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  Collin Terrell 2013 
   
   
   
   
   
   
   
   
  Version 1.0 
       
   
   
   
            Collin Terrell 
   
   
   
   
   
   
   
   
   
   
   
  
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  Collin Terrell 2013 
   
   
   
  Tom Selleck.  Domestic Beer.  Guitar licks.  Unlimited ammo.  Heather Thomas held prisoner on Sex Island.  
  Go! 
   
   
   
  You are a member of Mustache Force, an elite band of not-giving-a-damn cops with kick-ass mustaches 
  who like to shoot law bullets and make love-time with their man-parts. 
   
  America City is your jurisdiction.  It’s the biggest, best and baddest city in the world and it takes uber-men 
  like you to keep that motherfucker in line!  Crime loves a wimp, so don’t be a wimp!  Kick crime in the 
  taint! 
   
  Enough blabbing: grab a piece, get a piece and keep the peace!  DO IT NOW! 
   
   
   
   
   
  Every character in Mustache Force must be a man.  With a mustache.  Deal with it, ladies. 
   
  Only the enemy wears beards and filthy sideburns.  Don’t let me catch you with that crap on your chiseled, 
  Adonis-like face! 
   
  
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  Need more help figurin’ out what to do?  Check out these handsome bastards, and if you’re still 
  confusticated, go watch some of the damn movies recommended in Appendix D (which is where I left your 
  appendix after I karate-kicked it out of your soft, lumpy midsection).  If you can’t unfuck yourself by then, 
  go play My Little Pony: Friendship is Magic. 
   
  The Chevron: 
   
  Bushy without being stupid, the Chevron is a healthy, badass ‘stache for a healthy badass man.  The 
  Almighty Selleck would heartily approve of this one. 
   
  The Dali: 
   
  What, are you gonna do some magic tricks?  Make that shit disappear and replace it with something 
  manly! 
   
  The Dirty Sanchez: 
   
  Hola amigo! Dos cervezas por favor!  See, we *can* be multi-cultural up in here. 
   
  The English: 
   
   
  Your shit’s waxed tighter than a boatswains bung, or Bob’s your Uncle, whatever that means. 
   
  The Freestyle:  
   
  What the fu…  Oh hell no.  
   
  The Fu-Manchu: 
   
  Hmm, I don’t know about you…  I guess you can stick around, but just so you know we only speak 
  American at this table. 
   
  The Handlebar: 
   
  You’re an old-fashioned guy with old-fashioned tastes.  You got fancy words for things, like saying 
  “pugilism” instead of “ass-kicking” but since you aren’t afraid to roll up your sleeves and put up your 
  Dukes, you’re ok with us! 
  
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  The Horseshoe: 
   
  This is a proper Cowboy mustache.  You’ve got nothing to worry ‘bout, pardner, you have the look of a 
  natural born goddamn leader. 
   
  The Hitler: 
   
  Don’t you dare motherfucker! 
   
  The Imperial: 
   
  Well, your Highness, aren’t you impressed with yourself? 
   
  The Musketeer: 
   
  Normally I can’t stand a flavor saver, but we’ll let you keep yours because you look like you just beat 
  David Beckham to death with your bare hands and tore his face off so you could sew it over your own ugly 
  mug.  Well played. 
   
  The Natural: 
   
  Nothing says “LARGE PENIS HERE” quite like a man who can grow a perfect ‘stache without dumping 
  pomade all over it. 
   
  The Peach Fuzz: 
   
  Seriously!?  Are you really trying to play my game?!?!  Thomas W. Selleck, I hope you’re really trying and 
  you didn’t just shave your shit down to piss me off! 
   
  The Pencil(dick): 
   
  Hey Romeo, don’t you know that the ladies like to have something they can tug on while you eat their 
  tonsils out? 
   
  The Walrus:  
   
  Kind of, I don’t know, icky.  How old are you?  Every time you and your lady do the face tango she says 
  you “taste like dad”.  Is that really what you were going for? 
   
  
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  Edges: 
  The following Edges are not permitted in this setting because they don’t make any goddamn sense: 
  Arcane Resistance, Champion, Giant Killer, Holy/Unholy Warrior, Noble, Soul Drain, Wizard. 
   
  Beast Bond and Beast Master are both Manimal Edges now (see below). 
   
  Arcane Background: Machismo 
  There is a force in the universe that only men can tap into and this force is called Machismo.  Machismo is 
  the indefinable, ineffable, ineffuckinwhatable force of man-ness that encourages chest hair growth, 
  muscle tone and the production of irresistible pheromones.  Some guys got it; some guys don’t; and those 
  that do are the Kings of Now. 
   
  Those endowed with a surplus of Machismo are capable of amazing physical feats.  Characters with this 
  Edge can select 2 novice Machismo powers and receive 10 Power Points.  Additional powers and Power 
  Points are purchased with more Edges.  In addition, the character should invest some points in the 
  Machismo skill, which is used to activate Machismo powers. 
   
  See Appendix A for a full list of Machismo powers. 
   
  Arcane Background: Manimal 
  Your sexuality is so primal and raw that you can actually turn into an honest to god animal.  A character 
  with this Arcane Background can also select special Manimal Edges (see below). 
   
  Manimals begin play with 1 novice Animal Form and 10 Power Points.  Additional powers and Power 
  Points are purchased with more Edges.   
   
  Manimal powers do not require a skill test to activate. 
   
  See Appendix B for a full list of Manimal powers. 
   
  Lady Radar 
  You have amazing lady sense.  When you concentrate, you are able to detect the presence and precise 
  location of any females within a Spirit x2 radius.  This ability works through walls. 
   
  Shut Up, I’m Awesome: 
  You produce so much raw Awesome you could power an entire city block.  Whenever you roll a Double 
  Raise on a Trait or Skill check, consult the table below for a special reward: 
   
  Die Roll 
  Reward 
  1 
  God Tips You: $100 mysteriously falls out of the sky 
  2 
  Awesome Luck: Gain a Benny 
  3 
  Residual Awesome: the character of your choice (besides yourself) gains a Benny 
  4 
  Go Again: immediately take another action without incurring a multi-action penalty 
  5 
  Power Up:  if you are a Manimal or have Machismo-powers, gain 1d12 Power Points 
  6 
  Wild Man:  your Wild Card die increases to a d12 for the next 3 rounds 
  
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  Of course there’s also a downside.  If you ever roll natural Double Ones (a 1 on both your Trait die and 
  your Wild Card die) lose all of your Bennies.  Those who live by the Awesome, die by the Awesome. 
   
  What’s Your Sign? 
  Characters with the What’s Your Sign? Edge can spend a Benny to channel the Power of the Zodiac to 
  produce a random, astrological effect.  Oftentimes, the result will radically alter the character’s 
  circumstances – and not always in a good way. 
   
  Die Roll 
  Sign 
  Effect 
  1 
  Aquarius 
  Look at the big brain on you!  For the next hour your Smarts die is increased 
  by one die type. 
  2 
  Pisces 
  There’s a lot of fish in the sea, brother.  The next time you fail a Charisma-
  based Skill check, gain a Benny. 
  3 
  Aries 
  All dudes in a Large Blast Template area centered on the character become 
  uber aggressive pricks and go Berserk on each other for the next 3 rounds. 
  4 
  Taurus 
  Maybe it’s the perfume she’s wearing but suddenly you can’t concentrate for 
  shit.  Suffer a one-step decrease to your Smarts die for the next hour.  
  5 
  Gemini 
  Whoever you are interacting with suddenly undergoes an extreme 
  personality change – friendly people become aggressively hostile and mortal 
  foes become drinking buds. 
  6 
  Cancer 
  She’s got you in her claws, bro!  You find yourself suddenly unable to resist 
  female attention of any kind.  For the next 3 rounds, you are utter putty in 
  the hands of any woman you encounter and will do whatever they ask, 
  within reason. 
  7 
  Leo 
  You are the Alpha Male!  Gain a one-step increase to your Strength, Agility 
  and Vigor dice for the next hour. 
  8 
  Virgo 
  You used to have game, but for whatever reason you can’t charm the time 
  out of a clock.  Suffer a -2 Charisma penalty for the next hour. 
  9 
  Libra 
  For some reason you have become irresistible…  To other dudes!  Whether 
  it’s innocent bro-mance taken to uncomfortable extremes or a trip to 
  Brokeback Mountain, you have to take a firehose to all dudes for the next 
  hour if you want any peace and quiet. 
  10 
  Scorpio 
  Your sexual mojo is irresistible!  Any woman that you put the moves on in 
  the next 3 rounds will succumb to any reasonable suggestion that you 
  make…  As long as that suggestion includes an inappropriately familiar back 
  rub. 
  11 
  Sagittarius 
  You charming devil!  Enjoy a +2 bonus to your Charisma score for the next 
  hour. 
  12 
  Capricorn 
  She’s as cold as ice!  You’ve lost your mojo completely, dog.  Suffer a one-
  step decrease to your Strength, Agility and Vigor dice for the next hour. 
   
  Wingman 
  Whenever you are hanging out at the bar with your buddies you’re the guy who “runs interference”, 
  distracting a target’s escort while your man makes his attack run.  A single party member receives a +1 
  bonus to all Charisma-based rolls while you are adjacent. 
   
  Bonuses from multiple Wingmen stack.  A Wingman cannot boost himself. 
   
   
   
   
  
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  Manimal Edges: 
  This special class of Edges is only available to characters who have taken the Manimal Arcane Background. 
   
  Beast Bond 
  Per the Savage Worlds Core Rulebook. 
   
  Beast Master 
  Per the Savage Worlds Core Rulebook. 
   
  Deep Shift (Seasoned) 
  The Manimal is able to hold their animal form for twice the normal duration (2 Minutes + 2/PP). 
   
  Improved Deep Shift (Veteran) 
  The Manimal is able to hold their animal form four times longer than normal (4 Minutes + 4/PP). 
   
  Made Whole (Veteran) 
  When shifting in and out of animal form, the Manimal can make a free Soak roll to heal any Wounds he 
  may have. 
   
  Quick Shift (Heroic) 
  The Manimal can change form as a Free Action. 
   
  Skills: 
   
  Lovemaking (Vigor): 
  Every real man takes as many ranks as possible in this super-important talent.  Any time a bedroom 
  maneuver is called for (and when is it ever not called for?) make a Lovemaking skill roll to determine 
  exactly how many worlds you rock.  For each raise you roll, you are able to extract one special favor from 
  your new #1 lady friend. 
   
  Machismo (Spirit): 
  The Machismo skill is used to activate Machismo powers. 
   
  Hindrances: 
   
  Band of Bros (Major): 
  You owe a deep and serious debt to your bros and will not allow anything to get in the way of this Sacred 
  Bond.  You will do whatever it takes to save the lives of your fellow party members, even if this puts you 
  in harm’s way.  If you are ever forced to make a choice between completing a mission and protecting one 
  of your buddies, you will always take care of your bro first. 
   
  Poon Hound (Minor/Major): 
  It’s totally normal to love the ladies, but your guy can barely contain himself around the fairer sex.  
  Characters with the minor version of this edge suffer a -2 penalty to resist any Persuasion or other 
  Charisma-related skill test where a woman is involved.  Characters with the major Poon Hound Hindrance 
  find females virtually impossible to resist, suffering a -4 penalty.  When they say “come”, you’ll say “I just 
  did”. 
   
   
  
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  All characters begin play with $500 to spend on cologne, a fly suit and a roscoe. 
   
  Weapon Name 
  Cost 
  Effect 
  Stick 
  $10 
  STR + d4 damage 
  Knife 
  $25 
  STR + d4 damage 
  Lady Gun 
  $100 
  5/10/20 range; 2d6 damage; one shot; concealable 
  Gun 
  $250 
  12/24/48 range; 2d6+1 damage; AP: 1; Revolver 
  Big Gun 
  $300 
  15/30/60 range; 2d8 damage; AP: 2; Semi-Auto 
  Uzi 
  $300 
  12/24/48 range; 2d6 damage; ROF: 3; AP: 1; Full Auto 
  Hunting Rifle 
  $300 
  24/48/96 range; 2d8 damage; AP: 2 
  Compound Bow 
  $200 
  12/24/48 range; 2d6 damage 
  Crossbow 
  $250 
  15/30/60 range; 2d6 damage; AP: 2; 1 action reload 
  Shotgun 
  $350 
  12/24/48 range; 1d6-3d6 damage 
   
  Stick: A real man doesn’t need no bullets.  He can settle all his differences with a good, tough stick.  
  Hickory is the best for switchin’; oak for puttin’ people in the ground 
   
  Knife: Sometimes when you embarrass a wimpy guy in public, he’ll pull one of these on you.  Punch him 
  pretty much anywhere and he’ll drop it, then you can use the knife to carve some fake ab lines on that 
  wimp’s doughy skin. 
   
  Lady Gun:  These fit nicely in a purse, not that you’d have any idea what that is. 
   
  Gun: This is a tool.  You are the craftsman. 
   
  Big Gun:  Now we’re talkin’.  This Man Gun kills Wimps dead. 
   
  Uzi:  Don’t let the cute exterior fool you, if you squeeze one of these noise machines off in a wimp’s face, 
  they’ll look like they got mauled by 100 tigers. 
   
  Hunting Rifle:  One of these in each hand oughta’ do. 
   
  Compound Bow:  For aficionados of the Greatest Game, nothing beats man-hunting with a big-ass bow. 
   
  Crossbow:  A Bow that thinks it’s a Gun?  Why not.  This is about as “Alternative Lifestyle” as you get. 
   
  Shotgun:  For when you’re done messing around. 
   
  Miscellaneous Gear 
  Cost 
  Effect 
  Action Pants 
  $100 
  Fully breakaway trousers with a spandex crotch to enable high-
  kicks.  +1 to recover from Shaken. 
  Cologne 
  $20 
  Smell like you mean it 
  Nachos 
  $5 
  They’re just yummy 
  Liquid Awesome 
  $5 
  The most popular energy drink in the world.  Drinking one of 
  these removes a Fatigue level. 
  Fly Suit 
  $300 
  You look so good, other suckers suffer a -2 penalty to hit you. 
  Super Fly Suit 
  $750 
  Damn, you levitatin’!  Fools suffer a -4 penalty to hit you. 
   
  
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  Healing: 
  The only way to heal wounds in this game is to do the following: 
   
   
  Sit down on anything that isn’t a chair 
   
  Smoke a cigarette 
   
  Listen to saxophone music 
   
  For every hour you spend doing this uninterrupted you heal 1 Wound. 
   
  OK I don’t get it.  How am I supposed to play this setting?: 
  What you need me to spell it out for you?  Roll up a character in less than 2 minutes and get in a fight real 
  quick.  If any plot gets in the way, punch it in the ovaries.  If people aren’t having fun at this point, either 
  get some new friends or add something stupid to the mix, like a Furry convention gone wrong or a toxic 
  waste spill at a lube factory. 
   
  You still need 
  some help?  OK, 
  here’s your one 
  freebie:  
  You and your 
  buddies are a 
  bunch of no-
  holds-barred 
  super cops and 
  action-machines.  
  You all hang out 
  someplace cool, 
  like a shots-only 
  bar or a 
  hilariously 
  dysfunctional 
  police station.  
  When people in 
  America City have problems, they show up and complain until you either A) punch them quiet or B) go out 
  and kick the junk off of whatever it is that causing the problem.  Rinse, repeat. 
   
  Wear it with Pride! 
  Any player who has an actual honest to god mustache gains a free Benny at the beginning of every game 
  session.  Any player wearing a fake mustache…  Well I guess they can have one too, but they have to leave 
  the damn thing on the whole time! 
   
  Women: 
  Any woman who actually sits down and plays this for 15 non-ironic minutes automatically wins.  Seriously, 
  stop playing and go do something funner. 
   
  
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  The world is full of people who hate your animal magnetism.  Feel free to pummel these losers into the 
  dirt if they get in your way. 
   
  Goon: 
  Your run-of-the-mill, low-grade thug.  These guys provide muscle for law-breakin’ scum.  They usually 
  wear some kind of stupid costume to let everyone know they work for the bad guys. 
  Goon 
  Strength: d4 
  Smarts: d4 
  Agility: d6 
  Spirit: d4 
  Vigor: d6 
  Pace: 6 
  Parry: 5 
  Toughness: 5 
  Shoot/Fight:  d6 
   
  Gear:   
  Knife (d4+d4 damage) 
  Gun (12/24/48 range; 2d6+1 damage; AP: 1; Revolver) 
  2d6 dollars 
  Powers:  None 
   
  Honeypot: 
  The Honeypot is the true downfall of every red-blooded man.  These sensuous succubi should be required 
  to carry a license for their weapons-grade feminine wiles. 
  Honeypot 
  Strength: d4 
  Smarts: d8 
  Agility: d6 
  Spirit: d6 
  Vigor: d6 
  Pace: 6 
  Parry: 5 
  Toughness: 5 
  Shoot/Fight:  d6 
  Persuasion: d12 
  Gear:   
  Lady Gun (5/10/20 range; 2d6 damage; one shot; concealable) 
  2d20 dollars 
  Powers:   
  Gonad Control (Pass a Persuasion vs. Spirit roll or obey the Honeypot’s suggestions) 
   
  Ironic Machoman: 
  These evil bastards grow ironic facial hair to mock true lions like you.  Their devilish beards, sideburns and 
  mustaches give them access to a perverted form of Machismo. 
  Ironic Machomen 
  Strength: d8 
  Smarts: d8 
  Agility: d8 
  Spirit: d8 
  Vigor: d8 
  Pace: 6 
  Parry: 6 
  Toughness: 6 
  Shoot/Fight: d8 
  Power Points: 10 
  Gear:   
  Fly Suit (-2 to be hit) 
  1d4 dollars 
  Powers:   
  Glowy Fists (2 PP; 3 rounds; +2/+4 melee damage) 
  Taunt (3 PP; 3 rounds; Spirit x2 range; target must pass -2/-4 Spirit check or attack the caster unarmed) 
  Roid Rage  (4 PP; 3 rounds; Stength and Vigor die increased by 1 or 2 die types) 
   
  Normal Cop: 
  Normal Cops are wannabe awesome.  They carry guns and stuff but will drop and fold neatly at the first 
  sign of real trouble like your special lady’s wardrobe does when you snap your fingers. 
  Normal Cop 
  Strength: d6 
  Smarts: d4 
  Agility: d6 
  Spirit: d6 
  Vigor: d6 
  Pace: 6 
  Parry: 5 
  Toughness: 5 
  Shoot/Fight:  d6 
   
  Gear:   
  
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  Gun (12/24/48 range; 2d6+1 damage; AP: 1; Revolver) 
  Powers:  
  Lawman (killing a cop is bad ju-ju; lose a Benny if you off a cop) 
   
  Renegade Maverick: 
  Renegade Mavericks are Real Men ™ who turned their backs on Mustache Force to pursue their own 
  selfishly awesome desires.  They are as dangerous as dangerous gets, like Evel Knieval with radioactive 
  King Cobras for arms. 
  Renegade Mavericks (WC) 
  Strength: d10 
  Smarts: d6 
  Agility: d10 
  Spirit: d10 
  Vigor: d10 
  Pace: 6 
  Parry: 7 
  Toughness: 7 
  Shoot/Fight:  d10 
  Power Points: 15 
  Gear:   
  Big Gun (15/30/60 range; 2d8 damage; AP: 2; Semi-Auto) 
  Super Fly Suit (-4 to be hit) 
  d4x100 dollars 
  Powers: 
  Kung-Fu (Unarmed attacks inflict STR+d4 damage) 
  First Strike (gain 1 Free Attack per round against a single foe who moves adjacent) 
  Haymaker (2 PP; Cone Area; 2d10 damage; targets make a --/-2 Agility check to evade) 
  Glowy Fists (2 PP; 3 rounds; +2/+4 melee damage) 
  Hero Jump (2 PP; teleport Spirit x2) 
  Damage Eater (3 PP; heal 1 or 2 Wounds) 
   
  Super Cop: 
  Super Cops are Normal Cops who grew a proper mustache. 
  Super Cop (WC) 
  Strength: d8 
  Smarts: d6 
  Agility: d8 
  Spirit: d8 
  Vigor: d8 
  Pace: 6 
  Parry: 5 
  Toughness: 5 
  Shoot/Fight:  d8 
   
  Gear:   
  Gun (12/24/48 range; 2d6+1 damage; AP: 1; Revolver) 
  Fly Suit (-2 to be hit) 
  Powers:   
  Lawman (killing a cop is bad ju-ju; lose a Benny if you off a cop) 
   
  Wimp: 
  Pretty much anyone who isn’t you fits into this description.  These are regular-type jerkoffs who get 
  caught in the line of fire all the time. 
  Wimp 
  Strength: d4 
  Smarts: d4 
  Agility: d4 
  Spirit: d4 
  Vigor: d4 
  Pace: 6 
  Parry: 4 
  Toughness: 4 
  Shoot/Fight:  d4 
   
  Gear:   
  1d4 dollars 
  Powers:  None 
   
  The following monsters are included for free as part of the MUSTACHE FORCE: WTF 
  EXPANSION.  Use these if you want to interject more lunacy into your game. 
   
  Aliens: 
  Sometimes too much Awesome is a bad thing.  I know, doesn’t seem possible does it?  Well, America City 
  puts out so much Awesome Wattage that it has actually attracted extra-terrestrials who feed on waves of 
  pure, unrefined Awesome. 
  
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  Aliens 
  Strength: d6 
  Smarts: d12 
  Agility: d8 
  Spirit: d10 
  Vigor: d6 
  Pace: 6 
  Parry: 4 
  Toughness: 11 (5) 
  Shoot/Fight:  d6 
   
  Gear:   
  Laser Gun (15/30/60 range; 1d6-3d6* damage; Semi-Auto; 24 Shots) 
  Space Suit (Armor +6; Oxygen Tank) 
  * = add 1d6 damage for each round of ammo consumed 
  Powers:  None 
   
  Cyber-Ninjas: 
  These robotic killing machines are made by wimpy nerds in vain attempt to compensate for their 
  complete inability to grow decent facial hair.  They think making an awesome ninja cyborg will get them 
  chicks…  It doesn’t.  Anyway, these things are always getting out of control and need to be disassembled 
  Chuck Norris style by men who aren’t fazed by things like Science and Math.  STEM educations are for the 
  weak! 
  Cyber-Ninjas 
  Strength: d10 
  Smarts: d6 
  Agility: d12 
  Spirit: d12 
  Vigor: d10 
  Pace: 8 
  Parry: 8 
  Toughness: 11 (7) 
  Shoot/Fight:  d12 
   
  Gear:   
  Katana (d10+d6+2; AP: 2) 
  Powers:   
  Construct (+2 to recover from Shaken; Immune to Called Shots, Poison, Disease, Wound Penalties; ½ 
  damage from bullets) 
  Armor Plating (Armor +4) 
  Super Jump (teleport 12 spaces; 3/day) 
  Shuriken Blast (2d10 damage; Cone Area; Agility check to evade; 3/day) 
   
  Hipster Warlocks: 
  When a Hipster has grown sick and tired of being pantsed in public, he has no choice but to turn his 
  attentions to the Dark Arts in the name of self-defense. 
  Hipster Warlock (WC) 
  Strength: d4 
  Smarts: d12 
  Agility: d6 
  Spirit: d12 
  Vigor: d4 
  Pace: 6 
  Parry: 4 
  Toughness: 4 
  Spellcasting: d12 
  Power Points: 15 
  Gear:   
  1d4 Canadian Dollars 
  Powers: 
  Fireball  (4 PP; Medium Blast Template; Spirit x2 range; 3d6 damage) 
  Magic Shield  (2 PP; 3 rounds; -2/-4 to be hit) 
  Healing  (3 PP; heal 1 or 2 Wounds) 
  Teleport  (3 PP per 10 squares) 
   
  Manimals: 
  Manimals have so much raw sex appeal that they can actually turn into raging beasts. 
  Manimal  
  Strength: d8 
  Smarts: d6 
  Agility: d8 
  Spirit: d6 
  Vigor: d8 
  Pace: 6 
  Parry: 6 
  Toughness: 6 
  Shoot/Fight:  d8 
  Power Points: 10 
  Gear:   
  1d6x5 dollars 
  Powers:   
  Animal Form (Dependent upon Rank; See Appendix B) 
   
   
  
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  PC Eidolon: 
  The living spirit of Political Correctness has manifested and is turning America City into a boring-as-hell 
  place! 
  PC Eidolon (WC) 
  Strength: NA 
  Smarts: d12 
  Agility: d6 
  Spirit: d12 
  Vigor: d6 
  Pace: 6 
  Parry: 5 
  Toughness: 5 
  Shoot/Fight:  d6 
   
  Gear:   
  None 
  Powers: 
  Drain Mojo (Adjacent targets lose 1d4 Power Points per round) 
  Cockblock Touch (+2 to hit; touch causes target to suffer a -4 to all rolls for 3 rounds) 
  Ethereal (can only be harmed by Machismo or Manimal powers; can pass through solid objects) 
  Construct (+2 to recover from Shaken; Immune to Called Shots, Poison, Disease, Wound Penalties; ½ 
  damage from bullets) 
  Weakness: Law (anyone with Knowledge of the law or legal system can cause a PC Eidolon to become 
  hung up on a point of procedure, making it lose 1 round of actions) 
   
  Zombies: 
  Zombies are Wimps who are too stupid to stay dead.  All they want to do is keep shopping and going to 
  McDonalds – even from beyond the grave! 
  Zombie 
  Strength: d6 
  Smarts: d4 
  Agility: d6 
  Spirit: d4 
  Vigor: d6 
  Pace: 4 
  Parry: 5 
  Toughness: 7 
  Fighting: d6 
   
  Gear:   
  Seriously?  How about raggedy-ass zombie clothes 
  Powers:   
  Fearless (immune to intimidation) 
  Undead (+2 Toughness; +2 to recover from Shaken) 
  Weakness: Music (in the presence of music, the Zombie must pass a Spirit check each round or start 
  dancing Thriller-style.  This causes the Zombie to suffer a multi-action penalty for all actions) 
   
  
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  WELCOME TO AMERICA CITY, CITIZENS!  LOVE IT OR GET THE FUCK OUT! 
   
  This game takes place in a really big, walled city that’s shaped just like America.  Go figure!  Some 
  brainiacs believe that there’s other stuff outside of America City but who the hell really knows or cares – 
  everything Awesome already happens here! 
   
  Alto Terrace 
  Situated on a hill overlooking the rest of America City, Alto Terrace is an affluent neighborhood that 
  attracts successful folks from neighboring Sunset Beach and Ironytown.  Security is important to the 
  residents of Alto Terrace.  In addition to an already strong police presence, citizens here have pooled 
  money to hire additional “rent-a-cops” to keep undesirable elements from Cordite Canyon and The Flats 
  out of their gated communities. 
   
  Cordite Canyon 
  This run-down neighborhood is littered with dive bars, corner stores and failed businesses.  Gangs pretty 
  much run in the open in Cordite Canyon and the residents of this troubled district take personal defense 
  very seriously.  Every pick-up truck sports a gun rack and openly carried firearms are the absolute norm.  
  Folks around here prefer street justice to the real thing and won’t bat an eye if someone burns down a 
  pack of drug dealers for some extra spending cash. 
   
   
  
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  Corn Valley 
  Corn Valley is home to solid and decent folks.  It’s boring as fuck.  This part of town is mostly residential 
  and suburban, with large lots, strip malls, schools and churches all over the place.  If Corn Valley has any 
  claim to fame it would be the fact that it is home to the largest parks in America City, including the 
  gargantuan theme park Billbytown, make-believe kingdom of the cartoon icon Billby the Duck.  About 
  once every decade or so Billbytown gets blown to shit in some irresponsible gun battle but the dauntless 
  millionaires who run the place rebuild it brick by brick every time. 
   
  The Dick 
  This is the premier vacation destination in America City.  People who live in The Dick seem to party all day 
  long, making one wonder what the fuck they do for a living.  All of the best drugs and clubs can be found 
  here in quantity.  When Mustache Force wants to blow off some steam and get down for a while, the 
  glitzy, neon-washed nightscapes of The Dick provide every form of distraction they could ask for. 
   
  The Flats 
  This is a drag racer’s paradise.  Sparsely populated and criss-crossed with broad, straight boulevards, The 
  Flats is where motorheads go to open the throats of their gasoline-chugging thunder chariots.  Car wrecks 
  are a common sight here but the underserved Traffic Cops in this neighborhood barely have time to 
  process any of them before they are summoned to pursue yet another Code 510.  A gang called the 
  Rangers prowl The Flats in their souped-up muscle cars looking to challenge any stranger they meet to a 
  “winner takes all” race. 
   
  Freedom Boulevard 
  This major 18-lane east-west expressway bisects America City into northern and southern halves.  Services 
  such as food, gas and lodging are readily available every few miles or so and numerous exits enable 
  motorists to easily access any neighborhood that borders the freeway.  At its eastern end, Freedom 
  Boulevard terminates in a huge toll gate that charges $10 per vehicle entering the Grifter’s Gulch 
  neighborhood.  At its western end, the Boulevard lets out into the dusty lands beyond The Wall. 
   
  Grifter’s Gulch 
  Grifter’s Gulch is where the city government is located.  Mayor Calvin Saxon has been America City’s chief 
  executive for eight consecutive terms.  When he isn’t being bothered by political bullshit he spends his 
  free time pulling off daredevil stunts for fun, macking on celebrities and sport hunting poor people.  His 
  bodacious escapades are the subject of numerous tabloid live-blogs. 
   
  Ironytown 
  Quite possibly the most useless place in all of America City, the suburb of Ironytown is where fancy artists 
  in way-too-tight pants grow “ironic facial hair” to mock the real men who live everywhere else.  Everyone 
  here is into things you’ve probably never heard of.  When they aren’t looking down their noses at you 
  through their chunky, nerd glasses, the wimps here are usually preparing elaborate coffee drinks, 
  attending poetry jams or stapling community action alerts to telephone poles. 
   
  Midtown Heights 
  Midtown Heights is where the Mustache Force HQ is located, a monument to rugged individualism and la 
  vie impressionnant.  This sprawling complex contains countless briefing rooms, jail cells, shooting ranges 
  and at least a couple of bars where members of the Force can meet up for shit-shooting and tail-chasing.  
  Crime is naturally suppressed here; the local mafia types have an understanding with the Force and keep 
  their shady business on the down low, providing the occasional tip or bribe in exchange for precious 
  distance. 
   
  New Orleans Avenue 
  This massive, multi-lane thoroughfare cuts a north-south swath through the middle of America City like a 
  concrete river.  Where it terminates at its southern end sits the old timey neighborhood known as French 
  
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  Collin Terrell 2013 
   
  Ditch, an area noted for its fancy-pants architecture and seasonal flooding.  In the north, New Orleans 
  Avenue gradually disperses into arterial streets that branch off into Alto Terrace and Ironytown. 
   
  Old Nook 
  Tucked away in a quiet corner of the City, Old Nook is where the powerful founding families of America 
  City keep their estates.  The people here are naturally suspicious of the lower classes and spare no 
  expense on pricey home security systems, a strong local police force and efficient prisons.  When they 
  aren’t pruning their prize winning rose gardens or yachting in man-made lakes, America City’s blue-bloods 
  carefully tend their investment gardens, which grow rampantly in the hot houses of the City’s most 
  exclusive relationship banks. 
   
  Paradise Island 
  The highest rent district in America City is Paradise Island.  This is the place where the mega-rich go to 
  hang out with their own kind and pretend the rest of the City doesn’t exist.  Shiny skyscrapers crowd the 
  horizon proclaiming their various corporate allegiances with huge, LED-lit signs.  If there’s money to be 
  made, there’s a shop for it in one of these numberless, mirrored towers.  The most exclusive clubs, 
  restaurants and hang-outs are on Paradise Island.  Unless you “know” somebody, you won’t get very far 
  here. 
   
  Shady Springs 
  The bedroom community of Shady Springs is where most middle-class folks aspire to buy a home one day.  
  The streets here are quiet and tree-lined.  Folks attend church all regular-like; the men grow responsible 
  mustaches and engage in sober monogamy with their adoring wives for the purpose of making carbon-
  copies of themselves.  Mustache Force usually doesn’t have time for places like this but every once in a 
  while some depraved loon will try to pervert the quietude of the Springs – and that’s when the Super 
  Cops will roll in guns blazing while the insurance adjustors silently weep. 
   
  The Stacks 
  This district gets its name from the forest of smokestacks that crowd its skyline like an overfilled ash tray.  
  Along with Steelhole, this is where most of America City’s blue-collar types punch their cards daily.  The 
  Stacks are dirty, dusty and crime-ridden; by day the labor unions keep things in line but at night the 
  alleyways fill up with pimps, drug dealers and drag racers.  Just the sort of place that Mustache Force likes 
  to raise a ruckus… 
   
  Steelhole 
  Steelhole is the chrome-plated heart of America City’s industrial economy.  Most of the things that people 
  consume on a daily basis are manufactured here – yes, even the food.  It’s amazing what you can do with 
  chemicals these days!  The factories of Steelhole work around the clock to feed a never-ending stream of 
  delivery trucks bound for all parts of the City.  Steelhole is so noisy and chaotic that it can be difficult to 
  detect the smuggling, graft and black marketeering that goes on here every day. 
   
  Sunset Beach 
  Full of equal parts celebrity and tragedy, Sunset Beach is where dreams go to live and die or just die.  As 
  the center of America City’s entertainment business, Sunset Beach attracts all manner of people who like 
  to play make-believe for a living.  Of course since only the lucky 1% actually gets paid for doing this, the 
  rest succumb to a sybaritic life of drug-abuse, pornography and waiting tables.  This creates fertile ground 
  for pimps, con men and narcotics-peddlers to ply their various trades. 
   
  Thunder Ranch 
  Thunder Ranch is the most not-giving-a-damn place in America City.  The psychotically independent men 
  and women who live here can take care of themselves and aren’t afraid to let you know that as often as 
  possible.  With their own thriving shops and factories and an incredibly well-armed populace, the folks in 
  Thunder Ranch don’t give two-shits about what’s going on in the rest of the City.  Just try starting trouble 
  
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  Collin Terrell 2013 
   
  in their neighborhood – they can’t wait to shoot something.  It’s not for nothing that many of Mustache 
  Force’s toughest romper-stompers originally hail from “The Ranch”. 
   
  The Wall 
  America City is surrounded by a big, fuck-off wall for no good, goddamn reason.  Nobody has any real idea 
  what exists beyond the wall – to be honest nobody really cares.  The view from the top of the wall reveals 
  a dusty wasteland for as far as the eye can see.  Gangs of car-bound nomads will sometimes tear ass out 
  into the wasteland so that they can pull huge donuts without pissing off the cops but that’s literally about 
  the only thing going on out here. 
   
   
   
   
  
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  This section describes all of the radical powers you can achieve by unlocking your hidden reservoirs of 
  Untrammeled Masculinity! 
   
  Novice Rank 
   
  Bullet Slapping 
   
  Cost: 2 
  Range: Personal 
  Duration: 3 rounds + 1/PP 
  Description: Bullets aren’t Awesome enough to touch your skin!  You flex your pecs and cause all 
  projectiles in your immediate vicinity to wimp out. 
  Success: All Shooting and Throwing rolls made against the character suffer a -2 penalty. 
  Raise:  All Shooting and Throwing rolls made against the character suffer a -4 penalty. 
  Fail: Eat some spinach or something.  Your mojo fails you. 
   
  Damage Eater 
  Cost: 3 
  Range: Personal 
  Duration: Instant 
  Description: Pain don’t hurt!  You are able to recover from injuries with the mysterious ease of a 
  professional athlete. 
  Success: You heal 1 Wound. 
  Raise: You heal 2 Wounds. 
  Fail: Maybe you need a couple of beers first?  You still feel jacked up. 
   
  Glowy Fists 
  Cost: 2 
  Range: Personal 
  Duration: 3 rounds + 1/PP 
  Description: You crack your knuckles and suddenly your fists seem to glimmer as if they’ve been dipped in 
  pure Liquid Awesome. 
  Success:  Your punchy-time attacks inflict +2 damage. 
  Raise: Your punches inflict +4 damage. 
  Fail:  Hey, at least your fists are glowing.  Neato! 
   
  Hero Speed 
  Cost: 1 
  Range: Personal 
  Duration: 3 rounds + 1/PP 
  Description:  You run at the speed of a movie hero and always catch the bad guy. 
  Success: Pace is doubled. 
  Raise: Ignore the multi-action penalty for double-moving while performing another action. 
  Fail:  You move at the speed of normal. 
   
  Hollywood Bullets 
  Cost: 2 
  Range: Personal 
  Duration: 3 rounds + 1/PP 
  
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  Description: You and your gun come to an understanding: you’ll keep pulling the trigger as long as it keeps 
  shitting out bullets. 
  Success:  Your Shooting attacks expend zero ammunition for the duration of this power. 
  Raise: In addition to expending zero ammunition, your Shooting attacks inflict +2 damage. 
  Fail:  Gun jam!  You must make a successful Repair check to unjam your weapon. 
   
  Roid Rage 
  Cost: 4 
  Range: Personal 
  Duration: 3 rounds + 1/PP 
  Description: Tapping in to the bottomless Well of Rage that seethes in your 
  Success: Increase your Strength and Vigor attributes by one die type. 
  Raise: Increase your Strength and Vigor attributes by two die types. 
  Fail:  You lose your shit!  Go Berserk (per the Edge) for the duration of this effect and attack your allies. 
   
  Taunt 
  Cost: 3 
  Range: Spirit x2 
  Duration: 3 rounds + 1/PP 
  Description: You utter hurtful Words of Emasculation that causes a designated target to drop his weapons 
  and fight you man style. 
  Success:  Your target must pass a Spirit -2 check or charge and attack you unarmed. 
  Raise: Your target must pass a Spirit -4 check or charge and attack you unarmed. 
  Fail:  Your target laughs at your weak-ass insults. 
   
  Seasoned Rank 
   
  Abs of Steel 
  Cost: 4 
  Range: Personal 
  Duration: 3 rounds + 1 for 2PP 
  Description: You tighten your core and dare your opponent to take a swing at you. 
  Success: Anyone striking the character with their bare hands suffers STR + 2d6 points of damage 
  Raise: Anyone striking the character with their bare hands suffers STR + 2d8 points of damage. 
  Fail: No effect. 
   
  Float Like A Butterfly… 
  Cost: 4 
  Range: Personal 
  Duration: 3 rounds + 1 for 2PP 
  Description: You crouch into a boxer’s stance and throw a couple of quick combinations.  You’re ready to 
  rumble! 
  Success: Gain an extra melee attack above any beyond any other bonus attacks you may receive 
  Raise: Redraw any initiative cards lower than 8. 
  Fail: You look like Sugar Ray but move like Ray Charles. 
   
  Haymaker 
  Cost: 2 
  Range: Cone Template 
  Duration: Instant 
  Description: You throw a massive haymaker that sends out a cone-shaped blast of pure force. 
  Success: Inflict 2d10 points of damage on all targets in the area of effect.  Targets can make an Agility 
  check to evade.  This attack counts as a Heavy Weapon so it fucks up cars and shit too. 
  
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  Raise: As above except that targets suffer a -2 penalty to their evasion check. 
  Fail: Your punch ends up looking like a limp-wristed fist pump.  Way to go, tiger. 
   
  Hero Jump 
  Cost: 2 
  Range: Spirit x2 
  Duration: Instant 
  Description: You channel all of your Machismo power into your legs and pull off a heroic leap worthy of an 
  action movie star. 
  Success: Jump a number of squares equal to your Spirit x2 in any direction (including straight up) 
  Raise: You can jump on to a target and make a free melee attack. 
  Fail: You lose your magic feather and jump about 18”, dumbo 
   
  Roundhouse 
  Cost: 2 
  Range: Personal 
  Duration: Instant 
  Description: You execute a spinning kick that knocks everyone around you flat on their asses. 
  Success: All targets (friend or foe) in a Small Blast Template area centered on the character must make a 
  Strength check or be knocked back 2d6 squares.  Characters that are knocked back are place Prone and 
  are Shaken. 
  Raise: All targets (friend or foe) in a Medium Blast Template area centered on the character must make a 
  Strength -2 check or be knocked back 2d6 squares.  Characters that are knocked back are place Prone and 
  are Shaken. 
  Fail: Your kick fails to connect but makes for a halfway decent dance move. 
   
  Veteran Rank 
   
  Bullet Time 
  Cost: 3 
  Range: Personal 
  Duration: Instant 
  Description: Time suddenly slows way the fuck down…  Or else that complementary snuff wasn’t tobacco. 
  Success: All targets in a Small Blast Template area centered on the caster are Slowed for the current round 
  and the next (movement becomes an action, incurring a multi-action penalty; targets always act last).  
  Caster is able to effortlessly dodge projectiles fired at him this round. 
  Raise: All targets in a Medium Blast Template area centered on the caster are Slowed for the current 
  round and the next.  Caster is able to effortlessly dodge projectiles fired at him this round. 
  Fail: You start doing some weird, slo-mo interpretive dance while everyone around you laughs. 
   
  Charisma Bomb 
  Cost: 3 
  Range: Personal 
  Duration: 3 rounds + 1/PP 
  Description: You channel all of your Machismo into a concentrated charisma blast that none can resist! 
  Success: All targets within a Medium Blast template centered on the caster who fail an opposed roll 
  (Machismo vs. Spirit) are overwhelmed by his force of personality and must obey any reasonable 
  suggestions he makes. 
  Raise: All targets within a Medium Blast template centered on the caster who fail an opposed roll 
  (Machismo vs. Spirit -2) are overwhelmed by his force of personality and must obey any reasonable 
  suggestions he makes. 
  Fail:  You swirl your Courvoisier hypnotically but only manage to impress yourself. 
   
  
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  Jump Cut 
  Cost: 3 per 10 squares 
  Range: Special 
  Duration: Instant 
  Description: Somehow you’re able to cover improbable amounts of ground without seeming to move.  It’s 
  almost as if real life skipped a couple of frames. 
  Success: For every 3 Power Points you spend, you are able to teleport up to 10 squares away.  This counts 
  as the character’s movement for the round.  You can only teleport into areas where you have line of sight. 
  Raise: For every 3 Power Points you spend, you are able to teleport up to 15 squares away.  This counts as 
  the character’s movement for the round.  You can only teleport into areas where you have line of sight. 
  Fail: You close your eyes and concentrate but only manage to make your ears pop. 
   
  Safe Fall 
  Cost: 1 
  Range: Personal 
  Duration: Instant 
  Description:  You are such a carefree daredevil; you jump off of shit without thinking twice and always 
  seem to land OK. 
  Success: You can fall from any height and suffer a maximum of 2d6 points of damage. 
  Raise: You can fall from any height and remain unscathed. 
  Fail: You think you’re going to land unscathed…  But then you get scathed. 
   
  Summon Extra Dudes 
  Cost: 5 
  Range: Special 
  Duration: 5 rounds + 1/PP 
  Description: You shout a pre-determined code word as loud as you can and hear your boys come 
  running… 
  Success: At the end of the round 3 Extras appear, making an entrance through any obvious portal (i.e. 
  door, window, trapdoor, elevator, etc.)  They have the same stats as Normal Cops (see MONSTERS) and 
  will obey any and all commands, even if they involve self-sacrifice. 
  Raise: Instead of 3 Extras, one Wild Card is summoned with the same stats as a Renegade Maverick (see 
  MONSTERS). 
  Fail: Your boys must have stopped for lunch on the way… 
   
  Heroic Rank 
   
  Fly 
  Cost: 6 
  Range: Personal 
  Duration: 3 rounds + 1/PP 
  Description: Yeah I said it, you’re flyin’! 
  Success: Fly at your normal Pace. 
  Raise: Fly at 2x your normal Pace. 
  Fail: You jump up and down in place and make airplane noises. 
   
  Mock Death 
  Cost: 10 
  Range: Personal 
  Duration: Special 
  Description: This power can only be invoked at the moment of impending death.  You backhand the Grim 
  Reaper across his bony-ass face and attempt to get back up when you have absolutely no business doing 
  so. 
  
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  Success: You avoid death but are still incapacitated.  If you were bleeding out before you are no longer 
  bleeding out. 
  Raise: You arise with 3 Wounds. 
  Fail: You’re dead for real 
   
  Soul Punch 
  Cost: 5 
  Range: Touch 
  Duration: Instant 
  Description: Your hands glow bright purple as you prepare to snatch a sucka’s soul straight out of his 
  sleeve.   
  Success: Attempt a Touch Attack (+2 to hit).  If successful, your target is blasted by your Awesomeness for 
  3d6 points of damage. 
  Raise: Attempt a Touch Attack (+2 to hit).  If successful, your target becomes incapacitated.  Consult the 
  Savage Worlds core rulebook for details. 
  Fail: Nothing happens.  You are so surprised that your target gets a free attack against you. 
   
  
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  This section describes all of the radical powers you can achieve by unlocking your hidden reservoirs of 
  Untrammeled Masculinity! 
   
  Novice Rank 
   
  Eagle Form 
   
  Cost: 3 
  Range: Personal 
  Duration: 1 Minute + 1 Minute/PP 
  Description: You turn into the iconic symbol of America City – the Fuck Off Eagle!   
   
  Eagle 
  Strength: d4 
  Smarts: As Normal 
  Agility: d8 
  Spirit: As Normal 
  Vigor: d4 
  Pace: Fly (24) 
  Parry: 6 
  Toughness: 4 
  Fighting: d8 
   
  Attack:  Talons (d4+d4 damage) 
  Powers:   
  Eagle Vision (add +4 to all Notice rolls) 
  Flight (fly at a Pace of 24) 
  Small and Agile (-4 to be hit) 
   
  Salmon Form 
   
  Cost: 3 
  Range: Personal 
  Duration: 1 Minute + 1 Minute/PP 
  Description: You turn into a mighty Chinook Salmon, King of the Dinner Table! 
   
  Salmon 
  Strength: d4-2 
  Smarts: As Normal 
  Agility: d8 
  Spirit: As Normal 
  Vigor: d4 
  Pace: Swim (12) 
  Parry: 4 
  Toughness: 2 
  Fighting: NA 
   
  Attack:  N/A 
  Powers:   
  Aquatic (you can breathe underwater and swim at a Pace of 12) 
  Small and Agile (-4 to be hit) 
   
   
  Snake Form 
   
  Cost: 3 
  Range: Personal 
  Duration: 1 Minute + 1 Minute/PP 
  Description: You turn into a venomous viper! 
   
  Viper 
  Strength: d4 
  Smarts: As Normal 
  Agility: d8 
  Spirit: As Normal 
  Vigor: d4 
  Pace: 4 
  Parry: 6 
  Toughness: 2 
  Fighting: d8 
   
  Attack:  Bite (d4 + Poison) 
  Powers:  
  Poison (Target must make a Vigor check.  If they Fail, they will die in 2d6 minutes; if they Succeed, they 
  suffer 1 Wound and Exhaustion; if they Succeed with a Raise, they only suffer Exhaustion) 
  
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  Collin Terrell 2013 
   
  Small and Agile (-4 to be hit) 
  Quick (Redraw any initiative card that is 5 or lower) 
   
  Seasoned Rank 
   
  Boa Constrictor Form 
   
  Cost: 4 
  Range: Personal 
  Duration: 1 Minute + 1 Minute/PP 
  Description: You turn into a big, long snake   
   
  Boa Constrictor 
  Strength: d6 
  Smarts: As Normal 
  Agility: d4 
  Spirit: As Normal 
  Vigor: d6 
  Pace: 4 
  Parry: 5 
  Toughness: 5 
  Fighting: d6 
   
  Attack:  Constrict (d6+d6 damage) 
  Powers:   
  Constrict (on a successful Fighting roll, the Constrictor manages to Entangle its target.  Entangled targets 
  cannot move and suffer a -2 penalty to all rolls until they are freed.  Upon entangling a target, the 
  Constrictor immediately inflicts 2d6 points of damage, plus an additional 2d6 per round) 
   
  Mastiff Form 
   
  Cost: 4 
  Range: Personal 
  Duration: 1 Minute + 1 Minute/PP 
  Description: You turn into a pissed off looking, muscly Bull Mastiff! 
   
  Mastiff 
  Strength: d6 
  Smarts: As Normal 
  Agility: d8 
  Spirit: As Normal 
  Vigor: d8 
  Pace: 8 
  Parry: 5 
  Toughness: 6 
  Fighting: d6 
  Tracking: d12+2 
  Attack:  Bite (d6+d4) 
  Powers:   
  Go For the Throat (when scoring a Raise on a Fighting check, the Mastiff automatically strikes that target’s 
  weakest area) 
   
  Stallion Form 
   
  Cost: 4 
  Range: Personal 
  Duration: 1 Minute + 1 Minute/PP 
  Description: You turn into a pissed off looking, muscly Horse!   
   
  Stallion 
  Strength: d12+2 
  Smarts: As Normal 
  Agility: d6 
  Spirit: As Normal 
  Vigor: d10 
  Pace: 8 
  Parry: 6 
  Toughness: 10 
  Fighting: d6 
   
  Attack:  Kick (d12+d4+2) 
  Powers:  None 
   
  Veteran Rank 
   
  Bull Form 
   
  Cost: 3 
  Range: Personal 
  Duration: 1 Minute + 1 Minute/PP 
  
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  Collin Terrell 2013 
   
  Description: You turn into a longhorn bull! 
   
  Bull 
  Strength: d12+2 
  Smarts: As Normal 
  Agility: d6 
  Spirit: As Normal 
  Vigor: d12 
  Pace: 7 
  Parry: 4 
  Toughness: 10 
  Fighting: d6 
   
  Attack:  Gore (d12+d6+2) 
  Powers:   
  Trample (+4 damage when Charging) 
   
  Panther Form 
   
  Cost: 3 
  Range: Personal 
  Duration: 1 Minute + 1 Minute/PP 
  Description: You turn into a silky smooth Black Panther -- all ninja-like and ready to shred asses. 
   
  Black Panther 
  Strength: d10 
  Smarts: As Normal 
  Agility: d10 
  Spirit: As Normal 
  Vigor: d8 
  Pace: 8 
  Parry: 6 
  Toughness: 7 
  Fighting: d8 
  Stealth: d10 
  Attack:  Claw/Bite (d10+d6) 
  Powers:   
  Improved Frenzy (make 2 attacks per round) 
  Ambush (+4 Fighting bonus when attacking with surprise) 
  Flawless Climber (can climb non-sheer surfaces at their normal Pace) 
   
  Heroic Rank 
   
  Gorilla Form 
   
  Cost: 3 
  Range: Personal 
  Duration: 1 Minute + 1 Minute/PP 
  Description: You turn into a burly, limb-ripping gorilla! 
   
  Gorilla 
  Strength: d12+3 
  Smarts: As Normal 
  Agility: d6 
  Spirit: As Normal 
  Vigor: d12 
  Pace: 7 
  Parry: 6 
  Toughness: 11 
  Fighting: d8 
   
  Attack:  Bash (d12+3) 
  Powers:   
  Flawless Climber (can climb non-sheer surfaces at their normal Pace) 
  Sweep (can attack all adjacent targets simultaneously at -2 to hit) 
   
   
  Kodiak Form 
   
  Cost: 3 
  Range: Personal 
  Duration: 1 Minute + 1 Minute/PP 
  Description: You turn into a half-ton of pure trouble. 
   
  Kodiak Bear 
  Strength: d12+4 
  Smarts: As Normal 
  Agility: d6 
  Spirit: As Normal 
  Vigor: d12 
  Pace: 8 
  Parry: 6 
  Toughness: 10 
  Fighting: d8 
   
  Attack:  Claw (d12+d6+4) 
  Powers:   
  
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  Collin Terrell 2013 
   
  Pin (targets hit with a Raise are Entangled until they break free with an opposed Strength roll.  Entangled 
  targets cannot move and suffer a -2 penalty to all rolls) 
   
  Legendary Rank 
   
  Black Rhinoceros Form 
   
  Cost: 3 
  Range: Personal 
  Duration: 1 Minute + 1 Minute/PP 
  Description: You turn into a rip-snorting and riled up rhinoceros! 
   
  Black Rhinoceros 
  Strength: d12+4 
  Smarts: As Normal 
  Agility: d6 
  Spirit: As Normal 
  Vigor: d12 
  Pace: 7 
  Parry: 6 
  Toughness: 12(10) 
  Fighting: d8 
   
  Attack:  Gore (d12+d8+4) 
  Powers:   
  Trample (+4 damage when Charging) 
  Thick Hide (Armor +2) 
  Hardy (does not suffer Wounds from being Shaken twice) 
   
  Great White Form 
   
  Cost: 3 
  Range: Personal 
  Duration: 1 Minute + 1 Minute/PP 
  Description: You turn into one of man’s worst nightmares. 
   
  Great White Shark 
  Strength: d12+4 
  Smarts: As Normal 
  Agility: d8 
  Spirit: As Normal 
  Vigor: d12 
  Pace: 10 
  Parry: 7 
  Toughness: 12 
  Fighting: d10 
   
  Attack:  Big Bite (d12+d8+4) 
  Powers:   
  Aquatic (you can breathe underwater and swim at a Pace of 10) 
  Hardy (does not suffer Wounds from being Shaken twice) 
   
  
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  These are members of the Mustache Force Hall of Fame.  If you’re very, very lucky, you may run into one 
  of these Dude Deities during your own adventures. 
   
  Randy Damage 
  Dead Shot, Ambidextrous, Marksman, Quick Draw, Rock & Roll 
   
  There is no Loose Cannon looser than Randy Damage.  He’s been America City’s “Loosest Cannon” since 
  he was born, fully formed, twenty-eight years ago in a dive bar in the Stacks. 
   
  Rex Panther 
  Assassin, Martial Arts Master (2nd Degree), Improved First Strike, Improved Frenzy 
   
  He’s an 8-time Navy Seal, whatever that means.  He has pieces of every other type of Special Forces 
  Operator in his stool.  That is some painful shit right there. 
   
  Dirk Masterclass 
  Very Attractive, Elan, Weapon Master, Improved First Strike, Improved Block 
   
  If being handsome was a weapon, Dirk Masterclass would be something really big, long and explosive.  
  Like a weapon.  But not one of those fruity Civil War re-enactment muskets.  He’d be more like an 
  adamantium howitzer that shoots uranium-tipped dicks.  That kind. 
   
  John Sauce 
  Charismatic, Jack-of-all-Trades, Command Presence, MacGyver 
   
  No situation is too hot for John Sauce.  He’s the proper seasoning to turn any death-defying situation into 
  a hot tub party. Remember ladies: Just Add Sauce. 
   
  Tex Riggs 
  Machismo (Veteran), Strong Willed, Improved Trademark Weapon, Brawny, Bruiser 
   
  He may be a rompin’, stompin’ country boy but when Tex Riggs came to the Big City, he broke it like a 
  baby bull and had it eatin’ out of his hand.  Don’t rile him up now or he’ll kick ya’ in the biscuits faster than 
  Copenhagen will make you puke. 
   
  Slade Riprock 
  Brawny, Bruiser, Improved Sweep, Attractive, Machismo (Seasoned) 
   
  This workout champion has muscles in places where lesser men hide their shame. 
   
  Colt Tango 
  Liquid Courage, Machismo (Veteran), Nerves of Steel, Shut Up I’m Awesome 
   
  If you tangle with Colt Tango, you’ll get mangled by his Dodge Durango.  Or something.  That shit got all 
  Don King really fast.  I apologize. 
   
   
  
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  Flash Tequila 
  Ambidextrous, Steady Hands, Investigator, Improved Frenzy 
   
  This no-holds-barred Super Cop is serving a triple-lifetime suspension from every police department in the 
  world.  He may not carry a badge anymore, but that just leaves more room for bullets. 
   
  Tyrone Ryder 
  Martial Arts Master (5th Degree), Manimal (Veteran), Improved Level Headed, Improved Counterattack 
   
  Tyrone Ryder don’t need no weapons ‘cause Tyrone Ryder is a weapon.  Trained in the secret arts of Five 
  Methods Shaka-Khan, he can literally turn into a motherfuckin’ panther and rip your fool face off. 
   
  Roland Bullets 
  Dead Shot, Marksman, Machismo (Seasoned), Improved Trademark Weapon 
   
  Roland Bullets came in second place for America City’s “Loosest Cannon” competition.  To console 
  himself, he took first place in America City’s “Mustache Competition” by force. 
   
  Lance Powers 
  Very Attractive, Manimal (Legendary), Sidekick (Power Boy), Martial Arts Master (5th Degree) 
   
  With his slab-jaw and ultra-hard man-body, Lance Powers is an unstoppable Adventure God.  He’s the 
  closest thing America City has to a super hero and has the costume and sidekick to prove it. 
   
  Silus Geronimo 
  Machismo (Legendary), Killer Instinct, Master Shooting, Rock & Roll 
   
  Silus Geronimo holds the Airborne Rangers record for making 97 combat drops without a parachute.  
  Whenever his feet touch the ground he gets arrested because the mere suggestion of his feet caressing 
  the soil causes the Earth to become unlawfully pregnant.  And that’s how volcanos are made. 
   
  Xander Bourbon  
  Combat Reflexes, Improved Counterattack, Improved Frenzy, Bruiser 
   
  Straight out of the Bayou and into your face comes Xander Bourbon, the Cajun Sensation.  This sweaty 
  Adonis has made the mullet and handlebar ‘stache all the rage from New Orleans Avenue to the Wimp-
  Mills of Ironytown. 
   
  Austin Castlejet 
  Filthy Rich, Very Attractive, Charismatic, Ace 
   
  The suits, the cars, the mansions – Austin Castlejet has them all in spades.  This independently wealthy oil-
  man has traded in his playboy lifestyle for an even better playboy lifestyle – with guns. 
   
  Buck Case 
  Investigator, Thief, Harder to Kill, Great Luck 
   
  When Buck Case is on the case, that case is...  getting solved.  Pretty soon.  He’s the ace private dick who 
  knows all the right tricks.  That’s Case, ladies.  Buck Case. 
   
  
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  Mace Priest 
  Improved Martial Artist, Machismo (Heroic), Inspire, Marksman 
   
  This former Man of God has become a God of Men.  Once upon a time, God had a problem he couldn’t 
  solve so he called Mace Priest to be his Black Lightning Bolt of Justice.  After Mace got done smiting the 
  foes of the Lord, Jesus tried to put him back in the holster… but you can’t tame lightning, son.  Don’t try it. 
   
  Ulysses Reeves 
  Rich, Connections, Linguist, Improved Martial Artist, Improvisational Fighter 
   
  Wherever this guy is going, you wanna be there, because he’s the ramblinest ramblin’ man who ever 
  frolicked in a pair of Ferragamos.  This elite world traveler has friends in all places and twice as many in 
  the worst places. 
   
  Hannibal Alamo 
  Killer Instinct, Harder to Kill, Leader of Men, Improved Nerves of Steel 
   
  If a desperate Last Stand had a Last Stand, Hannibal Alamo would be the next thing that happens after 
  that.  ‘Cause he’s like the last, last, last guy you ever want to run into in a bad situation. 
   
   
  
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  To get into the proper “Mustache Force” frame of mind, consider viewing these fine works of excellent 
  hirsute moving pictures: 
   
  Fuzz 
  Gator 
  Smokey and the Bandit 
  Magnum P.I. 
  Runaway 
  Shaft 
  Running Scared 
  Tombstone 
  Lethal Weapon (Danny Glover, proper ‘stache) 
  Road House (for the Sam Elliott parts) 
  Simon & Simon (for the Gerald McRaney parts) 
  Beastie Boys “Sabotage” Video 
   
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Fan/Savage Worlds - Mustache Force (Modern).pdf