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Combat Skills and Mechanics Guide

The document outlines various combat and non-combat skills with their associated attribute checks. Combat skills include melee weapons like boxing and swords, ranged weapons like bows and firearms, and mounted combat. Non-combat skills include computers, demolitions, disguise, and more. It also provides modifiers for skill checks in combat situations and movement rates for characters in battle.
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100% found this document useful (1 vote)
320 views22 pages

Combat Skills and Mechanics Guide

The document outlines various combat and non-combat skills with their associated attribute checks. Combat skills include melee weapons like boxing and swords, ranged weapons like bows and firearms, and mounted combat. Non-combat skills include computers, demolitions, disguise, and more. It also provides modifiers for skill checks in combat situations and movement rates for characters in battle.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Skill Name Base Check Skill Name Base C heck

UNARMED MELEE SK1LLS HEAVY WEAPON SKlLLS

• Boxing (Str+ Dex+Agl)+ 3 s • Ancient Artillery (Pen+ Dex)+ 2 s


• Wrestl ing (Str+Agl)+2 s • Anti-Tank Weapon Dex s
• Martial Arts (Str+Dex+Agl + Wpr)+4 s • Cannon (Pcn+Dex)+2 s
• *Advanced • Artillery ( Pcn+Dex)+2 s
Self-Defense (Str+ Dex+Agl + Wpr)+4 s Machine Gun Dex s
• Mortar (Pcn+ Dex)+2 s
ARMED MELEE SKJLLS • Pilot (Pcn+ Dex+ Agl)+J G
Bayonet (Str+Agl)+2 MOUNTED COMBAT SKJLLS
Blackjack (Str+Agl)+2
• Bullwhip (S tr+ Dex+Agl)+3 Equestria n {Dex+ Agl+ Per)+ 3 G,S
Dagger/ Knife (S1r+Agl)+2 "'Mounted Mclee Weapon skill score s
*Lance. Ho rscman·s (Str+Agl)+2 "'Mounted Missile Weapon skill sco re s
Polearm (S tr+Agl)+2
Short-hand led MISSILE WEAPON SKILLS
Weapons {Str+Agl)+2
Swords (Str+Ag\)+2 Sling Dex
*Floremine style (Str+ Dex+Agl)+3 Bow Skills
Crossbow Dex
S PEC IAL WEAPONS Shortbow Dex
Longbow (Str+Dex)+2
• Bola Dex s Firearm Skills
• Lasso (Str+D ex)+2 s Automatic Rifle Dex
e Net (Sir+ Dex+Agl)+ 3 s Long-barreled G un Dex
Pistol Dex
NON-COMBAT SKJLLS Time Corps Stunner Dex
Beam Weapon Skills
• Computers
• Demolitio ns
( Pcn+ Luck)+2
( Pcn+ Dex)+2
s* Laser Pistol Dex
S* Laser Rine Dex
e Disguise ( Per+ Dex)+2 G* T hrown Weapon Skills
• Dista nce Running Current Sta NA Axcffomahawk ($tr+ Dex)+2
• Electronics (Pen+ Dex+ Luck)+ 3 S'\'.'.'r Dagger/ Kn ife (Str+ Dex)+2
• Forgery (Pcn+Dex)+2 Stt Dart (Str+Dex)+2
• Gambling (Pcn+Luck)+2 s Javelin (Str+ Dex)+2
• Historica l Spear (Str+ Dex)-:--2
Specialty (Pcn+ Wpr)+2 s Grenade Dex
• Impersonation (Pcn+ Wpr+ Per+Dex)+4 Str
• Investigation (Pcn+ Wpr+ Per)+ 3 Str Notes:
• Mechanics (Pcn+ Dex)+2 Str Date. The ea rl ies! lime period in which the s kill was
avai lnb lc. Thii. affccls lhe s kills avai lab le to newl y crea ted
• Military LeaJershi p(S1r+Wpr+ Per)+ 3 s ch a racters.
• Medicine (Pcn+ Per+Wpr+Luck)+4 G Any n o n-Ame rican . T h is skill i:. not avai lable lO newly
• Outdoor Survival (Pcn+ Wpr+ Luck)+3 s creaied cha rac1crs born in the Americas befo re 152 1. whe n
• Security Devices (Pcn+Dex+Luck)+3 s the Spanish int roduced 1he horse to the contin ents.
• Stealth (Dex+Agl)+2 s • indicates an exclusive ~kill.
• Stunt Driving (Pcn+Agl)+2 G • indicate' a s kill tha1 can't be acqu ired without a pre-
• Swimming C urrent Sta NA requbite !>kill.
• Thefl (Pcn+ Dcx+Wpr)+3 Str C heck. G indicate!> general. S indicaies specific. '(I in-
• Tracking (Pcn+ Luck)+2 S* d icate!> th e chec k is rolled secre1ly hy the CM .

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.

BOW & LO NG-BARRELE D BATTL E FIRE RESULTS KEY


G U N RE LOADING
s Morale check required.
Rounds Requirl!d To Reload L Morale check required: - IO mouilier.
Level Long Short C ross LB Gun M Morale chec k required: -15 modilicr.
Unskilled 5 5 12 4 H Morale chec k rcquircd: -20 modi lier.
Specialist 4 4 10 3 c Morale chec\.. required: -30 modifier.
Ex pen 3 3 8 2 K tr good morale is [Link]<l. lroops mu.,t move
Master 2 2 6 back one hex. racing the same direction.

HINDE RED M O V E M ENT

Effect on Action Effect/Comme nts


Obstacle Wa lking Dista nce
Firing lirearn1 or throwing missile Deu uct 5 feet from total wal \..ing movement
for each missile fire<l or thrown before
Nonna/ [Link] movement. ()eJuct triple this amount from
Door'-. closc<l -10 feet
running [Link].
Stair<; -10 feet per flight
Entering or leaving No movement allowed in same round
-20 feet Firing how
a 'chicle Deduct 10 feet from total walk111g move-
DonKerou., Oh.\wdt•s• Standing up
ment. 30 fcet from total runn111g movement.
Vehicle -IS feet Sprinting not poss1hlc in the "1mc round.
Furniture - 10 feet
Placed Obstacle - I 0 feet Ocduc t 5 feet from total walking 111ovc111cnL
• Modifier~ do not a pply if churcictcrs w<1lk Placing ubsta<.:le
;iround 1hc oh~tm:lc. rfcharacter ... climh over. 15 fei:t from total running movcment: limit
or jump <u.: rm.~. they must make .1 general Agil- one ob'>tude per rounJ.
iry check. II they fail. th!.' charach:r... fall llown
Watching behmd Deduct I 0 feet from totul \\-al king mo\C-
Effect on ment: running and sprinting not alloweJ.
Te rrain Walk ing D istance
Hcav> Woods -10 feet
- 5 feet Notes:
L1gh1 Woods
Broken -15 feet Placing [Link]'. Quick!)' grahbing something (such as a chair) directly ahead
(round terrain) anti 11ipping it hchinJ to foil puri>UiL
[Link] -:!O feet Watching Behind· Kee-ping a watch bchim.I while moving forward.
T//1£MAs:tV..9t... TM Action Table
Defense Column
Ability S kill
C h eck s Checks
Attack 1-1.'i 16-30 31-45 40-60 (l l-75 70-90 91-105 106-120 121-1 35 136+
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

ARMED COMBAT RESULTS UNARM ED COMBAT RESULTS

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

Dice Roll Location Hit Range Mounted


01-09 Head Type Modifier Ammo ROF RL Use'?
10-27 Upper 1orso r<r IU I Vr<r l lKI >J<

28-44 Abdomen/ lower back SHORT RANGE WEAPONS - - - - - - -- - -- - - -


45-53 Right leg THROWN W EAPONS
54-62 Left leg
63-71 Right arm Axc{fomahawk -30 NA I NA Yes
72-80 Left arm Dagger/ Knife -20 NA I NA Yes
81-85 Right hand Javelin -05 NA I NA Yes
86-90 Left hand Shuriken -25 NA 4 NA Yes
91-95 Right foot Sp~r -W NA I NA Yes
96-00 Lefl foot Hand Grena<le -30 NA I NA Yes
SPECIAL WEAPON S
WOUNDS
Blow Gun -10 I NA No
Bo la -10 NA NA Yes
Stamina Score No. o f Wounds Sling -05 UL NA No
26-36 11
37-47 12 SHO RT RANGE FIREARMS
48-58 13 Antique pistol - 15 I I Yes
59-69 14 Revolver -07 6 4 Yes
70-80 15 Automatic pistol -12 8 4 Yes
Shotgun.
PENETRATION BON US (douhle barrel) -04/ 120 2 2 Yes
Shotgun. pump ·04/ 120 5 4 2 Yes
Strength Borlus Time Corps Stunner -20 8 4 1 Yes
0-49 0 LONG RANGE WEAPONS _ _ _ _ _ _ _ _ _ _ __ _ __
50-59 +5
60-69 +10 LONG RANGE FIREARMS
70-79 +15 Arquebus -05/150 12 No
80 +20 Musket -02/50 +++ No
Dragoon Musket -05/ 150 +++ Yes
GENERAL ARMOR GUIDE Rine -.5/ 15 1-10.. 1-4•• I Yes
Automatic riOe -.5/ 15 1-20 4••• I Yes
Immunity Photon riOc -.5/ 10 1-50 4••• I No
Category AR T ype
BOWS AND ARROWS
Lc;ither to A
Stu<lJcd Leather 15 A [Link] -02/ 50 ++ No
Mail 45 A Shonbow -05/150 ++ Yes
Metal plate-; 60 B Longbow -02/50 ++ No
Helmet JO B
Bulletproof vest 15 c BEAM WEAPONS
Bod} -.uit (7192) 45 c Laser P istol -05/ 150 20 4 Yes
Notes. Laser Rine ~~ 10 50 4 No
AR Armor Rating
A w11hstantls all sllng-lirctl missile
DEFENSE COLUMN C HART
attac k~ Attack Type Defense Column
8: withstantl~ all ;madu, from sling~.
~h o rt how~.Jntl thrown missiles. Mi.\:1ile Auack Defender rolls lulO and odds any Luc k
C wi th stantl~ all mi~sile att;1ckr.. hut not !.pent LO the <lie roll. Resu lting nu mher is
hcam or mclce weapons. numher of the Defense Column ( 10
maximum).

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

John Fitzgerald Kennedy: Birth.


191 7. Death, 1989. Oil magnate whose oth er Time Corps team has
dealings with Third Wo rld coun- "'---.!!le:.!.ft~a PT boat there for
tries contributed to tbe decay o f the _ _.... your use. You will pose
Western economies. as U.S. Navy personnel and
My fellow agents. Welcome pilot the boat to Ol asana
toBriefing TO-T M3. Now. if your Island. There, under the most
Paranormal Memory on the 20th likely conditions you will have one
century is worth a hill of Boston
baked beans. you must know that - ---. day to complete your mission: the day
before the natives arrive. After you
what you just heard is wrong. John complete your mission. you must de-
F. Kennedy. son to millionaire Am- stroy th e PT boat discreetly. We s ug-
bassador Joseph P. Kennedy. gest you sink it
should have become the 35th president If you make contact with the c rew
of the United States. But he didn't. move on. T hey swim to a second is- of PT 109 in your role a s U.S. naval
T he Sentinel reports th at Kennedy's land-Olasana-and spend the day officers, you must use Restore Mem-
life is pinpricked with a slew of D em- there. ory to erase the impact of that meeting.
orean contacts. Your te am has been Three days have passed since the
assigned to the first: August 4th. 1943. collision. The men are ill a n d sun- OUTFITIING
One skin ny but steel-nerved ambas- burned. T hey suffer from lacerations
sador·s son. U.S. N avy Lieutenant wrought by the coral reefs in the Disguise. U.S. Navy personnel. O n e
John F. Kennedy. is o n duty in the water. not to mention the injuries with L ieutenant rank (the skipper).
Pacific Ocean. It is World War II. from the coUision. The wounds of the one Quartermaster (second in com-
badly burned seaman have begun to mand here). and the rest Able-bodied
HIST O RICAL BRIEFING rot. Seaman. Agents should decide amongst
O n the morning of the fourth day. themselves who will pose as what.
The Corps has assembled the follow- Ken nedy and Ross, a n officer, s wim Des ignations are just for ·'show:·
ing infonnation on the way it was- o r to a third island alone. When they though only the two highest ranking
should have been-in 1943 .... return to Olasana later that day. they should pilot the boat.
The U.S. is fighting to reclaim the lind two natives with the rest of the Langua ge Implants. All agents re-
Pacific from the J apanese. On the men. ceive English. Japanese. Pidgin Eng-
evening o f August I, 1943. 15 U.S. On the fifth day. Kennedy gives the
lish. Melanesian (language of natives).
Navy PT boats head out of their base natives an SOS message. which they
at Rendova in the Soloman Islands. carry to Allied connections. On day W eapons and E q u ipme nt. All agents
A Oeet ofJ apanese destroyers is head- six, seven native scouts return to col- receive the following: Standard Equip-
ing down The Slot-lhe ir favorite lect Kennedy. Shortly after midn ight ment Pack and skill kits. A .45-caliber
passage. which ru ns smack through on day seven. Kennedy returns to automatic pistol with 4 ammo clips
the middle of the Solomans. Olasana with rescue PT boats. By OR a .30-calibre M-1 rifle with 100
The PT boats are litlle more than morning. the c rew is back at their rounds ofammo(S rounds per"strip"
plywood cabin c ruisers. but they base at Rendova. clip). Knife and sheath. In addition.
carry torpedoes. machine guns. and Kennedy receives h onors. the team receives: P apers for t he pos-
more. The skipper of one of these session of PT 114. Journey instruc-
boats- PT 109-is Lieutenant John THE MISSION tions. A short-wave radio (supple·
F. Kennedy. menting the one on the boat). Food.
Shonly after midnight on August T he Demorcan penetration occurs gas, and provisions for three d ays.
the 2nd, the destroyer Amagiri spots on Olasana Is land. just before the
Kennedy's 109. ''Starboard 10 degrees!'" crew of PT 109 arrives. You must un-
yells th e J apanese commander. The cover the Demorean plan there. and
destroyer rams the PT, slicing the set histo ry back on course. 7
nimsy vessel in half. leaving its crew Your m ission begins on a '// ~/ ,.,,...---
to flounder in a sea of gasoline flames. deserted island rough- ~ -f 1).,...,...,.,..., P ilo t House
Eleven crew members. including ly two hours v ~ '-- • °' \
Kennedy, c ling to the wreckage in Lh e northeast or ; ,,)
water for 15 hours. then swim 5 hours Olasana. An- / Mac hine Gu ns _,...__..;/
to a small island. All the way. Ke n- ~
nedy tows a badly burned c rewman. T o rpedo / -~ A J~~~~~~~~~~
clenching the strap of the man's life- / _..>'.:
jacket between his own teeth. \>
No one passes the island-no one In fo rmation beyond
but the Japanese. that is. After two this p age is intend ed
days, Kennedy commands his men to for th e C M onJ !
CM'S BRIEFING PT 109- 2

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

New Weapo ns Targets in this area


Missing: PT 109 introduces two new cannot be fired upon.
weapons: 5" guns and torpedoes. The
Japant:se destroyer escort carries lhe
5" guns. and the PT boat carries
torpedoes.
Five-inch guns tire a very large H E
shell designed to damage heavily
AT SEA PT 109- 4

If the DE damages the PT boat, the N P CS


DESTROYER ESCORT agenlS must try to " limp" away in t~e
morning twilight. or abandon ship. Captain Ito, D E Com mande r
In the latter case. the lookout on the Basic Abilities: 50
Read the text helow after the char- DE must pass a general Perception C urrent S ta:
acters have secured the PT boat and check in order to spot the survivors. W ounds: D[D[]a:J111 !(][T]OO
set out to sea. It is about 3 A.M .. Characters with Stealth skill may use S kills: Military Leadership, Expert
August the 4th. The night air is heavy. it to the benefit of the entire group. 80: Long-barreled Gun. Specialist 65:
black. and moist. Characters who a re spotted leaving Pistol Specialist 65: Artillery. Spec-
the PT are picked up by the DE. They ia list 65: M achine Gun. Specialist 65:
The odor of fuel and exhaust min- are taken to the POW ca mp o n Swimming.
gles with the smell of fresh paint on Olasana Island. Those who abandon
the deck. The Time Corps has ship but manage to escape can float Ito has recen tlv received word that a
done well to give you a new boat. A o n wreckage (or use the life boats) to POW camp has been established on
few month s at sea. and most PTs drift toward Olasana Island. Olasana Island.
sport a heavy beard of barnacles
and weeds. c utting their speed in
Hints for the P Cs 125 DE C rewme m be rs
half.
The PTcatchesevery swell. slap· Basic Abilities: 50
ping rythmically against the waves. lf the agents make one successful S kills: Rifle. Specialist 65.
Loose knees and a strong stomach torpedo hit on the DE. they hear an
are the prerequisites for travel. SOS go out from the ship. Smoke rises All are armed with rifles. and know
from her battered hull. The vessel that an Allied boat was rammed on
After the agents have traveled for reports damage but no loss of life. and Aug. 2 in the vicinity.
roughly an hour. rea<l the following: advises the other sh ips in the area
that she is returning to base.
False dawn approaches-the hours This should signal the agents that JAP PATRO L BOAT S
of twilight before the sunrise. The the DE is no longer a threat. but that
air is a murky gray, the water black. other ships lie within radio [Link]- This encounter occurs only ifthe PCs
Red and green lights appear on the somewhere within a lO- or 12-mi le continue to pilot their PT boat after
horizon. and a phantom shape radius. meeting the Japanese DE.
comes into view. She glides long
and tow to the water. with heavy Encounte r Backg round Dawn has arrived. Two or three
guns on bow and ste rn. miles olT port side. a dark string of
The Japanese vessel and her crew arc islands rises from the sea. breaking
CM 's Notes worth 300 significance points. Pen- the expanse ofrurquoise and mint-
alize the agents 150 points if they green water.
Characters with H istorica l Specialty inflict additional torpedo damage to The air is growing ho t In re·
skill forth is era can identify the vessel the ship after the SOS goes on the air. sponse. thc sweat seeps more stead·
as a Japanese destroyer escort. or DE Penalize the agents 300 points if they ily from your pores, pooling within
for short. DEs are smaller and more sink the DE. your clothing.
Lightly armed than destroyers, but A small roar rises above the
Vessels
they arc still more than a match for drone of the PTs engines. off to the
PTs. After a ll ... <lestroyer" stands for
PT 114 s tarboard side. Two Japanese pat·
" torpedo boat destroyer." and that rot boats streak toward you. scar-
part hasn't been d ropped from the ring the water with white lines of
name. Length: 75' Speed: 4 Tum : I wake. A frantic clatter erupts as
The DE is 1200 yards away. The DB: 0 Repai.r. 30% M/M : 50 their machine guns tick away the
PCs have surprise: for one round. moments that s hield you from
they may act without opposition.
W e apo ns: 4 torpedoe . 2 AA guns contact
They may try to escape. outrunning
the larger vessel. but the DE will lire (one bow. one stem). 2 machine gun
(bow). one light cannon (treat a s light C M 's Notes
on them before they clear the ra nge of
her guns. tank main gun. bow). I heavy mortar.
The patrol boats begin the encounter
No trained DE commander would 600 ya rds from the PT. They allempt
fire torpedoes at the PT: the li1tlc boat J a p an ese Destroyer Escort
to cross the bow or stem of the agents'
could evade them with ease. The DE. boat. in order to bring all of their
in contrast. is quite vulnerable to tor- Length: 310' Speed: 3 Tum : 2 machine guns to bear. (Unlike the
pedoes. In fact, torpedoes are the PTs DB: +2 Repair. 65"'o M/ M: 65 PT. these Ja panese boats do not carry
only effective weapons against her. If torpedoes.) Five sailors and five sol-
agents fire the .50-calibre machine diers stand on the deck of each boat.
guns or the 20 mm cannons on the W eapo ns: 5 live-inch guns (three The soldiers fire at :he agents with
114. they ca n on ly scratch the chrome bow, two stem). 2 machine guns (one ri fies.
of the enemy ship. how. one stem). 8 torpedoes
TIMEMASTER™ CHARACTER SHEET
Character: Player:
BASIC STATISTICS BACKGROUND
Strength Pe rcep ti on Date of Birth Pl ace of Birth
Dexterity Willrowcr ___ Age at Recruitment C urren! Age
Agility Luck Original P rofession Nationality
Personal ity Stamina Etlucalion Sex
Pe netration Bonus _ __ Unskilled Mckc ___ Heigh! Color Eye!>
(Str+Agl)+2 Weight Color Ha ir
TIME C ORPS RANK/GRAD E / _ __

Curren! Stamina WOUNDS Sm:ccss Points _ _ _ _ _ _ __ __


Curren! Willpower 00 0 0 0000
Stamina Recovery Rate _ _ _ _ __ 0000 0 00
Armor AR_ ___ _ _______ _
Stamin<t Loss/ Round C urrent Disguise - - - -- - - -- -

S KILLS PARANORMAL T ALENTS


Nam e Base Level Score Name Base Score
Hi< to ric<i l Specialty !Prn+Wrrl+2 Specialist P;irano nnal M..:mory (Pcn + Wpr) + J
Time Corr> Stunne r Dex Specialist

WEAPON S

N a me Range Mod . Base

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

ARME D COMBAT RESULTS UNARMED COMBAT RESULTS

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
~~~~~~~~-

4. S ide A uses paranormal talen ts


I. Decla re attack 5. S ide A fires or throws missiles
2. Dete rm ine base ch a nce 6. Side A moves Side
3. Dete rmine strike n umber 7. S ide B d efensive missile fire A's
4. De fe nder decla res Luc k use 8. S ide A melees Attack
(PCs. missile a ttacks only)
5. Attacker roll s specific ch ec k against strike n u mber 9. Side B uses para n o rma l tale nts
6. Apply results 10. Side B fi res o r th rows missiles
l I . S ide B moves Side
l2. Side A d e fen sive missile lire B"s
I 3. Sid e B melees Attack
14 . S ta mina loss a n d recovery
TIMEMASTER™ CHARACTER SHEET
Character: Player:
BASIC STATISTICS BACKGROUND

Strength Pe rception Date of Bi rth Place of Birth


Dextcriry Will power _ __ Age a t Recruitme nt Cu rrent Age
Agility Luck Original Profession N a 1iom1 li ry
Persona lity Stamina ___ Edut a1ion Sex
Penet ration Bo nus _ _ _ U ns killed Me lee___ Height Color Eyes
(Str+ Agl)+2 Weight Color Hair
TIME CORPS RANK/GRADE /_ _ _

Current Stamina WO UNDS Success P o int ~ ----------


Current Willpower DDDDDDDD
Sta mina Recovery Rate -- - - - - DD DD DDO
Armor A R - -- - -- - - - -- - -
Stamin a Los!'>/Ro und Current Disguis e - - -- - - -- - -

S KILLS PARANORMAL TALENTS


Nam e Base Level Score Nam e Base Score
His to rica l Speo.:ia lry (Pc n + W prl-'-2 S pecial ist Para n o rmal Memory (Pcn+ Wpr)73
Time Corp~ Swnnc r Dex Spccialis1 ---

WEAPONS

Name Range Mod. Base

TIMES Vl SITED
Parallel Date Entered Date Le ft

T h" iorm 111;1~ he rcproJucctl only for personal us~ in pl~ yi n!! lhl'TIM FMASTFR '" !!a~e._C-op~righl ~ 1'>_114 P:io.:c\t'll<'f Ltd. P rintt!d in t [Link]
T IMEM ASTl:-.R is a tratl~mark owned hy Pa~o.:sellcr L1m1tcd ofW1,co ns111
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

ARME D C OMBAT RESULT S UNARMED C OMBAT RESULTS

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

S1rcng1h Perceplion Dale of Bi rth Place of 13 irt h


Dexterity Wil lpower Age a l Rccruitmen l Curren1 Age
/\gili1y Luck Origina l P rofession Nationality
Per<>onaliry Siamina _ __ Ed ucation Sex
Pcnc1ra 1ion Bonus _ _ _ Un<>kil led Mclee Height Color Eye<;
(S1r+Agl)+2 Weight Colo r ll a ir
TIM E CORPS RANK/ GRADE /_ _ _

Curren t S tamina WOUN DS Success Points __________


Cu rre nt W illpower 00000 000
Stam ina Recow ry Rate - - - - - - DOD DODD
Armor A R _ _ __ _ _ __ _ _ __
S1ami na Los:-/ Rou nd Curre nt Di.,guise - - - - - -- - - -

SK1LLS PARANORMAL TALENTS


Na me Base Level Score Name Base Score
t I " tom: al Spccialtv <Pcn+Wrrt +:! Spcciali~t Para11om1a l Memo~ ( Pen +Wprt+ 3
T ime Corr' S1u1111cr Oc\ <;p.;..:i.1li>1

WEAPONS

Name Range Mod. Base

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\
T IMI M t\'\Tl:.R j, .11r.1,krn.1r~ m\111.:d ti~ P :tcc-.•11,•1 Li11111cd o l \\/1'co11'tt1
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

ARME D COMBAT RESULT S UNARMED C OMBAT RESULTS

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
~~~~~~~~~~~~--

4. Side A uses paranormal talents


l. Declare attack 5. Side A fires or throws missiles
2. Determine base chance 6. Side A moves Side
3. Determine strike number 7. Side B defensive missile fire A's
4. Defender declares Luck use 8. Side A melees Attack
~~-'-~---~~~~~~~~~~~~~~
(PCs. missile attacks only)
5. Attacker rolls specific check against strike number 9. Side B uses paranormal talents
6. Apply results 10. Side B fires or throws missiles
LI . Side B moves Side
I 2. Side A defensive missile fire B"s
13. Side B melees Ana ck
14. Stamina loss and recovery
TIMEMASTER™ CHARACTER SHEET
C haracter: Player:
BASIC STATISTICS BACKGROUND
Strength Perception Da te or Birth Pl ace of Birth
Dexterity Willrowi:r Agl' a t Recruitment C urrent Age
Agility Luck Origin al P ro fe~ s i o n Na tionality
Pe r:,o nali ry Sta mina _ __ Educa tion Sex
Pe ne tra tio n Bonus _ _ _ Uns killed Mek e _ __ Height Color Eyes
(Str+Agl)+2 [Link] C olo r Hair
T IME CORPS RANK/GRADE /_ _ _

Curre nt S1arn i1rn WO UNDS Success Points _ _ ________


Curre nt Willrower DDD DD DD D
S1amina Recovery Rate _ _ __ _ _ DODOO DD
Annor AR _ __ _ _ _ __ _ _ _ _
Sramina Lo~s/ R ound Curre nt Disguise - - - -- - - -- -

SKJ LL S PARANORMAL TALENT S


Name Base Level Score Name Base Score
H 1stom:;it Sped a iry I Pcn+ Wprl-'-:! Speci~ t lSI Pa ra no rm;il Mc mOI) ( Pc: n+ Wp rt+ 3
Time C t1rp< S111 n11c:r D e' Spo:-r:iuli ~t

WEAPONS

Name Range M od. Base

TIMES V ISITED
Para llel Dale Entered Date Left

Th" fo nn lll:t\ lw rq, 1mtut:c:d <•n h lor r .:r,onal ll'<.: 111 pla\'ill)! 1hc: rt M F. Mi\STt R .. l!illllC. C op\ n,µl_u " t'i.):-1 P:1cc:,c:11c r t 1cl P rin1c:d HI l I s •\
Tl M 1·M <\STr R " a rrade m;i rl. " " " ''d h' P a e c:,l'lll.'r L111111ed o t W1, .:011,111
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

ARM ED COMBAT RESULTS UNARMED COMBAT RESULTS

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

If the agents destroy either patrol NPCs ZERO IN


boat. they may pick up survivors. All
appear able to cli ng to wreckage and U . Fubuki, Commander #1
wait for friendly [Link] wever. un- Significance Rating: 20 This e ncounter occurs just before the
less a n agent has managed to s hoot characte rs reach the shores ofOla sana
someone fatally. Isla nd. whethe r they are with their PT
If the patrol boats destroy lhe PT. STR 60 DEX 60 AGL 60 boat o r adrifL
roll a general P erception check PER 50 WPR 60 P C N 50
aga inst 50. If the c heck is successful. STA 65 Uns killed Melee 60 A small plane swoops o ut of the
the captain of a patrol boat captu res s un. but her markings wash out in
the PCs and takes them to the POW the glare. H er engine roars. a nd
camp o n Olasana Island. If the c heck C urrent Sta: she tarts a dive. boiling a path of
indicate:. failure. the PCs avoid cap- Wounds: oooa ooa ooa ooaa machine-gun slugs a cross the
ture a nd make their own way to the Skills: Military Leadership. Special- wa ter. In a split second. her gray
island. Characters with Stealth skill ist 75: Pistol. Speciali st 75. metal belly blocks o ut the sun. and
may use it for the benefit of the e n ti re Foreign Languages: English. though two re<l spheres 11ash from beneath
pany to avoid capture. he tries to concea l iL her wings. It's a Japanese Zero.
Fighte r. She banks a tum. and
Hints for the PCs Lt. Hitachi, Commande r #2 descends fo r a nother pass.
Significance Rating: 20
CM's N o tes
The PCs· best action is to lire auto- Abilities: 50
matic weapons. riOes. and pistolo; at Unskilled M e lee: 50 The J apanese Zero is a WWII lighter
the Japanese pat rol boats. In the C urrent Sta: on the aircraft table in Chapter 5 (see
TIM EMASTER game. torpedoes have Wounds:'"a..a-aa.......acaClCXXJCCJ page 37 ). This particular plane carries
no e ffect o n boats without a defen e Skills: Military Leadership. Special- no bombs.
bonus. ist 65: Pistol. Speciali st 65. Use regu lar dogfighting rules to
The PCs should try to disable the Foreign Languages: English. which .. Dy" this plane. I fthe PCs are adrift in
e ne my boats without destroying them the water. make o ne or two passes.
he readily demonstrates.
o r killing the people onboa rd. The showe ring the wa ter around them
s mall vessels a re of little significance 20 Standard NPCs (I 0 on each with machine-gun lire. but do no t
a lone. but of course. the lives of the boat} injure the agents: the a ttack is merely
c rew members a re imponanL fo r atmosphere.
If the age nts are still in their PT
Encounter Bac kground W o unds: CJ[][][][][][JCJODDCD boaL run this encounte r normally:
0000000000000 both sides can inflict damage. The
0000000000000 PCs can use their anti-aircraft gu ns
The patrol boats can vas this area wi th a - 10 range modifier.
0000000000000
regularly. If the PCs do not di able As soon as the Zero has a ma-
0000000000000
them. sending them back to base for ne uver rating of -I 0 or less. the pla ne
0000000000000
repai rs o r stranding them in the leaves the area. Oying low a nd trailing
0000000000000
wa ter. the two boats will menace the smoke. She issues an SO S by radio.
0000000000000
agents when they try to leave Olasana explain ing that she will try to return
00 0000000000 0
Island. 0000000000000 to base. bu t may not make it.
Do not penalize tbe agents for
0000000000000
damaging o r destroying the patrol Encounter Backgro und
0000000000000
boats. Do penalize them for each and
0000000000000
every N PC they cause to die. Penalize the age nts 10 significance
0000000000000
0000000000000 points if they shoot down the Zero
Vessels 0000000000000 after it has begun its retreaL
0000000000000
0000000000000
2 Japanese Patrol Boats
0000 00000 0000
0000000000000
Length: 55· Speed : 4 Tum : I
OB: 0 Repair: 25~o M/ M : 45

Crew: 10. includi ng commander. PT Boat Mosquito and Torpedo lnsigne


W eapon s: 2 mach ine guns (one bo w.
o ne stem).
THE ISLAND PT 109-6

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.

TI1e Japanese Commander


(Demorean)
S1g11ijicance Rmi11g. 0

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.

This De morcan is stocky. in spite of Bunker


its Martial Ans skill. It is regi-
mented. a nd follows all commands
Gate
given by its superio r. the Kenned y
imperson ato r. SCALE: l hex = 5 ft.
WRAP-UP PT 109 - 8
AFfER TH E MISSIO N
PREG ENERATED C HARAC T E R S
l f lhe P Cs have met the success con-
d itions of the missio n. make a sig- TIMOTHY O 'MALLEY MIC HAEL WHITE HORSE
nificance check to see if they have in- Tra inee/ 5 T rain ee/ 6
advertently c hanged history. (You'll
find instructio ns o n page 16 of th e STR 66 D E X 47 AGL 80 STR 53 D E X 78 AGL 56
Tra velers· Manual.) T h e c ha rt below P ER 53 WPR 63 P C N 52 PER 49 WPR 74 P C N 79
explains what happen s if the char- LUCK 42 STA 78 LUCK 35 STA 59
acters fail th e significa nce c heck.
If the PCs h ave failed lhe mission. Uns killed M e lee: 73 U n s kille d M e lee: 59
read the entry below marked Stamina R eco very Rate: 6 Sta mina Recovery R a te: 4
'"Failure." W o unds: 0000 0 0000000000 W o unds: DDDDDOD D ODD DDO

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.

Diffe re n ce 65-4 54 : Japanese post-


war industrial recovery is slowed due Except for historical fi gu res. a ll
C R E DITS c ha racters in this adven ture are fic-
10 tbe dea th o f two men in World War
ti o na l: resemblance to persons li vi ng
IL 111 correct history. these me n con-
D esign: Carl Smich or dead is purely coincidental.
tributed to the relationship patterns
Nava l Rules: Ma rk Acres
between Japanese companies a nd
T ext & Page D esign :
their wo rke rs.
Andria H ayday P acesetter is happy to re!>pontl to
Gra phics: Stephen D. Sulliva n your timely 4uestio ns a nti comments
Differe n ce 4 55 o r more: Following
Sc reen P a inting: Mitc h O'Conne ll a t the address below. P lease incl ude a
the sinking of the Amagiri. the Im-
Pro ductio n : Gaye G oldsberry stam ped. self-addressed envelope.
perial Japanese Navy la unches a
crash program to decrease the vu 1-
T IMEMASTER is a trade mark own ed
nerability o f key vessels to to rpedo
by P acesetter Limited of Wi sconsi n.
damage. The end of World W a r II is
Copyright o) 1984. P acesetter. Ltd. All
delayed by six m o n th s. a llowing the
rights reserved. Printed in U.S.A.
U.S.S.R. Lo e nLe r the war. Soviet ex-
This hook is protected under the
pansion in the Pacific is checked
cop yright laws of the United Sta tes of
during the P reside ncy o f John F.
America. Any reproductio n or othe r
Kennedy. but proceeds apace a fte r
una uthorized use of the m aterial or
his death in 1963. A major war over
a rtwo rk herein is prohibited with-
Pac ific holdings erupts in 1969: the
nuclear ho locaust of 2054 occu rs in
out the express written con sen t or
P acesetter, Ltd.
1970 instead. Pa.:c:-<.'ll<.'r. Ltd. Box 451 Dela\an. WI 531 15

Skill Name 
Base 
UNARMED MELEE SK1LLS 
• Boxing 
• Wrestling 
• Martial Arts 
• *Advanced 
Self-Defense 
(Str+ Dex+Agl)+ 3
PT 109 
~ ~ 
OLASANA ISLAND 11
MISSILE ATIAC K MODIFIERS 
Ta rget's Declared Action 
or Situation This Round 
Walking 
Running 
Sprinting 
falling/Diving 
G
T//1£MAs:tV..9t... 
TM 
Action Table 
Defense Column 
Ability 
Skill 
Attack 
C hecks Checks 
1-1.'i 
16-30 
31-45 
40-60 
(l
HIT LOCATIONS 
Location Hit 
Head 
Dice Roll 
01-09 
10-27 
28-44 
45-53 
54-62 
63-71 
72-80 
81-85 
86-90 
91-95 
96-00 
Up
PLAYERS' BRIEFING 
T HE SITU ATION 
John Fitzgerald Kennedy: Birth. 
191 7. Death, 1989. Oil magnate whose 
dealings with Thi
CM'S BRIEFING 
HOW TO USE THIS BOOKLET 
This booklet contains four main parts: 
the players' briefing, the C M's brief-
ing,
3 -
PT 109 
NAVAL COMBAT 
Missing: fTT 109 features action al 
sea-something new for the TIME-
MASTE R"' game. 
The rules bel
AT SEA 
DESTROYER ESCORT 
Read the text helow after the char-
acters have secured the PT boat and 
set out to sea. It is abou

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