8
Kickstarter Backers: Jordan Cunningham, Ma Lucke, Adam Rosenblum, Tyrone ''r3d ger'' Tigger Queensborough, Daniel Huck- abone, Mach_5, Sco Butler, Rick "Doppelbock" Westbrock, Mahew Cautrell, Wayne Gilbert, Mahew Tracy, Ma "Payback" Wilkinson, Rodney J Kelly, Michael O., Richard Grabow, CPT Jake, Shannon Keith McPaul ( Raptor Bapst ), Francis A. Thibert Jr, Johnathan L Bingham, Armiesarmy, Zach Pucke, John C. Hanlon, Jeff Becker, Byte, Mike Emrick, Arman Baughman, Chrisan Torrent, Lord Siwoc, Pier & Sca, Dave Violago, Neo117, Dana "madroot" Fox, Jose Torres aka. Atomico, Burt Silva, Kenny Turman, Mark Stewart, Kian Alden, Angelo D., Mike Chappell, Kevin J.R. Holland, Philip Hagan, Phil Brown, Craig "feast 4 crows" Johnson, James W. Keller, Richard M., Chris Steel, Giorgio G. / PEDRAZZI / Rhannon, Timothy Wolford, Erika E.G., Joshua Weiss, Rick Black, Darren Moroney, Andrew "Barloq" Cowie, Ma Keller, Sco Maynard, Mahew Berard, David Blood, Mike Jones, Richi Paskell, Em- manuel Tng, Lindemann, Simon Hunter, Bob Nolan, aka Varagon, Chris Rose, Lars-Inge Lindbom, Sannop2, Lon A. Porter, Jr., Leonardo Poni, Mohammad Nur Adli, Victor Bugg, Adam Tierney,David Wright, Dawfydd Kelly, Tay Rain- bow, Robert Brown, Krisn Leigh Johansen, Jeremy Smith, Cody Ruth, Samuel Munilla, Daniel Hallifield, Joel Logan, Colm O'Hara, Florian Luckyfer Stumpf,, Ray Wingrove, Raffaele Passarelli, Kyngic Vaults Team, Paul F, Marcelo Ferrari, Karl Jepson, Stephen G. Roy, Hyacinth Games, Galen Teschendorf, Jason Ellis, Jon Morin, Christo- pher Schroeder, Anthony S, Warlord Olaf, Jason Marn, Gareth Jenkins, Paul M. M. D. Jacobus, Devin Night, C.S. Barnhart, Mahew Ledgerwood, Moylerj, Dave Polhill, Chris Snyder, Mary Murphy, and Cori Thompson. Funded With Introducon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Character Creaon Basics . . . . . . . . . . . . . . . . . . . . . . . . . . Chapter One: Classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Chapter Two: Stascs & Traits . . . . . . . . . . . . . . . . . . . . . . Chapter Three: Skillsets .. . . . . . . . . . . . . . . . . . . . . . . . . . . . Chapter Four: Equipment & Gear . . . . . . . . . . . . . . . . . . . . Chapter Five: Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Chapter Six: Adventuring . . . . . . . . . . . . . . . . . . . . . . . . . . . Chapter Seven: Other Rules . . . . . . . . . . . . . . . . . . . . . . . . . 1 Authors Paul Murphy Joel Logan Co-Authors Christopher Barnhart Eding Paul Murphy Joel Logan Christopher Barnhart Bart Turpin Game Design Paul Murphy Joel Logan Garth Anderson Jay F. Kemberling Bart Turpin Paul Egbert Andrew Cox Play Testers Bart Turpin Colton Turpin Alex Logan Andrew Cox Paul Egbert Artwork Commissioned Artwork by Jericho serathus.deviantart.com Spot Illustraons by both Jericho and Frances Byrd Other Major Supporters Francis Thibert Project Zeke Miniatures Steven Eserin Revell Models Used Under Permission of Revell US, Inc.” Countless Unnamed Contributors You know who you are! CREDITS TABLE OF CONTENTS 2 4 5 10 11 13 29 32 42 Sample file

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Page 1: Bio Syndrome RPG: Modern Edition · A few D4, D6, D8, and D10 for Percentile ... character sheet that represents their character. ... Sample file. statistics until you have your final

Kickstarter Backers:

Jordan Cunningham, Matt Luckett, Adam Rosenblum, Tyrone ''r3d tiger'' Tigger Queensborough, Daniel Huck-

abone, Mach_5, Scott Butler, Rick "Doppelbock" Westbrock, Matthew Cautrell, Wayne Gilbert, Matthew Tracy,

Matt "Payback" Wilkinson, Rodney J Kelly, Michael O., Richard Grabow, CPT Jake, Shannon Keith McPaul ( Raptor

Baptist ), Francis A. Thibert Jr, Johnathan L Bingham, Armiesarmy, Zach Puckett, John C. Hanlon, Jeff Becker, Byte,

Mike Emrick, Arman Baughman, Christian Torrent, Lord Siwoc, Pier & Sca, Dave Violago, Neo117, Dana "madroot"

Fox, Jose Torres aka. Atomico, Burt Silva, Kenny Turman, Mark Stewart, Kian Alden, Angelo D., Mike Chappell,

Kevin J.R. Holland, Philip Hagan, Phil Brown, Craig "feast 4 crows" Johnson, James W. Keller, Richard M., Chris

Steel, Giorgio G. / PEDRAZZI / Rhannon, Timothy Wolford, Erika E.G., Joshua Weiss, Rick Black, Darren Moroney,

Andrew "Barloq" Cowie, Matt Keller, Scott Maynard, Matthew Berard, David Blood, Mike Jones, Richi Paskell, Em-

manuel Tng, Lindemann, Simon Hunter, Bob Nolan, aka Varagon, Chris Rose, Lars-Inge Lindbom, Sannop2, Lon A.

Porter, Jr., Leonardo Poni, Mohammad Nur Adli, Victor Bugg, Adam Tierney,David Wright, Dawfydd Kelly, Tay Rain-

bow, Robert Brown, Kristin Leigh Johansen, Jeremy Smith, Cody Ruth, Samuel Munilla, Daniel Hallifield,

Joel Logan, Colm O'Hara, Florian Luckyfer Stumpf,, Ray Wingrove, Raffaele Passarelli, Kyngic Vaults Team, Paul F,

Marcelo Ferrari, Karl Jepson, Stephen G. Roy, Hyacinth Games, Galen Teschendorf, Jason Ellis, Jon Morin, Christo-

pher Schroeder, Anthony S, Warlord Olaf, Jason Martin, Gareth Jenkins, Paul M. M. D. Jacobus, Devin Night, C.S.

Barnhart, Matthew Ledgerwood, Moylerj, Dave Polhill, Chris Snyder, Mary Murphy, and Cori Thompson.

Funded With

Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Character Creation Basics . . . . . . . . . . . . . . . . . . . . . . . . . .

Chapter One: Classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Chapter Two: Statistics & Traits . . . . . . . . . . . . . . . . . . . . . .

Chapter Three: Skillsets .. . . . . . . . . . . . . . . . . . . . . . . . . . . .

Chapter Four: Equipment & Gear . . . . . . . . . . . . . . . . . . . .

Chapter Five: Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Chapter Six: Adventuring . . . . . . . . . . . . . . . . . . . . . . . . . . .

Chapter Seven: Other Rules . . . . . . . . . . . . . . . . . . . . . . . . .

1

Authors

Paul Murphy

Joel Logan

Co-Authors

Christopher Barnhart

Editing

Paul Murphy

Joel Logan

Christopher Barnhart

Bart Turpin

Game Design

Paul Murphy

Joel Logan

Garth Anderson

Jay F. Kemberling

Bart Turpin

Paul Egbert

Andrew Cox

Play Testers

Bart Turpin

Colton Turpin

Alex Logan

Andrew Cox

Paul Egbert

Artwork

Commissioned Artwork by

Jericho

serathus.deviantart.com

Spot Illustrations by both

Jericho and Frances Byrd

Other Major Supporters

Francis Thibert

Project Zeke Miniatures

Steven Eserin

Revell Models Used Under

Permission of Revell US,

Inc.”

Countless Unnamed

Contributors You know

who you are!

CREDITS

TABLE OF CONTENTS

2

4

5

10

11

13

29

32

42

Sam

ple

file

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zombie master friend has prepared.

RPGs are an extended version of cowboys and Indians,

playing house or playing with combat action figures but

with some rules that guide your actions and events so you

can really determine who shot who first or just how good

that imaginary tea is. As a player the zombie master will

describe to you the situation and events and locations

surrounding your character and he will be prepared for a

myriad of possible actions or reactions you decide to have

your character make, but he will never be ready for every-

thing. When you run into a challenge that cannot simply

Introduction:

Welcome to the world of Bio Syndrome RPG: Modern

Edition. Bio Syndrome is a fan funded modular game

system which is the creation of Paul Murphy and many

countless contributors through both the web and kick-

starter. Bio Syndrome is both a war game and a role

playing game (RPG) system. This particular book is de-

signed for playing the role playing game version of Bio

Syndrome set in modern times. Though the intended

setting for this book is the zombie apocalypse you can

use it for any modern or postmodern setting you wish.

Bio Syndrome is a fun easy to learn role playing game.

The action and combat sequences are very fast.

Even though Bio Syndrome has it’s own detailed world

(see chapter six), you can use this rule book to create

your own unique world or even recreate your favorite

movies or television shows set in the zombie apoca-

lypse.

ROLE PLAYING

A common question asked in the introduction of Role

Playing Games is what is a Role Playing Game? Simply

put, a Role Playing game is an exercise in the imagina-

tion. A player takes on the role of a character within a

game and interacts with other players and plays out

their role in the story that is unfolding. This story is told

by another player, generally called a Game Master, but

in this game referred to as the Zombie Master. This ex-

tra player sets up stories, encounters, non-player char-

acters for players to interact with and hosts the story

for the rest of the group. The group participates in a

series of questions and answers that move along the

story that the zombie master is telling.

Now here is the tricky part, the story isn’t set. Certain

events may be predetermined but the interaction within

the story that the players take can alter the course of

events dramatically. While watching a movie or reading a

book you may say to yourself or a friend that you would do

this or that action instead of the action the character takes

in the story you are engrossed with. In a Role Playing game

you get to make those exact decisions and these decisions,

along with the abilities of your

character and the actions of your

fellow players and the rolls of the

dice will dictate and determine

the outcome of the story your

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Creation Basics section will act as a master guide for cre-

ating your first character and point you to the various

chapters containing the information you will need. Sec-

ondly, you will need a designated “Zombie Master” (Or

game master if your game does not involve zombies) who

will lead you through your adventure that has been pre-

pared beforehand. You will require some additional items

in order to play which include but are not limited to:

A few friends

A few D4, D6, D8, and D10 for Percentile

Scratch paper and a good pencil or two with an eraser

Miniatures

Lots of snacks - Free time

be decided by saying “I do this” or “I do that” dice rolling

will determine for you and the actions of the NPCs run by

the zombie master and the characters used by other players

will interact with your character’s actions, speech and sto-

ries.

A role playing game is one part acting, one part writing, one

part improve, one part game, and all parts fun. So sit back,

chase a zombie, club your friend with a hockey stick (but

only in the game) and let the zombie master ruin your char-

acter’s plans while you ruin his zombies!

Surviving the Apocalypse

The world has changed, and not for the better. The world is

now a rough place. You will need food and water to survive

period! Zombies are not the only thing that can mean

death even for an experienced party of player characters.

Many commodities we enjoy today are extremely scarce

and are not being produced on a mass level anymore. Most

of the basic things we take for granted do not exist any-

more. Where many fantasy games focus on the player char-

acters acquiring gold and treasure, in Bio Syndrome the

acquisition of food, water, and basic needed items to sur-

vive are the treasure.

In the Bio Syndrome RPG: Modern Edition you will encoun-

ter many opportunities to “scavenge” the many structures

and vehicles left abandoned throughout the Bio Syndrome

universe. In Chapter Four Equipment & Gear you will find

many tables that will help you randomly determine what

you will find in your quest to

survive. Will you find food and

nourishment, ammunition for

your weapons, a sub machine

gun, a structure full of zom-

bies, or nothing at all?

What Do I Need To Play?

The first thing you will need is

a character who will represent

you in the Bio Syndrome uni-

verse. Each player will have a

character sheet that represents

their character. The Character

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statistics until you have your final numbers at the end of

character creation to record on your character sheet.

You will now want to spend points on your Accuracy Bal-

listics (AB) which is how well you shoot, Accuracy Weap-

ons (AW) which is how well you fight with melee weap-

ons, and Health Resistance (HR) which is your ability to

resist the virus. Review chapter two to better understand

what each statistic represents. Think about what you want

to be good at in Bio Syndrome. Do you want to be a good

shot with a firearm, a master of melee weapons, good at

fixing things, etc..? Bio Syndrome uses primarily a d8 sys-

tem to determine the outcome of ranged (AB), hand to

hand combat (AW), health resistance checks (HR) and nu-

merous other actions and events. The range for your

starting statistics is from 8+ to 5+. 2+ is the best a statistic

can ever be in Bio Syndrome but during this step you can-

not purchase more than a 5+ statistic which is three ranks.

However, skillsets may be purchased that will increase

your statistic better than a 5+ at character creation. Re-

view Table 2-1 to calculate how many points rank pur-

chases will cost.

4. Assign Fate Points: All characters

begin with three fate points. Fate

points represent your heroic destiny

in this new apocalyptic nightmare

and set you apart from other NPCs

and antagonists. Fate points are

used to cancel out the first three

times you take damage of any kind

during a game session or at the zom-

bie master’s discretion may be used

to complete a critical life saving or

important story advancing action .

Players regain their fate points at

the beginning of each game session.

The purpose of the fate system in

the Bio Syndrome RPG is to give

your character a greater chance of

survival while also making your char-

acter a more important part of the

story your zombie master is telling

through the adventure and you. If you wade into or

through a horde of zombies this system will not make

you indestructible but it does keep you from becoming

infected by the first interaction you ever have with a

walker.

Character Creation

Basics

***Players begin with 30 experience points to purchase

their class, skillsets and starting equipment. Follow the be-

low steps and you will be well on your way to fighting off

the zombie hordes!

0. Check with your Zombie Master. Players will design their

character using the experience point buy system prior to

playing in a campaign. All characters will be reviewed by the

zombie master before playing. Additionally, zombie masters

have the final discretion if certain classes, skillsets and

equipment are available at the start of a game or if allowed

in the game at all.

1. Choose your Class. The first thing you will spend your 30

experience points on is your chosen class. You may choose

from Civilian(8), Doctor(13), Mechanic(15), Pilot(13), Police

Officer(17), Scientist(11), Soldier

(20), or Technician(13) as your

class. Please review Chapter

One: Classes to see more detail

about each class. Subtract the

cost for each class from 30 so

you know how many points you

have left to spend on character

creation.

2. Choose your Trait. Traits are

dependent upon which class

you chose. You can only have

one trait and it must be chosen

at character creation. Please

review chapter two to see more

details about each trait.

3. Assign and Adjust your Sta-

tistics. Your starting class will

determine the Armor Save (AS),

Health Points (HP), Hand to

Hand (HH), and Movement (MV)

statis-

tics of your character. Go ahead

and record these four statistics.

Until you finish your character

creation you may want to use a

scratch piece of paper for your

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es to statistics. For innovative ideas the discretion of

points earned is up to the zombie master. Generally if the

idea has a small impact 1 point will be earned, if the idea

has a much greater impact the zombie master must de-

cide a fitting bonus. Please note that zombie masters do

not always have to give experience for rewards. Food,

ammo, equipment and other items are usually a much

better and more needed option. Characters will not sur-

vive without them!

Zombie masters are encouraged to also reward players

with immediate additional temporary fate points in each

game session for heroic or selfless acts in Bio Syndrome.

Chapter One: Classes

Players will use their starting experience to purchase a

base class for their respective characters. Base classes

define some of the player character’s base statistics, a

starting skillset, basic starting equipment, and a creation

point for their background story. Remaining points may be

spent on additional equipment, additional starting skill-

sets, and ranks in statistics. Starting class skillset bonuses

have NOT been applied to the statistic scores; so make

sure to add any bonus the starting skill set provides to

your statistic line scores AFTER buying your base statistic

scores. (for example, first you purchase your AB, AW, and

HR scores, then if you choose soldier apply your +1 bonus

to your AB and AW stats). If you bought a 6+ AB and a 6+

AW, both scores than become a 5+ due to your military

training.

5. Assign and Adjust your Skillsets: Each class grants at

least one free skillset. Review your chosen class page in

chapter one to see which skillsets you get for free. Record

your ranks for the skillset under the skillsets section of

your character sheet or scratch sheet. If you have enough

points you should purchase additional skillsets but they

must fit your background and be approved by the zombie

master. NOTE: Some skillsets are class specific and can only

be taken at character creation.

6. Select and Record Your Equipment & Gear: Review

chapter one to see what starting equipment your class

grants you. Record this equipment on your character

sheet. OPTIONALLY your zombie master may have you roll

on the scavenging tables to determine your starting weap-

ons and equipment depending on the adventure or cam-

paign.

Take the time to fill out all the weapon information on

your character sheet columns so you don’t have to con-

stantly look up all the details of your weapon. If you have

remaining points left you can trade them in for additional

equipment with the zombie master. Because there is no

longer a monetary system in the Bio Syndrome universe

this will be a negotiation process with your zombie master

depending on the usefulness and rarity of the item.

NOTE: Bio Syndrome also comes with an optional card

system you can use to track your weapons, items, and ar-

mor. Look for it as a separate file you can download.

***A Note on the Bio Syndrome Experience Point System

Players begin with 30 experience points to purchase their

class, skillsets and starting equipment. All left over points

will be discarded (use all your points)! There are no tradi-

tional levels for characters in this game. Instead earned

experience points can be used to purchase character up-

grades during a campaign’s gameplay. This gives players a

feel that their characters are learning and growing as they

travel, not increasing in ability all at once unexplained.

Characters will earn experience as they travel throughout

the post apocalypse. At the end of a gaming session, surviv-

ing characters will each earn 2 experience points for group

participation and regain all of their fate points.

Additional experience is earned while playing immediately

after killing antagonists, executing a genuinely innovative

idea, and successfully using a skillset. Only certain skillsets

can earn experience, while other skillsets give other bonus-

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Civilian Class

Many players from real life would translate into the civilian

class in the Bio Syndrome RPG: Modern. Civilians typically

have no notable job skills, and adapt well to all situations.

All Civilians start with the following equipment or choice

there of:

Semi-Automatic Pistol w/ 1 magazine

Knife

A zippo lighter

Backpack

Crowbar

2 bottles of water, 1 day worth

2 days worth of food

Doctor Class

Doctors are trained physicians skilled in the arts of healing. In the Bio Syndrome universe there are few medical doctors still

living who survived the global pandemic.

All Doctors start with the following equipment or choice there of:

Semi-Automatic Pistol w/ 1 magazine, Knife

Doctors medical kit

2 first aid kits

2 bottles of water, 1 day worth

2 days worth of food

OPTIONAL Hazmat Suit (Up to Zombie Master)

Civilian

AB AW AS HR HP MV HH Starting Skillset Traits Available Points

x x 8+ x d4 6’ 1 Survivor Level 1 Lucky, Scavenger 8

Doctor

AB AW AS HR HP MV HH Starting Skillset Traits Available Points

x x 8+ x d4 6’ 1 Medic Level 4 (Advanced) Medical Guru, CBRN 13

“The human body experiences a powerful gravitational pull in the direction of hope. That is

why the patient's hopes are the physician's secret weapon. They are the hidden ingredients

in any prescription.” Norman Cousins

“But the one who endures to the end will be saved” Matt. 24:13

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Mechanic Class

If you plan on driving in your campaign a mechanic is an important class to have in your group. Mechanics can repair automo-

tive and machinery that involves internal combustion engines and basic computer systems. A mechanic would not have the

same abilities and knowledge as the technician class when it comes to repair of something such as a computer network or a

municipal water system plant. Mechanics also have a slight advantage in hand to hand combat.

All Mechanics start with the following equipment or choice there of:

Shotgun w/ 6 shells

Backpack

Knife

Mechanical repair kit

2 bottles of water, 1 day worth

2 days worth of food

Pilot Class

A player who chooses the pilot class should consult the zombie master before choosing the pilot class. In the Bio Syndrome

universe it is not only difficult to find a chopper or plane that is operational, but it is even more rare to find the specialized fuel

they require.

All Pilots start with the following equipment or choice there of:

High Caliber Pistol w/2 magazines

Backpack

Combat Knife

2 bottles of water, 1 day worth

1 day worth of food

Mechanic

AB AW AS HR HP MV HH Starting Skillset Traits Available Points

x x 8+ X D6 6’ 2 Motorhead 4, Techy 1, Trucker 1, Road Warrior 1

Mr. Fixit, Scrapper, Shotty! 15

Pilot

AB AW AS HR HP MV HH Starting Skillset Traits Available Points

x x 8+ x d4 6’ 1 Flyboy 4 Mr.Fixit, Shotty! 13

“You have to look for teachers. If you want to be a mechanic, go

hang out with mechanics.” Robert Kiyosaki

“Fighter pilots have ice in their veins. They don't have emotions.

They think, anticipate. They know that fear and other concerns

cloud your mind from what's going on and what you should be

involved in.” Buzz Aldrin

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Police Officer Class

The police officer class represents an officer of the law who has some tactical training. Though

not a fully trained soldier, the police officer has training and resources a civilian would not.

All Police Officers start with the following equipment or choice there of:

Semi-Automatic Pistol /w 2 Police Magazines

Knife

Backpack

Police baton

Tactical body armor

Handheld radio

Handcuffs

2 bottles of water, 1 day worth

1 day worth of food

Scientist Class

If you are playing a campaign where you are looking for or trying to develop a cure for the B10 virus then this class is crucial for

your party. Scientist characters are smart… very smart indeed. They are probably the only people who can find a cure. Consult

your zombie master before playing this class.

All Scientists start with the following equipment or choice there of:

Semi-Automatic Pistol w/1 magazine

Backpack

Knife

2 bottles of water, 1 days worth

1 day worth of food

OPTIONAL Hazmat Suit (Up to Zombie Master)

Police Officer

AB AW AS HR HP MV HH Starting Skillset Traits Available Points

x x 6+ x D6 6’ 2 Diplomacy, Road Warrior 2, Eagle Eye 2

Officer, Tactical Training 17

Scientist

AB AW AS HR HP MV HH Starting Skillset Traits Available Points

x x 8+ x d4 6’ 1 Savant, Techy 1 CBRN, Electronic Expert, Medical Guru

11

“Most people say that it is the intellect which makes a great scien-

tist. They are wrong: it is character.” Albert Einstein

“We have an incredible warrior class in this country - people

in law enforcement, intelligence - and I thank God every

night we have them standing fast to protect us from the tre-

mendous amount of evil that exists in the world.” Brad Thor

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