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MORROW PROJECT: REIGN OF STEEL


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A man by the name of Bruce Edward Morrow gathered nine of the country's leading
industrialists into an organization known as The Council of Tomorrow in 1962.
Building a convincing argument that humanity was doomed to destroy the current
civilization in nuclear war, he convinced the council to create an organization
dedicated to the continued survival of the human race beyond the point of
destruction.
This organization came to be called the Morrow Project; an ambitious plan to
cryogenically freeze special teams and equipment to aid in the reconstruction of
the U.S. the collapse of civilization. For many years the Project secretly
stored their teams to await the proper time for reawakening. Gradually their
processes improved and their equipment became more advanced.
In 1987, the Project carried out a complete updating of all the previously
stored equipment, opening the buried and sealed chambers of the sleepers without
waking them and leaving behind new equipment, vehicles, and the instruction
manuals on how to operate them. This was repeated in 2024.
The central base of the Morrow Project is a vast underground complex designed to
sustain the lives of some one hundred and fifty people through the holocaust as
they record the data linked with the war. Acting as a command and control
center, it is from this Prime Base that the signal is to be sent to activate the
various teams scattered about the U.S.
The Player Characters (PCs) begin as volunteers for the Morrow Project, put into
cryogenic suspension in 1999 at a bolthole in the Pacific Northwest.
It is 2047 A.D. when the PCs awaken.
---------CHARACTERS
---------- - - - - ATTRIBUTES
- - - - - Attributes are traits that *everyone* in the game world has, in some degree or
other. On a scale of Terrible ... Fair ... Superb, the average human will have
an attribute at Fair (0). There are 9 attributes used in the game. These are:
Charisma
A measure of how a character performs overall in social situations with
strangers.
Dexterity
A measure of physical coordination, agility, and flexibility.
Education
A measure of a character's knowledge in general academic subjects such as
reading, writing, arithmatic, and so on.

Intelligence
A measure of abstract reasoning. This is not the same as common sense (which is
provided by the player).
Perception
A measure of a character's ability to sense his surroundings. This includes both
physical acuity and the tendency to pay attention to detail.
Stamina
A measure of endurance and ability to recover from sickness and injury.
Strength
A measure of a character's muscular power and lifting ability.
Willpower
A measure of mental endurance and ability to resist and recover from stress.
Wits
A measure of mental reaction speed and agility.
A character begins with a score of Fair (0) in all of these Attributes. These
can be modified with Character Points (see CHARACTER CREATION below).
- - - SKILLS
- - - Any trait that isn't an attribute, but can be improved through practice, is a
skill. The default for an unlisted skill is usually Poor (-2), though that can
vary up or down a little. Many skills have a default of non-existent. These
would include Languages, Physics, or other knowledges that must be formally
studied to be known at all. When a character studies such a skill (puts a level
into it at character creation, or experience points later in the game), the
level he gets it at depends on how hard it is to learn.
Obtaining Skills: Players obtain skills in two ways: automatic skills and
acquired skills. Automatic skills include knowledge of the character's native
language (automatically considered Fair (0) or equal to his Education score,
whichever is worse), certain combat skills all Morrow Project volunteers are
taught in basic training, and skills supplied by a character's education or
previous career (see CHARACTER CREATION below).
Acquired skills are learned from instructors as a part of the game (see the
definition of Instruction skill).
Cascade Skills: A few skills are cascade skills. A cascade skill is one which
includes several lesser skills under one broad heading.
Examples of cascade skills are Pilot, which includes both Fixed-wing and Rotarywing (helicopter) Pilot skill, and Small Arms, which includes both Pistol and
Rifle skill.
A character who receives a cascade skill must decide on an area of special
interest from among the subskills covered. From then on his skill level in the
chosen specialty skill is the same as his level in the overall skill. His level
in all of the other subskills is one level less than the overall skill.

For example, a character receives a Small Arms skill level of Fair (0) and
decides he will specialize in pistols. His skill level with pistols is Fair (0),
while his skill level with rifles is Mediocre (-1).
Sometimes it is possible to receive a skill in a cascade other than the one the
character has already chosen as his specialty. For example, a character has a
Small Arms skill of Fair (0) and has chosen Pistol as his specialty. If he then
goes through army basic training he will receive Rifle skill. The Rifle skill
received adds to his Rifle skill only, not his overall Small Arms skill.
However, if this extra skill would cause his Rifle skill to exceed his overall
Small Arms skill, then his overall skill will go up, and Rifle will become his
new specialty.
In either case he will have to keep separate track of his Rifle and Pistol
skills from then on.
What follows is a list of skills used in the game, although it is by no means
exclusive. Players are encouraged to add skills of their own, with the Referee's
approval.
Anthropolgy
Knowledge of human society and behavior.
Battlesuit
Ability to operate a HAAM (Hydraulically Assisted Armored Man) suit. Only
available to MARS personnel (see CAREERS below).
Biology
Knowledge of plant and animal physiology.
Chemistry
Knowledge of chemical interactions and compounds.
Civil Engineer
Ability to plan/supervise construction of buildings, roads, and bridges.
Combat Engineer
Ability to perform tasks such as emplacing demolitions, building fortifications,
and camouflaging emplacements.
Computer Operation
Ability to operate a computer.
Computer Programming
Ability to program a computer.
Disguise
Ability to alter appearance to avoid recognition.
Electronics
Ability to repair electronic devices.
Farming
General knowledge of growing food crops and raising livestock.
Fishing

Ability to catch fish, using hook and line or net.


Foraging
Ability to find food in the wild, including knowledge of what plants are edible
and where to find them, and the ability to set snares and traps.
Forgery
Ability to forge a signature or document and have it accepted as genuine.
Forward Observer
Ability to communicate fire data for indirect fire weapons.
Geology
Knowledge of rock formations and minerals.
Gunsmith
Ability to construct and repair weapons.
Heavy Weapons
Ability to use antitank missile launchers, flame weapons, rocket and grenade
launchers, large-caliber guns, and howitzers.
Horsemanship
Ability to ride a horse.
Hunting Bow
Ability to use a long bow.
Instruction
Ability to teach skills.
Interrogation
Ability to persuade or force a prisoner to reveal information.
Language
Ability to speak and understand a given language. A specific language must be
chosen.
Leadership
Ability to inspire followers.
Lockpick
Ability to pick a lock.
Machinist
Ability to use machine tool (such as lathes, punch presses, etc.) to fabricate
other machinery.
Mechanic
Ability to maintain and repair vehicles and machinery. Cascade skill (Aircraft,
Ground Vehicles, Machinery)
Medical
Ability to render first aid/medical care to injured or sick characters.
Melee Combat
Ability to conduct hand-to-hand combat. Cascade skill (Armed, Unarmed).
Metallurgy
Knowledge of smelting ore into metal, forming alloys, and fundamental

metalworking.
Meteorology
Understanding of weather and the forces governing it.
Mining Engineer
Ability to supervise the construction and operation of a mine.
Motorcycle
Ability to ride a motorcycle.
Mountaineering
Ability to climb steep slopes and sheer cliffs.
Navigation
Ability to determine position and direction of travel using maps, compass,
landmarks, the stars, etc.
Observation
Ability to spot concealed enemies and avoid ambushes.
Parachute
Ability to use a parachute.
Persuasion
Ability to phrase arguments in ways best calculated to gain acceptance.
Pilot
Ability to fly aircraft. Cascade skill (Fixed Wing, Rotary Wing).
Physics
Knowledge of the physical principles of matter and energy.
Scrounging
Ability to find man-made items such as spare parts, domestic food, ammunition,
etc.
Scuba
Ability to use an aqualung or rebreather. May not be purchased at a higher level
than Swimming skill.
Small Arms
Ability to use small arms (pistols, rifles, shotguns, etc.). Cascade skill
(Pistol, Rifle).
Small Boat
Ability to operate small boats, including oar-driven, wind-driven, and small
(under 20-meter) motor boats
Snow Skiing
Ability to travel using snow skis.
Stealth
Ability to move silently and without being spotted.
Swimming
Ability to swim.
Thrown Weapon

Ability to hit a target with a thrown weapon, such as a knife, rock, or grenade.
Tracked Vehicle
Ability to drive a tracked vehicle.
Tracking
Ability to follow vehicles, humans, or animals by the traces they leave behind
them.
Warhead
Ability to arm, disarm, and repair both conventional and nuclear warheads.
Wheeled Vehicle
Ability to drive a wheeled vehicle.
- - - Careers
- - - There are several divisions in the Morrow Project, each with a specific area of
specialty deemed necessary to achieve the goal of rebuilding civilization.
RECON -- Reconnaissance Division
The members of RECON are meant to be the eyes, ears, and general purpose support
element for the Morrow Project. RECON teams are designed to deal with almost all
encounters in the three to five years after the Third World War that the Project
plans for. They are to aid the government structure in rebuilding, help to teach
and train survivors, and aid the populace in any way possible. RECON has, by
far, the largest number of personnel in the Project -- as many as 4 in 6
volunteers are assigned to this division.
MARS -- Mobile Assault Rescue and Strike Division
This is the combat arm of the Morrow Project, made up of specialists who have
pledged themselves to protect the Project and its personnel. The only division
whose members are almost entirely ex-military personnel, MARS teams are intended
to handle hostile situations that other Morrow Project teams are unable to cope
with. To this end they are heavily armed and equipped with some of the Project's
most advanced gear.
SCI -- Scientific Division
The general science division of the Project. SCI personnel are all scientists
and technicians, equipped with mobile laboratories that can handle anything from
biology to nuclear physics. SCI teams are capable of handling missions ranging
from basic research to launching communications satellites. Although not as
versatile as a RECON, or as militarily powerful as a MARS, SCI personnel should
not be thought of as helpless eggheads. All have passed Morrow Project weapons
and survival classes taught at the hands of MARS specialists.
Players should decide to which of the above three divisions his character
belongs. This will determine some of the character's starting skills (see
CHARACTER CREATION below).

- - - - - - - - - CHARACTER CREATION
- - - - - - - - - Players begin to generate a character by choosing a Morrow Project career -either RECON, MARS, or SCI. This gives the character basic skills as follows:
RECON
Small Arms: Fair (0)
Melee Combat: Fair (0)
Stealth: Fair (0)
Observation: Fair (0)
Plus a total of 16 Character Points from any one or a combination of the
following:
Foraging
Heavy Weapons
Melee Combat
Mountaineering
Navigation
Observation
Small Arms
Snow Skiing
Stealth
Swimming
Thrown Weapons
Tracking
MARS
Small Arms: Fair (0)
Heavy Weapoms: Fair (0)
Melee Combat: Fair (0)
Thrown Weapons: Fair (0)
Plus a total of 16 Character Points from any one or a combination of the
following:
Battlesuit
Combat Engineer
Foraging
Forward Observer
Heavy Weapons
Instruction
Interrogation
Leadership
Melee Combat
Mountaineering
Navigation
Observation
Parachute
Persuasion
Small Arms
Snow Skiing
Stealth
Swimming
Thrown Weapons
Tracking

Warhead
SCI
Small Arms: Fair (0)
Melee Combat: Fair (0)
Specialty (see below): Fair (0)
Instruction: Fair (0)
Plus a total of 16 Character Points from any one or a combination of the
following:
Instruction
Language
Leadership
Observation
Persuasion
Specialty (choose from the following):
Anthropology
Biology
Chemistry
Civil Engineer
Computer Programming
Electronics
Geology
Machinist
Mechanic
Medical
Metallurgy
Meteorolgy
Mining Engineer
Physics
After the player has chosen his character's career and skills that come with it,
he gets 32 Character Points to buy new skills or improve existing skills and
attributes. The costs for this can be found on the following table:
Character Point
Level
Skill
Attribute
----------------------------------Terrible (-3) ... -1 ...... -16
Poor (-2) ....... 0 ...... -8
Mediocre (-1) ... 2 ...... -4
Fair (0) ........ 4 ...... 0
Good (+1) ....... 8 ...... +8
Great (+2) ...... 16 ...... +16
Superb (+3) ..... 32 ...... +32
These additional points are assumed to have been gained by the character in
careers previous to his joining the Morrow Project. Thus the player should
exercise good judgement when choosing skills so that they make sense. If you see
your character as having been a Ph.D. scientist before joining the Project, it
would be inappropriate to select Heavy Weapons as one of these skills!
- - - - - - - - GIFTS AND FAULTS

- - - - - - - - A Gift is any trait that isn't an attribute or skill, but is something positive
for the character. In general, if the trait doesn't easily fit the Terrible ...
Fair ... Superb scale, it's probably a gift. Gifts cost Character Points, the
amount decided by the Referee. Ideas for Gifts (and suggested CP costs) can be
taken from the GURPS Advantages list, or can be created by the player.
A Fault is any trait that limits a character's actions, or earns him a bad
reaction from other people. Faults actually give a character *more* Character
Points, the amount decided by the Referee. Ideas for Faults (and suggested CP
costs) can be taken from the GURPS Disadvantages list, or can be created by the
player.
- - - - - - - - - PESONAL DESCRIPTION
- - - - - - - - - Details of the characters appearance and personal history are, of course, up to
the player to decide. Here are some guidelines to consider, however, when
thinking of Morrow Project personnel:
-- American: Everyone involved in the Morrow Project is an American citizen,
either born or naturalized.
-- Mature: Everyone in the Morrow Project is an experienced individual, although
still in the prime of life. Very few Project personnel are under 26 or over
42 years of age, and all are in good physical health.
-- Stable: No Project personnel are severely mentally ill, and very few suffer
from minor psychological disorders such as phobias or neurosis.
With this, consider that your character is going to join an organization that
will, for all practical purposes, banish him from the "world as we know it."
Certainly the pay is good, but *even if things go well* the character will
awaken in a world seperated from his own by 100 years of cultural development.
If things go as expected, he will awaken in a world much worse -- one that has
been devastated by nuclear war.
- - - - Equipment
- - - - Each team member has a small foot locker (approximately 100 cm x 40 cm x 30 cm)
for personal possessions. It is assumed that each character has about $20,000
worth of cash with which to buy personal items for this locker. All other assets
owned by the character are assumed to have either been liquidated or given away
to friends/family.
The project also issues the following standard equipment to each team member.
- - - - - - - - - - - - - - - - - - - - - - - - - - MORROW PROJECT STANDARD ISSUED EQUIPMENT (2024 A.D.)
- - - - - - - - - - - - - - - - - - - - - - - - - - The following is an updated list of equipment a Morrow Project team would carry
with them into the field. It's separated into combat load and mission load. The
combat load is what the team normally carries, the mission load is only carried

on the march (otherwise it stays in their base camp). The entire mission load is
supposed to fit into a rucksack. Mechanized teams carry the same gear, but the
mission load stays in the vehicle.
COMBAT LOAD (INTEGRATED INDIVIDUAL FIGHTING SYSTEM (IIFS):
Combat Infantry Dress for Ground Troops (CIDGT), Woodland.
Combat Infantry Helmet for Ground Troops (CIHGT), Woodland w/ built in HUD,
short range radio, and multiview goggles.
Battle Dress Uniform (weight includes boots).
Individual Tactical Load-Bearing Vest (ITLBV) Consists of:
Suspenders, Woodland w/ Mark IV Ammunition Pouches (x4), M33 Grenade Pouches
(x4), Equipment Belt, Olive Drab w/ Fastex Buckle.
M9 Bayonet and Carrier.
Plastic E-Tool Carrier, Olive Drab, w/ Collapsible Entrenching Tool.
Canteen Cover, Woodland, w/ 2-quart plastic canteen and M1 NBC Drinking Cap
(x2).
Medkit w/ 3 hypercoagulin, 3 neurovine, 5 superstim, 1 painkiller.
M19A2 Protective Mask Carrier, Olive Drab, w/ M19A1 Protective Mask (attaches to
CIHGT) and M258 Individual Decontamination Kit.
M12 Ambidextrous Holster, Olive Drab.
LCD mapbox and mil-spec GPS (x1).
Personal Weapon and Ammo (see below)
MISSION LOAD:
Field Pack, Large, with Internal Frame (FPLIF), Woodland (x1).
M65 Combat Jacket, Woodland, w/ Liner (x1).
Spare Battle Dress Uniform (BDU), Woodland (x2) and boots.
Undershirt, Olive Drab (x4).
Underwear, Olive Drab (x4).
Wool Socks, Grey (x6).
Rainsuit, Gore-Tex, Woodland (1 set, Jacket and Pants).
Field Cap, Ranger, Woodland (x1).
Sweater, Olive Drab (x1).
Thermal Coveralls, Woodland (x1)
Belt, Nylon, Green with Fastex Buckle (x2).
Long Johns, Olive Drab (x2).
Gloves, Combat, Inner & Outer (x2).
Ground Sheet, Woodland (x2).
Thermal Poncho Liner, Woodland (x1).
Envirobag (x1).
Poncho/shelter half (x1).
Mosquito Net, Olive Drab (x1).
Toilet Kit, Basic (x1).
Sun/Wind/Dust Goggles, Olive Drab Frame w/ Clear and Smoked Lenses (x1).
2-liter plastic canteens (x2).
20m biphase rope.
Mil-spec Compass w/ Compass Carrier (x1).
Protractor (x1).
Field Message Pad (x3) w/ Cover.
Map Case, Olive Drab (x1).
Rad Counter (x1).
M1 CBR kit (x1).
neoMRE's (stripped down to individual packets, x45).
Mess kit (x1).

Lighter, Disposable (x2).


Universal Tool (Leatherman) (x1)
Mini-Flashlight, Crookneck, Olive Drab (x1).
Knife sharpening stone (x1)
Box, Matches, Wind & Rain Proof (x3).
Rope, 50 m, Nylon, Olive Drab (x1).
String, 100 m, Cotton, Olive Drab (x1).
Signal mirror (x1)
Signal whistle (x1)
Carabineer, Locking "D", Black (x1).
Satchel, Personal Effects (x1).
Cleaning Kit, Weapons, Universal (x1).
I.D., Morrow Project (x1).
PERSONAL WEAPONS AND AMMO (COMBAT LOAD):
(SCI)
Miltech Arms M20 "Ronin" Combat Infantry Rifle
Colt AMT 2000 Autopistol
M20 CIR Magazine (x5)
AMT 2000 Magazine (x5)
M33 Fragmentation Grenade (x3)
M34 White Phosphorus Grenade (x1)
(MARS and RECON)
Miltech Arms Mark IV Advanced Combat Rifle
M205 Grenade Launcher
Colt AMT 2000 Autopistol
Mark IV ACR Magazine (x5)
AMT 2000 Magazine (x5)
40mm M386 HE Grenades (x6) or 40mm M651A1 CS Grenades (x6)
40mm M585 Flare Grenades (x2, white, green or red)
M33 Fragmentation Grenade (x3)
M34 White Phosphorus Grenade (x1)
AMMUNITION (MISSION LOAD):
Ammunition, Box 50, .45 ACP (x10)
Ammunition, Box 50, 5.56mmCL NATO (x12)
M33 Fragmentation Grenade (x30)
M34 White Phosphorus Grenade (x10)
(MARS and RECON only)
40mm M386 HE Grenades (x60)
40mm M585 Flare Grenades (x20, white, green, or red)
40mm M651A1 CS Grenades (x60)
OTHER STUFF:
Each bolthole will be stocked with additional equipment by the Project according
to the group's mission objectives, within the limits of availability. [In other
words, you'll find out when you wake up.] Typically, this includes at least one
vehicle, additional ammunition, and survival gear and food supplies.

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