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Game Writer: Gene Stanley Pritchard
Game Designer: Gene Stanley Pritchard
Cover Illustrator: Drew Johnson

Produced & Published By:

The Guildhall Press

121 Sexton Crescent
Toronto, Ontario
M2H 2L7


RPG-13 System Playtesters: Matthew Brown, Angus Burnett, Geoffrey Canie, Max Cranley, Brent Caudill, Mike
Demetro, Tim Denee, Dave Erlenbusch, Michelle Green, Joe Hildreth, Karl Jennings, Ian Little, Jason McGibney,
Christopher McGlothlin, James McGuire, Gregory Naipaul, Janet Pall, Ky Patterson, Andrea Radasanu, Brian Rahn,
Bradley Reckless, Charles Robinson, Elizabeth Rosell, John Sanchez, Michael Schloss, Michael Sinardi, Chris Smith,
Ken St. Andre, Tony Stanfield, Chris Walkley, Julia Walkley, Andrew White and Myles White.

Ack!-Knowledgements: Very special thanks to Sheryl Demetro and Jean Morrison. I want to express my pride in
“Crystal” Danqing Shi and “Leslie” Pei Zhao for the courage they have shown and the wonderful things they have
achieved in the time it took me to complete this work. I would also like to thank Devo for creating the spud music to
which the final portion of this game devolved. Tremendous gratitude is also due George Harrison, John Lennon, Carl
Perkins, Joey Ramone and Dee Dee Ramone, for being constant companions through many years via their music; they
are sorely missed since their untimely deaths. Thanks also to Ken Whitman, Christopher Clark and the others who
created the first and second editions of Mutazoids (with an entirely different system), as well as to Moses “Wolfy”
Wildermuth and Stephen Lee who made it possible to bring the game back from the dead.
Deposited in the National Library of Canada

Mutazoids is a trademark of Money Talks Enterprises and is used under license. Grace Fuller, Guy Everett, Metamen, Metazoids, the Scared Stiff logo, The Guildhall Press logo, the RPG-
13 logo, and the RPG-13 Warning are trademarks of The Guildhall Press. Mutazoids: The B-Movie Mutant Apocalypse RPG is copyright © 2003 by Mike Demetro. All illustrations are
copyright © 2002 by Drew Johnson.

ISBN 0-9688612-3-7 Printed in the USA 1 2 3 4 5 6 7 8 9 10

Mutazoids Demo B-Movie Mutant
Apocalypse Genre Rules. Mutazoids
Demo is the second of several b-movie
backgrounds using the RPG-13 B-Movie Game
The majority of the background to this System.
game was written before the September 11th The game is designed around the RPG-13
terrorist attacks. The publication of this game was Core Rules (1/4 of this book) that are necessary
therefore not conceived as an insensitive, to play no matter what genre is chosen.
opportunistic and/or sensationalist means to Mutazoids Demo and the other Genre Rules
exploit public outrage over current events. The (such as the 3/4 of this book that covers the
attacks were incredibly tragic and reprehensible. mutant apocalypse genre) provide the specific rules
The specific details of the background were also that tailor the game to the background being used.
written without knowledge of how eerily prescient The Core Rules paired with any of the Genre Rules
parts of the game would later become. provide for a very detailed duplication of the feel of
It was decided not to alter the text beyond each genre.
minor revisions that became necessary in the The RPG-13 B-Movie Game System
interests of good taste but to leave the game intact series also tries to cover many backgrounds without
as a means for players to portray the brave police, falling into the trap of generic games. With more
militia, soldiers and counter-terrorist agents whose universal games, it is necessary to do a lot of work
heroism should so obviously be admired and oneself or to spend money on a supplement. The
brought to the attention of everyone. advantage is that only a few new rules have to be
We hope you will use this game to play out learned and not a whole new system. Each RPG-
the actions of courageous and morally outstanding 13 B-Movie Game System book uses the same
individuals faced with a grim future in which rules with a few necessary changes and different
freedom must be safeguarded against those that advice, so although the games are separate, you
would seek to undermine it through overt actions don’t have to learn a whole new set of rules each
or mere lack of faith. time. The rules do not feel the same each time even
if all the players already know how to play.
GETTING INTO AN RPG- The RPG-13 B-Movie Game System
gives you a very broad genre with each set of genre

13 PRODUCTION rules, each paying special attention to several genres

within the broad scope of the game. The RPG-13
B-Movie Game System line covers dozens of
topics in several books. That can make it a lot
The Guildhall Press publishes this game cheaper than buying one game for each slightly
and a series of genre expansions using the RPG-13 different background. This book has the RPG-13
B-Movie Game System. We are a publishing B-Movie Game System Core Rules and the
company based in Toronto, Canada. Our website is Mutazoids Demo B-Movie Mutant
at and contains Apocalypse Genre Rules. The expansion
information on all of our projects. Our books will have genre rules of their own that tie website contains a demo of into the RPG-13 B-Movie Game System Core
this and other RPG-13 B-Movie Game System Rules in this book and provide very good value
titles. The website will without the blandly identical feel of universal
gradually include demos for all of our work. system supplements.
This game includes the RPG-13 B-Movie
Game System Core Rules and the
predetermined drama. Role-playing isn’t quite so
pre-defined. If anything, it’s closer to group
WHAT ARE B-MOVIES? improvisation, although not as freeform. There are
set roles, an outlined plot, and firm guidelines for
resolving any questions where success is uncertain.
B-movies have had a huge influence on Role-playing is almost entirely verbal. The
modern filmmaking. Although critics have never Protectors of Civilisation, the name given to the players
given them proper credit, audiences have always of Mutazoids Demo, are imaginary and the
known instinctively that the “B” in b-movie action takes place entirely in the imaginations of the
promises movies at their “Basic” best. Today, the players. That is why no board or game pieces are
term “b-movie” means any low-budget film, or necessary.
even any film that is panned by the critics, but it Role-playing is based on teamwork. The
has a much more illustrious past. players are there to have fun and to direct the roles
Initially, b-movies (or “bottom films”) got they play in a spirit of co-operation towards
their name because they acted as filler, produced by positive goals. The fun doesn’t come from the
the major studios to provide the secondary film of adrenaline of competition but from the joy of
a double feature. They were also called “b” because watching a story develop. That is why there are no
their budgets were restricted. When the cinemas points, no winners, and no losers.
opened up to smaller studios and independent Role-playing games are segmented into
filmmakers, the term “b-movie” evolved to refer to episodic storylines. An individual story only takes a
“indie” films. But b-movies have existed almost as session or two to play out, but the chain of stories
long as movies in general. The term has come to that are connected by the same central characters
encompass all the phases of its history. can last indefinitely. Like soap operas, the story
B-movies are all about doing more with only really ends when the producers cancel the
less. B-movies are where untested writers, directors, program. That is why these games have the
and actors paid their dues, where fading stars and reputation for lasting forever.
filmmakers return when the last embers of their Ultimately, role-playing games are inspired
fame lose their glow. by games, theatre, and improvisation. They are
B-movies often arise from controversy, and recreational, involve set roles and basic plot
disagreements over themes, quality, and talent. B- outlines, and give the participants a great deal of
movies are an experimental lab where themes and control over the flow of events. The participation is
genres bubble together, directed consciously and social, the activity fun, and the goals are co-
subconsciously. operative.
One of the participants is an impartial
WHAT IS judge, or referee, who resolves any disputes and
guides the story along. In RPG-13 B-Movie

ROLE-PLAYING? Game System he is called The Chief Magistrate

(CM), and he portrays every role except those
created by the other participants. Everyone else
playing the game is a player. Each player creates a
Role-playing is a very curious sort of single character – a role that s/he plays for the
gaming. There is no board and there are no pieces; purposes of the game – known as a Protector of
the rulebook is as thick as a 30-year-old freshman Civilisation.
and there are no winners, losers, or even a finish
Each time players gather for a session of
line. Role-playing is a recreation and a form of play play, they are involved in an individual story. Each
but isn’t really a type of gaming at all. If you define story – called a Misadventure – can take one or more
“game” as a competition with a set structure and a of these sessions to play out. The ongoing story of
well-defined beginning and end, role-playing
the Misadventures that the Protectors of Civilisation find
doesn’t have any of these defining traits. themselves in is known as a Diary. This Diary can
Role-playing is sometimes compared to the be never-ending and is linked merely by the fact
theatre. Most plays have set characters, scenes,
that the group playing is more or less consistent,
lines, and sets, with actors bringing life to a even if some players drop out or join over time. A
parallel to this structure might be a television series for Mutazoids Demo are written in a light style
with continuing characters, or a film series based we hope will be entertaining to read.
on consistent central characters. The game includes so many genre
The Chief Magistrate can invent whatever conventions that what you originally construct as a
s/he wants and the CM’s rulings must be respected. serious drama, and play with a straight face, will
The things the CM invents should be consistent gain “b” status during play. Running the game as an
with the setting and s/he should be consistent and action adventure or thriller and developing all the
fair when dealing with disputes over rules excitement and chills you can stand will be much
interpretation, but the final decision is the CM’s. more effective than playing things for laughs.
To be effective, the CM should be familiar Make sure everyone playing has a good idea
enough with the game to handle this job without of the RPG-13 B-Movie Game System
too much trouble. Players should not run their approach, the style that everyone else is playing.
Protectors of Civilisation as people who are in a movie Each player should be walked through the sections,
and aware of their position. RPG-13 B-Movie “Dicing with Death,” “Challenges,” and “Pushing Your
Game System is not a spoof of this kind; it Luck” at minimum – and have the other sections in
requires mock solemnity from its players. There “Playing the Game” described during play as
must be a division between what a player knows situations arise. Guide each player through making
and what the Protector s/he portrays knows. The a Protector of Civilisation and skim through all the
Chief Magistrate must also respect this division when steps in “The Protectors” section.
s/he portrays the other characters in the game. The When play is about to start, emphasise the
CM should not describe the scenes as if there were fact that the style of the genre is important.
cameras, lights, and microphones filming the action Everyone in RPG-13 B-Movie Game System is
just out of sight. a regular person, and is basically good. No matter
Role-playing is fairly straightforward and how gruff and mean they may act, all the central
can be picked up easily after a few minutes of figures in RPG-13 B-Movie Game System are
feeling self-conscious are forgotten. Over time proactive and more or less altruistic.
there is endless scope for improvement and You can learn this game the day you buy it
refinement. RPG-13 B-Movie Game System and play it the next day. Your players will easily
rewards regular play. pick up the rules as they go along, even if they are
novices. The game is quick to learn and everything

can be picked up during the first couple of sessions.
Aside from the basics I have just described, play
can begin almost immediately. As time passes, the
ROLE-PLAYING? hints for running your game can be used to add
more enjoyment. The game is meant to provide
everything you need to master the game, not to
The RPG-13 B-Movie Game System require mastery for play to start!
will capture the feel of the genre conventions for You can look forward to the quick release
the background I present. Each game will pay of Misadventures and genre expansions. The
extreme attention to these clichés and traditions, Guildhall Press will support the game fully for
because that is what characterises “b” films most of years. Of course, don’t just take our word for it! Go
all. on and play and you’ll see!
RPG-13 B-Movie Game System games
pay close attention to detail, but don’t try to
duplicate reality slavishly. The rules concentrate on
the feel of play, rather than the duplication of a
genre’s more superficial factors.
Games too often make for dull reading. A
lot of time is spent studying the rules. They
shouldn’t put you to sleep. I have spent more time
reading certain games than playing them. The rules

2000 TO 2012
From the dawn of the first cities to the era
THE TRADE BLOCKS of unceasing mechanical cacophony, the northern
nations dominated and used their dominance to
maintain their mastery over the rest of the world.
In the late 20th century North America, Although ludicrous notions such as “White Man’s
Europe and Asia started to form the huge Burden,” “Manifest Destiny,” and “the Monroe
continental trade blocks that would eliminate trade Doctrine” were discarded, the north retained the
regulations within the boundaries of member wealth and power that they had accumulated. Why
nations. These blocks of trading nations would try shouldn’t they? No one can blame a man for
to dominate world trade and exclude non-members wanting to support his own self interest even if
from existing as anything more than a herd of cattle many of the poorer peoples of the world should
to be gradually devoured. Critics described the hate him for what his pride and greed can cause.
trade blocks as having “dismantled many small The north-south polarity was an inevitable
walls in order to use the bricks to build big walls.” consequence of the fact that only certain countries
The poor nations in South America, Africa, developed on a roughly equal footing as industry
the Middle East and southern Asia became further was pioneered in the 19th century. Inertia made it
isolated and exploited with every new declaration hard for poor nations to develop at all while it
that trade barriers were being removed and the became progressively easier for wealthy nations to
world economy democratized. The eventual effect increase in power. Southern nations seemed
of this would be to create what was called the irrevocably mired in poverty. Is it any wonder that
“north-south polarity” and pave the way to unify this should be resented?
the interests of poorer nations. As inevitable as it was that nations that did
not industrialise in the 19th century would remain
THE NORTH-SOUTH impoverished, it is perhaps equally inevitable that
they should strike back in time. Without the
military might of the north, it is no surprise that
POLARITY their vengeance would be radical and as
unconventional as it would be organised. The
ultimate expression of the rage of the developing
Primitive man probably arose in Africa in peoples of the world was the Organisation for
the southern section of the northern hemisphere. Cultural Freedom.
Civilisation itself was wrought north of there as the
first kingdoms arose in the Middle East and built
cities in the sand. The great powers of the Middle
Ages were from even farther north. It was the
Europeans of the far north that colonized most of
the rest of the world. Finally it was the Europeans
and foremost Britain that led the world in
industrialising and developing the modern world

the East (with the orthodox Marxist “production
for use” seeking to overthrow both systems) that
many thinker heralded the “end of history” when
FOR CULTURAL one of the systems collapsed and eliminated the
traditional dichotomy.
FREEDOM The short sighted outlook that proclaimed
an end to history failed to recognise that the 21st
century would bring a new economic system to
The Organisation for Cultural Freedom, or oppose the traditional “free market capitalism” of
OCF, was a loose association of national and the West. This opposition would come in the form
revolutionary movements mainly centred in the of the OCF and its “internationalist economic
Third World, especially those based south of the isolationism.” It may never be known if this new
equator. It was hoped to be an umbrella economic system is destined to triumph over free
organisation that would form the nucleus of a mass market capitalism but the OCF would succeed in
international movement for the emancipation of undermining the world economy in many ways.
developing nations from what they called The OCF member organisations were
“imperialist domination and exploitation.” dedicated to such ideas as independence,
The 16th, 17th, 18th and 19th centuries were nationalisation of industry, land reform, equality,
eras when Europe colonized much of the rest of higher wages, and rapid industrialisation. Members
the world. Although the 20th century was a time of of the OCF agreed upon very little aside from
gradual emancipation from foreign rule, by the 21st whom they each wanted to overthrow. The initial
century it was clear the developing nations were still goal of the OCF was to find a common ground and
dominated economically foreign countries. The ways to work together.
Third World needed to develop its industry the way The OCF looked to the largest ever anti-
Europeans had, but were too far behind to easily imperialist movement for inspiration—Mahatma
catch up. Even when foreign banks lent money for Gandhi and Indian nationalism. Known for his
the development of industry a profit was made and pacifism and hunger strikes, Gandhi used those
the developed nations gained more from the deal methods to gain sympathy from his countrymen.
than those they helped. In normal trade the To oppose colonial rule Indian nationalists
advanced countries that were more stable had boycotted foreign goods, advocated a reliance on
stronger dollars that could buy a lot without giving local craftsmanship and finally expelled foreign
very much in exchange. Political independence did industrialists. Although largely successful, India
not equate to economic independence and the bred its own industrialists who traded
world economy was a very real concern. No nation internationally and the standard of living remained
was self-sufficient. very low despite more rapid industrialisation than
Although history is primarily a chronology the rest of Asia.
of internal struggles within a nation and wars with Seeking to correct the mistakes it perceived
competing powers, it is the more long-term and in its model, the OCF proposed members seek to
savage antagonism between competing economic take control of developing nations and withdraw
systems that defines each era. This conflict has from the structure of world trade altogether. The
become more rapid and violent in recent centuries OCF member countries, trading only with each
rather than just a slow evolution of economic other to make up for a lack of self-sufficiency
structures. would be a trade block like in the big three in
The 15th through 18th centuries were North America, Europe and Asia but would stand
characterised by violent revolutions that overthrew alone. Unlike the insular Comecon that formed
traditional feudalism (and often the monarchies from the USSR and its satellite nations after World
that ruled them) and replaced it with industrial War II, the OCF members would not be made up
“free market capitalism” which was proclaimed of puppet states dominated by a single strong
both good and inevitable. The 19th and 20th member. Although they would not be equal, each
centuries were so defined by the opposition member would be relatively weak nation, and no
between the traditional “free market capitalism” of single country would be much stronger than
the West and the Communist “state capitalism” of another.
The OCF members were accused of being actually benefit from the wealth. The OCF argued
Communists, Luddites, Fascists, Socialists, that it didn’t care about the interests of one nation
Stalinists, tribalists, anarchists, separatists and just versus another or concerns of left or right wing
about any other type of “-ist” imaginable. There politics. It argued that political solutions only led to
was no actual ideology common to the OCF new forms of political organisation that remained
outside of the few core principles required to join. locked into the world economy. It claimed to be a
The primary tenet was simply that once a politically neutral organisation that used relatively
movement assumed control of its national small acts of violence to work against a structure
government with OCF help, it trade solely with that depended on an endless orgy of killing.
other countries led by OCF member organisations The OCF was criticized by people of every
and help fund the OCF. political stripe for not dedicating itself to building
The larger goals of the OCF were to anything. Whether called monstrous or brilliant, its
prevent the developed nations from exercising aims were seen as not working to replace the
economic domination through making world trade current systems with anything positive and
harder. Industrial sabotage and the disruption of tangible. As much as it might achieve its ends of
communication, transportation and energy allowing countries run by its members the ability to
necessary for the modern economy was considered make a new start without outside forces making
vital. If no country had ever fully managed to break dreams for the future impossible, it did nothing to
out of the world economic structure for very long, ensure the people it hoped to benefit would be
the OCF would work to ensure its supporters helped to achieve whatever goals they set once
success by making the world economic structure obstacles were removed. The OCF was compared
untenable. to a builder who demolishes an apartment where
The OCF was not pledged to right or left many people live without plans to build new
wing political ideologies but to the dismantling of dwellings or places to accommodate those made
the infrastructure that enabled world trade. With homeless.
each act of violence that made trade difficult, the
terrorists responsible were suspected of OCF
The OCF defended its violent acts by
contrasting its efforts against the violence inherent
in maintaining the system it opposed. In the system The new millennium was expected by some
it attacked the OCF perceived mass environmental to bring disaster. As people awaited a computer
damage threatening humanity itself, the spectre of related apocalypse and the “Year 2000 Problem,”
nuclear annihilation, the inevitability of scholars argued that the new millennium actually
conventional wars to redefine world markets over would start in 2001. As the “Year 2000 Problem”
saturated with healthy economies in competition, turned out to be grossly exaggerated in its menace,
deaths due to inferior products, starvation, the world breathed a sigh of relief. Survivalists
homelessness, rising rates of depression and turned out to be right about the millennial
suicide, support of military dictatorships for cheap apocalypse, and so did scholars who pointed out
labour, and disease left uncontrolled due to inflated the millennium’s true start in 2001.
pharmaceutical costs. As many people as might die In late 2001, a well orchestrated attack
due to the world’s problems whatever economic against American soil was heralded as the most
system was developed, the OCF claimed the lives incredible act of terrorism yet seen. Many
lost to its actions were dwarfed by the millions of thousands of lives were lost. The Struggles had
unnecessary deaths lost each year to the forces it started with the free world declaring a “Crusade
opposed. Against Terror” that led to an increasing number of
To maintain 90% of the world’s resources long-term military actions and espionage efforts.
in the hands of 10% of the population, and to have As a determined response from the United
90% of these wealthy few controlled by the top States and its allies was organised to punish those
10% of their own peers caused the world’s directly responsible, the true reasons for the
resources to be focussed on enriching a tiny unprecedented level of daring, planning and success
handful of people far beyond their capacity to was missed. The Organisation for Cultural
Freedom had recruited its first member
organisations and started to weave together world-
wide opposition to western nations. It had
organised its first spectacular act to disrupt the PROFILE
world economy.
The years that followed were a time of such
turmoil that the next two decades were known as NOT INCLUDED IN THE DEMO
“The Struggles.” There was so much violence that VERSION
the name was coined early on and used by the
people living through those times, and it was not
just a term applied later by historians. GUERRILLA WARFARE

It was the OCF, funded by members who

had formed governments in their native lands, who INSURGENCY WARFARE
first developed the bio-weapon known as
“metamen.” No other group was ever able to
develop metamen sufficiently to make their use NOT INCLUDED IN THE DEMO
truly feasible. VERSION
Metamen are used by the OCF to infiltrate
society in developed nations and perform various
acts of sabotage, infiltration and espionage. Their
great capabilities are of great assistance in this.
They are stronger, tougher, faster, and smarter than WARFARE
normal humans. They also often possess psychic
powers due to mutated neural pathways. Metamen NOT INCLUDED IN THE DEMO
are indistinguishable from normal humans when VERSION
not visibly exercising their extraordinary abilities.
The metamen were an invisible network
backed by the OCF that acted as “super spies” to
perform the more isolated, individual and deadly
acts of terror that were vital to augmenting the
OCF’s general terrorist and guerrilla style aims.
Metamen could act to perform acts of horror that
would be impossible for normal agents of the OCF. NOT INCLUDED IN THE DEMO












MURDER Overwhelming American military and
technological supremacy will continue to make the
NOT INCLUDED IN THE DEMO United States the foremost world power. Many
VERSION groups will continue to view America as their
enemy due to perceived national, cultural, religious
or ethnic grievances and they will also see
THEFT themselves as unable to combat the United States
through accepted military methods. This means
many groups around the world will actively pursue
NOT INCLUDED IN THE DEMO terrorist methods as a primary political strategy and
VERSION that they will target America far more than any
other nation. American citizens and companies will
also be targets, whether located in foreign nations
or at home.

Countries that have religious, cultural or
ethnic violence, weak governments, unstable
economies and poorly guarded borders breed
terrorists, revolutionaries, criminals and other
dissidents and undesirables. They also make for
safe havens for terrorist cells. Whether the
countries have governments that are friendly to
America, or regimes that oppose American ideas,
the large number of such nations will make the
crusade against terror a never-ending one.
State supported terrorism is nonetheless on
the decline, as transnational networks of terrorists
with wealthy private benefactors become the norm.
Aside from traditional military technology, this new
breed of diverse and flexible terrorists uses
information technology, computers and other
sophisticated methods. In the next decade, terrorist
tactics will be centred upon inflicting mass
casualties through increasingly subtle methods.
Terrorists will seek to restrain, circumvent
or minimize American power, to exploit perceived
weaknesses, and to exhaust American morale. The
public have a civic duty to never tire in their
dedication to freedom as a bloody hand of evil
strikes the United States in repeated barbarous acts.
Although the devastating toll of terror may
cause peace-loving people around the world to
recoil in horror, as images of fire and destruction
are etched in our minds, as the faces of fanatics
who commit unspeakable acts of menace and
murder become known and as tens of thousands of
Americans are mourned with profound grief, we
must renew our resolve. The free world faces a
vicious and pitiless foe we must champion freedom
today, tomorrow and always. However long the
struggle and however great the sacrifice, the
champions of freedom will come together and have
the last word.

TO 2037
recorded in 2023. Scientists speculate that the
THE INCIDENT Incident was probably in 2013 due to the likelihood
of a dormancy period. At the time no one knew the
cause was a virus that was spreading rapidly. A
The Incident is the name given to the seeming jump in cancer rates was a surprise blamed
unknown time, place and means of the release of on nuclear testing, greenhouse effect, changes in
the plague, intentionally or unintentionally, by diet and many other popular scapegoats.
whoever was responsible. As there are no facts, the Within a year of the Incident, scientists
Incident is really only a theory based on were mostly agreed that the menace facing them
supposition because the public demanded a was some sort of DNA virus. The news media
scapegoat. dubbed it “the plague” and there was a general
It is believed the Organisation for Cultural panic. Despite quarantine efforts and attempts to
Freedom created the mutazoid plague with the keep people from fleeing infected regions, there
intention of decimating the population of were already carriers in most areas.
developed nations and disrupting industry, By the summer of 2015, 1/3 of the world
communications, transportation and energy population was dead and scientists feared that the
production so modern life would be impossible in plague would reach the entire population before
the industrialised world. Only areas where people long. Most governments declared a state of national
had the skills to produce goods without electricity emergency if they had not done so already and
and gasoline and to have small scale commerce subjected its population to martial law. Huge burial
without international trade and the infrastructure details tried to cope with the masses of unburied
that entailed would remain relatively undisrupted. corpses that proved a breeding ground for
It is believed that the plague was countless diseases.
accidentally released before an inoculation could be The next several years were ones of
developed and administered en masse in those continual civil disorder. Mass panic, famine, disease
countries governed by OCF members because no and an inability of government to solve the
country was unaffected. Due to the accident and problems facing its citizens, or even to alleviate the
suddenness of its onset, the plague may not have suffering, caused riots. The police and military were
been deliberately developed at all but merely an called out and employed legal and extra-legal
unforeseen mutation of the modified retrovirus violence to try to impose order. The governments
used to administer the genetic changes that created of the world largely tried to relocate populations en
the metamen. masse to the cities in order to make it easier to
If metamen were in action world-wide, and police them, but the result was a tremendous death
the mutation of the organism that spawned the toll at the hands of disease, famine and even more
metamen was an unforeseen natural part of a viral riots. By 2023 most of the population of the world
lifecycle, then the mutazoid plague could have been was dead and society had disintegrated. It was the
simultaneously released in many places and covered end of the old world.
the world quite quickly. Because viruses are normally inert and such
The cancer rate jumped enormously in widespread epidemic type diseases are known to
2014, the first mutant birth was recorded in 2015 occur in waves, there is no reason to think the
and the last death from plague-spawned cancer was plague itself is definitely extinct. It may reassert
itself in waves every few years in one part of the reproductively compatible with pure-strain humans
world or another and we would never know due to in a physical sense and therefore are not a distinct
a lack of international communication. The species for physiological reasons but due to
governments of the world are quick to assert that “courtship” factors. Most of the population are
the virus could not have survived but there is no acceptables and the deformed members of
evidence to really judge the matter either way. humanity are tolerated out of necessity. This
segment of the population form the “mutant
majority” of second-class citizens.
Humans are those descended from parents
who were infected with the plague but in whom the
plague caused no displacement or deformation of Those born with substantial mutations join
the parents’ genes. The humans now alive would be the mutazoid population if they survive. Mutazoids
entirely descended from the people who developed are characterized as such, more precisely, because
cancer as a result of the plague but who were they are predicted to be reproductively
treated successfully for that cancer. incompatible with pure-strain humans from a
The plague itself was a highly imprecise way physical standpoint and therefore not the same
of causing mutations and many cases did result only species. Mutazoids are not strictly human but are
in tumours. Some of these cancer survivors still hominids and close cousins to humanity.
intermarried. The full chromosomes of each parent Mutazoids are still segregated, however, because it
of a child were spared to enable the child to have a has not been conclusively proven how the
full normal set of genes. Most people support the mutagenic virus spreads and because a few
attempts of the government to isolate normal mutazoids might be able to breed with humans
humans from acceptables and mutazoids to marry against all predictions. Even those people who are
only each other and rebuild a normal and healthy incorrectly classed as mutazoids and who therefore
humanity from the devastation left by the plague. retain a technical physical ability to mate with
humans are not the same species but merely
acceptables with atypically bizarre mutations.
METAMEN With genetic material incorporating traits
from insects, animals and/or humans, mutazoids
are not all equally viable. Even if a mutazoid
The metamen of the post-plague era are the survives infancy many factors contribute to making
descendants of those original metamen who survival until adulthood difficult. Severe mutations
produced normal offspring. They are stronger, (such as possessing an exoskeleton instead of an
tougher, faster, and smarter than normal humans. endoskeleton) may cause the mutazoid to collapse
They also often possess psychic powers due to under his own weight if and when he grows beyond
mutated neural pathways. Metamen are a certain size and becomes structurally unsound.
indistinguishable from normal humans when not Mutazoids who remain in the cities within
visibly exercising their extraordinary abilities and the bounds allowed by society may survive by
their existence is officially denied. They are classed performing degrading unskilled labour for a
as part of the human population and the starvation wage. Many mutazoids go rogue and
classification is genetically accurate. become outlaws or flee to the west in hopes of
meeting up with resistance groups in the outlands.
ACCEPTABLES Dissident mutazoids must all confront the armed
hostility of normal society in one way or another.

Anyone born with merely cosmetic

mutations that are not considered substantial is
termed an acceptable. Acceptables are characterized
as such, more precisely, because they are
The metazoids are to acceptables and
mutazoids what metamen are to humans. Metamen
are indistinguishable from other acceptables and Almost all of the research and thought
mutazoids when not visibly exercising their powers given to the mutazoids was conducted between
and their existence is officially denied. They are 2015 and 2020 as society gradually disintegrated but
counted as acceptables or mutazoids under the law, before it had fallen into complete chaos.
according to their physical traits and this Geneticists and other scientists, doctors,
classification is accepted by geneticists. psychologists, philosophers, and lawyers led the
general population in trying to draw some

FREAK OUTS consensus on the nature of the plague and its

offspring. By the end of the early years of the
plague, survival had become far more of a concern
than intellectual questions.
The main component ensuring public
support for government constraints on mutazoids
is the high incidence of freak outs. Freak outs are
the seemingly random outbursts of psychotic,
psychopathic and/or sociopathic behaviour in
mutazoids. Neurosis and eccentricity are not
uncommon at the best of times. Strict policing of
the mutazoids is necessary because of a tendency Genetics primarily studies DNA. DNA is
toward criminally insane acts from individuals who “deoxyribonucleic acid” and stores the instructions
had previously seemed normal. Although much that a body uses to develop as it grows. DNA is
rarer, freak outs are not completely unknown even divided into chromosomes, each of which is made
among acceptables. up of hundreds of genes. Humans have 23 pairs of
Mutazoids that do snap and become chromosomes in every cell and every person’s cell
cunning fiends or sudden berserk killers are a worse DNA has nearly 100,000 genes. Each of a person’s
concern than even the mutazoids who engage in cells (except reproductive cells) has an identical
normal criminal activity with much higher collection of chromosomes. As cells split in order
frequency than humans and acceptables. Mutazoids to multiply, each cell takes half of each type of
are potentially far more dangerous than ordinary everything the original cell contained (including
humans due to the fact that their mutations often chromosomes), and regenerates the missing
offer advantages in close combat. material, so every new cell is identical to all of its
True integration will be impossible for as ancestors. As a person grows, his cells each develop
long as the cause of freak outs remains specialized functions.
undiscovered and untreatable. Although brutal at In the 21st Century, the “Human Genome
times, the Second Republic does have a lot of Project” mapped out every human gene, of which
justification behind its activities, especially due to there are many more than become manifest in any
the fact that the future of humanity is in question. given person. This made it possible to cure many
Safeguarding the few remaining individuals that diseases and had countless medical applications.
were untouched by the plague against the mutant Unfortunately, mapping the human genome
majority is entirely understandable. also allowed genetics to be used to develop
weapons of terror just as there had been other
biological weapons for many years. Nuclear and
chemical weapons were each a bane of mankind—
but genetic weapons would bring about the
apocalypse. Scientists have never fully isolated the
nature of the mutazoid plague and an inoculation
or cure for the mutagenic virus has not been who were infected but did not die from cancer as a
developed. result, 10% bore normal children, 30% bore
The mutagenic virus is an infective mutazoids and 60% bore acceptables. Two thirds
molecule consisting of genetic material coated with of those born as mutazoids were too deformed to
a layer of protein. Viruses are not alive in and of even survive infancy, making the mutazoid
themselves. The submicroscopic virus multiplies population roughly equivalent in numbers to the
only in the cells of an infected carrier. The virus is normal humans. The remaining third survive
dormant until it infects a cell in its host when it according to how viable their mutations allow them
starts reproducing genetic material. to be in their environment.
It is not known how the virus itself is Those that survive to adulthood are usually
communicated, but sexual transmission is the most those few whose beneficial mutations far outweigh
popular theory. Infected individuals due not their adverse mutations. Due to uneven mortality
mutate, but the mutations are triggered in their rates, acceptables make up 75% of the population
descendents. The mutagenic virus is carried by a and humans and mutazoids 25% in a roughly even
host so that the offspring of anyone affected split. A very small number of the human
develops mutations and is born a mutazoid. The population are likely metamen.
mutagenic virus obviously changes the genetic code The plague is a virus with a very unusual
of an individual so that the capacity for mutation is makeup. The virus is not a mere disease microbe
passed to his offspring. but a communicable scrambling of normal
The mutagenic virus does not merely bring reproductive gene transmission. An inoculation or a
about a physical transformation to the cells an cure is not likely to be developed for many years.
already developed individual. Such an adaptive For many people the principle question for
change would not be communicated to the children geneticists is whether or not mutazoids should be
of someone affected, in the same way that the considered human. Although we have come to
children of a body builder or an electrician are not think of Homo sapiens as a distinct species without
born any more physically fit or skilled at repairing separate branches, before recorded history there
electrical systems. were other forms of humanity such as
Very little is known about the mutagenic Neanderthals, which have now become extinct.
virus. There was a single most popular hypothesis: By definition, a species is a group of
• A human engineered mutating retrovirus organisms which is distinct from others by being
carrying engineered genetic material infects the able to interbreed. Neanderthals were probably not
host. sexually compatible with humans but definitely
• The virus mutates so it is different in every shared most of the evolutionary classifications with
manifestation and organisms do not develop an modern humans. They were part of the animal
immunity to pass to their offspring. kingdom, and, more specifically, also mammals,
• The reproductive system carrying half the even more specifically hominids. They therefore
person’s chromosomes is invaded and new genes shared kingdom, phylum, class, order, family and
deposited. genus with modern humans and differed only in
being a distinct species.
• The imprecise method of depositing new
Dogs, wolves, foxes and jackals are all
genes causes a lot of plague infections to lead to
canines and thus constitute a single genus. They are
cancer or highly unpredictable changes.
each a distinct species despite the physiological
• When a child is conceived, its similarity that groups them in the same genera due
chromosomes are formed from half of one parent’s to their reproductive prospects. Thus different
joining with half of the others. If one or both canines are distinct in a way that is analogous to
parents are infected with the mutazoid plague the how modern humans differ from the extinct
child can be born having inherited only some (or primitive hominids. What we identify as human is
even none) of his parents genes. therefore not a matter of being hominids (which
The whole population was likely exposed to mutazoids certainly are) but a question of whether
the plague in a short time. Two thirds of those or not they are of the same species (i.e.
infected developed cancer and most of those who reproductively compatible).
developed cancer from the plague died. Of those
There is a close parallel to be drawn “reproductively isolated” from the members of its
between humanity and different breeds of dogs. former species. This usually happens when
Each is sexually compatible with other breeds members of a species are geographically separated
despite being physically very different. Some breeds from the rest of the group and they gradually
of dogs appear closer to wolves than to many small evolve in a very different way. Over a long time
breeds of dog, yet they are “reproductively they mutate in such a way that they cannot breed
isolated” from wolves and not from other breeds of with the descendants of creatures their forefathers
dog that seem to be much more dissimilar. It is had once been identical to.
therefore not obvious that mutazoids are inhuman Originally, new species that arose were
merely because they can be physically varied and purely a matter of physical isolation and very
very distinct from normal humans in their gradual mutation, but humans developed animal
appearance. husbandry and introduced the element of causing
Barring extreme mutations that interfere genetic changes by selectively breeding animals that
with reproduction the way that a deformity might had different characteristics until new breeds
bar a human in a similar way, mutazoids have been formed with distinct traits. Selective breeding did
shown to be capable of successfully breeding with not have a tendency to create separate species, but
humans. This means that mutazoids can be genetic engineering always contained the possibility.
classified as belonging to the same species as we Whereas natural evolution has no deliberate
belong to. They would therefore seem to be direction for the changes that occur, and animal
human. husbandry is a deliberate process guided by
Despite the potential for mutazoids being foresight, the mutagenic plague is a deliberate
the same species, there is a question if they are all human act that causes mutations with no deliberate
reproductively compatible with humans (or even all direction for the changes that occur. It is an entirely
other mutazoids) or whether it is only a segment of new concept in evolution. That unknown parties
the mutazoid population that is compatible. It is should introduce it as a factor in the evolution of
not yet entirely clear how the random mutations humanity itself is a major upset to the structure of
can affect breeding. society and the self-image humanity has cultivated
All living things evolved from single-celled over time.
organisms and share a certain genetic commonality. Species that become reproductively isolated
Humans are 98% genetically identical to do so because of either physiological factors (a
chimpanzees and share very little genetic similarity physical or chemical difference makes conception
to rutabagas, for instance. A very small difference impossible) or courtship factors (the males of one
in genetic makeup can have a profound effect upon group do not recognise the females of the other
a living thing and how it varies from other group as potential mates). Because each mutazoid
creatures. In examining mutazoids it is a key has an entirely different genetic composition
question to see whether these genetic differences modifying a human “starting point” it is likely that
which seem to add the physical traits of various the mutazoids will eventually crystallize into
animals into the makeup of humans really multiple distinct species of hominid.
constitute enough of a difference to make them A few who were called mutazoids will
truly non-human. almost definitely remain homo sapiens, despite
Mutazoids are not an assembly of pieces being as different from a pure-strain human as a
from different animals created by surgically grafting poodle is from a German Shepherd. Some
the limbs and skin of different species onto a mutazoids will be akin to different types of dog,
human body, however. A seamstress does not others to different types of wolf or fox or jackal.
crudely assemble them from butcher’s bits. They All will be hominids, just as all of the above
are genetically mutated and those that survive are creatures are canines, but there will be several
viable and natural wholes. Some or all of them distinct species and multiple breeds within each
must belong to the same species and be capable of species. We will have to become accustomed to
breeding with each other and, possibly, with pure- humans as no longer the only form of hominid and
strain humans as well. as no longer physically very similar. The phenotypic
An animal becomes distinct species when differences related to race and ethnicity are minor
the mutations of one group cause it to be
in comparison to the diversity that will become due to “courtship factors” is that because humans
normal. are reasoning creatures, they could shun a whole
Already, people who were once all grouped segment of their own species due to the very same
as mutazoids are now being termed “acceptables” capacity for deviation from their animal urges that
and true “mutazoids” based on whether or not they some geneticists accuse more broad minded people
are variant breeds of homo sapiens or distinct of. It is fiercely debated whether it is the vast
species of hominid. The question that remains is majority or the tiny minority that is fighting against
whether or not all hominids should be regarded as nature. It is also debated as to whether or not there
equal inheritors of what we have come to regard as is any meaningful difference in evolutionary terms
the gift of humanity (to be redefined perhaps as between the two.
“hominidity”) or whether there should be Science has only begun to study the
segregation and social inequality. It seems strange mutazoid virus and no truly valid answers can be
from a genetic standpoint to regard members of a provided to conclusively answer the questions
single genus as inherently better or worse than each society poses with regard to mutazoids.
other. Do we consider dogs inherently superior to

wolves? It is even stranger to distinguish between
distinct breeds of the same species. Do we view
golden retrievers as superior dogs to terriers despite
obvious differences? MUTAZOIDS
As much as we might fear wolves because
they are carnivorous hunters that live in the wild
more than dogs who are our oldest companions NOT INCLUDED IN THE DEMO
and domesticated into an accepted role, acceptables VERSION
and mutazoids are fully socialised and not merely
domesticated companions. Surely there is even less
of a reason for arbitrary distinctions. Of course, FAMILY PHYSICIANS ON
until the nature of mutazoid freakouts (the
tendency toward sudden psychosis, sociopathy and
psychopathy) is understood there will be a fear of
integrating them into normal human society. As
much as dogs become dangerous if they contract NOT INCLUDED IN THE DEMO
rabies, we might not have domesticated them if the VERSION
capacity for unpredictable rampages lay dormant in
each and every individual animal as an inescapable
Many geneticists maintain that the
unwillingness of the vast majority of humans to MUTAZOIDS
breed with mutants is an indication that even those
mutants who are not incompatible with humans
due to physiological factors are incompatible due to Psychology studies individuals or small
courtship factors. Thus, even the mutants known as groups of people or animals to understand the
acceptables are a distinct species and therefore not nature of behaviour and of the mind scientifically.
human. They see humans as one species of Psychologists study all human behaviour and
hominid, acceptables as another and mutazoids as a psychiatrists are doctors who specialize in mental
grouping of several other species of hominid. disorders. Although the issue of mutazoids has
These geneticists claim that because humans are been the subject of some study by psychologists, it
reasoning creatures they are subject to predilections quite obviously does not constitute abnormal
that are virtually unknown in other species and any behaviour to be “treated” by psychiatrists.
humans and acceptables who wish to mate are Although experiment and observation has
deviants. provided some grounds for future hypothesis,
The problem many other geneticists have mutazoids are not sufficiently integrated with
with the concept of acceptables as a distinct species society to be studied through surveys or case

studies. Psychologists have not conducted enough of their grandchildren and shower presents on their
studies of mutazoids to have sufficient data to great grandchildren, the conscious investment of
produce statistically significant conclusions from resources lessens with each generation. Each
correlations between different findings. No generation has its own parental guardians and
verifiable hypotheses can be advanced about how although later generations are no less a
the mind of a mutazoid might differ from that of a continuation of the ancestral bloodline, the
normal human. personal responsibility is less. The feeling of
More measurable topics- sensory personal responsibility is diluted where others pick
perception, awareness of time, reaction time, up the torch.
attention span, verbal awareness and emotional Humans as rational creatures are not as
responses- have been studied more. It is conscious of their inborn protection of their own
unfortunate that the nature of mutazoid genetics genetic material but they do not escape their
contains an inherent inconsistency in results far primitive instincts altogether. Whereas scholars and
beyond the normal distribution of results common philosophers call a backlash against mutazoids
to normal humans. “existential anxiety” based on the principal that
Examining dead mutazoids for malformed mutazoids call our fundamental assumptions into
areas of the brain to correlate to abnormalities question, psychologists have a different theory.
apparent in life or administering electrical shocks to Many psychologists feel that mutazoids fail
achieve similar results has also failed to produce to trigger our instinctive need to protect our own
conclusive evidence in favour of any of the theories genetic material. Whereas we have a need to ensure
advanced about mutazoids. Psychology is that those traits that ensure survival are passed
inherently not equipped to prove the theories being from generation to generation, a person that is
argued without substantially more time and study born with many random mutations and no certainty
than has so far been available. of any unaffected genes left to transmit to future
The mutagenic plague differs from normal generations has nothing to protect. We simply do
evolution in terms of its pace and its cause. not have the instinctual reactions toward mutazoids
Whereas ordinary evolution is very slow and caused that spur civilised behaviour among normal
by any number of factors such as changing humans. Many behavioural psychologists assert the
environment or random mutation, the mutazoids theory that territoriality, courtship, altruism and
are always entirely the result of the mutazoid plague other mechanisms may have their roots in
which causes potentially massive mutations all at evolutionary development and species survival.
once. The mutazoid plague also lacks the principle Mutazoids may be excluded from our social
of adaptation and increased chances of survival instincts and instinctually viewed not only as an
from generation to generation. alien species but as a parasitic threat.
If in evolution, the slight differences in an Some behavioural psychologists associate
individual that has undergone a minor mutation or the socially aberrant behaviour of mutazoids with
otherwise adapted are beneficial and help it survive, the approach taken in response to their actions.
then it passes its genes to its children. If an They argue that harsh discipline produces fewer
individual changes in a way that is detrimental then learned responses more slowly than a system of
it is less likely to survive and pass on its genetic rewards and encouragement. They claim a punitive
traits. Over time, a species is made up of the pool approach to discipline leads mutazoids to learn how
of genes from only those individuals who survived. to evade punishment instead of learning to act in a
Every living creature instinctually tries to ensure more desirable manner. Punishment can also cause
both its own survival and the survival of its genetic a resentment of society and authority rather than an
material after its death. It does not take very many understanding that certain actions are unacceptable.
generations for the genes of any given individual Whereas what is forbidden is reinforced (even if
alive today to be shared with every member of the punishment occurs too long after a crime for the
species as a whole. mind to associate the two), what is desirable is
Because humans are rational, they can often unclear.
consciously override their primitive instincts. Other psychologists point to the savagery
Although parents might nurture and protect their of mutazoid behaviour as a stunted development of
children whole-heartedly, help pay for the college their hierarchy of needs. They feel that under
traditional theory, mutazoids are unrefined brutes activity. As mutazoids may have little neuronal and
because they barely manage to meet their need for biochemical similarity to normal humans (or even
survival and safety and never develop to the level each other), they cannot be said to necessarily
of socialization most of us take for granted. correspond to any of the data we have collected for
Probably no mutazoid has ever found the self- humans. Even if we did have more mutazoid-
actualisation that even fairly enlightened people specific data, we could no more agree on a newly
rarely discover. There are seven levels of basic arisen and genetically unstable psyche than we can
needs according to this theory. The first must be on the makeup of our own minds that we have had
met before the second can be addressed and the millennia to study.
second met before the third can be addressed and Psychologists cannot really agree on any
so on: theory on the grounds that there is really not
1) Survival (To eat, sleep, go to the enough evidence to do anything more than
bathroom, breathe and fulfil other basic speculate. It is generally agreed that mutazoids are
needs). feared out of the same desire for self-preservation
2) Safety (To be secure against physical that would cause most people to avoid victims of
and psychological dangers, protected leprosy or bubonic plague. Mutazoids are also
from the elements, guarded against hated because they remind us of our own capacity
illness and so on). for infirmity just as many people are made
3) Love and Belonging (To give and uncomfortable by those who are crippled or dying.
receive trust, acceptance, affection, love

and so on and to feel belonging).
4) Esteem (To have the respect of others
and solid self-esteem).
5) Understanding (To gain knowledge, MUTAZOIDS
satisfy of curiosity, be open to
exploration, and search for meaning
and predictability). Geneticists, doctors, scholars, psychologists
6) Aesthetics (To appreciate beauty). and scientists have no clear idea of what the
7) Self-Actualisation (To see your full answers might be to all the questions society has
potential realised). posed due to the mutazoids. It is clear the law
Mutazoids usually lack the objectivity, self- cannot be established with any authority when the
insight and self-acceptance, dedication to chosen finest minds of our civilisation all agree that there is
work, spontaneity, independence, autonomy, no real basis for a decision.
privacy, moments of epiphany, strong socialization, Mutazoids are clearly not human under any
empathy and compassion for all living things, of the definitions we have used thus far except
strong individuality, democratic spirit and creativity insofar as they are born of human parents. Legally
that come from a healthy psyche. speaking, the courts have found no grounds to
It has been debated whether mutazoids that actively confront public hostility to mutazoids and
have organised in gangs to struggle against normal try to impose tolerance by a legal decision. It has
human society fulfil love, belonging and esteem ruled that there is not yet sufficient evidence to
needs in those cases where more physical needs are decide the matter. Likewise, courts have not had
commonly met. It is open for debate whether the will to declare mutazoids animals, in case
something which may or may not be human retains posterity should judge them harshly.
the hierarchy of needs many (but not all) Without human rights or even the
psychologists recognise as a useful model for protection of animal rights, mutazoids exist both
normal humans. without rights and without any legal standing to
Bio-psychologists point out that mutazoids have any protection whatsoever. Mutazoids could
are almost definitely different in fundamental ways be abused in every manner imaginable up to and
when it comes to neuronal and biochemical brain including murder with no actual enforceable crime
functions. According to the beliefs of this school of to prosecute. Within the confines of legal
psychology what we call “the mind” is more or less ambiguity, there is de facto legality to treating them
the result of a brain’s chemical and electrical in any manner desired due to a total absence of any
assertion that certain forms of behaviour toward restraint or authority to lend an air of legitimacy
mutazoids are illegal and subject to civil or criminal and legality to plain, murderous despotism.
retribution. The military conducts all government
It is a simple fact that change does not activity, all civil agencies have been superseded and
occur when there is legal pretext for making the law force is used to deter hostile outsiders, maintain
but only when decades or even more than a century order, suppress insurrections, disperse riots and
has passed and the vast majority of the population deal with natural disasters and other calamities.
can be claimed as popular support for a strong

ruling. The United States abolished slavery in 1865
at the conclusion of the American Civil War. It was
not until the 1950s and 1960s that segregation of
black people was first gradually repealed by the LOCALISM
Supreme Court and US Government and then very
slowly prevented from occurring by proper
enforcement of integration. Protest, rioting and The start of the 2020s was the beginning of
even civil war could grip the nation and we could what is now known as the Period of Localism.
even then be a century from a definitive legal National governments had collapsed and people are
decision regarding mutazoids. thought to have lived in a fashion more akin to
Colonial America or the Wild West. A new class of
leaders emerged to rule small communities. Mostly
PHILOSOPHERS ON despots, they called themselves presidents,
governors, warlords, lords, knights, mayors, chiefs,
MUTAZOIDS head men, or merely leaders.
The collapse of government had merely left
everyone to fend for himself. Power became
NOT INCLUDED IN THE DEMO redistributed to whoever was strong enough to
VERSION seize power in each community. Going by different
names, these warlords worked to extend their
control to neighbouring areas with the dream of
MARTIAL LAW eventually conquering the whole of their old state
or of simply living in peace.
The cities withered and became ruins as
Martial law enacted during the onset of the there was no agricultural surplus to sustain them
mutazoid plague. Civil authorities invoked military and a population without the tools or skills to farm
authority to supersede their own powers once the had to learn to survive while appeasing the
extent of the calamity made such force a necessity. warlords who ruled them. A semi-feudal structure
Once it was enacted it was extended further and arose once again with one class of people ruling by
further because, as the degree of martial law is force and protecting the majority who toiled in the
determined by the degree of calamity, a harsher fields.
application of force became legally justifiable as it Although many secrets were lost after the
became socially unavoidable. Martial law was collapse of the Roman Empire and the onset of the
invoked state by state as the crisis spread and the Dark Ages, the basic skills used in everyday life
federal government has still never declared martial were well known to even the barbarians who had
law on the American mainland since the Civil War. no access to the technical know how that had once
Although theoretically reigned in under the built an empire. In the 21st century there was almost
law by civil authorities and a branch of common no one with the skills or tools to produce any of
law, martial law allowed the militia and Army the crafts or crops needed by everyone to survive.
eventual carte blanche once civil authority There was not enough gas or parts to keep
disintegrated and the country fell into chaos. Where machinery working and no means of acquiring new
marauders took over and pronounced themselves supplies once the old ones were gone. There was
newly arisen warlords, martial law was used without only chaos.





VERSION Two types of people were best equipped to
survive after the apocalypse – cynical opportunists

SANITATION and determined idealists. Even as society slowly

rebuilds, the everyday struggle to survive is an
ideological conflict between those ever vigilant
heroes who seek to build a new and better world
NOT INCLUDED IN THE DEMO and the bloodthirsty parasites that care only for
VERSION themselves. Life is as much a contest between the
co-operative builders and the amoral individualists
LOCAL as it is a battle between man and nature. As society
rebuilds those who co-operate and rebuild are
COMMUNICATIONS & gradually winning out against the human dregs that
had been the most prosperous in the early days of

TRANSPORTATION the post-apocalyptic world. Although the conflict

may have to build into a full-scale war someday,
humanity can rebuild this noble republic and the
SYSTEMS ideals for which it stands.




2038 TO 2049
remained mostly untouched by the War of
The black market is still quite extensive due
REUNIFICATION to continuing scarcity but is in its decline because
the Confederacy is restoring stability and public
confidence in normal trade.
As states solidified around dominant The Confederacy continued a milder form
warlords in the 2030s, some of the more powerful of the martial law enacted during the onset of the
warlords started to co-operate toward common mutazoid plague. In conquered states it continued a
goals. These states enacted Agreements of Co- very harsh form of martial law, depending upon
operation on various issues to further mutual local resistance.
interests. In this way they came to prosper to a Treason is an uncommon crime in the
much greater extent than their isolated neighbours. Confederacy despite its commonality in earlier eras.
In February of 2038, the Agreements of The government talks a lot about treason against
Co-operation were reworked into the Articles of the United States on the part of its foes in the War
Confederation by the 14 allied states. The states of Reunification but more often considers enemies
that signed the articles were nicknamed “The are prisoners of war or spies.
Confederacy” by many. The Confederacy was given For most people everyday life is identical to
its name not only because it was a loose that in the Period of Localism except there are now
confederation but also because it was made up of warring kingdoms that each correspond roughly to
Oklahoma, Texas, Arkansas, Louisiana, Kentucky, the old American states.
Tennessee, Mississippi, Alabama, West Virginia,
Virginia, North Carolina, South Carolina, Georgia,
The Confederacy launched the War of
Reunification to try and rebuild the old United THE ARMED FORCES
States of America that most of those same states
had once tried to secede from. Neighbours of the
Confederacy were annexed, conquered, coerced or The old operations arms of the Armed
persuaded to join. The central states of North Forces of the United States of America no longer
Dakota, South Dakota, Nebraska, Kansas, exist. Only the Army was reinstated. The
Minnesota, Iowa, Missouri and Wisconsin were a maintenance of computerized technology, complex
main target due to their agriculture. aircraft, mammoth ships and expensive support
The northern states of Michigan, Illinois, structures are neither possible nor necessary. The
Indiana, Ohio, Pennsylvania, New York, Vermont, Confederacy also lacks the aviation fuel and vast
New Hampshire, Maine, Massachusetts, Rhode quantities of diesel for ships. The personnel
Island, Connecticut, New Jersey, Delaware, and required for nuclear powered vessels also cannot be
Maryland, as well as Washington D.C., were also spared from their vital posts at the power plants
targets. Only the western states of Washington, that could one day be rebuilt to feed the power
Oregon, California, Idaho, Nevada, Montana, Utah, grids of its cities. There is no practical ability to
Arizona, Wyoming, Colorado and New Mexico
continue the Navy, Air Force or Marine Corps as 2nd Lieutenant), Platoon (2 Sections and a
separate arms. Lieutenant), and Company (2 Platoons and a
Captain). A Regiment (10 Companies and a

Colonel) is the primary unit of organisation. The 4
Regimental groupings are the Brigade (4 Regiments
and a “one star” Brigadier General with staff),
BRANCHES Division (4 Brigades and a “two star” Major
General with staff), Corps (4 Divisions and a “three
star” Lieutenant General with staff and divisional
The Army has 9 Service Branches vital to headquarters) and Army (2 Corps and a “four star”
its function. These are the armour, artillery, General with staff).
engineer, light infantry, mechanized infantry, alpine Each service branch is organised on a
infantry, marine infantry, special forces and regimental basis. Each state raises one division for
support (for medical, signal, maintenance, the Army. A division consists of 8 regiments of
ordnance, quartermaster, military police, military light infantry and 1 regiment from each of the
intelligence and other non-combat troops) service remaining 8 service branches. The regiments from
branches. The light infantry are the backbone of the remaining 8 service branches are usually broken
the Confederate Army and make up ½ of the up so 10 squads from each branch join each
soldiers at any given time. Nonetheless, the other regiment of light infantry. In practice, 1 regiment
service branches are often the most prestigious of light infantry operates with the support of 1
(with the exception of artillery and support) and regiment of mixed service branches. These teams
provide the backbone that allows the light infantry are usually called “paired regiments.”
to operate at peak effectiveness. The original 14 members of the
Confederacy raised one division each to form a

CONFEDERATE single, slightly under-strength army. There is the

equivalent of 2 more divisions of men performing

garrison duty under state control to make the
theoretical strength of the Confederate Army a true
full strength army sized unit.
ORGANISATION Divisions are named for the states that
raised them and regiments are named for their
states and service branch. The Tennessee division
The Confederacy has developed a structure has its 1st through 8th light infantry regiments, and
for the Army based on a combination of those used its armour, artillery, engineer, mechanized infantry,
by the United States at various times in its history. alpine infantry, marine infantry, special forces and
This new structure is meant to address the support regiments.
concerns of contemporary defence whose issues Different units have reputations that stand
have been addressed individually at various points out from the rest. The Louisiana 5th light infantry
in history but which have never been present in the regiment is infamous as the most savage of any
current combination. Confederate unit. The Virginia mechanized infantry
The basic formation of the Confederate are often considered the most daring. The
Army is the regiment. The Army is split into units Kentucky alpine regiment is reputedly the most
of different sizes based on subdividing and dedicated. The Tennessee special forces regiment is
combining regiments. Individual states are reputedly the most elite. The Oklahoma armour
responsible for raising one division of men. They regiment is renowned for its esprit de corps. Many
must replace the casualties with fresh men to other units are distinguished despite not being
maintain the strength of their own regiments and household names.
the effective influence of a state really depends on There are different shaped badges for each
its ability to maintain these troops. Company within a regiment. These are the circle
There are 9 different unit types. The 4 (1st), cloverleaf (2nd), diamond (3rd), Maltese cross
Regimental subdivisions are the Squad (10 and a (4th), cross (5th), crescent (6th), star (7th), square (8th),
Corporal and a Sergeant), Section (2 Squads and a teardrop (9th), and hoop (10th). These badges have a
distinct colour for each squad of the Company.
These are white (1st), red (2nd), orange (3rd), yellow
(4th), green (5th), blue (6th), violet (7th) and black (8th).
Sections are formed of white and red (1st), orange MILITARY EQUIPMENT
and yellow (2nd), green and blue (3rd) and violet and
black (4th) squads. The 1st and 2nd Sections form 1st
platoon, 3rd and 4th form 2nd Platoon, 5th and 6th Most weapons used are firearms and most
form 3rd Platoon and 7th and 8th form 4th Platoon. firearms outside of military use are pistols or
To a well trained soldier these markings are easily shotguns. All pistols manufactured in the latter half
distinguishable under most conditions. of the 21st century are semi-automatic with safety
mechanisms. The military issues pistols to the
officers and 5.56mm assault rifles to everyone else.
RANGERS The Army issues squads a light machinegun with
bipod (a.k.a. Squad Automatic Weapon), sections a
medium machinegun with bipod (a.k.a. general-
The Confederacy defines Army regulars as purpose machinegun) and platoons a heavy
soldiers currently on active duty. The Army regulars machinegun with a tripod. A platoon would
who are full time soldiers are known as rangers. therefore have 4 light machineguns, 2 medium
The name derives from old American fighting machineguns and 1 heavy machinegun as support
forces such as the Texas Rangers rather than more weapons.
modern elite special operatives like the Airborne All ammunition is caseless with the bullet
Rangers. These new rangers are the brave fighting embedded in its own propellant. The propellant
men of the Confederacy and fight to unify the old burns up upon firing the slug at an average of 1,000
territory of the United States by overthrowing the feet per second with a few hundred foot-pounds of
despotic warlords who oppress the citizens of the muzzle force. Without brass casings to eject, the
shattered republic. firearms of the Confederacy have no open
The Army reserve is made up entirely of mechanism and are not prone to jamming from dirt
retired soldiers who have returned to civilian life. and abuse. This lack of casings also leaves nothing
The government does not actively maintain a behind which criminals can use to produce
reserve of volunteers or even work to keep its makeshift bullets. The caseless ammo of the
reservists in fighting condition. The mandatory Confederacy is smaller and lighter than 20th century
militia duty is expected to keep the skills of retired ammunition and a standard magazine can fit triple
soldiers in reasonable shape. The reserve really the number of bullets compared with what used to
exists only on paper as a roster of citizens to be be standard. Magazines for the new weapons are all
recalled to military duty in times of war. of similar size for each type of firearm. They
average 36 shots for pistols and shotguns, 72 shots

MINUTEMEN for submachine guns, and 90 shots for assault rifles.

Machineguns of all three sizes are fed a belt of 360
Soldiers all carry knives for work, close
The militia is made up of Confederate combat and attacks where stealth is paramount. In
citizens who serve part time under the supervision a pinch an entrenching tool (i.e. a small, folding
of the army as civilians who help to defend and shovel) is useful as a weapon. Grenades are used
rebuild the new America. Militia members are often wherever defensive positions must be assaulted.
called minutemen after the brave heroes of the War The standard military field uniform is olive
of Independence almost 200 years before them but drab water resistant and wind resistant cotton
may one day evolve into a fully structured National combat fatigues, matte finish steel helmet (with
Guard. The minutemen perform vital tasks but lack fitted mesh to hold foliage), canvas leggings and
the training and discipline for frontline service. brown ankle boots. On the back a haversack is
worn with a bayonet and sheath attached and an
entrenching tool hung overtop. Slung around the
neck is a cloth bandolier with 6 spare magazines of
ammunition. A belt worn around the waist holds a
canteen, mess kit, gas mask with case, knife and MILITARY POSTURE
sheath and 2 grenades.
Officers also have a pistol in a holster on
the waist belt and a pair of binoculars on a leather NOT INCLUDED IN THE DEMO
neck strap. Someone in each platoon will always VERSION
wear a backpack field radio and stick close to the
lieutenant so he can contact division headquarters.
Squads of engineers are issued demolitions PRINCIPLES OF
charges, a flamethrower, mine detectors, and other
tools necessary to construction and demolition EMPLOYMENT
tasks. Alpine infantry are issued winter camouflage,
skis, snowshoes, and warm clothing. Marine
infantry are issued rubber overalls, rubber raincoats NOT INCLUDED IN THE DEMO
and a lifejacket. More specialized equipment is VERSION
supplied only as necessary for a mission.
NOT INCLUDED IN THE DEMO All wars require a significant commitment
VERSION of resources, labour, capitol and money. Prolonged
warfare can cause ongoing sacrifices for the war
THE COST OF WAR effort to erode civilian morale to the point where
the conflict cannot be continued. It is imperative
that the Confederacy convince its population that
NOT INCLUDED IN THE DEMO victory is inevitable despite the hard road ahead
VERSION and that the conflict is necessary because it is a
struggle to reclaim freedom in the face of
domination by gangs of despots and desperadoes.
ESTIMATING ODDS The goal is ultimately patriotic and democratic in
its ideals. Above all, the Confederacy seeks to
reunite “one nation under God with liberty and
NOT INCLUDED IN THE DEMO justice for all.”

2050 TO 2075
Hampshire, Maine, Massachusetts, Rhode Island,
THE SECOND REPUBLIC Connecticut, New Jersey, Delaware, and Maryland.
Washington D.C. was reinstated as a special district.
Texas remains turbulent and very much a
The Articles of Confederation that loosely frontier state. The western states of Washington,
united the states that allied in the War of Oregon, California, Idaho, Nevada, Montana, Utah,
Reunification lacked all semblance of central Arizona, Wyoming, Colorado and New Mexico are
authority and the USA had no federal government. claimed as territories but are actually still
In 2050 the Second Republic was declared and the independent. The Second Republic is trying to
old constitution ratified in its original form, without reclaim these territories and has nearly pacified
later amendments, “as the founding fathers Montana and Wyoming.
intended it.” The primary pledge of co-operation is one
The Second Republic is the United States of mutual defence that includes a guarantee that no
of America reborn from calamities past. It controls troops will be posted to defend state borders within
the eastern 2/3 of the original US mainland and the Second Republic but only on borders that are
claims the remainder of America’s old territory. It is shared with the frontier. Other important pledges
governed by Congress on the basis of a heavily recognised a common currency and enforced acts
revised and condensed book of law derived from of the new Senate.
the old Constitution and statutes.
The areas securely within the Second
Republic are now called States and once again
conform to their old borders. Areas outside the
Republic’s ability to control are euphemistically
referred to as “territories” and are subject to The Second Republic has claimed that it is
territorial law but have no true representation or America and is a continuation and personification
means of affecting the governance of the Second of America as it always has been. In many ways this
Republic. Alaska, Hawaii, Puerto Rico, American is true and much more so than the words meant
Samoa, Guam and the U.S. Virgin Islands are merely to legitimatize the new government
classed as “protectorates.” intended. Although the superficial details are
The Second Republic consists of 37 states. different, America’s whole history is presented in
These states are: Oklahoma, Texas, Arkansas, microcosm at this true new dawn at the end of
Louisiana, Kentucky, Tennessee, Mississippi, America’s most turbulent century. America’s entire
Alabama, West Virginia, Virginia, North Carolina, history is reborn at once in the re-founded republic.
South Carolina, Georgia, Florida, North Dakota, Circumstances have combined many disparate
South Dakota, Nebraska, Kansas, Minnesota, Iowa, elements each reminiscent of a different period of
Missouri, Wisconsin, Michigan, Illinois, Indiana, American history. There is the awakening of
Ohio, Pennsylvania, New York, Vermont, New national unity and fight between state and federal
power of the 1700s and the drive into the frontier
of the 1800s. There is the national restructuring of CONGRESS
the 1900s and 1910s, the prohibition of the 1920s
and the fabricated isolationism of the 1930s. There
is the mechanical ingenuity of the 1940s, the NOT INCLUDED IN THE DEMO
optimism, idealism, segregation, xenophobia and VERSION
paranoia of the 1950s and the political radicalism of
the 1960s. There is also the popularized ghetto
subculture of the 1970s, the corporate arrogance of FEDERAL
the 1980s and the cynicism of the 1990s.
The different social contexts are DEPARTMENTS AND THE
throwbacks not merely to different segments of
society but to entirely disparate eras. Rural areas of
states are reminiscent of colonial times and the
territories remind one of the Wild West. Suburban
areas hark back to the days of islands of calm that NOT INCLUDED IN THE DEMO
held back the Cold War tension. Urban areas hold VERSION
the same air of street tribalism that they did at the
close of the 20th century. Technology is styled along
modern lines with modern aesthetic values and a THE CIVIL SERVICE
modern understanding of innovations in
ergonomics but things are built with a much NOT INCLUDED IN THE DEMO
simpler technical base. America has evolved into VERSION
what it must logically become but has every
appearance of anachronism when its different
facets are assembled. THE NEW CIA

humans. Metamen are able to blend in as normal
ISOLATIONISM humans, but are likely to disappear under
mysterious circumstances if their powers become
apparent due to the Second Republic’s official
NOT INCLUDED IN THE DEMO denial of their existence.
VERSION The Quarantine Act is the law enforcing
rigid segregation of the normal human minority
VOTING from the mutant majority. The declaration of the
Second Republic in 2050 was based primarily in
enactment of the Quarantine Act. The Quarantine
NOT INCLUDED IN THE DEMO Act classifies people into three groups—humans,
VERSION acceptables and mutazoids. It dictates what
education may be received, what jobs may be held
and where residence may be established. Laws
FREEDOM OF SPEECH severely limit social contact between the three
groups, define limits to political representation,
outline segregation in public facilities and exclude
NOT INCLUDED IN THE DEMO non-humans from government.
VERSION The Quarantine Act restricts acceptables to
land ownership not exceeding 13% of the total area
of the Second Republic and prohibits mutazoids
TREASON from owning land altogether.



Before the second republic, there were no

TEMPERANCE civilian police and law enforcement was in the
hands of the military under the conditions of
martial law. Eventually, the role of day to day law
NOT INCLUDED IN THE DEMO enforcement was slowly transferred to the militia
VERSION and upon the founding of the Second Republic and
the repeal of martial law, a civilian authority had to

THE QUARANTINE ACT be re-established.

The Second Republic’s Law Enforcement
Officers were the solution to the need for civilian
law enforcement. Nicknamed LEOs, lions, alley
Upon the establishment of the Second cats or enforcers by most people, the new name
Republic in 2050, the quarantine measures and indicated that although the Second Republic was
definitions of humanity enforced by each of the old stable enough to abandon martial law it was not
states was supplanted by a new Quarantine Act. reverting to a full copy of law enforcement before
The Quarantine Act defined a human as a being the Incident. The enforcers would stand in
born of human parents and retaining 23 pairs of
between. The Second Republic wanted to imply
chromosomes containing only genetic material that it has the stability to allow great freedom but
mapped in the “Human Genome Project.” Anyone the strength to offer security and deal harshly with
born with human ancestors with “substantive criminals.
mutations” was deemed a “mutazoid.” All others
The mission of the enforcers is to work
born with human ancestors, having only cosmetic with the community to make everyday life better by
mutations, became known as “acceptables.” The enforcing the law, preserving peace, reducing fear
classification was guided by the estimation of each and providing a safe environment. They act to
individual at birth by a physician and the likelihood
serve and protect the people of the Second
of their being able to breed with pure-strain
Republic and their property to the full extent of the
Enforcers must protect the lives and
property of their fellow citizens, impartially enforce BUSINESSMEN’S
the law, work to prevent crime and relentlessly
pursue lawbreakers. They must also have much
greater standards of personal integrity than other
people, value human life, respect individual dignity,
and be courteous and civil at all times. NOT INCLUDED IN THE DEMO
Although citizens have varying rights under VERSION
the law, everyone is safe regardless of a lack of

personal legal protections due to enforcers having a
strict code of ethical conduct. Their requirements
of fairness and pledge to not use excessive force in
apprehending criminals preserve them as brave
heroes of the Second Republic in a harsh world NOT INCLUDED IN THE DEMO
that could have just as easily bred an oppressive VERSION
regime with violent storm troopers.
The Second Republic rules over a much
more grim era. The enforcers face worse criminals BUSINESS
with more savage abilities than any fugitives known
in the old United States. If the regime is harsher REGULATIONS
and the police tougher it is only because they live in
a post-apocalyptic nightmare isolated from the rest
of the world, at war with their lawless neighbours NOT INCLUDED IN THE DEMO
and outnumbered by mutants with a tendency VERSION
toward psychopathy. A very hard rule of law is
necessary for survival but those who believe in
freedom still hold back the tide of tyranny. The
good moral example and tireless work of the
enforcers keeps America from declining into RELATIONS














NOT INCLUDED IN THE DEMO There are quite a few social, political and
VERSION economic philosophies that survive (or are new to)
the Second Republic. These are now monolithic
organisations but ideologies to which people may
WEAPONS or may not subscribe on their own. Followers of
each philosophy are likely to organise into small
groups and these groups often have some contact
NOT INCLUDED IN THE DEMO with other similar groups. All such groups will be
VERSION secretive as they are politically undesirable to
various degrees. All that is really required, however
NUCLEAR POWER & is a vague understanding of the ideology and
sympathy for what it espouses.

ARMAMENTS Anachronists: The anachronists have

returned to a late Feudal model of society and
believe that technology led man away from the
divine plan. Due to a theologically-driven strong
NOT INCLUDED IN THE DEMO ethical stance, they isolate themselves from others
VERSION to form simple communities living off the land
through simple hand-made tools, hard work and
COMPUTERS & DIGITAL clean living. People survive through a strong sense
of community, a large support network and close
TECHNOLOGY co-operation. Communities of anachronists are
each led by a council of Elders which is headed by
a Chief Elder (addressed as M’Lord). They work at
NOT INCLUDED IN THE DEMO simple farming and a 17th century-style cottage
VERSION industry where healthy foods, sturdy furniture and
other simple and reliable items are produced for
local use and for export. Most anachronists are
idealists and preach a message of simplicity to
whoever will listen.

Anarchists: Anarchism is a group of themselves are almost all drawn from among the
philosophies advocating a system with a total or ranks of scientists, engineers and inventors. Unlike
near total absence of external authority. Anarchists most of society, the beards believe that mankind
generally support some form of reliance on the co- was correct in its relentless pursuit of science and
operation of highly independent individuals to technology and it was only the misuse of
further mutual interests without any actual state, technological discoveries that led to catastrophe.
military or police force. Anarchists are not actually Their philosophy seeks to once again popularize
in favour of anarchy but instead rely on the belief science and also to promote measures for the safe
that what they espouse will not result in anarchy use of new knowledge. They also insist on the
and chaos. earnest application of ethical principles to ensure
Barsonists: The Barsonists are an discoveries made by the scientific community are
underground organisation that began when the applied by people with a strong conscience.
Second Republic was declared in 2050. When the Beards do what they can to promote their
remnants of the forces that fought against the ideas but are reluctant to rally and lobby publicly. A
Confederacy in the War of Reunification were handful of powerful sympathisers allow them to
forced into eastern New England, Margaret Barson exert a subtle influence without the authorities
arose as a leader to unite the last vestiges of working to infiltrate their groups, identify members
resistance. Although Margaret Barson is believed to and crack down on their activities. Their expertise
have died alongside the rest of the forces that is useful enough and eccentricity is taken enough
fought the Confederacy in the last battles of the for granted among the scientific community that
War of Reunification, her body was not found. what is perceived as a minor fringe group can make
The Barsonists work in her name to slow progress without interference as long as they
struggle for universal suffrage, voting by secret do not take any sudden overt political action.
ballot, abolition of property qualifications for Children of the Holy Plague: The
congressmen, equal electoral districts and a Children of the Holy Plague is a secret religious
restoration of the old constitutional amendments. organisation dedicated to toppling the “wicked and
There are likely very few Barsonists in the decadent modern technocracy of demon-possessed
enforcers, Congress for a Safe America, and among idolaters” they see as wielding power in the Second
other influential people. There are probably some Republic. They wish to lead people to a simpler
in the Democratic Republican Party and civil way of life in a theocracy led by their high priests.
service and more in middle and lower income level They see man’s problems as entirely caused by sins
jobs. Although Barsonists are eventually against divine will and believe that technology is a
discovered, there will always be a handful with devilish tool that mankind is urged to pursue by
important positions in society so long as the demon-inspired madmen. They are single-minded
organisation exists and this handful is sufficient to fanatics and work to kidnap and murder scientists,
leak important information to the guerrillas in the engineers, bureaucrats and politicians as well as to
Frontier War. sabotage high technology and the factories where
Barsonists work to undermine and sabotage modern comforts are manufactured.
the federal and sometimes the state governments. The children are organised on a local basis
Local governments and the population at large are under leaders who are given the title of Shepherd.
not targeted directly. Information in the They refer to each other as brothers and sisters and
organisation is communicated on a need to know use subtle secret signs to recognise each other. The
basis and only just before it is needed. Members children only act when they can commit their
have contact with and knowledge of only one or crimes with certainty of escaping undetected.
two other members during their entire history with The enforcers have standing orders to
the group and so they cannot betray much even if apprehend members of the Children of the Holy
the code of silence is broken. Plague wherever they are found, as the children are
Beards: A beard is anyone who believes in amongst the most dedicated, violent and dangerous
the salvation of humanity through the development subversives currently active. It is a great mercy that
of advanced technology who is willing to be active the children are very small in number and unable to
to further the idea politically. Although a minority be regularly active if their membership is to remain
of students sympathise with the beards, the beards secret.
Communists: Communism has come to economic ideology. Fascist leaders recognise that
be synonymous with the centralized tyranny of people who are powerless and starved for stability
Stalinism. The bureaucracy dictates all actions and and control will reach for what appears to be
industry and agriculture are run by the state as an powerful more greedily than that which actually
enormous, monolithic business enterprise. The empowers them but does not have the appearance
military controls the people, the military police of doing so. Fascism preaches a great many things
control the military, and the government controls but actually offers the sizzle to the masses and
the military police. Meanwhile, the party controls monopolizes the steak in the hands of the few.
the government, the central committee controls the Ku Klux Klan (KKK): The Ku Klux Klan
party, and the leader controls the central is a secret anti-mutazoid organisation that also
committee. The secret police works tirelessly to engages in white supremacist violence in some
prevent dissent before it starts and the people parts of the Second Republic. Members are notable
benefit from being guaranteed a mediocre standard for wearing robes made from white sheets and
of living without fear of poverty, starvation or pointed hoods to conceal their identities.
homelessness. The communists gain support by Also known as the Invisible Empire, the
preaching a perverse version of the rhetoric the KKK is headed by the autocratic Grand Wizard of
Marxists actually strive towards. the Empire (who is aided by ten Genii). Other
Eugenicists: The eugenicists believe that central officials in the KKK are the Grand Dragon
the mutagenic plague was a blessing rather than a of the Realm, (aided by eight Hydras); the Grand
curse to mankind and that mankind is really just a Titan of the Dominion (aided by six Furies); and
collection of allied genes working to achieve the the Grand Cyclops of the Den (aided by two
ideal “gene family” and evolve the perfect Nighthawks). Individual members are known as
organism. They shun all ideas of any traits being Knights.
intrinsically necessary to make an organism human. The local branches, known as “klaverns,”
They see only a number of creatures on the face of are unruly and often incredibly violent. Knights
the Earth in a race to develop more efficiently to too often threaten, assault, kidnap, mutilate and
better master their environment. The eugenicists murder people in addition to conducting political
view the mutagenic virus as a means to help all protests. The Ku Klux Klan is a small but very
creatures toward their ultimate forms. widespread and determined subversive
Eugenicists are active on farm communes organisation.
known as “Gardens” after the concept of a Maoists: Maoism espouses guerrilla
miniature Garden of Eden. In these gardens they warfare on the part of the rural majority working
cross-breed strong, healthy humans and animals alongside a subordinate movement among the
with mutants. They are known to kidnap working class to achieve emancipation from the
individuals for these activities and then dispose of rich and powerful ruling classes. Wealth should be
those who have been “helpful” to them in this way. shared and the classes work together to advance
The Second Republic puts a high priority on industrial production and end hunger. Maoism also
locating these gardens and apprehending puts a large onus on the youth of the nation and
eugenicists due to a fear of new outbreaks of plague open criticism to unearth potential problems. Great
and a suspicion that the eugenicists could isolate leaps can be achieved through tremendous
the mutagenic virus and experiment upon it enthusiasm and massive work programs among the
directly. It is the eugenicists who are perhaps the common people but the enthusiasm and mass
most dangerous group of subversives in the world support can also lead to dissenters becoming
today, despite there being very, very few of them. subject to grassroots persecution and many mass
Fascists: Fascism preaches an efforts being ineffective due to a lack of central
empowerment of the dispossessed but really just planning.
uses individuals to further the interests of a very Marxists: Marxism is a method of analysis
small elite. Fascism allows the individual to feel centred on a bias toward the emancipation of the
powerful by being involved with the trappings of working class. It is not an economic system, a
power and illusions of grandeur while actually religion, a philosophy or a political ideology in
unwittingly trading real autonomy for pomp and quite the way it is often portrayed. Marxism does
circumstance. It is not a method of analysis or an imply a stance on economic, religious,
philosophical and political matters but the exact irreconcilable class differences will make revolution
stance varies somewhat between different schools inevitable.
of thought. Mutes: The single most popular movement
Marxists believe that the self-interest of the among the mutazoids and a few lower class
lower classes is diametrically opposed to those of acceptables is that of the “Mutes.” The Mutes are
the upper classes, that capitalism no longer not an organisation with any structure but more
advances mankind the way it once did and that akin to a subculture like those based on the musical
revolution is the only way to overthrow capitalism. trends of the 20th century. Mutes take their right to
Workers are believed to be the only ones with the remain silently very seriously and have avowed
organisation, individuality, and central location to silence. Some have taken a vow of total silence,
seize power. The rural population is too isolated others simply refuse to speak in the presence of
and disorganised and the middle and upper classes non-mutazoids. Still others won’t talk directly to
have too much of a vested interest in the existing humans and/or acceptables or perhaps merely
system to rebel. don’t speak to authority figures. Although the
Marxists believe that the ideas and structure degree of commitment and silence both vary
of society, especially in its legal, political and widely, the Mutes are the single most popular
cultural institutions, is reflective of the self-interest subculture of the 21st century.
of the ruling classes. The common sense of any era Pan-Aryans: The pan-Aryans are a human-
is primarily formed to rationalize the self-interest supremacist group. They feel that acceptables and
of those in power, but eventually every level of mutazoids are mere animals much like apes. They
society becomes convinced that the system that see them as entirely inferior to pure-strain humans.
oppresses the vast majority of the population is Pan-Aryans believe that mutazoids and acceptables
natural and inescapable. should be isolated on reservations where they
In the past, the inevitability of capitalist would be unable to affect normal society and
crisis has not led to revolution due to an innate endanger humans. They do not believe that they
resiliency of the international economic system. should be expelled to the wilderness to form their
Now that the working class has become own communities because many pan-Aryans feel
predominantly comprised of mutazoids, their they would become like roving packs of rabid
innate differences with humans will lead to crises wolves. Other pan-Aryans feel they could not form
of capitalism becoming deeper because the their own societies and to expel them without
identification of working class mutazoids with human guidance would be tantamount to mass
ruling class humans will be much more tenuous extermination. Only a tiny minority of extremists
than in past eras when the entire population was advocate genocide, but it is not unknown for that
human and differences were less obvious. opinion to be voiced. As long as violence
Marxism espouses international co- perpetrated against mutazoids and acceptables is
operation and local democracy through direct not proven to be linked to pan-Aryan activities, the
participation rather than through privileged enforcers will remain neutral to the organisation.
representatives. It argues for direct production for The pan-Aryans lobby for increased separation of
use rather than for sale and advocates worker humans and non-humans and have not been
ownership. The working class is to educate the recognised as working outside the bounds of the
population, organise for strikes and slowly infiltrate law in pursuing their ideology.
the army in order to overthrow the ruling classes. Sons of Terra: The sons of Terra are a
Historically this has either failed altogether or group of zealous environmentalists. They are
succeeded with very few deaths. In the future, as committed to the idea that mankind is destroying
capitalism continues to exist, the existence of the the Earth and despoiling the environment by
working class and economic crises will also be fostering an urban blight that spreads without
assured. Just as sexual and racial differences once thought of consequence. Many sons of Terra
made economic oppression much more visible, believe that technology could be used in a way that
Marxists argue that the oppression of the mutant harmonized with nature and did not devastate the
majority should be even easier to make obvious. biosphere but the more extreme members believe
Once mutazoids no longer accept societal values as that mankind must revert to a pre-industrial society.
inescapable facts, Marxists believe the The most extreme members are convinced that
humanity must return to a literal Stone Age or even approach Hinduism fostered due to the diversity
become extinct if life on Earth is to be preserved India’s position as a crossroads of culture, trade
from eventual destruction. and religious thought. If the untouchables truly
Although the mainstream sons of Terra seek to redefine all ways of thinking and structuring
have sympathisers in government and are politically society, then the number of ideas being
active in the effort to promote ecological reform, experimented with must surely result in diversity
there are rumours that extremist members of the and such diverse philosophies must surely be
group secretly organise to commit acts of eco- integrated into a single unit because the
terrorism that undermine society. Directed at large untouchables have survived as a society.
urban centres, industrial sabotage and acts such as It is further hypothesised that untouchable
attempts to destroy dams and poison water society must have developed a caste system based
supplies, are among the efforts against which the upon the need to co-operate under a strict system
enforcers must be vigilant. Luckily these extremists of social organisation the more diverse attitudes
seem to be so few in number that their potential for were allowed to be explored in other areas of life.
widespread mass murder is limited. The rigours of surviving isolated seem to guarantee
Untouchables: The untouchables are an the need for a harsh regimen.
underground organisation of very intelligent It is assumed that the mystic masters who
mutazoids who seek to “transcend human modes maintain their power by fostering a group of
of culture” and establish mutazoids in a separate privileged soldiery must rule the untouchables.
and newly created stream of history rather than They likely set up the professionals, then the
inside a new phase of human history. The craftsmen, then the tradesmen and finally different
untouchables got their name through an ironic levels of labourers as societal tiers. It is expected
comparison of society in the new era to the caste that duties be fulfilled without self-interested
system of pre-modern India and mutazoids to the ambition playing a role. Young people concentrate
shunned and despised lowest caste known as the upon their studies, adults upon everyday life as part
untouchables. They seek to redefine themselves, of a society, the old upon quiet contemplation and
redefine society and redefine all structures and the truly venerable to an isolated pursuit of spiritual
modes of thought from a fresh mutazoid awakening before the end of life.
perspective without benefit of previous It is assumed that mysticism must be
humanocentric approaches. institutionalized among the untouchables in a way
The untouchables were founded by a small that is not entirely different from the highly
number of mystic masters who are said to have structured, systematic transcendence of Zen
used the ancient philosophies of the east to Buddhism or yoga. Perhaps what little free time is
transcend human modes of thought and attain available is spent pursuing enlightenment. Perhaps
enlightenment. They located sympathetic there is a mandatory spiritual practice as a means of
mutazoids and helped them to overcome all their searching out potential mystics who could be
old assumptions so they dismantled ways of groomed as mystic masters.
viewing the world that we often take for granted as It is also believed that the untouchables
the foundation of reason and sanity. Untouchables study martial arts for survival, self defence and
live apart from society and struggle to discern their possible paramilitary uses. As much as individuals
own theological, philosophical, social, political and are expected to personally transcend human society
economic systems of thought to discover what is and history, it is expected that the untouchables
inherently in their natures and explore their innate wish to build the foundation of a society that can
differences without the shackles of outmoded one day sweep away all remnants of human
human ideologies. antecedents. They are said to plan violent
Nothing is known conclusively about revolution and, quite possibly, to advocate a
untouchable society but it is assumed to be genocidal outlook toward humanity. Just as our
managed by very mystically minded individuals and forefathers drove the Neanderthals to the corners
to have developed ideologies innately, if not of the world before finally driving them to
superficially, similar to Hinduism. Although this extinction, these new hominids are working to
assumption may have arisen from confusion replace their human cousins.
regarding their name, many scholars point to the
Many people claim that the untouchables
are active underneath the ruins of the old cities and ORGANISED CRIME
that their name is merely a boast regarding their
status as separate, above the law, strong and
impossible to find. There are a few large criminal organisations
Whatever the nature of the untouchables, it in the Second Republic. The modern world is very
is clear that all we can say about them with any much like the America of past eras in terms of
certainty is that they are very enigmatic. We cannot crime. Organised crime is largely controlled by the
even elevate them beyond the level of urban myth Jammers, Mafia, Triads and Yakuza. Differences in
and prove their existence. It is perhaps cultural organised criminal enterprises and small bands of
chauvinism to draw all kinds of groundless criminals are primarily superficial and these
conclusions about their nature and claim them as differences mostly involve cultural style and the
fact. It is certainly unscientific to do so. The particular ethnic communities each group targets as
untouchables would be more useful to study as a its own “turf.” The Mafia, Yakuza and Triads are
means of gaining insight into whether we could very similar to the jammers at their core.
ever truly escape the legacy of the past and into Jammers: The jammers are also known as
how much of human nature is acculturated and jammies, jamlocks and dreads. Possibly descended
how much genetic. Of course, since their genetic from the old Jamaican-style drug gangs of the 20th
makeup differs from ours it is unlikely that we can century, the Jammers are a loose affiliation of
draw any definite proof even were we to have the criminal syndicates across America. They are
full data on their cultural “experiment.” especially active in African-American and Hispanic
Vultures: The vultures are an ultra-radical communities. They are especially concentrated in
group of human, acceptable and mutazoid nihilists the southeast. Jammers profit from extortion,
who are convinced that the mutagenic virus should prostitution, gambling, and smuggling. The greatest
have driven man to extinction. They feel that the profit is in trafficking contraband substances.
plague failed for some unknown reason but with Jammers seek to spread their control through
their guidance man’s extermination might merely propagating substance abuse through the
have been postponed. population and subverting society until jammer
The vultures dedicate themselves to subculture reigns supreme.
destroying mankind (humans, acceptables and Jammers work under a veil of professed
mutazoids alike) and when their job is done they spiritualism. Enigmatic behaviour, voodoo
pledge to extinguish themselves as the last symbolism, reggae music, patois speech, secrecy
remnants of mankind. The vultures are a small but and encouragement of rumours involving jammers
highly secretive and dedicated group, about whom with dark powers helps enthral the ignorant.
little is known except their ultimate aims. From Behind the scenes the operate as a highly organised
hidden bases they conduct activities bent on mass and professional business that monitors overhead,
murder. The few vultures that have been captured extends employee benefits, limits expenses and
have committed suicide before they could be insists on strict accounting.
interrogated and their utter nihilism makes this Rewards are great for bosses and
hard to prevent. It is assumed that one goal of the subordinates but the penalties for failure are severe.
vultures is the discovery, retrieval and reactivation Missing fingers and toes, branding with arcane
of lost nuclear weapons. The vultures are among symbols, and even death on a third major failure
the most dire enemies of the Second Republic and are common. No former jammers have ever come
perhaps deserving of the title of the #1 most to light so it is very likely that anyone who has ever
wanted criminal organisation known to the worked for the organisation is either happy or dead
enforcers. with no exceptions. Risks and rewards are both
very great.
The jammers are occasionally hired by
corporations to keep workers from organising, to
break up job actions, to commit acts of vandalism
or arson, to create or end financial losses and even
to threaten, injure or kill inconvenient individuals.
The jammers try to ensure that they don’t invite a America. The Triads are active primarily in Chinese
major crackdown by enforcers or totally alienate communities. The Triads have made a name for
the public. Politics is influenced to some degree themselves by provoking extreme terror through
and anything that impedes their business is stopped utilising egregious violence and especially cruel
in its tracks in whatever way is possible. methods of torture to achieve their aims.
The jammers are organised locally among Yakuza: A highly secret criminal syndicate
urban populations in the cities and towns and have that originated in Japan and travelled to America
some agents even in villages. There will be a alongside waves of Japanese immigrants. The
“bossman” for each town, two in a small city, three Yakuza concentrate on pornography, prostitution
in a big city and four in a metropolis. Each and gambling but also deal in some contraband
bossman will have his “turf” and control operations wherever they are especially active. The Yakuza are
inside it and deal with the surrounding villages in active primary in Japanese communities. The
whatever ways are necessary. The jammers don’t Yakuza cultivate a mysterious and mystical image of
have an actual organisations so much as the themselves and try to link themselves to the fabled
bossmen of each area are reasonably co-operative ninja of Japan’s past. They may capitalize on
and rarely compete in turf wars. Turf wars are superstitions concerning the supposed magical
incredibly violent and nicknamed “jammer jihads” powers and peerless martial arts ability said to be
by the jammers. common among ninja.
The bossman will have one lieutenant
“brother” for each neighbourhood he controls. He
will also keep a number of “machetes” as muscle to STREET CRIME
enforce his will and “boys” to organise lesser
employees and expand business. A bossman’s work
is performed by his many “jammers” and his spy There are countless petty criminals in the
network consists of his “rats.” Second Republic. Freelance criminals usually fit the
Jammers are very arrogant and see the profile of what have come to be known as
masses as fit for exploitation and personal “bogies,” “bunkos,” “pros” and “slammers.”
challenges as irrefusable duties. Business contacts Bogies: Bogies are freelance criminals that
are to be honoured precisely and absolutely. The specialize in clandestine information gathering.
word of a jammer is his bond and they will ensure Whether practising surveillance, burglary,
that high quality service is rendered to the letter of information brokering or any other specialty,
the agreement and that the parties they deal with bogies are indispensable sources of current useful
honour their side of the deal. knowledge for criminals and undercover police.
Mafia: A loose association of criminal Bunkos: Any independent professional
groups descended from the criminal enterprises confidence trickster is known as a bunko. Whether
that arrived alongside Italian immigrants to the a street vendor selling stolen or counterfeit
United States in the 20th century. The Mafia has jewellery or a high class con man, bunkos are
expanded from its initial roots in Sicily hundreds of amoral charmers who prey on the gullible.
years ago. Members of the Mafia are bound by Pros: Any skilled freelance criminal
blood oaths and sworn to secrecy and are pledged employed as an assassin, illegal bounty hunter, safe
to live by the rigid code of conduct known as cracker, cat burglar, or terrorist is called a pro.
“Omerta” which forbids any kind of co-operation Although not organised there is a certain level of
and association with the authorities. Mafia activities fraternity among pros and these high paid criminals
largely centre on gambling, prostitution and dealing hold themselves to high standards of
in various forms of contraband. They are especially professionalism.
active in white communities. The Mafia is still a Slammers: Any small time independent
major organisation despite having nowhere near the highwayman, burglar, mugger, thief, shoplifter,
level of power and resources it had in its heyday purse snatcher, kidnapper or extortionist is referred
before the end of the 20th century. to as a slammer. Although not an organisation,
Triads: The Triads, or “Tong” are the crimes of this sort are an easy enough career path
Chinese answer to the Mafia or Yakuza. The Triads that there are always people engaged in such
arrived alongside waves of Chinese immigrants to activity in the public eye. Prone to violence and
bullying, slammers are the typical examples of street the celebrations will be the momentous 4th of July
crime too minor for organised crime to bother weekend.
controlling and too common for enforcers to As the Second Republic will be pouring
stamp out. large amounts of personnel and funds into police
Slammers often join street gangs with and military efforts to claim many victories against
several members and gang insignias and attire. its enemies, so its enemies will equally be
Coloured bandanas are often worn on the heads of redoubling their efforts to undermine the new
slammers or leather or denim jackets with painted America. The Tricentennial promises to be the
logos. Street gangs may use extreme force in peak year in the ongoing struggle for the hearts and
evicting members of rival gangs from their minds of a nation. Will the morale of the newborn
neighbourhoods and kill anyone who wears their nation be bolstered toward true unity or
gang colours without the right. Gang leaders undermined to the point of civil war?
maintain control through the respect that violence
and daring win him and may be challenged at any
time in a duel to the death by any gang member
brave enough.



As 2075 nears its end, the Second Republic
is planning to make a very big celebration out of
the tricentennial as the United States turns 300 in
2076. The Second Republic wants its citizens to
view themselves as the continuation of 300 years of
proud American history, rather than the backward
inhabitants of a 26-year-old upstart regime,
squatting on the remains of a once mighty nation.
The celebrations will be enormous, year-
long, nation-wide extravaganzas. Every town and
city will have a ledger for citizens to sign, a vellum
replica Constitution and a bronze reproduction of
the Liberty Bell provided as symbols of national
unity and historic continuity. Re-enactments of
famous battles of the American Revolutionary War
will also be held across the country. The climax of
fiendish attempts to bring about her (or his)

Player characters are called Protectors of Civilisation

(a.k.a. Protectors or PCs). Whether an agent fighting
terror, a survivor of the early days of the plague, a
soldier, an Enforcer or a member of a resistance REPUTABILITY &
group, it makes no difference. All the players
portray people trying to shepherd human society in LOOKS
the best way they know how. Everyone else is a
Menace, a Chump, or an Innocent Bystander (also
Every Protector and Innocent has a Stereotype. A
known as Innocents or IBs).
Stereotype is just what it seems to be: a hackneyed
To create a Protector of Civilisation requires
archetype corresponding to an occupation, lifestyle
several steps. Each section describes one part of
choice, or social group.
making your Protector.
Stereotypes are easy to play because they are
1. Stereotypes, Reputability & Looks
based in truth, without being as universally
2. Frustrating Flaws
applicable as I imagine. Stereotypes provide powerful,
3. Secondary Flaws
instant images of a certain category of person. Each
4. Tertiary Flaws
of us can describe a Stereotype to a tee and yet have a
5. Gobs of Goodies
mental picture entirely different from that of the
6. Monstrous Mutations
person sitting beside us. As easy as they are to
7. Mischievous Metapowers
develop and play in a pinch, Stereotypes can still be
8. Model Protectors
made into well-rounded and unique individuals.
9. Low Profiles
You should pick a Stereotype from one of
10. An “E” For Effort
the tables below. There are 1 to 3 lists for each of
11. Effortless Exclamations
the four eras provided in the background
Once you understand the rules well and have given
information. The CM should decide which of the
careful thought to your Protector, it is quick and easy
four eras will be used and which segment of society
to develop a PC that will be great fun to play.
the Protectors will be from. Players should not only
pick from the same list (the one corresponding to
Throughout the rules, examples are enclosed in their background) but should also usually each pick
boxes such as this to make it easier for everyone an identical Stereotype. Stereotypes listed in boldface
playing to see how each rule plays out. All examples are the most likely to be the best choice for many
use a female Protector, Grace Fuller, to illustrate the players, while those listed in italics are probably not
relevant points. going to provide enough action for many players.
You can pick a name and gender at any time during Everyone has basic everyday skills as well as skills
the creation of a Protector of Civilisation, and the last appropriate to their career. Thus, your Stereotype will
step in this process makes sure this has been done. give you certain advantages. These advantages
I chose to name her now because it is more fun to mostly involve being taken seriously and having
get to know your Protector before preventing
improved chances of Overcoming Flaws for Challenges be Attractive to the opposite sex as an unavoidable
related to a certain field of study. part of their lot in life. Any Stereotypes that have
You don’t roll dice or otherwise pick your the “thumbs up” in the “A” column are counted as
Stereotype randomly. You may choose any you like. being automatically Attractive.
Just keep in mind that during play, you’re going to Catch: Members of their own gender treat
have to keep your Protector true to his or her Attractive Stereotypes as Disreputable and
Stereotype for the duration of the game. members of the opposite sex treat them as
In the Stereotype Guide I use a “check Reputable.
mark” symbol to indicate some of the Other Attractive Protectors: A player may
characteristics of various Stereotypes. The “A” choose to make a Protector Attractive if s/he so
column is for Attractive Stereotypes, “R” for those chooses, no matter what Stereotype is chosen, but
that are Reputable and “D” for those that are should remember that Attractive Protectors suffer
Disreputable. Those Stereotypes that have the the same consequences as anyone else who is
“check mark” in a column have the characteristic Attractive, of course, and should add +1 Misfortune
the column represents. Those marked “x” don’t. for the privilege. Their Reputability is also affected.
Attractive Protectors & Innocents:
Members of certain Stereotypes are considered to


Stereotype Example Challenges Flaw Mod. A R D
Bluke Carpentry, Disguise, Drive, -1 WK ! ! !
Electrical, Electronics, First
Aid, Hide, Mechanic,
Metalworking, Persuasion,
Pickpocket, Photography,
Scuffles, Shadowing, Sneak
and Swimming.
Norm Accounting, Code None ! ! !
Breaking, Computers,
Demolitions, Disguise,
Drive, First Aid, Hide,
History, Journalism,
Literature, Lockpicking &
Safecracking, Mathematics,
Persuasion, Philosophy,
Photography, Religion,
Science, Scuffles,
Shadowing, Sneak and

Stereotype Example Challenges Flaw Modifiers A R D
Special Forces Boating, Demolitions, -1 WK, -1 CL, - ! ! !
Driving, Hide, 1 IG
Observation, Operate
APC, Operate Tank,
Scuba Diving,
Scuffles, Sneak,
Spotting Artillery
Targets, Swimming,
Tracking, Wilderness


Stereotype Example Challenges Flaw Modifiers A R D
Special Weapons & Tactics Climbing, -1 WK, -1 CL, - ! " !
(SWAT) Communications, 1 IG
Demolitions, Hide,
Rappelling, Scuffles,


Stereotype Example Challenges Flaw Modifiers A R D
Outlander Farm. -1 WK ! ! !


Stereotype Example Challenges Flaw Modifiers A R D
Alpine Infantry Climbing, Driving, -1 WK ! ! !
Hide, Mountaineering,
Rappelling, Scuffles,
Skiing, Sneak,
Spotting Artillery
Targets, Swimming,
Wilderness Survival.
Armour Driving, Hide, -1 WK ! ! !
Observation, Operate
Tank, Scuffles, Sneak,
Spotting Artillery
Targets, Swimming,
Wilderness Survival.

Engineer Boating, Carpentry, -1 WK ! ! !
Demolitions, Driving,
Electrical, Electronics,
Hide, Mechanic,
Observation, Scuba
Diving, Scuffles,
Sneak, Spotting
Artillery Targets,
Swimming, Wilderness
Light Infantry Driving, Hide, -1 WK ! ! !
Observation, Scuffles,
Sneak, Spotting
Artillery Targets,
Swimming, Wilderness
Marine Infantry Boating, Driving, -1 WK ! ! !
Hide, Observation,
Scuba Diving,
Scuffles, Sneak,
Spotting Artillery
Targets, Swimming,
Wilderness Survival.
Mechanized Infantry Driving, Hide, -1 WK ! ! !
Observation, Operate
APC, Scuffles, Sneak,
Spotting Artillery
Targets, Swimming,
Wilderness Survival.
Special Forces Boating, Demolitions, -1 WK, -1 CL, - ! ! !
Driving, Hide, 1 IG
Observation, Operate
APC, Operate Tank,
Scuba Diving,
Scuffles, Sneak,
Spotting Artillery
Targets, Swimming,
Tracking, Wilderness


Stereotype Example Challenges Flaw Modifiers A R D
Outlander Farm, Hide, Scuffles, -1 WK ! ! !
Sneak and Wilderness


Stereotype Example Challenges Flaw Modifiers A R D
Burglary & Theft Deduction, -1 WK, -1 CL, - ! " !
Interrogation, 1 IG
Investigation, Scuffles,
Search, Streetwise,
External Investigation Disguise, Fast Talk, -1 WK, -1 CL, - ! " !
Hide, Investigation, 1 IG
Search, Scuffles,
Sneak, Streetwise.
Homicide Administration, -1 WK, -1 CL, - ! " !
Deduction, Forensics, 1 IG
Investigation, Search,
Organised Crime Area Knowledge, -1 WK, -1 CL, - ! " !
Contraband Substance 1 IG
Disguise, Fast Talk,
Gang Practices, Hide,
Investigation, Scuffles,
Sneak, Streetwise.
Quarantine Patrol Area Knowledge, -1 WK, -1 CL, - ! " !
Contraband Substance 1 IG
Identification, Cycling,
Driving, Gang
Practices, Law, Riding,
Scuffles, Streetwise.
Special Weapons & Tactics Climbing, -1 WK, -1 CL, - ! " !
(SWAT) Communications, 1 IG
Demolitions, Hide,
Rappelling, Scuffles,
Tactics & Communications Administration, -1 WK, -1 CL, - ! " !
Communications, 1 IG
Diplomacy, Etiquette,
Fast Talk,
Negotiation, Scuffles,


Stereotype Example Challenges Flaw Modifiers A R D
Bounty Hunter Area Knowledge, -1 CL ! ! "
Gang Practices,
Haggling, Hide,
Intimidation, Law,
Observation, Scuffles,
Security Systems,
Sneak, Streetwise.
Private Investigator Area Knowledge, -1 IG ! ! !
Gang Practices, Hide,
Interrogation, Law,
Observation, Scuffles,
Search, Security
Systems, Sneak,
Vigilante Carpentry, Drive, -1 WK ! ! !
Electrical, Electronics,
Hide, Mechanic,
Scuffles, Sneak,
Swimming and
Wilderness Survival.


Stereotype Example Challenges Flaw Modifiers A R D
See the Army Service Branches for the era of the Sundered Society.

FLAWS Weakness
1 Powerful

2 Solid
Protectors have six Primary and Secondary Flaws 3 Brawny
that must be Overcome to succeed at tasks. They also 4 Athletic
have two Tertiary Flaws that record physical and 5 Fit
metaphysical condition. 6 Active
Weakness, Clumsiness, and Ignorance are the
Primary Flaws. Brutality, Corruption, and Deformity are 7 Average
the Secondary Flaws. Misfortune and Lumps are the 8 Flabby
Tertiary Flaws. The lower each of these Flaws is, the 9 Weak
better. Primary Flaws start between 1 and 10. 10 Sickly
Secondary Flaws start at 1. Tertiary Flaws start at 0. All 11 Feeble
three sets of Flaws can be modified while making 12 Fertiliser
your Protector.
See the tables below. The real question for
many people is, “What do all the numbers mean?”
There are examples beside each number for each of
the Primary Flaws to help you picture what the
numbers represent.

Weakness (WK): A measure of how feeble
you are in terms of strength, stamina, and resistance
to poison and disease.

Clumsiness (CL): A measure of how Determining Primary Flaws by Rolling:
clumsy you are in terms of manual dexterity, Making a Protector of Civilisation is even quicker and
general agility, and overall grace. easier if you roll your Primary Flaws instead of
assigning points. To determine how high your Flaws
Clumsiness Example are, roll a pair of six-sided dice three times (subtract
1 Contortionist 10 from any roll above 10, i.e. 11 is 1 and 12 is 2)
and distribute the results among your Weakness,
2 Acrobatic
Clumsiness, and Ignorance Flaws. The lower each Flaw,
3 Agile the better.
4 Graceful
5 Nimble
7 Average
8 Awkward Secondary Flaws: A Protector’s Secondary
9 Clumsy Flaws – Brutality, Corruption, and Deformity – each
10 Bumbling begin at 1. Before play begins, they are modified by
11 Inept your chosen Goodies, Mutations and Metapowers, and
your chosen Stereotype may modify your Secondary
12 Completely Paralysed
Flaws even further.
Unlike Primary Flaws, Secondary Flaws can
Ignorance (IG): A measure of how fluctuate a great deal during play as a variety of
mentally deficient you are in terms of intelligence, circumstances, actions, and other events occur.
willpower, mental agility, perception, wit, charisma, Whatever the case, no starting Secondary
training, and presence of mind. Flaw can ever be lower than 1 or higher than 11.
The Protector becomes incapable of opposing
Ignorance Example Menaces as soon as any of his Secondary Flaws reaches
1 Supra-Genius 12. It is difficult to save the world when you are
2 Genius pushing up daisies, paralysed, permanently flunked
3 Brilliant out, criminally insane, homicidal, or physically
4 Astute unviable.
Once again, you may ask, “What do all the
5 Clever numbers mean?” You’ll find explanatory Secondary
6 Bright Flaw tables below.
7 Average Brutality (BR): A measure of how casually
8 Slow you can commit acts of violence, your pessimism,
9 Stupid your mistrust of people and the world, your
10 Moronic anticipation of trouble, and of how severely you
react to difficult situations. It can also reflect how
11 Asinine likeable others may find you. Metapowers (aka
12 Coma Protector psychic powers or psionics) can increase the
tendency towards sociopathy and remorseless
Determining Primary Flaws by violence.
Assigning Points: Most players prefer to tailor-
make a Protector of Civilisation to taste by assigning
points. To determine how high your Flaws are,
distribute 20 points amongst your Weakness,
Clumsiness, and Ignorance Flaws. Make sure each of
these Flaws has at least 1 point and not more than
10 points. The lower each Flaw is, the better it is for
the Protector.

Brutality Example Deformity Example
1 Total Pacifist 1 Human
2 Humane 2 Acceptable
3 Gentle 3 Barely a Mutazoid
4 Kindly 4 Noticeably a Mutazoid
5 Docile 5 Obviously a Mutazoid
6 Tolerant 6 Unconcealably a Mutazoid
7 Reluctant to Kill 7 Typical Mutazoid
8 Hostile 8 Unsightly Mutazoid
9 Abusive 9 Disgusting Mutazoid
10 Violent 10 Repulsive Mutazoid
11 Sociopathic 11 Abhorrent Mutazoid
12 Incurably Psychopathic 12 Too Deformed to Survive

Corruption (CO): A measure of how

cowardly, deceitful, greedy, selfish and corrupt you TERTIARY FLAWS
are. Corruption also indicates your level of
involvement in shady dealings, how many favours
you owe to the wrong people and how easily you There are two Tertiary Flaws: Misfortune (MI)
can blend in unnoticed among criminals. and Lumps (LU), which both begin at 0. A GM may
add Misfortune to a Protector every time he feels
that Protector’s player is being too passive in
Corruption Example
responding to situations. Some Stereotypes list a
1 Angelic Misfortune Modifier wherever it is appropriate to
2 Saintly who they are. Misfortune represents an increasing
3 Scrupulous likelihood of bad luck. As bad things happen, you
4 Honourable subtract points from your Misfortune because you
5 Civic Minded have less bad luck due to you. As good things
6 Honest happen, points will be added to your Misfortune
will be added to as it becomes more likely that bad
7 More or Less Law Abiding luck will eventually catch up with you.
8 Deceitful The other Tertiary Flaw, called Lumps,
9 Dishonest exists only to measure how close to being
10 Criminal incapacitated you are. When a Protector, Innocent
11 Recidivist Bystander or Chump reaches 12 or more Lumps he
12 Sleeping With the Fishes is Knocked Senseless. This is described in full later.
Modifying Flaws Due to Stereotype,
Sex, and Choice: When all the Flaws have been
Deformity (DE): A measure of how set, the modifiers from your Stereotype should be
physically mutated you are and how visibly you applied. Some Stereotypes don’t provide Flaw
deviate from the human norm. A Deformity of 1 is modifiers. Others do and they should be applied
a human, 2 is an acceptable and 3 to 12 is a before play begins.
mutazoid. Once the Flaw modifiers suggested by the
game rules are applied, a player may elect to raise
any or all Flaws to suit the individual’s tastes, but it
is unwise to do so. No Flaw can start at less than 1
or more than 11. Record the new numbers in place
of the ones you originally set, because the old
numbers won’t be needed again.
substituted for Brutality and/or Corruption at a 1:1
ratio to cover some or all of the cost of Tools and
GOODIES Weapons if desired.
The tables below show the amount of
Brutality and/or Corruption added when any of the
Giving Out Goodies: Items of Equipment Goodies therein are selected as Weapons. Some
in Mutazoids Demo are known as Goodies. All Weapons (such as Swiss Army knives) may add extra
Protectors are considered to have clothing, spending Corruption because they are also Tools. If they are
money and somewhere to live. Protectors of simply taken as Trinkets or Tools (see below for
Civilisation can be equipped with whatever other definitions of these terms), they do not have a
gear their players desire without regard to what they Weapon cost.
can carry or afford to buy. Some reason should be To Serve and Protect: It is very important
concocted for why the Protector is carrying the item, to remember that police, secret agents, soldiers, and
but anything plausible will suffice. other armed government types do not add any
Goodies fall into three classes: Weapons, Tools, Corruption or Brutality while carrying Weapons or
and Trinkets. Tools on duty, provided those Goodies are limited
Goodie Costs: Goodies don’t cost money. to the standard issue for their duties. This
However, every Goodie affects the Secondary Flaws consideration is limited to those weapons that the
with a very real cost in Brutality and/or Corruption person is authorized to use and only applies while
added. Alternatively, adding Misfortune can offset on duty.
some of these costs. The CM may delete any choice If a soldier carries around a loaded .38
he finds inappropriate. Make sure that Protectors pay Special while on leave, that is something else
the Weapon cost for Tools that can also be Weapons. entirely! It is not unusual for an off-duty cop to be
(See below.) armed, so they should not have to add any
Cost in Corruption and Brutality: Tools Corruption or Brutality if on call, because they have to
add 1 Corruption if unnecessary to your duties or be prepared, but they may have to add the normal
generally illegal. Goodies classed as Weapons have a cost if they are carrying Weapons more often than
cost in Corruption and/or Brutality. Weapons add a the CM feels is necessary. It is also possible that an
number of Brutality equal to their Lumps Dished Out officer who is on duty may wish to have an extra
or Lumps Bounced Off. If they are not legal for the gun, but the cost of this should only be added if the
person to carry (i.e. necessary to his duties) they desired Weapons strike the CM as excessive.
add an equal number of Corruption. Misfortune can be

Stereotype Standard Issue Equipment

Army (Alpine Infantry) See “Army (Light Infantry).” Alpine infantry are also issued
winter camouflage, skis, snowshoes, and warm clothing. Squads
of alpine infantry travel in the Jimmy half-track instead of a
Army (Armour) See “Army (Light Infantry).” Each crew will man a Washington
tank, Hum-Vee, anti-tank gun or artillery piece instead of
travelling in a truck. Anti-tank and artillery guns are each towed
by a Jimmy truck.
Army (Artillery) See “Army (Light Infantry).” Each crew will man an artillery
piece instead of travelling in a truck. Artillery guns are each
towed by a Jimmy truck.
Army (Engineer) See “Army (Light Infantry).” Squads of engineers are also issued
demolitions charges, flamethrowers, mine detectors, and other
tools necessary to construction and demolition tasks. Squads of
engineers travel in the Jimmy half-track instead of a truck or,
more unusually, are crews for one of the variant model
Washington tanks.

Army (Light Infantry) Olive drab combat fatigues, matte finish steel helmet
(with fitted mesh to hold foliage), canvas leggings and brown
ankle boots. On the back a haversack is worn with a bayonet and
sheath attached and an entrenching tool hung overtop. Slung
around the neck is a cloth bandolier with 6 spare magazines of
ammunition. A belt worn around the waist holds a canteen, mess
kit, gas mask with case, knife and sheath and 2 grenades.
The military issues pistols to the officers and 5.56mm
assault rifles to everyone else. Squads have a light machinegun
with bipod (a.k.a. Squad Automatic Weapon), sections a medium
machinegun with bipod (a.k.a. general-purpose machinegun) and
platoons a heavy machinegun with a tripod.
Officers also have a holster for their pistol on the waist
belt and a pair of binoculars on a leather neck strap. Someone in
each platoon will always wear a backpack field radio and stick
close to the lieutenant so he can keep in touch with division
A squad of light infantry travels in a Jimmy truck.
Army (Maintenance) See “Army (Light Infantry).” Maintenance squads have the
Jimmy half-track instead of a truck. Maintenance is issued a lot of
spare parts and full tool kits for the half-track.
Army (Marine Infantry) See “Army (Light Infantry).” Marine infantry are also issued
rubber overalls, rubber raincoats and a lifejacket. Jimmy trucks
will contain two inflatable boats.
Army (Mechanized Infantry) See “Army (Light Infantry).” Mechanized infantry employ the
M113 armoured personnel carrier (APC) instead of a truck.
Army (Medical) See “Army (Light Infantry).” Medical infantry employ the Jimmy
truck as an ambulance.
Army (Military Intelligence) See “Army (Light Infantry).” Military intelligence sometimes
employ a Hum-Vee instead of a truck.
Army (Military Police) See “Army (Light Infantry).”
Army (Ordnance) See “Army (Light Infantry).”
Army (Quartermaster) See “Army (Light Infantry).”
Army (Signal) See “Army (Light Infantry).”
Army (Special Forces) See “Army (Light Infantry).”
Enforcer (Any Except SWAT) A 9mm pistol, billy club, can of “mace” (tear gas), plastic
flashlight, minilight, and credentials, including a badge are
standard. Cameras, flashlights, binoculars, tool kits and other
items easily purchased at a hardware store are issued immediately
upon request. If necessary 5.56mm assault rifle will also be issued
alongside a heavy Kevlar vest or light, medium or heavy police
body armour. Automobiles, Hum-Vees, Jimmy trucks, Jimmy
half-tracks, M113s, Washington tanks (including variant models),
portable radios, surveillance devices (bugs), phone tracers and
lockpicks are issued if absolutely necessary.

Enforcer (SWAT) A 9mm pistol, billy club, can of “mace” (tear gas), plastic
flashlight, minilight, and credentials, including a badge are
standard. Cameras, flashlights, tool kits and other items easily
purchased at a hardware store are issued immediately upon
request. Automobiles, portable radios, surveillance devices
(bugs), phone tracers and lockpicks are issued if absolutely
Mutagenesis Survivor [Nothing of note].
Rebel Grey combat fatigues, a haversack, a bayonet and sheath,
a cloth bandolier with 6 spare magazines of ammunition. A belt
worn around the waist holds a canteen, mess kit, gas mask with
case, knife and sheath.
The rebels issue pistols to the officers and rifles to
everyone else. Officers also have a holster for their pistol on the
waist belt and a pair of binoculars on a leather neck strap.
A squad of light infantry travels in a Jimmy truck.
Special Agent A laptop computer, .40 pistol and credentials, including a badge
are standard. Cameras, flashlights, tool kits and other items easily
purchased at a hardware store are issued immediately upon
request. Automobiles, portable radios, surveillance devices
(bugs), phone tracers and lockpicks are issued where necessary.

Exceptional Goodies: Goodies that the CM because being logical is only recommended in
views as Exceptional cost double the usual amount Mutazoids Demo; it is not mandatory.
of Brutality and Corruption (if any). See Handling Stereotypes don’t have a set level of wealth
Vehicles, below. but one is implied:
Handling Vehicles: Vehicles are simply 1. Anyone who is Reputable, but does not
mobile Tools that may also be Weapons. Vehicles are work for the government or carry weapons, is
Exceptional Tools because they make Chases easier. wealthy.
Vehicles cost +2 Brutality as Tools (airborne or 2. Anyone who is Attractive is also usually
otherwise unusual vehicles qualify as Exceptional wealthy.
enough to cost even more if the CM wants them 3. Anyone who is Disreputable is probably
to) and have a Weapon cost according to their Lumps poor unless s/he is particularly artistic.
Dished Out in a collision. 4. Hoboes are even poorer than the poor.
If vehicles have weapons mounted on them Anything a hobo has is going to be very ratty-
they have a further Weapon cost for the added looking but could function well enough. A hobo
firepower. will only have those things s/he might have
Members of the Enforcers and Army add scrounged up from other people’s discarded goods.
no Corruption or Brutality when using military Everyone who is not rich or poor is middle class.
vehicles to perform their duty, provided those Goodie Classes: Because Goodies come in
vehicles are being used to perform one’s duties in three different classes: Weapons, Tools, and Trinkets,
the usual way. Vehicles need no other numbers to it is a very wise move to keep three different lists of
measure them. gear, rather than just one big list of Goodies.
Damage from collisions is covered in Weapons: A Weapon is any Goodie that can
“Slicing & Dicing” and damage to vehicles is covered Dish Out Lumps in Scuffles or that can ensure Lumps
in “Crashing & Smashing.” are Bounced Off. Technically, armour and machine
Appropriate Goodies: Goodies selected for guns are not both Weapons, but for game purposes
a Protector should be appropriate for the level of they have been stuffed into the same category. The
wealth implied in the Protector’s Stereotype. The CM tables below outline the added Brutality and
can make exceptions wherever s/he chooses Corruption from a Weapon, as well as the Lumps
Dished Out or Lumps Bounced Off.
Hand Weapons Table BR CO LDO
Ballpoint Pen, Curtain Rod, Elbow, Fountain Pen, Long Fingernails, Fist, +0 +0 +0
Knee, Large Knitting Needle, Purse, Sharp Pencil, Umbrella.
Billy Club, Bottle, Brass Knuckles, Broken Bottle, Candlestick, Five Foot +1 +1 +1
Long Chain, Flower Pot, Frying Pan, Horseshoe, Non-Plastic Dish or
Plate or Bowl, Noose, Razor Blade, Scissors, Shod Foot, Wooden Stake.
Baseball Bat, Cricket Bat, Hatchet, Hedge Clippers, Hockey Stick, Ice +2 +2 +2
pick, Javelin, Knife, Lead Pipe, Meat Cleaver, Pitch Fork, Spear, Straight
Razor, Wooden 2x4, Wrench.
Axe, Electric Hedge Clippers, Lawn Mower, Meat Hook, Power Drill, +3 +3 +3
Shovel, Sickle, Sword.
Electric Saw, Falling Chandelier. +4 +4 +4
Chainsaw. +5 +5 +5
Motorcycle +6 +6 +6
Car +7 +7 +7
Jeep +8 +8 +8
Truck +9 +9 +9
Large Truck +10 +10 +10
18-Wheeler +11 +11 +11
Combine Harvester +12 +12 +12
Ranged Weapons Table BR CO LDO
BB Gun, Bottle, Flower Pot, Horseshoe, Non-Plastic Dish or Plate or +1 +1 +1
Bowl, Pellet Gun.
Bow & Arrow, Hatchet, Javelin, Knife, Meat Cleaver, Pitch Fork, Spear, +2 +2 +2
Straight Razor, Wrench, Zip Gun.
Axe, Crossbow, Revolver, Semi-Automatic Pistol. +3 +3 +3
Little Black Bomb. +4 +4 +4
Flamethrower, Hand Grenade, Rifle, Sub-machinegun. +5 +5 +5
Assault Rifle, Grenade Launcher, Shotgun. +6 +6 +6
Machinegun. +7 +7 +7
Air Defence or Anti-Tank Gun (20mm). +8 +8 +8
Air Defence or Anti-Tank Gun (37mm). +9 +9 +9
Air Defence or Anti-Tank Gun (45mm), Dynamite Stick, Mortar, Nitro- +10 +10 +10
glycerine Vial.
Air Defence or Anti-Tank Gun (57mm), Bazooka, Cannon (3-lbr.), +11 +11 +11
Rocket Launcher.
Artillery or Air Defence or Anti-Tank Gun (76mm), Cannon (6-lbr.), +12 +12 +12
Light Anti-tank Missile.
Artillery or Air Defence or Anti-Tank Gun (90mm), Cannon (12-lbr.), +13 +13 +13
Heavy Anti-Tank Missile.
Artillery or Air Defence or Anti-Tank Gun (105mm), Cannon (16-lbr.). +14 +14 +14
Artillery or Air Defence or Anti-Tank Gun (120mm), Cannon (24-lbr.). +15 +15 +15
Artillery (135mm). +16 +16 +16
Artillery (155mm). +17 +17 +17
Artillery (203mm). +18 +18 +18
Defensive Weapons Table CO BR LBO
Flak Jacket, Football Padding, Hockey Padding, Leather Armour. +4 +4 +4
Chainmail, Heavy Kevlar Vest, Hoplite Armour. +5 +5 +5
Full Suit of Metal Armour (Platemail) or Medium Military or Police Body +6 +6 +6
Medium Military or Police Body Armour. +7 +7 +7
Heavy Military or Police Body Armour. +8 +8 +8

Tools: A Tool is any object that can be put One Weapon vs. Many: Some Weapons
to use in the game. Individual Goodies can be both may appear to be disposable but are not treated as
Weapons and Tools, but not at the same time. For such in the game. Weapons such as grenades, little
example, a screwdriver would be a Tool when black bombs, throwing daggers, javelins, and so on,
applied to screws, but becomes a Weapon if you do appear to be thrown away, but are not really
declare it to be one when it’s the only pointy thing lost.
you have available to fight off a Menace. Brutality, For game purposes, the Weapon is not
Corruption, and Deformity (if appropriate) associated written on the list as “grenade,” with a number to
with this object, when used as a Weapon, are added indicate how many there are. Instead, they are
as soon as it is converted (before the Melee begins). simply listed as “grenades,” and represent a steady
Trinkets: Trinkets are any objects the supply.
Protector carries purely for sentimental or aesthetic However, in real B-movies, where guns
reasons. Clothing, jewellery, and other items that appear never to run out of ammunition and cars
are unnecessary for reasons already explained, are never run out of fuel, the odd director may wish to
Trinkets. An example of a Trinket is a backpack, hang a specific scene on the occurrence. So, while
which is not necessary in the game to hold items thrown or otherwise disposable Weapons are always
and is not used for any other purpose. Trinkets are available, it is just possible that the Chief Magistrate is
always both harmless and useless, whatever logic plotting against your storehouse of wares or has a
might dictate. Note: objects that serve two special scene in mind, so this rule of inexhaustibility
purposes – for example a cross that might also be is subject to the CM’s whims. See Being On the Fritz,
jewellery – may change state in the presence of below.
certain Menaces. If such a metaphysical event occurs, Carrying Goodies: During play, Protectors
the appropriate Weapon costs are applied may carry an infinite amount of whatever they
immediately. want, so long as none of the items is larger than the
One Tool vs. Many: Certain Goodies may Protector. Any item is instantly ready as desired, and
appear to be a single Tool but are not. Other Goodies Protectors need not worry about putting anything
appear to be many Tools but are only one. away. Larger items are dealt with as the CM wishes.
In all such instances, the CM should Powering Goodies: No item that runs on
probably count the Goodie as a single Tool. Identify any form of power (such as batteries, fuel, bullets
the cost of the most valuable item incorporated in or anything else) ever runs out except under special
the Goodie, and make the Protector pay for that. If circumstances determined by the CM, such as Being
the Goodie is both a Weapon and a Tool, then add the On the Fritz.
cost of the best Weapon to the cost of the best Tool. Being On the Fritz: The CM can declare,
If the Goodie incorporates multiple types of at whim, anything to be lost and/or dysfunctional,
weapons (Melee, Ranged and Defensive), then the although this is usually temporary. Food, shelter,
best of each type of Weapon must be paid for and clothing, and spending money may also be taken
the costs totaled. No Goodie should be counted as away, however momentarily. Fuel and power can
more than one Tool, one Melee Weapon, one Ranged run out if the CM chooses. A grenade can be a dud.
Weapon, and one Defensive Weapon unless the CM Guns can jam, misfire, or have the safety engaged.
feels the player is trying to build the ultimate omni- Cars can have flat tires or other mechanical
MacGuffin. difficulties such as throwing a rod, blowing a cam
shaft, burning a valve, stripping a transmission,
dropping a universal joint, or having a piston exit the Protector’s record sheet. However, spares are
the engine in the general direction of Mars. Horses listed, and must be crossed off when used.
can throw a shoe, shy at small noises, bite their Some Goodies represent a single supply
riders, or stop – abruptly – to eat grass, avoid a rather than a single item. This applies to Weapons
fence, or simply to admire the scenery. Donkeys, like “knives.” Unlike “knives” and other multiple
mules, and camels are worse. Don’t even think items that count as a single Goodie, a spare is
about elephants. identical to the original item. It is only counted as
Any time the CM declares a Goodie to be On multiple items for the cost of a single Goodie if the
the Fritz, the Protector subtracts Misfortune points original item was, such as in the case of “spare
equal to the Brutality cost of the Goodie. Note that knives.”
declaring a Goodie to be On the Fritz benefits the Spares only add +1 Brutality apiece, no
Protector in terms of the bad luck due him. Some matter what the items, because they are only extras.
of it will have manifest itself so his Misfortune has However, because they are only extras, they cannot
points subtracted. You do not get the original be used until the original item is On the Fritz. If
Brutality, Corruption, and Deformity costs back, multiple spares are carried, they cannot be used,
because you did not choose to lose the Goodie (see either. If you wish to have multiple identical Goodies
below). that are useful at the same time, you must purchase
On the brighter side, however, you can each of them separately and at full cost. Example:
replace the On the Fritz Goodie with a Goodie of If you have a spare gun, you cannot use it until
identical cost, without incurring any additional cost, your original gun is lost or On the Fritz. If you want
as soon as you come across something appropriate to use two guns at the same time, each is a separate
or the Misadventure ends. Goodie. You may convert a spare to an actual Goodie
Spares: It is normal for the CM to during play, but only if whomever is to own it
occasionally declare Goodies to be On the Fritz (see incurs the full Flaw costs immediately.
above). It is often a good idea to list “spare Willingly Discarding Goodies: If a
grenades,” “spare daggers,” “spare gasoline,” Protector of Civilisation discards an item that is not On
“spare tires,” “spare flashlight batteries,” “spare the Fritz, the Protector subtracts Corruption, Brutality,
bullets,” “spare money,” “spare clothing,” and so and Deformity points equal to what was added from
on before the game begins, to counter Goodies being acquiring it.
On the Fritz. Of course, a particularly cruel CM This is a very important trick for survival.
could also declare these spares On the Fritz. This is Dropping a gun at the last moment can be all that
like tourists bringing multiple wads of cash and stands between a Protector and a horrible fate,
packing each in a different spot so he won’t lose because it will immediately affect the Protector’s
everything at once if something bad happens. Once Secondary Flaw points. Deformity cannot be lowered
the game is in progress, your Protector can only the way Corruption and Brutality can.
acquire spares in an appropriate location. Converting Trinkets Into Tools and
Whenever a nasty CM chooses to declare a Weapons: Trinkets, which are normally useless, can
Goodie On the Fritz, the player can cross off a be remade into Tools and/or Weapons if the player
“spare” of that Goodie, if there is one, instead of finds it necessary during play. A Trinket can be
losing the original. In this case, the CM has the converted simply by making sure the new use is
Protector subtract only 1 point of Misfortune, instead plausible. Upon conversion, the Protector adds the
of a number of points equal to the Brutality cost of Goodie cost for the Tool and/or Weapon it is
the Goodie, because the Goodie was not On the Fritz becoming, plus points of Misfortune equal to the
and he was not very unlucky. total points of Brutality, Corruption, and Deformity the
Limits on spares: The spare must be Goodie carries.
identical to the original Goodie. They are only
identical when the form, function, and names are
the same (except for the word “spare” in front of
the extras).
Power sources such as fuel and batteries, or
ammunition such as bullets, are initially taken for
granted. They are not listed separately as Goodies on
Normally only one item can be taken from each of
MUTATIONS the tables so that no more than one style of
mutation is possible for each body part. Multiple
items can be taken off the same table if you and the
Add Deformity. CM agree the selections work together but the cost
A “*” means that the mutation is a of each item from that table is multiplied by the
Superficial Mutation. 1 to 18 Superficial total number of items taken from that table.
Abnormalities may be taken and however many are
taken no more or less than +1 DE is added.

Head Ornament
Name Notes Visible Mutations DE
Normal None None +0
Superficial Purely Ornamental. Choose a subtly Superficial (Weird *
Abnormality different shape and/or colour. colour, neat shape, bird-
like crested peak, funny
forehead, nifty nose,
ridges, bumps etc.)
Antlers +2 Lumps Dished Out with a head Two sharp antlers (one +3
butt instead of +0. in each temple) stick out
of head.
Horn +3 Lumps Dished Out with a head One very large horn in +4
butt instead of +0. front of head.
Horns +4 Lumps Dished Out with a head Two sharp horns (one +5
butt instead of +0. in each temple) stick out
of head.
Spikes +1 Lumps Dished Out with a head Small, sharp spikes +2
butt instead of +0. crown head.

Name Notes Visible Mutations DE
Normal None None +0
Superficial Purely Ornamental. Choose a subtly Superficial (Weird *
Abnormality different shape and/or colour. colour, fur on head,
bald head etc.)
Incredibly Dense Hair +1 Lump Bounced off when hit in Thick head of hair. +2
the head.
Prehensile Hair Long, prehensile hair allows hair to Long, wild hair. +5
be moved around at will and used for
grasping objects as if it was a pair of

Name Notes Visible Mutations DE
Normal None None +0
Superficial Purely Ornamental. Choose a subtly Superficial (Weird *
Abnormality different shape and/or colour. colour, neat shape, large
cranium, veined, slightly

conical, brain-like shape
Large Brain -1 Ignorance One foot cone head. +2
Very Large Brain -2 Ignorance Two foot cone head. +4
Enormous Brain -3 Ignorance Large mushroom head. +6

Name Notes Visible Mutations DE
Normal None None +0
Superficial Purely Ornamental. Choose a subtly Superficial (Weird *
Abnormality different shape and/or colour. colour, neat shape,
noseless nostrils flush
with face, dog-nosed
Snout +1 to the die roll to Overcome Pig-like snout. +2
Ignorance to smell things.
Large Snout +2 to the die roll to Overcome Large pig-like snout. +3
Ignorance to smell things.
Enormous Snout +3 to the die roll to Overcome Enormous pig-like +4
Ignorance to smell things. snout.
Trunk Prehensile trunk that can act like a Elephant-like trunk +2
fingerless arm with a
Weakness of 6.
Long Trunk Long prehensile trunk that can act Long elephant-like +3
like a fingerless arm with a trunk
Weakness of 5.
Enormous Trunk Enormous prehensile trunk that can Enormous elephant-like +4
act like a fingerless arm with a trunk
Weakness of 3.

Name Notes Visible Mutations DE
Normal None None +0
Superficial Purely Ornamental. Choose a subtly Superficial (Weird *
Abnormality different shape and/or colour. colour, neat shape,
tentacles replace lips
Beak A Bite Dishes Out +2 Lumps Carnivorous bird beak +3
instead of +0. in place of a mouth.
Vicious Beak A Bite Dishes Out +3 Lumps Eagle-like beak in place +4
instead of +0. of a mouth.
Long Bill A Bite Dishes Out +1 Lump Long bill in place of a +2
instead of +0. mouth.
Wide Bill A Bite Dishes Out +1 Lump Wide bill in place of a +2
instead of +0. mouth.
Locking Jaw No extra to hit rolls are necessary Bulldog-like jaw. +2
after the first successful to-hit roll for

a bite attack. The attacker’s mouth
stays attached to his opponent.
Mandibles A Bite Dishes Out +1 Lump Ant-like mandibles +2
instead of +0. flanking mouth.
Large Mandibles A Bite Dishes Out +2 Lumps Large ant-like mandibles +3
instead of +0. flanking mouth.
Enormous Mandibles A Bite Dishes Out +3 Lumps Enormous ant-like +4
instead of +0. mandibles flanking
Muzzle A Bite Dishes Out +1 Lump Muzzle extending from +2
instead of +0. face like on a dog.
Large Muzzle A Bite Dishes Out +2 Lumps Large muzzle extending +3
instead of +0. from face like on a large
Enormous Muzzle A Bite Dishes Out +3 Lumps Enormous muzzle +4
instead of +0. extending from face like
on a crocodile.

Name Notes Visible Mutations DE
Normal None None +0
Superficial Purely Ornamental. Choose a subtly Superficial (Weird *
Abnormality different shape and/or colour. colour, neat shape, bony
ridge, buck teeth etc.)
Digestive Juices No teeth. Spews up digestive juices to No teeth. +5
dissolve food instead of having to
chew it. A +4 Lumps Dished Out
Ranged Weapon with a range of three
Fangs A Bite Dishes Out +2 Lumps Two long, sharp fangs +3
instead of +0. in place of the normal
size canine teeth.
Multi-rowed A Bite Dishes Out +1 Lump Teeth are multiple rows +2
instead of +0. deep like a shark. Lost
teeth re-grow.
Sucker No extra to hit rolls for bite attacks A ring of long, thin +2
are necessary after the first successful teeth like on a lamprey
to-hit roll for a bite attack. The or leech.
attacker’s mouth stays attached to his
Tusks A Bite Dishes Out +3 Lumps Two foot-long tusks. +4
instead of +0.
Venomous Fangs A Bite Dishes out +2 Lumps instead Snake-like fangs +10
of +0. When bitten, if the person
bitten does not successfully
Overcome his Weakness, a further
+10 Lumps are Dished Out.

Name Notes Visible Mutations DE
Normal None None +0
Superficial Purely Ornamental. Choose a subtly Superficial (Weird *
Abnormality different shape and/or colour. colour, neat shape,
forked, hollow etc.)
Barbed Long, sharp, barbed tongue that can Long, barbed tongue. +3
lash out at adjacent opponents for +2
Lumps Dished Out.
Food Pouch A food pouch under the tongue Pouch visible upon +2
stores nutrients so you can go an close inspection.
extra day without food and water.
Prehensile Sticky, frog-like tongue 6’ long and Frog-like tongue +4
with a 7 WK. May grab things and
adhesion may be broken at will.
Sniffer Snake-like tongue acts as a nose and Long, flat forked +2
smells when stuck out of mouth. tongue.

Name Notes Visible Mutations DE
Normal None None +0
Superficial Purely Ornamental. Choose a subtly Superficial (Weird *
Abnormality different shape and/or colour. colour, pointed,
recessed, oddly shaped
1 Antenna +1 to the die roll to Overcome A 1’ antenna sticking +2
Ignorance to hear things. out of the top of your
2 Antenna +2 to the die roll to Overcome Two 1’ antenna sticking +3
Ignorance to hear things. out of the top of your
3 Antenna +3 to the die roll to Overcome Three 1’ antenna +4
Ignorance to hear things. sticking out of the top
of your head.
Directional +1 to the die roll to Overcome Ears move toward +2
Ignorance to hear things. sounds like those of a
Doberman pinscher or
Sonar Bat-like signals. +4 to the die roll to Bumps behind ears. +6
Overcome Ignorance to see things.
Can see even in the dark.
Trumpet +1 to the die roll to Overcome Ears are trumpet- +3
Ignorance to hear things. shaped.

Name Notes Visible Mutations DE
Normal None None +0

Superficial Purely Ornamental. Choose a subtly Superficial (Weird *
Abnormality different shape and/or colour. colours, eyestalks etc.)
Faceted +3 to the die roll to Overcome Eyes are segmented like +3
Ignorance to spot anything sneaking those of a common
up on you. housefly.
Retractable Eyes pop in and out of head at will Eyes on flexible stalks +2
and can move on their stalks to look move in and out of
backwards behind you or safely head.
around corners.
Slit Pupils Can see well in dark as long as there Cat-like eyes. +2
is at least some light.
Telescopic +3 to the die roll to Overcome Eagle-eyed. +4
Ignorance to spot anything that is
very far away.

Name Notes Visible Mutations DE
Normal None None +0
Superficial Purely Ornamental. Choose a subtly Superficial (Weird *
Abnormality different shape and/or colour. colour or neat shape
Locking Joints You may lock and unlock your arm Slightly large shoulders, +3
joints at will (and they unlock if you elbows and wrists
fall unconscious or have your arms
broken). If you hit an opponent with
your bare hands in a Scuffle you can
hold on afterwards without further
Membranes Can glide from a higher elevation Leathery membranes +3
down back to the ground in a straight under the arms from
line in any direction up to a distance wrist to waist.
equal to quintuple the elevation from
which the glide started.
Multi-Jointed +3 to the die roll to Overcome Oddly jointed elbows. +4
Clumsiness for contortionism or any
other actions where very flexible
arms are an advantage.
Tentacles Tentacles and suckers allow you to be Octopus-like tentacles +3
treated as if –2 WK and –1 CL when in place of arms.
Great Upper Body -1 WK Muscular arms. +2
Tremendous Upper -2 WK Very muscular arms. +4
Body Strength

Name Notes Visible Mutations DE
Normal None None +0

Superficial Purely Ornamental. Choose a subtly Superficial (Weird *
Abnormality different shape and/or colour. colour or neat shape
Claws A scratch Dishes Out +1 Lumps Claws on ends of +2
instead of +0. fingers.
Extra Thumb Extra thumb allows you to be treated Thumb on both left and +3
as if –1 WK and –1 CL when right sides of each hand.
Knuckle Ridge A punch Dishes Out +1 Lumps Bony ridge along top of +2
instead of +0. knuckles.
Knuckle Ridge and A punch Dishes Out +2 Lumps Bony ridge with thorn- +3
Bony Thorns instead of +0. like protrusions along
top of knuckles.
Lobster Claws A punch Dishes Out +1 Lumps Lobster claws instead of +2
instead of +0. Claws allow you to be hands.
treated as if –1 WK and –1 CL when
grabbing. You are treated as if +1 CL
wherever fingers would be a great
help in performing a task.
Large Lobster Claws A punch Dishes Out +2 Lumps Large lobster claws +2
instead of +0. Claws allow you to be instead of hands.
treated as if –2 WK and –2 CL when
grabbing. You are treated as if +2 CL
wherever fingers would be a great
help in performing a task.
Enormous Lobster A punch Dishes Out +3 Lumps Enormous lobster claws +2
Claws instead of +0. Claws allow you to be instead of hands.
treated as if –3 WK and –3 CL when
grabbing. You are treated as if +3 CL
wherever fingers would be a great
help in performing a task.
Suckers Suckers allow you to be treated as if – Suckers on palm. +2
1 WK and –1 CL when grabbing.
Talons A scratch Dishes Out +2 Lumps Eagle-like talons on +3
instead of +0. ends of fingers.
Tentacles Tentacles and suckers allow you to be Clump of tentacles +3
treated as if –2 WK and –1 CL when instead of hands.
Webbed Fingers Webbed fingers allow you to be Webbed fingers +2
treated as if–1 CL when swimming.

Name Notes Visible Mutations DE
Normal None None +0
Superficial Purely Ornamental. Choose a subtly Superficial (Weird *
Abnormality different shape and/or colour. colour or neat shape
Hump A hump stores water so you can go Large hump on back +2
an extra week without water.
Inflation Membrane Harmless substances (e.g. water air or Puffy looking skin +2
helium) may be sucked in to inflate
your body to up to triple its normal
diameter despite height and weight
remaining unchanged. While inflated,
you mat float easily in water without
fear of sinking. Weapons that are
sharp of fire bullets puncture the skin
to render the inflation membrane
useless until the wound is healed if
Lumps Dished Out have increased
your Weakness instead of merely
your Lumps.
Quills Automatically successful attack with Porcupine-like quills all +7
+2 LDO when the person with quills over the rear side of
is grabbed from behind or tackled your body.
from any direction. Quills also count
as +4 Lumps Bounced Off against all
attacks if no Defensive Weapons are
Shell A shell counts as +6 Lumps Bounced A turtle-like or +7
Off against all attacks if no Defensive armadillo-like shell
Weapons are worn. covers the whole body.
Spines Automatically successful attack with A row of spines running +3
+2 Lumps Dished Out when the down the middle of the
person with quills is grabbed from back.
behind or tackled from behind.
Stomach Pouch A food pouch in the stomach stores A prominent pot-belly is +2
nutrients so you can go an extra obvious.
month without food and water.

Skin Texture
Name Notes Visible Mutations DE
Normal None None +0
Superficial Purely Ornamental. Choose a subtly Superficial (Weird *
Abnormality different shape and/or colour. colour, neat shape curly
hair all over body, no
hair anywhere on body,
fur covering body etc.)
Exoskeleton An extra skeleton on the outside of Insect-like shell covers +7
his body in addition to the normal the whole body.
human endoskeleton. An exoskeleton
counts as +6 Lumps Bounced Off
against all attacks if no Defensive
Weapons are worn.
Feathers Feathers count as +4 Lumps Colourful bird-like +5
Bounced Off against all attacks if no feathers cover body.
Defensive Weapons are worn.
Scales Scales count as +5 Lumps Bounced Lizard-like scales cover +6

Off against all attacks if no Defensive the whole body.
Weapons are worn.
Thick Skin Thick skin counts as +4 Lumps Rough-looking skin. +5
Bounced Off against all attacks if no
Defensive Weapons are worn.

Body Colouring
Name Notes Visible Mutations DE
Normal None None +0
Superficial Purely Ornamental. Choose a subtly Superficial (Weird *
Abnormality different shape and/or colour. colour, neat shape,
mottled markings,
varied markings, spots,
stripes, coloured limb
tips etc.)
Chameleon +3 to the die roll to Overcome Skin blends in slightly +5
Clumsiness to Hide. Benefits are only with surroundings.
for those who are naked, dressed
skimpily or wearing clothing that is
appropriately camouflaged.
Phosphorescent Skin glows in the dark and dimly Skin glows in the dark. +2
lights an area 10’ around you. Allows
you and those near you to see in the
dark but makes you easy to spot.
Transparent Anyone attempting medical treatment Skin is see-through. +4
on you is +3 to the die roll to
Overcome Ignorance.

Name Notes Visible Mutations DE
Normal None None +0
Superficial Purely Ornamental. Choose a subtly Superficial (Weird *
Abnormality different shape and/or colour. colour, reversed
flamingo-like kneecaps,
neat shape etc.)
Locking Joints You may lock and unlock your leg Slightly large hips, knees +3
joints at will (and they unlock if you and ankles
fall unconscious or have your legs
Multi-Jointed +3 to the die roll to Overcome Oddly jointed knees. +4
Clumsiness for contortionism or any
other actions where very flexible legs
are an advantage.
Tentacles Tentacles and suckers allow you to be Octopus-like tentacles +3
treated as if –2 WK and –1 CL when in place of arms.
grabbing with your legs.
Great Lower Body -1 WK Muscular legs. +2

Tremendous Lower -2 WK Very muscular legs. +4
Body Strength

Name Notes Visible Mutations DE
Normal None None +0
Superficial Purely Ornamental. Choose a subtly Superficial (Weird *
Abnormality different shape and/or colour. colour, neat shape,
paws, hooves, cloven
hooves etc.)
Claws A scratch Dishes Out +1 Lumps Claws on ends of toes. +2
instead of +0.
Prehensile Feet Long, prehensile toes allow feet to be Long toes. +4
used for grasping objects as if they
were hands.
Suckers Suckers allow you to be treated as if – Suckers on soles of feet. +2
1 WK and –1 CL when grabbing.
Talons A scratch Dishes Out +2 Lumps Eagle-like talons on +3
instead of +0. ends of toes.
Tentacles Tentacles and suckers allow you to be Clump of tentacles +3
treated as if –2 WK and –1 CL when instead of feet.
Webbed Toes Webbed toes allow you to be treated Webbed toes. +2
as if–1 CL when swimming.

Name Notes Visible Mutations DE
None None None +0
Superficial Purely Ornamental. Choose a subtly Superficial (Weird *
Abnormality different shape and/or colour. colour, neat shape,
bushy and hose-like,
puffy and squirrel-like,
insect-like segmented,
thin and whip-like etc.)
Barbed +3 Lumps Dished Out with a tail Barbed tail +4
swipe Attack.
Prehensile A long, prehensile tail can be moved Agile-looking tail. +3
around at will and used for grasping
objects as if it was an arm with a
Spiked +2 Lumps Dished Out with a tail Spiked tail. +3
swipe Attack.

Name Notes Visible Mutations DE
None None None +0
Superficial Purely Ornamental. Choose a subtly Superficial (Weird *

Abnormality different shape and/or colour. colour or neat shape
Feathery Wings allow flying at the same speed Huge bird-like wings. +9
as normal movement.
Insectoid Wings allow flying at the same speed Huge butterfly-like, +9
as normal movement. moth-like, housefly-like
or dragonfly-like wings.
Leathery Wings allow flying at the same speed Bat-like wings. +9
as normal movement.

Magistrate should give the player’s Protector +2

METAPOWERS Misfortune.
Why? Menaces find it annoying when people
can’t be easily pigeonholed. When Menaces are
NOT INCLUDED IN THE DEMO annoyed, they get hungry.
VERSION Adventurer: Competitive, bold, dominant,
energetic, and fickle. Adventurers are often
MODELS unaware of other people’s feelings and are
unconcerned with social convention. Thrill seeking
leads to a life on the edge and to overt romantic
In Mutazoids Demo, Stereotypes are there pursuits. Extreme personalities can be guiltless,
to give everyone an instant handle on your Protector. impulsive, ruthless, hostile, rebellious, aggressive,
Farmers are very different from each other, but argumentative, and destructive.
most people imagine they have a good idea of what Bossy: Driven, competitive, confident,
the “typical farmer” looks like. Sometimes, stubborn, dogmatic, and serious. Bossy Protectors
however, it isn’t enough to have a clear overall are often less able to feel guilt and they mistrust
image. Sometimes you will need a strong kindness and warmth. They are easily frustrated,
stereotypical personality that may or may not be but are not deterred by pain or punishment. Thick-
related to the general Stereotype. It adds that extra bit skinned, sarcastic, belligerent, and domineering, but
of depth without requiring lots of work or seeming they get results. Extreme personalities can be
TOO well done. reckless, combative, sadistic, abusive, cruel, and
That’s what Models are for. rude.
Stereotypes give you a broad picture so you Conventional: Socially and morally
can begin to get a solid grip on your Protector. A conservative respecters of orthodox ideas;
Model gives you a firmer outline of a Protector’s nostalgic; denies the need for experimentation and
personality without being too specific, so you can resists change; is loyal, and avoids new trends.
remain consistent but don’t end up exactly the Conventional Protectors are married to family and
same as other, similar, Protectors. work and those dependent on the security they
There are 20 broad personality Models that provide, but are confused by changes in people and
can be useful in quickly summarizing a Protector of evolving social dynamics. Extreme personalities can
Civilisation. Each is painted in broad brush-strokes, be entirely unable to deviate from a single mundane
many or all of which will apply to a Protector of that routine and can become mesmerized by people
Model. who are opposite to themselves.
Protector personalities should not be entirely Conformist: Socially and morally
confined to their Model, but by finding the Model compliant respecters of orthodox ideas; nostalgic.
that fits best, they can be played convincingly, even Conformist Protectors have a need for
on a bad day. experimentation only as dictated by social pressure.
Misfortune and Models: If the player They are responsible and uncreative, but are aware
does not choose a Model for his PC, the Chief of new trends. Conformists are easily swayed by the
crowd and led by strong personalities, but are very
seldom moved to rebelliousness. Extreme experienced, lacks individuality, and faces trouble
personalities can be closed-minded, intolerant, and head on. Extreme personalities can be totally one-
rigid. dimensional macho stereotypes.
Creator: Artistic, intuitive, sensitive, Extrovert: Outgoing, talkative, optimistic,
observant, persistent, unconventional, introverted, expressive, enthusiastic, and gregarious.
and enthusiastic. A Creative Protector will usually Extroverted Protectors are neither introspective nor
prefer his or her own company, is forgetful. S/He easily intimidated. They lack emotional restraint, are
is good-natured but insensitive to others, comfortable in groups, avoid solitude, and can lack
indifferent to conformity, and reacts emotionally empathy for the depression and anxiety of others.
and subjectively. Extreme personalities can be Extreme personalities can be flighty, superficial and
accident-prone hermits who are entirely impractical unable to forge intimate relationships with friends
and dream more often than produce. and family.
Dependent: Shy, insecure, angry, and Fall Guy: Gullible, underachiever, pleasant,
anxious. Dependent Protectors will be reliant on and conventional. Fall Guys may exercise bad
others and will take on unpleasant tasks, hoping to judgement concerning associates, lack direction,
be liked or needed. They will fear abandonment, have narrow interests, and risk being used by
rejection, and disappointment, and require regular others. Such Protectors are seldom analytical. They
guidance, reassurance and support. Extreme are comfortable in social settings, are followers, and
personalities can be submissive, clinging, silent, are unable to gauge the motives of other people.
overly deferential, and totally self-sacrificing. Extreme personalities may be constantly at risk
Eccentric: Forgetful, impractical, a little from poor judgement where people are concerned.
strange, and self-absorbed. Eccentric Protectors will Fearful: Withdrawn, sensitive, insecure,
be good with ideas but not with people, will feel shy, and unhappy. Fearful Protectors avoid stress, are
burdened, will think constantly to themselves. socially inhibited and uncomfortable with people.
Eccentrics work well alone but frustrate others. They feel inadequate and long for closeness. They
They have great talent in one or two areas. Will are restrained, sensitive about appearance, and have
frequently misread other people, and meander a poor self-image. They fear rejection and know
unpredictably through conversations. Is visibly few people well. Extreme personalities can entirely
disinterested in other people. Harmless, but avoid people, activities, and situations for fear of
oblivious to the feelings of others, and may behave feeling uncomfortable.
strangely. Extreme personalities may be isolated Flamboyant: Melodramatic,
and behave completely bizarrely. temperamental, flighty, superficial, indirect,
Extremely Feminine (Women Only): devious, insecure, naïve, simplistic, immature, vain,
Nurturing, passive, soft, helpless, dependent, promiscuous, jealous, and manipulative.
indirect, modest, coy, idealistic, submissive, Flamboyant Protectors may be prone to excessive
yielding, and seductive. Exaggerates naiveté, emotion, suffer self-blame, become depressed from
innocence, and other stereotypical (for B-movies, at seeing self as wicked, feel insubstantial, seek
least) feminine behaviours. Assumes traditional attention, need nurturing and support, and suffer
feminine roles. Extremely Feminine Protectors can be physical pains related to stress. They often view
emotionally restricted, self-pitying, reluctant to self, and many others, as sex objects. They are
express anger, and prone to avoid conflict. They are easily tempted to infidelity, have trouble forming
usually flirtatious, will accept stereotypical male deep relationships, are hostile to weak men and
behaviour, and are unsure of their own adequacy. strong women, and can interpret most behaviour as
Extreme personalities can totally submerge their sexually motivated. Extreme personalities can find
own identity to uphold the feminine ideal and themselves in constant danger from efforts to grab
support the men surrounding them. attention. They can be disorganised and
Extremely Masculine (Men Only): overwhelmed to the point of complete dysfunction.
Coarse, adventurous, aggressive, worldly, Hyper: Overactive, grandiose, careless,
demanding, hard, unoriginal, ambitious, and changeable, selfish, excitable, unstable, elated, out-
competitive. An Extremely Masculine Protector going, active, and energetic. Hyper Protectors are
exaggerates masculine qualities, hides usually thrill-seekers, are poor company, and are
powerlessness, fears weakness, is romantically
often moody. Extreme personalities are prone to others, act indirectly, and efforts to have them
euphoric outbursts and explosive anger. comply with requests fail. Extreme personalities
Loner: Solitary, restrained, unambitious, regularly lash out at those closest to them.
passive, guarded, and detached. Loners react Personable: Calm, co-operative, flexible,
passively to tragedy, respond to significant events warm, casual, trusting, and likeable. Personable
only with difficulty, and they are hard on Protectors are easy-going and good-hearted, but are
themselves. They pursue hobbies that allow not very creative, and seldom take risks. They laugh
solitude and appear cold and bland due to a lack of aloud, smile often, have insight into others, are alert
visible emotional reactions. Indifferent to social to social cues, and work well with others. These
approval, Loners fail to exchange expected smiles Protectors are well-liked, join groups for friendship
and nods, are oblivious to social cues, are unable to instead of to support causes and interests. Extreme
bond well with people, and avoid emotional personalities can marry too young, make poor
entanglements. The Loner is disinterested in decisions, be manipulated by others, suffer from
romance, builds few friendships, finds intimacy hypochondria due to a need for attention, sell out
frightening, and may view others as a source of their values, and socialize to the point of
pain. Extreme personalities can be solitary to the accomplishing absolutely nothing in life.
point of living in harsh surroundings, and may Problem Solver: Resourceful, disciplined,
retreat rather than face even small expressions of restrained, reliable, and stable. A Problem Solver
emotion. faces reality but lacks imagination, is emotionally
Martyr: Inhibited, serious, unassuming, steady, and is self-motivated. These Protectors are
pessimistic, and compliant. Martyrs are dulled to high achievers are pleased with themselves. They
impotent rage under the surface but are unaware of will persevere, are not easily disturbed, will
their own hostility. A Martyr feels weak, seeks communicate well, and are slow to panic. Problem
security, has a negative attitude, feels burdened, and Solvers recognize problems, generate options, make
avoids pleasure due to the anxiety it causes. A choices, and follow through. Extreme personalities
Martyr Protector dulls deep emotions and feels both can be so self-sufficient that they do not seek help
depressed and helpless when alone. Excuses self- and can collapse under the weight of having to do
denial as a social concern and uses the poverty of everything themselves. Often surrounded with
others as a reason for not fulfilling own desires. people who are dependent on them and can
Mistrustful, feels mistreated, knows that self- become weary.
sacrifice leads to pain but self-image centres on Resilient: Productive, motivated,
suffering, proud of own endurance and aims to responsible, and ethical. Usually happy, the
prevent being abandoned. Emotionally needy, this Resilient Protector copes well with adversity, has a
Protector hopes to arouse guilt to foster love, is good sense of humour, faces problems head on,
unable to feel pleasure, is dependent, and attracts takes personal control, has definite personal goals,
abusive people. A Martyr complains without takes interest in others, can concentrate well,
making a change and frustrates and sabotages those combats stress with activity, and develops a strong
who help. Extreme personalities attract abusive support network. They usually had a difficult time
companions, make no effort to improve situations, growing up and bad luck may persist, but have
suffer from pain and depression, feel trapped, deny learned to cope well. Extreme personalities may be
dangerous situations, exercise poor judgement in self-reliant to the point of being totally unable to
maintaining dangerous circumstances, and endure seek help from others.
endless abuse. Show-off: Active, alert, outgoing,
Passive-Aggressive: Sulky, resentful, sour, immature, expressive, emotional, aggressive,
reserved, pessimistic, temperamental, jealous, and sarcastic, and ostentatious. The Show-off has a low
nagging. A Passive-Aggressive Protector goes from tolerance for frustration, is not very helpful, and is
passive, to resentful, to hostile, to openly emotionally under-controlled. This Protector shows
aggressive, to feelings of guilt that restore passivity. off (naturally), is socially effective but sometimes
These Protectors suppress hostility, look for the oblivious to social cues, seeks admiration, and has
worst in things, have a self-image centred on being trouble sharing. Extreme personalities can become
misunderstood, are very angry but seldom violent, incredibly aggressive in an attempt to dominate
and hate those who have authority. They infuriate social situations.
people. Flimsy, light, average, robust, generous,
burly, huge, mammoth, and woolly mammoth are
PROFILES all serviceable descriptions. Try to make your
Protector’s height and weight make sense together
and match the rest of the details. For example,
Protectors of Civilisation take shape only most people instantly get a picture of someone who
slowly. Once Flaws are defined, the PC fits a is both tall and skinny, when the person is
Stereotype and belongs to a Model. However, the described as a “beanpole.”
Protector is still nameless, faceless, and pointless. The Build: Barrel-chested, broad shouldered,
name and purpose can come later, but even lanky, average, pot-bellied, wide-hipped.
criminals who are reduced to a serial number get Limbs: Big feet, big hands, bow legs, hairy
mug-shots to show off their faces. Even people arms, hairy legs, long arms, long legs, mismatched
who wear paper bags over their heads make a foot sizes, mismatched arm lengths, mismatched
statement about their looks. It’s time your Protector leg lengths, prominent fingernails, claw-like
does, too. fingernails, short arms, short legs, small hands,
Details of the Profile: There are 13 lucky small feet, well-proportioned limbs.
details in the Profile. They are: Age, Height, Weight, Posture: Rigid, ramrod, straight, formal,
Build, Limbs, Posture, Hair Length, Hair Curl, Hair average, stooped, bent.
Colour, Skin Tone, Facial Expression, Facial Features, Hair Length: Bald, balding, shaved, close-
and Speech. shorn, short, medium, long, waist-length, knee
Misfortune and Profiles: For every detail length.
that is not filled in, the Chief Magistrate should add Hair Curl: Straight, spiked, kinky, wavy, or
+1 Misfortune. curly.
Why? Menaces find dark, mysterious figures Hair Colour: Platinum blonde, blonde,
incredibly aggravating. If your Misfortune gets dirty blonde, strawberry blonde, red, auburn, red-
bumped up to 12 or more, you are in for a nasty brown, light brown, brown, dark brown, black,
accident before play even begins. Playing an streaked, green (go for it).
unfinished Protector isn’t nearly as satisfying. There’s Skin Tone: Milky, alabaster, fair, mid-tone,
less chance of being able to immerse yourself in the tan, olive, or dark.
role when you can’t visualize who you are supposed Facial Expression: Blank, bright-eyed,
to be. If you were a critic watching this watered- cheerful, dour, haughty, piercing, proud, smiling,
down role, you’d complain that the Protector is too frowning, morose, sneering, grimacing, serene, evil,
shallow to be believable and that it is difficult to gloating, or squinting.
care what happens to the character. Both the Facial Features:
director and the actor would be blamed. 1. Eyebrows: sparse, plucked, bushy,
Age: This is one point that society deems or missing.
vital. Age should be noted and a single word is 2. Eyes: deep-set, glad, frightened,
often best. If your Protector of Civilisation is a Juve, it hurt, impenetrable, intense, or soulless.
gets really easy. Geezers are old. Everyone else is 3. Nose: bent, big, pug, broken, cold,
usually an adult – but might be youngish, middle dainty, flat, missing, noble, Roman, red, scarred,
aged, or over the hill. or “like a pickle left out too long in the sun.”
Height: Vertical stature is near the top of 4. Skin: soft, clear, blemished, dry,
most people’s lists when it comes to vital statistics. oily, peeling, pimply, leathery, scarred, tattooed,
Whether expressed in feet and inches, or or weathered.
centimetres, height is an invaluable description of 5. Beard and/or moustache: braided,
your Protector. A single word can be more vivid than dyed, short, sparse, scraggly, full, or long; Van
precise statistics. Stunted, short, average, tall, Dyke, Fu Manchu, walrus, bristly, narrow, “like
looming, intimidating, and gargantuan are all pretty a caterpillar temporarily resting under his nose.”
descriptive terms. 6. Cheek bones: craggy, flat,
Weight: This is another necessary factoid prominent, high, or sunken.
for most people. It can be expressed in pounds, or 7. Ears: flat, prominent, puffy boxers’,
kilograms. A single word is enough for most big, small, dainty, or nibblesome.
8. Overall appearance: handsome, important thing is not that you should study the
ugly, beautiful, gamin, elfin, frightening, or “like census records, but simply whether the CM thinks
it was put together by Picasso.” that is a very common name for the PC’s
Speech: Accented, fast, gravelly, growly, nationality. One half of the name can carry the
halting, lilting, lisping, loud, mousy, musical, nasal, whole thing if it is interesting enough. John Smith
quiet, sharp, shrill, slow, squeaky, steady, stuttering, is mundane, but Missouri Smith is not. Missouri
warbling, whiny. Fountainhead is even better of course. Sir Ranulph
Once all 13 details are filled in and the Whistleton Twickham-Feines may be over the top
Profile is finished, it should be double-checked to (even though that’s the real name of a modern-day
make sure you like the full picture given by the British explorer).
assembled details. Sex: Yes, sex. In the age of political
correctness “gender” is a very popular word.
Gender is a grammatical classification for French
EXTRA EFFORT nouns. Words have a gender; people have a sex.
There are only two main choices so it
shouldn’t be very hard (and a few other more
Your Stereotype, Model and Profile should give complicated options for the truly funky). When in
you as much of a character sketch as you will need doubt, always make the Protector the same sex as the
to portray your Protector in all your hammy glory. Protector’s player. If you want to randomize things a
There are times when you will need to know more bit more, toss one of the other players and see
about this Protector. which way s/he lands.
Developing Protectors: There are three Background and Personality: The last
main ways of establishing someone as important: point is that each player should start with some idea
1. The Protector has a full and of the Protector’s background and personality. It
interesting name. doesn’t have to be much, and it especially doesn’t
2. The Protector has a clearly defined have to be good, but it does have to be there. It is
gender. also important for the CM to give his IBs some
3. The Protector has a background and a background and at least a one-dimensional
fairly interesting personality. personality. Don’t go to as much work as the
If one or more of these three things are players unless the Innocent is going to be a suspect in
missing you just know the character’s days are a mystery Misadventure, but do give it some thought.
numbered. And why not? Menaces figure that if the Total Misfortune Added at Start: If the
Protector doesn’t put an effort into living, s/he Protector doesn’t have a basic personality at start
should probably be doing something else. In the s/he adds +2 Misfortune. If s/he is missing a
game, these three things determine the initial background s/he adds another +2. If the PC is
Misfortune of Protectors and Innocents. missing both, that’s a total of +4 Misfortune. A
Names: If a Protector of Civilisation or Innocent player who develops personality and background
Bystander has no name, s/he adds +3 Misfortune. If a later can subtract half this Misfortune. The Protector
PC or IB has only one name s/he adds +2 will be better off for adding these points, but is still
Misfortune. This means only a given name or only a penalized for bringing a shallow Protector to the
surname. In case it needs to be said, “Doctor.” is party.
not a given name (at least not in the Terra Bella These three steps will ensure that Protectors
universe). Furthermore, if the name that a player is are fun to play and will never be confused with the
judged by the CM to be mundane, an extra +1 Innocents. Besides, why should the PCs be watchers
Misfortune is added. This is added to the normal +2 when they can be doers?
Misfortune assigned if the PC or IB has only one
Mundane names are those that seem
generic. Think in terms of Smith or Thompson.
Each part of the world has its own equivalent of
Smith. In Poland it might be Kowalski, in Wales it Classic Exclamations: There are 30
may be Jones, and in China it might be Chan. The classic terms of consternation appropriate to
Mutazoids Demo: barfola, blast, blimey, crikey,
criminy, cripes, darn, dear me, doggone, drat, egad,
gadzooks, gee-whizz, golly, golly-gee, good grief,
gordon bennet, gosh, great balls of fire, gum, holy
hannah, holy moley, jeepers, jeeze, jiminy cricket,
jinkies, sacre bleu, ’struth, sweet mercy, and
Terms of Disbelief: As disbelief is natural
in any situation where the unusual becomes usual,
30 terms have become famous for expressing
incredulity: applesauce, bafflegab, baloney, blarney,
bull, bunkum, chicken cheese, claptrap, cobblers,
crackers, fiddlesticks, fiddle-faddle, flapdoodle,
garbage, gobbledygook, guff, hokum, hooey,
horsefeathers, malarkey, meshugana, nonsense,
piffle, poppycock, pshaw, rubbish, spinach, stuff
and nonsense, tommyrot, and twaddle.
Rigorous Abuse: There are also 30 terms
for calling someone a fool: airhead, blockhead,
cheeseball, Chump, clown, cluck, ditz, dodo,
doofus, dork, dud, dumdum, fathead, goofus, goon,
knuckle dragger, jerk, kook, newt, ninny,
numbskull, rube, sap, schmendrick, schnook,
stooge, turkey, wiseacre, yokel, and yo-yo.
Using Exclamations: Every Protector,
Chump, and Innocent Bystander should have a
favourite term chosen from each of the three types.
Incredulity, astonishment, frustration, and anger
will all have to be expressed in colourful ways. If a
Protector of Civilisation starts play without all three
favourite Exclamations listed, the player should add
+1 Misfortune for every one that is missing. This
shouldn’t be neglected, because the +3 Misfortune
points that could be added from putting a Protector
together hastily can really suck.

scheme to its end. They last exactly as long as
MATERIALS they last. That can be hours, days, weeks, or even
months – at least from the perspective of the
All you need to play this game are this In practice, Misadventures consist of the
rulebook, some paper, a few pens and pencils multiple Spots in which Protectors find themselves.
and possibly a pair of regular cubic dice with six Each Spot can last for a number of Moments.
sides each. However, the game will go more These three units should be enough to cover
smoothly if each player has his or her own pair most situations.
of dice. And, while you could play it with just an
Chief Magistrate and one player, it will be more fun
with two or more players. Only the size of the
room, the number of chairs, and the CM’s plot
impose any limit on the maximum number of
The Chief Magistrate may also wish to have
some graph paper, coloured pencils, and Dice or No Dice?: You could consider
anything else that might prove helpful. this two games by some standards. It can be
played either using dice or as a diceless narrative.

TIMING THINGS You can even alternate. The Standard RPG-

13 B-Movie Game System uses dice and The
Diceless RPG-13 B-Movie Game System is
genuinely free of random elements and uses no
The game is mainly tracked in Moments, dice (or cards, coins, spinners or stop watches
Spots, and Misadventures, but may also be tracked either).
in days, months, or years. The CM and all of the players should play
Moments are equal to a fairly short length the game the same way. Either everyone plays it
of time. This can be mere seconds, but is with dice or everyone plays it without. The two
occasionally even as long as a minute or two. It is methods are entirely compatible but avoid a mix
never necessary to know exactly. of styles on the same night. You could use dice
Spots refer to the situations Protectors of one session and no dice the next so long as
Civilisation find themselves in and the locations everyone did things the same way each session.
that they are forced to tolerate during this time. The Standard RPG-13 B-Movie
Spots are also an incredibly precise unit of Game System is described in the “Dicing with
measure. Although they are short in duration, Death” section and The Diceless RPG-13 B-
they last too long to go by unnoticed and seem to Movie Game System is described in the “No
take forever. Protectors are in Spots for anywhere Dice Bub” section.
from minutes to hours; it doesn’t matter much.
Any time something new is being done in a new
place, the Protectors are in a different Spot.
Misadventures are synonymous with entire
plots, and last from the beginning of an evil
The Standard RPG-13 B-Movie from the Flaw for purposes of Exploitation and
Game System uses dice (the alternative is The must be remembered when you roll the dice.
Diceless RPG-13 B-Movie Game System
as discussed in “Blind Fate & Haggling”). Grace Fuller narrowly avoided being
Rolling: The Standard RPG-13 B- lowered into a vat of molten metal.
Movie Game System uses only regular, six- Unfortunately, the madman who chained her up
sided dice such as are found in any board game. is returning to the basement of the abandoned
The rules will refer to times when you must “try” factory just as Grace is looking around the room
or “attempt” something and these efforts require for a safe exit. As the madman walks in the door,
die rolls. Two dice are always rolled unless noted he sees Grace looking around the room. He
otherwise. Whenever you roll two dice, the result doesn’t want Grace to get a head start on him, so
is the sum of the dice. he decides to leap down the stairs right away so
Types of Rolls: The two standard types he can be in a better position to Chase her once
of rolls in The Standard RPG-13 B-Movie she spots him. He has a Clumsiness Modifier of +1
Game System are those that attempt to and has to Exploit Grace’s Clumsiness of 7 in order
Overcome a Flaw and those that attempt to Exploit to leap before Grace can get a chance to run. The
a Flaw. These are called Flaw Rolls. 7 Clumsiness plus the Clumsiness of +1 makes for a
Overcoming and Exploiting Flaws: total of 8. The CM rolls 5 and, because that is
Overcoming a Flaw is a simple process of rolling within 2 to 8, he succeeds. Instead of Grace
more than the number representing the Flaw on running before the madman can jump, he jumps
the dice. If the roll is a higher number than the first and Grace is able to run from him only then.
Flaw, then the Flaw is Overcome and the attempt is
a success.
Exploiting Yourself: There are a few
occasions when a Protector will need to Exploit
Grace Fuller is about to be lowered into a one of his own Flaws. This is handled as any
vat of molten metal. Luckily, the madman who other instance of Exploiting a Flaw, in terms of
chained her up has left the abandoned factory the targets but the player will be rolling instead of
because Grace’s friends eluded capture and he the CM because it is he who is attempting the
wants to nab them right away. All Grace needs to task.
do is escape her shackles and jump off the Lumps Dished Out: In addition to a
platform that is slowly descending into the hot number added for Weapons when they Dish Out
wax. The CM decides that she is obviously too Lumps, a “normal variable” is also applied. In
weak to break the shackles but that she might The Standard RPG-13 B-Movie Game
slip out of them if she were flexible enough. He System this amount is equal to one die roll
asks her to Overcome her Clumsiness of 7. If she can worth of Lumps (1to 6).
roll more than 7, she will succeed. The player Results: A “natural” result refers to the
picks up the dice and hopes for an 8 to 12. One result that the die or dice showed before anything
roll and a pair of sore wrists later, Grace’s player was added or subtracted from that initial result.
rolls 8 and she slips free and yells out a cheer at A “modified” roll is one that was altered by
her success. adding or subtracting one or more numbers.
“Modified” rolls are simply followed by a “+” or
Exploiting a Flaw is a simple attempt to “-” and the number to be added or subtracted. A
roll equal to or lower than the number “penalty” is applied to the die roll itself and so is
representing the Flaw being Exploited. Any roll each “bonus.” The word “result” is also used as a
that is not higher than the Flaw succeeds. Any generic term to refer to any, and all, die rolls. To
roll that is equal to or greater than the Flaw is a “get” a number also refers to rolling the result.
Menaces Exploit the Flaws of Protectors,
Chumps, and Innocents. Menaces often have Flaw NO DICE BUB
Modifiers that make it easier or harder to Exploit
certain Flaws. These numbers add or subtract
The Diceless RPG-13 B-Movie
Game System does not use dice (the
alternative is The Standard RPG-13 B- wax. The CM decides that she is obviously too
Movie Game System as discussed in “Blind weak to break the shackles but that she might
Fate & Haggling”). slip out of them if she were flexible enough. He
Adding and Subtracting Misfortune: asks her to Overcome her Clumsiness of 7. Because
The Diceless RPG-13 B-Movie Game there are no adjustments to be made to her
System uses no dice, cards, coins, spinners, or Clumsiness, she succeeds easily because it is
stop watches. It is genuinely free of random within her ability. The CM chooses not to
elements. The rules will refer to times when you subtract Misfortune from Grace to reverse her
must “try” or “attempt” something and these good fortune. A pair of sore wrists later, Grace
efforts require you to add Misfortune to succeed slips free and yells out a cheer at her success.
(unless your Flaws are low enough to succeed
easily). The CM can try things as well and he can Exploiting Flaws: Exploiting a Flaw is a
alter his chances by subtracting your Misfortune. simple attempt to achieve a result that is equal to
The player and CM can alter each other’s chances or less than the Flaw. The CM starts with a basic
by bidding Misfortune against each other. number equal to the lucky number seven but if
Types of Haggling: The two standard your Flaw is lower he can make up the difference
types of haggling in The Diceless RPG-13 B- by subtracting an equal number from your
Movie Game System are those that attempt to Misfortune, if he desires. If the Flaw being used is
Overcome a Flaw and those that attempt to Exploit not already 7 or more after all bonuses, penalties,
a Flaw. These are called Flaw Negotiations. general modifiers and Menace Flaw Modifiers are
Overcoming Flaws: Overcoming a Flaw is applied, he fails whatever he is trying unless he
a simple process of trying to achieve a result that subtracts a number of Misfortune from you equal
is greater than the Flaw. You start with a basic to the amount your adjusted Flaw is below 7. He
number equal to the lucky number seven but you does not have to subtract the Misfortune if he
can make up the rest by adding Misfortune, if would prefer to accept failure (or as in cases
desired. If the Flaw being used is not already 7 or where your Misfortune would be lowered below 1).
less after all bonuses, penalties, general modifiers If the Chief Magistrate succeeds at
and Menace Flaw Modifiers are applied, you fail whatever he was doing, the player can add two
whatever you are trying unless you add a number Misfortune from his total to change the result to a
of Misfortune equal to the amount your adjusted failure. The CM may then decide to subtract 3
Flaw is in excess of 7. You do not have to add Misfortune from him in order to make the attempt
the Misfortune if you would prefer to accept a success once again. If he does so, the player
failure (such as in cases where your Misfortune may choose to add 4 Misfortune to make it a
would be raised above 11). success again. The Chief Magistrate may then
If a player succeeds at whatever he was decide to subtract 5 from him to revert it to a
doing, the Chief Magistrate can subtract two success. Each subsequent move in this tug-of-
Misfortune from the Protector to change the result war bidding must up the Misfortune traded by 1.
to a failure. The player may then decide to add 3 Menaces Exploit the Flaws of Protectors,
Misfortune in order to make the attempt a success Chumps, and Innocents. Menaces often have Flaw
once again. If he does so, the CM may choose to Modifiers that make it easier or harder to Exploit
subtract 4 Misfortune from him to make it a failure certain Flaws. These numbers add or subtract
again. The player may then decide to add 5 to from the Flaw for purposes of Exploitation and
revert it to a success. Each subsequent move in must be remembered.
this tug-of-war bidding must up the Misfortune
traded by 1.
Grace Fuller narrowly avoided being
lowered into a vat of molten metal.
Grace Fuller is about to be lowered into a Unfortunately, the madman who chained her up
vat of molten metal. Luckily, the madman who is returning to the basement of the abandoned
chained her up has left the abandoned factory factory just as Grace is looking around the room
because Grace’s friends eluded capture and he for a safe exit. As the madman walks in the door,
wants to nab them right away. All Grace needs to he sees Grace looking around the room. He
do is escape her shackles and jump off the doesn’t want Grace to get a head start on him, so
platform that is slowly descending into the hot
he decides to leap down the stairs right away so target is one that was altered by adding or
he can be in a better position to Chase her once subtracting one or more numbers. “Modified”
she spots him. He has a Clumsiness Modifier of +1 targets are simply followed by a “+” or “-” and
and has to Exploit Grace’s Clumsiness of 7 in order the number to be added or subtracted. A
to leap before Grace can get a chance to run. The “penalty” is applied to the starting point of 7
7 Clumsiness plus the Clumsiness of +1 makes for a itself and so is each “bonus.” The word “result”
total of 8. The madman will easily succeed. The is also used as a generic term to refer to any, and
player decides to add 2 Misfortune to Grace to all, totals (with Misfortune and other adjustments if
make the result a failure. The Chief Magistrate any). To “get” a number refers to the same thing
decides success is worth subtracting 3 Misfortune as finding the “result.”
from Grace. He tells the player that. The player is
not willing to add 4 Misfortune in order to make
the Chief Magistrate fail at what he tried so he SCUMBAGS
declines further bidding. The madman still
succeeds. Instead of Grace running before the
madman can jump, he jumps first and Grace is Scumbag Penalties: Whenever a
able to run from him only then. At least the Protector of Civilisation is thinking, talking, or acting
player has many fewer Misfortune due to smart in a way that could be construed as being mean,
play. heartless, or insensitive, the CM has the option
of forcing the Protector to immediately add a point
of Misfortune.
Exploiting Yourself: There are a few
Being a Scumbag can be achieved either
occasions when a Protector will need to Exploit
through commission or omission. Not
one of his own Flaws. This is handled as any
preventing a death can be heartless, too.
other instance of Exploiting a Flaw, in terms of
Some of you may be wondering why I
the targets but the player will be adding Misfortune
included “thinking” in the formula above. The
instead of having the CM subtract it from him
reason is simple. The player is the subconscious
because it is he who is attempting the task.
of the Protector. Although a player might do
Likewise, in any bidding that might come
something that he claims the Protector isn’t doing,
afterwards, the CM will be the one contesting
the CM can say that the Protector was thinking it
success (as if it were an attempt to Overcome the
on some level because the player did or said
Flaw), instead of the player.
something mean.
Lumps Dished Out: In addition to a
Ultimate Punishments: Anyone who
number added for Weapons when they Dish Out
reaches 12 Misfortune due to being a Scumbag
Lumps, a “normal variable” is also applied. In
should disappear mysteriously at the next
The Diceless RPG-13 B-Movie Game
opportunity. Of course, anyone who was that
System this amount is equal to 3 Lumps plus 1
mean before this horrible accident could easily
more for every point of Misfortune the CM
return as a Menace later. Then again, the world
subtracts from the Protector hit.
isn't that cruel, is it?
If the Chief Magistrate uses Misfortune to
Making an Effort: Another important
add more than 3 Lumps, the player can add two
fact of the game is that Protectors behave actively
Misfortune per Lump he wishes to deduct from
rather than passively during the Misadventure. It is
this total (which can fall below 3 to a minimum
not enough to go through the motions.
of 1). The CM may then decide to subtract 3
If a Protector does not act appropriately
Misfortune per Lump to restore the Lumps. If he
the Menaces start to confuse them with Innocent
does so, the player may choose to add 4
Misfortune per Lump to remove Lumps again. The
Every time a Protector obviously isn’t
Chief Magistrate may then decide to subtract 5 per
bothering, s/he should add +1 Misfortune. The
Lump from him to revert it to a success. Each
Protector doesn’t have to be braver, stupider, and
subsequent move in this tug-of-war bidding must
less sceptical than his Flaws or Background
up the Misfortune traded per Lump by 1.
indicate, s/he just shouldn’t be played on
Results: A “natural” result refers to the
autopilot. This provision is really against players
goal of 7 before anything was added or
who can’t be bothered. It should not be used to
subtracted from that initial result. A “modified”
make the players play their Protectors Stereotype literally anytime s/he can bamboozle
inappropriately or to punish players that are ill, the CM into agreeing that s/he would be familiar
absent or exhausted. with the task at hand. If a Protector has an
Misfortune can also be handed out when especially rich background, or gets the sudden
Protectors act too cautiously, too often – no matter urge to expand this background information, the
how wise it might seem for them to do so. CM may even be willing to allow the Protector to
Occasionally, Protectors will need to be spurred on. claim familiarity with subjects unconnected to his
To behave in genre they should follow the trail Stereotype. (“Yes, I’m a farmer, but when I went
of blood, go out alone, and otherwise act to Agricultural College, I also took chemistry and
unwisely. joined several radical movements, so that’s why I
know how to make a bomb out of fertilizer.”)
Special Stereotype Challenges:
CHALLENGES Stereotypes have been defined as enabling Protectors
and Innocents to, “do anything that could be done
by a typical person who is trained in the same
Mental and Physical Challenges: A field,” but that statement needs more
Protector of Civilisation or Innocent faces a Challenge qualification. In the case of any Challenge that is
whenever s/he is called upon to do something. covered by a Protector’s Stereotype, but outside the
Protectors are Mentally Challenged when required to bounds of the routine tasks generally performed
use their brains and Physically Challenged when in by members of that Stereotype, the Flaw is not
need of brawn. The Mentally Challenged must divided by 2. The benefit that the Stereotype gives
Overcome their Ignorance to succeed, while the the Protector or Innocent is that s/he may attempt
Physically Challenged must Overcome their Clumsiness. the task. Otherwise, s/he cannot make the
Other Challenges: The above covers all attempt at all.
“skill-related” tasks, but not every Challenge can
be handled this way. Miscellaneous tasks are
Anyone who is not a Doctor is barred from even
based on the most appropriate Flaw.
attempting the tasks normal for a Doctor. When
Someone faced with such an undertaking
a Doctor performs routine (i.e., most) medical
is Uniquely Challenged. Examples: moving a large
tasks s/he may divide Ignorance by 2. But, when
boulder would be based on Overcoming Weakness;
the Doctor is acting at the cutting edge of the
running quickly requires Overcoming Clumsiness;
profession and attempting to perform
remembering a small detail requires Overcoming
extraordinary tasks, s/he loses the bonus.
Ignorance In fact, most actions are covered by
their own rules, as you will see.
Stereotype Challenges: Each Stereotype Sporking: The players are encouraged to
is considered to be especially able to do certain do what they can to convince the CM that their
things. Protectors can do anything that could be Protectors would be able to have greater familiarity
done by a typical person who is trained in the with many of the tasks in front of them, and they
same field. As long as you can Overcome the Flaw are required to develop their backgrounds as a
connected to the Challenge you will succeed. Your consequence. Despite this, some players will
Stereotype will also improve your chances at insist on going overboard when arguing that they
related Challenges. would have improved chances and they may not
If training is necessary to know how to even put a lot of effort into finding good
perform a task, but that expertise is not provided reasons. The CM’s judgment is final in all cases
by your career, you cannot succeed. Divide your like this and the CM should feel free to just say
Flaw by 2 (round up) if your career does provide “NO!”
the knowledge to meet the challenge resulting The desire to be a master of all trades
from the problem at hand. Even though most and a jack of none is called “Sporking” (or
Stereotypes could not attempt the task at all, the sometimes “Fooning”). The player wants his or
bonus still applies because it is routine for her Protector of Civilisation to be a great fork and an
members of that Stereotype. accomplished spoon all at once – in other words,
Deciding Stereotypical Challenges: A a spork (or foon). A wise CM will realize that the
Protector receives the benefits of his or her wannabe master of all trades will be a jackass

with no trade! Simply explain to the player that Misfortune is added because your luck is
s/he is sporking and can’t be good at everything. presumed to be a diminishing resource. The
Alternately, you could deny the ludicrous more often you attempt to use it, the less likely
attempt at trying to make the task at hand a you are to succeed and the more dangerous it
Stereotypical Challenge and simply laugh, derisively. becomes to rely on luck to survive (just like real
life). However, if you do get lucky enough so
that reality goes your way, your Protector’s life will
PUSHING YOUR LUCK improve in the way you had hoped.
Pushing Your Luck for Innocents: It
is possible to Push Your Luck to benefit an
There are times when it is crucial that Innocent Bystander. This works just as if you were
things go your way. The CM may permit these doing it on your own behalf. Remember that the
incredibly fortunate coincidences, provided you main Misfortune add (and 1 extra point if you also
are willing to Push Your Luck. benefited from the Innocent’s luck) gets added to
Determining Misfortune Added: The your total.
amount of Misfortune to be added from Pushing Penalties for Not Helping Innocents:
Your Luck depends on the likelihood of the If you choose not to help an Innocent, and the CM
event. The player will ask, “What is the chance decides you have been a Scumbag, you add twice
that [insert cunning notion here]?” The CM must the points you would have if you had Pushed Your
answer: Luck and saved the Innocent (yes, sometimes life
• Slim (1 point) requires us to make hard choices). If you have
• Fat (2 points) been so penalized, it’s too late to change your
• None (0 points) mind. You do not now get to Push Your Luck on
The number listed next to the degree of the Innocent’s behalf. Sometimes being a hero
likelihood is the amount of Misfortune added from really sucks, but that’s the way it crumbles,
Pushing Your Luck. If the CM says “none” there is cookie-wise.
no chance that what you hope for can happen. When Menaces Push Your Luck:
There is no Misfortune added, no need to try, and Worst of all, Menaces can Push Your Luck. The
no hope of success. If the CM says there is a CM usually only does this to defend a Menace
“Slim” chance, 1 Misfortune is added for any against the efforts of the Protectors. Furthermore,
attempt to Push Your Luck. If he says there is a the Protector whose Misfortune is being Exploited
“Fat” chance, 2 Misfortune must be added. The must be the same one that the Menace is most
CM must determine the degree of likelihood directly confronting. The Menace cannot always
based on how reasonable the request seems. choose the same little leprechaun, while the
Does he feel the player is asking for a little, a lot other Protectors get maimed.
or too much? If the request sounds like Menaces Push Your Luck nearly the same
something that will add to everyone’s enjoyment way you would. The difference is the Menace
of the game without actually disrupting the feel doesn’t have to try to Overcome (or Exploit) your
you like, the CM should assess better odds. Misfortune. The Menace automatically succeeds,
High Misfortune: You must be careful and whatever he had hoped for happens. He
not to accumulate Misfortune too quickly, because then simply subtracts 1-2 points from your
when you reach 12, you meet with a grisly – not Misfortune, depending on the number listed
to mention permanent – accident. beside the appropriate chance of likelihood.
How to Push Your Luck: To
successfully Push Your Luck, you must add 1 or 2
points of Misfortune for your trouble and then CHASES
Overcome your new, improved, Misfortune. These
points are not temporary. The added points of
Misfortune are added regardless of whether or not Normal Travel: Movement is abstract
you get lucky. and can take as much playtime as necessary.
What’s more, everyone who the CM feels Generally, the CM can take the Protectors'
directly benefited from your lucky break should successful attempts to get from place to place for
also add 1 point of Misfortune.
granted. Movement is only truly important when The Menace can then hitch a ride, or pick it up if
someone is being Chased. s/he is big enough.
Stretches: Distance in RPG-13 B- 1) Near, Not Too Far, A While Away,
Movie Game System is measured in Stretches, Quite Far or Across Town.
provided the journey is short. True journeys can The Crashing & Smashing and Scurrilous
be taken for granted. Scuffles sections have rules for attempts to break
Distance Between You and the into the vehicle and start a fight. See page ___.
Menaces: In a Chase, the CM must declare how Horse Chases: Menaces may hate chasing
many Stretches the Protectors and Innocents are ahead cars, but horses are yummier and far less work.
of the Menace. A Stretch represents a fairly short Chases are slightly different when horses are
distance. A Stretches figure of 5 will usually involved, but the principles are the same. Horses
produce an exciting Chase Spot. This “Stretches (and donkeys, mules, camels, llamas, or anything
figure” represents how far apart the Menaces and else you ride that breathes or that is not too fast)
Protectors are. are vehicles, albeit that they sometimes have
Distance to Destinations: The CM minds of their own. You could, of course, add
must also decide how far away the nearest place bicycles built for two, powered or unpowered go-
to “hole up” will be. The number listed to the carts, roller blades, skateboards, snowboards,
left of the Distance given represents the number toboggans, sleighs, bobsleds, or weirder modes
of tries which the Menaces will receive before the of personal travel. Go ahead. I dare you.
PC arrive. If the Menaces can catch the Protectors, Horses are much faster than people and
or at least close the distance in the number of can limit the Distance of a Horse Chase.
tries given, they will be that much closer to If a horse is being ridden, two tries for
lunch. Distance are subtracted from the number granted
1) Near. to the Menace. The number to the left of the
2) Not Too Far. distance given is the number of tries now used.
3) A While Away. 1) Near, Not Too Far, or A While
4) Quite Far. Away.
5) Across Town. 2) Quite Far.
Vehicle Chases: Chases are slightly 3) Across Town.
different when vehicles are involved, but the If a horse is pulling a wagon, buggy,
principles are the same. Unlike dogs, Menaces hate carriage, sleigh, or coach, one try for Distance is
chasing cars, but they will do what they have to subtracted from the number granted to the
in a night’s labours. A strong work ethic is hard Menace. The number to the left of the distance
to find these days, but Menaces provide a strong given is the number of tries now used.
example and maintain old-fashioned values. 1)Near or Not Too Far.
This section assumes the vehicle being 2) A While Away.
Chased is a car, truck, van, motorcycle, moped, or 3) Quite Far.
similar motorized conveyance. Motor vehicles 4) Across Town.
can prevent a Chase altogether, or reduce the Trains, Planes & Automobiles: Trains
number of Stretches to 1, depending on the are unlikely vehicles for a Chase, because once
Vehicle. Driving a motor vehicle will limit Menaces you board one, the Chase is over – unless the
to only one try for Distance to Exploit the Menace boards it, too (in which case it becomes
Clumsiness of the Protectors and reduce the number an ordinary Chase on foot). Planes, boats, and
of Stretches between them. It will be as if any spaceships are equally unlikely, unless the Menace
location in town was “Near.” (See page __) has a similar vehicle, in which case you can
Conducting Car Chases: If the Menace handle the Chase normally.
successfully Exploits the Clumsiness of his Protector, Getting There Faster: At the start of
he reduces the number of Stretches by 1 – before every Chase, each Protector is given the opportunity
the car zooms away – and the Chase ends. to Beat It. Innocents never Beat It unless they have
Protectors will have a little less time to catch their Protectors present to show them how, and some of
breath. If the Menace Exploited both the highest the Protectors there Beat It as well and yell at the
Clumsiness and the highest Misfortune of those in Innocents to follow. Once all Protectors have
the Vehicle, the Menace gets hold of the vehicle. decided whether or not they will Beat It, those
who ran should add 1 point of Cowardice for Delaying Menaces: If a Protector feels
Vamoosing. When Cowardice has been recorded, he really needs to, he can elect to make the
the CM has the option of making one or more of Menace Take Longer by adding Misfortune. For
them Falter. Anyone to whom this happens every point of Misfortune added, a Protector can
subtracts 1 point of Misfortune, but has to take increase the distance between him and the
part in the Chase. Menace by 1 Stretch. As Menaces fumble around
If the CM elects to have the car Falter, the and try to find their footing, or are otherwise
engine overheats, a tire goes flat, gasoline runs delayed, the Protector can add extra distance so he
out, oil dries up, or some other calamity causes a will have longer to act when he arrives wherever
malfunction. he is intending to Hole Up. The Protector can
Rewards for the Cowardly: Protectors decide how many Stretches he wants to add, so the
who Beat It, and do not Falter, arrive at their number can be increased above the original
destination without a Chase. Of course, they also starting amount.
won't be around to save their friends who were Heading Off Prey: Menaces can Head Off
chased and were caught. The number of Stretches their quarry and disappear in the blink of an eye,
chosen for the Chase is then converted into only to reappear directly in front of whoever is
Moments. Although representing only a short being Chased.
duration, a few Moments can be invaluable for Menaces Head Off those they are chasing
defending yourself from unspeakable horrors. simply by subtracting 1 point of Misfortune from
The First to the Hounds: Anyone left each of the Protectors being Chased. All the Menaces
after the spineless chickens have Beat It is a actively Chasing the Protectors and Innocents appear
potential target for the Menace(s). Unless the CM in front of those Chased. Stretches are reduced to
rules otherwise, the Menace will always try to zero and a Scuffle ensues. No matter how many
catch the Protector or Innocent with the highest Menaces and Protectors are involved, the Misfortune
Misfortune before anyone else. Anyone who Beat It subtracted is still only 1. Only Protectors subtract
without Stumbling is excluded from the choices Misfortune. Innocents do not, because they are
for the chase at hand. merely appetizers before the entree.
Splitting Up: Menaces always Chase the A Menace may not Head Off Protectors and
Innocent or Protector with the highest Misfortune in Innocents when Chasing a vehicle, unless the Menace
preference to everyone else (see above). has a similar vehicle. If the Menace does have a
Eventually, the Protectors will all run in separate similar vehicle, she/he/it may Head Off the prey
directions to get away. Any Protector who normally.
deliberately tries to ditch his friends should suffer Escaping to Hole Up: Protectors and
the normal penalties for being a Scumbag. If there Innocents escape to Hole Up at the end of the
are multiple Menaces, one Menace can Chase each Chase. The Stretches are turned into Moments.
group of Protectors and Innocents, in order of Chasing the Menaces: If a Protector of
highest Misfortune first. Civilisation or Innocent is chasing a Menace (or
Conducting Chases: When Menaces are group of Menaces), s/he must Overcome Clumsiness
Chasing Protectors of Civilisation or Innocent to close the distance between them by 1 Stretch. If
Bystanders, they must Exploit their prey's a group of Innocents and/or Protectors is chasing a
Clumsiness. If more than one person is being Menace, the Innocent with the highest Clumsiness is
chased, the highest Clumsiness and Misfortune the one who must make the attempt for the
scores in the group are used even if they each whole group. It must be a Protector of Civilisation
come from a different person. This is what who tries, if one is present, as Innocents do not
happens when a group protects Innocents. If the lead Protectors in chases. Whenever Menaces are
Menace succeeds he/she/it subtracts 1 Stretch being pursued, the CM may choose to have one
from the amount he is behind the person being or more people Falter (as above). Protectors can
chased. If the Menace not only succeeds, but also subtract 1 Stretch from the distance between them
reduces the number of Stretches to 0, the Menace and the Menace, the same way that they would
catches up with the prey and a Scuffle ensues. In add Stretches in a normal Chase.
the event the Menace fails to Exploit the Clumsiness If a Protector in a car is chasing a Menace,
of the prey, the distance in Stretches between the the Protector can be assumed to catch the Menace
two remains unchanged.
(what fun, otherwise?). The Scurrilous Scuffles usual, this makes the search take longer but also
section should handle the rest. (See page __) lowers Misfortune. For every Moment added to the
time required to search a floor, subtract 1
Misfortune from the Protector searching. If more
HOLING UP than one Protector is searching, it is the Protector
with the highest Misfortune who benefits. The CM
can decide arbitrarily if there is any argument
The three classic uses of time while Holed about who is the most cursed.
Up are: a) searching for useful items, b) hiding to Searching For The Goods: At the end
escape later, and c) waiting in ambush. If there is of the full amount of time necessary to search
enough time, it’s possible that two, or even three, the floor you are on (1-5 Moments), you can Push
of these choices can be attempted. Your Luck and see if what you need is somewhere
Searching For Items To Use: The on the floor.
most obvious reason to go to a building, aside The full amount of time must have
from barricading yourself away from things with passed before you can even ask, “How likely is
long, pointy teeth, is to find items that might be it?” And there is no guarantee that what you are
useful in bringing about their demise. Finding hoping for is even possible. Only one try can be
these items is simply a matter of Pushing Your made per floor, luckily, so even the largest floor
Luck. If you look in the right place Pushing Your space won’t leave you up the creek without
Luck will be easier or even automatic, but the clover. Just try to narrow things down a bit
search will still take time. before you search the Empire State Building.
Being in a building improves your Quicker Searches: A Protector who feels
chances of finding what you want. The CM will there won’t be time to do a proper search can
be less likely to rule that it is impossible, and may turn the joint upside down and Hurry, provided
add less Misfortune for the attempt. the CM has not already made the search Take
It is nearly impossible to find most things Longer. For every Moment that is subtracted from
outside, and so going from building to building the necessary search time, +1 is added to the
across town is sometimes necessary to find the Misfortune of everyone searching. The time
right items to help you. Most often, lots of required for the search cannot be reduced below
dangerous traveling is necessary when searching 1 Moment. It is possible to enter a building and
for the Goodies for Gadgets. find what you were looking for right there in
If you pick an appropriate building, it will plain sight.
be easier to find what you want. A hospital is the Teamwork: It is possible to search a
place to find funky green gowns, but an auto floor more quickly if there is more than one
shop is the proper pad to pick up grease for your Protector searching. The number of Moments
gears. needed for the search can be lowered by 1
Time To Search: It takes one Moment to Moment for each additional person searching, past
search each floor of a small building, three the first, but the search time cannot be reduced
Moments for each floor of a large building, and below 1 Moment. Innocents cannot search any more
five Moments for each floor of a huge building. It than they can undertake any other useful
is the average size of the floors of the building independent action. For instance, if five people
that matter, and not the height of the building, search a huge floor, the whole thing will be
although searching an 80-floor skyscraper could finished in 1 Moment. Having more than five
take all night if you don’t focus (and judging searchers per floor is unnecessary, regardless of
from the sounds coming up the stairs, you don’t the size of the building.
have that long). If there are more than three Protectors
A house is the most common small present, splitting up into search parties may be
building, a small suite of offices a common best. These “Search Parties” may only have a
example of a large building, and a hospital, single searcher in them, which doesn’t make for
shopping mall, or factory would each be much of a party, even with lively salsa, but the
considered a huge building. rules apply equally well to any number of people
The CM may opt to make the search in the search party. Despite the implication of
Take Longer for the benefit of the Menaces. As
multiple people in each Search Party, this is not happen. Sneaking requires only a simple attempt
always the case. to Overcome Clumsiness. If the attempt is a success,
With multiple Protectors and Innocents, then the area is traversed quietly. If not, a
whole search parties can be sent instead of floorboard has squeaked, a stone has been
individuals. Each team searches at the same rate kicked, a dog has barked, or someone was unable
as a single Protector (1 to 5 Moments per floor to resist the urge to whistle tunelessly or to giggle
depending on building size), but the individuals hysterically.
in a team are much safer throughout the whole A Protector can only try to Sneak if the
process. Teams may also be wise because Innocent Protector states s/he is trying to be quiet. A
Bystanders cannot search, or contribute to a Protector cannot claim to be sneaking “all the time
Search to make it take less time, but may still unless stated otherwise.” A Sneak attempt should
need guarding by Protectors who wish to search a be made every time a Protector or Innocent passes
building themselves. through any room in which they could be heard.
The Downside of Search Parties: The Sometimes the devious CM might ask for
problem with working as part of a committee is a Sneak attempt from Protectors where one isn’t
that the most able are limited by the most inept. necessary, simply to build suspense and to help
The Protector with the highest Misfortune is conceal which times really count.
required to Push Your Luck once a search is Sneaking in Groups: If several people
complete. are trying to Sneak simultaneously, they may opt
Nasty Surprises: Probably the worst to move as a unit. This involves making only one
thing that can happen while searching is to find attempt to Overcome Clumsiness for everyone,
something nasty waiting for you. Sometimes instead of requiring each Protector and Innocent to
there are Menaces lurking inside a building that try separately.
you never imagined were there. The unfortunate side effect of working as
Menaces have a way of sneaking up when a team is that it is the person with the highest
you aren’t looking. The problem with searching a Clumsiness that has to Overcome for the Sneak to
floor in a building is that you are certain to run succeed. This is usually an Innocent if any are
into any Menaces that might be inside unless you present and Innocents typically have Clumsiness
are Sneaking. Unless the CM decrees otherwise, scores of 9. The CM always attempts things for
Menaces always hunt the Protector or Innocent the IBs. Even though it’s the person with the
Bystander with the highest Misfortune before highest Clumsiness who has to try, this way is still
moving on to other prey. better for groups, because if each character tried
If a Protector is not deliberately being separately, your Protector would still be spotted
careful, it is guaranteed that Menaces on the same alongside the unfortunate under whatever system
floor will come calling. Sneaking is a necessary for s/he failed. Success and failure have the same
anyone moving through a floor that a Menace consequences with many Protectors present as they
may share, unless he wants to guarantee being do with only one tiptoeing about.
detected. Normal Hiding: Once a Menace enters
wherever you are Holed Up, it is a good idea to
Hide as soon as the Menace starts looking around
SNEAKING the floor you’re on. Hiding will guarantee you are
not heard or seen until the Menace searches the
floor you are on. If there is a good place to Hide,
Sneaking Around: Being careful is you must Overcome your Clumsiness to remain
highly recommended if the Protector is searching a unseen.
building that Menaces already occupy, but it is also If there is no good hiding place, or you
a good idea for those fleeing a building after fail to Overcome your Clumsiness, Hiding In Plain
having already evaded the Menace inside. Sight is necessary. If you can remain unseen then
Anyone who chooses to sneak around a the Menace will move on to search other rooms
building must choose to be Edgy in any Scuffle and you can escape.
that results from a failure to be quiet enough. Hiding In Plain Sight: Menaces will
Unfortunately, they must add the normal +1 break down every door and search every room
Misfortune for being Edgy even if a Scuffle does not whenever they search a building. Ironically,
despite being careful to cover every obvious Moment for the purposes of breaking things. A
room, they are very sloppy about looking around Menace’s Weakness modifier may be doubled once,
once there. Some people think that it is a twice, or three times. Of course, an amount of
function of how Menaces see that causes them to Misfortune equal to the number of doublings is
overlook so many obvious Protectors who are subtracted from the Misfortune of the Protector
Hiding In Plain Sight. being Exploited.
It seems that Menaces probably spot Protectors of Civilisation, Chumps, and
things through some combination of sound, Innocent Bystanders can never Wig Out because they
motion, and depth so they can’t locate anyone could never summon up enough inhuman rage.
who is quiet and still. It is possible for them to be They might dredge up lots of human rage, but
looking straight at you and walk by without that doesn’t count.
noticing anything. The trick is to stay perfectly Size Does Matter: In answer to your
quiet and still, and to flatten yourself against a other question, the amount that can be destroyed
wall. If you are not near a wall, you can squish up is set by the size of the destroyer. A Menace can
against something big enough to cover your demolish an area equal to its own size, provided
crouched form. Protectors must Overcome Clumsiness its die scores allow it to destroy all the materials
to Hide In Plain Sight successfully. in that area.
Escape: If you Hide successfully, are not
found when the Menace searches your area, and Consider the difference between a 9’-tall
then Sneak out of the building while the Menace is giant of a man and an incredibly strong midget.
still searching, you can go wherever you want. The difference between them is enormous. Or
Use the rules for normal travel without risk of a rather it is enormity itself. Whereas they can both
Chase. The CM can then give you five (5) Moments tear through brick walls, the midget can rip a 3-
before the Menace finds you again. This can make foot hole in a wall and the giant of a man can
an Ambush, Chase, Crashing & Smashing or Scuffle tear a big hole in it from the ceiling to the floor.
Neither the general volume of an object
CRASHING & nor the material from which it is made affects
how hard it is to smash, but the thickness of the
SMASHING object does matter. If that were not the case,
mighty oaks would be reduced to splinters as
easily as saplings and bank vaults would be about
What Menaces Can Destroy: A as impregnable as chain link fences.
Menace’s Weakness modifier determines how many Thickness makes an object tougher to
things the Menace can wreck. A Menace can break destroy despite the fact that size is irrelevant. A
anything listed beside the modifier as well as 100-foot square piece of plywood will have a
anything listed beside lower modifiers. Menace-shaped hole in it before you can yell,
Raising Weakness Modifiers: I know “kowabunga!” But a tree stump three feet in
what you’re thinking. You’re thinking that the diameter and 10 feet tall is more of a problem.
Weakness modifier only goes up to +4 and the Luckily, many Menaces carry chainsaws.
chart goes up to +32. You may also be Whenever you’re wrecking things it’s the
wondering how such a small modifier can take size of the thing you’re using to do the wrecking
huge Menaces into account. The answers are that counts. A rock hammer won’t do nearly as
simple. much effective wrecking as a 10-pound
The scale goes up to +32 because a sledgehammer.
Menace may choose to Wig Out, thereby raising
the effective Weakness modifier for the purposes If a Menace extends his foot to wreck a
of destroying things. A Menace usually Wigs Out in Jeep, then his foot had better be nearly as big as
order to break down barriers and catch his the Jeep. Of course, stepping through the engine
Protectors. He may Wig Out by Pushing The Luck of block should be enough for smaller Menaces. If,
his Protectors. If he can exploit their Misfortune he on the other hand, your basic Menace wanted to
can double his Weakness modifier during that tear down a whole building, then it would get
farther by putting its whole body into it instead Just think of a Menace smashing down the
of simply punching the thing. door of the house where you’re Holed Up. It
doesn’t get you, but the masonry starts falling,
Delaying Menaces: Of course, a group crushing Innocent Bystanders. Sure, the Menace isn’t
of Protectors and Innocents may not be ready to deal getting in yet, but having 12 Misfortune still sucks.
with a Menace who’s about to smash through the
door of wherever they’re Holed Up. That’s when Protectors Breaking Things: In the
the Protectors can add Misfortune to make the event that a Protector or Innocent should ever want
Menace Take Longer. If they add +1 Misfortune, to break something, and I hope there’s a good
then the Menace didn’t fully break through this reason, the Weakness scores next to the Menace
Moment and the Menace’s attempt to destroy Flaw Modifiers can be used. Protectors with a
whatever s/he was hitting did not succeed. Of Weakness of 8 to 11 are better off running and
course, anyone else who benefits must also add a anyone with a Weakness of 12 has already Bought
point of Misfortune, so this can be dangerous. the Farm.

Weakness Protector What Can Be Broken

Modifier Weakness
-4 10-11 A Menace no stronger than a young Kid.
-2 9 A Menace no stronger than an older Kid.
-1 8 Here is a Menace that is about as strong as a typical teenager.
0 7 This Menace can force through or destroy the sort of things
a normal, adult man could. This includes bushes, card
tables, chairs, televisions, stereos, VCRs, computers,
dinghies, and strong windows.
+1 6 Stronger Menaces have it in for sliding chain locks, doors,
beds, couches, desks, pianos, mailboxes, small trees, park
benches, handheld weapons, rowboats and surfboards.
+2 4-5 Really strong Menaces can easily wreck door locks, car
doors, phone booths, big double doors, medium trees,
flagpoles, bathtubs, motorcycles, snowmobiles, jet skis,
motorboats, and wooden, plaster, fibreglass walls and major
+4 1-3 The very toughest Menaces can smash handcuffs, padlocks,
safe deposit boxes, light chains, dead bolts, light safes,
heavy chains, billboards, bullet-proof glass, propeller-driven
planes, helicopters, cars, vans, pickup trucks, jeeps,
+8 N/A Enraged Menaces can trash large trees, telephone poles, light
poles, jet fighters, combat helicopters, trucks, steel-
reinforced doors, and brick walls.
+16 N/A Particularly enraged Menaces can dismantle heavy safes, very
large trees, fire hydrants, jumbo jets, space shuttles,
eighteen-wheelers, armoured personnel carriers, yachts, and
concrete walls.
+32 N/A The strongest and angriest Menaces can demolish huge trees,
tanks, ocean liners, warships, bank vaults and reinforced
concrete or steel doors. It wouldn’t be unfair to say they
can grind up anything that can be broken.

One thing that is almost as fun as breaking
stuff is throwing things around. Don’t tell me you A Scuffle is a fight. Any violent conflict
don’t envy Menaces their lack of civic pride! between two or more people or Menaces will qualify.
Basics of Throwing: The rule is simple: if Scuffles are divided into Moments that are each equal
you can break it, you can throw it 10 feet. If you in length to precisely one very short period of time.
want to be more precise, just use the lowest Knowing Who Goes When: In a Scuffle,
multiple of 5 that’s greater than your height. That’s people move in a certain order. Usually, every
how many feet you can throw something. In short, member of each side will move at roughly the same
the farthest most adult humans can throw anything time. Thus, it only needs to be determined whether
is 10 feet (or about three metres if you want to be the Menaces can Get The Jump On Everybody. First,
metrically correct). However, young people or however, each Protector must decide whether s/he
short older people and really tiny wee beasties may will be Edgy or not for the Moment.
not get anything beyond five feet. They should usually opt not to be Edgy. The
Really Strong Menaces: For every Chief Magistrate can have Edgy Protectors Freak Out. A
doubling that a Menace’s Weakness modifier is higher Protector who Freaks Out not only does not go first
than the minimum necessary to break whatever it is but cannot go at all. He is so jumpy that when the
he’s throwing, double the distance he can throw it. Menace did start a Scuffle he was too startled to do
This represents maximum distance, of course. If a any good. He can do nothing that Moment.
Menace can toss a car 30 feet and some cretinous Consequences of Going First or Last:
Innocent Bystander is bugging him from 8 feet away All Edgy individuals add 1 point of Misfortune, but
then Menacey can throw it 8 feet. automatically go first, even if the Menaces Get The
Breaking Bits Off First: In case it needs Jump On Everybody. They deduct 2 points of
to be said, you can’t throw anything that’s attached Misfortune if they subsequently Freak Out.
to the ground, unless you break it off first. If Innocent Bystanders: Innocents will never
something’s bigger than the Menace, he’s better off opt to be Edgy unless every last Protector present
tearing bits off. It may take a Moment or two to get opts to be Edgy, when they join the crowd without
the job done, but at least he’ll have lots to toss adding or subtracting from Flaws as Protectors do.
around. Menace Options: Once it is known who is
Lifting Things: A Menace can momentarily Edgy and who is Freaking Out, the Menaces may elect
lift things that he couldn’t throw around or carry. to Pull A Fast One. When Menaces Pull A Fast One,
Any Menace can lift things that another Menace with they automatically Get The Jump On Everybody except
a Weakness modifier of double his modifier could Edgy individuals who did not Freak Out. In return,
break. Of course, he won’t be able to hold it for all Protectors who are not Freaking Out subtract 1
more than two Moments if standing still, or one point of Misfortune.
Moment if he moves, but that’s life. If Menaces do not Pull A Fast One, they can
Likely Targets: You guessed it; Menaces still go first if they can Exploit the Clumsiness of the
will throw stuff at the PC or IB with the highest clumsiest person present. This will often be an
Misfortune, before turning to anyone else. The Chief Innocent (and they usually have a Clumsiness of 9).
Magistrate can always redirect the Menace if he really This is why you leave Innocents somewhere safe
needs – or wants – to do so before the final showdown with Menaces. If the
Protectors and Throwing Things: Any Menace succeeds, he goes before any person who is
Protector or Innocent who wants to go around tossing not Edgy. If the Menace fails, the Menaces go after
things about should probably grow up. S/he everyone who is not Freaking Out.
probably hasn’t cleaned his or her room either and What Can Be Done: Once you know
should be doing that instead of chasing Menaces. which side goes first, the members of each side
That said, Protectors and Innocents use their Weakness decide the order in which to act. Lowest Clumsiness
modifiers as described in the Crashing & Smashing can go first in event of disagreement. Only one of
section. four things can be done in each Scuffle Moment. The
four choices are the same for Menaces and non- Moving During Scuffles: Movement
Menaces. In a Scuffle Moment, each character may: works more simply during Scuffles than it does
• Attack. during Chases. The player gets to move anywhere
• Move. within a very short distance, provided there is no
• Challenge Him/Her/Itself. current Attack.
Being Attacked While Moving: If a
• Use A Tool.
player is Attacked while moving, a Chase ensues.
Each of these options is fairly
This is not entirely like a normal Chase, however.
The Menace can try once to Exploit the Protector’s
Clumsiness. The Protector cannot Beat It, but the CM
• Attack may still decide to have the PC Falter normally.
Protectors, Innocents, and Chumps: A Effects of Stumbling and Arriving: If the
Protector Attacks by Overcoming Clumsiness in an Protector Falters, or the Menace succeeds, it gets to
attempt to hit his opponent. Innocents never take Attack. The Protector cannot Attack during this
action to Attack, or if they do, they have never Moment and does not go where s/he wanted. If the
succeeded. If successful, the Lumps Dished Out of Menace fails to Exploit the PC’s Clumsiness, then our
the fist, teeth, or Weapon plus a variable amount of hero/ine gets where s/he wanted to go and can use
Lumps will be added to the Lumps Flaw of the target. the Moment to Challenge Him/Herself or Use A Tool.
If the character being hit has any defensive Then comes the next Moment....
Weapons, the number of Lumps Bounced Off is
subtracted from the total number of Lumps Dished
• Challenge Him/Her/Itself
Out by the Attack before the final number is added
Time Taken: A Protector who chooses to
to Lumps. Simple, eh? If the Protector did not
Challenge Him/Herself immediately faces a Challenge.
successfully Exploit the Clumsiness of his target, no
The Challenge can take multiple Moments if the CM
Lumps are Dished Out at all.
thinks it should. The CM may also make something
Menaces: A Menace attacks by Exploiting
Take Longer on behalf of the Menaces. If the CM
the modified Clumsiness of its target. If the Attack
does so, then the current Moment does not count
succeeds the Menace’s Weakness Modifier (with a
toward the time necessary to accomplish the
minimum of 0) is added to the Protector’s or Innocent’s
Challenge. Of course, the Protector subtracts 1
Lumps. This is in addition to the normal Lumps
Dished Out plus a variable amount of Lumps. If the
Hurrying: If the CM does not choose to
target's Misfortune is 11, the total Lumps Dished Out
have the Challenge Take Longer this Moment, the
are also added to Weakness. Once again, defensive
Protector may decide to Hurry. Any Moment in which
Weapons subtract their Lumps Bounced Off from the
a Protector chooses to Hurry counts as multiple
total Lumps Dished Out before the Attack adds to
Moments towards completing the Challenge if
Weakness or Lumps.
Misfortune is added to the Protector. For every point
Effects of Attacks: When your Lumps
of Misfortune that is added to the Protector, an extra
reach 12 or more, you are Knocked Senseless, and
Moment beyond the first is counted towards the
when your Weakness reaches 12 or more you Buy the
total time spent.
Farm. That should be rare if you act intelligently
That way, a Challenge that takes, say 5
because it can’t happen until your luck runs out at
Moments can be completed in 1 by adding +4
11 Misfortune. Protectors of Civilisation whose Lumps
Misfortune. Obviously, you only need to Hurry when
exceed 12, or who have added points of Weakness
a Challenge will take longer than 1 Moment. Alas, you
from wounds, may Buy the Farm unexpectedly if the
guessed it; those who Hurry must add 1 Misfortune
CM wants them to.
each time.
Defeating Menaces: A Menace with 12 or
The Menaces can still Attack busy Protectors
more Lumps is defeated, and appears to have Bought
when their turn comes, of course, even though they
the Farm. Menaces simply cannot be eliminated for
are not being attacked. Menaces are aptly named.
good and may return at any time with renewed
vigour if the CM wishes them to.
• Use a Tool--
Basic Tool Use: Lastly, Protectors may
• Move
choose to Use A Tool. Yes, this means a Tool.
Anyone using a Weapon or Gadget has really chosen Babbling: A Protector who absolutely needs
Attack as his option. Trinkets, on the other hand are to communicate something to the other Protectors
functionally useless, remember? can opt to Babble. He adds +1 Misfortune for every
sentence uttered. If the CM has difficulty sensing
where one sentence ends and another begins the
SLICERS & DICERS CM can assign Misfortune as s/he sees fit.
Functioning Fully: At 11 or fewer Lumps,
a Protector or Innocent can still function despite
Weapon Effectiveness: Lumps Dished Out bruises, so a single Spot can be long enough for
or Lumps Bounced Off are the sole measure of every someone to wake up after being Knocked Senseless.
Weapon’s effectiveness. Luckily, no amount of Lumps will impair you in any
Weapons that can cause you to be Knocked way except to make you a little more likely to be
Senseless are rated in Lumps Dished Out and those Knocked Senseless.
that can prevent you from being Knocked Senseless There is no way to Buy the Farm until your
are rated in Lumps Bounced Off. The higher the luck runs out at 11 Misfortune, so don’t worry; you’re
number beside each, the more effective the weapon perfectly safe. Being Knocked Senseless is just a way of
is. getting you carried safely to the Menace so he can
Lumps Dished Out is the number added to Gloat before placing you in a fatal Death Trap.
Weakness or Lumps after a successful Attack. Lumps Recovery: Don’t worry; 3 Lumps disappear
Bounced Off is the number subtracted from Lumps for every full Spot that passes after the Lumps are
Dished Out before it is added to your Weakness or received. If the Protector is doing nothing but
Lumps. resting, s/he removes 5 Lumps per Spot during
Weapon Typeface and Weakness which the Protector leaves any companions to fend
Effects: In the Weapons Table, Ranged Weapons can for themselves. He should also add +1 Misfortune
be used to Attack people at a distance. The Lumps for each of those Spots for being such an
Dished Out of Hand Weapons with a basic Lumps inconsiderate Scumbag. In the unlikely event that a
Dished Out of 1 to 5 is increased by 1 for every Protector can get a good night’s sleep, Lumps return
point that the Weakness of the wielder is below 7. If to 0.
his Weakness is 7 or more, he adds no bonus. Buying the Farm: Any Protector, Chump or
Innocent who has reached a 12 Weakness is said to
BEING KNOCKED have Bought the Farm. This is much worse than
being Knocked Senseless temporarily. It’s time to bury

SENSELESS & BUYING the body. The player should make a new Protector to
continue play with because this one is forever gone.

Being Knocked Senseless: At some point
a Menace is going to Dish Out more Lumps than your Medical Treatment: If a doctor, nurse, or
Protector or an Innocent can take. When a Protector or another Protector successfully uses first aid on a
Innocent’s Lumps reach 12, s/he is Knocked Senseless. Protector or Innocent with Lumps, the patient’s Lumps
Yes, that means driven unconscious, whining about score immediately goes back to 0. Whereas most
the pain, put in shock, or otherwise incapacitated. people cannot offer proper medical aid at all, they
The person cannot do or say anything useful can bandage simple bumps and scrapes. Lumps
without Babbling. require only normal first aid such as anyone could
Having 13+ Lumps: Lumps are the one attempt and doctors, nurses and paramedics would
Flaw that can be driven above 12. Yes, that’s right; find simple (i.e.: Stereotype related). Lowering
it is possible to have Lumps of 13 or higher. It just Weakness to its original level requires medical
means you’ve been Knocked Senseless for a longer training such as a nurse or paramedic has, a doctor
period of time. A lot of Lumps means that you may finds simple and other people cannot even attempt.
be out for a while.
If the Protector or Innocent has had Weakness Primary or Secondary Flaw by 1 point. In case it needs
raised due to Attacks, successful medical treatment to be said, these Flaws can’t be reduced below 1
will reduce his Weakness by 1. First aid cannot either.
reduce Weakness below its starting level,
unfortunately. Weakness cannot be restored if a
Protector, Chump or Innocent Bystander has Bought the HIGH SPEED CHASES
Farm, however.
First aid can be applied on a person at the
end of every Scuffle in which his or her Lumps or The “Chases” section of the RPG-13 B-
Weakness Flaw was increased due to an Attack. Movie Game System described attempts by
Obviously, receiving more than 1 point of Weakness people who are on foot or using slower means of
in a Scuffle is a bad idea. If Lumps or Weakness are travel to chase their targets. There are instances,
increased due to other types of injuries, first aid can however, when a chase will have to be conducted
be applied to those injuries as well. and everyone will have a fast mount or vehicle such
as a horse or a car. These are High Speed Chases.
Chases where everyone is running very quickly
SERIOUS SELF HELP over treacherous ground also qualify if the CM
wants them to. These rules assume a car chase but
the rules apply equally well to any of the High
Self-help in Mutazoids Demo is all Speed Chases just described.
about lowering your Misfortune, and, ultimately, Reckless Pursuit: To drive at somewhat
your other Flaws too. There are many ways for high speeds to escape pursuit requires the person
Protectors to lower Misfortune built into the game. driving Overcome Your Clumsiness. When you are
The CM should take advantage of these. A CM being chased you must decide how recklessly you
must feel free to allow some Misfortune to carry will drive in an effort to escape pursuit. You get to
over from one Misadventure to the next, of course. choose your own Clumsiness Flaw Modifier for the
Concluding Misadventures: At the end attempt (such as -3, -2, -1, +0, +1, +2, +3 etc.).
of every Misadventure in which the Protector was a The higher the modifier the harder it is. The
total pacifist, subtract 1 point from Brutality. If the person chasing you must also Overcome His
Protector was quite nasty (whether or not it was Clumsiness and his attempt to Exploit Your Clumsiness
enough to make him a Scumbag), add 1 point to except that it is his attempt that is modified rather
Brutality. At the end of every Misadventure in which than your Flaw like when you attempted the same
the Protector was very notable for his goodness and sort of dangerous driving to outrun him seconds
honesty, subtract 1 point from Corruption. If the before.
Protector was dishonest, add 1 point of Corruption. Reckless Pursuit Results: For High-
Protectors of Civilisation subtract 1 point of Speed Chases, three attempts for each participant
Misfortune for each Innocent Bystander or valuable produce an exciting chase regardless of how many
piece of property that was successfully protected people are chasing how many other people. Each
from real danger, if, in the CM’s judgment, they of the three attempts may have a different
role-played reasonably well. OR, Protectors of modifier. If someone who is chased fails one
Civilisation subtract 2 points of Misfortune for each attempt and one or more of the chasers fails none,
Innocent Bystander or valuable piece of property that the chasers who failed no attempts drive alongside
was successfully protected from real danger, if, in him and may opt to sideswipe. If the chaser fails
the CM’s judgment, they role-played extremely well. one attempt and the person chased fails none, the
The minimum on all Flaws is still 1, however. person being chased escapes pursuit. If both fail
Lowering Other Flaws: If a Protector of one attempt or neither fails any attempts, another
Civilisation is ever so lucky that some Flaws would attempt is made until one of them fails an attempt
have been reduced below 1 (were it not for the rule and the other does not. If anyone involved in the
that Flaws can’t be reduced below 1), s/he gets to chase fails two attempts in a row, he crashes and is
lower other Flaws instead. out of the chase. Those chased escape chasers who
For each Flaw that might have been crash and anyone chased who crashes will have the
reduced below 1, the Protector may lower any chaser catch up and have to deal with a Scuffle.
Sideswiping: If you were pursuing institutions. In such cases, you must decide the
someone and did well enough to now be driving result based on a test of Corruption. Protectors and/or
alongside them, you can now sideswipe them. Chumps (with or without Innocent Bystanders) who
Sideswiping means that the chaser can force the wish to infiltrate a criminal organisation must
chase into a second set of three attempts to Exploit their own Corruption if they wish to pass
Overcome Clumsiness but that this time it is the chaser unnoticed and blend in with the criminals they are
who decides the modifier and not the person being infiltrating undercover. Street gangs will often
chased (although it still modifies the same things as require a show of violence to blend in and in such
before). Each of the three attempts may have a cases Brutality should be Overcome instead of
different modifier once again. Corruption for the initial attempt (but Corruption
If someone who is chased fails one attempt should still be used to blend in thereafter).
and one or more of the chasers fails none, the Creeps who seek to infiltrate government
chasers who failed no attempts drive force him to and business institutions must Overcome their own
drive to where he must stop and cannot proceed Corruption if they wish to pass unnoticed and blend
again. If the chaser fails one attempt and the in with the more honest men around them.
person chased fails none, the person being chased Such tests for infiltration should be made
pulls ahead again so it restarts a new set of High- upon initial contact with organisation members
Speed Chases where he sets the modifiers once when infiltration is first attempted, at any time
again. If both fail one attempt or neither fails any when important people inside the organisation are
attempts, another attempt is made until one of first met and whenever an error might expose the
them fails an attempt and the other does not. If subterfuge.
anyone involved in the chase fails two attempts in a
row, he crashes and is out of the chase. Those
chased escape chasers who crash and anyone
chased who crashes will have the chaser catch up
and have to deal with a Scuffle.

Sometimes Protectors and/or Chumps (with
or without Innocent Bystanders) will wish to infiltrate
a criminal organisation and sometimes Creeps will
seek to infiltrate government and business





Protectors should also be discouraged from
INNOCENT BYSTANDERS trying to have the Chump take all the risks. Protectors
should be the proud new owners of a pile of
Misfortune for doing that. Chumps may also speak
Innocents’ Flaws: Innocent Bystanders are up if they are smart enough.
anyone in a Misadventure who isn’t a Protector, a
Chump, or a Menace. Statistically, Innocents have a
default score of 9 in all their Flaws, including
Misfortune (but not Lumps; they start at zero for
every character). These Flaws (excluding Lumps)
are then modified according to Stereotype. NOT INCLUDED IN THE DEMO
Saving Innocent Bystanders: It’s very VERSION
important that Protectors endeavour to save the
Innocent Bystanders accidentally caught in the web of
fear we call a Misadventure. CLIMAXING
If Protectors don’t interact with and save
Innocents they’ll never learn anything. Not only that,
but the Menaces hunt their prey in order of highest NOT INCLUDED IN THE DEMO
Misfortune first, so Protectors will eventually be prey VERSION
to the Menaces, no matter what. Furthermore,
particularly insensitive Protectors will be deemed
Scumbags. You don’t have to hold love-ins, but do GLOATING
try to protect each other!
Why Menaces Gloat: Although it is
CHUMPS obvious that Menaces love to Gloat, it has never
been adequately explained exactly why they Gloat.
The reason is simple: it is the only way to soften
Making a Chump: A Chump is simply a up really tough Protectors so that the Death Traps
Protector who is run by the CM. The Chump is into which they have been thrust will work.
created in the same way as a Protector. Revealing Plots and Hearing the Story:
As it is, Chumps are much better than For every point of the Menace’s story that s/he/it
Innocents to have around. The rules treat Chumps reveals, every Protector of Civilisation present adds 1
exactly the same as Protectors in all circumstances. point of Misfortune. This applies to anyone within
Once again, the only difference is that the CM earshot; even if the Menace doesn’t know they’re
plays Chumps. there. It doesn’t apply to anyone who hears the
Playing Chumps: The CM should never story second-hand from another Protector. If any
have the Chump be especially useful in resolving Innocents are present, they all immediately rise to 11
Misadventures except as an extra pair of hands or Misfortune, no matter how little is revealed.
fists. Protectors should never be made to play What Innocents Hear: Innocents never
runners-up to anyone. pass on the information they learned while a
Menace was Gloating. Once again, it really sucks to
be an Innocent Bystander. Even though the Innocents
will now have identical Misfortune scores (of 11), DEATH TRAPS
anyone who has ever been to cheerleading practice
is still considered prime rib. Anyone with a
Misfortune bonus will be picked first and the bigger The Definition of a Death Trap: A
the bonus the higher his or her priority. Death Trap is any diabolical contrivance that is
The Six Questions: There are six points designed to help people Buy the Farm. They differ
that a Menace must fully comment on in order to from Weapons in that they are guaranteed to work,
raise the Misfortune of his Protectors. They each raise if used properly. It is also often the case that a few
Misfortune by 1. The points are Who, What, Where, alterations in set-up can turn mere Weapons into
When, Why, and How. These points must cover Death Traps quite easily.
his origin, motive and fiendish plot. The effusive Again, I know what you’re thinking. You
self-praise is traditional, but not mandatory. think Death Traps are a laugh because they are
Adding Misfortune: Up to 6 Misfortune stupefyingly slow. Well the laugh is on you.
can be added to Protectors via Gloating, but Misfortune Despite appearances, it is exactly the relaxed pace
can’t be raised above 11 in this way. of Death Traps that makes them so immensely
Ridiculing Menaces: There is cause for horrifying.
exception if any of the Protectors ridicules the The Point and Limits of Death Traps:
Menace. Sometimes even Gloating isn't enough.
The CM may declare that the Menace is Occasionally, someone with a rabbit’s foot in their
opting to Make An Example Of the Protector and pocket is going to have good odds of survival,
doubling the 1-6 points normally added from the despite having heard the Menace Gloat. It was
Gloating – and the cap at 11 doesn’t apply. The discovered though trial and error that a Protector
Menace has just lent the Protector enough for the could be made to lose hope if there was time to
down payment required to Buy The Farm. There are contemplate the horrible fate that approached.
circumstances under which a Menace will summarily Oh, and the Menace can’t be present to distract this
“off” someone. They don’t call them Protectors for contemplation, either. For every Moment the
nothing. Menace is present, no Misfortune is added. Sure, the
Safely Ridiculing Menaces: The one odds of escape become much greater, but it does
instance where a Protector is allowed to cast help ensure the Death Trap will finish off anyone
aspersions on a Gloating Menace is when the Menace who fails to escape.
is Egotistical. So long as the Protector politely waits Adding Misfortune: For every Moment a
for the Menace to finish Gloating, s/he may make 1 Death Trap takes to deliver its lethal payload,
snide comment for every point of Egotism the Protectors and Innocents caught in it must add +1
Menace has. Any more and the Menace has every Misfortune, provided that the Menace isn’t there to
right to Make An Example Of the Protector, so watch see it. Once again, this can’t drive Misfortune above
out. Remember that Menaces have feelings too, so if 11, in and of itself.
the remark is especially cruel, then the Protector has The typical length of time that a Death Trap
been a Scumbag. will take to dispose of its Protectors is 5 Moments.
Limits to Gloating: Just remember that a This adds +5 Misfortune and, combined with the
Menace may only add Misfortune to someone by +6 added via Gloating, ensures 11 Misfortune.
Gloating once per Misadventure, so make the Death Traps built by Egotistical Menaces are
opportunity count. Gloating is best done at the often even slower. Death Traps are very aptly
climax, after the bulk of the Protectors have been named if the Protectors fail to escape them.
captured or otherwise fatally mistreated. Once the Rescues: The problem with giving your
Misfortune scores of the remaining Protectors and Protectors 5 Moments alone is that they tend to
Innocents goes through the roof, the Menace should escape or to be rescued. Usually, 5 Moments is
have no trouble watching them turn into a fine enough for help to arrive, even from Across Town,
mulch in his terrifying Death Trap. if anyone knows the Protectors are in danger in the
first place.
A Menace is only allowed to have 1 Death
Trap per Protector per Misadventure. That will be
enough, hopefully. They ARE Protectors, after all....
The CM declares that he is going to have all but
one of the mutazoids be otherwise occupied.
SWARMING The number of mutazoids participating in
the Scuffle was reduced by 5 steps (30 to 15 to 8 to
4 to 2 to 1) for Swarming and both Protectors
For Menaces who are not really all that present have added a total of 5 Misfortune. There is
smart, who are mute, or whose plans are not all now only one mutazoid doing anything at all but it
that hard to discover, there is an alternative to is now much more dangerous.
Gloating. Luckily it also removes the necessity for Luckily, they only have 2 points of
Death Traps, since many Menaces can’t easily build Misfortune each. Even with the added 5, they will
them anyway. each still only have 7 Misfortune and they cannot
The way to make sure your Protectors add Buy the Farm until the next major Swarming!
enough Misfortune to Buy the Farm, when you catch
up to them, is to Swarm.
When Swarms Are Most Dangerous: It
is not the Swarming itself that causes Protectors to
add Misfortune, but the fact that most members of
a Swarm tend to stand around uselessly or wander Animal WK CL CW Size
about aimlessly. Bat -4 +1 -4 1’
Many of you have always accused Swarms
Bear +2 +0 -4 8’
of being ineffective for this reason, but once again
Boar +1 -1 -4 4’
you are wrong! It is precisely the Swarm filled with
many useless members that is channelling all the Bobcat -1 +1 -4 2’
evil into a few very dangerous members! Buffalo +2 -1 -4 6’
Swarms consisting entirely of highly Cobra -4 +2 -4 2’
motivated members are great when you only want Poison (12 Lumps)
to see a few Innocents Knocked Senseless, but are Crocodile +2 +0 -4 7’
usually unable to cause anyone to Buy the Farm. Cougar +1 +1 -4 5’
Some say Swarms share a brain and it is Deer +1 +1 -4 5’
only when one or two members of the Swarm use Dog -1 +0 -4 3’
the whole brain that real evil can be accomplished. Elephant +4 +0 -4 8’
Whatever the case, they are at their worst precisely Gila Monster +0 +0 -4 3’
when they appear most inactive! Poison (12 Lumps)
Adding Misfortune: At the beginning of
Gorilla +2 +0 -4 5’
every Scuffle, a Swarm must declare how many of its
Horse +2 +0 -4 6’
members will be Swarming for the duration of the
Scuffle. Hyena +0 +0 -4 4’
Every time a Swarm declares its members Jackal -1 +0 -4 3’
to be Swarming, half the number of creatures in the Lion +2 +1 -4 5’
Swarm are declared to be doing nothing for the Python +2 +0 -4 12’
remainder of the Scuffle –but, each Protector, Chump Rat -4 +2 -4 1’
and Innocent present adds +1 Misfortune. Luckily, Rhino +4 -1 -4 6’
this cannot drive anyone’s Misfortune above 11 and Shark +2 +1 -4 8’
all fractions are rounded off (round fractions of Squid, Giant +2 +1 -4 20’
0.5 or more up, and smaller fractions down). The Ink Cloud
amount of Misfortune that can be added from Tiger +2 +1 -4 7’
Swarming, of course, varies with the size of the
Warthog +0 -1 -4 4’
Swarm, but the CM is warned not to pump
Whale, Killer +4 -1 -4 12’
Misfortune too high, too early in the Misadventure.
Wolf +0 +0 -4 4’
Wolverine +1 +1 -4 2’
A Swarm of 30 mutazoids has cornered
Grace Fuller and “friend,” Guy Everett, in a barn.

Whether Menaces are trying to Exploit a
MENACES Protector’s Flaws or Protectors are Overcoming their own
against a Menace, the modifier is applied to the
Protector’s Flaw. Bonuses always work for Menaces,
How Menaces Work: Menaces move, act, while penalties always work against them.
and Attack based on modifiers to the Flaws or The Flaw Modifiers expand geometrically,
Misfortune of their Protectors. Menaces must Exploit with each step having double the bonus of the last.
the Flaws of their prey (roll equal to the Flaw score The steps are -4, -2, -1, 0, +1, +2 and +4. The 0 is
or less on the dice). Innocent Bystanders have default considered to be “double” the –1, and the +1 is
Flaws of 9 (except for Lumps, which start at zero considered to be “double” the 0. There are,
(0). therefore, three negative doublings and three
A Menace can acquire Lumps, which serves positive ones in addition to the base of 0.
purely as a measure of when the Menace is “out for It seems obvious that a Menace with a
the count” and defeated. However, Menaces cannot positive modifier to Weakness and Clumsiness is
Buy the Farm and may return in future Misadventures both strong and fast, but what about the other
with renewed vigour if the CM wants them to. Flaws? Ignorance outlines cleverness, Brutality
Flaw Modifiers: A Menace can be made outlines savagery, Corruption modifiers represent
best as if he were a Protector (except that Flaws how obviously criminal a Menace is, and Deformity
should be chosen instead of rolled or based on describes level of physical mutation.
dividing 20 points) You can then convert his Foibles: For every point the Menace has in
Weakness, Clumsiness, Ignorance, Brutality, Corruption the positive Flaw modifiers, there must be an equal
and Deformity into Flaw Modifiers. Mutations, number of points in the negative Flaw modifiers –
Metapowers and other factors can make a Menace or else the Menace must accumulate a point in one
tougher than ordinary Protectors because Brutality, of the Foibles.
Corruption and Deformity do not have to be limited, There may be seven deadly sins, but for
Menaces don’t have a Misfortune Flaw, and the Menace our purposes here there are four Foibles: Loneliness,
does not have to be able to get along well in Egotism, Greed and Stupidity, otherwise known as
normal society or be viable in the long term. LEGS.
The Flaw modifiers that represent the • All Foibles start at zero (0).
particularities of a Menace range from 0 to 4. This
• The CM can raise each Foible to a
number can be either a bonus (+), or a penalty (–),
maximum value of +3 in order to balance each
and the higher the number, the more effective the
Menace will be. The same modifier is always used,
and it modifies the same thing in each instance. • Because Menaces have three Flaw
Flaw Modifiers should be added in brackets modifiers going up to +4, this system can pay for
beside the actual Flaw and used whenever a Menace any Menace.
is interacting with a Protector (which is most of the • The points put into Foibles represent
time) instead of acting alone. Flaw Modifiers are actions the Menaces MUST TAKE to stay true to
for Exploiting the Flaws of Protectors and Flaws are their natures. The specific actions depend on the
used to be Overcome when trying to do something specifics of the Foible itself. A Menace who does not
unrelated to Protectors. Use the table below: meet the conditions of his/her/its Foibles should
subtract 1 from each of its Flaw Modifiers in the last
Flaw Modifier Flaw Equivalent big Scuffle with the Victims for every point of Foibles
that has not been acted out. It is really up to the
-4 10+
CM to ensure he plays the Menace’s Foibles fully, but
-2 9 he should use discretion and not let Foibles get in
-1 8 the way of everyone’s fun.
0 7 Loneliness: the longing many Menaces
+1 6 have for someone to share their lives with. For
+2 4 to 5 every point a Menace has in Loneliness he must Carry
Away or Rescue an Attractive member of the
+4 1 to 3
opposite sex once in the Misadventure. Rescues
usually involve an Attractive Victim or Innocent
being Carried Away by one Menace after having been
captured by a more sinister Menace. Rescues are,
therefore, seldom more than a slight improvement
in circumstances. If his love interest has not AWAY
expressed Sympathy, the Menace can start a Scuffle
with the Attractive Victim’s love interest in order to
redeem another point in Loneliness. Menaces who suffer from Loneliness (see
Egotism: the need some Menaces have for Foibles above) required to chase Attractive members
self-aggrandizement. Egotism drives Menaces to need of the opposite sex. Of course, the CM elect to
to Gloat. Their Gloating is therefore less effective have other Menaces threaten to Carry Away people
because the Menace sounds desperate. For every for dramatic effect.
point in Egotism that a Menace has, 1 fewer point of Stopping Initial Attempts: If a Menace
Misfortune is added to each Victim when the Menace can get within arm’s length of that special
Gloats. someone, the CM should declare that s/he is
Greed: the craving some Menaces have to Getting Carried Away. The Victim, Chump, or Innocent
acquire Goodies of their favourite kind. Greedy can subtract a point of Misfortune and the Menace
Menaces lust after Shiny Shtuff. This forces them to can be assured of a clean exit. Nothing will stop
acquire Shiny Shtuff once in the Misadventure for the Menace from escaping with the chosen
every point they have in Greed. Greedy Menaces also character. The bullets will miss and the pursuers
like to talk about the object of their desire, but that will lose track of the Menace.
isn’t enough to burn off the point. Timing the Romantic Getaway: Of
Stupidity: Stupid Menaces to do something course, the femme fatales and bon beaus of the
really idiotic that benefits the Victims once in the group should not be Carried Away until shortly
Misadventure per point. Stupid Menaces really hate to before the climax of the Misadventure. They
be called idiots. If a Victim is going to earn a point shouldn’t be required to stand around and do
of Misfortune from being a Scumbag to the Menace, nothing while the others have all the fun.
the CM can opt to spend a point of the Menace’s Sympathy: Once the Menace has spent one
Stupidity instead of awarding Misfortune. of the Loneliness points by declaring his/her/its
Saving a Menace’s Hide: Sometimes, intentions and taking the love-interest home, the
Victims, et al, are too darned clever for their own Victim/Chump/Innocent must decide whether or not
good. If they discover the Menace’s vulnerability the Menace deserves Sympathy.
Defect too early in the game, it’s game over – Deciding to give the Menace Sympathy has
literally. There is a solution for the CM who feels it no game effect aside from altering the Menace’s
is too early in the Misadventure to have the options for spending his Loneliness points later in
villainous, but precious, little monster foiled. the Misadventure.
The CM may elect to Save the Menace’s Hide Second Dates: If the Menace still has
by subtracting 1 Misfortune from all Victims present, points left in Loneliness when the climax of the
thus allowing the Menace to make its escape. Once adventure arrives and the character Carried Away
the climax arrives, the Menace can safely meet its showed Sympathy, the Menace will rebel against
maker when the Defect is used again. attempts to place the character in a Death Trap, in a
last ditch attempt to win love. That will burn off a
A good solution is to have the Menace second point of Loneliness.
simply run off with his tail between his legs, not If the Menace has a third point remaining,
quite set afire, or only grazed by the silver bullet. turning on anyone viewed as romantic
competition can burn this off. Or the Menace could
simply Carry Away his/her/its love once again.
That should blow the remaining Foible points.

Menaces who suffer from Greed (see Foibles NOT INCLUDED IN THE DEMO
above) required to steal specific objects. Of VERSION
course, the CM elect to have other Menaces
threaten to steal things people for dramatic effect.
Defining Shiny Shtuff: Shiny Shtuff can be HOT TO TROT PLOTS
anything. More accurately, it represents any object
or objects that can be carted away by the Menace
for display on the mantle piece. Desiring the NOT INCLUDED IN THE DEMO
world, while a fine goal, is not the same as a lust VERSION
for Shiny Shtuff. Gold, silver, and gems are very
popular Shiny Shtuff, but Menaces might lust after
Greed and Shiny Shtuff: The main point of
Shiny Shtuff is that it provides a way for Menaces to NOT INCLUDED IN THE DEMO
burn points of Greed. Every time the Menace goes VERSION
out of the way to acquire a batch of favourite Shiny
Shtuff, s/he subtracts a point of the Greed Foible
that has to be burnt off by the end of the
Misadventure. Particularly stylish Menaces centre their
entire modus operandi on a certain type of Goodie.
The Victims even chase these Menaces sometimes.

Any Menace with the Stupidity Foible will have

to do something very dumb that benefits the
Victims at an important part of the Misadventure at
least once for every point of Stupidity they have. TRIBULATIONS
The Evil Mastermind can define stupid any way that
he likes so long as the Victims benefit. NOT INCLUDED IN THE DEMO



sometimes known as a Chief Justice, Supreme
GLOSSARY Justice, Justice, Judge or Magistrate.
Chump: Any friendly Protector of Civilisation
that is played by the CM. Other games refer to
3-D Action: Special Misadventures in which Chumps as non-player characters, or NPCs.
the action is “coming right at you” and therefore CL: The abbreviation for Clumsiness.
more dangerous. This added level of danger is Climaxing: This is the tendency of a
reflected by the addition of an extra die (making it Menace to be unstoppable early on, menacing in the
3-D) for Menaces to help them Exploit Flaws. middle of a Misadventure, and, finally, completely
Attack: To attempt to Dish Out Lumps in a spent at his moment of truth. Menaces receive
Scuffle. variable numbers of dice to roll when Exploiting
Attractive: To be good-looking and Flaws to account for this.
therefore likely to be Carried Away by Menaces Clumsiness: A measure of how clumsy a
suffering from Loneliness. person is.
Babble: To communicate information CO: The abbreviation for Corruption.
while Knocked Senseless. Corruption: A measure of how cowardly,
Beat It: To run, speed away in a car or spur deceitful, greedy, selfish and corrupt you are.
your horse to a quick exit toward somewhere where Corruption also indicates your level of involvement
you can Hole Up. This is not the same as to flee in shady dealings, how many favours you owe to
from a fright (see Run Screaming, above). the wrong people and how easily you can blend in
BR: The abbreviation for Brutality. unnoticed among criminals.
Brutality: A measure of how casually you DE: The abbreviation for Deformity.
can commit acts of violence, your pessimism, your Deformity: A measure of how physically
mistrust of people and the world, your anticipation mutated you are and how visibly you deviate from
of trouble, and of how severely you react to the human norm. A Deformity of 1 is a human, 2 is
difficult situations. It can also reflect how likeable an acceptable and 3 to 12 is a mutazoid.
others may find you. Metapowers (a.k.a. psychic Diary: The ongoing story of the string of
powers or psionics) can increase the tendency Misadventures held together by common locations,
towards sociopathy and remorseless violence. Protectors, Innocents and/or Chumps. In some games a
Buying the Farm: To bite the biscuit; the Diary is called a campaign or saga.
kick the bucket; to leave for the human equivalent Dish (Out): See Lumps Dished Out, below.
of Doggie Heaven. Disreputable: Less likely to be taken
Carried Away: The kidnapping of a person seriously by people in authority.
by a Menace. Edgy: To be alert and a bit jumpy so as to
Challenge (Self): To try to Overcome a be sure Menaces won’t Get the Jump On you.
particular Flaw in order to accomplish something Egotism: The need of some Menaces to
deliberately. Gloat and otherwise pursue self-aggrandisement.
Chase: Any pursuit on foot, in a vehicle or See Foibles.
riding an animal. Exploit: To roll equal to or under a
CM: The abbreviation for Chief Magistrate. number on the dice.
Chief Magistrate: The person who Falter: To trip and fall while moving, have
referees for the other players, designs Misadventures your horse collapse or have your car stall.
and portrays the Innocents, Chumps, and Menaces. The Flaw Modifiers: Numbers that add to or
Chief Magistrate plays the same role as the Game subtract from a Flaw for the purposes of the die roll
Master (GM) in other games. The Chief Magistrate is to Exploit or Overcome it. These plus and minus

modifiers can come from situations and are also Make An Example Of: To double the
standard measures of how powerful a Menace is. amount of Misfortune a Protector adds from a Menace’s
Flaw: The standard measure of general Gloating due to the Protector ridiculing the Menace.
ineptitude. Flaws are the Mutazoids Demo Menace (or Public Menace or Menace
equivalent of what other games call ability scores, to Society): Any person or thing that is up to no
statistics or attributes. good.
Foibles: The four self-destructive Mentally Challenged: Facing any test of
tendencies that a Menace can have to balance his intelligence.
power level. They are Loneliness, Egotism, Greed, and Metapowers: The paranormal mental
Stupidity, or LEGS for short. abilities that are possessed by metamen and
Get the Jump On Everybody: An action metazoids.
allowing Menaces to go first in a Scuffle. Method of Payment: Any way of Buying the
Gloating: A Menace's compulsion to reveal Farm. Methods of Payment are usually reserved for
his plans and praise his own genius. Innocent Bystanders who need help Buying the Farm.
Goodie: A Weapon, Tool or Trinket. Protectors of Civilisation usually Buy the Farm in Scuffles
Greed: The desire of a Menace to acquire or Death Traps.
Shiny Shtuff. See Foibles. MI: The abbreviation for Misfortune.
Head Off: The ability of a Menace to take a Misadventure: Any self-contained plot in
shortcut and immediately catch up with Protectors which Protectors of Civilisation become embroiled.
and Innocents regardless of distance. Other games often call Misadventures “dungeons,”
Hiding in Plain Sight: To conceal “adventures,” “scenarios,” or “modules.” Crazy.
yourself in the direct line of sight of a Menace by Misfortune: A way of paying for lucky
staying very still and flattening yourself against the breaks in the present, by accumulating points that
nearest object. ensure future bad luck.
Hole Up (After A Chase): To be Model: A broad personality type that is
barricaded against Menaces in room or building. more defined than a general Stereotype, but less
Favourite (but seldom effective) barricades include precise than a full Profile.
old dressers, stacks of chairs, caskets, filing Moment: A measure of time equal to
cabinets, or the biggest member of your party precisely one very short time period. Moments play
IB: The abbreviation for Innocent Bystander. the same role as a round or turn does in many
IG: The abbreviation for Ignorance. games.
Ignorance: A measure of stupidity, lack of Move: To propel oneself or to be
education, and/or weak will. propelled.
Innocent (Bystander): Any poor loser Mutations: The physical deviation from
that is not portrayed by a player (i.e., is a character the human norm common to acceptables,
controlled by the CM) but is caught in the crossfire mutazoids and metazoids.
anyway. On the Fritz: When a Goodie is lost,
Knocked Senseless: Rendered misplaced, broken, or otherwise damaged so that it
unconscious or otherwise incapacitated. can no longer be used.
LEGS: An abbreviation for Loneliness, Overcome: To roll more than the
Egotism, Greed, and Stupidity. See Foibles, above. necessary number on the dice. The number to be
Loneliness: The need some Menaces have Overcome is based on whichever of your Flaws the
for companionship. See Foibles, above. Chief Magistrate judges to be most appropriate.
LU: The abbreviation for Lumps. PC: Protector of Civilisation.
Lumps: Temporary injuries. Physically Challenged: Facing any test of
Lumps Bounced Off: A reflection of how physical strength.
many Lumps a defensive Weapon can prevent. Player: Any participant in the game. The
Lumps Dished Out: A measure of how term is seldom ever used to include the person
many Lumps a Weapon can cause upon a successful acting as Chief Magistrate. Each player is the
Attack. subconscious mind of the Protector of Civilisation that
player portrays.

Primary Flaws: The Weakness, Clumsiness, Uniquely Challenged: To have to
and Ignorance Flaws. Challenge yourself using a Flaw other than Clumsiness
Profile: A list of 13 physical details that or Ignorance.
help distinguish Protectors, Innocents, and Chumps. Use: To operate a Goodie or Gadget.
Protector (Of Civilisation): The central Weakness: A measure of how feeble you
heroes portrayed by each player in Mutazoids are.
Demo. Everyone other than a Menace encountered Weapon: Any Goodie that can Dish Out
by the Protectors is either a Chump or an Innocent Lumps.
Bystander run by the CM. Protectors are referred to by Wig Out: To raise a Menace’s effective
other games as characters or player characters Weakness Modifier for the purpose of breaking
(PCs). things.
Pull A Fast One: To do something sneaky WK: The abbreviation for Weakness.
and go first in a Scuffle.
Pushing Your Luck: Attempting to
Overcome Misfortune in order to get a lucky break.
Reputable: More likely to be taken
seriously by people in authority.
Scuffle: Any physical conflict.
Scumbag: A Protector who is acting as if he
were a jerk, meanie, sadist, cad, bounder, heel,
slimeball … or worse.
Secondary Flaws: The Brutality, Corruption,
and Deformity Flaws.
Self Help: The gradual tendency of
Protectors to learn from their mistakes and end up
with lower Flaws.
Spot: The basic structural unit of a
Misadventure. A situation and/or location containing
a smaller goal, which, in turn, contributes to the
major goal. Other games often call Spots
“episodes,” “scenes,” “rooms,” or “parts.” Imagine
Stereotype: A commonly held and mostly
correct generalization of what a person is or does.
Stretches: A measure used in Chase Spots
equal to precisely one fairly short distance.
Stupidity: The tendency of some Menaces
to act moronically at important junctures. See
Foibles, above.
Swarming: The tendency of members of
mobs to mill around aimlessly. Such inactivity has
an effect on Misfortune.
Take Longer: To have an action of the
opposing side inexplicably delayed.
Tertiary Flaws: The Misfortune and Lumps
Tool: Any Goodie that is useful in the game
but cannot hurt anyone unless it is also a Weapon.
Trinket: Any Goodie that has no use in the
game and exists for merely aesthetic reasons.