Savage Worlds - Flash Gordon PDF - PDFCOFFEE.COM (2024)

Writing: Scott A. Woodard Foreword: Sam J Jones Additional Material & Development: Shane Lacy Hensley, NormHensley, Clint Black, John Goff, Matthew Cutter Editing: Preston DuBose, Matthew Cutter, Norm Hensley Art Director: Aaron Acevedo Layout and Graphic Design: Alida Saxon, Aaron Acevedo, Thomas Shook Cover Art: Aaron Riley Interior Art: Alex Raymond Additional Art: Chris Bivins, Bien Flores, Jon Taylor, Alida Saxon Cartography: Alida Saxon & Ben Acevedo Savage Worlds Created by Shane Lacy Hensley Scott’s Dedication: To my parents for giving me the keys to the rocket ship, and to TaMara for her monumental patience during the forging of this intergalactic dream.

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©2018 King Features Syndicate, Inc. TM Hearst Holdings, Inc. Savage Worlds, all unique characters, creatures, and locations, artwork, logos, and the Pinnacle logo are © 2018 Great White Games, LLC; DBA Pinnacle Entertainment Group.

TABLE OF CONTENTS Forward4 A Flash Foreword: “Buster Crabbe, Passing the Baton,And… The Wood Beast!”����������������������������4 The Wood Beast ��������������������������������������������������6 ”We Sing of Armsand Heroes” �����������������������������8 A Brief History of Flash Gordon ����������������������8

introduction12 Getting To Mongo��������������������������������������������������12 Good Guys V. Bad Guys ��������������������������������������13 Technology��������������������������������������������������������������14 The Freemen�����������������������������������������������������������16

1. Heroes of mongo

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Archetypes��������������������������������������������������������������17 Making Heroes ������������������������������������������������������23 Step 1: Race ��������������������������������������������������������23 Step 2: Traits ������������������������������������������������������23 Step 3: Edges and Hindrances ������������������������24 Step 4: Equipment���������������������������������������������24 Step 5: Background��������������������������������������������25 Races of Mongo �����������������������������������������������������25 Blue Magic Man ������������������������������������������������26 Coralian��������������������������������������������������������������26 Dwarf������������������������������������������������������������������26 Earthling��������������������������������������������������������������27 Giant��������������������������������������������������������������������27 Hawkman�����������������������������������������������������������28 Lion Man������������������������������������������������������������29 Lizard Man ��������������������������������������������������������29 Mongonian���������������������������������������������������������30 Robot�������������������������������������������������������������������30 Shark Man�����������������������������������������������������������31 Race Generator ������������������������������������������������������33 New Hindrances ���������������������������������������������������37 New Edges��������������������������������������������������������������39 Background Edges��������������������������������������������39 Combat Edges ���������������������������������������������������40 Leadership Edges ���������������������������������������������41 Professional Edges��������������������������������������������42 Social Edges��������������������������������������������������������43

2. gear, weapons, and transport

3. setting rules

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Updated Core Rules�����������������������������������������������69 Skill Changes �����������������������������������������������������69 Combat Options������������������������������������������������70 Core Savage Worlds Setting Rules ������������������������72 New Setting Rules��������������������������������������������������72 Cliffhanger ���������������������������������������������������������72 Conviction�����������������������������������������������������������73 Creative Combat �����������������������������������������������74 Fast Healing��������������������������������������������������������74 Knock Out Blow������������������������������������������������74 Planetary Romance��������������������������������������������74 Unarmored Hero�����������������������������������������������76 Wound Cap��������������������������������������������������������76 Sky Battles ��������������������������������������������������������������77 Vehicular Combat ���������������������������������������������78

4. powers of mongo

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Arcane Backgrounds���������������������������������������������81 Revised Power System �����������������������������������������83 Trappings�����������������������������������������������������������83 Power Modifiers������������������������������������������������84 Devices ���������������������������������������������������������������85 New & Revised Powers�����������������������������������������86

5. the gods of mongo

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Tao, The Great and Merciful��������������������������������89 Dyzan, The God of Great Cruelty�����������������������89 Goddess of Valk�����������������������������������������������������91 Zoga the Prophet���������������������������������������������������91

45 6. fomenting rebellion

Currency�����������������������������������������������������������������45 Selling Items�����������������������������������������������������������45 Cooldown���������������������������������������������������������������45 Gear��������������������������������������������������������������������������46 Animals ��������������������������������������������������������������46 Armor & Shields �����������������������������������������������46 Basic Equipment �����������������������������������������������47 Adventuring Clothing��������������������������������������48 Mundane Clothing��������������������������������������������49 Food and Drink��������������������������������������������������49 Drugs and Medical Equipment�����������������������50 Weapons �����������������������������������������������������������������51 Hand Weapons��������������������������������������������������51

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Primitive Ranged Weapons�����������������������������52 Firearms��������������������������������������������������������������52 Ammunition ������������������������������������������������������54 Grenades ������������������������������������������������������������55 Vehicular Weapons��������������������������������������������56 Transport�����������������������������������������������������������������58 Vehicle Special Notes ���������������������������������������58 Land Vehicles�����������������������������������������������������59 Air Vehicles��������������������������������������������������������62 Boats and Submersibles �����������������������������������65

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Rise and Fall of the Freemen��������������������������������93 Resurrection of the Freemen��������������������������������94

7. a traveler’s guide to mongo

95

Arboria��������������������������������������������������������������������95 Birdland ������������������������������������������������������������������95 Coralia���������������������������������������������������������������������96 Fiery Desert������������������������������������������������������������96 Flame World�����������������������������������������������������������98 Frigia �����������������������������������������������������������������������98 Ice Kingdom of Naquk �����������������������������������������99 Kira��������������������������������������������������������������������������99 Lostland ����������������������������������������������������������������100

Land of the Lion Men������������������������������������������100 Mongo Desert ������������������������������������������������������100 Radiuma ���������������������������������������������������������������101 Sky City ����������������������������������������������������������������102 Skyland������������������������������������������������������������������103 Tropica ������������������������������������������������������������������104 Valkr ����������������������������������������������������������������������104 Volcano World������������������������������������������������������105 Mingo City������������������������������������������������������������106 Bazaar ���������������������������������������������������������������107 Great Mongo Hospital������������������������������������107 Skyways and Subways������������������������������������107 Mingo Square���������������������������������������������������107 Mongo Prison���������������������������������������������������107 National Museum�������������������������������������������109 Power Stations�������������������������������������������������109 Sewers���������������������������������������������������������������109 Steeltown����������������������������������������������������������110 Temple of Tao���������������������������������������������������110 Tomb of the Royalty of Mingo����������������������110 Tunnel of Terror ����������������������������������������������110 The Royal Palace of Ming the Merciless ����������111 Armory�������������������������������������������������������������111 Central Hall������������������������������������������������������111 Hall of Torture�������������������������������������������������111 Laboratories������������������������������������������������������112 Throne Room���������������������������������������������������112

8. plot point campaign: the ultrabrain!

115

Rise of the Ultrabrain������������������������������������������115 A Serial in Four Exciting Chapters!��������������115 Overview����������������������������������������������������������115 Chapter One: Abduction of the Innocent���������116 Bestiria���������������������������������������������������������������116 The Search���������������������������������������������������������117 Alone in the Forest������������������������������������������118 What’s Next? ���������������������������������������������������119 Chapter Two: On the Trail of the Ultrabrain���119 Clues & Encounters ����������������������������������������119 Chapter Three: Land of Fire & Flame���������������120 Deadly Encounter �������������������������������������������121

The Inner Lair���������������������������������������������������122 Chapter Four: Extraction of the Innominate ���122 At Dead of Night���������������������������������������������123 The Camp of Horrors �������������������������������������123 In the Enemy’s Camp�������������������������������������123 Yeah!������������������������������������������������������������������125 Enemies & Allies �������������������������������������������������125

9. savage tales

131

Dive of Doom�������������������������������������������������������131 Background������������������������������������������������������131 Into the Water World �������������������������������������132 City of Sharks���������������������������������������������������133 Allies and Enemies������������������������������������������134 Runaway Rocket���������������������������������������������������135 The Delegation ������������������������������������������������135 A Man-Made Wreck���������������������������������������136 War Rocket Ajax���������������������������������������������������138 Are Your Men on the Right Pills?������������������138

10. monsters of mongo

141

Monstrous Abilities���������������������������������������������141 The Cast of Characters ���������������������������������������177 Villains & Enemies������������������������������������������182 Hazards ����������������������������������������������������������������185 Catastrophes����������������������������������������������������185 Environmental Hazards���������������������������������185 Catastrophes���������������������������������������������������������186 Tactical Hazards����������������������������������������������186

Bibliography188 Comic Strip Collections ���������������������������������188 Novels and Novelizations������������������������������188 Reference Books ����������������������������������������������188 Games���������������������������������������������������������������188 Movies and TV ������������������������������������������������188 Radio Shows ����������������������������������������������������188 Websites������������������������������������������������������������188

Index191

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A FLASH FOREWORD: “BUSTER CRABBE, PASSING THE BATON, AND… THE WOOD BEAST!” I’m very excited about The Savage World of Flash Gordon Roleplaying Game and honored that Shane, Scott, and the entire Pinnacle team asked me to share a few personal Flash Gordon stories with you. It was December 1980 when Universal Studios asked Buster Crabbe to join me in promoting the first full-length Flash Gordon feature film for their Christmas release. I was thrilled to meet this legend who had portrayed Flash Gordon, Buck Rogers, and Tarzan (the only actor to have played all three iconic heroes on the big screen). He was also a hero off the screen as he mentored teenagers and was a Gold Medalist Swimmer at the 1932 Olympics. This charismatic (and humble) 72-yearold introduced himself to me just minutes before we stepped in front of the cameras on the Tom Snyder Show. That same month we went on to do a few more shows together where we shared and compared our different experiences on how movies had evolved since his earlier years of filming. He was quite pleased the

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production designers of the new film were making a gallant effort in remaining loyal to Alex Raymond’s original artwork. Buster was gracious and always smiling. At the end of our last show together, he waited till we were alone and said, “Sam, I am proud of you and I would like to bless you as the new Flash Gordon and am passing the baton onto you”. This was a big deal that the original Flash Gordon was actually endorsing me as the new Flash Gordon and trusting me with the responsibilities that come with it. I told Buster Crabbe I was honored and will not let him down. This incredible moment was one of the most impactful events that ever happened to me. Flash forward to 2007, in Canada doing a guest appearance on the Flash Gordon TV series with Eric Johnson as Flash. The character I’m portraying is Krebb, a demented figure with long, stringy hair, his face and body covered in open sores, rotten black teeth and a scary disturbing voice. Krebb has apparently spent the last

20 years of his life living in a dungeon. Keep in mind Eric and I have never met until the first day of filming where I just completed my three-hour hair and make-up job. I was fully in character as he walked onto the set. We did the introduction (he seemed to be taken back a bit by my look), we completed our scenes, and at the end of our last scene, I told him I wanted to speak with him in private and asked if he could walk with me away from the others. He seemed a bit nervous as we moved towards the back of the sound stage (he kept looking over his shoulder). Finally, I turned to him and shared the story of Buster Crabbe blessing me and passing the baton to me and I wanted to do the same to him. He didn’t respond. So, I blessed him, he thanked me, then he exited quickly. I was a little bewildered and bummedout by his reaction, but then, while walking back to the set, I passed a mirror and just froze, staring at myself. It was then I realized that not only did I look like a total creep, I had also never broken character and had been using that creepy voice the whole time I was talking to Eric and giving him my blessing!

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The Wood Beast The Wood Beast, the scorpion-like creature that dwells in the Ancient Tree Stump located in Prince Barin’s Kingdom of Arboria, is one of the most talked about creatures and scenes in Flash Gordon. I’ve had hundreds of fans tell me over the years that the Wood Beast scene impacted their lives more so than any other scene in the film. Some fans love it, some are weirdly disturbed by it, some have wanted to know what was really in the stump when we reached inside, and others have wanted to know if there really was a Wood Beast and if so, what happened to it. Let me set the record straight, we never placed anything in the tree stump during filming. However, there were days and even weeks that went by where the Ancient Tree Stump was left unattended, so when the actors went in to film the scene, we always asked the crew if they had checked inside first. We never received a definitive yes or no, so when you saw us reaching our hands and arms

deep into the Ancient Tree Stump, there really was actual tension and anxiety of the unknown! Peter Duncan, the great actor who played the Young Treeman (whose character was stung by the creature and died) now owns the actual Wood Beast prop. I met up with Peter at Dale Con in Rochdale, UK back in 2016. Dale’s a great guy and also a talented writer, director, and producer. He told me a fan had presented the Wood Beast to him as a gift. One of the best kept secrets not known to many, whenever Peter Duncan is appearing at a convention (anywhere in the world), you will have an opportunity to see and even touch the Wood Beast, as it always travels with him. Just be mindful of its stinger! Please use these stories to enhance your creative skills (and humor) as you transport yourself from one unpredictable adventure to the next in The Savage World of Flash Gordon Roleplaying Game!

Sam J. Jones December, 2017

FLASH AND BARIN CONTEMPLATE THE WOOD BEAST

PETER DUNCAN AS “YOUNG TREEMAN”

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”WE SING OF ARMS AND HEROES” A Brief History of Flash Gordon “King of the Impossible!” That’s surely not an easy title to earn, but for a former polo star with a knack for battling the forces of evil far beyond Earth on the planet Mongo and throughout the cosmos, it’s a pretty accurate job description! Flash Gordon, Savior of the Universe, may just be a man, but he’s also a courageous hero and one of the most successful pop culture icons of all time. But where did the saga begin? Originally created in response to the popularity of another heroic space-faring Earthman hurled out of his normal surroundings and into wild adventures in strange lands (we won’t say his name, but it rhymes with Luck Codgers), Yale University polo player Flash Gordon first flew onto the newspaper pages in an illfated plane on January 7, 1934 and quickly surpassed his rival’s fame. Crashing onto the property of Dr. Hans Zarkov and forced along with companion Dale Arden to accompany the crazy but shrewd Zarkov on a rocket trip, Flash soon found himself on the distant planet Mongo fighting the forces of Ming the Merciless as well as a plethora of interplanetary perils, and the rest is space opera history. Prolific ghost writer Don Moore and artist Alex Raymond were responsible for introducing the world to the brazen bravery of Flash Gordon. They were influenced by Edwin Arnold’s 1905 novel Lieut. Gullivar Jones: His Vacation (later retitled Gulliver of Mars) and the John Carter/Barsoom series by Edgar Rice Burroughs that Arnold’s work likely inspired and that King Features Syndicate tried to license unsuccessfully before turning to staff for a hero that could battle

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Buck (oops) and syndicate John F. Dille Company in the funny pages. Through Raymond’s pen, readers traveled every Sunday to the realm of Ming, an admittedly troubling Asian caricature typical of the time, and also met such characters as the alluring Aura, the dashing Prince Barin, and the warlike Vultan. Raymond drew everything from espionage adventures in Secret Agent X-9 to detective shenanigans in Rip Kirby, but it was his work on Flash Gordon that fully established him as an illustrative icon that would in turn influence generations of future sci-fi and adventure artists, including comic book legends like Jack Kirby, Joe Kubert, and John Buscema. Raymond died tragically at age 46…but Flash would live on. Raymond was succeeded by Austin Briggs in 1944, who was in turn followed by Mac Raboy. The Sunday strip also spawned daily installments that ran from 1940–1944 and again from 1951–1993, this time illustrated by Dan Barry. Barry would stick with the strip for almost four decades, becoming the longest running artist for Flash Gordon’s adventures and expanding his duties to include the Sunday strip in 1967 before finally retiring in 1990. The most recent incarnation of the Sunday strip by Jim Keefe still runs in reprints to this day, with the last new material published back in March 2003. Flash’s popularity has led to countless variations on his basic story as the character cropped up in every conceivable form of media; for many modern fans, for instance, he’s known as a football player and not a polo player. Regardless of occasional changes in vocation, Flash rocketed from newspaper strips into comic books with an appearance in King Comics #1 in 1936, and since then he’s had more than his share of four-color escapades, including series published by everyone from Dell, Gold Key, and Harvey to heavy hitters Marvel, DC, and Dark Horse. This is one savior of the universe that gets around… but we’re just getting started!

Flash raced into danger on radio from 1935–1936, where Flash and Dale were actually married and briefly ran into one of Raymond’s other heroes, Jungle Jim. As for Flash in the flesh, Buster Crabbe remains the definitive Gordon for all those who grew up watching him battle Ming in three Universal movie serials released from 1936–1940, two of which are in the public domain and crop up in countless DVD releases as well as on YouTube and elsewhere on the Internet; Crabbe even played rival character Buck Rogers (oops, now we did it) in another serial that repurposed costume pieces and sets from the Flash productions! A syndicated TV show that aired from 1953–1954 and comprised 38 episodes starred Steve Holland as Flash, and filmed for the most part in Germany; it was later repackaged into a 1957 feature film, while another short-lived TV series on the SCI FI Channel from 2007–2008 is just the latest live-action adaptation of the legend…and it surely won’t be the last! Of course, for fans of a certain generation, Flash Gordon is best remembered through the campy cult classic feature film Flash Gordon from 1980 produced by Dino De Laurentiis, featuring Sam Jones in the title role, Melody Anderson as Dale, Topol as Zarkov, Max von Sydow in an uncanny

turn as Ming, and also featuring future James Bond Timothy Dalton as Prince Barin, the bellowing Brian Blessed as Vultan, and the appropriately alluring Ornella Muti as Aura. With elaborately ostentatious costume and set design, a propulsive score by rock band Queen, and Jones as a perfect “goshdarnheck” earnest American hero, the film remains a beloved favorite for many, endlessly quoted (as in this article’s very title!) and rewatched again and again. For some of us, Jones will always be Flash, and he’s even embraced that fate with funny Flash-themed cameos in Seth MacFarlane’s films, Ted and Ted 2! Cartoon versions of the Flash Gordon saga have teamed the hero with fellow King Features newspaper comic strip stars Phantom and Mandrake the Magician in the 1987 cartoon series, Defenders of the Earth, or transformed him into a teenager. Filmation released a 1979–1980 animated series as well as a 1982 cartoon featurelength film, widely regarded as a high point for the character. In addition to the comic and on-screen tales, Flash ventured into prose in novel form, including some installments written by comics historian Ron Goulart, and in a series of Big Little Books written by Don Moore himself for Whitman Publishing starting in 1935. Whitman, which had

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years of success recycling newspaper on display in Lucas’ later return to his comics material into the wee books for own universe, Star Wars: Episode I—The children, instructed Moore to tone down Phantom Menace, seems like a more overt the sex and violence for younger readers, Raymondesque nod to the series’ origins. and Moore went on to write the tiny There’s absolutely no measuring the volumes for the next twenty years. enormous impact that the Flash Gordon Our hero has been the star of a children’s strip has had on the entire history of stage musical, although sadly no Queen modern science fiction and superhero music was used. Flash made a big splash storytelling, from the designs of costumes at the 1939 New York World’s Fair only and settings to the very structure of five years after his debut with a rocket ride serialized sci-fi adventure that certainly simulator that took visitors on a journey wasn’t new when Raymond introduced to meet some Martians! The character has his hero but became more stylish and also turned up in or on just about every exciting after Flash’s auspicious arrival. kind of collectible item, from household Now, thanks to Scott Alan Woodard’s items and apparel to limited edition Rolex work on this new roleplaying game watches and slot games; if you’re always that you hold in your very hands, the wanted to gamble on your favorite hero, entire history of Flash Gordon’s amazing this is your chance. Did we mention toys? escapades has been transformed into During the strip’s heyday, kids could buy an amazing landscape for your own everything from toy “Radio Repeater Click journey into adventure, with countless Pistols” and “Screaming Flashing Signal references woven in from decades of all Guns” to tin wind-up “Rocket Fighters” those newspaper comic strips, film serials, and buttons proudly proclaiming that novels, and much more. In many ways this its wearer was a member of the “Flash game is the culmination of all those spaceGordon Movie Club.” In 1995, the US faring exploits that thrilled generations of Postal Service even gave fans the ability Gordon fans, and who knows to mail their correspon­dence with a Comic where things will go from Strip Classics stamp featuring Flash. here? After all, Flash is “King of the Impossible!” And lest we forget, it’s thanks Hey, not bad for an to Flash Gordon 82-year-old polo player! that we now have the Dr. Arnold T. Blumberg vast Star Wars saga! As the October, 2017 legend goes, George Lucas originally planned to obtain the rights to the Gordon saga for the big space movie he intended to make after American Graffiti, but when the cost proved too much for him (one version says he was actually refused the rights), he went forward with his own story and characters instead. And the rest is multibillion dollar merchandising history! In fact, a lot of the ship and architectural design

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introduction “Flash! Ah-ahh! He’ll save every one of us!” For many of us, those lyrics summon up bold, Technicolor images from the 1980 Flash Gordon feature film directed by Mike Hodges and starring Sam J. Jones in the title role, but there is so much more to the universe of Flash (Yale University graduate, agent for the Galactic Bureau of Investigation, or quarterback for the New York Jets, depending on your source), Emperor Ming, and the wondrous and weird world of Mongo. Whether you’re a longtime fan of the original Sunday comic strips by Alex Raymond, Don W. Moore, and Austin Briggs, the subsequent dailies scripted by Briggs, Dan Barry and illustrated by Frank Frazetta and Harvey Kurtzman, the radio, film, or television serials, the novels, the cartoons, the aforementioned motion picture, or any of the many other media iterations of the character, you are in for a treat! Not only does The Flash Gordon Roleplaying Game draw its inspiration and content from all those sources, it unifies them into an authoritative whole for old and new fans alike, regardless of whether you’re buying these books to enjoy the game or just to check out what we’ve done in this sprawling universe of sparkspitting airships and atom pistols! To play the game, you will need a copy of the Savage Worlds core rulebook. You can find it at your favorite local game shop or direct from Pinnacle at www.peginc.com. For those new to Savage Worlds, you’ll be excited to know that the system (promoted from the outset as “Fast! Furious! Fun!”) was designed with precisely the kind of pulp action and adventure found in the high-energy tales of Flash Gordon in mind.

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And now, with The Flash Gordon Roleplaying Game, you’ll save every one of us! “WORLD COMING TO END—STRANGE NEW PLANET RUSHING TOWARD EARTH—ONLY MIRACLE CAN SAVE US, SAYS SCIENCE”

GETTING TO MONGO With a deafening roar, Dr. Zarkov’s rocket ship, with Flash and Dale aboard, shrieks into the heavens and heads straight toward the onrushing planet with a madman at the controls! In the second Sunday of the original comic strip (dated January 14, 1934), Flash Gordon, Dale Arden, and Dr. Hans Zarkov crash-landed on Mongo in a rocket ship intended to deflect the approaching planet’s seemingly catastrophic trajectory toward Earth. In later adventures, journeys to and from Mongo became more commonplace as United States’ military intelligence became reliant on the alien planet’s supply of radium, used in the manufacture of ray-beams in their new world war against the dreaded Red Sword, a rising global fascist threat led by a shadowy figure known only as Stukin. The truth of the matter is that Mongo travels in a non-ecliptic orbit within our solar system. Because of this, when it was first observed by astronomers, it only appeared to be on a collision course with Earth. In fact, it actually passed us by safely (though its gravitational influence did temporarily wreak havoc on our moon) and continued on its eccentric, perpendicular orbit around our sun.

Should any of the player characters be humans from Earth, their journey to Mongo must be made by way of rocket. In the most advanced atomic-powered, interplanetary space vessel, this trip can take one week (when Mongo’s orbit takes it close to Earth (perihelion)) or several months (when it is at its most distant point (aphelion)). All other races presented in this volume are native to Mongo and it is the only world they know.

GOOD GUYS V. BAD GUYS Flash Gordon is a sword and planet/space pulp adventure setting featuring squarejawed, goody-goody heroes standing defiantly against hand-wringing, cackling, larger-than-life villains. Where one fights the good fight for what is right and just, the other seeks nothing but power, willingly sacrificing any who might get in their way. Most modern villains in fiction exhibit various shades of moralistic gray and look more or less realistic, but the baddies in this setting often sport sinister features like exquisitely trimmed goatees or piercing eyes, and they relish in their villainy. This does not mean that the characters in the universe of Flash Gordon are constructed of cardboard. They should still possess all the various components that make them believable, three-dimensional, living beings with desires, fears, and limitations. Occasionally, characters from either side may act in a “gray” moralistic manner. Heroes might pretend to switch sides and go as far as threatening physical harm to allies (usually with a knowing wink in their friends’ direction); however they should never actually carry out those threats. Villainous characters, on the other hand, may offer a hand of friendship, but then quickly turn traitor when given the chance.

THE BASE 8 SYSTEM “Ten steps one way, eight steps the other.” – Dr. Hans Zarkov The technologically advanced kingdoms of Mongo use an octal (base-8) number system to track time. As the planet is roughly half the diameter of Earth, a full Mongo day cycle clocks in at approximately 16 Earth hours. The oct conversion of this number comes out to be 208 Mongohours. This ultimately means that there are 128 Earth hours in a full eight-day Mongoweek or 2008 Mongohours. Got all that? Ultimately, one just needs to understand that a wristwatch from Earth is useless on Mongo (though the raw metals and interior components might have some value). This system is also used for other weights and measures including distance, but just knowing that Mingo City lies eight Mongomiles from Luco’s grain farm is enough. One additional application of the number eight appears in the coat of arms of Ming the Merciless. His crest is presented as a winged and crowned eight-pointed flaming star (an octagram) surrounding a circle of red. The circle represents Mongo Some larger depictions of this insignia (like the enormous mosaic found in Mingo Square) go so far as to make this an accurate world map. The star’s points mirror the cardinal and intercardinal directions of a compass, symbolizing Ming’s domination of the entire planet, all flanked by expansive Imperial wings.

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TECHNOLOGY Rocket ships, ray guns, and robots represent the three “Rs” of the tech most prevalent in the space pulp universe of Flash Gordon. If you’re looking for a “hard” science fiction roleplaying game, you’ve come to the wrong rogue planet. While there are computing devices on Mongo, most are designed to calculate odds or assist in the navigation of air ships. Typically these computers are tickertapespewing machines with flickering lamps, teletype keys, vacuum tubes, and rotating gears that reek of ozone while in operation. You also won’t find mecha or much in the way of cybernetics.

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The best guide to the technology of Mongo are the comics themselves. You can also assume that most modern day technological devices have some sort of fantastic parallel in Flash Gordon. Need a Skype-like device? Look no further than the spaceophone. Need a drone? Robots are ubiquitous on Mongo. Such devices work as one might expect, but are usually larger, clunkier, and prone to frequent interference—as the plot demands! While a variety of mundane energy sources exist on Mongo including solar, energized polarite, and radium, thanks to the presence of naturally occurring charged power crystals (white sapphires), other types of fantastic tech are possible including beam weapons, energy shields, and even teleportation devices. More about this later!

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1

heroes of mongo

The rogue planet Mongo is a mystical Earth analog that follows an erratic, perpendicular orbit to our own. It’s home to a number of different races and cultures all lorded over by a tyrannical monarch known as Ming the Merciless, the self-proclaimed Supreme Ruler of the Universe. While it is Flash Gordon and his allies who eventually unify the kingdoms of Mongo to overthrow Ming and give rise to a new free republic, this game offers the players the opportunity to step into the heroes’ boots and perhaps be the ones responsible for dethroning the dread emperor and demoralizing his fanatical followers. For those wondering precisely when your characters enter the story, that is entirely up to you and your Game Master. You could be desperate rebels operating right under Ming’s nose in the sewers of Mingo City well before the arrival of Flash and his friends (perhaps as one of the rubberoid-clad Power Men), or you could be enjoying the new world order following the fall of Ming while his bloated and fiendish son, Kang, slowly creeps toward the vacant throne. While a fair number of liberties have been taken with the timeline to better incorporate characters, creatures, and kingdoms from a number of sources, the default setting falls sometime during the long rebellion led by Flash Gordon and his band of allies. Flash is currently the reigning king of Kira (a position actually granted by Ming after the Earthman’s stellar performance in the Tournament of Death), Vultan of Sky City is very much opposed to Ming’s rule and is allied with the Freemen, and Prince Barin and Aura are now wedded and have an infant son

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named Alan (the ancient Arborian name for “Flash”), in outrageous defiance of Ming. Beyond this, Mongo is your oyster and nothing should stand in the way of your exploration of this magnificent planet.

THE FREEMEN Mongo is a planet of diverse peoples who dwell in almost every conceivable biome. Cultures exist in arid, volcanic deserts, deep within dense jungles, under raging seas, in sunless caverns, and high above the planet’s surface, dancing among the clouds. Throughout these kingdoms, are those who proudly fly the goldenwinged standard of Ming above their palaces while rebellion against the great tyrant bubbles just beneath the loyal veneer. It is to this faction of insurgents known as the Freemen that your player character belongs. The Freemen are a secret global society dedicated to the overthrow of the emperor, no matter the cost. Where many Mongonians see nothing more than stern but mostly fair rule at the hands of Ming, the rebels see injustice, cruelty, and abject terror. All the while, a strange human from beyond the stars has become the face of the long simmering revolution. With your help, the emperor will fall and peace will prevail across Mongo. For additional information about the Freemen, see page 94. “For Mongo and freedom! Death to Ming!” – Rallying cry of the Freemen

Archetypes Flash Gordon is all about high adventure and brave heroes who toss back their heads and laugh heartily in the face of danger. Spend a little time thinking about what kind of character you would like to play. A sample of a few general character types common on Mongo are presented below to help get you thinking along the right lines. Of course this only represents a handful of options and one should not feel constrained by this list in any way. Provided your Game Master approves, your own character concepts are limited only by your imagination. Once you’ve got an idea about the type of hero you want to play, move on to Making Heroes. Bounty Hunter: Above, upon, and within Mongo, criminals have plenty of places to hole up, many of them hidden from the emperor’s forces and his own ever-watchful eyes. Bounty hunters like yourself track these convicts down and bring them back dead or alive, usually for a tidy sum. As the situation on Mongo has changed since the rising rebellion, some bounty hunters have applied their skills to finding these escapees for the benefit of the revolution. Citizen: Most inhabitants of Mongo shy away from adventure and danger, seeking only a quiet, mundane life. Many succeed in obtaining their dream, however modest, but fate is a harsh mistress, and some citizens find themselves suddenly displaced, their lives turned upside-down. Currently, you are focused on making a living, caring for your family, and keeping your nose clean. Criminal: Smuggler, petty thief, assassin, or crime boss, criminals are an ever-present facet of society, even on Mongo. You might be resorting to petty crimes to help put food on your table, secretly transporting contraband from one kingdom to another (often right under the noses of Imperial security), or coordinating a network of affiliated

criminal bands across the planet. Either way, you are likely wanted for your activities and depending on the scale of your crimes, your face may be known requiring a disguise in all but the most remote settlements and kingdoms. Diplomat: With so many different cultures and breeds interacting across Mongo, there is always the need for diplomacy. You are called on to help negotiate between various parties. You might even be an attaché for Ming himself, entrusted to act on his behalf in matters of trade, political boundaries, and even war. Earthling: You call the small, blue-green planet Earth, an obscure body in the S-K system, your home, and are an outsider on this strange rogue planet known as Mongo. Physically, you bear a striking resemblance to most Mongonians, but your life on the third planet from the sun has honed your physique so that you can lift more and leap further than most. If it was an accident that brought you to Mongo, your primary objective might be to find a way home, but if you willingly rocketed here to join the fight against Ming the Merciless, you are likely in it for the long haul.

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Engineer: Technicians with the skills you might be a graduate of one of the to design, build, and even operate the Imperial trade schools. most complicated machines, including Entertainer: Singers, songwriters, battle tanks, sky ships, and submarines, musicians, dancers, and poets exist in all or architectural marvels like skyscrapers, cultures, both primitive and advanced. bridges, or submersible cities, are Creators and performers like yourself are required in all of the advanced kingdoms sought to educate, entertain, and in some on Mongo. Your abilities and knowledge cases, pacify the masses through music, might have been passed down to you or tale-telling, and choreography. You also possess a few useful personal skills

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should you find yourself in dangerous surroundings. Escaped Slave: Slavery is not unknown on Mongo. While whip-scarred prisoners toil in the mines deep beneath Radiuma, tortured work crews shovel raw, radioactive fuel into the atom furnaces high above in the sky kingdom of the hawkmen. Whether through acts of rebellion, unforeseen accidents, or dumb luck, you have managed to break free of the silver chains of servitude to begin a life anew elsewhere. Explorer: Since you were a child, you have dreamed of wandering the many lands described in the bedtime tales of adventure that your parents told you at the end of each day. While Ming’s strict laws forbid unauthorized travel, you have figured out ways to skirt those rules in order to see both the known and unknown corners of Mongo with your own eyes. Each visit to an undersea kingdom, mountaintop fortress, or desert encampment fills you with the desire to see more. To experience more. To know the world like the back (and front) of your hand.

Guardsman: Whether one of Ming’s dreaded Death Patrol or a member of Vultan’s honor guard, you are employed to enforce laws, investigate crimes, and ensure the safety of someone or something. Guardsmen may stand watch on city walls or serve as peacekeepers in the streets, or they might work privately for wealthy merchants and caravan masters, protecting wares in exchange for a decent wage. From the smallest tree-top Arborian encampment to Ming’s palace, there is always a need for guards. Huntsman: The wide and diverse lands and seas of Mongo are rife with game— much of which is more than capable of fighting back. Huntsmen explore the dense jungles, burning deserts, deep oceans (in the case of the sea hunters of Coralia), and frozen wastes in search of meat, furs, and hides to sell in villages and cities. Medic: Medic is an umbrella term for any health care specialist, whether trained extensively in the most advanced techniques or skilled in the application of naturally occurring remedies (herbs, oils, tinctures, etc.). You might be a certified physician in the Great Mongo

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Radiuma—trained miners enter the shafts and pits (or man the whirling gas sifters of Skyland) with a greater understanding of geology (or aerology), mining technology, and explosives. Mongomancer: Masters of the mystical arts, these mages harness the power of the white sapphires to weave what can only be described as magic spells. Mongomancers have an elevated understanding of the electromagnetic energy generated by power crystals and are capable of manipulating it. Mongo-Tech: While the fruits of your labors may be seen by some as supernatural, you are simply skilled in the exploitation of white sapphire power crystals and can masterfully utilize them to create new and ingenious technological devices and weapons, often from scratch. Noble: The many kingdoms of Mongo Hospital, a mobile paramedic, an army are ruled by monarchies, though even they doctor, or a medicine man (or woman) must answer to Ming the Merciless. These among your tribe. individual monarchies are capped with Mercenary: Not all trained warriors kings and/or queens and beneath them, work for the emperor or their kings or like most royalty can be found princes, queens. You have pledged your allegiance duchesses, earls, baronesses, and knights. to the highest bidder. You seek and find You were lucky enough to be born to work intended for those possessing wealth and power, leading a pampered military skills, and your reward for live within palace walls. Some nobles are successfully completing these contracts happy to continue living in such luxury, is cold hard Mingols. while others use their unrestricted access Merchant: Trade is the lifeblood of and funds to explore the planet, influence any kingdom and while Emperor Ming others, or oppose antagonistic houses or keeps tabs on most imports and exports even the emperor himself. (as well as all applicable taxes), aspects Officer: Military units require of acquisitions and delivery are handled leadership, and officers provide that. The directly by the merchants themselves. general in Ming’s army, the sergeant in You may be in the employ of a Steeltown the city watch, or the captain in Queen munitions plant requisitioning raw Desira’s bodyguard all hold officer ranks materials, or working as a vendor in in their respective branches of service. the bazaar hawking handmade wares You wear both your uniform and your from a pushcart. responsibilities with great pride. Miner: While many of the mining Pilot: The skies of Mongo are almost operations of Mongo are manned by slaves, always crisscrossed by contrails from several men and women pursue careers airscouts, jetcars, and war rockets in this potentially lucrative industry. zooming from kingdom to kingdom, Despite the risks of cave-ins, poisonous transporting both goods and personnel. fumes, or exposure to radiation—a Each one of these vehicles needs a very real danger in the kingdom of qualified aviator at the helm and your

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experience with the complex controls of distributed throughout the buzzing these gravity-defying machines makes metropolis above. you a valuable commodity, especially in Unknown to the emperor, the Power Ming’s infamous Rocket Fleet. Most pilots Men are in cahoots with the Freemen and are also able to work on their airships or it is likely that Ming’s eventual downfall at least perform routine maintenance. will be assisted by these highly skilled Pirate: At the fringes of society can be masters of raw power. found those who make their living stealing Priest: Some holy servants commit to one place of worship and preach to from others (see Criminal, above for examples), but when these sorts of people a select flock. Others are missionaries, band together on an airship or watercraft, taking the holy writ on the road to the they are called pirates. You were either godless savages who dwell in the darkest press-ganged into service aboard a pirate corners of Mongo. Both are Mongonian vessel or you willingly offered yourself to representative of the great god, Tao, or a dangerous, but undeniably exciting life one of the lesser known gods. of piracy. Pirates rarely attack crews who Psion: Statistically, psionic abilities manifest in roughly 1% of the total can fight back, preferring to prey on the weak for easy plunder instead. population. You are one of the lucky ones Power Man: Deep beneath the streets (though many who share your “gift” might of Mingo City are the Power Men. strongly disagree with that assessment). Encased in insulated suits of multi-hued As “magic” has been outlawed under Ming, rubberoid (yellow for foremen, red you must remember to keep your extrafor environmental specialists, blue for sensory talents hidden from plain view. hydroelectric power, and green for waste Of course, stealth may not always be an management), these civil servants ensure option when combating Imperial forces! energy is generated, regulated, and safely Rebel: While many people from all walks of life have joined the Freemen

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to take up the fight against Emperor Ming and his fanatics, you have made it your sole pursuit. You wake and sleep sedition and rebellion, helping to acquire and distribute Imperial intel through networks of spies or coordinate anarchic acts of sabotage and mayhem. You may lead an armed band of guerrilla fighters or pen dissenting literature that exposes the dark underbelly of Ming’s tyranny. Royal Forester: The foresters are the elite peacekeepers of Arboria. You not only patrol the jungles near the major metropolitan centers, you are also frequently called upon to lead both hunting and search parties. The color of the feather in your cap denotes your rank and the citizens of Arboria honor you and your status with respectful bows, thankful handshakes, and occasional flagons of homebrewed ale. The foresters answer directly to Captain Truno, who in turn answers to Prince Barin. Sailor: Just as skilled pilots are required to safely operate sky planes above, seaworthy sailors are needed to steer waterborne vessels on and beneath the treacherous lakes, rivers, and oceans of Mongo. You have always felt the pull of the sea and proudly serve aboard some sort of vessel, whether it be a tall ship, power boat, or submarine.

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Scientist: Most advanced kingdoms across Mongo employ researchers and applied scientists. Ming is known to have untold numbers of chemists, biologists, physicists, and others in specialized fields toiling in the palace labs at all hours of the day. While many work to develop new and deadlier weapons, others work to find cures for deadly diseases or treatments and modifications for the extension of mortality. You spent your formative years with your nose in books and your eye on understanding the unknown. Soldier: Most kingdoms of Mongo have some form of active military, from Ming’s massive army to the still-loyal garrison of the recently shattered Tropican kingdom of Placida. You bravely serve and obey the commands of your immediate superiors, or have revolted against their corrupt rule. Spy: Rebellion spreads like wildfire in the wake of Flash Gordon’s arrival. The Emperor is eager to keep tabs on the activities of both sides, so intrigue and treachery are common. And where intrigue thrives, there are spies rooting out information for their leaders by hook, crook, or ray gun. You may have been trained in espionage or you learned your skills in other, far less savory ways. Tribesman: Not all Mongonians dwell in bustling cities, travel across the sky in aircars, or beneath the waves in rocket subs. Many people still live in isolated and primitive villages and caves hunting and gathering for food. While some of these indigenous communities have been swallowed up by various kingdoms, quite a few still remain in remote corners of unexplored territory, out of reach of Ming the Merciless. You hail from one of these tribes, finding yourself now living with one foot in the past and another very much in the emperor-dominated present.

MAKING HEROES Creating fun, unique heroes for Flash Gordon is easy and follows the standard Savage Worlds character creation process, with a few minor additions. A blank character sheet can be found on our website at www.peginc.com. Print one for each player and follow the steps below to make your hero.

Step 1: Race First, choose a race. A sample of the major player character races of Mongo can be found starting on page 25. Each has a brief description of their history, benefits, and a few rules for playing, but there is plenty of room for customization.

Step 2: Traits Once you have decided what sort of character you want to play, it’s time to determine the traits that define your hero’s capabilities.

ATTRIBUTES

Unless the race description says otherwise, your hero starts with a d4 in each of his five attributes: Agility, Smarts, Spirit, Strength, and Vigor. You then have 5 points to distribute among them as you choose. Raising an attribute a die type costs 1 point, and you may not raise an attribute above d12.

SKILLS

You have 15 points to buy skills. Purchasing a new skill at d4 costs 1 point. Raising a skill by a die type costs an additional point as long as it’s no higher than the attribute it’s linked to. It costs 2 points per die type to raise a skill over its linked attribute. Check page 69 for a list of new and consolidated skills. Characters with an Arcane Background also require a special Arcane Skill. The available Arcane Skills are Mongomancy

and Psionics (see page 81 for more). Mongo-Tech, despite sounding mystical, is actually an acquirable understanding of the aspects and potential of power crystals (see page 42 for more on Mongo-Tech).

DERIVED STATISTICS

Charisma is a measure of your hero’s likability and influence, and is added to Persuasion and Streetwise rolls. Your Charisma modifier is 0 unless altered by Edges or Hindrances. Pace is equal to 6” unless modified by race, Edges, or Hindrances. Parry is equal to 2 plus half the hero’s Fighting die type. If you haven’t taken the Fighting skill, it’s just 2. Edges, Hindrances, and certain weapons or armor can also modify your hero’s Parry score. Toughness is equal to 2 plus half the character’s Vigor die type. Edges, Hindrances, and armor (natural or artificial) can modify Toughness. Vigor can, in some cases, go above a d12. In such cases, all fractions are rounded down.

LANGUAGES

Whether through parallel cultural development, geologically networked mind crystals, or telepsychic electro­ magnetism, somehow, the many races of Mongo are able to communicate with one another. Even the primitive cave dwellers of Kira and Valkr, the blue Arborian tuskmen, and the hairy giants of Frigia are all capable of speaking a comprehensible tongue even if it is primal and peppered with unintelligible grunting. Because of this, you don’t need to concern yourself with selecting any starting languages for your character. As for visitors to Mongo (Earthlings, for example), “lingual-translators” (a microminiaturized invention of Dr. Zarkov) can easily and painlessly be implanted to allow for the instantaneous translation of any written or spoken language.

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Some races receive racial Edges and Hindrances in addition to any purchased. See the relevant racial templates for details. Heroes of Flash Gordon are far more than For 2 points, you can: just a collection of their attributes and • Raise an attribute one die type (you skills. Their unique talents, racial abilities, may raise your character’s attributes special powers, and tragic flaws combine before purchasing skills). to make them the stuff of legends. • Choose a new Edge. We use the Born A Hero Setting Rule found in the Savage Worlds core rulebook. For 1 point, you can: This means that during character creation, • Gain another skill point. • Gain additional Mingols equal to your heroes may ignore the Rank qualifications for Edges. They must still fulfill any other starting funds (if you start with 500 requirements as usual. The usual rules Mingols, you gain an additional 500). for Rank requirements apply after the character is created. Characters can select Edges by balancing them out with Hindrances. Coralians, Each character starts with a change of Humans and Mongonians automatically suitable clothing and 500 Mingols (written get one free Edge, though they must meet as 500ӎ and equivalent to $500 in standard the requirements for this Edge (see Edges Savage Worlds currency). Certain Edges in the Savage Worlds core rules). (Noble, Rich, Filthy Rich) and Hindrances Decide if you want any Hindrances. If (Poverty) can alter this amount. so, you may use the points from them to Expect to spend some of your starting gain the following benefits. Your hero may capital on weapons, armor, and other take up to one Major Hindrance (worth 2 gear. See the Equipment section starting points), and up to two Minor Hindrances on page 45 for a complete list. (worth 1 point each).

Step 3: Edges and Hindrances

Step 4: Equipment

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Be sure to reserve some cash for travel expenses and the odd bribe—even obedient soldiers in Ming’s army have been known to turn a blind eye for a pocketful of gold Mingols.

Step 5: Background Spend a little time thinking about your hero’s background. Who are his allies? For whom does he work? Is he a native of Mongo or a visitor from a distant world? What does he think of Emperor Ming? Are there any races he especially likes or hates, and why? What does he look like? Having a detailed background helps you figure out how to roleplay the character and gives your Game Master some ideas for themes and complications to work into the campaign. Finally, give your character a suitable name—something dramatic and heroic!

RACES OF MONGO The following playable races represent only a handful of those that have been depicted in the ever-expanding universe of Flash Gordon. Though some have proven to be antagonistic to Flash and his allies, loyalties have shifted over time and races once loyal to Ming have recently joined the fight against his tyrannical rule.

WHAT’S IN A NAME? Mongonian names in the Flash Gordon universe are exotic though somewhat inconsistent even within the same race or kingdom. While some have real-world equivalents, others seem to have been chosen (or generated) by the various creators simply because they sounded suitably alien. Thun the lion man’s name, for example, may well have been inspired by the name of a city in Switzerland! Other options are to choose names that are variations of character traits ala Queen Desira or the ravishing spy, Sultra. Or think of names linked to kingdoms, items, or environments like King Radon of Radiuma (radon is a colorless radioactive element), Ergon of the Power Men (an ergon is defined as a unit of energy), or even mythological creatures like Queen Undina of the undersea kingdom of Coralia (undines are elemental beings associated with water, first named in the alchemical writings of Paracelsus, a sixteenth century Earth philosopher and astrologer).

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Blue Magic Man The blue magic men of Kira consume food and water saturated with particulate white sapphire, giving them blue skin. Some of them embraced the crystals’ power and served Queen Azura before Flash Gordon assumed Kira’s throne. A number of these robed figures now prowl Mongo to discover its other myriad mysteries. Blue magic men may choose any one Edge of their choice and have the Crystal Sensitivity Edge. • Crystal Sensitivity: Blue magic men have the Crystal Sensitivity Edge (page 39).

Coralian

TRUE CORALIANS

Coralians who have not undergone partial conversion add the Water Breather negative racial ability (page 36). They must wear hydration suits to operate above the surface (see page 49). If this is a player character, add an additional Edge to make up for the deficit. • Water-Breather: Coralians must wear a helmet or hydration suit to survive on the surface. Without it, after a number of rounds equal to half their Vigor die type they begin to suffocate. They must then roll Vigor each round or suffer Fatigue. This can lead to death.

Dwarf

A number of dwarfen races exist across Coralians serve their beautiful queen, Mongo of varying stature, tone, and Undina. Since she and her scientists temperament. The mountain dwarfs, for successfully used the lung machines example, are a primitive warrior race who to transform Flash Gordon from an air dwell in the underground cavern-city at breather to a water breather and back again, the foot of the Magnetic Mountains of a process once thought impossible, other Flame World. King Nurid and his son, Coralians have undergone the process Prince Roga, rule over a vast tribe of to more easily explore the surface world. skilled hunters known for their unique, These “explorers” are now amphibious S-shaped boomerangs. and can operate in and out of water. Another dwarfen race of note is the Coralian explorers have following fearsome and primitive death dwarfs racial abilities: of Kira, though they prefer to remain • Adaptable: Coralians start with a free deep underground (possibly due to light Edge of their choice (and must meet all sensitivity) in their so-called Pit of Peril. the Edge’s requirements). There are also nomadic tribes of red • Aquatic: Converted Coralians can ember dwarfs in Flame World, two breathe in air or water, swim at their antagonistic factions of blue-skinned ice full Pace, and add +2 to Athletics rolls dwarfs in Frigia, and the hidden Arborian when swimming. kingdom of Silvantus (missing from most • Dependency: Coralians suffer a level maps) belongs to the green forest dwarfs. Dwarf races have always been nervous of Fatigue each day they don’t spend at least an hour immersed in water. around others, especially those who are faster or significantly larger. Over Hydration suits are recommended! • Tough: The depths make Coralians time, this wariness has transformed strong. They start play with a d6 Vigor. into irrational fear of certain predators This increases the Trait’s maximum a for many (but not all) members of the like amount for normal advancement race. For the mountain dwarfs of Flame and Edges.. World, the armor-scaled wolvrons have become the stuff of nightmares. In the

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case of death dwarfs, their most-dreaded enemies are the ferocious, cave-dwelling dactyl bats. A character with such a fear should take the Phobia Hindrance for the appropriate creature. Dwarfs choose any one Edge and have the following racial abilities: • Low Light Vision: Dwarf eyes are accustomed to the dark of their original subterranean homelands. They can see in all but pitch black conditions and ignore attack penalties for Dim and Dark lighting. • Small: Dwarfs average about four feet tall. Their diminutive size subtracts 1 from their Toughness. • Tough: Dwarfs are sturdy and resilient. They begin with a d6 Vigor instead of a d4. This increases the Trait’s maximum a like amount for normal advancement and Edges.

Earthling Officially, Flash, Dale, and Hans are the only humans on Mongo. But it’s certainly possible for other humans to arrive from our tiny blue speck. Those who do find themselves a little more powerful on Ming’s rogue planet, and get both the usual free Edge of their choice and a boost to their Strength thanks to Mongo’s lower gravity.

RACISM AND SEXISM Due to the myriad differences between the various peoples and cultures across the planet, racism is an ugly though very real thing on Mongo. Some races are hereditary enemies such as the lion men and shark men, but others just look upon one another with suspicion or distrust. While roleplaying such behavior can certainly augment game play, it can also be overused and make players uncomfortable. Proceed with caution! As for gender roles on Mongo, some primitive cultures and a few medieval-minded royals still believe women are somehow inferior to men (or, in the case of Valkr, men are inferior to women). As nations unite to defeat Ming the Merciless and men and women are seen in a variety of leadership roles, these antiquated beliefs are slowly and mercifully fading into obsolescence.

• Adaptable: Earthlings start with a free Edge of their choice (and must meet all the Edge’s requirements). • Gravitically Graced: Mongo is approx­ imately one half the diameter of Earth but has a slightly lower gravitat­ional density. Visiting Earthlings start with a d6 Strength. This increases the Trait’s maximum a like amount for normal advancement and Edges.

Giant While there are giants in both northern and southern extremes, only those hailing from Naquk are sophisticated enough for

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• Big: Giants are −2 to use equipment and weapons designed for smaller beings (if a Trait roll is required). Equipment and resources for their size (including food) cost double the listed price. Lastly, giants cannot wear gear sized for smaller races, including armor. • Environmental Weakness (Heat): −4 to Vigor rolls to resist heat, add +4 to heat-based damage. • Outsider: Most giant races keep to the cold extremes of Mongo, rarely venturing into the more populated areas. When they do, they tend to stick out like sore thumbs, towering over most others. Because of this, many people find giants frightening and often go out of their way to avoid interacting with them, mainly out of irrational fear. Giants suffer a −2 Charisma when dealing with anyone other than giant races. • Environmental Resistance (Cold): +4 to Vigor rolls to resist heat, −4 to coldbased damage. • Size +3: Giants average between 12 and 15 feet tall, gaining +3 to Toughness due to their great bulk. • Very Strong: Giants begin with a Strength of d8. This increases the Trait’s maximum a like amount for normal advancement and Edges.

Hawkman day-to-day integration among the other “No man captured by hawkmen has lived to advanced races of Mongo. The barbaric tell about it!” – Prince Barin (and significantly larger) Frigian giants seem content to remain in their frozen At first glance, hawkmen bear a striking lands and subterranean cave lairs. resemblance to humans. This impression The ice king Naquk is strongly allied with is soon betrayed by the appearance of Ming, but as in most societies, there are their expansive, bird-like wings. The always pockets of resistance. While most wings are attached at the shoulder blades giants are raised as warriors and trained and reach a span of eight to ten feet when in the fighting arts, technology, medicine, fully extended. The wings are capable of and other sciences are not unknown to flight and are strong and aerodynamic those who dwell in the South Polar Cap. enough to allow hawkmen to carry fairly Giants are intimidating to behold, but large loads (including other living beings). they are a proud race and unlike their Hawkmen hail from their floating northern cousins, are far from monsters. metropolis, a marvel of engineering

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known as Sky City, located five thousand feet above the surface of Mongo. They are ruled by the corpulent, lustful, and rather egotistical, King Vultan. • Agile: Hawkmen are swift-moving, airborne warriors. They begin with a d6 Agility instead of d4. This increases the Trait’s maximum a like amount for normal advancement and Edges. • Flight: Hawkmen can fly at their basic Pace and have a Climb of 0.

Lion Man Lion folk look a bit like bipedal versions of their Earthly namesakes, down to their thick, tufted tails and luxurious manes, sharp teeth and claws. Lion men are a predatory and occasionally cruel race, but also proud and fiercely loyal. The nomads hail from a grassy region northwest of Mingo where they are led by King Jugrid, considered one of the three mightiest rulers of Mongo (alongside Vultan and Ming). Small pockets of primitive panther men (with similar characteristics to their lion cousins) also hail from this savanna, but are somewhat rare to encounter and tend to be fiercely loyal to Ming. • Claws: Lion men have retractable claws that do Str+d6 damage. • Low Light Vision: The eyes of lion men amplify light. They can see in all but pitch black conditions and ignore attack penalties for Dim and Dark lighting. • Racial Enemy: Lion men and shark men are hereditary enemies suffering −4 Charisma when dealing with each other. • Size +1: Lion men are slightly larger than average-sized Mongonians. • Strong: Lion men are large and sturdy beastmen. They start with a d6 in

Strength. This increases the Trait’s maximum a like amount for normal advancement and Edges.

Lizard Man Poisonous (metaphorically) and horrible, the fanged, savage, and undeniably carnivorous (and even cannibalistic) lizard men dwell in the subterranean cave world of Kira where they are ruled by a monarch known as the Grand Dragon. Fairly primitive, the saurian lizard men shun most technology and prefer to wield crudely forged spears, knives, and two-pronged fighting forks. Despite their ferocity, like most races under the emperor’s thumb, there are pockets of active rebellion even among their scaly ranks. Lizard men have thick, warty green carapaces and a row of spines running from the tops of their horned heads, down their backs to the tips of their long tails. • Agility: Lizard men begin play with a d6 in Agility. This increases the Trait’s maximum a like amount for normal advancement and Edges.

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• Armor: Thick warty skin grants them +2 Armor. • Environmental Resistance (Heat): Vigor rolls made to resist the effects of heat are made at +4 and damage from heat or fire-based attacks is reduced by 4. • Environmental Weakness (Cold): −4 to Vigor rolls to resist cold, add +4 to cold-based damage. • Natural Weapons: The claws, tails, and teeth of the lizard men allow them to scratch, slap, or bite in combat for Str+d4 damage. Lizard men can make an additional Fighting attack with their tail but suffer the normal multiple action penalty. • Outsider: The reputation and habits of lizard men make them unwelcome company among all but their own kind. They have the Outsider Hindrance, suffering −2 Charisma with any but their own kind. • Wall Walkers: Lizard men can move up any rough vertical surface at their normal Pace. When hunting they often cling to stalactites and drop down on their prey from above.

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Mongonian Most Mongonians are nearly identical to Earth humans, with many different skin, hair, and eye colors. The many variations come from Mongo’s various cultures or might indicate races from long-conquered worlds. Mongonians get a free Edge of their choice and two more points of positive racial abilities from the list on page 34. This should generally reflect a common trope of their homeland, such as the Woodsman Edge for Arborians or Environmental Resistance for Frigian heroes. • Adaptable: Mongonians start with a free Edge of their choice (and must meet all the Edge’s requirements).

Robot While there are a wide variety of highly sophisticated machines that qualify as “robots” or “automatons,” certain mechanical men exhibit sentience and can act independently. Internally they possess no organic components, instead

using gears, servos, and fluid pumps all governed by elaborate positronic brains. While robots have limited free will, at least in regard to protecting themselves from harm, at the end of the day they are constructed to serve and their actions are always in service to others. Depending on the complexity of the central processing unit, some robots are capable of emulating realistic emotional responses, or at least expressing satisfaction of a job well done. These elaborate synthetic reactions can sometimes spiral out of control and lead to dangerously corrupted programming. An extreme desire for self-preservation, for example, can sometimes transform mechanical men into murderous maniacs! Most androids (or “andies” as they are sometimes affectionately known) are “birthed” with their serial numbers filling in for names. Typically these are one or two-letter codes identifying the kingdom of manufacture ala “MC” for Mingo City or “F” for Frigia, followed by a series of prime numbers of the Zeeman series representing the date of activation, plant code, primary engineer, etc. It is not uncommon for owners to grant them nicknames such as Buzz, Clanger, or Sparks. • Armor: A robot’s metal body provides great protection. They gain +4 Armor. • Construct: Robots add +2 to recover from being Shaken, don’t suffer wound modifiers, and are immune to poison and disease. Robots cannot heal naturally. To heal a robot requires the Repair skill—which is used like the Healing skill only with no “Golden Hour.” • Dependency: The robot must recharge via electric charging stations or power crystals at least one hour each solar day. Failure to do so results in Fatigue each day that can lead to Incapacitation. Each level is recovered with an hour of recharging. • Environmental Weakness (Electricity): Robots suffer +4 additional damage

from electrical attacks and have a −4 penalty to resist other electrical effects. • Outsider: Most Mongonians treat robots as property rather than sentient, independent beings. Laws protecting others do not apply to them. This is a Major version of the Outsider Hindrance though robots suffer the same −2 to Charisma. • Programming: Androids begin with a free d6 in one skill, representing their original programmed role. • Self-Destruct!: Should a robot become Incapacitated it can make the ultimate sacrifice and voluntarily annihilate itself with devastating consequences. The resulting explosion destroys the robot utterly. It also inflicts 4dX damage on anyone (friend or foe) within a Medium Burst Template centered on the robot, where X is the robot’s Vigor die type. • Vow: Robots are programmed with a particular purpose. Player character robots have broad directives such as serving a particular manufacturing division, kingdom, or political faction. This counts as a Major Vow to that particular directive, which must be followed. If this ever causes a conflict of interest, the player and GM must figure out what the robot’s programming requires.

Shark Man Once, the hairless, green-skinned shark men lived in a magnificent city on the bed of the Sea of Mystery near the mouth of the Bay of Tekin. This glistening, undersea metropolis was ruled by King Kala, who was fiercely and unquestioningly loyal to his supreme intelligence, Ming the Merciless. During a bloody conflict with the lion men, the entire city, along with its king, was blown to dust after rising from the sea bed. Scattered to the four currents and with no one to lead them, some shark men refugees swam into Ming’s protection, some sought asylum

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alongside the water-breathing sea people of Coralia while others escaped to join the growing rebellion. • Semi-Aquatic: Shark men are airbreathers but are well-suited for life underwater. They can remain underwater for up to 15 minutes without air and add +2 to swimmingbased Athletics rolls. They typically wear specialized diving helmets of transparent metal when traveling long distances underwater. The helmets provide one hour of fresh, breathable air before they must be recharged.

• Dependency (Water): Shark men must immerse their bodies in water for one hour out of every 24. Those who do not are automatically Fatigued each day until Incapacitated. The day after that, they die. Each hour spent recovering in water (or via an appropriately calibrated heal-o-ray) restores a level of Fatigue. Shark men who must work on land for prolonged periods usually employ hydration suits that neutralize the effects of dehydration. • Low Light Vision: A shark man’s underwater vision is about 10 times better than that of a human being thanks to specialized optical tissues made up of mirrored crystals. This means they ignore penalties for Dim and Dark lighting, allowing them to see clearly in all but pitch black conditions. • Racial Enemy: Shark men and lion men are hereditary enemies, suffering a −4 Charisma when dealing with each other. • Strong: Despite their sleek appearance, shark men are quite strong for their size. They start with a d6 in Strength. This increases the Trait’s maximum a like amount for normal advancement and Edges. • Toughness: Shark man skin is made of a matrix of hard, tooth-like structures called placoid scales. These structures add +2 to their Toughness.

“DON’T BE FRIGHTENED, DALE… I’LL FIGHT OFF THESE SHARKONS AND THEN RESCUE ZARKOV…” -FLASH GORDON (8/2/’36)

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RACE GENERATOR A number of intelligent races inhabit Mongo. Most are already known, though there are still plenty of lands, caves, and underwater realms yet to be explored. Who knows what creatures dwell on the various uncharted isles in the Sea of Mystery or upon the coral-encrusted bed of the great Mongo Ocean. Although a sample of races is presented in the previous section, players may also create their own using the rules on the following pages. Note that the entries below may be slightly different than those found in other games to reflect the particular tropes of The Savage World of Flash Gordon. Game Masters (or players with GM approval) create their own original races simply by choosing from the racial abilities on the following pages. In Flash Gordon, all races start with four “free” points of positive abilities (like the free Edge and Strength granted to Earthlings). Additional positive abilities must be countered with an equal value of negative ones. A +2 ability, for example, may be countered with a single −2 ability, or two −1 abilities. For The Savage World of Flash Gordon, we suggest a maximum total of positive abilities of +8 for created races. This provides enough scope to make an interesting race or culture without unduly unbalancing the game. Exceptions (such as Robots) should be extremely rare and limited to GM creation. If you wish to include an ability we haven’t listed here, simply assign it a value inspired by the following examples. Once you’ve created a new race, name them something suitably pulpy and talk to your Game Master for final approval. She should pay particular attention to negative abilities that aren’t likely to come into play, such as Environmental Weaknesses and Dependencies (or that might be too brutal given where she plans to go)!

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Positive Racial Abilities The number in parentheses after the name of each entry is the number of times the particular enhancement may be taken. “U” means unlimited.

Ability

34

Value

Adaptable (1): The race has great variation among its people and cultures. Characters start with a free Novice Edge of their choice (and must meet all the Edge’s requirements).

2

Additional Action (2): The character gets one extra non-movement action and incurs no multi-action penalty for it. This might be because of an additional appendage, enhanced reflexes, or phenomenal hand-eye coordination.

3

Aquatic / Semi-Aquatic (1): For one point the character is semi-aquatic. He adds +2 to Athletics rolls made to swim and can remain underwater for 15 minutes without drowning. For two points, he can never drown, adds +2 to Athletics rolls when swimming, and moves at his full Pace underwater.

1/2

Armor (3): The species has thick, scaly hide or is encrusted in solid material like scaly plating or even rock. This grants Armor +2 each time it’s taken.

1

Attribute Increase (U): During character creation, the species increases a particular attribute (Agility, Smarts, Spirit, Strength, or Vigor) by a die type. This increases the Trait’s maximum a like amount for normal advancement and Edges.

2

Burrowing (1): This species developed underground. The character can burrow into loose earth and move through it at half normal Pace. He cannot normally be attacked while burrowing, and can attempt to surprise opponents who didn’t see him coming by making an opposed Stealth vs Notice roll. If successful, the burrower adds +2 to his attack roll that round, or +4 if he succeeded with a raise.

1

Charisma (U): Typical representatives of this species are attractive, secrete pheromones, or are otherwise revered and respected, granting them +1 Charisma.

1

Construct (1): Constructs are robots or beings made of inorganic material. They receive +2 to recover from being Shaken, ignore one level of wound modifiers, don’t breathe, and are immune to disease and poison. They cannot heal naturally but must be Repaired (and ignore the “Golden Hour”). Most Constructs have the Dependency Negative Racial Ability as well (for power).

8

Doesn’t Breathe (1): The species does not breathe. Individuals aren’t affected by inhaled toxins, can’t drown, and don’t suffocate in a vacuum (they may still freeze, however).

2

Edge (U): The race has a specific Edge regardless of requirements chosen from those available. This is different from Adaptable because all characters of this race or culture have the same Edge, unlike Adaptable heroes who can choose whatever they want individually.

2

Environmental Resistance (U): The species receives a +4 bonus to resist a single negative environmental effect, such as heat, cold, lack of air, radiation, etc. Damage from the chosen source is reduced by –4 as well.

1

Flight (U): This species has wings like a bird, bat, or flying lizard. The species can fly at its standard Pace and has a Climb score of 0. Each time it’s taken beyond the first, increase Pace by +6 or Climb by +1.

2

Hardy (1): A second Shaken result in combat does not cause a wound.

3

Immune to Poison or Disease (2): This species is immune to poison or disease (your choice). It may be taken twice for both effects.

1

Infravision (1): The creature detects and “sees” heat, either through eyes or other sensory organs. This allows it to halve penalties for bad lighting when attacking creatures that radiate heat.

1

Keen Sense (U): +2 to Notice rolls for one selected sense.

1

Ability

Value

Leaper (1): The being doubles the normal jumping distance, and adds +1d6” with a successful Strength roll.

1

Low Light Vision (1): The being ignores penalties for bad lighting in all but pitch darkness.

1

Natural Weaponry (U): The race has a bite or claw attack that causes Strength +d6 damage. He doesn’t count as an unarmed defender, and each time this ability is taken increases the damage one die type or adds AP +2. If he has claws, he adds +2 to Athletics rolls made to climb most surfaces (GM’s call). If he has fangs instead, he can bite a grappled opponent for full damage (a bite attack is never considered “off-hand”).

1

This ability must be taken twice to get both teeth and claws. No Vital Organs (1): These species have hidden, extremely tough, or redundant vital organs. Called shots do no extra damage against them.

1

Pace (U): The character’s Pace is increased by +2 and his Running die is increased by a die type.

1

Parry (3): Due to a tail, enhanced reflexes, or a brain that can often and accurately anticipate an opponent’s moves, the creature’s natural Parry is increased by +1.

1

Poisonous Touch (1): With either a successful touch or bite attack, the victim must roll Vigor or suffer a level of Fatigue. This is recovered after one hour. Multiple attacks can cause additional Fatigue that leads to Incapacitation, but not death. For 3 points, the Vigor roll is made at –2.

2/3

Power Points (U): The race is more adept at certain preternatural talents than others, and gains +5 Power Points for use with Mongomancy or Psionics.

1

Reach (3): Long limbs or a prehensile tail grants the creature additional Reach.

1

Regeneration (1): The creature regenerates quickly. It may make a natural Healing roll once per day (rather than once per week). For 3 points, whenever the creature gains a permanent injury, it may make a natural healing roll once recovered from the Incapacitation which caused the injury. On a success, the injury heals after 1d6 days.

2/3

Size +1 (3): The creature is larger than normal. Each point of Size adds directly to Toughness. Large species may have difficulty using equipment designed for more traditional humanoids.

1

Skill (U): The character starts with a d6 in a skill.

1

Skill Bonus (1/Skill): For 2 points, he has a +2 bonus when using a particular skill (this may only be taken once per skill).

2

Sleep Reduction (2): The being needs half the normal amount of sleep as humans. If taken a second time, the being never sleeps.

1

Toughness (3): The character has hardened skin, scales, or extremely dense tissue that increases his base Toughness by +1 each time this ability is taken.

1

Wall Walker (1): The species may walk on vertical surfaces normally, or inverted surfaces at half Pace.

1

LL MONGO, INCLUDING “NONE OF YOUR TRICKERY, MING—A US—PROCLAIM YOUR OWN ARMY, STANDS BEHIND PUT FLASH GORDON THEM BOTH KINGS OR BY TAO, WE GO!” ON YOUR THRONE AS EMPEROR OF MON -KING VULTAN (2/17/’35)

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Negative Racial Abilities

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Ability

Value

Attribute Penalty (U): One attribute suffers a –1 penalty to all rolls (including damage for Strength). For –3 points, it suffers a –2 penalty.

−2/-3

Dependency (1): The creature must consume or have contact with some sort of relatively common substance. Shark Men, for example, must immerse themselves in water one hour out of every 24 in order to avoid becoming Fatigued each day until they’re Incapacitated. A day after that, they perish. Each hour spent recovering with the appropriate substance (or via an appropriately calibrated heal-o-ray) restores a level of Fatigue. An Extreme Dependency is worth –3 points. The race suffers Fatigue every minute after one hour away from the needed substance.

−2/-3

Environmental Weakness (U): The race suffers a –4 penalty to resist a particular environmental effect, such as heat, cold, etc. If the being suffers an attack based on that form, the penalty acts as a bonus to damage.

−1

Frail (2): The creature is less durable than most and suffers –1 Toughness.

−1

Hindrance (U): The creature has a built-in Minor Hindrance for one point, or a Major Hindrance for two.

−1/-2

Poor Parry (3): Due to physique or underdeveloped musculature, the race is slow to react in combat; –1 Parry.

−1

Racial Enemy (U): This species and another relatively common to the setting have an age-old or intense hatred for each other. They suffer –4 Charisma when dealing with each other, and may become hostile with little provocation. This may only be taken once per race.

−1

Slow (2): The race is physically slower than standard. Pace is reduce by 2” (to a minimum of 2”), and it has a d4 running die.

−1

Small (2): The creature is smaller than average; –1 Toughness.

−1

Water Breather (1): The character breathes water rather than air. She must wear a hydration suit to adventure on the surface. Without it, she can “hold her breath” for a number of rounds equal to half her Vigor die type. After that she must roll Vigor each round or suffer Fatigue. This can lead to death. If the campaign takes place primarily underwater, ignore this ability. Water Breathers might have a Dependency for water as well (see above), but it isn’t mandatory.

−2

NEW HINDRANCES All standard Savage Worlds Hindrances are suitable for use in Flash Gordon and function normally except for Doubting Thomas as there are no spirits, spooks, or specters in this setting. New Hindrances and new versions of the Outsider and Overconfident Hindrances are also available. Psionic characters may take the Anemic Hindrance to represent “psionic decay,” a physical debilitation occurring from overuse of psionic powers.

GLASS JAW (MAJOR)

Your hero has a glass jaw and can’t take a solid hit. He suffers a −2 penalty to Soak rolls!

GREAT LOVE (MAJOR)

The heart wants what it wants. Your hero is obsessed with another. The target of his desire consumes his every thought and deed. He no longer asks if an action is good for Mongo or Earth or anyone else—he thinks only of his true love. If he cannot be with her, he’d rather die. In Flash’s world, characters with an allconsuming love for another are common. Dale burns with jealousy of the princesses Suffering from airsickness is a serious who try to woo Flash’s favor. King Barin problem in the universe of Flash Gordon. would give his kingdom and his life for The character must make a Vigor check at Aura, and Aura defies her own merciless −2 each time he boards an air vehicle. On a father for Flash. success, the character manages to control A character with the Jealous (Minor) his sickness. With a failure, he gains a Hindrance treats it as a Major Hindrance level of Fatigue where one level of Fatigue when it comes to her Great Love. is recovered after an hour on the ground. The GM should award Bennies as usual Should a character be aboard an airship when a character roleplays her Hindrance. during a storm or air combat, he must In addition, and because Great Love is make a Vigor roll every five minutes until such an important aspect of The Savage the storm abates, the battle concludes, World of Flash Gordon, a player who greatly the ship is back on solid ground, or he is Incapacitated. He still rolls if he’s already suffering airsickness—a second failed Vigor roll inflicts another level of Fatigue. Fatigue gained in this fashion can cause Incapacitation but not death.

AIRSICK (MINOR)

AMOROUS (MINOR)

Some people are easily distracted by a pretty face or a handsome physique. Amorous characters suffer a −2 penalty to resist Tricks and Tests of Will by any character with the Attractive Edge (−4 if Very Attractive). They may also go out of their way (to the detriment of their closest allies) to protect the source of their captivation.

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disadvantages herself by betraying the party or the mission, attempting to sacrifice herself, or otherwise causing serious issues for herself and others, also gains a Conviction token! These kinds of betrayals are incredibly common in Flash Gordon. Once the effects are resolved—despite their often dire or possibly even fatal nature—the rest of the party should eventually forgive the offender and even forget that he’s likely to do the same thing again!

IMPULSIVE (MINOR)

The character is the kind to jump right into a situation without hesitation or foreknowledge. He’s not overconfident, he just doesn’t think things through before taking action.

JEALOUS (MINOR/MAJOR)

A jealous character’s insecurity leads to envy of others’ accomplishments or being overly possessive of what he feels belongs to him. The disgruntled soul complains, pouts, covets others’ possessions or accolades, claims credit for another’s work, disobey commands, and generally causes problems. As a Minor Hindrance, the character’s jealousy is focused on one particular subject (such as science or a girlfriend). As a Major Hindrance, the character is jealous of anyone he feels outshines his own actions.

OBLIGATIONS (MINOR/MAJOR)

This character must ultimately answer to superiors, whether they’re military leaders, civilian authorities, or members of a royal house. They are bound to comply with whatever orders are issued from these representatives. As a Minor Hindrance, these Obligations are binding and failure to comply converts the Hindrance into Wanted (Minor). As a Major Hindrance, the character’s participation is mandatory. If ignored, the Obligations Hindrance is replaced by Wanted (Major).

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OUTSIDER (MAJOR)

The Minor version of this Hindrance works as usual. Those with the Major version are still at −2 Charisma, but also have no legal rights as a citizen of Mongo. He might be a member of a Mongonian tribe unprotected by Ming’s law or an artificial being deemed little more than property. Most settled areas likely require a guardian who has legal rights—such as another player character—to vouch for and “control” the entity or “property.” Otherwise he’s considered wild or rogue, and can be captured, taken, or destroyed by normal citizens of the region.

OVERCONFIDENT (MAJOR)

This Edge works as usual for heroes. Overconfident villains never deliver a finishing blow to their foes. Instead, they revel in putting them in elaborate traps, arenas, or orders his minions to finish the enemy off while he stalks off just out of earshot. Needless to say, the heroes often escape to fight another day!

XENOPHOBIC (MINOR/MAJOR)

The character has a dislike of all races other than his own and finds dealing with them unpleasant at best. He openly voices his hostility, frequently causing fights and raising obstacles where none need exist. This incurs a −2 Charisma penalty for the Minor version and a −4 for the Major, along with any roleplaying consequences.

UR CITY— “STOP! I CAN SAVE YO ASH, BUT IF YOU TOUCH FL D ALL I’LL DOOM THE CITY AN ION!” OF YOU TO DESTRUCT -DR. HANS ZARKOV (11/11/’34)

NEW EDGES The following Edges from the core rulebook are not appropriate for use in this setting: Adept, Champion, Gadgeteer (but see Mongo-Tech), Holy/Unholy Warrior, Mr. Fix It. The Arcane Background Edges Miracles and Superpowers do not exist in the pseudo-scientific world of Flash Gordon. Note that Arcane Background (Magic) is slightly altered (see below). Lastly, as the language of Mongo is a universal one and lingual-translators are readily available, Linguist is of little use. Some skills have been changed in The Savage World of Flash Gordon (see page 69). If an Edge refers to a skill that’s been deleted, use its replacement instead. In addition, the Thief Professional Edge now applies to climbing rolls made with Athletics, Thievery, and Stealth rolls made in urban environments. Additional Edges specific to the setting are detailed below.

Background Edges ARCANE BACKGROUNDS

Requirements: Novice Magic, Psionics, and Weird Science Arcane Backgrounds are all available in The Savage World of Flash Gordon. See page 81 for more details on the powers of Mongo! • Magic: On Mongo, magic is known as Mongomancy. The arcane skill is Mongomancy and is linked to Smarts. Mongomancers (also known as Mongomages) are attuned to the upperrange, electromagnetic vibrations that emanate from white and black sapphires. Their supernatural senses allow them to visualize and manipulate these energies to weave what can only be described as magic spells with a variety of results. To do this, each Mongomancer must carry a talisman

of crystal upon their person. This could be a necklace (as in the case of Azura, Queen of Magic), a signet ring, or a stone-capped magic wand. • Psionics: A rare, naturally-occurring talent allows some to tap into powers of the mind to protect themselves and their allies, or confuse and attack their foes. Those possessing these gifts are referred to as Psions and must choose one of four schools which determines their specialty and powers available (Empathy, Pyrokinesis, Telekinesis, or Telepathy). See page 82. • Weird Science: Scientists and tinkerers as innovative as Dr. Hans Zarkov transcend the normal limits of Mongo and Earth’s technology. Their keen minds seize on advanced concepts, merging cutting edge biological and mechanical research with power crystals, radium, and other advanced power sources to create marvels of modern science! See page 82 for more details on Weird Science in The Savage World of Flash Gordon.

CRYSTAL SENSITIVITY

Requirements: Novice The character is attuned to the strange energy found within power crystals. This happens to miners who dig for the strange gems, and the Blue Magic Men of Kira who consume them! Such individuals can detect energized sapphires within a range equal to their Smarts (a highly desirable talent for crystal miners). They can also estimate how much charge remains in a crystal (“half” or “a quarter,” etc.) and recharge them through touch. Recharging a crystal causes a level of Fatigue and refills 1d6 charges/power points or a quarter power (whichever is less) as an action. Such Fatigue can Incapacitate but not kill and each level can only be recovered after four hours of rest.

39

the roll fails he may then spend Bennies to make Soak rolls as usual.

DAREDEVIL

Requirements: Wild Card, Novice, Spiritd8+ Example: Prince Barin already has 2 This hero laughs at danger! He gets a wounds when two vicious wolvrons sink free and automatic chance to reroll any their teeth into his flesh. They inflict 2 and 3 failed Athletics test. If this roll is also failed wounds respectively. Barin may make one free he may then use Bennies for additional Soak roll against each attack. chances as usual.

Combat Edges COMBAT SENSE

Requirements: Seasoned, Fighting d8+, Notice d8+ The hero has the perception, skill, and agility to handle multiple foes. Opponents halve any Gang Up bonuses against him (round down).

IMPROVED COMBAT SENSE

Requirements: Veteran, Combat Sense Opponents gain no Gang Up bonus against this warrior.

DETERMINATION

Requirements: Wild Card, Heroic, Iron Jaw This sturdy soul carries on when others fall by the wayside. When the character takes enough wounds from an attack to be Incapacitated, he gets one free Soak roll. If

40

IRON JAW

Requirements: Novice, Vigor d8+ The hero can take and shrug off even the most extreme blows. He gets +2 to Soak rolls and Vigor rolls to avoid Knock-Out Blows (see page 74).

LUNGE

Requirements: Novice, Fighting d8+ A lunge allows a swordsman to extend the reach of his blade. The character gains +1 Reach to his weapon. He may not use this edge with Frenzy, Sweep, or any effect providing a free attack (First Strike, Counterattack, etc).

PUGILIST

Requirements: Novice, Fighting d8+ Pugilists are experts at fighting without weapons. When making unarmed Fighting attacks (including natural weapons such as horns or claws), they add +1 to their Fighting rolls.

Leadership Edges

IMPROVED PUGILIST Requirements: Veteran, Pugilist The bonus increases to +2.

DEFENDER

Requirements: Novice, Smarts d8+ There is no more noble sacrifice than Requirements: Wild Card, Novice, Iron Jaw risking one’s life for another. This Edge At the end of a combat in which the hero allows a hero to do just that—take an suffered one or more wounds, he makes a attack meant for one of her companions. Vigor roll (wound penalties apply). Success Any time a victim suffers damage means he converts one wound to a level of within 6”, the hero may take the intended Fatigue from Bumps and Bruises that fades damage herself by making an Agility roll in an hour. A raise converts two wounds to at −2 (no penalty if she was on Hold in two levels of Fatigue. The hero cannot convert combat). If using minis, the GM can a wound if it would cause Incapacitation. move the characters as makes sense for the situation. If the hero rolls a critical failure on the Agility test, she and the original target are Requirements: Novice The character excels at Tricks or Tests of hit by the attack (if it makes sense in the Will. Whenever he gets a raise and rolls particular situation, Game Master’s call). If successful, resolve the attack against on the Creative Combat Table (page 74), he can roll twice and take the result the Defender instead, who then gets of his choice! one free Soak roll just as if she’d spent a Benny to do so.

SHRUG IT OFF

WILY

41

Example: Princess Aura is hit by an Imperial soldier in the thick of combat. Barin is within range and has the Defender Edge, so he makes an Agility roll at –2. He’s successful so he takes the damage meant for his troublesome beloved and gets an immediate Soak roll for his noble sacrifice.

SAVIOR OF THE UNIVERSE

Requirements: Veteran, an epic and heroic deed Whether a brave leader of the Freemen or a benevolent noble, the character has been elevated to the status of a living legend, a “savior of the universe,” by the people of Mongo. Savior of the Universe should only be taken after a character has performed a great and heroic deed. The deed must also have been performed where others witnessed it and can spread her fame throughout Mongo. If this is true and the Edge is taken, the hero may forever after convert her own Bennies to Conviction tokens on a one-to-one basis. Even more importantly, she may spend Conviction

42

on others as well as herself. Conviction is explained on page 73. Unlike all other Edges, the Born a Hero Setting Rule doesn’t apply to Savior of the Universe. It may only be taken at Veteran level, and only after performing an epic deed as mentioned above.

Professional Edges MONGO-TECH

Requirements: Seasoned, Arcane Back­ ground (Weird Science), Weird Scienced8+ Note: Mongo-Tech replaces the Gadgeteer Edge from Savage Worlds. A character with this incredible Edge can create a weird science device in a flash! Doing so requires parts of some kind that can be quickly jury-rigged. The player is encouraged to “explain” her device to the rest of the party in terms only scientists of her caliber would understand! The inventor then makes a Weird Science roll as an action. If successful, she has a new device imbued with any power available to her in the setting and as many unspent Power Points as she has available to put into it. She may transfer these Power Points from her pool or other devices on her person as she wishes. (Spent Power Points may not be used!) If the Weird Science roll fails, the device isn’t built and she loses all the Power Points she was going to transfer into it! Once the device is drained of Power Points, or at the end of the scene, it falls apart and stops working.

Social Edges

ROCKET JOCK

Requirements: Novice, Piloting d8+, Shooting d6+ The pilot can fire one weapon system per action without incurring a multiaction penalty while Piloting or Driving a land vehicle, or aircraft.

ROYAL FORESTER

Requirements: Novice, Strength d8+, Athletics d6+, Survival d6+ Until recently, Royal Foresters were an elite, Arborian-only extension of the kingdom guard. With the rise of the Freemen and the appearance of Flash Gordon and his allies, the order began to accept others into the fold. Those with this Edge have undergone rigorous training and ignore Difficult Ground when moving through the normal flora of forests and jungles (mud pits and the like still restrict movement).

FAME/INFAMY Requirements: Veteran “Hold everything, men! It’s Flash Gordon!” Logun grips Flash’s hand—”We were your Freemen—thought you were dead—lost hope—turned outlaw to keep alive—will you lead us again?” This individual is well-known for her words and deeds, whether a hero or villain! Her very presence affects those she meets face to face. Unless the others are already hostile, their reaction level is one step higher, out of respect for Fame or fear for Infamy.

MOXIE

Requirements: Novice, Smarts d6+, Tauntd8+ Your hero can cut a challenger down to size with a few sharp words, or turn a thug’s threats into a laughing matter with only a phrase or two. She adds +2 to all Taunt rolls and can use Taunt in place of her Smarts or Spirit when resisting a Test of Wills.

“OUR EMPEROR! HATED AND FEARED BY EVERY MAN ON MONGO! BUT, GENERAL, A CHAMPION HAS COME TO OUR PLANET—FLASH GORDON! EVERY DAY HE LIVES, MING’S POWER FADES!” -PRINCE BARIN (9/5/’37)

43

44

2

gear, weapons, and transport

Tech on Mongo ranges from primitive stone clubs to light guns and from atmosphere-eating nitron rays to hideous Mongonian-powered cosmic bombs capable of incinerating entire planets! Sophisticated items found in many of the advanced kingdoms are presented below alongside primitive weapons, armor, and other objects found in almost every corner of the planet.

CURRENCY One of the first things Ming did when he claimed the throne all those years ago was mint a new currency possessing his Mephistophelian visage on the obverse and the words “One King, One World, One Vision,” on the reverse. Known colloquially as “Mingols,” these stamped coins come in a variety of denominations, precious metals (typically bronzine or gold), shapes (circles, squares, and octagons), and sizes. Local currency variations have been created by rebel kingdoms. Kira’s silver coins are stamped with the face of their new king, the Earthman, Flash Gordon, for example. In a few other nation states, bartering has replaced the use of money altogether. Be aware that possessing anything other than Mingols while inside the walls of Mingo City is a punishable offense. Each new character begins with the clothes on their back and 500 Mingols, written out as 500ӎ (equivalent to $500 in standard Savage Worlds currency). Considering the crushing nature of Ming’s rule, this is a significant sum for the average citizen of Mongo, but as most heroes are working alongside or within an organized and occasionally well-funded

rebellion, access to expensive specialized gear and ordnance is possible.

SELLING ITEMS Heroes occasionally come across salable goods, whether in the form of crashed or abandoned aircars, ancient artifacts unearthed from primitive temples, or more mundane goods such as weapons or armor (often needing to have Imperial insignia removed before sale). One or two items can sometimes be sold at near full price if the right buyer can be found, but no reputable merchant will pay full price in their storefront, especially those licensed and regulated businesses found in the Mingo bazaar. Selling large quantities of items requires finding a fence or black market dealer to purchase the goods at a discount. A Streetwise roll allows a seller to unload his goods for a quarter their normal value. A raise finds a buyer who will take it at half the listed value. If attempting to sell weapons, armor, or other transportable merchandise, this roll may be attempted once per day. If dealing with larger items (vehicles or heavy weapons), the roll may only be attempted once per week.

COOLDOWN Some weapons require a “Cooldown” of one round before they can fire again. If they aren’t allowed to do so and the firer rolls a 1 on his Shooting die (regardless of Wild Die), the weapon blows up in his hand for its base damage! After firing in two consecutive rounds, the weapon automatically shuts down and cools off (or recharges, resets, etc.) for 1d6 round.

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GEAR Animals A number of beasts are used for mounts and companions across Mongo. They are usually only available from the tribes that breed them or the occasional trader in the larger cities.

Item

Weight

Cost

Gryph (page 151)

250ӎ

Horn-Horse (page 152)

300ӎ

Sea-Horse (page 162)

200ӎ

Snowbird (page 163)

350ӎ

Torok (page 170)

250ӎ

Wolfin (page 175)

200ӎ

Saddle

10

10ӎ

Armor & Shields Type Leather

Armor Weight +1

15

Cost

Notes

25ӎ

Covers torso, arms, legs

Notes: Covers everything from animal hide to plant fibers to advanced synthetic textiles. Diving Helmet

+3

5

40ӎ

Covers head, free with diving suit; see notes

Diving Suit

+3

40

500ӎ

Covers full body; see notes

Notes: These armored, self-contained suits provide divers with fresh air while submerged for long periods of time. When fully charged, the internal tanks provide one hour of fresh, breathable air. The suit also provides +3 Armor to the entire body. When walking on an ocean floor or lake bed, the diver moves at half Pace and cannot run. Plate Corselet

+3

25

200ӎ

Covers torso

Notes: Typically worn only in ceremonial situations, but Ming’s troops occasionally employ them. Pot Helm

+3

4

30ӎ

50% vs. head shot

Electro-Shield

+4

5

500ӎ

Covers torso, arms, legs; see notes

Notes: These are personal force fields worn as a belt and powered by a medium power crystal, which has enough energy to resist five hits before it must be replaced. Electro-shields stack with all other types of armor except for additional electro-shields; the fields generated by the projection units tend to harmonize and cancel each other out. Ray-Proof Armor

+6

15

250ӎ

Covers head, torso, arms, legs; see notes

Notes: Ming’s security forces use these heavy bronzine suits when dealing with significant threats in Mingo City. They cover the wearer from head to toe with +6 Armor, and negate up to 4 points of AP from all energy wepons (including atom, light, heat, flame, and ray guns).

Shields Type

46

Armor Weight

Cost

Notes

Small Shield

8

25ӎ

+1 Parry

Medium Shield

12

50ӎ

+1 Parry, +2 Armor vs. ranged attacks

Basic Equipment Item

Weight

Cost

Autograpnel: This pistol-gripped climbing device sports yards of super-fine cord strong enough to support hundreds of pounds of weight. More important, its spear-headed tip can be fired into rock-hard surfaces as its grappling claws deploy and bury themselves deeply in for a secure hold. Once anchored, the winch pulls the user (up to 300 pounds) at a rate of 10” (20 yards) per round. The autograpnel has a range of 6/12/24 and contains 25” (50 yards) of sturdy line. The grapnel at the end can be released by the press of a button (wires run along the cord) so it can be retracted and used again. It’s powered by a medium power crystal for 10 shots. It causes 2d4 damage if used as a weapon.

5

100ӎ

Backpack: A leather or cavas backpack negates up to 20 lbs of weight from gear carried inside it.

2

50ӎ

Canteen: Carries 4 quarts of water.

1

Chemi-Torch: Roughly the size of a penlight, these devices can make accurate, narrow cuts through matter. Each quarter-inch wide, six inch long, three inch deep cut requires a single round (real world measurements, not game inches). Double the time required for every 10 points of Armor the material has. As an improvised melee weapon, it causes 2d8 Damage with AP 2.

1

100ӎ

Climbing Gear: A small pick, safety harness, crampons, pitons, and carabiners. Provides a +2 Athletics when making climbing rolls.

6

15ӎ

Flashlight: Illuminates a Cone Template. Freshly charged small power crystals are good for 10 hours of continuous use.

3

20ӎ

Flying Belt: Some advanced cultures have replaced parachutes with flying belts as a means of safely escaping from doomed air ships, while others employ them for surveillance or other military operations. The belt uses two medium power crystals that can sustain three hours of flight. It enables the wearer to fly with an Acceleration of 5, a Top Speed of 20, and a Climb of 0. To perform any maneuvers other than level flying, the operator must use their Piloting skill.

5

5000ӎ

Gem Cutting Tools: A necessity if mining for power crystals.

2

500ӎ

Grappling Hook and Line: A grappling hook is attached to a line usually no more than 15 yards in length. The user throws the hook just as if he were attacking a target. It has a Range of 3/6/12. If the roll is successful, the hook sets and can hold up to 200 pounds of weight.

2

100ӎ

Lantern: Provides light in a 4” radius. A pint of lantern oil weighs 2 pounds and costs 2ӎ.

3

25ӎ

Lockpicks: A character who tries to pick a lock without these tools suffers a −2 penalty to his Thievery roll.

1

100ӎ

Optoscope: Vision penalties for Notice rolls are halved when using an optoscope, but they are only useful when there is sufficient light (Dim or better).

3

300ӎ

Pain Manacles: These handcuffs cause searing pain to the wearer should he attempt to remove them without the use of the key. The wearer must make a Vigor roll –2 when doing so or suffer Fatigue from Bumps & Bruises that fades after 24 hours. This can lead to Incapacitation. If worn on the ankles, the prisoner’s Pace is reduced to 2. Pain manacles use small power crystals good for up to 20 shocks.

2

200ӎ

Parachute: While flying belts are standard issue on most of Ming’s rockets, parachutes are still very much in use on Mongo. Landing safely requires an Agility roll at −2 (−4 if jumping at night). A critical failure means the jumper lands badly or comes down in an obstacle such as a tree. He suffers 2d6 damage or is hung up until rescued or he cuts himself free.

5

50ӎ

Quiver: Holds 20 arrows/bolts.

4

25ӎ

47

Item

Weight

Cost

Radiophone: Roughly the size of a 21st century mobile phone, these small, handheld communications devices are used by a few of the advanced kingdoms of Mongo. They have a broadcast range of up to 100 Mongomiles and offer a number of selectable wavelengths and frequencies, including high-range wavelengths used exclusively by Imperial security. A small power crystal provides 10 hours of use.

20

150ӎ

Rope (20 yards): Rope can be made of braided hemp, living vines, or twisted metal or synthetic strands, but it all serves the same purpose. Rope can safely handle up to 300 pounds. For every 50 pounds over that, roll a d6 every minute or whenever the rope suffers a sudden stress. On a 6, the rope snaps under the strain.

15

15ӎ

Scope: Scopes may be mounted on rifles or other longarms. When using the Aim maneuver, the character adds an additional +2 to Shooting rolls against targets at Medium, Long, or Extreme Range (see page 70 for rules on Extreme Range). Scopes also add +2 to Notice rolls made to view things at a distance.

1

200

Skis & Poles (pair): A character moving in skis treats snow and ice as normal terrain. When skiing downhill, he rolls an additional d6 for movement.

5

75ӎ

Spaceophone: Mongo’s version of a two-way video and audio device. Spaceophones are expensive and require substantial power, but can reach other units most anywhere on the planet.

100

50Kӎ

Tool Kit, Portable: Contains a set of basic tools for working on various types of machinery or systems. The tools are stored in a hard (metal or wood) or soft (canvas or leather) case. Use of the tool kit allows Repair rolls without penalty.

5

150ӎ

Torch: Lasts for one hour and provides light in a 4” radius.

1

Tubelite: An 18” long glow-stick with a slight pistol grip. Provides light for two hours the size of a Large Burst Template.

3

20ӎ

Visiphone: Smaller versions of the radiophone with a 10 Mongomile range and only one channel. They resembled hand-held mirrors and offer a crystal-clear, full color image.

1

500ӎ

Weight

Cost

Aircon: A slim respiratory apparatus developed by the people of Skyland fits over the nose and allows land dwellers to breathe “high air.” Proper use of aircons also prevents altitude sickness without the need for bulky oxygen tanks and breathers. Aircons also add +2 to resist harmful gases or dangerous atmospheres.

50ӎ

Cold Weather Clothes: Required for use in some of the extremely cold regions of Mongo (such as Frigia and the ice kingdom of Naquk), a complete ice-suit is comprised of a fur-trimmed parka, snow pants, long johns, gloves, and weatherresistant boots. Those without such gear suffer −2 to their Fatigue rolls in cold climes. A Frigian alternative made of glassine (a transparent, weightless, and waterproof material) is available in Fria’s kingdom and offers the same degree of protection.

6

100ӎ

Environmental Suit: These multi-layered rubberoid suits are worn by the Power Men of Mingo City and offer basic protection against a variety of hazards including toxic waste, electricity, heat, cold, and low-level radiation. Should the wearer be exposed to any of these hazards, he gains +2 to Vigor rolls to resist their effects.

4

250ӎ

Adventuring Clothing Item

48

Item

Weight

Cost

Fire Proximity Suit: Made of silvered, fire and heat-resistant asbestone, these body suits (with removable, windowed hoods), provide protection against the effects of extreme heat. Useful for firefighting or exploring the active cores of Volcano World, these suits offer 4 points of Armor against fire, a +2 modifier to Vigor rolls to resist the effects of heat, and total protection against smoke inhalation while wearing the hood.

8

300ӎ

Gas Mask: These one-piece hoods filter airborne toxins and poisonous gases. Wearers gain +4 to Vigor rolls to resist their effects. The bulky hood and restrictive lenses reduce Notice rolls by −1.

2

100ӎ

Goggles: Protective eyewear worn to protect against flying debris, sand, snow, glare, or other optical dangers. this grants a +2 bonus to resist such effects.

1

25ӎ

Hydration Suit: These sealed, full-body suits contain internal filtration systems that circulate fluids throughout, allowing hydro-dependent species like shark men to function for long periods of time out of water. Hydration suits offer no Armor benefits.

8

200ӎ

Protecto Suit: This heavily shielded suit and helmet provides a +4 bonus to resist the effects of radiation.

12

400ӎ

Water Helmet: Coralians use these plyoglass bubble helmets along with a backpack filtration systemto walk upon the surface. The pump and filtration system can circulate purified sea water through the helmet for six hours before the water must be refreshed. A compact version of the helmet was created by Dr. Hans Zarkov. It’s worn over the nose and mouth and is known as a hydrator six ounces, 300ӎ, usually available only in Coralia). A fresh supply of water is provided via water pills (1ӎ per dose).

4

100ӎ

Mundane Clothing Weight

Cost

Boots

Item

2

50ӎ

Gloves

1

Hat

10ӎ

Normal Clothing

20ӎ

Formal Clothing

100ӎ

Food and Drink Item

Weight

Cost

Average Meal

Cheap Meal

Expensive Meal

15ӎ+

2

10ӎ

Alcane (bottle)

Notes: Alcane is a heady, red Marvelan wine made from the varga fruit. Vokko (bottle)

2

20ӎ

Notes: Vokko is a colorless, distilled beverage found in many noble houses across Mongo. It is also the preferred drink of Queen Azura of Kira 1 week’s rations 1 day’s water

10

10ӎ

2

49

Drugs and Medical Equipment Item

50

Weight

Cost

Asphyxoil (vial): A Tropican drug that, while inert in liquid form, turns to gas when exposed to air. The resulting vapor, if inhaled, renders the target unconscious. Those exposed to the odorless gas must make a Vigor roll (−2) or immediately become Incapacitated and fall into a deep sleep for 2d6 hours. Once unconscious, only exposure to oxygas breaks the sleep cycle. Otherwise the victim slumbers until the effect wears off. A glass vial of the liquid contains enough asphyxoil to affect a single target. Similar formulas are found in other kingdoms like Kira and Lostland where it is simply referred to as “sleep gas.”

25ӎ

Drogol (salve): The product of Arborian herbal medicine, this ointment is known for its miraculous healing abilities. Spreading this thick, foul-smelling unguent over a wound allows the injured character to make an immediate Vigor roll. If successful, one wound is healed instantly or two with a raise. This can be applied after any normal healing due to medical attention. A Tropican variant known as sulphacilium offers the same restorative effects.

100ӎ

First Aid Kit: Using Healing without access to basic medical supplies imposes a −2 penalty. Using a first aid kit containing basic supplies such as antiseptic, bandages, medical tape, and topical powders and salves grants a +1 bonus to Healing rolls.

3

75ӎ

Heal-O Ray: A medical device of Tropican design that can be used to project soothing curative light to aid in the natural healing process. Heal-o-rays can also be recalibrated to emit an anti-venom ray which neutralizes poisons noninvasively (+2 to Healing rolls in both cases) or even attack parasitic organisms like bore worms or viral biological agents. A similar Frigian machine known as a penetroray does the same by generating an aura of penetrating heat. This is extremely useful when aiding victims of hypothermia or ice guns!

10

1000ӎ

Lethium (vial): Lethium: Known as “the drug of forgetfulness,” anyone who ingests a dose of this potion must roll Smarts (−2). With failure, the victim suffers from a form of temporary amnesia for 4d6 hours, after which time the suppressive effect fades and memories are restored. During this period, the affected mind is like an empty slate and vulnerable to suggestion. Friends can be declared enemies, phobias may be implanted or removed, and loyalties can be altered. After two implanted falsehoods, the victim may make another Smarts (–2) roll to overcome the drug’s effect. For each additional suggestion beyond the second, this roll is made at +2.

200ӎ

Oxygas: A hyperoxygenated concentrate, one blast of this gas awakens someone from the effects of sleep potions and gases (such as asphyxoil) or restores consciousness to those who have been incapacitated due to wounds or poisoning. Healing rolls made for Incapacitated victims are granted a +2 bonus when using oxygas.

50ӎ

Psi-Block (pill): This drug (usually taken in pill form (though it can also be administered via injection)) grants the Improved Arcane Resistance Edge for one 1d4 hours against psionics only. A psionicist using this drug suffers a −4 penalty to Psionics rolls.

100ӎ

Trance Drug (dose): Voluntary ingestion of this drug slows the metabolism to the point where it is detectable only with advanced equipment. Heart rate, blood flow, respiration, and brain activity are all arrested. The effect lasts for 2d6 hours. The drug can be administered via injection, gas, or pill. Should the target be unwilling, she resists with a Vigor roll at −2.

200ӎ

Truth Gas/Serum: A few varieties of this potion are in use on Mongo, particularly in Ming’s Hall of Torture. While some interrogators use an injectable serum known as Uninhibitin, others opt for the inhalation of Verigas. Either chemical makes it impossible for the victim to tell a falsehood.

100ӎ

WEAPONS Mongo is home to a massive variety of weapons. Emperor Ming forbade the development of the most powerful weapons from many of his subjects, but their use is spreading since Flash’s arrival and the Freemen’s rebellion.

Hand Weapons Type

Damage

Weight

Cost

Axe

Str+d6

2

25ӎ

Axe, Huge

Str+d10

15

50ӎ

Club

Str+d4

1

15ӎ

Club, War

Str+d8

20

50ӎ

Dagger

Str+d4

1

10ӎ

Notes — AP 1, Parry –1, 2 hands — AP 1 vs. rigid armor —

Fork / Trident

Str+d6

8

75ӎ

Parry +1, Reach 1, 2 hands

Gauntlets, Steel

Str+d4

4

100ӎ

Parry +1, see notes

Notes: Worn by the First Lancers, the greatest fliers in the hawkmen army, these gauntlets feature a set of sharpened knuckle blades (Str+d4) and offer the user a +1 Parry bonus when worn as a pair. Knife, Clasp

Str+d4

1

15ӎ

A large folding knife. Opening takes 1 action

Lance

Str+d8

10

100ӎ

AP 2 when charging, Reach 2, 2 hands

Str+d8+2

10

125ӎ

AP 2 when charging, Reach 2, 2 hands, roll to see if target catches fire.

Lance, Flaming

Notes: A small power crystal generates flame for up to 20 rounds. Rapier

Str+d4

3

30ӎ

Scimitar

Str+d8

7

85ӎ

Shockstick, Silver

Special

2

200ӎ

Parry +1 — See notes

Notes: Silver shocksticks are electrified weapons used for crowd control, subdual, or even torture. Uncharged shocksticks can be used as standard clubs (Str+d4), but when activated, struck targets (including Touch Attacks) must make a Vigor roll or be Stunned (see page 53). A small power crystal is good for 20 shocks. Spear

Str+d6

5

25ӎ

Sword, Short

Str+d6

4

50ӎ

Parry +1, Reach 1, 2 hands

Sword, Long

Str+d8

8

75ӎ

Sword, Flame

Str+d8+2

5

500ӎ

AP 2, roll to see if target catches fire

Notes: A small power crystal generates flame for up to 20 rounds. Whip

Str+d4

2

20ӎ

Reach 2, Parry –1, see notes

Notes: The wielder may attack as usual or use the whip to attempt a grapple at a distance equal to its Reach. When causing damage to an Entangled or Bound foe (see Entangled and Bound on page 70), the whip causes Str damage (not Str+d4). Whip, Electric

Str+d6

2

100ӎ

Reach 2, Parry –1, chance to stun, see notes

Notes: As Whip, but if grappling, the attacker may shock an Entangled or Bound victim as a free action (including the round the grapple is initiated). The victim must then make a Vigor roll or be Stunned (see page 53). A small power crystal is good for 20 shocks.

“WITH MY NEW WEAPON, WE MAY YET RID MONGO OF MING AND HIS TYRANNY!” -DR. HANS ZARKOV (9/8/’40)

51

Primitive Ranged Weapons Weapon Name Boomerang, S-shaped

Range

Damage

RoF

Weight

Cost

Notes

10/20/40

Str+d6

1

2

50ӎ

Min Agl d8.

Notes: The favored weapon of the dwarfs of the Magnetic Mountains, these aerodynamic, s-shaped blades, if correctly thrown, fly in an elliptical path and return to the wielder’s hand unless they strike down their prey first. Catching a returning boomerang requires an Agility roll. Should the would-be catcher roll a critical failure, he’s struck for full damage! Bow

12/24/48

2d6

1

3

150ӎ

Min Str d6.

Bow, Arborian

15/30/60

2d6

1

5

200ӎ

Min Str d8.

Dagger

3/6/12

Str+d4

1

1

10ӎ

Spear

3/6/12

Str+d6

1

5

25ӎ

Min Str d6.

Firearms Energy weapons and other machines (atom, beam, electric, light, or ray) are powered by various sizes of power crystals. Very few slug-throwers exist on Mongo, but a few have made their way there through various means.

Acid Guns These weapons used almost exclusively by Queen Ala’s Flying Raiders in Birdland. Acid Pistol

Range

Damage

RoF

AP

Shots

Weight

Cost

5/10/20

2d6

1

5

3

300ӎ

5

3

800ӎ

Notes: AP 4, Heavy Weapon. Ammo: Acid Rounds (Pistol). Acid Rifle

20/40/80

2d10

1

Notes: AP 4, Heavy Weapon. Ammo: Acid Rounds (Rifle).

Atom Guns Atom pistols are sometimes called disintegrators. They disrupt and expel the target’s very atoms! Extras Incapacitated by atom pistols are blasted to atoms. Wild Cards who are Incapacitated suffer a Permanent Injury. Atom Pistol

Range

Damage

RoF

AP

Shots

Weight

Cost

5/10/20

2d10

1

5

2

300ӎ

Notes: Heavy Weapon, Cooldown. Ammo: Small power crystal.

Rust Guns So-called “rust guns” are manufactured in the toxic kingdom of Radiuma. They can set fire to anything by altering its atomic structure so that it oxidizes, generating a sudden explosion of extreme heat. Treat any substance hit by an Atom Fire gun as flammable. Atom-Fire Pistol

Range

Damage

RoF

AP

Shots

Weight

Cost

Cone

2d8

1

10

5

500ӎ

1

20

15

1000ӎ

Notes: May start fires. Ammo: Small power crystal. Atom-Fire Rifle

Cone

2d12

Notes: Min Str d6, Heavy Weapon. May start fires. Ammo: Medium power crystal.

52

Bent Ray Gun “Bent rays” are particle beam weapons that can actually zigzag around objects and track a target’s heat-signature. As long as the attacker can see any part of a target, he can shoot it and ignores all cover modifiers! Bent Ray Gun

Range

Damage

RoF

AP

Shots

Weight

Cost

24/48/96

2d8

1

20

12

500ӎ

Notes: Ammo: Medium power crystal.

Electric Weapons Electric weapons are excellent for stunning live beings and destroying robots. Electro-Rifle

Range

Damage

RoF

AP

Shots

Weight

Cost

24/48/96

2d10

1

10

10

500ӎ

Notes: Cooldown. After a target is hit, he must make a Vigor roll or be Stunned (at –2 with a raise on the attack roll). See Stunned below. Ammo: Medium power crystals. Electro-Shock Gun

12/24/48

None

1

8

8

300ӎ

Notes: After a target is hit, he must make a Vigor roll or be Stunned (at –2 with a raise on the attack roll). See Stunned below. Ammo: Medium power crystal.

Flame Weapons Mongo’s version of the flamethrower is loaded with deadly “flamol,” or even more potent “thermiton.” Flamol Thrower

Range

Damage

RoF

AP

Shots

Weight

Cost

Cone

2d10

1

20

30

500ӎ

Notes: Heavy Weapon, Min Str d8, May start fires (see Hazards in Savage Worlds). May be fired as Cone, or MBT up to 18” distant. Affects target’s least armored area. Backpack tank holds two canisters worth of flamol (liquid fuel (rifle)). Each canister costs 50ӎ, and weighs 2 pounds per unit. If thermiton is used instead of flamol, double the ammo cost and increase damage to 2d12.

Heat Guns These terrible weapons fire a ray of pure heat that can melt flesh and stone alike! Heat Gun

Range

Damage

RoF

AP

Shots

Weight

Cost

12/24/48

2d10

1

4

10

8

600ӎ

Notes: Heavy Weapon. Ammo: Medium power crystal.

Ice Guns These Frigian rifles emit a focused stream of cold fire capable of freezing a living target. Ice Gun

Range

Damage

RoF

AP

Shots

Weight

Cost

5/10/20

1

6

12

1000ӎ

Notes: Anyone struck by an ice gun’s beam must make a Vigor roll (at –2 with a raise on the attack). With a raise, the target is unaffected. A success means he’s Entangled, and failure means he’s frozen solid and Bound (see Entangled and Bound on page 70). Due to the nature of the ice, victims may only use Strength to break free, not Agility. A frozen victim thaws in 2d6 rounds under normal conditions, but a companion can spend his entire turn heating the target with a suitable heat-source (GM’s call). The formerly frozen ally is then Entangled. Ammo: Medium power crystal.

STUNNED

A character stunned by an electric weapon falls prone and can’t take any actions or move. Attacks against him get the Drop. At the start of each of his turns thereafter, he automatically makes a Vigor roll as a free action to revive. Success means he revives but is Shaken, a raise means he revives and is not Shaken.

53

Light Weapons The hawkmen of Sky City created these powerful light-based blasters. Like King Vultan himself, they can cause even more mayhem by overcharging—but not without risk! If a weapon is overcharged, add another die to its damage (3d6 for pistols and 3d8 for rifles). It then requires Cooldown (see page 45). Light Pistol

Range

Damage

RoF

AP

Shots

Weight

Cost

12/24/48

2d6

1

20

3

500ӎ

20

12

1500

Notes: May be overcharged. Ammo: Small power crystal. Light Rifle

24/48/96

2d8

1

Notes: May be overcharged. Ammo: Medium power crystal.

Net Guns These short-barreled carbines fire a medium-sized, weighted net to capture prey alive. Net Gun

Range

Damage

RoF

AP

Shots

Weight

Cost

5/10/20

See Text

1

8

300ӎ

Notes: With a successful hit, targets are Entangled, with a raise, they’re Bound (see page 70). Net refills cost 50ӎ.

Ray Weapons The most common firearms on Mongo are the ubiquitous “ray guns,” available as pistols and rifles. They fire concentrated bursts of energy through their crystal power sources. Ray Gun Pistol

Range

Damage

RoF

AP

Shots

Weight

Cost

12/24/48

2d6+2

1

50

1

200ӎ

1

50

5

500ӎ

Notes: Semi-Auto. Ammo: Small power crystal. Ray Gun Rifle

24/48/96

2d8

Notes: Semi-Auto. Ammo: Medium power crystal.

Signal Weapons These sonic guns were originally designed to send signals in areas where radios and other communications devices suffer interference, such as in crystal or radium fields. With a little tinkering, clever Mongonians turned their sonic bursts into deadly blasts. Though their damage effect is shortranged, shots from a signal weapon can be heard up to three miles away. Signal Gun Pistol

Range

Damage

RoF

AP

Shots

Weight

Cost

10/20/40

2d6

2

20

1

200ӎ

Notes: Semi-Auto. Ammo: Small power crystal.

Ammunition Type

54

Weight

Cost

Acid Rounds (Pistol)

5/50

25ӎ/50

Acid Rounds (Rifle)

5/25

50ӎ/50

Power Crystal, Small

.25

50ӎ

Power Crystal, Medium

.5

100ӎ

Power Crystal, Large

3

200ӎ

Sleep Guns Sleep guns use asphyxoil to incapacitate foes rather than kill them. They are favored by both pacifists and tyrants—who prefer to capture their foes and place them in death traps rather than kill them outright! Sleep-Gas Gun

Range

Damage

RoF

AP

Shots

Weight

Cost

Cone

Special

1

6

8

200ӎ

Notes: Fully charged with 6 vials of asphyxoil (see page 50). Each vial costs 25ӎ.

Slugthrowers Mongo has few if any traditional firearms, but a few have made their way there from Earth and characters from there might want to start with them. Ammo is impossible to get, however, and must be made with Knowledge (Science). Proper equipment (metal, molds, and heat), a successful roll, and four hours spent doing so creates six bullets or shells of any size listed below (twice that with a raise). Crystal-Tipped Bullets: Some enterprising souls have figured out how to modify standard metal rounds with energized white sapphire power crystals. The crystals release a burst of white hot energy on impact that causes +2 damage. Creating six requires one small power crystal and can be done just like creating regular bullets, above. A critical failure when firing or manufacturing crystal-tipped bullets causes an explosion in a Small Burst Template for 2d6+X damage, where X is the remaining number of bullets being created or remaining unfired in the weapon. Pistol (.38)

Range

Damage

RoF

AP

Shots

Weight

Cost

12/24/48

2d6–1

1

1

6

4

100ӎ

24/48/96

2d8

1

2

8

8

300ӎ

1–3d6

1

8

8

300ӎ

2d6+1

3

2

50

16

100ӎ

Notes: Revolver. Rifle (.30)

Notes: Min Str d6, Semi-Auto. Shotgun (12g)

24/48/96

Notes: See Shotguns in Savage Worlds. Tommy Gun (.45)

24/48/96

Notes: Auto.

Water Pressure Gun Ray guns and slugthrowers don’t work well underwater, so Coralians use pressurized streams of water, instead. Water Pressure Gun

Range

Damage

RoF

AP

Shots

Weight

Cost

5/10/20

2d6

1

10

2

200ӎ

Notes: Semi-Auto. Charged with pressurized sea water. The process takes at least 8 ounces of sea water and one minute per Shot.

Grenades Type

Range

Damage

RoF

Shots

Min Str

Weight

Cost

Sleep Gas Globe

5/10/20

Special

1

1

75ӎ

Notes: Small, frangible plyoglass spheres of Kiran design that can be lobbed at targets like grenades. The spheres shatter upon impact and fill an area with gas in a Medium Burst Template. Anyone caught in the area of effect (or in it on subsequent rounds) must make a Vigor roll at –2. If failed, the character falls into a deep sleep for 2d6 hours. The gas disperses safely after three rounds.

55

Vehicular Weapons The heaviest weapons are usually only available to Ming and his staunchest allies, but the Freemen have stolen or built their own versions on occasion.

Acetylene Ray Guns The rockets of Mongo use hydrocarbon gas to power their main weapons, scorching acetylene rays! Light

Range

Damage

RoF

AP

Shots

Weight

Cost

75/150/300

2d10

1

5

10

x

100Kӎ

Notes: Heavy Weapon. Ammo: Four medium crystals and generates million-volt ray beams. Medium

100/200/400

3d10

1

10

10

x

500Kӎ

Notes: Heavy Weapon. Ammo: Six medium crystals and generates billion-volt ray beams. Heavy

150/300/600

4d10

1

15

10

x

1Mӎ

Notes: Heavy Weapon. Ammo: Four large crystals and generates trillion-volt ray beams.

Bombs Dropping bombs uses the Shooting skill. Night, cloud cover, precipitation, very high altitude (Game Master’s call) or other factors that might interfere with targeting inflict a −2 to –4 penalty. If the attack succeeds, the first bomb dropped is on target. Other bombs dropped in the same wave scatter 3d10” in random directions from that point. Light

Range

Damage

RoF

AP

Shots

Weight

Cost

Dropped

4d8

1

8

10

x

30Kӎ

1

12

10

x

50Kӎ

1

12

10

x

80Kӎ

Notes: Heavy Weapon, Medium Burst Template. Medium

Dropped

6d8

Notes: Heavy Weapon, Medium Burst Template. Heavy

Dropped

6d10

Notes: Heavy Weapon, Large Burst Template.

Cannons Cannons fire large, chemically-propelled, explosive shells. The shells listed below are the most common on Mongo. Shots reflects a typical battlefield load, ready to fire. More is usually readily available from rear supplies, at least for Emperor Ming! Small

Range

Damage

RoF

AP

Shots

Weight

Cost

50/100/200

4d8

1

8

50

800

200Kӎ

10

50

1500

300Kӎ

16

50

2000

500Kӎ

Notes: Heavy Weapon, Large Burst Template. Shells cost 1Kӎ each. Medium

75/150/300

5d8

1

Notes: Heavy Weapon, Large Burst Template. Shells cost 2Kӎ each. Heavy

75/150/300

6d8

1

Notes: Heavy Weapon, Large Burst Template. Shells cost 3Kӎ each.

Cold Cannon Cold cannons use a powerful crystal matrix to emit a cone of cold capable of super-freezing targets. Small

Range

Damage

RoF

AP

Shots

Weight

Cost

Cone

Special

1

20

300

500Kӎ

Notes: A target hit by a cold cannon must make a Vigor roll at –2 (at –4 with a raise on the attack). With a raise, the target is unaffected. A success means he’s Entangled, and failure means he’s frozen solid and Bound (see Entangled and Bound on page 70). Due to the nature of the ice, he may only use Strength to break free, not Agility. A frozen victim thaws in 2d6 rounds under normal conditions, but a companion can spend his entire turn heating the target with a suitable heat-source (GM’s call). The formerly frozen ally is then Entangled. Ammo: Two large power crystals.

56

Dust Dispenser Airborne chemical weapons come in dust or powder form that is seeded in the atmosphere. The dispensers are usually found only on Ming’s war rockets as chemical weapon research is illegal through the kingdoms of Mongo. To use dust weapons against ground targets, a rocket must be no higher than 60 feet from the surface; any higher and the dust disperses before it can be effective. For tactical attacks, the ships drop concentrated loads. Place the small end of a Cone Template at the rear of the rocket pointing directly away from the ship’s direction of travel; the dust affects everything within the template. Individuals wearing protective clothing or gas masks are immune to the effects of the dust. Dust remains in effect for five rounds, after which it disperses and is rendered harmless. Dust dispensers cost 50Kӎ and may be mounted on any rocket or vehicle. Poison

Range

Damage

RoF

AP

Shots

Weight

Cost

Cone

Special

1

10

2

1Kӎ

Notes: Cone Template. Creatures within the template must make a Vigor roll at −2 or suffer the effects of the poison. Most poisons employed in warfare cause a wound. Others, such as Ming’s dreaded “Death Dust” cause Death if the Vigor roll is failed, Incapacitation if it succeeds, and Fatigue if the victim succeeds with a raise. Sleep

Cone

Special

1

10

2

1Kӎ

Notes: Cone Template. Living beings within the template must make a Vigor roll at −2 or immediately become Incapacitated and fall into a deep sleep for 2d10 hours.

Flamethrower (Vehicular) Vehicular flamethrowers use massive gouts of liquid fuels or gases to incinerate their targets. Small

Range

Damage

RoF

AP

Shots

Weight

Cost

Cone

3d10

1

20

300

500Kӎ

Notes: Heavy Weapon. Targets may catch fire. Affects least Armored area. RoF 1. Ammo: Ten canisters of flamol (50ӎ, 2 pounds each) or thermiton (100ӎ, 2 pounds each). Thermiton increases the damage to 3d12.

Rockets Rockets and torpedoes are direct-fire weapons and use the Shooting skill. Range Rocket, Light

Damage

RoF

AP

Shots

Weight

Cost 50Kӎ

200/400/800

6d6

1

8

1

20

200/400/800

6d8

1

15

1

30

100Kӎ

100/200/400

6d6

1

20

1

30

100Kӎ

150/300/600

8d12

1

40

x

150

100Kӎ

Notes: Heavy Weapon, SBT. Rocket, Heavy Notes: Heavy Weapon, MBT. Rocket, Anti-Tank Notes: Heavy Weapon, SBT. Torpedo, Light

Notes: Heavy Weapon, LBT. Watercraft only.

57

damage this vehicle, regardless of the damage roll. Vehicles with Heavy Armor halve damage they take from colliding Whether you’re traveling by land, by with other obstacles (including vehicles) sea, or by air (or in some cases, all of that do not have Heavy Armor. the above), a variety of technologically Open Topped: The vehicle lacks a advanced options exist on Mongo to get roof, reducing Cover for occupants you where you’re going. And while some (typically providing Medium Cover vehicles are designed for battle, others instead of Heavy). have been created solely to transport Sensor Array: Specialized sensors goods or passengers from point A to point incorporated into the vehicle that negate B in the fastest, safest, or most efficient most penalties to Notice rolls for darkness ways possible. or extreme weather conditions. The most well-known systems include fluoresco-ray (Tropican standard) and invisi-ray (used by Ming’s rocket fleet). Acc/Top Speed: Acceleration (Acc) is the Size: The size of the vehicle. number of inches a vehicle may add to its Sloped Armor: The vehicle’s armor is current speed when playing on the tablesloped in such a way that shots fired from top. Top Speed is the maximum number direct-fire, non-energy weapons must of inches a vehicle may move while on be made at −2. the table-top. This represents “operational Stealth System: Cloud generators, speed” for tactical battles with miniatures radar-absorbing paint, transparency in mixed terrain rather than true top speed. screens, and other devices make the Top Speed is also used in Chases, where vehicle difficult to detect by vision or basic the faster vehicle gets a bonus. sensor arrays. Those trying to attack or Amphibious: The vehicle can enter spot the vehicle subtract 4 from their rolls water without flooding or capsizing. (−2 to those using sensor arrays). See the individual descriptions for their Toughness: Base Toughness and Armor movement rates while in water. (in parentheses). A listing of 15 (4), for Bubbleglass Canopy: Without this example, means it has a base Toughness enhancement, pilots suffer a −1 penalty of 11 with 4 points of Armor. If a vehicle to their Notice and Shooting rolls. has different Armor on its rear or sides, it Cost: Average cost in Mingols for the is listed as Front/Side/Rear. vehicle (minus weapons) on the open Tracked: Treat each inch of difficult market. If there is no cost listed, the terrain as 1.5” instead of 2” and can price is typically purchased only by generally cross low barriers of about three state militaries. feet in height. Crew: The number of crew plus any Weapons: The maximum number and additional passengers the vehicle can type of weapons that may be mounted transport. A notation of “2+8,” for example, on the vehicle. Nose-mounted weapons means it has a crew of 2 and can carry 8 are always Fixed Weapons (firing additional passengers. forward only). Fixed Gun: The vehicle’s weapon Vehicle weapons typically come in three cannot rotate. types—those hard-mounted in the nose, Halftrack: Treat each inch of difficult those fired from swivel mounts, and those terrain as 1.5” instead of 2” (same dropped on targets. Nose weapons only as Tracked). fire forward, swivel weapons can fire in Heavy Armor/Heavy Weapon: Only any direction, and dropped weapons can weapons marked as Heavy Weapons can only strike targets on the ground.

TRANSPORT

Vehicle Special Notes

58

Land Vehicles Flash Gordon isn’t just about atomicpowered rocket ships and oscillating space-gyros. Sometimes heroes have to get around the old fashioned way—on wheels, tracks, or runners along the ground. Below are a number of land vehicles (military and civilian) common to many of the kingdoms of Mongo.

AMMO

Ammunition can be tracked normally, or considered near limitless for everything except larger projectiles like rockets and torpedoes.

FUEL

Motorized vehicles are generally assumed to have as much liquid fuel (flamol or thermiton) or power crystals as they need for normal use. For prolonged use, the

Game Master should decide how far the vehicle can travel without refueling. Vehicles with combustion engines and liquid fuel can typically operate 12 total hours under normal conditions without refueling. A complete refuel costs 100ӎ × Size per day. Vehicles using power crystal matrices can go a week under normal use before recharging or needing a replacement. Total replacement costs 200ӎ × Size, while recharging can be done for half that amount, however public recharging stations are only found in the more technologically advanced kingdoms. Recharging power crystals requires one hour × Size.

REPAIRS

Damaged vehicles may be fixed with basic tools and a little time. Each Repair roll requires two hours per wound (regardless of how many are actually repaired).

59

Working without the luxury of an equipped repair facility subtracts 2 from Atom-smashers are multi-wheeled, the roll. An average garage or hangar armored battle trucks used specifically for (those found in many of the outlying urban combat. Their wheels are incapable kingdoms) negates this penalty, while of traversing uneven ground. They are a dedicated or advanced facility (those armed with a powerful, forward-facing found in Mingo City) adds +2 to the roll. “pounder” (a Heavy Cannon meant to raze Each success and raise repairs one structures with a single shot), and capable wound or critical hit, and each additional of transporting troops. Atom-smashers are raise reduces the repair time by half. often the first machines on the streets after Ming’s bombers have already completed their runs from above. Comparatively lightweight, wheeled and armored multipurpose vehicle used by Size: 8; Acc/Top Speed: 15/30; ToughMing’s army and royal secret police for ness: 25 (6); Crew: 6+12 reconnaissance, internal security, armed Notes: Heavy Armor escort, and a handful of battlefield tasks. Weapons: • Roof-Top Forward-Facing Heavy These tasks include providing defensive fire against other light vehicles and Cannon (“Pounder”) • Rear-Facing Turreted Medium Cannon infantry. A number of variants exist, but all share similar characteristics. • Left & Right Swivel-Mounted Light Acetylene Ray Guns Size: 4; Acc/Top Speed: 15/30; Toughness: 15 (4); Crew: 1+5 Notes: Heavy Armor, Wheeled Weapons: Titanic assault tanks used by Ming’s army • 2 × Forward-Facing Light Acetylene Ray that boast a more heavily armored turret than many others. Guns

ATOM-SMASHER

ARMORED CAR

BATTLE TANK

Size: 10; Acc/Top Speed: 8/15; Toughness: 45/40/35 (22/17/12); Crew: 6+12 Armotractors are fast-moving, armored Notes: Heavy Armor, Tracked tracked tanks used by Ming’s crack Weapons: desert legion. Sometimes referred to as • Top-Turreted Heavy Acetylene Ray armotanks, these fighting vehicles were Gun originally designed for infantry support, • Left & Right Swivel-Mounted Medium but soon proved their suitability out on Acetylene Ray Guns the hot sands of the Great Mongo Desert.

ARMOTRACTOR

Size: 6; Acc/Top Speed: 8/20; Toughness: 20 (5); Crew: 3+5 Notes: Heavy Armor, Tracked Weapons: • 2 × Forward-Facing Medium Acetylene Ray Guns • Left & Right Swivel-Mounted Light Acetylene Ray Guns • Top-Turreted Medium Cannon

ELECTRIC MOLE

An invention of Prince Barin of Arboria and his crack staff of engineers, the electric mole is a large, drivable tunneling machine capable of piercing earth and solid rock with its giant nose-mounted highly-modified light gun that pulverizes and transforms the soil into penetrable, super-heated liquid. Size: 6; Acc/Top Speed: 5/15; Toughness: 20 (5); Crew: 2+6

60

Notes: Heavy Armor, Tracked. Mole energy stores possess enough power for a five Mongomile, subterranean journey. Weapons: • 2 × Front-Mounted, Large Light Gun Pulverizers (see below). Light Gun Pulverizer: Heavy Weapon; requires four large power crystals. As long as the mole is in motion, the cannon liquefies material in a Cone Template in front of it. It causes 5d6 damage to living beings hit by the template each round.

FRIGI-CAR

Developed in the ice kingdom of Frigia, these colossal vehicles are used for non-lethal riot control in Mingo City. They have also been effectively employed against infantry on the battlefield especially against foes engaging in trench warfare where the trenches become channels for the freezing vapors.

Size: 8; Acc/Top Speed: 5/10; Toughness: 25 (6); Crew: 2+8 Notes: Heavy Armor Weapons: • Front-Mounted Cold Cannon

MAGNIFICENT ARTILLERY UNIT (M.A.U.)

Resembling sea galleons with swooping design elements and massive, forwardfacing ray guns and paired cannons, M.AU.s are huge, intimidating battle tanks of Kiran design. The appearance of these ostentatious, multicolored war machines has been known to rout enemies before a shot is fired!

Size: 12; Acc/Top Speed: 8/15; Toughness: 53/47/41 (26/20/14); Crew: 6+36 Notes: Heavy Armor, Tracked Weapons: • Front-Mounted Heavy Acetylene Ray Gun • 2 × Forward-Facing Heavy Cannons • Left & Right Swivel-Mounted Medium Acetylene Ray Guns

ROCKET SLED Swift-moving land vehicles powered by liquid fuel engines designed for fast pursuit across snow and ice. Rocket sleds look a bit like hydrofoils with the boatlike body of the vehicle raised up off the ground on long ski runners. They are the fastest vehicle on the ice and are often employed by Frigian security for patrols. Size: 3; Acc/Top Speed: 20/45; Toughness: 12 (3); Crew: 2+2; Cost: 2000ӎ Notes: Sloped Armor Weapons: None

SLED

Whether pulled by a team of Valkran snow foxes or a pair of Frigian snowbirds, these sleds are used to haul small amounts of gear or passengers across snow and ice. Size: 3; Acc/Top Speed: 3/6; Toughness:9 (2); Crew: 1+2; Cost: 100ӎ (not including animals) Notes: — Weapons: None

61

Air Vehicles

SNOW TRACTOR

This half-track snow tractor was designed for use in the frozen Frigian wilds and is employed for scouting, hunting, and quick delivery of goods and personnel. While the tractor normally uses a wide, centrally positioned ski runner, this can be switched out for tires for journeys across dry, paved, or rocky surfaces.

Skyships are powered by a variety of means ranging from atomic reactors to liquid fuel to energized power crystal matrices to compressed gases. While some larger military-grade vehicles are equipped with extremely primitive gyroscopic navigational and stabilization devices, most airships are piloted using a compass, a map, and well-trained pairs of eyes. In order to safely travel from place to place, rocket crews must remain in the control room, turning wheels, flipping switches, and monitoring essential systems. Rockets normally require two crew to pilot and a navigator in addition to its gunners and bombardiers. Landing and take-off can be accomplished without the need for a runway, launch platform, or sky rail, although these things certainly make it easier and a lot safer.

AIRSCOUT

Swift-moving, three-finned patrol bombers used in Ming’s rocket fleet. These scout rockets are usually flown in Size: 4; Acc/Top Speed: 13/25; Tough- squadrons of four to eight. ness: 15 (4); Crew: 2+4; Cost: 1000ӎ Size: 8; Acc/Top Speed: 50/450; Climb: 2; Notes: Halftrack Toughness: 25 (6); Crew: 2+12 Weapons: None Notes: Heavy Armor, Sensor Array, Stealth System (non-reflective paint) Weapons: Huge, half-tracked, ice sleds of the • Bomb Bay with 20 Medium Bombs, 10 ice kingdom of Naquk that resemble Light Bombs Viking dragonships, complete with • Rocket Launcher with 12 Light Rockets swooping bow stems decorated with hand-carved heads of native animals or mythical dragons. Without a doubt, these burnished red and Size: 8; Acc/Top Speed: 8/15; Toughness: gold rockets are the swiftest skyships in 25 (6); Crew: 4+10; Cost: 6000ӎ Ming’s Imperial fleet. Though armed, Notes: Halftrack they are used primarily for the pursuit Weapons: of enemies or criminals (hence the name). • Rear-Mounted Heavy Cannon (“Ice They also serve as lightning fast shuttles Pounder”) for Ming and his advisors when matters • 2 × Forward-Facing Medium Cannons of state call for their presence across the continent or on the other side of the planet.

TRACTOR SLED

FAST PURSUIT ROCKET

62

Size: 10; Acc/Top Speed: 50/500; Climb: 3; Toughness: 30 (7); Crew: 2+24 Notes: Heavy Armor Weapons: • Nose-Mounted Medium Acetylene Ray Gun

JETCAR

Sleek, compact, single motor jets with forward swept wings used for quick hops or reconnaissance. A small number are used by the M.B.I. (Mongo Bureau of Investigation).

Size: 4; Acc/Top Speed: 25/100; Climb: 2; Toughness: 15 (4); Crew: 1+5 Notes: Bubbleglass Canopy Weapons: None

ROCKET BOMBER

Designed to take out ground targets or soften defenses prior to infantry assaults, these three-finned, single motor, atom rockets are often the first to be called up when the battles begin to escalate. Bomber crews typically consist of a pilot, navigator, two gunners, and a bombardier.

Size: 8; Acc/Top Speed: 30/250; Climb: 1; Toughness: 25 (6); Crew: 5+5 Notes: Heavy Armor Weapons: • 2 × Front-Facing Medium Acetylene Ray Guns • 2 × Front-Facing, Wing-Mounted Light Acetylene Ray Guns • Bomb Bay with 20 Heavy Bombs • Front-Facing Rocket Launcher with 12 Anti-Tank Rockets

ROCKET CYCLE

Looking a bit like a modern jet ski, this personal aircraft is used to ferry individuals between ships or to and from Sky City. A waist-high armored steering column provides Medium Cover against shots fired against its front arc. Unfortunately, all navigational instrumentation has been sacrificed for

maneuverability which means piloting is in the hands (and eyes) of the operator. Size: 3; Acc/Top Speed: 30/100; Climb: 2; Toughness: 12 (3); Crew: 1+1; Cost: 1000ӎ Notes: Open Topped Weapons: • Swivel-Mounted Medium Acetylene Ray Gun

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ROCKET DREADNOUGHT

The pride of Ming’s rocket fleet, these huge, glistening airships often boast customized exterior accents, elaborate and colorful paint schemes, and unique nose art, usually by the talented hands of their prideful crews. The intimidating roar of their motors can be often be detected several minutes before they darken the skies overhead, giving potential targets time to scramble and prepare for attack. Dreadnought crews typically consist of a pilot, navigator, two gunners, and a bombardier. Size: 14; Acc/Top Speed: 30/250; Climb: 2; Toughness: 40 (9); Crew: 5+75 Notes: Heavy Armor Weapons: • 2 × Forward-Facing Heavy Acetylene Ray Guns • Left & Right Swivel-Mounted Medium Acetylene Ray Guns • Bomb Bay with 20 Heavy Bombs • Rocket Launcher with 12 Light Rockets

ROTORPLANE

Small, maneuverable, two-person rocketcopters used throughout Tropica. While the plane can be operated solely as an autogyro, it also features a pair of powerful rear jets (stats in parentheses). Both systems use liquid fuel, but operating the jets reduces the fuel capacity by half. Size: 3; Acc/Top Speed: 4/20 (30/100); Climb: −2 (2); Toughness: 12 (3); Crew: 2+2; Cost: 5000ӎ

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Notes: Rotors can be feathered and rockets silenced for stealthy approaches Weapons: None

SKY-SLED

While rocket cycles resemble modern jet skis, sky-sleds look more like streamlined paddleboards. These flying conveyances are equipped with efficient, gas-powered repulsor motors and storm cloud camouflage stealth systems. Sky-sleds are small enough (and fast enough) to avoid detection by radar and are often used for reconnaissance missions. Open topped, sky-sleds offer no protection to the rider. Size: 2; Acc/Top Speed: 20/40; Climb: 1; Toughness: 9 (2); Crew: 1+1; Cost: 1000ӎ Notes: Open-Topped, Stealth System (Artificial Storm Cloud Generator) Weapons: None

SPACE-GYRO

Like rapidly spinning giant toy tops, the quiet, gravity-defying space-gyro bombers of the lion men are deadly, fastmoving attack ships unlike anything else in use on Mongo. An offshoot of the technology used to hold Sky City aloft, space-gyros zip through the skies like lightning and can get in, drop ordnance, and get out before targets on the ground even know what’s hit them.

Size: 6; Acc/Top Speed: 75/800; Climb: 3; Toughness: 20 (5); Crew: 1 Notes: — Weapons: • Bomb Bay with 20 Medium Bombs

WAR ROCKET

These are the standard battle rockets used by Ming’s air patrol. Fast, nimble, well-armored, and well-armed, these three-finned warships are ideal for air combat, bombing runs, and troop and gear transport. Size: 10; Acc/Top Speed: 35/300; Climb: 2; Toughness: 30 (7); Crew: 8+24 Notes: Heavy Armor, Sensor Array, Stealth System Weapons: • Central Forward-Facing Medium Cannon • 2 × Forward-Facing Light Acetylene Ray Guns • 2 × Forward-Facing Medium Acetylene Ray Guns • Bomb Bay with 20 Medium Bombs

Boats and Submersibles While the land and skies can be crossed using the machines described above, the seas and waterways must also be traversed whether upon the surface in boats, or beneath the waves in submarines.

HYDROCYCLE

Used by the shark men, these personal submarines can travel at incredible underwater speeds of up to 260 knots thanks to their aquadynamic, fish-shaped design, and powerful twin propellers. No other submersible on Mongo can match the speed of a shark man hydrocycle.

Size: 4; Acc/Top Speed: 40/100; Toughness: 15 (4); Crew: 2+4 Notes: — Weapons: None

ROCKET SUBMARINE

Originally designed by the shark men and used extensively by Ming’s royal navy, these large war subs are capable of traveling at high velocity over and under water.

Size: 10; Acc/Top Speed: 20/50 (10/25 submerged); Toughness: 30 (0); Crew: 5+15 Notes: Heavy Armor, Submersible Weapons: • Nose-Mounted Small Cannon • 2 × Super-Depth Bomb Projectors (use Heavy Bomb statistics) • 2 × Light Torpedo Ejectors

AMPHICAR

These fast-moving, rocket-powered amphibious vehicles of Tropican design are capable of crossing most open terrain as well as relatively calm or slowmoving water. Aerodynamic, durable, and equipped with retractable swamper tires (that allow for off-road travel with no reduction in speed), amphicars are ideal for quickly traversing the forests, plains, wetlands, and riverways found throughout Tropica. Size: 3; Acc/Top Speed: 10/40 (4/10 submerged); Toughness: 12 (3); Crew: 2+2 Notes: Amphibious, Bubbleglass Canopy, Swamper Tires, Maximum Depth 100 feet. Weapons: • 2 × Forward-Facing Light Acetylene Ray Guns

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SCOUT CAR

Tropican pursuit vehicles scuttle across the land (and beneath the waves) like horseshoe crabs. They are not particularly fast, but are well armed.

TRIPHIBIAN

Also known as submaplanes, these speedy tri-purpose vehicles are capable of operating underwater, on land, and overhead in the skies above.

Size: 3; Acc/Top Speed: 10/25 (2/6 sub- Size: 3; Acc/Top Speed: 25/60 (40/140 merged); Toughness: 12 (3); Crew: 4+4 air, 1/4 submerged); Toughness: 12 (3); Notes: Amphibious, Submersible Crew: 2+2; Cost: 5000ӎ Weapons: Notes: Amphibious, Submersible • Forward-Facing Small Cannon Weapons: None • 3 × Rear and Side Swivel-Mounted Light Acetylene Ray Guns • 2 × Linked Forward-Facing Torpedo Ejectors

HAVING REPAIRED THE GLACIER MONSTER, THE EXPLORING PARTY RETURNS TO THEIR DESERTED CAMP ON THE SNOWY PLAIN. FLASH AND ZARKOV REPAIR THE SNOW TRACTOR FOR THE RETURN JOURNEY TO FRIGIA. -”FLASH GORDON” (1/28/’40)

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setting rules UPDATED CORE RULES

from computers to rocketry. Other settings may break Knowledge down differently.

We’ve updated a few rules to better fit the Savage World of Flash Gordon.

• Academia: The character is steeped in scholarly knowledge of the liberal arts, social sciences, history, archaeology, linguistics, cultural anthropology, and similar fields. • Battle: Tactics, strategy, and general military knowledge. It’s also the skill used in Mass Battles (see Savage Worlds). • Medicine: Used to diagnose diseases and analyze forensic evidence. • Occult: Awareness of supernatural lore, mythical beasts, and religious and magical practices. • Science: The character is well-versed in the major scientific fields of his day, including biology, chemistry, computers, electronics, physics, and engineering. (Note that this skill is used to design or understand phenomena; Repair is used to fix broken devices.)

Skill Changes A few skills are changed in The Savage World of Flash Gordon: If an Edge requires one of the deleted skills, use the replacement instead. • Climbing, Swimming, and Throwing are now one skill, Athletics. The Game Master may still call for climbing, swimming, or throwing rolls, and certain bonuses may apply only to those specific uses (such as a bonus to swimming rolls for Aquatic characters)—they’re all just now covered by the Athletics skill. • Lockpicking is replaced by the more general Thievery. • Knowledge remains the same but we’ve clarified the list to make them more useful in actual play and the published adventures that call for their use.

Specialty Skills: A character can still take specialty skills, such as Knowledge (Accounting), but should realize they aren’t likely to come up much unless they use them proactively. Dale Arden is a journalist, for example, and has Knowledge (Journalism) at d10. The GM Athletics reflects physical skills such as won’t ask for that skill often, but Dale’s climbing, jumping, balancing, skiing, player might use it write fiery propaganda, swimming, throwing, and catching. It urging the people of Mongo to join the also covers skills that require eye-hand Freemen and resist Emperor Ming. coordination and managing core strength Characters may also take specialized to perform bodily maneuvers. versions of existing categories such as Knowledge (Biology), but will find it of no use if the GM asks for a Knowledge Knowledge works as described in Savage (Science) roll to analyze a chemical Worlds but is defined a bit more for compound or calculate the trajectory of clarity. These are specific to The Savage a falling rocket. World of Flash Gordon, where a skill like Knowledge (Science) covers everything

ATHLETICS (AGILITY)

KNOWLEDGE (SMARTS)

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TURNS / ROUNDS Some of the new rules use the terms rounds, turns, and action, so we’ve clarified and tightened them up: • Round: A “round” is an entire countdown of Action Cards, from the Ace to the Deuce (Two). • Turn: A character’s “turn” occurs when his Action Card comes up in the countdown. A hero with the Six of Diamonds, for example, takes his turn when that card comes up in the round. • Action: A single attack, skill use, etc. Characters may take multiple actions on their turn by using the multi-action rules in Savage Worlds.

NEW STATES The revisions to Grappling, Tests of Will, and Tricks require four new states:

DISTRACTED & VULNERABLE • Distracted: The character suffers −2 to all Trait rolls. • Vulnerable: Actions and attacks against the target are made at +2. This doesn’t stack with the Drop—use only the highest.

ENTANGLED & BOUND • Entangled: The victim can’t move and is Distracted. • Bound: The victim may not move, is Distracted and Vulnerable, and cannot make physical actions other than trying to break free.

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PERFORMANCE (SPIRIT)

Talented individuals who have learned to sing, dance, play instruments, or otherwise entertain crowds use the Performance skill. Use of it should generally be modified by the character’s Charisma (GM’s decision).

THIEVERY (AGILITY)

Lockpicking, safecracking, picking pockets, sleight of hand, setting and disabling traps and similar acts of misdirection, sabotage, subterfuge, and manipulation are called Thievery. As always, the Game Master should assign penalties for particularly difficult circumstances. Picking a heavy padlock in Ming’s Imperial prison, for example, might have a −4 penalty, while hiding a small weapon in bulky winter clothing might grant a +1 bonus. Failure typically means the character is spotted or it takes a certain amount of time (then the character can try again).

Combat Options EXTREME RANGE

A character who takes the Aim maneuver may sacrifice the +2 bonus to instead fire at Extreme Range (up to 4× a weapon’s Long Range), at a −8 penalty (−6 with a scope). This applies to personal as well as vehicular weapons.

GRAPPLING

The Savage World of Flash Gordon contains numerous creatures, powers, and devices that bind and entangle foes. Rather than describing the rules for each one, we’ve created two new states, Entangled and Bound, and revised the Grappling rules to make use of them. You’ll also find these states useful with items like Arborian ice arrows and the tentacle attacks of certain beasts of Mongo! Grappling is an opposed Athletics roll that causes no damage. If the attacker wins, the foe is Entangled. With a raise, the defender is Bound. (Success on a foe

who was already Entangled makes him Bound.) See the sidebar on page 70 for Agility, Strength, and related skills can details on Bound and Entangled. be used to unbalance or distract an Breaking Free: A Bound or Entangled opponent and make him vulnerable. The character may make an opposed Strength defender uses Agility to resist Agility and roll as an action to break free. Agility-based skills, and Strength to resist If an Entangled character is successful, Strength and Strength-based skills. he’s free and may act normally. If a Bound A successful Trick means the target is character is successful, he improves to Vulnerable. Other characters add +2 to all Entangled; if he succeeds with a raise, he’s actions taken against him until the end of free and may act normally. his next turn. A raise on the roll grants Note that if a grappler is Shaken (and the attacker a roll on the Creative Combat doesn’t immediately negate it with a Table as well (see page 74). Benny), his foe is immediately released. A target is either Vulnerable or he’s Damage: A grappler may harm someone not—further attempts don’t increase the he’s Entangled or Bound by making an bonus against him. opposed Strength roll as an Action on his turn. With success, his attack does his Strength in damage (gaining bonus damage for a raise as normal). Martial Artists: Char­acters with the Martial Artist Edge may use Fighting instead of Athletics for any of the rolls above.

TRICKS

TEST OF WILLS

Smarts, Spirit, and linked skills can be used to unnerve a foe. The defender uses Smarts to resist Smarts and Smartsbased skills, and Spirit to resist Spirit and Spiritbased skills. A successful Test means the target is Distracted. He suffers a −2 penalty to all actions until the end of his next turn. A raise on the roll grants the attacker a roll on the Creative Combat Table as well (see page 74). A character is either Distracted or he’s not— additional attempts don’t increase his penalty.

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CORE SAVAGE WORLDS SETTING RULES Flash Gordon is a world of highly skilled and supernaturally lucky pulp heroes and villains who seem forever capable of escaping the bony clutches of the grim reaper. Use these six Setting Rules from Savage Worlds: Blood & Guts: Wild Cards may spend Bennies on damage rolls. Born A Hero: Heroes may ignore the Rank requirements for Edges during character creation. They must still have any other requirements as usual. Critical Failure: A roll of 1 on the skill and Wild Die automatically fails (and can’t be rerolled with a Benny). If a nonWild Card rolls a 1, the GM should roll a second d6 to “confirm” the critical failure. Fanatics: When a Wild Card villain is hit by a successful attack, a henchman (if available) jumps in front of his master and suffers the attack instead. Heroes/Villains Never Die: If a named hero or villain “die,” they are simply knocked out, captured, or even unconscious, comatose, or otherwise recovering for a dramatically appropriate time instead. This could be hours, days, or even weeks depending on the situation and narrative needs (GM’s call). Only if the situation is particularly heroic or serves a major story point should a character actually perish. An adventurer swept off a Frigian mountainside by an avalanche might suddenly slip into a narrow chasm that protects him from the deadly onrush of ice and snow, or a character seemingly blasted to atoms by a ray gun beam might be revealed to be a reflection in an Arborian waterfall! High Adventure: Heroes (and villains!) can spend a Benny to gain the one-time use of a Combat Edge.

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NEW SETTING RULES Here are Setting Rules exclusively for the fantastic world of Flash Gordon!

Cliffhanger Flash’s comics and serials are wellknown for frequent cliffhangers—a scene that ends with the heroes in great peril. Sometimes the adventurers may literally hang from a cliff, a pack of wolvrons above and jagged rocks below. More often, a fantastic creature bursts onto the scene, such as a terrible octoclaw or roaring snow-dragon. The scene then breaks away to the next episode in the serial or a commercial break, leaving the audience to wonder how Flash and company will survive their latest escapade. When the action resumes, the heroes deal with the new threat and continue on their quest. This is modeled in the Savage World of Flash Gordon with the Cliffhanger Setting Rule! At the beginning of each game session, the players are given the Cliffhanger token. (a gorgeous, spaceship-shaped metal token comes in the Limited Edition boxed set, or you can print your own card from our website). When the players desire (majority rules if there’s a debate), they can flip the token to trigger a Cliffhanger. Once the Cliffhanger occurs, the GM either decides what happens based on the circumstances or lets the players choose from the options below (print and play card versions are available on our website). Each option explains what the Cliffhanger is all about and the rewards for choosing it. The most dire situations give the heroes Conviction chips (see Conviction, below). • Captured: A temporary setback forces the group to surrender, but quickly leads to another opportunity for adventure! The party is captured and imprisoned and must escape a deadly

dungeon! Or they are forced to fight for their lives in a savage arena or death trap! Everyone in the party Refills their Bennies and gains Conviction after they’re captured and placed in some new situation (a prison, arena, etc.). • Disaster! A terrible explosion, colossal landslide, terrific storm, or other massive disaster occurs, threatening not only the party but the locals as well! The enemy flees! The players receive the top reward if they manage to save some of the locals, and Conviction if they save most of them. • Environmental Hazard: The building catches fire, noxious gas leaks into the rocket, or the ship begins to sink! Hazardous effects or a countdown to doom begin immediately! Each player character receives two Bennies immediately. • Out of the Frying Pan: A new threat emerges, destroying or chasing off any existing threats! The new threat might be a monster, a determined group of new enemies drawn to the scene, or an old foe who’s been tracking the party and chooses this vulnerable moment to strike! The heroes refill their Bennies immediately. • Perilous Portal: A new path opens to somewhere. The current opposition is left behind, but all new adventures and dangers await! Everyone in the party gets two Bennies. • Reinforcements: The enemy gains even more reinforcements—usually minions equal to those that began the fight—but the player characters receive three Bennies each to face the renewed threat.

Conviction In a world where heroes are expected to do the impossible on a regular basis, they often need to push their limits. Conviction is a special award usually given only for taking part in certain Cliffhangers (see above). The Game Master should use a special token of some sort for the award (official Conviction chips are available at our website!). When spent, Conviction adds a d6 to a Trait or damage roll. This d6 can Ace, and its result is added to the final Trait total. Only one Conviction token can ever be used on a single Trait or damage roll. Use them wisely! Note that Conviction tokens aren’t Bennies. They can’t be used as such and the Elan Edge doesn’t add to their total.

“WE MUST SAVE THE EARTH! LET ME AT THE CONT ROLS!” -FLASH GORDON (1/14 /’34)

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Creative Combat

Fast Healing

Clever Tricks and Tests of Will make a game even more exciting and memorable. Creative Combat enhances the benefits and encourages players to attempt feats worthy of Flash Gordon himself! Success on a Trick or Test of Will works as usual, but if a Wild Card character succeeds with a raise in combat, her foe is not automatically Shaken. Instead rolls on the Creative Combat Table to see what happens:

Mongo is a dangerous place and inevitably characters are going to suffer wounds, but true heroes (and villains) are back on their feet faster than normal folks. Wild Cards make natural healing rolls once per day instead of every five days in Flash Gordon (once per hour if the race has Regeneration). Normal modifiers apply (see Healing in Savage Worlds).

Creative Combat Table 2d6

Second Wind: The character may remove a level of Fatigue or a Wound (her choice). If she doesn’t have Fatigue or Wounds, treat this as Inspiration instead.

3–4

Inspiration: The character receives a Benny!

5–9

Shaken: The foe is Shaken as usual.

10–11

Hole Card: The character draws the next card off the top of the Action Deck and holds it in reserve (this is called a “hole card” in some card games). After this turn is complete, he may use it to replace any other remaining Action Card in play except a Joker. A hero may never have more than one hole card in reserve, and it’s forfeited at the end of the combat in which it was gained. If a Joker is drawn as the hole card, he must take an immediate free turn with it (getting the Joker bonus as usual).

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Result

2

Free Turn: After the hero resolves this turn, she gets an entire additional turn after he finishes resolving all his actions this turn. This includes movement as well!

BUMPS AND BRUISES

Fatigue from Bumps and Bruises are little more than an annoyance to heroes. Wild Cards recover one level every four hours instead of 24 hours, and if tended by another character with the Healing skill, recovery time is halved to two hours per level.

Knock Out Blow Even the strongest jaws can fall prey to a sudden but inevitable betrayal. When a character takes enough damage to be Shaken or worse from an attacker with The Drop on him (see Savage Worlds), he must make a Vigor roll (at −2 if the attack was to the head) or be knocked unconscious. KO’ed characters stay that way for about half an hour or until the GM decides it’s dramatically appropriate to wake up. Note that Knock Out Blows come from any kind of damage, not just blows to the noggin!

Planetary Romance The Flash Gordon comics, serials, cartoons, and movie feature constant romantic entanglements between Flash and Dale, Flash and Aura, Barin and Aura, and any number of other princes, princesses, lackeys, and even Emperor Ming himself. It’s a central theme of Flash Gordon, and the Planetary Romance Setting Rule helps fuel these romantic flames.

Planetary Romance Table

Spades—Noble Obsession: An important nonplayer character, such as a queen, prince, princess, or other Wild Card becomes obsessed with the hero. Obsession isn’t necessarily true love—it can be selfish, greedy, violent, and dangerous! The individual won’t kill the object of her desire, but gives him special treatment and may shun, imprison, or otherwise endanger his companions for interfering with their destiny! The obsession should work itself out at some point—either at the end of the session or some later point after the hero has somehow proved himself. This might be the result of a great favor performed for the character or her people, proof of his Great Love for another, or some other dramatic story element. Hearts—True Love: A nonplayer character falls in love with the hero and will make some epic sacrifice during the adventure to benefit her. He might lead a group of Freemen into a fray as reinforcements, help her escape from a dungeon, or step in front of a shot that would “surely have slain her” (as the Fanatics Setting Rule) at the Game Master’s discretion. Diamonds—Infatuation: The player character is smitten with a nonplayer character. If he already has a Great Love for someone else he isn’t necessarily unfaithful, he just finds another’s charms flattering. He might be caught in an awkward situation (the individual kisses him without his invitation and is seen at just the wrong moment by his Great Love), or he might attempt some great feat to win her favor. If the hero has a Great Love who happens to be Jealous, this should cause epic problems, misunderstandings, and danger! Clubs—Jealousy: A lackey or minion becomes obsessed with the player character. He may be enamored of her, or he may resent the attention his own master pays the hero. He attempts to frame, discredit, or endanger his rival at every chance. Smart lackeys do this subtly so they aren’t found out. More barbaric minions may challenge the rival outright.

At the beginning of each session, every player character rolls 2d6 and adds or subtracts his Charisma modifier. The player with the highest total is the subject of the romance (in case of a tie, all those characters are affected!). The GM then draws a card from a shuffled Action Deck, notes the results, and reshuffles the Action Deck. At some point in the group’s upcoming adventure, she should try to work in the corresponding subplot from the Planetary Romance Table with the player as the affected subject. The GM can keep the results secret or work with the player to develop the subplot as she sees fit.

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Unarmored Hero

Wound Cap

Over the decades, Flash Gordon and his allies have faced and defeated numerous adversaries while wearing little in the way of armor or even clothing! Some of Flash’s very first clashes after arriving on Mongo were carried out while sporting little more than a pair of briefs! If a Wild Card chooses not to wear any armor or use a shield in battle, he gets a +2 bonus to Soak rolls.

Wild Cards of Mongo can never suffer more than four wounds in a single hit— and therefore never have to Soak more than four wounds either. Example: A wolvron leaps at Thun’s throat, rolling an incredible 45 damage! Thun’s Toughness is 9, so that would normally be nine wounds! (45 − 9 = 36; 36 ÷ 4 = 9.) But because of the wound Cap Setting Rule, the number of wounds is reduced to four. If Thun soaks one wound, he’s left with three—painful but one wound away from Incapacitated!

SKY BATTLES

even when it doesn’t have Advantage. The target must have an Action Card of 10 or lower, and the gunner suffers a additional Rocket ships of Mongo are unable to −2 penalty to his Shooting roll. travel into outer space, though scientists are working to change this so Ming can plant his flag on Mongo’s moons! If one wants to board another airship, Dogfights in the skies of Mongo are the pursuer must make an opposed common, however, and require a few Piloting roll to match the target’s vector changes to the standard Chase rules for and speed. If the roll fails, the attempt is the Savage World of Flash Gordon. unsuccessful. With a success, the ships are The first step is to figure out what air somehow connected (via grappling hooks, vehicles are involved and what their airladders, or autograpnels) and parties objectives are. Maybe the heroes’ rocket may cross over. If either side gets a raise fleet is up against an enemy ace (a Wild over the other, the loser suffers collision Card) and his fleet, or maybe they’re damage equal to 1d6 per 5” based on half pursuing one of Ming’s dreadnoughts. the Top Speed of the slower ship. Look up the airships’ statistics (it’s handy Most rockets use shielded doors with to write these on cards), and follow the standard dial locks and a successful steps below. Thievery roll may be required to open Note that whenever the rules refer to them. Alternatively, chemi-torches “Piloting” rolls it covers all maneuvering may be employed to burn a portal for airships. Attacks are handled using through the hull (use the ship’s normal Shooting for rays, rockets, bombs, Toughness and Armor). etc., as usual.

BOARDING ACTIONS

REACTION FIRE

In the pulp-action world of Flash Gordon, a ship may be able to fire a single weapon

FIRING WEAPONS

Since the airships of Mongo lack radar and other sophisticated tracking systems, all sighting is purely visual.

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vehicle loses its next action. If the ship happens to be in an area where it might collide with an obstacle (mountain pass, floating city, or raging glacier monster), the pilot makes a second Piloting roll at −2 (−4 if traversing a dense forest or other cluttered area). If failed, the ship suffers a collision. Maximum collision damage is 20d6. If a ship fails a Disaster Complication roll, it suffers a wound (and an automatic Critical Hit) in addition to being out of the chase.

WRECKED!

When a rocket is wrecked (more than three wounds or the Wrecked Critical Hit), crew and passengers have a chance to leap to safety. Player characters must roll Athletics to evacuate. Unstable Platform: Mongo is home to Those who fail go down with the airship. fierce storms and other phenomena. If the Assume 50% of nonplayer character crew ship enters troublesome environmental and passengers also manage to evacuate. conditions such as snow, heavy winds, Those who successfully escape are either thick fog, electrical storms, etc., an wearing a flying belt or a parachute. additional −2 penalty to Shooting rolls applies (and includes Piloting rolls and bombing runs). Weapon Arcs: When using the Chase Keep this in mind for vehicular rules, a ship that has Advantage and a combats as well: face card (Jack or higher) has managed WRECKED!: When a rocket is wrecked to maneuver itself such that it can fire all (more than three wounds or the Wrecked relevant weapons. A ship with Advantage Critical Hit), crew and passengers must and an Action Card lower than a Jack roll Athletics to evacuate. Those who fail can only fire half its relevant weapons go down with the airship. Make a group (round down). roll for Extras with 50% evacuating on The attacker still rolls a Critical Hit for a success or all with a raise. Those who each wound the attack would have caused, successfully escape are usually wearing and a Wrecked Critical Hit still destroys a flying belt or parachute (but anything’s the vessel as usual, likely hitting its atomic possible on Mongo!). reactor, bomb rack, or magazine. The Critical Hits: Since most vehicles on Critical Hits Table below replaces the Mongo use potentially volatile fuels Critical Hits Table from Savage Worlds. in their engines (thermiton, radium, or power crystals), vehicles suffering a Wrecked Critical Hit explode for 3d10 Airships that go Out of Control (or fail damage. Crew and passengers have a a Minor or Major Complication roll) chance to evacuate as above before the are rattled by damage or must perform fuel source detonates but the Athletics evasive maneuvers. Don’t roll on the roll is at –2. Out of Control table. Instead, the flying

Vehicular Combat

OUT OF CONTROL AND COMPLICATIONS

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Critical Hits Table 2d6

Effect

2

Scratch and Dent: Despite it feeling like a direct hit, the attack merely scratches the paint or knocks off insignia. (No wounds are caused.)

3

Fuel Tank: The fuel chamber (atomic reactor, compressed gas tanks, or otherwise) is hit. Acceleration is halved (round down). This does not affect deceleration. As rocket fuels are typically volatile (even leaking gases can be toxic), the crew has 2d6 rounds to make a Repair roll at –2. This doesn’t permanently fix the chamber, but it does prevent it from exploding, melting down, or completely exhausting its contents.

4

Gyroscope: The gyroscopic stabilization systems have been struck. Until a successful Repair roll is made, the rocket can only perform turns in one direction (1–3 left, 4–6 right). This may prohibit certain maneuvers, and inflicts a –2 penalty to Piloting rolls (in addition to any wound penalties). Further hits on the Gyroscope have no additional effect.

5

Motor: The nozzle and/or thrust chamber has been damaged or destroyed. Halve the rocket’s Top Speed.

6–8

Hull: The rocket suffers a hit in the body with no special effects.

9–10

Crew/Passengers: The blast strikes the hull (as above) and affects a number of crew members and/or passengers determined by the size of the target ship. Reroll damage from the attack subtracting the vehicle’s Armor from the damage, and applying the remainder to 1 occupant for a Small ship, 1d6 for a Medium, or 2d6 for a Large.

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Weapon: A random weapon on the side of the vehicle struck is destroyed and may no longer be used. If there is no weapon, this is a Hull strike instead.

12

Wrecked!: The rocket begins to explode or disintegrate. See Wrecked!, on previous page.

Look for official Flash Gordon™ spaceship maps at www.peginc.com!

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powers of mongo

• Available Powers: Mongomancers Magic first appeared in Flash Gordon with the introduction of Azura, the Witch Queen have access to all the powers in Savage of Mongo (leader of the blue magic men). Worlds and this book except banish, divination, empathy, greater healing, She is first seen observing Flash’ approach healing, mindlink, mindwipe, mind from afar through a “magic glass,” and soon reading, shape change, summon ally, manifests and levitates before the Earthman wrapped in a cloak of swirling flame. teleport, and zombie. Other Mongonians use “magic” as well, tapping into magnetic and radioactive energy to manifest fantastic powers, Mongonians with mind powers are called abilities, and even technological devices “psions.” Such gifts are extremely rare but with near-magical effects. seem to manifest in every race. Ming has declared all unauthorized Psions of Mongo develop unearthly “magic” is illegal, punishable by cellular violet eyes. This can be altered (at least obliteration, so those who wield such temporarily) through the consumption of powers should tread carefully! Mongospike tea which darkens the iris to ebony black for 2d6 hours. Ming has a number of fanatically loyal and supernaturally-powerful psions in Magic, Psionics, and Weird Science his employ. It is also widely rumored are available in The Savage World of that his secret agents kidnap those Flash Gordon. youths who show psychic potential and train them in a special camps somewhere on Mongo. These recruits are said to be “Mongomancers” use various crystals to totally obedient to their imperious leader. manipulate unseen forces. Casting requires Eyewitnesses have described terrifying a crystal for focus, and at least one free hand. nocturnal encounters with black-robed Mongomancers store their energy in figures wearing masks of shining gold power crystals (page 54). They must through which their violaceous eyes shine be in contact with it to activate a power. out even in the dark. A small crystal can hold up to 20 Power • Arcane Skill: Psionics (Smarts) Points, a medium up to 30 Power Points, • Power Points: 10 and a large has no limit. If the character • Starting Powers: 3 loses their personal crystal or needs to • Brain Burn: The psion’s brain overloads upgrade to a bigger one, she can charge a and seeks additional friendly minds to new crystal, but starts at 0 Power Points. absorb the energy. The psion and all • Arcane Skill: Mongomancy (Smarts) allies within Smarts are Shaken. This • Power Points: 10 can cause a wound! • Starting Powers: 3 • Hands Free: Psions can use their powers • Backlash: Mongomancers who roll a while Bound (see Activation, page 83). • Available Powers: See Psionic Schools critical failure are Shaken and suffer a level of Fatigue that lasts for one hour. on page 82. This can lead to Incapacitation.

PSIONICS

ARCANE BACKGROUNDS

MAGIC

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WEIRD SCIENCE

Mongonian scientists and geniuses like Dr. Hans Zarkov have learned to tap into Mongo’s incredible energies. Combined with cutting edge mechanical, biological, and chemical engineering, their devices are almost indistinguishable from magic. In fact, many of the less advanced cultures of Mongo see these miraculous inventors as powerful wizards and sorcerers! Weird scientists carry around an assortment of gizmos and parts they use to power and repair their amazing machines.

• Arcane Skill: Weird Science (Smarts) • Power Points: 10 • Starting Powers: 2 • Gadgets: A Weird Scientist’s powers are focused in gadgets and must always use the Device rules found on page 85. • Malfunction: The device stops working, requiring a Repair roll at −2 (as an action) before it can be used again. • Available Powers: Weird Scientists have access to all powers in Savage Worlds and this book.

“TELL ME WHAT YOU AND YOUR CUT-THROAT COMPANIONS DID WITH FLASH GORDON AND DALE ARDEN OR I’LL SNAP YOUR NECK LIKE IT WAS A DRY TWIG!” -PRINCE THUN (4/1/’34)

PSIONIC SCHOOLS The emperor’s secret Ministry of Psionics has divided the various powers of the mind into unique “schools,” granting specialized focuses and titles to members of each. Players must choose one of these schools to determine which powers are available to them. School of Empathy: Empaths are able to sense, read, and modify the emotional states of others with at least animal intelligence. They can also heal damage and provide comfort. Empaths wear robes of white. Available Powers: Arcane protection, beast friend, confusion, detect/conceal arcana, empathy, fear, healing, mindwipe, object reading, succor. School of Pyrokinesis: While the name suggests the psychic manipulation of fire, it actually goes beyond that to include other forms of energy such as cold, light, and even radium. Pyrokinetics wear flame-colored robes. Available Powers: armor, blast, blind, bolt, burst, damage field, deflection, environmental protection, invisibility, stun. School of Telekinesis: Telekinetic specialists are able to remotely manipulate matter. Telekinetics typically wear azure robes. Available Powers: Arcane protection, armor, blast, blind, bolt, deflection, levitate, pummel, slow, speed, stun, telekinesis. School of Telepathy: Telepathy refers to the ability to read the minds of others and transmit thoughts into brains of at least animal intelligence. Telepaths wear robes of black. Available Powers: Arcane protection, beast friend, blind, confusion, detect/conceal arcana, disguise, empathy, farsight, fear, mind reading, mindwipe, mindlink, puppet, slow, speed.

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REVISED POWER SYSTEM Powers in The Savage World of Flash Gordon work slightly differently than described in Savage Worlds. Veteran players should read these revisions carefully since some of the subtle parts have changed.

ACTIVATION

A character activates or “casts” a power by picking a target within Range and making an arcane skill roll. This is an action with the standard TN of 4. If the roll is failed, the power fails to activate and the caster loses half the required Power Points, round up. She loses all the Power Points she was going to spend on a critical failure. If he’s successful, he spends the Power Points and resolves the power’s effects. A raise on the arcane skill roll has additional effects depending on the power. A character must be able to see his target to affect it with a power. Mages and Weird Scientists cannot normally use their powers if Bound (GM’s call) based on the specific situation. Psions can, however, since their powers come directly from thought.

POWERS AS MULTI-ACTIONS

Each separate power activated is its own action. That means a caster may invoke two or more different powers at once as a multi-action. A psion might open combat by invoking armor and deflection, for example, or a Mongomancer might attempt to boost his friend’s Shooting while casting invisibility on himself.

Trappings Trappings in Flash Gordon are purely cosmetic. Don’t use the Trappings section in Savage Worlds. Additional effects are instead created by Power Modifiers (see below). Trappings still count for purposes of Environmental Resistances, Weaknesses, or any special circumstances the Game Master thinks is appropriate. Arcane energies on Mongo tend to focus on the basics—fire, cold, electricity, radiation, and the like. Once described, a character’s Trappings don’t change. A Frigian mage who hurls bolts of ice can’t suddenly hurl fireballs, for example.

DURATION

Powers listed in Savage Worlds with a Duration of 3 rounds now have a Duration of 5 rounds.

MAINTAINING POWERS

It costs one Power Point to maintain a power for its base Duration. After five rounds, for example, a caster can extend a power another five rounds for one Power Point. Maintenance is per individual, so renewing boost Trait on three allies costs three Power Points and extends the effect for each another five rounds.

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Power Modifiers Power Modifiers are selected each time a power is activated and may be freely changed with each casting. An icy bolt might cause Armor Piercing damage in one attack and Lingering Damage at twice the usual range in the next. A number of common Power Modifiers are listed below, and some powers have additional options as well. The number in parentheses is the cost in additional Power Points. Add this to the base cost when cast. Casters declare which modifiers they’re using before rolling their arcane skill dice. A power must be successful to have any secondary results, such as Distracted or Lingering Damage. Unless a modifier says otherwise, it may only be applied once per casting.

ARMOR PIERCING (+1)

The attack is focused to defeat armor or seeks out a foe’s exposed areas. It might be a stream of insects that seeks out cracks in armor, searing flame, or razor-sharp shards of ice. Each Power Point spent grants the power AP 2 (see Savage Worlds), to a maximum of AP 6.

GLOW (+1)

The target of the power emits soft light of an appropriate color for its Trapping (or caster’s choice). This creates soft light in a Small Burst Template centered on the power’s recipient. The glow subtracts 2 from her Stealth totals and negates 1 point of darkness penalties for those attacking the illuminated character.

HEAVY WEAPON (+2)

The caster pours his energy into the attack, creating a focused blast. The attack counts as a Heavy Weapon.

HINDER (+1)

The power slows the target in some way. It might be due to intense cold, a slippery surface, or even binding matter or energy. The target’s base Pace is reduced by 2 until the end of his next turn (to a minimum of 1).

LINGERING DAMAGE (+2)

The target is hit by fire, intense cold, acid, gnawing insects, or some other effect that continues after the initial onslaught. On the victim’s next turn, he suffers the power’s base damage minus one die type. If hit with a 2d6 bolt, for example, he takes 2d4 damage at the start of his next Turn. If the base damage is already 2d4, it loses a die instead. Damage cannot be reduced below a d4.

RANGE (+1/+2)

The caster pushes the limits of her abilities. Double the power’s listed Range(s), or triple it for +2 Power Points.

SELECTIVE (+1)

With intense focus, the caster can choose not to affect any or all individual targets within a power’s area of effect (picking all enemies instead of allies in a blast, for example).

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Devices

focused and effective than a more generic belt that can boost any Trait.

Powers can be focused into devices to create potions, gizmos, or other creations. A creator can reassign Power Points The advantage is that they can be given between her devices by spending an hour to allies. The trade-off is that devices “tinkering.” She may do this as she sees fit, can be lost or destroyed and take a little creating new items with her powers and preparation. “forgetting” old ones as she likes (even Note that in The Savage World of Flash those that were lost or stolen!). Gordon, only Weird Scientists can (and must) use devices for their powers. To create a device, the wielder creates a Power Points recharge normally (one per gadget and imbues it with as many of her hour). Which devices get the points is Power Points as she wants. up to the player. Narratively, recharging A character may even make multiple may represent regenerating crystals, devices with the same power, sharing gathering solar rays, or even fritzing out her Power Points between them as for a while until it miraculously just starts she chooses. working again. Creating a new device takes 10 minutes per Power Point the creator Example: Dr. Hans Zarkov creates an puts into it. (But see the Mongo-Tech invisibility belt for his friend Flash Gordon. Edge on page 42.) Hans decides to put 8 Power Points into it, When the device is activated, the enough to activate it (5 points) and maintain wielder may use as many of its Power it for a while if needed (1 point per 5 rounds). When Flash activates the belt, Hans’ player Points as she chooses. The skill to activate it depends on the form it takes. Guns use makes a Weird Science roll, and if successful, Shooting, grenades use Athletics, and so pays the appropriate Power Points. If Hans also gives his friend a ray gun (the on. If there is no other obvious skill, use the inventor’s arcane skill. The inventor’s bolt power), Flash uses his Shooting skill. He player can roll for it, or the GM can do so can decide to use its Power Points however he if the device was created by an Extra. wishes—hitting multiple targets, increasing the damage, etc. In this case his player makes the roll since that uses Shooting rather than Some powers have multiple options Zarkov’s inherent Weird Science skill. that can be decided on as they’re activated, such as boost/lower Trait, light/obscure, or detect/ conceal arcana. When creating a device with such a power, the user must choose the specific use or activating it costs an additional Power Point. An electrostatic belt of Might (boost Trait—Strength), for example, is more

TINKERING

RECHARGING

VARIABLE POWERS

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NEW & REVISED POWERS ARCANE PROTECTION

Rank: Novice Power Points: 1 Range: Smarts Duration: 5 Trappings: Concentration, a dull glow around the protected character, a fetish. A success with arcane protection means hostile powers suffer a −2 penalty (−4 with a raise). Against area effect powers such as blast it acts as Armor, and against abilities like entangle it adds to their attribute roll to resist. This stacks with Arcane Resistance should the recipient have that Edge! • Additional Recipients: The caster may affect others at the cost of 1 Power Point each.

CONFUSION (REVISED)

Rank: Novice Power Points: 1 Range: Smarts Duration: To the end of the target’s next turn Trappings: Hypnotic lights, brief illusions, loud noises. Confusion confounds a target, making him both Distracted and Vulnerable if he fails a Smarts test (at −2 with a raise on the arcane skill roll). Both states are removed at the end of his next turn. • Area of Effect: For +2 points, confusion affects everyone in a Medium Burst Template. For +3 points, it affects everyone in a Large Burst Template.

EMPATHY

Rank: Novice Power Points: 1 Range: Smarts Duration: 5 Trappings: Concentration, a warm or sympathetic smile, a skull cap.

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With a successful arcane skill roll opposed by Spirit, the caster learns his target’s emotional state. As long as the power is active, he gains +2 Charisma when dealing with the target on a success or +4 with a raise. This power also works on animals.

ENTANGLE (REVISED)

Rank: Novice Power Points: 2  Range: Smarts Duration: Special Trappings: Glue bomb, vines, handcuffs, webs. This power allows the character to restrain a target with ice, bands of energy, or other vine-like trappings. The arcane skill roll is opposed by the target’s Agility. If successful, the target is Entangled. With a raise, he’s Bound. On her turn, a Bound or Entangled character may make an opposed Athletics to break free. This is an action. If an Entangled character is successful, she’s free and may act normally. If a Bound character is successful, she improves to Entangled; a raise means she’s free and may act normally. • Area of Effect: For +2 points entangle affects everyone in a Medium Burst Template. For +3 points the area of effect is increased to a Large Burst Template.

LEVITATE

Rank: Seasoned Power Points: 2 Range: Smarts Duration: 5 Trappings: A feather from a Hawkman, anti-gravity boots, supporting waves of energy. Levitate allows a hero to “float” above the ground or water and move upwards or downwards at his normal Pace as desired. • Additional Recipients: The caster may grant the power of levitation to others at the cost of 1 Power Point each.

MINDLINK

Rank: Novice Power Points: 1 Range: Smarts ×5 Duration: 30 minutes Trappings: Headpieces, talismans of Tao or other gods, crystals. Mindlink creates a telepathic connection between selected individuals. The link accommodates only willing subjects and communication—thoughts that aren’t consciously transmitted aren’t relayed. The cost is 1 Power Point per mind linked, which must always include the caster. If any one of the linked character suffers a wound, all others must make a Smarts roll or be Shaken. This can cause a wound. If the caster is the one damaged, the roll is made at −2. The speed of communication is that of normal speech, but with a raise, mindlink forges a stronger bond and messages can be transmitted far more rapidly. Members may communicate up to 30 seconds or so of speech on a single combat turn.

MINDWIPE

Rank: Veteran Power Points: 3 Range: Smarts Duration: Permanent Trappings: A noxious drink, parasites, touching the target’s temples. Mindwipe removes a target’s memories. The Freemen often use it to cover their tracks when attacking Ming’s guards. The power is opposed by a victim’s Smarts and requires a full minute of mental struggle. The victim must be conscious during this time, so the victim should be restrained first. If he moves out of range or the caster is Shaken, the power automatically fails and must be started again. If the victim wins, the caster cannot affect this particular individual with mindwipe for one day. (Other psions may attempt the power, however.)

If successful, the victim forgets a single event (up to about 30 minutes of time). A raise removes a complex memory of several hours. Removing longer memories—or entire personalities—is not possible with this ability. The Duration of a mindwipe is Permanent, but strong evidence that counters the false or missing memory allows Smarts tests to recover glimpses of the stolen memories (GM’s call).

OBJECT READING

Rank: Veteran Power Points: 2 Range: Touch Duration: Instant Trappings: Touching the object, Object reading is the ability to see the past of a specific, inanimate object, discovering who held it, where it has been, and what it might have been used for. The object has no sentience of its own—the caster simply sees and hears visions of the past that took place in its presence. A success allows the character to see previous owners and events surrounding the object up to about five years past. A raise increases this to 100 years.

STUN (REVISED)

Rank: Novice Power Points: 2 Range: 12/24/48 Duration: Special Trappings: Bolts of energy, stun bombs, sonic booms, burst of blinding light. Stun shocks a target with concussive force, sound, light, magical energy, or the like. A successful casting means the victim must make a Vigor rolls or be Stunned (at −2 with a raise on the arcane skill roll). See page 53 for Stunned effects. • Area of Effect: For +2 points, stun affects everyone in a Medium Burst Template. For +3 points, it affects everyone in a Large Burst Template.

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5

the gods of mongo

TAO, THE GREAT AND MERCIFUL

of dealing with criminals have been reinterpreted and republished in Emperor Ming—approved versions. Gone are the “Wait! The holy scrolls say you cannot recommendations for forgiveness and execute a man who has passed the test of the re-education, replaced now with detailed tigrons! Drop your weapons or Tao will curse instructions for punishment including you all!” –Zogi torture and public execution. For example, Among many of the more sophisticated it is the current edition that lists the two societies of Mongo, there is but one deity terrible tests (potentially lethal, public deserving of worship and devotion and trials against armed opponents and that is the great and all-wise god Tao savage beasts of both land and sea) as (pronounced tey-oh). The origins of Tao an alternative to the firing squad when are somewhat muddled because while dealing with traitors. the name is used among most races (likely Ming has also been slowly working thanks to the efforts of prolific missionaries to replace depictions of Tao with his in the earliest days), the idols, paintings, own likeness, even going so far as to and even texts vary from nation to deface ancient statues, employing skilled nation, though a number of fundamental sculptors to reconfigure the facial features similarities do exist across Mongo. into something more closely resembling For many, Tao is depicted as a the emperor. bald, seated jadeite giant eternally Today, pockets of dissent exist in the contemplating a brazier of roaring shadows (often quietly gathering in bombflame. For the lion men, Tao appears as shattered temples) where tattered copies a reclining feline with a luxurious mane. of the holy scrolls penned long before To the haughty hawkmen, he appears as Ming’s influence are still used to preach one of their own (albeit with feathers of the word of Tao the merciful, and all wise. white), while the Arborians perceive him as a mighty Quercus tree scraping the clouds above with his expansive branches. When Ming claimed the throne, he mandated the monotheistic worship of Tao, though he insisted that all references Long ago, barbaric followers of the god to his being a merciful god be altered to of great cruelty, Dyzan [pronounced ensure that he was now clearly a merciless dahy-zahn], erected sacrificial temples in god, a god to be feared. The sacred and the mountains east of where Mingo City ancient holy writ, which often spoke now sits. Dyzan was a dark god with an of brotherly love and compassion, was insatiable hunger for flesh and a thirst altered to remove such verbiage and for blood. The cultists who followed him emphasize some of the more brutal and were often sadists who took pleasure in even nightmarish passages. terrorizing the innocent, believing that The Eight Sacred Laws (also known as each victim upon the altar ensured deific the Eight Judgments), elaborate guidelines appeasement. that originally suggested humane ways

DYZAN, THE GOD OF GREAT CRUELTY

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While Ming publicly acknowledges Tao, The construction of Ming’s elaborate he secretly worships Dyzan, praying to tournament arena was an ambitious him nightly before a candlelit altar tucked and colossal architectural achievement away in a secret room off his bed chamber. at the hands of thousands of post-war Were Tao not already accepted by so many slaves, but it was also an elaborate across Mongo when Ming ascended to the archaeological undertaking intended to throne, the emperor surely would have unearth lost Dyzanic temples and relics resurrected the cult of Dyzan. Then he buried beneath layers of dust and rock. would have torn down all traces of Tao These digs continue with more and more and replaced them with horned alabaster lost items and sites being discovered each skulls, the supposed face of Dyzan himself. day. To date, the single most impressive It is no coincidence that the uniforms relic to be found within the mountain pass of the dreaded Death Patrol are adorned is the enormous horned skull of Dyzan with skulls and bones. The primary role that now sits upon a customized royal of these secret policemen is to manage sledge pulled by a team of trained tigrons Ming’s nightmarish concentration camp on which Ming rides at the start of the where political prisoners spend their final tournaments of death. days breaking rocks, tending the grain fields, or participating in deadly arena games for the sadistic pleasure of their emperor. The Death Patrol also wanders the lands, spreading the twisted word of Dyzan at the end of an electric whip or the barrel of a machine pistol.

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GODDESS OF VALK

ZOGA THE PROPHET

“By the Goddess of Valk, I must be mad.” –Queen Valkir

The high priest gestures mystically at the hearth fire. “Behold your doom, unless you banish these fateful strangers!” Zoga says.

Very little is known of the so-called Goddess of Valk, frequently referenced by the matriarchs of Valkr (often in casual conversation), but most historians believe that the goddess began as a very real priestess of Tao by the name of Neswoirah. In Valkr’s earliest days, it was Neswoirah who first set down the laws of the land in the state’s original constitution and declared herself governor. So respected was Neswoirah that many, especially women, made transcontinental pilgrimages to bask in her glory, even though, by all accounts, she never made any attempts to elevate her own spiritual stature during her long life and political career. After several decades in power, Neswoirah eventually succumbed to illness and died well into her twohundreds. In time, “governor” evolved into “goddess” and idols carved in Neswoirah’s likeness (including the towering, vine-encrusted statue known only as the Glory that stands at the very heart of the queendom) began to appear throughout the land. Even in this enlight­ ened age (and an age of Ming-mandated Tao worship), some Valkran women begin their day by anointing a statue or a rendering of Neswoirah with essential oil from the fragrant nella flower. It is believed that such actions will bring goodwill upon their houses.

In the kingdom of Marvela there exists a cult of devoted followers of Zoga, the high priest, a self-proclaimed prophet possessing genuine psionic abilities. He is also brother to Zogi, the late high priest of Tao who once served in Ming’s court. The majority of these Zogastrian acolytes are without powers (as described elsewhere, psychic talents only manifest in 1% of the population), but still they don the hooded, silver robes (emblazoned with the half moon of Marvela and the bolt of lightning of neighboring Portentia) and obey Zoga to the letter, even risking life and limb to carry out his orders, however extreme. While Zoga clearly takes pleasure in his position as spiritual leader, he does not appear to have any sinister goals in mind for his order, wishing instead to work for the enlightenment of others, especially for the benefit of the royal house of Marvela. Zoga willingly offers up his own abilities to those pledging devotion or willing to make a substantial donation to his coffers (all for the good of the congregation, of course).

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fomenting rebellion

The Freemen are an off-shoot of the dissident underground group known as the Whisperers. They worked against Ming and his father during the Great War for Mongo, and are now a far better band of inter-kingdom insurgents than that long-since disbanded and ragtag coalition. Over the years, the Freemen have grown despite Ming’s aggressive and ongoing campaign to flush out and eradicate the rebellion. But like a chatter ant colony, knocking down one hill only angers the other ants, forces them to scatter, and gives rise to several better hidden colonies motivated by revenge. While one would expect pockets of rebellion in every kingdom that stands defiantly against Ming, the most active bands of Freemen actually lurk in the shadows of those kingdoms still loyal to the emperor—including Mingo City itself. There underground allies like the Power Men work to topple Ming from lodges hidden directly beneath his very own palace. The Freemen enjoy both the protection and financing of a number of royals, which means that gone are the days of povertystricken guerrilla fighters with spears and crude jungle traps. Today’s Freemen are as armed and coordinated as any of the active state military organizations. They have access to land, sky, and sea vehicles, advanced arms (and the ability to manufacture more) and sophisticated surveillance and defense equipment. Ming frequently appears on spaceophone screens across Mongo, equating the rebels with terrorists and claiming numerous (but routinely false) victories. It is a sign of his weakness—he fears the Freemen and their new brave allies from Earth.

RISE AND FALL OF THE FREEMEN At the height of the Great War, scattered bands of partisans with diverse goals worked behind the scenes in most of the kingdoms that warred with Ming and his father. For many of these groups, defending their individual cities and towns from the creeping “crimson menace” took precedence over infiltrating the Mingo City’s impenetrable war rooms and removing the self-proclaimed emperor of the universe from power. But as neighboring villages began to fall to Ming’s fire-spitting tanks and the constant threat of rocket raids kept friends and family hidden in dark, foulsmelling, subterranean bomb shelters, it became clear to the individual pockets of resistance that unification was essential in order to defeat the enemy and return Mongo to peacetime.

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And unify they did, eventually giving rise to an interconnected network of rebels who called themselves the Freemen of Mongo. Secret handshakes, symbols, and codes soon followed and membership surged. Unfortunately, this well-intentioned coalition was short-lived. Not long after coming together to share intelligence and collaborate on covert, kingdom-spanning missions, without a central leader calling the shots, rifts began to form between various factions. This, in turn, drove the Freemen underground (sometimes literally, in the case of the sewer-dwelling brigands under Mingo City). As time passed, intimidation and threats from Ming, along with the well-publicized construction and activation of his vast concentration camps, all but purged the most active rebels from Mongo. In some kingdoms, they have almost became the stuff of legend.

RESURRECTION OF THE FREEMEN The sudden arrival of three aliens from a planet known as Earth soon got the attention of Freemen leaders who found themselves inspired by tales of Flash Gordon’s open defiance of Ming. Never before had a Mongonian stood up to the emperor and lived to tell the tale. Then came three visitors from another world, Flash Gordon, Dale Arden, and Dr. Hans Zarkov. These three seemingly fearless resisters now walked upon the planet, shining like beacons of hope. Soon after, Freemen agents once again powered up their encrypted radiophones and reached out to inspire a new rebellion, perhaps one led by Flash and his growing coterie of allies. Organized bands of rebels stepped up their game in every kingdom. Recruitment and the acquisition of weapons and vehicles became the highest priority. The time to build a global and unified army was now at hand. In order to successfully defeat Ming and free the planet of his influence would require an escalation of military might and alliance unlike anything ever seen before on Mongo. The mission of the Freemen is two-fold: • Unite the autonomous kingdoms of Mongo. • Defeat Ming, and, in turn, rename Mingo City, “Mongo City” in honor of a new, unified, and free global republic.

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“FLASH, YOU HAVE SAVED US ALL. IF WE OVERTHROW MING, YOU SHALL BE A PRINCE OF MONGO AND ANYTHING IN THE EMPIRE IS YOURS!” - PRINCE BARIN (5/13/’34)

7

a traveler’s guide to mongo

For one week, the rocket spans the vast reaches of space, drawing ever nearer to the remote planet of Mongo. Mongo is a relatively young world with towering mountains and inhospitable areas of raging volcanic activity. As a result of erratic evolutionary development, its vegetation is still limited to isolated areas of botanical giants. As there was never a catastrophic event (like the impact of a massive asteroid) that resulted in widespread global annihilation of various primeval races, much of the planet is still trapped in the era of the great reptiles. At the same time, mammals rose and quickly evolved, giving rise to a variety of diverse variants of Mongokind, many of which possess amazingly advanced technology while others still live in primitive and unexplored regions of the globe. This gazetteer presents brief descrip­ tions of the most well-known lands, kingdoms, and cities of Mongo with just enough information for players to know the basics about these places should they choose to visit. Of the 10 to 20 million square Mongomiles of land, roughly 8 to 15 million are habitable. For more details, see the kingdom sourcebook, Flash Gordon: Kingdoms of Mongo.

ARBORIA “Nobody has escaped from the forest alive…” – Sky Commander

of Ming the Merciless), from their snow white palace of wood perched high among the mighty conifers at the center of the forest kingdom. Arboria is a dense region of thick, primeval jungles and treacherous swamps crisscrossed by an elaborate, elevated road known as the Great Tree Highway. It is a complete world of green, orange, and lavender where the yellowish, clay-colored Mongo skies are shielded from view by a thick canopy of leaves and foliage. The tree men of Arboria are a breed unto themselves: hard, being reared in adversity, tough by necessity, and stubborn by nature. They are also an adventurous and even dashing people who wield rapiers and bows and frequently wear hunter’s green tights and doublets, alardactyl feathered caps, and other garb befitting Robin Hood and his band of merry men. A variety of savage beasts survive and thrive in the wilds of Arboria including harpy bats, giant magnopeds, rabid squirlons, terrots, tigrons, tridentauruses, and ursodiles. Travelers in the forest kingdom should also be mindful of a number of giant carnivorous plants like the venomous cobra tree, as well as the primordial, blue-skinned tusk-men and the extremely aggressive horned apemen of Mongo.

BIRDLAND

“Welcome to Birdland, handsome stranger!” The temperate, coastal kingdom of – Queen Ala Arboria lies southwest of Mingo, bordered Within the unmapped wilderness of by the Great Mongo Desert to the east, Valkr, not far from the Glacier Mountains a range of mountains to the north, and that encroach from Naquk’s kingdom an arm of Naquk’s ice kingdom to the to the south is a tiny kingdom ruled by southwest. It is ruled by Prince Barin flame-haired Queen Ala (the orphaned and his wife, Aura (estranged daughter teenage daughter of two nobles who

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met with untimely deaths three years ago). Ala maintains an odd assortment of intelligent birds ranging from Talky, her wise-cracking parrot adviser-cum-court jester to a contingent of penguin servants that maintain the palace. It doesn’t take a genius to realize these birds are the product of advanced applied science rather than natural evolution, in this case, at the hands of court physician and ornithologist, Dr. Striga. Birdland’s borders are protected by an organized band of elite flying raiders who ride atop horse-birds and wield vicious acid guns. They are commanded by Captain Avion, a gallant and loyal military leader who makes no secret of his adoration for his queen. To those planning a journey through the region, be on the lookout for the dreaded death birds and their poisonous wings in the skies above, as well as the cannibalistic tiny-men who dwell among the trees far below and look upon most visitors with beady, ravenous eyes.

CORALIA In the depths of the water world, a powerful magneto-ray draws his limp body toward a beautiful coral city… Coralia, the capital city of the Undersea Kingdom of the sea people found in the largely unexplored Sea of Mystery, is ruled by Queen Undina and King Triton from inside their palace of solid coral. The two of them stand defiantly against Ming the Merciless, but due to the surgically precise and always lethal Coralian magnetic ray, Ming’s bombers have been unable to penetrate the city defenses to punish their disloyalty. Located some 150 Mongomiles off the western coast of Mingo, Coralia is populated by water-breathers and several recently integrated shark men refugees. They currently serve as amphibious guardians, though this alliance is tenuous. Hidden above the water by swirling sea

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fog, the kingdom is normally undetectable to surface-dwellers. Should Undina wish it, an air-breather can be transformed into a water-breather using a complicated device known as the lung-machine. Transformed air-breathers acquire the racial abilities of the Coralian sub-race. The transformation is said to be irreversible, but that’s likely something Undina says to use as leverage over her guests. It is known for sure that Flash Gordon himself had the process reversed. Almost every creature that swims the deep waters around the capital city has a mouth of sharp teeth and the hunger and desire to use them. This includes horned devourosauruses, tentacled octoclaws, and saw-tailed sharkons.

FIERY DESERT “On the other side of these mountains is the Desert of Fire—Please don’t take us there, Flash!” – Queen Desira The far-eastern desert of Mongo (also known as the Burning Wastelands, the Desert of Fire, or the Fiery Desert) is home to the most-feared outlaw in the entire Tropican continent: the bandit chieftain Gundar and his gang of thieves. Known by some as the Desert Hawk, red-bearded Gundar is a roguish though highly intelligent and savvy leader. He leads a large garrison of loyal, Bedouinlike raiders who call a secret mountain fortress (located somewhere along the northern border) their home. Wealthy travelers needing to pass through this region are advised to hire experienced escorts or seek another path as robberies by Gundar’s armed brigands are not uncommon. Gundar has absolutely no love for Ming and his respect for Queen Desira (and Flash Gordon) makes him a powerful and valuable ally. Weather-wise, expect high temper­atures, searing winds, and occasional hot hail storms throughout. As for wildlife, the area offers quite a variety of common

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desert denizens (snakes, lizards, and carrion birds), but be on the lookout for the six-legged, flame-spewing desert dragons that call the region home.

FLAME WORLD As they press onward, the volcanic desert grows more forbidding every mile. They cross great rivers of molten lava—it is a land of terrible heat and utter desolation. To make the journey north from Mingo City to the frozen lands of Frigia, one must cross the wild, volcanic zone of fault scarps and deep ravines known as Flame World. It is an unstable region of Mongoquakes, effluvia-spewing volcanoes, hissing rivers of lava, and boiling lakes of liquid fire. Much of this area is inhospitable, though the basaltic Magnetic Mountains in the more temperate south are home to the mountain dwarfs and wolvrons while Sky City of the hawkmen hovers some 5,000 feet above. Ming’s elaborate, bowl-shaped tourn­ ament arena is also located between four mountains in the pass just east of Mingo City bordering Flame World. This region is crossed by the elaborate rocket railroad, a marvel of Mongo engineering that connects Mingo

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to Queen Fria’s palace. Passage on these trains is cost-prohibitive for the average citizen, and the rails are usually choked with hopper cars transporting natural resources pilfered from Frigia.

FRIGIA “You see, we come as friends. My name is Flash Gordon. What is yours?” “Fria, Queen of Frigia. I never heard of you. You may consider yourselves my prisoners—not my guests!” Frigia is a vast, seemingly endless kingdom of ice ruled over by Queen Fria and her husband and Prince Consort, Ronal (cousin of Prince Barin of Arboria). The northernmost region on the map of Mongo, it lies just beyond the inhospitable zone of lava and volcanoes known as Flame World. A number of beasts call the glaciers and ice fields of Frigia home, providing sport for hunters and invaluable resources for Fria’s loyal subjects. Commonly encountered (and frequently pursued) creatures include ice bears, giant ice worms, water-dwelling korvias, and huge snow serpents. Thank Tao, the gargantuan glacier monsters, with their probing tentacle eyes, are rarely encountered in the frozen wilds.

There is also a race of aggressive ice giants who dwell within the Frigian caverns of the perilous stretch known as the Ultimate Icepack. Not nearly as advanced as those in the south polar regions ruled by King Naquk, these massive anthropoids are little more than fur-clad, club-wielding brutes who stand almost three times as high as an average man. Travelers are advised to avoid them as capture and enslavement are not beyond the realm of possibility and these ill-tempered troglodytes are not known for their hospitality. Emperor Ming continues to exploit the Northland for its natural resources (mainly polarite, aurium, drogue ore, and tritarium) and Fria and Ronal are powerless to stop him, though they do secretly conspire with various groups of ice people to make life even more difficult for the Imperials working upon and within the frozen kingdom.

KIRA …the huge rocket ship, bearing Flash and Dale to their new kingdom, heads for the yawning mouth of Kira, the wild and forbidding cave world…

Kira, also known as the Kingdom of Caves, is currently under the rule of the Earthman, Flash Gordon (a prize awarded by Ming himself for Flash’s triumph in the Carnival of Death). It is a gloomy land of subterranean cities located due east from Mingo City on the main continent. Kira’s capital is Syk where the Queen of Magic, Azura (former ruler of the tall and somber blue magic men) resides within her flame-moated stronghold. Azura is not native to Kira, having been rescued from a crashed Imperial rocket some years ago and raised by the blue magic men. This explains her fair complexion compared to that of her cerulean subjects. The region is also home to a number of predatory creatures including the cannibalistic lizard men, so unless you The southern polar region of Mongo is have essential business in Kira and can a snowy frontier of natural hazards and afford to employ well-armed and highly wild beasts ruled by Naquk the giant ice skilled bodyguards, it is best to steer clear king. So great is his towering ego, the of some of the less-civilized areas of the mighty king refers to the frozen lands kingdom in order to avoid encounters that that surround his palace by his own name, could turn one into the dish of the day for Naquk (though it is well known that before the Grand Dragon and his minions. his rise to power, the entire continental Some of the caves of Kira are occupied expanse was previously known as Glacia). by primitive death dwarfs, a diminutive This region, unlike Frigia, is extremely race of hairy, gorilla-armed horrors that unstable and unpredictable. Avalanches prefers to remain beneath the surface due are a common occurrence, some of which to hypersensitive eyes and a constant fear are so great they can bury a small village of the dreaded tunnel clinging dactyl bats. and wipe it from the map in seconds. While on patrol, Naquk’s army of giants travels upon huge tractor sleds that safely and rapidly skirt across the frozen terrain. These sleds are equipped with forwardfacing guns and long range “ice pounders,” powerful heavy cannons commonly used to trigger avalanches. To this day, Naquk is fiercely loyal to Ming the Merciless and totally intolerant of open rebellion.

ICE KINGDOM OF NAQUK

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LAND OF THE LION MEN From the north pour his chief enemies, the great barbarian hordes of lion men, led by King Jugrid, father of Thun… Some years back, the now unnamed veldts and grassy plains northwest of Mingo City was a nation known as Prideland. It contained the great kingdom of the lion men ruled by King Rowath and his queen, Tarla. In the latter days of the Great War for Mongo, one of the bloodiest battles raged across the peninsula and by its end, the palace lay in ruins. Both Rowath and Tarla were dead, victims of a massive aerial bombardment. Ming demanded that the leaderless survivors of the battle pledge their fealty or face the same fate as their king and queen, and None of them can see the mysterious beauty thus Prideland was no more. Eventually, of Lostland, hidden under a lofty dome of fog Jugrid, a prince under the deceased royals, cloud, but there are creatures ashore that see assumed the role of figurehead king of the them. There are rumors a primitive, idyllic now nomadic lion men and he, along with paradise can be found at the heart of Mongo’s his son, Prince Thun, have ruled ever since. ocean somewhere between the main continent One might think the lion men are a and Tropica. Explorers report whirling banks barbaric race based on their physical of varicolored clouds, boiling seas, and thick, appearance, horned helms, axes and foul-smelling fog, but possess no memories of broadswords, and primitive land vehicles having ever made land. Some seamen claim to like war chariots drawn by teams of big have deliberately steered their vessels into this cats. But they also command air fleets of fog, but recall nothing more and allege a loss space-gyros they use to stage late-night of time. A few captains have even presented air raids against Ming’s forces and even “evidence” of pages torn from their ships’ logs. Mingo City itself.

LOSTLAND

Is there any truth to the wild claims of a hidden, lost land inhabited by creatures that are half-man, half-monster, or is this But, unknown to Flash and his friends, merely a tall tale told by drunken sailors? Grombo has escaped from the forest kingdom The Mongo Ocean teems with and into the dread Mongo desert… a variety of dangerous creatures including amphibious, dragon-headed South of Mingo, north of Naquk’s ice mermen pirates, man-eating octosharks, kingdom, and adjacent to Arboria to terrifying submosaurs, and colossal the west, the dread Mongo Desert is a nautiloids capable of smashing sailing sprawling wasteland of hot sands that ships to splinters. These beasts alone borders the unmapped, hothouse jungle of should dissuade most from venturing Valkr to the east. Lawless bands of desert out on wild goose chases in search of raiders patrol the dunes seeking crashed mysterious islands! air vehicles for salvage and occasionally clashing with Ming’s Desert Legion.

MONGO DESERT

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The sun-baked wastes are also home to granting such victims the unfortunate other dangers including carrion birds, nickname, “ghosts.” terrocrabs, wild cats, and giant scorpions. Many veteran radium miners have While there is little to support the claim, discovered that over time their eyesight some believe Ming and his father once has adapted to dim and dark lighting belonged to one of the desert’s nomadic conditions (Low Light Vision) while tribes before breaking away and seeking others have found their fingers have grown sturdy claws (Str+d4), allowing somewhat loftier life goals. them to dig into the earth and rock with their bare hands. Other nightmarish atomic mutations Arial gasps, “We’re losing altitude. We’ll are rumored to lurk within some of the have to land—in the enemy country of kingdom’s deepest mines leading to many Radiuma!” shafts being sealed off with high explosives to prevent such creatures from escaping Located on blasted terrain far beneath and running rampant throughout the land. the floating nation of Skyland, Radiuma is That hasn’t prevented a few creatures from a technologically advanced, industrialized finding their way out through natural nation ruled by the selfishly driven King fissures or underground rivers. Best to Radom. Antagonistic against Skyland, heed those crude, hand-painted signs this kingdom of vast radium mines and warning travelers of prowling, irradiated unregulated weapons manufacturing kragg lizards and bone-cracking creepers! is perpetually blanketed by thick, toxic Those working in the field of atomic clouds of swirling smog. Because of the research know well the nation of Radiuma highly radioactive properties of their and dealings for the acquisition of primary resource, many of the residents radium are common. As to be expected, of Radiuma (known as Radiuns) suffer the greatest Mongonian consumer of from intense and potentially lethal Radiuma’s eponymic export is Mingo, levels of exposure (in excess of 300Mr while the second is the home of the (MongoRads)). In conditions of total hawkmen known as Sky City. darkness, the cyan-hued, radiumluminous skeletons of the Radiuns can actually be seen through their flesh,

RADIUMA

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Sky City is home to thousands of hawk­ men, hawkwomen, and hawkchildren of all ages. Like most cities, the perches, —and Princess Aura is met by an honor streets and elevated walkways are lined guard of hawkmen and conducted to their with businesses, residences, schools, fantastic city high above the clouds! government buildings, and the like. There 5,000 feet above the Magnetic are even lower, unseen levels where Mountains, and close to the border of one will find prisons and feeding pits the land of the lion men, Vultan, bearded occupied by various creatures including and boisterous leader of the warlike Sulpha, sacred dragon of the hawkmen hawkmen, rules from his ostentatious whose very breath is deadly poison. throne room in the colossal floating Before the pre-war construction of Sky metropolis known as Sky City. Held City, the hawkmen nested in lofty aeries aloft on gravity-defying solidified light erected among the highest peaks of the beams generated by a powerful network Magnetic Mountains, but as they began of radium-fueled electric atom furnaces, to interact with the other peoples of Sky City is a miracle of Mongonian Mongo and experienced a technological technology (boosted by a recent system renaissance, the desire to elevate upgrade from the Earthman, Dr. Zarkov). themselves (figuratively and literally) led When required, Sky City can be piloted, to the construction of Sky City. Visible for although the power drain is extreme. several Mongomiles around, the floating metropolis was meant to act as a glistening beacon of hope for all Mongokind, but it was too soon transformed into a launching platform for rockets and a safe haven for refugees when the Great War for Mongo spread across the planet like a cancer. In the end, with Imperial forces occupying the city, the war was officially declared over when Ming’s opponents received hand-written and hand-delivered letters stamped with the winged seal of Sky City that read:

SKY CITY

Lay down your arms for Mongo now has but one leader. Hail Ming, ruler of the universe. Hail Ming, emperor of the galaxy —King Vultan While Vultan now stands firmly opposed to Ming’s rule (thanks primarily to Flash Gordon), the emperor has refrained from blasting the city out of the sky because ultimately, he longs to capture it and its people intact and fears losing it all in a pitched air battle.

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SKYLAND

hidden from Radiuma’s most powerful guns. With the overwhelming support of Skyland’s rulers and citizenry, the plan The skymen use the power of their sky-sleds was enacted and Atmonia was successfully to push the captive ship toward their lair—a elevated into the upper atmosphere. Soon weirdly beautiful cloud-castle. after it was renamed Skyland. Skyland, the cloud kingdom ruled by While the residents of Skyland (referred King Ozon, is the sole enemy of Radiuma, to as Skymen, regardless of gender) the industrial nation located thousands have adapted to breathing high air, all of feet beneath them on the surface of land-dwelling visitors to the city must Mongo. While many might suspect the wear devices called “aircons” to prevent application of the same technology used altitude sickness. to hold Sky City (the hovering home Skyland’s primary exports are various of the hawkmen) aloft, the truth is that upper-atmospheric gases acquired Skyland’s upper atmospheric orientation through a process known as cloud mining. (20,000 feet above sea level) is thanks to These include argon, helium, Mongonium, a system of charged anti-gravity clouds. nitrogen, and oxygen. Compressed Before Skyland took to the heavens, versions of some of these gases are used it was known as Atmonia and was a in the airships of Ming’s rocket fleet, lowland neighbor of Radiuma. When allowing silent, engineless approaches. battles escalated between the two nations, Atmonia’s top aerologists proposed the unthinkable. By using a , FOLLOW massive array of atmospheric generators “COME ON, MEN H combined with magnetic repulsor ME—BETTER DEAT ” Y! fields (constructed around fragments THAN SLAVER of the meteorite responsible for the (9/9/’34) -FLASH GORDON anomalous gravitational effects in the Magnet Mountain on Tropica), the entire capital city could be raised into the sky on a radioactive cloud, out of range and

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TROPICA The rocket plunges into Mongo’s largest unexplored wilderness—the continent of Tropica! Tropica is an island continent separated from the mainland by the vast Mongo Ocean (identified on some maps as the Unknown Sea). It is host to a few distinct ecosystems, including the uncharted Desert of Fire and a region of thick, mostly impenetrable jungle at its heart where one finds the neighboring kingdoms of Portentia and Marvela. The latter is ruled by Princess Lura and her brother, the genius biologist, King Ardo (inventor of the petuit-ray, a device capable of magnifying and accelerating the growth cycle of a living being). The actual Tropican kingdom, under Queen Desira, takes up most of the large land mass with subtropical grasslands and rainforests teeming with wildlife. Be on the lookout for venomous dragons, cave-dwelling cavernosaurs, and voracious, swarming rock termites. Tropica is also home to the mysterious Magnet Mountain and its funfairlike, upside-down caverns of inverted

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gravitational forces caused by the upward gravity of a super-dense meteorite driven into the surface above. Those visiting this strange cavern must succeed with an Agility roll in order to quickly reorient themselves before crashing into the ceiling (or vice versa upon exiting the cave). On a roll of 1, the character lands badly and suffers an automatic wound (sprained ankle, broken leg, or even cracked skull). As if these anomalous effects aren’t enough to make a journey through the mountain difficult, the caves are also heavily populated by bloodthirsty, swordbeaked dragon-bats!

VALKR The ill-famed “death storms” fill the sky. Flash takes the wheel, but not even his skill can conquer sheet lightning and hurricane. The crippled rocket twists downward to the unmapped wilderness of Valkr. Missing from most maps, the wilderness kingdom of Valkr lies within a patch of unmapped jungle southeast of Mingo City between the Great Mongo Desert to the west and Volcano World to the east. Ruled by Queen Valkir and King Marko, Valkr desires its location to remain a

mystery and thanks to local, naturally occurring atmospheric disturbances known by some as “death storms” (intense electrical storms and hurricane strength winds), this is not all that difficult. Airships not equipped with guidance systems augmented for Valkran airspace immediately find themselves unable to navigate through the deadly storms. The border of Valkr is littered with the crashed remains of uncountable derelict vessels, most of which have been stripped of any useful mechanical components. While Valkr was once a matriarchal society, it is now working for gender equality, though men are still treated as second-class citizens in some corners of the kingdom. Most of Valkr is covered by dense jungle where the savage red monkey men of Mongo dwell, though fingers of rock and sand of both the Mongo Desert and Volcano World stretch across its eastern and western borders. The frozen influence of Naquk to the south can be felt in a few higher elevation areas.

VOLCANO WORLD An eruption of the volcanic desert has split the lava cascade so that it flows around the hill where Flash had left his friends, thus cutting off their escape. A charred and bleak wasteland plagued by seismic rage and pockmarked with jagged, lava-spewing peaks, and boiling geysers of steam, Volcano World is located in the southeast on the main continent, directly beneath the kingdom of Kira. Due to the high concentration of poisonous (and even potentially lethal) fumes spewed from the region’s many active volcanoes, the only native creatures known to wander the ashen plains are a handful of species of large, predatory dinosaurs and the rancorous, horned dragon men, all of whom seem to have adapted to breathing these dangerous gases.

Below ground, beneath the barren and rocky area known as the Land of the Dead, primitive rock men are rumored to dwell in elaborate networks of lava tubes illuminated by lattices of energized sapphires. Few have reason to venture into Volcano World, let alone under its surface. This has not stopped pockets of protective suit-wearing Fire People (under the rule of King Orax, a staunch follower of Ming the Merciless) from erecting flame-resistant dwellings within some of the dormant volcanoes throughout the area.

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MINGO CITY

Divided up into various districts such as the smoky, industrial section known as Steeltown, the sprawling marketplace At this instant the rocket roars over a known as the bazaar, the administrative beautiful city, sparkling like a diamond on centers, the arts district, and the Imperial the rugged surface of the new planet. heart of the city where Ming’s palace is Mingo City was formerly Prosperity found, Mingo appears to be every bit the City until Ming’s father’s violent rise to thriving metropolis. power in the Great War. It is the largest Like most idyllic population centers, all metropolis on Mongo with a resident is not as it seems. For every child playing population of 4.76 million. Mongo’s glowball in the parks, a fanatical band of capital is a gleaming concentration of Imperial secret police moves through the thrusting spires, skyways, lush gardens, highways and byways, rounding up those and crowded, multi-tiered streets where suspected of being enemies of the state. citizens live their day to day lives in the Not far beneath the feet of the merchants shadow of their great dictator, the emperor hawking their wares or the marching of the universe, Ming the Merciless. bands crossing Mingo Square, political Encrusting the dormant volcano known prisoners are locked away in cramped as Mount Dominance and overlooking the cells, relentlessly interrogated with lungs bustling harbor on the Mingo River, the full of verigas. Because of this, there is a city of Mingo can be seen from several great deal of socioeconomic discontent Mongomiles away. It is a glistening, ruby and mistrust among the lower classes within those high, electrified walls that beacon from high orbit.

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surround the great city. This makes it a fertile recruiting ground for the Freemen.

Bazaar

of spiral cars to transport passengers and goods. While the primary roadways are all identified by a standard grid system of numbers and letters, the rail lines and stations still retain the names of deceased (or deposed) rulers who ruled long before Ming’s rise to absolute power, deliberately retained as a constant reminder of a world that once was.

The bazaar is the name given to the sprawling Mingo City marketplace. There the streets and alleys are lined with push carts brimming with food and wares alongside hissing pneumatic doors that open into modern shopping centers and specialized sellers. Most transactions are regulated by the Whenever Ming wishes to remind the Mingo City Bureau of Trade and Taxation kingdoms of Mongo who is really in (headquartered in the business district), charge, he calls for a display of military but just beneath the surface, hidden from might in Mingo Square. He oversees the sight from all those pen pushers and procession from a palace promenade deck bookkeepers, unseen business deals are situated high above the streets. Typically made with both the criminal element this display means a parade of marching and representatives of the growing army bands, armed infantry, and rumbling, of Freemen. Finding one’s way to these tracked war machines. Scientists working purveyors of contraband, stolen goods, in Ming’s armories take advantage of this and high-tech weaponry is no easy task. celebration to roll out some new battletank or flying vehicle. Only once during Ming’s reign has such a celebration been fraught with tragedy The finest and most state-of-the-art when the now abandoned Project X (a medical facility on the planet, the Great skyship prototype powered by a new Mongo Hospital is renowned for its type of super-atomic motor) spun out of advanced healing capability. This is control and slammed into the throngs of due to both the employment of the celebrants, causing the death of hundreds world’s greatest medical minds and the of Mingoans. The public execution of the possession and application of medicines entire project staff (carried out in the and equipment from all corners of Mongo. glassoid-domed execution chamber also If the injured or sick cannot be helped found in Mingo Square) was witnessed within these glorious white marble halls, on televisors across Mongo (though some there is simply no possibility of recovery rebels believe the actual team of military to begin with. A variety of treatments are scientists was spared the obliteration available from Arborian herbal tinctures chamber to continue their work and a mindless band of innocents was put to to heal-o-rays. death in their stead in order to placate the infuriated masses).

Mingo Square

Great Mongo Hospital

Skyways and Subways

Mingo, like many of Earth’s modern cities, boasts an efficient network of roads and rails to allow for the quick transport of its citizenry from home to workplace (and vice versa). The elevated landing platforms are also serviced by highvelocity elevators and winding systems

Mongo Prison Deep beneath Mingo City, the absolute worst of the worst, as well as those who have succumbed to madness, are sent to rot in the dark and medieval cells of Mongo Prison, a high security facility

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often referred to as “the great escapeproof underground jail.” Constructed over the subterranean ruins of an ancient fortress, the prison is a mishmash of ultra-modern safeguards and primitive bedrock dungeons. Little is known of its layout as most who enter its twisting halls are never seen nor heard from again. Over the years, various rescue missions have penetrated the labyrinth of corridors and cells, but details of layout, security systems, and staff remain vague.

National Museum Primarily devoted to Ming the Merciless and his ancestors, especially after his father successfully (and rather violently) deposed the previous ruling body at the conclusion of the Great War, the National Museum boasts an extensive collection of artifacts, books, weapons, armor, art, and elaborate garments. While it used to house items of historical significance relating to others who once ruled on Mongo, those relics have long since been locked away in subterranean vaults or incinerated. The museum is open to the general public (for a small fee) and is a required destination for youngsters attending the Mingo City school system. There are rumors that Ming’s palace houses a small, private gallery containing a number of unique items believed to have been lost to time. He visits them in the dark of night to gloat over the fragments of a long-conquered world.

of the sun on their faces as their work to maintain Mongo’s electrified civilization keeps them occupied deep beneath the city streets. The atomic furnaces of Mingo, like those of Sky City, have low-enriched radium components (sourced from Radiuma) at their cores, contained inside thousands of individual fuel pins. What Ming does not know is that rebellion is strongest among the Power Men. A secret subterranean lodge, led by a man named Ergon, operates directly under the palace. Should the Power Men wish it, the generation and flow of energy throughout the city can be shunted or switched off completely with the issuance of a single command. They have assisted Freemen operations before (temporarily dropping the city’s lightning fields and electric-eye death rays, and halting the flow of power to security screens within the prison), and they are ready to do so again in order to contribute to Ming’s downfall.

Sewers

Like most modern cities, waste and stormwater must be safely diverted out of populated areas. In the case of Mingo City, the extensive spider web network of tunnels and pipes eventually empties into Mingo River harbor. Surface access to the tunnels is through street level manholes capped by hinged sewer grates, although there are also a few freight and service elevators located throughout the city as well. Rumors abound of unsavory types using the sewer network for a variety of criminal acts including smash and Accessible through an elaborate network grab robberies and late night surprise of utility tunnels and service ducts, muggings. Others believe the sewers the power stations are vast chambers are home to a variety of invasive species containing hissing reactors where including obscenely large and aggressive Mingo’s energy supplies are generated, ursodiles and giant rats. regulated, and channeled. Responsible Of greatest importance is the knowledge for this process are the rubberoid-clad that despite aggressive actions to cleanse Power Men, a specialized group of the sewers of trespassers, a few secret engineers who rarely enjoy the pleasure meeting chambers and quick-escape

Power Stations

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tunnels for the secret society known as the Freemen (led by the eye-patch wearing Count Bulok, Kugor (Bulok’s second-incommand), and of course, Flash Gordon) are still to be found among these fetid, waste-filled passages.

Steeltown Raw materials are brought through the city gates or driven in spiral cars off the landing platforms high above the streets of Mingo. They are destined for Steeltown, the grease-spattered southwestern section of the city packed with belching smokestacks reaching up from sprawling, governmentally regulated factories. Within these brick and mortar plants, machines of war, aircraft, robots, and security components are manufactured from dawn until dusk, eight days a week. Neighboring residents refer to the area as “K’chunk” based upon the rhythmic, mechanical and never-ending cacophony that emanates from within its high walls. The Freemen often meet inside the enormous abandoned ray factory located on the far edge of Steeltown where corroded machinery and massive vats of bubbling industrial waste are stored with little care.

Temple of Tao Citizens of Mingo often seek the spiritual guidance of the great god Tao and his sage advisors, and visits to his impressive ceremonial hall (located in the heart of the city), with its colossal, flame-lit idol of translucent jadeite, are not uncommon. Back when the populous was a little less sophisticated, the temple priests would sway the throngs by puppeteering the mighty statue through elaborate controls hidden from view. Those controls lie still and corroded beneath a layer of dust. Most of the younger clerics are blissfully unaware of the existence of this system of linked levers and pulleys.

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Since the recent and mysterious death of high priest Zogi, Tao’s senior representative on Mongo, the position (with its many responsibilities and privileges) has remained open, though a string of potential candidates hasrecently been called up to enter the long vetting process.

Tomb of the Royalty of Mingo After the battle that purged many of the Freemen from the vast network of tunnels and sewers beneath the capital city, several of the escapees sought asylum on Tomb Island located in the Mingo River. It is on this shadowy isle that the elaborate burial chambers of the royalty of Mingo are found. Rarely visited by any other than Ming himself (and only on anniversaries for those relatives and ancestors the emperor deems worthy of his valuable time), the tomb is cared for by a crypt keeper named Chulan, an aged priest of Tao who finds solace among the dead. Beneath these tombs, in candlelit crypts accessible only via a complex network of twisting catacombs known only to Chulan, many of the revolutionaries who were forced from Mingo’s sewers now gather to plan future acts of subterfuge, sabotage, and revenge.

Tunnel of Terror Deep inside Mount Dominance are found a number of natural caves and longabandoned mine shafts, many of which have collapsed over the centuries. Those brave enough to journey through these tunnels may discover ancient and badly corroded sewer access panels as well as a few subterranean chambers sealed off by what appear to be modern security doors (often flanked by well-armored Mingo security guards). It is entirely possible these doors lead into some of Ming’s top secret laboratories. To reach these access points, however, means traversing Mongomiles of treacherous and unstable

caves, many of which remain occupied by man-eating beasts. It was in these very caves that Flash Gordon and Thun did battle with Tsak, the dreaded two-headed guardian of the tunnel of terror, on a mission to wrest Dale Arden from Ming’s grasp.

At the heart of this hall stands the battlescarred, bronzine armor that Ming’s father wore on the day of his battlefield execution, when his body was blasted to atoms at the hands of his own deceitful son. The armory also houses the largest collection of the most outrageous hand weapons in Mongo’s history, including Tropican spiral blades, Frigian ice fangs, an eight-foot lashtail from Valkr (still tarnished with the blood of its victims), and a pair of 900 year old heat-warped Rising from the very heart of Mingo City, fireball hurlers from Flame World. its gleaming domes and spires visible Rebel agents have managed to pilfer a for many Mongomiles around, is the few of the smaller treasures as evidence jeweled crown of the great metropolis: of successful palace infiltration missions Ming’s Imperial palace and impregnable and some of the more historically stronghold. Originally designed by the significant items are now hidden away master architects of the now-blasted and in Freemen stores for the day when they largely forgotten Tropican state kingdom may be displayed for all to see in a world of Vitruvia, this marvel of Mongonian free of tyranny. engineering stands as a colossal reminder of a world that once was. During the latter days of the Great War, Ming’s father’s adoration of the great The core of the palace is an enormous palace meant that its exterior was spared inner sanctum lined with towering marble the bombs and left to stand untouched by columns used for a variety of functions conflict. The same cannot be said for the and grand ceremonies. Like many of the interior which was soaked in (and remains chambers within Ming’s palace, there are stained by) the blue blood of slaughtered many secrets in this chamber, including old regime loyalists. a mysterious water tank hidden away Outside its thick klangstone walls, very beneath a floor of transparent metal. little is known of the layout of the palace. Nocturnal visitors to this hall have Rumors abound of numerous secret reported the unmistakable stench of chambers, multiple seraglios, torture seawater as well as muffled splashing rooms, stairways that rise to empty halls, and unidentified bestial growling coming and twisting, web-filled passages that from under the floor. appear to lead nowhere. Unlike the throne room (where one Based upon scraps of intelligence only finds symbols and statues relating provided by both Power Men and Freemen to Ming), this hall houses colorful spies, a few interesting tidbits are known banners representing all the kingdoms but details are extremely sparse. of Mongo, including a few that no longer exist, hanging threadbare in shadowy corners. Perhaps someday, these obsolete standards will fly again. This is a stone gallery illuminated by high, stained glass windows with multiple racks and display cases of customized weapons and tailor-made body armor Adjacent to the cells of Ming’s own commissioned by Ming himself. unregulated prison is a chamber of horrors

THE ROYAL PALACE OF MING THE MERCILESS

Central Hall

Armory

Hall of Torture

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for those unlucky enough to be dragged kicking and screaming into it. The journey to this room is often a one-way trip. Those who manage to survive the terrors within exit with scars both mental and physical. While medieval implements of pain are used inside this sound-proof hall, other more advanced machines designed to intimidate, harm, and even dispatch victims can also be found here.

Throne Room

The glistening, crimson-colored jewel of Ming’s opulent palace is this impressive, 170-Mingoyard (roughly the same length as an American football field) long grand audience chamber where the emperor holds council, receives homage, and awards honors and offices from astride his elevated, gilded throne. Sumptuous, garish, and blindingly illuminated, this massive hall, drips with billowing figural tapestries of Deep beneath the palace can be found a embroidered silk. It is truly something to number of laboratories in which top secret behold, though very few on Mongo will special projects are developed away from ever be privileged enough to pass beyond the prying eyes of the world— and even its golden doors. most of Ming’s closest allies. This is a hall reserved for the eyes It is within these apparatus-packed of royalty and high-level government rooms that poisonous gases, toxic dust and military officials. A few of Ming’s weapons, and infectious viral strains concubines have seen it as well, which is are concocted for use in future wars or how the Freemen learned of it. against antagonistic factions or even the Beneath the retractable floor of this rebellion itself. Because of the fear of what lavish throne room lies a gore-spattered might one day be unleashed from these battle arena with an earthen floor. Ming nightmare factories, these labs remain uses it for private functions and a variety primary targets for the Freemen. of sadistic amusements, events that often Additional acquired data suggests end in pain, carnage, and even death. Side genetic experimentation (selective access tunnels lead to holding cells where breeding and hybridization), weather gladiators and vicious animals are penned control, and cryogenics. One odd fragment until unleashed to meet one another in of a recently recovered blueprint features mortal combat. puzzling diagrams, cryptic notes, and At the very center of the arena is an several mentions of a mysterious word: additional trap door that opens to a “tempendulum.”Are Ming’s Mongomysterious hole of horrors. Ming is Technicians attempting to breach the able to remotely operate the catch for fourth dimension and travel through time? this door from the comfort of his throne, though exactly to where this door opens is unknown.

Laboratories

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8 plot point campaign: the ultrabrain! Overview

RISE OF THE ULTRABRAIN A Serial in Four Exciting Chapters! This thrilling four-part Flash Gordon Plot Point Campaign is intended for a group of up to six rebels. While the first three chapters should be fine for Novice characters, the finale is a challenge for characters of Seasoned Rank or higher. The Game Master can run Rise of the Ultrabrain straight through as a four-part serial or intersperse each chapter among her own campaign as the rebels adventure across Mongo and are drawn back to the Ultrabrain’s trail.

YOUR OWN SAVAGE TALES

The heroes are called on to investigate the recent kidnapping of a child from a Tropican harbor town. The discovery of a strange Mongo-Tech device leads the rebels on a journey across the planet to a secret facility. There they find a terrifying army of psychic warriors being assembled to deliver a powerful and potentially unstoppable blow against the rebellious Freemen! Due to travel between locations, there are natural breaks built into this campaign. These give the heroes a chance to make new allies, gather more information, visit some of the Savage Tales located elsewhere in this book, or veer off on tangents of the Game Master’s own devising. Exploration within each chapter’s environment (but beyond the main plot) can easily be augmented with the provided encounter tables.

CHAPTER ONE

The heroes receive a coded Freemen transmission about a nocturnal kidnapping from a Tropican harbor town known as Bestiria. There, they discover a young girl with psionic gifts, Bo, was abducted during the night. A reluctant eyewitness informs the party that he observed cloaked figures moving through the village toward the winery district. The heroes eventually find themselves in a clearing where there are signs of a landing/departure exhibiting the burn pattern of an Imperial fast pursuit rocket. They also discover a mysterious golden pillar atop which sits a strange, cabalistic symbol, the heart of which is a large, purple crystal that pulses whenever psionic powers are used. Analysis of this

READY FOR BLAST OFF? The start of the adventure assumes the heroes have a rocket ship of their own. If they don’t, they can be passengers aboard a Freemen ship or one belonging to a kingdom friendly to their cause. Alternatively, the GM can grant them a fast pursuit rocket (with smaller parties) or a war rocket (with larger groups). It won’t be pretty or altogether reliable (likely salvaged from a recent air battle), but it will get them safely from point A to point B and even over to point C (though a few scares requiring emergency in-flight repairs might make for one or two exciting bumps in the road).

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Mongo-Tech device reveals it is a “psi- 16.085° north, 30.087° east. Initial reports column,” which detects psionic emissions suggest the involvement of Imperial forces. and transmits the location to an unknown Any agents within the sound of my voice destination. please respond with a repeated prime signal tone on frequency three-three-seven…”

CHAPTER TWO

The message repeats. The team continues on their adventures, As the heroes are currently entering slowly learning about other abductions Tropican airspace, they should signal their or psi-columns occurring around the acceptance of the mission and proceed various kingdoms of Mongo. Eventually immediately to the provided coordinates. they are tracked by a powerful psion, The journey takes their ship along the battle Ming’s troops in Mingo City, and Nundalee River that winds like a snake uncover the name of General Kravula and through the forests of northeastern the Ultrabrain project! Tropica and across the red waters of Lake Undella to the harbor town of Bestiria.

CHAPTER THREE

The Freemen report another abduction in Volcano World, a “rock man” princess! The investigators must travel to Volcano World and descend into a network of lava tubes to meet with the angry rock king!

Bestiria

Bestiria is a small Tropican harbor town along the eastern shore of Lake Undella, a three-Mongomile-long body of red, iron-rich freshwater fed by the Nundalee River. Known primarily for its fishing The heroes find themselves in the thick (daggertail, green streak, and blink trout jungles of Valkr. There they discover are common), healthy markets, and as a a secret camp occupied by dozens traders’ gateway into the region governed of abducted children and teenagers by Placida, Bestiria has a relatively small undergoing intense “reprogramming,” resident population (no more than 300). all to serve General Kravula—the Most live in second floor residences Ultrabrain herself! atop storefronts or in modest residential homes or grain-field farmsteads on the outskirts of town. The docks bustle with activity. Nearby, a small, elevated landing pad allows the heroes to bring their ship in alongside a A repeating tone emanates from a handful of shining jetcars and rotorplanes. speaker grille on the rocket ship’s control As to be expected, there is one Imperial console, signaling the interception of war rocket here, likely belonging to a spaceophone transmission. At first visiting representatives from the Bureau it is scrambled, but after adjusting the of Trade and Taxation. frequency dials, the distorted image and As you exit your ship, you spy a bald-pated audio signal are clarified. It is Jarbim of the Freemen, a mountain dwarf, broadcasting civilian approaching from the top of the spiral on a coded channel from somewhere deep car ramp. He greets you with a slight bow in the jungles of Arboria. “Welcome to Bestiria. My name is Yabu. I am the voice of the Freemen here in town. It was “…to agents on or near the Tropican I who first reported the disappearance of the continent. Assistance requested to investigate young girl. If you’ll follow me, I will take you the disappearance of a child of interest from the to where the unfortunate incident took place.” small harbor village of Bestiria, coordinates He turns and starts toward the ramp, stopping

CHAPTER FOUR

CHAPTER ONE: ABDUCTION OF THE INNOCENT

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and looking back over his shoulder. “Do watch your step here in town. There are Imperial eyes always watching.” Yabu drives the party down the spiral car ramp and leads them through the town.

THE TOWN

The heroes must traverse the busy docks and the chaotic market quarter in order to reach the quieter winery district. On the way, the team is welcome to break off and explore, though Yabu reminds them of the abduction and stresses that time is very likely of the essence. Should the heroes ask for details about the abductee, Yabu tells them that all will be revealed soon enough. Successful Notice rolls (+2 to those actively looking) spot a few of Ming’s soldiers moving through the crowd or watching over the people with suspicious eyes, though it isn’t clear if they are keeping watch or searching for something or someone in particular. Only overt acts of aggression draw their attention. At first, the guards approach to investigate and ask questions or demand papers, but they draw weapons and make threats if the group is uncooperative or outwardly hostile. • Imperial Guard (1 per hero): Use Soldier from page 165. They’re armed with ray gun rifles (Range 24/48/96, Damage 2d8).

AN EYEWITNESS

Those speaking about the child with any of the townsfolk are met with silence, fingers to lips, and nervous attempts to quickly withdraw. The people of Bestiria know better than to get involved in these sorts of affairs, but a successful Streetwise roll allows the searchers to meet up with one paranoid farmhand from the winery district. “Corpa” claims to have observed two shadowy, robed figures moving silently through town during the night.

He freely admits that though he had a lot to drink, he was still able to shadow the figures long enough to watch them approach Victoro Winery, at which point he lost sight of them and quickly and quietly (and cowardly) withdrew. Not long after that, he heard the unmistakable roar of rocket engines from the forests but saw nothing in the skies above. This description of strange, nocturnal visitors to the town is news to Yabu. He gives Corpa a mingol or two and thanks him for the information. Corpa pleads with the group to refrain from mentioning his name in the investigation and then quickly vanishes into the crowd, likely beelining for the nearest bar.

The Search At the very edge of town, standing before sprawling vineyards covering hundreds of Mongoacres, is the modest, privately held winery of Victoro and his wife, Prita. For generations (reaching back well before the Great War), Victoro’s family worked this land, growing fine grapes in the rich Tropican soil and producing wines enjoyed in several royal houses across Mongo. Rumor has it that Ming himself holds a significant collection of Victoro’s family wines in his cellars.

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A few years ago, Victoro and Prita sidebar). Bo began experiencing severe had a girl named Bo. From the moment headaches soon after. she was born, it was clear there was Investigation of her bedroom and the something special about her. Her eyes surrounding property provides some already exhibited hints of violet coloration clues to the abduction. Notice rolls reveal indicating the potential for psionic ability. things like a dropped toy ice bear in the Friends and family downplayed this, hall, muddy footprints leading to and mainly out of fear, instead playing up from a rear entrance, etc. Tracking rolls the idea that the child had wine in her may be used outside to follow prints blood and was destined to become an across the fields and into the nearby forest. expert vintner. Before the heroes enter the tree line, That didn’t stop Bo from playfully they are warned that dangerous animals using her low-level telekinetic abilities to wander the dark woods. manipulate items ranging from plush baby toys to farm implements when she grew old enough to work out among the vines. Recently, however, Ming’s minions The forest closes in around you and the planted a psi-column nearby (see the daylight fades, but the trail (thanks to the rain-soaked ground) is easy to follow. With each step, mysterious sounds emanate from the surrounding trees. You are visitors to this shadowy realm and prowling eyes are likely These exquisitely crafted metallic regarding you as either intruders or their next pillars appear at first glance to be meal. nothing more than ostentatious Under normal circumstances, the wet stanchions bearing a strange, ground would grant a bonus to Tracking cabalistic symbol set atop a column rolls, but the dense forest and thick, of glistening gold. In truth, these are leafy branches above create dim lighting the product of applied Mongo-Tech conditions. That said, it isn’t difficult to (designed by doctors at the Ministry stay on the trail, but the journey requires of Psionics) containing detection and two rolls on the Forest Encounters table. broadcasting circuitry meant to sense psionic emanations and relay signals to additional networked towers located in other parts of the globe. d20 Encounter Scanning stations intercepting 1–5 No Encounter these signals then alert officials in 6–9 Imperial Patrol (1d6+1 Guardsmen) Camp Ultrabrain, who can easily 10–12 Giant Rats (2d6) triangulate the transmissions and 13–16 Bloodwolves (1d4+1) locate active psions for collection. The columns cause similar 17 Hazard: Quicksand symptoms for all psions. Should a 18–20 Whiphawks (2d4+2) hero activate a psionic ability while visiting the winery, she suffers pain in the frontal lobe. She also senses the source of the interference and Eventually, the rebels exit the dense forest may track it directly to the column. and find themselves in a large clearing. At the center of this clearing are obvious

Alone in the Forest

THE PSI-COLUMNS

Forest Encounters

DISCOVERY

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burn patches. Common Knowledge rolls determine the marks were left by a landing and departing rocket. A raise recognizes patterns unique to Imperial ships. At the opposite edge of the clearing, the heroes discover a psi-column. Those familiar with Mongo-Tech determine the ornate, winged symbol at the top houses electronic components. Examination reveals a sapphire-powered sensor array and long-distance transmitter. Psions attempting to use their powers within sight of the column activate the array, illuminating the central purple crystal and causing intense headaches. The psi-column transmits broadly, but a Electronics roll can record the unique frequency and pass it on to the Freemen. The rebels can then begin searching for other devices around Mongo—or tales of missing children with psionic powers!

What’s Next?

the infernal caverns of Volcano World and the next step to defeating Ming’s minions. For a longer campaign, the party should continue on to other adventures on Mongo. As they do, the Freemen occasionally tell them of additional psi-columns, missing children suspected of having special abilities, or both. See Chapter VII: A Traveler’s Guide to Mongo to place encounters and clues. The companion volume to this book, The Kingdoms of Mongo, is particularly helpful. You can work these episodes in as sideencounters of your own adventures or use the ideas below to slowly feed the group the information they need to eventually find General Kravula—the Ultrabrain!

Clues & Encounters The following encounters are organized in a way that slowly reveals each step of the mystery. Use them as-is, or as a model for your own path to the finale.

The return journey to Bestiria is uneventful unless the GM wants to take advantage of the dark forest once more. Use the table or The parents of a young boy named Meran create an encounter of your own if so. If saw mysterious figures whisk their boy informed of the discoveries, Bo’s parents, away into the depths. They disappeared Victoro and Prita, are optimistic. Their into a cavern shunned by the locals for the daughter may be a captive, but at least fierce beasts found within. The rescuers do that means she’s likely alive. indeed discover fierce creatures within— The adventurers should then contact such as an octosak! They also discover the Freemen with the information a tunnel leading up to the surface and about the psi-columns and their unique evidence of a recent rocket burn. transmission frequency. Their contacts promise to reach out the moment they detect something. A teenage girl and her boyfriend, Ara and Rurin, were thought to have been eaten by a gocko while hiking the nearby mountains some weeks earlier. The crime scene was inconclusive, however, with some blood and tracks but no bodies. Flash Gordon himself greets the adventurers in his palace to discuss the unfortunate event. The next part of the tale, and how long it If the visitors are candid about their lasts, is entirely up to the Game Master. quest, the Earthman asks his troops to You can move straight on to Chapter look into it. Soon after, they return with Three if you like, sending the team into news that Ara was indeed suspected to have psychic abilities.

CORALIA

KIRA

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Locals claim to have seen a rocket blast off around the time the pair went missing. Further investigation uncovers a hunter who claims to have seen an Imperial officer with a golden mask and three soldiers near the gocko cave. The beast itself, the hunter says, has not been seen in ages.

SKY CITY

The Freemen report emanations of an identical frequency to the psi-columns in a Sky City arboretum. The gardeners know nothing of the device, but do recall a group of Ming’s soldiers frequenting the space recently. On one occasion they were accompanied by a high-ranking officer in a gold mask.

streets of Mingo City! The latter is a great time for a Cliffhanger! FMalik: F Malik is a Psi-Soldier Wild Card. See page 126. • Imperial Guard (1 per hero): Use Soldier, page 165, armed with ray gun rifles (Range 24/48/96, Damage 2d8).

RADIUMA

General Kravula makes a dreadful mistake in the polluted kingdom of Radiuma. Her troops attempted to capture a powerful psion—and Freeman—named Enas. The young woman blasted her captors with pyrokinesis, then she and her companions chased the troops away. While briefly in their captivity, one of the soldiers told her that she was to be a new The son of a prominent merchant, Dash, agent of the Emperor in the “Ultrabrain” was “invited” to attend an Imperial program! The rebels know little else, but lecture on joining Ming’s army—and at least now the party has a name to put never returned! The officials say the young to Ming’s secret project! man joined the armed forces on the spot and is currently training in a classified location. If pressed, their superiors arrive When you’re ready to move on to the with papers signed by his parents (forged finale, the heroes hear of yet another of course). The officer in charge of the incident in Volcano World. A girl has been recruitment is a “General Kravula.” abducted from the strange rock men, who Streetwise, Connections, or similar claim they have a lead to General Kravula research reveals General Kravula rose and the Ultrabrain! through the ranks quickly despite few battles or recorded events. Her current whereabouts are unknown, or listed as “Classified.” Soon after, a mysterious figure begins trailing the heroes—always just out of The interior of the rocket ship, in defiance sight. This is one of Kravula’s agents, of layers of asbestone, grows warmer as you a psion named Malik. He attempts to jet across the burning wasteland of Volcano read the interlopers’ minds or generally World. The monotonous blasted landscape discover what they’re up to and how scrolls past with occasional glimpses of strange much they know. beasts moving among the geysers and rivers of If he’s successful, he sends Ming’s lava. Volcano World is aptly named! soldiers after them, in force if they are a clear threat. The troops either attempt to The heroes land at the mouth of a rough up the adventurers and scare them long, smoke-filled valley. The heat here away from General Kravula’s business is intense and while fire proximity suits or outright arrest them if they’re clearly are certainly helpful, prolonged exposure rebels. This should escalate into a brawl, is not recommended (see the rules for firefight, or full-fledged skirmish in the extreme heat in Savage Worlds).

MINGO CITY

VOLCANO WORLD

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As the rebels advance into the valley, roll on the Volcanic Encounters table as many times as you wish before they reach a dark tunnel in a red cliff wall—the location specified by the Freemen’s contacts.

DEEPER INTO PERIL

This is an extinct lava tube that leads down to the subterranean home of the rock men. The only naturally occurring light comes from thin veins of glittering sapphires (dark lighting conditions throughout). As the heroes progress down the tube, they are closely watched by six amalgamated rock men guards (Notice rolls at −4 to spot). The stony sentinels watch (or rather listen) from just below the surface, using their burrowing ability to tunnel and track the strangers. The rock guards are primarily there to scout. They fight only if somehow caught and forced to defend themselves. They merely want to observe and ensure the interlopers aren’t dangerous to their people. • Rock Man Guards (6): Use Rock Man from page 127.

Volcanic Encounters d20

Encounter

1–4

Party of Rock Men (1d6+1)

5–9

Party of Dragon Men (1d6+1)

10–12

Droks (1d4+1)

13–16

Hazard: Mongoquake

17

Hazard: Poisonous Fumes

18–19

Hazard: Crevasse

20

Hazard: Lava Flow

Deadly Encounter The tunnel opens into a large dormant magma chamber illuminated from high above through the volcano’s central vent. Several side vents lead up and down into darkness. From one of the larger passages ahead come shrill, bestial roars! Notice rolls spy animal and humanoid skeletons strewn across the lava rock floor. Closer examination reveals large teeth marks where the bones have been savagely gnawed to free the marrow.

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Two droks come lumbering out of the psychic. He was knocked unconscious and tunnel and immediately attack the heroes. when he woke, Princess Granita was gone. If dispatched quickly, two more join the fray. This is a perfect time for an “Out of the Frying Pan” or “Captured” Cliffhanger, Should the group have a way to detect for soon after the new droks appear they psi-columns, or simply investigate the are chased off by a number of rock men bazaar, they eventually find a psi-column. who appear suddenly from the cavern Foreign merchants buy and sell goods at walls! There are enough that the party this large market, and one group selling should think twice before starting a fight. rare Tropican fruits has a psi-column The group is led by rock prince Adam, hidden within their stall. They have no who speaks in a crude but comprehensible idea what it does—just that they were manner. He requests the rebels surrender paid by a Mingo officer with a gold mask to his “escort.” If the group says they are to place it there and threatened with death there to inquire of the recently abducted if they didn’t comply. rock lass, they nod slowly and head They know the soldiers were here when deeper into the underground. Princess Granita was taken, and note that one of them said something about Camp • Droks (2/4): Use Droks, page 147. Ultrabrain in the Valkr jungle. • Rock Man Guards (20): Use Rock Man When the rock king hears of this he from page 127. They are escorted by a offers a reward for his daughter’s return. Wild Card prince. The rock men possess extensive stores of white sapphires and other potentially valuable crystals and minerals—likely a large enough reward to upgrade the A well-adorned rock man sits upon a heroes’ rocket and personal equipment! throne of carved obsidian. Other rock man luminaries and guards surround the king. The other thing that stands out is a familiar looking psi-column, its central crystal pulsing in unison with the one possessed by the rebels. The group can either recon likely sites in The figure upon the throne introduces the Valkr jungle or again ask the Freeman himself as Krog, the Rock King. The for help using Streetwise, Connections, or length and degree of interrogation similar abilities. It shouldn’t take long to depends on the events so far, but discover the secret Imperial camp and eventually the conversation turns to rocket runways in an uninhabited part of the recent kidnapping of his daughter, the dense wilderness. Princess Granita. The ship’s navigatron goes dark as you enter One of her surviving escorts says that a mysterious, uncharted corner of the forested they had just visited the bazaar, as they landscape. Then the engines throttle back, shift did most every day. Princess Granita to compressed air, and your rocket descends bought flowers, fruits, and a bird, and was into the darkness before settling silently on a returning to the palace when they were bed of thick, starlit grass. ambushed by several thugs in dark robes. The men were clearly experienced soldiers and fought well, but the guard says he and his friends would have prevailed had not one of the attackers been a powerful

THE BAZAAR

The Inner Lair

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At Dead of Night The rescuers might encounter the denizens of the Valkr jungle if the GM feels an additional threat is needed.

Jungle Encounters d20

Encounter

1–5

No Encounter

6–8

Red Monkey Men (2d6+1)

9–11

Psi-Soldiers (1d4+1)

12–16

Wolfins (1d4+1)

17

Hazard: Quicksand

18–20

Tigrets (2d4+2)

THE ROCKET PAD After passing through the jungle, they find themselves at the edge of a landing field and spy a jet-black, fast pursuit rocket with golden fins. Two Imperial guards patrol the area and they must be defeated in order to gain access to the rocket. A Knowledge (Science) roll allows the heroes to match the landing gear and burn marks seen in the previous two locations with this particular ship. The rocket itself (known as Rocket Gyrus) is unlocked and unoccupied should the rebels wish to investigate it or even steal it at the conclusion of the adventure. Gyrus is a standard fast pursuit rocket with a sophisticated, radar-absorbing stealth system (−2 to be detected). • Imperial Guards (2): Use Soldier from page 165. They are armed with ray gun rifles (Range 24/48/96, Damage 2d8).

The Camp of Horrors

searchlights. The Ultrabrain brings gifted children here for reeducation into her growing army of psi-soldiers! While the rebels observe the camp, they hear occasional announcements from loudspeakers informing residents of regulations, scheduled events for the next day, and Ming-centric propaganda. Attention! Attention! All students must report to their counselors by twelve-hundred hours Mingo mean time tomorrow for inoculation. Cerebral calisthenics will take place in the gymnasium at the usual time. All hail Ming! Imperial guards and a few dark-robed figures move throughout the camp. Groups of youngsters are also visible, wearing black tunics as they march from building to building. The rear of the camp backs up to a wall of jungle and is otherwise unguarded except for when the perimeter guards (often patrolling in the company of snarling wolfins) pass through the gap between fences. As to be expected (this is pulp adventure, after all), there is at least a full five-minute gap when no guards are present, allowing the heroes to cut their way through the fencing (Toughness 8). If the rebels are spotted, the guards sic the wolfins on them and open fire. These guards shoot to kill! Scaling the fence is difficult but not impossible (climbing rolls at −2 due to razor wire). • Imperial Guards (2): Use Soldier from page 165. They are armed with ray gun rifles (Range 24/48/96, Damage 2d8). • Wolfins (2 per guard): Use Wolfin from page 175.

In the Enemy’s Camp

Not far from the landing area is Camp Ultrabrain, which resembles a typical How things proceed from this point is up prisoner-of-war camp. It is isolated, to the players. They may decide to try to ringed with two layers of chain fencing, sneak the captive children out or they may and the entrance is flanked by two tall start a full-blown assault. The former is guard towers equipped with movable

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problematic because many of the children are already brainwashed and loyal to the Ultrabrain. This might prove a rude surprise to heroes attempting a stealthy approach, so eventually, the encounter should break out into a massive fight in and around the camp. The heroes should try not to harm the children, but most of the indoctrinated psions have no such compunction! Assume Princes Granita, at least, is friendly to the rescuers. The rest, such as Bo or Ara, come around with a successful Persuasion roll at −4.

BARRACKS

There are five similar barracks in the camp, each furnished with enough cots to accommodate 20 people. Should the rebels infiltrate in the middle of the night, they find the rear barracks occupied by the students. Princess Granita is in the far corner of the camp along with other recent captives. Prisoners in the middle three barracks are more brainwashed than others (their names replaced with numbers) and begin as Uncooperative should attempts be made to persuade them to help.

The structure alongside the motor pool is for loyal psi-soldiers, school teachers, grease monkeys, and guards. It is never fully occupied as there are always guards in the towers, on patrol, or working in the various buildings. During the day, there are 1d6+2 slumbering staff members here.

CANTEEN

The canteen contains several tables and a number of chairs as well as kitchens and serving stations. Overnight, two cooks are usually here washing dishes and preparing ingredients for the next day’s meals.

GUARD TOWER 1 AND 2

These twin 25-foot guard towers are wooden structures with raised platforms protected from the elements by peaked wooden roofs. Ladders mounted to the rear of each tower allow access to and from the platforms. Each is typically manned by one or two soldiers (armed with electro-rifles). There are also intensely bright, crystalilluminated spotlights mounted in each tower with 180-degree, forward-facing arcs.

MOTOR POOL

This unguarded, though chained and padlocked corrugated metal building houses two armored cars and a rotorplane. One of the cars is currently undergoing repairs but could be made operational with a successful Repair roll. There is also a well-stocked toolkit and a fair selection of replacement parts (many still in their original boxes).

PSI-COLUMN

While resembling the psi-columns discovered out in the field, this particular column is at least twice as large as it is the primary receptor for the signals transmitted from the others. It has a number of thick black cables running from its base down into the Ultrabrain’s office.

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her way! She’ll lie, cheat, and murder to protect her camp—or flees to try again if For a pop-up, temporary structure, this is it’s obviously a hopeless situation. a surprisingly large building containing The so-called Ultrabrain has no loyalty an indoor gymnasium with an assortment to her students, though she is furious if of exercise equipment. It also has a halfshe has to abandon the camp and start dozen classrooms complete with tables, again. Not only is it a setback in time and chairs, and electronic blackboards. resources, she also knows Ming rarely It also contains a nurse’s station with a tolerates failure. handful of cots and basic medical supplies. Though some of the brainwashed captives answer Kravula’s call during the battle, most should come around by the General Kravula’s office and quarters are climax. This is a heroic pulp adventure, guarded by a single armed psi-soldier. after all. If the player characters don’t The office contains a desk, spaceophone, think of using their various social skills and monitoring station where signals or displays of heroism to turn the detected by the psi-columns can be psions, Princess Granita does—even isolated and tracked. There is always one using her Defender Edge to protect her psi-soldier at the equipment monitoring rescuers if needed. the transmissions from the psi-columns. Assuming the heroes are victorious, the This operator wears headphones that captives snap out of their training and subtract 2 from his Notice rolls while worn. eventually give a rousing shout to their Kravula’s quarters are basic and liberators. To them, these rebels are truly contain little more than a cot and a small the saviors of the universe. kitchenette used primarily for the personal preparation of herbal teas meant to help ease the pain of psionic decay. Psions or those with Healing can discern this from the leaves. If the rebels have managed to infiltrate Kravula is a Mongonian with a mysterious the camp and no alarm has been sounded, past. All signs point to her having Frigian General Kravula is in her quarters. origins, including her preference for cooler As her first action, she summons aid temperatures, but as she was snatched using telepathy. away from her parents and raised within the Ministry of Mongomancy from a very early age, her loyalties are now only to the At any one time, there are 6+1d4 wolfins Ministry, Ming, and no one else. Even she housed in this kennel, with two more out knows nothing of her biological heritage, for perimeter guard duty. The front of the preferring to fill the gaps in her past with kennel is a fenced run. At night, all the her own twisted version of reality. wolfins are inside the rear building, but The elaborate project to construct during the daylight hours, 1d4 wolfins are a formidable army of psi-soldiers is outside in the run, slumbering or happily completely of her own devising and (and distractedly) gnawing on bones. something she has been working toward for the past two decades. This includes the construction of the camp (Kravula’s design) in the female-dominated land of Valkr, the General Kravula fights dirty and she handpicked personnel, and the methods fights to win. She also knows when to of indoctrination used to ensure “recruits” make good an escape if things aren’t going remain dedicated to the primary mission.

PSI-SCHOOL/TRAINING CENTER

ULTRABRAIN’S OFFICE

ENEMIES & ALLIES

FFGENERAL KRAVULA (“THE ULTRABRAIN”)

WOLFIN KENNELS

Yeah!

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Among the children, she is often seen as a mother-figure, even going so far as to reward the most powerful and obedient among the troops with rainwater sweets from Arboria. Publicly, Kravula is never seen without her protective gold mask, preferring to keep the debilitating effects of psionic decay (gaunt features, pale skin, and sunken, red-rimmed eyes) hidden from sight. Her name, Kravula, is also never used within the camp. There she is always referred to simply as the Ultrabrain. Kravula (despite her sickly appearance), is easily distracted by those with handsome features.

PSI-SOLDIER

The obedient psionic soldiers in General Kravula’s growing army, psi-soldiers are fanatically loyal and willing to sacrifice themselves in the defense of the Ultrabrain and their emperor, Ming the Merciless. Adult psi-soldiers (typically 15 years of age and over) are issued black stealth cloaks (+2 to Stealth) to better help them operate under cover of the night. Psisoldiers 25 and older often begin to exhibit signs of psionic decay (add Anemic to Hindrances) and may wear masks of gold to hide their withered features. The following stats are specifically for Mongonian (human) psi-soldiers. Adjust Attributes: Agility d8, Smarts d10, accordingly for other races. Note that at Spirit d12+2, Strength d6, Vigor d8 least 75% of these psi-soldiers are female. Skills: Fighting d8, Intimidation d12, Attributes: Agility d6, Smarts d6, Spirit d8, Notice d8, Persuasion d10, Psionics d12+2, Strength d6, Vigor d6 Shooting d8, Stealth d6+2, Taunt d10 Skills: Fighting d6, Intimidation d6, Cha: −4; Pace: 6; Parry: 6; Toughness: 8 (2) Notice d8, Psionics d8, Stealth d6+2 Hindrances: Amorous, Anemic, Arrogant, Cha: 0; Pace: 6; Parry: 5; Toughness: 5 Obligation (Major—Ming), Loyal (Ming Hindrances: Obligation (Major—the the Merciless), Mean, Ugly Ultrabrain), Loyal (the Ultrabrain) Edges: Arcane Background (Psionics), Edges: Arcane Background (Psionics) Arcane Resistance (Improved), ComPsionic Powers: Arcane protection, armor, mand, Command Presence, Connections mindwipe. Power Points: 10 (Ministry of Psionics), Expert (Psionics), Gear: Gold mask (Armor +2, 25% chance Expert (Spirit), Mentalist soldier wears one), electro-shock gun Psionic Powers: Arcane protection, armor, (Range 12/24/48, Damage (see page blind, boost/lower Trait, confusion, drain 53)), stealth cloak (+2 Stealth). Power Points, fear, stun, telepathy. Power Points: 30 Gear: Dagger (Str+d4), gold mask (+2), Kravula’s captives are a mixed group of stealth cloak (+2 Stealth). youths from every race of Mongo. The GM Special Abilities: should feel free to add any racial abilities • Power Leech: Similar to drain Power “on the fly” as the heroes encounter Points, Kravula can, as an action, the students. transfer Power Points from her willing At first, most of them are hostile to psi-soldiers into herself. By touchtheir rescuers thanks to their training ing an obedient psi-soldier (this only and indoctrination to the Ultrabrain. works on her own obedient followers) Persuasion rolls or feats of heroism and making a successful Psionics roll, quickly turn them around, however, and Kravula transfers 1d6+1 Power Points slowly turn the odds in the heroes’ favor! from her target into herself. This is increased to 1d8+1 with a raise. Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6 Skills: Fighting d4, Notice d6, Psionics d4

PSI-STUDENT

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Cha: 0; Pace: 6; Parry: 4; Toughness: 5 Hindrances: Loyal (the Ultrabrain—until broken!) Edges: Arcane Background (Psionics) Psionic Powers: Various, but bolt, confusion, and telekinesis are common. Power Points: 10 Gear: None.

ROCK MAN

while burrowed, and can attempt to surprise opponents who don’t see them coming by making an opposed Stealth vs. Notice roll. If successful, the rock man adds +2 to his attack roll that round, or +4 if it succeeds with a raise. • Low Light Vision: Rock man eyes are accustomed to the dark of their subterranean realm. They can see in all but pitch black conditions and ignore attack penalties for Dim and Dark lighting. • Psi-Sensitive: If anyone uses psionic power within sight of the rock man, its crystalline skull pulses with internal light. • Size +1: Rock men stand a bit taller than humans (up to 7’ in some cases), and weigh up to 750 pounds. • Stone Fists: Str+d6.

Relegated to legend, the rock men of Volcano World have not been seen nor heard from in generations, yet they survive and even thrive deep beneath the vast dusty patch of wasteland known as the Land of the Dead. There they move about in dormant lava tubes and hollowed out chambers of basalt and andesite. While extremely primitive and not particularly bright, they do have a ruling class and a societal structure with both a king and prince at the top making laws The leader of the rock men is known and passing judgments. Their language simply as the Rock King. He is an evenis an oddity on Mongo in that it is so tempered psion who strives to maintain archaic to be almost incomprehensible order in his mysterious and dark realm to most natives. Those implanted with of hissing, steam-filled tunnels. The king lingual-translators have no problem punishes those who act against the best communicating with them. wishes of his people by sentencing them Physically, rock men look like large, to the pit of fire, a deep crevasse that leads crudely chiseled statues with pointed to a river of magma the rock men call the heads of translucent, glowing white “Blood of the World.” sapphire crystal that make them especially Using his psionic powers, the Rock King sensitive to the presence of psionic powers. has control over a half-dozen iguanathons that patrol the tunnels in the Land Attributes: Agility d6, Smarts d4, Spirit d8, of the Dead. Strength d10, Vigor d10 Unlike most of his people, the king is Skills: Fighting d6, Intimidation d8, better able to communicate with outsiders. Notice d6, Stealth d8 Cha: 0; Pace: 5; Parry: 5 or 6 (spear); Attributes: Agility d6, Smarts d6, Spirit d10, Toughness: 12 (4) Strength d8, Vigor d10 Hindrances: — Skills: Fighting d10, Intimidation d8, Edges: Iron Jaw Notice d6, Psionics d8, Stealth d6 Gear: Crude spear (Str+d6, Parry +1, Cha: 0; Pace: 5; Parry: 7; Toughness: 12 (4) Reach 1, 2 hands). Hindrances: — Special Abilities: Edges: Arcane Background (Psionics), • Armor +4: Bodies of hardened stone. Beast Bond, Iron Jaw, Shrug It Off • Burrowing: Rock men can amalgamate Psionic Powers: Beast friend, confusion, and burrow into loose earth and rock empathy, fear. Power Points: 20 and move through it at normal Pace. Special Abilities: • Armor +4: Bodies of hardened stone. They cannot normally be attacked

FFROCK KING

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• Burrowing: Rock men can amalgamate and burrow into loose earth and rock and move through it at normal Pace. They cannot normally be attacked while burrowed, and can attempt to surprise opponents who don’t see them coming by making an opposed Stealth vs. Notice roll. If successful, the rock man adds +2 to his attack roll that round, or +4 if it succeeds with a raise. • Low Light Vision: Rock man eyes are accustomed to the dark of their subterranean realm. They can see in all but pitch black conditions and ignore attack penalties for Dim and Dark lighting. • Psi-Sensitive: If anyone uses psionic power within sight of the rock man, its crystalline skull pulses with internal light. • Size +1: Rock men stand a bit taller than humans (up to 7’ in some cases), and weigh up to 750 pounds. • Stone Fists: Str+d6.

FFROCK PRINCE

The Rock Prince is the geological offspring of the rock king. He is more cautious of outsiders than his father and often aggressively tries to expel or even dispatch intruders before his father is even made aware of them. Ultimately, the rock prince is completely obedient to his father’s wishes and desires nothing more than for their rocky realm to remain buried and hidden from prying eyes.

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Attributes: Agility d6, Smarts d4, Spirit d8, Strength d10, Vigor d10 Skills: Fighting d8, Intimidation d10, Notice d8, Stealth d8, Tracking d6 Cha: 0; Pace: 5; Parry: 6; Toughness: 12 (4) Hindrances: Cautious, Loyal Edges: Brawler, Danger Sense, Hard to Kill, Iron Jaw Gear: Rusty long sword (Str+d6). Special Abilities: • Armor +4: Bodies of hardened stone. • Burrowing: Rock men can amalgamate and burrow into loose earth and rock and move through it at normal Pace. They cannot normally be attacked while burrowed, and can attempt to surprise opponents who don’t see them coming by making an opposed Stealth vs. Notice roll. If successful, the rock man adds +2 to his attack roll that round, or +4 if it succeeds with a raise. • Low Light Vision: Rock man eyes are accustomed to the dark of their subterranean realm. They can see in all but pitch black conditions and ignore attack penalties for Dim and Dark lighting. • Psi-Sensitive: If anyone uses psionic power within sight of the rock man, its crystalline skull pulses with internal light. • Size +1: Rock men stand a bit taller than humans (up to 7’ in some cases), and weigh up to 750 pounds. • Stone Fists: Str+d6+2.

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9

savage tales THE MISSION

This chapter contains three ready-torun short adventures for heroes of Flash A few days ago, Freemen monitoring Gordon. They’re set across Mongo and vary stations intercepted a mayday call from in tone, scope, and degree of challenge. an Imperial cargo carrier known as the Taraxus. The ship, bound for Mingo City, was tossed about on the waters of the Sea of Mystery during a raging storm. The Location: The Sea of Mystery desperate message indicated the Taraxus The heroes are tasked with finding was off-course and taking on water. and exploring a wrecked cargo ship in Before the ship’s radioman could transmit the Sea of Mystery, but what lies deep coordinates, the transmission ended with beneath the waves at the bottom of the a burst of static. It is assumed the ship sea will surprise and shock even the most went down with all hands lost. Since the stalwart adventurer. message was received by multiple stations, a potential wreck site near the mouth of the Bay of Tekin was determined through triangulation of the transmissions. There is nothing particularly special High altitude space-gyro flyovers have about the Imperial cargo ship, Taraxus, or revealed that while a few of the emperor’s the contents of its hold, but by a strange boats appear to be scouring the area, coincidence, the raging storm that they are several Mongomiles from the shattered the ship and forced it down into actual site, likely searching the ship’s the depths manifested over the blasted original sea lane. remains of Shark City. Freemen leaders have requested that While it is believed that Kala, former the wreck be quickly located and searched king of the shark men, was killed when as it is likely the ship was transporting the city was obliterated by the lion men, essential goods and possibly even the truth is, he, along with a handful of weapons that could aid the rebellion. If loyalists, survived the attack and still call the cargo could be of value but difficult to the shattered undersea ruins home. recover (armored vehicles, larger weapons, Kala and his tiny band spent many etc.), the party is asked to destroy the weeks licking their wounds (Kala was wreckage before Ming’s forces can raise blinded during the attack) and shoring up it from the seabed. the broken remains of their city. They are The heroes are briefed in a secret now ready to reach out to the many shark chamber on Tomb Island. Successful men who fled from the destruction and Common Knowledge rolls reveal that the threw in with Ming’s forces or reluctantly site marked on the map corresponds to allied themselves with Coralia. the former location of Shark City before The convenient shipwreck provided it was blasted to atoms by the lion men. Kala and his shark men with some muchneeded equipment, food, and weaponry and they are ready to reveal themselves to Mongo once again just as the heroes arrive.

DIVE OF DOOM

Background

131

Into the Water World The sun has just dropped below the eastern horizon as the Freemen boat, operating silently thanks to an outboard compressed air motor, arrives at the location of the wreck. Any shark men heroes experience a strange sensation as if someone has just swum over their graves. Notice rolls spy distant lights from the Imperial search parties, but they are several nautical Mongomiles away. Diving suits and helmets are required as well as flashlights to get around in the depths. The air tanks provide each diver with an hour of breathable air. The heroes are also presented with two explosive charges to be used to destroy the wreck if necessary. Weighted boots help the divers quickly descend to the sea floor where they find themselves above the shattered remains of the Taraxus. Before they can enter the hull, however, a massive devourosaurus rises up from behind the wreck! (Check for Surprise). • Devourosaurus (1): See page 146.

Taraxus Cargoes & Encounters d20

Cargo

1–2

The devourosaurus returns (or its mate if the first was slain)! It bashes in through the compartment and attacks!

3–4

2 Octoclaws bolt from the debris!

5

d6 bottles of air (10 minutes each)

6–7

Sealed Food Crate

8–9

Manufacturing Supplies

10–11

Electronic Components

12

Power Crystals (White Sapphires)

13

Body (Fear test the first time encountered)

14

d6 Water Pressure Guns

15

d6 Acid Rifles

16

d6 Ray Gun Rifles

17–18

Vehicular Weapons

19

Experimental Vehicle (marked “Top Secret”)

20

Experimental Weapon (marked “Top Secret”)

PREDATORS OF THE DEEP

Just as the heroes are at the halfway mark with their air, they’re discovered by a patrol of shark men! The warriors have Exploring the cracked steamer, Taraxus, is been looting the ship themselves over the risky. The remains are unstable and prone last few days and are furious at finding to collapse, and certain areas are waterintruders in their domain. filled tombs for the crewmembers who They attack without hesitation, but flee went down with the ship. if their captain or half their number are The holds are filled with supplies and defeated. If the heroes wish to pursue, they equipment, much of which remains in can trail the shark men to the undersea lair watertight wooden crates. Searching them of King Kala! is a race against time as the rebels ration • Shark Men (2 per hero): See page 162. their available air. Removing any found supplies takes an equal amount of time. One is a Wild Card captain, Broos, with Roll on the table once every 10 minutes the Command and Inspire Edge. for each group searching together (that The heroes now have several choices. means splitting the party is the most effective way to find the weapon!) A • They can take the supplies to the apprecritical failure on an attack in combat also ciative Freemen. If they do, the Freemen causes the roof in that section to collapse, get some useful supplies. The shark causing 2d6 damage to everyone (and men remain loyal to Ming but remain everything!) within. stalled in their plans to rebuild without the useful weapons and other salvage.

SUNKEN HOPES

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• They can destroy the ship using the explosives the Freemen gave them. This keeps either side from the valuable supplies but at least keeps them from Ming’s allies. • The group can trail the retreating shark men to see where they go. Clearly the lion men’s devastating attack left at least some survivors.

Any shark men among the heroes immediately recognize Kala despite the bandages and other injuries.

“Please pardon this old warrior’s appearance. I made the mistake of looking at the lion men’s atomic blast as it destroyed our city. But do not underestimate me—or our people. We live, and still have bite left in our teeth.” Kala sighs. Beaten, but not broken. “But Shark City lies in ruins and Ming has abandoned us. We must fend for ourselves. The shipwreck you found has provided us with If the salvagers pursue the shark men, weapons and supplies to aid in rebuilding our they soon find themselves among the home.” charred and broken ruins of Shark City. If they didn’t, another patrol (including the survivors of the last) watch from the depths. They retreat if spotted, but their Despite his facade, Kala wants an end to presence means there must be more war…at least until his people have truly somewhere in the ruins below. (If the recovered, something he knows will take heroes need more incentive to investigate, a generation. He is particularly concerned they spy small green lights in the gloom that his hot-headed daughter, Sela, will somewhere below.) retaliate against the lion men. While the The ruins are heaped and scattered cunning princess will surely inflict terrible about for Mongomiles. Blasted buildings damage on their foes, she’s ultimately tower over cracked streets and other doomed and Kala’s bloodline will end. toppled towers. Only a few intact domes Convincing King Kala to give up his remain standing among the reefs. quest for vengeance is a Social Conflict (see Savage Worlds). Princess Sela argues for the continuation of the war on the Amid the ruins, the divers spy a large lion men and their allies—including open chamber with breathable air. A host continuing to prey on surface shipping of shark men—about two dozen grizzled to resupply their devastated people. The usual Social Conflict results apply, survivors—motion the strangers in. If the previous patrol was met with violence, but with a Margin of Victory of 4 or less, they snarl in quiet anger but offer a the shark men demand one of the party temporary truce—their king wishes to battle Sela in single combat to leave with what they’ve learned. If they don’t agree, address the newcomers. Seated on a crumbling throne is a the shark men attack in force. bent and scarred shark man, his eyes With a Margin of Victory of 5 or more, wrapped in bandages. He speaks when Kala is actually persuaded to join the his daughter, Princess Sela, announces the Freemen and overthrow Ming—the true party’s arrival. instigator of their dire fate. Sela remains unconvinced no matter what, but follows “I welcome you all to New Shark City. My her father’s wishes—as long as he lives. name is Kala. King of the shark men. This F Kala: See page 134. is my daughter and champion of our people, FKing FPrincess F Sela: See page 134. Sela.” • Shark Men (24): See page 162.

City of Sharks

PARLEY WITH ROYALTY

HALLS OF THE DEAD

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Allies and Enemies FFKING KALA The once mighty king of the shark men, Kala is now broken, blinded, and weak, though his followers remain loyal with the promise of revenge against the lion men. Attributes: Agility d6, Smarts d10, Spirit d6, Strength d8, Vigor d6 Skills: Fighting d6, Intimidation d6, Notice d6, Persuasion d8 Cha: +4; Pace: 4; Parry: 5 or 6 (scepter); Toughness: 7 Hindrances: Blind, Lame, Vengeful (Minor) Edges: Charismatic, Command, Noble Gear: King’s scepter (Str+d4, Parry +1, Reach 1, 2 hands). Special Abilities: • Semi-Aquatic: Move at full Pace when swimming; can hold their breath in water for up to 15 minutes. • Dependency (Water ): Shark men must immerse their bodies in water for one hour out of every 24 or suffer Fatigue each day until Incapacitation, then Death. Each hour spent in water restores a level of Fatigue. • Low Light Vision: Shark men ignore penalties for Dim and Dark lighting.

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• Racial Enemy: Shark men suffer a −4 Charisma when dealing with Lion Men. • Toughness: Shark man skin is made of a matrix of hard, tooth-like structures called placoid scales that add +2 to their Toughness.

FFPRINCESS SELA

Kala’s daughter is as deadly as she is beautiful. She’s as relentless in combat as she is in her hatred of the lion men. She is honorable, however. If she’s beaten in single combat, she bows and gifts her ornate energy trident to whoever defeated her.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10, Vigor d10 Skills: Fighting d12, Intimidation d10, Notice d8, Persuasion d8, Shooting d6 Cha: +2; Pace: 6; Parry: 9 or 10 (trident); Toughness: 12 (3) Hindrances: Dependency (Water), Racial Enemy (Lion men), Vengeful (Major) Edges: Acrobat, Attractive, Block, Combat Sense, Determination, First Strike, Iron Jaw, Lunge. Gear: Energy trident (Str+d6, Parry +1, Reach 1, Range 5/10/20, Damage 2d10, Shots 10, recharges 1 per hour), breastplate (+3). Special Abilities: • As King Kala, above.

RUNAWAY ROCKET Location: The Rocket Railroad Queen Fria has agreed to host a conference of rebels and agents from kingdoms that have yet to declare their allegiance to Ming or the Freemen. It is a dangerous move, she knows, but the Freemen have gained great momentum since the arrival of Flash Gordon and his fellow Earthlings. If Ming proves victorious, she reports her observations. If the Freemen gain the upper hand, the brave move to openly host them in Frigia keeps her in the leadership. Perhaps she even becomes Empress of Mongo! Though Ming’s armies cannot penetrate Frigia’s defenses, the merciless and cunning ruler has another plan that might decapitate the rebellion in one swift move.

The Delegation A dozen delegates and their small entourages are on their way to Frigia via Mongo’s roborail. The player characters are also on board, either as bodyguards or even representatives of one of the allied kingdoms. Friendly rocket fleets patrol the borders to protect the precious train and a smaller robocar patrols ahead to ensure the tracks are clear and safe. But where there’s a will there’s a way, and Ming’s will is nigh unstoppable. He has employed a saboteur not only to destroy the train and slay its traitorous inhabitants, but also to strike a deadly warning blow to Queen Fria herself!

ONE-WAY RIDE

The journey begins at a train station far south of Frigia in whatever location makes sense for the current campaign. An honor guard of six Frigian soldiers provides security. The roborail car is reserved exclusively for the delegates and honor guard so no other passengers are present. The “conductor” is a roboengineer permanently

THE ROBORAIL The elevated rocket railroad is a pre-war marvel of Mongonian technology. It’s also the fastest and safest way to travel north to the frozen kingdom of Frigia. From front to rear, the train consists of a robot-controlled engine, two passenger cars, a central dining car, a power car containing an atomic turbine, and a cargo car at the rear holding luggage and the delegates’ weapons. fixed in the engine (it has no legs and is not mobile). Given the prestige of the delegates, all weapons are voluntarily locked away in the rear cargo car. Protective gear is allowed, but weapons are strictly prohibited. Characters may, of course, attempt to conceal or disguise weapons from the Frigian guards. • Captain Marsa: Use Soldier, Officer, page 165. She’s armed with a rapier (Str+d4, Parry +1) and a ray gun pistol (Range 12/24/48, Damage 2d6+2). • Honor Guard (6): Use Soldier, page 165. They’re armed with ice guns (Range 5/10/20, see page 53).

ALL ABOARD…FOR ADVENTURE!

Soon after everyone boards, a series of melodic tones ring out, the engine hums to life, and the train pulls away from the station.

“Attention passengers, welcome aboard rocket railroad train number two-one-five traveling from Mingo City to Queen Fria’s palace in Frigia. I am your roboengineer, F-93-213, but you may call me Ivor. Barring any delays, the journey will take three hours. The current temperature in Frigia is minus thirty-seven degrees. Please note that complimentary meals and beverages are available in the central dining car. Now sit back, relax, and enjoy your trip to Frigia.”

135

RIDING WITH PERIL

At first, this may seem perfectly normal, but the speed seems to be increasing at Most of the delegates and their guards an alarming rate. are middle to upper-class Mongonians Attempts to contact the driver via from all races and areas. Among them is a intercom go unanswered. Also, due to the mountain dwarf, an ice giant from Naquk electromagnetic interference generated by (who constantly struggles to make himself the atomic turbines, it is impossible to contact comfortable in the compact, average-size anyone beyond the train via radiophone. seats), a hawkman, and even a parrot When the party moves to the engine representative from Birdland. they find the door locked. Loud, clanging All of the delegates wear a bronze brooch sounds reverberate beyond it, along with the star of Mongo on it signifying with the occasional sound of sparking their protected status in Frigia while on electronics. The lock on the other side has their diplomatic mission. been destroyed, so the heroes must find Soon after departure, most of the some way through it (Toughness 12). delegates avail themselves of the topAny commotion brings Captain Marsa quality drinks and hors d’oeuvres. After to the scene. She won’t volunteer the an hour of congenial conversation, some information, but one of her men has of them begin Mongo’s time-honored gone missing. tradition of arguing among themselves When the group eventually gets through, about territory, honor, and whose they see the roboengineer is smashed kingdom is greatest. beyond repair. The missing Frigian soldier stands over it with a heavy wrench in one hand and his ice gun in the other! The traitor, Jabino, takes cover behind About ten minutes before the train reaches the sparking robot (Medium Cover) Frigia, a successful Knowledge (Science) and fires his ice gun until he’s defeated. roll notes a subtle increase in pitch from If given a chance, he taunts the rebels: the engines indicates sudden acceleration.

A Man-Made Wreck

136

“Emperor Ming is the conqueror of the universe! You cannot hope to defeat him! Everyone on this train is going to die!” FJabino: F Use Soldier, page 165. He’s armed with an ice gun (Range 5/10/20, see page 53 for details) and a heavy wrench (Str+d4).

BULLET TRAIN!

more difficult for the heroes to race in and remove the brooches! The devices can be yanked off with ease, but anyone doing so must make a Vigor roll or it’s now locked in their grip and they suffer the same staged effects described above! Depressing the button on the device in Jabino’s coat stops all the brooches at once.

Once the heroes defeat the saboteur, • Delegates (12): Use Citizen (see page they find the disturbing truth of Jabino’s 144), modified accordingly depending on race. sabotage. The roboengineer has been • Bodyguards (12): Use Soldier, page destroyed and the throttle permanently 165, but they are currently unarmed. jammed. The train is gaining speed and They are a mix of the Naquk giant, will almost certainly crash into the train station at Frigia with great force. The mountain dwarf, hawkmen, and other Mongonians. impact will kill everyone aboard and tear through the train station and into the city like a missile! Stopping the train is a Dramatic Assuming the heroes are successful in Task. The group must use Knowledge stopping the train, the survivors are (Science), Weird Science, or Repair at even more united in their hatred of Ming −2 to unjam the throttle and rewire the the Merciless. controls. They have five rounds before the If the rescuers are not successful in accelerating train smashes into the station. slowing the train, it plows into the Of course, that’s not all! As one of the Frigian train station with explosive force. brainiacs begins the Dramatic Task, the The player characters awake in the care delegates let out a simultaneous cry of of Queen Fria. She reports that several of the delegates and their bodyguards agonizing pain! Electrical sparks suddenly fly from were killed. Ming gloated of the victory the sunburst brooches they wear! The shortly after the devastating attack brooches are actually Mongo-Tech devices and the gathering was canceled. Fria that generate a localized and debilitating will not openly join the Freemen now— electrical field should they fail to receive the Emperor has proven himself too an override signal from a device carried on resourceful—but she now has a thirst for Jabino’s person at regular intervals. As it revenge for the attack. is presumed that Jabino is unconscious or apprehended, he is unable to depress the button on the silver remote he carries in “NONE OF YOUR TRICKERY, a coat pocket and the brooches activate! MING—ALL MONGO, The first round the delegates are INCLUDING YOUR OWN Shaken. They can do nothing but cry and ARMY, STANDS BEHIND US — convulse in alarm! They suffer Fatigue PROCLAIM THEM BOTH KIN GS each round thereafter until Incapacitated OR BY TAO, WE PUT FLASH (the brooches don’t cause death). GORDON ON YOUR THRONE The attendant bodyguards, unsure AS EMPEROR OF MONGO!” what’s happening, begin attacking -KING VULTAN (2/17/’35) each other, starting a massive brawl with each other that only makes it

PEACE IN OUR TIME

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WAR ROCKET AJAX A powerful warship patrols the skies around Sky City, punishing King Vultan’s people for siding with the Freemen. The heroes are asked to lead a small group of audacious warriors to not only stop the rocket—but board it, steal it, and add it to the hawkmen’s own fleet!

Nero will fly the heroes up into the clouds above the war rocket, then down onto it once Zarkov’s hailstorm begins. Vultan can also give the group sky-sleds if they prefer. Vultan answers any questions, provides any other reasonable requests, then sends them on their way with his blessing.

DIVE!

There are a number of hawkmen equal to the player characters, including Captain Nero. As planned, they fly the heroes up into the gathering clouds above the war rocket and wait for Zarkov’s storm. Just King Vultan summons the heroes to his as the clouds gather and quickly become war room and asks for their aid. thick enough to hide the attackers, King Vultan appears out of nowhere, laughs “Greetings, my brave friends! I have a mission heartily, and points at the racing target most perilous for you this day! Are you up for below. “DIVE!” he shouts with reckless a challenge worthy of Flash Gordon himself? abandon, and joins in the fight! “Good! I knew you were the saviors we’ve The hawkmen cut a human-sized hole been looking for! One of Ming’s new and with an acetylene torch at the area marked terrible dreadnoughts circles the outskirts of on the map at right and join in the fight. my beautiful city, blockading us from supplies! Nero offers his brave friends the honor of My people need food, medicine, and more, and entering the rocket ship first, but if they that rocket must fall! We have not the fleet to hesitate he jumps in to avoid losing the take it down, but a small group of warriors element of surprise. King Vultan remains might board it in the night and capture it! on top of the hull, ready to guide in What a fine bird it would make in MY armada, reinforcements or pull out the wounded eh? What do you say, champions?” if needed. He is also reluctant to enter Assuming the group agrees, an Earthling the tight confines where his girth renders steps forward from Vultan’s assemblage. him ineffective! If he needs to enter the close quarters of the war rocket, his stocky “Hello, I am Dr. Hans Zarkov.” body and huge wings inflict a −2 penalty Vultan interrupts. “Nonsense! He is to Agility-based skills. PRINCE ZARKOV OF THE HAWKMEN! The goal is to defeat the crew without Supreme Lord of All Scientists and savior of destroying the rocket so that it can be our city on more than one occasion!” salvaged and turned over to Sky City’s Zarkov, somewhat embarrassed, continues. protective fleet. “I have invented a weather machine. We The map on the following page shows can shroud the dreadnought with a furious the general layout of the ship. A posterhailstorm for a few minutes. This will allow size version of this, perfect for use with Captain Nero and his hawkmen to dive down to official Flash Gordon miniatures, is also the ship and deposit you on the hull. The hail will available from the Pinnacle website! cover the sound of the landing and the breaching FKing F Vultan: See page 181. of the hull. Our window of opportunity is small so your timing must be precise.” • Hawkmen: There are as many hawkmen as there are player characters, King Vultan offers his gratitude and including Captain Nero (a Wild Card). a future favor in return for this deadly See page 152. mission. His royal guards under Captain

Are Your Men on the Right Pills?

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• War Rocket Ajax Crew (18): A crew of eight is needed to properly operate the war rocket, but another ten are aboard for security or to act as a quick attack

squad should some opportunity to harass Vultan’s people present itself. Use the Soldier archetype on page 165.

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monsters of mongo Monstrous Abilities

In this chapter are a number of beasts, monsters, and inhabitants of Mongo.

Below are three new or revised Monstrous FF This symbol denotes a character or Abilities you can add to all your Savage creature who is usually a Wild Card. Worlds games. Note: Charisma is abbreviated as Cha Creatures with Bite/Claws can do either for formatting. a claw attack or a bite as one action, and have both special abilities listed below.

ATHLETICS

BITE

Creatures with animal intelligence (an A after their Smarts) don’t have the Athletics skill, but when it might be called for to climb, swim, jump, etc, they use the most appropriate attribute instead (usually Agility or Strength, GM’s call).

Creatures with the Bite Special Ability make attacks normally, but may also bite foes they’ve Entangled or Bound (essentially getting their full Bite damage rather than just Strength).

CONE ATTACKS

CLAWS

Some creatures expel a cone of fumes, fire, Creatures with claws add +2 to Agility poison, or other hazardous substance. rolls when climbing. These work much like flamethrowers, but since those rules are found only with that particular piece of gear in Savage Worlds, Creatures with tentacles (or vines or we’ve added the following Situational appendages that function like tentacles) Combat Rule. may make a number of attacks each round To make a cone attack, place the thin end at no penalty. The specific number is listed of the Cone Template at the creature and in the beast’s description. extend it toward its chosen targets. The Tentacles cause the creature’s Strength creature then makes a Shooting roll at +2. in damage, and add +2 to rolls to grappling Characters touched by the template tests, including those made to hold onto must make an Agility roll equal to or entangled prey. (Make sure to check out greater than the Shooting total or they the revised Grappling rules on page 70). suffer whatever ill effect it causes. Severing a tentacle is a Called Shot If the Shooting roll scores a raise over at −2. If damage exceeds the creature’s a defender’s Agility, it causes bonus Toughness, it’s severed and the monster damage or any other effects described in is Shaken. If it was already Shaken, it the ability. takes a wound. Unless otherwise specified, cone attacks Attacking a tentacle that has Bound or are actions, and cannot be used the same Entangled a friend is just like attacking round a creature makes a Fighting attack. characters in melee and uses the Innocent Bystander rules from Savage Worlds.

TENTACLES

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Alardactyl They were alardactyls, mostly, similar to Earth’s flying mammals—strange beasts with brilliant silver eyes that turned gold when they sighted prey. Arborian alardactyls may not be big, but their talons and beaks can rip through flesh. While they may at first resemble mad squirlons (they have four legs plus a pair of wings) at least in silhouette, alardactyls are true birds with long, brightly hued tail feathers, feathers highly valued by the tree men of Arboria. Those who witness the diving attack of an alardactyl (preferably when not the target of the attack) will note the shimmering silver eyes that flash gold whenever they go in for the kill. Attributes: Agility d10, Smarts d4(A), Spirit d6, Strength d4, Vigor d6 Skills: Fighting d6, Notice d10, Stealth d8 Pace: 2; Parry: 5; Toughness: 3 Special Abilities: • Bite/Claws: Str. • Blind: With a raise on its Fighting roll, the foe is hit in the eye, inflicting a −2 penalty to tasks that require sight for the next ten minutes. • Flight: Flying Pace 8”, Climb 2.

• Size −2: Alardactyls measure up to 2’ in height. • Small: Attackers suffer a −2 penalty to attack rolls because of the beast’s size.

Armosaur The armosaur leaps away, zigzagging through the forest with fierce snarls. Man-sized, forest-dwelling predators, armosaurs look like misshapen redskinned dinosaurs with articulated tails that leap about like kangaroos. Their powerful back legs can propel them at extremely high velocity. Armosaurs on the prowl typically remain still until prey draws near at which point they spring into action, surprising their victims and sinking their claws and teeth into them before they have a chance to escape. Attributes: Agility d8, Smarts d6(A), Spirit d6, Strength d10, Vigor d8 Skills: Fighting d8, Notice d8, Stealth d10, Tracking d8 Pace: 8; Parry: 6; Toughness: 8 (2) Special Abilities: • Armor +2: Armosaurs are known for their thick, warty hide. Some people have been known to fabricate leather armor from armosaur hide. • Bite/Claws: Str+d8. • Fleet-Footed: Armosaurs roll a d10 when running instead of a d6. • Tail Slap: Str+d4. The creature may make a free attack against a second foe to its side or rear at no penalty.

Bloodwolf But the slavering bloodwolves cannot be diverted from the trail—they lead the hunters to the same tree! Native to Tropica, bloodwolves are large, gray, feral wolves with a heightened sense of smell, especially for blood. Because of this, they are often employed by the Tropicans for hunting and tracking and when domesticated, make for loyal companions.

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Attributes: Agility d8, Smarts d6(A), Spirit d6, Strength d8, Vigor d8 Skills: Fighting d8, Notice d10, Stealth d8, Tracking d8 Pace: 10; Parry: 6; Toughness: 6 Special Abilities: • Bite/Claws: Str+d6. • Blood-Seeker: If a scent article is presented to a bloodwolf (bloodstained clothing, personal item, or even a footprint), it adds +2 to its Notice and Tracking rolls to detect that quarry for the next week. • Fleet-Footed: Bloodwolves roll a d10 when running instead of a d6. • Go for the Throat: With a raise on the attack roll, the wolf hits the target’s most weakly armored location.

Bore Worm (Swarm) “Bring me the bore worms.”—General Klytus

attack rolls, but their ability to sense heat means they can follow prey even in absolute darkness.) • Internal Feeding: A wound means some of the creatures have burrowed into the victim’s skin. This causes an automatic wound each day. Removing the bore worms requires at least an hour of exposure to a heal-o-ray or complex surgery (Healing roll at −4). • Euphoric Toxins: While feeding on their victims, bore worms expel a psychotropic toxin that creates a sense of euphoria. Penalties due to wounds or Fatigue are temporarily reduced by 2 until the worms are removed. • Swarm: Parry +2; automatically causes 2d4 damage in a Medium Burst Template; cutting and piercing weapons have no effect; may split into two smaller swarms (Small Burst Template). Bore worm swarms are foiled by jumping in water, however this has no effect on them once they have penetrated flesh.

Bore worms are tiny but potentially deadly creatures found in the deepest jungles of Arboria. They are nocturnal, and are attracted to body heat. When Flash Gordon, perched on a ledge outside they make contact with flesh, they burrow Zug’s cave, fires again and again at the through the skin after introducing a local charging head of Komok, eater of men! anesthetic so that the initial penetration feels like little more than the mild sting The primitive cliff men of Kira believe of an insect. that only one of these gargantuan Once through the epidermis, bore creatures prowls the caves and valleys worms begin to feed on the fatty tissues of their home and refer to them in the beneath the skin and emit waste that has singular as “Komok.” In truth, a few of a psychotropic effect on the victim giving these shockingly long-necked, flightless them a sense of euphoria. Exposure to a cave dragons have been observed from heal-o-ray (on a low frequency setting) the air, though they tend to be solitary neutralizes living bore worms. beasts, thus the rarity of their appearances. Fortunately for victims of these parasites, Attributes: Agility d8, Smarts d6(A), bore worms only lay eggs in dead flesh. Spirit d10, Strength d12+6, Vigor d12 Attributes: Agility d8, Smarts d4(A), Skills: Fighting d10, Intimidation d12, Spirit d6, Strength d4, Vigor d6 Notice d10 Skills: Notice d6 Pace: 6; Parry: 7; Toughness: 25 (4) Pace: 4; Parry: 4; Toughness: 5 Special Abilities: Special Abilities: • Armor +4: Scaly hide. • Infravision: Halve penalties for bad • Bite/Claws: Str+d8, Reach 3. • Gargantuan: Heavy Armor; attacks lighting against heat-generating targets. (Swarms don’t actually make count as Heavy Weapons; +4 to be hit

Cave Dragon (“Komok”)

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by human-sized creatures; add Size to damage rolls when stomping but subtract the Size of the foe. • Hardy: Cave dragons do not suffer a wound from being Shaken twice. • Size +13: Cave dragons are well over 100’ long from snout to tail. • Weakness (Bright Light): Cave dragons exposed to bright light (rays, explosions, deflected sunlight, etc.) must make a Vigor roll or be Shaken.

Skills: Athletics d6, Fighting d10, Intimi­ dation d10, Notice d6, Stealth d6, Tracking d8 Cha: −2; Pace: 6; Parry: 7 or 8 (spear); Toughness: 8 Hindrances: All Thumbs, Mean Edges: Brawny, Combat Reflexes, Sweep Gear: Large club (Str+d6) or spear (Str+d6, Parry +1, Reach 1).

Cavernosaur

Caveman

Finally, with a grisly roar of hunger, the cavernosaur rushes at the two weary humans: The cave man’s claws, iron hard from “Look out!” Desira screams— digging through ice and rocks, are crushing Aggressive creatures of Tropica, out Flash’s life— cavernosaurs are territorial cave dwellers Whether the red-haired cliff men of Kira that resemble large Earth leopard seals. or the brutal fur-men of the ice caverns of Attributes: Agility d6, Smarts d4(A), Valkr, primitive, club-wielding humanoids Spirit d6, Strength d12+7, Vigor d8 can be found in remote recesses all across Skills: Fighting d8, Notice d6, Stealth d8, Mongo. Most have sloping foreheads, Stealth d6, hunched backs, and wild eyes. Some Pace: 4; Parry: 6; Toughness: 13 are tribal and remain in the same place Special Abilities: (and this includes caves) for generations, • Aquatic: Pace 8. while others roam about the land in small • Bite/Claws: Str+d6. nomadic bands of 10–20 individuals. • Bull Rush: If a cavernosaur gets a raise Cavemen generally wear animal skins on its Fighting roll, add bonus damage or crudely woven cloth. They speak a as usual. The foe is also knocked back broken version of the common tongue and 2d6”—add an additional +d6 damage to can communicate with most intelligent the total if the victim hits a solid object. creatures, though their comprehension • Large: Attackers add +2 to their attack of the outside world is limited. rolls when attacking a cavernosaurs Attributes: Agility d6, Smarts d4, Spirit d6, due to their large size. • Size +7: Cavernosaurs can grow up to Strength d10, Vigor d8 25’ in length. Skills: Athletics d6, Fighting d8, Intimidation d8, Notice d6, Stealth d6, • Tail Slap: Str+d4. The creature may Tracking d6 make a free attack against a second foe to its side or rear at no penalty. Cha: −2; Pace: 6; Parry: 6 or 7 (spear); Toughness: 7 Hindrances: All Thumbs, Mean Edges: Brawny, Combat Reflexes Gear: Club (Str+d4) or spear (Str+d6, Parry On the palace balcony, before the madly+1, Reach 1). cheering citizens, Flash and Gundar restore Desira to her throne…

Citizen

FFCHIEFTAIN

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor d10

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From city-dwellers living and working in Mingo (merchants, engineers, technicians, etc.) to villagers toiling the

fields in rural corners of the globe, these are the average folks who make up the general population of Mongo. Note that the following stats are for average Mongonians. For citizens of other races, simply add the appropriate special abilities. Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6 Skills: Fighting d4, Notice d6, Profession (Various) d6, Shooting d4 Cha: 0; Pace: 6; Parry: 4; Toughness: 5 Hindrances & Edges: — Gear: While arms are regulated in many of the big cities, it is not uncommon to meet people in the wild wielding some sort of gun or at least a knife.

The most feared enemy of the death dwarfs of Kira, these large, flying reptiles are known to hunt in packs, snatching unsuspecting prey from the ground and occasionally attacking air vehicles. With Flash Gordon, captured by Emperor Ming, wingspans of up to 15’, dactyl bats can the Merciless, is placed in an underground easily grab and lift human-sized prey in dungeon, there to meet a horrible their claws and carry it back to their lairs. constrictosaurus— Attributes: Agility d8, Smarts d6 (A), Constrictosauruses are large (10’ Spirit d6, Strength d12+3, Vigor d10 long), four-legged lizards with snakeSkills: Fighting d10, Intimidation d10, like bodies that they use to crush prey. Notice d8, Stealth d8 Constrictosauruses are known to change Pace: 4; Parry: 7; Toughness: 14 (4) skin color from dull green to vibrant Special Abilities: red when angered or attacking thus the • Armor +4: Scaly hide. Arborian rhyme, “If green, serene. If red, • Bite/Claws: Str+d6. you’re dead.” • Death From Above: A flying dactyl When hunting, they attempt to grapple bat that hits with a raise causes bonus their foe first, then bite. damage as usual. It also grasps its prey Attributes: Agility d4, Smarts d4(A), in its claws and moves the remainder Spirit d6, Strength d10, Vigor d6 of its Flight Pace. The next round, the Skills: Fighting d6, Notice d10, Stealth d6 dactyl bat drops its prey from about Pace: 4; Parry: 5; Toughness: 6 30’ up (3d6+3 damage, see Falling in Special Abilities: Savage Worlds). Characters on Hold or • Bite: Str+d4. who have not yet taken their action • Grappler: +2 when attempting to grapmay attempt to hold on by making an ple or hold entangled foes. opposed Strength roll. If successful, the • Size +1: The beasts are 10’ long. prey continues to struggle. With a raise, the victim forces the dactyl bat close enough to a landing spot to jump free without taking damage. • Flight: Flying Pace 14”, Climb 1. As the rocket roars into the vast cave, it is • Size +3: 15’ wingspan. attacked by a swarm of ferocious dactyl bats.

Constrictosaurus

Dactyl Bat

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Death Bird Ala’s whistle brings a swarm of death birds, but Flash’s rapid fire downs them before they can emit their fatal poison. These large, agile birds of prey hail from the land of the Queen Ala, also known as Birdland. While they resemble normal raptors with lengthened beaks and shimmering green feathers, they possess a dangerous secret within their wings in the form of glands that generate a toxic and potentially lethal poison. While death birds always attack with their talons first, if threatened, they vigorously shake their wings in the faces of their opponents releasing clouds of poisonous vapors. Like many raptors, death birds mate for life and return to the same nesting area year after year. Attributes: Agility d10, Smarts d4(A), Spirit d6, Strength d6, Vigor d8 Skills: Fighting d6, Notice d12, Shooting d8, Stealth d8 Pace: 8; Parry: 5; Toughness: 5 Special Abilities: • Blind: With a raise on its Fighting roll, the foe is hit in the eye, inflicting a −2 penalty to tasks that require sight for the next ten minutes.

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• Fatal Wings: The wings of death birds contain glands that emit a lethal poison they fire into the faces of their opponents. This is a Shooting attack against a single target per bird. Anyone hit must make a Vigor roll or become Incapacitated. Death follows in 2d6 rounds unless an ally makes a successful Healing roll at −2. Victims wearing gas masks or completely sealed suits are immune. Each bird may only spray poison once as it takes an entire solar day for the glands to fully recharge. • Flight: Flying Pace 10”, Climb 2. • Size −1: Death birds stand about 3’ tall. • Talons: Str+d6.

Devourosaurus With one swipe of its mighty claw, the devourosaurus disarms Flash and forces him to flee to the rocket ship… Devourosauruses prowl the depths of the Sea of Mystery not far from the underwater city of Coralia. Often found among reefs, sunken ruins, or wrecks, these creatures are territorial, but will normally not attack human-sized opponents or larger unless provoked.

Attributes: Agility d8, Smarts d4(A), Volcano World, the dragon men have thick, heat-resistant hides that keep Spirit d6, Strength d12+7, Vigor d10 Skills: Fighting d8, Notice d6, Stealth d8 them safe and cool while wandering the Pace: —; Parry: 6; Toughness: 14 blasted plains. Special Abilities: Ming has enslaved a number of these • Aquatic: Pace 8. creatures for use in the tournament of • Bite/Claws: Str+d8. death where they perform a wide variety • Large: Attackers add +2 to their attack of tasks beyond just fighting in the pits. rolls when combating a devourosaurus Attributes: Agility d8, Smarts d6, Spirit d8, due to their size. Strength d10, Vigor d8 • Size +7: Devourosauruses can grow up Skills: Athletics d8, Fighting d10, to 25’ in length. Notice d8, Stealth d6 Cha: 0; Pace: 7; Parry: 7; Toughness: 8 (2) Hindrances: — Edges: Combat Reflexes, Frenzy Suddenly, he finds himself being attacked Gear: Scimitar (Str+d8). by great, dragon-bats, their sword-like beaks Special Abilities: thirsting for his blood! • Armor +2: Scaly hide. Roughly twice the size of a large raptor, • Bite/Claws: Str+d4. • Environmental Resistance (Heat): +4 dragon-bats are gray leather-winged fliers that look a bit like a pterodactyl with long, to Vigor rolls to resist heat, subtract sword-like beaks they use to stab their four from heat-based damage. prey and drain them of blood.

Dragon-Bat

Attributes: Agility d10, Smarts d4(A), Spirit d6, Strength d6, Vigor d6 Skills: Fighting d6, Notice d10, Stealth d10 Pace: 3; Parry: 5; Toughness: 4 Special Abilities: • Blood Madness: Once a dragon-bat tastes blood (causes a Shaken result or higher), it goes mad and gains the Improved Frenzy and Berserk Edges for the rest of the combat. • Flight: Flying Pace 8”, Climb 2. • Size −1: The bodies of dragon-bats are about the size of medium dogs with 6’–8’ wide wingspans. • Sword Beak: Str+d4.

Drok

As the giant red droks rush toward their terrified victim, Flash hears the mocking laughter of the emperor!

Droks (also known as iguanathons) are ochre-colored, fin-backed dinosaurs resembling medium-sized Earth stegosauri, but ill-tempered and carnivorous. The humped backs of these plated lizards feature a double row of leaf-shaped plates that run from the back of the skull down the tail and help with defense and body temperature regulation. At the very tip of their tails is a collection of bony spikes that droks can use to strike at targets to the rear. Droks are native to the fiery wastes of Princess Aura, beautiful daughter of Ming, Volcano World, though Ming has dumped the Merciless, enters the arena on a golden several into the Tunnel of Terror to act throne carried by six blue dragon men. as guard dogs.

Dragon Man

The blue-skinned, horned dragon men of Mongo are a hybrid, humanoid species sporting lizard-like features including powerful reptilian legs. Hailing from

Attributes: Agility d8, Smarts d4(A), Spirit d6, Strength d12+6, Vigor d12 Skills: Fighting d8, Intimidation d8, Notice d8

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Pace: 8; Parry: 6; Toughness: 16 (2) Special Abilities: • Armor +2: Droks have tough hide. • Bite/Claws: Str+d8. • Large: Attackers add +2 to their attack rolls when attacking a drok due to its large size. • Size +6: Droks are over 20’ long from nose to tail. • Tail Slap: Str+d6. The creature may make a free attack against a second foe to its side or rear at no penalty.

Dwarf Waiting until Flash, Dale and Prince Barin are almost upon them, the three howling dwarfs leap to the attack! A number of dwarfen races exist across Mongo of varying stature, skin color, and temperament. Despite the term “dwarf,” these diminutive Mongonians are more akin to what might be described as “halffolk” in some settings. Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6 Skills: Athletics d6, Fighting d6, Intimidation d6, Notice d8, Shooting d6, Stealth d8 Cha: 0; Pace: 6; Parry: 5; Toughness: 4 Hindrances: Small Edges: Various Gear: Short sword (Str+d6). Special Abilities: • Low Light Vision: Dwarf eyes are accustomed to the dark of their subterranean cities. They can see in all but pitch black conditions and ignore attack penalties for Dim and Dark lighting.

FFFire-Dragon As the four fugitives try to circle the Niagara of flaming lava, a hideous fire-dragon bellows its challenge— Fire-dragons are enormous, six-legged fire-breathers of the Tropican Fiery Desert. Also known as desert dragons, these

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formidable creatures are able to survive and even thrive in super-heated rivers of magma which makes them difficult to defeat as their thick, rock-like hides are resistant to the burning effects of most ray guns. In fact, the only areas truly vulnerable to attack are their eyes that can be securely hidden behind hard, dense lids. Fire-dragons that wander too far from their molten lairs can actually find their super-heated hides cooling and even solidifying. There are rumors of firedragon “statues” found near the borders of the Fiery Desert. Attributes: Agility d8, Smarts d6(A), Spirit d10, Strength d12+9, Vigor d12 Skills: Fighting d10, Intimidation d10, Notice d8, Shooting d10 Pace: 4; Parry: 7; Toughness: 25 (8) Special Abilities: • Armor +8: Fire-dragons have incredibly thick, rock-like hides. • Bite/Claws: Str+d8. • Fear (−2): Anyone who sees a firedragon must make a Fear check at −2. • Fiery Breath: Fire-dragons breathe a cone of fire (see Cone Attacks, page 141) that cause 2d10 damage. • Huge: Attackers add +4 to their attack rolls when attacking fire-dragons due to their size. • Immunity (Heat): They are immune to all fire and heat based attacks and effects. • Lava Swimmer: Pace 8 in lava pools and rivers. • Environmental Resistance (Heat): +4 to Vigor rolls to resist heat, subtract four from heat-based damage. • Size +9: Fire-dragons measure 40’ from nose to tail. • Tail Lash: Str+d4. The creature may make a free attack against up to two foes to its side or rear at no penalty.

FFFume Dragon (“Sulpha”) Failing in their excitement, to notice the warning on the door, they slide toward the pit where dwells Sulpha, sacred dragon of the hawkmen whose very breath is deadly poison! Fume dragons are rare creatures that wander the desolate plains of Flame World in search of prey. According to ancient writ, one of these creatures, who called himself Sulpha, was able to speak and dictated prophecy to a hawkman hermit who had voluntarily clipped his own wings and escaped to live out the rest of his days high in the Magnetic Mountains. Ever since then, hawkmen communities have kept a fume dragon in captivity, naming it Sulpha in honor of that legendary beast.

enough to stop an automobile in its tracks, these ferocious arachnids live in nests of 1d6+2 spiders, often found just inside the sunless mouths of natural caves. Victims of a gas-spider’s web are rendered unconscious with sleeping gas expressed from the spider’s mouth.

Attributes: Agility d10, Smarts d4(A), Spirit d6, Strength d6, Vigor d6 Skills: Fighting d8, Intimidation d10, Notice d8, Shooting d10, Stealth d8 Pace: 8; Parry: 6; Toughness: 5 Special Abilities: • Bite: Str+d4. • Knockout Gas: A gas-spider can spray knockout gas in front of it as an action. Use the Cone Template, Targets hit by it are engulfed in a cloud of foul-smelling gas. Unless wearing a gas mask or sealed suit, they must make a Vigor roll Attributes: Agility d8, Smarts d6(A), at −2 or be Incapacitated for 1d4 hours. • Wall Walker: Gas-spiders can walk on Spirit d10, Strength d12+4, Vigor d12 vertical surfaces at their Pace. Skills: Fighting d10, Intimidation d12, • Webbing: Gas-spiders cast webs from Notice d8, Shooting d8 Pace: 6; Parry: 7; Toughness: 14 (4) their thorax the size of Small Burst Special Abilities: Templates. This is a Shooting roll with • Armor +4: Scaly hide. a range of 3/6/12. Success Entangles a • Bite/Claws: Str+d8. target, and a raise Binds them (page • Fear: Anyone who sees Sulpha must 70). The webs are Toughness 7. make a Fear check. • Poison Fumes: Sulpha breathes poisonous gas from its nostrils (see Cone Attacks, page 141). Every target hit by There are two distinct giant races found the cone must then make a Vigor roll at in the northern and southern polar regions −2 (−4 with a raise) or is paralyzed for of Mongo. In Frigia, to the north, they are 2d6 minutes. unsophisticated, cave-dwelling brutes, while • Hardy: The creature does not suffer a those of Naquk to the south are an advanced race on par with many of the other intelligent wound from being Shaken twice. humanoid races of Mongo. • Size +2: Sulpha stands 10’ tall.

Giant

Gas-Spider

FRIGIAN GIANT

Glitra cries, “A gas-spider! And I left my gun home! Run!”

Having seized Dale and Ronal as slaves, the hairy giants march them toward their home in the icy wastes of the Mongo Northland.

Gas-spiders, found throughout the more arid regions of Lostland, are roughly the size of large dogs with similarly structured mandibles. Capable of spinning sticky, thick webs strong

The barbaric giants of the Frigian icy wastes tend to remain in their frozen lands and subterranean cave lairs, rarely venturing beyond their ice-encrusted borders. They are extremely aggressive to

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visitors and have been known to capture, Attributes: Agility d6, Smarts d6, Spirit d6, enslave, and occasionally consume those Strength d12, Vigor d10 who may have strayed into their territory. Skills: Athletics d6, Fighting d8, IntimidaUnlike their southern cousins, Frigian tion d6, Notice d6, Shooting d8 giants live wherever they can find shelter, Cha: −2; Pace: 8; Parry: 6; Toughness: 12 (2) rarely building anything beyond crude Hindrances: Outsider (Major) Edges: — lean-tos and primitive weapons. Gear: Chain shirt (+2), huge long sword Attributes: Agility d6, Smarts d4, Spirit d6, (Str+d10), ray gun pistol (Range 12/24/48, Strength d12+2, Vigor d10 Damage 2d6+2, RoF 1). Skills: Athletics d6, Fighting d8, IntimiSpecial Abilities: dation d8, Notice d6 • Big: Naquk giants are −2 to use equipCha: −2; Pace: 8; Parry: 6; Toughness: 11 (1) ment and weapons designed for smaller Hindrances: All Thumbs, Clueless, Outbeings (if a Trait roll is required). sider (Major) Equipment and resources for their size Edges: Combat Reflexes, Frenzy (including food) cost double the listed Gear: Thick furs (+1), large club (Str+d10). price. Lastly, Naquk giants cannot wear Special Abilities: gear sized for smaller races including • Big: Frigian giants are −2 to use armor. equipment and weapons designed • Environmental Weakness (Heat): −4 for smaller beings (if a Trait roll is to Vigor rolls to resist heat, add +4 to required). Equipment and resources for heat-based damage. their size (including food) cost double • Environmental Resistance (Cold): +4 the listed price. Lastly, Frigian giants to Vigor rolls to resist cold, subtract cannot wear gear sized for smaller four from cold-based damage. races including armor. • Size +3: Giants average between 12’–15’ • Environmental Weakness (Heat): −4 tall. to Vigor rolls to resist heat, add +4 to heat-based damage. • Environmental Resistance (Cold): +4 to Vigor rolls to resist cold, subtract Horror shocks the explorers, as the glacier four from cold-based damage. monster blasts two of them into nothingness • Size +3: Giants average between 12’–15’ with a touch. tall. Glacier monsters are extraordinarily rare, gargantuan, land-dwelling krakens that call the frozen wastes of Frigia home. The army of the giant, Naquk, the Ice King, Tenacious and armed with powerful sets out on hundreds of huge tractor sleds to bioelectrical organs capable of shocking go to the aid of their supreme emperor, Ming and even disintegrating targets, these the Merciless— electrophorus beasts are truly the terror Unlike the Frigian giants, the giants that of the icy kingdom. hail from Naquk are sophisticated enough At the tips of each of the creature’s eight for day-to-day integration among the other tentacles are found tongue-like electrical advanced races of Mongo. While most organs along with highly sensitive eyes. giants are raised as warriors and trained Glacier monsters can insert these tentacles in the fighting arts, technology, medicine, into hard to reach spaces and seek out prey. and other sciences are not unknown to Attributes: Agility d6, Smarts d10(A), those who dwell in the South Polar Cap. Spirit d8, Strength d12+12, Vigor d12

FFGlacier Monster

NAQUK GIANT

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Skills: Fighting d12, Intimidation d10, Notice d8 Pace: 12; Parry: 8; Toughness: 20 Special Abilities: • Bite: Str+d12. • Electric Attack: When dealt a face card in combat, a glacier monster foregos its usual tentacle melee attacks to fire a single electric blast the size of a Medium Burst Template at any point within 24”. No Shooting roll is required, but since the attack requires a visible buildup, victims may make an Agility roll at −2 to leap out of the way. Those who fail take 3d6 damage. • Fear (−4): Anyone who sees a glacier monster must make a Fear check at −4. • Gargantuan: Heavy Armor; attacks count as Heavy Weapons; +4 to be hit by human-sized creatures; add Size to anyone they can crack or rend with their damage rolls when stomping but submighty claws. tract the Size of the foe. • Hardy: The creature does not suffer a Attributes: Agility d6, Smarts d6(A), wound from being Shaken twice. Spirit d8, Strength d12+7, Vigor d12 • Low Light Vision: Glacier monsters Skills: Fighting d10, Intimidation d10, ignore penalties for Dim and Dark Notice d8, Stealth d6 Pace: 6; Parry: 7; Toughness: 19 (4) lighting. • Immunity (Energy): The creature is Special Abilities: • Armor +4: Heavy Armor. Gockos have completely immune to all atom, electhick, interlocking, natural armor. tric, and “ray”-based energy weapons. • Bite/Claws: Str+d8, AP 2. • Size +12: Glacier monsters are abso• Large: Attackers add +2 to their attack lutely massive beasts averaging 80’ rolls when attacking a gocko due to its across with tentacles over 30’ long. large size. • Tentacles: Reach 4. A glacier monster • Size +7: Gockos are over 25’ long from may make up to four attacks each snout to tail. round, adds +2 to grappling rolls, and causes its Strength in damage.

FFGocko “A gocko! We are lost! We broke through the tunnel of one of the fearful underground dragons.” – Prince Barin Gockos are enormous, six-legged underground dragons with saw-toothed beaks and two powerful arms that end in massive, crushing claws. They are voracious hunters who attack anything or

Gryph

The gryphs of Tropica are noted for two qualities—their viciousness and their speed. While horn-horses are used as steeds in many of the kingdoms of Mongo, Tropicans prefer the sure-footed gryphs with their odd feline facial features and large golden beaks. Lithe and eventempered, the majestic gryphs offer a smooth ride and a pleasant, loyal demeanor. They are known to purr

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like big cats when groomed and can emit a piercing and intimidating shriek when threatened. Attributes: Agility d10, Smarts d4(A), Spirit d6, Strength d10, Vigor d8 Skills: Fighting d6, Intimidation d6, Notice d8 Pace: 10; Parry: 5; Toughness: 8 Special Abilities: • Bite/Kick: Str+d6. • Fleet-Footed: Gryphs roll a d8 when running instead of a d6. • Size +2: Gryphs weigh between 800 and 1000 pounds. • Won’t Swim: Gryphs hate water and won’t enter water. If forced to somehow, they suffer a −4 penalty.

Hawkman Pennants flying, lances held in readiness, a squadron of savage hawkmen hurtles from the skies! At first glance, hawkmen bear a striking resemblance to most human species, however this is soon betrayed by the appearance of their expansive, bird-like wings. These wings are attached at the shoulder blades and reach a span of eight to ten feet when fully extended. As flight comes naturally to hawkmen, they do not require any special skills to do it.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6 Skills: Athletics d6, Fighting d8, Notice d6, Shooting d6, Stealth d8 Cha: 0; Pace: 6; Parry: 6; Toughness: 5 “Watch out! Harpy bats!”—Captain Truno Hindrances: — Edges: — Flying, green, bat winged reptiles Gear: Light pistol (Range 12/24/48, of Arboria, harpy bats are man-sized Damage 2d6). creatures that resemble Earth pterodactyls, Special Abilities: albeit with odd fluke tails similar to those • Flight: Flying Pace 6”, Climb 0. found on whales.

Harpy Bat

Attributes: Agility d6, Smarts d4(A), Spirit d6, Strength d8, Vigor d8 Skills: Fighting d8, Notice d8, Stealth d6 Pace: 2; Parry: 6; Toughness: 6 Special Abilities: • Bite/Claws: Str+d6. • Flight: Flying Pace 12”, Climb 2.

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Horn-Horse

The hawkman comes thundering at the weaponless Flash Gordon, who drops over on the right side of his horn-horse to make a smaller target.

Common riding animals found in most While they resemble snakes, they actually of the temperate kingdoms of Mongo, have six small forelimbs that they use to horn-horses resemble typical Earth horses help maneuver themselves upwards onto (and come in a variety of breeds, sizes, the cave ceilings where they wait for and colors), but stand apart from them unsuspecting prey at which point they thanks to a single curved horn growing slither downwards, quickly spiraling from their foreheads that they can use as around stalactites from which they hang a weapon when charging. and striking by biting and goring with their single horn. Attributes: Agility d8, Smarts d4(A), Spirit d6, Strength d12+1, Vigor d8 Attributes: Agility d8, Smarts d4(A), Skills: Fighting d4, Notice d6 Spirit d8, Strength d12+5, Vigor d8 Pace: 10; Parry: 4; Toughness: 8 Skills: Fighting d8, Notice d10, Stealth d8, Special Abilities: Tracking d6 • Fleet-Footed: Horn-horses roll a d8 Pace: 8; Parry: 6; Toughness: 11 Special Abilities: when running instead of a d6. • Bite/Horn: Str+d6. • Horn/Kick: Str. • Gore: If the creature moves at least 6” • Gore: If the creature moves at least 6” before attacking, it adds +4 to damage before attacking, it adds +4 to damage inflicted with its horn. inflicted with its horn. • Large: Attackers add +2 to their attack • Size +2: Horn-horses weight between 800 and 1000 pounds. rolls when attacking horn snakes due to their size. • Size +5: Horn snakes average between 25’ and 30’ in length. • Strike: If a horned snake gets a raise As they walk through a dark tunnel, a deadly horn snake loosens its hold on a stalactite and with a bite attack, it rolls bonus damage weaves toward them… and entangles its victim (see Grappling on page 70). Horn snakes are large (25’–30’ long), green serpents found in the caves of Kira.

FFHorn Snake

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Horned Apes

• Racial Enemy: −4 Charisma when dealing with Arborians.

Grombo is unaware that his movements are being watched by the terror of the forests—the horned ape-men of Mongo!

Horse-Bird

The primitive horned ape-men, also known as orangapoids, are orangefurred tree-dwellers of Arboria with long tails and twin horns protruding from their heads. Tribal in nature, ape-men are usually ruled by the smartest or the strongest member of their tribe that they refer to as the “prime ape.” Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d8 Skills: Athletics d8, Fighting d8, Intimidation d8, Notice d6 Cha: 0; Pace: 6; Parry: 7 or 8 (spear); Toughness: 6 Gear: Large club (Str+d6) or spear (Str+d6, Parry +1, Reach 1, 2 hands). Hindrances: All Thumbs, Loyal (to prime) Edges: Acrobat, Combat Reflexes Special Abilities: • Claws/Horn: Str+d6. • Gore: If the creature moves at least 6” before attacking it adds +4 to damage inflicted with its horn. • Racial Enemy: −4 Charisma when dealing with Arborians.

Avion lands a blow on the wing of Flash’s mount. The crippled horse-bird fights to keep on flying. These enormous gray raptors of Birdland are used by the kingdom’s elite flying raiders under the command of Captain Avion. In the wild, horse-birds prefer nesting in tall, rocky crags. Attributes: Agility d8, Smarts d6(A), Spirit d6, Strength d10, Vigor d8 Skills: Fighting d8, Notice d6 Pace: 4; Parry: 6; Toughness: 8 Special Abilities: • Bite/Claws: Str+d6. • Flight: Flying Pace 8”, Climb 2. • Size +2: Horse-birds are the size of large horses with massive wings.

Ice Bear Hours later, while Flash is busily trailing an ice bear—another hungry creature stalks Flash as food!

Ice bears are the Frigian equivalent to Earth polar bears, but not nearly as large. Like standard polar bears, they have wide feet for traversing snow and ice and they can dive into the polar waters Attributes: Agility d8, Smarts d6, Spirit d6, for food. They are hunted throughout the Strength d10, Vigor d8 frozen kingdom for their meat and their Skills: Athletics d8, Fighting d10, Intimithick pelts. dation d10, Notice d8 Cha: 0; Pace: 6; Parry: 8 or 9 (spear); Attributes: Agility d6, Smarts d6(A), Toughness: 6 Spirit d8, Strength d12+2, Vigor d12 Gear: Large club (Str+d6) or spear (Str+d6, Skills: Fighting d8, Intimidation d8, Parry +1, Reach 1, 2 hands). Notice d6, Stealth d8, Tracking d8 Hindrances: All Thumbs Pace: 6; Parry: 6; Toughness: 12 (1) Edges: Acrobat, Combat Reflexes, Special Abilities: • Armor +1: Dense fur and thick fat Command Special Abilities: layers. • Claws/Horn: Str+d6. • Bite/Claws: Str+d6. • Gore: If the creature moves at least 6” • Environmental Resistance (Cold): +4 before attacking, it adds +4 to damage to Vigor rolls to resist cold, subtract inflicted with its horn. four from cold-based damage.

FFPRIME

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• Size +3: Ice bears stand up to 9’ tall and weight over 1000 pounds each.

FF

Ice Worm, Giant

The smell of blood brings a giant ice-worm out of a crack in the glacier! Terrifying Frigian glacier dwellers, giant ice worms are long (75’ to 100’ in length), thin, furred serpents with surprisingly nimble tentacle-like appendages they use to grasp and lift prey to their beaks. Often lying in a torpid state to conserve energy and heat, ice worms have an especially keen sense of smell, especially when the odor of freshly spilled blood is on the wind, and will snap awake and slither out to pursue their next meal. Ice worms carve tunnels through the ice and deep snow, leaving dangerous hollows that can become death traps for those on the surface. When they do burrow, the rhythmic vibrations can be sensed by those above, and skilled ice worm hunters are able to track the creatures through these vibrations.

Korvia

Attributes: Agility d6, Smarts d4(A), A half-mile down the river, they are startled Spirit d8, Strength d12+8, Vigor d12 as a great fish breaks water—”A korvia,” Skills: Fighting d8, Intimidation d6, says Fria, excitedly, “It’s good to eat, but it’s dangerous!” Notice d10, Stealth d8 Pace: 6; Parry: 6; Toughness: 18 (2) Korvias are large, predatory swordfish Special Abilities: native to the icy waters and caves of Frigia, • Armor +2: Layers of thick, draping hair. sought after by the fishermen of the frozen • Bite: Str+d8. kingdom for their meat and oil. Contrary • Burrow (20”): Ice worms can disappear to popular belief, korvias do not stab with into snow and ice and reappear on the their sword-like bills; however, they will following action anywhere within 20”. slash at attackers, often before quickly • Grappler: +2 when attempting to grapturning and escaping at great velocity. ple or hold entangled foes. • Huge: Attackers add +4 to their attack Attributes: Agility d8, Smarts d4(A), rolls when attacking water worms due Spirit d8, Strength d12+2, Vigor d12+3 to their size. Skills: Fighting d8, Notice d6 • Immunity: Cold and cold-based Pace: —; Parry: 7; Toughness: 12 Edges: Improved Frenzy attacks. • Size +8: Giant ice worms measure 75’– Special Abilities: • Aquatic: Pace 10. 100’ long and 5’ or more in diameter. • Sword Bill: Str+d4, Parry +1. • Size +3: Korvias average over 10’ in length and weight up to 1500 pounds.

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Lion Man

Lizard Man

The ship crashes!—The cabin is torn open and Flash is flung clear!—A weird, giant figure emerges from the nearby wreckage of a space-gyro—a lion man of Mongo!

Like a thunderbolt, the lizard men strike! They drop from the top and sides of the tunnel—Flash is knocked out—Dale’s signal gun shrieks its siren as she fires bolt after bolt at the charging man-beasts!

Lion folk look a bit like bipedal versions of their Earthly namesakes, even down The fanged, savage, and carnivorous to their thick, tufted tails. Similarly, the lizard men dwell in the subterranean cave males of the species display luxurious world of Kira where they are ruled by a manes. They have sharp teeth and claws monarch known as the Grand Dragon. (both of which can be used to great effect Fairly primitive, the saurian lizard men in combat), though they are capable of shun most technology and prefer to wield wielding a variety of weapons in their crudely forged spears, knives, and twodexterous paws. pronged fighting forks. While lion men are a savage, predatory, Lizard men have thick, warty green and occasionally cruel race, they are also carapaces and a row of spines running proud and fiercely loyal creatures. The from the tops of their horned heads, down nomadic lion men hail from a grassy their backs to the tips of their long tails. region northwest of Mingo where they Attributes: Agility d6, Smarts d6, Spirit d8, are led by King Jugrid, considered one Strength d6, Vigor d6 of the three mightiest rulers of Mongo Skills: Athletics d8, Fighting d8, Intimida(alongside Vultan and Ming). tion d6, Notice d8, Stealth d6 Attributes: Agility d8, Smarts d6, Spirit d6, Cha: −2; Pace: 6; Parry: 6 or 7 (Fork); Strength d8, Vigor d6 Toughness: 7 (2) Skills: Athletics d6, Fighting d6, Intim- Hindrances: Outsider (Minor) idation d6, Notice d6, Shooting d6, Edges: Alertness Gear: Fork (Str+d6, Parry +1, Reach 1). Stealth d6, Survival d6, Tracking d6 Cha: 0; Pace: 6; Parry: 5; Toughness: 7 (1) Special Abilities: • Armor +2: Thick warty skin. Hindrances: — • Bite/Claws: Str+d4. Edges: — • Environmental Resistance (Heat): +4 Gear: Atom pistol (Range 5/10/20, Damage 2d10, Cooldown), claws (Str+d6), leather to Vigor rolls to resist heat, subtract armor (+1). four from heat-based damage. Special Abilities: • Environmental Weakness (Cold): −4 • Claws: Str+d6. to Vigor rolls to resist cold, add +4 to • Low Light Vision: The eyes of lion men cold-based damage. • Wall Walkers: Lizard men can move amplify light. They can see in all but pitch black conditions and ignore attack up any rough vertical surface at their penalties for Dim and Dark lighting. normal Pace. When hunting they often • Racial Enemy: Lion men and shark cling to stalactites and drop down on men are hereditary enemies which their prey from above. • Tail: Lizard men can make an additional means they suffer a −4 Charisma when dealing with each other. Fighting attack with their tail but suffer • Size +1: Lion men are slightly larger the normal multiple action penalty. than average-sized Mongonians.

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FF

Magnoped

Merman

A heavy crashing noise reaches their ears… The merman was pale green in color, his Suddenly, a giant magnoped lumbers into muscular body covered with fine glistening view! scales. His head was more reptilian than human with a row of fluttering gills beneath Native to the jungles of Arboria, these each ear hole. massive, two-trunked, herbivorous elephants are powerful and intimidating Forget all you know of mermaids foes. Based on historical records, Arborian (little or otherwise) from the tales of war parties once tamed these beasts to use Hans Christian Andersen. The mermen in war, but that practice has long since of Mongo are an aggressive, monstrous, ceased and magnopeds are now found amphibious race with reptilian features, only in the wild. blood red eyes, and rows of jagged teeth. Magnopeds are known to travel in herds, Mermen prowl the swamps and seas of subdivided in family groups. While most Mongo preying on unsuspecting sailors magnopeds are gentle creatures, usually and attacking without prejudice until retreating from danger, bulls, especially crews are dead and boats and ships lie those protecting the herd, may become wrecked beneath the waves. extremely aggressive when threatened, They are intelligent creatures that loudly bellowing (in a kind of stereo) fashion clothing, weapons, and armor through their twin trunks. from coral and seashells, though they are often armed with weapons plundered Attributes: Agility d6, Smarts d4(A), from shipwrecks. Spirit d6, Strength d12+6, Vigor d12 Skills: Fighting d8, Intimidation d8, Notice d4 Cha: 0; Pace: 6; Parry: 6; Toughness: 17 (2) Special Abilities: • Armor +2: Thick hide. • Hardy: Magnopeds do not suffer a wound from being Shaken twice. • Large: Attackers have +2 to attack rolls against magnopeds due to their size. • Size +7: Magnopeds weigh over 8 tons. • Tentacles: Reach 3. Magnopeds may make up to two attacks each round, add +2 to grappling rolls, and cause Strength in damage. • Trample: A magnoped may trample by moving in a straight line of at least 6”. Anything in its path must make an opposed Agility roll or suffer its Strength+d4 in damage.

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Attributes: Agility d8, Smarts d6, Spirit d8, Strength d10, Vigor d8 Skills: Athletics d8, Fighting d8, Notice d6, Stealth d8 Pace: 4; Parry: 6 or 7 (Trident); Tough­ ness:8 (2) Hindrances & Edges: — Gear: Knife (Str+d4), trident (Str+d6, Parry +1, Reach 1). Special Abilities: • Aquatic: Pace 8. • Armor +2: Mermen have thick, scaly skin that deflects blows. • Bite: Str+d6. • Fear: A merman’s frightening appearance inspires a Fear check.

have been known to pay handsomely for recovered shells.

Attributes: Agility d6, Smarts d4(A), Spirit d12, Strength d12+11, Vigor d12+2 Skills: Fighting d12, Notice d8, Stealth d8 Pace: —; Parry: 8; Toughness: 24 (4) Special Abilities: • Aquatic: Pace 10. • Armor +4: Thick, tough shell. • Gargantuan: Heavy Armor; attacks count as Heavy Weapons; +4 to be hit by human-sized creatures; add Size to damage rolls when stomping but subtract the Size of the foe. • Size +11: These colossal creatures average 60’ in diameter with a mass of tentacles that extend 20’ forward. • Tentacles: Reach 6. Nautiloids may make up to four attacks each round, These colossal marine mollusks are add +2 to grappling rolls, and cause sometimes referred to as the “terror of the tides” Strength in damage. The tentacles do by sailors. While most nautiloids spend their not gain the creature’s Armor and so lives scavenging for food in the sunless depths are Toughness 19 and are not Heavy of the oceans, their long and sturdy collection Armor. of twenty tentacles can be used to grasp and constrict things as large as octosharks, finback whales, and even passing ships!

FFNautiloid

Octoclaw

The enormous and beautiful shells of the nautiloids are frequently used as architectural and design elements throughout Coralia and the king and queen

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Weaponless, Flash battles the man-eating octoclaw… He slowly weakens under the crushing tentacles and slashing claws…

Denizens of the Sea of Mystery, these large-beaked, eight-legged octopoids go to extraordinary lengths to acquire food including breaking the surface of the water and moving on land to drag unsuspecting victims into the sea. Unlike octopuses of Earth, octoclaws have savage hooks at the tip of each tentacle that they use to rend the flesh of their victims as well as enormous, crushing beaks and toothed tongues.

Octosak Barin is caught in the tentacles of a dread octosak! Found among reefs in the great Mongo Ocean, octosaks are vicious, tentacled, and sightless sea creatures resembling squids, but possessing of an internal skeleton. The name “octosak” is actually a misnomer as these creatures have twelve independent tentacles, thus “dodecasak” would be more accurate. Ming, fascinated by the creatures and impressed by their savagery often uses them in his torture tanks located under the floor of his palace’s central hall. If combat is going against an octosak, it turns and flees, jetting away and trailing a cloud of ink.

Attributes: Agility d8, Smarts d4(A), Spirit d6, Strength d12, Vigor d8 Skills: Fighting d8, Notice d8, Stealth d6 Pace: 2; Parry: 6; Toughness: 7 Special Abilities: • Aquatic: Pace 8. • Bite/Claws: Str+d6. • Ink Cloud: Octoclaws can spurt a cloud of black ink once per day. The cloud fills a sphere equal to a Large Burst Template. Attacks within the Attributes: Agility d6, Smarts d4(A), cloud suffer a −6 penalty. Spirit d6, Strength d10, Vigor d8 • Size +1: The body of an octoclaw is Skills: Fighting d6, Intimidation d6, roughly twice the size of an adult human, Notice d8, Stealth d6 while each tentacle is over 12’ long. Pace: —; Parry: 5; Toughness: 6 • Tentacles: Reach 2. Octoclaws may Special Abilities: • Aquatic: Pace 6. make up to four attacks each round, add +2 to grappling rolls, and cause Strength +d4 in damage.

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• Bite: Str+d6. • Ink Cloud: Octoclaws can spurt a cloud of black ink once per day. The cloud fills a sphere equal to a Medium Burst Template. Attacks within the cloud suffer a −6 penalty. • Tentacles: Reach 1. Octosaks may make up to four attacks each round, add +2 to grappling rolls, and cause their Strength in damage.

Octoshark But the octoshark will not be cheated of its dinner. Viciously it tugs Flash from the rocks at the pool’s edge.

Rat, Giant Flash outraces Ardo, as they press hot on the trail of a giant rat in its jungle warren… Relatively common in the deeper, darker jungles of Tropica, giant rats are simply dog-sized versions of their Earthly namesakes with the same temperament and similar omnivorous feeding habits. They can be gray, black, brown, or even white in color. Giant rats only attack when threatened and tend to avoid contact with creatures larger than themselves. In certain parts of Tropica, the meat of the giant rat is considered a delicacy. Like a lot of vermin, the rodents have found their way across the water and are frequently encountered in the elaborate sewer networks below Mingo City. They are often encountered in small groups of no more than a dozen, but they are occasionally known to swarm in packs of up to 100, usually in response to sudden environmental changes.

Half octopus! Half shark! All dangerous! These bizarre hybridized sea monsters appear to be the product of a deranged mind rather than natural selection, and yet occasionally they are found in the wild attacking boats or accidentally caught in deep sea fishing nets. Although they are not especially bright, they are certainly cunning. They have extremely acute senses and can smell blood from up to a Attributes: Agility d8, Smarts d6(A), quarter mile away. Spirit d8, Strength d6, Vigor d8 Queen Valkir is known to keep a few Skills: Fighting d6, Notice d8 octosharks in captivity within her palace. Pace: 4; Parry: 5; Toughness: 5 Special Abilities: Attributes: Agility d8, Smarts d4(A), • Bite/Claws: Str+d6. Spirit d8, Strength d12+2, Vigor d10 • Low Light Vision: Giant rats ignore Skills: Athletics d6, Fighting d10, penalties for Dim and Dark lighting. Notice d10, Stealth d8 • Size −1: Giant rats are roughly the size Pace: —; Parry: 7; Toughness: 8 of dogs. Special Abilities: • Aquatic: Pace 10. • Bite: Str+d8. • Feeding Frenzy: Once there is blood Flash Gordon sets his jaw and slowly walks in the water (a shark or their prey is into the arena to meet in mortal combat the Shaken or Wounded), all octosharks four red monkey men of Mongo! gain the Improved Frenzy and Berserk Edges for the rest of the battle. While often referred to as “monkey • Hardy: Octosharks do not suffer a men,” these creatures from the jungles of Valkr are actually large, red-skinned, wound from being Shaken twice. • Size +1: The body of an octoshark is tailless apes. If the monkey men have roughly twice the size of an adult human, a language, it is unknown as they only while each tentacle is over 12’ long. communicate with one another through • Tentacles: Reach 2. Octosharks may seemingly random grunts and shrieks. make up to four attacks each round. They obey Emperor Ming and serve him

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in a special branch of his army known as the Savage Legion. Attributes: Agility d8, Smarts d6, Spirit d8, Strength d10, Vigor d8 Skills: Athletics d8, Fighting d10, Notice d6 Pace: 6; Parry: 7 or 8 (spear); Toughness: 7 Edges: Berserk Gear: Spear (Str+d6, Parry +1, Reach 1). Special Abilities: • Size +1: Red monkey men are slightly larger than humans.

Robot While there are a wide variety of highly sophisticated machines that qualify as “robots” or “automatons,” certain mechanical men exhibit sentience and can act independently. Internally they possess no organic components instead using gears, servos, and fluid pumps for mobility all governed by elaborate positronic brains.

are healed with the Repair skill and ignore the “Golden Hour.” • Dependency: The robot must recharge via strong electricity via charging stations or power crystals at least one hour each solar day. Failure to do so results in Fatigue each day that can lead to Incapacitation. Each level is recovered with an hour of recharging. • Environmental Weakness (Electricity): −4 to Vigor rolls to resist electrical effects, add +4 to electricity-based damage. • Self-Destruct!: An Incapacitated robot has the option to destroy itself. The resulting explosion destroys the robot utterly and causes 4d6 damage to anyone (friend or foe) within a Medium Burst Template.

Rock Termite (Swarm) “Rock termites!” Screams Desira, “Run, Flash—You can’t stop them!”

Robots are constructed to serve and Rock termites are voracious eaters— while they do have limited free will (at anything in their path is fair game for their least in regards to protecting themselves diamond-hard mandibles, including solid from harm); at the end of the day, their rock which they can grind into powder! actions are always in service to others. Found in cave systems throughout the Depending on the sophistication of the Fiery Desert, rock termites travel in central processing unit, some robots are large colonies, sometimes numbering in capable of emulating emotional responses the thousands! or at least expressing satisfaction of a job well done. Attributes: Agility d10, Smarts d4(A), Spirit d10, Strength d6, Vigor d10 Attributes: Agility d4, Smarts d8, Spirit d6, Skills: Notice d6 Strength d8, Vigor d6 Pace: 8; Parry: 4; Toughness: 8 (1) Skills: Fighting d6, Notice d6, Repair d8, Special Abilities: Shooting d6 • Armor +1: Rock termites have tough Cha: −2; Pace: 5; Parry: 5; Toughness: 9 (4) chitinous hides. Hindrances: Outsider, Vow (Major—ful• Swarm: (Medium): Parry +2; 2d4 fill its programming) damage per round to those within; cutEdges: — ting and piercing weapons do no real Gear: As befits its task. damage. Area-effect weapons work Special Abilities: normally, and a character can stomp • Armor +4: Tough metal body. to inflict his damage in Strength each • Construct: +2 to recover from being round. Rock termite swarms are foiled Shaken; ignores Wound modifiers; by jumping in water. immune to poison and disease. Robots • Wall Walker: Can walk on vertical surfaces at Pace 8.

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Scorpion, Giant “Look, there’s the wreck…but what’s that awful scorpion-like monster?” Dale cries. Giant scorpions are typically found in the steamy Tropican jungles hunting for prey in the shadows of the great mushrooms. Unlike their normal-sized cousins, these emerald-green beasts are fierce predators. Giant scorpions live in underground burrows and those that stray too close to their lairs are immediately attacked, stung, and dragged underground to be eaten.

Attributes: Agility d8, Smarts d4(A), Spirit d6, Strength d12+3, Vigor d8 Skills: Fighting d4, Notice d6 Pace: —; Parry: 4; Toughness: 9 Special Abilities: • Aquatic: Pace 10. • Bite/Claws: Str+d4. • Size +3: Sea-horses average between 10’–12’ from beak to tail. • Turbo-Tailed: Sea-horses can “run” in water.

Shark Man Flash dives!—He is seized by two powerful shark men,—-a third places a helmet of transparent metal over his head.

Attributes: Agility d8, Smarts d4(A), Spirit d8, Strength d12+5, Vigor d10 Skills: Fighting d8, Intimidation d8, Native to the highly salinated Sea of Notice d6 Mystery, the green-skinned, semi-aquatic Pace: 6; Parry: 6; Toughness: 15 (3) shark men of Mongo were recently Special Abilities: displaced following the destruction of • Armor +3: Chitinous exoskeleton. their great underwater city. While many • Large: Attackers add +2 to attack rolls survivors have sought the protection of due to Size. Ming the Merciless, others have become • Pincers/Stinger: Str+d6. Can be used to rogue bands resorting to piracy for food attack grappled prey. and supplies. • Size +5: Giant scorpions grow up to Attributes: Agility d6, Smarts d6, Spirit d6, between 15’–20’ in length from jaws to Strength d6, Vigor d6 stinger. • Venom: Anyone Shaken or wounded by Skills: Athletics d6, Fighting d6, Intima stinger attack must make a Vigor roll idation d6, Notice d8, Shooting d6, or immediately become Incapacitated. Stealth d6 Death follows in 2d6 minutes unless Cha: 0; Pace: 6; Parry: 5; Toughness: 7 Hindrances: — Healed. Edges: — Gear: Dagger (Str+d4), diving helmet (+3), long sword (Str+d8). Tying his sea-horse to a coral rock, Flash Special Abilities: • Semi-Aquatic: Shark men, while scrambles ashore… air breathers, move at their full Pace Aquatic, two-legged steeds used by when swimming skill and can remain the sea folk of Coralia. Thanks to their underwater for up to 15 minutes. They streamlined bodies and dexterous typically wear specialized diving prehensile tails, sea-horses are swift helmets of transparent metal when moving animals that, like horn-horses, traveling long distances underwater. manage a good compromise between These helmets are effectively identical speed and carrying capacity. Nonto those paired with standard diving aggressive creatures, they will bite with suits and provide one hour of fresh, their large beaks or scratch with their claws if threatened.

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breathable air before they must be recharged. • Dependency (Water ): Shark men must immerse their bodies in water for one hour out of every 24 or suffer Fatigue each day until Incapacitation, then Death. Each hour spent in water restores a level of Fatigue. Shark men who must work on land for prolonged periods of time usually employ hydration suits that neutralize the effects of dehydration. • Low Light Vision: Shark men ignore penalties for Dim and Dark lighting. • Racial Enemy: Shark men suffer a −4 Charisma when dealing with Lion Men. • Tough: Shark man skin is made of a matrix of hard, tooth-like structures called placoid scales that add +2 to their Toughness.

Sharkon In the hall of the undersea prison, Flash is attacked by man-eating sharkons… With dual whiptails, spear-like snouts, and a pair of wild, psychedelic eyes, sharkons are often used as guard dogfish around the undersea city of Coralia.

• Whiptails: Str+d4. The creature may make a free attack against a second foe to its side or rear at no penalty.

Snowbird

Attributes: Agility d8, Smarts d6(A), Flash has saved the life of Queen Fria of the Spirit d6, Strength d10, Vigor d8 ice world. She honors him by asking him to Skills: Fighting d8, Notice d12 drive her snowbird-drawn chariot on the long Pace: —; Parry: 6; Toughness: 6 dash to the palace of Frigia. Hindrances: — Edges: — A variety of different animals are used Special Abilities: as conveyances across Mongo including • Aquatic: Pace 10. horn-horses, Tropican gryphs, horse• Bite: Str+d6. birds of Birdland, and Frigian snowbirds. • Charm: The eyes of sharkons possess Resembling large ostriches with rending biofluorescent elements that can be beaks and sharp talons, snowbirds are activated to mesmerize targets. This naturally resistant to the effects of extreme is an opposed Spirit roll. If the victim cold and can move across ice and snow fails, he is enthralled by the sharkon’s with great ease and velocity thanks to swirling eyes and prone to attack (−2 their wide, tufted feet. Parry) for the rest of the encounter. If Normally docile, wild snowbirds only the victim is wounded, however, he attack when threatened. gets a Vigor roll at −2 to snap out of it Attributes: Agility d8, Smarts d4(A), and is immune for the rest of this fight. Spirit d6, Strength d12, Vigor d10

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Skills: Fighting d6, Notice d6 Pace: 10; Parry: 5; Toughness: 9 Special Abilities: • Bite: Str+d4. • Fleet-Footed: Snowbirds roll a d8 when racing across all terrain including ice and snow instead of a d6. • Environmental Resistance (Cold): +4 to Vigor rolls to resist cold, subtract four from cold-based damage. • Size +2: Snowbirds are larger than ostriches and weigh slightly less than an average horn-horse.

FFSnow-Dragon In sight of his prey, Flash aims carefully and fires—unaware that the great snow-dragon, sitting on its broad, toboggan-like tail is hurtling down on him! Towering, fur-covered beasts of the Icy North that can quickly race down steep snow-covered mountainsides by riding upon their large, flat, beaver-like tails, using them as sleds. Attributes: Agility d8, Smarts d6(A), Spirit d8, Strength d12+6, Vigor d10 Skills: Fighting d8, Intimidation d8, Notice d6, Stealth d6 Pace: 8; Parry: 6; Toughness: 15 (2) Special Abilities: • Armor +2: Layers of thick, woolly fur. • Bite/Claws: Str+d6. • Large: Creatures add +2 when attacking snow-dragons due to their great size. • Environmental Resistance (Cold): +4 to Vigor rolls to resist cold, subtract four from cold-based damage. • Size +6: Snow-dragons are over 20’ tall. • Tail Sled: As an action, a snow-dragon can leap upon its flat, beaver-like tail and propel itself down snow and ice-covered hillsides at Pace 16!

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Snow-Fox Flash seizes a fox-sled and races desperately down another slope of the mountain. While adult snow-foxes are roughly the same size as large dogs or mediumsized wolves, they still retain fox-like features and behaviors. Native to the icy wilderness of Valkr, snow-foxes sport thick gray or white coats depending on the season. Snow-foxes can be domesticated and are often used in teams of two to pull sleds across the ice and snow. Attributes: Agility d8, Smarts d6(A), Spirit d6, Strength d8, Vigor d6 Skills: Fighting d6, Notice d6, Stealth d6 Pace: 8; Parry: 5; Toughness: 4 Special Abilities: • Bite: Str+d4. • Fleet-Footed: Roll a d10 when running instead of a d6. • Go for the Throat: Snow-foxes instinctively go for an opponent’s soft spots. With a raise on its attack roll, it hits the target’s most weakly armored location. • Environmental Resistance (Cold): +4 to Vigor rolls to resist cold, subtract four from cold-based damage. • Size −1: Snow-foxes are relatively small.

FFSnow-Serpent Flash shouts a warning, and before Fria’s surprised men can unsling their guns, whips a ray pistol from inside his ice-suit—he fires once, and the snow-serpent seems to burst in mid-air! Colossal, six-legged and winged lizards of the Frigian wastes, snow-serpents hunt by leaping from great heights and spreading their leathery wings to surprise their victims by attacking silently from above. Their wide, diamond-shaped heads feature maws full of razor sharp teeth. Once snow-serpents have successfully pounced upon their prey (they frequently target ice bears and snow oxen) and

secured it in their mouths, they shake their heads from side to side, sawing through flesh and bone. Attributes: Agility d8, Smarts d4(A), Spirit d8, Strength d12+6, Vigor d10 Skills: Fighting d10, Intimidation d12, Notice d8, Stealth d8 Pace: 8; Parry: 7; Toughness: 15 (2) Special Abilities: • Armor +2: Tough scaly skin. • Bite/Claws: Str+d10. • Glide: Snow-serpents can glide downwards on their leather wings with a Flying Pace of 12” and Climb 0. • Large: Creatures add +2 when attacking snow-serpents due to their great size. • Environmental Resistance (Cold): +4 to Vigor rolls to resist cold, subtract four from cold-based damage. • Size +6: Snow-serpents average 20’ in length and weigh up to four tons. • Shake: If a snow-serpent gets a raise on its attack roll, add a d10 bonus die to damage instead of the usual d6. If a wound or more is caused, the prey is grappled in the thing’s mouth (see Grappling on page 70).

For soldiers of exotic races, simply add the appropriate special abilities. Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6 Skills: Athletics d6, Fighting d6, Intimidation d6, Notice d6, Piloting d6, Shooting d6, Stealth d6 Cha: 0; Pace: 6; Parry: 5; Toughness: 5 Hindrances: Obligations (Major—to their kingdom) Edges: — Gear: Ray gun pistol (Range 12/24/48, Damage 2d6+2, RoF 1), sword (Str+d6). Ming occasionally outfits his guards with plate corselets as well (add Armor +3).

Soldier “With a coil of rope in one hand, Flash dashes to the roof of the administration building. As he runs to the rear of the building, the tower guards open fire on him—” Whether Imperial sentries defending the walls of Mingo City, members of Barin’s honor guard patrolling the Great Tree Highway of Arboria, or soldiers of the sea queen watching the undersea perimeter surrounding Coralia, these are the trained and armed forces (whether conscripted or hired) charged with protecting people, property, and other interests.

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Spidrot A giant spidrot swings down to see what strange prey its half-invisible web has trapped. Spidrots are giant, tree-dwelling arachnids of Tropica. Resembling massive Earth widows with shiny black abdomens, spidrots are webspinners and their bite is poisonous. Spidrot nests are often populated by 1d6 arachnids unless prey is scarce at which point they exit their lair and hunt in packs. Attributes: Agility d10, Smarts d4(A), Spirit d6, Strength d10, Vigor d8 Skills: Fighting d10, Intimidation d8, Notice d6, Shooting d8, Stealth d10 Pace: 8; Parry: 7; Toughness: 6 Special Abilities: • Bite: Str+d4. • Poison (−4): Victims Shaken or wounded by a spidrot’s bite must make a Vigor roll or be paralyzed for 2d6 rounds. • Wall Walker: Pace 8. • Webbing: Spidrots cast webs from their thorax the size of Small Burst Templates. This is a Shooting roll with a range of 3/6/12. Success Entangles a target, and a raise Binds them (page 70). The webs are Toughness 7.

Squirlon (Swarm) OFFICER

The three Earthlings fight off a flood of mad squirlons—A single bite means madness!

Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d8 Skills: Athletics d8, Fighting d8, Intimidation d8, Notice d8, Persuasion d6, Piloting d6, Shooting d6, Stealth d6 Cha: 0; Pace: 6; Parry: 5; Toughness: 6 Hindrances: Obligations (Major—to their kingdom) Edges: Command Gear: Ray gun pistol (Range 12/24/48, Damage 2d6+2, RoF 1), sword (Str+d6). Some may wear plate corselets as well (add Armor+3).

Averaging 12”–18” long, mad squirlons are poisonous Arborian mammals resembling gray flying squirrels of Earth, though squirrels that are able to fly of their own volition versus simply gliding from tree to tree. The bite from a squirlon is known to cause madness and even agonizing death. While they tend to stay close to their natural habitat high on Mount Karakas, extreme weather conditions or forest fires are known to occasionally shake them from their lairs and down to lower, more populated elevations.

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Attributes: Agility d10, Smarts d4(A), Spirit d6, Strength d6, Vigor d8 Skills: Notice d8 Flash fires his ray-gun and shouts an Pace: 4; Parry: 4; Toughness: 6 agonized warning as the hungry submosaur Special Abilities: speeds toward Dale. • Fly: Pace 8. • Poison: Anyone Shaken or wounded Submosaurs (also known as sea by squirlon bites must make a Vigor demons) are monstrous, ridged back roll or suffer extreme paranoia. He beasts of the great Mongo Ocean capable suffers −2 to all actions, panics, and of crushing sailing ships into kindling. attacks anything that gets in the way They can bite or grapple and crush with of his escape for 1d4 days. The madness their immense Strength. does not stop the squirlon’s attack! Attributes: Agility d8, Smarts d4(A), • Swarm: Parry +2; automatically Spirit d8, Strength d12+14, Vigor d10 causes 2d4 damage in a Medium Burst Skills: Fighting d8, Intimidation d10, Template; cutting and piercing weapNotice d6 ons have no effect; may split into two Pace: —; Parry: 6; Toughness: 21 smaller swarms (Small Burst Template). Special Abilities: • Aquatic: Pace 12. • Bite/Claws: Str+d8. • Fear (−2): Anyone encountering a subFlash and Dale are lost in the dismal jungles mosaur must make a Fear check. of Barin—during their search for the crazed • Gargantuan: Heavy Armor; attacks Dr. Zarkov, Flash is caught in a strangler vine! count as Heavy Weapons; +4 to be hit by human-sized creatures; add Size to Strangler vines (also known as choker damage rolls when stomping but subvines) are carnivorous plants look like normal, olive green creepers dangling tract the Size of the foe. from the branches of trees (up to 20’ long). • Hardy: Submosaurs do not suffer a While the most dangerous variety is found wound from being Shaken twice. • Long Neck: The submosaur’s long neck in the jungles of Arboria, other versions have been encountered in tropical and gives it a Reach of 2 when biting. • Size +14: Submosaurs are well over 150’ temperate forests elsewhere. The vines respond to body heat and long from snout to tail. movement and lash out at anything that wanders too close, ensnaring and lifting the target from the ground where it will be paralyzed and slowly digested. The terrocrab’s clacking claws bring its cannibal comrades out of their many burrows! Attributes: Agility d6, Smarts d4(A), Spirit d8, Strength d12, Vigor d8 These red and turquoise colored Skills: Fighting d8, Notice d8 crustaceans are found in the deserts of Pace: —; Parry: 6; Toughness: 6 Valkr. Roughly the size of housecats and Special Abilities: resembling lobsters, terrocrabs swarm • Entangling Vines: Reach 1. May make over their prey, stinging it with slow, up to four attacks each round, add paralyzing poison produced in glands +2 to grappling rolls, and cause their located within their razor-sharp pincers. Strength in damage. They also use these large claws to signal • Plant: Called shots do no extra damage. to others with a loud “clack” sound when Bullets, arrows, and other piercing weap- in danger or whenever prey is near. ons inflict half-damage (round down).

Submosaur

Strangler Vine (Plant)

Terrocrab (Swarm)

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at which point they pounce, often forcing their opponent to the ground. While terrots only kill for food or in defense, sometimes they will taste the blood of an intelligent species and become man-killers, preferring to hunt Mongonians over any other prey. Like most large cats, terrots always give chase if an opponent attempts to run away. Attributes: Agility d10, Smarts d6(A), Spirit d10, Strength d12, Vigor d8 Skills: Fighting d8, Notice d8, Stealth d8 Pace: 8; Parry: 6; Toughness: 7 Special Abilities: • Bite/Claws: Str+d6. • Hide: Thanks to their patience, coloration, and climbing ability, terrots are practically invisible when perched in the treetops and get a +2 to Stealth while remaining perfectly still. • Frenzy (Improved): Terrots may make two Fighting attacks each action at no penalty. Attributes: Agility d8, Smarts d4(A), • Low Light Vision: Terrots ignore penSpirit d8, Strength d8, Vigor d8 alties for Dim and Dark lighting. Skills: Notice d6 • Pounce: Terrots often pounce on their Pace: 6; Parry: 4; Toughness: 6 prey, leaping from the trees above, Special Abilities: to best bring their mass and claws to • Paralysis: A target who is Shaken or bear. They can leap 1d8” to gain +4 to wounded by terrocrabs must make a their attack and damage. Their Parry is Vigor roll or be paralyzed and unable reduced by −2 until their next action. to act for 1d4 rounds. • Size +1: Terrots are slightly larger than • Swarm: Parry +2; automatically humans. causes 2d6 damage in a Medium Burst Template; cutting and piercing weapons have no effect; may split into two smaller swarms (Small Burst Template). Before Valkir can answer, her pet tigret, • Wall Walker: Can walk on vertical surmaddened by seeing its mistress threatened, faces at Pace 6. breaks away from Marko and leaps at Flash’s throat.

Tigret

Terrot

Meanwhile, Flash and the unconscious Barin are attacked by a Terrot. Lithe, black and orange striped Arborian cats referred to by the natives as “the terror of the trees.” Terrots spend most of their time perched on high branches waiting for unsuspecting prey to walk beneath them

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Tigrets are large felines with thick orange coats that are often domesticated as housecats or used in the kingdom of Valkr for the hunting of small prey. They can leap, climb, and even swim quite well. They are territorial and quite ferocious when encountered in the wild, often attacking and successfully taking down creatures many times their size. Tigrets

are solitary creatures and groups are only ever encountered when mothers are rearing their young. Attributes: Agility d10, Smarts d6(A), Spirit d6, Strength d4, Vigor d6 Skills: Fighting d8, Intimidation d6, Notice d8, Stealth d10, Tracking d6 Pace: 8; Parry: 7; Toughness: 4 Special Abilities: • Acrobat: +2 to Agility rolls to perform acrobatic maneuvers (like ensuring they land on their feet if falling from a great height). • Bite/Claws: Str+d4. • Low Light Vision: Tigrets ignore penalties for Dim and Dark lighting. • Pounce: Tigrets often pounce on their prey, leaping from the trees above, to best bring their mass and claws to bear. They can leap 1d8” to gain +4 to their attack and damage. Their Parry is reduced by −2 until their next action • Size −1: Tigrets are roughly the size of large dogs.

Tigron But a roar echoes through the caves and a hungry tigron leaps at One-Tusk! Medium-sized Arborian tigers with single horns in their foreheads. These beautiful creatures are frequently used in Ming’s fighting pits. In the wild, tigrons are territorial, but do not have permanent lairs. Tigrons are the largest of the great cats of Mongo and aggressive hunters.

Attributes: Agility d10, Smarts d6(A), Spirit d8, Strength d10, Vigor d10 Skills: Fighting d8, Intimidation d8, Notice d8, Stealth d8, Tracking d6 Pace: 8; Parry: 6; Toughness: 9 Edges: Improved Frenzy Special Abilities: • Bite/Claws/Horn: Str+d6. • Low Light Vision: Tigrons ignore penalties for Dim and Dark lighting. • Pounce: Tigrons often pounce on their prey to best bring their mass, claws, or horn to bear. They can leap 1d6” to gain +4 to their attack and damage. Their Parry is reduced by −2 until next action when performing the maneuver, however. • Size +2: Tigrons weigh over 500 pounds.

Tiny-Man As the tiny-men seize Dale, Flash goes berserk— Tiny-men are diminutive, cannibalistic primitives who live in the dense forests of Birdland. In great numbers, these twisted little savages can overwhelm even the most formidable opponents. While hateful, especially to other humanoids, tiny-men rarely provoke conflict and prefer to prey upon the helpless whether they be sleeping or injured. Attributes: Agility d8, Smarts d6, Spirit d6, Strength d4, Vigor d6 Skills: Athletics d8, Fighting d6, Notice d6, Taunt d6, Shooting d8, Stealth d8

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Cha: −2; Pace: 5; Parry: 5; Toughness: 4 Hindrances: Mean Edges: — Gear: Club (Str+d4), gum gun (Range 3/6/12, with a successful hit the foe is Entangled, or Bound with a raise (see page 70). Special Abilities: • Size −1: Tiny-men stand between 3’ and 4’ tall.

search of prey, using their poison-tipped claws to stun and even kill their quarry.

Attributes: Agility d8, Smarts d4(A), Spirit d8, Strength d12+3, Vigor d10 Skills: Fighting d10, Intimidation d10, Notice d8, Stealth d8 Pace: 8; Parry: 7; Toughness: 13 (3) Special Abilities: • Armor +3: Tree dragons have tough, scaly hide. • Bite/Claws: Str+d6. • Fleet-Footed: Tree dragons roll d10s instead of d6s when running. “These toroks aren’t as fast as rocket ships,” • Size +3: Tree dragons average 10’ from Flash comments, as they plow toward Mongo nose to tail. through an icy waste. • Poison Claws (−2): Anyone Shaken or Toroks are large, long-horned bovines wounded by a tree dragon claw must of Valkr. While they are fierce fighters make a Vigor roll at −2 or suffer convulwhen threatened, they can also be tamed sions and die in 2d6 minutes. A Healing as beasts of burden and even ridden. roll at −4 or a heal-o-ray calibrated to Similar creatures (same stats) known as the anti-venom setting prevents death. snow-oxen are found throughout the ice world of Frigia, though these animals are hunted and raised for their meat and hides and rarely domesticated. A venomous tree lizard, in search of prey, drops from its lofty perch onto Ronal’s back. Attributes: Agility d8, Smarts d4(A), Spirit d8, Strength d12+2, Vigor d12 Man-sized, tree-dwelling chameleons Skills: Fighting d6, Notice d6 of Arboria that have a nasty, venomous Pace: 8; Parry: 5; Toughness: 10 bite. These green-skinned reptiles rarely Special Abilities: hunt on land, preferring to snatch prey • Fleet-Footed: Toroks roll d8s instead of from above as it passes below completely unaware of the threat in the trees. d6s when running. • Gore: If the creature moves at least 6” Attributes: Agility d8, Smarts d4(A), before attacking, it adds +4 to damage Spirit d8, Strength d10, Vigor d8 inflicted with its horn. Skills: Fighting d8, Notice d8, Stealth d8 • Horns: Str+d6. Pace: 6; Parry: 6; Toughness: 8 (1) • Size +2: Toroks are large creatures. Special Abilities: • Accurate Focusing: Tree lizards have independent eyes that grant +2 to all Notice rolls involving sight. “As the result of Captain Brazor’s treachery, • Armor +1: Tree lizards have thick, only Flash stands between Queen Desira and warty hide. a ferocious tree dragon whose very touch is • Bite/Horn: Str+d4. deadly poison!” • Camouflage: As an action, a motionStanding roughly twice the height of less tree lizard can alter its skin color, granting it +4 Stealth. an average-size Mongonian, these beaked • Size +1: Tree lizards average about 7’ lizards with knobby pink hides are known to race through the Tropican jungles in from nose to tail.

Torok

Tree Lizard

Tree Dragon

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• Venom (−2): Anyone Shaken or wounded by a tree lizard bite must make a Vigor roll at −2 or immediately become paralyzed for 1d6 rounds. • Tongue: Reach 3. The lizard’s tongue is coated in sticky saliva. It may grapple with it, then pull its foe close for a bite (see Grappling on page 70).

FFTridentaurus Flash finds a well-worn trail of the huge tridentaurus… Hunted and feared by the primitive tusk-men of Arboria and standing twice the height of most men, these dinosaurs sport thick, almost impenetrable hides and odd equine features. Their name comes from the three prominent canines in their mouths (two upper, one centralized lower). The tusk-men refer to these creatures by the simple name, “gwak,” which is an onomatopoetic interpretation of the tridentaurus’s shrill cry.

Special Abilities: • Armor +3: Tridentauruses have extremely tough hide. • Bite/Claws: Str+d8. • Large: Creatures add +2 when attacking tridentauruses due to their great size. • Size +4: Tridentauruses stand about 12’ tall and weigh 3,500 pounds. • Weakness (Soft Spot): There is an unarmored, vulnerable soft spot between the eyes of a tridentaurus. It is considered a Small Target (−4).

FFTsak Bellowing in pain, Tsak seizes Flash!—The hideous heads come closer and closer—-

Tsaks are a mutated, six-legged, twoheaded species of giant reptile that are only found in one place: the natural caves deep beneath Mingo City known by most as the Tunnel of Terror. Some theorize that tsaks are the product of genetic manipulation carried out in Ming’s secret laboratories. At least one specimen was chained and Attributes: Agility d8, Smarts d4(A), set up as a guardian by Ming’s forces Spirit d8, Strength d12, Vigor d8 (a challenging maneuver that cost one Skills: Fighting d8, Intimidation d6, guard his life), but this particular creature Notice d8, Stealth d6 was dispatched by Flash Gordon and Pace: 8; Parry: 6; Toughness: 13 (3)

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Thun the lion man shortly after Flash’s arrival on Mongo.

only occasionally come ashore to breed. Turtodons are hunted for their rich meat and their thick shells which is excellent Attributes: Agility d8, Smarts d6(A), material for armor and shields. Spirit d10, Strength d12+5, Vigor d10 Skills: Fighting d10, Intimidation d12, Attributes: Agility d4, Smarts d4(A), Notice d8 Spirit d8, Strength d12+5, Vigor d10 Pace: 6; Parry: 7; Toughness: 16 (4) Skills: Fighting d8, Intimidation d8, Special Abilities: Notice d6 • Armor +4: Tsaks have tough, scaly hide. Pace: 6; Parry: 6; Toughness: 16 (4) Special Abilities: • Bite/Claws: Str+d8. • Armor +4: Thick turtle shell. • Fear: Tsaks are frightening creatures to • Bite: Str+d8. behold. • Large: Creatures add +2 when attack• Large: Creatures add +2 when attacking tsaks due to their great size. ing turtodons due to their great size. • Size +5: Tsaks are roughly 18’ long from • Semi-Aquatic: Pace 4. • Size +5: Turtodons are roughly the snouts to tail, and weigh in at over two tons. same size as small Earth elephants. • Two Heads: Each of the two heads may make a Fighting roll in a round without incurring a multi-action penalty. Seizing a floating branch as a weapon, Flash swims toward the man-eating ursodile to divert its attention from his friends… They recoil in horror as a giant turtodon Long-necked ursodiles are large, rises from the slime at the water’s edge. predatory reptiles native to the fresh water Turtodons are massive, omnivorous, forest lakes and swamps of Arboria. They freshwater snapping turtles that dwell breathe air, but are aquatic and usually in the deep, slow-moving cave rivers remain partially submerged in shallow of Arboria where they feed on fish and waters. Ursodiles are formidable creatures

Ursodile

Turtodon

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that have little competition for food from found at the heart of his palace arena, others, even while slumbering in the sun occasionally tossing a victim down to on dry riverbanks and lakeshores often their waiting jaws. in groups of up to a few dozen at a time. Attributes: Agility d6, Smarts d4 (A), Ursodiles have a remarkably good Spirit d6, Strength d8, Vigor d10 sense of smell and can scent blood from Skills: Fighting d10, Notice d8 up to a half Mongomile away. While no Pace: 3; Parry: 7; Toughness: 11 (4) one is exactly certain how the creatures Special Abilities: found their way there, a small population • Armor +4: Water dragons have scaly of ursodiles lives and thrives within the hide with interlocking plates. sewers of Mingo. • Aquatic: Pace 5. Attributes: Agility d8, Smarts d4(A), • Bite/Claws: Str+d6. • Rollover: Like ursodiles, water dragSpirit d6, Strength d10, Vigor d10 Skills: Fighting d8, Notice d10 ons grasp their prey in their vice-like Pace: 3; Parry: 6; Toughness: 9 (2) jaws and roll over and over with their Special Abilities: flailing victims locked in their mouths. • Armor +2: Ursodiles have rubbery, If one of these creatures hits with a raise, it adds a d10 bonus die to the dense hides. • Aquatic: Pace 6. damage instead of a d6. • Bite/Claws: Str+d6. • Rollover: Ursodiles are notorious for grasping their prey in their vice-like jaws and rolling over and over with their flailing victims locked in their mouths. If one of these creatures hits with a raise, it adds a d10 bonus die to the damage instead of a d6.

Water Dragon With a mighty effort Flash pulls himself to a standing position on the pipe—beads of cold perspiration glisten on his body, as he beholds—the hideous water dragons of Mongo! Water dragons are Tropica’s answer to Earth crocodiles. Large, predatory reptiles with sharp claws, thrashing tails, and heads and facial features resembling dragons of myth. Water dragons spend most of their time submerged in bogs, slow-running rivers, and still tropical lakes waiting for unsuspecting prey. Most water dragons range in size from eight to 12 feet long and they have mouths full of razor sharp teeth and forked snakelike tongues. Ming keeps a number of these creatures at the bottom of the hole of horrors

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Special Abilities: • Armor +2: Water worms have thick, rubbery skin. Before Kolan can maneuver to meet the • Aquatic: Pace 8. attack, the mighty worm lashes itself about • Bite: Str+d8. the car and turns it over, threatening to drown • Grappler: +2 when attempting to grapits occupants! ple or hold entangled foes. Water Worms are enormous, flesh- • Huge: Attackers add +4 to their attack rolls when attacking water worms due eating eunicids of the Tropican coasts. to their size. Measuring up to 50’ in length, these red • Poison (−2): Anyone Shaken or and yellow predatory polychaete worms bury their long bodies in the sand, gravel, wounded by a water worm bite must or mud along the shore where they wait make a Vigor (−2) roll or suffer an addifor a stimulus to one of their two sensitive tional wound. • Size +8: The snake-like bodies of water antennae, attacking whenever they sense worms measure 50’ from nose to tail. prey. Armed with mouths lined with rows of sharp teeth, water worms are known to attack with such speed that their prey is sometimes sliced in two! Limping along in a half-disabled amphicar, Attributes: Agility d10, Smarts d4(A), the ruthless tyrant of Tropica is fleeing, trailed Spirit d8, Strength d12, Vigor d10 by a swarm of whiphawks. Skills: Fighting d8, Notice d8, Stealth d8 Pace: 4; Parry: 6; Toughness: 17 (2) Predominantly yellow with red and Edges: Quick black bull’s-eye spots, whiphawks look more like airborne stingrays than birds, and yet they are true avians with long, pointed bills and fine feathers. Most of the time, whiphawks use their dangerous barbed tails to attack and stun smaller prey (rodents, snakes, and smaller birds), but they can also slash and injure larger prey this way.

FFWater Worm

Whiphawk

Attributes: Agility d10, Smarts d4(A), Spirit d6, Strength d4, Vigor d6 Skills: Fighting d6, Notice d10 Pace: —; Parry: 5; Toughness: 3 Special Abilities: • Beak: Str+d4. • Flight: Flying Pace 8”, Climb 2. • Size −2: Whiphawks measure up to 2’ in height. • Small: Attackers suffer a −2 penalty to attack rolls because of the whiphawk’s size. • Tail Whip: Str+d4. The creature may make a free attack against a second foe to its side or rear at no penalty.

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Wolfin Valkir hardly realizes how she is showing off for Flash as she races her wolfin into reckless jumps. Wolfin are very large, intelligent gray wolves that can be saddled and bridled and used as mounts by the nobles of Valkr. While there are plenty of wolfin packs still living and thriving in the wild, they are seldom seen and tend to avoid close encounters with humans, showing aggression only when defending themselves. Captive wolfin obey orders and lash out to protect their masters/trainers.

Attributes: Agility d8, Smarts d6(A), Spirit d6, Strength d10, Vigor d8 Skills: Fighting d8, Intimidation d8, Notice d10, Stealth d8, Tracking d8 Pace: 6; Parry: 6; Toughness: 6 Special Abilities: • Bite/Claws: Str+d6. • Fleet-Footed: Wolfmen roll a d10 when running instead of a d6. • Go for the Throat: Wolfmen instinctively go for an opponent’s soft spots. With a raise on their attack roll, they hit the target’s most weakly armored location.

Wolvron

Far out on the plain, Bulwa, leader of the Attributes: Agility d8, Smarts d6(A), armor-plated wolvrons, howls his challenge. Spirit d6, Strength d12, Vigor d8 Skills: Fighting d8, Notice d8 Wolvrons are surprisingly bright, Pace: 10; Parry: 6; Toughness: 7 naturally armored canines found in the Special Abilities: plains around the base of the Magnetic • Bite: Str+d6. Mountains of Flame World. They • Fleet-Footed: Wolfins roll a d10 when communicate with a crude, though running instead of a d6. comprehensible language, have a clearly • Go for the Throat: Wolfins instinctively defined social hierarchy, and even refer to go for an opponent’s soft spots. With one another by unique names and ranks. a raise on their attack roll, they hit the Attributes: Agility d8, Smarts d6(A), target’s most weakly armored location. Spirit d6, Strength d6, Vigor d8 • Size +1: Wolfins are almost as large as Skills: Fighting d8, Intimidation d6, horses. Notice d10 Pace: 8; Parry: 6; Toughness: 7 (2) Special Abilities: • Armor +2: Wolvrons sport interlockFlash’s boat grounds on the shore of ing armored plates over most of their Lostland…Silently, a pack of wolfmen steals bodies. toward the unconscious victims. • Bite/Claws: Str+d6. • Fleet-Footed: Wolvrons roll a d10 when Covered from head to toe in thick brown fur with lupine features, the primitive running instead of a d6. • Go wolfmen of Lostland are savage, bipedal for the Throat: Wolvrons instincbrutes. They often prowl the beaches in tively go for an opponent’s soft spots. search of shipwrecked sailors who have With a raise on their attack roll, they fallen victim to the swirling, varicolored hit the target’s most weakly armored volcanic sleep-fog that surrounds the location. • Size −1: Wolvrons are the size of large island and hides it from prying eyes. dogs. Wolfmen are often employed by the people of Lostland to act as guard dogs around the palace-city walls.

Wolfman

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THE CAST OF CHARACTERS The following major players are not necessarily contemporaneous with one another in the timeline. Depending on when your campaign is set, some characters may yet to be introduced, some may already be defeated (or deceased), and some may not even exist in your timeline!

Heroes & Allies FFDALE ARDEN A freelance reporter from the big city, Dale Arden is an award-winning, rising star in American journalism. She’s also extremely attractive, and knows the value of comeliness in a dog-eat-dog world. Dale isn’t afraid to use her wits and natural beauty to get what she wants, whether it be a great byline or a reprieve from one of Mongo’s colorful denizens. Since arriving on Mongo, Dale has fallen madly in love with Flash Gordon. She’s often extremely jealous of Mongo’s less-modest competition. Dale is no stranger to physical activity and she is quite comfortable wielding melee weapons and shooting a variety of guns. Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d8 Skills: Athletics d6, Fighting d8, Investigation d10, Knowledge ( Journalism) d10, Notice d10, Persuasion d8, Riding d8, Shooting d8, Stealthd8, Streetwise d10 Cha: +4; Pace: 6; Parry: 6; Toughness: 6 Hindrances: Great Love (Flash), Jealous (Minor), Loyal

Edges: Connections, Investigator, Very Attractive Gear: Ray gun rifle (Range 24/48/96, Damage 2d8, RoF 1).

FFFLASH GORDON

Ruggedly handsome, bright, and extremely athletic, the blonde-haired Earthman known as Flash Gordon is now the face of resistance for the free people of Mongo. A summa cum laude graduate of Yale University and a multiple trophy-winning player of both polo and American football, Flash is a charismatic leader who many believe will eventually defeat Ming the Merciless and give rise to a new, unified and free planet. Flash is an extremely fast learner. His experiences in the United States’ Army taught him how to operate a number of sophisticated weapons as well as drive and pilot a variety of war machines and vehicles. Attributes: Agility d8, Smarts d10, Spirit d10, Strength d10, Vigor d8 Skills: Athletics d10, Driving d8, Fighting d12+2, Intimidation d8, Knowledge (Battle)d6, Notice d8, Persuasiond6, Piloting d10, Repair d8, Riding d10, Shooting d10, Stealth d8, Streetwise d8, Survival d8, Taunt d8, Thievery d6 Cha: +6; Pace: 6; Parry: 10; Toughness: 6 Hindrances: Amorous, Code of Honor, Enemy (Major—Ming!), Heroic, Loyal Edges: Ace, Acrobat, Brave, Charismatic, Command, Connections, Daredevil, Defender, Determination, Elan, Expert (Fighting), Fame, Followers, Giant Killer, Inspire, Iron Jaw, Luck, Moxie, Pugilist, Rocket Jock, Savior of the Universe, Shrug it Off, TwoFisted, Very Attractive Gear: Ray gun pistol (Range 12/24/48, Damage 2d6+2, RoF 1).

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FFDOCTOR HANS ZARKOV

Not long ago, Hans was granted the title “Prince Zarkov of the Hawkmen and Supreme Lord of All Scientists” after he quickly engineered an atomic light solidifier (an elaborate Mongo-Tech device), which stabilized Sky City’s gyroscopic array and prevented it from plummeting 5,000 feet to the ground below.

Dr. Hans Zarkov is a brilliant Earth scientist, inventor, and winner of the Nobel Prize in Physics. Some months back, Zarkov, believing Earth was doomed to be destroyed by an approaching rogue planetoid (in reality, the planet Mongo), constructed a heavily armed rocket ship with the intent of Attributes: Agility d6, Smarts d12+2, striking and deflecting the planet from Spirit d8, Strength d8, Vigor d8 its lethal trajectory or destroying it utterly Skills: Athletics d6, Driving d8, Fightthrough the use of a powerful gravity ing d6, Healing d6, Investigation d8, disruptor beam weapon. While the intense Knowledge (Science) d12+2, Notice d8, focus on this original mission almost Piloting d10, Repair d12, Riding d8, drove Zarkov mad, angrily Shooting d6, Weird Science d12 forcing Flash Gordon and Cha: 0; Pace: 6; Parry: 5; Toughness: 6 Dale Arden into his rocket at Hindrances: Curious, Loyal, Overgunpoint, he has since stabilized confident and become a highly- Edges: Arcane Background (Weird Scirespected and ence), Connections, Expert (Science), trusted ally in the Expert (Smarts), Improved Level war against Ming Headed, Luck, McGyver, Mongo-Tech, the Merciless. Scavenger, Scholar (Electronics, Science) Powers: Armor, barrier, blast, blind, bolt, boost/lower Trait, burst, confusion, damage field, darksight, deflection, entangle, fly, invisibility, slumber, stun. Power Points:40. Gear: Various tools.

FFPRINCE BARIN

Son of the deposed and executed former president of Mongo, Barin rules the forest kingdom of Arboria along with his wife, Aura, estranged daughter of Emperor Ming himself! Barin is also a staunch supporter of the Freemen and one of Flash Gordon’s greatest friends. It is believed that once Ming is ripped from his throne, Barin will hold the highest office in the new unified global government. Apart from his leadership skills, Barin is also something of an inventor. His greatest technological creation is his mighty electric mole, a tunneling machine capable of swiftly transporting passengers from point to point beneath the ground.

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Attributes: Agility d8, Smarts d8, stay out of matters relating to the rebellion, Spirit d10, Strength d8, Vigor d8 helping the Freemen only when it benefits Skills: Athletics d8, Fighting d10, Intim- her or the kingdom and it’s unlikely Ming idation d10, Notice d8, Pers­uasion d8, will discover her involvement! Repair d8, Riding d8, Shooting d10, Attributes: Agility d8, Smarts d8, Spirit d8, Stealth d8, Survival d8, Tracking d10 Strength d6, Vigor d8 Cha: +4; Pace: 6; Parry: 7; Toughness: 6 Skills: Fighting d6, Notice d8, PersuaHindrances: Arrogant, Curious, Great sion d8, Shooting d8 Love (Aura), Loyal, Overconfident Cha: +6; Pace: 6; Parry: 5; Toughness: 6 Edges: Charismatic, Command, ComHindrances: Amorous, Enemy (Major— mand Presence, Connections, Defender, Prince Brazor), Stubborn Fame, Filthy Rich, Iron Jaw, Lunge, Edges: Brave, Connections, Defender, Marksman, Noble, Shrug it Off, Royal Filthy Rich, Luck, Noble, Very Attractive Forester, Woodsman Gear: Dagger (Str+d4), long sword (Str+d8).

FFCOUNT BULOK

A well-respected rebel leader, Count Bulok works behind-the-scenes from within the ancient sewers beneath Mingo City. Husky, balding, and sporting a ginger beard, Bulok is easy to spot in a crowd. He wears a patch over his left eye having lost it a decade ago in Ming’s torture chambers. Bulok has a loving and loyal sister named Sonja. Attributes: Agility d6, Smarts d8, Spirit d8, Strength d10, Vigor d8 Skills: Fighting d8, Notice d8, Shooting d8, Streetwise d10, Survival d8 Cha: −1; Pace: 6; Parry: 6; Toughness: 7 Hindrances: Cautious, Loyal (Freemen), One Eye Edges: Alertness, Brave, Brawny, Command, Common Bond, Inspire, Nerves of Steel Gear: Dagger (Str+d4).

FFQUEEN DESIRA

The red-haired, beautiful, and imperious queen of Tropica, Desira rules from the capital city in the Tropican lowlands, battling constantly with her antagonistic cousin, Prince Brazor. Desira has little interest in the affairs of Ming and spends most of her time ruling her kingdom. She tends to

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Attributes: Agility d6, Smarts d10, Spirit d8, Strength d8, Vigor d6 Ergon is the leader of the Power Men Skills: Fighting d6, Notice d8, Repair d12, beneath Mingo City. He worked as the Knowledge (Science) d8, Shooting d6, foreman for many years, rising through Thievery d8 the ranks of the various departments Cha: 0; Pace: 6; Parry: 5; Toughness: 5 before finally allying with the Freemen. Hindrances: Heroic While Ming has no time for “menial” Edges: Command, Crystal Sensitivity, workers, his underlings deal directly with Improvisational Fighter, Level Headed, Ergon on a regular basis. The foreman has McGyver, Natural Leader masterfully kept his involvement with the Gear: Environmental suit, flashlight, porFreemen a secret despite the many times table tool kit. he and his men have been called on to disrupt power, deactivate security screens, or divert the flow of water to allow agents Son of Jugrid, the king of the lion men and to infiltrate the city through subterranean one of the three mightiest rulers of Mongo, sewer lines. Prince Thun is one of Flash Gordon’s Ergon is rarely ever most loyal friends and an active and loyal seen out of his member of the Freemen. Bright, fearless, protective, yellow and fanatically opposed to Ming’s rule, rubberoid suit. Thun is willing to sacrifice himself to rip Ming from his throne.

FFERGON

FFPRINCE THUN

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12, Vigor d10 Skills: Athletics d10, Driving d8, Fighting d12, Intimidation d10, Notice d8, Persuasion d10, Piloting d8, Riding d6, Shooting d10, Stealth d8, Survival d8, Tracking d10 Cha: +2; Pace: 6; Parry: 9; Toughness: 9 Hindrances: Code of Honor, Heroic, Impulsive, Loyal, Vengeful (Major –Ming) Edges: Acrobat, Alertness, Berserk, Brave, Brawler, Brawny, Danger Sense, Filthy Rich, Hard to Kill, First Strike (Improved), Noble, Quick Gear: Atom pistol (Range 5/10/20, Damage 2d10), claws (Str+d6). Special Abilities: • Claws: Lion men have retractable claws that do Str+d6 damage. • Low Light Vision: The eyes of lion men amplify light. They can see in all but pitch black conditions and ignore attack penalties for Dim and Dark lighting.

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• Racial Enemy: Lion men are hereditary enemies of shark men. They suffer −4 Charisma when dealing with them. • Size +1: Lion men are slightly larger than average-sized Mongonians.

FFPRINCESS AURA

Until Flash intervened and Dr. Hans Zarkov upgraded Sky City’s gyroscopic array, Vultan was a reluctant supporter of Emperor Ming, but he has since changed his tune and become a reliable ally of the Freemen, even granting asylum to political prisoners.

Daughter of Ming the Merciless, Princess Attributes: Agility d10, Smarts d8, Aura was raised under her father’s thumb Spirit d8, Strength d10, Vigor d8 within the royal palace in Mingo City. Very Skills: Athletics d8, Fighting d10, Intimi­ little is known about her mother (some dation d8, Notice d8, Persuasion d10, believe she yet lives, perhaps hidden away Shooting d8, Stealth d8, Taunt d10 in the dungeons beneath the capital), but Cha: +2; Pace: 6; Parry: 7 or 8 (steel gauntfor most of her formative years, Aura was lets); Toughness: 7 the jewel in Ming’s eye. She was instantly attracted to Barin of Arboria when she was introduced to him as a young girl. The two began coordinating secret meetings beyond the walls of Mingo City as she matured. Eventually, true love blossomed and her desire to be with Barin outweighed her interest in remaining the apple of her merciless father’s ever-watchful eyes. Ming doesn’t trust Barin, but he understands the value of a familial bond with the Prince of Arboria. He reluctantly blessed a wedding for Aura in the hope a grandchild with his blood flowing in its veins could be shaped in his image. To his chagrin, Aura and Barin have so far refused to allow Ming into their son’s life. Attributes: Agility d8, Smarts d6, Spirit d8, Strength d4, Vigor d8 Skills: Athletics d6, Fighting d6, Notice d8, Persuasion d8, Shooting d8, Taunt d6 Cha: +6; Pace: 6; Parry: 5; Toughness: 6 Hindrances: Amorous, Curious, Impulsive, Jealous (Major), Overconfident Edges: Filthy Rich, Noble, Very Attractive Gear: Fine clothing.

FFKING VULTAN

Bearded and corpulent leader of the hawkmen, Vultan is boisterous, boastful, and more than a tad lecherous. He is also extremely charismatic, influential, and possesses a highly-skilled military mind..

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Hindrances: Amorous, Arrogant, Code of Honor, Impulsive Edges: Brawny, Command, Command Presence, Filthy Rich, Hard to Kill, Hold the Line!, Iron Jaw, Noble, Shrug it Off, Prince Brazor is the traitorous cousin of Steady Hands Queen Desira of Tropica. Hoping to seize Gear: Light pistol (Range 12/24/48, the throne for himself, Brazor has been Damage 2d6), long sword (Str+d8), steel busy constructing an elaborate plan to gauntlets (Str+d4, Parry +1). force his cousin to abdicate, all the while Special Abilities: continuing to act the obedient captain of • Flight: Flying Pace 6”, Climb 0. her bodyguard. Brazor is a stern-looking man with closecropped raven hair and a goatee. While he leads the security team charged with protecting the queen, he also commands a loyal force of his own guardsmen from inside his lofty mountain fortress, a thousand feet above the ground. While his palace and uniforms are adorned with the crowned cobalt blue shield of Tropica, Brazor’s own family crest, the mythical blood dragon, can be found on ancient banners and the motheaten, pre-war garments of his ancestors.

Villains & Enemies

FFPRINCE BRAZOR

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d8 Skills: Athletics d8, Fighting d10, Intimidation d8, Notice d8, Persuasion d8, Shooting d10, Stealth d10, Taunt d10, Tracking d8 Cha: 0; Pace: 6; Parry: 7; Toughness: 6 Hindrances: Overconfident, Stubborn Edges: Alertness, Combat Reflexes, Command, Command Presence, First Strike, Iron Jaw, Killer Instinct, Quick Draw, Shrug It Off Gear: Long sword (Str+d8), Ray gun pistol (Range 12/24/48, Damage 2d6+2, RoF 1).

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FFGRAND DRAGON

The Grand Dragon is the title given to the vicious and carnivorous king of the lizard men in the cave kingdom of Kira. Wearing the platinum armband of the first Dragon, Lazertyl, signifying his position, the Grand Dragon sits upon his mighty snake throne within his crudely constructed subterranean palace, ruling and passing judgments while striving to ensure that his realm remains protected from external forces…and well-fed! The Grand Dragon has no alliance to any leader upon the surface, but could very well be swayed either way through a show of significant force. To this day, Ming has ignored the lizard men while Queen Azura (and now Flash Gordon) has opted for a reluctant truce with those who live below their streets. By no means does this suggest any sort of alliance, however, and those straying into the tunnel systems and caverns ruled by the Grand Dragon are always considered intruders.

FFKANG THE CRUEL

While the bloated and sadistic thug known as Kang professes to be the longlost son of Ming the Merciless, most doubt the validity of these claims. In truth, Kang is actually the much younger brother of Lord Hong, warden of Ming’s dungeons. When Kang was a boy, Ming took a shine to him and he spent his formative years within Ming’s palace. Regardless of his false pedigree, he has managed to attract a number of followers to his cause, secretly mustering a ruthless band of pirates and cutthroats in a hidden, undersea base. Kang is currently increasing the size and experience of his army and attracting a loyal following of those convinced of his lineage. He knows the value of those who see the potential for wealth and power in a man who may one day seize Mongo’s throne!

Attributes: Agility d6, Smarts d10, Spirit d6, Strength d8, Vigor d8 Skills: Athletics d8, Driving d8, FightAttributes: Agility d8, Smarts d8, Spirit d8, ing d8, Intimidation d12, Knowledge (Battle) d8, Notice d8, Persuasion d10, Strength d10, Vigor d6 Skills: Athletics d8, Fighting d12, IntimPiloting d12, Shooting d10, Streetwise d8 idation d8, Notice d8, Persuasion d8, Cha: −2; Pace: 5; Parry: 6; Toughness: 7 Stealth d8, Taunt d8 Hindrances: Mean, Obese, Overconfident Cha: −8; Pace: 6; Parry: 8 or 9 (Fork); Edges: Berserk, Command, Command Toughness: 7 (2) Presence, Tactician Hindrances: Bloodthirsty, Mean, Outsider Gear: Ray gun pistol (Range 12/24/48, (Outside of his domain) Damage 2d6+2, RoF 1). Edges: Brave, Command, Command Presence, (Improved) Frenzy, Lunge, Noble Gear: Fork (Str+d6, Parry +1, Reach 1). Ming the Merciless is the self-proclaimed Special Abilities: emperor of the universe and the enemy • Armor +2: Thick warty skin. of Flash Gordon and the Freemen. A • Bite/Claw: Str+d4. ruthless tyrant who rules Mongo with a • Environmental Resistance (Heat): +4 drogiron fist, Ming is sadistic, sociopathic, to Vigor rolls to resist heat, subtract and relentlessly cruel. He is also easily four from heat-based damage. swayed by a pretty face, going so far as • Environmental Weakness (Cold): −4 to cease military operations in order to to Vigor rolls to resist cold, add +4 to woo someone of the opposite sex. cold-based damage. A brutal dictator, Ming murdered his • Wall Walkers: Lizard men can move own father in order to take the throne up any rough vertical surface at their for himself. So great is his ego that both normal Pace. his name and his sinister visage have permeated all aspects of life on Mongo.

FFMING THE MERCILESS

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Up until recently, Ming felt safe within his palace, but the arrival of the Earthman, Flash Gordon, has unsettled him to the point where he now sleeps with armed guards at his bedchamber doors and a light gun under his satin pillow. Ming will not give up until every last Mongonian bends their knee to him, even if that means razing antagonistic kingdoms to the ground. Even Arboria, home to his own daughter, Aura, and grandson, Alan, isn’t safe from the tyrant’s wrath. Attributes: Agility d8, Smarts d12+2, Spirit d12, Strength d8, Vigor d10 Skills: Driving d8, Fighting d12+2, Intimidation d12, Knowledge (Science) d8,

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Notice d8, Persuasion d12, Piloting d10, Riding d8, Shooting d10, Taunt d12 Cha: −2; Pace: 6; Parry: 9; Toughness: 7 Hindrances: Amorous, Arrogant, Bloodthirsty, Mean, Overconfident Edges: Arcane Resistance, Charismatic, Combat Reflexes, Command, Command Presence, Dodge, Expert (Fighting), Expert (Smarts), Fervor, Filthy Rich, Jack-of-All-Trades, Killer Instinct, Level Headed, Nerves of Steel, Noble, Strong Willed, Trademark Weapon (“Wrath”) Gear: Scimitar (“Wrath”) (Str+d8).

HAZARDS Mongo isn’t all just monsters and air battles. Nature itself can sometimes be the toughest adversary! The list of hazards below can be used as background and flavor when characters visit the various domains of the rogue planet, or as direct threats that challenge the heroes directly. There are three types of Hazards: Dramatic Catastrophes, Environmental, and Battlefield. Each is explained below along with specific examples.

Catastrophes The threat is urgent and the heroes must escape from it immediately! Use the Catastrophe rules on page 186 to resolve the action. Descriptions and any special rules are listed below. Avalanche: The mountains rumble, a sharp crack is heard from a towering peak! A landslide of ice and snow comes crashing down, threatening to bury the heroes alive! Cave-In: The heroes are somewhere beneath Mongo when the ceiling collapses (or floor if they happen to be wandering through the gravity-confused Magnet Mountain)! Blizzard / Sandstorm: Furious ice- or sandstorms blind travelers and force them to find shelter! Visibility in such conditions is incredibly limited as well. Characters can’t usually see more than 10 yards, and suffer −4 to Survival rolls made to navigate. Flash Flood: A powerful wave of water races toward the heroes, destroying everything in its wake. Forest Fire: Raging brush fires typically occur in temperate forests when the ground vegetation is very dry and hot. A stray spark or flame (perhaps from a passing rocket) turns the wilderness into an inferno.

Hot Hail: This strange phenomenon is an extremely rare type of precipitation found only in regions where there two extreme environments clash, such as the northern deserts of Flame World and the bordering icy wastes of Frigia. Tornado: Fierce winds accompanied by dark skies and lashing rain ravage the surface. The downpour reduces visibility (treat as Dark for lighting penalties) and extinguishes most normal fires within 1d6 rounds.

Environmental Hazards These kinds of hazards drive characters to seek shelter, water, or food, or force them out of toxic areas. They aren’t as urgent as Catastrophes but are just as lethal if the group doesn’t take action to protect themselves. Game Masters can also use environmental hazards to push the party into new adventures and discoveries. Cold: Travelers to Frigia and the Ice Kingdom of Naquk must prepare carefully. Without cold weather gear they are as likely to die from the frigid temperatures as they are from giants or ice worms! See Cold in Savage Worlds. Heat: The steamy jungles of Tropica or the infernal heat of Volcano World dehydrate and overheat those who don’t bring or find life-giving water. See Heat in Savage Worlds. Radiation: The wastes of Radiuma, various radioactive mines around Mongo, and even the furnace rooms of Sky City (before Dr. Zarkov transformed them) all emit dangerous levels of radiation that can blind and kill. See Radiation in Savage Worlds.

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CATASTROPHES Some of Mongo’s hazards are catast­ rophes that happen quickly, granting little warning to the hapless heroes caught in their path. Avalanches, cave-ins, forest fires, or even the flooding of an undersea dome are all incredibly exciting in the comics or movies. For these Dramatic Catastrophes, Flash Gordon uses a modified Dramatic Task system. Use the following rules for these encounters, making sure to add narrative details at each step to make the adventure memorable and exciting. Unlike normal Dramatic Tasks, all the characters are assumed to be reacting to the catastrophe together, so draw a single card for the entire party. The usual Trait to escape the catastrophe is Athletics. The penalty to the test is based on the card drawn: Card

Modifier

Two

No roll is possible

3–10

−4

Jack–Queen

−2

King–Joker

Each round the hero fails the roll, give the player a token of some sort). Give him two on a critical failure. Nothing happens on a success, and a raise allows him to get rid of a token if he has any.

Tactical Hazards Battles in The Savage World of Flash Gordon often take place on exotic battlefields—a rotating disc filled with sharp spikes, among streams of molten lava, or in swamps concealing deadly quicksand. Here are some of the most common and rules for integrating them into your Savage Tales. Lava Flow: Impassable rivers of molten rock can be found in the blasted wastes of Flame World or Volcano World. Falling

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At the end of the fifth round, each player rolls a number of damage dice (d6s) equal to the tokens he’s accumulated. The further one gets behind, the more deadly the avalanche, firestorm, or other catastrophe! Remember that, at least in The Savage World of Mongo, “death” is rarely permanent. Those who perish might wind up having an adventure of their own, be found hours later in the snow or a pond in the middle of a forest fire, or rescued by some other suitably dramatic tale. Of course if the entire party is in jeopardy, it might be a great time for them to play a Cliffhanger! This should end the Dramatic Catastrophe rolls and create some new situation to deal with.

COMPLICATION

If a character’s Action Card is a Club, she has a Complication of some sort. Maybe she has to jump over a sudden crevasse while running from a cave-in or hesitates as a flaming tree falls in her path in a forest fire. The player should feel to add to the GM’s narrative in describing the event. Whatever the story, if the hero fails her roll this round she suffers Fatigue that fades after one hour.

into one results in 3d10 damage each round. See the rules for fire and burning in Savage Worlds for more information. Mongoquake: A powerful tremor causes the ground to buckle and crack. This may cause cave-ins, collapsing buildings, avalanches, or landslides throughout the region (use the Catastrophe rules if the heroes are caught in the devastation). Violent tremors mean that anyone attempting actions that require balance fall if they roll a 1 on their skill die until the Mongoquake is over.

Poisonous Fumes: Sulfurous vapors from volcanoes, marsh gas, and the foulsmelling, varicolored fogs that swirl about Lostland present hazards to characters not protected by a gas mask. Should a volcanic vent in Flame World or a burbling bog in Arboria spew a cloud of toxic gas over the party, unprotected heroes individuals must make a Vigor roll at −2 or suffer Fatigue. This can lead to Incapacitation. Quicksand: Quicksand, the bane of adventure film heroes during the golden age of Hollywood, comes in two forms: wet (swamps) and dry (deserts). Detecting either is a Notice roll, at −2 if the pool is well-covered with debris. Failure means the character plunges in up to his waist and begins to sink! A heroine who goes in sinks in three rounds unless rescued or she’s able to find a way to free herself. The latter requires a Strength or Agility roll at −4 before she goes under (−2 if she can get hold of a vine, rope, or other line).

Once under, a character can no longer save herself and dies in a number of rounds equal to half her Vigor. Allies can tie a rope or vine around themselves and dive in after a companion who’s gone under with a Notice roll at −2 to find them and a Strength roll at −4 to pull them back to the surface. Typhoon: Sudden and violent, typhoons and other tropical storms cause Dark conditions and limit visibility to 25” (about 50 yards). The heavy storms turn the ground into a quagmire of muck and mud that make most surfaces Difficult Ground. Typhoons precede flash floods or tsunamis as well (see Flash Floods under Catastrophes).

187

bibliography Comic Strip Collections

Reference Books

Harmon, Jim, and Donald F. Glut. The Great Barry, Dan, and Harvey Kurtzman, and Movie Serials: Their Sound and Fury. London: Dave Schreiner. Flash Gordon. Princeton, Woburn, 1973. Print. WI: Kitchen Sink, 1988. Print.

Raymond, Alex, and Don Moore, and Peter Maresca. Flash Gordon: On the Planet Mongo, Sundays 1934–37. London, UK: Titan Books, 2012. Print. Raymond, Alex, Don Moore, and Peter Maresca. Flash Gordon: The Tyrant of Mongo, Sundays 1937–41. London, UK: Titan Books, 2012. Print. Raymond, Alex, and Don Moore, and Peter Maresca. Flash Gordon: The Fall of Ming, Sundays 1941–44. London, UK: Titan Books, 2013. Print. Moore, Don, and Austin Briggs, and Peter Maresca. Flash Gordon: The Storm Queen of Valkir, Sundays 1944–48. London, UK: Titan Books, 2015. Print. Barry, Dan. Flash Gordon Dailies Volume 1: The City of Ice. London, UK: Titan Books, 2016. Print.

Novels and Novelizations Steffanson, Con, and Ron Goulart. Flash Gordon 1 –The Lion Men of Mongo. New York: Avon Books, 1974. Print. Flash Gordon.

Steffanson, Con, and Ron Goulart. Flash Gordon 2 –The Plague of Sound. New York: Avon, 1974. Print. Flash Gordon. Steffanson, Con, and Ron Goulart. Flash Gordon 3 –The Space Circus. New York: Avon Books, 1974. Print. Flash Gordon. Steffanson, Con, and Ron Goulart. Flash Gordon 4 –The Time Trap of Ming XIII. New York: Avon Books, 1974. Print. Flash Gordon. Raymond, Alex, and Bruce Cassiday. Flash Gordon 5 –The Witch Queen of Mongo. New York: Avon Books, 1974. Print. Flash Gordon. Bingham, Carson, and Bruce Cassiday. Flash Gordon 6 –The War of the Cybernauts. New York: Avon Books, 1975. Print. Flash Gordon.

Kinnard, Roy, Tony Crnkovich, and R. J. Vitone. The Flash Gordon Serials, 1936–1940: A Heavily Illustrated Guide. Jefferson, NC: McFarland, 2008. Print.

Games Carter, Lin, and Scott Bizar. Flash Gordon & the Warriors of Mongo. Roslyn: Fantasy Games Unlimited, 1977. Print.

Movies and TV Flash Gordon (Serial). Perf. Buster Crabbe, Jean Rogers, and Charles B. Middleton. Universal Pictures, 1936. Flash Gordon Conquers the Universe (Serial). Perf. Buster Crabbe and Charles B. Middleton. Universal Pictures, 1940. Flash Gordon (1954 TV Series). Perf. Steve Holland and Irene Champlin. DuMont Television Network, 1954. The New Adventures of Flash Gordon (Animated Series). Perf. Robert Ridgely and Diane Pershing. Filmation, 1979. Flash Gordon. Dir. Mike Hodges. Perf. Sam J. Jones and Max Von Sydow. Universal Pictures, 1980. Robbpratt. “Flash Gordon Classic.” YouTube. YouTube, 11 May 2015. Web.

Radio Shows The Amazing Interplanetary Adventures of Flash Gordon (1935 Radio Serial). Perf. Gale Gordon and Irene Champlin. Mutual Broadcasting System, 1935.

Websites “Flash Gordon Wiki.” Flash Gordon Wiki. Web.

188

189

INDEX A

Action 70 Alan 16 Alex Raymond 4, 8, 12 Ammo Vehicle 59 Ammunition 54 Ancient Tree Stump 6 Android. SeeRaces: Robots Arboria 6, 22, 95, 100 Arborian 23 Arcane Background 23, 39 Arcane Backgrounds 39 Archetypes 17 Aura 16, 95 Austin Briggs 8, 12 Azura 99

B

Base 8 System 13 Bestiria 116–117 Birdland 95–96 Boarding Actions 77 Bound 70 Bumps and Bruises 74 Burning Wastelands. SeeFiery Desert

C

Captain Avion 96 Catastrophes 185–186 Complication 186 Charisma 23 Chulan 110 Cliffhanger 186 Cone Attacks 141 Cooldown 45 Coralia 32, 96 Count Bulok 110. See alsoEnemies & Allies Crew 58 Currency 45

D

Dale Arden 8, 12, 94, 111. See alsoEnemies & Allies Dan Barry 8, 12 Desert Hawk. SeeGundar Desert of Fire 104 Devices 85 Distracted 70–71, 84, 86

190

Doctor Hans Zarkov 8, 12, 23. See alsoEnemies & Allies Doctor Striga 96 Don Moore 8–9 Dramatic Catastrophes. SeeCatastrophes Duration 83 Dyzan 89–90

E

Edges Background 39 Combat 40 Leadership 41 Professional 42 Social 43 Eight Judgments. SeeThe Eight Sacred Laws The Eight Sacred Laws 89 Enemies & Allies Alardactyl 142 Armosaur 142 Bloodwolf 142 Bore Worm (Swarm) 143 Cave Dragon (“Komok”) 143 Caveman 144 Cavernosaur 144 Citizen 144 Constrictosaurus 145 Count Bulok 179 Dactyl Bat 145 Dale Arden 177 Death Bird 146 Devourosaurus 146 Doctor Hans Zarkov 94, 178 Dragon-Bat 147 Dragon Man 147 Drok 147 Dwarf 148 Ergon 178 Fire-Dragon 148 Flash Gordon 177 Fume Dragon (“Sulpha”) 149 Gas-Spider 149 General Kravula 125 Giant 149 Glacier Monster 150 Gocko 151 Grand Dragon 182 Gryph 151 Harpy Bat 152

Hawkman 152 Horned Apes 154 Horn-Horse 152 Horn Snake 153 Horse-Bird 154 Ice Bear 154 Ice Worm, Giant 155 Kang the Cruel 183 King Kala 134 King Vultan 181 Korvia 155 Lion Man 156 Lizard Man 156 Magnoped 157 Ming the Merciless 183 Nautiloid 158 Octoclaw 158 Octosak 159 Octoshark 160 Prince Barin 178 Prince Brazor 182 Princess Aura 181 Princess Sela 134 Prince Thun 180 Psi-Soldier 126 Psi-Student 126 Queen Desira 179 Rat, Giant 160 Red Monkey Man 160 Robot 161 Rock King 127 Rock Man 127 Rock Prince 128 Rock Termite (Swarm) 161 Scorpion, Giant 162 Sea-Horse 162 Shark Man 162 Sharkon 163 Snowbird 163 Snow-Dragon 164 Snow-Fox 164 Snow-Serpent 164 Soldier 165 Spidrot 166 Squirlon (Swarm) 166 Strangler Vine (Plant) 167 Submosaur 167 Terrocrab (Swarm) 167 Terrot 168 Tigret 168 Tigron 169 Tiny-Man 169 Torok 170 Tree Dragon 170

Tree Lizard 170 Tridentaurus 171 Tsak 171 Turtodon 172 Ursodile 172 Water Dragon 173 Water Worm 174 Whiphawk 174 Wolfin 175 Wolfman 175 Wolvron 175 Entangled 70 Ergon 109. See alsoPower Men; See alsoEnemies & Allies Extreme Range 70

F

Fiery Desert 96 Fire People 105 Flame World 26, 98, 111 Flash Gordon 12, 16, 94, 96, 99, 102, 110–111, 183. See alsoEnemies & Allies Freemen 16, 93–94, 107, 109–111. See alsoWhisperers Rise and Fall 93 Frigia 23, 98–99, 135 Fuel 59

G

General Kravula 116, 119–120, 125–126 Glacia 99 Glacier Mountains 95 Goddess of Valk 91 Grand Dragon 29, 99, 156, 182–183. See alsoEnemies & Allies Grappling 70 Great Mongo Desert 95, 104 Great Tree Highway 95 Great War 93, 100, 109, 111 Gundar 96

H

Hawkmen 28 Hazards 185–186 Environmental 185 Tactical 186 Heavy Armor 58 Heavy Weapon 58. See alsoPower Modifiers Hindrances 37–38

I

Ice Kingdom of Naquk 99

Kala 131 Kang 16 Kang the Cruel 183. See alsoEnemies & Allies King Ardo 104 Kingdom of Caves. SeeKira King Jugrid 29, 100 King Kala 132, 133 King Marko 104 King Naquk 99 King Nurid 26 King Orax 105 King Ozon 103 King Radom 101 King Rowath 100 King Triton 96 King Vultan 138. See alsoEnemies & Allies Kira 16, 23, 26, 29, 99, 105 Krog 122 Kugor 110

Tombs 110 Tunnel of Terror 110 Mingo City Bureau of Trade and Taxation 107 Mingols 45. See alsoCurrency Mingo River 106 Mingo Square 13 Ming’s Desert Legion 100 Ming the Merciless 8, 13, 16–17, 20, 22, 27–29, 94–96, 99–100, 105–106, 109, 126, 137, 150, 162, 177–178, 181, 183. See alsoEnemies & Allies Mongo 8, 12–14, 16, 23, 27, 33, 89, 93, 95 Mongo Desert 100–101, 105 Mongomancer 20, 81 Mongomancy 23 Mongonian 24 Names 25 Mongo Ocean 104 Mongospike 81 Mongo-Tech 23 Monstrous Abilities 141 Mount Dominance 106, 110

L

N

J

Jim Keefe 8

K

Land of the Dead 105 Land of the Lion Men 100 Languages 23 Lingering Damage. SeePower Modifiers Lingual-Translators 23 Lostland 100

M

Magic 81. See alsoArcane Backgrounds Magnetic Mountains 26, 98, 102 Magnet Mountain 103, 104 Maintaining Powers 83 Marvela 104 Mike Hodges 12 Mingo City 13, 16, 45, 93–94, 96, 98–100, 104, 106–111, 116 Bazaar 107 Great Mongo Hospital 107 Mingo Square 106–107 Mongo Prison 107 National Museum 109 Power Stations 109 Royal Palace 111–112 Sewers 109 Skyways 107 Steeltown 110 Temple of Tao 110

Naquk 28, 99, 105

P

Pace 23 Parry 23 Petuit-Ray 104 Pit of Peril 26 Portentia 104 Power crystals 81 Power Men 16, 21, 109, 179 Power Modifiers 84 Power Points 35, 42, 83–85 Powers 83 Arcane Protection 86 Confusion (Revised) 86 Empathy 86 Entangle (Revised) 86 Levitate 86 Mindlink 87 Mindwipe 87 New & Revised 86–87 Object Reading 87 Stun (Revised) 87 Prince Barin 6, 8, 16, 95, 98. See alsoEnemies & Allies Prince Brazor. SeeEnemies & Allies Prince Roga 26 Prince Ronal 98–99

191

Princess Aura. SeeEnemies & Allies Princess Lura 104 Princess Sela 133 Prince Thun 100. See alsoEnemies & Allies Project X 107 Prosperity City. SeeMingo City Psi-Column 116, 118–119, 122 Psionics 23, 81. See alsoArcane Backgrounds Psionic Schools 82

Q

Queen Ala 95 Queen Azura 26 Queen Desira 96, 104. See alsoEnemies & Allies Queen Fria 98–99 Queen of Magic 99 Queen Tarla 100 Queen Undina 96 Queen Valkir 104

R

Race 23 Race Generator 33 Races Blue Magic Man 26 Coralian 26 True Coralians 26 Dwarf 26 Earthling 27 Giant 27 Hawkman 28 Lion Man 29 Lizard Man 29 Mongonian 30 Robot 30 Shark Man 31 Radiuma 101, 103, 120 Reaction Fire 77 Recharging 85 Red Sword 12 Repairs 59 Rise of the Ultrabrain Chapter Four: Extraction of the Innominate 122–124 Chapter One: Abduction of the Innocent 116–119 Chapter Three: Land of Fire & Flame 120–121 Chapter Two: On the Trail of the Ultrabrain 119–120 Overview 115 Roborail 135 Round 70

192

S

Sam J. Jones 12 Savage Tales Dive of Doom 131–134 Runaway Rocket 135–137 War Rocket Ajax 138–139 Sea of Mystery 96, 131 Selling Items 45 Setting Rules 72 Born A Hero 24 Cliffhanger 72 Conviction 73 Creative Combat 74 Fast Healing 74 Knock Out Blow 74 Planetary Romance 74 Unarmored Hero 76 Wound Cap 76 Shark City 131, 133 Skills Athletics (Agility) 69 Knowledge (Smarts) 69 Performance (Spirit) 70 Thievery (Agility) 70 Sky Battles 77 Firing Weapons 77 Out of Control 78 Sky City 16, 29, 101–103, 109, 120, 138 Skyland 101, 103 Skymen 103 Steeltown 110 Stukin 12 Stunned 53 Syk 99

T

Tao 89, 110 Test of Wills 71 The Drop 74 Thun 111 Tinkering 85 Tomb Island 131 Toughness 23 Tournament of Death 16 Traits 23 Trappings 83 Tricks 71 Tropica 104 Tsak 111 Turn 70

U

Ultimate Icepack 99 Unknown Sea. SeeMongo Ocean

V

Valkr 23, 95, 104–105, 111, 116 Vehicles Air 62–64 Boats and Submersibles 65–66 Land 59–61 Special Notes 58 Vehicular Combat 78 Vitruvia 111 Volcano World 104– 105, 116, 120 Vulnerable 70, 71, 86 Vultan 8, 16, 29, 102

W

Weapons Firearms 52 Grenades 55 Primitive Ranged Weapons 52 Vehicular 56 Weird Science 82. See alsoArcane Backgrounds Whisperers 93 The Wood Beast 6

Z

Zoga 91

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