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Table of Contents
Introduction .....................i Example Sniper............................27
Example Negotiator......................28
The Scratch Rules .....................ii Example Bounty Hunter...............28
Dinosaurs with Swords? ...........ii Spacecraft.................................29
Places without Spaceports............31
Squawk Setting................1 Spacesuits.....................................31
Solar Sailing.................................32
Abaddon......................................1
Lower Worlds Spacecraft ............33
Intelligent Species ......................2 Middle Worlds Spacecraft ...........34
Aeolyte...........................................3 Upper Worlds Spacecraft .............40
Behemoth.......................................4
The Lower Worlds...................42
Borean ...........................................5
Port Centrifica..............................43
Drome ...........................................6
Gaffling .........................................7 The Middle Worlds..................44
Gremian .........................................8 Yggdrassil.................................45
Gygean ..........................................9
Leviathan .....................................10 Midgard L4 ..............................48
Lyndwyrm....................................11 Midgard L5 ..............................49
Myrmidon.....................................12
Radix ........................................50
Orn...............................................13
Strix Puritans ...............................51
Phage............................................14
Phage Settlements ........................51
Skand............................................15
Borean Tribes ..............................51
Strix .............................................16
Myrmidon Mutualists ..................52
Stygian.........................................17
Drome Zealots from Trydeen ......52
Titan.............................................18
Radix Technology .......................52
Zephyr..........................................19
Monopolis .................................53
Character Creation .................20
Captain ........................................21 Peleg..........................................55
Other Occupations........................21 The Shangdan Empire..................55
Shangdan Alchemy.......................21 The Warlords ...............................57
Golem Masters and Chimeric Surgeons. 22 The Dragontooth Clan .................59
The Symbiotic Order....................22 The Blackbird Clan ......................60
Other Martial Arts .......................23 The Cannibals ..............................61
Example Characters ...............24 Maia ..........................................63
Example Surgeon ........................24 The Universal Empire ..................63
Example Monk #1: Syncrase........24 The Great War..............................64
Example Monk #2: Therapeutic Synerga. .25 Mirage ......................................65
Example Monk #3: Nerve Attacks. .25
Example Pilot...............................25 Maelstrom ................................65
Example Armorer.........................26 Protaea .....................................66
Example Shangdan Alchemist......26 Midgard ...................................67
Example Trainer...........................26
Example Melee Fighter................27
Edegene.....................................67 Recovery and Preparation ..........104
Terraformers.................................68 Planning and Travel ...................105
Terraforming Edegene..................69 Plot Overview.........................106
Terraformer Castes.......................70 The Party Escapes ......................106
Edegene Infrastructure .................71 First Encounter ..........................107
The Northern Continent................72 Journey Onward ........................109
The Southern Continent................73
Lower World Encounters .....110
Trydeen.....................................75 Golem Strike .............................110
Underworld..................................75 Battle of Union Rock..................111
Overworld....................................75 Attacked by Pirates ....................112
The Mutualists .............................76 Distress Signal ...........................113
The Upper Worlds ..................78 Solar Guard Headquarters...........114
Nereid .......................................79 Middle World Orbit Encounters115
Comet Colony............................115
Thalassa ...................................80
Stalked by Pirates ......................116
Niflheim ....................................80 Pirate Ambush ...........................117
The Ice Worlds ........................81 Special Delivery.........................117
Yggdrasil Encounters............118
Appendix A: Scratch Mangrove Lurker........................118
Sleeping Giant ...........................119
Role-Playing System .....82 Raided by the Rooter .................120
Basic Rules ...............................82 Mud Monster .............................120
Action...........................................82 Giant Lizards .............................120
Abilities .......................................85 Armored Dragon ........................121
List of Abilities ............................86 Mossback....................................121
Combat Example .........................89 Tangle Vine ...............................121
Vehicles ....................................91 Burning Tendril .........................122
Vehicle Abilities ..........................91 The Green Plague ......................122
Vehicle Crews .............................93 Mission to Trydeen ....................122
Vehicle Combat ...........................94 L4 Encounters .......................123
Vehicle Combat Example ............95 World of Ruins ..........................123
Grid ..........................................97 ERA-1 .......................................124
Movement ...................................97 Swarm Attack ............................125
Actions ........................................97 Suburbia ....................................126
Interrupting Attacks .....................99 Wheel of Fortune .......................127
Escaping ......................................99 Asteroid CMX-5 ........................128
Introduction
As long as there has been life on Earth, alien visitors have used samples
from our planet to populate other Earth-like worlds. In a distant part of the
galaxy, intelligent dinosaurs evolved alongside prehistoric creatures from
several different periods of geological time. Millions of years ago these
dinosaurs colonized the Abaddon system using advanced biotechnology.
After millenia of constructing worlds and rebuilding empires, the
descendants of the saurian colonists have fallen back on more sustainable
and sometimes primitive technology, from beanstalks that lift cargo into
space to chemical rockets, steam engines, animal labor and stone tools.
Squawk is a science-fiction role-playing game (RPG) set during this age,
millions of years ago, but thousands of years after the colonization of
Abaddon. In an RPG, each player takes on the role of a character in a story.
In Squawk the characters are intelligent avian and reptilian creatures in the
Abaddon system.
You will also need writing materials (like pencils and paper) and at least
one twenty-sided die (d20) or other means of generating random numbers
from 1 to 20.
This book is divided into three major parts: the Setting, The Scratch RPS
appendix and the Campaign appendix. GMs will use all three parts of the
book, but players only need to read the Setting and Scratch RPS appendix.
Introduction ii
To introduce this unusual setting and make the game easy to use for GMs,
we have created a massive adventure in which a party of PCs to explore the
Abaddon system. The rules and story for this adventure are found in the
Campaign appendix. The tone of the Squawk RPG is fairly serious, but we
find that non-human characters create separation between the players and
their characters which is suited to dark comedy. (For example, does your
carnivorous dinosaur PC eat his enemies?) Experienced GMs should feel
free to break away from the format of the campaign, encourage more role-
playing and develop the story rather than following the adventure exactly as
it is laid out in the book.
1 Squawk Role-Playing Game
Squawk Setting
The game master (GM) and players should at least skim this section to get a
feel for the Squawk setting. Players should read the whole Character
Creation chapter and select an example player character (PC) or design their
own PC. The Spacecraft chapter includes important information about
traveling in the Abaddon system.
Abaddon
Abaddon is a main sequence yellow dwarf
star like our Sun. The Abaddon system is
about the size of our solar system. The
planets of this system include Midgard,
a huge gas giant, the ice giants Thalassa,
Nereid and Niflheim, two rocky planets
(Yggdrassil and Edegene) and many
moons and dwarf planets that are roughly
Earth-sized.
Numerous artificial habitats also orbit each
planet, moon and special stable orbits called
Lagrangian points. Artificial habitats range
from small vehicles and other temporary
dwellings to asteroid colonies that contain
multiple cities. Gas giants can only be inhabited in high-tech habitats that
float (like balloons) in the upper layers of the atmosphere where
temperatures and pressures are not excessive. The surfaces of other worlds
can be naturally or artificially inhabited. There is no complete catalog of all
the artificial worlds, and many are designated with only a tracking number.
The Lower Worlds form a densely-populated asteroid belt close to Abaddon.
Residents of the Lower Worlds must live in artificial habitats that protect
them from the intense heat and light at this distance from the star.
The Middle Worlds occupy Abaddon's temperate zone, which is not
uncomfortably close or far from the star. Most of the larger planets and
moons in this zone can support life without artificial habitats.
The Upper Worlds have orbits above the temperate zone, far from Abaddon,
where they are exposed to only a fraction of the light that reaches the
Middle Worlds.
Squawk Setting 2
Intelligent Species
Each intelligent species has minimum ability requirements. New PCs of
each species must have at least those ability levels, but minions may have
fewer abilities or ability levels than the requirements of the minion's
species. Minions must still have at least one toughness and they cannot fly
without flying ability or swim without swimming ability. For example
aeolytes require 2 toughness and 3 flying. A new aeolyte PC must have at
least 2 levels of toughness ability, and 3 levels of flying ability. If a PC has
flying aeolyte minions, they only need 1 toughness ability level and 1 flying
ability level.
3 Squawk Role-Playing Game
Aeolyte
Aeolytes are enormous flying birds. The ability to fly makes aeolytes
valuable as messengers. Male aeolytes are gray or brown with white throats
and breasts and black iridescent feathers running from the head and face
down the back of the neck. Females aeolytes are more cryptically colored
with a camouflage pattern of black, white, brown, gray and blue feathers.
Aeolyte speech sounds like low, hoarse bird calls.
The average aeolyte has a 5 meter (17 foot) wingspan, stands 2.5 meters (8
feet) tall, and weighs 50 kg (110 lbs.) Lighter than most intelligent species
but large enough to limit maneuverability while flying, aeolytes can wield a
relatively large weapon with either of their powerful talons while flying or
hopping on one leg. On the ground, aeolytes cannot wield weapons with
two hands because one talon must be left empty to support the weight of the
aeolyte and its weapon.
Requirements: 2 toughness, 3 flying
Squawk Setting 4
Behemoth
Borean
Boreans are flightless, swimming avians and prefer cold and temperate
marine environments. The average borean is 3 meters (10 feet) tall and
weighs 700 kg (1500 lbs.) Although they can move well on land, boreans
are also adapted for life in water. The stocky limbs and webbed hands and
feet make them powerful swimmers, while their high nostrils allow boreans
to breath with only the top of their heads above water. Boreans are
carnivores and although they do have beaks, they also have many long
sharp teeth which help them hold slippery prey. Boreans are mostly covered
in dark feathers with lighter plumage on the ventral surfaces (throat and
belly) and above the eyes. Females tend to have lighter colors than males.
Local borean populations have a variety of different skin and beak colors,
but pale yellow and gray are common.
Boreans have a complex echolocation ability that allows them to "see" - and
accurately judge exact distances - through fog, smoke, murky water and
darkness, so that these obstacles do little to impair them. The echolocation
ability is also used to communicate - they don't even have to open their
mouths to talk. Talking over unusually large distances, their language is
difficult to understand and impossible to pronounce by other species (with
the exception of the linguistically gifted.) This communication barrier and
advantage explains some of the social conflict between the boreans and
other races, although boreans are frequently sought after as scouts and
"sounders." Borean sounders use their echolocation ability to help boats and
aircraft avoid obstacles hidden by water, fog and clouds.
Requirements: 3 toughness, 1 swimming
Squawk Setting 6
Drome
Dromes are theropod dinosaurs with primitive features like scaly skin and
four-fingered hands. They have a large brain and a more vertical posture
and shorter tail to keep the head closer to the center of gravity. The average
drome is 2.5 meters (8 feet) tall and weighs 150 kg (330 lbs.) Dromes have
a pair of short horns on the chin, and males have a row of dermal spines
running from the top of the head to the tip of the tail. Dromes are covered in
a two-tone complex mottled pattern of dull-colored or metallic scales.
Specific color combinations and patterns are associated with ancient drome
lineages. Dromes can flush patches of their skin bright red during courtship
or as a threat display.
Dromes are fast runners with long legs and three toes on each foot. They
also have a strong sense of smell. Four-fingered grasping hands with
opposable thumbs and strong arms allow dromes to use tools and weapons
quite effectively. For defense, dromes can kick, scratch, or employ artificial
weapons. The drome voice is low pitched, and their monotone languages
use slow, simple syllables adapted to their mouth and vocal cords. Some
sounds in these languages are produced using other parts of the body, like
hand clapping. Pheromones, incidental odors (like cooking) and artificial
scents (like perfume and incense) are also an important part of drome
communication.
Requirements: 2 toughness, 2 quickness
7 Squawk Role-Playing Game
Gaffling
Gremian
Gygean
Gygeans are stealthy carnivores that can rapidly change the color and
pattern of their skin to match their surroundings. They rarely use clothes or
equipment that interferes with this camouflage. Gygean skin has a scaly
texture but it is transparent so that the changing color of the living skin
beneath shows through. They have many horns on their heads and a row of
small horns running down their backs, but even the horns have color-
changing tissue beneath the surface. Male Gygeans have two extra horns
that are longer than the others. The average Gygean is 5 meters (17 feet)
long and weighs 250 kg (550 lbs.)
Gygeans have slow metabolisms and tend to live in warm climates. They
are ambush hunters, wounding their target with a surprise attack, then
waiting for bleeding and infection to finish it off. The slow metabolism
keeps them from starving while they wait. Gygeans spend a lot of time
basking and practicing not being seen, but they are also very social, living
in larger colonies than hot-blooded predators can sustain. In warm weather
they sleep out in the open but in cold weather they must find shelter and
hibernate.
Gygeans communicate primarily through sign language that involves most
of their body: frills, color changes, hand gestures and other body language.
Any sound in gygean communication is considered extremely loud, and
spoken words always have sharp, terse meanings.
Requirements: 2 toughness, 2 stalking
Squawk Setting 10
Leviathan
Leviathans live in coastal and wetland areas, avoiding cooler regions. They
are aggressive and territorial carnivores, and they will eat their enemies, but
their slow metabolisms don't require a large hunting territory. Leviathans
often live in large family and tribal groups. They have no trouble living near
other intelligent species as long as their territory is respected. Leviathans
often build homes in caves they carve from river banks.
Adapted to an amphibious lifestyle, Leviathans hear through both their ears
and their jaws. They can hear and produce low pitched sounds below the
hearing range of many other species. They hear better in water than out of
water. Out of the water, Leviathans use body language for clarity. Leviathan
conversation sounds like deep croaking, clicking and hooting sounds.
Requirements: 4 toughness, 1 swimming
11 Squawk Role-Playing Game
Lyndwyrm
Myrmidon
Orn
Orn are flightless, primitive birds with long tails and clawed hands. The
average orn is 150 kg (330 lbs,) 2.5 meters (8 feet) tall and 4 meters (13
feet) long. They have an unusually long body and extraordinary flexibility
for an avian. Orns have a powerful, sharp beak and four talons on each hand
and foot. Most orns are covered in short brown feathers, but some are
sandy-colored, reddish, green or black. Male orns can be identified by their
thick shaggy mane, which is usually darker, lighter or more intensely
colored than the rest of their plumage. Orn language is optimized for
hunting, consisting mostly of silent hand signs and body language with
some calls which sound like deep voiced birds-of-prey.
Requirements: 2 toughness, 1 acrobatics, 1 fighting
Squawk Setting 14
Phage
Skand
Skand are small predatory dinosaurs, and the most numerous intelligent
species in Shangdan. The average skand is 1.6 meters (5 feet) tall and
weighs 50 kg (110 lbs.) They have a mostly upright posture, usually
walking on their heels, but Skands also have a tail which helps them turn
quickly and balance while climbing.
A thick mass of stiff, hair-like feathers insulates the head. These feathers
are usually blue, but sometimes black, white or silver. The rest of the body
is mostly smooth, partially covered in some places with small scales or
short feathers. This bare skin is usually a light brown color with black spots.
Male skands have more powerful arms than females. Skand language tends
to be subtle and complex sounding, and is somewhat high pitched. Skands
tend to be quite bodily animated when speaking.
Requirements: 1 toughness, 2 acrobatics
Squawk Setting 16
Strix
Strix are flightless, primitive birds with short necks and raptorial hooked
beaks. Each hand and foot has three long fingers or toes with very sharp
claws. Strix plumage is brown with black and white stripes. Male Strix have
larger eyebrow ridges adorned with long drooping feathers. The beak and
claws are brown or gray darkening to black at the tips and edges. Strix are
lightly built predators with ferocious natural weapons and the ability to
wield weapons with their strong hands and opposable fingers. Often
nocturnal hunters, Strix have large eyes, good night-vision, and excellent
directional hearing. The average strix is 2 meters (7 feet) tall and weighs
150 kg (330 lbs.)
Strix can easily recognize and mimic animal calls and the languages of
other intelligent species. Strix languages on the other hand tend to be
extremely complex and almost impossible to understand by other intelligent
species. Their natural language talent makes them particularly valuable
when trained as interpreters, allowing Strix-centered cultures to maintain
larger, more loosely connected civilizations. They also tend to be naturally
good animal trainers and teachers of other intelligent species.
Requirements: 2 toughness, 1 stalking, 1 fighting
17 Squawk Role-Playing Game
Stygian
Stygians are flightless pterosaurs and great swimmers, living in and near
bodies of freshwater. The wings are reduced to webbing between the arms
and body, and the hands and feet are webbed for paddling and crawling on
soft mud. A long, flexible tail ends an enlarged vane which acts a rudder or
paddle. The stygian head has a flattened bill-like snout and a fin-shaped
crest which is larger in males than females.
Like other pterosaurs, stygians are covered in fur-like pycnofibres. Stygian
pycnofibres form a sleek coat of iridescent green or brown with dark spots
or stripes. Stygian skin, beaks and claws come in many colors that vary
between populations, but pink, yellow and brown are common. The average
stygian is 2 meters (7 feet) tall, 3 meters (10 feet) long and weighs 100 kg
(220 lbs.)
The stygian snout is packed with electrical sensors which can be used to
navigate tight spaces and locate small prey. Stygians are natural craftsmen
and architects, living in or near the bridges and dams that they build.
Stygian social life is based on building and maintaining physical structures,
so they get hostile with those who don't respect these structures. Stygian
languages reflect this passion with constant references to building, design
and structure. To other species, the stygian voice sounds like croaking,
clicking and hooting sounds.
Requirements: 2 toughness, 2 swimming
Squawk Setting 18
Titan
Zephyr
Character Creation
Each player can use one of the example characters from this chapter or
create a player character (PC) by dividing 12 points between 3 or more
abilities. Each point assigned to an ability gives the PC one level of that
ability. The new PC cannot have more than 5 levels of any single ability.
Choose the PC's species from the list of intelligent species before dividing
up the PC's levels because the species have minimum ability requirements.
Squawk characters can have fighting, wrestling, knockout, shooting,
blasting, toughness, stalking, acrobatics, quickness, swimming, flying,
command, craftsmanship, healing, surgery and piloting abilities. Except for
surgery, these abilities are described in the Scratch RPS rules (in the
appendix at the end of this book.) The rest of this character generation
chapter highlights cultural details of Abaddon to help players understand
how these abilities might apply to their characters.
21 Squawk Role-Playing Game
Captain
A party of interplanetary travelers like the PC's party would not be without
a spacecraft pilot. Even if their pilot was killed, they would immediately
start searching for another pilot, so that the next PC to join the party would
certainly be a pilot. Therefore, at least one of the PCs must always have
piloting ability.
Other Occupations
Zealots, partisans and other political types should develop command ability
to surround themselves with supporters. Healing ability can help the
character to support and sustain her allies. Toughness can reflect the zealot's
persistence and strength of conviction.
Hunters and snipers should have shooting and stalking ability. This gives
them both an attack and a defense ability. Stalking helps them sneak up and
get in the first shot. Shooting makes sure that shot will count.
Armorers should develop surgery and craftsmanship. Craftsmanship is used
to repair mechanical spacecraft and it helps the party fine-tune their
equipment. Surgery is used to repair bioships and it allows the armorer to
maintain a golem servant.
Spies and scouts should develop stalking and movement abilities. Stalking
benefits from stealth, detection, guile, disguise and illusion. Movement
abilities allow them to be escape artists. Command can also be useful to a
spy who recruits assets who can back him up in a fight.
Shangdan Alchemy
Alchemists from the Shangdan empire on Peleg are experts in a variety of
important areas such as science, engineering, medicine and agriculture.
Alchemy can be part of healing, craftsmanship, knockout (deadly
paralyzing toxins) and blasting (rockets, bombs, gas, fire) ability.
Squawk Setting 22
Example Characters
Example Surgeon
Scarverson (4 surgery, 2 fighting, 3 healing, 1 quickness,
2 toughness, 1 tgh/2, 11 defense) is a gremian surgeon
from Monopolis. In combat he employs the"splicing" art
of the clandestine Ghoul Slayer movement.
Scarverson is accompanied by a chimera assistant called
Patches (2 fighting, 2 toughness, 1 tgh/2, 11 defense)
which Scarverson has stitched together from parts of
fallen allies and foes.
Example Pilot
Captain Quoot (2 wrestling, 3 command, 3 piloting,
2 quickness, 2 toughness, 1 tgh/2, 12 defense) is a
drome spacecraft captain from L4. She is backed up
by 3 loyal crew members (1 toughness, 0 tgh/2,
10 defense) and practices constriction
(wrestling ability.)
Squawk Setting 26
Example Armorer
Rho Shu (2 craftsmanship, 3 surgery,
1 fighting, 2 quickness,4 toughness,
2 tgh/2, 12 defense) is a lyndwyrm
armorer and former Tao Rho player.
He is assisted by his golem servant Bazsa
(1 craftsmanship, 2 toughness, 1 tgh/2,
10 defense) an insect-like organism
which follows complex orders and
repairs machines.
Example Trainer
Hammerdrum (4 fighting, 2 acrobatics, 2 command,
4 toughness, 2 tgh/2, 12 defense) is a myrmidon
slam dancer and Mutualist zealot from Trydeen.
He is accompanied by a couple of younger
myrmidon students (1 toughness, 0 tgh/2, 10 defense)
who train with him.
Hammerdrum owes his fighting, acrobatics and
toughness abilities to both his slam dancing
experience and his natural weapons and armor.
27 Squawk Role-Playing Game
Example Sniper
992 (3 acrobatics, 3 shooting, 3 stalking, 3 toughness,
1 tgh/2, 13 defense) is a skand sniper from an army
of elite clone mercenaries based out of the lower worlds.
992 wields a personal biocannon (shooting ability)
that automatically secretes projectiles and propellant
in multiple barrels. The biocannon can fire single
projectiles, a volley of projectiles all at once,
or a series of rapid fire shots.
Squawk Setting 28
Example Negotiator
Sylester (2 swimming, 1 fighting, 4 command,
1 healing, 4 toughness, 2 tgh/2, 12 defense)
is a stygian diplomat from Nereid.
She is trained in basic emergency medicine
(healing ability) and self defense (fighting ability.)
Sylester is also protected by a combination of light
mesh body armor and sheer persistence
(toughness ability.)
Sylester is accompanied by two stygian aides
(1 swimming, 1 toughness, 0 tgh/2, 10 defense.)
These eager interns are not much of a threat on
dry ground, but like all stygians they are
competent swimmers.
Spacecraft
Squawk Setting 30
When the party travels in space they can only bring spacecraft that have a
pilot or an autopilot. Each character can only pilot one ship at a time. A
character may only pilot a ship if he has at least one level of piloting ability.
The party can leave a group of vehicles parked at the last spaceport they
visited before traveling to a destination with no spaceport. Otherwise the
party loses any spacecraft they do not take with them.
Spacesuits
In space combat, every party member has equipment that provides a limited
amount of life support and maneuverability. Piloting can be used as a
movement ability when the character is using his spacesuit to maneuver in a
free-fall ("zero gravity") environment.
Squawk Setting 32
Solar Sailing
Solar sailing ability allows a spacecraft to move away from Abaddon
without using fuel. Solar sailing uses special transfer orbits that only allow
travel in one direction and only between certain destinations, but it is
sometimes more efficient.
33 Squawk Role-Playing Game
Port Centrifica
The first stop in the Lower Worlds is usually Port Centrifica, a spaceport
inside a large asteroid which has been set to spin at such a rate as to
simulate gravity. Huge armored freighters and smaller vehicles come and go
at all hours. Anti-missile systems and heavy bombers provide more-than-
adequate defense.
The environment inside Port Centrifica is a vast electric city with no natural
lighting. The city slopes upwards into the horizon so that the city lights
become "stars in the sky" directly overhead. The city completely loops on a
east-west axis while ending in craggy "mountains" at the north and south
ends of the city.
Port Centrifica manufactures high quality
intelligent golems related to the Terraformers
of Edegene. These golems perform most of the
heavy labor at Port Centrifica, including ship
repair, loading and unloading of freighters, and
moving goods to and from warehouses. Recently,
however, golems have been pitted in various types
of bloodsports for the entertainment of the non-
golem population.
Port Centrifica's most powerful citizen is the Mayor.
There is also an elected city council, who together
with the mayor make up the political leadership of
Port Centrifica. City-wide elections are held for
these positions about once every five years.
Golems are not allowed to vote. Almost all of
the voter's livelihoods are dependent on trade
and the heavy labor the golems provide.
Squawk Setting 44
Yggdrassil
Yggdrasil is a rocky planet with oceans
covering 70% of the surface. In spite of
very long day and night cycles, and long
periods of darkness and light during the
polar winters and summers, the surface
temperature stays above freezing and
below temperatures hostile to plant and
animal life. Most temperature variation
is due to the exaggerated seasons and
differences in altitude.
Aggressive microorganisms parasitize
any plants and animals (including
intelligent species and most golems)
who spend more than a few weeks
living in this environment. These
infections are usually harmless, often
treatable, and sometimes even beneficial. Even benign infections
can manifest themselves as dramatic changes. ("Turning green" is the
stereotype, though other colors, spotty patterns and changes in feathers
or skin texture are also common.)
Most of the creatures who live on this world develop a symbiotic
relationship with the world's aggressive plant life. The bodies and cells of
animals living on Yggdrasil host algae similar to chloroplasts. These
symbionts often contribute to the animal's nutrition through photosynthesis.
Some animals are even more dramatically altered blurring the distinction
between animal and vegetable. This leads to strange chimeric creatures
combining plant and animal characteristics, which can be a special hazard
to travelers unfamiliar with these creatures, or a valuable biotechnology
resource for local civilizations.
The terrestrial animals of Yggdrassil are usually scaly rather than fuzzy or
feathered. The ubiquitous algae causes grooming problems for pterosaurs
and feathered dinosaurs. The warm temperatures are friendly to cold-
blooded reptiles. Animals with slow metabolisms can even survive for
extended periods on the extra calories captured through photosynthesis by
their symbionts.
Squawk Setting 46
Midgard L4
Midgard's L4 lagrangian point is
surrounded by a bean-shaped cloud
of many artificial worlds, ranging
from the size of small farms to small
countries. Some are caves hollowed
out inside of asteroids while others are
rings and tubes made of fabric, metal
or concrete.
Temperature and seasonal differences on artificial habitats may be regulated
by self-sustaining biological systems with annual rhythms inherited from
planet-dwelling ancestors. Light is often regulated mechanically by
reflectors and windows. Day-night cycles can be designed to last for
minutes, hours or weeks. Perpetual day is sometimes provided for more
efficient for agriculture, while urban worlds sometimes find perpetual night
more convenient. Worlds can also have multiple layers or sections with
different climates.
Most L4 worlds are too heavily populated to support large wild animal
populations, but smaller scavengers, escaped pets and feral animals are
quite common. Zoos, aquariums and parks provide habitats for larger
animals. Some L4 worlds were once heavily populated but now completely
or partially depopulated. Other worlds are underdeveloped by design or
accident. A single abandoned city can result in large areas overrun by
animals. Unless the world has a large population of boreans, leviathans or
stygians, bodies of water are less developed than dry land, and may be
home to crocodiles or marine reptiles which thrive in the mild, regulated
climates of artificial worlds.
The typical L4 world has radio communication and some trade with other
worlds, but it is not uncommon to find worlds where technology has
reverted significantly in isolation. Archaeologists are studying many of
these worlds for evidence of ancient civilizations and their technology.
Politically, the L4 worlds are loosely organized. A security organization
called Collective Defense coordinates patrols and rescue missions using
forces contributed by member worlds.
49 Squawk Role-Playing Game
Midgard L5
Monopolis and Radix are dwarf planets which mutually orbit each other
around Midgard's stable L4 lagrangian point. Monopolis and Radix are
tidally locked so that one side of each world always faces the other world.
Radix
Radix has several large continents with
diverse climates. Much of the land mass is
cool and temperate, but the equator is circled
by a year-round ice cap and the poles have
warm, "tropical" summers with very long
days.
The biggest land masses stretch around the
equator with mountains, glaciers, tundra,
forests and steppe. This climate favors
shaggy, warm-blooded animals, especially
flightless birds and feathered dinosaurs.
Flying birds can migrate across the
mountain ranges or head for the poles
in the twilight months. The tropical land
masses prevent marine reptiles from
escaping the dark cool winters of the polar
regions, so there are fewer big sea reptiles
on Radix than other worlds with extensive oceans.
Smaller land masses near the poles are popular places for the wealthy
elite of Monopolis to build their estates and sanitariums (health resorts.)
Animals in the polar regions sleep through the dark winters, although
warm-blooded nocturnal predators can be active when other creatures
are dormant. The large islands of this region are largely populated
by birds and pterosaurs.
The population of Radix is much smaller than Monopolis, generally
wealthier and concentrated in a few urban areas surrounded by wilderness,
connected by airships and trains. A variety of intelligent species live in the
wilderness, basically outside the control of Monopolis, ranging from loners
to hostile tribes. Most of the intelligent species on Radix are colonists
whose ancestors came from Monopolis. Most of these colonies are in the
cool temperate regions, which have crags, tundras, thick forests, glaciers,
and mountains. These colonies are made up of gremians, strix, stygians,
and behemoths.
51 Squawk Role-Playing Game
Many of the colonies of Radix are independent, even hostile toward the
Monopolis Corporation. Other Radix colonies are dependent on, influenced
by or outright owned by the Corporation. This is especially true of many of
the university-centered colonies on Radix, where Monopolis educates their
elite. The universities are notorious for having complex systems of
abandoned tunnels underneath them, where socially questionable activities
take place. The tunnels are also sometimes home to underground
revolutionary movements, and sanctuaries for persecuted religious sects.
Monopolis colonies are often protected by high walls and other
fortifications.
Other cultures that do not have Monopolis origins lack heavy industry and
have low population densities. They are mainly dromes, boreans, phages,
and myrmidons. Conflict between the Monopolis corporation, its colonies,
other cultures, universities and students sometimes results in the creation or
collapse of colonies.
Strix Puritans
A traditionally ultra-religious strix colony has grown into a small
confederation of states which produce the best strix translators. The puritan
confederation has its own university which is mostly independent, but
influenced by recruiters from Monopolis. The colony's education system
focuses on language skills, but also teaches theology, philosophy and other
subjects. Puritan culture is relatively homogeneous - one major race (Strix)
with similar culture, religion and language throughout.
Phage Settlements
Sophisticated phage settlements are able to thrive without being constantly
hunted by the Monopolis Trading Company by building spooky fortresses
in hard-to-reach cliffs and crags. Some of these settlements only feed on
wild animals or their own livestock, but other phage settlements attack the
herds of other colonists.
Borean Tribes
Nomadic tribes of boreans live near the frozen equator, but sometimes
travel as far as the warm polar regions to trade with other species. They
occasionally clash with colonists who take over property developed by the
borean nomads while the nomads are away.
Squawk Setting 52
Myrmidon Mutualists
Although many of them are defectors from the Monopolis Trading
Company, mutualist myrmidons in the warm polar regions identify more
with their aboriginal neighbors than they do with the Monopolis colonies.
Mutualist villages are a complex system of domes and corridors. The
economy is based on specialized labor and communal living.
Radix Technology
There is some sea travel, but
airships are a faster alternative,
and can more easily navigate the
icy region that divides the planet
in two. Sea ships are used mainly
for short journeys, fishing, and
hunting sea monsters.
Fortified Monopolis colonies are
often connected by steam-powered
trains that span the continents of
Radix.
Radix technology is largely
derived from Monopolis, but
Radix has its own inventors and a
very different style of agriculture. The aboriginal cultures of Radix
generally have simple technology, but they also use some of the exotic
biotechnology of Trydeen.
53 Squawk Role-Playing Game
Monopolis
Monopolis is a dwarf planet which is tidally
locked with Radix.
The surface of Monopolis is covered by
a many-layered city. This world-city is
populated by an estimated 100 billion
intelligent beings supported by an ancient
system of hydroponic agriculture that
maintains the atmosphere and food supply.
Most of the population is made up of
gremians, though there are also large
behemoth, strix, myrmidon, phage and
stygian minority populations filling their
own niches. Behemoths perform heavy
labor, strix work as entertainers and
communicators, stygians are employed
in amphibious industries, and myrmidons serve in military forces. The
phages remain separate from the rest of Monopolis culture, forming the
backbone of the city world's underground countercultures.
Much of the city is unpopulated - most intelligent species live in the
uppermost layers. The lower layers are remnants of previous historical eras
and pre-historical civilizations. These abandoned layers can be physically
unstable, but they are also dangerous because of the beings that make their
homes down there. These lower layers sometimes have cave-like
ecosystems.
Surprisingly, Monopolis has no "nations" and no government in the sense
that most other worlds do. The Monopolis Trading Company has practically
unlimited power over its employees - over 99% of the world's population.
The company controls almost every aspect of life. For example, there is no
"money" system - only status within the company, written orders for
supplies and so forth.
Squawk Setting 54
Peleg
Peleg is covered in a massive ocean of salt
water. This world has no continents, but the
surface is dotted by thousands of archipelagos
and stray islands. Small permanent ice caps
cover both poles.
The warm shallow seas covering most of
the planet are dominated by giant reptiles,
but flightless waterfowl like penguins rule
the polar regions. The islands are populated
mainly by birds, pterosaurs, crocodiles and
escaped livestock. Some island species have
grown unusually large or small or even lost
the ability to fly in response to limited food
supplies or reduced predation.
Many of the civilizations of Abaddon have
established colonies on Peleg, but most of the islands are not currently
inhabited. The cultures of Peleg have advanced ship building, architecture,
and steel weapons.
Government officials and royalty have the highest social status regardless of
their occupation. Professionals, especially alchemists, armorers, guards,
hunters, partisans, spies, symbiotic monks, and wrestlers dominate the next
rank of social status. People with useful occupations such as laborers,
cooks, merchants, farmers and shepherds occupy the third rank above
beggars and outlaws.
Alchemists from Shangdan are experts on
nature and physical science. Alchemists are
masters of practical science and the Eight
Elements philosophy. (The eight elements -
fire, metal, earth, wood, water, shadow, air,
and lightning - are each associated with one
of the eight Shangdan provinces.) As sages
and scientists, Alchemists advise individuals
and communities. As herbalists and doctors they
cure sickness and create medicines. As chemists
they create all manner of potions, fireworks and
alchemical concoctions.
Symbiotic Monks learn and promote the Order's
principles for a sustainable society. Brothers and
Sisters of the Symbiotic Order also receive a
general education and develop Synerga. They
practice the martial art of Syncrase to improve
their Synerga and work to maintain their
monasteries and educate the general public.
The Warlords
The Warlords are an alliance between a lyndwyrm dynasty which once
ruled the Shangdan Empire and aggressive gaffling warriors who were
displaced by the expansion of Shangdan.
Becoming raiders and slave traders, the lyndwyrm Warlords maintained the
notion that they were the world's elite. They tolerated gafflings because of
similarities between the two species of carnivorous ceolurosaurs. Warlords
consider species other than lyndwyrms and gafflings to be beasts of burden
who are only slightly more cleaver than other livestock. The lyndwryms
feed on larger livestock, so slaves are critical to Warlord agriculture.
Squawk Setting 58
Splicing uses horns, hooks, and spikes attached to body armor, as well as
extremely sharp short swords, broad swords, axes and sickles to cut apart
attacking opponents. Splicing also involves some joint manipulation,
sometimes breaking arms or fingers to position the target for
dismemberment. Splicers spar in heavy sparring armor using wooden
weapons shaped like their real metal weapons, attempting to hit oncoming
limbs with direct strikes or occasionally forcing submission by joint lock.
Most of the Blackbird Clan's technology is relatively simple. Huts, long
houses and rafts used to carry cargo between islands are built by Weavers.
Gardeners purify water, grow fruit, vegetables, herbs, and serve as the
tribe's healers. Their medicinal technology is relatively advanced, so
gardeners are sometimes involved with ghoul slayers and trainers who need
powerful sedatives.
The Cannibals
The leviathan Cannibals have lived on Peleg since before recorded history.
Their ability to "eat on the go," consuming fallen enemies - and comrades if
needed - allows them to maintain a military force without supply lines,
pursuing long term hit-and-run style amphibious warfare.
The common Cannibal Fishing Lance
is a primitive trident, but other
lances and hand-to-hand weapons
are also common. Most cannibal
weapons can also be thrown.
Cannibals settle on small
islands or in caves near the water.
Leviathan dwellings often have both
a water exit and a land exit.
Most of the Cannibals participate in a unique
form of nature worship. They believe
that private property should be
limited to those who can protect it.
This means presenting gifts to the strong
and taking things from the weak. This is
considered to be acting like "the waves of the
sea" or the "flow of the river." However, this philosophy is not always
harsh, because cannibals also share the necessities of life, such as food and
shelter, with those in need.
Squawk Setting 62
Maia
70% of Maia is covered with oceans,
divided by several large continents and small
permanent polar ice caps. Maia has five
continents: Arasia and Arctocolonia in
the northern hemisphere, Austrocolonia,
Aetopia and Andwania in the southern
hemisphere.
Mirage
Mirage is a small, dry, sandy, and hot moon
of Midgard. It has some small oceans that are
essentially large muddy lakes at the bottom of
empty ocean basins. The modest population
of Mirage is concentrated in small cities
along the coasts of these small oceans.
Each city has its own government. Law
and order on Mirage is maintained by various
detective agencies. The cities of Mirage have
advanced technology and spaceports that
produce vehicles such as stealth fighters.
Mirage produces holographic biotechnology
based on swarm entities called "djinn."
The dry, warm climate is ideal for reptiles
with slower metabolisms that save water and
energy, especially lizards, primitive dinosaurs and certain other archosaurs.
Mirage is the best place to find giant burrowing sand guivres. The driest
parts of the desert are depopulated. The warm shallow sea and lakes are
surrounded by oases and infested with crocodiles.
Maelstrom
Maelstrom is a mostly uninhabited water
planet. It has one extremely deep ocean
that covers its entire surface, with no land
or shallow water. Maelstrom has a thick
humid atmosphere with skies that are
perpetually overcast.
Maelstrom is largely barren, although
it has a breathable atmosphere and
permanent ice caps. Some algae and
sea creatures have adapted to this harsh
environment through an entirely free-
floating lifestyle or by using ice and
kelp mats as a substitute for solid
ground.
Squawk Setting 66
Protaea
Protaea has several large oceans and
continents plus year-round ice caps at the
poles. In Protaea's ancient geological past,
it was completely covered by water. More
recently, gigantic fast-growing coral has
built up reefs, atolls, islands and eventually
continents.
The continents of Protaea are covered in
rich topsoil and vegetation, with the exception
of several large deserts. Protaea's ecosystems
support a wide variety of reptilian wildlife,
including an abundance of giant predators,
from massive theropods to desert sand
guivres. The seas are warm and shallow,
but birds and reptiles that lay their eggs
on the shore suffer from predation by the
giant coral-building invertebrates. The continents are also relatively flat,
without mountain habitats.
These built-up continents lack metallic ores suitable for making tools, the
hardest mineral being the brittle strata built up by the coral. Protaea's
cultures are technologically primitive, without wheeled vehicles or
sometimes even fire. Without hard minerals, tools, weapons and armor must
be made of wood, bone, skin and teeth.
67 Squawk Role-Playing Game
Midgard
Midgard is a big gas giant composed largely
of liquid metallic hydrogen. its moons include
Protaea, Maia, Peleg, Mirage and Maelstrom
and dozens of smaller moons. Radix and
Monopolis are found at Midgard's L5
lagrangian point and Midgard's L4
point contains many artificial worlds.
The highest moons (Maia and Peleg) are
easier to reach. The lower moons (Protaea
and Maelstrom) are harder to reach and
harder to leave because they are deeper
in Midgard's gravity well.
The PCs have no reason to visit this
inhospitable world.
Edegene
Edegene is a temperate world with polar
icecaps, large continents, varied climates,
and saltwater oceans covering about two
thirds of the planet's surface. Edegene is
more massive than most rocky planets,
so the gravity is noticeably stronger,
and the atmosphere is exceptionally thick
and humid at low altitudes while being thin
and dry in the mountains and high deserts.
Like the other inhabited worlds of Abaddon,
Edegene fauna is dominated by archosaurs.
However, the civilization of Edegene
consists mainly of intelligent, spider-like
golems (artificial organisms) called
Terraformers who have dramatically
reshaped the landscape. Crossing a
mountain ridge could lead to a new land with an alien ecosystem. Even the
geology is noticeably altered, with landforms constructed from concrete,
bricks, or organic secretions. Some landscapes are littered with parts of
giant egg cases, chrysalises, and molted carapaces.
Squawk Setting 68
Terraformers
The golems and other living machines of Squawk were created by
combining genes and symbionts from various animals, plants and alien life
forms discovered by the reptilian intelligent species over the last 250
million years. The golems that came to Abaddon with the first colonists
were thought to have very limited intelligence, but at least one strain on
Edegene has proven extremely resourceful and independent.
Edegene's Terraformers were genetically derived from spiders. These
"spider golems" were made to build and repair spacecraft. This required
elevated intelligence and the ability to survive for long periods of time in
the vacuum of space. They were given the ability to communicate, make
records, and solve problems creatively. Their natural ability to make strong
materials was harnessed to manufacture and assemble reinforcing structures
and armor.
Even at this early stage a golem culture began to emerge. To communicate
visually in space they built colored, knotted webs in cube frames and
anchored them to posts on the outside of artificial habitats. General
information could be read from the cube frame at a distance, and a golem
could rotate the cube frame and read the web for more details. These signs
are still used on Edegene. Web strands were used to communicate with
vibrations, providing the basic organs and intelligence for the strumming
and plucking sounds of edegene golem voices that developed later.
Vibration or rhythmic tapping could also be used to communicate through
the hull of a ship.
The cuticle or "skin" of these golems has reflective and glowing patterns
that change color to indicate workload, scheduled tasks and so forth. Both
reflective color and glowing were important in space where ambient light is
low but direct light is intense. This is also why these golems are usually
smooth-skinned instead of furry like many spiders and insectoid golems.
The spider golems have sharp binocular color vision that aids in this
communication.
69 Squawk Role-Playing Game
Terraforming Edegene
Edegene began as a cold, barren, twilight world that did not support life or
have a breathable atmosphere. At some point in early Abaddon history, a
ring of satellites was built around Edegene to heat the planet's atmosphere
with solar energy. These satellites are maintained by golem technicians.
Golems descended satellite-anchored beanstalks to Edegene's surface to
cultivate life.
At first intelligent archosaurs settled in a few artificial habitats, dependent
on spider golems already adapted to working in a cold vacuum. These
colonies evolved into modern Edegene by expanding the artificial habitats
and satellite ring while developing new types of golems. The golems
gradually became more independent while the settlers remained dependent
on the golems.
The satellites and beanstalks are still used to control the climate and
monitor weather patterns on the planet now that the surface is teeming with
life. This is one reason this world can have a temperate climate while being
much further from Abaddon than the satellites of Midgard. From a distance,
the ring of satellites looks like a natural ring of debris.
In Edegene's atmosphere a golem can communicate verbally with
plucking/strumming mouth parts. Splicers and wardens - golems who must
record a lot of data, especially genetic data - are equipped with genetic
recording devices that can record actual DNA samples as well as other
information.
Squawk Setting 70
Terraformer Castes
Splicers and grafters are the main breeds of Terraformers. Both breeds are
capable of multitasking, reflection, empathy and creative problem solving,
but they have different overriding instincts.
Splicers have a more intense social awareness of other golems, driving them
to teach, repair, cultivate, and nurture other golems. These golem experts
collect and hatch eggs, surgically modify young golems for specific
functions, and modify mature golems. Each specialized, made-to-order
golem must be developed according to Terraformer Law. Splicers use all
eight legs to climb around operating webs, and they have a variety of golem
surgery blades on their many hands which resemble pruning hooks, saws
and scalpels.
Grafters have territorial instincts, making them sensitive to environmental
needs and leading them to investigate problems and opportunities to
improve their territories. They are landscapers and farmers, counting and
caring for all types of organisms and collecting genetic samples. When they
are not sleeping or working, grafters record and report the progress of their
efforts. They sleep in unobtrusive burrows or lairs, marked with a web-sign,
where they keep records and samples. Some grafters are assigned to a
stewardship territory where they live most of their lives. Grafters are
constantly aware of the rise and fall of the seasonal changes of organisms in
their territory, often talking about the ebb and flow of life.
Stewards are intelligent golems assigned to terraform a territory, maintain
its optimum sustainability, and maximize its biodiversity. A steward could
be an experienced and intelligent grafter, or a splicer with a good sense of
seasons.
Wardens are golems who manage stewards and collect data for the Web of
Life - a library and postal service operating in all of the Terraformer
territories. Wardens collect data, genetic material, golem eggs, spawning
orders and samples in their lairs. Wardens ferry these resources to other
warden lairs. Stewards visit warden lairs to access these resources and share
them with neighboring stewards. The Web of Life is an economy that
balances the surplus and demand for species.
71 Squawk Role-Playing Game
Edegene Infrastructure
Edegene architecture is built from a variety of composite materials. Light,
strong webbing can be used for tension cables, combined with wooden
posts or stonework for rigid support, woven into fabrics, or coated in stiff
resin to create strong light materials similar to fiberglass and carbon fiber.
Clear meshes and fabrics of thin webbing serve as transparent or translucent
windows and skylights which do not need to be airtight.
A splicer web is a network of interconnected passages. Main halls, much
wider than other passages, are used for operating on golems. The halls have
curb-roofs with two slopes like a gambrel-roofed barn. The middle of the
web contains nursery halls and adjacent domes which are actually upper
sections of lairs where splicers sleep in alternating shifts and record data in
community genetic recorders. Golems can collapse, rearrange, or recycle
these building components.
Splicer web halls are filled with operating webs and cocoons full of surgical
supplies such as glues, oils, fuels, solvents and drugs. Spaces between halls
are filled with gardens that grow special plants necessary to maintain the
web building. Animals in the gardens maintain biodiversity and
sustainability. The gardens are also used to test and teach young
Terraformers.
Squawk Setting 72
Trydeen
Trydeen is a planet-sized living organism.
Massive roots extend through layers of
organic matter, non-metallic minerals
and ice all the way into the moon's core.
A dense red and blue layer of poison
clouds cover the entire surface except
for ranges of green mountain peaks that
rise above the noxious fumes. High voltage
electrical pulses within the clouds are always
visible, caused by frequent electrical storms.
Underworld
The dark Underworld beneath the poison
clouds has clusters of massive vines that
extend from beneath the ground into the
poisonous cloud cover a few kilometers above. These vines feed off of the
electricity in the clouds. The vines are several meters thick and are spaced a
few hundred meters apart within a group. The groups are spaced a few
kilometers apart.
The dark underworld is home to numerous nocturnal creatures. This
insulated environment favors creatures with intermediate metabolisms,
mostly cold-blooded reptiles and birds which can warm themselves up and
travel long distances to find food without having to eat frequently.
Overworld
The mountaintops above the poison gas layer are covered in very green,
dense, mossy vegetation at least a meter (3 feet) thick, with roots blending
into the thick topsoil beneath. Grass grows from the top of this organic
mass. Thick forests contain twining vines as thick as trees. Even the water is
green with photosynthetic microorganisms. Outside of the cities, the the
Overworld is full of smaller omnivores which thrive in forests and thick
undergrowth. Civilization and nature have an unusual balance in this hyper-
rich ecosystem.
Squawk Setting 76
The Mutualists
The Mutualists are primarily myrmidon vegetarians who tend to eat a high
calorie diet of legumes, grains, fruits and vegetables. Other intelligent
species sometimes live in Mutualist communities, but they are not always
able to fully participate in the Mutualist culture. Mutualist culture is an
interplanetary culture with colonies on Peleg and Radix.
77 Squawk Role-Playing Game
Nereid
Nereid is a moon of Thalassa with a dark,
liquid water ocean beneath an icy crust.
Nereid is home to a civilization with
advanced biotechnology. Although
focused on water-based technology,
the Nereid civilization also produces
living spacecraft with streamlined
designs inspired by aquatic creatures.
The Nereid Fleet is this world's space navy,
but rarely sighted on their home world.
They have a competitive officer class
who spend most of their lives traveling
though interplanetary space picking
fights with pirates and other enemies.
Below the frozen surface, Nereid has
several spaceports where vehicles can
be repaired and refueled. Security and privacy
concerns prevent visitors from freely exploring the world beyond the
spaceport. Floating cities under the ice are filled with air, and inhabited by
intelligent species with gardens, pets, livestock and golems.
Air-breathing animals are not found outside of the floating cities. In
Nereid's subsurface geothermally heated ocean, most of the animals are
invertebrates, sharks, fish, and a few reptiles that have evolved the ability to
absorb oxygen through their digestive tracts.
Squawk Setting 80
Thalassa
Thalassa is an ice giant largely composed
of a water-ammonia ocean. The outer
layers of the atmosphere support buoyant
habitats created using advanced outer
world technology. Gravity in these
floating cities is significantly greater
than the natural or simulated gravity
of most inhabited worlds.
The PCs have no reason to visit this
inhospitable world.
Niflheim
Niflheim is a smaller ice giant, largely
composed of a water-ammonia ocean,
beyond the orbit of Thalassa. The
atmosphere of Niflheim contains a
few floating cities: bouyant habitats
at an altitude where the gravity and
atmospheric pressure are similar
to other inhabited worlds.
The PCs have no reason to visit this
inhospitable world.
81 Squawk Role-Playing Game
Basic Rules
The Scratch RPS provides simple rules for role-playing games (RPGs.) In
an RPG, each player takes on the role of a character in a story or simulation.
People play RPGs to have fun and socialize, but they can also be a fun way
to practice basic math and problem-solving skills. A Scratch RPS character
looks something like this:
Each character has some abilities, and each of those abilities has a level. If a
character does not have at least one level of an ability, the character does
not have that ability and cannot use that ability.
Action
Some actions, like a character attacking another character, have a chance of
success and a chance of failure. To determine whether the action succeeds,
roll a twenty-sided die. (If you do not have a twenty-sided die, see the
"Twenty-Sided Die Alternatives" section below.) Modifiers, such as ability
levels, are then added to certain types of rolls. If the total is greater than or
equal to the difficulty of the action, then the action succeeds. If the die roll
is 20 before adding an ability level or other modifiers, then the action
automatically succeeds. If the die roll is not 20 and the total is less than the
difficulty, the action fails.
83 Squawk Role-Playing Game
Ability rolls require a character to use specific abilities. If the character does
not have the ability, they cannot succeed at the ability roll. The character's
ability level is added as a modifier to the roll. "Make a command roll
(difficulty 25)" or "beat a command roll of 25" means a player whose
character has at least one level of command ability can roll a twenty-sided
die then add his character's command ability level to the roll. The character
is only successful if the total is equal to or greater than 25, or the player
rolls a 20 before adding his character's command ability. For example,
suppose a character with 3 levels of craftsmanship ability has to make a
craftsmanship roll of 15. He rolls 12, and 12 plus 3 is equal to the difficulty
15, so he is barely successful.
Non-ability rolls are not affected by ability levels. "Make a non-ability roll
(difficulty 11)" or "Make a non-ability roll of 11" means a player whose
character is attempting the action should roll a twenty-sided die. The action
succeeds when the roll 11 or greater and fails when the roll is 10 or less.
Characters have hit points which determine whether they are healthy,
injured or incapacitated. Characters usually start combat with their
maximum hit points. A character's toughness ability level is his maximum
hit points. Tgh/2 is half of a character's toughness, rounded down. A healthy
character has more hit points than his tgh/2. An injured character has at
least one hit point but no more hit points than his tgh/2. Characters can
never have less than zero hit points. A character with zero hit points is
incapacitated and cannot perform actions.
For example, if a character has 7 toughness, his tgh/2 would be 3, so he
would be healthy when his hit points are 4, 5, 6 or 7, injured when his hit
points 1, 2 or 3, and incapacitated when his hit points are 0.
In combat characters take turns performing actions. Some attack actions
cause damage when they are successful. Each point of damage reduces the
target's hit points by 1. The difficulty of attacking a character is the
character's defense, except when the rules specify a different difficulty. A
character's defense is either 10 plus the level of his best defensive ability or
10 plus his tgh/2, whichever is greater.
For example, if a character has a defensive ability with 3 levels, and the
character has 2 tgh/2, then his defense is 13 (10 plus his defensive ability,
which is higher than his tgh/2.) If he is attacked and his attacker's roll plus
applicable ability level is 13 (or more,) then the attack would be successful.
(If the roll was 12 or less, the attack would fail.)
The success of basic attack, delay, throw object and catch is determined by
a non-ability roll. These are all considered attacks, so the difficulty of the
roll is the target's defense.
When a character attacks at close range, such as a basic attack or delay, he
can engage the target. The attacker adds a modifier of 2 to his attack roll, in
addition to any other modifiers that are added to the roll. Regardless of
whether the attack succeeds, the attacker's defense is reduced by two until
his next turn.
85 Squawk Role-Playing Game
Abilities
Characters are often created by distributing ability levels between 1 or more
abilities. No ability can receive more levels than a certain maximum level.
Characters typically have between three and six abilities. All characters
have toughness, most have at least one attack ability, and many have a
defensive ability.
The characters in the combat example which follows the list of abilities
below were created by distributing 10 ability levels with a maximum level
of 4. These are good limits for making characters that are like average
people. Chokestar was created by distributing 2 levels to piloting ability,
2 levels to toughness ability, 3 levels to wrestling ability and 3 levels to
stalking ability, for a total of 10 levels, and no more than 4 levels of any
single ability.
Maximum level limit requires a character to divide his ability levels
between a variety of abilities instead of putting all of his levels into a
single ability. For example, in a game where characters are slightly more
powerful than the average person, they might start with 12 ability points,
and a maximum level limit of 5. Characters in this game would have to
divide their ability points between at least three abilities.
Appropriate abilities, total ability levels and maximum levels for new
characters depend on the setting and type of character being created.
Scratch RPS abilities can be loosely interpreted or adapted to a wide
variety of settings and types of characters. For example, shooting could
be used with guns, bows, other ranged weapons or magic powers. See
http://knol.google.com/k/seth-galbraith/scratch-rps-settings
for more examples.
Appendix A - Scratch Role-Playing System 86
List of Abilities
Toughness is a character's maximum hit points, and represents armor, size
or other damage-resisting traits. Most characters have at least 2 toughness.
Characters who are big, physically fit, armored or highly motivated will
have 3 or more toughness. Some characters might have only 1 toughness
because they are particularly fragile or because they are unmotivated and
give up as soon as they are injured. Characters without toughness may not
perform actions in combat rounds
Shooting is used to perform an extra powerful attack against one character.
If the attack is successful, it causes 2 damage. If the attack is automatically
successful it causes 5 damage. If the attacker is injured, then using shooting
ability causes him to skip his next turn.
Blasting is used to attack multiple opponents simultaneously with one big
attack. Using blasting allows an attacker to attack three separate targets in
one turn, but he cannot attack any single target more than once on that turn.
Each successful attack causes 1 damage. Each automatically successful
attack causes 2 damage instead of 1. If the attacker is injured, using blasting
causes him to skip his next turn.
Knockout is used to perform extremely devastating attacks against a single
character at close range. If the attacker is healthy, a knockout attack causes
5 damage. If the attacker is injured, a knockout attack causes 2 damage. If a
knockout attack is automatically successful it causes 7 damage if the
attacker is healthy or 5 damage if the attacker is injured. Using a knockout
attack causes the attacker to skip his next turn.
Fighting is used to perform quick attacks against one or two enemies. If the
attacker is healthy he can do two attacks on his turn. If the attacker is
injured, then he can only do one attack per turn. Each successful fighting
attack causes 1 damage. If a fighting attack is automatically successful, it
causes 2 damage instead of 1.
Wrestling is used to perform delaying attacks. If a delaying attack is
successful the target does not loose hit points, but instead is forced to skip
his next turn. If the attacker using wrestling ability is healthy, he can do
both a delaying attack and an attack that causes 1 damage on a single turn.
If the attacker using wrestling ability is injured he can only do one delaying
attack or one damaging attack per turn. If the damaging attack is
automatically successful, it causes 2 damage instead of 1. If the delaying
attack is automatically successful it causes 1 damage in addition to delaying
the target.
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Minions can continue fighting even after their leader has escaped or been
incapacitated.
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Combat Example
Breakhelm X-19 (1 piloting, 4 shooting, 4 fighting, 6 toughness, 3 tgh/2, 13
defense) is a notorious mutant-cyborg outlaw, wanted for piracy and
industrial sabotage. He is armed with an advanced targeting system that
gives him deadly accuracy with both his side arm and space ship weaponry,
as well as helps him pilot space craft. Much of his body is cybernetic and
armored, with retractable blades intended for use in industrial emergencies
and self-defense.
Chokestar (2 piloting, 3 wrestling, 3 stalking, 2 toughness, 1 tgh/2, 13
defense) is a bounty hunter, pilot and non-lethal weapons expert. He likes to
take his targets quickly and by surprise, using crafty stealth techniques to
bring in live bounties. He usually wears dark-colored gear that conceals his
identity.
Flipfire (2 shooting, 2 healing, 2 fighting, 2 acrobatics, 2 toughness, 1
tgh/2, 12 defense) is a medic and commando turned mercenary. She has an
acrobatic fighting style that allows her to keep fighting as she leaps back
and forth between fallen comrades as she attempts to revive them. She is
armed with a bayoneted assault rifle and light body armor.
Chokestar and Flipfire have just stormed onto Breakhelm X-19's ship in an
attempt to capture him. Chokestar goes first because he has the highest
stalking ability. Flipfire and Breakhelm X-19 both have no stalking ability,
so a twenty-sided die is rolled for each of these characters to break the tie.
Flipfire goes next and Breakhelm X-19 goes last because her roll is 7, and
his roll is 4. Each character has hit points equal to his or her toughness.
Chokestar can do two attacks with his wrestling ability: a damaging attack
and a delaying attack. For his delaying attack he attacks Breakhelm X-19
with a stun gun. A twenty-sided die roll is added to Chokestar's wrestling
ability, for a total of 12, which is barely not enough to reach Breakhelm X-
19's defense of 13 (10 plus his tgh/2.) Chokestar's damaging attack is a
combo of martial-arts strikes. A die roll is added to his wrestling for a total
of 13, which is barely equal to Breakhelm X-19's defense, so Breakhelm X-
19's hit points are lowered from 6 to 5.
Flipfire takes a shot at Breakhelm X-19 with her rifle. A die is added to her
shooting for a total of 10, which is not high enough to reach Breakhelm X-
19's defense, so her bullets fail to penetrate his armor. (This also causes one
point of damage to Breakhelm X-19's ship according to the Vehicle Rules
below.)
Appendix A - Scratch Role-Playing System 90
Vehicles
Vehicles are similar to characters, but they cannot be healed by healing
ability, and they do not automatically recover hit points between battles.
Vehicles cannot do a basic attack, delay action or throw object, but they can
ram, which causes 5 damage. If the target of the ram attack has at least 10
but no more than 19 toughness, the attacking vehicle takes 1 damage. If the
target has at least 20 toughness, the attacking vehicle takes 2 damage.
Combat involving vehicles takes place on a larger scale. Characters and
vehicles can be separated into different groups that are too far apart for
normal long range attacks like shooting and blasting. Vehicles can easily
move between groups, but characters can only move between groups by
riding vehicles or escaping.
Vehicle Abilities
Toughness reflects a vehicle's size and armor. Tougher vehicles are usually
heavier.
Stalking reflects a vehicle's stealth and observation features, including
camouflage, radar and other sensors.
Swimming allows a vehicle to move on the water.
Sailing allows a vehicle to move on the water without using fuel unless the
difficulty of sailing the route is greater than the vehicle's sailing ability.
Diving allows a vehicle to move underwater.
Quickness allows a vehicle to move on the ground.
Land sailing allows a vehicle to travel some ground routes without using
fuel.
Flying allows a vehicle to move in the air.
Soaring allows a vehicle to travel some air routes without using fuel.
Spaceflight allows a vehicle to move in outer space.
Solar sailing allows a vehicle to travel some space routes without using
fuel.
Appendix A - Scratch Role-Playing System 92
Range determines how much a vehicle can move before exhausting it's fuel.
A vehicle has 1 point of fuel for each level of range ability. Outside of
combat, parties of characters take turns traveling on routes that consume 1
point of fuel. These routes might be roads on a map or spaces on a grid.
Range can be important if the routes lead to places where fuel is scarce.
Vehicles without range cannot travel long distances but can still move like
other vehicles during combat.
Repair allows vehicle to fix itself outside of combat. Vehicles usually have
a chance to repair themselves between battles, typically at the beginning of
each travel turn. A successful repair roll (difficulty 10) increases an injured
vehicle's hit points to half of it's toughness (rounded down) plus 1. A
successful repair roll restores a healthy vehicle to maximum hit points
(toughness.)
Grapple allows a vehicle to do a shoving or boarding attack. Grapple can
only be used to attack vehicles in the same group. A boarding attack allows
any of the characters riding the attacking vehicle to board the target vehicle.
A shoving attack makes a target skip it's next turn. Also, when a vehicle is
shoved, roll a twenty-sided die for each character aboard the vehicle. If the
roll is equal to or greater than the character's defense, the character takes 1
damage. A vehicle that has to skip it's next turn because of being shoved
cannot be boarded. An injured vehicle must skip it's next turn after
grappling.
Guns allows a vehicle to attack one vehicle or character in the same group,
causing 5 damage if it is successful. An injured vehicle must skip it's next
turn after using guns.
Missiles allows a vehicle to attack one vehicle in the same group or another
group, causing 5 damage if it is successful. An injured vehicle must skip it's
next turn after using missiles.
Bombs allows a vehicle to attack all of the vehicles in any group, causing 5
damage to each vehicle successfully attacked. A healthy vehicle must skip
it's next turn after using bombs. An injured vehicle cannot use bombs.
Countermeasures allows a vehicle to attack all of the enemy vehicles in
the same group, forcing each enemy successfully attacked to skip a turn. An
injured vehicle must skip it's next turn after using countermeasures.
Autopilot allows a vehicle to maneuver without a pilot.
Targeting allows a vehicle to aim and fire it's weapons without a gunner.
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Vehicle Crews
Characters with craftsmanship ability can attempt to repair one vehicle at
the beginning of each travel turn (difficulty 10.) Successfully repairing an
incapacitated vehicle restores it to 1 hit point. Successfully repairing an
injured vehicle restores it's hit points to half of the vehicle's toughness
(rounded down) plus 1, making that vehicle healthy. Successfully repairing
a healthy vehicle restores it to maximum hit points.
Every vehicle needs either targeting ability or a gunner in order to use guns,
missiles, bombs or countermeasures. A gunner is a character with shooting
or blasting ability. The best of these two abilities is added to the vehicle's
guns, missiles, bombs and countermeasures ability levels. When a vehicle
uses it's guns, missiles, bombs or countermeasures the gunner must skip his
next turn. Other attacks and actions that force the gunner to skip his next
turn also prevent the gunner from operating the vehicle's weapons on the
vehicle's next turn.
Every vehicle needs either a pilot or autopilot ability in order to move,
grapple or do a ram attack. Driving ability allows a character to pilot a
ground vehicle. Navigation ability allows a character to pilot a water
vehicle. Piloting ability allows a character to pilot an air or space vehicle.
The pilot's ability level is added to the vehicle's grapple ability, the vehicle's
stalking ability and the vehicle's movement ability. A pilot with shooting or
blasting ability can also be a gunner.
A vehicle's defense is either 10 plus the movement ability it is currently
using or 10 plus the best ability level from the following list: stalking,
autopilot, targeting and countermeasures. When a vehicle moves, evades or
does a close range attack (grapple or ram attack) the pilot of the vehicle
must skip his next turn. Other attacks and actions that force the pilot to skip
his next turn also prevent the pilot from operating the vehicle on the
vehicle's next turn. (Tgh/2 is not used for vehicle defense.)
Appendix A - Scratch Role-Playing System 94
Vehicle Combat
Characters and vehicles can be detected or undetected. At the beginning of a
battle, all of the vehicles and characters are undetected. The vehicles are
organized into groups: one for each team.
At the beginning of a vehicle's turn, roll a die for each undetected enemy
vehicle and undetected enemy character who is not in a vehicle. Add the
vehicle's stalking ability to its roll. If the total is equal to or greater than 10
plus the enemy's stalking ability the enemy character or vehicle is detected.
Detecting a vehicle reveals its approximate shape, size and location.
Now the vehicle can stay in it's current group, move to another group which
has at least one ally or detected enemy, or move out into a new group by
itself. When a vehicle moves to another group, it detects all enemy vehicles
in that group and it is detected if there are any enemies in that group. After
moving or staying in the current group, the vehicle can attack or catch a
detected enemy, evade or escape.
A detected character or vehicle that successfully escapes during vehicle
combat does not leave the battle. Instead it moves to a different group. A
character or vehicle that evades in a group that does not contain any enemy
vehicles becomes undetected. An undetected character or vehicle that
successfully escapes can leave the battle or move to a different group.
Characters can ride inside or outside vehicles. Characters cannot attack a
vehicle with close range attacks like a basic attack, fighting, or knockout
unless they are riding inside or outside of that vehicle. Wrestling and the
delay action do not affect vehicles. Vehicles and characters outside of
vehicles cannot directly attack characters riding inside vehicles. Characters
cannot escape while they are riding inside or outside a vehicle.
Using firearms and explosives aboard a vehicle is dangerous. When a
shooting attack misses aboard a vehicle, the vehicle takes 1 damage. A
blasting attack aboard a vehicle causes 1 damage for each character targeted
by the attack. A blasting attack aboard a vehicle that specifically targets the
vehicle instead of characters causes 5 damage.
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Since the Sadisto has more stalking ability than the Final Horizon, the
Sadisto goes first. The Sadisto must detect the Final Horizon before it can
attack or move to the Final Horizon's group. This requires a stalking roll
equal to or greater than 10, because the Final Horizon has no stalking
ability. A twenty-sided die roll plus the Sadisto's stalking ability comes to a
total of 15, high enough to detect the Final Horizon. Instead of closing with
the Final Horizon, Chokestar and Flipfire unleash a volley of torpedoes
using the Sadisto's missiles ability. A die roll plus the Sadisto's missiles
ability totals 12, high enough to get reach the Final Horizon's defense
(which is 12, the Final Horizon's spaceflight ability plus 10.) This
successful attack lowers the Final Horizon's hit points to 25.
On the Final Horizon's turn Breakhelm X-19 can try to detect the Sadisto
without stalking ability. A plain die roll without adding an ability level must
be greater than 13 (the Sadisto's stalking ability plus 10.) The roll is 9,
which is not high enough. The Final Horizon tries to escape by evading.
This adds the Final Horizon's spaceflight ability to its defense until the next
round. The Final Horizon's total defense is now 14. Its defense is normally
12 (10 plus spaceflight ability) but we add spaceflight again when the Final
Horizon is evading.
On the Sadisto's turn it moves to the Final Horizon's group, opening fire
with gatling guns. A die roll added to to the Sadisto's guns ability comes to
16, lowering the Final Horizon's hit points to 20. The successful attack
keeps the Final Horizon from escaping on it's next turn.
The Final Horizon automatically detects the Sadisto because they are now
in the same group. The Final Horizon blasts away with its lasers. A die roll
plus the Sadisto's guns comes to 19, high enough to reach and surpass the
Sadisto's 15 defense, reducing the Sadisto's hit points to 12.
The Sadisto fires its grappling hook in an attempt to board the Final
Horizon. The Sadisto adds a die roll to its grapple ability for a total of 9,
which is less than the Final Horizon's defense, so the Sadisto fails this
boarding attempt.
The Final Horizon attempts to continue pounding the Sadisto with laser fire.
A die roll plus the Final Horizon's guns ability totals 14, barely failing to
reach the Sadisto's defense of 15.
The Sadisto makes another pass with its grappling hook, again attempting to
board the Final Horizon. A die roll plus the Sadisto's grappling comes to 14,
so the Sadisto's crew storms onto the Final Horizon attempting to capture its
pilot. The battle continues as described in the Combat Example in the Basic
Rules section above.
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Grid
Use the Grid variation of the Scratch RPS if you are using miniatures or
tokens to represent characters on a hex map or square grid like a dungeon
map or chessboard. This variation is not designed for combat between
vehicles.
Movement
Spaces usually represent an area about 2 meters wide. On the ground, a
character can move 4 spaces plus 1 space for every 2 levels of quickness
ability. On the ground or over rough terrain (which includes climbing,
jumping, swinging, and tightrope walking,) a character can move 2 spaces
plus 1 space for every 2 levels of acrobatics ability. A swimming character
can move 2 spaces plus 1 space for every 2 levels of swimming ability. A
flying character can move 4 spaces plus 1 space for every 2 levels of flying
ability.
Each character can move on his turn if he is not incapacitated or delayed
(forced to skip his turn.) The character can move before or after performing
an action, but only once. He can move into any of the spaces around his
current space if that space is not blocked by a wall, obstacle or enemy. A
character can move through spaces occupied by allies if he does not stop on
that space. When a character moves into a space next to an enemy, the
character cannot do any more moving during that turn.
Actions
To use healing ability, a character must be in a space next to the character
he is healing or reviving.
Close range attacks (basic attack, delay, fighting, wrestling or knockout)
can hit a target in any of the spaces next to the attacker's space. A successful
wrestling or delaying attack allows the attacker to swap places with the
enemy or move the enemy 1 space in any direction that is not blocked by a
character, wall or other obstacle.
Appendix A - Scratch Role-Playing System 98
Long range attacks (throw object, shooting or blasting) can hit targets
further away as long as the line-of-sight between the attacker and target is
not blocked by walls, obstacles or enemies. A character can shoot through
spaces occupied by his allies without hitting them. Blasting targets an
occupied or empty space, attacking every character (including allies) within
one space of that target (a maximum of 9 characters on a square grid or 7
characters on a hex grid.)
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Interrupting Attacks
Attempting to move out of a space next to an enemy exposes the moving
character to interrupting attacks unless the moving character will only move
1 space on this turn. Also, attempting a long range attack from a space next
to an enemy exposes the attacking character to interrupting attacks unless
the target of the long range attack is in a space next to the character
attempting the long range attack.
Interrupting attacks do not damage or delay their target. They prevent the
target from completing the movement or action which exposed him to
interrupting attacks, and they end the target’s turn.
A character who is not delayed or injured may do an immediate, close range
interrupting attack against a character who exposes himself to interrupting
attacks. You can add the interrupting character’s fighting, wrestling, or
knockout ability to the success of this attack. A character may only attempt
one interrupting attack during each turn of each target who exposes himself
to interrupting attacks, even if a target exposes himself to interrupting
attacks several times on the same turn.
Escaping
To escape, a character must move into a special exit space or off the edge of
the map. Characters trying to escape should start their turn with an evade
action before moving, instead of moving first and then evading. This way
they receive the extra movement ability level bonus to defense from
evading. This extra defense can help the escaping character avoid
interrupting attacks that could end their turn before they finish moving or
evade.
Appendix A - Scratch Role-Playing System 100
Six-Sided Dice
Roll a six-sided die once to choose the row and once more to choose the
column. If your first roll is 2 and your second roll is 6, then you would use
the number in the second row and third column, which is 13.
1 2 3 4 5 6
1 1 2 3 9 5 11
2 2 4 6 8 10 13
3 3 6 7 12 15 18
4 9 8 12 14 20 16
5 5 10 15 20 17 19
6 11 13 18 16 19 1
If you have two six-sided dice, you can roll both of them at the same time,
using either die for the row and the other die for the column. The order does
not matter. For example, if you roll a 3 and a 5, the number in the third row
and fifth column is 15, and so is the number in the fifth row and third
column.
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Cards
Assemble a special deck of 40 cards with four suits such as hearts,
diamonds, spades and clubs or red, yellow, green and blue. The deck should
contain one card of each numbered rank: 1 (ace), 2, 3, 4, 5, 6, 7, 8, 9 and 10
(or 0 which counts as 10.) You can make this special deck from a standard
deck of playing cards by removing the face cards and other special cards.
At the beginning of the game, shuffle the deck and place it face-down on
the table. This is the stock. Whenever someone needs to roll a twenty-sided
die, draw a card from the stock. If the suit of the card is spades, clubs, green
or blue, the value of the card is your fake die roll. If the suit is diamonds,
hearts, red or yellow, your fake die roll is 10 plus the value of the card.
Place the card face up in the discard pile.
You must recombine and shuffle the deck, placing it face-down as the new
stock, whenever the discard pile is as big as the stock or contains a card that
counts as a fake die roll of 20, such as a 10 of diamonds or a yellow 0.
Appendix B - Campaign: Eye for an Eye 102
Encounters
The game begins with the first encounter (described below.) After each
encounter, the PCs can acquire training and rewards, recover and prepare
for the next encounter, make plans and travel. Then they have another
encounter.
Each encounter is either successful or unsuccessful (failed.) When an
encounter does not specify other conditions for success and failure, use the
Predator Satiation rules or Wanted Alive rules below, depending on whether
the encounter involves intelligent or animal-like enemies.
Predator Satiation
Dinosaurs and other animal-like enemies will not pursue fleeing characters
if at least one member of the party is incapacitated. If the party members try
to flee, they cannot be wiped out by wild animals in a single encounter, but
an individual party member can be devoured by hungry predators, trampled
in a stampede or gored to death by an angry or frightened animal. If one of
these enemies has an attack that allows it to hit more than one enemy, the
enemy will not split the attack between two or more PCs to finish them all
off.
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Wanted Alive
At the beginning of the game, the party has escaped from pirates, who have
offered a reward for anyone who can capture and return the party to the
pirates. Intelligent enemies will try to capture the party members and turn
them over to bounty hunters who will take the party back to the pirates.
If combat ends with all of the enemies incapacitated or escaped, the
encounter is successful. If combat ends with all of the party members
incapacitated or escaped, the encounter is unsuccessful. If at least one PC
escapes from a wanted alive encounter, then any PCs and other party
members which were left behind incapacitated are lost. The party never
finds out whether these lost characters were returned to the pirates or met a
more horrible fate.
If every PC is incapacitated at the end of a Wanted Alive encounter, the
incapacitated members of the party are captured and imprisoned at the
pirate base in L4 orbit. Any minions and other party members who escaped
are permanently lost. The imprisoned party manages to escape again,
beginning in L4 orbit with no spacecraft except for a mobile space habitat
spacecraft and a treasure horde just like the one they had at the start of the
campaign. (See The Party Escapes in the Plot Overview chapter.)
If a character has more than one piece of equipment which improves the
same ability, he can only use one of the bonuses. For example if a character
has 3 fighting ability, a mace with a 1 level fighting ability bonus, and a
sword with a 2 level fighting ability bonus, he only uses the higher bonus,
for a total of 5 fighting ability.
Occasionally encounters will provide a new
character who joins the party. The total number
of PCs and followers cannot be more than 6.
If there are 2 players, the party will always
have 2 PCs and no more than 4 followers.
If there are 3 players, the party will always
have 3 PCs and no more than 3 followers.
If there are 4 players, the party will always
have 4 PCs and no more than 2 followers.
A specific player should be assigned to
control each follower. Followers do not
gain ability levels while they travel with the party.
Plot Overview
The Monopolis Trading Company has made enemies by exploiting other
worlds, but the company does not yet understand the scope of the threat
they have created for themselves. Captain Gabriel is a freighter pilot from a
small world which has been ravished by Monopolis agents. Gabriel returned
from a long trek to find that his family and friends had been killed by the
effects of Monopolis exploitation on his home world.
The adventure described in this book ends with "Final Battle" with Captain
Gabriel at L5. The GM can keep the game going longer as long as the PCs
still have objectives they are trying to achieve.
If the PCs defeat Captain Gabriel before the final battle and turn him into
the authorities, Gabriel will escape and rebuild his ship and crew. Gabriel's
sympathizers among the critics of Monopolis and within the Golem Union
movement allow him to recover from such defeats quickly. He has also
defeated many pirates and can coerce them with intimidation to get needed
supplies, parts and information.
Before the Final Battle, if the PCs try to kill Gabriel or keep him prisoner
instead of turning him into the authorities, they discover by listening in on
radio transmissions that they have only killed or captured an imitator of
Gabriel, and that the real Gabriel is still on the loose causing and planning
havoc.
First Encounter
While avoiding the pirates in L4, the party refuels from an armored
freighter from the lower worlds piloted by a stygian called Captain Gabriel.
Over dinner, Gabriel asks them about their opinion of Monopolis's influence
on other worlds. Gabriel will strongly urge them to visit his home world in
L4, Asteroid CMX-5, insisting that there is priceless information for the
party to discover there.
Appendix B - Campaign: Eye for an Eye 108
If any of the characters are caught snooping (fail the stalking roll) Captain
Gabriel and his crew will attack them. Regardless of who wins, the golem
crew will prevent Gabriel from being killed or captured and force the party
to leave the Nemesis. If Gabriel wins, the encounter is not successful (so the
PCs do not gain levels before their next encounter) but the captain allows
the party to go free
Any outcome except for being forced to leave after getting caught snooping
and being defeated by Captain Gabriel and his crew is a successful outcome
to this encounter.
Journey Onward
Regardless of whether the party is caught snooping or parts ways on good
terms with captain Gabriel, he will remind them to visit his homeworld in
L4, Asteroid CMX-5. The party can stay in L4 searching for Asteroid
CMX-5 (this will move the plot along more quickly) but they might also
choose to search for something else in L4, or travel to several different
places with their limited fuel supply (1 range):
• up to the golem occupied world of Edegene.
• up and right to splash down on the water world Peleg
• right to the spaceports on the desert world of Mirage.
• down to the many beanstalk spaceports of Yggdrasil.
If the party decides to go to Peleg, inform the players that this moon has no
proper spaceport. They will have to ditch their current spacecraft on the
surface and search the islands and seas of Peleg for some other means to
leave the world. Give the players a chance to change their mind before
heading to Peleg.
Appendix B - Campaign: Eye for an Eye 110
Golem Strike
Tell the players that the golems of Port Centrifica, beginning to view
themselves as an oppressed minority, have formed a labor union and
organized a general strike in opposition to dangerous work conditions and
golem bloodsports.
The party has the opportunity to help
the golems by defeating a titan sheriff
(4 stalking, 6 wrestling, 4 command,
6 toughness, 3 tgh/2, 14 defense) who is
holding back a golem protest in the streets
of Port Centrifica. The sheriff is
accompanied by two deputies (2 toughness,
1 tgh/2, 11 defense), cloned skand soldiers
armed with non-lethal glue-cannons,
pepper-bombs and body armor.
If the party stays out of the conflict they can leave Port Centrifica
uneventfully and have the same opportunity next time this encounter
comes up. Staying out of the conflict counts as a successful outcome
for this encounter. The encounter fails only if the PCs choose to fight
the sheriff and do not win.
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Attacked by Pirates
The party is ambushed in space by a pair of
Pirate Stealth Fighters (1 range, 3 flying,
4 spaceflight, 10 stalking, 4 guns, 2 targeting,
10 toughness, 5 tgh/2, 20 defense.) Each fighter is
crewed by a phage Pirate Captain (2 piloting, 2 shooting,
3 stalking, 2 flying, 6 command, 2 toughness, 1 tgh/2,
13 defense) and three phage thugs (1 flying, 1 toughness, 0 tgh/2,
1 defense.) To avoid damaging the spacecraft, the pirates are armed
with garrotes, daggers and boot knives.
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Distress Signal
The party picks up a distress signal from an armored freighter under attack
by two Pirate Heavy Bombers (1 range, 3 spaceflight, 9 guns, 7 missiles,
1 targeting, 20 toughness, 10 tgh/2, 13 defense.) Each bomber is crewed
by a gaffling Pirate Captain (2 piloting, 3 fighting, 2 shooting, 2 stalking,
6 command, 2 toughness, 1 tgh/2, 12 defense) and two gaffling thugs
(1 fighting, 2 toughness, 1 tgh/2, 11 defense.)
If the party does not respond to the distress signal, the pirates will take the
armored freighter, but they will not bother the party. Although this is
unfortunate for the crew of the freighter, it counts as a successful outcome
for the party.
If the party successfully captures the enemy ship, they find a cable claw.
This mechanical claw is connected to a motorized winch by a strong cable.
The cable claw can be used as a climbing tool and a personal weapon. Any
PC who uses this item can increase his wrestling and acrobatics ability by 1
level while he is using it or it can be installed on a spacecraft to increase the
spacecraft's grappling ability by 2 levels.
Appendix B - Campaign: Eye for an Eye 114
Comet Colony
If the PC's have already had this encounter,
do the "Stalked by Pirates" encounter instead.
The party receives a distress signal from
Admiral Drowler of the Solar Guard.
His ships are trying to rescue scientists
who built a habitat on a comet which has
begun erupting dangerously as it heats up
approaching Abaddon.
If the PC's decide to help they can make one
attempt to rescue the scientists with one of
their vehicles. The vehicle must endure two
combat turns: one turn approaching the
comet, and another flying away with the
rescued scientists.
Appendix B - Campaign: Eye for an Eye 116
Roll a d20 each turn to see what type of debris the rescuing vehicle must
avoid:
Stalked by Pirates
The party is stalked by a Shangdan
Gyrofortress (1 range, 3 spaceflight, 3 guns,
3 missiles, 15 toughness, 7 tgh/2, 13 defense)
crewed by a skand Imperial Privateer
(2 piloting, 2 shooting, 2 stalking,
8 command, 2 acrobatics, 2 toughness,
1 tgh/2, 12 defense) and four Shangdan
soldiers (1 toughness, 1 fighting) armed
with Shangdanese martial arts weapons.
If the party manages to board the gyrofortress
and defeat its crew, they find a high quality rifle-lance. This Shangdanese
weapon combines a blade with a gyrojet firearm. It fires small
gyroscopically stabilized rockets. One character can increase his shooting
ability by 2 and fighting ability by 1 while he is using this weapon.
117 Squawk Role-Playing Game
Pirate Ambush
The PCs are ambushed by a pair of Pirate
Stealth Fighters (1 range, 3 flying, 4 spaceflight,
10 stalking, 5 guns, 2 targeting, 10 toughness,
5 tgh/2, 14 defense) each crewed by a gygean
Pirate Captain (2 piloting, 3 shooting, 4 stalking,
3 command, 3 toughness, 1 tgh/2, 14 defense) and
his gygean Pirate Copilot (1 fighting, 2 toughness,
1 tgh/2, 11 defense.)
Special Delivery
The PCs find an orbital base that needs supplies carried to another orbital
base. Roll a d20 to determine the destination. If the roll is at least 11, then
the destination is Edegene. If the roll is less than 11 and the party is
currently at Yggdrassil, then the destination is Mirage. If the roll is less than
11 and the party is currently at Mirage, then the destination is Yggdrassil.
If the PCs agree to the mission, the encounter is successful and the party
moves (with all of their spacecraft) to the destination immediately without
having any encounters in the orbits they pass through on their way to the
destination. If the PCs do not agree to the mission, the encounter is
unsuccessful.
Appendix B - Campaign: Eye for an Eye 118
Yggdrasil Encounters
Solar-powered vegetable bioships called Treecraft are grown using the
advanced technology of Yggdrassil's beanstalk spaceports. The party won't
get anything but refueling and repairs hanging around at the spaceports, but
they can ride down to the planet and explore Yggdrassil's planetwide forest.
Visitors who descend to the surface risk becoming infected by the local
algae and wandering off into wild parts of the forest.
While the party is at Yggdrassil, they can choose to stay in orbit and have
one of the encounters in the Middle Worlds Orbit Encounters chapter, or
descend to the surface of Yggdrassil and have one of the encounters in this
chapter.
In the Yggdrassil forest characters can try to escape or capture fleeing
opponents using quickness, acrobatics or flying ability. When PCs gain a
level after an Yggdrassil encounter, they cannot increase any ability to
greater than level 6. The party can search Yggdrassil for a new spacecraft
(Mission to Trydeen encounter.) Roll a d20 to determine what the PCs find
while exploring Yggdrassil:
Mangrove Lurker
While exploring a coastal mangrove an algae-
covered rock proves to be more treacherous than
expected. In fact it is an 800 kg (1800 lb,) 5 meter
(17 foot) long crocodile (5 wrestling, 3 knockout,
2 swimming, 9 toughness, 4 tgh/2, 14 defense).
The crocodile attacks the party, but it will flee
if injured.
119 Squawk Role-Playing Game
Sleeping Giant
The PCs stop to rest, leaning up against what looks like a tree. It is not.
They have roused a grumpy Brachiosaurus (5 knockout, 1 fighting,
16 toughness, 8 tgh/2, 18 defense). Vines and lichen covering the huge
animal makes it difficult to spot at any distance. Alarmed at the party's
presence, the gigantic creature tries to trample the party.
The 35 ton, 25 meter (83 foot) long sauropod dinosaur has a giraffe-like
build: high shoulders and an extremely long neck. Sauropods are long-
necked dinosaurs that walk about on four pillar-like legs, relying on size
rather than speed for defense. Although it seems front-heavy, a fighting
Brachiosaurus can rear up and strike with the single thumb claw on each
of its front legs.
Appendix B - Campaign: Eye for an Eye 120
While traveling in the forest, the party is woken in the night by something
rummaging through the party's supplies. It is a Desmatosuchus (4 fighting,
12 toughness, 6 tgh/2, 16 defense) - a 5 meter (17 foot) long aetosaur with
huge shoulder spikes. Aetosaurs are armored herbivorous
archosaurs that look a bit like crocodiles with more erect
limbs and upturned pig-like snouts for rooting. The
Desmatosuchus will try to flee when it is injured.
Mud Monster
The party stumbles onto a 5 meter (17 foot) long
Koolasuchus (3 wrestling, 2 fighting, 3 stalking,
2 swimming, 5 toughness, 2 tgh/2, 13 defense) buried
in the mud. Koolasuchus is a carnivorous amphibian
resembling a giant salamander with lots of sharp
teeth. The angry amphibian will fight to the death.
The PCs can use swimming, flying or acrobatics
ability to escape in this marshy terrain.
Giant Lizards
The party is attacked by a large 2.5 meter (8 foot)
long, 70 kg monitor lizard (2 fighting, 1 stalking,
2 toughness, 1 tgh/2, 11 defense) similar to the Ora
or Komodo Dragon. One turn after the attack begins
a couple of the lizard's nearby siblings notice the
fighting and come to get a piece of the action
for themselves. Each lizard will try to escape
if it is injured.
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Armored Dragon
While wading through thick underbrush, the party is attacked by a hungry
Postosuchus (4 fighting, 12 toughness, 6 tgh/2, 16 defense) - a 6 meter
(20 foot) long, 900 kg (2000 lb) quadrupedal carnivorous archosaur.
Postosuchus resembles a crocodile with longer, more erect legs, a deeper
body and a deep head that resembles the big carnivorous dinosaurs like
Allosaurus and Tyrannosaurus. The predator will try to flee if it is injured.
Mossback
In the middle of a long hike through the forest, the party stops to rest and
eat. The meal is rudely interrupted by a shaggy green Stegosaurus infected
by some kind of symbiotic moss. The animal is enraged and will fight to the
death trying to trample the party and impale them with its tail spikes.
Stegosaurus (5 knockout, 4 fighting, 10 toughness, 5 tgh/2, 15 defense) is a
4 ton, 8.5 meter (28 foot) long dinosaur protected by light armor on its neck,
two staggered rows of broad vertical plates attached to its spine and four
long spikes at the end of its tail.
Tangle Vine
A large snake drops from overhanging branches onto the unsuspecting
travelers. The snake is a python (3 wrestling, 2 toughness, 1 tgh/2,
11 defense) - a very large snake which can grow up to 9 meters (30 feet)
long and kills by squeezing its prey.
Appendix B - Campaign: Eye for an Eye 122
Burning Tendril
The party stumbles across pit of 3 venomous
snakes (2 knockout, 2 stalking, 1 toughness,
0 tgh/2, 12 defense) which disable their prey
with toxic bites. The snake's venomous fangs
can also be used in defense when the
snake is surprised or cornered.
Mission to Trydeen
The PC's discover a Treecraft farm
operated by the Symbiotic Order.
Some of the monks need to return to
Trydeen, but the farm does not have
any pilots to spare.
If the PC's fly the monks back to
Trydeen, this encounter is successful
and they can keep the Treecraft
(2 range, 2 spaceflight, 1 grapple,
1 missiles, 1 repair, 20 toughness,
10 tgh/2, 11 defense) used to
transport the monks.
While the party is transporting the monks, they should first head toward L4
or L5, then Edegene and Trydeen. They may not travel to the Lower
Worlds, Mirage, Peleg or Nereid. The monks do not participate in combat
or encounters with the party. As soon as the party reaches Trydeen, the
monks leave and the Treecraft is refueled so that the party can leave
Trydeen with the spacecraft after any Trydeen encounter until they leave
Trydeen.
If the PCs decide not to help the monks, this encounter is unsuccessful.
123 Squawk Role-Playing Game
L4 Encounters
Visitors to L4 can stay at any of several major spaceports to trade, repair
and refuel before leaving for other parts of the abaddon system or exploring
the L4 region itself. L4 spaceports are typically shaped like big wheels with
clear windows that allow light for the gardens that collect energy and
recycle air, water and solid waste.
In the artificial worlds of L4, characters can try to escape or capture fleeing
opponents using acrobatics or quickness ability. When PCs gain a level
after an L4 encounter, they cannot increase any ability to greater than level
6. The party can search L4 for Asteroid CMX-5 (Captain Gabriel's world.)
Roll a d20 to determine what the PCs find while exploring L4:
World of Ruins
The PCs encounter a hollow asteroid world where they can refuel at several
exterior docking stations. Many other spacecraft are docked here from L4,
L5 and the moons of Midgard. The interior has only marginal vegetation
and wildlife. The Symbiotic Order, Tomb Keepers and Clockmakers each
have separate archaeological expeditions exploring this world.
As the PCs talk to the scientists in the ruins, they learn that this might be the
oldest known hollow asteroid world, and each expedition is trying to figure
out who or what created it. Three gremian Clockmakers from Monopolis
(1 shooting, 2 quickness, 2 toughness, 1 tgh/2, 12 defense), armed with air
rifles, decide that the PCs "know too much," and insist that the party
abandon their other adventures to remain with the expedition permanently.
The PCs must fight these gremians in order to escape.
Appendix B - Campaign: Eye for an Eye 124
Treat this exactly like a Wanted Alive encounter, except that if the party is
captured (all of the PCs are incapacitated at the end of combat) they are not
turned over to bounty hunters. Instead the party is kept as prisoners by the
Clockmakers, and they manage to escape with the same kind of vehicle and
loot that they would have if they escaped from the pirates again.
ERA-1
If the party has already completed this encounter, they have the Swarm
Attack encounter instead.
ERA-1 is a massive, rotating sphere. Closer inspection reveals docking
mechanisms that the PCs can operate themselves. An airlock leads to a
musty storage room where a hatch provides access to the inner surface of
the sphere, covered in farms and woodlands.
If the party tries to explore further, they will be attacked by a gang of 6
young male dromes armed with makeshift weapons (1 toughness, 0 tgh/2,
10 defense). Regardless of who wins the battle, the party will learn that the
gang was preparing to raid a nearby village. Instead of continuing their raid,
the gang takes the party to their village.
The dromes living inside ERA-1 shun technology and occasionally fight
amongst themselves but they treat the PCs with hospitality. Soon after the
PCs arrive the village begins to succumb to a plague. If the party stays to
help the village, each character will gain one level of healing ability. This
encounter is successful if the party stays to help the village. If the party does
not stay to help the village, visiting ERA-1 proves to be a waste of time and
the encounter is unsuccessful.
While the PCs are trying to help the villagers, some young dromes from the
village will try to steal their spacecraft to flee the plague afflicting their
home world. Roll a d20 for each PC and add their stalking ability to the
result. If the total roll for at least one of the PCs is equal to or greater than
15, they catch the would-be thieves before they escape.
If the party does not stop the thieves, they will lose one of their spacecraft.
Roll a die for each spacecraft, adding the spacecraft's toughness to the roll.
The spacecraft with the lowest total is stolen. (Break a tie by rolling again
without adding toughness.) If they have no spacecraft to leave ERA-1 the
party can use some old communication equipment to call for a rescue
mission. The rescuers will take them to a proper spaceport where they
manage to acquire a Mobile Space Habitat (1 range, 1 spaceflight,
10 toughness, 5 tgh/2, 11 defense).
125 Squawk Role-Playing Game
Swarm Attack
"The Swarm" is a scouting party of Overlords which managed to escape the
Terraformer blockade on Edegene. They have Spore ships heavily modified
with aggressive Overlord Technology. The Swarm is hungry and in search
of easy prey in L4.
The party barely escapes a massive swarm attack,
but they are pursued by an individual
Swarmling (4 spaceflight, 9 grappling,
4 stalking, 3 repair, 6 missiles, 3 autopilot,
3 targeting, 20 toughness, 10 tgh/2,
14 defense.) This bioship has no pilot and
cannot be boarded because it is filled with
organs and thinks for itself. It has rapid fire
biocannon turrets on key locations of its
exterior.
If the Swarmling is successfully attacked,
it will attempt to board the PC's ship using two
Ravishers (4 stalking, 4 knockout, 1 swimming,
3 toughness, 1 tgh/2, 14 defense.) These are
Spore Defenders mutated into Overlord golems.
Each Ravisher has numerous sharp pointed
legs, stingers, tentacles, and an armored
exoskeleton.
Characters will become ghouls if they are
incapacitated by a Ravisher. Characters
transformed into ghouls gain a bonus level of
fighting or knockout ability. These ghouls
remain members of the party, but they are
insatiably hungry. Only bug sauce can control the hunger. If the party does
not have bug sauce, ghoul characters begin each encounter injured (with hit
points equal to their tgh/2.) If the party searches for a cure, rumors will
suggest that bug sauce can be found on Peleg and Edegene.
Treat this as a Predator Satiation encounter. If the Ravishers have
incapacitated one or more of the party members, the rest of the party can
abandon the incapacitated party member(s) by escaping to another part of
their spacecraft. The Ravishers will drag the incapacitated party member(s)
to the Swarmling and remain there while the party flies away.
Appendix B - Campaign: Eye for an Eye 126
Suburbia
The party discovers a spinning cylindrical world. To resupply and refuel,
the party must explore the interior. As they collect fuel and supplies, the
party finds that it was once a suburban environment, but the intelligent
species that once lived here are nowhere to be found, and the whole place is
now overrun by vegetation and wild beasts.
As the party explores further, they find an auto-grapple. This hi-tech
grappling hook is attached to an automated cable-reel apparatus. They can
use the auto-grapple as a climbing tool and as a personal weapon. One
character can increase his wrestling and acrobatics ability by 1 level while
he wields the auto-grapple or it can be installed on a spacecraft to increase
the spacecraft's grappling ability by 2 levels.
As they emerge from the warehouse
where they found the auto-grapple,
the party discovers that they have
attracted the attention of a hungry
Tyrannosaurus (8 knockout,
2 quickness, 10 toughness, 5 tgh/2,
5 defense.) This powerfully-built
6 ton, 12 meter (40 foot) long
predatory theropod dinosaur has
surprisingly small arms. It is also
ironically a close relative of the
small feathered dinosaurs.
The PCs do not find anything else of value while exploring this world.
127 Squawk Role-Playing Game
Wheel of Fortune
The PCs find a wheel-shaped world covered with docked Pirate Stealth
Fighters. This habitat is not the pirate base the party escaped from. If the
party tries to dock with the station, they will discover that docking is quite
easy. If the party leaves without docking, that counts as successful
completion of the encounter.
After boarding the party is ambushed on their
own ship while still docked, by two stygian
Pirate Captains (2 piloting, 4 command,
2 shooting, 2 stalking, 2 swimming,
2 toughness, 1 tgh/2, 12 defense) and eight
stygian Pirate Minions (1 toughness, 0 tgh/2,
11 defense.) If they defeat these pirates, the
PCs acquire ESD mines (which add 1 level of
bombs ability to one of the party's ships.) They
can also steal a Stealth Fighter (1 range,
1 flying, 2 spaceflight, 8 stalking, 2 guns,
2 targeting, 10 toughness, 5 tgh/2, 18 defense)
if the PCs have a pilot to spare.
Appendix B - Campaign: Eye for an Eye 128
Asteroid CMX-5
The PCs find the homeworld of the Captain Gabriel, Asteroid CMX-5. It is
a hollowed-out spinning asteroid which once contained green wetlands and
quaint towns. It is now a muddy wasteland stubbled with dead trees and
overgrown with fungus. Abandoned factories with the architectural style of
Monopolis tower above clouds of noxious fumes.
If the PCs explore this area, they find signs of intense struggle between the
original inhabitants and the Ballistic Cavalry - the Monopolis Trading
Company's elite interplanetary paramilitaries. The Ballistic Cavalry is
composed mostly of Myrmidon units who have been trained for combat
from childhood and systematically exposed to pathogens and allergens from
other worlds to build immunity.
As the party studies the battlefield, each character with craftsmanship
ability can peice together a suit of lamellar armor. This type of armor is
made from small overlapping plates of metal stitched together. Roll a d20
and add the craftsmanship ability of the character assembling the armor. If
the result is 14 or less, this armor adds 1 level of toughness to the character
wearing it. If the result is 15 or more, this armor adds 2 levels of toughness
to the character wearing it. Once assembled, each suit will fit one member
of the party and can be adjusted to fit any other character of the same
species.
The PCs find no animals living on this
world except for a few scavengers. In fact
the party is the biggest meal to come along
in a very long time, so the scavengers are not
going to let them go without a fight. While
hurrying through a swamp, the PCs are
attacked by three Oviraptors (3 quickness,
1 fighting, 2 toughness, 1 tgh/2, 13 defense).
These are 2 meter (7 foot) long, 30 kg (66 lb)
feathered dinosaurs with short faces, parrot-like
beaks, long arms and short tails.
Before the party leaves Captain Gabriel's world, they are approached by a
frantic Solar Guard intelligence agent. He claims he heard a rumor that the
PCs had encountered Captain Gabriel, warns that Gabriel is a serious
menace, and begs them to report their encounter to Solar Guard
Headquarters in the Lower Worlds for the sake of the safety of the lower
worlds. He mentions that any information the PCs have about Gabriel is so
vitally important that the Solar Guard would give a generous reward for it.
129 Squawk Role-Playing Game
L5 Encounters
If the PCs have had the Graveyard encounter in the Ice Worlds, they have
the Final Battle encounter. Otherwise, the party refuels and repairs their
spacecraft at the L5 spaceport and then they may choose to visit Monopolis
or Radix.
Final Battle
The party detects the Nemesis while approaching the L5 spaceport between
Monopolis and Radix. If the PCs have not already figured out what the
captain is trying to do, they suddenly realize that he plans to ram the
Nemesis into the L5 spaceport severing the beanstalks connecting
Monopolis and Radix. Unless the party can defeat the Nemesis, his army of
golems and the captain himself, millions will die and both worlds will
plunge into chaos.
Captain Gabriel (3 piloting, 3 swimming, 4 shooting, 5 craftsmanship,
2 stalking, 4 toughness, 2 tgh/2, 12 defense) is an eccentric stygian inventor.
His primary self-defense weapon is an industrial screw gun that he uses for
working on the exterior of his ship. He has a crew of 2 golem pilots
(3 piloting, 3 shooting, 1 acrobatics, 1 stalking, 2 toughness, 1 tgh/2,
11 defense) and 10 golem deckhands (2 craftsmanship, 2 wrestling,
3 toughness, 1 tgh/2, 11 defense) who are determined to protect him at all
costs.
The Nemesis (2 range, 1 spaceflight, 8 grapple,
8 stalking, 5 guns, 40 toughness, 20 tgh/2, 18 defense)
is a very large armored freighter. It has been enhanced
with many layers of scrap armor, skillfully
crafted into place by Gabriel himself.
In addition, he has covered this mobile
fortress with a black coating that
makes it difficult to detect.
Whether or not the party successfully
stops Captain Gabriel, the game is
officially complete when this encounter
is finished.
Appendix B - Campaign: Eye for an Eye 130
Radix Encounters
On the plains of Radix characters can try to escape or capture fleeing
opponents using quickness or flying ability. When PCs gain a level after a
Radix encounter, they cannot increase any ability to greater than level 6.
On Radix, the party may be able to find new armor technology used by
local law enforcement (Gunfight encounter), become edified by listening to
The Debates at Ariel University, or find new volunteers to join their party
(Fields and Farms of Radix.) Roll a d20 to determine what the PCs find
while exploring Radix:
The Train
The trains on Radix frequently break down in the middle of the rural and
wilderness areas. While the PCs are going about their way on Radix, one of
the trains they are on breaks down in the middle of the wilderness. Each
member of the party with craftsmanship ability can try to help fix the train.
If any of these characters makes a craftsmanship roll of 15, the train is fixed
and back on its way before any further interruptions.
If the PCs do not successfully help get the train
running again, then the party must fight off two
Deinonychus (4 wrestling, 6 fighting, 4 stalking,
1 quickness, 3 toughness, 1 tgh/2, 14 defense)
who attack the broken down train in the night.
Deinonychus are 70 kg (154 lb,) 3.4 meter (11
foot) long dromaeosaurs. Popularly known as
"raptors", dromaeosaurs are feathered predatory
dinosaurs with an enlarged sickle-shaped claw
on each foot. They have well-developed
forearms and large, clawed hands, so they can
catch and kill prey with their feet, hands or
teeth.
Follow the Predator Satiation rules to determine
whether the Deinonychus attack a fleeing party
member, and whether the encounter is successful in spite of failing to fix
the train. This encounter is successful if one of the party members fixes the
train or if both of the Deinonychus are either incapacitated or escaped. The
encounter is unsuccessful if nobody fixes the train, and all of the party
members escape or are incapacitated.
133 Squawk Role-Playing Game
Stampede
While traveling through the Radix tundra, the PCs encounter a stampede of
panicked migrating dinosaurs. Each character in the party can try to avoid
the stampede with a flying roll of 8, a stalking roll of 10, a quickness roll of
12, or a non-ability roll of 14. (Each party member can only make one of
these rolls.) If every member of the party successfully avoids the stampede,
they complete the encounter successfully without further incident.
If at least one party member fails to avoid the stampede, the party must fight
one dinosaur for each member of the party that did not successfully avoid
the stampede. The dinosaurs are a single group of enemies, not separate
battles for each party member who failed to escape. Use the Predator
Satiation rules to determine whether the encounter is successful and how the
animals behave if the PCs try to escape. These terrified animals will flee
when injured. Roll a d20 for each of these dinosaurs to determine its
species:
Scavengers
While the party is camping in the Radix
wilderness, they are raided in the night by two
scavenging Oviraptors (3 quickness, 2 fighting,
2 toughness, 1 tgh/2, 13 defense.) Oviraptor
is a 2 meter (7 foot) long, 30 kg (66 lb)
feathered dinosaur with a short face,
parrot-like beak, long arms and short tail. Because
the Oviraptors catch the PCs while sleeping, each
Oviraptor has 5 levels of stalking for the purposes
of seeing who attacks first in this combat.
Restless Laborer
If the party already includes a
Restless Behemoth Laborer
do the Ancient Pyramid
encounter instead.
The PCs find friendly and
hospitable farmers and farming
towns while traveling across
the Radix countryside. A Restless
Behemoth Laborer (2 fighting,
3 wrestling, 1 stalking, 5 toughness,
2 tgh/2, 12 defense) offers to join the
party in an effort to broaden his horizons.
This encounter is automatically successful.
135 Squawk Role-Playing Game
Ancient Pyramid
Tomb Keepers are excavating an ancient pyramid. (Tomb Keepers are a
renegade sect of the Symbiotic order more focused on the preservation of
ancient knowledge than the creation of peace and stability.) They are trying
to open the Forbidden Door of Unholiness in the lowest level of the
pyramid. The Tomb Keepers offer to escort the party to Yggdrassil,
Edegene or Mirage if they help.
If the party helps the Tomb Keepers open the door, an Overlord Ravisher
(4 stalking, 4 knockout, 1 swimming, 3 toughness, 1 tgh/2, 14 defense)
inside springs to life and attacks the party. The evil spider-like creature has
numerous sharp pointed legs, stingers, tentacles and an armored
exoskeleton. Follow the Predator Satiation rules to determine whether the
encounter is successful and whether the hungry Ravisher will attack fleeing
party members. (The encounter is also successful if the party decides not to
help the Tomb Keepers open the door in the first place.)
Characters will become ghouls if they are incapacitated by a Ravisher.
Characters transformed into ghouls gain a bonus level of fighting or
knockout ability. These ghouls remain members of the party, but they are
insatiably hungry. Only a substance called bug sauce can control the
hunger. If the party does not have bug sauce, ghoul characters begin each
encounter injured (with hit points equal to their tgh/2.) If the party searches
for a cure, rumors will suggest that bug sauce can be found on Peleg and
Edegene.
After the battle, the Tomb Keepers can use ancient technology they have
discovered to cure characters who have turned into ghouls. Cured characters
lose the fighting or knockout ability they gained as a ghoul. Then, if the
party wants to leave Radix, the Tomb Keepers can take them and their
vehicles immediately to Yggdrassil, Edegene or Mirage. When the party
arrives at their destination they do not need to have an encounter before
moving on to another location like The Lower Worlds (from Yggdrassil,)
Maia, Maelstrom and Protaea (from Mirage) or Trydeen and Nereid (from
Edegene.)
Appendix B - Campaign: Eye for an Eye 136
Gunfight
While traveling through a rural livestock market,
one of the PCs accidentally insults a local drome sheriff
(4 shooting, 2 stalking, 4 quickness, 2 toughness,
1 tgh/2, 14 defense). He challenges the PC with
the highest shooting ability to a duel in the
center of town at noon. If none of the PCs
have shooting ability, or if more than
one PC is tied for the highest shooting
ability, choose the character closest to the
sheriff's size or roll dice to break the tie.
The party can try to sneak out of town to
avoid the duel but this requires each PC
to beat a stalking roll of 10 or non-ability
roll of 10. If any of these rolls fail the
sheriff will attack the whole party.
Treat this like a Wanted Alive encounter
except that the encounter is unsuccessful regardless of the outcome.
Winning the duel requires the chosen PC to engage the sheriff in one-on-
one combat without the other party members helping. The sheriff and the
chosen PC will be provided with special dueling pistols for the duration of
the duel, which provide the PC and the sheriff with one extra level of
shooting ability.
If the PC wins the duel, he can take the sheriff's jacket and modify this
bulletproof spider silk clothing to fit himself. The sheriff's jacket increases
the PC's toughness by 1 level while he is wearing it. The sheriff's jacket can
be used by any character of the same species as the PC.
If the PC loses the duel he manages to barely survive his injuries and
recover fully before the next encounter. This encounter is only successful if
the chosen PC wins the duel or every member of the party successfully
sneaks out of town.
137 Squawk Role-Playing Game
Monopolis Encounters
In the city of Monopolis, characters can try to escape or capture fleeing
opponents using acrobatics or quickness ability. When PCs gain a level
after a Monopolis encounter, they cannot increase any ability to greater than
level 6. The party can search Monopolis for Air Guns or a pressurized
Airship. Roll a d20 to determine what the PCs find while exploring
Monopolis:
1-3 Airship
4-6 Aspiring Mutualist
7-10 Phage Bandits
11-13 Translator
14-16 Checkpoint
17-20 Air Guns
Airship
The PCs accidentally wander into an exclusive
neighborhood dominated by gremian supremacists
wearing garish face paint and flamboyant costumes.
The PCs are attacked by three gremian racists
(2 shooting, 2 quickness, 2 toughness, 1 tgh/2,
12 defense) armed with air rifles, who accuse them
of trying to steal an airship. If the PCs defeat the
racists, they can claim a Pressurized Airship
(1 range, 1 spaceflight, 1 flying, 1 guns,
3 grappling, 10 toughness, 5 tgh/2, 11 defense)
spacecraft for themselves.
Appendix B - Campaign: Eye for an Eye 138
Aspiring Mutualist
If the party already has an Aspiring Mutualist from this encounter, then they
have the Phage Bandits encounter instead.
While the PCs are exploring part of the surface city, they run into an
Aspiring Mutualist (4 fighting, 2 shooting, 2 piloting, 2 acrobatics,
2 stalking, 3 toughness, 1 tgh/2, 12 defense). The aspiring mutualist
is an armed myrmidon shocktrooper who is seeking to defect from
Monopolis and join a mutualist community. If the PCs allow him,
he will join the party.
This encounter is automatically successful.
If the party reaches a Mutualist community on another world (like the
Mutualist Tournament encounter on Trydeen,) the Aspiring Mutualist
will ask to leave the party and join the Mutualists. If the party gives him
permission to leave, each of the PCs gains an extra level of any ability.
Phage Bandits
While carefully sneaking through a shortcut through
the undercity, the PCs are accosted by four Phage
Bandits (3 stalking, 2 flying, 2 fighting, 2 toughness,
1 tgh/2, 13 defense) armed with devious tactics and
sharp daggers. If the party gives the bandits all of
the equipment they are carrying, they do not have
to fight the bandits, but the encounter will be
unsuccessful. Otherwise treat this as an ordinary
Wanted Alive encounter.
Translator
If the party already has a Strix Wandering Translator from this encounter,
then they have the Checkpoint encounter instead.
While the PCs are exploring part of the surface city, they run into a
Wandering Translator (2 healing, 2 craftsmanship, 3 fighting, 4 stalking,
1 quickness, 1 piloting, 2 toughness, 1 tgh/2, 14 defense). The Wandering
Translator is a trained Strix communicator who is seeking to explore the
worlds beyond Monopolis. If the PCs allow him, he will join the party.
This encounter is automatically successful.
139 Squawk Role-Playing Game
Checkpoint
The PCs are accosted by a Gremian Officer (2 shooting, 4 quickness, 2
toughness, 1 tgh/2, 14 defense) and a Myrmidon Enforcer (4 fighting, 2
stalking, 4 toughness, 2 tgh/2, 12 defense) at a checkpoint in the surface
city.
If the PCs have purchased air guns from Feto Banch they will be accused of
possessing stolen goods. If the party includes a Wandering Translator or
Aspiring Mutualist, they will be accused of helping them violate their
contracts with the Monopolis Trading Company.
If the party does not turn over any allies and equipment they have acquired
on Monopolis, they have to fight the Officer and Enforcer. This is a Wanted
Alive encounter, except that the encounter also succeeds if the party avoids
combat.
Air Guns
The PCs meet infamous gygean smuggler
Feto Banch (6 shooting, 5 piloting,
3 acrobatics, 7 stalking, 2 toughness,
1 tgh/2, 17 defense) while sneaking
through the dark tunnels of the undercity.
He is selling Monopolis air guns which
fire pellets using compressed air,
making less flash, smoke and
noise than gunpowder firearms.
If the party tries to buy
weapons from Feto Banch,
they will be attacked by a
Gremian Officer (2 shooting, 4 quickness, 2 toughness, 1 tgh/2, 14 defense)
and two Myrmidon Enforcers (4 fighting, 2 stalking, 4 toughness, 2 tgh/2,
12 defense) who are trying to stop this transaction. Feto Banch will help the
party during this battle until he is injured, then he will try to escape.
If the party defeats the Gremian Officer and Myrmidon Enforcers before
Feto Banch escapes, each PC can buy an air rifle with a tiny fraction of their
pirate treasure. This weapon increases a character's shooting ability by 1
level while they use it.
Appendix B - Campaign: Eye for an Eye 140
Peleg Encounters
Most Peleg encounters take place at sea, where characters can try to escape
or capture fleeing opponents using swimming, acrobatics or flying ability.
When PCs gain a level after a Peleg encounter, they cannot increase any
ability to greater than level 7. On Peleg, the party can befriend Tomb
Keepers to get surgical tools or bug sauce (Throne of the Tomb Keepers
encounter), fight in Warlord Arenas to get new weapons (Arena encounter),
or look for a way to get off of this backward moon (Throne of the Tomb
Keepers or Silk Payload encounter.) Roll a d20 to determine what the PCs
find while exploring Peleg:
If a character is not a ghoul, he can use the party's bug sauce to recover
all of his hit points. He can only do this once per encounter, and he is
immediately addicted, becoming a ghoul at the end of the encounter.
Characters transformed into ghouls gain a bonus level of fighting or
knockout ability. These ghouls remain members of the party, but they are
insatiably hungry. Only bug sauce can control the hunger. If the party does
not have bug sauce, ghoul characters begin each encounter injured (with hit
points equal to their tgh/2.) The supply of bug sauce the party sneaks past
Skreel is sufficient to satisfy all of the ghouls in the party until the end of
the campaign.
In any pirate encounter, the party can trade the bug sauce for one of the
pirate's spacecraft instead of fighting them. (This counts as a successful
outcome for that encounter.) If the party does this, they no longer have Bug
Sauce until they get some more.
Polar Hunters
While hiking on a beach, the party is attacked
by two Borean Hunters (2 swimming,
2 fighting, 2 shooting, 3 toughness,
1 tgh/2, 11 defense) with a pair of
trained Anthropornis (3 swimming,
2 fighting, 3 toughness, 1 tgh/2,
11 defense). Anthropornis is a
1.7 meter (6 foot) tall, 90 kg (200 lb)
primitive penguin found in warmer
climates. Anthropornis looks
like a modern penguin with a
longer neck and a longer beak. Like
modern penguins, Anthropornis eats fish,
but these animals particular specimens
have been trained to attack larger prey.
Treat this as a Predator Satiation
encounter. If the PCs defeat the
hunters, they find a high quality
pistol dagger that the hunters have taken from a previous victim. This
Shangdanese weapon combines a short blade with a gyrojet firearm. It fires
small gyroscopically stabilized rockets. One character can increase his
shooting and knockout abilities by 1 level while using this weapon.
Appendix B - Campaign: Eye for an Eye 144
Arena
The PCs are captured by an
overwhelming horde of
Warlord pirates and forced to
fight in their arena. Party
members cannot escape from
this battle. If they defeat a
Lyndwyrm Warlord (3
quickness, 4 fighting, 6
command, 5 toughness, 2
tgh/2, 13 defense) with a
gaffling gladiator (3
fighting, 3 toughness, 1
tgh/2, 11 defense), the encounter is successful, and the party is set free and
rewarded with a high quality Shangdanese carbine sword. This
Shangdanese weapon combines a blade with a firearm that fires small
gyroscopically stabilized rockets. One character can increase his shooting
and fighting abilities by 1 level while using this weapon. If the party is
defeated, their lives will be spared but they are forced to labor as slaves
until they eventually escape, the encounter is unsuccessful, and they have to
start their next encounter injured with hit points equal to their tgh/2.
Silk Payload
The PCs find themselves in cannibal territory, though these natives seem
very friendly compared to their reputation. The PC's notice a large object
off on the horizon coming from the direction of Shangdan, which flies
across the sky and splashes down within a few kilometers of the PCs. By
the time the PCs are able to find the object, a team of two leviathan
Cannibal Warriors (3 swimming, 2 stalking, 2 fighting, 1 wrestling, 1
shooting, 4 toughness, 2 tgh/2, 12 defense) are guarding it with tridents.
Treat this as a Predator Satiation encounter. The party is only able to
retrieve the object if the encounter is successful.
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Sea Monster
While sailing the seas of Peleg, the PCs are attacked
by sea monsters big or bold enough to attack a ship.
The value of the original encounter roll determines
what type of creature attacks them.
10 Three hungry Pteranodon (3 flying, 2 stalking,
3 fighting, 2 toughness, 1 tgh/2, 13 defense) swoop
down looking for food. Pteranodon is a 50 kg (110 lb,)
9 meter (30 foot) wingspan, toothless, short-tailed
pterosaur with a long backward-pointing crest. Pterosaurs
are flying archosaurs which vaguely resemble birds -
another group of flying archosaurs which are only
distantly related - but they have leathery wings and
usually walk an all four limbs. The naked wings
of pterosaurs vaguely resemble bat wings when
folded, but the wings are supported by a single
strong finger instead of three as in bats.
Pterosaurs are covered in fur-like insulating fibers.
11 A Stomatosuchus (3 fighting, 4 wrestling, 3 swimming, 8 toughness,
4 tgh/2, 14 defense.) Stomatosuchus is a 10 ton, 12 meter (40 foot) long,
filter-feeding crocodile. Like a baleen whale, stomatosuchus is a huge
aquatic animal that catches small animals by forcing sea water through its
teeth. its lower jaw is toothless while the upper jaw has blunt teeth which
act as a sieve to catch its prey.
Appendix B - Campaign: Eye for an Eye 146
Capsized
While the party is sailing the seas of Peleg, their ship is caught in a storm
and capsized. The PCs hang onto whatever flotsam they can find, hoping to
drift toward an island or friendly ship. In this vulnerable position they are
attacked by marine predators. The value of the original encounter roll
determines what type of creature attacks them.
14 Three Metriorhynchus (2 fighting, 4 swimming, 4 toughness, 2 tgh/2,
14 defense.) Metriorhynchus is an 800 kg (1800 lb,) 5 meter (17 foot) long
relative of crocodiles adapted for marine life. Metriorhynchus is smooth and
streamlined with no armor, and it has flippers for legs. Metriorhynchus
specializes in catching fish but is capable of tackling other prey.
15 Two Ichthyosaurus (4 swimming, 3 fighting, 2 stalking, 3 toughness,
1 tgh/2, 14 defense.) Ichthyosaurus is a 100 kg (220 lb,) 2.5 meter (8 foot)
long reptile fully adapted for life at sea, with a streamlined, fish-like body.
Ichthyosaurs give live birth to fully developed infants at sea, unlike most
marine reptiles which must return to land to lay eggs.
16 Two very large sharks (2 knockout, 4 swimming,
2 stalking, 4 toughness, 2 tgh/2, 14 defense.) Many
sharks are active predators and some species average
up to 4 meter (13 feet) long and 700 kg (1500 lbs.)
17 Two Giant Octopi (2 wrestling, 2 swimming,
4 stalking, 2 toughness, 1 tgh/2, 14 defense.) The
giant octopus is a 70 kg (150 lb,) 7 meter (23 foot)
long, stealthy and clever cephalopod which can rapidly change the color
and texture of its skin. By posing their tentacles while changing color and
texture, an octopus can change shape to mimic inanimate objects, plants or
animals.
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The Doldrums
After weeks with no winds, the party is starving at sea. Former allies are
starting to look like future meals. Hope arrives in the form of an animal
spotted swimming in the water. If the party catches at least one creature,
they can sate their hunger. Injured animals will try to escape.
Treat this as a Predator Satiation encounter, except that the encounter is
unsuccessful if the party does not incapacitate at least one creature. Each
member of the party will begin their next encounter injured if the encounter
is unsuccessful, with hit points equal to their tgh/2. The value of the original
encounter roll determines what type of creature they encounter.
18 One Elasmosaurus (3 stalking, 4 fighting, 7 toughness, 3 tgh/2,
13 defense.) Elasmosaurus is a 2 ton, 14 meter (46 foot) long, extremely
long-necked plesiosaur. Plesiosaurs are long-necked fishers with compact
bodies and turtle-like flippers.
19 Two sea turtles (1 wrestling, 2 swimming, 5 toughness, 2 tgh/2,
12 defense.) Sea turtles are marine turtles with flippers that can grow
up to 2 meters (7 feet) long and weigh up to 650 kg (1400 lbs.)
20 Three Tanystropheus (2 fighting, 2 swimming, 2 toughness,
1 tgh/2, 12 defense) at first appear to be a single creature with
three long necks. But if any of the heads are injured, that
individual will separate from the group and try to escape.
Tanystropheus is a 200 kg (440 lb,) 6 meter (20 foot)
long aquatic archosaur with a very long neck
and webbed feet. Tanystropheus specializes
in catching fish.
Appendix B - Campaign: Eye for an Eye 148
Maia Encounters
On the roads of Maia characters can try to escape or capture fleeing
opponents using quickness or flying ability. When PCs gain a level after a
Maia encounter, they cannot increase any ability to greater than level 8. The
party can search this world for a way to escape (Alien Autopsy encounter),
pre-war technology (Raptor Silo), a steed (Ornithomimid Ranch) or
weapons of mass destruction (Twenty-Five.) Roll a d20 to determine what
the PCs find while exploring Maia:
Raptor Silo
While exploring an
abandoned nuclear silo,
the PCs are attacked by
a pair of Deinonychus
(4 wrestling, 6 fighting,
4 stalking, 3 toughness,
1 tgh/2, 14 defense)
living inside.
Deinonychus are 70 kg (150 lb,) 3.4 meter (11 foot) long dromaeosaurs.
Popularly known as "raptors", dromaeosaurs are feathered predatory
dinosaurs with an enlarged sickle-shaped claw on each foot. They have
well-developed forearms and large, clawed hands, so they can catch and kill
prey with their feet, hands or teeth.
If the party defeats the Deinonychus, they discover a Cosmoraptor (1
range, 2 spaceflight, 5 flying, 2 stalking, 2 missiles, 10 toughness, 5 tgh/2,
12 defense) mounted to a fully intact launch system.
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Twenty-Five
While the party is visiting one of Maia's major cities, terrorists threaten to
detonate a nuclear device in 25 hours. The party can flee the city or fight the
terrorists.
Every five hours each member of the party can try to make a stalking ability
roll of 15 or a non-ability roll of 15. If any of the party members succeed,
they locate a skand Terrorist (3 acrobatics, 3 shooting, 6 command,
2 toughness, 1 tgh/2, 13 defense) in an abandoned warehouse with an
assault rifle, who has two fanatical followers (1 acrobatics, 2 toughness,
1 tgh/2, 11 defense.) Treat each of these battles as a Predator Satiation
encounter. If the party defeats 3 terrorists, the encounter is successful, they
gain control of the nuke and save the city. If they do not defeat 3 terrorists
they must flee the city after 20 hours have passed to avoid death by nuclear
explosion. If the party flees the city, the encounter is unsuccessful.
A character with at least 5 craftsmanship ability can prepare the nuke to be
fired from a vehicle that has missiles ability. A nuke is fired using missiles
ability. Each nuke can only be used once.
A nuke causes 10 damage to every vehicle in the target group, including the
target, regardless of whether it hits the target. If a nuke hits the target
vehicle, it causes an additional 15 damage to the vehicle and 5 damage to
everyone aboard. If the vehicle is incapacitated by the nuke it causes an
additional 5 damage to everyone aboard.
Ornithomimid Ranch
The PCs can use a small part of their pirate fortune to purchase one
ornithomimid dinosaur trained as a fighting and hunting mount. One phage,
aeolyte, gremian, skand, stygian, or orn can ride the ornithomimid. While
riding this steed the character's quickness ability is 5. This encounter is
automatically successful.
Appendix B - Campaign: Eye for an Eye 150
Egg Thieves
While the party is traveling across the post-apocalyptic
wasteland, four Oviraptors (3 quickness, 2 fighting,
2 toughness, 1 tgh/2, 13 defense)
catch the PCs collecting their
eggs for the party's breakfast.
Oviraptors are 2 meter
(7 foot) long, 30 kg (66 lb) feathered
dinosaurs with short faces, parrot-like
beaks, long clawed arms and short tails.
Amp Gang
Amps are highly addictive and powerful stimulants used for military
purposes before the Great War. These drugs - illegal in most places - are
increasingly common as massive stockpiles are unearthed during salvage
operations.
While traveling along an old highway, the party encounter a plundering
Amp Gang interested in ransacking the PCs. The three skand gang members
(4 acrobatics, 4 fighting, 2 toughness, 1 tgh/2, 14 defense) are experienced
criminals juiced up on amps. They are armed with crude makeshift body
armor and hand-to-hand weapons.
Super Soldier
The party finds a hidden bunker
protected by forces acting as if the
Great War never happened. Their
leader is a skand Super Soldier
(5 acrobatics, 4 fighting, 4 shooting,
6 command, 3 toughness, 1 tgh/2,
15 defense) genetically modified for
longevity and physical prowess. He is
juiced up on amps and armed with a
powerful bayoneted assault rifle.
He leads a rag-tag crew of six
janitors, mechanics and security
guards (1 toughness, 0 tgh/2,
10 defense) who help him maintain the base a
nd reject unwelcome visitors like the PCs.
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Alien Autopsy
The PCs are noticed by the wrong group of
government officials, who order their scientists
to capture and study the PCs. Armed with
advanced non-lethal weapon technology, a
skand government agent (3 shooting, 5
wrestling, 4 acrobatics, 3 stalking, 4 command,
2 toughness, 1 tgh/2, 14 defense) and four
enthusiastic science students (1 toughness, 0
tgh/2, 10 defense) armed with syringes full of
sleep-serum, engage the PCs at night on a
poorly lit street corner in an effort to capture
them.
Treat this first fight as a Wanted Alive
encounter, but if the party is captured, they
wake up injured (with hit points equal to their
tgh/2) in a government lab. They can can only
escape by defeating five skand scientists (1
wrestling, 1 toughness, 0 tgh/2, 10 defense).
Party members cannot flee from this fight. If the
PCs win this second fight, they discover that the scientists have an
experimental Mobile Space Habitat (1 range, 1 spaceflight, 10 toughness, 5
tgh/2, 11 defense) which they can use to get off of Maia. If the PCs do not
defeat the scientists they are eventually released but begin their next
encounter injured (with hit points equal to their tgh/2) and the encounter has
failed.
Appendix B - Campaign: Eye for an Eye 152
Mirage Encounters
While the party is at Mirage, they can choose to stay in orbit and have one
of the encounters in the Middle Worlds Orbit Encounters chapter, or
descend to the surface of Mirage and have one of the encounters in this
chapter.
In the deserts of Mirage characters can try to escape or capture fleeing
opponents using quickness or flying ability. When PCs gain a level after a
Mirage encounter, they cannot increase any ability to greater than level 8.
The party can search Mirage for exotic stealth technology for characters
(The Artifact encounter) or vehicles (Shadow Creature encounter.) Roll a
d20 to determine what the PCs find while exploring Mirage:
Sand Guivres
While traveling through a patch of sand
dunes, the PCs are hunted by three Sand
Guivres (3 wrestling, 3 stalking, 3 toughness,
1 tgh/2, 13 defense.) Sand guivres are 150 kg
(330 lb,)7 meter (23 foot) long burrowing
reptiles with no legs that wrestle their prey down
and suffocate it in the sand. Guivres are legless
crocodilians with snake-like bodies and heads like
crocodiles. They have armored scutes like crocodiles
instead of overlapping scales like snakes.
Snake Pit
Seeking shade in a cave, the party stumbles across a five venomous snakes
(3 knockout, 2 stalking, 1 toughness, 0 tgh/2, 12 defense) hiding in the sand.
Each snake's venomous fangs can also be used to disable prey or to defend
the snake when it is surprised or cornered.
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The Oasis
While exploring the wilderness the PCs find a watering hole with no signs
of civilization. As the party approaches they notice that they are being
stalked by huge quadrupedal reptiles. While the party is trapped with their
backs to the water, an armored back rises above the water's surface.
The three Postosuchus (3 knockout, 2 stalking, 6 toughness, 3 tgh/2,
12 defense) stalking the PCs are 6 meter (20 foot) long, 900 kg (2000 lb)
quadrupedal carnivorous archosaurs. Postosuchus resembles a crocodile
with longer, more erect legs, a deeper body and a deep head that resembles
the big carnivorous dinosaurs like Allosaurus and Tyrannosaurus.
The two crocodiles (3 wrestling, 2 swimming, 3 stalking, 5 toughness,
2 tgh/2, 13 defense) behind the party are armored archosaurs that live
mainly in water. They are nearly as big as the Postosuchus and if the big
reptiles can drag a character back into the water they will hold the character
under until he drowns.
If every member of the party can make a stalking roll of 15, they can avoid
both groups of predators. Otherwise the party must choose to fight one of
the groups of predators. Whenever the party flees from either group of
predators, they must fight the other group. The party and the predators do
not recover hit points between these battles. Treat each battle as a Predator
Satiation encounter.
The Shepherds
The party stumbles onto the remains of a mass slaughter of livestock near
an oasis. Before they can determine what kind of creatures could be
responsible for this attack, they are surrounded by the nomadic gafflings
who own the dead beasts. The party is unfamiliar with their dialect but it is
obvious that they believe the PCs have destroyed their property.
The shepherds have been out hunting with four oviraptors they have trained
as trackers. Oviraptors (3 quickness, 2 fighting, 2 toughness, 1 tgh/2, 13
defense) are 2 meter (7 foot) long, 30 kg (66 lb) feathered dinosaurs with
short faces, parrot-like beaks, long arms and short tails.
Appendix B - Campaign: Eye for an Eye 154
The Artifact
While exploring some ruins the party discovers a sealed urn that looks
potentially valuable. Later, near the spaceport, they are attacked by two
gygean assassins (8 stalking, 4 fighting, 3 toughness, 1 tgh/2, 18 defense)
intent on kidnapping the party and taking the urn.
If the PCs defeat these assassins, they will discover that the urn contains a
dormant stealth skin - a close-fitting flexible suit inhabited by a colony of
holographic microbes from Mirage. The skin can change texture, pattern
and color and even become nearly transparent. It also improves PCs
reflexes by transmitting motor impulses to their muscles faster than their
own nerves.
Whoever wears the stealth skin gains 2 levels of stalking ability as long as
they wear it. The colony repairs the skin when it is damaged. The stealth
skin automatically adapts itself to the first character who puts it on.
Between encounters, the stealth skin be adjusted by any character with
surgery ability to fit any other character.
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Browser Wars
While traveling through light desert brush, the party is attacked by a couple
of angry male Therizinosaurus (6 fighting, 2 stalking, 6 toughness, 3 tgh/2,
13 defense) when the PCs accidentally disturb the males fighting for
dominance of their flock.
Terror Birds
While traveling through a sparse forest of tall desert
plants, the party is ambushed by four Phorusrhacos
(4 quickness, 2 fighting, 2 toughness, 1 tgh/2,
14 defense). These 150 kg (286 lb,) 2.5 meter
(8 foot) tall Terror Birds are big, flightless,
predatory birds related to Seriemas, with long
legs, big heads and powerful hooked beaks.
Phorusrhacos is one of the faster Terror Birds.
Appendix B - Campaign: Eye for an Eye 156
Bird of Prey
While traveling on an open road, the party is attacked by an Argentavis
(3 flying, 2 fighting, 2 toughness, 1 tgh/2, 13 defense). Argentavis is an
80 kg (176 lb,) 7 meter (23 foot) wingspan Teratorn - a condor-like bird of
prey. Each turn another Argentavis will join the fight until there are five.
This gigantic flying predator shows how big a bird of prey can become
under the right conditions. In size, Argentavis rivals even the largest
pterosaurs. Birds of prey like Argentavis hunt from the air, attacking
with hooked beaks and sharp talons.
Shadow Creature
While the party is exploring some ancient ruins, the very shadows seem to
start attacking. A djinn (9 stalking, 4 wrestling, 10 toughness, 5 tgh/2,
19 defense) is guarding a "shadow generator" which can be mounted to any
spacecraft, giving the spacecraft 4 extra levels of stalking ability. The PCs
can keep the shadow generator if they defeat the djinn. Treat this as a
Predator Satiation encounter.
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Maelstrom Encounters
Most Maelstrom encounters take place at sea, where characters can try to
escape or capture fleeing opponents using swimming, acrobatics or flying
ability.
Because the party must conserve food in this harsh environment, they begin
each encounter with hit points equal to their tgh/2.
When PCs gain a level after a Maelstrom encounter, they cannot increase
any ability to greater than level 9. The party can search Maelstrom for
Weapons of Mass Destruction or simply try to Escape from Maelstrom.
Roll a d20 to determine what the PCs find while exploring Maelstrom:
Anthropornis
The party is attacked by five Anthropornis (3 swimming, 2 fighting,
3 toughness, 1 tgh/2, 11 defense) that leap from the water. Anthropornis
are 1.7 meter (6 foot) tall, 90 kg (200 lb,) primitive penguins with long
necks and long beaks. These warm-weather-loving penguins have adapted
to Maelstrom by living on floating mats of kelp. Anthropornis normally
eats fish, but these individuals are hungry enough to attack anything.
Elasmosaurus
Two Elasmosaurus (4 fighting, 3 stalking, 7 toughness, 3 tgh/2, 13 defense)
attack the party. These 2 ton, 14 meter (46 foot) long, extremely long-
necked plesiosaurs have adapted to Maelstrom by laying eggs on floating
mats of kelp. Plesiosaurs are long-necked reptiles with compact bodies and
turtle-like flippers. They normally eat fish, but must make do with whatever
prey the ocean of Maelstrom sends their way.
Appendix B - Campaign: Eye for an Eye 158
Giant Squid
Three giant squid (4 wrestling, 4 swimming, 2 stalking, 4 toughness,
2 tgh/2, 14 defense) wrap their tentacles around the party's vessel. These
500 kg (1100 lb,) 14 meter (46 foot) long, cephalopods - in spite of their
enormous size - are elusive creatures - living almost exclusively in deep
oceans like the surface of Maelstrom.
Ichthyosaurus
Three Ichthyosaurus (4 swimming, 3 fighting, 2 stalking, 3 toughness,
1 tgh/2, 14 defense) stalk the party. These 100 kg (220 lb,) 2.5 meter
(8 foot) long reptiles are fully adapted for life at sea, with a streamlined,
fish-like body. Ichthyosaurs give live birth to fully developed infants
at sea, unlike most marine reptiles which must return to land to lay eggs.
Kronosaurus
Two Kronosaurus (4 knockout, 3 swimming, 3 stalking, 8 toughness,
4 tgh/2, 14 defense) try to devour the party whole. These 7 ton, 9.5 meter
(31 foot) long pliosaurs - marine predators with short necks and a huge
mouth full of big sharp teeth - swim with four huge paddles which provide
massive acceleration for ambushes. Most Kronosaurus must lay their eggs
on land, but this Maelstrom variety has adapted by laying it's eggs on the
polar ice and insulating them with it's own body.
Metriorhynchus
Four Metriorhynchus (4 swimming, 2 fighting, 2 stalking, 4 toughness,
2 tgh/2, 14 defense) snap at the PCs. These 800 kg (1800 lb,) 5 meter
(17 foot) long crocodile relatives are adapted for marine life, smooth and
streamlined with no armor and flippers for legs. Metriorhynchus specializes
in catching fish but is capable of tackling other prey. These Metriorhynchus
have adapted to Maelstrom by incubating their eggs in their mouths and
only laying eggs during seasons when food is scarce.
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Sharks
The party is tipped into the water and attacked by
four sharks (4 swimming, 2 knockout, 2 stalking,
4 toughness, 2 tgh/2, 14 defense.) Many sharks
are active predators and some species average up
to 4 meters (13 feet) long and 700 kg (1500 lbs.)
Stomatosuchus
Two Stomatosuchus (3 fighting, 4 wrestling, 3 swimming, 8 toughness,
4 tgh/2, 14 defense) attack, perceiving the party's ship as a threat. Like a
baleen whale, these 10 ton, 12 meter (40 foot) long, filter-feeding crocodiles
catch small animals by forcing sea water through their teeth. The lower jaw
is toothless while the upper jaw has blunt teeth which act as a sieve to catch
prey. Most Stomatosuchus lay eggs on land, but these have adapted to
Maelstrom by keeping the eggs inside their bodies until they hatch.
Tylosaurus
The party is attacked by three Tylosaurus (5 wrestling, 4 swimming, 3
stalking, 5 toughness, 2 tgh/2, 14 defense.) These 1.8 ton, 13 meter (43 foot)
long mosasaurs - sea serpents related to snakes and lizards - have adapted to
Maelstrom by laying eggs on floating kelp mats.
If the party defeats the mad scientists, they also find an ion pistol. This
weapon has three lasers and a high performance capacitor. One laser is used
for sighting, while the others are briefly activated to form two closely
spaced paths through the air which conduct electrical energy stored in the
capacitor. The amount of energy delivered can be adjusted from a mild
shock to a powerful incapacitating jolt. A character using the ion pistol can
fire it aboard a spacecraft without risking damage to the vehicle or its cargo.
An ion pistol gives the character using it 1 extra level of shooting ability.
161 Squawk Role-Playing Game
Protaea Encounters
On the plains of Protaea characters can try to escape or capture fleeing
opponents using quickness or flying ability. When PCs gain a level after a
Protaea encounter, they cannot increase any ability to greater than level 10.
The party can search for a way to Escape from Protaea. Roll a d20 to
determine what the PCs find while exploring Protaea:
Prey
The party must hunt for food in the woodlands of Protaea. If they do not
successfully take down at least one prey animal, they will begin their next
encounter injured (with half of their maximum hit points, rounded down.)
The creature the party encounters depends on the original encounter roll.
Treat these as Predator Satiation encounters, except that the prey animals
will try to escape if they are injured.
3 Two Ankylosaurus (4 knockout, 2 fighting, 13 toughness, 6 tgh/2,
16 defense.) These 3 ton, 7.5 meter (25 foot) long bulky armored dinosaurs
have rows of spikes running down each side and heavy tail clubs. Although
heavily armored for a dinosaur, Ankylosaurus is more erect and quicker
moving than other heavily armored reptiles such as tortoises and aetosaurs.
4 Two Diplodocus (4 knockout, 4 fighting, 14 toughness, 7 tgh/2,
17 defense.) These 13 ton, 35 meter (120 foot) long sauropod dinosaurs
are longer but more lightly built than other sauropods like Brachiosaurus
and Apatosaurus. Diplodocus have a row of narrow pointed spines running
down their backs like iguanas, and a whip-like tail which can produce
a noise as loud as a cannon being fired. Long-necked sauropods rely on
size and strength for defense.
5 Two Stegosaurus (6 knockout, 4 fighting, 10 toughness, 5 tgh/2,
15 defense.) These 4 ton, 8.5 meter (28 foot) long dinosaurs are protected
by light armor on their necks, two staggered rows of broad vertical plates
attached to their spines and four long spikes at the end of their tails.
6 Three Therizinosaurus (6 fighting, 2 stalking, 6 toughness, 3 tgh/2,
13 defense.) These 5 ton, 11 meter (36 foot) long, feathered, herbivorous
dinosaurs have long necks, wide hips and round bodies. Unlike most large
theropods, these browsers walk on four toes instead of three, but its most
distinctive feature is large bird-like arms with three huge claws - each a
meter (3 feet) long - on each hand.
8 Five Pachycephalosaurus (4 wrestling, 2 quickness, 3 toughness, 1 tgh/2,
12 defense.) These 450 kg (1000 lb,) 4.5 meter (15 foot) long bipedal
beaked dinosaurs have thick rounded domes on their heads, surrounded
by short, spiky horns. They use these weapons to butt heads with rivals,
but they can also be turned against predators.
163 Squawk Role-Playing Game
Gaffling Cult
While investigating a seemingly empty fort, the party is attacked by two
Gaffling Shamans (4 stalking, 6 fighting, 2 healing, 4 command,
2 toughness, 1 tgh/2, 14 defense) and their 8 intoxicated gaffling followers
(1 fighting, 1 toughness, 0 tgh/2, 10 defense). Treat this as a Predator
Satiation encounter.
Coral Creatures
While exploring the coastal regions of Protaea the party is surprised by four
giant Tentacled Polyps (5 wrestling, 6 toughness, 3 tgh/2, 13 defense)
which erupt from the ancient coral.
The Lyndwyrms
The party is caught in a pit trap set by three Lyndwyrm Hunters
(3 knockout, 6 quickness, 7 toughness, 3 tgh/2, 16 defense) who will not
hesitate to eat other intelligent creatures. Characters can try to escape the
trap before the hunters return by making an acrobatics, flying or non-ability
roll of 10. If any member of the party fails to escape, the whole party must
fight the lyndwyrms. Treat this as a Predator Satiation encounter, except
that the encounter is also successful if the entire party escapes the trap
before the hunters return.
Myrmidon Tribe
While hiking through lush jungle, the party is attacked by a tribe of
territorial Myrmidons. They must defeat four Myrmidon Warriors
(6 fighting, 2 quickness, 4 toughness, 2 tgh/2, 12 defense) to escape.
Treat this as a Predator Satiation encounter.
Appendix B - Campaign: Eye for an Eye 164
Predators
Hungry animals hunt the PCs in the plains of Protaea. The original
encounter roll determines which creatures are stalking the party.
15 Seven Quetzalcoatlus (3 fighting, 2 flying, 2 toughness, 1 tgh/2,
12 defense). Quetzalcoatlus are 100 kg (220 lb,) 11 meter (36 foot)
wingspan, giraffe-sized, toothless, short-tailed pterosaurs. They are stork-
like hunters of small animals. Pterosaurs are flying archosaurs which
vaguely resemble birds - another group of flying archosaurs which are only
distantly related - but they have leathery wings and usually walk an all four
limbs. The naked wings of pterosaurs vaguely resemble bat wings when
folded, but the wings are supported by a single strong finger instead of three
as in bats. Pterosaurs are covered in a fur-like insulation similar to very
primitive feathers.
16 Two Triceratops (2 knockout, 4 fighting, 6
wrestling, 2 quickness, 10 toughness, 5 tgh/2,
15 defense). Triceratops is an 8 ton, 8.5 meter
(28 foot) long ceratopsian dinosaur with a
parrot-like beak, three horns and a bony shield
protecting the neck.
Like other horned dinosaurs, Triceratops
combines defensive weapons and armor with
flocking behavior. Triceratops uses its horns
to grapple with rivals more often than it uses them to fight predators.
Triceratops is an omnivore that mainly eats shrubs but also scavenges
carcasses and will even attack smaller animals when it is hungry.
17 Two Tyrannosaurus (8 knockout, 2 quickness, 10 toughness, 5 tgh/2,
15 defense) Tyrannosaurus is a powerfully built 6 ton, 12 meter (40 foot)
long predatory theropod dinosaur with very small arms.
165 Squawk Role-Playing Game
Edegene Encounters
The Terraformers maintain a massive blockade around Edegene. This
makes piracy in Edegene's orbit next to impossible, prevents their Overlord
rivals from spreading to other worlds, and protects the beanstalk satellites
that are the source of the Terraformer's power. Edegene's surface is
accessed through the beanstalk satellites, and travel this way always leads to
the Northern Continent.
Parking their spacecraft in Edegene orbit and descending to the Northern
Continent on a beanstalk, the party can search for weapons to fight the
Overlord Swarm (Splicer Medic encounter) a deadly golem ally (Tomb
Keepers encounter) or Bug Sauce (Overlord Splicer encounter.) When PCs
gain a level after an Edegene encounter, they cannot increase any ability to
greater than level 9. Roll a d20 to determine what the PCs find while
exploring Edegene:
Grafter Attack
While the party is crossing a field of wildflowers, four young
Terraformer Grafters (1 stalking, 3 fighting, 3 quickness, 2 toughness,
1 tgh/2, 13 defense) mistake the party for a serious alien threat to their
bioregion and attack. During this fight, any character can try to make peace
with the Grafters. This is a combat action which requires a command,
surgery or healing ability roll of 15, or a non-ability roll of 18, to succeed.
Successful peacemaking ends the combat.
If the entire party is incapacitated or escaped, the encounter is unsuccessful
but the party eventually convinces the Grafters to let them go, and the party
is reunited if some party members escaped. If the entire party is not
incapacitated or escaped at the end of combat, the encounter is successful.
Appendix B - Campaign: Eye for an Eye 168
Splicer Medic
While traveling through crags that are filled with what appear to be giant
spider webs made of spider-silk cables, the party meets an accomplished
Terraformer splicer who wants to discuss the party's journeys for its
personal records. If the players are cooperative, the Splicer will give them a
single use weapon called a "Sanitizer Missile." The Sanitizer Missile can be
equipped on any vehicle by any character with craftsmanship or surgery
ability. A character can even equip the Sanitizer Missile as a combat action.
The sanitizer missile's attack bonus is 5 plus the vehicle's missiles ability
(including any gunner bonus.) The sanitizer missile does 10 damage to any
ship that uses Overlord technology (particularly the Swarm and the Swarthy
Krackis.) It only does 5 damage to other vehicles. The GM should tell
players whether an enemy spacecraft uses Overlord technology if they ask.
This encounter is automatically successful.
Tomb Keepers
If the party already includes a Ravisher, do the Overlord Grafters encounter
instead.
The party encounters reptilian Liberators who will give the party a round-
trip submarine ride to the southern continent, to spite the golem
establishment. If the party decides to stay on the northern continent, this
encounter is unsuccessful. If the party travels to the southern continent, the
encounter is successful regardless of what happens next.
If they go to the southern continent, Tomb Keepers welcome the party with
open arms, then ask them to smuggle a Tomb Keeper agent off of Edegene.
If the party agrees to this mission, the Tomb Keepers will offer the PCs a
Ravisher which will immediately join the party. The Ravisher (4 stalking, 4
knockout, 1 swimming, 3 toughness, 1 tgh/2, 14 defense) has numerous
sharp pointed legs, stingers and tentacles, backed up by exoskeletal armor.
Ravisher venom turns their prey into ravenous ghouls, but this does not
affect the party when the Ravisher is on their side.
If the party agrees to smuggle the Tomb Keeper agent off of Trydeen, they
bring him back to the northern continent on the Liberator submarine and
rendezvous with his contact in Edegene orbit without incident.
169 Squawk Role-Playing Game
Overlord Grafters
The party encounters reptilian Liberators who will give the party a round-
trip submarine ride to the southern continent, to spite the golem
establishment. If the party does not travel to the southern continent, this
encounter is unsuccessful. If they go to the southern continent, the party
encounters three hungry Overlord Grafters (2 stalking, 4 fighting, 3
quickness, 3 toughness, 1 tgh/2, 13 defense) in the barren hills near the
coasts of the southern continent. The party must kill or be killed to avoid
becoming dinner. Treat this as a Predator Satiation encounter.
Appendix B - Campaign: Eye for an Eye 170
Overlord Splicer
The party encounters reptilian Liberators who will give the party a round-
trip submarine ride to the southern continent, to spite the golem
establishment. If the party does not travel to the southern continent, this
encounter is unsuccessful.
If the party goes to the southern continent, they encounter a hungry
Overlord Splicer (3 stalking, 5 wrestling, 4 knockout, 3 quickness, 5
toughness, 2 tgh/2, 13 defense) on the dark sands of the southern continent's
coastal wastelands. Any character incapacitated by the Overlord Splicer
becomes a ghoul. Treat this as a Predator Satiation encounter even though
the Splicer is intelligent.
Characters transformed into ghouls gain a bonus level of fighting or
knockout ability. These ghouls remain members of the party, but they are
insatiably hungry. Only bug sauce can control the hunger. If the party does
not have bug sauce, ghoul characters begin each encounter injured (with hit
points equal to their tgh/2.)
If the PCs can defeat the Overlord Splicer the Liberators will help them
extract a supply of extremely addictive Bug Sauce from the Overlord's body
parts. The supply is sufficient to satisfy all of the ghouls in the party until
the end of the campaign. If a character is not a ghoul, he can use some of
the party's bug sauce to recover all of his hit points. He can only do this
once per encounter, and he is immediately addicted, becoming a ghoul at
the end of the encounter.
In any pirate encounter, the party can trade the bug sauce for one of the
pirate's spacecraft instead of fighting them. (This counts as a successful
outcome for that encounter.) If the party does this, they no longer have Bug
Sauce until they get some more.
171 Squawk Role-Playing Game
Trydeen Encounters
In the unusual terrain of Trydeen characters can try to escape or capture
fleeing opponents using quickness, acrobatics or flying ability. When PCs
gain a level after a Trydeen encounter, they cannot increase any ability to
greater than level 9. The party can search for the Mutualist Tournament or
Rescue encounters where they can obtain a Trydeen Spore spacecraft, or
find a Synerga Whip in Underworld Exploration encounter. Roll a d20 to
determine what the PCs find while exploring Trydeen:
Mutualist Tournament
The party is warmly welcomed at a large Mutualist hive, and even invited to
participate in the slam dancing tournament the hive is holding. The
Mutualists have also invited several other hives to participate.
The reward for winning the
tournament is a one of the several
Spore (1 range, 1 spaceflight,
3 stalking, 3 repair, 5 grapple,
3 missiles, 1 targeting, 3 autopilot,
15 toughness, 7 tgh/2, 13 defense)
spacecraft this village has produced
over the last year. The Spore is
equipped with a golem spore defender
(5 shooting, 2 toughness, 1 tgh/2,
11 defense.)
Only PCs may enter the tournament. Each match is against an unarmed
Myrmidon Martial Artist (5 fighting, 3 acrobatics, 4 toughness, 2 tgh/2, 13
defense). The match is won simply by injuring the opponent. Because of the
slam dancing rules, the PC can only attack using fighting or wrestling
ability and he cannot use any items he has acquired from encounters.
Appendix B - Campaign: Eye for an Eye 172
During the first tier of the tournament, each PC who entered fights one
match. Each PC who wins this match goes on to the second tier, where they
must fight another match. Each PC who wins his second tier match goes on
to the third tier, and so on.
If three or more PCs win their third tier match, the PCs win the tournament.
If two PCs win their fourth tier match, one of them wins the tournament. If
one PC wins their fifth tier match, they win the tournament. If none of the
PCs win the tournament, this encounter is unsuccessful.
Rescue
The party travels to a Trydeen city controlled by the Symbiotic Order
theocracy. It is a peaceful place with a thriving economy. However, the
party notices large bounties advertised for the rescue of various priests who
have been taken by marauders while traveling outside of the city. If the
party is interested in collecting the bounties, the Symbiotic Order will give
the party information about where a priest is being held. If the party does
not try to collect the bounty, this encounter is unsuccessful.
The party finds the priest being held for ransom by three orn Marauders (4
fighting, 4 acrobatics, 3 shooting, 1 stalking, 2 toughness, 1 tgh/2, 14
defense) armed with javelins and primitive armor. These guards are on a
rotating guard duty. Two of them are sleeping at the beginning of the battle,
so they must skip their first turn. Treat this like a Predator Satiation
encounter. The part is only able to rescue the priest if the Marauders are
incapacitated or escaped at the end of combat.
If the PCs successfully rescue the
Priest, the Symbiotic Order Theocrats
will give the PCs a Spore (1 range,
1 spaceflight, 3 stalking, 3 repair,
5 grapple, 3 missiles, 1 targeting,
3 autopilot, 15 toughness, 7 tgh/2,
13 defense) spacecraft. The Spore is
equipped with a golem spore defender
(5 shooting, 2 toughness, 1 tgh/2,
11 defense.)
173 Squawk Role-Playing Game
Marauders
While hiking through woodlands, a band of three hostile orn tribal raiders
equipped with primitive armor and javelins spots the party and attacks.
Each Orn Marauder (4 fighting, 4 acrobatics, 3 shooting, 1 stalking,
2 toughness, 1 tgh/2, 14 defense) is looking to kill anything that looks
out of place - like the PCs. If the party is defeated they will not lose any
characters, but they will be captured (whether or not they successfully
escaped the battle) and thrown off the edge of a cliff, into the underworld
so that the PCs must immediately do the "Underworld Exploration"
encounter below, with hit points equal to their tgh/2. This encounter
is only successful if the party defeats the Marauders.
Underworld Exploration
If the party has not been dumped into the Underworld, they have
accidentally climbed down into the wrong cavern, and find themselves
wandering in a dark desolate place with the poison cloud of purple gas
overhead instead of below their feet as it should be. While trying to find
their way back to the Overworld, the PCs find a synerga whip laying on an
alter in a small abandoned shrine. This whip is a collapsible conductive rod
used to conduct bioelectric fields in the practice of synerga by monks of the
Symbiotic order. This weapon increases one character's fighting and
wrestling ability by 1 level when using the whip.
If the PCs take the Synerga whip,
a hidden door will open and two
hungry chimera (6 fighting, 3 acrobatics,
4 stalking, 4 toughness, 2 tgh/2, 14 defense)
will attack. This trap has been set to kill
theocrats from the Overworld: the chimera
are specifically designed to kill full parties of
explorers, with razor sharp scales on its body
armor, a deadly tail club for rear defense,
and two heads for biting and keeping track
of all of the party members.
If the PCs do not pick up the synerga whip,
or if they survive their encounter with the
Chimera, they will eventually find a tube they
can climb up for several hours, which will take them back to the Overworld.
This is a Predator Satiation encounter except that it is also possible to
succeed by not picking up the synerga whip.
Appendix B - Campaign: Eye for an Eye 174
Nereid Encounters
When PCs gain a level after completing a Nereid encounter, they cannot
increase any ability to greater than level 8. If the party needs to refuel they
should look for an Iceball Station. If they are looking for exotic technology
or weapons they can search for the Conscription (biocannon), Stalked by
Pirates ("slave" close range bioweapon) or Pirate Ambush (carapace
bioarmor) encounters. Roll a d20 to determine what the PCs find
while exploring the Middle Worlds:
1-5 Conscription
6-10 Pirate Warship
11-15 Raiding Party
16-20 Icy Moon
Conscription
Two Neried Patrol Squidcraft approach the party. The
PCs must surrender one spacecraft or character permanently to
the Nereid Fleet draft, or face the patrol in combat. The character drafted
must be a PC or a character recruited in an encounter. It cannot be a
command ability minion or a surgery ability golem or chimera.
This encounter is only successful if the party refuses to surrender a
character or vehicle to the draft and both Nereid Patrol Squidcraft and their
crews are escaped or incapacitated at the end of combat.
If the PCs defeat the patrol and board the ship, they will find a personal
biocannon. This is an organism which fires a variety of different
ammunition grown in multiple barrels. One character can equip the weapon,
increasing his shooting and blasting abilities by 1 level while he uses it.
Each Neried Patrol Squidcraft (2 range, 5 spaceflight, 8 stalking, 5 repair,
10 grapple, 4 bombs, 1 targeting, 1 autopilot, 20 toughness, 10 tgh/2, 18
defense) is commanded by a borean Neried Officer (3 piloting, 3 shooting, 3
stalking, 2 swimming, 8 command, 3 toughness, 1 tgh/2, 13 defense) who
has standard military training in addition to his warrior family's customary
regimen. He has a traditional custom-made sidearm as his primary self
defense weapon and four security officers (2 toughness, 1 tgh/2, 11 defense)
armed with non-lethal weapons who help him arrest those who do not
cooperate with his demands.
175 Squawk Role-Playing Game
Pirate Warship
The PCs are being stalked by a pirate warship,
which they must escape or engage.
The Pirate Warship (1 range, 3 spaceflight,
1 repair, 1 grapple, 7 guns, 7 bombs,
5 targeting, 1 autopilot, 30 toughness,
15 tgh/2, 5 defense) is an Astronautilus crewed by a
leviathan Pirate Captain (2 piloting, 2 shooting, 2 stalking, 2 swimming,
6 command, 5 toughness, 2 tgh/2, 12 defense) and his three thugs
(2 toughness, 1 tgh/2, 11 defense.)
If the PCs are able to board the pirate warship and defeat the Pirate Captain
and his minions, they will find a slave - a living hand weapon composed
largely of a shapeshifting protoplasm. The slave can form hard or flexible
parts, even sharp points and serrated edges. One character can equip the
slave to increase his fighting, wrestling and knockout abilities by 1 level.
Raiding Party
The PCs are ambushed by a pirate raiding
party of one Devilray and one Squidcraft.
The devilray Pirate Fighter (2 range,
4 spaceflight, 3 flying, 7 stalking, 5 repair,
7 grapple, 3 guns, 1 targeting, 1 autopilot,
18 toughness, 9 tgh/2, 17 defense) is crewed by a lyndwrym Pirate Captain
(2 piloting, 2 shooting, 2 stalking, 4 fighting, 4 quickness, 6 command,
6 toughness, 3 tgh/2, 14 defense) and his two shipmates (1 fighting,
2 toughness, 1 tgh/2, 11 defense.)
The squidcraft Pirate Raider (2 range, 4 spaceflight, 7 stalking, 5 repair,
9 grapple, 3 bombs, 1 targeting, 1 autopilot, 20 toughness, 10 tgh/2,
17 defense) is crewed by a lyndwrym Pirate Captain
(2 piloting, 2 shooting, 2 stalking, 4 fighting,
4 quickness, 6 command, 6 toughness,
3 tgh/2, 14 defense) and his
two shipmates (1 fighting,
2 toughness, 1 tgh/2,
11 defense.)
Appendix B - Campaign: Eye for an Eye 176
Icy Moon
The party finds a low gravity station burrowed into a small icy moon of
Thalassa. While party stays here to refuel and repair their spacecraft, each
party member can try one of three strategies for getting to the Ice Worlds if
the party's spacecraft do not have enough range to make the trip.
They can try studying Nereid technology, which requires a craftsmanship
roll of 10. They can try negotiating assistance from other space travelers,
which requires a command roll of 12. They can try a little bit of everything
out of desparation, which requires a non-ability roll of 16.
If any of these rolls succeed, the party finds a way to travel one time, with
all of their current spacecraft, to the Ice Worlds before their next encounter.
The GM should warn the players that the ice worlds is a vast region of
space with no proper spaceports.
This encounter is always successful, but only PCs who succeeded at their
craftsmanship, command or non-ability roll gain a level after this encounter.
177 Squawk Role-Playing Game
Swarthy Krackis
An unidentified black bioship stalks the party. If the party gets close to the
bioship (same combat group), they will discover that it is the legendary
Swarthy Krackis. From the reports of the few survivors of the hundreds of
Swarthy Krackis attacks over the last few decades, biologists suspect that
this beast is a mutant Trydeen Spore spacecraft, perhaps one of the original
Overlord Swarm.
The Swarthy Krackis (3 spaceflight, 7 stalking, 6 repair, 9 grappling, 3
missile, 5 countermeasures, 40 toughness, 20 tgh/2, 17 defense) has no crew
and cannot be boarded because it is filled with organs instead of passenger
space. It attacks with long slithering body and numerous robust tentacles,
disabling the target vehicle and devouring any crew members it can find.
The Swarthy Krackis has three golem defenders (5 shooting, 2 toughness, 1
tgh/2, 11 defense) that aid in its conquests.
Appendix B - Campaign: Eye for an Eye 180
The Graveyard
The party finds a large asteroid orbited by hundreds of derelict spacecraft.
All of them are incapacitated, with breached fuel tanks drained of fuel. No
crew members, passengers or remains of former occupants can be found.
However, if someone in the party has craftsmanship or surgery ability, the
party can repair one spacecraft:
The party also detects strange energy readings from some Cosmoraptors
which are armed with thermonuclear weapons. If any member of the party
makes a craftsmanship roll equal to or better than 15, the party acquires one
nuke.
181 Squawk Role-Playing Game
Iceball Station
The party finds a research station burrowed into a dwarf planet made of ice.
The Nereid scientists who occupy the station will help the party repair and
refuel their spacecraft. After refueling the party can return to Nereid or
continue exploring the Ice Worlds.
The research station has limited resources and requires unusual technology
to operate in the Ice Worlds. Training and resupplying will be very difficult
unless at least one party member makes a craftsmanship roll of 12. This
encounter is only successful if one of these craftsmanship rolls succeeds.
The Nest
The PCs discover a strange nest embedded in a crater on an asteroid. On
closer inspection, there are several biocells filled with fuel in the nest,
which can be used to refuel a spacecraft with minimal improvisation. Each
member of the party can make one craftsmanship roll or one surgery roll if
they have craftsmanship or surgery ability. If any of the rolls are equal to or
better than 15, the party successfully refuels all of their vehicles. After
refueling the party can return to Nereid or continue exploring the Ice
Worlds.
If the party tries to refuel and all of their rolls fail, they are attacked by the
Swarthy Krackis (3 spaceflight, 7 stalking, 6 repair, 9 grappling, 3 missile,
5 countermeasures, 40 toughness, 20 tgh/2, 17 defense.) This mutant
bioship has no crew and cannot be boarded because it is filled with internal
organs instead of passenger space. It attacks with long slithering body and
numerous robust tentacles, disabling the target vehicle and devouring any
crew members it can find. The Swarthy Krackis has three golem defenders
(5 shooting, 2 toughness, 1 tgh/2, 11 defense) that aid in its conquests.
This encounter is successful unless the party loses the battle with the
Swarthy Krackis. (The Swarthy Krackis follows the Predator Satiation
rules.)
183 Squawk Role-Playing Game
Index
Abaddon.....................................1, ii Asteroid CMX-5.........................128
ability........................20, 21, 85, 103 Astronautilus................................40
ability level.....................82, 85, 103 attack................................21, 83, 94
Ability List...................................86 Attacked by Pirates.....................112
ability requirements..................2, 20 auto-grapple................................126
Ability roll....................................83 automatic success.........................82
Acrobatics..............................20, 87 autopilot............................31, 92, 93
Action.....................................82, 97 basic attack...................................84
Aeolyte...........................................3 Basic Rules...................................82
aetosaur......................................120 Battle of Union Rock..................111
Air Gun.................................35, 139 beanstalk...........................46, 49, 69
air rifle........................................139 Behemoth.......................................4
Airship......................35, 52, 54, 137 bioarmor.....................................176
Alchemy...........................21, 26, 57 biocannon.............................27, 176
Alien Autopsy............................151 bioship........21, 22, 46, 47, 179, 180
Amp Gang..................................150 biotechnology......................i, 22, 46
amphibian...................................120 bird.............3, 13, 16, 155, 156, 165
Amps..........................................150 Bird of Prey................................156
Ancient Pyramid.........................135 Blackbird Clan..............................60
ankylosaur....................................18 blasting.................20, 21, 86, 93, 94
Ankylosaurus..............................162 bombs.....................................92, 93
Anthropornis......................143, 157 Borean............................................5
Appendix A..................................82 Borean Tribes...............................51
Appendix B................................102 Bounty Hunter..............................28
archosaur.......................................... Brachiosaurus.............................119
............120, 121, 145, 147, 153, 164 Browser Wars.............................155
area...............................................30 bug sauce.....125, 135, 140-143, 170
Arena..........................................144 Bureaucracy..................................55
Argentavis..................................156 Burning Tendril..........................122
Ariel University..........................130 Bushwhacker................................46
armor..........................................128 Butcher...................................27, 59
Armored Dragon........................121 Campaign............................i, 2, 102
Armored Freighter........................33 Cannibal...............................61, 144
Armorer..................................21, 26 Capsized.....................................146
Artifact.......................................154 Captain.........................................21
artificial habitat..................1, 48, 78 Captain Gabriel. .107, 108, 128, 181
Aspiring Mutualist.....................138 carapace......................................176
asteroid............................................. carbine sword.............................144
..42, 43, 48, 114, 123, 128, 180, 182 Cards..........................................101
asteroid belt..................................42 catch.......................................84, 94
Squawk Role-Playing Game 184
Acknowledgments
We have been working on Squawk since 1995, and related projects going
back to the 1980's. We would like to thank everyone who participated in our
games and clubs even if we don't remember all of your names.
The Squawk RPG was developed primarily by Seth and Benjamin
Galbraith. Our brothers Ulrich, Charles and Phillip Galbraith also
contributed significant amounts of material. Our sister Annie Nielson and
our friend Chrissy Gecosala helped us develop our digital art assets. Ulrich
also created the the cover art and the following illustrations: the strix
mother in Blackbird Clan, the behemoth in Restless Laborer, the titan in
characters, and probably others. The other artwork in this book was
originally sketched by Seth Galbraith.
We would like to thank our parents Paul and Marilyn for encouraging our
creative efforts and for their financial support.
Developing the Squawk RPG required a lot of technology. We developed
early RPG systems by e-mailing them back and forth through a free public
e-mail system provided at one time by Kitsap Regional Libraries. Planet
Quake provided us with our first hosted website. Greg Mapes and Jeff
Wyman helped us run our own web server for a while. Dreamhost currently
sells us traditional web hosting services. Google provides us with "cloud"
apps such as Google Docs - our main editing tool for this book.
We also used Open Source Software to develop the Squawk RPG including
the OpenOffice.org word processor, GIMP image editor, Inkscape for
vector graphics, Blender for 3D modeling and MapTool from RPTools.net
for playtesting. Dell laptops and netbooks with Ubuntu Linux provided a
convenient platform for these applications.
Kevin Lewis, Jared Norskog, Michael Molien, Eli Ashe, Echo Allen (a
sister) and Greg Mapes gave us advice on the Squawk RPG that eventually
influenced the final form the book would take.
In addition to the Galbraith brothers, Shawn Geier, Phil Gribbin, Nate
Welton, Tim Shelton, Chris Carpenter, Eli Ashe, Cassandra Ashe, Jerry
Erickson, Brian Wunderlich, Trina Britton and Ben Williams helped us by
playtesting some version(s) of the Squawk RPG over the last 15 years.