TMNT Adventure - Assault on Santa's Workshop
Posted: Tue Dec 26, 2006 3:22 pm
So I was watching Scrooged the other night, and was inspired by the fake TV movie, "The Night the Reindeer Died" to create a wacky adventure for the old TMNT rules using terrorists attacking Santa's workshop, and it being defended by mutant ninja reindeer. Here's what I came up with:
Assault on Santa’s Workshop
Adventure Scenario
Player Background
All of the players will be playing the part of Santa’s mutant reindeer. Unbeknownst to most, Santa’s reindeer are actually mutants created by Santa’s magic from a stock of caribou that his cousin, Mortimer Claus, keeps in Alaska. Because of the constant threat to Christmas from disgruntled elves, evil magicians, and monstrous snow creatures, Santa personally trained the team in the ninja arts.
Player Scenario Information
The characters are all members of Santa’s elite sleigh team. It’s Christmas Eve.
While loading up the sleigh, Santa and his dozen elves come under attack by terrorists firing weapons into the workshop. The primary sleigh is destroyed. The reindeer team must spring into action to defend Christmas.
Their objectives:
1. Delay the terrorists from entering the workshop to give Rudolph enough time to get Santa safely to the spare sleigh sitting at the reindeer stables.
2. Prevent the terrorists from destroying the workshop, presents, and sleigh.
3. Get back to the sleigh in time to deliver presents.
Game Master Background
The terrorists are part of an organization wanting to strike down the symbol of Christmas, for their own twisted purposes. They want to kill Santa along with all the elves and reindeer, and destroy Santa’s workshop. They plan on filming the entire thing and broadcasting the footage when they are done, to show the world there is no more Santa.
The exact identity and ideology of the terrorist group is left up to the individual game master. Perhaps they are a religious organization fighting against the oppression of the Christian Christmas, or even Christian terrorists fighting against the secularization of the holiday. They could also be economic terrorists – striking out against the symbol of rampant commercialism. Or they could just be nuts, and think that by taking out Santa they can get the most media coverage for their insane cause.
The terrorists are well organized into several strike teams.
Camera Team
The camera team is composed of two men – one carrying a camera and the other doing the talking. Both of them carry Makarov 9mm pistols (range 160 ft / 8 shots / 2d6). Their objective is to film the battle and brag about how successful they are at wiping out Santa.
Advance Platoon
The advance platoon is composed of around 2 dozen soldiers armed with AK-47 assault rifles (range 900 ft / 30 shots / 4d6). Their objective is to wipe out anyone they can and clear the area to get the weapons squad into position.
Weapons Squad
The weapons squad is composed of two three-man teams. One of the men carries an AK-47 assault rifle. The second man carries a pistol and the RPG ammo (3 rockets). The third man carries a RPG-7 rocket launcher (range 980 ft / 1 shot / 4d4x10 to a 50 ft area). Their objective is to destroy the workshop. If they fail, the suicide bomb team will be activated.
Suicide Bomb Team
The suicide bomb team is a two-man team – one driver and one bomb detonator. They will be driving a half-track truck loaded with explosives (currently, they are parked at the staging area). They will head straight into the middle of the workshop then detonate (4d6x100 to a 500 ft area).
Recon Squad
The recon squad is composed of six soldiers on snowmobiles, each carrying an AKSU-74 submachine gun (range 650 ft / 30 shots / 2d6). They will be driving around the combat perimeter. If they learn Santa has left the workshop, they will be out looking for him.
Anti-Aircraft Team
The anti-aircraft team is a single three-man team operating on a hillside near the combat area. They are dug into a snow foxhole, and are prepared to fire on Santa’s sleigh if it tries to fly out of the area. One of the men carries an AK-47 assault rifle. The second man carries a pistol and the Grail ammo (3 missiles). The third man carries the SA-7B Grail missile launcher (range 3 mi / 1 shot / 1d6x100 / 90% hit probability).
Platoon HQ
The leader of the terrorist forces is coordinating the attacks, over radio, from his hovercraft vehicle parked nearby, just off of the Arctic sea. He is armed with a pistol, along with the driver and navigator for the hovercraft. As guards, he also has two soldiers with assault rifles.
Terrorists – Quick Stats
Level of Experience: 1st
Age: 30’s
Alignment: Diabolic
Attacks per Melee: 1
SDC: 40 HP: 15
Bonuses: None
Weapon Proficiencies: WP Rifle, WP Pistol, WP Submachine Gun, WP Heavy
Notable Skills: Demolitions 60%, Prowl 46%, Tracking 30%, Wilderness Survival 40%, Pilot Snowmobile 60%, Pilot Truck 60%
Weapons: See strike team descriptions, above, for main weapons. Each soldier also carries 1 explosive grenade (range 80 ft / 5d6 to a 15 ft area) and a machete (1d6).
Santa – Quick Stats
Level of Experience: 15th
Age: Hundreds of years
Alignment: Principled
Attacks per Melee: 8
SDC: 200 HP: 50
Bonuses: +3 initiative, +5 strike, +8 parry, +12 dodge, +10 roll
Weapon Proficiencies: All
Notable Skills: All at 98%
Weapons: If he has to, Santa will fight back with either one of the M-16s from his shop, or by using hand-to-hand combat.
Elves – Quick Stats
Level of Experience: 2nd
Age: Hundreds of years
Alignment: Scrupulous
Attacks per Melee: 1
SDC: 20 HP: 10
Bonuses: +2 dodge
Weapon Proficiencies: WP Rifle
Notable Skills: Prowl 60%
Weapons: The elves are generally poor fighters, and will avoid conflict. If they have to, they will fight back using the M-16s they have stored at the workshop.
Other Notes
Workshop – The walls are reinforced concrete – 400 SDC. The door is a strong metal – 350 SDC with a 100 SDC deadbolt lock.
Santa’s Sleigh – 450 SDC
Snowmobiles – 100 SDC
Half-Track Truck – 600 SDC
Hovercraft – 300 SDC
Dasher
Alignment: Principled
Attributes: IQ 17, ME 13, MA 17, PS 19, PP 12, PE 11, PB 13, Spd 27
Age: 203 Sex: Male Size Level: 9
Weight: 171 Height: 5’8
Hit Points: 28 SDC: 46
Disposition: Natural leader – likes to take command
Human Features:
Hands – Full
Biped – Partial
Speech – Full
Looks – None
Powers: Flight – 30 mph, Longevity, Trust/Intimidate 50%
Psionics: None
Level of Experience: 5th
Level of Education: Mentor Training
Scholastic Bonus: +4%
Occupation: Sleigh Pilot
Scholastic Skills: None
Natural Weapons: Antlers (2d6)
Weapon Proficiencies: WP Rifle, WP Blunt (+2 strike/parry), WP Staff (+2 strike/parry), WP Knife (+2 strike / +3 parry)
Physical Skills/Training:
Athletics
Running
Espionage Skills/Special Training:
Detect Ambush – 64%
Tracking – 54%
Wilderness Survival – 64%
Secondary Skills:
Art – 61%
Basic Mechanics – 61%
First Aid – 75%
Land Navigation – 61%
Navigation – 85%
Prowl – 83%
Swimming – 87%
COMBAT SKILLS
Combat Training: Hand to Hand Ninjitsu
Attacks per Melee: 4
Bonuses: +3 strike, +3 parry, +7 dodge (+10 when flying), +4 roll
Attacks: Kick 1d6+4, Body Block (+1 strike) 1d4+4, Body Throw 1d6+4
Personal Profile: Dasher has been the leader of Santa’s sleigh team for over 200 years. While he is aging, he has no plans to give up the team yet. He is extremely fond of Santa and the elves, and would do anything for them.
Weapons/Equipment: Dasher prefers a basic M16A2 rifle (1200 ft range / 30 shot clip / 4d6 damage) when under enemy fire, or will get in close with a small club (1d8+4).
Criminal Record: None
Dancer
Alignment: Principled
Attributes: IQ 10, ME 12, MA 16, PS 14, PP 7, PE 11, PB 7, Spd 23
Age: 199 Sex: Female Size Level: 9
Weight: 165 Height: 5’4
Hit Points: 20 SDC: 37
Disposition: Down to Earth, kind, and dependable.
Human Features:
Hands – Full
Biped – Partial
Speech – Full
Looks – None
Powers: Flight – 30 mph, Longevity, Trust/Intimidate 45%
Psionics: None
Level of Experience: 4th
Level of Education: Mentor Training
Scholastic Bonus: None
Occupation: Sleigh Pilot
Scholastic Skills: None
Natural Weapons: Antlers (2d6)
Weapon Proficiencies: WP Blunt(+2 strike/parry), WP Chain (+2 strike / +1 parry), WP Staff (+1 strike/parry)
Physical Skills/Training:
Running
Espionage Skills/Special Training:
Concealment – 35%
Detect Concealment – 45%
Wilderness Survival – 55%
Secondary Skills:
Cook – 80%
Dance – 60%
First Aid – 70%
Navigation – 80%
Photography – 70%
Prowl – 75%
Sing – 60%
Swimming – 79%
Writing – 51%
COMBAT SKILLS
Combat Training: Hand to Hand Ninjitsu
Attacks per Melee: 4
Bonuses: +1 to initiative, +3 strike, +2 parry, +5 dodge (+8 when flying), +3 roll
Attacks: Kick 1d6
Personal Profile: Dancer is the leader of the doe team. She lacks the finer skills and sensibilities of the other reindeer, but is content to simply serve Santa and his team. She is something of a pacifist. She is quite affectionate towards her longtime partner, Dasher, but the two have never developed into an actual relationship.
Weapons/Equipment: Dancer abhors violence, and will attempt to use other means to subdue foes. If cornered, she will use her natural attacks rather than a weapon.
Criminal Record: None
Prancer
Alignment: Scrupulous
Attributes: IQ 15, ME 11, MA 15, PS 18, PP 10, PE 12, PB 9, Spd 27
Age: 198 Sex: Male Size Level: 9
Weight: 172 Height: 5’7
Hit Points: 24 SDC: 49
Disposition: Comedian / Drama Queen
Human Features:
Hands – Full
Biped – Partial
Speech – Full
Looks – None
Powers: Flight – 30 mph, Longevity
Psionics: None
Level of Experience: 3rd
Level of Education: Mentor Training
Scholastic Bonus: None
Occupation: Sleigh Pilot
Scholastic Skills: None
Natural Weapons: Antlers (2d6)
Weapon Proficiencies: WP Chain (+2 strike), WP Sword (+1 strike/parry), Fencing, WP Paired (Rapiers)
Physical Skills/Training:
Athletics
Body Building
Running
Espionage Skills/Special Training:
Disguise – 50%
Impersonation – 48%
Wilderness Survival – 50%
Secondary Skills:
Art – 53%
Dance – 55%
Language (Russian) – 80%
Language (Spanish) – 80%
Language (French) – 80%
Prowl – 67%
COMBAT SKILLS
Combat Training: Hand to Hand Ninjitsu
Attacks per Melee: 4
Bonuses: +3 parry, +7 dodge (+10 while flying), +4 roll
Attacks: Kick 1d6+3, Body Block (+1 strike) 1d4+3
Personal Profile: Prancer is the linguist of the team and a loyal assistant to Dasher. Despite his flare for the flamboyant, he is an excellent fighter as well. He loves to be the center of attention and would like to be the next team leader, but his not-so-secret lifestyle has made some of the more conservative elements of the team uncomfortable.
Weapons/Equipment: Prancer prefers to use his paired rapiers (1d8+5) or bullwhip (1d8+3) rather than any modern weapons, as he finds them more stylish and elegant.
Criminal Record: None
Vixen
Alignment: Unprincipled
Attributes: IQ 15, ME 8, MA 21, PS 14, PP 14, PE 9, PB 15, Spd 23
Age: 197 Sex: Female Size Level: 9
Weight: 175 Height: 5’5
Hit Points: 19 SDC: 37
Disposition: Flirtatious, vain, and manipulative.
Human Features:
Hands – Full
Biped – Partial
Speech – Full
Looks – None
Powers: Flight – 30 mph, Longevity, Trust/Intimidate 70%
Psionics: None
Level of Experience: 3rd
Level of Education: Mentor Training
Scholastic Bonus: None
Occupation: Sleigh Pilot
Scholastic Skills: None
Natural Weapons: Antlers (2d6)
Weapon Proficiencies: WP Pistol, WP Knife (+2 strike/parry), WP Chain (+1 strike), WP Spear (+1 strike/parry)
Physical Skills/Training:
Running
Espionage Skills/Special Training:
Escape Artist – 40%
Forgery – 40%
Wilderness Survival – 50%
Secondary Skills:
Advanced Mathematics – 77%
Basic Electronics – 55%
Basic Mechanics – 53%
Computer Operation – 75%
Navigation – 75%
Prowl – 67%
Read Sensory Instruments – 55%
Swimming – 71%
COMBAT SKILLS
Combat Training: Hand to Hand Ninjitsu
Attacks per Melee: 4
Bonuses: +3 parry, +5 dodge (+6 flying), +3 roll
Attacks: Kick 1d6
Personal Profile: Vixen is the technical expert of the team, using her skills to get Santa the knowledge he needs. She is very much placing herself as the successor to Dancer, who she sees as being in her way. She also wants to succeed Dasher and become the first doe to lead the sleigh team.
Weapons/Equipment: Vixen doesn’t usually go into front-line combat, but does keep a tanto dagger (1d6) and a compact 9mm Glock pistol (150 ft / 17 shots / 2d6) for close encounters.
Criminal Record: None
Comet
Alignment: Scrupulous
Attributes: IQ 20, ME 6, MA 22, PS 17, PP 11, PE 8, PB 11, Spd 20
Age: 193 Sex: Male Size Level: 9
Weight: 171 Height: 5’9
Hit Points: 12 SDC: 49
Disposition: Intellectual – curious and analytical
Human Features:
Hands – Full
Biped – Partial
Speech – Full
Looks – None
Powers: Flight – 30 mph, Longevity, Trust/Intimidate 75%
Psionics: None
Level of Experience: 2nd
Level of Education: Mentor Training
Scholastic Bonus: +7%
Occupation: Sleigh Pilot
Scholastic Skills: None
Natural Weapons: Antlers (2d6)
Weapon Proficiencies: WP Rifle, WP Knife (+2 stike/parry), WP Bow (+1 strike), WP Targeting (+1 strike)
Physical Skills/Training:
Body Building
Running
Espionage Skills/Special Training:
Interrogation – 52%
Tracking – 42%
Wilderness Survival – 52%
Secondary Skills:
Advanced Mathematics – 73%
Climbing – 63%
Computer Operation – 70%
Land Navigation
Navigation – 70%
Prowl – 59%
Swimming – 63%
COMBAT SKILLS
Combat Training: Hand to Hand Ninjitsu
Attacks per Melee: 2
Bonuses: +2 parry, +4 dodge (+5 while flying), +3 roll
Attacks: Kick 1d6+2
Personal Profile: Comet is believed to be Santa’s favorite choice to lead the team once Dasher retires. He has the leadership and the intelligence, but needs more experience. He also needs to learn to be less distracted by his intellectual pursuits.
Weapons/Equipment: Comet likes using his Ithica stakeout shotgun (range 150 ft / 5 shots / 5d6) for intimidation in close quarters, but prefers using a compound bow (range 800 ft / 1 shot / 2d6) for ranged attacks. In addition to 20 standard arrows, Comet also carries 1 smoke arrow, 2 flare arrows, 1 tear gas arrow, and 1 explosive arrow (1d6x10).
Criminal Record: None
Cupid
Alignment: Scrupulous
Attributes: IQ 22, ME 9, MA 18, PS 20, PP 13, PE 9, PB 15, Spd 20
Age: 193 Sex: Female Size Level: 9
Weight: 171 Height: 5’7
Hit Points: 14 SDC: 42
Disposition: Fun-loving, perky, and romantic.
Human Features:
Hands – Full
Biped – Partial
Speech – Full
Looks – None
Powers: Flight – 30 mph, Longevity
Psionics: None
Level of Experience: 2nd
Level of Education: Mentor Training
Scholastic Bonus: +9%
Occupation: Sleigh Pilot
Scholastic Skills: None
Natural Weapons: Antlers (2d6)
Weapon Proficiencies: WP Bow (+1 strike), WP Targeting (+1 Strike), WP Knife (+2 strike/parry)
Physical Skills/Training:
Athletics
Running
Espionage Skills/Special Training:
Demolitions – 72%
Demolitions Disposal – 72%
Wilderness Survival – 54%
Secondary Skills:
Cook – 70%
Escape Artist – 40%
First Aid – 60%
Fish – 70%
Prowl – 59%
Sew – 50%
Swimming – 63%
Writing – 43%
COMBAT SKILLS
Combat Training: Hand to Hand Ninjitsu
Attacks per Melee: 2
Bonuses: +3 parry, +5 dodge (+8 while flying), +4 roll
Attacks: Kick 1d6+5, Body Block (+1 strike) 1d4+5
Personal Profile: Cupid is the romantic of the sleigh team, and is deeply in love with Comet. He cares for her also, although he tends to ignore her when he gets into one of his experiments or investigations. Cupid is very outgoing, and tries to encourage Comet to get out and have fun.
Weapons/Equipment: Like her lover, Comet, Cupid carries a compound bow (range 800 ft / 1 shot / 2d6) – though she only carries 20 regular arrows. She also has a knife (1d6+5) for defending herself.
Criminal Record: None
Donner
Alignment: Anarchist
Attributes: IQ 13, ME 10, MA 21, PS 23, PP 12, PE 12, PB 9, Spd 22
Age: 189 Sex: Male Size Level: 9
Weight: 166 Height: 5’9
Hit Points: 13 SDC: 55
Disposition: Wild man who craves action.
Human Features:
Hands – Full
Biped – Partial
Speech – Full
Looks – None
Powers: Flight – 30 mph, Longevity, Trust/Intimidate 70%
Psionics: None
Level of Experience: 1st
Level of Education: Mentor Training
Scholastic Bonus: None
Occupation: Sleigh Pilot
Scholastic Skills: None
Natural Weapons: Antlers (2d6)
Weapon Proficiencies: WP Submachinegun, WP Knife, WP Sword, WP Paired (Dashio)
Physical Skills/Training:
Athletics
Body Building
Running
Espionage Skills/Special Training:
Pick Pockets – 30%
Pick Locks – 35%
Wilderness Survival – 40%
Secondary Skills:
Climbing – 55%
Pilot (Airplane) – 70%
Pilot (Motorboat) – 65%
Pilot (Motorcycle) – 65%
Pilot (Race Car) – 60%
Swimming – 55%
COMBAT SKILLS
Combat Training: Hand to Hand Ninjitsu
Attacks per Melee: 2
Bonuses: +1 parry, +4 dodge (+7 while flying), +4 roll
Attacks: Kick 1d6+8, Body Block (+1 strike) 1d4+8
Personal Profile: Donner is wild and unpredictable, and in frequent conflict with Dasher. In his off-times, Donner is a lover of extreme sports. Of the team, he finds only Blitzen to be someone he trusts and confides in, partially because of her “bad girl” attitude.
Weapons/Equipment: Donner likes to charge in blazing with his MP-6 H&K submachine gun (range 650 ft / 30 shots / 4d6), then take on enemies hand to hand using his paired Katana (3d6+8 ) and Wakizashi (2d6+8 ).
Criminal Record: None
Blitzen
Alignment: Anarchist
Attributes: IQ 10, ME 8, MA 17, PS 12, PP 9, PE 15, PB 9, Spd 24
Age: 187 Sex: Female Size Level: 9
Weight: 171 Height: 5’7
Hit Points: 20 SDC: 48
Disposition: Bad girl, tough-acting, and emotionally guarded.
Human Features:
Hands – Full
Biped – Partial
Speech – Full
Looks – None
Powers: Flight – 30 mph, Longevity, Trust/Intimidate 50%
Psionics: None
Level of Experience: 1st
Level of Education: Mentor Training
Scholastic Bonus: None
Occupation: Sleigh Pilot
Scholastic Skills: None
Natural Weapons: Antlers (2d6)
Weapon Proficiencies: WP Rifle, WP Targeting, WP Knife (+1 strike/parry), WP Paired (Knives)
Physical Skills/Training:
Athletics
Running
Espionage Skills/Special Training:
Disguise – 40%
Impersonation – 40%
Palming – 25%
Secondary Skills:
Escape Artist – 35%
Forgery – 35%
Language (Russian) – 60%
Photography – 50%
Pick Pockets – 40%
Pick Locks – 40%
Wilderness Survival – 45%
COMBAT SKILLS
Combat Training: Hand to Hand Ninjitsu
Attacks per Melee: 2
Bonuses: +1 parry, +4 dodge (+7 while flying), +4 roll
Attacks: Kick 1d6
Personal Profile: Blitzen is the youngest member of the sleigh team, and the most unsure of herself. She overcompensates for this by presenting a tough image. Part of the reason of her uncertainty is the result of a disastrous attempt to rescue relatives out of the Soviet Bloc in the early 80’s. She finds a kindred spirit in the wild Donner.
Weapons/Equipment: Blitzen is the sniper of the team, and carries a 7.62mm RAI Convertible sniper rifle (range 4200 ft / 5 shots / 5d6). But when not sniping a target, she likes to rush in with her twin Aikucchi daggers (1d6) and shuriken (1d4).
Criminal Record: None
Assault on Santa’s Workshop
Adventure Scenario
Player Background
All of the players will be playing the part of Santa’s mutant reindeer. Unbeknownst to most, Santa’s reindeer are actually mutants created by Santa’s magic from a stock of caribou that his cousin, Mortimer Claus, keeps in Alaska. Because of the constant threat to Christmas from disgruntled elves, evil magicians, and monstrous snow creatures, Santa personally trained the team in the ninja arts.
Player Scenario Information
The characters are all members of Santa’s elite sleigh team. It’s Christmas Eve.
While loading up the sleigh, Santa and his dozen elves come under attack by terrorists firing weapons into the workshop. The primary sleigh is destroyed. The reindeer team must spring into action to defend Christmas.
Their objectives:
1. Delay the terrorists from entering the workshop to give Rudolph enough time to get Santa safely to the spare sleigh sitting at the reindeer stables.
2. Prevent the terrorists from destroying the workshop, presents, and sleigh.
3. Get back to the sleigh in time to deliver presents.
Game Master Background
The terrorists are part of an organization wanting to strike down the symbol of Christmas, for their own twisted purposes. They want to kill Santa along with all the elves and reindeer, and destroy Santa’s workshop. They plan on filming the entire thing and broadcasting the footage when they are done, to show the world there is no more Santa.
The exact identity and ideology of the terrorist group is left up to the individual game master. Perhaps they are a religious organization fighting against the oppression of the Christian Christmas, or even Christian terrorists fighting against the secularization of the holiday. They could also be economic terrorists – striking out against the symbol of rampant commercialism. Or they could just be nuts, and think that by taking out Santa they can get the most media coverage for their insane cause.
The terrorists are well organized into several strike teams.
Camera Team
The camera team is composed of two men – one carrying a camera and the other doing the talking. Both of them carry Makarov 9mm pistols (range 160 ft / 8 shots / 2d6). Their objective is to film the battle and brag about how successful they are at wiping out Santa.
Advance Platoon
The advance platoon is composed of around 2 dozen soldiers armed with AK-47 assault rifles (range 900 ft / 30 shots / 4d6). Their objective is to wipe out anyone they can and clear the area to get the weapons squad into position.
Weapons Squad
The weapons squad is composed of two three-man teams. One of the men carries an AK-47 assault rifle. The second man carries a pistol and the RPG ammo (3 rockets). The third man carries a RPG-7 rocket launcher (range 980 ft / 1 shot / 4d4x10 to a 50 ft area). Their objective is to destroy the workshop. If they fail, the suicide bomb team will be activated.
Suicide Bomb Team
The suicide bomb team is a two-man team – one driver and one bomb detonator. They will be driving a half-track truck loaded with explosives (currently, they are parked at the staging area). They will head straight into the middle of the workshop then detonate (4d6x100 to a 500 ft area).
Recon Squad
The recon squad is composed of six soldiers on snowmobiles, each carrying an AKSU-74 submachine gun (range 650 ft / 30 shots / 2d6). They will be driving around the combat perimeter. If they learn Santa has left the workshop, they will be out looking for him.
Anti-Aircraft Team
The anti-aircraft team is a single three-man team operating on a hillside near the combat area. They are dug into a snow foxhole, and are prepared to fire on Santa’s sleigh if it tries to fly out of the area. One of the men carries an AK-47 assault rifle. The second man carries a pistol and the Grail ammo (3 missiles). The third man carries the SA-7B Grail missile launcher (range 3 mi / 1 shot / 1d6x100 / 90% hit probability).
Platoon HQ
The leader of the terrorist forces is coordinating the attacks, over radio, from his hovercraft vehicle parked nearby, just off of the Arctic sea. He is armed with a pistol, along with the driver and navigator for the hovercraft. As guards, he also has two soldiers with assault rifles.
Terrorists – Quick Stats
Level of Experience: 1st
Age: 30’s
Alignment: Diabolic
Attacks per Melee: 1
SDC: 40 HP: 15
Bonuses: None
Weapon Proficiencies: WP Rifle, WP Pistol, WP Submachine Gun, WP Heavy
Notable Skills: Demolitions 60%, Prowl 46%, Tracking 30%, Wilderness Survival 40%, Pilot Snowmobile 60%, Pilot Truck 60%
Weapons: See strike team descriptions, above, for main weapons. Each soldier also carries 1 explosive grenade (range 80 ft / 5d6 to a 15 ft area) and a machete (1d6).
Santa – Quick Stats
Level of Experience: 15th
Age: Hundreds of years
Alignment: Principled
Attacks per Melee: 8
SDC: 200 HP: 50
Bonuses: +3 initiative, +5 strike, +8 parry, +12 dodge, +10 roll
Weapon Proficiencies: All
Notable Skills: All at 98%
Weapons: If he has to, Santa will fight back with either one of the M-16s from his shop, or by using hand-to-hand combat.
Elves – Quick Stats
Level of Experience: 2nd
Age: Hundreds of years
Alignment: Scrupulous
Attacks per Melee: 1
SDC: 20 HP: 10
Bonuses: +2 dodge
Weapon Proficiencies: WP Rifle
Notable Skills: Prowl 60%
Weapons: The elves are generally poor fighters, and will avoid conflict. If they have to, they will fight back using the M-16s they have stored at the workshop.
Other Notes
Workshop – The walls are reinforced concrete – 400 SDC. The door is a strong metal – 350 SDC with a 100 SDC deadbolt lock.
Santa’s Sleigh – 450 SDC
Snowmobiles – 100 SDC
Half-Track Truck – 600 SDC
Hovercraft – 300 SDC
Dasher
Alignment: Principled
Attributes: IQ 17, ME 13, MA 17, PS 19, PP 12, PE 11, PB 13, Spd 27
Age: 203 Sex: Male Size Level: 9
Weight: 171 Height: 5’8
Hit Points: 28 SDC: 46
Disposition: Natural leader – likes to take command
Human Features:
Hands – Full
Biped – Partial
Speech – Full
Looks – None
Powers: Flight – 30 mph, Longevity, Trust/Intimidate 50%
Psionics: None
Level of Experience: 5th
Level of Education: Mentor Training
Scholastic Bonus: +4%
Occupation: Sleigh Pilot
Scholastic Skills: None
Natural Weapons: Antlers (2d6)
Weapon Proficiencies: WP Rifle, WP Blunt (+2 strike/parry), WP Staff (+2 strike/parry), WP Knife (+2 strike / +3 parry)
Physical Skills/Training:
Athletics
Running
Espionage Skills/Special Training:
Detect Ambush – 64%
Tracking – 54%
Wilderness Survival – 64%
Secondary Skills:
Art – 61%
Basic Mechanics – 61%
First Aid – 75%
Land Navigation – 61%
Navigation – 85%
Prowl – 83%
Swimming – 87%
COMBAT SKILLS
Combat Training: Hand to Hand Ninjitsu
Attacks per Melee: 4
Bonuses: +3 strike, +3 parry, +7 dodge (+10 when flying), +4 roll
Attacks: Kick 1d6+4, Body Block (+1 strike) 1d4+4, Body Throw 1d6+4
Personal Profile: Dasher has been the leader of Santa’s sleigh team for over 200 years. While he is aging, he has no plans to give up the team yet. He is extremely fond of Santa and the elves, and would do anything for them.
Weapons/Equipment: Dasher prefers a basic M16A2 rifle (1200 ft range / 30 shot clip / 4d6 damage) when under enemy fire, or will get in close with a small club (1d8+4).
Criminal Record: None
Dancer
Alignment: Principled
Attributes: IQ 10, ME 12, MA 16, PS 14, PP 7, PE 11, PB 7, Spd 23
Age: 199 Sex: Female Size Level: 9
Weight: 165 Height: 5’4
Hit Points: 20 SDC: 37
Disposition: Down to Earth, kind, and dependable.
Human Features:
Hands – Full
Biped – Partial
Speech – Full
Looks – None
Powers: Flight – 30 mph, Longevity, Trust/Intimidate 45%
Psionics: None
Level of Experience: 4th
Level of Education: Mentor Training
Scholastic Bonus: None
Occupation: Sleigh Pilot
Scholastic Skills: None
Natural Weapons: Antlers (2d6)
Weapon Proficiencies: WP Blunt(+2 strike/parry), WP Chain (+2 strike / +1 parry), WP Staff (+1 strike/parry)
Physical Skills/Training:
Running
Espionage Skills/Special Training:
Concealment – 35%
Detect Concealment – 45%
Wilderness Survival – 55%
Secondary Skills:
Cook – 80%
Dance – 60%
First Aid – 70%
Navigation – 80%
Photography – 70%
Prowl – 75%
Sing – 60%
Swimming – 79%
Writing – 51%
COMBAT SKILLS
Combat Training: Hand to Hand Ninjitsu
Attacks per Melee: 4
Bonuses: +1 to initiative, +3 strike, +2 parry, +5 dodge (+8 when flying), +3 roll
Attacks: Kick 1d6
Personal Profile: Dancer is the leader of the doe team. She lacks the finer skills and sensibilities of the other reindeer, but is content to simply serve Santa and his team. She is something of a pacifist. She is quite affectionate towards her longtime partner, Dasher, but the two have never developed into an actual relationship.
Weapons/Equipment: Dancer abhors violence, and will attempt to use other means to subdue foes. If cornered, she will use her natural attacks rather than a weapon.
Criminal Record: None
Prancer
Alignment: Scrupulous
Attributes: IQ 15, ME 11, MA 15, PS 18, PP 10, PE 12, PB 9, Spd 27
Age: 198 Sex: Male Size Level: 9
Weight: 172 Height: 5’7
Hit Points: 24 SDC: 49
Disposition: Comedian / Drama Queen
Human Features:
Hands – Full
Biped – Partial
Speech – Full
Looks – None
Powers: Flight – 30 mph, Longevity
Psionics: None
Level of Experience: 3rd
Level of Education: Mentor Training
Scholastic Bonus: None
Occupation: Sleigh Pilot
Scholastic Skills: None
Natural Weapons: Antlers (2d6)
Weapon Proficiencies: WP Chain (+2 strike), WP Sword (+1 strike/parry), Fencing, WP Paired (Rapiers)
Physical Skills/Training:
Athletics
Body Building
Running
Espionage Skills/Special Training:
Disguise – 50%
Impersonation – 48%
Wilderness Survival – 50%
Secondary Skills:
Art – 53%
Dance – 55%
Language (Russian) – 80%
Language (Spanish) – 80%
Language (French) – 80%
Prowl – 67%
COMBAT SKILLS
Combat Training: Hand to Hand Ninjitsu
Attacks per Melee: 4
Bonuses: +3 parry, +7 dodge (+10 while flying), +4 roll
Attacks: Kick 1d6+3, Body Block (+1 strike) 1d4+3
Personal Profile: Prancer is the linguist of the team and a loyal assistant to Dasher. Despite his flare for the flamboyant, he is an excellent fighter as well. He loves to be the center of attention and would like to be the next team leader, but his not-so-secret lifestyle has made some of the more conservative elements of the team uncomfortable.
Weapons/Equipment: Prancer prefers to use his paired rapiers (1d8+5) or bullwhip (1d8+3) rather than any modern weapons, as he finds them more stylish and elegant.
Criminal Record: None
Vixen
Alignment: Unprincipled
Attributes: IQ 15, ME 8, MA 21, PS 14, PP 14, PE 9, PB 15, Spd 23
Age: 197 Sex: Female Size Level: 9
Weight: 175 Height: 5’5
Hit Points: 19 SDC: 37
Disposition: Flirtatious, vain, and manipulative.
Human Features:
Hands – Full
Biped – Partial
Speech – Full
Looks – None
Powers: Flight – 30 mph, Longevity, Trust/Intimidate 70%
Psionics: None
Level of Experience: 3rd
Level of Education: Mentor Training
Scholastic Bonus: None
Occupation: Sleigh Pilot
Scholastic Skills: None
Natural Weapons: Antlers (2d6)
Weapon Proficiencies: WP Pistol, WP Knife (+2 strike/parry), WP Chain (+1 strike), WP Spear (+1 strike/parry)
Physical Skills/Training:
Running
Espionage Skills/Special Training:
Escape Artist – 40%
Forgery – 40%
Wilderness Survival – 50%
Secondary Skills:
Advanced Mathematics – 77%
Basic Electronics – 55%
Basic Mechanics – 53%
Computer Operation – 75%
Navigation – 75%
Prowl – 67%
Read Sensory Instruments – 55%
Swimming – 71%
COMBAT SKILLS
Combat Training: Hand to Hand Ninjitsu
Attacks per Melee: 4
Bonuses: +3 parry, +5 dodge (+6 flying), +3 roll
Attacks: Kick 1d6
Personal Profile: Vixen is the technical expert of the team, using her skills to get Santa the knowledge he needs. She is very much placing herself as the successor to Dancer, who she sees as being in her way. She also wants to succeed Dasher and become the first doe to lead the sleigh team.
Weapons/Equipment: Vixen doesn’t usually go into front-line combat, but does keep a tanto dagger (1d6) and a compact 9mm Glock pistol (150 ft / 17 shots / 2d6) for close encounters.
Criminal Record: None
Comet
Alignment: Scrupulous
Attributes: IQ 20, ME 6, MA 22, PS 17, PP 11, PE 8, PB 11, Spd 20
Age: 193 Sex: Male Size Level: 9
Weight: 171 Height: 5’9
Hit Points: 12 SDC: 49
Disposition: Intellectual – curious and analytical
Human Features:
Hands – Full
Biped – Partial
Speech – Full
Looks – None
Powers: Flight – 30 mph, Longevity, Trust/Intimidate 75%
Psionics: None
Level of Experience: 2nd
Level of Education: Mentor Training
Scholastic Bonus: +7%
Occupation: Sleigh Pilot
Scholastic Skills: None
Natural Weapons: Antlers (2d6)
Weapon Proficiencies: WP Rifle, WP Knife (+2 stike/parry), WP Bow (+1 strike), WP Targeting (+1 strike)
Physical Skills/Training:
Body Building
Running
Espionage Skills/Special Training:
Interrogation – 52%
Tracking – 42%
Wilderness Survival – 52%
Secondary Skills:
Advanced Mathematics – 73%
Climbing – 63%
Computer Operation – 70%
Land Navigation
Navigation – 70%
Prowl – 59%
Swimming – 63%
COMBAT SKILLS
Combat Training: Hand to Hand Ninjitsu
Attacks per Melee: 2
Bonuses: +2 parry, +4 dodge (+5 while flying), +3 roll
Attacks: Kick 1d6+2
Personal Profile: Comet is believed to be Santa’s favorite choice to lead the team once Dasher retires. He has the leadership and the intelligence, but needs more experience. He also needs to learn to be less distracted by his intellectual pursuits.
Weapons/Equipment: Comet likes using his Ithica stakeout shotgun (range 150 ft / 5 shots / 5d6) for intimidation in close quarters, but prefers using a compound bow (range 800 ft / 1 shot / 2d6) for ranged attacks. In addition to 20 standard arrows, Comet also carries 1 smoke arrow, 2 flare arrows, 1 tear gas arrow, and 1 explosive arrow (1d6x10).
Criminal Record: None
Cupid
Alignment: Scrupulous
Attributes: IQ 22, ME 9, MA 18, PS 20, PP 13, PE 9, PB 15, Spd 20
Age: 193 Sex: Female Size Level: 9
Weight: 171 Height: 5’7
Hit Points: 14 SDC: 42
Disposition: Fun-loving, perky, and romantic.
Human Features:
Hands – Full
Biped – Partial
Speech – Full
Looks – None
Powers: Flight – 30 mph, Longevity
Psionics: None
Level of Experience: 2nd
Level of Education: Mentor Training
Scholastic Bonus: +9%
Occupation: Sleigh Pilot
Scholastic Skills: None
Natural Weapons: Antlers (2d6)
Weapon Proficiencies: WP Bow (+1 strike), WP Targeting (+1 Strike), WP Knife (+2 strike/parry)
Physical Skills/Training:
Athletics
Running
Espionage Skills/Special Training:
Demolitions – 72%
Demolitions Disposal – 72%
Wilderness Survival – 54%
Secondary Skills:
Cook – 70%
Escape Artist – 40%
First Aid – 60%
Fish – 70%
Prowl – 59%
Sew – 50%
Swimming – 63%
Writing – 43%
COMBAT SKILLS
Combat Training: Hand to Hand Ninjitsu
Attacks per Melee: 2
Bonuses: +3 parry, +5 dodge (+8 while flying), +4 roll
Attacks: Kick 1d6+5, Body Block (+1 strike) 1d4+5
Personal Profile: Cupid is the romantic of the sleigh team, and is deeply in love with Comet. He cares for her also, although he tends to ignore her when he gets into one of his experiments or investigations. Cupid is very outgoing, and tries to encourage Comet to get out and have fun.
Weapons/Equipment: Like her lover, Comet, Cupid carries a compound bow (range 800 ft / 1 shot / 2d6) – though she only carries 20 regular arrows. She also has a knife (1d6+5) for defending herself.
Criminal Record: None
Donner
Alignment: Anarchist
Attributes: IQ 13, ME 10, MA 21, PS 23, PP 12, PE 12, PB 9, Spd 22
Age: 189 Sex: Male Size Level: 9
Weight: 166 Height: 5’9
Hit Points: 13 SDC: 55
Disposition: Wild man who craves action.
Human Features:
Hands – Full
Biped – Partial
Speech – Full
Looks – None
Powers: Flight – 30 mph, Longevity, Trust/Intimidate 70%
Psionics: None
Level of Experience: 1st
Level of Education: Mentor Training
Scholastic Bonus: None
Occupation: Sleigh Pilot
Scholastic Skills: None
Natural Weapons: Antlers (2d6)
Weapon Proficiencies: WP Submachinegun, WP Knife, WP Sword, WP Paired (Dashio)
Physical Skills/Training:
Athletics
Body Building
Running
Espionage Skills/Special Training:
Pick Pockets – 30%
Pick Locks – 35%
Wilderness Survival – 40%
Secondary Skills:
Climbing – 55%
Pilot (Airplane) – 70%
Pilot (Motorboat) – 65%
Pilot (Motorcycle) – 65%
Pilot (Race Car) – 60%
Swimming – 55%
COMBAT SKILLS
Combat Training: Hand to Hand Ninjitsu
Attacks per Melee: 2
Bonuses: +1 parry, +4 dodge (+7 while flying), +4 roll
Attacks: Kick 1d6+8, Body Block (+1 strike) 1d4+8
Personal Profile: Donner is wild and unpredictable, and in frequent conflict with Dasher. In his off-times, Donner is a lover of extreme sports. Of the team, he finds only Blitzen to be someone he trusts and confides in, partially because of her “bad girl” attitude.
Weapons/Equipment: Donner likes to charge in blazing with his MP-6 H&K submachine gun (range 650 ft / 30 shots / 4d6), then take on enemies hand to hand using his paired Katana (3d6+8 ) and Wakizashi (2d6+8 ).
Criminal Record: None
Blitzen
Alignment: Anarchist
Attributes: IQ 10, ME 8, MA 17, PS 12, PP 9, PE 15, PB 9, Spd 24
Age: 187 Sex: Female Size Level: 9
Weight: 171 Height: 5’7
Hit Points: 20 SDC: 48
Disposition: Bad girl, tough-acting, and emotionally guarded.
Human Features:
Hands – Full
Biped – Partial
Speech – Full
Looks – None
Powers: Flight – 30 mph, Longevity, Trust/Intimidate 50%
Psionics: None
Level of Experience: 1st
Level of Education: Mentor Training
Scholastic Bonus: None
Occupation: Sleigh Pilot
Scholastic Skills: None
Natural Weapons: Antlers (2d6)
Weapon Proficiencies: WP Rifle, WP Targeting, WP Knife (+1 strike/parry), WP Paired (Knives)
Physical Skills/Training:
Athletics
Running
Espionage Skills/Special Training:
Disguise – 40%
Impersonation – 40%
Palming – 25%
Secondary Skills:
Escape Artist – 35%
Forgery – 35%
Language (Russian) – 60%
Photography – 50%
Pick Pockets – 40%
Pick Locks – 40%
Wilderness Survival – 45%
COMBAT SKILLS
Combat Training: Hand to Hand Ninjitsu
Attacks per Melee: 2
Bonuses: +1 parry, +4 dodge (+7 while flying), +4 roll
Attacks: Kick 1d6
Personal Profile: Blitzen is the youngest member of the sleigh team, and the most unsure of herself. She overcompensates for this by presenting a tough image. Part of the reason of her uncertainty is the result of a disastrous attempt to rescue relatives out of the Soviet Bloc in the early 80’s. She finds a kindred spirit in the wild Donner.
Weapons/Equipment: Blitzen is the sniper of the team, and carries a 7.62mm RAI Convertible sniper rifle (range 4200 ft / 5 shots / 5d6). But when not sniping a target, she likes to rush in with her twin Aikucchi daggers (1d6) and shuriken (1d4).
Criminal Record: None