TEXT:  
   
   
   
   
   
  An Adventure for the ALTERNITY Science Fiction Roleplaying Game  
  set in the GAMMA WORLD Campaign Setting 
   
   
  by Mike Selinker 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ALTERNITY, GAMMA WORLD, and RPGA are registered trademarks owned by Wizards of the 
  Coast, Inc. All Wizards characters, character names, and the distinctive likenesses thereof are 
  trademarks owned by Wizards of the Coast, Inc.  This material is protected under the copyright 
  laws of the United States of America. Any reproduction or unauthorized use of the material or 
  artwork contained herein is prohibited without the express written permission of Wizards of the 
  Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, 
  places, or events is purely coincidental. ©2000 Wizards of the Coast, Inc. All rights reserved. 
  Made in the U.S.A. 
   
  
   
  Misty Mountain Hoop 
   
  Page 2 
  This is a standard RPGA Network tournament. A 
  four-hour time block has been set aside for this event. 
  Begin by passing out the player characters; pass them out 
  based on class only, not revealing gender or race. Instruct 
  the players to leave the character sheets face down until 
  you have read the introduction. Then, tell them to study 
  their character sheets, select spells, and notify you when 
  they are ready to begin the adventure. 
   
  It is a good idea to ask each player to put a name tag 
  in front of him or her. The tag should have the player's 
  name at the bottom, and the character's name, race, and 
  gender at the top. This makes it easier for the players to 
  keep track of who is playing which character. 
   
  The actual playing time will be about three hours. 
  Make sure you use the last 20 to 30 minutes of the event 
  time block to have the players capsulize their characters 
  for each other and vote.  The standard RPGA Network 
  voting procedures will be used. Make sure you have 
  finished voting before you collect the players' voting 
  sheets. This way you will not be influenced by their votes 
  and comments. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. 
   
  A note about the text: Some of the text in this 
  scenario is written so that you may present it as written to 
  the players, while other text is for your eyes only. Text 
  for the players will be in bold italics. It is strongly 
  recommended that you paraphrase the player text, instead 
  of reading it aloud, as some of the text is general and 
  must be adapted to the specific situation or to actions of 
  the player characters.  
   
  This ALTERNITY® adventure takes place in the post-
  apocalyptic GAMMA WORLD Campaign Setting. It 
  requires a copy of GAMMA WORLD to play. 
   
  The adventure is set near Mount Rainier, the major 
  volcanic mountain near Seattle. The mountain is 
  reputed to have erupted during the Cataclysm, and still 
  rumbles from time to time. 
   
  Players’ Introduction 
  Gamma Terra! 
   
  You feel your heart pound as you steel yourself 
  for adventure among the radiation-soaked landscape. 
  Mutants and androids and giant hairy creatures—
  heck, that’s you guys. And you’re flat-out normal 
  compared to what’s out there. 
   
  For your first mission since being told you were 
  adventurers, you’ve set out from Mineral, the free town 
  at the base of the Rainy Mountains. Mineral’s just what 
  it sounds like: rough, hard, and downright boring. Folks 
  there do little but watch blurry videotapes of Ancient 
  heroic documentaries and hope for a better tomorrow. 
  Like I said, bo-ring.  
   
  But you don’t plan to be bored long, because ahead 
  lies Big Rainy, the colossal mountain that still 
  smolders from its reign of destruction generations 
  ago. Maybe it’ll erupt while you’re there, maybe not. 
  That’s what adventure’s all about. 
   
  You’ve passed the way station of Elbow and have 
  just forded through the thoroughly pillaged ghost 
  town of Ash. Ahead you see the base of the glacier on 
  the south side of the mountain, where you’ve been 
  told to scout for signs of civilization. As far as you 
  know, no one has tried to survive the glacier before. 
  Even though the summer winds blow across the land, 
  you have secured winter clothes and provisions to 
  brave the glacier. Hey, you may be thrill-seekers, but 
  you don’t intend to be cold thrill-seekers. 
   
  Anyhow, you hope to find a settlement or a ranger 
  station or maybe even an evil faction of anti-mutant 
  supremacists. Anything to get out of Mineral for a 
  while.  
   
   
  Gamemaster’s Information 
  The young heroes walk toward the mountain. If they 
  want more ordinary equipment, give it to them within 
  reason (snowshoes yes, laser rifle no). 
   
  The heroes each have red Gore-Tex snow parkas 
  with letters on the back. A successful Knowledge—
  ancient language skill check reveals the letters as 
  “REI.” An Amazing success indicates that “REI” means 
  “king” in a forgotten language (Portuguese), suggesting 
  the heroes are kings. Regardless, the parkas give a –2 
  step bonus to Stamina skill checks involving cold. 
   
  Encounters 1, 2, and 3 occur as the heroes 
  approach the frozen town of Longmire. Each encounter 
  occurs when the heroes reach any point in the 
  appropriately numbered arc. Encounter 4 is the frozen 
  town of Longmire, and encounter 5 is a jumping-off 
  point for future adventures. 
   
  Nothing happens till the heroes reach the base of 
  the glacier. The glacier is a flat sheet of ice that reflects 
  the sun with a painful glare. The heroes face a danger of 
  snowblindness, though this may not be apparent till 
  later. Every three hours on the glacier, anyone without 
  sunglasses or other eye protection (or anyone with 
  Photosensitivity) makes an Awareness—perception 
  skill check. Failure means the hero gets a cumulative 
  +1 penalty to all skill checks affected by vision (up to 
  +3). This penalty does not go away till the hero takes an 
  hour to rest or leaves the glacier.  
   
  In addition, every three hours on the glacier, the 
  heroes should each make a Stamina—endurance skill 
  check (or, if the player desires, a Survival—arctic skill 
  check) modified by the parka bonuses. Failure means 
  
   
  Misty Mountain Hoop 
   
  Page 3 
  that the hero suffers d4+1s from the cold. This damage 
  will not heal until the hero is in a warm place. 
   
  �
  �
  �
  � Snowbunnies 
  The foothills of Big Rainy are easily mounted, with the 
  bright sun beating down on the heroes. However, a mist 
  sets in which does little to change the brightness, but 
  does limit vision to only about 100 meters. It takes 
  about an hour to go one square (4 kilometers) on the 
  glacier. 
   
  At the arc marked by 1, the heroes hear a series of 
  quick skidding noises when they reach a point in this 
  arc. They soon are surrounded by quickly moving 
  creatures called schusses, 18 in all. Schusses are small, 
  inoffensive, and highly curious mutated white rabbits. 
  They have very thick fur and extended footpads that 
  resemble four small skis. They are omnivorous and 
  hunt for food in packs. They never attack anything 
  much larger than themselves, even in packs. They use 
  their Confusion mutation as a defense, usually to cover 
  their escape. 
   
  These snowbunnies look hungry. They dart around 
  the heroes for as long as they are interested, which will 
  be until any are killed, scared off by a loud noise, or 
  bored after 20 minutes of game time. If any schuss is 
  fed, they all crowd in for food. If this occurs, several 
  dart off to the site of encounter 4 at top speed. 
   
  SCHUSS 
  STRENGTH  
  2 (–2) 
  INTELLIGENCE 3 (–2) 
  DEXTERITY  
  17 (+4) WILL 
  3 (–2) 
  CONSTITUTION 
  6 
  PERSONALITY 8 
  Durability: 6/6/3/3 
  Action check: 12+/11/5/2 
  Move: ski 24, run 16, walk 6 
  # Actions: 2 
  Reaction Score: Ordinary/2 
  Mutations: Confusion (each opponent suffers at most one 
  effect 
  per 
  round), 
  Enhanced 
  Senses, 
  Environmental 
  Adaptation (cold), Increased Speed, Hyper Immunity 
  (Snowblindness only), Danger Sense, Photodependent 
   
  Attacks 
  Bite 
  4/2/1 
  d4–2s/d4–1s/d4s 
  LI/O 
   
  Defenses 
  Fur: d6–4 (LI), d6–4 (HI), d6–2 (En) 
  +4 resistance modifier vs. ranged attacks 
  –2 resistance modifier vs. melee and mental attacks and 
  encounter skills 
   
  Skills 
  Athletics [2]—jump [18]; Unarmed Attack [2]—brawl [4]; 
  Acrobatics [17]—dodge [18], fall [18]; Stealth [17]—hide 
  [18], sneak [18]; Movement [6]—race [18]; Awareness* 
  [8]—intuition [10]*, perception [10]*. 
  * –2 step bonus due to mutations 
   
  � Yexils 
  The second non-location-specific encounter is with two 
  yexils. This mated pair is after food, specifically 
  synthetic clothing. They alight from the sky on both 
  sides of the party, claiming the heroes have what they 
  want. If the heroes don’t know the yexils’ particular 
  diet, the yexils point at their bodies. The yexils want the 
  parkas, and attack if they are not appeased. If the heroes 
  hand over all their parkas, the yexils go in peace (and 
  the heroes go without a bonus against the cold). 
   
  If the heroes fork over some synthetic clothing 
  other than the parkas, the male yexil can be satisfied, 
  but the female is very picky about what she eats, 
  accepting only designer label designs. She has learned 
  to recognize “quality” styles by scent. Her mate is not 
  so choosy, but is always trying to please his wife. He 
  will eat rags so that she can get the most succulent 
  morsel. His wife has come to expect nothing less. 
   
  The yexils roost in the satellite dish in encounter 4. 
  They know of the hoop who lives there, but generally 
  leave him alone. They will not say they’re afraid of the 
  hoop, but careful heroes may discern that they are. 
   
  YEXIL 
  STRENGTH 
  15 (+3) INTELLIGENCE 6 (–1) 
  DEXTERITY 
  10 (0) 
  WILL 
  6 (–1) 
  CONSTITUTION 
  12 
  PERSONALITY 
  7 
  Durability: 14/14/7/7 
  Action check: 12+/11/5/2 
  Move: walk 4, glide 30, fly 60 # Actions: 2 
  Reaction score: Ordinary/2 
  Mutations: 
  Environmental 
  Adaptation 
  (cold), 
  Photogeneration 
   
  Attacks 
  Bite 
  14/7/3 
  d4+3w/d6+3w/d4+3m 
  LI/O 
   
  Defenses 
  +3 resistance modifier vs. melee attacks 
  –1 resistance modifier vs. encounter skills 
   
  Skills 
  Stamina [12]—endurance [13]; Knowledge [6]; Awareness 
  [6]; Interaction [7]. 
   
  
   
  Misty Mountain Hoop 
   
  Page 4 
  � Snow Snake 
  A little bit before this crevasse, each hero gets an 
  Awareness—perception skill check to see the white-on-
  white chasm. Only a Good or Amazing success reveals 
  the 
  crevasse’s 
  existence 
  (and 
  don’t 
  forget 
  snowblindness penalties). The fissure in the glaciertop 
  is three meters wide. Heroes that do not see the 
  crevasse must roll a success on an Acrobatics—dodge 
  skill check to avoid falling in. Those that fail, or those 
  that jump in after those that fail, must succeed in an 
  Acrobatics—fall 
  skill 
  check 
  to 
  avoid suffering 
  Extremely Short Fall damage upon hitting the bottom 4 
  meters down. (The schusses know where the crevasse 
  is, and leap across on their skis. The far side is a bit 
  lower than the near one, so the snowbunnies rarely miss 
  their leap.) 
   
  In the fissure is a slither, a snow snake that is 
  camouflaged against the ice. Slithers are large white 
  snakes that have grown fur to adapt to the cold. They 
  are rarely found in numbers outside their lairs, in which 
  case a mated pair with children is not unknown. Snow 
  snakes attack anything that moves, but retreat if 
  seriously wounded. 
    
  This snake tries to get surprise, with a +2 penalty to 
  opponents’ 
  Awareness—perception 
  skill 
  checks 
  because of the camouflage. It relishes the opportunity to 
  eat anything other than the rare falling snowbunny. 
   
   
  SLITHER 
  STRENGTH 
  13 (+2) 
  INTELLIGENCE 4 (–2) 
  DEXTERITY 
  13 (+2) 
  WILL 
  10 (0) 
  CONSTITUTION 
  14  
  PERSONALITY 
  4 
  Durability: 14/14/7/7 
   
  Action check: 9+/8/4/2 (–3 step bonus) 
  Move: sprint 22, run 14, walk 4 
  # Actions: 2 
  Reaction score: Good/2 
  Mutations: Chameleon Flesh (white only), Cryokinesis, 
  Enhanced Senses, Environmental Adaptation (cold), Hyper 
  Reflexes 
   
  Attacks 
  Bite 
  12/6/3 
  d6w/d6+2w/d6+4w 
  LI/O 
   
  Defenses 
  +2 resistance modifier vs. melee and ranged attacks 
  –2 resistance modifier vs. encounter skills 
   
  Skills 
  Athletics [13]; Stealth [13]—hide [14], sneak [14]; Stamina 
  [14]; Survival [14]; Awareness [10]—intuition [12], 
  perception [12]; Resolve [10]—mental [12]. 
  � Longmire Lookout 
  The ancient town of Longmire is flash frozen beneath 
  the glacier. All buildings of up to three stories are 
  completely encased in ice. However, one building 
  pokes out through the ice. The superglacial portion was 
  once the office of a sporting goods chain. Now it is 
  home to a hoop, the feared mutated bunny rabbit of 
  Gamma Terra. 
   
  As the heroes reach Longmire, they should make 
  Awareness—intuition skill checks. Success indicates 
  the generally flat glacier is bumpy in spots. Clearing 
  away the snow reveals the ghostly image of a town 
  beneath the ice. It would require months of chipping to 
  reach the buildings. 
   
  About this point, the heroes should encounter a 
  small pack of schusses, three or four at most. The 
  snowbunnies have a far shorter attention span than the 
  last clutch, suggesting that they are not as hungry as 
  those previously encountered. Indeed, the hoop fed 
  them recently, so they stay only a minute or so before 
  speeding away. 
   
  The structure previously sighted should be distinct 
  now. A brick and wood building seems to float atop the 
  ice, though it doesn’t take a genius to deduce that some 
  floors may be below. All the windows are boarded 
  over. On the roof is a large metal structure, which might 
  be a sculpture. 
   
  The roof structure is a huge satellite dish that now 
  serves as the yexils’ nesting place. There are shreds of 
  polyester here and there, perhaps suggesting the 
  residents might be home soon. 
   
  Also on the roof is a door to the lower levels. The 
  door is made of rubber, and thus is easily pried open 
  and resealed. This door has been trapped by the hoop, 
  as detailed below. Near the door is a small rope chain 
  connected to a set of jingle bells. The schusses pull the 
  chain when they bring food for the hoop. If the chain is 
  pulled, the hoop cautiously pokes his head through the 
  door a minute later, rifle in hand. If he finds a schuss 
  with food, he’ll pat it on the head. If he finds curious 
  heroes, he’ll blast them with his rifle. 
   
  Entering the building: The heroes may come in 
  through one of the windows or through the roof door. 
  The boards can be removed with a Strength feat check. 
  Inside, the hoop has placed tin cans above all the 
  windows. If the boards are removed, the hoop hears it 
  and pinpoints the heroes’ location. 
   
  The roof door entrance is trapped (see below). The 
  door at the bottom of the stairs is a normal swinging 
  door. 
   
  The top floor: This uppermost floor contains 20 
  rooms. A portable generator keeps the lights working at 
  1/3 
  normal 
  brightness, 
  leaving 
  deep 
  shadows 
  everywhere. When the descriptions say “standard office 
  items,” this means an inoperative computer, a desk, a 
  
   
  Misty Mountain Hoop 
   
  Page 5 
  chair, a telephone, books, and other items commonly 
  found in offices. 
   
  1. Stairwell to roof: This area is trapped. Any hero 
  stepping on the first step causes the pin to fall away 
  from a tear gas grenade five stairs down. The grenade 
  explodes ten seconds after the first hero enters. If both 
  doors to the stairwell are closed, the poison doesn’t 
  dissipate for six minutes, but if either door is open, the 
  gas vanishes after one action round. (A tear gas 
  grenade’s smoke lasts for d8+4 rounds. It provides a +2 
  step penalty to all attacks and Awareness skill checks, 
  and requires a Constitution feat check. A Critical 
  Failure causes helplessness, Failure a +3 penalty, 
  Ordinary a +2 penalty, Good a +1 penalty, and 
  Amazing no penalty. All effects of the tear gas last for 
  2d4 rounds.) 
   
  2. Lavatories: The west is for men, the east for 
  women. A computer, books, and other supplies have 
  been moved into the east lavatory from room 4. 
   
  3. Vice president’s lavatory: Not a pretty sight. 
   
  4. Vice president’s office: The hoop usually stays 
  in this room. Here he has stockpiled 20 tear gas 
  grenades, 55 energy cells, 2 Bowie knives, and an open 
  box of 85 clips each of 50 shots for his assault rifle. The 
  hoop has moved all the office items out of the room 
  except the desk, which is clearly his bed. 
   
  5. Projection room: In addition to several dozen 
  fixed chairs and a screen, this room contains a portable 
  cell-powered movie projector. When the hoop uses this 
  to blind, it requires a Good or Amazing success on an 
  Awareness—intuition skill check to avoid blindness 
  entirely. An Ordinary success means the victim is 
  blinded for the next round, and a Failure means the 
  victim is blinded for two rounds. Blinded individuals 
  have a +3 step penalty to all actions, and give 
  opponents a –3 step bonus to hit them. 
   
  6. Executive conference room: A lectern, a long 
  table, a burned out overhead projector, and several 
  chairs are in here. 
   
  7. Conference room adjunct: A table and four 
  chairs are in here. 
   
  8. President’s office: Among the standard office 
  items, there is a stun ray pistol with 1 charge in the desk 
  drawer. An unloaded air rifle is on the desk, as well as a 
  set of golf clubs (as clubs but –1 damage), several 
  dozen baseball hats, and a ping pong ball shooter with 4 
  balls loaded (d4–2s/d4s/d4+1s). By the door is a tennis 
  ball firing machine which the hoop has rigged to fire all 
  its balls in three actions. Anyone caught in the hail of 
  tennis balls takes 2d6s per action therein. The range of 
  the tennis ball machine is 20 meters. 
   
  9. President’s lavatory: Unused for many years. 
   
  10. Sales office: Just standard office items. 
   
  11. Elevators: All the doors are closed. An 
  Amazing success on an Athletics skill check is required 
  to pry an elevator door open. Nothing is inside the 
  elevators except a long drop. 
   
  12. Stairwell to lower floors: The floor below is 
  not frozen through. The lower level is inhabited by a 
  nasty bunch of killer schusses, whom the hoop has tried 
  to kill off without much success. About a dozen of the 
  50 or so killer schusses line the stairs to the top floor. 
  They attack anything that moves. Treat these are 
  normal schusses except they have Strength 6, Durability 
  8/8/4/4, and bite 8/4/2 for d4–1w/d4w/d4+3w. 
   
  13. Lobby: A tripwire spans the entrance to this 
  room. A Good or Amazing success on an Awareness—
  perception skill check spots the wire (with a +2 step 
  penalty to the check if the hero is running). If not 
  spotted and avoided, the wire drops a bag of barbells on 
  the hero, causing an Acrobatics—dodge skill check. 
  The barbells deliver 2d4+2w/d4+2w/d4+4s/d4–2s of LI 
  damage. Other than that, the room has an ornate desk 
  and waiting areas, plus lots of ancient magazines. The 
  elevator doors across from the open entrance requires a 
  successful Knowledge—artifact knowledge skill check 
  for a hero to perceive them as anything but a wall. 
   
  14. Conference room: Similar to, but not as well 
  appointed as, room 6. 
   
  15. Sport rifle division: In addition to standard 
  office items, the room contains four air rifles, four cases 
  of 12 clips each with 20 duralloy slugs for the air rifles, 
  one assault rifle (carried by the hoop), and one 
  unopened box of 100 clips each of 50 shots for the 
  assault rifle.  
   
  16: Equipment division: Standard items, plus 16 
  baseball bats (clubs +1 damage), 15 golf clubs (clubs –
  1 damage), 20 baseballs, and a tennis racket (club –2 
  damage). 
   
  17. Uniforms division: This room contains 12 
  dozen polyester and cotton garments. The hoop 
  commonly appeases the yexils with these. 
   
  18. Accessories division: This room has, among 
  standard items, two catcher’s masks (d4–1/0/0), six 
  football helmets (d4/d4–3/0), over a hundred baseball 
  caps and a spare catcher’s chest padding (d6–3/d4–
  3/d4–2). 
   
  19. Legal department: Standard office items. 
   
  20. Marketing office: Standard items, plus a case 
  of 60 titanium bats (clubs +1 damage). 
   
  
   
  Misty Mountain Hoop 
   
  Page 6 
  HOOP 
  STRENGTH 
  10 (0) 
  INTELLIGENCE 
  9 (0) 
  DEXTERITY 
  11 (+1) 
  WILL 
  11 (+1) 
  CONSTITUTION 
  10 
  PERSONALITY 
  9 
  Durability: 10/10/5/5 
  Action check: 14+/13/6/3 
  Move: sprint 20, run 12, walk 4 
  # Actions: 2 
  Reaction score: Ordinary/2 
  Last Resorts: 1 
  Mutations: Contact, Improved Mental Enhancement, Soften Metal, Telepathic Scan 
   
  Attacks 
  Hunting knife 
  12/6/3 
  d4+1w/d4+2w/d4+3 
   
  LI/O 
  Assault rifle 
  13/6/3 
  d4+2w/d6+3w/d4+1m 
   
  HI/O 
  Gas grenade 
  12/6/3 
  CON feat check for +3/+2/+1/+0 step penalty on all actions 
   
  Defenses 
  Catcher’s vest and helmets: d6 (LI), d6–4 (HI), d6–4 (En) 
  +1 resistance modifier vs. ranged and mental attacks 
   
  Skills 
  Armor Operations [10]—combat [11]; Athletics [10]—jump [14], throw [12]; Melee Weapons [10]—blade [12]; 
  Unarmed Attack [10]—brawl [11]; Ranged Weapons [11]—rifle [13]; Knowledge [9]; Tactics [9]—infantry [10]; 
  Awareness [11]—perception [12]; Interaction [9]—intimidate [10], Resolve [11]—mental resolve [12], physical 
  resolve [12]. 
   
  Gear 
  Catcher’s vest, catcher’s face mask, football helmet, assault rifle, three clips of 50 shots each, bandolier of eight tear 
  gas grenades, hunting knife. 
   
  THE HOOP’S TACTICS 
  The hoop has lived in the sporting goods headquarters for some time, and can prove a wily combatant therein. In 
  addition to what he carries, he has access to many other non-traditional weapons throughout the building. 
   
  If the heroes surprise the hoop, he is in room 4 with his assault rifle nearby. He fires one or two rounds at the 
  heroes and then breaks a window to the outside. He then tries to escape. 
   
  If the heroes set off the tear gas grenade, the hoop grabs his rifle and runs down the corridor to point A. When 
  the first hero breaks through from the stairwell, the hoops fires at him or her, causing a +2 step penalty to avoid 
  surprise. He then retreats into room 5, picks up the projector, and positions himself at point B. When the heroes 
  reach any point in his line of sight, he tries to blind them and gain another surprise attack with his rifle. He then runs 
  to the president’s office (8) and point C, and fires the tennis ball machine when the heroes get into his line of fire 
  down the corridor leading south from room 4. He then moves to point D and tries to lead heroes into the stairwell 
  down (12) by leaving the door open, allowing killer schusses below to attack. He then alternates between grenades 
  and bullets, always trying to stay far out of the heroes’ reach. 
   
  If the hoop is drawn outside by the bell chain, he fires on the heroes once and tries to retreat down the stairs, 
  carefully avoiding triggering the gas grenade. He will then act as above or however circumstances best dictate. 
  Don’t forget the hoop’s last resort point! 
   
  
   
  Misty Mountain Hoop 
   
  Page 7 
  LUKE 
  Level 1 Male Pure Strain Human Combat Spec 
   
  STRENGTH 
  13 (+2) 
  INTELLIGENCE 
  7 (0) 
  DEXTERITY 
  11 (+1) 
  WILL 
  8 (0) 
  CONSTITUTION 
  13 
  PERSONALITY 
  8 
   
  Action check: 13+/12/6/3 
  Move: sprint 24, run 16, walk 6 
  # Actions: 2 
  Last Resorts: 1 
   
  Durability 
   
  STUN 
  O O O O O O O O O O O O O O O 
  FATIGUE 
  O O O O O O 
  WOUND 
  O O O O O O O O O O O O O O O 
  MORTAL 
  O O O O O O 
   
  Attacks 
  Unarmed 
  14/7/3   d4+2s/d4+3s/d4+4s 
  LI/O 
  Parking meter 
  14/7/3*d4+3s/d4+3w/d4+1m 
  LI/O 
  Crossbow 
  12/6/3 d4+2w/d6+4w/d4+1m 
  LI/O 
  * –1 step bonus (Combat Spec bonus to all melee weapon attacks) 
   
  Defenses 
  Winter parka: d6–3 (LI)/d4–2 (HI)/d4–2 (En) 
  +2 resistance modifier vs. melee attacks 
  +1 resistance modifier vs. ranged attacks 
  –2 step bonus to resist radiation and immune to mutation 
   
  Skills 
  Athletics [13]—jump [14]; Melee Weapons [13]*—bludgeon [14]*; Unarmed Attack [13]—brawl [14]; Acrobatics 
  [11]—daredevil [12]; Ranged Weapons [11]—crossbow [12]; Stamina [13]; Knowledge [7]; Animal Handling [8]; 
  Awareness [8]; Interaction [8]. 
   
  Gear 
  Red winter parka with large white letters, jeans, muscle shirt, heavy boots, parking meter, crossbow, 20 arrows in 
  shoulder case, sportsac with beef jerky and water bottle, comb, bullhorn. 
   
  Description: age 22, 1.9 meters tall, 85 kg, muscular frame, dark brown hair, brown eyes 
  Motivation: Fun First 
  Moral Attitude: Honorable 
  Traits: Energetic, Humorous 
   
  Biography: You’re a pure strain human, one of the few unmutated by the radiation of Gamma Terra. You live in the 
  town of Mineral near Big Rainy Mountain with your younger brother Bo. You and Bo are impetuous and fun-loving, 
  but Bo can get himself into trouble without thinking. You always look to your Uncle Jesse, a mutated raccoon, for 
  advice and leadership. You would stop at nothing to protect your teenage cousin Daisy, a lizard woman. Your best 
  friend is a mechanic named Cooter, who is at least part machine himself. Not long ago, you and Bo followed the 
  haunting sound of a banjo in the woods near Mineral, and brought back to town a shy but wise sasquatch who calls 
  himself the Balladeer. You six have formed a new adventuring party to explore the mountain, and you can’t wait to 
  get out there in the wide, wild world. 
  
   
  Misty Mountain Hoop 
   
  Page 8 
  BO 
  Level 1 Male Mutant Free Agent 
   
  STRENGTH 
  7 (0) 
  INTELLIGENCE 
  8 (0) 
  DEXTERITY 
  14 (+3)* 
  WILL 
  7 (0) 
  CONSTITUTION 
  13 
  PERSONALITY 
  11 
   
  Action check: 13+/12/6/3 
  Move: sprint 25, run 15, walk 5 
  # Actions: 2 
  Last Resorts: 2 
   
  Durability 
   
  STUN 
  O O O O O O O O O O O O O O 
  FATIGUE 
  O O O O O O 
   
  WOUND 
  O O O O O O O O O O O O O O 
  MORTAL 
  O O O O O O 
   
  Mutations 
  Acid Touch (one round/day CON feat check for extra unarmed damage**) 
  Chameleon Flesh (roll ≤CON to give a +1 to +4 step penalty to see Bo while he’s stationary) 
  Environmental Adaptation: Cold (reduce penalties due to cold conditions by 2 steps) 
  Increased Speed (roll ≤CON to double Move for 5 rounds, costing 1 point of Fatigue) 
   
  Attacks 
  Unarmed 
  8/4/2 
  d4s/d4+1s/d4+2s** 
  LI/O 
    ** one round/day add acid: d4s/d4w/d4+2w/d6+2w (En/O), Critical Failure does d4w to Bo 
  Crossbow 
  16/8/4 
  d4+2w/d6+4w/d4+1m 
  LI/O 
   
  Defenses 
  Winter parka: d6–3 (LI)/d4–2 (HI)/d4–2 (En) 
  +3 resistance modifier vs. ranged attacks (* includes bonus for being a Free Agent) 
   
  Skills 
  Athletics [7]; Unarmed Attack [7]—brawl [8]; Ranged Weapons [14]—crossbow [16]; Stealth [14]—
  hide [15], sneak [15]; Knowledge [8]; Stamina [13]; Survival [13]; Awareness [8]; Interaction [11]. 
   
  Gear 
  Red winter parka with large white letters, jeans, T-shirt, heavy boots, crossbow, 20 arrows in shoulder case, sportsac 
  with turkey jerky and water bottle, comb, squeeze tube of mousse. 
   
  Description: age 19, 2.1 meters tall, 95 kg, slender, blond hair, blue eyes 
  Motivation: Fun First 
  Moral Attitude: Honorable 
  Traits: Rash, Trusting 
  Biography: You’re a mutant, one of many humans altered by Gamma Terra’s environment. You and your older 
  brother, Luke, live in a town called Mineral near Big Rainy Mountain. You like to have a good time with Luke, 
  though he is always there to rein you in if you make an all-too-frequent rash decision. Luke and your Uncle Jesse, a 
  mutated raccoon, provide you with direction to do good deeds. Your teenage cousin Daisy is a lizard woman, and 
  seems to attract the wrong kind of attention at times. Your buddy Cooter fixes items of the Ancients, and might even 
  be one himself. You and Luke recently found a mysterious sasquatch playing a banjo in the forest, and brought him 
  back to Mineral. Calling himself the Balladeer, he often sings your praises. The six of you now plan to head toward 
  the mountain, and you can’t wait to see what awaits you out there. 
  
   
  Misty Mountain Hoop 
   
  Page 9 
  UNCLE JESSE 
  Level 1 Male Dabber Diplomat/Free Agent 
   
  STRENGTH 
  5 (–1) 
  INTELLIGENCE 
  15 (+3) 
  DEXTERITY 
  15 (+3) 
  WILL 
  9 (0) 
  CONSTITUTION 
  8 
  PERSONALITY 
  8 
   
  Action check: 16+/15/7/3 
  Move: sprint 20, run 12, walk 4 
  # Actions: 2 
  Last Resorts: 1 
   
  Durability 
   
  STUN 
  O O O O O O O O 
  FATIGUE 
  O O O O 
   
  WOUND 
  O O O O O O O O 
  MORTAL 
  O O O O 
   
  Mutations 
  Empathic Scan (roll ≤INT to read emotions of opponent and –1 step bonus to encounter skills) 
  Photokinesis (roll ≤WIL to make an object glow in a 5-meter radius for 5 rounds) 
  Telekinetic Hand (roll ≤WIL to manipulate small objects at a distance) 
   
  Attacks 
  Unarmed 
  5/2/1 
  d4s/d4+1s/d4+2s 
  LI/O 
  (+1 step penalty to attack) 
  Slingshot 
  16/8/4 
  d4s/d4+1s/d4+2s 
  LI/O 
  (can also fire cocktail) 
  Molotov cocktail 
  8/4/2 
  d4+1s/d4+2w/d4+4w 
  En/O 
  (half to those within 5m) 
   
  Defenses 
  Winter parka: d6–3 (LI)/d4–2 (HI)/d4–2 (En) 
  –1 resistance modifier vs. melee attacks 
  +3 resistance modifier vs. ranged attacks and encounter skills 
   
  Skills 
  Athletics [5]—throw [8]; Ranged Weapons [13]—slingshot [14]; Stealth [15]—hide [16], shadow [16], sneak 
  [16]; Stamina [8]; Demolitions [13]—scratch-built [14]; Knowledge [13]—ancient language [14], ancient lore 
  [14], deduce [14], first aid [14], moonshining [14]; Law [13]—local justice: Mineral [14], moral code [14]; 
  Awareness [9]—intuition [10], perception [10]; Deception [9]—bluff [10]; Interaction [10]; Leadership [9]. 
   
  Gear 
  Red winter parka with large white letters, overalls, flannel shirt, heavy boots, slingshot, 20 metal bullets in pouch, 
  first aid kit, canteen, 6 flasks of moonshine, rags, matchbook, box of toothpicks. 
   
  Description: age 41, 1 meter tall, 40 kg, stocky, brown and black striped fur, masked green eyes 
  Motivation: Yearn to Learn 
  Moral Attitude: Ethical 
  Traits: Leader, Calm 
  Biography: You’re a dabber, a mutated raccoon-man. You live in a town called Mineral, where you mentor a pair 
  of brothers named Luke and Bo. Luke, an unmutated human, is more level-headed than the younger Bo, a mutant. 
  You also supervise their teenage cousin Daisy, a lizard woman, who seems innocent but still manages to get herself 
  in precarious situations. You have recently found a new friend named the Balladeer, a sasquatch who is as deft with 
  his banjo as his massive claws. And the boys have taken up with a kind android named Cooter, whose technical 
  knowledge is impressive. Since the younger folks keep running afoul of the corrupt government here in Mineral, 
  you’ve organized an expedition to the mountain to keep the lot out of trouble. 
  
   
  Misty Mountain Hoop 
   
  Page 10 
  DAISY 
  Level 1 Female Sleeth Diplomat/Combat Spec 
   
  STRENGTH 
  7 (0) 
  INTELLIGENCE 
  7 (0) 
  DEXTERITY 
  7 (0) 
  WILL 
  15 (+3) 
  CONSTITUTION 
  9 
  PERSONALITY 
  15 
   
  Action check: 9+/8/4/2* 
  Move: sprint 14, run 10, walk 4 
  # Actions: 3 
  Last Resorts: 4 
   
  Durability 
   
  STUN 
  O O O O O O O O O 
  FATIGUE 
  O O O O 
   
  WOUND 
  O O O O O O O O O 
  MORTAL 
  O O O O 
   
  Mutations 
  Battle Sense (* always gives –1 step bonus to Action Checks) 
  Contact (roll ≤PER to communicate telepathically with any willing subjects within 10 meters) 
  Fatigue Generation (roll ≤WIL to cause 1 fatigue to foe and 1 stun to Daisy) 
  Immunity to Illusions (unaffected by any illusions) 
  Psychic Perception (automatically detects any use of mental mutations within 100 meters) 
  Rejuvenation (roll Resolve—physical resolve skill check to gain 2/4/6 “rejuvenation points”; use 2 rejuvenation 
  points to heal 1 stun, 1 rejuvenation point to heal 1 fatigue)  
   
  Attacks 
  Unarmed 
  7/3/1 
  d4s/d4+1s/d4+2s 
  LI/O 
  (+1 step penalty to attack) 
  Steel bottle 
  9/4/2 
  d4+1s/d4w/d4+1w 
  LI/O 
  Glass bottle 
  9/4/2 
  d4s/d4+2w/d4+4w 
  LI/O 
  (breaks on Good/Amazing) 
   
  Defenses 
  Winter parka: d6–3 (LI)/d4–2 (HI)/d4–2 (En) 
  +3 resistance modifier vs. mental attacks 
   
  Skills 
  Melee Weapons [7]—bludgeon [9]; Stamina [9]; Knowledge [7]; Awareness [15]—intuition [16], perception [16]; 
  Resolve [15]—mental resolve [16], physical resolve [16]; Culture [15] —diplomacy [16], first contact [16]; 
  Interaction [15]—bargain [16], charm [16], seduce [16]. 
   
  Gear 
  Red winter parka with large white letters, tank top tied at chest, hot pants, leg warmers, heavy boots, steel 
  bottle containing water, 4 empty glass bottles, belt pouch containing hushpuppies. 
   
  Description: age 17, 1.7 meters tall, 70 kg, slender and shapely, green reptilian skin, green eyes 
  Attributes: Helping Others 
  Moral Attitude: Virtuous 
  Traits: Frivolous, Kind 
  Biography: You’re a sleeth, a mutated lizard person. You live with your wise uncle Jesse, a raccoon man, in the 
  town of Mineral. There, some local corrupt government officials have taken a shine to you—not a pretty thought. 
  You just know you didn’t do anything to encourage them. Thankfully, you’re backed up by your cousins Luke, a 
  pure strain human, and Bo, a mutated human. Your cousins introduced you to a polite android named Cooter, and a 
  friendly sasquatch who calls himself the Balladeer. Because of your run-ins with the government here in Mineral, 
  Uncle Jesse has planned a trip to the mountains till things cool down. Sounds like fun! 
  
   
  Misty Mountain Hoop 
   
  Page 11 
  COOTER 
  Level 1 Male Android Tech Op 
   
  STRENGTH 
  11 (+1) 
  INTELLIGENCE 
  13 (+2) 
  DEXTERITY 
  13 (+2) 
  WILL 
  7 (0) 
  CONSTITUTION 
  10 
  PERSONALITY 
  7 
   
  Action check: 15+/14/7/3 
  Move: sprint 24, run 16, walk 4 
  # Actions: 2 
  Last Resorts: 0 
   
  Durability 
   
  STUN 
  O O O O O O O O O O 
  FATIGUE 
  O O O O O 
   
  WOUND 
  O O O O O O O O O O 
  MORTAL 
  O O O O O 
   
  Attacks 
  Unarmed 
  11/7/3 
  d4w/d4+1w/d4m 
  LI/O 
  (+1 step penalty to attack) 
  Wrench 
  12/6/3 
  d4+2s/d4+1w/d4+2w 
  LI/O 
  Musket 
  14/7/3 
  d6+1w/d6+3s/d4+1m 
  HI/O 
  (+2 step penalty to attack) 
   
  Defenses 
  Winter parka: d6–3 (LI)/d4–2 (HI)/d4–2 (En) 
  +1 resistance modifier vs. melee attacks 
  +2 resistance modifier vs. ranged attacks and encounter skills 
  Immune to mutation 
   
  Skills 
  Melee Weapons [11]—bludgeon [12]; Manipulation [13]—lockpick [14]; Ranged Weapons [13]—musket [14]; 
  Vehicle Operations [13]—land vehicle [14]; Stamina [10]; Demolitions [13]—disarm [14}, set explosives [14]; 
  Knowledge [13]—ancient language [14], deduce [14]*, first aid [14]; Physical Science [13]—chemistry [14]; 
  Technical Science [13]—artifact knowledge [14], juryrig [14], invention [14], repair [14]; Awareness [11]. 
  * –1 step bonus to analyze artifacts (Android bonus) 
   
  Gear 
  Nanocomputer implant, cyberoptic eye (50x magnification) with holorecorder, red winter parka with large white 
  letters, musket, 20 musket balls and powder in pouch, backpack, turkey jerky and water bottle, chewing tobacco, 
  toolkit, heavy-duty metal wrench, box of matches, first aid kit, firecrackers (noise and flash, no damage except d4–
  2w to holder), 10 meters of rope, dog whistle, joy buzzer, flashlight, road flare, handheld videogame, holorecorder 
  playback device. 
   
  Description: age 26, 1.6 meters tall, 80 kg, stocky, brown-grey hair, squinty brown eyes 
  Attributes: Helping Others 
  Moral Attitude: Worldly 
  Traits: Helpful, Humble 
  Biography: You’re an android who lives in a town called Mineral. You like it here, because the locals bring you all 
  sorts of strange devices with which you can tinker. This put you in contact with a wise old dabber named Uncle 
  Jesse, who raised three very different children: Daisy, an attractive lizard woman; her cousin Luke, a well-adjusted 
  normal human; and Luke’s brother Bo, an impetuous but guileless mutated human. You can be all fun and games 
  with the boys, though you’re always polite to Daisy. Through them, you’ve met a friendly sasquatch who calls 
  himself the Balladeer, and have even fixed his banjo. Uncle Jesse asked you to leave your trinket shop to come to 
  the Big Rainy Mountains, to give his kids a fighting chance out there in the wilderness. 
  
   
  Misty Mountain Hoop 
   
  Page 12 
  THE BALLADEER 
  Level 1 Male Sasquatch Diplomat/Combat Spec 
   
  STRENGTH 
  15 (+3) 
  INTELLIGENCE 
  9 (0) 
  DEXTERITY 
  5 (–1) 
  WILL 
  7 (0) 
  CONSTITUTION 
  16 
  PERSONALITY 
  10 
   
  Action check: 9+/8/4/2 
  Move: sprint 20, run 12, walk 4 
  # Actions: 2 
  Last Resorts: 1 
   
  Durability 
   
  STUN 
  O O O O O O O O O O O O O O O O O O O O O O O O  
   
  WOUND 
  O O O O O O O O O O O O O O O O O O O O O O O O  
   
  FATIGUE 
  O O O O O O O O O O O O 
   
  MORTAL 
  O O O O O O O O O O O O 
   
  Mutations 
  Improved Natural Attack (claws do damage as under Attacks) 
  Technophobia (+2 step penalty to skill checks involving use of advanced technology (1900+)) 
   
  Attacks 
  Claws 
  16/8/4 
  d4+3w/d4+5w/d4+3m 
  LI/O 
  Rocks (thrown) 
  16/8/4 
  d4+3s/d4+4s/d4+5s 
  LI/O 
  (+1 step penalty to attack) 
   
  Defenses 
  Winter parka: d6–3 (LI)/d4–2 (HI)/d4–2 (En) 
  +3 resistance modifier vs. melee attacks 
  –1 resistance modifier vs. ranged attacks 
   
  Skills 
  Athletics [15]—climb [16], jump [16], throw [16]; Unarmed Attack [15]—brawl [16]; Movement [16]—race [17], 
  swim [17], trailblazing [17]; Stamina [16]—endurance [17]; Survival [16]—survival training: mountains [17]; 
  Awareness [7]—intuition [8], perception [8]; Entertainment [10]—musical instrument: banjos [12], musical 
  instrument: harmonicas [12], sing [12]; Interaction [10]—charm [12]. 
   
  Gear 
  Red winter parka with large white letters, 8 rocks in belt pouch, sportsac with vegetables and berries, water bottle, 
  comb, banjo and strap, crystal pick, harmonica, bandanna. 
   
  Description: age 27, 2.2 meters tall, 180 kg, salt-and-pepper fur, callused hands, brown eyes 
  Attributes: Deeper Meaning 
  Moral Attitude: Honorable 
  Traits: Cheerful, Talkative 
  Biography: You’re a sasquatch from a forest near a town named Mineral. For years you stayed from urban 
  dwellers, who knew you by soulful melodies you played on your banjo, but never saw you—some even said you 
  were a myth. But two young brothers, a human named Luke and a mutant named Bo, found you and convinced you 
  to try civilization. Oddly, it was delightful, as the locals thrilled to your songs. You have begun to chronicle the 
  exploits of Bo and Luke, as well as their delightful cousin Daisy, a lizard woman. You have struck a friendship with 
  their guardian, an older raccoon named Uncle Jesse. You even have learned to trust a likeable piece of technology, a 
  mechanized tinkerer named Cooter. And now that Jesse has asked you to attend an expedition into the wilds, you 
  feel certain that even more inspiration will soon grace your songs. 
  
  BIG RAINY
  4
  Elbow
  3
  Ash
  2
  RAINY GLACIER
  1
  Mineral
   = 4 km
  NORTH
  
  Roof
  ENTRANCE
  1
  
  Interior
  2
  2
  3
  4
  16
  A
  15
  1
  17
  5
  B
  6
  14
  18
  7
  D
  11
  13
  11
  12
  2
  2
  10
  8
  C
  19
  20
  9
  
SOURCE: textdata/thevault/Gamma World [multi]/5th Edition (alternity)/Gamma World Misty Mountain Hoop.pdf