Hollow Earth Expedition - Wilderness Kids Adventure

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LET ME INTRODUCE YOU TO THE In a Wilderness Kids Adventure 1 style point may be

WILDERNESS KIDS used to offset 1 point of damage.

Welcome to the first in what we hope will become a Several new Specializations, Talents, and Skills are
series of adventures designed and written to be easily available for Wilderness Kids characters (these new
accessible to young adults and children or adult players features will be posted at WWW. EXILE-
that wish to experience the joy of childhood again. The GAMES.COM).
scenarios that are offered in the Wilderness Kids are not
watered down adult adventures, but instead are fully Pre-generated characters can also be found at
realized adventures that play to the abilities and likes of WWW.EXILEGAMES.COM, and we encourage every-
a younger audience. The Wilderness Kids adventures are one to create themselves as children and share them with
not necessarily traditional Hollow Earth Expedition sce- everyone else on the HEX forums.
narios in terms of setting. The Wilderness Kids find
adventures in their neighborhoods, on camping trips, or When running a Wilderness Kids adventure for children
just going for a bike ride to the lake. The might not be their characters should never die. Some GMs may balk
fighting dinosaurs or Nazis all the time, but that’s not to at the idea of no character deaths, and each GM can
say that they couldn’t come face to face with saboteurs, make their own decision if they will follow such a rule
evil scientists, or Thule agents that are skulking about or merely heed it as a suggestion. However, the writer’s
their neighborhood. of this material strongly urge you to carefully consider
the affects of character deaths on young children. Dying
When running a Wilderness Kids adventure the GM in any game is hardly ever fun, but dying in game that is
should keep in mind his audience: Children. What works based around children can be a sticky situation, and may
well for an adult audience may not translate to a younger ruin the fun for everyone. Wilderness Kids adventures
audience and this isn’t a bad thing. It’s your job as a GM are scenarios that thrive on having fun and allowing
to pay attention to your players, what they are enjoying, young players to enjoy roleplaying on a level they can
and what they don’t care for, and steer your session to- be comfortable. These adventures, while they can be, are
wards the enjoyable pieces. Glossing over or hurrying not meant to be life lessons, after school specials, or
the points that don’t interest your players will only play “very special episodes”. Wilderness Kids adventures are
to your advantage at the end of the session as they are meant to be escapist fun that allows players of all ages
packing up their material with smiles on their faces tell- to leave the reality of the real world behind for a few
ing you how much fun they had. Forego using language hours, and enjoy the fun and excitement in the world of
that is overly complex, but at the same time don’t talk the Wilderness Kids.
down to the players. It’s a fine line that you’ll have to
tread, but you’ll know your walking it when you see While we advice that you spare characters from death,
your players having fun and enjoying your session. we don’t advice letting ANY player ever feel “safe”.
Make them fear for their characters life, make them
There are few things in life more enjoyable than running tremble at the sight of a giant robot coming to crush
an excellent scenario for a group of friends, but the thrill them, make them worry, and fret. It’s like a roller
of introducing a young person to the Ubiquity system coaster ride, everyone wants to feel the adrenaline and
and gaming for the first time may rival it. Every game is fear, but no one actually wants to get hurt. So ramp your
a chance to show players a new world, a world of excite- roller coaster up with 20 barrel rolls, swing your players
ment, fun, and challenges that can be enjoyed by a group upside down, rush them 100 miles per hour straight to-
of friends. This is the world of the Wilderness Kids, and wards the ground, but make sure when the ride is over
we hope you enjoy your time as its tour guide. they are excited about going again!

RULES VARIANTS FOR WILDERNESS KIDS Remember, the theme here is to teach children the game,
ADVENTURES not challenge adult players. If you can do both then
you’ve accomplished something special, and should take
In the scenarios featuring the Wilderness Kids there are some pride in your GM skills.
a few minor rule tweaks that affect game play:
The creators of this adventure want to thank the play
The Flaw Young (SOTSW) is not available. testers, and everyone that has shared their PC creations.
A special thanks to the entire Exile Game crew and
Children are considered to be size 0 instead of size –1. Steve Hammond, John Kahane, Robert Bree, and S.
Ross for allowing me to use them in the game.
REEL ONE: THEY LOWER THE SILVER MR. HAMMOND
SCREEN & THEN BOOM! The mysterious Stephen Hammond stands near 6’2’’,
and appears to weigh around 220 pounds. His complex-
The five PCs have received a special award for their ion always seems a bit red due to his constant blushing.
hard work cleaning up Highland Park, repainting all the A nervous man who doesn’t like to touch or be touched
benches and picnic tables in the park, and put on a talent by anyone and to aid in this he always wears gloves. His
show to raise money to restore the old covered bridge clean shaven face always appears to be baby smooth, his
that has been a staple of the park for nearly 80 years. For eyes always seem to be distracted because he never
their efforts they’ve been awarded a special Wilderness looks anyone squarely in the eye. His massive shoulders
badge, and passes to the grand opening of the new have people whispering about the possibility that he
movie: MIND-SUCKING ROBOTS FROM OUTER- might have once played football. Those who have met
SPACE, in MIND-BLASTING-O-VISION. The Wilder- him, on the few occasions he’s gone out in public, have
ness Kids are being accompanied by their PACK MAS- remarked how polite and friendly he is, but how pain-
TER: Robert Bree who is a good friend, mentor, and fully shy he appears. His purchase of the Isis Theater
father figure to the kids. Robert picked up all the kids, has helped pump some money into the local economy,
and told their parents he’d have them back right and several contractors have benefited from his many
after the movie. projects. However, a few contractors have come down
ill lately, and there are murmurs that they may have
THE LIGHTS GO DOWN AND SO come into contact with something in the theater left over
DOES from the war that has made them sick.
TROUBLE
Two robot ushers guide movie goers to Hammond explains that the Isis Theater is a
their seats, taking tickets, giving shallow state of the art, electronic, robotic master-
bows, and making sure that everything piece of perfection that will revolutionize
runs smoothly. The kids get a chance the way movie theaters are built in the
to see all the important people of their future. He directs the crowd’s atten-
community: Mayor Turner, police tion to the center of the 20-foot ceil-
commissioner Ashley, fire chief ing, and what they behold is the
Brannon, and Mr. McColl BRAIN-O-MATIC. The BRAIN-O-
the owner of McColl’s MATIC is a three foot sphere of
Soda Shoppe. As eve- chrome, wires, vacuum tubes,
ryone settles in, a mu- coils, tiny pin points of light, and
sical flourish takes four antennas that extend two
place and Mr. feet from each of the cardinal
Hammond comes into points of the ball. The four
the theater to a round antennas have red lights on
of thunderous ap- their tips, and they occasion-
plause and a standing ally blink. Hammond informs
ovation. He seems to the audience that the BRAIN-
blush at the accolades O-MATIC is his latest de-
he’s receiving, and vice, and that it, with the
asks everyone to help of his SENSOR-
please have a seat. He ENHANCER 5000, a hel-
straightens his tie, and met device that is a porcu-
brushes his black pin- pine of tubes and coils on
striped suit with huge the outside, and a red and
shoulder pads, his slicked-back black hair gleams, and green eye piece that cov-
his teeth seem to sparkle as he smiles nervously to the ers the entire face plate, brings the images on the screen
crowd. Hammond thanks everyone for coming out to the to full three-dimensional life. Hammond caps off his
premiere, and he can tell by this support that he made speech, saying, “Ladies and gentlemen, the BRAIN-O-
the right choice in foregoing New York, Massachusetts, MATIC and the SENSOR-ENHANCER 5000 will allow
and California as the site for his mechanical marvel the the audience to view movies in a way that no other audi-
Isis Theater. Of course if you’re running the game in ence has ever been able…until now. This is the most
one of those states substitute it for another state. realistic 3-D that the world has ever seen, you will
SMELL the movie, FEEL the film, and it will seem as if
you’re living IN the film!” This is a perfect opportunity to introduce the dice rolling
method used in the UBIQUITY SYSTEM. Explain how
As the applause trails off, the red-faced Hammond says the dice work and how the color of the dice determines
the film will begin, and that everyone should put on how many dice are being rolled. Take your time and
their SENSOR-ENHANCER 5000s as they slowly drift make sure every player understands how the system
down from the ceiling to the audience on silver cables works.
and wires. Once on, the SENSOR-ENHANCER 5000
does not allow any cables around it to be seen. The GUIDE TIP:
lights go down, and the PCs will notice that Getting free in this manner is so easy that it is practi-
their helmets don’t fit right – they’re barely stay- cally impossible to fail, and really doesn’t need any
ing on their heads, and they are very roll. However, this is an important area to see if the
uncomfortable. players are learning the dice rolling method used
in HEX, and calculating successes. More
REFLEXIVE DEXTERITY important this part of the scene teaches
ROLL: DIFF (3) that cooperation is the key to overcoming
Successful characters easily difficult situations, and that lending a
squirm out of their seats, but those helping hand really does make a dif-
that fail start seeing strange ference.
colors, smelling rotten eggs
and sour milk, and hearing a As the movie beams into the BRAIN-O-
cacophony of feedback and buzz- MATIC it splits into a rainbow of colors
ing, and their whole body be- that erupts onto the screen, and just as
gins to tingle like when the first image of the ZEITGEIST PRO-
an arm or leg has gone to DUCTIONS’ exploding volcano em-
sleep. Other characters will blem erupts onto the screen, all of the
notice that the PC has a silly grin grown ups sit up squarely in their chairs in an
on their face. overly stiff manner. All of the grown ups feet
go together and make a military sounding
If a PC goes to help someone stomp as they all come together at once, and
trapped inside the SENSOR- then all their arms, in unison, snap out to
ENHANCER 5000 they may their armrests and lie there firmly holding
make a: the edges to the point their knuckles turn
white. Then metal bracelets snap out of
REFLEXIVE STRENGTH the chairs over the hands and the feet of
ROLL: DIFF (3) the adults firmly locking them into place.
and the trapped PC may make a:
PERCEPTION ROLL: DIFF (2)
REFLEXIVE DEXTERITY Successful PCs will notice the robotic
ROLL: DIFF (3). ushers standing at the front of the theater watching the
All of the successes are added together, and if they equal crowd carefully. If a PC should state that they are look-
3 then they have successfully freed the trapped PC who ing for the robot this roll is not necessary to locate the
suffers one round of being stunned for each round they robot. However, they will have to make the roll to notice
were trapped. the other items noted below.

A +1 degree of success will notice that each time one of


the robot moves in any direction, moves an arm, or even
looks around one of the pin points of light on the
BRAIN-O-MATIC glows red for an instant, and then
the robotic usher moves.

A +2 Degree of Success will allow the PC to notice that


the ushers are holding their flashlights like pistols.

Images start flashing on the screen and the adults begin


to convulse in their chairs as the helmets on their heads
begin to spark, whirr, and light up. Any attempt to free
the adults or wake them up fails and alerts Hammond, PERCEPTION ROLL: DIFF (3)
who is watching from upstairs in the projection booth. A successful PC will realize that the doors are merely
Any PC that looks behind them will see Hammond with painted on, but they look incredibly realistic.
a microphone in his hand directing the robot. If any of
the PCs attempt to help an adult, get out of their chair, or
bring any attention to themselves, it will result in GUIDE TIP
Hammond ordering the robot ushers to “STOP those If the PCs try to interact with the Robotic Usher play
children, CAPTURE the children…KILL THE CHIL- up the robotic voice, the catches, and the pauses to
DREN!” “compute” the answer. Really throw yourself into it,
go for HAM, and don’t forget to use your hands in a
INITIATIVE robotic stiff manner when talking during the scene.
It’s time to call for the first initiative of the game. Make
sure to explain how the initiative system works to all the
players. DESCRIBING FOR THE SENSES

GUIDE TIP SIGHT: The room is awash in bright and extravagant


This if the first combat for this adventure and it may colors. The adults are dressed to the nines. The conces-
very well be the first combat that some of your sions are buzzing as the fine dressed candy butchers and
younger players have ever been involved in. This is a ushers are rushing back and forth.
tricky area of tightrope walking. You have to provide
the rules information in such a way that the player SMELL: The smell of freshly popped corn permeates
understands it, and you have to create a vivid picture the air, but the heavy smell of one of the ladies overdone
that explodes to life in their imaginations. Make sure perfume reeks, and practically stings the eyes of one
your descriptions are both exciting and fun, but also unlucky child that gets too close.
clear as possible. Your session may be the one that
they tell stories about the rest of their lives when they SOUND: The popcorn is popping, the movie goers are
talk about their first gaming experience, and you causing a rumbling of noise as they all try to talk over
should strive to make it the most exciting memory one another, and an usher announces that the moving
that you can. picture will begin in a few minutes, and that the movie
goers should take their seats.
A combat ensues between the PCs and the robotic ush-
ers. The robots are slow, cumbersome, and their major TASTE: Candy, popcorn, and soda pop are all in hand
disadvantage is that they have to pause for a second and ready for eating and drinking.
every time they receive a new command. Each time the
robots receive a command, their antenna flashes, and the FEEL: The kids are being jostled around as the adults
antenna in the BRAIN-O-MATIC flashes as well. The mill about, and then begin entering the theater . The
PCs’ best bet to defeat the robots are to use their speed, sodas are cold, and the candy is sticky in their little
agility, and size to maneuver away from the robots. The hands
PCs can squeeze down the rows of entranced adults, .
they can shimmy under the seats (through bubble gum, REEL TWO: FINAL CURTAIN CALL
spilled popcorn, and other sticky residue), they can run
around the theater, and they can climb the curtains that As the robotic ushers fizzle out, sparks explode from
surround the walls. The trick to stop the robots is to de- their heads, and smoke wafts out, the PCs find them-
stroy the antennas on their heads or the antennas on the selves trapped in the theater with no means of escape.
BRAIN-O-MATIC. While it is possible to destroy the
robots through brute force or even some sneaky tricks If the PCs start freeing the adults right away instead of
on the PCs’ part, it is much easier to destroy the link dealing with Hammond give them a Style Point. It’s a
between the robots and their master. This particular really good idea, but Hammond isn’t having it, and will
scene emphasizes using wits over brawn to overcome unleash ROBOTO. Proceed to Reel 3: ROBOTO THE
obstacles. KILLER ROBOT FROM OUTERSPACE
The two emergency exits are fake doors that are just GETTING UP TO HAMMOND:
painted into place. If a PC should see them from a dis-
tance or ask about them to make a:
The PCs will have to be resourceful as things look grim
as Hammond spouts out his evil plan in a truly villain-
ous monologue. Their best bet is to climb through the puter.
window into the projection room that is still beaming the
movie into the theater. The PCs can form a human pyra- He continues the monologue, “All of their mind energy
mid, they could climb the velvet curtains that surround being sucked into the capacitors up here in my control
the entire theater, or they could come up with an idea all room, and when they’re full, I’ll take them back to KA-
their own. HANE ON TAR 1-0 with a ship filled with mindless
slaves. Then I’ll return with hundreds of warships that
CLIMBING the curtains: will do the same thing. “EARTH IS DOOMED! This
ATHLETICS ROLL: DIFF (3) computer controls the entire operation, and it’s so pow-
erful that no force on Earth can now stop me.”
DIFF (2) If the PCs help each other or form a human
pyramid to help climb the wall and the curtain If any of the PCs look up at the window of the projec-
tion booth they will see Hammond, and they will see his
The second exit from the theater is the large double face is bright beet red, and his suit jacket is off, and two
doors at the back of the theater that the PCs came large tentacles are jutting from his shoulders, and he has
through originally. Unfortunately this door is very solid teeth poking in and out of his mouth like a porcupine’s
and locked. quills. Hammond will look at the PC that sees him, if
multiple PCs look at him it’s up the Guide to pick one
Brute force will get that door open, but using brains PC, his tongue will jet out of his mouth, a two foot long
(picking the lock or taking the hinges off) over brawn forked red whip of bubbly flesh that licks the glass leav-
should be awarded with Style points for all involved. ing it slimed. “You, I’m going to EAT your brain if you
Taking the hinges off the door should be a simple job, don’t surrender RIGHT now. Surrender and I’ll let you
but the characters may have to get creative to reach the go”
top hinges: human pyramid or piggybacking a smaller Inside the projection room a gargantuan computer fills
member will work. the entire room, its lights blinking, it’s fans whirring, it’s
reel-to-reel’s spinning. Tendrils of mist wisp about the
REINFORCED DOUBLE DOORS: Def: (4) Struc- room making it difficult to see at first which results in
ture (6) see page 137 of Hollow Earth Expedition main any Skills relying on sight to be at a -1 for two rounds.
book for structure damage. In two rounds enough of the mist will dissipate through
the now-open door for everyone to see normally. In the
Picking the lock: center of the room embedded in the computer is a mas-
LARCENY ROLL: DIFF (4) sive throne that appears to be a part of the computer, and
sitting in it is the red skinned, tentacled, leering “Mr.
HAMMOND’S EVIL PLAN Hammond.”
As soon as the last S-R.O.S.S. is defeated, Hammond
will demand that the PCs surrender. Hammond will be- MR. HAMMOND as the Evil Alien
gin the traditional bad guy monologue that explains his Hammond of KA-HANE ON TAR 1-0 in his true form
actions in an over the top ham fisted manner. He cack- stands 5’1’’, and appears to be about 220 pounds of rub-
les, screams, and laughs maniacally, often while at- bery blubber. His mottled skin is a bright red and has a
tempting to get the PCs to surrender to his plan. slight slimy sheen to it. Two large tentacles (six feet in
Hammond explains that he’s from the planet KA-HANE length) erupt from his shoulders and whip about with a
ON TAR 1-0, and that he’s been sent to single handedly mind of their own grabbing at the PCs or trying to whip
enslave the human race, and provide an energy source to them. If the PCs encounter Hammond before he has
power his world’s warships to take over the galaxy. It ditched his human form (if they get into the projector
took several years but he has discovered a way to do room right after the Robot Usher attack) then they will
both, and this theater is just the first in a chain, a chain see a horror inducing sight as his legs seem to crawl up
of death and destruction as the humans of Earth become his pants and shirt before it becomes apparent that the
the slaves and fuel source for the KA-HANEITES. The tentacles on his shoulders have been posing as his legs.
minds of humans are so fertile, filled with ambitions, Anyone getting too close to Hammond will get a whiff
dreams, imagination, and all of those things create en- of his nauseating body odor that his slime produces. His
ergy. Hammond has learned to focus this energy into his jagged teeth jut in and out of his mouth like porcupine
machinery through the BRAIN-O-MATIC and the SEN- quills, and his lips appear to be in constant motion simi-
SOR-ENHANCER 5000. Once humans have suc- lar to his tentacles.
cumbed to the SENSOR-ENHANCER 5000 he can con-
trol them like mindless zombies with his super com-
PERCEPTION ROLL: DIFF (3) deep in a corner behind electrical cords, computer parts,
A success allows the PC to see that the lips are actually and a few blue bottles of goo. As he opens the closet the
thousands of little suckers bunched together. PCs will see that it actually contains a small rocket ship,
and one blue bottle of goo.
He declares, “We finally meet for the first time…and the
LAST“, and then stands
and unleashes a blast of
energy from his ray gun.
This first blast will miss,
and act as the trigger for
the initiative for this com-
bat. Hammond is a
deadly opponent, but he
has a significant weak-
ness. He’ll protect his
computer at all costs, and
as soon as a stray blow,
marble, or rock from a
sling shot hits the com-
puter he’ll go berserk.
He’ll be torn between
attempting to repair his
computer before it’s dam-
aged beyond repair, and
destroying the children
before they do more dam-
age. Each round he’ll tar-
get new PCs hoping to
scare them off before they
can do anymore damage
to his computer or his
plan.

COMPUTER: Def: (5)


Structure (8)
The computer has one major flaw. Once it reaches 4 REEL 3: ROBOTO THE KILLER ROBOT FROM
Structure points it will continue to take 1 point of Struc- OUTERSPACE
ture damage each round from its components and mod-
ules exploding or fire starting to erupt out of its delicate At exactly that moment the gigantic robot’s foot stomp-
tubes and coils. This can be alleviated each round if ing down in the theater below shakes the entire building
Hammond ignores the children and repairs his precious as its stomp vibrates off of all the computer equipment .
machine. He’ll fight till he’s nearly dead or his com- Hammond turns and looks at the children from his es-
puter is nearly destroyed, and at this point Hammond cape ship, laughing maniacally again, “It’s their OWN
will rapidly shuffle his hands over the flashing lights imaginations killing them now!”
that react to each pass of his hands, and then turn to-
wards the children. As the fire engulfing the computer spreads, the image of
the gigantic robot starts to waver. It’s up to the PCs to
“You have stopped me…this time. However, will you finish off the computer if they have any hope of saving
capture me or save THEM from ROBOTO!” he points the adults down below. Once the computer has been
out the projectionist window to the theater below where destroyed the robot half in and half out of the silver
a gigantic robot is beginning to tear its way out of the screen will be chopped in half right down the middle,
screen and into the theater with the adults . One large and the part of him (his head, arms, and a leg) that was
mechanical hand reaches out of the screen and swipes on the audiences side of the screen will fall into the
up Mrs. Regan (the mean second grade teacher) and theater and shudder before it comes to an end.
squishes her. Hammond calmly floats to a closet buried
WILDERNESS KIDS BADGE The town boasts many of the modern conveniences that
As the adults start to wake up the begin taking off the larger sized towns have, but with a small town hospital-
SENSOR-ENHANCER 5000 units, and stumbling out ity and charm. A favorite haunt for most of the young
of the theater into the lobby. The Pack Master will start people of Kokomo is McColl’s Soda Shoppe, a combi-
hollering for the PCs. Once he sees they’re okay he’ll nation pharmacy-diner that serves amazing chocolate
hug each of them, and have a tear in his eye. “I suppose egg crèmes, malts, the finest Coney dogs outside of
you kids had something to do with this?” he says with a Coney Island, and McColls has the only comic book
smirk on his face. The rest of the adults congratulate the rack left in Kokomo.
PCs, and once the fire department cuts off the metal
doors covering all the doors and glass, carry them out of
the theater, on their shoulders. S-R.O.S.S (S series Robotic Operating Slave System)
AKA: Usherbots
Mayor Basil Turner will announce to the crowd that he Archetype: Robot Motivation: Duty
proclaims this day to be WILDERNESS KIDS DAY, Style: 0 Health: 5
and that they have all earned a very special merit
badge…and a day at a different movie theater. Primary Attributes
Body: 3 Charisma: 0
THE ISIS THEATER Dexterity: 1 Intelligence: 1
This Isis Theater was built in 1917, and was more palace
than a simple structure for showing moving pictures. Strength: 2 Willpower: 2
The high-domed room and its gorgeous architecture Secondary Attributes
loomed over the other businesses in the area, as if to say
Size: 0 Initiative: 0
that the glittering life that it beamed upon its silver
screen dwarfed the mundane and boring aspects of eve- Move: 3 Defense: 4
ryday life that happened to go on around it. The bright Perception: 3 Stun: 2
lights of the box office that stood guard over the Skills Base Levels Rating AVG
magical entrance to the Isis never allowed the troubles
and the problems of the real world to infiltrate its walls. Brawling 2 2 4 (2)
Unfortunately those troubles couldn’t be kept at bay Firearrms 1 2 3 (1+)
forever, and the real world eventually forced its way into
Isis. During the lean years of WWII the doors were Intimidation 0 1 1 (0+)
closed to the masses yearning to live vicariously through Talents
the thrilling adventures of Tyrone Power, Jimmie Stew- None
art, and Clark Gable. The Isis was opened towards the
end of the war, but only to act as a storing house for Resources
scrap drives, war bonds drives, and other efforts to aid
the war effort. None
After that time the Isis stood empty until a year ago Flaw
when an eccentric man, Steven Hammond, bought the
Remote Control (-2 Initiative penalty due to receiv-
Isis and returned it to its former glory. There have been
ing orders from remote operator)
whispered rumors about the changes he’s made to the
Maintenacne: Require Maintenance Difficulty: 2
Isis, but all the rumors will cease tonight when it re-
opens its doors to the public for the world premier of Weapons
MIND SUCKING ROBOTS FROM OUTERSPACE, Rating Modifier Attack Avg
featuring the return of Hollywood legend Dirk Savage.
Slam 0N 0 4N (2)N
Stun Gun 1N 0 4N (2)N
KOKOMO INDIANA Languages
Kokomo located in North central Indiana lies sixty miles
English, Robot,
directly North of Indianapolis. It’s a growing commu-
nity of twenty thousand, and those numbers have been
on the rise since the end of WWII. The local population
has been primarily employed in agriculture, natural gas,
and glass manufacturing
Hammond “Evil Alien”
Archetype: Alien Scientist Motivation: Power
Style: 1 (world domination)
Health: 5
Primary Attributes
Body: 2 Charisma: 1
Dexterity: 3 Intelligence: 6
Strength: 2 Willpower: 3
Secondary Attributes
Size: 0 Initiative: 8
Move: 5 Defense: 5
Perception: 8 Stun: 3
Skills Base Levels Rating AVG

Brawling 2 2 4 (2)
Con 1 3 4 (2)
Lies 4 1 5 (3+)
Craft: Electronics 6 4 10 (5)
Firearms 3 2 5 (2+)
-Ray Gun 5 1 6 (3)
Linguistics 6 1 7 (3+)
Pilot Saucer 3 2 5 (2+)
Science: 6 3 9 (4+)
Engineering
Talents
Intelligent (+1 to Intelligence)
Time Sense (always knows what time it is)

Resources
4 Usher Bots
1 Hover-Bot
1 Ray Gun
Flaw
Disfigured (when not in human suit)

Weapons
Rating Modifier Attack Avg
*Ray Gun: 2L 6 8L (4)L
Disintegrate
*Ray Gun: 1N 6 7N (3+)
Stun
Tentacle 1N 4 5N (2+)
Swipe
Languages
Robot, Ka-Haneian, English, French, and Canadian

*The ray gun has two settings (disintegrate and stun), but it
was damaged recently when Hammond dropped it on the
floor. He hasn’t had time to fix it so the gun doesn’t keep a
charge. The gun can fire only 2 disintegrator blasts, and 6

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