Vous êtes sur la page 1sur 194
PEs STALKING The Night Fantastic od TN by Richard Tucholka STALKING GAME DESIGN PRIMARY ART ART Scott Ruggels William Wardrop Randy Bathurst Tom Howell Brad McDivit ‘TECHNICAL ADVICE COMPUTER TECH EDITING Jym Britain Lisa Mason, Deirdre Rittenhouse SPECIAL THANKS Susan Little Nickianne Moody Sulla Beklar Jim & Debbie Adams Monica Barnes lise & Phil Case Lloyd Stillwell Deb Schamber Rusty Westbeld Russ Herschler Steve & Sheri Chekal Lynne DeNike Jones Rob Bauer Order of Leibowitz Kreig Branden George ‘Lan’ Laskowski Mark & Evylin Leeper Roberta Kennedy Dave Donahue Paul Wilkison Jerry & Sandy Tyra Nancy Kemes ‘Amy Baker Mayfair Games Grady Bailey Barbara Meyer Denise Edgren Harry & Mary Schure ‘Art & Cat Schow Karen & Steven Fisher Josh Saulnier Harlan Electric Carol & John Nickerson Tri Tac Systems Richard Tucholka Tom Dow Sandy Harlan Doug Blanchard Larry Dixon Cover By Phil Foglio William G. Welsh Mercury Thompson Harry Loo Ken Farris Rich ‘Flash’ Jervis John ‘Animal’ Reiher Brian & Karen Roe Kathy Klessig ‘Arwen Bauer Steve & Janice Hanchar Dave & Diana Stein Kevin Kangas The Lotz Brothers Michelle Kuvet Eric Johnson Mike Walden Jim Rittenhouse CONTRAPTION Dan Jones June & Stewart Robertson Laura Butler Laurel Gugin R. Talsorian Games Windsor Wargamers MDG WINDYCON CONCLAVE NOVA NEOVENTION Bob & Joyce Boyle Tag Industries Walter & Kathy Caner Starla Stocking Paulie Gilmore Steve & Carol Sundahl Richard Senasae ‘Chris de Sarah Beiting Erik Bems Howard Devore Sandy Goodies Mike Lucas Erik Miller Mark Kenworthy and Especially: Doug Housman Malcolm Cleveland Al& Carrey Whaley Bill Browne Dora Heitsch Mike Beemer Henderson Putnam Paula George Jetf & Doug Matthews Mia Tokatlian Bill Hohmen Mike Barticowski Bill Grant Kim Oursler Ken Hartson Bruce Martin Walter Moore Pam Spurlock Sandy Schreiber Jody ‘Cat’ Kenney Palladium ‘Trish Mader Scott Church Bill Barton Randy Porter Dave Jordan Mitch & Joann Radelt Lawrence Watt-Evans Pete Rogan Julie Tuchotka Elaine & Kevin Dockery Ben James Tom & Tara Barber Tim McCaffrey JP Withers Mark Moellering Brad Shiganake Blane Pardoe Dave & Mary Peters Ree & Al Pruchs Lary & Carol Hastings Rocky Virgil ‘Nick Voss Bill Worzel ‘Andy Lawrence Tim Green, Ken Miller Ted Kordus ‘Tom Hacker ‘Alan Terlep Pablo Vincenti Bruce Sheffer Mike Mize Timeline Ltd. Nick Neidenbach Bruce Jones ‘Tom Trotter Charlie Tennant Mercedes Lackey ‘Nick Pollotta, Val Conder ‘Anna O'Connell Mike RTG Pondsmith Robert ‘Bruce Morrow' Sadler In Memory Ray Landis James Raper Alex Tons Joshua Gitlin Joseph Tucholka Ted McAdams Dedicated to the special people who continue to stalk the nightmares of the night fantastic. Thanks... BUREAU 13 - STALKING THE NIGHT FANTASTIC © 1992 by Richard Tucholka Allrights reserved. No part ofthis ‘book may be reproduced in any form whatsoever without the permission of Richard Tucholka or TriTac Systems. This includes brief articles or reviews. Bureau 13, talking the Night Fantastic and Fringeworthy are trademarks of Tri ac Systems. This edition of Stalking the Night Fantastic is in no way connected with ‘Starchilde Studios, Clifford ‘Gideon’ VanMeter, Green Sapphire Publishing, Richard Elms, Stardate Magazine, Martel Corpora- tion, or Robert Brazeau and no longer has any contractual ties to these companies or individuals in any form whatsoever. TRI TAC SYSTEMS PO Box 61 Madison Hts, MI. 48071-0061 Stalking the Night Fantastic Introduction Stalking the Night Fantastic The history of the fiuman race is filled with evidence of eerie and unexplained happenings. Our myths, legends and fairy tales consistently reaffirm that the supernatural exists. This knowledge of the “supernatural” has been with mankind since before the dawn of history, Mostly these occurrences were misunderstood and greatly feared by the general populace. With no organization, it wns usually the small mobs of angry peasants that stalked the creatures of the night, and more often than not, exterminated the supernatural, good and evil. Always, though, there have been afew who were capable of discerning the passing difference between good and evil. Inthe early 1860's the government of the United States established a secret supernatural investigative agency under the cover of the Civil War. Only a few top officials knew of its existence and it became known simply as “Bureau 13”. For the next century the few employees of the Bureau went quietly about their “business” of secretly ferreting out and eliminating the destructive aspects of the supernatural, So successful were their efforts that the memories of the public dimmed and the fear of the unknown wns replaced by awe (and suppressed fear) of the new technologies. ‘Foreign branches of the organization were established in Europe, Africa and Asia. ‘The years fave passed and worldwide memories fave faded. The public fas come to believe that magic and the supernatural are the stuff of childrens’ dreams and nightmares, They are wrong. 1992 Bureau 13, now an ultramodern force, more secret than before, fights to stem the growth of ancient magic and the supernatural that threatens the innocent. ‘Wherever the supernatural waits, good and evil, the agents of Bureau 13 will be there but... Evil is growing. STALKING THE NIGHT FANTASTIC Stalking the Night Fantasticis arole playing game of fantas- tic encounters withthe supernatural in moder times. ‘You will become a government agent charged with the duty of disposing of the greatest unnatural threats tothe people and the economy of the United States and Canada. You will work under the Imowledge that you are funded by an agency so secret, even the highest goversmental officials do not now of your existence, ‘Welcome to thatelite and of people who wander the dark streets of the night, ever searching for the horrors that should not exist inthis modem age. You are a special agent, Staking the Night Fantastic, STALKING GAME BOOK ‘Stalking was written tobe realistic, concise, and easy to play ‘withthe TriTac System or your favorite game system. The system ‘was playtested by role-players who understand the problems of running a game with overlong text and complex systems that are ‘a burden for GM and player alike. The book you hold is a ‘compendium of nearly a decade of playtesting across the US, Canada, and England. Stalking the Night Fantastic is a complete rule book. THIRD EDITION STALKING ‘The new editions of Tri Tac Games are not much different from the old Tri Tac system youremember, though many changes have beenmade to make itmore playable and less time consuming forthe GM. For younger gamers, beginners, andGM’s who hate aseriousrule system, we've created. lot of easy options for game play. Page 02 MATERIALS NEEDED 1 02 a 4 ‘One copy of Stalking the Night Fantastic Paper, Pencils, Notebooks, Maps, Index Cards ‘A good stock of Photocopies of UTILITY SHEETS from the back of this book. AA set of Common Polyhedral Dice, the more the better. ‘These will include the following: TYPE CODE Four Sided os Six Sided 6 RANGE, 01-04 01-06 01-08 01-10 01-20 01-00 * (oc Gamescience ™ Zocchihedron 100 Sided Dice) A Tri Tac Systems Shield and Tac Cards are an optional sdéition for the GM and players. ‘A pocket calculator is helpful. ‘AGM and 1-20 players. ‘A setof 15-25mm miniature figurines and scale buildings are ‘great for placing the setting of your adventure. ‘An outstanding imagination or keen interest in the fantastic or paranormal, and a quiet place to play are also a must. Dont forget the pop & chips. Stalking the Night Fantastic PHOTOCOPYING Photocopying is for personal use only. Any resale of Stalking playing aids is a violation of copyright laws and punishable by legal action. Ifyou are interested in producing or licensing Stalking playing aids, contact Richard Tucholka at Tri ‘Tac Systems atthe address listed in the book. TERMS OF ROLE PLAYING In Stalking you will lean many new terms or abbreviated words that will help you play the game. Many of these terms will soon become second nature. ROLE PLAYING IF youhave this book you know whatroleplayingis and we ‘need nat go into detail to explain something you've seen defined a hundred times before. Remember thatrole playing is group interaction, cooperation, and fun. Never los sight ofthis fact. GAMESMASTER ‘The records keeper and designer of the adventure. Thisis the person who seis the stage of events your player character will ‘experience. The abbreviated term for Gamesmaster is GM. PLAYER CHARACTER ‘The individual(s) created by the player for the game. ‘This character is controlled entirely by the player. Player characters ‘may also include animals as long as they are played tue to intelligence, personality, and temperament. \ NON-PLAYER CHARACTERS (NPC) ‘These are the characters created by the GM that become the friends and foes in the game. Their personalities and development ‘may range from simple to complex colorful individuals Stalking the Night Fantastic Thisisthe chosen profession of ancliteforee of government agenis who hunt the modem supematural. This agency is secret and generally unknown to most government officals and the general public. This agency is called Bureau 13 of simply The Bureau. An employee of the Bureau isan Agent Tri Tac Systems 4d6 ‘This is the indicator for rolling a random number on any of 1 series of types of dice. The initial number (4) is always the umber of dice to roll, of the type designated by the (¢). The ‘example 446 has the player or GM rolling four six sided dice and totaling the resulting numbers. 4d6 +2 ‘The +2 modifier is added tothe total ofthe first dice rolling operation. Always follow operations from left to right. 4(d6 +2) Tis #2 dice modifier isatachedto the individual ype of dice ting rolled Forech de Tolle? added othe tl of the die d6 x.50 Thex.50 isa mocifier forthe final total result. Most of the modifiers can be found in the handy NUMBER MULTIPLIER chart in the back ofthe book. Always round your fractions down. (Gee Also Pg. 178) MEASUREMENT ‘Stalking the Night Fantastic was designed with the English system of measurement. A metric conversion table is included in the appendix. (See Also Pg. 177) CROSS INDEX Many sections of Stalking the Night will reference other pages with related information. Look for these sections that end with (See Also Pg. 03) NA or— ‘This isa general term used throughout the game that means ‘ot applicable or nil. This willoften be found in areas where data is not necessary. TABLES Most tables and charts are not generally labeled for type of dice torell. These are most often a 4100 or 410 roll. Therange of these tables are always the dice type to throw unless otherwise specified. UTILITY SHEETS ‘Theseare example sheets that can be photocopied forplayer ‘or GMuse. Do not use the origina for game play. There is alarge utility appendix atthe end of this book. Stalking the Night Fantastic TIME, MOTION & ACTION Taroughout Stalking time will be listed as actions, turns, and real time. Mostly these are abbreviated into the following: Seconds Weeks 2 Seconds Real Time 1 Minute or 30 Actions WHAT CAN IDO DURING AN ACTION? In any action characters can perform short physical move- ‘ments such as: MOVE ‘SAY A FEW WORDS PUSH TWO BUTTONS ‘THROW AN OBJECT FIRE A WEAPON, DRAW A WEAPON AGILITY MODIFIERS A high agility may increase or lower your number of move- ‘ments per action. (See Agility on Pg. 09 & 21) MOVEMENT RATES WALK (04 feet per action DODGE 05 feet per action RUN 07 feet per action RUNNING JUMP = 01 foot cleared per point of STR IMPAIRED MOVEMENT — = Half Movement from pain, stun, Wounds, intoxication, et, COMBAT In each combat action a character can do one of the following: PHYSICAL ATTACK Attempt to hit any target by rolling a 420 under your characters dexterity. Use optional size and speed modifiers where theycan apply. You may alsouse the optional motion modifiers from the skills section. (See Also Pg. 114 & 117) MARTIAL ARTS ‘These varied skills give the character a special range of physical combat skills and combat options. ‘Always roll under your martial ars percentage on a d100 for successful use. (See Aiso Pg. 115-116) WEAPON ATTACK Attempt tohita targetby rolling ad20under yourcharacter’s accuracy. Use size and speed modifiers from the projectile and weapons fire section on Pg. 142-144. You may also use the ‘optional motion modifiers from the skill section. (See Also Ps. 21-22) Inthe rear section of Stalking also find an EASY COMBAT GUIDE. (See Also Pg. 117) Page 04 Stalking the Night Fantastic DEFEND To protect from physical attack. Roll a d20 under the characters dodge number for success in dodging an attack. This choice of action does not allow a return attack. High velocity projectiles cannot be dodged. EXAMPLES As you progress through the ideas and game concepts of Stalking the Night Fantastic, you will meet and get to know one oftheagents who hunt the supematural. The trials and tribulations ‘of Robert Harrison will guide you through thebookas anexample cof how to use game systems, His story begins here. HARRISON & FRIENDS ‘A138 years of age, Robert Harison isa well known Science Fiction writer, recognized for his “Pookon of Mars novels and a ros of shor stories, ‘With just a bachelors degree in English Literature from Brown Univesity in Rhode Island, Harison is ful time writer who tinkers with old cars, drinks beer, and travels to Science Fiction Conventions for fun, profit, and a free dinner. His involvement with a Bureau 13 team at the 1983 World Science Fiction Convention in Detroit saved a numberof lives as he crushed the head of « werewolf with his silver plated Hugo award for best short story. While the fans thoughtit was a great costume skit, Harrison knew otherwise and found himself shad- ‘owed by a covert organization. To his amazement, he discovered the supematural was real and a federal agency called Bureau 13 was ovttoliquidate its more smalignant aspects. For morethana century this secret group had been funded asa necessary arm of the US Justice Department. Due to 2 disastrous confrontation a decade earlier, the ‘Agency had lost nearly all of its working agents. Now it was desperate for competent and imaginative personnel who could accept the paranormal and effectively deal with it. Harrison was given the choice of joining the agency and keeping quiet, or facing the wrath of an TRS audit. Realizing he would never survive the horrors of atax audit, he joined without 4 moment's hesitation Inthe months that followed his lfe was forever changed as he learned more about the organization andthe paranormal horrors that quietly hid on the fringes of society. Tri Tac Systems WHAT IS THE BUREAU? Bureau 13, sometimescalled the Bureau orthe Agency, was secrelly established to combat the evil or destructive side of the supematural. Much like a simple detective agency, the usually small eams of Bureau 13 agents travel the country, investigating, watching, and ifnecessary, disposing of the paranormal. While some aspects of the supernatural ae evil, others are not. Inmany ‘cases the teams must decide if the paranormal has found an ‘ecological balance and isin actuality a benefit, DISPOSING OF EVIL ‘The main concem of Stalking teams is the disposal of high level evil and the mandatory secrecy they must maintain to keep the unbelieving public from the edge of insanity BUREAU REGULATIONS Rules for the teams are simple and direct There are no ‘guidelines for methods of operation or books of procedure. Each Bureau agent knows there are 5 basic rules to be followed at all, times. BUREAU 13 BASICS RULE1 Don't get Caught RULE2 Don’t Leave Evidence RULE3 Use Violence Only if Necessary RULE4 Cover Your Tracks RULES — Make them Believe « Rational Explanation for the Bizarre or Fantastic IF YOU'RE CAUGHT ‘The Bureau willnotlegallysidagentsinany direct way that ‘will jeopardize their secrecy or operations. Information is sent 10 gents on a limited basis. After the Massacre of 77, the offices ‘of Bureau 13 have gone underground with as tight a security as couldbe imagined. Nowhidden somewhere just outside Washing ton DC, the agency again contacts and sends agents across the ‘Americas to deal with the supematural. BUREAU 13's HISTORY ‘Many events and developments have changed the face of| Bureau 13 since its creation in 1862, Thisis a small time line of the work of the people who stalk the night fantastic. 1862 Bureau 13iscreatedinutmost secrecy by President Lincoln and a very small number of higher officials. This highly secret 13th Bureau of the US Justice Department begins its covert function to track down and destroy supematuralevil. Destruction ofthe Windwillow Witch House ends four very bloody decedes of hell in a small Vermont town. European immigration brings ahost of the “wee folk” to [New York. Many of the old worid’s paranormal creatures, begin to immigrate America. ‘The Western States become ahotbed of paranormal activity. Bureau 13 establishes a Western branch in Carson City, Nevada. 1884. Nest of Goblins makes a war zone out of a small town in aho before its removal. 1886 Bureau negotiates treaty with Indian spirits in Michigan. Tri Tac Systems 1994 ‘An outlaw named Morrow shotin Kansas. Material found inhis hideout begins a technical revolution for the world. Unusual murders in London and New York ae investigated by Bureau teams. First‘Onthe Road’ agents beginto ravelacross the US and Canada. ‘A High Minister of Hell banished from Wall Street with disastrous results. Golem released from « German submarine causes havoc in Norfolk until captured. Japanese water demons (Kappa) attack a merchant ship in SanFrancisco andthe Bureau isthere. The fight begins to stop the supematural sabotage of America’s entry into the Second World War. ‘With French help the Bureau destroys the German ‘OVER, MAN" experiments to create a superior human race. Bureau 13 battles Nazi Germany's last attempts to unleash paranormal horrors in America and England. Elvesretur tothe Appalachian Mountains andraise havoc until the Bureau intervenes. ‘The new followers and spawn of Gshnar ae liquidated by Bureau 13. Unicom captured in Cleveland and shipped to Yellowstone AUP > we. fst of giant ants exterminated in New Mexi Hitler's clone captured in Skokie, I. Scientist named Morrow, claiming the world will end in 31 Years, escapes Bureau 13 investigation team. Mutant monster from crashed Soviet satellite terrrizes the Louisiana backwoods. ‘Acquiet, uneventful year is climaxed by the discovery of flying reindeer. ‘Vampire surrenders in New York City afterraiding S blood banks. Bureau is faced with new problem of what to do ‘with prisoners. Pionic mind shifter neutralized in Texas. North Vietnam unleashes supernatural horrors in Saigon, that find their way to Baltimore, Chicego, and Detroit. Gateway to Hell sealed by Bureau in Alexaneria, Indiana, Demon of Hatred banished back to hell. ‘Agents sink the yacht of te religious leader Sun Yen Yen off the coast of Florida, ‘Spawn of Goshnar infest zoo in lowa. The Bureau, having. ‘other problems, disposes of them quickly. ‘Alou attack on Bureau 13, by unknown forces, leaves the ‘Washington Office in lames and 61 of the 86 operating agents missing or dead. This dark event became known as the "Massacre of 77" ‘A new and reorganized Bureau 13 is bom and begins operations in the US, Canada, and Europe, Now Stalking the Night Fantastic HOW DOI JOIN THE BUREAU? ‘You never find the Bureau tojoinit. The Bureau finds you. ‘This may be because of an encounter with the supematural, & special talent at which you excel, or you stumbling across them. while they work. Bureau 13 isalways happy to add anew agent to their small ranks due to the high attrition rate and a lack of people able to cope withthe paranormal and creatures associated ‘with the supernatural. After becoming part ofthe Bureau you are trained in a number of supportive skills. CHARACTER DESIGN Character design is easy. First make a photocopy of the Stalking the Night Character Sheet from the back of this book. ‘Use the next section to design your character. Create the basic character you want to play. FINISHING ‘So now you have a complete character ready to go. Talk to your GM to find an easy way to integrate your agent into the team and the reasons you joined the Bureau. These reasons can be mundane or spectacular WHAT DOI DO AS AN AGENT? ‘Your primary jobisthe investigation ofthe supernatural that threatens civilians. These range from simple observation for future action to wholesale confrontation. As an investigator you hhave the latest in computers and high tech spy" hardware. Your {information access ranges from simple research to the use of ‘computerized governmental records and the Library of Congress. Page 06 Stalking the Night Fantastic WHAT DO THEY PAY? Payments to agents are handled by direct deposits to their bank accounts. Each agent has his or her own “Universal” bank ‘or cash card as well as any credit cards they have accumulated or created with the document designer system. As agents travel the country their bank cards are used for (automatic teller) cash withdrawals in 80% of American, 50% Canadian and 10% of Mexico's banks. WHAT DOI START WITH? ‘Agents start with d0x 1000 dollars in their bank account. A salary for agents varies from $1000 to $2500 dollars per week, depending on length of service and assignment. Agents have & general expense account to purchase supplies, services and needed equipment for immediate or special use. An average agent's expense account may not exceed $5000.00 per week uring @ tough investigation, Bureau 13 will often deduct frivolous expenses out of an agent's salary. INSURANCE Bureau agents are fully insured with a complete range of benefits that include hospitalization, workman's compensation, and auto insurance. A $50,000 death benefit is awarded to designated kin or organization on the event of tragedy. Those ‘who are lucky enough to live to65 can enjoy a fat pension fund mostly untapped since the 1800's. HOW DO THEY CONTACT YOU? In most cases it starts with a phone call that means a quick rendezvous. Certain words, codes, phrases and countersigns are ‘mandatory to assemble a eam. HARRISON & FRIENDS ‘AsRobert Harrison tuned the lights low and the music from light rock to romantic the telephone buzzed. “Uh, hello?" said Harrison. He quickly recognized the telltale electronic chirps and clicks of an unscrambled message ‘and the mechanical voice that delivered it. “What Goes Bump inthe Night?” said the voice. “Our dates set.” replied Harrison, ashe quickly hung up the phone. “And our date's off!” said Joanna Barnesasshe grabbed her coat and slammed out the door. Robert Harrison looked wistfully at the door and sighed, ‘knowing his life had larger responsibilities and making a mental rote to unplug the phone next time. Tri Tac Systems ARE THERE DIFFERENT TEAMS? ‘Teams are generally a well rounded collection of people who have talents that complement each other. On,are occasion a team will specialize in a particular talent. CLEAN UP TEAM ‘Assignments from Bureau 13 often call smaller teams to clean up situations or hard evidence ofthe paranormal. In afew ‘cases these teams have uncovered more problems or have been forced to finish the work another team started. TEAMS ON CALL ‘This type of eamis assembled quickly from individuals who areoncalltohelp the Bureau. Often asmall Extended Team is the nucleus that picks up the rest ofthe group. Most Agents are oncall. EXTENDED TEAMS ‘After time and successful service to the Bureau a team will {g0 onextended call. These teams are fulltime employees. who travel the country, usually in an RV, doing routine investigation and waiting for an emergency transmission. PERSONAL CONTACT (On the rarest occasions a single operative will hand deliver ‘mail and special equipment. Most often he or she wil find the team. or give them a data cassette. BUREAU SWAT TEAM Rarest of Bureau teams are the Special Weapons and Tactics teams that deal harshly with the malignant supernatural or occult groups. In several instances they have had to deal with Bureau personnel and became known as an X tear. Tri Tac Systems WHEN BUREAU TEAMS GO BAD ‘The mostdifficult problem facing Bureau 13 Agents and the GMis the question of Good and Evil in society. While your teams may be working for the forces of good, they may actually aid evil if they are not careful in their actions. The indiscriminate slaughter of the supernatural can be far worse than any imagined evil if the supernatural is a beneficial part of a balanced and healthy ecology. While Bureeu 13 will reluctantly accept help from darker magicians, it always frowns upon sacrifice and situations that costinnocent lives. When Agentsloose sight ofthe destruction they cause, they receive three wamings. After that they are placed in the X-Fileor simply retire. Agents who refuse to retire often vanish to aresortin the South Atlantic Ocean. This, island community ot village is often the home of those who know toomuch, are too valuable and too dangerous to leave in society. ‘The one exception is JP Withers. (See JP on Pg. 47) LETS CREATE A CHARACTER ‘Asyyou begin you will need to photocopy or hand copy a character and equipment sheet for play. Use pencil, not ink, as, ‘you design your player character. Many of your statistics will ‘change and you will want to erase outdated information You ‘may also wish to make an extra copy for the GM in case you lose your master copy. This copy will often require updating. REMEMBER 01 Followinstructions rolling only once for each of your player character's statistics. 02. Thereis no best of three rolls or picking the “best” of 6 dice. ‘Whatyou getis yourcharacter. That'sRole Playing and your job is to make the best of what you are. When you roll a statistic, itis yours permanently or until you develop it by use of sill. Think sbout your character before you develop his talents. ‘With this system you will have the freedom to create a player character whose personality and skills are entirely your Stalking the Night Fantastic DESIGNING CHARACTERS ‘There is nothing as important as your character, his person- ty, and history. All ofthis you will be free todesign toany ends you wish. Create these factors that influence his or her day-to-day life, his reactions under stress, and his general attitudes. ‘Before you begin character generation and play, think about your character and remember a few basic rules for role playing. REMEMBER 01 When your charact ther personal makeup. 02 Keep incharecter, think, will thecharacter’s next reactions bbelogical for this character? Willa devoutcowardrush into ‘battle or hide behind a computer to save himself? 03 Once having established a personality, stick withit. A good way to drive a GM crazy isa player character with a half a dozen personalities. A drunk one week doesn’t become a saint the next without a little work or a good reason. When hhebecomes alost corporate president the third, there may be a credibility gap. Remember you can always roll a new character to replace the old if you become really discouraged with the character's personality. Remember we are role playing. Temporary retirement gives the benefit of having a character foralater date. generated you must decide on his o HOW DOI BEGIN? Start witha blank character sheet. Anexampleisintheutility sheet appendix of Stalking the Night Fantastic. Also See the Jump Start options Pg. 182-184 for fast character generation. CHARACTER INFORMATION Follow the next few pages to generate the statistics for your character. When finished check the military training modifiers. NAME ‘The name of the character you design. The name may be simple or colorful. Characters from other countries should be ‘named with reasonably realistic ethnic names. RACE ‘The race of the character. This can be any known human ethnic or racial type. OCCUPATION ‘The primary skill of the character, what he or she did for a living before joining the Bureau. This may also be a new skill developed afer Bureau training COUNTRY ‘This is the character's country of origin. This may also include adopted countries and will not necessarily predetermine COMMAND Thisis a character's military rank from current or past Armed Forces service. This may add to skils of survival and military weapons use. (See Also Ps. 24) Page 08 Stalkit the Night Fantastic AGE ‘This is the age of the character. SEX ‘The character's gender. LEVEL ‘The current experience point level ofthe character. EXPERIENCE EXP ‘The number of experience points the player character has ‘earned during his or her life and adventures. There are two spaces ‘on the character sheet for experience. The first is for your accu- ‘mulated points, the second the next number you need to cross to gain extra HPT, SKILL POINTS, and WKM / WEP. STATISTICS or STATS ‘These are the randomly generated numbers thet give your ‘character his strengths and limitations. The character sheet shows the block of inborn statistics you will be generating. STRENGTH STR Strength is the force a character can exert to lift or move ‘objects. Each point of strengthallows a character to carry S pounds with reasonable comfort. STRENGTH RAS FIVE USES: 01 CARRY S pounds per point of STR with reasonable comfort. For ‘every additional 10 pounds carried over atime reduce your character's Agility by 2 points. DEAD LIFT Double STR. Use in a lift situation for d4+2 actions in a 5 minute period. DRAG Four times STR. Use for d4+2 actions in a minute period. Double this in an emergency situation. COMBAT ‘Topunch or strike with an object or self. See damagerelating to strength. (See Also Pg. 114) THROW ‘The limit of distance an object may be thrown. See damage relating to impact. (See Also Pg. 110) GENERATE STRENGTH For your strengthroll 4d6 and subtract four from the result. Tri Tac Systems CONSTITUTION CON Constitutionis the general health ofthe character, his or her basic life force, Constitution can be reduced by sickness or critical damage to the character. At -1 CON a character is unconscious. At -3 CON acharacter suffers death shock and will die unless aided. Remember Constitution is your second set of Hit Points. Constitution regenerates at arate of 1 point per S minutes in a non trauma situation. (See Also HEALING Pp. 27 and DAMAGE Pg. 101.) GENERATE CONSTITUTION Fora character’s constitution roll 446 and subtract four from the result. DEXTERITY DEX Dexterity is the character's general measure of hand to eye co-ordination that allows him to do a precision task. This is also the handtohand combat number that allows physical or handheld weapon attacks. Always roll a 420 under your DEX to strike at # target, butremember to include the modifiers in the combat charts and other “to hit” modifiers due to skill and martial arts training. (See Also Physical Combat Pg. 114-117) GENERATE DEXTERITY For dexterity roll 446 and subtract four from the result. AGILITY AGL Agility is the speed of action of the character and the co- crdination of his or her movements. Determine your character's movement and action rate from the table below. Index across from your character's agility. RATING ACTIONS MOVEMENT 01.04 Low x050 0.50 05-16 Average x100——-x1.00 17-20 Above Average x50 x10 21-25 High x200x200 26-30 Very High 3250x250 31-40 Fast 13.00 x3.00 41+ Very Fast 350 3350 PHYSICAL STUNTS Agility is also used for determining the success or failure of| difficult acrobatic stunts, jumping, and the rate of speed of physical combat. See the Difficulty Tables on Pg. 21 and the ‘Combat Section on Pg. 114. GENERATE AGILITY For agility roll 446 and subtract four from the result. INTELLIGENCE INT Intelligence is the Jeaming ability ofthe character you design. Alower intelligence may lmitthecharactr'sinital skill ‘numbers but wilinno way makehim orher any lessof a playable character. (See Also Pg. 13) GENERATE INTELLIGENCE For intelligence roll 4d6 and subtract four from the result. Tri Tac Systems WISDOM WIS Wisdom is the character's ability to use sound judgment in an unusual situation or lear the purpose of items of unknown function. Always roll under your wisdom on a d20 or successful use. Also roll under WIS on a 420 to spot the partially hidden, GENERATE WISDOM ‘Your wisdom score is found by rolling 4d6 and subtracting four from the result. LUCK LCK LLucichelps the player-character in adverse situations, mostly when he needs that extra point on the dice to make @ fortune or not fall off a thousand foot cliff. Itis used atthe discretion of the ‘games master. Luck does not effect situations of combat or ‘equipment failure. Luck can be used for repair percentages. Luck is always a critical roll. Luck adds one or two points to a percent (%) dice roll. Always roll under your luck for suecess. GENERATE LUCK Forluck roll 4d6 and subtract four from the result of the rll CHARISMA Charisma is the rating of a character’s personality and physical appearance. Charisma is mostly irelevant when dealing ‘with alien life or the hostile paranormal. (Also See Temperament & Charisma Pg. 165-166) GENERATE CHARISMA For charisma roll 446 and subsract four from the result. THROW THR ‘Throw is the character's natural ability to physically propel an object toward a still or moving target inthe hope of hitting the target. Alwaysroll under your throw on 220 tohitatarget. Your ability to throw is limited by optional modifiers. 01 ATTACKER / DEFENDER MOVEMENT 02 SIZE/SPEED OF TARGET 03 WEIGHT / SIZE OF THE OBJECT THROWN CALCULATE THROW For your ability to throw add your ratings of Strength, ‘Accuracy, and Dexterity. Divide the result by three. Round fractions down to the nearest number. (See Also Pg. 142-143) STRENGTH + ACCURACY + DEXTERITY DIVIDE BY THREE Stalking the Night Fantastic ACCURACY ACC Accuracy is your base number for any type of projectile ‘weapons combat. Optional combat modifiers are added to this number. Always roll a d20 under your accuracy to hit. (See ‘Also Pg. 140-144) GENERATE ACCURACY For accuracy roll 446 and subtract four from the result, DODGE DOD Dexge is the ability to avoid a physical suike or move out of the way of thrown or dropped object, ifnot surprised. Arrows and high velocity projectiles cannot be dodged. Always roll under your dodge rating on a 420 for success. (See Also Pg. 21) CALCULATE DODGE For your ability to dodge add your ratings in Swength and Agility. Divide theresultby two, rounding fractions down to the nearest number. STRENGTH + AGILITY DIVIDE BY TWO MAGIC RESISTANCE MRE Magic Resistanceis the character's ability to dodge orevade magical atack. Thisis only ffectivefornon-trendly magic that ‘can damage the character. Once this number is generated it is ‘unchangeable though it may be temporarily modified for special purposes. Alwaysroll under your MRE ona d100 to succesfully avoid a magical attack. Roll once per attack. (GENERATE MAGIC RESISTANCE, Roll a single six sided dice (d6) for yourMRE score. This is yourpercentage score on 1 to 100scaleto side-step any thrown ‘magic. Remember that many supernatural creatures have a higher MRE score. HIT POINTS HPT Hitpoints are the physical structure of your character. Hit points are the total number of points a character can take in