BUGHUNTERS as a DJ/PRIME module: (c) 1994 Michael S. Phillips, [m s phil] at [birds.wm.edu] Legalese/Fine Print: This document may be freely re-distributed electronically provided that there is no charge for the document beyond normal connection/transmission charges. It may be printed out for personal or group use, but may not be sold as a product or part of a product. BUGHUNTERS, AMAZING ENGINE, Dangerous Journeys, Mythus, and Mythus Prime are (c) TSR, Inc. This document makes use of the rules found in BUGHUNTERS and Mythus Prime, and cannot accurately convey the feeling of either without possessing BUGHUNTERS and Mythus Prime. A deliberate attempt has been made to avoid duplicating non-mechanics sections. The AMAZING ENGINE universe book BUGHUNTERS used as a DANGEROUS JOURNEYS PRIME genre module, part two: The JM Information (NPC's/OP's) The background information is per the BUGHUNTERS worldbook for the AMAZING ENGINE system. The general mechanics for handling combat (unless otherwise noted) are per Mythus Prime, as are all K/S rolls and the like. Only those sections that are changed are described below. CHAPTER 8: RUNNING THE BUGHUNTERS GAME [This chapter can be used exactly as is, except alter the 'rewards' section to use AP's instead of experience, and use the numbers as suggested in Mythus Prime rather than those suggested in BUGHUNTERS] CHAPTER 9: NONPLAYER CHARACTERS (aka OTHER PERSONAS) [The advice works okay, as do the backgrounds, but the human and alien statistics need changing. Yes, the TRAITS of the aliens seem a bit high, but they work fairly well in practice (remember that the UTRPF troops are pretty well armed). The TRAITS were calculated as follows: Mental: Learning + Intuition /2 Physical: Fitness + Reflexes Spiritual: Psyche + Willpower The weapons/armor/attack and such were pulled out of the air (but based on the initial Reflexes score), but hopefully match fairly well with the intended capability in the BUGHUNTERS framework. If they do not work as well in practice for you as they did for me, let me know how they can be adjusted. Size descriptions are extrapolated from the descriptions in BUGHUNTERS, as are Identifiers, habitat, and most other statistical detail that doesn't translate precisely. Movement is based on the notations in BUGHUNTERS, using Mythus Prime's 'an HP can run 100 yds per BT' on p. 36 as human normal.] [Note on vril: I do not know exactly how vril are derived, nor exactly how they would be reasonably used, so I instituted a miniature system for the Shapers, as they are the only ones who need it. Base vril is determined by the Spiritual attribute (since all their stuff is willpower based in the original BUGHUNTERS text), plus some. Any checks against those powers which require them are made against the Spiritual TRAIT, but at modifiers listed with the creature description.] THE ANCIENTS SHAPER Identifier: Alien Habitat: Planets and living starships Size: 4 x human-size (5-10 cubic yards) Number Appearing: 1 Modes & Rates of Movement: Levitate/fly: 100 yds/BT Swim: 150 yds/BT Outstanding K/S Areas & STEEP: None Attractiveness: Nil Invulnerabilities: None Susceptibilities: None Average Armor Protection: 12 Weapons: See below Statistical Detail: M: 165 P: 85 WL: 63 S: 150 Powers: Vril: 155-200 (150 + 5D10 -- the 150 base is the Spiritual TRAIT) Levitation/Flight (at will, movement up to 100 yds/BT, 1 vril per hour of movement) Telekinesis: Can manipulate objects of up to 300 pounds (2 x Spiritual TRAIT), even dropping them on the heads of opponents, or whipping objects into a barrier or pick up a knife or other weapon and move it about. Note: They have fine enough control to attack with a blade, but not fine enough control to pull a trigger (in other words, they can move an *object*, but not part of an object). This power operates at will, but drains 1 vril for every 50 pounds so manipulated per AT. DNA Manipulation: As per BUGHUNTERS, but takes a while to operate. One minor feature can be changed per vril (for instance, hair color), or a moderate change for 10 vril, or a major change (adding exoskeleton) for 100 (logarithmic progression). Psychic attack: This will cause 4D10 points Mental *and* Spiritual damage. It can be resisted by a successful K/S roll vs. 1/2 the Spiritual TRAIT of the victim. Mind shield: This will place a barrier around the Shaper's mind that will absorb a Mental or Spiritual attack (depending on which is selected when initiating the ability), handling 1 point of damage per point of vril spent. It requires 1 vril per hour to maintain, and it will absorb up to the amount of vril invested before dispersing. The maximum vril that can be put into the shield is the lower of the Mental and Spiritual TRAITs. Commentary & Description: Levitation/Flight does not require a check to perform, but a fancy movement might require a check at 1/2 the Spiritual TRAIT (for instance, pursuing at maximum speed and needing to suddenly turn). Otherwise, the rolls for each power are: Power Multiplier Average Score Telekinesis x1 150 Psychic attack x1/2 75 DNA (minor) x1 150 DNA (moderate) x1/2 75 DNA (major) x1/4 37 Mind shield x1/2 75 As per the text, most DNA modifications are done over extended periods of time. These creatures will rarely fight a standing battle, as they are not strong in individual combat, despite being terrifying. Vril is regained at the same rate as Heka in Mythus Prime (p.39). More detail on Shapers is in BUGHUNTERS, pp. 97-99. SERVANT Identifier: Bioengineered primate Habitat: Near Shapers Size: 0.75 x human-size (3-4' tall) Number Appearing: 2-12 (2D6) Modes & Rates of Movement: Walk: 67 yds/bt Trot: 100 yds/BT Run: 150 yds/BT Outstanding K/S Areas & STEEP: None Attractiveness: Nil Invulnerabilities: None Susceptibilities: None Average Armor Protection: 3 Weapons: by weapon or: Hand: (STEEP: 40, 2/CT, 1D3) Statistical Detail: M: 20 P: 48 WL: 36 S: 25 Commentary & Description: None beyond what is on pp.99 in BUGHUNTERS. ARTIFICER Identifier: Alien Habitat: Anywhere Size: 1.5 x human-sized Number Appearing: 1-3 (1D3) Modes & Rates of Movement: Outstanding K/S Areas & STEEP: Engineering, Mechanical: 46-100 (6D10 + 40) Engineering, Electrical: 55-100 (5D10 + 50) Sciences, Physics: 41-65 (5D6 + 35) Attractiveness: Nil Invulnerabilities: None Susceptibilities: None Average Armor Protection: 12 Weapons: Any human norm, either as listed or augmented damage Statistical Detail: M: 72 P: 50 WL: 37 S: 27 Commentary & Description: None beyond what is on pp.99-102 in BUGHUNTERS. Note that if they are aware that combat is coming, they will probably don more armor (average armor from 24 to 36) and get particularly nasty weapons (plasma rifles, or others, doing anywhere from 4D6 x 1D3 to 10D6 x 1D6), resulting in typically over-matched UTRPF troops. XENOFORMS ARACHENOID Identifier: Robotic Habitat: Anywhere Size: 0.25 x human-size (approximately 2 feet across) Number Appearing: 4-40 (4D10) Modes & Rates of Movement: Scurry: 150 yds/BT Outstanding K/S Areas & STEEP: None Attractiveness: Nil Invulnerabilities: Cold, Vacuum Susceptibilities: None Average Armor Protection: 16 Weapons: Sting (STEEP: 40, 1/CT, 1D6 + poison) Statistical Detail: M: 10 P: 20 WL: 15 S: 70 Commentary & Description: The sting is an injection needle, using the poison described below. If the damage from the injection needle is absorbed by the victim's armor, then only on a Special Success on an attack by the Arachenoid should the poison actually reach the victim. Of course, this can be waived in special circumstances (such as a victim that is incapacitated, in which case a chink in the armor, if one exists, can automatically be found). STR: 11-20 (1D10 + 10) LONG: Short (1D10 hours) ER: 1D10 CT PURPOSE: Injury FORM: Injected poison from needle NOTES: Side effects include intense, fiery pain, excessive sweating, and the skin going pale. The spot where the injection occured will redden and swell. ASSASSINOID Identifier: Robotic Habitat: Anywhere Size: 1 x human-size Number Appearing: 1-3 (1D3) Modes & Rates of Movement: Walk/Run: 150 yds/BT Outstanding K/S Areas & STEEP: None Attractiveness: Nil Invulnerabilities: None Susceptibilities: None Average Armor Protection: 24 Weapons: Statistical Detail: M: 65 P: 185 WL: 138 S: 160 Commentary & Description: None beyond what is on p.103 in BUGHUNTERS. ASSIMILATOR Identifier: Amoeboid Habitat: Non-vacuum Size: Variable, but typically 2 x human-size Number Appearing: 1 Modes & Rates of Movement: Walk: 33 yds/BT Run: 100 yds/BT Outstanding K/S Areas & STEEP: None Attractiveness: Nil Invulnerabilities: None Susceptibilities: None Average Armor Protection: 6 Weapons: Hands (STEEP: 35, 1 per 20 P TRAIT per CT, 2D6) Statistical Detail: M: 115 P: 125 WL: 93 S: 135 Commentary & Description: All damage done is non-lethal in nature, so victims reduced to zero Physical are unconcious, at which point it takes 1D6 BT's to absorb the body, adding half the Physical TRAIT of the victim to the Assimilator. While being assimilated, the victim can be torn loose, at 1 point of damage per CT spend being assimilated (remember, there are 10 CT's per BT!), which might kill the persona. Non-lethal damage heals at 10 points per hour. For more information, consult BUGHUNTERS, pp. 103-104. GOO Identifier: Protoplasm Habitat: Dank places Size: 4 x human-size (5 yards in diameter, pooled or dripping) Number Appearing: 1 Modes & Rates of Movement: Ooze: 16 yds/BT Outstanding K/S Areas & STEEP: None Attractiveness: Nil Invulnerabilities: See below Susceptibilities: None Average Armor Protection: None Weapons: See below Statistical Detail: M: --- P: 60 WL: 45 S: 85 Commentary & Description: Goo takes no damage from normal weapons, half damage from explosions, normal damage from fire, and it is crystallized by being frozen (but will be able to move again once it has thawed). It attacks by enveloping victims in itself, causing 4D6 points of acid damage per CT (note that any metal armor can absorb its armor protection value twice before being destroyed by acid, so body armor would protect against only 12 points total before dissolving). A persona making a check vs. his Physical TRAIT at half each CT can avoid 1D6 of that (reducing damage to 1D6) by avoiding complete immersion. Making a second check after a successful check would allow him to break free, causing 2D6 poitns of acid damage that CT. For more information, consult BUGHUNTERS, p. 104. HELL HOUND Identifier: Mammalia, feline Habitat: Planetary, jungle or plains Size: 2 x human-size (6' long, 4' high, exceedingly muscular) Number Appearing: 1-6 (1D6) Modes & Rates of Movement: Walk: 75 yds/BT Trot: 150 yds/BT Run: 200 yds/BT Outstanding K/S Areas & STEEP: None Attractiveness: Nil Invulnerabilities: None Susceptibilities: None Average Armor Protection: Weapons: Claw: (STEEP: 45, 2/CT, 3D6 damage) Bite: (STEEP: 40, 1/CT, 3D6 damage) Statistical Detail: M: --- P: 70 WL: 52 S: 30 Commentary & Description: A Hell Hound can claw twice *and* bite in the same round, including directing the attacks at different targets if they are within reach. Anyone attacking a Hell Hound in hand-to-hand (rather than with a weapon) faces an unusual challenge, in that any miss by more than 20% (and any Special Failure) will result in the attacker being pricked by the poison-covered spines: STR: 22-40 (2D10 + 20) LONG: Short (1D10 hours) ER: 1D3 CT PURPOSE: Injury FORM: Injected poison from sting or contact with flesh NOTES: Side effects include burning cold, and the flesh becoming pale or grey around the wound/afflicted area. HELL'S HORNET Identifier: Mammalian insectoid Habitat: Tropical Size: 0.5 x human-size (3' long) Number Appearing: 2D6 (2-12) in tropics, 10D10 (10-100) in nest Modes & Rates of Movement: Lope: 150 yds/BT (only form of ground movement) Glide: 200 yds/BT Outstanding K/S Areas & STEEP: None Attractiveness: Nil Invulnerabilities: None Susceptibilities: None Average Armor Protection: None Weapons: Claws (STEEP: 50, 2 per CT, 2D6 damage) Ovipositor (STEEP: 30, 1 per CT, 1D6 damage + poison) Statistical Detail: M: --- P: 52 WL: 39 S: 65 Commentary & Description: The physical description and lifecycle of the Hornet is described in BUGHUNTERS, pp. 104-105. The Ovipositor is a sting that deposits a paralytic poison. The game statistics of the poison are: STR: 11-20 LONG: Medium (1D10+10 hours) ER: 1D3 CT PURPOSE: Incapacitate FORM: Injected poison from sting NOTES: This paralytic poison works a little differently than most. Instead of simply coming on and paralyzing the individual after 1D3 CTs, it begins taking 10 Physical TRAIT points every 1D3 CTs (this is not damage, but does effectively lower the TRAIT temporarily). As soon as P TRAIT drops to or below zero, the victim is paralyzed (this includes any damage already taken). If during this, the cumulative damage to the persona exceeds the P TRAIT, the persona is dead, as per normal. However, the persona would naturally regain 10 of the P TRAIT points (lost to poison and NOT Physical damage) every 1D10 + 10 hours. As soon as the effective P TRAIT exceeds 0, the persona can move, albeit slowly until fully recovered. HUNTERS Identifier: Amorphous Protoplasm Habitat: Anywhere Size: 1 x human-size Number Appearing: 1 Modes & Rates of Movement: Variable Outstanding K/S Areas & STEEP: None Attractiveness: Nil Invulnerabilities: None Susceptibilities: None Average Armor Protection: Variable Weapons: Variable Statistical Detail: M: 15 P: 155 WL: 116 S: 130 Commentary & Description: Due to their polymorphic nature, Hunters are able to create varying forms of weaponry (treat as the closest equivalent possible, using Mythus Prime where a similar weapon doesn't exist in the BUGHUNTERS table) and armor (tough skin might be worth 3, an exoskeleton worth 6 or more). Treat Stamina as Physical damage under the description in BUGHUNTERS, but otherwise use the guidelines there as good suggestions for running Hunters. The description is on pp. 105 and 106. NESTLING Identifier: Alien animal Habitat: Temperate or tropical land Size: 0.1 x human-size (1' sphere at most) Number Appearing: 20-200 (2D10 x 10) Modes & Rates of Movement: Swarm: 200 yds/BT Outstanding K/S Areas & STEEP: None Attractiveness: Nil Invulnerabilities: None Susceptibilities: None Average Armor Protection: None Weapons: Bite: (STEEP: 30, 1/CT, 2D10 damage) Statistical Detail: M: 15 P: 40 WL: 30 S: 40 Commentary & Description: Keep in mind that these are particularly small creatures that swarm their victims, so they can be particularly dangerous. See BUGHUNTERS, p. 107 for more. QUARM Identifier: Reptilian bipeds Habitat: Primitive worlds Size: 1.5 x human-size (6 - 8' tall, bulky) Number Appearing: 2-12 (2D6) patrol, 30-300 (3D10 x 10) in villages Modes & Rates of Movement: Walk: 24 yds/BT Run: 75 yds/BT Outstanding K/S Areas & STEEP: Survival: 23-50 (3D10 + 20) Criminal Activities, Physical: 33-60 (3D10 + 30) Combat, Hand Weapons: 22-40 (2D10 + 20) Attractiveness: Nil Invulnerabilities: None Susceptibilities: None Average Armor Protection: 4 Weapons: Axes, bows, spears, knives Statistical Detail: M: 47 P: 70 WL: 52 S: 77 Commentary & Description: None beyond what is on p.107 in BUGHUNTERS. TAZZIM Identifier: Feline bipeds Habitat: Nomadic starship clunkers Size: 0.5 x human-size (3-4' tall) Number Appearing: 5-30 (5D6) Modes & Rates of Movement: Walk: 33 yds/BT Run: 100 yds/BT Outstanding K/S Areas & STEEP: Engineering, Mechanical: 22-40 (2D10 + 20) Engineering, Electrical: 23-50 (3D10 + 20) Navigation, Interstellar: 13-40 (3D10 + 10) Piloting: 25-50 (5D6 + 20) Weapons, Small Arms: 22-40 (2D10 + 20) Combat, Hnd Wpns, Missile: 22-40 (2D10 + 20) Attractiveness: Nil Invulnerabilities: None Susceptibilities: None Average Armor Protection: 3 Weapons: Laser rifles, pistols, shotguns, Artificer tech Statistical Detail: M: 72 P: 55 WL: 41 S: 62 Commentary & Description: In hand-to-hand combat, they do 1D3 - 1 points of damage per punch/claw, due to size, but most are particularly skilled with long-range weaponry. For more information, consult BUGHUNTERS, p.108. WRAITHER Identifier: Primate bipeds Habitat: Isolated places Size: 1 x human-size (5-6' tall, thin) Number Appearing: 1 or 1-3 (1D3) if really trusted Modes & Rates of Movement: Walk: 33 yds/BT Run: 100 yds/BT Outstanding K/S Areas & STEEP: Criminal Activities, Physical: 33-60 (3D10 + 30) Attractiveness: Nil Invulnerabilities: None Susceptibilities: None Average Armor Protection: None Weapons: None Statistical Detail: M: 55 P: 60 WL: 45 S: 60 Commentary & Description: For more information, consult BUGHUNTERS, p.108. TERRANS UTRPF OFFICER Identifier: Homo sapiens Habitat: UTRPF bases, starships, planets and colonies Size: 1 x human-size Number Appearing: Variable Modes & Rates of Movement: Walk: 33 yds/BT Run: 100 yds/BT Outstanding K/S Areas & STEEP: Weapons, Small Arms: 23-50 (3D10 + 20) Weapons, Heavy Arms: 22-40 (2D10 + 20) Combat, HTH, Lethal: 21-30 (1D10 + 20) Combat, Hand Weapons: 11-20 (1D10 + 10) Attractiveness: Nil Invulnerabilities: None Susceptibilities: None Average Armor Protection: 6 (body armor) in combat, none off-duty Weapons: Heavy pistol (HEJA or Splatter if expecting combat), Assault Rifle Statistical Detail: M: 40 P: 50 WL: 37 S: 40 Commentary & Description: Supervising officers and officials should be developed, using 120 points among the TRAITs (maximum of 60), then granted a few K/S areas (or created using the Protocol Officer Vocation). If, however, a few faceless officers are needed in short order, this description is adequate for handling necessary contact and combat. Troops should be generated as HPs are, and the JM may want to develop a handful for generic drop-in whenever needed. GROUNDLING Identifier: Homo sapiens Habitat: Earth-like climes, enclosed colonies, starships Size: 1 x human-size Number Appearing: Variable Modes & Rates of Movement: Walk: 33 yds/BT Run: 100 yds/BT Outstanding K/S Areas & STEEP: Weapons, Small Arms: 11-20 (1D10 + 10) Combat, Hand Weapons: 11-20 (1D10 + 10) Attractiveness: Nil Invulnerabilities: None Susceptibilities: None Average Armor Protection: Weapons: Knife or small pistol (if that much) Statistical Detail: M: 40 P: 24 WL: 18 S: 26 Commentary & Description: Important groundling contacts should be developed, using 90 points among the TRAITs (maximum of 45), then granted a few K/S areas. If, however, a few faceless groundlings are needed in short order, this description is adequate for handling necessary contact and combat. COLONIST Identifier: Homo sapiens Habitat: Earth-like planets and space stations Size: 1 x human-size Number Appearing: 2-6 (2D3) on patrol, 100-600+ (1D6 x 100) in colony Modes & Rates of Movement: Walk: 33 yds/BT Run: 100 yds/BT Outstanding K/S Areas & STEEP: Weapons, Small Arms: 22-40 (2D10 + 20) Combat, HTH, Lethal: 21-30 (1D10 + 20) Combat, Hand Weapons: 11-20 (1D10 + 10) Attractiveness: Nil Invulnerabilities: None Susceptibilities: None Average Armor Protection: Varies Weapons: Small pistols or civilian rifles/shotguns Statistical Detail: M: 48 P: 36 WL: 27 S: 36 Commentary & Description: Important colonial contacts should be developed, using 120 points among the TRAITs (maximum of 60), then granted a few K/S areas. If, however, a few faceless colonials are needed in short order, this description is adequate for handling necessary contact and combat.