TEXT: !iCDRTCH 
  
  !iCiiRTCii 
  A Supplement for the Wizard• RP& 
  Credit• 
  Ralph Bakshi 
  Edward Bolme 
  Martin Cannon 
  J onatha Caspian 
  Jamie Fulcher 
  D. K. Francis 
  Bill Littlepage 
  Duane Maxwell 
  Brett Maddox 
  William Mann 
  John Munger 
  David Nobles 
  Ken Whitman 
  Christopher Wilkey 
  Lawrence Williams 
  Jeff Zitomer 
  Mythos 
  by Ken Whitman 
  Bill Littlepage 
  .Jamie Fulcher 
  0. K. Francl• 
  Design, Editing, Layout 
  Cover Illustrations 
  Thanks 
  Design, Playtesting 
  Design, Outliner, Inspiration 
  Design, Playtesting 
  Editing 
  Design, Playtesting 
  Map 
  Playtesting 
  Design, Playtesting 
  Design, Layout, Playtesting 
  Illustration Editing 
  Interior Illustration 
  Mythos, Vision 
  WHIT PUBLICATIONS, INC. •P.O. BOX 1397 • MURRAY, KY 42071 
  All rights of this game are reserved. No part of this game may be reproduced in whole, or in part, by any means without 
  permission of Whit Publications, Inc. (except for the character sheets, which may be photocopied for personal use only) 
  Wizards is a licenced product of Bakshi Productions, Inc. Copyright© 1992 by Whit Publications, Inc., All rights reserved 
  PRINTED IN THE UNITED ST A TES OF AMERICA 
  
  Dl•clalmer 
  This is a work of fiction. It is not reality (at least not yet), so don't confuse the two. There is no lifeguard present; play at 
  your own risk. Take only as directed. The designers of this game stand as proof that it is possible to play role-playing games 
  for years and not succumb to devil-worship, social atrophy, body odor, or the desire to crawl around the sewers with a 
  sword. Don't let it happen to you. 
  Any resemblance to any persons, living, dead, or otherwise, is completely coincidental, and probably your fault besides. 
  Everything in this game is presented for entertainment purposes only. We do not support or condone Naziism in any 
  way, shape, or form. We also do not advocate illegal activities, witchcraft, drug use, robot assassins, racism, torture, 
  murder, escapism, appeasement, genocide, demon summoning, or the detonation of tactical nuclear devices without 
  adult supervision. 
  Use of Eienc:Jer 
  In all generic examples in this book, he have chosen to use the pronoun he. We find this pronoun to be easier to read 
  than his/her, hisser, or, heaven forbid, its. This usage should in no way be construed as a bias on the part of the designers, 
  for we favor the attitude that role-playing should be done with diverse groups. Whoever your friends are, invite them. 
  Table af Cantenu 
  Chapter l : 
  Introduction ...................................................... 3 
  Chapter2: 
  Fonaken Land ................................................... S 
  Terrain ............................................................ 6 
  Points of Interest ........................................... 6 
  Scortch Wildlife .......................................... 10 
  Random Attributes .................................... 10 
  Animal ......................................................... 10 
  Scortch Plants .............................................. 15 
  Unusual Creatures ..................................... 17 
  Scortch Dragons ......................................... 17 
  Poisons & Radiation .................................. 18 
  The Races of Scortch .................................. 19 
  Faerie Races ................................................. 19 
  Sand Fairies ................................................. 19 
  Blue Elves .................................................... 22 
  Mutant Races .............................................. 24 
  High Mutants .............................................. 25 
  Imps ............................................................ 26 
  Random Mutants ....................................... 27 
  Chapter3: 
  Scortch-1 &c Other Stuff ................................ 29 
  Blackwolfs Beginnings ............................. 29 
  Blackwolfs Magic & Technomancy ......... 30 
  Blackwolfs Government ............................ 30 
  Scortch-1 ...................................................... 31 
  Admin .......................................................... 31 
  Uptown ........................................................ 33 
  Bartertown .................................................. 33 
  Renalls .......................................................... 34 
  Sweatsville .................................................. 34 
  The Slums .................................................... 35 
  The Fringe ................................................... 35 
  The Undercity ............................................. 36 
  Internal Structures of Scortch-1 ............... 36 
  Water ............................................................ 36 
  Power ........................................................... 37 
  Garbage/ Sewer .......................................... 37 
  Communications ........................................ 38 
  Agriculture & Food .................................... 38 
  Money & Trade ........................................... 38 
  Business Regulations ................................. 38 
  Other Cities & Population Distribution .. 38 
  The Cities ..................................................... 38 
  Scortch-1: Special Interest Groups .......... .41 
  Sanctioned Organizations ........................ .41 
  Criminal Elements ..................................... 44 
  Underground Societies .............................. 44 
  Scortch Inhabitants .................................... 45 
  Notable NPCs ............................................. 58 
  Chapter4: 
  Scortch Adventures ........................................ 51 
  A Searing of the Soul ................................. 51 
  Adventure Hooks ....................................... 65 
  Chapters: 
  Appendix ......................................................... 67 
  New Skills ................................................... 67 
  New Background Packages ..................... .47 
  Mutant Generation ......................................... 70 
  
  Introduction 
  Far to the west lies the fair land of Montagar, 
  fronting the Aurora Sea. Below it are the Western 
  Highlands, beautiful home of many fair and proud 
  people. To the east of Montagar there is East Elfland, 
  besieged and imperiled, but nevertheless a bastion of 
  magic and wonder, of nature and beauty. 
  And then there is Scortcll. 
  Scortch is the Nemesis, the quantification of all that 
  is ugly, dangerous, and deadly on the continent of 
  Haldonia. A product of the great wars that wracked 
  human history so long ago that none can remember, 
  Scortchisscarredbyvastdesertsof radioactive glass, by 
  areas so poisonous that children born withinahundred 
  miles are hideous, twisted mutants-and by vast rips 
  in the fabric of the universe itself. 
  A place to avoid, one might think. 
  Also within Scortch dwells the powerful wizard, 
  Blackwolf, brother and enemy of Avatar the Great. 
  Without Blackwolf, themutantsinScortch would be no 
  more than a dangerous nuisance, raiding East Elfland 
  perhaps, venturing very occasionally into the Western 
  Highlands at worst. They would never dare trespass 
  into Montagar, and thus adventurers would have little 
  contact with them except as monsters to meet and 
  defeat while travelling in the far wildernes& 
  But Black.wolf is real, and alive, and dedicated (so 
  he claims) to furthering the cause of the mutants. He 
  wishes to see a time when the mutants can dwell in the 
  good places, and bear children free of the poisons of 
  Scortch, and begin to reclaim their birthright. The 
  question of whether a hideous mutant could ever bear 
  nonnalchildren is not important to him;thetruthisthat 
  
  the fate of the mutants is not important to 
  him: what matters is furthering his own power 
  and ambition. 
  To do this, he will send assassins to slay 
  the leaders of the free West. He will find ways 
  to unite the mutants as they war against each 
  other, and turn their hatred against the elves, 
  dwarves, and fairies of the Good Lands. He 
  will practice dysgenics programs on captured 
  elves and faeries, programs designed to breed 
  superhuman evil minions. He will attempt to 
  locate and hide all the beautiful treasures of 
  the forgotten past, and to locate and wield all 
  the horrible technological nightmares he can 
  dredge from the pages of history. He will 
  establish bases on the borders of other nations, 
  from which to launch kidnapping raids, raids 
  of destruction, and full-scale attacks. He will 
  find ways, magical, technological or social, to 
  provide impetus and elan to his mutant 
  armies; elan that will allow their hordes to 
  sweep over the land in an inexorable wave of 
  destruction. He will even travel to Hell itself 
  to revive the souls of lost and damned generals 
  of ages gone by, invincible overlords of per-
  sonified evil. Ultimately, he will seek the 
  complete destruction of all living things in 
  Montagar and indeed in all Halcionia, the 
  better to further his own necromantic pur-
  poses. 
  And thus will the players oppose him. 
  That is the crux of this book: to understand 
  the nemesis that he might be used effectively 
  as a foil to player characters in your Wizards 
  campaign. 
  How To U!le Thi!I Book 
  This book is not a sourcebook in the same 
  way that the Montagar Sourcebook is a 
  sourcebook; that is, it does not show the fabric 
  of the world, and how your players' characters 
  fit into that fabric, nestled into a cozy niche of 
  society. It also does not function primarily as 
  an anthropology study, er as a survey of the 
  world of Halcionia. Rather it is a Sourcebook 
  of Evil and Opposition, designed primarily to 
  provide things for your players to do. 
  There is background material on Scortch, 
  the mutants, the Hot Lands to the east, and 
  d 
  much more ... but the purpose of this book is to 
  provide information on how to involve the Villain 
  of the Piece in plots and plans thatthe players must 
  react to, and on how to encourage the players to 
  hatch plots and plans targeted on the land of 
  Scortch, and even against Black wolf himself. 
  Read this book from cover to cover. This will 
  give a coherent view of Scortch and its environs, 
  and add to the gamemaster' s (presumably you) 
  knowledge of Halcionia and what goes on there. 
  The benefits are strong: the more knowledgeable 
  you are, the easier it is for you to make up small 
  scenarios, interactions, and NPC responses on the 
  fly. Your campaign will therefore seem richer and 
  more real. The better acquainted you become with 
  your settings and favorite NPCs, the deeper the 
  detail level and the more smoothly your stories 
  will run. 
  This is due in part to the fact that players 
  seldom follow the "prescribed" path. Very often 
  they will conceive of a plan that appears to bear no 
  relation to what you had in mind for the story (and 
  indeed what you spent aJl last week preparing). 
  They then proceed to hie merrily off on what you 
  know to be a wild goose chase, but what they 
  believe to be the answer to their dilemma. You 
  could react to this by simply not allowing them to 
  pursue this course, but players will soon become 
  frustrated and bored by your constant interfer-
  enceand the way you force them to follow a single, 
  unalterable path. 
  You could also allow them to follow their 
  whims to the bitter end, and nod sagely when they 
  realize that the entire last evening was spent on a 
  usele~ mi~ion, trusting that they will have learned 
  their lesson. They will not. They will, unfairly 
  perhaps, blame you for the wasted time, and feel 
  cheated and annoyed. So it appears that you are 
  damned if you do and damned if you don't. 
  A third possibility is to be so comfortable and 
  familiar with your world, and especially its vil-
  lains, that you can follow the players path and 
  make it into a fruitful one as you go. It may not be 
  as fruitful as the "correct" path, but if you can 
  adjust the world and villain behavior to take into 
  account player eccentricity, and make it seem like 
  it was all part of the plan, then you will have 
  succeeded. 
  d 
  
  D 
  Forsaken Land 
  "Do not fear this forsaken land, 
  for without it you have no home. 
  And like a mother who cares for her new born 
  baby, the land of Scortch will take care of you. 
  Once we rule the world, the word Scortch will 
  stand for glory, power and victory!" 
  - One of Blackwolfs most 
  famousspeaches to his troops 
  Welcome brave adventurers and gamemasters, 
  to the most feared land in all of Haldonia: The 
  blackened, mutant ridden land ofScortch. Blackwolf 
  holds this land in a strangle hold. The denizens are 
  enslaved and the earth is continuously ripped and 
  tom by the machinery and weaponry that is con-
  stantly being built and tested. No part of Scortch is 
  peaceful or pleasant. Where the mutants do not 
  crawl on the land, the environment destroys all who 
  dare trespass. 
  From the Back World mountains in the north to 
  the Glass Wastes in the south and the Bogs to the 
  west, Scortch is a land of extremes. There is plenty of 
  water, but it is poison. When the water is fresh, it is 
  nearly impossible to reach. The temperature is so 
  high in some areas, that Blackwolfs forces fear to 
  travel across them, even in their machines. 
  It is quite apparent that if one wishes to survive 
  in this hostile land, they must know where they are 
  going and what they are doing. In the following 
  pages is a guide to Scortch, in all of its horrible detail. 
  
  Steam Lake 
  As you travel down either the Blood River or the 
  Stillot, eventually you will come to the Cnidair. 
  Being a river of some renown, theCnidair only flows 
  a short distance before it empties its contents into 
  Steam Lake. Once the site of an ancient nuclear 
  fadlity, thecraterthatmakesupSteamLakehaslong 
  since filled with the water from the Cnidair. At the 
  Bottom of Steam Lake are several vents which pour 
  forth steam and lava. This has the effect of raising the 
  temperature of the lake to near boiling. 
  The waters are rich with sediments and minerals. 
  Phosphates and oxides are abundant, staining much 
  of the area around the lake a dull red. The most 
  significant feature of Steam Lake is its name sake. The 
  great billowing clouds of steam which rise up from the 
  lakes surf ace. Like the area around the lake, the steam 
  has a slight red tint. Even a place whose waters nearly 
  boil and whose air is filled with toxic gases, Steam 
  Lake has found its beauty. The lava which flows into 
  the lake has the effect of lighting the water and area 
  with a bright orange light at night. The sight is almost 
  magical and some inhabitants of the land take a 
  pilgrimage to watch the sights from far off. 
  The Oiidair River 
  This slow river flows south from its origin at 
  the junction of the Blood and the Stillot. It is the 
  source of Steam Lake and carries its mineral rich 
  waters to the sea. After the Cnidair empties Steam 
  Lake its waters are deadly, having been filled with 
  oxides and acids. Just before the Cnidair flows 
  through the spine its waters become palatable 
  from flowing through the many miles of sand. 
  Over the years the Cnidair has carved its way 
  through the Spine, creating many spectacular water 
  falls. Many of the Blue Elf tribes who live Along the 
  coast, travel upriver to partake of nearly the only 
  beauty in this forbidden land. Some Elves have even 
  settled in the fiords and canyons cut by the Cnidair. 
  When the Cnidair emerges from its mountain 
  passes it begins to divide into its deltaic environ-
  ment. Along the coast, the Cnidair delta is sur-
  rounded by thick swamps and marshes. This is lush 
  in plant life and wildlife. Many Blue Elves make 
  their home here, being separated from the rest of the 
  world by the ocean to the west and the Spine to the 
  east and north 
  r 
  The Spine Ma..ntans 
  Once a majestic mountain chain, the Spine has 
  since been nearly rovered over by the blowing sands 
  of the Hot Lands. As one approaches the Spine from 
  the north, little more than stubby hills or small rocky 
  crags can be seen. As one gets closer to the sea, 
  however, the ground drops out from beneath , re-
  vealing a 10,000 foot cliff to the swamps below. 
  Caves abound throughout the Spine with their en-
  trances being sinkholes in the sands and large holes 
  along the cliff faces. 
  The cool winds and rain that blow in from the 
  ocean slam to a halt when they hitthe southern side 
  of the Spine. Thus turning much of the ground to 
  mud and swamp. 
  The Spine is constantly exposed to small earth-
  quakes which causes the sands to shift and berome 
  treacherous to travel upon. Suddenly large areas of 
  sand sink, swallowing whatever rests upon them. 
  Strange shrubbery grows here with cacti being the 
  most abundant. Theseplants can, at times, be seen 
  riding the waves of sand flowing across the Spine. 
  Terrain 
  Much of the terrain of Scortch can be found 
  elsewhere in Halcionia, and is covered in other 
  sourcebooks. New to Scortch are as follows: 
  Terrain Type 
  Walle 
  Run 
  Sprint 
  Deep Desert3/4 
  1/2 
  1/4* 
  tm1i1~~litmJ~m§lm~~~mm~mm1~tt11:~~m~~m~~~wx.~r:1~1§.Jtilt~i~t®.1%'1 
  Glass Waste norm* 1/2* 
  n/a 
  n/a 
  Cliff 
  1/8** 
  n/a 
  n/a 
  tfit1*mllY~~~rnm~~~~1r:11~J~rrizttt~i~~ftmililiW1rWliljJf~~1~ 
  Twisted Land 
  norm 
  norm* norm* 
  *Must make Tumbling, Dexterity or Perception check 
  to keep from losing footing or slamming into objects 
  tmaware. 
  ,.,. Requires use of Mountain Climbing skill 
  Point5 of Interest 
  Scortch isa land of blowing winds and radiation 
  belts. It is home to thousands of persevering indi-
  viduals. What keeps most residents here, however, 
  is more mysterious than the landscape. Before 
  Black wolfs' arrival, most of the denizens were scat-
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  tered and weak. Now, Wlder his rule, the mutants 
  that live there have a purpose to guide them. 
  When Black wolf first arrived in Scortch, the only 
  signs of civilization were the Blue Elves who had 
  moved into the desert area where Avatar the Great 
  healed the land. Other than the Blue Elf City of Ya ta, 
  which held over one hundred thousand Blue Elves, 
  the restof Scortch was settled with primitive feuding 
  mutants. Due to most mutants' low intelligence, 
  coupled with lack of morale and the constant fight 
  over meager resources, the social evolution inScortch 
  had stalled somewhere near the grass hut stage. 
  Most Mutants had no central government to speak 
  of, no authority, and no trade. Only small mutant 
  villages dotted the landscape, surrounded by seas of 
  sand. 
  Blackwolf soon began to tum the problems 
  aroWld.SununoningcreaturesforhWldredsofmiles, 
  he created a an army large enough to take over the 
  Blue Elf city of Yata. Once his authority was central-
  ized and secure, he ordered the initiation of many 
  programs in all comers of the nation: transport of 
  structures, factories, walled towns, castles, and crypts. 
  Everything conceivable was begun, and due to the 
  drive he was able to instill in his workers, everything 
  was finished. 
  Below is a list of some of the terrains that 
  Black wolf was faced to conqure. A n inventive game 
  master will be able to use this dandgerous lands in 
  many adventures. 
  The Great Dei:ressim 
  nus gigantic rift, which opened up in the earth 
  soon after the war, is avoided and feared by all who 
  know of its existence. Fearful creatures stalk the land 
  hunting for whatever they may find. Periodically 
  bursts of flame shoot up from the floor of the chasm, 
  their origin unknown. Anyone finding their way to 
  TheGreatDepression would be best advised to leave 
  as soon as possible. It is rumored that somewhere 
  within The Great Depresions lies the secret caves of 
  Hell mouth. 
  Hell mouth 
  Deep within The Great Depression lies the caves 
  of Hellmouth, its most notable feature, the gate to 
  Hell. nus is where Blackwolf summons the demons 
  and spirits to inhabit the bodies of his monstrous 
  creations. Many mutants guard the passage to 
  Hellmouth, fearing attack by creatures from the 
  good lands. Without this gate, Black wolf would lose 
  his leaders and his armies would fall. 
  The Li1Jpts of Doan 
  Scattered about the world, sometimes buried 
  under tons of rock and sometimes lying about in 
  ruined cities, accessible to all, lie the great treasures 
  and evils of the ancient world. These range from 
  shards of a hard, rocklike substance -
  apparently 
  used as dinner plates -
  to fully working defense 
  stations complete with nuclear bombs. They run the 
  gamut of beauty and ugliness, technology and de-
  structive power. 
  One of Blackwolf's essential projects is the 
  recovery and study of as many evil, destructive 
  elements as possible. Most of these he brings to 
  Scortch-1. Some, he hides in secret chambers 
  scattered about the land. Others he gives to the 
  generals of field armies to be used in battle. 
  But what of the good items? 
  He is unwilling to destroy them outright, for 
  what appears to be art might hold hidden secrets. 
  Items used for lifting the Jot of the downtrodden 
  might one day be put to use helping mutants. 
  These items might also hold blackmail value over 
  the soft, weak denizens of East Elfland and 
  Montagar. Who he thinks might be willing to 
  exchange prisoners or offer great wealth in ex-
  change for priceless works of art from the past. 
  Thus, the artworks must be preserved. 
  However, they cannot be stored safely in 
  Scortch-1. For one thing, to hoard such treasures 
  (along with all the evil technology) in one place is 
  to invite attack; no matter how strong and im-
  pregnable Scortch-1 is. BJackwolf would prefer 
  not to have to deal with constant streams of invad-
  ers. For another, bringing all these good, uplifting, 
  beautiful treasures to his stronghold might have 
  deleterious effects on Black wolf's generals . Also, 
  seeing the wealth and beauty might sway them 
  from their true purpose, the conquest of the good 
  lands. To have such treasure at their fingertips 
  might invite dissent, scheming, and betrayal. 
  Thus, Blackwolf has hit upon a third plan, of 
  course involving more mutant labor. He has or-
  dered to be constructed several dozen of what he 
  calls Crypts of Doom. These are mazes of passages 
  d 
  
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  and stairs. Sometimes they vault up into towers, 
  honeycombed with doors and chambers housing, 
  somewhere deep within, the great treasures. 
  Mutant guards and monstrosities patrol the crypts 
  constantly. There is no shortage of ad venturers for 
  them to kill, for the Crypts are powerful lures. 
  Some of these adventurers are captured instead 
  and brought to Scortch-1 for horrible experiments. 
  Many carry with them powerful magic totems or 
  relics of the good lands. These items are added to 
  the hoard of the crypt after the adventurer is killed 
  or captured. 
  No one crypt contains so much wealth or 
  power that the captain of the guards would be 
  willing to risk his very soul to obtain them. The 
  dozen crypts house each an equal twelfth portion 
  of the world's recovered treasures. As new teams 
  discover items, they are distributed to crypts all 
  over the continent. As individual pieces are stolen 
  by successful adventurers, they are replaced with 
  new ones. 
  Incidentally, rumors still abound of a central 
  hoard in Scortch-1, of which the others are just pale 
  shadows. This may well be true, for the crypts 
  themselves are powerful enough lures that most 
  simply ignore the possibility of invading the deadly 
  Scortch-1. This may well be what Black wolf had in 
  mind all along. 
  The Black River 
  Flowing from a spring just north of Scortch, 
  the Black River has a good start. Soon after 
  reaching Scortch-1 it is filled with unimag-
  inable amounts of waste. Oil and fuels pour 
  forth from drains emptying from the many 
  factories in the city. Animal and mutant waste 
  flows from the sewers into the river, along 
  with many unnatural and dead things. This 
  has the profound effect of turning the river 
  into a thick black sludge. 
  From the city, The river makes its way into 
  the desert, flowing over the Scortch cliffs, and 
  filling the air with noxious gases. All land 
  surrounding the river is poisoned and only the 
  very hearty could survive on its shores. 
  The river is passable only by specially con-
  structed boa ts constructed in Scortch-1. 
  Wooden ships begin to rot and burn away soon 
  after entering its waters. Any unfortunate soul 
  who falls into the river could only be com-
  forted by a quick death in the sucking acidic 
  ooze. 
  The 61ass Wastes 
  With the explosion that created the Great 
  Crater, so was created the glass wastes. For 
  several hundred miles in all directions and 
  dozens of feet down ,the sand has been fused 
  to glass . It fused by the high amount of heat 
  from the blast. Clear in some areas and bril-
  liantly colored in others, the Glass Wastes in 
  indeed a marvel. 
  The mutants who live in the area have made 
  good use of the Glass Wastes. Carving large 
  pits in the glass and hosting gladiator style 
  games has become a profitable business. Many 
  creatures come from miles around to see the 
  games and possibly make a little cash. 
  Travel across the wastes is dangerous, 
  however. the glass is slick and unforgiving if 
  one should fall. This slows travel considerably 
  and makes for a variety of new forms of 
  transportation. 
  The Greater Crater 
  The Greater Crater lies at the center of the 
  Glass Wastes and is probably the most avoided 
  spot in all of Scortch. Because of its shape, the 
  crater focuses the sunlight that hits it much 
  like a magnifying lens. This has the effect of 
  raising the temperature within the crater to 
  nearly 200° F. Void of any life , the crater 
  stands as a memorial to the desolation that is 
  Scortch. 
  The Hot Lands 
  The Hot Lands stretch from Scortch-1 and 
  The Great Depression eastward with appar-
  ently no end. Temperatures swell well above 
  100° F in the day, with little relief at night. 
  Little life is in this area except small roaming 
  bands of mutants and elves and the occasional 
  cactus. Bands of radiation flow across the 
  Hotlands like rivers, with clouds of sand rip-
  ping all in their path to pieces. 
  
  !icortdl Wlldllfl! 
  "If the heat don't get ya' 
  the critters will!" 
  -Ancient Sccrtch proverb 
  This section deals with some of the more dan-
  gerous animals living in Scortch. All of these 
  animals are generally classified as "unintelligent'', 
  hence these creatures have effective Intelligence 
  and Charisma ratings of zero. A few animals in 
  this section have an unusually advanced tactical 
  and adaptation skills (i.e. as opponents, they are 
  far more clever than would be normally expected). 
  Also note that the majority of these animals have 
  the standard fears common to most wildlife (i.e. 
  fear of predators, fear of fire), unless they 
  have some trait or training to help counteract 
  their fears, such as Determination, Fearless, 
  and/or Resistance. 
  Random Attribub!s 
  For those who wish to randomly determine a 
  creature's attributes (for example, to quickly gener-
  ate a random Cranky for a character who wishes to 
  buy a mount, or even to generate a non-player 
  character),hereisachartthatdeterrninsthecreature's 
  attributes based on it's racial nor,\S: 
  Die 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  Attribute 
  Racial Norm -5 
  Racial Norm -4 
  Racial Norm -3 
  Racial Norm -2 
  Racial Norm -1 
  Racial Norm +O 
  Racial Norm + 1 
  Racial Norm +2 
  Racial Norm +3 
  Racial Norm +4 
  Racial Norm +5 
  Variance 
  -25% 
  -20% 
  -15% 
  -10% 
  -5% 
  +0% 
  +5% 
  +10% 
  +15% 
  +20% 
  +25% 
  'This gives variance to cover all possibilities, but 
  weighs the spread towards the average for the spe-
  cies. 
  Also, since size cannot vary by more than 25%, 
  we have included a diffrentcolurnn to use when you 
  ·
  'f·j' 
  . h .. ff"f"'' .. 
  arerollingforsrnallerthingslikedesertscorpions. To 
  use this, simply multiply the normal size for the 
  creature by the variance, and round fractions off 
  (instead of rounding up as you norrnaly do in Wiz-
  ards). 'This will give you a random size for the critter 
  which will still be weighted twards the average. 
  Animals 
  As mentioned in the basic Wizards rules, no 
  animals have ratings for intelligence or Charisma. 
  'This does not mean that the animals are stupid, 
  mindless machines. But, they have canny instincts 
  and clever wit, and they will use them in combat. 
  Remember, only thestrongserviveand thedesertsof 
  Scortch is proof of that! 
  Blazing Ants 
  Blazing ants, the red, mutated descendants of fire 
  ants, can <?nly be found in hot, arid lands, such as 
  Scortch. These ants have approximately the same 
  social, tactical, and biological traits as their predeces-
  sors, with only three notable exceptions: they can 
  only thrive in excessive heat (such as that found in a 
  desert), they areextremely aggressive, and they have 
  developed a rather painful, poisonous sting. While 
  a mere handful of blazing ants could only cause 
  someone extreme annoyance, a whole nest of these 
  miniature menaces could easily bring about one of 
  the most painful deaths imaginable. Because of this, 
  blazing ants have become one of Black wolf's favored 
  torture tools (besides being one of his cheapest). 
  Listing stats and combat skills for individual 
  blazing ants is pointless: a few ants are easily slain, a 
  nestfullonthernarchcanbeeasilyoutrunordeterred, 
  and if some poor, lone PC gets enveloped by several 
  thousand of these tiny terrors, his GM is probably the 
  only one that can rescue him anyway. 
  Bloodhunter 
  Horrid six-legged creatures looking something 
  like a cross between a centipede and a borzoi, 
  bloodhunters are among the worst enemies of the 
  Faerie envoys. They never sleep, they rarely tire, 
  and they are relentless trackers. Their antennae 
  can follow scents beyond the abilities of even the 
  best Montagari wood harrier. The only thing keep-
  . l"' Cff " 
  . . 
  
  '"•''"'''•''"''"~·"'-'•V·'"'''·"''''•'~'-'"'•'•'"'-···,·.·.v.·.·.'>._. .• ,•,•," ._.._._.,,;.,·,•·V•'-'-'•'•'•'•"-'•'•' '•'•'•._.·''•'•"""'•'''-'•'•'•'•"•'-V•'•'•"'•'-'-'•'+'.'.·.·.·.-.-.·.+.·.•,•,•,>,•.-.-.· 
  ing the bloodhunter from being overpowering is 
  that they are not that fast, and can only be trained 
  poorly at best. 
  Blackwolf' s troops have used the blood hunters 
  as trackers and guard animals for millennia. A 
  steadydietofFaerie-meatensures that when loosed 
  on the trail of an infiltrator, the bloodhunter will 
  stick to the task until it is completed. Over time, a 
  few bloodhunters have escaped and gone feral, 
  further enhancingScortch' s reputation as the place 
  to avoid. 
  STR 
  12 DEX 10 
  PER 
  18 CON 16 SIZ 
  MGT 11 DB n/ a SPI 
  RS 
  14 REC 
  13 SP 
  9 WP 
  5 MR 
  35 HP 
  10 
  10 
  13 
  Bite (n) 30+ 1 damage, minimum 1 HP per strike 
  Cranky [Desert Ross] 
  Crankys are the surly, camel-like, desert 
  relatives of rosses. Crankys are very similar 
  to rosses, except that they prefer hotter climes, 
  usually have poor dispositions, and are fairly 
  hard to train. Although both wild and do-
  mesticated crankys are fairly common 
  throughout Scortch, cranky mounts will rarely 
  be found among Blackwolf's legions because 
  most of his soldiers lack the patience needed 
  to properly deal with them (besides which, 
  there are usually much better mounts to be 
  had). It is because of this that warcrankys are 
  virtually unheard of (at least in Scortch-1). 
  If a wild or domesticated cranky is attacked, 
  or even bothered excessively, it will almost 
  always retaliate by attempting to bite the of-
  fending creature, unless it is clearly 
  overmatched (in which case, the cranky in 
  question will simply run off). Alternatively, 
  a properly trained warcranky responds like a 
  waross, in and out of battle (fortunately for 
  it's owner). 
  STR 15 DEX 
  7 
  PER 
  7 CON 12 SIZ 18 WP 
  10 
  MGT 17 DB n/a SPI 
  5 MR 
  13 
  RS 
  7 REC 
  11 SP 
  40 HP 
  15 
  Bite (E) 30 
  Trample (N) SD, minimum lHP per strike 
  OesatOwl 
  One of the desert predators most hated and feared 
  by smaller creatures (especially small fairies) is the 
  desert owl. These solitary, giant mutated descendants 
  of the modem owl sleep alone in their secluded cave 
  lairs by day and hunt for their prey by night. Soaring 
  high in the night sky, desert owls prefer to hunt solitary 
  prey, but will occasionally attack a member of a group, 
  if they are judged to be vulnerable enough. The desert 
  owl's preferred attack tactic is to silently swoop down 
  on its intended prey as to smprise it grab and hold the 
  preyinitsclaws(negatinganyfleeingordodging)while 
  killing it with its bite, and then take flight again, taking 
  itsnewlyslain preytoitscavelair. Itshouldbenoted that 
  as large as it is, the desert owl usually requires some 
  effort (and time) to get off the ground again. 
  A few of these animal have been captured and 
  domesticated by sand fairies. The sand fairies use them 
  as a mount and a means of transportation. 
  
  STR 14 DEX 10 
  PER 
  20 CON 10 SIZ 13 WP 
  9 
  MGT 14 DB n/a SPI 
  5 MR 
  12 
  RS 
  15 REC 
  10 SP 
  32 HP 
  12 
  Natural Armor Protection: 0 HP I 2 SP 
  Bite (N) 40 
  Claw (E) 30+3 & Victim Held 
  Desert Scc:rpicn 
  The desert scorpion of Scortch has changed very 
  little from its predecessor, the modem desert scor-
  pion. It is still basically the small, defensive, and 
  slightly dangerous insect that it always seems to 
  have been. As always, they are common in any 
  desert setting and can be added to spken up any 
  scenerio. GMs should feel free to have one of these 
  crawl into the party's treasure pack. 
  STR 
  2 DEX 10 
  PER 
  10 CON 
  7 SIZ 
  MGT 2 DB n/a SPI 
  RS 
  10 REC 
  6 SP 
  1 WP 
  2 MR 
  12 HP 
  4 
  6 
  4 
  Sting (E) 10& Victim Poisoned (Mild Nerve Toxin: see 
  page18fordetails)(Inordertohaveaneffectivesting 
  attack, a desert scorpion must be only a few inches 
  from its target.) 
  Desert Wolf 
  Desert wolves are much like normal (modem) 
  wolves, except that they are a bit more aggressive 
  and violent. Normally travelling in packs of 2D+3 
  members, these wolves usually rest in their lair (if 
  they have one) by day and hunt prey by night. They 
  are highly territorial by nature and will challenge 
  any incursion into their domain, unless they are 
  obviously overmatched. Recently, due to their resis-
  tance to training and general hatred of unnatural 
  things, desert wolf packs have been targeted for 
  general extermination by Black wolfs troops. Because 
  of this, most of the few remaining packs have fled 
  civilized areas in favor of safety in the deeper desert. 
  STR 12 DEX 16 
  PER 
  16 CON 12 SIZ 11 WP 
  14 
  MGT 12 DB 
  +O SPI 
  7 MR 
  14 
  RS 
  16 REC 
  13 SP 
  37 HP 
  12 
  Bite (E) 40 
  Dread Sccrpicn 
  Thisextremelyclever,giant,mutatedsoorpionisone 
  ofthemainreasonspeopleavoidthemoreuninhabited 
  sections of Scortch. A solitary predator, the dread 
  soorpioncarefullychoosesitsintended target(ortargets), 
  hoping to quickly strike down its prey and escape with 
  it Its prefened tactic is to first grab its target with a 
  pincer and hold it statioruuy for the sting. It should 
  again be noted that this predator is reasonably intelli-
  gent (tactics-wise), and thatitwill not act stupidly. 
  STR 20 DEX 12 
  PER 
  10 CON 16 SIZ 20 WP 
  10 
  MGT 20 DB 
  +3 SPI 
  6 MR 
  16 
  RS 
  11 REC 
  13 SP 
  46 HP 
  18 
  Natural Armor Protection: 3 HP I 12 SP 
  Pincer (N) SD & Victim Pulled Off Feet and Held In Place 
  for Sting Attack(This tactic will negate all the victim's 
  Dodge bonuses and give the dread scorpion an 
  additional +4 to its Sting skill when attacking the 
  held victim!!) 
  Sting (E) 3D+3 & Victim Poisoned (Deadly Nerve Toxin: 
  see page 17 for details) 
  Fire Lizard 
  Regularly referred toincursesas "crawlingradia-
  tion sources", fire lizards are unfortunately common 
  throughout Scortch. These small reddish lizards 
  seem to like hiding in the most annoying places. 
  They would normalJy be considered only minor 
  nuisances if it weren't for the fact that they use 
  radiation as their natural defense ability. Somehow, 
  these lizards manage to absorb and store significant 
  amounts of radiation that can (and usually will) be 
  suddenly discharged to anyone unfortunate enough 
  to come into contact with them. Needless to say, this 
  little lizard is perfectly safe from predators, with the 
  notable exception of theScortch Blitz located on page 
  18. 
  STR 
  3 DEX 12 
  PER 
  8 CON 
  5 SIZ 
  MGT 2 DB n/a SPI 
  RS 
  10 REC 
  5 SP 
  1 WP 
  3 MR 
  11 HP 
  5 
  7 
  3 
  Radiation (E) lD Mild Radiation Damage (see 
  page 17 for details), May use up to three times 
  an hour (For this defense to be used, a fire 
  lizard must be touched by, or in contact with, 
  the target creature). 
  
  ,,,,~.,,,,.,, •. ·''"''''"'';;.,,,.,,,..,,,, .. -. ....... ,.,,,...£.4,.,.,,.,\ •.••.. 
  ·.-.·.·.-.-.·.··"""'"'""""'"'•''"V•~.4$ .• ,.,.,.,-; •• ·. v 
  ..... ........... , .•. ,. ... ,. •• .,.,.,.,., •••• -.~.-• ..-,.,., ........ " 
  6ila 
  Mudwump 
  The gila is the giant Scortch version of the 
  modern gila monster. This solitary lizard 
  usually stays away from civilized areas, pre-
  ferring to stay in areas where the small game 
  it preys on is abundant. They are well known 
  for both their toughness and their highly ven-
  omous bite. Gilas are occasionally trained for 
  use as mounts for Black wolf's troops. 
  STR 16 DEX 10 
  PER 
  8 CON 12 SIZ 17 WP 
  1 
  MGT 17 DB n/a SPI 
  7 MR 
  14 
  RS 
  9 REC 
  13 SP 
  42 HP 
  15 
  Natural Armor Protection: 2 HP I 8 SP 
  Bite (N) 60 & Victim Poisoned (Severe Nerve Toxin: see 
  page 18 for details) 
  Hronka 
  The hronka is a large, carnivorous, dino-
  saur-like creature that used to be a fairly com-
  mon sight around Scortch. Common, that is, 
  until Blackwolf' s troops started shooting them 
  all. Hronkas, now an uncommon sight, can 
  usually only be found in either the outer desert 
  regions or encroaching on the "good lands". 
  Hronkas either operate alone or in small packs, 
  generally eating anything that moves. These 
  creatures are bipedal, with small arms, long 
  necks, long tails, and lots of big scales. They 
  attack larger prey with either their teeth or 
  the large hook-like claw on the top of their 
  feet. It should be noted that hronkas are 
  virtually impossible to train as mounts and 
  that they are stupid. Really stupid. 
  STR 20 DEX 10 
  PER 
  11 CON 15 SIZ 26 WP 
  10 
  MGT 23 DB n/a SPI 
  5 MR 
  18 
  RS 
  11 REC 
  13 SP 
  51 HP 
  21 
  Natural Armor Protection: 1 HP I 6 SP 
  Bite (N) 60 
  Foot Claw(N) 60+2 
  Among the least-feared of all the crea-
  tures of Scortch, mudwumps are a sort of 
  mutant amphibian bat. They are primarily 
  scavengers and insect-eaters, and although 
  they can fly, they are unable to remain airborne 
  for more than a few minutes. 
  Mudwumps have a reputation for flying 
  out of the dark in a flock just when the victims 
  are completely unprepared for such a surprise. 
  This shock and surprise effect does far more 
  harm to the Faeries than the actual damage 
  mudwumps can inflict. 
  STR 
  8 DEX 
  8 
  PER 
  13 CON 13 SIZ 
  5 WP 
  8 
  MGT 7 DB n/a SPI 
  4 MR 
  7 
  RS 
  11 REC 
  11 SP 
  26 HP 
  9 
  Bite (n) 20 damage 
  
  Simika [minature Hrcnka] 
  Simika are basically a smaller breed of 
  Hronka, except that they are a little less ag-
  gressive and violent than their cousins. Nor-
  mally travelling in packs of 10+3 members, 
  Simika usually lie around during the night 
  and hunt prey by day. Although a bit smarter 
  than Hronka they are still dumb as a rock as 
  far as animals go. 
  STR 15 DEX 16 
  PER 
  13 CON 12 SIZ 
  MGT 12 DB n/ a SPI 
  RS 
  15 REC 
  11 SP 
  9 WP 
  5 MR 
  31 HP 
  Natural Armor Protection: 0 HP I 3 SP 
  Bite (N) 40 
  Foot Claw(N) 40+2 
  Sand Shark 
  10 
  13 
  11 
  This creature is yet another reason why 
  one should avoid the uninhabited areas of 
  Scortch. Unfortunately, sand sharks have 
  much in common with their oceanic name-
  sakes: they are single-minded, fearless, prone 
  to going into feeding frenzies, etc. They also 
  have this nasty tendency of moving under-
  ground like sharks move through water. 
  Nothing, save death or a lot of pain, usually 
  gets between them and their dinner. Fortu-
  nately, it is extremely rare to encounter more 
  than one of these multi-toothed, worm-like 
  behemoths at a time. A good survival tactic is 
  to give an attacking sand shark a ross and 
  hope it will go away. 
  STR 26 DEX 10 
  PER 14 CON 20 SIZ 30 WP 
  10 
  MGT 28 DB n/ a SPI 
  5 MR 
  2()'t 
  RS 
  12 REC 
  15 SP 
  60 HP 
  25 
  (•Underground MR 14) 
  Natural Armor Protection: 1 HP I 5 SP 
  Bite (E) 60+6 
  Ram: Massive Structural Darnage(GM's discretion) 
  Sidewinder 
  The sidewinder that lives in the desertsof Scortch 
  is very similar to its modern rattlesnake cousin, 
  except that the Scortch version is bigger and dead-
  lier. Sidewinders are common throughout Scortch. 
  STR 
  5 DEX 17 
  PER 
  14 CON 15 SIZ 
  MGT 4 DB n/a SPI 
  RS 
  16 REC 
  5 SP 
  3 WP 
  3 MR 
  23 HP 
  5 
  10 
  18 
  Bite(E) 1 D & Victim Poisoned (Severe Nerve Toxin: 
  see page 18) 
  Struthion 
  Unique flying mounts used by Black wolf's 
  elite air cavalry, struthions look like large, 
  long-necked, heavy-beaked pterodactyls. 
  Their shriek is well-known among Faeries 
  and Mutants alike, and opponents hearing 
  the struth~on battle cry must make a will power 
  roll or suffer a -3 to all combat skills. (The 
  opponent is allowed to make the roll once per 
  combat turn until he either makes the roll, 
  thereby fighting normally, or rolls a blunder, 
  thereby remaining demoralized for the entire 
  combat.) 
  Struthions are assigned only to the best 
  Mutants, and their appearance heralds grim 
  times ahead for Faeries. Part of the reason for 
  their restricted use is that it is notoriously 
  difficult to keep balanced on their backs. 
  Riders failing a riding roll must make a simple 
  dexterity roll to keep seated. If this roll is 
  failed, the character slips from the saddle, 
  and the struthion will land whenever it gets 
  tired of someone hanging on to its feathers. 
  Blundered riding rolls or Dexterity rolls result 
  in the character taking a long high dive to the 
  ground. 
  STR 13 DEX 
  14 
  PER 
  12 CON 
  8 SIZ 25 WP 
  13 
  MGT 19 DB n/a SPI 
  7 MR 
  20 
  RS 
  13 REC 
  11 SP 
  46 HP 
  17 
  Bite (n) 40+2 damage, minimum 1 HP per strike 
  
  · ,,._,,,,,,,,,,,,._, ... ._..,. .. h,% ·,..,.x., ... -.-.·.·.·.,·.v.-.v .... ,.,.,,:::;:::,.,.,,..,._. .-. .............. ·.· .... ·.·.·.·.·,·.·.-.·.x···············""'"·"'"...,..""'•'•'•'·~" . ._. 
  T~Spider 
  This giant desert spider is one of the sneakiest 
  solitaty predators in Scortch. The trapdoor spider gets 
  itsnamefromthewayitbuildsitslair. Thislairbasically 
  consis1sof several underground tunnels and chambers, 
  with only one vertical tunnel leading to the surface. This 
  single vertical tunnel upward is covered by a carefully 
  camouflaged "trapdoor" type lid that is made asheavy 
  and as hard as the spider can possibly make it (some of 
  these spiders even use metal in the lid's construction). 
  The spider then observes his JX>lential prey (the spider 
  picks a creature type conunon to the area), to see what 
  objects they find valuable/ desirable. The spider then 
  obtains some of these objects and stores the objects in its 
  lair. When a JX>lential victim wanders into the lair's 
  vicinity, the spider places a desirable object just outside 
  thelair'sconcealed trapdoor. When the victim attempts 
  to claim the object, the spider opens the trapdoor as to 
  surprise the victim, leaps out, attacks and poisons the 
  victim, drags the victim into its lair, shuts the trapdoor, 
  and holds thetrapdoortokeepJX>tential rescuersout(at 
  least until its done feeding). 
  STR 16 DEX 14 
  PER 
  12 CON 15 SIZ 16 WP 
  11 
  MGT 16 DB n/a SPI 
  7 MR 
  15 
  RS 
  13 REC 13 SP 
  42 HP 
  16 
  Natural Armor Protection: 2 HP I 9 SP 
  Bite (N) 3D & Victim Poisoned (Deadly Nerve Poison: see 
  page 18 for details) 
  Turnblet:umble 
  Tumblebumbles, from a distance, look very much 
  like very large (6 ft dia.) tumbleweeds. On closer 
  inspection, however, their pinkish coloring, frilly 
  branches, and pore-covered, softball-sized core reveal 
  them for what they truly are. Tumblebumbles are 
  strange desert creatures that feed on various air-borne 
  microbesthatarealongtheirmostlywind-drivencourse. 
  Whether the tumblebumbles act purely on instinct or 
  have some type of animal-level mind is unknown. 
  Whatever the case, they seem to mind their own busi-
  nes.5, unless attacked (in which case they defend them-
  selves). In fact, the only death known to ever be caused 
  by tumblebumbles seemed purely incidental (some 
  poor elf got run over by a grouping of over twenty 
  wind-driven tumblebumbles). 
  STR 
  6 DEX 14 
  PER 12 CON 12 SIZ 
  MGT 6 DB n/a SPI 
  RS 
  13 REC 
  9 SP 
  5 WP 
  3 MR 
  23 HP 
  (•Without wind assistance/ resistance) 
  Natural Armor Protection: 1 HP I 16 SP 
  6 
  1~ 
  9 
  Ram(N) lD & Victim Poisoned (Mild Nerve Toxin: see 
  page 18 for details) 
  !icortch Planbi 
  Thissectiondeals withsomeof theplantsinScortch 
  that could pose a threat to other living creatures. Even 
  though these plants are capable of limited actions and 
  movements,theyhavenorealmindstospeakof,sothey 
  have effective Intelligence, Charisma, Will Power, and 
  Spirit ratings of z.ero. Also, thanks primarily to the lack 
  of any real nervous system, theseplantseffectively have 
  no Shock Point ratings and therefore will not suffer any 
  of the effects of Shock Point loss. In other words, any 
  Shock Point damage done to these plants is worthless. 
  .- ---
  
  -
  i"""""·"'m,w.•,•.-Aw.•.8.•.-m,wmm.-.-.-~""'•"•'•'•'•'•'•'"•'•'•'•'•'·'·'·'·'·'·'·'····-·.·.·.·.·.·.·.·.·.·. 
  • 
  ' 
  " 
  ""'"·"'"""""'·"""'-"'""''-"K") """""'""')."f '""""· .,._.,_._._._., 
  Death Palm 
  Death palms are a type of plant that gain their 
  primaty source of rourishment from creatures that 
  they instinctively kill and digestina pool of plant fluids. 
  The lure premise is simple: potential victimssrea palm 
  tree enshrouded oasis in the middle of the desert and 
  eagerly head toward it All of the "palms'' and the 
  "oasis" are actually parts of a single death palm There 
  is a short delay ooc-e the victims actually step into 
  striking range (it takes thedeath palm time to react), but 
  very soon the victims are being slanuned to death by 
  acidic "palm" fronds. Any victims that are killed are 
  shoved by the "paims'' into the "oasis" (which is not 
  filled with water, but with digestive fluids). Please note 
  that a death palm can easily be identified from a safe 
  distance by someone who knows what to look for. 
  STR 20 DEX 2 
  PER 
  8 CON 20 SIZ 40 WP 
  1 
  MGT 30 DB n/a SPI 
  1 MR 
  s• 
  RS 
  5 REC 
  10 SP n/a HP 
  30 
  Natural Armor Protection: 1 HP I 0 SP 
  Acidic Frond Slam:(E) 6D & Victim Knocked Down 
  (•Thisactuallydenotes3different"palms"thathave 
  1 Frond Slam Attack/CT apiece. No more than 2 
  "palms" can attack the same target. Also, plants are 
  stationary, trunks and leaves can move at a MR of 8) 
  Shc:x::Jting Star 
  Shooting stars generally act as the plant ~valent 
  ofa trigger-happyshooterina bunker. Any living thing 
  thatromeswithinashootingstar' srangewillbefiredat, 
  repeatedly, until the creature stops. moving, the shoot-
  ingstarrunsoutof needles, ortheshootingstariskilled. 
  ltisgenerallyunclearasto whethertheneedlesaresiply 
  adefensivemeasureorif thereissomeotherpurposefor 
  them 
  STR 
  0 DEX 
  0 
  PER 
  18 CON 20 SIZ 17 WP 
  1 
  MGT 0 DB n/a SPI 
  1 MR 
  g• 
  RS 
  9 REC 
  10 HP n/a HP 
  19 
  (•CalUlotmove,canonlyrotatetobringmoreneedles 
  to bear on a target.) 
  Needles (Archery Weapon): Init 9, ROF: 2, Range: 20, 
  Dam: 4D, Ammo: 10+10 
  Strangle- Vine 
  Strangler vinesareanothertypeof "creature-eating'' 
  plant This type of plant' sattack tactic is quite simple: it 
  simply senses when a potential victim is within range, 
  grabs the victim with one of its vines, wrestles and 
  squeezes the victim until the victim stops struggling, 
  and then it pulls the victim into the main body of the 
  plant, to be digested. 
  Game Statistics 
  STR 14 DEX 12 
  PER 
  16 CON 18 SIZ 18 WP 
  1 
  MGT 16 DB n/ a SPI 
  1 MR 
  ts• 
  RS 
  14 REC 
  9 SP n/a HP 
  18 
  (•Used to sreif a vine can reach a target in time to grab 
  it; base of vine group is stationary.) 
  Natural Armor Protection: None 
  Natural Melee Weapons: 
  Vine Grapple•: Init: 14, Attacks/CT: 1, Dam: 40 (*The 
  Vine Grapple attack is treated as a continuous Wres-
  tling attack.) 
  Skills: Melee: Vine Grapple 10, Silence 20 
  
  ,,,.,_,,, .,,,;:,,.,_.,,,,, •• , .............. ,,._,,.._, •• ..__.._.,, .. ,,'-::.-.".-.·.·.-.·,·,• ... -..•.,,., .... ,;\..;,.,,............ ·.·.·.-...·.·.·.·.-.., •.. ,.,.,.,. • ._.,....,., .... .,.,.b,'·'·'•""'"".-,.,.,.,.,.,..r.-.-.•,·,·,·,., •••• -. .. .,.,.,., •• y.v.·,·,·,·,..-.. .... ,.,., •• .-""-.•'-'•'•'•v ............. ,. .... ,.,., .... .... ,.,._.J,•,·,·,·.• ... -.•.··· 
  UNU5LJAI... CHEARJRE5 
  These are the other strange, but intelligent deni-
  zensof thedesertsofScortch. Thegamemastershould 
  be advised that some of the creatures mentioned in 
  this section will be dangerous to the PCs health. Use 
  with discresion! 
  Sc::crtch Blitz 
  The abominations known only asScortch Blitzesare 
  generally regarded as being cruelly intelligent, gener-
  ally bloodthirsty, and thoroughly deadly. The Blitzes, 
  withtheircrimsonglowingeyesandfiercecountenance, 
  canbebestdescnbedaslookinglikeahellishcombination 
  of praying mantis, dinosaur, tank, and thrashing ma-
  chine. Fairly solitary, these horrendous creatures have 
  been known to hwy them.selves in the desert sands, 
  p.ltientlywaitforagroupofcreaturestohappenby,and 
  then proceed to leap out and attack them without 
  mercy. Rumors about these beings abound, but their 
  origins and motives are still unknown, and it has 
  become dear that they cannot be trained or negotiated 
  with. Fortunately, Scortch Blitz.es are currently very 
  rare, thanks to Blackwolf s standing order to extenni-
  nate them on sight 
  Game Statistics 
  STR 20 INT 
  8 
  PER 
  20 CON 22 
  MGT 18 DB n/a 
  RS 
  21 REC 
  17 
  DEX 21 
  SIZ 16 
  SPI 10 
  SP 
  49 
  CHA 
  0 
  WP 
  11 
  :M:R. 
  19 
  HP 
  17 
  Natural Armor Protection: 3 HP I 20 SP 
  Natural Melee Weapons: 
  (Scortch Blitz can use both weapons in the same CT) 
  Lancing Claw: Init: 26, Attacks/CT: 2, Dam: lOD 
  Fire Globes (Small Arms): Init: 21, ROF: 2, Range: 
  60, Dam: SD Mild Radiation Damage (see page 
  18 for details), Ammo: 4D+10, Ammo Re-
  plenishment: 1 globe/hour 
  Normal Traits: Balance, Determination, Direction 
  Sense, Fearless, Immunity (radiation), Light 
  Sleeper, Luck Points; Battle Rage, Paranoia 
  Skills: Alertness 20, Climbing 18, Concealment 
  18, Dodge 15, Melee: Lancing Claw 15, Melee: 
  Lancing Claw Parry 14, Resistance 20, Small 
  Arms: Fire Globes 19, Silence 20, Stamina 20, 
  Strength Feat 13, Survival 19, Tracking 11, 
  Tumbling 19 
  5cort:ch Drngon!I 
  As mentioned in the basic game, Scortch 
  does not have its fair share of dragons. Ra-
  diation and technology are anathema to 
  dragons, and they avoid them when they can. 
  Because of this, rain dragons and fog dragons 
  and the like are rarely if ever seen in Scortch, 
  as a result of which Scortch remains a desolate 
  wasteland. 
  Nevertheless, a few dragons pass through 
  this area from time to time, although generally 
  the inmmhabitants wish they wouldn't. 
  Monsoon Dragons 
  Monsoon dragons are closely related to 
  rain dragons, but they are much larger and 
  have a much worse temper. They alone of 
  dragonkind seem to have the attitude that its 
  better to take the bull by the horns, and thus 
  they occasionally sweep in from the oceans 
  and try to attack the power of technology 
  more or less head-to-head. It simply seems 
  that they really don't like Scortch being wehere 
  itr is, and can't help but try to drive it away. 
  Whatever their motives are (it's possible that their 
  apparent desire to attack Scortch is but an anthro-
  pomorphism on the Faeries' part), their appear-
  ances is heralded by powerful winds driving un-
  believable amounts of water before it. This causes 
  flash floods and widespread damage among the 
  desert-oriented structures. It also keeps plant life 
  alive in this desolate land. 
  Wind Dragons 
  Wind dragons are, to put it nicely, one of 
  Scortch's chronic headaches. While their arrival is 
  not as damaging as, say, that of a monsoon dragon, 
  they are fast-moving creatures that all-too-often 
  see fit to rtake a quick shortcut through Scortch. 
  Like their cousins, funnel dragons, wind dragons 
  cause a lot of coincidental damage, whipping up 
  the abrasive desert sands all around them and 
  driving it before them like a sand blaster. V ery 
  powerful wind dragons have been known to drive 
  shards of glass from the Glass Wastes. When a 
  wind dragon moves through an area, all 
  Blackwolf's troops can do is crawl into their 
  barracks and bunkers and wait until the 
  dragon moves on. 
  
  ~~
  -
  iiiiiiiiiiiiiiiiiiliiiiiiiiliiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiil' 
  The Great Rad 
  "If Rad did not exist, it would be necessary to 
  invent him." 
  -Josef Goebbels 
  The Great Rad (a.k.a. Rad the Tenible) is the name 
  given to the huge Mutant Dragon rumored to reside in 
  Scortch. Many Faeries have never heard of Rad, but all 
  Mutant children believe in the beast This dragon is the 
  onlyoneofitskind (if indeeditexistsatall),and is easily 
  thesecondm:>StfearedbeinginallofScortch. .. Blackwolf 
  himself having commandeered the nwnber one posi-
  tion. Hellish radiation stonnsresemblingflame-ridden 
  sandstonns surround this great beast, both concealing 
  its form and wreaking havoc wherever it treads. The 
  radiation levels emanating from Rad are so great that 
  they can makeskinsaawl and tingle for miles ahead of 
  its main storm front Fortunately for the deniz.ens of 
  Scortch, Rad seems to have the standard draconic 
  distaste for technology and generally stays clear of the 
  inhabited areas. Because no one in Scortch knows very 
  much about Rad, rumors about this dragon abound. 
  Some rumors say that Rad possesses personal powers 
  that put all other dragons' to shame. One rumor even 
  has it that mackwolf himself oncetried to entrance Rad, 
  but that he failed so miserably that Rad now hates his 
  guts. No one has ever seen what Rad really looks like, 
  and no one ever will. As the popular mutant saying 
  goes: ''You feel Rad, you better fly. You see Rad, you 
  gonna fry!!". 
  In Scortch there are a few more ways to die than in 
  other parts of l laldonia. Because of some high levels of 
  radiation, some animals in Scortch are mutated and 
  dangerous. In the Scortch deserts are some of the 
  nastiest creatures in the known world. Some are poi-
  sonous and some emit radiation. So whatever you do, 
  don't take the Scortch wilderness as a pke. Many PCs 
  that take a purney threw this land never return! 
  l\EJtl..ral Ai:u t5 
  A potential poisoning victim must take at least 1 SP 
  of damage in ordered to be successfully injected with 
  poison. Whena poison takeseffect, thepoisoned victim 
  must make a successful CON roll (which may be 
  modified) in order to take minimwn damage from 
  that poison. A failed CON roll will result in the 
  victim taking maximwn poison damage and may 
  also result in thevictimhavingto make an additional 
  CON roll to avoid dying from poisoning. Fortu-
  nately, poison HP /SP recovery is usually faster than 
  normal and antitoxins are available for most poi-
  sons. A few poison types, and their effects, are listed 
  below. 
  Mild Nerve Toxin: This type of poison takes5 CT 
  to take effect. Minimum damage from this poison 
  results in the victimsuffering5 SP of poison damage 
  and a DEX related skills penalty of-1. Maximum 
  damage results in the victim suffering 1 1-Il' I 8 SP 
  damage and a DEX skills penalty of -2. Death can 
  only occur if the victim is allergic to this poison. 
  Severe Nerve Toxin: This poison takes effect in 3 
  CT and has a CON roll modifier of +3 (i.e. 3 is added 
  tothevictim'sdieroll). Minimumdamageresultsin 
  11-Il' I 7 SP of damage and a DEX skills penalty of -
  2. Maximum damage results in 2 HP I 10 SP of 
  damage, a DEX skills penalty of -4, and in 6 addi-
  tional CTs, the victim must successfully make a 
  CON-3 roll or perish. 
  Deadly Nerve Toxin: Get out those Luck Points! 
  nus poison takes effect in a mere 2 CT and carries a 
  CON roll modifier of +5. Minimum damage results 
  in2HP I 9SPof damageand ALLskillsarepenalized 
  by -3. Maximum damage results in 4 HP I 12 SP of 
  damage, ALL skills are penalized by-5, and in just 4 
  more CTs, the victim must make a CON-5 roll or die 
  horribly. 
  Radiation Damage 
  Radiation damage is both a strange and awful 
  thing. Mild Radiation Damage, which is the only 
  type of radiation damage dealt with in this section, 
  usually resembles normal bum damage in both im-
  mediate effect (ouch) and the time needed for proper 
  healingOongerthan usual). However, the really bad 
  thing about this type of damage is the potential for 
  long term ill-effects (many of them delayed). Any 
  creaturethatisexposed to enough radiation to cause 
  damage may be a likely candidate for such ills as 
  contracting radiation sickness, getting cancer, pro-
  ducing mutated offspring, etc. Long-term effects 
  may befall a victim of radiation damage and is left 
  solely to the GM's discretion. 
  
  ... ..._ .... z< ........ -...... z,.-. .... v ... ,.,.,,, .. .,.,.,;:,,.,., .._..,.. .. ,,..................................... . ..... , ............ ., ........ ·.-.-.-.· ................... ., ...... , .......... c.'.,,........................................................ 
  . ............. ·.·.-.-.-.·.·.·.·.·.-.·.·.·.·.·.-....... . ....................................... ~ ........ . 
  ''Not all God's children are beautiful. 
  In fact, many are barely presentable." 
  -Priest on habitants in Scortch 
  Scortch is surprising in therelativediversity of~ 
  font\S that live there. WhilenotasrichinlifeasMontagar, 
  Scortchisstillalandof manypeopleand manysurprise, 
  and each inhabitant has an important role to play in the 
  ecology and social structure of Scortch. 
  Faerie Races 
  There are but two Faerie races in Scortch; sand 
  fairies and blue elves. Both are naturally residents of the 
  area; not Scortch proper, but the marginal lands at the 
  edgeof thewastelands. Bothraceshavebeenronquered 
  and, to an extent, ro<>pted by Blackwolfs Mutant 
  Empire. 
  §and Fairies 
  'We're the only creatures in the world 
  who actually like sand storms. 
  With a storm we can move incredibly fast, 
  which makes for effective raiding." 
  -anonymous sand fairy dervish 
  Riysique 
  Sandfairies,arareand unusualoffshootthoughtto 
  be most closely related to swamp fairies, are the only 
  fairly race which dwells in desolate areas (like Scortch). 
  lreyrarelygetto be more than two feet tall. It is the very 
  rarespeciiren thatexceeds30inchesinheight The skin 
  of sandfairiesisunifonnlydark,andof grey,brown,red 
  or blue hues. O::casionally, a sand fairy will arise witha 
  deep pwple tint Many fairies' skin is so dark that it 
  appears black. Sand faity hair is colored similarly to 
  their skin, although it tends to be of lighter hues. 
  Theireyesareverypaleincolor, ranging from blue 
  to yellow, and the iris issowidethatthesdera is all but 
  invisible. 1rey have long, thick lashes which keep the 
  sand out of their eyes, and their heavy epicanthic folds 
  make them appear as though they are constantly 
  squinting. 
  Llkeall fairies, they have two pair of ~sprout­
  ing from the upper part of their back, however sand 
  fairies use their wings less than other faiiy races. This is 
  because the heat and sand of the desert air can cause 
  damage to the fragile membranes. 
  Sandfairiesdres.s,asmosthotweatherdwellersdo, 
  in thin, loose-fitting clothing. This clothing is layered 
  upon their bodies. Colors for their clothing are earth-
  tones and of course, white. Remember that light colors 
  reflectheat,darkcolorsabsorb heat In thedesert, where 
  heatisinexcess,absorbingitisnotoneoflifespleasures. 
  Partof theirrobe-likeapparelisa hood to cover the head 
  and protect it from the burning rays of the sun. Sand 
  faityrobesarealsoequipped withacowel which drapes 
  in back to cover their wings. This can be pulled up over 
  the shoulders to allow the sand faiiy to fly, although it 
  takesacombatturntogetthefabricoutofthewayofthe 
  wings. Often, a few groups of sand fairies will confine 
  themselves to wearing shades of the same color, so 
  that at the tribal village, different groups can be 
  differentiated from each other. Tiris is not a law, or 
  even a custom, but it does happen quite frequently. 
  Sand fairies live to an age of about 45 years, 
  reaching maturity around age 14. 
  
  ~ 
  Surviving as they do in a harsh envirorunent, 
  sand fairies have no use for anything which is not 
  utilitarian. Any ornamental items they carry are also 
  very useful and durable. They are direct in speech 
  and custom, which has caused even the yellow elves 
  to refer to them being "as abrasive as the sand storms 
  they ride." 
  Sand fairies are also not a very trusting people, 
  which is hardly surprising considering they live in a 
  land where almost everything is larger than they, 
  and every thing would kill them without a second 
  thought, and probablydevourthemafterwards(yes, 
  even the goblins eat 'em). 
  The cornerstones of sand fairy psychology are 
  twofold: the world is divided into 'us' and 'them'; 
  and the desert is a harsh mistress. Everything sand 
  fairies do is evaluated in the light of these principles. 
  Life~le 
  Sand fairies lead a nomadic lifestyle, centered 
  around their single large tribe. This one tribe sprouts 
  many smaller hunting/ scouting parties which oper-
  ate independently for up to a year at a time. In sand 
  fairysociety,thewomenareasirnportantasthe men, 
  but a pregnant woman is considered a world a~t. 
  All pregnant women are moved back to the mam 
  tribe and kept safe and isolated until childbirth. 
  The Maharaj is the supreme ruler, and com-
  pletely controls the politics of the sand fairies at the 
  main camp. For external policies (dealing with mu-
  tants and others) there is a council of elders (from 
  whose number a new Maharaj is chosen every seven 
  years) who votes yea or nay on all the .Mahar~j's 
  decisions. Only the Maharaj can make foreign po hey; 
  only the council can decide on the policy. Very 
  seldom will the Council a11ow contact with other 
  races; they prefer to keepalmostexdusi vely to them-
  selves, keeping a few individual contacts with ~e 
  outside world. This is thewayithas been forcentunes, 
  and will quite likely continue to be. 
  The individual expeditions' leaders (called 'ra-
  jas') are likely to join the council at some time in the 
  future. Leading a smaller party is considered good 
  training to lead the entire tribe. Rajas have complete 
  discretion and control over their individual band, 
  but when they meet people from other races, they 
  must follow current tribal policy. Sometimes, they 
  may capture people and bring them to the main 
  i 
  •
  : 
  camp.Reasonsforsuchcapturescould be for gaining 
  information on outside activities, prosecution in 
  matters requiring Council intervention, or a safety 
  precaution before rendering aid to those in need. 
  Actual housing for sand fairies is nothing more 
  than simple lean-tos and tents that are easi~y tr~ 
  portable. For wandering bands, these proVtde little 
  more than shade form the sun, and they are no larger 
  than a few feet on a side. Even at the main camp, the 
  tents are little bigger than this. Although the main 
  tribe' shousingisconstructed of heaviermaterialsfor 
  a little more sturdiness, it is nonetheless just as 
  portable. 
  Remember that sand fairies are by nature nomads, 
  and it is anathema to them to stay in any one place for 
  a long period. A side note to this is that asand fairy held 
  in captivity for an extended amount of time will~ 
  severe effects. Some have died after only a week m 
  prison. 
  Current tribal policy dictates that all outsiders 
  found in the desert be left alone unless they are Faeries 
  in dire straits. However, if a hostiJesituationarises, rajas 
  can exercise their own will and capture the outsiders 
  and bring them to the Mahara~ for ~terrogati?~· 
  The current Maharai Tibsian, 1s rather willing (by 
  sand fairy standards) to work with outsiders. That is, if 
  he approves of their motives and he sees no danger to 
  his people as a group. 
  . 
  . 
  They respect strength and cunrung, and pronuse 
  their support to no one unless they approve of the 
  motivesinvolved,notevenif thereisprofitinitforthem. 
  They call no race but themselves friend. 
  R ere I eJ rvb...nts a-d Wecµ:J IS 
  The only creatures that sand fairies use~ any 
  fashion are desert owls which they have domesticated. 
  Sand fairies are the only race known to make use of 
  them. This is not to say that every sand fairy rides a 
  desert owl, but all rajas as well as most hunters ~d 
  fighters do, and all sand fairies have at least a passmg 
  familiarity with them 
  Asfarasweaponsgo,bowsaretheoverwh~ 
  choice, which is hardly surprising for creatures of this 
  size. When on a raid riding the sand storm, sand fairies 
  use long spears as lances. Due to the extra impact fro~ 
  the sand fairies' speed, the spears do 40 when used m 
  this manner. 
  1 
  
  -.,. 
  • , 
  :;:: ... -. ..... , v .·.• . • -.·.· 
  .-.·.·· .-..-. .................. .,. ................ ,. ....... , ....... .= •• .,,,, •••••••• ., ...... .,,...,. •••••••• .,.. ........ , ..................... ,. •••• -.. . .... P ••• 
  FYgi:J ~tt ci:gJ 
  The religion of the sand fairies is, like themselves, 
  simple and straightforwani. They believe that the land 
  is slowly being healed of its ancient wollllds, and they 
  themselves must help the land to recover. To this end, 
  they see it as a duty to protect the land as much as 
  pos.siblefromMutantdepravations,althoughasasmall 
  race, they also understand the neces.5ity of discretion. 
  They also believe that they themselves are being 
  fonned in the crucible of the desert to be the vanguard 
  of magic in the final battle with technology, and because 
  of this they never shirk painful or difficult tasks. 
  Sand fairies, just before sundown, take a few mo-
  ments to pray that the end will be speedy in coming. 
  Ei:IJ LI I iCS 
  Sand fairies make a living by gathering what they 
  need to survive from the land as they wander. The few 
  itemsthattheycannotpickupormakethemselves, they 
  trade for. Few people have the privilege of trading with 
  the sand fairies. They allow very few contacts with 
  people outside their race, and anyone who breaks the 
  bond of trust given through trading is punished most 
  severely, and often killoo. 
  The most conunon oontact sand fairies have with 
  outside races is when they indulge in that other means 
  of supporting themselves, which is to say, when the 
  groups go raiding. At these times, any group the sand 
  fairies encounter which is not anned to the teeth is in 
  trouble. The sand fairies, havinggrownupin thedesert, 
  use it to their advantage. Often, they can sneak up and 
  be on top of a party before the party even realizes that 
  they are there. They also have the ahrost uncanny 
  ability to disappear, presumably burrowing into the 
  sand for a time, using their wings to dig themselves in. 
  This has led to a rumor among the low mutants that 
  sand fairies are magical in nature, which, essentially, 
  they are, although not in the manner the Mutants fear. 
  AllEs a-d 8-Erries 
  The sand fairies are not the allies of anyone, they 
  stay exclusively to themselves. Whiletheymayagreeto 
  help a character of another race, this will be for a srort 
  period of time only, and will not ~long enough to 
  create true allies. 
  The only true enemies to the sand fairies are 
  Blackwolfs armies and creatures of the desert Sand 
  fairies worr.t attack a character just because he is a race 
  other than their own, but if a party is foolish enough to 
  attack a party of sand fairies, there will be hell to pay, as 
  alotof sandfairiesgetanadrenalinerushwheninbattle. 
  STR 
  5 
  INT 
  10 DEX 
  13 OIA 
  10 
  PER 
  12 CON 
  11 SIZ 
  4 
  WP 
  11 
  MGT 5 
  DB 
  -1 SPI 
  11 MR 
  9 
  RS 
  11 REC 
  11 SP 
  26 HP 
  8 
  Sandfairiesgeta +3 to their dodge skill (if their wings are 
  uncovered) 
  Suggested Advantages: Direction Sense & Immunity 
  to Radiation 
  Suggested Disadvantages: Battle Rage, Oaustropho-
  bia, Hatred for outsiders, Vision Problems. 
  Ad\IB1ti1if'ij R"ssitilit:Es 
  • Fmding the sand fairies and enlisting them against 
  Blackwolf's plans. 
  • Protectingacaravanfromthesandfairymarauders. 
  • Rescuing a sand fairy band frommutantsor other 
  attack. 
  • Masquerading as large mercenary sand fairies 
  and negotiating with mutants to try to gain entry 
  to Scortch-1 or to learn some other secret. 
  
  Blue Elve!I 
  Physique 
  "Never again." 
  -blue elf maxim 
  Blue elves are native to the coastal regions 
  of Scortch. They are not as graceful as the red 
  elves, nor as strong as the brown elves, but 
  they have a beauty all their own. 
  Blue elf skin varies from a light blue to a 
  dark navy in some individuals. The hair, in all 
  cases, is black, changing to ivory when the 
  individual nears 100 years of age. Eye color in 
  blue elves varies dramatically, more so than 
  in any other elf race, but in all cases the eyes 
  are the most alluring part of a blue elf. 
  Blue elves reach puberty earlier than most 
  elves, around age 15 or so, and are fully ma-
  ture by age 20. At the same time, their life 
  expectancy is relatively short, 135 years at 
  most, with an average of 120 years. 
  Most adult blue elves have several scars 
  on their body, the result of unwarranted (or 
  perhaps well-deserved) Mutant attacks. 
  Somehow, with the blue elf pride, these scars 
  are not disfiguring, but somehow enhance 
  their appearance. 
  Psychology 
  Blue elves are the most cosmopolitan and 
  elegant of the elf races. Their culture has 
  evolved significantly since their conquest by 
  Blackwolf's Mutants, and is very urban and 
  very well adapted to coexistence with the 
  Mutants. 
  Blue elf psychology centers on simple 
  beauty, and in many ways can be compared to 
  classic Japanese culture. Their clothes are basic 
  in design and delicate of weave, yet the cut 
  and the fashion are very attractive. Their 
  houses and decorations are very basic, yet 
  their esoteric construction conveys peace and 
  harmony. 
  Blue elves do not have the luxury of being 
  able to fight the Mutants, so they attempt to 
  work within the system, using their diplomatic 
  skills in a vain attempt to get the Mutants to 
  abandon the hate which rules their lives. 
  Similarly, their low social status forces them 
  to turn the other cheek whenever they are 
  affronted by the Mutants. 
  Other blue elves have taken a more direct 
  approach, and have begun fighting fire with 
  fire. They have organized an underground 
  resistance, and wage active partisan warfare 
  against Blackwolf and his forces. They are 
  careful enough that this has not yet resulted 
  in reprisals against the blue elf population at 
  large. 
  Over all, the blue elf mindset is charac-
  terized by stoic persistence, calm deliberation, 
  and enjoyment of the simple pleasures of life 
  (like having enough to eat). 
  Lifestyle 
  As for the physical placement of the blue 
  elf settlements, they are in a very few locations. 
  Remember Blackwolf took over Scortch-1, 
  which was the blue elf city of Yata, and it is 
  here that many blue elves still reside. 
  There are two villages on the Black River, 
  splitting the distance between Scortch-1 and 
  the ocean into almost equal thirds, as well as 
  smaller communities scattered along the coast 
  of the ocean. There are quite a few larger 
  villages in the Spine Mountains to the east of 
  Scortch-1. This is where the second largest 
  concentration of blue elves Jive, probably 
  because it is easy to hide in that area. There 
  are a few roving bands of blue elves around 
  Steam Lake. These elves have no permanent 
  settlements, only portable, tent-like dwellings. 
  The villages in the forests of the Spine 
  Mountains are the only settlements not built 
  directly on the ground, as some in the forest 
  rise to low levels in the trees, this being for 
  simple security's sake. 
  Materialsforconstruction of housing varies with 
  the location of the oonununity. Those in the forests 
  consist of fitted and deaned logs, while those in the 
  desert south of Scortch, are almost exdusively pole 
  frame and mud wall oonstruction. The houses along 
  theshoreoftheoceanareoonstructedoflightgrasses 
  tied to thin poles. 
  r 
  ) . . . l" r 
  1 
  
  , ............... ·.·.·.·.· .. ·••.· ............. ;;;. 
  Families are rarely more than a mother, 
  father, and a few children. Large families, as 
  seen in the red elf communities, are usually 
  uncommon among blue elves. 
  On the front of the houses, no matter what 
  the village, there will be the crest which in-
  dicates the fathers lineage. These indicate the 
  family heritage all the way back to the time 
  when Avatar first made a place for the blue 
  elves. 
  For the first eighteen years of life, blue 
  elves are considered children and are not 
  recognized in their community. At the age of 
  19, however, young males go through a rite of 
  manhood so secretive that no one outside the 
  blue elf community really knows what goes 
  on at this ritual. These rituals of manhood 
  may vary from community to community. 
  Males also become eligible to hold positions 
  in their village hierarchy, though this rarely 
  happens before age 45 or so. 
  19-year-old females also go through a 
  ritual, but not of the same type as the men. 
  The women traditionally simply become 
  'marriageable' and of assuming a place in the 
  community. (Blue elves do not really 'get 
  married', they take a mate with whom they 
  will stay until death.) 
  Blue elf society is also concerned with the 
  long-term aspects of struggle with the Mu-
  tants. To this end, they endeavor to keep the 
  females as safe as possible, the better to ensure 
  that the blue elves can continue to breed and 
  keep pace witht he exploding Mutant popu-
  lation. 
  Preferred Mounts and Weapons 
  Blue elves, being low on the social ladder 
  in Scortch, must often do without mounts. 
  When they can geta mount, it is almost always 
  a cranky, as these are the most common riding 
  animals in Scortch. Several better blue elves 
  own their own crankies, or even occassionally 
  a ross, but these can be stolen by Mutants, and 
  when they are, the blue elves have no legal 
  recourse. Blue elves adamantly refuse to ride 
  salamanders, which they view as a purely 
  Mutant beast. When desperate need arises, 
  _,. ................ ·.·.-................. .!' .... :.-. ....... 
  ._. ;:; -....... 
  "''" 
  such as a military campaign, they are not 
  above thieving a cranky or two from 
  Blackwolf's army stables. 
  For melee weapons, blue elves use small 
  weapons such as daggers, which are readily 
  concealable, or axes and hammers, which can 
  be passed off as 'tools'. Older Mutants have 
  learned not to hassle blue elves overmuch, as 
  even those without tools of their trade seem 
  to be able to rapidly sprout deadly weapons. 
  Close proximity to Blackwolf and all of 
  his newly-found technology has given the 
  blue elves access to the advanced weapons of 
  war and enough ammo for some blue elves to 
  become proficient with them. Especially useful 
  are rifles (usually the bolt action type) for use 
  by snipers. The rifle's long range gives the 
  sniper time to get away, as he can drop a 
  target from several hundred yards away, and 
  have a head start when the target's comrades 
  begin to pursue. 
  
  -
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  Blue elf snipers also use crossbows and 
  regular bows of all types. The advantage of 
  bows over guns is obvious, they allow a silent 
  kill. Of course, there is also the practical ap-
  plication of bows in the hunting pasttime, 
  again, owning a deadly weapon as a 'tool of 
  the trade'. It is infinitely easier to shoot a boar 
  from 50 yards away than it is to try to sneak 
  up on it and kill it with a knife. Between these 
  several pursuits, many blue elves have become 
  rather proficient with these long-range 
  weapons. 
  Religious Beliefs 
  Blue elves really don't have a religion, but 
  they are by no means atheists. Religious 
  practices are an individual preference, aa 
  Blackwolf crushed the organized blue elf re-
  ligion thousands of years ago, and has actively 
  persecuted it since. 
  Economics 
  Within Scortch-1, most blue elves are 
  shopkeepers or entertainers of some sort, al-
  though thieveing and fencing are also popu-
  lar professions. Outside of Scortch-1, most 
  lead lives of farming, raising livestock, hunt-
  ing, the rural pursuits of life. Those blue elves 
  living along the ocean have begun to delve 
  into fishing as a way of making a living, but 
  they are not quite proficient enough at it to 
  turn a good profit. 
  Blue elf economics are more or less segre-
  gated from that of the Mutant empire at large; 
  the Mutants only trade with blue elves when 
  their superiors won' t catch them, and the blue 
  elves want few Mutant goods. The elves tend 
  to trade within their own race, which, given 
  their low status, means that they are often 
  poor. 
  Allies and Enemies 
  Blue elves hold a grudge against the other 
  races in Halcionia, for the blue elves think 
  that the Faerie races turned their backs when 
  they needed help some three thousand years 
  ago. Characters of other races can overcome 
  this grudge by, depending on the severity, 
  something as little as helping the blue elf in a 
  bar fight, or something as difficult as nursing 
  the blue elf back to health from the brink of 
  death. (The gamemaster and player playing 
  the blue elf should determine this.) 
  The reverse of this is also true. Other races 
  have the tendency to see blue elves as mutant 
  sympathizers and not to trust them. 
  Those blue elves living around Steam Lake 
  have had dealings with other races, an~ have 
  even begun to open relations with them. 
  STR 
  10 INT 
  PER 
  10 CON 
  MGT 10 DB 
  RS 
  10 REC 
  10 DEX 
  10 SIZ 
  +O SPI 
  11 SP 
  10 CHA 10 
  9 
  WP 
  11 
  11 MR 
  10 
  30 HP 
  10 
  Suggested Advantages: Contacts, & Determi-
  nation 
  Suggested Disadvantages: Hatred of 
  Blackwolf, Hatred of other faerie creatures 
  Adventuring Possibilities 
  • Contacting the underground for aid, to aid 
  them, or for information. 
  • Assassination or kidnapping of evil col-
  laborators. 
  • Rescue of captured members of the under-
  ground. 
  Mut:ant: Race!I 
  Scortch is nothing if not a breeding ground 
  for Mutants. There are very many Mutant 
  races, species, and sub-species, grouped into 
  a variety of tribes, villages, gangs, and other, 
  less tasteful social groupings. 
  In the beginning, mutation was a horrible 
  disease that each was forced to bear in a unique 
  and painful fashion. Contrary to everything 
  the late human race had hypothesized and 
  feared, mutation was a horrible, though not 
  necessarily degenerate process. Hideous new 
  creations were the outcome of every Mutant 
  birth. Over the millennia, however, the resi-
  dents of Scortch looked for mates who shared 
  
  their genetic defects, and eventually many 
  mutant strains started to breed true. 
  The development of distinct Mutant tribes 
  was the first painful step towards a Mutant 
  culture. By the present time, over two-thirds 
  of the population of Scortch is a member of 
  one of these tribes, and within each tribe ab-
  normal mutations only crop up in about 3% of 
  the births. These tribes are considered by 
  Blackwolf to be genetically stable, and have 
  been classified by Blackwolf for his own 
  dysgenics experiments. High mutants, low 
  mutants, pig mutants, goblins, and the 
  reptilion races are the major stable tribes in 
  Scortch, although many smaller ones also 
  exist. 
  The remaining mutants (over one-quarter 
  of the poulation) are genetically unstable, and 
  do not breed true. Known collectively to 
  Blackwolf as Obscuro mutans chaoticus, to 
  other mutants as 'misfits', and to themselves 
  as 'individualists', they are most commonly 
  called 'random mutants' by the Faerie folk. 
  Random mutants are covered at the end of 
  this chapter. High mutants and imps, both 
  new to this book, are covered below. They are 
  described in a manner similar to that used for 
  the Faerie races in the Montagar sourcebook, 
  although the anthropological sections have 
  been cut. (Who really cares how the average 
  high mutant earns his keep, or what an imp's 
  religious beliefs are?) 
  High Mut.nnt.s 
  (a.k.a. • Homo Mut.ans Elegans) 
  "I used to think it was pretty cool 
  being on top of the pile like we are. 
  But then I took a look at the pile." 
  -anonymous military attache 
  Physique 
  High mutants are the cream of the crop of 
  the Mutant races. Only supernatural creatures 
  are better suited to carry out Blackwolf's 
  dreams of empire. High mutants are tall, of-
  ten as much as seven feet, and though they are 
  large-boned, they tend to be thin and wirey of 
  build. Some Faeries believe this is because 
  high mutants, being the most cerebral of the 
  Mutant races, do not exercise enough, while 
  others maintain that their slender frame is 
  genetic in nature. 
  Regardless, high mutants have a natural 
  (or practiced) grace and fluidity of movement 
  that mnakes them seem elegant instead of 
  gangly. What they lack in strength and sheer 
  physical power they more than make up for in 
  agility and hand-eye coordiantion. Although 
  they look frail, they are deadly, and tales are 
  told of high mutants who, though surrounded 
  and outnumbered, fight calmly atop a pile of 
  elven bodies and eventually win the day. 
  
  High mutants have the longest lifespan of 
  the mutant races, occasionally living as long 
  as some blue elves. The average life expectancy 
  for high mutants is on the order of 110 years, 
  although they tend to be invalided for the last 
  twenty or so. Bent and brittle high mutants in 
  wheelchairs are not an uncommon sight in 
  Scortch-1. 
  Fortunately, high mutants are not very 
  fertile, else the Faerie lands would be very 
  hard-pressed indeed. They do not reach sexual 
  maturity until they are 50 years old, and even 
  then pregnancy is a difficult state to achieve. 
  Blackwolf has studied the problem of high 
  mutants infertility, and he believes that they 
  never actually complete puberty, instead 
  spending most of their life in a semi-fertile 
  state. 
  psychology 
  High mutants are exceptionally intellec-
  tual, and emotions rule their mionds less than 
  for any other race in Scortch. They do not 
  believe in God, they do not believe in love, 
  and they do not believe in ethics. For them, 
  everything simply is or is not. 
  They are very difficult to enrage, trick, or 
  flatter, as they simply do not respond to these 
  stimuli. These characteristics, along with their 
  keen analytical minds, makes them ideal for 
  military service. They most often serve in 
  command roles, and they are the most trust-
  worthy of Blackwolf's servants. Fortunately, 
  the Mutants they command tend to be thor-
  oughly inept. 
  High mutants are also acutely aware that 
  they are the chosen of the Mutant races, and 
  in order to flaunt their position, they dress 
  flambuoyantly. High riding boots, tailored 
  clothes, masks, fancy epaullettes, gold braid, 
  long gloves, and other such accessories are an 
  integral part of the high mutasnt wardrobe. 
  preferred mounts and weapons 
  High mutants prefer semi-automatic 
  weapons to automatic. To them, submachine 
  guns and the like are too loud, too wasteful, 
  and much better suited to unskilled labor. 
  They themselves prefer the elegant solution 
  of 'one shot, one kill', thus they tend to use 
  semi-automatic pistols and rifles. Many also 
  carry swords or daggers as weapons of des-
  peration. 
  High mutants rarely use live mounts, be-
  cause they don't feel they can trust rosses or 
  crankies not to panic in the heat of battle. 
  They infinitely prefer teh mechanical mounts: 
  tanks and planes. 
  STR 
  6 
  PER 
  10 
  MGT 9 
  RS 
  12 
  Imps 
  INT 
  CON 
  DB 
  REC 
  12 DEX 
  8 
  SIZ 
  +O SPI 
  11 SP 
  13 CHA 
  12 WP 
  13 MR 
  33 HP 
  "Work before pleasure? Bah! 
  They're one and the same!" 
  -Render, interrogator 
  Physique 
  11 
  13 
  13 
  10 
  The smallest of the infernal creatures 
  summoned by Blackwolf, imps are relatively 
  strong heavy-set creatures somewhat smaller 
  than the average gnome. Habitualy nude, 
  demons have skin in a variety of bright colors, 
  though shades of red are the most common. 
  Imps have horns and barbed tails, and 
  many have wisps of hair at various points on 
  their bodies, normally around the face. Their 
  features are exaggerated, with heavy brows, a 
  pointed chin, large ears, and a wide mouth 
  filled with pointed teeth. 
  Although they are well-muscled, their 
  bodies also show the degradations of their 
  hedonistic lifestyle. Pot bellies are very com-
  mon. 
  Psychology 
  The psychology of the imp is very 
  straightforward. For thousands of years they 
  have suffered in Hell at the hands of their 
  larger brethren, and now they wish to visit 
  the same pain and torture on others. 
  Imps are consumed with the seven deadly 
  sins, and carefully planned temptations can 
  pull them away from their posts or lead them 
  
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  ~ ......................... ,,_ ... ,, ......................................................... 
  ~ ........ . 
  into traps. Still it takes more than a hunk of 
  meat to win an imp's cooperation, because 
  sadism rules their minds above all else. 
  Imps are savage, cruel, and cunning, much 
  like feral dogs or alley cats. They have no 
  trust except for Blackwolf and his demons, 
  and they see no reason to be amicable in any 
  way. Hate so fills the impish mind that no imp 
  has ever been known to surrender. 
  Preferred Mounts and Weapons 
  Barbed spears are the most common 
  weapon among the imps, although whips and 
  swords are also popular. Imps almost never 
  use missile weapons, because it robs them of 
  the joy of feeling their weapon enter a victim's 
  body. 
  Imps do not use mounts like rosses or 
  crankies, because they simply can't resist 
  stabbing them. They are occasionally allowed 
  to ride in trucks, but only if watched closely. 
  They have a gremlinish reputation for tam-
  pering with engine parts and the like. 
  STR 
  8 
  INT 
  8 
  DEX 
  13 CHA 8 
  PER 
  12 CON 10 SIZ 
  6 
  WP 
  12 
  MGT 7 
  DB 
  -1 SPI 
  10 MR 
  10 
  RS 
  10 REC 
  11 SP 
  28 HP 
  8 
  Random Mut:nnt:!I 
  "I ain't no misfit. 
  I'm a Ceraprognatho-Scortchian. 
  And what are you? Huh. You're a low mutant. 
  Looooow mutant! Looooow mutant!" 
  -anonymous 
  STR 
  10 INT 
  PER 
  10 CON 
  MGT 10 DB 
  RS 
  10 REC 
  10 DEX 
  10 SIZ 
  +O SPI 
  10 SP 
  10 CHA 
  10 WP 
  10 MR 
  30 HP 
  10 
  10 
  10 
  10 
  All Mutant characteristics are developed 
  on page 70 in the Mutant Generation Tables. 
  Below are the common traits of Mutants as 
  laid out as the races above. Gamemasters 
  should remember that their are no definite 
  Mutant types because Mutant change from 
  generation to generation. The mutant types 
  that have stopped this process are in the basic 
  book as Low Mutants, Pig Mutants~ Reptillion 
  Rex, etc. Use your imagination on developing 
  new Mu tan ts and remember Black wolf would 
  be proud of you. 
  
  Automatic Advantages: As rolled on the Mu-
  tant Generation Chart. 
  Suggested Advantages: As many as you can 
  afford (Mutants need all the help they can 
  get) 
  Suggested Disadvantages: Battle Rage, Fear 
  of Blackwolf, just to name a few 
  Physique 
  Mutants come in all shapes and sizes. They 
  can be anywhere from three inches to ten feet 
  tall. They can be extremely ugly to somewhat 
  attractive, but overall they are just plain stu-
  pid. 
  There are, however, three main types of 
  Mutant bodies; Humanoid, Reptile, and Am-
  phibian. Each of these body types are ex-
  plained and defined under the Mutant Gen-
  eration tables located on page 49 of this book. 
  psychology 
  Mutants are a cowardly lot and like to 
  stick together in numbers. Most worship 
  Blackwolf and consider him their idol. For it 
  was Blackwolf who took the mutants from 
  nothing, gave them a place to call home 
  (Scortch-1), and allow them to rape, pillage 
  and plunder on a fairly regular basis. 
  Most mutants live a life of kill or be killed. 
  They make packs of friends and will fight 
  anyone who messes with their pack. However, 
  they will not fight amongst other mutants if 
  they fear Blackwolf would hear about it. 
  A-eferred M ounts and Weapons 
  Most Mutants will use any gun they can 
  get their hands on. They will also use any 
  melee weapon they can get their hands on. 
  They will also use their hands. Mutants usu-
  ally don't have a prefered weapon they just 
  prefer any weapon. Big, small, lethal, non-
  lethal, it doesn't make a difference as long as 
  they get to pummel an opponent into the 
  ground. 
  Most Mutants ride Salamanders, but will 
  mount anything that moves which sometimes 
  includes each other. Sometimes, Mutants will 
  ride Cranky if one is available, but most of the 
  time they travel by foot. In times of battle 
  Blackwolf will summon up demon mounts 
  but only a few lucky high ranking Mutants 
  get so lucky as to ride on one of there killing 
  machines. Tanks and other vehicles are also 
  common mounts for Mutants. However, be-
  cause most Mutants lack the ability to under-
  stand technomancy, Blackwolf has to explain 
  that two big mutant rats propel a vehicle by 
  running around on treadmills. 
  Adventuring Possibilities 
  • Killing Mutants for no good reason. 
  • Killing Mutants for a good reason. 
  • Killing Mutants because they look at your 
  PC funny. 
  • Killing mutants because their is nothing 
  else to do and the gamemaster is just too 
  lazy to make up a campaign. 
  Mutant 
  not available for photo 
  
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  !icortch-1 & Other !ituff 
  "Scortch-1 is the finest city in Halcionia, 
  if you think different, just ask Blackwolf ." 
  - General of the Military Police 
  There are a thousand stories that could be told 
  about Blackwolf and Scortch-1 as well as the other 
  cities, especially since Blackwolf overthrew the Blue 
  Elves some three thousand years ago. Blackwolf 
  firmly believes that he knows what's best for the 
  world, and intends on seeing his dream become 
  reality. 
  No discussion of Scortch could be complete 
  without an examination of the driving force behind 
  the land... Blackwolf himself, the most powerful 
  wiz.ard on the face of the planet. Although player 
  characters will seldom if ever encounter Blackwolf 
  personally, his orders are the motivation for most 
  intelligent activities that take place in the land of 
  Scortch. Understanding a little bit of Blackwolfs 
  psychology and methods will allow the game mas-
  ter to plan more coherent and 'realistic' scenarios. 
  Blackwolf's Beginnings 
  It was apparent at birth, that Avatar was the 
  child who got all of the attention, leaving his brother 
  Blackwolf to fend for himself. Blackwolf himself 
  always felt that this was because people didn't un-
  derstand him, and preferred to dote their attention 
  on the far cuter Avatar. Others feel this neglect was 
  the result of Blackwolfs hostile and suspicious de-
  meanor, which wasapparentevenatbirth. Blackwolf 
  even bit his own mother when he was but two days 
  old. 
  
  After his mothers death. mackwolf felt he could 
  nowcomeintohisown,asadynamicleader.Hefelthe 
  was a far better choice than his brother, whom he 
  regarded asa milksop. Avatar battled mackwolf forthe 
  right to rule, and defeated his brotherinamagicalbattle 
  of legendary proportions. During this fight enough 
  unbridled energy was released to destroy one hundred 
  acres of forest in Montagar. Avatar having the emo-
  tionaladvantageofhisrrothersdeathdefeated BlackwoJf 
  and banished him from ever returning to Montagar. 
  After hundreds of years of wandering around 
  Halcionia, Black wolf gathered a following of Mutants. 
  He used these mutants to terrorize towns and villages. 
  Soon his following grew into an anny. His anny was 
  soon feared by many fairy cities but Blackwolf knew 
  thathismutantannywasno match fortheelvenannies 
  of the Western Highlands or the East Elflands. He 
  needed something more, so he turned to magic. He 
  discoveredanancientlibraryin the Blue Elf I<ingdomof 
  Yata and began studying the Black Magics. Over a few 
  hundred years he discovered information on old an-
  cientcitiesand beganexcavatingthesetheorizedplaces. 
  Oneof the first pieces of technology that Blackwolf 
  discovered was guns. With this bit of technology his 
  Mutant Army became ten times stronger and more 
  effective but they just had no morale. Blackwolf theo-
  rized thatthelackofmoralecamefromhavingnoplace 
  to call their homeland, so because he was in Yata and 
  most of the technology hewasexcavatingwasnearby ... 
  Within a few months Yata was Blackwolfs for the 
  taking. His magic was so powerful and his tactics so 
  ruthless that the enemy ran when he appeared. It was 
  easy. mackwoJf created a magical castle, one that even 
  his brother would beimpressed by. This place he would 
  call home but Yata wastoo ... too ... blueelflike. mackwolf 
  needed a more powerful name for his city. One that 
  couldbeeasilyremembered. Scortch-1. Andassoonas 
  he had conquered the East Elfland he would create 
  Scortch-2,and then the Western Highlands would have 
  Scortch-3,andfinally hisbrothershome land,Montagar, 
  Scortch-4. 
  Elackwoll'!i Magic & Tech-.... 11ancy 
  Blackwolf is one of the two known wizards in 
  existence. Wizards possess the abilities tocreatemagical 
  energies instead of harnessing what exists in the world. 
  It has been theorized by some of the top scholars of the 
  day that in some twisted way the fates are causing a 
  'good versus evil' battle to see which is the strongest 
  Alth:>ugh, Avatar the Great will agree with this state-
  ment, Blackwolf refuses to acknowledge these idiotic 
  notions. 
  ThereasonBlackwolfbecamesopowerfulsterrmed 
  from his battle with his brother in the earlier years. He 
  was determined to destroy his brother, one way or 
  another. His mack Arts books showed him ways to 
  summon demons, raise the dead and reanimate old 
  technology. As his techrology grew so did his power, 
  until one day, he became the troSt powerful Wizard 
  ever known in Haldonia. Never underestimating his 
  enemies, Blackwolf was sure his brother was still 
  actively practicing magic, so he started work on a 
  new plan. Avatar, on the other hand, was enjoying 
  his food, song, drink, and practicing holding a cigar 
  in his toes. 
  As a thousand years or so passed, Blackwolf ~ 
  coveredanoldmusewnof WWII relics. It was reported 
  that Blackwolf ordered a one month party for the 
  citiz.ens of Scortch-1. Based on his new technology, 
  films, and history books, Blackwolf changed his mod-
  ern day form of warfare to a new philosophy. A 
  philosophy that focused around the most feared war-
  rior he could find in his ancient history books..Hitler. 
  With names of dead generals and other warriors, he 
  began summoning their souls. However, he could 
  never find the soul of Hitler, assuming that he must be 
  a very important soul to be obtained. 
  As Blackwolfs powers grew stronger, he kept an 
  allotment of his magic channeled for several reasons. 
  One was so he keeps his magnificent castle standing. 
  Secondly, he keeps a portal hole open to hell so his 
  demonscan manifest themselves in our world. Also, he 
  has to expend magic to know what his annies are 
  always doing. And, he has to keep his resurrected 
  generals alive. So, It takes almost 75% of his magical 
  ability to just keep his Kingdom running. and because 
  someof hisfocusesarelocalized hemuststayinScortch-
  1 to keep his spells intact. As Blackwolf has said on 
  numerous occasions, '1 can do anything, just not all at 
  on<:e." 
  ''What luck for rulers that men do not think." 
  -Blackwdf 
  Blackwolf runs a tight ship. His basic philosophy 
  of 'succeed or else' has cost the lives of many who have 
  failed him. His Kingdom is a complete dictatorship 
  
  ,,,,,,, .. , ........... -. ................ ,::e:.s ..... , ..... c. ...................................... '>l'ilY' ........ ~ 
  .................
  ........ 
  ~ 
  ... ·.·.-................ ;::w ....... w ."~s.m"···.,, w 
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  with smaller decision making allotted to his generals. 
  1here are no courts, usually the MPs resolve the situa-
  tion. However,ooc-einabluemoon Blackwolf hasbeen 
  known to open up hiscastleforthepeopleto voice their 
  complaints against him. It is strange that most who 
  complain never return(?). 
  Blackwolfsultimate goal is to rule the world but he 
  longs for someone to share it with, that is why he so 
  desperately wishes for a son. Oneof hisbiggestflawsis 
  that he longs to become the one thing he despises. . .a 
  pure human. This is why he must have a human son. 
  His promises to his followers of Mutants only remind 
  himthatheisamutantwhichheusestodrivehiscause. 
  His dream that he tells no one is that one day he will 
  make his brother rule in Scortch-1 as he did. 
  ''You gatta live somewhere." 
  -Motto fur Scortch-1 
  'What died?" 
  -Runner-up Motto for Srortch-1 
  Scortch-1 is the largest city in Halcionia boasting 
  over 360,COO residents. At first glance at this large 
  number one may think thatScortch-1 is a large city but 
  this is not true. Scortch-1 is much like Manhattan Island 
  in New York Gty except it is built on large plateaus 
  surrounded by the Black River. Buildings are built 
  uponotherbuildingsashighasforty stories. People are 
  cramped and thecity is unhealthy and extremely dirty. 
  1he city is separated into various sections, depending 
  on wealth and manufacturing. 
  Scortch-1 is over three thousand and eighty-eight 
  years old and looks it! With it's hot clay streets to it's tall 
  rebuilt buildings, one could never tell this use to be the 
  former kingdom Yata, a city inhabited by the Blue 
  Elves. 1he history tells of Avatar the Great coming into 
  the desert lands some five thousand years ago and 
  healing the large plateaus so that the Blue Elves could 
  haveacitytocall their own. However, when Blackwolf 
  became powerful he marched his Wolfmacht into the 
  city and began destroying the Blue Elves with new 
  teclmology he had discovered. Queen LeAnnasenther 
  fastest messengers to every city in Halcionia to ask for 
  help butevery city or town either feared Blackwolf too 
  much or had problems of their own. In a desperate act 
  to save her people, Queen l.eAnna devoted herself and 
  allofherfamilytoBlackwolfscausetoinsurethesafety 
  of the surviving Blue Elves. 
  1he first thing Blackwolf did was create a magical 
  castleon theAdmin plateau thatcouldbeguardedfrom 
  all sides. Then he began turning thecity into a soulles.5 
  industrial powerhouse where technology could grow. 
  Most of the Blue Elves became indentured servants to 
  Blackwolf, which is why the Blue Elves have such a 
  hatred for every race. 
  Today Blackwolf grows stronger and with the 
  belief that A vatartheGreat willbeeasilydefeated,most 
  hope relies in thefactthatBlackwolf hashalfbreedsand 
  mutantsthatcannotfight Butthereisafearthatoneday 
  Blackwolf willfind a way to takeover the known world 
  and make all mutants victorious. 
  Below is a list of the different sections that a Grune 
  Master will F"md in the city of Scortch-1. 1he map on 
  page 30 will show the sections marked as below. 
  Adi1ain 
  Admin is the term used for the area where the 
  upper officials resides. These buildings include the 
  Army barracks, the courthouse, the jail, and mwlicipal 
  buildings involved with the everyday business of 
  government (issuing permits, collecting taxes, and so 
  on). Admin has no residentpopulation. Other than the 
  Army Barracks and the jail, all buildings in this section 
  will be locked up and deserted at night Criminal 
  activities are rare in Admin, due to the high Army 
  presence. In addition, this section hosts Blackwolfs 
  army rallies, so the buildings in this section are well-
  kept as it comes in Scortch-1, which is still nasty. 
  Admin is composed of two basic building types, 
  Military Police stations and government buildings. All 
  buildings in Adminareclean and sturdy. After all, this 
  is where we have parades! 
  Standard Government Building: Government 
  buildings are six to ten story structures with windows 
  facing the street on the second floor and higher. 1he 
  public is only admitted to the first floor on a regular 
  basis, and the second floor is filled with administrative 
  offices. All government buildings are carpeted and 
  furnished with hand-crafted woodendesks,chairsand 
  oounters. Adminbuilding5areonlyopenuntilsundown. 
  Militaiy Police: The Military Police Station is a 
  single-story building, and is the most dilapidated 
  building in Admin. All of its windows are barred, as it 
  houses not only the police, but also convicted and 
  alleged felons on their way to work camps or trial. 1he 
  PoliceStationistheonly buildinginAdmin which does 
  not close at sunset. 
  
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  Uptown 
  This upper-class section of Scortch-1 is known 
  as Uptown. Here, most buildings are reinforced 
  and sometimes painted (WOW!). For Scortch this 
  is the best living gets. All of these buildings are 
  private residences, and many have Bodyguards 
  serving as security. Citizens occasionally walk the 
  streets at night, and Military Police patrols are 
  constant. Although rare, crimes do occur in Up-
  town (muggings and the occasional murder). 
  Uptown is heavily protected by Blackwolf, and 
  violent crimes occurring here are usually aimed at 
  specific people for specific reasons. 
  The streets of Uptown are cleaner than most, 
  and are lit in some high security places. Military 
  Police often patrol here, as the residents pay to see 
  that they do. This section of the city is composed 
  of high-class apartment buildings, with occasional 
  houses, restaurants, and entertainment establish-
  ments. The streets of Uptown are never very busy, 
  and Military Police patrolling this area have few 
  stories to tell their buddies back at the station, 
  except for the occasional savage domestic fight. 
  The most common building in Uptown is the 
  re modeled apartment building in which most of 
  the cities wealthy live. These buildingshavemany 
  windows, Bodyguard doormen, and metal bal-
  conies. 
  The inhabitants of these dwellings are only 
  home about 30% of the time, and are trading or 
  working when not in residence. These apartments 
  always have the best furnishings, food, and a few 
  valuable articles. 
  B11rtertown 
  The business section of Scortch-1 is known as 
  Bartertown. This area looks not unlike a bazaar, 
  with small tents and stands strewn among 
  permanent establishments. While many transac-
  tions in Scortch-1 involve cash money, among 
  workers, most involve trading. 
  To maximize their business, many shops and 
  entertainment facilities in Bartertown are open 24 
  hours a day. The streets of Bartertown are usually 
  busiest during the day, but are not deserted at any 
  time, even during the wee hours of the morning. 
  The streets are moderately lit, except for alleys and 
  doorways. Criminal activity most often occurs in 
  5 . 7 . 
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  these darker areas, and they are the favorite hang-
  out of Drug Pushers & Hoods. 
  The possible establishments to be found in 
  Bartertowns throughout Scortch-1 are uncount-
  able. All of these stores, however, are in business 
  to make a profit which is hard due to the high cost 
  ofliving. To aid in the design of any adventures set 
  in the city, several standard establishments are 
  described here. 
  The customers found within these stores are 
  the same folks who wander the streets of 
  Bartertown. Proprietors typically have a pistol or 
  shotgun, and employ 1-3 Citizens or Workers as 
  help. 
  Each store has a cash register with 10 - 60 
  Marks (i.e.-dollars) in it. Extra money is taken 
  back to the office if it exceeds this amount. The 
  offices in back are usually sometimes furnished 
  and usually dirty, and are used for job interviews, 
  meetings with other local businessmen, and inter-
  rogation of would-be thieves. All store records are 
  also kept here. 
  Hardware Stores: Hardware stores in the 
  Scortch-1 carry a variety of items from lumber, 
  tools, and non-electric household appliances. In 
  Scortch-1, hardware stores will not carry weapons, 
  or foodstuffs. Other than these items, however, 
  these stores carry much the same products as their 
  twentieth-century counterparts (except some high-
  tech equipment). 
  Pawn Shops: These specialize in used mer-
  chandise, both buying and selling. The large U-
  shaped counters typical to these stores contain 
  used items of every description, including 
  weapons, el.ectronic devices, and even old 
  eyeglasses. These stores do not carry perishable 
  items, but will buy or sell anything else on which 
  they can make a buck. The owner will buy most 
  items at 10% of their original value, and sell most 
  itemsat60%oftheiroriginal value. Theofficemay 
  contain a few 'special' items not available for 
  public viewing. These items include illegal 
  weapons, jewelry, and documents, or photographs 
  with potential blackmail value. 
  Bars: Bars in Scortch-1 are hard, crowded, 
  gritty places. They smell of stale urine and cheap 
  booze, and are often the scene of violence and 
  crime. Most Bars serve a limited selection of food 
  as well as liquor, and may have entertainment in 
  one form or another. The tables and chairs in these 
  
  establishments show signs of having been mended 
  on more than one occasion. Drinks can be pur-
  chased for as little as a Mark, and there is no cover 
  charge for whatever entertainment is provided. 
  This entertairunent takes the form of anything 
  from exotic cage dancers to boxing tournaments to 
  a folk singer to cock fights, and varies from town 
  to town. Bars will also have a large mutant or two 
  employed as bouncers. 
  Liquor and Food Stores: These stores are 
  family owned and operated, and carry a variety of 
  fresh produce and canned goods at extremely high 
  prices. They also contain a small freezer section 
  containing fresh(?) meats, presumably from cattle. 
  They are fronted with large double-thick glass 
  windows displaying merchandise and signs with 
  daily on-sale items. Liquor Stores carry a small 
  selection of food items, as well as tobacco products 
  (when available), and Food Stores carry a small 
  selection of alcoholic beverages. A standard days 
  supply of food / liquor generally costs about thirty 
  Marks. 
  Restaurants: Most eateries in Scortch-1 are 
  known as 'greasy spoons.' They are common in 
  Bartertown, and are run-down establishments 
  serving breakfast, lunch and dinner at all hours of 
  the day. They seat a maximum of 30 people or so. 
  They have windows on at least two sides and are 
  friendly places frequented by those who work in 
  Sweatsville. 
  R e n11ll• 
  Renalls is the term used for the section 
  filled with apartments and rental duplexes. 
  Even small villages have a section known as 
  Renalls, although in smaller municipalities it 
  may consist of only a single block of buildings. 
  Renalls are the largest portion of Scortch-1 . 
  The Renalls is considered the 'heart' of 
  Scortch-1. Crime is not common in this section 
  of town, but people will not generally walk 
  the streets at night. Renalls are dirty but 
  orderly, and wealth is not prevalent in this 
  section of the city. 
  The streets of Renalls are lined with high 
  priced apartment buildings and costly du-
  plexes, and populated with the inhabitants of 
  these buildings at all hours. Since the in-
  " 
  .... ·····:··. 
  habitants of Renalls may work at all hours, 
  the streets are never empty. There is a 50% 
  chance of an encounter with someone anytime 
  of the day. 
  The apartments in Renalls are of many 
  sizes and shapes, and are usually nasty and 
  small. These apartments are populated by 
  citizens 
  !iw e 11t• ville 
  Scortch-1 harbors factories run by 
  Blackwolf, his followers and new technology. 
  As these plants produce copious amounts of 
  waste and pollution, they are relegated to a 
  section of town well removed from the resi-
  dential areas. This section of town, where 
  factories squat and smokestacks form the 
  horizon, is Sweatsville. 
  There are no twenty-four hour residents of 
  Sweatsville, although Military Police watch these 
  factories after they close. This is often unnecessary, 
  however, as many factories run three eight-hour 
  shifts. In addition, chain-link or barbed-wire 
  fencing surrounds most of these facilities, and 
  employees are admitted by password or 
  identification badge. These security measures cut 
  down on sabotage caused by espionage. Crime is 
  not a common occurrence in Sweatsville (perhaps 
  due to the security). 
  Factories in Sweatsville run up to three shifts, 
  and as a consequence Sweatsville may always be 
  filled with people. Between shifts, the streets are 
  packed, while during off hours or in the middle of 
  a shift, they're all but deserted. 
  Aside from Military Police and Officers, those 
  who are out and about during work hours have 
  one of three purposes. They are either applying for 
  factory jobs (HA!), engaged in petty crimes or drug 
  trafficking, or snooping for information. 
  Once the whistle sounds the end of a shift, the 
  streets of Sweatsville become crowded with 
  workers within seconds. Factories in Sweatsville 
  manufactureeverythingfromelectricalappliances 
  to eating utensils. Typical factory in Sweatsville 
  can be as Large as five domed football fields of 
  today or as small as a bedroom, depending on 
  what Blackwolf wishes to have manufactured. 
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  The !ilu11111 
  The Slums contain crumbling buildings, gar-
  bage-cluttered streets, and derelicts and prowlers. 
  The Slums are a constant battle ground between 
  entropy (seeking to tum the Slums into a section of 
  the Fringe) and urban renewal projects. In addi-
  tion, sections of Renal ls are constantly deteriorating 
  into Slums, and Slum areas whose inhabitants are 
  doing well may improve their neighborhood to 
  thepointwheretheybecomepartofRenalls. Slums, 
  therefore, are dynamic rather than static by nature. 
  The buildings found in the Slums are all in need of 
  repair, but are all standing, and all habitable. Crime 
  in the Slums is common, and the street life goes 24 
  hours a day. The Slums only make up 12% of 
  Scortch-1 and lie between the living portion of a 
  city and the abandoned portion of the old me-
  tropolis (the Fringe). Many underground political 
  groups will base themselves in the Slums as 
  Blackwolfs Military Police are often busy simply 
  keeping order. 
  The streets of the Slums are dirty, vermin-
  ridden, and garbage-strewn, and teeming with 
  hordes of the great unwashed. Everyone here is 
  poverty-stricken or has business to conduct outside 
  the watchful gaze of the powers that be. Every 
  block, there is a 50% chance of an encounter with 
  someone. Multiple encounters occur 10% of the 
  time; roll another encounter or two and add it in. 
  The Slums are mainly composed of apartment 
  buildings that have either degenerated or have 
  been reclaimed from the Fringe. These apartments 
  have holes in the floors and ceilings, but sometimes 
  have indoor plumbing and power. They are 
  cramped, filthy, and cockroach-infested. Thanks 
  to unemployment, residents are at home about 
  80% of the time. 
  The Fringe 
  Scortch is built on the old city ruins of the 
  Blue Elf Kingdom of Yata. The remnants of 
  the old city are known as the Fringe. Ruined 
  buildings and streets clogged with debris are 
  the hallmark of this area. It is a desolate area 
  with very few habitable buildings, and utility 
  service only as an oversight (no one considers 
  that some of these buildings might still receive 
  power and water). The Fringe is an extremely 
  dangerous area, surrounding the city and 
  encroaching on Sweatsville and the Slums. 
  The Fringe is populated by Mutants, the 
  occasional street gang off on a lark, Rats, 
  Dingoes, and desperados hiding from justice. 
  The buildings are often unstable enough that 
  merely climbing a staircase is enough to bring 
  them down. 
  To the city-born dwellers of Scortch-1, the 
  Fringe is the wilderness. To the foolish, it is a 
  place of adventure. To the wise it is a place of 
  danger and horror. It is also rumored among 
  the citizens that one can contact the Un-
  touchables from here. 
  The distinction between buildings and 
  streets in The Fringe is muddled, since many 
  of the buildings have become part of the street. 
  There's a 20% chance of an encounter every 50 
  yards or so. 
  
  ---iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiliiiiiiiliiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiliiililiiiliiiiiiiiiiiild 
  The Unden:lty 
  BeneathScortch-1 liesanunexplored world. It 
  is a world of dark terror covering miles of dank 
  tunnels. It is a world composed of sewers, utility 
  access tunnels, and abandoned, sealed-off base-
  ments. Ten to twenty feet below the city streets we 
  find the Undercity. 
  The Undercity enjoys all the major support 
  systems of the city ten feet above. Plumbing pipes 
  carrying supply water, and electrical conduits 
  carrying power to the city run through access 
  tunnels which make up a portion of the Undercity, 
  and innovative Mutants can tap these resources. 
  Thanks to the ten feet of rock, dirt, and debris 
  between thesedark tunnels and the world outside, 
  the Undercity is comfortably cool, maintaining a 
  mean temperature of around 60degreesFahrenheit. 
  The old sewer lines and storm drains make disposal 
  of solid wastes an easy matter. Ventilation in the 
  tunnels, however, can be quite poor, and some of 
  the deeper tunnels have little more air than would 
  support a group of rats for any length of time. 
  Scortch-1 also has abandoned subway tunnels 
  as a portion of their sub-street tunnel network, and 
  these provide those below with easy access to the 
  surface. It is from the surface that these creatures 
  can always find the final requirement for existence: 
  food. Food comes to the world of the tunnels in 
  two ways. First, palatable garbage floats down the 
  sewersand stormdrainswhereitcanbeintercepted 
  by tunnel dwelJers. Second, forays into the world 
  above, or foolhardy expeditions by city citizens 
  will often bring in a fresher supply of food, quite 
  high in protein. 
  The Undercity is populated with Rats, Gators, 
  and Mutants. Occasionally Faeries and Mutants 
  fleeing Blackwolf will also reside here for a short 
  time. Not many of the fugitives survive. 
  Although rumors of the Untouchables are 
  dismissed by Black wolf, who has seen the tunnels 
  of the Undercity, he denies that any humanoid 
  could survive their alone. Their observations 
  support the theory that the Untouchables receive 
  help from outside sources. Several expeditions 
  have tried to explore the Undercity in various 
  towns, primarily to the verify the existence of this 
  group, but none of the major expeditions have 
  ever returned. Perhaps the Untouchables will 
  always remain a mystery. 
  Internal Structures 
  of Scortch-1 
  Scortch-1 is only as good as its power, 
  shelter, water, food, and living conditions 
  allow. A city where power and water are 
  abundant and inexpensive, and where garbage 
  and sewage is kept to a minimum, is going to 
  be far more populous and energetic than a 
  city where these conditions are not evident. 
  The following section will describe the 
  availability, function, benefits, and hazards 
  of the systems most commonly used in the 
  Scortch-1. 
  Wat:er 
  To be useful, a water system must provide a 
  plentiful supply to the inhabitants of a city. This 
  supply should be copious enough that no city 
  dweller ever feels there is a water shortage. Water 
  should also be under enough pressure to drive the 
  plumbing in the Scortch-1. And, most important, 
  the water must be clean and pure. 
  Scortch-1 has numerous pumping Stations. 
  Pumping stations are characterized by water 
  towers fifty or sixty feet high which are filled by 
  large pumps connected to the black river below 
  the Plateaus. The water towers provide pressure, 
  and pipes convey the water to the public, although 
  it sometimes failes due to Jack of maintanance. 
  Each pumping station has a filtration system to 
  ensure water quality (ya sure!), and security is 
  maintained by the fact that, since the intakes are 
  normally buried, direct access to the supply is 
  difficult at other than its end use point. These 
  systems are quite expensive to build, and also 
  require a good deal of expertise to maintain. The 
  main drawback to this system is its dependence 
  upon the main pump to fi11 the water towers. If 
  anything happens to this pump, the area served by 
  it is without water until repairs can be made. 
  The Military Po lice generally provides security 
  (if needed) and it is considered a cardinal sin by all 
  to tamper with the water supply. Those psychotic 
  few who do will find they have very few friends 
  within the city. 
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  Power 
  Power is also important for Scortch-1. With-
  outa readily available source of power, technology 
  becomes useless, and business comes to a stand-
  still. Several methods for the generation of electrical 
  power are prevalent throughout Scortch-1, al-
  though no single municipality will have more than 
  one form. 
  Again, these are not the only systems used in 
  Scortch-1. It is even said that some cities in Scortch 
  make do without a central power source, using 
  only candles and personal methane tanks or 
  gasoline generators. Many citizens in Scortch-1 
  find this tale difficult to credit. 
  Plagued with power shortages and continuous 
  dimmimg, Scortch-1 is mainly driven by fossil fuel 
  and steam powered plants. Convicted criminals 
  (often purchased from nearby large cities) are 
  yoked to the mines to dig for coal at Hellmouth. 
  Some regain their freedom after their penance, 
  others never see civilization again. Prisoners in 
  these mines are repressed brutally, as riots at these 
  facilities have brought certain cities to their knees. 
  Fossil fuel and steam powered plants are inexpen-
  sive to operate and maintain, but are prone to 
  incidentduetothetreatmentof theinmates. Towns 
  with fossil fuel and steam powered plants will 
  have crime crackdowns whenever the labor sup-
  ply begins to dwindle. 
  liarbage/5ewer 
  It may appear, at first glance, that garbage and 
  sewer removal are the least important of city 
  services. This is true for about a week. After one 
  week without garbage and sewage service, most 
  towns become uninhabitable. A city can exist 
  without a community water source (with a 
  considerable degree of effort), and without 
  electrical power, but no city can survive for long 
  without sanitation. 
  Slaves armed with pushcarts (or trucks if your 
  speaking about Scortch-1) accomplish garbage 
  removal manually. Although this appears to be a 
  thankless, dirty job, many citizens are eager to join 
  the garbage corps' because of its fringe benefits. 
  Aside from getting free housing and power, 
  garbage collectors may keep anything they find. 
  Oever thieves will use this profession to fence stolen 
  goods. Garbage which is not claimed by collectors is 
  taken toac:enbalcollection pointwhereitisloaded into 
  trucks or wagons and dumped into the Black River. 
  Sewage removal is an easier matter, Scortch-1 has 
  a sewer system that dumps the sewage into the Black 
  Riveratthesouthsideoftown. Nooneknowsprecisely 
  where these sewer systems lead, but as the sewage 
  never backs up (after all, most of these systems were 
  built to handle cities of two million people or more), this 
  is never a concern of local government. Although there 
  are occasional bad smells, no one in Scortch-1 has 
  experienced problems with their sewage sys.ten\ so 
  they do not investigate how these systems work. The 
  network of underground passages which make up the 
  sewer is usually so large that no local govenunent has 
  an idea of the extent to which the tunnels crawl beneath 
  the streets of their cities. The Wise Ones have warned 
  Blackwolf, however, that should anyone ever discover 
  a weakness ina given sewage system, they could easily 
  cripple it with no problem, and without expertise in 
  repair, the town will have to be abandoned. 
  
  Communications 
  "Propaganda is the art of persuading 
  others of what I don't belive myself." 
  -Blackwolf to his highest officers 
  In Scortch-1 communications are extremely 
  important (how else can Blackwolf call his troops 
  together), as shows how easily that Blackwolf ca~ 
  manipulate the minds of the masses. When .1t 
  comes to motivating his army, Blackwolf will 
  usually have a Generals meeting in his castle. The 
  Generals spread the word through the ranks and 
  the army shows up. However, communicating 
  with the residents of Scortch is a different matter. 
  Blackwolf manipulates them in the form of the 
  following ways, 
  Town Crier: Scortch-1 has several forms of 
  town crier, from a shouting boy to the more modem 
  megaphone-on-a-truck. Town criers are used by 
  Blackwolf who has a vested interest in promoting 
  his own twisted points of view. 
  City Newspapers: Newspapers in Scortch-
  1 are generally sponsored by Blackwolf, and, 
  as such, contain the news, editorials, and 
  opinions that Blackwolf wishes expressed. 
  Although the editors of these papers have 
  some autonomy with regard to what they 
  print, articles critical of local government, or 
  on forbidden topics will quickly lead to a new 
  editorial board. 
  Local and personal 
  advertising is available in most city 
  newspapers, and many underground political 
  groups and criminals correspond through 
  encoded advertisements. Blackwolfs MPs, 
  wish to control this type of communication, 
  but feel that it gives them an opportunity to 
  intercept and interpret these messages. It is 
  an inexpensive method for keeping track of 
  goings on in the city. Underground presses 
  also operate, and, depending on the censorship 
  practiced by the owners in Scortch-1, are 
  targets for MPs raids. 
  Agriculture & Food 
  Most farming is done by machines on 
  farms financed by Blackwolf. Favored tech-
  niques and crops are those that give high 
  yields, yet require less space and labor. 
  Money & Trade 
  Barter and trade were the most accepted 
  forms of commerce before Black wolf took over 
  Scortch-1. As Blackwolf rose to power he 
  created a Mint and began issuing paper money 
  with his image on it. It is worthless anywhere 
  else other than Scortch-1, however, when 
  Blackwolf paid the small mutant town of 
  Accked with his money for services rendered, 
  they said nothing, then ate the paper. 
  Business Regulations 
  In Scortch? You gotta be kidding. 
  Other atil!!i & 
  Pw••daticmalli!itributil:. 
  Most of the population of Scortch is in the 
  southern region of the nation. The smaller 
  protion of the population is in several urban 
  centers. Most mutants are either cramped in 
  dingy slums or occupying the mining or 
  manufacturing communities in the remote 
  areas. In the country the numbers of Mutants 
  is much higher. This is because most mutants 
  cannot abide city life and leave the urban 
  areas. 
  The proportions of faerie creatures to 
  mutants will vary from one city to another 
  depending on the nature of that city. Over~ll, 
  in the city of Scortch-1, 60% of the population 
  is classified as Mutants, 10% as Blue Elves, 
  and the remaining 30% as other faerie 
  creatures. However, Almost 60% of the 
  population of Scortch-1 are Military person-
  nel. 
  The Citie!I 
  Along the southwestern shore of Scortch, 
  at the foot of the Spine Mountains, lies the 
  Cnidair Delta. This land of lush swamps and 
  dense forestation seems perfect for civiliza-
  tion. Were it not for the hideous creatures 
  
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  that roam the damp darkness it truly would 
  be. Still, many Blue Elves make their homes 
  here. For many years they were on the move. 
  They were constantly trying to avoid the 
  roving bands of monsters. After a time the 
  Elves banded together and formed small cities 
  for protection. These small communities 
  eventually grew into small villages. These 
  villages have survived for many years. There 
  are other villages, both mutant and Faerie 
  that populate Scortch. Given here are only a 
  few. 
  5kir 
  The small village of Skir is a fishing 
  community. The village itself is on the beach 
  of the sea that borders Scortch. 
  The 
  community of Skir is very welcoming to other 
  faeries. Their hatred for mutants, however, is 
  without equal. This village is made up of 
  huts, some of the more permanent ones are 
  made of sun-dried bricks. Most consist of 
  tree-bark covered stick-framed huts. The 
  fishermen of Skir have small one or two per-
  son vessels. They row out to the fishing lanes 
  every morning and bring their catch back for 
  the cooks to prepare. Skir is almost totally 
  self-sufficient. Thev trade with the occasional 
  I 
  Kami vessel that comes from the Western 
  Highlands. Their items of trade are often 
  small trinkets of jewelry that the non-fishing 
  personnel create while they wait for the catch 
  of the day. The Skir-folk lead a simple 
  existence, and the problems of great wars 
  only rarely trouble these people. 
  Blackwolf does not consider this village to 
  be worth the trouble of stamping out. He still 
  orders an occasional attack on the village to 
  show the faeries who rules Scortch. 
  Theca 
  The village of Theca lives in the lush for-
  ests surrounding the Spine Mountains. They 
  eke out their existence by hunting and trap-
  ping. Their skills of hunting and forestry are 
  without equal. They move quietly through 
  the forest, camping at night. The Thecans 
  avoid conflict with the marauding mutant 
  bands at all costs. They are fierce warriors 
  regardless. The Thecans travel throughout 
  the forest, and only emerge to sell the pelts 
  that they have garnered at mutant bazaars in 
  Scortch-1 or other mutant villages. 
  Blackwolf realizes the danger of letting such 
  a group of free-roaming faeries go free. He 
  also realizes that the meager intelli ence and 
  
  morale of his mutant armies does not cater 
  well to the capture of these elves. The Thecans 
  entrance into the cities for the bazaars, is 
  unknown to Blackwolf. The information 
  would greatly interest Blackwolf, however. 
  (Jueens~on 
  Queenston can be classified as a true city. 
  It is the birthplace of the Queen of the Blue 
  Elves. The city was taken over by Blackwolf's 
  Army. Blackwolf has since turned the city 
  into a ecologically terrifying sight. The city 
  specializes in the production of technological 
  devices for Blackwolf. It is essentially a 
  company-owned town. Everything in the city 
  is controlled and owned by Black wolf's agents. 
  The people here are workers and their fami-
  lies. All members of the families are required 
  to work for the company in some capacity or 
  another. Only specific excuses will excuse a 
  resident from holding a position in the 
  factories. 
  The population of the city is mostly mutant. 
  The actual breakdown is 65% mutant to 35% 
  faerie. The ever-increasing population is usually 
  held to around 175,000. The need for workers 
  causes either temporary or permanent increase in 
  this number. 
  Blackwolf has recently been sending many of 
  the genetically altered creatures from hisdysgenics 
  programs to work here. They rarely get along with 
  other co-workers and have so far proven to be 
  more of a liahility. A special company police unit 
  has been established to take care of any of these 
  creatures that violate the laws of thecity. The laws, 
  by the by, are simply the wishes of the company 
  heads, and the wise worker rarely disappoints his 
  boss. 
  Phyte 
  The city of Phyte is a disgrace, even among the 
  cities of Scortch. With the exception of Accked, 
  this city is the most dreaded in existence. Phyte is 
  built around the Black River. The terrible stink 
  that rises up from the dark river pollutes the city 
  with its awful odors. The denizens of this city 
  often have faulty olfactory senses, which at times 
  almost becomes a necessity for residing here. 
  This city is not of much import to Black wolf. He 
  has used it only rarely. His original intent was to 
  build his city of factories here, using the river as a 
  convenientdumpingground for the created wastes. 
  The smell was too much for him and he changed 
  the location to another city. 
  Phyte has a surprisingly high population 
  considering its size ( and smell). The city holds 
  65,000 beings. 85% of the population is mutant, 
  while the remaining 15% are distributed among 
  the various faerie races that can bear to call it 
  home. 
  Accked 
  Accked is truly a mutant city. This is arguably 
  the second largest city in Scortch. Their is little of 
  value that comes from this city. The mutants who 
  call this city home are strict and militant in their 
  laws. Their laws are quite draconian. 
  The most famous attraction of this city is The 
  Pit. The Pit is used for many uncivilized forms of 
  combat thinly disguised as games. The games 
  result in the death of many citizens every day. 
  Many of the folk present in a city at any given time 
  are merely citizens from other areas of Scortch 
  who come to compete in the arena games. The city 
  is constantly lined with wheeled carts and other 
  methodsoflocomotion with which the participants 
  in The Pit are borne to Accked. Without The Pit, 
  there is nothing of value in Accked. The city is 
  home to the stupidest mutants in the history of 
  Scortch. Some have jokingly theorized that 
  Blackwolf sent these mutants to Accked to localize 
  and contain their gene pool. One may laugh at 
  these jokes until one enters the city. After mere 
  moments it is obvious that these beasts should be 
  contained. 
  The population is all mutant. There are, 
  however, many visitors to the city. Also, there are 
  the prisoners (read Faeries) that the mutants hold 
  for The Pit games. Their is no government or 
  organized commerce in this city either. In fact the 
  only resemblance to a city is the constant presence 
  of a population and the one permanent structure: 
  The Pit. 
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  "Agree, for Blackwolfs laws are costly" 
  -Unknown, Old Prcroerb 
  The various organizations active in Scortch 
  and Scortch-1 is divided into four groups: 
  Sanctioned Organizations, who have received 
  at least a tacit approval from Blackwolf, and 
  can therefore go about their business publicly; 
  Criminal Elements, who are as rampant as 
  death and disease; Underground Societies, 
  who wage their own secret war against 
  Blackwolf and his position of power; and In-
  habitants, who are just normal people trying 
  to survive. 
  The members of these organizations will 
  be NPCs. Player characters can join any or-
  ganization they wish (and that will have them). 
  The possibility of a players joining the Blue 
  Elf underground known as the Yata, opens 
  up a whole new aspect for characters role 
  playing in the world of Wizards. 
  The following are the main groups which 
  currently exist within the confines of Scortch 
  and Scortch-1. 
  New groups, however, are 
  forming all the time, and an accurate listing of 
  all groups is simply not possible. In addition, 
  the membership of these groups is as variable 
  as public opinion. A group may usually count 
  members of a particular social group as the 
  mainstay of its organization, most groups will 
  accept almost anyone. The actions of these 
  groups will vary from given norms as well, 
  therefore, the specific details and actions of 
  these groups can be left to your convoluted 
  imagination. 
  !i11nctlaned Org11niz11tian• 
  Below are a couple of organizations that 
  were founded by Black wolf to fight his cause, 
  which are: Assassins, Blackwolfs Army, 
  Blackwolfs MPs, Eugenicists, and Eyes. 
  Assassins 
  Assassins are rare but significant members 
  of society, who Blackwolf uses to track down 
  and eliminate any opposition. They are soli-
  tary operators who harbor a deep hatred for 
  anyone. Blackwolf and his army respect these 
  assassins who have a fairly strict code of ethics. 
  They take great pride in a successful mission. 
  Assassins work for Blackwolf, but stretch his 
  rules when it suits their purposes. They are con-
  descending but protective to other assassins. The 
  Assassins main motivation, however, is greed. It 
  has been Blackwolfs experience that if he offers 
  high perks and lots of money it is much easier to 
  work with any assassin in any given situation. 
  However, an Assassin will not follow any order 
  involving the safety of another assassin. 
  Assassins interact freely with fellow Assas-
  sinsand respected by members of organized crime. 
  Most of the time, assassins will not inform 
  
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  Blackwolfof their knowledge of organized crime 
  activity for ethical reasons. If Blackwolf or 
  any other person should interrogate Assassins 
  on these topics, they are wasting their time. 
  One should always remember, an assassins 
  best friend is money. 
  Assassins are pragmatists. Although 
  motivated by the pursuit of the almighty dollar 
  and the sincere desire to kill for sport, some 
  are more cynical about it than others. 
  As-
  sassins are that rare breed of individual who 
  enjoys the excitement of the kill, but despises 
  the organizations and financial restrictions of 
  most government. Assassins have a code of 
  honor and will never fight with one another 
  over a particular kill. 
  Blackwolfs Army [Enlistment] 
  Blackwolfs Army is a belligerent bunch of 
  misfits that completely fear Black wolf. When 
  in Scortch-1 they become active and ruthless 
  military personnel. However, the farther they 
  stray from Blackwolf, the lazier and less 
  willing to die for the cause they become. 
  They're recruited with promises of food, 
  shelter, and death to all that is not mutant. 
  Others are recruited from towns and villages 
  that Blackwolf has conquered. 
  Blackwolfs army acts in a pseudo-mili-
  tary fashion, with privates at the low end of 
  the scale and generals at the top. The two 
  motivations of Blackwolf are: the acquisition 
  of power, and the rule of mutants. Most 
  Soldiers, other than the general, will blindly 
  follow the orders of their superiors, and are, 
  in fact, rigidly disciplined to do so. Soldiers 
  who are individual thinkers either end up on 
  the general staff, Military Police, or end up 
  mysteriously dead. 
  There are of two types of Soldiers which 
  operate under the auspice of the Scortch-1: 
  Volunteers and the Military Police. Volun-
  teers are local citizens recruited, trained, and 
  supported by Blackwolf. In addition, Scortch-
  1 takes the cream of the Volunteers to form 
  the Military Police, an elite group of cut throats 
  that Blackwolfs uses to enforce his rule with 
  the use of any tactics they deem necessary. 
  Blackwolfs Army [Officers] 
  Officers are some of Blackwolfs best sol-
  diers. They were given their position by 
  Black wolf himself. Most Officers are devious 
  in their actions, and are careful that all activi-
  ties helpful to Blackwolf and his cause are 
  visibly their responsibility, while question-
  able activities are readily blamed on Enlistees 
  or other incompetent Officers. 
  Officers, on the surface, are eager and 
  willing to talk freely with anyone they meet 
  but it is uncommon in most areas of the city, 
  meet in the Admin section. They will not, 
  however, be found alone at any time, and 
  always calculate what they say with extreme 
  care- i.e. - consider everything they say to be 
  a lie. Also, they do not often associate with 
  criminal activity, death is the usual punish-
  ment by Black wolf if he learns of such goings 
  on. 
  Officers range from local leaders to dead 
  generals and some demons. They are amoral 
  in nature and are never open or honest with 
  anyone. Officers trust no one except them-
  selves, and are cautious in social situations. 
  Officers quest for power and death, although 
  they operate within the bounds imposed upon 
  them by the Black wolf. All decisions made by 
  Officers reflect their single-minded desire for 
  greater personal power. Officers are the 
  members of Scortch-1 who keep the govern-
  ment running smoothly (please). 
  They ac-
  complish this goal through manipulation of 
  fellow Officers and other citizens. To an Of-
  ficer procedure is sacrosanct. The Officer will 
  manipulate people, but always within t~e 
  bounds of procedure. Officers, therefore, will 
  grab as much power as they can without 
  stepping on Blackwolfs toes. 
  Blackwolfs Military Police 
  Members of the Military Police are Joyal 
  only to Black wolf, repress local unrest, and 
  bolster city forces when there's a large-scale 
  disruption. 
  Members of the Military Police are placed 
  in training camps. At these camps they are 
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  taught political indoctrination and special-
  ized training in weapons, explosives, and 
  hand-to-hand combat, torture methods as well 
  as other terrible and nasty skills. This is 
  Blackwolfs only loyal force, and he uses them 
  to find those who wish to see Blackwolfs rule 
  end. All Military Police personnel are dog-
  matic in their support of Blackwolfs rule, and 
  a few will infiltrate the army to keep tabs on 
  their activities. 
  Eugenicists 
  Eugenicists are a small, highly-organized sect 
  which considers mutations to be a blessing rather 
  than a calamity. They view faeries as nothing more 
  than a self-actualized group of interacting chemicals, 
  andmutationsasanopportunityforman to improve 
  his efficiency through the selective maintenance of 
  specified mutations. They believe these mutations to 
  be beneficial to the existence and evolution of 
  mechanism known as man. Eugenicists have the 
  support of Blackwolf and can be found on small 
  farms hidden outside oflarge villages and Scortch-1, 
  where they practice animal husbandry on farm 
  animals, pets, and mutated humans. 
  On these farms (called Gardens by members of 
  the Eugenicists) one can find genetically altered 
  chickens, cows, pigs, and the like. Each Garden will 
  also have a collection of mutant females in various 
  stagesofpregnancywhohavebeenchosenashaving 
  the best mutations. Eugenicists often capture 
  breeding males and force them to perform. It is the 
  goal of this sect to create a new species of sapiens 
  which will help Blackwolf rule the world. 
  Eyesarecitiz.ensof theScortch-1 who make their 
  living by performing clandestine operations of an 
  infonnati<.?nal nature for Blackwolf. Typically, they 
  are egotistical individuals who could not handle the 
  discipline or physical demands of Blackwolfs Army. 
  Cultivate Eyes are a source of infonnation, keeping 
  tabs on minor illegal activities to provide bargaining 
  chips during later interrogations. That is why 
  Blackwolfs MPs uses them on a regular basis. 
  Eyes often owe favors or money to large groups 
  of people. They are constantly on the lookout for 
  infonnatj.on, knowing good and well that it could 
  make them a buck when they tell Blackwolfs MPs. 
  They fear and respect Black wolf, and will be helpful 
  on most occasions. Most people consider Eyes to be 
  sleazy, because they will back-stab anyone without 
  a second thought. 
  Eyes range from worms who help retrieve infor-
  mation on individuals for blackmail and extortion to 
  highly trained professionals who make their living 
  performing industrial espionage. All Eyes, however, 
  take pride in their accomplishments. An Eye who 
  can accomplish a difficult task, and who does it 
  cleanly by whatever devious means, is respected 
  among his fellows. 
  Eyes live in fear of, and will always tread lightly 
  around, both MPs and Black wolf himself. They treat 
  all other citizens who have no social standing as 
  trash. On a strictly personal level, Eyes are a solitary 
  bunch, although their cynicism with Black wolf often 
  leads them to join his MPs sooner or later. 
  TheWisemen 
  It has been stated by Avatar the Great that, ''The 
  more a Wizard practices magic the harderitbecomes 
  toseeintothefuture,itseemsasthoughthefatesplay 
  games with our lives and my brother and I are but 
  mere pawns in the chess game of life." So what the 
  hell does this mean? Well, in simplest terms ... no 
  Wizard or practitioner can foresee the future, which 
  really urks Blackwolf. 
  But over the many years of studying the black 
  arts Blackwolf discovered the ancient books of A&-
  trologyand various other fortune telling philosophies. 
  Wanting to believe that it works, he created The 
  Secret order of the High Arts. Over the last thousand 
  years the mutants placed in charge of this sect have 
  perfected the techniques described in the books and 
  then some. 
  These would-be prophets advise Blackwolf on 
  every major decision that Blackwolf makes. Origi-
  nally Blackwolf had up to twelve mutants on this 
  board, but they gave him too many possibilities. So, 
  Blackwolf narrowed it down to three by placing his 
  hands behind his back and making them choose a 
  number from one to ten. His theory was that only 
  real a soothsayer would know the outcome. 
  
  Oiminal Elt!i I llE!li lt:!i 
  Criminal activities in Scortch-1 are numerous and 
  varied. Theimportantdifferencesbetweenthesegroups 
  from Blackwolfs sanctioned organizations are not the 
  offenses themselves, but how they are performed and 
  the methods which go against Blackwolf and his ideas. 
  Due to the presence of the Blackwolf (and his 
  attitudes towards competition), Independent Mobs are 
  rare indeed. Scortch-1, however, has a couple, operat-
  ing clandestinely in small areas. These mobs usually 
  form to commit specific crimes, or strings of specific 
  crimes, suchasbankrobbery,and the like. Independent 
  Mobs, therefore, spend timemakingsuretheiractivities 
  are unknown to the Blackwolf. Also, they make sure 
  that they do not intrude upon Blackwolf s business 
  operations. ('They make sure the bank has none of 
  Blackwolfs money in its vault.) Independent Mobs are 
  usually small, numbering no more than twelve, and are 
  often short-lived. After accomplishing their goals, the 
  members of an Independent Mob will disperse, re-
  forming only when financial need or opportunity de-
  mand. 
  tn:p:3 00 IL R ufe::isicnals [Ros] 
  IndependentProfessionalsarespedalists in certain 
  forms of crime, that is-thieves, safecrackers,etc. Unlike 
  Independent Mobs (above), who wish to keep their 
  activities sea'i. . >t from organized crime. Independent 
  Professionalsor ''Pros" pay homage to mackwolf, often 
  in the form ot kickbacks and favors (free services ren-
  dered). As such, Pros enjoy the protection of (and 
  occasional high-priced employment by) Blackwolf. 
  Occasionally, Pros will team up to form Independent 
  Mobs, but usually they operate solo. 
  Pros interact on the social level normal to the life-
  style they imitate. 11ley are complete actors, which 
  makes them as trustworthy as a snake. Pros will 
  cultivate many friends, and will suspect the worst if a 
  stranger approaches him in a public area. 
  Pros hire out to anyone who will pay his price and 
  look with disdain upon common street criminals. 
  Blackwolf will employ Pros on occasions when a task 
  involves some expertise in a specific area that is not 
  covered by his army or MPs. Most Profes&onals are 
  indistinguishable from other citiz.ens, and almost al-
  ways hold a standard job as a rover. 
  Thecriminalexistenceof a Proisa secret life known 
  only to a chosen few. These intimates will act as go-
  betweens, securing work from those requiring their 
  services. It isextremelyrare for a Profes.sional to belong 
  to any political or social group, although membership 
  for appearance's sake is quite conunon in this group. 
  Hoods,inthelandofSrortchandSronch-1,arenwrerous 
  and varied. Specializing in petty theft, drug trafficking, 
  and home burglaries. Hoods are not well thought of by 
  Blackwolf or the town they live in. Usually, however, 
  Blackwolf ignores Hoods because he feels that other 
  problems are too great to makecrackingdownon street 
  crime a major priority. Often getting into fights with 
  citizens or other Hoods for reasons as trivial as a hand 
  gesture viewed from acros.s the street, Hoods have a 
  reputation for being vicious, bloody-handed killers, 
  cowardly and given to cheap shots. They will attack 
  anyone they feel is weak, unprepared or W'\able to 
  defend themselves. However, there is one thing that 
  most Hoodsfear ... Blackwolf and his ruling body. It is a 
  given that in Scortch-1 the first rule is Blackwolf, the 
  seoondaretheHoods.11ley are readily recognizable by 
  the jackets or emblems they wear which proclaim their 
  membership to a specific gang. 
  Political power groups which who do not affiliate 
  themselves with Blackwolf or his associates are scarce 
  because of Blackwolfs swift hand to destroy any orga-
  nization that tries to stop him with his quest for world 
  domination. Many of these groups do not advocate 
  peaceful change, and therefore, they have been declared 
  illegal by the Blackwolf. Some have been driven from 
  towns, villages and Scortch-1, and have their main 
  bases of operation outside the city limits, or within the 
  unpopulated, ruined portionsof townsandcitieswhere 
  only mutants dwell. Below is two of the ma_jor forces 
  thatopposeorputakinkin IDackwolfsplans. Itishighly 
  suggested that game masters create more of these 
  undergroundsocietiestospiceupadventures. Theyare 
  gre<lt adventure Hooks! 
  
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  The Children are a secret religious organization 
  who believe that all of society's problems can be traced 
  directlytothesinsof managainstGod. Theybelievethe 
  separation of OmrchandStateis wrong, and that priest 
  shouldruleallmen. TheChildrenbelievethatadvanced 
  technology is also considered evil when used, and 
  should be collected and worshiped, for these items 
  brought man back to God, However, The Children 
  conduct their activities on a covert basis for one very 
  good reason: the scope of these activities include the 
  collection of ancient artifacts which me.ans taking 
  technology away from Blackwolf. Members of the 
  Children perform these acts fearles.sly, secure in the 
  belief that should they die trying to recover ancient 
  artifacts, they will enter into heaven. Blackwolf has 
  captured several of these monks stealing newly di~ 
  covered technology, however, Blackwolf refuses to kill 
  theminhopes thatGod would favor his cause for world 
  domination. Fortunatelyforeveryone, theChildrenare 
  a loosely organized group, and are quite small in size. 
  The Children are run by leaders known as Shep-
  herds, withtherestofthemembershipreferringtoeach 
  otherasbrothersorsisters. Local leadersof thissecthave 
  complete autonomy over the actions and policies of 
  their followers; thus, one group of Children will not 
  have specific knowledge of any other groups in other 
  cities. Ateven the local level, members know each other 
  only by carefully disguised symbols or emblems they 
  wear, or by specific gestures which are only recogniz-
  able by other members. Only the Shepherd of a given 
  membership is aware of all members in a local area, 
  meeting them individually. 
  rt"EYata 
  The Yata is an underground organization of Blue 
  Elves that opposes Blackwolf and his Rule. The struc-
  ture of their organization depends upon member con-
  tacts. No individual knows more than two other mem-
  bers. Thismakesitdifficult for Blackwolf to control their 
  activities. Members will sometimes commit suicide to 
  prevent their own capture. This practice is not unoom-
  monif the Yataknows that mackwolfhascaptured their 
  contact. The goverrunent is not familiar with the deci-
  sion ma.king procedures of the Yata. What they do 
  know is that they have high officials in thegoverrunent 
  and have aa:e,$ to most sensitive/classified informa-
  tion. Backwolf s MPs branch concerns itself primarily 
  with the task of finding Yata. There is an undetermined 
  NY!'rr ·wtrrnn·WZ·'h ·'''>W·'t ··vr ·ww ...... , __ 
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  number of Yata within Blackwolfs MPs, but mackwolf 
  believes it to be small. Black wolf also believes that the 
  goal of the Yata is the restoration of the old Kingdom 
  where they received theirname ... The Blue Elf Kingdom 
  of Yata. 
  Uponhittingthestreetsof towns and villages in the 
  land of Scorti:h, the first question any PC asks is, 'Who 
  am I likely to meet?" The following is a list of the 
  common folk one is likely to meet on the street 
  Average Workers are mostly mutant men and 
  women. Their main interests include eating, sleeping, 
  andsurvivingweekend to weekend. On weekends, the 
  working class will treat themselves, holding street par-
  ties, visitingfriends,orvisitingthebrothelsin Bartertown. 
  Workers are very friendly with each other and with 
  othercitiz.ens. They are fiercely loyal to one another. All 
  
  Workers exlubit fiery pride when intoxicated. 
  Workers are the most conunon inhabitant of 
  Scortch-1. They make up the largest section of the 
  population and are the labor force of villages, towns, 
  and cities. They are conunonly mutants, although 
  about 10% of Workers will also be other races such as 
  Blue Elves. Fewmutantshaveeverriseninstatusabove 
  a mue Collar. 
  Most Workers live in family units of 2-7 members 
  in a single dwelling. These family units will contain 1-
  3 wage earners and most are politically active. 1he 
  average Workers believeBlackwolf treatsthernunfairly. 
  Otizals 
  Otiz.ens are all city dwellers who are simply trying 
  to survive and find a better life, but are not as expend-
  able as Workers. Small store owners, engineers, com-
  merdalderks,etc.,aretheheartof thisgroup.1heyhold 
  no fonnal organiz.ation, and are most often the victims 
  of crime in Scortch-1. 
  Gtizensas&X:iate with anyone they decide is non-
  hostile, but are timid in this respect. 
  Most Otiz.ens, 
  however, are more frightened of present difficulties 
  ~distantonesand will telllocalauthoritiesif theyfeel 
  something a threat to their business. 
  Blackwolf values these people highly as he judges 
  them the easiest to control. Citizens often support 
  Blackwolf and his actions from timetotimebutwithout 
  much vigor. Blackwolf usually sways them to do his 
  bidding and support his causes. Otiz.ens are 'sheep' to 
  Blackwolf and most of the time he leaves them alone, 
  which is all they really want anyway. 
  Clift:B's 
  Drifters are those who have entered a Town, Vil-
  lage, or Oty from the outlying countryside. Some are 
  productive individuals displaced by problems, others 
  are the worst type of mongrels imaginable. Drifters are 
  often naive, dressing strangely, and they have no 
  knowledgeofthecityoritsinhabitants,andnograspof 
  its social morays or customs. As they obey only their 
  own customs and laws, Drifters are often dangerous, 
  and will behave criminally out of ignorance. 
  H approached, Drifters are friendly (though cau-
  tious) and always unpredictable. Drifters often have 
  strange notions of social custom and may expect, for 
  example, that a man making new friends should share 
  his women. his food, or his belongin~ 
  Drifters are the vagabonds of society. They have 
  entered the city either because the city or area in which 
  they were residing was no longer amenable to their 
  presenceorbecausetheywerenolongerabletosupport 
  themselves outside the city. Drifters travel in groups of 
  2-7 and either acclimate themselves to life in their new 
  town, or remain a few days and move on. 
  1he average citizen looks upon the Drifter as just 
  plain weird. They have their own ideas and beliefs, 
  most of which radically differ from local custom. 
  Nutcasesarecityresidentsunabletocopemental.ly 
  withtherigorsoflife. Theyrangefromburblingmorons 
  who keep mostly to themselves to outspoken wackos 
  who actively seek other citizens to convince them that 
  Blackwolf issecretlyeatingeveryone'sbrains. Blackwolf 
  often ignores these sony excuses of life, as they rarely 
  engage in deliberate aiminal activity. 
  Nutcases are social outcasts, and the best friend of 
  any Nutcase is the invisible person at his side. No one 
  insocietyactivelyhatestheseshunnedNutcases,because 
  no one cares what happens to them. 
  Street Urchinsarecity-dwellers who have fallen on 
  han:i times. They live in the streets, in doorwells, out of 
  makeshift pushcarts, and on park benches. While 
  nonnally hamlless, Street Urchins can become violent 
  if they feel the inbusion of another citizen or a MP to be 
  a threat. Even if aroused, Street Urchins are incapable 
  of seriously injuring an Enforcer. 
  Street Urchins are unpredictable; some are com-
  pletely anti-social, while others will attach themselves 
  to people like a leech. Most will be friendly in hopes of 
  receiving a hand out, but only truly socialize with other 
  Street Urchins. Street Urchins never trust anyone out-
  side their circle. 
  MostStreet Urchinsexistwaitingforthatone break 
  which will propel them back to the life they had (such 
  as finding a $50 bill on the sidewalk). They are a self-
  sufficient Jot, but often beg or rummage through 
  dumpsters. They jealously guard their few meager 
  p<:>SSe$ions. StreetUrchinsareusuallymsytointimidate, 
  but occasionally a large group (50 or more) will 'bum 
  rush' an assailant, who gets dragged down beneath the 
  weight of their nwnbers. 
  
  NOTABLE NPC!i 
  Non-player characters are included for the conve-
  nience of the gamemaster. The difference between 
  NPC's and PC's is that only the gamemaster plays 
  NPC's. However, players may look at NPC's to get a 
  better grasp on their own characters. 
  NFC' sareany levelof characterswithquitea range 
  of skills. Their histories should bealittleiroredeveloped 
  than rrost beginning characters. 
  NFC' s are for use in a variety of ways, either 
  helping the PC' sorfightingthem. Thegamemasterwill 
  determine if and how they will work into the adventure 
  that he is running. 
  Following are severalNPC's that players will meet 
  while running about Scortch. They are here for the 
  convenience of the gamemaster.1hey can live, die, or 
  whatever should suit the players and gamemaster. 
  These characters are quite advanced as NPC's go, and 
  sOOuld be able to add some spice to any adventure. 
  AnorethZi 
  STR 
  10 
  PER 
  12 
  MGT 10 
  RS 
  12 
  JNT 
  CON 
  DB 
  REC 
  Bolt Action Rifle 
  15 DEX 12 
  10 SIZ 
  9 
  +-0 SPI 
  15 
  13 SP 
  34 
  Range: S: 20, M: 50, L: 100, E: 200 
  Init 12, Skill: 20, Dam: 60 
  OfA 15 
  WP 
  15 
  MR 
  11 
  HP 
  10 
  Skills: City Lore (Scortch 1): 18, Guile: 10, Lead-
  ership: 21, Interrogation: 17, Torture: 19, 
  Technomancy: 8, Ancient Lore: 10, Small Arms 
  (rifle): 18, Linguist(Rad): 17, (Infernum): ~ 
  Traits: He will do anything necessary to brmg 
  Blackwolf down. He is vicious when inter-
  rogating Mutants and their ~in for i~f~rma­
  tion, not particularly caring 1f they diem the 
  process. 
  
  InsideSrortch thereisan underground society run 
  by the blue elves known as the Yata; 1hey arein a land 
  thatwasoncetheirsbutnowisoontrolledby Blackwolf. 
  Theyoperateinasubversivemanneragainsthim,bygain 
  inside information and giving it to his enemies 
  Extremely secretive, individuals of the Yata know 
  onlytwoothermembers,andhavenoideaofthestatus 
  of anyone else within the organization. Instructions 
  pass from one person to another until it reaches the 
  leader of the blue elf underground, Anoreth Zi. 
  AtonetimehewasBlackwolf sclosestassistant,his 
  right hand man. This was absolute heaven for picking 
  up information. Unfortunately, Blackwolf began to 
  suspectthatsomeoneclosetohimwasaspy,soAnoreth 
  faked his death. As the story goes, a blue elf and a low 
  mutant were having an argwnent, and when the elf 
  drew his pistol, he accidentally shot Anoreth dead. 
  Then when his gun mysteriously jammed, the mutant 
  ran him through, thusclosingthecircle. Anoreths'body 
  was,of oourse, immediately spirited away by a blue elf 
  operatedmeat-wagonnevertobeseenagainbyanyone. 
  Henowrunsoperationsfroma village in the Spine 
  Mountains. He keeps his existence secret and uses his 
  General, a blue elf named Dokhnorin Abdjul, for the 
  physicallaborsthataren6:.'e5Sarytokeepthingsrunning. 
  After all, the elf is 137 years old, and is not as spry as he 
  once was. 
  Skills. R::M.e's. Etc. 
  Anoreth Zi is very skilled at interrogation. He is 
  also quite fluent in Rad, the language of mutants that 
  some reptillions and goblins speak. He can also speak 
  a little lnfemum if the need arises. His knowledge of 
  Scortch-1 streets can only be rivaled by Blackwolf him-
  self,and his tOO\nomancyskill is high enough to recog-
  nize most of all theapplianres used by hisex-boss. Also, 
  he's pretty good with a rifle. 
  In his possession, Anoreth has a magical looking 
  gtass, which allows him to see into Blackwolfs' domain. 
  He can't always oontrol this magical oontraption, so 
  sometimes he he ends up spying on Blackwolf inhis 
  privatequarters. Fotthisreason,Anorethcanonlytake 
  the information the item choses to reveal, whichdoes 
  not prove to be as handy as one may think at first. 
  1-bN tIJ lr'l\.dve Hm 
  Dokhnorin Abdjul 
  STR 
  13 INT 
  12 DEX 14 OfA 15 
  PER 
  13 CON 10 SIZ 10 WP 
  15 
  MGT 12 DB 
  +O SPI 
  14 MR 
  12 
  RS 
  14 REC 
  13 SP 
  35 HP 
  10 
  Heavy Pistol 
  Init 14, Skill: 18, Dam:SD+l 
  Skills: Gty Lore (Srortch 1): 14, Guile: 12, Leadership: 16, 
  Interrogation: 17, Torture: 17, Technomancy: 6, Small 
  Arms(pistol): 18, Llnguist(Rad): 15, Bnbery: 15, Disguise: 
  16, Fast Talk: 12, Dodge: 14, Lock Pick: 17, Silence: 15, 
  Escape: 18, Concealment 16, Alertness: 15, Search:17 
  Traits: Is very devoted to the Yata. He gets a rush from the 
  adrenaline inherent to his lifestyle. Hedoesn'tjustdo it 
  outof devotion, helikesit 
  DokhnorinAbdjul,or Dok,isthesecondinoommand 
  oftheYata. HeisAnorethZi'srighthandman. ItisDok 
  that goes intoScortch-1 toseewhathecansee and hear what 
  he can hear. He has very high levels in the skills needed in 
  these operations. He also is the final screening that PC's 
  must go through before they meet Anoreth,and he must 
  beoompletely oonvinced of the PCs intentions before an 
  audienre will take place. Often, he poses as Anoreth 
  when meeting PCs, simply to detennine their motives. 
  Having worked his way up through the ranks of the 
  Yata, he eventually gained the notice of Anoreth. After 
  extensive testing he was given this highest of positions 
  next to Anoreth Zi. 
  Skills. R::M.as. Etc. 
  Dok possesses all of the skills needed to find, 
  retrieve, and get out with information. He is the best at 
  what he does. Who can dispute it? 
  He is the master of no magical skills, but he is very 
  good with the heavy pistol. 
  Ji a party should be trying to thwart an attack by 
  Dok oould be involved in adventures in several 
  getting some inside information, they may be sum-
  ways. PC's in Soortch-1 oould run i~to °?k. if Dok so 
  mo~ by Anoreth Zi. Simply finding the man to talk 
  desires, should the PCs become unpnsoned, Dok 
  to him oould develop into an adventure in itself. 
  would be the one to break them out, etc. 
  
  ,,...,. .. ·'·'"•''""' "°·'-*" ..._ .. ~.-.. 
  ·. '.. '•' 
  •"' . 
  ~ .;.. .. ·.-..· ... -.. ....... ,-.. .. -.. ·.····'"• • • --.• • 
  Blue Bf~ 
  R!;tlt.er 
  Enirlan Hemaadio 
  STR 
  10 INT 
  10 DEX 11 OiA 10 
  PER 
  10 CON 10 SIZ 
  9 WP 
  11 
  MGT 10 DB 
  +O SPI 
  11 MR 
  10 
  RS 
  10 REC 
  11 SP 
  30 HP 
  10 
  Throwing knives 
  InitlO, Skill:18, [)am;30 
  Skills:Gty 1..ore(Scortch-1): 17,Guile: 17,Llnguist(Rad): 15, 
  Bribery: 15, Seduction:18, Social: 16, Pickpocket: 14, 
  Disguise: 16, Fast Talk: 18, Dodge: 14, Lock Pick: 17, 
  Silenre: 15, Concealment 16, Alertness 15, Search: 17, 
  Technomancy: 8, Throwing (knives): 18 
  Traits: Devoted to the Yata,is very good at her pb 
  She is a tough little blue elf woman who masquer-
  ades as a dance-hall singer and a Lady of the Evening. 
  She is the main rontact for PCs entering the conquered 
  areas in disguise. Many people in Scortch-1, even 
  mutants, know of her, but only as the erotic dancer she 
  pretends to be. Certainly no one suspects her of being a 
  member of the Yata, or she would be dead by now. She 
  knows the art of roming by infonnation without the 
  infonner knowingthedifference(alsocalled pillow talk.). 
  Paranoid that she will be discovered by Blackwolf s 
  forces, she can be deadly when the need arises. Part of 
  this deadline$ is her willingness to Wldergo any hard-
  ship to free her people. She is very adept at disguising 
  herself,andany PC thatshedoesnotrecognizeasanally 
  will never realize who she really is. 
  ZotBenal 
  STR 
  8 INT 
  13 
  PER 
  16 CON 13 
  MGT 7 DB 
  -1 
  RS 
  17 REC 
  12 
  Shortbow 
  DEX 18 
  SIZ 
  6 
  SPI 
  24 
  SP 
  30 
  Init17,Skill:19, Dam:3D 
  Shortsword 
  Init17,Skill:13, Dam:4D-2 
  OiA 11 
  WP 
  11 
  MR 
  12 
  HP 
  10 
  Skills: Area Lore (Scortch): 18, Leadership: 16, Bard: 17, 
  Trade: 10, Linguist (Rad): 15, Dodge: 14, Silence: 15, 
  Coocealment 19, Alertness 18, Herbalism: 17, First 
  Aid: 14, Trapping: 14, Mimicry: 16, Tracking, 18, 
  Alertness: 18, Survival: 21, Melee(sword): 13, Archery 
  (shortbow): 19, Flying Mount~ 
  Owl): 12 
  Traits:Slowtoanger,unlikemostofhiskindheisveryopen 
  to outside ideas, and is somewhat willing even to help 
  characters of other races if he agrees with their motives. 
  Z.Ot Benal is the leader of one of the bands of the 
  hWlting/ scouting parties spoken of in the description 
  ofsandfairies.Heisagoodfighter(thoughhepre(e.rsto 
  strafe an opponent on his desert owl and shoot an 
  arrow, which he is proficient with). He knows many 
  different environments besides having intimate 
  knowledge with the desert and all its' secrets. He is 
  willing to talk to members of other races, though this is 
  against the sand fairy policy (current policy is to stay 
  away from outsiders - if found in the desert he will 
  usually capture PCs and bring them to the Caliph for 
  questioning). 
  Mutalt 1hief 
  Jeffie Throt 
  STR 
  12 INT 
  7 DEX 
  9 OiA 
  7 
  PER 
  10 CON 
  8 SIZ 
  7 WP 
  7 
  MGT 10 DB 
  +O SPI 
  7 MR 
  8 
  RS 
  10 REC 
  7 SP 
  22 HP 
  8 
  
  Sho11swol'd 
  Initll, Skill:12, Oun:.30 
  Skills:Oty Lore (Scortch-1): 17, Guile: 17, Llnguist(Rad): 15, 
  Lock Pick; 15, Social: 16, Pidcpocket: 14, Disguise: 16, 
  Fast Talk: 15, Dodge: 14, Lock Pick: 17, Silenre: 13, 
  C.Ona!alment 13,Alertness: 15,Melee(sword):12,Search: 
  17, Tedmomancy: 8. 
  Traits:Jeffieisanamphibianmutant, has a beak. four noses, 
  andinsectwing_5onhisback. HehassmallarIM, but has 
  jumping legs and an enhanced sense of balance. He is 
  also color blind. 
  Jeffieisacowardandchoosestoplaybothsidesofthe 
  fence, whoever pays better. He is a mutant and has a 
  terrible dislike of elves and fairies, but he is willing to 
  deal with them to make a profit he can be found in the 
  back alleys of the town SWTOWlding Scortch-1, hiding 
  from the higher powers that be, including his wife. 
  Mutant Ml!l1 ltJBI of 
  The Seu et Drdl!r m the Hi!l1 Art!i 
  DeffSikith 
  STR 
  12 
  PER 
  16 
  MGT 10 
  RS 
  14 
  Heavy Pistol 
  INT 
  CON 
  DB 
  REC 
  14 DEX 11 
  10 SIZ 
  7 
  +O SPI 
  14 
  9 SP 
  24 
  Init14,Skill:18, Dam:5Dtl 
  CHA 
  5 
  WP 
  7 
  MR 
  12 
  HP 
  9 
  Skills!City l.ore(Scortch 1): 14, Small Anns (pistol): 10, 
  Unguist(Rad): 15, Dodge: 14, Silence: 15, Alertness: 10, 
  Aocient lore: 19, Divination: 18, Technomancy:4 
  Traits: Amplubian in appearance, he has slitted pupils, thick 
  skil\butishe•rophiliac.Alsohehasbrittlebonesandcan 
  be luminescent if necessary. 
  One of the three known Soothsayers of Blackwolf, 
  Deff is the most trustro soothsayer in Srortch. He is 
  physicallyweakandoompletelydedicated to Blackwolf. 
  Hecan'tpersonallydefend himself very well, trough he 
  will tly to do so with the .44 magnum he keeps hidden 
  inside his red robes. If captured, he will try like hell to 
  escape or at least get word to Blackwolf of his capture. 
  (Depending on his mood, Blackwolf will either spare no 
  ~getting him back, or let him rot) 
  He will, however, if captured usually spill the beans 
  quickly, as he is terrified of physical duress and thinks 
  that by telling everything he knows, he can sain favors 
  and thereby, opportunity for escape. He will also give 
  ~ifforo!d. 
  Mul:mlt 6&m .. 
  LottEluk 
  STR 10 INT 
  8 DEX 10 CHA 
  7 
  PER 
  11 CON 10 SIZ 11 WP 
  8 
  MGT 11 DB 
  +O SPI 
  8 MR 
  11 
  RS 
  11 REC 
  9 SP 
  29 HP 
  11 
  Heavy Pistol 
  lnit13, Ski11:15, Dam:SD+l 
  Skills: Area Lore (Scortch): 14, leadership: 16, Interrogation: 
  17, Torture: 17, Technomancy: 16, Small Anns(pistol): 
  18, linguist (Rad): 15, (Draconic): 11, (lnfemum): 7, 
  Silence: 15, C.Oocealment16, Alertness: 15, Tacti<:s:16 
  Traits: Lott has a largecranillll\ and a shell like anannadillo 
  that protects for lHP /3SP, his enhance:i sense of smell 
  usuallyallowshimtodeta:ttheapproachingenemy. He 
  mayreverreproduceduetothefactthatheissterile.Also, 
  he is allergic to cotton. 
  Considered one of the stupidest generals, Lott is a 
  mutant of a faerie stock. He controls an "anny base'' of 
  equipmentand perronnel which wasassigned to him by 
  Blackwolf himself. He is a bwnbling idiot but very 
  dedicated to the cause, he really wants to do a good _pl> 
  for Blackwolf, but can easily be fooled by PC's. 
  Mutant camp Follower 
  Berniece Toad 
  STR 
  11 INT 
  10 DEX 11 CHA 15 
  PER 
  9 CON 10 SIZ 
  9 WP 
  8 
  MGT 10 DB 
  +O SPI 
  9 MR 
  10 
  RS 
  10 REC 
  9 SP 
  27 HP 
  10 
  Dagger 
  InitlO, Skill:8, Dam:3D 
  Skills: Area Lore (Scortch): 11, Melee (knife): 8, Social: 8, 
  Traits: Berniece a hairless, albino, fairie-typemutantShe has 
  multiple mouths, and suffers from a slight case of 
  insanity, and respiratory problems and hallitosis. 
  Berniece usually cooks, cleans, acts as bottle-washer 
  andgeneralwomanofthevillage.Sheiswearyandtired, 
  opptE!$ed even by mutant standards. 
  She will ramble off in nonsense talk if asked any 
  questions, which should confuse and frustrate PC's. 
  Amomentofhighdramacanoccurrwhensheagrees 
  to work for the good guys even though she isa mutant. 
  She can find plans, lead people into dark alleys, and 
  house people in danger. 
  ·
  ·tronmmvwnnwm· 'kitffi"4!t ti11illittmmmwwmrrwrn·n11 
  
  !icortch Adventure& 
  The following chapter contains two types 
  of materials for the gamemaster. One is ad-
  venture hooks, which will give any 
  gamemaster a good start for creating his own 
  senerios. Also, included in this chapter is a 
  full senerio catered especially for those 
  gamemasters who just don't have time to 
  create fun, long-lasting, incredible, and easy 
  to play senerios. 
  A Searing of The !ioul 
  This adventure introduces the players and 
  their characters to the denizens and hazards of 
  Scotch. This ad venture is for slightly advanced 
  characters, although it is enjoyable for inter-
  mediate characters as well. Beginning char-
  acters may have a difficult time of adventur-
  ing and the encounters should be adjusted 
  accordingly. 
  WARNING! PLAYERS SHOULD NOT 
  READ PAST THIS POINT! 
  If you are intending to play this adventure 
  you should read no further as it will spoil 
  the outcome of the adventure for you and 
  the party. 
  A Note to 6amema•ter• 
  This adventure can be adjusted in level of 
  difficulty, depending on the size, level of ma-
  turity, and advancement of the player charac-
  
  -
  &WW 
  • 
  I 
  : 
  • 
  I 
  , 
  iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiliiiiliiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii•~
  ·"~
  "' ·
  ·· ··iiiiiiiiiiii~' 
  ters. As gamemaster you possess the responsi-
  bility of challenging your players, while enter-
  taining them at the same time. Keep in mind 
  that the purpose of a roleplaying game, like all 
  games, is to entertain. Most players do not 
  enjoy the deaths of their characters and like to 
  see them overcome impossible odds. Players 
  should be the good guys, and the good guys 
  should always win. 
  Adv ent ure Background 
  Since Blackwolf began the building of his power-
  ful anny, he has sought one thing above all else. He 
  has repeatedly settled for less, but now he has devised 
  a plan to get the soul of Hitler. He will bind the soul 
  into the twisted form of a liche and his anny will be 
  unstoppable. 
  Blackwolf's plan began when he used his 
  black magic to bring forth a powerful demon. 
  The demon had possession of the soul of Hitler. 
  The demon said that he would trade so evil and 
  twisted a soul only for one equally good and 
  perfect. Blackwolf knew of a being that would 
  satisfy the demons lust for a beauteous soul. 
  The President of Montagar's new wife and 
  second bride, Chelsea was just the perfect soul 
  that Blackwolf sought. 
  Blackwolf immediately set a sinister plan 
  into action. 
  He sent his top agents into 
  Montagar to find Chelsea. Then with a pow-
  erful magical item, created by Blackwolf's de-
  monic powers, the agents of evil captured 
  Chelsea's soul. They then began their hurried 
  escape. Two of the four were struck down in 
  combat with elven defenders. The third is now 
  a prisoner of Montagar. The fourth, regretta-
  bly the one with the box containing the soul, 
  made his escape during the confusion of the 
  melee. He made it all the way back to Scortch 
  - 1. Blackwolf is quite happy. He began to 
  make all the necessary arrangements for deal-
  ing with The Demon. The arrangements would 
  take Blackwolf a long time, but the prize would 
  be worth the effort. 
  Blackwo lf's Problem 
  Blackwolf's plan is perfect at first glance. 
  However, he has no idea what he has got 
  himself into. Blackwolf does not realize that 
  he already has what he is bargaining for with 
  the demon. The demon knows that Blackwolf 
  is the reincarnated Hitler. The demon also 
  knows that Blackwolf is not aware of this fact. 
  So The Demon, as demons love to do, has 
  
  ' ................... .,.,, • 
  .-.._~ ...... -...-...," ......... ,.._..,,.,,,:>.:.···· ... , .. c. .. < ..... :;... ......... ,, .... ..., ........... ·.· .. ·.· ..... 
  ·.·~.,.,., ................ -.; ............ :::.y ........ ,.,.;; .............................................. ,.,-; ...................................................... ;; ............. "'., ............................................................. . 
  decided to have a little fun with Blackwolf. 
  The Demon is not in possession of Hitler I 
  Blackwolf's soul, but he wants a Faerie soul to 
  torture. The Demon has no real need for the 
  elf-maidens soul and does not plan to bargain 
  for it. Blackwolf will hand the soul over to The 
  Demon with no hope of profit or gain. 
  Recent: Development:!I 
  Meanwhile, at Montagar, Avatar has used 
  his talents of torture to gain information from 
  the kidnapper. The kidnapper, a reptile-like 
  low mutant named Blutock, spilled the beans 
  in record time. He told Avatar all that he 
  knew. The elf-maidens soul was taken back to 
  Scortch-1. There it was to be given only to 
  Blackwolf. The kidnapper had no further 
  knowledge of Black wolf's dark intentions. The 
  body of the first Lady of Montagar is in a deep 
  sleep. She is alive at present, but the longer her 
  soul is away the weaker she will get. 
  liet:t:ing t:he Players Involved 
  This adventure begins in Montagar and 
  assumes that the characters begin there. The 
  characters need not be experienced, but at least 
  one of them should be known to Avatar as 
  Avatar will summon the party to handle this 
  important mission. 
  Also the adventure assumes that the 
  players know one another, although this meet-
  ing could take place just before Chapter 1. 
  An NPC guide is taken on this adventure to 
  guide the players through the lands and to 
  Scortch-1. It should be assumed that the party 
  is not knowledgeable of the land of Scortch. If 
  the PC's are knowledgeable of Scortch and 
  Scortch-1 the guide should be sent along any-
  way as he is important to the completion of the 
  adventure. 
  Advent:ure Summary 
  The Adventure begins with the characters 
  summoned by Avatar to the Presidential Pal-
  ace. Avatar requests that the players go to 
  Scortch and retrieve the soul of the First Lady 
  of Montagar, Chelsea. The President and Ava-
  tar have a guide to take the players to Scortch. 
  Along the way the players face many dangers 
  from the land and its inhabitants. Their guide 
  gives them a magical device on his deathbed. 
  This powerful item of magic will lead the play-
  ers to the soul of Chelsea. The players then 
  make contact with the Blue Elf Resistance. 
  The blue elves tell the players what has hap-
  pened to Chelsea's soul and what Blackwolf 
  intends to do with it. The blue elves are at-
  tacked. The players, with two blue elf com-
  panions begin their trek towards Hellmouth 
  where the trade of souls is to take place. After 
  a narrowly averted battle with a mutant army 
  and an encounter with Blackwolf in shadow 
  form, the players battle The Demon for the soul 
  of Chelsea. After defeating The Demon, the 
  players return the soul to its rightful place at 
  Montagar. Avatar tells the players the irony in 
  Blackwolf's quest and they receive a big reward 
  from Elinore. 
  Chapter 1 
  Improvement Points: 5 I +5 for creative 
  roleplaying 
  Chapter Summary 
  The players are asked by Avatar and a 
  grief-stricken president to go to Scortch-1 and 
  retrieve the lost soul of the First Lady of 
  Montagar ( and step-mother to the future 
  queen), Chelsea. Avatar introduces the play-
  ers to their travelling companion and guide, 
  Ajak the gnome. Ajak is a grizzled old gnome 
  who has travelled every inch of Halcionia's fine 
  surface. 
  Background 
  This chapter begins right after Avatar ex-
  tracts the information from the lizard in the 
  "questioning" chamber of the Presidential 
  Palace. The characters should all be together 
  and acquainted and not have any pressing plans 
  for the next month or so. 
  
  A Night Of Rest And Relaxation ... Natl 
  While the characters are resting from their 
  latest adventure, they receive a summons from 
  a Presidential summoner. The messenger tells 
  them that Avatar wishes to see them concern-
  ing a matter of utmost importance to these-
  curity of Montagar. The players are taken to 
  the President's office ( the Elliptical Office) 
  and left. Waiting for them are Avatar, the 
  President, and an emotionally distraught 
  Elinore. 
  Read The Following Aloud: 
  The messenger leads you through the 
  bustling city at a dizzying pace. In mere 
  moments you arrive at the Presidential Palace 
  and are led in without question. The Presi· 
  dent looks at your party and then, worriedly 
  at Avatar. "These are the heroes? Hal Ha hat 
  You must be joking!" He shakes his head 
  sadly and looks downward. 
  Avatar pops his fat cigar between his lips 
  and bounces to the floor from his chair. "These 
  are fine heroes. At least the finest I could find 
  on such short notice." He whispers to the 
  Commander-in Chief, "Their our only hope." 
  Avatar turns his attentions towards you "I 
  have bad news. News so bad that all of 
  Montagar would suffer if it were to be re· 
  leased. This news is so shocking that it even 
  shocked me, Avatar the Gr-I" 
  "Hrrumph-Hmml" interrupts the beauti-
  ful elfling l3linore. 
  "Oh yes, of course!" says Avatar floun· 
  dering at the interruption. "Look, guys," 
  Avatar begins, leaning closer to you. "We 
  really need some people to take care of this 
  situation. Now ordinarily I, Avatar the Great 
  could rectify this situation, but I have my 
  hands full." Avatar pauses and glances lust· 
  fully at. Elinore. 
  Avatar goes on to outline the plan to re-
  trieve the lost soul of Chelsea. The plan, sim-
  ply, is to go to Scortch-1 and get the soul and 
  bring it back. A blue elf contact will meet the 
  party in Scortch and show them a secret en-
  trance into Scortch-1. A guide will accompany 
  the party. The guide, a gnome named Ajak, 
  will lead the party to its destination. At this 
  time no rosses can be spared because of the war 
  effort. Besides Ajak has a distinct fear of rosses 
  and will not allow any of the foul creatures on 
  the journey. Wisely Ajak has chosen to avoid 
  the desert and journey south to the Western 
  Highlands. From there he will charter a ship 
  that will carry the party to the coast of Scortch. 
  The basic journey will be described to the 
  players and they will be given two hours to 
  prepare for the trip. 
  Chap~er ii! 
  Improvement Points: 15/ +10 for creative 
  roleplaying 
  Chapter Summary 
  This chapter covers the journey from 
  Montagar to Scortch, via the Western High-
  lands. Along the way the players will face the 
  rigors of nature and the harsh nature of other 
  beings, Faerie and Mutant alike. 
  Background 
  Ajak has chosen the wisest path. A trek 
  through the desert would be time consuming 
  and draining on the party. Black wolf is not yet 
  aware that a party has been dispatched, in fact, 
  he does not expect a rescue party for several 
  days. 
  The Adventure Begins 
  The journey south is many days long. It is also 
  uneventful until the arrival of the party in the 
  Forest of Garmund. 
  The Forest Of 6armund 
  The Forest Of Garmund is named after the 
  large tree that rests in the center of the forest. 
  This tree bears the likeness of an old bearded 
  man in its knots and folds. The fairies in the 
  forest believe that this tree is a protector or 
  guardian of all plant life. The Servants Of 
  Garmund, as the fairies are known do not 
  welcome any beings who do not at least appear 
  
  to obey the Edict of Garmund. Most impor-
  tantly this edict forbids the use of any plant 
  material for any purpose. The druid-like fol-
  lowers will approach the party in a friendly 
  manner as long as the party does not blatantly 
  display uses of plant matter (i.e. firewood, 
  bows, arrows, etc.) If they see such items, the 
  Servants will order the offenders to repent. 
  They will take the offensive items by force if 
  necessary. If the players agree to repent and 
  give up all offending items, the wood fairies 
  are very kind. The Servants will then help the 
  players through the forest by showing them 
  the quickest paths. They will in effect cut the 
  time of their journey through the forest in half. 
  They also offer a large feast (with meat only) in 
  honor of the new children of Garmund. 
  Should the players become angry or hostile 
  and attack the Servants, then they will be 
  hounded and delayed by the nature priests 
  throughout their journey through the forest. 
  Priest of Garmund (5 or more in a pack) 
  STR 5 INT 10 DEX 13 CHAl 1 
  PER 12 CONlO SIZ 
  5 WP 11 
  MGT 5 DB 
  -1 SPI 10 MR 8 
  RS 12 REC 10 SP 
  25 HP 
  8 
  Skills: Area Lore (Forest of Garmund):20, 
  Bard:8, Chirurgy:lO, 
  Empathy:15,Herbalism:17,Magic:10 
  Traits: none of the Priests of Garmund will 
  ever, in any capacity harm or allow harm to 
  befall any plantlife. 
  Shortsword: Init:17, Ski11:8, Dam:4D-2 
  The C:oa!ltal C:ity 
  The rest of the Western Highlands journey 
  is uneventful. The characters should reach the 
  coastal city Panazia in two day's time. Ajak 
  takes the characters to a seaside tavern called 
  Sayanara's. The tavern houses many a shady 
  character and any sign of weakness from the 
  players will result in a barroom brawl between 
  the players and the other patrons. Ajak, in the 
  meantime, will be bargaining for passage to 
  Scortch. The battle, if any, should be short and 
  not too dangerous, since the characters are on 
  a mission of some import and cannot afford to 
  be delayed for healing. 
  Brawlers (5 or more) 
  STR 10 INT 11 DEX 10 CHAlO 
  PER 10 CONlO SIZ 
  9 WP 10 
  MGTlO DB +O SPI 11 MR 10 
  RS 
  10 REC 10 SP 
  29 HP 10 
  Skills: none of consequence 
  Traits: addiction to getting drunk and fighting 
  Fist: Init:lO, Ski11:8, Dam:2D-1 
  Ajak can locate a captain willing to take his 
  crew and ship into the dangerous waters 
  around Scortch. Ajak does not quite trust the 
  captain, a yellow elf named Abdi Farook. Ajak 
  will let the players in on his suspicions, but 
  will not act on them unless he feels that he 
  must. 
  The Pirates Of Panazia 
  Midway into the journey to Scortch a Kami 
  War Galleon runs the pirates junk down. Cap-
  tain Farook and his crew put up a valiant fight, 
  
  but they are overwhelmed. As long as the play-
  ers have not fought against them, the Kami 
  (yellow elves) will give them passage to Scortch. 
  Land HDI 
  1be players arrive on the coast of Scortch. Here 
  their Kami companions leave them onshore and wish 
  them well in their mission. 
  Read Aloud: 
  At last after days at sea, even the blackened 
  beaches of Scortch on the horizon is a sight for sore 
  eyes. Ajak repeatedly thanks the yellow elves as 
  they wish you well on your journey. 
  As the rowboat from the Kami War Galleon 
  rows away, leaving you on the shore of the tainted 
  land of Scortch, you begin to sense the danger ahead 
  of you. A raven cries from a nearby outcropping of 
  rock and then flutters away. All is silent save the 
  howling of the wind. 
  ''Well then/' says Ajak ''let's be on our way." 
  The terrain is rough and the going difficult, but 
  before midnight the party makes it past the Spine 
  Mountains. The trek through and over the low 
  mountains should be harsh. The characters could be 
  plagued by attacks from blazing ants,shooting stars, 
  or other creatures indigenous to the land of Scortch. 
  None of their encounters should be too deadly as what 
  follows could become too ominous a threat. 
  The Wolftnacht Attacks 
  Just as camp is pitched and first watch is drawn, 
  a battle cry breaks the night air. Then thepoundingof 
  Salamander feet rumble towards the party. Ten 
  mounted mutant warriors attack. They burn, hack, 
  slash, and trample until dead. They are maddened 
  that they have lost contact with the main mutant army 
  and have been unable to reconnect with it There only 
  wish is to die in battle. 
  Wolfriders (10 or more) 
  STR 9 
  INT 8 DEX 10 CHA 8 
  PER 10 CON 7 SIZ 
  9 WP 7 
  MGTlO DB +O SPI 
  8 MR 11 
  RS 10 REC 7 SP 
  24 HP 
  9 
  Skills: Vehicle: 5, Submachinegun: 9 
  Traits: big,stupid, and ugly with violent tendencies 
  Heavy Sumachinegun 
  Init:lO, Ski11:8, Dam:5D+ 1 
  The Aftermath 
  After the last wolfrider has been destroyed, 
  a shocking event comes to light. In the process 
  of defending the camp, Ajak has been mortally 
  wounded. He calls the characters to his side as 
  he fights off the inevitable long enough to 
  draw a mummified claw of a raven from his 
  side pouch. This magical d evice will only 
  work seven more times before it's magical en-
  ergies expire. 
  Read Aloud: 
  Wearily Ajak speaks: "Our adventure is 
  not yet over my friends. Yet I will not continue 
  any further. I have one last journey to make. 
  Then I will rest. COUGHICOUGHIWHEEZEI 
  -Take this weary travellers." He offers up 
  the mummified birds hand. "Tell it where 
  you wish to go and it will point you in the 
  right COUGH! direction ... " his voice trails 
  away to a whisper. The light fades from his 
  eyes as he completes his final journey. 
  The rest of the journey to Scortch-1 is sad 
  as you find yourselves missing the frequent 
  song and tale so eloquently offered by Ajak. 
  The characters' arrival outside of Scortch-
  1 marks the end of this chapter. 
  Chapter 3 
  Improvement Points: 15/ +10 for creative 
  roleplaying 
  Chapter Summary 
  In this chapter the players will make con-
  tact with the blue elf underground. Through 
  this contact they will experience the network 
  of information in the blue elf resistance move-
  ment. While at a blue elf outpost, the players 
  make plans against Blackwolf's guards to free 
  
  .._,,,..,,,;<;:._(l...._.._, •. ,, ... , ....... ,,,.,...,..,.._,,, ..... --.::;: .. .,,"·''*·<•.···-'·''-'··· ,-.·.·.•.·.·.·.v.·.·.·.•.·.·.·.·.·.·.·.··'-'"·.·.·.·.·.·.·.·.·.·.·.·.·.·.·.-.-.·.·,·.· . ..-.-. 
  the soul of Chelsea. Before these plans can be 
  implemented, a contingent of faerie hunters 
  breaks up the meeting. The hunters are not 
  prepared for experienced Montagaran heroes. 
  They are carrying a flame-thrower, however so 
  the odds are tipped in their favor. The location 
  of the base is compromised so the party is 
  forced to move on. 
  Background 
  Blackwolf now knows that a mission to 
  retrieve the soul has been devised. He has sent 
  troops throughout Scortch-1 to break up any 
  organized pockets of blue elf resistance.Neither 
  the soldiers nor Blackwolf expects the players 
  to be in the city already. Blackwolf has also 
  implanted a spy in the underground, through 
  which he can monitor their activities. 
  In Through The Out Door 
  As the characters approach Scortch-1, 
  hopefully taking cover in the rough terrain 
  surrounding the city, they are noticed by their 
  blue elf contact. While they scope out their 
  surroundings, they are approached by a beggar 
  woman. 
  Read Aloud: 
  As you sit, planning your next move, a beggar 
  woman approaches your party. 
  "Could you spare some change for a poor 
  beggar lady?" comes the voice of an old hag 
  from behind the heavy cloak. 
  If any of the players approach her to give 
  her money or shew her away, she beckons 
  them to follow her. She says that she will take 
  them into the city through a secret entrance. 
  As the players follow her to the city they realize 
  that she is taking them to a sewer entrance. No 
  protests will work, this is the only way inside 
  the city. Once inside the sewer entrance the 
  beggar woman removes the hood of her cloak 
  revealing the face of a beutiful young blue elf. 
  She introduces herself as Cordellia Hartmoon. 
  Cordellia leads the party through the twisting 
  sewer tunnels. 
  .·.·.·.·.·.·.·.·.·.·.·.-.-. .• ...-• . ·.·Av.•; ......... v .. -.·.·•·-v ................. ,., ........... ,.,,.,.., 
  A Nest Of Smedlees 
  While creeping through the sewers the char-
  acters stumble upon a cluster (gaggle, flock ... ) 
  of smedlees. A sqledlee is a small ball of fuzzy 
  black fur that feeds on the waste materials of 
  other creatures. These sewer tunnels have the 
  biggest concentrations of these creatures in all 
  of Halcionia. Perhaps the quality of food is 
  better here than elsewhere. These creatures 
  use a small air sack to float around. The only 
  danger posed by these tiny fuzzballs is their scent 
  sac. The smell issued from this sac is worse even 
  than the pungent odors of these sewers of Scortch. 
  These creatures have only one HP and three SP and 
  if they are attacked they will spay any PC within 
  three feet with one hundred percent accuracy. A 
  PC that has been sprayed must make a CON roll or 
  puke. The sent will not wear off for 1 D days. 
  Read Aloud: 
  As Cordellia leads you through the damp maze of 
  sewage tunnels, you begin to question the sanity of 
  this method of entrance. And you thought mutants 
  smelled bad on the outside. Cordellia stops to gain 
  her bearings. From the lantern carried by Cordellia 
  you see some sort of creature floating by, suspended 
  in thin air. Then another. And another 
  ''Run!" screams Cordellia. 
  As you begin to run the floating fur ball creatures 
  swarm over the party. 
  The creatures are attempting to flee the area. 
  They fear the intruders. The smedlees are protect-
  ing their nest by leading the intruders away from 
  the nest and the young within. The players have 
  accidentally stumbled upon the creatures lair. 
  Cordellia encountered these creatures on her way 
  out of the tunnels and remembers all too well their 
  natural method of protection. 
  Aftermath 
  The players are in no real danger and all 
  should survive the attack. Cordellia must lead 
  the players to a secret hideout of the blue elves. 
  After the encounter, there is a two hour walk 
  through a three foot diameter tunnel. The 
  smell is beyond belief. If the gamemaster is 
  feeling particularly nasty, Constitution rolls 
  
  may be necessary to continue through the tun-
  nels without losing your lunch. At the end of 
  their journey, the players realize that they have 
  stopped at a drain tunnel just below the street. 
  Cordellia tells them to climb up and out. The 
  first person must break the crust encased 
  grating that covers the entrance/ exit. When 
  all the players are out of the tunnel, Cordellia 
  hands them each a long cloak. She tells them 
  not to look at or speak to anyone. She leads 
  them through the twisting, smog-filled streets. 
  An encounter with drunken low mutants could 
  bea tension-builder, butcombatshoulddepend 
  on the current health of the overall party. At 
  long last the party comes to a stop. Cordellia 
  begins to pick the lock on a large door. 
  Read Aloud: 
  You are standing in a dark alley in front of a 
  large metal door. Cordellia pulls a file from 
  out of her pouch and crouches in front of the 
  lock. Within moments the door creaks open. 
  "Follow me." Cordellia orders, stepping 
  through the doorway into the darkness. 
  Cordellia takes the players to a secret door 
  that is under several cargo crates. As the door 
  opens a stairwell going down is revealed. 
  These stairs lead to the secret hideout of the 
  Blue Elf Resistance. When the party makes it 
  down the stairs they enter a large room. 
  Read Aloud: 
  The room is bustling with activity. blue elves 
  busy themselves with various tasks. For a 
  moment no one save the guards seem to notice 
  your entrance, then a tall older blue elf out-
  stretches his arms and approaches you. 
  "Cordellia, my dear! We feared that you 
  would not return to us." He grasps Cordellia 
  in a friendly hug and turns to face the rest of 
  you. 
  11 And who is this?" he says confusedly. 
  This is Integron. He is the leader of this 
  pocket of resistance. He will introduce himself 
  after the players have introduced themselves. 
  He warns Corde Ilia against bringing anyone to 
  the hideout, since there is a spy for Blackwolf 
  on the loose. Cordellia informs Integron of the 
  players mission. Integron is surprised that 
  such a small party has been sent for such an 
  important mission .. Integron says that he has 
  heard of the soul of the Elf-maiden. He believes 
  that it is being held in the dungeon of 
  Blackwolf' s castle. Integron shows the players 
  a map of Blackwolf's castle. He points out the 
  dungeon, where he believes the soul is being 
  held. Let the players plan as they will. When 
  their plans are completed , Integron motions 
  for a subordinate. 
  Read Aloud: 
  When the plan is completed, lntegron calls 
  for a messenger. Before the messenger can 
  stand to approach, a scream rings out. 
  "Intruder,intrudersf" cries the guard at 
  the doorway to the stairs. Just then the 
  doorway erupts into flame. Many blue elves 
  scream and fall. Cordellia motions towards 
  you. "Follow me! You must not be captured!" 
  She leads you to a sewer entrance and throws 
  back the grate. She dives in feet first. Integron 
  follows her into the tunnel. The death screams 
  and smells of charred flesh flow from all 
  around you. 
  Hopefully the players follow the two blue 
  elves into the tunnel. Cordellia and Integron 
  lead the party quickly to the castle of Blackwolf. 
  From their hiding place in the sewers they 
  again help the players plan to infiltrate the 
  dungeons of Blackwolf. 
  The Dungeons 
  Inside the dungeons there are only six 
  guards and a jail-keeper. CordelJia will make 
  sure that one of these stays alive to answer 
  questions. The players discover that the dun-
  geon is crowded with unsavory mutants, but 
  there is no soul of Chelsea to be found. One of 
  the guards or the Jail-keeper could inform the 
  party that the soul was taken to Hellmouth by 
  a platoon of Blackwolf's best soldiers. 
  Blackwolf is planning to join the troops at 
  Hellmouth in a matter of days. If the players 
  do not think of it, Cordellia and Integron 
  suggest that they lead the players to Hellmouth 
  to retrieve the soul. Hellmouth is a large ravine 
  
  •.·R· ... ,,, 
  ........... -.§ .. (!.,., • ._.,, • ._.,v ...... .,,. ..... ., ...... -..v.· ..•• , ........ v,;~,. ••••••• .._ ...................................... ,,. .••• ·.'.·····"······v.-.·.·.·.·.·.·.-.-.-.·.v.·.·.·.·.v.·.•,•,·,·····""'·""······,·.·.·.·.-.-•• ,. ...•• ..-.,,..,.,.,.,., .•• ;•;:.,.,.,.,., ................. ,. •• ,. .... , ......... ,. •• ,. .. ,. ...... ,•,•,•.-•••• ,.,.,., ••• ,.,.,·. 
  just days away from Scortch-1. Integron sug-
  gests that getting out of the city would be 
  better since there is a traitorous spy on the 
  loose.As the players begin their journey to-
  wards Hellmouth, Chapter 3 comes to a close. 
  The NPC's 
  Luther: pig mutant, gambler, jail-keeper 
  STR 12 INT 9 DEX 8 CHA 6 
  PER 9 CON13 SIZ 13 WP 12 
  MGT13 DB +1 SPI 11 MR 11 
  RS 
  9 REC 13 SP 
  38 HP 13 
  Skills: Torture: 9 
  Traits: Light Sleeper 
  Heav Pistol: Init: 9, Skill: 8, Dam: SD+ 1 
  Hinkel, Mueller, Marks, 
  and Fielding : The Jailhouse Guards 
  STR 9 INT 8 DEX 10 CHA 8 
  PER 10 CON 7 SIZ 10 WP 7 
  MGT10 DB +O SPI 
  8 MR 11 
  RS 
  10 REC 7 SP 
  24 HP 
  9 
  Skills: Torture: 5 
  Traits: None 
  Heav Pistol: Init: 9, Skill: 8, Dam: 50+1 
  Cordellia: the beutiful blue elf resistance fighter 
  STR12 INT 9 DEX 8 CHA 6 
  PER 9 
  CON13 SIZ 13 WP 12 
  MGT13 DB +1 SPI 11 MR 11 
  RS 
  9 
  REC13 SP 
  38 HP 13 
  Skills: Area Lore (Scortch): 5, City Lore 
  (Scortch-1 ): 14, Seduction: 10 
  Traits: Distinctive appearance (very beutiful) 
  Broad Sword: lnit: 14, Skill: 12, Dam: 4D+1 
  Integron: the old blue elf warrior 
  STR 10 INT 10 DEXlO CHA 10 
  PER 10 CONlO SIZ 9 WP 11 
  MGTlO DB +O SPI 11 MR 10 
  RS 10 REC 11 SP 30 HP 10 
  Skills: Area Lore (Scortch): 14, City Lore 
  (Scortch-1): 14, Guile: 14 
  Traits: Distinctive appearance (old and 
  wrinkled) 
  Broad Sword: Init: 14, Skill: 19, Dam: 4D+l 
  Shield: SP: 12, HP: 1 
  Leather Armor: SP: 5, HP: 1, ENC: 1 
  0.apter 4 
  Improvement Points: 10/ +10 for creative 
  roleplaying 
  Chapter Summary 
  In this chapter the players and their blue 
  elf companions will travel to Hellmouth. Along 
  the way they will experience still more of the 
  rigors of the land of Scortch. They will encoun-
  ter vicious plants, deceptive beauty, and mu-
  tant scouting parties. 
  Background 
  Blackwolf is paranoid. He has ordered his 
  commander to dispatch scouting parties in 
  every direction of the main platoon to search 
  for any faeries that may try to steal the soul. 
  
  The soul is a great prize for Blackwolf and he 
  fears that someone will take it from him. His 
  deal with the demon will take place in two 
  days. Since he cannot leave Scortch-1, he will 
  attend the meeting in shadow form. The liche 
  commander is perhaps the only being that is 
  more paranoid than Blackwolf. The liche, 
  Commandant Kriegersnichtell, has doubled the 
  scouting parties as well as the guards on the 
  soul. He has been ordered to place the soul-
  container in Hellgate once the party reaches 
  Hellmouth. Hellgate is rumored to be an en-
  trance to Hell itself, but only Blackwolf knows 
  for sure. 
  On The Road Again 
  The players hurriedly embark on their 
  journey to Hellmouth. Cordellia and Integron 
  lead the way, but may require some aid (such 
  as the raven hand given to the players by Ajak) 
  in finding the exact location of the Hellgate. 
  The following encounters may be played out 
  as the gamemaster sees fit. 
  If the party is 
  injured severely in the first encounters, it may 
  be wise to delete the latter ones as they will be 
  up against powerful odds in the future chap-
  ters. This chapter ends after the final encoun-
  ter has been played out and the players arrive 
  at Hellmouth. 
  Attack Of The Fire Lizards 
  As the players make their way through the 
  rough terrain of Scortch, they come across the 
  gory signs of the passing of the mutant army. 
  There are the bodies of three fire lizards ac-
  companied by the bodies of several Wolfmacht. 
  The Wolfmacht have been stripped of all gear 
  and clothing. While the party is surveying the 
  scene, two wounded fire lizards attack. The 
  lizards are hungry and attacked the mutant 
  scouting party out of the need for nourish-
  ment. The scouting party was ready for trouble 
  and managed to kill three of the five fire liz-
  ards before the last of them were struck down. 
  A later party of scouts happened upon the 
  scene and rushed the other fire lizards away. 
  These two fire lizards are returning to the scene 
  to see what kind of food they can muster from 
  the remains of the mutants and the fallen fire 
  lizards. The wounded lizards should not be 
  much of a match for the party. However, they 
  should realize there are several mutant scout-
  ing parties in the area. 
  Fire Lizards (2 or more) 
  STR 3 DEX 12 
  PER 8 CON 5 SIZ 
  MGT 2 DB n/a SPI 
  RS 
  10 REC 5 SP 
  1 WP 
  5 
  3 MR 7 
  11 HP 
  2 
  Skills, Traits & Weapons: (see page 12) 
  Storm of The Wind Dragons 
  As the players continue they hear a threat-
  ening sound thattheycannotseem to recognize. 
  They see the familiar sight of a mutant scout-
  ing party. The mutants are mounted on strange 
  metallic rosses with compartments for pas-
  sengers on the side. Motorcycles with side 
  ••• .v~ .~h ·rt',;) 
  d 
  
  ~-... .... .._.._,, ............................ 
  ~ .............. ,, ......... , ......... ,. ............ •.· . ...-.·.·.· ..................................... 
  ~ ...................... · ........ ,,, ................................... ,,, .. ; ...... ., ... ;-. ...... 
  ·.•,•,-.......... ... 
  cars, in other words. Cordellia and Integron 
  tell the players to hide but it appears the mu-
  tants have already discovered the faeries. The 
  mutants head straight for the party whooping 
  their warcries. Their machine-guns are blaz-
  ing. These scouts intend to shoot first and bury 
  the dead later. When the mutants close to 
  short range they begin attacking. 
  Motorcycle Mutants (6 or more ) 
  STR 9 INT 8 DEX 10 CHA 8 
  PER 10 CON 7 SIZ 10 WP 7 
  MGTlO DB 
  7 SPI 
  8 MR 11 
  RS 
  10 REC 13 SP 
  24 HP 
  9 
  Skills: Vehicle (motorcycle): 6 
  Traits: Direction Sense and various mutation 
  Heavy Machinegun 
  Init: 10, Skill: 9, Dam: 5D+2 
  After the second round of combat, a strange 
  turn of events comes about. A swirling wind 
  kicks up suddenly. It throws sand into the air, 
  making visibility very poor. The mutants will 
  be unable to see to shoot or drive. The players 
  will be affected as well. Everyone must subtract 
  a penalty of -5 from all attacks. Through the 
  howling wind the players hear Cordellia 
  scream. 
  Read Aloud: 
  The sudden sandstorm appears to be work-
  ing against your party as well as the mutants. 
  The mutants metal steeds crash and fall 
  throwing the mutants far from them. Unable 
  to see, you find it difficult to attack the few 
  mutants that are left upright. Through the 
  raging wind you hear Cordellia scream. 
  "Run! Run away! It is upon us!" 
  You see the shape of Cordellia and lntegron 
  as they begin to run. 
  Encourage the players to follow them. 
  When the last of the players makes it out of the 
  storm ... 
  Read Aloud: 
  The sandstorm appears to be strangely con-
  tained. You stand mere meters from the edge 
  of the storm and suffer no ill-effects. As 
  suddenly as it began, the storm ends. Left in 
  its wake are the remains of the mutants and 
  their ruined machines of locomotion. The 
  mutants are now mere skeletons and their metal 
  equipment is bare and shiny. 
  "A wind dragon." Integron stutters in disbelief. 
  "I didn't know they got that big." 
  The terrible sounds of the mutant machine guns 
  awakened the dragon and in its anger it destroyed the 
  scouting crew. Integron marvels at the fact that such 
  a large creature exists. He tells the players that wind 
  dragons are not usually so large. 
  You Must Be A ShCDting Star 
  This scene should take place on the second day of 
  the journey. The players have been on the trail for 
  many hours, when they come across several extremely 
  beautiful cactus-plants. 
  Read Aloud: 
  The hot sun beats down upon your party and you 
  wonder if you will truly make it to your destination. 
  ''Look!" calls Integron. He points to a cluster of 
  beautiful cactus plants just ahead. He continues, 
  "We can take water from inside these plants." 
  As the players approach, however, the plants 
  give them a big surprise. The shooting stars propel 
  their sharp star-shaped projectileswithblindingspeed. 
  The first shooting star launches its spikes as soon as 
  the players are in range. The three-hundred and sixty 
  degree firing pattern causes the other nearby plants to 
  launch their own volleys out of defense. 
  TheremainderoftheplayersjoumeytoHellmouth 
  can be as vicious or as simple as the garnemaster sees 
  fit. The players arrive at Hellmouth at night. The 
  mutant army has already arrived and set up camp 
  inside the great ravine. 
  [hapter S 
  Improvement Points: 
  25/ +15 for creative roleplaying or ideas. 
  Chapter Summary 
  In this chapter the players confront the 
  mutant army, a scheming demon, and the dark 
  wizard Blackwolf. This is the climax of the 
  
  ~~w·~······
  · 
  iiiiiiiiiiiiiiiiiiiiiiiiiiiliiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiliiiiiiliiiiiiiiilliiiiiilliiiiiiiiiiiiiiiiilf 
  adventure. The players begin at the top of the 
  ravine known as Hellmouth. They must enter 
  the ravine, while avoiding the roving mutant 
  patrols, and recapture the soul of Chelsea. The 
  liche commandant has other plans, however. 
  When the players reach the cavern where the 
  soul is located some over anxious mutants at-
  tack the party with a large cannon. The players 
  awake to find themselves trapped in a cave-in. 
  To add insult to injury they also find the cav-
  ern occupied by Blackwolf, a very nasty look-
  ing demon, and the object of their quest, the 
  soul-container. 
  Background 
  Blackwolf is unable to leave Scortch-1 
  physically. Therefore, he has attended the 
  meeting with the demon in shadow form. In 
  shadow form Blackwolf will be able to use his 
  magical abilities and speak as per normal. He 
  is not, however physically present and any 
  spells that he should decide to cast will be 
  modified by range. The liche commandant has 
  never failed Blackwolf on any mission. He 
  does not intend to start now. 
  Descending Into Hellmouth 
  The players first need to get to the floor of 
  the ravine. This otherwise difficult attack is 
  made impossible by the fact that mutant pa-
  trols and watchmen have been set up across 
  the area. To build tension call for Silence rolls. 
  Barring any critical blunders the players should 
  make it past the guards. At gamemasters dis-
  cretion, climbing rolls may be added if things 
  appear to be going too easily for the players. 
  Once they have reached the bottom of the ra-
  vine, the players will notice a brightly lit area 
  surrounding a large cavern. The cavern is 
  under heavy guard. Since this is the largest 
  concentration of soldiers and equipment it can 
  be safe for the players to assume that this is 
  where the soul is hidden. No one enters or 
  exits the cavern. Let the players devise their 
  plan and go about it however they wish. If 
  possible keep them together, as they will need 
  numbers to fight the Demon. Let the players 
  believe that their plan has succeeded until the 
  last moment. Then, when they are all in front 
  of the mouth of the cave, let 'em have it. The 
  mutants immediately close in on the players. 
  They surround them and order them to surren-
  der. 
  Read Aloud: 
  You sneak quietly past all the guards. You are 
  just a few feet from the cave entrance when 
  the alarm klaxxon sounds. Seconds later 
  mutant soldiers are levelling their weapons 
  at you and you are being ordered to surren-
  der. From the back of the group of mutants, 
  you see a large device of some sort and mu-
  tants are swarming all around it. The device 
  swivels to point at you. It doesn't look good, 
  and things start to get worse when the device 
  explodes like thunder. Suddenly the rock 
  around you is falling atop your party. You 
  .. ···"·'" ( ""'"· 
  
  ·"-Z,..,,.,., .• ,.,._,,,,.,._.,._ ..... 
  ,~.'1.-·.·.v.'l.-'I.-'-'•'•'-''"'"'·"''-:;:"""''.,_,,, ........... ,., • ._.,,. • ..,.._.,., .. ., ................... ._.,.,.,._.,.,., •• .,., .... ._.._-..,.,.,.,,.. • ..,,..,.,.,.,.,.,..._..,;.,• • .,,,.,., .. .,..,.,.., •.. ,•,•""•'·""'•'•'•·•"'•"'""•" 
  scramble to dodge the rock but you all are 
  overcome by the horrific onslaught. Eventu-
  ally you all fade into unconsciousness, your 
  hopes of completing your mission dashed. 
  The players wake inside the cavern in com-
  plete darkness. They are hurt and bleeding ( 
  20 damage to each party member) and mo-
  mentarily dazed. Give them a second to re-
  cover their senses and then hit them with this. 
  Read Aloud: 
  For a moment you sit in the complete dark-
  ness, and then you see a small source of light 
  some distance away. Then you here voices 
  coming from the direction of the light. 
  The players should follow if they hope to 
  escape or retrieve the soul of Chelsea. Assum-
  ing they do read on. 
  Following the light to its source, you emerge 
  onto a terrace, overlooking a large cavern that 
  appears to be bottomless. Standing right in 
  front of you, his evil and corruption touching 
  your very soul is the dark wizard Blackwolf. 
  He is speaking to a creature of immense size. 
  They converse in a language that is unfamil-
  iar to all of you. 
  "Master?" comes the voice of Integron. 
  Blackwolf turns in surprise. He gestures 
  towards your party. 
  "Destroy all of them, lntegron, now!" 
  Integron turns to face you all "I am so 
  sorry, I must obey." he murmurs and strikes 
  Cordellia with his broad sword. "Whose 
  next?" he sneers evilly. 
  Let the players digest the shock of their 
  betrayal and then run combat normally.After 
  the battle is over, read the following to the 
  players. 
  Read Aloud: 
  Blackwolf has been speaking to The Demon 
  for some time,now. Their discussion seems 
  to be growing into an argument of some sort. 
  Blackwolf screams"Give me the soul you 
  promised me! Give me the soul of Hitler! 
  Give it to me now!" 
  The Demon is holding the soul container. 
  "I am sorry oh powerful wizard," he says 
  sarcastically, "It is not mine to give. But thank 
  you, I will find this soul delicious. 
  Blackwolf screams out of anger. "I will 
  destroy you, you foul denizen of Helli I will 
  destroy you!" 
  Without another word 
  Blackwolf disappears. 
  The Demon glares at you, "What do you 
  want you pitiful Faeries?" 
  The Demon will not be pleased when he 
  finds that they want the soul, but he will strike 
  a deal with the players. If they can take it from 
  him they can keep it. This is the climactic 
  battle and the soul will go to the winner(s). 
  When the players defeat The Demon, they are 
  teleported out of Hellmouth to the top of the 
  ravine. From here they can see the mutant 
  army scrambling about. The soul-container is 
  in the PC's hands. 
  The Demon: evil trickster from the bowels of Hell 
  STR 16 INT 9 DEX 11 CHA 6 
  PER 12 CON13 SIZ 15 WP 12 
  MGT16 DB +2 SPI 11 MR 13 
  RS 
  12 REC 13 SP 
  40 HP 
  14 
  Skills: Area Lore (Hell): 14, Guile: 14: Magic: 
  13 
  Traits: Distinctive appearance (horns and red 
  skin) 
  Flail: Init: 17, Skill: 19, Dam: SD 
  Chapter 6 
  Improvement Points: 
  Var./ +Var. bonus for creative roleplaying 
  Chapter Summary 
  This chapter covers the return journey to 
  Mon ta gar. Cordellia has asked to join the party 
  in their return trip, as she wishes to see 
  Montagar. If the players use the bird hand 
  given to them by Ajak , the hand will point 
  directly towards Montagar. The return trip is 
  open to the discretion of the gamemaster. Any 
  encounters not used in the earlier chapters 
  could be placed here or the encounters could 
  be tailor-made for the party by the gamemaster. 
  
  Chapter 7 
  Improvement Points: 
  25/ + 5 for excellent roleplaying 
  Chapter Summary 
  This chapter begins upon the arrival of the 
  party in Montagar. Avatar is pleased to see 
  that the heroes have succeeded. Elinore is 
  happy also. 
  Read Aloud: 
  As you make your way through the halls 
  of the Presidential Palace, Avatar congratu-
  lates you all on a job well done. Avatar pauses 
  in the doorway to the sleeping room of the 
  First Lady Of Montagar. " I don't suppose 
  Blackwolf knows that he already owns that 
  soul, now does he?" 
  Avatar chuckles as he carries the soul-
  container into the room. 
  From down the hallway you here a scream 
  of delight. Elinore runs towa.rds you all dis-
  pensing kisses and hugs in show of her im-
  mense pleasure at the return of her step-
  mothers soul. "You are all such brave heroes. 
  I don't know how I will ever repay you." she 
  smiles slyly and struts teasingly down the 
  corridor. 
  Hmmm!. .. well, now comes the fun part of 
  dispensing the a wards for a heroic act. If your 
  players have done very well, and you think 
  they deserve further advancement increase the 
  standard awards or raise the limit of raising 
  skill levels to two or three per adventure. 
  And as always thank you for flying with 
  Whit Publications, Inc. Feel free to come back 
  and try our products anytime. Thanks for your 
  patronage! 
  
  -...<}..-.....-. ...... , .,.,.::::;:, •. ,,.,,,,,.,,,._..,. ........ .,, •.•• .• , ..... , ... ~,•.V:: .. <S.~ ...... .._..-•.• v.-• .. '-·········· ..... _.,._..,, .... ..-• .._ .. ,, • .,,.,..,"".'>,._'•'•'"''..._, .. ,.,, • ..,. .... Q ,., .. .,,., • ..,,,v.•;-.·.•.w.·.-.. ....... , .•. ..,..... ·.·.-.·.·.v.•.•,•···•-"-'-'•'•"'•"""•'•v,·,•·"'-'-'•'•'•"""•""'""''"._ ............ ,,. . .,,.., 
  AD\IENIURE HOOK!i 
  The following are short adventure synopses. 
  These hooks will inspire the game master in his 
  planningof individualadventuresorentirecampaigns. 
  Donotplaythesesimplyasprinted,insteaditisbetter 
  to allow these plots to let your imagination free. 
  The Blue Elf Underground 
  Word arrives from the blue elf underground in 
  Scortch-1. The blue elves there claim to possess 
  powerful information against Blackwolf. They have 
  knowledge of the whereabouts of political prisoners 
  or of secret weapons plans or factories in Scortch-1. 
  The PC's are sent to Scortch-1 to meet with the resis-
  tancein the blue elf underground network. Their blue 
  elf contact shows them the secret sewer entrances to 
  Scortch-1 . While in the blue elf hideout, information 
  of several attacks on resistance outposts throughout 
  Scortch-1 begin to pour in. The Blue Elves start 
  screaming, spy! The fingers point at the PC's. Who 
  is the real spy? 
  Blackwotrs Dysgenics 
  Blackwolf needs a human heir and he wants it soon. 
  Towardsthisendhehassetupconcentrationcampsfor 
  study and experimentation on faerie and mutant alike. 
  These camps are deep within the heart of Scortch-1. 
  The rumored atrocities know no equal. What happens 
  if the PCs mess up a scenario and go to one of these 
  camps? What happens when the PCs go to rescue a 
  powerful politician from the homeland of Montagar 
  trapped deep inside one of these hellcamps? Black wolf 
  must not succeed, for when humans begin to again 
  populate the Earth, all magic ( and magical creatures) 
  will be lostto the overwhelming tide of technology and 
  the evil that goes with it. 
  The Treasure DungeDll!i 
  Blackwolf's minions are searching. They are 
  searching for something that could only be legend. Or 
  so you hope. 
  The infamous Treasure 
  Dungeons,according to legends are somewhere in 
  Scortch-1. Rumors are that Blackwolf has found a map 
  at Hellmouth. It is a race against time to find and 
  destroytheartifactsdiscovered by the treasure-hunters 
  in the Treasure Dungeons. 
  C:Ommando Raid!I 
  The PCs are members of an elite fighting force 
  organized by the leaders of Montagar. They strike 
  hard, fast, and silently against known mutant outposts. 
  Or perhaps they go to train a group of incompetent 
  blue elf resistance fighters in the art of warfare. This 
  adventure plan could offer a campaign of two-fisted, 
  action-packed adventure. 
  Banishing The Dead Generals 
  The lichecommandersin the service of Black wolf 
  offer the mutant armies a hefty advantage over the 
  forces of the faeries. But wait! A spell is unearthed that 
  could be capable of destroying all of the liche generals 
  under Black wolf's command. Unfortunately, the an-
  cient scroll containing the spell is far away on the 
  eastern edge of Scortch-1. It will be a long road there. 
  Will the spell really work, or is this all part of a clever 
  
  plan of Blackwolf' s to lure the ad venturers into a trap? 
  If so what is his dastardly plan and how can the 
  players stop him? 
  Black liene Pool 
  Blackwolf' s program of Euginicism was created 
  to tum blue elves into hideous mutants. The adven-
  turersmustraid his clone banks, or kidnap the mutant 
  scientists responsible for the atrocity. 
  They may 
  attempt to force the Euginicists to reverse their 
  atrocities. They might meet a scientist who is sym-
  pathetic to their cause. Can the players trust him, or 
  is he a lure to capture more victims for his twisted 
  experiments? 
  Mutcwlt Base 
  A band of mutants is operating up north, 
  attacking caravans travelling between Montagar 
  and East Elfland. The adventurers must locate the 
  base. They must guard the caravans, while at-
  tempting to stop the raids. They could start by 
  cutting off the raiders' supplies. Finally, they must 
  find the traitor in the caravans that leaks infor-
  mation of the cargo to the mutants. This could be 
  a series of hack and slash skirmishes or an in depth 
  campaign that travels across the whole continent 
  of Halcionia. 
  The Re•cue 
  A prince, princess, magician, merchant, 
  etc. is kidnapped and someone must rescue 
  them from the mutants -
  perhaps from 
  Scortch-1 itself. A Searing Of The Soul is this 
  sort of adventure, and could provide some 
  additional ideas. 
  Hatlm1d9 Expedition 
  An expedition of discovery to the 
  Hotlands, looking for a lost city rumored to 
  contain good magic and treasures. Is the city 
  just a legend or is it real? If it is real could it 
  be real magic or ancient technology that ap-
  pears to mimic magic to the naive faeri~ 
  pJayers. 
  The !ipine Mine 
  The adventurers go to Scortch with the intention 
  of starting a mining operation along The Spine. See 
  the Land description for ideas of encounters . 
  Meanwhile, the mutants have the same idea. They 
  could get wind of Montagar' s plan and send a raid to 
  stop them. What purpose does the mine serve? Is it 
  to create a network of secret tunnels as a railroad of 
  sorts for escaping prisoners from Scortch-t? Do the 
  dwarves object to this brusque treatment of the 
  earth? Will the adventure be one of action, or will it 
  be one of thought and planning? Can it be a busines 
  operation that mines minerals or other valuables? 
  Raiderw of the La.t !iublimin11I 
  Blackwolf has discovered the whereabouts 
  of a lost technology: subliminal advertising. 
  This would allow him to use propaganda on 
  East Elfland, or tie hidden messages into 
  bards' songs. This editing equipment is dan-
  gerous, can the players destroy it? Blackwolf 
  is already a master of propaganda and mis-
  information. Once he is aware of the idea, can 
  he ever leave it alone? The secret base with 
  the technology might be in the desert, the 
  hotlands, the Glass Waste, or near to Scortch-
  1. Only when they are safe should they destroy 
  the d evice What would happen if the players 
  used it against the bad guys in Scortch? Would 
  they themselves be bad guys? What defines a 
  bad guy anyway? 
  Vengeance 
  A prominent elf warrior's family dies in a 
  attack by mutants. He has gone rogue and 
  vowed to kill a Liche Commander. His entire 
  family wm follow him to destruction out of 
  honor unless the players stop him. The ad-
  venturers must track him down and stop him 
  even though he doesn't want to stop his quest. 
  The problem is he will do anything to exact 
  his vengeance even kill those one-time friends 
  that stand in his way. What would happen if 
  the Liche Commander was actually innocent 
  (of the murder at least)? Would the wrongful 
  murder of the Liche be justified? 
  
  Appendix 
  "If the wheels not broken, break it" 
  -Ancient Mutant Proverb 
  This chapter covers most of the information 
  that just does not fit anywhere else in the book. 
  This information includes new skills that one could 
  find important when adventuring in the danger-
  ous world of Scortch. It also contains a whole 
  section dedicated to rolling up random mutants. 
  Many players who are looking for something a 
  little different may wish to spend some time 
  reviewing this section. Also, to help players 
  get a better concept of characters and so the 
  gamemaster doesn't have to do a lot of work, 
  we have included some NPC's that may be 
  found in Scortch. 
  l\IEW !iKlll!i 
  Below is a list of some of the new skills and 
  background packages created for the Scortch 
  setting. 
  Players may purchase these new 
  skills or create new characters using some of 
  the background packages. However, of the 
  six new background packages listed below, 
  only two are available to PC's. The rest of the 
  background packages were designed for the 
  information of the gamemasters only. When 
  developing new characters use the same rules 
  for character generation as found in the basic 
  game book. 
  Good luck creating new characters and ad-
  venturing in the wild and dangerous lands of 
  Scortch! 
  
  DEXTERITY !iKILL!i 
  ARTIFICE 
  Elinore: 
  "Oh, it's beautiful! Avatar, will 
  you buy it for me?" 
  This is the skill possessed by the great 
  artists and craftsmen of the world. The skill 
  includes the use of all the necessary tools of 
  the trade. The artisan skill also includes the 
  knowledge of using various media in art. 
  Artists in Scortch are forced to abide by a 
  strict canon of techniques and representation 
  of Blackwolf and life in Scortch. The easiest 
  way to end an art career in Scortch is to pro-
  duce something that Blackwolf finds offen-
  sive. 
  Complexity: Difficult 
  Modifiers: 
  + 1 or more for good materials 
  -1 or more for a rushed job or shotty ma-
  terials 
  MAD-llNE CREW 
  Max: 
  "Quit whining. As long as you do your 
  part I won't have to shoot you." 
  This is the ability to operate any piece of heavy 
  equient that requires more than one operator. It is 
  most often possessed by Blackwolf's Army, 
  Mechanized Division. This includes tanks, large 
  trucks and portable guns. 
  Complexity: Normal 
  Modifiers: + 1 if team has operated together 
  before. 
  -5 for each member of the team that is missing 
  PERCEPTION !iKILL!i 
  DIVINATION 
  Wiseman: 
  2nd Wise man: 
  'The charts are not favorable. 
  Blackwolf will be displeased." 
  "Maybe we should consult our 
  own future before we tell him." 
  This is the ability to foretell the future, using 
  any of a variety of arcane media: tarot cards, 
  crystals, runes, bones, palm reading, start charts, 
  or numerous others. 
  Divination is a notoriously inexact science. 
  When a character attempts to divine the future, the 
  gamemaster should make a secret roll against the 
  character's divination skill, and note whether or 
  not the character succeeded, and also by how 
  much the character made or failed the roll. 
  Successful rolls give the character oorrect (though 
  not necessarily accurate) information. The slimmer the 
  margin of success, the more vague the information is, 
  and themorecrypticthepresentation.Greatersuccesses 
  yield more accurate information presented in a dearer 
  manner. Only with an ace should the character feel 
  oompletely oonfidenty in his interpretation of the divi-
  nation. 
  Failed rolls have theoppositeeffect. The informa-
  tion is misleading, or so ryptic as to be useless. Badly 
  failed rolls will lead the character to believe the 
  opposite of the truth, and the true interpretation of 
  the divination will only be obvious after he has 
  thoroughly bungled his job. Blunders will give the 
  character difinitively and dangerously incorrect in-
  formation . 
  • 
  rTtrr········,.r '" \ ·· ... · · ·u·····,, n ··11 
  
  ~,,, ... , .............. , .... , ................. <<·_. ..... i;.-; ........ z .................. ·.-..·.·. . .................................. , ............................................................................. ,, ................................................ .,.,.. ........................................................ , .• ..,. ........................... ;;: ... .,. ........... .. 
  As an example, let's take Blackwolfs unborn child, 
  and let's assume that the child is to be a male and born 
  free of genetic defects. Blackwolf asks the wise men 
  whether his child will be human or mutant. If the wise 
  men roll an ace on their divination, they will difinitively 
  state the child will be human, a fine elf-wizard cross, a 
  strapping young boy destined to rule the world. If the 
  wise men succeeded by only a small margin, they might 
  find the charts say the boy will be more Faerie than 
  Mutant, pnd probably free of abberrations. If they failed 
  the roll, they would say that Mutant is dominant in 
  him,andinterpretthattomeanhe'llbemutated(actually, 
  Mutant forces will rule his life, but not his body). If the 
  wise men blunder, they misread the charts to see that the 
  child will be a heavily-mutated sterile girl, and the 
  mother will die in childbirth. Best to cause the mother to 
  miscarry. 
  Complexity: Impossible 
  Modifiers: 
  + 1 if conditions and equient are good 
  -5 if subject is unwilling 
  Note: The foretelling of the future can be a complicated 
  situation for even the best gamemasters. This skill 
  should be tempered by the gamemaster and should 
  seldom give the player that possesses it too much of an 
  advantage. 
  NEW BACliRDUND PACKAliE5 
  Below is a list of some of the backgrounds 
  created for the Scortch setting. However, of the six 
  new backgrounds listed below only two are 
  available to PC's. The rest were designed for the 
  information of the gamemasters only. When de-
  veloping new characters use the same rules for 
  character generation as found in the basic game 
  book. 
  MILITARY POLICE (MP) 
  This background is available to mutant NPC's only 
  The military police maintain law and order 
  in the cities of Scortch. Law and order is a 
  relative term under Blackwolf's control. 
  Blackwolf chooses only the nastiest mutants 
  to work inthis force. The military police crush 
  riots, and assassinate trouble-makers. Other 
  duties include protecting Blackwolf, killing 
  any who oppose Blackwolf, and routing out 
  any underground organizations throughout 
  Scortch. 
  Military Police Officers are rude and have a 
  somewhat elevated sense of importance (much 
  like most people in authority), and quite often 
  mistreat the people they are charged to protect. 
  Skill 
  PRI 
  SEC 
  TER 
  Small Arms 
  6 
  4 
  2 
  City Lore 
  6 
  4 
  2 
  Torture 
  5 
  4 
  2 
  Alertness 
  4 
  2 
  1 
  Search 
  3 
  2 
  1 
  AnyMelee 
  3 
  2 
  1 
  Deduction 
  3 
  2 
  1 
  Technomancy 
  3 
  2 
  1 
  OYS6ENICIST 
  This background is limited to mutant NPC' s only 
  Dysgenicists are the sinister agents of 
  Blackwolf. They were formed to create a race 
  of new mutants, yet Blackwolf has given them 
  great latitude in their approaches to this so-
  lution. A dysgenicist is a dreadful career 
  reserved only for the truly perverse. 
  Skill 
  PRI 
  SEC 
  TER 
  Technomancy 
  6 
  4 
  2 
  Ancient Lore 
  6 
  4 
  2 
  Chirurgy 
  5 
  4 
  2 
  First Aid 
  4 
  2 
  1 
  Deduction 
  3 
  2 
  1 
  Alertness 
  3 
  2 
  1 
  Guile 
  3 
  2 
  1 
  Instruction 
  3 
  2 
  1 
  Soothsayer 
  Soothsayers are Blackwolf's wise men. They 
  perform feats of incredible magic as they 
  foretell the future for their master. There are 
  soothsayers in other societies as well, and 
  these are the player character class. 
  A 
  soothsayer could be anyone who feels the 
  future or dreams of some strange portent. 
  Usually a soothsayer uses some form of a 
  focus to divine the events to come. 
  ·:·:·····:-·· ···········:-::-:·················:--···:···'.·-'.&.··:·:·:·:.-.;.·.·,·,·~..-.-;.·.·.··:·:•··:····«-:.-.;.;.·.-.;.;•:•'•:•'-;·:·:·-.Y·:·~•:.-.-.·;;-:_.•.-;•,.,.,.,;::_.;-,·.-.:--.;.·,·,,,::.-.·,·,·.·.·.•. 
  
  Skill 
  PRI 
  SEC 
  TER 
  Divination 
  6 
  4 
  2 
  Oratory 
  6 
  4 
  2 
  Deduction 
  5 
  4 
  2 
  Alertness 
  4 
  2 
  1 
  Empathy 
  3 
  2 
  1 
  Any Lore 
  3 
  2 
  1 
  Guile 
  3 
  2 
  1 
  Technomancy 
  3 
  2 
  1 
  OR 
  Magic 
  Hood 
  A Hood is a member of any of several gangs 
  that roam the streets of various cities throughout 
  Scortch. These hoods are usually violent adoles-
  cents. 
  Skill 
  PRI 
  SEC 
  TER 
  City Lore 
  6 
  4 
  2 
  Alertness 
  6 
  4 
  2 
  Melee 
  5 
  4 
  2 
  Pick Pocket 
  4 
  2 
  1 
  Concealment 
  3 
  2 
  1 
  Fast Talk 
  3 
  2 
  1 
  Dodge or Parry 
  3 
  2 
  1 
  Search 
  3 
  2 
  1 
  Street Urchin 
  A street urchin is a person who for any number 
  of reasons is forced to make their living on the 
  streets of the city. They are an unfortunate oc-
  currence in a tmost all cities in Halcionia. They are 
  quite often harassed by the city police and looked 
  down upon by the other citizens. However the 
  street urchin has a rich sub-culture of their own. 
  They also have an unspoken code of ethics that 
  they all follow, which forces them to help one 
  another out in their day to day lives. 
  Skill 
  PRI 
  SEC 
  TER 
  City Lore 
  6 
  4 
  2 
  Dodge 
  6 
  4 
  2 
  Pick Pocket 
  5 
  4 
  2 
  Resistance 
  4 
  2 
  1 
  Survival 
  3 
  2 
  1 
  Alertness 
  3 
  2 
  1 
  Silence 
  3 
  2 
  1 
  Stamina 
  3 
  2 
  1 
  MUTAl\IT liEl\IERATIDl\I 
  Below are several physical descriptions 
  that every mutant must roll to determine. 
  When using this quick mutant generation 
  section, remember to use every heading (only 
  rolling up a half mutant isn't fair to the mu-
  tant or the player) . Use a D20 to determine 
  what physical and mental mutations has oc-
  curred. 
  When creating NPC mutants the game 
  master has the option of coordinating traits 
  as he sees fit. Mutants, however, must always 
  have at least one of the traits found in each 
  section. 
  To create a Mutant a game master must 
  pick one of the three basic body types located 
  below. Use this base to create a mutant by 
  tacking on mutations and changing charac-
  teristics when rolled. 
  Then roll on the following Charts: Facial 
  Mutations, Body Mutations, Miscellaneous 
  Mutations and Mutant Abilities. 
  Then roll a 1D+2. This is the number of 
  time you will roll on the Mutant Defects Chart. 
  If the Defects will hinder the campaign or just 
  does not fit your character concept leave it off 
  or take a disadvantage that does suit your 
  needs. 
  Now customize the mutant by adding or 
  subtracting a few mutations. 
  Also remember, this is only a simple list. 
  Spunky game masters may wish to create 
  their own charts. 
  Humanoid Mutant 
  This mutant was once a Human but the 
  radiation kicked in and wa-la. They really 
  have no advantages or disadvantage to start 
  out with and are most commonly found in 
  higher ranking positions due to Blackwolfs 
  liking of humans. 
  STR 10 
  PER 10 
  MGT10 
  RS 
  10 
  INT 
  8 
  CON10 
  DB 
  0 
  REC 10 
  DEX 10 
  SIZ 
  9 
  SPI 
  9 
  SP 
  28 
  CHA 9 
  WP 
  9 
  MR 
  9 
  HP 10 
  
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  Reptile Mutant 
  A Reptile body is the strongest of the three choices 
  buthasanextremelybaddisadvantage,hecannottravel 
  toofarnorthbecauseheiscold-blooded.Eventhoughhe 
  has scales, they do not protect against the cold. When 
  this mutant gets cold his MR is reduced. At low 
  temperatures he could even die. How Wlfair! 
  STR 13 
  INT 
  8 
  DEX 10 
  CHA 8 
  PER 10 
  CON 12 
  SIZ 12 
  WP 
  8 
  MGT13 
  DB 
  +1 
  SPI 
  8 
  MR 11 
  RS 
  10 
  REC 10 
  SP 
  32 
  HP 
  12 
  Automatic Advantage: Scales (U-IP /2 SP) 
  Automatic Disadvantage: Cold Blooded 
  ArnP-,ibian Mutant 
  An Amphibian body is the weakest of the three 
  choices bu tit has a good advantage if the players will 
  be around water a lot. 
  STR 10 
  PER 
  9 
  MGT 9 
  RS 
  9 
  INT 
  8 
  CONlO 
  DB 
  0 
  REC 9 
  DEX 9 
  SIZ 
  7 
  SPI 
  5 
  SP 
  24 
  CHA 7 
  WP 
  7 
  MR 
  8 
  HP 
  9 
  Automatic Advantage: Character can breath water 
  and swim at normal MR. 
  Automatic Disadvantage: Will dehydrate in the sun 
  10 times faster than normal. 
  FACIAL MUTATIONS 
  12 Barbed 
  13 
  16 Recessed Ears 
  17 Insect 
  20 No Facial Mutation 
  Facial Mutations Definitions 
  Large Cranium 
  The Mutant has an enlarged head which could 
  look like a cone, big brain, etc. 
  2 
  Muzzle 
  This Mutant has a muzzle that extends out from 
  the face-much like that of a dog. This will allow 
  aMutantto biteanopponentforanextra 10 plus 
  his full MGT bonus. 
  3 
  Muzzle/Large Cranium 
  The Mutant has a muzzle and a large cranium. 
  This will allow a Mutant to bite an opponent for 
  an extra 1 D plus his full MGT bonus. 
  4 
  BeakorBlll 
  The Mutant has a beak or a bill much like an 
  eagle or a duck. 
  5 Rush Nose 
  This means that the character's nose is flush with 
  his face and does not project outward. The 
  Mutant will have 2 nostrils where his nose would 
  be if he were a normal human. 
  6 
  Nose On Tongue 
  This means the Mutant has no nose but smells 
  with his tongue much like a snake. The Mutant 
  must stick out his tongue to be able to smell. 
  A Mutant has+ 1 PER when his tongue is out 
  and -1 PER when he does not have its tongue 
  in. 
  7 
  Snout 
  The Mutant has a nose much like that of a pig. 
  8 
  Locking Jaws 
  This means that the Mutant can lock his jaws 
  after biting. Only the Mutant can unlock his 
  jaws; there is no way to unlock this character's 
  jaws except to break them. 
  9 
  Fangs 
  The Mutant has fangs much like that of a dog or 
  snake. The Mutant can try to bite and cause 10 
  extra bite damage which is added to his MGT 
  bonus. 
  10 Multt-Rovved Teeth 
  This means the Mutant has more than 1 row 
  of teeth much like a shark. Add 1 D extra 
  damage is added to his MGT bonus for a 
  bite. 
  11 
  Ridged Teeth 
  This means the Mutant does not have teeth, but 
  instead has a bony ridge that acts exactly like 
  teeth (similar to that of a turtle). 
  
  12 8artJed 
  This means the tip of the character's tongue has a 
  barbed JX>int He can lash his tongueouttocause ID 
  damagetoan unsuspedingcharacterthatistoodose. 
  13 Fa1<Ed Tc:n;Jue 
  Thismeansthecharacter'stongueissplitattheend 
  much like that of a snake. The tongue is thin and 
  can project out 10 inches or more. 
  14 Dlrectkrlal Ears 
  This means that the character's ears can move in 
  the direction wheresoundsarecomingfrom,much 
  li.ke those of a Doberman Pincher or horse this 
  gives a mutant a + 1 PER to hearing. 
  15 Pante.id Ears 
  The top of the character's ears have JX>ints. 
  16 Recessed Ears 
  This means that the character's ears are flush with 
  the sides of the head. This gives a mutanta-1 PER. 
  17 Insect 
  This means that the Mutant has multi-lensed eyes 
  very similar to those of a fly. 
  18 NlctatlrYJ Met 1 bane 
  The Mutant has a second set of dear eyelids, as 
  does a cat, owl, or frog. nus will protect a Mutant 
  from foreign objects getting into his eye as well as 
  too much light. 
  19 Slitted Puplls 
  The Mutant has slitted pupils which look very 
  much like thoseofa cat. This allows the Mutantto 
  see nearly as well in the night as in the day. 
  20 No Fadal Mutation 
  Body Mutation 
  1 
  Ann MerrtJranes 
  2-3 
  loc:klrYJ Jants 
  7 
  Back Spines 
  8 
  Oullls 
  9 
  Shell 
  12 
  Snake Body 
  13 
  Talons 
  19 
  Thin Skin 
  20 
  Thick Skin 
  Body Mutations Definitions 
  Ann Merrt>ranes 
  The Mutant has membranes that extend 
  down from the arms and connect to the legs. 
  These arm membranes allow the Mutant to 
  glide from a high altitude to a lower altitude. 
  If a Mutant glides, he will travel a distance 
  equal to hisownaltitudex5. TheGMmight 
  also consider updrafts and wind currents 
  when considering distance traveled. 
  2-3 
  Lod<frJJ .Jdnts 
  This means that the character's arms may 
  lock once fully extended. There is no way 
  for another Mutant to unlock these joints 
  other than by breaking the character's arms. 
  4-5 
  MultJ-Jolnt:e.'d 
  The Mutant has 10 extra joints in addition to 
  any other existing joints in his arms and legs. 
  6 
  Wet:t:Jed Appendages 
  This means that the Mutant has fingers with 
  webs between each. This will allow for 
  better swimming. 
  7 
  Back Spines 
  The Mutant has spines that run up and 
  down The character's back. These spines 
  may extend out 10 inches and may cause 20 
  worth of damage is used properly. 
  B 
  Oullls 
  The Mutant has quills all over his torso much 
  like those of a JX>rcupine. These quills can 
  stick in a person up to 20 feet away when the 
  mutant wills. The victim will take 4 SP dam-
  age per bunch of quills. They must cut the 
  quills out. It is similar to removing a fish hook. 
  The GM may determine how many bunches a 
  Mutantmayshakeperamountoftimeneeded 
  to regrow the quills. Quills do not cover a 
  character's underside. Quills also give the 
  torso Armor Protection of 1 HP /3 SP. 
  9 
  Shell 
  The Mutant has a shell around his torso 
  much like that of a turtle, giving the torso an 
  Armor Protection of 3 HP /6 SP. 
  10 
  JumprJJ Legs 
  The Mutant has legs specially suited for 
  jumping. The Mutant has a jumping ability 
  x3 normal. 
  
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  11 
  12 
  13 
  14-15 
  16 
  17-18 
  19 
  20 
  Paws 
  This means the Mutant has hands and Feet 
  and hands much like that of a dog or a cat. 
  Snake Body 
  This means the Mutant has the lower torso 
  of a snake which does not effect MR. 
  TalC11s 
  This means the Mutant has bird-like feet. 
  They can grasp objects and pull the trigger 
  of a gun. Manipulation is performed at -1 
  DEX. Feettalonsadd lDtothenormalMGT 
  bonus. 
  Fur 
  The M utanthas fur covering his whole body. 
  This hair protects for 0 HP /2 SP 
  Hatrtess 
  This means that a character's entire body is 
  bald. 
  Scales 
  This means the Mutant has a scaly skin 
  texture like that of a lizard. Scales grant an 
  Armor Protection of 1 HP /3 SP. 
  Thin Skin 
  This means that the character's skin is very 
  thin and can tear and rip easily. Tearing or 
  cutting damage gets an extra 1 D of damage. 
  Thick Skin 
  This means that the character's skin is very 
  thick much like that of an elephant (Armor 
  Protection of 1 HP /2 SP). 
  MICELLANIOUS MUTATION 
  1-2 
  Albino 
  3 
  Bright Colored Skin 
  6-IO 
  II 
  camlVOre 
  ;.;.;;-,,.;.;.;;;::.;; 
  ... ;. ...... • 
  •••••••• • •• •.•.·.·.·:.:·:·:·.•.·.·. ·.·.·.-., .... .ow-
  ... )~ 
  Insect Wings 
  UndevelqlE!d Wings 
  Micellanious Mutation Definitions 
  1-2 
  Albino 
  This means that the Mutant has no skin 
  coloration. The Mutant is chalk white, his 
  hair is chalk white, and his eyes are pink. 
  Mutant may also be extremely sensitive to 
  light or sunburn easily if the GM so wills. 
  3 
  Bright Colored Skin 
  This means that the Mutant has a brightly 
  colored skin. These colors include bright 
  shades of red, yellow, orange, and white. 
  4 
  Asexual 
  This means that the Mutant has no sex. At a 
  mature age, the Mutant will self-impregnate 
  himself and have an offspring. 
  5 
  Egg Layer 
  The Mutant lays eggs much like those of a 
  bird. 
  6-IO 
  S~rtle 
  The Mutant cannot reproduce in any ca-
  pacity. The mutant is forever alone. 
  II 
  carnivore 
  12 
  13 
  14 
  15 
  16 
  17 
  This means that the Mutant can eat only 
  meat. 
  Insectivore 
  This means the Mutant lives by eating in-
  sects. 
  Vegetarian 
  ThismeansthattheMutantcaneatonlyplants. 
  Homs/Antlers 
  The Mutant has small horns or antlers grow-
  ing from the top of his head. They may use 
  these horns/ antlers as an attack. Horns and 
  antlers add an extra 20 damage to a head 
  butt. 
  Barbed Tall 
  The character's tail has a barb at the end. 
  They can use their tail to damage an oppo-
  nent. It will be 1 D feet long. This tail may be 
  used like a whip against an opponent if it is 
  6 feet for an additional 10 of damage. 
  Prehensile Tall 
  The Mutant has a 10 foot-long tail, used to 
  grasp and hold objects. This tail will support 
  a character's weight. 
  Rat Tall 
  TheMutanthasalong, whip-like tail. !twill 
  be 10 feet long. They can use their tail like 
  a whip if it is 6 feet. 
  Tll 
  
  18 
  19 
  2D 
  Bat/Reptlle Wings 
  The Mutant has bat or reptile-like wings. 
  These wings may be folded to make the 
  Mutantnormalhumansize. AMutantmay 
  fly at 20 x 3. MR. Thecharacter'sarmsarenot 
  on the wings. 
  lnsettWrgs 
  The Mutant has huge insect-like wings. These 
  wings may be folded to allow the Mutant to 
  appear nonnal human size. A Mutant mayfly at 
  20 x 2 MR. The character's arms are not on the 
  wings. 
  l...hEvek::p:D Wrgs 
  The Mutant has tiny wings on the base of the 
  back. They can not use them for flight, they are 
  merely inconvenient. 
  MUTANT ABILITIES 
  Mutant Abilities is the only advantage a mutant 
  wiU receive for being as pathetic as they truly are. 
  Not all NPC's that players encounter will have 
  powers, but assume that any PC's do. 
  Below is a list of all the General Mutant Powers 
  available. A Mutant will receive one roll on the 
  chart below. 
  MUTANT ABILITIES 
  6 
  Enhanced Balance 
  -
  L~ w ~ 
  9 
  Enhanced Voice 
  ID 
  lrrrn.mlty to Toxins 
  II 
  Lumnescence 
  19 
  20 
  Venom Attack 
  Enhanced Vision 
  Mutant AbllltlE!s Definitions 
  Barbed Joints 
  This means that all selected pints on a character's 
  bcxiy have spikes sticking out of them. These barbs 
  add an extra 20 damage to hand-to-hand combat 
  when using such maneuvers as knee, elbow, and 
  puoch. 
  2 Body ArTro" 
  This gives the character incredibly tough skin. The 
  skin provides 1 HP /2 SP protection. Each additional 
  level provides an additional 1 HP /2 SP protection. 
  3 OlaiieB:J I 
  This allows a character to change colors to match his 
  environment This will make him less visible than 
  nonnal. A characterreceives-3 on stealth and others 
  roll at +3 to detect him. The color change will take 2 
  turns. 
  4 
  Enhanced Daws 
  Roll a D to determine which of the following 
  claws a mutant possesses 
  (1-3) Claws, Fixed 
  This gives a character claws that add an extra 10 
  damage to hand-to-hand combat. The damage 
  bonus only applies if the character uses his claws 
  as a slashing weapon. Fixed Claws are not 
  retractable. They are always visible, similar to 
  those of a dog. 
  (4-6) Claws, Retractable 
  This gives your character extendable and 
  retractable claws that can add an extra 1 Ddamage 
  to hand-to-hand combat, when used as a slash-
  ing weapon. Retractable Claws resemble those 
  of a cat. 
  S Enhanced Attr1butes 
  This allows a character to increase any primary 
  attribute by 10 points. PC's cannot increase 
  calculated attributes, but increasing a primary 
  attribute will increase any associated calculated 
  attribute. 
  6 
  Enhanced Balance 
  This allows a character to land on his feet. If a 
  character makes a successful DEX Roll at +O, he 
  will take only half-damage from falling 3 stories 
  or less. 
  7 Enhanced Srrell 
  Characterscandetectandidentifyodorsonasuccesslul 
  INT roll at -+-0 . They can also track a scent on 
  successful PERrollsat-+-0. A character cannot identify 
  any smell he has not smelled before . 
  • 
  RHM111mrr·r·r ·nentmtilliimmr·nt
  1n
  1 mmmtr":Yt1mmrmwmmrm1·e 
  
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  ~~-... .. ,· .... :-. ... _· .................. , ......... ,,:::, .. ,, .... , ...... z, ........... , ................ ,<. ............................ . 
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  8 
  Enhanced Hear1rYJ 
  Roll 10 to determine which of the following 
  hearing abilities a mutant possesses 
  (1-2) Hearing, Parabolic 
  Allows a character to hear x 10 the distance of 
  normal humans. On a +O PER Roll, a character 
  can track down a specific sound. Additional 
  levels add x 10 to the distance. 
  (3-4) Hearing, Radio 
  This ability allows a character to hear all 
  frequencies on the AM, FM, & Police Band 
  Radios. A character can "home in" on one 
  station, but he needs 1 CT. 
  (5-6) Hearing, Ultrasonic 
  This allows characters to hear very high-pitched 
  and very low-pitched sounds. It also detects 
  radar. 
  9 Enhanced Voice 
  Roll a D to determine which of the follow-
  ing voice abilities a mutant possesses 
  (1-3) Imitation, Sound 
  This is the ability to imitate any sound that 
  a character has heard. This does not include 
  voices. 
  (4-6) Imitation, Voice 
  This is the ability to imitate any voice that a 
  character has heard. This does not include 
  everyday sounds. 
  10 Immunity to Toxins 
  Poisons do not affect this character. However, a 
  character must either make his CON roll or become 
  sick for several days equal to 1 D plus the poison 
  level. This sickness will cut all primary attribute 
  levels in half until the character recovers. 
  It Luminescence 
  This allows the character to produce light in 
  a 10-foot radius. The character has an organ 
  that allows him to glow, much like a firefly. 
  12 Nauseous Spray 
  Base Attribute: Dexterity 
  Skill Complexity: Easy 
  1he character can spray a 60° arc of musk that 
  causes nausea to opponents. Victims must roll 
  CON+2 tokeepfromvomitingandreceivea+2 to 
  any task attempted because of the stench. Addi-
  tional levels add lOextrafeetofrange. A character 
  canonlyusethisabilityanumberoftimesequalto 
  hisCONperday. Durationofthemuskis 1 day 
  (effects are not cumulative). Effective range 
  is 10 feet. 
  13 Nlctltatlng Membrane 
  This gives a character a second pair of trans-
  parent eyelids. These eyelids protect a 
  character's eyes from alien objects such as 
  sand, dirt, and bright light. 
  14 Radar 
  This ability allows a character to send out radio 
  waves which bounce off objects and returns to 
  determine general outlines. This power 
  compensates for being blind (but is not limited to 
  blindcharacters). Therangeofradaristhesameas 
  nonnal vision. Radar allows characters to be 
  unaffected by the night. 
  IS Regeneration 
  The character regains lost HP and SP at 
  twice the normal rate. Additional levels 
  increase the current rate by x 2. 
  16 Screech/Roar 
  This gives your character the ability to make 
  a high-pitched screech or an impressive roar 
  that could possibly scare away an opponent. 
  This only works if an opponent fails an INT 
  roll at -3 . 
  
  • 
  • 
  I 
  -
  -
  f ·"·"•""•""•"•Y""·"·""..t""'·•.w ... w.v.•.w.~C.·.•"·''•'"·'·"'•'•'·'·"''•'·'""•'·'·'•'·'·'"·'•'"·'"·'•'"·w 
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  17 St:irg:r 
  Attribute Base: Dexterity 
  Complexity: Easy 
  This gives the character a stinger on one part of the 
  body, usually a tail. A stinger causes lD damage. 
  18 Ta 1 µ::i ati.re Tee a ce 
  This gives the character extraordinary resistanre to 
  extreme temperatures. It makes them capable of 
  resistingupto 1 HP /3SPofheatorcolddamageper 
  tum. Additional levels increase resi.stanre by 1 HP I 
  1 SP per tum. 
  19 Veron Attack 
  This allows an attack by a character to be venomous. 
  Methods of injecting poison vary. The attack could be 
  with a bite, claws, stinger, or baibed pint, etc. A 
  successfulattackreleasesamusdepoison with a level 
  of-3 intotheopponent. (SeepoisonunderOther~ 
  of Damage in Olapter 4 for damage and results to 
  opponents). Additional levels will increase the by 1 
  level. A character is inunune to his own type of 
  venom. 
  20 8 ~"-a ICBJ Vlstn 
  Roll lD to determine which of the following vision 
  abilities a mutant possesses 
  (1) Vision, 3<io° 
  Thisallowsthecharactertheabilitytoseeeverywhere 
  around himself exrept below. A character with 360° 
  vision has a -6 when rolling surprise. (Eyes are bird-
  like in position.) 
  (2) Vision, htdependent 
  This gives thecharactertheabilityto look in2different 
  directions at one time. It adds a +2 to PER rolls on 
  surprise. This power will only work in thecharacter' s 
  normal field of vision. 
  (3) Vision, Infrared 
  A character with this ability can see in the infrared 
  part of the spectrum. Itallowsthecharactertosee heat 
  patterns in darkness, but it distorts detail. The char-
  acter is, however, given a + 1 to make out details. 
  (GM's discretion is advised.) 
  (4) Vision, Miaosoopic 
  This allows a character to see x 10 smaller than 
  humanly normal~ He may easily find hair, finger-
  prints, etc. Additional levels allow an additional x 10 
  power. 
  (5) Vision, Night 
  This ability allows a character to see at night as well as 
  he would at day. This power will not work in total 
  darkness. 
  (6) VISion, Telescopic 
  Thisallowsacharacterto seex 10thenorrnal distance 
  of humans. Additional levels will increase the dis-
  tance by x 10. 
  IAJU:l!i 
  Defects are mutations that do not favor the 
  mutants. Every mutant must roll to determine 
  defects. Mutants receive 1 D + 2 defects. When 
  GM' s (or players) roll on the chart they roll a 020 
  to determine what defect has occurred. 
  . 
  When creating NPC' s the GM has the option 
  of coordinating defects as he sees fit. If he chooses 
  he can allow the player to make the decision. 
  However he should limit them in their options to 
  prevent them from choosing all of the least de-
  bilitating defects. 
  In a situation where a defect nullifies or 
  complements a trait determined in the section on 
  physical description, the defect should have more 
  weightthan the description. In some cases it could 
  cancel it completely. Also note that mutations 
  such as body armor cannot be used unless the 
  Mutant character has eliminated contradictory 
  defects. 
  Mutant Defects 
  19 
  UunderslZE!d Bcx::ly Part 
  20 
  Vlslcn Problem 
  
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  ·.·.·.·.·.·.·.·.·-·-· ... ·.·.·.·.··""'····· ., .......... , ...... ;.,. ... y,.,.,.,;,.,,e,.,._ ........ ;:; ................................. ·.·.·.·.-.·.·.·.·.·.·. 
  Mutant Defects Definitions 
  Absent Bc:x::ty Parts 
  The Mutant is missing a particular body part. 
  Roll 2D on the table below to determine the 
  missing part. 
  20 BodyPart 
  2 TONGUE-The Mutant has difficulty with 
  eating, talking, and has no sense of taste. 
  3 EARS- Mutant cannot hear sounds but 
  ma feel vibrations. This is a - 2 to PER. 
  5 
  6 
  8 TOES- Mutant has some trouble with 
  balance, -3 DEX, except for purely manual 
  actions, -1 MR. 
  9 EYELIDS-- Mutant has no eyelids and has 
  eyes that are tougher than normal. 
  10 THUMBS- Mutant has difficulty grasping 
  ob'ects. this is a -3 DEX when usin hands. 
  .·111tbf'''''''''''''''':t·::;::·:·:·:-: . 
  . 
  ·::·::'t 
  .\::dffiutif:B: .. 
  12 .KNEECAPS-Mutanthasnokneecapsand 
  is more likely to have knee injuries. 
  2 Allergies 
  The Mutant is allergic to one of the following 
  items located on the chart below. Characters 
  exposed to items they are allergic to will have 
  sinus problems, followed by hives and severe 
  headaches. Long-term exposure or consump-
  tion can cause death without proper medical 
  treatment. We encourage devious GM's to add 
  to this list. 
  10 
  1 
  2 
  3 
  4 
  3 
  Br1ttle Ek>nes 
  The Mutant has very brittle bones. If a Mutant 
  suffers a loss of more than half of his hit points in 
  one turn, the Mutant will suffer a broken bone. 
  Roll on the chart below to determine the 
  approximate location of a broken bone. 
  GM's can determine which bones are more 
  likely to break. We encourage devious GM' s 
  to add to this list. 
  1 
  2 
  3 
  4 
  5 
  6 
  :rn1tJM§B.l.tii.Em:t-•m~:~'.:':'''.''WtRiJHi.).:@:mr:;!}§mJ~m;m 
  4 
  Decreased Movement Rate 
  This reduces the character's MR by lD. 
  S Decreased Reaction Speed 
  This will decrease the character' sReaction Speed 
  bylD. 
  6 
  Diminished Character1stlc 
  This will decrease one of the following 
  characteristics by 10. 
  10 
  1 
  2 
  3 
  4 
  5 
  6 
  l!lJ'mKsmmltf~N.Mrn»»&lM~lUfilOOM!tM¥.lWmt~Bi!ll 
  7 
  Diminished Perception 
  This will decrease a character's perception by 
  lD. 
  8 
  Herrophlllla 
  Mutant bleeds at x 2 normal rate when wounded; 
  REC rate is slowed by x 1 /2 . 
  9 
  Insanity 
  Mutant must make a 2D roll of 7 or less in times 
  of stress. A success will allow a Mutant to 
  function normally, but a failure will result in an 
  outbreak of their insanity. A player may roll 
  once every 10 minutes to see if he returns to 
  normal. A Mutant must make a 20 roll of 7 or 
  less to recover. Roll on the table below to deter-
  mine what insanity a Mutant has. 
  10 Insanity Effect 
  1 BERSERK- Mutant will attack nearest Person. 
  2 PARANOIA-Mutantwillexpecttreacheryeven 
  from close friends. 
  3 CATATONIC-Mutant becomes unconscious. 
  4 TERROR-Mutant becomes afraid and will try to 
  flee or hide and will attack at -2 to hit and + 1 D 
  to damage if cornered. 
  5 
  ALTER EGO- Mutant has a split personality 
  opposite of his normal self. 
  6 KLEPTOMANIAC- Mutant will steal useless 
  items on any occasion. 
  
  10 Low Pain Tolerance 
  The Mutant suffers twice as much pain as 
  normal. Each time the Mutant receives any 
  type of pain he must make a POW roll or 
  scream. When the Mutant receives a total 
  SP equal to higher than 112 his CON, the 
  Mutant must either roll his CON or pass 
  out. 
  11 Misplaced Body Pats 
  The Mutant rolls on chart A to determine 
  the misplaced body part and then rolls on 
  Chart B to find out its location. If the body 
  part ends up in the normal place roll on 
  chart B until it does not. 
  2D 
  2-3 
  8 
  9 
  12 
  Chart A 
  Body Part 
  Nose 
  Eyes 
  Heart 
  Head 
  Chart B 
  Body Part 
  Chest 
  Abdomen 
  Hips 
  Hands 
  12 Multlple Body Parts 
  Roll on the chart below to determine what 
  body parts a Mutant has multiples of. Roll 
  1 D x 2 for number of extra body parts. 
  Usually, they are in the same vicinity as the 
  original body part. (The GM may wish 
  characters to roll on Chart B under Mis-
  placed Body parts for a randomness of 
  location.) 
  11 
  12 
  Mouth 
  Head 
  ·:'f6~i:· 
  Legs 
  +1 to PER per pair 
  +1 to PER 
  can eat faster·., ... -::::....,, 
  -3 to CHA roll 
  back-u 
  u~usu~l app~a;~ce 
  +1 MR perpairor-1 MR 
  per pair (GM discretion) 
  13 Odor 
  Mutant constantly emits a distinctive, of-
  fensive odor. This is a -2 CHA. 
  14 Oversized Body Parts 
  The Mutant has an oversized body part. 
  Roll on the chart below to determine the 
  exact body part. 
  2D 
  Oversized Body Part 
  2 EYES-The Mutant has eyes twice the 
  norm for someone his size 
  3 EARS-The Mutant has ears twice the 
  norm for someone his size 
  .. iPi~w ,.,,,. 
  ,~:<«·: · ,, 
  5 LIPS-The Mutant has lips twice the 
  norm for someone his size 
  6 NECK- The Mutant has a neck twice 
  the norm for someone his size 
  8 TOES-
  The Mutant has toes twice the 
  norm for someone his size 
  9 HANDS-The Mutant has hands twice 
  the norm for someone his size 
  11 FEET-
  The Mutant has feet twice the 
  normal size for someone his size. 
  12 HEAD- The Mutant has a large head, 
  two times the size of normal. 
  15 Phobia 
  The player is extremely afraid of something. 
  1D 
  1 
  2 
  3 
  4 
  5 
  6 
  16 Poor Merrury 
  The Mutant has a very bad memory. He must 
  roll an INT roll or less to remember anything 
  that is not of major importance. 
  17 Poor Respatory System 
  The Mutant has a very bad respiratory system. 
  He must rest x 3. longer than a normal human. 
  18 Seizures 
  A Mutant must roll 1 /2 INT Task Roll or have a 
  seizure when injured or surprised. A player 
  must roll 1 /2 INT Task Roll successfully to 
  recover. 
  
  ~,,,,,, .. s-.·.:-......... ,._ ....... ,,, .. ,, ...... ,,s:; ....... ?.., ... fu'!-.·.« ....... ~._,{,., . .:-.._..(.,., ............................ ., ... 4 .,,;. ..... ; .. qs; ... ,.,y:s;*···'·"""'•o.-...IQ.-....·.·.·!? .. .-............... ., .•.. ·.·.·.-.·.·.·.·.-.·.· .·.·.·.·.· ........................... , ........... ~.,,., ............. ~.·. ·"'-·...-... ·;~ .• 
  19 Undersized Body Parts 
  The Mutant has an undersized body part. Roll 
  on the chart below to determine the exact body 
  part. 
  2D 
  Undersized Body Part 
  2 EYES- The Mutant has eyes half the form 
  for someone his size 
  3 EARS- The Mutant has ears half the norm 
  5 
  6 
  8 TOES-The Mtl~~t.;h~s toes half th~:=:~~i:n 
  for someone his size 
  9 HANDS- The Mutant has hands half the 
  norm for someone his size 
  10 TORSO-TheMutanthasashort torso, half 
  ~,,~ ·--·= ····· 
  12 HEAD- The Mutant has a small head, half 
  the size of normal. 
  20 Vlslcn ProblerTE 
  The Mutant has one of the following vision 
  problems. 
  Roll 1 D6 on the table below to 
  determine which eye problem the Mutant has. 
  2D Eye Problem 
  1 
  CQLORBLINDNESS-Mutanthas great 
  difficulty in differentiating between col-
  ors . 
  ... ,.. 
  ':~1JtYL.="'' 
  3 
  MONOCHROME VISION-Mutant sees 
  objects in only tones of black and white 
  instead of color. 
  4 
  NEARSIGHTED-Mutant has-4 PER for 
  long range vision, and -4 DEX for all 
  ranged combat . 
  ... ~ ··~ 
  ":~ .. 
  ~ ~,. :.j} ,, 
  . 
  . 
  i!~~ 
  6 TUNNEL VISION- Mutant has no pe-
  ripheral vision, sees only straight ahead. 
  
  The Complete Source book Pertaining to the Lands of 
  !iCDRTCH 
  "We will live in the good lands. My son will 
  grow where there isn't death in the very 
  waters we drink and the air we breath." 
  -Black wolf 
  This 80-page book is a companion volume to Montagar. It details the 
  dark land of Scortch, a radioactive wasteland filled with mutants, 
  and the lair of the evil mutant wizard Blackwolf, who is bent on 
  global domination. Like Montagar, this book expands on the source 
  material from the movie, and includes new mutant species, new 
  technologies, and other details of the land. And, as always, a short 
  adventure is included, which will lead the players through this 
  hostile land. 
  5cortch is not a stand alone product and requires the Ralph 
  Bakshi's Wizards Basic Game. It is intended to enhance the play 
  of the basic game as well as create an expanded playing environment 
  which builds upon the 1977 animated classic. 
  0 
  A detailed map of Scortch, its towns, villages and cities 
  0 
  A random mutant generation chart 
  0 
  New creatures and plant life indigenous to Scortch 
  0 
  Information on blue Elves, Sand Faries and Mutants 
  0 
  New skills and background packages 
  0 
  A full length adventure, ready to play 
  The Ralph Bakshl's Wiz-
  ards Basic Game is available 
  at most game, comic, book, 
  and hobby stores. 
  Wizards is a licensed trademark 
  of Bakshi Productions, Inc. 
  Copyright © 1993, Whit Publica-
  tions, Inc. All Rights reserved. 
  WHT3004 
  $13.95 
  
SOURCE: textdata/thevault/Wizards Basic Advenutre Game (Ralph Bakshi)/WPI 3004 Ralph Bakshis Wizards - Scortch [1993].pdf