/50
  -
  Flare
  5
  1/5
  $2/5
  For flare gun
  Aetherium pulse-cells
  20
  1/20
  $20/20
  For laser gun and 
  zapgun
  Spear
  1
  1/1
  $2/1
  For spear gun
  Armor
  Type
  Armor
  Weight
  Cost
  Notes
  Bulletproof vest
  +2/+4
  10
  $35
  Covers torso only; negates 
  up to AP 4; +4 protection 
  from bullets
  Leather jacket
  +1
  3
  $12
  Covers torso and arms
  Motorcycle helmet
  +1
  2
  $5
  50% chance of protecting 
  against a head shot
  Steel pot helmet
  +1
  3
  $3
  50% chance of protecting 
  against a head shot
  
  68 
  TYPICAL COSTS OF LIVING
  Apartments
  Type
  Cost
  Notes
  Cheap
  $20/month
  One room with communal kitchen and 
  bath
  Average
  $35/month
  Separate bedroom with sitting room and 
  eat-in kitchen
  Quality
  $50+/month
  Multiple specific-use rooms
  Hotels
  Type
  Cost
  Notes
  Flophouse
  $0.25/night
  Single cot in large room with multiple 
  tenants
  Average
  $1/night
  Private room with communal kitchen and 
  bath
  Quality
  $5+/night
  Private room and bath
  Houses
  Type
  Cost
  Notes
  Average
  $100/room 
  per year
  Row housing
  Quality
  $250/room 
  per year
  Free-standing structure on a quarter-acre 
  lot
  Luxurious
  $500/room 
  per year
  Free-standing structure on one or more 
  acres of private land
  In addition to having a place to sleep, there are additional costs of living (food, 
  clothing, toiletries, etc.).
  
  69
  Lifestyle
  Social Class
  Monthly Cost of Upkeep
  Bowery bum
  $10
  Average Joe
  $25
  Hi-falutin’
  $50
  Ritzy
  $100
  Food & Drink
  In the United States, Prohibition is still the law of the land. It is illegal to 
  manufacture, transport, or purchase (although not to possess or drink) alcoholic 
  beverages. In other countries, alcohol is usually cheaper. In the United States, 
  alcohol may normally only be had in the form of moonshine or bought at 
  highly inflated prices at the numerous speakeasies that may be found within 
  most major cities.
  Item
  Cost
  Wt.
  Notes
  Beer, draft
  $0.25
  -
  -
  Beer, bottle
  $0.75
  -
  -
  Liquor, bottle
  $10
  -
  -
  Liquor, glass
  $1
  -
  -
  Liquor, shot
  $0.75
  -
  -
  Meal, lousy
  $0.25
  -
  -
  Meal, average
  $1.00
  -
  -
  Meal, top-notch
  $5.00
  -
  -
  Moonshine
  $8.00
  1
  Gallon
  Soda Pop
  $0.05
  -
  Bottle
  Trail Rations
  $5.00
  3
  5 meals
  Wine, glass
  $0.75+
  -
  -
  Wine, bottle
  $2+
  -
  -
  
  70 
  Entertainment & Relaxation
  Item
  Cost
  Wt.
  Notes
  Broadway ticket
  $1+
  -
  -
  Chewing gum
  $0.05
  -
  1 Pack
  Cigarettes
  $0.15
  -
  1 Pack
  Cigar
  $0.75
  -
  Single
  Cigar, Box
  $3.00
  -
  Box of 10
  Movie ticket
  $.10
  -
  -
  Newspaper
  $0.10
  -
  -
  Playing cards
  $0.35
  -
  Portable phonograph
  $10
  3
  -
  Public bath
  $1
  -
  -
  Pulp fiction magazine
  $.10
  -
  -
  Record
  $0.25
  1/4
  -
  Shave and haircut
  $0.75
  -
  Speakeasy ticket
  $3+
  -
  -
  Tobacco plug
  $0.75
  -
  -
  Animals & Supplies
  Animal
  Cost
  Notes
  Camel
  $50
  -
  Dog
  $20
  -
  Elephant
  $200
  -
  Horse, riding
  $50
  -
  Horse, heavy
  $100
  -
  Mule
  $30
  -
  Saddle & tack
  $10
  -
  Saddlebags
  $7
  80 lb capacity
  
  71
  TRANSPORTATION
  Following are a broad cross-section of vehicles commonly found on the 
  highways and in the skyways of Ravaged Earth. Vehicular weapons use the same 
  guidelines as personal firearms and refer to the same table with the exceptions 
  that all vehicle weapons listed here are considered Heavy Weapons and the 
  bipod Firearm Quality is ignored.
  AIRCRAFT
  Aero-Car
  A personal flying craft resembling a small aeroplane, but with retractable 
  propellers on the top of the wings providing hovering and vertical landing like 
  an autogyro. The Aero-Car has a Cavorite frame and is lighter than traditional 
  aircraft, and its air-cooled Aetheric Zephyr engine allows it to attain speeds of 
  50 miles per hour. 
  Acc/Top Speed: 15/40; Climb: -1
  Toughness: 10 (2); Crew: 1-2; Cost: $2,000
  Weapons: None 
  Notes: The Aero-Car comes equipped with an ejection chair and parachute, 
  activated at the push of a button. 
  Arado Ar68
  The Germans began using this biplane in 1935; it has a ceiling of around 
  27,000 feet and a range of nearly 400 miles. These stats may be used for any 
  high-end biplane fighter. 
  Acc/Top Speed: 20/100; Climb: 0 
  Toughness: 12 (2); Crew: 1; Cost: Military
  Weapons: Twin 7.92mm MG17s (Fixed/Forward, medium caliber heavy 
  machinegun)
  Autogyro
  A prototype of a modern helicopter, the autogyro uses unpowered rotor blades 
  for lift, but a propeller pulls the craft forward. It has a ceiling of about 1000 feet 
  and a range of 150 miles. 
  Acc/Top Speed: 20/50; Climb: -1
  Toughness: 11 (2); Crew: 2; Cost: $10,000 
  Weapons: None, but can be fitted with one rotating machinegun (180° front/
  side firing). 
  Notes: 2 engines (if rotor blades are hit, roll on Altitude Change Table 
  at the start of each round; if propeller is hit, autogyro can only hover or lose 
  altitude).
  
  72 
  Bel Geddes Airliner No. 4
  Norman Bel Geddes designed this streamlined, nine-deck amphibian aircraft 
  complete with passenger’s cabins, a gymnasium, restaurant, dining room, 
  doctor’s office, shops, foyers and crew’s quarters. The ultimate flying vessel 
  rivals the largest airships in opulence and amenities. The Bel Geddes Airliner 
  No. 4 is an enormous flying wing, with 20 engines and a Cavorite outer covering 
  to give it lift. 
  Acc/Top Speed: 20/75; Climb: 0
  Toughness: 22 (2); Crew: 40+600 passengers; Cost: $700,000
  Weapons: None
  Notes: Despite its massive size, the aircraft can both take off and land in water. 
  The craft’s wingspan stretches 525 feet, making it one of the largest aeroplanes 
  in the world. 
  Boeing Model 314 Clipper
  Commonly called the “flying boat” because of its ability to both take off and 
  land on water, the Clipper is the largest commercial aircraft currently available. 
  It has a ceiling of nearly 20,000 feet and a range of over 5000 miles. These stats 
  may be used for any large commercial transport plane capable of landing and 
  taking off from either land or water. 
  Acc/Top Speed: 18/85; Climb: 1
  Toughness: 20 (2); Crew: 4+50 passengers; Cost: $60,000
  Weapons: None, but may be outfitted with a single machinegun on either 
  side.
  Curtiss F9C-2 Sparrowhawk
  Developed specifically for the Navy’s Airship Program, this biplane features a 
  hook device on its top wing which allows it to be launched and recovered from 
  a military airship. This plane has a ceiling of nearly 10,000 feet and a range of 
  around 300 miles.
  Acc/Top Speed: 12/36; Climb: 1
  Toughness: 10 (1); Crew: 1+1; Cost: Military
  Weapons: Twin Lewis machineguns (Fixed Forward, small caliber heavy 
  machinegun) and one rotating machinegun (180° rear/side firing, small caliber 
  heavy machinegun).
  Curtiss JN-4D “Jenny”
  Typical biplane of the Great War, this plane has a ceiling of nearly 10,000 feet 
  and a range of 225 miles. These stats (plus added weapons) may be used for 
  any older biplane fighter. 
  Acc/Top Speed: 10/35; Climb: 1
  Toughness: 10 (1); Crew: 1+1; Cost: Military or $500 (secondary market); 
  Weapons: None, but can be fitted with twin .303 Vickers (Fixed Forward, 
  medium caliber heavy machinegun).
  
  73
  Douglas DC-3
  Popular with airline services, the DC3 has a ceiling of nearly 24,000 feet and 
  a range of 2000 miles. These stats may be used for any small commercial 
  transport plane. 
  Acc/Top Speed: 20/80; Climb: 1 
  Toughness: 15 (2); Crew: 3+15 (sleeper) or 20 (daytime); Cost: $35,000
  Weapons: None
  GeeBee Model Z
  This small aeroplane is popular with stunt pilots and daredevils because of its 
  high speed and maneuverability. Maximum altitude is around 12,000 feet with 
  a range of 100 miles. These stats may be used for any small fast aircraft. 
  Acc/Top Speed: 28/120; Climb: 2 
  Toughness: 10 (2); Crew: 1; Cost: $25,000
  Weapons: None
  Johnston-Reynolds Floating Hotel
  Known stateside as the Johnston-Reynolds Hotel, the line originated as the 
  Air Wolf Zeppelin Tours in Germania where they are still quite popular. The 
  ultimate in airship luxury, it is the state of the art in zeppelin design. The 
  airship caters to the rich and famous who wish to travel in style within the 
  airships twelve luxury suites. With enough space for 24 paying passengers, the 
  Floating Hotel contains a lounge, library, smoking room, and dining room. 
  Armaments are discretely disguised among ornamentations and decorations, 
  but are a necessity to protect against air phantoms and sky pirates. 
  Acc/Top Speed: 10/35; Climb: -2 
  Toughness: 14 (2); Crew: 10 (not counting service personnel); Cost: 
  $120,000
  Weapons: 2 machineguns (180° firing arc, small caliber heavy machinegun), 
  one along either side, 1 machinegun (180° front, small caliber heavy 
  machinegun), 1 machinegun (180° rear, small caliber heavy machinegun). Also 
  carries one fighter aircraft (use F9C-2 Sparrowhawk stats) that is launched and 
  recovered via hook apparatus. 
  Notes: Zeppelins cannot stall; zeppelins can’t make turns of greater than 90 
  degrees in a single round;  critical hits affect only gondola.
  Lockheed Model 10 Electra
  This all-metal monoplane dates from 1934 and is equipped with a retractable 
  undercarriage and a sophisticated gyrocompass for night flying. It has a ceiling 
  of 29,000 feet and a range of over 1000 miles. Smugglers and rumrunners love 
  this plane. 
  Acc/Top Speed: 25/105; Climb: 1
  Toughness: 12 (2); Crew: 2+4; Cost: $35,000
  Weapons: None
  
  74 
  Sopwith Camel
  It has a ceiling of about 20,000 feet and a 300 mile range. Use these stats for 
  typical biplanes of the day. 
  Acc/Top Speed: 15/46; Climb: 1 
  Toughness: 11 (2); Crew: 1+1; Cost: Military
  Weapons: Twin .303 Vickers machine guns (Fixed/Forward, medium caliber 
  heavy machinegun)
  AUTOMOBILES & TRUCKS
  Bucket o’ Bolts
  This is your basic old, beat-up automobile (usually a Ford Model T or Model 
  A). 
  Acc/Top Speed: 5/20; Toughness: 8 (2)
  Crew: 1+1 or 1+3; Cost: $200 (prior to 1930) or $100 or less depending on 
  condition (after 1930)
  Notes: Roll a d6 at the start of each game week. On a result of 5+ your 
  vehicle suffers a mechanical breakdown. Repairs require 2d6 days (unless parts 
  are readily available or able to be salvaged) and cost $5d6.
  Coupe
  This is your standard, relatively inexpensive automobile. Use these stats to 
  represent any mid-priced automobiles such as the Essex Terraplane, the Ford 
  or Chevrolet coupe, the Buick Century, or the Hudson 8 Coupe. 
  Acc/Top Speed: 7/28; Toughness: 10 (3)
  Crew: 1+2 or 1+3 (with rumble seat); Cost: $350
  Dymaxion
  A three-wheeled, aerodynamic, teardrop-shaped car branded as the vehicle of 
  the future. Designed by engineer Buckminster Fuller, the 20-foot long Dymaxion 
  can seat up to 11 passengers and runs on a rear-mounted Aetherio-8 engine. 
  Acc/Top Speed: 10/40; Toughness: 10 (3)
  Crew: up to 1+10; Cost: $15,000
  Limousine
  A good choice if you’ve got money to blow and a driver to shuttle you 
  around. Style, comfort, and luxury are the hallmarks of this car. Many have 
  amenities like a wet bar, a driver intercom, and two rear bench seats facing one 
  another. The Cadillac Fleetwood, Cadillac V-16, and the Chrysler Airflow are 
  representative of this class. 
  Acc/Top Speed: 8/32; Toughness: 12 (3)
  Crew: up to 1+5 (varies by model); Cost: $10,000+
  
  75
  McQuay-Norris Streamliner
  A four-wheeled, teardrop-shaped car with bubble Plexiglas windows and a 
  futuristic appearance, the McQuay-Norris Streamliner offers creature comforts 
  and elegance with cutting-edge technology. Due to its aerodynamic streamlined 
  design and rear-mounted engine, the vehicle can accelerate rapidly.
  Acc/Top Speed: 10/40; Toughness: 12 (3)
  Crew: up to 1+2; Cost: $8,000
  Phaeton
  This one is a favorite of dignitaries and movie stars. Use these stats to represent 
  any fancy high-end vehicle the rich and the famous would be seen driving 
  about in. Examples include the Mercedes Benz SS, the Duesenberg SJ, the 
  Pierce Silver Arrow, and the Rolls Royce Phantom. 
  Acc/Top Speed: 10/48; Toughness: 12 (3)
  Crew: up to 1+4 (varies by model); Cost: $15,000+
  Roadster
  Nothing screams “rich young playboy” like one of these. The perfect vehicle 
  for taking your date for a speedy drive. Use these stats to represent any small, 
  high-performance car such as the Stutz Bearcat, Alpha Romeo Tipo 8C, and 
  the Cord 810 “Blown”. 
  Acc/Top Speed: 13/52; Toughness: 10 (2) 
  Crew: 1+1 or 1+2 (with rumble seat); Cost: $5000+
  Sedan
  The sedan is the preferred vehicle of gangsters and gunmen because of its 
  ability to outrun most other vehicles. Besides, what’s cooler than spraying the 
  coppers with your Tommy gun while riding on the running boards at high 
  speed? Use these stats to represent any large, fast car like the Lincoln Zephyr, 
  the Lincoln KB (V12), and the Studebaker President 8. 
  Acc/Top Speed: 10/40; Toughness: 10 (2)
  Crew: 1+3 or 1+4 (with rumble seat); Cost: $800+
  Truck
  Delivery vans are a common sight on the city streets. Six-wheel designs are the 
  most prevalent and nearly all cargo-haulers have a capacity of at least 3 tons, 
  but rarely more than 6 tons. The Ford Model A pickup, the Ford Model 830 
  pickup, and the Ford Model T utility truck are all commonly seen on the roads 
  of Ravaged Earth. 
  Acc/Top Speed: 5/20; Toughness: 11 (3) 
  Crew: 1+3; Cost: $600+
  Notes: When fully-loaded, the vehicle’s Top Speed is reduced to 30 mph 
  (3/12).
  
  76 
  MILITARY VEHICLES
  Scout Car
  A wheeled, lightly armored vehicle designed for patrols and escort duties away 
  from the frontlines. 
  Acc/Top Speed: 10/20; Toughness: 12 (4)
  Crew: 2; Cost: Military 
  Weapons: M2 Browning .50 (large caliber heavy machinegun), pintle-
  mounted.
  Light Tank
  These stats can be used to represent the typical light tanks of the period, such 
  as the Renault R35, the Panzerkampfwagen II, and the T-26B. 
  Acc/Top Speed: 4/12; Toughness: 16/12/12 (8/6/6)
  Crew: 2-3; Cost: Military
  Weapons: Varies, 20–37mm main gun with 1-2 light machineguns.
  Medium Tank
  These stats can be used to represent the typical medium tanks of the period, 
  such as the Vickers MkII and the T-28. 
  Acc/Top Speed: 2/10; Toughness: 20/16/16 (10/8/8)
  Crew: 3-4; Cost: Military
  Weapons: Varies, 37–76mm main gun with 1-2 medium machineguns.
  Heavy Tank
  These stats can be used to represent the typical medium tanks of the period, 
  such as the MkVIII “Liberty” and the T–35. 
  Acc/Top Speed: 1/8; Toughness: 24/16/16 (12/8/8)
  Crew: 3-5; Cost: Military
  Weapons: Varies, 76mm main gun, 20-37mm secondary gun, with 2-4 
  medium/heavy machineguns.
  MOTORCYCLES
  Fast Motorcycle
  This vehicle is the latest in motorcycle technology, with sleek design and 
  air-cooled, V-twin engine. Use these stats for the latest in single-passenger 
  “speedster” bikes like the Harley-Davidson Model EL (“Knucklehead”), 
  Triumph Speed Twin, or Crocker Big Tank. 
  Acc/Top Speed: 13/40; Toughness: 8 (2)
  Crew: 1; Cost: $450
  Touring Motorcycle
  Although the prototype for this class is a big red motorcycle with a side valve, 
  42-degree V-twin engine and a sidecar that holds one passenger (plus a storage 
  compartment), you can use these stats for your standard “big” motorcycles 
  (including those used by the military) such as the Indian Big Chief and the 
  Harley Davidson 45. 
  Acc/Top Speed: 9/28; Toughness: 8 (2)
  Crew: 1 + 1; Cost: $300
  
  77
  ALTERNATIVE MEANS OF TRAVEL
  Dog Sled
  A team of ten dogs pulls this sled through snow and ice. The dogs aren’t 
  included in the cost. 
  Acc/Top Speed: 3/6; Toughness: 3
  Crew: 1; Cost: $15
  Rickshaw
  Human-pulled rickshaws are mainly used in the Orient. The owner must 
  furnish a driver. 
  Acc/Top Speed: 3/8; Toughness: 5
  Crew: 1+2; Cost: $25
  Rocket Pack
  The rocket pack weighs 20 pounds, and allows the user to travel at speeds 
  of over 100 miles per hour. With a ceiling of about 500 feet and unlimited 
  range, it is an efficient means of transportation. Each hour of continuous usage 
  requires a successful Vigor roll or the operator suffers a level of Fatigue. The 
  device is controlled using the operator’s Piloting skill while performing any 
  maneuvers other than level flight. 
  A rocket pack can carry up to 50 pounds (exclusive of the operator’s own 
  weight) without affecting its performance. In a pinch, up to 200 pounds may 
  be carried; however, doing so halves the device’s normal speed, acceleration, 
  and climb. Carrying extra weight also imposes a -2 penalty on the operator’s 
  Piloting rolls when attempting anything than normal level flight. When the 
  pack is damaged, the operator must make a Piloting roll to land safely. Failing 
  that, the pilot may spend a benny to crash land without serious injury (normal 
  falling damage), though this results in the total destruction of the pack.
  Acc/Top Speed: 12/48 (120 mph); Cost: Mil
  
  78 
  WATERCRAFT
  Airboat
  Airboats are flat-bottomed boats powered by aeroplane propellers and steered 
  using a stick throttle. 
  Acc/Top Speed: 8/24; Toughness: 8 (2)
  Crew: 1+3; Cost: $500 
  Canoe, Raft, or Rowboat
  Basic one-to-two person small craft powered by paddling. 
  Acc/Top Speed: 1/2; Toughness: 8
  Crew: 1+3; Cost: $25+
  Junk
  Used in rivers and waters in and around the Orient. These stats can be used to 
  represent any small sail-powered vessel. 
  Acc/Top Speed: 2/4; Toughness: 8 (1)
  Crew: 1+4; Cost: $250
  Luxury Yacht
  Pleasure boats of the wealthy have a few ornately-appointed rooms and a full 
  crew. 
  Acc/Top Speed: 4/12; Toughness: 12 (2)
  Crew: 1+10; Cost: $60,000+
  Riverboat
  Steam-powered and full of energy, these are the workhorses of the most 
  dangerous waterways the world over. 
  Acc/Top Speed: 2/10; Toughness: 10 (2)
  Crew: 1+5; Cost: $450
  Speedboat
  This is the preferred method of transportation for thrill-seekers and rumrunners. 
  Acc/Top Speed: 12/36; Toughness: 10 (2)
  Crew: 1+3; Cost: $2000
  Submarine
  An enclosed watercraft able to navigate great depths underwater, a submarine 
  is chiefly used for scouting enemy ships.
   Acc/Top Speed: 5/20 (5/10 submerged); Toughness: 15 (4)
  Crew: 5+20; Cost: Military
  Weapons: Deck Gun (2d10), Torpedo (3d10)
  Notes: Heavy Armor
  
  79
  
  80 
  SETTING RULES
  In Ravaged Earth, all player characters are Ravaged. As explained earlier under 
  character creation, somehow or other, Aetherium has altered them and their 
  destiny, separating them from the rest of humanity. This could be something 
  as simple as the fact they are a Wild Card and Aetherium has altered their luck 
  or affected their physical constitution. The setting rules, for the most part, deal 
  with these changes.
  MODIFIED RULES
  The Ravaged are part and apart from humanity. The following mechanics 
  represent how they are anything but ordinary.
  Bumps and Bruises
  With a successful Vigor roll, Fatigue levels sustained from bumps and bruises 
  are automatically removed at the end of the encounter in which they were 
  sustained. If this roll is failed, they are recovered in the normal fashion (i.e., 24 
  hours from the time they were initially sustained).
   
  Edge Requirements
  Wild Cards ignore all Rank requirements for Edges and powers. They must 
  still meet all other listed requirements. The Edges presented earlier list a Rank 
  requirement for reference and comparison only. Powers are described in further 
  detail below.
  The Injury Table
  Permanent injuries inflicted on Wild Cards last only until the end of the session 
  unless the hero gets a result of snake eyes on his Vigor roll. In such cases, the 
  injury truly is permanent!
  Natural Healing
  Wild Cards may make a natural healing roll at the start of each game day.
  Unarmed Defenders
  Wild Cards do not suffer the Unarmed Defender penalty. 
  ARCANE BACKGROUNDS
  The four Arcane Backgrounds in Ravaged Earth (Inventor, Mystic, Psionicist 
  and Superhuman) are used in lieu of the ones found in the Savage Worlds core 
  rulebook. 
  
  81
  EXTENDED TRAIT CHECKS
  Situations often arise when the GM wants a bit more structure on how to 
  handle events taking place over a period of time. He may simply hand-wave 
  the event or offer a flat modifier to the skill roll. Although this is acceptable and 
  practical in most situations, some may feel more comfortable with mechanics 
  to aid in the decision making process.
  An ETC is comprised of three parts:
  Difficulty Modifier: How Hard is the Task?
  These modifiers stack with any others the character may have (such as being 
  unskilled, etc.), but should be a composite of all other variables (environmental 
  and so on). The table can be extended to even more extreme difficulties as 
  desired.
  Depth: How Many Successes are Needed?
  Depth represents how many successes are needed to accomplish something. 
  Obviously, if no roll is involved, this is irrelevant. By default, anything requiring 
  a roll has a depth of one.
  Difficulty
  Modifier
  Trivial
  No roll
  Simple
  +2
  Easy
  +1
  Basic
  0
  Tricky
  -1
  Hard
  -2
  Very Hard
  -3
  Impossible
  -4
  Depth
  Successes Required
  Basic
  1
  Intermediate
  2
  Advanced
  3
  Complex
  4
  
  82 
  Duration: How Long Does Each Trait Check Take?
  Completing an ETC is done like any other Trait check in Savage Worlds — 
  the requisite attribute or skill die is rolled, and modifiers are factored into the 
  equation. Each attempted roll denotes one unit of duration. More than one 
  success can be earned by a single roll. A one on the skill die (regardless of Wild 
  Die) indicates the loss of all accumulated successes. A critical failure indicates 
  bad consequences (to be determined by the GM). A normal failure indicates the 
  passing of one unit of time with no change in progress.
  Structure
  The format for presenting extending checks is as follows: Trait (difficulty/
  depth/duration).
  This integrates into existing materials where a standard roll could be written 
  out in long form as Trait (0/1/1 round) — the action takes one round to 
  attempt with no penalty. Something more complex might be written as Repair 
  (-1/2/1 hour).
  Consequences
  The only time to use Extended Trait Checks is when time matters. Frequently, 
  this is not the case, but in any situation where time is a factor or consequences 
  for failure exist along the way, ETCs increase the dramatic tension.
  Duration
  1 round
  5 rounds
  1 minute
  10 minutes
  1 hour
  12 hours
  1 day
  1 week
  1 month
  6 months
  
  83
  Accomplishing Something
  Here is an example of how this can be used in game:
  A group of heroes are searching for a lost temple in the jungle, and know 
  they’re in the right area. However, finding it is going to be tricky, and dangerous 
  native warriors are also in the area, searching for the group. The GM decides 
  to use Notice (-2/3/1 hour) for the group’s guide to locate the jungle temple, 
  and each five hour interval the natives catch up to them.
  Muwanga (Notice d8) leads the group and makes his first roll at -2 for the 
  first hour. He rolls snake eyes, gets a critical failure, and stumbles right into the 
  group of native warriors. A deadly combat ensues!
  After dealing with the natives, Muwanga picks up the trail again and sets out. 
  He needs to get three successes in four hours (since the first hour was spent with 
  the snake eyes) or they run into another group of warriors. Hour 1: he achieves 
  one success. Hour 2: a one on the skill die – all accumulated successes are lost. 
  Hour 3: he gets two successes. Hour 4: he achieves the final success and the lost 
  temple is finally located.
  Putting it All Together
  These rules provide a clear-cut way for the GM to manage Extended Trait 
  Checks. Simply ask yourself the three questions at the beginning of this section, 
  and list each with a consequence at the end of the time frame. The GM should 
  prepare ETCs ahead of time until familiar with the system, and then use them 
  on the fly as circumstances dictate.
  Let’s review another scenario through this lens:
  The heroes have discovered a ruined Martian flying saucer left over from the 
  Red War of 1898 in the laboratory of a mad scientist. Unfortunately, the same 
  electronic ping that brought the heroes to the hidden island in the Pacific 
  Ocean is bringing a war band of Kor-Ghuth Martians loaded for war. The 
  heroes decide to try and repair the vehicle so they can use it to escape and the 
  GM determines the Martians arrive in three hours, at which point combat will 
  ensue.
  The laboratory has a large number of scavenged parts from various 
  Aetherium-based technologies, though nothing is in perfect working order, so 
  the GM sets the difficulty of the Repair ETC to hard (-2 modifier). He also 
  decides it is an intermediate task: going through the scattered remnants of 
  Martian tech, scavenging Aetherium and repairing the flying saucer is no easy 
  feat, but the previous tenant did some work already (2 successes needed). The 
  roll is presented as (-2/2/1 hour).
  
  84 
  Hour 1: One success. A suitable piece of Aetherium is found in the laboratory 
  and the lead hero has managed to install it into the saucer.
  Hour 2: Critical failure. The Aetherium turned out to be unstable, and burns 
  out when the saucer is turned on.
  Hour 3: The buzz of the Kor-Ghuth war drones in the air is getting louder. 
  A success and two raises are rolled. The mechanic scrambles to replace some 
  parts based on a dismantled saucer and lucks out — the Aetherium power 
  supply whirs to life in the new chassis! The two successes were what he needed 
  to make the roll. Had this roll been made initially, he would’ve been long gone 
  (having discovered the parts and completed the repairs in his first effort).
  Total time spent at the island laboratory: 3 hours.
  Remember: ETCs should serve as an adjunct to the existing system, and not 
  overpower it. (And NEVER tell the players how many successes are needed, 
  just ask them if they want to keep going.)
  
  85
  FORTUNE FAVORS THE BOLD
  Sometimes fate reaps bountiful rewards upon heroes who take great risks. 
  Characters making rolls on any task with a penalty of -2 or greater earn a 
  benny if they’re successful. This rule can be used once per game session. 
  INHUMANLY TOUGH
  The Ravaged rarely die. They may be beaten down only to rise again despite 
  all odds. Heroes who would otherwise die by the standard Savage Worlds rules 
  are Incapacitated instead. The condition typically lasts for 1d6 days at which 
  point the hero can return to action. Any wounds suffered are healed. 
  This doesn’t mean a character cannot die. Some villains and vigilantes go 
  out of their way to dispatch their enemies, earning an ominous reputation. 
  However, self-sacrifice is also a grand pulp tradition Ravaged Earth honors. As 
  such, some deaths are real and resonate in the Hall of Heroes.
  PERFECT TOOL FOR THE JOB
  Wild Cards need a little something to get them out of sticky predicaments. 
  Once per session, they may spend a benny and declare they have the “perfect 
  tool for the job,” even if it’s not listed on their inventory. This includes any 
  mundane weapon (with accompanying ammo, as appropriate) subject to the 
  GM’s approval. 
  PLOT COMPLICATIONS
  Sometimes things don’t always go as planned. The heroes can reluctantly allow 
  a villain to escape or enable a mastermind’s vile plans to come to fruition. For 
  times like these, when the chips are down, the heroes deserve a break. The GM 
  should feel free to give bennies to the heroes to help them succeed in their goals 
  and move the story along.
  SECOND WIND
  Wild Cards are mutated by the alien metal, Aetherium, and are extremely 
  robust. As such, they may spend one benny as a free action to remove one 
  wound per scene. 
  
  86 
  POWERS
  Existing Powers
  Each Arcane Background has a list of powers available to it. You may work out 
  the possibility of access to excluded powers with the GM’s permission.
  A Few Notes…
  When “Attribute” is listed within a power’s description, assume it to mean the 
  attribute that is linked to the hero’s arcane skill. An opposed roll always pits 
  the caster’s arcane skill total against some other Trait. This is annotated as 
  “opposed (Trait)”; e.g., opposed (Smarts). If a Trait other than the arcane skill 
  is used, it will be annotated as “opposed (Trait vs. Trait)”; e.g., opposed (Smarts 
  vs. Spirit), with the caster’s Trait listed first.
  Power Points
  Powers do NOT require or use Power Points. They are not spent to maintain 
  or activate powers. Instead, the character simply makes his arcane skill roll, 
  suffering a -1 penalty for each power he is currently sustaining.
  Arcane Skills
  Arcane skills are the ability to focus and direct arcane powers, depending on its 
  type. When a power is activated, it may remain active until the character drops 
  it, the conclusion of the scene, or until dispelled or disrupted. All powers which 
  are not instantaneous require maintenance as soon as they are activated, making 
  the activation of additional powers more difficult, but not impossible.
  Because Ravaged Earth heroes ignore Rank requirements for powers, they can 
  choose any power available to their Arcane Background. However, advanced 
  powers are more difficult for an inexperienced arcane user to activate, and thus 
  the user suffers a -1 penalty to their arcane skill roll to activate the power for 
  each Rank difference between their character’s Rank and the minimum Rank 
  of the power. For instance, a Novice hero with Arcane Background (Mystic) 
  can take fly as one of their powers, but since the minimum Rank for fly is 
  Veteran, that hero suffers a -2 penalty to their arcane skill roll when activating 
  that power (due to the two Rank difference between Novice and Veteran 
  Ranks). This difference can never result in a bonus (i.e., a character does not 
  gain a bonus for activating a power of lower power Rank than their current 
  character Rank).
  Backlash
  Powers can be both taxing and dangerous to use, and the effects of bad rolls are 
  listed under the mechanics section of each Arcane Background.
  
  87
  Disrupting Powers
  Sustained powers may be disrupted if the character is damaged. He makes an 
  opposed arcane skill roll against the amount of damage taken. If he succeeds, 
  all active powers are fine. Should he fail, his concentration is broken and all 
  active powers fail immediately after the attack is resolved.
  A character who is simply Shaken or who suffers a Fatigue level, on the other 
  hand, must make a Smarts roll to maintain all his powers. Powers shut down 
  automatically if the caster sleeps or is rendered unconscious.
  Maintaining Powers
  All powers with Duration greater than instant may be maintained, but 
  maintenance begins immediately. Normal durations of powers listed in 
  the Savage Worlds core rulebook (and other sources) are ignored. It’s only 
  important to know their Rank and whether they are instantaneous or not. 
  Sustained powers incur a -1 penalty to future arcane skill rolls, but a character 
  may drop any sustained power as a free action.
  Example: Roger has cast armor on himself and another ally, and wishes to cast 
  bolt I at a fleeing villain. He does so at -2 (-1 for each active spell). He can either 
  cast his bolt I at -2 to the roll (for the two sustained powers) or cross his fingers, 
  drop armor on himself or his ally and be at -1, or drop both sustained powers 
  and cast bolt I with no penalties whatsoever.
  Powers with Multiple Effect Levels
  Although Power Points are not in use, characters may still attempt to use 
  increased effects of powers (such as growth/shrink) at a -1 penalty per 
  enhancement. For example, should a novice hero wish to grow three levels, 
  it would be at a -1 (for the Rank difference) and an additional -2 for the two 
  additional size categories beyond the first for a net -3 penalty.
  
  88 
  Changes to Powers
  Blast and bolt are no longer treated as single powers, but are instead broken 
  down into discrete iterations, each with varying degrees of strength. These 
  powers must be purchased individually, hence a hero knowing blast II cannot 
  cast blast I unless he possesses it as well. 
  Blast I
  Rank: Seasoned
  Effect: 2d6 Medium Burst Template
  Blast II
  Rank: Veteran
  Effect: 2d6 Large Burst Template or 3d6 Medium Burst Template 
  Blast III
  Rank: Heroic
  Effect: 3d6 Large Burst Template
  Bolt I
  Rank: Novice
  Effect: One 2d6 bolt
  Bolt II
  Rank: Seasoned
  Effect: One 3d6 bolt or two 2d6 bolts
  Bolt III
  Rank: Veteran
  Effect: One 3d6 bolt or three 2d6 bolts
  
  89
  USING OLD SKILLS IN NEW WAYS
  Intimidation As Interrogation
  Want to pull the facts out of someone? Then Intimidation is key. The character 
  simply makes an opposed roll against his opponent’s Spirit. Since he has to 
  capture a target to even initiate an interrogation, he should start off with a 
  situational modifier of +2 (with other adjustments as the GM sees fit). With a 
  success, the character is able to obtain some minor piece of information, maybe 
  more if the opponent realizes the information could be gained from multiple 
  sources or if the person interrogated is more afraid of what the character can 
  do to them than their boss. With a raise, the character is able to either obtain 
  a major piece of information, if the person interrogated knows anything, or 
  has a willingness to help — treat this effect as eliciting a Friendly result on the 
  Reaction Table (see the Savage Worlds core rulebook). With two or more raises, 
  the person interrogated spills everything they know. An interrogation session 
  cannot be attempted more than once per day on a given hostage.
  Persuasion As Disguise
  Want to disguise yourself? That’s an active use of the Persuasion skill. Taking 
  on an anonymous role requires a basic success. To maintain cover as a specific 
  individual requires a Persuasion roll versus the Notice roll of the person(s) 
  actively engaged. Even if successful in one scene, a new roll is required in 
  subsequent encounters.
  Disguise Modifier
  Situation
  Modifiers
  Proper Disguise
  +2
  Specific Person
  -2
  Person Known to Target
  -6
  Example: Attending a white tie ball at a ritzy mansion, Jack Slade encounters 
  the host, Count Von Mendheim, who has met Lord Barrington (the person 
  Slade is impersonating) before. Slade must now make an opposed Persuasion 
  roll at -6 (+2 for Proper Disguise, but -2 for Specific Person and -6 for Person 
  Known to Target; Total: +2-2-6 = -6) versus the host’s Notice. Luckily for 
  Slade (who makes a successful opposed roll), the Count’s a bit into the booze, 
  and he successfully manages to break away from the conversation before the 
  Count sees through Slade’s disguise. 
  
  90 
  Persuasion As Seduction
  Seduction is used to establish a close romantic relationship with an NPC 
  (usually of the opposite sex) with the intent of changing the NPC’s disposition 
  towards the character. Seduction attempts should be treated as Extended Trait 
  Checks using the Persuasion skill. Each attempt at seduction has a duration 
  of 1 hour, and the difficulty is set by the initial reaction of the target NPC as 
  outlined below. Depth is set by the GM depending on the gullibility of the 
  target (2 being average). If the seducer loses all accumulated successes due to 
  rolling a 1 on the Persuasion skill die, further attempts at seducing the same 
  target suffer a –2 penalty.
  Seduction Modifier
  NPC Initial Reaction
  Base Difficulty
  Hostile
  -4
  Uncooperative
  -2
  Neutral
  +0
  Friendly
  +2
  Helpful
  +4
  Example: Explorer Daniel Connor is attempting to seduce an Amazonian 
  guardian (initial reaction: Uncooperative) in order to get her to give him access 
  to the Queen’s inner sanctum in a lost jungle city. The seduction Extended 
  Trait Check is rated -2/2/1 hour. He must achieve two successes in order to 
  have a successful Seduction. He achieves an 11 with his initial Persuasion roll, 
  so it takes him only an hour to successfully seduce the tall, lithe Amazonian 
  guardian (a success and a raise on the first Persuasion roll, for a total of 2 
  successes).
  Repair As Forgery
  Does the character need to doctor up some papers to get through a checkpoint? 
  The character uses Repair to fabricate, adapt or imitate objects or documents 
  with the intent to deceive. Forged documents are often used to help someone 
  pull off a disguise, as well as supporting information. Should the character 
  have some background dealing with documents, something to work from as a 
  base document, and access to the proper tools, he may attempt to draft travel 
  papers, licenses, identification cards and more. Official papers bear seals and 
  stamps to reduce the risk of forgeries. The Game Master is encouraged to set 
  the difficulty reasonably high. Attempting to make forgeries without the proper 
  tools is done at –2. The tools vary wildly, depending upon the nature of the 
  item in question.
  
  91
  Stealth as Blending
  Does the character wish to blend into a crowd so the guards pass him by? That’s 
  an excellent use of Stealth. This can certainly be modified by appearance (at 
  the GM’s discretion) and definitely by what the character is wearing. More 
  memorable or distinctively dressed people have a harder time blending in.
  Example: Explorer Daniel Connor has left the party, but one of the guests 
  has begun pursuit. Daniel Connor notices his tail as he reaches the market and 
  attempts to lose himself in a group of shoppers wending their way home. Since 
  Daniel Connor is Attractive (–2 modifier) and nicely dressed (–1 modifier), the 
  GM gives a –3 modifier to his Stealth roll. Had he at least a round’s head start, 
  he certainly could have muddied his appearance to help his blending efforts. As 
  it is, his immaculate tuxedo and perfect complexion give him away. 
  The Downside of Standing Out
  A character with any sort of Charisma modifier (positive or negative), uses the 
  absolute value of his Charisma as a penalty when blending in.
  VEHICLE RULES
  The following rules apply only to planes or other vehicles designed for 
  high-speed movement and equipped with weapons systems integral to their 
  construction:
  • Ignore the Speed Kills rule from the Savage Worlds core rulebook. Aircraft 
  were designed to operate at high speeds, and those trained to fly them do not 
  suffer a penalty when doing so.
  • When using weapons integral to the vehicle’s construction (e.g., wing-
  mounted machineguns), the pilot or gunner may ignore the normal Autofire 
  and Unstable Platform penalties as recoil is accounted for in the weapon’s 
  mounting system. Weapons such as a pintle-mounted machinegun for the 
  second-seater in a biplane ignore only the Autofire penalty. A pilot or passenger 
  firing a handheld ranged weapon from the vehicle still suffers both penalties.
  • Pilots and gunners may use the Aim maneuver as long as the Pilot makes no 
  Piloting rolls in the round he is Aiming (i.e., he simply maintains a level flight 
  path). He must fire before making any Piloting rolls in the next round or the 
  Aim bonus is negated.
  
  92 
  PULPSPEAK: STREET TALK
  If you want to be the “bees’ knees,” then you have to learn the lingo! Below 
  you will find a selection of some of the more common slang bandied about in 
  the world of Ravaged Earth.
  Abercrombie: a know-it-all
  Aces: very good
  All wet: mistaken, incorrect, not 
  good
  Amscray: beat it, get out
  And how!: an affirmative expression
  Applesauce: nonsense
  Attaboy (girl): well done
  B-girl: a prostitute
  Baby vamp: a pretty or popular girl
  Bacon: money
  Badge: a policeman
  Banana oil: nonsensical speech
  Bangtail: a racehorse
  Barney: a fixed competition or 
  contest
  Bat your gums: to talk
  Be on the nut: to be broke
  Bean shooter: a small gun
  Bees’ knees: top-notch, great, or 
  excellent
  Beef: a complaint or gripe
  Belly gun: a small gun used for close 
  shots
  Bent: drunk
  Big cheese: an important person
  Big house: prison
  Big sleep: death
  Bing: crazy
  Biscuit hooks: hands
  Blaster: a gun or a hit man
  Bleed: to blackmail
  Blind pig: a speakeasy
  Blow your wig: to be excited
  Bolus: an underworld doctor
  Broad: a woman
  Bombshell: a gorgeous female
  Bootleg: illegal liquor
  Box man: a safecracker
  Brown: whiskey
  Brown plaid: scotch
  Buffalo head: a nickel
  Bumpman: a killer
  Bump off: to kill
  Bunk: untrue, false
  Butter and egg man: a big spender
  C or C-note: a $100 bill
  Cabbage: money
  Cat’s pajamas: excellent
  Chatterbox: a submachinegun
  Chicago overcoat: a coffin
  Chib: a knife
  Chisel: to swindle or cheat
  Clam: a dollar
  Clip: to shoot 
  Clip joint: a rigged gambling house
  Clubhouse: a police station
  Come clean: to confess or tell the 
  truth
  Copper: a policeman
  Creeps: monsters, unnatural entities
  Dangle: to leave or get lost
  Dead presidents: U.S. currency
  Dimbox: a taxicab
  Dip: a pickpocket
  Dirty: on the take
  Dogs: feet
  Double sawbuck: a $20 bill
  Drill: to shoot or kill
  Ducat: a ticket
  Duck soup: easy
  Dutch act: to act cowardly
  Eagle eye: a detective
  Egghead: intelligentsia
  Elbows: the police
  Elephant’s eyebrows: top-notch, 
  excellent
  Erase: to kill
  
  93
  File: a pickpocket
  Filly: a girl
  Fin: a $5 bill
  Finger: to put the blame on
  Five spot: a $5 bill
  Flatfoot: a policeman
  Flat tire: a dull or boring person
  Flim flam: to trick or deceive
  Flippers: prostitutes
  Flivver: a broken-down automobile
  Flophouse: a cheap hotel
  Flyboy: an aviator
  Folding green: paper money
  Foolish powder: heroin
  G: a $1000 bill
  Gams: legs
  Gasper: a cigarette
  Gat: a gun
  Get a slant: take a look
  Gin mill: a place serving liquor
  G-man: a federal agent
  Goldbrick: a loafer, lazy
  Golddigger: a woman after money
  Goon: underworld muscle
  Grab air: put your hands up
  Grease: bribe money
  Grill: to question or interrogate
  Grifter: a con man
  Gumshoe: a private detective
  Gun moll: a female gangster
  Hack: a taxi cab
  Hatchet man: a hit man
  Hayburner: a losing racehorse
  Heater: a gun
  Heebie-jeebies: nervous
  Heel: a petty crook or scoundrel
  Hep: aware, savvy, knowledgeable
  High hat: a snob
  Hooch: alcohol
  Hoosegow: jail
  Hooverville: a shanty town
  Hop fiend: a drug addict
  Hop joint: an opium den
  Ice: diamonds or bribe money
  In the barrel: dead broke
  Iron pony: motorcycle
  Jane: a man’s girlfriend
  Jasper: a man
  Jiggerman: a lookout
  Joe: an average everyday guy
  Jug: a bank or safe
  Jugman: a bank robber
  Juice joint: a speakeasy
  Kajody: a thingamajig
  Kick off: to die
  Kisser: the mouth
  Knock over: to rob
  Know one’s onions: an expert on 
  a subject
  Knucklehead: a stupid person
  Lam: on the run
  Large: $1000
  Lead poisoning: to shoot someone
  Legit: legal
  Lettuce: paper money
  Lid: a hat
  Lousy with: to have a lot of
  Looker: a beautiful girl
  Lug: an oaf
  Marbles: pearls
  Meat wagon: an ambulance
  Mechanic: a card sharper
  Michigan roll: fake money roll
  Milquetoast: a weak or timid 
  person
  Mix up: a fight
  Moola: money
  Moonshine: homemade or bootleg 
  liquor
  Mother Macree: an alibi or sob 
  story
  Mouthpiece: a lawyer
  Moxie: nerve, guts, or chutzpah
  Nance: a sissy
  Nertz: nonsense, euphemism for 
  “Nuts!”
  Nick: to rob or steal
  Nightingale: an informant
  
  94 
  Nod guy: a “yes” man
  Nuthouse: an asylum
  Off the track: insane
  Operator: a con man, thief, or 
  pickpocket
  Orphan paper: a bad check
  Owl wagon: an all-night diner or 
  restaurant
  Oyster berry: a pearl
  Packing heat: carrying a gun
  Pally: a friend or chum
  Palooka: a poor fighter
  Paper hanger: a counterfeiter or 
  check forger
  Parlor house: a brothel
  Patsy: a fall guy
  Payola: graft
  Peanuts: small time
  Peepers: eyes
  Peg: to identify someone or 
  something
  Picture gallery: a mug shot book
  Piker: an overly thrifty person
  Pill peddler: a doctor
  Pinch: to steal or arrest
  Pip: a great person or thing
  Poke: a wallet, bankroll, or stake
  Put on ice: to kill
  Put the bite on: to blackmail
  Put the screws to: to interrogate
  Rags: clothing
  Ravaged: Altered by Aetherium
  Ratface: sly or untrustworthy
  Red: Martian
  Red dirty: Martian sympathizer
  Redeye: bad booze
  Repeaters: loaded dice
  Rip: a disreputable person
  Rock candy: diamonds
  Rough up: to beat up
  Roust: to arrest
  Run a sandy: to trick or deceive
  Rutabaga: unattractive female
  Sawbuck: a $10 bill
  Scalp doily: a toupee
  Scratch: money
  Shamus: a detective
  Shellacking: a beating
  Shylock: a loan shark
  Simoleon: one dollar
  Sin hound: a chaplain
  Skirt: a female
  Snack: an easy victim
  Snipe: a cigarette
  Snooker: to swindle
  Snort: a drink of liquor
  Square: honest, truthful, on the level
  Sticker: a knife
  Stool pigeon: an informer
  Take a powder: to leave
  Take the bounce: to get kicked out
  Tarantula juice: bootleg liquor
  Tell it to Sweeney: I don’t believe 
  you
  Ten spot: a $10 bill
  Throw a Joe: to pass out
  Tighten the screws: to intimidate
  Toots: a girl or woman
  Trip for biscuits: a failure
  Trouble boys: gangsters or thugs
  Typewriter: a submachine gun
  Uppers: unemployed or broke
  Vamp: a flirtatious female
  Vick: a convict
  Wear iron: to carry a gun
  Weasel: an informer
  Wet: foolish, stupid, idiotic
  Wheelman: the driver of a getaway 
  car
  Whistle bait: a pretty woman
  XX: to double cross
  Yank: a waste of time
  Yardbull: a prison guard
  Yegg: a safecracker or robber
  Yodeler: an informant
  You and me both: I agree
  Zap: to kill
  
  95
  
  96 
  THE RAVAGED WORLD OF 1936
  The world of Ravaged Earth is one of excitement, adventure, danger, intrigue, 
  and mystery, all rolled up into one explosive package. The Red War of 1898 has 
  forever altered the world, creating a distinct setting both unique and strangely 
  familiar.
  WHAT HAS COME BEFORE
  The world was not always Ravaged, so a keen eye must be made to consider 
  what events have transformed it to its present state.
  THE WAR OF THE WORLDS
  In 1898, invaders landed on Earth in an event known at the time as the War 
  of the Worlds and over the years became more commonly known as the Red 
  War. Reports of meteorites landing on the outskirts of London, New York, and 
  Paris attracted little attention except from the more curious members of the 
  press, local astronomers, and a few oddball eccentrics preaching the imminent 
  demise of civilization. However, when it was finally revealed the meteorites 
  were spacecraft containing creatures from another planet, mass hysteria soon 
  followed.
  At the time of the Martian invasion, the United States was nearly defenseless. 
  With most of its troops engaged in the Spanish-American War, the deadly 
  heat-rays of the Martian’s three-legged war machines incinerated thousands 
  with relative ease. Local militias and reserve troops fought valiantly, but their 
  efforts were in vain. Within hours of the landing, huge sections of New York 
  City were decimated.
  London fared almost as poorly. Queen Victoria and the members of 
  Parliament were evacuated from the city. Martian redweed choked the Thames 
  and thwarted the Royal Navy. The Army did what it could, but its efforts proved 
  futile. The Empire was on the verge of collapse.
  In Paris, the Martian heat-rays melted half of the Eiffel Tower, destroyed the 
  Arc de Triomphe, and laid waste to most of the city. Many took to the sewers in 
  an attempt to escape the devastation. Unfortunately, the invaders had already 
  planned for that eventuality. The city seemed doomed.
  Then a strange thing happened. One morning all was quiet. Humanity 
  emerged from hiding to find the lifeless bodies of the invaders sprawled beside 
  their inanimate war machines. What had happened?
  Within days it was revealed a common bacteria had been the cause of the 
  Martians’ sudden demise. Without any fanfare, and only three weeks after it 
  had begun, the War of the Worlds came to an abrupt end, and humanity was 
  given a second chance.
  
  97
  Aetherium
  Aetherium, that strange force which powered the Martian’s war 
  machines and provided them their incredible strength and vitality, is 
  also what makes humanity’s greatest dreams and worst nightmares 
  possible. An alien metal that can be used to manipulate reality by those 
  who are aware of its existence, and possess the knowledge needed to 
  unlock its secrets, Aetherium has always been here, leading some 
  to postulate the Martians had previously visited Earth. However, 
  prior to the invasion, it was only present in small amounts, restricted 
  to areas known for strange or supernatural occurrences. Few knew 
  of its existence, and even fewer understood how to manipulate it. 
  No one knew what it was truly capable of. Aetherium’s abundant 
  presence on Earth eradicated the common germs which killed the 
  invading Martians in 1898. Martians visiting Earth are now more 
  resilient and robust, with heightened senses and powers.
  Today, although Aetherium’s effects are more widespread, it is still 
  an unknown quantity to the Average Joe. As a means of powering 
  strange scientific devices, it is viewed much like electricity — 
  everyone knows what it is; however, few actually understand where it 
  comes from or how it works, and most give it only a passing thought. 
  Those who have directly felt its effects — scientists, super humans, 
  psionicists, and magicians — are the only ones that have any real 
  understanding of its true power, both for good and evil.
  Along with Aetherium, mankind found another scientific boon in 
  Cavorite, a strange, lighter-than-air metal discovered by Dr. Joseph 
  Cavor in 1899. Cavorite has anti-gravity properties and actually 
  hovers, making it a logical building material for aircraft. Cavor 
  himself constructed a sphere of Cavorite and set off for the moon 
  in 1901. Mysteriously, the scientist never returned, speculating his 
  much-publicized endeavor was a hoax. Most Cavorite production 
  occurs primarily in Great Britain and Germany, with the United 
  States a distant third.
  
  98 
  THE GREAT WAR BETWEEN THE NATIONS
  Ten years after the Martian invasion, the world was well on its way to recovery. 
  Nations rebuilt, commerce soared, and the resultant prosperity helped entire 
  populations live better than they had ever done so before. People were happy 
  and the threat of another invasion from the depths of space was largely ignored 
  by a progressive and peaceful society.
  Opening Moves
  Both the Kaiser in Germany and the Grand Turk of the Ottoman Empire 
  had designs of world conquest. Understanding that together they had a 
  better chance of achieving their individual goals, they formed an alliance. 
  In 1914, Germany was importing and using more Aetherium than any other 
  country, with supplies smelted from fallen Martian vehicles and transported 
  from North Africa by boat and train to Berlin. When several shipments of 
  German-purchased Aetherium went missing, the Kaiser decided to flex his 
  muscles and “borrow” the shipments from other nations, mainly Belgium and 
  France, while cutting the Ottoman Empire and Bulgaria in on a percentage of 
  the lifted Aetherium. Employing Aetheric-powered aeroplanes and tanks, as 
  well as lethal gas attacks, they won victory after victory. Their advance seemed 
  unstoppable. England, France, and Russia were drawn into the conflict. The 
  Great War Between the Nations had begun.
  The United States Enters the War
  Many looked to the United States and hoped for aid; however, few expected it, 
  for President Wilson had strong isolationist beliefs and the majority of Congress 
  supported his policies. While the rest of the world tore itself asunder due to 
  Aetherium, the United States remained neutral. An intercepted communiqué 
  from Germany changed all that. The message, known as the Zimmermann 
  Telegram, urged the Mexican government to throw their lot in with the 
  Kaiser. Bolstered by this new ally, the Mexicans launched daring raids on the 
  southwestern United States. General Pancho Villa’s Division del Norte met 
  severe resistance by American General John Pershing’s forces. 
  Realizing Germany’s economy was wholly mobilized for war, and they were 
  able to turn out a nearly endless supply of war materiel, the United States 
  responded by building bigger tanks and faster aeroplanes. These weapons, 
  which were used successfully in the Meuse-Argonne offensive of 1918, caused 
  Germany to counter with a desperate flamethrower attack at Ypres. In the end, 
  the industrial might of the United States won out, allowing the Allies to emerge 
  victorious.
  
  99
  The Treaty of Versailles
  Unfortunately, victory came at the cost of several million dead. Entire regions 
  were turned into desolate wastelands, many of which have yet to recover. 
  Countries collapsed as new ones sprung up in their stead. The political and 
  geographical landscape of Europe was changed forever.
  The Great War Between the Nations ended in 1919 with the signing of 
  the Treaty of Versailles. Germany was forced to completely disarm and was 
  restricted to developing technology bereft of the taint of Aetherium. The treaty 
  put considerable constraints on Turkey, and the Ottoman Empire, unable to 
  support itself any longer, collapsed within the year.
  The League of Nations
  The treaty also called for the creation of an international arbitration 
  organization, designed to allow member states to discuss their grievances and 
  concerns in an open forum in return for pledging to abide by the decisions of 
  the voting members. Headquartered in Geneva, Switzerland, the League of 
  Nations currently has 59 member states. The United States Congress refused 
  to ratify the portions of the Treaty of Versailles that referred to the League’s 
  formation and, thus, the United States is not currently a member.
  The Golden Age
  With the Great War over, Americans experienced a newfound zest for life. 
  The 1920s were a decade of prosperity and growth. Industry boomed all over 
  the country, new inventions were being created daily, and as a result of the 
  emergence of a vigorous consumer economy, cities like New York, Chicago, 
  and Los Angeles expanded as their populations grew by leaps and bounds.
  On Wall Street, stock prices soared. Mass-production made many items and 
  goods formerly considered luxuries affordable and available to the average 
  citizen. Millionaires held lavish parties at their Long Island summer homes, 
  jazz music took the nation by storm, and the problems of Europe seemed a 
  distant, fading memory.
  The Great Depression
  On October 29, 1929, a date many remember as “Black Tuesday,” the stock 
  market crashed and signaled the start of what folks now refer to as the Great 
  Depression. Businesses failed and millions lost their jobs. Farmers and rural 
  areas suffered as crop prices bottomed out. Areas dependent on mining and 
  lumbering were perhaps hardest hit when demand for their resources fell 
  sharply and it was realized there were few economic alternatives available. 
  Thanks to Prohibition, organized crime now controls many aspects of the 
  faltering economy.
   
  
  100 
  The Demon Rum
  Prohibition — the federal law that made it illegal to manufacture, sell, or 
  transport alcoholic beverages in the United States — was ratified as the 18th 
  Constitutional Amendment in 1920. It’s still on the books, but most people 
  support its repeal.
  Perhaps the most vocal of this latter group is the Anti-Saloon League, 
  currently led by Reverend Bartholomew Horton. These evangelicals have 
  groups in every city across the country and have no qualms about hassling and 
  bullying anyone who mentions repealing Prohibition.
  Organized crime also has an interest in keeping Prohibition in place. After all, 
  they’re getting rich by smuggling alcohol into the country and selling it to any 
  who are willing to pay their exorbitant prices.
  Reality Check 
  Unlike our world, where Prohibition’s repeal came in 1933, in Ravaged 
  Earth things play out differently. The Volstead Act and the 18th 
  Amendment to the Constitution are still enforced in 1936, thanks to 
  a robust criminal underworld. To ensure their power base, organized 
  crime bought off elected officials, judges, and police officers as a way 
  of keeping Prohibition on the books. Mob kingpins such as Al Capone 
  and Lucky Luciano thrive on importing and distributing illegal hooch, 
  and if alcohol sales and consumption were legalized, these criminal 
  empires would suddenly lose a large chunk of money and influence. In 
  Ravaged Earth, the mid-1930s are not a time to kick up your heels and 
  celebrate with a drink in America, but to slink into a speakeasy under 
  the cover of darkness and purchase over-priced, watered-down hooch 
  from a bootlegger.  
  
  101
  The Bonus Army
  In 1932, a group of Great War veterans, calling themselves the Bonus 
  Expeditionary Force, demanded Congress amend the War Adjustment Act 
  to give them compensation for their service. The Act, originally enacted in 
  1924, promised veterans service pay in 1940. However, as a result of the Great 
  Depression, the veterans wanted their money now, and insisted Congress 
  change the law. Congress refused, so the veterans, calling themselves the Bonus 
  Army, marched on Washington 15,000 strong, and established a massive 
  shantytown on the National Mall.
  The House of Representatives approved a bill incorporating the veterans’ 
  changes, but the legislation did not survive the Senate. This enraged the down-
  and-out veterans, and prompted them to riot. When the police could not 
  disperse the mob, President Hoover called on Army Chief of Staff Douglas 
  MacArthur to mobilize the troops and begin burning down the veterans’ 
  shacks and huts.
  The Bonus Army needed a miracle and it got one in the form of Captain 
  Henry Calhoun, a celebrated veteran of the Great War. Calhoun confronted 
  MacArthur and after a brief discussion, the troops were withdrawn. Within the 
  hour, the veterans were granted permission to remain on the Mall. Congress 
  opened an emergency session of both houses and by the end of the day, the 
  veterans’ requests had been granted. To this day, what was said between 
  Calhoun and MacArthur remains unknown.
  The Death of Roosevelt
  Franklin Delano Roosevelt won the presidential election in 1932, campaigning 
  under the slogan “A New Deal for the American People.” Promising jobs for 
  ordinary Americans, an end to the Great Depression, and an end to Prohibition, 
  it’s not surprising he won by a landslide.
  In February 1933, President-elect Roosevelt toured Miami with the Mayor 
  of Chicago, Anton Cermak, at his side. He made a quick unscheduled stop 
  to give a speech in Bay Front Park. As he greeted supporters and well-wishers, 
  an assailant (later identified as Giuseppi Zangara, an unemployed bricklayer) 
  shot him twice in the chest and once in the head. By the time the ambulance 
  arrived, Roosevelt was dead. Zangara was arrested, and after a quick trial, 
  incarcerated at Alcatraz.
  President “Cactus Jack” Garner
  Roosevelt’s running mate, Jack Garner, was in Washington, D.C. when he 
  received the news of the assassination. The patriotic Texan, known to his 
  friends as “Cactus Jack,” gave an impassioned speech promising to continue 
  the slain leader’s legacy and make good on his unfulfilled promises.
  A few oddball conspiracy theorists claim organized crime had something to do 
  with Roosevelt’s assassination. One theory had Cermak as the real target and 
  Zangara simply botched the job by shooting the wrong man. Some promote 
  the notion Zangara was just a patsy, and that Frank Nitti, one of Capone’s 
  boys, was the real triggerman. Some even go so far as to suggest Garner and 
  the Director of the FBI, J. Edgar Hoover, are somehow involved.
  
  102 
  Federal Bureau of Investigation
  J. Edgar Hoover was appointed director of the Federal Bureau of Investigation 
  on May 10, 1924. Its headquarters, located within the Department of Justice 
  building in Washington, D.C., serves as the command center for the dozens 
  of field offices it maintains throughout the country. The goals of this fledgling 
  organization are to investigate federal crimes and bring the new breed of 
  criminals responsible for them to justice. In its first year, Hoover established 
  the Identification Division (ID), responsible for gathering fingerprint files 
  throughout the country. The ID was soon expanded into the state-of-the-
  art Criminal Investigation Division (CID) which is now considered the most 
  technologically-advanced criminal investigative laboratory in the world.
  Supernatural Protection Act
  In 1933, President Garner signed the Supernatural Protection Act, which 
  created a special division within the FBI to investigate paranormal incidents. 
  Eliot Ness, the former Treasury Department agent who nearly busted Al 
  Capone, heads this secretive division, known only as Division X, but is more 
  commonly called the “Creep Squad.” Ness answers directly to Hoover and 
  Garner, a fact that makes the other federal agencies a bit jealous.
  Martian Vigilance
  By executive order, President Garner declared the United States to be under 
  a constant state of readiness against Martian invaders in response to a 1935 
  attack on New York City. In a speech before a joint session of Congress, 
  Garner said all Americans should do their part to defend their homes and 
  property against the “wrathful other-worlders,” and advocated the House and 
  Senate pass a war appropriations bill for upgrading military equipment and 
  vehicles. Congress passed the bill and Garner signed it in late 1935. Every town 
  in America has a Martian Vigilance Committee where citizens keep watch 
  for anything out of the ordinary. This extraterrestrial paranoia led some to 
  denounce the government as practicing fear-mongering during a nationwide 
  crisis.
  
  103
  Science for the Future
  Nikola Tesla, a Serbian immigrant and arguably the smartest man on Earth, 
  helped create many of the weird gadgets in use today. An electricity pioneer in 
  the decade prior to the Red War, his alternating-current dynamos so impressed 
  industrialist George Westinghouse that he bought the patent rights and made 
  Tesla an overnight celebrity. With the money from the sale, Tesla was able to 
  continue conducting his esoteric research.
  Tesla says he knows much about the Martians who attacked Earth; they call 
  themselves the Kor-Ghuth and are members of a vast empire encircling Mars. 
  The old man also claims there’s a peaceful Martian civilization called the 
  Aetherians, upon which the Kor-Ghuth are waging a war of extermination. 
  Tesla maintains these Aetherians developed Aetherium, the Martian metal 
  everyone is fighting over.
  After learning about Aetherium, Tesla and many other scientists went on 
  to create wondrous inventions designed to harness its amazing power. These 
  scientists built futuristic devices such as ray guns, rocket ships, and hovercraft. 
  Not surprisingly, soon after they displayed their first prototypes, the government 
  was knocking at their doors.
  Institute for Modern Scientific Research
  Most of these early pioneers willingly began working for Uncle Sam, designing 
  and modifying their inventions for military use, but there were a few who 
  felt an obligation to share this new technology with the world at large. They 
  sent their blueprints to colleagues known to operate outside of government 
  circles, hoping they would be used for society’s advancement rather than its 
  destruction.
  These colleagues, sharing the same altruistic spirit of their federally-employed 
  brethren, founded the Institute for Modern Scientific Research (IMSR). 
  Located in New York City, the Institute is now home and workplace to some 
  50 philanthropic scientists of exceptional merit. A distinguished scholar, Dr. 
  Winston Grainger, heads the organization. New applicants must undergo a 
  rigorous screening process and, if accepted, are given living quarters, a monthly 
  stipend, access to scientific data, and a cutting-edge laboratory in which to test 
  their designs.
  Although credit is always given to the individual inventor or inventors, all 
  of the devices created by IMSR members are considered the property of the 
  Institute. It is through the royalties received on these patented inventions that 
  the Institute funds itself, thus remaining free of corrupting outside influences, a 
  fact of which its members are justly proud.
  
  104 
  A Superhumanity
  When the Martians invaded Earth, everything changed, including humans. 
  Certain individuals began to mutate — their bodies developed odd and 
  unusual enhancements, collectively known as super powers. One man went 
  to bed a milquetoast bookworm and woke up a fearless crimefighter with the 
  ability to fly. Of course, not all changes were so dramatic. Most changes simply 
  allowed those affected to perform physical and mental feats beyond the limits 
  of normal humans. People began calling these individuals “the Ravaged,” a 
  name that stuck with national newspapers.
  Operation Hercules
  With the sudden outbreak of the Ravaged criminal elements and fears of 
  how their ilk could affect mankind, Congress got funding to enact Operation 
  Hercules. Headquartered in an advanced facility in Laramie, Wyoming, some 
  of the brightest minds in the military are developing and training the talents of 
  their Ravaged recruits to counteract any renegade Ravaged threat. Currently 
  they have somewhere between twenty and thirty willing participants, with 
  twice that number in holding, still being assessed. President Garner gave the 
  project a go ahead after learning Adolf Hitler was training an elite cadre of 
  super soldiers.
  Strange Powers of the Mind
  The mind is a strange thing. A mind “touched” by Aetherium can bend 
  metal, transport objects through the air, and even cause someone to burst into 
  flames. Psionics is the technical term for these strange mental powers, and 
  those disciplined individuals capable of using them are known collectively as 
  psionicists. There is no typical psionicist. Some affect the dress and mannerisms 
  of sideshow magicians and call themselves mentalists, while others study 
  convoluted Eastern philosophies and style themselves “swamis,” and yet others 
  perfect their abilities just enough to win at the track or the card table.
  The most interesting and well-known psionicists are the followers of the 
  enigmatic Captain Henry Calhoun, a veteran of the Great War hailed by 
  many as the savior (and general) of the Bonus Army.
  Circle of Wonder and Light
  Calhoun is the leader of a strange organization known as the Circle of Wonder 
  and Light, an informal conglomeration of hobos and down-and-out veterans 
  who have learned to tap their mental potential. They see him as both leader 
  and teacher.
  Calhoun’s teachings — a mixture of Zen and Buddhist philosophy designed 
  to open the mind to the infinite possibilities of the universe — stress the 
  abandonment of material goods and the elevation of service to others over 
  the needs of oneself. His followers live as hobos, traveling by “hopping the 
  rails,” doing odd jobs in return for a bit of food, and putting their heads down 
  wherever they find themselves when the sun sets. Though frequently shunned, 
  people come to respect the grace and dignity of these railcar knights who could 
  command others with a mere glance but follow a nobler path instead.
  
  105
  The Ravaged Earth Society
  Partly because of the persecution they were facing, and because of an 
  overriding desire to use their powers for good, many Ravaged have banded 
  together, forming what they call The Ravaged Earth Society, or simply The 
  Society for short. A loosely-knit organization, chapter houses have sprung up 
  in most major American cities with one sole purpose in mind: to battle crime 
  and the forces of darkness. Apparently, the Ravaged are hoping to prove once-
  and-for-all they are not a threat to humanity.
  Rocket Rangers
  Robert Goddard’s successful experiments with liquid-propelled rockets in 
  1926 brought him to the forefront of the emerging technology, allowing him 
  to create a device capable of propelling a trained individual through the air at 
  speeds exceeding 100 miles per hour. 
  The World Rocket Corps (WRC), touted as “The Law Enforcement Agency 
  of the Future,” was founded in 1933 by Goddard, RAF Squadron Leader 
  Montgomery ‘Monty’ Lockwood, and U.S. Army pilot Captain Eugene Spratt. 
  It became an official law enforcement agency in early 1934, and its slogan, “At 
  the Speed of Need,” is now a well-known rallying cry. Recently, the League of 
  Nations acknowledged the Corps’ global authority as extending to “wherever 
  danger and lawlessness lurk unchecked.”
  Rocket Rangers operate out of military bases and less formal HQs scattered 
  around the globe.  Though the uniforms worn vary in style from nation to 
  nation, one constant remains the same – the Jupiter Engine. This fantastic 
  invention contains a core component of Aetherium and has allowed man to 
  attain previously unimaginable heights and speeds. Intense training is required 
  to properly use these devices, along with a Hutchings Rebreather Apparatus 
  (or HRA). Some rocket pack units, like those used in the United States, also 
  feature an atmospheric rebuffering system better known as the “Dead Man’s 
  Fall,” which allows the device to safely land should the user fall unconscious. 
  Once these devices got into the hands of soldiers, however, men will be boys 
  when it comes to their toys, and in the United States the various units of highly 
  trained aeronautic professionals have already given themselves nicknames or 
  have earned some claim to fame in the boundless battlefields of the skies. 
  Sky Pirates
  The modern age has seen the rise of the aviator: men and women who brave all 
  kinds of dangers while piloting their aeroplanes, autogyros, and airships across 
  the skies. However, along with the good, you also get the bad. Flying buccaneers 
  ply their despicable trade in huge zeppelins, complete with onboard hangars 
  for their aeroplanes. When they see a passenger airship, they board their planes 
  to attack them in mid-air, usually crippling their target before boarding and 
  pilfering any valuables. The most famous (or infamous, depending on your 
  point of view) sky pirate is Captain Lincoln Murdock, who commands the 
  Brotherhood of the Clouds, a crew of aviators stationed aboard the Black 
  Mariah, an immense airship filled with looted aircraft.
  
  106 
  Rocket Teams 
  Finn’s Flyers: The “fighting Irish of the air,” this unit is based in 
  Boston and patrols New England. 
  Hale’s Hellions: Named after British rocket pioneer William Hale, 
  the Hellions are headquartered in London and are one of the largest 
  rocket brigades in Europe. 
  Jumpin’ Jupiters: Known as the luckiest of the lot, the J2 has seen 
  a lot of action along the east coast, and is responsible for the safety of 
  Washington, D.C. and the President. 
  Sky Devils: Mainly comprised of former Navy and Marine pilots, this 
  rough and tumble unit is frequently at sea, and sees a lot of action. They 
  are responsible for getting early warnings back to the U.S. mainland.
  Squadron Seven: An elite unit comprised of seasoned men who have 
  engaged the enemy and returned unscathed. No one gets into S7 green. 
  Their base is Sky Command, a constantly moving operational center 
  whose exact location is restricted. 
  War Angels: Based out of Randolph Airfield in Texas, this unit is chiefly 
  responsible for maintaining the airspace along the southern border and 
  trains new recruits. 
  Other non-combat units exist, some of which include women in their 
  ranks:
  Ripley’s Racers: An intelligence gathering and communications unit 
  based out of Hawaii, they are often used as adjuncts to other units and 
  are couriers of sensitive information. 
  The Bombshells: More than a simple PR stunt to gain support 
  among the people pushing for more funding into the WRC, this unit is 
  comprised of highly trained - and highly attractive - medical personnel. 
  
  107
  
  108 
  LAY OF THE LAND
  Adventure and excitement lay around every corner of Ravaged Earth, and 
  following is a whirlwind tour of the most famous and exciting locales a group 
  of heroes might visit.
  THE UNITED STATES OF AMERICA
  The United States has proved itself time and again as a capable nation of 
  free-spirited individuals, a melting pot of other cultures from which spring 
  tremendous advances in science, technology, and welfare. And in the wake of 
  the Martian invasion of 1898 and the Great War, pride in the American nation 
  has only swelled.
  New England
  The twisted wilderness, ancient mountains, and overgrown cemeteries of New 
  England shelter many eldritch horrors. The histories of northern Massachusetts, 
  southern New Hampshire, Vermont, and Maine are rich with legends of horrific 
  monsters, dreary haunted houses, and ghastly cults performing unspeakable 
  rituals. From shadow-haunted Innsmouth with its rumors of a wretched cult, 
  to the home of the American branch of the Academy of Prestidigitation and 
  Conjuration in Salem, New England serves as a hotbed of local superstition 
  and mysterious arcane doings.
  New York City
  Also called the Big Apple, New York City is America’s most populated and 
  technologically-advanced city. With 18,000 policeman, 60 daily newspapers, 
  and more telephones than London, Paris, and Germania combined, New York 
  is the cultural capital of the United States, perhaps the world. In addition to 
  reconstructing neighborhoods demolished by the 1898 invasion, the city has 
  also built many new roads and bridges, and now has a very futuristic feel to it: 
  aeroplanes soar overhead at all hours of day, an elevated roadway carries traffic 
  above the old streets, and zeppelins make regular use of a mooring station 
  located atop the Empire State Building.
  While not as well-known for its criminal underworld as Chicago, organized 
  crime flourishes in New York City under the watchful eyes of Italian immigrant 
  Charles ‘Lucky’ Luciano and his partner, Meyer Lansky, a Jewish gangster and 
  financial wizard. The pair have organized New York’s most notorious criminal 
  families — both Italian and non-Italian — into a massive syndicate, operating 
  out of Atlantic City, New Jersey. Composed of five “families,” each ruling a 
  specific territory within the city, the Syndicate is, as Lansky is famous for saying, 
  “bigger than the U.S. Steel Corporation.”
  In 1935, a Kor-Ghuth cylinder crashed in Central Park and sent a plume of 
  smoke billowing for miles in the sky. The National Guard cordoned off the 
  park, but was unable to defend itself as three tripods emerged from the crater 
  and blasted the soldiers.
  
  109
  The Kor-Ghuth vaporized many buildings in the Upper West Side and 
  Morningside Heights before finally succumbing to a combined counterattack 
  led by the Rocket Rangers, Air Squadron, and various superhumans. The 
  conflagration burned for a week, leaving the fire departments to battle the 
  green blaze. 
  The Deep South
  The mosquito-infested Bayou, the cypress-choked Everglades, the Big Thicket 
  south of Pinebox, Texas, and the rambling back hills of the Appalachian 
  Mountains are alive with vile cults and frightening beasts. Cajuns in Louisiana 
  tell tales of a swamp monster, a shambling, hairy creature dwelling in the Bayou 
  that has been blamed for the mysterious disappearances of several hunters. 
  Rumors abound of witches who use animals and plants growing in the humid 
  swamps as ingredients in their magic potions, and curse anyone who stumble 
  upon their remote shacks. Many tales are told of voodoo priests, said to possess 
  the power to reanimate the dead as well as summon spirits to carry out their 
  dark plans. Yet not all of the dangers are supernatural: alligators, panthers, 
  wolves, and venomous snakes inhabit both the dark wetlands and the caverns 
  riddling the fetid lands surrounding them.
  The Kingfish
  The real power in the Deep South comes from Baton Rouge, where 
  Huey Long reigns. Known locally as “The Kingfish,” Long is Louisiana’s 
  former governor and current Senator. Long supported President 
  Garner, but when the president failed to nominate him for a coveted 
  federal position, he turned against him, criticizing his policies, making 
  unfounded allegations of wrongdoing, and finally announcing he would 
  one day run against him for president. In 1935, an assassin shot and 
  nearly killed Long. Miraculously, Long survived, but blames Garner for 
  the assassination attempt. Whether the outspoken populist will still run 
  for president is only speculation at this point.
  
  110 
  The Dust Bowl
  A series of dust storms and record-setting low rainfall have devastated farmers 
  in the Midwest. From Texas to the Dakotas, blight has settled upon the land. 
  Dust storms and tornadoes are commonplace, and many family farms have 
  folded and moved west. Entire towns have suddenly disappeared in the wake 
  of the drought. Tales of wasted corpses drifting into towns, spewing forth dust 
  from their mouths, and preying on the living are becoming more common.
  Some especially paranoid farmers claim the dust storms are more sinister 
  than the tales would have you believe. They say the storms are actually alive, 
  feeding on human misery and attacking certain areas repeatedly, reducing the 
  acres to barren wasteland. Many naysayers dismiss such tales as superstitious 
  bumpkin talk, but there are those who believe, and even those that have their 
  doubts often agree there is more to it than meets the eye.
  Chicago
  Probably the strangest thing to occur in the United States in recent years 
  happened in Chicago, when in 1934, a weird black cloud formed over the city. 
  This swirling black mass still hovers for ten miles around the city, blocking out 
  all sunlight and plunging the area into near-total darkness. Literally overnight, 
  Chicago went from being known as the Windy City to being known as the 
  City of Eternal Night. Nobody knows why or how the dark cloud formed, but 
  consequently, crime has increased to epidemic proportions.
  The former Windy City is rife with corruption — the cops, city hall, the judges 
  — they all bow to the almighty dollar. Despite this morally reprehensible civic 
  structure, and the fact the city has the distinction of the nation’s highest murder 
  rate, Chicago is a burgeoning industrial powerhouse. Factories, machine shops, 
  warehouses, and manufacturing plants produce goods and move freight on a 
  mammoth scale. There’s a lot of money tied up in this town.
  Al Capone
  The most powerful gangster in America, Alphonse ‘Scarface’ Capone 
  oversees a criminal empire dominating Chicago, parts of New York 
  City, and a tiny sliver of the Nevada desert known as Las Vegas. His 
  army of goons, mooks, and palookas numbers in the thousands, and 
  he has the cash to pay them all with a personal fortune worth an 
  estimated $900 million. Old Scarface seems to be proving crime pays 
  extremely well when handled in a business-like fashion. With interests 
  in many diverse criminal enterprises — bootlegging, rum running, 
  gambling, prostitution, drug trafficking, money laundering, real estate 
  schemes, and extortion — Capone controls an army of lawyers, 
  several police precincts, federal judges, and even a few Congressmen.
  
  111
  The Free State of Jefferson
  Residents of Northern California and Southern Oregon are staging a 
  “patriotic secession” and forming their own state. Citing bad roads, inadequate 
  infrastructure, and the lack of official assistance from the governments of 
  Oregon and California, the residents of four counties in southern Oregon and 
  three counties in northern California have banded together to form the Free 
  State of Jefferson.
  Yreka, the county seat of Siskiyou County, is the new provisional capital. 
  Armed men patrol the highways and back roads, forcing motorists to sign a 
  Proclamation of Independence which states Jefferson has a right to exist.
  Late last year, John Childs of Yreka was elected governor of the new state, 
  which adopted its own flag and state seal. Officially, California and Oregon 
  don’t recognize Jefferson, but this hasn’t stopped residents of the newly-created 
  state from lobbying for federal recognition.
  Los Angeles
  Los Angeles is the entertainment capital of the world and home to over one 
  million citizens. The immense Hollywoodland sign (consisting of 50-foot-tall 
  by 30-foot-wide letters illuminated by 4,000 20-watt bulbs) looms high on 
  the neighboring mountains, while below, the valley is awash in homes, hotels, 
  businesses, and movie studios.
  Leon and Werner Goldsmith, pioneers in the early heyday of motion pictures, 
  set up shop in 1919 in Los Angeles and made their fortune filming such classics 
  as The Krazy Kops: Night in Jail starring comic genius Gary Burton. With the 
  arrival of the talkies, the Goldsmith brothers converted their equipment and 
  hired a stable of new talent and, with their monster hit, Invasion of the Mars 
  Men, found a completely new audience. The Goldsmiths take big risks, and 
  in return reap big rewards, making them the top studio executives in the city.
  Howard Hughes
  Outside Los Angeles, Howard Hughes, a multi-millionaire and 
  aviation pioneer, has constructed an impressive airstrip and factory 
  where he designs the most innovative aeroplanes of the age. However, 
  Hughes is more than just an aeronautical pioneer: he is a visionary 
  who has the moolah to bankroll some of the world’s greatest inventors. 
  Nevertheless, there may be a sinister side to Hughes the starlets and 
  sycophants do not see — rumor has it that he is developing the largest 
  armored aeroplane on Earth.
  
  112 
  Sky City
  Some scientists working for Hughes stole a prototype jet stream propulsion 
  device from his conglomerate  a few years ago and used it as the basis for 
  developing an actual flying settlement. Sky City, as this hovering airstrip is 
  known, uses Aetherium to power its turbines and propellers and is an open 
  port for all the world’s aviators. The city floats around on a jet stream and 
  can be piloted anywhere above the Earth. Within Sky City’s corridors and 
  passageways are the amenities one finds in any earthbound city: retail shops, 
  bars, restaurants, and hotels, as well as hangars and facilities for repairing 
  aircraft. The city collects docking fees from planes or airships using its facilities 
  to pay the large maintenance crew required to keep the huge city airborne. 
  Though the city constantly broadcasts its coordinates via radio beacon, its 
  operators are nervous about spies learning its secrets and so are constantly on 
  the move.
  San Francisco
  First settled by Spanish priests in the 1700s, then prospectors thirsty for gold 
  in the 1800s, San Francisco is an eclectic, cosmopolitan city. Mysterious, fog-
  shrouded, and hilly, the city of trolley cars and pristine Victorian homes, San 
  Francisco is a city on the edge.  
  Alcatraz Prison, also known as ‘The Rock’, is located in the middle of San 
  Francisco Bay. Built in 1909, it served as a military prison until 1933 when it 
  became a federal penitentiary. Housing several hundred of the nation’s most 
  irredeemable criminals, the frigid waters and strong currents surrounding the 
  prison have led its current warden to publicly declare it “inescapable.”
  San Francisco’s Chinatown is the largest in America and supposedly home to 
  a secret Shaolin temple. Shrouded in mystery and intrigue, it is a place where 
  martial arts masters battle in rain-slicked alleyways atop a massive underground 
  network of old sewer tunnels. Chinatown is a dangerous neighborhood; none 
  of the cops on the force willingly venture near it, and even those who are 
  assigned to the beat do just enough to keep up appearances. The local criminal 
  gangs (known as Tongs) are led by a shadowy figure known only as the Jade 
  Dragon. So long as they do what the Tongs want, Chinatown’s residents are 
  allowed to go about their daily business. Cross them, and you’ll most likely be 
  found floating in the sewers… if you’re lucky.
  Horizon: City of Tomorrow
  A scientist of great renown and acclaim, Dr. Millennium has created Horizon, 
  what he bills as “The City of Tomorrow.” Located just outside of Las Vegas, in 
  the harsh Nevada desert, Horizon is a remarkable sight: tall shiny towers, a sky-
  car system, clean and efficient streets, and comfortable accommodations, all 
  featuring the latest technology. There is no crime or pollution in New Horizon. 
  Millennium sees his city as the moral successor to the sin-filled streets of Las 
  Vegas, but to many, things seem a little too perfect — the place has high walls 
  protecting it and the city’s police are more like guards.
  
  113
  THE REST OF THE WORLD
  The United States is not the only place where you’ll find exciting adventure. 
  With the availability of aeroplanes, zeppelins, steamships, and luxury liners, 
  getting around has never been easier; however, though travel may be more 
  convenient, your time abroad usually isn’t. Many places lack basic amenities like 
  heat, electricity, and water, but that is changing, and although most European 
  countries are more technologically advanced than places in Africa and Asia, 
  the reverse is sometimes true as well.
  Before heading out into the world, you’ll need a passport and visa. Guard them 
  with your life, as these papers are extremely valuable and many undesirables 
  will try to snatch them and sell them on the black market. If you lose them, 
  your best bet is to find your way to an American consulate and stay there until 
  the mess is sorted out.
  
  114 
  Africa
  Despite centuries of trade, the Dark Continent remains just that — mysterious 
  and unknown to the vast majority of Westerners. Populated by fierce animals 
  and native tribes, and home to countless lost civilizations, vast stretches of 
  desert, jungle, and savannah remain unexplored.
  The Belgian Congo
  Established by King Leopold II of Belgium as the Congo Free State in the late 
  19th century, this small colony controls most of the mighty Congo River. Nearly 
  3,800 miles in length, travelers must use the Belgian-controlled railroad and 
  portage posts to avoid its rapids. Other than a few small cities — Leopoldville, 
  Elizabethville, and Stanleyville — the vast majority (nearly 25,000 square 
  miles) of the region is covered in dense, uninhabited jungle. 
  The Sahara Desert
  The vast Sahara desert is Africa’s largest geographical feature. Its 3.5 million 
  square miles of sand dunes, craggy outcroppings, and barren plateaus dominate 
  the northern portion of the continent. With temperatures that can drop below 
  freezing at night and reach 160°F during the day, the Sahara is a land fraught 
  with peril, yet surprisingly it is home to several hardy nomadic tribes: the 
  Bedouins, Tibbu, Berbers, and Tuareg. Several major trade routes, used by 
  doughty merchants and their camel caravans, allow for a robust commercial 
  network in which Mediterranean goods are traded for ivory and gold.
  Timbuktu
  Once a thriving city in the northern African kingdom of Mali, European 
  merchants spread tales of its wealth and it soon became a major stop along the 
  primary trade route of the day. Eventually, the city fell on hard times brought 
  about by several invasions, and the once-proud Moorish city — which boasted 
  its own university — collapsed into ruins. Timbuktu today is nothing more 
  than a collection of simple earthen buildings built over the ruins of the ancient 
  city. Besides being a melting pot for northern African people, the city is the 
  site of an ambitious effort by European scholars to locate the many weathered 
  manuscripts left behind by Islamic teachers and students throughout the ages.
  The French Foreign Legion
  Headquartered in Sidi-bel-Abbes, Algeria, the Legion sends troops wherever 
  Mother France has need. The Legion Etrangere, whose emblem is a red grenade 
  surrounded by seven flames, is France’s elite fighting force, even though actual 
  Frenchmen make up only a small percentage of its ranks.
  Composed of recruits from all nationalities (but speaking only French), the 
  Legion is a haven for outlaws and those hiding from the past. In return for 
  strict anonymity, recruits endure six months of intense training and are paid 
  the princely sum of $2 per month. Enlistments are for a five-year period, and 
  non-Frenchmen may rise to the rank of Colonel. After 12 years of service, 
  a Legionnaire is granted French citizenship. Life in the Legion is tough and 
  there is a high rate of desertion. Deserters are punished most severely by being 
  assigned to the Battalion d’Afrique, a penal regiment pulling the toughest duty 
  in Africa.
  
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  ANTARCTICA
  Located at the bottom of the Earth, Antarctica is mostly covered in ice. 
  Howling winds, towering glaciers, and freezing temperatures greet any would-
  be explorers. Besides being the coldest and driest place on Earth, it also has the 
  highest average elevation. Despite these inhospitable conditions, lichen, fungi, 
  penguins, seals, and albatrosses thrive on the desolate continent.
  Rear Admiral Richard Byrd explored Antarctica by aeroplane, establishing 
  a base camp on the Ross Ice Shelf in 1929. By the end of the year, he had 
  mapped out nearly 1,200 square miles of the region. In 1934, he attempted to 
  spend the winter alone at a newly-constructed research station, Advance Base. 
  Byrd sent a series of troubling radio messages to his crew at the base camp, who 
  flew to Advance Base and evacuated him. The station has remained empty ever 
  since and the details of Byrd’s harrowing escape have been classified by the 
  U.S. government.
  THE ARCTIC
  The ice-covered Arctic region, home to the Inuit, Aleut, Athabaskan, and 
  Yup’ik peoples, encompasses the North Pole, Greenland, Iceland, northern 
  Canada, Alaska, Russia, Finland, and Norway. The Aurora Borealis, or 
  “northern lights” flickers throughout the Arctic, resembling flames dancing 
  across the sky. Some archaeologists claim Viking ruins dot the region’s countless 
  frozen islands.
  AUSTRALIA
  An independent nation since 1901, Australia is actually the world’s smallest 
  continent. Its inhabitants include the Aborigines, who have lived in Australia 
  for thousands of years, and European settlers mostly from England and Ireland, 
  who arrived in the late 1700s. Most of Australia is arid grassland or true desert, 
  what the Australians call the Outback.
  Perhaps the strangest locale in the Outback is Ayer’s Rock. This megalith, 
  called Uluru by the native Aborigines, is said to be a magical place which 
  contains a portal to the Dreamtime. The Dreamtime, according to aboriginal 
  legend, is the place where humans can go to learn the secrets of the universe.
  CENTRAL AMERICA
  Central America is in upheaval. Nicaragua, a hotbed of activity, is struggling 
  between U.S. troops, who have been stationed there for two decades, and a 
  ragtag army under the command of guerrilla leader Augusto Cesar Sandino. 
  Currently, Sandino’s troops are laying siege to the nation’s capital city, 
  Managua. It is only a matter of time before he seizes control of the capital and 
  the country. Some suspect Sandino is receiving outside help from the Soviet 
  Union, although Stalin vehemently denies this.
  
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  CHINA
  The Orient is a place of mystery and wonder, a mix of the modern and the 
  ancient. River travel dominates much of the life in China: the Yangtze River 
  arises from the Himalayan Mountains and travels 3,400 miles to the East China 
  Sea while the Yellow River meanders for 2,700 miles throughout the northern 
  portion of the country. To safeguard commerce and travel, gunboats patrol up 
  and down these rivers — these gunboat captains, however, are often no better 
  than the pirates they seek to protect travelers from.
  To outsiders, the Chinese seem primitive and superstitious as its people go 
  about their daily lives while their leaders squabble amongst themselves for 
  power. In 1911, the Manchu dynasty was overthrown and China became a 
  republic; however, since then internal dispute has wracked the political scene. 
  Currently, three main groups vie for control of the nation. Chiang Kai-shek 
  and his Kuomintang, or National Party, controls China, at least for the moment. 
  Waiting in the wings is the Chinese Communist Party, led by Mao Zedong. The 
  third political player in China is not a single entity, but rather a large group 
  of independent warlords (known as Tuchuns) who collectively control a large 
  number of the western provinces.
  As if her internal problems weren’t enough, Japan views China as an 
  obstacle to her imperial plans. In 1931, the island nation invaded and 
  annexed Manchuria, renaming it Manchukuo in the process. Citing “Chinese 
  aggression” as a pretext, the Japanese bombed Shanghai, China’s most 
  populous city, and in 1935, they occupied the city. Although China has so far 
  retained nominal control of the port, Japan shows no signs of relenting on its 
  designs for conquest. 
  Shanghai
  If you want action and adventure in China, head for Shanghai. The city is 
  China’s most populous, with millions living in crowded conditions. Though 
  cars are available, take a rickshaw instead — they’re more private. Shanghai 
  is a fascinating mixture of Eastern and Western culture, home to several 
  nightclubs owned by European and American entrepreneurs. Everything is for 
  sale in the city, and black market items are available from local tong gangs, 
  who’ve controlled trade in recent years.
  The big boss in Shanghai is Zho Fang, an elderly man who commands 
  everyone’s respect. Zho’s Green Gang are all experienced martial artists, and 
  also pack a pretty lethal arsenal of revolvers and rifles. Some even whisper Zho 
  has a connection with Chiang Kai-shek himself.
  THE DUTCH EAST INDIES
  Established by the Dutch East India Company, the Dutch East Indies consist 
  of numerous colonies located on the Southeast Asian islands of Sumatra, Java, 
  Celebes, and Borneo. Most of the islands remain unexplored, covered with 
  dense jungles, dotted with ancient ruins, and peopled by indigenous tribes. The 
  Dutch rule from Batavia, their capital city on Java, where they trade spices and 
  other profitable goods with other nations.
  
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  FRENCH INDOCHINA
  French Indochina, the largest French-controlled colony in Southeast Asia, 
  consists of Vietnam, Cambodia, and Laos. The French treat the natives like 
  cattle, only caring about what raw materials they can export and how much of 
  a profit is to be made.
  Angkor Wat
  In the dense jungles of French Indochina lurks an ancient enigma, the crumbling 
  ruins of a civilization known only as Angkor. Surrounded by water, the ancient 
  ruins include the large temple-tomb of Angkor Wat, once the capital city of the 
  Khmer empire. Photographs reveal sculptured stone spires of exquisite beauty; 
  however, as beautiful and mysterious as the ruins of Angkor are, they are also 
  said to be cursed. Several explorers who have set out to explore them have 
  failed to return.
  EGYPT
  King Fuad rules Egypt. However, the British maintain a large garrison at Cairo 
  and are the real power behind the throne. Fuad tries to do what is right, and 
  puts on a good act for the public, but everyone knows the English penchant for 
  “civilizing” a country means weaving a tangled web of bureaucracy in which 
  the native government is guided by the whims and desires of the Island Empire. 
  Despite Great Britain’s influence, the country is incredibly poor — beggars 
  wander the narrow streets and rag-tag settlements pop up wherever there is 
  work to be found. The region’s most lush areas border the Nile River. The rest 
  of the country is filled with shifting sand dunes and impassable mountains.
  Cairo
  The political, economic, and cultural center of Egypt, Cairo is home to over 
  one million people. With a thriving nightlife, exemplified by the Casino Opera 
  and Mohammed Ali Street (the equivalent of New York City’s Broadway), 
  Cairo is also home to the Museum of Egyptian Antiquities. From the jewelry 
  of Queen Ahhotep to the mummies of the priests of Amun, visitors to the 
  museum have access to the largest and most spectacular collection of Egyptian 
  artifacts in the world. Also of interest are the Great Pyramids and the Great 
  Sphinx, both located at Giza, just outside of the city limits, and the City of the 
  Dead, a vast necropolis located on the city’s southeastern edge.
  The most recent news out of Egypt involves the Cult of Anubis. Apparently, 
  it is sweeping through the desert, gaining followers and performing dark rituals 
  to appease a long forgotten god. Many who cross paths with the cult are 
  ritualistically murdered, ancient hieroglyphics carved into their corpses.
  The Valley of the Kings
  Located near Thebes on the Nile River, the Valley of the Kings is an enormous 
  necropolis, housing the tombs of ancient nobles and pharaohs. Archaeologists, 
  poking around unearthed subterranean chambers decorated with elaborate 
  hieroglyphics and frescoes, have uncovered many artifacts and relics. Tales of 
  
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  undiscovered treasures, guarded by horrible undead creatures, are abundant 
  in this region, and entice many thrill-seekers to visit the region in the hopes of 
  discovering undreamt of riches.
  FRANCE
  Governed by a National Assembly that elects a President, who in turn elects 
  a Premier who commands a majority of the Assembly, France is chaotic and 
  often unstable, yet the system seems to work. A colonial power second to only 
  Great Britain, France controls over four million square miles of territory and 80 
  million colonial subjects. The nation is also a financial powerhouse, controlling 
  nearly a quarter of the world’s gold supply.
  Paris
  In stark contrast to the wasted countryside around it, Paris is a romantic city 
  with charming streets and tree-lined avenues. Home to the Champs Elysees, 
  the recently rebuilt Eiffel Tower, and the Cathedral of Notre Dame, it is also 
  crowded and falling into disrepair. The urban decay shows during the daytime, 
  but at night, the City of Lights greets visitors with a splendor unseen anywhere 
  else in Europe. The cafes and taverns keep the champagne and cognac 
  flowing, and the bawdy shows at the Moulin Rouge are international favorites. 
  The ancient catacombs under the city date back to medieval times, perhaps 
  even earlier, and supposedly branch out from the crypts under Notre Dame, 
  extending miles beneath the city’s streets.
  GERMANY
  Following the Great War, a disenchanted veteran named Adolf Hitler began 
  publicly espousing his belief that the Western powers had conspired with the 
  Communists and Jews to punish Germany. This cunning lunatic now believes 
  he was chosen to right what he sees as a reprehensible wrong.
  In 1920, working as a government mole, he infiltrated the German Worker’s 
  Party. In a strange twist of fate, he found himself attracted to the organization’s 
  goals, and within the year, had assumed leadership of the group. Bringing a 
  much-needed patriotic fervor to the organization, and despite being labeled by 
  the government as a subversive, the group has flourished, partly due to occult rites 
  and runic magic. Winning the national elections in 1930, Hitler and his Nazis 
  — as the German Worker’s Party is now known — established a dictatorship, 
  and now control every political office in Germany, with Hitler ruling the nation 
  as the Führer, or “Leader.” A secret cadre, known as the Schutzstaffel (SS), 
  serves as Hitler’s personal guard and the Geheime Staatspolizei (Gestapo) acts 
  as the nation’s secret police. Observers point to the occult influence for Hitler’s 
  meteoric rise, and note such blasphemous rituals might have imbued the Nazis 
  with the wealth and influence they needed to gain power.
  Across the globe, Nazi archaeologists, under the watchful eye of Klaus 
  Moebius, world-renowned scientist and close personal friend to the Führer, 
  are searching for lost relics and forgotten civilizations. Hitler, obsessed with 
  attaining power, has budgeted scientific research and historical explorations 
  into his plans for world domination. Archeology teams are combing the deserts 
  of Egypt, the jungles of the Congo, the swamps of South America, and the 
  
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  remote steppes of China in an endless search for buried treasure, forgotten 
  tombs, lost artifacts, and arcane relics of indescribable power.
  Germania
  Hitler’s personal architect, Albert Speer, has designed a grand capital city 
  called Germania. In 1934, the Nazis demolished central Berlin and began 
  rebuilding according to Speer’s grandiose yet pretentious designs. Construction 
  is still going strong. Germania has wide avenues, Romanesque architecture, 
  and tree-lined boulevards. The Brandenburg Gate fronts a new chancellery, 
  and a 400-foot high triumphal arch, etched with the names of soldiers killed 
  in the Great War, straddles the avenue leading to the People’s Hall, the world’s 
  largest domed structure.
  GREAT BRITAIN
  The British Empire extends over practically the entire globe and is a strong 
  industrialized nation with the mightiest navy in Europe. Although she lost 
  many of her sons in the Great War, Britain retained her global Empire with 
  colonies in Africa, India, the Far East, South America, the Caribbean, and the 
  South Pacific. It has even established a confederation in Canada. Some colonial 
  officials in His Majesty King Edward VIII’s far-flung lands are arrogant and 
  oafish; however, most are efficient and adept administrators who excel at the 
  task they have been entrusted with – civilizing the rest of the world.
  London
  The largest European city, with over eight million residents, London is the most 
  harried and bustling metropolis in Great Britain. Like many modern cities, 
  London’s neighborhoods are as varied as its population, from the stately West 
  End theaters and entertainment district, to the gritty, poverty-stricken East End. 
  During the 19th century, London was awash in pollution. Things have gotten 
  better since then, but in the most industrialized parts of the city, smokestacks 
  still belch forth clouds of ash and soot as machines assemble automobiles, 
  appliances, and other mechanical wonders within the dreary factories.
  The rise of fascism, particularly among young Britons, is causing a rift between 
  the English social classes and immigrants. Sir Oswald Mosley, a member of 
  Parliament, leads the British Union of Fascists (BUF). The BUF wants Great 
  Britain to pattern themselves along the lines of Hitler’s Germany, and Mosley 
  even met with several high-ranking Nazi officials. When Mosley’s supporters 
  aren’t causing trouble in the streets, they’re pushing for their leader to become 
  the new Prime Minister, a scenario that might succeed, particularly if Stanley 
  Baldwin resigns. Rumor has it King Edward is sympathetic to the BUF. 
  Like New York, London has also suffered repeated attacks from the Martians. 
  In 1934, a small detachment of tripods destroyed buildings in the East End, 
  while a band of war chariots hovered over the Thames and ruined large swaths 
  of Southwark. The Royal Air Corps dealt a harsh blow to the advancing 
  Martians, but it was the quick-timing and tenacity of a group of superhumans 
  led by costumed vigilantes John Bull and the Cavalier that toppled the Martian 
  fighting machines. 
  
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  Currently, a draft is being instituted throughout Great Britain to swell the ranks 
  of the military. A new division, the British Interplanetary Defense (BID), was 
  formed, whose sole aim is to defend the country against Martians. BID troops 
  are equipped with the latest in military technology.
  Scotland Yard 
  Headquartered in New Scotland Yard, on the banks of the Thames, the name 
  technically refers to the headquarters of the London Metropolitan Police. 
  However, when most people mention “Scotland Yard,” they’re referring to 
  the department’s Criminal Investigation Department (CID) branch. Arguably 
  home to the most famous detectives in the world, and a pioneer in the criminal 
  forensics field, Scotland Yard enjoys a prestige no other police department can 
  match, although members of the FBI’s CID would beg to differ.
  The Amazing Zoltar
  Percival P. Smythe was born in London in 1885. The son of carnival 
  performers, he learned parlor tricks and eked out a meager living 
  from the back of the family wagon as they traveled with the carnival 
  throughout Europe.
  In 1924, while performing for a jaded audience, he had a mystic 
  revelation. He stumbled off the stage and wasn’t heard from again 
  until two years later when he reappeared as The Amazing Zoltar and 
  announced he knew the secret to casting magic — not the smoke-and-
  mirror trickery rife throughout the carnival business, but true magic. 
  Many were skeptical, but when he demonstrated his newfound talents, 
  no one was able to debunk him. For the next two years, he traveled 
  throughout Europe and America offering a million-dollar prize to 
  anyone who could prove his talents were not genuine. This stunt has won 
  over many skeptics, and the prize money is still unclaimed.
  Zoltar realized he had been given a strange and powerful gift. If not 
  properly controlled, magicians of a more evil sort would eventually arise 
  and misuse their newfound power to further their own dastardly ends. 
  Thus, he created a school of magic to train and discipline would-be spell 
  casters.
  Located on Zoltar’s expansive English estate, the Academy of 
  Prestidigitation and Conjuration graduated its first class in 1932. In 
  1934, a similar school was established in America, in Salem, the site of 
  the infamous Witch Trials of 1692. The headmaster of the American 
  academy is H. Phillips Lovecraft, an American author with a penchant 
  for recording his experiences in the guise of horror tales.
  
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  GREECE
  The cradle of Western civilization and home to one of the world’s oldest 
  civilizations, Greece is a treasure trove of ancient architecture and epigraphic 
  sources of historical import. Archaeologists from around the globe are currently 
  excavating ruins at the Acropolis and the Temple of Zeus in Athens.
  The Greco-Turkish War of 1922 put Turkey in control of Asia Minor when 
  the peace treaty set the borders of modern day Greece. Following a turbulent 
  succession of monarchs in the early 1920s, Greece was declared a republic 
  in 1924. However, that all changed last year when General Ioannis Metaxas 
  thwarted a plan to assassinate Premier Venizelos and forced him to abdicate his 
  power, restoring the monarchy in return for his life.
  HAITI
  Haiti borders the Dominican Republic on the island of Hispaniola. Frequent 
  uprisings have forced the U.S. military to occupy the country since 1915, and 
  the country’s capital, Port-au-Prince, has been under martial law ever since. 
  The region is best known for its practice of voodoo, an interesting mix of 
  African slave beliefs and Christian ritual. Most believers practice Rada, a 
  “good” form of voodoo; however, there have been rumors a powerful Voodoo 
  priest has taken up residence in an abandoned mansion in the heart of the 
  island, and that he commands an army of zombies.
  INDIA
  The East India Company first colonized India, the gem of the British Empire, 
  in the 1770s. When Indian leaders protested, Britain sent in her troops and 
  assumed control of the government. After a series of fierce battles, India 
  became an unwilling member of the British Empire. In cities like Calcutta, 
  Delhi, and Bombay, the imperial British presence is obvious. While the poor 
  starve and die in the streets; the wealthy watch cricket matches, play polo, and 
  sip exotic blended teas. In a few isolated pockets, some greedy Indian princes 
  still hold sway over their subjects, whom they treat even worse than the British, 
  caring only about extending and solidifying their power.
  ITALY
  Right behind its stalwart, goose-stepping ally Germany, Italy is the second 
  major fascist country in Europe, although it was the first to actually adopt 
  fascism. In 1922, when Hitler was kicking around the idea of social revolution 
  in Germany, Benito Mussolini was already running Italy as a totalitarian state. 
  He has crushed dissent, eliminated rival political parties, and censored the 
  press. Signs blatantly proclaiming, “Mussolini Is Always Right” adorn the walls 
  of many ancient buildings in Rome.
  
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  JAPAN
  Japan is an island nation located just off the Chinese coast and has been ruled 
  by Emperor Hirohito since 1926. In reality, its government is controlled by 
  the military, with the Emperor nothing more than an unwilling puppet, forced 
  to comply with the wishes of the military junta. Japan is an aggressive and 
  expansionist nation, and its recent confrontation with China, in which the 
  Japanese army seized control of the Manchurian provinces, is one example of 
  how the “new” Japan plans on doing things.
  MEXICO
  The National Revolutionary Party has ruled Mexico since 1929 and has crushed 
  almost all opposition. What worries many is not the corrupt government, but 
  rather the rise in cult activity. Some Mexicans are probing deeply into the 
  country’s Aztec past, with frightening results.
  A few years ago, a wealthy businessman and amateur archaeologist named 
  Rodrigo Batista revived interest in ancient Aztec culture after exploring the 
  Pyramid of the Sun in Teotihuacán, just north of Mexico City. Batista changed 
  his name to Chicome Ocelotl, or Seven Jaguar, and opened a “tourist center” 
  at the old Aztec city. Some say the tourist center is just a front for a mysterious 
  cult known as the Order of the Winged Serpent.
  THE MIDDLE EAST
  Most of the Middle East is controlled by warring local clans and, like so many 
  other areas, the British. Competing interests make political relations on the 
  Arabian Peninsula very tense. Germany has recently curried favor with its old 
  ally Turkey, and even though Ibn Saud overthrew the Turks in 1913, and now 
  controls much of Arabia, that may all soon change.
  A plague currently ravages much of the Arabian Desert. Village after village 
  is falling to what locals describe as “the Wandering Pestilence.” Symptoms 
  include fever, dizziness, horrific nightmares, boils, and finally death. Talk 
  around the nightly campfires blames the disease on a strange one-eyed Bedouin 
  riding a black camel and commanding an army of corpses. Despite their best 
  efforts, the British have been unable to locate this mysterious figure or his army.
  MONACO
  The Principality of Monaco, ruled since 1922 by Prince Louis II, borders 
  the Mediterranean Sea and France. At barely more than one-half a square 
  mile in area, it is one of the smallest nations in the world, second only to the 
  Vatican. The Casino of Monte Carlo, open only to foreigners, is the nation’s 
  most lucrative source of revenue, with wealthy vacationers spending millions of 
  dollars at its card tables and roulette wheels. The second most popular tourist 
  activity seems to be drinking champagne and cavorting with the beautiful 
  women at the Hotel de Paris. However, there are plenty of things to do in 
  Monaco besides gambling and partying, including the Monte Carlo Rally, the 
  Monaco Football Club, and the Grand Prix of Monaco, held annually since 
  1929.
  
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  OCEANIA
  There are over 1,000 islands in the Pacific Ocean — some are island nations, 
  others are uninhabited, and yet others contain enigmatic remnants of ancient 
  civilizations. The Japanese control the Yap Islands and part of the Caroline 
  Islands. They have also maintained control of the Marshall Islands since the end 
  of the Great War. The United States administers the Philippines and Hawaii 
  as territories, as well as laying claim to Guam. French Polynesia, annexed 
  by France in the 19th century, includes Tahiti, a famous tourist destination. 
  New Zealand, a large island off the coast of Australia and home to the Maori 
  culture, is under British control. Other well-known islands, to which no nation 
  has laid claim, include Fiji, Western Samoa, and Tonga.
  SOUTH AMERICA
  The Amazon rainforest, a dense, humid, and mosquito-infested region of 
  wondrous natural beauty, covers most of the South American continent. The 
  presence of British and French colonists is not as widespread here as it is in 
  Africa and Asia, so the native peoples enjoy a more liberal form of home rule.
  The Chaco War is still flaring in South America, with Paraguay and Bolivia 
  fighting each other over the oil-rich Gran Chaco region since 1932. American 
  oil companies, seeing the potential in the region, have secretly backed each 
  nation, hoping to reap a fortune from whichever one emerges victorious. In 
  1934, Bolivian generals tried replacing President Daniel Salamanca, but their 
  plan failed. The combatants have as of yet failed to reach an accord and the 
  war still rages in the jungles, mountains, and plains of the wasted nations.
  Lost Empire of the Incas
  Incan ruins, centered in Peru, dot the landscape in the western part of the 
  continent. Machu Picchu, located in the Andes Mountains, was once a palace 
  for Incan royalty. Explorers come up here to poke around in the ruins looking 
  for lost treasure; however, most simply end up returning home disappointed, 
  even though there are said to be many ancient temples yet to be discovered.
  An archeological mystery is unfolding in Tiahuanaco, a city in the Bolivian 
  Andes almost 1,500 years old. The ruins are part of a vast religious complex 
  consisting of temples, a step-pyramid, burial mounds, and palaces. The 
  Tiahuanaco Sun Gate, a granite monolith resembling an archway decorated 
  with the Incan sun god, Viracocha, is located at the center of the ancient city 
  and rumored to have been created by visitors from the stars. According to 
  glyphs at Tiahuanaco, powerful magic is needed to transform the Sun Gate 
  into a trans-dimensional doorway. Though serious archaeologists scoff at such 
  tales, they are nonetheless descending on the ruins in droves.
  
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  THE SOVIET UNION
  Josef Stalin rules the Soviet Union, the largest nation on Earth, with an iron 
  fist. Known as Russia prior to the 1917 revolution, the Soviet Union is a nation 
  wracked by turmoil and fear. The Bolsheviks, under Stalin’s control, have 
  turned the whole country into a nightmarish existence in which no one knows 
  who to trust and death lurks around every corner. Secret police squash internal 
  dissent and endlessly purge Communist party members Stalin does not trust. 
  The most brutal such purge, in which over 100 of Stalin’s opponents were 
  murdered, began with the 1934 execution of his aid, Sergei Kirov. By means 
  of murder, deportation, seizure of property, and torture, Stalin seeks to control 
  everything and everyone within the nation’s borders.
  SPAIN
  One of the most volatile places in Europe is Spain. Since mid-1934, the nation 
  has been plagued by a bloody civil war. Nearly every international mercenary 
  and thrill-seeker is participating in it. 
  There are two major factions vying for control. Francisco Franco, the former 
  general of the Spanish army in Morocco, leads one group of rebels, a group 
  of fascists known as the Nationalists. There is a second group of rebels, the 
  Republicans, who are a group of socialists led by Juan Negrin. Germany 
  and Italy are supporting the Nationalists, while the Soviet Union and the 
  International Brigades, numbering some 60,000 volunteers from 55 countries, 
  are aiding the Republicans. The fighting has been particularly brutal. So, if 
  you don’t enjoy violence and bloodshed, stay out of Spain.
  TIBET
  Tibet, a mountainous region in Central Asia, has been the seat of Tibetan 
  Buddhism since the 13th century. The nation’s spiritual leader, Dalai Lama 
  Thubten Gyatso, died in 1933 and the nation is currently under the rule of a 
  regent until a new Dalai Lama is chosen.
  The Tibetan capital city, Lhasa is a holy place, frequented by Buddhist 
  pilgrims who meditate at the Jokhang Temple, a massive three-story temple 
  with many chapels and sacred rooms. The Potala Palace, built on Marpo Ri 
  hill overlooking the Lhasa valley, is the most impressive structure in Tibet. The 
  Potrang Karpo, or White Palace, and the Potrang Marpo, or Red Palace, are 
  part of the complex housing the Dalai Lama and the Tibetan government, as 
  well as numerous chapels and artifacts of religious significance.
  
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  THE VATICAN
  Surrounded by Rome, the Vatican is the smallest independent nation in the 
  world. To the untrained eye, it appears as if Pope Pius XI leads the Catholic 
  Church; however, the Vatican is actually administered by an appointed 
  Governor, and Mussolini has made it quite clear it is he, not the Governor or the 
  Holy See, running the show. Obviously, the Holy Father is not satisfied with this 
  situation. In fact, sources close to the Pope say he ardently believes Mussolini to 
  be a Hell-spawned demon. Rumors are circulating that the Vatican is funding a 
  militant society, known as the Order of St. George, dedicated to the acquisition 
  of certain holy relics and the overthrow of Mussolini’s régime.
  LOST WORLDS
  Strange tales are pouring in from around the globe of fantastic places from 
  mythology and legend. More than one university has funded bold expeditions to 
  discover the lost continent of Atlantis. Explorers returned from the Himalayas 
  with stories of the forbidden lamasery of Shangri-La. Rumors abound that 
  the Nazis are searching for the entrance to the Hollow Earth, a vast realm 
  underneath the Earth’s crust filled with all sorts of wondrous creatures and 
  native inhabitants. Aleister Crowley’s Golden Dawn Society is undertaking 
  a trek to the fabled Lemuria, a lost land somewhere in the Indian Ocean 
  inhabited by spell-slinging lizardmen. Reports of bizarre islands teeming with 
  dinosaurs and other gigantic creatures also persist, with many drunken sailors 
  recounting near death experiences at the hands of native tribes and colossal 
  monsters. 
  
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  SECRETS OF RaVaGED EARTH
  Salutations, brave adventurers! If you’ve made it this far into 
  the book, you already know a great deal about Ravaged Earth and definitely 
  everything you need to make a character and join in the pulp action. However, 
  you shouldn’t really read any further unless you plan on being the GM, as you 
  may well spoil some of your fun and that of your fellow players.
  Plan on running the game? Then delve ahead and get ready to 
  uncover some of the secret workings of Ravaged Earth. Before you do, however, 
  we’d recommend you take the time to read through the Player’s Section to 
  get a good handle on everything before you plunge in. Good luck and happy 
  adventuring!
  
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  RAVAGED EARTH AWAITS
  Welcome to Ravaged Earth, a world nearly torn apart by Martian invaders. 
  A world living with the very real threat of another invasion, even while its 
  inhabitants continue to war with one another. Add Aetherium, the Martian 
  metal, into the mix and you have a world on the brink of destruction. Your 
  heroes will be doing battle with dark forces, domestic, abroad, and alien. They 
  will be traveling through exotic jungles and discovering spectacular lost cities, 
  exploring ancient tombs, fighting giant robots, nefarious villains, and going in 
  whatever particular direction you want them to go.  In other words, Ravaged 
  Earth is your pulp playground. Kick up some dirt!
  First off, Ravaged Earth is The World of High-Powered Pulp. How does it live 
  up to that criterion? Pulp stories are traditionally those stories found in the 
  old digests of another day covering a broad range of genres, from the Lone 
  Ranger to Flash Gordon, with Tarzan swinging through the jungle somewhere 
  in between, while the tentacled terrors of Lovecraft and the mighty Conan 
  patrolled its early, outer fringes. The particular subsection of pulp Ravaged Earth 
  deals with is 1930s action adventure. We’ll leave any discourse on Lovecraft for 
  another day, and ask Conan to kindly sheathe his sword. 
  Action adventure obviously has a number of rules and guidelines of its own, 
  but the genre can range in location from the bottom of the ocean to the depths 
  of space and come from sources such as nearly any graphic novel you care to 
  pick up, as well as many of the blockbusters at the theaters of this year or any 
  other. With its focus on the action adventure stories of the 1930s, Ravaged Earth 
  can emulate anything from The Shadow to The Thing to Tales from the Crypt. 
  Ravaged Earth also provides you an entire world rife with adventure and 
  potentialities: a world your players will want to explore, where your players 
  will enjoy the fact there are logical underpinnings that allow one person to 
  make a masked avenger, another to make a superhero, and a third to make an 
  ace reporter and have them all adventure together. The threat of the Martian 
  Menace and the power of Aetherium take care of all of that. Where else does 
  it make sense for such characters to not only encounter pit traps, femme fatales, 
  the double cross, giant robots, and sweeping journeys to strange, exotic locales 
  in search of rare and precious artifacts, but also live to tell about it through 
  their sharp wits, fast actions, and great feats of superhuman prowess? 
  THE ROLE OF THE GM
  If you’re a new GM, welcome to a golden opportunity to mix it up in the style 
  of some of your favorite movies and stories of yesteryear. If you’re a seasoned 
  GM, much of this stuff may be old hat to you, but it never hurts to read just a 
  little bit more to refine your craft.
  As the GM, your role could, at its most elemental level, be to control the flow 
  of the game, adjudicate probabilities, and to deliver an interactive experience 
  for a group of folks. That sounds a bit dry, though, doesn’t it? Ravaged Earth is 
  far more exciting, and your role is far more important than that.
  
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  You’re the GM and it’s up to you to keep your players entertained. You alone 
  are responsible for creating dastardly enemies for them to fight, dusty ruins for 
  them to plunder, ancient wonders for them to discover, and great evils for them 
  to overcome. You also get to play everyone and everything else in the world. 
  The players are watching the movie of words you’re revealing through the 
  narrative you present to their characters. They determine what they do. You 
  determine what the rest of the world does. This demands a thorough knowledge 
  of the rules and the ability to quickly and entertainingly become an ensemble 
  cast of characters, from the surly bartender they pump for information, to 
  the quizzical lad who knows a bit too much to be just an ordinary shoeshine 
  boy, to the deranged cultists wanting to take over the world and enslave all of 
  humanity.
  We’ll reiterate the importance of having a good understanding of the Savage 
  Worlds rules, as well as the Ravaged Earth rules you’re reading now. Luckily, this 
  system is designed for ease of play and once you get a few games under your 
  belt, you’ll find you can focus on your story. More details about all of this stuff 
  will be revealed in the pages ahead. Just remember this one golden rule and 
  you’ll be okay: keep things moving! This is stated a hundred ways in a hundred 
  different books, but when all else fails, fake it. Make a decision and consult the 
  book after the game in any post-game analyses. 
  Now that you know the golden rule of rules, keep the following in mind when 
  you’re thinking about Ravaged Earth: cinematic. Sure, much of the speed of 
  play depends on your grasp of the rules and their execution, but don’t feel like 
  you’re alone. Although your role is paramount, don’t discount the creativity of 
  your players. Allow them some latitude. Keep the attitude light and friendly 
  and give them some riveting storylines to sink their teeth into and, together, 
  you’ll make your Ravaged Earth experiences both exciting and memorable. 
  Before you get started, it doesn’t hurt to familiarize yourself with the setting 
  material either. We’ve stressed the importance of rules, but if you don’t know 
  the setting, at least on a basic level, all the rules in the world won’t help. By the 
  time you’re finished, you should have a good grasp of the Ravaged Earth, as well 
  as a firm understanding the direction you want to take it.  After all, this is your 
  game, your Ravaged Earth, and you’re free to do with it as you will. After this 
  primer, we’ll dive right into the bigger secrets of Ravaged Earth and provide you 
  with enough adventure hooks to hang a campaign on.
  Keep your mind open to the possibilities of the hinted-at mysteries and let 
  the information inspire you. Although the world of the Ravaged Earth is similar 
  to our own, there are some fundamental differences that should be obvious by 
  now: cutting-edge weird science, superhumans with amazing powers, mentalists 
  that can kill with a thought, and evil secret societies plotting world domination 
  to name a few — all fueled by good, old, mysterious Aetherium. 
  
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  INVOLVE AND INFORM YOUR PLAYERS
  Ravaged Earth may read well on paper, but the fun doesn’t begin until you gather 
  up your gang, give ‘em the skinny, and then dive into the action. There are two 
  approaches to this. The quick and dirty method is to have each person pick out 
  an archetype from the book, skim through the history of the Ravaged Earth, 
  and start playing. What better way to find things out than through exploration? 
  However, many players and GMs want to take the time to read through the 
  backstory of the world, and weigh their options carefully. Just remember, this 
  is Savage Worlds and the fun is in the playing. Once everyone has sorted out 
  the kind of character they want to be, the adventures should come naturally. 
  Be sure to educate everyone on the setting rules, those will definitely lend 
  themselves to a bolder style of play (since defying death is part and parcel of 
  being one of the Ravaged).
  A few important things to tell them up front can provide for more enjoyment. 
  Tell them as Ravaged heroes, fortune often favors them more and, no, they 
  don’t get to know why, but the more bennies they spend, the crazier their stunts, 
  and the more they entertain you and the other characters while maintaining 
  their role, then the more bennies you will reward. Do this too. This encourages 
  some great game play. Remember, bennies will always find their way back to 
  you.
  
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  CREATING RAVAGED TALES
  Whether your characters are fighting robots in the Rainbow Room, sword-
  fighting at sea, or wrestling wraiths in Aruba, it’s ultimately up to you to design 
  and tailor adventures for your group. To that end, we’re going to present some 
  pulp conventions, explain how they relate to Ravaged Earth, and suggest how you 
  can incorporate them into your vision of the setting. What’s more, you’ll find 
  everything you need to create adventures of your own in no time.
  THE DEFINING ELEMENTS OF PULP
  Earlier, we discussed pulp in broad strokes. Now, we’ll get down to brass tacks 
  and examine the components of pulp more closely and the variances, if any, 
  taken by Ravaged Earth.
  Action
  Action is the essential ingredient in pulp and it certainly takes the lead role 
  in Ravaged Earth. With giant robots, the ever-present threat of alien invasions, 
  and all-around impending doom, the heroes need to take the fight to the bad 
  guys. The pulps utilize action to resolve conflict and move the story along. 
  Sometimes this involves fighting villains, henchmen, or even fantastic beasts. 
  Other times, it focuses on heart-pounding chases with enemies close in tow. 
  On occasion, it is nothing more than a thrilling display of heroism. Pulp plots 
  are often nothing more than a series of events, each more intense than the last, 
  quickly following one another until reaching its conclusion. In other words, 
  pacing normally replaces plot development. However, Ravaged Earth should be 
  the best of both worlds, no pun intended. You should couple the fast action 
  of pulp with the adventure seeds found herein to develop a full, rich plot and 
  storyline. There is no reason to sacrifice one set of elements over another.
  That being said, when designing adventures, be sure to focus on the action. 
  In most cases, supporting activities, such as travel, research, and the like, can be 
  glossed over with a brief narrative description or handled “behind the screen” 
  with a simple roll of the dice. Save your energy for the scenes that really matter 
  — those in which the heroes are given a chance to move the story along or 
  in which their lives (or the lives of others) are placed in jeopardy. Remember, 
  everywhere the hero goes he should face danger. Give the players a regular diet 
  of action with the occasional breather and they’ll love you forever.
  The Black and White of Ravaged Earth
  In general, the heroes are clearly heroes, fighting for what is morally right and 
  just; the villains are obviously the villains, there’s no doubt they are utterly evil 
  and unredeemable. There is no moral ambiguity; things are either good or evil.
  Pulp characters suffer no inner turmoil when deciding which course of 
  action is Right and which is Wrong; they instinctively play out the role for 
  which they were created. Their actions are judged by society, and one another, 
  according to the perceived roles they have been chosen to fill. However, Ravaged 
  Earth introduces another dilemma for the characters. The sheer fact of their 
  
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  condition can make their motives suspect to the layperson, if made aware of 
  the fact that the characters are Ravaged. If you simply ratchet the angle of 
  your game a little more towards gritty and grainy and use the Dark Heroes 
  option described in the Player’s Section, you can easily capture the essence of 
  noir.
  In game terms, this means certain Hindrances (e.g., Bloodthirsty, Greedy, 
  Mean, and Vengeful) should be reserved for use only by villains unless a hero 
  has a compelling (and interesting) reason as to why they possess such a flaw.
  Clichéd versus Complex
  Pulp characters are generally shallow and clichéd. In Ravaged Earth, that’s only 
  the starting point. By taking archetypes and coupling them with a few Defining 
  Interests, you can quickly and easily create unique NPCs. For more flavor, use 
  the Personality table in your copy of the Savage Worlds core rulebook to give 
  them even more character.
  Slang and Sensibility
  Slang can be a useful tool in your GM arsenal. Believe it or not, a little slang 
  can do wonders for any game, any setting, but it can be a true stand out in 
  pulp. Ravaged Earth has included a comprehensive list of 30’s slang with a few 
  setting appropriate words thrown in there. Try and use them. As far as pulp 
  is concerned, the adjective and the adverb are the most important parts of 
  speech. However, we have to consider this in the context of modern gaming 
  and the attitude of your group. Some folks totally buy in hook, line, and sinker 
  and some are the fish that only want to take a nibble every now in then. In any 
  case, as funny as it may sound, peppering your dialogue and descriptions with 
  a little bit of slang can evoke the mood and spirit of your game.
  Check out the Pulpspeak: Street Talk in the Player’s Section. You’ll find 
  judicious use of slang will create a more immersive roleplaying experience for 
  your players. Jotting down key quotes for important NPCs can certainly help 
  capture the imagination and enable them to stand out more in your games as 
  well.
  The Supporting Elements of Pulp
  There are several tropes your players will expect to encounter from time to 
  time. There’s no need to include all of them in each and every adventure — 
  doing so would only overload your players and bog down the dramatic pace 
  of the adventure; however, by understanding each trope you will know when 
  to employ it so as to produce maximum dramatic effect. Therein lies the secret 
  of pulp narration.
  
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  Capture, Confinement, and Escape
  Pulp stories are filled with scenes in which the villain captures the hero. Luckily, 
  a few scenes later, he always seems to escape! His imprisonment, however brief 
  it may be, is not without purpose: he may learn heretofore unknown details 
  of the villain’s master plan, he may meet someone important to the plot, or 
  perhaps he simply gleans tidbits of information that although they may seem 
  innocuous at the time, later prove to be the difference between success and 
  failure, or perhaps even life and death!
  Cliffhangers
  Cliffhangers leave the heroes in some dire, suspense-filled predicament. The 
  players never know whether their heroes will save the day or die in the attempt. 
  Ending a session with the heroes facing seemingly insurmountable danger is 
  a memorable way to leave things. Why? Because when you come back to the 
  table they will still have to deal with the dangerous spot you left them in! End 
  every session of Ravaged Earth with a cliffhanger — your players will love (and 
  hate) you for it!
  A simple means of reinforcing the cliffhanger is to award every hero actively 
  involved in the cliffhanger’s action two extra bennies at the start of the next 
  session. These bennies must be used during the cliffhanger’s conclusion; 
  otherwise, they are lost once the action moves on.
  The Death of a Hero
  In keeping with the spirit of the pulp genre, heroes should rarely die. Whenever 
  possible, players should be warned of the potential consequences of their 
  heroes’ actions; however, stupidity should not be tolerated! It’s easy for a player 
  to come to believe his hero is invincible because the average hero in Ravaged 
  Earth is much more powerful than his Savage Worlds counterpart. Charging a 
  group of native Extras holding a female prisoner is heroic. Charging an armed 
  squad of Nazi stormtroopers with a broomstick is suicidal. The former will 
  earn you fortune and glory; the latter, a quick and ignominious death.
  In Ravaged Earth, we have built in setting rules that address this quite nicely. 
  Due to Aetherium, this particular convention is easily given an underlying 
  logic. Aetherium has altered the character’s genetic structure to such a degree 
  they are nearly impossible to kill. Keep in mind this is an excellent way for 
  less scrupulous facilities to identify their Ravaged prisoners from their more 
  mundane counterparts.
  
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  The Bad Guys
  We address villains in detail a bit later, but it’s worth noting here villains rarely 
  die either. They benefit from the effects of Aetherium just as much as the 
  heroes do and sometimes more so. Frequently, they are pursuing getting their 
  hands on more of the Martian metal to increase their powers. Villains rarely 
  attempt to outright kill the heroes either. They know the Ravaged can take a 
  great deal of punishment and any given villain may want to kill the heroes from 
  time to time, but the consequences would be profound. They are not typically 
  so concerned with the mundanes, the average citizens on the street. Once a 
  character is known to the villains, a grudging respect often emerges in grand 
  pulp tradition.
  Death Traps and Villainous Excess
  Why kill a hero outright when you can put him to death slowly in some overly-
  complicated device, such as a platform placed in the center of a giant tank 
  filled with sharks? Besides allowing the hero time to escape, such devices allow 
  your villains time to engage in that time-honored tradition of Pulp villainy: the 
  verbose monologue, in which many details of their master plan are revealed.
  Exotic Locales
  Large areas of the globe are unmapped, unknown and therefore exotic to most 
  of the world’s population. Pulp adventures always take place in exotic locales 
  — from the windswept deserts of Africa, to the lush tropical jungles of the 
  Amazon; from the mysterious Far East, to the dismal mosquito-infested swamps 
  of Louisiana. Vine-entangled temples, dilapidated antebellum mansions, 
  crumbling stone castles, and decrepit ruins of unknown origin, are all perfect 
  backdrops for your adventures.
  Flexible Reality
  As the GM, you reserve the right to alter reality in whatever way you deem 
  necessary. Feel free to give your villain’s aircraft stealth technology, don’t 
  worry that revolvers can’t use silencers, and don’t give a second thought to 
  that tiger that just attacked the heroes — even if they are in Africa. Reality 
  is relative; for the only thing that truly matters is that you spin a ripping good 
  yarn. Anachronisms and oddities filled the pages of the classic pulps. Your tales 
  should be no different.
  Grand Scale
  Ravaged Earth deals with elements on a grand scale: exotic locations, intriguing 
  villains, futuristic gadgets, deadly creatures, death-defying situations and, most 
  certainly, the Ravaged.
  
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  Mystery and Intrigue
  Besides heart-pounding action and non-stop adventure, many pulps focused 
  on mystery and intrigue. The world of Ravaged Earth is filled with diabolical 
  villains, each with their own ambitions and goals, and although the heroes are 
  dedicated to thwarting their schemes, they should never know all the details. 
  You are under no obligation to reveal everything to your players. Keep them in 
  the dark, deliberately mislead them, and only reveal truthful information when 
  dramatically appropriate to do so.
  Perils and Pitfalls
  Pulp commonly features lots of outlandish hazards and obstacles. The heroes 
  often find themselves in treacherous, life-threatening situations where survival 
  depends upon being able to affect a daring escape just in the nick of time. 
  Several of the most common types of perils and pitfalls are detailed below. As 
  with all things within the Ravaged Earth, the GM should feel free to alter them 
  to suit his own campaign. 
  HAZARDS
  Blizzards and Sandstorms
  A hero caught in a blizzard or sandstorm cannot see more than a few feet in 
  front of his face and suffers a –4 penalty to any skill or action relying on vision 
  or hearing. In addition, he must make a Fatigue roll at –2 every hour until he 
  finds shelter. A typical blizzard or sandstorm may last as long as 1d4+2 hours.
  Quicksand
  Found in jungles, forests, swamps or other untamed wooded areas with a lot 
  of vegetation, quicksand is a mix of sand and water that although potentially 
  deadly, is not as dangerous as it’s commonly portrayed. A body can float on 
  quicksand so long as movement is kept to a minimum; however, the more a 
  victim struggles, the more quickly he sinks, until he is completely immersed and 
  begins to suffocate. Patches of quicksand can be detected with a Notice roll at 
  –2 in heavily forested areas.
  Once a hero steps in the quicksand, he begins to sink. It takes five rounds for an 
  average-sized adult to sink beneath the surface of the quicksand if he struggles 
  — twice as long if he remains calm. Once he has sunk beneath the surface, 
  use the normal rules for drowning (Savage Worlds core rulebook). At the start of 
  each round, the hero can make a Spirit roll at –2. If successful, he remains calm 
  enough to avoid sinking any further that round. Heroes stuck in quicksand can 
  be pulled out or grab a hold of a vine or rope and haul themselves out, either 
  of which requires a Strength check at –2. Success prevents them from sinking 
  any further that round, while a raise pulls them out.
  
  136 
  Rope Bridges 
  Suspended across a chasm or gorge, rope bridges are a popular staple of the 
  pulps and can lead to dramatic encounters and situations. An average rope 
  bridge can generally support the weight of up to ten people at once without 
  any noticeable strain. For every five additional persons, the GM should roll a 
  d6. On a result of 6, one of the supporting ropes goes taut and snaps. If one 
  of the main ropes snaps, everyone on the bridge must make an Agility roll at 
  –2 to grab on to the bridge. If the second rope snaps, the bridge collapses to 
  one side of the chasm and everyone on the bridge must make a Strength roll 
  at –4 to hang on. Those who don’t make it plummet into the chasm and suffer 
  normal falling damage. Those able to hang on must attempt to climb out of the 
  chasm using the remains of the bridge. A bridge’s supporting ropes may also 
  be intentionally cut — in such cases, use the normal rules for Breaking Things 
  (Savage Worlds core rulebook), assuming the ropes to have a Toughness of 5.
  When attempting to cross a rope bridge in high winds (or while running), 
  each hero must make an Agility roll to maintain their balance. A hero may 
  gain a +2 bonus if they concentrate on crossing the bridge safely. In such cases, 
  moving one’s normal Pace is considered a normal action. If they fail, they go 
  prone. With a result of snake eyes, they trip and go over the edge. The same 
  applies to anyone engaged in combat on a rope bridge.
  Some rope bridges utilize planks of wood, while others utilize just a rope 
  suspended by two guiding ropes. Bridges using planks of wood, while capable 
  of supporting more weight (up to ten people) and being less flimsy, have other 
  problems to worry about. The wooden planks are often rotted or poorly 
  spaced and one wrong step could snap a plank and send the hero tumbling. To 
  represent this, all heroes must roll a d6 after crossing one-third and two-thirds 
  of the bridge’s total distance. On a result of 6, a wooden plank snaps. The hero 
  must make an Agility roll to avoid falling. Any hero falling off a rope bridge is 
  allowed one last Agility roll (at –2) to grab the edge of the bridge. Hauling a 
  hero back onto the bridge requires a Strength roll (to get them on the bridge) in 
  addition to requiring everyone on the bridge to make an Agility roll to maintain 
  their balance.
  
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  TRAPS
  Collapsing Corridors, Rooms, & Staircases
  These traps generally cause corridors, rooms, or perhaps even larger structures, 
  such as ancient temples or tombs, to collapse. Usually triggered upon entering 
  a specific area or removing a specific item, the only warning the heroes will 
  have is a low rumbling, like an earthquake, before the ground shakes and the 
  building starts to fall down around them. A series of successful Agility rolls are 
  normally required to remain standing and avoid being hit by falling debris. Any 
  hero struck by such debris usually suffers at least 2d6 damage.
  Collapsible staircases look like normal staircases, with one exception — they 
  can take the heroes on a wild ride if they’re not careful. The flattened staircase 
  is activated by a pressure plate on one of its steps, usually one of the middle 
  ones. Once activated, the steps collapse and the staircase flattens into a steep 
  slope. The heroes tumble down the slope and suffer a Fatigue level (bumps 
  and bruises) unless they make a successful Agility roll at –2 (in which case 
  they simply slide down the slope). Normally, the heroes are deposited into a 
  chamber or pit (perhaps empty, but perhaps not) of some sort. The heroes may 
  or may not be able to climb back up the slope depending on where they end up.
  Compressed Air Traps
  These traps used compressed air to release a violent blast of debris (e.g., 
  corrosive rock salt, acid, or other unpleasant substances) when opened. These 
  traps are similar to projectile traps (see below); however, they affect an area 
  equal to a specific burst template placed directly in front of the trap. A loud 
  rushing sound is heard just prior to release, thus any heroes caught within the 
  trap’s area of effect may make an Agility roll at –2 to dive out of the way. 
  Damage is normally equal to 2d6 for anyone left within the area of effect; 
  however, additional effects appropriate to the substance being spewed forth are 
  possible.
  Crushing Walls
  The heroes enter a room and passage behind them is somehow sealed (e.g., 
  the door locks or a stone block falls from the ceiling). Shortly afterwards, the 
  walls begin moving toward one another, closing in to inevitably crush the 
  heroes. Sometimes spikes protrude from the walls, making the situation even 
  more precarious. A release mechanism is usually accessible from outside the 
  chamber, although on occasion, a hidden trigger in the floor or wall may be 
  found (usually requiring a Notice roll at –2). If crushed by the walls, the heroes 
  suffer 3d8 damage the first round and an additional 1d8 damage each round 
  thereafter until they die (e.g., if a hero is pinned between the walls for three 
  rounds, he would receive 3d8 damage the first round, 4d8 the second round, 
  and 5d8 damage the third round). This trap is often the final destination for 
  heroes that have fallen victim to a collapsing stair or pit trap.
  
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  Deadfalls
  Deadfall traps are triggered to drop heavy objects (e.g., boulders, sand, or water) 
  onto the heroes. Often these objects block the passages into which they fall, 
  thus they may often serve as the “set up” for another trap (e.g., crushing walls). 
  The most commonly seen variation of this trap is one in which a heavy stone 
  block or boulder falls from the ceiling, crushing the hero under its tremendous 
  weight. The trigger may be able to be detected by a successful Notice roll at 
  –2; however, more often than not, there is no advance warning. When the trap 
  is sprung, anyone under the falling object must make an Agility roll at –2 to 
  throw themselves clear of the falling debris. Those who don’t make it suffer 
  2d8 damage.
  Fire Traps
  These traps blast out pillars of flame from concealed spaces when triggered. 
  Detecting these traps is difficult, requiring a Notice roll at –2. Once sprung, 
  flames shoot forth, causing 2d10 damage to anyone caught in their path. When 
  the trap is sprung, anyone in path of the flames must make an Agility roll at –2 
  to avoid the fire. Anyone hit by a pillar of flame has a chance of catching fire, 
  according to the rules presented in the Savage Worlds core rulebook.
  Flood Traps
  These traps consist of a chamber filled with water (or oil, gas, acid, etc.) 
  The liquid may already be present within the chamber or perhaps it seeps in 
  through grates in the floor or is poured in from the ceiling. With no drainage 
  the room soon fills up, forcing heroes to tread water or drown (see the Savage 
  Worlds core rulebook). If the liquid is oil, it may be ignited upon reaching a 
  certain depth. Acid has even nastier consequences for anyone immersed in 
  it. Usually a hidden lever or valve, spotted with a Notice roll at –2 opens a 
  hidden drain that lowers the fluid level. This trap is often the final destination 
  for heroes who have fallen victim to a collapsing stair or pit trap.
  Pit Traps
  Pit traps consist of a deep pit lined with sharp sticks or metal spikes, designed to 
  impale the heroes. A successful Notice roll at –2 is required to detect a covered 
  pit trap. Anyone falling into a pit trap suffers normal falling damage (see the 
  Savage Worlds core rulebook) in addition to an additional 2d6 for the spikes. 
  Some pit traps contain deadly creatures, such as poisonous snakes, tarantulas, 
  or rats instead of spikes, while others are filled with water, acid, or oil. Pits may 
  or may not be covered or otherwise camouflaged. Sometimes, a pit’s cover may 
  be locked in place until some other trigger is sprung.
  
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  Projectile Traps
  These traps consist of concealed projectiles positioned behind doors, ceilings, or 
  perhaps even within the mouth of an exquisite sculpture. A spring mechanism, 
  usually activated by a trigger plate or other pressure-sensitive device, causes 
  the projectiles to shoot forth. Often these darts may be tipped with poison or 
  venom. Detecting these types of traps requires a Notice roll at –2. Avoiding 
  them requires an Agility roll at –2. If a projectile hits its target, it inflicts 2d6 
  damage. Poison darts inflict additional damage or cause some other appropriate 
  effect determined by the GM.
  Rolling Boulders
  Built atop an incline or sloping passage, this trap sends a heavy boulder 
  tumbling down at the hero. A trigger, usually a tile in the floor or concealed 
  tripwire, activates the trap, which is proceeded by a low rumbling, gradually 
  increasing in volume as the boulder rolls down the inclined corridor towards 
  the hero. Detecting the triggers for these traps requires a Notice roll at –2.
  Once the trap is sprung, the boulder gains momentum and the ability to 
  cause more damage the longer it rolls. The boulder’s base damage is 2d6. For 
  each round beyond the first that the boulder continues rolling, add 1d6 to its 
  damage total. For example, if the boulder rolls four rounds before hitting a 
  hero, the total damage caused is 5d6. If there is space for a hero to dive out of 
  the oncoming boulder’s path, he may do so with a successful Agility roll at –2; 
  otherwise, the boulder should be given a Pace and an Agility attribute and the 
  scene treated as a chase.
  Snare Traps
  Snare traps are one of the most primitive, yet effective, types of traps. They are 
  usually found in areas with lots of tall trees, foliage, and ground cover, such as 
  forests and jungles. They consist of nothing more than a looped rope (which 
  lies hidden on the ground), attached to a twig or wooden peg (which serves as a 
  trigger), and a counterweight (such as a bent sapling or tree branch). 
  Snare traps can be set to go off with a trip wire being attached to the trigger, 
  but more commonly, the hunter, who hides nearby, activates the trap when 
  his quarry steps within the looped rope. The trigger is released and the snare 
  catches the prey by the foot, pulling it up into the air where it is at the hunter’s 
  mercy.
  Detecting a snare trap requires a Notice roll. Modifiers may be applied 
  depending on how well the snare is hidden. Once the hero steps into the trap, 
  have them make an opposed Agility roll at –2 against the hunter’s Agility. If the 
  hunter wins, the hero is caught; otherwise, the hero is only tripped up and falls 
  prone. Escaping from a snare trap requires the target to cut the rope (requiring 
  a suitable cutting device and a successful Strength roll), and if successful, the 
  hero suffers normal falling damage as per the Savage Worlds core rulebook.
  
  140 
  TRUSTWORTHY ALLIES
  Pulp heroes have stalwart allies, contacts, and associations helping them out in 
  a pinch: a trustworthy police detective, an honest co-worker, a helpful shoeshine 
  boy, or an accommodating cab driver. They may lend assistance by providing 
  information or they may provide vital resources needed to accomplish a specific 
  goal. In dire situations they may actually suit up and join the heroes on their 
  adventures. Allies are most often mundanes, or normal humans, and subject to 
  all the frailties of such. Therefore, the heroes must exercise caution in relying 
  upon them too much in the field. Besides, it’s not heroic to do so, now is it?
  THE ELEMENT OF SURPRISE
  The client revealed as the killer. A door bursts open and a gang of armed 
  goons force their way into the room. The heroes ambushed in a dark alley by a 
  horde of ninja descending from rusty fire escapes. Unexpected surprises keep 
  the players on their toes and give them new situations to wriggle free from. 
  The key is to carefully have logical underpinnings for these events that become 
  evident later. The sign of a great GM is when he can make his players exclaim 
  with surprise, “Now I didn’t see that coming!” The trick is to not overdo it. 
  Sometimes the unexpected surprise is no surprise at all and things are exactly 
  as they seem to be after all.
  RAVAGED ADVENTURING
  With all that’s going on in Ravaged Earth, you can be certain opportunities for 
  adventure are tremendous and varied.  In the following sections, you’ll get an 
  overview of various elements and play styles for use and inspiration.
  Crimebusting
  In this style of play, the hero — often referred  to as a mystery man or masked 
  avenger — wears a mask, or some other disguise, and battles his opponents from 
  the shadows, only making a public display of his prowess when the storyline 
  dictates that he does so. These tales feature lots of mooks and fisticuffs, and the 
  dramatic pacing is always fast and furious. The hero is pitted against enemies 
  of great power and cunning, bent on conquering or destroying the world. Most 
  crimebusting tales take place within the confines of sprawling cities such as New 
  York City or Los Angeles, and involve organized crime or ruthless underground 
  organizations. You could easily have the characters discover a local branch of 
  the Ravaged Earth Society and become recruited into their ranks. This play 
  style is particularly suited to players that really want to mix it up and blow off 
  steam when they game. The main advantage is little set up is necessary. By 
  focusing on a particular city, you can really develop out that section of Ravaged 
  Earth to afford the diehard roleplayers in your group room for storytelling.
  Espionage
  Ravaged Earth is rife with international intrigue and espionage. Governments 
  secretly vie for control of Aetherium: some to use it and others to prevent it 
  from being used. Independent corporations try to skirt the law and entice some 
  of the less scrupulous Ravaged to seek it out for them. The heroes can work for 
  
  141
  a foreign government, such as Britain or France or spy for the United States. 
  Intelligence activities focus on the so-called “enemy” governments of Nazi 
  Germany and the Soviet Union, but crafty spies can find themselves gathering 
  information on the governments of the Far East, the Middle East or infiltrating 
  some clandestine organization or cult. Heroes undertaking this dangerous 
  line of work can have dual identities, doctored passports, and receive special 
  combat training. Ravaged PCs often find themselves mixed up in matters of 
  espionage as a matter of course. Whether they are actively an agent or not, 
  it seems that documents of national security and items of great import seem 
  to pass through their hands on regular occasion. As a GM, this affords you a 
  nice break from a crime tale by offering up a lot of intrigue and investigation, 
  punctuated with a bit of gunplay every now and then for variety.
  Hardboiled Detective
  The use of reason to deduce the solution to any problem is the defining feature 
  of this subgenre. Sleuths, private eyes, and amateur investigators poking their 
  noses into business better left untouched are the usual protagonists. These tales 
  usually revolve around an investigator’s attempts at solving a baffling crime. As 
  the tale progresses, and he figures out various clues (most likely facing increasing 
  peril with each clue), he gets closer to the truth. He inevitably solves the case 
  before bringing the criminal to justice. Psychic detectives with amazing mental 
  powers, occult detectives investigating incidents involving the supernatural, 
  and investigators with a scientific flair are all appropriate to this subgenre.
  World-Spanning Adventure
  Having your characters get out there and explore Ravaged Earth is key. Give 
  them reasons to travel the globe. Have adventures set in exotic locations around 
  the world: the mysterious Far East, the jungles of Darkest Africa, the lush 
  tropical islands of the South Seas, the sand-swept deserts of the Near East, and 
  along the winding and murky waters of the Amazon. The setting, including 
  its inhabitants and their customs, is a prominent feature of such tales, and the 
  heroes are usually tough men, relying on their luck, wits, and skill with fists and 
  firearms to see them safely through to the end. As long as a tale is exciting and 
  set in an exotic locale, it makes no difference whether the heroes are searching 
  for ancient artifacts, exploring unknown lands, or opposing the schemes of a 
  madman — it’s all adventure.
  Horror
  Horror is most often associated with one of its most famous authors, H.P. 
  Lovecraft. However, not all pulp horror of the time was concerned with mind-
  shattering nameless things from beyond space and time. There were other 
  types as well, such as Terror Tales, Strange Stories, and Ghost Stories, to name 
  a few. Most of these stories focused less on inescapable horror and inevitable 
  madness and included elements of a more mundane nature: vampires, ghosts, 
  werewolves, mad killers, voodoo, gothic castles, etc. In Ravaged Earth, Aetherium 
  is believed to have awakened the undead and worse. In any case, monsters are 
  all too real.
  
  142 
  Lost World
  This subgenre developed from the scientific romances of the late 19th century. 
  These stories usually featured a location that, by virtue of its isolation from the 
  rest of the world, developed along an entirely different axis. Lost worlds could 
  be found within hidden islands in the South Pacific, deep within primordial 
  African jungles, inside massive inactive volcanoes, or even within the mythical 
  Hollow Earth. Who knows what lies within the depths of Ravaged Earth?
  Science Fiction
  Some pulp stories contain marvelous scientific inventions and innovations 
  seemingly beyond the scope of mankind’s understanding. These machines and 
  devices could almost work miracles with their complex functions and abilities. 
  Such sci-fi stories dealt with outer space travel, bug-eyed aliens, and super 
  science. These tales used wondrous inventions such as rocket ships, flying cars, 
  atomic ray guns, and robots. In Ravaged Earth, the science fiction is brought 
  to the characters’ doorstep as the Martian threat looms ever on the horizon 
  and the characters themselves are harnessing new technological breakthroughs 
  regularly.
  Sky Captains
  Building a Ravaged Tale around a group of disparate characters dealing with 
  aerial adventure is tricky at best, so a campaign of this sort is best suited to small 
  groups or even duet gaming where there is one GM and one player. Whatever 
  else goes on in the story, adventures within this subgenre always include hair-
  raising dogfights and aerial chases. The heroes must contend not only with the 
  inherent dangers of flight, but with enemy fighters, huge zeppelins, and bizarre 
  aircraft mounting terrible weapons of doom and destruction. Couple this with 
  the Rocket Rangers, alien aircraft, and giant, flying platforms and you can have 
  a good adventure component. 
  Other Play Styles
  There are many other play styles (e.g., historical, jungle tales, romance, spicy, 
  and western), and although popular as far as readers of the day were concerned, 
  they do not really lend themselves to the kind of action and adventure typically 
  associated with Ravaged Earth. This doesn’t mean that you can’t use them in 
  your adventures; however, they are better applied as themes to one of the 
  more prominent play styles, rather than being used as the focus of an entire 
  adventure: intercepting German spies in the Northeast, falling victim to the 
  wiles and charms of a femme fatale, and perhaps investigating a murder at a 
  dude ranch in Arizona would make for interesting “side adventures.”
  
  143
  PULP ADVENTURE GENERATOR
  From plot, to location, to action scenes, to villains and supporting characters, 
  the Pulp Adventure Generator can be used to randomly generate the 
  barebones of a pulp adventure for those times when the creative juices just 
  don’t seem to be flowing.
  The following tables help the GM determine where the heroes will go next. 
  Piecing together the various elements requires imagination and creativity, but 
  when done properly, you’ll be able to craft adventures your heroes will never 
  forget. 
  HOOK
  The hook gets the players involved in the adventure. It’s usually dramatic, full 
  of action and suspense and packs a wallop from the beginning. 
  1 
  Fistful of Trouble
  2 
  Exploration
  3 
  Rumor
  4 
  Motivation
  5 
  Supporting Cast (Friend)
  6 
  Supporting Cast (Foe)
  Fistful of Trouble: The heroes reluctantly find themselves in the middle of 
  the plot, whether they want to be or not. 
  Exploration: The heroes are exploring a part of the city, region or 
  geographical area on holiday or on business. 
  Rumor: The heroes’ curiosity is piqued by rumors or gossip and they’re 
  investigating. 
  Motivation: The heroes’ Hindrances, such as Loyal, Greedy, or Code of 
  Honor, drive them to get involved.
  Supporting Cast (Friend): A friendly character or someone the heroes 
  know requests their help, hires them to perform a task, or likewise asks them to 
  investigate the lynchpin.
  Supporting Cast (Foe): An archenemy, villain or bitter rival drags the heroes 
  into an adventure revolving around the lynchpin. 
  LYNCHPIN
  The lynchpin is the central focus of an adventure and the prime mover of the 
  plot. The plot type determines lynchpin’s roll in the storyline. Roll on this table 
  and then go to the appropriate sub-table. 
  1-3 
  Person
  4-5 
  Entity
  6 
  Object
  
  144 
  Adventure Location
  Residence/Lair: A home of a villain or lair of a beast or creature.
  Castle/Mansion: Ranging from palatial house of royalty or decrepit ruin, 
  this is a grandiose castle or manor.
  Lost City or Temple: From the lost cities of South America and the jungle 
  temples of Angkor Wat, these are ancient centers of religion and power.
  City or Urban Center: Skyscrapers, dense populations and bustling centers 
  of commerce. Choose exact location in the city or roll on the table below. 
  Wilderness: Whether forests, jungles, or shifting deserts, the wilderness is 
  often remote and unforgiving. 
  Exotic: Legendary places like Atlantis, Shangri-La, or the Hollow Earth await 
  with their own mysteries. 
  Important Landmark: A building or natural wonder mankind reveres and 
  is known throughout the world, such as the Eiffel Tower, Grand Canyon, or 
  Great Wall of China. 
  Museum: Centers for the preservation of history, science, and learning, 
  museums contain more than the sum total of man’s knowledge.
  Ancient Ruin: Decaying monuments from antiquity are the sites of 
  archeological exploration such as the Pyramids of Egypt and the Greek 
  Acropolis.
  Flying Fortress: Zeppelins, flying airstrips, and aviation marvels supporting 
  a large settlement of pilots and aircraft. 
  At Sea: Harsh and vast, the sea presents a fine backdrop for sailing tales.
  In Space: Science fiction-themed tales of rocket ships and space travel and 
  stories of voyages to the Moon and Mars. 
  Adventure Location
  1 
  Residence/Lair
  2 
  Castle/Mansion
  3 
  Lost City or Temple
  4 
  City or Urban Center
  5 
  Wilderness
  6 
  Exotic
  7 
  Important Landmark
  8 
  Museum
  9 
  Ancient Ruin
  10 
  Flying Fortress
  11 
  At Sea
  12 
  In Space
  
  145
  City or Urban Center
  1 
  Slum
  2 
  Ethnic Neighborhood
  3 
  Government Building
  4 
  The Waterfront
  5 
  Skyscraper
  6 
  Entertainment Complex
  7 
  Red Light District
  8 
  University
  Slum: A decrepit, blighted area inhabited by the destitute living in ramshackle 
  conditions. Slums are areas rife with crime.
  Ethnic Neighborhood: Chinatown, Little Italy or other such community. 
  Government Building: City hall, capital building or courthouse.
  The Waterfront: Docks, warehouses, and primary shipping area, usually 
  inhabited by sailors, dockworkers and ruffians.
  Skyscraper: Tall office buildings over ten floors, usually dominant structures 
  in a city’s skyline.
  Entertainment Complex: A stadium, opera house, theater or concert hall. 
  Red Light District: Neighborhood marked by vice, including brothels, peep 
  shows and opium dens.
  University: Place of higher learning, with research laboratories and libraries, 
  including Ivy League universities and local colleges. 
  If your adventure takes place in a country rather than at sea or in space, roll 
  on the table below and then go to the appropriate table for the specific nation.  
  
  146 
  Location Tables
  World
  1 
  Asia
  2 
  Europe
  3 
  Africa
  4 
  North America
  5 
  South America
  6 
  Oceania 
  7 
  Middle East
  8 
  Antarctic/Arctic
  Asia
  1-2 
  China
  3 
  Japan
  4-5 
  India
  6 
  Tibet
  7 
  French Indochina
  8 
  Siam
  9 
  Philippines
  10 
  Dutch East Indies
  Europe
  1-2 
  United Kingdom
  3 
  France
  4 
  Germany
  5 
  Italy
  6 
  Spain
  7 
  Greece
  8 
  Soviet Union
  9 
  Monaco
  10 
  Romania
  
  147
  Africa
  1 
  Egypt
  2 
  Morocco
  3 
  Belgian Congo
  4 
  Kenya
  5 
  Ethiopia
  6 
  Rhodesia
  7 
  Union of South Africa
  8 
  French Algeria
  9 
  French West Africa
  10 
  French Equatorial Africa
  North America
  1-3 
  United States
  4 
  Mexico
  5 
  Caribbean
  6 
  Canada
  South America
  1-2 
  Brazil
  3 
  Peru
  4 
  Argentina
  5 
  Colombia
  6 
  Bolivia
  7 
  Chile
  8 
  Ecuador
  
  148 
  Oceania
  1 
  Australia
  2 
  Hawaiian Islands
  3 
  French Polynesia
  4 
  Micronesia
  5 
  New Zealand
  6 
  Easter Island
  7 
  Samoa
  8 
  Papua-New Guinea
  Middle East
  1 
  Palestine
  2 
  Saudi Arabia
  3 
  Persia
  4 
  Iran 
  5 
  Turkey
  6 
  Syria
  7 
  Afghanistan
  8 
  Emirate of Transjordan
  Plot
  1 
  Adventure
  2 
  Discovery
  3 
  Escape
  4 
  The Good Fight
  5 
  Love
  6 
  Mystery
  7 
  Protect
  8 
  Pursuit
  9 
  Quest
  10 
  Rescue
  11 
  Revenge
  12 
  Rivalry
  
  149
  PLot Types
  Adventure: This plot involves plenty of heart-thumping action including 
  traps, foes and chases. A thrilling ride, this plot could unfold over multiple 
  geographical locations or occur in one location, but action is the main staple. 
  The heroes could venture to a remote temple in a dense jungle in search for a 
  rare artifact and battle their way back against overwhelming forces. 
  Discovery: The heroes set out to uncover facts and knowledge about the 
  lynchpin, which reveals greater truths about their world. Does the stone idol 
  the heroes found on a Polynesian island lead to a cult of zombie worshippers 
  and then to the northeastern university academic who secretly controls them? 
  Do the markings on a brittle map the heroes found lead have anything to do 
  with the Crimson Overlord’s impending plans to attack New York? 
  Escape: The heroes begin this plot confined and must escape. Usually their 
  getaway is tied to something else significant and fleeing is an advantageous 
  course of action. A despotic ruler could have imprisoned the heroes on his island 
  fortress, or a cult might have trapped them in their underground catacombs. 
  The Good Fight: Heroes are bound by duty to battle evil. The lynchpin might 
  be an object they’re fighting over, or a distinguished person they’re fighting 
  to protect. The Good Fight involves aerial combat aboard planes, airships or 
  flying saucers, or ground wars with tanks, mechanized armor or conscription 
  armies. It’s glorious war, all for a noble purpose, and the heroes are at the 
  nucleus of it. 
  Love: Staple of the spicy pulps, romance includes trysts, rendezvous, and secret 
  passion. The lynchpin could be an erotic love interest, an object of extreme 
  beauty or a pristine place. Alternately, one of the heroes could be the object of 
  another’s affections, much to the chagrin of a jilted lover. 
  Mystery: Mystery requires preparation and planning as a plot type, with 
  various clues leading to an ultimate solution and final reveal. The murder of 
  tycoon Humphrey Howard Hayes in his locked study on a stormy night might 
  involve several variables, including suspects, physical evidence and motive. This 
  scenario requires critical thinking and planning and frequent interactions with 
  NPCs. Multiple clues should be presented to drive the storyline forward with 
  some red herrings thrown in to complicate things. Should the heroes deviate 
  too far off course, the GM should bring them back on track. Mysteries could 
  lead to shocking revelations about Ravaged Earth: the Hollow Earth and Atlantis 
  are real or that the Martians have a secret colony on Earth.
  Protect: In this plot type, the lynchpin is in danger and needs the hero’s 
  protection. Can the heroes save Countess Morgana from the vampire prince 
  stalking her? Will the heroes safeguard the scientist from the crime lord who 
  wants him dead? If the lynchpin is an artifact, the heroes must not let it fall into 
  the wrong hands. 
  
  150 
  Pursuit: The heroes are either the hunters or the hunted and must evade or 
  capture the lynchpin. If the lynchpin is an important object, the heroes must 
  get it from the villain who stole it. If it is a creature, the heroes could chase it 
  before the sun comes up and it returns to its lair to slumber.
  Quest: The heroes are seeking the lynchpin and must tackle several obstacles to 
  retrieve it. Investigation and intellectual challenges with plenty of opportunities 
  for roleplay are common with the quest. This plot is called “globetrotting” 
  and unfolds in multiple geographical locations before the adventures find 
  themselves homeward bound again. 
  Rescue: The heroes have to rescue the lynchpin (or in the case of an entity, 
  rescue the entity’s unfortunate victims) from someone or something at the GM’s 
  discretion. A priceless artifact might have fallen into the hands of a nefarious 
  cult and the heroes must return it to the museum.
  Revenge: The lynchpin is the center of payback, whether an invention a rival 
  inventor wants for himself, or a costumed villain wants to wreak havoc on the 
  unsuspecting inhabitants of a metropolis. If the lynchpin is an invention, a rival 
  scientist could sabotage it, causing untold chaos and devastation. 
  Rivalry: The rivalry plot type pits two or more factions against one another. 
  Depending on lynchpin, hook, and locale, the heroes can find themselves 
  on one side of the rivalry (helping Dr. Pulsar’s expedition to the Lost City 
  of Kaluu) allying themselves against another (joining Professor Cartwright’s 
  team) or somewhere between factions (beating both scientists to the Lost City 
  of Kaluu). 
  
  151
  Plot Complications
  Not everything runs smoothly in the pulps. Plot complications confound the 
  heroes along the way, forcing the action. 
  1 
  Creature or Beast
  2 
  Person (Roll on Supporting Cast)
  3 
  Trap/Ambush
  4 
  Chase
  5 
  Natural Hazard
  6 
  Rescue Supporting Cast
  7 
  Betrayal
  8 
  Discovery
  9 
  Technological Horror
  10 
  Disaster
  Creature or Beast: Some monster or wild animal stands in the path of the 
  heroes and their goal.
  Person: Someone is causing trouble for the heroes. 
  Trap/Ambush: A trap or a planned attack waits to thwart the heroes.
  Chase: The heroes find themselves involved in a chase. It could be that they 
  are the ones chased or that they are the pursuers. Roll on the Chase table to 
  determine type of chase.
  Natural Hazard: A natural obstacle such as a fierce storm, earthquake, 
  mudslide, tornado or other calamity hits the heroes.
  Rescue Supporting Cast: Someone the heroes know needs rescuing and 
  the heroes must assist. 
  Betrayal: A close ally or associate the heroes know has betrayed them. 
  Discovery: The heroes stumbled upon something or someone and must deal 
  with this revelation, such as shocking news or stumbling across a dead body. 
  Technological Horror: A robot, android or other mechanized monster 
  assaults the heroes. 
  Disaster: A vehicle crash, a pandemic, surprise attack from foes or some 
  other unforeseen calamity strikes.  
  
  152 
  Chase
  1 
  Foot 
  2-3 
  Ground Vehicle
  4 
  Mounted 
  5 
  Aircraft 
  6 
  Watercraft
   
  Foot Chase: Evading pursuers by sprinting.
  Ground Vehicle Chase: A chase involving automobiles, bicycles, trains, 
  wagons or other similar modes of transport.
  Mounted Chase: Riding horses, camels, elephants or other large animals.
  Aircraft: Aeroplanes, airships, autogyros, balloons or other flying machines. 
  Watercraft: Speedboats, yachts, steamboats, sailboats, submarines or other 
  vessels. 
  Person
  The lynchpin is always considered a Wild Card. Determine exactly who they 
  are on the Supporting Cast table (p. 155).
  1-2 
  Supporting Cast (Friendly)
  3    
  Supporting Cast (Foe)
  4    
  Supporting Cast (Major Villain)
  5    
  Cultist
  6    
  Organization
  Supporting Cast (Friendly): This individual is someone who has existing 
  connections with the heroes or is an ally. 
  Supporting Cast (Foe): This individual is someone who isn’t connected to 
  the heroes and is an enemy. Maybe the person did have connections with the 
  hero at one time but has had a falling out. 
  Supporting Cast (Major Villain): This individual is a major force of evil 
  in the Ravaged Earth universe, one whose machinations cause great harm to the 
  world. Tangling with a major villain means confronting an army of mooks and 
  other hazards. Select a major villain or roll randomly on the Major Villain 
  table.
  Cultist: This individual is a member of a cult. Select the cult or roll randomly 
  on the Organization table. 
  Organization: This can be a mystic cult, secret society, or criminal 
  organization vying for world domination. Select one or roll randomly on the 
  Organization table. 
  
  153
  Entity
  1 
  Lycanthrope
  2 
  Incorporeal Spirit
  3 
  Undead
  4 
  Infernal
  5 
  Mythological
  6 
  Gargantuan 
  7 
  Mechanical Menace
  8 
  Animated Construct
  9 
  Cryptid
  10 
  Alien
  Lycanthrope: A human that transforms into a creature, namely a werewolf, 
  werecat, etc.
  Incorporeal Spirit: Ghost, poltergeist, phantom, or other spiritual entity.
  Undead: Zombie, mummy, vampire, or walking corpse.
  Infernal: A Hell-born creature such as demon, imp, or succubus.
  Mythological: A beast from classic mythology such as a centaur, goblin, 
  ghoul, gryphon, troll, ogre, unicorn, or dragon.
  Gargantuan: An enormous monster such as giant gorillas, dinosaurs, or 
  colossal humans. 
  Mechanical Menace: Robots, automatons, sentient brains, cyborgs, or other 
  technological terrors.
  Animated Construct: An inanimate object brought to life by magic or other 
  fantastic means such as golems, gargoyles, suit of armor, animated doll, or 
  living statue. 
  Cryptid: Legendary fantastic animals such as Bigfoot, Chupacabra, kraken, 
  yeti, jackalope, sea serpents, or gremlins. 
  Alien: Extraterrestrial beings such as Martians, Selenites, Venusians, or other 
  alien creatures.
  
  154 
  Object
  1
  Artifact
  2 
  Relic
  3 
  Gadget
  4 
  Weapon
  5 
  Book/Knowledge
  6 
  Martian Technology
  Artifact: An ancient object from the past, such as a statue, tablet or treasure.
  Relic: An object venerated for its links to religion, mythology or history. 
  Unique and valuable.
  Gadget: Some technological device, usually Aetherium powered and created 
  by a gadgeteer or mad scientist. 
  Weapon: An item of extreme power designed for combat such as a sword, 
  gun, or war machine. 
  Book/Knowledge: A bound book, brittle scroll or arcane tome containing 
  spells, a secret history of the world, or some other esoteric knowledge. 
  Martian Technology: The Red War may be over but Martian technology 
  remains: heat rays, war tripods, and flying saucers fueled by Aetherium are a 
  sophisticated, yet lethal, technology. 
  Supporting Cast
  Supporting cast members are encountered during the course of the adventure 
  and can assist the heroes as allies or hamper their efforts as foes. They could 
  provide valuable information, pilot an airship, or be a damsel they rescue. Roll 
  on the Supporting Cast table to see who it may be. 
  
  155
  Supporting Cast
  1-3 
  Archaeologist
  4-7 
  Athlete
  8-10 
  Aviator
  11-13 
  Big Game Hunter
  14-16 
  Clergyman
  17-19 
  Cowboy
  20-22 
  Dilettante
  23-25 
  Doctor of Medicine
  26-28 
  Entertainer
  29-31 
  Explorer
  32-34 
  Femme Fatale
  35-37 
  Gadgeteer
  38-40 
  G-Man
  41-43 
  Hobo
  44-46 
  Journalist
  47-49 
  Kid
  50-52 
  Magician
  53-55 
  Martial Artist
  56-58 
  Masked Avenger
  59-61 
  Mesmerist
  62-64 
  Military Officer
  65-67 
  Missionary
  68-70 
  Mystic
  71-73 
  Native Tribesman
  74-76 
  Noble Savage
  71-73 
  Occult Researcher
  74-76 
  Pirate
  77-79
  Police Detective
   80-82
  Policeman
  83-85
  Private Investigator
  86-88 
  Professor
  89-91
  Rocket Ranger
  92-93 
  Sailor
  94-96
  Scientist
  97
  Spy
  98
  Super Human
  99-100
  Treasure Hunter
  Major Villain
  1 
  Doc Reaper
  2 
  Klaus Moebius
  3 
  Lady Venom
  4 
  Lord Amenhotep
  5 
  Lothar Prax
  6 
  Jade Dragon
  7 
  Dr. Millennium
  8 
  Seven Jaguar
  Organization
  1 
  Black Dragon Society
  2 
  Cult of Anubis
  3 
  Golden Dawn Society
  4 
  The Illuminati
  5 
  The Red League
  6 
  The Rosicrucians
  7 
  Thuggee
  8 
  The Thule Society
  9 
  Order of the Winged Serpent
  10 
  Chicago Mob 
  
  156 
  CREATING VILLAINS
  Ravaged Earth comes complete with a storyline filled with villains and bad guys 
  Sometimes, however, you want to give your players a little homemade nemesis.
  Criminal Overlord: Mob boss or gangster, usually at work in large urban 
  areas controlling “territory” and involved in smuggling liquor, women, guns or 
  racketeering.
  Foreign Menace: Usually of Asian or “Oriental” backgrounds, the foreign 
  menace is both exotic and dangerous. 
  Nazi: The Nazis are traditional villains, setting their agenda for world 
  domination. 
  Cult Leader: Head of a fanatic cult, the cult leader often has resources and 
  followers at his disposal.
  Corrupt Plutocrat: A captain of industry, robber baron or wealthy 
  businessman turned evil with plans of conquest. 
  Supernatural Horror: A creature or monster from man’s worst nightmares 
  hungry for power or blood. 
  Mad Scientist: Crazed megalomaniac inventor uses weird science to enslave 
  humanity or cause mayhem.
  Femme Fatale: A devious woman with ulterior motives; usually dresses in 
  black and represents herself as a grieving widow or lost lady in need of rescuing. 
  Evil Ruler: A foreign dictator or corrupt politician drunk with power. 
  Primitive Chieftain: The chieftain heralds from a primitive culture or 
  maybe a lost ancient civilization and views modern society as something to 
  exterminate. 
  Master Thief: Whether a diamond smuggler or art thief, this villain is adept 
  at stealing priceless artifacts or items. 
  Occultist: A magician, warlock, witch or voodooist, the villain is a practitioner 
  of dark magic and seeks eldritch forces and arcane powers to control the world. 
  Villain Types
  1 
  Criminal Overlord
  2 
  Foreign Menace
  3 
  Nazi
  4 
  Cult Leader
  5 
  Corrupt Plutocrat
  6 
  Supernatural Horror
  7 
  Mad Scientist
  8 
  Femme Fatale
  9 
  Evil Ruler
  10 
  Primitive Chieftain
  11 
  Master Thief
  12 
  Occultist
  
  157
  Secret Lairs
  Secret lairs exist to make the game more interesting. While the villain could 
  easily have their base of operations in an abandoned warehouse (and many 
  do), many villains, especially those with power or who have tangled with the 
  heroes before, have probably set up some nicer, more private digs. A secret lair 
  is a true staple of pulp and adds a huge amount of character to your villain 
  and your game. For example, if “The Loan Shark” has an underwater lair, it 
  sure lets the heroes know immediately the guy is not a typical mafia honcho. 
  As a GM, you can build a whole theme around your villain based upon where 
  the bad guy chooses to set up shop. If you want your villain to have a secret 
  hideout, roll a d8 on the Secret Villain Lair table below (or pick something 
  you find most appropriate).
  Cave: Your villain found a subterranean cavern, complete with stalactites 
  and stalagmites and an underground river to set up shop in. There are twisty 
  passageways and dangers common in many caves.
  Underwater: The villain has set up shop in a local lake or in a U-boat or 
  converted submarine, or some mystical or mechanical device of his own 
  creation.
  Castle: An old medieval castle, reconverted into a hideout for your villain and 
  his entourage. This castle may look comfortable and stately, but it is really a 
  citadel for evil.
  Hidden Fortress: A fort, complete with high walls and barracks, deep in 
  the jungle or remote mountaintop where no intruders can spy on your villain’s 
  dirty work.
  Dormant Volcano: Nobody ever thinks to look inside a dormant volcano. 
  Several winding passageways once hollowed out by magma now house your 
  villain’s secret lair. 
  Skyscraper Penthouse: Rich, luxurious opulence. Heavily guarded and 
  usually containing a private elevator for emergency escapes. 
  Lost City: Archaeologists haven’t discovered these beautiful sandstone ruins, 
  but your villain has; this city could be filled with a lost indigenous population at 
  the beck and call of the evil mastermind or ancient alien technologies or both.
  Manor House: A stately mansion complete with servants and luxurious and 
  lavish living conditions. 
  Secret Villain Lairs
  1 
  Cave
  2 
  Underwater
  3 
  Castle
  4 
  Hidden Fortress
  5 
  Dormant Volcano
  6 
  Skyscraper Penthouse
  7 
  Lost City
  8 
  Manor House
  
  158 
  MOTIVATIONS FOR VILLAINS
  So what’s a typical Ravaged Earth villain do when he’s not laughing maniacally 
  at his evil schemes? Concocting a solid plotline is essential. We recommend 
  thrusting your heroes into the action with a direct attack by the villain’s hired 
  goons. Maybe your heroes thwarted the villain’s nefarious plans and the villain 
  seeks revenge. Maybe the villain wants to bomb an American airship, steal a 
  rare jewel, find a lost artifact, kidnap a rich heiress, smuggle barrels of whiskey 
  into New York City, release a horde of vampires in a populated area, or use his 
  mesmerist abilities to brainwash a world leader. There are countless motivations 
  and plots you can think of for your villain and the more outlandish the better. 
  Villains rarely function in a vacuum; they have assistance from armies of 
  toadying sycophants and henchmen. 
  Villainous Plots
  1 
  Steal something valuable
  2 
  Kidnap someone important
  3 
  Invent an infernal machine
  4 
  Destroy an important place
  5 
  Declare war
  6 
  Hunt for a relic
  7 
  Kill an important person
  8 
  Perform a ritual
  9 
  Obtain a deadly item
  10 
  Combination of two of the above
  
  159
  Subplots 
  Not all adventures have to be grandiose epics in which the fate of the world 
  hangs in the balance. Sometimes the heroes may participate in adventures 
  that simply increase their experience and enhance their reputations: rescuing 
  kidnapped people, clearing an innocent reporter’s name, capturing a local 
  criminal mastermind, or perhaps simply aiding the local authorities in solving 
  a few “cold cases.”
  Some adventures focus on locating artifacts or relics. These objects, known 
  as “MacGuffins,” represent prized objects coveted by one or more interested 
  parties. It doesn’t really matter what the MacGuffin is, so long as the heroes get 
  it before the bad guys do.
  Ravaged Earth is so overflowing with elements of the bizarre, developing such 
  subplots is a breeze, especially if you tie the subplots in with the heroes’ 
  backgrounds. Get to know the heroes’ personal histories: What did they do 
  before they became heroes? Where did they come from and what were their 
  families like? Do they have any weaknesses or enemies?
  Knowing these details is very helpful when designing subplots and side 
  adventures. Maybe one of the heroes worked for Capone’s mob when he was 
  young and foolish, or perhaps he served as an adept of the Golden Dawn 
  Society and later came to see the light. You might have mobsters or warlocks out 
  for vengeance pursue the hero. Maybe one of the heroes has a rich uncle who 
  longs to be an explorer and “tags along” on his adventures, bailing the heroes 
  out of trouble (but more likely getting into trouble himself). Such scenarios are 
  easy to create with a little knowledge of the characters’ backgrounds and some 
  imagination. Here are some examples to get you started:
  • Disguised representatives of an enemy faction (e.g., the Cult of Anubis, the 
  Golden Dawn Society, or Capone’s mob) want your group to help steal a 
  priceless da Vinci manuscript from a local rare book dealer with an unsavory 
  reputation. The representatives claim the manuscript, which is really a design 
  for a flying weapon, was stolen from them. In fact, the book dealer stole the 
  manuscript and the faction simply wasn’t willing to pay the offered price. They 
  offer the heroes $1,000 to lift the item. Will the heroes do the deed before 
  discovering their benefactor’s true identities?
  • The ghost of a deceased player character or ally haunts the group. The 
  restless spirit doesn’t harm the heroes; however, it does tend to show up at the 
  most inopportune moments. The ghost wants the heroes to avenge his death by 
  killing his murderer. Only then will it leave them alone.
  • One of the heroes has an exact double — an evil doppelganger — running 
  around causing mischief and framing the hero for a variety of crimes. Perhaps 
  it turns out the villain is the hero’s long lost twin brother…
  
  160 
  THE PUPPET MASTERS
  Secret societies, organizations, and affiliations dot the globe, each attempting 
  to fulfill their own agendas while maintaining their shroud of secrecy. Heroes 
  often encounter these groups obliquely while attempting to reach their own 
  goals. Introducing these secret societies sparingly into your adventures early on 
  is a great way to add both an air of mystery and provide a degree of continuity 
  to your campaign. Whether they admit it or not, gaming groups like recurring 
  villainy. As you read through the varying groups, think best of how they’ll fit 
  into your personal play style, your vision of Ravaged Earth, and the types of 
  games your gang likes to play. 
  The Cult of Anubis
  Led by the enigmatic Lord Amonhotep, the Cult of Anubis is based upon an 
  ancient Egyptian cult which revered the jackal-headed god of mummification, 
  Anubis. Amonhotep restored the Temple of Karnak near Thebes to its former 
  glory, and has hundreds of followers all over the world do his bidding. He 
  teaches his followers Egypt will return to greatness only if they learn ancient 
  Egyptian magic and secure all the artifacts and mummies of dead pharaohs 
  they can. Lord Amonhotep rules the Cult of Anubis with an iron fist, gathering 
  followers to his religion, based on Anubis, death, and the Egyptian afterlife. 
  According to Amonhotep, serving Anubis in this world guarantees you a prime 
  place in the next. The cult is sweeping through Egypt, gathering adepts from 
  all walks of life. The cult’s followers believe Amonhotep is a pharaoh for a new 
  age, one that will see ancient Egypt finally reveal its long-hidden secrets to the 
  world.
  The Esoteric Order of Atlantis
  Mentioned in Plato’s dialogues, Timaeus and Critias, and detailed in the secret 
  dialog of Hermocrates, Atlantis was a fantastic island inhabited by a race of 
  highly evolved humans, with advanced technology powered by a miraculous 
  material called orichalcum. The Atlanteans worshipped the god Poseidon 
  and built an extravagant temple in his honor. A cataclysmic volcanic eruption 
  tore the land asunder and sunk the island and its people beneath the Atlantic 
  Ocean, and Atlantis passed into the misty realm of legend, yet another lost 
  city and bedtime story. Yet some Atlanteans survived, and altered their bodies 
  with those of marine life through genetic splicing, transforming themselves 
  into “fish people.” The Esoteric Order of Atlantis is a secret society tasked 
  with protecting Atlantis from the upper world. Its leader is Simon Crest, an 
  Atlantean who spent most of his life among humans and masquerades as a 
  professor of ancient history. Crest sees humanity as a corrupting, decadent 
  force, and will safeguard his beloved sunken empire from the contamination of 
  the upper world. If Crest fails to keep humanity from discovering Atlantis, the 
  Atlantean ruler, King Aleus, will replace him with a more ruthless guardian.   
  
  161
  The Golden Dawn Society
  Originally named the Hermetic Order of the Golden Dawn, the Golden Dawn 
  Society traces its origins to three Freemasons and Rosicrucians who began an 
  esoteric society in 1887. The society originally practiced arcane studies such as 
  astrology, tarot, alchemy, elemental magic, and Hermetic Kabbalah. It used 
  a system of ranks and grades for its members, with a rigid hierarchy of secret 
  masters and underlings. The most famous member of the group, Aleister 
  Crowley, led a rebellion and seized control of the order in 1899.
  Crowley transformed the Golden Dawn into an occult society concentrating 
  on dark magic. The sinister undertones frightened many members and caused 
  them to resign, but Crowley didn’t care. He gained a bumper crop of new 
  adepts thirsting for power through sorcery and black magic. Crowley rules the 
  Golden Dawn Society from the Isis-Urania Temple in London, the order’s 
  headquarters. The society has lodges and temples around the world where 
  adepts secure occult knowledge and artifacts, and commit any number and 
  kind of crimes to deepen their understanding of darkness.
  The Hashishin
  Founded in 1090 by Hassin-i-Sabbah, the Hashishin was a heretical Muslim 
  sect that rejected the Qur’an and Islamic teachings, preferring the spirituality 
  of Persian mystery cults. The Hashishin were cunning assassins, trained to use 
  daggers and knives to murder their influential and powerful targets, rejecting 
  poison and ranged weapons in favor of a more intimate kill. They ruled from 
  a fortress at Alamut, where a secret garden was built so the members could 
  experience worldly pleasures, including food, women, and hashish. The 
  modern word “assassin” is derived from this insidious group’s use of the drug 
  in its rituals. The assassins were promised if they killed themselves after their 
  missions, they would return to the garden of paradise. Though the Mongols 
  destroyed the Hashishin fortress in 1256, the group is rumored to still exist, now 
  headquarters in a subterranean lair beneath the ruins of its former fortress. 
  The Illuminati
  In 1776 a German professor named Adam Weishaupt founded a secret society 
  called the Order of Perfectibilists, which advocated the abolition of organized 
  government and religion and the formation of a new order controlled by logic 
  and reason. In 1777, Weishaupt joined the Freemasons, and it was here that 
  he began recruiting fellow Masons into his secret order, which was renamed 
  the Bavarian Illuminati. In 1784, the King of Bavaria declared all secret 
  societies illegal, and Weishaupt’s Illuminati followers fled to America, where 
  the group established itself with the colonial government. Over the centuries, 
  the Illuminati supported science and technology as a form of human progress, 
  funding this research from their coffers. They amassed power and influence 
  and pulled several strings from the shadows, controlling public officials, 
  organizations, and even governments. Some believe the French and Russian 
  Revolutions were engineered by the Illuminati, and that the League of Nations 
  is part of their grand plan to subvert all national governments in pursuit of their 
  mysterious agenda. Illuminati agents thrive in capitalist nations, answering to 
  their hidden masters, a grand ruling council based somewhere in Europe.
  
  162 
  The Knights Templar
  The Poor Fellow-Soldiers of Christ and of the Temple of Solomon, also 
  known as the Poor Knights or Knights Templar, were founded in 1118 by 
  Hugues de Payens, a knight in the service of Godfroi de Bouillon. Godfroi had 
  founded the Priory of Scion (see below) and the Poor Knights enforced the 
  Priory’s will. The Knights Templar also escorted and safeguarded European 
  pilgrims to Jerusalem. The order’s insignia, a red cross on a white mantle, 
  became recognized throughout the known world, and their reputation as fierce 
  warriors and dedicated servants to the church increased over time. In 1188, 
  the Templars began pursuing their own agenda after acquiring wealth and 
  influence in Europe and the Holy Land during the Crusades. Some say their 
  wealth came from uncovering hidden knowledge underneath the ruins of 
  Solomon’s Temple, possibly an artifact of great power.
  Because of their wealth and power, the Knights Templar attracted attention 
  from local royalty and church officials. In 1314, Pope Clement V and Philip 
  IV of France had the Templars arrested on charges of heresy, blasphemy, and 
  sorcery. Jacques de Molay and other French Templars were burned at the 
  stake, while other Templars fled to Portugal and then to Scotland. The Scottish 
  Templars, under the leadership of Henry Sinclair, funded a secret expedition 
  to the New World in 1398, 100 years before Columbus. Modern Templars use 
  their international banking contacts and resources to hunt for supernatural 
  powers to bring about a new order.
  The Kokuryukai
  Known as the Black Dragon Society, the Kokuryukai was founded in 1901 as 
  an ultranationalist group based in Hokkaido, Japan. Its followers engage in 
  assassination, espionage, and sabotage throughout the Far East. In the 1920s 
  and 1930s, agents of the Black Dragon Society spread to the west coast of 
  the United States and into South America, infiltrating society for the glory of 
  Imperial Japan. The group’s secret goal is is to halt the spread of Communism 
  and Russian influences into Asia. The society seeks to spread Japan’s power into 
  China through Manchuria. The society’s founder, Ryohei Uchida, knows many 
  important officials in the Imperial government and his group is the unofficial 
  spy agency for Japan. Black Dragon operatives are all over China, and have 
  even infiltrated Chiang Kai-shek’s government — it is only a matter of time 
  before the Nationalist leader’s life is in jeopardy.
  
  163
  The Priory of Scion
  Based in Rennes-les-Chateau, France, the Order of Our Lady of Zion was 
  founded in 1099 by the French crusader Godfroi de Bouillon. Later called 
  the Priory of Scion, the group is a secret network dedicated to protecting the 
  bloodline of the Merovingian kings of France, a dynasty that ruled between 
  the 5th and 7th centuries A.D. Rumors say this bloodline traces its ancestry 
  back to the offspring of Jesus Christ by Mary Magdalene, and the Priory of 
  Scion hides and safeguards important documents and evidence of this holy 
  (but potentially Church-shattering) lineage. Whether or not this is true cannot 
  be proven, because the Priory of Scion cloaks its actions with ciphers, codes, 
  and doubletalk. The militant arm of the Priory of Scion, the Knights Templar, 
  championed the Crusades through military conquest. The Priory of Scion is 
  said to know the location of the Holy Grail.
  The Red League
  This secret organization was founded in 1925 in the Soviet Union as a way 
  for the Communists to spread their influence throughout the world. The Red 
  League is a conspiracy so sinister, not even its membership knows who is 
  pulling the strings. Red League chapters operate in countries throughout the 
  globe, trafficking in weapons, people, and money; their goals are to spread the 
  Communist philosophy and gather political power. Red League members use 
  “mental indoctrination,” a subtle form of hypnotism, to brainwash its novice 
  members and control their minds!
  The Rosicrucians
  Founded in the early 17th century with the publication of three manifestos by 
  Christian Rosenkreuz, a wandering pilgrim who lived in the 15th century, the 
  Fraternity of the Rose Cross, or Rosicrucians, is an esoteric order devoted to 
  bringing about a “universal reformation of mankind.” Rosicrucians practice a 
  mysticism based on esoteric wisdom learned by Rosenkruez from Arab sages, 
  their central belief being mankind can be improved through occult sciences 
  like alchemy. The hermetic practitioners are benign and peaceful, gathering 
  all kinds of knowledge to further their cause, and use Christian symbolism to 
  explain the Divine Sciences, allying themselves with groups whose goals are 
  similar.
  Sons of Hyperion
  For a thousand years, the Sons of Hyperion have searched the Earth, gathering 
  information and tools left by extraterrestrial visitors. Named after the Greek 
  Titan of stargazing and light, the Sons of Hyperion seek to use alien technology 
  to unlock the true nature of the universe. The organization believes humanity is 
  corrupt, and only technology from extraterrestrials can save human civilization 
  from itself. The Sons of Hyperion will exploit alien technology to achieve this 
  salvation, even if it means doing harm. 
  Following the Red War, the Sons of Hyperion busied themselves collecting 
  and studying fallen Martian machinery. Wilfred Graves, the group’s leader 
  and hierophant, runs the cult from a heavily-fortified brownstone apartment 
  building bordering New York’s Central Park. 
  
  164 
  The Thuggee
  The Thuggee is a secret network of assassins, robbers, and thieves from India. 
  Once thought expunged, it has resurfaced! The cult was originally formed 
  in the mid-18th century, operating primarily within the Indian subcontinent 
  in small bands, ranging from 10 to 200 members. The Thuggee worship the 
  Hindu goddess Kali in her darkest, most destructive form. In the 1830s, the 
  British suppressed the Thuggee, driving the secret society underground, where 
  they remained for generations. Recently however, the cult has emerged in 
  remote parts of India.
  The Thuggee strangle their victims with long yellow scarves, often hidden 
  within turbans and cummerbunds. They also carry pickaxes, blessed items 
  used to bury the bodies of their victims. According to Thuggee belief, each 
  murdered victim is a sacrifice necessary to appease Kali, so that she will not 
  return and destroy all of mankind. The society uses secret signs and symbols 
  to communicate, and each member conceals their affiliation by holding a 
  respectable job. At night, the Thuggee worship at a hidden shrine to Kali, 
  where they offer sacrifices to their dark goddess.
  The Thule–Gesellschaft (Thule Society)
  Founded in 1918 as the Studiengruppe für Germanisches Altertum (or “Study Group 
  for German Antiquity”), the Thule-Gesellschaft, or Thule Society, is an 
  occult society that sponsored the Nazi Party. The Thule Society is dedicated 
  to preserving the true origins of the Aryan race. According to their beliefs, 
  “Ultima Thule” was an island in the north, the capital of ancient Hyperborea, 
  where the Aryan race originated. Members study occult magic and ancient 
  symbolism supposedly left by the Aryans, including the swastika, which 
  the Nazis adopted as their own. Some of Hitler’s most trusted advisors are 
  Thule Society members, disseminating anti-Semitic literature and pro-Aryan 
  propaganda.
  The Vril Society
  A companion society to the Thule Society, the Vril Society was created in 
  1921 as “The All-German Society for Metaphysics” in order to study the true 
  origins of the Aryan race. Members of the Vril Society were first indoctrinated 
  into the Thule Society; if they showed aptitude and interest, they were then 
  sworn into the Vril Society.  Engaged in top secret scientific expeditions to 
  find Atlantis, Lemuria and Shangri-La, locate gateways into the Hollow Earth, 
  conduct technological research on UFOs and other “flying saucers,” and learn 
  about mysticism and the occult, the Vril Society and its activities are officially 
  ignored or denied by the Nazi regime.
  
  165
  
  166 
  The Supporting Cast: 
  Archetypes, Allies and Bad Guys
  What game is complete without some friends to help out the heroes and bad 
  guys to mix it up with? On the following pages, you’ll find a number of both 
  to help bring Ravaged Earth to life. Before we bring on some of the specific 
  characters, please remember that it’s a big, old world out there and if you’re in 
  a fix for something you can’t find between these pages, remember this is Savage 
  Worlds and you can whip up something in no time using our old familiar friend, 
  the archetype.
  Citizens and Denizens
  Whether it’s a masked marauder, a mechanic, or a mad scientist, you will 
  find that, from time to time, you’re going to need a little special someone to 
  help make the characters’ lives a little richer. Archetypes can easily serve that 
  purpose. Leading men, starlets, or any of a hundred other supporting roles 
  come to mind, like star athletes, socialites, snitches, treasure hunters, tribesmen, 
  or other denizens of pulp stories. This also includes the mooks, gangsters, and 
  cultists the heroes are inevitably going to face — dangerous, yes, but typically 
  mundane.
  Extras generally have d4s and d6s for attributes, with the occasional d8 for 
  any especially appropriate attribute (e.g., Smarts for mad scientists). Wild 
  Cards tend to have d6s and d8s, with the occasional d10. Assign Edges and 
  Hindrances as desired. Remember, you’re building these guys as you need 
  them, so you don’t have to follow the rules that the players do — give ‘em what 
  they need to fill the role you see them in. 
  While you’re at it, be sure to add a bit of a personality. When the characters 
  encounter Matthew Hammerstein, scientist, he’s a lot more memorable if he 
  speaks with a stutter and hums a popular jazz tune, rather than being just some 
  guy in a white lab coat. Whenever possible, paint your archetypes with colorful 
  strokes to make them unique. 
  Note: Defining Interests, including languages, are not as important for your 
  NPCs. Let them speak and know what’s needed to make your game the best it 
  can be. In pulp, you should consider story first and realism second. 
  
  167
  Archaeologist
  When these scholars are not lecturing at universities, they’re digging into 
  the past by studying ancient civilizations through the excavation of temples, 
  pyramids, and other ruins. The archaeologist seeks artifacts and relics that will 
  bring them fame, and expand beyond the limits of human understanding. 
  Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
  Skills: Fighting d6, Knowledge (Antiques) d8, Knowledge (History) d8, Notice 
  d6, Survival d6
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Stubborn
  Edges: Scholar (Antiques and History)
  Gear: Camera, entrenching tool, notebook, pith helmet 
  Athlete
  From boxers, baseball players, or Olympic athletes, these well-toned individuals 
  train and compete in professional sports. They are physically active and have 
  plenty of stamina to carry them through challenges. 
  Attributes: Agility d8, Smarts d4, Spirit d8, Strength d8, Vigor d8
  Skills: Climbing d6, Fighting d6, Intimidation d6, Knowledge (Sports) d8, 
  Notice d6, Swimming d6, Throwing d6
  Charisma: 0; Pace: 8; Parry: 5; Toughness: 6
  Hindrances: Clueless
  Edges: Fleet-Footed
  Gear: Tracksuit, training log, sneakers
  Aviator
  These individuals were born to fly and are adept at piloting aircraft. Dashing 
  and somewhat mysterious, the aviator is a national hero in the eyes of many, 
  who revere their exploits in the air. 
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
  Skills: Driving d6, Fighting d4, Notice d8, Piloting d10
  Charisma: 0; Pace: 6; Parry: 4; Toughness: 6 (1)
  Hindrances: Overconfident
  Edges: Ace
  Gear: Aircraft, aviator’s goggles, leather jacket (+1) 
  
  168 
  Big Game Hunter
  Usually found in tropical jungles or remote wilderness, the big game hunter is 
  obsessed with stalking and killing ferocious beasts, particularly those that have 
  never been hunted before. Proud and boastful of his prey, he often has his kills 
  stuffed and displayed in his den or study, describing at length to visitors his tales 
  and exploits.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d8
  Skills: Fighting d6, Notice d6, Shooting d8, Survival d8, Tracking d8
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 6
  Hindrances: Overconfident
  Edges: Rugged
  Gear: Backpack, hunting rifle (Range: 24/48/96, Damage: 2d8, RoF: 1, 
  Shots: 7, AP 1), khakis, survival knife (Damage: Str+d4)
  Clergyman
  The clergyman is a man of faith, including a priest, rabbi, or imam. He talks 
  to his followers, imparting religion and comfort, and maintains a house of 
  worship.  
  Attributes: Agility d4, Smarts d6, Spirit d8, Strength d6, Vigor d6
  Skills: Knowledge (Theology) d10, Notice d4, Persuasion d10
  Charisma: +2; Pace: 6; Parry: 2; Toughness: 5
  Hindrances: Pacifist (Major), Poverty
  Edges: Charismatic, Connections (Religious Order)
  Gear: Appropriate religious garb, holy book, religious symbol
  Cowboy
  The Old West may be gone, but the cowboy remains, consigned to ranches 
  and wandering the high plains in search of work during the Depression. Some 
  of these hardened men may be sons of infamous gunslingers, but most are 
  farmhands who ride horses, chew tobacco, and are handy with the lasso.   
  Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
  Skills: Fighting d6, Notice d6, Riding d10, Shooting d8, Throwing d6 
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Habit (Tobacco) 
  Edges: Oklahoma Thunderbolt, Quick Draw
  Gear: Bedroll, Colt Peacemaker (Range: 12/24/48, Damage: 2d6+1, RoF: 1, 
  Shots: 6, AP 1), horse, lasso, Stetson 
  
  169
  Cult of Anubis Protector
  The Cult of Anubis carefully extracts the most promising candidates to receive 
  the “Gift of the Jackal,” an inky, black serum infused with Aetherium. Most 
  candidates suffer madness or death, but a rare handful manifest the ability to 
  manipulate magic, and these rare few undergo the rigorous process of becoming 
  a Protector. The typical Protector dresses in simple white robes and sandals, 
  though they are not averse to wearing more contemporary attire should the 
  situation warrant. Each Protector wears a simple black ring inscribed with the 
  hieroglyphs for “In Death, I Live.”
  Attributes: Agility d6, Smarts d6, Spirit d10, Strength d6, Vigor d8
  Skills: Fighting d8, Intimidation d6, Notice d6, Shooting d6, Spellcasting d8, 
  Stealth d6, Tracking d6
  Charisma: 0; Pace: 6; Parry: 6; Toughness: 6
  Hindrances: Obligations (Cult of Anubis)
  Edges: Arcane Background (Mystic), Connections (Cult of Anubis)
  Powers: blast I, bolt I, stun
  Gear: The Egyptian Book of the Dead
  Criminal
  Whether an international diamond smuggler, master thief, or cat burglar, the 
  criminal carries with them an air of danger and excitement. These slippery 
  individuals are adept at gaining entry to well-guarded places, cracking safes, 
  and covering their tracks. 
  Attributes: Agility d8, Smarts d6, Spirit d4, Strength d6, Vigor d6
  Skills: Climbing d6, Fighting d4, Lockpicking d8, Notice d6, Shooting d6, 
  Stealth d8, Streetwise d6
  Charisma: 0; Pace: 6; Parry: 4; Toughness: 5
  Hindrances: Overconfident
  Edges: Alertness, Thief
  Gear: Gloves, lockpicks
  Dilettante
  Usually spoiled, rich, and young — with a lot of cash and free time on their 
  hands — dilettantes spend it in the pursuit of leisure. They attend all the right 
  parties, know the right people, and engage in all sorts of wild capers, all in 
  the name of fun. Many of their exploits make the society pages of the local 
  newspapers, much to their parents’ chagrin — but the dilettantes shrug it off 
  and seek new thrills. 
  Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d4
  Skills: Boating d6, Fighting d6, Notice d6, Riding d6, Shooting d6, Swimming 
  d6 
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 4
  Hindrances: Dark Secret
  Edges: Jack-of-all-Trades, Filthy Rich
  Gear: Fine clothes, nice vehicle, lots of cash
  
  170 
  Doctor of Medicine
  A physician of some sort, including a country doctor, surgeon at a major 
  hospital, or medical expert with their own private practice.   
  Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
  Skills: Healing d10, Knowledge (Medicine) d10, Notice d6
  Charisma: 0; Pace: 6; Parry: 2; Toughness: 5
  Hindrances: Vow (Major; Hippocratic Oath)
  Edges: Doctor
  Gear: Medical apparatus, medical bag
  Entertainer
  From actors to singers, to dancers and movie stars, the entertainer knows how 
  to perform in the limelight and captivates their audiences. From vaudevillian 
  comedians to Hollywood starlets, the entertainer attracts attention from 
  adoring fans.
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d4
  Skills: Intimidation d6, Persuasion d8, Taunt d6
  Charisma: 0/+2; Pace: 6; Parry: 2; Toughness: 4
  Hindrances: Obsession (Fame)
  Edges: Cat’s Pajamas
  Gear: Change of clothes, makeup and costumes, overnight bag
  Explorer
  It’s a big world out there, and the explorer lives to explore those parts that 
  remain uncharted, and discover what lies within. Explorers usually hire helpers 
  on their expeditions into exotic jungles or deserts, usually searching for lost 
  cities or other untold mysteries. 
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
  Skills: Fighting d6, Notice d6, Shooting d6, Survival d6, Tracking d8
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 6 (1)
  Hindrances: Curious
  Edges: Rugged
  Gear: Backpack, leather jacket (+1), medium caliber revolver (Range: 
  12/24/48, Damage: 2d6+1, RoF: 1, Shots: 6, AP 1) 
   
  
  171
  Femme Fatale
  Sex and danger are the two operative words for the femme fatale, a woman 
  who uses the art of seduction to lure men into a devious web before she 
  pounces. When not making men go gaga for their feminine wiles, the femme 
  fatale poses as a hapless victim in order to elicit sympathy and maybe money 
  from an unsuspecting and trusting male. 
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d4, Vigor d4
  Skills: Intimidation d8, Notice d6, Persuasion d10, Shooting d4, Stealth d6, 
  Taunt d6
  Charisma: +2/+4; Pace: 6; Parry: 2; Toughness: 4
  Hindrances: Vengeful (Major)
  Edges: Animal Magnetism, Attractive
  Gear: Black dress and hat, small caliber revolver (Range: 12/24/48, Damage: 
  2d6+1, RoF: 1, Shots: 6), purse
  Gadgeteer
  The gadgeteer belongs to the Institute of Modern Scientific Research and 
  conducts experiments with the Martian metal, Aetherium. With altruistic 
  intentions, the gadgeteer creates wondrous inventions to better humanity — all 
  in the name of progress, of course! 
  Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d4
  Skills: Knowledge (Science) d10, Notice d6, Repair d8, Weird Science d8
  Charisma: 0; Pace: 6; Parry: 2; Toughness: 4
  Hindrances: Pacifist
  Edges: Arcane Background (Inventor), Connections (IMSR), Device
  Powers: armor, stun
  Gear: IMSR identification, lab coat, notebook, toolkit 
  G-Man
  A no-nonsense government agent, usually with the FBI, the G-Man enforces 
  the law of the land. Somber and direct, they investigate Prohibition violations, 
  organized crime, murders and kidnappings.
  Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
  Skills: Driving d6, Fighting d6, Knowledge (Law) d8, Investigation d6, 
  Intimidation d8, Notice d6, Persuasion d6, Shooting d6, Streetwise d6
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Code of Honor
  Edges: Authority, G-Man
  Gear: Badge, fedora, medium caliber semi auto pistol (Range: 12/24/48, 
  Damage: 2d6+1, RoF: 1, Shots: 9, AP 1, Double Tap), suit, trenchcoat 
  
  172 
  Golden Dawn Society Apprentice
  The Golden Dawn Society is a mystic order comprised of real warlocks, run 
  by Grand Master Aleister Crowley. Apprentices are the lowest order of the 
  Golden Dawn Society, dealing with the most mundane matters, fearing failure 
  and rebuke of their Masters more than any threat a hero might present.
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
  Skills: Fighting d6, Intimidation d8, Knowledge (Occult) d10, Notice d8, 
  Shooting d6, Spellcasting d8, Taunt d8
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Obligations (Major; Golden Dawn Society)
  Edges: Arcane Background (Mystic)
  Powers: blast I, bolt I, detect/conceal arcana, dispel, light/obscure, stun
  Gear: Cloak, dagger (Range: 3/6/12, Damage: Str+d4), Golden Dawn 
  amulet
  Hired Goon
  The henchman, mook, bruiser, brawler, or hired muscle is an expendable foil, 
  used by villains to stop heroes and buy themselves time for a getaway.
  Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d8
  Skills: Fighting d8, Intimidation d6, Shooting d8, Notice d6
  Charisma: -2; Pace: 6; Parry: 7; Toughness: 6
  Hindrances: Mean
  Edges: Block
  Gear: Any pistol or melee weapon suiting the situation
  Hobo
  These down-and-out wanderers scratch out a meager existence by panhandling, 
  traveling from place to place, either by hitchhiking or stowing away illegally on 
  train boxcars. 
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
  Skills: Fighting d6, Notice d6, Stealth d6, Survival d6
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Poverty, Low Class
  Edges: Back Alley Scrapper
  Gear: Bindle, raggedy clothing, pocketknife (Damage: Str+d4)
  Journalist
  A news reporter, the journalist obtains information from sources or conducts 
  research for articles published in metropolitan daily newspapers. Some 
  reporters of the 1930s, like Walter Winchell, H.L. Mencken, and Damon 
  Runyon developed considerable followings. 
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
  Skills: Knowledge (Current Affairs) d8, Investigation d6, Notice d6, Persuasion 
  d6, Streetwise d6
  Charisma: 0; Pace: 6; Parry: 2; Toughness: 5
  Hindrances: Big Mouth
  Edges: Nosy
  Gear: Camera, notebook, pencils
  
  173
  Kid
  Whether a plucky orphan, chatty newspaper boy, or savvy shoeshine boy, kids 
  are an excellent source of information from the streets. They also function as 
  good sidekicks, always tagging along and usually getting into trouble. 
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength d4, Vigor d6
  Skills: Fighting d4, Knowledge (The Neighborhood) d6, Notice d6, Throwing 
  d6
  Charisma: 0; Pace: 8; Parry: 4; Toughness: 5
  Hindrances: Young
  Edges: Fleet-Footed
  Gear: Chewing gum, comic book, slingshot (Range: 4/8/16, Damage: 
  Str+d4, RoF: 1, Shots: 1), street clothes 
  Magician
  Performing under the guise of stage magicians, with elaborate costumes and 
  bizarre personas, these practitioners of the magical arts tap into Aetherium’s 
  mystical energies. They’ve undergone formal study at Zoltar’s Academy of 
  Prestidigitation and Conjuration, and have extensive contacts in the magic 
  community. 
  Attributes: Agility d6, Smarts d10, Spirit d8, Strength d4, Vigor d6
  Skills: Knowledge (Occult) d8, Notice d6, Spellcasting d8, Taunt d6
  Charisma: 0; Pace: 6; Parry: 2; Toughness: 5
  Hindrances: Obsession (to study magic)
  Edges: Arcane Background (Mystic) 
  Spells: blast I, detect/conceal arcana, light/obscure
  Gear: Cards, magic wand, tuxedo with top hat 
  Martial Artist
  A disciplined practitioner of the Oriental fighting arts, this individual trained 
  under a revered teacher, usually at an academy or monastery. The martial 
  artist’s whole body is a weapon, and he attacks with a flurry of jabs and kicks, 
  disarming opponents, and neutralizing potentially lethal situations.  
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
  Skills: Climbing d6, Fighting d10, Notice d6, Throwing d6
  Charisma: 0; Pace: 6; Parry: 7; Toughness: 5
  Hindrances: Poverty
  Edges: Ambidextrous, Frenzy, Martial Artist
  Gear: Keikogi, nunchaku (Damage: Str+d4, Reach 1, Parry +1 if used 
  2-handed; if wielder knows Martial Arts, may do his unarmed damage with 
  this weapon; see Notes)
  
  174 
  Masked Avenger
  These shadowy vigilantes prefer to conceal their identities with masks, cowls, or 
  capes. They possess a dramatic flair while dealing with villains the old fashioned 
  way — brute force. 
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
  Skills: Fighting d6, Intimidation d6, Notice d6, Persuasion d6, Shooting d6, 
  Stealth d6, Taunt d6
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Dark Secret 
  Edges: Alternate Identities, Moxie
  Gear: Black suit, cape, fedora, grappling hook, mask, medium caliber revolver 
  (Range: 12/24/48, Damage: 2d6+1, RoF: 1, Shots: 6, AP 1)
  Mesmerist
  Using the power of their minds, a mesmerist confounds and manipulates their 
  targets with strong psionic energy. More than just a garish carnival entertainer, 
  the mesmerist attracts paranormal friends and enemies, drawn like a moth to 
  flame to their enhanced mentalist abilities. 
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d4, Vigor d6
  Skills: Knowledge (Mysticism) d8, Notice d6, Channeling d8 
  Charisma: 0; Pace: 6; Parry: 2; Toughness: 5
  Hindrances: Arrogant
  Edges: Arcane Background (Psionicist) 
  Powers: puppet, telekinesis 
  Gear: Ivory-tipped cane, suit
  Military Officer
  A member of an armed force holding a position of authority, a military officer 
  can be commissioned or non-commissioned. 
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
  Skills: Fighting d6, Knowledge (Military History) d8, Knowledge (Tactics) d8, 
  Notice d6, Persuasion d6, Shooting d8, Survival d6
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Code of Honor
  Edges: Connections (Service Branch)
  Gear: Pocketknife (Damage: Str+d4), medium caliber semi auto (Range: 
  12/24/48, Damage: 2d6+1, RoF: 1, Shots: 9, AP 1, Double Tap), uniform
  Missionary
  Someone of faith, the missionary spreads their beliefs in far-flung areas of the 
  globe. They’re usually sponsored by a church or other organization, and must 
  adapt to harsh climates or an untrusting native population. 
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
  Skills: Healing d4, Knowledge (Theology) d6, Notice d6, Survival d6
  Charisma: 0; Pace: 6; Parry: 2; Toughness: 5
  Hindrances: Heroic
  Edges: Danger Sense
  Gear: Canteen, first aid kit, religious pamphlet 
  
  175
  Mobster
  These gangsters are rough-looking thugs wearing neatly-pressed suits and 
  fedoras and sporting Tommy guns. Not random purveyors of violence, they 
  follow the Mafia Code, which typically strives to keep innocents out of their 
  field of fire. They do, however, exercise force as much as caution, but try to 
  limit it to rival organizations muscling in on their turf. Often, the only thing 
  differentiating a mob boss from a typical mobster is the cut of his suit and the 
  caliber of his gun.
  Each group of mobsters reports to a mob boss who usually runs all illicit 
  business in one part of the city, like Chinatown, or one type of illegal activity 
  throughout an entire city, like hooch in Philly. The most powerful mob bosses, 
  like Al Capone or Lucky Luciano, run all the business for an entire city, having 
  lesser bosses reporting to them.
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d8
  Skills: Driving d6, Fighting d8, Gambling d6, Intimidation d8, Shooting d8, 
  Taunt 6
  Charisma: 0; Pace: 6; Parry: 6; Toughness: 6
  Hindrances: Code of Honor (Mafia), Loyal (Mob Boss), Obligations (Mafia)
  Edges: Connections (Mafia)
  Gear: Beretta 1934 (Range: 12/24/48, Damage: 2d6, RoF: 1, Shots: 17, AP 
  1, Double Tap), grenade (Range: 5/10/20, Damage: 3d6, RoF: 1, Shots: 1, 
  MBT; see Notes), Tommy gun (Range: 12/24/48, Damage: 2d6+1, RoF: 3, 
  Shots: 40, AP 1), suit, $150
  Mystic 
  Chinese wise men, Indian swamis, Buddhist monks — the mystic explores the 
  religious and ethereal realm for greater truths. 
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
  Skills: Spellcasting d8, Knowledge (Mysticism) d8, Notice d6 
  Charisma: 0; Pace: 6; Parry: 2; Toughness: 5
  Hindrances: Poverty
  Edges: Alertness, Arcane Background (Mystic) 
  Powers: dispel, healing
  Gear: Turban, sacred idol, suit
  Native Warrior
  Primitive tribal warriors, cannibals, and other hostile tribes protect their 
  homelands and beliefs with spears, bows, and arrows — and sometimes dark 
  magic. They loathe outsiders, and raid any settlements too close to their homes.
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
  Skills: Fighting d8, Intimidation d8, Notice d6, Riding d8, Shooting d8, 
  Survival d8, Throwing d6, Tracking d8
  Charisma: -4; Pace: 6; Parry: 7 (1); Toughness: 7 (1)
  Hindrances: Bloodthirsty, Loyal
  Edges: Woodsman
  Gear: Bow (Range: 12/24/48, Damage: 2d6, RoF: 1, Shots: 1, Min Str: d6), 
  leather armor (+1), spear (Range: 3/6/12, Damage: Str+d6, Min Str: d6, 
  Parry +1) 
  
  176 
  Noble Savage
  Feral humans dwelling amid the wilderness, the savage can communicate with 
  animals and intuitively knows the rhythm of nature. A handful can speak a 
  local language haltingly or understand basic signing.
  Attributes: Agility d6, Smarts d4, Spirit d8, Strength d8, Vigor d6
  Skills: Climbing d6, Fighting d6, Intimidation d6, Notice d6, Survival d8, 
  Swimming d6, Taunt d6, Throwing d6, Tracking d8
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Primitive
  Edges: Beast Bond, Woodsman
  Gear: Knife (Damage: Str+d4), loincloth
  Occult Researcher
  These academics often go searching for trouble, probing dusty ruins, reading 
  blasphemous manuscripts, and culling information from arcane sources. Many 
  don’t live to tell of their findings, often hunted by the cultists and creatures they 
  investigate. 
  Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
  Skills: Knowledge (Occult) d8, Knowledge (Magic) d8, Investigation d8, 
  Notice d6, Streetwise d8 
  Charisma: 0; Pace: 6; Parry: 2; Toughness: 5
  Hindrances: Curious
  Edges: Investigator
  Gear: Books and scrolls, notebook, spectacles 
  Pirate
  Plying the high seas for vessels to terrorize and treasure to loot, the pirate 
  thrives in waters such as the China Sea, and the Indian and Pacific Oceans.
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
  Skills: Boating d6, Fighting d8, Gambling d4, Intimidation d6, Notice d6, 
  Swimming d6, Taunt d4
  Charisma: -4; Pace: 6; Parry: 6; Toughness: 5
  Hindrances: Bloodthirsty, Greedy
  Edges: Florentine
  Gear: Medium caliber revolver (Range: 12/24/48, Damage: 2d6+1, RoF: 1, 
  Shots: 6, AP 1), plundered goods, short sword (Damage: Str+d6), whiskey
  Police Detective
  With years of experience on the force, the police detective is a master of 
  gathering clues and solving crimes with an analytical and precise mind. 
  Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
  Skills: Fighting d6, Investigation d8, Notice d6, Persuasion d6, Shooting d6, 
  Streetwise d8, Tracking d6
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Obligations (Major)
  Edges: Connections (Police Department), Investigator
  Gear: Badge, notebook, Colt Peacemaker (Range: 12/24/48, Damage: 
  2d6+1, RoF: 1, Shots: 6, AP 1)
  
  177
  Policeman
  Responsible for enforcing laws, the policeman is usually the first responder at a 
  crime scene, trained to deal with difficult situations. 
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
  Skills: Fighting d6, Notice d6, Persuasion d6, Shooting d6, Streetwise d6
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Obligations (Major)
  Edges: Connections (Police Department)
  Gear: Badge, Colt Peacemaker (Range: 12/24/48, Damage: 2d6+1, RoF: 1, 
  Shots: 6, AP 1), squad car, uniform
  Private Investigator
  Known as a gumshoe, shamus or private eye, the private investigator is an 
  independent contractor, hired to snoop.  They work on the fringes of the law 
  and aren’t afraid to break a few here and there to get the job done. Their varied 
  backgrounds determines how they approach their work, whether they were 
  police detectives, military intelligence, or security guards. What they lack in 
  finesse, they make up for in tenacity. 
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
  Skills: Fighting d6, Investigation d8, Intimidation d6, Lockpicking d6, Notice 
  d6, Shooting d6, Streetwise d8
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Arrogant
  Edges: Investigator
  Gear: Camera, investigator’s license, notebook, Colt Peacemaker (Range: 
  12/24/48, Damage: 2d6+1, RoF: 1, Shots: 6, AP 1)
  Professor
  A cushy life of scholarly pursuits makes the professor preeminent in his field, 
  but often out of touch with the rest of the world around him. He holds his 
  research and reputation above all else, with little use for people wasting his time 
  with trivial matters. 
  Attributes: Agility d4, Smarts d10, Spirit d6, Strength d4, Vigor d6
  Skills: Knowledge (any subject) d10, Knowledge (any subject) d10, Notice d6
  Charisma: 0; Pace: 6; Parry: 2; Toughness: 5
  Hindrances: Clueless, Milquetoast
  Edges: Savvy, Scholar (any two subjects)
  Gear: Tweed jacket, pipe, tobacco, lighter, books
  
  178 
  Red League Enforcer
  The Red League, a secret Communist group based in the Soviet Union, has 
  its own stealth army of underground warriors it sends abroad on missions of 
  espionage and subversion.
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
  Skills: Fighting d8, Intimidation d6, Knowledge (Politics) d6, Shooting d6, 
  Taunt d6
  Charisma: 0; Pace: 6; Parry: 6; Toughness: 6
  Hindrances: Delusional, Poverty
  Edges: Dodge
  Gear: Daggers (Range: 3/6/12, Damage: Str+d4), copy of Communist 
  Manifesto, Tokarev TT-33 pistol (Range: 12/24/48, Damage: 2d6+1, RoF: 
  1, Shots: 6)
  Rocket Ranger 
  With rocketpack and pistol, the Rocket Rangers take to the air and make the 
  skies safer. Their motto, “At the speed of need!” is a rousing call to action.   
  Attributes: Agility d8, Smarts d6 Spirit d6, Strength d6, Vigor d6
  Skills: Fighting d6, Notice d6, Intimidation d6, Piloting d8, Repair d6, 
  Shooting d6
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Code of Honor
  Edges: Ace, Authority, Rocket Man
  Gear: Rocketpack, helmet, Colt Peacemaker (Range: 12/24/48, Damage: 
  2d6+1, RoF: 1, Shots: 6, AP 1), uniform
  Sailor
  These old salts know their way around seagoing vessels, sailboats or steamships. 
  Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
  Skills: Boating d10, Fighting d6, Gambling d6, Notice d6, Swimming d6
  Charisma: -2; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Habit (Major; Alcohol)
  Edges: Ace
  Gear: Boat, bottle of rum, maps
  Scientist
  Scientists theorize, research, and conduct experiments in their laboratories 
  in a quest to further human understanding of the universe. Some of them 
  get carried away and do more harm than good with creations pushing the 
  boundaries of nature — and their sanity. 
  Attributes: Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d4
  Skills: Knowledge (Science) d8, Knowledge (Engineering) d8, Investigation 
  d6, Notice d8, Repair d8
  Charisma: 0; Pace: 6; Parry: 2; Toughness: 4
  Hindrances: Curious
  Edges: Lab Rat, Scholar (Science and Engineering)
  Gear: Lab apparatus, lab coat, schematics
  
  179
  Soldier
  A member of any armed force, the soldier has surrendered his personal life to 
  serve his nation, and is educated in the art of war. 
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
  Skills: Fighting d6, Knowledge (Battle) d4, Notice d6, Shooting d6, Survival 
  d6, Throwing d6
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 6
  Hindrances: Overconfident
  Edges: Brawny
  Gear: Field rations (1 week), Browning M1918 (Range: 24/48/96, Damage: 
  2d8, RoF: 1, Shots: 7, AP 2), Remington Army revolver (Range: 12/24/48, 
  Damage: 2d6+1, RoF: 1, Shots: 6, AP 1), survival knife (Damage: Str+d4), 
  uniform 
  Spy
  Governments, corporations, and private entities use spies to infiltrate and 
  obtain secret information. The life of espionage is one of covert operations and 
  secretive techniques. As such, these individuals are romanticized and idolized. 
  Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
  Skills: Driving d6, Fighting d6, Gambling d6, Investigation d8, Lockpicking 
  d8, Notice d6, Persuasion d6, Shooting d6, Stealth d6, Streetwise d8
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Obligations (Major)
  Edges: Charsimatic, Gift of Gab, Investigator
  Gear: Disguise kit, small caliber semi auto pistol (Range: 12/24/48, Damage: 
  2d6, RoF: 1, Shots: 17, AP 1, Double Tap), suit
  Superhuman Hero
  Aetherium bestowed these individuals with super powers, which they use to 
  fight crime. They don flashy costumes and assume alternate identities and 
  personas dovetailing with their super abilities. 
  Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d8
  Skills: Fighting d8, Intimidation d6, Notice d6, Taunt d6
  Charisma: 0; Pace: 6; Parry: 6; Toughness: 6
  Hindrances: Heroic
  Edges: Arcane Background (Superhuman), Innate Power
  Powers: Any appropriate powers
  Gear: Flashy costume 
  
  180 
  Thuggee Cultist
  Thuggee cultists are swift killers who strangle their prey and rob them on 
  deserted roads. The cult, led by the enigmatic Swami, worships the dark 
  goddess Kali. 
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d6
  Skills: Fighting d10, Intimidation d8, Knowledge (Thuggee Cult) d6, Shooting 
  d6, Stealth d10, Throwing d8
  Charisma: 0; Pace: 6; Parry: 7; Toughness: 5
  Hindrances: Obligations (Thuggee Cult), Poverty
  Edges: Ambidextrous, Trademark Weapon (yellow scarf used as a garrote)
  Gear: Dagger (Range: 3/6/12, Damage: Str+d4), garrote (yellow scarf) 
  (Damage: Str), pickaxe (Damage: Str+d6), traditional garb with red sashes 
  Thule Society Adept
  The Thule Society, a secret Nazi cabal, has its purple-hooded minions who 
  carry out orders from Hitler’s inner circle. Claiming to get their powers from 
  Ultima Thule, a mysterious land in the frozen north populated by godlike 
  creatures, the Thule Society wants the Aryan race to rule the world.
  Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d8
  Skills: Fighting d8, Intimidation d8, Knowledge (Occult) d8, Notice d8, 
  Persuasion d8, Shooting d8, Spellcasting d8, Taunt d8
  Charisma: 0; Pace: 6; Parry: 6; Toughness: 6
  Hindrances: Obligations (Thule Society)
  Edges: Arcane Background (Mystic), Connections (Thule Society)
  Powers: blast I, bolt I, detect/conceal arcana, dispel
  Gear: Robes, magic wands or staffs, any pistols or daggers and magic spell 
  books written in Nordic runes
  Tong Gang Member
  Chinese Tong gangs are disciplined warriors who use martial arts in close 
  combat, usually with lethal results. Tong gangs are found everywhere large 
  Chinese populations exist, in Chinatowns in Western countries or in large cities 
  in China and the Far East. 
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d8
  Skills: Climbing d10, Fighting d10, Intimidation d6, Notice d6, Shooting d6, 
  Stealth d10, Throwing d10, Tracking d6
  Charisma: 0; Pace: 6; Parry: 7; Toughness: 6
  Hindrances: Loyal, Vengeful
  Edges: Martial Artist
  Gear: Shuriken (Range: 4/8/16, Damage: Str+d4, RoF: 1, Shots: Special; 
  see Notes)
  
  181
  Treasure Hunter
  A fortune in ancient treasure is out there, and these stalwart individuals want it 
  all for themselves. Motivated by the quest for riches, treasure hunters scour the 
  globe, usually led by treasure maps or legends of wealth. If there’s a tomb to 
  plunder or hidden loot to uncover, the treasure hunter will find it.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
  Skills: Driving d6, Fighting d6, Notice d6, Shooting d6, Survival d6, Tracking 
  d6, Throwing d6
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Greedy
  Edges: Alertness
  Gear: Compass, canteen, machete, maps, Colt Peacemaker (Range: 12/24/48, 
  Damage: 2d6+1, RoF: 1, Shots: 6, AP 1)
  Waffen-SS Soldier
  The Waffen, or fighting Schutzstaffel (SS), are fiercely loyal members of the 
  Nazi Party. They serve as Hitler’s bodyguard and the Nazi Party, and are sent 
  around the world on “special” missions. They are the most likely Nazi “mooks” 
  your heroes will face. 
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
  Skills: Fighting d8, Intimidation d8, Notice d6, Persuasion d6, Shooting d8, 
  Stealth d6, Survival d6, Taunt d6, Throwing d8, Tracking d6
  Charisma: -4; Pace: 6; Parry: 7; Toughness: 6
  Hindrances: Bloodthirsty, Loyal (To Hitler and the Nazi Party), Obligations 
  (Nazi Party)
  Edges: Block, Marksman, Nerves of Steel, Rock and Roll!, Sweep
  Gear: SS uniform, Bergmann MP35 (Range: 12/24/48, Damage: 2d6+1, 
  RoF: 3, Shots: 40, AP 1), Luger .22 (Range: 12/24/48, Damage: 2d6+1, RoF: 
  1, Shots: 9, AP 1, Double Tap), survival knife (Damage: Str+d4)
    
  The Symbol of the Sun
  You’re going to need a way to tell who’s Wild and who’s not (and it’s 
  not always easy in this crazy, mixed up world), so we’ve made it easy 
  for you. Wild Cards are designated with the Martian Sun symbol.
  
  182 
  THE BAD GUYS
  Where would the pulps be without great costumed villains, plotting to unleash 
  their evil plans upon an unsuspecting world? While more notable villains such 
  as Al Capone and Aleister Crowley are not included here, “lesser” villains are. 
  Capone and Crowley are insulated by armies of thugs and followers, so they 
  are less likely to confront the players directly, preferring to spin their devious 
  webs unseen.
  Lord Amonhotep
  Lord Amonhotep rules the Cult of Anubis with an iron fist, gathering 
  followers to his religion, one based on Anubis, death, and the 
  Egyptian afterlife. According to Amonhotep, serving Anubis in this 
  world guarantees you a prime place in the next. The cult is sweeping through 
  Egypt, gathering adepts from all walks of life. Amonhotep plunders tombs for 
  powerful artifacts and uses them in his midnight rituals. He’s spreading his cult 
  to London and New York City, performing forbidden rites upon mummies in 
  several museums, reanimating the dead kings for his unholy army.
  Lord Amonhotep is a muscular, clean-shaven, tanned man in his early forties. 
  He wears an Egyptian crown, banded beard, and the skirt of the pharaohs.
  Attributes: Agility d10, Smarts d10, Spirit d12, Strength d6, Vigor d10
  Skills: Climbing d10, Fighting d10, Intimidation d10, Investigation d8, 
  Knowledge (Egyptian mythology) d10, Knowledge (Archaeology) d10, 
  Knowledge (Occult) d10, Notice d10, Taunt d10, Throwing d10, Shooting 
  d10, Spellcasting d12, Stealth d8, Streetwise d8, Swimming d8
  Charisma: +2; Pace: 6; Parry: 7; Toughness: 7
  Hindrances: Distinctive Appearance, Overconfident, Vow (Major, to 
  perpetuate Cult of Anubis)
  Edges: Arcane Background (Mystic), Catchphrase (“By the power of Anubis!”), 
  Charismatic, Command, Investigator, Rich, Scholar (Egyptian Mythology and 
  Occult)
  Powers: barrier, beast friend, blast I, bolt I, boost/lower trait, deflection, detect/conceal 
  arcana, dispel, greater healing, light/obscure, puppet, shape change (jackal), zombie
  Defining Interests: Egyptian Mythology, Rituals, Occult
  Languages: English, Ancient Egyptian, German
  Gear: Traditional pharaoh’s crown, crook and flail, obsidian ankh amulet, 
  sacrificial dagger (Range: 3/6/12, Damage: Str+d4), Walther PPK (Range: 
  12/24/48, Damage: 2d6+1, RoF: 1, Shots: 9, AP 1, Double Tap).
  
  183
  Dr. Millennium 
  Dr. Millennium, whose real name is Lucius Montgomery, is a 
  wealthy scientist, and the inventor and developer of New Horizon, 
  a futuristic city in the northern Nevada desert. Dr. Millennium sees 
  himself as the benefactor of the citizens of tomorrow, but his community 
  is really a robot and weapons factory, churning out diabolical inventions to 
  enslave humanity. Guests to New Horizon are impressed with the technical 
  efficiency and splendors, but soon find themselves as slaves in his subterranean 
  factories. Because Dr. Millennium bribed a few senators and congressmen, his 
  illegal actions remain unchecked, but a good hero who penetrates the secrets 
  of New Horizon could defeat the villain’s corrupt schemes.
  New Horizon is marketed as the “City of Tomorrow” and that’s the public 
  perception of this shining oasis in the hellish desert. Dr. Millennium guards 
  the diabolical nature of his planned community, and is careful to paint a rosy 
  picture for the gullible press and public, biding his time for the day when his 
  machines will take over.
  Dr. Millennium is bald, with piercing eyes and a neatly-trimmed beard. 
  He wears a white lab coat and carries portable gadgets (two-way television 
  wristwatch, radio communicator, etc.) with him.
  Attributes: Agility d6, Smarts d12, Spirit d6, Strength d8, Vigor d10
  Skills: Fighting d6, Intimidation d10, Knowledge (Artificial Intelligence) d8, 
  Knowledge (Robotics) d8, Knowledge (Science) d12, Notice d10, Pilot d8, 
  Repair d10, Shooting d6, Stealth d6, Taunt d12, Weird Science d12+2
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 7
  Hindrances: Arrogant, Delusional, Overconfident
  Edges: Arcane Background (Inventor), Command, Gizmo, Inspire, Rich, 
  Roboticist, Scholar (Robotics and Science)
  Powers: blast II, bolt II, boost/lower trait, puppet, teleport
  Defining Interests: Architecture, Math, Riddles, Robotics, Science, Classical 
  Literature
  Languages: English, French
  Gear: Varies
  
  184 
  Lothar Prax
  Once the ruler of the small island nation of Lotharia, Emperor 
  Lothar (as he likes to be called) is showing the cruel promise of dark 
  villainy. Raised to be a tyrant, his cruelty surpassed even his father’s 
  iron-fisted expectations. Prax lived in luxury while his people starved. He 
  quashed any rebellion with ruthless efficiency. Prax was eventually ousted by 
  his exiled uncle and found he had nowhere on Earth to plot his revenge. Lothar 
  Prax made his escape on one of his most extravagant purchases, a rocketship 
  bound for the moon.
  Prax and his men explored the lifeless surface of the moon and discovered 
  catacombs beneath the craters. A race of insectoid creatures known as the 
  Selenites lived in these tunnels. Fueled by his natural greed and running out 
  of supplies, he conquered the Selenites, becoming not only their ruler but 
  something akin to their god. Having taken the moon for his own, Prax has 
  enflamed his own ego and broadened his plans of revenge. For now, he plots 
  and waits, quietly causing chaos from across the void of space. He is no longer 
  content with returning to his small island. When he returns to Earth, he will do 
  so in a role he was born to play … Earth’s supreme ruler!
  Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d8
  Skills: Fighting d6, Intimidation d10, Knowledge (Artificial Intelligence) d8, 
  Knowledge (Robotics) d8, Knowledge (Rocketry) d12, Knowledge (Science) 
  d8, Notice d10, Piloting d8, Repair d10, Shooting d6, Stealth d10, Taunt d10, 
  Weird Science d10
  Charisma: -2; Pace: 6; Parry: 5; Toughness: 6
  Hindrances: Delusional, Mean, Vengeful
  Edges: Arcane Background (Inventor), Command, Hard to Kill, Roboticist, 
  Rocket Jockey
  Powers: barrier, blast II, telekinesis, teleport, puppet
  Defining Interests: Art, Etiquette, Culture (Lotharian), Rocketry, Weaponry
  Languages: Lotharian, English, German, Selenesian
  Gear: Cape, uniform, ray gun (Range: 12/24/48, Damage: 2d6+1, RoF: 3, 
  Shots: 12, AP 1), lab equipment, space suit, royal signet ring
  
  185
  The Jade Dragon
  While Capone gobbles all the headlines with his criminal exploits, 
  a sinister rival has built a dangerous empire along the West Coast. 
  Heroes in the know have come to clash with the leader of the Chinese 
  Tongs known as “The Jade Dragon.” Reports describe him as a powerful 
  sorcerer with a penchant for collecting mystical items and artifacts. He is often 
  spotted on the West Coast, especially in Los Angeles and San Francisco, though 
  he has begun making appearances on the East Coast as well.
  Typically, he is in the company of a dozen or so underlings, though they are 
  more for the appearance of power than for any personal necessity. Though 
  he appears to be a middle-aged Chinese gentleman wearing silk robes, Jade 
  Dragon is in fact a demon lord, hungry for power and souls. Should he be slain, 
  his spirit is banished for d6 months before he regains a physical form. A dark 
  hood covers his head, obscuring his glowing green eyes. 
  Attributes: Agility d10, Smarts d8, Spirit d12, Strength d6, Vigor d10
  Skills: Fighting d10, Intimidation d10, Knowledge (Arcana) d8, Knowledge 
  (Chinese history) d8, Notice d8, Shooting d8, Spellcasting d12, Stealth d10, 
  Taunt d8 
  Charisma: -4; Pace: 6; Parry: 7; Toughness: 7
  Hindrances: Bloodthirsty, Greedy, Vengeful
  Edges: Arcane Background (Mystic), Hard to Kill, Martial Artist, Nerves of 
  Steel, Rich 
  Powers: bolt I, fear, light/obscure, stun
  Defining Interests: Culture (Chinese), Relics, Occult, Power
  Languages: Chinese (Mandarin), English
  Gear: Silken robes, two knives (Damage: Str+d6)
  Special Abilities
  Demon: +2 to recover from being Shaken; immune to poison and disease; 
  half-damage from non-magical attacks except cold iron.
  Hardy: Additional Shaken results do not become a wound.
  Weakness (Cold Iron): Demons take normal damage from pure iron 
  weapons.
  
  186 
  Professor Klaus Moebius
  Prof. Moebius is a wiry Gestapo officer with a monocle and a scar 
  on his left cheek. He tells everyone he got the scar while dueling 
  but actually was wounded during the Great War by an American 
  Army private, Walter Nelson, whom he killed soon after. Moebius is a member 
  of the Ahnenerbe, a Nazi research institute conducting expeditions across the 
  globe for evidence of Aryan artifacts and lost civilizations. He usually wears his 
  uniform when at his office in Germania, and khakis when he’s on archeological 
  assignments. 
  Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d8
  Skills: Driving d8, Fighting d8, Intimidation d8, Investigation d10, Knowledge 
  (Occult) d8, Knowledge (History) d10, Knowledge (Greek) d6, Knowledge 
  (Latin) d6, Knowledge (Egyptian hieroglyphics) d8, Notice d8, Persuasion d6, 
  Riding d6, Shooting d8, Stealth d6, Spellcasting d8, Streetwise d6, Taunt d8
  Charisma: -2; Pace: 6; Parry: 6; Toughness: 6
  Hindrances: Loyal (to the Nazi party and Hitler), Mean
  Edges: Arcane Background (Mystic), Command, Connections, Hard to Kill, 
  Harder to Kill, Marksman, Scholar (History and Occult), Strong Willed
  Powers: banish, deflection, detect/conceal arcana, summon ally,  teleport
  Defining Interests: Ancient History, City Knowledge (Germania), Classical 
  Music, Occultism, Secret Societies
  Gear: Gestapo uniform, Luger P-08 (Range: 12/24/48, Damage: 2d6+1, 
  RoF: 1, Shots: 9, AP 1, Double Tap), survival knife (Damage: Str+d4), 2,000 
  German marks.
  
  187
  Doctor Death AKA Reaper
  Tom Graves was once a quiet, reserved assistant to the county 
  medical examiner in New York City. Though his primary duties 
  included preparing bodies and assisting autopsies, he reveled in his 
  work. One night, he was assisting the Medical Examiner (M.E.) in dissecting 
  the first Ravaged victim that had ever come into their morgue. Graves felt an 
  electricity in the air as his boss tried to slice through the skin, breaking several 
  scalpels before they resorted to using an experimental drill. The corpses’ eyelids 
  fluttered open as the drill pierced the skin and it knocked Tom across the room 
  as it reached out and grabbed the M.E. by the throat.
  In a panic, Tom seized the drill and plunged it through the corpse’s eye and 
  into its brain. When he did, the drill, powered by Aetherium, was overwhelmed 
  by the Ravaged energy and exploded, knocking Tom out. When he awoke, he 
  saw the corpse was missing, the M.E. still unconscious, and felt energy coursing 
  through his veins. He awoke the M.E. who shrunk back from him in fear, 
  muttering “Your face!”
  Tom grabbed a sliver of broken metal — and what he saw deranged him. 
  “No one sees my face and lives,” he muttered with a cold intensity that has 
  become his hallmark, snapping the man’s neck. That was 20 years ago. 
  Doctor Death wants nothing more than to bring society into its final death 
  spiral. Considered criminally insane, he has been institutionalized at Bellevue 
  Asylum a dozen times, but always manages to escape. He calls his men the 
  Undertakers, and they dress in dark clothes and carry shovels. Despite 
  appearances, they are a murderous lot every bit as mad as their master. 
  Doctor Death has a perfect physique, save for the disfigured skull-face he 
  cloaks beneath a dark hood, revealing it to victims moments before their doom. 
  Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12, Vigor d10
  Skills: Driving d8, Fighting d8, Intimidation d10, Knowledge (medicine) d8, 
  Notice d8, Persuasion d8, Shooting d8, Stealth d8, Taunt d8
  Charisma: -6; Pace: 6; Parry: 6; Toughness: 11 (4)
  Hindrances: Bloodthirsty, Stand Out, Ugly
  Edges: Arcane Background (Superhuman), Command, Healing, Improved 
  Innate Power (armor), Strong Willed
  Powers: armor (with raise, +4)
  Defining Interests: Death, Fear, Power, Psychology
  Languages: English, Latin
  Gear: Robe, scythe (Damage: Str+d6, 2 hands)
  
  188 
  Lady Venom
  The lethality of the woman calling herself Lady Venom should not 
  be underestimated. Though she is the fairer sex, many misjudge 
  her accordingly, only to become a victim of one of her sadistic 
  experiments. Lady Venom’s real name is Delilah Covington, the wife of 
  millionaire Skip Covington, one of the richest men in New England. After she 
  discovered her husband two-timing her, she put an end to it — and him — 
  permanently. She then began a crusade to recruit other women to her cult, one 
  where all men were viewed as servants and the women masters.
  Lady Venom sees men as weak and corruptible, envisioning a world where 
  women rule, assisted by black magic and super science. Her hideout, a fortified 
  villa outside of New York City, is guarded by her lethal female soldiers.
  She has the unique ability to command animals and make them do her 
  bidding, sending swarms of snakes, tarantulas, and scorpions after her enemies.
  Lady Venom herself is quite a looker; a sultry brunette with a penchant for 
  clingy black dresses. A pendant in the shape of a black widow hangs around 
  her neck.
  Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d10
  Skills: Fighting d6, Intimidation d8, Notice d8; Persuasion d10, Shooting d8, 
  Spellcasting d10, Stealth d8, Taunt d10, Throwing d8
  Charisma: +2/+4; Pace: 6; Parry: 5; Toughness: 7
  Hindrances: Vengeful
  Edges: Arcane Background (Mystic), Beast Master, Charisma, Cat’s Pajamas, 
  Strong Willed
  Powers: blast II, bolt II
  Defining Interests: Animals, Jazz, Poisons, Technology
  Languages: English
  Gear: Smith & Wesson Model 27 (Range: 12/24/48, Damage: 2d8, RoF: 
  1, Shots: 6, AP 2), poison-tipped throwing knife (Range: 3/6/12, Damage: 
  Str+d4, venomous poison)
  
  189
  SEVEN JAGUAR 
  Seven Jaguar, or Chicome Ocelotl, is the leader of the Order of 
  the Winged Serpent, an Aztec cult in Mexico. Seven Jaguar’s real 
  identity, Rodrigo Batista, is a businessman and archaeologist whose 
  fascination with the Aztecs led him down the dark path of practicing their 
  ancient, bloody religion. Seven Jaguar has attracted a sizable following from 
  indigenous Mexicans who yearned to return the Aztecs to their rightful place 
  of glory.
  Batista is a stocky man in his late forties with graying hair and a broad, 
  suntanned face. When wearing his traditional Aztec priest garb, he paints 
  his face and wears a feathered headdress adorned with a golden likeness of 
  Quetzalcoatl, the winged serpent god.
  Attributes: Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d8
  Skills: Climbing d6, Fighting d8, Intimidation d8, Knowledge (Occult) d8, 
  Notice d6, Persuasion d10, Shooting d8, Spellcasting d12, Stealth d8, Taunt 
  d8, Throwing d6
  Charisma: +2; Pace: 6; Parry: 6; Toughness: 6
  Hindrances: Cautious, Obligations (Order of the Winged Serpent)
  Edges: Arcane Background (Mystic), Charisma, Command, Improved Dodge, 
  Strong Willed
  Powers: dispel, fear, stun
  Defining Interests: Aztec Culture, Rituals, Religion, Wealth
  Languages: English, Spanish, Nahuatl
  Gear: Aztec priest costume, sacrificial dagger (Range: 3/6/12, Damage: 
  Str+d4), Aztec war club (Damage: Str+d6)
  VAriAtions on A Theme
  While lynchpins are always Wild Cards, you may opt to include other 
  levels of threats in your adventures as well. Here are a few variations:
  Minion: Weaker even than an Extra, any hit equaling his/its toughness 
  takes it out of the battle.
  Henchman: This character/creature gets a Wild Die for his/its 
  actions, but is otherwise identical to an Extra.
  Really Tough: The character/creature gains the hardy monstrous 
  ability, and may be of any difficulty type. 
  Elevating a character/creature to Wild Card status should be reserved for 
  those fights you really want to showcase as set pieces.
  
  190 
  FORTIFYING THE MINIONS
  Not every slugfest is a daring display of fisticuffs. Villains send a faceless horde 
  of mooks apt at confounding the heroes. These lackeys provide the brute force 
  and hired muscle needed for the villain to make a cowardly retreat, or to buy 
  some time while a diabolical death trap or plan springs into action.
  When using mooks, the GM should equip them with the appropriate weapons 
  suited for to their vile tasks, i.e., a garrote for Thuggee cultists, Tommy guns for 
  the Chicago gangsters, or laser-blasters for Martians. Mooks should have one 
  goal: stop the heroes in their tracks. Let your wretched cultists sling their black 
  magic and your native tribesmen fire poisoned darts. Give the heroes an idea 
  of what they’re up against and why foiling the villain is absolutely essential. If 
  the heroes can wipe the floor with the minions too easily, the adventure might 
  just seem like a string of simple mass combats. Bring out the mooks when you 
  need them, and give them the arsenal they need. 
  MAN OR BEAST
  Sometimes fangs and claws are as effective as pistols and swords. Animal 
  adversaries present unique challenges for heroes, so the GM should use them 
  when appropriate. If the heroes are trekking through the sultry jungles of the 
  Belgian Congo, a whoop of gorillas should thump their chests and defend their 
  territory. If they’re traipsing through the Black Forest in Germany, they might 
  encounter a pack of hungry wolves. A villain with a penchant for zoology 
  might unleash man-eating tigers upon unsuspecting heroes. If the creatures 
  are small, like rats, wasps or scarabs, use the Swarm stats in the Savage Worlds 
  core rulebook.
  When using monsters and legendary horrors, incorporate them seamlessly 
  into the game world. A pack of werewolves is jarring, but a group of Al 
  Capone’s gangsters who transform into werewolves is definitely appropriate in 
  Ravaged Earth. 
  NPC EDGES
  Some NPCs are Ravaged and are every bit as physically tough and mentally 
  resilient as the heroes but aren’t Wild Cards. The following Edges are only 
  accessible to Non-Wild Card NPCs in Ravaged Earth. 
  Favored
  Requirements: NPC, Non-Wild Card
  This character starts with two bennies automatically. He cannot gain additional 
  bennies and may spend the bennies in the normal fashion, e.g., re-rolling a 
  Trait test, spending them to eliminate a Shaken condition, etc. 
  Skilled
  Requirements: NPC, Non-Wild Card
  Through extensive training, this NPC managed to excel in a particular skill. 
  The character gets a d6 Wild Die with a related skill. Example: Skilled (Fighter), 
  Skilled (Swimming), etc.
  
  191
  THE MARTIAN MENACE
  The Martians brought with them their miraculous technology and terrifying 
  bloodlust, yet little is known of their culture or civilization on the Red Planet. 
  While scientists and governments tried piecing together complex fragments 
  of Martian origins and society, only a select few really know details of these 
  bellicose invaders. 
  Prior to the Red War, the world of the Victorian era had little interest in 
  cosmological matters, and the planets were thought to be merely rocky lifeless 
  spheres orbiting the sun, while matters of real concern, i.e., wars, empires and 
  conquest, played out only on Earth. Following the Martians’ arrival, humanity 
  found itself paralyzed with fear, apprehensive of its precarious place in a cruel 
  universe, one where Earth’s mightiest societies were but puny playthings to 
  vicious alien warlords. 
  In the wake of Aetherium’s discovery, Mars’ mysteries slowly yielded 
  themselves. Curious scientists toiled long hours under government supervision 
  and cultivated an understanding of their extraterrestrial visitors. Secret 
  initiatives like Project Eris, which unearthed Aetherium’s properties, were few 
  and far between, and only a handful of scientific geniuses involved really knew 
  how the war machines and flying saucers worked. Those with keen insight and 
  investigative minds gleaned the Martians weren’t strangers to Earth after all, 
  purposefully shaping the events of this world from the shadows for millennia. 
  The Martians have returned to wage an epic war, one where the humans, 
  aided by Aetherium, are capable of fighting back. 
  MARTIAN ANATOMY
  Autopsies and dissections of Martian corpses following the Red War revealed 
  fascinating information on their biology. Far from the tentacled, amorphous 
  slugs H.G. Wells chronicled, the Martians are bipedal aliens with humanlike 
  features. Their skin color ranges from pale to olive green and they possess three 
  fingers, with an opposable thumb on each hand. Two bizarre membrane-
  covered appendages grow below the Martian’s armpits, possibly a residual 
  wing the Martians once used, leading some scientists to speculate they evolved 
  from insects. 
  Martians have two wide eyes, and their noses are two slight nostrils. They 
  have small mouths filled with sharp gray teeth, and their ears are covered by 
  flaps of skin which expand like gills, picking up frequencies humans are unable 
  to hear. 
  The Martian brain is twice the size of a human’s, and their internal organs 
  are a complex network of circulatory, respiratory, digestive and other functions. 
  Scientists have determined Martians are telepathic to some degree, and may 
  be able to communicate through thought transmittal. Some Martians of higher 
  social ranks wear facial hair in the form of cropped beards and bound locks, 
  while others brand their flesh in the shape of their clan markings. 
  The characters will likely confront Martians on the battlefield or in clandestine 
  scenarios, perhaps in a secret base beneath the Antarctic. Not all Martians are 
  the same, and recognizing which faction the characters are dealing with could 
  be the difference between life and an agonizing, zapgun death. 
  
  192 
  
  193
  AETHERIANS
  The Aetherians are generally peaceful and neutral toward Earth. Recent events, 
  however, have forced them to take action against the Kor-Ghuth. Aetherians 
  are tall and lean, with narrow chins, slender foreheads, and an analytical 
  demeanor. Their cranial capacity is slightly larger than the Kor-Ghuth’s, and 
  they’ve honed the powers of psionics and can communicate telepathically.
  Aetherians are master artists and craftsmen and design magnificent palaces, 
  towers and canals on Mars. Their aesthetic tastes are elegant and lean towards 
  the opulent, with flowing robes and intricate ornamentation. 
  Aetherian society is debonair, with many involved in the sciences or arts, 
  although learning diplomacy and studying other cultures is mandatory. Unlike 
  the Kor-Ghuth, Aetherians have an eminent knowledge of their planet, and 
  are sometimes too curious for their own good. 
  They are also the most scientifically advanced civilization on Mars, developing 
  the Martian metal, Aetherium. They’ve mastered space flight by building flying 
  discs capable of traveling to other worlds. 
  Because of their intelligent, gentle nature, the Aetherians struck several 
  alliances with warring primitive tribes, ushering in thousands of years of peace. 
  They follow the ways of the Cydonian Epics, a series of ancient tales based on 
  the chronicles of mythical Martian heroes. One of these epics concerns the 
  Cydonian Fathers, five giant entities who created all life on the planet. 
  Aetherians are governed by a monarchy several millennia old. Under the royal 
  family is a High Council comprised of Aetherian citizens, including scholars, 
  scientists and generals. Though intellectually and technologically superior to 
  the Kor-Ghuth, the Aetherians don’t have imperial ambitions. They fight in 
  defense of their homeland and believe in nonintervention with other cultures. 
  That is, until they received a strange signal from Earth. Renowned scientist 
  Nikola Tesla contacted the Aetherians on his Teslascope, and heard their 
  hauntingly lyrical language. Over a period of several months, Tesla formed 
  a bond with these aliens, and it’s from them he learned of the menacing 
  Kor-Ghuth. When Tesla tried convincing authorities not all Martians were 
  malevolent, nobody believed him. He hopes to one day launch an expedition 
  to Mars to contact the Aetherians and persuade their high council to intervene 
  in stopping the Kor-Ghuth from conquering Earth. 
  
  194 
  Aetherian
  The average Aetherian scout undertakes observation missions for his people, 
  while seldom revealing his presence to humanity. Aetherians on Earth are mute 
  observers, gathering data about Kor-Ghuth troop movements and reporting 
  back to Mars. Their translators allow them to communicate with humans, and 
  their demeanor is cold and aloof, but peaceful. 
  Attributes: Agility d6, Smarts d10, Spirit d10, Strength d6, Vigor d10
  Skills: Fighting d6, Channeling d10, Healing d8, Intimidation d8, Knowledge 
  (Aetherium) d10, Knowledge (Martian  Tech) d10, Notice d10, Piloting 
  (Spaceship) d8, Repair d8, Shooting d6, Stealth d8, Survival d8
  Charisma: -2; Pace: 6; Parry: 5; Toughness: 7
  Hindrances: Anemic, Outsider
  Edges: Arcane Background (Psionicist), Scholar (Aetherium and Martian 
  Tech), Rugged
  Powers: farsight, healing, mind reading, speak language, telekinesis
  Gear: Breathing apparatus, silvery robes, laser gun (Range: 12/24/48, 
  Damage: 2d6+1, RoF: 3, Shots: 12, AP 1), portable data-recorder and translator
  Kor-Ghuth
  Members of an expansionistic, warlike nation stretching halfway across Mars, 
  the Kor-Ghuth stand over six feet tall and are lean and muscular. Battle-hardened 
  and bellicose for untold millennia, they are the warrior masters of Mars. They 
  wear decorated battle armor with ostentatious epaulets and breastplates and 
  helmets festooned with exotic feathers dyed with their enemies’ blood. Kor-
  Ghuth leaders wear immaculately groomed beards and are assigned slaves. 
  The slaves assist the warriors with their weapons and vehicles and sacrifice 
  themselves in combat for the glory of the Kor-Ghuth Empire.  
  Their society is steeped in the bloodthirsty tradition of war. The most powerful 
  position in their society is the Emperor, called the Mighty One, a Kor-Ghuth 
  from a prominent warrior family selected for their victories on the battlefield 
  and their adherence to the principles of Yehan-Ne. Each Emperor since has 
  received a sacred sword that absorbs the life-force of those it slays. 
  The Kor-Ghuth are a technologically advanced civilization comprised of strict 
  castes. Workers are the lowest class of Kor-Ghuth, who operate machinery, 
  produce weaponry, and keep the engine of commerce flowing. Inventors are the 
  planners and scientists who create weapons of war and scientific achievement 
  for the Empire. They are highly prized for their intelligence, which is geared 
  towards weaponry and war. 
  Warriors are trained fighters and members of the Imperial Army, receiving 
  years of training at fighting academies. Generals and officers also comprise 
  the ranks of the Warriors. Young Kor-Ghuth undergo rigorous training called 
  “ch’lenok,” a grueling month-long ritual inaugurating them into the warrior’s 
  life. After ch’lenok, a Kor-Ghuth is forever a soldier in the Empire’s service. 
  Those who don’t perform adequately are publicly humiliated and executed. 
  The Keepers are the religious functionaries of the Empire. They are educated 
  in remote temples and learn the magic rituals necessary to worship the Martian 
  pantheon. 
  
  195
  The Gifted Ones are the moneyed caste, the wealthy families and rulers of 
  the Kor-Ghuth dynasties. The Emperor and his extended family are from this 
  class. 
  Despite their technological advancement, the Kor-Ghuth have little 
  understanding of humanity. They either view Earth as a threat to their 
  expansion in the solar system or as vermin to be exterminated.   
  The Kor-Ghuth are formidable opponents. Driven by an insatiable appetite 
  for destruction, they rage across the continents, attacking cities and creating 
  chaos. When direct confrontation won’t do, they infiltrate human society 
  through willing agents or disguises. Their paramount goal is to convert Earth 
  into a new Mars, one where the Kor-Ghuth Emperor Kalzak is the supreme 
  ruler.   
  Kor-Ghuth Soldier
  Kor-Ghuth soldiers are menacing in their battle armor and will attack any 
  human on sight. They have access to the deadliest arsenal of weapons on Earth 
  and won’t hesitate to use them. Kor-Ghuth always travel in squadrons assigned 
  to combat or stealth missions throughout the world. Masters of disguise, 
  the Kor-Ghuth use their technology to blend in among humanity, gathering 
  information and reporting back to their commanders.  
  Attributes: Agility d8, Smarts d8, Spirit d10, Strength d8, Vigor d10
  Skills: Fighting d8, Channeling d8, Climbing d6, Driving (Fighting Machine) 
  d8, Intimidation d8, Knowledge (Battle) d10, Notice d10, Piloting (Spaceship) 
  d8, Shooting d10, Stealth d8, Survival d8, Taunt d8, Throwing d6, Tracking 
  d6
  Charisma: -6; Pace: 6; Parry: 6; Toughness: 9 (2)
  Hindrances: Bloodthirsty, Outsider
  Edges: Arcane Background (Psionicist), Combat Reflexes, Dodge, Hard to 
  Kill, Rugged
  Powers: fear, mind reading, pummel, speak language
  Gear: Battle armor (+2), Laser gun (Range: 12/24/48, Damage: 2d6+1, RoF: 
  3, Shots: 12, AP 1), Martian sword (Damage: Str+d8), universal translator
  
  196 
  A Brief History of Mars
  What we call Mars at one time teemed with life as rich and diverse as that of 
  Earth. Millions of creatures, ranging from plants, insects, fish, mammals and 
  amphibians called the planet home. Hundreds of thousands of years ago, great 
  civilizations arose, developed technology, and then bickered with each other. 
  Ancient Martian society fell under the auspices of its religious leaders, the 
  Keepers of the Cydonian Temple. The Keepers knew the secrets of their 
  living gods, the Cydonian Fathers, great beings who slumbered deep within a 
  subterranean temple complex after breathing life into the first Martians. 
  Around 100,000 years ago, fire rained from the skies and triggered massive 
  earthquakes. This great convergance lasted for over a century, burying the 
  ancient city of Cydonia beneath the red sands. The planet’s oceans began 
  vanishing, and with it, its abundant marine life. Some ancient Martians 
  tunneled deep into the ground to escape these calamities, while others left Mars 
  via spacecraft. Their fate is largely unknown, yet it is surmised they found a 
  temporary haven on Earth, and interacted with early human civilization. 
  The Martians call this long, dark time the “Zoog Atetek,” or “Great 
  Cataclysm,” which lasted for 50,000 years. Millions of Martians died as the 
  Great Cataclysm evaporated the seas and meteor showers pockmarked their 
  planet with craters. 
  A Planet Divided
  The Martian religion was transformed when rebellious Keepers began 
  worshiping a new deity, a dark trickster god named Yehan-Ne, who thirsted for 
  battle and raged against nature. To these Keepers, Yehan-Ne was the violent 
  offspring of the Cydonian Fathers, whose memory passed into the murky realm 
  of myth following the Great Cataclysm. 
  A bloody civil war followed, with the followers of Yehan-Ne united under the 
  warrior chieftain Ghuth-K’thun. Those who rejected this schism were led by 
  the mage queen Aetheria. For thousands of years, the two sides battled across 
  Mars, their numbers ebbing and flowing in a prolonged war. 
  The Aetherians valued science over adherence to creed, and built a massive 
  capital city called Serenium, in Syrtis Major. 
  The Ghuth-K’thun reined in the Keepers and limited their function to 
  officiating ceremonies. Those who refused were tortured and executed. 
  Following the assassination of the warrior chieftain Kai-K’thun, the civilization 
  entered a period of upheaval. A solitary figure emerged from the revolution: 
  the warlord Kor-Maleth. He proclaimed himself emperor of a people who 
  would be called the Kor-Ghuth, and built his nation on obedience and fear. 
  The ambitious Kor-Maleth built his capital on the edge of Valles Mariners.  
  
  197
  THE GREAT SAND WARS
  For centuries, the two rivals fought each other in the Great Sand Wars, conflicts 
  waged over territory, trade routes, and cultures. With the planet’s water supply 
  running dangerously low, the wars centered on available aquifers and reservoirs. 
  Around 10,000 years ago the wars ended in stalemate. Both sides lost millions 
  and went into isolation for a few centuries. Periods of drought crippled 
  civilizations, with the Aetherians and Kor-Ghuth taking solace in the rainy 
  seasons to replenish their lakes, until the Aetherian King Phezo-Neff proposed 
  building the canals. 
  GRAND CANALS
  Using concave mirrors to melt a section of the polar ice caps, Phezo-Neff 
  created several lakes along his country’s northern and southern borders. 
  Thousands of slaves dug reservoirs to hold the water. For five generations, 
  slaves dug deep channels thousands of miles to the capital and beyond.  
  Kor-Ghuth spies learned of the project and their empire copied it. The age 
  of slave labor had begun, with slaves toiling in harsh conditions, digging the 
  canals that would be flooded, producing navigable waterways. The grand 
  canals encircle Mars, running thousands of miles, intersecting and connecting 
  cities and towns across the planet. Throughout the centuries, long after the 
  eventual slave uprisings and its abolishment, they were used for commerce and 
  warfare, but a few fell into disrepair and were drained. 
  CAPTURE OF SERENIum
  Around 5,000 years ago, the Kor-Ghuth army, led by Emperor Tuung-Khel, 
  laid waste to the Aetherian capital of Serenium. The Aetherian king at that 
  time, Zarma-Ro, put up a valiant struggle, but his forces were defeated by 
  Tuung-Khel’s use of a black magic ritual that appeased malevolent forces in 
  the Kor-Ghuth pantheon, including the shadowy god Yehan-Ne. 
  When the Aetherians learned of this, they quickly developed a ritual to protect 
  the remnants of their kingdom. The ritual worked and within a week, all of 
  the Kor-Ghuth forces were expunged from the capital city. The Aetherians 
  reclaimed their capital, but at a great cost. The capture taught the Aetherians 
  the importance of magic and the depths to which their enemy had sunk. 
  THE ALLIANCE
  Soon after the liberation of their capital, the Aetherians made contact with 
  the fragmented primitive Martian tribes living in the steppes and mountains 
  surrounding their kingdom. These tribes existed in isolation and their ancient 
  cultures thrived despite the technological advancements around them. The 
  Aetherians struck a deal with members of the Zelio-Phaz and Lonatez clans. 
  These warriors and hunters would stage guerrilla raids on the Kor-Ghuth 
  whenever the Empire flexed its muscles and encroached on Aetherian territory. 
  In exchange, the Aetherians agreed to never enter the clans’ sacred hunting 
  grounds. The alliance worked until 2,000 years ago.
  
  198 
  Fear Spreads
  The Keepers found a way to create a curse that could affect the mind. With 
  this enchantment, the victim’s fears would manifest into solid, living form. 
  The Kor-Ghuth exploited this curse and used it on Aetherian settlements with 
  devastating effect. Creatures from ancient Martian myth soon stalked the plains 
  and valleys, terrorizing the Aetherians. Officials in the Aetherian government 
  knew the Kor-Ghuth were behind this dark rite, and waged a counterattack. 
  When the Aetherian forces moved on a Kor-Ghuth garrison, they found all of 
  the Kor-Ghuth warriors slain. The garrison was empty, with only the corpses 
  of soldiers and the signs of struggle present. What killed those soldiers still 
  remains a mystery.
  OBJECTIVE EARTH
  Not satisfied with conquering the Aetherians, the Kor-Ghuth turned their sights 
  on Earth. Kor-Ghuth scientists observed Earth for many centuries and wanted 
  another planet for their expanding empire. They secretly admired humanity 
  for its penchant for war, yet loathed Earth’s inhabitants for what they perceived 
  as weaknesses: love, respect, and honesty. While virtues made humanity shine, 
  they repulsed the Kor-Ghuth. If they were going to conquer their enemies, 
  they would need to study them up close. 
  The Unionville Incident
  In 1880, something abducted travelers on the trail to Unionville, Nevada. 
  Townsfolk reported strange lights in the sky and ominous noises at night. One 
  cowpoke recalls a strange walking contraption in the desert and a blinding flash 
  of light. The Pinkerton Detective Agency was called in and the U.S. Cavalry 
  got involved. After interviewing Unionville residents, the authorities came up 
  empty and the case was dropped. 
  A year later, the people who were reported missing were found wandering 
  the trail outside of Unionville, dazed and naked. Babbling incoherently, they 
  screamed about green monsters and flying machines and torturous experiments. 
  The state confined many of those poor souls to insane asylums where they died. 
  The Kor-Ghuth “borrowed” those travelers and performed a series of 
  unpleasant tests on them, including collecting blood and skin samples and 
  placing them in stressful situations to see how they’d react. Many were driven 
  mad by their experiences, and the Kor-Ghuth reasoned humans devolved into 
  a weak-willed species. 
  Still, they needed to be certain.
  
  199
  SIGHTINGS
  In the years before the Red War, sightings of unidentified flying objects in the 
  night sky grew. The Kor-Ghuth invaded London, New York, Paris, and Berlin 
  in 1898 — but not with designs for conquest, as most Earthlings assumed. 
  For them, their large three-legged fighting machines served as decoys masking 
  their real intent. The Kor-Ghuth knew Earth’s atmosphere was deadly to their 
  immune systems, but they couldn’t develop an antidote to these germs. Instead, 
  the Kor-Ghuth embarked on a desperate suicide mission to make the Earth’s 
  environment conform to their physiology.
  During the Red War, the Kor-Ghuth hid several machines called “Harvesters” 
  throughout the planet. These Harvesters leak Aetherium dust into the 
  atmosphere and surrounding landscape. When fully activated, the Harvesters 
  explode, transforming the area for miles around into a red wasteland like Mars. 
  Decades after the Red War, all was silent as the Kor-Ghuth Empire scrutinized 
  Earth from across the void, waiting for Aetherium to permeate the atmosphere. 
  Almost 40 years after their invading armies shocked Earth’s inhabitants, the 
  Kor-Ghuth are returning with vastly superior weaponry and surreptitious 
  plans for infiltration and colonization. 
  THE BLACK FOREST CRASH
  In 1935, a Kor-Ghuth scout ship crash-landed in the Black Forest in Bavaria. 
  Working swiftly, the Nazis were able to recover the bodies of two Kor-Ghuth 
  from the twisted metal wreckage. The crash site burned ten acres of forest, 
  prompting Hitler’s regime to cover up the incident. Propaganda Minister 
  Goebbels provided the cover story the explosion was an experimental fighter 
  plane, and the nervous public bought it. 
  The Kor-Ghuth were barely conscious when they arrived at a top secret base 
  in the Black Forest. Though the Nazis revived the aliens, the creatures proved 
  recalcitrant and uncooperative. Hitler ordered the Kor-Ghuth to be tortured 
  if they continued to resist his hospitality. After two weeks of solid abuse, the 
  Kor-Ghuth finally cracked and decided to leak details of their operations to 
  the Nazis. 
  Instead of being furious with the aliens, Hitler welcomed them with open 
  arms. He embraced the Kor-Ghuth’s militaristic society and high technology, 
  and proposed an alliance between his government and Emperor Kalzak.
  ON THE BRINK…
  Today, Mars is a dying world, a desolate husk of its former self. The Kor-Ghuth 
  Empire seeks a larger war, one that will draw in the Earth and the Aetherians, 
  who will break their longstanding silence or nonintervention. As the Kor-
  Ghuth engage the Earth with constant raids and striking some of the world’s 
  largest cities, the Aetherians watch, dismayed, reluctant to intervene. For these 
  pacifists, engaging in all-out war with the Kor-Ghuth would be suicide, so they 
  keep a nervous eye on Earth, hoping their aggressive neighbors will cease their 
  hostilities. 
  Only the Ravaged, armed with DNA altered by Aetherium’s touch, stand in 
  the Kor-Ghuth’s way.
  
  200 
  MARTIAN TECHNOLOGY
  Technology evolved differently on Mars than it did on Earth, primarily with the 
  development of Aetherium, a synthetic metal trapping the very essence of the 
  Red Planet. Developed over 4,000 years ago by Aetherian scientists, Aetherium 
  is comprised of both organic and metal compounds fused together by a complex 
  process involving magical energy. The Aetherians used Aetherium for their 
  technology, and discovered machines with Aetherium worked flawlessly on 
  Mars for hundreds of years with only periodic maintenance. The Kor-Ghuths 
  used Aetherium primarily for weaponry and instruments of war. 
  The heavy militarization of the Kor-Ghuth Empire forced an arms race with 
  the Aetherians around 2,000 years ago. Wanting to defeat their pugnacious 
  nemesis, the Aetherians experimented with bioengineering and psi-tech. 
  Bioengineering combines organic material with Aetherium-based machinery. 
  The Aetherians genetically engineered multi-celled organisms to interface 
  directly with manufactured Aetherium technology. The biological entities 
  adapted to Aetherium naturally, and from this symbiotic relationship sprang a 
  wide array of weaponry kept operational through feedings. Early bioengineered 
  technology was susceptible to damage and would often malfunction because of 
  this. The Aetherians remedied this by developing bioengineered technology 
  with hard exoskeletons capable of absorbing direct hits. 
  Psi-tech is technology directly controlled by the user’s mind. Brain waves 
  act as a transmitter, commanding the technology’s functions. Because of the 
  intellectual and psionic development of Aetherian brains, psi-tech became 
  more widely used with Aetherians than Kor-Ghuths. Malfunctions with psi-
  tech often carry serious repercussions, with users left paralyzed or “brain-
  fried,” their brains destroyed by an overload of electrical impulses. 
  Nanites are microscopic robots a nanometer in size, programmed to shift the 
  molecular density of Aetherium. The Aetherians originally developed nanites 
  for defensive systems like body armor and psi-tech weaponry, but Kor-Ghuth 
  spies stole the technology hundreds of years ago. The Aetherians made great 
  strides using nanites in medical technology, as these tiny robots can actually 
  repair cellular structures and damaged tissues. 
  Reengineered Martian Tech 
  Following the Red War, the industrialized nations gathered the burnt husks of 
  Kor-Ghuth weaponry and began studying them. Governments spent millions 
  analyzing and reengineering the Martian’s technology, eventually developing 
  workable models. The fusion of Earth-Martian technology has created 
  functional, albeit unstable, devices generally referred to as “the New Science.” 
  Many of the advances found throughout society are a result of this exploratory 
  research.
  Encountering Martian Devices
  Since both Aetherian and Kor-Ghuth technology is rare, these devices are 
  highly prized and sought after. One cannot simply walk into their local hardware 
  store and purchase a hovercraft or laser rifle. The Martians, regardless of their 
  factions, use their weapons and conveyances with great care, and guard them 
  
  201
  diligently. However, some items do fall through the proverbial cracks, ending up 
  in the hands of evil masterminds, government agencies, or lucky adventurers. 
  Heroes finding Martian tech should be given vague descriptions of these items 
  instead of outright naming them. It’s much more dramatic for a scrounging 
  inventor to uncover a “metallic, handheld gizmo with a jutting handle, a trigger 
  mechanism and a bulbous protrusion crackling odd, humming energy” rather 
  than saying “it’s a laser pistol.” 
  Of course, after one does encounter such a rare technological find, examining 
  and testing it is only natural in order to determine the device’s function and 
  power. This could lead to several interesting, albeit hilarious, scenarios where 
  amateur gadgeteers perform field tests on otherworldly devices, pushing the 
  limits of Martian science and Aetherium’s abilities.  
  Aetheric Fission Bomb
  A small, hand-sized metallic orb containing concentrated irradiated Aetherium. 
  When activated, the bomb explodes, creating an impact crater and doing 
  catastrophic damage. Aetheric fallout bathes the area up to 100 feet around 
  the crater and strips the land of all vegetation, leaving the ground red like the 
  surface of Mars.
  It takes one round to prime the bomb and another round to activate it by 
  pushing a button. The bomb can be set to detonate anywhere from six to sixty 
  seconds, causing 4d6 damage in a Large Burst Template. 
  Anti-Gravity Belt
  A silver-colored belt combined with Cavorite and controlled by a psionic 
  transmitter. When worn, the user has the ability to hover off the ground up to 
  200 feet. The user must make a Smarts roll to activate the belt. On a success, 
  the belt functions as the fly power until the character lands or is Shaken (which 
  requires an immediate Smarts roll to maintain flight).
  Arm Cannons
  This psi-tech weapon plugs into a person’s arm and can be controlled by the 
  wearer’s thoughts. Arm cannons fire bursts of concentrated energy or exploding 
  rounds, usually with great force and at a great distance. 
  To activate the arm cannon, the user must make a Smarts roll. On a success 
  the arm cannon fires, functioning like the bolt I power, inflicting 2d6 damage 
  per shot. On a critical failure, the cannon explodes, inflicting 2d6 damage to 
  the user’s arm. 
  Astral Projector
  The Aetherians can beam themselves directly into a person’s thoughts hundreds 
  of miles away or even across the void of space between planets with the Astral 
  Projector. Due to the unstable power of the projector, the Aetherians use this 
  technology sparingly, as overuse would tear apart a human’s sanity. Successfully 
  used, the Aetherian can send messages or images into a person’s mind, and can 
  receive a human’s response. A typical transmission lasts only minutes.
  
  202 
  After connecting the projector to their head via a series of flexible wires and 
  adhesives and switches it on, the user must make a Spirit roll. On a failure, 
  nothing happens and no contact is made. On a success, they can transmit their 
  thoughts and receive mental messages up to 10 miles away. On a raise, they can 
  transmit up to 100 miles away. On two raises, they can transmit their thoughts 
  up to 1,000 miles away. On three or more raises, their thoughts are transmitted 
  to Mars or beyond. Each round the astral projector is used, the user must make 
  a Spirit roll. On a failure, the user suffers one Fatigue level and any contact 
  made is immediately severed. Recovering from such Fatigue requires an hour 
  of rest during which time the character may not use any arcane abilities they 
  possess.
  Bioarmor
  Martian bioarmor are exoskeleton suits plugged into the torso, arms and 
  legs and produce a burst of protective energy draining the magic and psionic 
  essence from targets. Surprisingly lightweight, when first placed on the body, 
  nanites shift its molecular density to make it virtually weightless. Bioarmor 
  grants the user +2 Armor protection when worn. 
  To activate, the user must plug the bioarmor into their bodies and make a 
  Vigor roll. On a success, all magic or psionic attacks suffer -2 to rolls affecting 
  the user wearing the bioarmor. A failed Vigor roll bestows one Fatigue level on 
  the user and he must make another Vigor roll the following round or become 
  Incapacitated until the armor is removed.
  Black Smoke
  Launched in canisters from the Martian fighting tripods, the black smoke is a 
  billowy, thick chemical weapon. The smoke cloud enshrouds targets, obscuring 
  vision, forcing all within the cloud to make Vigor rolls at -2. Those who 
  fail suffer two Fatigue levels. Those who critically fail suffer 2d8 damage in 
  addition to the Fatigue. Gas masks provide +2 resistance (i.e., Vigor rolls) to 
  black smoke, negating the Vigor roll penalty.
  
  203
  Clone Chamber
  The Martians can replicate a creature’s DNA and recreate an exact clone down 
  to the tiniest detail within a special cloning chamber. A piece of skin or hair 
  is needed and the internal computer extracts the subject’s DNA and rebuilds 
  a living twin, except the twin cannot speak or think independently. The clone 
  drone is programmed to follow basic commands triggered by visual or audible 
  cues. The entire cloning process takes about 1 hour in the clone chamber. Once 
  the clone is released, it has a lifespan of 24 hours to live before it instantly melts 
  into a pile of putrid jelly. The Kor-Ghuths use clone chambers to create units 
  of expendable shock troops for their more grueling military campaigns. 
  Every successful clone has d6s in all of its attributes and skills. Use whatever 
  skills you deem appropriate for the clones.
  As with all technology, mishaps occur. Some clones don’t turn out the way 
  they should and something goes horribly awry in the “cooking process.” When 
  the clone chamber is used, draw one card. If any 2 or any Joker is drawn, the 
  clone is not quite right. Maybe the clone has a psychopathic personality, maybe 
  it resembles a hideous monster, or maybe it lacks a few limbs. 
  Crystal Egg
  Forged from massive jagged crystals from Martian caverns and polished with 
  precision into a distinctive oblong shape, the crystal egg allows a visual gateway 
  between Mars and Earth and vice versa. The crystal egg is the size of an ostrich 
  egg, but surprisingly heavy. To activate the crystal egg, the user needs only 
  to peer into it at an angle. A luminous vapor forms at the egg’s center, and 
  through it a window into the activities on Mars, including the red cliffs and 
  steppes, canals, and the Martians themselves. The gateway remains intact as 
  long as the user looks into the egg. Both the Kor-Ghuth and Aetherians use the 
  crystal eggs to spy on humans from a distance. After the egg is used, the user 
  must make a Vigor roll or suffer one Fatigue level.  
  The crystal egg has a Toughness of 10. If destroyed, the link between worlds 
  is severed.
  Eetchulnk
  The eetchulnk is an insidious form of biotechnology, a three-inch long parasitic 
  creature resembling a scorpion with a lamprey-like mouth. Inserted into the 
  target’s ear, the creature burrows deep into the skull, and lodges its fang-lined 
  mouth into the brain. From there, the eetchulnk feeds off its host and saps its 
  free will. The host finds it impossible to disobey any order or evade the truth. 
  They gladly impart any information asked and can even be programmed to 
  turn on their compatriots. 
  When the eetchulnk is inserted into the ear, the target must make a Vigor roll 
  at -4. Those succeeding resist the creature’s grasp and just take 2d6 damage. 
  Those failing their Vigor roll take 2d6 damage and are also controlled (as per 
  the puppet power). Every day the eetchulnk feasts, the target must make a Spirit 
  roll. On the first day, a -2 penalty is applied to this roll, on the second day and 
  subsequent days, a -4 penalty is applied. If the target makes the roll, they are 
  able to resist the creature’s effects. If they fail, then become mere puppets, 
  following orders without question. 
  
  204 
  Removing the eetchulnk requires drawing the creature out by submersing 
  the victim in a bath of strong alcohol or applying electric shocks to the target’s 
  head. Naturally, many opt for the alcohol bath. Once the eetchulnk is removed, 
  its control over the target ends. 
  Electro-Whip
  A psi-tech weapon resembling an electrified whip that plugs into the arm, 
  shooting an arc of powerful electricity powered by the user’s thoughts. 
  Activating the whip requires a Smarts roll. On a success, the whip inflicts 2d6 
  damage, while on a raise it inflicts 2d8 damage. The electro-whip has a Reach 
  of 1. 
  Fusion Compressor Rifle
  This abominable weapon creates a crushing force of pressure within a Large 
  Burst Template centered on the target. Targets within the area are immediately 
  squeezed inward, usually with dire results. 
  The weapon’s range is 12/24/48 and its rate of fire is one burst per round. 
  The rifle needs to be fully charged in order to operate. Charging the rifle takes 
  2 rounds. Targets caught within the pressurized area suffer 2d8 damage. 
  Heat Ray
  A primary weapon of the tripods, the heat ray has two unique shots: green 
  flames that instantly ignite anything they come into contact with, and an 
  invisible beam of intense heat slices through targets. 
  The heat ray has a range of 24/48/96 and causes 2d10 damage. After each 
  successful attack, roll a 1d6. On a 5 or 6, green flames engulf the target, catching 
  the target on fire (see the Fire section in the Savage Worlds core rulebook) and 
  doing 2d10 damage each round until extinguished as the fire spreads. Green 
  flame mode treats all targets as flammable.
  Immolation Pod
  The immolation pods are grenade-like orbs that stick to targets and explode, 
  causing catastrophic fire damage. 
  Activating the immolation pod requires turning a pin and making a Throwing 
  roll. On a success, the pod is thrown accurately and automatically sticks to the 
  intended target. On a failed throw, the pod falls short; on a critical failure, the 
  pod sticks to the thrower. After sticking it its target, the pod explodes, doing 4d6 
  damage localized to the area immediately touching the pod. 
  
  205
  Laser Blade
  A metallic sword built into an electronic hilt, the laser blade is a Martian melee 
  weapon. A switch on the hilt controls a concentrated heat laser that warms 
  the blade, which glows red when activated. The weapon wounds targets twice, 
  as the laser burns the surface of the flesh while the heated blade slices into or 
  through it. 
  The blade requires a minimum d6 Strength to operate. It functions like any 
  other melee weapon and inflicts Str+d10 damage. 
  Laser Tommy Gun
  Reengineered Martian tech, this weapon combines two deadly weapons, a ray 
  gun and Tommy gun. The laser Tommy gun can fire up to 3 laser bursts in 
  rapid succession per round and requires a d6 Strength to handle it. It has a 
  range of 12/24/48. Each laser fired causes 2d6 damage. The weapon quickly 
  runs hot and requires cooling off for 5 minutes after firing 50 shots. Continuing 
  to fire while the weapon is overheated results in the device exploding on a 1-2 
  on the skill die, regardless of Wild Die, causing 3d6 damage in a Small Burst 
  Template around the user.
  Levitator
  The levitator is a psionic weapon that, when fired, can lift a target off the 
  ground up to 30 feet with an invisible force ray. The user can, with a mere 
  thought, smash the target against walls, ceilings and floors or drop them to the 
  ground.
  Operating the levitator requires a Smarts roll. With one success, the user can 
  grab a target and lift it up to 10 feet. On a raise, the target can be lifted up to 
  30 feet. Once the target is captured, the user can inflict damage by bashing 
  the target against walls, ceilings, floors, or other targets. This requires another 
  Smarts roll. On a successful roll, the target is dealt Spirit+d6 damage. Capturing 
  more than one target with the levitator inflicts a -2 penalty to the Smarts roll. 
  If the user wants to release the target, he simply says so and the target falls, 
  incurring any falling damage. Targets ensnared can try to escape by making on 
  opposed Fighting roll against the user’s Smarts roll — if airborne, they will still 
  suffer falling damage.
  Psionic-Depletor
  A rifle-like weapon with a bulbous metal array at one end that, when activated, 
  drains targets of their mental energy. It takes one action to prime the psionic-
  depletor before using it. The gun requires a Shooting roll to use and has a range 
  of 12/24/48, firing one burst per round. After a successful hit, the user rolls 
  2d6 and compares the result to a TN of 4. On a success, targets with magical 
  (magicians, sorcerers, etc.) or psionic (mentalists, mesmerists, etc.) Arcane 
  Backgrounds suffer a -2 to their arcane skill rolls for 1d4 rounds. The effects 
  of this weapon are cumulative. People without arcane skills must make a Spirit 
  roll or suffer one Fatigue level. Note: this device can cause Incapacitation, but 
  cannot kill.
  
  206 
  Oscillating Warp Integrator
  This psi-tech resembles a small box that, when linked to a user’s mind, generates 
  a warp field around targets. Anything entering the field is immediately 
  transported to another location up to 10 miles away. 
  Using the oscillating warp generator requires attaching a conductive pad to 
  the user’s forehead and making a successful Smarts roll. Any person or object 
  within a Small Burst Template of the integrator is immediately teleported to a 
  location up to 10 miles away. The user determines the exact location the target 
  appears. If the character wishes to teleport somewhere he can’t see, he must 
  make a Smarts roll at –2. If it is an unknown area he has never seen, the roll is 
  at a –4 penalty. Failure of either roll means the teleporter hit an object of some 
  sort. He returns where he came from and is Shaken. A roll of 1 on the Smarts 
  die (regardless of the Wild Die) indicates a more serious disaster — in addition 
  to being Shaken he also suffers 2d6 damage. 
  The teleporter can never enter a solid space even if he tries. The power 
  instantly returns him to his starting location as noted above.
  Radiating Kinetic Shield
  This is a tough vest that emits a burst of radiating energy surrounding the 
  wearer up to the distance of a Large Burst Template. The rippling blue energy 
  pushes anything it comes into contact with, causing severe damage, while 
  leaving the wearer unharmed. 
  The vest grants +2 Armor protection. When activated, the vest functions as 
  the barrier power, creating a force-field with a Toughness of 10. Maintaining 
  the shield requires a successful Vigor roll every 5 rounds. On a success, the vest 
  functions normally. On a failure, the force-field is shut off, but still grants the 
  hero +2 Armor. Reactivating the shield requires another successful Vigor roll. 
  Ray Gun
  One of the most common weapons in the Martian arsenal, the ray gun has a 
  wide variety of models and types with the same basic function. It could be psi-
  tech, biotech, or Aetherium-based technology. A concentrated beam of heat 
  is emitted from the barrel that can inflict severe burns or even slice through 
  targets. Ray gun ammunition consists of special Aetherium pulse cells powering 
  the gun’s laser ray. Humans have successfully incorporated ray guns into their 
  own society, making them the most reverse-engineered Martian tech to date. 
  The Martian ray gun inflicts 3d6 damage and stores 30 shots before its pulse 
  cells need to be replaced. The gun’s range is 12/24/48. 
  Note: Martian ray guns differ from laser guns in damage and number of shots.
  
  207
  Red Weed
  A bioengineered weapon based on Martian vegetation, Red Weed functions 
  as a kudzu, propagating unfettered across a planet’s surface. Infused with 
  Aetherium, Red Weed absorbs Earth’s nutrients and transforms the planet 
  beneath it into red Martian soil. When it is finished absorbing nutrients, usually 
  a year after taking root, Red Weed dies and shrivels, revealing red Martian soil 
  underneath. Red Weed also grows around and on water, obstructing lakes and 
  streams.
  Attributes: Agility d6, Smarts d4 (A), Spirit d4, Strength d4, Vigor d6
  Skills: Fighting d4, Survival d10
  Pace: 2; Parry: 4; Toughness: 5
  Special Abilities
  • Ensnare: Red Weed can produce vines that ensnare targets (acts as the 
  entangle power, using the Red Weed’s Agility in place of the arcane skill die). 
  The vines from one Red Weed plant can only target a single target at a time.
  • Replicate: Red Weed can reproduce through spores and spread rapidly. A 
  cloud of spores can drift for miles and produce up to ten acres of Red Weed 
  in 24 hours.
  • Sap: Red Weed produces sticky sap that causes d6 damage when in contact 
  with exposed skin. This sap can only affect a target which has been ensnared.
  • Tendrils: Str+d4.
  Sonic Molecular Burrower
  This belt scrambles the wearer’s molecules when activated, pushing him seven 
  feet underground where he can travel up to the lesser of 20 yards or for a total 
  time of five rounds. At the end of five rounds, the wearer automatically rises 
  to the surface. 
  When switched on, the belt acts as the burrow power and allows the wearer 
  to travel underground at their usual Pace. They can also attempt to surprise 
  an enemy by making a Stealth versus their enemies’ opposed Notice roll. If 
  the wearer wins, he gets a +2 to attack and damage rolls for that round, or 
  +4 with a raise. Targets on Hold may attempt to interrupt the attack as usual. 
  If the sonic molecular burrower malfunctions or is heavily damaged in use 
  underground, the wearer’s molecules reassemble and he is, in effect, “buried 
  alive” and must make a Vigor roll at -4. If he succeeds, he may make a Strength 
  roll to dig himself out of trouble. If he fails, he is Exhausted and suffers -2 to 
  Trait rolls until he makes his Vigor roll. For every round he is buried, he suffers 
  an additional 1d6 of damage. 
  Sonic Scream
  This weapon causes a high-pitched sonic scream agitating and paralyzing 
  humans within earshot. When activated, any human within a Large Burst 
  Template must make an Agility roll or fall to the ground as the pulse knocks 
  them over. All targets, whether they’re prone or not, must then make a Vigor 
  roll at -2 or become immediately Shaken.
  
  208 
  Venom Gun
  This bioengineered weapon consists of a spiky creature that squirts a powerful 
  jet of venom at targets. The acid-like venom causes 2d8 damage and burns 
  through skin and clothing. Afflicted targets must make a Vigor roll at -2 or 
  become Incapacitated. A successful Healing roll will remove the venom and 
  restore full health in 1d6 hours. 
  Martian Vehicles
  The invading Kor-Ghuths and their Aetherian counterparts developed their 
  own modes of transport that are used on both Mars and Earth. 
  Flying Disc
  Used primarily by the Aetherians, the flying disc resembles a 40-foot wide 
  metallic saucer and is powered by an internal Aetherium dynamo polarized by 
  powerful magnets. Flying discs levitate and hover, but they can also race through 
  space at rapid speeds, making it the preferred conveyance for interplanetary 
  flight. Aetherians outfitted the flying discs with cabins, storage space, and other 
  amenities deemed useful. For protection, flying discs are armed with powerful 
  laser cannons.
  Acc/Top Speed: 30/220, Climb: 3 
  Toughness: 15 (4), Crew: 6
  Weapons: Fixed laser cannon x2 (2d8 damage,. AP 20)
  Notes: Heavy Armor, Spacecraft
  Hover Barge
  These 80-foot long royal barges levitate off the ground, used in the Martian 
  highlands after the canals evaporated. Hover barges are the primary transport 
  for Kor-Ghuth nobility and include a series of opulent suites and chambers for 
  entertaining and various decadent pleasures. Below the decks, slaves toil in the 
  engine room, maintaining the large hover generators, while the pilot steers the 
  craft on a bridge tower high above. 
  Acc/Top Speed: 4/10, Climb: -2
  Toughness: 12 (2), Crew: 2-20
  Weapons: Swivel laser cannons x4 (2d8 damage)
  Notes: Levitating Craft
  
  209
  War Machines
  Developed as the principle field weapon of the Kor-Ghuth Empire, the tripod 
  war machine consists of a hood-covered cabin balanced on three spindly 
  metallic legs controlled by the pilot. Tripods are outfitted with heat rays 
  balanced on telescopic arms outward from the cabin’s rear and attack targets in 
  front. Tripods communicate with each other through a series of amplified cries, 
  most notably the Kor-Ghuth victory cry “Ulla!” Some tripods have special rigs 
  accommodating metal baskets used to temporarily store captured soldiers and 
  civilians from the battlefield.
  War machines are classified as follows:
  Tripods
  These are the 100-foot-tall three-legged invasion vehicles first witnessed in the 
  Red War. Tripods resemble a sleek cab protected by a metallic hood. Three 
  stilt-like legs, bendable at jointed knees, provide the vehicle’s support. Tripods 
  can hold two passengers and are outfitted with a deadly heat ray. Metallic 
  tentacles hang down from the cab and are used to grope objects or attack. 
  Tripods can also shoot canisters of black smoke over a 50-yard range.
  Acc/Top Speed: 5/20
  Toughness: 15 (2), Crew: 2
  Weapons: Heat Ray (2d10 damage), Black Smoke (2d8 damage), Tentacles 
  (2d8 damage)
  Charon Class
  The Charon Class resembles the tripods but has four spindly legs, and is shorter 
  and nearer to the ground at 50 feet tall. Two rotating laser cannons protrude 
  from the front of the vehicle’s cab.
  Acc/Top Speed: 6/40
  Toughness: 18 (2), Crew: 2-4
  Weapons: Rotating laser cannons x2 (2d8 damage) 
  Plutus Class
  A basket resembling articulated claws hangs beneath the undercarriage, used 
  for scooping and entrapping prey. The hapless victims are stored in a special 
  compartment within the 40-foot-tall vehicle where they’re stored in a cage. 
  Acc/Top Speed: 6/20
  Toughness: 14 (2), Crew: 2 +20 prisoners
  Weapons: Heat Ray (2d10 damage)
  
  210 
  Hades Class
  Juggernauts of the Kor-Ghuth land fleet, these are massive tripods capable of 
  holding 50 troops deployed onto the battlefield via jetpacks. The Hades Class 
  is 100 feet long and has two heat rays, one in the front and one in the rear, and 
  two side-mounted laser cannons. In addition, this deadly vehicle emits a sonic 
  scream capable of paralyzing anything within 100 feet of it. 
  Acc/Top Speed: 2/8
  Toughness: 20 (6), Crew: 4+50 troops
  Weapons: Heat Ray x2 (2d10 damage), Laser Cannons x2 (2d8 damage), 
  Sonic Scream (p. 297)
  Notes: Troop Transport
  War Chariots
  In addition to the tripods, the Kor-Ghuth built War Chariots, large, heavily 
  armed levitating transports sent into the battlefields. War Chariots are 15 feet 
  wide and contain an observation deck for military personnel, a gunnery deck 
  equipped with laser cannons, and a force field generator. 
  Acc/Top Speed: 10/50, Climb: 2
  Toughness: 12 (4), Crew: 2-6
  Weapons: Laser Cannons x2 (2d10 damage), Force Field (+4 Armor)
  Notes: Levitating Craft
  
  211
  Martian Creatures 
  The Kor-Ghuths secretly bioengineered and bred lethal creatures from Mars, 
  making them more bloodthirsty, with voracious appetites. This secret project 
  allowed the Kor-Ghuths to manipulate their planet’s environment in dangerous 
  and often unpredictable ways. They have brought some of these deadly beasts 
  to Earth, releasing them into the wild where they hunt and kill humans. Two 
  of these ferocious bioengineered beasts are described below, but others exist 
  in dark jungles or hidden away in underground caverns, waiting to strike their 
  human quarry. 
  Slaystalker
  Slaystalkers are large six-legged predators with large mandibles filled with sharp 
  fangs which dispense powerful venom. Its panther-like feet contain retractable 
  claws used to pin its quarry, while armor-like hide protects its muscular body. 
  The slaystalker’s tail is tipped with rows of serrated spikes that have been known 
  to impale many an unfortunate victim. Slaystalkers emit a hypersonic roar that 
  chills anyone to the bone who hears it. They’re solitary hunters, preferring to 
  stalk and feed at night.
  Attributes: Agility d10, Smarts d4 (A), Spirit d6, Strength d8, Vigor d10
  Skills: Fighting d8, Intimidation d8, Notice d8
  Pace: 8; Parry: 6; Toughness: 15 (4)
  Special Abilities
  • Armor +4: Slaystalkers have thick hides.
  • Claws: Str+d4.
  • Fear -2: The slaystalker prompts Spirit checks at -2.
  • Jaws: Str.
  • Roar: The slaystalker delivers a hypersonic roar. Anyone within a Cone 
  Template must make a Spirit roll or become Shaken.
  • Size +4: Slaystalkers are large creatures.
  • Tail: The spikes deliver Str+d6 damage.
  Slicers
  Slicers are creatures with large, 12-inch-long razor sharp talons able to easily 
  cut through flesh and bone. They have rows of jagged fangs that imbed deep 
  into their prey as they make slashing attacks. Slicers are nocturnal with excellent 
  night vision, and gang up on their prey in packs.
  Attributes: Agility d8, Smarts d4, Spirit d4, Strength d8, Vigor d8
  Skills: Climbing d6, Fighting d8, Intimidation d6, Notice d4
  Pace: 7; Parry: 6; Toughness: 8 (2)
  Special Abilities
  • Armor +2: Slicers have rough hides.
  • Jaws: Str.
  • Low Light Vision: Slicers ignore penalties for Dim and Dark lighting.
  • Talons: Str+d8+2.
  
  212 
  
  213
  MARTIAN SUN
  Martian Sun is a 12-part plot point campaign introducing players to the action-
  filled world of Ravaged Earth. The globe-spanning story begins in 1936, before 
  the Second Red War, leads through the return of the Martian invaders and 
  the summer Olympics in Germania, and ends in a climactic showdown with 
  the masters of the Martian invasion aboard their mother ship high above the 
  Earth. 
  PLOT POINT SUMMARY
  Plot Point 1: Shines the Red Star
  Mars is burning. The people of Earth are oblivious, but they soon shall know, 
  as the Children of Phobos herald in the age of the Martian. The heroes 
  investigate this doomsday cult and find evidence of their carnage throughout a 
  paranoid New York City. 
  Plot Point 2: Revenge of the Martians
  Richard Pierson, an astronomer at Princeton University, claims bizarre activity 
  on the planet Mars. When an unidentified object lands in nearby Grover’s Mill, 
  Pierson and the heroes must investigate. The Martians return in force and lay 
  waste to the countryside, and the heroes must battle these alien forces.
  Plot Point 3: Red Cloud Over Londontown
  Heroes track down Dr. Benjamin Standish, an expert of Martian technology 
  who has gone missing in ravaged London. Standish works for the League of 
  Nations, and has been abducted by the British Union of Fascists, who are in 
  cahoots with the Nazis. Once rescued, Standish reveals the Martians and Nazis 
  are looking to assemble the Martian Sun, an Aetherium relic broken in the first 
  Red War of 1898. 
  Plot Point 4: An Offer You Can’t Refuse
  Gangland boss Al Capone possesses the first piece of the Martian Sun in his 
  fortified hotel in Chicago, under the blanket of eternal night. The heroes must 
  convince the gangster to release the item or prove their loyalty by undertaking 
  a variety of illegal tasks. When all else fails, the heroes must enter Capone’s 
  legendary vault and battle the supernatural guardian to retrieve the Martian 
  Sun fragment. The heroes meet the mysterious Mr. Dee, a government agent 
  who offers to help the quest for the Martian Sun. 
  
  214 
  Plot Point 5: Red Hot Jungle Fever
  The trail to the next piece of the Martian Sun brings the heroes to the war-
  devastated Gran Chaco region of South America. Bolivia and Paraguay are 
  fighting a bloody war as they search for lost Martian technology, and the heroes 
  search for a captured scientist and a map leading to a lost temple deep in the 
  Amazonian jungle. Heroes will face buried Martian forces, ancient mummies, 
  and other deadly foes. 
  Plot Point 6: Castle of Doktor Apokalyps
  A Russian mad scientist and uber-genius named Doktor Apokalyps holds the 
  third piece of the Martian Sun. Allied with the Martians, Apokalyps is holed 
  up in his Russian castle on the Black Sea. Once inside, however, heroes must 
  contend with devious death traps. 
  Plot Point 7: Trial of the Olympiad
  Germania has the fourth piece of the Martian Sun, retrieved from the Children 
  of Phobos in Antarctica earlier in the year. The heroes venture into Germania 
  during the 1936 Summer Olympics and have a chance to compete in the games 
  and do battle with the Ahnenerbe’s top arcaneologist, Prof. Moebius, for the 
  piece of the Martian Sun. 
  Plot Point 8: Den of the Devil Dragon
  The final piece of the Martian Sun is held in Shanghai by oriental mastermind 
  Zho Fang, who has decided to hold an auction for the relic. Japanese aeroplanes 
  bomb the city, and it becomes a race to escape and defeat the combined forces 
  of the Japanese, Chinese, and Martians in order to claim the fifth piece. 
  Plot Point 9: Big Trouble in Sky City
  The five pieces of the Martian Sun are gathered at Sky City, which has become 
  a flying military platform. The lead researcher turns up dead after a few days 
  and the heroes are framed for the murder. They become fugitives and must 
  track down the real killers, a group of Martian imposters. 
  Plot Point 10: The Son Also Rises
  Tarklaz, the leader of the Martian resistance and son of the Martian Emperor 
  Kalzak, needs rescuing from a gang of outlaws in the U.S. West. Once liberated, 
  Tarklaz provides valuable details about how to use the Martian Sun to defeat 
  his father’s forces. Unfortunately, Tarklaz is only posing as a resistance leader, 
  using the heroes as patsies to destroy his father so he may rule as emperor. 
  The heroes are brought to the middle of the Arizona desert where the true 
  destructive power of the relic is unleashed, tearing a hole in the fabric of 
  space/time and spilling out horrors from beyond this dimension. The decision 
  whether or not to use the Martian Sun is left in the heroes’ hands. 
  
  215
  Plot Point 11: Rockets Red Glare
  Whether or not they choose to use the Martian Sun, the heroes’ next step is 
  to penetrate the Martian mother ship hanging in orbit over the Earth. They 
  must travel on Robert Goddard’s experimental rocket, where Emperor Kalzak 
  captures them after Tarklaz betrays them. Luckily, Kalzak’s beautiful daughter, 
  Leena, who is the real leader of the resistance, frees them. If the heroes brought 
  the Martian Sun with them, it is taken, and if not the emperor gets it anyway 
  through his extensive support network.
  Plot Point 12: Light the Martian Sun
  Unfortunately the heroes learn the Martian emperor has the twin to the 
  Martian Sun and plans on using both to scourge the Earth of all human life! 
  Making their way to the central core of the mother ship, the heroes learn of 
  the sequence to activate the relic from the Emperor’s daughter. They must then 
  race to escape against all odds as the power of the Martian Suns destroys the 
  mother ship around them.
  
  216 
  PLOT POINT 1: SHINES THE RED STAR
  Begin this adventure with Novice Rank heroes, who must unravel the secrets 
  behind an apocalypse cult called the Children of Phobos while surviving their 
  evil machinations. 
  At the campaign’s start, the heroes are in New York City, where a captivating 
  glow in the sky makes the locals apprehensive: 
  A luminous crimson light shines in the sky over Manhattan, glowing faintly and then 
  intensifying in brightness with every passing day. After two weeks, the faint pinprick of  
  illumination becomes the brightest object in the inky black night. 
  New Yorkers regard the object with mild concern, going about their daily business. The 
  newspapers call the mysterious object the “Red Star,” while academics and scientists realize it 
  originates from the planet Mars. Panic the eerie glow could herald a second invasion prompts 
  President Garner to put the National Guard on high alert. 
  The characters are out one night when they see a gigantic fireball plummet 
  from the Red Star. The blazing thing flashes for a few seconds and falls 
  earthward, momentarily interrupting all radio transmissions. Given the jumpy 
  state of many in the city, the unidentified object gives them pause. What 
  the heroes don’t know is the Red Star was a Martian mother ship entering 
  the mesosphere and the fireball was a Martian probe crashing in the city. 
  Heroes with aviation, science, or technical backgrounds can make a Common 
  Knowledge roll to recognize the fireball as a craft of some sort. 
  The mother ship is undetectable to observers on the ground, yet the Kor-
  Ghuth forces aboard are monitoring happenings on Earth very closely. The 
  Martians are transmitting subconscious messages to the planet, specifically 
  to New York. One fragile mind received these cryptic communications, the 
  founder of a cult dedicated to worshipping the Martians.  
  If the heroes wish to investigate the fireball, run the Unidentified Falling 
  Object Side Trek.
   
  Children of Phobos
  Vivian Heyward, a professor of ancient civilizations at Columbia University 
  in New York City, founded the Children of Phobos a month ago after she 
  experienced several lucid dreams the night before the Red Star’s arrival. 
  Heyward believes the otherworldly choir of Martian warlords summoned her 
  to cleanse Earth of the unworthy, a task both she and her followers gleefully 
  obey.
  Named after the Martian moon of Phobos, the cult believes the Martians’ 
  arrival heralds a great age in mankind and Aetherium is the catalyst for a 
  new phase of human evolution. The cultists don red robes and cowls and 
  communicate in Martian runes and symbols. Heyward’s identity as cult leader 
  of “Mother” to the “Children” is kept secret, as she prefers the anonymity. 
  
  217
  Enter the Professor
  Dr. Edward Dunphy, a diminutive professor of languages at Columbia 
  University, is investigating the Children of Phobos and the presence of 
  Martians on Earth. He is especially interested in interviewing anyone who 
  might have seen the fireball in the sky and placed an ad in the newspaper 
  looking for witnesses.
  The ad reads:
  WANTED – Members of the public who witnessed the fiery object over 
  Manhattan on the night of July 15 between 10:30 p.m. and 10:37 p.m. 
  Conducting interviews for scientific study. All inquiries contact Dr. 
  Edward Dunphy, Columbia University. Call MOrningside 5-7600.
  If the heroes call Dunphy, he gives them directions to his office at the 
  university.  If they don’t, have Dunphy contact them personally through his 
  extensive network and persuade them to come to his office for an interview. 
  If the heroes still don’t answer the ad, then have Vivian Heyward contact the 
  heroes to investigate Dunphy’s disappearance. 
  If the heroes investigate the Unidentified Falling Object Side Trek, 
  Dunphy contacts them personally and asks for their help. He then arranges for 
  them to meet him at his office. 
  If the heroes answer Dunphy’s ad and aren’t acquainted with each other, they 
  have an opportunity to meet and explain their backgrounds and individual 
  circumstances surrounding the night of the fireball. This is a good opportunity 
  for roleplaying the characters, having each hero briefly describe their back 
  stories and abilities. Dunphy interviews each hero, asking a range of questions 
  concerning the unidentified object. 
   Dunphy said he’s been working with the police to translate the strange runes 
  found near slain bodies strewn throughout the city. He said he also received 
  threatening telegrams from the “Children of Phobos.” 
  When the heroes are finished, the professor begins the meeting. Wiping 
  perspiration from his brow with a handkerchief, Dunphy nervously relates the 
  following:
  “They call themselves the Children of  Phobos and claim the Red Star heralds the end of  
  the world — for those untouched by Aetherium, anyway. Those altered by Aetherium will 
  obediently serve the cult as ushers for the Martian invasion, when the Red Warriors rip the 
  planet apart with a frenzied bloodlust not witnessed since 1898. This cult threatened my life 
  and the lives of  others. I can put a stop to them, but I’m going to need your help.”
  
  218 
  Dunphy says he hasn’t heard from his contact, Officer Ralph Simmons of 
  the NY Police, in over two days. The professor said Simmons was investigating 
  reports from the city’s public works employees of strange glyphs in a sewer 
  tunnel underneath midtown Manhattan. Dunphy tasks the heroes with locating 
  Simmons and learning more about these glyphs, which the professor suspects 
  are markings left by the Children of Phobos. 
  If the heroes accept the mission, they’re given a map of the sewers and their 
  entrance down a manhole around Seventh Avenue and 27th Street. 
  Beneath New York
  Walking around the sewer tunnels without a light source incurs a -4 penalty to 
  all vision-related tasks. The stench is acrid and raw, requiring a Spirit roll at -2 
  for heroes to avoid getting sick. Sickened characters feel nauseous and suffer 
  one Fatigue level.
  During their excursion in the tunnels, a swarm of sewer rats attacks. Use the 
  Swarm stats from the Savage Worlds core rulebook for the rats; they will claw and 
  bite anything that moves.  
  Heroes investigating the tunnels after an hour find the glyphs scrawled on 
  the dingy tile walls and red bloody handprints trailing off down one tunnel. 
  Heroes making Tracking rolls at -2 find a trail of bloody handprints throughout 
  the sewer tunnels. After trekking two miles underground, the heroes come to 
  a junction where the tunnel splits in three. Foul, dark water gurgles underfoot 
  and heroes see the battered corpse of Officer Simmons, slumped over in the 
  sewage. A Knowledge (Medicine) roll reveals deep bruises and lacerations on 
  his face and neck, an indication the man was pummeled to death. 
  A Dame in Distress
  When heroes return to Dunphy’s office, they find the professor absent. 
  A frightened woman, Vivian Heyward, comes inquiring as to Dunphy’s 
  whereabouts. Heyward plays the innocent, panicked at his disappearance and 
  feigning concern for her colleague. 
  She gets so worked up she even faints, but it’s all an act. If the heroes revive 
  her, she tells them she’s a professor of ancient civilizations who worked with 
  Dunphy at the university. She says Dunphy told her he wanted to stop the 
  cultist murders and would do anything to prevent more deaths. 
  Heyward suggests the heroes search Dunphy’s office for any clues to where he 
  went. She tearfully tells the heroes:
  “Edward was a stubborn man who saw injustice everywhere. The threatening letters from 
  this horrible cult must’ve pushed him over the edge. He was down in the dumps lately, and I 
  surmise his latest caper will get him killed. Please find him and put an end to this.”
  Searching Dunphy’s desk (Notice roll) reveals a notebook written in Dunphy’s 
  handwriting. The journal’s final entry was written on that very date, and 
  contains the following passage:
  
  219
  “I must not let the Children of  Phobos win. Everything is growing dark, save for that 
  hideous red light, mocking this world like a spiteful crimson eye. They’re coming for me. I 
  know it. The latest missive had an address: 717 Elder Avenue. It is there I will fulfill my 
  destiny.”
  Heyward is worried about Dunphy and volunteers to report him missing. Of 
  course it’s all a ruse, as she will do anything to throw the heroes off her trail.  
  Abandoned Tenement
  Investigating the address in Dunphy’s journal leads the heroes to an abandoned 
  tenement in the Bronx. The place has not been lived in for years and the city 
  condemned the building. Windows and doors are boarded up and the faded 
  red brick walls have seen better days. Heroes can gain access to the tenement 
  through the building’s main door or through one of the boarded up windows.
  Once inside, the heroes see the tenement is far from deserted. The atmosphere 
  inside is dark and creepy, with rats scuttling across the wooden floors and 
  strange noises in the dark. Peeling wallpaper, a moldy stench and clinging 
  cobwebs add to the building’s atmosphere of neglect and dereliction. Martian 
  glyphs decorate the rotting walls and a carved wooden throne and benches 
  are arranged in one room. Making a Notice roll here uncovers steamer trunks 
  containing elaborate costumes and robes. 
  In an adjoining room, heroes see graffiti on one wall resembling a red star over 
  the New York skyline. In front of the graffiti is a wooden altar containing the 
  severed head of a man about age thirty-five. These are poor Edward Dunphy’s 
  remains, sacrificed by the cult. This gruesome sight prompts a Fear check 
  for all who see Dunphy’s remains. A successful Notice roll reveals a grey suit 
  containing a wallet with Dunphy’s ID. A matchbook with the words “Olympus 
  International, 554 Dock Street, Brooklyn” is found with the suit. This is the 
  location Dunphy uncovered when the cult apprehended him.
  Just when the heroes are ready to leave, the cultists spying on them from the 
  shadows attack. There’s two cultists plus one per hero.
  Children of Phobos Cultist
  These crazed minions obey Heyward and her Children of Phobos cult. They 
  view the Martians as a superior race, and will betray their fellow humans 
  whenever convenient. 
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
  Skills: Fighting d8, Intimidation d6, Notice d6, Shooting d6, Stealth d6
  Charisma: -4; Pace: 6; Parry: 7; Toughness: 5
  Hindrances: Bloodthirsty, Loyal (Children of Phobos)
  Edges: Block, Dodge
  Gear: Red robe and cowl, dagger (Range: 3/6/12, Damage: Str+d4), Colt 
  Detective .38 (Range: 12/24/48, Damage: 2d6+1, RoF: 1, Shots: 6), double-
  barrel shotgun (Range: 12/24/48, Damage: 1-3d6+1, RoF: 1-2, Shots: 2, 
  Spread))
  
  220 
  Cultist Lair
  Located at the end of a cul-de-sac on the Brooklyn docks, Olympus International 
  is a warehouse ringed by a battered fence and guarded by shotgun-wielding 
  cultists, who patrol the perimeter. There are five cultists on patrol at all times. 
  Any loud disturbance (such as gunfire) will raise the alarm and cause another 
  1d6 cultists to come running. 
  Once heroes enter the warehouse, they must make Fear checks to stomach 
  the grisly sights within. The warehouse is a grim laboratory for human 
  experimentation. Bodies are tied to operating tables and injected with 
  concentrated Aetherium serums. Some cadavers are splayed wide open like 
  dissected animals, while others are strapped to gurneys and connected to 
  several tubes and electrical wires leading to scientific apparatuses. 
  The heroes making their way into the main sanctum find Heyward dressed in 
  red robes. She reveals herself as priestess for the Children of Phobos, scoffing  
  “mankind is weak and must be purged of its petty human emotions and 
  physical defects.” She then commands a gang of five mutated Ravaged supers 
  to attack the heroes. 
  Heyward fights to the death, ranting furiously about the Martian “brothers” 
  expelling unworthy humans from Earth. She’s quite mad at the end, 
  proselytizing with great fervor as she lashes at the heroes. 
  Vivian Heyward
  A bookish type, Heyward is in her 40s, with long brunette hair and a 
  faraway stare. She’s a psychopathic murderer who hides it well. She calls 
  herself “Mother” to the Children of Phobos, and wants them to cleanse the 
  world of all undesirables offensive to Mars. 
  Attributes: Agility d8, Smarts d8, Spirit d8, Strength d4, Vigor d6
  Skills: Fighting d8, Intimidation d8, Knowledge (Ancient Civilizations) d8, 
  Knowledge (Occult) d8, Notice d6, Shooting d6, Taunt d8
  Charisma: 0; Pace: 6; Parry: 6; Toughness: 5
  Hindrances: Delusional
  Edges: Command, Fervor, First Strike, Scholar (Ancient Civilizations and 
  Occult)
  Defining Interests: Ancient Civilizations, Art, City Knowledge (New York 
  City), Mars
  Languages: English, Latin, Hebrew
  Gear: Red robe and cowl, sword (Damage: Str+d8), Colt Service .45 (Range: 
  12/24/48, Damage: 2d6+1, RoF: 1, Shots: 9, AP 1, Double Tap), books and 
  planetary charts of Mars
   
  
  221
  Mutated Supers
  Big, ugly brutes with bulging muscles, deformed faces and nasty dispositions.
  Attributes: Agility d10, Smarts d6, Spirit d8, Strength d10, Vigor d8
  Skills: Climbing d8, Fighting d8, Intimidation d6, Notice d6, Throwing d8 
  Charisma: -2; Pace: 6; Parry: 6; Toughness: 6
  Hindrances: Ugly
  Edges: Arcane Background (Superhuman), Back Alley Scrapper, Innate 
  Power (armor), Innate Power (bolt I)
  Powers: armor, bolt I
  Gear: Brass knuckles (Damage: Str+d4), metal pipe (Damage: Str+d4), 
  tattered clothing
  Not So Fast!
  If the GM has a flair for the dramatic, he can allow Heyward to survive the 
  encounter and escape, only to bring her back later during another Plot Point. 
  If you want to go this route, have the players think they’ve put an end to Vivian 
  Heyward and her insidious cult of Martian-worshipping sycophants, only to 
  have her surprise them later.
  Aftermath
  If Heyward is killed, her private office reveals several clues and items of interest 
  for heroes:
  A scrapbook contains articles and photographs of Dr. Richard Pierson, an 
  astronomer at Princeton University. Scrawled on one photograph are the 
  words, “Harbinger of  things to come? Eliminate the Weaker Link.” 
  A detailed map of Princeton University, with the observatory circled and 
  Pierson’s name written next to it also lies on Heyward’s desk. Looks like the 
  heroes are headed to Princeton …
  Nosing around the desk, the heroes also find a telegram to Heyward requesting 
  more funding for the Children of Phobos’ Newark chapter. It reads:
   “FUNDING URGENTLY NEEDED – STOP – NEWARK CHAPTER 
  NEEDS NEW RECRUITS – STOP – ELI JONES.
  If the heroes want to investigate the Newark chapter, then run the Mopping 
  Up Side Trek. 
  
  222 
  PLOT POINT 2: REVENGE OF THE MARTIANS
  The heroes should have obtained the name and address of Professor Richard 
  Pierson, astronomer at Princeton University, from Heyward’s office. They must 
  now make their way to the university outside of Trenton, New Jersey, to follow 
  up on clues uncovered at Heyward’s office. 
  Stargazer
  When Richard Pierson is not lecturing in the classroom, he’s in the Princeton 
  Observatory peering at the heavens through a powerful telescope as a radio on 
  his desk plays a program of orchestra music. Pierson is a thoughtful, quiet man 
  dedicated to science and the natural world. Rational and reasoned, Pierson 
  has witnessed odd explosions on the Martian surface and surmised them to 
  be volcanic activity. He then changed his findings after receiving bizarre radio 
  transmissions from space, growing closer to Earth every hour.
  When the heroes encounter him, they find Pierson hard at work in the 
  observatory, analyzing data from a telescope in the domed chamber. If the 
  heroes ask, Pierson admits he doesn’t know anything about the Children of 
  Phobos cult. He tells the heroes Mars is glowing red, but attributes it to seasonal 
  shifts in the Martian deserts and refracted sunlight.
  “We Interrupt Our Program…”
  Pierson says he wants to unravel the mysteries of Mars and tells the heroes of 
  the transmissions he’s received and a strange, luminous glow he observed a few 
  hours ago hurdling toward Earth “like a jet of blue flame.” 
  Just then, a news bulletin cuts off the orchestra music on the radio. A news 
  reporter excitedly relates how a large metallic object of undetermined origin 
  crash-landed in the nearby farming community of Grover’s Mill, four miles 
  from Princeton. Pierson urges the heroes to accompany him to Grover’s Mill 
  to investigate the fallen object. “This might be the answer I’ve been searching 
  for!” he frantically says as he gets his hat and coat and scrambles for the keys 
  to his sedan. 
  Richard Pierson
  Stoic and intelligent, Richard Pierson teaches astronomy at Princeton 
  University. 
  Attributes: Agility d6, Smarts d10, Sprit d8, Strength d6, Vigor d6
  Skills: Driving d6, Fighting d6, Investigation d10, Knowledge (Astronomy) 
  d10, Knowledge (Classical Music) d8, Notice d8
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Curious
  Edges: Alertness, Scholar (Astronomy and Classical Music)
  Defining Interests: Astronomy, Literature, Classical Music, Automobiles, 
  Travel
  Languages: English, Latin
  Gear: Tweed suit and fedora, astronomy charts and books, pocket knife 
  (Damage: Str+d4), $120
  
  223
  On the Road from Princeton
  Pierson drives his sedan from the university through rural New Jersey along 
  Alexander Road as night falls. Police sirens howl in the distance and National 
  Guard convoy trucks barrel down the road. 
  From out of the darkness, a sedan pulls up behind Pierson’s car and a machine 
  gun sprays the vehicle with bullets. The frightened astronomer swerves across 
  the road but luckily regains control of his car. 
  Four Children of Phobos cultists occupy the sedan and chase the heroes, 
  shooting at them along the way. It’s a harrowing pursuit along dark, narrow 
  dirt roads and side streets as Pierson tries to lose the aggressors. Use the Chase 
  rules from the Savage Worlds core rulebook to conduct the chase. The length of 
  this chase is Standard (five rounds). The top speed for both Pierson’s and the 
  cultist’s vehicles is 100 mph. 
  Grover’s Mill, New Jersey
  The village of Grover’s Mill gets its name from an 18th-century gristmill. During 
  the 1800s, the community grew as more farming families moved in and bought 
  up land around West Windsor township. Joseph H. Grover purchased the mill 
  following the Civil War. The village now bears his family’s name.  
  Covered with a green sheen of scum, Grover’s Mill Pond powers the mill’s 
  wheel. One of the largest businesses in town, the Grover’s Mill Company, sells 
  farming implements and equipment. The village also has a small post office, a 
  repair shop and nothing else, apart from homesteads and family farms. 
  Access to Grover’s Mill is from a series of unpaved roads through forests and 
  faming country. The village is passed over by many in western New Jersey, 
  thirteen miles from the state capital, Trenton. 
  Death Comes to Grover’s Mill
  After the heroes deal with the cultists, they arrive at Grover’s Mill. The New 
  Jersey State Police erected a barricade blocking the roadway, so Pierson and 
  the heroes must continue on foot to the Wilmuth Farm, the sight of the impact 
  crater. 
  At the farm, the police have set up a cordon around the crater’s perimeter. A 
  small group of locals stare wide-eyed at a large metallic craft buried halfway 
  in the ground. Radio reporter Carl Phillips broadcasts live from a mobile 
  recording station in a van. He stops to interview Pierson about the object and 
  Pierson tells the reporter it’s too early to speculate where the object came from. 
  Pierson states it’s probably “a meteorite of unusual size.” 
  After the interview is concluded, some Children of Phobos cultists tussle 
  with the State Troopers. One of the cultists loudly proclaims it to be the dawn 
  of a new era, the Age of the Martian. The police try to keep order but the 
  belligerent cultists refuse. 
  If the heroes try to break up the fight or intervene, or are waiting to see what 
  happens next, read the following:
  
  224 
  Everyone freezes when an audible hiss is heard. All eyes turn towards the smoking crater as 
  the heavy sound of  clanking gears and whirring motors shatters the silence. To the horror of  
  those gathered, a massive metallic machine with a protective hood, under which sits a bulky 
  vehicle, rises from the pit, balanced on three sturdy legs. A blinding spotlight shines down from 
  the craft, bathing the curious onlookers below. A series of  metal tentacles unfurl beneath the 
  hood and the craft emits a shrill, terrifying sound, chilling you to the bone. Snaking over the 
  hood, an arm-like appendage ending with a glowing, refracted mirror begins vibrating. Without 
  warning, a mighty beam of  intense green heat strikes the cultists and police, vaporizing them 
  instantly. The crowd begins screaming, and starts running for the treeline as the hideous craft 
  lurches upward and out of  the crater.
  The craft is a Martian tripod and is soon joined by a second one from 
  the crater. Use the Martian Tripod stats on page 209 from the Martian 
  Technology section. 
  The Martians Attack!
  The heroes can do whatever is necessary to stop the tripods.
  At the GM’s discretion, the Mass Battles rules from the Savage Worlds core 
  rulebook can be used to represent the tripods, townspeople, authorities, and 
  heroes.  Use the Hired Goon stats on page 172 for the human tokens, unless 
  specified. 
  Troop Value: 1 tripod =  10 humans or 1 tripod.
  Despite their numbers, the citizens start with a -1 battle modifier and the 
  Martians with a +3 due to their superior weaponry and size. The humans have 
  Knowledge (Battle) d6 and Spirit d6, while the Kor-Ghuth have Knowledge 
  (Battle) d10 and Spirit d10.
  Heroes participating in these scenes receive a +2 bonus to Shooting or 
  Fighting rolls against the Martians if they have Knowledge (Science) or 
  Knowledge (Battle).
  The Battle of Grover’s Mill unfolds in a series of encounters in which the 
  heroes are swept up. After running an encounter below, proceed to the next 
  encounter until the battle’s culmination. Naturally, the GM wants to build 
  suspense and a sense of dread by making the Kor-Ghuth invaders almost 
  invincible. What good are Martian invaders if a hero can simply reduce their 
  fighting machines to a pile of crumpled Aetherium? 
  If the Martians win an encounter, they begin the next encounter with one 
  additional tripod. If they lose an encounter, their numbers aren’t reduced for 
  the next encounter.
  There Goes the Neighborhood
  Two tripods crush police cars and use their heat rays against the fleeing crowd. 
  There are 3 tripod tokens and 10 human tokens. The humans don’t fight 
  during this encounter and suffer a -2 battle modifier.
  
  225
  Hide Your Women and Cattle
  One tripod vaporizes the Snedeker Place, scattering the family and burning 
  the surrounding trees and livestock. There are 3 tripod tokens during this 
  encounter and 10 human tokens. In addition, there are 5 tokens representing 
  the unfortunate cattle. For every cattle token present at the end of six rounds, 
  the heroes receive a +1 battle modifier for the next encounter. 
  Fire at the Old Mill
  The tripods attack the old mill, destroying the building and spillway and 
  causing flaming debris to smash the bridge over Grover’s Mill Pond. There are 
  4 tripod and 10 human tokens. The humans largely ignore the Martians and 
  race to extinguish the flames. It takes ten rounds for the bucket brigade to quell 
  the fire. If their number falls to 5 tokens, the humans retreat in terror, and the 
  mill burns down. Of course, any hero worth their salt won’t let that happen.
  A Citizen’s Martian Militia
  Charles Dey, owner of the Grover’s Mill Company, has had enough. He 
  organizes a posse to confront the Martians. A ragtag team of snipers lines the 
  road by the Grover’s Mill Company building. One skittish gunman shoots the 
  nearby water tower, thinking it’s a tripod. This causes brief levity and nervous 
  laughter until a real tripod appears and destroys the water tower and sets the 
  building on fire. There are 10 human and 4 tripod tokens in this encounter. The 
  humans begin fighting back, but are quickly outmatched by the Kor-Ghuth’s 
  superior technology. If the heroes win, they receive a +2 battle modifier for the 
  next encounter. If they lose, the Martians receive a +2 battle modifier instead. 
  Call the Law
  Brigadier General Montgomery Smith, commander of the New Jersey State 
  Militia, declares Mercer and Middlesex counties under martial law and leads a 
  detachment of National Guard troops into Grover’s Mill. The soldiers set up a 
  barricade and artillery digs in. The Martians and military exchange fire, with 
  10 human and 4 Martian tripod tokens. The Soldiers have  Knowledge (Battle) 
  d8 and Spirit d6. The humans in this scene have a +2 Morale Modifier because 
  they cannot retreat and hold their ground. 
  Explosive Finale
  Pierson manages to escape to an abandoned farmhouse and establishes a 
  command center there. He meets up with the heroes and tells them the only 
  way to stop the Martians is to disable the tripods. Pierson gives the heroes three 
  sticks of dynamite he scrounged from the ruins of Grover’s Mill. How the 
  heroes proceed is up to them. There are no human tokens in this battle except 
  the heroes and the three tripods. If the heroes manage to destroy all three 
  tripods, or if the tripods survive after six rounds, the combat is over.
  
  226 
  Aftermath
  Once the tripods are destroyed and the Martians inside are killed, Pierson and 
  the authorities deem Grover’s Mill safe. 
  Pierson then tells the heroes Dr. Benjamin Standish, an expert on Martian 
  technology with the League of Nations, resides in London and might know 
  about the presence of Martians on Earth. Pierson says Standish has researched 
  the Martians and their weaponry since the Red War, and might assist the 
  heroes. He gives the heroes Standish’s address in London and wishes them luck. 
  If the heroes don’t destroy the tripods, they continue to wreak havoc on the 
  New Jersey countryside until fighter pilots from the Army Air Corps eventually 
  stop them outside of Newark. 
  If the heroes want to investigate Grover’s Mill following the attack, run the 
  Side Trek, Elephant in the Room.
  
  227
  PLOT POINT 3: RED CLOUD OVER LONDONTOWN
  The trip to London can be as simple as saying “After a trans-Atlantic flight, 
  you arrive at the Croydon Aerodrome in London and take a cab to Standish’s 
  laboratory on Marleybone Road.” You might consider throwing in a few 
  random encounters along the way to make the trip more interesting. 
  Kidnapped!
  When the heroes arrive, they find Standish’s laboratory in complete shambles, 
  with overturned furniture, papers scattered across the floor, and police officers 
  probing the place for clues. A gruff, plainclothes officer, Detective Inspector 
  William Houndslow of Scotland Yard, confronts the heroes as they enter. 
  Houndslow informs them Standish has been kidnapped, and asks the heroes 
  about their business in London and their association with the professor. 
  Heroes making a Persuasion roll can escape Houndslow’s interrogation, but 
  the inspector demands to know what they want with Standish. If the heroes tell 
  the truth, Houndslow shares the following with them: 
  “Dr. Benjamin Standish worked for the League of  Nations as an expert on Martian 
  technology, sharing his intimate knowledge with a few select officials. The previous night, 
  neighbors heard a commotion coming from the laboratory and saw a group of  young men 
  dressed all in black escorting Standish from the premises and into a waiting car. Standish’s lab 
  assistant, David Wilkins, reported his boss missing this morning.” 
  That’s all Houndslow knows. Wilkins was interviewed and released. The 
  young assistant was shaken up and said he’d head off to the local pub for a drink 
  to calm his jangled nerves. Heroes who want to search the lab can make Notice 
  or Investigate rolls. A success on either uncovers nothing of major significance, 
  save books and pamphlets about Aetherium and Martian technology. 
  Houndslow said Wilkins frequents The Golden Lion, a pub a mile from the 
  lab. 
  The Golden Lion
  When the heroes arrive at The Golden Lion, they see a disheveled young man 
  in a tweed jacket and lab coat seated at the bar drinking bitters. Wilkins, a 
  nervous yet intelligent young man, has worked with Standish for two years. His 
  boss’ disappearance was a complete shock and he fears he’ll be next. If heroes 
  interrogate Wilkins, they find him reluctant to speak at first, but wearing the 
  assistant down yields the following: 
    
  “Dr. Standish kept getting these phone calls starting about the time Mars went all glowing. 
  The calls were from some tough blokes with cockney accents, all nasty and rough-like. They 
  threatened Dr. Standish with violence if  he didn’t cooperate. Dr. Standish was all calm at first, 
  but became agitated the more calls he received. Blimey! I hope he’s all right!”
  Wilkins says he was at his apartment the night of Standish’s disappearance, 
  and offers to help the heroes find his boss. 
  
  228 
  Hitting the Pavement
  Finding Standish requires a little legwork. Asking about the men dressed 
  in black (Streetwise roll) will lead them to the British Union of Fascists, an 
  ultranationalist group whose followers, the “Black Shirts,” sport black uniforms. 
  The British Union of Fascists’ headquarters is a former teacher’s college in 
  London’s Chelsea section and boasts the fascist lightning flag outside. Reginald 
  Davis, a man in his late 30s with a gruff demeanor and a black uniform, sits 
  behind a desk in the foyer. Davis blathers on about the “bleedin’ communists” 
  and “undesirable elements” in London “creatin’ trouble for pure-blooded 
  Britons,” and tells the heroes to leave. Anyone asking to join the organization 
  is given a test to prove their British ancestry and residency. If the heroes don’t 
  live in Great Britain, they’re ineligible and told to get lost.
  Inquiries about Standish are met with a puzzled look and a flat denial from 
  Davis. A Notice roll reveals Davis is lying. In fact, the fascists kidnapped 
  Standish and are holding him in another location, but Davis doesn’t reveal this. 
  Instead, he calls a group of his burly brothers to deal with the heroes. 
  There’s one Black Shirt per hero, plus Davis. They fight with their fists and 
  cudgels and battle to the death if necessary. If any hero pulls a gun, the fascists 
  retreat deeper in their compound. 
  Black Shirt
  Members of the British Union of Fascists wear black shirts, belts, boots and 
  caps. 
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
  Skills: Fighting d8, Intimidation d6, Notice d6, Shooting d6
  Hindrances: Loyalty (BUF)
  Edges: Dodge
  Charisma: 0; Pace: 6; Parry: 6; Toughness: 6
  Gear: Black uniform, baton (Damage: Str+d4), dagger (Range: 3/6/12, 
  Damage: Str+d4)
  If the heroes search the offices, they can make a Notice or Investigation roll 
  to find a file marked with Dr. Standish’s name. The file contains a drawing of 
  an odd object resembling an orb with stylish rays blooming from its center. The 
  inscription under the drawing reads “Martian Sun.” 
  Interrogating Davis reveals the professor was indeed kidnapped and is being 
  held in the Lambeth underground station, an abandoned subway tunnel in 
  south London. Davis confesses the British Union of Fascists, under orders from 
  their leader, Sir Oswald Mosley, wanted to grab Standish and give him to the 
  Nazis in exchange for weapons. Davis says the Nazis will make the exchange 
  that afternoon in the subway tunnel.
  
  229
  A Concerned Father
  When the heroes investigate the Black Shirts, run the following encounter. 
  A disheveled man approaches you and asks you to find his son. He introduces 
  himself as Edgar Meyer, a businessman from the East End. Worriedly, Meyer 
  explains his youngest son, David, joined the British Communist League’s 
  protest against the Black Shirts. 
  “He’s just a little nipper, ‘bout 12 years old, and he’s in cahoots with the anti-fascists. 
  Mosley’s boys are marching on the East End and the locals will have none of  it. The 
  communists, unionists and immigrants are banding together to stage a counter-rally. I certainly 
  gots no love for Mosley, but I know my boy will be in danger. It’ll end in tears if  nothing’s 
  done. Please find my boy! Bring him home safe!” Meyer says. 
  Heroes agreeing to the quest can participate in The Battle of Cable Street 
  Side Trek. 
  The Underground
  Getting to Lambeth Station requires taking the Underground, a system of 
  interconnected subway lines. Train service from Chelsey to Lambeth runs 
  daily, and the streamlined subway car is surprisingly empty, save for the heroes, 
  a young mother and her child, and an elderly man. The ride through the 
  darkness is only lit by the inside of the subway car. 
  As the heroes are settling in, the door from the adjoining car opens and in 
  walks a group of Black Shirts. They intimidate the other passengers into leaving 
  before turning their attention toward the heroes.
  “Oi! Lookit what we’ve got ‘ere, lads! Those what mucked about wit’ our bruthas!” 
  Eight Black Shirts on the train attack the heroes. Because of the dimly lit 
  subway car, there’s a -1 Darkness penalty which affects attack rolls. 
  The fight can be wild aboard the moving subway, with fascists opening the 
  doors and trying to throw players onto the tracks. However the heroes want to 
  battle the fascists is up to them, but if the tide is turning, the fascists will try to 
  escape by running through the other passenger cars. This could lead to them 
  taking a few passengers hostage or other interesting predicaments. 
  
  230 
  Tunnel of Horrors
  Lambeth Station is seldom used and its side tunnels abandoned. Heroes poking 
  around find the tunnel and two fascist Black Shirts with a rather disheveled 
  and bound Dr. Standish. They are with seven Nazi soldiers (use the Waffen-
  SSi soldier stats on page 181) who are talking softly with the professor about 
  something called “the Martian Sun.” Nearby is a wooden crate filled with ten 
  Bergman MP35 submachine guns. 
  The heroes can rush in with guns blazing and stop the exchange, forcing the 
  Nazis to fight as the Black Shirts flee down a side tunnel. If the exchange goes 
  uninterrupted, the Black Shirts hand over Standish to the Nazis and receive the 
  guns, reinforcing their power in London. Standish is taken to a waiting airship 
  and flown to Germany. 
  Hopefully, the heroes won’t let this happen and rescue the kidnapped scientist. 
  Once Standish has been freed, he thanks the heroes profusely. He’s a little 
  worse for wear, but grateful the heroes rescued him. If the heroes mention 
  Richard Pierson, he seems relieved. If they mention the Martian attack on 
  Grover’s Mill, Standish looks deeply troubled. Regardless, he puts on his 
  spectacles and tells the heroes the reason for his kidnapping:
  “There is an artifact, an Aetherium relic of  extreme power called the Martian Sun. Brought 
  here during the Red War of  1898 by the Martian forces, the Martian Sun was shattered into 
  five pieces and scattered across the globe. When these fragments unite, they will summon an 
  immense amount of  energy capable of  annihilating entire armies and cities. I researched this 
  otherworldly weapon, and the Nazis wanted to use me for the knowledge I possess. You must 
  find all five pieces of  the Martian Sun before our enemies do. The only piece I know of  is held 
  by American gangster Al Capone in Chicago.”
  Standish removes a newspaper article from his pocket with a photograph of  Capone posing 
  with a fragment of  the Martian Sun. 
  “Capone brought it from a black market two months ago, but doesn’t realize its power or 
  significance. Liberate it from him, at all costs, then find the others. The very future of  this 
  world could hang in the balance.”
  Standish bids the heroes farewell then returns to his lab, refusing to accompany 
  them on their mission, and instead vows to alert his contacts within the League 
  of Nations about his plight. He promises one of them, a Mr. Dee, will get in 
  touch with the heroes. 
  
  231
  Plot Point 4: An Offer You Can’t Refuse
  In Chicago, the heroes must track down notorious gangster Al Capone and 
  acquire the first fragment of the Martian Sun.
  City of Eternal Night
  Chicago is a city of perpetual darkness and despair, ever since a mysterious 
  arcane cloud formed overhead years ago. The thick cloud hovers two miles 
  over the city, blocking out all sunlight. Visitors notice a jarring, uneasy sensation 
  while in Chicago, and sense something is askew. Despite this anomaly, life for 
  Chicagoans continues, with commuters riding the “El,” or elevated railroad, 
  shops still open for business, and people going about their daily lives. To 
  compensate for the darkness, a series of spotlights were installed on most 
  skyscrapers, illuminating the streets with a radiant glare. In most sections of 
  the city, shadows hide menacing criminals and other evil horrors. 
  Heroes making a Streetwise roll learn Capone resides at the Lexington Hotel, 
  where the mob boss holds court with his army of gun-toting sycophants. 
  Call Me Al
  Capone has an opulent suite and occupies three floors of the Lexington Hotel 
  with his men, mistresses, and servants. The place is accessible by private elevator 
  and asking the front desk about Capone will only yield baffled expressions and 
  denials. A Notice roll reveals the bellhops and desk managers are lying and 
  that Capone does reside here. A Persuasion roll at -4 or a sizable tip of $100 
  or more will net an audience with the crime boss. If the heroes try to leave, a 
  group of goons stops them outside and asks them, “You lookin’ for the boss?” 
  They then lead the heroes to Capone’s suite.
  As a precaution, Capone has men in the hotel lobby pretending to read 
  newspapers but who scan the room for any possible threats to their boss. 
  Anyone making a commotion or acting too nosey will attract the attention of 
  these enforcers. Use the Mobster stats on page 175 for Capone’s mooks. Exact 
  numbers of mooks are left to the GM’s discretion.
  If heroes do finagle their way to an audience with Capone, bodyguards 
  relieve the heroes of their weapons or anything that could be used as a weapon 
  beforehand. 
  The heroes are then taken to Capone’s suite and find the mob boss seated 
  behind a mahogany desk in his plush office, which is decorated with oil 
  paintings, red velvet curtains, and oriental rugs. His bodyguards flank him and 
  his young mistress sits nearby, combing her blonde curls. 
  Capone demands to know what the heroes want. If the heroes ask about 
  the whereabouts of the Martian Sun or mention they want the relic, Capone 
  strokes his chin and says:
  “You want something I got, you’ll have to show me you got moxie. I got a job for you. There’s 
  this rival gang, the Anzelone mob, who have this shipment of  booze I want. Sneak into their 
  warehouse, steal the shipment and bring it to my place on Wabash Avenue. You do that for me 
  and then we’ll talk about what I can do for you.”
   
  
  232 
  Capone warns the heroes of dire consequence if they opt to go to any 
  authorities he doesn’t own (such as the Rocket Rangers or FBI). Capone’s 
  bodyguards escort the heroes to the Anzelone warehouse across town, return 
  their weapons to them, and leave them to their own devices. 
  Hooch House
  Eight armed goons patrol the warehouse’s perimeter. Use the Mobster stats on 
  page 175 for Anzelone’s enforcers.  Because of the number of guards and well-
  lit conditions, Stealth rolls here are made at -2.  Four of the gangsters patrol the 
  garage and will respond to any commotion outside. The rest of the warehouse 
  contains an office, a break room, and a stockroom used by Anzelone’s mob. 
  There are ten additional gangsters milling about inside the warehouse.
  Any shenanigans raise the alarm and the gangsters will come running. They’ll 
  use the catwalk over the warehouse floor to snipe at any heroes trying to steal 
  the truck. The delivery truck is loaded with 20 whiskey barrels smuggled into 
  the country from Canada. Use the Truck statistics on page 75 for the delivery 
  truck.
  Any combat here should be loud, furious and wild, with mooks spraying the 
  rooms with Tommy guns and hurling grenades. The gangsters are loyal and 
  will fight to the death.
  If the whiskey is destroyed or badly damaged, Capone won’t deal with the 
  heroes. They’ll then have to ask Capone for another mission to prove their 
  worth.
  By The Boss’ Command
  If the heroes successfully deliver the hooch to Capone, the mob boss is stunned. 
  He sends one of his men to taste the ill-gotten whiskey and, if it hasn’t been 
  tampered with, he congratulates the heroes for a job well done. Yet Capone 
  is not convinced of the heroes’ true motives and sends them on another 
  assignment:
  “While you’ve done this for me, I still ain’t convinced. Do this one more thing so I know 
  you’re serious. There’s this palooka, Vinnie Pascrelli and his boys, disrespected me, ratting 
  out my boys to the Feds. I want them dead! Now I wasn’t born yesterday, so I need proof  you 
  rubbed ‘em out. Do this for me and then we’ll talk about this artifact.”
  Capone won’t take no for an answer and gives the heroes the address of an 
  apartment building where Pascrelli and his men are hiding out. 
  Sleeping With The Fishes
  Vinnie Pascrelli and seven of his men squealed on Capone’s enforcers during a 
  botched bank robbery and have been marked targets ever since. They’re holed 
  up in an apartment building in the West Side. Pascrelli is a nervous wreck and 
  knows he’s living on borrowed time. Paranoid and frightened, both he and his 
  men practically shoot at anything moving. They are wary of strangers and 
  won’t answer the door or exit the building. 
  A Persuasion or Intimidation roll could temporarily gain his trust, but Pascrelli 
  
  233
  won’t let his guard down for long. If more than five of his men are killed, 
  Pascrelli begs the heroes for mercy. He tearfully pleads for his life, even offering 
  them $500, all the cash he has, to spare him.
  However the heroes resolve this mission is up to them, but Capone needs 
  physical evidence Pascrelli and his men were killed. Use the Mobster stats on 
  page 175 for Pascrelli and his gunmen. 
  Backstabbed!
  If heroes deliver evidence Pascrelli and his men were taken care of (which 
  could involve severed heads, body parts, or photographs of the bodies) Capone 
  humbly thanks the heroes. The mob boss then rises from his chair, moves to 
  a set of steel-plated double doors and opens them. Standing in the threshold, 
  Capone says:
  “You come into my hotel and demand things of  me. You follow my orders not out of  loyalty, 
  but out of  your own greed. You’ll never get what belongs to me. The contents of  my vault are 
  mine!”
  He then orders the heroes be thrown out and slams the doors behind him. His 
  men encourage the heroes to leave the premises. Capone surreptitiously exits 
  the hotel through underground passages and escapes. There are ten mobsters 
  here, each armed to the teeth. Use the Mobster stats on page 175 for Capone’s 
  men.
  If the heroes pursue Capone, run the Jazz Rage Side Trek.
  The heroes can choose to fight or leave. If the heroes refuse to vacate the 
  premises, the mobsters resort to violence, which begins as tussling and fisticuffs 
  and escalates to gunplay if the heroes draw weapons. 
  Capone’s mistress, Vera, trembling with fear, approaches the heroes and 
  tearfully confesses everything about the vault beneath the Lexington Hotel. 
  Vera feels Capone is an abusive lout and is weary of his violent tendencies. 
  Brushing her tousled hair from her eyes, she says Capone keeps his most prized 
  relics and artifacts in the vault, but warns it’s guarded by ”somethin’ spooky.” 
  Capone’s Secret Vault
  The vault is in the basement of the Lexington Hotel, down a hidden passageway 
  near the boiler room. Finding the passage requires a Notice roll. In the shadowy 
  gloom, heroes can see the faint outline of a large vault door against one wall. 
  Floating in the air is a dark-cloaked monstrosity, a wispy wraith whose icy touch 
  chills to the bone. The creature is armed with a scythe and its red glowing eyes 
  stare at the heroes with malevolence. 
  
  234 
  Vault Wraith
  Summoned by a dark wizard on Capone’s payroll, the wraith guards the 
  mob boss’s basement vault. 
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d10
  Skills: Fighting d8, Notice d6, Stealth d6
  Pace: 7; Parry: 6; Toughness: 12
  Gear: Robe, scythe (Damage: Str+d6, 2 hands)
  Special Abilities
  • Cold Breath: 2d6 damage in Cone Template.
  • Fearless: Immune to Fear and Intimidation.
  • Size +3: The wraith stands eight feet tall.
  • Sweep: The wraith may attack all adjacent foes at -2.
  • Undead: +2 Toughness; +2 to recover from being Shaken; called shots do 
  no extra damage; does not suffer from disease or poison; no wound penalties.
  The vault door (Toughness 10) requires a Lockpicking roll at -4 to successfully 
  open. Dynamite or a bomb can also be used to blast the door open, but anyone 
  standing directly in front of the door should take damage from the explosion. 
  Once inside, heroes find the vault is filled with piles of cash pilfered from 
  banks, boxes of gemstones and diamonds, and deeds to several businesses 
  throughout the city. There’s also a repository for rare and unusual items, 
  including the fragment of the Martian Sun. 
  Aftermath
  When the heroes have retrieved the first piece of the Martian Sun, Mr. Dee, 
  a mysterious man in a black suit and hat, contacts them. He appears to be 
  in his early 50s, very intense, with a chiseled face and serious demeanor. Mr. 
  Dee shows the heroes his official U.S. government badge and tells them he’s 
  a member of the Black Chamber, a secret government agency dedicated 
  to preserving national security. He then lights a cigarette and gets down to 
  business:
  “Exactly who I’m with isn’t as important as what I can offer you,” he says, taking a drag 
  on the cigarette. “Dr. Standish told me about your quest to gather the five pieces of  the Martian 
  Sun. In the interest of  our nation’s security, I can help.”
  A Notice roll reveals Mr. Dee is a straight shooter and his intentions are noble. 
  Mr. Dee tells the heroes the Black Chamber knows where the second piece 
  of the Martian Sun is located. He advises them to contact treasure hunter, 
  Augusto Alvarez, in the town of Villa Montes, Bolivia. Mr. Dee even makes the 
  travel arrangements to send the heroes there, if desired. 
  
  235
  Mr. Dee 
  The agent who calls himself Mr. Dee is even more of a riddle than he 
  lets on. Cloaked in mystery and secretive about his past, Mr. Dee won’t 
  talk about himself no matter how hard the heroes persist. 
  That’s because he’s the English astronomer, mathematician, cartographer 
  and Magnus, John Dee, agent to Queen Elizabeth I. Born in 1527, Dee became 
  one of the most intelligent men in Tudor England and amassed a great library 
  of arcane and esoteric volumes. He conducted scrying rituals and peered 
  through the hazy mists of time into the future. When not analyzing portents, 
  researching alchemy, or learning Enochian (the supposed language of Angels), 
  Dee was Elizabeth’s secret agent, decoding ciphers and hidden messages of 
  considerable value. In 1609, while performing a forbidden scrying ritual called 
  Solomon’s Doorway, Dee propelled his consciousness through time. He saw all 
  things and all times with the events of mankind coalescing into one sensation. 
  Realizing the world was doomed with the rise of the Nazis and the Martians’ 
  return, Dee sought out a way to warn future generations of the impending 
  calamity. 
  He thought of writing these dire portents down much like his contemporary 
  Nostradamus, but understood warnings cloaked in allegory could be 
  misinterpreted as folly. His research led him to a magical tome of immense 
  power. Using the book, Dee entered a prolonged state of stasis under his 
  Mortlake home. Dee awoke in 1917 when a German zeppelin attack on 
  London damaged his residence. 
  Dee used his remaining fortune to establish a new identity and booked passage 
  to America, where his brilliant mind enabled his rise in the postwar intelligence 
  community. Dee’s affinity for cracking ciphers and codes led to the creation of 
  the Cipher Bureau. 
  Mr. Dee’s flowing white beard is gone, yet his fastidious nature is ever-present. 
  He shed his British accent in favor of an American one and acquired a habit 
  of smoking cigarettes. 
  Attributes: Agility d6, Smarts d12, Spirit d10, Strength d4, Vigor d4
  Skills: Fighting d4, Healing d6, Investigation d8, Knowledge (Alchemy) 
  d10, Knowledge (Arcana) d10, Knowledge (Astronomy) d10, Knowledge 
  (Cartography) d10, Knowledge (Ciphers) d10, Knowledge (Occult) d10, Notice 
  d8, Persuasion d8, Riding d8, Shooting d4, Spellcasting d10
  Charisma: 0; Pace: 5; Parry: 4; Toughness: 4
  Hindrances: Elderly, Obsession (to protect the world)
  Edges: Arcane Background (Mystic), Command, Connections (U.S. 
  Government), Jack-Of-All-Trades, Scholar (Alchemy and Ciphers)
  Powers: detect/conceal arcana, dispel, divination, greater healing, invisibility, speak 
  language
  Defining Interests: Alchemy, Languages, Magic, Maps, Mathematics, 
  Puzzles
  Languages: English, Enochian, Hebrew, Latin
  Gear: Black suit and fedora, cigarettes, amulet (+2 to Healing rolls), MI-8 
  badge 
  
  236 
  Plot Point 5: Red Hot Jungle Fever
  The heroes’ quest for the fragments of the Martian Sun takes them to South 
  America where they must make contact with Bolivian General Enrique 
  Peñaranda; Dee says the general knows the whereabouts of treasure hunter 
  Augusto Alvarez, who knows where the heroes can find the next Martian Sun 
  fragment. The heroes take an aeroplane to Bolivia’s capital, La Paz, and then 
  travel by car or bus to Villa Montes, headquarters of the Bolivian military. 
  The Chaco War
  After Bolivia lost the Pacific War in 1884, its route to the sea was cut off by 
  Chile. Bolivia looked to the Paraguay River as another way to reach the ocean 
  and reclaim its might as a naval power. The area in question was in the Gran 
  Chaco, a desolate plain of thorn scrub traditionally home to ranchers and 
  indigenous tribes.
  In 1928, oil was discovered in the foothills of the Andes in western Chaco, 
  and Bolivia made a move to lay claim to the territory, over which Paraguay had 
  assumed protection. When Bolivia invaded the region, Paraguay responded 
  in force and drove the invaders back. Bolivia licked its wounds for a few years 
  and then came out swinging. Both impoverished countries were determined to 
  fight a modern war and spent what money they had upgrading their militaries. 
  Tanks, aeroplanes, and armaments were purchased, and in 1932, the Chaco 
  War began. Bolivia maintained its military superiority, but its generals made 
  several blunders and soon Paraguay secured a foothold, reclaiming land.  
  Paraguay won victory after victory, but the stubborn Bolivian generals refused 
  to capitulate. The military high command felt pressure from their president, 
  Daniel Salamanca, and moved to oust him in 1935, but the coup failed. 
  Salamanca is still in power and isn’t backing down, despite the thousands killed 
  and costly blunders.
  Ways of the Warrior
  The situation at Villa Montes is dire, with more troops from Bolivia’s northern 
  regions entering the fortified town by the truckload on a daily basis. Redoubled 
  Paraguayan attacks, malaria and desertion is lowering Bolivia’s fighting forces 
  dramatically, but General Enrique Peñaranda won’t acquiesce to a ceasefire. 
  By the time the heroes enter Villa Montes, they see fresh soldiers everywhere; 
  manning the howitzers on the fortifications, practicing marching drills and 
  gearing up to travel to the front lines. 
  A Streetwise roll will point the heroes toward the heavily guarded command 
  headquarters, which flies a tattered Bolivian flag. A Persuasion roll will grant 
  heroes access to the compound, a series of buildings set around a wide 
  courtyard. 
  Peñaranda is a stocky man with a tiny mustache, deeply set eyes and a 
  freshly-pressed uniform. Disciplined and stern, he isn’t above browbeating 
  insubordinates to have his way. At first, he regards the heroes as little more 
  than foreign interlopers. When his men capture a Paraguayan spy, Peñaranda 
  pushes the man to his knees and executes him with a bullet to the head right in 
  front of the heroes to show them this is the way he does things. 
  
  237
  Air Invaders
  The heroes have a chance to prove themselves and get in Peñaranda’s good 
  graces when the Paraguayans launch a surprise air attack on Villa Montes. 
  Four Paraguayan biplanes (use the Curtiss JN-4D “Jenny” stats on page 72) 
  bear down on the fortress, their Vickers machine guns taking out the supply 
  depot and motor pool with a large explosion as gas tanks catch fire. Chaos 
  ensues and soldiers rush to either take cover or return fire. 
  Peñaranda turns to the heroes and commands them to climb the watchtowers 
  and man two of the anti-aircraft cannons.  
  The anti-aircraft cannons have a Range of 24/48/96, a Damage of 2d8 and 
  a Rate of Fire of 3. If the battle tilts in favor of the Paraguayans, more Bolivian 
  soldiers step up and help the heroes. If the heroes succeed in destroying three 
  of the four biplanes, the remaining plane turns and flies away. During the 
  combat, Peñaranda summons Bolivia’s air forces and two of Bolivia’s planes 
  chase the remaining Paraguayan plane and eventually shoot it down. 
  Once combat is concluded and the heroes distinguish themselves, Peñaranda 
  is impressed. He welcomes them to his fortress and tells them the war’s goals 
  have changed from the original goal of simply securing the Gran Chaco for oil 
  and access to the Paraguayan River. The general says Bolivian officials learned 
  of the presence of Aetherium under the soil in parts of the Gran Chaco. He 
  says bits of Martian technology were discovered in the remote wastes and 
  Bolivia is reclaiming the land for the alien gadgets.
  Peñaranda says the Bolivians hired a treasure hunter named Augusto Alvarez, 
  who was sent into the Gran Chaco to find where this technology was hidden.
  The general says Alvarez found an ancient map leading to a lost city in the 
  Amazon while in the Gran Chaco, one possibly containing Martian technology. 
  Unfortunately, Peñaranda says he hasn’t heard from Alvarez in over three 
  weeks. The Bolivian soldiers who accompanied Alvarez haven’t reported back 
  and the general fears the worst. 
  Peñaranda sends the heroes on a mission to the Gran Chaco to locate Alvarez 
  and his missing soldiers. The general says their last known location was near 
  Campo Via on the Rio Verde. Peñaranda gives the heroes necessary supplies, 
  an armed escort, and a motorcar. 
  Into the Maw of Hell
  The Gran Chaco lies 60 miles from Villa Montes, through rugged, inhospitable 
  terrain. The visible scars of battle dot the dry lowland plains, with ruined 
  vehicles and scorched earth more prevalent the deeper the heroes venture 
  toward the front lines. Wet marshes and forests thicken as heroes travel to 
  the Rio Verde. Along the way, the heroes might meet a wandering patrol of 
  Paraguayan troops or stumble upon the bodies of soldiers from both sides left 
  to rot where they fell in the hot sun. They could even find the remains of tanks, 
  fallen aircraft, or other military vehicles.
  The trip to Campo Vila should be fraught with danger and action as the 
  heroes traverse the forested landscape. Upon arrival, the heroes find Campo 
  Vila to be heavily fortified with Paraguayan troops. After scrounging in the 
  woodlands, the Paraguayan military unearthed a Martian lightning cannon 
  
  238 
  four months ago and have only recently gotten the device to work. The cannon, 
  which is six feet long and mounted to one of the fort’s walls, fires a concentrated 
  bolt of electricity and has a Range of 30/60/120, inflicts 2d10 damage and 
  has a Rate of Fire of 1. The cannon’s Toughness is 15. 
  The Paraguayans will likely use the heroes and their military escort for target 
  practice if they don’t provide a plausible reason why they’re snooping around 
  near the fort. The Paraguayan commander, General Jose Felix Estigarribia, 
  demands to know what the heroes are doing in the Gran Chaco. If the heroes 
  ask about Alvarez and the missing soldiers, Estigarribia tells them his scouts 
  spotted a group of men matching their description three weeks ago and 
  fired upon them, killing the Bolivian soldiers and capturing Alvarez. The 
  Paraguayans brought the man to the fort and locked him in the jail, the same 
  fate awaiting the heroes.  
  Chaco War Soldier
  Use these stats for both the Bolivian or Paraguayan soldiers.
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
  Skills: Fighting d8, Notice d6, Shooting d8, Tracking d6
  Charisma: 0; Pace: 6; Parry: 6; Toughness: 6
  Hindrances: Loyal (to their nation)
  Edges: Combat Reflexes, Dodge
  Gear: Uniform, canteen, rations, Browning M1918 (Range: 24/48/96, 
  Damage: 2d8, RoF: 1, Shots: 7, AP 2), survival knife (Damage: Str+d4)
  A Treasure Hunter’s Lament
  If the heroes get locked in Campo Vila’s jail, they meet a disheveled man who 
  identifies himself as Augusto Alvarez. 
  Incarceration has left Alvarez a victim of malnutrition and dehydration. The 
  treasure hunter also developed gangrene from an infected leg and requires 
  medical attention. A Healing roll will patch him up just enough to walk under 
  his own power. Otherwise, the heroes will have to carry him. 
  Alvarez pulls the map, a flexible metallic sheet with engraved symbols 
  representing a lost city, rivers, trees, and other landmarks, from the lining of his 
  jacket and shows it to the heroes,. He says he’s deciphered the map and learned 
  the lost city is in the Brazilian Amazon rainforest, and produces the exact 
  coordinates. He pleads with the heroes to help return him to Villa Montes and 
  will even part with the map for his freedom. 
  Escape from Campo Vila can be tricky. The metal door to the jail cell has a 
  Toughness of 8, and soldiers patrol the barracks. Heroes might have to fight 
  their way out during the day, but at night the number of troops patrolling the 
  grounds shrinks to only a handful, giving them better odds in combat.  
  If the heroes return the treasure hunter to the Bolivian high command, 
  General Peñaranda is grateful and allows the heroes to come and go as they 
  please, declaring them “friends of Bolivia.” 
  
  239
  Augusto Alvarez
  Grizzled, greedy, and tough describes this treasure hunter. He’s a 
  privateer interested in wealth and fame, and won’t stop at anything until 
  he’s acquired what he set out to find.
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
  Skills: Climbing d6, Fighting d6, Intimidation d6, Notice d6, Shooting d8, 
  Survival d8, Tracking d6
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 6
  Hindrances: Greedy
  Edges: Alertness, Dodge, Rugged
  Defining Interests: Ancient Civilizations, Region Knowledge (Amazon 
  Rainforest), Treasure
  Languages: English, Spanish
  Gear: Hat, backpack, Webley-Fosbery revolver (Range: 12/24/48, Damage: 
  2d6+1, RoF: 1, Shots: 6, AP 1), rope, map
  Jungle Jive
  If the Ravaged read the map correctly (requires a successful Smarts roll), they 
  learn the lost temple is 20 miles deep in the Amazonian rainforest, just north of 
  Pauini, a small settlement consisting of ramshackle wooden buildings along the 
  Rio Acre. The heroes can rent a riverboat at the docks for $15 per day. 
  The Rio Acre twists and turns through the rainforest. Encounters with wild 
  animals such as monkeys, snakes, and jaguars are commonplace. Heroes 
  traversing the untamed jungle can expect run-ins with a number of ferocious 
  beasts, or even indigenous tribes who might not be so hospitable. 
  Finding safe passage through the rainforest requires hacking through the 
  dense underbrush with a machete or similar item. Clearing the thick vines 
  and lush vegetation, the heroes can move and act normally. If the heroes don’t 
  clear a path as they move, melee combat actions suffer a -2 due to the dense 
  forest. Shooters also receive a -2 cover penalty to their targets hidden in the 
  thick foliage. 
  After a long trek through the Amazonian rainforest, the heroes reach a 
  thicket, where the crumbling remains of a sandstone temple stand, choked in 
  roots and vines from towering trees. Once inside, the heroes will need a proper 
  light source or suffer a -2 Darkness penalty.
  Lost Temple
  The passageway slopes downward into the darkness, and several smaller 
  hallways branch and fork like a labyrinth. The foul stench of death permeates 
  the corridors and statues of forgotten primitive gods glower from recessed 
  niches in the walls. 
  Though the atmosphere is gloomy and silent, the heroes are far from alone. 
  The mummified corpses of ancient indigenous warriors reside within the 
  labyrinth, springing to life at the appropriate moment, surprising the heroes 
  by getting The Drop on them. There’s one mummified warrior per hero, plus 
  three more. The creatures fight until the last one of them is slain. 
  
  240 
  Mummified Warrior
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
  Skills: Fighting d6, Intimidation d6, Notice d6, Throwing d6
  Pace: 4; Parry: 5; Toughness: 7
  Gear: Rotting loincloth, knife (Str+d4)
  Special Abilities
  • Claws: Str.
  • Fearless: Immune to Fear and Intimidation.
  • Undead: +2 Toughness; +2 to recover from being Shaken; called shots do 
  no extra damage (except for the head); does not suffer from disease or poison.
  • Weakness (Head): Shots to the mummy’s head are at +2 damage.
  The labyrinth exists on a narrow ledge high above a forest canyon. A steep 
  100-foot drop leads to a raging whitewater river at the bottom. A rickety 
  rope bridge spans the canyon, connecting the ledge with a forest path cutting 
  through the jungle. 
  Use the rules for Rope Bridges in the Hazards section for navigating the 
  heroes across the rope bridge. Other than vertigo and an uneasy feeling, the 
  heroes should be fine crossing the bridge – this time. 
  Sanctum of the Star Lords
  The forest path leads up to a jungle clearing and a large, more imposing pyramid 
  temple. A stone door with a Toughness of 9 blocks the temple’s entrance and 
  can only be opened by either a Strength roll at -4 or extreme force. 
  Inside the temple, the lost fragment of the Martian Sun sits on a stone altar, 
  between two statues of ancient pre-Colombian gods. A successful Knowledge 
  (Archeology) roll determines the statues resemble gods thought to be from 
  a distant planet. To the heroes’ astonishment, the remnant of a Martian 
  Tripod stands in the room, facing the altar. The machine looks weathered and 
  tarnished, but is active. 
  Hiding in the darkness, and in the cockpit of the tripod, are mummified 
  remains of Martian warriors. These creatures reveal their presence if the 
  heroes remove the Martian Sun fragment or touch the tripod. The enormous 
  war vehicle roars to life and the mummified Martians attack the heroes. 
  If the heroes escape the temple and the tripod hasn’t been destroyed, the 
  vehicle vaporizes the temple with its heat ray and strides out into the jungle in 
  hot pursuit. The tripod proceeds to burn the rope bridge when the heroes are 
  halfway across. 
  The vehicle’s hood detaches from the legs and spans the chasm by hovering, 
  a jarring sight for those who’ve never seen a Martian tripod do this. The 
  Martian inside the tripod continues to pursue the heroes through the rainforest, 
  annihilating anyone or anything getting it its way. Use the Tripod stats on page 
  209 in the Martian Tech section. 
  
  241
  Mummified Martian
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d8
  Skills: Fighting d8, Intimidation d6, Notice d6, Shooting d6
  Pace: 4; Parry: 6; Toughness: 8
  Special Abilities
  • Claws: Str.
  • Fearless: Immune to Fear and Intimidation.
  • Psychic Fear: Martian Mummies can probe minds of targets within a Large 
  Burst Template and project thoughts of dread and fear, which automatically 
  cause a Shaken result on a failed Spirit roll.
  • Undead: +2 Toughness; +2 to recover from being Shaken; called shots do 
  no extra damage (except for the head); does not suffer from disease or poison.
  • Weakness (Head): Shots to the mummy’s head are at +2 damage.
  Unfinished Business
  Once the heroes have located the artifact, defeated the mummified Martians 
  and destroyed the tripod, they can breathe a little easier. If Alvarez is still 
  alive, he comes back for the artifact with 8 of his hired thugs. Use the Hired 
  Goon stats on page 172 for Alvarez’s men. Seems the treasure hunter wants 
  to reclaim his prize, and the heroes are given a choice: give him the Martian 
  Sun fragment or die. If the heroes give Alvarez the artifact, he orders his men 
  to attack anyway. The scenario plays out with heroes locked in a skirmish with 
  Alvarez and his men. If the heroes gain the upper hand, Alvarez relents and 
  surrenders the artifact as his sense of self-preservation takes over. If left alive, 
  he vows to return and reclaim his precious artifact. 
  Aftermath
  If the heroes obtain the artifact, Mr. Dee sends his congratulations. They 
  are given a free ride back to civilization courtesy of the airship U.S.S. Franklin 
  Roosevelt, a fresh set of clothes, lodgings, and feted in grand style by Mr. Dee. 
  The government agent promises to notify them through his contacts when the 
  third piece of the relic is located.  
  
  242 
  PLOT POINT 6: CASTLE OF DOKTOR APOKALYPS 
  The heroes must search for the third fragment of the Martian Sun in the 
  dreaded fortress of the mad scientist, Doktor Apokalyps. Mr. Dee provides the 
  travel arrangements to Alushta, a small town on the Black Sea in the Soviet 
  Union, warning them of the unpredictable and dangerous villain. 
  Alushta
  The small resort village of Alushta, on the Black Sea’s northern shore in the 
  Soviet Union, attracts visitors from the surrounding area who frolic on pebbled 
  beaches and drink in the sun during the hot summer months. Heroes entering 
  Alushta find it a collection of small hotels, cottages and shops. 
  The rest of the year, Alushta is dismal and foreboding, a seaside town known 
  for fishing and shipping.  The Soviet hammer and sickle flag hangs outside the 
  police station, and the busiest place in town is the local tavern, regardless of 
  the season. 
  It’s also the closest settlement to the infamous 19th-century castle belonging to 
  a certain Russian mad scientist. One of the most feared places in the Crimea, 
  the castle of Doktor Apokalyps sits atop an immense jagged cliff overlooking 
  the northern Black Sea. Nobody in Alushta mentions Doktor Apokalyps, for 
  fear of retribution by the unpredictable inventor. 
  Heroes asking about Doktor Apokalyps (a Streetwise roll) get nervous 
  reactions. The locals don’t want to talk about the mad scientist, politely excuse 
  themselves and dash away from the heroes. A raise on a Streetwise roll nets 
  a more positive response: the only one who’ll talk about Doktor Apokalyps 
  in Alushta is besotted merchant Anton Petrovov, who’s usually drowning his 
  sorrows in the tavern.
  Tracking Petrovov down isn’t hard, and the local barkeep points him out to 
  anyone asking. The heroes find Petrovov in the tavern with an empty vodka 
  bottle at his table. Petrovov, a surly bald man with a mustache, drunkenly 
  asks the heroes to buy him a drink if they want information about Doktor 
  Apokalyps.
  A Drunkard’s Tale
  After some vodka, Petrovov’s lips loosen and he relates the following:
  “He came to the Black Sea after the Great War, a man driven insane by the terrible things 
  he witnessed on the battlefield. Back then, he was a simple machinist and the Communists put 
  him to work in their factories. Apokalyps was a social utopian and wanted a society where the 
  just and intelligent were rewarded instead of  used and exploited. He rejected the factory and 
  started studying Aetherium and the New Science, growing obsessed with Martian technology. 
  Doktor Apokalyps believed the Martians had the answers and the Bolsheviks didn’t. Now he 
  broods in his castle, toiling night and day on weapons that unlock the very elemental powers 
  of  the universe; weapons that can destroy us all!”
  Petrovov says he’s a local merchant who used to provide supplies to the 
  mad scientist. He says he hasn’t sent a delivery to the old castle in years. If 
  asked, Petrovov says Doktor Apokalyps’ castle is 30 miles to the east, through a 
  blighted landscape called the Valley of Ghosts. 
  
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  Valley of Ghosts
  The pathway to Doktor Apokalyps’ castle winds through the foothills of 
  Demerdshi Mountain, where eroded rock formations resembling grotesque 
  stone faces and figures rise from the landscape. Called the Valley of Ghosts 
  because of the disturbing sandstone columns, the area doesn’t see a lot of 
  traffic. In fact, people are frightened to traverse the path, and stories of some 
  creature or creatures nabbing people in the valley have circulated through the 
  peasant populace for years. 
  Tales of something sinister at work in the Valley of Ghosts aren’t just spooky 
  campfire stories. The creatures attacking travelers aren’t supernatural — 
  they’re the work of Doktor Apokalyps. The mad scientist released small robots 
  he calls Electric Imps into the valley, and the metallic critters have made short 
  work of any curious interlopers snooping about.
  Electric Imps stand two feet tall, and have hideous heads with glowing 
  red eyes and razor-sharp teeth. Their flexible legs allow them to leap great 
  distances and their serrated claws inflict severe damage. The metal monsters 
  were programmed to visually recognize and attack everybody except Apokalyps 
  and his henchmen.
  Once the heroes are traversing the path through the Valley of Ghosts, spook 
  them by describing the long shadows and the strange rock formations. Just 
  as the uneasiness factor is building, the Electric Imps attack, springing from 
  behind the rocks and gaining the Drop on the heroes. There are two Electric 
  Imps per hero and they’re merciless, fighting until they’re destroyed. 
  Electric Imps
  Attributes: Agility d8, Smarts d6, Spirit d4, Strength d6, Vigor d6
  Skills: Fighting d8, Notice d6, Stealth d8, Shooting d8
  Pace: 6; Parry: 6; Toughness: 3
  Special Abilities
  • Armor +2: Tough, metal scales. 
  • Construct: +2 to recover from being Shaken; called shots do no extra 
  damage; does not suffer from disease or poison.
  • Fearless: Immune to Fear and Intimidation.
  • Laser Beam Vision (Shooting): Electric Imps can project laser beams 
  inflicting 2d6 damage from their eye sockets.
  • Metal Claws: Str+d4.
  • Size -2: Electric Imps are small.
  Fortress of Fear
  After the heroes have dealt with the last encounter, they follow the pathway for 
  a few miles upward towards the summit of a cliff near the Black Sea. At the 
  top, the dark ramparts and towers of an old castle rise, shrouded in mist. 
  A large steel door is the only entrance from the ground. Peering down at the 
  heroes over the doorway is a surveillance camera, which records the heroes’ 
  every move and feeds it to a video screen in Doktor Apokalyps’ private inner 
  sanctum. He knows the heroes are here and he’s not happy about it. 
  
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  “I see you’ve handled my little pets,” he says through a concealed speaker near the 
  camera, the tinny voice jarring at first. “State your business, please. I could be doing 
  something important, such as killing you and getting back to my work. What is it you want?”
  If the heroes mention the Martian Sun, the mad scientist balks, and responds: 
  “You’ve journeyed far to no avail, I’m afraid. The item you seek is mine, and I don’t part with 
  what is mine.” He then sends his Minions after the heroes. There’s one Minion 
  for each hero, plus one more. These are merely shock troops designed to keep 
  the heroes busy while Doktor Apokalyps prepares his traps inside the castle.
  If the heroes get captured, run the Jailbreak Side Trek.
  Minions
  Doktor Apokalyps’ Minions are a hideous patchwork of humans, reanimated 
  dead flesh, and Martian body parts. 
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
  Skills: Fighting d8, Intimidation d6, Notice d6, Shooting d8
  Charisma: -2; Pace: 6; Parry: 6; Toughness: 5
  Hindrances: Ugly
  Edges: Quick Draw
  Gear: Overalls, goggles, Beretta M1918 machine gun (Range: 12/24/48, 
  Damage: 2d6, RoF: 3, Shots: 30, AP 1), any melee weapon
  The castle’s door is a challenging nut to crack. If anyone touches the 
  handles, they receive a powerful jolt of electricity causing 3d8 damage. The 
  door has Toughness 10. Overriding the electrical circuits in the door requires 
  disconnecting the video camera above the door. Disabling the video camera 
  requires a raise on a Repair roll. For those lacking technical finesse, the video 
  camera has a Toughness of 8.
  Once the camera is either disabled or destroyed, the metallic door swings 
  open.
  Foyer
  Heroes entering the castle find themselves in an enormous foyer with tiled floors 
  and moldering tapestries. A tarnished chandelier hangs overhead and Doktor 
  Apokalyps’ personal motto, “Vereor Addo Obsequium” (Fear Brings Obedience), 
  is stenciled on the wall in gold lettering. Comprehending the motto requires a 
  Knowledge (Latin) roll or a Defining Interest in Latin. 
  Grand Hall
  This elegant hallway is 45 feet long, decorated with medieval shields and rusted 
  crossed swords. When heroes reach the middle of the hallway, two machine 
  guns pop out of niches in the walls and begin firing, streaming bullets down 
  the hallway at the heroes! The automatic guns have Shooting d8, Toughness 6 
  and cause 2d10 damage with AP 2. They’re mounted on swivels and can pivot, 
  hosing the hallway with a shower of hot leaden death. 
  
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  Bottoming Out
  Once heroes escape or destroy the machine guns, they find themselves in 
  another hallway with a wooden floor and pictures of towns and villages being 
  savaged by gigantic metal robots. Just as the heroes are walking down the hall 
  and enjoying the art, another trap springs. Several trapdoors in the floor spring 
  open, revealing a jarring drop into the Black Sea below. Heroes must make an 
  Agility roll to avoid falling. If the heroes fail, they fall through a trapdoor, but 
  can make another Agility roll to grab on to the door. Heroes who don’t make 
  this roll plummet 200 feet into the sea below. Heroes making the second Agility 
  roll can also make a Strength roll up pull themselves up and out of danger. 
  Heroes who manage to balance themselves at the edge of the trap doors 
  can make another Agility roll to jump over the trapdoors to safety. A Notice 
  roll locates a kill switch on the far side of the hall that permanently closes the 
  trapdoors and deactivates the trap. 
  ‘Round They Go
  The heroes enter a round chamber with metal walls and a raised control panel 
  at its center. Before the heroes can inspect the panel or do anything else, the 
  doors close and lock and the room begins spinning as it accelerates. 
  Centrifugal inertial force pins the heroes to the wall, and within seconds, they 
  start feeling dizzy. Heroes must make a Vigor roll to avoid blacking out. Heroes 
  with the Anemic Hindrance also regurgitate their lunch if they fail their Vigor 
  rolls here. Those still conscious can make a Strength roll to pull themselves off 
  the spinning walls. 
  Getting to the control panel takes an Agility roll. The control has four 
  unmarked switches in four colors: red, blue, green, and yellow. The red switch 
  reverses the direction of the spinning room, pushing the heroes at the control 
  switch back on the wall. The blue switch accelerates the speed of the rotating 
  walls, prompting -2 to all Agility and Strength rolls while the walls are in 
  motion. The green switch releases metallic caltrops from a hidden panel. The 
  tiny burrs fly around the room wildly, inflicting d6 damage as an area effect 
  attack to all within the room. The yellow switch stops the walls from spinning 
  and opens an escape hatch leading down to Doktor Apokalyps’ laboratory. 
  Hall of Death
  When the heroes descend from the hatch, they find themselves in a small, 
  featureless closet. Suddenly, the floor begins moving, and it takes the heroes 
  along for the ride. The heroes are on an automated conveyor belt they can 
  neither stop nor control. Walls against both sides of the belt make it a cramped 
  and uncomfortable experience in what Doktor Apokalyps calls the “Hall 
  of Death.” While on the conveyor belt, the heroes are subjected to several 
  diabolical torture devices, which the Docktor, via an elaborate intercom system, 
  introduces with all the pride of a parent showing off his child’s talents.
  Blades of Torment: The first obstacle is a set of rotating blades jutting 
  inward toward the heroes, who must make an Agility roll to avoid them. Failing 
  to do so means the hero takes 2d6 in damage. 
  
  246 
  State of Shock: A little farther down the belt, a robotic torso hovers into view, 
  laser cannons at the ready .The robot begins Taunting the heroes, who each 
  must make a Test of Will roll, their Smarts against the robot’s Taunt of d10. 
  If a hero is successful, he passes unscathed. On a failed roll, the robot zaps the 
  unlucky hero, causing 2d8 damage. 
  Mesmerizer: A nozzle extends from the ceiling and shoots the heroes with a 
  stream of blue radiation. Heroes must make a Spirit roll when doused with the 
  radiation or automatically become Shaken. If the hero is already Shaken, they 
  suffer 2d6 damage. 
  Stamp of Disapproval: Just as the heroes are getting used to the horrors of 
  the belt, Doktor Apokalyps kicks it up a notch. The fourth obstacle includes 
  two movable walls pushing inward  that attempt to flatten the heroes, who must 
  make a Strength roll to pry the walls away from them. Heroes who fail this roll 
  suffer a crushing 2d10 damage. 
  It’s A Gas: The fifth and final obstacle is a blast of poisonous gas to the face. 
  Heroes must make a Vigor roll at -2 or suffer 2d6 damage every hour until a 
  successful Healing roll is made. 
  Heroes who survive these insidious traps make it to the end of the belt and are 
  dumped down a chute leading to the laboratory.
  Outer Laboratory
  The heroes find themselves in a room with stacked crates containing lab 
  apparatuses and mechanical parts. Workbenches line the walls, each one 
  cluttered with tools and half-completed experiments. Blueprints for several 
  infernal devices, most of them using Aetherium, are tacked to a large corkboard. 
  This is a good spot for the heroes to recuperate before the final confrontation, 
  which is through a set of double doors. Heroes making Notice rolls here can 
  scrounge up a few improvised melee weapons such as pipes, hammers, and the 
  like. 
  Inner Laboratory
  The fragment of the Martian Sun is clamped to a strange generator. Two high-
  voltage conductors throw an electrical arc at the fragment, much like a Jacob’s 
  ladder. Dials and readouts on the control panel measure power consumption 
  taken from the artifact; understanding this effect requires a Common 
  Knowledge roll made when examining the controls. Characters with science 
  backgrounds receive a +2 to this roll.
  On a balcony overlooking the laboratory, a tall, thin, bald man with a long 
  black beard and a fur-lined labcoat stands. This is Doktor Apokalyps, holding 
  a metallic walking cane as he surveys his domain with sadistic glee.
  He congratulates the heroes for making it this far and says:
  “First there was the Czar, a cruel idiot who treated his serfs like cattle and stole their dignity. 
  Then came Lenin and his rabble with their mighty state and glorious people’s revolution. Stalin 
  offers only the factory and the gulag, a choice between servitude or death. Only the Martians 
  
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  provide a better society through science and a creed worthy of  warriors! My alliance with them 
  will be mankind’s salvation!”
  With that, the mad scientist orders his Minions to attack. There are two 
  Minions per hero, plus four more. They’re expendable and fight until death. If 
  things get rough, Doktor Apokalyps joins in the fight, using the concealed ray 
  gun in his cane to blast the heroes. 
  Doktor Apokalyps
  Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d8
  Skills: Fighting d8, Intimidation d8, Knowledge (Engineering) d10, 
  Knowledge (Artificial Intelligence) d8, Knowledge (Robotics) d8, Lockpicking 
  d6, Notice d6, Repair d10, Stealth d6, Shooting d8, Taunt d8, Weird Science 
  d10
  Charisma: 0; Pace: 6; Parry: 6; Toughness: 6
  Hindrances: Arrogant, Delusional
  Edges: Arcane Background (Inventor), Roboticist 
  Powers: armor (electro-vest), bolt I (ray gun cane)
  Defining Interests: Chess, Poetry, Robots, Russian Literature, Science
  Languages: Russian, English
  Gear: Lab coat, goggles, ray gun cane, electro-vest
  Bringing Down the House
  If the Martian Sun fragment is removed from the generator, the machine 
  begins to overheat. Smoke rises from the control panel and the conductors 
  spray electrical sparks. The generator explodes five rounds after the Martian 
  Sun fragment is unattached, and inflicts 2d10 damage on any character within 
  a Large Burst Template. 
  If things begin turning against him, Doktor Apokalyps can retreat down a 
  secret passage to safety. He might be brought back as a nemesis to taunt the 
  heroes in a future adventure. If Doktor Apokalyps escapes, the GM should feel 
  free to award the heroes with a benny as per the Plot Complications setting 
  rule.
  Heroes can escape the castle through a door leading to an underground 
  tunnel and find themselves back in the Valley of Ghosts. They behold the 
  smoking ruins of the castle in the distance and are greeted as heroes when they 
  return to Alushta.
  
  248 
  PLOT POINT 7: TRIAL OF THE OLYMPIAD
  Run this Plot Point after the heroes are Seasoned and have acquired the third 
  piece of the Martian Sun from Doktor Apokalyps. Mr. Dee contacts the heroes 
  and informs them they must travel to Germany to the seat of Hitler’s Nazi 
  empire to acquire the fourth piece of the Martian Sun. 
  Free Ride
  The heroes are shocked when the U.S.S. Roosevelt hovers into view above them, 
  and a rope ladder unrolls. Once aboard the airship, which is abuzz with radio 
  consoles and operatives scanning the airwaves, Mr. Dee escorts the heroes to a 
  comfy stateroom and bids them to sit around a long oaken table. He removes 
  his fedora, leans back in his swivel chair and says:
  “We have reason to believe the Nazis uncovered a fragment of  the Martian Sun in the 
  Antarctic three months ago. We discovered the remnants of  a Children of  Phobos expedition, 
  over a dozen dead bodies scattered around an encampment. We think the Nazis ambushed 
  the expedition, shot its members, and stole the recently unearthed fragment. Intercepted radio 
  transmissions from the Nazi high command tell us the item was brought to Germany. We want 
  you to go to Germany, make contact with our undercover operative there and steal the fourth 
  Martian Sun fragment. To aid you in your mission, you will assume the identities of  athletes 
  and participate in the Olympic summer games. We’ve given you passes and briefed the coaches, 
  so they’re aware of  your presence.”
  Mr. Dee says the undercover operative will contact the heroes when the time 
  is right, and will be provided with the heroes’ description. He gives each hero 
  a passport and badges signifying they are athletes from the United States. 
  The U.S.S. Roosevelt soars through the night, and arrives in Germania the next 
  morning. 
  Germania
  Hitler is hosting the Games of the XI Olympiad in the former capital of Berlin, 
  now renamed Germania. Athletes from across the world convene on Germany’s 
  capital, and the Nazis have spruced up the city, removing undesirables from the 
  streets, and concealing all signs of Hitler’s anti-Semitic policies. This illusion 
  is pure showmanship: the Nazis are projecting a benevolent image of their 
  country for the world’s athletes and journalists. 
  Rising from the city’s center is the Volkshalle, or Hall of the People, an 
  enormous domed building under construction. Cranes and heavy machinery 
  move steel girders and heavy marble while work crews labor around the clock 
  on the building, the lynchpin of Hitler’s vision of an idealized Nazi metropolis. 
  Everywhere the heroes look, the swastika flag mingles with the five-ringed 
  Olympic flag, and statues depicting idealized Aryan athletes decorate the city. 
  
  249
  Olympic Village
  The Germans constructed extravagant lodgings for the Olympic participants 
  west of Germania in a beautiful pine forest. The Olympic Village is replete 
  with amenities for the athletes, including cabins, a swimming hall, dining 
  facility, a gymnasium, a movie theater, shops, a hospital, and rooms for viewing 
  the Olympics on television sets.  
  Soldiers from the German Army greet the heroes when they arrive at the 
  Olympic Village, and escort them to their lodgings. The Germans are overtly 
  friendly, answering questions the athletes have about Germany. Topics they 
  purposefully avoid discussing are the intricacies of the Nazi Party and the 
  maltreatment of Jews and others the Nazi government shuns. Questions about 
  the Martian Sun or relic-hunting expeditions are met with quizzical stares or 
  innocent admissions of ignorance. 
  Finding information in the Olympic Village requires a Streetwise roll. Heroes 
  succeeding learn the village is under the auspices of the German Army and 
  administered by General Werner von Blomberg, Hitler’s Minister of War and 
  Commander in Chief of Germany’s Armed Forces. There are German officers 
  and troops everywhere in the village, assisting athletes in their native languages 
  and going out of their way to accommodate every request. 
  For the Master Race
  Prof. Klaus Moebius, a Thule Society mage and arcaneologist with the 
  Ahnenerbe, a Nazi scholarly organization studying the so-called pure history 
  of the German people, used a relic called a scrying stone to view future events. 
  Glimpsing into time, he saw Jesse Owens, a black athlete winning four gold 
  medals and becoming the most-talked about person in the games, tarnishing 
  the Third Reich’s belief in Aryan supremacy. To prevent this embarrassment, 
  Moebius ordered his Thule Society brethren to abduct Owens and stash him at 
  the Thule Society headquarters until after the track and field events. Moebius 
  will then erase Owens’ memory of the kidnapping with powerful eldritch 
  magic and return him to the Americans. Moebius will claim Nazi authorities 
  rescued Owens from the real kidnappers, a group of subversives and enemies 
  of the state. That’s his plan, anyway. Moebius hasn’t counted on the heroes’ 
  intervention. 
  Heroes can spend the day exploring the Olympic Village. Their passes grant 
  them temporary permission to leave the village and explore Germania if they 
  want, with a stipulation they must return to the Olympic Village by nightfall. 
  Regardless how the heroes spend the day, that night when they return to the 
  village, they see four members of the American track and field team brawling 
  with a group of robed assailants. Upon seeing the heroes, the athletes cry for 
  help. There’s one robed Thule cultist per hero, plus two more. They use magic 
  attacks to subdue the heroes and then attempt to flee at the earliest convenience. 
  If the fight is going against them, the cultists flee on foot in the darkness. Use 
  the Thule Society Adept stats on page 180.
  After the combat, one of the athletes tells the heroes robed figures accosted 
  them when they were leaving the movie house. One of their athletes, a lanky 
  African-American sprinter from Alabama named Jesse Owens, was grabbed 
  
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  and shoved in a dark sedan, which sped away.   A young American wrestler 
  tussled with an assailant and managed to tear a piece of cloth from the robe. 
  Heroes examining the dark fabric find a gold symbol stitched in it. A Smarts 
  or Knowledge (Occult) roll reveals this to be the Nordic rune Uruz, meaning 
  physical strength and energy. Examining the robes on other attackers (assuming 
  the cultists did not flee) reveals the same runes. 
  Another Smarts or Knowledge (Occult) roll reveals that the Thule Society, a 
  secret magical organization flourishing in Germany’s ruling classes, uses these 
  Nordic runes. Reporting the incident to German officials brings a hurried 
  response, with soldiers summoned to scour the village and city for clues. 
  Putting the troubling incident temporarily aside, the American coaches tell 
  their athletes to get plenty of sleep for the opening ceremonies the following 
  day. Heroes who want to sneak away from the village can try, but suffer -2 to 
  all Stealth rolls due to the strong presence of German soldiers, who guard 
  every entrance and exit. Despite their promises, the Nazis have no intention of 
  searching for the missing athlete. 
  The team members persuade the heroes to search for Owens, if they are 
  already not taking such actions. 
  Night Raid 
  Owens is being held at the Thule Society headquarters, a stately building near 
  the Reichstag. A crest bearing the Thule emblem, a swastika with a dagger 
  encircled by laurels, hangs above the building’s door. 
  Two uniformed SS soldiers (use the Waffen-SS Soldier stats on page 181) 
  guard the front door, and gruffly ask any interloper to beat a hasty retreat. 
  Engaging the SS soldiers in conversation will only elicit enraged commands to 
  leave the property. 
  How the heroes manage to enter the building is up to them. Inside, the 
  headquarters resembles a comfortable Victorian parlor, with oriental rugs, 
  leather chairs, and bookshelves. Pictures of Hitler and swastika ornamentation 
  on everything distinguish the place from an affluent gentlemen’s society. 
  Robed cultists prowl the hallways and attack any non-member they detect. 
  Use the Thule Society Adept stats on page 180 for the cultists. There are about 
  five cultists here at all times; each one is proficient with a deadly arsenal of 
  magic spells.
  Owens is bound to a chair in a second floor room. The young man’s face is 
  perspiring and bruised, as he’s been worked over by the cultists. Two Thule 
  Society cultists guard him and will fight anyone trying to rescue the athlete. 
  If Owens survives and is rescued, he thanks the heroes profusely and tells his 
  fellow teammates of the heroes’ courageous deed. 
  
  251
  Let the Games Begin!
  Heroes attending the opening ceremonies are shuttled to the Olympiastadion, 
  a 110,000-seat stadium build for the games, situated in the Reichssportfeld, a 
  sports complex in Grunewald, outside Germania. 
  The ceremonies begin with pomp and pageantry, including the entrance of 
  Hitler and top Nazi officials in a special review stand. As the strains of the 
  Olympic Hymn play, athletes from the 49 participating countries march into 
  the stadium and past the Nazi’s glowering stares. Some nations choose to salute 
  Hitler, while others, like the British and Americans, refuse, greeting the Fuhrer 
  with steely-eyed gazes. Unlike other nations, the United States refuses to dip 
  its flag, keeping Old Glory aloft much to the icy chagrin of the Germans in 
  attendance. 
  A young German sprinter runs into the stadium holding a lit torch aloft, its 
  flame stoked from the fires in Athens, site of the ancient games. The sprinter 
  dashes to a cauldron and ignites it, the flames dancing high to thunderous 
  applause. Hitler proclaims the games officially open and dozens of white 
  doves are released and fly above the stadium, as Germany’s largest airship, the 
  Hindenburg, floats overhead, the five Olympic rings painted on its hull.    
  Following the opening ceremonies, one of the American coaches approaches 
  the heroes and discreetly says he needs to speak to them privately. 
  Go for the Gold
  The coach, Wilbur Williams, is a lean middle-aged man with graying hair and 
  friendly demeanor. When the heroes meet him, Williams’ gentle Midwestern 
  manner gives way to intense concern.
  “I know you’re here on secret business to recover some artifact, but we could really use someone 
  to compete for us. Some of  the fellows are worried that the same thing that happened to Owens 
  could happen to them. What do you say? Care to make a little history?”
  The heroes should decide which among them will enter the games. There are 
  a total of ten events in which the heroes can participate. Only two heroes can 
  compete simultaneously at each event. 
  The events include the 1,500 meter dash, the discus, the javelin, the hammer 
  throw, the 1,500 meter freestyle swim, the pommel horse, boxing, weightlifting, 
  equestrian, and the marathon. The same hero need not compete in all the 
  events — in fact, it’s encouraged different heroes enter different sporting 
  challenges. 
  If the heroes agree, the Germans taunt them before the events, ridiculing 
  them and saying they’ll never beat the “superior Aryan athlete.” 
  Competing requires making an opposed roll against the other athletes. Any 
  ties are resolved with a re-roll. Stats for Nazi athletes and generic athletes are 
  given below. Whoever has the highest roll wins the gold, the second highest the 
  silver and third highest the bronze. The challenges and their requirements are 
  listed as follows: 
  
  252 
  1,500 Meter Dash – Sprinters run around a course in dedicated lanes. The 
  athletes must make opposed Agility rolls. 
  Discus – One of the earliest Olympic events, the discus requires athletes to 
  throw a metal disc the farthest by making opposed Throwing rolls. 
  Javelin – A light spear, the javelin harkens back to the early Olympic Games. 
  Athletes must make opposed Throwing rolls to throw their javelin the longest 
  distance. 
  Hammer Throw – Competitors must make successful Strength rolls to lift 
  the hammer and opposed Throwing rolls to hurl it across the field. Failing the 
  Strength roll results in automatic disqualification. 
  1,500 Meter Freestyle Swim – Athletes dive into a pool and swim their 
  fastest in dedicated lanes. To compete, athletes must make opposed Swimming 
  rolls. 
  Pommel Horse – A difficult gymnastic event, the pommel horse requires 
  upper body strength and stamina to execute a routine. Competing requires 
  making opposed Agility rolls. 
  Boxing – The heavyweight division requires endurance and brute toughness 
  to knock out an opponent. Athletes must make opposed Fighting rolls. 
  Weightlifting – Athletes in the new heavyweight division lift a 200-pound 
  barbell, which requires opposed Strength rolls. 
  Equestrian – Athletes must ride a horse and guide it through a course and 
  over series of hurdles. Horsemen must make opposed Riding rolls. 
  Marathon – This is a 26-mile 385 yard endurance footrace through the streets 
  of Germania. The course is divided into three parts, with each part requiring 
  opposed Vigor rolls. Heroes must roll the highest on all three rolls in order to 
  win the event. 
   
  Heroes must win at least 6 out of the 10 events in order to automatically 
  receive the benefits of the Cat’s Pajamas Edge temporarily while they are at 
  the games. For the rest of their time in Germany, the heroes are regarded as 
  well-known American athletes and treated like celebrities. If the heroes fail to 
  garner more than 6 gold medals, Germany automatically wins, adding another 
  feather to Hitler’s cap. 
  If the heroes don’t want to participate in the games, the United States racks 
  up a few impressive wins, but Germany soundly defeats them. If the heroes 
  rescued Jesse Owens, he wins four gold medals and becomes the darling of the 
  games, making history and generating pride for the United States. 
  
  253
  German Olympic Athlete
  These athletes represent Germany and the so-called ideals of the Nazi Party.
   Attributes: Agility d12, Smarts d6, Spirit d6, Strength d10, Vigor d10
  Skills: Climbing d8, Fighting d8, Notice d6, Riding d10, Shooting d6, 
  Swimming d12, Taunt d8, Throwing d10  
  Charisma: 0; Pace: 8; Parry: 7; Toughness: 7
  Hindrances: Obsession (to win medals for Germany), Loyal (to Germany)
  Edges: Acrobat, Aquanaut, Fleet-Footed, Oklahoma Thunderbolt, Skilled 
  (Fighting), Skilled (Riding), Skilled (Swimming), Skilled (Throwing)
  Gear: Athletic uniform
  Olympic Athlete
  Use these stats to represent athletes from other nations. Noteworthy nations 
  competing in the 1936 Olympics include Finland, France, Great Britain, 
  Hungary, Italy, Japan, Netherlands, Sweden, and the United States.
   Attributes: Agility d10, Smarts d6, Spirit d6, Strength d8, Vigor d8
  Skills: Fighting d8, Notice d6, Riding d8, Shooting d6, Swimming d10, 
  Throwing d10  
  Charisma: 0; Pace: 8; Parry: 6; Toughness: 6
  Hindrances: Obsession (to win medals for their country)
  Edges: Fleet-Footed
  Gear: Athletic uniform
  What If They’re Not American?
  So what does the GM do if the heroes are not American? To whom do they 
  show their loyalties? If there’s a British hero, have the British coach approach 
  him. If there’s a hero from the mysterious jungles of French Equatorial Africa, 
  have that coach approach that hero. Whatever the hero’s particular nationality, 
  the appropriate coach should beg them for their participation. 
  This could lead to some interesting scenarios, with fellow heroes competing 
  against each other, but would only improve their chances of winning a 
  particular event. 
  
  254 
  Alien Invaders
  No matter what the heroes decide to do, the medal award ceremony is shattered 
  by an unexpected event when a flying saucer hovers over the stadium and 
  starts bombarding the field with laser torpedoes. The stadium erupts in chaos 
  as athletes scramble for safety and the horrified crowd stampedes towards 
  the exits. This pandemonium subsides quickly when the Germans launch a 
  counterattack with powerful heat rays. The saucer crashes to the ground in a 
  cacophonous explosion. The crowd’s astonished gasps turn to grateful cheers 
  and signs of “Sieg Heil!” as the German soldiers rush onto the field and 
  extinguish the flaming wreckage. 
  Hitler makes an announcement on the stadium’s loudspeakers, proclaiming 
  everyone is safe thanks to the quick wits of the German military. Heroes making 
  a Notice roll as they observe the downed spaceship find the craft empty. The 
  charred remains of long antennae protrude from the saucer. Heroes making a 
  Smarts roll realize the craft must have been remotely controlled. Confronting 
  the Nazis about this brings startled and dismissive looks, and even threats, if the 
  heroes stubbornly persist. 
  Face in the Crowd
  As the heroes are milling around and staring at the crashed saucer, a stunning 
  blonde woman with dazzling green eyes and full red lips approaches you. A 
  black dress clings to her shapely frame and a black hat covers her flaxen hair. 
  The woman hands one of the heroes a note, before walking away and blending 
  into the crowd of onlookers who took to the field to view the spaceship’s debris. 
  The note is in English and reads: “Meet me in the Tiergarten Café tonight at 
  9 p.m. Mr. Dee sent me.” 
  If heroes go to the rendezvous, they find the Tiergarten Café at the edge of 
  the Tiergarten, a large municipal park. The place is bustling, with women in 
  traditional German costumes serving beer and sausages to the guests. Heroes 
  making a Notice roll find the mysterious woman motioning to them from a 
  secluded table in the back of the café. 
  If the heroes join her at the table, she introduces herself in a German accent 
  as Inga Grauman, their contact. Inga is in her 30s and is very brusque, serious 
  and to the point. She’s seated with two identical male twins in their early 20s 
  who she introduces as Hans and Fritz, brothers who are members of a resistance 
  movement against the Nazi regime. The twins are dressed alike, wearing caps, 
  jackets and workingmen’s clothes. They speak only German and only talk if 
  Inga addresses them, which she seldom does. 
  Inga tells the heroes the Martian Sun is in Prof. Moebius’ study at the 
  Ahnenerbe headquarters. She produces a floor plan of the building and says 
  the only way they can enter is through the front door. 
  She drives the heroes and the twins to the Ahnenerbe headquarters, a grand 
  and scholarly building with marble pillars and elaborate portico. SS soldiers are 
  keeping watch outside.
  
  255
  Inga opens the trunk of her car. In the moonlight, the heroes see the silhouettes 
  of submachine guns in a pile and boxes of ammo. Inga hands each hero a fully-
  loaded Schmeisser submachine gun, a carton of bullets, and a garrote. She 
  advises using skill and silence to subdue their foe and only break out the guns 
  when something goes seriously awry. 
  For Hans and Fritz, use the Hired Goon stats on page 172, but substitute the 
  Mean Hindrance for the Death Wish Hindrance. 
  Inga Grauman
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
  Skills: Fighting d8, Lockpicking d6, Notice d6, Persuasion d6, Shooting 
  d8, Streetwise d6
  Charisma: +4; Pace: 6; Parry: 6; Toughness: 5
  Hindrances: Enemy (Nazi Party), Vengeful
  Edges: Alternate Identities, Very Attractive
  Gear: Luger 9mm (Range: 12/24/48, Damage: 2d6+1, RoF: 1, Shots: 9, AP 
  1, Double Tap), cigarette case with cigarettes, 50 Reichsmarks 
  Ahnenerbe Society Headquarters
  Heroes can make Stealth rolls to sneak past the guards in front. There are 
  two SS soldiers leaning against pillars on the portico, smoking cigarettes and 
  chatting. Despite their relaxed demeanor, they will raise the alarm and fight if 
  they spot any disturbances. Once the group enters the building, things go to 
  hell fast. 
  Six SS soldiers (Use the Waffen-SS Soldier stats on page 181) walk around the 
  corner and confront the group. They get the Drop on Hans, who expires in a 
  hail of gunfire, his bullet-riddled body hitting the floor with a loud thud. Start 
  dealing cards for Initiative. 
  This combat is messy, with six SS soldiers firing their machine guns at 
  the heroes. On the fifth round of combat, 1d6 more soldiers show up, guns 
  a-blazing. Fritz eventually succumbs, shot like his brother. Inga is wounded, 
  but bravely fights alongside the heroes. When the combat is over, the halls and 
  study rooms of the Ahnenerbe Society are littered with fallen corpses.  
  
  256 
  Private Study
  Breaking into Prof. Moebius’ private study requires a Lockpicking roll. Heroes 
  lacking subtlety can just smash the door down (Toughness 5). Leather-bound 
  volumes in every language line the dusty shelves here. Tables cluttered with 
  pottery shards, clay idols, and bejeweled statuary stand near a wall covered 
  in newspaper clippings reporting German archeological excavations in Egypt, 
  Tibet, India and across the globe. Heroes making a Notice roll find the fragment 
  of the Martian Sun in a glass display case, along with primitive tablets with 
  swastikas etched or painted onto them.  
  An Investigation roll nets the heroes Moebius’ journal. Written in German, 
  the book records his many expeditions and exploits, including the one where 
  he executed members of the Children of Phobos who uncovered the Martian 
  Sun fragment in the Antarctic. On paper, Moebius waxes eloquent about how 
  the artifact is part of a Martian war machine and how it can manipulate matter 
  and conquer armies. 
  As the heroes are admiring their find, Prof. Moebius appears through a hidden 
  doorway along with four Martian shock troops wielding laser pistols. Moebius 
  grins widely and demands the heroes return the Martian Sun fragment. He 
  pulls a carved obsidian scepter from his robes and points it at one of the heroes. 
  A burst of green light ushers forth, possibly striking the hero and doing 2d6 
  damage. The Martians take this as their cue and begin firing their laser pistols. 
  For Professor Klaus Moebius, see stats on page 186.
  Martian Shock Troops
  These shock troops from the Kor-Ghuth Empire on Mars wear protective 
  armor and helmets and wield laser pistols. 
   Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6
  Skills: Fighting d8, Intimidation d6, Notice d6, Shooting d8, Stealth d6  
  Charisma: -2; Pace: 6; Parry: 6; Toughness: 9 (4)
  Hindrances: Anemic, Outsider
  Edges: Combat Reflexes
  Gear: War armor (+4), laser gun (Range: 12/24/48, Damage: 2d6+1, RoF: 
  3, Shots: 12, AP 1) 
  Special Abilities
  • Psychic Scream: Martian shock troops can emit a piercing psychic scream 
  causing Spirit+d6 damage to adjacent targets.
  If the fight becomes too intense for Moebius, he vows to battle the heroes 
  again and teleports out of the room to a safe house miles away. The Martians, 
  if any are left, fight to the death. 
  
  257
  Chase
  The heroes may have defeated Moebius, but they’re not out of the woods yet. 
  Inga says an aeroplane waits for them at Tempelhof Airport, ready to fly them 
  all out of Germany. Getting to the airport is another matter. 
  Inga and the heroes pile inside her car just as an officer’s sedan and military 
  transport van pull up to the Ahnenerbe Society, with SS soldiers spilling out 
  (use the Waffen-SS Soldier stats on page 181). The SS soldiers spot the heroes 
  and begin firing just as Inga mashes on the gas. The chase is on through the 
  streets of Germania to the airport!
  Run this as a standard five round chase, using the Chase rules from the Savage 
  Worlds core rulebook, giving the SS Officer’s driver a +2 to Driving rolls due 
  to their faster vehicle. Inga’s coupe and the troop transport receive no bonus. 
  The roads in Germania are filled with obstacles, including detours, street 
  construction and rowdy crowds of revelers, providing drivers with plenty of 
  excitement and a -2 to Driving rolls.  
  Daring Escape
  Once they arrive at the airport, Inga steers the car onto the runway, toward 
  where a Lockheed Model 10 Electra awaits, engines revved up and waiting 
  to taxi. As Inga drives closer to the aeroplane, the heroes see two new Nazi 
  troop vehicles careening down the runway toward them. Inga slams on the 
  brakes and the car screeches to a violent halt. Everyone inside the car must 
  make an Agility roll or suffer 1d6 damage from the abrupt stop. Inga frantically 
  scrambles from the car and yells at the heroes to get on board the aeroplane. 
  She returns the Nazis’ fire, covering the heroes as they sprint across the 
  tarmac inside the plane, which is piloted by “Skippy,” a friendly good ol’ boy 
  from Georgia. Just as the last hero climbs aboard the plane, a shot rings out and 
  Inga falls over, dead, victim of a fatal head shot from a Nazi sniper. 
  Skippy tells the heroes to buckle up and starts the plane, which speeds down 
  the runway. Bullets bounce off the plane’s metal exterior as the plane takes off, 
  leaving a dozen angry Nazis on the runway. 
  Skippy steers the plane through the clouds, where the U.S.S. Roosevelt waits.
  Once on board, Mr. Dee congratulates the heroes for a job well done. If 
  told of Inga’s fate, Mr. Dee falls silent, grieving. He quickly composes himself, 
  vowing to get revenge on the Nazis, and tells the heroes to rest up before their 
  next big adventure. 
  
  258 
  Plot Point 8: Den of the Devil Dragon
  Run this adventure when the heroes have obtained the fourth fragment of the 
  Martian Sun in Germania and are ready to search for the fifth piece of the 
  Martian relic.
  Briefing
  Mr. Dee gathers the heroes aboard the U.S.S. Roosevelt and tells them he’s located 
  a clue as to the final fragment of the Martian Sun. The government man 
  spreads a brittle map of China out on the table and hunches over it intensely. 
  “Chinese crime lord Zho Fang, the undisputed boss of  Shanghai, obtained the last of  the 
  Martian Sun fragments from a black market in Hong Kong. It’s rumored he took the relic 
  with him back to Shanghai and intends to auction it to the highest bidder. This auction is by 
  invitation only, open to the most unscrupulous antiques collectors in the world. You’ll have to 
  find out where the auction is, gain entry, and bid on the item.”
  Mr. Dee gives the heroes $25,000 they can use to buy the Martian Sun 
  fragment. If the price is more, he instructs them to call a special telephone 
  number and the extra funds will be wired to them. When they’re ready, the 
  U.S.S. Roosevelt lands at an airstrip in Shanghai and the heroes are left to their 
  own devices. 
  Shanghai Surprise
  The most crowded city in China, Shanghai is a jumble of narrow streets, wide 
  thoroughfares, old temples, and modern Art Deco buildings. It is also the 
  vice capital of southern China, with bars, casinos, opium dens and brothels 
  mingled with genteel country clubs, restaurants and bustling thoroughfares 
  filled with native Chinese and European colonials – depending on who you 
  talk to, Shanghai is called either the “Paris of the East” or “The Whore of the 
  Orient.”
  While in Shanghai, the heroes will meet anyone from British, French, and 
  American diplomats to various immigrants who inhabit special foreign districts 
  to native Chinese who run their businesses and shops. Asking about Zho Fang’s 
  auction (a Streetwise roll) won’t get the heroes far, but asking about Zho Fang 
  will bring warnings not to mess with the crime boss. Zho Fang is the head of 
  the Green Gang, an infamous Tong gang. Ruling by the fist and the blade, the 
  Green Gang’s members are proficient in martial arts and gunplay, so much so 
  those who cross them are never heard from again. The only helpful information 
  the heroes can obtain is the name of Zho Fang’s primary enforcer, Chan Hui, 
  who usually is found in the Pink Lotus Club.
  
  259
  Danger at the Pink Lotus 
  The Pink Lotus, a nightclub located on the Bund, Shanghai’s famous 
  waterfront, is eerily empty when the heroes arrive. The only customers are a 
  group of muscular Chinese men in suits with green sashes and with tattoos of 
  dragons on their necks. 
  The men are roughing up an old Chinese man named Sung Wen. Chan 
  Hui doesn’t care much for answering questions, especially about his boss, Zho 
  Fang. He does his best to sidestep or ignore any inquiries. Only getting a raise 
  on a Persuasion roll and a bit of graft will gain the appearance of Chan Hui’s 
  cooperation. He doesn’t reveal the auction’s location until the heroes pay him 
  $200. If Chan Hui is paid, he laughs at the heroes as he pockets the money. 
  Chan Hui and his men are loyal and can’t be bought or betrayed. 
  Sung Wen pleads for the heroes’ help. If the heroes intervene, the Tong gang 
  attacks. There are five men plus Chan Hui (who is a Wild Card). Use the Tong 
  Gang Member stats on page 180 to represent Chan Hui and his men. They 
  are experts in martial arts and use whatever improvised weapons they find – 
  bottles, broken chairs and whatever else is handy – in addition to the knives 
  they have. 
   A Grateful Thief
  If the heroes defeat the Tong gang, Sung Wen is thankful. He tells the heroes 
  he is a professional thief who ran afoul of Zho Fang months ago and the crime 
  lord was looking for payback. As a reward for saving him, Sung Wen reaches 
  into his coat pocket with a grimy hand and produces a small ticket with strange 
  Chinese markings and a stamp of a dragon upon it. A Knowledge (Chinese) 
  roll reveals this is the ticket to the auction at Club Sheng, a swanky casino 
  owned by Zho Fang:
  “ZHO FANG requests the honor of your presence at
  His Most Revered Auction, where 
  Rare and Priceless Treasures from the Orient are for Sale. 
  Start time 9 p.m. Sept. 2, at Club Sheng, Shanghai.
  ADMIT THE BEARER AND THEIR GUESTS”
  If asked, Sung Wen said he stole it from a rich tourist at the Cathay Hotel. If 
  the heroes want to investigate at the hotel, they find the tourist was Ali Aboud, 
  a member of the Cult of Anubis in Cairo who was sent by his employer, Lord 
  Amonhotep, to secure the relic. If the heroes want to track him down, they’ll 
  find Aboud to be irritable and uncooperative. Sung Wen, however, doesn’t 
  know the tourist’s name, but adds:
  “Zho Fang is a very dangerous man. He’s called the Devil Dragon because he’s so evil. Be 
  careful if  you tangle with him!”
  The thief then departs. He fears for his safety and goes into hiding deep in 
  Shanghai.
  
  260 
  Chinese Auction
  Club Sheng occupies a whole city block in the Old Chinese City section of 
  Shanghai. The club’s neon pagoda and Art Deco architecture clash with the 
  more traditional buildings, and Zho Fang likes it that way, because it cultivates 
  a flashy image of a modern man of wealth. Green Gang members stand guard 
  at the door, and check tickets. The prospective bidders gather in a luxurious 
  reception area and partake of food and drinks. Heroes can mingle with the 
  guests, who represent some of the wealthiest antique collectors in the world. 
  Some of the more notorious bidders include: 
  Baron Von Steubben – German aristocrat and Nazi agent who’s attempting to 
  purchase the artifact for the Ahnenerbe. Dressed in a tuxedo, top hat and monocle, he’s 
  the living embodiment of a snob. 
  Matilda Blankenship – Matron of the arts and wealthy New York socialite, she’s 
  overconfident and prudish, but knows her valuable antiques. 
  Owen Steelman – American industrialist and procurer of rare objects. A self-
  aggrandizing showman, he’s out to get the Martian Sun for his extensive collection.
  Kasper Renwick – An occultist and member of Aleister Crowley’s Golden Dawn 
  Society, Renwick wants the artifact for arcane rituals. A boorish man with a mustache 
  and goatee, Renwick wears a cap, derby and three-piece suit. 
  Thomas Cheltenham – British criminal and smuggler with an interest in Martian 
  artifacts and relics. He’s muscular, crass, and a heartless cutthroat. 
  After the reception, Zho Fang appears, flanked by two bodyguards, and 
  warmly introduces himself. He bids his guests a gracious welcome and leads 
  them to a room with rows of chairs and a stage, where the auction will take 
  place. As the guests take their seats, the heroes can make a Notice roll to spot 
  several Green Gang members off to the side of the stage. The henchmen fan 
  out along the sides of the room. An attractive Chinese courtesan displays the 
  various treasures up for bid. 
  Zho Fang runs through a list of items for the auction, which elicit moderate 
  bids, including a jade flute belonging to a Ming Dynasty musician, pottery 
  from ancient China, a Chinese manuscript written by Confucius, and a carved 
  throne where Kublai Khan once sat. 
  The final item in the auction is the fifth piece of the Martian Sun, which 
  is described as “a Martian artifact of extreme beauty.” Several “oohs” and 
  “ahhs” ripple through the crowd as the Martian Sun fragment is shown. Zho 
  Fang starts the bidding at $10,000. 
  How the auction progresses is up to the GM. It should be a fast and furious 
  contest, with bidders upping the prices and forcing the heroes to bid higher. 
  Whoever wins the auction gets the relic. Zho presents the piece of the Martian 
  Sun and states, “Congratulations to all the winners. You now own powerful 
  pieces of history.” 
  Way of the Rogue
  Heroes who attempt to steal the Martian Sun fragment are in for a world of 
  hurt, as it’s guarded by a cadre of Green Gang members (the exact number is 
  left to the GM to decide). They can expect a bloody fight if they try and double 
  cross Zho.
  
  261
   All Hell Breaks Loose
  Just as the winning bidder claims the artifact, a large explosion rips through 
  the upper levels of Club Sheng, raining debris down on everyone. Heroes must 
  make an Agility roll or take 2d6 damage. Another loud explosion causes one of 
  the walls to buckle and collapse.
  Someone yells, “The Japanese are bombing Shanghai! Run!” Pandemonium 
  ensues as people scatter. Zho and his men retreat to the safety of an underground 
  bunker, while the others clamber through the wreckage. If the heroes were not 
  the winning bidder, they may make Notice rolls to find the fragment of the 
  Martian Sun artifact, left all-but-forgotten among the devastation during the 
  assault.
  The Imperial Japanese Army invades Shanghai with its infantry. Soldiers 
  from the Chinese Republic clash with them in the street as Japanese bombers 
  strike Shanghai. 
  Once outside, the heroes hear aeroplanes. Heroes making a Notice roll see 
  a squadron of Japanese Mitsubishi Ki-1 bombers fly overhead, dropping their 
  deadly payload on a residential neighborhood. Shanghai erupts in smoke and 
  fire and the heroes must escape to the airfield where the U.S.S. Roosevelt awaits. 
  Draw a card from the Action Deck as the heroes flee the city and consult the 
  following table. GMs should feel free to run as many encounters as they want 
  to build tension and drama. 
  Card
  Encounter
  2-5
  1d6 Japanese soldiers attack (see stats below).
  6-8
  Heroes stumble upon a battle between 2d6 Japanese soldiers and 
  soldiers from the Republic of China and get caught in the crossfire 
  (for the Chinese soldiers, use the Soldier stats on page 179).
  9-10
  Heroes encounter an unexploded Japanese bomb. They must make 
  Agility rolls to walk around it or the bomb explodes, inflicting 2d8 
  damage to all within a Large Burst Template. 
  J-Q
  A Japanese bomber strikes an area where heroes are located. The 
  heroes automatically take 2d8 damage from the area attack effect. 
  K-A 
  A gang of Chinese pirates raid the city during the Japanese 
  invasion. They loot shops, burn buildings, and kill civilians. The 
  heroes encounter 1d4 pirates (use the Pirate stats on page 176).
  Joker
  A Martian tripod lumbers after the heroes, shooting its heat ray 
  and black smoke and causing Chaos (use the Tripod stats on page 
  209). 
  
  262 
  Imperial Japanese Soldier
  Members of Japan’s Shanghai Expeditionary Army who are invading Shanghai.
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
  Skills: Fighting d8, Notice d6, Shooting d8, Stealth d6
  Pace: 6; Parry: 7; Toughness: 6
  Hindrances: Loyal (to the Emperor)
  Edges: Block, Dodge
  Gear: Helmet, uniform, Arisaka Type 44 carbine (Range: 24/48/96, Damage: 
  2d8, RoF: 1, Shots: 7, AP 1), dagger (Range: 3/6/12, Damage: Str+d4)
  If the heroes want to stay and defend Shanghai from the Japanese invaders, 
  run the Shanghaied Side Trek.
  Your Ride Awaits…
  When the heroes arrive at the Hungjao Aerodrome, they notice the place is in 
  shambles. Several aircraft are smoldering wrecks, and those not too severely 
  damaged are in a state of frantic repair. Somehow, the U.S.S Roosevelt survived 
  the assault, and Mr. Dee welcomes the heroes aboard. 
  If the heroes want, they can man one of the Roosevelt’s guns and take on the 
  Japanese planes. Use the Johnston-Reynolds Floating Hotel stats on page 73 for 
  the U.S.S. Roosevelt. Stats for the Japanese bombers are below.
  Mitsubishi Ki-1
  The Imperial Japanese Air Force began using this bomber in 1933. 
  Acc/Top Speed: 20/100; Climb: 1 
  Toughness: 15 (1); Crew: 4
  Weapons: Twin 7.7mm MG (forward and tail), Type 91 torpedo
  When the smoke has cleared, or if the heroes want a quick getaway, the 
  Roosevelt leaves Shanghai behind to roil in the Japanese attack. Mr. Dee 
  gathers the heroes in the briefing room and congratulates them on obtaining 
  all five pieces of the Martian Sun. He then tells them they must fly to a secret 
  location so top scientists can examine the pieces. 
  
  263
  Plot Point 9: Big Trouble in Sky City
  Run this adventure immediately after the heroes complete the previous Plot 
  Point and obtained the last piece of the Martian Sun.
  Floating Wonder
  Begin by reading the following:
  The U.S.S. Roosevelt flies into the night through dense clouds. You don’t realize how long the 
  airship has been moving until the first rays of  the morning sun illuminate the sky. Just as you 
  look out of  the windows, you see the clouds part, revealing an immense aircraft resembling 
  an aircraft carrier hovering by some unknown force. Upon closer inspection, you see smaller 
  aeroplanes and autogyros landing on its long flight deck. You are so enraptured by this 
  gargantuan vehicle that you don’t hear Mr. Dee walking softly behind you until he speaks.
  “Welcome to Sky City,” Mr. Dee says, “The Eighth Wonder of  the World.”
  Aviator’s Paradise
  Sky City was built as a utopia for aviators, a safe harbor in the sky where a tired 
  pilot could stop, refuel his aeroplane, get a meal, and maybe trade goods. The 
  ship stays afloat due to a combination of the clever implementation of Cavorite 
  in its construction and the Aetherium-powered jet engines giving it lift, and 
  giant propellers provide forward motion. It is the world’s first floating city, 
  eclipsing the most massive of airships. It takes a crew of two hundred to run 
  Sky City, from the captain and navigators, to engineers and other professionals. 
  Heroes find many diversions in Sky City and many different people from 
  around the world with which to rub shoulders. There are restaurants, shops, 
  hotels, bars, a hospital, library, arboretum, science labs, a movie theater, and 
  even a casino. For aviators, Sky City has mechanics who can repair damaged 
  aircraft. Guests only pay a $5 admission fee if they’re passengers, while pilots 
  can register their aeroplanes for $50. Airship pilots can register their craft for 
  $100. Aircraft are stored in a designated parking area on the flight deck and 
  protected by the maintenance staff. 
  Travel between Sky City’s seven decks is achieved by a series of elevators and 
  stairways. Some areas, such as administration, the bridge and luxury suites are 
  off-limits to most of the passengers. 
  Welcome Wagon
  The U.S.S. Roosevelt is tethered to a mooring mast on Sky City and Mr. Dee and 
  the heroes descend via a metal staircase to the runway. Representatives of Sky 
  City greet the heroes, and whoever is holding the Martian Sun fragments is 
  given a special armed escort. 
  The heroes and Mr. Dee are informed Dr. Harold Jarvis has been expecting 
  them. Dr. Jarvis is one of the five scientists of the Ruling Council overseeing Sky 
  City. They were engineers and physicists once employed by Howard Hughes. 
  When they learned Hughes would use the jet stream engine they designed for 
  flying war machines, they panicked and fled, taking the prototype and plane 
  
  264 
  with them. Using money from their many patents, they funded the floating 
  settlement called Sky City.
  Jarvis contacted the American government about researching the Martian 
  Sun at his Sky City lab, and Mr. Dee obliged him. The government agent 
  introduces the heroes to Jarvis, a jovial and competent scientist who expounds 
  upon his theories to the heroes, telling them he believes the Martian Sun is a 
  key to unlocking the elemental forces of nature. Jarvis is amazed when he’s 
  shown the Martian Sun pieces and thanks the heroes for finding them. 
  “This is a glorious day for science!” he intones as the pieces are taken to 
  his laboratory. To celebrate, Sky City’s Ruling Council holds a banquet in the 
  heroes’ honor. The whole settlement turns out for the gala; there’s feasting, 
  speeches, and booze. During the festivities, Mr. Dee asks one of the heroes to 
  go to Jarvis’ lab and fetch the busy scientist to the party. That’s when things get 
  interesting.
  The Martian Scheme
  A group of four Kor-Ghuth Martians snuck on board Sky City using a magical 
  item that clones a human’s appearance and grafts it on Martian flesh. The 
  item, called a doppelganger shard, is worn around the Martian’s neck and 
  absorbs a target human’s appearance. The process is deadly and all humans 
  duplicated die in horrible pain. Using doppelganger shards, the four Martian 
  spies accessed Jarvis’s lab and stole the fragments of the Martian Sun. When 
  Jarvis resisted, the Martians attacked him, leaving him for dead. Now that the 
  Martians have their relic, they want to escape Sky City, but don’t know how. 
  When the heroes enter the picture, the Martians continue to murder people 
  and steal their likeness, hiding the bodies of their victims and impersonating 
  them. 
  
  265
  Murder in the Skies
  When the heroes arrive in the lab, they find the equipment smashed and the 
  fragments of the Martian Sun missing. Jarvis is on the floor, his face severely 
  bludgeoned. He’s near death and before he expires, the scientist whispers 
  “They’re on board Sky City… they look like… us.”
  The poor man is beyond medical help and expires. Just as the heroes are 
  deciding what to do next, a group of six armed guards (use the Hired Goon 
  stats on page 172) burst in and see the heroes and Jarvis’s body. The guards 
  draw their guns and order the heroes to drop their weapons. If the heroes 
  resist, there’s a shootout, so draw Action Cards.
  Assuming the heroes are subdued, they are rounded up and taken to Sky 
  City’s jail, a holding cell near the guard station, where they’re incarcerated. 
  If heroes want to escape, the cell door has Toughness 10. Of course, they’re 
  deprived of their weapons and other gear before taken into custody. 
  If the heroes need a break, have one of the Martians posing like a guard open 
  the cell door and smile eerily at them before walking away. If the heroes leave 
  the cell, they find the body of the original guard in the hall. 
  Hunt for a Killer
  Now fugitives from Sky City’s authorities, the heroes must investigate and find 
  the Martian imposters. Convincing the Ruling Council of their innocence 
  requires a Persuasion roll at -4. Even if they succeed, the Ruling Council 
  judges them harshly and demands their long-term incarceration. The only ally 
  the heroes have is Mr. Dee, who tries to smooth things over with the Ruling 
  Council while instructing them to find out whoever murdered Dr. Jarvis.  
  The authorities complicate matters by issuing descriptions of the heroes to 
  Sky City locals. Public announcements on the station’s loudspeakers alert the 
  populace to “Be on the lookout for a group of fugitives! They are armed and 
  extremely dangerous; if you see them or if they contact you, report them to the 
  Sky City Guard.” 
  Making Stealth rolls to sneak around Sky City’s corridors and rooms is essential 
  to avoid detection. Using disguises and impersonation when interacting with 
  locals also helps to elude authorities. 
  Bodies Stacking Up
  The Martians use the doppelganger shards to kill more people and assume 
  their likenesses, putting the heroes in additional jeopardy. The four Martians 
  take on the appearances of Butch McGlynn (a security guard), John Falworth 
  (an aviator), Seymour Gumble (an engineer), and Peggy Sue Wright (a working 
  girl from an onboard brothel). These imposters can even interact with the 
  heroes, steering them down the wrong trail, or offering to protect them for a 
  price. Of course, if the heroes stumble upon the corpses of the original victims, 
  the Martians need new identities. 
  If the Martians are cornered, they use the doppelganger shards and attack 
  the heroes, trying to steal their likenesses. If a Martian imposter is killed, their 
  original alien likeness returns, providing the evidence the heroes need to clear 
  themselves from wrongdoing. 
  
  266 
  Martian Imposters
  Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d8
  Skills: Fighting d8, Intimidation d6, Notice d6, Shooting d8, Stealth d6  
  Pace: 6; Parry: 7; Toughness: 6
  Hindrances: Anemic, Outsider
  Edges: Block, Dodge
  Gear: Doppelganger shard (see sidebar), laser gun (Range: 12/24/48, 
  Damage: 2d6+1, RoF: 3, Shots: 12, AP 1)
  Remember Me?
  If Vivian Heyward escaped during Plot Point 1, have her show up in Sky 
  City. Heyward is one of the killers working with the Kor-Ghuth, who outfitted 
  the murderous cult leader with her very own doppelganger shard. Heyward 
  uses the shard and impersonates members of the crew and other passengers, 
  enabling her to get near to the heroes when she strikes. This could provide 
  the unstable femme fatale the opportunity for revenge, with her dramatic 
  unmasking just before she pounces and attacks the hapless heroes.
  Bomb Scare
  After the heroes neutralize the Martians, the last one breathes, “You will all 
  die — no one will leave this place alive…” Have the heroes make a Notice roll 
  to discover a piece of paper in one of the Martian’s thin hands. The paper is 
  a map of Sky City, marked with four small circles where the jet engines are 
  located. After heroes find the map, an engineer runs up in a panic. Clad in 
  grease-stained overalls, the young man blurts out frantically, “Bomb! I seen a 
  bomb on one of the engine panels down below! I didn’t know how it got there, 
  but it’s ticking and it’s gonna go off!”
  As one final act of revenge, the Kor-Ghuth Martians installed a time bomb on 
  each of the four jet engines keeping Sky City suspended in the air. If one bomb 
  explodes, it would rip through the fuel lines and paralyze the entire settlement, 
  causing Sky City to plummet to certain doom. 
  Finding the bombs requires making a Smarts roll to use the map to identify 
  their locations. Reaching the bombs is another matter: the Martians attached 
  the bombs to the outside of two of the front jets. Accessing them requires 
  walking on a gangplank outside the ship, which requires an Agility roll at -2. 
  Heroes who fail this must immediately make another Agility roll or lose their 
  footing and fall. 
  Two of the bombs are located within the ship in engine panels accessible via 
  maintenance ducts. Traversing the ducts requires a light source and an Agility 
  roll to wriggle through. Botching this roll means the heroes are stuck and must 
  make another Agility roll to get free. 
  Use the rules for Extended Trait Checks when the heroes diffuse the bombs. 
  Heroes should use Repair (-2/3/1 round) to disarm the bombs set to go off in 
  5 rounds. If a bomb is removed from its location, it ticks down faster and all 
  attempts to disarm it are made with Repair at (-4/3/1 round).
  On a critical failure, the bombs explode. This will cause the jet engines to 
  malfunction as fire and plumes of black smoke filter from the engine housings 
  and Sky City rapidly loses altitude. Hopefully, the heroes won’t let this happen.
  
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  Freefall
  If the heroes fail and a bomb goes off, everyone standing within a Small 
  Burst Template from the bomb suffers 2d10 damage. With Sky City’s engines 
  crippled, the entire settlement falls from the sky. Repairing the damage must be 
  done quickly, with power rerouted to the auxiliary engines. This is achieved in 
  the engine room using the Extended Trait Check rules. Heroes attempting this 
  must use Repair (-2/2/1 round) within 4 rounds to reroute the power. Sky City 
  still falls, but not as rapidly, allowing time for people to escape via aeroplanes, 
  autogyros, and emergency aircraft tethered to the runway’s underframe.
  It takes 15 minutes for Sky City to crash land, which causes major injuries to 
  anyone still onboard. 
  Aftermath
  If the heroes manage to defuse all of the bombs, Sky City is saved. The Ruling 
  Council hails the heroes’ accomplishment and they’re awarded with special 
  medals at a ceremony. After the festivities, the fragments of the Martian Sun 
  are united in the lab and fastened together. When the pieces join, a bright light 
  briefly glows around the relic before dispersing. Anyone making a Notice roll 
  feels a pulse of arcane energy emanating from the Martian Sun, undulating 
  outward. 
  The heroes now have the Martian Sun relic in its entirety. 
  
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  Plot Point 10: The Son Also Rises
  The heroes should be ready to proceed when they have the fully-restored 
  Martian Sun.
  A New Plan
  The heroes are aboard the U.S.S. Roosevelt with the newly-restored relic when 
  Mr. Dee calls a special meeting. The government agent sits down at the 
  conference table, lights a cigarette and stares intently at the Martian Sun lying 
  on the table before him. He then looks at the heroes and says:
  “How the Martian Sun works is still a complete mystery. Based on what Dr. Standish told 
  us, it is a weapon of  extreme power. How to unlock and harness the power is another matter. 
  The United States Army captured a group of  Martians in the Arizona desert who claim to 
  be part of  a resistance group fighting against the Kor-Ghuth invaders. These visitors claim 
  their leader knows how the Martian Sun works. The top brass remain unconvinced, and the 
  Martians are too suspicious to trust us unless we deliver them the relic. I want you to discover 
  whether they are cooperating with us to take down the Kor-Ghuth and if  they can give us a 
  demonstration of  the Martian Sun’s power.”
  Mr. Dee orders the airship to fly to Fort Huachuca, an Army base next to 
  the sleepy desert town of Garden Canyon in southeastern Arizona. After 
  many hours, the U.S.S. Roosevelt floats over sun-dried mesas, a vast expanse of 
  scrub and cacti, and comes to an orderly arrangement of military housing and 
  government buildings in its midst. 
  Fort Huachuca
  Located in the arid plains fifteen miles from the Mexican border, Fort Huachuca 
  was built in 1877 near the Huachuca Mountains, serving as an Army fort for the 
  10th Cavalry Buffalo Soldiers. Troops in armored cars from the fort, led by the 
  young Lt. George S. Patton, chased Mexican rebel Pancho Villa , to the Sierra 
  Madre Mountains during the Great War. In 1933, the 25th Infantry Regiment 
  replaced the 10th Cavalry, and the fort was updated with new barracks and 
  garages for military vehicles. The fort is located on 71,000 acres of sprawling 
  desert, which the Army uses for training exercises and weapons testing. An 
  airstrip lies to the north of the fort and is used for top-secret experimental 
  aircraft. There are 10,000 men stationed at Fort Huachuca, both regular 
  infantry and specialized forces. The makeup includes mostly African-American 
  troops and Apache Indian Scouts who served together during the Great War.
  When the heroes arrive, they’re taken to the Old Post Headquarters and 
  introduced to the commander,  Colonel William F. Robinson, Jr., a former 
  Buffalo Soldier who tells the heroes his men captured a group of Martians in 
  the desert. Robinson says the Martians surrendered peacefully two days ago 
  and are being held in the fort at Hangar 5. The commander says the Martians 
  pleaded with the Army to search for their leader, a Kor-Ghuth named Tarklaz, 
  who is the head of the resistance. The Martians then requested to speak with 
  the ones who found the Martian Sun, Robinson said. 
  
  269
  Hangar 5
  Hangar 5 is a weathered aeroplane hanger at the end of the fort’s runway. 
  Unlike the four other hangars, which house aircraft, Hangar 5 is empty, save 
  for one important thing: visitors from the Red Planet. 
  If the heroes desire, they are brought to Hangar 5 by armed troops. They 
  find two soldiers guarding the hangar’s entrance. After a few quick words with 
  the guards, the heroes are allowed inside. Within the cavernous hangar is a 
  steel cage guarded by three soldiers. The four Martian rebels are in the cage, 
  each one stripped of their armor, clad only in their battle tunics. One of the 
  Martians has a bandaged leg, which was injured in a fall. 
  The Martians speak in English and tell the heroes their leader, Tarklaz, is the 
  son of Kor-Ghuth Emperor Kalzak. Tarklaz and his rebels were on their way to 
  Fort Huachuca to speak to the commander about a possible alliance, when the 
  Martians were ambushed by a gang of robbers outside the town of Tombstone. 
  During the conflict, Tarklaz was captured and taken into Tombstone, leaving 
  the Martians without a leader and defenseless. The Martians were wandering 
  the desert when the U.S. Army stumbled upon them. 
  “Tarklaz wants to stop his father,” one of the Martians tells the heroes. “He 
  knows you have the Martian Sun, and he knows how to unlock it and use it as 
  a weapon. Only he can show you, but he is captive. Free him, and he shall be 
  grateful.”
  Anyone making a Notice roll realizes the Martians are telling the truth 
  about their leader’s predicament. The Army won’t free the Martians under 
  any circumstances, as Robinson considers the aliens unpredictable. He’s just 
  cautious and being prudent for the time being. If the heroes want to free 
  Tarklaz, Robinson will lend them military escorts in the form of vehicles and 
  men to go to Tombstone, which is fifteen miles from Fort Huachucha down an 
  unpaved dirt road.  
  Tombstone
  A former boomtown founded in 1877, Tombstone was once a lawless, wild 
  frontier town, the epitome of the Wild West and site of the infamous gunfight 
  at the O.K. Corral, which featured some prominent figures, including Doc 
  Holiday and Wyatt Earp. 
  When the county seat was moved from Tombstone to Bisbee in 1929, 
  Tombstone’s population declined to only a few hundred. Locals eke a meager 
  living by ranching and farming. The O.K. Corral is still here, a tourist trap, 
  where men in cowboy garb reenact the famous gunfight. The Epitaph, 
  Tombstone’s only newspaper, still reports the news, which consists of town 
  meetings and local gossip. The Bird Cage Theater, a dusty, dark place where 
  the ghosts of dancing girls and gamblers haunt the dingy dance floor, is one of 
  the town’s tawdry tourist attractions. 
  Just like its turbulent, violent past, Tombstone keeps attracting criminals. A 
  gang of bank robbers from Oklahoma came west due to the drought and settled 
  in Tombstone. Led by Billy “Pug Face” McCann, the seven outlaws (use the 
  Hired Goon stats on page 172) took residence in the old Cosmopolitan Hotel 
  on Allen Street. The McCann Gang has Tarklaz as their prisoner in one of the 
  
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  rooms and they are debating whether to sell the Martian to either the circus or 
  the government, or simply kill the creature. If McCann knew Tarklaz was the 
  Emperor’s son, he’d try to ransom the Martian. At this desperate stage in his 
  criminal career, McCann is not thinking clearly and apt to make mistakes, yet 
  both he and his men are especially dangerous when cornered. 
  The Relic
  Heroes making a Streetwise roll in Tombstone for information on the McCann 
  Gang don’t have much luck. Locals are unwilling to talk to strangers, even ones 
  accompanied by soldiers from Fort Huachuca. Tombstone’s residents try to 
  sell the heroes on a tour of old historic sites, but are unhelpful with everything 
  else. The only person who’d assist the heroes is a washed up gunfighter named 
  “Buckskin” Frank Leslie. 
  Leslie is a skinny, elderly man with a white mustache, and tattered buckskin 
  fringed jacket, and a belt with two six-shooters.  Everyone in town calls him “the 
  Relic.” Leslie says he was a gambler and gunfighter who came to Tombstone 
  in 1880 and got into many gunfights. His friendship with Marshal Wyatt Earp 
  kept him out of jail. In 1882, Leslie killed Billy Claiborne, a survivor of the 
  gunfight at the O.K. Corral the previous year. When he shot his wife in a 
  drunken argument in 1889, Leslie was sent to Yuma Prison, where he was 
  paroled after 7 years and married a woman in California. After a prospecting 
  trip to Alaska failed, he opened a business in Oakland, California in 1913, 
  but his fortunes faded and he was left penniless. After 1922, he returned to 
  Tombstone, the site of his past conquests and where he felt most alive. 
  The former gunslinger is a pale shadow of his former self and a little cracked 
  in the head. He knows about the McCann Gang and will even assist the heroes 
  in fighting them if called upon to do so.  
  “Buckskin” Frank Leslie
  The 88-year old former gunslinger may be loco, but he’s still got a few 
  tricks up his sleeve. 
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d4, Vigor d4
  Skills: Fighting d4, Gambling d8, Intimidation d6, Notice d6, Shooting d10
  Charisma: 0; Pace: 5; Parry: 4; Toughness: 5 (1)
  Hindrances: Dark Secret, Delusional, Elderly
  Edges: Marksman
  Defining Interests: Card games, Guns, City Knowledge (Tombstone)
  Gear: Buckskin jacket (+1), Stetson, pocket watch, Buntline Special (Range: 
  12/24/48, Damage: 2d6+1, RoF: 1, Shots: 6, AP 1)
  Cowboys and Martians
  Heroes fighting the McCann Gang are in for a battle. McCann and his men will 
  never surrender and use a combination of pistols, revolvers, and machineguns 
  to protect their extraterrestrial prize. The fighting takes place on the upper 
  floors of the old hotel, with gang members sneaking up on the heroes, laying 
  traps, and generally putting up a helluva fight. Tarklaz is in one of the hotel 
  suites, tied to a chair. If released, he thanks the heroes, and asks to be taken to 
  the fort to see his comrades. 
  
  271
  Tarklaz is a tall, muscular Martian who wears the traditional Kor-Ghuth 
  battle armor and tunic. He has a cropped goatee, a flat nose, and piercing 
  red eyes. Being the son of the Emperor, he wears a ring and necklace with the 
  insignia of the Kor-Ghuth Empire. Tarklaz tells the heroes that, as the leader 
  of the Martian resistance, he’s determined to stop his father’s genocidal designs 
  for Earth. Only by harnessing the powers of the Martian Sun can mankind 
  have any hope of preventing another Martian invasion, he says.
  Secretly, Tarklaz is using the heroes. He’s not the leader of the resistance; that 
  honor belongs to his sister, Leena. Tarklaz desperately wants to supplant his 
  father as Emperor, and will get his chance soon enough. For now, he’s biding 
  his time, tricking the heroes into believing him.
  Tarklaz
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d10
  Skills: Fighting d10, Healing d6, Intimidation d8, Knowledge (Battle) 
  d6, Notice d6, Persuasion d8, Piloting (Spacecraft) d8, Shooting d10, Stealth 
  d6, Survival d6, Taunt d6, Throwing d6
  Charisma: -6/-4; Pace: 6; Parry: 7; Toughness: 9 (2)
  Hindrances: Bloodthirsty, Outsider
  Edges: Noble (Kor-Ghuth Empire), Filthy Rich, Combat Reflexes, Dodge, 
  First Strike, Frenzy, Hard to Kill, Steady Hands, Command, Natural Leader
  Defining Interests: Mars, Warfare, Wealth
  Languages: High Martian, English
  Gear: Laser gun (Range: 12/24/48, Damage: 2d6+1, RoF: 3, Shots: 12, AP 
  1), Martian sword (Damage: Str+d8), battle armor (+2), tunic
  Test Site
  Upon returning to Fort Huachuca, Tarklaz is taken to his Martian brethren. 
  When he learns of their fair treatment by the military, he is relieved, and offers 
  to show the heroes how the Martian Sun can be used as a weapon, but adds the 
  procedure for using the Martian relic is “very dangerous and requires extreme 
  care.”
  The U.S. Army established a test site for the weapon far out in the desert, 
  away from the fort’s buildings. A caravan of military officials and soldiers, the 
  heroes, and the Martians comes to a vast expanse of desert labeled Test Area 
  23. Amid the cacti and desert scrub, a small platform was erected, and the 
  Martian Sun is placed on top. A bunker, fortified with concrete and sandbags, 
  was established a mile from the test site. 
  When the test is ready to commence, Tarklaz tells the heroes what to do.
  
  272 
  The Martian Sun
  Forged from blessed Martian clay and fortified with Aetherium, the Martian 
  Sun was designed to be a magical conduit of extreme power. Due to its volatility, 
  the relic was used only a few times back on Mars before being brought to 
  Earth during the Red War in 1898. It is fifteen inches in height and ten across, 
  comprised of five individual and interlocking pieces, each with their own 
  internal mechanisms. 
  When the pieces are united, it resembles an orb with five stylized points, and 
  the Martian glyphs for “power” and “strength” are etched onto its surface. The 
  “strength” glyph can be pushed in, which activates a priming function for the 
  device, causing both glyphs to glow bright orange. The Martian Sun will loudly 
  hum as its internal mechanisms fire up, and after five minutes of priming, the 
  second glyph for “power” must be depressed in order to trigger the device. 
  Once this happens, the heroes will have only five minutes to get as far away 
  from the Martian Sun as possible before it activates. 
  The Martian Sun creates a catastrophic explosion destroying all life within a 
  one-mile radius of the device. Unfortunately, using the relic on Earth carries 
  an unintended side effect. When the Martian Sun is ignited on Earth, the relic 
  tears a hole in the fabric of space/time, spilling out horrors from beyond this 
  dimension. Not even Tarklaz knows this. 
  Activating the Martian Sun requires a Repair roll. Botching the roll will 
  instantly cause 2d12 damage to anyone in a one mile radius. After the heroes 
  activate the Martian Sun, the relic glows a deep red and the hum grows steadily 
  louder as the very ground beneath them quakes violently. 
  “Something is wrong,” Tarklaz says in a panicked voice. “Run!” The Martian 
  manages to make it to a military transport vehicle. If the heroes want to grab 
  onto the vehicle, they must make an Agility roll as it speeds away, a soldier in 
  the driver’s seat. 
  When the vehicle is almost one mile away, a large explosion rocks the desert, 
  spewing a gigantic cloud of debris a mile high in the air. A rotating cyclone of 
  energy envelops the vehicle and tosses it into the air. Everyone on board must 
  make an Agility to avoid taking 2d6 damage from the fall. 
  As the heroes and Tarklaz are reeling from the shock, grotesque forms rush 
  their way, gnashing their fangs and extending sharp claws. 
  The Aetherland
  One square mile around the Martian Sun is transformed into a swirling, hazy 
  mass called the Aetherland, at its center is a churning whirlpool of shimmering 
  colors. Staring into the whirlpool requires a Fear check at -2. 
  Out of the whirlpool comes a host of horrible creatures, flitting on leathery 
  bat wings, oozing using disturbing gelatinous bodies, and moving via undulating 
  tentacles. Eyeballs on top of stalks peer at the heroes, appendages branch off 
  into multiple hands, and alien bodies defy the imagination. These horrendous 
  beasts attack the heroes with an arsenal of teeth, claws, noxious fumes, and 
  razor-sharp, flagellating tails. There’s one Dimensional Dweller per hero, plus 
  two more. Tarklaz fights alongside the heroes and even assists them when 
  appropriate. 
  
  273
  Dimensional Dweller
  Attributes: Agility d10, Smarts d4, Sprit d8, Strength d12, Vigor d10
  Skills: Fighting d8, Intimidation d10, Notice d8
  Pace: 7; Parry: 6; Toughness: 12 (2)
  Special Abilities
  • Armor +2: Dimensional Dwellers have thick, leathery hide.
  • Claws: Str+d4.
  • Fangs: Str.
  • Fear -2: Anyone who sees a Dimensional Dweller must make a Fear check 
  at –2.
  • Noxious Burst: Dimensional Dwellers emit a cloud of foul, poisonous 
  gas. Targets must make a Vigor roll at -2 or become Shaken. With a success, 
  the targets survive and suffer a Fatigue level. With a failure, the targets are 
  Incapacitated and must make another Vigor roll or suffer 2d8 damage. 
  • Size +3: Dimensional Dwellers are large creatures.
  • Tentacles: Str.
  Aftermath
  After the last Dimensional Dweller is killed, the Aetherland dissolves, and 
  the Martian Sun lies on the desert floor. All traces of the platform have been 
  obliterated. Anyone watching from the bunker is treated to a sickening light 
  show and glimpses a gigantic debris cloud rising over the desert, but otherwise 
  suffers no ill effects. 
  However, following combat, those battling the Dimensional Dwellers must 
  make a Vigor check at -2 or immediately become Shaken. When the dust 
  settles, Tarklaz tells the heroes the decision to use the Martian Sun is up to 
  them. He said the best place to use the weapon is on his father’s Imperial 
  Warship, which floats above Earth’s atmosphere. He instructs the heroes to 
  put the Martian Sun in the engine core and connect it to the ship’s power grid, 
  which will give the heroes more time to escape. 
  “If you do this, the resistance would end my father’s tyrannical reign and you 
  will have saved your world. If not, I’m afraid my father’s goals are to invade 
  Earth, and kill millions of your race,” Tarklaz says. 
  The Martian and his brethren leave Earth aboard their spacecraft, which 
  only they can operate. Before leaving, Tarklaz tells the heroes if his father 
  should discover his involvement with the resistance, it would mean his speedy 
  death, and the deaths of those brave Martians who stand against the Kor-
  Ghuth Empire.    
  The heroes are left with the Martian Sun and a big decision ahead of them. 
  
  274 
  Plot Point 11: Rockets Red Glare
  Run this adventure when the heroes have field tested the Martian Sun and are 
  ready to take on the Kor-Ghuth Martians.
  Rocket Robbie
  Mr. Dee tells the heroes the only way they can engage the Martian mother ship 
  is by riding in an experimental rocket. As luck would have it, he knows where 
  just a contraption exists. Dr. Robert Goddard, rocket pioneer and inventor, 
  has a research laboratory in Roswell, New Mexico where he’s constructing the 
  largest rocket ship in the world. Mr. Dee flies the heroes to Roswell aboard the 
  U.S.S. Roosevelt.
  Once in New Mexico, the heroes are sent to find Goddard’s lab, a small 
  collection of buildings on ten acres on the Mescalero Ranch outside of Roswell. 
  Goddard relocated to Roswell in 1930, where he developed the Jupiter Engine, 
  the technology that makes rocketpacks a reality. 
  Goddard’s base of operations also includes barracks for Goddard’s Gophers, 
  a division of the Rocket Rangers based in Roswell who provide protection for 
  the southwestern United States. Captain Vance Landry, Rocket Ranger and 
  aeroplane pilot, welcomes the heroes to Goddard’s compound. Landry is a 
  tall, muscular man with a sense of humor and a devotion to his country. If the 
  heroes reveal they’ve come to speak to Goddard, Landry obliges them, and 
  escorts the heroes to Goddard’s workshop.
  Amid the clutter of messy workbenches, mechanical parts, soldering 
  equipment and blueprints of complex rocketry, Goddard works diligently. At 
  first, he’s a little perturbed about stopping his work to deal with civilians, but 
  once the heroes explain themselves, he’s all ears. In fact, Goddard has been 
  looking for a reason to test his greatest work, and the heroes are exactly what 
  he’s looking for — real test subjects.
  Goddard tells the heroes the only way they can rendezvous with the Martian 
  spacecraft is by traveling into orbit aboard his experimental rocket. 
  Captain Vance Landry
  A wiry man with bright eyes, broad shoulders, and a deep tan. He moves 
  with grace and economy of motion.
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
  Skills: Fighting d6, Knowledge (Rocketry) d8, Notice d6, Piloting d10, 
  Shooting d6
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 6
  Hindrances: Loyal (U.S.A.)
  Edges: Ace, Rocket Jockey
  Defining Interests: Rocketry, Science, Space
  Languages: English
  Gear: Space suit, flight manual, stun gun (Range: 12/24/48, Damage: 
  Targets hit with the stun gun must make a success on their Vigor or else fall 
  Incapacitated for 1d4 rounds, RoF: 1, Shots: 4)
  
  275
  The Rocket
  Goddard excitedly takes the heroes behind his workshop, where a large silver 
  rocket looms over three hundred feet away, supported by a steel-framed launch 
  tower. The rocket ship stands sixty feet tall, resembling a colossal silver and gold 
  dart held together by steel rivets. Its streamlined stabilizing fins are anchored to 
  the asphalt launch pad by a gantry. 
  The rocket scientist excitedly tells the heroes, “I call it the Vulcan-1, and it’s 
  my greatest achievement. Using a large version of the Jupiter Engine, which 
  gives rocketpacks their lift, the Vulcan-1 is unique among rockets. A bigger 
  Jupiter Engine means more lift and velocity, sufficient enough to propel people 
  into orbit. The rocket’s controls have been designed and programmed by 
  famous inventor Hugo Gernsback. Nikola Tesla perfected the communications 
  array and a special teleportation system in case the crew gets in trouble.”
  Goddard says the final touches are being placed on the rocket, and it could fly 
  in a couple of hours. He said Captain Landry will fly the Vulcan-1, leaving the 
  heroes to travel in “extreme comfort.” 
  The Vulcan-1
  Acc/Top Speed: 40/500; Climb: 3
  Toughness: 15 (4); Crew: 8
  Notes: Spacecraft
  Control Cabin
  The rocket’s control cabin is equipped with eight seats, two at the controls 
  in front and three rows of two seats behind. The padded seats have safety 
  restraints and are adjustable to a passenger’s height. 
  Seats for the captain and navigator swivel and are positioned aft of the main 
  steering controls and console, which consists of a jumble of levers, switches, 
  dials and readouts. A steering throttle juts out of the control panel, allowing the 
  captain to steer and maneuver the rocket. 
  Galley
  This small area is just off the control cabin for use as a lounge and eating area. 
  A small table and chairs are here, each bolted to the floor. Storage cabinets 
  house rations of freeze-dried and processed foods for longer journeys.
  Oxygen Reserve
  The ship’s oxygen reserve is kept in a small cupboard, which also houses the 
  rocket’s life support system, a series of electronically controlled pumps and 
  ventilation networks running throughout the craft.
  Engine Room
  This area, accessed through a fireproof door at the rear of the rocket, contains 
  a bank of levers, switches and electrical circuits. Inside is an enlarged Jupiter 
  Engine, an immense metallic oval with several metal tubes leading to the 
  rocket’s booster. Gauges here measure fuel intake, and the status for various 
  electric motors, lighting and life support systems. A tool kit and four canisters 
  of highly concentrated rocket fuel are kept in a locker here for repairs. 
  
  276 
  Space Suits
  Made of shiny insulated silver material, the space suits have wide metal necks 
  where a bubble-like plastic helmet snaps in place. A small breathing apparatus 
  in the suit enables the wearer to breathe normally once the bubble is in place. 
  The spacesuits have enough oxygen for one hour in space and small rocket 
  boosters move heroes in space at Pace 7. 
  If things get rough, each of the heroes is equipped with a stun gun.  Targets hit 
  with the stun gun must make a success on their Vigor or else fall Incapacitated 
  for 1d4 rounds. The stun guns have only 4 shots and cannot be recharged in 
  space.  
  Blastoff
  Once the heroes strap themselves in their seats, a lab technician shuts and locks 
  the outer door. The stairway and gantry roll away from the rocket ship. Several 
  motors begin whirring and cool, dry air filters through the ventilation ducts as 
  the life support system kicks in. 
  Goddard begins the countdown as the rocket rumbles to life. Suddenly, the 
  heroes feel a violent, undulating quake all around them as the rocket vibrates. 
  Smoke and flames bellow from the rocket’s exhaust as the vehicle lifts above the 
  ground in an enormous roaring cacophony, accelerating at tremendous speed. 
  “Vulcan-1 is launched. I repeat, Vulcan-1 is launched,” Goddard says through 
  the radio, as Landry, gripping the controls, whoops approvingly. As the rocket 
  gains altitude, the heroes can deal with weightlessness, explore the ship, or stare 
  out the portholes at Earth beneath them. 
  However awestruck the heroes are, their activities on board the Vulcan-1 are 
  curtailed when an intruder makes his presence known. 
  Intruder Alert
  Zeke Spence, a fanatical member of the Children of Phobos, is hiding in the 
  rocket’s engine room (use the Children of Phobos Cultist stats on page 219). 
  He’s spied on Goddard’s activities for weeks and learned of the plan to assault 
  the Martian mother ship. Naturally, he’s here to prevent such an atrocity from 
  occurring. He tries sabotaging the Jupiter Engine by cutting a few electric wires, 
  which signals a warning light to flicker in the control cabin. Landry asks one 
  of the heroes to check the engine room for any anomalies. Of course, when 
  the heroes investigate the problem, they find Spence, armed with a shotgun, 
  attacking with savage fury. 
  Fixing the damage Spence caused to the Jupiter Engine requires a Repair 
  roll at -2. If the damage is not repaired, the rocket becomes more difficult to 
  handle, increasing the Piloting penalty to -3 (see the But I Wanna Pilot the 
  Rocket! sidebar).
  
  277
  Battle in Orbit
  Floating serenely above the mesosphere and anchored in space, the Kor-Ghuth 
  mother ship resembles an enormous black saucer with an array of antennae 
  towers jutting from its domed top. At the ship’s underside is a circular vent 
  glowing bright red, with the faint crackling of electrical bolts around its 
  aperture. This is the weapon the Kor-Ghuth will use on the Earth. 
  A bay door on the ship’s side is open. Landry pulls the Vulcan-1 alongside 
  the mother ship and instructs the heroes to use their spacesuits to fly over to 
  the bay door and into the mother ship. As the heroes make their way across 
  the two hundred foot divide between spaceships, the Martians attack, sending 
  out a squadron of their best warriors in spacesuits to deal with the human 
  interlopers. 
  Fighting in zero gravity imposes a -4 penalty on all Fighting and Shooting rolls. 
  Heroes using their spacesuits to move must make an Agility roll at -1 to move in 
  a desired direction, or they deviate in direction, similar to that of a failure on 
  an area effect attack roll (see the Savage Worlds core rulebook). Heroes with the 
  Piloting skill can make straight Piloting rolls instead as they are more familiar 
  with using rocket thrusters for maneuvering. Characters with the Steady Hands 
  Edge only suffer a -2 penalty to all Shooting rolls while in zero gravity.
  There are two Martians per player plus three more (use the Martian Shock 
  Troops stats on page 256 in Plot Point 7). The Martians are wearing armor-
  covered spacesuits (+4 Armor) that give them Toughness: 9 (4). 
  The Martians attempt to grapple the heroes and attempt to destroy the heroes’ 
  spacesuits, rendering them inoperable and putting the heroes in mortal danger. 
  The bay door can be closed by accessing a lever on the inside of the ship bay, 
  which requires a Notice roll to spot. 
  But I Wanna Pilot the Rocket!
  Heroes with a thirst for space travel might object to Capt. Vance 
  Landry’s expertise behind the controls and volunteer to assume 
  command on the bridge. If this happens, Landry politely assures 
  the heroes his training on the Vulcan-1 would ensure a successful 
  mission. Pigheaded heroes can try and persuade Landry (a successful 
  Persuasion roll), who acquiesces if the hero is successful. Piloting the 
  Vulcan-1 requires a Piloting roll at -2 due to its complex controls and 
  powerful handling. Failure means a technical mishap of some kind, 
  determined by the GM. A critical failure means a breach in the Jupiter 
  Engine and an explosion. The GM can handle this however he sees fit. 
  
  278 
  Inside the Mother Ship
  A single passenger flying saucer and a service robot are in the hangar bay. At 
  the far end of the room is an airlock where the heroes can safely remove their 
  spacesuits. The airlock is adjacent to a large room with a metallic mesh floor 
  and recessed ceiling lighting. An inlaid chrome design of the crossed dagger 
  symbol of the Kor-Ghuth Empire decorates the wall. 
  As the heroes are deciding what to do, ten Martian soldiers (use the Martian 
  Shock Troops stats on page 256) burst into the room with them. Assuming the 
  heroes realize they are outgunned and surrender, they are relieved of their 
  weapons and the Martian Sun, if they still have it in their possession. The 
  soldiers escort the heroes to their leader. The Kor-Ghuth Emperor sits on a 
  throne on the craft’s bridge, surveying a row of consoles with a dazzling array 
  of switches and buttons. The Earth is viewed from a long, horizontal window 
  which dominates the room. The Emperor’s imperial guards (use the Elite Kor-
  Ghuth Troops stats on page 281 in Plot Point 12) stand around the room, as 
  the Kor-Ghuth imperial advisor, clad in a red cloak touching the floor, stands 
  next to the throne. Emperor Kalzak, wearing the ancient battle armor, tunic 
  and crown of his ancestors, stares at the heroes intently. He whispers to the 
  advisor, who mutters something back to him. The Emperor’s eyes widen and 
  he says in English as he rises to his feet:
  “So, these are the pathetic humans who think they can stop the mighty Kor-Ghuth. My son, 
  Tarklaz, left for the homeworld to summon more of  my forces for a full-scale invasion. There’s 
  nothing you can do to stop us. The universe will not mourn your infinitesimal passing. The 
  Kor-Ghuth will exterminate your puny species and cleanse the Earth of  all humanity. Then 
  your insignificant world will be under our dominion.”
  If the heroes brought the Martian Sun, it is confiscated and handed to the 
  Emperor, who holds it aloft with a trembling hand. 
  “The Martian Sun is reunited with its true owners! With it, I shall ravage the Earth of  all 
  life. The screams of  your kind shall echo throughout the stars, sending fear to all those who 
  oppose us!”
  The Emperor orders the heroes be escorted to the mother ship’s detention 
  area. The heroes are marched single file to a squalid metal room and thrown 
  into a 15-foot deep pit in the floor. The guards switch on an impenetrable laser 
  barrier over the pit consisting of crisscrossed lasers. Anyone touching the lasers 
  receives a painful shock inflicting 2d10 damage.
  Resistance is Futile 
  What if the heroes resist being led into Emperor Kalzak’s holding 
  chamber? What if they do a turnabout and attack their captors in a daring 
  fight worthy of the pulps? Whatever they do, have Leena find them later 
  on and tell them of her plan. It doesn’t make a difference if the heroes are 
  behind bars or duking it out in the hallway. As long as they’re on board, 
  Leena will seek them out.
  
  279
  Unlikely Rescue
  During their incarceration, the heroes hear the sound of struggling, but can’t 
  make out what’s happening above them. Suddenly, the laser barrier is switched 
  off, and a young female Martian, her lithe body moving gracefully, peers down 
  the pit from above. Shapely and alluring, the Martian female flicks her long 
  silvery hair and re-holsters a zapgun. She stares at the heroes with her dark eyes 
  and whispers, “Don’t be afraid, humans. I am Leena, leader of the resistance. 
  I’m setting you free, but we must work to defeat my father.”
  Leena’s resistance fighters help the heroes out of the pit. She tells the heroes 
  her brother, Tarklaz, lied to them about being the resistance leader in order to 
  gain their confidence. She grimly tells the heroes, “We must ignite the Martian 
  Sun and use it to destroy the ship. If we don’t, my father will begin his assault 
  on the Earth. Once that happens, mankind will be helpless to prevent their own 
  destruction.”
  Leena says she formed the resistance when she saw the cruel treatment her 
  father’s army meted out to the Aetherians and other indigenous Martians back 
  on Mars. She raised a ragtag fighting force from disgruntled Kor-Ghuth nobles 
  and military officials. When the Emperor discovered the plot, he executed many 
  in the resistance and waged a campaign of fear and intimidation. Fortunately, 
  the Emperor doesn’t know his daughter is the lead conspirator.
  Leena wants nothing more than to destroy the Kor-Ghuth Empire and have 
  her people be led by a benevolent, wise ruler. Yet with each passing day, Kalzak 
  tightens his grip, expanding his military to the farthest reaches of Mars and 
  toward Earth. 
  Leena 
  Leena is the Kor-Ghuth Emperor’s daughter and secret leader of the 
  Martian resistance. 
  Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d8
  Skills: Fighting d8, Healing d8, Knowledge (Martian History), Notice d6, 
  Persuasion d8, Shooting d8
  Charisma: +4; Pace: 6; Parry: 6; Toughness: 6
  Hindrances: Dark Secret (she’s the head of the Resistance)
  Edges: Attractive, Noble (Kor-Ghuth Empire), Rich
  Defining Interests: Mars, Martian Poetry, Martian Politics, Astronomy 
  Languages: High Martian, English
  Gear: Zapgun (Range: 12/24/48, Damage: 2d8, RoF: 1, Shots: 8, AP 1), 
  tiara, bracelets, Kor-Ghuth war dagger (Range: 3/6/12, Damage: Str+d4) 
  If the heroes are skeptical, a Notice roll targeting Leena will indicate she’s 
  telling the truth. Though Leena is honest and forthright about her intentions, 
  the heroes might not believe her. After all, they were fooled before by her 
  brother. They might even try to kill her or flee. If they are slow to believe 
  her, Leena tries persuading them to follow her cause and defeat the Emperor 
  (requires an opposed Persuasion roll against the heroes’ Smarts).
  
  280 
   PLOT POINT 12: LIGHT THE MARTIAN SUN
  Run this adventure immediately after concluding Plot Point 11. 
  Into the Breach
  It’s all come down to this: The heroes will have to locate the Martian Sun 
  and bring it to the bowels of the mother ship, the engine core housing the 
  Kor-Ghuth’s warp drive, and activate it. Leena tells the heroes her father has 
  a duplicate of the Martian Sun and plans on using both of them to cleanse 
  the Earth of life. She says Emperor Kalzak will use the twin Martian Suns 
  to charge a death ray and focus the energy down to the planet’s surface. This 
  concentrated energy will cause massive explosions capable of leveling cities, 
  causing death on an unimaginable scale. 
  Both Martian Suns are being stored in Kalzak’s private chambers, which are 
  guarded by his elite soldiers. The heroes will have to fight their way into the 
  chambers, liberate both Martian Suns, and bring them to the core of the ship. 
  There, both relics must be plugged into the warp drive engine and detonated.
  Mother Ship Hazards
  Travel through the mother ship is extremely dangerous. Rooms are connected 
  by narrow corridors patrolled by Martian soldiers and robotic sentries. Making 
  a few Stealth rolls might cut it on some levels, but the deeper the heroes go into 
  the ship, the more enemies they’ll encounter, and fighting is ultimately the only 
  option. Leena gives the heroes back their weapons and accompanies them on 
  their journey. She offers assistance and advice whenever she’s asked, but mostly 
  stays out of the heroes’ way. 
  When the GM wants to throw a random encounter at the heroes as they 
  make their way through the ship, simply draw a card from the Action Deck and 
  compare it to the chart below to find a suitable nemesis. Ideally, the GM should 
  use this chart a few times during this adventure, giving the heroes many foes to 
  battle as they travel deeper into the mother ship.
  Card
  Encounter
  2-5
  1d6 Martian Shock Troops
  6-9
  1d4 Sentries
  10-J
  1d6 Elite Kor-Ghuth Troops
  Q-A
  Laser beam trap inflicting 2d8 damage on all heroes  
  Joker
  Kor-Ghuth Priest
   
  
  281
  Sentry
  The sentry is a standard surveillance unit appearing as an art deco style metallic 
  spider with one large red eye.  Underneath this roving eye are two laser guns. 
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
  Skills: Fighting d6, Climbing d10, Notice d8, Shooting d8, Stealth d10
  Pace: 8; Parry: 5; Toughness: 10 (4)
  Special Abilities
  • Armor +4: The Sentry has a hard Aetherium outer shell. 
  • Construct: +2 to recover from being Shaken; called shots do no extra 
  damage; does not suffer from disease or poison.
  • Laser Blast: The double laser guns have a ROF of 2 and each inflict 2d8 
  damage. 
  • Record Image: The Sentry has a camera that records images and sends 
  them wirelessly to the ship’s command center. If the Sentry becomes Shaken, 
  the camera is broken. 
  • Walk Walker: The Sentry can move its standard pace across walls and 
  ceilings.
  Elite Kor-Guth Trooper
  Trained in Kor-Kithrae, the Kor-Ghuth fighting techniques of ancient Mars, 
  these elite troops are both masters of the laser gun and the bogak, a serrated 
  sword used by the Martian warlords of old. The Elite Kor-Ghuth Troops guard 
  the Emperor and high security areas of the mother ship and are known for 
  their discipline and vigilance. 
  Attributes: Agility d10, Smarts d6, Spirit d6, Strength d8, Vigor d10
  Skills: Fighting d10, Intimidation d8, Knowledge (Combat) d6, Notice d8, 
  Shooting d10, Stealth d10, Throwing d8
  Charisma: -4; Pace: 7; Parry: 8; Toughness: 9 (2)
  Hindrances: Bloodthirsty, Loyal (to the Kor-Ghuth Empire)
  Edges: Bring It On!, Block, Courageous, Dodge, Martial Artist 
  Gear: Battle armor (+2), laser blaster (Range: 10/20/40, Damage: 2d8+1, 
  RoF: 3, Shots: 12, AP 1, Min Str: d6), bogak (Damage: Str+d8)
  Kor-Guth Priest
  These shadowy figures are mystics of the Kor-Ghuth religion and can summon 
  the elements to assist them. Each carries elements from the planet Mars at 
  all times: sand from the Cydonian plains, water from the Martian canals, fire 
  from the basalt pits of Arabia Terra, and wind from the howling caves beneath 
  Olympus Mons.  
  Attributes: Agility d8, Smarts d10, Spirit d10, Strength d6, Vigor d8
  Skills: Fighting d8, Intimidation d8, Knowledge (Martian Religion) d8, Notice 
  d8, Spellcasting d10
  Charisma: 0; Pace: 6; Parry: 6; Toughness: 6
  Hindrances: Anemic, Loyal (to the Kor-Ghuth Empire)
  Edges: Arcane Background (Mystic), Dodge
  Powers: environmental manipulation (air), environmental manipulation (earth), 
  environmental manipulation (fire),  environmental  manipulation (water)
  Gear: Robes, Martian religious texts, healing elixir, Martian religious symbol
  
  282 
  Kalzak’s Private Chambers
  This is an interconnected series of suites containing the Emperor’s personal 
  staterooms, slumber chambers, and private studies. These rooms are opulently 
  furnished and contain painted scenes of the Martian desert and the imperial 
  Kor-Ghuth city. There is also a group of servants and Elite Kor-Ghuth Troops. 
  The servants will immediately run when they see the heroes, and report their 
  presence to the imperial guard. 
  Both of the Martian Suns are stored in individual locked safes. One safe is 
  in the Emperor’s bedroom and the other is in the imperial lounge. Finding 
  these hidden safes requires a raise on Notice rolls. The locks are complicated 
  mechanisms, requiring a raise on a Lockpicking roll to open. 
  Of course, the presence of Elite Kor-Ghuth Troopers might complicate 
  things. When the heroes enter the private chambers, roll a 1d4. On a 1 or 
  4, there are 1d6 Elite Kor-Ghuth Troops. Whether they want to slip past the 
  troops or fight them is up to the heroes. 
  Living Quarters
  These squalid rooms contain beds recessed into the walls and lockers for the 
  Kor-Ghuth troops. Heroes making a Notice or Lockpicking roll here can 
  usually find mundane items such as Martian tunics, ration kits or other sundry 
  belongings. When the heroes enter the living quarters, roll a 1d4. On a 1 or 4, 
  there are 1d4 elite Martian troops present, either sleeping or seated in a small 
  lounge area. 
  Armory
  The mother ship’s armory contains an array of weaponry, including laser 
  pistols, lightning guns, detachable heat rays and black smoke canisters. Each of 
  the weapons is locked inside individual cubicles that require Lockpicking rolls 
  to open. There’s one Martian Shock Troop per hero, plus two more, testing 
  weapons (use stats for Martian Shock Troops on page 256). 
  Research Lab
  When the Kor-Ghuths capture hapless humans alive, the Martian invaders 
  experiment on them. A ghastly collection of scientific apparatuses is here, from 
  examination tables, a ceiling-mounted experimentation tool, and a metal tray 
  filled with diabolical medical instruments. 
  Strapped to one examination table is the grisly result of Martian science: a 
  human, barely alive, cries in pain as his scarred body writhes in agony. The 
  Kor-Ghuths captured the man, a devotee of the Children of Phobos, and 
  instead of lauding the human for his unconditional servitude, they vivisected 
  him while he was still breathing. Now, battered and broken, the man only wants 
  release from his suffering and begs the heroes to kill him. How the GM handles 
  this situation depends on the actions of the heroes.
  
  283
  Engine Core
  The mother ship’s warp drive stands three stories tall and tapers at the bottom 
  towards a round chamber where the Aetheric regulator thrums powerfully 
  behind a recessed portal. Catwalks surround the engine, where Martian 
  engineers inspect various consoles and regulate the devices powering the ship. 
  Both Martian Suns are to be inserted in a niche beneath the engine’s base 
  and connected via a series of wires to the engine’s controls. Doing so requires a 
  raise on a Repair roll. Once the relics are plugged into the warp drive, they will 
  immediately begin to siphon power from the engine, causing the lights in the 
  ship to flicker and the mother ship to stop rotating. It takes ten rounds for this 
  process to conclude, at which time the heroes can activate the Martian Suns. 
  The Emperor is not going to stand by and let the heroes destroy his ship. He 
  throws his best Elite Kor-Ghuth Troops and Sentries at them to stymie the 
  heroes’ efforts in the engine room. The climactic fight should occur among 
  the hissing engine and catwalks of the core, with laser beams and bullets 
  ricocheting off the bulkheads. 
  If the heroes don’t want to ignite the Martian Suns, Leena finds a way to 
  accomplish this on her own, recruiting her clandestinely infiltrated resistance 
  soldiers to assist her. At any rate, the two relics explode, and cause chaos aboard 
  the ship. 
  The Klaxons Sound
  In order to release the destructive energy, the heroes must activate the Martian 
  Suns just like Tarklaz showed them (see Plot Point 10); this requires a Repair 
  roll for each device. Once they activate the Martian Suns, Leena will urge the 
  heroes to make a mad dash to the shuttle bay.
  When the heroes are escaping, the ship buckles around them and the ship’s 
  lights begin flickering. The heroes are jostled as the ship tears itself apart 
  around them. During these violent quakes, have each hero make an Agility roll 
  to stay on their feet, or fall and take 1d4 damage and be Shaken. 
  The way towards the shuttle bay is blocked by the Emperor and his army. 
  Kalzak glowers angrily at the heroes and Leena and accuses her of treachery. 
  “You have brought shame on the House of Kor-Ghuth! Colluding with the 
  pathetic Earth creatures is your weakness! You shall be killed as an example 
  to the Empire!” Kalzak screams and raises his sword as the troops steady their 
  weapons and take aim at the heroes. Read the following:
  Twisted metal and flames fall from overhead and the entire craft convulses. You’re temporarily 
  thrown off  your feet and the Martians wobble and shake and try to maintain their balance. 
  A fiery explosion rips through the ship, and the intense heat melts everything in its path. You 
  watch as the Emperor and his soldiers are consumed by a wall of  fire and reduced to ash. You 
  feel lightheaded for a moment, then all goes dark.
  
  284 
  At this point, pretend to close the book, shuffle papers and look at the players. 
  Have them think it’s all over, and they died aboard the ship, sacrificing themselves 
  to save Earth. When you’re done toying with them, read the following:
  The characters awaken in a hazy fog to Captain Vance Landry staring over them with a 
  relieved smile. As your eyes adjust, you find you’re aboard the Vulcan-1 in the teleport chamber. 
  “Luckily, I was able to hone in on you and teleport you off  the Martian spaceship in the nick 
  of  time,” Landry says. “Whatever you did, you succeeded beyond our wildest expectations!” 
  The charred debris of  the mother ship floats in orbit around what appears to be a glowing orb 
  two miles in diameter. 
  “The energy released tore through the fabric of  the universe,” Landry says. “Where that 
  portal leads, I don’t rightly know, but that’s a mystery for another day. Let’s skedaddle back 
  home.”
  Aftermath
  If the heroes or Leena succeed in their mission, the mother ship is blown apart 
  and everything and everyone on board is destroyed. Whether Leena survives 
  is up to the GM. She could return at a later date to thank the heroes for their 
  assistance in stopping her father, or by forming an alliance between the heroes 
  and the resistance. 
  Following the explosion aboard the Kor-Ghuth mother ship, the glowing 
  “Martian Sun” glares brighter, as the newly-crowned Emperor Tarklaz uses 
  the incident to incite a murderous frenzy throughout the imperial ranks. 
  Tarklaz declares war on both the peaceful Aetherians on Mars and the humans 
  on Earth; he plans on launching an all-out assault on the Earth, the planet 
  responsible for murdering his “beloved” father. 
  Of course the heroes are blissfully unaware of this. They’re treated to 
  accolades and high praises, and are even thrown a ticker tape parade in 
  Manhattan for their efforts. Yet their newly discovered celebrity status comes at 
  a price, as Tarklaz’s agents on Earth target the heroes for assassination, putting 
  a dreaded “Red Mark” on their heads. 
  If the heroes really screw up and are not able to accomplish the destruction 
  of the mother ship, Tarklaz dethrones his disgraced father, uses the captured 
  Martian Suns as fuel cells for a colossal death ray and evaporates several cities 
  before the Earth’s leaders are persuaded to capitulate. How this doomed 
  scenario plays out is up to the GM and the heroes, who must survive wave after 
  wave of Martian tripods, shock troops, and other deadly forces.  
  
  285
  Side Treks
  These adventures are optional and occur as spurs off main Plot Points. If the 
  heroes are feeling particularly cavalier and brave, they can pursue any of the 
  following Side Treks during their adventures and return to the main Plot Points 
  as desired.
  UNIDENTIFIED FALLING OBJECT
  Run this Side Trek if the heroes look into the fireball hovering over Manhattan.
  Paterno Castle
  The object that plummeted from the sky was a Kor-Ghuth probe sent from 
  the mother ship to gather data on the city’s terrain. The probe crashed in the 
  manicured gardens of Paterno Castle, a mansion built by tycoon Dr. Charles 
  Paterno in 1905. The castle resembles a medieval fortress complete with 
  turrets, ramparts, and a wall around the compound. Located in rural Inwood 
  in Upper Manhattan overlooking the Hudson River, Paterno’s castle includes 
  greenhouses, a swimming pool, gardens and servants’ quarters. 
  Heroes making a successful Streetwise roll learn “something crashed in 
  upper Manhattan, possibly near Inwood by the river.” Investigating Inwood, 
  the heroes can make another Streetwise roll to ask neighbors if they spotted 
  anything unusual that night. Several neighbors say they heard a commotion 
  over by Paterno Castle and a few screams. On a raise, the heroes learn the 
  police were summoned but nothing further is known. 
  Unknown to anyone, Paterno built his castle on the site of a Martian landing 
  crater from the 1898 invasion. Though the impact crater and all physical 
  evidence from the Red War have long since been removed, the ground 
  underneath the castle contains Aetherium. The Martian probe detected this 
  and is burrowing under the garden.
  That’s when a curious gardener, hearing the commotion, came to investigate. 
  The probe transformed the unfortunate man into a brainwashed puppet and 
  programmed him with the tried and true instruction of all evil robots and 
  aliens: “Kill all humans!”
  The gardener went berserk and decapitated his helper with hedge clippers. 
  After that, he stabbed the chauffer through the heart with a pitchfork before 
  police subdued him. 
  The Butler Did It
  Before the heroes arrive, the probe transformed another victim: the butler. 
  When the butler answers the door, he holds a knife: one dripping with the 
  maid’s blood! How the heroes resolve the case is up to them, but if they speak 
  to Dr. Paterno, he denies everything. If left to his own devices, the butler will 
  try to kill his employer and anyone else in the castle. Use the Hired Goon stats 
  on page 172 for the butler. 
  Heroes investigating the garden find a pile of upturned dirt and hear the 
  sound of mechanical whirring. Examining further, the heroes see a squat 
  metal square with blinking lights and sharp claws burrowing in the ground. 
  
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  A successful Knowledge (Science) or Knowledge (Mechanics) determines it’s 
  a digging robot of some sort. A successful Knowledge (Martian Tech) roll 
  identifies the object as Martian in origin.
  The probe then hits anyone looking at it with a wave of green light. Anyone 
  staring at the light must make a Spirit roll or be placed under the probe’s 
  control. The probe defends itself with a small laser blaster. 
  Martian Probe
  Attributes: Agility d4, Smarts d6, Spirit d6, Strength d4, Vigor d6
  Skills: Notice d8, Shooting d6, Stealth d6, Tracking d6
  Pace: 4; Parry: 2; Toughness: 9 (4)
  Special Abilities
  • Armor +4: The probe has an outer coating of heavy Aetherium.
  • Burrow (10”): The probe can disappear and reappear on the following 
  action anywhere within 10”. 
  • Construct: +2 to recover from being Shaken; called shots do no extra 
  damage; does not suffer from disease or poison.
  • Fearless: Immune to Fear and Intimidation.
  • Laser Blast: Range 12/24/48, 3d6 damage.
  • Control Humans: Anyone staring at the probe must make a Spirit roll or 
  be placed under the probe’s control. Those who are under the probe’s control 
  act as if the puppet power had been cast on them, and have an unquenchable 
  bloodlust. They begin attacking anyone immediately adjacent to them. They 
  also have a yearning to protect the probe from anyone trying to damage it. This 
  effect lasts for 1d10 minutes or until the probe is destroyed.
  
  287
  MOPPING UP
  Run this Side Trek if the heroes are investigating the Children of Phobos’ 
  Newark lair. 
  Newark
  A thriving industrial city, Newark has its share of factories, Art Deco 
  skyscrapers, and ethnic neighborhoods. Accessible by train or car, Newark is 
  a mere eight miles from New York City. Finding information about Eli Jones 
  takes a Streetwise roll at -2. The heroes are directed to a newsstand run by Bud 
  Smith, a no-nonsense man in his forties. If asked about Jones, Smith reveals 
  the following:
  “Eli Jones? Yeah, I know the poor sap. Comes around here asking for pulps about Martians. 
  The fellah has Reds on his brain. Always goin’ on about the Martians, like he was obsessed. 
  Says him and his buddies have these shindigs over at a flophouse at the corner of  Prospect and 
  Lafayette streets. The dumb lug then throws down a simoleon and tells me to clam up about 
  it. Says he doesn’t want any attention and tells me I’d get a shellacking if  I blab. Hell! It’ll 
  take more than some Martian-loving freak to scare me!”
  Smith provides a description of Eli Jones: a tall man in his early thirties, with 
  a broad chin and grey eyes. Smith volunteers no more information and asks the 
  heroes to either buy something or leave his newsstand. 
  Hotel Prospect
  The Hotel Prospect is a disheveled flophouse attracting tramps, vagabonds and 
  transients in Newark. Eccentric characters frequent the lobby, and a musty 
  smell permeates the building. A grouchy bald man named Ralph staffs the 
  front desk; he is rude and abrasive to customers. Heroes asking about Eli Jones 
  receive the following brusque response from Ralph: “Jones? Yeah, that no good 
  deviant rented out the whole top floor. What he and his friends do up there is 
  no concern of mine. If you’re friends of his, you must be deviants, too.”
  Ralph doesn’t want to argue and shows the heroes to the staircase, which 
  ascends to all three floors. During their climb, the heroes hear the tell-tale signs 
  of a flophouse behind closed doors they pass: arguing, crying, and a sense of 
  utter desperation pervading the musty gloom. 
  When they reach the third floor, the heroes hear chanting from one of the 
  rooms. Have the heroes make Notice rolls.  Success allows a hero to recognize 
  that the chanting is in a strange, almost alien language. The low chanting is 
  emanating from Room 305.
  
  288 
  The Men in Room 305
  Heroes knocking at the door rouse the suspicions of the cult members inside, 
  who are prepared and attack. If the heroes smash the door down, they get The 
  Drop on the cultists, who are unprepared. 
  There are four cultists, plus one for each hero. Eli Jones is here, dressed in a 
  crimson robe and mask. Banners depicting Martians and Martian writing hang 
  from the walls, and the furniture has been pushed back against the walls. The 
  cultists stand in a circle around an altar, on which rests a yellowed skull of what 
  appears to be Martian origin. 
  Jones orders the cultists to attack the heroes. Jones and his men will fight to 
  the death, and attempt suicide if captured. They provide no information to the 
  heroes if subdued. Use the Children of Phobos Cultist stats on page 219 for 
  the cultists. 
  If the heroes cleanse the Newark lair, they can take the Martian skull. It is 
  from the 1898 invasion and has no mystical properties, but can fetch up to 
  $1,000 from a museum or collector. 
  
  289
  Elephant in the Room
  Run this Side Trek if the heroes want to talk to George Wilmuth about a 
  possible job. 
  A Concerned Citizen
  George Wilmuth is a salt of the earth sort of man, a farmer who has seen the 
  surrounding countryside change. The rural way of life his grandparents and 
  parents knew is rapidly fading and technology is replacing human labor. In his 
  view, the sweat from one’s brow and backbreaking labor that builds character 
  is endangered. Instead, the push-button conveniences of the New Science will 
  make mankind less productive and sluggardly, according to Wilmuth. 
  He takes the heroes aside and tells them the Martians heralded a destructive 
  force in American society, one where the automobile and aeroplane replaced 
  horses and buggies and cutting-edge punch-card reading computers can do the 
  work of a dozen men. 
  “Am I the only one who sees it?” George Wilmuth tells you, wide-eyed and in a hushed tone. 
  “These space creatures mean to destroy us by bringing us their technological ways. Used to 
  be a man could prove his mettle by toiling the fields and breaking horses. Now it’s all about 
  automobiles, levers, and electricity. Can’t you see these creatures aren’t stopping until we’re 
  totally disconnected from decent labor? Grover’s Mill ain’t the only place these vile wretches 
  landed tonight. My brother Cyrus owns a farm in Cranbury. He called me to report some 
  strange going’s on there. Might you help out a decent, concerned citizen like myself  and stop 
  these filthy creatures?”
  Wilmuth said he has to tend to his wife and children and mentions his horse 
  and wagon were destroyed in the Grover’s Mill invasion, otherwise he’d check 
  on his brother’s farm. The authorities are too busy dealing with the aftermath 
  in Grover’s Mill to go on any errands, and the heroes are told so bluntly by 
  police and military officials. 
  Cranbury Farm
  Cranbury is a small farming community six miles from Grover’s Mill. Cyrus 
  Wilmuth’s farm is at the edge of town, a plain farmhouse, barn, chicken coop 
  and outhouse. Heroes checking out the farmhouse find the place eerily quiet. 
  A successful Notice roll reveals the family is cowering in the barn, with a 
  jumpy Cyrus Wilmuth protecting his wife and daughters with a shotgun. If 
  anyone approaches him, the frightened Wilmuth stammers: “Don’t you come 
  any closer, now! I’m warning you! Stay away, you Martian freaks!” He won’t 
  hesitate to fire upon anyone acting aggressively toward him or his family. 
  Heroes talking Wilmuth down (requires a successful Persuasion roll) find the 
  man agitated but reasonable. If calmed, Cyrus Wilmuth relates the following: 
  
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  “I told my brother up in Grover’s Mill there was this strange hissing noise out in the 
  cornfield, so I go out to investigate with my dogs. I send them out there and there was all 
  manner of  barking and hollering, then a sickly green mist pops up in the distance and the dogs 
  don’t return. Then this loud clanking noise and it all falls deathly silent. So I bring my family 
  into the barn to hide. No shame in hiding! Those critters and their Aetherium are turning 
  regular folks into button-pushing zombies! All of  this automation is making us dependant and 
  sick! Am I the only one who sees this?”
  Cyrus says he’d be grateful if the heroes would investigate the strange 
  occurrence in the cornfield.
  Field of Screams
  The heroes’ trek through the cornfield should be ominous and scary, with the 
  tall cornstalks obscuring their vision. Notice rolls here are made at -2. After 
  wandering through the cornfield, the heroes hear a low humming noise ahead 
  of them. Upon closer examination, they find a metallic craft ten feet across and 
  twelve feet wide sunk in a crater in the field. Green smoke drifts upward from 
  the crashed Kor-Ghuth scout ship.  The craft’s sole occupant, a Martian robot, 
  lashed out at Wilmuth’s dogs, decapitating them with its razor-sharp tentacles. 
  A Notice roll detects the mangled bodies of the dogs nearby. 
  If approached, the robot attacks the heroes, sweeping at them with its tentacles 
  and zapping them with a shock ray. If the robot is destroyed, it explodes in a 
  burst of green flame. 
  Martian Robot
  This scout robot is spherical, with two spindly legs and four tentacles equipped 
  with razor sharp jagged metal edges that it uses to lash at opponents. A small 
  stun gun unfolds from its optical center. 
  Attributes: Agility d8, Smarts d8, Spirit d4, Strength d8, Vigor d8
  Skills: Fighting d8, Notice d8, Shooting d8
  Pace: 8; Parry: 6; Toughness: 10 (4)
  Special Abilities
  • Armor +4: The robot has an outer coating of heavy Aetherium.
  • Construct: +2 to recover from being Shaken; called shots do no extra 
  damage; does not suffer from disease or poison.
  • Fearless: Immune to Fear and Intimidation.
  • Shock Ray: If hit by the robot’s shock ray, the victim must make a Vigor roll 
  at -2 or be Shaken. The victim cannot attempt to recover from being Shaken 
  for 1d6 rounds. 
  • Tentacles (4): Str+d6. May make up to 4 attacks per round with no multi-
  action penalty.
  If the heroes defeat the robot, the Wilmuths are grateful. Cyrus Wilmuth even 
  lets the heroes scavenge parts from the robot and damaged spaceship. Heroes 
  making a Notice roll during scavenging find one random spare part. Each of 
  these parts give a one-time +1 bonus to a single Repair roll.
  However, should the heroes be unsuccessful, the scout robot goes on a killing 
  rampage, burning down the cornfield and attacking the Wilmuth family before 
  turning its attentions to the good citizens of Cranbury. 
  
  291
  Battle of Cable Street
  If the heroes are searching for young David Meyer within the wild East End, 
  run this Side Trek. 
  The Rally
  The BUF obtained a permit from Scotland Yard for a rally at Tower Gardens 
  followed by a march through the East End. Oswald Mosley wants to showcase 
  his Black Shirts to the world before the Olympics in Germany as a sign that 
  fascism has spread to Great Britain. 
  When the East Enders heard Mosley and the Black Shirts would descend 
  upon their neighborhoods, they went berserk and staged several anti-fascist 
  meetings. On the day of the rally, when the heroes arrive in the East End to 
  search for David Meyer, thousands of locals have taken to the streets, waving 
  banners condemning the BUF, shouting anti-fascist slogans, even looking to 
  spill Black Shirt blood if necessary. 
  Scores of policemen on foot, horseback and in patrol vehicles are also among 
  the crowd trying to control the protestors and keep the peace. Heroes making 
  a Streetwise roll learn a kid matching David Meyer’s description was last seen 
  on Whitechapel Road. Heroes following up on the lead find Whitechapel Road 
  lined with hundreds of irate locals. 
  The heroes find their surroundings jumbled, confusing, and loud, with people 
  jostling each other and breaking through the police cordon to get at the Black 
  Shirts. In all the chaos, the heroes simply can’t find David Meyer, regardless 
  of Notice rolls. Let the heroes feel frustrated and agitated for a moment, like a 
  parent whose kid has wandered away from him in a crowded department store. 
  Heroes must make another Streetwise roll to learn David Meyer was seen 
  on Cable Street. If the heroes pursue the lead, they find the Black Shirts also 
  turning onto that road. 
  The Barricade
  East Enders erected a barricade across the road and scrawled “None Shall 
  Pass” on the brick walls here. Confronting the barricade, the fascists halt their 
  procession. The Black Shirts and the East Enders hurl insults at each other for 
  a few tense minutes. 
  Read the following:
  From out of  the crowd lining the barricade, you see the figure of  a small boy – David Meyer 
  – holding what looks like a small red candle. He puts a match to one end and it sparkles. The 
  candle really is a firecracker and he tosses it at the Black Shirts, where it explodes with a loud 
  pop. Chaos ensues and the East Enders chuck bottles and bricks at the stunned Black Shirts, 
  who then start attacking the crowd. You feel the constant jostling and tugging around you and 
  are reluctantly swept into the melee, as Cable Street erupts in violence. 
  Run the conflict as a Mass Battle as outlined in the Savage Worlds core rulebook. 
  Give the East Enders 10 tokens to represent 100 people in their faction of 1000. 
  The Black Shirts number 500, so they receive 5 tokens. Put three tokens to 
  
  292 
  represent 100 policemen each. At the start of combat, the East Enders receive 
  a battle modifier of +5, while the Black Shirts receive a battle modifier of +2. 
  For purposes of the combat, the East Enders and Black Shirts each have 
  Knowledge (Battle) d6, while the police have Knowledge (Battle) d8. All 
  damage inflicted by the East Enders, Black Shirts, and police is nonlethal. 
  Units removed from the table are either too injured to fight or simply retreat. 
  The heroes can use any manner of weapons they want, but police notice their 
  actions and focus their attention on them. 
  East Ender
  The East Enders live hardscrabble lives and are tough and resilient. 
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d8
  Skills: Fighting d8, Intimidation d6, Notice d6, Taunt d6
  Pace: 6, Parry: 6; Toughness: 6
  Hindrances: Low Class, Poverty
  Edges: Back Alley Scrapper
  Gear: Bats (Damage: Str+d4), bottles, knives (Damage: Str+d4) and any 
  improvised melee weapon
  Use the Black Shirt stats on page 228 for the Black Shirts, and the Policeman 
  stats on page 177 for the London Police. 
  Aftermath
  If the East Enders win they triumphantly celebrate their victory as one over 
  the evils of fascism. Locals join with Communist, unionists, and immigrants 
  in raising the red flag and calling the Battle of Cable Street a decisive blow 
  against Mosley. If the Black Shirts hold their ground, they use Cable Street as 
  a rallying cry for their cause over Communism and the immigrants. Mosley 
  refers to the Black Shirts’ stand to boost his organization’s morale in radio 
  addresses and public appearances, swelling the ranks of the BUF. If the police 
  officers triumph, they have maintained order, and Scotland Yard pats itself on 
  the back for a job well done. 
  If the heroes find David and return him to his parents, the elder Meyer is 
  grateful. He offers his services as a guide to London should the heroes request 
  it. 
  
  293
  Jazz Rage
  Run this Side Trek if the heroes pursue Capone.
  Underground Antics
  Capone makes his escape down a series of stairs and into the hotel’s cellar, 
  which is a warren of secret tunnels running underneath Chicago. Trailing 
  Capone requires a Tracking roll through the tunnels. Heroes without Tracking 
  can make Notice rolls at -2 to detect footprints or a piece of Capone’s suit 
  snagged on a crossbeam. The passageway leads to a secret door. Opening 
  the door, the heroes find themselves in a dressing room where several startled 
  young ladies wearing sequined gowns and ostrich feathers shriek wildly before 
  dispersing out into the hall. 
  Speakeasy
  Capone owns the speakeasy the characters have just blundered into it, it is 
  located in the basement of a tenement building in downtown Chicago. The 
  place offers burlesque acts and jazz. The whiskey keeps flowing and the joint 
  rakes in the money. The speakeasy’s main room is crowded, with men and 
  women in their finery imbibing bootlegged alcohol around a stage, where a 
  jazz quartet plays a swinging number. The air is dense with smoke and laughter 
  and the joint is jumping.
  Heroes can ask the bartender, a bruiser named Rocco Carrino, about Capone. 
  Carrino lies and says he hasn’t seen his boss. A successful Notice roll detects the 
  ruse, however. If pushed, Carrino says he hasn’t seen Capone in months. If the 
  heroes call Carrino on his fibbing, the bartender gets angry and asks them to 
  leave. If the heroes are persistent, the Hired Goons are set loose on them (use 
  the Hired Goon stats on page 172). There is one Hired Goon for each hero, 
  plus two more.
   Heroes asking the boisterous crowd about Capone only get flat denials. 
  They’re at the speakeasy to drink and have a good time, after all, and don’t 
  much care for the heroes. If the heroes are thirsty and want a drink, let them. 
  Prohibition has been rough on everybody.
  Bad Magic
  Capone is lying in wait for the heroes in a shadowy corner with a magician on 
  his payroll. The crime lord’s hired gun — or in this case, hired wand — is the 
  Terrific Tuffolo, a former stage magician who practiced magic at the Academy 
  for Prestidigitation and Conjuration. Tuffolo turned his back on the magician’s 
  code, using his magical abilities in the service of organized crime, specifically 
  Capone’s mob. 
  Tuffolo springs from his hiding place, wand drawn. He eyes the heroes with a 
  smoldering glance as Capone steps out of the shadows. “Been waiting for you,” 
  Capone says. “This here’s the Terrific Tuffolo, and he’s got a few tricks up his 
  sleeve.” With that, the magician teleports himself and Capone away from the 
  speakeasy in a puff of green smoke and then Tuffolo reappears instantly in the 
  same location alone. He suffers one Fatigue level for carrying the mob boss to 
  safety.
  
  294 
  “That was just a warm-up,” Tuffolo says, laughing. “I’ve sent my boss to a 
  safe house. I’ll now make you disappear… permanently!” Tuffolo then attacks. 
  Four of Capone’s henchmen (use the Mobster stats on page 175) also join in 
  the fight as the place erupts in screams and chaos. People rush to the doors 
  once the lead and spells start flying and the likelihood of an innocent bystander 
  getting hit increases. 
  Terrific Tuffolo
  This carnival magician wears a turban and a tuxedo, with a carnation 
  on his lapel. He has a thin beard, mustache, and a sneering expression. 
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
  Skills: Fighting d6, Knowledge (Occult) d8, Lockpicking d6, Notice d6, 
  Spellcasting d8, Stealth d6, Taunt d6
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Loyal (to Capone)
  Edges: Arcane Background (Mystic), Channeller, Connections (The Academy)
  Powers: bolt I, deflection, teleport
  Defining Interests: Antique Books, Artifacts, City Knowledge (Chicago), 
  Magic 
  Languages: English, Latin
  Gear: Turban, tuxedo, cape, magic wand (+2 to a single Spellcasting roll, 1x/
  day), ring
  Aftermath
  Tuffolo and Capone’s goons fight to the death. Anyone making a successful 
  Notice roll to search Tuffolo’s body finds a magic wand that adds +2 to a single 
  Spellcasting roll once per day. If the heroes spare Tuffolo’s life, he returns at a 
  future date with revenge on his mind. 
  
  295
  JAILBREAK
  Run this Side Trek if the heroes are captured in Dr. Apokalyps’ castle.
  To the Dungeon!
  Heroes that are captured are relieved of their weapons and gear and brought 
  to Dr. Apokalyps’ dungeon, a foreboding labyrinth of cells, passages, and 
  deathtraps. The guards bring the heroes to a dark cell and lock them inside. 
  Rats scurry around in the darkness, there’s a rotting stench of death everywhere, 
  and a prisoner groans feebly as he shambles toward the heroes.
  Clad only in tattered trousers, the prisoner has hollow cheeks and his ribcage 
  protrudes from his torso, telltale signs of malnutrition. A scruffy beard hangs 
  from his jaw and his breath is indescribably foul. The man wearily introduces 
  himself as Basil Montclair, a British explorer who Apokalyps captured over 
  three years ago. Montclair was lost and foolishly knocked on the castle door, 
  seeking refuge from the chilly climate. Montclair says the mad scientist locked 
  him in the dungeon and forgot about him. The explorer is less than candid. 
  Apokalyps has used the poor man as part of his capricious experiments. Burn 
  marks and scars on Montclair’s skin indicate the torture. Sadly, the experiments 
  drove the explorer insane, and he speaks nonsense to himself in the darkness. 
  If set free, Montclair knows the location of a cache of supplies he stashed in 
  the area three years ago that could come in handy. Just what the cache contains 
  is up to the GM.
  Thick bars comprise the cell’s door (Toughness 10). The door’s lock can be 
  opened with a successful Lockpicking roll. Heroes could also use magic or other 
  powers to escape. The Minions throw moldy bread and a bucket of gruel to the 
  heroes once a day. Clever heroes could turn this into an opportunity of escape. 
  Dr. Apokalyps’ Minions (use the Minions stats on page 244) roam the dungeon 
  corridors, and running into them will initiate a combat. They are fiercely loyal, 
  so any attempts to use Persuasion on them are made at -2. There are 1d8 
  Minions patrolling the dungeon at any given time, and they fight until death. 
  Freedom!
  After wandering around the dungeon for what seems like hours, the heroes 
  find a spiral staircase leading upward. The staircase leads to a guardhouse 
  populated by 1d4 guards (use the Hired Goon stats on page 172), who attack 
  the heroes upon sight. Heroes exit the guardhouse to find themselves outside 
  the castle. This could be good news if the heroes are through with Doktor 
  Apokalyps. If they still need to find Apokalyps and the Martian Sun fragment, 
  then they must enter the castle again. 
  
  296 
  Shanghaied
  Run this Side Trek if the heroes stay to defend Shanghai from the Japanese.
  Rising Sun Attacks
  As air raid sirens grow louder, troops assemble in the streets and Shanghai 
  readies itself for another wave of Japanese bombers. If the heroes are still in 
  the city, they see wounded citizens carried from smoldering buildings and fire 
  brigades battling the blazes. 
  William Fairbain, leader of the Shanghai Municipal Police’s Reserve Unit, 
  notices the heroes and approaches them. “You! We need all able-bodied people 
  to resist these attackers!” Fairbain states authoritatively. He asks if the heroes 
  want to fight the Japanese from the air or on the streets. For those who want an 
  air battle, use the next section entitled To the Skies!
  If the heroes desire to stay on terra firma, they are sent on patrol through the 
  city as Japanese troops invade. During their patrols, the heroes run into 1d8 
  Japanese soldiers (use the Imperial Japanese Soldier stats on page 262), plus one 
  Super Samurai. Whether the heroes decide to take prisoners or exterminate 
  their foes is up to them. 
  Super Samurai
  Standing eight feet tall, the super samurai is the result of Japanese genetic 
  experimentation fused with Aetherium. These giants resemble samurai, 
  with one dramatic exception: they are cyborgs. Their robotic arms wield blades 
  faster and their left eyes are replaced with a special lens for clearly seeing their 
  opponents in dark conditions. In addition, the Super Samurai has the speed 
  power. Because of their size and rarity, only one Super Samurai is assigned to 
  a detachment of troops. 
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d10
  Skills: Fighting d8, Intimidation d6, Notice d6, Shooting d6, Taunt d6
  Charisma: 0; Pace: 7; Parry: 6; Toughness: 11 (4)
  Hindrances: Loyal (to Emperor Hirohito) 
  Edges: Arcane Background (Superhuman), First Strike, Innate Power (speed)
  Powers: speed
  Gear: Helmet (+2, head only), katana (Damage: Str+d8; does +2 damage if 
  used 2-handed; AP 2)
  Special Abilities 
  • Armor +4 (Torso): Super Samurai’s have heavily reinforced armor.
  • Large: Opponents get a +2 to attack rolls when attacking Super Samurai. 
  • Low Light Vision: Ignores penalties for Dim and Dark lighting.
  • Robot Arms: The Super Samurai’s robotic arms give a +2 to Fighting rolls. 
  
  297
  To the Skies!
  If heroes want to engage in an air battle with the Japanese bombers, Fairbain 
  leads the heroes to the airfield, where they board planes and function as 
  gunners. Each hero is assigned a pilot, who flies the plane, while the heroes are 
  gunners. Three heroes could operate the guns aboard a Martin B-10 bomber. 
  Just as the heroes get airborne, the Japanese planes begin their assault. Run 
  this as a table-top aerial combat with five Japanese planes versus one Chinese 
  bomber and three Chinese-controlled Curtiss Hawk I fighter planes that are 
  mostly expendable. Heroes with the Piloting skill should also be pressed into 
  piloting fighter planes for the Chinese.
  Aftermath
  If the heroes are instrumental in stopping the Japanese, Fairbain and several 
  local dignitaries commend the heroes for their brave service. All volunteers 
  who pitched in are given a small banquet in their honor before the grim task of 
  cleaning up the debris begins. 
  If the Japanese triumph, Japan gets another foothold in China and morale 
  throughout Shanghai is broken. The decadent and celebratory city has a pall of 
  death hanging over it and its populace is reduced to paranoia and depression. 
  
  298 
  Ravaged Tales
  The following are short scenarios requiring little preparation and can be 
  placed between Plot Points of larger campaigns or run as pickup adventures. 
  They can usually stretch out to a few gaming sessions and offer the heroes a 
  chance to perform good deeds, explore their world, and fight evil.  
  Lost City of Ranga-Lon
  Deep in the dense jungles of Southeast Asia is a lost city of sandstone spires, 
  vine-entangled statuary, and the remnants of a bloodthirsty civilization 
  beckoning to be discovered. It is the Lost City of Ranga-Lon, an ancient and 
  foreboding place, a shrine of unparalleled mystery and danger, a locale of 
  immense power for those who know how to unlock its eldritch potential.  
  In the Scarlet Hood’s Clutches 
  The heroes are in Shanghai at the behest of the Inscrutables, an explorer’s 
  society based in New York City. The Inscrutables tasked the heroes with 
  locating Dr. Ravi Patron, an expert on the fabled lost city of Ranga-Lon. The 
  heroes’ activities attracted the unwanted attention of the Scarlet Hood, a 
  costumed villain intent on discovering and exploiting Ranga-Lon. The heroes 
  were told Dr. Patron had a map to the city made by a former king. During their 
  investigation, the heroes learned Dr. Patron had moved to Hanoi in French 
  Indochina. While out in Shanghai’s entertainment district, the heroes were 
  ambushed and kidnapped by the Scarlet Hood’s masked minions. 
  When the heroes regain consciousness, they find themselves in a dank, dark 
  chamber, their hands and feet bound to the walls. A tall hooded figure appears 
  in the room and stands before the heroes. He introduces himself as the Scarlet 
  Hood, and interrogates the heroes about their interest in Ranga-Lon. If the 
  heroes mention Dr. Patron, the Scarlet Hood offers them upwards of $1,000 
  for information. The villain has no intention of paying or freeing the heroes, 
  however, and if the interview proves frustrating, the Scarlet Hood leaves the 
  heroes bound to the wall. After the villain departs, a series of rotating blades 
  descend from the ceiling and begin slicing through the air. With each uneasy 
  pass, the blades draw closer and closer to the heroes! 
  The blades will strike the heroes in four rounds, causing a painful 2d10 
  damage. The heroes can free themselves from the rusted steel shackles by 
  getting a raise on their Strength rolls. A successful Lockpicking roll will also 
  free the heroes.
  It’s now a race against time to find Dr. Patron before the Scarlet Hood.
  A Villain Waiting in the Wings
  Unbeknownst to the heroes, the Scarlet Hood is really Humphrey Hayes, a 
  millionaire industrialist and shadow criminal. The Scarlet Hood has researched 
  legends about the lost city and wants to uncover its secrets and maybe exploit 
  its indigenous people.
  
  299
  The Scarlet Hood arrived in Hanoi a day before the heroes and located 
  Patron’s residence. The villain’s minions captured the frightened professor and 
  bound him to a chair in an upstairs bedroom. After hours of interrogation and 
  torture, the professor tearfully told them everything he knows about the lost 
  city. That’s when the heroes arrive in Hanoi. 
  Henchmen in Hanoi 
  Hanoi is the capital of French Indochina and the center of France’s colonial 
  power in southeast Asia. Overall, the city’s mood is tense, with recent uprisings 
  occurring driven by the pro-Communist group Viet Nam Quoc Dan Dang, 
  most notably the Yen Bai mutiny of 1930. 
  If heroes investigate Patron’s house, they find the place in shambles: overturned 
  tables, drawers turned out, and personal effects littering the floors. Combing 
  through the mess requires a Notice roll revealing books and magazines about 
  the area’s ancient history. 
  As the heroes root around have them make Notice rolls to detect movement 
  upstairs. The Scarlet Hood’s henchmen lie in wait to ambush them, attacking 
  with clubs and knives. There’s one henchman per hero, plus three more (use 
  the Hired Goon stats on page 172). They fight until half of their numbers are 
  down, then they abruptly flee the premises. 
  Heroes who succeed with a Notice roll hear Patron’s muffled screams in the 
  upstairs bedroom. If they investigate, they find a man in his thirties, his face 
  bloodied and battered, bound to a chair. Patron introduces himself and wearily 
  proclaims, “Minions of the Scarlet Hood, a villain of extreme power and 
  abundant resources. They… they forced me to tell everything I know about the 
  Lost City of Ranga-Lon. I’m assuming that is why you’re here, no?”
  If pressed, Patron explains the path toward the lost city is through dense 
  rainforests, and volunteers his services as a guide. He produces a map from a 
  hidden compartment underneath his floorboards. The map is yellowed, old 
  and brittle, penned with markings in an ancient, forgotten script. “This is the 
  map of King Phen-Pher, the first ruler of Ranga-Lon!” Patron crows excitedly. 
  Dr. Ravi Patron
  Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d8
  Skills: Fighting d6, Investigation d6, Knowledge (Ancient Cultures) d8, 
  Knowledge (Asian Languages) d8, Knowledge (Asian Mythology) d8, Notice 
  d8
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 6
  Hindrances: Curious
  Edges: Dodge, Scholar (Ancient Cultures and Asian Languages)
  Defining Interests: Ancient Art, Architecture, City Knowledge (Hanoi), 
  Lost Cities
  Languages: Hindi, English, Vietnamese
  Gear: Map, survival knife (Damage: Str+d4), notebook
  
  300 
  A Doomed Place
  Ranga-Lon was the seat of a vast ancient empire in Southeast Asia, which lasted 
  for five hundred years under a series of warrior-kings, the strongest being Phen-
  Pher, the first and most influential ruler. Phen-Pher had a mighty army and an 
  unlimited supply of wealth. The empire also made use of dinosaurs inhabiting 
  the forest valley, using them in combat as mounts. Thus, the civilization thrived 
  side by side with dinosaurs; with the help of these prehistoric beasts, the empire 
  conquered surrounding territories. 
  Despite Ranga-Lon’s influence and might, the puissant empire crumbled from 
  within after a series of diplomatic intrigues and internecine squabbles within 
  the ruling family. The descendants of Ranga-Lon’s warriors recolonized the 
  ruins, harnessing the dinosaurs as beasts of burden. When the heroes discover 
  Ranga-Lon, the city has remained isolated from the rest of the world for seven 
  hundred years. 
  Jungle Journey
  An hour outside Hanoi, the landscape transforms into vast fields and then the 
  thick foliage of green jungles and hills. Travel here is extremely treacherous, 
  with uneven surfaces, quicksand, poisonous snakes, tigers, and other perils and 
  obstacles. 
  About thirty miles west of Hanoi, through rough terrain, is Hoa Binh, a 
  village situated on the banks of a great mountain lake. Heroes can stock up on 
  last chance supplies at Hoa Binh before heading out on the river, and can find 
  a small steam-powered boat for hire, with a captain and first mate if needed. 
  Travel on the lake is the best choice. The scenery is breathtaking, with green 
  craggy mountains towering to the north and south. Just as the heroes make it 
  halfway across the river, about ten miles into their journey, the Scarlet Hood’s 
  men strike. 
  The villain commandeered another steamship and his men stand on the bow, 
  sniping at the heroes with rifles. For the Scarlet Hood’s men, use the Pirate stats 
  found on page 176, but the men have the Steady Hands Edge instead of the 
  Florentine Edge and have Shooting d10. Heroes making Notice rolls can detect 
  the boat steaming their way.
  Run as a standard five-round Chase using the Chase rules in the Savage Worlds 
  core rulebook and give both boats a top speed of 10. The Scarlet Hood’s boat 
  tries crippling the player’s vessel by slamming into it. If the villain’s boat gets 
  close enough, his henchmen board the player’s boat and engage in melee 
  combat. If the Scarlet Hood’s boat is badly damaged, the villain slinks away, 
  vowing to fight again. He’ll hang behind the heroes, biding his time and 
  surreptitiously follow them. 
  On the other side of the lake is Tan San, a ramshackle collection of huts 
  inhabited by fishermen. The natives established a trading post and are used 
  to outsiders, but wary of their extended presence. A Streetwise roll reveals the 
  natives do know stories about Ranga-Lon. According to a toothless, blind elder 
  in the village, when he was a boy, he traversed the great mountain jungle to a 
  point where human skulls lined the road. From there, the man claimed he saw 
  a grand sandstone city, a relic of a dead era. 
  
  301
  Road to Ranga-Lon
  Bamboo and mangrove forests with hanging vines reduce vision along the 
  pathway, which snakes up from Tan San about twenty miles through the 
  mountains. Treacherous traps, fierce animals, and other calamities can befall 
  the heroes at the GM’s discretion along this part of the journey. After slogging 
  through a dense rainforest, have heroes make a Notice roll. Those making 
  successful rolls see a row of bleached human skulls adorning bamboo poles by 
  the side of the path. The skulls are facing northeast, through a thicket bordering 
  an open forest valley. This dark pathway leads to the Lost City of Ranga-Lon. 
  Lost City
  Uneven flagstones and protruding tree roots mar the staircase down to Ranga-
  Lon and require an Agility roll to successfully traverse. Anyone failing their roll 
  unceremoniously stumbles and falls, taking 2d4 damage. 
  Grandiose and inspiring, Ranga-Lon is a compound of sandstone spires, 
  detailed statuary, and crumbling buildings choked by vines and vegetation. 
  Elegant friezes carved into the walls depict scenes when the civilization was at 
  its zenith, about one thousand years ago. Now all that remains is a neglected 
  remnant of Ranga-Lon’s former glory. Despite its dilapidated and unkempt 
  appearance, the city is very much thriving. 
  Dinosaurs, whose primitive cries echo throughout the immense valley, lumber 
  into view. Natives riding triceratops, sitting on leather saddles and commanding 
  a vicious presence, corner the heroes (use the Native Warrior stats on page 175 
  and the Triceratops stats below; there is one rider and mount for each hero). 
  The dinosaurs bear their teeth, prompting a Fear check, as heroes feel the 
  creatures’ hot, foul breath.
  As the dinosaur riders mesmerize the heroes, more native warriors arrive (use 
  the Native Warrior stats on page 175 ; there is one for each hero). The natives 
  are dressed in leather armor and feather-adorned helmets. Along the parapets, 
  truculent warriors armed with spears and bows and arrows stand glowering 
  at the heroes (use the Native Warrior stats on page 175 ; there is one for each 
  hero), poised for combat and ready to pounce.
  The chieftain (use the Native Warrior stats on page 175, but he has Smarts 
  d8, the Command Edge, the Charismatic Edge, and remove the Bloodthirsty 
  Hindrance, which makes his overall Charisma +2) commands his men in a 
  stentorian voice, using a forgotten language, and the obedient warriors respond 
  by moving closer to the heroes, weapons drawn. The heroes can use diplomacy 
  and negotiate with the natives (requires a successful Persuasion roll at -2 due 
  to the difficulty in communication). If they give the natives a tribute (Patron’s 
  golden trinkets could be a good start), it would pacify the natives and they won’t 
  attack. If the heroes act aggressively, the natives respond with violence and a 
  massive fight erupts. The natives fight to the death to defend their honor and 
  city. 
  After ten rounds of combat or after the heroes make peace with the natives, 
  the Scarlet Hood makes a dramatic entrance, surrounding Ranga-Lon with 
  his army of henchmen (use the Hired Goon stats on page 172; there are two 
  henchmen for each hero). The villain approaches the chieftain and makes an 
  
  302 
  offer in gold and attempts to ingratiate himself with the local ruler (this can 
  be run as either an Extended Trait Check using Persuasion (-1/3/1 round) 
  within a 5 round timeframe or as an opposed cooperative Persuasion roll 
  against the Scarlet Hood). If he’s successful, the heroes are attacked by both 
  the natives (one mounted triceratops Native Warrior rider per hero and two 
  Native Warriors per hero) and the Scarlet Hood’s henchmen (two henchmen 
  per hero). If, however, the heroes persuade the chieftain of the Scarlet Hood’s 
  true intentions, then the villain’s men are set upon by the fierce warriors.
  The Scarlet Hood
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
  Skills: Climbing d6, Fighting d8, Knowledge (Business) d8, Intimidation 
  d8, Investigation d6, Notice d6, Persuasion d8, Shooting d8, Taunt d8
  Charisma: -2; Pace: 6; Parry: 7; Toughness: 6
  Hindrances: Greedy, Mean, Obsession (to find Ranga-Lon)
  Edges: Alternate Identities, Block, Dodge, Filthy Rich, Rugged
  Defining Interests: Business, Money, Weaponry
  Languages: English
  Gear: Hooded costume, Tommy gun (Range: 12/24/48, Damage: 2d6+1, 
  RoF: 3, Shots: 40, AP 1), map of Southeast Asia, dagger (Range: 3/6/12, 
  Damage: Str+d4)
  Triceratops
  These lumbering monsters have been tamed and fitted with saddles and bridles 
  for riding.
  Attributes: Agility d6, Smarts d4 (A), Spirit d8, Strength d12+1, Vigor d8
  Skills: Fighting d6, Intimidation d6, Notice d8
  Pace: 8, Parry: 5; Toughness: 14/17 on head (2/5)
  Special Abilities
  • Armor +2: Tough hide. Head Armor is +5 due to a thick bony plate.
  • Gore: The triceratops uses the Charge maneuver to gore its opponents with 
  their long horns. If it can charge at least 6” before attacking, it adds +4 to its 
  damage total.
  • Horns: Str+d8.
  • Large: Opponents are +2 to all attack rolls against a triceratops due to its 
  size. 
  • Size +6: The triceratops is a large creature.
  Aftermath
  Whether the Scarlet Hood is successful in his attempt to wrest control of Ranga-
  Lon from the chieftain depends on the heroes’ actions. If the villain succeeds, 
  then the ancient city is his new base of operations, with an army of savage 
  warriors at his disposal. If the heroes stop the Scarlet Hood, the villain can 
  escape, vowing to defeat the heroes. Maybe the heroes defeat the Scarlet Hood 
  and bring him to justice, or perhaps the chieftain decides both the heroes and 
  the villain are enemies, driving them from the gates of Ranga-Lon. Despite the 
  outcome, Ranga-Lon could be used for future adventures. What other secrets 
  lie behind its eroded walls and vine-covered temples?
  
  303
  KNIGHTHOOD OF SECRETS
  In a quest to prove Aryan supremacy, Heinrich Himmler, head of the SS and 
  Thule Society mage, has his Ahnenerbe scholars researching various artifacts 
  from Germany’s blood-soaked past, poring over tomes and manuscripts 
  collected in his private library at Wewelsberg Castle, the secret SS headquarters. 
  Recently, these scholars have unearthed the legend of a fabled lost relic, the 
  Sword of the Teutonic Knights. When used in a dark magical ritual, the 
  weapon grants the user the ability to slay any foe opposed to Germany. Seizing 
  the power of this relic would make the Nazis invincible. The British Secret 
  Intelligence Service tasks the heroes with procuring this weapon before the 
  Nazis. 
  Meeting with Mr. Chambers 
  Mr. Chambers, a member of MI6, Britain’s Secret Intelligence Service, 
  contacts the heroes in London. Chambers is a thin man with a wiry mustache 
  and wears a dark suit and bowler. He smokes cigarettes constantly and shows 
  heroes his credentials before interviewing them in a warehouse about a matter 
  of “grave importance.” Once the heroes are sitting comfortably, Mr. Chambers 
  hands them a dossier with photographs of Heinrich Himmler, leader of the SS.
  In a genteel British accent, Mr. Chambers says:
  “From time to time, the British government hires outside agents for sensitive covert missions. 
  This is one such case where we’ll need the expertise of  outsiders on a top-secret mission into 
  Germany. Heinrich Himmler, the rather nebbishy fellow in the photograph, is head of  the 
  Schutzstaffel, or SS, Hitler’s elite warriors and Praetorian Guard, responsible for the little 
  corporal’s safety. Himmler has trained them into a cadre of  occultists that is bound by rituals 
  sealed with blood and dark magic. Himmler is seeking a relic called the Sword of  the Teutonic 
  Knights, an enchanted medieval weapon that could vastly increase the power of  the Nazis. 
  MI6 would like you to find it before the Nazis. Obviously, monetary compensation for your 
  efforts would be forthcoming.”
  Mr. Chambers tells the heroes the Order of the Teutonic Knights of St. 
  Mary’s Hospital was created in Jerusalem during the Crusades. The knights 
  escorted pilgrims to the Holy Land and fought for the Catholic Church. In 
  1230, the Order conquered pagans in territories bordering the Baltic Sea 
  and occupied their land, thus creating the State of the Teutonic Order. The 
  Teutonic Knights undertook secret missions for the German state, including 
  battling witches, demons, and dragons in remote and inhospitable lands in the 
  Prussian Empire. 
  He suggests the heroes begin their quest in Marienburg, in the German 
  province of East Prussia. 
  Marienburg is a medieval village and busy commerce center in eastern 
  Germany. Locals prefer their solitude and privacy, and find suspicious outsiders 
  disconcerting. The Nazi swastika is displayed from storefronts and residences 
  and a detachment of SS patrols the streets. The only noteworthy location in 
  town is Marienberg Castle.  
  
  304 
  Teutonic Fortress
  Rising from the shores of the river Nogat, Marienberg Castle was once the 
  former seat of the Teutonic Order. Now the imposing citadel is a Nazi-run 
  museum containing armor, weapons, and artifacts of the Teutonic Knights. 
  The castle is used as a pilgrimage site by the Hitler Youth, who flock here and 
  stare in wonder at the ramparts, towers, and large chapel where the Teutonic 
  Knights once conducted their holy religious services. Heroes entering the castle 
  find several groups of Hitler Youth, accompanied by chaperones, touring the 
  site. 
  Inside the grand hall is a medieval tapestry depicting the Teutonic Knights 
  and the sacred sword. Woven into the fabric are depictions of knights in their 
  white tunics graced with black crosses, each one battling a foe. One knight 
  wielding a glowing sword fights a scaly reptilian creature resembling a dragon. 
  Heroes making a Notice roll notice a yellowed parchment attached to the 
  back of the tapestry showing a map of the Prussian Empire. A label written 
  in German reads: “Within the Black Forest beneath St. George’s Abbey in 
  limestone caves, was the final battle between Baron Hoeurf and the creature 
  Miraborr.”
  Anyone making an Investigation roll in the castle’s library learns that Baron 
  Hoeurf was a prominent Teutonic Knight whose tales of bravery are chronicled 
  in an epic poem, The Saga of  Baron Hoeurf. Within the complex poem, written 
  in German but translated into English, is a passage about Hoeurf fighting 
  a terrible fire-breathing dragon named Miraborr. According to the tale, the 
  knight slew the beast only after asking for a divine favor. Rumor has it that 
  God granted the baron his wish, but only if the blessed sword remained in the 
  caverns, never to be removed. Legend says those who remove the sword incur 
  God’s wrath. However the heroes interpret this is up to them. 
  
  305
  Guests of the Gestapo
  The Gestapo, Nazi Germany’s secret police, is aware of the heroes’ mission 
  and followed the heroes to Marienburg Castle. The Gestapo Agents (one agent 
  per hero) ambush the heroes and attempt to arrest them. If heroes resist, treat 
  it as a normal combat. If the heroes submit, they are taken to the Gestapo 
  headquarters, tortured, and interrogated. The Gestapo Agents attempt to 
  intimidate, cajole, and ridicule the heroes into submission. Stubborn heroes 
  are jailed and must escape, which can be an adventure unto itself. 
  Gestapo Agent
  Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
  Skills: Fighting d8, Intimidation d8, Investigation d8, Knowledge (Law) d8, 
  Notice d6, Persuasion d8, Shooting d6, Stealth d8, Streetwise d8, Taunt d6
  Charisma: 0; Pace: 6; Parry: 6; Toughness: 6 (+1)
  Hindrances: Loyal, Obligations (Nazi Party)
  Edges: Investigator, Man of a Thousand Faces
  Gear: Suit, leather jacket (+1), fedora, Nazi Party pin, identification badge, 
  Mauser military pistol (Range: 10/20/40, Damage: 2d6, RoF: 1, Shots: 6, AP 1)
  Woman in Black
  While in the clutches of the Gestapo, a tall, beautiful woman who introduces 
  herself as Helga von Schloss, a Nazi she-wolf of the SS, interrogates the 
  heroes. Though primarily a male-only organization, the SS employs a crack 
  squad of women with sex appeal, physical prowess, and sadistic brutality to do 
  Himmler’s bidding. Von Schloss is an ideal agent of evil, with long blonde hair, 
  a thin face, and a perfectly toned body; she’s the ultimate physical specimen of 
  Aryan purity and barbaric sadism. Von Schloss’s mission is to find the Sword of 
  the Teutonic Knights and she uses every means at her disposal to accomplish 
  her task. She wears thigh-high leather boots, a black SS uniform complete 
  with swastika armband and a death’s-head SS visor cap. She is embarrassingly 
  germophobic and obsessive-compulsive, always washing her hands or agonizing 
  over little details. Despite these quirks, Von Schloss is a competent officer, and 
  won’t hesitate to kill anyone on the spot she sees as a threat to the Third Reich 
  or Himmler’s twisted ambitions. 
  Helga Von Schloss
  Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d10
  Skills: Fighting d8, Driving d6, Intimidation d10, Notice d8, Shooting 
  d8, Stealth d6, Taunt d10
  Charisma: +2; Pace: 6; Parry: 6; Toughness: 7
  Hindrances: Loyal (Nazi Party), Phobia (Germs)
  Edges: Attractive, Back Alley Scrapper, Command, Nerves of Steel
  Defining Interests: German Literature, City Knowledge (Germania), 
  Weaponry
  Languages: German, English
  Gear: SS uniform, garrote (Damage: Str), Mauser military pistol (Range: 
  10/20/40, Damage: 2d6, RoF: 1, Shots: 6, AP 1)
  
  306 
  Maiden Flight
  The heroes can reach the Black Forest by chartered air service from Marienburg 
  to Stuttgart. During the flight, have any hero sitting next to a window on the 
  aeroplane make a Notice roll. On a success, they observe an immense airship 
  hover into view. The airship bears the Nazi swastika and is labeled the Aryan 
  Maiden. Armed to the teeth with machineguns and rocket-propelled missiles, 
  the Aryan Maiden is a formidable foe. Von Schloss sits in the ship’s stateroom and 
  monitors the combat as the Aryan Maiden attacks the hero’s aircraft. 
  Since the heroes’ craft contains no exterior weaponry, it is little more than a 
  sitting duck, vulnerable to the Aryan Maiden’s whims. However, if the aeroplane 
  could maneuver close enough to the airship, stalwart heroes might be able 
  to board the Aryan Maiden. If that’s not an option, the heroes could always 
  outmaneuver the airship. If the airship is seriously crippled, von Schloss escapes 
  via a biplane stored under the gondola, surviving to torment the heroes later. 
  For the hero’s aircraft, use the Douglas DC-3 stats on page 73.
  Aryan Maiden (Airship) 
  Acc/Top Speed: 5/30; Climb: -2
  Toughness: 14 (2); Crew: 20
  Weapons: six machineguns (180º firing arc) two on either side; two beneath 
  gondola and two on top of craft. The airship carries one fighter aircraft (use 
  Arado Ar68 stats) which can be deployed in mid-flight. 
  The Black Forest
  From Stuttgart, the heroes must hire an automobile or find some other way 
  through the forest to St. George’s Abbey. 
  The Schwarzwald, or Black Forest, is a heavily wooded, mountainous region 
  in southeastern Germany. Foreboding, mysterious, and deadly, in recent years 
  the Black Forest has become home to werewolves, trolls, and other nasty 
  creatures from myth and legend. The Nazis maintain a few secret scientific 
  research bases here, as well as Hitler’s private mountain fortress. Himmler and 
  his SS comb the forest, looking for clues to the elusive limestone caverns, the 
  ancient lair of Miraborr.
  Heroes exploring the Black Forest are set upon by a number of beasts, 
  monsters, and Nazi soldiers as they make their way to St. George’s Abbey.
  Hidden Caves 
  A medieval Benedictine monastery, St. George’s Abbey is eighty miles southwest 
  of Stuttgart in a heavily wooded, mountainous region. Remote and isolated, 
  the abbey evokes feelings of mystery and foreboding. Unused for about sixty 
  years, the abbey fell into a state of disrepair. A section of roof collapsed and the 
  sanctuary is open to the elements. Several stained glass windows are broken, 
  and wild animals have begun nesting in darkened corners of the building. 
  Heroes making a Notice roll find a weed-choked pathway leading from the 
  abbey into the woods. The pathway leads to a cavern opening covered in damp 
  moss. This is the entrance to the limestone caverns. 
  Trekking through the caverns requires a light source, lest the heroes stumble 
  around in the darkness and suffer a -4 Darkness penalty to all skill rolls. 
  
  307
  Dragon’s Lair 
  After traversing through a subterranean jungle of stalactites and stalagmites, 
  the heroes find a large cavern — and the relic they seek. 
  The Sword of the Teutonic Knights is imbedded in the spine of a large 
  skeletal beast with wings, a long neck and tail. Heroes making a Smarts roll 
  realize this is the skeleton of the dragon, Miraborr. Removing the sword takes 
  a Strength roll at -4. When the relic is removed from the skeleton, the sword’s 
  blade starts glowing. See the sword’s description below for more information. 
  After the heroes find the sword, the Nazis arrive. Himmler’s elite SS fighting 
  force is determined to get that sword and will kill anyone opposing them. If 
  von Schloss is still alive, she leads the charge, taunting the heroes as she attacks. 
  There are two Nazi soldiers (use the Waffen-SS Soldier stats on page 181) for 
  each hero, plus two more.
  In the middle of combat with the Nazis, the ground begins quaking. To 
  everyone’s horror, the dragon skeleton trembles and raises itself on its bony 
  feet with an ethereal motion both mesmerizing and frightening. The skeleton 
  whips its sharp tail and takes down a Nazi, cutting the soldier in half. It then 
  focuses its attention towards whoever is holding the sword. 
  Miraborr’s skeleton attacks until it is slain again by the Sword of the Teutonic 
  Knights. Once this happens, the skeleton’s bones shatter into a million 
  fragments, and the fine dust whips around the cavern, causing 1d6 damage 
  and causing a -2 to all skill rolls. 
  Dragon Skeleton
  The enchanted mortal remains of Miraborr, a once terrible dragon, are 
  disturbing to behold. 
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+9, Vigor d12
  Skills: Fighting d10, Intimidation d8, Notice d10
  Pace: 8; Parry: 7; Toughness: 18
  Special Abilities
  • Claws/Bite: Str+d6.
  • Fear -2: Anyone who sees a Miraborr must make a Fear check at –2.
  • Huge: Attackers add +4 to their Fighting or Shooting rolls when attacking 
  Miraborr.
  • Invulnerable: Normal weapons can only cause Miraborr to become 
  Shaken, but do no lethal damage. 
  • Size +8: The dragon skeleton is a huge creature.
  • Tail Lash: Miraborr’s skeleton can sweep all opponents in its rear facing in 
  a 3” long by 6” wide square. This is a standard Fighting attack, and damage is 
  equal to the dragon’s Strength -2. 
  • Undead: +2 Toughness; +2 to recover from being Shaken; called shots do 
  no extra damage; does not suffer from disease or poison; no wound penalties. 
  • Weakness: Miraborr’s skeleton can only be harmed with the Sword of the 
  Teutonic Knights or magical attacks. 
  
  308 
  Sword of the Teutonic Knights
  Forged in 1200, the Sword of the Teutonic Knights resembles a medieval 
  broadsword, its hilt decorated in Norse runes and blade adorned with Christian 
  symbols. Used by various members of the Order in multiple battles throughout 
  the Middle East and Europe, in the year 1410 the sword found its way into the 
  hands of Baron Hoeurf, who used it to slay the dragon, Miraborr. The sword 
  grants its user the Improved First Strike and Frenzy Edges when wielding the 
  relic, as well as the Fearless Monstrous Ability. The sword does Str+d6+2 
  damage. If the wielder is of Germanic origin, the sword then does Str+d6+4 
  damage. When the sword is first removed from Miraborr’s skeleton, it bathes 
  the wielder in a bright white light. Anyone else witnessing this must make a 
  Vigor roll or suffer one Fatigue level. 
  Aftermath 
  If the heroes escape the caverns with the relic and return it to MI6, Mr. 
  Chambers keeps his word and wires $1,000 into a joint account the heroes 
  could share. If von Schloss or the SS get the sword, an overjoyed Himmler 
  consecrates the weapon in a dark rite at Wewelsburg Castle. The ceremony, 
  attended by Hitler, Göring, Goebbels, and high-ranking members of the Nazi 
  Party, garners Himmler more power as his new Teutonic Knights parade 
  through the streets of Germania. If heroes seriously botch the mission, a 
  disappointed Mr. Chambers might give them a second chance, sending them 
  to Germania once again to snatch the sword from Himmler in the confines of 
  Wewelsburg Castle, where the heroes face robed mages, gun-toting SS soldiers, 
  and armored Teutonic Knights. 
  
  309
  Cydonian Signal
  The Red War ended 38 years ago, yet traces of the Martian’s former activity 
  on Earth remain. The heroes stumble upon information describing a strange 
  metallic craft uncovered by the shimmering sands of the Sahara Desert, about 
  four days outside Timbuktu. If they choose to investigate, they’ll confront an 
  alien craft filled with mysteries, and a clue as to the impetus for the Kor-Ghuth’s 
  failed initial invasion.
  Oasis of Knowledge 
  Timbuktu, an ancient city in the West African nation of Mali, is situated in 
  the high desert. Thriving, with daily caravans bringing traffic and goods for 
  its bustling markets, the city is a jumble of mud-brick houses, mosques, and 
  a large university. Timbuktu’s vast library of ancient manuscripts is envied by 
  other nations. Most of the manuscripts were written in the medieval period in 
  Arabic, containing a great store of the ancients’ knowledge of science, art, and 
  mathematics. 
  Timbuktu is under the protection of the French Foreign Legion, which has a 
  post displaying the French tricolor in the city’s center. Captain Martin Duval 
  begrudgingly commands the post, and isn’t above horsewhipping his men for 
  disobedience. Duval is a brutal and vulgar thug who keeps the locals in line 
  and loathes weakness. His transmission station first received an unknown signal 
  from the desert two weeks ago and the expedition he sent out to investigate 
  hasn’t returned. Unbeknownst to Duval, the men simply took the opportunity 
  to flee, deserting the Foreign Legion and escaping his tightfisted rule. 
  Heroes who arrive in Timbuktu can obtain information about the mysterious 
  object by making Streetwise rolls. The populace is eager to share what they 
  know, which isn’t much. Timbuktu residents claim Duval has received some 
  sort of transmission from the desert. 
  If the heroes approach Duval, they find him obstinate and curt. The captain is 
  corrupt, demanding a bribe in exchange for his cooperation, which isn’t much. 
  If paid, Duval reveals the signals are some sort of foreign language and a set 
  of weird beeps. Curious heroes can listen to the signal in the radio room and 
  hear it for themselves; a successful Notice roll allows them to notice a persistent 
  static throughout the transmission, hampering all Knowledge or Smarts rolls to 
  understand its origin (Knowledge or Smarts rolls are at -6). Duval also tells the 
  heroes the men he sent out to investigate haven’t returned and offers a reward 
  if his men are found. Duval really has no intention of rewarding the heroes and 
  will arrest anyone he deems uncooperative. 
  If the heroes ask the caravan traders about the rumors, they get more 
  information. The traders said they spotted a silver object buried in a sand dune 
  four days east of Timbuktu.
  Once the heroes gather their supplies and rent their camels or horses, they 
  can venture out into the desert. 
  
  310 
  Trek Across the Sands 
  The Sahara Desert is a wild, untamed wilderness that presents its own dangers. 
  For every day the heroes are in the desert, have them make a Vigor roll at 
  -3. Temperatures are over 110 degrees Fahrenheit during the daylight hours. 
  Failure means the hero gains one Fatigue level. If the heroes bring water and 
  food, reduce the Vigor roll penalty to -1. 
  If the heroes are desperate to find food, have them make their Survival rolls 
  to locate a dried, edible plant for sustenance.
  Desert Nemesis 
  On their second day in the desert, a giant scorpion ambushes the heroes. The 
  creature stands over ten feet tall and scuttles across the sands, snapping its 
  pincers and shaking its poison-barbed tail. 
  Giant Scorpion
  Attributes: Agility d8, Smarts d4, Spirit d8, Strength d10, Vigor d10
  Skills: Fighting d8, Notice d10, Stealth d8
  Pace: 6; Parry: 6; Toughness: 15 (4)
  Special Abilities
  • Armor +4: Tough shell.
  • Burrow (10”): The giant scorpion can burrow into the sand and strike 
  anywhere on the following action within 10”.
  • Claws: Str+d8.
  • Fear: Anyone who sees a giant scorpion must make a Fear check.
  • Large: Opponents are +2 to all attack rolls against a giant scorpion due to 
  its size. 
  • Paralysis: The giant scorpion’s tail contains a powerful poison causing 
  paralysis. When hit by a tail attack, Shaken targets must make a Vigor roll. 
  With a success, the area becomes inflamed and the target automatically 
  becomes Exhausted and remains that way until healed. On a failure, the target 
  is paralyzed and incapable of any action, including speech, for 2d6 rounds.
  • Size +4: The giant scorpion is a large creature. 
  • Tail: Str.
  The Martian Craft 
  On the third day, heroes making a Notice roll can see a shiny glint in the 
  distance. As the heroes move closer, they see it’s the sun reflecting off a metallic 
  object submerged halfway into the desert.  
  On the fourth day, they hear a faint humming noise from the featureless, 
  sphere-like object. Accessing the Martian craft requires a Climbing roll to scale 
  the immense sand dune. Those that don’t make it tumble down, ending up in 
  a heap on the desert floor and suffering one Fatigue level. 
  Heroes making a Notice roll detect a hatch (Toughness 14), about five feet 
  across, recessed into the craft. Opening the hatch requires a raise on a Strength 
  check; this brute method will undoubtedly attract the attention of the ship’s 
  robot inhabitants. Those with less brawn can make a raise with a Lockpicking 
  roll to manipulate the complicated mechanisms of the hatch. The Kor-Ghuth 
  
  311
  ship crashed to Earth in 1898 during the Red War and a sandstorm buried it 
  for decades. Erosion exposed the spaceship, a trading caravan spotted it and 
  word leaked out once it reached Timbuktu.  
  Inside, the craft is a network of corridors and small rooms lit by recessed 
  orbs that flicker disturbingly. The metallic walls are smooth and have no sharp 
  angles, only curves. Heroes walking through the ship must make a Smarts roll 
  to get their bearings or find themselves lost. 
  Electronic Eyes
  These bulbous metallic surveillance robots function as cameras wired to a 
  main computer unit in the communications room. Electronic Eyes have Notice 
  d8 and if they spot something unusual, they automatically notify the Sentry 
  Robots, who investigate. The Electronic Eyes are located throughout the craft, 
  and bypassing them requires a Stealth roll. Any attempt to interface with the 
  Electronic Eye or dismantle it requires Repair at -4. Once one Electronic Eye 
  is offline, a Maintenance Robot is dispatched to fix it.
  Sentry Robots
  Resembling a smaller version of the Martian tripods, the Sentry Robots amble 
  around on three spindly legs supporting a circular housing equipped with visual 
  sensors, a vocal synthesizing unit and a miniature laser ray that inflicts 2d6+1 
  damage. The Sentry Robot will warn any intruders (in a Martian dialect the 
  heroes won’t understand) and begin firing the laser ray. There are as many 
  Sentry Robots as the GM wants to throw at the heroes. Through the decades, 
  the robots’ circuits have become corrupted and they attack anyone who enters 
  the ship.
  Attributes: Agility d8, Smarts d8, Spirit d10, Strength d10, Vigor d8
  Skills: Fighting d8, Intimidate d8, Notice d10, Shooting d8, Stealth d6
  Pace: 6; Parry: 6; Toughness: 6
  Special Abilities
  • Construct: +2 to recover from being Shaken; called shots do no extra 
  damage; does not suffer from disease or poison.
  • Fearless: Immune to Fear and Intimidation.
  Maintenance Robots
  These squat, slow-moving robots contain long arms tipped with gyroscopic claws 
  capable of precise movements. The Maintenance Robots are programmed to 
  repair broken machinery aboard the spaceship and it’s because of them that 
  the craft remains operational years after its abrupt crash landing on Earth. 
  Attributes: Agility d8, Smarts d10, Spirit d8, Strength d8, Vigor d8
  Skills: Fighting d8, Notice d8, Shooting d6, Repair d10
  Pace: 6; Parry: 6; Toughness: 6
  Special Abilities
  • Construct: +2 to recover from being Shaken; called shots do no extra 
  damage; does not suffer from disease or poison.
  • Fearless: Immune to Fear and Intimidation.
  
  312 
  Martian Remains
  Throughout the ship are the remains of bipedal creatures in silver space suits. 
  Heroes first encountering the skeletal remains should make a Fear check. A 
  Smarts roll alerts the heroes that the remains, mummified but mostly intact due 
  to the dry desert heat, are Kor-Ghuths that were part of the original invading 
  force during the Red War. The Martian mummies are valuable to collectors 
  or scientists and can fetch a high price if kept preserved and brought back to 
  civilization. 
  Pod Chamber 
  This odd room contains smooth, round walls, with vents emitting a sweet 
  vapor. Ten large egg-like objects are fastened to the floor with metallic grills 
  that appear to be circulating the air. Heroes making a Smarts roll at -4 will 
  understand the weird objects are incubators powered by Aetherium. The round 
  objects have sliding tops that reveal the fetid remains of a few Kor-Ghuth, each 
  covered in a gooey plasma that, when researched properly in a laboratory, is 
  revealed to be replicating Martian cells. The Martians aboard this craft were 
  growing their offspring here — for what purpose remains a mystery.  
  Map Room 
  A console wrapping around this chamber’s perimeter contains several dials, 
  levers, and switches, each one labeled in a strange, undecipherable Martian 
  alphabet. A cracked glass screen is mounted to one wall. A table in the middle 
  of the room has several rolled metallic sheets, each one a navigational map of 
  space between Mars and Earth. The skeletons of three Martians are in this 
  room. 
  Harvester Room
  This square room has pipes lining the walls and ceiling. The chamber’s center 
  has a large empty space in the middle with various oddly-shaped plugs and 
  tubes poking up from the floor. A Notice roll detects a strange discoloration in 
  the floor, as if a large machine once occupied the room’s center and has been 
  moved. 
  Control Room 
  A large console occupies the far wall, just below an immense dark screen, on 
  which is a flickering green image of the desert outside. A Smarts roll reveals the 
  image is a live broadcast from a tiny camera mounted somewhere outside the 
  ship. Instead of windows, the Martians must observe the outside through these 
  cameras on screens within the spaceship. The console has an array of switches, 
  dials, and levers all labeled in a bizarre Martian alphabet. The skeletal remains 
  of four Martians are here, each seated in chairs before the console. A Notice 
  roll reveals one of the Martians is wearing a ray gun on its disheveled spacesuit. 
  The ray gun is fully operational and inflicts 2d6+1 damage. 
  
  313
  Distress Call 
  A short, grey box containing switches and dials is the Martian radio, where 
  a recorded message plays in a never-ending loop. This is the bizarre signal 
  Duval received back in Timbuktu. It is naturally louder in the ship, and can be 
  recorded clearer without static if the heroes have recording equipment. Next 
  to the Martian radio is a white and silver gadget resembling a microphone 
  with a green button on it. A Smarts roll identifies that pressing the button will 
  allow the message to be played in comprehensible English through a universal 
  translator. 
  The Martian’s message is:
  “High Command of  Kor-Ghuth… Scout Craft reporting from Earth… Distress beacon 
  dispatched… Losing pressure in craft… Severe damage in ship’s core… Several crew died 
  in impact… Lost the ethero-coils in the hover manifold! Reconfiguring the survival venting 
  system. The pods are severely damaged and unusable. Unable to contact our companion craft 
  and do not know their fate. Must not let craft fall into enemy hands. Must not let them find 
  the Harvester. We will program the mechanical robots to dismantle it and erase schematics 
  from ship’s computer. With the Emperor’s blessing, we will pray to the Cydonian Fathers 
  that our sister crafts are successful with their missions… Death to the weak ones! Hail the 
  Kor-Ghuth!”
  Race Against Destruction 
  The Martians rigged the ship to self-destruct after the universal translator is 
  used, so the heroes must skedaddle from the spaceship after they listen to the 
  cryptic transmission. Klaxons sound, lights flash, and a countdown (in Martian) 
  plays over the loudspeakers. Heroes making a Smarts roll understand this to be 
  a self-destruct countdown. They have six rounds to get out of the ship before 
  it explodes. The heroes’ escape can be run as an Extended Trait Check using 
  Smarts (-1/3/1 minute). Heroes caught in the blast take 2d10 damage. All 
  of the ship’s machines, robots, and equipment are destroyed in the explosion. 
  Salvaging might be possible but difficult and requires a Notice roll at -4 to find 
  anything useful. 
  Piecing It Together 
  So what did the enigmatic message mean? Heroes will have to learn these details 
  later as they explore the world, hunting for clues. What is the Harvester and 
  what’s its function? If other ships had Harvesters, where are they? Finding the 
  answers to these questions will take time, but if the heroes return to civilization 
  with the information they gathered, grateful authorities will be thankful and 
  even reward them. If the heroes brought back photographs, recordings or any 
  evidence of the spaceship, governments will be doubly grateful.
  Then again, the heroes just might want to keep this information to themselves, 
  and use it in future adventures when they explore the fate of the Red War and 
  its unearthly aggressors. 
  
  314 
  Haunter on the High Plains
  Townsfolk in the Midwest tremble in terror when bank robbers and gangsters 
  turn their quiet hamlets into shooting galleries and it’s up to the steely-eyed 
  G-men to stop them. A new plague is shaking Kansas: a monstrous gang the 
  local sheriffs call “Haunters” because of their spectral appearance and shrill, 
  heart-stopping screams. The heroes are contacted by none other than the 
  Creep Squad, a branch of the FBI fighting the good fight against the creatures 
  that go bump in the night. 
  Daily Briefing 
  Agent Edward Lofton, a lanky man with a thin mustache and wearing a dark 
  suit, greets the heroes at the FBI’s satellite offices in Wichita, Kansas. Lofton is 
  a member of the so-called Creep Squad and tells the heroes that Uncle Sam 
  requires their skills to solve a series of mysterious robberies occurring in the 
  central part of the state, about three hours west of Wichita. He ushers the 
  heroes into his private office, a clutter of filing cabinets, desks, and bookshelves 
  brimming with folders and files. 
  Lofton shares with the heroes a blurry black-and-white photograph showing 
  three human-like creatures dressed in suits and fedoras. The creatures are 
  hairless, with pale skin and wide, protruding jaws filled with jagged teeth. 
  “These are Haunters, some nasty critters appearing in Cafferty, a town a few hours west of  
  here. At first, we thought it was a standard bank robbery; a sedan pulled up to the local bank 
  and a group of  guys with Tommy guns got out and cased the joint. But this was no ordinary 
  garden variety robbery. The creatures emitted a high-pitched howl that rendered everybody in 
  the bank unconscious. When the folks woke up several minutes later, the bank’s safe had been 
  cleaned out. This happened once a week for three consecutive weeks, always the same bank 
  and always in Cafferty. We need you to investigate it and stop these Haunters. According to 
  our calculations, the next robbery will occur two days from now. That gives you enough time 
  to go to Cafferty and investigate.” 
  Lofton said he could provide backup for the heroes if they need it, and 
  transportation (in the form of his old Model T) to Cafferty. 
  Dust Bowl Days 
  Kansas is in the center of the Dust Bowl, a terrible drought-blighted landscape 
  where grasslands have given way to sandy dunes and once-blossoming trees 
  have withered in the harsh, arid climate. Dust storms blanket the Midwest, 
  blocking out the sun and choking the unprotected with dust. 
  The trip to Cafferty takes three hours but could be delayed when a dust storm 
  bears down on the heroes. Driving through one of these storms is a harrowing 
  experience, with whipping winds and walls of dust that impose -4 vision-based 
  Notice roll penalties. 
  Targets staying outside in a dust storm must make a Fatigue check at -2 every 
  ten minutes they’re in the storm without a protective facemask. A roll of 1 
  (regardless of Wild Die) means dust has entered the person’s mouth or nostrils 
  and he must make a Vigor roll at -2 or suffer 1d4 choking damage. If a target 
  
  315
  suffers choking damage four times, they must make an additional Vigor roll 
  at -4 or contract dust pneumonia. Until healed, people with dust pneumonia 
  temporarily gain the Anemic Hindrance, lose one die of Vigor, and all future 
  Vigor rolls receive a -2 penalty. 
  Cafferty 
  When the heroes enter Cafferty, they find it nearly abandoned. The loss of local 
  crops, coupled with unemployment, has forced many residents to pick up stakes 
  and move westward. Those few brave remaining souls eke out a meager living 
  in menial, retail stores that haven’t gone belly-up yet. The overall atmosphere 
  in Cafferty is of desperation mingled with fear. If the dust storms and crippling 
  poverty haven’t unnerved the locals, the disturbing arrival of the Haunters has. 
  The manager of the First National Bank is reluctant to talk, and will blab 
  only if the heroes make a successful Persuasion roll. The bank manager, Mr. 
  Battersby, is a nervous wreck, popping aspirin and wiping sweat from his 
  forehead with a handkerchief. He tells heroes the Haunters always strike on 
  Wednesdays at 1 p.m. Battersby insists that, although nobody in the bank 
  was killed or injured during the robberies, everyone experienced a sense of 
  dread and morose thoughts for weeks afterwards, almost like the creatures had 
  violated their minds.
  Tracking down the local authorities (requires a successful Streetwise roll), 
  Cafferty’s sheriff, a rotund and gruff ex-Marine named Walter Tibbitts, says his 
  deputies tried apprehending the Haunters, but were repelled by the creature’s 
  horrendous shrieking. Tibbitts tells the heroes the only way to survive is to 
  somehow plug their ears. 
  A successful Streetwise roll indicates that the only other person in town that 
  could assist the heroes is George Goucher, editor of The Cafferty Call, a local 
  newspaper. Goucher is a crusty news veteran who’s been in town for decades. 
  If the heroes ask about the robberies, Goucher tells them they mirror an exact 
  robbery that occurred years ago, when the Anderson Gang came to town. 
  Goucher shows the heroes a yellowed newspaper from 1929 chronicling the 
  assault of the Anderson Gang on the bank. According to the article, the entire 
  gang was ambushed and killed in the bank. 
  The Robbery 
  At 1 p.m. on Wednesday, a black sedan pulls up to the bank and three Haunters 
  get out. They all carry Tommy guns and enter the bank. Anyone without cotton 
  or some other obstruction in their ears must make a Vigor roll at -4 to avoid 
  falling under the Haunters’ spell. The creatures will then rob the bank and flee 
  in the sedan. If the heroes attack, the Haunters will retreat and speed away in 
  the sedan towards the local cemetery, about four miles away. 
  The Haunters don’t speak during the robbery; their bottom jaws extend 
  abnormally and they emit a shriek rendering everyone in the bank unconscious. 
  The creatures then open the safe, using their powers to shatter the lock. They 
  load up on moneybags and quickly depart. If anyone gets in their way, they 
  respond with machinegun fire. 
  
  316 
  If the heroes chase the Haunters, use the Chase rules in the Savage Worlds core 
  rulebook and run it as a standard five round chase. The Haunters’ vehicle is a 
  sedan and has a top speed of 40 compared to the heroes’ car, which has a top 
  speed of 20, so give the Haunters a +4 to their Driving rolls. 
  Boneyard Brawl 
  The Haunters have a hideout in the cemetery a few miles from town in a vast 
  unused mausoleum. There are six members of the gang in all, each one wearing 
  the suits they were buried in when they were members of the Anderson Gang. 
  Years of spite and anger have caused their restless spirits to manifest into the 
  Haunters and to possess their old bodies. Freed from the chains of mortality, 
  the Haunters pick up where they left off and rob the same bank, teaching 
  the frightened populace of Cafferty the same lesson repeatedly. Ghostly 
  machine guns, figments of the Haunters’ warped minds, channel their hate 
  in devastating fashion. If ambushed in their hideout, the Haunters fight 
  until they’re destroyed, using a lethal combination of machinegun fire and 
  spellbinding screams. 
  Haunter
  Haunters are ghastly humanoid creatures with hairless pale faces, tiny 
  eyes and large mouths. They wear suits and fedoras but no shoes, their 
  deformed feet are tipped with black talons and their fingers end in razor sharp 
  claws. 
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d8
  Skills: Fighting d6, Driving d6, Intimidation d8, Lockpicking d8, Notice d8, 
  Shooting d8, Stealth d8
  Pace: 6; Parry: 5; Toughness: 8
  Gear: Suit, fedora
  Special Abilities
  • Claws: Str.
  • Fear -2: Haunters cause anyone witnessing them to make a Fear check at -2. 
  • Scream: A Haunter can emit a loud bloodcurdling shriek. Anyone within a 
  Large Burst Template must make a Spirit roll. Those who fail, roll on the Fright 
  Table and apply the results.
  • Spectral Tommy Gun: Haunters manifest spectral Tommy guns that fire 
  ghostly bullets. The Tommy guns do 2d6+1 damage per bullet. Anyone hit by 
  the ghostly bullets must make a Spirit roll. Failure means one Fatigue level is 
  gained and the character must roll on the Fright Table.
  • Undead: +2 Toughness; +2 to recover from being Shaken; called shots do 
  no extra damage; does not suffer from disease or poison; no wound penalties.
  Aftermath 
  Left wide open, it’s up to the GM to decide the final outcome.  Maybe a 
  few Haunters escape and stalk the countryside, terrorizing rural farming 
  communities. The Creep Squad will pay the heroes to hunt the undead gang 
  and even supply them with high-tech crime-fighting gear. Perhaps there was 
  a reason the Anderson Gang transformed into those horrendous creatures. 
  Maybe the Haunters are only the foot soldiers of something far worse...
  
  317
  a
  Aetherium  13 
   
   
  Africa  114 
  Belgian Congo  114
  Sahara Desert  114 
  Timbuktu  114
  French Foreign Legion  (Algeria)  114
  Ammunition 59–60
  Antarctica 115
  Arctic 115
  Australia  115
  Archetypes  14–18
  Academic  14
  All-American  14
  Animist 14
  Archaeologist  14
  Ace Reporter  14
  Avenger  14
  Brawler  14
  Daredevil 15
  Dilettante 15
  Explorer 15
  Flying Ace  15
  G-man  15
  Grease Monkey  15
  Hardboiled Gumshoe  15
  Heroine  15
  Hobo  16
  Hunter  16
  Jungle Lord 16
  Magician  16
  Man of Mystery  16
  Medicine Man/Witch Doctor  16
  Mentalist  16
  Mystic  16
  Noble Criminal 17
  Police Officer 17
  Priest 17
  Rocket Ranger 17
  Sailor  17
  Soldier of Fortune  17
  Scrappy Kid  17
  Super Scientist  17
  Swami  18
  Vigilante  18
  Wandering Monk  18
  Armor  67
  b
  Bonus Army  101
  c
  Capone, Al  101, 102, 110, 175, 182, 231
  Central America  115
  Character Creation (The Makings 
  of a Hero) 22–23
    Race  22
  Background  22
  Defining Interests  25
  Finishing Touches  24
  Gear  24, 49
  Special Abilities  24
  Traits  22
  Attributes  23
  Skills  23
  Secondary Statistics  23
  China  116
  Shanghai  116
  Circle of Wonder and Light 16, 104
  Currency 49, 50
  D 
  Defining Interests 25, 47
  Doppelganger Shard  264
  Dutch East Indies  116
  Index
  
  318
  e
  Edges, New
  Background  30–
  Arcane  30
  Inventor  30
  Mystic  30
  Psionicist  31
  Superhuman  31
  Cosmopolitan  31
  Courageous  31
  Inherited Vehicle  32
  Johnny-On-The-Spot  32
  Moxie  32
  Nosy  32
  Photographic Memory  32
  Rugged  32
  Savvy 33
  Steely Gaze  33
  Superior Sense  33 
  Vigorous  33
  War Trophy  33
  Combat  34–
  Back Alley Scrapper 34
  Bring It On!  34
  Cat’s Eyes  34
  Cunning  34
  Deadly  34
  Disarm Mastery  34
  Dragon’s Grace  34
  Fists of Steel  35
  Just a Scratch  35
  Martial Artist  35
  Martial Arts Master  35
  Pedal to the Metal  35
  Pugilist  35
  Quick Strike  35
  Sharpshooter  35
  Swashbuckler  36
  Takedown  36
  Creation  36–37
  Device  36
  Greater Device  36
  Gizmo  36–37
  Legendary 37
  Awe-Inspiring Presence  37 
  Empty the Clip  37
  Last Man Standing  37
  Rock of Gibraltar  37
  Power  38
  Innate Power  38
  Improved Innate Power  38
  Trademark Power  38
  Professional  39–43
  Aquanaut  39
  Attuned to Aetherium  39
  Channeler  39
  Doctor  39
  Engineer  39
  Escapologist  39
  Flash of Genius  39
  G-Man (FBI Agent)  40
  Hot-Shot  40
  Lab Rat  40
  Linguist  40
  Man of a Thousand Faces  40
  Martian Engineering 41
  Mountaineering  41
  Oklahoma Thunderbolt  41
  One Hand on the Wheel  41
  Perfectionist  41
  Roboticist  41–42
  Rocket Jockey  42
  Rocket Man  43
  Soldier  43
  Well-Rounded  43
  Social 44–45
  Alternate Identities  44
  Animal Magnetism  44
  Authority  44
  Bureaucracy  44
  Catchphrase  44
  Cat’s Pajamas  45
  Gift of Gab  45
  Quick Wit  45
  Sponsor  45
  Street Smarts  45
  Weird  46
  Brachiator  46
  Contortionist  46
  Fingers Crossed  46
  Heroic Inspiration  46
  Mighty Bite  46
  Mimicry  46
  Egypt  117–118
  Cairo  117
  Valley of the Kings  117–118
  Equipment (see Gear and Equipment)  
  Explosives  56, 61
  Extended Trait Checks  81
  
  319
  f
  Federal Bureau of Investigation  102
  France  118
  Paris  118
  French Indochina  117
  Angkor Wat  117
  g
  Gear and Equipment (see also Tables)  49
  Germany  118
  Germania  119
  Golden Age  99
  Great Britain 119–120
  London  119
  Scotland Yard  120
  Great Depression 11, 99, 101
  Great War between the Nations 98
  Greece  121 
  H 
  Haiti  121
  Hazards  135, 152, 240, 280
  Hindrances, New 27–29
  Amnesia (Major)  27
  Bravado (Minor)  27
  Dark Secret (Major)  27
  Exiled (Minor/Major)  27
  Glass Jaw (Major)  28
  Humorless (Minor)  28
  Lawful (Minor/Major)  28
  Low Class (Minor)  28
  Milquetoast (Minor)  28
  Obligations (Minor/Major)  28
  Obsession (Major)  29
  Palooka (Minor/Major)  29
  Primitive (Major)  29
  Self-Taught (Minor/Major)  29
  Simple (Minor)  29
  Stand Out (Minor)  29
  Hughes, Howard  111–263
  I 
  Incas  123
  India  119, 121
  Institute for Modern Scientific Research 
  (IMSR)  103
  Italy  121
  J
  Japan  122
  k
  Kingfish (Huey Long)  109
  Knowledge (Knowledge is Power)  45
  Kor-Ghuth  281
  L
  League of Nations  99, 105, 161, 213, 
  226
  Lexicon (See Pulpspeak: Street Talk) 
  92–94
  Lost Worlds  125
  m
  Martian  191–199
  Aetherians 193
  Anatomy  191
  Creatures  211
    Slaystalker  211
    Slicers  211
  History  196–199
  Kor-Ghuth 281
  Technology  200–210
  Devices
    Aetheric Fission Bomb  201
    Anti-Gravity Belt  201
    Arm Cannons  201
    Astral Projector  201-202
    Bioarmor  202
    Black Smoke  202
    Clone Chamber  203
    Crystal Egg  203
    Eetchulnk  203–204
    Electo-Whip  204
    Fusion Compressor Rifle  204
    Heat Ray  204
    Immolation Pod  204
    Laser Blade  205
    Laser Tommy Gun  205
    Levitator  205
    Psionic Depleter  205
    Oscillating Warp Integrator  206
    Radiating Kinetic Shield   206 
    Ray Gun  206
    Red Weed  207
    Sonic Molecular Burrower  207
    Sonic Scream  207
    Venom Gun  208
  
  320
  Vehicles  208
  Flying Disc  208
  Hover Barge  208
  War Machines  209–210
  Tripods  209
  Charon Class  209
  Hades Class  210
  Plutus Class 209
  War Chariots 210
  Mexico  122
  Middle East  122
  Monaco  122
  N
  NPC Edges  190
  O
  Oceania  123
  Operation Hercules  104
  Organizations  161–164
  Cult of Anubis  117, 159, 160 
  Esoteric Order of Atlantis  160
  Golden Dawn Society  161
  Hashishin  161
  Illuminati  161
  Knights Templar  162
  Kokuryukai (Black Dragon Society)  162
  Priory of Scion  163
  Red League  163
  Rosicrucians  163 
  Sons of Hyperion  163
  Thuggee  164
  Thule Society  164
  Vril Society
  P
  Play Styles 140–142
  Crimebusting  140
  Espionage  140–141
  Hard-Boiled Detective  141
  Horror  141
  Lost World  142
  Science Fiction  142
  Sky Captains  142
  World-Spanning Adventure  142 
  Plot Point Campaign: Martian Sun
  PP 1: Shines the Red Star  213
  PP 2: Revenge of the Martians  213
  PP 3: Red Cloud Over Londontown  213
  PP 4: An Offer You Can’t Refuse  213
  PP 5: Red Hot Jungle Fever  214
  PP 6: Castle of Doktor Apokalyps  214
  PP 7: Trial of the Olympiad  214
  PP 8: Den of the Devil Dragon  214
  PP 9: Big Trouble in Sky City   214
  PP10: The Son Also Rises  214
  PP 11: Rockets Red Glare  215
  PP12: Light the Martian Sun  215
  Side Treks  285–297
  Battle of Cable Street  291–292
  Elephant in the Room  289–290
  Jail Break  295
  Jazz Rage  293–294
  Mopping Up  287–288
  Shanghaied  296–297
  Unidentified Falling Object  285–286
  Plot Point Summary 213–215
  Plot Types  149–150
  Adventure  149
  Discovery  149
  Escape  149
  The Good Fight  149
  Love  149
  Mystery  149
  Protect  149
  Pursuit  150
  Quest  150
  Rescue  150
  Revenge  150
  Rivalry  150
  Powers 86–88
  Arcane Skills  86
  Backlash  86
  Changes to Powers  88
  Disrupting Powers  87
  Existing Powers  86
  Maintaining Powers  87
  Power Points  86
  President “Cactus Jack” Garner  101
  President Roosevelt  101
  Prohibition  15, 99, 100, 293
  Pulp, Elements of  131–133
  Pulpspeak: Street Talk (Lexicon)  92–94
  
  321
  R 
  Ravaged Earth Society  105
  Ravaged Heroes 18–21
  Ace Reporter  18
  Brawler  18
  Dilettante  19
  Explorer  19
  Gadgeteer  19
  Jungle Lord  20
  Man of Mystery  20
  Occultist  20
  Rocket Ranger  21
  Superhero  21
  Super-Scientist  21
  Ravaged Tales, Creating  131–142
  Red War (War of the Worlds)  96 
  Robot  42
  Rocket Rangers  105
  Rocket Teams  106
  s 
  Scotland Yard  120
  Setting Rules 80–90
  Modified Rules  80
  Arcane Backgrounds  80
  Extended Trait Checks  81–82
  Fortune Favors the Bold  85
  Inhumanly Tough  85
  Perfect Tool for the Job  85
  Plot Complications  85
  Second Wind  85
  Skills  
  Intimidation as Interrogation  89
  Persuasion as Disguise  89
  Persuasion as Seduction  90
  Repair as Forgery  90
  Stealth as Blending  90
  Sky Pirates  105
  Social Ties  26
  South America  123
  Soviet Union  124
  Spain  124
  Supernatural Protection Act  102
  Supporting Cast  167–181
  Citizens and Denizens
  Archaeologist  167
  Athlete  167
  Aviator  167
  Big Game Hunter  168
  Clergyman  168
  Cowboy  168
  Cult of Anubis Protector  169
  Criminal  169
  Dilletante  169
  Doctor of Medicine  170
  Entertainer  170
  Explorer  170
  Femme Fatale  171
  Gadgeteer  171
  G-Man  171
  Golden Dawn Society Apprentice  172
  Hired Goon  172
  Hobo  172
  Journalist  172
  Kid  173
  Magician  173
  Martial Artist  173
  Masked Avenger  174
  Mesmerist  174
  Military Officer  174
  Missionary  174
  Mobster  175
  Mystic  175
  Native Warrior  175
  Noble Savage  176
  Occult Researcher  176
  Pirate  176
  Police Detective  176
  Policeman  177
  Private Investigator  177
  Professor  177
  Red League Enforcer  178
  Rocket Ranger  178
  Sailor  178
  Scientist  178
  Soldier  179
  Spy  179
  Superhuman Hero  179
  Thuggee Cultist  180
  Thule Society Adept  180
  Tong Gang Member  180
  Treasure Hunter  181
  Waffen-SS Soldier  181
   
  
  322
  Villains (Bad Guys)  183–189
  Dr. Death aka Reaper  187
  Dr. Millennium  183
  Jade Dragon  185
  Lady Venom  188
  Lord Amonhotep  182 
  Lothar Prax  184
  Professor Klaus Moebius  186
  Seven Jaguar  189
  T
  Tables
  Adventure Generator
  Hook  143
  Lynchpin  143
   Entity  153
   Object  154
   Person  155
  Location  146–148
    City or Urban Center  145
  Plot Complication  151
  Plot Type  148
  Secret Lairs  157
  Supporting Cast  155
    Major Villain  155
    Organization  155
    Villains  156
    Secret Lairs  157
       Villainous Plots  158
  Ammunition  67
  Animals and Supplies  70
  Armor  67
  Cost of Living  69
  Currency Conversion (The American 
  Dollar Abroad)  50
  Disguise Modifier  89
  Entertainment and Relaxation  70
  Explosives  56
  Extended Trait Check  81–82
    Difficulty Modifier  81
    Depth  81
    Duration  82
  Food and Drink  69
  Gear, Adventuring  52–54
  Lifestyle  69
  Robotic Improvements  42
  Seduction Modifier  90
  Weapons  55–56 , 62
    Firearms  63–66 
    Melee  55–56
    Ranged  62
    Quality/Cost  (Firearms)  59
  Tesla 6, 9, 103, 193, 275
  Tibet  124
  Transportation  71–78
    Aircraft  71
  Alternative Means of Travel  77
  Automobiles and Trucks  74–75
  Military Vehicles 76
  Motorcycles 76
  Watercraft  78
  Traps  137–139
  Treaty of Versailles  99
  u
  United States of America  108–66
  Chicago  110
  Deep South  109
  Dust Bowl  110
  Free State of Jefferson  111
  Horizon: City of Tomorrow  112
  Los Angeles  111
  New England  108
  New York City  108
  San Francisco  112
  Sky City  112
  V
  Vatican  122, 125
  Vehicle Rules 91
  w
  Wardenclyffe  6
  Weapons 
  Firearms 58–60
  Melee  57
  Ranged  61
  z  
  Zoltar  120
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Ravaged Earth/Savage Worlds - Ravaged Earth - Revised Second Edition.pdf