Combat Skills and Mechanics Guide
Combat Skills and Mechanics Guide
SP C OST C HART
Use S P Cost
Acquire new skill 50 per skill
Acqu ire new paranormal talent 200 per talent
Raise Basic Ability score 50 per poin 1
Raise ski ll level from Specialist to Expert 100 per s kill
Raise skill level from Expert to Master 150 per s kill
PT 109
~ ~
OLASANA ISLAND11
MISSILE ATIAC K MODIFIERS ME LEE ATIAC K M O DIFI E RS
Ta rget's Declared Ac tion Attac ke r's D eclared Aclions Situa tion Mod.
or Situa tion Th is R ound or Siru a tion This Ro und Attacker on ground -40
At1at:ker gelling up -20
Walking -10 Walking -IO Attacker mo\ed to close this
Running -20 Running -20 round -20
Sprinting -30 Sprinting -30 Attacker charging with long
falling/Diving -4{) falling/Diving -40 ~a~n +20
Going to cover -20 Going to cover -20 Attacker attacking from behind +20
Behiml cover -30 In [Link] vehicle -10 Defender lost initiative an<l b
In fast vehicle -30 fleeing + 10
In slo\\ vehicle -10 Charged or melccd thb Cha rging on horseback +30
In fast vehicle -30 round -40 Mounted. charg:mg against polcarm -30
Prone -10 Getting up. and/or turning
more than 60 degrees -20 C HARACTER MOVEM E NT
Swimming -30 Drawing this round -20 INONE RO U ND
Firing more than one
wcaoon -20 Declared Dis tance 5' 25'
Skilled. aiming single shot + IO Move in feet H exes H exes
Second shot in a round -10 Crawling IS 3 I per 2•
Third shot in a round -20 Walking 25 5 I
Fourth shot in a round -30 Running 75 15 3
Unskilled riding -JO Sprinting 150 30 6
Rang£' modifier - Vanes S\\imming 15 3 I per 2•
See Weapons Chan Climbing 5 I I per 5•
• follows number of rou mb.
C ode Res ult (Defender loses po ints from current STA.) Cod e R esult (D cfcn<lcr losci. points from c urre nt STA.)
s Scratch Wound : L ose 1 or 2 points: (see above). anti S Scant Damage: Lose I· 2 points(roll l dlO: 1-5= 1. 6-
rnnrk 1 woul<l box. 10=2).
L Light W o und: Lose 2-20poi nt<;(Id10x2).an<l ma rk 2 L Lig ht Damage: Lose 2-20 points ( 1ti10x2).
wou n<l hoxes. M M edium Damage: Lose 4-40 points (2<ll0x2).
M M edium Wound : Lose 4-40 points (2<ll0x2). and H H a rsh Damage: Lose 6-60 points (3dl0x2). anti mark
mar" 3 wound boxe.,. one wou n<l box.
H H eavy W o und: [Link]-60 points(3d10x2). and mark4 C Cru shing Damage: Lose 6-60 points {3<l!Ox2). anti
wound ho'<e<;. mark two wo un<l boxes. (Or called shoL if spccific<l
c. ('rippling Wound: Lose 6-60 points (3dl0x2). and o therwise.)
marl. 5 woun<l hoxes. (Or called sho L if sp ecified K Knoc kdown: Defc n<lcr knoc ked down and back 5
o the rwi se.) feet: u n finishe<l uctions cancelle<l this ro und.
K Knoc kdown: Defender knocked <lawn and back 5
f'cct: must make DEX check lo ho ld on to any han<l·
held item: a ny uncompleted ac tion s this round arc
ca nee lied.
SEQUENCE OF PLAY FOR ONE ROUND
I. CM declaration
2. Player character declaration
COMBAT PROCEDU R E 3 Initiative detennsnat1on
- - -- - - -
4. Side A uses paranormal lakn ts
I. Declare auack 5 S ide A fires o r throws missiles
1 D eterm ine hase cham:e 6. Side A moves Side
3 Oc1aminc !.trike number 7. Side B defensive missile lire A·s
4 O dc nder declares Lud u~c 8. Side A melce:. Attack
( P( s. mi<;sile attacks onlvl
'\ Attac"er roll~ ... pcc1fo: ch~d, [Link]'t 'tn l.e number 9. Si<le B u ses paraoorrnal talents
fl Appl) result~ IO Side B fi res or thro" s [Link]
11 Side B moves Side
12. Side A defensive missile lin: B\
13. S ide B melees Auack
14. Stamin a loss a nd recovery
HIT LOCATIONS MISSILE W EAPONS
HORSES IN COMBAT Mt•lee Auack: Defender has ucclarcd Use column beneath the range of num-
U\C of a mclec skill as action for bers that contain s the defender's skill
Horse Capac ity W ounds the round. scorc
Lighl AR JO: one rider I0 Melee A11ack: Ocfcnuer surprised. Use Column I
Med AR 45 or 2 rider!. IJ
HeaV} AR 60 or 2 riders 15 Mele<' AttacJ.. · Defender doing none of Use column beneath the rangcofnum-
the above. her:, th.11 conta ins the defcn<ler\ Un-
skilled Melce score.
PLAYERS' BRIEFING PT 109- 1
T H E S ITU ATION
HOW TO USE THIS BOOKLET Olasana Island. and they must jour- Current Sta:
ney to the island by PT boat On the Wounds: 0 0000000000000
This booklet contains four main parts: way to Olasan a. they must battle a Skills: Bayonet. Specialis t 75: Artil-
the players' briefing, the C M's brief- Japanese destroyer escort. two Jap- lery. Specialist 83: Machine Gun. Spec-
ing, naval rules. and the adventure. a nese patrol boats. and a Zero (a ialist 75: PLlfol. Specialist 75: Long-
To prepare to run the adventure. Japanese fighter plane). Even if they ba"eled Gun. Specialist 75: Military
read through the entire booklet. Be lose one of these battles. the agents Leadenhip. Specialist 95: Equestrian.
sure to read players' b riefing first. may still make it to the islan d. They Specialist 79: lm•estigacion. Specialist
especially the historical background. may drift or swim. or end up as pris- 87: Historical Specialtie~ (2). America
Then get to know the plot and the oners in the camp. 1763-1943. Specialist 75: Swimming.
NPCs. Finally. study the naval rules. The second half the adventure
and the rules from the Travelers" Man - takes place on Olasana Island. The Kennedy is a slende r young man of
ual that will come into play. Chapters agents face two areas of encounter ave rage heighl deeply tanned. His
4 and 5 include most of the inform- there: the Survivors· Camp (with au burn hair is wavy and thick. and he
ation you'll need. Ken nedy's men). and the POW Camp. has a startling s mile to match hi!. wry
The la Her scene is of course more wit
Encounter F o rmat challenging. At the Survivors· Camp. H e is a loyal friend and strong
mos t of Kennedy"s men lie asleep. At commander. ll is devotion to duty
The encounters in Missing: PT JOCJ use the POW camp. th e D emoreans a re borders on the superhuman. Coupled
the standard TIMEMASTER format: wide awake. And two of them arc with his extraordinary drive. this de-
players' teXL C M's notes. hints for the perched hungrily on an earth mound votion makes him an ideal wartime
PCs. and encounter backgro und. in the camp·l> center. flanking a command er a!> well as a potential
NPCs and vel>scl!. a rc listed at the swivel-mounted machine gun. The political leader.
end. Not every encou nter makes use weapon is aimed a t the only entrance
of each heading. but most do. to the camp.
D Players'Texr(in boxes) s hould be To succeed in thb adventu re. the SKILL AND THE ADVENTURE
read tlirec::tJy to the players. agents must rescue the real Kennedy
D CM:~ Nares describe what hap- and get rid of the D emoreans. With
pens during the encounter. Keep chis Agents in this adventure will benefit
thar much completed. they may re-
information to yourself until the turn to their scooters. If their PT boat from the following skills: M achine
agents discover it th rough their own Gun. Artillery. P istol. s. . imming.
has been dest royed. they can return
action s. SLealth. T racking. and H istorical Spec-
with a motorboat that lies near the
D Hints for the PCs include useful POW camp. ialty. Stealth and all combat skills
bits of in formation that the P Cs may will be especially useful. Two sa mple
discover during the e ncounter. ch aracters o n p<ige 8 illustrate a good
HISTORICAL SPEC IALTY DATA
D Encounter Background gives m ore ha lance of skills.
in-depth information abo ut the en- Stealth plays a special role in
Some agents may succes fully use
counter. including significance points Historical Specialty skill before they
Missing: PT 109. Throughout the ad-
and penalties. venture. cha racters may use thb <>kill
begin the mission. I n this case. you
for the benefit o f the entire party. not
should give the c haracters the infor-
THE PLOT just themselves. The rest of the party
mation below. starting with item I .
need on ly follow the action!. or the
Ten Demorean agents have set up a I. TheJapaneseoften ran two kinds s killed character exactly. Note that
POW camp on Olal>ana Island. pos- this use applies only to Missing: PT
of ships through the Solomans: dc-
ing as Japanese soldiers. John F . 109; it is not a regular part of the
l>troyers. and a s maller version called
Kennedy is their only prisoner. Fo r rules.
the destroyer escort.
now. a D emorean has Shape-shifted 2. Kennedy injured his back when
into Kennedy's form. to ensure that the Amagiri rammed the 109. H e suf-
the a lien plan gets off to a smooth SIGNIFICANCE AND SUCCESS
fered a rupcurcd disk.
sta rt Later, the group intends to 3. Olasana Island was deserted when
Dom inate the real Ke nnedy. and a t- Ke nnedy a nd his men swam to it Th is adventure has a significance
tempt to control his life after the 4. Kennedy and his men camped rating of 350 points. The agents have
war. out near the beach : they did no t ven- succeeded in thei r mission when the
T he rest of Kennedy's crew lies on ture to the center or the island. following conditions are met:
the other side of the island. They do
not venture from their hiding place, MAJOR NPCS
I. All Demo reans on the island
because they a re in bad shape and John Fitzgerald K e nnedy have been destroyed o r have left the
poorly armed. T hey suspect th a tJ ap- 1917-1963 Parallel after certain defeat
anese are o n the island. and they Significance Ra1111g: 150 2. Kennedy has been rescued. and
know they wouldn't sta nd a c h ance in taken to the vicinity of his men.
a conflict STR 60 DEX 60 AGL 60 3. Ke nnedy's memory of the rescue
The T ime Corps agents begin their PER 70 WPR 70 P CN 75 has been era ed via Mem ory Restor-
adve n ture about two hours from STA 68 U n skilled Melee 60 a tion.
3 - PT 109 NAVAL RULES
NAVAL COMBAT armored ships. Using Artillery skill. chart to determine the exact damage:
c haracters can ftre these guns once
Missing: fTT 109 features action al per tum. Unless the adventure spec- NAVAL VESSEL DAMAGE
sea-something new for the TIME- ifies otherwise, assume that any NPC
MASTE R"' game. firing these gu ns bas Specialist-level D ie Ro ll Res ult
Artillery s kill. with a score of65. The 1-3 H ull hit: ship will sink in
The rules below expla in how to run range modifier for 5'' guns is -03% per 2dl0 hours unless repaired*
combats involving boats and ships. I 00 yards (or fraction) after the first 4-6 Engine hit: maximum speed
supplementing the original TIM E- 100. reduced by 1 hex per turn.
MASTE R game rules. Torpedoes a re long. se lf-propelled 7-9 Crew hit: repair value re-
cylinders filled with explosives. Be- duced by 15%.
SCALE AND SEQUENCE cause they travel underwater to reach 10 Critical hit: ship cannot
OF PLAY their targets. the PT boa t crewmen move. will sink in ldJO
often referred to the weapons as·· fish." hours. and repair value is
Naval combats require a new ground The torpedoes explode when they red uccd 45%.
scale: 300 yards per hex. make contact with the side of a ship.
The time scale is one minute per Any character with Artillery skill can
tum. fire a torpedo. The range modifier is In this adventure. you should treat
Use the .. banlcs" Sequence of Play -02% per 100 yards (or fraction) after fi re against the PCs as normal heavy
to keep track of the action; you'll find the fi rst I 00. weapons fire : roll a separate cata-
the rules on page 42 of the Travelers' strophic injury check for each PC.
Manual. Like airplanes, ships treat Fie lds of Fire using a rating of 100%(sce p. 33 of the
every mclec step in a round as if it Travelers ' Manual). Ignore individual
were a missile attack step instead. The diagram below illustrates the injuries to crew members on the J ap-
possible fields of fire for naval weap- anese destroyer escort
NAVAL MOVEMENT ons. Bow weapons have a front field
offire; stern weapons have a rear field *Re pairs
Like tanks and other heavy weapons. of fire. Both types share the '"broad-
each boat or ship has a movemem rat- side" field of ti re. Each ship has a repair value. whic h
ir1g. The movement rating tells how Boat descriptions in this adventure represents the ability of its crew to
many hexes the vessel can move in specify where each weapon is repair damage to the s hip and pre-
one tum at top speed. A vessel can mounted. vent sinking. The skipper (the con-
move at slower speeds. too, but it can trolling player) is allowed to make
never decelerate or accelerate more Resolving Missile Fire one general percent roll against the
than one hex of movemenL per turn. repair value of his or her ship each
The TIMEMASTER game includes Armored s hips have a defense bonus. hour. A successful roll "repairs" the
four counters that represent boats or just like tanks. M achine guns have no damage from one hit of the skipper's
ships: two blue, and two white. Like effect on ships with a defen se bonus. c hoice.
any other counter, a ship counter Torpedoes act in reverse: they have
must face a comer of the hex it oc- no effect on ships without a defense Abbreviatio n s
cupies on map; it may never face a bonus.
side. Use the Vehicle Fire R esults table The following abbreviations are used
Ship movement is normally for- on page 33 of the Travelers' Manual to to descri be the ships in this adven-
ward; a ship must e nter one of the two resolve missile combat The table ture:
hexes that lie directly ahead on the calls for a vehicle destruction check
map. Ships can turn. however. within with any s uccessful hit I n naval com- T urn = Tum Rating
the restrictions of their tum rating. A bat vessels that fail this check are not DB = Defense Bonus
tum rating specifies the number of destroyed: instead, the attacker again M/ M = Mclee/ Morale Value
hexes that a ship must move forward rolls Id I0 and consu lts the following Repair = Repair Value
before it can make one turn either left
o r right
MISSILE COMBAT
WEAPON S
TIMES VISITED
Para llel Da te Entere d D a te Le fl
T h i> form ma) he reprod uced on ly fo r persona l u~c in p layin!? tht• T IMEMA STF R'" !?~mo:. CopHig ht 19~4 Pa.:c<cucr ltd. Prin1 ctl in lJ SA
TI M EMAST ER i~ a trad.:mark (1wncd l~y Paccscucr Limited of Wi sco min
T/M£MAst~1l TM Action Table
Defense Column
A b ility S kill
C h e c ks C h eck s
Attack 1-15 16-30 31-45 46-60 61-75 76-90 91-105 106-120 121-135 136+
Margin l 2 3 4 5 6 7 8 9 10
0 LK L L L L s s s s s
1-4 M M L LK L LK L s s s
5-9 H MK M L L L L L LK s
10-29 c H MK M M M LK L L L
30-49 c c H M MK M M MK L LK
50-69 CK CK c H H H M M M M
70-89 CK CK CK CK H H H H M M
90-94 CK CK CK CK CK HK H H H H
95-99 CK CK CK CK CK CK HK HK H H
100+ CK CK CK CK CK CK CK HK HK H
Co d e Result (De fen de r loses p oi nts fro m c urre nt ST A.) Cod e R es ult (D efende r loses points fro m current ST A.)
s Scratc h W ound: Lose I o r 2 po ints: (see above). a nd S Scant Damage: Lose I - 2 p oints(roll l d lO: 1-5= 1. 6-
mark I would box, 10=2).
L Light W o und: Lose 2-20 points {ld l0x2),a nd m a rk 2 L Light Damage: Lose 2-20 p oints ( ld 10x2).
wo und b o xes. M M edium Damage: Lose 4-40 po ints (2d I Ox2).
M M edium W o und: Lose 4-40 p oints (2d10x2), a nd H Harsh Damage: Lose 6-60 points (3dl0x2), and ma rk
mark 3 wo und boxes. on e wo u n d b ox.
H H ea vy W o und: Lose6-60 points(3dl 0x2).and m a rk4 C C rushing D a mage: Lose 6-60 points (3dl0x2). and
wo und b oxes. ma rk two wound bo xes. (Or called shot, if specified
c C ri p pling Wound: Lose 6-60 p o in ts (3dl 0x2). and otherwise.)
ma rk 5 wo und boxes. (O r called shoL if specified K Knockdown: Defender knocked down and back 5
o therwise.) feet; unfinished actio ns cancelled this ro un d.
K Knockdo wn: D efender knocked down a nd back 5
feet: must ma ke DEX c heck to ho ld onto a ny hand-
h eld item : a ny u ncomp le ted ac tio ns th is ro und are
cancelled.
SE QUENCE OF PLAY FOR ONE ROU ND
I. C M declara tio n
2. Player ch a racter d eclara tio n
COMBAT PROCEDURE 3. I nitiative determinatio n
~~~~~~~~-
WEAPONS
TIMES Vl SITED
Parallel Date Entered Date Le ft
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T/11£MAs:t9i.'9... ™ Action Table
Defense Column
Ability Skill
C hec ks C hec ks
Attack 1-15 16-30 31-45 46-60 61-75 76-90 91-105 106-120 121-135 136+
Margin 1 2 3 4 s 6 7 8 9 10
0 LK L L L L s s s s s
1-4 M M L LK L LK L s s s
5-9 H MK M L L L L L LK s
10-29 c H MK M M M LK L L L
30-49 c c H M MK M M MK L LK
50-69 CK CK c H H H M M M M
70-89 CK CK CK CK H H H H M M
90-94 CK CK CK CK CK HK H H H H
95-99 CK CK CK CK CK CK HK HK H H
100+ CK CK CK CK CK CK CK HK HK H
Cod e Res ult (D efender loses points from c urrent STA) Code R esult (Defender loses points from current STA.)
s Scratch Wound: Lose I or 2 po in ts; (see above), and S Scant Damage: Lose I - 2 points( roll ld lO: 1-5=1. 6-
mark I would box. 10=2).
L Light W ound: Lose 2-20 points (ld10x2),and ma rk 2 L Light Damage : Lose 2-20 points ( ld1 0x2).
wou nd boxes. M Medium Damage: Lose 4-40 points (2d l Ox2).
M Medium Wound: Lose 4-40 points (2d l0x2). and H Hars h Damage: Lose6-60 points (3d10x2). and mark
mark 3 wound boxes. one wound box.
H H eavy W ound: Lose6-60 points(3d l0x2), a nd mark4 C C rushing Damage: Lose 6-60 points (3dl0x2), a nd
wound boxes. mark two wound boxes. (Or called shot if specified
c Crippling Wound: Lose 6-60 points (3d!Ox2). and otherwise.)
mark 5 wound boxes. (Or called shot. if specified K Knoc kdown: D efender knocked down a nd back 5
otherwise.) feet: unfinished actions cancelled th is round.
K Knoc kdown: Defender knocked down a nd back 5
feet: must make DEX check to hold onto a ny hand-
held item; any uncom pleted actions this round a re
cancelled.
SEQUENCE OF PLAY FOR ONE ROU ND
L CM declaration
2. Player character decla ration
COMBAT PROCEDURE 3. Initiative determina tion
4. Side A uses paranormal cale nts
l. Declare attack 5. Side A fires or throws missiles
2. Determi ne base c hance 6. Side A moves Side
3. Determine strike number 7. Side B defensive missile fire A's
4. Defender declares Luc k use 8. Side A melees Attack
(PC s. missile a ttacks on ly)
5. Attacker rolls specific c heck against stri ke number 9. Side B uses paranormal talents
6. Apply results 10. Side B fires or throws missiles
11. Side B moves Side
12. Side A defensive missile fi re B's
13. Side B melees Attac k
14. Stamina loss a nd recovery
TIMEMASTER™ CHARACTER SHEET
C hara cter: Player:
BASIC STATISTICS BACKGROUND
WEAPONS
T IM ES VlSJTE D
Pa ra lle l Date Ente red Dale Left
Thi' limn ma\ h,• rcprodulcd 11111\ f•lr p.:r,onal II'<' in playi ng th,· TIML MAS l l- R'• i!arnl' (. opw1gh1 ll/X.J P .Kcw11c:r I 1d. l'rin1 cd 111 11S 1\
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T/J'f£'MAst~1l TM Action Table
Defense Column
A b ility Skill
C hecks C h eck s
Attack 1-15 16-30 3 1-45 46-60 61-75 76-90 91-105 106-120 121-135 136+
Margin 1 2 3 4 5 6 7 8 9 10
0 LK L L L L s s s s s
1-4 M M L LK L LK L s s s
5-9 H MK M L L L L L LK s
10-29 c H MK M M M LK L L L
30-49 c c H M MK M M MK L LK
50-69 CK CK c H H H M M M M
70-89 CK CK CK CK H H H H M M
90-94 CK CK CK CK CK HK H H H H
95-99 CK CK CK CK CK CK HK HK H H
100+ CK CK CK CK CK CK CK HK HK H
Cod e Result ( Defender loses points from current STA) Code R esult (Defender loses points from current STA.)
s Scratch Wound: Lose L or 2 points: (see above). and S Scant D amage: Lose I -2 points(roll ldlO: 1.-5=1. 6-
mark I would box. 10=2).
L Light Wound: Lose 2-20 points (ld lOx.2).and mark 2 L Ligh t Da mage: Lose 2-20 points (ldlOx.2).
wound boxes. M M edium Damage : Lose 4-40 points (2d l 0x2).
M M edium Wo und : Lose 4-40 points (2dl0x2), and H Harsh D a m age: Lose 6-60 points (3d 10x2). and mark
mark 3 wound boxes. one wound box.
H H eavy W ound: Lose6-60 points(3d!Ox.2). and mark4 C C rus hing Damage: Lose 6-60 points (3d l0x.2), and
wound boxes. mark two wound boxes. (Or called shot, if specified
c Crippling Wound: Lose 6-60 points (3dl0x2), and otherwise.)
mark 5 wound boxes. (Or called shot.. if specifieu K Knoc kdown: D efender knocked down and back 5
otherwise.) feet unfinished actions cancelled th is round.
K Knoc kdown: Defender knocked down a nd back 5
feet: must make D EX check to hold onto any hand-
held item: any uncompleted actions th is round arc
cancelled.
SEQ UENCE OF PLAY FOR O NE ROUND
I . CM declaration
2. Player character declaration
C OMBAT PROC EDU RE 3. Initiative detem1 ination
~~~~~~~~~~~~--
WEAPONS
TIMES V ISITED
Para llel Dale Entered Date Left
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T/11£.MA~yC,_'9... TM Action Table
Defense Column
Ability Skill
Checks Checks
Attack 1-15 16-JO J 1-45 46-60 61-75 76-90 91-105 106-120 121-135 136+
Margin 1 2 3 4 5 6 7 8 9 10
0 LK L L L L s s s s s
1-4 M M L LK L LK L s s s
5-9 H MK M L L L L L LK s
10-29 c H MK M M M LK L L L
30-49 c c H M MK M M MK L LK
50-69 CK CK c H H H M M M M
70-89 CK CK CK CK H H H H M M
90-94 CK CK CK CK CK HK H H H H
95-99 CK CK CK CK CK CK HK HK H H
100+ CK CK CK CK CK CK CK HK HK H
Cod e Res ull ( Defender loses poinls from current STA.) Code Res ult (Defender loses poi n Ls from current STA.)
s Scratch W o und: Lose I or 2 poinLs: (see above). and S Scant Damage: Lose I - 2 points(roll ld lO: 1-5=1. 6-
mark I would box. 10=2).
L Light W o und: Lose 2-20 points ( ldl0x2).and mark 2 L Light Damage: Lose 2-20 points (Id 10x2).
wound boxes. M Medium Damage: Lose 4-40 points (2d 10x2).
M M edium W ound : Lose 4-40 poi nts (2dl0x2). and H Ha rsh Damage: Lose 6-60 points (3d 10x2). and mark
mark 3 wo und boxes. one wo u nd box.
H H eavy W o und: Lose6-60 points(3d10x2).and mark4 C C rushing Damage: Lose 6-60 points {3dl0x2). and
wound boxes. mark two wound boxes. (Or called shot if specified
c Crippling Wo und: Lose 6-60 po ints (3dl0x2). and otherwise.)
mark 5 wound boxes. (Or called shot, if specified K Knoc kdown: D efender knocked down and back 5
otherwise.) feet: unfinished actions cancelled this round.
K Knoc kdown: Defender knocked down and back 5
feel: musl make DEX c heck to hold onto any hand-
held item: any uncompleted actions this rou nd are
cancelled.
SEQUENCE OF PLAY FOR ONE ROUND
1. CM d ecla ration
2. Player characte r declaration
COMBAT PROCEDURE 3. Initiative determination
4. Side A uses paranormal talents
I. Declare anack 5. Side A fires or throws missiles
2. Determine base chance 6. Side A moves Side
3. Determine strike number 7. Side B d efensive missile fi re A\
4. Defender declares Luc k use 8. Side A melccs Attack
(PCs. missile attacks on ly) ~~~ ~~~~~~~~
5. Attacker rolls specific c heck against strike number 9. Side Buses paranonnal talents
6. Apply results 10. S ide B (ires o r throws missiles
11. Side B moves Side
12. Side A defensive missile fire a·
13. Side B melees Attack
14. Stamina loss and recovery
5 - PT 109 AT SEA
OLASANA nel before Ross. and fail to use Re- P Cs who attempt to use T elepathic
store Memory on him. P robes may discover:
Two major encounter sites lie on Lhe
I. The American prisoner is what
Olasana Island: the POW camp. and
NPCs he seems to be. (The prisoner is a
the Survivors· Camp(with the crew of
D emorean in Ke n nedy's form , using
PT 109).
George R oss the talent Shield.) He shows no sign
Refer to the map on page 7 as you
Significance Rating: 20 o f being aware th at he is probed.
run this section of th e adventure. If
2. All other soldiers are Demoreans.
1he agents come ashore with their PT
STR 64 D EX 63 AGL 80 (With each probe. remember to roll a
boat (or anchor it and wade in): they
WPR 64 P E R 58 PCN 40 general check against the Dem?rean's
enter Area C. If the agents swtm or
STA 62 Unskilled M e lee 72 Perception: if it passes. th e alien no-
drift ashore. they approach Area A. If
tjces the probe.)
the agents have been captured by the
Japanese. they come asho re at the C urrent S ta:
POW camp. Area B. W o unds: DDDDDODDDD DDOO Getting Into the Compo u nd
Skills: P istol, Specialist 79: Outdoor
Survival. Specialist 62: Military Lead- T wo other Demoreans are in this
THE SURVIVO R S ' C AMP ersh ip, Specialist 77: Swimming. camp. bringing the total to te n. T he
W e apo n s: .45-calibre pistol. knife. "J apanese commander" rests in the
officer's tent Another Demorean rests
C M's Notes in one of the soldier's tents.
Agents searching toward Area A dis- THE POW C AMP The jun gle has been cleared away
cover many footprints on the beach. in a 50-foot path around three sides of
Most show the heels of boots-both The camp lies atArea B on the island the camp. T he fourth side faces the
Japanese and American-but a few map. Jfthe agents approach the camp beach. C h a racters have little chance
trace the passage of bare feet Agents by day. read the following. Adjust the o f app roaching th e camp by day. un-
may also discover a shre~ of. bl~od description if the PCs approach by less they are disguised as Japanese
soaked clothing, half-buncd m ttdal night. soldiers. Stealth skill does not help
mud: the agent with the highest Pe r- th em in daylight here.
ception score must pass a general A tangled wall of barbed wire By night the agents can .crawl
Perception check to tlo so. breaks the edge of the jungle. jut- with in 20 feet of the camp without
The footprints lead eastward along ting onto the beach. It is the wall of being seen. They can use their Stu~
the beach. Characters with Tracking ners at this range (maxi m um range 1s
a make-shift prison compound.
skill can make out a separate path 30 feet). The gatekeeper stands dir-
The compound itself sits in a clear-
that contains barefoot pri n ts and ing within the jungle. ectly before the gale: the others pa Lrol
American boot marks. The path leatls approximately 10 feet inside the
directly to the Survivors' Camp. barbed wire.
As the agents investigate. read
lf they venture close to the Sur- further.... When the agents come within 20
vivors' Camp, agents spot a group of feet of the fence at night. the nearest
men through the tangle of vines and A single Lent denotes an o((icer's enemy guard must pass a gene:al
unde rgrowth. The men are wounded. quarters. a nd a rough-hewn bunker Perception check in order to notJce
sunburned. and exhausted. All but shows where prisoners are kept A the party. If the guard fai ls the c~ec.k.
one. an officer by the name of Ross. the characters may proceed to within
mound of earth a n d sand about I0
lie asleep or unconscious. 10 feet of the compound before a
feet high rises from the center of
If questioned by a "friendly'' out- gu ard (the closest) must pass a second
the compound. A mach ine gun
sider. Ross explains that the group's with a swivel mount is perched on genera l P erception check to see them.
commander. Lieutenant Kennedy. top. aimed toward the beach. . As CM. be sure to roll both of these
has not returned from a routine check checks secretly: offer the players oo
Seven guards are on acttve
oft he area. H e fears that K ennedy has watch in the camp: O n e guard clue as to how a nd when they are
somehow fa llen into enemy hands. made.
patrols each o f the four sides. wa Ik-
The men have not explored the island. ing along the fence. One guard Characters may use Stealth skill to
avoid detection as they approach the
stands at the gate. Two guards man
H ints for the P Cs camp by night Successful use of this
th e mach ine gun in the center of
The PCs must use Restore Memory skill can help the whole party, pro-
the camp.
on Ross if they make contact with An eighth man. wea ri ng the vided a ll other agents follow the
him and play the role of U.S. Navy skilled character's actions exactly.
clothing of a Ja pa nese officer. exer-
personnel. Characters with Disguise Characters simply cannot cut
cises an American prisoner in
skill. however. can pass themselves as fron t of the bunker. T he p risoner through or go over the wire fence.
"natives." and avoid using R estore appears to be John F. Kennedy. (T hey have no wire cutters.) They
Memory. must enterthecamp through the gate.
Characters using Paranormal Mem- I t is chained shut. but not locked
E n counte r B ackgro und If the agents stun the gatekeeper.
ory do not recall that a Japanese pris-
the guard walking the front fence
Penalize the agents 25 signi licance on compound was on the island-if
points if they pose as Naval person- must pass a general Perception check
fact, no Japanese were here at a ll.
7 - PT 109 T HE ISLAND
(against 50) to no tice its buddy col- The Dem o rean Ken n edy tha t a n o ther agent accompany it
la pse. If the guard fails the check. it Significance Rating: 0 back to the scene.
passes the gate in I round an yway. If the agents discover its true iden-
and sees tha t its friend has .. passed STR 80 DEX 80 AGL 80 tity, the D emorean a ttempts to escap e
ouL·· PER 80 WPR 80 PCN 80 into the jungle and leave for its own
Once the guards know tha t intrud- STA 75 U n s k illed Melee 80 Parallel.
ers are p rcscnL the soldiers in the
camp begi n firing a t the neare~t ta r- C urrent Stamina:
get. Only if the PCs surrc nde rwtll thc Woun ds: OOOO D D DDODO OO OO LEAVING T H E I SLAND
Dcmoreans take them as prisone rs. Skills: Pistol. Specialist 95: Martial
Of course. if the alie ns discover tha1 Ans. Master 135: Knife. Specialist
the PCs arc agents. they shoo1 to If the agents no lo nger have a PT
95.
kill. boaL they may re1um to their scoote rs
PTs: Shock 80: Demora lize 80:
If any Demorcan is killed. it col- by using the ... mall motor la unc h
Shicl<l 60.
lapses 10 the ground and assumes the which is doc ked no t far from the
Demorean sh a pe before the PCs' POW ca mp. They e ncounter no dif-
The Demo rean looks like the rea l
eyes. T hen it dissolves. ficulties in gerting back to their po rt of
John Kennedy in every way, except
The Demorean Kennedy does not entry.
that it has suffe red no damage to its
fighL lt ducks inside the prison If the c haracters leave the island
back. and it possesses no sca rs. It d ocs
hunker. with the ir PT boaL and they failed to
complain of hack pa in. but if an agent
disable the Japanese pa tro l boats in
with Med ica l skill examines th is
The Bunker the second e ncounter. they tangle
Demorean. h e will find no evidence
with these two boats once mo re.
of inj ury.
The prison bunker has rwo rooms. (Refer to tha t encou nter for more
The Demo rea n as k~ th e PCs who infomrntio n.) If 1ht> PCs destroved
The first ho uses the imposter. The they are and what they are doing
real Kennedy lies uncon scio u s in the the p atrol boats earlier. they have no
here. 1f it suspects th e characters of
second room, behi n d several crates o r further encounters.
being a Time Corps agents. it at-
supplies. Th e Dcmorca n im~osta tempts to isola te them one by o ne.
keeps him Lhere for "reference. a nd kill them. After each murder. the l fthe PCs fail to si nk their PT boat by
alien returns to the othe r agents a nd the end of the adventure. o r blo w it up
NP C s says the vic tim was wounded by an instead of drilling holes in the bot-
ene my patro l. The alien requests tom. penalize them 10 poin ts.
All but two of the Dcmo reans h ave
standard NPC scores: 40 fo r all Abil-
ities but Willpower: 70 for W illpower.
Each is a rmed with an a utoma tic
rinc:. and h as Specialist skill with the OLASANA ISLAND
weapon (scores arc 55). The two at ~he
machine gun abo have M achine
Gun skill. Spccinlist 55.
STR
PER
70 DEX
70 WPR
70 AGL
70 PCN
70
70
- -
[Link]
IMI 2 MI
ST A 65 Unskilled Melee 70
Current Stamina:
Wounds: 0 0 000000000000 Soldiers· Tents
. y.
Skills: Pistol. Specialist 85: Auto- ,. .
matic Rine. Specialist 85: M artial
Arts. Expen 100.
PTs: Shock 70; De moralize 70.
m s TORICAL C HANGES S kills: H isto rica l Specia lty( Ireland Skills: H istorical Specialty(United
C HART 1800-191 7). Specialist 73: T ime States a nd Western T errito ries. 175 1-
Corps Stunne r. Specialist 63: Artil- 1878). Special ist 77: Stunner. Spec-
Mission Failure: J.F.K. goes through lery. Specialist 65: Outdoor Su r- ia list 78: Stealth. Expert 97; Trac k-
life Dominated by a D em orea n. H e vival. Specialist 68: Medici ne. Ex- ing. Specialist 72; Disguise. Special-
ente rs business instead of politics. pert 83: Pistol. Specia list 62. ist 79: Machine Gun. Expert 108:
becomes a n oil magna te. a nd hastens Auto matic Rine. Specialist 93.
the economic decline of the Western Para n o rma l T a lents: P ara no rmal
democracies. Me mory 38: T elepathic P robe 37. P a ra n o rma l T a le n ts: P aranonnal
Memory 5 1; Time S hift 33.
Differen ce 1-64: If the PCs talked to W eapons: .45-ca l ibre pistol (range
Ross while posing as US. personnel and modi lie r = - 12). W eap o n : .30 M - 1 riOe(range mod-
failed to use Restore Memorv: H is- ifier = -.5/ 15).
to rical records describe a n inquiry by O' Ma lley was born in Dublin. Ire-
the U.S. Navy into the conduct o f un- land o n J ul y 20. 1900. H e served Mic hael Whitehorse was born in
known naval perso nnel. The person- under the British a nn y in World D akota T erritory on Janual)' 7.
nel failed to take appropria te action War I before his rec ruitme nt to the 185 1. H e joined the Corps at the age
to rescue the c rew of PT 109. Other- T ime Corps a t the age o f 17. C ur- of 23. a nd lists his prior professio n
wise: Ja panese domination of the rently. O" Ma lley is 2 1. H e stands as .. hunter:· Whiteho rse is cu rre ntly
world automobile market is delayed 5" 10" tall. weighs 173 pounds. and 27 yea rs of age. H e has b lack hair.
five years. T he cause: J apa nese sol- has blue eyes and black hair. His b rown eyes. stand s 5'8" tall. and
dier die in WWll combat with a PT m ost outs tanding trait is persever- weighs 168 pounds.
boat; in correct history. the ma n ance in the face of danger.
would have become a top a utomotive
e ngineer.









