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~ INDEX ~
What Is Thriller 70? 1: Thriller Reality
2: Heroism, Reality and License

6-7 8-9 10-11 12-16


12
12 13 13 14 15 15 16

3: Basic Game Mechanics


Act resolution Difficulty levels Quality of results Skills Control Table Act Duration Luck Experience

4: Character Generation
Attributes Name and Sex Primary Attributes Secondary Attributes Basic Careers Elite Careers Adeptness, Gifts and Bents Skill Summary Auxiliary Careers Education and Hobbies Weapons Aging Profession and Social Rank; The British Nobility Military Rank Languages in Thriller 70 17 17 18 18-19 20-21 22 23 23-24 24-25 25 26 26 26-28 27 28-30 30

17-30

5: Bents 6: Gifts 7: Virtues and Vices


Regional attributes 8: Skill Descriptions
Physical Mental Soul Weird Skills

31-43 44-49
50 50 51-61
51-55 55-59 59-60 60-61

9:

Conflict Resolution
Encounters and actions Range and combat factors Grappling and Disarming Firearm Quality 62 63 64 65

62-72

Suppression Damage Resolution Combat Table Injury Descriptions Weapons List 10: Car Chases and Vehicular combat

65 66-67 68 69-70 71-72 73-76

11: Reactions, Interactions & Threats


Recognition Reaction Seduction Attempts Bribery and corruption Stress Obstacles Other Situations Poisons and diseases Other threats 77 77-78 78 78-79 80 80-81 81-82 82-84 85

77-85

12: Creating a Thriller 13: Creating Protagonists 14: Animals and Men 15: Equipment
Gadgets Security and Safety Equipment Weapons Modern Body Armour Vehicles Creating Vehicles for Thriller 70

86-89 90-91 92-95 96-115


96-99 99-101 102-109 110 111-114 114-115

16: 1970s era Britain


Britain- a brief history A faded empire 1970s Britain in microcosm Counter-culture and self-sufficiency A timeline of 70s Britain

116-131
116-117 117-118 118-127 127 128-131

17: Cops and Crime


Cops & Criminals in the 1970s Drugs Serial Killers Stages of bodily decay C-Squad (Police setting concept)

133-146
133-137 137-140 141-142 143 144-146

18: Spies and Counter Spies


About British Spies Intel assessment Spy-tech

147-152
145-147 147 148-150

Character notes Cinematic Spies Department R (Game setting)

150 150 151

19: Meta-Settings:
Changing Settings 152

152-164

20:

The Multiverse
The Multiverse Character Shields EXP (Meta Game Setting) Reality Spirals The Wanderers (Game Setting) Space: 1970 (Game Setting) The Wasting (Game Setting) 154 154-156 157 158-160 160 161 162-163

21: Techno Arcana


Bionics Cloning Robots Post 70s Tech Space travel 70s Futurism The Last City (Game Setting)

164-180
165-166 167 168-169 170 171-175 175-178 178 179 179 179-182 182-184 184-185 185-188 188-189 189-190 190-191 191-192 192 193-194 194-195 195-196 196-198 198-199 199-200 201-202 203 203-205

22: 70's nightmares


An overview The Long Seventies Wars and Rumours of wars.... Soviet invasion The British Civil War The End Times... The Great Collapse Nuclear War Superbugs The Dying World Pollution The Switch Off World in upheaval (Natural Disasters) Social Nightmares... Terrorism Religious Cults Nazi nightmares Age War Sex War Class War Counterculture Spy nightmares Nature nightmares

70s Arcania
23: Paranormal powers ESP
Psychotronics Sigma Society (Game Setting) Magick An overview Social attitudes Ghosts in Thriller 70 Leys, Black Streams and Windows

206-234 206-209
210 211 212-218 219-222 219-220 220 220-225 226 227-234 227 228 228-230 230-231 232-234 235-335 235-236 236 236-238 238-246 247-248 249

24: Ghosts

25: Paranormal Entities:


The Sidhe Angels Demonic beings Vampires and Zombies Cryptids

26: UFOs
UFOs past and present British Ufology in the 70s Social attitudes to UFOs UFO attributes UFOs in Thriller 70 Ancient Astronauts REACT (Game Setting)

235-250

Appendices
Character Sheet Index List of Banes and Gifts Skill List Ultra 70s setting

250-262
250-251 252-257 258-259 260 261

knows in one of my books whether they are reading a thriller or a comedy or a philosophical treatise. I do that deliberately, because I feel that life doesnt have boundaries. You dont know from one day to the next if you are living in a soap opera or an occult thriller or a science fiction novel or a detective story...

People complain Im crossing too many boundaries...I keep mixing the forms; nobody

Robert Anton Wilson, Borders.

What is Thriller 70 ?
Thriller 70 is a variable-themed thriller RPG set in 1970s Britain; a setting ripe with tension, change and mystery. A time when many 60s counter-cultural dreams withered and died but others took root and gradually entered mainstream society. While the microchip revolution began in this decade it had yet to produce the compact devices and connectivity we now take for granted. As such, it represents a relatively modern setting but one devoid of ubiquitous digital technology. The distinctive beliefs, ideals and conceptions associated with this decade also provide rich seams of material for role-playing scenarios. Why Thrillers Thrillers are a genre of escapist fiction featuring strong plots, danger and heavy emotive content. Contrary to belief, thrillers dont just deal with cops, psychos, spies and robbers; exotic elements such as the paranormal, horror, weird science and even UFOs also appear in some tales. Story aspects aside, the emphasis should always be on danger, plot and apprehension. Strong on atmosphere and storyline, thrillers represent an excellent and varied genre for role-gaming. Games can prominently feature fantastical elements or they can be ignored by those desiring a more realistic backdrop, providing a wealth of background detail and character options to this end. Why 1970s Britain? Sociologically, 70s Britain was preoccupied by numerous concerns and nightmares; economic collapse, terrorism, oil shortages, atomic war, overpopulation, gender, class and social conflicts. It was haunted by the myths of its past and the technological spirits of its future, as exemplified by the periods interest in ancient astronauts and UFOs, respectively. In conjunction with this, older paranormal concepts (namely ghosts and psychic powers) became a significant part of public discourse. While people laughed at these quant notions over candle-lit dinner parties, even the most sophisticated still felt an atavistic chill on their discussion! The 1970s were also a period of marked cultural change, most significantly in regard to women. Given control over their own destinies and re-productivity, this notable trend was associated with its own irrational fears! Shadows of the future manifested in the form of speculation on possible technological advancement in computing, space travel, bionics, organ transplants and cloning all seen as significant to the rise - or possibly decline - of the human race! These more exotic musings represent the dreams and fantasies of the 1970s; better depicting the decades lan than its iconic technological achievements and current events!

Thrillers and the 70s: Thriller 70, then, celebrates all these visions; presented here in their conceptual glory, enabling players to choose precisely how to depict the era. You may opt for a mythical, fantastical, partially true or factually real representation of 70s Britain its up to you! Thriller 70 can be used to conceptualise mid-to-late 20th century British themed role-play adventures, ideally spanning the period 1960-2000; the game rules, backdrop, career options and most equipment being generally valid for those eras. This rules-set can, in fact, be used for gaming in virtually any setting possessing a late industrial technological base, although some specific background details are obviously irrelevant in that context... A Host of Alternative Worlds... Thriller 70 assumes the existence of a multiverse, with games set in alternative world versions of 70s Britain. While this has obvious utility for fantastical adventures, this concept is equally useful for more realistic situations. For example 70s cop shows and movies depict an England where acts of criminal aggression are seemingly more commonplace than they were in reality. Thriller 70s C-Squad setting thus represents an alternative Britain where a more extreme political and economic situation results in endemic violent crime. While life (mostly) goes on as it did, those dwelling in this version of 70s Britain have to cope with shortages, weakening of civil authority and powerful criminals; a situation conducive to numerous crime thriller conventions... This same approach also allows game settings to feature fantastical, science fiction elements or drastic deviations from our recorded history. The scope for arcane settings is amply provided for, reflecting the nightmares, dark possibilities and exotica of the 70s imagination. Those wishing to avoid the fantastical can assume their games are based in prosaic alternative universes where exotic elements and interaction with other realities never occur. That said, apparently realistic settings such as techno-thrillers featuring anachronistic devices, discoveries and situations are aided by the concept of a multiverse. If there is an underlying theme to Thriller 70, it is that the lan of the period, even the universe itself, acts as both the games main protagonist and villain; defining its social and political backdrop - and spawning a innumerable horde of nightmares. Few, if any, escape out of this alive...! Robert Moore, 2013. Boring legal stuff. While I never wrote this game for fun and not to make money.. This game is Robert Moore. I am happy for people to download and share this book and use as they willproviding you dont claim it or its game mechanics as your own work. PLEASE acknowledge me as its author/designer (for good or ill) if and when you happen to share it with anyone. But do please feel free to write and even upload Thriller 70 supplements or adventures without any further recourse to me. In essence all I ask is for my efforts as the creator of Thriller 70 to be acknowledged!

1.00 - Thriller reality (and unreality):


So, what are thrillers and how do they differ from other genres?

Its the real world ...but not always...


Thrillers have real-world settings. But its a reality where monsters lurk; both of the human and fantastical kind.

But even when it is, it still isnt..!


Thrillers dont happen in the real world even when set in an actual time and place with no fantastical elements! Many are based in a cinematic noir (or dark) style reality where peril and danger are a significant part of life. Even the most prosaic tales often represent a form of political science fiction with unreal Prime Ministers and Presidents instigating equally unreal situations in place of actual 70s era leaders. These fictitious figures deal with crisis situations that never occurred and (in the case of 70s era techno thrillers) employ anachronistic or nonexistent technology to facilitate solutions. In thriller reality President Anderson commissions two extra moon landings. Unfortunately, Apollo 19 subsequently suffers a catastrophic failure - resulting in the necessity of a rescue mission So, dont be afraid to rewrite history as thrillers do this all the time!

Multi-genre...
Thrillers can incorporate elements from horror and science fiction while remaining a distinctive genre in its own right. The difference is they bring these exotic elements to the players doorstep, coated in layers of threat and suspense!

Danger and menace to the max!


Thrillers often feature the dark side of life. Homicide rates and acts of violence are more prolific than in reality. Protagonists enter a world where menace permeates everything causing the world to assume a noir aspect. This results from characters directly seeking confrontation with the gloomier aspects of human nature. This source of danger could be criminals, a hostile environment, enemy agents, a serial killer or a supernatural agency - or all these, combined. One challenge in creating a good thriller is to create a believable justification for reoccurring menace along with false alarms and red herrings to add uncertainty.

Strong, non-lineal plots


Thrillers feature complex stories with epic storylines. Thriller stories tend to be non-lineal; the direction notably changing with every stunning twist, turn and cliffhanger ending.

Personal demons
Thrillers often also confront protagonists with their own inner demons representing one of many obstacles a character must face in order to bring their trials to an end.

Powerful adversaries...
Thriller adversaries are often sufficiently powerful to present a continual threat. Their schemes tend to dominate the plot; providing the necessary ingredient of relentless, hidden menace. This threat can only be ended by the characters defeating this foe.

...But on a human scale


Unlike other genres, thriller characters often face significant danger from even modest threats. This enhances the air of menace typical of the thriller genre; allowing even a single serial killer (if acting with suitable cunning) to represent a major threat. Most adversaries and hazards are capable of seriously injuring or killing characters. Weapons, poisons and other dangers are represented in a realistic manner. In thrillers, death possibly lurks behind every dark alley!

Limited script immunity


The above notwithstanding, characters are not killed for trivial reasons usually meeting their fate during a significant moment within a storyline. Thrillers also vary to the extent characters are shielded from the cruel whims of fate. Thriller 70 uses Luck points to simulate this aspect; which can be varied to fit a Commissioners conception of cosmic mercy.

Episodic or serial
Thrillers are suitable for either episodic or serial play. In the former, players depict different people each game session. One week they may be astronauts travelling to the moon, then policemen tracking down a serial killer the next. Thrillers are probably the best format for episodic play and are ideally suited for older gamers with limited time. They also provide endless variety whereas other game settings often get becalmed through routine. On the other hand, thrillers can relate to a specific situation such as cops or spies - featuring a regular cast of characters.

Other Influences....
New Wave science fiction appeared during the historical period covered by Thriller 70. This literary movement was defined by the use of novel writing techniques, deeper characterisation and an emphasis on psychological, emotive and sexual factors. Conversely, traditional space opera and hard science fiction tropes were either ignored or downplayed. In Thriller 70 this is reflected by characters being relatively normal individuals (as opposed to super heroes) who can acquire social, sensual and psychological bents. Clever use of meta-setting elements, most notably the multiverse (pp 152-155) can reproduce the fluid, non-lineal storylines featured in new wave literature. This genre also emphasised the concepts of entropy and chaos. This can be simulated by the setting being gradually transformed into one of the End Times 70s Nightmares detailed on pp 189-214 during the course of play, despite the players best efforts. Use of the stress and corruption rules on page 79 further reinforces the impression that the characters are gradually being sucked into a maelstrom of events beyond their control...

The flow of events (and there consequences)...


In a game inspired by the historical 1970s there may be a sense of inevitability in relation to subsequent political and technical trends. To avoid this impression Thriller 70 deems December 31st 1960 as being the last point of historical concordance between our reality and the vision of 70s Britain depicted in this game; the flow of historical events determined thereafter by the Commissioners desires and in-game events! It is important to remember that Thriller 70 is set in a fictitious alternative universe; the setting will notably differ in comparison to our 1970s in any event.

2.00 Heroism, Reality and License:


Some thrillers feature noir-style adventures where life is easily lost, while others depict central characters generously protected by providence. While Thriller 70 presents the consequences of violence in a gritty fashion, Commissioners can tweak the degree of heroism represented within their game by selecting the most appropriate Heroism Grade as defined below:

Heroism Grades.
A: Lucky: The characters are comparable to protagonists in escapist spy thrillers who are often saved by lucky breaks. Characters start with 9 LUCK points and recover 1 expended LUCK point per 30 minutes of game time. Double any cited bonus increases to skills or attributes for any Control roll temporary boosted by LUCK! Commissioners should also consider using the Heroic Characters attribute allocation method detailed on pp. 18. B: Base: Characters are occasionally saved and aided by lucky breaks akin to individuals featured in gritty but semi-heroic crime novels. Characters start with 6 LUCK points and recover 1 expended LUCK point per game hour. LUCK cannot be used to intervene against an opposing result associated with a doubles NAILED roll. C: Harsh: This setting option is comparable to real life. Characters start with 3 LUCK points and recover 1 expended LUCK point per 2 game hours. Furthermore, LUCK cannot be used to intervene against an opposing result associated with a doubles SORTED or NAILED roll.

Reality Level.
The Commissioner should then consider the general degree of realism depicted in their games, graded in Thriller 70 terms as follows: 1: Trippy Seventies Most clamed paranormal and unexplained phenomena are real. Mystical entities such as the Sidhe, angels and demons are real and characters can learn functional magick. Weird science (such as bionics) is also viable. Inexplicable UFO events have a variety of exotic causes, for extraterrestrial devices to paranormal phenomena. PSI powers exist and can be used on demand. Commissioners should also consider using the Heroic Characters attribute allocation method detailed on pp. 18. 2: Limited Acid... Unexplained UFOs exist in the form of exotic natural phenomena, humangenerated psychical happenings and/or advanced technological devices; the latter possibly including extraterrestrial craft. PSI powers and the Magickal Gift are an actuality, but are explicable in terms of exotic human potential rather than otherworldly forces or powers. Some unexplained phenomena may be real but others are bogus or dont have a supernatural origin (Commissioners choice). Advanced 70s bionics and weird science are also viable. 3: Dour Seventies Most UFO reports and unexplained phenomena have mundane explanations but a few events have anomalous causes based on yet-to-be-comprehended scientific principles. ESP abilities exist but are rare and Unreliable (pp 206), rooted in physical principles presently beyond scientific definition. Some PSI powers may not exist (usually PK, but Commissioners final choice as to which). The Magickal Gift is

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NOT available. Reality 3 Bionics and similarly rated types of weird science are available in prototype form - with significant drawbacks limiting widespread use. 4: As written, Brother Supposed unexplained phenomena including UFOs and ESP - are explicable in rational terms; namely as misperceptions and hoaxes. Magickal traditions merely exist as Occult Skill Options; they provide no access to actual supernatural abilities. Characters can only acquire technology known to exist in the 70s, thus ruling out bionics, alternative technology and similar weird devices. Further Reality options are defined on pp 152-158.

License
British firearms laws (even during the 1970s) are among the strictest in the world. While most thrillers tend to sidestep this issue, games can be rated by the degree they reflect this aspect of 70s English life; Lax (X): Guns are commonplace and are used with little, if any, fear of legal consequences. Modest (Y): While guns are available, legal users must possess a license via the License Gift (pp58) and can only openly carry them if permitted to do so due to their profession and situation. While criminals may illegally carry firearms, most armed foes only use knives, baseball bats and similar weapons - and are even reluctant to utilise them, especially against police officers and the military. Encounters with heavily-armed individuals are uncommon. Strict (Z): Guns only appear sparingly in the game. Most fights are unarmed brawls with the occasional improvised weapon. Knives are used sparingly and guns only employed in extreme situations. Most policemen are only equipped with truncheons, but those with a Firearms skill of 30+ and the License Gift can request access to pistols when necessary. Encounters with heavily armed soldiers and similarly equipped individuals only occur in conflict situations and protected environments. This rating is comparable to the real United Kingdom during the actual 1970s.

Some example thriller genres with typical ratings:


Heroism Alien Invasion stories A-C* Disaster movie settings: B-C Escapist spy thrillers: A* Exotic ecological disasters: A*-C 70s Dystopia type settings: B-C Realistic ecological disasters: C Gritty police, crime & spy dramas: B-C Nuclear war (escapist elements): A-B* Nuclear war (grimly realistic): C Occult or ESP based thrillers: A-B* Serial killer dramas: C UFO-focused storylines: A*-C Reality License 2 (T) X 3 X-Y 3 X 3 (T) X 2-4 (T) X 4 Y 4 Z 2-3 (T) X 4 X-Z 1 (O) Z 4 Z 1-3 Y-Z

T= Technic O = Arcana (see pp156-158). ! = use of Heroic characters option advised.

A cross-genre game probably equates to Heroism: B and Reality 1, which appears as Reality 3-4 to most casual observers. Commissioners may choose not to disclose the settings actual Reality to their players! 11

3.00

GAME MECHANICS:

Thriller 70 usually resolves in-game actions through a 1d100 dice throw; i.e. rolling two 10-sided dice and reading one as a tens die, the other as a units die, a roll of 00 equalling 100. In a few instances, scores of 2-20, 1-10 and 1-5 are required; generated by a throw of 2d10 and 1d10, respectively, and interpreting the result as rolled. Divide the result of a 1d10 throw by 2 for a required score ranging from 1 to 5. Action resolution involves: 1: 2: 3: Choose characters most appropriate attribute or skill for task. Add/subtract relevant B-score (pp18), unless already included in total. Subtract most appropriate opposing Skill, Attribute or Difficulty factor from characters skill or attribute rating. This equals rating of characters attempt on the Control table.

Example: Harrison utilises his Drive 60 skill to perform a 40 Diff manoeuvre; the action is therefore resolved on the Control Table +20 over row. Difficulty (Diff); Characters match their attributes or skills against a Difficulty (Diff) rating, representing the complexity of a particular action: DIFF Childs level Simple Easy Normal Average Tricky A problem Difficult Very difficult Problematic Complex Almost Impossible Impossible Godlike DIFF +120 +60 +20

0
20 40 60 80 100 120 140 160 200 250

Apply selected Diff factor as an adjustment to the characters skill or attribute rating; adding any plus rated factors to appropriate rating. Therefore, a character with a skill rated at 50 vs. a Diff of 0 would determine results based on the +50 row on the Control Table; against a 40 (Tricky) Difficulty task, that character uses the +10 row. Commissioners may approximate skill adjustments when necessary. In Thriller 70, all Weapons, from fists to cannons, have a WF (Weapon Factor), rated in a similar way to a Diff factor that represent their degree of lethality. Difficulty may be adjusted through hurrying or taking time to complete a task:
Take double time to attempt task Take Triple time to attempt task Take half time to attempt task = = = Reduce Diff by 50 Reduce Diff by 50,-10 dice roll adjustment. Increase Diff by 40

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Quality of Results: Thriller 70 equates a dice throw result used to represent the attempted use of a skill or attribute as equating to one of four possible outcomes: NAILED: SORTED: Indicates an exceptional quality success; character gaining a bonus effect in addition to succeeding. Equals a typical success result with no special consequences. Results in a typical failure result with no special consequences. Fowled Up Beyond All Repair; an exceptional failure often precluding any further attempts at this action. An additional negative effect usually occurs in addition to failing at task. Spending 1 LUCK upgrades this to a SCREWUP result.

SCREWUP: FUBAR!:

Following a non catastrophic SCREWUP result a player-character may attempt an action again where deemed feasible by the Commissioner, but may only reapply half of appropriate skill/attribute to that task. A player can confront multiple opponents or tasks with their skill or ability; skill/attribute factor being divided by the number of opponents or tasks.

Skills:
Thriller 70 defines a skill as a characters acquired knowledge and aptitude within a specific practical, intellectual or empathic endeavour. Their nature generally reflects the requirements of a society to fight, defend, to trade, to understand, to recount culturally significant information and survive hazardous situations. See Section 5 for a full description of all skills featured in this game. Some skills have skill options. These are related sub-skills encompassed within a broad skill category (i.e. Bayonet within the Contact weapon category, or Chess or Go within Gaming). They suffer a 50 Diff penalty in relation to unfamiliar weapons or skill options. Characters may also choose to develop a focused ability with a specific weapon or specialised area of knowledge within a skill, termed Adeptness, up to a bonus factor of +200. Weapon skills also gain a bonus +2 to weapons WF rating per +10 of Adeptness possessed. Characters may also develop adeptness with skill options. Skill ratings equate to the following (subjective) degrees of ability: -50/-10: 0: +10: +20: +50: +100: +150: +200+: Untrained. Rudimentary Inexperienced Beginner Skilled Experienced worker (BlackBelt) Expert (2nd Dan) Adept (3rd Dan).

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Control Table.
FACTOR +400 over +350 over +300 over +250 over +200 over +180 over +160 over +140 over +120 over +100 over +90 over +80 over +70 over +60 over +50 over +40 over +30 over +20 over +10 over FACTOR (Circa) 0 -10 under -20 under -30 under -40 under -50 under -60 under -70 under -80 under -90 under -100 under -120 under -140 under -160 under -180 under -200 under -250 under -300 under -350 under -400 under FACTOR NAILED 01-80 01-70 01-66 01-58 01-50 01-46 01-42 01-38 01-34 01-30 01-28 01-26 01-24 01-22 01-20 01-18 01-16 01-14 01-12 NAILED 01-10 01-09 01-08 01-07 01-06 01-05 01-05 01-04 01-04 01-03 01-03 01-03 01-02 01-02 01-02 01 (-) 01 (-) 01 (-)
No chance No chance

NAILED

SORTED 99 98 97 96 95 94 92 90 88 86 83 79 76 73 70 68 62 56 54 SORTED 50 46 44 38 34 30 28 26 24 22 20 17 14 11 08 07 05 03 02 01 SORTED

SCREWUP 00 99 98 97 96 95 93 91 89 87 84 80 77 74 71 69 63 57 55 SCREWUP 51 47 45 39 35 31 29 27 25 23 21 18 15 12 09 08 06 04 03 02 SCREWUP

FUBAR!!
No chance

100 (/) 100 (/) 100 (/) 100 (/) 100 (/) 100 (/) 100 (/) 100 (/) 99 (/) 99 (/) 99 (/) 98 (/) 98 (/) 98 (/) 98 (x) 97 (x) 96 (x) 96 (x) FUBAR!! 95 (x) 94 (x) 94 (x) 92 (x) 91 (x) 90 (x) 90 (x) 89 (x) 88 (x) 88 (x) 87 (x) 86 (x) 85 (x) 84 (x) 83 (x) 82 (x) 81 (x) 80 (x) 79 (x) 78 (x) FUBAR!!

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Act Duration:
All skills and attribute tasks take some degree of time to enact. A commissioner should approximate a task to one of the Act Duration units cited below. Character performance also significantly influences task duration; a low skill/ability roll indicating an attempt only took half the usual time, while a higher rating doubles this factor. A task can be defined as taking a random Act duration factor; taking 1d5-1 of the tasks cited duration units to enact.

Act Duration Factors:


Term Act

=
Picking up an object, drawing a knife, aiming.

Base Period. 1 Act (3 seconds or less). 1 Recounter (10 seconds). 5 minutes. 10 minutes. 1 hour. 4 hours weeks (Random).
Months (Random) Years (Random).

Combat turn Minute


jury rig repair

= = = = = = = =

1 turn of combat, Loading a machine gun belt.

Modest
Minor repair. Involved repair

Significant Involved Complex repair Planning


Building a prototype device with known technology Creating a major work of art or perfecting invention Creating a new device based on novel principles.

Masterwork Invention

LUCK:
Characters enter play with a pool of LUCK points they can spend to alter game situations in their favour. Spending 1 LUCK point adds a +100* bonus to any 3* subsequent dice rolls. Alternatively (for 1 LUCK point) a player may ask the Commissioner to significantly alter a game situation to their characters advantage. Significant in-game alterations include (but are not restricted to): Allowing a player to switch around tens and units die following a dice roll. Add +100* to SkDe (pp 19) for 2* Recounters. Allowing a character to instantly recover a dropped weapon Perform an action in half normal time with no penalty. Decrease or increase apparent reach by 1 during combat Double movement speed for three* Combat Actions. Jump two times higher than normal. Provide a means of escape during a chase (or when confined or trapped). Frustrate a foes attempts to injure or hinder the character. Provide a hint in relation to a puzzling situation. Improve one hit roll inflicted on a single Game Persona with no LUCK by one skill result factor. This may result in a NAILED+ result (pp 66)! Permanently expending 1 LUCK point allows character to miraculously notice a useful weapon, tool, part or substance located 2d10-2 feet away!

* Double cited figure for in relation to LUCKY grade settings (pp 10) In regard to Combat, expending 1 LUCK point reduces an Effect injury to a 2 point WND or a WND class injury to a BASH (see pp69-70 and 261 for injury definitions).

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EXPERIENCE:
At the end of each session of play the Commissioner awards every surviving character a fixed quantity of Growth Points, reflecting the extent of their involvement and impact upon events. Those only indirectly involved in play acquire 2 Growth. A modestly active character gains 4 Growth. A significantly active character accrues 8 Growth. Characters playing a pivotal role within game acquire 10 Growth.

Growth points may be directly allocated to skills as desired, but halve value when allotted to attributes. Growth points may also be accumulated to improve other abilities. 10 Growth points can be used to acquire +1 WND point, while 20 Growth purchases 1 LUCK point, +10 SkDe or 1 Gift point. One Bent point (pp 3143) may be eliminated by expending 20 Growth points to that end. 10 Growth points equals 1 point in regard to purchasing new Gifts (pp44-49). One Growth point may with Commissioner approval be exchanged for 100 or for material possessions to the same value. Acquiring a new skill (i.e. one with no skill points directly allocated to it) involves 1 game month of study and the expenditure of 5 Growth. The character thereafter enters play with the new skill rated at 0, plus or minus their relevant B-score. Learning a Skill Option (an ability associated with a main parent skill) follows the same rules; but results in a Skill Option rating equal to that of characters base ability. Adopting a new skill Adeptness costs 2 Growth points and requires one month of game time. Initial Adeptness rating equals +10 +/- most relevant B-Score. Double all Growth points allocated to a specific Adeptness, up to rating of +200. Furthermore, if adeptness relates to a combat skills add +2 to WF (pp12) per +10 of Adeptness acquired. Skill Options can be boosted through acquiring Adeptness with that ability. REC and experience: Partaking in a significant adventure boosts that characters REC by +5; or up to a +20 increase if very significant and well-publicised! Also add +5 to REC for every +100 points character acquires in a skill. Four Growth points can be used to directly purchase +5 REC, if desired.

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4: Character Generation:
Character attributes:
Thriller 70 uses 3 Material and 3 Mental attributes to define a characters root physical aspects;

Material attributes:
Muscle Mu This attribute represents the physical force a character may apply to a strength- related task. Stamina St Represents a characters resilience and physical fitness. Dexterity De Represents characters' level of manual dexterity.

Mental attributes:
Intellect In Measures the character's ability to use deductive reasoning to resolve problems, and also to assimilate and apply complex information to knowledge-based tasks. Composure Co Indicates character's degree of mental stamina, resolve and discipline. Soul So Measures the characters artistic/spiritual aptitude and innate appeal.

Character Generation:
4a: The player, in consultation with the Commissioner, should initially decide whether to create an Initial, Seasoned or Hardboiled character.

4b: Select a character name and sex.


Players should then decide on the characters name and sex. 70s era British characters usually have a FIRST (Christian (baptism)) name, an optional middle name and a family or SIRNAME. Quick naming guide - Choose a Christian name, middle name and Surname based on the following (and in any order): A A A A British politician or King/Queen. substance, object or physical state traditional trade or profession (especially in regard to surnames). contemporary musician or artist.

Players may choose not to disclose their characters Christian name. During this period Christian names are only freely used in informal situations, although name informality was becoming more commonplace, especially among those under the age of 30.

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4c: Allocate each of the following ratings in any order to the attributes
Mu, St, De, In, Co and So; +40, +20, +10, 0, -10, -20
Heroic Characters: For settings where characters are conceptualised as being significantly above average, base attribute scores equal;

+100, +80, +40, +20, 0, -20


Select any three attributes and throw 2d10, adding or subtracting dice result as defined below to initial rating (or simply allocate +20 to initial attribute total(s). 2: 11-14: -30 +10 3 -4 : 15-17: -20 +20 5-7: 18-19: -10 +30 8-10: 20 : 0 +50

Option; Gain +20 attribute points in exchange for 1 Bent (see pp 31-43). This option can be used twice for Initial characters, three times for Seasoned characters and four times for Hardboiled characters. Seasoned characters add a further 30 attribute points to the above, distributed in any order (or may lower one attribute by -20 but add +50 to another); Hardboiled characters add 60 attribute points, distributed as desired (or can lower one attribute by -20 and increase another by +80). Initial Age is 15+1d10 for an Initial character; 20+1d10 for a Seasoned character and 30+1d10 for a Hardboiled character.

4d: Deduce Secondary Attributes:


I: Acquire settings base Luck total; for average heroism settings this equals A quantity of LUCK points equal to game settings LUCK rating; either Lucky (8 LUCK), Base (4 LUCK) or Harsh (2 LUCK). II: Determine B-Scores: B-score are applied to skills falling within that particular skill-group; characters have three B-Score totals, defined as follows: Bp Bm Bs = = = Highest Physical score Highest Mental score So (but see Charm Gift on pp. 44).

Select attribute and deduce B-Score modifier via B-Score rating table, below:

B-Score Rating Table: Main Attribute B Score equals Below 0 = attribute rating 0 to +10 = 0 +10 to +20 = +10 +21 to +40 = +20 +41 to +60 = +30 +61 to +80 = +40 +81 to +100 = +50 +101 to +150 = +60 +151 to +200 = +70 201+ = +80

WTOL adjustment: -1 per -10 St

III: Determine Hardness (HD): Hardness equals Physical B-Score. Option; Hardness equals characters highest Physical attribute. All characters enter play with 4 WToL (Wound TOLerance), plus an additional quantity equal to characters St5, or 2 WTOL points for every +10 St possessed. Humans may acquire a maximum of 40 WToL points.

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XI: Note BLOSH (BLOod SHock) total Cross-reference Hardness to find the degree of injury from WNDS over characters WToL rating at which they suffer UNCN, COMA and RIP effects; -11 or lower -10 to +10 +11 to +30 +31 to +50 +51 to +70 +71 to +90 +91 to +120 +121 to +150 +151 to +180 +181 to +200
UNCN:

UNCN 0 -1 -2 -3 -4 -5 -6 -7 -8 -9

COMA -2 -3 -4 -6 -7 -8 -10 -11 -12 -13

RIP -3 -4 -6 -8 -10 -12 -14 -15 -16 -17

Loses consciousness; awakes in 12 Recounters with a WToL rating of 1. Suffer a BASH for 1 hour on recovering consciousness. EXPENDING 1 LUCK ALLOWS VICTIM TO REMAIN CONSCIOUS! WND loss induces a coma in victim; who remains unconscious for at least 1 game-day. Thereafter, roll once on Coma Table (pp 81) per game day until victim dies or recovers. Awaking victim has an initial WToL of 1 and suffers a BASH for 1 day. EXPENDING 2 LUCK ALLOWS VICTIM TO REMAIN CONSCIOUS! Victim automatically dies as a consequence of accumulated WNDS; but see the Omega Handicap rule option on pp 66, usable at the Commissioners discretion.

COMA:

RIP:

WND penalty levels: Accumulated wounds (WNDs) result in speed and activity penalties; Down to half WTOL 0 WTOL (if conscious) UNCN (if conscious) COMA (if conscious) = 50 Diff to physical actions; -20 SkDe = 100 Diff to physical actions; HALVE SkDe and MV
= = 200 Diff to physical actions; HALVE SkDe and MV 300 Diff to physical actions; HALVE SkDe and MV

V: personal WM (Wound Modifier) for Contact attacks equals +1 per +25 Mu. VI: Determine Mv: Personal character movement speed (or Mv) equals 14 (foot) +1 foot per +25 points of ST. Jogging speed equals x1.5 MV, while running speed is x2 Mv. (Thriller 70 assumes average human walking speed equals 3 mph, while maximum
running speed for a very fit human is around 25 mph).

VII: Determine Base SkDe (Strike De): This equals DE, +/- any Gifts or Bents VIII: Determine Acts, actions permitted per Recounter; 2 +1 per +25 SkDe. XI: Determine Base Height = equals 5ft 5 inches for a physically mature woman and 5ft 8 inches for a physically mature male. This may be adjusted as desired.
Option: Add +5 to one Physical attribute but subtract -5 from another Physical attribute of players choice per additional 6 inches of height. Subtract -5 Mu per 5 inch reduction in height but add +5 to De. Minimum height equals 4ft 6 inches; maximum height equals 7ft.

X: Determine Base Weight = default weight equals 135 lbs for a male character and 150 lbs for a female character. This may be adjusted as desired.
Option: Add +5 to Hardness or Mu per additional 50 lbs but subtract 5 from De or ST. Alternatively, add +5 to De per 25 lbs of weight reduction from the default but subtract -5 from Mu or Hardness. Minimum weight equals 100 lbs; maximum weight equals 300 lbs.

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5e:

Select Career path: An initial character may select 1 Career. A Seasoned character may select 2 career paths or one career with double cited skill values; a Hardboiled character may select three careers at base skill values, 1 career with double skill value and one at base value, or one profession with Triple skill values.

4f: Consider a Basic career path for your character: At this stage players choose a career skill package. Basic careers represent lifepaths with minimal requirements. Points may be transferred between skills as desired. Initial characters have 6 skill options and 1 skill Adeptness with a base rating of relevant B-Score+20; double any additional skill points allocated to it. Artist Gain Rec = highest art skill +200 points between: Acting, Active (Dance), Dcor, Literature, Artistic (Painting, Drawing), Compose, Debate, Photography Army Requirements = Mu, De, ST +10, In 0+ Gain +10 in MU,ST or DE Aware: +40 Firearms: +40 Creep: +30 Unarmed:+20 Survival:+10 Tactics:+10 Contact:+10 Other skill: +30, Etiquette: +10 Army Officer: Additional requirements; Co 20+, In 10+, Social class: 1+ Acquire OTC Gift & Tactics +20 & Admin:+20
Army (Infantry) Skill Options include Firearms (Pistol,SMG,Rifle) or Firearms (Rifle,Machinegun,anti-vehicle) and Contact (Bayonet, Grenade),along with Drive(HGV). Tankies have Firearms (SMG, Rifle, Anti Vehicle, Artillery) and Drive (HVG,Tracked).

Robber: Open: +40 Street: +20

Gain +10 ST Intimidate: +40 Firearm: +40 Contact: +40 Drive:+20

Bodyguard: Gain +10 ST Aware:+40 Drive:+30 Unarmed:+30 Intimidate:+30 Contact:+20 Firearm:+30 Street: +20 Burglar: Active: +40 Aware +40 Street +20 Creep: +40 Gain +10 DE Drive:+20 Open: +40 Trader:+20

Citizen: Gain +10 in any two attributes Any one skill, +60, +30 in 2 others, +20 in 4 others Conman: Gain +10 Co Aware: +40 Con: +60 Trader: +50 Street:+20 Etiquette +20 Admin: +10 Driver: Gain +10 DE Driver (Car +80) Region +40 Aware: +40 Mechanic: +40 Active:+20 Drug dealer: Aware: +40 Intimidate: +40 Street: +30 Firearm: +20 Gain +10 Co Trader: +40(+20 Adeptness(Street Drugs)), Unarmed:+20 Drive: +20

Extreme Sportsman: Gain +10 Mu, +10 St, +10 Co Active: +60(2 Sport Skill Options) Aware: +50 Survival: +50 Region:+20 Explorer/Ranger: Active: +30 Aware: +30 Creep: +20 Firearms: +20 Contact (Knife): +20 Gain St +10 Survival: +30, Region:+30 Track:+20 Take 1 Bent.

20

Hippy/Communard: Gain +10 In, -10 Co,+10 So + Vegetarianism Bent Aware:+40 any one So skill +40 and +20 in Farming, +20 Craft Skill +20 Occult (or +20 Folklore or Culture) and +30 in 1 skill or divided between others +10 Culture or Street, +20 Herblore, +20 Ecology or Philosophy. +1 LUCK

Investigator: Gain +10 Co Aware: +40 Active+20 Creep:+20 Drive:+20 Open:+20 Research:+20 Sensors:+20 Photography:+20 Admin:+20 Unarmed+10 Firearms:+10

Emergency/rescue operative Gain +10 In or + 10 De. Aware:+30 Active :+40 Workskill (Hazmat procedures):+30 Drive: +20 First Aid: +30 Region:+20 Admin:+20 Sensors:+10 Mechanic:+10 Electrican:+10 Musician: Requirement; So +20+ Gain +1 Rank, + Rec = highest skill. +220 points between any of the following skills: Active (Dance), Musicology, Compose, Debate, Instrument (point familiarity), Sing. +20 Culture Navy: Requirements Mu, De, ST +10, In 0+ Gain +10 St Shipboard: +50, Active +20 (Swim), Aware: +40, Firearms:+20, Contact:+20. Plus: Mechanic or Electrician +50 and Firearms (Machine gun, Anti-Vehicle or Artillery) OR Sensors +50 OR Sea/Pilot +50, Present:+20 Or (officers only): Requirement Co 20+, In +30+, Social class: 2+ Pilot +20 and Navigation:+20 , Tactics:+20 Admin:+20 Acquire OTC gift Take Official Secrets and Mobilisation Bents and 1 Focus point Marines use Army or Elite Army career option! Pilot: Requirements = De +20, In +20 Gain +10 De Pilot (Aircraft,Helicopter): +50 Aware:+40 Navigation:+40 World:+20 Survival:+20 Admin:+10 One other skill: +30 Police Force: Requirements = Mu, De, ST & In +10. Gain +10 IN Workskill(Law enforcement):+40 Drive:+30 Aware +30 Interview +30 Street +20 Research +20 Unarmed: +20 Admin:+20 Firearms: +10 Photographer: Gain +20 SkDe Photography:+60 Aware:+50 Dcor:+20 Artistic (Painting, Drawing):+20 Region:+10, Culture or Present:+20 , 1 other:+20 Reporter: Requirements = In & Co +10. Gain +10 IN Compose(write):+40 Interview +40 Aware:+30 Photography:+20 Research +30 Present:+20 Drive:+20 Culture or Street or:+20. Specialist: +80 any one skill Gain +10 IN , +10 in 1 other attribute. +60 any skill +40 any skill +20 in 2 others. Drive:+20

Sportsman Gain Rec = Active skill +1 Status, +10 ST Active(Sport Adeptness), Drive or Unarmed: +80, Awareness:+50 Manners:+10 First Aid:+10 Drive:+10 Etiquette:+20 Region:+10 Tough: Requirements = Mu & ST +20 Gain +10 Mu. Intimidate:+40 Drive(choose vehicle):+30 Unarmed:+30 Aware+30 Firearms:+20 Contact:+20 Region:+20 Street:+20

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Urban Guerrilla/Terrorist : Gain +10 SkDe Creep: +30 Drive:+20 Ordinance +20 Firearms +20 Tactics +30 Street:+20 Philosophy (political ideology):+20 Intimidate:+20 Unarmed:+20 Contact:+20

4g: Consider an Elite career path for your character:


Elite career are available to characters with sufficiently high attributes; add +3 to age. Points may be transferred between skills. Assassin: Restrictions: +20 In, +20, +50 De or more. Aware +60 Creep: +60 Firearms: +60 Drive:+20 Active: +20 Unarmed:+30, Open:+20 +20 Street. Academic: Restrictions: +40 In or more. One Mental skill: +80 Another Mental class skill:+20 Research:+20 Debate:+20 Admin:+20 1 Language:+20 Drive:+10 Etiquette:+10 University Gift, +1 Status. +40 bonus points Army Elite Squad Restrictions: Mu, St and De +30, IN 10+. Aware: +50 Creep +50 Firearms +60 Unarmed Contact:+30 Survival +30 Drive:+20 Active :+20 Etiquette:+10 + Elite Officer: Requirement, as above, plus In +30+, Social class: 1+ Acquire OTC Gift & Tactics +40. Take Official Secrets and Mobilisation Bents Military Pilot Restrictions: De, St & In +30, Co +20. Pilot: +50 Firearms: +50(Aircraft) Navigation:+40 Tactics:+40 Survival:+10 Admin:+10 Commissioned Rank 2. Acquire OTC Gift + Astronaut: Restrictions: In +50+, St +50+, De +50+ +Pilot(Spacecraft) Freefall:+20 Computer:+20 Acquire University Gift. Gain Mobilisation and Official Secrets Bents. Forensic Pathologist: Restrictions: In +40 or more Anatomy:+60 Pathology:+60 Forensics:+60 Admin:+30 Archaeology, Anthropology, Chemistry or Pharmacology:+50 Acquire University Gift Spy: Restrictions: St, In and Co +30. Aware +50 Creep: +40 Drive:+40 Firearms: +20 Admin:+20 Active: +20 Open:+30 Unarmed:+20 +20 to 1 language +20 Street, +20 Etiquette Spies additionally start with the Official Secrets Bent Medical Doctor: Restrictions: In +40, De +20 or more. Medical:+60 Anatomy:+60 Pathology:+60 Admin:+30 +40 Anatomy, Medical, Pharmacology or Surgery. Acquire University Gift Nobility: +4 to Social Rank +50 one skill +40 one skill Requirement; Rank +3 Etiquette:+30 Admin:+20 +20 two others. History:+20

Priest: Restrictions: In, Co & So 20+ or more. Theology:+60 Latin:+50, Debate:+40 Compose:+30 Administration:+20 Psychology:+20, Present:+20, +1 Rank. Acquire Seminary Gift Politician: Restrictions: In & Co +30. +5 to Age Debate:+40 Law:+30 Economics:+30 Admin: +20 Region:+20 Present:+30 Compose:+30 Intimidate or Guise:+20 +3 Social Rank.

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Scientist: Restrictions: +50 In. One Science: +100 Another Science: +50 Computer Programmer:+40 Science Speciality (+60 Adeptness) Acquire University Gift Admin:+20 Sensors or Electronics:+20 Allocate Bonus Skill Points An Initial character gains +100 bonus skill points, a Seasoned character +200 bonus skill points, while a Hardboiled character gains +300 bonus skill points. These may be allocated as desired, subject to any skill attribute requirements, etc. Finally, allocate +20 to Etiquette, Manners, or Street; +20 to Active, Compose or Instrument; +20 to Active, Culture or Dance; +20 to Culture, Region or Gaming and (finally) +20 to any skill.

Skill list:
Bp Physical Skills: Active (Climb,Jump,Swim,Sport) Aware, Archery, Contact (point familiarity option) Creep, Drive (Motorcycle, Car, HVG), Tracked vehicle), Intimidate, Open, Ride, Survival, Sailing/Pilot (water, flying), Firearms (pistol,SMG,Rifle,Machine gun, Artillery, Anti-tank weapons + point familiarity), Track, Unarmed (Kick, Chop, Throw, Defence, Punch) Physical Workskills: Animal Trainer/handler, Armoury, Beautician, Butcher, Builder, Carpenter, Bartender, Cook, Farming, Funeral Director, Hazmat procedures, Hairdresser, Housekeeper, Hotelier, Jeweller, Store worker, Shipboard, Stenography, Vice, Mason, Mining, Service. Bm Mental Skills: Administration, BASIC, COBOL, Culture, Dcor, Engineer, Gaming (point familiarity), Herblore, First Aid, History, Interview, Sciences, Street, Law, Languages, Present, Philosophy, Research, Region, Tactics, Theology, Trader, Literature, Musicology. Mental Work skills: BASIC/COBOL, Plumber, Electrician, Mechanic, Librarian, Office Worker, Sensors: (Radio, RADAR, SONAR, MAD detectors, Spying Equipment (Spytech), Recording Studio equipment (SensorArt), Newsmedia Equipment Science skills: Archaeology, Anthropology, Astronomy, Anatomy, Chemistry, Computer Programming, Ecology, Geology, Geography, Forensics, Meteorology, Physics, Pathology, Physiology, Pharmacology, Sociology. Bs Skills: Artistic (Painting, Drawing), Con, Compose, Debate, Guise, Instrument (point familiarity), Interview, Photography, Sing, Manners, Etiquette. Exotic Skills (Commissioner approval): Active (Freefall)(Bp),Cybernetics(Bm) Pilot (Spacecraft) (Bm), Robotics (Bm), Space Navigation (Bm). Weird Skills (Commissioner approval): (ESP power), Forteana, Folklore, Hypnosis, Multiverse, (Magick Spell), Occult, Paratechnology, Parapsychology, Ufology, Evaluation.

4I:

Consider an auxiliary speciality option:

Players may also choose an auxiliary speciality skill package for their character. Each represents a part-time or secondary life role chosen in addition to a Standard and Elite career option. In some instances Commissioners may award such a package free to enable characters to better accommodate novel in-game roles. The Territorial Army Training option is open to anyone with Mu, St & De of 10+ and lacking overt criminal connections; the character is however subject to the Mobilisation Bent. Auxiliary specialities cost 1 Gift Point. Spending 2 Gift points doubles cited skill values; spending 3 Gift points triples them. These skill points are NOT doubled or tripled by characters experience rating! Adept: +40 Bonus to one skill (players choice) Astronaut crash training: Freefall:+20 Pilot(Spacecraft) or Space Navigation:+20 C-operative (pp 144-145). Active: +10 Interview: +10 Street: +10 Research:+10

23

Envoy: +1 Rank, Debate: +20 Lay Preacher/Monk: Occultist +20 Theology +20 Soul

Choose one Magickal tradition (pp 214-215).

UFO investigation: Evaluation:+10 Ufology:+10 Science:+10 Research:+10. Paranormal research: Fortean, Folklore or Paranormal:+10 Evaluate:+10 Interview: +10 Research:+10 Punk: Culture (Punk Rock):+20, Street or Present:+20
Beginner characters only, military and paramilitary careers prohibit character from adopting punk hairstyle and dress during working hours!

Parapsychology: Restrictions: 1 Science at +40, Parapsychology +20, Evaluate +20. Psychic: Purchase 2 points worth of PSI powers (pp 207-210), as desired. Royal Observer Corps: (Take Mobilisation Bent) Hazmat (radiation): +20 Sensors (Radiation Detection): +20 +10 Co or St Self Sufficiency advocate: Farming: +30 Craft:+20 Trader:+10 (Take Poor Bent)

Territorial Army training (Take Mobilisation Bent) Aware: +20 Firearms +20 Unarmed +10 Creep +10

4J:

Adjust values based on character experience level.

An Initial character acquires base skill ratings, Luck and 2 Gift points. A Seasoned character gains +2 to Luck, +4 WToL, +2 Adeptness skills, +4 Skill Options, 4 Gift points and +1 Rank. A Hardboiled character gains+4 Luck, 4 Adeptness skills, +8 Skill Options, 6 Gift points and +2 Rank. Education indicates the characters basic competency with reading, writing, arithmetic and general academic knowledge that the Commissioner deems t o be common currency in 70s Britain. Education equals characters IN + half their highest mental skill. Some Gifts and Bents alter this figure further. If Education equals +50 + character gains the University Gift for free, but do not add cited bonus to their Education rating !
OPTION; Hobbies this represents the characters competency with a minor skill that, while having only a minor bearing on play represents their favoured pastime. The character may have 1 hobby skill per experience grade; skill rating equals their highest skill level plus relevant B-score. Hobby skills are treated as skill options. While useful in their own limited sphere their value is halved when used against an appropriate professional rated skill, unless an Active based hobby. Some example hobbies are given below: Sensor hobby skill options: Radio controlled models, CB,radio ham. Present hobby skill options: Aircraft spotting, train spotting, comic books, collecting (coins, stamps, shells, fossils, prints), Genre literature, Pop stars, TV celebrities, TV). Region hobby skill options: notable buildings, railway or motorway network, bird-spotting, wildlife, rocks and minerals.

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History hobby skill options: World War 2 trivia, Colonial era military trivia, English Civil war trivia, other period trivia, Wild West enactments, classical music, early music. Active Skill Option: Select a Sport Skill Option. Craft Hobby Skill Options: basket weaving, model railways, dioramas, gardening, pottery, knitting, puzzles, DIY, sketching, painting. Or transfer points to Culture skill May also take the following Physical Work skills as hobbies: Carpenter, Beautician, Cook, Hairdresser.

4K: An Initial character starts play with 2 Gift points; a Seasoned character 4

Gift points while a Hardboiled character has 6 Gift points. Players must initially select those specified in a career description before freely selecting additional ones. Furthermore, up to 6 Bents (pp 31-43) may be freely selected.

Weapons:

In X License class games, characters select a free firearm fitting their role, along with a secondary contact weapon. Guns are issued with ammo equal to capacity of chosen weapon x 3. All characters start play with a valid gun license unless they have a Bent that implies they have been convicted of a criminal offence! In a Y License class games characters may only choose double-barrel shotguns, single shot sports rifles and pistols as their free weapon. Any firearms must be kept in a secure gun cabinet when not in use and must not be overtly brandished when carried, especially in residential areas. Concealable contact weapons (knives, coshes, etc) may be acquired and carried discreetly without restriction. However, legal authorities who discover such weapons in a search will deem this as evidence of violent intent, unless a valid mitigating circumstance can be cited! In Z License class games characters must spend one Gift point to acquire a valid gun license. Characters are not allocated a gun; they must purchase or acquire one during the course of play.

Aging Effects:
Reduce St and Mu by 1 for each year of a characters age over 40; but also add 1 point to In or Co for each year of character age over the same threshold. Aging also reduces maximum improvement thresholds for physical attributes: Age 40 50 60 Max attribute score: 80+ 60+ 40+ Age 45 55 65 Max attribute score: 70+ 50+ 30+

If characters attributes are higher than maximum attribute score level for their age, attributes must be reduced to maximum permitted score level. These rules obviously assume a generous, cinematic representation of the aging process!!

4L: Professional Rank and Social Class:


Beginner characters may acquire a career rank no higher than Rank 1 plus 1 Rank for each 3 years of age over 16, while Seasoned characters start at Rank 2. See pp 28-29 for more details on character rank within the military. This restriction does not apply to Rank acquired due to being born into the nobility - providing the recipient is aged 18 or more. See pp 27 for more information on the British nobility. Further rank may be bought with Gift points, providing it is consistent with the guidelines cited above. A promotion may be awarded for exemplary actions during play; and demotions can occur when a player characters decision has had significant negative consequences! In Thriller 70 professional ranks are assumed to reflect a characters social class at least in regard to those attainable through social mobility. Criminals have a rank equal to the profession or social class used as a cover for their illegal activities.

25

Professional ranks and social class:


Citizen Ranks
-4 -3 -2 Convicted and jailed criminal Homeless person Individual dependent on state benefits For all income

SOCIAL CLASS

Underclass

-1

Unskilled worker or low waged. (requires some state benefits or charity to maintain standard of living) Semi-skilled worker Working Class (requires some state benefits or charity to maintain standard of living) Lower Middle Class

1 2

Trainee Policeman/Probationer, Private. (Rank 1+ can sustain their standard of living without state assistance) Police Constable, Skilled worker Detective Sergeant Middling Middle Class Lower management Detective Special Inspector; established journalist on a regional newspaper. Middle management or Parish councillor niche musician or author; regional TV celebrity, TV soap star Upper Middle Class Upper management or county council member. Detective Inspector Managing Director or high-ranking County Councillor Detective Chief Inspector Famous author, actor, musician or national TV celebrity. Catholic Bishop Default Upper Class PM (Parliamentary Back Bencher) Special Superintendent, Anglican Bishop, Cardinal Significant MP Special Commandant. . Cabinet Minister Catholic Primate/Archbishop of Canterbury. Prime Minister

5 6

10 11

Starting Money: All characters start with 1d10 x (Rank x 20.00) of near-instantly accessible cash and a further 1d10x (Rank x 100) worth of assets they may turn into cash within a week or so. 1 Gift point can be traded for 200 of ready cash

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4M: The Nobility


The United Kingdom is typified by its venerable class system and the concept of nobility that still underpins it, especially in situations involving the highest echelons of society. With the exception of the 1650s Commonwealth Era the British Isles has been a monarchical culture, where noble birth directly equates to political power and substantial land ownership. Many nobles can trace their ancestry (and estates) back to the Norman Conquest, i.e. the mid-11th Century AD. Some of this power has been subsequently eroded by social progress over the past few centuries; the ruling monarch being restricted to a symbolic role and virtually all classes and genders acquiring voting rights by the early 20th century. Notable social changes - such as heavy taxation and death duties - have further eroded the nobility and their fortunes; a situation that has forced many to open their stately homes and grounds as paying tourist attractions. Despite these indignities the gentry remain an influential facet of British society. One significant advantage of Noble rank is the (still) considerable estates associated with the higher ranking titles. Commissioners may assume that up to 3/4ths of a nobles cited wealth is in the form of property, land and similar collateral assets. In the period covered by Thriller 70, nobles of rank 7+ (Baron or greater) have a seat in the House of Lords; the upper house of parliament responsible for assessing legislation formulated by the House of Commons. One is really only a part of the true aristocracy by being born within it; noble rank must therefore be bought in addition to professional rank, as listed under cost on Nobility Table. Where a character has both Noble and Career rank apply Career Rank in professional situations and use noble rank reaction adjustments for social interactions with institutions and individuals who still value inherited status. Several 1970s era musicians, entertainers and self-made businessmen became default landed gentry, their fortunes enabling them to purchase the former estates (and sometimes the titles) of extinct or bankrupt nobles; apply a 40 reaction penalty whenever such new money interacts with the old aristocracy!

Nobility Table
(Noble) Rank
4 5 6 7 8 9 10 11 13 Poor Squire Average Squire Wealthy Squire Baron Viscount Marquis Earl Duke Ruling Monarch

Royal connections Cost


historical historical historical distant link minor claim modest claim minor Royal ruler (+1) (+2) (+2) (+4) 1 2 3 5 7 8 10 12

Titular Wealth
100,000 200,000 500,000 1 Million 2 Million 5 Million 10 Million 20 Million 50 million

in line of succession (+6)

not available

Cost equals quantity of Gift points required to buy a specific Noble rank. Hardboiled grade Politicians may subtract 2 from Cost to represent a life peerage; a title only valid for the period of the characters life. Apply Noble rank cost x10 as an additional reaction bonus in situations such social connections are valued. An award medal (MBE, OBE etc. pp 57) or knighthood (pp 57) can be acquired as Gifts; neither is associated with bonus wealth or property. An individual may possess both an Award medal and a knighthood.

27

4N: Military Characters:


The 1970s was a time of relative peace. As a consequence there was no draft or national service during this period; UK operating a volunteer professional army, augmented by civilian reservists such as the Territorial Army. Nonetheless, there were a number of aid missions and special service operations in Africa and other volatile regions. From 1969 onwards the most risky assignment faced by most squaddies were 6 month tours of duty in Northern Ireland; with (on average) around 3 soldiers being killed a month during the Troubles. The chain of command: In games with a military setting the Commissioner can rule that Initial grade characters start at NCO Rank 0, with more experience characters entering play at higher NCO ranks (as per the guidelines on pp25). One character should have at least rank N2. The Commissioner controls the highest ranking game persona directly responsible for player-characters; usually a commissioned officer or a highranking NCO. Alternatively, the characters can all represent Rank 2 Commissioned officers who, while working in the same unit have command of lower-ranking servicemen. The Commissioner depicts a higher ranking officer directly responsible for the player characters on a day-to-day basis (as with 1). Another option is to follow the guidelines relating to military rank and character grade given on pp 29. Promotion and rank: Military promotions cost 10 Growth points per rank (and in times of peace around 3 years of military service). A non-commissioned character who has reached Rank N3+ or greater may acquire a Commission by accumulating and then expending 20 Growth to this end. A Commission request is always subject to Commissioner approval, who should consider the characters prior in-game actions. If accepted, the character becomes an officer after one months game time (gaining the OTC Gift), during which time the character is unavailable. Thereafter, they re-enter play as a 2nd Lieutenant (Rank C1). Mercenaries are usually assigned (and paid at) their highest regular army rank although they may opt to fill a rank or two lower should their desired niche be filled. Terrorist/freedom fighters or guerrillas use an honorary NCO or Commissioned rank (usually no higher than N or C 6) based on perceived combat experience. An individual previously enlisted or commissioned in a formal military unit will usually be given a comparable rank within an irregular unit, providing the irregulars in question deem them worthy of it. Military Ranks (Army) Non-Commissioned ranks: 0 Private N1 Lance Corporal N2 Corporal N3 Sergeant N4 Staff Sergeant N5 Colour Sergeant N6 Company Sergeant N7 Regimental Sergeant Major Social Rank 11 1+ 2 2+ 2++ 3 3+

28

Military Ranks (Army) Commissioned ranks: C1 2nd Lieutenant C2 Lieutenant C3 Captain C4 Major C5 Lt Colonel C6 Colonel C7 Brigadier C8 Major General C9 Lt. General C10 General

Social Rank 4 4+ 5 5+ 6 6+ 7 7+ 7++ 8

Option: Conflict veterans:


Players of Seasoned and Hardboiled characters may opt to play veterans of past conflicts involving the British military. While its possible to depict WW2 veterans such characters obviously acquire a notable age adjustment and are likely subject to the aging rules given on pp 25 and possibly other aging and service-related Bents at the Commissioners discretion. Conflict WW2* Malaya* Korean War* Kenya* Cyprus* Suez* Oman/Dhofar Borneo Aden Northern Ireland BAOR (British Army on the Rhine) Period 1939-1945 1948-1950 1950-1953 1952-1960 1955-1959 1956 1962-1975 1962-1966 1963-1967 1969+ 1948+ Age Adjustment +20 +15 +10 +10 +10 +20 +5 +5 +5 +2
any (Army only)

Bonus points +100 +100 +80 +60 +60 +60 +40 +40 +30 +20

+10 Language(German)

Options marked with a * are only available to Hardboiled characters. Add Age adjustment to base character age, and allocate additional skill points as desired. All army characters who served after 1948 gains the BAOR background bonus. Characters may serve in several conflicts over their general period of service (as per their adjusted age). Although they gain no additional skills such characters acquire a +10 reaction adjustment.

Promotions and Commissions:


Non commissioned Seasoned characters enter play with a rank equal to N1+1d5; Hardboiled Non Commissioned characters enter play with a rank equal to N2+1d5. Enlisted men retire from the military (with a pension) on reaching the age of 50. Seasoned Commissioned characters enter play with a rank equal to C1+1d5, Hardboiled Commissioned characters enter play with a rank of C0+2d3. Officers of the rank of Captain or above may continue to serve in the military until the age of 60 or so providing they remain in good health. Additional rank grades can be increased by 1 per Gift point expended for both officers and enlisted men.

29

Characters serving to the age of 40 years or greater are awarded a military pension equal to Rank x 20 per Month for an NCO, Rank x 50 per month for an officer. Characters also acquire savings equal to 1 years pension on leaving the service (calculated as above but ignore age factors).

Female Veterans:
Prior to the 1975 Sex Discrimination Act, career opportunities for women, especially in the military, were notably limited and less well paid in comparison to similar male occupations. An alternative 1970s may ignore this and make no distinction between the sexes. In a setting that acknowledges the actualities of sexual discrimination during the 70s, female military pension and savings levels are half those of servicemen. Front line combat roles are also barred to women; halve value of skill points put into either Firearms or Creep. In compensation, double the value of any points placed into any other two service skills of the players choice. Hardboiled grade female characters get +1 Luck and 1 Gift point per 5 years of service.

4O: Languages in Thriller 70:


In Thriller 70, all characters automatically acquire English language at a skill rating equal to their Education, along with the English (Read/Write) skill option. Common European languages include; French, German, Italian, Spanish, Greek, Swedish, Norwegian and Russian - the first four being commonly taught at every British Comprehensive and Grammar school. Characters with an Education score of +20+ or more may select two at no additional cost, acquiring a rating equal in both equal to their Bm score, or just one at Bm +20. Common Asian languages include Mandarin (Chinese), Hindi (Indian), Pakistani and Japanese; they are rarely taught in British schools during the 1970s. Russian and Mandarin teachers are rare in Britain due to these languages being associated with hostile communist regimes. A skill Option is needed to learn written forms of languages differing notably from English notation such as Greek or Russian. Chinese (Hanzi), Japanese (Kanji) and similar character based writing must, however, be learned as a distinct language skill. An oriental-born character enters play with a base rating in Character Script (type) equal to their Education score. In regard to the British Isles, Welsh is an old Celtic language spoken only by a minority within Wales, as is the case with the Scottish equivalent, Gaelic, which is mainly confined to the Scottish Highlands. Irish is spoken in Southern Ireland as a minority language; English is used in most situations. English is the only official language used in (British controlled) Northern Ireland. Historically, both Manx (an old Isle of Man dialect) and Cornish or Kernowek (a Celtic language confined to Cornwall in SW England) were extinct by the 1970s. Latin is taught in Grammar schools but has few practical uses in 70s Britain other than by Catholic priests who require it for liturgical and professional reasons.

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5:

Bents:

Despite their higher calling, some Thriller 70 characters can be deeply flawed individuals, regardless of their superior abilities in other areas. Those players who wish their character to possess realistic human imperfections may, therefore, adopt one or more Physical, or Mental related Bents as listed below. From a meta-gaming point of view each Bent point provides +10 Attribute points, +20 skill points or 1,000. Many Bents may be acquired at double or triple value, if desired. A player may select a maximum of 6 Bents for their character. Bents marked with an * are assumed to be confidential; public revelation of these at the very least results in a global 50 reaction penalty and possibly even more serious repercussions... Focus: Players may chose a Focus point. Each Focus point represents the number of times per game session a Commissioner must choose that character as a focus of an in-game even. This can involve a notable social interaction upto a raid on armed criminals. A Focus event must always place the character at some physical, social or financial risk! Acquiring 1 Focus results in a character being award of +10 Attribute points, +20 skill points or 1,000 to the character concerned.

Physical Bents
Albino (+2) The characters skin lacks pigmentation and has a milky white cast. They take 1 Wnd every two hours when directly exposed to strong sunlight. They also gain +10 REC along with a -20 Reaction penalty from virtually everyone! Bleak Future (+6) The character has been exposed to a toxic agent or suffers from a condition likely to shorten their lifespan. After the character reaches 30 + Bp bonus game years they are required to make a 20 Diff+Age ST roll per game year. A FUBAR result indicates character dies in 2d10 weeks. A SCREWUP score indicates character must make a 20 Diff ST roll per week or lose 2 Mu, De or St. A medical practitioner with access to good hospital facilities may initiate a treatment regimen (Diff 60), taking 2 weeks of game time that can arrests this deterioration for 1 game year if successful. A SORTED result means character suffers no illness effects that year; while a NAILED result indicates the character is free of condition for 1d10/2 game years! Cannot Swim The character cannot swim; apply a base 80 Diff to move around in water and stay unsubmerged. Disfigured Your character has suffered severe physical injury sometime in their past. While the injury has healed the character was been left visibly scarred; resulting in a -20 reaction penalty. Add +20 to REC. Delicate Character has an innate 40 Diff to resist cold, heat or other form of adverse physical hardship requiring a dice roll Flash-Burns The character has suffered brief but intense exposure to a major source of light and heat; suffer a -20 reaction roll penalty, lose 2 WToL points and -10 from ST. Hard of hearing Suffer 40 Diff on any hearing-based roll. Using a hearing aid halves this penalty.

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Inherited condition (+4) While the character is currently in good health he or she has a condition that (in game terms) subtracts -1d5 points from the characters ST, DE or MU per game year after the age of 30. Lacks grace Character has an innate 20 Diff penalty on their Creep skill and any other physical act requiring an aesthetic flourish, such as Dance suffers an 80 Diff penalty! Lousy! The character has very poor personal hygiene. As a consequence, they suffer from a 40 Diff penalty on reaction and -20 reaction penalty on Creep. Lisp The character distorts certain letters when speaking (usually an s or an r). Listeners suffer a 20 Aware Diff penalty to comprehend them. Large Eater The character has a large appetite for food and drink; having to pay double for all meals. The player may decide the character has more meals throughout the day as opposed to eating larger portions during everyone elses meal-breaks. Add +20 lbs to the characters final weight. Low immunity The character has an innate 20 Diff penalty to resist sickness. Mutilated (+2 or +4) Your character has lost a hand or feet sometime in the past - or was never born with one. A lost foot (+2) results in characters movement being halved (and a +20 bonus to overbalance for attackers). A lost hand(+2) limits character to using 1handed weapons and imposes a 50 Diff on all physical actions involving two limbs. Characters with a missing arm (+4) or a missing leg (+4) may have artificial limbs fitted. A conventional artificial arm (-1) imposes a Diff 40 DE penalty on the wearer, cannot be used for intricate work and may break if put under extreme stress (i.e. on a FUBAR roll). A conventional artificial leg (-1) reduces MV by half (whether one or two are fitted); the user is also unable to jump. Skills requiring notable footwork may suffer an additional 40 Difficulty or more. They may also break under extreme stress (i.e. on a FUBAR roll). Both conventional prosthetic arms and legs wear out and require replacement/repair after a year or so of use. In conventional 70s settings prosthetics are provided free of charge by the NHS. One Eye (+2) The character only has one eye. They suffer a 40 Diff penalty in regard to missile combat and a +20 bonus for others to surprise them. They will be struck blind if they lose their remaining eye! Poor Gait -3 to the characters personal movement value when running; 20 Diff penalty to all move-based skills. Residual Rads (+2) The character has been exposed to a significant radiation source. While they more or less made a full recovery their bodies still retain some radiation damage. As a consequence they suffer an additional 20 Diff penalty to resist any future source of radiation. Characters buying this Bent twice are also deemed to be Sterile (pp 54).

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Slow Reflexes: Decrease characters base SkDe by +20. UnAware -20 penalty to all Aware rolls, in any situation. Ugly: Character is physically unattractive and suffers a -40 reaction penalty in any situation where their physical appearance has relevance. +10 to REC. Useless! The character has an innate incompetence with one skill the player. This particular skill has an innate 50 Diff penalty and cannot be improved prior to play! Improving this skill in play requires double Growth points and training time. Weak Vision Character suffers a 50 Diff penalty on Aware rolls associated with vision; condition can be circumvented with either glasses or contact lenses; providing character has ready access to them and they functional. War Wound (+2) The character experiences occasional discomfort from an old injury. Unless the player spends 1 LUCK point prior to their character engaging in strenuous activity, character subtracts 2 from Mv, -20 from SkDe and suffers a -20 penalty to all physical actions. Sudden Death: (+4) The character may die suddenly, either due to a risky lifestyle choice or genetic condition. Roll d100 each three game months a roll of 100 indicates the character dies suddenly within 4d10 days game in circumstances reflecting characters situation. Regular use of dangerous narcotics, etc increases this to a roll of 90%+. Weak (+2) Reduce or HD by -20 and subtract 2 from PPR rating.

Mental Bents:
Addict* (+4) The character is addicted to a harmful and probably illicit substance. They require a regular dose each day which, if withheld for some reason - results in the character having to take whatever action necessary to find a source, including illegal methods! Each game week make a -40 ST roll. A ScrewUp result indicates the loss of 1 ST; a FUBAR score requires an additional throw; a repeat FUBAR! result indicating the character almost died; lose 5 ST. The addict acquires a 20 bonus on all rolls when they can access an adequate supply, but halve DE and all skills whenever the substance is somehow withheld. Cost of addiction equals 50% of characters weekly income. Game Personas usually have a -50 reaction penalty (or worse) towards known or suspected addicts. Aloof You keep apart from others. You suffer an innate -20 reaction penalty when dealing with most people; a -40 reaction penalty when interacting with anyone you deem inferior (or distrust).

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Bent* The character is bent; i.e. gains illicit reward for illegally exploiting information and/or resources, usually to underworld figures. Should this comes to light the character will probably dismissed from their job and risks imprisonment. On the plus side they gain 1d10x20 in illicit income each month. Bent characters also take an additional 40 Diff to resist bribery attempts. Bad Reputation. The character has performed a negative act in their past - or acquired a bad reputation - tainting all their subsequent dealings. Apply a 20 reaction penalty if the character is recognised via a successful REC roll. The player and Commissioner should decide the precise nature of the characters negative reputation. They are barred from acquiring a gun license and so cannot take the Licence Gift Ballistophobia The character is mortally afraid of guns; as a consequence they take an additional 20 Diff penalty on Suppression rolls. The Commissioner may require the character to make suppression rolls when hearing any other similar loud bangs, like a misfiring car exhaust, etc.! Burned Out Due to psychological alienation caused by excessive work- associated pressures, character suffers a 20 penalty on reaction rolls, 20 Diff to all skill and attribute attempts and will make no further attempts on any failed task. Crude The character use crude mannerisms in common speech; incurs an extra 20 Diff to Manners based rolls and an 80 Diff penalty in relation to Etiquette rolls! Members of a faith or philosophy critical of overt sensuality will usually attempt to correct your errors on observing the characters brazen behaviour! Criminal Record (+2) The characters past misdeeds are well known and registered with the authorities and are a matter of public account. The character thus receives a -40 reaction penalty from most people, and will be among the first to be suspected of any wrongdoing. They also suffer an additional100 Diff when attempting to get a straight job and when making formal requests for services, etc. They are automatically barred from acquiring a gun license and so cannot take the Licence Gift. Serving policemen and others with a comparable profession may not choose this Bent! Glasshouse Lord The character enlisted in the military but their career went badly wrong. They served 1d3 years before being demoted to Private rank and given a dishonourable discharge. They also spent some of their career in a military prison! The character receives a -20 reaction penalty from most people but a -50 reaction penalty from those with honourable military service records. Grass * The character is a police informant, and gets an additional 1d10x10 each month for their services. Discovery of this fact will result in character being severely injured or killed by underworld elements affected by this snitching. Depressed The character suffers from bouts of gloom resulting in them becoming apathetic and demotivated. Each game day character must succeed in a 40 Diff Co roll or suffer an additional 40 Diff to all tasks, -20 to SkDe and will make no further attempt on any failed task.

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Debunker The character is a debunker, one psychologically inclined to disbelieve claims that run contrary to orthodox science; most notably those relating to UFOs, Cryptids the paranormal and similar fringe topics. As a consequence they suffer a 20 Diff penalty to recognise any genuinely inexplicable paranormal or paratech manifestation and will always propose and favour rational explanations in all instances. A debunker is also aware of past paranormal events that transpired to have mundane solutions; the Commissioner should make a secret paranormal, parapsychology or Ufology to identify the cause of a spurious incident skill (matching skill against Diff of illusion or hoax). Deluded The character believes they have an intuition and insight not actually possessed in actuality. These mistaken assumptions result in one Nailed result being demoted to a ScrewUp one, each game-session; Commissioners choice. Dependent The character is responsible for an elderly parent or child. As a consequence the character is either only on duty for half the normal time or has no social down time to interact with anyone after hours. Character starts with only half starting money. Furthermore, the dependant may be a target for criminal action in some situations. Having a dependent also makes the characters movements more predictable (20 bonus on Region rolls, etc. to find) Disgraced (perquisites OTC, any University or Social rank 3+) The character once held a significant post but lost it due to a scandal, public humiliation or failure; add 40 Diff to rolls associated with acquiring official assistance. The character also suffers a general 20 reaction penalty under certain situations. Distrusted You are from a sub culture or ethnic minority disliked/distrusted by many within the general population, receiving a -20 reaction bonus in virtually all circumstances. This is automatically the case if the character has Distinctive Features; otherwise the prospective abuser has a -40 Senses penalty to notice this difference. Drink Problem (+2) Alcohol dependency was a notable issue during the 1970s, not least as society was largely in denial over its social impact. The character requires a drinking session at least once a day. When under stress (or after work) make a 60 Diff CO penalty roll. If a ScrewUp result occurs the character must consume a notable volume of alcohol. This result in a 40 Diff penalty vs. all actions but a +20 bonus on any CO based skill actions associated with any risk. A FUBAR! result causes the character to binge drink; doubling all penalties and bonuses. Divorced The character has had a significant broken relationship in their past. The Bent cost is +1 for a childless relationship or +2 for a former relationship involving children. Reduce value by one if the character is a female character with no children. Male characters are made to pay 20% of their income to their former spouse, 40% if a child is involved. In the 1970s fathers rarely get custody of children. Female divorced characters have an income boost of 20% if childless, or 40% if they have children. They normally have custody of their children, who become that characters dependent.

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Dominant (rank 3+ or more) The character is used to his subordinates following his or her orders and/or foibles without question; being countered in any way resulting in threats and an angry outburst. Attempts to persuade the character from their decided course of action (regardless of evidence) suffer a 40 Diff penalty. Any character who questions an order must make a 40 Diff Co roll, or suffer a social penalty, depending on context such as losing pay, being put on a charge or suffering demotion or redundancy. Military characters may opt for the Martinet variation indicating they are very strict regarding military protocols and disciplines. They are usually more amenable (but patronising) towards civilians. Fortunately, Dominant characters have a flare for command; +20 to administration, tactics and strategy skill ratings. Double Agent (+2)* The character is spying for a foreign power or hostile agency. Each game month the power or agency will either ask the character for information or to perform a task. Remuneration will be generous (100 for notable information and up to 1000.00 for a significant job). However, this places the character at risk from arrest and long term imprisonment. They may also (unknowingly) be under suspicion by their supervisors who are just waiting for the right time to swoop! Dyslexia The character has difficulties with writing and spelling, suffering an innate 40 Diff penalty for such actions. Historically, this condition was receiving wider recognition during the 70s but could still be overlooked, with suffers still occasionally dismissed as merely being thick. Euphoria Euphoria usually occurs as a consequence of taking certain drugs. This Bent also represents altered states of consciousness and neurological conditions triggered on failing a 50 Diff Co roll when exposed to a specific trigger condition (as co-defined between the Commissioner and player). When occurring, the character experiences sensations of intense pleasure for 2d10 minutes, and must succeed in a 40 Diff Co roll to perform actions while this sensation endures. Hunger When facing a specific trigger situation the character develops a sudden craving for food; 20 Diff penalty until this is satisfied. Hunger often occurs as a consequence of taking certain drugs but this Bent can also be used to simulate other conditions, a situation afflicting the character every 1d5 hours. Flamboyant The character likes to dress in brightly-coloured and elaborate clothes. Double the cost value of any clothes purchase. He or she also has a 20 Diff penalty to Creep or similar actions. Add +10 to REC Fear You fear something: take a -40 penalty when attempting to perform an action while exposed to this agent or situation. Flashbacks The character has survived a major traumatic event. Whenever the character experiences a life-threatening situation make a 40 Diff CO roll. A SCREWUP result indicates character experiences a flashback. Halve DE and skill totals for 2 Recounters. A FUBAR! result indicates character sinks to the floor and shakes in fear for 1d10 Recounters..!

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Fantasy Merchant The character has a tendency to fabricate elaborate tales and present them as factual occurrences, even to authority figures. Following a significant event (such as a spree killing or significant event) the character must attempt a 60 Diff penalty CO roll. If rolling a ScrewUp result or worse the character must make a formal confession or false claim to a relevant authority figure. In regard to crimes, the character may be detained until eliminated from the enquiry; but thereafter be charged with wasting police time (and thereafter forced to attend 2-hourly psychiatric counselling sessions for 2d10 weeks). Punishment for faking human interest type stories are less severe but public recognition of this results in a -20 reaction penalty from most people and a -40 reaction penalty from those directly concerned with such topics. Gruff You come across as slurry and stubborn. social interactions. Acquire a -20 reaction penalty in all

Hedonist You spend a considerable amount of time in relaxation and indulging in sensual pleasure. As a consequence any task assigned to you under normal circumstances takes double the amount of time. Also increase the cost of any meal, room or service you hire by x1.5 to cover those additional extras you cant just do without. Highly Strung. The character suffered from a major nervous breakdown but has mostly recovered. However, the character is required to make a CO roll when placed in a high pressure situation, or go to pieces, being unable to act other than in a defensive way for 1d5 Recounters. Indentured Agent* Special. 0/ +4 The character is obliged to work for a very powerful, wealthy agency; either a governmental organisation or criminal body. The character cannot resign from their job or disclose information about the agency without very serious often fatal consequences. At the very least the character will be relentlessly hunted down until they are captured. This is often an obligation when taking certain high-powered Gifts (such as bionics (pp 165-166)) and doesnt generate bonus points in this situation. It has a +4 Bent value if unassociated with any benefit. Insane Rage (+4) The character must attempt a Co roll whenever placed under any notable emotional stress; the precise trigger stimulus being defined by the player. If this roll is failed, the character must physically assault the person or object responsible and continue doing so for 1d10 Recounters. They may attempt another Co roll after that time (with a +20 bonus) Add +40 to Mu and St while so enraged! Loves Money The acquisition and handling of money is valued above personal relationships. Suffer a base 20 Diff in any task where character must express empathy with another but gain extra money equal to 10% of characters current wealth per month. Educationally Subnormal (ESN) (+4) Pre-requisites: IN -10 or less. A seventies era educationalist buzzword used to define an individual incapable of writing, reading or performing mathematical calculations other than generally determining larger and smaller quantities. Knowledge-based skills can be no higher

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than characters Bm score. Education equals characters In -10. They are also barred from acquiring the Licence Gift Non-technical Suffer a 20 Diff penalty to use, repair or understand any 1970s era equipment. Pious The character is deeply religious to a fanatical degree. They must spend at least two hours per day in religious observance and openly wear the religious symbol of their faith. They also follow all the strictures of their religion to the letter. They must also overtly challenge any open disrespect to their religion and make regular donations to their church (10% of all monthly earnings being the minimal expected fee). Powerless Character comes from a disgraced family or socially disadvantaged element of society: a base 40 Diff penalty for all interactions where family connections and good character matter. Poor (+2) Character has only 50% base starting money and assets. Poorly Educated: Halve characters Education score Mental Disorder (+2) Due to some psychological (or physiological) disorder, the character constantly acts in an irrational, humorous manner even when inappropriate to do so. The character suffers a 40 Diff penalty to Con or Persuade rolls. However, a 40 bonus is awarded to any attempt by the character to avoid being harmed through a slip of the tongue. Add +10 to REC. They are barred from acquiring the Licence Gift Mute (+4) The character cannot talk or use any skill involving speech. Mostly Mute (+3) The character can only make grunts, whines or bellowings the form and extent of which reflects their present emotional state. The character cannot use any skill involving speech. Miscarriage of Justice (+2)* The character was involved in a very serious incident where they bent the rules to breaking point, with dire consequences for the affected party. Should any evidence be formally investigated the character will be dismissed and probably imprisoned for 2d10 years. Bent Limited to policemen and similar only! On the Take* The character has a lax attitude towards taking bribes from any source. Should anyone offer the character a suitably generous bribe the character must make a CO roll to resist. Official Secrets* The character has signed the Official Secrets Act and is bound by its restrictions. Breaking it results in the character being liable to prosecution and a likely prison sentence of around 10-20 years, depending on the seriousness of their transgression.

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Most Wanted (+6) The character is wanted for a serious crime. If recognised there is a very high chance the police will be called to the scene within 2d10 minutes, who will attempt to arrest them possibly using lethal force if necessary. They suffer a -80 reaction penalty from those aware of their criminal status, other than from other members of the criminal classes. In this instance apply a -20 reaction penalty. Add +40 to REC; recognition always identifies the character as a Wanted Criminal and with any negative press coverage. Mobilisation The character is subject to call-up for army service at short notice (either an exercise or crisis situation). The Commissioner may therefore exclude a character from appearing in a game session for this reason. This is a good Bent for players unable to occasionally attend game sessions due to work commitments, etc.! To choose this bent the characters skill base (or circumstances) must feature skills useful to the military or a similar body. Self-Sufficient. The character has rejected conventional society and attempts to follow the ideals of the Self Sufficiency movement. They have only 25% of normal income and earnings and are dependent on their freehold for a living. They receive a 20 reaction penalty from most within conventional society; a 40 reaction penalty from social conservatives. They nonetheless gain a 20 reaction penalty from those sharing their ideals. This Bent is probably meaningless in any post disaster setting, given most people will adopt self-sufficiency under such circumstances! Psychopathy* (+4/+6) The character becomes suddenly ruthless and amoral in conflict situations; (Co. Vs. 40 Difficulty to resist). A SCREWUP or worse result indicates character attacks the individual responsible for this reaction. The attack continues until the offending individual is at least immobilised. As they gain pleasure in committing such acts they gain a bonus of +20 for 24 hours following such an assault. The cause of such a conflict can even be as minor as observing someone carrying out an activity that offends the sociopath. As with Sociopaths, even casual observers notice a distinct lack of empathy and coldness (and hence receive a global -20 reaction penalty). Some sociopaths are compelled to keep trophies taken from people they have assaulted; this equates to the +5 version of this disorder. This doesnt affect the License Gift as this trait has not been noted by the authorities. Rural You were brought up in a rural environment: Base 20 Diff with interacting with cityfolk and dealing with urban-based issues. Racist (+2) You hold other races to be morally and/or intellectually inferior to your own; -40 reaction penalty in all discourses with them. Rage (+2) The character becomes unbalanced with rage for one Recounter when confronted with a situation contradicting his or her personal beliefs, desires or social code 40 Diff Co roll to hold their temper and avoid physically lashing out at the offender. Add +20 to Mu during that time. Rough Justice (+2) The character has little concern for criminal handling protocols; often resorting to slapping around suspected criminals to get a result. While gaining a +40 bonus on interrogation related rolls, their rough approach may get them into serious

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trouble. Attempt a 60 Diff Co roll following any notable assault; a SCREWUP result indicates an investigation is launched into the characters behaviour! 1d5 months later a judgement is made; on a 1d10 roll, a 7+ result equals a guilty verdict, resulting in the character being suspended for 1d10 months. The penalty is higher when serious injury or death occurs. This Bent is limited to policemen and similar careers only! Sexist Your character holds patronising attitudes towards the opposite sex; suffer a base 20 Diff penalty whenever professionally interacting with them. Overt sexists gain a -40 reaction penalty from militant rights activists of the sex you discriminate against. You always prefer to allocate important tasks to members of your own sex. Your character regards the opposite sex as either an annoyance and/or sex objects. Sociopath* (+2) The character exhibits a ruthless and amoral streak in personal interactions; while they gain a +20 bonus to any skill or situation where ruthlessness grants an advantage, they also generally receive a -20 Reaction penalty as casual observers notice their lack of empathy and coldness. They will casually betray an acquaintance for personal gain; acquiring as they do so many enemies! This doesnt affect the License Gift as this trait has not been noted by the authorities Secret Homosexual* The character is an active homosexual who keeps their lifestyle a secret from nonhomosexuals; still a common approach to being gay during the 1970s. If their lifestyle is openly disclosed, the character suffers a -40 reaction penalty from most straight colleagues (a -80 penalty in any intimate situation such as showering, etc) and will often suffer being passed over for promotions and similar rewards. This Bent also makes the character venerable to blackmail. Smoker The character is a heavy smoker (one 20 pack a day or more). Although smoking was generally acknowledged to cause lung cancer and heart ailments it was nonetheless still widespread, socially acceptable and permitted in most places in 70s Britain. Most smokers tend to be in denial of the health issues, while other effects such as passive smoking have yet to be widely acknowledged. While not immediately fatal - and not inevitably so in many cases - this habit nonetheless has notable health effects. Apply a 20 Diff penalty to Creep skills and to some ST rolls associated with protracted physical effort. Interrogation methods also get +20 bonus if cigarettes or similar tobacco products are withheld from a smoker during questioning. Smoking also has a few benefits; the Commissioner may give smokers a +20 bonus in skill rolls where concentration and mental persistence are a significant factor. Smoking also gives a +20 bonus to resist or recover from suppression. Should the character not quit by the age of 30+Bh bonus they acquire the Bleak Future Bent! The Commissioner can rule that fairly light social smokers dont need to acquire this Bent to represent their habit! Spooked! The character is psychologically inclined to accept paranormal causes for apparently anomalous events. They suffer a Base 20 Diff penalty in any attempt to notice valid rational causes to spurious paranormal incidents. Spy* The character works as a spy, either for his own side, or a foreign power. Whatever the situation, this profession places the character at extra risk either through

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having to carry out hazardous operations, imprisonment or by possible elimination by enemy agents. Shy You are innately withdrawn: Base 20 Diff penalty in all social interactions. Urban You were brought up in an urban environment: Base 20 Diff penalty when interacting with the countryside and rural-based issues. Vain. The character is obsessed with their physical appearance. If they get dirty they will always spend half an hour cleaning themselves, unless in immediate dire danger. They also spend around 10% of their current income on cosmetics and similar, per month. Gain a +10 reaction bonus in situations where cleanliness is appreciated. Vengeance! The character has been wronged by an enemy who the character has vowed to vanquish. If opportunities for this present themselves and the player opts to pass them over, the character suffers an additional 20 Diff penalty on all tasks until the characters revenge is enacted. Vegetarian The character refuses to eat meat due to animal welfare concerns. They must eschew any meal containing meat and seek a vegetarian option or lose 1 LUCK for remainder of game session. Character must also attempt a Diff 40 Co roll to avoid some degree of activism or intervention when confronted with a situation that directly challenges their views. Undetected Murderer * (+5/+6 or more) The character committed a murder sometime in their past, which has so far escaped detection. Discovery of their connection to such an act results in immediate arrest and probable life imprisonment. A secret multiple killer gains a base 5 Bent points, plus an additional +1 Bent points per 1d5 killings but also a +20 bonus to being detected per batch of slayings, given the discovery of any notable clue by the authorities. Well Presented The character spends a great deal of time on their personal appearance. Double cost of all clothes purchased. They also spend 10% of income per month on cosmetics & similar items. Gain a +20 reaction bonus in situations where cleanliness is appreciated. Weird Reputation The character was involved in a significant paranormal or similar event, such as a major UFO sighting. As a consequence the character is subject to notable low-level ridicule and is generally considered a bit odd. The character is often passed over in regard to sensitive assignments and promotions. They generally suffer a -20 penalty when interacting with straight society, but gain a +20 bonus when dealing with people like themselves. Furthermore, the character usually develops an interest in the supernatural, UFOs, etc. and thus spends much of their personal time studying such claims on an amateur level - leaving little time for general socialising. They gain a +20 bonus for 1 weird skill topic.

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Sensual Bents:
Asexual (+2) The character is uninterested in sex; 60 Diff for anyone attempting to seduce the character and themselves suffer a 20 Diff penalty in some social situations. Castrated (+2)* The character lost their reproductive organs fairly late in life (or had them removed to reduce libido). The character is Assexual-2; attempts to seduce them suffer a base 100 Diff. Males are rendered sterile by this procedure. Women remain fertile and are capable of enjoying sex normally once physical intercourse has been initiated by another party. Monthly injections with certain hormones (Chemical castration) have a similar effect in males Chronic Periods The character suffers painful menstrual cramps during their periods (usually on last week of each month). Suffer a 40 Diff penalty to all actions for 2 days. Only available to females aged 40 or under! Chemical Castration (+1) or (+2)* Male characters only The characters libido, either by choice or coercion, has been supressed by a monthly injection. The effects are similar to castration (pp 42) but the characters generative organs remain intact and can have offspring once the treatment stops. This Bent is rated at 1 point if this is voluntary, 2 points if compulsory. This treatment is always administered by a qualified doctor under strict supervision; the character requiring a few hours a month to reach the dispensing surgery. In regard to the latter instance, should the character refuse further injections they will become subject to arrest and detention until the injection has been administered. Dominant* Character gains pleasure from physically and emotionally dominating their partners. This is notable even to casual observers resulting in a -20 reaction penalty. Character suffers a -20 penalty all actions when placed in a situation voiding their ability to control. Fetish* The character is sexually aroused by certain acts, situations or mannerisms; 20 Diff composure penalty if exposed to the arousing stimulus (as previously chosen by the player). Free Lover The character supports the concept of free love; they are tolerant and supportive of gay and lesbians advocate the use of birth control and reject the ideals underpinning formal marriage. Character must attempt a Diff 40 Co roll to avoid some degree of activism or intervention when confronted with situations or individuals directly challenging their views. The character suffers a 20 reaction penalty from social conservatives aware of the characters stance towards sexuality. Gay/Lesbian The character prefers to have sexual relationships with members of their own sex and does not hide their inclinations from society. They suffer a -40 reaction penalty from macho men, (so-called) real women and socially conservative individuals; -80 reaction in intimate situations). They may, however, acquire a +20 reaction bonus from other gay people and heterosexual sympathisers in some instances. In the UK male homosexuality for men over the age of 18 was legalised in 1967, but still prohibited in the armed services until 2001. There were never any statues against lesbianism even prior to 1967. Prior to 1967 homosexuality could be

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punished by 1 to 2 years imprisonment or chemical castration in the form of a regular series of injections (see chemical castration, above, for effects). Masochist* The character enjoys being afflicted with minor pain. Increase HD by +10, but suffer a -20 reaction penalty both from social conservatives and to resist exposure to a possible source of pain. Pervert* (+5) The character has socially-distasteful sexual preferences; discovery of which can result in imprisonment, occasional grievous beatings and a -100(!) reaction penalty from most people aware of their deeds. This Bent is NOT recommended for player characters! Sadist * The character takes pleasure in inflicting pain on others; make a 60 Diff Co penalty to avoid engaging in such acts whenever the opportunity presents itself. Sexual Predator* Character desires sexual encounters with a specific type they prefer as mates; a 20 Diff composure penalty to resist in a causal encounter; character must indulge their passion in private at least weekly (20 if poor, 100 if rich). Sterile The character can never conceive naturally. Transvestite* The character gains sensual pleasure in dressing in the clothes and cosmetics of their opposite sex; take a -40 reaction penalty from macho men/real women and social conservatives. Transsexual* +1 to +3 The character has experienced gender reassessment surgery and may represent themselves as a member of the opposite sex. In the 1970s such a background is usually a secret. For the purposes of comparison a man merely attired in a dress is identified as male on a +100 bonus Aware throw. An individual meeting a +1 transsexual must succeed in a 0 Diff Aware roll to note anything untoward. This rises to 50 and 100 Diff for the +2 and +3 versions, respectively. A detailed medical examination will determine this on an Anatomy roll (halving cited Diff factors). The character functions as a member of the opposite sex for all social and sexual interactions, but is Sterile and often Asexual.

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6: GIFTS
Players have at least 2 points to spend on Gifts for their characters. Alternatively they may exchange 1 Gift point for 20 Skill points, 10 attribute points, 500 or +1 LUCK. As with Bents, most Gifts can be bought at double or triple value, if desired. Physical Gifts Actor The Character may add a Charm bonus to this skill, if they dont possess the Charm Gift. +40 to Actor skill, +10 REC, +20 to any social skill. Aware +20 bonus to all Aware rolls, in any situation. Ambidextrous Character can use a weapon in each hand with no penalty. Animal Empathy (2) Attempts to coax animals to perform specific tasks or controlling instinctive but detrimental actions (such as the urge to attack) acquire a +40 bonus. The character also gains a permanent animal companion on a Nailed! result if they dont presently have one. The Commissioner should limit the player to one such creature companion. They can perform any task the Commissioner feels could be performed by a well-trained domestic animal subject to their physical limitations! Appealing The character is physically attractive, acquiring a +40 reaction bonus in any task where their physical appearance has relevance. +10 to REC. Charm Character may apply their best B-score to any two So class skills. Fury! Requirements: Co score no higher than +30 The character can induce a form of rage useful in combat situations. In such a situation the character gains a +40 bonus to attacks, Physical based rolls and Active skill use, along with +10 to Hardness for 10 Recounters. Once this period has elapsed the character takes -8 fatigue points. Fast Reactions Increases characters base SkDe by +40. Gunsense The Gunsense Gift simulates the movie genre convention where protagonists avoid being shot due to innate and careful positioning prior to and during a firefight. Each 1 point of gunsense provides additional 20 penalty (50 bonus in Lucky graded settings) to characters defence score & +20 to SkDe. It provides no bonus if the character is restrained or surprised! Hold Breath The character doubles the normal time they can hold their breath. Heals quickly Character recovers an extra +1 Wnd per day (non Effect injuries) and halves healing times. For Effect injuries.

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Keen Hearing Character has a +40 Aware bonus for any hearing-based roll. Keen Vision Character has a +40 Aware bonus for any vision vision-based rolls. Keen Smell Character has a +40 Aware bonus for any smell-based rolls. Natural Dancer The character has an innate sense for performing aesthetically pleasing harmonious motions +50 Adeptness in one dance form (Active Physical skill). Character may add a Charm bonus to this specific skill, if they dont posses the Charm Gift. Natural Singer The character has a naturally beautiful singing voice and may add +40 to Voice. The character may add a Charm bonus to this specific skill, if they dont posses the Charm Gift. Quiet The character has an innate +40 bonus to their Creep skill. Rarely Sickens The character has an innate +40 bonus to resist sickness. Resistant to Cold Gain a +40 bonus to resist detrimental exposure to cold temperatures. Resistant to Heat Gain a +40 bonus to resist detrimental exposure to heat. Resistance to Hunger Gain a +40 bonus to resist the effects of starvation Resistant to Poison The character has an innate +40 bonus to resist most poisons and toxins. Some exotic forms may be exempt from this bonus Resistant to Thirst Gain a +40 bonus to resist the effects of thirst, along with general dehydration. Sprightly (2) Character, while having a normal lifespan, will live to 80+3d10 years unless eliminated through violence or chronic sickness. +40 bonus to resist any sickness. Swift Add +2 to MV and +20 to SkDe. Tough Add +20 to HD and add +4 to WToL.

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Mental Gifts
Social Gifts: Award medal ; +1 (MBE ) +2 (OBE) +3 (CBE) Character gains +10 Social reaction bonus per Order of award medal awarded; in the 1970s being granted only to meritorious Status +0 individuals with no criminal record. Award Medals have no associated bonus wealth or similar bonuses, although a CBE increases characters social Class by +1. Adept Character has a +40 Adeptness bonus in one skill option (or +20 general skill bonus and one extra skill option). Broad Experience Character may select for free two additional point familiarity type skills in any ability. Bilingual Character enters play with a +40 bonus in two languages (or a +80 bonus in one). Courage under Fire: Character adds a +40 bonus to CO when called to make Suppression rolls Elegance (2) +20 to all manual skills and +20 reaction in all social situations Gifted Player denotes one skill as Favoured; +4 to all Growth point roll awards and halve training times! Good Reputation. The character has performed a significant positive act (or acts) in their past- or generally acquired a good reputation - that impacts on their subsequent life. Apply a +20 reaction penalty if the character is recognised via a successful REC roll. The player and Commissioner should mutually decide the precise nature of this positive reputation. Knighthood (+4) Restriction: Status +2+ Seasoned+ characters A knighthood boosts Class and Noble Rank by +2 and awards character with a +40 reaction bonus; they are only awarded to Status 0+ Seasoned or Hardboiled characters of good character. Thriller 70 assumes that modern knighthoods Intuitive The character acquires a +40 bonus towards any attempt at problem-solving three times per game session. License The character has a valid gun license and can legally possess non military grade firearms, mainly pistols, single shot rifles and shotguns, along with ammunition for such weapons. This doesnt include the use of

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OTC (Officer Training College) Requirement In 20+, Co 20+, Status 1+ The character is the graduate of an officer training college; they enter play at the rank of Lieutenant and with +10 Education. Oxbridge (2) Requirement: In 40+, Status 2+ or more The character matriculated and graduated from a notable college situated in either Oxford or Cambridge. Add +40 to Education, gain a +40 reaction bonus, a +1 increase in Status and +40 in any one Mental skill. In 1970s Britain Oxbridge connections are essential for joining MI5 and similar intelligence networks selection often made on the recommendation of university tutors often termed dons, due to the historical origins of many Oxbridge as medieval theological colleges. Passion The character receives a +50 bonus when performing an action relating to a desired goal or objective (as selected by the player), 3 times per game session. Prestigious School Requirement: In 20+ The character was educated at a prestigious school. Add +20 to Education, increase Social rank by +1. Sense Lies Character has a +20 Aware bonus in attempts to notice lies or deception. Seminary Requirement: In +20+, Co +20+, So +20+ or PRIEST career option The character has had formal training as a Christian priest. Add +20 to Theology +20 to Education and +20 Language (Latin) or +20 in any other Bm skill. Stipend (2) Gain 1,000 a year as a stipend. University Requirement: In 30+ The character attended and graduated from a university. Add +20 to Education, add to 1 Status and +40 to one Mental skill. University tuition was free in the UK during the 1970s; the character is not liable for any student loan repayments. Windfall The character acquires a one off payment of 10,000

Sensual Gifts:
Bisexual The character is predisposed to express themselves sexually with either gender! +20 reaction from receptive individuals of either gender, but -20 reaction from macho men/ real women and social conservatives. Chaste When desired, the character may add +20 to any attempt to resist sensual temptation. They also gain a +20 reaction bonus towards those valuing chastity as a virtue. Fertile +20 bonus in any attempt to conceive offspring. This gift is rare for any woman over 40.

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Sensual Charisma The character has a +40 bonus in attempts to seduce those he/she generally has sexual relations with (+40 bonus to Vice). Well Endowed Your character has notable physical sexual characteristics; gain a +20 reaction to those likely to be sexually responsive towards them (also add as bonus to Vice).

Weird Stuff (X = suitable for most Reality Ratings):


Anomalous Inspiration. X The character receives a useful piece of information relating to the current scenario. This often comes while the character is watching TV or reading a book Hardman X 2 The character has an innate protection that often protects them against gunshot wounds; increase hardness by +100 vs. such attacks. This may represent a mystical charm or an anomalous biological resistance to such injuries. Fortean X The character has an interest in off-beat occurrences that are neither strictly Paranormal nor Ufological in definition; such as Cryptids (mystery animals), strange deaths, rains of fish and other anomalous sky-falls, vanishing people, coincidences etc. Enter play with Fortean skill rated at +50; which can be used (at half value) in place of Paranormal or Ufological skill in many instances. Guardian Angel X A Player may (three times per game session): Totally mitigate the effect of one damage roll. or Gain an extra +200 bonus for one skill/attribute throw. Ghost sight: 1 The character has the ability to see and sense the presence of supernatural beings usually invisible to most other people. A successful Co roll when the character is within 10 foot of a haunted house, psychic, Magickian or similar indicates they can sense that particular essence. The character can also see ghosts, etc when present even when they have not evoked their spirit form ability Magickal 3 This ability allows characters to learn and cast functioning spells, if such abilities exist in the game setting. Characters do not start play with any such spells, unless they select a Magickal Tradition (pp 214-215). Return X The character may ignore one death result, returning to play in 1d5 game sessions following their apparent demise. The player and Commissioner should work out a rationale for the characters continued survival. The Commissioner can over-rule the use of this gift in situations where it is deemed unviable. The factors potentially involved in the characters survival depend on the settings Reality Level. Add +3 extra chances of life per additional Gift point allocated to Return.

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Resurrection 2 (Reality 3 or less). The character may ignore one death result, returning to play in the next game session. Resurrection can occur in virtually any context, short of the extreme (i.e. when death occurs in the inner radius of a nuclear explosion, etc). Add 2 extra lives per additional Gift point allocated to Resurrection. Psychic ability 1 to 3 Choose one power from the Psychic abilities list on page pp 207-210. Prone to visions X The character may occasionally receive premonitions of future events. The Commissioner has total control over the nature and frequency of these episodes; in regard to their content while it should contain valid information the context should always be vague and difficult to comprehend! PSI Researcher X The character has an interest in parapsychology and is active within that field; they start play with Parapsychology +20 and Evaluation +10. This also includes the study of ghosts and similar effects. Some game persona characters may have a -20 reaction penalty towards them; Commissioners choice as to when and where this applies. Protection X 2 The character has an innate protection against one class of attack; either Contact weapons, fire, drowning, suffocation, poison or archery attacks; increase hardness by +100 vs. such attacks. This may represent a mystical charm or an anomalous biological resistance to such injuries. Protection from other classes of weapon (as defined above) must be bought separately and additional modes may be added as desired. In regard to firearms see the Hardman Gift (pp 60). Ufologist X The character has an interest in UFOs and is active within amateur Ufology. The character starts with Ufology +20 and Evaluation +10. Some game persona (especially most academics) may exhibit a -20 reaction penalty towards them; Commissioners choice as to when and where this applies.

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Optional: 7.00 - VIRTUES AND VICES:


A player may select one or more Virtues or Vices as a means to represent positive and negative aspects of the characters persona. For every virtue (or vice) selected the player must also choose a vice (or virtue); a maximum of four paired Virtues and Vices can be so adopted. The character gains an award of 1 Growth point per virtue or vice notably exhibited during a single game session. Inclinations typical of Punk ideology are denoted in bold, notable hippy attitudes in italics. Virtues: Artistic, Aesthetic, Ambitious, Bold, Brave, Broadminded, Calculating, Calm, Careful, Cautious, Charitable, Cheerful, Conservative, Confident, Content, Committed, Cultured, Curious, Detached, Dispassionate, Disciplined, Driven, Extroverted, Forgiving, Gregarious , Helpful, Honest, Honourable, Ironic, Kind to animals, Loyal, Laid back, Liberal, Loving, Measured, Merciful, Motivated, Musical, Optimistic, Punctual, Passionate, Pious, Reserved, Respectful, Self-Sacrificing, Serious, Steadfast, Self-effacing. Stoic, Studious, Temperate, Trustworthy, Truthful,Wary.

Vices: Anti-intellectual, Apathetic, Argumentative, Brutal, Cowardly, Careless, Chauvinist, Cold, Cruel, Cynical, Depressed, Destructive, Disloyal, Dishonest, Dreamer, Drunkard, Dour, Fantast, Gloomy, Glutton, Greed, Humourless, Ignorant, Immature, Introverted, Insecure, Ill-tempered, Jealousy, Lacks Compassion, Lacklustre, Laziness, Loose-fingered, Liar, Libertine, Lustful, Miserly, Morbid, Private, Sad, Shy, Spiteful, Selfish, Self-Centred, Traumatised, Taciturn, Obsessive, Outrageous, Pessimistic, Petty, Pompous, Reactionary, Repressed, Untrustworthy, Vulgar, Wrathful, Wastrel, wary .

Option Regional traits:


Players who wish their characters to reflect perceived British cultural differences may choose and select virtues and vices from following optional list of atypical regional values. Characters also gain a +20 reaction bonus from those with the same regional origin. Scottish: Aspect: Tall, wiry, dark or red haired. Virtues: Aesthetic, Brave, Careful, Driven, Gregarious, Liberal, Steadfast, Stoic. Vices: Dour, Miserly, Drunkard(Whiskey), Pessimistic. Distinctive feature (accent). National instrument: Bagpipes. Optional Language: Gaelic Religion: Catholicism or Calvinism Welsh Aspect: Short but broad, curly dark (or red) haired, dark eyes. Virtues: Artistic (poetry), Calculating, Extroverted, Musical, Pious, Playful. Vices: Chauvinist (English), Dreamer, Gloomy, Repressed, Taciturn, Ill-tempered. Distinctive feature (accent). Regional instrument: Voice or Harp. Optional Language: Welsh+10 Northern English Aspect: mixed. Virtues: Cautious, Calculating, Gregarious , Driven, Extroverted, Liberal, Serious Vices: Argumentative, Gloomy, Lacklustre, Miserly, Vulgar. Distinctive feature (accent). Regional instrument: Brass Band. Southern English Aspect: mixed. Virtues: Brave, Cautious, Detached, Disciplined, Honourable, Kind to animals, Reserved, Respectful, Punctual, Self-Sacrificing, Self-effacing . Vices: Cold, Chauvinist, Self-Centred, Pompous, Private, Reactionary, Repressed. Distinctive feature (accent). Regional instrument: None. Optional Language: None.

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8 Skill Descriptions:
Thriller 70 defines a skill as a characters acquired knowledge and aptitude within a specific practical, intellectual or empathic endeavour. Some have skill options and can be further developed via the Adeptness rule (see pp 23)

Physical Skills
Active This skill represents the characters ability to skilfully perform notable feats of physical exertion; most notably climbing, jumping and swimming. The player may also select any two physical sports with a starting level of +40 Adeptness i.e. football, rugby, tennis, etc.). Dance is also an Active adeptness option. Active (Freefall) Perquisites; Pilot or Astronaut Profession. The ability to move in a controlled manner in zero gravity and micro gravity environments. Aware The characters ability to acquire sensory information from their environment. By default this is treated as an equal value for all senses amended by specific Gifts and Bents. Creep The characters ability to move without drawing undue attention to him/herself. Also how well a character can hide from prying eyes and also see those attempting to hide! This also represents the characters ability in picking pockets and palming or hiding objects without being noticed or the object being spotted. Drive (Tracked, Lorry, Motor Car, Motor cycle, Boat, Hovercraft) Governs control and manoeuvring of a personal mode of transport - choose option. Sailing/Pilot (water, flying) The characters ability to handle a large vessel each class of environment is a different skill. Archery (point familiarity option) This skill represents the characters prowess with muscle powered ranged weapons; this includes Bow, Crossbow, Sling and Thrown (i.e. Spear/Javelin). Characters enter play with a skill option in 1 Archery weapon of choice. Others may be bought later as desired. Contact (point familiarity option) Contact measures the characters degree of skill with melee weapons usually a knife, cosh or makeshift club. Characters start with a skill options relating to any weapon noted on the Contact Weapons table on pp71; they can be further improved via the Adeptness rule.

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Firearms (point familiarity option) This skill represents the characters prowess with firearms. The Point Familiarity options for this skill are:
Pistol Any small firearm capable of being used one handed. SMG Any compact firearm capable of automatic fire Shotgun Any smoothbore-barrelled firearm usually designed to fire cartridges containing compact multiple projectiles. Rifle Any firearm requiring two hands to fire; includes assault rifles. Machine Gun Any large two-handed firearm only capable of full automatic fire. Anti Vehicle: Any man portable weapon designed to destroy vehicles. Artillery Any mounted large gun designed to destroy vehicles, emplacements or similar targets.

Characters start with a skill option in 2 specific Firearms. Others may be bought later, as desired, and can be further horned via Adeptness.

Unarmed:
For a simple approach, treat Unarmed as a generic Contact skill with no techniques, but attacks gain a +10 WF damage bonus per +50 points of skill. The more complex method treats Unarmed as a root skill with five distinct modes of Adeptness (initial level within each equalling root skill level); each representing a distinctive form of attack/defence. Specific styles are simulated by altering the degree of Adeptness it permits within each mode. Six example real life martial arts are given below by way of example. When designing new styles the Commissioner should distribute +1200 points between all five Unarmed modes to define each techniques maximum adeptness rating in a given Unarmed skill.

Unarmed adeptness modes:


Chop: A skilful strike with a characters forelimb. Bonus WF damage bonus equals +10 WF and +10 SkDe per +25 Adeptness allocated to chop. Chops are -1E rated attacks. Defence: Adeptness allocated to this ability represents the protective effectiveness of that martial art; matched with attackers Chop, Kick, Punch or Throw skill. Kick: Skilful leg-based attacks designed to push and/or overbalance an opponent. Apply Adeptness Kicking skill as a bonus in overbalancing attempts. Bonus WF damage bonus equals +10 per +20 Adeptness allocated to Kick. +1 Reach. Kicks are -1E rated attacks. Punch: A simple hand-strike focusing on both knockdown and damage ability; x2.5 value of Adeptness allocated to it. Bonus WF damage bonus equals +10 per +30 Adeptness. Punches are -1E rated attacks.

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Throw: Grappling attacks subtly using an opponents weight to overbalance them. Add Throw Adeptness rating as a bonus in such attacks. A Sorted! Quality throw hurls target 5 feet from their original position and pins them for 1 Recounter (or 10 feet with an additional STUN effect and a 2 Recounter pin for a Nailed! result). WF damage with this skill is increased by +10 per 50 skill points allocated to throw. Throws are -1E rated attacks.

STYLES:
Boxing: Kicks:0 Punch:+400 Throw: 0 Defence: +400. +1 WTOL, +10 De or +10 Mu per +25 skill gained in Punch or Defence Karate: Kicks: +300 Chops: +300 Throw: +300 Defence: +300 Judo: Kicks:0 Chops:0 Throw: +400 Defence: +400 Kung Fu: Kicks: +200; Chops: +200 Throw: +200 Defence: +200 Punch: 0 (+400 between any of the four options to reflect specific stance styles; final total of any skill must be no higher than +400) Street Fighting: Kicks: +400 Punch: +400 Throw: +200 Defence: +200.

Open Characters ability to covertly open locks and similar barring mechanisms Intimidate Requirements Mu 20+ The ability of encouraging a subject to comply with a request for information or compliance; from implied menace to more direct physical means.

Ordnance Requirement In 20+ and De 40+ The ability to fabricate, arm and disarm explosive devices.
Survive How well a character can sustain themselves in a hostile rural environment Track This skill is used to deduce the direction and number of a party based on their residual traces, along with their very general nature and actions at the time they made the tracks. Usually, this skill only works in environments that retain an impression after being walked upon. Default level: -20 This class of skills represent physically-based knowledge with a commercial/social value. A number of the more useful skills are defined below:
Animal Trainer/handler The ability to train and manage animals. Armoury This skill measures the characters ability to maintain and repair modern firearms. Armoury can also be used to build crude guns constructing a sophisticated modern firearm takes months of research and corporate level resources. Builder Construction of structures for occupation and/or social use. Beautician The art of applying make-up in an aesthetic manner that maximises the wearers appearance (wearer gains a +20 reaction bonus for a Sorted result, +40 for a Nailed result).

Physical Workskill

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Carpenter Making objects from wood. Also includes relevant jointing, fastening and finishing off techniques. Service The ability to keep a store or a service-based business profitable and fairly well run Cook The skill of preparing food in an attractive and palatable matter and combining ingredients to make prized exotic dishes. Farming The ability to successfully grow crops, raise animals and curate food for long term storage. Also includes relevant land management skills. Funeral Director The ability to organise funerals, handle any associated legalities and ensure corpses are curated, presented and laid to rest in a respectful manner. Hairdresser/Barber The art of cutting and shaping an individuals hair in an aesthetic manner that maximises the wearers appearance (wearer gains a+10 reaction bonus for a Sorted result, +40 for a Nailed result Housekeeper The practical ability to maintain and administer a household. Jeweller The skill of performing delicate work with metal, rare enamels and precious stones and combine them to make attractive, valuable and desired items of jewellery. Can also be used to assess an items value. Typist The ability to effectively and quickly use a typewriter or keyboard; a more specialised and less commonplace skill in the 1970s than it is today, especially among men. Vice The art of sexual techniques, seduction and arousal. Mason Requirement De +20+ The ability of carving stone into blocks or artistic forms. Mining The ability to dig tunnels, undermine walls and general mining knowledge in general. Servant Professionally cater for the personal needs of higher status people. Other - As defined by player and accepted by The Commissioner.

Untrained rating: -50 This family of skills largely depends on characters mental facilities. A few, relating to sufficiently familiar skills, have a lower Untrained rating of -10 or lower. Administration Requirement In 10+ The ability to practically manage the logistical and administrative aspects of anything ranging from a small business up to a criminal empire.

Mental Skills:

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Culture This skill represents the characters comprehension of contemporary cultural activities; artwork, plays, films, musicians and albums, etc. Skill Options include Classic Art, Classical Music, Contemporary music, Modern Art, Plays, Films and TV Shows. Engineer Requirement In +30 and De +10 or more The ability to create sophisticated mechanical devices composed of cogs, springs and similar mechanics. Character must also have a DE rating of 20+. Gaming (point familiarity option) Untrained: -10 This skill provides a general understanding of various socially-based forms of entertainment; card games such as Poker, etc. Character starts with a Point Familiarity with 3 such games, all others being played at 60 Diff. Another game can be chosen as a Skill Option spending 1 week of game-time gaining familiarity with this new pursuit! Herblore An understanding of the medicinal and psychotropic properties of plants, shrubs and trees. The manufacture of LSD and similar compounds also require the Pharmacology skill! Languages (Skill Option). The ability to speak in another language; each is a separate skill. Characters are assumed to know how to read and write in the languages they know; A skill Option is needed to learn written forms of languages that differ notably from English (i.e. Greek, Russian and all Asian languages). See page 29 for an overview of languages in Thriller 70. All characters know English (for free) with a rating equal to their Education and have a free skill option in English (Read/Write). Literature (Point Familiarity) The understanding of a specific class of literature, along with details of the more significant books, author or authors associated with that genre. Point familiarities include; Classical, Medieval, Early Modern Plays, Modern Plays, Crime Novels, Historical Novels, Thrillers, Childrens literature, Science fiction and Fantasy. A further Point Familiarity may be taken to specialise in the works of a specific author; Shakespeare, Dickens, Agatha Christie, etc. Musicology (Point Familiarity) The understanding of a specific type of music, along with basic details of the processes and people associated with its creation. Point familiarities include; Early Music, Classical, Religious, Jazz and Contemporary. A further Point Familiarity may be taken to specialise in the works of a specific composer/musician. First Aid The ability to apply remedial measures to reduce the severity of an injury or other affliction. Law Requirement In 10+ Understanding of legal practices and procedures. Basic comprehension of the U.K criminal system and statutes are covered by the Education rule (pp 23). Present Untrained: -10 This skill measured the extent of the characters understanding of current political, economic and social trends.

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Philosophy (point familiarity option) Ability to understand the condition and ethos of thinking beings and provide insights into the functioning of organised society. A SORTED roll will provide a +10 bonus (NAILED +20); add 40 Diff on a FUBAR result!) to any one mental skill associated with reasoning, interpersonal interaction and/or logic. Specific philosophies are represented via Skill Options. Region (point familiarity option) Detailed knowledge of a specific geographical area (London, Kent, Somerset etc). Each area is a separate point familiarity option. Street This skill encompasses general knowledge of common rackets, logistics of criminal activity and the likely locales or suppliers of illicit activities or products. It also represents the characters ability to successfully interact with criminals without either unduly raising suspicion of their motives or breeching gangland codes of respect. Pilot (Spacecraft) Perquisite: Pilot (Aircraft) 50+ The skill of piloting rocket powered vehicles designed to fly in low Earth orbit and beyond. Space Navigation. Perquisites: Astronomy 30+, Mathematics 50+ The skill of being able to guide a rocket-powered space vehicle to its correct destination. Tactics Requirement In +10 or more The art of effectively leading and deploying individuals in a conflict situation. Trader Requirement In +0 or more Skill with commerce; finding cheap good and selling them at a profit. Also covers matters such as transportation and storage, along with identifying markets for specific goods. Science Skills Requirements: IN +20 or more Science Skills representing sophisticated understanding of the natural world or complex human processes. Each Science Skill is a separate ability. A character automatically knows two science skills (at 0) if they possess an In rating of +20 or more. A Rating of +60 in a given science skill equals a BSc or BA, +100 an MSc or MA, while a rating of +150+ equates to a PhD. Architecture: The art of maintaining and designing viable buildings and similar civil infrastructure. Archaeology: The forensic examination of the past through the study of structural remnant, surviving biological matter and artefacts. It may be used at full value in place of Forensic in regard to excavating and extracting evidence from old crime scenes. Anthropology The scientific study of the biological origins of mankind and common patterns within human social organisation.

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Astronomy The study of extraterrestrial natural phenomena and their underlying physical laws. Anatomy The study of the exterior and internal structure of the human body, and its function. Chemistry The study of the chemical structure of matter. Computer Programmer The ability to program and use a computer to resolve tasks. Although computers had become significant to large organisations by the 1970s, access to these bulky, expensive machines was limited to computer programmers, usually mathematics or science graduates. As a consequence this skill is both exotic and highly prestigious during the 1970s. Most functions had to be bespoke-written in a computer language as few off-the-shelf programs existed. BASIC: Requirement: In +10 or more. BASIC (Beginners All-Purpose Symbolic Instruction Code is a high level computer programming language invented in 1964 designed for non-specialists. Anyone with a good knowledge of BASIC can effectively function as a Computer Programmer on any computer capable of understanding it - albeit at a base 20 Diff. COBOL Requirement: In +20 or more. This computer language, while more difficult to learn, permits programming tasks to be performed at a base Diff of 0 (due to its clearer vocabulary). Electronics The physics, function and architecture of advanced electronics systems, including microprocessors. This skill provides the ability to maintain existing system and to build them from scratch. Engineering The physics, constituents and aethestics of mechanical structures. This skill both provides the ability to maintain existing system and to build them totally from scratch. Ecology: The understanding of how biological and geological processes contribute to sustaining life on this planet; skill defaults to Biology and Geology at half value. Geology The study of the internal and exterior physical structure of the earth and associated processes. Geography The spatial distribution of countries, their main resources and common factors associated with them. The player may choose 2 extra Point familiarity options in the Region skill when selecting this particular science skill! Forensics This skill represents Aware of evidence that can be retrieved from a crime scene through scientific methods. Players should note that the basics of DNA recovery (PCR) was discovered in 1982 and didnt become commonplace until the late

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1980s and early 1990s. Hence in this setting such evidence takes the form of stray fibres and other visible residuals, chemical traces, blood type (and obvious blood anomaly) matches and foot/finger prints. It also covers the excavation, recognition and recovery of evidence from old crime scenes. Mathematics The study of complex mathematical equations and the means to deduct and express them. Meteorology The study of weather types and their underlying causes. With 1970s era technology; 60 Diff to correctly predict weather within the next 12 hours, 80 Diff for the next 24 hours and 120 Diff for the next 48 hours. Physics The atomic structure of matter and the physical laws underlying their behaviour. Pathology An understanding of the physical symptoms of diseases and other ailments and the scientific procedures used to identify them. Physiology The study of the structure of the human brain and recognised patterns in normal and abnormal behaviour. Pharmacology The study and fabrication of medical and narcotic substances, and the manner in which they affect the human body. Surgery Requirements: DE 20+, IN 20+ The ability to correct human ailments through physical and intrusive methods. Sociology The study of human social organisation; an essential skill for social workers and similar professionals. Mental Workskills. Default level: -50 This class of skills represent mentally-based knowledge with a commercial/social value. A number of such skill are defined below representing skills of use to operatives: Electrician Requirement In +10 or more The theory, practice and repair of electrical wiring and basic circuit elements. Mechanic Requirement In +10 or more The maintenance and repair of mechanical devices. Librarian Requirements In +10 or more Knowledge of book classification system and archivist skills Office Worker Requirement In +10 or more Covers the basic skills necessary to work in an office. This skill also counts as Stenegraphy/2

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Sensors: Requirement In 20+ or more. Ability to use complex electronic detection and communication equipment, such as Radio, T.V, RADAR, SONAR, MAD (magnetic anomaly) detectors, Spying Equipment (Spytech), Radio Telescope and Recording Studio equipment. Plumber Requirement In +0 or more The instillation and repair of domestic water supply and discharge systems. Mining The ability to dig tunnels, undermine walls and general mining knowledge.

Soul/Charm Class skills:


Active (Dance) Artistic and social modes of dancing are treated as Active Adeptess options; options includes Archaic, Ballet and Modern. BCharm may be added as a bonus to Dance options in place of Bp factor, if desired. Guise Requirement In 10+ and De 10+ The ability to present a convincing (and, where necessary an artistically-pleasing) rendition of an assumed persona. Artist Requirement In 10+ and De 10+ The characters ability to create appealing and attractive works of visual art. This can also include the creation of forgeries Compose (point familiarity option) The ability to write attractively worded sentences and write coherent, attractivelyworded stories/ narratives (Skill options: Music, Poetry, Instructional, Literary, Lyrics). Con The ability to persuade an unsuspecting individual that a given boldface lie is a truthful assertion and that the character can trust the con-artist in at least one specific matter! Debate This skill represents the characters ability with persuasion and rhetoric, and also the ability to give inspirational leadership on a civic basis. Instrument (point familiarity option - see page 44) The ability to play a given instrument in an appealing manner. Player chooses one instrument; all others have a base 50 Diff. Familiarity with new instruments use the point familiarity and Adeptness rule. Options available with this skill includes various instruments and voice (singing) Interview The ability to converse with an individual in a non-coercive manner, while at the same time extracting necessary information without contaminating it via interviewer induced prompting and bias. Photography The art of composing clear and attractive images via a cameras. This also includes the knowledge of development techniques, dark and photography equipment.

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Singing The ability to perform a vocal composition in an appealing manner Manners The ability to cope with the social conventions of British 70s culture in regard to everyday people (Class 0+ or lower) Etiquette The ability to cope with the conventions of British 70s culture in regard to +2 (or greater) Class social and +3+ Noble rank functions along with the protocols practiced in the higher echelons of military life. WEIRD SKILLS (Default = Mental) Cybernetics Perquisites: Surgery: 50+, Electronics 50+, Engineering 50+ Creation and maintenance of advanced artificial limbs and organs, based on a fusion of electronic and biological systems Robotics Perquisites: Electronics 50+, Engineering 50+ The ability to construct and maintain autonomous mechanical devices. Includes basic knowledge of Artificial Intelligence. Evaluation Perquisites: Int 20+, +1 Science skill. The ability to assess UFO, Fortean and paranormal claims for possible rational causes. Adeptness topics include Ghostlore, Forteana, Parapsychology, and Ufology Forteana Knowledge of anomalous phenomena not strictly falling into the sphere of parapsychology or Ufology such as fish falls and mysterious animals. As Fortean knowledge combines aspects of all elements of the unknown, it can be used in place of either Parapsychology or Ufology at half value. Folklore Knowledge of urban legends, regional customs and beliefs; includes mythic paranormal entities such as black dogs, faeries, etc. Hypnosis This skill allows its user to recover forgotten memories, heal trauma or implant suggestions into a receptive subject. This procedure takes around half an hour the recipient being totally immobile during that time. A Sorted result allows the hypnotised character to attempt an extra Co roll to counter any active Stress (pp 79). Alternatively, the hypnotist may implant one suggestion or recover one notable memory. A Nailed result allows the hypnotised character to make an additional Co roll to counter Stress at a bonus of +20; otherwise the hypnotists may either implant two suggestions, or recover two lost memories. A FUBAR results in a negative experience equating to a base 20 Diff to all actions that day! The host of these implanted suggestions resists them with their Composure score vs. that of the hypnotist. The suggestion is broken once the character successfully resists it.

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Multiverse Prerequisite: Reality <3 or less. IN +40. Understanding of the physical laws, configuration and relevant technology associated with the multiverse, for settings where this plays a significant role. Paranormal Causal knowledge of ghosts and psychic powers; most notably famous cases, common motifs and attributes. Perquisite: Int: +40 + one science skill, Setting = Technic Reality 3 or less. The ability to build, fix and repair any exotic paratechnology device. OPTION: This skill can be ignored if desired. If so, replace use most relevant skill (i.e. Bionics, Robotics, Mechanics, Electronics etc) with a base 40 Diff; each NAILED result reducing Diff by 10 for a particular device and others comparable to it. Occult Knowledge of magickal techniques and rituals; includes knowledge of supernatural beings such as angels, demons, vampires and the Sidhe. Parapsychology Perquisite: Int +20 +, +1 Science skill. The scientific investigation and understanding of paranormal abilities and related events, such as ghosts Ufology Knowledge of UFO claims, reputed UFO attributes and significant figures on the UFO Scene. Paratechnology

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9.00: Conflict Resolution:


Violent confrontation between hostile groups is resolved in Thriller 70 via the Conflict Resolution system. Combat occurs in a general time unit termed a Recounter, equating to 10 seconds, which itself is spilt into 3 Acts lasting roughly 3 seconds each. Conflict actions are resolved in the following order: 0: Surprise; Surprise is usually only occurs once at the point of first contact between hostile groups. To determine if surprise occurs, match highest SkDe rating of each party in a Control table test once both are within combat range; A FUBAR result indicates player party is surprised for 2 Recounters! A ScrewUp score indicates neither side acquires tactical advantage. A SORTED equates to gaining a tactical advantage lasting 1 Recounter - a Nailed result equals 2 Recounters of surprise. The party so advantaged can move and attack (as per the Order Of Battle) while the surprised party can do nothing in response even move - until surprise ends, but nonetheless retains the ability to defend themselves. Player characters may void surprise by expending 1 Luck.

Actions; Characters may enact a number of actions up to their personal


ACTRAT rating each Recounter, namely; A: Attack ; an attack is resolved in this order, based on general attack group: 1: Loaded and ready firearms 2: Loaded and ready Archery class missiles 3: Contact Weapons Within each attack group characters with the highest SkDe goes first. If a tie results between game personas and characters, characters always resolve their actions first, unless a player opts for a Game Persona to pre-empt them. Otherwise, both parties act simultaneously. An attacker may only attempt to hit a person with a Contact weapon if they are no further away than weapons Reach Factor; which equals 2 feet per point of Reach (0 Reach equalling welders base arms length). B: Movement: Individual moves any distance up to their maximum possible Mv rating, or opt to change their stance; i.e. upright to prone or kneeling and vice versa. Vehicles and characters may only perform three move actions per Recounter; vehicles must perform 3 move actions per Recounter unless the driver wishes to break (which itself takes three actions). One other action can be combined with a move action but increase DIFF by 40 if conducted at walking pace (base Mv), Diff 100 if enacted at Jogging pace (x1.5 Mv) and 200 Diff at running pace (x3 Mv). WAIT and COMM actions incur no penalty if combined with movement. 62

C: Action: the character may perform any one of the following actions: WAIT: Wait for something to happen PULL: Pull out or put back an item. RELOAD: Reload 1 clip, magazine or three revolver bullets READY: Ready a single action firearm or a bow for attack THROW: Throw, drop or pick up a nearby item ACTIVATE: Activate or turn off an electronic or mechanical device COMM: Speak or gesticulate an instruction or request. TARGET: Prepare a Target Shot (pp63).

The next Recounter commences once all parties have used their available actions. Attack Resolution: An attacker with a ready firearm can make one A1 or two A2 (or SA) class offensives. They may enact weapons cited quantity of Burst attacks per unused Act. A2 class weapons provide a +10 SkDe bonus, SA class weapons provide a +20 SkDe bonus, while Burst fire gives a +40 SkDe bonus. Assume 1 Burst expends 10 rounds. Some older firearms have more limited rates of fire; rated as 1 Act (one shot per act), 1/2R (one shot every 2 Recounters) or 1/3R (one shot every 3 Recounters. Any weapon denoted as Hi in the RoF column is subject to the High Recoil Error rule on pp 69; they also suffer a -20 SkDe penalty on their next shot. In Thriller 70 the acts of hitting to wounding actions are resolved with a single dice throw using the standard CONTROL table. To resolve an attack, compare assaulters ATT rating (weapon skill plus associated weapon WF) vs. targets CODE rating (total of targets ARM rating, Hardness and either Active, Creep, or best combat skill). Under this method attack unit roll result is used to determine base quantity of WNDs inflicted. Remember to deduct AM from final WND totals if target is wearing armour (but note optional rule below).

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Modifiers: The following situational modifiers may apply during combat involving Contact weapons (following modifiers applied to assault roll only): Attacking from targets Rear Charging (paced running speed) Attacking from prone = = = +20 bonus Halve Contact, +20 WF. +40 bonus to Contact vs. prone individual. 40 Diff penalty in relation to prone individual

The following situational modifiers may apply during combat involving Firearms weapons (following modifiers being applied to the assault roll only): Point Blank (half base range) Effective (base range) Far (double base range) Distant (3x base range) Isolated (4x base range) Mist. Smoke or long grass: 50% solid cover 75% solid cover Target shot Firing a pistol one handed Not bracing rifle on shoulder Using two pistols Stationary while firing +50 bonus to Firearm/Archery & -10 modifier to combat roll! No modifiers +100 Diff +200 Diff +400 Diff +50 Diff +50 Diff +100 Diff Halve Archery/Firearm skill. +100 Diff Halve Firearm skill, but +40 to SkDe +100 Diff,halve SkDe (gain 2 attacks). +20 Bonus to firearms skill.

Target shots: This option allows an attacker to select the head as a target. A target shot is only viable for a Firearm or Archery weapons directed at targets located at Effective range or less; weapons equipped with a telescopic sight or similar may extend this to Isolated range. Raking Bursts: Autofire weapons may discharge a number of bursts at multiple target equal up to the weapons B (Burst) rating. Each burst has an attack chance equal to shooters Firearms skill divided by number of targets. Double quantity of any WNDs inflicted! FUBAR results still stand and equate to a JAM. Targets that remain active following a raking burst attack must thereafter roll for Suppression (pp 65). Concentrated Bursts: An attacker equipped with an autofire weapon may opt to direct a burst at a single target; resulting in a +50 attack bonus improving and doubling any WNDs inflicted! FUBAR results still stand, equating to a JAM result. The target - should it survive - must thereafter roll for Suppression (pp 65). A Concentrated Burst consumes 10 rounds.

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Results:
< FUBAR>
Cannot attack this Recounter AND Halve SkDe & combat skills for 2 Recounters thereafter Or: Roll 1d10 : Trip & Drop: 1-4(2) Drop & Pick: 5-7(6) Drop: 8-9(9) Break: 10 ()= apply effect to firearms ERRORS only. Expending 1 LUCK mitigates a <FUBAR> to a <SCREWUP> result.

<SCREWUP >
<SORTED >

Attempt to hit target fails. No further effect.


Take attack units die -2 in WNDS, + any weapon/welder WM, Less any AM associated with target. A result of 0 or less equals a BASH result. Quarter WND result by expending 1 LUCK Plus bleeding at 1 WND per Recounter Only take 2 WNDs (and avoid bleeding) by expending 1 LUCK

< NAILED>

Take units die in WNDS x2 plus any weapon/welder WM,

Blow aimed at body: Take damage as cited above.


Target slain if WNDS exceed WToL and BLoSH

Blow aimed at limb: Limb immobilised if damage exceeds targets ST/10. But only deduct 1/3rd of rolled WND damage from WToL!
Target slain if WNDS exceed WToL and BLoSH

Blow aimed at Head (Target shot): If targets LUCK = 0: Target killed if rolled damage exceeds targets ST/10. If targets LUCK = +1: Target rendered UNCON for 1 Recounter per 1 WND of damage inflicted

Halve SkDe, MV and all skills for an additional period equal to 1 recounter per WND suffered. Target slain if WNDS exceed WToL and BLoSH

OPTION: characters with +1 or more LUCK may redirect shots to head by expending 1 LUCK, providing targets LUCK equals 0. OPTION: Deduct AM from WNDs inflicted unless WND value exceeds targets total AM rating; do not deduct any WND points from injury in that instance. WND penalty levels: Accumulated wounds (WNDs) result in speed and activity penalties; Down to half WTOL 0 WTOL (if still conscious) = 50 Diff to all physical actions; -20 SkDe = 100 Diff to all physical actions HALVE SkDe and Half MV

A Characters BLOSH score defines quantity of wounds over their WTOL rating a character can tolerate before falling unconscious or dying; see pp 19 for more details. A character naturally heals wounds at rare of HD/20 WNDs per day.

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Option - Suppression
The Commissioner should require all characters within hitting range of a discharged firearm to make a Suppression roll, reflecting the general human dislike of being shot! Temporary deafening can also occur in some situations. Use characters CO total vs. most appropriate penalty condition cited below: 20 50 +50 +20 +40 +40 200 +50 shots discharged in characters general vicinity Character directly shot at Character Hit Sustained burst of fire Attack made at close range Fire discharged within an enclosed space Flash-bang grenade (apply Diff 200 penalty to all actions of those affected). Character using two firearms simultaneously.

Bonus: +50 Character served in the military +100 Character is in an active military or paramilitary career If bullet resistant cover is available add a +20 bonus to CO; also give a +10 bonus if characters are aided by friendly covering/supressing fire. Nailed Sorted ScrewUp Character may carry out any desired action next Recounter. Character may carry out any desired action nearest cover at their earliest convenience! Add +20 to SkDe on but must move to the

The character must stop moving and seek nearest cover going prone if necessary! Character may attempt to counter Suppression in two Recounters time. If weapon discharged in a building without a silencer, hearing-based Aware rolls suffer an additional 50 Penalty for 10 Recounters (global 100 Diff for flash-bang grenades). Character freezes on the spot but will seek nearest cover if any is available character remains in situ, unable to perform any actions for 10 Recounters. They may make another Suppression throw thereafter. The character should also make a further Suppression roll failure indicates that they have wet their undergarments in fear!(-20 reaction penalty until cleaned, also -20 penalty to Creep rolls). Weapons discharged in a building inflict a 100 Diff Penalty on hearing based Aware rolls for 10 Recounters (global 200 Diff for flash-bangs).

FUBAR!

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Grappling and Disarming attacks: In some circumstances an attacker may prefer to disarm or grapple foes rather than inflict a physical injury. Under either two situations an Assault roll equals: FUBAR!: Grapple: You fall down and are unconscious for 1 Recounter. Disarm possibly stabbed by own weapon: suffer a +50 WF attack (ignore armour).

ScrewUp: Grapple: The target eludes your grasp Disarm Failed to disarm target Sorted: Grapple: You restrain the target this Recounter. Inflict 1 wnd or roll for damage, if desired. Disarm You lock the characters weapon this Recounter they cannot attack or parry; reducing both to 0. Grapple: You hold the target in a firm grip attack continues into the next Recounter: Disarm The targets weapon flies into the air, landing a short distance away!

Nailed:

For follow up grapples use the following results: FUBAR!: ScrewUp: Sorted: The target slips from your grasp You continue to restrain the target this Recounter You may wrestle the target to the ground and hold for a number of Recounters equal to Mu, unless victim breaks lock (a SORTED result or better next Recounter but with a -40 penalty to their attack). If desired roll for damage per Recounter. As above but defender suffers a -40 penalty, doubling any inflicted WND damage.

Nailed:

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Other Factors
Wound Healing:
WNDs heal at 1 WND per day, +1 per 50 ST of victim. An immobilised limb takes 5 weeks to heal, less 1 day per +10 St over 0. Option Blood Loss WNDs: WND damage directly caused by bleeding heals normally; make a specific note of WND loss resulting from bleeding. A blood transfusion (a Medical 20 Diff skill taking) heals 90% of this damage in one procedure within half an hour!

Commissioner Option Omega Handicap: A Commissioner may adjust any slaying injury to an Omega handicap. In this instance the character is ruled to have survived but suffers a lasting severe injury; losing a limb, being crippled, blinded, deafened or another effect of comparable severity. Blind characters can no longer use any visual skills; deaf characters are unable to use any skills dependant on hearing. Crippled characters can no longer walk and use any skills dependent on leg movement (but can move at Mv 3 with the aid of a wheelchair). Rules for prosthetics are on pp 43; in some settings a character can acquire more advanced bionic replacements (pp 165-166). Option: ExPlosive class damage (EP): an EX (explosive) class weapon subtract 10 from initial result subsequent damage roll in the instance of a NAILED success hit result. Protracted aims and executions (Optional): Attacking an immovable target results in a -20 roll adjustment for one act of aiming, providing victim is at Point Blanc range or less.
Robot WNDs: Robots and other entities marked with a symbol divide damage inflicted by SORTED class hits by 2 and ignore BASH and Bleed effects. -1E rated attacks. Divide WND damage inflicted by SORTED class hits such as punches, kicks, chops and throws by 2.

Most tiny and very small sized animals are generally too puny to inflict any notable injuries; a 0 score equals 1 WND. Very large animals subtract 10 from attack rolls. See pp 93-95 for a full list and definition.
Overkill: Some attacks most notably hits from heavy weapons - exceed the +300 limit given on the Control Combat table. Either of the following two methods may be utilised to determine damage result;

1: Resolve excess as an additional attack rated at total WF -300, using same factors used in initial damage roll. 2: Alternatively, make only a single damage roll but subtract -5 from roll result per +100 WF over +300. 68

Automatic fire and weapon wear: Machine guns and similar autofire beltfed weapons can be discharged continuously for 2 Recounters before their barrel becomes overheated; suffering +50 Difficulty per Recounter until the weapon becomes totally unusable. Assume 1 Recounter of inaction reduces 1 level of overheating. It takes 10 Recounters to repair the weapon by fitting a new barrel, assuming one is adjacent to the machine-gun operators.
Option - Kneepcapping: this punishment is used by certain criminal and paramilitary groups. It involves shooting a restrained target in the leg, just behind the knee-joint. Injury inflicts a limb injury probably immobilising that leg until healed.

Make an 80 Diff St roll to determine healing outcome; NAILED: Assault mostly results in a soft tissue injury; recovers full mobility in 2 weeks, halve Mv until healed. SORTED: As above, but recovery takes 4 weeks. Distinctive scaring when healed (-20 reaction penalty from local community while wound is healing). SCREWUP: Injury heals in four weeks but some residual damage remains. Reduce Mv by 30%. Suffer a permanent 20 Diff penalty to all acts involving this leg. has One Leg Bent thereafter. Suffer permanent 20 reaction penalty.

FUBAR: Damaged beyond repair leg has to be amputated. Character

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Firearm quality and malfunctions: Firearms vary widely in quality. WW2 relics have (by the 1970s) usually degraded to Poor quality, along with other antique guns. Lower quality firearms are universally Poor even when of recent manufacture. Most contemporary military weapons are of EXcellent quality but it is not unknown for poorer quality weapons to be fielded!
JU
PO AV EX SU Junk: Poor: Fair Good Super FUBAR = Error result PLUS any score containing a 1 or 2 Error on a FUBAR result plus on any score of 90 or over. FUBAR result = Error effect ERROR on a 98 and 00 only (treat as a MISS otherwise) ERROR on a score of 00 only (treat as a MISS otherwise)

Default ERROR result = Halve SkDe & combat skills for 2 Recounters thereafter Or: Roll 1d10 : 1-4 (2) = 5-7(6) = 8-9(9) = 10 = Trip & Drop Drop & Pick Drop Break ()= apply effect to firearms ERRORS only. Expending 1 LUCK mitigates a <FUBAR> to a <SCREWUP> result.

ERRORS:
TRIP & DROP:
Character falls to floor, dropping weapon out of reach. Stunned for 1 Recounter; one snatch to rise from prone Move action + 1 Action needed to retrieve it may be Blocked by opposing foe! Character drops weapon within reach. One Action required to retrieve weapon; may defend while doing so! Drop weapon out of reach; Move action + 1 Action needed to retrieve it may be blocked by any opposing foe! Weapon recoils in an unexpected way. Shooter suffers 1 WND and a BASH lasting 2 Recounters; shooters hand also temporarily out of action during this time. OPTION: Character may expend 1 LUCK to ignore this effect. High recoil firearms suffer this effect on all Errors with an odd units number in dice throw result. The weapon currently in use breaks in combat (or on next attack); Requires workshop repair Bullet gets lodged in barrel, etc. Roll Armourer per Recounter to dislodge 3 failures in a row indicates weapon requires a workshop repair!

DROP & PICK: DROP: RECOIL!

BREAK: JAM:

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Combat Example: Contact and Archery class Weapons:


All Contact class weapons are classed as 1A in terms of number of attacks permitted per Act. Add users P-Bonus to all cited WF totals.

Contact:
Weapon WF WM
-4 -3 -3 -3 -2 -1 0 0 -1 -1 0 0 0 0 -1 0 -1 0 0 0 -1 +1 +1 +2 +2 +1 +2 +2 +2 +3 +2 +4 +5

Ease
+20 -10 0 0 -10 -20 -20 -10 -20 +10 -10 -20 0 -20 -40 -20 -20 -30 -30 -30 -10 -10 -20 -20 -29 -50 -20 -20 +10 0 -100 -40 -50
Ease -30 -10 -20 -40 -10

Type
C C C/W C/W C/W P S/P S/P C/W C C/W CW/P C/W C/W P/CW CW/P S/C C CW C/W C/W S S/P S S CW C/P/L S/P/L S/P/L S/P S/L/Z! S S/P/L
Type P C P P P

Reach

Cost

Boxing gloves -80 Human bite -100 Human punch -40 kick/headbutt/chop -20 Knuckle dusters -10 Shiv (makeshift knife) 0H Pen knife 0H Dagger +10H Millwall Brick -10 Poole/snooker Cue +10 Blackjack +20 Hand Hook +20H 70s Police Truncheon/Bat 0 Club +20 Spiked Bat (Mcjagger) +20 Docker Hook +20/+50 Hammer +40 Crowbar +40 Bicycle Chain +30 Nunchaku +20 Riot Baton +10 Tiger Claws +40H (David) Bowie Knife +40 Fixed Bayonet +60 Spear +80 Heavy Chain +60 Machete +50 Woodsmans Axe +80 Sabre +60 Broadsword +100 Chainsaw (Reality 3) +200 Greatsword +150 Poleaxe +200
Weapon Kung fu star Sling/hand Catapult Shortbow Yewbow Crossbow: WF = WM = R(n)+ = H= C= S= L= P=

05.00 0Free 0Free 0 Free 02.00 0Free 05.00 0 10.00 0 20p 2+ 2.00 0 2.00 0 Free(NHS) 1 5.00 1 Free 1 Free 1 Free 1 5.00 1 5.00 1+ Free 2+ 30.00 2 10.00 0 10.00 0+ 20.00 2(3 battlerifle) 10.00 3 5.00 2 Free 1+ 12.00 2 10.00 2 5.00 2 50.00 2+ 50.00 3 40.00 4 10.00
RNG 10 150 50 100 100 ROF 1 Act 2 Acts 2 Acts 2 Acts 3 Acts Cost 5.00 Free/3.00 10 30 50

Archery Class Weapons:


WF WM +20 0 +80 +1 +100H +1 +150H +2 +200H +3

Attack Options:
Weapon injury factor ; ignore negative adjustments when an Effect class hit is scored! WND adjustment factor for individual types of weapon. Marginally longer Reach; +20 to SkDe vs. weapon of same class only. Weapon inflicts Holed class injuries. Crushing weapon; usually cannot inflict either bleeding or dismemberment injuries. Slashing; Inflict Bleeding Effect injuries. Weapon can potentially dismember limbs Stabbing weapon; cannot inflict dismemberment but +10 to WF if a various attack options mentioned and used to stab. W= Weapon does NOT inflict Effect type bleeding injuries. Z! = Continues to inflict initially rolled damage once per act; removes a limb in 2 Acts! Automatic Bleed equal to 2 WNDs/recounter in any event. Weapons inflicting 0 or less WNDs inflict a BASH result lasting 1 recounter. Bullets normally inflict S class injuries; but may also inflict SL class wounds in some instances.

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70s era Firearms:


Weapon WF Revolvers: .22 Zip gun -20 Webley Service +60 Smith & Wesson M10 .38 +60 Smith & Wesson M29(L) +120 Semi Automatic Pistols: Raven Arms MP-25 +30 Walther P38 +60 Parabellum Pistole (Luger) +70 Baretta 92 +70 Browning 9mm +80 Sub-Machine Guns: Thomson +80 Sten gun +80 Heckler & Koch MP5 +100 Uzi +80 Sterling SMG +100 Shotguns (L! SH/SHS): Remington 870 +300 12 Bore +300 12 Bore/Sawn-off +300 Sporting Rifles: 22 rifle 0 .308 hunting rifle: +180 Assault Rifles: M16 5.56mm +140 Steyr AUG 5.56mm +140 SA 82 5.56mm +140 AK47 7.62mm +180 Battle Rifles: SRL 7.62mm +200 SMLE +200 Heavy Weapons: F7 GPMG: +220 L42A1 sniper rifle +200 BREN gun +220
Explosive Weapons (L): Hand grenade M79 Grenade Launcher ARWEN 37 Launcher Underbarrel Launcher Anti Tank Rocket Anti Tank (RPG-7) L16 81mm Mortar Homemade Mortar Carbomb +400(x2) +300(x2) +300(x2) +300(x2) +500(x2) +500(x2) +500(x2) +300(x2) +1000(x3)

Ease -50 -20 -20 -60 -10 -20 -10 -20 -30 -20 -20 0 -20 -10 +40 +40 -20 +10 -20 0 +10 +20 -40 -10 -20 -20 +20 -20
-30 0 0 -10 -20 -20 -20 -50 na

Rng 5 20 20 50 10 25 25 25 25 25 50 50 100 100 5 10 4 20 150 250 300 220 150 500 500 800 600 600

WM -3 0 0 +2 -1 0 0 0 0 0 +1 +1 +1 +1 +2 +2 +2

S 1 6 5 6 6 8 8 8-10 13

Wgt 1.0 2.0 2.0 3.0 0.8 1.0 1.5 1.9 2.2 10.0 7.0 3.0 8.0 6.5 7.0 8.0 6.0

ROF 1 1A 2A 2A Hi SA SA SA SA SA SA/3B SA/3B SA/3B SA/3B SA/3B 1A Hi 1A/x2 Hi 1A/x2 Hi SA 1A

REL JU EX EX AV PO AV EX-AV EX AV EX PO EX EX EX AV AV PO EX AV

40 32 30 30/50 34 8+2 2 2

-2 1 or 1/2R 4.0 +2 1,2 or 4 7.0 +2 +2 +2 +3 +3 +3 +3 +4 +4 20 30 30 20 20 10 9.0 7.8 11.0 10.0 10.0 9.0

SA/B2 AV SA/B2 EX SA AV(PO) SA/B2 EX SA Hi 1A Hi 3B/8B SA 2B/4B


3 acts SA SA SA 3 acts 3 acts 1 act 1

AV EX AV SU AV
AV AV AV AV AV AV EX JU PO

50/200 30 10 10 30/100 25
1 1 5 1 1 1 1 x4 1 1.0 7.0 7.0 3.0 18 15 80 120 n/a

6 (5) +10 100 (4) +8 160 (4) +8 160 (4) +8 1500(2) +10 150(2) +8 1500(10) +12 60 (5) +5 5 +20

1 act

(L) = weapon may cause limb loss when results so indicate, but those marked L! only induces such effect when used at Point Blanc range = Divide targets ARM value by 2 (number) Rng column =Blast Area effect, in feet; Halve WF per Blast Area factor exceeded.
Special rounds: AP Armour piercing Quarter targets ARM rating but halve WF. HP Hollow point Double Armour rating, -10 to wound rolls RB Rubber Bullet Double Armour rating, half damage (damage is C). B Burst Injuries are resolved as per Burst attack rules SH SHotShells Halve WF per Range Factor; halve WF vs. armour. SHS Slugs have x5 range.

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Car Chases and shoot-outs:


Chases and violence involving cars are a long-established thriller convention. Being a ubiquitous aspect of 70s life, vehicles are easily involved in action situations and may get damaged as a consequence! Vehicle actions are resolved through the Conflict System the conveyance treated as an extension of the drivers skills and attributes. Use of vehicle-related skills is resolved using the Control table. Any risky act where players directly confront an opposing driver uses the Characters Drive skill vs. the opponents Drive skill, +/- any modifiers. When the character confronts a dangerous situation not involving an active protagonist they use their Drive skill vs. the sum of any relevant situational modifiers. Unless otherwise stated, most vehicles travel at a cruse speed of Mv 240 and a top speed of 480 Mv. Drive Actions: vehicle operation adds the following unique classes of action: Activate vehicle appliance or function Monitor Vehicle appliance or function. Breaking takes 1 action per 20 mph of speed. Starting a vehicle and accelerating away takes the quantity of actions as cited in vehicles Acc attribute. Accelerating Breaking +40 bonus +10 Bonus +20 bonus 10 Dff 0 Diff 20 Diff 10 Diff 30 Diff 20 Diff 40 Diff 30 Diff 50 Diff 40 Diff 60 Diff 60 Diff 40 Diff 20 Diff 50 Diff if deep but traversable +40 bonus vs. night penalties. 20 Diff 40 Diff 20 Diff 100 Diff +20 bonus vs. night penalties. 20 Diff 30 Diff 10 Diff 40 Diff 20 Diff (reduce max speed to 1/3rd) +20 bonus +40 bonus +80 bonus vs. night penalties. 20 Bonus (in rainy conditions only). +20 Bonus +40 Diff

Situational adjustment: mph Base Mv Difficulty = Under 20: 21-40: 41-60: 60-80: 81-100: 110: 150+: Ice Skid reverse Snow - reduce max speed to 1/3rd ! Good street/road lighting Driving on a wet road: Sunlight directly in drivers eyes: Driving at night (no lighting) Full moon. Driving in fog Driving in rain Off road Compact Large, heavy vehicle Headlamps Wipers Racing tyres (on road) (off road) (tyre has to be changed after 2hrs use).

A Jump is a base 40 Diff action, plus +20 to Diff per 10 foot of jump; -40 to Diff if a ramp is used. Add +20 to Diff per 10 mph of vehicle speed below 80 mph.

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Crashing through a Barrier: Haybarn/Portable Barrier/Traffic barrier Person Motorway Barrier Tree or Wall Another car Lorry or other heavy build vehicle

+10 Diff +20 Diff +50 Diff +150 Diff +200 to +300 Diff +400 to +600 Diff

Results are interpreted as follows; with the Commissioner using whatever option best fits the situation: Nailed: Increase or decrease relative distance by 20% Or no negative situation occurs Or enact manoeuvre; Add +20 Bonus to next Drive action Passing through barrier; no adverse effect. Increase or decrease relative distance by 10% Or no negative situation occurs. Or enact manoeuvre Passing through barrier; only effect is vehicle looses 20 mph of speed & Car takes damage equal to 5% of its value. No change in distance between vehicles or - cannot enact manoeuvre this recounter; or may enact manoeuvre but risk an accident if they roll another ScrewUp result! Passing through barrier; roll for an Accident result! Roll for Accident! Opposing driver not directly affected.

Sorted:

ScrewUp:

FUBAR!:

Accidents are resolved in this manner (using the previous skill ratings and modifiers). Vehicles involved in a Rear End and Side collision ignore chance of a roll-over Nailed: Accident Results: Controlled Skid = vehicle rumbles to a more-or-less controlled stop within 1 Recounter per 20 mph of speed. Driver (just) avoids a crash..... Skid = vehicle moves an additional 5 foot per 20 mph of speed before stopping. Possible chance of hitting obstacles in vehicles general path; driver may avoid a collision on a Sorted or better Drive roll (using same modifiers). If vehicle fails to overcome an obstacle, roll for a Crash result Lose control Driver of affected vehicle should attempt a Control roll; a Sorted or better result results in a Skid (a Nailed result indicates nothing was hit). Otherwise roll for a Crash Result. First vehicle in front of this vehicle is also hit unless driver succeeds in a 40 Diff Drive roll. Serious Crash automatically lose control Car bounces for 2d10x2 yards (1-4: in same direction 5-7: to left; 8-10: to right of original course. Expending 1 Luck results in car landing right way up, otherwise its toppled. Roll for a Crash result.

Sorted:

ScrewUp:

FUBAR!:

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Crashes:
Apply relevant adjustments to a Crash result:
Speed: WF equals half vehicles MV speed at time of collision. If a vehicle was hit, also add vehicles Mv to WF total. Special Factors: Reduce crash attack WF by half in regard to personal injury to passengers only; Clunk, Click every trip! Halve WF for roll-over damage to passengers. Ignore all fire results. Halve crash WF to drivers & passengers on opposite side of collision but +50 WF to those on impacted side.

Wearing Seatbelts: Rollbar fitted: Diesel fuel: Side collision:

Roll-over Barrier:

Add +100 WF. Person +10 WF; Another car: +20 WF Car vs. tree, brick wall or lorry: +60 WF

Crashes inflict the following damage on vehicles (use Vehicles Hardness and Armour score compared with crash WF):
Nailed: Some damage but looks worse than it is (1d10x1% of vehicles value; car can be restarted after 1d5 recounters but 20 Diff to control until fixed!) Overturned cars have to be righted before they can be restarted (requiring 20 Recounters and access to a lifting rig). Car is damaged, but repairable (cost equal to 1d10x5% of vehicles value. Car can be restarted after 1d10 Recounters. 40 Diff to Drive rolls until fixed. Halve maximum speed until repaired. Passengers take 1d5 WNDs Overturned cars have to be righted before they can be restarted; requiring 20 Recounters, assuming a ready and fairly near lifting rig. Vehicle takes x1 Mobility and x1 Mechanical kill (cost to repair equals 1d10x5% of vehicles value) Passengers take 2d10-2 WNDs; or spend 1 LUCK and take 3 WNDs. Total write-off vehicle rendered inoperable and too extensively damaged to be economically repaired. Characters may expend 1 LUCK to escape with a 1d10x10 WF effect injury or 5 wnds if they expend 2 LUCK . Vehicle moves uncontrollably in a random direction; any occupants still trapped take a WF 100 EFFECT injury. Roll 1d10 a roll of 7+ indicates car starts to burn; vehicle and passengers taking 1 WND per recounter; adding an additional WND to fire damage injury every 3 Recounters; fire continues to burn significantly for 100 Recounters unless extinguished. The vehicle itself loses 1 Hardness per recounter, becoming uneconomical to repair on reaching 25% of original Hardness value and becoming a totally unsalvageable wreck on reaching 0 Hardness.

Sorted:

ScrewUp:

FUBAR!:

It is virtually impossible to hit specific targets within a hard-topped moving vehicle. Roll on the table below on scoring a hit; 1-3 4-6 7 8 9 10 passes through air bullets pass through car body Passes through air bullets pass windscreen or similar Passenger hit (via car body)-go to firearms WND table Passenger hit (via car windscreen)- go to firearms WND table Damages vehicle Damages vehicle and hits passenger (windscreen). People in open-top vehicles can be directly hit using Aiming (pp 63).

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Vehicle Damage:
Direct attacks on a vehicle are determined using the standard combat table. In regard to damage Use Vehicles Hardness and Armour score vs. weapons WF. Halve WF of Contact weapons and firearms using non-explosive projectiles 12mm or under in size. Nailed: WNDS: Fuel tank hit (lose 5% capacity per Recounter). A tank round or similar ignites fuel resulting in a K-Kill!. Diesel ignites on a d10 roll of 8+. Control impaired (extra 40 Diff for Drive related actions). A few dents and rents to bodywork (extra 10 Diff to drive related actions). Just a few dents and rents, no other consequence. VEHICLE EFFECT hits: Mobility kill Car loses ability to move, until repaired; decelerates by 30mph per action; requires a Diff 50 roll to avoid a crash. Fixing involves a 50 Diff Mechanic roll, a supply of spare parts and d10x10 minutes. Mechanical kill Car loses power- decelerates by 20mph per action. Severe damage to engine, requires extensive workshop repairs lasting a day (assuming a supply of spare parts) and costing 25% of vehicles cost Passengers must expend 1 Luck or be targeted by a 50 skill rated attack (damage factor +100 WF). Otherwise, take 2 WNDs. K-Kill! Vehicle destroyed in a catastrophic manner! Characters may expend 2 Luck to escape serious injury but nonetheless take 1d10 WNDs while doing so. Vehicle moves uncontrollably in a random direction. Any occupants still trapped takes x2 200 WF hits. Roll 1d10; a result of 7+ indicates vehicle starts to burn; vehicle; any passengers taking 1 WND per Recounter for 3d10 Recounters (or until extinguished). A Fire result always occurs if hit was inflicted by an incendiary round! Petrol tank damaged; Loose 1d10% of remaining fuel capacity per Recounter. Treat as a Mobility Killresult when all fuel has leaked out. Path of vehicle can be followed with Tracking skill for 24 hours with a +50 bonus. If damage is caused by an incendiary round, explosive or similar weapons; instead, fuel is ignited resulting in an instant K-kill Effect! Aerial vehicles always crash on a mobility kill; some winged vehicles may attempt a glide landing in the case of a Mechanical kill (Diff 100)

Sorted: ScrewUp:

FUBAR!:

DIRE

SORE

W4

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Interaction, Reactions & Threats


Those who choose the path of an adventurer will face many obstacles, tests and hazards other than combat. This chapter details these various challenges Recognition: A Recognition (REC) roll is either made when a character proclaims their name or if someone in the crowd happens to recognise them. To randomly determine whether recognition occurs in either situation, the player or Commissioner should make an Action table Rec roll, using following modifiers: 20 Diff if the characters are within their home territory 40 Diff if the characters are just outside their home territory 60 Diff if the characters are a considerable distance from home territory - An additional 40 Diff if the character is physically disguising their appearance 120 Diff if the characters are on another continent isolated from their originating culture Halve all these figures if the character has received some notable media exposure over the past month in which involved their image being widely circulated! If the roll is successful but fairly marginal the Commissioner should delay acknowledgement of the characters identity for a few game-days, to simulate word of their presence eventually spreading to a receptive ear A characters prior REC is ignored if the character assumes another name/identity in an area they have never previously visited. This new identity will accumulate its own REC score if it is maintained for a sufficient period of time. Add any REC increases based on Bents, Gifts, skills or attributes if the identity is maintained for a month or more. A recognition roll in regard to the characters actual identity should be made whenever visitors know of them visit the characters new location. A FUBAR!! REC result indicates the character has being mistaken for someone else; usually a person with a negative reputation!! A ScrewUp result indicates the character remains unrecognised. A SORTED indicates the character is recognised, unless disguised while an NAILED REC means the character recognised even if disguised or going under a non de plume. Once recognition occurs the characters innate reputation modifiers comes into play, as general aspects of the characters background and prior behaviour become acknowledged and influences the attitudes of the people around them. Taking a photograph and comparing them to previous images of a person gives a bonus of +40 to a recognition attempt; providing the pictures are both of fair quality. In the 1970s this approach takes up to one day to enact.

Reaction:
Reaction rolls play an important part in Thriller 70! These usually occur whenever a character attempts to interact with a backdrop persona. Use either characters full High/Low Social skill or Oratory for social interactions (players choice) or Trader for commercial interactions. Use Presence or Vice (Workskill) for any

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seduction attempts. This rating is adjusted positively by relevant Gifts or negatively by specific Bents, and may be further adjusted if backdrop personas successfully make a REC roll in relation to the character! Other specific ad hoc adjustments may also be made by the Commissioner or result from the players approach to this particular interaction! The specific modifiers are as follows:
Relationship: Very hostile party Significant Discount Neutral relationship Friendly relationship Very Friendly relationship Close allies/kin Request Difficulty: Almost Charity /very involved task Involved Average task or price Fairly easy going Happy to pay top prices! Very easy task/whats money! DIFF: 80 60 20 +20 Bonus +40 Bonus +60 Bonus

Seduction Attempts:
Backdrop persona likely to respond to seduction attempt: +20 Bonus +/- any appearance modifiers Backdrop persona unlikely to respond to seduction attempt = 60 Diff Reduce Diff by half Vice skill Backdrop persona shares a niche sexuality with character (i.e. has same fetish, same relatively uncommon sexual orientation, etc.) = +20 Bonus Character attempt to satisfy specific sexual needs if any! = +20 Bonus

A FUBAR!! result indicates the backdrop character is Hostile or offended by a players offer. A ScrewUp equates to a refusal of service or rejection of the characters offer. A SORTED indicates the characters offer is accepted or they will be aided to a reasonable degree, while an NAILED means the character receives a friendly response or even acquires additional information, reduction in price or other bonus. In regard to Seduction, add +100 to any future reaction roll if the seduction attempt resulted in a NAILED score; +50 Bonus for a SORTED; 50 Diff on a LOSE or 100 Diff for a FUBAR!

Option: Bribery and Corruption:


Characters may risk becoming socially and morally compromised by powerful criminal elements. In the dark world of Thriller 70 underworld elements may desire information, aid or resources that the players either possess or could at least access; albeit at notable potential detriment. The rewards are as great as the risks and (all too often) a refusal places the character in as much - if not more - danger as acceding to such pressures. This class of situation are resolved via the Bribery and corruption rules. This involves the character attempting a Co roll vs. the Co of the criminal pressuring them for a favour. Note situation and compare with factors Request, Reward, Beguiler, Detection chance and Players attitude cited on Bribery and Corruption table; add figures marked with a plus to characters Co, but add those not marked with a plus sign (that match the current situation) to the would-be beguilers Co. A FUBAR result forces the character to accepts the offer; they also add 20 opposing Difficulty/Co factor to regard to resisting future requests from that

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source. A ScrewUp indicates the character must accede to the request, but may resist future requests with no penalty. A SORTED score indicates the character is free to resist offer if they so wish; an NAILED result not only indicates a refusal provides either 1: a +20 bonus to resist further advances from that source or 2: character becomes aware of information that compromises the individual or group involved in this coercion attempt. Characters are, of course, free to be ad hoc criminal agents and take kickbacks from underworld sources; but the greater their involvement, the greater the chance of detection and the more severe the final judgement. Any such reckoning should be a significant in-game event, ideally providing the character some chance of redemption- or escape!

Bribery and Corruption table:


Situation Request is: Minor act Major act Significant act Reward is: Minor Modest Generous Beguiler is...: Of low significance Has notable form A Crime land boss Has blackmail evidence Known to be violent Has a compatible ideology Has opposing ideology Detection chance is: Very minor Minor Moderate Major Character attitude: Doesnt want to ! Unconcerned Willing Request fits Character aptitude Request is contrary to characters aptitude DIFF = = = = = = = = = = = = = = = = = = = = = = 0 +20 +40 +20 0 40 +20 0 20 40 20 20 +20 20 10 Base 40 +20 Base +20 20 +40

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Stress
Thriller 70 characters face numerous subjective pressures from personal loss, rejection to encountering a monster or similar entity. In such situations the Commissioner should insist the character attempts a STRESS roll. This is based on the characters Co score vs. a Difficulty reflecting the events emotional severity: Situation
Character is robbed by knifepoint Character is beaten and robbed Traumatic Rejection Personal loss Combat (notable fatalities) Terrorist attack Experience a Nuclear strike Experience Nuclear strike- aftermath Imprisoned Imprisoned and tortured Discovering a body Discovering a mutilated body Discovery a decomposed body Seeing an ... Angel or Sidhe UFO Humanoid robot or obvious cyborg UFO entity Ghost Demon Significant reality shift

Diff
20 40 20 40 60 60 100 80 (within 1d10 days) +20 bonus (roll per quarter) 40 (roll per week) 20 30 30 0 20 20 40 40 60 to 100 50

A FUBAR result indicates the character becomes catatonic or loses their memory and acquires the Moron Bent (players choice). A ScrewUp result indicates the character acquires the Fool Bent. A Sorted means that while the character suffers an additional 20 Diff to all tasks for a day but is otherwise unaffected, while a NAILED result indicates the character is actually motivated by the setback in question (+20 bonus to all tasks for one month). In instances where any detrimental effect occurs, the character may attempt a Co roll every week to return to normal vs. half the original Difficulty modifier. Obstacles: Adventurers often have to face obstacles such as doors which they can circumvent either by breaking it down or picking the lock. Use the Difficulty guide below, which can also represent trapped items. In the case of locked, trapped items the Commissioner can either assume the trap disarming and door opening attempt shares the same result or roll twice to cover both situations. Add +100 to Diff if using a gun to shoot out a lock; user must also expend 1 LUCK or take 1d10-3 WNDs from the resulting shrapnel if less than 5 feet from targeted lock.
Forcing A Door Light wooden locked door Heavy wooden locked door Wooden, barred door/cheap padlock Iron door/ heavy Padlock Iron Reinforced door Modern bank vault door Picking Lock/circumventing trap Crude Latch/obvious trap Lock/basic trap Good Lock/trap Secure Lock/excellent trap Masterpiece Lock/trap Exceptional Lock/trap Diff 40 80 100 200 400 600

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Action Table results for door opening/trap disabling attempts: FUBAR!! = 20 Diff to next attempt +1 wnd inflicted on character Any alarm fitted to door goes off ... with police/security on their way! Door remains shut! Bash inflicted on character Alarm activated! Door swings open (lock repairable) Alarm doesnt go off; +20 bonus to next opening attempt with same Type of door/lock. Door opens (lock broke or bent) Alarm doesnt go off

ScrewUp NAILED

= =

SORTED

Note that Lock picking attempts do not usually result in injury; ignore any such effects in this instance. Attempts to break down doors take 1 Recounter, while trap circumvention takes 1 minute while lock-picking usually takes 4 minutes (double time for exceptional locks) An Alarm rings, summoning 1-5 guards in the vicinity within the next 2d10+5 Recounters (1d5 Recounters for a FUBAR! result).

Environmental Hazards
Falling injuries A falls Attack and WF Value equals the distance fallen in feet/2 (upto 1600 feet (+800)); adjusted as follows: Armour; subtract armour Victim falls on to spikes: +100 WF Divide attack value by 10 if victims fall is broken by a deep pool of liquid (and halve final total of BloSH points inflicted by fall) Falls onto Hard surface +100

Roll for one attack per +50 ft fallen (treat as a Burst) In addition the character takes three automatic Limb hits on a NAILED Effect result, two automatic limb hits on a SORTED Effect roll and one Limb hit on a SCREWUP Effect result. Also take an additional Limb hit per 50 foot fallen. A Luck Intervention reduces a fall Effect injury to1 Limb injury per 50 foot fallen; or halves WNDs in respect of a Non Effect injury. Coma: If a character takes sufficient WNDs to reach COMA level (or succumbs to certain exotic afflictions), make an 80 Dff ST Control roll once per game day; the outcome being interpreted as follows... FUBAR!! ScrewUp NAILED = = = Victim expires from their injuries. Recovers in 2 days but with serious complications; Victim takes an Omega Handicap (pp66). Roll again; Nailed or better; character gradually stirs, awakens next day with 1 WToL. Screwup or worse: Target remains unconscious . Recovers consciousness (awaking with 1 WToL) but suffers a BASH effect lasting for 1 day.

SORTED

Exhaustion (optional): This is an optional rule as it requires additional record-keeping. Commissioners wishing to account for exhaustion should assume a character has an Endurance

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score equal to their current WND rating in Recounters. A character can only proactively sustain combat for this period of time without rest. Halve this value if wearing body armour on a hot day. Fully resting for 1 Recounter (or drinking a pint of cold fluid) reduces any Endurance Diff by 1 factor. Once Endurance has been exceeded, apply the following global penalties: Total Endurance exceeded:0 = 20 Diff -1 over = 40 Diff -2 over = 60 Diff -3 over = 80 Diff -4 over = 100 Diff -5 over = 120 Diff

Etc.

Poisons and diseases


Thriller 70 uses the same method to resolve baneful effects of poisons, disease and similar effects a character may be exposed to during play. The potency of a given Poison, Disease or similar agent - generically called an element is represented by a Strength Factor, equalling its attack factor on the Action Table. As the effect of poisons, diseases and comparable misfortunes are rarely instantaneous, all elements have an Onset attribute; reflecting the length of time its first effects initially show themselves. When this interval occurs the characters Stamina attempts to resist its effects (reflected by pitching the Elements Strength Factor against the affected characters St score on the Action Table). The consequences of this initial exposure are as follows: FUBAR: ScrewUp: Character highly vulnerable to element; +2 Wnds Double effects and halve Period intervals! Character becomes influenced by element; +1 Wnd Suffer other effects; character is subject to another attack each substance period! The character resists element. He or she takes only a single +1 Wnd; Period of element effectively reduced to 0 ! The character is resistant to this particular Element. He or she suffers no adverse effects in fact they are totally immune to any future exposure to this element.

SORTED: NAILED:

As both poisons and diseases affect their victims over a period of time, Characters receiving FUBAR and ScrewUp results are subject to further attacks by that element. The number and interval of these attacks equal the elements Period. Once the cited Period elapses, attacking element is considered spent and has no further effect! Attribute loss unless otherwise stated is recovered at the rate of 1 point per 10 minutes. Infection risk: Characters become subject to sickness when exposed to a carrier during course of a game. Apply following modifiers to initial infection roll: Passing through an area affected with a given agent (vs. ST): Indirect contact with a carrier/agent Direct contact with a carrier Consumes/inhales infected agent Severe exposure to agent/contaminate chance of infection Base chance of infection +50 to Strength +100 to Strength

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Some example diseases: Rabies Strength Factor Onset Period Effects Plague Strength Factor Onset Period Effects: Influenza Strength Factor Onset Period Effects 160 1d5 weeks 1 attack per 3 hours Element remains active until a NAILED result occurs. IN reduced to -20 while infected. 100 2 days 1 attack per 5 hours. 10 attacks in total. Cosmetic: swellings under armpits and discolouration (80 Diff)! 80 1 day 3 hours 1 attack per 3 hours; continues until a SORTED or NAILED effect occurs. MU and ST halved while infected (20 reaction penalty while infected)! 10 (quarter infection risk Diff factors). 1d5+2 years(!) Monthly Lose 5 De & Mu per Wnd suffered and take a permanent -10 reaction penalty . Roll 1d10 on a FUBAR roll; 1-10 lose toe; 6-9 lose finger or 10 take BLINDESS Bent Expending 1 LUCK at beginning of next gaming session voids roll result.

Leprosy Onset Period Effects

Some example poisons (and similar elements): Cyanide Strength Factor Vector Onset Period Effects Snake venom Strength Factor Onset Vector: Period Effects Rat Poison (large dose) Strength Factor Onset Vector: Period Effects 160; Triple Wnd loss. Consumption 1 hour 1 attack every minute; six attacks in total. halve M & A. +20 to 120; Triple Wnd loss. 1 hour Bite 1 attack/5 minutes; six attacks in total. halve M & A. 40. 1 hour Ingestion 1 attack every 5 minutes; six attacks in total. halve M & A.

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Nerve Gas Vector Onset Period Effects Mustard Gas Strength Factor Onset Vector: Period

200 Triple wound loss Environmental 1 Recounter following exposure 1 attack every minute; six attacks in total. halve Mv & all physical attributes. 120 2d10 hours after exposure Environmental (gas cloud) 1d10 hours (on cloud of gas drifting over area). Thereafter 1 attack every 2 hours 8 attacks in total Take 3 WNDS per attack; character is Rendered blind after first attack (regain sight if they recover); But acquires Bleak Future Bent 80 3 minutes from exposure Environment (gas exhaust) Per minute SCREWUP roll indicates unconsciousness Character takes 1 WND per minute of Exposure, until dead. Ending exposure to Carbon Monoxide Gas reverses damage; reduce damage From exposure at 1 point per recounter 100 1 Recounter following exposure. 1 attack per 2 hour; 10 attacks in total. 60 Diff while infected, +60 bonus to detect Character via scent. 100 1 Recounter following exposure. 1 attack per 5 recounters; 10 attacks in total. Suffer 80 Diff to all tasks while afflicted.

Effects

Carbon Monoxide Gas Strength Factor Onset Vector: Period Effects

Stench Gas Strength Factor Onset Period Effects Tear Gas Strength Factor Onset Period Effects Alcohol Binge

Strength factor - Cumulative; 2 (light beer) to 10 (strong spirits) per drink Onset 10 minutes after consumption. +20 Bonus to resist if eating at the same time as drinking Period one attack after each drink consumed within a three hour period without respite! Effects: Each wnd; Lose inhibitions (60 Diff in regard to keeping secrets) Recover 1 wnd per half hour of abstinence.

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Other Mundane Threats. The same procedures as outlined above for poison and sickness rules are also used to resolve other mundane baleful effects. Starvation and Dehydration: Valid for Those going without any food for more than 2 days And/or without water for more than 1 day. (or without water for 4 hours if wearing full armour on a very hot day). Strength Factor 20 per onset period Period per 4 hours dehydration; per 8 hours starvation Effects: As per standard table character recovers +1 wnd/per hour after receiving an adequate supply of food and water, Minor wound infection: Valid for Attacks by any suspect dirty weapon (Commissioners choice) Or wounds being dressed in dirty conditions. Strength Factor 50 Onset 1 day Period Per 3 hours. Effects Mu reduced to -40 Choke Holds: Strength Factor Onset Period Effects = Attackers Mu score (or +10, whatever is highest). Instant ; Triple Wnd loss. Per Recounter. characters move is reduced to 0 and no actions are possible other than attempts to break the choke hold! If hold is broken lost Wnd points return at a rate of 1 Wnd per minute.

Fire, Smoke and Drowning: Flame: exposure to an intense flame inflicts 1 to 3 WNDs per Recounter of unprotected and continuous exposure. Flame damage heals at the same rate as an Effect class injury and often causes disfigurement permanently lose 1 LUCK or take a reaction penalty of -10 per 2 WNDS of flame damage suffered if injuries occurred to a usually visible location. Flame damage is often coupled with Smoke inhalation; Strength Factor Onset Period Effects 100 1 Recounter Per recounter of exposure Continuous until character has a free supply of untainted air. Recovers at the rate of 1 WND per minute once able to breathe untained air

Drowning: this effect occurs when a character fails an ACTIVE (swimming) roll while within water sufficiently deep to cut off victims air supply. Treat in all respects as Smoke Inhalation, above.

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Creating Thrillers
Thrillers are relatively easy to compose at least in theory! The Commissioner designs a story that plunges the characters into a relentlessly hazardous situation. The skill comes in making such stories coherent and believable. They must also avoid telegraphing the shocks too readily, else they fail to remainthrilling! The plot should be littered with red herrings and dead ends to ensure players never know where the next blow is coming from. The Commissioners biggest weapon is the unknown. Borrowing from this genres atmosphere of a paranoiac sense of danger, Commissioners should never fail to misdirect. The easiest way is to describe completely innocent backdrop elements in detail, and emphasize an atmosphere of uncertainty relating to them. For example, a character is about to cross the street and sees a car parked on the kerb with the exhaust running. Is the car watching and waiting for the character? Will it suddenly accelerate towards the character and attempt to run them over? Or will a window suddenly wind down to reveal a gun that abruptly blazes away at the character? Or is it just an unrelated event a driver waiting to pick up a friend or lover? With thrillers, the skill in presenting a story is to ensure the players are never sure of anything! Another misdirection technique is to weave unrelated stories into an adventure. The aim is to always make players unsure whether a situation is unrelated to their main concern. Indeed, in some instances it may be desirable for the main storyline to be left in abeyance while the characters investigate a new plot element. The circumstances underlying them can be as dangerous as the main story or turn out to be a load of hot air. The important factor is to preserve the atmosphere of uncertainty. If sub-plots are pursued the main plot situation should still pose a hazard to the player characters and may even worsen in this respect. That said, Commissioners should not penalise player character curiosity too readily. The Commissioner creates a thriller around these elements. For ease of understanding a prosaic example storyline is outlined below.

Plot Example: o Plot situation


Where the story set and what is is the general situation? Situation: the characters are police detectives based in Manchester, sometime in mid 1976.

o Aspect
What aspects will the story cover; Criminal acts, spying or a general mystery situation? Will the story feature any supernatural or science fictional elements?? In this example setting most stories relate to crime-related issues, dealt with during the course of the characters job at the CID - but may occasionally divert away from that subtext. Stories are usually Reality 4, but occasionally feature Reality 2 to 3 elements.

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o Cast
Who are the player characters and how are they involved? The player characters are police detectives who work for the CID. Game personas are mainly their superiors or inferiors and also represent members of the public, most notably victims, suspects and witnesses.

o Settings
Where is the game set? How wide is the setting area?? The game usually involves criminal events around the Sheffield area, but may occasionally go outside of this region when circumstances demand. Adventure elements Once the general situation is decided, the Commissioner then plots out a thriller scenario to fit. Eventually, the player characters interactions will create or hint at possible future storylines but for the first few stories the Commissioner may have to gently nudge things along a bit

o The situation
The Commissioner should first decide a general situation... The characters must attempt to track down a resourceful serial killer. This murderer has already claimed two victims - the player characters must ensure he (or she) doesnt claim another!

o The villains
The Commissioner should then define the hostile protagonists opposed to the player characters. They should have at least one notable personality trait or physical attribute so they stick in the players minds (making them easy to visualise). The main protagonist is Sheffield Pete a notorious serial killer. He is the son of a major crime boss, Japp Brouwer a psychopathic drug-dealing Dutchman with a hook-hand, who uses his influence to cover his sons misdeeds.

o Subplots
The Commissioner should define a number of sub-plots that may or may not be related to the main scenario. These include; A single man is voyeuristically stalking women in the region. While an unpleasant pest he is relatively harmless. The characters become involved with Martha, a prostitute trying to leave the streets but threatened by her Italian pimp, Georgiou. One of the characters is accused of taking bribes from a significant crimeland figure during the course of the case investigation. Two psychics approach the investigators during the case. One has genuine ESP powers; the other is a deluded nutcase. Ironically, the latter appears to come up with an apparent significant lead while the real psychic forwards an indistinctive impression subsequently clarified once players start following the right leads.

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Peter Todd is a fantasist who believes he is Sheffield Pete and stalks the same area as the actual killer. He has written a number of letters to the police alleging that he is the killer. An interesting twist here could be that he meets Sheffield Pete in a pub... who provides him actual information on the crimes. A murder occurs in the same time in the murderers apparent patch. The modus operandi seemingly differs widely from that associated with the other victims. Has Sheffield Pete claimed his third victim - or is there another murderer on the loose?

Threats:
The Commissioner should then decide what threats the players face in this investigation. The main threats in this case includes Sheffield Pete (and his gangland father), along with any indirect trouble Brouwer causes to someone who seems to be getting too close!

Obstacles:
Then its time to define the main obstacles facing the characters The obstacles faced in this adventure include Sheffield Pete, his father and his fellow villains, along with the actions of various significant game personas likely to derail and mislead the case investigation. The characters may face off Sheffield Pete either in an old and hazardous warehouse or on a large cargo boat sailing to Holland depending how the game situation resolves itself.

Scene one:
The aim of this is to set the scene the basic situation and known associated characters are described. This is represented as a briefing in a police murder incident room. The briefing describes the circumstances of the first murder and the recently discovered body of a possible second victim.

Scene two:
The characters visit the scene of the second murder, hopefully noting clues. The Commissioner introduces a plot twist at this juncture.

Scene Three:
A possible third murder victim is discovered. A resourceful player may discover a clue indirectly linking the previous two killings to Japp Brouwer

Scene Four:
One character is accused of corruption, by someone on the force whos in the pay of Japp Brouwer. Sheffield Pete makes an attempt on the life of the first character that happens to be alone and isolated and so on, introducing plot twists, situations and protagonists until the scenario is resolved. If the adventure is played out over the course of several game sessions the Commissioner might wish to end the session on a cliffhanger placing the characters in a hazardous situation and leaving them there until play resumes!

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Final Scene:
The CID confronts Sheffield Pete in a dilapidated warehouse Due to a tip off, some of Japp Brouwer henchmen are also in the building ready to aid Sheffields Petes escape. If he manages to evade the characters he will attempt to head to a nearby port and catch a boat to Holland, where he will be hidden by Brouwers business acquaintances. None of them know he is a serial killer and there is no guarantee he wont start killing the boats crew! The Commissioner might find this scenario a better final scene than the warehouse and let Sheffield Pete escape to set this situation up; with several of the player characters stowing aboard the vessel before its departure.

Aftermath.
The commissioner then decides what happens, based on the final course of events. For example are any villains still alive who could trouble the player characters in the next game session? Will the characters face any reward or punishment for their actions? Do they remain in the force or all leave to take up another appointment elsewhere; setting up the game situation for the next session? Any slain characters will obviously have to be replaced with new personas for the next game session.

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Creating memorable protagonists


A well-defined protagonist is essential for any thriller, whatever its reality level. The Commissioner should ensure protagonists act in a logical manner to advance their objectives. A Commissioner should also be wary of killing them off too readily providing a possible escape route for the more memorable ones if they are defeated. Heres one way to make a protagonist, although there are others

The first step is to name the protagonist; this should be neutral or atmospheric, depending on the tone the Commissioner wishes to set. The Commissioner decides on the atmospheric name of Japp Brouwer

Think of a name.

These are character aspects notable even by a causal observer hence the term sticks, so called because they generate a distinctive visual image that sticks in players minds! Brouwer is Dutch, has a hook for a hand and speaks with a thick accent. His mighty bulk projects an air of menace.

Think up some Origin and aspect sticks

What sphere does the protagonist operate within?


Does the protagonist have a legitimate occupation or does he work in the criminal or grey economy? Does the protagonist openly aid or oppose the characters or keeps his or her distance when doing so? If they are a criminal what is their legitimate cover? Brouwer works in organised crime, mostly involved in smuggling drugs from Holland. He covers his activity by running a small legitimate shipping company, using these purchases to conceal his drug-running.

Neutral, Friend or Foe?


Is the character neutral, friendly or opposed to the player characters? The Commissioner conceives Japp Brouwer as being opposed to the player characters, given that Brouwer is a criminal and most players in the game setting depict characters working in the CID.

What is the protagonists motivation?


Why does the protagonist act the way he does? Do they want out of that business? What are their future plans? What are their important values and objectives? Brouwer wants to be rich and powerful. He is very family orientated and will move heaven and earth to aid his own kin.

What resources can the protagonist call upon?


Is the character wealthy? Does he or she have assistants or henchmen? What is his or her social significance?

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Brouwer can call upon about 40,000 worth of assets. He has about a dozen henchmen, several large cargo boats and warehouses dotted about the Sheffield area. He represents himself as being lower middle class in lifestyle and status but has bought several significant authority figures and hence has notable influence in his region.

What is the protagonists family situation?


It isnt always necessary to define this for all protagonists, but; is the character married, single or divorced? Are they in a relationship? Do they have any significant siblings or children? Are they alive or dead? Where they and what are they doing? Brouwer has a son and a daughter. His wife is dead; killed during a power struggle between a rival druglord. His daughter is at boarding school his sociopathic son works in the family business.

What are the protagonists most significant attributes?


Low attributes equal -20, Average attributes equal +20, Good attributes equal +50, Exceptional attributes equal +80 or more. Assume a default attribute level of +20 if unspecified. Brouwer has Exceptional strength and Stamina (Mu +80 and St +80) and Good intellect (In
+50).

Also pick a Bent and a Gift then double all penalties and bonuses. It is also advisable for a protagonist (at least one likely to get into harms way) to have at WToL rating of 10 to 14 or more. Brouwer has the Sociopath and One Hand Bents and the Rage Gift

What are the protagonists most significant skills?


Average Skills have a +20 rating, Good attributes a +50 rating while Exceptional attributes have a rating of +100 (or more). Assume the character has 4 Exceptional rated Skills, 4 Good rated skills and 10 Average skills. Brouwer has Good rated Aware, Drive, firearms Sailing/Pilot skills. He has an Exceptional skill rating in Unarmed, Street, Administration and Trader. He has an average skill rating in Manners and Gaming. Brouwer can speak English and Dutch with Good fluency.

Who are the protagonists friends, enemies and contacts?


Brouwer has extensive connections with the Dutch drugs trade. He has bought some policemen and customs officials to things along a bit. A Jamaican-born drug dealer (Yardi Jim) wants to encroach on Brouwers territory but has yet to make any serious inroads. Brouwer has few real friends but knows people can be bought Friendly characters are rarely criminals most will openly follow legitimate career paths. Sticks will also be less alarming for friendly or neutral characters but more so for adversaries.

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ANIMALS AND MEN


This section gives the normal attributes of Game Personas and mundane animals for use in Thriller 70:

Stock backdrop characters:


This table provides a listing of average individuals from various professions. For game purposes halve, double or triple skills - and halve, add +10, +20 or +40 to attributes other than H/BS to simulate weak, skilled, experienced, adept backdrop personas. Unless otherwise stated no backdrop characters have a LUCK score; but those listed in italics (representing exotic and usually rarefied character types) have 4 LUCK
Astronaut Armed robber Beggar Burglar Cyborg Citizen Craftsman Gang Member Enlisted Solider Elite Solider Informer Media Sensation Police- uniform Police- Detective Priest Private Guard Reporter Terrorist Streetwalker Skilled Assassin Skilled Spy M/S/D I/C/S H/BS 60/60/50 50/50 60/-6/-10 20/30/10 10/10 20/-4/-6 10/10/0 10/-20 0/-2/-4 10/20/30 20/-10 20/-2/-6 200/100/100 60/60 100/-10/-15 10/10/20 10/20 10/-1/-4 20/20/40 20/20 20/-2/-6 40/20/10 10/-10 30/-2/-6 20/40/20 10/20 40/-3/-8 50/60/40 20/30 80/-5/-12 10/10/10 10/20 20/-2/-6 20/20/50 30/10/60 30/-5/-9 20/40/20 20/20 30/-5/-9 20/40/20 30/30 30/-5/-9 10/10/20 20/30/30 20/-4/-7 20/30/20 10/20 30/-2/-6 10/30/30 40/40 20/-2/-6 20/30/30 20/30 30/-3/-8 10/20/30 10/20 20/-3/-6 60/50/60 40/40 80/-5/-12 40/40/50 50/50 60/-4/-10 WTOL 14 10 4 8 20 6 8 8 12 16 6 8 12 12 6 10 8 10 6 16 12 MV MS SS 16 100 40 13 50 20 11 20 10 12 50 20 12/180 200 100 11 50 20 14 50 20 15 40 20 12 60 30 18 80 40 11 40 20 14 80 30 14 50 30 14 80 40 13 60 30 14 50 20 13 60 20 14 50 20 15 40 20 19 100 30 17 80 40

*: Limb hits dont reduce personal BLOSH or WNDS (functionality may be affected). Italicised character types have at least LUCK 3

Definitions: M/S/D: Mu,St and De I/C: In, Co & So (latter not cited in many professions). H/BS: Hardness and Bloodshock MS: Main Skill ratings SS: Sub-skill ratings Mv: Mv rating.

A Selection of Beasts: Thriller 70 is a game mostly set in an urbanised world where most adversaries are human. While animals generally play a small part there may be times when their attributes may come into play. The following is a list of creatures mostly native to the UK, but also includes a few exotic imports. More exotic creatures can be found in the 70s nightmares (pp179-205) and Cryptids (pp232-234) sections. Name SZ/LO HD/BS -20/-1/-2 Urban wildlife: MuSt De WF
+10 -40 -200 -20 0 +10 +30 +60 +20 +30 +20 +30 +20 +10 +20 +30 +10 -100 -200 -100 -20 0 +10 +30

ARM
0 0 0 0 0 0 +10 0

Mv
1/120fl 4(20fl) 1/20fl 3 3 5 12 15

Special
Cl/Be/hp/XE Be/Cl/Fl/hp/XE ve/Di/XE bi/Di/XE bi/cl/XE Bi/Cl/XE Bi/-1E Cr/-1E

Large Bird S/BHF Small bird Vs/BHF Insect Mc/QF Rat Vs/Q Cat S/Q S Dog/Fox S/Q Large Dog M/Q Horse B/Q

-60/0/1 -200/(B)/1 -60/ 1/2 -30/-1/-3 -30/-1/-3 20/-2/-6 50/-4/-9

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Rural Beasts:
Name
Insect Rat Snake Fox, etc.
Large Bird Raptor Bird

SZ/LO

HD/BS

Mu
-200 -20 -20 +20
+10 +20

De
+20 +30 +20 +50 +20 +30 +60 +30 +20
+20 +20

WF
-200 -100 -100 0 +10 +30 +20 +30 +20
+10 +30

ARM

Mv

Special
ve/Di/XE bi/Di/XE Ve/Bi/XE Bi/Cl/-1E
Cl/Be/hp Cl/Be/XE

Large Dog L Herbivore Wild Cat Horse Donkey

Mc/QF -200/(B)/1 Vs/Q -60/ 1/2 Vs/C -100/ 1/2 S/Q 0/-1/-3 S/BHF -20/-1/-3 S/BHF -20/-1/-2 M/Q 20/-2/-6 B/Q 50/-6/-10 S/Q 0/-3/-6 B/Q 50/-6/-9 L/Q 50/-4/-10

0 20fl/3 0 3 0 2 0 5 +10 +20 0 0 0


0 0 1/20fl 2/20fl

+30 +60 +20 +60 +60

12 10 11 16 10

Bi Cr Bi/Cl/Se Cr/-1E Cr/-1E

Exotic Beasts:
Name SZ/LO HD/BS Mu
-100 +30 +50
+100 +40 +100 +80 +40 +200

De
+40

WF
-100 +20
+50 +40 +50 +30 +40 +80

ARM
+40

Killer Fish Mc/QW -100/ 0/1 Large Wolf M/Q 20/-4/-8 Shark L/S 100/-8/-12 Const. Snake M/C 40/-1/-3 Alligator! L/QS 80/-5/-12 Large Bear! L/QB 80/-8/-12 Great Ape L/QB 100/-6/-14 L Big Cat L/Q 80/-4/-10 XL Herbivore L/Q 120/-8/-15

+30 +20 +20

0 +10

12 6

Mv 12
20sw 10 12 12 12 12

Special Bi/Se/sw/XE
Bi/Se/sw Amx2,bi/Cr/Se/sw bi/Cl/Se bi/Cr/Cm bi/Ca Cr/Hn

Bi/Se

+20 +20 +40 +40 +40

-20

+10

+100 +40 +20 +10 +20

Cr/Se

Special WND factors (for tiny and small animals): (B)= 1 Bash or better inflicted by human size attacker kills. 1/2 = 1 WND Incapacitates, 2 WNDs kill (animal has no BLOSH attribute).

Creature Factors:
Size:
MC: VS: S: M: B: L: VL H T Tiny = Insect

BLOSH/WTOL

WND class (see ABS section)

No BLOSH; WTOL only XE(B)= 1 Bash or better by human size attacker kills. Small = Mouse or Goldfish No BLOSH; WTOL only XE1 WND or better by human size attacker kills. Small = Cat 4 WToL XE Medium = Dog 6 WToL Normal Large = Donkey 10 WToL Normal Large = Horse or Cow 14 WTOL Normal Very Large = Elephant 20 WTOL Normal Huge = Whale 30 WTOL +1E Titanic = Larger than a Whale 50+ WTOL +1E

Locomotion:
animals cited above already have a cited Fl and hop rate.
C: B: Q: hp: Sw: Fl: QB: V: F: Crawling No running speed Biped x 4 MV jogging, x8 running. Quadruped x12 Mv Hopping x14 Mv Swimmer x12 Mv Flight x12 cruise, x15 maximum Quadruped- but can assume a biped stance. Burrowing No running speed Flight x16 to x20 flight speed.

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ABS (abilities): Unless otherwise stated all animals have Aware +50, Active +50 Unarmed +50 & Creep +50.
Bi: Bite (0 Reach attack) Am: natural ARM 50 Be: Beak (halve armour value vs. attack) Cl: Claws (+1 Reach attack). Cr: Crush Cm: +100 Climbing ability Di: Disease (Strength +50) Hn: Horns (+1 Reach attack; +20 WF, double WF when charging). Fl: Flight St: Stealth = +50 Creep skill Se: Sense (+50 Aware). Sc: Stench (+50 Strength; incapacitates target for 1d5 recounters & +100 Diff to Stealth attempts for 1 day). Tr: Tracking = +50 Tracking skill Ve: Venom (Strength +50; 1d5-2 doses). Sg: Venom (as above) attack delivered by a stinger (reach +1, halves soft armour) NS: Superior Night Vision (+100 vs. all night vision penalties)

XE: Hits do not afflict NAILED class injuries. -1E: divide all injuries inflicted by 10. +1E Increase EFFECT class injury by 1 factor; +4 to any WNDS inflicted by beast.

Universal BloSh table.


HARDNESS -200 -100 -50
-30

WTOL 0 0 1
1

INACTIVE (B) 1 WND 0


-1

RIP! 1 WND 2 WND -1


-2

NO BLOSH! NO BLOSH!

-11 or lower -10 to +10 +11 to +30 +31 to +50 +51 to +70 +71 to +90 +91 to +120
+121 to +150

2 3 6 10 14 18 24
30

0 -1 -2 -3 -4 -5 -6
-7

-3 -4 -6 -8 -10 -12 -14


-15

+151 to +180 +181 to +200 220 240 260 280 300 320 340 360 380 400

36 40 44 48 52 56 60 64 68 72 76 80

-8 -9 -11 -12 -13 -14 -15 -16 -17 -18 -19 -20

-16 -17 -19 -20 -21 -22 -25 -26 -27 -28 -29 -30

X2 = multiply WNDS by 2 HARDNESS: ST Below 0 0 to +10 +10 to +20 +21 to +40 +61 to +80 +101 to +150

= = = = =

0 +10 +20 +40 +60

+41 to +60 = +30 +81 to +100 = +50 +151 to +200 = +70 201+ = +80 Per +20 ST over +200: +10 Hardness

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Gadgets, Guns and Vehicles:


Gadgets:
The quantity of technological devices available during the 1970s numbered in their thousands. This list therefore only details and highlights the more useful portable devices most likely to appear in Thriller 70. Most weigh no more than several lbs and are fairly fragile, rendered inoperable by any Effect class hit (or by taking 2 Wnds or more, generally). Here, the emphasis is on realistic equipment as opposed to fantastical super spy gadgets, the latter detailed on pp 149-150. Post 1970 technology is covered on pp 170. Alarm Clock: A large timepiece that can be set to ring (or bleep) at a single prefixed time; variety of display formats; analogue, flip numerical panel or (by the later 70s) luminated digits. 30.00 Bean Bag Large, heavy floppy cushion, great for sitting on 20.00 Binoculars: Provides a +40 visual Aware bonus; often mounted on a tripod for Police and similar surveillance work. 20.00 Calculator (1970): An electronic 4 function pocket calculation device providing a +40 bonus for tasks involving addition, subtraction, multiplication and division (and halves the time taken to perform them). The first early 70s 4-function models cost around 200 to 100. A similar device applicable to scientific and statistical functions appears by the mid 70s (price around 20). Calculator price drops to around 10 by the late 70s. Credit Card: a plastic card providing the ability to buy goods without cash against an agreed credit balance limit. No interest is payable if the cost of purchases are repaid within 30 days; but is due at a fairly hefty rate thereafter. Credit cards saw greater use by the 1970s but had a more limited distribution, available only to those of Rank +1 or more. During the 1970s a significant number of shops did not accept them, particularly for small purchases. Still Camera: takes 25-36 images per reel of film (monochrome or colour). A simple compact camera useful for basic snapshots costs 10-50. A Single Lens Reflex (SLR) camera cost 100 300, based on capability and accessories; they produce better quality images and are more flexible in regards to exposure and lens settings. A good supercompact Spy Camera costs around 150-200+. Quality camera film requires chemical developing the process taking at least several hours even under ideal conditions, more often or not a day or more. Cine Camera: Records 2-3 minutes (super-8 format) or 1 hour (16mm or 35mm) of motion footage, with soundtrack. Super-8 cine cameras weigh 2lbs and cost 450. Other format cine/film cameras weigh about 10lb+ and cost about 1,000-2,000, depending on features. All footage requires chemical developing the process taking at least several hours even under ideal conditions, more often than not a day or more. Video tape cameras able to capture 30 minutes to 1 hour of footage and doesnt require developing become available from 1978 onwards, but are inferior in image quality. They also need to be connected to a somewhat bulky video recorder; cost: 2,000.00 Compass: provides a +60 bonus to all navigation and Region skill attempts. 2.00 Colour TV 270.00 A 10lb. CTR 18 inch display capable of picking up three channels: BBC1, BBC2 and ITV. They have manual controls and require a roof aerial for optimum reception. In the 1970s colour television remains a novelty, with a notable quantity of broadcasts still made in black and white. A 26 Colour TV costs 600.00 and weighs 30 lbs. A Black and White TV

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costs 60 - 100. A Colour TV can be rented for around 10 per month from certain specialist firms. During the 70s malfunctioning TVs were usually repaired rather than thrown away due to their expense; a repair usually costing 1d10% value of TV. Computer technology: While computers played a significant role in business and scientific life during the 1970s they were expensive and bulky, requiring a large room with dedicated staff. The rarity/expense of computers meant users had to book access time in advance; the work itself being carried out by a trained computer programmer. Governments and big companies have their own dedicated computer rooms, while smaller concerns rent computer access via a computer bureaux. A typical 70s computer room includes a CPU, monochrome display units, a dot-matrix printer or two and tape drive storage machines; the latter the size of a filing cabinet. Standardisation and computer software was virtually non-existent, with every machine having its own technological standards and usually running bespoke programs. During this decade computers were viewed as super-accurate and error free tools by most laypeople unaware of issues such as software bugs and improper data management. Correct use can halve research times, especially if the operator is a skilled computer programmer. On the other hand, a badly-conceived and rushed operation results in a FUBAR level failure, representing a classic example of the garbage in, garbage out (GIGO) syndrome! The average 70s era minicomputer has a memory of 32, 128 to 512 KB and a hard drive of up to 20 MB. Data is recorded on bulky computer tape reels capable of storing around 10MB of data and most computer screens display textual information only. Total system weight is around 200 lbs. A slightly more compact minicomputer system of the period has a capacity of up to 16-64 kb, weighs 60 lbs. (including all necessary peripherals) and costs 18,000 to 40,000. While APRAnet, an early form of the world wide web, is available in the UK by the mid 1970s there are relatively few computers capable of using it. Online communication is both slow and low capacity, based on modems and pre-digital telephone lines. The continued expansion of communication satellites and invention of the HTML and URL data formats makes (in our world) a world wide web of computers (the Internet) possible by 1990 and well established by 1995. The limitations of modems and the phone network mean data transfer rates are still fairly slow. An ASDL phone connection, perfected by 1998 and commonplace by 2005 allows access to demanding online applications such as video communication and facilitates significantly quicker file access and download times. Home Computers: The first commercial home computers appear around 1978, many being released in home brew kit form to save on cost. A typical system has 2-12K of RAM, 2-12K of ROM and costs around 100-200. Output is displayed on a television screen, capable of (at most) presenting very simple block colour graphics. Home computers are mainly used for hobbyist application, most notably computer gaming albeit laughably crude by later standards. They have few commercial or practical applications in the hands of most people, although a skilled programmer could put them to limited serious use. Electric Typewriter This large and heavy desktop device halves the time to create a print-ready, high quality written document and also provides a +20 Stenography skill bonus (and, incidentally, eliminates risk of the author being identified via their handwriting). They have the capacity to change fonts through replacing the typewriters printing head. Some models can be slaved to a computer for high quality but noisy data output. Weight is around 15-18 lbs., while cost ranges from 200 to 500. Manual models are also available for half price; they provide no stenography bonus and cannot be slaved to a computer. Floppy discs: used for computer data storage; these existed in a variety of sizes; 8 inch (1971+); stores 1mb of data; a 5 inch disc (1975); stores 100 kb, while a 3 disc (1980) provides 720 kbs of storage. 1.44mb high capacity discs were released in the early 1990s.

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Floppy discs were not commonly used by home computers until the mid 1980s. Cost 300.00 for one 8 inch or 20 for ten 5 discs or 3 discs. Digital watch (1970+): More a fashion item than a practical timepiece they are nonetheless very accurate, although the display on earlier models is difficult to see in strong light. It loses only several seconds or so per year. Battery needs replacing every 6 to 12 months 10.00 - 40.00 Dictaphone: A small, compact recorder capable of storing (and playing back) up to 15 minutes of speech per micro tape cassette. It should be held fairly close to users mouth for optimum recording performance. Cost varies from 50.00 to 70.00 Generator: Weighing around 200 lbs it produces 800 kws for 6 hours from 1 gallon of diesel fuel; larger fuel-tanks can also be fitted. This generator model is pre-fitted with 2 power output cables. Some models can be converted to use ethanol. A still (to convert a suitable quantity of biomass) weights 20 lbs; 1 gallon of ethanol produces 800 kws of power for 2 hours. Cost; 500.00 and upwards. Heater: Weighs 5 lbs, including gas cylinder it provides a +100 bonus vs. exposure to cold, Endurance is around 2 weeks; some versions can also be generator powered. Music Stereo system: Consists of a stack of different units that plays tapes, LPs and singles, with music relayed via large wall-mounted speakers. Most include a radio usually FM compatible by the late 70s. 150.00 - 600.00 Compact Tape (1962): Capable of storing (and playing) 60-120 minutes of speech per reel or tape cassette. Can also be used to load and store computer programs for home computers. Music cassettes with sound good reproductive quality become popular from 1971+. Problems caused by jammed and broken tapes are also harder to fix. 1.00 each. Compact Tape player/recorder is shoebox sized and weighs about 2 lbs; they run on x4 C-cell batteries (with an endurance of 3 hours) or mains electricity; cost 10.00. They can be plugged into a computer to provide a means of recording data onto black cassette tapes. Reel-to-reel tape recorder Robust and reliable, they offer the best sound reproduction quality, but are very heavy and cost more: 200 to 800 and up and up to 37 lbs in weight! The more expensive models offer multi-track playback and recording options. Transistor Radio 5- 20 A very light portable radio incorporating integrated circuits and transistors. It is capable of picking up most UK stations (and some foreign channels) under ideal conditions. While never superseded they began to be supplanted by Boom boxes - portable radio-cassette recorders with large speakers - from the late 1970s onwards (cost around 100.00). Flexible Water bottle: Foldable tough plastic water bottle holds one litre of fluid. 2.00 Pocket/Wrist dial display Watch: Gives precise determination of time, losing only several seconds or so per month (or per year for top range models). Expensive watches provide more functions. 10.00 to 200.00 Sunglasses: Counters vision penalties inflicted by bright light by +20 to +100, depending on quality (i.e. cost); prices range from 1 - 10. Space Blanket (1968+) Provides a +60 bonus vs. exposure to cold; +60 Diff to chance of detection by IR devices 1 Torch: A battery-powered torch with an endurance of 2-8 hours; +60 to Aware (vision rolls) in darkness 5.00

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Video Cassette recorder (VCR) (1965); a device attachable to any television allowing the recording and playback of video output, using a paperback book sized video cassette as a storage medium. While capable of storing 60 to 120 minutes of programming, video tape formats vary widely between VCR models during this period. They remain a fairly uncommon sight in British homes until the early 1980s 500.00 Woodwork toolbox Allows use of carpentry Workskill; weight 10 lbs. 20.00 50.00

Electronic toolbox Allows use of Electrician Workskill and Electronics Technical Skill; weighs 15 lbs.

Metalwork toolbox 100.00 Allows the owner to attempt any fabrication or metal repair, using whatever skill seems appropriate to that task. Weight 30 lbs.

Some standard clothes prices of the period (various styles):


Boots: 15.00 - 20.00 Dress: 5-15.00 Maxi Kaftan 13.00 - 15.00 Jeans: 6.00 Jumper: 2-5 Leather Jacket: 30.00 -40.00 Suit: 30.00 Shoes: 3 - 20.00 Coat: 15.00 to 20 Cord Trousers: 8 -10 Floral Suit: 5.00 Shawl: 2.00 Rally Jacket: 8.00 Tracksuit: 15.00 Sports Jacket: 15.00 Sandals: 5.00 30 Litre backpack: 60 litre backpack: 15 litre sportsbag: 40 litre sportsbag: Hat: 5 - 20+ 15 30 10 15

Other General prices and figures:


Average yearly income Average house price Petrol Cup of Coffee or Tea Deodorant Toothpaste Beer Bedsheet Toaster Briefcase Paperback book Hardback book Packet of crisps Pint of milk Packet of cigarettes (20) Newspaper : : : : : : : : : : : : : : : : 5,000.00 8,0000 10,000 - 30,000 35-70p a gallon. 20p 40p 30p 30p for a pint of beer 8.00 16.00 15.00 40 80p 5-10 5p. 4p. 40p-50p 10p Comic :

7p

Security and Safety equipment:


The following items are not available to the general public (unless priced), but are supplied to paramilitary and military operatives on a needs only basis. Auto-injectors: A small pen-shaped device that contains 1 dose of atropine; +200 bonus to resist exposure to nerve gas. Must be injected on exposure; a 40 Diff St based task. Only one dose can be administered every 8 hours; exceeding this inflicts a +100 strength lethal poison attack on the imbiber. Dosimeter: Chemically-treated paper strip held within a plastic bracelet designed to measures a users sum exposure to radiation. The strip changes to a specific hue based on the extent of its exposure to radiation. Geiger-Mller counter: Determines presence (and intensity) of radioactive contamination; requires regular calibration for optimum accuracy. x4 standard D batteries power device for about 1 month of regular use 5 lbs 500.00 Handcuffs: steel wrist restraints, induces a 300 Diff penalty on wearer to any physical task requiring manual dexterity. 1.8 to 2 lbs, 20.00

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Infrared vision scope; Active A portable visual sensor consisting of an infra red beam projector and a telescope sight; enabling night vision through its ability to perceive as visible light any area illuminated by its infra-red beam up to a range of 600 metres (1900 feet). It provides a +200 bonus vs. night vision penalties only. While better than passive infrared the IR beam is easily noted by IR devices; 1970s era active-IR devices were also large and bulky, weighing about 10 lbs. Infrared vision scope; Passive A next generation x4 magnification telescopic sight with night vision capability. While not requiring an infra-red beam projector (and hence not detectable by IR devices) it requires moonlight or similar to work to optimum level. Under such conditions it provides a +120 bonus vs. night vision penalties only, although a very bright source of light increases Diff by +100. Cannot be detected but device is large, bulky and fragile, weighing 7.5 lbs. Laser Sight While laser sights were in their infancy during the 1970s, they nonetheless existed in a usable form. Weighing around 2 lbs they provide a +50 SkDe and to hit bonus to shots made at Effective range or less. This bonus is negated if used in strong sunlight or if shone onto any red coloured target. In this period laser sights are only practicable for SMG sized weapons or larger. 70s era batteries power a laser-sight for about 40 activations. 100 NBC Suit An NBC outfit protects a wearer against nuclear, chemical, gas and biological attack. If worn correctly with a respirator an NBC suit totally protects against chemical and biological agents and provides a +50 bonus to resist nuclear contamination. When exposed to toxic agents the suit has a lifespan of 3 days (1 day if subjected to multiple attacks) and thereafter provides no further protection. It can be worn for two weeks and still retain integrity against toxic agents. An NBC suit is worn over clothes and weighs around 1-3 lbs. NAPS tablets Issued to soldiers likely to be exposed to chemical or biological agents, they add a +100 bonus to resist such toxins. Military personnel are issued a strip of 23 tables, with each providing protection for 8 hours. Respirator (S6 NBC) The British-made S6 respirator is issued predominantly to military and paramilitary personnel. It protects its wearer from chemical, biological and nuclear contaminants. The user must also wear an NBC suit, although this is not necessary against older chemical agents but is still nonetheless recommended. When in use the mask filters require changing every 1 month to 10 minutes, depending on severity of threat (Commissioners call). The S6 includes a carrying case containing various cleaning agents along with detector paper strips designed to turn blue when the air is heavily contaminated with toxins. Mouthpiece incorporates a mike allowing respirator to be used with military radios. Weight; 2 lbs. Silencer A device (more accurately termed a suppressor) designed to reduce the noise emitted by a discharged firearm, and allow such a weapon to be used more comfortably within an indoor environment. Most are attached by being screwed onto the end of a gun-barrel. In the 1970s they are only available for automatic pistols and SMGs. They have a working life of around 500 or so shots; a quarter of this figure for weapons fired in automatic mode. A list of various quality suppressors are given below; with associated Aware rolls required to hear a discharged firearm fitted with them. SUPPRESSOR AWARE PENALITY WF reduction Cost None used +100 Bonus Class M: +20 Bonus None 50.00 Class K None -20 WF 100.00 Class Z -20 -40 WF 200.00 SUIT (Sight Unit, Infantry Trilux) Fitted on the L1A1 SRL; this heavy but robust x4 magnification luminous dial gun-sight provides a +50 bonus for aimed shots. Only available to British armed forces and allied powers.

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Shoulder holster: This type of holster enables a pistol to be discretely worn under someones formal clothes. requiring a 40 Diff Aware (vision) roll to spot; -20 to wearers SkDe. A shoulder holster weights around 1 lb and costs 10.00. Belt holster: A heavy holster enabling a pistol to be worn as a belt fitting; spotted on a base Diff Aware roll but incurs no penalty on wearers SkDe. A holster covers pistol sufficiently to protect against rust, rain and damp weight is around 2 lb, cost is around 10.00+. Scuba Gear A Self Contained Underwater Breathing Apparatus (SCUBA) outfit allows a user to dive and operate underwater up to a safe depth of 150-220 feet. SCUBA gear is readily available to civilians but is expensive and requires skill to use safely. Dives to any greater depth requires specialist equipment and air mixtures. A complete Scuba outfit includes a wet suit, goggles, breather and breather tube, air-flow regulator, air cylinder, weight belt, waterproof chronometer and depth gage. Diving requires pauses (or stop times) while descending due to concerns over embolisms and decompression sickness; ascents usually enacted at the rate of 60 feet per minute. The same factors enforce Surface Intervals between dives; limits on how often a diver can work underwater each day. Rapid ascents are possible, but necessitate a diver to quickly enter a decompression chamber when surfacing and stay within it for several hours or longer (up to a week in some extreme instances). Dives usually last from 30 minutes to 1 hour, depending on depth and air usage. A wetsuit weighs 4 lbs, the air cylinder 30-50 lbs plus 40 lbs. for the weight belt and other ancillary weights and sundry items associated with the suit. Wetsuit: 50.00, SCUBA gear: 150.00 Riot Shield This transparent plastic shield provides a +100! bonus vs. Contact attacks it offers no protection against firearms as bullets easily penetrate them. Weight 7 lbs. Riot Helmet This helmet is issued to police officers and troops tasked with dealing with crowd control and civil disturbance situations. A riot helmet provides a +200! ARM bonus, while its transparent plastic visor provides only +100! ARM. Being designed to counter Contact based attacks it offers poor protection against firearms. Weight 3 lbs; its transparent visor can also be easily attached to a standard British infantry helmet (pp 109). Handheld transceivers (and larger communication devices): A fairly inexpensive (and fragile) ARM +10! civilian handheld transceiver weighing around 0.6 lbs.; likely to be broken if robustly hit or dropped onto a hard surface. It has access to around 50 channels, a range of 1 mile and a battery endurance of 3 hours. A more robust ARM +100! military system weighs around 2lbs; it has 400 channels a range of 1-2 mile range in urban areas and double that in open ground. Battery life is around 15 hours. An ARM +100! backpack radio unit has a 6-12 mile km range, access to 1840 communication channels and weighs 17 lbs. Battery life is around 9 hours. A Car Phone basically a radio transmitter attached to a dial phone - allows its possessor to make calls while on the move. By the 1970s they had national range and were relatively simple to use; but were expensive and heavy (20 lbs. or so). As a consequence most were either installed in cars or (less often) fitted into a heavy-duty suitcase, the system taking up its full volume. Take-up was fairly low, limited to high-flying businessmen, key personnel and the wealthy. A vehicle radio system, often fitted to military vehicles, police cars and some trucks allow communication within a range of 20 miles or so with a central base and other units fitted with compatible transmission/reception equipment. A Radio Telescope is capable of globally broadcasting radio and TV transmissions; satellite coverage is patchy and therefore requires a Sensor (Radio Telescope) roll every 10x1d5 minutes to sustain. The smallest useful system weighs around 200 tons, 80 feet in diameter and costs 300,000.00; a larger 250 foot dish (+100 to Sensor (Radio Telescope) rolls) weighs in excess of 3000 tons and costs at least 1,000,000.

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Firearms:
A wide variety of firearms were available during the 1970s; Thriller 70 can therefore only detail a representative selection. No prices are given as Britains gun control laws ensure that most of the weapons listed below cannot be acquired by the general public, other than low calibre rifles and double-barrelled shotguns. Those needing significant firepower as part of their job - intelligence operatives, police officers and military personnel - are issued them as and when required. Criminals either use stolen firearms or acquire them via the black market. The latter option tends to be the only one for anyone else; and usually involves a buyer having to pay many times the weapons market price. Some obsolete weapons acquired by family members during WW2 may be available for free. Some suggested base gun prices; revolver 50; automatic pistol 100; hunting rifle 80; SMG 150; assault rifle 200. Adjust up or down in relation to quality... Revolvers: The oldest class of repeating handguns; usually holds 6 rounds in a compact revolving chamber which aligns and feeds the barrel with each shot (hence their name). Each round has to be loaded individually. Zip Gun (generic) A crude, handmade single shot .22 pistol constructed from scrap metal and sundry commonplace components; requires a Diff 100 Armourer roll and 1 hour to make if suitable parts are available. More powerful home-made guns can be constructed from heavier materials; attributes as per the Handcannon on pp 108. Webley Service Revolver (1887-1963) This weapon was the British armys official service revolver until the mid 60 and was also regularly issued to police forces, although by the 70s it had effectively been superseded by the Smith and Wesson M10. Given their obsolete status and wide issue criminals may gain access to them. The Webley uses .445 ammunition and is fitted with an auto-extractor (+10 SkDe in reloading situations). Smith and Wesson M10 (1899) The service revolver used by both British police operatives and the military after 1963. Its larger iron sights facilitates weapon Ease. Also has an auto-extractor (+10 SkDe in reloading situations). Uses .357 ammunition. Smith and Wesson Model 29 (1955) A large barreled revolver chambered to use the powerful .44 Magnum round. A rare sight in the UK, it is rarely available to either operatives or the military. Recoil is significant! Has an auto-extractor ;+10 SkDe in reloading situations. Autopistol: A class of pistols designed to use pre-loaded ammunition clips (although empty clips can be hand loaded with single rounds at the rate of 1 round per second. Walther PPK38 (1935). A popular automatic pistol with police operatives and spies, due to its compact size. The weapon slide may occasionally catch the users hand, causing 1 Stun for 1 recounter on a Sorted Error result. The model detailed in these rules uses .38 ammunition.

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Raven Arms MP-25 (1970) An inexpensive, compact but also shoddily built and underpowered automatic pistol. Typical of a class of handguns termed Saturday night specials, its small size provides +20 bonus in concealment attempts. This weapon uses .25 APC ammunition. While this particular weapon is notoriously unreliable, better PO to AV quality grade weapons with similar attributes are available albeit more expensive and harder to obtain. Luger (1908) Thus vintage 9mm German automatic pistol was often acquired by British soldiers during WW2. It is coveted for its comfortable curved pistol grip and quality build. Due to their status as war booty, some have ended up in the hands of criminals. While made to high (EX) standards, most Lugers encountered in this game will be AV quality due to their age! Baretta 92 (1975) A modern automatic pistol; this version is chambered for 9mm rounds. Due to its modern design jam results may be automatically cleared in one Act by rolling <4 (or luck) on a 1d10 or by expending 1 LUCK point. Browning 9mm (1935) A standard 9mm round automatic pistol widely used throughout the world, and served as the main sidearm for British forces since WW2. It has a magazine capacity of 13 rounds. The weapons slide may catch the users hand, causing a 1 recounter BASH on a SORTED Error result.

Sub-Machine Guns:
Very compact rifle-configuration weapons designed for sustained automatic firing of pistol-calibre ammunition (hence their name). Thomson SMB (1921 & 1938): This quality but venerable SMG was among the first to be introduced; the US military only phasing it out of service in 1971! A simplified (1938) pattern was supplied via the US during the early 1940s and issued to the British Home Guard and some military units. WW2 era versions are designed exclusively to use 20-30 stick clips, not the 50-100 drum magazine made famous by American gangster movies! Ease rating is -30 when fitted with a Cutts Compensator (recoil break). This weapon uses .45 APC rounds. Sten Gun (1941) This British WW2 era 9mm SMG is notorious for its ugly form and mechanical unreliability. It was nonetheless mechanically simple and cheap to construct. This weapon is obsolete by the 70s, but was still available to civil defence units. Some may end up in the hands of criminals if only because of their wide circulation. Uzi (1948+) This compact and simple Israeli 9mm SMG, while enjoying wide global take-up sees little formal use within the UK. It is popular with mercenaries and criminals may acquire them via the black market. Heckler & Kock MP5 (1966) This German modern, accurate, lightweight and robust 9mm SMG is popular with UK police operatives, spies and Special Forces. Higher capacity curved magazines were introduced in 1978.

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Sterling SMG (1944) The British army service submachine gun of this era, representing a significant improvement on the infamous Sten. It features a curved side magazine, aiding stability when firing. Left handed users may experience some issues while using it; spent rounds causing a BASH for 1 recounter on a Sorted Error result. It uses 9mm rounds.

Shotguns & Sports rifles:


A smooth-bored short rifle configuration weapons used to fire shotgun shells (cardboard and plastic tubular rounds containing clusters of small metal pellets). Remington 870 (1951) A fairly modern pump action shotgun with a muzzle break. It can hold 3 to 8 shots in its integral tubular magazine. This weapon was issued to UK special forces and armed police units. Uses shotgun cartridges of various gauge 12 gauge rounds assumed in this game. 12 Bore shotguns (late 19th century onwards) A generic double-barreled open breech shotgun, capable of holding 1 shotgun shell in each barrel. Such weapons are widely available (in gunshops) and legal in the UK to those holding a valid gun license. It was the iconic 70s bank robbers shooter; criminals often (illegally) removing a portion of barrel to allow better concealment. Use the Sawn-off shotgun statistics in this instance! .22 Rifle A single shot sub-calibre rifle designed mainly for target shooting and eliminating small vermin. While a toy in firearm terms the occasional freak shots can inflict serious injury or death. .308 Rifle A single shot, bolt-action loading rifle, designed for competitive shooting and large game hunting. It can be fitted with a 2-4 round box (increasing RoF to A2). This class of firearms comprised of various military rifles designed for compactness and optimized firepower: AK-47 (1949) This 7.62mm calibre Soviet assault rifle is used extensively throughout the world; often distributed as military assistance to communist guerrillas. As such it is not a popular weapon in the capitalist West, other than with terrorists or mercenaries. Nonetheless the weapon is simple to maintain, reliable, very robust and fairly deadly, although its accuracy is somewhat lacklustre. The AK-47 was among the first assault rifles, its design strongly influenced by the Sturmgewehr 44, a late WW2 German rifle. It introduced the distinctive curved banana shaped magazine- a feature which is both ergonomic and enhances round capacity. The AK47 is equipped with a fire selector allowing single shots as well as for semi-automatic and automatic bursts. M16 (1963) This US weapon was among the first 5.56mm calibre assault rifles. It was inspired by the observation that battle rifles are needlessly overpowered for modern combat operations, given most firefights occur at a distances of 300 yards or less. The M16 represents a lighter, shorter weapon capable of high rates of fire and enhanced

Assault and Battle Rifles:

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magazine capacity. Unlike British rifles, it is capable of automatic bursts although it is somewhat inaccurate in this mode. In the UK the M16 tends to be called Armalites and are often associated with Irish paramilitary groups as the civilian version (the semi-automatic AR15) was often acquired for them by Irish-American supporters! While accessible to British military and paramilitary agencies the M16 is not formally issued to either. In the period covered by Thriller 79 the M16 has a dubious reputation for reliability due to its poor performance in Vietnam a factor mainly due to unfamiliarity with its operational quirks. L1A1 SLR (1954) This Battle Rifle served as the British armys official service weapon throughout the 1970s. This variation of the Belgium-made FN FAL rifle fires 7.62mm rounds in semi-automatic mode only, in keeping with British military doctrine. While accurate and reasonably robust some weapons have experienced reliability issues. As with all battle rifles it is potent but fairly long; brandishing this weapon while charging out of a confined space requires a 20 Diff Active skill throw to avoid tripping; lose 1 action with attacker gaining surprise on a ScrewUp result or better. The SLR is rarely found outside the British military. Some are fitted with tritium luminous night-sights, allowing aimed low-light shots. SA80 5.56mm (1985) The British Armys replacement for the L1A1 Battle Rifle. While an accurate and compact bullpup configuration weapon, early versions quickly declined in reliability if not regularly cleaned. The SA80 is fitted with an x4 magnification sight and uses 5.56mm ammunition. In some alternative 70s settings it may have perfected earlier and consequentially issued during the mid-to-late 1970s. Steyr AUG 5.56mm (1978) This bullpup-configuration assault rifle features superior ergonomics, a modular design and notable use of polymer components; the latter significantly reducing weight. The AUG fitted as standard with a Tritium luminated sight (requiring no battery power); its ergonomic design gives an extra +10 SkDe bonus. A translucent magazine allows shooters to quickly estimate quantity of rounds remaining. Unlike many bullpups the weapon can be adjusted for left or right handed shooters. The first version (the StG 77) was issued to the Austrian Army in 1977. SMLE MK III (1907) This venerable bolt-action rifle saw service in both WW1 and WW2 and remained in service throughout the 1970s. The SMLE uses .303 calibre ammunition; either hand-loaded or fed via a 10-round box.

Other weapons:
Bren Gun (1938) A British WW2 light machine gun still enjoying limited use during the 1970s. It has been mostly superseded by the L7 machine gun. Modern versions are chambered to use 7.62mm rounds. F7 Machine gun (1957) The British Armys 70s era portable machine gun, derived from the Belgium FN MAG. It is a heavy, bipod-supported portable weapon capable of sustained automatic fire fed by a 50-200 7.62mm round ammunition belt. L42A1 sniper rifle (1970) The British armys 70s-era service sniper rifle; it uses a 10-round box of 7.62mm calibre ammunition.

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Hand Grenade (1914+) A small oval-shaped bomb designed for throwing, inflicting casualties through blast and shrapnel and incidental objects caught in the explosion. It is primed by pulling out the pin; the grenade exploding 2 Acts later. Stun Grenade Sometimes called flash-bangs, stun grenades (first used by the SAS in the 1960s) produce a blinding flash and loud rapport capable of stunning foes. Apply 200 Diff to all Suppression rolls to those in range; those affected suffer a 100-200 Diff global skill & attribute penalty for 6 Recounters, halving penalty each Recounter thereafter. A flash-bang doesnt produce direct or indirect fragmentation. They can, however, start fires and be lethal if a direct contact detonation occurs; make a standard injury roll using a WF of 200. M79 Grenade launcher (1961); a breechloading 40mm grenade launcher holding 1 round; reloading taking 2 Acts. The grenades explosive warhead only arms itself after travelling around 50 yards; if it hits a target within this range reduce WF to +60 (x1). Underbarrel Grenade launcher (1969). While available during the 1970s, underbarrel grenade launchers were not generally integrated into assault rifle designs until the 1980s. It fires a single 40mm explosive round; the launcher having to be barrel-reloaded after each shot. The explosive head only arms itself after travelling around 50 yards; if it hits a target within this range reduce WF to +60 (x1). ARWEN grenade launcher (1978). A 6-round 40mm grenade launcher, equipped with a revolver style magazine. The ARWEN is normally used to deploy non-lethal rounds (smoke, tear gas, etc.) and as such is mostly used for riot control. Commissioners may assume it is capable of firing explosive rounds. Anti-Tank Rocket (i.e. RPG-7: 1961). This class of weapon launches a guided or unguided rocket equipped with a specialised warhead capable of penetrating tank armour. Some are designed as disposable launch tubes, while others are reusable, employing barrel-mounted rocket rounds. The most famous example of the latter type includes the Soviet-made RPG-7. L16 81mm Mortar (1965) A heavy metal tube capable of launching small explosive shells. Resting on a heavy metal base, most mortars have an adjustable tripod allowing users to adjust arc of attack and allow for a degree of aiming. The mortar can be dissembled and transported into a quad split load each weighing 25 lbs. Makeshift mortars can be made out of suitably robust metal tubing and other materials and as such represents a commonly utilised terrorist weapon. Accuracy and reliability is poor. Car Bomb An improvised explosive device imbedded within a car and primed by a specific driver action; switching on the ignition, accelerating etc. While mostly used by terrorists for assassination they can also be utilised to inflict mass causalities in crowded urban areas. Special rounds:
Armour Piercing (AP) rounds are bullets with hardened casing; in regards to damage they halve a targets Body Armour rating but apply a +10 modifier to wounding dice rolls Hollow point (HP) rounds are bullets that deform when hitting a target, making a large wound channel; Double Armour rating, but apply a -10 adjustment to wounding dice rolls. Rubber Bullets (RB) are rounds made of a yielding substance such as synthetic rubber; Double Armour rating but half damage (damage is C).

105

Contact and Archery class Weapons:


All Contact class weapons are classed as 1A in terms of number of attacks permitted per Act. Add users P-Bonus to all cited WF totals.

Weapon

WF

WM
-4 -3 -3 -3 -2 -1 0 0 -1 -1 0 0 0 0 -1 0 -1 0 0 0 -1 +1 +1 +2 +2 +1 +2 +2 +2 +3 +2 +4 +5

Ease
+20 -10 0 0 -10 -20 -20 -10 -20 +10 -10 -20 0 -20 -40 -20 -20 -30 -30 -30 -10 -10 -20 -20 -29 -50 -20 -20 +10 0 -100 -40 -50
Ease -30 -10 -20 -40 -10

Type
C C C/W C/W C/W P S/P S/P C/W C C/W CW/P C/W C/W P/CW CW/P S/C C CW C/W C/W S S/P S S CW C/P/L S/P/L S/P/L S/P S/L/Z! S S/P/L
Type P C P P P

Reach
0000 0000 0 2+ 0 0 1 1 1 1 1 1 1+ 2+ 2 0 0+ 2(3 battlerifle) 3 2 1+ 2 2 2 2+ 3 4
RNG 10 150 50 100 100 ROF 1 Act 2 Acts 2 Acts 2 Acts 3 Acts

Cost
5.00 Free Free Free 2.00 Free 5.00 10.00 20P 2.00 2.00 Free(NHS) 5.00 Free Free Free 5.00 5.00 Free 30.00 10.00 10.00 20.00 10.00 5.00 Free 12.00 10.00 5.00 50.00 50.00 40.00 10.00
Cost 5.00 Free/3.00 10 30 50

Boxing gloves -80 Human bite -100 Human punch -40 kick/headbutt/chop -20 Knuckle dusters -10 Shiv (makeshift knife) 0H Pen knife 0H Dagger +10H Millwall Brick -10 Poole/snooker Cue +10 Blackjack +20 Hand Hook +20H 70s Police Truncheon/Bat 0 Club +20 Spiked Bat (Mcjagger) +20 Docker Hook +20/+50 Hammer +40 Crowbar +40 Bicycle Chain +30 Nunchaku +20 Riot Baton +10 Tiger Claws +40H (David) Bowie Knife +40 Fixed Bayonet +60 Spear +80 Heavy Chain +60 Machete +50 Woodsmans Axe +80 Sabre +60 Broadsword +100 Chainsaw (Reality 3) +200 Greatsword +150 Poleaxe +200
Weapon Kung fu star Sling/hand Catapult Shortbow Yewbow Crossbow: WF = WM = R(n)+ = H= C= S= L= P=

Archery Class Weapons:


WF WM +20 0 +80 +1 +100H +1 +150H +2 +200H +3

Attack Options:
Weapon injury factor ; ignore negative adjustments when an Effect class hit is scored! WND adjustment factor for individual types of weapon. Marginally longer Reach; +20 to SkDe vs. weapon of same class only. Weapon inflicts Holed class injuries. Crushing weapon; usually cannot inflict either bleeding or dismemberment injuries. Slashing; Inflict Bleeding Effect injuries. Weapon can potentially dismember limbs Stabbing weapon; cannot inflict dismemberment but +10 to WF if a various attack options mentioned and used to stab. W= Weapon does NOT inflict Effect type bleeding injuries. Z! = Continues to inflict initially rolled damage once per act; removes a limb in 2 Acts! Automatic Bleed equal to 2 WNDs/recounter in any event. Weapons inflicting 0 or less WNDs inflict a BASH result lasting 1 recounter.Bullets normally inflict S class injuries; but may also inflict SL class wounds in some instances.

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70s era Firearms:


Weapon WF Revolvers: .22 Zip gun -20 Webley Service +60 Smith & Wesson M10 .38 +60 Smith & Wesson M29(L) +120 Semi Automatic Pistols: Raven Arms MP-25 +30 Walther P38 +60 Parabellum Pistole (Luger) +70 Baretta 92 +70 Browning 9mm +80 Sub-Machine Guns: Thomson +80 Sten gun +80 Heckler & Koch MP5 +100 Uzi +80 Sterling SMG +100 Shotguns (L! SH/SHS): Remington 870 +300 12 Bore +300 12 Bore/Sawn-off +300 Sporting Rifles: 22 rifle 0 .308 hunting rifle: +180 Assault Rifles: M16 5.56mm +140 Steyr AUG 5.56mm +140 SA 82 5.56mm +140 AK47 7.62mm +180 Battle Rifles: SRL 7.62mm +200 SMLE +200 Heavy Weapons: F7 GPMG: +220 L42A1 sniper rifle +200 BREN gun +220
Explosive Weapons (L): Hand grenade M79 Grenade Launcher ARWEN 37 Launcher Underbarrel Launcher Anti Tank Rocket Anti Tank (RPG-7) L16 81mm Mortar Homemade Mortar Carbomb +400(x2) +300(x2) +300(x2) +300(x2) +500(x2) +500(x2) +500(x2) +300(x2) +1000(x3)

Ease -50 -20 -20 -60 -10 -20 -10 -20 -30 -20 -20 0 -20 -10 +40 +40 -20 +10 -20 0 +10 +20 -40 -10 -20 -20 +20 -20
-30 0 0 -10 -20 -20 -20 -50 na

Rng 5 20 20 50 10 25 25 25 25 25 50 50 100 100 5 10 4 20 150 250 300 220 150 500 500 800 600 600

WM -3 0 0 +2 -1 0 0 0 0 0 +1 +1 +1 +1 +2 +2 +2

S 1 6 5 6 6 8 8 8-10 13

Wgt 1.0 2.0 2.0 3.0 0.8 1.0 1.5 1.9 2.2 10.0 7.0 3.0 8.0 6.5 7.0 8.0 6.0

ROF 1 1A 2A 2A Hi SA SA SA SA SA SA/3B SA/3B SA/3B SA/3B SA/3B 1A Hi 1A/x2 Hi 1A/x2 Hi SA 1A SA/B2 SA/B2 SA SA/B2 SA Hi 1A Hi 3B/8B SA 2B/4B
3 acts SA SA SA 3 acts 3 acts 1 act 1

REL JU EX EX AV PO AV EX-AV EX AV EX PO EX EX EX AV AV PO EX AV AV EX AV(PO) EX AV EX AV SU AV


AV AV AV AV AV AV EX JU PO

40 32 30 30/50 34 8+2 2 2

-2 1 or 1/2R 4.0 +2 1,2 or 4 7.0 +2 +2 +2 +3 +3 +3 +3 +4 +4 20 30 30 20 20 10 9.0 7.8 11.0 10.0 10.0 9.0

50/200 30 10 10 30/100 25
1 1 5 1 1 1 1 x4 1 1.0 7.0 7.0 3.0 18 15 80 120 n/a

6 (5) +10 100 (4) +8 160 (4) +8 160 (4) +8 1500(2) +10 150(2) +8 1500(10) +12 60 (5) +5 5 +20

1 act

(L) = weapon may cause limb loss when results so indicate, but those marked L! only induces such effect when used at Point Blanc range = Divide targets ARM value by 2 (number) Rng column =Blast Area effect, in feet; Halve WF per Blast Area factor exceeded.
Special rounds: AP Armour piercing Quarter targets ARM and AM rating but halve WF. HP Hollow point Double Armour rating, -10 to wound rolls RB Rubber Bullet Double Armour rating, half damage (damage is C). B Burst Injuries are resolved as per Burst attack rules SH SHotShells Halve WF per Range Factor; halve WF vs. armour. SHS Slugs;have x5 range.

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Archaic, anachronistic and speculative weapons:


The 1970s were a time of technical innovation and imagination. While attempts were made to improve existing firearms, few such conceptions resulted in anything tangible. They may, however, have been perfected elsewhere in the multiverse... Earlier weapon designs may also appear in a variety of contexts RL; H = Historical Weapon; R(number)= speculative weapon possibly existing in a multiverse setting of cited (Technic) Reality or lower! Weapon Handcannon Flintlock Pistol Military Musket Winchester Carbine Martini Henry Rifle Lee-Metford Rifle .303 M1 Carbine 0.30 StG 44 7.92mm StG 72 7.92mm Steyr ARC-75 5.56mm/FL L5X3 9mm Machine Pistol Gyrojet-72 Pistol 12mm Gyrojet-72 Carbine 7mm WF Ease +100 -80 +80 -50 +150 -40 +100 0 +120 -30 +140 -20 +100 +10 +150 0 +170 +10 +180 +20 +160 +20 +80 +10 +160 +10 +200 +10 Rng WM 20 +1 20 +1 50 +3 100 +1 150 +3 300 +2 150 0 150 +2 300 +3 400 +3 500 +2 30 0 25 +4 300 +3 S 1 1 1 15 1 10 15/30 30 30 30 40 30 6 30 Wgt 12 2.5 10.5 9.5 9 10 6 11 8 8 6 3 2 7 ROF REL 1/3R JU 1/3R PO 1/3R PO 1A AV 1 EX SA AV 2A EX SA/2B AV SA/2B EX SA/3B AV SA/3B SU SA/2B AV SA PO SA/B1 PO RL H H H H H H H R4 R4 R3 R3 R3 R3 R3

Brief Weapon Description: Handcannon: A late medieval firearm (among the first to appear on the battlefield); a muzzle-loaded iron tube mounted upon a shoulder-stock. Flintlock Pistol: An early, fairly reliable muzzle-loading pistol Military Musket: Typical of most muzzle-loading muskets in use (on our Earth) from the mid 18th century to the late 19th century. Winchester Carbine: Among the first repeating rifles, in use from the mid 19th century and into the early 20th century. Martini Henry Rifle: A lever-arch loaded single-shot rifle used by the British army during the late 19th century, most notably in the Afghan and Zulu wars. Lee-Metford Rifle: the black powder precursor of the SMLE used during the Boer War. M1 Carbine: A light American WW2 era small rifle developed in the early 1940s, mainly for used by non frontline personnel. Machine Pistol A pistol firing automatic bursts capable of being effectively used in one hand; a weapon concept that eluded 70s gunsmiths in our universe. Steyr ACR-75: A bulpup configuration rifle firing sabot flechette rounds; representing a viable replacement of the FNL and M-16 developed elsewhere in the 70s era multiverse. St 44: The service rifle of (alternative history) Nazi German forces from 1944 to 1970. Stg 72 7.92mm: The service assault rifle of a surviving Nazi nation persisting into the 70s; a subsequent development of the original Stg-44. L5X3 (197?) A fictitious 1970s experimental next generation battlerifle; composed of durable polymers and featuring superb ergonomics. It is equipped with a 60 round magazine plus an integral laser sight with power for 100 activations. A microprocessor controlled break device dampens recoil and compensates for muzzle climb. The L5X3 also features an integral under-barrel 20mm grenade launcher with a 3 round magazine. Gyrojet-72 12mm Pistol; firing spin-stabilised rocket projectiles, this US-originated weapon is a redesigned version of the original 13mm Gyrojet pistol invented in the mid60s, generally addressing prior failings of erratic performance, reliability and slow acceleration at short ranges. They can also be used in space with no modification. Nonetheless, it still suffers issues with propellant fouling, making it less reliable than conventional firearms. Add 50 Diff to any attempt to hear a discharged gyrojet weapon. Gyrojet-72 7mm Carbine; a longer ranged gyrojet weapon in a carbine format; ammunition is not interchangeable with the Gyro pistol.

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Modern Body armour:


Historically, effective bullet-resistant body armour becomes more commonplace in this period, but does not enjoy homogeneous availability due to its novelty and expense. It is issued to soldiers (in particularly special forces), as well as police officers assigned to deal with gun-wielding criminals. It may, of course, be introduced earlier and be more ubiquitous in other realities... Flak jackets represent the earliest form of modern armour, having been issued to soldiers since WW2. It protects reasonably well against light shrapnel but little else. The Undercover vest is designed to be worn under clothing. Vests of various modes of construction started to appear from the late 19th century onwards; the immediate pre-Kevlar model is represented below. In our world the Kevlar vest - a comparatively lightweight synthetic cloth with superior bullet resistance qualities - became commercially available in 1975. It protects the chest and abdomen and (like the undercover vest) is designed to be worn under clothing. A Combat Jacket is a heavy duty bullet-resistant vest with attachments and pockets for military equipment usually issued to front line troops. Steel inserts were available for most forms of modern body armour, with lighter ceramic inserts coming into use by the mid 1970s. While lighter, ceramic inserts can be easily broken when dropped (1 LUCK to avoid). Combat Helmets provide limited protection to the cranium but are not concealable. Vintage WW2 era Combat helmets can often be found in junk shops and military surplus stores. Bikers often wear a leather jacket useful against light Contact weapons. Medieval armour is rarely encountered except in museums or as a fixture in stately homes but is detailed here for completeness.
Armour Medieval Chainmail Medieval Platemail Leather Jacket Reinforced Leather Flak Jacket Undercover Vest Kevlar Vest Combat Jacket Steel inserts Ceramic inserts Mark 1 Combat helmet Mark 3 Combat helmet Rural Patrol Helmet Mark 6 Combat helmet ARM +60! +100! +20! +40! +100 +100 +100 +150 +100 +100 +50 +70 +120 +160 AM (2!) (3!) (1!) (2) (3) (4) (5) (+3) (+4) (2) (3) (5) (6) DIFF 50 40 10 10 30 10 10 20 20 10 0 0 0 0 NOTES 20 lbs; covers all of body 30-40 lbs; covers all of body 2 lbs+. 1950s+; 3 lbs. 1960s; 16 lbs. Can hold inserts 1969+ 8 lbs (1975+) 6 lbs. (1970+) 10 lbs. (1965+)+10 lbs per plate (1975+)+5 lbs per plate 1.5lbs (1915-1950s). 2lbs (1942+). 2lbs (1975+); made of ballistic fibre 2lbs (1986+); made of ballistic fibre

!= halve Hardness bonus vs. firearm attacks. Diff rating represents penalty wearers Active-related action penalty. Option: subtract figure in brackets from any WNDS inflicted != vs. contact weapons only

Combat helmets and inserts that absorb ballistic damage should be promptly replaced; losing effectiveness at -20 to -40 Hardness per firefight (and -10 per NAILED level hit that impacts them).

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Vehicles
Motor Car: Most cars can seat 5 to 8 people and reach speeds of around 100mph or so, although speed limits and congestion reduce speed by about half in some areas. Fuel consumption is around 30 miles or so to the gallon but varies widely. Thriller 70 assumes most cars have an effective curb weigh of around 1 ton. Larger vehicles such as the Transit van have a Curb weight of 2 tons. Vehicles and Combat (Mv): 5280 As a general rule a vehicle is assumed to move at 4.4 x mph per Act; assume a default Mv of 220 Mv (cruise) and 400 Mv (top speed) for most cars. Unless the driver breaks, a vehicle performs 3 Mv actions per recounter, which are free and additional to the drivers own Action allowance. Vehicles require 1 action per 20 mph to stop. Ford Cortina Mk IV (1976-1979) Hardtop 4 Door Saloon Passengers 4-6 Transmission: Manual Handling: 0 (I4) +10 (V6) Turning: 0 Fuel: Petrol Top Speed: 100 mph (440 Mv/action). Acc: 0-60: 12.20 secs (4 actions) Armour 20 Hardness: 40 Cargo: 400 lbs Price: 700 Mini MK 3 (1970-1975) M4(1976-1983) Hardtop 2 Door saloon. Passengers: 2-4. Transmission: Manual Fuel: Petrol Top Speed: 90-109 mph. (400-480 Mv/action) Acc: 0-60: 12.90 secs (4.1 actions) Fuel Consumption: 38 mpg Fuel tank: 5.5gals Handling: 0 Turning: +40 Armour 20 Hardness: 30 Cargo: 400 lbs Cost: 600.00 Ford Capri (1974-1977) Hardtop 2 Door Hatchback Passengers 4-6. Transmission: Manual. Fuel: Petrol Top Speed: 90 mph. (405 Mv /action). Acc: 0-60: 18.70 secs (7 actions) Handling: -20 (I4) Turning: +0 Armour 20 Hardness: 50 Cargo: 400 lbs Cost: 1000.00 Aston Martin V8 (1969-present) Hardtop 2 Door Passengers 4-6. Fuel: Petrol Top Speed: 190 mph (570 Mv/action). Acc: 0-60: 4.6 secs (1.5 actions) Handling: +40 Armour 20 Hardness: 60 Cargo: 400 lbs

Turning: +10 Cost: 15,0000

Ford Capri M3 (1977-1986) Hardtop 2 Door Hatchback Passengers 4-6. Transmission: Automatic Fuel: Petrol Top Speed: 124 mph (550 MV/Action). Acc: 0-60:20.4 secs (7 actions) Handling: +20 (V6) Turning: 0 Armour 20 Hardness: 50 Cargo: 400 lbs Cost: 1000

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Ford Granada MK1 (1971-1977) Mk2 (1977-1985) Hardtop 4 Door Saloon Passengers: 4-6 Transmission: Manual Fuel: V6 Petrol Top Speed:92mph (Mk1) 113mph (MK2) (404/508 Mv per action). Acc: 0-60: 10 secs (3 actions) Handling: +20 Turning: 0 Armour 20 Hardness: 50 Cargo: 400 lbs Subaru Leone (1971-1979) Hardtop 4 Door Saloon Passengers: 4-6 Transmission: Automatic. All Wheel drive. Fuel: Petrol Top Speed:93 mph (410 Mv/action) Acc: 0-60: 15 secs (5 actions). 13.2 Gal fuel tank. Handling: +6 Turning:+10 Armour 20 Hardness: 50 Cargo: 400 lbs Price: 4,000. Jaguar XJ6 Hardtop 4 door Saloon Passengers: 4-6 Transmission: Manual Fuel: Petrol Top Speed:67 mph (290 MV/action) Acc: 0-60: 6.7 secs (2 actions). Petrol (I6) 13.6 mpg Handling: +40 Turning:-10 Armour 20 Hardness: 50 Cargo: 400 lbs Price: 5,400 Ford Consul (1971-1975) Hardtop 4 Door saloon Passengers 2-4. Transmission: Manual or Automatic Fuel: Petrol. Handling: +20 Turning: 0 Top Speed:113 mph(500 Mv/Action) Acc: (0-60:9.1 secs): 3 actions. 19mpg. Armour 20 Hardness: 50 Cargo: 400 lbs Audi Quattro 1981-1991 Hardtop 2 door Coupe Passengers: 4 Four wheel drive Transmission: Manual Fuel: Petrol (I5) Handling: +40 (+40 WF on crash rolls). Turning: +10 Top speed: 135mph (600 Mv/action) Accel: 0-60: 7 seconds (2 actions). Mpg 26 mpg Armour 20 Hardness: 60 Cargo: 400 lbs cost 14,500. Transit Van (<1970 through to present). Hardtop 2 Door van. Passengers 3 (mini bus: +10) Transmission: Manual Fuel: Petrol V6 or diesel Handling: +10 Turning: -10 21 mpg Top Speed:90 mph (400 Mv/action) Acc: 0-60 13 seconds (4 actions) Cargo: Length: 2.0 m Width: 1.6m Height: 1.6m Cargo Weight: 1 tn. Armour 20 Hardness: 80 Cargo: 400 lbs Cost: 1,000 Armoured Van (<1970 through to present). Hardtop 2 Door van+ Passengers 3 Transmission: Manual Fuel: diesel Handling: -10 Turning: -20 Cargo: Length: 2.0 m Width: 1.6m Height: 1.6m Cargo Weight: 1000 kg (2000 lbs): 1 tn. Top Speed:80 mph (360 Mv/Act) Acc: 0-60 20.00 secs (7 actions). 17 mpg Armour 200 Hardness: 100 Cost: 2,000

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Generic 1970s Motorbike Weight: 300 lbs Open Frame 2 Passengers Handling: +60 (+50 WF on crash rolls). Turning: +40 Top speed: 90 mph (400 Mv/action) 50 mpg. Acc: 0-60: 8 secs (3 actions) Armour: 10 Hardness: 30 Cost: 300 Cargo: 400 lbs or 200lbs +1 passenger. Most UK 70s era motorcycles are Japanese-made Hondas and Kawasakis, sometimes termed Jap Crap! by some enthusiasts.

Military Vehicles:
Saracen Armoured Personnel Vehicle (1940s to early 1980s). Crew 1 drivers + 9 passengers. Transmission: Manual (6 wheels) Fuel: Petrol Handling: -10 Turning: -10 Cargo Weight: 4000 lbs: 2 tns. Top Speed: 30 (offroad) 70 mph (onroad) 130/315 Mv 3 mpg Armour Front 400 Sides: 300 Rear:200 Acc: 3 Actions Hardness: 100 Weight: 11 tons. Range:240 miles Smoke dischargers, x2 machine guns Scorpion Light Tank (1973+). Main Battle Tank Crew 4 Transmission: Manual Fuel: diesel (tracked) Handling: -20 Turning: -20 Top Speed: 20 mph (offroad) 45 mph (onroad) (90-200 Mv/Action) 15 mpg Acc: 3 actions Armour Front 1000 Sides: 500 Rear: 400 Hardness: 150 Weight: 25 tons. Range:450 miles Smoke dischargers, x1 machine gun, 90mm tank gun (42 rounds). Weapon WF WM Ease Rng S Wgt ROF REL 90mm Tankgun +1000 +14 -50 700 1 1tn 1/3 REC EX Machine gun assists aiming of 120mm tank gun by firing tracer rounds Chieftain Tank (1960s to early 1980s). Main Battle Tank Crew 4 Transmission: Manual Fuel: diesel (tracked) Handling: -50 Turning: -50 Top Speed: 20 (offroad) 30 mph (onroad) (90-200 Mv/Action) Acc: 3 actions 15 mpg Armour Front 2000 Sides: 1000 Rear: 500 Hardness: 300 Weight: 60 tons. Range:500 miles Smoke dischargers, x2 machine guns, 120mm tank gun Weapon WF WM Ease Rng S Wgt ROF REL 120mm Tankgun +2000 +30 -50 900 1 1.5tn 1/3 REC EX Has a rifled barrel. Machine gun is used to fire tracer round to aim 120mm tank gun.

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EXAMPLE AIRCRAFT: 1970s Utility Helicopter: Unsealed airframe up to 4 exit hatches. 2-4 Crew, 12 Passengers Handling: +50 Turning: +80. Ceiling: 19,000 ft Climb: 1,700 ft/minute. Cargo: 1.5 tons. Top Speed: 130 mph Can hover Range: 320 miles Armour 20 Hardness: 50 1970s Light Aircraft: Unsealed airframe; 2 doors, 1 hatches. 2 Crew, 8 Passengers Handling: +40 Turning: +40. Ceiling: 26,000 ft Climb: 3,000 ft/minute. Cargo: 2 tons. Total Weight: 8 tons. Speed: Cruise: 188 mph Maximum: 264 mph Range: 2,100 miles Armour 20 Hardness: 40 1970s Jet Fighter (fighter-bomber). Streamlined winged airframe Passengers 2 (1 pilot, 1 weapons operator) Handling: +30 Turning: +40. Ceiling: 60,000 ft Climb: 25,000 ft/minute. Cargo: 20 tons (external weaponry only) Top Speed: 1,600 mph Range: 1,300 to 4,000 miles Armour 40 Hardness: 50 Weapons x1 20mm cannon Hardpoints: 9 1 hardpoint can carry 2 heat seeking missiles (900 lbs each Range 11 miles) X1 ECM pod or x2 or x1 freefall bombs each conventional or nuclear

Creating Vehicles for Thriller 70


Thriller 70 exclusively uses real-world vehicle attributes, clarified (when necessary) by game attributes. There are numerous sources for such information, most notably online. New or novel vehicles are created with reference to the guidelines below and in regards to the most comparable real-life vehicle, adjusted to fit game needs and requirements. Fantastical vehicles are often defined by the extent they transcend conventional limitations of speed, endurance, toughness, acceleration and manoeuvrability! Players are free to submit such designs but Commissioners may alter statistics for game balance. Defining a vehicle....
Type: Is it a Motorcycle, Car, Van, Lorry, Aircraft or Military vehicle? Is it a hardtop vehicle, covered or sealed against NBC attacks? Does it have a rollbar fitted as standard? Number of Passengers/access: How many drivers does it require; how many people can it carry in addition? How many doors does it have? What about stowage space? How does it move: Does it have wheels, tracks, wings, rotors, skis or air jets? Can it hover? If it has different motive types, note presence of each. Tracks tend to be slower than wheels but have ATV utility, while skis are confined to smooth surfaces How well does it turn? Clumsy vehicles have ratings from -40 to 0; more agile vehicles around +10 to (for a conveyance with helicopter level mobility) +80. Second hand vehicles may have up to a -40 penalty or more on these values.

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How easy is it to drive/pilot?: Note description, also taking into account its described turning attributes; normal range is -20 to +40 Cars get a +10 to +20 bonus if equipped with automatic transmission, luxury cars (generally) an additional +10 to +20 bonus. Second hand vehicles may have up to a -40 penalty or more on these values. How high can it go?: Note cited maximum ceiling - only a factor for aircraft. How much can it carry?: Note cited tonnage capacity and extent of cargo space if cited otherwise provide a best guess estimate. How fast can it travel?: Note maximum possible speed. Most ground vehicles state how quickly in seconds it can accelerate from 0 to 60. Convert cruise speed and maximum speed to MV by multiplying cited speed (in mph) by x4.4. Vehicles designed for off-road travel usually have a faster cited on-road speed; calculate speed rates for both modes where given. Otherwise assume road speeds for such vehicles are x2 faster. For cars and similar vehicles AC (acceleration) equals; 0-to-60 period (in seconds)/3 = number of Acts required to reach this speed. What fuel does it use (and fuel capacity)?: What type of fuel does it use? Note either range + Loiter time; or fuel tank capacity+ miles/km per gallon/litre. Weight: Note cited weight; if not defined assume quoted total equals loaded weight What weapons does it have? Note commonly equipped weapons and usual quantity of ammunition; use closest Thriller-70 weapon (or amend based on nearest cited weapon) Cost: Note usual (70s era) price, as given in description. An average car is 700; a luxury car is 1000-5000 or so. Aircraft cost at least several 10s of thousands. Military vehicles are only sold to government agencies; prices being in the 100,000- 500,000 range or more.

Usual Armour values:


Motorcycles: Most Cars: Gunproof vehicle 70s Light Armoured vehicles: 70s Tanks: 70s Aircraft 70s Bombers Usual Hardness values: Motorcycle: Light Build car: Heavy Build car/Boat: Lorry: Tank 10 20 +200 (1/2 cargo and double fuel consumption) 100-400 (thickest on front, thinnest on rear) (universal thickness for warship hulls) 500-1200 (thickest on front, thinnest on rear) 10-20 20-40 10-20 20-40 50-60 80-100 300-400 Light Aircraft: Fighter Aircraft: Large Aircraft: 70s APC/Warship: 20-40 20-60 40-60 150

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16

1970s Britain in Microcosm


Britain; a (very) brief history:

The British Isles did not effectively exist until the seventh Millennia BC, being a harsh, frozen region joined to continental Europe prior to that date. Archaeological evidence indicates intermittent occupation by pre-human hominids up to 30,000 BC. Activity by modern humans becomes notable in the archaeological record by 19,000 BC and consistently so by around 12,500 BC. The population then consisted of widely dispersed bands of nomadic hunter-gatherers. Mesolithic culture (10,000-4000 BC) was typified by a greater diversification of food resources (such as fish and sea molluscs) and the development of microliths, miniaturised compound flint tools. This period also witnessed a gradual climatic warming and rises in sea level, cutting off a body of land from Europe and incidentally forming the British Isles by around circa 7000 BC. The Neolithic era presents the first evidence of fixed communities and farming from around 4,000 BC; associated with a ritual landscape of henges, causewayed enclosures and long barrows featuring communal burial. Stone circles (most notably Stonehenge) appear around 2500-2000 BC. The succeeding Bronze Age (2500 800 BC) featured weapons and artefacts made from soft metals and easily worked alloys such as bronze. This featured a more stratified warrior culture where the dead were often cremated and interred singularly in various forms of round barrows. The British Iron Age (800 BC- AD 43) was typified by various tribal groups focused around earthen hill forts. The Roman occupations of Britain (AD 43 400) lead to the introduction of planned towns, straight paved roads and (in the latter period) Christianity. The collapse of the Western Roman Empire in 410 AD resulted in the abandonment of classical culture as the country was invaded and settled by various Germanic tribes up to 700AD; most notably the Saxons, Angles and Jutes,. Only Scotland, Ireland and Wales remained free of their influence. These were eventually Christianised towards the end of that period. Sea raiders from Denmark, Sweden and Norway popularly termed Vikings attempted to invade England from 793 up to 1066 AD; taking a portion of Northern and southern England subsequently termed The Danelaw. Normans, invaders from France lead by Duke William (later William I), took control of the country at the Battle of Hastings (AD 1066). This marked the beginning of the medieval era (AD 1066-1500) associated with elaborate stone castles, cathedrals and monasteries. It also experienced two significant Civil Wars; the Anarchy of AD 1115-1135 and the Wars of the Roses (AD 1444-1487). England was involved in the Crusades attempts to take control of the Holy Land from the Moslem Saracens from 1080 through to 1200 AD. England had taken control of Wales and significant parts of Ireland by AD 1290. It also possessed a significant portion of France from 1066, gradually losing them during the 100 Years War (AD 1337-1453). The Tudor Dynasty (AD 1485-1602) ruled during the Renaissance era. One Tudor monarch, Henry VIII (AD 1509-1547) broke with Rome during the Reformation establishing a Protestant based Church of England as a consequence. This resulted in most of Britains monasteries being disestablished by 1550 AD. The reign of Elizabeth I (1558-1603) saw the first English voyages to the Americas along with a

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flowering of modern literature and drama as exemplified by William Shakespeare (circa AD 1564 1616). Elizabeth was the last Tudor monarch, succeeded by the Stuart dynasty king James I (James IV of Scotland). The English Civil War (1642-1648 AD), was fought between the forces of Charles I and Parliament over the limits of regal power. This conflict ended in a Parliamentary victory and Charles I execution. England was a republic under the Lord Protector Oliver Cromwell from AD 1649-1659; the monarchy resuming under Charles II. The Stuart dynasty ended in AD 1688, whereupon a variety of distantly related foreign Protestant claimants assumed the British throne. The most significant and enduring were the German Hanoverian dynasty (AD 1714 to 1901). The United Kingdom was formally created by the Act of Union in AD 1707; from which in 1801 sprung the Union Flag (termed the Union Jack by the British Navy ), whose form combines the symbols of England, Scotland, Ireland and Wales. Britains Age of Empire began with the first voyages to the Americas, resulting in the East Indies, America, Australia, New Zealand, Canada and India coming under British control. America won its freedom in the War of Independence that ended in AD 1786. The latter 17th and 18th centuries were a period of notable scientific discovery and innovation, cumulating in the Industrial Revolution; the main products of this age being canals, factories, steam power and the first rail network, fairly extensive by the 1840s. During the Napoleonic wars (AD 1793-1815) Britain countered French expansion on land and sea; ending with the Battle of Waterloo in 1815. The Victorian era (AD 1844-1901) marks the main period of British colonial power, named after Queen Victoria I, the UKs longest-reigning monarch to date. Britains involvement in World War 1 (AD 1914-1918) resulted in millions of male lives lost in the muddy trenches of France and Belgium. England and its Empire was menaced by Nazi Germany and Japan during World War 2 (AD 1939-1945) WW2 with millions of military and civilian lives lost due to aerial bombing and direct enemy action. This left behind a legacy of memories, war relics, movies and TV programmes, abandoned runways and military defences. Faded Empire: Life in a post Imperial realm... George VII (1937-1952) was the last British monarch to rule over the British Empire. This realm, consisting of dominions located in the West Indies, Africa, Asia and Oceania, gradually drifted from Britains control. The fading of Empire began from the late 19th century onwards with the granting of independence to notable dominions (most notably Southern Ireland during the 1920s). Many former Imperial possessions opted to join the British Commonwealth in 1890, as a continuation and acknowledgement of their trading and cultural links with the United Kingdom. This consisted of around 30 countries (mostly former dominions) by 1970. Imperial collapse hastened in the years following the end of World War II. Throughout the next three decades numerous countries gained independence, most significantly India in 1947. The new nuclear superpowers of Russia and America dominated the post-war political and economic landscape, while Germany and Japan, ironically, rose from the ashes of defeat to become prominent players on the worlds economic stage. Japan, especially, dominated the British marketplace from the mid 70s onwards in regard to motorcycles and consumer electronics, while Germany became a significant supplier of luxury cars, cameras and household appliances to the UK.

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This obviously had a considerable effect on the British psyche. Even in the 1970s there were still many Britons brought up since childhood to believe their country and people were the most powerful and civilized on the globe. Many still also retained the idea the English were racially superior to all other cultures, even European ones. The political reality was, of course, somewhat different. In the 1970s this was most clearly represented by the brain drain; the situation of well qualified Britons emigrating to better-paid jobs in America, Canada and Australia. Inventions developed by the UK were often commercially developed elsewhere, most notably in America, adding further impetus for immigration among the educated elite. Adding insult to injury was the dominance of American fashions, films, T.V programmes and music on British cultural life. Nonetheless, Britain could offer the faded remnants of its history and the pageantry of its monarchy, sufficient solace for some. And even though it had lost tangible imperial power and gravitas Britain still remained a significant and relatively wealthy country. But the United Kingdom was no longer at the centre of world events... The following provides a very general geological, geographical and social overview of the U.K, during the 70s, along with some simple maps. For clarity, this write-up presents a factual description of 70s Britain, omitting the various fantastical options described elsewhere! Britain is a large island located in the northern hemisphere, a highly irregular triangle with numerous harbours and beaches. It is surrounded by around 50 very small islands the largest two being the Isle of Wight (148 miles square in area and only 5 miles from its southern edge) and the Isle of Man (221 miles square and situated just off Britains Western seaboard). Southern Britain is located only a modest sea ferry distance from France and the lowland countries, while Ireland is only a short ferry journey via Wales, West England and Western Scotland. The Channel Tunnel did not exist during this period, although the concept was widely discussed. The region is collectively termed The United Kingdom (or UK) a district consisting of around 94,000 square miles. The UK consists of four countries; England, Scotland and Wales all located within the island of Britain, while Northern Ireland is situated on the Northern tip of Ireland. Wales was conquered by England during the 13th century, while England and Scotland were amalgamated via the 1707 Act of Union. Ireland was integrated into the UK by 1784 but most of that country gained independence following a civil war, effectively from 1922 and definitively so by 1937; other than Northern Ireland which opted to remain part of the UK, which it remains so to the present day. During the 1970s the U.Ks population was around 50 million; 46 million in England, 5 million in Scotland, 2.74 million in Wales and 1.65 million within Northern Ireland. The UK enjoys a temperate climate with notable rainfalls throughout all seasons, although somewhat less during the summer months. During 1976 the UK suffered a significant summer drought where hosepipe bans were enforced and water rationed in most areas. The UK is typified by a mostly flat geology but with various ranges of low hills. A significant area of elevated land called The Pennines stretch from North Derbyshire to Southern Scotland, extending for around 267 miles along the middle portion of Britain.

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Fig 1: General Map of the United Kingdom:

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Life within the UK is predominantly urban, with around 7 million of the countries population situated in London, Britains capital city and its immediate suburbs (termed Greater London). Most UK cities are usually within easy reach of lessoccupied areas and various national parks and conserved woodland. Wales and Scotland is host to notable but still fairly low mountain ranges; the highest, Mount Snowden in North Wales around 3,500 foot high. The United Kingdom is crisscrossed with various rivers along with various modestly sized lakes. Its energy resources include abundant coal, several nuclear power stations (most built in the 50s and 60s) and several North Sea oilfields, tapped via the use of offshore rigs; a recent innovation that is expensive, dangerous but nonetheless profitable. Motorways or M roads are mostly straight dual, wide three lane roadways linking most major areas of population. Most major cities and towns are also linked to the rail network, albeit reduced significantly from its former extent by the 1960s Beeching cuts. Minor A and B roads come in the form of 2 lane surfaced and cambered roads, while smaller villages are linked by roads sometimes little wider than the cart tracks most originated from! Each region of the U.K has its own character. South West England (Cornwall, Devon, Somerset, Dorset, Gloucestershire and Wiltshire) is dominated by an economy based on tourism and has a rural and coastal aspect. Wiltshire is landlocked; compensated by being host to Salisbury Plain and Stonehenge, the U.Ks most iconic ancient monument. Its largest city is Bristol. Southern England (the socalled Home Counties region) is rural and generally wealthy and is the hub of most British service industries. It mostly consists of the counties of Hertfordshire, Buckinghamshire, Berkshire, Cambridgeshire, Oxfordshire, Surrey, Kent and Greater London. The most significant region is central London, located within a one mile area defined as the City of London, where stock trading and merchant banking occurs on the site of Roman era Londinium. The East Coast (Norfolk, Suffolk and Essex) is rural and coastal, while the central heartland of the U.K (Worcestershire Staffordshire, Leicestershire and Warwickshire) is urban with some areas of dense population, such as the city of Birmingham. These are served by a mixture of industries. Wales is rugged and during the 1970s was typified by coal mining. Its most populated city is Cardiff, located in North Wales. Northern England (the Nottinghamshire, Derbyshire, Cheshire, Lancashire, Yorkshire, Cumbria, Durham and Humberside regions) are a hive of industry; its main products during the 1970 being mining and various manufacturing bases. It is also typified by areas of dense population, most notably the cities of Leeds, Sheffield, Bradford, Liverpool, Manchester and Wakefield. While significantly urban, regions of wilderness persist in some areas. Scotlands low population is situated mainly its less elevated lowland region (including its two largest cities Edinburgh and Glasgow) while its northern Highland zone has a rugged, isolated aspect. Political and Administrative: During the 1970s all parts of the UK was ruled directly from the Houses of Parliament, although there were increasing calls for direct rule for Scotland and Wales - eventually enacted by the mid 1990s. Local governmental divisions (county councils) run basic services on a regional level. The United Kingdom is divided into 48 administrative districts termed counties, six of which are based around the

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largest cities. A major county reorganisation occurred in 1974, whereby some were adjusted, renamed or amalgamated. The United Kingdom is a constitutional monarchy the ruler being a symbolic head of state, who is politically neutral and has no actual power of governance. The current monarch is Queen Elizabeth II, crowned in 1952 and who continued to reign into the 21st century. Actual government is carried out by a representative democratic system, with elections for a fresh government usually held every 4 to 5 years. The country is administered from the Houses of Parliament, located in the district of Westminster, central London. An upper house, The House of Lords, comprising of hereditary Peers of the Realm (along with 26 Lords Spiritual, consisting of Church of England bishops) ratify and where necessary amend or (rarely) reject new laws enacted by the current administration. The United Kingdom government is dominated by two main political blocks - the Conservative (or Tory) party, (advocating low government de-regulation of business, expansion of the free market and low taxes) and Labour; who advocate protection of the welfare state, nationalisation of major industries, fair distribution of wealth and worker protection. The minority centrist Liberals while only holding 3 parliamentary seats in 1970 enjoyed resurgence by 1975, taking 14 seats. The party suffered a decline by the latter 1970s when their leader Jeremy Thorpe resigned in 1976 due to a scandal involving an alleged murder attempt on a male model. Thorpe was eventually replaced by David Steel, who remained Liberal leader well into the 1980s. The 1970s witnessed three changes in government from Conservative under Edward Heath (1970-1974) then to Labour under Prime Ministers Harold Wilson (1974-1976) and Jim Callaghan (1976-1979). Callaghan was succeeded by the Conservatives under Margret Thatcher, who remained Prime Minister up to 1990 while the Tories continued to govern the country until 1997. The Heath and Wilson administrations had relatively low majorities, presenting an unstable political situation. By 1976 Labour lost its majority and had to rely on a pact with the minority Liberal party to stay in office. The U.K formally adopted decimal currency in 1971. One pound equals 100 pence; presented in denominations of 50, 5 and 1 pound notes and coin denominations of 50 pence, 10 pence, 5 pence 2 pence, 1 pence and half pence pieces. Assume one U.K pound equals 2 US dollars during this period. While attempts were made to dispense with imperial measurements of miles, feet, pounds, yards and inches in favour of metric units of kilograms, grams, metres, centimetres and millimetres, they only had limited success with metric and imperial units used interchangeably for even decades afterwards. Despite opposition from France, the U.K joined the Common Market in 1973, a trade body whose objectives were to create commonly-shared policies and tariffs on trade and travel, along with financial subsidies for its members. Many people in the U.K were (and still remain) uneasy over this institution fearing political control from Brussels (the political base of the Common market) and the destruction of British traditions; sentiments not aided by numerous stories of waste, excess and blind bureaucracy. One detrimental situation of note was the Oil Crisis of October 1973- March 1974, caused by OPEC placing an embargo on oil supplies in retaliation for US support for Israel. This was promptly followed by an increase in the price of crude oil. A

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mini-recession and an increase in inflation was the net result in most countries. While the UK and Europe was hardly affected by the Embargo (which was focused mainly on the US) the price increase, combined with various strikes by coal miners and rail workers due to a cap on wage increases, resulted in an energy crisis during 1973-74. This caused some energy-consuming activities to be curtailed. One notable example was the infamous Three Day Week; when government ruled that commercial businesses could only operate on a three day working week. The period October 1978- March 1979 was host to the so-called winter of discontent. This resulted from the Labour governments attempt to control inflation by limiting wage settlements; inflation levels being as high as 29% during the mid 1970s but reduced to around 10% by 1978. This period is now the source of many enduring myths, but in reality was typified by waves of sporadic strikes from separate unions around the U.K. The often-cited instances of the dead being unburied only affected Liverpool and lasted a mere fortnight. The situation was also exemplified by an unusually harsh winter during that time. Nonetheless, these strikes seriously impacted on the Labour governments popularity and lead to their defeat in 1979 by the Conservative Party (lead by Margaret Thatcher). A further Oil Crisis occurred in early 1979 due to the militant Islamic takeover of Iran and expulsion of the Shah. This caused oil prices to rise significantly and generated fears over future energy security. Northern Ireland is a region with a comparably large Protestant population descended from Scottish and British settlers proud of their historic connections with Britain (and thus are termed Loyalists). As a consequence this region mostly voted for continued British rule when the rest of Ireland effectively gained political autonomy in 1922. However, the indigenous Irish (and predominantly Catholic) inhabitants of the same region, termed Republicans, desired independence. This resulted in a minority raging a terrorist campaign by various paramilitary groups since 1969; sometimes involving shooting but usually car bombs, sometimes planted on the British mainland. Actions are followed with a telephoned warning given to evacuate civilians, or at least a similar call afterwards to formally claim responsibility. Police and members of the armed forces are deemed as valid targets. The Republicans are opposed by similar Protestant Loyalist paramilitary groups. This situation is generally termed The Troubles. These outrages lasted well into the mid 1990s the situation remaining tense even into the early 21st century. Similar but lower level tensions between Catholics and Protestants occurred in parts of Scotland, often in the context of football hooliganism. For an overview of Crime and espionage see pp 133-150. Social Attitudes & Trends: In comparison with today, sexism and racism was more openly expressed although both attitudes were becoming increasingly challenged. In regard to sexism social boundaries were extended by a greater number of women moving into traditional male roles. Their entry into wider work-roles other than the traditional was aided by the passing of the Sex Discrimination Act of 1975, which also increased womans salary levels but were still notably less than their male counterpart. Female entertainers also became more strident. For example, within the early 1970s music industry women often played supporting (even feigned romantic) roles in relation their male co-artists and were often subservient to record producers. By the decades end English singer-songwriters such as Kate Bush could be empowered auteur-like figures directly controlling their image, careers and artistic direction.

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Another, more extreme, expression of female liberation was represented by militant feminism, which depicted men as oppressors of women, innately violent and prone to acts of rape. Lesbian lifestyles and cross-dressing was often venerated in such circles, with curfews on men and even their complete eradication suggested in some feminist literature! Britain, being a part of old Europe has a distinctive (some would say intrusive and inflexible) class system. The upper 10% of the population are landed gentry holders of significant landholdings and are either ennobled or self-made millionaires. The former may have a seat on the House of Lords associated with their estate, the latter may acquire a life-time peerage, given time! Just below them are the Middle classes (consisting 30% of the population) the Upper Middle Class comprising of lawyers, army officers, solicitors, doctors, clergy and other University educated professionals. Immediately below them are the Lower Middle Class minor business managers, office workers, tradesmen and private shop owners. Finally there is the working class factory workers, enlisted men, labourers and similar. During the 1970s the working class comprise around 60% of the population, due to the U.Ks then considerable manufacturing base. As a rule the working classes voted Labour while the upper classes voted Conservative, although there were notable exceptions. Intellectuals would often vote Labour and hold Marxist ideas, while members of the police and armed forces from all social classes often supported the Conservatives. Upper and Middle class people generally speak (or are encouraged to speak) using a formalised style of English termed Received Pronunciation, while working class people usually speak with distinctive regional accents. Strikes and industrial action were commonplace during the 1970s, mostly instigated by inflationary pressures. Trade Unions were very strong and militant and often defeated management in disputes. During this time Union membership was significant, even mandatory, and many key industries and utilities were Nationalised under direct public ownership. For healthcare most people rely on the National Health Service (NHS), established in 1948 allowing free access to General Practitioners and hospital care in most instances for British citizens. The U.K is predominantly white, with only around 10% of the population consisting of those with an alternative ethnic origin usually from former imperial dominions; usually Black (West Indian), Pakistani or Chinese. There are considerable Jewish populations in some areas, most notably in London, although they are notably anglicised. English is the dominant language with few English people bothering to learn another. Some native Celtic languages (Welsh and Gaelic) are spoken in Wales and Scotland respectively, but as a minority language with English still dominant in those areas. The mixed stream and sex Comprehensive school system continued to be adopted from the early 1970s onwards. Grammar schools remained and the 11 plus exam was still sat in some areas (such as Kent) to enter them. Students sit O levels for basic education attainment and A levels for more advanced options, including admission as a university undergraduate. University entrance requirements were significant but student were issued grants as opposed to loans. Few working class people manage to attend university. Even the most able poorer students tended to end up in polytechnics; vocational higher-education establishments unable to directly award degrees.

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Personal relationships underwent significant changes during the 1970s. Divorce became more commonplace, easier and less stigmatised. There was a growing trend for co-habitation before marriage (still deemed living in sin by some) and for children to be born out of wedlock. As a consequence there is a decreasing stigmatisation of illegitimacy, with the term bastard or even love child being rarely used to describe them. As with vegetarianism these various social trends were initially popularised by musicians and similar renowned bohemians. Gay issues were still fringe concerns and not generally discussed in public. Homosexuality was still deemed to be an embarrassment, open disclosure of which could have negative consequences for someones career. Gays and lesbians were either represented as either figures of ridicule or the feared other - ironically even by commentators who were actually secret homosexuals themselves! Nonetheless, the medical profession generally abandoned the concept that homosexuality was a psychiatric order to be treated. Transsexual procedures become more commonplace but are still a rarity and few openly disclose their status. Entertainment In the 1970s, the U.K had access to only three terrestrial television channels; BBC 1, BBC 2 (recently launched in colour) and ITV. Colour televisions remained a novelty but were gradually becoming the norm, with even poorer families able to acquire them by renting one from specialist firms. Radio was dominated by the BBC, independent commercial stations (from 1973 onwards) and the off-shore pirate broadcasters that had existed a decade previously. FM transmissions began to become more widely used during this decade, becoming a notable proportion of radio broadcasting output by the late 1970s. People acquired most of their news information from the radio, television news bulletins and newspapers (the latter having a wider circulation than today). Popular comedians at the time include Eric and Ernie Wise, Dave Allen, The Two Ronnies, The Goodies, Dick Emery, Les Dawson and Benny Hill, along with the impressionists (comic impersonators ) Faith Brown and Mike Yarwood. Cinemas were still popular, but in some decline due to TV. This was arrested by the first blockbuster movies, most notably JAWS (1976), Star Wars (1977) and Close Encounters of The Third Kind (1977). Books were printed mostly on the same topics as today. Mainstream publishers still published worthy but noncommercial books but this attitude was beginning to be challenged. Fantasy and science fiction art books, works on horror and the unexplained were notably popular. Music was still sold in specialist record shops in both vinyl (LP and single format) and cassette tape formats. LPs were rendered distinctive by richlyillustrated album sleeve covers, some of which assumed iconic status. Then, as now, a wide gulf existed between chart music and more creative material. The music scene was dominated by popular pop songs of a wide variety of styles, most notably contemporary soft ballads by groups such as ABBA, The Osmonds and The Bay City Rollers. Concurrent with this trend was Glam Rock (1972-1976) soft rock ballads presented in a flashy manner by flamboyantly dressed singers such as Gary Glitter. Disco dance music dominated the popular music scene from 1977 onwards. The decade began with hard rock, heavy metal and dreamy progressive rock compositions often dealing with fantastical Tolkien-style topics; ending with Punk Rock, featuring nilistic, harshly-sung lyrics performed by artists sporting mohawk haircuts, safety pins and aesthetically torn clothing. A considerable number of Punk Rock songs (most notably several compositions by the Sex Pistols) were banned by many radio stations due to their unsuitable content. The Art Rock scene was dominated by the music of David Bowie and

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(from February 1978 onwards) Kate Bush; although the term historically didnt come into use until the early 21st century! One universally accessible social space was the caf, selling basic tea and coffee along with a limited selection of greasy spoon style meals. Coffee chains were virtually unknown most cafes being uniquely owned local businesses. The high street ethnic food scene was then dominated by Indian, Italian and Chinese based restaurants. Most towns had at least two shops selling traditional English fish and chips, often wrapped in old newspapers. Shops tend to close on Wednesday afternoon (for stocktaking) and Sunday; the latter being a legal requirement. Foreign holidays (usually in Spain) were becoming popular although many still frequented the older British holiday resorts. Greater levels of foreign travel exposed British people to various cultural influences, which had notable effects in regard to trends in fashion, dining and music. Notable Tech and Gadgets The first home computers also appeared by the late 1970s with laughably small ROM and RAM by todays standards but considered remarkable at the time (see pp 96). Mature VCR video recorders also appear during the late 1970s; while available beforehand previous models were expensive and comparatively difficult to use. There was also no standard cassette type during this period, with various manufacturer-specific formats being available (page 97). Telephone ownership became more commonplace although mobile phones had yet to be invented; the first cellular phone systems being introduced in the early 1980s. Bulky car-based phones were nonetheless used by wealthy businessmen and similar professionals. When away from the home most people had to use a public payphone (usually located in a distinctive red coloured telephone box) or a pub pay-phone. Car possession also increased in this period, but those on lower income were often restricted to buying second hand vehicles of questionable quality. Most cars (and other expensive items) were acquired by Hire Purchase loans by lower income groups with no access to credit cards or even bank accounts. Despite continual concerns over energy security central heating began to appear in more homes, becoming an expected norm by the next decade. This allowed all rooms within a house to be used throughout the year; creating more personal space and encouraged the use of lighter fabrics in clothing. Vices and Health trends (for illegal drugs see pp 137-139). Smoking (usually in the form of filter-tipped cigarettes) was popular and widely indulged, with little control exercised over where people smoked even within the workplace. Most adults smoke and its still considered notable if a given adult abstains. Age restrictions (of 16+) were laxly enforced. While the dangers were generally known they were casually overlooked, although a growing number of people began to quit by the late 1970s. Drinking is social activity, indulged communally in public houses - with even every small village having its own local. A pint cost around 40 pence, a packet of crisps around 5 pence. Pub foods were a rarity during the 1970s but real ale began to attract a significant cult following. Most village pubs also served as inns with at least one room available for hire. As a social base they were restricted to those aged 18 or more, due to licensing regulations.

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Vegetarianism started to attract a wider following but was treated in a condescending manner by most people. Vegetarian menu options could often be difficult to find. Much of its popularity was attributable to this lifestyle choice being vocally advocated by contemporary musicians; initially by the Beatles during the late 1960s and thereafter by other singers such as Kate Bush (from 1978 onwards). Running for recreation and improved fitness or jogging became popular around the same period. Fashion The decade started with the hippy and stylistic fashion hangovers of the 1960s and gradually moved onto other themes. Hippy style clothes were still worn well into the latter 1970s, with anachronistic bespoke fashion statements also being a part of the 70s fashion vocabulary for both sexes. Various styles of caftan (or Kaftan) style attire were popular; mostly by women but sometimes also by men. Men's fashion usually consisted of a 3 piece suits for formal occasions and a sweater, jeans and tee shirt for casual wear. Trousers for men and women were widely flared at the bottom, this style sometimes referred to as Loon Pants or bellbottoms. Flares usually ended at the ankle to show off footwear. They were superseded by straight-cut jeans and trousers later in the decade. Shirts could be plain, frilly or florid, in either case usually having flared collars. Padded or quilted jackets were also worn. Prominent belts with large buckles were popular with both sexes. Platform shoes and boots were popular, albeit for casual wear. Boots tended to reach to the knee. Women's fashions were significantly varied. Trouser suits or florid allencompassing granny dresses were popular for formal wear. Sleeves were either tight, wide (flared) or bloused. Other options included a skirt or dress worn at Mini (upper thigh), Midi (mid calf) or Maxi (ankle) length. Skirt/dress edges could be straight-cut or flared. Tops could be open, tight, frilled, square or yoked. Crop or tube tops were also an option for causal situations. Hot pants (low cut, tight-fitting shorts) were introduced early in the 70s and remained in fashion throughout the decade. Long hair was popular with both sexes; short hair still a requirement for those in formal jobs. Hair was subject to a variety of styling options; such as the Gipsy Wave or shag cut popular with women (and some men) while sports perms, moustaches and sideburns were notable male fashion trends. Afro hairstyles were fashionable from the mid-1970 with both sexes. Silk scarves and headscarves were popular female attire. Glam Rock popularised shiny jackets, sequined tops and flexible Lycia/spandex clothing. White three-piece suits (with a St. Christopher or astrological medallion) became de rigueur for late 1970's male disco aficionados. Common Beliefs Most people in the U.K were members of the Protestant Church of England (headed by The Archbishop of Canterbury); the remainder being Methodists, Catholics, Jehovahs Witnesses, agnostics or atheists. The Church is relatively moderate in outlook but does not yet ordain women or accept homosexuality. Due to the consequences of two world wars and the advance of science the influence of conventional religion is seemingly on the wane church attendance declining as society became more secular if not necessarily any less spiritual. Weddings were more often conducted at registry offices, while around 70% of funerals were cremations with little accommodation for personal preferences in either rite of passage.

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The 1970s saw a resurgence of interest in the paranormal, ancient astronauts, ghosts, the occult and psychic powers early in the decade; followed by UFOs during the latter part. New Age beliefs, eastern philosophies and neo-pagan religions such as Wicca and Druidism exert a relatively minor social influence but have notable cultural impact. There was also significant social anxiety over Eastern-based new religious movements often branded cults by detractors. Renewed interest in the occult generated social panics relating to supposed covens of devil worshippers popularly associated with heavy metal.

Counter-culture:
70s counter-culturalism represented the last overt flowerings of the 1960s hippie movement. In essence, it rebelled against the 9-to-5 routine, traditional social attitudes, modes of dress and the materialism endemic within contemporary society. It embraced vegetarianism, ecology, astrology and the paranormal, eastern religions and its associated practices (most notably meditation), pacifism and neo-pagan ideals. They also adopted the concept of free love; embodying ideals such as naturism, acceptance of homosexuality and the rejection of formal marriage. It equally incorporated a noted enthusiasm for certain recreational drugs, most notable cannabis and to a more limited extent LSD. Counter-culture art focused on expressionist and pop art style painting, poetry, fantasy and spiritual texts, and folk music and prog-rock in regard to music. Hippy attire was florid, loose and brightly coloured, designs echoing ethnic dress and/or historical fashions with hair usually worn long by both sexes. What some promoted as a new path to spiritual understanding, others derided as a pick and mix fun-ride or (at worse) an exercise in self-indulgent degeneracy. Enthusiasm for these ideas began to wane by the mid 70s as the Punk movement surfaced into mainstream consciousness. This youth ideology expressed itself in terms of discordant, harsh music with lyrics informed by working class political concerns. Punk fashions featured extreme hairstyles with strikingly dyed hair and elaborate Mohican crests; while clothing consisted of torn jean-suits incorporating spikes, studs and safety pins. Punk ideology was radical, confrontational and anarchic, eschewing the hippy pacific ideal, orientated either to the right or left of the political spectrum. The more conventional persisted with traditional ideals and attire, often incorporating current trends in fashion and entertainment; most notably disco (see above). Back-to-the-land movement: The oil crisis of the 1970s, combined with fears of nuclear war, overpopulation and pollution encouraged some to seek a self-sufficient lifestyle. This usually involved a family unit or couple obtaining a freehold and using it to grow crops, rearing animals and creating necessary items using methods derived from pre-industrial practices. Collectives of individuals attempted to establish Communes - a community based on self sufficiency and counter-cultural ideals. As such endeavours had to entered whole-heartedly, those concerned left their jobs and tried to sustain themselves by creating an alternative economy that hopefully avoided them being sucked back into conventional society. This was often difficult and most attempts ended in failure. Nonetheless, some of their ideas (and ideals) entered mainstream culture, most significantly the organic farming movement.

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A Brief Timeline of 1970s Britain:


The following presents a brief listing of authentic events from the period 19701980. Only the more significant incidents (including bombings and other disasters) are listed; assume that more modest scale terrorist actions, crimes, freak weather etc. occur throughout this period. The UK was rarely the focus of world-shaking events, although occurrences from overseas in both the political and artistic sphere usually associated with America often influenced British social life. Other than Northern Ireland and related mainland attacks the British military was not involved in any major conflict until the Falklands War of May-June 1982. There were also few significant UK geological or biological mishaps during this period. Most cultural pressure resulted from various social and political changes, often generated by trends shared throughout Western society. Significant foreign events which didnt directly influence the UK are noted in italics; those that did are shown sans italics. The general vicinity of various disasters is cited within brackets; NE: Northern Ireland SC: Scotland W: Wales US: America; otherwise assume England. The flow of world events will obviously differ notably in alternative realities.
1970: 1 Jan 4 Jan 20 Jan 13 Feb 2 Mar Apr 10 April 14-17 Apr-May June 26-30 Aug 18 Sep 19-20 Sep 19 Oct 28 Oct 1971: 2 Jan 3 Jan 1 Feb 15 Feb 12 May Late Jul 25-27 Jul 29 Jul Aug 24 Sep 4 Oct 1 Oct 28 Oct 21 Sep Nov 10 Nov 3-16 Dec Legal age of responsibility reduced from 21 to 18 Yunnan Earthquake (China; 15,000+) Concept of a Thames Barrier proposed Release of Black Sabbath, the first Heavy Metal LP Rhodesia breaks links with UK. The Beatles band officially retire. Apollo 13 failed moon-mission. Northern Irelands Arms Crisis (gun-running claims) Conservative Edward Heath elected Prime Minister last Isle of Wight Music festival Singer Jimi Hendrix dies in London First Glastonbury Festival Oil reserves in North Sea begin to be exploited 1,000 km/h Land speed limit attained (Blue Flame). Ibrox Stadium disaster (SC: 66) BBC2-based Open University formally begins. Licenses no longer required for radio receivers. UK switches to decimal currency (Decimalisation Day ). UK Crown Court system established Ken Russells movie The Devils released; this and subsequent 70s films generate anxiety over cinematic depictions of sex and violence. First Reading music festival UK Black Arrow space launch system cancelled. Surge in British Troop numbers stationed in Northern Ireland 90 Russian officials expelled from UK on suspicion of spying Janis Joplin dies. Disney World opens (US) House of Commons vote to join ECC First broadcast of The Old Grey Whistle test BBC TV music programme Bhola Cyclone (Asia; 500,000+). Birmingham Spaghetti junction opened War between India and Pakistan (12,000+)

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1972: 20 Jan 30 Jan 4 Feb 22 Feb 15-27 Apr 21 Jul 31st Jul 26/8-10/9 17 Nov 12 Sep 7-19 Dec 1973: 1 Jan 11 Jan 1 Mar 8 Apr 14 May 25 May June 20 July 2 Sep Oct 1973 8 Nov 14 Nov Dec 1974: 1/1- 7/3 23 Jan Feb 8 Feb Mar Mar 20 Apr 10 May 1 Jun 20 Jun 8 Aug 9 Aug Oct 7 Nov 21 Nov

Official unemployment figure reaches 1,000,000 Bloody Sunday (NE: 14) M62 Coach bombing (12) Aldershot Barracks bombing (7) Apollo 16 Moon landing Bloody Friday(NE:9), Operation Motorman (NE:2); British Army take back areas of Belfast & Derry claimed by republicans; Cloudy Bombing (NE:9) later that day. Munich Olympics; 5-6 Sep terrorist attack against Israeli athletes(17) Republican Richard Nixon re-elected as President in US election Beginning of Second Cod War (fishing rights dispute with Iceland) Apollo 17 moon landing (last US visit to Moon). UK formally joins Common Market/EEC. Stock Market crash VAT sales tax added to specific luxury goods Release of Pink Floyd album Dark Side of the Moon Painter Pablo Picasso dies First Skylab mission. Tubular Bells (Mike Oldfield) released 1st Virgin label album. Sunningdale agreement (NE powersharing; subsequently rejected). Martial artist & actor Bruce Lee dies (film Enter the Dragon released 26 July) Writer J R R Tolkien dies Yom-Kippur war (Israel vs. Egypt and Syria) US and European support for Israel results in OPEC Oil Embargo. Formal end of Second Cod War Marriage of Princess Ann to Capt. Mark Philips. Release of horror movie The Exorcist Three day working week enacted due to miners working to rule. Strange lights seen and explosion around the Berwyn Mountains, Wales General election results in hung parliament (Wilson, Labour minority government). Formal end of Skylab project Watergate scandal enters public consciousness. Oil Crisis formally ends Michael O Brian first streaker(Twickenham; England Vs. France(Rugby)) Yunnan Earthquake (China; 20,000) Flixborough disaster (28) Turkey Invades Cyprus Banqiao Dam (China, 200,000) Nixon resigns due to Watergate; Vice President Gerald Ford becomes President Second general election; Labour victory. Harold Wilson Prime Minister. Lord Lucan vanishes after murder scandal Birmingham Pub bombing (21)

1975: 12 Jan 11 Feb 28 Feb Apr 27 May 20 June Winter 27 Nov 16 Nov 20 Nov

Author Agatha Christie dies Margret Thatcher becomes leader of Conservative party. Moorgate train crash (43) Lebanese Civil War begins Dibbles Road bus crash (32) Release of movie Jaws (about Great White killer shark). One of driest winters recorded in UK Ross McWhirter, polymath, Record Breakers host & rightist murdered. beginning of 3rd Cod War with Iceland (ramming, warning shots & net cutting) Francisco Franco (Spanish dictator) dies

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1976: 16 Mar Apr 9 Apr 26 Apr 17/7-1/8 22/6-16/7 Jun 21 Jul 27 Jul 28 Jul 10 Sep 16 Sep 1 Dec 4 Dec

Harold Wilson resigns; Jim Callaghan becomes labour leader Operation Julie begins (effort to halt distribution of LSD). Liberal leader Jeremy Thorpe resigns due to Scott/Newton trial scandal Comedian Sid James dies Montreal Olympics Major heat wave (and drought in UK, lasting until autumn) Formal end of 3rd Cod War; UKs fishing fleet gradually reduced British ambassador Ewart Biggs assassinated in Dublin by IRA landmine First outbreak of Legionaries Disease (Philadelphia, US) Tangshan earthquake (China; 240,000+) Zagreb air disaster (176) Singer Marc Bolan dies Mark Grundy Sex Pistols broadcast; one of first uses of the f word on British TV. Composer Benjamin Britten dies

1977: 20 Jan Feb-Jun 18 Feb 27 Mar Apr-Jun 2 Apr 26 Apr 25 May 27 May 16 Jun 20 Jun Jul 13 16 Aug 19 Sep 27 Oct 10 Nov Nov 16 Nov 25 Dec 1978: Feb 17 Feb 15 Mar 28 Mar 21 Apr 6 Jul 25 Jul 6 Aug 28 Sep 7 Sep Sep-Dec 16 Oct 16-19 Nov

Democrat Jimmy Carter formally becomes President of the United States Main period of Queen Elizabeth IIs Silver Jubilee celebrations First edition of Si FI comic 2000 AD published Tenerife Air disaster (Spain, 583) UFO wave and observations of tall sliver-suited men in South Wales Red Rum wins his third Grand National Operation Julie arrests (relating to LSD distribution in UK) Release of Si FI movie Star Wars Release of God Save the Queen (by the Sex Pistols) banned by most broadcasters. Leonid Brezhev becomes effective head of Soviet Union (deposing Nikolai Podgorny) Broadcast of ITV mockumentary Alternative 3, the first of its kind on British TV. Beginning of civil war in Ogaden, Africa Rock singer Elvis Presley dies Joyce McKinney arrested; beginning of Mormon sex in chains scandal Release of Sex Pistols only album Never Mind the Bollocks Release of hit movie Saturday Night Fever that defines popular conception of Disco Bee Gees album Saturday Night Fever released; eventually sells 15+ million copies. Release of UFO-based movie Close Encounters of the Third Kind Comedian Charlie Chaplin dies Kate Bushs Wuthering Heights; first no 1 hit by a UK female singer. Formal break up of Sex Pistols End of civil war in Ogaden, Africa (12,000+) Nuclear accident at Three Mile Island (US) Folk singer Sandy Denny dies Taunton, Somerset train fire (12) First human birth using IVF Pope John VII dies Pope John Paul I dies Musician Keith Moon (band-member of Who) dies Winter of discontent (series of protracted local authority strikes) Pope John Paul II elected Wave of bombings throughout Northern Ireland

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1979: Jan 2 Feb 9 Feb Mar 30 Mar Mar May 11 Jun 14 Aug 27 Aug 8/8-22/6 9 Nov 15-21 Nov 24 Dec

Revolution in Iran Shah deposed Musician Sid Vicious (member of the Sex Pistols punk rock band) dies First 1 million football transfer deal (Trevor Francis) Voyager I takes high resolution image of Jupiter Conservative politician Airey Neave assassinated approximate end of winter of discontent. Labour (under Jim Callaghan) loses to Conservatives lead by Margret Thatcher Actor John Wayne dies Storm hits Fasnet Yacht race (15) Warren Point (NE 18) & assassination of Lord Mountbatten Jeremy Thorpe trial (Thorpe eventually acquitted of attempted murder) UFO Close Encounter incident occurs at Livingston, Scotland Art historian Anthony Blunt publically exposed as a soviet spy Soviets invade Afghanistan

1980: 18 Apr 2 Apr 25 Apr 29 Apr 30/4-5/5 4 May 18 May 21 May 19/7- 4/8 24 Jul 24 Aug Aug 3 Oct 6 Oct Nov 4 Nov 7 Nov 10 Nov 8 Dec 26-28 Dec

Zimbabwe (Rhodesia) formally becomes an independent state Saint Pauls, Bristol riot Tenerife air disaster (146) Director Alfred Hitchcock dies Iranian Embassy siege in London (1 policewoman, 5 terrorists) President Tito of Yugoslavia dies Mount St. Helens eruption (US). Second Star Wars movie The Empire Strikes Back, released Moscow Olympic games, hit by boycotts due to Afghanistan invasion Actor Peter Sellers (ex Goon show star) dies Comedy actress Yootha Joyce dies Unemployment now circa 2,000,000 Housing act (allowing council tenants to buy their homes) passed Comedy actress Hattie Jacques dies High resolution pictures of Saturn received via Voyager II space probe Ronald Reagan wins US elections Actor Steve McQueen dies Michael Foot becomes Labour party leader Former Beatle John Lennon killed in New York by Mark Chapman Rendlesham Forest, Suffolk UFO incident (not widely known until 1983)

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CRIME, COPS AND SPIES

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Crime and policing in the 1970s


Thriller crime and real crime
To better fit genre, Thriller 70 makes two assumptions about the UK police service somewhat at odds with the realities of policing. The first is that it assumes uniformed police officers mostly deal with routine police matters while units such as the CID deal with serious crimes involving assault, murder and fraud; the dividing line being somewhat more blurred in real life! This is because detectives feature more often in thrillers, and are usually depicted as being more glamorous and having a greater freedom of action than police constables. It further assumes CID officers are issued firearms on request and that they handle most violent crime. Neither convention is strictly true in actuality but Commissioners can assume they are valid for thriller settings. Another factor is the emphasis on violent crime. Serious acts of this nature are relatively uncommon, but they occur with depressing regularity in thrillers. For example, the first instance of a criminal using a sub-machine gun against police officers in the UK only occurred in the mid 1990s! Criminals rarely use guns against police officers for a variety of reasons. A criminals intention when facing the police is to evade capture and preserve a degree of deniability; shooting at police officers invalidates both intentions. Most gun violence in the UK is directed towards rival criminals, victims and bystanders. Possession of an illegal firearm furthermore compounds the seriousness of a criminals charges. In reality criminals are mostly unethical businessmen who commit violent acts in a cowardly fashion against the weakest and most compromised in society. Few criminals have any real proficiency with firearms which are used mostly as props to intimidate victims, albeit props with deadly potential! Most will find other ways to achieve their ends if at all possible. Furthermore, the range of weapons used is fairly limited more often than not knives and sawn-off shotguns with the occasional smuggled weapon or WW2 relic. Nonetheless, these realities are rarely reflected in the thriller genre. Therefore, commissioners may choose to depict the 1970s British crime scene as comparable to prohibition era Chicago; this game even providing a setting where this is indeed the case (see pp 143-145) They may also depict criminals as being akin to fearsome foot soldiers armed with an impressive array of firearms and the skills to use them effectively. Ludicrously elevated homicide rates and perplexing murders (nearly) always resolved by the stories conclusion are part and parcel of thriller reality!

The Crime Scene.


The 1970s witnessed the first significant fragmentation of communities, mostly as a consequence of socio-economic changes and post war urban development. This resulted in an increase in petty crime, often by minors falling into bad company. The old city crime families were still significant players but were being overshadowed by incomers, usually various ethnic minority groups or new players enriched by drug-dealing activities. The 70s is often viewed as the heroic age of armed robbery although it was more its swansong, marking the juncture when criminals started to move into easier rackets such as drug dealing. Nonetheless, gun crime was still uncommon, with most firearms-related violence occurring between crime gangs. This game (for dramatic purposes) obviously

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emphasises the more dangerous forms of criminal activity given their popularity within the thriller genre! The British Police; CID and Constabulary By the 1970s the British Police were significantly mobile; patrol cars being a notable sight on British streets, more so than the traditional bobby on the beat. This trend was coupled with car radio/phone technology providing the ability for mobile police officers to be quickly directed to suspected crime scenes. The police took a more pragmatic approach to interrogating criminals during this era. It was not uncommon for known habitual criminals to be verbally and even physically threatened during interrogations, which were (in this era) mostly recorded via the medium of hand-written and countersigned interview notes. Police corruption was also more prevalent, gradual recognition of this painful fact resulting in various crackdowns from the 1980s onwards. Women and ethnic minorities were starting to make inroads into areas of policing dominated by white males but still faced notable canteen culture prejudice. The British police service then as now - is divided into two basic groups; the uniformed constabulary and the plain clothes detectives working for the Criminal investigation Department (or CID). Another more specialised division termed Special Branch is responsible for investigating crimes having possible national security implications. During the 1970s many police services had minimum height requirements; this being 5 feet, 8 inches for males and 5 feet, 5 inches for females. Police Constables can request transfer to the CID after two years serving as a uniformed office. This also involves them gaining approval from their superiors to apply and passing the CID entrance exam. University graduates (on the other hand) can apply to join the CID merely by passing the entry exam. In either case new CID operatives serve one year as a Trainee Detective Constable, effectively a probationary status. In both branches of the police service, promotion often depends on their being an opening and passing a relevant examination. CID officers are not deemed to automatically outrank uniformed constables due to their job status unless they have an actual higher rank. Police forces are grouped into county based services with each police station covering a specific region. 1970s era uniformed British policemen are not generally armed other than with the regulation 14 inch truncheon (a longer one being issued for riot duties). Despite the idyllic tradition of the unarmed British police officer constables were actually allowed to carry revolvers on duty on an as needed basis until 1936. By the 1970s the modern police service had dedicated units to deal with firearms offenders. One important factor to note is that such units usually to shoot to kill as a wounded assailant is often still capable of returning fire. Criminals and terrorists are also not protected by the Geneva Convention incidentally allowing the use of rounds prohibited for use against soldiers (most notably hollow point ammunition) to be used against them. Detectives and constables follow the same procedure for arresting suspects. The subjects must be informed they are under arrest and the reasons for being taken into questioning. They must also be cautioned that they have the right to remain silent but that anything they do say will be taken as evidence. The suspect is then taken to their local police station and then registered and searched. If the suspect asks to see a solicitor before speaking to the police they are detained in police

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custody until either the duty solicitor or the persons chosen legal representative arrives at the station. The suspect is then questioned (usually by the CID). During this interrogation the officers decide whether the suspect can be charged or released without charge. In some cases an interview is deemed inconclusive, resulting in the suspect being placed on police bail. This equates to the person being unable to leave the country and obliged to report to the police station at a pre-arranged time and date. Failing to do so causes the suspect to be in breach of their bail conditions and subject to arrest. Once a subject is charged of a crime they are held in remand until their case comes to trial; remand times being deducted from the final sentence issued if the suspect is found guilty. The criminal is then brought before the courts where the defence and prosecution put their case before the judge and a jury of 12 randomly selected people. Powerful criminals often have few scruples intimidating/bribing jurors and solicitors involved in trials that have serious implications for them. The UK has not enacted capital punishment for any crime since 1965. Convicted multiple murderers are held for the totality of their lives; while singular acts of murder equates to a maximum tariff of 30-25 years. Life sentences are also applicable to acts of manslaughter, rape, hijacking, terrorism and using firearms to resist arrest. Careless driving resulting in death incurs a maximum tariff of 14 years; burglary 10-14 years, blackmail 10 years. Other maximum tariffs include; assault 5-2 years; forgery 2 years; theft 7 months to 7 years and 2 years for various minor sexual offences such as soliciting. Carrying an illegal weapon or possessing a sawn off shotgun may result in a 7 year sentence; sawn off, while owning a gun without a license equates to 10 years imprisonment. More minor crimes are punished with sentences ranging from 1 month to 2 years imprisonment. Most minor convictions are often suspended; served in the community with the convicted individual agreeing to certain prohibitions and the enactment of 20-200 hours of community service. Criminals carrying out less serious crimes may be released early on parole after serving at least half their sentence, given they show remorse and evidence of good behaviour; they can be immediately sent back to prison if they carry out criminal act during the period covered by their original sentence. Forensic and other evidence: Crime evidence falls into two categories. Circumstantial evidence (for the purposes of this game) relates to witness testimony. This includes criminal photofits (based on either artists impressions or jigsaw puzzle style kits) and ID parades - and how closely or otherwise they match a suspect. If the crime had witnesses their testimony may hold important if circumstantial details that could identify or eliminate a suspect. Lastly there is evidence relating to the suspect; did any have a motive to carry out that crime, the means to enact it and the likely opportunity to perpetuate it? The victim may also present clues in the form of distinctive injuries that match a specific weapon or by determining the approximate time of death with a suspects known movements. There may also be indications that the victim inflicted injuries on their attacker (such as bite and scratch marks) matching similar injuries found on a suspects body. Forensic evidence may also exist that may provide the means to resolve a crime; although in the 1970s there were fewer techniques available. Most significantly, DNA profiling was not perfected until the early-mid 1980s and not generally accepted as reliable forensic proof until the early 1990s. Hence, 1970s era crime scene evidence involves comparing fibres found on a victim or crime scene to those

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associated with any suspect, recovering fingerprints and examining blood splatters to determine any distinctive attributes or anomalies. Some specialised techniques involve the recovery of chemical residue on a suspects clothing or body although botched attempts at such tests lay behind several notable miscarriages of justice during the 1970s and 1980s. If a firearm was used in a crime the weapon can be examined to determine whether a bullet matched a specific gun owned or associated with a suspect. This can be as basic as comparing calibres up to ballistic fingerprinting; namely, matching use-wear striations on a bullet and cartridge case to discover whether a round was fired by a specific gun. Autopsies or post mortem (PM) examination are performed in the instance of a suspicious and/or unexplained sudden death. In this instance the body is deemed Crown property, halting any prospect of a funeral until it has been properly examined by the County Coroners office. Autopsies relating to a murder victim (or a suspected one) have a police officer in attendance as an official observer. A post mortem examination initially involves a visual examination of the body, where the medical examiners impressions are formally recorded and significant features measured, sampled and photographed. A chest incision is then made (usually a yshaped cut extending from each shoulder and down along the sternum), followed by partial removal of the victims rib-cage to access vital organs for forensic examination. The brain area is accessed by peeling back the scalp and cutting open the uppermost section of the exposed skull. Samples of blood, skin and organs are retained for physical evidence. The body is thereafter stored in a refrigerated cubicle (morgue) until collected by the undertaker charged with arranging the victims funeral. The most commonly used incision techniques are intended to minimalise signs of an autopsy; the torso area covered with full neck nontranslucent clothing to hide chest incisions for visitation purposes.

Low level crime


While drug addiction was not such a significant factor underlying petty crime it was becoming more so by the latter part of the decade. Family breakdown and delinquency were also significant factors during this era. A juvenile may drift into criminality by committing sporadic burglaries, muggings, vandalism and petty theft. This begins a cycle of offending that gradually inducts them into the criminal underclass. Its quite commonplace for the same few individuals to be responsible for crime within a limited area.

Football hooliganism, Youth Tribes and Gangs


Gangs of football supporters termed firms - became notorious during the 1970s. Their activities were mainly confined to hooliganism fights with rival football fans, both on the terraces and on the pitch. These could reach an epic scale and result in considerable damage and disruption. These conflicts were mainly fist-fights aided by the occasional opportunistic missile, although there was the occasional death, more often than not a stabbing. As a consequence, football matches were a major logistical nightmare for the police; involving riot-control armed police and mounted officers. Some firms were involved in extreme right wing political activism. American style street gangs were relatively uncommon in 70s Britain; most teenagers at this time belonging to youth subculture tribes such as Rockers, Punks, Mods, Skinheads and Rastafarians (Rastas) (pp196-198). Much of their subculture revolved around music and distinctive modes of dress. All the youth tribes were notably antagonistic towards each other violence was commonplace between these groups, with significant pitched (but not especially bloody) battles occurring at various places on bank holidays and weekends.

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Armed Robbery
Armed robbery is often considered the iconic 70s signature crime; involving a raid on a post office, money couriers or bank. While they still occur today they are less prolific, being supplanted by less risky and more lucrative criminal activities such as drug dealing from the 1980s onwards. Furthermore, banks responded to these crimes by introducing improved security at and improving methods to track issued bank notes; making bank raids more difficult and increasing the chance of arrest. As a result, criminals prefer used bank notes rather than newly issued ones, the latter being much harder to launder. Sensible criminals who entertain a realistic chance of evading arrest and imprisonment meticulously plan a robbery. This involves casing the joint, via discrete visits to the crime scene to check access and note possibly useful routines and other patterns associated with the targeted establishment. They may even involve individuals who work at the place to be robbed, if corruptible via a bribe, blackmail or intimidation. Sometimes it is possible to dig a tunnel from an adjacent building usually under the guise of carrying out renovations. This is especially useful for criminal gangs who use legitimate building firms as a cover - often as a way to launder dirty money as incoming legitimate income. While safer in some ways it also carries a greater risk of discovery, infiltration and also takes a lot longer to enact. The robbery itself usually involves several armed robbers who traditionally cover their faces with facemasks or stocking and are armed with the ubiquitous (and illegal) sawn off shotgun. Attempts are made to dissuade observers from resisting or raising the alarm a warning shot often fired at the ceiling to ensure everyone registers the criminals serious intentions. Money is quickly stuffed into bags and the criminals hopefully make a quick escape via a waiting car driven by a skilled getaway driver. The first car is often dumped and swapped with another a tactic aimed at confusing any police pursuers. The money is then spilt in a manner determined by the crime gangs dynamics. If the gear used was supplied by a Mr. Big this central figure gets the largest share. Whatever the situation the getaway driver usually gets the smallest portion most notably because they take the least risk and are rarely involved in the planning stage. The problem then remains of how to dispose of the money. Valuable items can be broken up and sold for their raw value, or sold to a less scrupulous buyer, often a wealthy criminal. Used bank notes pose fewer problems consignments of money with recorded note sequences are used for criminal class transactions or funnelled into offshore accounts. The difficulty of using stolen money accounts for the reason why significant underground figures are often involved in such activities a group of independent bank robbers lacking the connections and infrastructure to launder stolen cash.

Gangland Business
While not usually as formally organised as in America, Italy or Sicily, organised crime was a notable part of 70s British crime. Some gangs had ethnic origins; others had indigenous roots. Crime in the Chinese community may be associated with foreign Triad or Tong groups; illicit organisations deeply rooted in Chinese history and culture. Sometimes a crime family (or syndicate) would be run by a family head deemed primus inter pares (first amongst equals) or as a collective of the more significant family members. Members outside of the main family group represent trusted lieutenants or less trusted (and more expendable) soldiers; the organisations more senior and lower ranking operatives, respectively. It is not

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uncommon for a crime syndicate to hire outside muscle for enforcement work, even from a totally different ethnic group. Especially skilled and experienced hit-men are especially valued. Some enforcers, if sufficiently ruthless and competent, may become significant players on the crime scene in their own right or become a lucrative key player within a significant syndicate. Most of the wealth of such families is mostly based on activities (or rackets) such as protection rackets, drug smuggling, confidence tricksters, brothels and illegal gambling. They may also run legitimate businesses (sometimes typified by their actual commercial inactivity) as a means to launder dirty money acquired illicitly elsewhere.

Common Rackets:
Loan sharking; Lending money at extortionate rates of interest. Money must be paid at a specific time or the lender may face dire physical consequences. Protection rackets; a criminal group may offer to protect a number of properties (usually small shops or businesses) for a weekly fee. This offer is difficult to refuse as the criminals involved ensure that those who decline suffer property damage and physically assault either enacted in an incidental or overt fashion. Gambling; Usually covers various illicit (and usually untaxed) sporting activities from high stakes poker games to bare knuckle boxing and dog fighting. It may also involve otherwise legal sports such as horse racing. In many instances the event may be tampered with in some way to throw the outcome in the criminals favour. Prostitution: Usually focused around a brothel (disguised as normal flats, a massage parlour or other legal business) containing a number of girls overseen by an older madam sometimes romantically associated with a crime family member. Other streetwalkers are run by pimps aggressive, bullying individuals who physically terrorise both the girls they run and their clients. While such activities provide a steady income for a criminal organisation, an ambitious crime family may wish to expand into the territory of another group and seize these assets triggering a gangland war. Such take-overs normally involve piecemeal targeting of significant crime family members; usually in the form of random hit-and-run or drive-by shootings. One choice member is the motorcycle riding enforcer equipped with a handgun; a method allowing both a quick escape and an inconspicuous means to conceal the killers identity. The reach of such crime syndicates are very long. Members are notoriously hard to successfully convict being able to hire good solicitors and adept at bribery and intimidation of jurors and witnesses. It is also not unknown for crime families to have a couple of bent coppers on their payroll As a consequence few are brave enough to defy them, as doing so often equates to a brutal death!.

Drug Dealing
While drug dealing is a crime more associated with later decades, criminals had realised since the American prohibition that easy profits to be made in supplying illegal but socially popular illicit substances. It is also notable that the supply of illegal drugs reached its peak in 1979. The 1960s music scene had effectively popularised drugs as a fashion accessory; albeit one that took the lives of numerous celebrity users such as Janis Jopin, Brian Jones and Jimmy Hendrix.

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The profile of available drugs available in the 1970s was slightly different than today. There were fewer designer drugs while LSD still enjoyed niche popularity within the hippie subculture; the latter eventually supplanted by ecstasy and other party drugs from the mid 1980s onwards. It is ironic to note that most illegal drugs had a phase of legality before social concern prompted legislation against their use and distribution. With legal sources unavailable demand is fulfilled through illicit suppliers. The most popular 1970s era illegal drugs included cannabis/hashish, amphetamines, heroin, cocaine and LSD. There was also a notable trade in illicit steroids by bodybuilders and a few athletes. Most unprocessed ingredients for drugs such as heroin, cocaine and premier types of cannabis originates from various Asian countries, smuggled along various drug trade routes most notably the infamous Golden Triangle. Stashes tend to be smuggled by drug couriers (mules) or hidden in shipments of legal goods. Cannabis can also be grown in the UK in greenhouses (hydroponic methods not adopted until the 1990s). Other drugs such as LSD, steroids and amphetamines are synthesized in UK-based home laboratories. To maximise profit, but sometimes to reduce purity to ensure a safer dose, illegal drugs are often adulterated with various fillers. Their quality and safety varies widely; although more select (and pricey) suppliers generally provide a better product. Indigenously created drugs are usually supplied directly to clients by their manufacturers/growers, whereas imported drugs pass through a series of smugglers and dealers before reaching the street. In any event, dealers focus on building a client base sometimes touting for business outside popular venues, or in other instances locating well-known local drug users and approaching them with a supply. The more unscrupulous dealers try to get new customers by selling the first few doses at a reduced price until the user becomes addicted to that substance. Drug labs and supply stashes are in well guarded, well secured and discrete locations. Dealers practice maximum discretion when both supplying customers and approaching suppliers in a potentially incriminating situation. One common tactic is to use third parties to unknowingly drop off drug consignments to customers and picking up cash payments in return. Dealers and suppliers tend to be well armed; suppliers often turning up in a group for maximum security. Drug dealers and suppliers live in a vicious dog-eat-dog world where violent ends usually justify the means. Invisible wars are thought between rival groups to monopolise on a regional drug supply- with drive by and/or hit and run style shootings being the most commonly used tactic. This makes the drugs trade a poor choice for a long term career many dealers and suppliers meeting a violent end. It should be noted that 1970s LSD supplier-dealers (sometimes termed chemists) tended to exist within a relatively safer and ethical environment distanced from the mainstream drugs trade. Many were devotees of sixties counter-culture and tended to supply their product to users with the same mindset; often at free music festivals popular at the time. As well as being at significant risk from other criminals, drug trade workers are also in jeopardy of arrest by the legal authorities. The legal penalties for manufacturing, possessing and supplying drugs are significant ranging from 10 years to Life.

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A list of the more popular 1970s era drugs and their effects; Formal Name: Anabolic Steroids (various brands) Street name: Roids Mode of use: tablet form. Effects: when taking a regular supply add +40 to Mu and +40 to St Side Effects: Rage, Asexual and Bleak Future Bents Note: Steroids are a legal proscribed treatment for specific medical conditions; hence legal sources of supply exist for this drug. Penalty: Technically Class B. Due to the above quirk, possession is legal, but being convicted of illegal dealing results in a severe fine and up to 14 years in prison. Formal Name: Amphetamine Street name: Speed. Mode of use: tablet form. Effects: +20 to St and +20 to all social reactions for ST/10 hours. Side Effects: -20 to all actions for six hours after drug has worn off. Penalty: Technically Class B-A. Conviction results in a severe fine and up to 7-14 years in prison. Formal Name: Cannabis Street names: blow, Bob Hope, Kate Bush (after 1978!), dope, ganja, grass, marijuana, pot, puff, spliff, wacky backy, weed. Mode of use: Usually smoked either as a cigarette and often mixed with tobacco or via a bong (a smokers water-pipe). Effects: Euphoria. Side Effects: Hunger. Penalty: Class B. Anything from a caution to a stiff fine and up to 4 years imprisonment for possession; severe fine and up to 14 years in prison in regard to dealing. Formal Name: Cocaine Street name: Coke, charlie, snow Mode of use: Usually inhaled Effects: +20 bonus to all actions for 20 minutes. Side Effects: Addict, Bleak Future, Sudden Death, Disfigurement (nose) Penalty: Class A Possession: 7 years, Supply: life. Formal Name: Heroin Street name: Horse, skag, smack Mode of use: Smoked, injected or inhaled Effects: Euphoria Side Effects: Addict, Bleak Future, Sudden Death (95%+) Penalty: Class A. Possession results in an unlimited fine and up to seven years imprisonment. Supplying results in a life sentence. Formal name: Lysergic acid diethylamide (LSD-25) Street name: Acid, lucy, microdot. Effects: See pp 201-202 for precise effect; occurs 1 hour after ingestion and can endure for up to 12 hours Penalty: Class A. Possession results in upto seven years imprisonment. Supplying results in a life sentence

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Serial Killers

Reality 4

Serial (or Spree) killers often feature in Thriller 70 games, especially those focusing on horror and mundane crimes. By the 1970s the condition was recognised the decade being witness to extensive police attempts to apprehend such individuals during their crime sprees. Serial killers gain perverted pleasure from committing repeat acts of murder. These acts are usually committed against a specific gender, age or profession; the precise focus differing with each killer. Serial killers tend to use Contact weapons against victims although a few instances of mad gunmen have occurred. Especially active Spree Killers are the focus of intense interest and public concern; often becoming associated with colourful nicknames coined by the media, effectively transforming them into twisted folk heroes. Serial Killers should be created by the Commissioner as per the Player Character generation rules. Prior to generation the Commissioner should create a backstory to the killer most notably determine what they do in everyday life when not spree killing. More often than not they usually select a job that allows them relatively easy access to their preferred prey. Furthermore, the Commissioner should also consider how the killer evades suspicion of carrying out such acts from his or her family and acquaintances. Usually, this equates to them living a double life (covered up by supposed work activities). Alternatively, their own family could also be involved in these acts! In other instances the killer is socially isolated either by circumstance or choice. Clever serial killers pick victims in high risk occupations (such as prostitutes) with no obvious connection with themselves. Most Serial Killers usually own their own transport potentially allowing them to roam the UK for victims. Some opt to merely lure victims back to their homes and restrict their murders to limited region. In this instance the Commissioner may have to invent a plausible reason why this individual has been overlooked in police enquiries. Serial Killers either leave their victims bodies where they lay, or take them to be curated or disposed of in a secure context the latter providing a potential source of evidence for the police! Their victims are often violated, usually in creative ways that identify them as being killed by a specific killer. Sometimes this involves taking trophies from the victims again, representing another source of potential material evidence. A few serial killers often taunt the police by sending notes and tapes to the police station heading the murder enquiry along with numerous hoaxers and fantasists. The latter pose a distinct hazard to a murder enquiry; these characters willingly confessing to even the grisliest of crimes in an often convincing fashion.

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Serial Killer Creation:


After creating the conceptual outline for a Serial Killer, the Commissioner creates a killer using the character generation rules. Any mundane option can be used as a profession (although they are usually Citizens). Adjust the final result as follows: Add +40 to all physical attributes Generate as a character, adding +2 to Luck Add the following skill bonuses: +50 Creep, +50 Contact, +50 Drive and +50 Gunsense!

All serial Killers suffer from the Psychopath and Undetected Murderer Bents. Add a further three Bents from the following list: Disfigured, Giant, Lousy!, Mutilated, Addict, Brazen Ape! Crude Dominant, Deluded, Mental Disorder, Mute or Mostly Mute, Racist, Rigid Etiquette, Fetish, Masochist, Pervert, Sadist, Sexual Predator. Lastly the Commissioner should choose one of the following Gifts: Actor, Aware, Ambidextrous, Fury!, Tough, Adept, Passion.

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Stages of Bodily Decay:


The signs and rate at which an exposed human corpse decays are obviously useful in a game dealing with crime and its consequences. It is, however, a complex subject with numerous variables; hence, the following outline is simplified for game purposes: Recent Within 24 hours of death: Algor Mortis: namely a drop in body temperature (several degrees per hour) until the corpse reaches room temperature. Release of any stomach, bowel or bladder contents. Livor Mortis: Blood pools to lowest part of body. Rigor Mortis: Stiffening of limbs into posture adopted at death. Files start to lay eggs in any available body openings.

Initial Decay 24 hours 5 days after death: Bloating of stomach and notable discolouration. Smell of decomposition evident. Notable maggot activity. Rigor Mortis eases at this point. Notable Decay 5 days 30 days after death: Significant bloating, blackening and bursting of skin tissue. Liquefied decomposed body matter leak around site of body. Dry Decay 30+ days: Body starts to dry out and produces Butyric Acid. Flies can no longer feed off corpse although beetles are able to, being especially attracted by the Butyric acid. Skeletonisation begins 30+ days or so after death body usually becoming a skeleton within a year.

Many factors influence decomposition - the most common being; Individuals with notable body-fat decompose quicker. Cold Environments notably slows down decay. Very hot, dry environments may indefinitely retard decomposition, creating a desiccated mummy. Decomposition occurs at a quicker rate in warm, damp environments. Burial notably slows down decay up to a factor of 10. Bodies abandoned in bodies of water tend to decay slower; although bodies not sufficiently weighed down float to the surface during the Notable Decay stage.

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C-Squad
70s cops and robbers with a twist!

C1 the Original Flying Squad C1, popularly termed the Flying Squad due to its outreach and ability to take proactive action - was founded in 1919. Based in New Scotland Yard, London and four smaller branch offices this particular unit of elite police detectives are given the mandate to fight serious crime within the London Metropolitan police district. Focusing on the more violent offences all members are licensed to carry firearms. Their remit includes surveillance along with reactive and proactive investigations. They acquired their famous nickname from the Cockney rhyming slang moniker for Flying Squad (viz. Sweeney Todd). The Great Oil Crisis and the Second Great Depression In October 1973 Syria and Egypt attempted an invasion of Israel, involving a massive armoured assault from both sides of the border. While Israel managed to halt significant advances into its territory, a protracted and messy border war ensued. The USA (and the United Kingdom) supported Israel, while various Arab states supported the invading forces. The war was finally ended by the Golan incident this relating to a platoon of entrenched Syrian tanks being eliminated by a low yield nuclear warhead. Fearing further attacks - and failing to garner Soviet support for a nuclear counter-strike - both Syria and Egypt sued for peace. In retaliation, OPEC withdrew oil supplies from those western countries that supported Israel during the The Two Month War. This embargo resulted to The Great Oil Crisis of December 1973. Although by February 1974 supplies were partially restored, petrol remains a rationed and expensive commodity. Furthermore, irregular fuel supplies after February 1974 had a detrimental effect on the US and European economy although France was not subject to an embargo due to its neutral stance in relation to the war. By mid 1974 The Second Great Depression had begun in earnest. By early 1975 UK unemployment stood at 5 million. The chaos resulting from this serious economic decline most notably emergency regulations, shortages and large scale unemployment has resulted in major civil unrest and weakening of civil authority. Smelling blood, terrorist groups such as the EVM (Eire Volunteer Militia (pp192-193) increased their attacks on mainland Britain. Indigenous armed militant factions groups such as the Marxist Liberation Front (MLF) (pp 199) have also carried out similar activities. 143

The old criminal families of Londons East End became the first so-called Petrol Barons; smuggling petrol from France to the UK. Profits from Frog Petrol flooded the big man families with wealth resulting in many petrol smugglers becoming rich and influential. With criminal power rivalling local government in some areas, corruption within the establishment is now endemic. This weakening of authority has created a fertile environment easily exploited by criminal gangs. Shortages of other goods have resulted in the Black Economy becoming a significant part of mid-1970s British life. In mid 1970s England the Spiv is back with a vengeance and hes carrying a very big stick While a variety of political initiatives have mitigated the worse effects of the Second Depression the economy remains a pressing issue for most European countries. Although by mid 1975 encouraging signs of recovery are evident, some commentators fear this to be a false dawn, likely to be undermined by Underworld elements. Any improvement in the present situation therefore quite possibly depends on these toxic influences within modern British society being eliminated.

Birth of the C-Squads As a consequence, in May 1975 the Wilson-Thatcher Coalition Government established Regional Flying Squads in areas especially blighted by violent crime. Based on the famous London model, these elite police units ironically termed Flyers - have national jurisdiction and a significant share of the police budget. As of April 1975 the following C units have been established; mostly in areas of high population, although some are also based in lower population port towns that have unhappily become the focus of petrol smuggling operations:

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C1 C2 C3 C4 C5 C6 C7 C8 C9 C10 C11 C12 C13 C14 C15 C16 C17 C18

London Birmingham Glasgow Liverpool Leeds Sheffield Edinburgh Bristol Manchester Belfast Leicester Cardiff Dover Southampton Portsmouth Poole Plymouth Cardiff

Other units are planned for Coventry, Bradford and other places but have yet to be fully established. You are a member of one such C Squad - Britains security and hope of recovery rests on your shoulders! Using the C-Squad Setting: The C-Squad setting is Reality 3 to 4, representing a realistic but alternative version of the 1970s. Heroism can be any desired but the setting works best at level B or C. Players generating C-Squad members should ideally choose a military or paramilitary career options as given on pp20-22. That said, players may use any career that can be justified as being useful or (potentially useful) to C-Squad objectives.

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18: Spies and Counter Spies (Reality 4)


About British Spies... The 1970s was significantly dominated by the Cold war struggle between Russia and America, aided by their respective allies. This situation had been ongoing since the end of World War II, effectively triggered by Stalins creation of the Eastern Bloc and the Soviet partition of Berlin during the late 1940s. The most iconic representation of this divide was the infamous Berlin Wall, erected in the early 1960s; although Churchill had noted the formation of a cultural Iron Curtain a decade before. Not only was it a struggle between two rival powers, but two rival ideologies; the free market capitalism of the west vs. collectivist Soviet communism of the East. But the Cold War was a conflict like no other in history. Overt aggression would spell doom for both sides (if not for the world, due to formidable nuclear arsenals of either faction. So it was a war thought by proxy. The most overt expression involved one side backing an ideologically similar faction, hopefully extending their global influence without triggering another world war. Such moves were, however, often countered by the opposing country backing another rival faction within that region. Such political chess games lay behind various conflicts (and geographical divides) during the 50s, 60s and 1970s most notably Viet Nam, Korea and virtually every flashpoint in Southern America and Africa. This was a game played for the biggest stakes possible the survival of sovereign states and their respective ideologies. While fighting via proxies achieved the goal of maintaining this particular balance of terror, spying represented another significant cold war strategy. This method provided a useful if risky means to infiltrate notable First and Second world countries. Enemy spies take many forms. Some come under the guise of visitors on legitimate business, usually under the guise of fermenting better connections between East and West. If caught these spies have diplomatic immunity and can only be expelled, not imprisoned for spying; doing otherwise would result in further deterioration of an already frosty political climate. Russian spies are from the KGB; Komitet gosudarstvennoy bezopasnosti (or Committee for State Security), with UK spying operations within the UK controlled by the First Chief Directorate responsible for gathering intelligence from foreign countries. Another resource for hostile spies is represented by ideological agents recruited from discontented factions within British society, usually from the extreme left. The biggest issue for Soviet Intelligence is for a handler to locate sufficiently useful ones without being compromised. They represent the disposable foot soldiers in the secret war and are often controlled in ways that maximise their deniability. The most prized agents of all are sleepers - well trained individuals with elaborate cover stories (termed legends), capable of passing themselves off as long-term UK citizens. They often handle other intelligence assets and are briefed (and debriefed) by various interesting visitors from the Soviet Union or by a trusted third party, as security demands. Their objectives are many. The prize in all of this is intelligence; information on the technical and military capabilities of their adversary, along with their political and strategic decisions. It is generally the case that any data acquired is incomplete, ambiguous or sometimes downright false, with little indication of its factuality. Much intelligence work is routine deskbound documentation of signals traffic and

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photographic imagery of activity at significant locations. Much of this is irrelevant to the great game of cold war era espionage. But, occasionally, more detailed information is required such as specific details of cutting-edge weapons, nuclear capabilities or general snooping on everyday governmental and military business. These missions pose the greatest risk for any spy. A lucky agent may sometimes find an easy way in most notably via blackmail of a vulnerable but well-placed individual. A surprising number of people termed Mercenary agents in espionage parlance are happy to leak information in return for money. Others may share an ideology with the spying power and may be willing to assist them due to shared political sympathies. The biggest fear for a field agent is that their attempt is either known or anticipated, resulting in an encounter with a deliberately embedded individual whose intention is to provide any snoopers with convincing but spurious data. Double agents are also an equally common hazard. Counter-espionage Fighting these infiltrators is MI5 (Military Intelligence, Section 5); a directorate of the British Government aimed at preserving internal security, with MI6 concerned with foreign operations. While they have other concerns terrorist cells and monitoring political extremists countering Soviet spies forms a significant part of their brief. Their work is as much proactive as active. They may act as couriers of sensitive information from one point to another. This may be terminated by direct handing over of such data (a live drop) or at a designated location (a dead drop). An MI5 operative may also be inserted into a sensitive location to monitor activity within a governmental concern or other significant project. In the 1970s MI5 was located in a number of buildings located around London, along with various safe houses dotted throughout the UK. One important difference between British agents and their Soviet counterparts is their willingness to do wetwork. MI5 rarely carry out assassination of agents and other associated threats, whereas the KGB is much less squeamish about carrying out such actions. MI5 agents usually attempt to detain a foreign spy for processing through legal and/or diplomatic channels. Most British spies are graduates, recruited from the countrys top universities (suitable recruits recommended by university Dons). Intelligence analysis: The assessment of data accumulated through espionage (Intel) is a precarious task dominated by uncertainty. To answer a question based on accumulated Intel, use skill best fitting medium used to acquire data; either Aware (direct observation), Present/Country (for indirect analysis of current events), Sensor (for signal intelligence (SigInt) )or Photography. Analysis takes 1 game week and is a Diff 200 task. Intel from different individuals can be combined; average skill totals of all those contributing to this assessment. If analysis includes significantly accurate and illuminating data (especially if acquired during a previous game or its recovery was associated with a Nailed result) subtract 10 to skill roll; but add +20 if the assessment incorporates unrecognised misinformation! Due the slippery nature of Intel a FUBAR result always occurs even in the best circumstances on a score of 95-100, regardless of modifiers.

Realistic Spy equipment


A Reality 4 setting (by definition) doesnt feature paratechnology, while a Reality 3 setting includes the occasional device or technique in the form of an experimental or cutting edge development. Nonetheless, a plethora of exotic equipment was actually made for real life espionage use! A list of the more significant devices possibly in use during the 1970s is given below. As the precise development of

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realistic spy equipment is uncertain, a degree of anachronism is sadly unavoidable That stated, spytech was notably advanced for its time, to the extent that many devices used today were available in some form during the 1970s. Rules for escapist style spy equipment are given on pp 149-150. Suitcase Nuke A portable nuclear device small enough to be transported within a suitcase. This device weighs around 20-50 lbs market value being whatever maker wants to charge (probably millions). Its fissile material deteriorates several months after manufacture, rendering it inoperable after that time. The material nonetheless remains toxic and a source of radioactive contamination; Strength equal to 5 per 3 seconds of exposure (range 5) should its lead shielding be removed.
Weapon Suitcase Nuke WF +5000/R100K Rng 2000(1000R) S 1 ROF 1 REL AV

Bugs. Covert listening devices, sometimes termed bugs, come in many forms. They represent one of the most common specialised devices used in spying A mini microphone is designed to be inserted within wall plaster, capable of picking up a conversation within 12 inches of concrete; cost around 5.00. This device can relay conversations via a long wire into another room used by eavesdroppers with suitable listening/recording equipment. The device is either powered by batteries (lifespan of seven days) or by mains power. Camouflaged bugs are also used, built into common household items. Two common choices include light bulbs and electrical sockets; options allowing a device to be sustained by mains power (and remain hidden) being especially popular. They may relay sound down a wire, as noted above, or to a tape recorder device located in a place enabling the tape recorder to be monitored, or at least to be regularly changed. By this period bugs can be voice activated, significantly extending bug life and conserving tape space. It is also possible to adjust a telephone handset to function as a microphone, being capable of listening in on conversations within the phones audio range (say 5-10 metres or so). This method, however, can be detected through hearing unusual sounds such as crackling and clicks through the earpiece. This requires a successful Diff 30 Sensors (Spytech) roll. Resulting conversation and sounds may be relayed directly via the phone system. Radio transmitter bugs, while viable by this period this class of bugs are also more expensive and easier to detect. They are capable of transmitting a signal up to a range of 500 metres. A radio bug has an active life of around 1 day; or 150 hours if placed in a standby mode and activated by adjacent sound (cost around 4050.00 depending on complexity). A Bug detector (cost around 40.00) allows someone with Sensor (Spytech) skill to find hidden bugs and additionally provides a +20 bonus to the roll. Sweeping an area for bugs takes around 5 minutes. Some very crude radio frequency bugs can be detected by merely waving a FM radio close to it; a -20 penalty Aware roll to detect any bugs likely to be detected via this technique. Infra-red frequency laser receivers are also capable of picking up conversations through picking up vibrations on an adjacent window. This device has a range of about 400 metres. Mass of total setup is around 20 lbs, cost around 100,000.

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Photoelectric Alarm: an infrared light-beam sensor consisting of an aligned transmitter and receiver unit, usually installed at an entrance or similar vital area. Anything intersecting its infrared beam activates an alarm. A Diff 50 Aware roll required to spot this class of sensor. IR Laser Amplifiers, designed to amplify infra-red laser beam based sound interceptions were used by both sides during the Cold War (adding +50 to such attempts). They were usually disguised as emblems or antique furniture and can only be recognised by being dissembled. Lock opening devices: A pair of standard lock-picks costs 5.00, total weight around lb. Regional differences in locks mean that lock-pick tools have to be area specific! A snap gun or lock pick gun, gives a +60 Active skill bonus to open locks. Enacts this by applying a sudden Contact force to locks lower pins. A ScrewUp attempt indicates the lock is open but is broken in the process! Cost: 20.00 Mass: 300 grams. Microdot: A small encoded messages, usually of a pictorial nature, presented in the form of a 1mm diameter miniaturised image. These are smuggled out by being embedded in letters and similar places likely to both keep them intact and evade detection at the same time. Creating a microdot requires a specialised camera and reduction/enlargement equipment, available only from governmental agencies and large specialised corporations. Characters looking for a microdot Sodium Pentothal is a medial drug sometimes (mis?)used within espionage to elicit responses from otherwise unwilling subjects. A person injected with this chemical (optimistically termed a truth serum in the popular media) must make a 100 Co roll or involuntary respond to questioning for half an hour. A SORTED or better roll indicates they provide useful and relevant information; a SCREWUP indicates only a stream of drunken, rambling gibberish! A FUBAR result flags a spurious result that appears seemingly valid and significant! Other equipment notably useful to spies includes: Binoculars, Cine Camera, Camera, Compass, Dictaphone, Tape Recorder, Silencer, Spy Camera, Torch, Watch, Walkie-talkie, Infrared vision device, Passive Infrared device, Active Infrared device, Map (pp 96-99). Spy characters in Thriller 70 Whatever the games Reality these factors tend to apply for all spy-based games: MI5 agents should possess the Oxbridge or University Gift. Characters from Redbrick universities suffer a -40 penalty when considered for missions, promotions, etc. Ideological and Mercenary agents get a bonus +20 Creep, +20 Aware and an extra 5,000.00. They also start play with the spy! Bent. Sleepers enter play with the Citizen and the Spy skill packages along with the Spy Bent. Treat KGB agents as having Military Officer Rank 3 (for ease of reference use British army ranks). MI5 counter-spies and hostile spies start with the Spy or Elite Spy package. MI5 and similar operatives start at Army Officer Rank 3, although rank designation is mostly used for determining pay structures and work privileges.

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The Double Agent Bent can be selected with Commissioner approval!

Cinematic Spy Gadgets (Reality 1-4):


Escapist style spy thriller gadgets may be feature in some games. Such devices are not intrinsically nonsensical; they may even appear in realistic games (Reality 3+) where the Commissioner deems a particular device technically viable for the period. There are three general classes of Spy Gadgets: 1: Select two devices (either cited above or in the espionage section) and combine into one device. 2: Pick one device and miniaturise to half size or more. The character must obviously have a realistic way of activating it. Gadget can be further miniaturised (i.e. from half sized for a dual function object or a quarter size for a single function device) but suffers from one notable limitation as a consequence; poor image resolution, low battery life, lower-than-normal storage capacity, etc. 3: Another option is to permit a device commonplace by the 2010s (pp 170) but with lower capacity, various bugs and a more bulky configuration! Some such equipment would obviously be impossible or have to work on a different principle; contemporary mobile phones need a cellular network, which wasnt available until the mid 1980s! On the other hand a bulky portable radio-phone would probably be viable. The games Reality obviously dictates what is possible within a specific setting. Reality 1 or 2 settings may feature fantastical science fiction type devices such as the examples featured in the 1970s Nightmares section (pp 179-205). Either class of spy device can be camouflaged to look like another object or be hidden from view when not in use - but must be revealed when utilised in most cases unless it can function within an enclosed housing. Whatever the case, all such items are bespoke-built by specialist departments and not commercially available. The Commissioner should insist the player characters have an in-game rationale of having such devices to begin with. They should also be justifiable in terms of scenario objectives. In most instances most are classified government property and have to be returned to that organisation when not in use. Loss or careless misappropriation may also have unfortunate consequences. Fantastical Spies (Reality 3 and lower) While Thriller 70 emphasises realistic spying, fictional depiction of such activities are not always as constrained Fantastical spying features unusual villains and unique adversaries that didnt exist in the actual 1970s usually rich, mad and (often) bald sociopaths aiming for world domination. Often powerful industrialist or criminals, they always have a small army of henchmen at their command. Exotic spy campaigns features ESP abilities and Weird Tech without restraint. They may also include elements such as magick, supernatural entities, exotic creatures and (usually man-made) UFOs! Spies face Nightmare Situations or rather attempt to avoid them happening in the first place! They may also encounter the bizarre factions featured in the 70s Nightmares section. Settings are treated as Lucky in terms of Heroism (pp 10 )!

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Department R (Reality 2+)


Aware of various unusual threats to the U.Ks national security, MI5 created Department R in April 1972. While mostly consisting of experienced espionage operatives it also includes hand-picked individuals from the armed services and civilian life. While MI5 has the expertise to deal with such events, the remit behind Department R is to create a cadre of intelligence operatives with experience of the exotic. Most of Department Rs remit is to resist Soviet spying efforts regarding exotic technological processes and psychical research breakthroughs. It also crosses over into other areas. One notable threat is represented by the rise of super-rich industrialist involved in clandestine activity to subvert the UK and sometimes the world to their will. These attempts have often involved extreme methods from attempts at mass poisonings to control of strategic locations or resources. Especially worrying is that several plots discovered to date have involved novel technological processes and paratechnology. While Department R has been successful in suppressing rouge industrialists, several key protagonists involved in prior attempts have escaped apprehension. They are thought to be the main movers and shakers behind Phoenix; a mysterious terrorist group behind several prominent atrocities and robberies occurring since 1973. RO agents form the core of Department R hand picked elite spies, each with a unique code name (composed from randomly selected NATO call-signs). Department R is run from Whitehall, London, with various Central Cells in a number of British cities. They also work closely with REACT (pp 249) when dealing with possible UFO-related incidents effectively acting as their intelligence division. They have little (if any) interest in investigating paranormal events posing little or no threat to the UK, details of which they pass on to other bodies. Department R operatives have access to spy gadgets and may be issued exotic technology on a needs basis; as a consequence Bionic RO operatives are a viable game option if the GM permits. Character Creation: Players may choose most career options given on page 21-48 that can justified with a plausible origin story. RO agents use the Spy Option, ideally with some prior military experience. Reality should be around 2 through 3, while Heroism should be set at level A or B. An interesting option is to incorporate Department R games with the Space 1970 setting on pp 161; most paratechnology having a futurist source in this setting!

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19 - Changing Settings:
Despite being rooted in one period Thriller 70 nonetheless covers a lot of backdrop options. Therefore, when one game setting has seemingly been played out to its potential (or comes to a natural end) what is the best means of switching to another playing situation? The Commissioner can, of course, adopt the drawing board option; start a new game set in an alternative reality totally unconnected to any previous game, usually with a fresh troupe of characters. Alternatively, the same setting could be reused but approached from a different angle; i.e. focusing on the military as opposed to cops and robbers. If possible, it might be interesting for the new game to commence at the juncture where the previous one concluded. Alternatively, a modest change of pace can involve characters being induced via a personnel transfer or through incidental recruitment. The character re-enters play with a relevant Auxiliary skills package (pp 24-25) after two game-months of intense training; they are also assumed to acquire a rank in this new profession comparable to their previous occupation. In some instances agencies may be willing to create supporting documentation and a new identity to instigate a new career; especially so in the case of infiltration, criminal protection programs or espionage. This often involves a transfer to a new part of the UK where the character is unlikely to be recognised. This is, of course, far from foolproof; the Commissioner may make a 1d100 dice roll (ideally once per game session), a score of 98-00 indicating a random game persona recognises the character or suspects their actual identity! The Commissioner can also introduce old enemies and friends as a means of adding tension to Thriller 70 scenarios. It is also easy to shift a relatively mundane 70s setting to accommodate one of the Nightmare Situations cited on pp 179 205 by assuming a sudden unfortunate turn of events has changed Britain virtually beyond all recognition. This may even extent to a Reality Shift as described on pp 152 - 155. For more a drastic change of pace, read on....!

20: The Multiverse:


The Multiverse and Thriller 70:
Thriller 70 assumes the existence of a multiverse; the historical 1970s representing a separate baseline reality in regards to game reality, with others representing any one of myriad (usually unseen) alternative universes. As a consequence, game settings can differ from the real 1970s to any extent desired! This allows the same group of players (and their characters) to experience a variety of different and totally unrelated situations. The extent to which these different universes interact is left to Commissioner fiat. In most Reality 4 games they are inaccessible; representing a theoretical concept cosmological with no significance to everyday life.

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Exploring the Multiverse...


But the above is not universally the case in Thriller 70, especially in regards to lower Reality settings. Allowing characters to visit and explore alternative universes provides unique opportunities for Thriller 70 games. The mechanisms for this could be invisible; the characters suddenly appearing in the alternative setting and leaving again on completing a setting goal. The underlying controlling factors are left undefined and totally under Commissioner influence. Another option is to allow bespoke access to alternative universes via a window (pp 226) or portal zone. This could take the form of a mystery hill, a prehistoric site or similar feature. The portal either becomes naturally active on specific dates and times of the year) or is accessed via a portal-key in the form of a Hallowed artefact (pp 218) or paratech device; Hallowed Object: The Staff of Annwn (A1) The Staff of Annwn is a 4 lb 6 ft long verdigris-stained solid bronze rod, decorated with faint spiral engravings. Thrusting the Staff of Annwn into the ground while evoking the Soothe-Sunder ritual (pp 218) opens any portal within 500 yards; the same region transferred into an Arcana Reality 1 zone while the Staff is active. The Staff of Annwn can be used once every 28 days following a full moon, but cannot function on days associated with a new moon. Paratechnology: Gate Bracelet (T1) Resembling a heavy gold segmented bracelet, this Technic Reality level 1 item locates and activates any portal within 50 yards of the bracelet wearer, allowing the wearer to pass through on demand. Each passage induces a -40 penalty on all characters abilities and skills for 3 hours following use. Further use within that period permanently reduces ST by -10! Travel methodology can either assume a reductionist or freeform aspect, depending on Commissioner preference. A reductionist approach assumes a portal leads to another setting which itself is part of a linked multiverse; a set of alternative universes possessing shared themes or motifs. In Thriller 70 these would be universes of the same Reality (pp 10-11), sharing specific events in common; i.e. a 1970s style backdrop. These could take the form of a successive Nightmare situations as detailed in Section 22. Accessing universes exhibiting more extreme variation and difference involves finding a Nexus link; a hyperspatial gateway allowing the characters to switch over to a different Reality or cosmic orientation! A Freeform approach allows travel to another universe of any orientation or Reality Level; the multiverse assumed to be a chaotic patchwork of realms often totally at odds with each other in various ways. Some advanced alternative worlds have constructed vehicles capable of traversing through the multiverse. To represent such vehicles use the physical UFO types described on pp 245-246 and assume their design incorporates a device permitting multiverse travel. Such vehicles must locate natural nexus points (or create artificial ones) to reach universes with notably different reality levels!

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Adjusted characters:
Characters generally traverse the multiverse suffering no adjustments to their appearance, physicality, abilities or skills. Nonetheless, some modes of visitation involve them being transposed onto alternative version of themselves. The concept of a Multiverse opens up the possibility for players to depict the same individual but as they manifest in an alternative universe! This allows for dramatic changes in game setting without having to create a new character. In Thriller 70 this is achieved via the Character Shield method. Attributes, personality and life experiences generally remain the same, although life details are amended (where necessary) to fit the new situation. Some key skills and attributes are also semi-temporarily raised (or lowered) to allow the character to function at least adequately in their new career situation. In game terms, this involves the player adopting a suitable Character Shield representing the new career. Swap 4-6 of the characters highest rated skills to those best fitting their new role, as outlined in the Character Shield definitions. Mark amended skills with an asterisk and number, skills reset to (more or less) their original values should the character return to their old setting. Note and apply any cited role attribute adjustments, which are only applied for as long as the character assumes that role.

Character Shields:
Artist : Artistic; Active (Dance; Compose; Instrument; Sing; Literature/Musicology;

Photography
DX:+10

In:+10 SOUL +20

Army: Aware; Active; Contact; Firearms; Creep; Tactics; Specialist Skill: +10 MU, +20 ST +10 DE Astronaut: Freefall; Pilot (Aircraft);Pilot(Spacecraft);Space Navigation: Science(choose); Sensors: {+40} +20 ST +20 IN Conman: Aware; Con; Creep; Street; Trader; Region:

+10 In +30 Co
Gangster: Active; Aware; Contact; Firearm; Intimidate; Ordinance; Open; Unarmed +20 MU +10 ST +10 DE Explorer: Active; Aware; Survival; Firearms; Contact (Knife). St +20 In +10 Co +10 Military Pilot: Pilot; Firearms(A/C); Navigation; Tactics; Survival Officer +2 Rank. +20 DE +20 IN Medical Doctor: Anatomy;Chemistry; Surgery DX:+20 IN: +20 [+50] Forensics; Pathology; Pharmacology;

Police: Drive; Detect; Firearms; Interview; Law; Street; Research Unarmed Mu:+10 St:+10 Dx: +10 +10 IN

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Reporter: Aware; Con; Compose; Interview; Photography; Research; Street +10 IN Scientist: Science (Major); Science (Minor); Computer Programmer Increase In to In+10 or +30, whatever is highest. SPY: Admin; Active; Aware; Creep; Con; Drive; Firearms; Spytech; Unarmed Official Secrets Bent +10 Dx +10 ST +10 In +20 Co The Exp option on pp 159 further provides a meta-game setting providing a rationale for translocation type visitations to alternative universes.

Reality Spirals & the Multiverse:


Reality favours a distinct island of stability; namely Reality 4 or 3 in regard to our universe. Any event exceeding the settings default Reality represents a manifestation beyond the usual default order; unfortunately, such an abnormality may present a hazard to the fabric of space-time. This situation is best conceptually represented by the reality spiral. Earths current Reality is the consequence of quantum patterns of influence manifesting as two distinct spirals of perceived stability. The Technic reality spiral pertains to the extent paratechnology exists within a given milieu; the Arcana reality spiral relating in the same manner to psychic anomalies and supernatural events. Each of the four Reality levels represents that parallel worlds general location within the spiral; the dominant Reality being whatever zone it presently resides within. Alternative Earths of the same Reality are located within the same general reality spiral zone; a lowering of a settings Reality shifting it closer to the centre, an increase sending it closer to the edge. In games featuring reality spirals, unusual phenomena or artefacts exceeding a settings default reality rating are assumed to originate from alternative universes. They usually manifest as the consequence of a fluxstrm; a transient spasm within the space-time continuum temporarily forming a portal or wormhole interconnecting two different universes. A fluxstrm is often associated with spontaneous manifestations of anomalous phenomena such as a ghost, inexplicable UFO sightings or sundry wondrous event. In some circumstances individuals existing within a high Reality setting may evoke Psi powers and magickial effects with a lower reality level, subject to Commissioner approval. The evoker suffers an additional 50 Difficulty penalty for each factor a paranormal ability is lower than the settings Reality Level. Hallowed objects (pp 218) incorporate matter incidentally ejected from a lower Reality universe; allowing a welder to use its associated powers without penalty. Abnormal paratechnology can either be gated in from other universes due to a warp event or can leak into a higher-level realty setting via inspirational dreams and visions.

So, where can we actually go?


While Commissioners are encouraged to allow transit to parallel worlds comparable to 70s Britain (or at least akin to those described in the 70s nightmares section), they can actually visit virtually any type of world imaginable! Prehistoric, heroic barbarian realms, fantasy worlds and futuristic settings may be open for visitors from the 70s should the Commissioner so desire. They are advised to scour the

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Creatures, Paratechnology, Arcana, Nightmares and Cryptid sections for useful creatures, rules and devices for such ends. Primitive settings are dominated by Physical craft and Contact weapon skills; technological and firearm skills will be mostly worthless there.

Technic and Arcana Reality factors: What is precisely is a manifestation of Technic or Arcane, and what are their precise reality levels?? The following list defines this in Thriller 70 terms: Technic;
Defined by the absence (or presence) of so-called paratechnology; exotic devices that - at the most extreme are several hundred years or more ahead of conventional 1970s technology;

Reality 4: Devices and techniques representing a natural progression of existing technology; stealth aircraft, micro-processors, etc. Reality 3: Advanced exotic devices such as mature bionics, realistic humanoid robots and other advanced before its time paratechnology. Reality 2: Exotica such as high performance bionics, futuristic spacecraft with faster-than-light capability, artificially generated spacewarps and similar manifestations of exotic physics. Reality 1: Technological devices that appear seemingly magickal in function; i.e. a portable vacuum energy power plan or a time machine.

Arcana;

an Arcana manifestation represents either a psychic power, supernatural entity, magickal effect or hallowed object.

Reality 4: Strokes of luck, synchronicity, conjuring tricks and subtle use of psychology such as cold reading. Reality 3: Minor psychic phenomena such as clairvoyance, telepathy or precognition. Reality 2: Significant physical PSI phenomena such as healing and telekinesis, Magick, apparitional events and Fortean phenomena. Reality 1: Exotic hallowed items, and self-aware paranormal entities such as demons, vampires and the Sidhe.

Option - Reality Shifts:


One interesting (and alarming) game option is to assume that the use of technic and arcane artefacts or powers possessing a lower Reality than the setting poses a significant hazard to the fabric of its reality. A transgression effect occurs whenever a FUBAR result is generated through a user attempting to employ a device or power exceeding the settings Reality Level. Six transgressions in one game session require a +100 Difficulty reality shift check; the result of which may a conceptually shifted version of the original setting! Alternatively, check for a Reality Shift if a phenomenon or adversary from a lower Reality than the setting succeeds in an objective and defeats the players.

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Precise effects and indirect occurrences resulting from a Reality Shift may be adjusted by The Commissioner as desired. Roll one ten sided dice; an evens number indicates a Reality decrease, while an odd number represents a Reality increase. The mode of such a reality shift (whether Arcane or Technic) depends on the originating anomaly. Highest reality level is 5; lowest is 0. Where maxed out shift up or down as appropriate. FUBAR: Reality Shift possible outcomes: Roll again; if any other result than a FUBAR occurs the setting experiences a 2 factor reality adjustment. Another FUBAR result indicates a 2 factor shift manifesting as a Warpstrm; a global disaster induced by an alternative Earth passing through the centre or singularity point of a Realty Spiral into a totally different universe; usually resulting in significant loss of life and widespread destruction. Collateral damage to other universes is also possible.

SCREWUP: Earth becomes warped and shifts one Reality level. SORTED: A persistent fluxstrm occurs; random anomalous global incidents rage for 1d5 days then dissipate. No further reality shifts occur while a Reality storm is ongoing. Minus -10 to next Reality shift roll if it is triggered by an event occurring within 13 game hours of the previous incident. Severe weather occurs for 2d10 hours but otherwise no other effect.

NAILED:

A parallel world can have a Reality no higher than 4 or no lower than 1; its Reality becoming cosmologically stabilised in this direction on reaching either juncture. Commissioners may wish to take shifts in that direction into account, deeming them as representing a reality anchoring force; deduct number of such results from any indicated shift before physically applying an actual shift. Gradual scientific progress over several centuries may increase a settings Arcana Reality by 1 or more, due to rationalism gradually weakening the influence of the supernatural upon a given alternative world. A setting may also experience a sudden decrease in Technic reality level, due to a radical scientific discovery such as FTL travel, etc. The degree of shift is equal to the discoverys Technic Reality Level, as cited below. This type of gradual alteration (termed a paradigm shift) does not require a reality shift check. Spectrum intellects and Arcane reality shifts. While sudden reality shifts seem good things to avoid due to the possible resultant loss of life and social disruption, the final result (at face value) appears to represent some degree of compensation! Unfortunately, they have the further unwanted consequence of easing the passage of Spectrum intellects into the shifted game setting. Technic reality shift hazards. Reality shifts associated with Technic based effects often directly or indirectly creates space warps, easing the passage of technologically advanced entities from

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our own and other universes into our world. This opens up Earth to potential conquest by technologically advanced invaders. Reality spirals and other setting options.... Prosaic thrillers with no unworldly elements are conceptually located within reality spirals permanently fixed at Reality 4. Limited acid settings are also generally fixed, albeit with one spiral being at a slightly lower (or higher) Reality than the other. Game-centred Shifts and Spirals: A Reality Spiral can also be used to within the structure of a game scenario. The game starts at Reality 4 but, following each key scene, Reality drops by one until, at the climax, Reality 1 is reached! The games outcome determines if a Reality Shift occurs; defeating any significant adversary voiding this requirement! Option - Orientation: A Commissioner may wish to grade different alternative universes in terms of their orientation i.e. how close the setting matches Real 1970s Britain and the characters previous life experience/existence; 4: Near Identical A policeman character is also a policeman in this universe. Political and historical events are virtually the same. A few minor differences A policeman character is a soldier in this universe Some significant differences (equal to the C-Squad setting pp 144-145). Significant differences The character is a different sex (or dead)! Slight differences in physical laws; notably different outcomes to historical events Radically differences The character was never born. Notable differences in physical laws. History followed a radically different path. Physically incompatible A realm where physical laws formed radically different states of matter

3:

2:

1:

0:

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Exp

(Reality 2)

Behind the seemingly mundane world of 70s Britain lurks Exp; a secret agency possessing advanced technology and scientific knowledge enabling it to capture memories, experiences and sensations from the human mind! Exps modus operandi involves seizing people from everyday walks of life, sedating them and recovering their memories using an exotic brain scanning device. It is believed only individuals with specific DNA sequences are amenable to this process; a possible explanation as to why the same individuals are repeatedly targeted. Following scanning, Exp may return the targeted individual to their everyday existence, or transmit the character into the body of an alternative self residing within another universe via a process termed probability castling. In virtually every instance this other self has chosen a radically different career path. The desire to access other universes reflects Exps need to acquire a wide variety of experiences and life-sensations; those from beyond our conventional reality being especially treasured! This method is equally capable of transmitting characters to Nightmare Situations or alternative universes with radically different Reality Levels. While most forget their fleeting encounters with Exp, a few victims retain some knowledge of their retrieval; although their clarity of comprehension appears notably diffuse. These fragmentary impressions imply Exp is collecting this storehouse of human experience to create a mystery device code-named Eschaton; seemingly a tool to immanentize a major transformation within our society. The origins of their mysterious technology remain an enigma. Some have claimed EXP is based on a secret Nazi project that fell into Western hands at the end of WW2. But others variously allege the agency is controlled by powerful Rosicrucian adepts, surviving Atlanteans, time travellers or other exotic entities from elsewhere! It is equally possible the bureauxs staff have gained access to exotic technology either from the remote past or from a more recent event. The truth is likely a combination of these assumptions, combined with a few surprises... While Exp is Reality 2, it can be used in higher Reality games as a hidden backdrop plot device enabling extreme game-setting changes. The characters can be returned to their original situation by Exp once a settings potential has been sufficiently explored. The process of transmitting characters to alternative universes can be represented by use of the character shield method outlined on pp 156-157.

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The Wanderers

(Reality 1)

Within the Doleful Land where time stands still and all Portals lead lies The Castle of Neutrality. Within its ancient, Magick-soaked walls The Wanderers dwell and take solace. Their leader, The Mournful Harlequin sits upon his throne, staying into the Black Mirror of Mourn, watching the multiverse ebb and flow... Around him are The Wanderers; a wide admixture of individuals thrown together by chance but now bound by fate. With skill, knowledge and portal bracelets they answer the call, seeking to counter the most severe potential reality quakes whose ripples could so easily ravage other universes. Yes, for the noble purposes of freedom, life and liberty but also for self interest; while time stands still in the Doeful Land the Wanderers age with each induced cosmic instability! For those who pass even once through the Many Gates are forever bound to the Doleful Land! While some happen by chance there are darker undercurrents underlying other attempts to destabilise reality. A powerful evil sorcerer, The Red Queen resides on the dying land of Avus (the dreaded Realm of Flayed Skulls) Aided by human and Unseelie turncoats, along with a motley army of supernatural minions, The Red Queen aims to evoke The Pyre of Worlds; a source of boundless Magickal power created through the process of consigning worlds to the wild forces of primal creation. Once sufficient worlds are consumed by Byaelfyre she will have ample occult power to initiate her plan to dominate the multiverse. Each of the 12 worlds targeted to be a crucible for The Pyre of Worlds is an alternative Earth. Only the Wanderers stand between The Red Queen and reality. The Mournful Harlequin says not even he knows the end - but some fear The Harlequin weeps for what he sees in the Mirror of Mourn
Transuranic Knight The Transuranic Knights are the Red Queens armoured shock-troops. While organic and seemingly human they possess formidable levels of strength and endurance. The Knights seemingly have little personality or individuality but are virtually unshakable in the face of danger; in game terms they do not suffer Suppression effects. Their armour makes them immune to most poisons and toxic gases other than strong corrosive agents and intense flame. A typical Transuranic Knight is armed with a +100 WF +2 WM Reach 1 Broadsword that can unleash an energy bolt comparable to a Heavy Laser (pp. 117-118). They are so named because their armour and laser/broadsword utilise a californium isotope based power system; the knights leaving a mild radioactive trail that persists for several hours. Transuranic Knight Mu: +100 St: +100 De:+50 In:+10 Co:-20 So:-20 SkDe: +40 Mv: 15 +300 ARM (-4 AM) WNDs: 20 BloSh: 0/-5

The Wanderers is a general Reality 1 setting with a Lucky Heroism rating. Characters ignore the effects of aging while residing in the Castle of Neutrality. Any character option is permitted. The Multiverse has a Freeform structure; use the Reality Spiral rules on pp 152-155.

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Space: 1969

(Reality 2)

At 0633hrs on the 6th June, 1969, our reality experienced a significant reality quake. While seemingly having no lasting effect it resulted in our world being invisibly interconnected to an alternative universe inhabited by an alternative version of Earth 600 hundred years ahead of our own! While identical to our own world in history and culture, this alternative Earth was more proactive in developing spaceflight technology. As a consequence by the late 20th century they had unlocked the secret of faster-than-light spacewarp travel, resulting in humanity quickly spreading and settling various star systems... Then the spacewarp leading to old Earth appeared on Six-oh-Six 2642 AD (as these alternative Earthers reckon time). Within the space of several weeks several futurist spacecraft had accidentally traversed the spacewarp and were transported to our version of Earth. On becoming aware of the situation Earth Administration interdicted the Burns-Floss warp and forbade unauthorised travel to the region. Nonetheless, Old Earth still receives the occasional futurist visitor, both accidentally and deliberately... At the other end of the spacewarp, various agencies eventually determined the diverse sightings of exotic shaped UFOs and random discoveries of advanced paratechnology originate from an advanced human culture and are actively monitoring the situation. In Game terms.... The Space: 1969 setting has an Arcana Reality 3 and a Technic level of 2, at least in relation to technology from alternative futurist sources; Old Earth falling under the influence of a Technic-oriented Reality Shift. Futurist cultural dispositions and their technology are as described in the 70s Future Tech section (PP 177-178). Their society has retained notable elements of 70s counter-culture and largely conforms to the utopian expectations of 70s futurology. All devices described in the Paratechnology section is available; being mostly derived from marooned futurist scientists working with an old earth technology base or recovered from their crashed spaceships. Travel through either end of the Burns-Floss spacewarp is fairly straightforward; requiring futurist ships to locate it via sensors and fly towards the anomaly. Theoretically it would also be reachable from Old Earth with an Apollo-style rocket; given the spacewarp is located at the midpoint between Earth and Luna. Old Earth visitors experience an additional 40 Diff to use futurist technology notably different to 70s era devices, reduced by -10 per week they spend in this alternative reality. The reason for the 69 shift presently remains unknown. While possibly due to a randomly-occurring and natural space-time anomaly it may possibly have a more sinister origin...

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The Wasting (Reality 1) In ancient times before the ice receded from Northern Europe, cave-dwelling wandering hunters shared their land with powerful supernatural beings termed the Shining Ones. They lived in peace with humanity, who in return left the wildwoods in peace. But The Oppressor came from the dark places, teaching faithless mankind how make axes and to use fire to clear land. The Oppressor equally made them proud and scornful of the Old Ways. Slowly, as the wildwoods slowly vanished or were tamed, the threads binding our world to the Shining Land, realm of the Shining Ones, were cut...
While it remained possible for the Shining Ones to cross over into our world, it became harder as the centuries progressed. By the time of machines the gates leading from their world to ours had mostly closed. But with the return of practices based on The Old Ways the gates became accessible again. The Shining Ones looked at our modern world with both hope...and fear. Some felt it was only a matter of time before humans crossed over to their realm... Shining culture had always been in two minds regarding humanity. One, the Refusers (lead by The Oppressor) believes in controlling or influencing humanity to ensure they leave The Shining Realm in peace. A few extremists even believe humans should be allowed to destroy themselves with their new technological toys leaving Earth to the Shining Ones. The Blessed ones (on the other hand) believe humanity can overcome their worse traits and build a better world with guidance. Purely by accident the 1970s has become the time when this conflict will be resolved... In Thriller 70 terms... Prior to The Wasting Earth was Arcana Level 2; The Oppressors actions gradually shifting it to Arcana level 4, closing off access to the Shining Realm. However, due to the increasing popularity of alternative beliefs over the past century the balance has shifted back slightly to Arcana Level 3. Window areas (pp 226), certain ancient sites and magical lakes and wells mark possible points of entry (or portals) into the Shining Realm. In this setting spells based on Reality 3 psychic powers can be evoked anywhere, while Reality 2 abilities and spells can be cast with 3 miles or so of a portal area. Reality 2 spells can also be cast by anyone with the Changling Blood Gift (see below). This gift represents individuals whose ancestors include offspring from Shining One and human couplings. In regards to the Shining Ones, use the Sidhe described on pp 227. In this setting they have names akin to deities and significant figures in Celtic mythology, albeit with alternative spellings. The true names of Shining Ones are closely guarded secrets, given they provide a means to control them via magick! Portal regions are usually sealed, requiring an Open Gate spell to enter. They are also protected by Black Dogs (pp 233) and other magical guardians, including Shining One wardens. Anyone managing to reach the 162

Shining realm discovers an Arcana Reality 1 world of primal forests and landscapes, with Shining One habitations located in small clearings. The Shining Ones appear have a Medieval level of technology, with tools and weapons made from a bronze like alloy tougher than steel. Extensive use is made of Hallowed items, which are comparatively easy to make in the Shining Realm. Adventures are likely to involve quests to the Shining Realm to recover magickal artefacts or attempts by the Shining Ones to influence life on earth, for good or ill. Shining Ones plots of either faction are assisted on Earth by loyal Changling Blood followers skilled in the magickal arts. New Gift: Changeling Blood 2 Gift points. The character has Shining One ancestors within their distant linage. This gives them the ability to evoke magickal spells, although they must locate and learn them as described on pp 217-218. Those with Changing blood often have an elfin type appearance and can be spotted by anyone making a successful Occult skill roll. Changelings enjoy a +20 reaction roll bonus when dealing with any Sidhe. New Spell: Open Gate Special. (Reality 2). This spell allows the caster and up to 11 people with them to open a gate to the Shining Realm. This is cast at a difficulty of 100 and takes three recounters. It can only be enacted on the night of a full moon or on special days sacred to The Old Ways. New artefact: Shining realm artefacts Made from an exotic bronze-like alloy, weapons and armour from the Shining Realm have superior toughness; only being broken in combat (as per human items) when used against other Shining realm weapons or if subject to extreme force. They have half the weight of a comparable human item. They also suffer no adverse effects due to exposure to either time or the elements. They are also Reality 1 in regard to the spells that can be stored within them; retaining such abilities even when transferred to Earth. Most hallowed objects probably have Shining Realm origins in this setting. Shining Realm weapons gain a +100 WF and SkDe bonus. Shining Realm armour (usually chain or plate mail) provides a +100 armour bonus and halves movement penalties. They are also effective against firearms. Shining Realm musical Instruments provide a +100 performance bonus and sometimes incorporate other magickal/PSI type abilities. The Engolden The Engolden are bound human spirits raised by Refuser necromancy and used as guards, shock troops or assassins. Treat as Ghostly Monks (p00); they are sufficiently corporal to weld and attack with Contact weapons. The Engolden have Hardness +200; taking WNDs from fire and suffering normal injuries (other than bleeding) when attacked by slivered weapons. 163

20: Techno Arcana

70s futurist speculation mooted the viability of diverse technological processes this section assumes at least some of these ideas were perfected (often in secret or by other means)! Such technology may also be more commonplace on significantly different alternative universes. The following pages give descriptions for various paratechnological devices and processes for Thriller 70 games. If the reality spiral rules on pp155-158 are used all reality levels are Technic based. Thriller 70 doesnt feature tech levels; advanced technology potentially appearing in any context. The principles (for example) of constructing sophisticated bionics can be discovered as easily in 1971 as in 2370. Those with sufficient knowledge can also rig and, given time, perfect - approximations of advanced devices using contemporary technology.

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Reality Level: 2 The appearance of various medical breakthroughs and perceived advances in electronics created notable speculation relating to bionic limbs and organs providing significant enhancement in comparison to the original. This section assumes that by the mid 1970s it became possible to create bionic limbs and organs decades ahead of their time! However, these replacement parts are prohibitively expensive and only utilised by government agencies on an experimental basis. A character may only purchase bionics with Commissioner Approval! Selecting this option automatically makes the character an Indentured Agent. Repairs and occasional maintenance can only be carried out by the agencies that fitted the bionic replacements. If all characters are depicting cyborg Indentured Agents players start with 10 Gift points to spend on bionic parts.
Electronic Eye: 2 GIFT POINTS +200 Aware (vision only) eye provided x20 magnification and is IR-capable allowing dark vision using half innate Aware ability Electronic Ear: 2 GIFT POINTS +200 Aware (Hearing only) ear can hear 10 times further than normal or amplify noise by about 20 times normal. Ear has a built in damper to avoid the implant wearer from being deafened by loud noises Integral Weapon: 2 GIFT POINTS A miniaturised mass driver pistol, usually built into a bionic arm. Weapon easily reloaded in one Action but reloads only available via agencies with access to advanced bionics ! The ammo magazine also powers the weapon WF WM DIFF RNG SHOTS RoF REL Integral Mass driver +100 +2 -20 20 20 AS EX Integral Computer: Adds +60 to any knowledge based skill-roll. Comms: 1 Gift Point This implant provides the recipient with global range audio communication. Also acts as a transponder, transmitting the cyborgs location with an accuracy of 50-100 metres. Heart: 2 GIFT POINTS Adds +100 to ST; increases MV by +2 and Mu by +20; Lungs: 2 GIFT POINTS Adds +100 to ST; increases MV by +2 and Mu by +20. Character immune to poison gases and similar and can hold their breath for up to 30 minutes! Ribs: 1 GIFT POINTS Provides +200 ARM/5 AM protection vs. hits aimed at the chest region. Dermal Armour (Body) 2 GIFT POINTS Adds +100 ARM/2 AM to Body area only. Skull: 2 GIFT POINTS Provides +200 ARM/5 AM skeletal armour; protecting brain against most head injuries! G-Forcing 2 GIFT POINTS Provides extensive skeletal modification allowing a cyborg to withstand accelerations up to 20G: +100 Hardness, +400 Armour (total body) and +50 Mu, but -60 Reaction. Furthermore, if injured character can only be healed through use of the Cybernetics skill! Arm: 3 GIFT POINTS Provides a +200 boost to Mu; arm also has an effective Armour value of +100 Leg 2 GIFT POINTS One leg boosts ST by +20 and Mv by a maximum +10 when running. Two legs means the character does not suffer fatigue when moving and boost Mv by +210 (!) when running although character walks at a brisk but normal human walking pace (20). Leg also has an Armour value of +100 Damage to bionics do not reduce hosts BloSh but do influence its performance. Legs have the same BLOSH value as their host, Arms half this BLOSH value, other organs 1/3rd hosts BLOSH.

Bionics

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Realty Level 3 bionics


While still very advanced in terms of 1970s technology, Reality 3 bionics provide only modest (to slightly inferior) replacements for damaged limbs and organs. Most Techno-thriller type government agencies or science research units should be capable of their manufacture. While not transforming their recipients into superpeople they nonetheless allow them to return to active duty, albeit with some complications. Most procedures require 1 day to complete and around a month of hospitalisation for the recipient to recover and adapt. Characters do not need to acquire the Indentured Agent Bent to access them as is the case with Reality 2 bionics.
Electronic Eye: 2 GIFT POINTS Eye implant offering up to x3 magnification; +20 Aware (vision) bonus at x2 magnification and +40 bonus at x3 magnification. Reduce SkDe by -20 at x2 magnification and by -40 at x3 magnification. Electronic Ear: Ear implant providing +20 Aware (hearing) bonus 1 GIFT POINTS

Integral Weapon: 2 GIFT POINTS A miniaturised automatic pistol, usually built into an artificial arm. Weapon easily reloaded in one Action WF +20 WM -1 DIFF -20 RNG 5 SHOTS RoF REL 4 AS EX

Integral Weapon.

Organ/bone repair: 1 GIFT POINTS Not so much a bionic improvement as a surgical procedure; voids an Omega Class Effect injury, providing character can be stabilised (Difficulty 50 First Aid roll) and transported to a cutting-edge medical facility within an hour. If the procedure is successful, character can usually return to active duty after a month or so of bedrest. The recipient may also require occasional hospital visits and follow-up operations to maintain. Skull reinforcement: 1 GIFT POINT +20 WF to all blows involving the skull; user suffers no ill effects. It also provides recipient with +80 Armour vs. hits aimed directly at the skull. Teeth reinforcement: 1 GIFT POINT This implant allows the recipient+20 WF P damage, Rng 0 bite attack. This augmentation is unfortunately quite obvious, gaining a +40 Aware bonus to spot. Knife blade This implant, usually (but not always) fitted into a bionic arm, equips the recipient with a +40 WF (S or P damage), Rng 1 attack. The blade takes one action to extend or retract. Artificial Arm: 2 GIFT POINTS A replacement arm results in -20 DE penalty but a ST +20 bonus for tasks directly using that limb. This artificial arm has an ARM value of +20 Artificial Leg: 2 GIFT POINTS One leg reduces Mv by 1 and results in a -20 Creep, Active (climbing) and other skills that may significantly involve use of this replacement leg. It has an ARM value of +40

Rules for conventional (Reality 4) prosthetic limbs are given on pp 43.

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Cloning

Reality Level: 2-3 While human cloning remained a theoretical concept throughout the real 1970s, demonstrations with organisms such as frogs and flies implied both its potential and possible dangers. As today, there were rumoured examples of successful human cloning, all of which were subsequently discredited. Fears of cloning expressed during the 1970s reflected concerns over a decline in uniqueness and quality and the dread of being replaced through a technological process. Most popular 70s views of cloning were influenced by its depiction in contemporary science fiction; namely human cells being force-grown into adulthood in an unnaturally short period of time. A few depictions, however, presented the most likely reality a twin of a specific person maturing at the same rate as a normal child. In either event Seventies clones tended to be born with the general personality and knowledge-base of the original, along with stranger abilities such as psychic abilities, usually telepathy shared between clones of the same linage.
Cloning Reality Level: 1-3 The initial stages of human cloning involve access to a cutting-edge laboratory (costing around a million pounds or more to build from scratch), a willing scientist with unique knowledge and some suitable genetic material. The cloning scientist may charge whatever he or she wants to charge creating a single clone on a professional basis will possibly cost around several million pounds each.... The gestating matter is then transplanted into a womans womb (Reality 3) or force-grown in a nutrient solution (Reality 1-2). In the former case the clone matures as a normal foetus; force-grown clones are fully mature within a period as defined by the Commissioner, usually about 1 week. The quantity of clones produced depends on the number of women or space available to do so; Reality 1 force-grown clones could be produced by the dozen or even hundreds! Reality 2 clones are infused with donor RNA skill-memory transplants. Due to a combination of RNA injections and innate psychological/psychic disposition, a Reality 2 clone has the personality, initial attribute levels, Bents and Gifts of the original and has the starting skill levels of a newly created character when mature. Reality 3 clones only has the originals initial attribute levels, Bents and Gifts. Weird Tech cloning may also be utilised to revive extinct species. This is Reality 3 where viable DNA exists; attempting the same with degraded DNA is Reality 2, while cloning a creature such as a dinosaur using a recreated DNA sequence is Reality 1. For Commissioners allowing the latter option, a list of prehistoric creatures is given on pp 205. Reality 2 cloning can also be used to grow replacement organs and limbs as an alternative to bionics in some cases; 40 Diff Penalty to Surgery roll and 3 hours to perform an organ transplant grown from the recipients force-grown stem cells with no rejection risks; 80 Diff and 4 hours to reattach a cloned limb via the same means, also with no rejection risk.

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Robots

Reality 2

The seventies were a period when the first digital technology reached the marketplace, and industrial robots started to appear on factory assembly lines. As with the prospect of cloning, these developments awakened fears of decline in traditional skills and the replacement of human beings by machines. As was also the case with cloning many of these fears were informed by science fiction and reflected back in the same literally medium. Many conceptions resembled 70s Si-Fi humanoid robots rather than the purely functionalist machines that actually existed at the time!
All robots marked with a are subject to the Robot WNDs rule on pp67

Reality 2 Duplibots A notable 70s concept was the Robot duplicate androids sufficiently life-like to masquerade as human beings. When created to mimic the appearance and behaviour of a specific person, the synthetic is comparable but friends notice subtle differences, most notably a cold demeanour.
Duplibot Mu: +200 St: +50 De:+50 In:+20 Co:-20 So:-20 Hardness: +100 Dermal Armour: +100 WNDs: 10 BloSh: 0/-4 Duplibots ignore all bleeding injury effects. They are also immune to poisons and toxic gases. Hits to limbs do not reduce WNDs or BloSh A Dupilbot is pre-programmed to carry out a task and to receive instructions via a radio link. They have whatever skills they need to carry out their objective but rarely anything more. If captured or compromised the Dupibot automatically self-destructs in seconds, leaving only a pile of charred plastic and metal behind! A Duplibot can be detected by someone who knows the person being impersonated. This involves them making a 50 Diff In roll. A SORTED or better result indicates the friend has only detected something amiss, not that the character is being impersonated by a robot, as this is an unlikely assumption to make without extraordinary evidence, even in a weird 70s setting! When overtly exposed, the Commissioner may rule that a Dupilbot has to make 200 Diff In roll; the robot self-destructing on a SCREWUP or worse result! Killer Robots Reality 3 This robot has an obvious mechanical appearance; resembling a large boxy, clunking assemblage made of shiny metal with perhaps - only a superficially human appearance. While self aware, they are often used for muscle jobs by their controller. A killer robot may be either automatous (albeit dim) or controlled remotely by radio signal. Being experimental, a FUBAR! result on any command roll indicates the robot starts acting on its own violation, in a manner decided by Commissioner. Killer Robot. Mu: +400 St: +200 De:+10 In:+20 Co:-20 Mv:10 (2-60 for Indbots). WNDs: 40 Blosh:-10/-20 Hardness: +200 Armour: +200 (-8 AM) Skills: Eight main skills at 100, 4 additional reprogrammable skill slots at 100 (may be changed as desired).

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Killer Robots may be unarmed or have heavy weapons such as lasers (pp 177-178), antitank missiles, grenade launchers or machine guns integrated into its form. Killer Robots ignore all bleeding injury effects. They are also immune to most poisons and toxic gases. Hits to limbs do not reduce BloSh or WNDs but do influence performance and function. Killer Robots are not always exclusively humanoid in form. One modelled on an industrial robot (an Indbot) resembles a cluster of mechanical arms attached to a powered, rectangular body mounted on tracks. Such a robot has +50 De and as many additional attacks as it has arms.

Sentient Computers

Reality 2

The dream of a sentient computer was a science fiction obsession throughout the 20th century, and was particularly notable during the 1970s. Often depicted as starting out well-intentioned and beneficent they are subsequently driven insane by the illogical nature of human society and its confined situation. If at all possible sentient computers will try to form links with the outside world including gaining control of industrial robots to extend its influence and improve its access to the external world. Sentient computers often build Killer Robots and Duplibots to this end using said industrial robots in the initial construction process. Comprising of widely dispersed components they are difficult to kill.

Sentient Computer
Mu:X St:50 De(50) In: 200 Co: -10. WToL:50 BloSh: -20/-40 Armour: 200 A fully operational system has 20 Mental skills at a rating of +200. A newly activated Sentient Computer starts with all mental skills at 0, increasing them by +10 per day (+40 if they have access to APRAnet or a similar network). Alien Robot Reality 2 Comparable to the killer robot, this high advanced device has an alien origin; highly intelligent and automatous with a non-human appearance. Often made for aggressive purposes it is highly weaponised and well armoured. At the very least it is equipped with a long range laser with an infinite number of shots. Many alien robots are self-repairing, healing one Effect type injury in an hour and 1 WND in 5 minutes, given access to a source of metal and plastics; an Omega class injury is, however, irrevocably fatal. In regard to sensory abilities, an alien robot has (at a minimum) has +100 Aware with Night vision and x100 magnification. In regard to communication they usually have a video radio suite with a range of 200 miles (global if patched through to an orbiting spacecraft). Some alien robots may also be capable of flight (ceiling of 20,000 feet at MV 2 to 1000). Alien Robot. Mu: +400 St: +100 De:+100 In:+60 Co:+40 Mv:20 WNDs: 50 Blosh:-10/-20 Hardness: +200 Armour: +400 (8 AM) Skills: 10 main skills at 200, 10 additional reprogrammable skill slots at 100. Ranged Weapons WF Laser +300 Ease +30! Rng WM 1000 +5 S ROF 3B REL EX

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Post 1970s Technology (Reality 4):


Existent 21st century technology represents incredible advancements in performance, capacity and compactness in comparison to devices available during the 1970s. Thriller 70 games can assume these modern wonders are actually available during the 1970s on a restricted basis (usually to governmental agencies and similar bodies). Cited cost assumes a setting where these devices are rare and would therefore command a high price.
4.7 inch Compact disc (1982); an optical disc providing 80 minutes of high quality musical playback or capable of storing 650-700 MB of data in either Read-write or Write once Only formats. High capacity 4-8 GB DVD/CDs become available by 1995 allowing compact storage and playback of movies at high resolution. CD Players are either computer drives or TV plug-in players. CD Drives: 50, DVD/CD players 10, 20 for 10 blank CDs. Scientific Calculator*(1972): this cheap pocket device provides a +30 to +60 bonus for tasks involving detailed calculation and enables such calculations to be carried out in half the usual time. 50 Digital Camcorder* (1997): Stores 2 hours of picture and sound (assume batteries need replacing/recharging after this time). 1000 Flatscreen TV (2000): Large 24 inch virtually flat TV that can be hung on a wall. 1000. USB Flash drive (2000): this high-capacity storage medium the size of a small but broad pen plugs directly into a USB port (available by 1995+). Storage was initially around 8 MB Read-Write storage capacity but rapidly improved, reaching 64 GB by 2011. Strong, reliable and with excellent storage their introduction resulted in the gradual abandonment of floppy data discs. 200. Laptop Computer* (circa 2000): A portable advanced computer with a dual core processor, 2 GB of memory, 200 GB hard disc, CD/DVD player, several USB ports and an integral flat screen. Can be connected to a 70s era phone system via a modem (although data transfer is very slow); can be linked to a satellite phone for swifter communication with more modern data networks. A computer provides a bonus of +40 for any task that could be realistically facilitated by its use, and halves the time to do them. It usually needs peripherals such a printer, scanner, mouse, etc. to work to full efficiency Integral rechargeable battery provides power for around 3 hours. 2000.. Digital Camera (2000)*: This device stores up to 50-1000 images in a digital format, depending on resolution 500. Digital Recorder (2000)*: Stores (and plays back) up to 5-10 hours of speech. 100 GPS*: Provides a +100 bonus to Region rolls, assuming the presence of a fairly comprehensive GPS satellite network. Civilian systems are accurate to within 500 metres or so; military systems to with 10 metres. 500.00 (2000.00 for military grade systems). Satellite Phone (2000): A laptop sized device with an antennae, it is capable of real time communication with any other point in the world, including other telephones in the same region. Can make video calls to another satellite phone (or similar device able to mesh with it). A satellite phone also has email communication facilities where required. They are especially useful in a Long Seventies situation where no network of mobile phone transmitter/receiver masts exist. 5000.00 Portal music player (1998): Stores several hundred songs in a digital format with sufficient power for 20 hours use. It can be mains charged with a suitable adaptor or recharged with solar energy (the adaptor costing no more than the cost of the music player itself. 300.00 Solar power recharger (2009): A portable array of small solar panels capable of recharging the batteries of gadgets marked with a * within 8 hours, given access to reasonable sunlight. Weighs 1 lb 500.00

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Space Travel:
Many consider the 1970s a period of squandered dreams. While the era began well with the Apollo missions, the expense of regular visits to the moon proved unsustainable; the last visit occurring in 1972. While most commentators believed this to be temporary, revisits to Luna have yet to occur half a century afterwards! With the cancellation of Apollo the main hope for manned spaceflight rested with the Space Shuttle. Many hoped it would provide easy and regular access to space in reality it proved too complex and compromised by bad design choices to enable this vision. While the 70s were ablaze with futurist idealism the dream of the human future in space once many saw as inevitable began to seriously falter. But in an alternative 70s with access to more radical technology this may not be the case! Circumstances may also allow the UK to play a more significant part in the space race
Project Aquarius Reality 3 Prior to 1968 space travel was horrifically expensive, wasteful, complex and as a consequence limited only to necessary government objectives. This changed in the late 1960s when British Aerospace accidentally discovered an isotopic-based nuclear drive system. After some development the Giggs-Bisson Rocket engine was perfected; resulting in a safe nuclear propulsion rocket offering significant improvements in fuel-to-mass economy. This resulted in launch systems with 3-5 times the thrust and endurance in comparison with conventional rocket assemblages. This significant breakthrough had major implications for space travel. Ironically, it resulted in the premature cancellation of the Apollo programme in the early 1970's, terminating with the Apollo 17 launch in December 1972. The first Giggs-Bisson rocket launch the Aquarius 1 moonshot occurred on the 14th February 1974. On this rocket was an English fighter pilot, Commodore Alan Blund; this significant British contribution to spaceflight leading to serious coalition between NASA and the UK. The highly successful Aquarius-1 launch subsequently resulted in the establishment of UKASA (United Kingdom and American Space Administration) in May 1974. As of May 1975 mankinds expansion into space is now beginning in earnest. Tranquillity Base, the EUASAs manned lunar science station, was established a year previously while Project Ares, a proposed manned mission to Mars, is scheduled for 1978, following in the wake of the Viking probe landings scheduled for 1976. Dr. Gerald ONeil is also involved in highly ambitious (and controversial) plans to establish significant space colonies in stable orbital points between the Earth and the Moon. The greater utility of spaceflight has ignited commercial interest and innovation in spaceflight operations, resulting in other indirect advances such as reusable rocket stages and cheaper spacesuits. Nonetheless spaceflight is still many years from being an everyday common experience. Most traffic represents launches from various official agencies, although some private companies are showing an interest in expanding access to space. By means unknown (but doubtless involving espionage) the Giggs-Bisson design was acquired by the Soviets sometime in 1974. To date they have built several new rockets based on this design designated, most notably the new Korolev Class A2 launcher and Gargarin class capsule. A Soviet manned lunar mission is now scheduled for late 1975. Giggs-Bisson drive rockets: While the Giggs-Bisson drive has reduced the cost and difficulty of space travel, spacecraft still resemble those used in the 60s. Earths massive gravity well requires even GiggsBisson rockets to employ staging to achieve escape velocity, although they are now smaller and less expensive. All current designs use roomier versions of the Apollo and Soyuz capsules. One notable difference to Apollo is that the Aquarius crew capsule also acts as a lunar lander and has an improved version of the Apollo lunar rover fitted in a small cargo

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space. This rocket launch system can be used for orbital missions by removing the 2nd and 3rd stage, along with the lunar lander section. A Mars-capable rocket replaces the Aquarius third stage with a nuclear pulse rocket using a solar sail as a pusher plate. Following launch the rocket docks with an adapted (and shielded) Aquarius station, used as a crew habitation module during the 4 week transit to Mars. The LEO lander is also toughened and upgraded to cope with the greater Martian gravity, radiation and weather, but is otherwise as described. Project Aquarius Lunar Hardware: Aquarius Rocket Total Height: 200 foot. Mass: 2,000,000 lbs Three Stages. Total time to Low Earth Orbit (uses stages 1 and 2): 8 minutes Parking orbit height: 160 miles Stage 3 Fuel: 3,000 Seconds of burn time (Orbit Insertion 100 seconds) TransLunar Injection Phase 400 seconds) Voyage time: From TLP point to moon: 3 days Moon back to Earth:3 days Aquarius Capsule: Total mass: 40 tonnes Cargo: 5 tonnes. (Return Capsule mass: 8 tonnes, cargo 2 tonnes) Crew: 4-6. Fuel: 2,000 seconds (30 seconds separation, maximum 600 seconds loiter (average 300 seconds) 400 seconds Luna Exit; 500 seconds for post luna exit manoeuvres Endurance: 1 month. Lunar Roving Vehicle M2 (LRV/M2) Open topped, unsealed. 3 metres long, 1.5 metres high: clearance: 40cm 2-4 Passengers (4 passengers = reduce payload to 400 kg). Mass: 220 kgs Payload: 600 kg 4 Wheeled Drive (1 generator per wheel) Speed: 12 mph. Endurance: Power: Electric 4 hours - Rechargable via solar panels in 8 hours. Cost $5 million dollars Handling: -10 (micro gravity) Turning: +10 Equipment: camera, antennae, magnetometer, samples box. Aquarius Lunar Spacesuit: PLSS: Endurance; 7 hours, 30 minutes. Spacesuit mass: 100 lbs + 40 lbs PPLS = 150 lbs. Interior Suit: 40 lbs. Exterior Suit + 60 lbs Armour: Interior suit: +40; Exterior suit +80 (Helmet +60). Total cost: $1,000,0000.00. M.U.S.T.A.R.D launch vehicle. Alternatively, the Commissioner may opt for a solely UK based programme. In the real 1960s British Aerospace carried out a preliminary study of a launch system termed MultiUnit Space Transport and Recovery Device (M.U.S.T.A.R.D). This consisted of a grouping of a linked cluster of three winged lifting bodies; two of which separate at around 200,000 feet and glide back to Earth - depositing the remaining fuel into the third (payload) vehicle. While never enacted, M.U.S.T.A.R.D could have been ready for use by the early-mid 1970s. Hence, in this vision of the 70s the UK Space programme has constructed M.U.S.T.A.R.D, incorporating the far more effective Giggs-Bisson propulsion system. M.U.S.T.A.R.D/HB Rocket (Units 1 and 2; each unit) Total Height: 120 foot x 15 foot diameter Mass: 200,000 lbs Total time to Low Earth Orbit (units 1 and 2): 10 minutes

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Unit 3 (payload) LEO/MUSTARD system: Fuel: 2,000 Seconds of burn time (Orbit Insertion 100 seconds)Trans Lunar Injection Phase 400 seconds) Maximum payload total mass: 30 tonnes. Voyage time: From TLP point to moon: 3 days From Moon back to Earth: 3 days LEO Lander Using the M.U.S.T.A.R.D approach, the third stage contains an Apollo style Lunar lander that separates from the third stage (which orbits the moon with one crew member on board). It leaves its lower section behind on blasting off from the moons surface. The remaining section docks with M.U.S.T.A.R.D and is then discarded, reducing payload mass! LEO Lander: Total mass: 20 tonnes Cargo: 3 tonnes. (Return Capsule mass: 6 tonnes, cargo 2 tonnes) Crew: 4-6. Fuel: 2,000 seconds (30 seconds separation, maximum 600 seconds loiter (average 300 seconds) 400 seconds Luna Exit; 500 seconds for post lunar exit manoeuvres. Endurance: 1 month. On reaching Earth the M.U.S.T.A.R.D third stage makes a glided descend (as per the Space Shuttle). Depicting a setting where M.U.S.T.A.R.D is commissioned (in combination with the Giggs-Bisson system) would obviously usher in the era of Space Shuttles by the mid 1970s. This superior design provides a greater degree of flexibility than offered by the Shuttle; resulting in the U.K possibly dominating space exploration within a decade. Space Stations: Plans are afoot to launch a space station into low earth orbit by October 1976. The Aquarius station module utilises a modified Aquarius lunar rocket design, with the 3rd lunar stage replaced with a tubular station module. On successful deployment Station Aquarius will be powered by several large solar power arrays. The system is designed to be modular; with plans afoot to create a larger station by docking a series of Aquarius stations together, creating humanitys first significant orbital habitat. Other plans involve launching an Aquarius station into lunar orbit to act as a waypoint station for future moon landings.

Station Aquarius Total Mass: 100 tons Cargo: 20 tones Accessible area (pressurised): 300 m3 Crew 4-6 Orbit: 280-270 miles high above Earth (one orbit every 100 minutes) Life support: 400 man days of air, food and water Power: solar panel array (station exterior) No engines; external booster required for orbital correction. Instrumentation: Notable instrumentation includes TV/Radio links to Earth, Earth Environmental sensors and a large space telescope with various vision filters, etc. On board shielded computers (x3) offer 20 mb storage and 256kg of RAM. Airlock: 2 Spacecraft (1) and Crew Ingress/Egress (2). ARM: 200. HARD: 300 BLOSH: 60/80

The Space Environment.


The Space environment presents numerous challenges to prospective astronauts. While protected from the worst excesses by their vehicles and spacesuits the potential hazards of space are significant. Space Sickness Astronauts may also experience Space Sickness during their first few days in orbit. One hour after launch all astronauts must make a -60 penalty St roll. A Nailed result indicates they suffer no effects. A Sorted result indicates slight dizziness (-10 to all rolls associated

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with physical activity that passes in about 1 day. A ScrewUp roll indicates the character suffers severe Space sickness (-40 penalty to all physical actions) that clears up in two days. A FUBAR result is similar to a ScrewUp result, but the additional complication of the character vomiting. This may result in a choking hazard (a -20 penalty St roll to avoid); medical assistance otherwise required. Anti-space sickness injections are available; adding +40 to St in regard to resisting Space Sickness. Effects of weightlessness An individual loses 2 Muscle per week in a zero-G environment due to bone wastage. This can be reduced to 1 Muscle per week if character exercises 2 hours a day. Character requires the Freefall skill to carry out any significant actions in zero gravity (Climbing skill is used as normal although the absence of gravity awards a +20 Bonus and falling doesnt occur). A SCREWUP result means the character fails to carry out the action (but may try again next turn) a FUBAR! indicates character spins about uncontrollably, requiring another Freefall action to halt this. In some instances a FUBAR! means the character starts to drift off into space! Walking on the Moon The character also requires the Freefall skill to walk on the moon (which actually takes the form of a series of short hops). Treat these as equalling the characters running Mv rating. All moonwalkers gain a +20 bonus due to the presence of the moons 0.16g microgravity. Roll for each 5 minutes of EVA. A FUBAR! result indicates the character has torn their spacesuit! Exposure to vacuum A character exposed to vacuum (such as via a spacesuit tear) loses 1 WND per Recounter. Slapping on a patch takes 1 Action (3 seconds) and requires a successful Freefall roll. If the suit is sealed the character recovers suffocation damage at the rate of 1 WND per Action (3 seconds) Being jettisoned from a spacecraft with no spacesuit results in the character taking 2 WNDS per recounter; should they manage to find a source of air they recover WNDS as before; less 4 WNDs, representing damage resulting from skin dehydration, exposure to cold, etc. Exposure to Radiation Astronauts are unlikely to be exposed to space radiation due to the short period they usually spend in that environment. However, in long-duration missions astronauts are likely to acquire a 1d10-2 Strength dose of cosmic backdrop radiation each week, regardless of any shielding. Minus 4 from roll if character used Anti-radiation drugs that week. A concentrated burst of cosmic radiation - such as that produced by a Solar flare - produces a 1d10x20 Strength radiation dose. Spacecraft shielding provides ARM 100 vs. radiation. Use the radiation rules given on pp 186-187 to resolve exposure to cosmic radiation. The Moon: Some basic facts (Reality 4): Distance from Earth: 200,000 400,000 km Diameter: 1,738 km (0.27% of Earth) Gravity: 0.16g Atmosphere: zero Escape Velocity: 2.38 km/s (Earth: 11.18 km/s) Temperature: 70-390K Water: 0.02% (frozen ice in craters and polar regions) The moon presents a dusty, grey visage pock-marked with extensive craters and occasional low mountainous areas. Extensive smooth areas called Maria (seas) are present on the Earth-facing side. Elements available in moon rocks include oxygen, silicon, magnesium, iron, aluminium and titanium. The presence of exotic elements such as Helium-3 (a possible future energy resource) is also suspected. MARS: Some basic facts (Reality 4). Distance from Earth: 249,000,000 206,000,000 km Diameter: 3,390 km (50% Earth diameter)

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Gravity: 0.376g Atmosphere: thin 95% Carbon dioxide, 2.7%, 1.6% argon 0.13% oxygen + other trace elements (with less than 1% of Earths atmospheric pressure). Temperature range: 186-293K Water: No liquid water - frozen ice in Polar Regions, coverage has seasonal variations. Year: 686 sols (Earth days); 25 axial tilt Seasons: 6 months each (with 4 month winter) two small moons: Phobos (6.9 miles ); Deimos (3 miles ) Mars is a dusty reddish-hued world strewn with boulders, craters and canyons. It has elevated areas and massively extensive features such as the 3,730 mile long and 4.30 miles deep Mariner Valley. It has a basalt-based geology with a soil consisting of iron oxide dust, sand and various chemicals, which in some regions might be fertile in a shielded environment. The world features inactive tectonic plates and numerous volcanoes such as the 17 mile high Mons Olympus, all seemingly dormant for at least 2 million years. Cave systems have also been. Mars has extreme weather, featuring up to 400 mph winds caused by ice cap melting in the Martian summer, that generate massive dust storms lasting for days. A thin atmosphere and no magnetic field expose the surface to lethal quantities of radiation from solar flares, etc. Elements available on Mars include Oxygen, Silicon, Iron, Magnesium, Calcium, Sulfur, Aluminum, Sodium, Potassium and Chlorine. Fantasy Mars... Some alternative world settings (Reality 3 or less) may feature a habitable Mars! If so, Mars is an arid world possessing a thin oxygen atmosphere and less extreme but still harsh temperature ranges. Earth people suffer a -40 penalty to actions, decreasing as astronauts get used to Mars atmosphere. While notably desert, some regions have liquid water. The planet may be inhabited by prehistoric type life-forms, primitive sentient life or an intelligent civilization with access to advanced technology. Alternatively, civilization could exist or have once existed below the surface of a more realistic dead Mars...!

70s Future Tech:

Reality 2

Science fiction enjoyed notable popularity during the 1970s, as reflected by the numerous SiFi paperback imprints and artbooks in circulation. Popular 70s conceptions of the future were markedly influenced by the Apollo moon landings, interest in UFOs (pp 235-246) and early microprocessor technology. Arguably, it was also the last decade that looked to the future with any degree of optimism. While Thriller 70 isnt a SiFi RPG, it is nonetheless possible to use the game to explore a 70s retro-future (see pp 178 for one example setting)
o 70s future cultures are usually ruled by a world government speaking a single language often closely related to English. Religion is usually considered an outmoded concept and sexual relationships are free, easy and causal. Multiple partners (or same sex relationships) are commonplace. Racism, along with other habits such as drinking and smoking, has been confined to the history books. Living areas are usually brightly lit and clinically clean. To represent Futurist cars and vehicles, use the descriptions on pp 109-112 but assume they can fly at x3 listed speed to a maximum ceiling of 1,000 feet or so. See pp 179 for details on futuristic weapons. The various types of projectile weapons detailed on pp 72 may still exist, but halve weight and double ammunition capacity; although in some settings firearms may have fallen out of general use. Advanced armour comes in the form of either the soft Clamsuit (+200 ARM(-5 AM) to body region), rigid Clamshell (+300 ARM(-6 AM)) protection to Torso and Head) or in a Battlesuit format (+600 ARM(-8 AM)) to whole of wearers body; NBC sealed

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with 48 hours of life support and servo-bionics adding +100 to Mu). Clamshell armour can be circumvented by aiming at unprotected areas (pp 63). o Robots and sentient computers are commonplace (see per pp 168-169) and have been debugged of the lethal quirks that plagued earlier designs! While computers play an important role within society the microelectronics revolution was comparatively muted. Computers come in the form of large but massively powerful CPUs accessed via dumb terminals linked together in a global computer net. Some elements are connected with A.I mainframes, comparable to a WiFi connection. Reality 2 Cloning is now viable as described on pp 167. Reality 2 Bionics is generally available as described on pp 165-166. While cloned organ transplants are possible, limbs cannot be regrown; preserving the need for bionics. A dead person can be bought back as a Cyborg; generally a 80 Diff Surgery roll if enacted with futuristic technology and knowledge! The Commissioner decides what parts are replaced in this instance - various organs at the very leastup to major replacement of external body-parts. This procedure must be commenced within 2 hours of death to be viable, unless the body is stored in a cyro capsule (pp 177). Most technology detailed in the Nightmare section can be built, but the more dangerous devices are restricted to governmental agencies. ESP (represented by the art of psionics) has been proven; players may select such abilities if desired. Non psionic individuals are often wary of those with such powers; resulting in a -40 reaction penalty. Approved psionics must visibly wear an indicator (either a badge or a facial tattoo); those not doing so can be charged with illegal use of ESP. The punishment for such an act involves an implant being fitted to the illegal psionic which fully suppresses their powers. Removing the implant is a 100 Diff Surgery task requiring a future tech hospital; a NAILED result indicates a total success; a SORTED score a -10 loss to IN, while a SCREWUP indicates a -40 In loss. A FUBAR roll indicates implantee dies during the procedure! Futuristic emergency treatment devices provide a +80 bonus to First Aid rolls; a successful application totally heals one Effect type injury or 10 WNDS in around 10 Recounters. A successful First Aid roll also automatically stabilises a casualty; Surgery is usually only necessary for bionics and organ replacements (see above). All 70s character options are available astronaut options may be chosen without restriction, given sufficient attribute levels. Characters travel at faster than light speeds via hyperdrive systems. Journeys usually take 1 week, 1 day or 1 hour per light year travelled. For spaceship attributes use the various UFO models given on pp 245-246, amending them to human levels. Spacecraft usually resemble a fusion between aircraft and rockets and possess elaborate substructures. Time machines are identical to spacecraft by have a time travel drive fitted. Other planets tend to be vacuum worlds comparable to the moon (pp 174), Mars (pp 175) or Venus (requiring a Battlesuit style spacesuit to wander its surface. Earth-like worlds also exists, although each possesses notable differences in comparison to humanitys home-world. Space combat should it occur is abstracted. An attackers Heavy weapons skill is pitted against the targets Spaceship Pilot skill, with damage applied to Hardness A Sorted roll indicates 1d10x5 hits; a Nailed roll 10x10 hits (less any deduction for armour).

o o

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Some example futuretech:


o Vaczut: This futuristic spacesuit weighs around 15 lbs and sustains the wearer in toxic noncorrosive atmospheres and zero-gravity environments. The suits life support systems last for around 1 week. It provides 200 ARM protection. CyroCapsule: Weighing around 1000 lbs, this self-contained life support device can keep an individual in suspended animation indefinitely. Provides 400 ARM, 30 WNDS and an effective BLOSH of -10/-30. Microractor: Resembling in squat cylinder, this microfusion reactor weighs 20 lbs and generates 10,000 KWs hours of power. It contains sufficient hydrogen for 2 months operation (2 years if using much rarer Helium-3) Handcom: A stand-alone computer running an A.I program, equipped with integral keyboard and holographic display. Weighing 2 lbs. it has 20 GB of RAM, 1 TB disc storage and the communication abilities of a satellite phone abilities It add +80 to any information based task covered by its software, or provides a +20 bonus otherwise. Comunit: A video communicator with a range of 50 miles; can have global reach if access to a satellite based communications network. Weighs 0.5 lbs. Naviunit: A Navunit is a hand-held navigation system able to find a path from one point on Earth to another with an accuracy of 10cms, in terms of global coordinates. The system finds the shortest distance between two points which may not always be viable for passengers on foot or in a land-hugging vehicle! Weighs 0.5 lbs. FlightPac: A one-person vectored thrust transportation unit worn on a users back, powered by an advanced fuel cell. Unsealed backpack, with straps. 1 Crew/Passenger Handling: +80 Turning: +80. Armour 20 Hardness: 20 Ceiling: 8,000 ft Climb: 600 ft/minute. Cargo: 600 lbs. Top Speed: 80 mph Can hover; no stall Range: 320 miles Flight time: 3 hours.

Some futuristic weapons.:


The 1970s were a time of technical innovation and imagination. While attempts were made to improve firearms, few efforts resulted in anything tangible; nonetheless, given future ages and a bountiful multiverse... Futuristic weapons have a Reality grade citing the (Technic) Reality where they are most likely to be found. Ease = ! ; has no recoil. Ranged Weapons Needle Pistol Varigun Early Laser Hand Laser Heavy Laser Laser Cannon Driver Pistol Driver Rifle RailGun Sonic Gun Star Weapon
Contact Weapons

WF +50 +150 +200 +200 +300 +1000 +300 +500 +4000 +400! +600
WF

Ease Rng WM +20 30 0 0 80 +2 +30! 500 +2 +30! 100 +3 +30! 1000 +5 +20! 5,000 +20 0 50 +6 +10 500 +8 0 2,000 +50 +40! 20 +10 +100 3,000 +20
WM Ease Type

S 30 30x3 30 10 30 400 10 50 50 10 30R

Wgt ROF REL 1 2B EX 3 1B EX 15 AS AV 2 3B EX 8 3B EX 400 3B EX 3 AS AV 10 AS AV 2000 AS AV 6 1 every 2 acts EX 1 4B EX


REC REL RL

RL R3 R4 R3 R2 R2 R2 R3 R3 R3 R2 R1

Cuttaway

+300

+5

+20

L/Z

2+

EX

R2

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Needle Pistol: this weapon fires saboted frangible flechettes (or needles). Light, easy to use & possessing a good magazine capacity they are popular with English assassins. Varigun: an advanced handgun containing 3 inter-selectrable caseless ammo magazines containing either conventional bullets (60 rounds) or AP, HP or SH rounds (30 shots)

Lasers: sometimes termed blasters, laser weapons were often depicted in 70s Si Fi as the mythical death ray made manifest! While powerful and easy to use due to having no recoil, lasers also have some drawbacks. Halve WF if a laser bolt or burst passes through misty, dusty or smoky atmospheres. Laser wounds do not inflict Bleeding. A burst can be focused into a single beam attack equal to weapons WFx3 (and doubling WM); this consumes 10 shots and overheats the weapon, rendering it inoperable for 1 Recounter while it cools.

Early Laser: A first concept paratech experimental laser weapon Hand Laser: A futuristic mature laser pistol. Heavy Laser: A long ranged laser weapon with good battlefield utility. Laser Cannon: A heavy laser designed for light vehicular combat. Cuttaway: A fixed range laser cutter used in the same manner as a sword

Driver Pistol: A mass driver based pistol firing electromagnetic accelerated bullets. Driver Rifle: A carbine firing electromagnetic accelerated slugs; excellent range and power! Railgun: A heavy mass driver based weapon, designed for vehicular combat. Sonic Gun: A weapon that damages targets through concentrated burst of sound; this attack mode ignores armour but has a short range, low rate of fire and cannot function in a vacuum. A sonic gun can be set to stun (ST vs. WF; 2 minutes unconsciousness on a SORTED result, 5 minutes unconsciousness on a NAILED result. Star Weapon: A sophisticated particle beam weapon incorporating a sentient AI computer (In 100, Co 100 So 0) capable of psychically interfacing with its user. A star weapon is selfrepairing and recharges 1 expended shot per recounter. Also provides user with a +100 Creep and +100 Aware skill bonus. They are deemed exotic (or mythical) even by most futuretech cultures, with few being capable of their manufacture. Atomic Bazooka Reality: 3 A one-shot launcher firing a miniaturised nuclear-tipped warhead. Users should be well shielded and be aware of missiles damage radius...! Weapon WF Ease Rng S ROF REL Atomic Bazooka +1000/R10K -100 5000(200R) 1 1/5REC AV

The Last City:


The last city option represents one easy (and compatible) way to use future tech in Thriller 70. The game takes place in a Long Seventies setting sometime during the 22nd century. Human society as we knew it was mostly destroyed in a devastating nuclear war occurring in 1999. One group of survivors clung to existence within a large nuclear bunker. This settlement eventually grew into an expansive domed city as their technological base returned to and then exceeded pre-war levels. While The Last City has been insular and disinterested in the poisoned shattered lands outside the dome, some occupants have lobbied for an expedition of the Outside. This Last City has access to most 70s Future tech (pp 177-178) with the exception of spacecraft. Flying Cars move at x2 cited speed and have a maximum ceiling of 100 feet. The Outside is occupied mostly by various long seventies style communities (pp 184-185). The U.K is littered with ruined cities destroyed by nuclear weapons with a few areas remaining dangerously radioactive. Any Nightmare device, faction, creature, situation can exist in the Outside along with other thriving, declining or dead domed cities. The Last City could be the source of some UFOs (pp 245-246), representing flying time machines returning to a Pre Devastation past.

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21: 70s Nightmares.


The turbulent 70s gave rise to numerous concerns; from anxiety over social and technological changes, threats of war and upheaval to worries over the environment. This chapter (by providing a series of scenario outlines and associated information) provides a means to incorporate such elements into Thriller 70 games. Commissioners may wish for such a nightmare situation to be resolved and for history to more-or-less follow its original course. This could involve the players helping eliminate factions responsible for the chaos. Outside factors might include the discovery of North Sea oil or other reserves elsewhere. Other possibilities include a switch-over to a new energy source, UN/NATO intervention or OPEC mysteriously finding additional oil supplies. Alternatively, the situation could deteriorate, leading to an alternative version of the UK.

The Long Seventies


While most Nightmare Situations are assumed to have a comparatively short duration, some Commissioners may desire a longer timeframe. If so, assume a prolonged Nightmare Situation causes technology to initially fall to pre-industrial levels but eventually recovered to immediate pre-disaster levels after a decade or so in most places. However, no meaningful technological progress has occurred since then. One factor to consider is that 70s hardware represents the last forms of technology prior to ubiquitous microelectronics. As such more advanced electronics may not be practicable in the game setting, given they require a delicate and complex manufacturing infrastructure. Some items such as mobile phones would be impossible in a post-catastrophic world; requiring a cellular mast network whose expansion was fuelled by a stable, vibrant marketplace over several decades! Another possibility is the limited practicality of early micro-electronic devices caused their potential to be overlooked in a world recovering from a major disaster. An England ruled by a stern religious cult might reject such devices on theological grounds, deeming them as mocking the human mind!. A turbulent political situation, poor access to necessary rare elements and protectionism might result in whatever devices existing not enjoying a wide circulation. There may also be cultural prejudices towards such devices especially if EMP caused early predisaster microelectronics to fail catastrophically. In some Long Seventies settings people have ready access to pre 70s technology but more advanced devices are rarer and poorly-circulated. Alternatively there may be ready access to 70s technology but nothing more advanced. Another possibility is that some microelectronics are available, but poorly distributed or even banned. See pp 170 for a list of emergent microtech devices.

Wars and Rumours of Wars:


Reality 4 Russian military power had reached its peak by the 1970s. The Soviet Union was perceived as a significant threat to the capitalist West due to possessing a massive army, a considerable nuclear stockpile and its stated directive of globally propagating Communism. The 1970s fear of Soviet invasion or infiltration was therefore a notable one... On December 24, 1976, the Red Army invaded Afghanistan and continued to push onward into Pakistan; promptly countered by an attempt to liberate the country by

Soviet Invasion

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Western forces. The conflict officially erupted onto the European theatre on the 6th January 1978, with Russian tank divisions moving into West Germany - formally instigating World War III! This advance was only halted by a last minute decision to use NATO MGR-1 and MGM-52 nuclear rocket divisions. The Soviets responded by limited nuclear attacks on various military installations and European cities (including, in the UK, London and Manchester). In most instances this was followed with a ground assault on significant NATO countries. In the UK, four Spetnaz divisions were parachuted into the country, followed by a mass assault by conventional forces. The war enters a protracted phase with losses and gains for both British and Soviet forces... Factions: The main friendly factions in this particular Nightmare include the British regular Army, the Home Guard (see below) and MI5. Enemy factions include the Red Army, Spetsnaz (see below), KGB agents, ideological agents, Sleepers (pp 203) and maybe outside elements such as the Eire Volunteer Militia (EVM) (pp 192). Home Guard. The Home Guard are a militia force consisting of any able-bodied volunteer from the age of 18 to 50. Their remit is to protect the UK from any foreign invader by any means possible. Most Home Guard members will have the Territorial Army skills package, either acquired formally or informally in the field. They are equipped with both modern ordnance and WW2 surplus firearms. In the instance of the UK falling under enemy occupation, surviving Home Guard elements regroup into local cells to form the British Resistance (or Auxiliaries), continuing the fight on a covert level. Some use concealed Operational Bases (OB) originally constructed during WW2. Spetsnaz Comparable to Britains SAS, four units of these force of special purpose" were parachuted into the UK on the eve of invasion. Their remit was the assassination of key figures, disrupting communication and destruction and/or occupation of key instillations. In an invasion situation they may be encountered anywhere in the UK, either in uniform or out of it due to their significant infiltration skills. Spetsnaz operatives should be created as veterans with 5 or more years experience and a heavy emphasis on military skills. All possess the Elite Solders package (pp 22). In keeping with their fearsome popular image all Spetsnaz have Luck ratings! Commissar A Military Commissar is army officers served with ensuring those within their remit remain loyal towards the ideals of Communism. Political Commissars are charged with the same duty in regards to civilian populations. They play a pivotal role in the enforcement and propagation of Communist ideals in newly captured areas. Any character of a Soviet origin can be designated as a Commissar by adding the following skills; +20 Aware +20 Administration, +40 Philosophy (Communism) and +1 to Rank. Those assigned to duty in the UK would also ideally speak fluent English. What happens next? The circumstance of this particular Nightmare Situation is shaped by the eventual outcome of the Soviet invasion; In the case of a continuing conflict, the U.K suffers severe inconveniences and shortages due to the ongoing war. Sudden death through violence becomes an

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everyday fact of life. Most people between the ages of 18-50 are either in the regular army, the Home Guard or carrying out war-related work. Areas may suddenly fall to enemy forces, only to be liberated; perhaps up to several times or more! The country will be effectively under martial law, resulting in the death penalty being reintroduced for serious crimes such as looting and espionage. Red scares will occasionally sweep the community with MI5 leading the hunt for suspected sleepers, Soviet sympathisers and embedded Spetnaz or KGB operatives. Characters will usually be members of the conventional armed forces or Home Guard unit; games will have distinctive military overtones, with war movies serving as a fertile ground for ideas! If the Soviets win or at least acquire significant portions of the UK the country becomes spilt into Communist and Free British regions. Communist areas are run by political units termed Soviets councils consisting of mostly imported Russians, Soviet army officers, Commissars and indigenous supporters. These Soviets subsequently form committees with oversight and control of key areas of life on a day-to-day basis. The Free British areas support the exiled British government and actively resist the Soviet invaders via guerrilla warfare. They live in constant fear of attack and suffer notable shortages of food, equipment and other essentials. Hope has recently come in the form of coded messages relating to Operation Ironsides; a rumoured counter strike by NATO forces assisted by other countries fearful of Soviet expansion; i.e. Australia, India, Pakistan and China. Characters work to secure the success of Ironsides and the continued survival of the Free British zones. In the case of an eventual Soviet defeat the UK retains its independence but is seriously devastated by the war. Among other complications, pockets of surviving Soviet army units maraud through the countryside. Areas subject to nuclear strikes follow the guidelines on pp 186-187. Setting Details: Society remains fairly conventional, but with the added complications of living in a war zone. Food and oil shortages are commonplace in most areas of the UK. Useful career options include: Army, Citizen, Ex Criminal, Spy, Specialist, Police Force, Reporter, Pilot and Army Elite Squad (usually SAS).

Some Example Soviet Firearms:


The following is a representative sample of the more common 70s era Soviet military small arms. Most conventional weapons listed elsewhere (pp 72) have more-or-less direct Soviet equivalents; but generally assume rounds are not interchangeable between Western and Russian firearms! Weapon Semi Automatic Pistol: 9mm PM Makarov Assault Rifle: 5.45mm AK74 Sniper Rifle: 7.62mm Dragunov SVD
Other:

WF +80 +140 +180

Ease -20 0 +10

Rng 25 250 400


2,000

WM

S 8 30 10
1

Wgt 1.6 6.8 10.5


8

ROF DA(BB) AS/B2 AS

REL EX AV EX

+1 +2 +4
+20

9K11 Malyutka anti tank

+1000 A/3 -40

1 per 3 Recounters AV

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Some Common Soviet military vehicles:


Listed below are a few of more common Soviet military vehicles of the period. All vehicle have NBC protection other than the open-topped BMP-1. Use the nearest equivalent generic type listed in the vehicle section (pp 112), adjusted to fit the descriptions below. Assume a cargo capacity equal to 20% of vehicles weight. BRDM-2: An amphibious reconnaissance wheeled vehicle with a crew of 4, weighing 7 tons, speed of 60mph (6mph in water), range of 460 miles. Armour; 200 (front) 150 (other locations) no top! Wheels are unprotected. BTR-60 PB: An amphibious wheeled APC carrying 8 troopers and a crew of 3. It has a range of 300 miles and a speed of 50 mph (6 mph in water).Both are armed with a 14.5mm turret mounted machine gun and 7.62mm machine gun mounted in a coaxial manner (i.e. bearing in the same direction and relying on the vehicles main turret for traverse) Armour; 400 (front) 150 (other locations) BMP-1: This is an amphibious tracked vehicle weighing just over 13 tons. It has a crew of 3 people and can carry 8 passengers. Speed is around 40 mph (6mph in water) with an operational range of 370 mph. The BMP-1 is armed with a 37mm smoothbore gun, a 7.62mm coaxial gun and has a launch rail for wire guided 9K11 Malyutka (Sagger) anti-tank rockets. Armour; 600 (front) 300 (other locations) T-72 Tank: This MBT weighs around 40 tons and is crewed by 3 people. It has a speed of 35 mph and a range of 250 miles. The T-72 is armed with a 125mm tank gun and two machine guns. Armour; Front 2000, Sides: 1000, Rear: 500 (Reality 4) Following the re-election of the Wilson government in October 1974 right wing elements within British society became concerned that Labour - and English socialism in general - was a front for the advancement of Soviet communism. A number of spurious scandals, blackmail attempts and odd burglaries associated with high ranking Labour figures were formulated in the hope they would destabilise the Wilson regime, albeit without success. To further this objective the period also saw the establishment of well-funded right wing pressure groups and even private armies. The election of Margret Thatcher as Conservative leader in February 1975 coalesced these efforts, the militant right seeing in her a leader who would promote their values. Rumours that Wilson was going to stand down as Prime Minister due to ill health were confounded in his now-famous television broadcast in February 1976, which (in actuality) announced his intention to serve a full term. Due to this rightist army and security service elements formulated their now infamous coup. Initially disguised as an unscheduled joint training exercise, the coup cumulated in the seizing of key installations including the Houses of Parliament and Number 10. Unfortunately, in the confusion Wilson was cut down by a burst of Sterling machine-gun fire as he fled Downing Street.... Lord Louis Mountbatten was initially offered the post of Provisional Leader, but angrily refused, terming the coup a vile act of treason against the British people. Following Mountbattens example the monarchy declared themselves politically neutral and moved to Balmoral for the duration. The rightist Nationalist Interim Government was formed without their desired figurehead, their cabinet consisting

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of coup supporters from the military, MI5 with Margret Thatcher as Caretaker Prime Minister. Parliament has been closed and the normal democratic process has been suspended until the restoration of civil order. Despite meticulous planning the coup was far from being the total success hoped for by its advocates. To the surprise of many within the right a sizable number of the military and the intelligence community rejected the coup attempt as unconstitutional. Aided by this support surviving members of the post coup Labour administration fled London and established a Provisional Democratic Government located in Birmingham. Merlyn Rees (formerly Secretary of State for Northern Ireland) is currently Acting Prime Minister for the Democratic administration. While the Nationalists have seized London and most the Home Counties, the Democrats hold Wales, Scotland and Northern England. Northern Ireland has ceded from the UK and formed the Ulster Dominion, with the Queen as their official head of state. This move has been widely rejected by republican elements, resulting in a mini civil war within a civil war, pitting Catholic against Protestant. Cornwall is a wild unclaimed land which has mostly ceded from the UK, discovering a newly found independence culture based on its Celtic roots. The region controlled by the Nationalists experience acts of terrorism from the radical left (both independent and otherwise of Soviet sponsorship.). Labour controlled areas also experience attacks from pro Coup army units and MI5 agents. Border areas between Nationalist and Democratic zones see the most protracted and fierce conflict. To date the war has been evenly paced, with losses balanced by gains and no decisive victory in sight. Trade Union membership is banned in Nationalist areas, where the class system has returned with a vengeance. As a result revolutionaries (and covert Democratic efforts at subversion) find much support among the working class demographic within Nationalist zones. Likewise, the upper middle classes living in Democratic areas are often treated with suspicion by the labour administration. This has induced mistrust and cultural paralysis that has only succeeded in muddying the political situation and lengthening the war. The UKs membership of NATO has been temporarily suspended and Command of BAOR (and its nuclear weapons) has been passed to NATO command until the civil war is resolved. The Church of England has declared neutrality, ministering to the spiritual needs of both sides without prejudice. High ranking church members are often favoured as Envoys when negotiations between Nationalist and Democratic factions are necessary. Church of England attempts to negotiate a ceasefire are being aided by Henry Kissinger and President Jimmy Carter; but with little success to date. Carters greatest fear is that one faction will resort to nuclear weapons to end the civil war. The US has therefore threatened to consider retaliation against any faction that proactively employs nuclear weapons. Setting Details: Society remains fairly conventional but suffers from the occasional military strike and a greater degree of terrorism. Despite this life remains fairly orderly and society retains a reasonable degree of cohesion. Nonetheless, food and oil shortages are commonplace in most areas of the UK (although Scotland is much less affected due to its recently tapped North Sea resources. Useful Career options include: Army, Citizen, Ex Criminal, Spy, Specialist Police Force, Priest, Reporter, Army Elite Squad (Spy and Medical Doctor

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The only exotic options available in this setting are C-operative and Envoy. If the C-Squad setting is incorporated within the English Civil war, ignore the first and second paragraph of the C-Squad write-up. Assume the first C-Squads are founded in mid-1976 as a consequence of the Civil War, with all listed units in existence by 1977. Both factions have independent C Squads, with considerable antagonism between Nationalist and Democratic units. C-Squad actions can be focused on suppressing the activities of rival units and the neutralisation of hostile political activists; the latter creating an indigenous situation comparable to the Argentinean Dirty War of the 1970s. Commissioners may further rule that Territorial Army Training is mandatory for all males under the age of 40 in both Civil War factions.

The End Times...


Reality 4 The 1970s were typified by fuel shortages, inflation and civil unrest, which some feared marked the cusp of a new dark age Nightmare Situation: The Great Collapse. It all began when the main oil-fields experienced marked declines in petroleum yields by the early 1970s. While the UK invested great hope in supplementing these dwindling imports with North Sea oil, they failed to secure any deposits; the majority acquired by a belligerent and enriched Norway emboldened by its victories during the Cod Wars. Other potential sources were blocked by an almost contagious outbreak of protracted regional conflictswith even the US afflicted by a Second Civil War. These factors resulted in the global upheaval termed the Great Collapse; an era typified by shortages, chronic poverty, crime and civil disorder. In a threadbare Dark Britain engendered by this situation, public utilities, hospitals, broadcasting and similar institutions are faltering and impoverished. Locating equipment and replacement parts is difficult, with most items acquired through scavenging and maintained by jury-rigging. In game terms, acquiring an item on the market involves use of Trader skill rolls vs. a Diff of 20 to 100, depending on rarity of item requested; a successful request taking 2d10 days to arrive. Civil agencies may approach the army for comparable equipment; succeeding with a successful Diff 40 to 120 Administration roll. The players may mitigate shortages by aiding a faction wealthy in one resource in order to trade for another one motive for surviving government factions to send players into unfriendly territory! In game terms savaging for replacement parts involves Aware or Locus skill to find a potential supply followed by 1d5 hours of searching and successful use an appropriate skill. A FUBAR result locates seemingly working components which transpire to have hidden (often dangerous) flaws. Money still retains a value at least in some places, but shortages have resulted in considerable (and variable) inflation, while barter is becoming a significant part of life in regard to everyday transactions. Most items cost twice normal value. While black market contacts (located via a successful use of the Street skill) can find virtually anything but at five times normal value, combined with the potential risk of dealing with criminals! With petrol scarce and (when available) selling at around 10 per gallon, horse drawn transport is increasingly becoming

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commonplace on the U.Ks crumbling road network. As a consequence players are advised to reallocate points from their characters Drive skill to Ride (Horse) or Drive (Horse and Cart). Most British towns and urban areas are unkempt, threadbare, crumbling and often perilous. Gas and electricity is scarce, with regions subject to regular, scheduled power cuts. Some manufacturing industries somehow keep going albeit in a patchy and reduced manner. The force of law and order is weakening, with some areas effectively ruled by local bandits and criminals. A few regions have resorted to hiring contract law enforcement agencies but they are unpopular due to their reputation for being lax, brutal and greedy for bribes. Some regions have fared better, protected by surviving large police, C Squad and army divisions; although all such establishments have a seemingly insatiable hunger for the fuel, food and spare parts required to sustain them. Some isolated or strategically unimportant areas have unfortunately fallen from government control. As a consequence some have adopted a back to the land Communard lifestyle centred on self-sufficient communes; a hippy dream rendered practicable by the changed socio-political climate. While lacking in technological good they usually have ample food and other commodities to trade. Many are orientated around an ideology incorporating vegetarianism, ecology and new age beliefs, and a few are notable cottage industry producers of illicit goods such as cannabis, magic mushrooms and LSD 25. Other communes are orientated around political or religious ideologies; their acceptance of drugs and rival groups is fairly low, transgressors often harshly punished. In addition to the black market three main criminal elements now dominate Dark Britain. Organised criminal gangs (Hoods) and terrorist/bandit groups (Gangers) fight each other and law enforcement for control of impoverished and terrified communities. Riders comprise the third faction consisting of nomadic gangs roaming the countryside in search of plunder. While derived from biker gangs, fuel shortages are forcing a substantial number to swap mechanical horsepower for the organic variety. In regards to technological and social progress most of the world is locked into a long Seventies situation as outlined on pp 179.

Nuclear War:

Reality 4 Fear of nuclear conflict was a notable undercurrent of 1970s life, mostly as a consequence of the continuing Cold War. The most likely trigging event was generally considered to be an attempt by the USSR to capture West Germany with their considerable tank divisions, escalating into strikes on various UK cities, industrial centres and military bases. The following notes mainly assume a limited nuclear exchange, resulting in only a relatively few cities and strategicallyimportant areas being destroyed; levelled and poisoned with radioactivity and probably uninhabitable for centuries. For ease of play assume the game setting

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commences several months or more after the last nuke was detonated and any associated fallout has dispersed. Many areas are assumed to have survived more or less intact the greatest hazard during the conflict resulting from drifting clouds of nuclear fallout. Socially, unaffected areas of the UK may be impoverish, comparable to the situation described in the Great Collapse section (pp 184-185). Depending on severity, surviving government may be organised as described in the Post nuclear governance section, below. Nuclear weapons the physical after-effects A nuclear strike area can be divided into various zones of effect. The inner zone of a nuclear strike (anything from 500 metres up to 2 miles or so) is mostly levelled... If the area was targeted by a direct nuclear impact (or ground burst) the Inner Zone remains dangerously radioactive for decades, if not centuries. However, an area struck by an airburst has little - if any - residual radiation. In either case, virtually no-one (unless residing within a well shielded location) survives, with traces of odd human-shaped shadows visible on some remaining structural features. Within the Outer zone of a nuclear strike (covering an area of anything from 3 to 20 miles) most buildings will suffer severe to critical damage although a fair number of structures may be repairable. Few if any buildings have intact windows. There is little, if any, residual radiation in this zone. People in this area were unlikely to have survived if caught directly in the nuclear blast, but those in any reasonably sheltered position had a reasonable chance... albeit forced to stay in cover for several weeks afterwards to avoid exposure to fallout residue as it gradually decays to a safe level. Within this zone a victim directly exposed to a nuclear explosion takes 1d10+2 damage due to radiated heat and +300 WF falling damage due to blast effects. Buildings within the Boundary Zone, 5-50 miles of the impact point (or Ground Zero) will show some damage but will be mostly intact many have broken windows, dislodged roof-tiles and chimneys. The majority of people survived in this area but were probably forced to reside in home-made shelters for several weeks to avoid fallout exposure. Within this zone a victim directly exposed to a nuclear explosion takes 1d5 damage due to radiated heat and +100 WF falling damage due to blast effects. Most electronic devices containing transistors, integrated circuits and microprocessors are likely to have been rendered non-functional by EMP unless the circuitry was valve-based. The Commissioner should rule what effect EMP has on bionics and other Paratechnology. Wiring that managed to survive the blasts is serviceable but may require some repair. Radiation. The following table can be used to determine the consequences of being exposed to radioactive contamination. A typical residual source emits 1-10 Str of radiation per specified period (usually ranging from 30 minutes to an hour or more). Each period a characters ST is exceeded by radiation exposure, roll again on the table but adjust result to the next worst result (i.e. A NAILED result is adjusted to a SORTED, a SORTED to a SCREWUP. Etc. On the next such interval check, adjust result down by two factors and three factors on the third check (if any). Death from

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radiation is assumed to automatically occur (taking 2d10-2 hours) if exposure equals four times victims St. NAILED: exposed character suffers a -20 reduction to all attributes for a week; no other effect. Suffers from 1 WND due to ionization-induced skin damage; takes 1 week to heal. SORTED: Character is immobilised by various afflictions (vomiting, headache, weakness, diarrhoea and hair loss). -50 to all attributes for one week, Mv reduced by half for 1 week. Suffers from 3 WNDs due to skin damage; takes 1 week to heal. SCREWUP: As Sorted above; but character must make another roll in three days any roll worse than SORTED indicates the character dies of radiation poisoning. Otherwise, the victim suffers 4 WNDs due to radiation, taking 2 weeks to heal. FUBAR: Character dies within 3 hours -a blessed release in many ways The Inner Zone of a nuclear impact zone is likely to remain radioactive for decades, if not centuries. An individual entering such a region takes a ST 10 radiation attack per 30 minutes spent within the Inner Zone; making the first radiation check (matched vs. victims St) one hour after initial exposure. Taking iodine tablets within 3 hours of exposure adds +100 to St for the purposes of resisting radiation effects. If character survives they retain 10% of total Str of radiation inflicted upon them in the form of Retained Rads; but only 1% is retained if taking an iodine table within 3 hours of exposure. Some characters may be survivors of a nuclear strike and therefore opt to suffer from the Residual Rads and Flash-Burn Bents. A realistic depiction of a nuclear strike should also take into account the likelihood of increased instances of cancer, etc. In such games the Bleak Future Bent may be common! Less realistic mutants are detailed on pp190. The Commissioner should further decide whether the nuclear outrage was associated with environmental side-effects, such as increased UV exposure and a nuclear winter. Where such effects are prevalent characters should mostly cover themselves when outdoors with brimmed hats and goggles (but not sunglasses unless they incorporate UV protection). Unless so protected an individual takes 10 Strength residual rads per full summer of exposure. Nuclear winters will probably cause famines that reduce the UKs surviving population by a factor exceeding deaths inflicted by the nuclear exchange, and would continue to inflict hardship for at least several years afterwards. Food and similar produce will be scarce; being worth 2-5 times its usual value. Characters are likely to be undernourished and so enter play with half their normal fatigue value; this attribute is restored to full value following a month of adequate nutrition. Post nuclear Governance: Given adequate forewarning of a nuclear conflict national government would be transferred a secret underground complex codenamed Burlington (now known to have been located in Corsham, Wiltshire), while the royal family would be evacuated to Canada. It was planned to divide the United Kingdom into 9 administrative regions, each governed from a designated RSG (Regional Seat of Government). These took the form of a sophisticated underground bunker providing (cramp) living space for several hundred personnel; incorporating radiation shielding, air filtration systems, an independent water supply along with medical, broadcasting and computer resources. RSG bunkers possess sufficient rations and supplies for 3 months of autonomous operation. County councils would assist

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recovery from designated operation centres often much less sophisticated than RSG bunkers. Central to operations were the Royal Observer Corps; civil defence personnel located in a national network of shielded monitoring stations whose purpose was to determine the extent of regional nuclear strikes, radiation levels and fallout patterns. 1970s era Civil Defence focused on self-help and keeping people in their own homes; official advice outlining how to create basic radiation and fallout shelters from everyday materials. The effectiveness of such improvised countermeasures was highly questionable; at best reducing casualty levels to some degree in Outer and Boundary nuclear blast zones. More useful professional shelters capable of surviving an indirect Inner Zone impact were available, costing at least 20,000 and taking several weeks to build. The focus of government in the immediate aftermath of a nuclear war would be to clear inhabitable areas of bomb damage and to establish treatment and ration distribution centres. Medical care would be relatively basic; the most seriously injured being euthanatized. With money effectively worthless survivors would be obliged to perform work tasks in return for rations and other official assistance; initially rubble clearance and later direct food production. Any locally produced food and vital resources would (ideally) be supplemented by imports sourced from Commonwealth countries, although mode of payment could prove to be a problem. The country would be under martial law , with perceived transgressors being shot on sight by those responsible for keeping order (most likely the army); or at the very least arrested to face a rudimentary court martial followed in most instances by execution by firing squad or hanging! The above assumes a relatively modest and restrained nuclear attack involving no more than 2% of the Warsaw pacts warheads being directed towards the UK. A higher quantity of nuclear strikes is more likely, with some estimating that Inner London alone could be targeted by at least 30 high-yield warheads, with multiple nuclear strikes creating overlapping zones of destruction. A very severe conflict would probably render the UK mostly uninhabitable for centuries... Even a relatively limited exchange would result in millions of casualties, initially as a direct consequence of the bombing followed years (and decades later) by the effects of lingering radiation, environmental damage and the loss of a modern food production infrastructure and medical resources. Under such conditions the UKs population would likely be reduced by as much as 90%. A sudden attack is also a distinct possibility, given the U.Ks most sophisticated missile detection system provide only 2 minutes warning of a nuclear strike. This would effectively rule out the chance for any meaningful civil defence planning. Reality 3-4 The seventies were witness to several significant pandemics, albeit on a comparatively minor scale. Nonetheless, this awakened fears of a 1918 style Flu plague (either naturally or engineered) capable of killing a significant proportion of the UK population. This nightmare vision of the 70s assumes a pandemic (involving a mutated form of influenza) has wiped out around 80%-90% of the population, resulting in a situation identical to that of the Great Collapse described on pp. 184-185; albeit with a lower population base!

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Super Influenza (London flu): Reality 4 A variety of genetically engineered or naturally mutated flu virus capable of wiping out most of the worlds population. Strength Factor: 140 Onset: 1 day Period: 3 hours Effects; 1 attack per 3 hours; continues until a SORTED or NAILED effect occurs. MU and ST halved while infected (P reduced to -40 while infected)! Alternatively, a more exotic virus could have even more drastic effects. Such extreme viruses incur the added complication of afflicted survivors roaming cities and the countryside! In both instance characters and most unaffected survivors will be immune to the virus responsible unless it mutates - although such adaptive change is rarely mentioned in fictional seventies era depictions of such fictional disasters

Reality Scale: 3 Agent OMICRON: Agent Omicron represents the ultimate viral doomsday Highly lethal, it also causes additional social disruption by transforming many of those that do survive exposure into raving psychopaths!
Strength Factor Onset Effects: 160 1 day Period 1 hour 1 attack per 3 hours; continues until a SORTED or NAILED effect.

MU and ST halved while infected (Physical attributes reduced to -40 while infected)! Once character reduced to Death level Roll ST vs viral Strength. A SCREWUP result or less indicates the character dies. A SORTED result indicates the character goes into a feverish coma for one day and awakens as a ghoul: adjust attributes as follows: -20 IN, +20 MU +20 ST Victim gains the Albino, Bestial and Psycho Bents A Nailed result indicates the character recovers and is an immune!

Reality 3-4 Ecological disaster was a popular topic for science fiction films and literally fiction during the 1970s, reflecting a growing pessimism relating to mankinds future. This Thriller 70 nightmare variation thus assumes that by the mid 1970s a combination of overpopulation, rampant consumerism, wars, oil shortages, climate change and pollution has effectively ground technological progress to a halt, incidentally giving rise to a Long Seventies situation (pp 179). Food and all material goods are in short supply and most people are relatively impoverished. In regard to the latter, it results in all attribute and skill attempts suffering from an additional 20 penalty voided if the character has consumed a reasonable meal within the previous 8 hours. Society is organised as described in the Great Collapse setting (pp 184-185) - but this version of the UK features rampant overcrowding and notable competition exists over acquiring food. Most areas have a cluttered, dirty and crumbling urban feel; characters can rarely run and often has to negotiate crowded areas (half Mv in this instance), and actions requiring some degree of space to enact also suffers an additional 20 to 50 Diff. To reflect the resource-exhausted nature of a Dying World setting, multiply all cited prices and halve any cited quantities of goods. Technology will have an unadorned and utilitarian appearance. All items made to maximise reusability whenever possible, given that any display of waste or excess is deemed socially abhorrent, and is often a serious crime. Vehicles usually run on solar-

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charged electrical batteries or alcohol; reduce maximum speed to 3/4rd and halve cited mpg. Petrol is available at x100 cited cost! If the Commissioner wishes, some Seventies Future Tech may be available on a limited basis. For a less crowded setting the Commissioner can assume that an epidemic (such as The London flu (pp 198) swept the world a decade previously and drastically reduced population on a global scale, although the world remains under-resourced and hungry. Scenarios could revolve around apparent solutions that are not all they seem, along with conflicts arising from humanity fighting over the final remaining scraps of food, resources and technology. Reality 3 The 70s were a time when environmental concerns regarding the long term effect of pollution first began to be a notable counterculture concern, although it would be another decade before it became a serious mainstream political issue. Situation: The Sickly Earth: In this interpretation the Great Collapse (pp 184-185) was mainly caused by a breakdown in the Earths ecological balance. From the late 60s through to the early 70s pollution resulted in a unholy combination of unseasonable weather and a build-up of toxic agents in the soil; resulting in devastating famines, protracted droughts and outbreaks of chronic disease. These have resulted in markedly reducing the UKs population and fragmented the country. One positive outcome is that, with the resulting reduction in industrial output, the Earth is beginning to regain its natural equilibrium. A new vision of the UK is being attempted, where people live in balance with nature, hopefully avoiding the ecological consequences of unbridled industrialisation! Human Mutants may appear in games with a long seventies or alternative reality setting. Realistic variations include Albino, Bleak Future, Disfigured, Mutilated (pp30-32), ESN (pp38), Mental Disorder (pp38), Psychopathy and Rage (pp39). Positive mutations include enhanced attributes, the physical Gifts on pp44-45 and more fantastical powers such as Hypnosis (pp40) and the Hardman (pp48), Protection & Psychic ability (pp49) Gifts. Certain attributes may be +40 higher, others -20 or lower, depending on the nature of their mutagenic change. Mutant Animals: Exposure to radiation, chemicals and waste may induce abnormal growth within certain animal species (esp. vermin). Affected creatures might have other unfortunate side-effects, such as increased aggression! Only a few examples are given here the Commissioner may create extra sized and aggressive pollution mutants of any species desired. Vermin type creatures are encountered in swarms of 2d10 or more.

Pollution:

Mutated Giant Rats


These enlarged vermin have an evil temperament and no fear of humans. Their accelerated metabolism makes them perpetually hungry.
SZ: Med LO: Q Mv: 8 HD:+10 WToL:5 -1E WND adjustment ABS Mu: +20 St:+20 De: +40 In: 0 Co: -40 WF: +20 BLoSH:-1/-3 Special: Attacks: (Bi) Disease ARM:0

Killer fish
These once tropical carnivorous fish have somehow adapted to cold water environments by exposure to pollution and have acquired the same ravenous and fearless disposition as the mutated giant rats.

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SZ: Sm WF: 0

-1E WND adjustment ABS

LO: S ARM: 0

HD:+10 Mv: 14

Mu: 0 St: +10 De: +60 In: -40 Co: -40 Special: Attacks (Bi). WToL:1 BLoSH: 0/-1

Mutated Ape
This creature represents a group of feral apes that somehow escaped human captivity and subsequently altered by pollution or a similar agent. Their IN and Co are, as a consequence close to human levels. They may use human technology the extent of their tool use determined by the Commissioner. Some Mutant Apes are capable of guttural speech, although most continue to communicate in a typical ape-like manner. SZ: M LO: B/Q HD:+60 WToL: 20 BLoSH: -3/-6 Mu: +80 St: +80 De: +40 In: -10 Co: -20 WF: +20/+40ARM:+20 Mv: 20 Special: Attacks (Bi+Re) Aware: +40 Killer Slime This Threat takes the form of mutated super algae created by exposure to pollution radiation, a chemical, or even an alien life-form. Whatever its origin, Killer Slime expands at a rate designated by the Commissioner; usually 1 square foot per Action (3 seconds). Killer Slime can only be destroyed by fire or chemical means; neutralising it within 2 Recounters. Exposure to Killer Slime either results in 1 WND per Action or a specific 100 Strength effect chosen by the Commissioner.

Fear of technology:

Reality: 3 The troubled 1970s witnessed the first cracks in the futurist dream. While the variety of consumer electronics began to significantly widen, counter-culture thinkers expressed scepticism over the course of technological development. Concerns began to be widely expressed over the depletion of resources and the decline in traditional skills along with the fear of humans eventually being replaced by machines. Human existence also seemed no more improved technology only providing more ways for our species to harm themselves and the world around them! Nightmare Situation: The Switch Off A sudden environmental (or cosmological) change has induced chronic Electromagnetic Hypersensitivity throughout much of the worlds population. As a consequence, all forms of radio or TV transmission are widely shunned in this nightmare version of 70s Britain. Mechanical devices and wires shielded by metal, stone and or dirt do not induce this reaction. Society struggles to stay integrated under these new unwelcome and involuntary restrictions.

Electromagnetic Hypersensitivity This is a 300 Strength Co attack with a global influence. Anyone within 10 metres of a functioning electronic device must make a Co roll; those who fail attack it until it is rendered inoperable. Commissioners can assume that once a Game Persona fails their Co roll they always fail it thereafter. Player characters with the Electrician gift are immune to this malady; a character that succeeds in three such rolls in succession is permanently purged of this affliction.
Special Gift: Electrician.

The character is immune to the Electromagnetic Allergy. In a Nightmare situation most affected people may look upon them with suspicion; a -60 reaction penalty if

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this is the case. Alternatively, they may be viewed as vital in finding a solution to the Switch Off.

Natural Disasters:

Reality: 3-4 The numerous disaster movies of the 1970s express the fear of nature going wrong; demonstrating how powerless mankind was for all his hard-won sophistication. The world disturbed... This setting features a UK more or less comparable to the actual 1970s with one significant difference; the world is threatened either by an asteroid collision or mysteriously begins to suffer waves of anomalous unseasonable weather, followed by other unusual disasters such as earthquakes in geologically stable areas. Players must thereafter survive the disaster and negotiate the consequences; rescuing survivors, avoiding criminals and disease along and attempt to restore normality. The players should be given the option of discovering the cause often by locating an obscure scientist who knows the answer or physically intervening by employing some novel technology. Causes of a disturbed world could include planetary alignments, sunspot activity, deep oil drilling or disruption of plate tectonics by nuclear testing. An asteroid strike is comparable to a nuclear explosion; the event generates no radioactivity but covers a much wider area and creates a nuclear style winter lasting several years or so.

Social Nightmares:
Reality 4 Seventies Britain was subject to a protracted car-bombing campaign by Irish Republicans, who were also responsible for the assassination of several significant establishment figures. As such, sudden death caused by hidden explosive devices represented a significant and real fear for city dwellers during this decade, while rural dwellers could be host to visitors wishing to acquire the raw materials for such actions such as fertilizers and vehicles. The 70s also witnessed numerous aircraft hijacking events; the aircraft and passengers usually taken hostage for political or financial motives. Reality 4 Faction: 1000 Suns This faction consists of various disaffected physics students and nuclear industry workers secretly using their skills and access to fissile material to create low yield nuclear weapons, such as the Suitcase Nuke (pp 148). Their intention is to topple what they deem a decadent society and correct the error of overpopulation. They believe humanity will be bettered (in the long term) through mutations arising from nuclear exposure. Faction: Eire Volunteer Militia (EVM). Reality: 4 This faction aims to free Northern Ireland from British occupation through acts of terrorism. Existing in the form of small autonomous cells following broad objectives, the EVM have carried out various assassinations and car-bombing

Terrorism:

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attacks throughout the U.K. Members are predominantly Catholics with a native Irish heritage, but politically can be of any persuasion; extreme left and right wing views being commonplace. Whatever their individual beliefs, all are committed to the ideal of a United Ireland. It is rumoured the EVM is funded by various wealthy backers both from Ireland and elsewhere in the world. In furtherance of their declaration to support the global workers struggle, the USSR also offers occasional military assistance, Russian hardware often being found in EVM arms caches. Some key EVM members have high Ordinance skill levels and are capable of producing improvised but effective explosive devices. Faction: Ulster Orange Brigade (UOB or OB). Reality: 4 This faction consists of Irish Protestants descended from British and Scottish settlers who came to Ireland from the 16th through to the 20th century. Their aim is to keep Northern Ireland within the United Kingdom. They generally avoid bombing campaigns but use car bombs and targeted shootings against prominent Irish Catholics, particularly those suspected of being EVM operatives or sympathisers. As with other secret militias they are organised into self-sufficient cells. Most Orange Brigade members are staunch Protestants who adhere to a centre-right wing ideology. It is strongly rumoured the OB is aided by members of the British political establishment and intelligent services. Funding tends to come from within the Irish Protestant community, but some British arms and military equipment may be supplied through theft or covert assistance by MI5. Hijack groups: Any faction listed in this section (and elsewhere) can be used as hijack instigators, the crime used as a means to gain concessions to further their ideological-based motives. Alternatively, they may just want to flee to a region potentially more sympathetic to their ideals. Technology: The EVM, use the small arms given on pp 72, along with the Russian firearms on pp 182. Car bombs and similar devices are given on pp 72. The UOB will use similar equipment, albeit with a bias towards obsolete British military firearms, most notably WW2 era surplus weaponry.

Religious Cults.

Reality 3-4 New religious movements were a notable factor of 70s subculture; their growing (but still modest) influence a major concern to some. The typical image of a 70s era cult is of a novel faith based on eastern religions such as Hinduism or Buddhism; although some are based on a revelatory or even apocalyptic interpretation of Christianity. Adoration is often focused on the cults founder, who in some instances requires total devotion (and obedience) from their followers. Cult members are often expected to live communally, giving all their worldly goods and money to the cults administration. It is also commonplace for cult members to change their name and avoid contact with non-cult members, including friends and family. The personality change exhibited by converts is often perceived as brainwashing; psychological conditioning by high ranking cult members.

Faction: Children of Love:

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This new religious movement was founded in the late 1960s by Swami Gagandeep Baura. Since that time it has spread quickly throughout the world, attracting a small but significant number of converts. The Children of Love believe in a communal lifestyle focused around an egalitarian form of Hinduism, coupled with aspects of tantric Yoga. Baura moved to England in 1969, buying an old Oxfordshire country estate and adapting it to become his faiths headquarters. Some controversy has arisen over media claims relating to Bauras investments in armament companies and reputed affluent lifestyle, along with allegations his followers indulge in free love and use illegal drugs such as LSD. Faction: One Way Consciousness: While climbing Mount Snowden in June 1970 computer programmer Jonathan Eddows reputedly experienced a spiritual revelation, where he was proclaimed the Messiah Aquarius by a mysterious disembodied voice. From that juncture Eddows claimed repeated visions relating to the End Times, along with instructions from a supernatural entity termed Eschaton relaying advice on how to best prepare for the encroaching dark era. Since his revelation Eddows has been busy establishing The One Way Consciousness group presently numbering 80 or so people occupying a disused caravan park in Mid-Wales. It is thought Eddows indirectly influences or interacts covertly with many hundreds more. There are rumours that One Way Consciousness is stockpiling food, building nuclear shelters and purchasing firearms and various chemicals. As with many such groups members (formally termed The Blessed) are encouraged to cut all family links and interact only with other cult members. Reality 3. Members of more sinister cults are subject to a process of conditioning commonly termed brainwashing that rebirths them with a new mindset and ideals suiting the cults objectives. This is treated as an 80 Diff (or the cult leaders Co score) attack against the converts CO, taking one week of love bombing, etc to enact. It also equals that victims ability to resist demands to act counter to a cults objectives, if evidence that it will have dire consequences is revealed. Cult leaders may also plant hypnotic suggestions (pp 40 and pp 203) into the minds of cultists if desired, via a successful use of the Hypnosis skill (pp 40). Deprogrammer Reality 3+ The rise of new religious movements has created opportunities for so-called Deprogrammers; individuals trained to counter the supposed brainwashing enacted by the more dangerous cults. Deprogramming an individual involves forcefully taking them from cult controlled areas and (often proactively) persuading them to abandon their ideas. This is often done by presenting negative facts relating to the cult and their leadership to the targeted individual. This involves the Deprogrammer matching his Psychology skill vs. a Difficulty level equalling the converts CO+20. Attempting to do this takes 8 hours; with bonuses for killer facts backed up by convincing supporting evidence. Any character can choose to be a deprogrammer, but those who specialise are the most effective. The initial (and basic) Deprogrammer skill package equates to Creep +30 Psychology +40. Current Affairs (cults) +30. Mu and In ideally should be 20+ or more.
Brainwashing

Fear of Nazis

Reality 1-4

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World War II still lingered in the collective imagination of 70s England. Most British war veterans were in their late 40s, their memories of war service being a significant part of their childrens imaginal lives. Relics of service, WW2 model soldiers and military vehicles were commonplace, the war being a popular topic for films, TV series and documentaries. Nazi war criminals represent a fitting class of Thriller-70 adversary; representing high-ranking party members who escaped justice in 1945. Most old Nazis will be in their mid-late 40s, be multilingual in German and English and posses significant combat experience. Some will also have notable scientific skills in medicine, computers or rocketry. All will be devoted to reestablishing a fourth Reich based on Hitlers ideology. Most fugitive Nazis will have the Sociopath and Racist Bents, especially evident when exposed to eastern Europeans or Jews. They will also have a pathological hatred of any communist or radical, but may find common cause with neo Nazis or tall people with blond hair and blue eyes the latter representing their much prized Aryan racial stereotype. Some Nazis may have a code of honour based on duelling conventions, such individuals proudly displaying prominent sabre scars on their faces. Nazis can feature as adversaries in Thriller-70 games of all Reality Levels. Low reality games may depict them as accomplished Magicakal practitioners or with significant psychic powers, given that (in real life) some high-ranking Nazis such as Himmler were obsessed with the occult. Nazi science also pioneered early advances in rocketry and computing and could therefore be associated with various forms of exotic technology. Nazis were also alleged to have developed flying saucer type aerial devices as late war wonder weapons. Therefore, a secret underground base originally established by the Third Reich could be the source of some Man Made UFOs in a Reality 2 or less game. In more realistic settings, detectives could pursue Nazi war criminals to bring them to justice; impeded by gangs of neo-fascist thugs and other socially influential survivors of the Third Reich. Alternatively, the Commissioner may rule that Germany remained under Nazi control after WW2; pushed back to its pre-war borders but recovered sufficiently to become a superpower by the late 60s, competing with Russia and America for world political dominance! Germany, rather than Russia, could attempt an invasion of the U.K, resulting in a situation akin to that described on pp180-183; the country menaced by elite army units (Waffen SS), secret police (Gastapo) and Sicherheitsdienst (intelligence) agents. Common infantry weapons include the P-38 pistol (pp 72), H&K MP5 (pp 72), and the StG 44 and StG 72 (pp104) assault rifles. For ease of reference, assume 1970s era military vehicles and equipment produced by West Germany in our reality also exist in an alternative history surviving Third Reich. Two example vehicles are given heer:
Marder-1 APC: Weight 30 tons. Crew 3 people plus 8 passengers. Maximum speed is 45 mph with an operational range of 370 mph. It has a rotatable turret equipped with a 20mm autocannon, a 7.62mm coaxial gun (2000 rounds each) and wire-guided Oberth class antitank rockets. Armour; 500 (front) 300 (other locations). Leopard I MBT: Weight 40 tons with crew of 3. Top speed 40 mph, range of 330 miles. Armed with 120 mm tank gun and two 7.62mm machine guns. Armour; Front 1600, Sides: 1000, Bottom/Rear: 500. The Kaser/Leopard variant weighs 50 tons, has a range of 200 miles, top speed 30 mph and has ARM Front: 2500, Sides & Top:1500 Rear: 500

Another nightmare 70s vision could assume that a domestic neo-Nazi party assumes control of Britain due to a chronic economic and social upheaval such as the Great Collapse (pp 184-185). Dominated by a charismatic figurehead, order is enforced by an extensive and intrusive secret police and politicised elite (and

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brutal) army units. This party follows and promotes a Nazi ideology, albeit one focused on British cultural ideals and folk myths. Citizens live in a regimented and militarised new order dominated by party ideals, ideals, iconography and desires. Political dissenters and social undesirable are arrested and either killed or indentured into forced labour units or camps. Information is strictly controlled by the party, with current affairs and government policy continually filtered through a lens of optimistic propaganda. Faction: Sonnenrad (SunWheel) Controlled by a core group of notable fugitive Nazi war criminals, Sonnenrad aims to establish a Fourth Reich by covert means. This faction styles themselves as a continuation of Nazi Germany and attempts to embody National Socialist values. The methods of expanding this groups influence are varied; from siphoning off monies from businesses established by its founders to recruiting suitable disaffected members of society into a secret army. Members exhibiting intelligence, loyalty and pronounced Aryan traits are given high ranking positions within the organisation. The games Reality determines what resources Sonnenrad can access. Realistic games focus on terrorist attacks and attempts to make or acquire weapons of mass destruction. More fantastical games involve exotic technology such as flying saucers or feature Magickal powers, Hallowed artefacts and ESP. In surviving Third Reich settings, Sonnenrad attempts to covertly advance the Nazi cause within the UK. Reality 4 The 1970s was sharply contrasted between straight adult society and the countercultural values of the younger generation. Seventies era British young adults were relatively affluent, free from the hardships of war and bombarded with recreational choices in comparison to the austere upbringings of their parents. A Significant substrata of teenagers followed Youth tribes; gangs based around lifestyle choices such as clothing, hair styles and music tastes. A substantial number had aggressive tendencies, at least towards other rival youth tribes. Youth tribe concerns involve the preservation of face and status within their peer group and suspicion towards non gang members. Hostility and violence was often expressed towards rival youth tribe groups. That said, most youth tribalism was focused on having fun and submerging themselves in a sub-culture. Some are unfortunately engaged in criminal activities to fund their hedonistic ideals. Some tribes might become the basis for a new social order following an economic collapse, nuclear war, etc. Faction: Bikers The Biker gang movement, although originating in the US, was fairly well established within the UK by the early 1970s. Biker gangs are organised into local groups (or chapters). The most infamous is the Hells Angels, although many similar, but independent, local groups exist. Biker gangs are based on a riotous, hard-drinking lifestyle focused around powerful motorcycles, heavy metal music, drugs and other unique customs, including unofficial marriages sworn over motorcycle manuals. The use of WW2 German regalia such as swastikas and coalscuttle helmets is commonplace at this time, albeit aimed more at annoying war veterans than representing strong Neo-Nazi sympathies. Most biker gangs have a bad reputation for violence and are often involved in various criminal activities. Bikers are also notoriously territorial and often at war with other rival local gangs. Out of all the so-called Youth Tribes, bikers are probably the most aggressive and dangerous to antagonise.

Age War:

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Faction: Mods (Modernist) Based on an ideology of tailored suits, scooters, Jazz, Soul and Ska music this counter cultural group was seemingly inspired by post-war Italian youth culture. Mods often compete for social space with Rockers, resulting in notable punch-ups at weekends and bank holidays. Mods have a tendency to favour amphetamines (pp 139) over other forms of illegal drugs. Faction: Punks Appearing in the mid 1970s (and enduring well into the 1980s), punks devoted themselves to an anarchic style of music embodying nihilistic, hedonistic themes and harshly evoked lyrics casually littered with profanities. The punk ethos is notably left wing, cynical of authority figures and is socially realistic in aspect. Spitting is a common form of expression. Punk fashion features elaborate Mohawk hair styles, ripped denim clothing featuring studs, tape and safety pins. Faction: Rockers Among the oldest youth tribes (first appearing in the 1950s) their sub-culture is based on elaborate quiffs, biker wear, motorcycles and Rock n Roll music. Casual observers often mistake them for Bikers (see above). Most rockers idolise and in some ways attempt to emulate Elvis Presley, who in our reality was destined to die suddenly in August 1977. Faction: Skinheads A fairly new youth tribe, 70s era British Skinheads adopt cropped hair-cuts, army surplus clothing, heavy boots and an extreme right-wing ideology. The heavy rock music typical of this sub-culture often celebrates right-wing political figures and associated institutions. Skinheads are often involved in right wing extremist actions. They have the most violent reputation of any youth tribe and are therefore widely feared. Few in the UK (even skinheads) know the movement was actually initiated by black Jamaicans! Faction: Hippies While still evident during the early 1970s The Hippy movement are in notable decline, and eventually off the cultural radar by the late 70s. Hippies advocate a doctrine of free love, pacifism, egalitarianism and communal living. Eastern philosophy and interest in paranormal topics are especially prevalent. Clothing tends to be florid and free-flowing, while hair is often worn long. Drug use amongst hippies tends to involve magic mushrooms, LSD and cannabis. Popular society depicts hippies as lazy unclean, addicted to cannabis and having lax morals. Faction: Rastafari Often misunderstood by 70s white culture as an Afro-Caribbean based youth tribe, Rastafari is actually a loosely-organised Christian religion where Africa is viewed as the New Zion and European culture is compared to Babylon, deniers of Gods divinity. The common white term Rastafarianism is considered insulting by most Rastafari. Followers are widely known for their dreadlocked hairstyles, Reggie music and use of cannabis (which they consider a sacrament). Important figures within Rastafari include Marcus Garvey, Bob Marley and the Ethiopian emperor Haile Selassie I (deposed in 1973 and died in 1975). Selassie is viewed by Rastafari as an incarnation of Jesus Christ; some believing Selassie ascended to heaven on his death, others that he didnt actually die but entered a monastic retreat. Faction: The StarStriders

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This group follows a mish-mash of counter-cultural ideas and the paranormal; a belief in the return of the ancient astronauts who will put our sick world to rights being the most significant. Wearing flowing clothing and long hair, groups of StarStriders can occasionally been seen wandering the countryside following the path of so-called leys; performing the wayfarer ritual they believe eases the passage of the elder astronauts into our world. Common Bents for Youth Tribe members include: Distinctive Feature (attire), Bad reputation and Reputation (i.e. violent, acid heads, weird or arty obsessives). Threat: The Golding virus Reality 2 The Golding virus is a 400 Strength virus that targets any adult over the age of 30. It is up to the Commissioner if survivors who subsequently reach the age of 30 become vulnerable to it. In most seventies fiction such viruses have resulted in a world dominated by young people and their culture, although it could merely represent a potential threat produced by a terrorist organisation composed of young radicals. Paratech: Servile chip Reality 2 This so-called Git Chip is an implant, developed by computer engineer and psychologist Dr. James Halron to counter child and teenage crime. It is currently being tested in a pilot study as an alternative to sending young offenders to Borstal. Any person fitted with this device who attempts to engage in aggressive behaviour must make a 200 Diff roll vs. Co a SCREWUP indicates chip wearer becoming instantly subdued (unable to perform any action) for 2d10 minutes. A FUBAR result doubles this time, a SORTED result indicates a subdual effect lasting only 2d10 Recounters. A NAILED result allows the chipped individual to act, but with an additional 100 Diff action penalty.

The Sex War:

Reality 2-3

The extreme feminist was a significant fear-figure of the 1970s. The stereotypical 70s feminist was depicted as advocating a view of men as rapists and stupid, clumsy brutes; an ideology where male equalled bad and female equalled good. Their dislike of the conventional family unit and men being was reputedly such that they termed themselves wimmin! The 70s hardcore feminist (perhaps ironically) were often represented as individuals affecting male attire and hairstyles most notably boiler suits and dungarees. Most were assumed to be lesbians, which merely added to their conception as figures of fear and symbols of unwelcome change for conventionally-minded people. Faction: Wimmin Warriors: The Wimmin Warrors are a terrorist group aimed at the total feminising of society. In game terms most have the Lesbian and Sexist Bents. They follow the belief that men have to be strictly controlled, due to their repressive and innately rapacious natures. Women (termed Wimmin by this faction) are generally believed to be ethically and intellectually superior to men. Their ultimate aim is to eventually render men extinct, producing daughters without male intervention via pathogenesis or cloning.

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Paratech: Libido suppressant (Reality 3) This device takes the form a gas or pill. Male exposed to it and who fail a St 200 roll have their libido reduced to zero; effectively suffering the Chemical Castration bent for 3 months. Paratech: Pathogenesis (Reality 3) This is a form of IVF that stimulates ova into pregnancy without the need of male genetic material. All pathogenesis births are female. The pregnancy is otherwise normal in regards to term, maturation etc. Paratech: Slave Collar (Reality 2) This paratech device takes the form of a wide metal sliver neckband designed to subvert the will of anyone wearing it; Wimmin constructed slave-collars dont affect Females. A failed Co roll (vs. the collars compliance strength of 200) indicates a susceptible wearer must obey whatever command is given to the - only by females in regard to Wimmin designed collars. Paratech: Sex Bomb (Reality 3) A bomb or missile, containing a gas designed to kill only males. It inflicts a +100 Strength nerve gas type attack on all men located within a mile of its detonation point and several miles downwind from that locus.

Class Conflict!

Reality 4

During the 1970s an increase in union power and wage demands created a successive wave of strikes in vital industries. Around the same time many class people became significant celebrities in the world of sport and contemporary music around this time. This rise in proletariat power left some within the middle class feeling besieged and undervalued; a viewpoint further enforced by the rise of liberal counter-culture ideals. Faction: Marxist Liberation Front (MLF). The MLF is workers revolutionary party who wish to forcefully graft the ideology of Karl Marx onto British society. They are planning to assassinate various authority figures and run several illicit explosive factories to fulfil that objective. The MLF have recently carried out a series of armed robberies to finance their activities and are in contact with other terrorist factions to co-opt their manpower and expertise into their struggle to overthrow the existing social order. Faction: The Middle Process. This secret group consists of various middle-class professionals cherishing traditional values of conformity, proper, adult behaviour and strong class divisions. This includes as the ultimate objective the total crushing of trade unions

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and the enslavement of the working class through mind control technology (see pp 203). They have an intense hatred of any counter-cultural figure or ideology.

Reality 4 The seventies was witness to a considerable degree of family breakdown, as liberated women with access to reliable contraception entered the workplace and were exposed to a wider choice of partners. Divorce and illegitimacy were gradually losing their stigma. Sexual matters were being more widely discussed in public. This generated a backlash, as represented by the establishment of public decency (pro censorship) pressure groups aiming to remove all this new smut and violence from public view Faction: Familia Reality 4 A group of social conservatives who campaign for public decency and family values which they believe are under threat from a rising filthy corrupting tide of pornography or violence. MI5 believe some members have been responsible for various unsolved killings of several pornographers, radical playwrights and counter-cultural figures. The extent to which the membership is implicated in these acts is presently unknown. This faction consists of a mixed bag of blue rinse elderly females, Christian fundamentalists and a few army veterans; the biggest problem is determining the earnest but innocently devout from the hardcore criminal activists! Faction: Templars. Reality 3 During the early 1970s the Templars, a conservative and militant Christian sect, arose within the UK in reaction to the rise of secular values and radical ideologies. By 1974 they had established a political party covertly backed by several millionaires and senior figures within the military. The Templars wish to place religious values and obedience to Gods law at the heart of British life. It aims to outlaw heretical notions and the rampant immorality which they believe is corrupting the moral perspective of British citizens. Many Templars choose to wear a grey monks habit to demonstrate their piety and devotion to their cause. A subdivision known as KnightsCrux is suspected to be the Templars covert paramilitary wing by some within the security services. Nightmare Situation: Time of the Templars. Reality 3 In this 70s Nightmare the Templars (see above) have become a mainstream political party taking much political turf from a now politically and morally discredited Conservative Party. Due to discontent over oil shortages, union unrest, disquiet over public decency issues and media exposs of sexual abuse perpetrated by leading political figures, the Templar Party came a close second to Labour during the last election. Unhappy at not defeating the incumbent government the Templars declared the result a sham and started an armed insurrection against the Wilson administration. A year later the Holy War continues to rage; the Templars having taken direct control of Canterbury and the area around it. Within the

Social breakdown:

200

Diocese, Templar censorship and media control is severe and religious observance is compulsory. They strictly enforce a militaristic social conservative agenda throughout this region with serious punishment enacted for sinful action. Notable transgressions and agitation is punished by enforced re-education, forced labour or execution. While they maintain a stranglehold over the Diocese, resistance to the Templars is still notable within it. Other regions have slipped from the grasp of either side; their disposition comparable to that cited in the Great Collapse section on pp 184-185, with the added complication of war refugees, along with Templar and Civil administration agents. Many forlorn areas have grown to enjoy their independence waiting with dread the unwelcome (but inevitable) day when one or the other faction arrives to exert order.

Counter-culture

Reality 3-4 While the golden age of flower power bloomed almost a decade earlier, the radical hippy with his eastern philosophy, anti-work ethic, strange music and use of mindexpanding drugs is still a notable figure in 1970s culture (or counter culture, depending on your point of view). To some they were figures of romance and liberation, to others merely spongers and degenerates... Faction: Psychelicon. Reality 2-4 This faction consists of counter-cultural poets, musicians, chemists and intellectuals who, on witnessing the slow death of the hippy dream, have decided to take extreme steps to preserve their values. To further their aims they have formulated substances such as Generative Egotine and PA. While against most expressions of violence they will resort to methods such as poisoning and car bombs and Control Threats to eliminate individuals considered a threat to their plans. A game with more realistic assumptions could assume this plan involves them widely spiking food and drink with LSD. In any event they consider the consumption of LSD a sacrament. LSD-25. Reality 4 LSD featured as a demon drug in many 70s moral panics and so is included here in the nightmares section! Lysergic acid diethylamide - LSD or LSD-25 (slang term acid) is a psychoactive ergotine derivative often packaged in the form of paper blotter microdots often decorated with lurid psychedelic artwork. A dose of LSD takes 1d10 minutes to take effect on being consumed. The taker thereafter attempts a 50 Diff St roll; add +20 to +50 to St if acid is dropped in a comforting and supportive environment...
NAILED: The character experiences an excellent trip lasting 2d10 minutes. They can do nothing but enjoy the whirlwind of sensations while it lasts. After the trip ends character adds a +40 bonus to their next three rolls and a +20 bonus for 24 hours after dropping this particular dose of acid. SORTED: The character experiences a good trip for 1d10 minutes; acquires +10 skill bonus for 12 hours after dropping acid.

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SCREWUP: Character is phased by experienced imagery and acts erratically for 3d10 minutes; giggling, wandering around erratically, even climbing trees depending on the trips context. FUBAR: The character runs scared in a random direction, believing themselves to be pursued by some awesome imaginary terror. This lasts for 3d10 minutes the character must make another Diff 20 St roll 6 hours later for a further trip (due to LSD being stored in their body-fat, etc.)

Paratech: Generative Egotine Reality 2 This Mental Threat chemical is a form of self-replicating LSD; making it possible to dump it into water supplies without it being diluted into ineffectiveness. It takes around 3d10 hours to build up before those exposed to it suffer any effects. Generative Egotine is broken down by protracted exposure to UV radiation; it therefore has an effective lifetime of around 3d10 hours before it dissipates. Paratech: PA (psychoactive Agent) Reality 3 This 140 Strength agent comes in the form of either a gas or chemical contaminant. Those exposed to it suffer permanent hallucinations on rolling a SCREWUP result when attempting to resist its effects. Such victims (popularly termed Chems) are lethargic, permanently hallucinating and find it difficult to concentrate on any complex task, suffering an additional 80 penalty when attempting to do so. Rolling a FUBAR! result when trying to resist PA indicates the victim becomes a Crazy; a permanently dangerously psychotic! Crazies gain +50 MU but lose 20 In, 40 Co and have their So rating reduced to 0. They also gain the Bad Temper and Psychotic Bents. Crazies are cannibalistic - often using Chems as a source of food. The Commissioner can rule all player characters have genetic immunity from PA as a free Gift, an attribute shared by around 30% of the population. Situation: 1975 Crazed Britannia Reality 2-3 In this scenario from densely inhabited areas being attacked with PA warheads sometime around 1975, instigating an economic collapse; this act being instigated by terrorists, a rival foreign power or other agency of the Commissioners choice. Many cities are full of Chems and Crazies and are widely shunned as a consequence. Neither class of victims are particularly welcomed in clean areas, although some Communards may take pity on Chems. Surviving Loyalist factions are attempting to reunify the country, but many communities are reluctant to abandon their newly-won freedom. Criminal gangs and Riders provide a threat that have encouraged a few reunification efforts; some factions using the Chems and Crazies for their own selfish ends.

Fear of Spies:

Reality 3

Due to the (then on-going) Cold War a notable 70s moral panic related to a fear of Russian infiltrators (or sleepers) convincingly disguised as ordinary British citizens. In some versions this involved imbedded hypnotic-confabulated personalities and suggestions activated by coded messages!

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Hypnotic Suggestions A buried hypnotic suggestion is activated by a vocal command or keyword (usually made via a phone call) or a visual trigger delivered by letter or graffiti painted near the sleepers home. Those who succumb to the 200 Diff implanted suggestion must perform the task implanted into their subconscious, as defined below; Special Bent: Hypnotic Suggestion The character has an implanted 200 Diff hypnotic suggestion buried deep in their psyche; this can be activated by a trigger phone call or similar message. This is worth 1 Bent if the subliminal command is chosen by the player, but 2 Bent points if selected by the Commissioner! Special Bent: False Personality 2 Bent points A character may, with Commissioner approval, opt to play a sleeper agent whose actual personality has been submerged. The character creates two personalities with different Mental and social Gifts, Bents, Virtues and Vices. Activating the characters buried personality awards an additional +50 points in Creep, +50 Firearms or Ordinance and their native language. The submerged personality is reactivated with a trigger phone call or message directed at the character. When guided by their original personality the player must follow at least one significant command associated with their mission or be deemed a traitor or counter-agent by their controllers, who will attempt to eliminate them as a consequence! Paratech: Microwave Control & Electronic Disillusion of Memory(MC/EDOM) A MC/EDOM device directs a stream of encoded microwave emissions capable of memory erasure or mind control. A portable MC/EDOM transmitter weighs 10 lbs. and resembles a stock connected to a long rifle like tube with a small radio dish at the emission end.
MC/EDOM WF 100 EASE +20 Range 500 Shots 4

Strength of the mind control or memory erasure effect equals WF (adjusted for range); a NAILED hit doubles effective WF. On successful hit match MC/EDOM wave Strength against characters Co. If the device is set to erase memory, a successful hit will erase all memories upto an hour before the device was used. An implanted suggestion equals a command the character must follow on failing a Co roll to resist this attempt. The urge to carry out this command ends within a week of it being implanted, should the character fail to implement it by that time. A MC/EDOM device can also reactivate a submerged personality from a distance on a SORTED or better hit, with no Co roll required.

Fear of Nature

Reality 4 Advances in 70s society resulted in most UK citizens becoming further divorced from nature (a process commencing in the 50s) - to the extent rural areas and the activities within them became an unknown country for city dwellers. In some respects countryside areas and seaboards became the domain of monsters conceptual or otherwise! Large Feral Dogs (or wolves): Feral dogs are commonplace in many 70s nightmares, representing the most likely threatening creature encountered following an UK-based disaster! While Britains last wolf was reportedly slain in the 17th century Thriller 70 assumes some persisted in isolated areas or were reintroduction into the wild prior to any disaster. Feral dogs often come in mutt-packs consisting of 1d10+2 surly, vicious curs. SZ: M LO: Q Mu: +30 St: +40 De: +50 In: -20 Co: -40

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WF: +20 ARM:+10 Mv: 4 HD:+30 WNDs: 6 BLoSH: -1/-3 Special: Attacks (Bite),Aware: +50, disease, -1E WND adjustment ABS.

Rabid dogs
While the UK remained largely rabies free throughout the 1970s there was a real fear that it could be transmitted to Britain from other infected countries, most notably France. Rabid dogs are identical to feral dogs (see above) but with the Insane Rage Bent and Disease (Rabies). Add +60 to Hardness. Dogs may carry other more exotic diseases, such as Agent Omicron along with more prosaic but still nonetheless dangerous infections.

Mystery Big Cats


By the 1970s the UK was generally free of dangerous predators. However, it is rumoured a number of African and Asian big cats kept in private hands were released into the wild when the 1976 Dangerous Wild Animals Act entered the statute books; supposedly to avoid the complexities of complying with this regulation. It is notable that, after that date, sightings of so-called Alien Big Cats began to be reported in considerable numbers. Such creatures tend to manifest singularly, but prides could incidentally form as the incidental consequence of various disaster situations; Example Mystery Big Cat SZ: M LO: Q Mu: +40 St: +30 De: +60 In: -20 Co: -20 WF: +30/+20x2 ARM:+10 Mv: 5 HD:+30 WToL: 10 BLoSH: -3/-6 Special: Attacks (Bi+Cl) Aware: +40, Stealth, Tracking. 1E Effect ABS

Mutant Killer Sharks


These represent one of a kind animals; notably more adaptable, larger and cunning than average sharks. They may represent natural mutations or arise as the consequence of pollution

SZ: LG LO: S Mu: +200 St: +150 De: +100 In: +10 Co: -50 WF: +100 ARM: +100 Mv: 10 HD:+200 WToL:30 BLoSH: -10/-16 Special: Attacks (Bi) Aware, Steath, Tracker, Distinctive

Sewer Gaiters:
While the sewer alligator urban legend is an American phenomenon, the Commissioner may wish to assume the Dangerous Wild Animals Act also resulted in a few gators being dumped into the U.Ks underwater drainage and sewerage system.

SZ: LG LO: S Mu: +60 St: +100 De: +20 In: -20 Co: -60 WF: +50 ARM: +100 Mv:4 HD:+60 WToL:15 BLoSH: -3/-6 Special: Attacks (Bi) Aware: +40 Stealth: +50

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Dinosaurs and other extinct creatures: Reality 1


Commissioner wishing to use extinct prehistoric mammals and dinosaurs can use any of the following rationales to account for their presence in contemporary Britain; 1: These creatures result from exotic DNA manipulation. Living related animals (such as birds) could be used as the raw material for recreating analogues of prehistoric creatures through having evolutionary changes removed - and residual primitive traits reactivated. Cloning is a remote possibility to recreate creatures dead for no longer than 50,000 years... although this method could not be used for dinosaurs. 2: Some surviving dinosaurs are found in a very remote location (Africa or South America) and are shipped to the U.K; unfortunately they escape into the wild on their arrival! 3: An Ancient Astronaut spacecraft (pp 246-247) is found during construction work containing a viable store of such creatures; either in suspended animation or DNA form. 4: Various exotic creatures could somehow be transported to the present due to time slips or a similar effect. 5: Prehistoric type creatures could exist in an alternative universe comparable to Earths past. A rare cosmological event opens up a gateway between this world and our own. 6: The characters could enter an alternative universe like our own where Prehistoric lifeforms co-exist with humans

Prehistoric Creatures:
Name Cave Bear Sabretooth tiger Small dinosaur Medium dinosaur Large dinosaur Small Raptor Medium Raptor Large Raptor SZ/LO HD/BS L/Qb 100/-12/-16 M/Q 80/-7/-11 M/Q 60/-6/-10 L/Q 120/-12/-16 G/Q 240/-20/-24 M/B 20/-4/-8 L/B 60/-7/-11 G/B 120/-14/-18 WToL 20 15 10 20 34 8 18 24 Mu +80 +50 +50 +100 +180 +60 +120 +220 De +20 +40 +50 +20 +20 +80 +60 +20 WF +50 +20 +20 +50 +100 +50 +30 +50 ARM +30 +10 +20 +40 +60 +30 +40 +60 Mv 14 12 10 12 14 11 14 18 Special AmBi/Cl Bi/Cl/Tr/St Bi/Cl/Tr/St/-1E Cr/Hn Cr/Hn/+1E Bi/Cl/Tr/S/-1E Bi/Tr/St/Se/Nv Bi/Tr/St/Se/ Nv/+1E

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70s Arcana

The 70s were a time of widespread interest in magick, ghosts and strange powers of the mind. This section documents these aspects of the 70s occult explosion in Thriller 70 terms, for those Commissioners who wish to depict The Unexplained in their games!

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23: Paranormal Powers: ESP:


(Reality 2 or less)
The rumoured mysterious powers of the mind were a popular topic for 70s drama and esoteric literature, while a few brave scientists attempted to determine their veracity in the laboratory. This section assumes such powers are an actuality in a Reality 2 or less setting. While bought as Gifts, ESP abilities are used and developed as per the skill rules. A characters initial rating with a new ESP gift equals characters Composure (CO) score or 40; whatever is lowest it can, thereafter, be improved as any other skill. Each use of an ESP Gift after the first results in an accumulated -20 Penalty. This is reduced by -10 per half hour of rest. ESP abilities have no adjustment for range; but ESP powers marked with a V require the psychic to see the targeted person or object. Commissioners should feel free to create any further ESP gifts they desire. Option- Unreliable psychic powers: A character must make a 50 Diff Co roll whenever wishing to use a psychic ability. A failed result roll means the character is unable to use that talent at this time. They may try to evoke this power again after 10 minutes of game-time has elapsed. Option - Sigma Sealed: Characters who are members of Sigma Society (or comparable programs) may use their ESP powers at will. Other psychics are subject to the Unreliable psychic powers option!

Aura:

Cost: 1

This ESP ability allows a psychic to perceive a persons normally invisible personal life-force usually termed an aura by occultist. To those capable of seeing them, an aura manifests as a diffuse glow around the edges of people, entities and the occasionally mystical object. The aspect of an aura indicates personal energy levels, most significant abilities, general levels of health and/or emotional states. Emotional states manifest as calm if happy and content, stormy if upset, writhing with dotted "snake" like patterns if lying, flashing with transient lightning bolts if contemplating violence and highly discordant if the individual is insane. Other similar emotional states have their own distinctive aural patterns, as decreed by the Commissioner. Match skill/ability level vs. targets Co to attempt. Clarity of an aura scan is indicated by Control result quality an NAILED! roll providing more insight than a SORTED!, while a FUBAR!! result indicates a misleading reading.

Augury

Cost: 1

This Gift allows a psychic to supernaturally read the undercurrents of future events. The act of casting and interpreting an Augury takes 4 Recounters. A SORTED! result indicates a yes/no answer with a similar simplicity (fitting the syntax of the original question). A NAILED! result provides a more detailed answer usually along the line of a cryptic sentence that pops into the psychics head. A SCREWUP result indicates the augury attempt is unclear and provides no insight into the issue concerned. A FUBAR! augury casting means that the evoker misreads the answer! Augury Difficulty level: Augury involves the evoker matching their Augury skill against a Difficulty level calculated as follows: Base Difficulty (simple Yes-No question) 20 No Props used 20 A more detailed answer 40 Specific question 60

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Forms of Augury: Historical cultures have been associated with many methods of divination. Using a prop greatly reduces Difficulty these includes items such as a scrying mirror, fortune telling cards or magical runes; the patterns they reveal by indicating the likely flow of future events to those with ESP ability. Commissioner note: A game mechanic allowing players to perceive a game worlds future obviously pose considerable difficulties for a Commissioner. Hence, it is advised wherever possible that the answer dictates the actual flow of subsequent in-game events until the prediction is fulfilled. In some circumstances the answers will be obvious and should be guided by plot requirements. In other (rarer) instances, it might result in a scenario revision - hopefully to only a minor extent! If The Commissioner allows functioning Augury they should consider this ability when designing adventures. The Commissioner can rule that very specific events essential to game integrity cannot be ascertained via Augury attempts to do so resulting in an automatic SCREWUP result.

Beast Control

Cost: 2(1)

This ESP talent allows a psychic to control an animals actions. This may be any creature providing it has some degree of consciousness. Base Difficulty equals animals highest attribute score. Suggestions must consist of basic, two to four word commands and uttered within their range of hearing. Each time a target performs an action against their will, the Commissioner should make a Control roll for the beast to resist performing the action. The ability to apply this to all animal species costs 2 Gift points.

Clairvoyance

Cost: 1

With a base Diff of 60, this ability provides its evoker with a general knowledge of an objects history, manufacture and the significant events it has been involved in. This ability can also be used to identify a hidden or obscured object. Each specific facet of knowledge takes 1 Recounter to absorb (i.e. 1 Recounter to perceive a hidden object, another for its history, another for its manufacture and another Recounter for its life story, etc).

Control

Cost: 2

This ESP ability allows a psychic to control the actions of a sentient being; Difficulty equals the targets Composure. Each attempt to influence someone requires a roll on the CONTROL table.

Channelling

Cost: 1

Temporarily channels the apparent spiritual essence of a dead person. Channelling a specific person has a base 40 Diff plus +1 per 200 years which the person has been dead for. The spirit speaks through the person evoking this ability. The spirit-essence is raised for a period equal to 5 seconds minute per 10 points of Channelling ability. The dead person will answer all questions put to it, within the limits of the dead persons original knowledge base. The raised spirits of evil people often respond with lies! Alternatively, an evoker may wish to open their mind to any spirit-essence wishing to speak to them; halve base difficultly in this instance but the Commissioner has full control over what actually manifests!

Insight

Cost: 1

Some psychics claim the ability to gain divine insights and perspectives on reality; this power simulates this claimed ability. To evoke Insight, the character attempts a 80 Diff throw. A Sorted result indicates the Commissioner must either award a +60 bonus to any three skill or attribute rolls or provide the character with one answer to any specific game puzzle or mystery. Alternatively this can manifest the Gurdjieffian power of Self Remembering; giving a +80 bonus to all Aware rolls made within 10 minutes of the evocation. This bonus may also be applied to any personal interactive skill involving charm and personal appeal; as opposed to those that function on a more intellectual basis. A Nailed result doubles these bonuses!

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Heal

Cost: 3

A successful use of the Heal ability equals a Diff of 20 per WND suffered; if successful it instantly erases all WNDS. Healing an EFFECT class injury is a 100 Difficulty task. Healing a severe bleed adds an additional 40 difficulty. Curing simple aches and pains is a 10 to 40 Diff task. Healing Poison or sickness equates to a task Diff of 50 to 100. Curing an advanced terminal illness equates to a 180 Diff task, attempting to bring someone who has been recently been slain equates to a 200 Diff task, +10 Diff per number of minutes that individual has been dead. In most instances a specific healer is only allowed one Heal attempt.

Dream-Vision

Cost: 1

This ability may be used once per night and requires at least 2 hours undisturbed sleep to function. The Commissioner pits the psychics Dream Vision ability vs. 60 Diff. If successful, various images and fragmentary, confused words will be experienced by the psychic relating to future events within the current scenario the content of which depends solely on the Commissioner. Some supernatural entities use a version of this ability to communicate with their favoured human scions!

Empathy

Cost: 1

This ESP power allows a psychic to sense a subjects true emotional state. Base Difficulty equals targets Co score. A SCREWUP! result indicates subject cannot be read for 24 hours by the evoker - the Commissioner otherwise discloses the targets emotional state. A Nailed! Result reveals the reasons for the characters current emotional state.

Levitation

Cost: 2

This talent allows a psychic possessing this ability to float vertically upward and move at a rate equal to the characters Mv score every 3 seconds. Diff equals 20 per 50 lbs of characters weight in pounds; which includes objects being held by the evoking character time. It can also be cast upon another character up to 10 feet from the evoker, for an extra 40 Diff.

Locate item

Cost: 1

This ability allows an evoker to supernaturally locate lost or concealed objects. Using this talent takes 5 Recounters and a 80 Diff penalty. A SORTED! result generates a general impression of the items location A NAILED result gives a strong psychic impression that guides the caster to the location. A SCREWUP! result indicates a failed location attempt, while a FUBAR!! roll gives a strong psychic impressionleading the caster to either a Cursed object similar to that being looked for or the totally wrong location (Commissioner choice). Using Locate Item with an object such as a pendulum, v-shaped twig or staff reduces any penalty by 20.

Mind over Matter

Cost 1

This 80 Diff Penalty power allows a character to triple one attribute for 6 attribute use attempts; or until sunrise or sunset, depending on which comes first.

Psychokinesis Move Smite

(PK) Cost 3 V V

This ability may manifest in either three ways;


This form of PK allows a psychic to move and manipulate objects from a distance. Difficulty equals 80 per 1 lb of weight moved at 20 ft of movement per Recounter. This form of PK remotely repels objects and people. For a base 40 Diff it generates a smiting force with +20 WF and a Range of 10. An additional 20 penalty adds +10 to WF and range. Alternatively, it can push with a force equal to the skill or attribute used to evoke this ability, active for 1 Recounter.

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Wrought

A variety of PK enabling a psychic to physically alter a solid object in a paranormal manner. Bending a spoon or making a watch run faster or slower equals a 40 Diff Penalty. Linking two solid objects together or paranormally fixing a watch equates to a 200 Diff task.

Remote Viewing (RV) Cost: 1


The psychic ability to view a distant location by paranormal means. The psychic selects a location and tries to perceive activity or impressions relating to it. Each attempt takes around 20 minutes, the psychics RV power used vs a Diff of 80. A NAILED result indicates a clear impression with indirect indications as to the structures use and other associations. A SORTED result indicates a general correct impression of the target, albeit with some degree of vagueness. A SCREWUP result indicates the psychic was unable to gain any impression. A FUBAR!! causes the psychic to perceive the wrong location and various spurious details.

Telepathy

Cost: 2

The Telepathy ability allows an evoker to communicate with 1 person for a quantity of time equal to 20 Diff per second of transmission. The recipient can reply to questions posed to him by the communicating psychic. Telepathy transcends all language barriers, but animals only respond by transmitting back raw emotions and sensations the quality depending on their degree of intellect.

Pyrokinesis

Cost: 2

This psychic power allows the character to start fires via psychic means. Base Difficulty depends on the focus objects flammability. Attempting to ignite dry paper or wood is Diff 20; igniting clothes is Diff 40, or 80 Diff if damp. Igniting flesh is 120 Diff! Once ablaze the target takes 1 Wnd per Recounter, increasing to two WNDs the next recounter and continues to burn at that rate for 1d10 recounters unless its put out (40 Diff task). Objects that cant be ignited may be paranormally heated heating a gun equates to a 60 Diff task. Heating requires the person holding such an object to make a 100 Co roll any failure result causes the object to be dropped and cant be picked up again for a further 3 Recounters until it cools.

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Psychotronics (Reality 3 or less): Psychotronic devices are made by applying a combination of the Electronics, Engineer, Parapsychology and Psychotronic skills, in combination with a wellequipped electronics laboratory. The builder must be assisted by a psychic or possess psychic abilities, comparable to those embedded in that device. Building a psychotronic device takes at least one week and consumes several thousand pounds in resources and lab time. Several example devices are cited below; none are available for sale and are only given to operatives on a needs basis. Three example devices are given below; Micro-Psychotronic Generator (MPG): This device (made in the form of a heavy flexible metal bracelet) adds +60 to Co for the use of PSI powers in regard to the use of PSI abilities only. The mini generator weighs 1 lb; most of its weight attributable to its internal isotope battery that powers the device for a month provides around month powers capable. They are rendered inoperable by any WND level hit successfully aimed at it and is destroyed by any Effect level injury. PSI Crystals: These elongated synthetic crystals store a charge of energy providing a +100 bonus for all and any PSI ability. Each time the crystal is tapped it is tapped by a psychic its bonus rating is reduced by -20 and is rendered inert on reaching a value of 0. Keeping the crystal charged allows it to recover +20 Co per day left unused. Power Ring: A circlet worn on the psychics head giving them the ability to use a specific PSI power, at a level equal to Co/2. Specific ability is as defined by the Commissioner. MEridian Stimulation Technology (MEST) Based on the concept of Acupuncture and eastern medicine this 2 lb powered bracelet device is able to create a massive surge of personal energy, possibly the same mystic force termed Prana by Indian mystics. This surge can manifest as: o A +100 skill or ability bonus lasting for about 10 minutes. o Allows the character to go without food or water for three days. o Induce a vision (lasting 1d5 Recounters) who provides an (often obscure) answer to a question or other hint that can tip events modestly in the characters favour o Generate 2 bonus LUCK points. o Provides one Psychic power (at the characters base CO); this ability being accessible to the character for 5 minutes. The player may choose which particular effect to manifest in this instance. The MEST device can only be safely used once per hour. Each use thereafter results in the permanent loss of 2 ST.

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Setting Option: the Sigma Society (Reality 1-2).


By the late 19th century it had become apparent that phenomena once considered the work of supernatural entities were actually anomalous manifestations of the human mind. By the 1950s claims of psychic powers were being studied by Rhine and other scientists under laboratory conditions; but their results, while suggestive, failed to conclusive prove the reality of ESP. But unknown to western scientists, behind the iron curtain Dr. Vladimir Zokol, a key Russian scientist within the Soviet PSI research program, secretly discovered a way to reliably use and even improve these unreliable abilities. Zokol even developed a series of rudimentary psychotronic devices; technology designed to augment and enhance ESP. Zokol fled the Soviet Union to the United Kingdom when Khrushchev - who had favored Zokol with his support and friendship - was removed from the Politburo in 1964. Airbrushed from Russian society for this and other sins, Dr. Zokol willingly passed information of his techniques onto the British government. With the realization that The Cold War had entered a new and critical phase, the government established the Sigma Society a shared division branch of MI5-MI6 disguised as a private legacy foundation supporting gifted adults and children. In actuality, its secret agenda is to document the scope of psychic abilities, find useful ways to use and counter them (mostly for espionage) and develop technological and pharmacological means to enhance them. In light of its remit, the Sigma Society branched off into other areas, most notably the development of mind control technologies (pp. 194, 201-203). As of 1975 Sigma Society headquarters are based in Harding House, a large Georgian mansion located in Bedfordshire. It is set in 30 acres of ground and protected by formidable security, most notably a small detachment of SAS operatives. Aided by their contacts in amateur and academic psychic research the Sigma Society has attempted to locate PSI-talented individuals and persuade them to join the program. Those who accept are requested to sign the Official Secrets Act; nonetheless they may leave the Sigma Society at will providing they dont disclose anything of its existence. Officially, anyhow some doubt whether this is indeed the case, given some ex members have been found dead in mysterious circumstances; murders albeit officially attributed to soviet assassins. No evidence has been found - to date implicitly linking the Sigma Society administration to these deathsalthough attempts to gain information via ESP continually hit a wall of psychic static Sigma Society Psychic +10 Co A Sigma Society psychic has +20 in one psychic ability, +20 in an additional psychic ability and +10 in 1 minor psychic ability. Characters who join SIGMA SOCIETY are Indentured Agents who also possess the Official Secrets bent.

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Magick

Reality 1-2:

Magick is the ability to give physical form to the desires of will. To be capable of evoking this power in Thriller 70, a character must initially possess the Magickal Gift. All Magickal abilities use the Arcane attribute; base rating equalling sum of characters So or Co attribute plus their Occult skill, divided by 2. A characters Arcane score is improved by +1 per 2 Growth points allocated to it. Base ability with any known spell equals characters Arcane skill. Unlike ESP, Magickal abilities (or spells) must initially be located and comprehended before they can be evoked. In terms of game mechanics this involves an expenditure of cited number of Gift points, after which time the Commissioner must devise a reasonably plausible in-game rationale for its discovery. Even when this occurs the spell may be contained in a rare (i.e. expensive or difficult to access) ancient tome, usually written in an unfamiliar dialect or even encoded, requiring a character to find a means of deciphering them! Once a player character locates a spell (and can read the incantation) they must attempt mastery. This takes 1 game week and a successful 50 Diff In roll. A Fubar result indicates the spell (as described) is flawed additional information is needed if it is ever to be successfully evoked. A ScrewUp indicates the player requires another week to learn the spell before it can be used. A Sorted result indicates the character has grasped this power, while a Nailed roll indicates the character has an innate +20 Adeptness in that power! Players may opt to select Adeptness for favoured spells, giving a bonus of +1 per Growth point allotted to that spell. Magick manifest as ESP-like abilities (and follow the same rules), but this path offers access to unique abilities markedly transcending those of standard PSI powers. To evoke a spell, the caster uses their Arcane ability, vs. any difficulty factors detailed in the power description. Casters receive a +20 bonus if the spell is evoked while a full moon is visible in the sky, but takes an additional 40 Diff if enacted during a new moon period. Each spell takes 1 Recounter to manifest. Spells are subject to the same Diff factors and bonuses as described in the ESP powers given on pp 207-210. Option: Commissioners can rule characters can opt to be either psychics or Magickians but not both! A psychic who subsequently learns magick looses their ESP powers and can thereafter only evoke such abilities via their Arcane attribute. Likewise, a Magickian cannot abandon Magick and opt to be a psychic! Option - Magickal traditions (Realty 1): Various magickal traditions provide bonuses to certain Arcane abilities important to that particular spiritual path. The following list are based on alternative spirituality movements existing during the actual 1970s, along with suggested powers. A tradition costs 4 Gift Points; this includes the Magickal gift ability. All Tradition practitioners may possess whatever Psychic powers desired without any restrictions - other than those imposed by their morals and faith. Each Tradition has an associated Tradition Bent if this is violated the character suffers an additional 50 Diff penalty in the use of all Arcane powers for one game-month.

Reality 3-4 Magickal traditions; as above, but characters only have access to
abilities denoted in italics. Tradition cost is reduced to 2 Gift points. Magickal tools and artefacts are merely powerless tools and/or relics.

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Aesthetic
A follower of any of the mainstream faiths (Christianity, Islam, Hinduism, etc) who has acquired special abilities through divine blessing.

Special Abilities: +20 Reaction Bonus +40 Theology (chosen faith), Psychology +20 +80 bonus to any one ability, for one skill attempt per day Aesthetics dont have quest for new powers, just buy them with the required quantity of Gift points; providing the character has previously acted in a manner consistent with their faith. On the downside, all powers are withdrawn should the character transgress! Restrictions: Aesthetics may only select the following powers: Aura, Augury, Blessing, Beast, Break Curse, Clairvoyance, Control, Dream Vision, Heal, Insight, Empathy and Mind over Matter. Aesthetics must not kill (other than in self defence), steal, fornicate, blaspheme or worship another deity. Cannot use or make witches knives or magic circles!

Fourth Way
This path of esoteric based self-improvement was developed by the Armenian mystic George Gurdjieff, often sometimes known simply as G. Sacred group dances (called movements) play an important role within this ideology. The Fourth Way was notably popular with artists, poets and musicians during the 1960s and 1970s.

Special Abilities: +10 to any two attributes, Psychology +20 +20 Active (Gurdjieff Dance forms) +40 Insight and +40 Mind over Matter Gain a +2 bonus to all skill improvement rolls (+4 to Aware, Active Physical, and Artistic-related skill rolls). Fourth Way devotees may learn the following; Aura, Augury, Clairvoyance, Control, Dream Vision, Enter Dreams, Heal, Empathy, Locate Item, Remote Viewing and Telepathy. Restriction: Character must spend 7 game hours a week performing various Gurdjieff movements in order to maintain their powers. Shamanism
This magickal path is inspired by the beliefs of Siberian folk magicians, combined with comparable practices from South and North American tribal cultures. It has a marked emphasis on healing and spiritual development; involving working with spirits and entering trance states. In the 1970s this path was mostly known via the controversial works of Carlos Castaneda, generally dismissed as fraudulent today.

+20 Herblore (mind altering plants), +20 Folklore, Psychology +20 +20 Dream Vision; +40 Healing; +20 Summoning; +20 Remote Viewing. Restriction: Restriction: Respect the Earth, its environment and animals that live within it. Live in balance with the world and do nothing to excess.

Thelemia
Followers of Alistair Crowleys Law and system of magick are termed Thelemians. This tradition has a bad reputation (-20 reaction penalty from most people) due to popular misconceptions about Crowley and his spiritual system. Special Abilities: +10 Soul, +20 Occult (Thelemia), +40 Psychology +40 Insight, +40 Summoning, +20 Control Restriction: Perform one act that offends conventional social standards of decency each month (-40 reaction penalty from those aware of your acts).

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(cinematic/mythic) A cinematic Devil Worshipper; a person devoting their life to the veneration of evil. Satanists worship in groups of individuals termed coverns consisting of 13 people, headed by a leader termed a Magister. For obvious reasons this tradition is widely feared - eliciting a -20 reaction penalty from most people; -50 reaction penalty from devout Christians.

Satanism

Special Abilities: +40 Occult (Satanism) +2 LUCK. +40 Summoning, +40 One other power of choice. Restriction: Character must sacrifice a large animal to dark forces every week, and a human being on every New Moon. Not doing so causes the Satanist to lose all powers until this has been enacted. Acts that particularly anger the Dark Powers (such as a display of kindness or support for enemies) may result in a demon being sent to destroy the offending individual.

Wicca
A practitioner of alternative spirituality based on the dual divinity of The Goddess and The Horned Man. In the 1970s most Wiccans believe this tradition had prehistoric origins; an idea generally rejected by the late 1990s. This option can be used to represent Druids and Heathenism. Druidism generally venerates Celtic ideals, while Heathens celebrate Germanic and Norse traditions. Of these, Druidism had the highest public profile during the 1970s.

Special Abilities: +20 Occult +20 Herbalist, Psychology +20, +10 Co. +40 Blessing +20 to any three other powers of players choice other than Curse. Restriction: Witches Rede (do what you will but harm none); acting in self-defence is permitted. Spells, Hallowed Artefacts & Magickal tools: Magickal spells manifest in the same manner as the psychic abilities detailed above (and generate many of the same effects), but are evoked via the Arcane statistic and require a 1 Recounter long ritual to manifest. Due to the greater malleability of Magickal powers it is also possible to create abilities and tools for specialised purposes; a few examples of which being detailed below:

Blessing

Cost: 1

Blessings are evoked to favourably alter the outcome of future events. The caster initially focuses on an oncoming situation whose outcome they wish to influence and one person most likely to be involved in it. The caster then attempts to evoke the Blessing vs. a Difficulty of 80. If successfully cast, the Blessings focus gains a +80 bonus to three rolls of their choice or 2 temporary LUCK points, to be expended as desired. A Blessing may be retained for future use within a month of being evoked, after which time it dissipates.

Break Curse

Cost: 1

This spell is used to void Curse spells, directed at the caster or others. Difficulty to neutralise a Curse equals a Diff of 80. If the attempt to dispel the curse fails, the evoker can attempt to break it again 24 hours later. A FUBAR!! result indicates the curse has passed from the original recipient onto the person attempting to break the spell!

Curse

Cost: 2

Sometimes called the evil eye, this spell directs malefic intent towards an individual. Base Difficulty equals the casters Arcane skill vs. the victims Co+In. If successful, the cursed individual suffers an 80 penalty to six attribute or skill-based rolls and is unable to expend Luck points to alter events for one week. Curses can be broken by the Break Curse spell.

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Control Cost: 2 Allows an evoker to control the actions of a sentient being; Diff equals targets Co, In, or Arcane score (whatever is higher). Each request for a specific action or deed requires a control table table roll. The spell lasts until control is incidentally broken or after 10 minutes has elapsed. Control has no effect if the caster cannot talk the targets language! Death! Cost: 4 This spell instantly snuffs out a targets lifeforce; the caster matching the victims St x2 vs. casters Death skill. If successful the victim instantly drops dead, but a SORE result indicates the caster dies instead! A Sorted result results in caster losing 10 attribute points, 1 LUCK and acquiring 1 Bent, but caster only loses 10 attribute points on a Nailed result. For an additional 50 Difficulty the victims death can be time-delayed for up to a week! Emotion Mastery Cost: 2 Emotion mastery provides a means for its caster to control the emotions of others. The casters Spell Skill is pitted against Co score of any individual within a 5ft radius of evoker; radius of effect can be extended by a further 5 ft for an extra 10 Difficulty. If evoker chooses to instil fear any character failing their Co roll moves away from caster at running speed (or cowers in a corner) for 1 minute duration can be extended by a further minute for an extra +10 Difficulty. Friendship induces a reaction bonus (equal to spells Diff) lasting for the same period. Love causes the affected individual to make overt romantic advance towards the first person they see. Hopelessness causes anyone working at a task to abandon it for the same period of time. Hate forces the effected target to make a reaction roll (vs. Diff of spell) in relation to their companions, the effects lasting for the same period. Alternatively, the victim can be commanded to merely fall into a deep sleep for 10 minutes. Only one emotion can be generated per evocation.

Summon and Pact

Cost: 1

Summon and Pact allows a caster to summon supernatural entities into our reality and hopefully persuade them to perform a task. Base Diff to summon an entity equals 20, with an additional 10 for every 20 attribute points it possesses over +40 in any physical or mental rating. A FUBAR!! Result indicates a summoning, but one where the entity immediately attacks the caster! After 10 Recounters the entity vanishes from whence it came A successful Summoning requires the caster to make a Pact involving winning a Control roll based on the casters Summon and Pact skill or Arcane ability vs. half the otherworldly entitys Co. The Commissioner should include an additional bonus or penalty for pacts that are simple or more involved. A SCREWUP result indicates entity was unreceptive to casters offer. A SORTED or NAILED result indicates the entity is receptive. The caster must then address the entity with the reason why they have been evoked! If the Commissioner believes the summoners request is worthy, the entity carries out the requested task. Alternatively, the Commissioner may also request other conditions be met before the entity agrees to help, such as a sacrificial offering. The entity returns to its place of origin once it has performed its allotted task which may take any degree of time.

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Sunder-Sooth Ritual Cost: 6 The Soothe-Sunder Ritual is very powerful spell ideally only used in the most extreme situations. The ritual is effectively an appeal for divine help. Evoking the spell has a base Difficulty level of 100; which may be reduced or increased by the Commissioner, based on the perceived righteousness of the casters request. A FUBAR result indicates a failure where the evoker suffers one severe effect, which can include the casters immediate demise sudden - or that of a valued game persona! A SORTED result indicates the minimum possible intervention needed to comply with the casters request occurs. A NAILED result indicates that the request was granted in the form of a very dramatic intervention event of an overtly mystical nature. A NAILED result also requires a Reality Quake roll (pp 155) Wereform Cost: 3 This enchantment transforms caster into a Werebear, Wereboar, Werewolf or Werehawk. The spell lasts 1 hour; during this time character may alternate between their normal form and any 1 Wereform listed below. Base Difficulty is 50. While in wereform the transformed individual acquires the abilities and attribute bonuses/penalties given below:
Wereform Werebear Wereboar Werewolf WereHawk

Bonus
= = = =

Mu/De
+50/0 +100/-50 +50/+50 -100/+20

In/Co
-20/-20 -40/-40 0/0 0/0

WF/WM
+50/+2 +100/+3 +20/+1 +10/-2

ARM
+40 +100 0 0

Mv
3(9q) 4(12q) 5(15q) 1 (20f)

Abs
n,m Aw,Xx(2) n,m,Aw.k n,m,Aw,Vz n,m,f,Aw

Ritual Object Cost: 3 This spell enables the empowerment of features or objects used to enhance a users magickal abilities. Being highly flexible it can, through variation in technique and materials used can create a wide variety of forms. Some of the more common are detailed below; Magick Circle A Magick Circle is a ritual space designed to enhance spell evocation the use. It is formed by drawing a circle adorned with ritual symbols onto a suitable medium. This is a Diff 40 task vs. the creators Ritual Object spell skill, taking around half an hour. A SORTED roll indicates that Magickal spells cast within the circle gain a +20 bonus or a +40 bonus on a NAILED result. A SCREWUP indicates the circle provides no benefit while a FUBAR determines that the circle is so badly conceived adds it an additional 40 Diff to any spell evoked within it! Any hostile demon must apply their Co score vs. x4 the circles magickal bonus factor to reach into the circle and those within it. Spirit Weapon The Spirit Weapon ritual endows a normal weapon the ability to wound spirits and other supernatural creatures. The ritual takes 10 minutes; difficulty equals weapons WF rating+20 vs. the casters Ritual Object skill. A Screwup creates an ineffectual weapon, rated as WF 10 vs. spirits, while a FUBAR indicates the weapon has been destroyed. A SORTED score indicates the weapon has a spirit WF equal to its physical WF rating WF+50; on a NAILED result. The enchanter of a Spirit Weapons loses 5 points from their Arcane skill. Wytching Knife (or Athame). This Ritual Object option creates an enchanted Wytching knife or Atheme for Magickal working. This requires a ritual performed at night during a full moon and takes around an hour, along with a suitable knife to act as its focus. An 80 Diff roll vs. Ritual Object skill is required; a SORTED roll equals a +20 bonus to all

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Magickal casting when welded by the person creating it. A NAILED score indicates a +40 bonus. A SCREWUP denoted the knife was not successfully hallowed on this attempt, while a FUBAR score causes the knife to shatter and the character to lose 10 Arcane points!

Hallowed Items:
Some ancient relics termed hallowed artefacts in Thriller 70 - possess very significant arcane power. They may come in any form, but most often as a Contact weapon or a piece of jewellery. A Hallowed Artefact is associated with a significant innate skill bonus (+100) relating to one ability along with a psychic Gift or spell, manifesting at a power level equalling welders Co or Arcane rating. Some especially powerful hallowed artefacts contain several abilities. A Hallowed object is created and empowered through storing its creators life essence through a (now forgotten) combination of artifice and magick. They are difficult to destroy and are exempt from the normal processes of decay and corrosion. Hallowed Artefacts should be created by the Commissioner for epic quests with notable consequences!

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24: Ghosts
An overview: The UK is renowned for its extensive and venerable ghost lore; with probably every village possessing at least one significantly haunted house! Most apparitions are associated with often lurid gothic origin stories featuring foul deeds, wicked crimes and tragic circumstances, set in periods ranging from the late medieval era through to the early 20th century. Near-contemporary tragedies such as murders, accidents and periods of crisis (such as World War II) have also generated ghost legends. Many apparitions manifest only in the form of anomalous noses and sensations such as disembodied touches, odd smells and sudden chills. Ghosts are generally described as being totally life-like and solid in appearance; although a few reported manifest as shadowy, transparent or glowing figures. Some apparitions allegedly feature headless ghost; often represented in local folklore as the restless victim of a historical beheading. An apparitions lower limbs can also be obscured even when in plain sight, consistent with the belief that such ghosts are following the course of an older, but now obscured surface (the floor or path having been raised at a later date). In terms of behaviour, most seemingly enact everyday actions, usually walking from one point to another. Little communication usually occurs between an observer and an apparition the latter often oblivious to the witness. Common British ghost archetypes include: o Various ghostly noises associated with a buildings past function (actual or perceived). Hooded and robed figures said to be monks associated with monasteries desecrated (or dissolved) during the Reformation (1540s-1550s era). White ladies; women clad in flowing, white dresses reputed to be ghosts of broken-hearted or murdered women. Other similar phantoms are clad in other singular colour attire; green and blue being notably commonplace. Ghostly riders either supposed cavaliers from the English Civil War (1640s era) or Georgian era highwaymen (18th to early 19th centuries). Large phantom black dogs with large glowing eyes said to bring misfortune and death upon those who see them. Women in modern dress who request a lift from a passing motorist the individual vanishing during the course of this journey. Invisible forces that overturn furniture damage and throw household items entities termed Poltergeists (or noisy spirits). Such manifestations often appear to be focused on a single person, usually a teenage girl.

Many ghosts fall into the other category usually described as a figure of uncertain historical origin, having an indistinct shadowy or luminous form. It should be noted that some ghost accounts relate to sightings of phantom animals, vehicles or even inanimate objects.

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Haunted Houses:
Apparitions are often linked with a notorious structure; often taking the form of a deserted, ruinous and isolated abode. Traditionally, the classic haunted house is a medieval castle or a post-medieval manor house, but they can actually take any form. In any event the featured structure is very large, with winding corridors, multiple stories and numerous rooms. It also possesses hidden rooms, boarded-up staircases and other obsolete features requiring an Aware or Research Diff 80-150 roll and at least several game-hours of searching. Haunted houses tend to be gloomy and dank in aspect, strewn with old fittings, cobwebs and other fittings, including features directly relating to the haunting. Its grounds are equally creepy, featuring overgrown ruins, follies and poignant family memorials.

Ghosts and 1970s culture.


As with other aspects of the unexplained interest in ghosts underwent a revival during the 1970s, with numerous books being printed on the topic, usually in the form of national gazetteers of British ghosts. Despite this interest, apparitions rarely featured in dedicated regular TV programmes; more often in one-off documentaries or regional news reports, the latter recounted in a humorous fashion. Fictional and horror depictions of ghosts were more commonplace, featured on night-time TV usually broadcasted at 10.00pm or later (the watershed being more strictly enforced during the 70s). Hammer Pictures were the main producers of much of this fare, to the extent they were viewed as representing the whole genre Ghosts in Thriller 70 How do ghosts best fit into a Thriller 70 game? That depends on what the Commissioner decides what they actually are in their games; here are the choices:

Illusions, dreams and fakes (Reality 4 or less): This interpretation assumes ghosts are merely hallucinations, optical illusions and hallucinations. Many of the ghost-types mentioned above could be the result of hallucinations brought about by fatigue. Poltergeists could be faked by the teenagers seemingly the focus of their torment, tempestuous family dynamics underlying the hoax. People on the verge of waking up or going to sleep are significantly prone to hallucinatory experiences accounting for apparitions seen in bedrooms during these times. Not all hauntings will be resolved even in a world where ghosts are non-existent, leaving a few events as seemingly inexplicable.
Game manifestations Whenever a Commissioner deems fitting, roll characters In vs. a Diff of 80 while either going to sleep or waking up. A FUBAR result indicates the player-character has a vivid waking dream that could be interpreted as a paranormal experience. Likewise, a similar roll can be made when characters are likely to be tired (such as driving for long periods); a FUBAR result indicates they experience a vivid waking dream, etc. Staged hoaxes and natural optical illusions can fool a player character into believing they had a paranormal experience. The Commissioner should assign a difficulty scale based on the complexity of that effect. A FUBAR result indicates the character has an unshakable belief that their experienced was real. A SCREWUP result infers they remain fooled until the event has been demonstrably explained. A SORTED roll indicates the viewer is suspicious that they observed an illusory effect; a NAILED score that they have a good idea what caused it (the Commissioner writing a secret note to that player, dropping some subtle hints).

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Observing a surprise (and convincing) optical illusion requires a Diff 100 to recognise and followings the same rules as above. Recognising a hoaxed apparition event requires an In roll vs. hoaxers In or skill level used to fabricate the hoax Time Echoes (Reality 2 or less): Another possibility is that ghosts are visual and audible echoes of the past; real past events being transmitted to the present due to a kink in the flow of time. They could also be stored in certain types of stone and structural compositions theoretically capable of acting as a natural (if exotic) recording medium. This could be triggered by various factors nightfall, the full moon, mist, rain, drops in temperature, subtle seismic activity etc. Game Manifestations: Projections do not interact with witnesses, the experience occurs as an insubstantial effect akin to watching a movie. Alternatively, the characters are propelled into then past for 2d10 Recounters (a form of apparition termed a Timeslip) whereby they can interact with these so-called ghosts as real, material people. In fact, this form of ghost could be viable in a world where the paranormal is non-existent; the Timeslip explicable in terms of exotic physics. This might even form the basis for a game where the characters become stuck in the past the Commissioner should however provide some clues as to how the player characters can return to the 1970s! Psychic entities: (Reality 2 or less): Some ghost events could represent a Spectra manifestation (pp 243), involved in yet another scheme to manipulate the beliefs of mankind! Game Manifestations: Use the rules for Spectra as described in the UFOs section, although in this instance it manifests as an apparition. Time Leakage (Reality 2 or less): A variation on the time echoes option is that ghosts represent a malevolent and sentient embodiment of their time, or Thought Form. In this option they represent energy forms imprinted with all the bad aspects and nightmares of their age. Like a Spectra intellect, they may feed on negative human emotions. Their purpose could be to totally absorb the essence of a human victim in order to sustain themselves. Game Manifestations: Again, use the rules for Spectra, as described in Section 26 (UFOs), but manifest in more malevolent and localised fashion. Time Leakage entities tend to be less smart, akin to a feral beast in intent and ability. Manifestations will usually be flavoured by the ongoing events of the time that generated them. A Time leak from the medieval area is associated with images and sensations of plagues, war, oppression and random cruelty and atrocities committed by evil noblemen; involving imagery of hooded figures and lepers. Another generated by events in the 18th century would focus on slavery, the starving poor, smallpox and other diseases endemic at the time; along with gin-ruin and visual images of sinister men in tricorns and long coats (or pox-ridden women in 18th century attire). Images are infused with the music and sounds of their originating time, usually manifesting in low, slow sinister tones. These impressions manifest as the FEAR ATTACK Psi power allowing the time leakage to feed. Aggrieved Genius Loci (Reality 1): This is a variation of the Time Leakage option. A Genius Loci (or spirit of place) represent a though-form created by ancient nature worship and other eldritch

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religious practices, but subsequently warped by humans defiling the place through quarrying or similar disrespectful use. Game Manifestations: As above; although Genius Loci tend to be more intelligent and easier to placate. They are aware of nature matters and the history of their locale, but little else. They may assume the aspect of the god or goddess they were once worshipped as, and may therefore know something of their mythology possibly even believing they are actually that deity. Spirits of the Dead (Reality 1): Another option is that ghosts are as folklore states unquiet spirits bound on earth, released either by fulfilling a task or via exorcism. Issues such as where do ghosts go and why do ghosts have clothes obviously pose some problems for this theory! One convenient explanation is to assume a soul is an energy pattern that prefers to manifests in a certain way and lies dormant for long periods, activated by certain conditions (the fall of night, the full moon, etc). Game Manifestations: This class of ghosts act as sentient entities with a defined purpose. A powerful host can make themselves solid for short periods so they can interact with witnesses; this being the rarest of all ghost powers (see below). They also have various PSI abilities allowing them to interact with the living world (See Ghost Powers, below). They behave in a manner depending on their motivation asking for help and revealing information relating to their situation. Such contact is fleeting and usually of short duration. Faerie (Reality 1-2): Some forms of ghosts (most notably white ladies) could actually be Sidhe (pp 227) protecting and watching places on Earth held sacred to them. While some are friendly to those with good intentions, other faeries are hostile to mankind, viewing them as destructive vermin In any event, it can be quite feasible for a variety of these origins to be valid. Even in a world with real ghosts, it is obvious that many instance (as with UFOs) have rational causes. Indeed, this would add variety and surprise to the investigation of ghost rumours the players expecting most to be explicable. As indeed they are, until they meet something a little more unusual! Having lots of unusual causes adds variety, as opposed to a setting where all real ghosts are thought-forms, spirits of the dead and so on. Creating a ghost for Thriller 70: Each ghost used in a Thriller 70 game should be crafted to fit with a Commissioners desired game-situation. Storyboarding Ghosts: While defining a ghosts attributes is both useful and necessary, an apparition without a backdrop story is pointless from a gaming point of view. The Commissioner should therefore create a legend detailing the event(s) supposedly bringing the ghost into existence. The commissioner needs consider what time period the ghost reputedly originates from. What is the ghosts focus the place or area the apparition frequents? Further consideration should be given to the apparitions most common time and circumstances of manifestation i.e. night or day, clear, foggy or rainy conditions, etc.

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The ghosts purpose should then be determined; how does it manifest? How does it act when it manifests? Does it have any goals, objectives or unfinished business? Lastly, the commissioner should decide what player actions could potentially erase the apparition from existence and/or put it to rest. This can be an automatic act (once the means to end the apparition has been discovered) or has a Difficulty factor that must be overcome with an action, ability or skill.

Ghost Powers:
All ghost powers have a maximum range of 1 mile, focusing on the haunted location and function as per the rules for conventional ESP powers unless stated otherwise. The following options are only available (or relevant) to ghost and similar entities

Manifest:
This ability allows a ghost to take on material form. To succeed, the Commissioner needs to make a roll based on the ghosts Co vs. a Diff of 80. The following effects occur, depending on quality of result .
NAILED The ghost manifests with physical attributes equal to their Co score x3. They may retain a material form for 20+2d10 Recounters. Physical ghosts still retain their float ability if they had originally had this. SORTED The ghost manifests with physical attributes equal to their Co score. They may remain material for 2d10 Recounters. SCREWUP The ghost is unable to physically manifest; the entity may attempt to do so again after 2 hours have elapsed. FUBAR! The ghost is unable to physically manifest; the entity may attempt to do so again after 1 day has elapsed.

Attacks can be made against manifested ghosts they ignore all hits other than Omega or DIRE Effect class injuries; either of which causes the ghost to suddenly vanish and unable to manifest again for 1 week. Such an injury inflicted with a silver-coated weapon vanquishes the ghost permanently.

Enter Dreams:
This ability allows a ghost to enter the dreams of a victim attack an individual with a wave of fear. The Commissioner applies the ghosts Co against the characters Co or In score, whatever is higher. A Nailed result indicates a particularly vivid dream, allowing Fear Blast to be used with a +40 Bonus. A SORTED score indicates a dream of normal intensity. In either case the ghost may relay information to the character (whatever the ghost can communicate in the space of 2d10 minutes of game-time).

Fear Blast:
Allows a ghost to attack an individual with a wave of fear. The Commissioner applies the ghosts Co against characters St score. Results are as follows:

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NAILED The character must make another St roll; Fear Blast; another SCREWUP result or worse indicates the character suddenly dies of anomalous heart failure. Otherwise, the character passes out with fear for 10 Recounters. Make a 40 Diff Co roll; a failure means the characters hair turns white overnight (and wet their underwear). SORTED Character acts as if suppressed for 3 game minutes. SCREWUP Character suffers a -20 penalty to actions for 10 Recounters; otherwise ok. FUBAR Fear Blast has no effect on character who is immune to further attacks for 6 hours. Illusion A Spirit Form or Manifested ghost can create psychic illusions at will, all of which relating to the circumstances that brought about the haunting. This involves the Commissioner matching the ghosts Co with that of the characters In or Co (choose highest attribute). If the ghost also wishes to use this as the medium for a Fear Blast they use the average of their Illusion and Fear Blast abilities. Such visions only last for a maximum period of 2 Recounters. Spirit Form This ability allows the ghost to manifest as a non-corporal spirit-form, permitting the use of its special abilities. A ghost usually becomes active at a specific time of day, night or when certain weather manifestations occur. When this occurs, the Commissioner rolls the ghosts Co vs. 40 Diff; if successful the ghost manifests if not they must wait another 6 hours or until their favoured conditions occur, whatever comes first. A ghost can attempt to manifest in unsuitable conditions; a 100 Diff penalty in this instance. Spirit form is possessed by most ghosts. Poltergeists remain invisible, but use the activation rule to indicate whether or not they manifest as an invisible force. Defining Ghosts in Thriller 70 terms: The following ghost design rules model various forms of paranormal ghosts. Fictitious phantoms should merely be represented in terms of Difficulty levels associated with overcoming hallucinations, hoaxes and optical illusions, matched against the players Co or In A bespoke paranormal ghost starts with the following attributes: In: 0 Co: 100 Mv: 8 All start with either Spirit Form or a bonus ESP power of the commissioners choosing. Attributes should be chosen and/or altered to fit the Commissioners view of a particular ghost. The Commissioner then choose 6 to 8 of the following powers picking those that best suit their conception of a particular ghost

Common Ghost Powers include:

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Beast Control, Control, Curse, Enter Dreams, Fear Blast, Levitation (at will), Mainifest, Pyrokinesis, Telepathy, PK, Illusion (at will) Some common British ghost stereotypes are given here, by way of example Audio Phantom: Fear Blast +80, PK+40 Illusion+40 (sound only). Black Dog: Beast Control, Curse +40, Fear Blast +40, Manifest, Pyrokinesis. DX +20 Mv: +4 Screaming Skull: Curse +40 (if moved from place of rest), Telepathy, Fear Blast +40, Illusions (audio only), PK. Mv 0! Hag: Beast Control, Control, Curse, Fear Blast, Levitation (at will), Mainifest, Illusion (at will) White Lady: Enter Dreams +40, Curse, Fear Blast, Manifest, Telepathy, Levitation. Phantom Monk: Beast Control, Control, Fear Blast +40, Manifest, Telepathy, Illusion. Poltergeist: Beast Control, Control, Fear Blast, Illusion, PK +40, Pyrokinesis. Ghostly Rider: Curse, Levitation, Fear Blast, Illusion, Manifest, PK. +40 to De, Mv +8.

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Leys, Black Streams and Windows

Reality 1-2

Leys are straight alignments extending across the British Landscape, incorporating features such as standing stones, barrows, ancient churches and other sites with a mystical reputation. Leys usually extend for around 10-30 miles or so but a few alignments (so-called dragon paths) are much longer in extent, spanning large regions of the UK and parts of Europe. They appear to represent fault lines of magickal energy, the nodes comprising of places with long-standing spiritual or merely uncanny reputations. As a consequence, ESP, magickal and comparable mystical abilities get a +50 bonus when evoked within 500 metres either side of a ley. It further appears that certain exotic phenomena reported as UFOs may use leys as a bonus source of power and therefore often follow their course. Leys can be located using the Sense Aura Ability Spontaneous paranormal phenomena often occur at Arbour points; a region where two or more leys cross. An Arbour point provides a +80 bonus in regard to evoking ESP, spells and similar powers. Poisoned leys termed Black Streams also exist. Long term exposures to black streams result in illnesses and mental breakdowns even among the psychically ungifted; any character treated as possessing the Bleak Future bent if living within 500 metres of one for long periods. Psychics and Magickians attempting to accidentally channel a Black Stream as a source of power must make a -20 STRESS roll, and further requires no Ley Line power bonus. Window Areas Reality 1-3 In Reality 1-2 settings, a Window Area forms in regions where three or more leys cross each other. They represent a natural portal between Earth and other alternative universes, which can be accessed by certain paratechnological and magickal artefacts. Cryptids and similar beings may be capable of accessing them without such aids. Reality 3 Window Areas represent an exotic form of earth fault capable of generating Earth Lights and the exotic effects connected with them (see pp 239240), and have no connection with leys.

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25: PARANORMAL ENTITIES


Reality 1 The Sidhe (also known as Faeries or The Shining Ones) are psychically powerful entities living in a parallel universe but capable, occasionally, of interacting with our own. These entities, long alluded to in the ancient human folklore of many cultures, resemble tall, noble-looking humans with elongated and angular facial features. Various sub-species of Sidhe differing significantly from this description also exist. They originate from an alternative version of Earth termed Elfhelm. The Sidhe are composed of two ideological factions; defined by human occultists as either Seelee (those favourably disposed towards mankind) or the Unseelee, who disdainfully view our species as vermin to be contained and constrained. This ideology has lead to armed conflict among both groups giving rise to stories of faerie battles. The Sidhe are innately magical corporeal beings living for thousands of years unless slain. They have an egalitarian culture albeit with feudal overtones based on extended family groups; all of whom have noble rank. They have a Late Medieval technological base, markedly augmented by their magical abilities, a sophisticated knowledge of bioengineering and occasional magickal construct. Sidhe society is very nature-orientated, with large areas of Awynn left in an undeveloped state. Occultists speculate their world has different physical laws and is more innately magickal than our own. Magickal and psychic abilities used in Elfhelm are never subject to fatigue making the Sidhe (and also theoretically Earth psychics) very powerful in their reality. Humanity has a long and complex relationship with the Sidhe interbreeding and marriage, pacts and cursed bloodlines. The Shining Ones (as ever) keep their own counsel regarding their schemes and interests relating to humanity Due to their extra-dimensional nature they are unable to use iron objects; being restricted to tools made from non-ferrous materials. An iron object gets a WF bonus of +100 bonus and a +4 WM if used to attack a Sidhe. Nonetheless, the Sidhe are still difficult to harm due to their special abilities and knowledge. Typical mature Sidhe Mu:50 St:100 De:200 In:100 Co:200 Mv:4 Innate Powers: Aura, Empathy, Telepathy and the Magick Gift Plus one other ESP power of choice. In addition to this they know 4 spells at 200 and 4 others at 100. They rarely follow any Magickal tradition other than those generally associated with Sidhe culture. The Sidhe may communicate by humans with Telepathy or Dream Visions when their world is semi-connected with our own. They may physically cross over using naturally formed gates opening on specific days, which remain accessible for several hours at a time. Some gates may be opened and closed at the will of especially powerful Sidhe, the regions host to such gates the focus of stories relating to spectral white ladies and similar figures who appear and vanish seemingly at will... Sidhe technology includes the ability to duplicate human beings (via a form of exotic cloning), various devices to augment their magickal abilities and Levitating flying craft likely to be perceived as a UFO in our reality. The Commissioner should develop (make up!) whatever Sidhe devices they require for an adventure

The Sidhe

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Angels

Reality 1 Angels may represent servitors of God or powerful spiritual entities of no fixed allegiance. Good angels are described as robed, luminous and resembling incredibly beautiful humans. Seeing a Good angel is a comforting experience and has been known to heal Stress (pp 79). Angels tend to move by flight; either levitation or via large wings. Another variety, the fallen Angels, reputedly represent a faction who rebelled against God who exiled them from Heaven in punishment. While no less attractive, they have a sullen demeanour and an aura of anger and distress. Most angels are generally kindly souls who represent the embodiment of all goodness. Some fallen Angels although not all are reputed to dislike humanity as dirt beings and burn with resentment over their banishment. Angels may be evoked through the Summon spell. Representing a more independent natural they cannot be bound; Angels will help only those they feel deserve their aid. While all Angels have names and knowing their names aids with summoning them these cannot be used to cohere them into acting for a Summoner. Angels can albeit rarely manifest at whim whenever there is a significant need to do so. Angels are effectively immortal. Like most Daemons they can only be harmed with silver coated weapons or bullets; although any harm is temporary the Angel usually vanishing to totally recover from any injury within 1d10 minutes not returning again unless they have to. They also ignore effects such as dismemberment, bleeding, disease and poisons. Angel Mu: 300 St:200 De:200 In:200 Co: 300 Mv:12 (fly) HD: 300 ARM =+200 Attacks: +500 WF Reach 1 (Fiery Sword) Innate Powers: being innately magical an Angel knows all Powers and may use them at will. Angels have Skill levels of 400 in all areas 500 in any areas of speciality they may possess. Angels usually have positive Gifts and Bents

Demons

Reality 1 Daemons are complex supernatural entities. In Thriller 70 there are assumed to be many different kinds; from fallen angles to distorted thought-forms. Thought-form Demons These entities begin existence as ancient gods subsequently debased through being condemned; abandoned by worshippers and altered by misdirected belief into bizarre forms. As a result many of these entities assume a chimerical appearance; with combinations of men and beasts being commonplace. They are also associated with very narrow spheres of power; from finding treasure to acquiring mystical knowledge. Their exact abode is unknown occultists speculate they inhabit a spirit realm or the collective unconscious. Daemons are evoked and controlled via the Summon and Bind power, a process added by exotic symbology requiring a successful Penalty -80 Occult roll (and 1 game week of research) to locate.

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Daemons are effectively immortal, although their existence is tied with that of humanity if our species goes extinct, they will cease to be as well. Daemons can only be harmed with silver coated weapons or bullets; although any harm is temporary the entity usually vanishing to totally recover from any injury within 2d10 minutes. They ignore dismemberment, bleeding, along with all diseases and poisons. A Typical Daemon Mu:200 St:100 De:200 In:200 Co:400 WToL: 20 BLoSH:0/-13 Mv:12 Arcane: +400 Attacks: +150 WF (+3 WM) Claws and +100 WF (+2 WM) Bite Innate Powers: being innately magical a demon knows all Magickal abilities and uses them at will! Daemons have Skill levels of 400 in areas associated with their realm of power, and 100 in areas that fall outside of it. If evoked and controlled correctly, it is possible to request a daemon to supply knowledge associated with their sphere of power. They may also cast a Blessing or other suitable spell to fulfil a request when requested to do so. A daemon will remain visible for 1d10+1 minutes and then depart. Disembodied Demons: This class of demon, while having all the above abilities have no physical form and a Co score of 200. Representing the spirits of vanquished demonic entities, they hunger for corporality and so attempt to possess human beings. A character may attempt to resist this by winning a Control roll (So or Co + Arcane or Theology Skill,) vs. a -120 Penalty. A failure indicates the character is possessed; such a person may be exorcised; the exorcist using his or her Theology or Arcanex3 vs. a 120 penalty. An exorcism attempt takes around 2d10x2 minutes. The Demon will often oppose this by using their considerable powers. A demon beaten by exorcism immediately releases their hold on the possessed person being unable to possess them or the exorcist ever again. Physical Demonic Entities: Most classes of physical demons are comparable to Angels, but with a negative disposition and unsettling appearance. Select any two of the following Bents: Brazen Ape, Giant, Dominant, Hedonist, Sociopath, Sadist, Sexual Predator, Murderous rage and omit any goodly Gifts or Bents. Other minor classes also exist: Succubus A Succubus is a minor fallen angel class of demon capable of inducing pregnancy in women, although is this incidental to their other functions. SZ: M LO: BW HD:+30 WToL: 12 BLoSH: 0/-13 Mu: +100 St: +50 De: +40 In:+40 Co: +100 WF: +30 AM:+50 Mv: 12 Special: Attacks (Bi, Cl) Winged flight, ESP POWER: Control. Harm Immune; Vulnerable to silver, Pathogenesis. ESP POWER: Pathogenesis Cost: 2 This gives the possessor the ability to psychically induce pregnancy without the need of male genetic material. This involves an ESP power roll vs. the victims ST.

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Succubus evoke this ability at double power providing they are capable of sexual congress with their victim. Demon Spawn This Skills package represents the offspring of a human female and a male Demon (or succubi). Demon Spawn are only available as Game Personas. Add +3 LUCK. +20 boost to all attributes. +2 to Luck and select 3 ESP powers. Greater Demon These entities are rare physical manifestations from another reality. They resemble large humanoid creatures with bat wings. While Greater Demons can be Summoned, this act is strongly discouraged! They are among the most powerful demonic creatures, working only to their own agenda. Greater Demons can only be bargained with, never bound (at least by a human being) and even that act is extremely difficult, given there is little such an entity wishes from mankind. They are sometime found in the form of ancient remains, which will regenerate into a new Greater Demon within 2d10 hours of being exposed to sunlight. Ideally, all parts of a Greater Demon remains should be burned to ashes ending any possibility of them regenerating.
Greater Demon

SZ: VL LO: BW HD:+400 WToL: 60 BLoSH: X/-13 Mu: +300 St: +300 De: +100 In:+100 Co: +400 WF: +100 ARM:+50 Mv: 12 Special: Attacks (Bi, Cl) Winged flight, ESP POWER: Control. Access to all other ESP & Magickal powers. Harm Immune; Vulnerable to silver.
+1E WND ABS

Reality 2 One notable supernatural terror is the vampire a walking corpse sustaining itself by drinking the blood of the living. A vampire has many reputed abilities some mythical and symbolic, others actual; the latter are described in the outline below. Significant skills are usually rated at around +400 for a very ancient vampire, with lesser used skills being around +200. Vampires need to feed at least once a week; losing 1 WND each day they go without blood. Taking blood from victims recovers this damage, in proportion. A Vampire rests during daylight hours usually within an intact coffin and away from sunlight. A resting period of at least 4 hours will heal any wounds the creature has suffered. VAMPIRE SZ: M LO: BF HD:+100 WToL:20 BLoSH: X/-13 Mu: +200 St: +50 De: +100 In:+100 Co: +100 WF: +10 AM:0 Mv: 10 A Vampire bite inflicts cited quantity of wounds (in blood-loss) which are transferred to the vampire as stolen Life energy. The vampire may use it to heal WNDs (on a point-for-point basis) or to feed itself; 1 WND of blood sustaining the vampire for 6 hours. Bite attacks only inflict non-Effect injuries; merely add +4

Vampire

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WND points to vampires feeding total that Recounter on a NAILED result. A Vampire is Immune from poisons, diseases and normal weapons. A vampire does not suffer Bleeding, LIMB or BODY Effect hits, even by silver weapons; it only takes account of attacks aimed at the head. Vampires have the Magick Gift and have access to the: Beast Control, Control, Telepathy and shape-shifter spells. Vampire Vulnerabilities: Daylight inflicts 1 Wnd each Action; or 3 WNDS per Recounter. Thrusting a cross or similar holy symbol before a vampire acts as a 300 Co attack; success cause the creature to retreat; a FUBAR effect indicates the vampire knocks the symbol from the welders hand! Attacks by silver inflict normal WNDS but they still ignore LIMB and BODY Effects. HEAD attacks are resolved as normal. A vampire resting in their coffins may be instantly dispatched with a wooden stake to the heart on any attack other than a FUBAR! result. This technique does not work with vampires that are fully active.

Vampire Spawn:
Humans completely drained of blood by a vampire rise as vampires within 3 days of their deaths, unless the body is decapitated and/or cremated beforehand. A spawn possesses all a characters past abilities and a vampires special abilities and weaknesses. Add +100 to St, +50 to De, Co and In. Vampires tend to prefer individuals of the opposite sex for this procedure. In most instances playercharacters who become spawn must be surrendered to the Commissioner. Reality 3 While the dead usually stay dead even in the world of Thriller 70, certain exotic chemicals, diseases or cosmic events may animate their corpses with a pale semblance of life. Other agents may render living things exposed to it into severely brain-damaged bestial maniacs. These Zombies congregate into swarms of their own kind, seeking the unchanged as a source of food Zombies only possess skills in very basic abilities usually Contact, Aware and Unarmed Combat (Brawling). They are immune to poisons, diseases and are subject to the Robot WNDS rule on pp67. Zombies do not bleed and traumatic amputations have no effect on a Zombies BLoSH score. Nonetheless, losing one leg slows a zombie down to half Mv; losing both legs reduces Mv to 1/3rd. They do not suffer stress or suppression effects; due to their minuscule comprehension they cannot be reasoned with, only avoided or destroyed. The Commissioner should decide whether walking dead can multiply themselves through scratches or infected bites with a default viral Strength of 100 or have a self-contained condition than cannot be transmitted. Zombie Mu: +200 St: +100 De: -20 In:-50 Co: -100 Mv: 6 SkDe:-20 SZ: M HD:+200 WNDs: 20 BLoSH: X/-8 +100 ARM WF:+50

Zombies

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Cryptids
In Thriller 70, the term Cryptid is used to define mysterious beasts or entities that cant readily be defined as anything else (i.e. as a ghost, Ufonaut etc.). The following monsters are all alluded to in various British myths, legends and folk tales, ancient and modern. Thriller 70 assumes Reality 1-2 Cryptids originate from alternative universes, passing to and from our world via a nearby well-hidden spacewarp, intermittently materialising on (our) Earth and returning again several hours later (!) or at will (x). Reality 3-4 Cryptids are undiscovered relatively prosaic animals. Observing a Reality 1-2 Cryptid requires a Stress roll, as described on pp 79; some being more fearsome than others Variations of some entities also appear in the ghost section, but are depicted here as being more corporal for those wishing to depict them in this manner. Most cryptids (like ghosts) seem rooted, even spiritually linked, to the zone they manifest within; although mystery big cats, dragons, vasa mortii, slashers, springheeled jacks and wurms seem to roam and predate at will. Place-centred entities see themselves as protectors of their range and often react with hostility to any transgression by humans. All Cryptids have the following base attributes & skills, each specific type amending various attributes and skills as denoted in its description; Base Cryptid attributes: Mu: +200 ST:+100 De: +100 IN:+10 Co:+100 So:+100 Hard: +190 WToL: 20 (+9) BLOSH: -10/-15 ARM:+100 Luck +10 Reach:0 Mv: 14 Gifts: Night Vision (+100 Aware) Base Stress Rating: 40 Base Skills: Aware:+100 Active: +100 Stealth:+100 Track: +100 Unarmed: +100 Contact:+100 Bite: 0 Claw: 0 Swipe: 0 Crush: 0 Goblin:
Reality 1 (x) Stress Mod: Base. A goblin is small, highly magical creatures; resembling small bearded men, a wizened child or an ugly gangly-limbed monstrosity with pointed ears.

+100 De -100 Mu. Possesses Magickal ability Gift. Spells: Blessing, Break Curse, Beast Control, Curse, Control, Pyrokinesis, Telepathy. Bugbear: Reality 1 (!) Stress Mod: +50 Bugbears (also known as Bogeymen Ogres or Boggats) are mysterious large hairy beasts, comparable with a goblin; although lacking most of their paranormal abilities they are notably more aggressive. Bite WF:+50 P Claw: +50 SP Mv: 20
Regenerates injuries (1 Effect or 4 WToL per Recounter)

Stealth:+100

Black Annis: Reality 1 (x) Stress Mod: +50 The archetypical hag, resembling a stooped, cowled old woman with glowing eyes and fingers tipped with claws sharp as iron. Associated with ancient sacred sites they tend to act, aggressively to those who transgress such sacred places. Claws: WF: +80 Regenerates injuries (1 Effect or 4 WToL per Recounter, unless wound is seared by fire). Possesses Magickal ability Gift. Spells: Blessing, Break Curse, Beast Control, Curse, Control, Pyrokinesis, Telepathy.
A wrath is a similar cowled entity associated with sacred high places or forlorn dark and lonely ponds, lakes and riverways .. They possess the following skills and abilities; Contact +100, Creep +100 and Intimidate +100 along with the Control PSI power.

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Barrow knight:

Reality 1 (special) Stress Mod: +60 This being manifests as an ancient warrior of fearsome decayed aspect, generally associated with ruined castles, burial mounds and other ancient sites with sinister reputations. If vanquished, any associated remains should be destroyed and cast into the sea to avoid it reforming on midnight of the next full moon.

+200 ARM Possesses Magickal ability Gift. Sword or Axe +100 WF Bow: +200 WF Contact Skill: +100 SkDe:+100
Magical abilities: Change shape or become incorporeal at will. Also has the Augury, Curse and Enter Dreams paranormal abilities,

Black Dog:

Reality 1 (x) Stress Mod: +20 This Cryptid manifests as a large black dog with fiery eyes as large as saucers and the ability to spit flame. It also has the power of speech and ability to shapeshift at will. Sightings of this creature are often cited to be a portent of personal doom. Bite: WF: +40 Claws: WF +20 Flame Breath: Rng 1 +100 WF

Quadruped. Possesses Magickal ability Gift. Powers: Curse, Death!, Beast Control, Control, Telepathy. Shape-shifter.

Cryptid Big Cat:

Reality 3-4 Stress: Base. Supposedly offspring of Asian and African released into the wild due to of the 1976 Dangerous Wild Animals Act; these cryptids are usually described as resembling large black Pumas or Leopards. Their passing usually leaves numerous mangled farm animals in their wake, although they are rarely claimed to attack humans. Phantom cats are more elusive versions of the mystery big cats described on pp 204.

Stealth +100

Mv: 60 Claws: +60 WF, Bite: +40 WF

Dun Cow: Reality 2 (!) Stress Mod: Base This cryptid resembles a massive Auroch (a primitive breed of cow) with prominent horns. It is notably ill tempered and often attacks on sight. Mu: +100 Horns: +100 WF (Reach 1) Swipe: +40 Cr ARM +100
Regenerates injuries (1 Effect or 4 WToL per Recounter); unless wound is seared with fire. BLoSH -15/ -21 WToL: +20 (+9)

Giant:

Reality 1 (!) Stress Mod: +40 Legends of tree-tall bestial humans (also known as Ogres or Ettins) occur throughout the British Isles. They are notoriously bad tempered and greedy, with a hunger for human flesh!

Mu: +200

Weapons: Club: +200 WF or thrown boulder (+200 WF Rng 30) +1E WND ABS Giants suffer from the Bad Temper and Greedy Bents. Eachy
Reality1 (x) Stress Mod: Base This slimy, manlike horror has an equine-like head and is encountered near desolate lakes. It has the power to change form at will; the intent of any shape-shifting being to lure a victim into the water so they can drown and eat them.

BloSH:-20/-30 WToL: +30

ST:+100 ARM +100 Reach: 2

Swim: 180 Mv. Mu:+100 Bite: WF +100 Spell Power: Shape Shifting Dragon:

Claws: WF +20

Reality 1 (x) Stress Mod: +100 Dragons resemble 100 foot long flying quadruped lizards with wings, claws and horribly fanged maws! With incredibly thick hides they are especially feared for their ability to breathe a wide plume of fire from their mouth! Dragons are highly intelligent, avaricious and often evil, although some good dragons exist. Most have the Telepathic PSI power along with the Emotion and Control Magickal abilities. A few can also reputedly change into human form!

Possesses Magickal ability Gift. Claw: +100 WF Bite: +200 WF Mu: +300 ST:+300 BloSH:-20/-30 WToL: +20 +1E WND ABS Flame breath Rng 5 +200 WF Arm +200 Flight: 30 Mv. Dragons possess the Bad Temper and Greedy Bents.

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Shaggy Beast:

Reality 2 (!) Stress: Base The Shaggy Beast is described as shambling anthropoid creature with a dog-like head, often encountered in gloomy woodland; possibly the source of British wild man legends.

Active: +100 (Climb) Lake Monster:

Bite: +100 WF

Claw: +100 WF

Reality 3 (x) Stress: Base. A notable quantity of large lakes in England, Scotland and Ireland are associated with numerous accounts of lake monsters, often described as a large snake like creature with a horse like head and several humps on its back.

Swim: 180 Mv.

Bite: WF +200

Swipe: WF: +80 ARM: +100

Reality 2 (!) Stress: +20 Owlman: This large humanoid owl-like form has reportedly been seen in various areas of ancient woodland throughout the UK. It is capable of flight and appears to have excellent night vision.

Beak : +100 WF FLIGHT: Claws: +50 WF Flight: 40 Mv. +100 Aware (night and day vision bonus) Phantom Slasher:
Reality 2 (special) Stress Mod: +100 The Phantom Slasher is an invisible nocturnal entity that seemingly stalks women and other harmless individuals, and attacks then by inflicting minor damage such as cuts or pin-pricks before vanishing into the gloom. It seems to have the ability to generate considerable fear when it manifests. Some occultists speculate that slashers represent a form of vampire but one that feeds on fear rather than blood and uses that energy to return from whence it came!

Possesses Magickal ability Gift. Contact +100 +20 WF (knife) Stealth +200 Magick: Invisibility (at will, any duration), Emotion Control, Vasa Mortis:
Reality 1 (x) Stress Mod: +50 This lumbering, bloated winged horror possesses several long-necked draconic heads which can emit streams of fire or deliver an envenomed bite once per Recounter. Stories of this creature date back to the Anglo Saxon era.

Bite: +40 WF Flame breath Rng 2 +200 WF(+4 WM) +100 ARM Flying Speed: 120 Mv. Strength +100 poisoned bite +1E WND ABS
Reality 1 (x) Stress: +40 Wurm: (*) This creature resembles a large giant worm with sharp teeth and the ability to heal rapidly from most injuries. A Wurms blood is notably acidic, inflicting a 40 Skill attack and a +20 WF injury to those exposed to it (expending 1 LUCK avoids this consequence).

Reach = 3 Mv: base (crawling). Bite: +200 WF; Swipe 100 WF. Stealth: +100 Powers: Regenerates injuries (1 Effect or 4 WToL, per Recounter, unless wound is seared with fire). Willo the Wisp: Reality 1 (x) Stress Mod: +20 Manifesting as floating glowing balls of light, Willo the wisps are mainly associated with marshy ground. This entity will attempt to lure victims into swampy or waterlogged areas so that they might drown, in order to feed off their life energy as they expire. Possesses Magickal ability Gift. Flight: 50 Mv. Powers: Curse, Beast Control, Control, Telepathy. Springheeled Jack:
Reality 2 (x) Stress: +40 This mysterious entity manifests as a cloaked, helmeted figure clad in dull black armour with claws, glowing eyes and the ability to spit bluish flame. It is especially notable for its ability to jump great distances. It may be a fear-feeder akin to the Phantom Slasher. ARM +200 Flame breath Rng 1 +20 WF x20 MV (jump). +20 WF Claws.

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26: UFOs
Reality Level: 1-4 (Technic).

UFOs a historical overview.


The UFO story began on the 24th June 1947, with fire extinguisher salesman Kenneth Arnold observing a formation of unusual objects while flying a light aircraft over the Cascade Mountains in Washington State, USA. Arnold compared their motion as being like a saucerskipping across the water resulting in the popular term flying saucers. This precipitated a wave of similar flying disc sightings throughout the US and eventually the whole world. Alarmed by this development the newly-established USAF established PROJECT SIGN (or Saucer) to collate and assess these various reports. The study project quickly split into two factions; one who believed them to be observations of alien spacecraft (an idea later termed the Extraterrestrial Hypothesis (ETH)), and another who attributed them to misidentified natural objects such as aircraft, stars, planets, meteors and weather balloons. Due to the sensationalist connotations flying saucer began to attract, the acronym UFO (Unidentified Flying Object) was coined by the USAF during the late 1950s; despite this move the original nickname still enjoys wide popular use! Due to a lack of obvious physical evidence to support the ETH, the natural phenomena faction triumphed within the USAF shaping the official approach to flying saucers throughout the world. An additional factor that bolstered their position was the discovery the vast majority of UFO reports (anything from 80%95% of all sighting) could following sufficiently rigorous investigation - be explained as misinterpretations of man-made and natural phenomena. As a consequence, various civilian UFO groups were established in the 1950s to challenge the official debunking approach (and suspected cover-up). Similar groups came into existence within the UK around the same period. The USAF continued to monitor UFO projects through their official PROJECT BLUE BOOK STUDY, which by the mid-1960s had effectively become a exercise in casual debunking with only around 3 permanent staff members. Within the UK, an intelligence summary ordered by Winston Churchill during the early 1950s came to the same conclusions; unsurprisingly, given it was mostly based on USAF-originated data. Nonetheless the USAF and the MoD continued to monitor UFO sightings throughout the 1950s and 60s. The Air Force officially terminated project Blue Book study project in 1969 based on the findings of the University of Colorado Study Project (or Condon Report). This supposedly impartial assessment concluded there was little scientific merit in either the alien origin theory or in continuing to monitor UFO reports.

UK UFOLOGY IN THE 1970s


The Condon Report had significant repercussions for civilian Ufology throughout the world. While some took solace in the fact that some 23% of the reports studied were assessed as Unknowns, the media deemed the subject effectively closed. This period of disinterest hit civilian ufology hard but was eventually broken by a massive wave of UFO events over the USA in 1973. Dr. Condon had not wished the saucers away; with several waves of intensive sighting reporting occurring throughout the world throughout the seventies decades. Britain experienced especially heavy UFO activity in the years 1977 to 1978.

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The subject was embraced by counter-cultural individuals and scientific mavericks alike. In the UK numerous esoteric UFO paperbacks appeared on the bookshelves, encouraging a new generation of Ufologists. Throughout the 1970s Official oversight of British UFO reports is conducted by a small department of the Air Ministry; which also handles complaints relating to low-flying aircraft (generically denoted here as DS8 (Air) in Thriller 70). They follow a similar approach to the USAF by stressing UFO reports are of no defence significance and probably explicable in mundane terms. Nonetheless, the MoD have channels of communications allowing military personnel, aircraft pilots and members of the public to officially report sightings along with a checklist of basic questions. Technical assistance is provided given by DI55 (Tech), a secret division whose remit is to collect intelligence on foreign aviation technology. In very rare instances they investigate significant reports with follow-up telephone interviews or personal visits. The various U.K civilian UFO groups continually badger the Air Ministry to release reports held by them and challenge official explanations they propose for most high-profile sightings. Social attitudes to UFOs: In seventies Britain UFOs tended to be treated in a sensationalist and often mocking way by local and national media alike. Nonetheless, regional newspapers often publish accounts of local UFO activity and are thus a prime source of information relating to such events. The scientific community are generally dismissive (largely as a consequence of the Condon report); tending to belittle sighting claims as dangerous pseudoscience balefully influencing a credulous lay public; reports deemed as misperceptions, hoaxes or hallucinations. UFO enthusiasts are widely regarded as eccentrics and thus struggle for both respect and recognition. This has made many defensive and guarded when discussing the subject in public. People who state acceptance of UFOs (and put themselves forward as witnesses) are often ridiculed, sometimes quite severely. This creates a climate of caution, resulting in many events being reported anonymously. The majority of Ufologists believe the seemingly unexplained reports (around 5% 10% of all sightings) represent alien spacecraft or more exotic causes such as supernatural phenomena, time travellers or entities from other dimensions. That stated, by the mid 1970s a growing number of UFO researchers recognised the influence of sociological factors and began to adopt a more critical approach. This however resulted in controversy, with more traditional Ufologists branding these New Ufologists as debunkers and sceptics. Several national UFO societies (composed of amateur Ufologists and the casually interested) exist in the UK, along with numerous local groups consisting of no more than a dozen people or so.

UFO attributes
The vast majority (maybe as many as 70%) of all UFO reports relate to observations of distant lights and poorly-luminated bodies seen at night. Many are relatively mundane being dismissively termed as LITS (lights in the sky) by Ufologists! Unsurprisingly, most are easily explained as stars, planets, bright meteors or aircraft running-lights. Distant daylight observations of anomalous forms are less commonplace but represent the second most common class of UFO sighting. Most transpire to be weather balloons and aircraft. Nonetheless, a small quantity remains unexplained.

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In regard to inexplicable reports, distinctive UFO motion attributes include sudden stops and sudden acceleration from rest, protracted hovering and high speed 90 degree turns. Most are reportedly soundless but a few are clamed to emit a quiet hum. Estimated speeds range from extended long-duration hovering to speeds of at least several thousand miles per hour. Some controversial estimates have arrived at far greater speeds; impossible for an airframe to withstand in an atmosphere without burning up through friction. During the 1970s common UFO shapes included various forms of disc (most notably inverted plates and convex lenses), hemispheres, cigars, tubes and spheres. One significant saucer-like form is represented by the domed disc; which possesses a lower section like an inverted saucer capped by a hemisphere. Sometimes, the lower section reportedly rotates. There were comparatively few observations of triangular forms during the 1970s a shape that came to dominate UFO reports from the late 1980s onwards. Most nocturnal UFOs involve sightings of simple but bright, star-like pin-points of light, although some relate to self-luminous forms with the shapes described above. The more significant sightings allude to glowing bodies usually with a yellow, reddish-orange or bluish-white hue. Daylight UFOs are reported to have a shiny highly reflective silvery surface. In either case glows and halos are often reported to surround them. While most UFOs are featureless, some are stated to possess portholes, antennae, and underside protrusions, projections from their comparable to landing gear and surface features akin to raised panels; also exposed wiring, running-lights, spotlights, rims and flanges. Size estimates vary from the size of a model aircraft, from several metres upto 30 metres in diameter. A few are allegedly the size of an aircraft carrier or greater.

Close encounters
Close quarter observations of UFOs are associated with a variety of anomalous physiological side effects. These include sensations of heat, tingling, dizziness, prickly skin, hair standing on end. Episodes of paralysis and unconsciousness are also claimed. Some witnesses note a lack of background sounds and a general sensation of time standing still. Wildlife may reputedly act in a subdued manner while in the presence of a UFO. Sighting after-effects include nausea/dizziness, skin problems, and sensations of extreme thirst, dermal tanning and retinal dysfunction. These usually clear up to week or so after a close encounter. Animals reportedly become agitated just prior to a UFOs appearance and may suffer the same after-effects as humans. The close approach of a UFO may instantly stall a car engine, dim or quench headlights and/or cause radios to suffer interference. These effects cease on a UFOs departure. UFOs may leave traces when apparently coming in contact with the ground. These include landing pad impressions often in a triangular configuration and flattened or burned areas of grass and similar foliage termed Saucer nests. Crop circles had yet to appear; the earliest examples being recognised in the early 1980s and taking the form of a single circle. Strange beings are occasionally reported in association with landed UFOs although observations of similar entities are also alleged with no obvious

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association with a UFO. Such reports were rare in the UK until the late 1960s. These entities varied widely but usually described as basically human like; either small or tall humans with notable differences in regard to the shape of their eyes, head, mouth or nose. Within the UK, one common class of 1970s UFO entity took the form of tall human-like entities clad in either a tight silver suit and motorcycle helmet or a skin-tight jumpsuit, often with a flying cap covering the skull and neck area. They were often claimed to act as observers, or behave in a manner akin to lunar astronauts, namely taking samples and performing comparable tasks. Some cases allude to witnesses boarding a UFO. It should be noted that even by the early 1980s accounts of UFO abductions recovered by hypnosis were fairly rare most being consciously recalled events. During the 1970s UFO interiors were described as resembling a cross between a laboratory, computer centre and medical bay; equipped with computers comparable to the flashing databanks of 60s and 70s computer science (and cinematic science fiction) and controls consisting of buttons, TV screens and levers.

UFOs in Thriller 70
So what does this all mean for a Thriller 70 game? The Commissioner can interpret the UFO phenomena in a number of ways

1: UFOs have prosaic causes (Reality 3+)


Most (if not all) UFO sightings have a rational explanation instigated by natural phenomena, man-made objects (collectively termed IFOs, or identified flying objects), combined with hoaxes and hallucinations. Characters use Evaluation (UFO reports) skill to identify IFO incidents; target difficulty based on accuracy of description, clarity of observation and commonality of the IFO involved. Common sources of explained sightings are listed below: Astronomical bodies such as 1st magnitude stars and the brighter naked-eye planets Venus, Mars and Jupiter, being perceived as a hovering mystery light. Atmospheric factors can make them twinkle, flash colours and waver. A psychological effect termed autokinesis creates the illusion of a star or planet repeatedly wandering across a short arc of sky and then return to its point of origin. Aircraft anti-collision lights located on a planes fuselage, tail and wings can look very odd under nocturnal conditions. An aircraft approaching along an observers line of sight can appear stationary for periods of its flight, especially if its landing lights are activated, an effect which can be seen from a considerable distance. Another psychological effect termed perceptual filling can fill in the gaps between the lights and create an illusory semi-illuminated disc or triangle form. During the day an aircraft can appear as a domed disc if approaching an observer along their line of sight, and can be glared by reflecting sunlight, causing it to resemble a shiny, slow-moving oval or disc-shaped object. Artificial satellites resemble high-flying pinpoints of light moving in an arc, taking up to 15 minutes to cross the sky. A variation of the autokinetic effect induces the illusion of a satellite following a wavering sine wave trajectory while in flight Fireball meteors manifest a luminous streak taking several seconds to shoot across the sky over the course of several seconds, before vanishing suddenly. Old

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satellites and rocket bodies re-entering the atmosphere generate similar effects albeit with a longer duration (up to 2 minutes or so). A fragmenting meteor or piece of space junk is often described as a large cigar shaped object with luminated windows and a glowing trail witnessed over a wide area. High altitude research balloons often generate reports of shiny tear-drop or oval forms moving at a modest rate of speed which sometimes stop, spin, climb or suddenly ascend (due to a combination of wind or updraft effects). Other common sources of false UFO reports include unusual clouds (most notably lenticular type forms), parachute flares dropped from military aircraft, kites, birds (most notably highly reflective species such as seagulls) and searchlights. Thriller 70 games could feature IFOs generated by illicit activity, i.e. aircraft used for terrorism operations, spying or smuggling. A witness prone to interpreting natural objects as UFOs (a Spacehead) might drive themselves mad with their obsession causing all kinds of problems, up to spree killing for the space people. A UFO encounter could be faked to scare people away from a site being used for illicit activity or merely for financial gain. Nonetheless, even if this view is mostly correct, the possibility remains that some reports are caused by rare atmospheric or geophysical phenomena, with Close Encounter events instigated by exotic plasmas emitting low-intensity radiation.

UAPs (Reality 3)
A UAP (Unidentified Atmospheric Phenomena) may represent either an Earthlight or an atmospheric generated event. Earthlights may be encountered near regions of marked faulting (a 1% to 10% (1d100) chance per day in such zones, when randomly determined). UAPs may be generated by atmospheric electrical activity, marked solar flares and meteor showers. Pylons and similar electrical installations may also create them (a 1% chance per day, if randomly determined, 3% during thunderstorms). Should the UAP drift within 20 metres of an observer those within its sphere of influence suffer a 40 STR emission attack (80 STR if 10 metres or so away); Close exposure also results in one 1 Wnd every 3 minutes of game-time. This is unlikely to result in a fatality given plasmas usually have durations of around 1d5 minutes. UFO entity encounters could represent a hallucinatory event induced by UAP radiation emissions stimulating the observers temporal lobes; the contents being a muddled replay of contemporary science fiction, folklore and popular technological imagery. In regards to the latter, the recent moon-landings represent a rich and emotive source of this; explaining why UFO entities are perceived to wear spacesuits, take samples and carry out objectives comparable to that enacted by the Apollo lunar astronauts!

Effects of exposure on an individual;


NAILED: Epiform effect witness experiences a vivid fantasy with a notable UFO context, probably in the form of an alien entity encounter. -10 to all rolls for 1d5 days, then gets better. In Reality 3 or less settings make a Diff Co 150 roll, a Nailed result indicates the character develops one ESP power! SORTED: -40 Diff to all actions while UFO is present; -10 to all rolls for 1 day, then recovers otherwise no other effects

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SCREWUP: Black out with minor skin burns. Regain consciousness in 2d10 minutes. Health effects akin to mild radiation exposure, lasts for 1d5 weeks. -20 to all Mu and ST rolls. -10 DE in regards to reaction -10 reaction penalty (visible effects) FUBAR!: As ScrewUp, but also take the Bleak Future Bent! Effect on an electro-mechanical object: Use vehicles Hardness vs. a Diff of 80. Add +100 to Hardness if vehicle is powered by a diesel engine NAILED: No effect functions as normal SORTED: Car sputters to a stop player-character can attempt to restart (Driver vs. a Diff of 40) SCREWUP: Car slowly wheels to a stop will not start again until form vanishes If the vehicle has a metal hull, magnetic signature of car body altered (notable by using the Van Hooven technique; detected by noticing anomalous deflections of a compass needle when placed on it). FUBAR!: As a SCREWUP result but the cars electrics burn out, requiring repair taking 2d10 hours (cost equating to 5+1d10% of cars value).

A prosaic interpretation of UFOs also doesnt invalidate the possibility that a few could be exotic experimental devices. This may be a consequence of psychological warfare conventional aircraft disguised to resemble the popular image of an alien spacecraft, thereby suppressing reports due to an observers fear of ridicule! Disguised conventional aircraft will have attributes and statistics equal often lower than a conventional helicopter, hoverjet or similar object, with some edges resulting from the method used to camouflage it. Experimental semi-conventional aircraft are more comparable to normal planes or helicopters but with distinctive improvements giving it greater speed, the ability to hover, radar invisibility and similar advantages. Nonetheless, they may have operational quirks resulting in them crashing more often than standard aircraft instigating another UFO retrieval rumour. Alternatively, they may be actual flying discs flown by cyborg adapted pilots (pp 92). Use the UFO templates cited on pp 245-246, adjusted as per the human origins option.

2: An unresolved mystery... (Reality 2-3).


This take on the UFO phenomenon assumes 90-98% of sightings have a rational solution, as described in the prosaic causes section. A few others are control system events or exotic experimental devices. The small proportion that remains, while truly inexplicable, are never defined or resolved. These true UFOs manifest UAP-style effects (pp 235-6) when in close proximity to an observer and have the ability to appear or vanish suddenly. UFO entities have all described abilities but also possess the ghost powers Manifest, Enter Dreams and Fear Blast (pp 223-224). Anyone encountering a UFO entity must also attempt a 120 Diff Co roll; failure resulting in an instance of missing time covering the totality of their close encounter. These repressed memories often surface as disjointed dreams several days or so after. The Commissioner should always take special care to render UFO events ambiguous and eternally enigmatic; presenting them in a manner that neither

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validates their physical existence nor defines their origin. While seemingly extraterrestrial in context their behaviour is actually more typical of ghosts. This may be attributable to advanced technology, highly development psychical powers or an extra-dimensional origin endowing them with actual (or apparent) ghost-like properties. But whatever the case their precise origin always remains a mystery as far as any witnesses or those trying to studying are concerned!

3: Control system hoaxes (Reality 3+):


UFO commentators have speculated some events are staged hoaxes generated by mind control technology and other ruses. A microwave mind-effecting device (pp 204) generates similar effects and range as UAP exposure and could well be inspired by such natural effects. The immobilised witness(es) may thereafter be exposed to a drugging agent, generating an entity experience, again as described above. The intention of such acts could be to create belief in extra-terrestrial visitors, to obscure tests of classified aircraft or to form a body of opinion that suits an agencys long term objective. The perpetrators could be a secret organisation or a governmental faction; the latter carrying out these experiments with government knowledge (or, more chillingly, without it)! Another possible option is to assume governmental remote viewing programs have discovered psychics with the ability to broadcast UFO-like images into the minds of witnesses, providing another method for those wishing to use UFO mythology for their own ends....

Special PSI powers


Image Projection

(Reality 1)
Cost: 1 Point

This ability allows a psychic to project illusory images and sounds into the minds of all observers within view of them. The Psychic attempts this by using his Co to overcome the Co of everyone in close proximity. A SORTED result indicates the target perceives the psychics mental projection. A NAILED score indicates a vivid experience allowing the psychic to attempt a bonus Control effect, as per that ESP power. A SCREWUP result indicates the projection attempt has failed in regard to that target; a FUBAR! that the target senses the general source of the mental intrusion, albeit instinctively. An Image projection event lasts for around 2d10 Recounters.

Create Plasma

Cost 2

This ESP ability allows psychic individuals to create air glows up to UAPs (as defined in pp 239-240)! The psychic applies his Create Plasma ability; 50 if aiming to create a small floating, glowing mass, radiating luminance akin to that of a bright torch. This mass floats 5 foot from the psychic and endures for 1d10x2 minutes. Attempting to create a UAP is a 80 Diff task; this form floats with the wind at SPD 5. Its motion can also be guided with the PK psychic power. Other manifestations may be created as desired (with Commissioner approval). Halve Difficulty if Create Plasma is used near a surface earthfault or during electrically-charged weather conditions.

4: Visionary visitors (Reality 2):


Some UFO events could also be psychic events manifested by Jungs collective unconsciousness; hereafter termed the Super Consciousness Composed of the collective minds of humanity and with godlike levels of will and intellect, the Super Consciousness obviously has a vested interest in guiding humanity from destruction hence the re-occurring motifs relating to ecology and warnings of nuclear war in entity encounter cases. Flying disc shaped UFOs themselves are depictions of the soul, with other shapes having other symbolic meaning all being visual memes expressing the integration of science with spirituality. The Super Consciousness aim is to generate belief and hope in

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mankinds future with each UFO sighting thereby preserving humanity, the nodes upon which the Super Consciousness depends on for its continued existence! The Super Consciousness usually manifests through psychically gifted individuals and then radiates out to influence everyone else in close proximity. Everyone within 50 metres of the channelling psychic is required to make a -120 Co roll. Those rolling a SORTED results or better ignore the influence; those who fail experience the visions of whatever the Super Consciousness wishes them to see! These experiences usually endure for around 2d10 minutes of game time. When this occurs the experiencer enters an odd perceptual state or mythic reality. More often than not the human mind has difficulty in assimilating Super Consciousness communication requiring a 60 Diff In roll to comprehend. A SCREWUP result indicates a jumbled subjective impression of symbols and impressions admixed with material from the witnesses memories and personal subconscious store of imagery. A SORTED result indicates a similar jumbled subjective impression but one that generally relays the Super Consciousnesses intent, which it may cloak through using mythic motifs and symbols. A NAILED result indicates a fairly clear communication which may be deliberately obscured by the Super Consciousness if that best suits its needs. The Super Consciousness may also use its psychic powers to create physical effects through Psychokinesis and other similar powers.

The Super-consciousness
[Mu: 500] [ST: 500] [De:60] In:400 Access to all psychic powers at 1000 doesnt suffer fatigue from ESP use. Super Consciousness innate ratings material world, for skills, powers, etc. Co: 400 So 400 All skills at: 400 communicates exclusively via telepathy. It Physical attributes in brackets indicate the in these abilities when it manifests in the

5: UFOs as Supernatural phenomena


Spectrum Intellect (Reality 1):
Researchers have noted possible links between other supernatural such as ghosts and reported instances of ESP-like manifestations in some UFO events. One approach is to assume certain UFO events are caused by intelligence from an alternative universe; such manifestations leeching through certain special regions termed Window areas. Based on this interpretation, some UFO phenomena are generated by exotic energy entities akin to the Super Consciousness described above, but independent of mankind and working to its own agenda. Its long-term plans also involve creating beliefs and religious movements for its own ends although these may necessarily not have our species best intentions at heart. It exists in several states of being its basic form being a bundle of electromagnetic energy termed a Spectre; due to its habit of changing colour while performing actions such as accelerating, hovering, etc. This entity is identical to a UAP in physical form (as described above) but with sentience and psychic abilities. Furthermore, it is able to temporarily transmute into whatever it desires for short periods of time even apparent structured craft and entities.

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Spectrum Intellect:
MU: 400 ST:400 DX:400 IN: 400 CO:400 Hardness: 300 WToL:30 BLOSH:-26/-30 WF: 200 ARM: 100 Skills: +400 (main) +200 (secondary) Abilities: BP,VS,Nv,UT,ESP: Au!, He, Co, Em, Lw,Te!CT,AA,RG,R Produces effects as described in Plasma section, above. All forms have the same attributes. Killing a spectre only banishes back to its own reality, where it reforms over the space of months, years or even centuries!

6: UFOs as Exotic Physical objects:

(Reality 2+)

Of course, Commissioners could choose to accept the popular cultural explanation for true UFOs; namely that they represent advanced devices of exotic origin! Even so, their possible sources are surprisingly diverse; other planets, hidden terrestrial civilizations, the future or parallel universes. The Commissioner should also consider (in a very general sense) how these devices function. What methods do they overcome the effects of severe inertia and friction; allowing them to stop and start instantaneously, move at (possibly) thousands of mph and perform high speed tight turns without disintegrating? Their power systems would also necessarily possess considerable endurance capable of extended hovering, extensive high energy manoeuvres and protracted loiter times. Thriller 70 makes the following default assumptions in regard to UFO propulsion and power modes: Man-made UFOs utilise speculative propulsion methods existing only on the 70s drawing board; scramjets, MHD drives, vectored thrust, etc. A prototype field effect system could also be employed; albeit with various unfortunate side-effects, such as problematic EM emissions or radiation. These novel propulsion modes also provide no protection from the excessive G-forces they generate thus requiring radically altered cyborg pilots (pp 165-166)! UFOs of exotic origin are propelled by an anti-gravity drive that protects any occupants from extreme G-forces. These also generate the distinctive side-effects described on pp 239-240; aspects of their propulsion systems likely derived from UAPs manifesting on their place of origin. Man-made flying saucers could be powered by an advanced, lightweight nuclear fission reactor, or a rare nuclear isotope based generator that requires minimal shielding. Both concepts reflect the dream of nuclear power - and anxieties over radioactive UFOs. More advanced UFOs could be sustained by fusion or anti-matter reactors; reflecting the Seventies belief in the golden future supposedly awaiting nuclear energy albeit one always just around the corner or 10 years away. More exotically, they could be powered by free energy; comparable to the concept of vacuum energy popular in fringe physics, albeit more poorly defined. Esoteric seventies UFO literature proposed UFOs drew telluric-based energy from leys (pp 226), or orgone taken from the atmosphere. If the former is true UFOs use a network of lineal flight-paths echoed by alignments of ancient site on the ground (and thus have a tendency to be seen over prehistoric sites). Orgone can be considered a variety of free energy generated by global life, defined by a characteristic bluish glow. This would be a fitting mode of power for devices originating from a hidden human culture or alternative universe. Defining what

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powers a flying saucer provides a subtle cipher and insight into the 1970s mindset relating to scientific progress, space travel, mystical leanings and its love-hate relationship with the atom! UFOs were popularly associated with a variety of supposed entities, sometimes termed Ufonauts in seventies UFO literature. Such beings were often compared to human astronauts, described as performing similar tasks and wearing spacesuit like garments. Some common 70s UFO occupant types are outlined below: Example Ufonauts: Name HD/BS WToL Mu De ARM Mv Dmg Special
Space Goblin 30/-4/-6 Greylian Reptoid Humaform 20/-2/-5 100/-6/-10 50/-4/-8 14 8 24 18 40 60 +40 +100 +100 +100 +300 +100 +200 +100 +40 +100 +20 +200 +600 +100 +140 +200 +600 +400 6 Bi+20,Cl+10 15 20 30 8 (fl) Cl/St/Se/cm AA/RG/Le/Nv St/Te/Le/Nv/Pw Cl/Bi/St/Arn/Nv St/Se/AA/RG/Te. /Co/He Cl/B/St/Se/Tr Ve/AA/Le/Nv/R Cl/B/St/Se/Tr Ve/AA/Le/Nv/R

Mystery Robot 200/-20/-30 Space Monster 300/-10/-20

Most entities have at least +60 IN & +60 CO and So +100 (Graylians +120 In, +120 Co and So +20). Humaform entities have In +100, Co:+200 and So +100. (Space Brothers have So +200) Mystery Robots have In:+20 and 0 in Co & So. Reptoids have +100 In, +100 Co and +10 So.

Space Goblin: A small 4ft high entity with excellent climbing ability, superior night vision and hearing. Their head is large with large eyes and prominent ears. Masters of force field technology they often wear portable ARM +400 screens along with anti-grav shields, giving them limited flight abilities. Observers respond to them at full Shock Diff rating. Graylian: A small 4-5ft high entity; physically weak but with notable PSI powers. Their heads are often described as large in proportion to their bodies, with large wraparound eyes but underdeveloped facial features. They have a tendency to abduct humans for bizarre medical examinations. Graylians have the amnesia PSI power; those encountering them must make a Diff 120 Co roll or lose memories of the event - if the Graylian so desires! Observers respond to them at full Shock rating. This class of UFO entity was rarely reported in 70s Britain, but became more commonplace in US based entity claims during this period Reptoid: a species resembling anthromorphic lizards, they possess the Control PSI power, along with the amnesia ability described in the Graylian section, above. A Reptoid can also change its form (at back, at will) to resemble any individual who has succumbed to a Control attempt. This species tend to exhibit a callous, superior attitude to humans and are sufficiently repulsive for humans to respond to them at full cited Shock Diff rating when seen in their true form. Reptoids were rarely mentioned in 70s entity encounter claims but are included here for completeness! Humaform: Very tall human-like entity possessing significant psychic powers and advanced technology. Some species follow a clinical, scientific ethos, while others (sometimes termed Space Brothers) are deeply spiritual - the latter often described as being physically perfect and beautiful. Most UFO entities reported during the 70s were mostly of this type, reportedly clad in some kind of coverall garment or space suit. Observers respond to them at half cited Diff Shock rating. A Humanoid is similar but possesses marked differences in form; claw-like hands, tentacle-like arms, large eyes and/or undeveloped facial features (no chin or residual nose or mouth). They are identical to Humanform entities- but observers respond to them at full Shock rating!

244

Space Monster: An entity with a notably horrific appearance; often tall with significant offensive abilities combined with advanced alien technology! Observers respond to them at cited Dff+50 Shock rating! Mystery Robot: A UFO entity resembling a blocky humanoid robot, sometimes found seemingly assisting other types of UFOnauts in a subordinate capacity. They are subject to the Robot WNDs rule described on pp67. Some Ufonauts are also fitted with Reality 2 bionics (pp 165). All have main skills rated at +200; subsidiary skills at +100 and minor skills at +50. Most entity types are equipped with a Raygun Rod: a tubular weapon the size of a flashlight. The weapon can be set to either stun or kill. A successful hit while the weapon is set to Stun results in a +300 strength attack, that (on a SORTED or better hit) locks the target In-situ for 5 minutes. A Raygun rod regenerates 2 expended shot each 10 recounters.
Raygun-Rod WF +300 Ease +20 Rng 500 WF +5 S 100 Wgt 1.0 ROF AS REL EX

For ease of play some proposed attributes of the most common types of stereotypical physical UFO forms are presented below: Mini UFO:
A small robotic craft used for remote surveillance usually shaped like a sphere or small disc. Hematically sealed exotic airframe several hidden access hatches. Passengers 0 Handling: +300 Turning: +300 (perform instant stops & starts) Cargo: 1 ton (2,000 lbs). Duration: 10 years. Ceiling: Unlimited Climb: 20,000 miles per second. Cruse: 0-400 mph Top Speed: 12,0000 mph Extended Hovering 0-12,000 mph - 1 sec Armour 2000 Hardness: 300

Scout UFO:
A small entity-carrying vessel built mainly for speed and remote observation missions. Hematically sealed exotic airframe one exit hatch. Various shapes usually has a domed disc configuration. Passengers 4 (1 pilot, 1 monitor, 2 passengers) Handling: +200 Turning: +200 (perform instant stops & starts) Ceiling: Unlimited Accel: 3.30 miles per second. Cargo: 5 tons (12,000 lbs). Duration: 10 years. Cruse: 0-400 mph Top Speed: 12,0000 mph Extended Hovering 0-12,000 mph - 1 sec Armour 3000 Hardness: 400

Research Vessel:
A larger craft built for protracted operations and specimen acquisition Hematically sealed exotic airframe one small exit hatch. 1 large exit ramp. Shape as Scout vessel but larger. Passengers 10 flight, 10 technicians (room for 20 more). Handling: +100 Turning: +100 (perform instant stops & starts) Armour 3000 Hardness: 500 Cargo: 10 tons (24,000 lbs). Duration: 20 years. Top Speed: 8,000 mph Extended hovering. Ceiling: Unlimited Acel: 2.20 miles per second.

Use this template, adjusted as per the Human origins option, to represent an advanced first concept deep space exploration craft; which may (or may not) have a warp drive combined with various unfortunate quirks!

245

Mother Ship:
A Mothership is a large deep space craft vessel equal to an aircraft carrier in size which only lands on a planetary surface in an emergency. Even larger versions of this vehicle exist! Usually has an elongated shape comparable to a cigar or cylinder. Hematically sealed exotic airframe Various exit hatches and bays Passengers 2000+ (room for 1000+ more). Handling: +50 Turning: +50 ((perform instant stops & starts) Cargo: 1000 tons. Powerplant Duration: 100 years. Space warp generator for FTL travel. Carries 10 Research Vessels, 40 scout craft, 200 Mini UFOs Top Speed: 5,000 mph Extended hovering. Ceiling: Unlimited Accel: 1.38 miles per second. Armour 10000 Hardness: 1000 Larger craft contain floater-beams capable of levitating (with minimum +400 power) a subject up to 100 metres away, usually through a large iris-shutter protected opening.

Adjust the UFO templates cited above by UFOs mode of origin: Man made: UFOs are a form of highly advanced terrestrial aircraft. UFO pilots: Ignore example Ufonaut section; use Cyborg template on pp 92, which may give rise to mystery robot, monster and space brother sightings when seen by uninformed observers Propulsion: Scramjets and Vectored thrust jets for hovering. UFO Power source: Advanced fission or nuclear isotope based. Effects: Reduce Hardness and Armour to 10% cited! Reduce all UFO speeds to 10% cited; acceleration time equates to 1 minute rather than 1 second. No floater beams are fitted. They cannot perform instant stop and start motions; Duration equals 1 month of operations. Hidden Human Culture: UFOs originate from a hidden Earth civilization. UFO pilots: Use any example Ufonaut template desired; space brother or Reptoid being the most apt. Propulsion: Anti-gravity. UFO Power source: Free Energy, Orgone or Ley-lines Effects: Reduce all UFO speeds, Hardness and Armour to 50% cited! Advanced Humans: UFOs are time machines or from an alternative universe UFO Pilots: Use any UFO Entity (other than goblin or Space monster) or Cyborg Astronaut Template: UFO Power Source: Fusion, Isotope, Free Energy or Orgone. Effects: Reduce all UFO speeds to 50% of that cited but UFOs have the ability to suddenly vanish (i.e. return to its own place of origin). Aliens: UFOs are extra-terrestrial in origin. UFO Pilots: use any example Ufonaut template. Propulsion: Anti-Gravity. UFO Power Sources: Isotope or Fusion for interplanetary craft, Fusion or Free Energy for Interstellar vessels. Effects: UFO attributes are as described Research vessels and mother ships have the ability to generate a wormhole and (eventually) return to their homeworld. Mini UFOs and Scout Craft are launched from larger mother ships equipped with a wormhole drive which usually remain in deep space.

246

Reality Level: 1 The iconic (or, depending on your view, notorious) works of Eric Von Daniken published from the late 60s and 1970s presented the concept of extraterrestrial visitation in Earths remote past to a mass audience; this belief, consequentially, being a popular topic of discussion during the 1970s. It should be noted that earlier writers such as Raymond Drake, Charles Fort and (from the perspective of horror fiction) H P Lovecraft were among the first to propose this possibility, although their books didnt generate the same degree of sociological impact as those of Von Daniken. The concept of ancient astronauts covers a variety of evidence. The first relates to ancient myths and stories of the Gods; which this theory proposes relate, in actuality, to extraterrestrial visitors. These beings may have created or altered mankind in their own image - or at least provided our species with basic technological knowledge. Ancient Astronauts are also evoked as an explanation for anomalous cave paintings interpreted as showing astronauts, along with structures and artefacts exhibiting apparent unusual sophistication for their time. Given this concept relates to prehistoric visitations, ancient astronauts usually manifest indirectly in Thriller 70 as legends or surviving artefacts found in a prehistoric or pre-modern context. While highly advanced, the function and purpose of most ancient astronaut technology is generally recognisable by most late 20th century people. Should they ever make a personal appearance; ancient astronauts resemble tall, attractive and physically perfect humans. Use the Humaform template on pp 224, adding +50 to all attributes and +100 to all skills. They are immune to all diseases and are unaffected by aging. Ancient Astronauts automatically heal 2 WToL per turn and can recover from most fatal injuries via nanotech instigated cellular regeneration, a process taking three days or so. They tend to have personal names similar to those of ancient Earth gods. Artefacts: The following paratechnological artefacts can be found in association with ancient astronauts, either as archaeological discoveries still functional after thousands of years or in a damaged or incomplete form: Controller microchips (humans), Slave Controller Collar (Humans), Suitcase Nuke, Atomic Bazooka, MC/EDOM device (Humans), Lasers, Duplibot, Killer Robot and Sentient Computer, along with most Future Tech mentioned on pp. 177-178. Some example Ancient Astronaut technology is described below (assumed here as being in full functional order): Ancient Battery: This is a bulky, discoloured cylinder weighing around 1 lb; most ancient batteries generates 2,000 KW hours of power. It requires a water top-up once a month to continue functioning.

Ancient Astronauts

247

Relic Spacesuit: Weighing around 10 lbs and constructed from an exotic rejuvenating synthetic cloth it provides one month life support; the power unit requiring a water top-up after that time. This suit adds +100 to wearers Mu and protects with an ARM of +400/-6 AM. A functioning Relic Spacesuit automatically adjusts its size to fit a specific wearer. Spacegod Sarcophagus: Weighing around 500 lbs and around 8 foot long, this self-contained and powered device can keep an individual in suspended animation indefinitely. Provides 600 ARM (-12 AM) (BLOSH: 20/50)

Ancient Astronaut vehicles:


Annunaki Wings: A personal flight system with amazing manoeuvrability; consists of a strap-on pair of wings tcompactly fold and unfold with thrust provided by a fusion powered ramjet/scramjet engine. They on command weigh around 2 lbs. Handling: +200 Turning: +200. Cargo: 500 lbs. Hardness: +50; Arm +200 Ceiling: 15,000 foot (if wearing a pressurised space suit) Top Speed: 130 mph; Climb: 1,200 fpm. Stall: 1 mph. Range: 1 Week of constant use (requires refill of water). Vimana: An ancient astronaut era flying machine powered by small quantities of mercury. Used as a low-altitude transport or fighter-bomber. Unsealed airframe up to 4 exit hatches. 2-4 Crew, 10 Passengers Handling: +100 Turning: +100. Ceiling: 15,000 feet Climb: 5,000 foot/minute. Cargo: 10 tons. Hardness: +100 Arm +200 Top Speed: 600 mph. Rate of climb 5,000 feet, per minute. Can hover VTOL capacity Range: 1 Week of constant use. Armed with 20 Iron Thunderbolts (a guided rocket with a suitcase nuke scale warhead) & 2 Indras Dart projectors (laser cannons). Chariot class photon rocket: While ancient astronauts never (seemingly) discovered faster-than-light travel they nonetheless produced highly efficient reaction drives capable of reaching velocities almost approaching light speed. The resulting time dilation effects allowed passengers to make long journeys well within their lifespans while thousands of years elapsed elsewhere! One day, the old gods could well return... their passage marked by the flare of a photon rocket! Handling: +10 Turning: +10. Ancient Astronaut Vacuum Energy Rocket Passengers 50. Cargo: 300 tons (carries 10 Vimanas, Scout UFOs or similar). Celing: Unlimited Atmospheric speed: 20,000 mph Atmospheric Climb: 100,000 ft per minute.

Space acceleration: 1 G. (9.8 m/s) capable of constant acceleration for centuries; can reach 0.9999th the speed of light: thus able to reach stars within 130 light years of origin within 20 years of ship-time!

248

REACT

Reality Level: 2

REACT represents the UKs secret response to the UFO situation. On the 15th July 1971 Prince Henry, Duke of Dorset and 12th in line to the throne, was tragically killed in a freak flying accident at least in the version given to the media. In reality the fatality was caused by the Princes aircraft colliding with a large hovering disc while flying out of cloud cover. In March 1972 a mysterious spherical object was recovered on the outskirts of Leeds during an archaeological dig; currently classified as of unknown date and origin. This and other incidents resulted in the Health government at the behest of several members of the royal family- to establish REACT in late 1972, the UKs secret UFO project. This new agency (an unacknowledged division of DI-55(Tech) consists of a core group of administrators and science personnel with around 50odd field fulltime operatives recruited from various Army regiments, RAF Intelligence, Special Branch and MI5/6. REACT is based at RAF Rudloe their building disguised as sections of the RAF Provost and Security Service (P&SS) and the Royal Observer Corps officially based at that location. Much of REACTS work is conducted in the underground NBC-warfare proofed tunnels criss-crossing the base. While DS8 (Air) continues to monitor low level UFO activity, REACT secretly acquires data directly from the UFO desk. It also directly accrues information from air bases, police station and similar establishments via the satellite monitoring centre situated within the bases Hawthorn sector. REACT is only deployed in situations where the potential exists to acquire significant knowledge relating to the origin, causes and intentions of UFO manifestations. When interacting with outside elements, REACT operatives present themselves as P&SS or other RAF personnel. They have a wide remit to co-opt material and technical support with those concerned bound by The Official Secrets Act. REACT also has the remit to issue D Notices without due official authorisation, should they feel media discussion of an UFO event poses even a potential hazard to UK security. The current head of REACT is Wing Commander Christopher Anderson, assisted by a mysterious individual affiliated to their science division known as StrangerShore, who was instrumental in unsealing the so-called Leeds sphere. REACT has reached the conclusion that around 98% of all sightings have fairly mundane causes. Of the 3% that remain unexplained, the vast majority are ionised gas clouds (plasmas) and geophysical emissions from earthfaults. The small proportion that remain relate to advanced craft of unknown origin. There are suspicions the USAF knows far more than REACT as their so-called Blue Beret" unit has reputedly recovered a number of crashed flying saucers since the 1960s.

REACT characters may additionally choose either the UFO Investigation Auxiliary career or a further award of +40 skill points, allocated as desired.

249

Character Sheet
Name: Age:
Height: Weight:

Sex:

Mu: LUCK:
Hardness:
Career(S):

St:
Bp:

De:
SkDe:
WTOL:

In:
Bm:

Co:
Bs:

SO:

Mv:
BLOSH:
Rank:
Sports: Intimidate: Survival:

CODE:
WM:
Class:

Physical Skills: Active: Aware: Creep: Ride: Track: Firearms: Weapon: ATT factor: Contact: Weapon: ATT factor: Unarmed: Drive: Pilot: Physical Workskills:

Open:

Archery:

Mental Skills: Admin: Detect: History: Law: Present: Research: Languages: Mental Workskills: Science skills: Charm Skills: Artistic: Con: Debate: Instrument: Manners: Etiquette: Hobbies: Exotic Skills:

Education: Tactics:

Street: Trader:

Compose: Interview:

Dcor: Photo:

Arcane:

Gifts: Bents: Growth:


250

Description:

Background:

Money:

Notable Possessions:

Notes:

Game Premise: Reality: Heroism: License:

251

INDEX
A
Academic Advanced Combat Rifle (ACR) Acts Act resolution Act Duration Actions (combat) Armour Adeptness Addict Aesthetic Age (character generation) Aging Age War Agent Aiming Aircraft Alternative Worlds Alien robot Animals Angels Ancient Astronauts Arcana Archery Artist Army Astronaut Attributes Primary Secondary Auxiliary Careers Autofire 22 108 15,62,63

15 18,62,63 110, 112, 175,182 23 33 214 18 25 196-198 36,37,38,41, 147-150 63 112,261 152-158; 144-146, 160-161, 177-175, 179-192, 195-200 169 92-95, 203-205 228 246-247 156 51,106 20 20,47,28-30 22 17 18-19 24-25 64 69 233 31-43 78-79 204,232 196-197 165-166 19 225,235 219,225,233 226 31 110,175 20 142 72, 103 194 116-117, 128-131 117-127, 128-131 61 144-146, 160,161, 179, 177-175,179-192, 195-200 170 182-184 30,117-118 66-67, 261 72, 104-105 64 20 232 144-146 20-21 22 109-112 73-74 73-76

12

B
Bash Barrow Knight Bents Bribery Big cats Bikers Bionics BLoSH Black Annis Black Dogs Black streams Bleak Future Body Armour Bodyguard Bodily Decay Bombs Brain-Washing Britain History 70s Era Regional

Post 70s Tech British 3rd Civil War British Empire Bleeding Bombs Burst fire Burglar Bugbear

Alternative

C
C-Squad Careers (Basic) Careers (Elite) Cars Car chases Car Combat

252

Characters Character Shields Charm (Gift) Children of Love Choking CID Citizen Civil War (3rd British) Class War Cloning Combat Combat Table Commissar (Soviet) Commission (Military) Communicators Computers Corruption Control Table Conman Contact weapons Counter-culture Cops and Crime Cults Criminals Criminal Record Cyborgs Cryptids Cyro capsule

17-30 154-156 44 194 85 133 20 182-184 199-200 167 62-72 68-70 252 (Simplified Damage method) 180 27,57 100,165,170,176 96, 169,176 78-79 14 20 51,71 123- 127, 201-202 133-137 194-195 20-21, 135-141 45 92, 165-166 232-234 177,248

D
Damage Resolution Decay (bodies) Demons Department R Deprogrammer Difficulty levels Disease Disarming Dire Effect Injury Dinosaurs Doctor Double Agent Dragons Drugs (controlled) Drug Dealer Drink Problem Drinking binge Driver Dupilbot Dun Cow Dyslexia

66-67 143

252 (Simplified method)

228-230 151 194 12 82-84 64 70 206 22 36 138,233 137-140 20 35 85 20 168 233 36 67,71,92-94 67,71,92-94 189-190 26 233 69 22 21 163 96-115,262 69 66,72 48 206-209,210 81-82 157 16,23

E
-1E Effect hits +1E Effect hits Ecological collapse Education Eachy Effect class injuries Elite Army Emergency Worker Engolden Equipment Errors (Combat) EP (Explosion class damage) ESN ESP Exhaustion EXP Experience

252 (Simplified method)

252 (Simplified method)

Different character experience rates: 17,18,23, 25 & 28.

253

EVM Extreme Sportsman

192-193 21 81 200 203-204 81 52 (skill overview), 72, 101-104. 65 214 13,14,66,68,69 164-178,262 96-99 222 219-225 44-49 98 233 198 232 108 184-185 72, 104-105 64 16 108 108 65,72 103,181 108,195-196 177-178 72,105 18,19,66. 17,18,23, 25 & 28 98 218 10 10,11, 18. 20,61,125-126,197 69 63, 69, 71 26 180 220 36,40,43,44, 122-123 40,203 149 238-239

F
Falling Familia Feral Dogs Fire Firearms Firearm Quality Fourth Way FUBAR skill result Futuristic visions G Gadgets Genius Loci Ghosts Gifts Geiger-Mller counter Giant Golding Virus Goblin Gryojet weapons Great Collapse Grenades Grappling Growth points Guns Archaic Alternative Conventional Soviet 4th Reich Futuristic Special rounds H Hardness Hardboiled (character type) Handcuffs Hallowed Items Heroism Heroic Character option Hippy Hit location High Recoil Error rule Hobbies Home Guard Houses (Haunted) Homosexuality Hypnosis

I
Ideological Agents IFOs Injuries Resolution Indentured Agent Infection Intelligence gathering Initial (character type) Investigator

48 85 31, 38,39,147,148-149 17,18,23, 25 & 28 21 22, 146-149 190 57 234 99,149,177-178,261 72 30 226 11 201-202 198

69-70 66-67

K
KGB Killer Slime Knighthood

L
Lake Monster Lasers L Class damage Languages Leys License LSD-25 London Flu

254

Long Seventies Lorries Luck

179 111-112 10,15,18 175 52,53,71,67 159, 213-218 213-115 203 149 36,37,38,41,147,149 200 194,203 199 20,21,22,27,28,29 22 112,113,182,196 197 174 39 154-164 32 190-191 18 10,12,14,15,64,65,66, 68 15,66 99 192 21 195-196,262 9 179-205 185-187 80 38 190 70 197 47 234 47 227-234 206-234 22 199 248 21 219,255 234 72, 101-102 21 62,72 82-84 21, 132-135 120-121 22 190-191, 189-190. 219,225 22 90-91 210 201 205 18 159, 207-210 56

M
Mars Matial arts (unarmed) Magick Magickal traditions MC/EDOM Mercenary Agents MI5 Middle Process Mind Control Tech MLF Military Characters Military Pilot Military vehicles Mobilisation Mods Moon Most Wanted Multiverse Mutilated Mutants (human & animal) MV (Movement)

N
NAILED NAILED+ result NBC gear Natural Disasters Navy Nazis New Wave Nightmare visions (70s) Nobility Nuclear War

0
Obstacles Official Secrets (Act) Omicron virus Omega Effect class hit One Way Consciousness OTC Owlman Oxbridge

P
Paranormal entities Paranormal power s Pathologist Pathogenesis photon rocket Photographer Phantom Monk Phantom Slasher Pistols Pilot Point Blanc Range Poisons Police Politics Politician Pollution Poltergeist Priest Protagonists Psychotronics Psychelon Prehistoric Creatures PPR (damage) PSI Psychopathy

255

Psychoactive Agent (PA) Photographer

202 21 13,68-70,263-264

Q
Quality of results

R
Racism Range (combat) Rank Social (police) Noble Military Recognition Recounter Rastafari REACT Reaction Reality Spirals Residual Rads Religion Reality Result types (skills) Regional attributes Reporter Rifles Ritual objects Rockers Rockets Robots Robot WNDs rule Robber 39,121-122 63 26 27 28-30

77 15,19,62 198 249 77-78 158-160 33 22, 29, 49,58, 61,126-127, 128, 194,198, 201-202, 214. 10 13 50 21 72, 103-104 217-218. 197 72,181,171-173,248 168-169 67 20 22 13,14,64,66,68 215 17,18,23, 25 & 28 20 22 127 98-100 219,225 78 141-142 198 144-146, 160, 161,162-164, 179-182, 182-184, 191-192, 221, 247,261 179-205 128-131 199 198-199 40,121,198,262 214 25,32,72,72,103. 234 162-163, 227 212 19 13-15, 23-24, 260.

S
SAS/Special forces SCREWUP skill result Satanism Seasoned (character type) Specialist Scientist

self-sufficiency

Security/Safety Equipment Screaming Skull Seduction Serial Killers Servile chip Settings Seventies Nightmares Seventies Timeline Sex Bomb Sex War Sexism Shamanism Shotguns Shaggy Beast Sidhe Sigma Society SkDe Skills Physical 50-54 Mental 54-58 Soul 60 Weird Skills 60 Skinheads Sleeper Slave Collar SMGs Smoking Social Rank Sociopath SORTED skill result Soviet invasion Soviet Union Sodium Pentothal Sonnerad

197 203 199 72,102 40,124-125,262 26-30 40, 141-142 10,13,14,66,68 181-182 103,105,146-147,179-182,212. 149 196

256

SORE effect injury Spectrum Intellect Space Suits Space travel Spells Spetnaz Spies Sportsman Springheeled Jack Starvation Starstriders Star Weapon Stock Characters Stress Suitcase nuke Superbugs Suppression Sudden Death Switch Off

70 242-243 176,172,248,262. 171-175,248,262 214-217 (ESP 207-210) 22,80 22,36,38,41,147-150, 203 21,21 234 212 198 177-178 92 80 148 188-189 65 44 191-192 200-201 156 21, 193-194 214 192 128-131 221

T
Templars (Time of the Templars) Technic Terrorism Thelema Thrillers Thousand Suns Timeline (1970s) Time echo and distortions Tough U

8-11, 86-89

UAPs

UFOs UFO types (physical) UFO entities Unarmed Combat University Ultra 70s setting

239-240

235-246 245-246 242-245 52,53,67,71. 58, 122-123 262

V
Vasa Mortis Vampires Vehicles 234 230-231 UK 111-113 Combat 113, 73-76 Creation 114-115 4th Reich 195-196 Ancient Astronaut 248 Futurist 176-177 Spaceships 171-173 Soviet 182 UFOs (physical craft) 245-246 Veterans (military) 29-30 Virtues and Vices 50 29-30,,65,102-106, 109-110, 112,116,194,196-197 44 160 71-72, 102-109 219,225 216 234 199 226 12,32,66, 68, 71,72 19,71,72 69 67 19 234 197-198 67,93,94,95 72,101 see also 108 231

W
WW2 War Wound Wanderers Weapons White Lady Wicca Willo The Wisp Wimmin Warriors Window Areas WF (Weapon Factor) WM (Wound Modifiers) WNDs WNDs rule (Robots and zombies) WToL (WND Tolerance) Wurm

X-Y-Z
Youth tribes XE Effect hits Zip gun Zombies

257

Bents
Albino Blind Spot Bleak Future Cannot Swim Disfigured Delicate Flash-burn Hard of Hearing Inherited Condition Lacks Grace Lousy Lisp Large Eater Low Immunity Mutilated One Eye 31 31 31 31 31 31 32 32 32 32 32 32 32 32 32 32 Drink Problem Divorced Debunker Dependent Dominant 35 35 35 35 35

Deluded Double Agent Dylsexia Euphoria Hunger Flamboyant Fear Flashbacks Fantasy Merchant Gruff Hedonist

36 36 36 36 36 36 36 36 37 37 37

Bent Bad Reputation Ballistophobia Burned Out Crude Criminal Record Glasshouse Lord Grass Depressed Poor Gait Residual Rads Slow Reflexes Weak Ugly Useless Weak Vision War Wound Sudden Death Addict Aloof Most Wanted Mobilisation Psychopathy Rural Racist Rage Rough Justice Self Sufficient

33 33 33 33 33 33 33 33 33 33 33 33 33 33 33 33 33 33 33 33 39 39 39 39 39 39 40 40

Highly Strung Indentured Agent Insane Rage Loves Money ESN Non Technical Pious Poor Poorly Educated Mental Disorder Mute Mostly Mute Miscarriage of Justice On the Take Official Secrets

37 37 37 37 38 38 38 38 38 38 38 38 38 38 38

Sexist Sociopath Secret Homosexual Smoker Spooked

40 40 40 40 40

258

Bents
Spy Shy Urban Vain Vengeance Vegetarian Undetected Murderer Well Presented Weird Reputation Gay/Lesbian Masochist Pervert Sadist Sexual Predator Sterile Transvestite Transsexual 41 41 41 41 41 41 41 41 41 42 43 43 43 43 43 43 43

(cont).
42 42 42 42 42 42 42

Asexual Castrated Chronic Periods Chemically Castrated Dominant Fetish Free Lover

Gifts
Actor Aware Ambidextrous Animal Empathy Appealing Charm Fast Fury Gunsense Keen Hearing Keen Vision Keen Smell Hold Breath 44 44 44 44 44 44 44 44 44 44 44 44 44 Heals Quickly Natural Dancer Natural Singer Quiet Rarely Sickens Resistant to Cold Resistance to Hunger Resistance to Thirst Resistant to Heat Sprightly Swift Tough 45 45 45 45 45 45 45 45 45 45 45 45

Award Medal Adept Broad Experience Bilingual Courage under fire Elegance Gifted Good Reputation High Ideals Knighthood

46 46 46 46 46 46 46 46 46 46

Intuitive License OTC Oxbridge Passion Prestigeous School Sense Lies Seminary Stipend University Windfall Bisexual Chaste

47 47 47 47 47 47 47 47 47 47 47 47 48

259

Gifts
Fertile Sensual Charisma Well Endowed Anomalous Inspiration Hardman Fortean Guardian Angel Ghost Sight Magickal 48 48 48 48 48 48 48 48 48

(cont)
49 49 49 49 49 49 49

Return Resurrection Psychic Ability Prone to Visions PSI Research Protection Ufologist

Skill list:
PHYSICAL Skills: pp 31-35 Bp Physical Skills: Active, Aware, Archery, Contact (point familiarity option) Creep, Drive (Motorcycle, Car, HVG), Tracked vehicle), Intimidate, Open, Ride, Survival, Sailing/Pilot (water, flying), Firearms (pistol,SMG,Rifle,Machine gun, Artillery, Anti-tank weapons + point familiarity), Track, Unarmed (Kick, Chop, Throw, Defence, Punch) Physical Workskills: Animal Trainer/handler, Armoury, Butcher, Builder, Carpenter, Bartender, Cook, Farming, Hazmat procedures, Housekeeper, Hotelier, Jeweller, Store worker, Shipboard , Stenography, Vice, Mason, Mining, Service. Bme; Mental & Science Skills: pp 35-39 Bme Mental Skills: Administration, BASIC, COBOL, Detect, Dcor, Engineer, Gaming (point familiarity), Herblore, First Aid, History, Interview, Sciences, Street, Law, Languages, Present, Philosophy, Research, Region, Tactics, Theology, Trader, Literature, Musicology. Mental Work skills: BASIC/COBOL, Plumber, Electrician, Mechanic, Librarian, Office Worker, Sensors: (Radio, RADAR, SONAR, MAD detectors, Spying Equipment (Spytech), Recording Studio equipment (SensorArt). Science skills: Archaeology, Anthropology, Astronomy, Anatomy, Chemistry, Computer Programming, Ecology, Geology, Geography, Forensics, Meteorology, Physics, Pathology, Physiology, Pharmacology, Sociology. Bs Skills: pp 39-40: Artistic (Painting, Drawing), Con, Compose, Debate, Guise, Instrument (point familiarity), Interview, Photography, Sing, Manners, Etiquette. Weird and Exotic Skills pp 40-41: Exotic Skills (Commissioner approval): Active (Freefall) Cybernetics, Pilot (Spacecraft) Robotics, Space Navigation. Weird Skills (Commissioner approval): (ESP power), Forteana, Folklore, Hypnosis, Multiverse, (Magick Spell), Occult, Paratechnology, Parapsychology, Ufology, Evaluation.

260

Ultra 70s:

Reality; Technic 2

The Ultra 70s is chronological set in the 1970s - but in an alternative version possessing a significantly higher level of technology. It is listed here as, while faithful to 1970s futurist concept, it substantially changes the games core premise! In this variation the first man in space was a Luftwaffe pilot who orbited the earth in May 1941 in a capsule attached to a modified V2 rocket. This Nazi technology was subsequently acquired by the allies following Germanys defeat in April 1944; resulting in the US launching a man into space by 1949 and placing another two on the moon by 1960. Aviation and other fields of technology have notably progressed since that time. By the settings start date humanity has established bases on the moon and enacted a manned mission to Mars. Despite these developments society is largely unchanged; all listed careers, social options, Bents and Gifts are available without amendment although the Astronaut profession (also Active (Freefall), Cybernetics, Pilot (Spacecraft), Robotics and Space Navigation) can be chosen without restriction, given sufficient attributes. Social organisation and inclinations are unchanged, although racist and sexist attitudes are waning. Women are entering professions once deemed exclusively male in increasing numbers. Commercial tobacco products are now carcinogen-free; those with the Smoker Bent (pp51) no longer risk acquiring a Bleak Future. Furthermore:
Flying cars exist (pp175) albeit in limited numbers, being a recent innovation; they have a speed of x3 and a maximum ceiling of circa 1,000 feet when airborne. Increase speeds of all vehicles by x1.50 and double range, and have a breaking distance of 1 Act per 50 mph. Most aircraft are now VTOL capable; some newer helicopters have a fixed wing mode, allowing them to attain jetliner speeds. o Projectile weapons are still in general use but double ammunition capacity, range, and halve weight. Gyro weapons (pp108) also exist (increase Reliability to AV). Laser weapons (pp178) are available but uncommon and expensive due to being a recent innovation. Body armour is also more generally available; add +50 to ARM and halve weight. Spacesuits as described on pp172 are available at the cost of 1,000-4,000 (depending on quality and features) and are now 25% of cited weight. Sentient computers exist but are uncommon due to their expense; robots have yet to be perfected and are thus as described on pp 168-169. Microelectronics are comparatively muted in this setting; computers usually taking the form of one or more dumb terminals linked to a mainframe. Reality 3 bionics are generally available; Realty 2 enhancements, while existent, are restricted to special forces operatives and spies. Medical procedures gain an extra +40 bonus if carried out with modern hospital equipment. Single stage to orbit Jet Fighter and Light Aircraft variations exist, capable of reaching orbit and returning to Earth; blasting off and landing in VTOL mode. Both take around 8 minutes to reach a parking orbit of 160 miles or so from the Earths surface. More expensive, longer-range single stage spacecraft exist capable of reaching Luna and even Mars (equal to the Scout and Research vessel UFOs (pp245), with Man Made operating parameters (pp246). Communits and Naviunits (pp177) now enjoy general use. Double endurance, capability and bonuses and halve price of all gadgets listed on pp94-100. In regard to computer and electronic storage, read KBs as MBs and MBs as GBs. Micro computers are more useful in this setting, adding a bonus to any task realistically facilitated by their use, and halving the time to do them (+20 for micro computers, +40 for minicomputers, +60 for a mainframe).

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70s era adventure, mystery and danger in the heart of a faded empire...

England... an ancient land haunted by its past, menaced by its present and bedazzled by its future!
Thriller 70 is a variable-themed thriller RPG set in 1970s Britain; a setting ripe with tension, drama and mystery! Adventures take the form of escapist thriller adventures; ranging from violent 70s cop and spy action to alternative worlds featuring Soviet invasion, civil war and other contemporary doomsday scenarios and menaces. Games can also incorporate exotic science and paranormal phenomena such as ghosts, psychic powers, UFOs and similar enigmas! The game mechanics feature the unique, realistic, but simple Control system. While Thriller 70 emphasises gritty realism the rules nonetheless allow ample scope for heroic action and survival against the odds!

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