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OLE PLAYING

KTION AND
NDVENTURE
IF THE TWO-FlSTEl
THIRTIES
ly Jvb Charrett
and Paul HumY

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ROLE PLAYING

PP 5J ACTION AND ADVENTURE


IN THE TWO-FISTED
THIRTIES

ROLE-PL AYING
In this game you hecome ;1 hero. You think for him or her and use your character's skills to solve thc problem
or overcome the obstacle a t liarid. Thcsc problems and obstacles are developed by a refercc (callcd the Games-
master). Ile o r she arbitratcs all situations using both the rules arid personal judgcrnent. LlAKELIEVILS ia a
game o f action, advcriturc and imagination.

HEROES
Your C t l W d C t C r is a hcro. A cloaked avenger, a techiiologicaI wizard, a Iiard-boilcd dctcctive, a reckless soldier-
of-fortunc. , , each is a possibility. You & draw t r p ~ i i t l i egreat pulp magazines, the old movie serials, classic
radio programs and even modern films set it] the pcriod. DAKEUEVlLS provides full rules for creatiiig yow
.
hero . . his or her attributes, skills arid gear. OptionaI rules allow for the special powers arid hgh-technology
gimmick$ used hy riiaiiy o f the prutotypc heroes, Provision is even made for the uncanny luck of these redoubt-
able protagonists.

RULES
The rules for DAREDEVILS arc your gateway t o action and adveriturc. New comcrs to role playing gatiws will
find helpful hints UII good play. Experienced ganiers will firid a sclcction of advanced arid optional rules to add
0 1 1 to tlie basic rulcs for increased complexity a n d detail of simulation.

ADVENTURES
Herein is also contained a separate hooklet, DAREDEVIL ADVENTURES, which presents several scenarios.
Each situation is designed tn introduce various aspccts of the rules as well as provide a y e r i d flavor and a full
dosc of excitement. You may solve a rnurdcr, embark on a glnhe-spaiiiiitig vrlvcnturc, or bccome embroiled
in the plans of an irisidious mastermind.

DAREDEVILS contains thc UAREUEVILS rillebook; DAREDEVlL ADVENTURES; a referee's Screen with
a political map; and a master character sheet.

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?
’ ..

TABLE OF CONTENTS
General Introduction . . . . . . . . .2 2.2.6b Movement Near Enemies. . 23 2.5.3 Holding a Gun . . . . . . . . . . 38
2.2.6~ Deliberate Knockdown . . . 23 2.5.4 Recoil . . . . . . . . . . . . . . . 39
The Characters . . . . . . . . . . . . . . .4 2.2.6d Movement over Treacherous 2.5.5 Gun Action . . . . . . . . . . . . 39
1.1 Attributes . . . . . . . . . . . . . . . . . 4 Ground . . . . . . . . . . . . . . 23 2.5.6 Magazines . . . . . . . . . . . . . 39
1.1.1 Saving Throws . . . . . . . . . . . 4 2.2.7 Combat Procedure . . . . . . . . 24 2.5.7 Durability . . . . . . . . . . . . . 39
1.2 Talents . . . . . . . . . . . . . . . . . . .5 2.2.7a Conducting an Attack . . . 24 2.5.8 Features . . . . . . . . . . . . . . 39
1.2.1 Psychological Profile . . . . . . . .5 2.2.7b Weapon Defense Ability with 2.5.9 Ammunition Notes . . . . . . . . 40
1.2.2 Raw Talent Use. . . . . . . . . . .5 Combat Skills .......... 24 2.5.10 Automatic Weapons . . . . . . 40
es . . . . . . . . . . . . . . . . . .5 2.2.7~Situational Modifiers . . . . 24 2.5.11 Machine Guns . . . . . . . . . .41
1.3.1 Combat Dodge Ability ....... 5 2.2.7d Adjusted BCS . . . . . . . . 25 2.5.1 2 Firearm Range Table . . . . . . 41
1.32 Damage Resistance Total . . . . .6 2.2.8 Damage in Combat . . . . . . . . 25 2.5.13 Sample Guns . . . . . . . . . .42
1.3.3 Encumbrance Capacity . . . . . .6 2.2.8a System Shock . . . . . . . . 25 2.6 Vehicles . . . . . . . . . . . . . . . . . 43
1.3.4 Freely Improvable Skills . . . . . . 6 2.2.8b Types of Damage . . . . . . 25 2.6.1 Operating a Vehicle . . . . . . . 43
1.3.5 Off-hand Dexterity . . . . . . . . . 6 2.2.9 Critical Effects in Combat . . . . 25 2.62 Accidents . . . . . . . . . . . . . 44
1.4 Physical Characteristics . . . . . . . . . 6 ...
2.2.9a Missile Special Effects 25 2.6.3 Combat on Vehicles . . . . . . . 44
1.5 Skills .................... 7 2.2.9b Stopping ........... 25 2.6.4 Pursuits . . . . . . . . . . . . . . 44
1.5.1 Basic Chance of Success . . . . . .7 2 . 2 . 9 ~Critical Hits . . . . . . . . . 25 2.65 Aerial Combat . . . . . . . . . . 45
1.5.2 Effect Numbers. . . . . . . . . . . 7 2.2.9d Critical Misses . . . . . . . . 26 2.6.6 Repairs . . . . . . . . . . . . . . 45
1.5.3 Tasks . . . . . . . . . . . . . . . . .7 2.2.10 Special Combat Situations . . . 26 2.6.7 Sample Vehicles . . . . . . . . . 45
1.5.4 Raw Talent versus Trained Skill - 7 2.2.10a Bashing . . . . . . . . . . . 26 Optional Systems . . . . . . . . . . . . 46
1.5.5 Skill Descriptions. . . . . . . . . .8 2.2.10b Grappling . . . . . . . . . . 26 3.1 Luck . . . . . . . . . . . . . . . . . . .46
1.6 Character Set-Up . . . . . . . . . . . . 12 2.2.10~Pre-emption and Surprise 26 . 3.2 Special Powers . . . . . . . . . . . . .46
1.6.1 Sample Character. . . . . . . . . 12 2.2.10d Throwing . . . . . . . . . . 27 3.2.1 Descriptions of Special Powers 47 .
1.7 Advanced Character Set.Up . . . . . . 14 2.2.10e The Thrust . . . . . . . . . 27 3.3 Gimmicks . . . . . . . . . . . . . . . . 48
1.7.1 Careers. . . . . . . . . . . . . . . 14 2.2.1 1 Other Action i n Detailed Scale 27 3.3.1 Examples of Gimmicks . . . . . 49
1.7.2 The Great War . . . . . . . . . . 16 2.2.1 l a Climbing . . . . . . . . . . 27 3.3.2 Gimmicks and Pre.Adventure . 50 .
1.8 Improvement . . . . . . . . . . . . . . 17 2.2.1 1b Falls. . . . . . . . . . . . . 27 The World of the Thirties . . . . . . . 50
1.8.1 Learning by Doing . . . . . . . . 17 2.2.1 IC Mounted Movement
4.1 Economics. . . . . . . . . . . . . . . . 50
1.8.2 Study . . . . . . . . . . . . . . . 17 and Combat . . . . . . . . . . .27
4.1.1 Housing . . . . . . . . . . . . . . 50
1.8.3 Improving Attribute Scores . . . 17 2.2.11d Movement and Combat
4.1.2 Income . . . . . . . . . . . . . . 51
1.8.4 Improving Off-Hand Dexterity 17 . in Water . . . . . . . . . . . . . 27 4.2 Technology . . . . . . . . . . . . . . . 51
1.8.5 Optional Learning Rules ..... 17 2.3 Damage, Health. and Healing . . . . . 28 4.3 Medicine . . . . . . . . . . . . . . . . . 51
1.8.6 Example of Study . . . . . . . . 18 2.3.1 Healing Damage . . . . . . . . . 28 4.4 Society . . . . . . . . . . . . . . . . . . 51
.
1.8.7 E*:fects of Age on Attributes . 18 2.3.2 Immediate First Aid . . . . . . . 29 4.5 Timeline . . . . . . . . . . . . . . . . . 52
1.9 The Player Hero . . . . . . . . . . . . 18 2.3.3 Restoration of Lost Attribute Adventure Creation . . . . . . . . . . 54
1.9.1 Motivation . . . . . . . . . . . . 18 Points. . . . . . . . . . . . . . . . . 29 5.1 Adventures . . . . . . . . . . . . . . . 54
1.9.2Method . . . . . . . . . . . . . . 19 2.3.4 Restoration of Consciousness . . 29 5.2 Planning an Adventure . . . . . . . . . 54
1.9.3 The Code . . . . . . . . . . . . . 20 2.3.5 Lack of Rations . . . . . . . . . 29 5.3 Running the Adventure . . . . . . . . 55
2.3.6 Diseases . . . . . . . . . . . . . . 29 5.4 Doctrinal ‘Progress. . . . . . . . . . . . 55
The Game . . . . . . . . . . . . . . . .20 2.3.7 Poisons . . . . . . . . . . . . . . 31 5.4.1 Locations for Action . . . . . . . 56
2.1 Time and Movement . . . . . . . . . . 20
2.1.1 Strategic Time Scale . . . . . . . 20 2.4 The Environment . . . . . . . . . . . . 31 The Non-Player Characters . . . . . . 56
2.1.2 Tactical Time Scale . . . . . . . 20 2.4.1 Perception. . . . . . . . . . . . . 31 6.1 Dealing with Non-Player Characters . 56
2.1.3 Detailed Action Time Scale ... 20 2.4.2 Acid . . . . . . . . . . . . . . . . 31 6.2 Typical Non-Player Characters .... 57
2.1.4 Real Time Scale . . . . . . . . . 20 2.4.3 Barriers . . . . . . . . . . . . . . 32 6.3 Non-Player Character Reactions . . . 57
2.1.5 Down Time Scale. . . . . . . . . 21 2.4.4 Clothing and Armor . . . . . . . 32 6.4 Contacts and Information . . . . . . . 58
2.1.6 Combining Time Scales . . . . . 21 2.4.5 Doors and Locks . . . . . . . . . 33 6.5 Experts . . . . . . . . . . . . . . . . . 59
2.1.7 Travel Afoot . . . . . . . . . . . 21 2.4.6 Electricity . . . . . . . . . . . . . 34 Beasts . . . . . . . . . . . . . . . . . . 59
2.2 Detailed Actions . . . . . . . . . . . . 21 2.4.7 Explosives . . . . . . . . . . . . . 34 7.1 Beast Statistics . . . . . . . . . . . . . 59
2.2.1 Options . . . . . . . . . . . . . . 22 2.48 Fire . . . . . . . . . . . . . . . . 35 7.2 Beast Attack Forms . . . . . . . . . . 60
2.2.2 Actions . . . . . . . . . . . . . . 22 2.4.9 Gear and Equipment . . . . . . . 36 7.3 Examples of Beasts . . . . . . . . . . . 60
2.2.3 Use of a Tactical Display . . . . 23 2.4.10 Weapons . . . . . . . . . . . . . 37
Appendices
2.2.4 Facing . . . . . . . . . . . . . . . 23 2.4.11 Weather . . . . . . . . . . . . . . 38 1. Designing Firearms. . . . . . . . . . . . 62
2.2.5 Communication . . . . . . . . . 23 2.5 Firearms . . . . . . . . . . . . . . . . . 38 2 . Glossary of Game Terms . . . . . . . . 62
2.2.6 Movement . . . . . . . . . . . . .23 2.5.1 Quick Draws . . . . . . . . . . . 38 3 . Language Families of the World . . . . 63
2.2.6a Movement Rate Chart . . . 23 2.5.2 Firing Stance . . . . . . . . . . . 38 4 .Bibliography . . . . . . . . . . . . . . .64

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FANTASY GAMES UNLIMITED
PRESENTS

TM

by Bob Charrette
and Paul Hume

U.S. COPYRIGHT NOTICE


Copyright 1982 by Robert N. Charrette and Paul R. Hume. All rights t o this book are reserved. No part o f the book may be used or reproduced
in any manner whatsoever without permission, except in the case o f brief quotations embodied in critical articles or reviews.
Box, cover art and all illustrations are copyright 1982 by Robert N. Charrette.
For information regarding this game contact Fantasy Games Unlimited Inc., P.O. Box 182, Roslyn, N.Y. 11576.

The designers will attempt t o answer any questions regarding the game. Please type the question allowing space for the answer o n the same
sheet and enclose a stamped, self-addressed envelope. Send the letter in care o f Fantasy Games Unlimited.

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You are reading the introduction t o a rulebook for something called
a Role Playing Game. But what is that? Taken separately, the words
themselves give a clear picture of the term's meaning.

ROLE PLAYING: To be a Player in a RolePlaying Game, one plays a In order t o determine just what a Character can and cannot do, and
part just as an actor would. One chooses a role in the Game's world and how good he is a t doing it, he is endowed w i t h certain Attributes, Abil-
operates in that environment as if he were really the Character. This is ities, Capabilities, and Skills. These values allow the Gamemaster .to ar-
the central concept i n Role Playing Games-the Players do not just bitrate game situations easily and consistently.
move pieces around a game board; they also react in the Game by im- A Character's numerical ratings in the categories described above
agining and describing the specific actions performed b y the Characters will be used t o determine his success or failure when he attempts some
that they control. In turn, everything that happens in the Game i s de- action. The rating represents a number which the Player, rolling the ap-
scribed as if it were really happening. If, in the course of exploring a propriate die or dice for the situation, must roll less than or equal to, in
cave, the Characters find a dragon, the Players are told this as i f their order for the Character t o succeed. The basic number may be modified
eyes actually beheld t h e beast, by the situation, in which case the die roll is compared t o the modified
The Player (Joe Smith who i s playing this Game) identifies with his number.
Character (Harry Roberts, intrepid adventurer). Harry i s a unique in-
dividual with his own strengths and weaknesses, areas of expertise or THE ADVENTURE
ignorance, dreams, fears, and motivation. When Joe is Playing, he must The Adventure is a particular series of escapades on which the
t r y t o react t o every situation as though he were Harry. Player Characters embark. Using the rules of the game, the Gamemaster
guides the Players and their Characters through a series of encounters,
GAME: There are limits placed on the fantasy of the role playing. actions, and interactions with the situations and characters that h e has
These are the rules that make up the Game. They govern what Players devised. Eventually, a conclusion w i l l be reached and the adventure will
(or their Characters) can and cannot do. The rules give the methods for be finished, The Adventure becomes a story in which the principle parts
deciding how successful a Character is when he fights, or attempts t o are played b y the Player Characters. I t s plot has been outlined b y the
be acrobatic, or does anything requiring a particular amount of skill or Gamemaster and i t s final form has been written, through the medium
knowledge. They give the values by which a Player knows how strong of the game, by both the Gamemaster and his Players.
his Character is, or how smart. Rules also deal with Things: weapons, The Game is merely a system for making sure that everyone is 'talk-
armor, tools, or vehicles. They tell how such work in the game. ing t h e Same language' when they say what characters will and can do.
It is really the adventure that the group actually enjoys. One can be
THE PARTICIPANTS AND PARTS very different from another. No t w o sets of games would play out the
There are several individuals involved in playing a Role Playing same plot i n the same way, if only because the characters they play
Game. Some are 'real' (i.e., inhabitants of 20century Earth who have might be different.
existence outside the Game), while others only have existance in the
Game's world. THE CAMPAIGN
The Campaign is actually a series o f Adventures which involve the
THE GAMEMASTER same Player Characters as the heroes. The main thrust behind the carn-
Every Role Playing Game must have a Gamemaster, also known as paign is designed b y the Gamemaster. He decides on the political cli-
a Referee or Judge. He describes t o the Players everything that happens mate of the Game-world, the locations of the sites for Adventures, the
in the Game as if it were actually happening t o the Characters. Using risks t o be taken, the rewards t o be gained, the laws in effect, the reli-
the rules and a series of maps, notes, charts, and scenarios of his own gions in practice, and all the other factors which will give the feeling of
design, the Gamemaster lays out the Game before it i s played. He i s realism that makes for enjoyable play.
responsible for setting up everything that the Characters will encounter No final goal need be designed. The Player Characters can simply
while playing, either in advance, or at random during the course o f continue from Adventure t o Adventure with little or no connection be-
play. When something develops i n the course of the Game that the tween Adventures. In this way a never ending story of heroic adventure
Players should not know about, the Gamemaster operates t o keep it is written. Alternatively, the Gamemaster may decide that a series of
that way. Adventures will lead his Player Characters t o a definite conclusion and
The Gamemaster plays t h e role of every being encountered in the a great denouement which would have earth-shaking consequences i n
Game. Some of these are not even human! In a typical fast-paced eve- the Game-world. Then, once this i s achieved the Players can create new
ning, the Gamemaster may play a wandering explorer one moment Characters t o run i n a new series of Adventures. The Campaign might
and a raging lion the next. Even then he must t r y t o be neutral t o the have ended but there is just no reason t o abandon the fun and excite-
outcome of events. He is a referee not an opponent. ment inherent in the game. A new Campaign may be begun. This one,
due t o experience on everyone's part, will probably be even better.
THE PLAYER
~

Obviously, Players are the flesh and blood people who s i t around READING THE RULES
and play a Role Playing Game. A Player participates in the Game by When reading these rules, you should not t r y t o absorb everything
pretending t o be, and controlling the actions of, one or more Char- at once. Skim the rules once t o get a general idea of the system, then
acters, individuals who 'live' in the world where the Game takes place. read them thoroughly. It i s not necessary t o be fully conversant with all
A Player designs a Character for himself, sometimes using random details t o start play. Poisons, for example, might not come into play for
numbers and sometimes allocating an assigned number of points, t o many game sessions.
develop a clear model of what his 'alter ego' is like. The Player deter- Players should remember t o avoid any section of the rules or game
mines the mental abilities of the Character, as well as the skills he has components not labelled as being for Players' use. You will spoil your
studied and how much time he has given t o each of them. When the own enjoyment and that of the other Players if you read the material
Character i s actively adventuring in the Game, the Player decides when intended for the Gamemaster. Players should avoid the pages marked
he fights and when he flees. He is usually in full control of the Char- with 'GM.'
acter's actions for better or worse. We advise Gamemasters t o be familiar with the sections of the rules
It i s u p t o the Player t o know how the rules work for the things he that cover the things that they have planned for the current adventure.
has designed his Character t o do (combat, magic, mtdicine, whatever). Careful planning of adventures will allow the Gamemaster t o introduce
It i s also best if the Player can 'think with the Character's head'. This various portions of the rules gradually, as play progresses. This will al-
means t o look at a situation in the Game and react properly for the low you t o familiarize yourself with the details of each section. It will
Character, according t o his personality and social background. The also allow you t o begin play more quickly.
Player should work out t h e behavior pattern f o r the Character and keep Throughout t h e text the masculine pronoun is used. This is not in-
t o it as much as possible. tended t o imply that all Players and Characters are or should be males.
It is simply a matter of convenience. We definitely encourage Players o f
THE CHARACTER the female persuasion.
Any entity (man, man-like being, or animal) that takes an active Where formulas or calculations are given in the text, results that d o
part in the Game i s a Character. Those designed by or under control of not yield an integer should be rounded t o the nearest whole number un-
a Player are called Player Characters. All the rest, usually under the con- less the rules specify otherwise. Thus, if a calculation gives 3.2, round it
trol of the Gamemaster, are called Non-Player Characters. t o 3, and round 3.7 t o 4. If you get 3 5 , round it u p t o 4.

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Some of the rules are identified as Advanced or 0ptional.These are You tell the Players what is happening around the Characters, and
not required for enjoyment o f the game. In fact, we recommend that the Players respond by telling you what their Characters are doing as a
your first few sessions be played without using them. In this way, the result. Players can ask questions, seeking further information about
game will move faster and flow more smoothly. As you become familiar their surroundings or the events confronting them. You can answer
with the way the rules play, add some of the Advanced rules. These are with more detail and relevant clues, as well as irrelevant facts that are
intended, i n some cases, t o provide greater detail or enhanced realism i n indeed evident t o the Characters b u t have no bearing on anything im-
the game. Some provide alternate ways of handling a specific game sit- portant. Players cannot ask for information beyond the reach of their
uation. The Optional rules cover things which the Gamemaster or Characters' senses or knowledge.
Players may or rnay not wish t o have in their Adventures or Campaign. Play continues i n this way until the end of t h e session. Basically
A concensus should be reached as t o which of the Optional rules or sec- only what is stated verbally or i n writing i s assumed t o have happened
tions will be used. I n any case, a Gamemaster should always inform his in t h e Campaign. This requires honesty and fairly good memories from
Players of which Advanced and Optional rules will be used in his Ad- both you and your Players. Your group will tend t o develop i t s own
ventures.
Examples of play or rule use are marked with a *. conventions for describing actions. Newcomers should be briefed on
such conventions t o avoid confusion.

AFTER PLAY
ON BEING A GAMEMASTER The Gamemaster's job includes keeping the Campaign going outside
of the actual playing time.
Quite seriously, the first thing t o do is t o read the rules. Skim Role Playing Game Campaigns, unlike most other recreations, often
through the whole thing in order. Don't t r y t o retain all o f the details at do not really end. The results of one playing session may permanently
this point. Try t o get an overall picture. affect all subsequent sessions.
Next look at specific rules: h o w they work, what might be l e f t out, The main thrust of the Game is biographical, a dramatic creation of
and what rules you don't care for (too sketchy, too complex, boring, the adventurous life of the Player Character. As Players tackle the really
etc.). I f the rules d o not cover something you wanted in your Cam- big adventures, gaining resources with each one, their actions will start
paign, then you will need t o look elsewhere, either b y combining t w o t o affect the development of the whole Campaign. You must monitor
rule systems or by designing the rules yourself. Many Gamemasters find this activity and may exert some control over it, as you deem necessary.
the latter course more rewarding. As Characters start out in the Campaign, their equipment is not of
Never hesitate t o call a halt in play t o look u p some rule you are un- the best. They are not as proficient in their Skills as one can be. They
sure of. The l i t t l e time spent then will save a l o t of time (and emotion) are, i n short, easy prey for a really hefty challenge. The early scenarios
later on when someone questions the events of 10 minutes previously should reflect this. As they advance, the Characters will become a
as being 'different in the rules'. Another suggestion: always let players rougher proposition, and the challenges they face should increase pro-
know in advance if the basic rules for the game have been changed t o portionately. But there is a point o f diminishing returns in all of this.
some variant system. This does not mean that you should tell them that Eventually the escalation will either find a new equilibrium (sort of an
a weapon o r trap not documented in the rule books is lurking around optimum 'Level of Heroism') of a type suitable for the Campaign mi-
the corner; that is part o f your Campaign end the Players can only find lieu, or t h e insane 'arms race' will continue, until human capability and
out about it by experience. But i f you have designed an alternate meth- valor are incapable of meeting the test. You must exercise all your
od of combat, the Players must know how it operates i f they are t o use judgement and ingenuity t o help your Campaign progress smoothly t o
it properly. the fully energized, stable level of heroism, and prevent the runaway
development of 'invincible' Characters and 'unbeatable' Villains t o fight
SETTING UP them.
This is the very heart o f being a Gamemaster: creating the 'Cam-
There will always remain certain problems that unaided human
paign' wherein the Player-Characters will vie for heroic honors.
power cannot resolve. But they are the extremes of the scale. The vast
First, consider the overall 'color' of the Campaign. This is in many
bulk of Adventures will deal with things much closer to center. Like
ways a question o f time period. In some Campaigns, Gamemasters have
most other potential trouble spots in the group relationship, this can be
decreed a great mix of time periods, but many prefer their Campaigns
resolved by talking about it. If the Players feel threatened by the sce-
t o center around a specific time in Japanese history. nario, not because they are in danger (which is the whole idea), but be-
Deciding when your Campaign is set will provide many leads f o r de-
cause they feel they cannot win (i.e., survive), it behooves the Game-
tails of dress, weaponry, customs, armor, and the skills and equipment master t o make sure that he has built an adventure resolvable b y good
available t o the Characters. A b i t o f research in popular histories or play, or at least brave play, rather than a pure deathtrap with no option
even historical or pulp novels will provide a l o t of the background you
at all.
need. I f you are designed an 'alternate' world, you can construct t h e
The exception is the adventure which has been 'advertised' as a real
culture t o fit your needs.
stinker. If the Players undertook it knowing it t o be lethal, then second
Slavish concern for historical accuracy i s not necessary. If you want
thoughts are no good. One may be sure that the Characters are having
t o build a Campaign on history, d o not feel that you must be absolutely
them as well as the Players, but it is a little late for that.
faithful t o what was. Often, greater pleasure rnay be derived from a
Campaign based on what might have been.
Once you have the background for the Campaign, which can be as ON BEING A PLAYER
diverse or as limited as you wish, it is time t o turn to the first i n a series The idea behind this system is t o permit the Player t o build what he
of design tasks: t h e adventure. Adventure i s the outline of an situation conceives t o be t h e 'ideal' hero. It will soon become apparent that you
in which a group of Player-Characters tries t o accomplish some goal. cannot make the Character above the average in one area without put-
This goal can be fairly open or very specific. ting some other Attribute below the norm.
Some situations might be described as 'missions' the Player-Char- We believe that enjoyable Role Playing implies that the Player tries
acters have some task t o perform. Rescuing t h e kidnapped heir, bearing t o think like the Character while playing, reacting t o events as the Char-
the vital dispatches t o General Garcia, saving the artifact from raiders- acter would react. To d o this consistently requires that the Player put
these are classic examples of the specific scenario. some thought into the psychology of his Character.
It i s necessary t o understand that the essence of Role Playing is
PLAYING THE GAME autobiographical. Players and Gamemaster are combining t o 'write' the
Once you are comfortably familiar with the rules and have prepared life history of the Characters, who are presumed t o be heroic in stature.
an adventure, you are ready t o invite the Players over for a session. A biography may be episodic, with the high points o f the subject's ca-
Ideally, the Gamemaster should hold a special 'Character Design' reer providing the plateaus in the storyline, but the book never ends
session before presenting the Players with their first adventure. A t this until the subject is dead. I n a full Campaign, where Players have other
point, he and his Players go over the basic rules t o clear u p any general Characters operating, the loss of one particular figure ends his story,
questions on procedure, and design at least one Character for each but there are others ready t o fill the gap, with ongoing sagas of their
Player. own, and the overall flow of things is not interrupted.
The usual way that a session in a Role Playing Game runs is as fol- So l e t the Players demand the utmost of the Gamemaster in the
lows: the Players select the Characters suited t o the adventure and at- challenges they face, and he must keep the ab es of the Player-Char-
tend t o any outfitting they need and can afford. This is also the time acter in mind. Apply courage, cunning, and honor in equal parts when
when you start filling them in on advance information (if any) for that playing, according t o your Character and t h e Campaign, and even i f he
scenario. dies you will win the Game. Because played i n this light, you will find
Once these preliminaries are completed, the adventure begins t o it an exhilariting and cathartic exercise i n imagination and vicarious ex-
move. The progress of t h e adventure i s conducted b y telling each other citement.
what is happening. And that is how t o really win i n Role Playing: ENJOY!

allen pay (order #970855) 8


REQUIRED MATERIALS D3: Roll a D6. Divide the number rolled i n half, rounding fractions
To play DAREDEVILS,you will need: up. This gives a result from 1 t o 3.
-paper and pencils
-a six-sided die (extras are helpful) D6: Roll a D6, an everyday cubical die.
-a twenty-sided die (extras are helpful)
D10: Roll a D20. Read a '0' result as '10'.
(these are available at hobby/game stores or directly from Fantasy
Games Unlimited). D20: Roll a D20. To get a result from 1-20, you will need t o distin-
-character representations (cardboard chits will do, but miniature guish between the lower range (1-10) and the upper (11-20). One
figures are most desirable) way i s t o color one set of faces of the die (0-9)
differently from the
-A measuring tape or flexible ruler (the graded section on the chart other so that, for instance, a 'red 3' would be read as a '3 and a
sheets will serve, but a separate one is more useful) 'black r would be read as a '13'. Another way i s t o roll a 'control
die' (D6) with the D20. A result of 1-3 on the control die puts the
D20 roll i n the lower range; a result of 4-6 puts it in the upper
THE DICE range.
Many different ranges of numbers are used for determining prob-
abilities i n this Game. The die rolls used are always expressed as 'xDy.' D100: Roll two 020, getting t w o numbers from 0-9. Multiply the
The 'x' stands for the number of dice thrown, The 'y' stands for the roll of one D20 by I O , and add it t o the roll of the second 0 2 0 t o
type of die used (i.e., the number of sides on each die). '3D6' means get your result. Read a result of '00' as '100'. D20s of different
that you should roll three 6-sided dice, and total their scores t o get colors are very helpful for this. The DlOO is a very important type
your result. 'xDy+z' means that the number '2' should be added t o the of roll. With DIOO ('percentage') rolls, you can easily determine
result of 'xDy' t o get the final total. probabilities that may not be specified i n the rules. If you believe
The rules sometimes call for odd 'types' of dice, such as D3, D10, that there i s a 75% chance of something happening, roll D100. A
D100, or D1000. All of these can be generated with 6sided and 20- result of '75' or less means that the thing happens. A higher result
sided dice as follows: means that it should not.

The Characters
I n order t o determine just what a character can and cannot do,and During play, a character may experience a temporary alteration of
how good he i s a t doing it, the character will be endowed with certain an Attribute rating. The new, temporary rating should be entered on
Attributes, Talents, Abilities and Skills. The character will also possess the Character Record Sheet, in the Current column of the Attribute
quantified Physical Characteristics. These values allow the Gamemaster section. Otherwise, the Current rating i s the same as the Permanent
t o arbitrate game situations easily and consistently. rating. I f any ratings were lowered by wounds, disease or other damage,
A character's numerical ratings will be used t o determine his success the player can see how many points must be healed t o restore his char-
or failure when he attempts some action. The rating represents a acter's ratings t o Permanent level. See section 2.33.
number which the player, rolling the appropriate dice for the situation, Ranges of Attribute ratings are arranged i n Groups, as listed below.
must roll less than or equal t o in order for his character t o succeed. This The Effect Die noted for each Group represents the effectiveness of
basic number may be modified b y the situation, in which case it i s the proper application of an Attribute b y a character. Attribute Groups are
modified number t o which the dice roll is compared. also used t o calculate other values relating t o characters. These will be
A l l these ratings are entered on the Character Record Sheet and dealt with as they arise.
kept handy for reference during play. This helps both the players and
Wit is not a measure o f the character's intelligence. The native 'intel-
the Gamemaster; the players have a better idea of their chances of suc-
ligence' of a character depends on that of the player. The player may
cess, and they can supply the Gamemaster with the numbers he needs
decide that his character is smart or dumb, as he likes. Wit, however,
t o determine the results of actions as they occur. We recommend that
has an important effect on the character's ability t o learn. Wit is also a
entries on the Character Record Sheet be made i n pencil, since values
measure of the character's Perception ability and, i n general, to observe
may alter during the course of play.
and interpret things that are out of the ordinary.
Will is a measure of the strength of a character's mind. This includes
1.1 ATTRIBUTES the character's drive and determination, and mental resistence of which
Attributes are the basic mental and physical components that make
up the character. They define such things as how hard he hits, how fast his mind is capable.
he runs, how well he retains what he learns, how well he resists disease, I n general, Will can b e regarded as the Mental equivalent of the
and many other things. These rules use six Attributes: Wit, Will, Health Attribute.
Strength, Deftness, Speed, and Health. The first two are Mental Attrib- Strength is a measure of the sheer physical power of the character.
utes; the last four are Physical Attributes. This Attribute i s particularly important in determining how much force
Normal human ratings range from 1 t o 40. A character with a rating he can apply with a hand-held weapon. It also affects how much recoil
of 1 i n an Attribute is severely handicapped i n the areas that Attribute from a gunpowder weapon he can sustain without suffering loss t o his
governs. With a rating of 40 he is, in that regard, a peak specimen of Basic Chance of Success i n firing.
human development. The mythical average man would have a score of Deftness is a measure of a character's manual dexterity and reaction
10 t o 15. A character with a rating less than 1 in an Attribute i s totally time. It i s used t o determine when a character may act i n a situation.
non-functional in that area. A rating greater that 40 is not possible for Speed i s a measure of a character's agility and rapidity of action.
. a human without mechanical, chemical or supernatural aid. Speed also determines the character's rate of travel.
When creating a character, a player will receive 75 points t o allo- Health i s a measure of a character's constitution, resistence t o dis-
cate among the character's Attributes. He may distribute them among ease and recuperative powers.
the six Attributes as he likes, so long as the character has no rating less
then 1 or greater than 40 in any Attribute. He should then enter these 1.1.1 SAVING THROWS
ratings on his Character Record Sheet, in the Allocated column of the When a player wants his character t o perform an action which lies in
Attributes section. These values are used t o calculate Initial Scores for the province of an Attribute, or when the rules call for it, the Game-
Skills. master will ask the player t o make a Saving Throw (ST). This may be an

ATTRIBUTE GROUP CHART


Attribute Value 0 14 5-14 15-24 25-34 3544 45-54 55-64 65-74
GroupNumber 0 1 2 3 4 5 6 7 8
Effect Die None 1D3 ID6 lDlO 2D6 2D10 2D10+1 2D10+2 2D10+3

allen pay (order #970855) 8


Attribute Saving Throw (AST) or a Critical Saving Throw (CST). The 1.2.1 PSYCHOLOGICAL PROFILE
Critical Saving Throw is used when the action t o be attempted is very Each character will have a 'psychological profile' when he is created.
difficult. The number needed for a successful Saving Throw should be This profile gives the base starting values for the character in each Tal-
calculated for each Attribute and entered on the Character Record ent.
Sheet.
Saving Throw numbers are always calculated using the character's PSYCHOLOGICAL PROFILE TABLE (DIO)
current Attribute rating. Die Roll Talent Initial Rating
Attribute Saving Throw (ASTI equals Current Attribute ratingM, 1 . . . . . . . . . . . . . . .-2
rounded down. 2-3 . . . . . . . . . . . . . .-1
Critical Saving Throw (CST) equals Current Attribute rating/3. 46 . . . . . . . . . . . . . . .0
Unless the rules s'pecify otherwise (and even then, if he chooses) t h e 7% . . . . . . . . . . . . . . .I
choice of requiring an Atribute or Critical Saving Throw is left t o the 9 . . . . . . . . . . . . . . . .2
Gamemaster. He should base his decision on the difficulty of the sit- I O . . . . . . . . . . . . . . . .3
uation or the action attempted. On occasion, at the Gamemaster's dis-
cretion, modifiers can be added t o or subtracted from the number need- The player will then roll 2D6 + 20. The result is a number of points
ed for a successful Saving Throw. which he may allocate among the various Talents. N o initial score may
T o determine i f a Saving Throw is successful, t h e player must cal- be lowered in order t o add points t o another Talent. No final score may
culate the number needed, add or subtract any modifiers, and roll exceed 20. Any Talent score may be left at i t s initial value, even i f that
1D20. I f t h e result i s less than or equal t o the number needed, the char-
acter has failed his Saving Throw and must face the consequences.
A die roll of 1 signifies greater success than was hoped for, and a
*
value is negative.
John Smith, player, is creating a character. He wishes the character
t o be a fighter, who is at home i n the outdoors. After determining his
roll of 20 signifies a disastrous failure. The exact results of such 'crit- character's psychological profile, he finds that the character's Talent

*
ical' success or failure are left t o the creativity of the Gamemaster.
Elsie Smith i s fleeing for her life through the streets. She is desper-
ate. The Gamemaster t e l l s Elsie's player t o make a Wit CST. The roll
scores are: Charismatic -2; Combative -2; Communicative +1 ; Esthetic

*
0; Mechanical +I ;Natural +2; Scientific +l.
John rolls 2D6 + 20. The roll is 3, so he has 23 points t o allocate
succeeds. The Gamemaster announces that Elsie has spotted a fire es-
.cape in an alley. The player has Elsie move into the alley and make a
jump for the ladder. The Gamemaster requires a Deftness AST for El-
*
among his character's Talents.
In keeping with his plans for the character, he adds 13 points t o
Combative t o raise it t o +11, and 9 points t o Natural t o raise it t o +1I
sie t o make a successful grab at it. Elsie's player rolls a l on the D20. as well. He adds the remaining point t o Esthetic, raising it t o 1. This
The Gamemaster decides that Elsie has not only grabbed the ladder but will allow the character t o Learn-bydoing with a Skill whose Governing
has swung her body weight in such a way that the rusted ladder has Talent is Esthetic.
come free and Elsie may climb it on the,next Detailed Turn. I f non- , 1.2.2 RAW TALENT USE (Optional)
critical success had been indicated b y the die roll, the Ciamemaster
might have required Elsie's player t o roll a Strength AST t o unstick the In the absence of a character trained in a required Skill,the Game-

*
rusty ladder.
As Elsie climbs the fire escape, she hears t h e groan of tortured met-
al. The player, realizing that the fire escape may collapse,says that El-
master may allow a character with a positive score i n that Skill's Gov-
erning Talent t o t r y t o use the Skill. His score i n the Governing Talent
i s used t o determine his Basic Chance of Success (BCS) as i f it were the
sie is hastening t o find a way o f f the fire escape. Since the player rec- score i n the Skill. The BCS, of course, may be modified according t o
ognized the danger, the Gamemaster requires a Speed AST (rather than the difficulty of the situation. The Gamemaster should require a char-
a CST) for Elsie t o clear the collapsing fire escape. Again the die roll is acter using raw Talent t o use more game time than would a character
in Elsi6s favor, and she enters the building just as the fire escape using the appropriate Skill. If the character succeeds by using raw Tal-

*
crashes down into a pile o f twisted metal.
Elsie lands i n a heap as she leaps through the window. Dust billows
about her as she rises in the deserted room. Ignoring the clue (the un-
ent, he i s then able t o learn from it i n the usual fashion. This use of
raw Talent is recommended only when Player Characters find their
backs against the wall.
sound fire escape) t o the less than perfect structural integrity o f the Situations may arise i n which the Gamemaster decides that a re-
building, Elsie enters the corridor outside the room and runs toward the quired Saving Throw is more i n the province of a Talent than of an At-
stairwell. The Gamemaster, having previously determined that the floor tribute. In such a case t h e player should roll 1D20, a roll less than or
of this corridor would give way under a person's weight, announces that equal t o his character's score i n the appropriate Talent indicating suc-
Elsie has fallen through. Since she had no warning, the Gamemaster re- cess. As usual, a roll o f 20 denotes failure, even if the character's Talent
quires a Speed CST, and because she was moving at full speed, subtracts
2 from the score needed t o succeed. N o t surprisingly, the die roll indi-
cates that Elsie failed t o grab onto anything that could have arrested
*
score i s 20.
Quill is trapped in a rigged elevator plumetting down the shaft. He
has no electronic skills at all, and must short circuit the brake's mech-
her fall. The Gamemaster requires a Health AST for Elsie t o remain anism in order to escape. However, he does have a Mechanical Talent of
conscious when she hits the floor below (adding 1 t o the score needed, 15. The Gamemaster decrees that Quill can stop the elevator if he
since she will land in a large pile of windblown leaves). Elsie's luck takes makes a raw Talent roll using his Mechanical Talent. The result is 3,and
a turn for the better; she is conscious. A quick check for damage done the player breathes a sigh o f relief. But the Gamemaster has decided
by the fall shows that Elsie has suffered 4 points of Subdual Damage, that the attempt will cause Quill t o b e hit with 2 units of electrical
with no critical effects. charge. As Quill crosses the wires, sparks f l y and he is knocked back
across the chamber. Fortunately, he was wearing insulated gloves,
which eliminate one of the units of charge.The Gamemaster checks for
Talents are a measure of the character's aptitude and raw ability i n damage, rolling 4 on 1 D10. He tells the player that Quill has taken 4
the areas specified. Talents can modify the character's Learning Rate points of Subdual Damage. Quill picks himself up, shakes his head t o
and enable him t o learn by the successful application o f his Skills. For clear it, and begins his climb u p the shaft t o freedom.
specifics on these functions, see Improvement in section 1.8.
A Talent has a maximum score of 20 and no minimum natural
score. A score of less than 1 indicates that t h e character has no native 1.3 ABILITIES
aptitude at all i n that area. A score greater than 10 indicates significant Each character has certain Abilities which are derived from a com-
aptitude. bination of his Attributes. They are aspects of quantifying the character
before play begins. Once the values have been calculated, they should
The seven basic Talents, and t h e general areas governed b y each are: be entered in the proper place on the Character Record Sheet. Each of
Charismatic: Basic persuasiveness,and the ability t o lead others. these Abilities will be introduced and explained below.
Combative: Aggressiveness, the 'will t o win,' and raw fighting ab- If a character's Ability values should be altered in the middle of a
turn in Detailed Action Time, the new values will not be applied until
cility with languages, and the general ability t o the bookkeeping phase of that turn.
communicate an idea.
Esthetic: Appreciation and performance o f artistic endeavors. 1.3.1 COMBAT DODGE ABILITY
Mechanical: Affinity for technology and i t s products. The Combat Dodge Ability (CDA) is the character's capacity t o
Natural: Affinity for the natural environment. move his body out of harm's way while in combat. This is his basic de-
Scientific: Capacity for reasoned analysis, preception of cause and fense factor. It i s subtracted from his opponent's Basic Chance o f Suc-
effect. cess. The base value o f the Combat Dodge Ability is given below al-

5
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though the actual value may vary according t o the situation. (See the Should a character's Wit o r Will change permanently, his Freely Im-
Target Movement Rules i n section 2.2.6a). provable Skills quota will alter to reflect the new values. If it goes up.
Combat Dodge Ability equals the character will add the next Skills studied t o the l i s t of Freely Im-
(Current Deftness Group plus Current Speed Group)/2. provable Skills. If it goes down, the player may choose which Skills
will no longer be considered Freely Improvable. Should his total sub.
1.3.2 DAMAGE RESISTANCE TOTAL sequently go up, the character will regain those removed from the list
The Damage Resistance Total (DRT) o f a character is equal t o his before designating other Skills as Freely Improvable.
Permanent Health plus % Permanent Strength plus % Permanent Will.
This i s a measure of how much damage, inflicted upon him by chance 1.3.5 0 F F-HAND DEXTERITY (Advanced)
or his enemies, he is able t o take before he collapses. Characters are assumed t o favor one hand with regard t o manual
Damage done t o the character is measured i n 'points'. Any points of dexterity. For convenience, the Gamemaster may wish t o assume that
damage the character receives are totaled together t o give a current the character's favored hand is the same as the player's favored hand,
damage total. When the current total of damage points exceeds one half unless the player specifies otherwise before the character enters play.
of the Damage Resistance Total, the character i s considered Seriously All Skills using t h e hands will be assumed to be using the favored hand
Wounded. He suffers a 50% loss t o Deftness and Speed and suffers the in their primary applications. Should t h e character b e brought t o the
attendant problems. H e also receives a -4 modification t o all Basic point where he must attempt t o utilize such a Skill and his favored
Chances of Success. These modifications remain in force until the char- hand is disabled or absent, he will have t o average his Basic Chance of
acter is healed o f the damage taken. See Health and Healing i n section Success i n that Skill w i t h his Offhand Dexterity score. The Off-hand
2.3. Dexterity score will never raise the Basic Chance of Success above the
value the character would have i f he were performing normally with
13.3 ENCUMBRANCE CAPACITY the Skill.
The Encumbrance Capacity (ENC CAP) is a measure of how much Off-hand Dexterity can be increased as detailed in section 1.8.4 on
the character can wear, carry and use without getting in his own way. Character Improvement. The initial value is based on the character's At-
tributes. This value is calculated at the start of play from the Allocated
Encumbrance Capacity equals 5 + Strength AST in kg. Attribute scores and will not be affected b y changing the Attribute
scores.
ENCUMBRANCE STATUS (Advanced)
Once a player has calculated his character's Encumbrance Capacity
and the Encumbrance Total of all gear carried and worn, the character's
encumbrance status may. b e determined. The requirements for each
* Off-hand Dexterity equals (Wit + Will + Deftness)/6.
Jim Kelson i s left-handed and has a Pistol Combat Skill with a BCS
of 12. He has been wounded in the l e f t arm and cannot use it. Groggily,
status and i t s effects are listed i n the table below. he picks u p his pistol with his right hand. Fortunately, he has increased
his Off-hand Dexterity to 17. Averaging his Pistol BCS and his Offhand
STATUS ST SPEED BCS Dexterity score will yield 14.5. This i s rounded down t o 14.Since the
Unencumbered Off-hand Dexterity score cannot increase the BCS of the Skill being
up t o ENC CAP
Partially Encumbered
UP t o ENC CAP ~2 -1
***no modifications***

-25% -2
*
used, it is reduced t o 12 which happens t o be his normal base BCS.
I f Kelson's scores had been reversed (his Pistol BCS 17 and his Off-
hand Dexterity score 12), averaging would have yielded 14.5 which
Fully Encumbered would have been rounded t o 14 t o give the base BCS for using the pis-
UP t o ENC CAP ~4 -2 -50% -5 tol with his off-hand.
Lifting Capacity
up t o ENC CAP x4 -10 1 meter only not allowed
1.4 PHYSICAL CHARACTERISTICS
As with other percentage modifications t o Attribute scores the per- The quantification o f the physical aspects of the character is on a
centage is taken from the effective score.The BCS modification applies completely random basis, unlike the Attributes, Talents and Abilities.
only t o Skills which require physical exertion or the exercise o f dexter- As a result, any player who can present a convincing case t o the Game-
ity. They do not apply t o any Skills which are cerebral in nature. master as t o why the character he is playing should have certain spec-
ified statistics should be allowed t o use those statistics rather than rol-
DISTRIBUTION OF ENCUMBRANCE ling randomly t o determine them.
A Character has a limited amount of space over which he may dis-
Using the Physical Aspects Chart, one roll is made for Height and
tribute a load upon his person. This is broken down into areas such as
Weight. This roll also yields the size for the character. A second roll is
his hands, his back, at his belt and slung from his side. The charactei
made for Looks. This information should be recorded on the Character
may wear or carry containers at these locations which will hold other
Record Sheet.
items. Each container will b e rated according t o the maximum weight.
A character may carry:
1 'thing' on his back.
1 'thing' in each hand.
1 'thing' slung over each shoulder.
10 'things' on a belt.
It should be noted that a 'thing' may actually occupy more than one
position on a belt. For example, a tool k i t designed for belt wear will
take u p about 5 places on a belt.

1.34 FREELY IMPROVABLE SKI L LS (Advanced)


A character may designate a number of Skills equal t o the combined
score of his current Wit and Will as Freely Improvable Skills. Whenever
a character is studying a Skill which is not one of his designated Freely
Improvable Skills, he is suffering a Hindrance t o learning which will re-
duce the number of points he may add t o his score as a result of that
Study period.
The Skills i n which a character receives initial scores are not neces-
sarily counted against this number. If the character increases the initial
score of a Skill in any way that Skill is assumed t o be one o f the char-
acter's Freely Improvable Skills. I f more Skills than are 'allowed' b y
the quota are doubled, the player may decide which are t o be con-
sidered Freely Improvable Skills.
Skills will be added t o the character's quota as they are studied. It is
not permisable, before t h e character has reached his quota, to claim a
new Skill, or a Skill which the character improves for the first time, is
not a Freely Improvable Skill. It is t o b e counted against the quota. All i
Freely Improvable Skills should be marked as such on the Character
Record Sheet by underlining, circling or some other method agreeable
t o the players and the Gamemaster.

6
allen pay (order #970855) 8
PHYSICAL ASPECTS CHART

Weight Corresponding
DlOO Height and Weight" Size Looks Shift Height Weight**
01 Very Low -1 Ugly -3 under 5' less than 45 kg
02-05 Low 0 Homely -2 5' t o 5'3' ' 45 t o 61 kg
06-26 Below Average 0 Mediocre -1 5'4' ' t o 5'7' ' 62 to 71 kg
27-74 Average 0 Average -0 5'8' ' t o 5'1 0' ' 72 to 76 kg
75-95 Above Average 0 Good Looking +1 5'1 1' ' t o 6 2 ' ' 77 to 86 kg
9689 High 0 Comely +2 6'3' ' t o 6'5' ' 87 to 100 kg
00 Very High +1 Handsome +3 over 6'5' ' over 100 kg

* If desired Height and Weight may be rolled for separately. If so, Weight is considered relative t o
Height. Thus, t o find the corresponding Weight for a given Height move a number of steps, u p or
down as appropriate, equal t o the Weight Shift Value for the Weight given.Therefore,an Above Aver-
age Weight for a Below Average Height would move t w o steps u p from the standard Below Average
Weight of 62 t o 71 kg t o an adjusted Weight o f 77 t o 8 6 kg.
** These values give typical ranges corresponding t o the Height and Weight rolled. For a female char-
acter subtract 6 inches and 14 kilograms.

1.5 SKILLS The length of a Task Period, the Task Value, and the Difficulty all
A major aspect i n the quantification of the character i s the concept must be evaluated and assigned a numerical value by the Gamemaster.
of Skills. Functions of import t o the game that d o not involve the sim- Some Skill descriptions give suggested values or formulae for deter-
ple exercise of body or mind by the character are governed b y Skills. mining a value for one or more of these factors.
The Skill score is a quantification o f the character's expertise and ab- A t the end of a Task Period, the player controlling the character
ility i n a given area. The character's score in a Skill represents his basic will make a BCS roll with the Skill involved in t h e Task. The Basic
competency i n the area or areas covered by the Skill. This is hard-won, Chance of Success i s reduced by the Difficulty. A successful roll allows
ingrained knowledge and is not t o be gained from casual instruction or t h e character t o accumulate a number of Task Points equal t o the Ef-
undisciplined study. fect Number plus 1. A Critical Success (die roll of 1) will double the
I f a character does not have the Skill required t o perform a func- number o f points achieved in that Task Period. Failure generally in-
tion, he is usually thrown back on his Talents or Attributes.These are dicates that no progress is made although some skill descriptions specify
a poor substitute for rigorously acquired expertise. Though a char- that negative Effect Numbers will reduce the total of Task Points ac-
acter's initial scores in the Skills with which he begins the game are cumulated. A Critical Failure (die roll of 20) indicates that t h e Task
based on appropriate Attributes and Talents, he can improve the scores Point total i s reduced b y the Effect Number. I f the Skill normally has a
by diligent study and significant, successful application o f those Skills. reduction for failed BCS rolls, the value of the Effect Number i s doub-
The very choice of initial Skills often defines the character's past led when reducing the accumulated total.
and his chances in the future. In this fashion, the player may tailor his Some Skills require tools i n order t o operate in performing a Task.
character t o suit whatever conceptions he has about that character. Tools will provide an addition t o the Effect Number achieved i n a Task
Skills, are given in a particular format. The name of the Skill i s fol- Period. With a successful BCS roll this number will increase t h e Task
lowed by (A description and pertinent rules concerning the Skill). The Points and with a failed BCS roll it will reduce them. I n the case of a
calculation for the initial score follows. The first Attribute in the for- Critical Success of Failure, twice the indicated number of dice will be
mula is t h e Governing Attribute and the first Talent is the Governing rolled before the result is used t o modify the Task Points. Thus, with
Talent. These come into play with regard t o character improvement. tools that add 1D3, a Critical Success will add 2D3 t o the doubled Ef-
I f Talents are not i n use, the initial score for a character starting fect Number that is received for the Critical Success.
with a Skill i s only equal t o the sum of the indicated Attributes. Some Tasks, as decreed b y the Gamemaster, will require 'parts' or
The values for a score in a Skill range from 0 t o 100. supplies from the outset. This, of course,applies t o any Task which will
result in the creation o f some new object. Other Tasks, such as repairs
1.5.1 BASIC CHANCE OF SUCCESS or modifications, will require 'parts' i f the character gets a 20 on any
The Basic Chance of Success (BCS) is determined by dividing the BCS roll or the accumulated Task Point total i s reduced below O.'Parts'
character's score in the Skill t o be used by 5 and rounding down. This must be obtained before the Task may proceed. For a rough guideline
will yield a number from 0 to 20. The number yielded b y the calcul- of costs, the Gamemaster may use $1 .OO times the sum of Difficulty
ation i s considered the Base BCS. This will b e modified by various fact- and 2D6. This basic value can be altered t o reflect the value of the
ors t o give the Adjusted BCS. It is this number that the player must product of the Task. Thus, 'parts' for repairing a car might have a base
roll less than or equal t o on 1 0 2 0 in order for the character t o b e suc- value of $1.50, while those for fixing a saddle would only cost a quarter
cessful in using the Skill. as much.
A player can be asked t o make a Basic Chance o f Success roll for his Occasionally one Skill is needed t o determine what i s t o b e done
character when the character is attempting t o d o something within the and another is used t o do it. A Basic Chance of Success roll i s made
province of one of his Skills or when he is 'searching his memory' for with the first Skill, with success meaning that the character knows what
some piece of information relating t o the field in which the Skill is t o do. Failure means he does not know what t o d o and critical failure
used. means he thinks he knows what t o do. I n the latter case, performance
o f the Task will proceed normally but the end product will be wrong.
Such boondoggles waste time and materials and, in some cases, can be
1.5.2 EFFECT NUMBERS downright dangerous.
In order t o gauge t h e results of an application o f some Skills, an Ef-
fect Number is used. The Effect Number is the difference between the 1.5.4 RAW TALENT VERSUS TRAINED SKILL (Advanced)
Basic Chance of Success die roll result and the modified Basic Chance As noted in the section on Talents, i f a character does not have a
of Success. This number i s then used in a way which will be specified score i n a Skill that he wishes t o perform, he may use his score in the
with the description of the Skill that used an Effect Number. Governing Talent for that Skill as if it were his score in the Skill. To
the Basic Chance of Success that is derived from that number, he may
1.5.3 TASKS add any inherent BCS modifications that arise due t h e tools required t o
A Task is a job involving a Skill which can not be resolved in De- perform the Skill. The most common kind of inherent modification
tailed Time Scale with a simple roll of the die. A given Task is rated for comes from the use of a gun.
a Task Value (the number of Task Points required t o complete i t ) and a Once the character's score in the Skill i s such that the Basic Chance
Task Period (the time i n the game between BCS rolls with the Skill in- of Success exceeds the Basic Chance of Success that he would have b y
volved) at t h e end of which t h e character may accumulate Task Points using the BCS generated by the Governing Talent and any inherent BCS
(representing the amount of work accomplished). A Task may also be modifications, he must use the BCS generated from.his score in the
assigned a Difficulty which i s a reflection of how hard the Task is t o Skill. He will n o longer receive any inherent BCS modifications. They
accomplish. If the Difficulty exceeds t h e character's Basic Chance of are only compensations for a person untrained in the proper use of such
Success, the Task is beyond his capacity. things.

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*Joseph Strong does not have Rifle Combat Skill but his Combative HUNTING: The character is an experienced hunter and may acquire
Talent i s 20. He finds himself in a firefight w i t h a carbine in his hands. rations for a number of Man-days (equal t o his Effect Number). This
The carbine h'as an inherent BCS modification of plus 3. His Basic skill also allows a character a special option. If he, when attempting t o
Chance of Success derived from his Talent score i s 4. Thus, Joe's base shoot something, elects t o f i r e a single round and i s in Full Stance, he
BCS with the carbine is 7. This will be modified by Restrictions, Dis- may subtract his Effect Number from a Hunting BCS roll from his Rifle
tractions, and other Situational Modifiers as would any normal Basic BCS die roll. If he elects the option, he must state this before he rolls
Chance o f Success. either BCS and he must take the modifier. I f the die roll is reduced t o 1
*When Joe finally gets t o learn Rifle Combat Skill and his score ex- or less, a Critical Hit occurs. If it i s increased t o 20 or more no Critical
ceeds 35 which gives a BCS of 7, he will be using the Basic Chance of Miss occurs unless the die roll was a natural 20. Wit+Deftness+Natural.
Success generated from the Skill score. He will no longer receive the MIMICRY: The character is able t o immitate voices and gestures. The
benefit of inherent modification for the carbine. Until then however, Effect Number generated i s treated as a Value Number o n the Reaction
his BCS will be 7 due t o Talent and the weapon. This can be thought of Table (section 6.1.1 ) t o determine t h e corresponding success of t h e de-
as sort of a minimum base BCS built from the character's raw ability ception. I f combined with Disguise Skill the Effect Numbers are added
and the ease of use and quality of the tool in use. together before determining success. Wit + Esthetic + Communications.
PILOT: The character is experienced in the control and simple main-
1.5.5 SKILL DESCRIPTIONS tenance of single engined aircraft including fighters and autogiros. A t
The skills listed and described here are a sampling of those possibly the Gamemaster's discretion, a second skill of 'Pilot, Multiengined
available t o characters. The Gamemaster should add to the l i s t or sub- Craft' may be added or simply left as included within Pilot Skill. This
tract from it t o tailor the available skills t o his campaign. Available skill would cover the control or multiengined airplanes. Deftness +Wit
skills will vary according t o the time period, country,, and cultural en- + Mechanical.
vironment i n which the characters find themse1,ves. Players should al-
PILOT, AEROSTAT: The character i s experienced in working aboard
ways check on the availability of skills with t h e Gamemaster i f they
and piloting the various forms of lighter-than-air aircraft such as bal-
have any doubts.
loons, blimps, dirigibles, and zeppelins. Deftness + Wit + Mechanical.
Skills are divided into various groupings according t o the way in SEAMANSHIP: This Skill represents the character's 'sea-legs' (see sec-
which they function. All are, for convenience, weighted equally al- tion 2.2.1 I d ) as well as his ability t o handle a small boat powered by
though some will be more advantageous to the characters in certain oars or sails. Handling a motorboat would average this Skill with Driver
circumstances while others will have wide-ranging applications in an Skill for the BCS needed t o control the vehicle in serious circumstances.
adventurer's career. Deftness + Wit + Natural.
1.5.5a PRACTICAL SKILLS STEALTH: This skill allows a character t o move quietly and accom-
Practical Skills are those in which the principal applications are re- plish actions with l i t t l e noise. One half the Effect Number is subtracted
solved with a simple Basic Chance of Success die roll. They are skills from the Perception chance of any characters who might hear the
sounds made by t h e character using Stealth. Deftness + W i t + Natural.
through which the character interacts with his immediate environment
SURVIVAL: This skill enables the character t o gather food and water
or with some machine.
and find shelter i n a wilderness. The Gamemaster may wish t o subdivide
If the area of concern for the Practical Skill covers equipment or
this skill into various environments (desert, ocean, arctic, etc.) o r as-
specialized knowledge not specifically handled by another skill, t h e
sume that the skill covers basic principles that will apply sufficiently
character may use his normal Basic Chance o f Success t o 'know' or ut-
well i n many environments t o keep the character alive. Health + W i t +
ilize such information. In this way the skill operates i n a fashion similar
Natural.
t o a Knowledge Skill. Climbing (mountaineering gear) and Driver
THROWING: The character is skilled in throwing objects at targets, es-
(makes of cars) are obvious examples of this application.
pecially knives and other things designed t o be thrown. See section
ATHLETIC SKILLS: This is a category of skills which enhance the nor- 2.2.10d for details. Deftness + Wit + Combative.
mal abilities of a character in a given area. The Effect Number from a TRACKING: This skill allows a character t o follow a trail or obscure
Basic Chance o f Success roll using an Athletic Skill will be added t o the his own. A charactet's BCS roll will be modified by circumstances such
character's Attribute that is being used t o measure his progress in an as the age of the trail, the conditions under which it was made,and the
area. Thus, the Effect Number from an Athletic Running BCS is added surfaces over which it leads. Attempts t o obscure the trail will subtract
t o the character's Speed when determining the distance he can cover i n the quarry's Effect Number from the Trackefs Baslc Chance o f Suc-
a Turn. Each area under Athletic Skills is treated as a separate skill and cess. Wit + Natural + Natural.
a character must acquire each separately. Athletic Skills: 1.5.5b TASK SKILLS
ACROBAT: aids Combat Dodge Ability. Normally adds Effect Task Skills are those which are primarily used during Downtime in
Number t o Deftness or Speed before calculation i s made. With Defend
order t o perform a Task. Some have applications t o shorter tasks that
Option chosen, the Effect Number is added directly t o the Combat
can be performed during Tactical or even Detailed Time scales. Opening
Dodge Ability. Deftness + Speed + Natural.
doors with Lockpicking skill or disarming devices using Trap skill are
CLIMBING: aids in climbing sheer surfaces and provides an ad- obvious examples of the latter.
ditional Saving Throw when in danger during a climb. Strength + Deft-
As with Practical skills, Task skills can provide a character with
ness + Natural.
knowledge of tools, materials, and techniques which fall within the con-
JUMPING: aids by increasing Strength for distance covered. Deft-
cerns o f the skill.
ness + Strength + Natural.
CONSTRUCTION SKILLS: This is a category of skills which allow a
RUNNING: aids in increasing distance covered by supplementing
character t o repair and construct things. The minimum Task Period
Speed. Speed + Strength + Natural,
should be about an hour though for many projects a day is more ap-
SWIMMING: aids in increasing distance covered b y supplementing
propriate. The Gamemaster must evaluate the difficulty of a project in
Speed. Also provides an additional Saving Throw when in danger in
order t o assign a Task Value. Task Points are gained in the usual way
the water. Speed + Strength + Natural. with Effect Numbers. Tools of some sort are required. These are not
CYCLIST: The character is experienced in t h e control and simple main- inventive skills. To create a new divice or application o f an old device
tenance of a motorcycle. Deftness + Wit + Mechanical. requires that a character f i r s t design it using a Knowledge skill. Once
DRIVER: The character i s experienced in the control and simple main- designed, the device may then be built by a character with the approp-
tenance of automobiles and trucks. Deftness + Wit + Mechanical. riate construction skill. Deftness + W i t + Mechanical.
DRIVER, HEAVY EQUIPMENT: The character is able t o control such BLACKSMITH: covers general metal working.
vehicles as earth-moving equipment such as bull dozers,and heavy mil- CARPENTER: covers woodworking and wood-based construction.
itary vehicles, such as tanks. Deftness + Wit + Mechanical. ELECTRICIAN: covers electrical devices of all sorts.
GAMBLING: The character is a skilled player at games of chance. To GUNSMITH: covers firearms and ammunition.
represent such a game, the stakes are determined. Each side rolls 1 D20. MACHINIST: covers working metals t o fine tolerance and/or
A Gambler may add the Effect Number from a Gambling BCS roll t o small sizes.
his die roll. The higher modified roll wins the wager. I f the Gambler CRYPTOGRAPHY: The character is able t o construct and break
wishes t o cheat, he may simply add his BCS value t o the D20 result. codes and cyphers. A code w i t h a Difficulty o f 1 requires a Task Value
Cheating requires either a perception roll or a Gambling BCS roll on the of 20 t o be accumulated with 1 day Task Turns. The maximum Diffi-
part of the other side t o be made if it is t o be detected. Deftness + Wit culty for a code i s equal t o t h e designer's Wit Critical Saving Throw
+ Charismatic. Value.
HORSEMANSHIP: The character is experienced in riding and caring Breaking a code requires Task Points equal t o 5 times the Difficulty
for horses. The Gamemaster may allow the riding of other beasts at in Task Periods equal t o the Difficulty in days. The Basic Chance of
half value for the skill and allow a character t o start a skill in handling success of the code-breaker is also reduced by the Difficulty. Wit + Sci-
another beast (such as a camel) at that value. Will + Deftness + Natural. entific + Esthetic.

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SUMMARY OF A V A I L A B L E SKILLS FOR DAREDEVILS

Practical Skills Knowledges Culture Skills


Athletic Skills Anthropology (Wt + Scie + Comm) Arabic (Wt + Esth + Comm)
Acrobat ( D f t + Spd + Natr) Archaeology (Wt + Esth + Mech) Black African (Wt + Esth + Comm)
Climbing ( D f t + Str + Natr) Chemistry (Wt + Scie + Mech) Chinese (Wt + Esth + Comm)
Jumping (Dft + Str + Natr) Civil Engineering (Wt + Mech + Scie) Eskimo (Wt + Esth + Comm)
Running (Spd + Str + Natr) Electrical Engineering (Wt + Scie + Mech) European/American (Wt + Esth + Comm)
Swimming (Spd + Str + Natr) Finance (Wt + Scie + Char) Indian (Wt + Esth + Comm)
Cyclist ( D f t + Wt + Mech) Forensic Science (Wt + D f t + Scie) Japanese (Wt + Esth + Comm)
Driver ( D f t + Wt + Mech) Geology (Wt + Scie + Natr) North Amerindian (Wt + Esth + Comm)
Driver, Heavy Equip ( D f t + Wt + Mech) History (specify) (Wt + Natr + Scie) Polynesian (Wt + Esth + Comm)
Gambling ( D f t + Wt + Char) Language (specify) (Wt + Comm + Esth) South Amerindian (Wt + Esth + Comm)
Horsemanship (Will + D f t + Natr) Law (Wt + Comm + Char)
Hunting (Wt + D f t + Natr) Linguistics (Wt + Comm + Scie) Subculture Skills
Mimicry (Wt + Esth + Comm) Medical Skills Academic (Wt + Comm + Char)
Pilot ( o f t + Wt + Mech) Advanced Medical' (Wt + D f t + Scie) Business (Wt + Comm + Char)
Pilot, Aerostat (Dft + Wt + Mech) First A i d (Wt + D f t + Scie) Criminal (Wt + Comm + Char)
Seamanship (Dft + Wt + Natr) Pathology** (Wt + Wt + Scie) Law Enforcement (Wt + Comm + Char)
Stealth (Dft + Wt + Natr) Soecializations (specify)** (Wt + Scie + Scie) Politics (Wt + Comm + Char)
Survival (Health + Wt + Natr) Therapy** (Wt + D f t + Scie) High Society (Wt + Comm +Char)
Throwing ( D f t + Wt + Comb) Military Science (Wt + Scie + Comb)
Tracking (Wt + Natr + Natr) Navigation (Wt + Natr + Scie) Firearm Skills
Occult Studies (Wt + Scie + Natr) Pistol (Dft + Wt + Comb)
Task Skills Paleontology (Wt + Scie + Natr) Rifle (Dft + Wt + Comb)
Construction Skills Physics (Wt + Scie + Mech) Autofire ( D f t + Wt + Comb)
Blacksmith ( D f t + Wt + Mech) Rhetoric (Will + Char + Comm)
Carpenter (Dft + Wt + Mech) Zoology (Wt + Scie + Natr) Armed Combat Skills
Electrician (Dft + Wt + Mech) Archaic Weapon (specify) (Str + D f t +Comb)
Gunsmith (Dft + Wt + Mech) 'Requires a minimum BCS of 5 i n First Aid. Bayonet Training (Str + D f t + Comb)
Machinist ( D f t + Wt + Mech) **Requires a minimum BCS o f 5 in Advanced Fencing (Speed + D f t + Comb)
Cryptography (Wt + Scie + Esth) Medical. Knife (Dft + Speed + Comb)
+
Demolitions ( D f t + Wt Mech) Nightstick (Str + D f t + Comb)
Disguise (Wt + D f t + Char) Whip (Dft + Wt + Comb)
Interrogation IWt + Will +Char) Abbreviations Used:
Lockpicking ( D f t + Wt + Mech) Wt =Wit Char = Charismatic Unarmed Combat Skills
Mechanic ( D f t + Wt + Mech)
WI =Will Comb = Combative Brawling (Str + D f t + Comb)
Pickpocket ( D f t + Wt + Char) Str = Strength Comm = Communicative Martial Arts ( D f t + Spd + Comb)
Research (Wt + Scie + Comm) D f t = Deftness Esth = Esthetic
Restoration (oft + Wt + Esth) Spd = Speed Mech = Mechanical
Safecracking ( D f t + Wt + Mech) Hlh = Health Natr = Natural
Traps (oft + Wt + Mech) Scie = Scientific

DEMOLITIONS: The character is experienced with explosives and MECHANIC: The character is skilled in the repair o f internal com-
their proper use. Civilized countries usually require that a person be bastion engines. He requires the proper tool k i t t o perform this func-
licensed t o handle or acquire large amounts of explosive materials. See tion. In some cases, parts will be required before repairs may be com-
section 2.4.7 for details on this skill's applications. pleted. 'Parts' cost 1D3 dollars time the Difficulty (as assigned by the
Deftness +Wit + Mechanical. Gamemaster) o f the repairs. 'Parts' will be required if the character
DISGUISE: The character is able t o use makeup and appropriate rolls a natural 20. Deftness + Wit + Mechanical.
clothing t o present himself as another person. The Effect Number of a PICKPOCKETING: The character i s skilled in removing items from
final Disguise BCS roll is used as a Value Number and the Reaction pockets and store shelves b y means of his 'light fingers'. Use of this
Table is consulted t o determine the effectiveness of the disguise. See al- Skill is a single Detailed Turn Task. It has a Task Value equal to the Wit
so the Practical Skill Mimicry. Critical Saving Throw of the Victim (which t h e Gamemaster need not
The Difficulty of the disguise will affect the Task Value and the reveal). If the pickpocket's Effect Number does not suffice t o complete
Task Period. This must be determined by the Gamemaster to reflect t h e Task, the victim will become aware of the attempt. Deftness + Wit +
t h e appearance of the character attempting the disguise and amount of Charismatic.
change necessary t o carry it off. Some (a six-foot-four halfback as a 1 0 RESEARCH: This skill allows the character a special capability.
year old boy) will be patently impossible. Each Task represents a single, simple question t o be answered. The
The Difficulty of achieving the desired effect should be subtracted question may be within the knowledge o f any skill but the character
from the final Disguise BCS roll t o determine effectiveness. Wit + Deft- must have access t o reference materials which cover the area in which
ness + Charismatic. the information is sought. Thus, a character with no skill in Archae-
INTERROGATION: The character is skilled in techniques of ex- ology but with access t o a library of archaeology books could Research
tracting information f r o m unwilling subjects. Any results with this skill an artifact. He could find answers t o such questions as How old is it?
will be presented t o t h e Player Characters as conclusions by the Game- What culture produced it?What was it used for? How much is it worth?
master. This may result i n their believing information which i s given b y Each question is a separate Task. Naturally i f the artifact belongs t o an
t h e subject of t h e interrogation even when it i s incorrect. unknown culture no amount 6f book research will answer the ques-
The basic Task Period is 1 hour and the Task Value is the sum o f tions. Wit + Scientific + Communications.
t h e Wit and Will of t h e subject. When the Task is completed, the sub- RESTORATION: This is a specialized skill used t o repair and re-
ject will make a Will Attribute Saving Throw t o determine if he has store ancient artifacts. Though obviously not an everyday skill, certain
broken. This is reduced by 1 for each completed Interrogation Task. scenarioes will find it invaluable. Gamemasters should provide for ac-
A failed Saving Throw will result in the character 'spilling the beans'. cess t o Experts if no Player Characters can perform the function. Deft-
Success will allow him t o give false information or hold his piece. ness + Wit + Esthetic.
Applications of aids such as torture implements will function either SAFECRACKING: The character is skilled in opening combination
io add t o the Task Points or t o shorten t h e Task Period at the Game- locks through sound, feel, and experience. This is not a substitute for
master's discretion. Such items will cause damage, lethal or subdual as Demolitions skill for blowing open a safe.. See also section 2.45. Deft-
appropriate, t o the subject and may eventually cause his death. Wit + ness + Wit + Mechanical.
Will + Charismatic. TRAPS: The character i s skilled in setting and disarming booby-
LOCKPICKING: The character i s skilled in the opening o f locks traps. Additionally, a character may 'search for traps' which i s a Task
with the proper key. See section 2.45. Deftness + Wit + Mechanical. with 1 minute Periods and a Task Value of 20. A completed Task al-

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lows the character t o make a Perception roll t o discern any traps pres- GEOLOGY: The character is familiar with geological process and
ent. They must then be disarmed. Each additional search Task com- the history of the earth and i t s rocks and minerals. Immediate appli-
pleted will add 1 t o the number needed t o successfully Perceive the cations include identification of samples and estimates of the history
traps. Only one Perception roll is allowed t o a character in this s i t - or origins of rocks. Wit + Scientific + Natural.
uation. HISTORY: The character i s familiar with the trends of history and
Setting a trap is covered in section 2.4.7. Disarming is a Task of 1 prominant dates and personages that figure in the history of the partic-
minute Periods and a Value of 40. Progress is, of course, hindered by ular culture which he has studied. There i s a separate History skill for
the Difficulty rating of the trap. Deftness + Wit + Mechanical. each Culture in the campaign. The character need not have the corre-
sponding Culture skill. The Gamemaster may also allow specializations
in particular areas within a culture's history, such as the Roman Em-
pire or the Middle Ages for a student of European/American Cultural
1.5.5 KNOWLEDGE SKILLS
History. Specializations would allow more detailed or precise infor-
Knowledge Skills are those which function primarily t o give a char- mation when the Skill i s used successfully. See the description of Med-
acter information on a subject. They represent fields in which the char- ical Skill Specializations for the mechanics of applying a specialization
acter has acquired significant understanding. During t h e game, they are in the game. Wit + Natural + Scientific.
used t o provide analysis of clues f o r the benefit of t h e characters re- LANGUAGE SKILLS: This category deals with the character's abil-
gardless ot the players' knowledge in the field. i t y t o express himself i n a foreign language. For simp1icity.a character
A piece of data, be it an artifact or simple information, can be ana- may be assumed t o be literate in any language spoken i f it has a written
lyzed by a character with a Basic Chance of Success i n a field of ex- form. Each separate language is a separate skill. If the Gamemaster de-
pertise which relates t o the data. The Difficulty assigned by the Game- sires, he may also require that dialects also be treated as separate skills
master i s a reflection of t h e obscurity of the data. I f t h e character fails
although this may greatly complicate matters.
t o identify or understand the data on the first try, an analysis may be
The exact BCS in a language is rarely required. It i s used t o measure
performed. This i s a Task with a Value equal t o 10 times the Difficulty
a 'fluency level'. I f BCS is less than 5 the character can not speak the
and a Period of 1 Day.
language but can understand i t i f it i s spoken clearly and slowly.With a
Many Knowledge Skills can also operate in a design mode. This al-
BCS between 5 and 9, he may speak a 'broken' form of the language
lows the character t o design artifacts or processes that are appropriate
and express himself in simple, short sentences. He will s t i l l struggle with
t o his Knowledge Skill. Thus, with Chemistry Skill, new chemicals may
understanding. With a BCS between 10 and 18, the character may speak
be developed; with Civil Engineering, buildings may be designed; and
freely, although with a discernable accent, and understand easily. A
with Electrical Engineering, circuits and electronic devices created. Des-
BCS of 19 or greater represents the achievement of accent-free native
igning i s a Task. The Gamemaster must determine the Value according
fluency. Wit + Communications + Esthetic.
t o his evaluation of the problems inherent in achieving the desired end.
LAW: The character is versed in American and (somewhat less so)
Task Period can vary from a day t o a week. The Gamemaster need not
English legal practice. Using the Task system, he may prepare contracts,
inform the player of the Task Value until he has achieved it.
research legal briefs, and plead cases in court. The latter i s only allowed
Some Knowledge Skills also have immediate applications o f prac-
if he is licensed or permitted t o do so. Immediate applications include
tical value. The various medical skills are t h e obvious example. Most
passing a bar examination and assessing the legality of an act at the time
such applications of Knowledge Skills that are covered within the body
of commission. Wit + Communications + Charismatic.
of the rules are outlined along with the particular game mechanic that
LINGUISTICS: The character is familiar with the roots and relation-
applies.
ships of major language families. Through analysis, he may determine
ANTHROPOLOGY: The character has a working knowledge of the general sense of written texts in languages unfamiliar t o him. Upon
human customs and folkways i n primitive cultures. If dealing with a hearing a language spoken or seeing it written, the character may at-
living culture o f this sort, the character can interact with the natives tempt t o identify it or at least the family t o which it belongs.
without violating any major taboos. Immediate applications include A n additional benefit o f the skill is that the character may attempt
identifying a tribe (if it is known t o science), being aware of i t s overall communication i n a language that he does not know if it belong t o a
customs (head-hunters, cannibals, peace-loving, etc.) and recognizing family in which he knows one of the other languages. His BCS for flu-
ties t o other known cultures. Wit + Scientific + Communicative. ency purposes will be one half of that of the known language. Wit +
ARCHAEOLOGY: The character has a knowledge of extinct CUI- Communicative + Scientific.
tures similar t o that of t h e Anthropologist but, of course, will have an
imperfect knowledge of customs and taboos. The character is also fam- MEDICAL SKILLS: This category of skills i s related in that all deal
iliar with layouts of various ancient cities, their time periods, and their with 'repairing' or protecting the human body. Specific applications of
cultures. The characters i s experienced in running a dig and securing the skills are dealt with in section 2.3. Each medical skill i s an indivi-
artifacts suitable for display in a museum. A n immediate application dual skill and must b e acquired as such. MedicalSkills:
i s the ability t o recognize forgeries. Wit + Esthetic + Mechanical. ADVANCED MEDICAL: The character is capable of providing
BOTANY: The character has a working knowledge of the plants of proper medical care and of performing basic surgery and diagnoses. The
the world along with their by-products and uses. Wit + Scientific + Nat- character must have a BCS of at least 5 i n First Aid. Wit + Deftness+
ural. Scientific.
CHEMISTRY: The character is familiar with basic chemical proces- FIRST AID: The character may provide immediate relief for injuries
ses and laboratory techniques. Chemists can compound various acids, but is not capable of providing proper continued care. Wit + Deftness +
gases, and explosives as well as more ordinary chemical compounds. Scientific.
Wit + Scientific + Mechanical. PATHOLOGY: The character has specialized knowledge in dealing
CIVIL ENGINEERING: The character is familiar with basic engi- with diseases and their causes. Diagnoses and the compounding of rem-
neering principles and architecture. Immediate applications include dis- edies are possible. The character must have a BCS of at least 5 in Ad-
cerning the structural stability of a collstruct and recognizing styles o f +
vanced Medical skill. Wit + Deftness Scientific.
architecture, both modern and historical. Wit + Mechanical + Scientific. SPECIALIZATIONS: This is a sub-category of skills representing ad-
ELECTRICAL ENGINEERING: The character is experienced with vanced study of the components o f Advanced Medical skill. Special-
electricity, i t s productions, forms, and uses. He may design or analyze izations include: Surgery, Psychiatry, Orthopedics (aids healing of
complex devices which are powered or operated by electricity. He i s broken bones), etc. A minimum BCS o f 5 in Advanced Medical skill is
familiar with telegraphy, radio and telephone communications. Wit + required t o begin the study o f a specialization,
Scientific + Mechanical. Specializations are applied when appropriate by making a Special-
FINANCE: The character i s experienced i n the realm of business ec- ization BCS roll and using the Effect Number t o modify t h e Difficulty
onomics. Investments are a Task with weekly Periods and a Value of of the case before making the Advanced Medical skill BCS roll t o deter-
20. Completion of the Task requires a Finance BCS. The Effect Num- mine success. Wit + Scientific + Scientific.
ber i s added t o the result of 1D100. This number i s checked on the THERAPY: The character is trained i n techniques t o aid in the res-
Reaction Table on back cover t o yield a Value Number. The percent of torations of Attributes. A minimum BCS of 5 in Advanced Medical skill
t h e money invested that i s returned t o t h e investor i s 100 + (Value i s required. Wit + Deftness + Scientific.
Number x 10). Wit + Scientific + Charismatic.
FORENSIC SCIENCE: The character i s trained in the acquisition MILITARY SCIENCE: The character is trained in military history
and analysis of clues l e f t at a crime site. Fingerprints, footprints, and and basic strategy and tactics. The character should thus function ef-
foreign materials all fall into this category. Discovery o f clues i s an i m - ficiently as a leader of men in combat. A n immediate application might
mediate application similar t o that used for locating traps (see Task allow t h e character t o discern a tactical advantage or disadvantage i n a
Skill: Traps) and analysis may, if the Gamemaster so decrees, also be combat situation. This is performed in the game by having the Game-
one. Wit + Deftness + Scientific. master give a tactical hint or some piece of previously unknown data of

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pertinent nature t o the player controlling the character. Wit + Scientific
+ Combative.
NAVIGATION: With maps, a compass, a sextant, tables, open sky,
and a clock t h e character can determine his location as an immediate
application (actually 3D6 minutes). With only t h e last four items, long-
itude may be determined. Maps and a compass will allow the character
t o lead a group from one point t o another. The character may always
determine a general compass heading if in sight of clear sky. Wit + Nat-
ural + Scientific.
OCCULT STUDIES: The character has studied various occult, be-
liefs, theories, and practices. T o be properly employed, this Skill must
be averaged with a Culture Skill t o represent the particular Cultural
practices and beliefs. This skill does not give the character any magical
powers although, with the proper Cultural Skill, he would know what
powers should be ascribed t o a shaman, fakir, witch doctor, or other
such 'practicioner'. Wit + Scientific + Natural.
PALEONTOLOGY: The character i s knowledgable i n extinct forms
of plant and animal life. He may recognize or deduce the basic structure
of an animal from fragmentary remains. Wit + Scientific + Natural.
PHYSICS: The character is familiar with the properties of matter
and energy as well as the action of such. This is usually restricted t o
non-living forms and is exclusive of chemical reactions. This skill can
have importance in developing new processes. Wit + Scientific + Mech-
anical.
RHETORIC: The character is practiced at using the language t o his
own ends. He can spin a pretty tale, fast talk a gullible type into giving
the character the shirt o f f such a dupe's back, hold his own in a public
debate, or snow the rubes like the best of politicians. If not used i n the oms and slang. Information on local criminal power structures, under-
character's native language, t h i s Skill must be averaged with the lan- world figures, hideouts, crimes, etc. may be obtained. ,
guage in use for the BCS but this BCS may not exceed, that of the low- ACADEMIC: The character i s familiar with the daily world o f aca-
er of the t w o Skills being averaged. It is not recommended that this demic and scientific endeavor. Information on rivalries, researches un-
Skill be allowed i n use between Player Characters. The Gamemaster der way, reputations, connections, etc. can b e obtained.
must also be careful that this Skill not be used t o replace good role BUSINESS: The character i s familiar with the world of high finance
playing. It is best reserved for use in Downtime or in the progress of a and industry. Information on contracts, financial status, reputations,
Task such as a political campaign or law case. Will + Charismatic + com- rivalries, corruption, etc. can b e obtained.
municative. L A W ENFORCEMENT: The character is familiar with proper en-
ZOOLOGY: The character has a working knowledge o f the animals forcement techniques and jurisdiction of various agencies. Information
of the world, their habits, uses, and by+roducts. Wit + Scientific + Nat- on legality, investigations, corruption, pending criminal law cases, legal
ural. statistics (birth/death records; automobile registrations, etc.), criminal
records, etc. can be obtained.
1.5.5d CULTURE SKILLS POLITICS: The character is familiar with government and power
Culture skills represent t h e character's familiarity with a general politics. Information on corruption, reputations, connections, etc. may
world view and living habits of major cultural groupings. The char- be obtained.
acter's BCS reflects his overall familiarity and his ability t o blend into HIGH SOCIETY: The character is familiar with the world of the
the lifestyle in a fashion similar t o that described for languages. Culture rich and famous. Information on reputations, connections, financial
skills are essentially Knowledge skills but they have a particular func- status, current gossip,etc. may b e obtained.
tion i n coordination with Sub-culture skills described below. Wit + Es-
thetic + Communicative. 1.5.5f FIREARM SKILLS
Many Culture skills are possible and the Gamemaster may wish t o Firearm skills deal with t h e maintenance and operation of firearms.
introduce others not specified here or t o break some given herein into Details o f these weapons and their use are given in section 2.5. There
t w o or more 'cultures'. Each Culture is a separate skill to be acquired are three Firearm skills:
individually. Suggested groupings are: PISTOL: the character may freely use handguns.
RIFLE: the character may freely use long guns.
ARABIC BLACK AFRICAN AUTOFIRE: the character may freely use machine guns. This skill
CHINESE ESKIMO is averaged with one o f the other Firearm skills when using a handgun
EUROPEAN/AMERICAN INDIAN or a long gun capable o f automatic fire. Deftness + Wit + Combative.
JAPANESE NORTH AMERINDIAN
1.5.56 ARMED COMBAT SKILLS
POLYNESIAN SOUTH AMERINDIAN
Armed Combat skills enable a character t o freely use an appropriate
weapon i n close combat in order t o injure an opponent. I n short, the
1.5.5e SUB-CULTURE SKILLS character's Basic Chance of Success represents his chance of striking an
All cultures have a variety of sub-cultures or socio-economic strata unresisting opponent under ideal conditions.
within them. Sub-culture skills represent a character's familiarity with a Armed Combat Skills also allow a character t o utilize a Weapon D e -
given strata within a society. A basic assumption is made that a given fense Ability when in close combat. This i s a defensive ability that re-
strata will have strong similarities t o the corresponding strata in another duces the Basic Chance of Success of an opponent. It may be used
culture. A character wishing t o function within a sub-culture that i s against attacks coming from the character's front or side facings. Also
familiar t o him in a culture other than his own must average his Sub- the character must have his weapon ready t o use this ability.The Weap-
culture BCS with his Culture BCS for the particular Culture in which he on Defense Ability is equal to the BCS/4.
will be operating. Thus, an American criminal wishing t o function in ARCHAIC WEAPON: The character can use an archaic weapon in
the underworld of Cairo (an Arabic Culture) will average his BCS i n combat. Statistics for the weapon must be determined. Each weapon is
Criminal Sub-culture with his BCS i n Arabic Culture t o derive an ef- a separate skill. Strength + Deftness + Combative.
fective BCS. This averaged BCS may then be modified according t o the BAYONET TRAINING: The character is trained in the use of a ri-
specific situation. Naturally, the characters involved must s t i l l have a fle and bayonet combination. He may attack either with the bayonet or
common language i f proper communications are t o occur. This is not a with the rifle butt. Strength + Deftness + Combative.
substitute for speaking the language. FENCING: The character is able t o use a sword effectively in com-
A character's Sub-culture Skill also represents his ability to estab- bat. Speed + Deftness + Combative.
lish contacts within the sub-culture and gain information that may be KNIFE: The character i s able t o use a knife effectively in combat.
derived from such contacts. This is dealt with in section 6.4. In short, Deftness + Speed + Combative.
gaining information i s a Task performed with the averaged Culture and NIGHTSTICK: The character is able t o use a police nightstick ef-
Subculture skills. Wit + Communicative + Charismatic. fectively i n combat. If none is t o hand, a club, cudgel, or cane will suf-
CRIMINAL: The character i s familiar with the underworld, i t s cust- fice as a weapon. Strength + Deftness + Combative.

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WHIP: The character is able t o use a whip in combat. He may strike score for a Skill i n which he has an initial score, or 1D3 additional
with the t i p or attempt an entangling attack. In the latter case,after the points t o allocate t o Attributes. Do not roll any dice at this time.
character makes a successful BCS roll, the target may negate the entan- 5) Choose all the Skills in which the character will receive an initial
glement if he makes a Speed Attribute Saving Throw. Failure will cause score and calculate that score. Note: all characters automatically recieve
him t o suffer a number of Restrictions equal t o the Effect Number o f initial scores in American Cultures and American History and a doubled
the Whip BCS roll. A n entangled character may attempt t o cut his way initial score i n English language.
free or break free with a Strength Attribute Saving Throw. Either op- 6) Roll 2D6 for each skill in which the character has 'bought' an in-
tion is a Perform Task Option. Should a tug-of-war arise, the characters creased score and add the result t o the initial score.
may make Effect Numbers from Strength Attribute Saving Throws t o 7) For each Attribute increase bought, roll 1D3. Total these points
determine the victor. Failures can indicate that the struggle i s indeci- then distribute them as desired among the Attributes.
sive. Whips have a minimum range of 2 meters. Deftness + W i t + Com- 8 ) If aging i s i n use, apply any effects for age. Section 18.7.
bative. 9) Make a roll on the Reaction Table, Add the character's age t o
the die roll, and determine a Value Number. Consult the row corres-
1.5.5h UNARMED COMBAT SKILLS ponding t o this number on the accompanying Financial Status Chart
Unarmed Combat Skills function in a fashion similar t o Armed and make any rolls indicated.
Combat skills in that they allow the character t o possess a 'Weapon De- 10) Determine the character's physical characteristics. Section 1A.
fense Ability' without the need for a ready weapon. Any character us- 11) Integrate all this information into some sort of background and
ing this defensive bonus and s t i l l tn/ing t o fire a weapon in the same life history for the character. Work out his basic personality.
turn will receive a negative modifiction t o his weapon BCS equal t o the 12) Acquire any gear or equipment desired for the character and
Defensive Ability used. determine his typical equipment loads and encumbrance statuses.
BRAWLING: The character fights in a semi-scientific fashion with 13) Calculate Saving Throws and other game statistics. Sections
any available part of his body. Damage done is subdual and uses the 1.1.1 and 1.3.
Strength Group Effect Die. The character may also use any weapon 14) Inform the Gamemaster that you are ready t o play.
that comes t o hand, in an unscientific manner, at half of his normal 15) Role play your character.
Basic Chance of Success.
Brawling also allows t w o specialized forms of attack. 1.6.1 SAMPLE CHARACTER
The first specialized attack i s targeted at something the opponent is To help you better understand how t o create a character, we will
holding. Each combatant, once the Brawler makes his BCs roll. makes a take you through the process step-bystep. I n creating this character,
Strength Attribute Saving Throw. If the Brawler's Effect Number ex- the 'player' already has an idea for the background and general orien-
ceeds the target's Number, the target will drop what he is holding. If tation of his character. The character will be the son of an American
the Brawler's Effect Number was at least twice the target's Effect Num- diplomat and his East Indian wife. t i e will have spent his early youth in
ber, the Brawler may elect t o take possession of the object. I f both fail, India, attended college in the Unifed States, and afterwards acquire
the struggle continues, those skills which will, it is hoped, make him a successful adventurer.
The second specialized attack is intended t o subdue the target. A 1) The 75 points are allocated as follows: 15 t o Wit,20 t o Will,lO
successful BCS roll by the Brawler indicates that he has gotten a grip on t o Strength, 20 t o Deftness, 5 t o Speed, and 5 t o Health. The player in-
the target. The Brawler must then, through successive BCS rolls on the tends t o increase the last t o during character development.
following turns, accumulate an Effect Number total that exceeds the 2) Talents are i n use for this character, so 2D6 are rolled for a Die
target's Strength Attribute in order t o subdue the target. Once gripped, Result (DR) of 8. This gives the character 20 + 8 or 28 points t o allo-
the target has all Attribute Saving Throws required t o perform actions cate to Talents. He then rolls 1D10 f o r each o f the Talents and consults
changed t o Critical Saving Throws, All BCS rolls receive a penalty equal the Psychological Profile Table (see column one below). He then dis-
t o the initial Effect Number. He may, in his turn, elect t o counterattack tributes his 28 points as shown in column t w o for t h e final Talent
with an Unarmed Combat skill. The counterattack BCS will receive no scores as shown i n column three.
negative modification for the Brawler's grip. The Effect Number gener-
ated by the target's BCS roll will be subtracted from the Brawler's Ef- Talent Profile Allocated Final
fect Number total. Yes, a negative Effect Number will increase the to- Charismatic 3 8 11
tal. If the total is reduced t o 0 or less the grip is broken. I f the Brawler Combative -1 6 5
still wishes t o subdue t h e target, h e must get a new grip and start again. Communicative 2 8 10
All actions i n this sequence take place i n the normal order for the char- Esthetic 1 0 1
acters in the Detailed Turn. Strength + Deftness + Combative. Mechanical -1 0 -1
M A R T I A L ARTS: The character is trained in the martial arts of t h e Natural 0 5 5
orient. He may strike t o d o subdual damage as i n Brawling but twice as Scientific 0 1 1
many dice as indicated for t h e Strength Group Effect Die are rolled. s
Thus, if the indicated die i s 1D10, 2D10 are rolled. Damage done on a
Critical Hit i s lethal instead of subdual. 3) Rolling 4D10 (DR 26) gives the character an age o f 26 +12 or 38
The Martial Artist may attempt the same specialized attacks as the for the start of play. Since the year in which the game will be played is
Brawler but he receives bonuses. I n targeting an object, the Martial Art- 1932, t h e character will have been born in 1894. The player notes that
i s t adds his Deftness Group Effect Die roll t o his Strength Attribute this will make him 23 i n 1917 (when America enters the Great War)
Saving Throw Effect Number. In subdual combat, he will add his Deft- and decides that he will participate in the war effort.
ness Group Effect Die roll t o any Effect Numbers generated, 4) As determined from his age, the character has 38 Development
Martial Arts skill also allows a specialized attack known as a throw. Points. The player allocates 8 of these t o increasing Attributes. The rest
This i s an attempt t o toss the target t o the ground. The Martial Arts Ef- will be used for developing his skills as outlined in the next step.
fect Number is the chance in 10 that the target will be actually thrown 5) The player proceeds t o choose skills in accordance t o a develop-
some (1D3 + Strength Group) meters past the Martial Artist. I f the ing outline of the charactef s history. Like all characters he starts with
throw does not actually take place, the target will suffer Restrictions initial scores in American Culture and American History as well as a
equal t o the Effect Number for the rest of that Turn and all of the doubled initial score in English Language. During his youth in India,
next. t h e character acquires: Indian Culture (increased once), Bengali Lan-
The type of attack being made must be specified before the dice are guage (increased once), Political Subculture since his father is an ambas-
rolled t o determine success. Deftness +Speed + Combative. sador, Zoology due t o familiarity with local wildlife, Indian History,
Survival since he would often wander into the woods observing wildlife,
1.6 CHARACTER SET-UP and Throwing, acquired to keep some of that wildlife from getting too
In order t o prepare a character for play a sequence of steps must be close. T h i s will cost him 1 (+1) + 1 (+1) + 1 + 1 + 1 + 1 + 1 or 9 Devel-
followed : opment Points. A t the age of 21 the youth entered college in the States.
1 ) Allocate 75 points among t h e Attributes. Here he adds Anthropology and increases his Zoology for a cost of 2
2) If Talents are in use, determine the 2D6 + 2 0 points and the psy- more Development Points before being approached by the US. govern-
chological profile, rolling individually for each Talent. Distribute the ment to serve as a special agent in the Far East during t h e War. The spe-
2D6 + 20 points among the Talents. cial training and activity leads him t o acquire Martial Arts (increased
3 ) Determine the character's age for the start of play. This will be twice), Chinese Language, Chinese Culture, Stealth (increased twice),
4D10 + 12. This age determines the number of Development Points Pistol (increased once), Knife, and Acrobatics (increased twice). This
available t o the character. costs the character 1 (+2) + 1 + 1 + 1(+2) +1(+1) +l +1(+2) or 14 more
4 ) Decide on the allocation o f Development Points. One point gains Development points. His total spent is now 9 + 2 + 14 o r 25. Also dur-
a character an initial score i n a Skill, an increase of 2D6 points in the ing the war he learns that his father was a traitor t o the U.S.and tracks

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FINANCIAL STATUS CHART
Value Cash Savings
Number on Hand Avai Iable Income per year* Property Debt
-6 None None None None D10 x $1000
-4 None None None None D6 x $1000
-2 None None 30% chance of None D10 x $100
D10 x $100
-1 D10 x $1 D10 x $5 60% chance o f None D6 x $1 00
D10 x $100
+O D10 x $5 D10 x $10 90% chance o f None D10 x $10
D10 x $100
+1 D10 x $10 D10 x $50 D10 x $200 5% chance o f own car; D6 x $10
5% of house (small) or
apartment; 5% of a gun
+2 D10 x $50 D10 x $100 D10 x $500 20% chance for each o f None
t h e items above
+4 D10 x $100 D10 x $500 D10 x $1000 50% chance for each of None
the items above; also
25% chance of a special
vehicle such as a yacht
or small plane
+6 D10 x $500 D10 x $1000 D10 x $2000 75% chance for each o f None
the first three items;
50% chance of the special
vehicle
*The character's income can represent a job (most common for the lower incomes) which could be lost in
the course of an adventuring career; financial holdings; income from a business; royalties from patents or
other published material, or whatever the player and the Gamemaster work out. The nature of this income
should be clear to both parties before play begins as it could become significant during the adventure.

him down t o bring him t o justice. After this he changes his name t o his A single calculation goes as follows: Stealth has an initial score of
mother's maiden name and remains in India after t h e War as an explorer Deftness (20) + Wit (15) + Natural (5) for a value of 40. The increase is
and big game hunter. During this period he adds Tracking t o his Skills 2D6 with a Die Result of 7, this gives a score of 47. The character will
and begins an interest in Occult Studies for a cost of 2 more Develop- have a Basic Chance of Success equal t o 47/5 or 9.4 rounded down t o 9
ment Points. When his mother dies, he returns t o the States t o go into in 20.
business as an agent for companies dealing in the Far East. He now ac- 7) The player has purchased 8D3 points t o increase Attributes. The
quires Finance (increased twice) and Business Subculture. He also re- Die Result is 18. The player splits these evenly between Speed and
news some old interests. He increases his Chinese Language and in- Health giving a final Attribute profile of Wit 15, Will 20, Stregth 10,
creases twice Chinese Culture, Indian History, and Occult Studies. This Deftness 20, Speed 14, and Health 14.
costs 1 (+2) + 1 +1 + 2 + 2 + 2 for 11 Development Points. This brings 8) Even i f t h e Aging rules were in effect, the character i s s t i l l t o o
the total t o 25 + 2 + 11 or 38. young t o be affected b y them,
Now that all skills have been chosen initial scores may be calculated. 9 ) The player now rolls 1 DlOO (DR 361, the character's age of 38
This i s done from the values for the attributes as they stand now. is added t o this and t h e Reaction Table i s consulted, for a Value Num-
6) For each skill for which an increase was bought 2D6 are rolled ber. The total o f 74 yields a Value Number of +2 which is taken t o the
and the result i s added t o the characters score i n that skill not the Financial Status Chart. This gives the following data:
Basic Chance o f Success. The dice t o be rolled for this character are: Cash on Hand: 1 D10 (DR 9)x $50 for $450
Indian Culture (2D6), Bengali Language (2D6). Zoology (2D6), Indian Savings Available: 1 D10 (DR 6) x $100 for $600
History (4D6), Martial Arts (4D61, Chinese Language (2D6), Chinese Income per Year: 1 D10 (DR 4) x $500 for $2000
Culture (4D61, Stealth (2D6). Pistol (2D6). Acrobatics (4D6), Finance Car 20% chance (DR 70): none
(4D6). and Occult Studies (4D6). House/apartment 20% chance (DR 87): none
Gun 20% chance (DR 56): none
Debt: none
10) A die roll of 24 on 1 DlOO yields a Below Average Height and
Weight for the character, The player, deciding that the character is a
small but tough man selects 5 feet 4 inches for height and 67 kilograms
for weight.
A second die roll o f 77 indicates that the character is Good Look-
ing.
I f the Reputation rules were in use, these statistics would earn a val-
ue of 1 for Height and Weight and 1 for Looks. The Gamemaster might
easily adjudicate an additional 1 for the exotic nature of the character's
mixed parentage.
11 Much o f this step has been done as the character was developed.
The character i s named Jonah E. Kaful formerly Whitaker. He i s a cau-
tious, soft spoken man but cool under fire and capable of sudden vio-
lence. His travels and experiences have l e f t him feeling uncomfortable
in either his natural or adopted home countries for any length o f time.
His business i s not doing well and he has begun t o feel restive once
again. Perhaps some action or excitement might relieve these tensions.
Since he is a freelance agent he can leave at will.
12) N o t having a license for a firearm, Jonah will not acquire one.
He will acquire a brace of throwing knives and conceal them about his
person. This will not encumber him at all. H e will save his money t o be
used as needed for a particular situation. His real weapons are his mind
and his Martial Arts.
13) The formulas in section 1.1.1 and 1.3 are followed t o yield the
values on the sample Character Record Sheet.
14) Jonah E. Kaful is ready t o be played.

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1.7 ADVANCED CHARACTER SET-UP 1.7.1 CAREERS
The procedure in this section is intended t o replace that detailed in The basic procedure in advanced character set u p i s that the player
the previous section. It is more detailed and time consuming but returns will select one or more careers for the character. Each career brings cer-
more benefits to the character for the work involved. It also helps t o tain Skills, has particular advantages and disadvantages, and allows only
build a clearer picture of the charactefs past. These are the steps: a limited line of development while the character pursues that career.
1) Allocate 75 points among t h e Attributes. The description for each career explains its intent and is followed b y
2 ) I f Talents are in use, determine the 2D6 + 20 points and the Psy- several specific terms which deal w i t h what is available t o the character
chological Profile, rolling individually for each Talent. Distribute the in that career. These terms are:
2D6 + 20 points among the Talents as desired. REQUIREMENTS: this l i s t s and explains any requirements that the
3 ) Roll on the accompanying Character Background Table t o deter- the character must fulfill before he may elect t o follow the career,
mine Family Income, the character's level of Education and any start- CASH: this represents the amount of onhand money the character
ing Skills. Only one roll is made and the result is read across. has at the end of a career period. Cash may be accumulated from period
4 ) Roll 4D10. Subtract the result from the year in which the adven- t o period and career t o career. A negative Cash value indicates a debt
ture will take place. This gives the year in which the character will begin that the character must pay from any Cash already accumulated and
his Preadventure career. A t this point, he will be 1D6 + 14 years old. any that is gained in subsequent careers.
5 ) Select a career for the character. Roll 2D6 for the length o f the INCOME: this represents monies that will accrue t o the character
career period in years. The character will receive any Automatic Skills after his Pre-adventure careers are over. Salaries and pay received during
in the first year. the career are assumed t o have been spent except for whatever he has
In each subsequent year the player may elect one o f the following: saved (his Cash). These monies can represent dividends, royalties, busi-
A new Skill may be selected f r o m the Available Skills (the character ness profits or whatever the player and Gamemaster agree on.
will gain an initial score in this skill); a Skill that the character already MATERIAL BENEFITS: these are things the character might ac-
has rnay be selected from either the Automatic Skills or the Available quire during the course o f a career. It is perfectly possible t o acquire
Skills (the character will add the value of the Governing Attribute, the more than one o f an item i f the character spends more than one period
first one listed, t o his score in the Skill); o r 1 0 3 Attribute points may in a career. The name of the item is given and followed i n parenthesis
be taken (see step 7). by a percentage. This number is multiplied by the number o f years that
Remember t o make any modifications t o the career period due t o the character spent in the career for that period t o give the percentage
any special events that occur during the years o f the career period. chance that the character will acquire the item. If this exceeds 100%
Roll for Cash, Income, and Material Benefits at this point and add the item i s automatically acquired. Some items are given in general
them t o the charactet's current total. terms (house, apartment, car, gun, etc.) and the Gamemaster and player
6 ) Repeat the cycle o f careers until t h e character has reached the must confer and decide on a particular item (50room mansion, effi-
'current' year. I f the career period called for by the die roll exceeds the ciency apartment over a grocery store, Essex Terraplane, Colt MI911
number o f years until the 'current' year, the length of the period will be automatic pistol, etc.) that i s appropriate t o the character, his past his-
shortened t o the number of years remaining. Thus, a character whose tory, and his financial status. There are far t o o many possibi:ities for us
first adventure will take place in 1933 elects t o start a career in 1931 t o confine your imaginations with a set of tables.
and the die roll for the length o f that period gives a result of 5 years AUTOMATIC SKILLS: these are Skills for which the character will
will only have a career period of 2 years in this case. He may therefore receive initial scores if he chooses that career. I f he already has the Skill
be presumed to be still involved in that career at the start of of play. from another career o r from another period in the same career, he adds
7) Total any dice for Attribute increase points and roll them. A d d the value of the Governing Attribute t o whatever score he has in the
these points as desired t o the Attributes. Skill.
8 ) I f aging i s in use (recommended), apply any effects due t o age. AVAILABLE SKILLS: these are the Skills that are available t o the
9 ) Determine the character's Physical Characteristics, character, either for improvement o r for acqu on as new Skills. Only
10) Integrate this information into a plausable explanation o f the those listed for a career may be studied during that career. Any Skills
character's current situation, financial status, standing in the commu- listed as Automatic Skills may be assumed t o be Available for purposes
nity, etc. Work out his basic personality if you have not already done of addition t o current score.
so. NOTES: these are present if there i s some additional information t o
11 Acquire any gear or equipment that i s desired and available. De- be given about that career or i t s effects o n the character.
termine his typical equipment loads and encumbrance statuses.
12) Calculate Saving Throws and other game statistics. 1.7.la POSSIBLE CAREERS
13) Inform the Gamemaster that you are ready to play. In this section are listed a selection of careers. They d o not cover all
14) Role play your character. possibilities but are intended t o represent the most likely areas of in-
terest t o a potential adventurer. A Gamemaster may wish t o add new
careers for his players or alter those that are given. A n y Gamemaster
who does so should inform his players of the changes before they build
their characters.
CHARACTER BACKGROUND TABLE Some careers may allow the character t o continue i n that 'job' dur-
ing his adventuring career. The nature of the 'job' and t h e events o f the
1Dl00 Family Income* Education Starting Skills** adventures will strongly affect the situation. Individual cases will have
01-10 less than $500 Minimal English Language; Choice t o be judged by the Gamemaster. Cash, Income and Material Benefit
of any two Practical Skills results will be dependant on circumstances as time passes in the game.
other than a Pilot o r Driver Skills rnay only be added or improved according t o the standard rules
Skill and Cyclist. for that, see section 1.8.
1140 $500 t o $3000 Poor Double initial score in En-
glish Language; American ACADEMIA
History. The character i s assumed t o be engaged in further study, research,
41-95 $3001 t o $5000 Good Triple initial score in En- writing papers and books, teaching, or some combination of the above.
glish Language; double ini- As part o f this career, the character may seek post-graduate degrees.
tial score in American His- These should be in either the character's Degree Field or one that can
tory. be related to it. In addition, the character rnay elect t o study for a spe-
96-00 greater than $5000 Excellent Quadruple initial score in cialized post-graduate degree in medicine (See Notes below). When
English Language; Double electing t o attempt a postgraduate degree, the character, after 2 years,
initial score in American may try f o r his degree. This requires a successful BCS roll in 3 separate
History; choice o f any 1 Skills related to his Degree Field for a Master's degree. Failure allows
Culture Skill; Modern Lan- further attempts at yearly intervals. A Doctorate may be attempted
guage Skill t o match Cul- after the Masters is completed. The procedure i s the same but 4 success-
ture chosen. ful BCS rolls are required t o achieve it.
REQUIREMENTS: a completed college degree.
*Family Income is merely a guideline t o the character's background. It CASH: 2 0 3 x $10.
is in n o way o f direct monetary benefit t o the character. He will gain n o INCOME: Years in career period times $50.
cash or income from it. MATERIAL BENEFITS: Reference library f o r one Skill (consisting o f
References, Manuals, and Texts, each with a BCS o f 2D10) in the De-
**All characters start w i t h an initial score in American Culture. gree Field (10%).

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AUTOMATIC SKILLS: Academic Subculture. from the result then multiply this b y $500. The minimum loss, regard-
AVAILABLE SKILLS: those of Degree Field. less of die roll is $1000.
NOTES: Any characters with previous Business careers must make a Finance
Medical Studies, as above except where noted. BCS roll during the Preadventure year of 1929. Failure results i n a loss
Requirements: degree in biology. t o their standing income. This loss is the Effect Number times $500.
Available Skills: First Aid; Therapy; Advanced Medicine; Pathology; Negative values indicate debt.
Specializations. Any characters electing a Business Career after 1929 will, for Cash
Notes: a 'doctorate' must be achieved t o receive a medical degree and Income rolls, multiply by $25 instead of $50.
(M.D.) and be certified as a doctor. I f this is accomplished, an ad-
COLLEGE
ditional Material Benefit may be achieved: Doctor's K i t (25%).
The character is seeking a Bachelors Degree in a Degree Field. To be
awarded the degree he must complete at least 3 years in this 'career'
A T H L ET €/SPORTSMAN
and make a successful BCS roll in at least t w o of the Skills in his Degree
The character is pursuing physical culture, training his body, and Field. A character with less than three years in his career period has
possibly making some money at it. flunked out and may t r y again, from the start, i n a later career period.
REQUIREMENTS: None. Characters older than forty at the end of a Once the degree is granted the remainder o f the career period may be
career period will not receive any Material Benefits. Any character 40 spent i n the Academic Career or a new career period may be bequn.
or older at the start must make a Health Attribute Saving Throw t o fol- REQUIREMENTS: a Good Education, Poorer Educations can be in-
low this career. Failure means he will waste a year (no benefits, skills, creased one step for each 2 years spent in one of the following career$:
money, etc.) and may never attempt this career again. Business, Bon Vivant, Law Enforcement, Military, or Writer.
CASH: Roll on Reaction Table for a Value Number. Add years spent t o CASH: None.
the die roll. Value Number x $10 is Cash. INCOME: None.
INCOME: Roll on Reaction Table for a Value Number. Add years spent M A T E R I A L BENEFITS: Reference library (consisting of References,
to die roll. I f Value Number is negative, no income i s received. Other- Manuals and Texts, each with a BCS of 2D6) for one skill i n the Degree
wise, Income is Value Number times $20. Field (10%).
M A T E R I A L BENEFITS: 2D3 points t o add t o Attributes (18%). AUTOMATIC SKILLS: Research and American History.
AUTOMATIC SKILLS: None. AVAILABLE SKILLS: Academic Subculture; Degree Field Skills, see
AVAILABLE SKILLS: Any Practical Skill except Pilot, Aerostat; below; any Athletic Skill; Gambling; Horsemanship; Mimicry; T h r o w
Brawling; Fencing; Rifle. ing; Disguise; Pistol; Rifle; Fencing; Brawling; Mechanic; Electrician;
NOTES: Pilot Skill i s not generally available before the Great War. Machinist; Carpenter.
DEGREE FIELDS
BIG GAME HUNTER
Applied Science: Civil Engineering; Electrical Engineering; Geology.
The character travels on and leads safaris into the wild parts of the
When in advanced study and working i n the field (see Academia):
world in search of good hunting. Trophies, honorariums, memoirs are
Demolitions; Mechanic; Electrician; Carpenter; Machinist.
some sources of income.
Archaeology: any Ancient Language; Anthropology; Archaeology; Ge-
REQUIREMENTS: None.
ology; any History; Paleontology. When in advanced study and working
CASH: Roll on Reaction Table for a Value Number. Cash is Value i n the field: Lockpicking; Restoration; Traps.
Number times $500. Biology: Anthropology; Botany; Chemistry; Zoology; First Aid.
INCOME: Roll on Reaction Table for a Value Number. Add number of Business/Law: any History; Finance; Law; Rhetoric; Interrogation (ver-
years t o die roll. Income is Value Number times $10. I f Value Number bal only).
is negative no income is received. History: any History; any Culture Skill; any Language; Anthropology:
MATERIAL BENEFITS: Hunting rifle with telescopic sights (15%). Archaeology; Linguistics.
AUTOMATIC SKILLS: Rifle and Hunting. Science: Chemistry; Physics; Geology. When in advanced study and
AVAILABLE SKILLS: Any Modern Language; Any Culture Skill; Pis- working i n the field: Electrician; Machinist; Demolitions; Mechanic.
tol; Driver; Mimicry; Pilot; Stealth; Survival; Tracking: Navigation. NOTES: To complete a Juris Doctor or law degree, the character must
complete a 'doctorate' in Law. The Masters or Bachelors may be i n
BON VIVANT/D ILITANTE History. f o be legally able t o practice law he must, upon completing
The character floats about the upper crust society, enjoying life and his Juris Doctor, make a Law BCS roll t o pass the bar examination.
acquiring an eclectic collection of skills.
REQUIREMENTS: personal or original family income greater than CRIME
$5000. The character moves i n circles outside the law but, assuming he is a
CASH: Roll on the Reaction Table for a Value Number. Cash i s Value hero, does not actually break it (without cause). He operates on the
Number times $750. fringes of the criminal world, i n espionage, etc.
INCOME: Roll on the Reaction Table for a Value Number. Income is REQUIREMENTS: None.
Value Number times $150. CASH: Roll on the Reaction Table for a Value Number. Add the num-
M A T E R I A L BENEFITS: None. ber of years i n the career period t o the Value Number and multiply the
AUTOMATIC SKILLS: High Society Subculture. result by $100.
AVAILABLE SKILLS: Horsemanship; Driver; Pilot; Gambling; and INCOME: None.
Knowledge; any Culture Skill; Fencing. M A T E R I A L BENEFITS: Pistol (15%); Lockpicks (15%); Thompson
NOTES: Pilot Skill unavailable before the Great War. sub-machine gun (5%); Car (5%).
AUTOMATIC SKILLS: Criminal Subculture.
BUSINESS AVAILABLE SKILLS: Climbing; Driver; Gambling; Mimicry; Stealth;
The character is assumed t o be entered i n the world of big business Throwing; Tracking; Cryptology; Demolitions; Disguise; Interrogation;
and high finance. He will be spending his time establishing and/or build- Lockpicking; Safecracking; Traps; any Firearm Skill; Knife; Brawling.
ing a business.
NOTES: During the years of Prohibition (1920-19331, use $150 instead
REQUIREMENTS: Personal or original Family income greater than of $100 as the multiplier for Cash. A character choosing this career has
$3000. a 2% chance per year of acquiring a criminal record whether it is de-
CASH: Number of years in career period times 1D 6 times $50.
served or not.
INCOME: A t the end of the period, the character makes a Finance BCS
roll. Income is the Effect Number times the years i n the period times EXPLORER
$50. If a Negative Effect Number occurs, the character's standing In- The character spends time visiting and charting lands unknown t o
come is reduced by the amount calculated. If this exceeds his standing man, a t least western european man.
Income, he is now in debt for the excess amount. REQUIREMENTS: None.
M A T E R I A L BENEFITS: Car (18%); Own place of business (10%). CASH: Roll on the Reaction Table for a Value Number. Cash i s the
AUTOMATIC SKILLS: Business Subculture. Value Number times $250.
AVAILABLE SKILLS: Finance; any Modern Language; Law; Rhetoric; INCOME: Roll 1D6 and add the number of years in the career period.
Politics Subculture. Multiply this by $50.
NOTES: The stock market crash of 1929 was a disaster for business- M A T E R I A L BENEFITS: Pistol (10%).
men. Any character i n a Business Career i n this year will take a loss at AUTOMATIC SKILLS: One foreign language; one Culture Skill.
the end of his career period and he will not make the normal Cash or AVAILABLE SKILLS: Driver; Pilot; Survival; any Modern language;
Income rolls. The loss will assessed against his standing Income and may Navigation; Rifle; Pistol; Occult Studies.
possibly drive him into debt. Roll 1D100, subtract his Finance BCS NOTES: Pilot Skill not available before the Great War.

15
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LAWENFORCEMENT Attribute Saving Throw or a Politics BCS roll at the player's option,
The character has spent his time pursuing truth, justice, and the etc. Failure results in the loss o f any Benefits or Cash for the period.
as a cop, lawyer, private investigator or in some other appropriate job.
REQUIRMENTS: N o criminal record. SOLDIER O F FORTUNE
CASH: Subtract 1D6 from the number of years. Multiply by $100 for The character spends his time seeking adventure and daringdo wher-
Cash. ever offered.
INCOME: Number of years times $5. REQUIREMENTS: None.
MATERIAL BENEFITS: Revolver (15%); Bullet Proof Vest (5%); the CASH: Roll on the Reaction Table for a Value Number. Cash i s the
goodwill of the police, usually in the form o f a regular Contact (15%). Value Number times $250.
AUTOMATIC SKILLS: Law Enforcement Subculture. INCOME: None.
AVAILABLE SKILLS: Athletic Skills; Cyclist; Driver; Horsemanship; M A T E R I A L BENEFITS: Pistol (20%); Rifle (10%); Bullet proof vest
Mimicry; Stealth; Tracking; Cryptology; Disguise; Interrogation; Foren- (15%).
sic Science; Law; any Firearm Skills; Nightstick; Criminal Subculture; AUTOMATIC SKILLS: Survival and Brawling.
Martial Arts. A V A I L A B L E SKILLS: Any Practical Skills; Demolitions; Mechanic;
Traps; any Modern Language; First Aid; Military Science; any Firearm
MILITARY Skill; any Armed Combat Skill; any Unarmed Combat Skill; any Cul-
The character does a stint in the military. The Infantry is assumed ture Skill.
t o be the branch of service unless he makes the Requirements o f one of NOTES: Pilot Skill is unavailable before the Great War.
the other branches.
REQUIREMENTS: A Health Attribute Saving Throw and no criminal WORKING L I F E
record. Cavalry requires Speed Attribute Saving Throw. Air Corps re- The character attempts t o take up an honest trade for a living.
quires a Deftness Saving Throw. Navy requires an additional health REQUIREMENTS: None.
Attribute Saving Throw. Intelligence requires both a Wit and a Will At- CASH: 1D 6 times $10.
tribute Saving Throw. INCOME: None.
CASH: 1D 6 times $20. M A T E R I A L BENEFITS: Kit of tools of the trade,if applicable (20%);
INCOME: None. Own apartment or small house (5%); Cheap car (5%).
MATERIAL BENEFITS: None. AUTOMATIC SKILLS: One trade skill chosen from Available Skills.
AUTOMATIC SKILLS: A V A I L A B L E SKILLS: Any Construction Skill; Mechanic; Research;
Infantry: Rifle, Bayonet Training; Cavalry; Horsemanship; Rifle. Driver; Driver, Heavy Equipment; Pilot; First Aid; also available but not
Air Corps: Pilot; Navigation. as a trade is Brawling.
Navy: Swimming; Pistol. NOTES: after 1929,any character in this career will subtract 1 D6 times
Intelligence: Pistol; Martial Arts; a Modern Language. $50 from Cash. This effect would last until the economy picks u p in
A V A I L A B L E SKILLS: about 1939.
Infantry: Pistol; Autofire; Climbing; Driver; Throwing; Military Sci-
ence; Demolitions; Gunsmith; Brawling; Knife. WRITER/JOURNALIST
Cavalry: Pistol; Autofire; Cyclist; Driver; Driver, Heavy Equipment; The character makes his living as an author of books and articles or
Mechanic; Military Science; Brawling. as an enterprising reporter for a great, or not so great, metropolitan
A i r Corps: Pistol; Pilot, aerostat; Mechanic; Military Science; Auto- newspaper.
fire; Brawling. REQUIREMENTS: A n English Language BCS of 10 or more.
Navy: Machinist; Mechanic; Navigation; Military Science; Rifle; CASH: Roll on the Reaction Table for a Value Number. Add the num-
Autofire; Bayonet Training; Brawling. ber of years in the career period ta the Value Number and multiply by
Intelligence: any Practical Skills; Cryptography; Demolitions; Dis- $25.
guise; Interrogation; Lockpicking; Safecracking; Traps; any Modern INCOME: Roll on the Reaction Table for a Value Number. Add the
Language; Navigation; First Aid; Military Science; Rifle; Autofire; number of years in the career period t o the Value Number and multiply
Knife; any Culture Skills. by $50.
NOTES: The Air Corps is not a viable option until the Great War. All M A T E R I A L BENEFITS: Typewriter (25%); 1D3 regular 'source<, usu-
player characters are assumed t o be officer material.They start as Non- ally i n the form of Contacts i n different Subcultures(30%); Camera(5%)
commissioned officers and may make one roll per year for promotion. AUTOMATIC SKILLS: Interrogation (verbal only) and Research.
The character's Wit plus Will plus Combative Talent gives the percent- A V A I L A B L E SKILLS: Any Modern Language; Rhetoric; any Culture
age chance for a promotion. A character may also add the number of Skill; any Subculture Skill.
years spent i n College t o this value. Under wartime conditions, the char-
acter may make an additional roll during t h e first year i n service. This
can result in achieving t w o grades of rank that year. Each promotion 1.7.2 THE GREAT WAR
allows the character an additional initial score in a skill. If all available I n 1914 conflict erupted i n Europe. America did not join the war
skills have been acquired he may instead add 2D10 points t o a skill until 1917. The armistice came the following year. I n game terms, this
score. can have an effect on a character's Preadventure careers.
The military rank structure proceeds from noncommissioned of- Any character may elect t o enlist upon America's entry into a war.
ficer through second lieutenant, lieutenant, captain, major, lieutenant If he does so, he will interrupt whatever career period he is in and serve
colonel, colonel, brigadeer general, major general, and lieutenant gen- 2 years as if in a military career. In 1920, he takes up the interrupted
eral t o general. period and completes it.
Any character in the military at the outbreak of the Great War will Any character who does not elect t o enlist may be drafted. He must
have his career period extended until t h e armistice i f it does not already F A I L a Health Attribute Saving Throw t o avoid the draft. Draftees
do so. need not meet the normal Requirements for a Military career and will
automatically serve i n the Infantry.
POLITICIAN Any character whose career period ends in the years 1913,1914, or
The character works in and around the political structure of the 1915 may elect t o enlist as a volunteer for one of the beligerent na-
country. This can include governments appointments such as ambas- tions. Normal military career Requirements must be met. The character
sadorships. will serve until the end of the war.
REQUIREMENTS: No criminal record. All characters who enlist in the war before Americds entry will re-
CASH: Roll on the Reaction Table for a Value Number. Add the num- ceive an initial score in the French Language. Any character serving af-
ber of years in the career period t o the Value Number and multiply the ter America's entry must make a Wit Saving Throw t o acquire this ini-
result by $200. tial score. Any character serving in the Intelligence will gain an initial
INCOME: 1D 6 times $50. score in the German Language.
MATERIAL BENEFITS: Political Cronies, usually in the form of one All military career periods terminate with the end o f the war. Any
or more Contacts (15%). character electing t o remain in t h e military must roll again for the
AUTOMATIC SKILLS: Politics Subculture. length of his career period.
A V A I L A B L E SKILLS: Research; Finance; any Modern Languages;
Law; Rhetoric; any Subculture Skill; any Culture Skill.
NOTES: Any character in this career in 1929 (the stockmarket crash) 1.7.3 ADVANCED CHARACTER SET-UP WORKSHEET
who wishes t o remain i n the career past 1930 must make a Saving
See separate sheet.
Throw t o retain his position due t o elections. This throw may be a Wit

16
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1.8 IMPROVEMENT as a Learning Hindrance. It is u p to t h e Gamemaster t o decide i f proper
As t h e game progresses, the player will wish t o see his character im- facilities are available when characters are attempting t o study a Skill.
prove his abilities, his chances of success and, in short, his ability t o sur- When a character is Studying a firearm Skill, an expenditure of am-
vive. Diligent study, rigorous training and learning through practical ex- munition i s required t o prevent a Learning Hindrance. The additional
perience are all valid ways for the character t o improve. The process of expenditure of another unit of ammunition will act as a Learning Aid.
improvement may be rapid or slow depending on the situation sur- Only one Learning A i d may be gained in this way during a Study week.
rounding the improvement and the character himself. The unit of ammunition will vary according t o the firearm Skill being
A character may improve his score in a Skill i n one or two ways. Studied. For nondutomatic weapons five rounds are required t o make
These are Study and Learning-bydoing. In both processes, it is the a unit. Automatic weapons will multiply this figure b y the maximum
score i n the Skill, not the Basic Chance o f Success that i s raised by the burst size of t h e weapon used t o Study with.
amount indicated. The Basic Chance of Success will increase when t h e
character's score is raised sufficiently that a new calculation of the BCS 1.8.3 IMPROVING ATTRIBUTE SCORES
yields a higher number. Remember that a character has one point of Attribute scores can be improved by diligent work over a Study
Basic Chance o f Success for every five points of Skill score. poriod of one month. A t the end o f this period, the character will in.
A Skill score may not be increased over the maximum score. Any crease his score in t h e Attribute chosen by one point. Once a char-
extra points are lost. When a character reaches a score of 100 (BCS 2 0 ) , acter passes certain breakpoints in the aging process, a die roll on the
he has learned what there is t o know in that Skill. He is assumed t o be Reaction Table will be required. The number needed will depend on
an effective master o f the Skill. A die roll of 20 when making a Basic the character's age. The age t o be considered here is the character's
Chance of Success roll will still indicate failure but, i n most cases, the effective age. Use the Table below:
failure will not have critical effects. Character's effective age required t o gain the point
under 40 automatic
1.8.1 LEARN I NG-BY-DO1NG (Advanced) 40 t o 49 'Mediocre' result
When the character has successfully utilized a Skill during an adven- 50 t o 59 'Good' result
ture, he may attempt t o Learn-bycloing. It is the responsibility of the 60 t o 69 'Excellent' result
Gamesmaster t o decide i f a Skill used during the game makes the char- 70 or older die roll of 100
acter eligible for the attempt. The general requirement is that t h e use of
the Skill significantly advances t h e position of the characters i n the
game situation. 1.8.4 IMPROVING OFF-HAND DEXTERITY
Multiple successes i n one Skill during a given situation will not allow Off-hand Dexterity is treated as if it were a Physical Attribute for
more than one attempt t o Learn-by-doing. purposes of improvement and aging effects.
I n order t o Learn-bydoing the character must roll greater than his
current score in the Skill on 1D100. This will add 1 t o his score i n that 1.8.5 OPTIONAL LEARNING RULES
Skill. 1.8.5a I N I T I A L SCORE IN NEW S K I L L
When a character Studies a new Skill and has a month's worth of
LEARNING-BY-DOING WITH TALENTS (Advanced) Study Period all together, he may acquire an initial score in the Skill
This mechanism is intended t o replace the one detailed above if rather than the value that would accrue through normal Study. Each
Talents are i n use. Hindrance that applies will reduce the initial value by half, If the char-
To b e able t o Learn-bydoing the character must have a score greater acter would gain a higher score by using normal methods o f Study, he
than zero in t h e Governing Talent for the Skill. The Governing Talent i s may d o so.
the first Talent listed i n the calculation for the initial score in the Skill.
I n order t o successfully Learn-bydoing, the character must roll less 1.8.5b IMPROVEMENT OF ATTRIBUTES THROUGH LEARNING
than or equal t o his score in that Governing Talent on 1020. If he does Each time a character achieves another point of BCS, he may add
so, he may add one t o his score in that Skill. .05 t o the Governing Attribute. No value is received for t h e fractional
scores until a full Attribute point i s accumulated.
1.8.2 STUDY The Governing Attribute for a Skill is the one that appears first in
Study turns are stated t o be of a week's duration. The Gamemaster t h e calculation for the initial score in that Skill.
i s free t o alter the time period, but the learning rate of any characters It does not matter i f the score sufficient for the increase in the char-
involved should be altered t o reflect the difference, The basic increase acter's Basic Chance of Success i s the result of Learning-bydoing or
t o a character's Skill score after a Study Period of one week will be Study.
equal t o his Learning Rate. This learning rate will be altered b y various
factors. These are presented in the Table of Learning Rate Modifi- TABLE OF
cations, A character's basic learning rate is equal t o his Wit Group. LEARNING RATE MODIFICATIONS
To his basic learning rate, the character will add the value of any
Learning Aids that are applicable. This number will be divided by the LEARNING AIDS VALUE
sum o f the values of all the Learning Hindrances that apply. The result Teacher (has score of 100 i n Skill) 1
i s the adjusted learning rate which i s the number of points that will be Teacher (has score over 1 0 i n Governing Talent) 1
added t o the charactet's score in t h e Skill being Studied. Character's Governing Talent is greater than 1 0 1
Any fractions that occur due t o Learning Hindrances are retained Character is Studying a language i n current local use 1
during the period of Study. They are lost at the end of that period. Character is Studying a firearm Skill & expends one
Thus, a character who has a month t o Study and an Adjusted Learning unit of ammunition over the required amount 1'
Rate of 1.7, will after four weeks add four times the weekly rate or
6.8. Since the Gamemaster has an adventure planned for the character, LEARNING HINDRANCES VALUE
he IS allowed no more Study time and the .8 is dropped from the Solo Study (no teacher available) 2
amount that the character will add t o his Skill score. Proper facilities unavailable 2
During a Study period, the only major functions (Research, Per- Character i s studying an ancient language n o longer in use 2
forming Tasks, and Making Contacts are all major functions) the char- Character's Governing Talent for the Skill being Studied
acter may perform are related t o learning. A character may Study t w o is less than 1 2
Skills, Study one Skill and Teach another or Teach t w o Skills. When a Character is acting as a Teacher during the Study period 3
character is Studying two Skills during one Study period his base Learn- The Skill being Studied is not a Freely Improvable Skill
ing Rate i s Wit Group/2. for the character 2
A Teacher may b e any character, whether controlled by a player or Character is Seriously Wounded for at least part of t h e week 3
the Gamemaster, who has a Communicative Talent greater than zero. Character does not have the required score in a Prerequisite Skill **
An ordinary Teacher has a higher score in the Skill being taught than Character does not make unit expenditure of ammunition
any of the students. The score of the students may not exceed the while studying a firearm Skill 2
Teachefs score while they are Studying under him.An Expert Teacher
will have the maximum score in the Skill t o be taught. A Gifted Teach- Optional Learning Hindrances
er has a Communicative Talent greater than IO. Current Skill score greater than 50 2
Some Skills require proper facilities in order t o b e learned at the Current Skill score greater than 75 3
normal rate. Combat Skills require the weapons t o be used. Knowledge-
+Once per week only.
based Skills require reference books. Equipment-utilizing Skills require
the equipment that will be utilized. The absence of such things will act "Study not allowed.

17

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~

1.8.5~INCREASE OF TALENTS THROUGH LEARNING 1.8.7 EFFECTS OF AGE ON ATTRIBUTES (Advanced)


Each time a character reaches maximum score in a Skill, he has a A t the age of 40 characters begin t o show the effects o f aging. Once
chance of increasing his score i n the Governing Talent. To do this he a character reaches 40, he will no longer automatically gain a point
must roll higher than his current Talent on 1020. I f the die roll indi- when he works t o improve an Attribute. A t four year intervals beyond
cates a 'Good' or 'Excellent' reaction the character will increase his that, until he reaches 80,at which time the intervals are reduced t o t w o
score i n the Governing Talent by one point. years, he will undergo a round o f aging. The effects are detailed below:
Age Effects
1.8.6 EXAMPLE OF STUDY 44,48,52,56 +2 t o each Mental Attribute; -1 t o each Phys-
Harmon has decided he will Study Lockpicking Skill for the next ical Attribute.
four weeks. His current score i s 32 and BCS is 6. Harmon's learning 60,64,68 -2 t o each Physical Attribute; a Reaction roll is
rate is 3. He is s t i l l mending from his last adventure and is Wounded made and the results are interpreted as follows:
during the first week which gives him a Hindrance of 2. Fortunately worse than 'Bad' -4 to Mental Attributes
he w d s able t o find a teacher. For the first week, his score is increased 'Bad' -2 to Mental Attributes
by 3/2or 1.5.The second week he is n o longer Wounded since he has 'Poor' -1 to Mental Attributes
fully healed in the previous week. This removes the Hindrance and the 'Mediocre' n o change
accumulated increase t o his score i s 1.5 plus the learning rate for the
second week of 3 for a total of 45. The next t w o weeks pass in a sim- 'Good' +1 t o Mental Attributes
ilar fashion, adding a further 6 points for a final total of 10.5 points. 'Excel lent' +2 t o Mental Attributes
Since the time allocated t o study is over, the decimal i s rounded down
t o 10 points. His score in Lockpicking Skill is now 42. 72,76 -4 t o Physical Attributes; a Reaction roll is
If the Option for improvement of attributes i s in effect, Harmon made as above t o determine the effects on Men-
will add .1 t o t h e governing Attribute of Deftness since he has increased tal Attributes, a -10 modification is made t o
his BCS b y 2.(2x .05equals .I). the die roll.
Later that year, Harmon acts as a Teacher for Sam in Lockpicking 80,82,84,etc. -6 t o the Physical Attributes; a Reaction roll i s
Skill. Sam's Learning Rate i s 3 and he is only studying with Harmon. made as above but a -20 modification is made
Harmon is also studying with a Gifted Expert Teacher in Safecracking t o the die roll.
Skill in which Harmon already has a score of 88. Modifiers t o the Attribute scores are made to each of t h e Attributes
Sam's Mechanical Talent i s 1 1 and, since it i s the Governing Talent of that type. I f any Attribute i s reduced t o zero or below by the effects
for Lockpicking Skill, he receives a plus one t o his learning rate. He is of aging, the character is considered t o have died from old age.
not suffering under any Hindrances and thus has a learning rate ad-
justed t o 4 points per week. A t the end of four weeks he would have a
score o f 16. If the initial score for a month's study Option i s in effect,
1.9 THE HERO
The decade of the 30's proves the rule that uncertain times produce
Sam's initial score would b e Deftness +Wit + Mechanical. I n Sam's case,
the greatest heroic literature. I n the grim contest of surviving from day-
this would give him 10 + 15 + 1 1 o r 36. He would be allowed t o have a t o d a y in the grip o f the Depression, moments o f escape were few and
score o f 36. If Harmon had not improved his score earlier that year, far between. Among the most priceless for many people were the bright
Sam would have been limited t o 32 points since that was t h e score of adventures t o be found in the pages of a pulp magazine o r comic book,
his Teacher. on the screen of a local theatre showing the latest serials, or over the
Harmon, because he is Teaching and Studying at the same time, will airwaves via the magic of radio. The adventure-hero milieu of the
have a Hindrance with a value of 3. His base Rate is 3. The Gifted EX- 1930's produced characters o f Homeric stature, modern knights who
pert Teacher adds 2 t o the base. Since the learning rate plus the value o f
went forth t o battle modern dragons: crime, suffering, and near the end
any Aids is divided by the value of any hindrances t o give the adjusted of the decade, the creeping danger from hostile nations.
Rate, Harmon will have an adjusted learning rate of (3.t 2)/3or 1.7. The Player Characters o f DAREDEVILS are modelled after these
After four weeks, this totals t o a score increase of 68,rounded down
heroes. It was, t o use the old cliche, a simpler time,and in order t o aid
t o 6. His score i s increased t o 94. If the Attribute increase Option i s in
players in identifying with their characters more closely, we will discuss
effect, Harmon will increase t h e Governing Attribute of Deftness by
here some salient features of typical 30's hero.
.05.
If Harmon had not been acting as a Teacher during those four weeks
his learning rate would have effectively been 5 and in four weeks he
1.9.1 MOTIVATION
What makes a hero become a hero? What moves him t o pit his life,
would have accumulated 20 points. This would have made his score
over and over, against the longest odds of all? The classic 'pulp hero'
108. Since Safecracking Skill is a format 1 Skill, i t s maximum score is
was often motivated b y one of several drives:
100.Harmon would not even have had t o spend the fourth week study-
Revenge: Vengeance has been used as the motive force of heroes for as
ing Safecracking Skill. He could have Studied something else and s t i l l far back as we find examples of epic literature. It w a s revenge that
perfected his skill. If the Option for improving Talents is in effect, Har- caused Achilles t o fight and kill Hector before the walls of Troy. It was
mon would have a chance t o improve the Governing Talent for Safe- revenge that made Edmond Dantes, simple sailor, into the Count of
cracking Skill which is Mechanical. Harmon's player would roll a die
Monte Cristo. And in like manner, it is revenge that sets many of t h e
roll of 7 i s more than his Talent score of 5 and Harmon could add one
original heroes o f the 30's on the road t o glory.
t o his Mechanical Talent.
But personal vengeance is essentially sterile and will not sustain an
ongoing struggle with the forces of chaos and evil. The typical Dare-
devil must transcend the original wrong that raised him t o heroic
heights and extend his search for redress into a desire to help others,
equally wronged, who cannot fight back as he has done.
Richard Benson, later known as 'The Avenger', was driven into the life
of a crimefighter when his wife and child were brutally murdered by
gangsters. After bringing the criminals t o their doom, Benson delivers
the following speech:
'I've been thinking it out. .. I've suffered a terrible loss. But others
have suffered as greatly- - - and still more are doomed t o suffer in
.
the future. . There is much work to be done that the police can't
handle. I'd like t o do that work. I'd like t o devote t h e rest of m y
life, m y fortune, and what talents I possess, t o fighting crime of the
sort that has made my own life barren.. ' .
(From JUSTICE, INC., by Kenneth Robeson. COPYRIGHT 1939,
Street 8( Smith, renewed 1967 by Conde Nast).
While revengemotivated heroes have come t o a more philosophical
understanding of their inner-promptings, they do tend t o be fairly
rough on the bad guys and their methods will usually tend t o give short
shrift t o villains of all descriptions.
Altruism: Certainly the most typical pulp-heroes (and their cousins of
radio and comic book) were moved t o defend their fellow-men from
danger by sheer altruism. Their moral code was one that would not let
them stand idly b y when innocents were threatened. The altruistic hero

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tends t o be charitable whether in his Daredevil identity or just minding were members of the community who banded together in the absence
his own business. Doc Savage, perhaps the best example o f the altruistic of formal law enforcement, t o preserve order and punish crime. Dare-
hero, has wen been known t o break off his hot pursuit of more formal devils who adopt this approach have placed their own judgement above
kinds of crime in order t o offer solace t o the needy. t h e law. When they perceive injustice, they personally correct it, re-
'An old woman held out, hopefully, a bundle of t h e laJe news- dressing wrongs or meting out punishment as suits their own system of
papers. She was almost blind. .. (Doc) looked at the old woman's ethics.
..
eyes. He wrote a name and address on the corner of the paper, While this does not mean he is a maddog killer or a dispenser o f
added his own name, and tore this off and gave it t o the crone. The lynch law, the Vigilante tends t o be rough on his foes and may well
name was that of a specialist who could cure her ailment, but whose have the law on his tail. Contrariwise,he may cooperate with the police
fee was a small fortune. But at the sight of Doc's name scrawled on when such action will not leave wrongs unrighted, and may even enjoy
the note, the specialist would gladly cure the woman for nothing. .. such high regard that the law applauds his extracurricular efforts. The
It was such a thing as Doc did often. It was part of his creed, the Spider exemplifies the first kind of hero, and Doc Savage the second.
thing t o which his life was devoted- - -remedying the misfortunes o f Needless t o say, Vigilantes wanted b y the police usually operate under a
others'. secret identity.
(From THE L A N D OF TERROR, b y Kenneth Robeson.COPYRlGHT Lawman: Opposite t h e Vigilante, though not necessarily opposed t o
1933, Street & Smith, renewed 1961 by Street & Smith). him, we find the Lawman. As the name implies, this character is dev-
Here we see the sincere concern of this archetypically altruistic hero oted t o the actual enforcement of the law, in spirit if not t o the letter.
(they don't come any less selfish than Doc Savage), manifested not only He may be a police officer, a private investigator, an investigative re-
by his tearaway exploits in fighting super-criminals but i n his personal porter on the trail of corruption, or a 'private citizen.' While he will
actions t o the downtrodden, rarely allow criminals t o hide behind legal loopholes, the Lawman seeks
Player-Characters who are of this persuasion should tend t o follow a to find legal means o f bringing them t o book, rather than just killing
fairly rigid code of personal behavior. See the section'on 'The Code' them, as the typical Vigilante would do. Many heroes of this persuasion
later in this essay. develop a knack for letting the villains perish as a result of their own
Challenge: Many of t h e original Daredevils of the pulp era followed misdeeds: springing their own deathtraps, dying at the hands of their
their hazardous careers because they were in love with danger. Their ex- own gang, or perishing in t h e unleashed force o f their latest, world-
uberant natures were only fulfilled when they locked horns with death. conquering, secret weapon. I n this manner, numerous pulp heroes who
Given less moral fiber, such Daredevils might just as easily become espoused a 'code against killing' s t i l l managed t o see off the bad guys in
super-villains instead of super-lawmen. But happily, that was rarely the sufficiently gory ways t o satisfy their readership. As this taste for final
case, unless their actions on behalf of justice exceeded the boundaries retribution seems t o b e shared by many adventure garners, the Game-
set by law. master would d o well t o provide similar possibilities in his stories.
The sharp division between these heroes when on a case as opposed Man o f Mystery: Who is he? Where does he come from when danger
t o marking time in their 'civilian' lives, might almost lead one t o think threatens mankind? Where does he go after he has dispelled t h e men-
they were slightly schizoid. A case in point i s that of Richard Went- ace? These are the stock questions about the MysteryHero. Such Dare-
worth, alias The Spider. In a conversation with his fiance, Nita Van devils generally assume a secret identity for their crimefighting, and
Sloan, we hear the following exchange: may even have no 'civilian' identity at all. The obvious example is The
"ita laughed amusedly at his side. Shadow, Walter Gibson's immortal creation, who came alive for readers
'For heaven's sake, Dick, you talk as though the Spider were some- o f pulps, funny papers, comic strips, as well as moviegoers and radio-
one else'. listeners, throughout the decade of the 3Us and beyond.
'Some one else! Child, sometimes when I get behind that mask and No one knows the identity of The Shadow. Cloaked i n black, his
go out with a gun i n my pocket, I feel that n o such person as Rich- face obscured b y his widebrimmed slouch hat, and only faintly illum-
ard Wentworth ever lived'. inated by the glow from the fire-opal girasol in his ring, The Shadow i s
(From WINGS OF BLACK DEATH, by Grant Stockbridge, COPY- a figure of sinister mystery even t o his associates. When not suited-up
RIGHT 1933, Popular Publications, renewed 1961 ). for blending into the darkness, the man known as The Shadow may as-
While Wentworth, in his adventures, reels off the traditional mottoes sume several identities (Lamont Cranston, man about town; Kent Al-
of one who fights crime from principle, his actions tell the reader that lard, explorer and financier), But neither of these faces show the true
he only feels fully alive when clad in the dark tweeds,jaunty black fed- identity of the Dark Avenger. That is a secret that naturally,'Only The
ora, and velvet mask, which identify his alter ego, The Spider. Shadow Knows!'
Needing t o feed their 'danger habit' by their craving for adventure, The immediate problem w i t h being a man of mystery is that people
t h e Daredevils who are driven by t h e Challenge may be the easiest t o keep finding out who you really are. This leads t o the problem of get-
portray for many garners. Profit and loss, even right and wrong, do not ting rid of them or convincing everyone who found out that it was all
interest them directly. They will mix into almost any matter that prom- a hoax/mistake/joke/cIever plan/etc. On the other hand, your civilian
ises t o satisfy them.This makes certain aspects of role-play less trouble- self cannot be prosecuted for crimes committed by your mystery self
some than they otherwise might be. For example, the frequent cry o f (assuming you get into that kind of trouble). And, as a Mystery-Hero,
characters in other games ('Why am I here?! I could get killed!') be- you can scare the bejeepers out of the typical thug of the period. This
comes a veritable battle cry for these guys ('Hey, this is fun! l could manifesto was best stated by Bruce Wayne (alias Batman) when he set
get ki Iled !'I. out on his career as a costume hero.
Work: For heroes with this motivation, daring-do is all in a day's work. 'Criminals are a superstitious, cowardly lot, so my disguise must be
It is their job. Most o f the individuals in this class would as lief get able t o strike terror into their hearts. I must be a creature o f the
things over with quickly, tidily, and within budget. Work-motivated . ..
night. .a, a. (And here that famous bat flies through t h e window
Daredevils tend t o be cops, private investigators, lawyers, etc. The ar- of Wayne Manor)
chetypical figure from 30's adventure literature would be one o f Dash- A BAT! That's it... I shall become a BAT!'
iell Hammett's world-weary P.I.'s, a Sam Spade or Nick Charles. Critic .
Caption: And thus is born this wierd figure o f the dark. this aven-
Daniel Bazelon is quoted as saying, 'The (Hammet hero) i s primarily a ger o f evil: The Batman.
job-holder. He carries out his job with an almost blood-thirsty deter- (From Detective Comics, COPYRIGHT National Periodical Publica-
mination that proceeds from an unwillingness t o go beyond it'. tions, 1939).
But, once again, a simple desire t o collect on6 s fee and fade into the For those who fancy life as a masked avenger, what can we say but,
background is rarely all there i s t o these figures. When forced into an 'go thou and d o likewisd.
ethical corner, where they must choose between their self-proclaimed The Mastermind: Very often, the real hero in some of the hairiest, fast-
status as working stiffs or the stuff of which heroes are made, they in- est moving adventures of t h e period, does not get anywhere near the
variably end u p acting like the latter instead of the former. This can be action. Somewhere in a comfortable dwelling, a busy office,or a secret
an attractive stance for the player who prefers 'realistic' character- stronghold, the guy who does the real work, the planning, stays put. His
ization without giving up his right t o behave l i k e Sir Galahad on oc- associates follow leads, gather clues, slug or shoot it out with the vil-
casion. lains, and generally act as extensions of their boss's incredible brain.
These isolated figures are the Masterminds. They were rarely interesting
1.9.2 METHOD enough for the pulps or serials, where the top hero was supposed t o b e
All right, so you have decided t o be a hero (Well, i f you haven't you out 'in the trenches' with the other good guys. However, The Shadow
are playing the wrong game). Now, how does a Daredevil d o his heroic spent most of his time sending Harry Vincent and Margo Lane t o d o
thing? This leads us t o a brief survey of the Methods of heroing. These the dirty work on his early cases, and while no one could call Doc Sav-
are, i f you will, the 'roles' assumed by t h e Daredevil i n his confron- age a shrinking violet, he augmented his more athletic activities with in-
tation with evil. They may be summarized as follows: tense mental analysis in all his cases, dispatching his aides as needed t o
Vigilante: The original 'vigilanted (short for 'Vigilance Committee') cover events.

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The Mastermind is properly a figure of detective fiction and it is For those whose campaigns are set i n the latter years of the decade,
here that we find the true model for this kind of hero: Nero Wolfe. Es- when foreign aggression had begun t o threaten the U.S., the logical boss
conced in his palatial townhouse, Wolfe NEVER views the scene of the for a spy-fighting Sidekick would be some anti-espionage bureau o f the
crime and the only time he personally springs the trap shut on the crim- government (in reality, this would have been the FBI).
inal is when the criminal is good enough t o come t o him.The physical
side o f the detective business is attended t o by his employee, Archie
Goodwin, who is as adept at his end of things as Wolfe is at the brilliant 1.9.3 THE CODE
deduction department. The combination of motive, method, personal history, and character
The Mastermind is an unsatisfactory role for most Player-Characters, actions during the campaign will tend t o evolve a personal code of con-
and one which Gamemasters may find too powerful t o place in players' duct for most Daredevils. This is in keeping with the performances of
hands. These shoes are best filled b y Non-Player-Characters, who may actual pulp heroes from the 30's (and of adventure heroes of all eras).
employ the Player Characters full time, or contact them for 'piece- A hero i s not a creature o f random impulses,one minute a knight in
work' as needed. Such Non-Player-Characters are useful for directing shining armor and the next a skulking villain. I f he sins, l e t him sin
the Daredevils along the proper path in an adventure,that has gotten hugely and often; i f he is virtuous, then don't let him be a wimp about
bogged down. I f the Daredevils annoy the genius by trying t o get him it. A 'code' in this sense defines behavior from which the Daredevil will
t o do all their thinking for them, he can justifiably roar, 'Confound it! not deviate. I f h e has sworn never t o (directly) take human life,then he
Am I the only one with a brain around here!' And i n this delightful should avoid killing no matter how hard pressed he is ( t h e Gamemaster
mood, he sends them out t o figure it out for themselves. should allow him some power or gadget t o make fighting without kil-
Masterminds tend t o be rich and eccentric. The former attribute ling possible). If the Daredevil claims t o be i n the hero business for
means that his employees rarely need t o worry about equipment or up- money, he must cover u p his humanitarian impulses w i t h a gruff exter-
keep. The latter trait means that they rnay yearn for the days when ior, rejecting thanks for any good deeds he has 'accidentallv committed
they were broke but free. for free.
The Sidekick: This type of Daredevil is one who works for somebody Note that the code is not designed t o arbitrarily restrict the Dare-
else. The Sidekick may be an employee in t h e formal sense, he may be devil's actions. It should instead be a means of encouraging good role
a friend/associate t o some Mastermind, or he rnay be under the direc- play i n the campaign. No real penalties attach t o disregarding a code,
tion o f some group or agency. Any of these can mean that the Sidekick just as no real rewards are given for 'good conduct'. The main prize is
i s doing all the physical labor for his boss (as in the case of Archie (we hope) increased enjoyment of play. Of course, Gamemasters DO
Goodwin, described above) or that he fights sidebyside with the Mas- tend t o be more merciful t o consistent, well fleshed+ut characters,and
termind, as i n the case of Doc Savage's 'Famous Five'. This latter group perhaps are rougher on the ones who don't get into the spirit o f things.
is, in many ways, one of the best models we can present for a group of Ticking off t h e person i n charge is not conductive t o a long lifespan.
Daredevils t o emulate. Each is a t o p man in his field: Monk Mayfair, the We must point out that we have barely scratched the surface in dis-
master chemist; Renny Renwick, t h e brilliant engineerlarchitect; Long cussing the typical characteristics of pulp heroes. Garners can find num-
Tom Roberts, heir t o the mantle o f Edison as an electrical gadgeteer; erous studies on the subject, ranging from popular writings by fans of
Johnny Littlejohn, world-famous archaeologist and geologist; dapper the genre, u p t o doctoral dissertations on the symbolism of 30's escape
Ham Brooks, legal eagle. Besides possessing undeniable mastery o f their fiction. However, we suggest that the most profitable reading consists
respective Skills, these men are trained troubleshooters. Hooked on the of the stories themselves. Firsthand familiarity with the exploits of Doc
drug of danger and led b y their incomparable 'Mastermind,' Doc Sav- Savage, The Shadow, The Spider, The Avenger, G-8, et. al. will give you
age, they set the pattern that most other pulp novels were t o follow far better examples of the world of DAREDEVILS than anything else
throughout the decade. could.

The Game
2.1 TIME AND MOVEMENT 2.1.2 TACTICAL TIME SCALE
Once the characters' adventuring careers have begun, time in the Tactical time scale is most flexible with regard t o the length of a
game will pass at different rates. The time scale in use in any particular Tactical Turn. The exact length of a Tactical Turn is left t o the Game-
instance depends on several things. How the characters are travelling, master's discretion and can vary from one turn t o the next. It is inten-
what they are trying t o d o and what is happening around them all have ded that the Tactical scale cover time periods ranging from 10 minutes
bearing on the time scale t o be used. The Gamemaster will make the t o 1 hour.
decision as t o which scale is t o be used. He will then ask for appropriate Tactical scale should have the length of i t s turn reflect the complica-
responses from the players with regard t o their character$ actions and tion of the action t o be resolved. The more complicated it is, the short-
intents. The scales for t h e passage of time i n the game which are de- er ther period should be. Thus, when characters are travelling through
fined here are: Strategic,Tactical, Detailed Action Time, Real Time and something like a city in which the Gamemaster has located several pre-
Down Time. pared areas but has not mapped the whole city in close detail ,a turn of
an hout's length would be appropriate. When the characters reach one
2.1.1 STRATEGIC TIME SCALE of the predesigned areas, the time scale should be altered t o turns last-
Strategic time scale is usually used when the characters are doing ing 10 or 20 minutes.
long distance travelling. A day is divided into two Strategic Turns, one Distances covered b y movement are adjusted t o suit the time frame.
for the day and one for the night. The characters are assumed t o travel
during one of the turns and rest during the other. If the players wish t o 2.1.3 DETAILED ACTION TIME SCALE
have their characters travel for more than one consecutive Strategic Detailed Action time scale i s used when determining the results of
Turn, they will be subject t o the Forced March rules. such intricate interactions as combat, death traps, confrontations, etc.
As the characters travel, the Gamemaster should describe t o the A turn i s refered t o as a Detailed Turn. The actual time represented is
players the nature of the terrain through which the characters are about 6 seconds. Each Detailed Turn i s divided u p into sections. This is
travelling. This would include the nature of the vegetation, any signif- done t o break down the actions occurring almost simultaneously into
icant geographical features and any manmade structures. I f a location sort of a 'slow motion' where each action can be considered and re-
or a feature is well hidden or off the direct route that t h e characters are solved in the light of the other actions taking place around it.
following, the Gamemaster may require a Perception roll t o see i f the
travellers will discover the 'Hidden Thing.' 2.1.4 REAL TIME SCALE
Locations that are preplanned by the Gamemaster may well have Real Time scale is a variation of Detailed Action Time in that it i s a
guards, outposts or some kind of outlying group that might interact short time scale and is used t o handle short, complicated interactions
with a travelling group of adventurers when they draw near, Such things such as conversations or unusual actions not accounted for in the stand-
may lead the characters into an unplanned adventure, unplanned by ard rules. When Real Time i s invoked, it is the players rather than the
them that is. characters who are consuming the time in the game. That i s t o say, that

20

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however long it takes players t o complete their conversation or what-
ever, is how long it will take the characters t o finish the same conver- MOVEMENT MODIFIERS CHART
sation. Naturally, things will continue t o happen around the characters. On Good Road .......................... 200%
If something that would impinge upon the senses of the characters hap- On Poor Road. .......................... 150%
pens, the Gamemaster should inform the players of this a t the point it On Ruined Road or trail ..................... 125%
happens as i f the characters noticed it while they were performing their Through Ruined City. ....................... 25%
actions. Through Built-up Area ...................... .50%
The Real Time scale is where much of the role playing in a Role Through Open Terrain . . . . . . . . . . . . . . . . . . . . . . 100%
Playing Game comes from, Here players frequently act as their char- Through Rough or Impeding Terrain. . . . . . . . . . . . . . .75%
acters in a literal sense. Some players even develop accents or character- Through Woods, Hills or Desert. . . . . . . . . . . . . . . . . . 50%
istic methods of speech so the other players will know when it i s the Through Forest, Swamp, Jungle or Mountains . . . . . . . . . 25%
character speaking instead of the player. At Night without light . . . . . . . . . . . . . . . . . . . . . . . 25%
At Night with Dim light ...................... 50%
2.1.5 DOWN TIME SCALE At Night with Good light ..................... 75%
Unlike the other time scales, Down Time is not used during an ad- In Light Rain or Fog . . . . . . . . . . . . . . . . . . . . . . . 75%*
venture. It i s used between adventures. The game time consumed can In Heavy Rain or Fog or Light Snow. . . . . . . . . . . . . . 50%'
vary from days t o weeks t o months t o years. This i s the time scale t o be In Dense Fog or Heavy Snow . . . . . . . . . . . . . . . . . .25%*
used when the characters are Studying, Researching, Building, etc. In Great Heat . . . . . . . . . . . . . . . . . . . . . . . . . . . -75%
The Gamemaster, unless specifically requested by the players, On Day After
should always allow the characters t o have some Down Time between Heavy Rain (day 1). .....
75% (day 2). .....
100%
adventures. During Down Time, the usual hazards of the town, ruins, Light Snow (day 1 ) ......
50% (day 2) .......
75%
or wilderness are considerably reduced or, if the Gamemaster is in a Heavy Snow (day 1) ......
25% (day 3) .......
75%
good mood, nonexistant. When a regular campaign is being run, a good
scale t o use is a week of actual time between gaming sessions corres-
(day 2) ......
50% (day 4) ......
100%
ponds to a month of game time. This allows a greater flow of time i n Prolonged Snow: for each additional day of snow add 1 day a t the
the game and players can thus see their successful characters live out a worst penalty.
lifetime in something less than the p l a y e d own lifetimes. For calculation purposes remember that 75% is equal t o .75,100%
As noted above, the flow of time in Down Time Scale is flexible and is equal t o 1.O. etc.
the Gamemaster may wish t o vary the Down Time between adventures
t o be more suitable t o the campaign or the particular series of adven- *Affects air travel.
tures that the characters have embarked upon. When the time in this
scale extends much beyond a month and the players wish t o have their ' 2.1.7a FORCED MARCH (Advanced)
characters engaged in constant Study or Research, the Gamemaster Forced March entails the character pushing himself beyond the pace
should take human nature into account. Characters will get bored or assumed in the travel rules. This can be done in one of two ways: the
exasperated with what they are doing and will not apply themselves Fast March or the Long March. I f either form is attempted on a second
fully. In this fashion, not all t h e time will be available for the characters consecutive day, a Health Ability Saving Throw is required for it t o be
t o increase their Skills or build things. Sometimes, even a character will used. On the third day, a Health Critical Saving Throw i s required. On
need a vacation from the constant hard schedule that a player will out- following days, a Health Critical Saving Throw a t one half the normal
line for him. The Gamemaster might require the character t o make a value is required. If the Saving Throw is not made, no Forced March is
Will Saving Throw, a t various intervals, in order for the character t o re- allowed on that day. Normal travel is allowed. After one day a t normal
main dedicated t o the player's regimen of studies or other procedures. pace, the ability t o Force March is regained. Forced Marches cannot, of
During some adventures the gaming session will end before the par- course, be made with vehicles.
ticular scenario i s completed. In such cases, it i s best t o 'freeze' the The Fast March
action in place. The positions of all characters should be carefully noted This form allows the character t o move a t double the base hourly
along with what they were doing when the action was 'frozen'. At the rate. The doubled base rate is s t i l l subject t o terrain modifiers. The
next game session the action may be resumed where it left off a t the maximum number of hours during which the character may move a t
last session. When this occurs frequently, the Gamemaster may wish t o this rate is equal t o the character's Health Group. Each hour, or frac-
allow a longer than usual period when next he allows Down Time. tion thereof, that the character is moving a t this rate beyond the safe
limit will do 2D10 of Subdual Damage to the character. This damage is
2.1.6 COMBINING TIME SCALES treated like normal subdual damage and may be recovered from in the
There will come times in the course of a campaign when the Game- usual fashion. This damage may lower the base movement rate by re-
master will find that a combination of more than one time scale will ducing his Speed. Once the character has passed out from the strain of
prove a superior way t o handle a situation. A fight that uses missile the Fast March, he may not use Forced March for the rest of the day.
weapons a t ranges over 50 meters is a good example. Characters can The Long March
s t i l l resolve their actions as i f they were in Detailed Action Time for This form allows the character t o continue moving a t his normal
purposes of what they can do and when they can do it. For movement, base rate for more than the normal 10 hours. The maximum number of
if characters are trying t o close the distance between the hostile groups, safe hours that he may do this is equal t o h i s Health Group. Each hour,
the use of Tactical Scale movement i s recommended. The Gamemaster or fraction thereof, beyond the safe limit does 2D10 of subdual damage
may keep track of such actions by noting the positions of all involved as i n Fast March.
parties on his Tactical Scale map and only shift t o the Detailed Action
Time Display when the opponents are about 20 meters apart. 2.2 DETAILED ACTIONS
The scale of play known as Detailed Action Time is used for situa-
2.1.7 TRAVEL AFOOT tions where the specific actions of the characters and the time it takes
Each character will have a movement rate for a day's travel. This them t o resolve such actions are followed in close detail. The most com-
rate assumes ten hours of travel and includes proper rest breaks. A char- mon use of this scale i s for combat.
acter wishing to exceed these rates i s subject t o the Forced March rules. One turn in this scale i s called a Detailed Turn and lasts approx-
The basic rates are subject t o modifiers due t o terrain and weather con- imately 6 seconds. The turn is broken down into four Phases: Dec-
ditions. laration Phase, t w o Action Phases, and Bookkeeping Phase.
A character's basic travelling rate is equal t o 10 plus his effective On t h e Declaration phase, each character decides which Option will
Speed in kilometers. This i s for one day's travel. For the hourly rate, be chosen for the rest of the Detailed Turn. Players indicate the Option
simply divide by 10. chosen by writing it down or placing a sixsided die with the number of
When calculating the modified travel rate, all the percentages in the the Option on the top face. The choice of Option is concealed from the
chart below should be treated as decimals and multiplied consecutively other players until a l l have chosen for their characters. No characters

*
by the basic travel rate.
J.J. Jones i s travelling through hills ( x .5)on a Good Road (x .IO)
on the second day after a Light Snow (x .75).With a Speed of 32,her
may act on this Phase.
On an Action phase each player may select one of the Actions al-
lowed by the Option for his character. All Actions are considered sim-
daily travel rate is 42 kilometers and her hourly rate i s 4.2 kilometers. ultaneous. The Gamemaster must adjudicate the results of conflicting
A day's travel under the conditions above, therefore will be 42 x .5 x Actions by separate characters. To lessen confusion, the Gamemaster
1.0 x .75 or 15.75,rounded t o 16 kilometers that day. This also means may wish t o have the character's Actions resolved in order of highest
her hourly rate will be 1.6 kilometers an hour. Deftness.

allen pay (order #970855) 8


The Bookkeeping Phase is used by the Gamemaster t o resolve the JUMP
actions on inanimate objects and determine the results of continuous The character makes either a jump (vertical) or a leap (horozontal).
processes. Players and Gamemaster alike use this Phase t o update any To calculate the distance covered in meters, the character adds a
statistics on their characters that have altered as a result of something Strength Group Effect Die roll t o his current Strength t o get an effec-
which occurred during the Action Phases. No characters may act on tive Strength (EF). To qualify for a running start, the character must
this Phase. have moved at Run speed on the previous Action Phase. I f the distance
misses the mark b y a meter or less, t h e character i s allowed a Deftness
2.2.1 OPTIONS Attribute Saving Throw t o grab on t o his goal but he will suffer 1D 6 of
The selection of an Option indicates the character's basic mindset subdual damage. The Jump Action may not be executed by an Engaged
for the period of the Detailed Turn. Each Option only allows the char- character.
acter a certain selection o f Actions from which t o choose for the De-
tailed Turn, The character may use any Action allowed by his Option
Vertical: ( E F / 2 ) / 3 0 Horozontal: (EF/2)/5
on the first Action Phase and he may use t h e same one or a different
Running start: EF/45 Running start: EF/5
one on the second Action Phase.
No. Option Actions
1 Movement Full Move, Jump, Alter Position, Disen-
OBSERVE
gage. This Action is not allowed t o an Engaged Character. The character
2 Observe/Command Speak, Observe, Search, Ready Weapon,
may take in the situation that is occurring around him and gather such
Defend, Alter Position, Hip Fire.
information that the Gamemaster decrees is available.
3 Engage in Combat Strike, Defend, Ready Weapon, Disen-
gage, Throw, Hip Fire, Alter Position,
READY WEAPON
Short Move.
This Action covers a variety of things such as reloading a gun,draw-
4 Fire Weapon Shoot, Ready Weapon, Adopt Stance,
ing or sheathing a hand weapon, clearing jams, unslinging rifles, etc. I n
Alter Position, Short Move.
short it covers all functions necessary t o have a missile or hand weapon
5 Perform Function Short Move, Alter Position, Throw,
prepared for combat or t o put away such a weapon. An Engaged char-
Work at Task, Short Function, H i p Fire.
acter must make a Deftness Attribute Saving Throw t o complete this
6 Operatevehicle* Throw, Short Function, Hip Fire, De-
Action.
fend, Speak, Observe, Strike, Drive.
*Operating under danger conditions is treated as being 'engaged'. SEARCH
The character i s allowed t o make a roll t o detect a Hidden Thing
2.22 ACTIONS that can be seen from his front facing. Such Hidden Things might in-
The various types of Actions are explained here. The Gamemaster clude camouflaged opponents, secret panels, boobytrap tripwires, a
should feel free 10 add Actions that will suit his style of gaming. Each desired object in a pile o f other things etc. This Action i s unavailable
should be assigned t o an Option. All Actions allow a character t o t o an Engaged character.
change his facing by up t o 90 degrees.
SHOOT
ADOPT STANCE This Action allows a character t o discharge a ready firearm at his
This allows the character t o gain the benefits of Full Stance for fir- normal Basic Chance o f Success. The exact number of shots is depend-
ing his weapon. See section 2.5.2. A n Engaged character may not select ant on the weapon and, i n some cases, the character's decision. A n En-
this Action. gaged character must make a Deftness Critical Saving Throw t o get the
shot off.
ALTER POSITION
This allows the character t o safely go from an upright t o a prone SHORT FUNCTION
position or any point (kneeling, sitting, etc.) in between. I f engaged, This Action covers those sorts of things that take but a short period
the character must make a Speed Attribute Saving Throw to complete of time t o accomplish such as hurling oneself against a door i n order t o
the Action. break it down, attempting t o light a fire, preparing a device for use,
opening a door or window, catching an object, grabbing an object, tak-
DEFEND ing o f f or putting on gear or clothing, etc. A n Engaged character re-
The character may double his Weapon Defense Ability against at- quires a Deftness Critical Saving Throw t o complete this action. Even
tacks made on him for that Action. when not Engaged, some of the more difficult functions, such as catch-
ing something, require an Attribute Saving Throw.
DISENGAGE
The character must make a Speed Attribute Saving Throw. If it suc- SHORT MOVE
ceeds, he moves outside the Weapon Range of his opponent and will This Action allows a character t o move at his Crawl Speed. The
not be Engaged for the next Action Phase. I f the opponent is resolving character may elect t o perform Hip Fire during the movement. A n En-
an attack on t h e character on this Action Phase, the Basic Chance of gaged character may not select this Action.
Success of the attacker receives a negative modification equal t o the
Disengaging character's Speed Group. SPEAK
When attempted against multiple opponents, a Critical Saving The character is allowed t o communicate with other characters in a
Throw is needed. The character is then situated at least 1 meter away coherent sentence. See section 2.2.5 for details. This Action is not al-
from all opponents. The Gamemaster should use his discretion in the lowed t o Engaged characters.
exact placement.
STRIKE
DRIVE Using this Action the character makes an attack with a non-missile
The character may control a vehicle, altering speed or direction and combat skill. The exact nature of the attack will depend on ready weap-
maneuvering the vehicle. An Engaged character must make a Deftness ons, i f any, and the skill involved. While operating a vehicle the normal
Critical Saving Throw t o accomplish the desired actions. Basic Chance of Success is halved before any Situation Modifiers are ap-
Dlied.
F U L L MOVE
The character i s allowed his choice of movement speeds. H e may THROW
elect t o fire a ready weapon during the move but this is Hip Fire and The character may throw something held in his hands. The arming
subject t o penalties. See section 2.5.2. An Engaged character may not of a grenade as it is thrown i s covered in this Action. See section
choose t h i s Action. 2.2.10d for details. An Engaged character requires a Deftness Critical
Saving Throw t o complete this Action,
HIP FIRE
This allows the character t o discharge a ready firearm. The normal WORK A T TASK
Basic Chance o f Success i s halved before any Situational Modifiers are The character i s allowed t o make a Basic Chance of Success roll in
applied, Movement at the character's Crawl speed is allowed. If En- order t o accumulate Task Points for a job requiring more than an Ac-
gaged, the character must make a Deftness Attribute Saving Throw t o tion Phase t o complete. This Action is not available t o an Engaged char-
get t h e shot off. acter.

22
allen pay (order #970855) 8
2.2.3 USE OF A TACTICAL DISPLAY 2.2.6MOVEMENT
Although the Gamemaster may keep track o f the positions and How far a character moves during an Action Phase is dependant on
movements of all characters on his maps, thought should be given t o a his Speed Group and the rate of movement he has chosen. To gain t h e
tactical display. This will allow players t o see the relative positions o f benefits of a movement rate, the character must at least travel a dis-
their own characters as well as the opposition. Distances and options, tance equal to his maximum distance at the next slower rate. Thus, a
and thus tactics, can b e more readily ascertained. It will also cut down character with a Speed Group of 3 who wishes to gain the benefits o f a
on arguements about who was i n the way of whom and whether or not Run must cover at least 7 meters. The Gamemaster must be judicious
a character could reach a given location in a set time period. when allowing this movement. Running in circles t o remain in the start-
The display should have a scaled representation of the area i n which ing place as a ploy t o increase a character's Combat Dodge Ability
t h e detailed action i s occurring. All characters should b e represented b y should not be allowed. Such characters should find themselves auto-
markers which may be moved on the display. Other significant features matically hit by the attacks they were seeking t o avoid in this fashion.
such as walls, doors, furniture, treacherous footing, etc., should also be Turns greater than the specified degrees allowed by the rate o f
marked or represented by markers. movement require a Speed Attribute Saving Throw to be negotiated
The surface may be a simple sheet Of paper and distances measured without falling down. A number of meters equal t o the movement
by a ruler or it may b e gridded in some fashion t o regulate movement rate's number i s required between turns or a Speed Attribute Saving
and distance measurements. One-half inch on the grid should represent Throw is required t o prevent falling. If t h i s second turn i s greater than
about a meter of the area represented. We have found that a surface o f that allowed, the Saving Throw must be in the Critical range.
acetate which can be marked with grease pencils and then wiped clean (Advanced) for each Detailed Turn in which a character uses the
for the next detailed encounter is ideal. Dodge or the Run rate, he will take 1D3 points of subdual damage as
The markers representing characters can be as simple as a cardboard fatigue.
square which carries the character's name and an arrow t o indicate his
front facing or they may be elaborately painted miniature figurines col- 2.2.6a MOVEMENT RATE CHART
ored t o indicate specific characters. We have found the latter t o lend a Rate: Crawl Walk Dodge Run
great deal t o t h e enjoyment o f the game.

2.2.4 FACING
Each character must be facing in a given direction at a given time.
This has effects in combat anti in his capability to observe his surround- 0 - 1 2 3
ings. The accompanying diagram shows the areas referred t o in the rules 1 1 2
- -
R -
5
as the character's Front, Side, and Rear. 2 1 3 5 10
An active character will exert influence on the areas in his Front and 3 2 5 7 15
Side facings out t o a distance governed b y whatever weapons he has 4 2 7 10 _7 _0
ready. Any character within this area who is not friendly t o the active 5 3 9 13 25
character is considered Engaged. To be active, a character must be con-
scious, able t o perceive his environment and capable (at least in theory)
of making an attack.
2.2.6b MOVEMENT NEAR ENEMIES
Any character who does not cease movement when he would be-
Facings come Engaged by an enemy character is subject t o a 'free attack' by the
enemy character. The moving character may not use his Weapon De-
fense Ability to lower the enemy's Basic Chance o f Success.
The free attack i s made in addition t o any other attacks the enemy
may make i n that Action Phase. The Attack may be made if the enemy
character is using any Option except Movement Option. The Attack
must be made with a ready weapon or a part o f the enemy's body.
Guns may not be fired as a free attack. The Attack is subject to normal
Situational Modifiers.
2.2.6~DELIBERATE KNOCKDOWN
Field of Fire
A character may deliberately attempt t o knockdown another char-
acter. This i s accomplished b y moving into the space occupied by t h e
second character and comparing the Strength Group Effect Die rolls of
both characters. The character with the greater effective Size may add
\ l / the difference in the Sizes t o his Strength Group. The difference in the
modified die roll results i s treated as an Effect Number and the lower
I n Stance: Zones 1 2 2
- - rolling character receives a Stopping Result. See section 2.2.9b. If the
Effect Number is 0 then t h e characters are essentially occupying t h e
Shoot Action: 1 & 2
Same space. Each will be unable t o perform an Action for the rest o f
the Detailed Turn.
Hip Fire: 1, 2 & 3
3
22.6d MOVEMENT OVER TREACHEROUS GROUND
Treacherous Ground is any surface on which a character would have
2.2.5 COMM UNICATl ON less than perfect traction. Such surfaces include ice, mud, broken
To simulate the confusion and independant action common t o peo- ground, heavily waxed floors, slanted or rickety surfaces, etc. A char-
p l e in stress situations, the Gamemaster should rigidly enforce com- acter moving on these surfaces at Dodge or Run movement rates puts
munication limitations. It gives a more realistic result than allowing himself in danger of slipping.
players t e n minutes t o coordinate actions which will be happening in a The chance of slipping is 1 in 20 per meter in the intended move. A
game time frame of six seconds. Such attempts on the players' part die result of less than the distance t o be covered will indicate a slippage
should result in the discussion being taken out of Detailed Scale and and the actual number rolled will indicate how many meters were trav-
being put into Real Time Scale where such discussion can be timed and elled before it occurred.
added t o the game time consumed b y the Player Characters. When a s l i p i s indicated the character must make a Speed Attribute
The Speak Action allows the greatest amount of communication. Saving Throw t o avoid a fall. If the character makes this, his movement
The character should be allowed t o communicate a coherent sentence. will stop one meter beyond where the slip occurred. I n this case,he will
Even so, the Gamemaster should keep the time frame of the Detailed have a Combat Dodge Ability modifier as for j h e Dodge rate if attacks
Turn in mind. Most other Actions will only allow the character t o speak
one or t w o words per Phase due t o his concentration or exertion.
The player whose character i s speaking may state whether the com-
*
are directed at him.
Jones decides t o Run across the oiled floor. With a Speed of 25, his
Group is 4. The floor is 15 meters across so he elects t o make his Run
munication is shouted, whispered, or simply spoken. The Gamemaster 16 meters so that he will make it t o the other side.
should take careful account of t h e prevailing conditions and how they *There i s thus a 16 in 2 0 chance that he will slip. The die roll is 7 in-
will affect the transmission of the intended communication. Such dicating that a slip occurs halfway across. Jones rolls a 2 on his Saving
things as gunfire in a confined space are notorious for putting a damper Throw and does not fall down. He does however move forward another
on polite conversation. meter which leaves him 8 meters from his starting point.

allen pay (order #970855) 8


* The gunman intending t o fire a t Jones will have his Basic Chance of
Success reduced by 3 times Jones's Combat Dodge Ability because of SITUATION MODIFIER TABLE
the slip. This is instead of the normal doubling of the Ability t h a t ac- HAND-TO-HAND COMBAT SITUATION BCS
crues from the Run movement rate. Each Restriction -1
Each Distraction* -1
2.2.7 COMBAT PROCEDURE Target is prone +2
This section provides a basic guide t o the procedure for combat. Attacker i s prone -10
Certain details involving particular weapon systems are presented in the Target is sitting or kneeling +2
section where the weapon is discussed. This has been done t o maintain Attacker i s sitting or kneeling -5
the flow of the explanation of combat in general and t o keep pertinent Attacking t o Side -5
information that i s peculiar t o a given weapon system in one easy-to- Attacking from Side +5
reference place. Players are strongly encouraged t o be familiar with the Attacking t o Rear -1 0
mechanics covering the weapon systems that they choose for their char- Attacking from Rear +I 0
acters as this will make the Gamemaster's job easier. Fledging Game- Attacking from a superior position such as
masters should b e advised not t o have non-player characters using weap- a table or stairs, etc . +1
on systems that you are not ready t o handle. It will slow play tremen- Attacking from an inferior position such as
dously. the reverse of the above -1
Other details of certain forms of combat, as well as combat and I n Dim light* -3
movement i n other environments, are also dealt with i n separate sec- I n Poor light* -5
tions for similar reasons. These include such things as horses and I n Darkness or Partially blind" -9
mounted combat, swimming and in or under water combat, and specific Totally blind" -1 2
sections dealing with optional additions t o Detailed Action Time com- Attacker is over 50% wounded" -4
bat. Grappled by or struggling with opponent -5
The basic procedure for Combat i s straightforward. The attacking 'In Close' with a beast -Ferocity
character's Basic Chance of Success i n the Combat Skill that is being ap-
plied i s modified by Restrictions, Distractions, Situational Modifiers *These also apply when using missile weapons.
and the opponent's Defensive Ability. The player then rolls 1D20. If MISSILE WEAPONS
the number falls i n the modified range the opponent has been hit. I f Situation BCS
not, he has been missed. Once the opponent is hit the player determines Hip Fire use BCSI2
his Damage Potential while the Gamemaster determines the Location of Damaged in that Combat Turn -(damage takenl2)
the hit. The Armor Value of the protection that the opponent is wear- Firing a gun i n each hand -1 t o all shots
ing i s subtracted from the character's Damage Potential and the result i s Surprised use Hip Fire plus -2
the damage applied to the opponent. Shooting a t a newly acquired target(1) .2
A die roll of 1 always hits except i n the case of the 'hopeless' attack. In firing Stance(2) 1
A die roll of 20 always misses. Under most circumstances these die rolls Braced weapon (requires Stance, 2 hands)(2,3) +2
indicate a Critical Hit and a Critical Miss, respectively. Sighted i n (requires Stancel(2) I
2.2.7a CONDUCTING A N ATTACK Shooting t o Side -2
To conduct an attack the player states to the Gamemaster what Shooting t o Rear -4
Combat Skill the character i s using. This i s done when the character in- First Action concentrating on target -2
itiates the attack. This uses the full Basic Chance of Success (BCS) t o Rested weapon (may not 'Brace') +1
give the Base BCS. Firing from cover -5
The Base BCS i s then modified by the Restrictions and Distractions Firer Moving:
present. The above can b e determined by the player. The player and Crawl use Hip Fire
Gamemaster jointly determine if there are any situational Modifiers. Walk use Hip Fire plus -2
This i s done jointly because while some of the modifiers will be perfect- Dodge use Hip Fire plus -4
ly obvious, there may be modifiers, known t o the Gamemaster, of Run use Hip Fire plus -6
which the character is unaware. The Gamemaster will then subtract the Changing Position -1 0
Overall Defense Ability which i s the total of the Combat Dodge Ability Target Moving:
and the Weapon Defense Ability of the defender. This yields the Ad- Standing Still -0
justed BCS which i s the number which the player must roll less than or Crawl or in Combat -(target's CDA x 1 )
equal to on 1D20 in order t o hit the defender. Walk -(target's CDA x 2)
Dodge -(target's CDA x 4)
2.2.713 WEAPON DEFENSE ABILITY WITH COMBAT SKILLS Run -(target's CDA x 3)
A character using a Hand-to-hand Combat Skill has a Weapon De- Changing Position -(target's CDA x 3)
fense Ability (WDA) against opponents using Hand-to-hand Combat
Target under Cover(4)
Skills t o attack him. The value for this Ability i s subtracted from the
Visual Cover, 4 1 t o 10)
opponent's Basic Chance of Success. When a character using a Missile
Combat Skill i s engaged by an opponent using a Hand-to-hand Combat Target Size Size Factor
Skill, he may use an unarmed-combat Combat Skill t o generate a Weap-
on Defense Ability. When doing this the character will suffer a negative 1. I f a 'bead' has been drawn on the general location in which the
modification t o his own Basic Chance of Success when he resolves his target appears, this penalty does not apply.
missile attack. This modification will be equal t o the Weapon Defense 2. It requires 1 Action t o make the preparations t o benefit from
Ability used by the character with the missile weapon. this situation.
The Weapon Defense Ability is calculated from the BCS in the Com- 3. With a Long Gun, the weapon must have a sling or carrying
bat Skill. It can easily be different for each Hand-to-hand Combat Skill strap.
that the character has score in. It is equal t o the BCS14 rounded t o the 4. Gamemaster must determine how much of target is exposed.
nearest whole number. Such cover may or may not offer barrier protection.

2.2.7~ SITUATIONAL MODIFIERS


These Situational Modifiers are given as a guideline for the Game-
master in determining what kind of modifications should be made. It
would be impossible t o l i s t all the potential situations that characters DISTRACTIONS: these are non-physical things which hamper a
can get themselves into i n the course of an adventure. It i s up t o the character's attack. Some are specified in the rules. Others can be adjudi-
Gamemaster, in the end, t o determine what Situational Modifiers ap- cated by the Gamemaster such as concern over another character's safe-
ply and their value. Discretion i s advised. ty, allergic reactions t o the environment, sudden noises or lights, etc.
The most common is concern for a friendly character within weapon
RESTRICTIONS: these represent things that get i n the way of the reach or i n a line of fire. I n this case the character may decide t o ignore
character as he attempts t o conduct an attack. They are physical ob- the Distraction of his friend's position but this can have severe conse-
jects such as walls, tables, chairs, doorways, fences, etc. Essentially any- quences if the character makes a Critical Miss in his attack. Other Dis-
thing from about a meter in height that i s within the weapon reach of tractions may be ignored by a character if he makes a Will Critical Sav-
the character can be counted as a Restriction. ing Throw.

24
allen pay (order #970855) 8
2.2.7d ADJUSTED BCSs 2.2.9 CRITICAL EFFECTS IN COMBAT
The 'Hopeless' Attack- Adjusted BCS Less Than 1
2.2.9a MISSILE SPECIAL EFFECTS
With an Adjusted BCS less than 1, the player must roll a 1 on 1D20
Whenever a character i s struck by a missile weapon there is a chance
t o have a chance t o hit. I f he does roll a 1, he must roll 1D20 again. If
of a Missile Special Effect occurring. The percentage chance o f an oc-
the second die roll is less than or equal t o his Base BCS, he will hit his
currance is equal t o the adjusted bullet Damage Group if the weapon is
target. A 1 on the second die roll will indicate a Critical Hit.
a gun and it is equal t o the Damage Potential if the weapon i s thrown.
Adjusted BCS Equal T o 1 If the number rolled on lDlOO is less then or equal t o the required
In this case, a die roll of 1 on 1D20 requires a second roll o f 1 D20. number, than a Missile Special Effect will occur and the table below
If the second die roll is less than or equal t o the character's Base BCS, a should be consulted.
Critical Hit is scored. Otherwise the hit is only a normal hit. Modifications t o the Adjusted BDG in order t o determine whether
Missile Special Effects occur may arise due t o the ammunition in use.
Adjusted BCS Greater Than 1 Such modifications will be presented with the description o f the am-
This is the standard case. A die roll o f 1 indicates a Critical Hit. A munition.
die roll less than or equal t o the Adjusted BCS indicates a hit on the de-
fender. Any other roll indicates failure t o strike the defender. A die roll MISSILE SPECIAL EFFECTS TABLE
of 20 indicates a Critical Miss. ID100 Result
1-20 No special effect.
2.2.8 DAMAGE IN COMBAT 21 -30 Flesh wound: damage potential is adjusted t o 1 point and
I f t h e target is considered t o have a covering barrier between the at- this only if the Armor Value of the target is exceeded.
tacker and it, the attack must penetrate the barrier before any results 31 -45 Minor wound: 1 point of damage caused. This supercedes
can be applied t o the target. The effects of barriers on a gun's Bullet any normal results. This effect on a Critical H i t results in
Damage Group and the effective Strength Group for other weapons are normal damage.
given in the section on Barriers. These modifications must be made be- 4685 Normal damage and Stopping.
fore the Damage Potential may be determined. 66-75 As 4 6 5 5 plus a Daze effect (see Critical Hit Effect Ex-
Once it has been established that a hit has been made, the player planations).
may determine the character's Damage Potential for that hit. If it is a 7685 As 66-75 plus a Stun effect (see Critical Hit Effect Ex-
Critical Hit, the normal Damage Potential is altered. The exact changes planations).
are dealt with i n the section on Critical Hits. 86-95 As 76-85 plus a roll on the Critical Effect Table.
The calculation o f the Damage Potential will vary by the weapon 9640 As 86-95 but add 3 0 t o the roll on the Critical Effect
system used for the successful attack. Table.
0 Hand-to-hand weapons-Each such weapon i s rated for a Weapon 2.2.913 STOPPING
Damage Multiplier (WDM). Each character has an Effect Die in ac- The outcome of a Stopping Result i s based on a special Effect Num-
cordance with his effective Strength Group. The character's Effect ber. For targets of man size and smaller (Sizes of 0 or less), this i s deter-
Die is rolled and the resulting number i s multiplied by the Weapon mined by dividing t h e Adjusted BDG which was used t o determine if a
Damage Multiplier. The result of this calculation i s the Damage Po- Special Effect would occur by I O . With Impalement by hand-held
tential. Thrown weapons are Special, see section 2.2.10d. weapons, the Damage Potential is divided by 10. This calculation will
0 Guns-Each round fired from a gun is rated for a Bullet Damage yield an Effect Number which is compared below. Stopping Results
Group (BDG). The BDG of each round striking the same Location against targets larger than man-size have a divisor equal t o 5 x Size fac-
on the same Action Phase is totaled. This number is divided by I O . tor. Thus, a Size 3 bear would have the adjusted BDG divided by 15 t o
The resultant number when rounded u p yields the number of DlO's get the Effect Number.
of damage and the number rounded t o the nearest is the addition t o
the number of points of Damage Potential rolled on those D l O ' s . Effect Number Result
less than 1 Target is simply stopped in his tracks.
Damage Potential equals
1to5 Target is knocked back 2D3 meters. I f target
(BDG/lO) in DlO's + (BDG/lO, nearest) in points of damage.
fails a Speed Attribute Saving Throw, h e will be
Thus, a bullet with BDG of 33 would do 4D10 plus 3 t o a character
knocked down.
i t hits. 33/10 equals 3.3. Rounded up, this equals 4. Rounded t o t h e
6 t o 10 As above but the target requires a Critical Sav-
nearest whole number, it i s 3.
ing Throw t o keep his feet.
With a BDG of 35 or more, 4D10 plus 4 would be the bullet's Dam- greater than 10 As 1 t o 5 above but target i s automatically
age roll, as 35/10 is 3.5, which rounds nearest t o 4. knocked down.
It is important t o note that i f the adjusted Damage Potential does
not exceed the Armor Value, there i s no Critical Effect due t o a Critical 2.2.9~ CRITICAL HITS
Hit or a Missile Special Effect. When a Critical Hit has occurred, the Gamemaster will roll on the
Once the Damage Potential is known, the actual damage done can appropriate Critical Hit Enhancement Table t o determine the increase
b e calculated. The Armor Value that the target i s subtracted from the t o the Damage Potential and roll on the Hit Location Table i f the effect
Damage Potential t o yield the damage done t o the characters. i s Location dependant.
Once the damage i s calculated, the Gamemaster will roll on the Crit-
2.2.8a SYSTEM SHOCK (Optional) ical Effect Table i f t h e Damage Potential has exceeded the Armor Value
If the damage done to a character exceeds the Shock Factor (SF) o f of the hit location. The Gamemaster should add the damage t o the
the recipient, he is subject t o a check for System Shock.To avoid Sys- D100 that i s rolled t o determine Critical Effect.
tem Shock, the character must make a Health Ability Saving Throw, If
he fails he will fall unconscious for a number of Combat Turns equal t o CRITICAL H I T ENHANCEMENT TABLES
50 - Health of the character. Hand-Held
The Shock Factor for humans i s set at 10. Player Characters and And
Personality Non-Player Characters may add their Health Group t o their Thrown Weapons Beasts
Shock Factor. The Shock Factor for non-human species may be ap- 1020 Enhancement Enhancement
proximated with one-fifth the Damage Resistance Total plus the Size 1-9 +1 t o WDM no additional damage
Rating. Minimum value i s 5. 10-15 +2 t o WDM does maximum damage
16-19 +3 t o WDM double damage done
2.2.813 TYPES O F DAMAGE 20 +4 t o WDM triple damage
Each type of weapon or damagecausing attack i s rated for the type
of damage caused. I f there i s no specification then the damage done i s Guns Enhancement
assumed t o be Lethal. Pistol + 1D10 t o BDG
0 Lethal(L)-This is the type of damage done by edged and pointed Rifle + 2D10 t o BDG
weapons, Most weapons in this classification may be used t o pro- Autofire all rounds of burst hit plus
duce Crushing type damage when used with the 'flat'. When this i s the effect of 1D3 additional
done the normal Weapon Damage Multiplier is halved. rounds.
0 Subdual (S)-This type of damage is not immediately lethal in et-
fect.
A special type of damage known as Critical Damage may result from
a Critical Hit. This indicates immediate disabling damage. It is not ad-
ded into the current total of damage. See also section 2.3.

25

allen pay (order #970855) 8


CRITICAL EFFECT TABLE CRITICAL MISS EFFECTS TABLES
ID100 Effect ARMED COMBAT
1-30 No special effect. DIOO Result
31 -55 Daze. 1-10 No effect.
56-75 Stun. 11-40 Character is Dazed.
7687 Disable. 41-70 Character is Stunned.
88-95 Trauma. 71 -80 Character falls.
96-00 Lethal. 81 -90 Weapon breaks.
91 -00 Character drops weapon.
DAZE - The character's Basic Chance of Success and Overall Defensive
Ability are at half value for the rest of this Detailed Turn and all o f the UNARMED COMBAT/NATURAL ATTACK
next. DIOO Result
STUN - As above but the character may not initiate any attacks or fire 1-10 No effect.
any weapons for the rest of this Detailed turn and all of the next. Also 114 0 Character is Dazed.
the character's Deftness and Speed are reduced t o half their current 41-70 Character is Stunned.
score during this time. The character will be Dazed, as above, for the 71-80 Mode of attack (hand, foot, jaws, etc.) receives a Disable
Detailed Turn immediately following the end o f the Stun result. result with 1D6 of Critical Damage.
DISABLE -This is a locationdependant numbing effect. I f received on 81-00 Character falls.
a limb the character will lose the use of that limb for the rest o f the
combat. Each hour after the combat a Health Attribute Saving Throw FIREARMS
may be attempted. Success will restore the limb t o use. DIOO Result
If received t o the head or body, the character must make a Health 1-10 No effect.
Saving Throw. Complete failure results i n System Shock, see section 11-40 Dud round. Autoloaders and autoweapons require 1 Ac-
2.2.8a. Success in the Attribute Saving Throw Range results in t h e char- tion t o manually clear the round. Other types clear with
acter being Stunned for the rest of the combat. Success in the Critical the next round, no special action is necessary.
Saving Throw range means that the character will be Dazed for the rest 41 -70 Jammed round. Requires 2 Actions t o clear manually. A
of the combat. Solid armor on the affected part such as a metal helmet weapon with an extractor will clear in 1 Action.
or a bullet proof vest will reduce t h e effect t o the next most grievous 71-85 Cook-off. Appears t o be a dud round. It will go off on the
form. Each hour after the combat, the character may make a Health bookkeeping phase. There is a 50% chance o f it going off
Attribute Saving Throw. Success will reduce the effect t o the next most ifthere is an attempt t o remove it before then. If it goes
grievous form. Thus, a Stunned effect becomes a Daze and relief from a off, treat as if it were a chamber explosion as below.
Daze returns the character t o normal. 86-95 Chamber explosion. Burst effect is BDG of the round/30.
TRAUMA - The Damage done is Critical Damage. The character also Burst effect minus the Durability of the weapon is the
receives one half the Damage done as regular Lethal damage. A Health number of D l O s of Lethal Damage done t o t h e character's
Attribute Saving Throw is required or the character also succumbs t o Location that i s nearest t o the breech of the gun. I f the
System Shock. number of D l O s i s less than 1, reduce the Durability of
The Critical Damage is also the percent chance of a Sever Effect. the gun by 1 and treat as if the main load was a dud. I f
Severs t o the head are Death Blows. All other Severs will cause the char- the number i s greater than or equal t o 1 (the chamber ac-
acter t o bleed t o death in a number of Combat Turns equal t o the char- tually does explode), the gun i s rendered unusable (Dur-
actel's Health Group plus 1D6 unless cauterized by anyone or bandaged ability 0).
with a First Aid Skill BCS roll. Cauterization w i l l automatically put the 96-00 Chamber explosion as above but burst effect is BDG of
character into System Shock. A Heath Attribute Saving Throw i s re- the round/20.
quired for the character t o survive the cauterization.
Sever results due t o things which do not cut are considered t o have
22.10 SPECIAL COMBAT SITUATIONS
broken the bone. If the character fails a Heath Attribute Saving Throw,
the result will be a compound fracture and he will be subject t o bleed- 2.2.10a BASHING
ing t o death, as if a normal Sever result had occurred. When a greater effective mass strikes a smaller, a concussive effect
may occur. I n game terms, a character with a large Size may, when he
LETHAL - To head, or torso: Death
strikes a character with a smaller Size, cause a Stopping Effect. Subtract
To a limb: Automatic Sever
the smaller Size from the larger Size t o get the chance in 10 of this oc-
Player Characters and Personality Non-Player Characters are allowed curring. This difference is, should the effect occur, treated as the Effect
a Health Attribute Saving Throw t o lower the Effect t o the next less Number o f the Stopping Effect,
lethal category. The Gamemaster may elect t o apply this effect when a character
uses a particularly massive weapon in combat. In this case,add 1 t o the
DAREDEVILS CRITICAL H I T LOCATION TABLES user's Size when he successfully strikes with his massive weapon. Ex-
Men Animals amples of such weapons are, tables, large chairs, the rennaissance euro-
ID100 Location pean great sword ( a six-foot, two-handed sword), the medieval japanese
ID100 Location
1-15 Head tetsubo (a studded six-foot club), large iron pipes, etc.
1-10 Head
11-22 Chest 16-35 Chest
2.2.10b GRAPPLING
23-36 Mid body 3646 Right Foreleg
Characters may attempt t o subdue other characters or t o struggle
3748 Lower body 47-56 Left Foreleg
for the possession of an object held by another. See the Unarmed Com-
49-58 Upper right arm 57-76 Ab d omen
bat Skill Brawling in section 1.5.5 for the mechanics covering this cir-
59-68 Upper left arm 7786 Right rear leg
cumstance. A character without this Skill may substitute a Critical Sav-
69-71 Right hand 87-96 Left rear leg
ing Throw for his averaged Deftness and Speed as a BCS i n the Brawling
72-74 Left hand 97-00 Tail
Skill.
75-81 Upper right leg
82-88 Upper left leg 2.2.10~PRE-EMPTION A N D SURPRISE
89-94 Lower right leg I f a character initiates an Action and thereby causes the Game-
9440 Lower left leg master t o declare that Detailed Action Time i s necessary, the Game-
master may decide that the character i n question has 'pre-empted' all
the other characters involved. This means that he is allowed 1 phase of
Action before normal Detailed Action Time is invoked. That is, his Ac-
2.2.9d CRITICAL MISSES tion is resolved before any other characters can react.
When the die roll for any attack is 20, there i s a chance o f a Critical If, through some clever strategem or ploy, a sudden appearance, or
Miss. I f the Adjusted BCS for the attack exceeded 20, t h e character will an unexpected action, one or more characters cause the Gamemaster t o
avoid the critical effect i f he makes a Deftness Attribute Saving Throw. invoke Detailed Action Time, the Gamemaster may declare that 'sur-
I f a character is ignoring the Distraction o f friendly characters, the prise' has been achieved. This allows these characters t o have a full De-
result that normally indicates no Critical Effect means that he has auto- tailed Turn i n which t o act before any other characters may react. A
matically scored a successful hit on one of the friendly characters who surprised character may only use his Weapon Defense Ability i f he
qualified as a Distraction. The character t o be struck should be deter- makes a Speed Attribute Saving Throw and, if a weapon is necessary, he
mined at random. has his weapon ready.

26

allen pay (order #970855) 8


2.2.10d THROWING
To be thrown without penalty, the Strength Rating of the weapon

'f
must be less than the Strength Group of the character. For each point
over this number there i s one penalty shift on the range table. The Basic 01-10
Chance of Success modification, the Strength Group modification and
Of throw
the throw required for Deftness are shifted t o the next most difficult
category for each penalty shift. Distances do not alter. Thus, a char-
acter attempting t o throw a weapon with a Strength Rating of 5 while
he has a Strength Group of 3 will receive a penalty shift of two. I f the
target were 6 meters away (within his normal Long range) he would
51 BO
have the Basic Chance of Success and Strength Group modifications as 27-34
i f it were two range steps further away (Maximum range). 43-50 i542
When throwing heavy, non-aerodynamic objects reduce all ranges
by 50%.
The percentage chance of a missile special effect with a thrown,
nonexplosive weapon, such as a knife or spear, is equal t o the Damage Easy Climbs
Potential. Easy Climbs concern movement on sloped but not vertical surfaces,
A character may utilize his Throwing Skill BCS or his Deftness in overgrown walls or other surfaces rich in handholds, trees with limbs,
making a throw, whichever will give him the best chance of success. etc. Ladders or knotted ropes are also 'easy climbs'. The Climbing die
When a character fails t o hit his target with a tl,row, the object roll i s optional. Without it, the character climbs a t a rate of 2 yards per
thrown i s subject t o landing somewhere else. This is particularly perti- Detailed Turn.
nent when the character is tossing hand grenades. An object which mis- Climbing may be used to enhance the rate,at the risk of falling. The
ses will fall 2D3 meters from the target in a direction randomly deter- rate i s increased by a successful roll t o t h e extent of the Effect Num-
mined by 10100. ber/3, for that Detailed Turn. A Critical Success allows an additional
See illustration. I f the object encounters an obstacle before it has 1D3 yards per Turn.
covered the required distance from the result of a throw of 2D3 (a Crit- A simple miss leaves the rate unchanged. A Critbal Failure will
ical miss will double this distance), it will bounce according t o the laws cause the character t o remain motionless, with one chance in 20 of
checking for a fall as for normal failure in a Steep Climb.
of physics. That is, i t s angle of reflection will be equal t o i t s angle of
incidence. This is a guideline for handling misses. It should not be used
if the resuits yield patent absurdities. The Gamemaster is advised t o fol- 2.2.11b FALLS
low the spirit and intention of the rule rather than being slave t o i t s Whenever a character falls more than 2 meters, he will be subject t o
letter. potentially more serious effects. For each 2 meters or fraction thereof
fallen, the character will receive 1 0 1 0 of subdual damage.The number
of meters fallen i s chance in 20 of a Critical Effect occurring. When rol-
THROWING RANGE MODIFICATIONS
STR DFT ling on the Critical Hit Effects Table, one half the distance fallen in
meters, is added t o the 1D100.
Distance Throwing Grp. throw required
Category in meters BCS mod. mod. i f not using Skill
2.2.11~MOUNTED MOVEMENT AND COMBAT
Point Blank 2 +I +1 2xAST Being mounted will alter some of the ways a character may act and
Effective STR CST +O +O AST interact during Detailed Action Time. As long as a character is in con-
Long STR AST -1 +O CST trol of his mount, he determines when the mount will move.
Extreme STR -2 -1 CST14, down I f the mount is out of control it will act as i f it had no rider except
Maximum 2 x STR -4 -2 1 for the effects of the rider's weight. The mount is then in the control of
- - - penalty shift values a -4 -3 1 followed by CST the Gamemaster.
beyond 'maximum': b -16 -4 1 followed by 1 A rider i s assumed t o be in control until a situation arises t o test his
c will not hit will not hit control. This may arise from such things as gunfire,the sudden appear-
ance of something, injury t o the mount or anything else the Game-
2.2.10e THE THRUST (Advanced) master decrees. I f the rider makes his Horsemanship BCS roll, he will re-
Any weapon classified as capable of a thrust may be used t o deliver tain control for that Detailed Turn. I f he fails the roll, the mount will
one. The player must specify that the character is using a thrust before be treated as uncontrolled a t that point. The rider must spend an
the attack i s resolved. A thrust will add 1 t o the Basic Chance of Suc- Action t o regain control. A successful Horsemanship BCS will return
cess but will lower the effective Strength Group by 1 for purposes of the mount t o a controlled state. The rider must now deal with the ani-
determining the Effect Die. A thrust has a percentage chance of achiev- mal at i t s current speed and direction. The Gamemaster may apply
ing a special effect equal t o the Damage Potential. I f this occurs, it i s modifiers t o the Basic Chances of Success based on his evaluation of
treated as a Missile Special Effect. the situation and the reaction of the mount. A terrified horse may be
more difficult t o deal with than one that is simply being obstinate.
A rider initiating an Strike Action while moving will resolve the at-
2.2.11 OTHER ACTIONS I N DETAILED SCALE tack when he passes his Target.
2.2.11a CLIMBING Whenever a character attempts t o use a Combat Skill while
Situations using a Climbing BCS roll are divided into two classes: mounted, he must average his score in the Combat Skill with his score
steep and easy climbs. Steep climbs require the roll. The roll is optional in Horsemanship Skill. This will allow him t o determine his modified
with Easy climbs. BCS for the Attack. This averaged BCS may not exceed his normal BCS
with the Combat Skill. This modified BCS i s s t i l l subject t o Situational
Steep Climbs Modifiers and the opponent's defense.
Steep Climbs concern movement on sheer, or nearly sheer, surfaces: While mounted a rider's Combat Dodge Ability is altered. He will
high walls, cliffs, etc., providing few hand and foot holds. A successful have the Combat Dodge Ability value of the mount plus one-half of
Climbing die roll allows the character t o safely climb until he has his own normal value rounded down. His Weapon Defense Ability will
moved a total distance equal t o his current Strength Attribute in feet, be based on his averaged score.
at which point a new Climbing roll is required if he i s still trying t o
climb. He may move a t a rate in feet per Detailed Turn equal t o the Ef- 2.2.11d MOVEMENT AND COMBAT I N WATER
fect Number of his Climbing Roll. There are three general situations where water will have effects on
The player may reroll before it is required if seeking t o improve his movement and combat. These occur when the character is ON the
character's rate. If the player exercises this option, the character is water i n some form of boat, when the character i s actually IN the
treated as if the roll were required, facing the normal risks of failure. water, and when the character is UNDER the water.
A Critical Success doubles the distance the character may climb
safely. On the Water
A failure on the die roll may indicate a fall. This i s checked on A character on the water will be on some form of 'platform' which
1D20. Note the Effect Number of the failure. I f the die roll is less than can range from a raft t o a large ocean going ship. Whether the roll of
or equal t o the absolute value of this figure, the character may fall. He the waves has any effect will depend on the roughness of the water and
must make a Deftness Attribute Saving Throw t o avoid this. If the Sav- the size of the 'platform'. As this is highly variable, it i s l e f t t o the
ing Throw also fails, he does fall. A Critical Failure always requires the Gamemaster t o decide i f the situation will call for the following rules t o
Saving Throw t o avoid falling. be applied.

27
allen pay (order #970855) 8
When the 'platform' i s affected b y the water on which it rides, char-
acters must make a Seamanship Skill roll on each Detailed Turn i f the UNDERWATER WEAPON MODIFICATIONS
effect on the 'platform' i s significant. With less significant effects, a Weapon Length Strike BCS mod. Thrust BCS mod.
longer time period may be allowed between rolls. A character may sub-
stitute a Natural Talent roll i f he has no score in Seamanship Skill or his average
Talent score exceeds his Seamanship BCS. Once the roll is successfully long -4
made, the character will suffer no ill effects for that time period. extra long -8
Failure t o make the roll will cause the character's effective Deftness
and Speed scores t o be dropped by 50%. All footing will be considered Other Notes on Water
Treacherous Ground. If the character wishes t o exercise any Skill re- Visibility in the water varies tremendously according t o the clarity
quiring physical exertion, the character's Basic Chance of Success in of the water, motion conditions and the amount of light available.The
that Skill is averaged with his BCS in Seamanship Skill (or his Natural Gamemaster should decide on what the visibility will be when the char-
Talent score, if it is higher) t o get a base BCS. The averaged BCS is not acters enter the water. It will rarely be above thirty meters and will fre-
allowed t o exceed the character's base BCS in the Skill he is attempting quently be less than 4. A character without a face mask or goggles
t o utilize. would have about one half the vision range of a character who i s equip-
In the Water ped with such devices.
Movement in water will be affected by the relative depth of the Sound travels extremely well in water a t a speed of 15 kilometers
water. A check of the table below will give the depth groupings for per second. Gamemaster should take this into account when handling
water and the effects on movement. adventures under water.
For game purposes, objects with a negative bouyancy will sink a t a
MOVEMENT I N WATER TABLE rate of 3 meters per Detailed Turn. A character with neutral bouyancy
Depth Max. Rate Allowed Fatigue (properly weighted for under water work) can move freely in either the
t o ankles Run Normal vertical or horizontal plane. A character with positive buoyance (unen-
t o knees Dodge Normal cumbered) moves horizontally a t normal rates and will rise 2 meters per
t o waist Walk + 1 point subdual Detailed Turn.
t o chest Crawl 1D3 points subdual Against missile weapons, water will act as a barrier. Each meter of
or character may swim water will add one range step t o a muscle powered missile weapon. The
over head Character must swim air-water interface and the first meter of water will reduce a bullet's
BDG by 10. Each successive meter of water will reduce the BDG fur-
Skilled Swimming i s done a t normal rates but all distances covered ther by 5.
are halved. A Swimming BCS reduces any subdual penalty for an Ac- Gamemasters are cautioned t o remember that Self-contained Under-
tion by 1. A character swimming without Skill has distances divided by water Breathing Apparatus is only under development during the
3 and adds 1 subdual point for each Action swimming a t a rate faster thirties. 'Hard-Hat' or 'Deep-sea' diving is the rule.
than Crawl.
Going Under 2.3 DAMAGE, HEALTH AND HEALING
At intervals dependant on water conditions (Calm: % hour; Stormy: As noted in the section on Detailed Action Time, a character can
each Detailed Turn), the Gamemaster will require a check t o see i f the be dealt damage points of lethal, subdual or critical nature.The number
character has 'gone under'. This occurs i f the character fails a Swim- of points taken of the first two kinds is compared t o the character's
ming Skill BCS roll or a Natural Talent roll, whichever i s higher. I n ad- Damage Resistance Total t o gauge how injured the character i s in rel-
dition, any character completely 'subdued', either by damage or fa- ation t o his normal healthy state. When the total of this representation
tigue, will 'go under'. of injury exceeds certain levels the character will register this by a de-
Whenever a character has 'gone under', he must make a Health At- crease in efficiency.
tribute Saving Throw or take 2D6 points of subdual damage from swal- Lethal damage represents serious injuries which take time for the
lowing water. A character who exceeds his Damage Resistance Total in body t o heal. Subdual damage represents less serious injuries that have
this fashion will become unconscious. Once unconscious, the character immediate effects but are compensated for by the body in relatively
will receive 2D6 additional points of damage each Detailed Turn. When short order. Critical damage represents very serious damage that pre-
this additional damage exceeds the value of the character's Damage Re- vents the character from utilizing the part of the body that receives
sistance Total, the character has drowned. such damage. Each type of damage heals differently in the game.
When a character takes damage i n the game, the Gamemaster will
Under the Water
specify how much damage i s taken and what type of damage it is. The
Movement under the water is the same as for movement in the
player should enter the amount in the corresponding section of the
water. A character may hold his breath for a number of Detailed Turns
Character Record Sheet. I f the character has already taken some dam-
equal to:
age, the new damage should be added t o the amount already taken.
6 x Health Group + Effect Die for Will Group.
When the total amount of lethal and subdual damage taken by a
The die roll for the Will Group should be made by the Gamemaster
character exceeds one half of his Damage Resistance Total, he is con-
and not revealed t o the player. A character who is active while holding
sidered Seriously Wounded. His Deftness and Speed will be reduced by
his breath will use up his stored oxygen a t the rate of 2 Detailed Turns
for each Turn that he is active. When his air is gone, he has 'gone under' 50% and all BCS will have a modification of -4.
When the total of damage taken exceeds the character's Damage
*Jan is moving through a submerged tunnel system. She has a Health
Resistance Total, he i s out of the fight, unconscious. Any further sub-
Group of 3 and a Will Group of 2. This means she can hold her breath
dual damage taken i s treated as lethal damage.
for a minimum of 19 Detailed Turns while inactive and a minimum of 9
When the lethal damage exceeds the Damage Resistance Total plus
while active. Secretly the Gamemaster rolls 1D3 for her when she sub-
the character's Health Group, he is dead.
merges. The result is 2. He now knows her maximum time i s 20 De-

*
tailed Turns.
Jan swims through a tunnel for 8 Detailed Turns. This puts her a t
the end of the tunnel. A check for discovery of Hidden Things expends
Critical damage t o a location will prevent a character from using
that part of his body. Critical damage t o the head, or body will render
the character comatose. When the critical damage i s healed the char-
acter will regain the use of that body part, or become conscious as ap-
1 Turn a t inactive rate. The roll i s successful and reveals a guard pacing
propriate.
the shore. Jan has now been holding her breath for an effective time of
17 Detailed Turns. The player decides that Jan will stay under hoping
that the guard will leave before she runs out of breath. By doing this
2.3.1 HEALING DAMAGE
Subdual damage heals fairly quickly. A character may subtract a
she risks unconsciousness and possible drowning. Two more Detailed
number of points equal t o his Healing Rate from the total of subdual
Turns pass before the guard leaves. On the next Turn Jan surfaces, lungs
damage points taken for each ten minutes of game time spent in com-
aching and panting for breath.
plete rest. If the character is active the recovery period will be 1 hour
Weapons Under Water (Advanced) instead of 10 minutes. I f t h e character was beyond his Damage Resist-
Under water a character's effective Strength Group when using a ance Total when he started healing, he will become conscious when the
weapon will be reduced by 2. Hand held weapons will have modifi- current damage total is less than his Damage Resistance Total.
cations t o the Basic Chance of Success dependent on the attack form The period of healing for lethal damage is one day. For convenience
and the size of the weapon. These are listed in the table below. The in playing the game, a l l healing of lethal and critical damage is done a t
modifications for thrust attacks replace the normal thrust BCS mod- dawn. A character will subtract the points healed from the total of
ifications. lethal or critical damage taken. The base number of points that a char-

28
allen pay (order #970855) 8
acter will heal i n a day is equal t o his Health Group.This is, in this case, unconscious due t o being i n a comatose state, the reason for the coma
is referred t o as his healing rate. This number may be increased or de- must be eliminated first. I f coma was caused by critical damage t o the
creased according t o the character's activities, the care the character re- head, neck or body, the critical damage must first be healed. If the
ceives and the surroundings i n which the character finds himself. zoma is due t o the character's Damage Resistance Total being exceeded
The period and modifications for healing critical damage are the the charactefs current damage total must be lowered t o within his
same as for lethal damage. However, if a character is suffering from crit- Damage Resistance Total.
ical and lethal damage, his healing rate will be adjusted by all the appro-
priate factors. The adjusted healing rate will be split in half. One half
will be subtracted from the total of lethal damage and one half will b e 2.3.5 LACK OF RATIONS (Optional)
A character can go on half rations for a number o f days equal t o
subtracted from the total of critical damage. Odd points are lost.
twice his Health Group before it really starts t o slow him down. He can
Broken bones and severed stumps will take time t o heal. This time i s
independent of any other healing that takes place. A character trying t o !go without food for a period equal t o the Health Group on the same
terms, After that, he will start t o starve.
be active during this healing time will be greatly hampered. The exact
Starvation has a base 'Virulence' of 1 on the first day after the safe
problems he will suffer is l e f t t o the Gamemaster. The time required t o
period i s over if on half rations. It has twice that i f fasting completel\i.
heal such an injury is 100 days minus 1 day for each point of Health
Each subsequent day of half-starving will add 1 t o the 'Virulence
score the character has a t the start o f the healing process. An Advanced
Group'. I f the character is not eating at all, each day doubles t h e
Medical Skill BCS roll is required t o set broken bones correctly. Healing
Group. Starvation advances each day by totalling the points for the Ef-
time will be dated from the day the bones are set. I f they must be reset, fect Die roll corresponding t o the current 'Virulence Group'. When the
the healing time will start a l l over from the beginning. Stumps resulting advance exceeds the Health AST, treat the character as 'Seriously
from a Sever result must have an Advanced Medical Skill BCS roll ap- Wounded'. When the Health i s exceeded, the character passes out. He
plied t o them if they are t o later accept prosthetic devices.
will die in a number of hours equal t o his Health Group Effect Die roll.
Getting a day's rations into the victim will arrest the process a t any
MODIFICATIONS T O HEALING RATE
time. For each day of proper eating the character will reduce the ac-
Patient is in the field, complete rest 0 cumulated starvation points by his Health Group. Once it is restored t o
Patient is in the field, active up t o one half day -1
a point past his Health AST, the episode i s over, the rest of the starva-
Patient is in the field, active for full day -2 tion points simply goes away, and i f necessary the character could go
Patient engages in active combat that day -1
on short rations again.
Patient is in restful surroundings +1
Going off full rations before reaching this point starts the advance
Patient receives good physical care (food, rest, etc.) +1
from t h e point reached in the healing process, at whatever initial 'Vir-
Patient receives medical care
ulence' i s appropriate for the new level of intake (i.e., half rations or no
(character attending makes BCS roll) +1
food).
Patient receives good medical care (hospital +2

* Martin Traveller has a Damage Resistance Total of 24 and a healing


rate of 3. He has been injured i n a fight. He has taken 12 points of le-
During the 'Incubation' period before Starvation starts i t s advance,
should the character go from half rations t o no food, his safe period be-
comes his Health Group. Should he do the reverse, his safe period
would become twice his Health Group. If he suffers the reduction in
thal damage, 4 points of subdual damage and 4 points of critical dam-
period after h e has been on short rations for more days than his Health
age to his left arm. He decides t o rest after the fight. After 20 minutes
Group, he starts t o starve a t once. If, during this time, he eats half-
the subdual damage will be 'healed'. Looking around he decides that
rations, then that day's 'Virulence Group' i s increased by 1 over the
the climate would be healthier elsewhere. He heads for the nearest
previous day's. I f he fasts the next day, then the Group doubles, based
town. He travels for a full day and is jumped by a brigand a t sunset. He
on the adjusted Group.
kills the felon and miracuously escapes further injury. Having traveled
at full movement he gets -2 t o his Healing Rate. The -1 for having en- Thirst

*
gaged i n combat reduces his Rate t o 0. He will not heal that day.
Traveller decides t o spend a day resting t o get some strength back.
He avoids all encounters that day. He therefore gets his full healing rate.
Anyone with a background that includes getting lost in the wild will
tell you-thirst kills you faster than hunger.
The minimum daily ration of water is 1 liter (1 quart) per day.This
He divides this between the lethal and critical damage with the extra i s increased t o 6 liters in the desert. I f fresh food is plentifully avail-
point being lost. He now has 11 points of lethal and 3 points o f critical able, we can assume that about half of that will be obtained from the

*
damage.
After a half days travel, Martin finds himself a t a small farmhouse.
He persuades the family t o l e t him stay the night. Later that afternoon,
water content of fruits and vegetables, or animals' juices. The Safe Peri-
od for Thirst is equal t o the Health Group on less than full rations. It is
only 1 day i f no water i s available. Thirst kills just as Starvation does,
a wandering physician arrives. The doctor makes his Advanced Medical but all values for i t s advance are doubled.
Skill BCs roll so Martin adds +I t o his Healing Rate. The half day's However, i f a character dying of Thirst can get a liter of water into
travel costs him 1 but the restful surroundings of the cottage cancel him,all effects of the Thirst are wiped out immediately.
that with +l. The net gain o f 1 allows him to reduce the total of lethal When characters state they are looking for water, the Gamemaster
damage t o 9 and the critical damage t o 1. may require that they spend an hour doing so. This requires no BCS or
Saving Throw, but will allow them to find any local source of freely
2.32 IMMEDIATE FIRST AID available water (or other liquid that will do the job). I f this fails, there
Immediately after a combat, characters may receive first aid. Each may yet be water available, but this requires a Survival BCS t o find.
of the measures listed below will allow a character t o immediately sub- The chances for locating water are given on the accompanying table.
tract one point of lethal damage from the current total. If not applied Roll 1010.
i n the space of time immediately after the combat, no effect will be Free Water NO
gained. These measures include: Terrain Type Water Findable Water
Open Rural 1-6 7-0 -
@Character makes BCS roll with First Aid Skill.
Forest, Woods, Hills 1-7 8-0 -
0 Patient is bandaged (requires bandage materials).
0 Patient i s given 1 unit of medical supplies (noncumulative). Desert 1 2-6 7-0
Swamp 1-9 10 -
2.3.3 RESTORATION OF LOST ATTRIBUTE POINTS Free Water: Defined as a noticeable supply of apparently drinkable
If the character has lost Attribute points due t o some form of a t - water.
tack, he may regain them at a rate equal t o one half his healing rate, Water Findable by Survival Skill: May require digging for a spring,
rounded down, per week. His healing rate for this purpose is subject t o locating an old cistern, finding a case of sealed water bottles,etc.
similar modifications t o those received when healing lethal or critical No Water: There is no water t o find within a 5 k m radius.
damage. I n this case, though, the period i s a week instead of a day for Obviously, i f the characters are next to a river or stream on the
each modification and the appropriate medical care i s Therapy Skill, Game Map, they do not need t o worry about finding water. The Game-
not Advanced Medical Skill. All modifications are made t o the char- master can apply his judgement in the matter. I f it has been raining for
acter's healing rate before it is halved. By this method a character may two days, there will b e plentiful water available. Assume that an un-
not regain Attribute points lost due t o aging. limited supply of water exists when it can be found at all.

2.3,4 RESTORATION OF CONSCIOUSNESS 2.3.6 DISEASES


If a character is unconscious due t o System Shock or a Critical Ef- Each strain of a disease will be rated for i t s Virulence Group.This is
fect result, he may be restored t o consciousness by another character a measure of how strong the disease is as well as how dangerous it is. At
who makes his BCS roll for Advanced Medical Skill. I f the character i s the end of each Cycle, the Gamemaster will roll the Effect Die for the

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Virulence Group of the disease. This will be the progress made b y the Pain- The disease's Virulence acts as a negative modifier to all BCS
disease for that cycle. rolls attempted by the character. One half the Virulence is subtracted
Incubation Period i s the time between exposure to the source of the from the number needed for any Saving Throws.
disease and the first appearance of symptoms. At the end of the Incu- Paralysis- The specified extremity will take critical damage equal
bation Period the disease will also make its first attack. to the Virulence of the disease.
If a target Attribute is specified, it will be decreased b y the Effect Rhuematoid Condition- If it affects the legs, the character's Move-
Die roll for the duration of the disease. The Attribute will return t o ment will be halved and any subdual due t o fatigue is doubled. If it af-
normal at the end of the disease. fects arms, torso or head, all attacks that the character makes to his
If a disease has more than one main target, each will be rolled for in- Side are treated as attacks to his Rear and t o the Front are treated as t o
dependently. The Crisis stage will occur when the first Attribute the Side. If it affects the hands, the character's Deftness Group will be
reaches zero or below. reduced by the Virulence/2 f o r determining the effects of all operations
The Vector of a disease is a description of the method by which the requiring manual dexterity such as lockpicking, crafts, etc.
character can catch the disease. If the character has protection f r o m the Weakness- The disease's Virulence is subtracted from his effective
Vector, he can not contract the disease. The Vectors and their descrip- Strength, Deftness and Speed. He receives a -1 t o all physical BCS
tions follow: rolls.
Aerosol- The infection i s airborne. Any character within a number
of meters equal t o the Virulence Group who breathes the air is subject DEALING WITH DISEASE
t o Infection. When a character i s first exposed t o a disease, a Health Attribute
Subcutaneous- The infection must be gotten under the character's Saving Throw must be made. If the throw i s successful, the character
skin by such means as an animal bite, wound, injection, etc. has avoided contracting the disease. If the character should leave the
Gastric- The source of infection must be taken internally through area and return on another day he would be subject t o possible infec-
such things as contaminated food o r drink. tion again.
Dermal- Simple skin contact is required. A garment that protects A t the end of the Incubation Period the first effects of the disease
a character f r o m the initial source of infection may later cause the will appear. These effects will remain in force until the character makes
character to be subject to infection if it carries contamination f r o m the a Health Saving Throw against the disease o r the disease runs its course.
original contact. The character is allowed t o make a Health Saving Throw at the end
of the Cycle time before the Ability Saving Throw disease's advance is
DISEASE SYMPTOMS determined. If the Attribute Saving Throw is made, the Virulence of
This section presents some typical disease symptoms and the effects the disease i s reduced b y one. Once the disease i s thrown off, the char-
on the character with the disease. Not all diseases will have symptoms acter may go about the business of recovering from the disease.
as severe as these. Many diseases will have these types of symptoms but When a victim i s making his Saving Throw he will receive modifi-
their effects w i l l not be great enough to warrant an effect on the char- cations to the number needed for a successful Saving Throw as follows:
acter. O i f a character makes a Pathology Skill BCS roll, a plus 1 is received.
Attribute Dysfunction- The specified Attribute has i t s effective 0 if a unit of sulfa drug is administered, a plus 1 is received.
Group lowered by the Group Effect Die roll for the Virulence of the 0 if the character is Seriously Wounded a minus 2 i s received.
disease.
Dizziness- Treat all of the character's movement as if he were on CRISIS POINT OF T H E DISEASE
Treacherous Ground. If the terrain is truly Treacherous Ground, double When disease has reduced i t s main target to zero or below, the pa-
his penalties. Subtract the Virulence of the disease from the number tient has reached the Crisis point of the disease. The character is al-
needed to make any Saving Throws involving the character's sense of lowed a last Saving Throw t o eliminate the disease. This will be a
balance such as those required for keeping one's feet, catching things, Health Critical Saving Throw. No modifications are allowed. If the char-
dodging, etc. acter fails this throw, he has died of the disease. If the throw i s success-
Dystopia- The effective Light level for the character i s reduced by ful, the character may begin the process of recovery.
one step. Thus, Good light becomes Dim, Dim becomes Poor, etc.
Fainting- A character who fails any Physical Attribute Saving RECOVERY FROM DISEASE
Throw is subject to a check for Fainting. He must make a Health A t - When a character throws off a disease o r survives a disease because
tribute Saving Throw t o avoid Fainting. The number needed for the it has run i t s course, he will receive 1 D 1 0 of subdual damage for each
Saving Throw i s reduced by the Virulence Group of the disease. A char- Virulence Group o f the disease. This i s curable i n the normal fashion.
acter who faints is treated as if he went into System Shock. The character i s also able to begin the process of healing any Attribute
Nausea- Exertion as described in fainting o r a successful attack on points lost due t o the disease.
the mid or lower body will require a Health AST to avoid a fit. The If the disease was specified t o have had side effects, the character
character experiencing a fit of vomitting will be unable to perform will of course be suffering from them. Whether such side effects can be
any Action for a full Detailed Turn. He will remain incapacitated until healed will depend on their nature. The process for healing reversable
he makes a Health Attribute Saving Throw. Attempts t o throw off the side effects will be detailed in the description of that disease that causes
fit may be made on the bookkeeping phase of the Detailed Turn. them.

SAMPLE DISEASES
Virulence Incubation Target Symptoms
Disease Vector Group Period Cycle Time Attributes with game effects
Anthrax Dermal or 3 1D 3 days 2 days Health None but lesions appear
Aerosol and head and facial hair
may be permanently lost.
Cholera Gastric Special 1D3 days l day None Victim is treated as if die-
ing of thirst but water will
not help, he must over-
come the disease t o be able
t o begin recovery. Unpure,
unboiled water i s the usual
source of infection.
Hepatitis Gastric o r 3 1D3days 1 day Strength Weakness
Aerosol
Malaria* Subcutaneous 2 1D 3 days 1D 3 days between Health Nausea; Weakness during
(mosquitoes) attacks (each attack attacks (2D3 hours dur-
1 hr)'* ation at start o f cycle)
Pneumonia Aerosol 3 1D3 hours 3 hours Health Pain; Weakness
Rabies* Subcutaneous 5 1D 3 + 5 days 1 day Deftness Nausea; Pain: Rheumatoid
condition of arms and legs.
*specific antidote
**each attack i s essentially as a separate disease. Health returns t o normal at the end of an attack unless Crisis point
i s reached.

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SAMPLE POISONS Incubation
Poison Vector Strength Period Cycle Time Type Side Effect
Alcohol Gastric 103" 1 D10+5 minutes 15 minutes Depressant A t Crisis Stage, Health AST or
(accumulates) pass out.
Black Widow Subcutaneous 1 30 minutes 2 hours Lethal Rheumatoid condition of legs
Carbon Monoxide Aerosol 2 varies by 5 minutes Special Stages as Narcotic but includes
concentration a disorientation in the first stage
such that the victim's judgement
is impaired. After unconsciousness,
victim dies in 2D20 minutes.
Curare* Subcutaneous 6 1D6 minutes 1 minute Lethal Paralysis of the whole body.
Rattlesnake Subcutaneous 1 D3 2D3 hours 1 hour Lethal
Strychnine Gastric 3 1D10+5 minutes 5 minutes Lethal Convulsions (functions as Faint-
ing but instead o f unconscious-
ness victim is rendered helpless
with pain).
Arsenic Gastric 3 1 D3 hours 3 hours Lethal Nausea; Weakness.
Cyanide' Gastric 5 2D10 seconds 6 seconds Lethal
Cobra Subcutaneous 103+1 1 D6 minutes 15 minutes Lethal Paralysis o f bite site in second
*a specific antidote is known. stage.
**additional doses will increase the strength o f the 'poison.'

2.3.7 POISONS TREATMENT O F POISONING


Poisons function much like diseases since they have characteristics I f a character i s poisoned, treatment may be applied t o counteract
such as Vector, Incubation Period, Virulence Group, and Cycle Time. or remove the poison by application of a First A i d Skill BCS roll.
The effects that a poison has will depend on i t s type and whether it has Once the Gamemaster has made the first Effect Die roll for the poison,
any side effects. The three general types o f poisons are lethal, narcotic the only treatment allowed i s for the symptoms by the use of drugs or
and depressant. some other method that will negate the effects of the poison at that
Once the poison has been introduced t o the character's system, level. The poison will continue t o work i t s insidious way i n the char-
there will be a period of time until it first shows i t s effects. During this acter's system. Only b y making Saving Throws can the character r i d
time attempts may be made t o remove the poison from the character's his system of poison unless a specific antidote is available.
system. Unless otherwise specified, this requires a First A i d BCS roll.
A t the end of the Incubation Period, the character must make a
Health Attribute Saving Throw, assuming t h e poison has not been coun-
teracted. I f the Saving Throw is made, the poison will have no effect. I f
it i s failed, the poison will begin t o take effect. The main Target of all 2.4 THE ENVIRONMENT
poisons i s the character's Health, The strength o f the poison works as There are various factors present in t h e adventure environment that
the Virulence Group of a disease. It is used as a Group rating t o deter- have t o be quantified t o deal with i n terms of the game. These include
mine an Effect Die. The proper die i s rolled by the Gamemaster and the barriers t o the passage of a character or his projectiles, tools and their
result is noted. effects, and the dangers of such things as acid and fire. Each of these
When the cumulative total of the Effect Die rolls exceeds the char- will be dealt with in this section. Any non-living thing that acts (such
acter's Critical Saving Throw range, first stage effects occur. When the things as elevator doors, strobe lights, falling bricks, etc.) functions on
cumulative total exceeds the Attribute Saving Throw range, second the bookkeeping phase of a Detailed Turn.
stage effects occur. When t h e cumulative total exceeds the character's
Health score the Crisis stage occurs. 2.4.1 PERCEPTION
A t the end of the Cycle Time for the poison, the character i s al- When there i s a Hidden Thing t o discover, t h e Gamemaster secretly
lowed t o make a Health Attribute Saving Throw. I f the die roll is made rolls 1 D20 and asks the players whose characters are i n a position t o
t h e strength of the poison will be reduced by one Group. This process discover the Hidden Thing for their Wit Critical Saving Throw scores.
will continue until the character has reduced the effective strength o f The Gamemaster may modify the score needed by a number related t o
the poison t o zero or the poison has had its Crisis stage effects. the difficulty of discovering the Hidden Thing. Any character whose
Additional doses o f a poison will act to restore the strength of t h e modified score equals or exceeds the Gamemaster's d i e roll will have
poison t o i t s strongest level. They will not increase it beyond t h e max- spotted t h e Hidden Thing. The Gamemaster can then inform those
imum for i t s current form and strength. Additional doses do not, how- players o f what they have found and they may or may not have their
ever, have t o go through the Incubation Period. Additional doses of an characters reveal this knowledge t o other characters who are present.
animal's poison will raise it t o the maximum level for that type of pois- The die roll is made secretly so that the players will remain uncer-
on with any additional points forming a 'Reserve o f Strength' for the tain: is there nothing there, or is there something they failed t o dis-
poison. Thus, t w o injections of a level 2 rattlesnake poison will give an cover? The Gamemaster should go through this procedure as a decep-
effective level o f 3 when the level o f poison is reduced the first time it tion, at least as often as he uses it for actual Perception rolls.
will be immediately restored t o 3 from i t s 'reserve of 1 point'. If the secret die roll i s a 20, the Gamemaster should inform some or
all of the players of t h e discovery of a false 'Hidden Thing'. The Game-
EFFECTS OF POISON master is urged t o be creative, and have fun, when his players discover
Lethal things that are not there.
First Stage - Pain. 'Hidden Things' need not merely be physical objects such as secret
Second Stage - Attribute Dysfunction (Deftness + Speed unless panels, a tilted picture, a camouflaged vehicle, a concealed weapon, etc.
They can also include more nebulous things such as a nervousness in a
otherwise specified)
Crisis Stage - The character is allowed one last Health Critical Sav- Non-player Character, an incorreCt accent, a disguised or restrained em-
ing Throw. Failure indicates death. Success leaves the character coma- otion. etc. Any subtle or not immediately obvious 'thing' may be
tose. classed as a 'Hidden Thing'.

Narcotic 2.4.2 ACID


First Stage - Dizziness These rules deal with t h e effects of a strong acid, or for that matter
Second Stage - Wit, Deftness and Speed Dysfunction. a strong base, on a character and/or his clothing and armor. Acids are
Crisis Stage - The character i s rendered unconscious. This state will rated for their strength and have a Delay Period.
normally last for a number of hours equal t o the strength of the poison. When a character gets acid on his person, it will have no effect until
Depressant the end of the Delay Period. Once that period is over, the Gamemaster
First and Second Stage - as with Narcotic. will roll the Effect Die for t h e Group corresponding t o the acid's cur-
Crisis Stage - Character retains reduced values of the affected At- rent strength. The die result will indicate a reduction in the Armor Val-
tributes. All BCS rolls are at half value. This condition will last for a ue of the material covering the target. Once the Armor Value is reduced
period of hours equal t o the strength of the poison. t o zero, the character will take any further points as lethal damage. The

31
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armor or clothing is permanently destroyed. The acid will continue t o
attack i n this fashion on the bookkeeping phase o f each Detailed Turn, BARRIER FACTOR OF MATERIALS
After each attack, the strength of the acid is reduced b y 1. When the Material Barrier Factor per inch
acid has a strength of zero t h e attacks will stop. Glass 5
A t any time, the application of a base will reduce the strength o f the Glass, safety 20
acid by i t s own strength rating. Glass, shatter resistant 25
If a character i s struck in the head by acid, due t o a Critical Hit Heavy Leather 20
some special effects may occur, I f the character has n o protection from Light Leather 15
the fumes, he will also be subject t o an attack of the acid as a lethal Metal, veneer 20
poison. This poison will take effect immediately with a strength equal Metal, light 30
t o the strength of t h e acid and a Cycle Time of one Detailed Turn. A Metal, heavy 40
character will b e partially blinded during the period that t h e poison is Metal, hardened or structural "60
active i n his system. See the section on poisons. Sand 8
The character will also b e subject t o a roll on the Acid Special Ef- Soil variable 8 t o 20
fects Table. Any damage done will be added t o the result of the roll o f Stone '30
1DlOO and the result checked on the Table. Wicker 10
Wood, veneer 5
SPLASHING RESULTS (Advanced) Wood, solid 10
When a flask o f acid, flaming oil or some other such nasty thing, Wood, plywood 20
impacts on the ground it will affect the target meter and 0-2 addi-
tional meters. The first additional meter will be in the line of the throw.
There i s a 50% chance that the second will also be i n the line o f the 2.4.4 CLOTHING AND ARMOR
throw. Otherwise it will be adjacent t o the first meter o f splash.Things For purposes of the game, clothing and armor can reduce the
will spread further on the next Detailed Turn unless eliminated by amount o f damage assessed against a character. The clothes or armor is
dousing or counteracting. The second turn spread will be evenly dis- assigned an Armor Class. This i s a number which i s subtracted from the
tributed around the original spill and have a rating for strength equal Damage Potential o f any attacks which are successful against the char-
t o the nasty's current strength minus 1. I f this reduces the strength t o acter. Thus, a character in Armor Class 3 who faces an attack which has
zero, there is no spreading effect, a Damage Potential of 10 will only take 10 - 3 or 7 points of damage.
Most DAREDEVILS adventurers will have only normal clothing
ACID SPECIAL EFFECTS TABLE available. The basic categories are shown below along w i t h some des-
D1W Special Effect criptions of archaic armor forms t o give a general idea of scale.
01-30 No serious effect. Some types of armor are described as 'bullet-proof'. Such things are
31-60 Extensive scarring. Decrease the character's Looks cate- usually not but they do offer additional protection against damage
gory b y the strength of the acid when it began i t s attack. from bullets. Such armor is assigned a Barrier Value as well as an Ar-
61-70 Character's sense of smell is impaired. mor Class. The Barrier Value will reduce the Bullet Damage Group of
71430 Character's sense of taste is impaired. Character will also rounds that strike the character before the Damage Potential i s deter-
have a speech problem. mined. The Armor Value o f the material will then function t o further
81-90 Character is blinded in one eye. reduce the amount of damage taken b y the character.
91-95 Character is blinded in both eyes. ARMOR CLASS 0: The character is naked o r nearly so.
9 6 4 0 Roll twice for effects ignoring die rolls over 95. ARMOR CLASS 1 : The character is wearing normal street clothes
or light weight tropical clothing.
It is left t o t h e Gamemaster t o adjudicate the result in subsequent ARMOR CLASS 2: The character i s wearing durable clothing of
adventures of t h e character's impairment in smell, taste, hearing or heavy fabric.
speech. Other effects are self explanatory. I n all cases, the character will ARMOR CLASS 3: The character is wearing leather garments or
be left with sufficient scars t o be considered a distinguishing mark. padded winter clothing.
ARMOR CLASS 6: The character i s wearing head-to-toe metal ring
2.4.3 BARRIERS mail armor or fabric-and-metal armor.
Various materials are rated for a Barrier Factor. This number repre- ARMOR CLASS 9: The character is wearing head-to-toe steel plate
sents the barrier effect of 1 inch of the material. To determine the value armor.
of a barrier of something like a wall or a door, determine the materials
that compose it and their thicknesses. Multiply each thickness b y t h e
Barrier Factor o f the material and sum the results for all the materials
involved. This will yield t h e overall Barrier Value of the wall or door.
Any gunshots that hit a barrier will have their Bullet Damage Group
reduced by the overall Barrier Value. If the Bullet Damage Group i s re-
duced t o zero or below the bullet will not penetrate the barrier. I f it is
not reduced t o zero, any target struck will only receive t h e effect of the
reduced Bullet Damage Group.
A Thrown weapon will have i t s effective Strength Group reduced by
1 for each 5 points of Barrier Value.
Hand-to-hand weapons which strike a barrier assess the damage done
by the attack against t h e Barrier Value. Any points in excess of t h e Val-
ue may be applied t o targets on the other side.
Shooting at a target behind an opaque barrier will be considered as
if the firer were blind. Targets behind a translucent barrier or targets
whose position i s essentially known (it.,behind a firing port) will cause
the firer t o have a modification as if he were partially blind.
Some materials are considered capable of completely stopping pro-
jectile f i r e short of heavy weapons. These materials are identified by a *
in front of the Barrier Factor. The Barrier Factor for these materials is
used for rating the strength o f t h e material's resistance t o attempts t o
break it down, dig through it or penetrate it with heavy weapons fire.
Some of the materials listed below may not be present in a particular
campaign but are listed here for convenience of reference.
When dealing with the demolition of a barrier t o allow the char-
acters access t o the other side, the elimination of barrier points equal t o
the strength for the appropriate thickness of the material is considered
t o open a one meter by one meter space. A five or ten minute Tactical
Turn i s suggested. Some materials such as stone or metal, will not be
penetrated by characters without the proper tools. Gamemasters are
advised t o use their discretion.

32
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Armor Weight Cost
Clothing/Armor Class (kg) ($1 Notes
street clothes* 1 1 12-30 3 piece suit/jacket, blouse and skirt
dress clothes' 1 1 25-100 tuxedolevening gown
work clothes* 2 1 2-3 coveralls or heavy fabric shirt and pants
leather clothing* 3 1.5 10-25 leather jacket with heavy fabric or leather britches
tropical clothing* 1 .5kg +50% light weight non-restrictive clothing (see weather
rules) i n 'street', 'dress', or 'work forms'.
heavy overcoat* +1 1 15-40 Thermal Factor of 1
arctic gear* 3 3 25-1 00 Thermal Factor of 2-4 (depending on quality)
aviator's helmet NA .5 1-3 leather helmet
hat NA NA 1-4
pith helmet NA .5 .75-1 Fabric helmet
army helmet NA 1 2-10 metal helmet
bu IIet-proof vest 5(10) 4 2040
bomb armor 7(20) 10
shoes NA .5 1-2
boots NA .7 8-10 calf-high, laces
riding boots NA 1 10-20 knee high
work gloves NA NA .7 5
insulated gloves NA NA 1.50 reduces electrical Charge by 1
union suit 1 .5 2-4 Thermal Factor of 1. May be worn under clothes.

Auxilliary items such as hats, boots, and gloves are included since some situations may need clarifi-
cations of what a character has on a particular part of his body. For example, heavy boots are very
good protection against a snake bite t o the lower leg.

*personally tailored garments will cost 2-10 times as much

2.4.5 DOORS AND LOCKS *Harmon the Picklock attempts t o open the lock using Lockpicking
A door is considered t o have a basic barrier value equal t o the Bar- Skill. His BCS i s 8, the complexity of the lock is 0 and will have no ef-
rier Factor of the material times the thickness of the door. This has no fect on Harmon's BCS. The die roll is a 10. So the Gamemaster declares
effect if the door is opened. I f the door is secured in some fashion,this that after five minutes Harmon still has not opened the lock. Harmon
barrier effect plus the barrier effect derived from the means by which tries again. This time the die roll i s 4. Harmon will roll the Effect Die
the door is secured must b e overcome in order to open the door. for his Deftness Group. Since his Group is 3, Harmon will roll 1D10.
Breaking i n the door is accomplished by having characters roll The result i s 1. He is using high-quality professional lockpicks which
Strength Attribute Saving Throws. Up t o t w o characters can attack a add 1 D10. The die roll is a 1. This gives an accumulated effect of 2. The
normal sized door a t once. When a character is successful, he will roll lock is s t i l l not open but it is on i t s way. I f the characters attempt t o
his normal Effect Die. The results of the die roll are subtracted from bust through the door a t this point the lock will s t i l l add i t s full value
the door's barrier effect. A character who rolls a one will add one t o t o the barrier effect. Harmon continues. A die roll of 7 indicates success
his Strength Group t o determine the Effect Die for this attack on1y.A again. The Effect Die result is a 6 this time and the addition of the
character who makes this type of attack against a door will take one tools i s not even needed. The lock i s open. Harmon smiles and turns the
point of subdual damage. A die roll of 20 will cause the character 1D6 handle. The smile fades when he discovers that the door will not open.
of subdual damage. When the total of the Effect Die rolls exceeds the
barrier effect of the door it has been broken down.Some strong doors
can be declared as invulnerable t o this sort of attack.
*
They must resort t o bashing the door down t o get through.
The door has i t s overall Barrier Value reduced b y the value of the
lock t o 45. Joe (Strength equals 32) and Sal (Strength equals 15) a t -
Locks are rated i n three ways: by type, complexity, and barrier tempt t o bash the door. Each rolls a Strength AST. The die rolls are 12
strength. The type of lock will indicate what Skill the character will and 3 respectively. Both have succeeded. Each rolls the Effect Die for
need t o overcome it. The complexity represents the amount of dif- the proper Strength Group, 2D6 and 1D10 respectively. The results are
ficulty the character will have i n overcoming it. The barrier strength i s 10 and 5 for a total reduction t o the barrier effect of 15. The door is
the amount of barrier effect the lock will have when used t o secure a s t i l l i n place. Again they t r y and again they succeed. This time the Ef-
door. fect Die rolls are 8 and 4. The barrier effect has been reduced t o 18. A
Standard locks that open with a key require Lockpicking Skill t o third attempt has Joe succeeding and rolling an Effect Die result of 9.
overcome. The complexity of the lock will be subtracted from the Sal rolls a 20 on the Saving Throw and takes 1D6 of subdual damage.
Character's Basic Chance of Success. Each time the character makes a The barrier has been reduced t o 9 points. They try again. This time Joe
successful BCS roll, he will roll the Effect Die for his Deftness Group. misses his Strength Saving Throw. Sal however rolls a 1. This allows her
This i s the amount of the lock's barrier strength that is reduced. When t o raise her effective Strength Group by 1 for determining the Effect
the barrier strength i s reduced t o zero or below the lock will be open. Die. For this attempt she will roll 1D10 instead of 1 D6.The die result
Combination locks require Safecracking Skill. One successful BCS is 9 and the door is burst open. Since they have made four attempts,
roll is required for each digit in the combination. The complexity of the each character is given 4 points of subdual by the Gamemaster. Sal, hav-
lock i s subtracted from the character's Basic Chance of Success. Once
each number of the combination has been derived, the lock i s open. No
barrier effect need be overcome.
*ing rolled a 20, takes an additional 1 D6 of subdual damage points.
If the characters had elected t o fire a bullet through the door, the
BDG of the round would have only been reduced by the barrier effect
The time involved i n attempts t o break down a door or pick a lock of the door itself (5).
will be highly variable. It is left t o the Gamemaster t o decide just how
long an attempt will take. I n general, the time required t o make an at-
SAMPLE LOCKING MECHANISMS
tempt t o bash a door (1 Action Phase) will be less than the time re- Mechanism Complexity Barrier Strength
quired t o attempt to pick the lock (1D10 + 1 Action Phases). Only a small key lock 0 5
few seconds are required t o hurl yourself a t a door but five minutes standard key lock 1-3 10
spent working a t picking a lock which is not particularly complex is not heavy key lock 1-6 20
unusual. 3 digit combination* 0-5 10
*The characters have found a one half inch thick door of oak. It is 3 digit heavy combination* 1-5 20
closed and locked. Unknown t o them the door is also barred on the 4 digit combination* 1-10 20
other side by an inch thick iron rod. The door is a heavy wood (Barrier bank vault' 11-16 50-200
wedged chair - 10
Factor of 10) and i s one half inch thick for a barrier effect of %times
crossbar - varies by thickness
the base Factor. This yields a Value of 5. The bar is of a heavy metal
and material of bar
and i s one inch thick and so will add i t s Barrier Factor t o the overall *number of digits in a combination lock can vary greatly.
effect. This i s 40 and so the total Barrier Value is 50.

allen pay (order #970855) 8


2.4.6 ELECTRICITY roll recieves a multiplier equal t o the Amperage/lO. Thus, a 110-volt
There are t w o forms of electricity t o consider i n the game: line with a 20amp fuse will have a score of 110/10, or 11, for a Group
Stored Power: Electricity held i n a battery until needed. It may be re.
of 3, and will therefore roll a base damage of 1DlO. This die roll re-
leased in a continuous flow or i n large jolts. A battery's capacity for ceives a multiplier o f 20/10, or 2.
current is rated i n Charges (100 watt-hours (see below) i s a Charge). Electrocution does Subdual damage, capable o f killing only i f it ex-
ceeds the Damage Resistance Total, as specified i n section 2.3.
Current: Electricity being generated, flowing along a circuit, is current.
Burn Damage (Optional)
It will be rated i n watts, for ease i n converting it into Charge values and
The Gamemaster may specify that the hand/hands grasping the wire,
vice-versa.
if that is how the damage was taken, is/are disabled with burns. The
These are terms of convenience and relate t o their actual meanings
character will suffer Critical Damage t o his handk) equal t o 10% of t h e
in electrical work only in t h e most abstract way.
Lethal damage done by the shock (i.e., o f the damage done i n excess of
To turn 'watts' into 'watt-hours', it i s necessary t o measure the flow the DRT). A Speed CST allows him t o have released his grip before t h e
of current over a period of time. A 1-watt current will generate 1 watt-
burns had this effect and only the normal damage i s suffered.
hour of electricity in 1 hour. 1 watt-hour battery coold provide a 1-
watt current for 1 hour. To build u p 1 Charge in a battery, you must INSUL A T l O N
have a 100-watt current flow into the battery f o r an hour. A 5Owatt Insulation can be derived from speciallydesigned materials, which
current will need t o flow for 2 hours. The formula is: Watts x Hours = reduce the base damage o f electrical shock, or from protective clothes
Watt-Hours. or armor designed t o stop more material hazards, but which provide
A 100 watt-hour Charge will keep a 100-watt light bulb burning for some protection.
1 hour. It will keep a 50-watt bulb burning for 2 hours, or a 10-watt It will stop 1 Charge per point of insulation if t h e shock derives
bulb going for 10 hours. The formula is: f r o m a battery, or reduce the base damage Group by 1 per point if a
Hours of Operation = (Charges x 100)IWatts consumed. current is being used.
For very low-power devices that will be used in an 'onand-off' man-
ner such as flashlights, assume that the required batteries will keep the 2.4.7 EXPLOSIVES
thing working for 1 year. This way, it i s only necessary t o record when In codifying explosives we use a specific format. The name o f t h e
the battery was last replaced, instead of the tedious process of book- material or weapon is followed by t w o numbers separated by a slash.
keeping involved in recording every minute usage of power, t o the sec- The first number is the Blast rating and the second i s the fragmentation
ond. or Frag rating. If the Frag rating i s zero it is often ommitted. The Blast
Current is available over one of four types o f line: Household, Hvy. rating given i s for one charge. Two charges have twice the Blast rating.
Household, Lt. Industrial, Hvy. Industrial. The wattage available from Two Frag charges simply have t w o 'attacks'. The value of an 'attack' i s
such lines is based on t h e voltage of the line, controlled by i t s construc- unaltered.
tion, and the amperage, controlled b y the type of fuse or circuit BLAST
breaker used on the line. The effects of Blast are reduced by distance from the center of t h e
Voltage x Amperage = Wattage. Attempting t o draw more power explosion. Subtract the distance i n meters between the character and
than this at any one moment will cause the fusing device t o blow out. the center of the explosion from the Blast rating o f the explosive t o get
Ifit is a standard fuse, it must be completely replaced. I f it is a circuit- the effective Blast. This will be further reduced in some circumstances.
breaker switch, it must be manually reset. Such switches are not always If the Blast must travel around a 90 degree corner, halve t h e effective
i n the same areas as the outlets that were used. I n large offices or apart- Blast at that point before continuing t o reduce it for distance. If the
ment complexes, they may be i n some entirely different part of the character is prone or elects t o 'hit the deck' when the explosion i s im-
building. minant (this requires a Speed Attribute Saving Throw t o be effective),
halve the effective Blast with respect t o that character.
WATTAGE OUTPUT TABLE If Blast encounters a Barrier, the value of the Barrier will be reduced
Voltage Amperage Current b y the effective Blast. If the Barrier's value is exceeded, the Barrier will
Household 110 20 2200 watts be destroyed and any remaining Blast will continue onward. I f the value
Hvy. Household 220 30 6600 watts is not exceeded, the Blast will be stopped b y the Barrier. Characters
Lt. Industrial 440 50-1 00 22-44 kilowatts sheltering behind weak Barriers may find themselves buried under
Hvy. Industrial 1000 100-200 100-200 kilowatts them.
Blasts affect characters with general system damage and concussive
Household Lines may be used directly t o power appliances, small effect. This is represented by subdual damage and a Stopping Effect.
power tools, anything that would be run on normal current today.
The damage done is not reduced by armor and is equal t o (effective
Hvy. Household is used t o operate large appliances (washers, deep-
Blast/lO) D10 + effective Blast in points of damage. The character is
freezes, air conditioner or ventilating pumps) and heavy duty equip- then treated as if he had received a Stopping result with an Effect Num-
ment (commercial radio transmitters, large spotlights, heavy shop ber equal to the effective Blast. See section 2.2.913.
tools).
FRAGMENTATION
Light Industrial Lines provide the power for large printing presses,
Fragmentation i s the anti-personal effect of shrapnel. Its chance o f
assembly lines, any large industrial plant's heaviest equipment.
Heavy Industrial Lines are not used directly. They are feeders from striking a given character is dependant on the character's distance from
the even higher voltages used in transmission lines t o carry power from t h e center of the explosion and the Frag rating of the explosive.Within
generator plant t o users. One would expect t o find this kind o f line a given zone of effect, which is spherical around the center of the ex-
feeding into the substation at an industrial site. plosion, the fragmentation effect will have a Basic Chance o f Success i n
An Electrician can convert the current from any higher line into t w o 'striking' a character. If a character i s struck, he is treated as having re-
of the next lower lines. I.e, a 440-volt Lt. Industrial Line could be run ceived a h i t from a bullet with a Bullet Damage Group equal t o the Frag
through a transformer t o generate current for t w o 220woIt Hvy. House- rating times 10. Armor and barriers work as usual t o reduce this BDG.
hold Lines. One of these could, i n turn, be converted into t w o 1lO-volt Range has no effect on this BDG. Fragmentation effects do not turn 90
Household Lines. The process can be reversed in the same way. degree corners at all. A character in a prone position will reduce the
A useful rule o f thumb for figuring the Task Points on this job is t o Frag BCS by 5 but will not, as a benefit of his position, reduce the dam-
give it a number of points equal t o the difference i n voltage between age if the fragment strikes him.
the lines used, divided by 10. The Task Period is based on the more Damage done b y a Frag effect is lethal. A Frag 5 explosive will have
powerful of the t w o lines involved. Hvy.Household: 1 hour; Lt. Indus- a 'BDG' of 50 and d o 5D10 + 5 points of damage.
trial: 5 hours; Hvy. Industrial: 10 hours. If the Gamemaster should roll a 20 when rolling for t h e BCS of a
Frag effect, all further effects are cancelled. This indicates that the ex-
ELECTROCUTION plosive's fragments have all been expended. I f the first roll is a twenty,
the weapon is considered a dud. It can be seen from this, that it is ad-
When dealing w i t h electricity, the subject of electrocution must be
mentioned. A character may be exposed t o this hazard by accident (a visable t o roll for those characters nearest t o the center o f the explosion
f i r s t i n order t o better simulate the effects of a fragmentation weapon.
Critical Failure while working with a hot circuit), carelessness (messing
with a hot circuit without proper tools or Skills), or attack (electro-
weapons, electrified fences, lightning bolts, etc.).
If t h e damage is being put out by a battery, i e., dumping a bolt of Primary Secondary Outer
power out i n one shot, the base damage i s 1 DIO per Charge. Radius o f effect in
If the shock comes from a live wire, one carrying current, then the meters Frag rating 2 x Frag rating 4 x Frag rating
base damage is derived as if the line were attacking. A n Effect Die is
calculated as if the 'Strength' of the line = Voltage/lO. The Effect Die

34

allen pay (order #970855) 8


IGNITION O F EXPLOSIVES BOOBY TRAPS
Most explosives require a primer t o set o f f the explosion. All of There are so many ways t o set a Booby Trap that one cannot give
those given will explode when triggered by one. Some of them like gre- hard and fast rules for dealing with them.Assume that Demolition Skill
nades include primers in the mechanism. Primers may be denoted b y a gives the BCS needed t o construct the charge and prepare the trigger.
fuse,an electrical signal or a timing device. The Gamemaster decides on the Task Points needed t o finish the job,
FUSES: Fuses are rated in terms of how many meters they will burn and establishes t h e Task Period. Once the Trap is built, it must be con-
in 1 Detailed Turn. A standard cordite fuse will be rated somewhere be- cealed at its chosen location. If the appropriate Traps BCS is made, it
tween .5 and 20. (typically 5). Guncotten used as a fuse has a rating of will count as a Hidden Thing with a penalty t o t h e Perception roll equal
25. t o the setter's own Wit Group. Only one such BCS roll is permitted
ELECTRICAL IGNITERS: These use a heating element t o set o f f when setting the Trap. If the Booby Trap is very bulky,or i s otherwise
the primer or a heatsensitive explosive. It requires 5 Charges of elec- hard t o find, the Gamemaster may penalize the Traps BCS.
tricity t o trigger it. The time involved is a fraction of a second. Once the Trap is installed, a second Traps BCS is allowed t o trap it
CHEMICAL TIMERS: These have only one setting (a 1 minute against overt attempts t o disarm it. The Booby Trap has a Complexity
timer will go o f f in one minute) and may not be adjusted. They are, Factor equal t o the Effect Number of t h e roll divided by 3.This Factor
however, somewhat inaccurate with a 10% margin of error either way. will modify the Trap BCS of any character attempting t o disarm the
(Roll 1D6: 1-2 is early, 3 4 is o n time, and 5-6 is late. Roll l D l O for Booby Trap. One roll is made; if failure is due t o the Complexity Fac-
the percentage of the timer's setting by which it is off). Minimum set- tor, the Trap will go off.
ting is 1 Detailed Turn and Maximum is 1 hour. Any chemist may con- Special Triggen
coct one. Assuming a simple time bomb is not used, whereby a concealed
ELECTRICAL TIMERS: These are accurate t o the second depend- charge is set t o go o f f at a given time or after a given interval,the Boo-
ing on the reliability of the 'clock' used. This system uses a 'clock' t o by Trap may b e tied in t o one of a number of triggers.
indicate the time at which a battery will discharge in order to detonate Mechanical Trigger: The Trap is set t o go o f f i f some action is per-
the primer which is attached t o the explosive. formed: opening a door or case, moving some item, etc. The object in
question i s wired t o a Chemical Timer, (moving it in the prescribed way
DEMOLITIONS activates the timer) or the motion may close an electrical circuit,(which
Anyone may attempt t o use explosives i n demolition work but an will immediately set o f f the bomb). The latter type of fuse requires a
amateur will be inefficient. A n unskilled worker must make a Deftness special Task t o prepare, using the Electrical Skill (and needing tools and
Attribute Saving Throw for each charge. Success will allow the full components).
Blast effect against the target. Failure will reduce the effective Blast by Pressure Trigger: A plate sensitive t o pressure is wired to set o f f the
half before any other adjustments are made. A skilled worker can add Trap when pressure is applied t o the plate.
t h e Effect Number from a Demolitions BCS roll t o the effective Blast. Altimeter Trigger: A n electrical trigger set t o go off if the atmos-
This same Effect Number may be used t o reduce the effective Blast pheric pressure reaches a given level. Used for Booby-Trapping aircraft.
rating for the back-blast (that part of the blast directed away from the Heat or Impact Triggers: Often used i n 'Pipe Jobs', where t h e Trap
target). It will require some time (1D10 minutes) t o set u p the explo- is set in the muffler of a car. The heat of t h e exhaust and the vibration
sives for this type o f demolition. The Gamemaster may also decree that of the engine combine t o set off the Trap.
tools such as drills, picks, or shovels are necessary t o properly implace Basically, the Gamemaster and Player must put their heads together
the explosives. Lack of proper emplacement will reduce the effective- t o decide what will trigger a Booby Trap and how it is t o b e construc-
ness o f the explosive by 1D10 times 10%. ted. Almost anything can be designed as a Trigger, and when designing
Traps that t h e Player-Characters will encounter, the Gamemaster can
EXPLOSIVE TYPES l e t his imagination run free.
BLACK POWDER (Gun powder): 5 Charge: 1 kg. Cost: $2.00
2.48 FIRE
Black powder must be tightly confined t o generate a blast. I f not,
The rules concerning f i r e will deal primarily with i t s use as a weap-
it will flare and might start a fire but will not explode. Heat sensitive.
on. Fire is rated as having a strength group based on i t s initial tempera-
BLASTING POWDER: 15 Charge: 1 kg. Cost: $3.00 ture range at first exposure. From this strength group rating, an Effect
This is modern smokeless gun powder and functions as Black Pow- Die will be derived i n the usual fashion. A l o w temperature flame, such
der. One cartridge for a gun will yield about 1 gram o f Blasting powder. as an alcohol flame, has a rating of 2. A normal fire has a rating o f 3.
While a high temperature flame (temperature greater than 200 degrees
CONCUSSION GRENADE: 10 Charge: .5 kg. grenade Cost:($lDlO)
Centigrade) has a rating o f 4.
The grenade explodes on the Detailed Turn after the one on which
Materials will stop damage from an applied flame i n the usual fash-
the safety lever is released although it may be armed at anytime prior t o
ion. If the rating of the flame exceeds the Armor Value of the material,
throwing. Explosions occur on the Bookkeeping Phase. Some grenades
the character is considered t o have caught fire. For each turn of con-
have an impact fuse.This i s armed in the same way but the grenade will
tinued exposure, the fire will increase i t s strength rating by one before
explode when it strikes something solid and not before.
determining i t s Effect Die. Armor will not protect a character who has
DYNAMITE (TNT): 1 0 Charge: 1 stick at .1 kg. Cost: $ .50 caught fire. A character may extinguish the flame by falling t o the
This is a stable explosive which can be burned, h i t with a hammer, ground and rolling about. This requires a full Detailed Turn of activity
or fired into without setting it off. A primer is required. Bundles of and a Deftness AST. A character will thus reduce the rating of the
more than 3 sticks cannot b e thrown accurately. flame by his Deftness Group. This reduction of the fire's rating takes
place before t h e fire's rating is increased for that Turn. Once t h e rating
H A N D GRENADE: 5/5 Charge: .5 kg.grenade Cost:($2D6) is reduced t o zero or below the fire is considered out.
Functions as a Concussion Grenade but has a Frag effect. Any characters aiding a victim who i s on fire will add t o the chances
NITROCELLULOSE (Guncotten): 10 Charge: 1 kg. Cost: $1.00 of extinguishing it. Their ability t o reduce the fire's strength is the same
This may be wadded as an explosive or made into a strip for use as a as if they were trying t o put out a f i r e on themselves. Any character at-
fuse. It is sensitive t o heat, open flame and impact. tempting t o aid a burning character will be eubject t o an attack b y the
fire at one less strength rating i f the fire is not out at the end of any
NITROGLYCERINE: 15 Charge: 1 deciliter (about 3 fl.02.) Cost: $1. turn on which the helping character i s involved in the process.
Nitro will explode if exposed t o extreme heat, open flame, electrical Once the fire i s out, all materials will have their Armor Values re-
spark, any significant jolt or impact, excessive vibrations, or even the duced by the highest strength rating t h e fire achieved.
shock waves of a loud noise. When carrying Nitro, movement must be Fire will attack barriers that are composed o f combustible materials.
limited t o Crawl speed or risk an explosion. Faster rates require a Deft- On each turn of continued exposure, the fire's rating will be increased
ness Critical Saving Throw t o avoid setting it off. by one Group. When the cumulative total of the Effect Die rolls ex-
Any Demolitions user can package it for safe travel. He will give it a ceeds the barrier effect, the barrier will have burned down.The fire will
'safety factor' equal t o his Effect Number. When exposed t o a stimulus continue t o burn on successive turns with i t s rating being reduced by
that would normally cause the Nitro t o explode, the 'safety factor' is one Group each turn until it reaches zero, at which time the fire will ex-
the chance in 20 that it will not explode. tinguish due t o lack of fuel. It i s suggested that a Gamemaster use a
Tactical Turn of 10 minutes in calculating the effects o f fire used
PLASTIQUE: Variable Blast Charge: 1 kg. Cost: Blast Rating
against barriers.
Plastique is completely stable and will not explode without a proper
primer. The Variable Blast rating represents the different types of plas- SMOKE
tic explosives available. A given formula will b e classed as Plastique X Smoke is Rated for density. This rating of the density is l e f t t o the
where X is the Blast rating for 1 kilogram o f t h e substance. Ratings can Gamemaster as the variables due t o air flow, materials being burned,
vary, in this period, from 1 0 t o 5 0 with t h e usual around 20. concentration, etc. are highly dependent on the situation.

35
allen pay (order #970855) 8
A density of one yields Dim Light conditions; t w o yields Poor 2.4.9d CONTAINERS
Light; three yields Darkness; and four results in effective blindness. If Any item that fits into a container may be carried in it. Weight is
light conditions are already less than perfect, they will be reduced fur- transferred directly t o the wearer.
ther by the number of steps equal t o the smoke density. Item Wt. cost
Cartridge belt, 100 rounds Neg 1.oo
2.4.9 GEAR AND EQUIPMENT Clip cartridge belt, 1 0 clips Neg 1.oo
This section gives a selection of items which might or might not be Duffle bag, 13' ' diameter x 40' ' .5 empty 1-2
useful t o adventurers. It is not exhaustive. Feel free t o expand upon it. Haversack, 13' ' x 9' ' x 3' ' .3 empty .50-1
Weights are given in kilograms. I f the weight of an item is insignifi- Holster, leather with flap Neg .50-1 .OO
cant the notation 'Neg' for negligable will appear. Prices are in dollars Holster, web with flap Neg .50-.75
and usually appear as a range. This expresses different sources as well as Holster concealed Neg 1.OO-1.50
different qualities. A price in parentheses indicates that the item is Knapsack, 15' ' x 12' ' x 5' ' 1 empty 1-4
only available on the Black Market. Pack-horse harness 5 30-50
2.4.9a BOOKS Allows you t o strap as much as you think the horse will carry into
In order for a character t o make use of a book in the game, he must the frame.
make a successful BCS roll for the Language in which the book is writ- Saddle bags, 2 a t 15" x 12" x 5" each 2 10-15
ten. There are three categories of books which have direct applications
in the game. These are References, Texts, and Manuals. Each category 2.4.9e ILLUMINATION
is specific t o a particular skill. Thus, a Reference may be for Advanced Illumination sources give good light t o the ranges indicated. Dim il-
Medicine, a Text for Forensic Science, or a Manual for Gunsmithing. lumination i s provided for an additional 2 meters and Poor for 2 meters
References function as 'proper facilities' when the character is beyond that. Focused beams have this effect for the length of the beam
studying that Skill. An additional use for Reference books in a design as well as the target area.
Task. Here the character may add 1 0 3 t o his Task points i f the Refer- Item Wt. cost
ences are successfully used. Battery,2 cell (last 4 8 months) 25 25
Texts can function as a 'teacher' of their Skill. The book or books Battery, 3 cell 5 .35
making up the Text will have a BCS (assigned by the Gamemaster Flashlight, 50 meter beams 2 cell battery 1.5 2 -3
though usually 2D10) which will give the upper limit of the Skill which Flashlight, 100 meter beams 3 cell battery 1.6 34
can be learned from the Text. It may not be exceeded i n a Study Peri- Range is for a narrow beam but flashlight may have beam widened
od. The use of a Text in connection with a normal Teacher will add l t o include a greater area but range is halved.
t o the character's learning rate for that Study Period. Hunter's Lamp, 100 meter beams 2 4-5
Manuals are rated for a BCS in their Skill. A character who success- Attaches t o hat and uses a 3 cell battery on belt.
fully uses a Manual is treated as having that BCS for use in a Task which Lantern, oil, 10 meter radius 1 2-5
falls in the province of that Skill. I f the character does not have a score Oil, burns for 5-6 hours 1 .25/tin
in that Skill, increase the Task Period duration by 50%. I f the char- Lantern, electric, 10 meter radius 1.5 5-10
acter's own BCS in that Skill exceeds the manual's, a successful use will Use Storage Battery or household current. Light level i s adjustable
add 1 t o his BCS in the Skill when performing a Task. downwards. Has 6 meter cord.
Costs and weights for books fluctuate tremendously, often with no Searchlight, 300 meter beam 150 50-75
relation t o the usefulness of the work. New hard bound volumes often Requires Light Industrial current.
run $1 .OO-15.00. Storage Battery 15 12-15
Provides Household Current for 1 hcur.
24.91, CAMPING GEAR
Item Wt. cost
2.4.9f M ED1CI N E
Camp blanket, 60' ' x 84' ' 2 4-5
Item Wt. cost
Fleece-lined Blanket, 3.5 68
First Aid K i t .5 2 DO
Gives a Thermal Factor of 1
Contains 10 'bandages'. I f applied immediately after combat a
Camp stove and pots 7 10-15
'bandage' will 'heal' 1 point of Lethal damage. Only 1 bandage may
Canteen, 2 Quart, aluminum .5 empty 1.oo
be applied after a given combat.
Water weighs 1.1 kilograms per quart. 5 75-100
Field Surgery
Field Ration, 1 Man-day 1 .35-.50
Minimum requirement for any surgery attempts.
Folding cot 7 34
Medical K i t (black bag) 1 20-30
Hammock 2 2 50-3
Contains 10 units of 'medical supplies'.
Mosquito netting, 12' x 14' .5 1-2
Medical supply units .1 1 DO
Shovellpick, folding 3 24
'Bandages' .05 .15
Tent, 1 man 3 4-5
Drugs:
Tent, 9' x 9' x 7' (3') 13 2040
Sulfa .02/u ni t .50
Tent, 14' x 15' x 10' (5') 48 50-100
Quinine or Atabrine .05/dose 1.oo
Waterbag, 2 gallon .5 empty 1.oo
A specific cure t o Malaria.
Morphine .02/dose 2.00
2.4.9~ COMMUNICATIONS EQUIPMENT
Commonly prescribed for asthma, emphysema and inflamations of
Item Wt. cost
the lungs during the period. Causes a deep sleep for 1 D3 hours per
Field telephone 25 2040 dose unless the victim fights it in which case it acts as a Narcotic
Needs t o tap into lines, good for about 25 miles.
Poison (Level = doses given). In any case, i f the doses given exceed
Fountain pen Neg 50-1
the character's Health Group, he must make a Health Attribute Sav-
'modern' nodrip, nosplatter pen Neg 8-15
ing Throw or die of an overdose.
Phonograph, portable 10 20-25
Hand cranked. Popular records cost .50 Painkiller .02/dose 1.oo
Derived from cocaine or codeine, it comes in injection or pill form.
Public address system' 15 80-100
Reduces the effects of being wounded by one step per dose. This
Includes microphone on stand, amplifier, and two speakers.
will not prevent death but will stave off unconscious due t o reduced
Radio receiver, commercial* 20 40-60 Damage Resistance Total. Each dose increases a character's Shock
Radio receiver, wide band* 20 60-80 Factor by 5. If more than one dose is active in a character's system,
Radio Transmitter, portable** 60 150 & up he will suffer the effects of a Narcotic poison (Level = doses12). This
Range about 10 miles.
'poison' cannot be eliminated while the painkiller i s in effect. It may
Telegraph unit, portable 50 40-60 only be held off.
Needs t o tap into lines, good for about 50 miles.
Typewriter 10 2040 Hospital Sewices cost
Typewriter, portable 7 50-60 General Care (+2 t o healing) l01day
Ribbons Neg .10 Intensive Care (+3 t o healing) 25lday
Paper, 100 sheets 1 .05 Physician's attention (+1 t o healing) 10Iday
Minor surgery 50-100
'Needs powar equivalent t o household current. Major surgery 100 and up
**Needs power equivalent t o Light Industrial current. Medical Research (per Task point required) 50 and up

36
allen pay (order #970855) 8
2.4.99 TOOLS 2.4.9h MISCE L LANEO US
The proper tools will be necessary for many Tasks. In some cases, Item Wt. cost
tools can be improvised. In others, good tools do better work (giving a Alarm clock, wind-up .5 2-3
larger bonus t o the Task Points). An average set of tools will add 1D6 Binoculars, 8x 1 45-50
t o the Effect Number. A poor set of tools adds only 1133. Improvised Binoculars, l o x 1.5 50-55
or very shoddy tools add nothing, merely allowing t h e job t o proceed. Camera, box type 2 10-20
Better than average tools will increase the normal die roll. Good tools Camera, folding 1.5 5-10
add 2D3 t o the Task Points. Very good tools add 1 D10 and the tools Camera, high speed 2.5 50-60
of a master in the field, themselves works of high art, add 206. This Flash Unit (uses 2 cell battery) 1 8-10
may be modified by the Gamemaster t o fit the particular situation: Bulbs for above .I 16 .30/6
the source of the tools, their relevance t o the Task being done, etc. Film roll, 6 exposures .I .30
Kits are small and easily portable, but limited in use. Shops are Darkroom Kit 4 10-15
large, require space, and are not portable, but they can do much more, Darkroom Supplies (for 10 rolls) 1 1 .oo
Shops represent a selection of tools which remain intact for use after Co mpa ss Neg 2-3
use and also a stock of expendables. These expendables are 'parts'. A Gas mask 2 36
shop has a supply of 10 'parts'. Gasoline generator 600 40-50
Produces Light Industrial Current for an hour on 1 gallon.
ltem Wt. cost Gasoline generator, portable 125 120-130
Bolt clippers 6 6 -7 Produces Heavy Household Current for an hour on 1 gallon.
A tool for applying Strength t o eliminating the Barrier Value of a Handcuffs 1 1-3
chain or bolt. Movie Camera, 16 mm 3 60-70
Crowbar (Good Tool) 6 .50-1 Projector 5 50-60
Wrecking bar (Average Tool) 2.5 .30-50 Film, 3 minutes worth .5 1.oo
Tools for applying Strength t o eliminating the Barrier Value of a
Tripod mount for camera 2.5 3 DO
locked door or trunk. Razor, straight 2 2-6
Drafting Kit 1 10-15 Telescope, 25x 15 12-15
Required for the drafting of plans when creating Gimmicks. Watch Neg 7 and up
Drafting Shop 6 15-20
Functions as 'good' tools in a design Task. 2.4.10 WEAPONS
Electrician's Kit 3 15-30 Handheld weapons do damage based on the Strength of their user.
Electrician's Shop - 150 and up The base damage is derived from the Strength Group Effect die of the
Hand Tools K i t 3 2-5 user. The die roll result is multiplied b y the Weapon Damage Multiplier
Used for Carpentry Tasks and simple mechanical repairs. t o get the final Damage Potential. This is then reduced by the target's
Tool Shop - 50 and up Armor Value t o yield the damage done t o tne target.
Lockpicks 1 10 and up The character's Strength Group also determines what weapons he
Mechanics Tool Kit 8 13-15 may use easily. A character may freely use any weapon rated a t his
Mechanics Shop - 100 and up Strength Group or less. I f the weapon is rated one higher than his
Rope, %" hemp, breaks a t 1.5 tons .Ol/foot .02/foot Strength Group, he uses the Effect Die one group lower than his normal
Steel wire, breaks a t 2 tons .1 /foot .05/f O O t Group when doing damage with the weapon. He also receives a -2 t o
breaks a t 13 tons .5/fOOt .15/foot his Basic Chance of Success. A character may not use a weapon rated a t
Welding Kit, 10 uses 30 3040 2 or more than his Strength Group.

Weapon
Strength Damage Weight Cost

Blunt Weapon
club 1 1.1,s 1 NA
nightstick or
cudael 2 2. s 2 .50-1

Knife, belt 1 1.1,I .7 1-3


bowie 2 13 (15),1 1 1-3
jack 1 1. I .5 .50-1
throwing 1 1.3 (1.51, I .5 .50-1 .OO
trench 2 1.4.1 1 2-5 has brass knuckle hand auard
Bayonet 2 1A, I 1.2 1-3

Whip 2 1.2, s 1 36
Rifle butt 2 weight of gun NA NA
Staff 3 2, s 2 NA may be used with Bayonet training
*'I' means lethal damage done. 's' means subdual damage done.
* * A sap may be used with a Deftness Attribute Saving Throw for a Basic Chance of Success. I f used against an op-
ponent who is unaware of the character's presence, there is a chance that the opponent will be knocked senseless.
No situation modifiers due t o position or condition of the target are used. Only those applying t o the character
using the sap. I f he strikes successfully,the target must make a Health Saving Throw. Failure indicates unconscious-
ness, while Critical Failure requires a second Health Saving Throw against a lethal concussion. I f the die roll falls
into the target's Attribute Saving Throw range he will be Stunned. I f it falls into his Critical Saving Throw range, he
will be dazed. A critical Success means there will be no adverse effects. I f the target i s wearing a helmet of cloth or
leather, the results of his saving throw will be moved t o the next most advantageous category for him. A metal hel-
met results in a t w o category shift. Thus, a character with a metal helmet who rolls a 20, will only be Stunned due
t o the t w o category shift.
***Available in sword cane form a t twice the price.

37
allen pay (order #970855) 8
2.4.11 WEATHER CONDITIONS 2.5 FIREARMS
Weather conditions are extremely variable. Most will have little or ANYONE can fire a gun which is in a Ready state, He may not be
no effect on the characters for the purposes of the game. Precipitation much of a shot, but he can use it i n combat t o some degree. Doing
and fog will, of course, reduce visability. The Gamemaster must deter- other things t o the gun (reloading it, maintaining it, etc.) requires some
mine this according t o his interpretation of t h e conditions currently knowledge of how it works, i.e., a score i n the appropriate Skill; but
prevailing in the world of the game. The major effects o f weather on even here, the character's common sense can replace acquired ability.
characters are the result o f continued exposure t o heat and cold. These
A Ready weapon is defined as a gun which is:
can b e quantified in a game fashion.
0 Loaded, with a round in the chamber for firing, cocked, and with
t h e safety off. I n other words, i f t h e trigger is pulled, the gun will
2.4.lla COLD
fire.
Each 10 degrees, o f fraction thereof, below 30 degrees Farenheit
.In the firer's hands, properly held for use. A character carrying a
equals one Cold Factor. A character wearing Thermal clothing will re-
Rifle i n one hand and a flashlight in the other does not have a !
duce the effective Cold Factor b y the Thermal Rating of t h e clothing.
Ready weapon, as he needs both hands t o fire the gun. A Pistol
Under these conditions, Tropical Clothing will increase the Cold Factor
that has just been used t o conk a guard over the head is not being
by 1 and no clothing will increase it b y 2. Physical activity can also re-
held ready t o fire. Obvjously, holstered or slung weapons are not
duce the Cold Factor by .25 per 10 minutes of activity. This effect will
ready. It will normally require 1 Action t o ready such a weapon.
last for one hour. Physical activity under cold conditions will cause 1D 6
If the gun is carried i n a closed holster (strapped or buttoned down
points of subdual damage t o the character per 10 minutes o f activity.
flap) or in any other kind o f container, this must be opened and the
Each hour of exposure t o cold conditions will reduce the character's gun taken out.
Physical Attributes by the Cold Factor. When one Attribute is reduced
t o 0, he will collapse, unconscious. When all are reduced t o 0, he will 2.5.1 QUICK DRAWS (Advanced)
die from the cold. The cycle time for restoration of Attributes reduc- Pistols and Rifles can be drawn and fired in t h e same Action in cer-
tions due t o cold i s 1 hour instead of a day. Restoration may not begin tain cases. The former weapon must be i n an open holster, or in t h e
until the character is removed from the cold conditions. carrier's belt. Long Guns cannot be 'drawn' i f they are slung over t h e
carrier's back or shoulder, but i f they are being carried, the option may
2.4.11b HEAT b e tried.
Each 10 degrees, or fraction thereof, above 90 degrees Farenheit A Pistol can be 'Quick Drawn' from a holster i f the user makes a
equals one Heat Factor. Any Thermal clothing worn will increase the Deftness Attribute Saving Throw. From the belt o r waistband a Critical
Heat Factor by t h e Thermal Rating. If the Character is wearing con- Saving Throw is needed. The use of special, 'fast draw' holsters will add
stricting or heavy clothing of any kind, the Heat Factor is increased by a bonus t o t h e score needed. The Gamemaster may impose penalties if
one. Bathing with at least 4 liters of water will negate u p t o 5 Heat Fac- t h e circumstances warrant.
tors for 1D3 hours. 'Quick Draws' with Long Guns require a Deftness CST.
Each hour of normal activity, 3 hours of inactivity, or t e n minutes I f the Fast Draw Saving Throw is made then a single shot may be
of intense physical activity will cause the character a number of D 6 of fired at the end of t h e Action. All other modifiers apply and such shots
subdual damage equal t o t h e Heat Factor. I f the character passes out are always assumed t o be Hip Fire.
from this 'damage', he must make a Health Attribute Saving Throw or The Gamemaster may feel free t o introduce a Quick Draw Skill, if
suffer 'heat exhaustion'. I f no other character aids by making a First he finds it appropriate t o his campaign. The use o f the Skill instead o f
Aid or Advanced Medical BCS roll, t h e victim will have his Health re- the Saving Throw would allow the weapon t o be brought t o the Present
duced by the Heat Factor each hour. When his Health i s reduced t o 0, Stance, rather than Hip Fire. See the rules on Firing Stance for an ex-
he is allowed t o t r y t o make a Health Critical Saving Throw based on planation o f this difference.
his permanent Health. If he fails this, he will die. If he succeeds, he will
pass into a coma that cannot be thrown o f f until he i s removed from 2.5.2 FIRING STANCE
the heat conditions. There are three basic Stances for use when firing. They are as much
a matter of mental focus as of physical placement, being linked t o t h e
degree of concentration and control the firer is bringing t o bear on his
shot. The Stances are:
Full Stance: Or just 'Stance' for convenience. The braced position al-
lowing the firer maximum control of his aim.
The firer assumes a posture as i f he were firing on a target range, in-
stead of in the middle of a hot firefight. It requires 1 Action t o assume
P Full Stance,and the firer must have chosen t h e Fire Weapon Option.
O A plus 1 t o the BCS is received.
0 Allows the use of certain modifiers (Sighting, Bracing Weapon,
etc.) which are only allowed while i n Stance.
0 No movement o f any sort is permitted.
.The firer may not speak, or otherwise concentrate on anything ex-
cept his shot.
Present Stance: Also called 'Presented' or just 'Present' (as in 'Present
Arms', not 'Birthday Present'). The basic firing posture, allowing some
freedom of movement.
Assumption of Fire Weapon Option presumes Present Stance. N o
modifiers apply t o Present for good o r ill, as it is assumed t o be t h e
basic firing position.
Hip Fire: A loose stance, allowing full movement, but lacking a good
deal of control over the weapon.
As the name implies, the weapon is held low, braced against the
body for support, rather than high enough t o allow even a minimal
sighting technique t o be used. Hip Fire is assumed when n o other cir-
cumstances cover the conditions under which the gun is fired.
0 Character may perform any movement while firing.
0 Fire is permitted i n any direction.
OUse normal BCS/2 t o resolve Hip Fire shooting with all normal
modifiers applying.

25.3 HOLDING A GUN


There are several possible ways that the hand used t o hold the gun,
or the number of hands used, will affect play.
Normal Pistol use requires only the gun hand t o be free,unless t h e
Brace Weapon modifier is being used by the character. I f firing a Pistol
with a barrel length of the 'Pistol Carbine' size, both hands are needed.

38
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Firing a Long Gun with one hand i s not easy! For a Rifle or a full- 'broken', hinged between stock and receiver, t o open up and eject the
sized shotgun, a sling must be attached t o the gun,which the character spent casing. A new round is inserted, the gun is closed, and ready t o
must wrap around the forearm of his firing hand.This takes 1 Action if fire.
his other hand is free t o help. I f it i s not, a Deftness AST is required. 1 Action t o open gun. Empties are ejected by this movement.
Firing a 'Two Handed' gun with only one hand will have the following 0 Load using Loose Round Rule.
effects: 0 1 Action t o close gun. Gun is now ready t o fire.
OOnly Hip Fire may be used.
.A penalty t o the BCS equal t o the gun's weight i n kilograms is Box Magazine (Box): True 'Clip'. A small metal box, holding a variable
suffered. number of rounds. When reloading the weapon, the old clip i s simply
.All recoil values are doubled. removed and a new one inserted. The first round must then be cham-
.And if firing any weapon with the character's offhand, the Off bered manually, and the Gun Action takes over from there as described
Hand Dexterity Rule i s enforced! in Autoloader Action. This i s the fastest reloading weapon i n the sys-
tem, but has the disadvantage that the clips are not usually interchange-
2.5.4 RECOIL (Optional) able between guns.
All cartridges are rated as t o their Bullet Damage Group (BDG) and, 0 1 Action t o remove old magazine.
besides how much damage they can do, this also determines the recoil 0 1 Action t o insert fresh clip and chamber first round if this is de-
suffered by the firer. sired a t that time. If round not chambered during the reload, it
To measure the Recoil penalty (if any) proceed as follows: will take a separate Action t o do so later on.
Take BDG/10 (round up). This is the Recoil base. .Once first round is chambered, gun is ready t o fire. Note: i f it i s
0 From this base, subtract the character's Strength Group. I f this necessary t o reload the clip itself during Detailed Action Time,
sum is positive, subtract it from the firer's BCS as a penalty. I f it this is done using the Loose Round Rule.
is negative, it has no effect on the BCS one way or another.
I f multiple rounds are fired i n the Same Action then the BDGs of Stripper Clip (Strip): Also known as the 'en bloc' clip. Most Strip load-
all rounds fired in that Action are added together for calculating Recoil, ing weapons eject the empty Stripper when the last round i n it is fired.
and all resolutions will be affected by the increasing penalties. As with Box Magazines, the Stripper for weapon A will rarely fit weap-
*Armed with a 45 ACP autoloading pistol, Marsha is pumping out 3 on B, even when Calibers and capacities are the same.
shots at a charging enemy. 0 1 Action t o load i n new Stripper (empty clip was ejected on last
* 4 5 ACP has a BDG of 11, so i t s Recoil base is 2. Marsha has a shot).
Strength Group of 2, and can reduce Recoil by 2. Therefore, her first 0 1 Action t o chamber first round for firing.

*
shot is a t no penalty due t o Recoil.
However, if Marsha is resolving three shots. The Recoil base for sec-
ond shot i s equal t o 22/10 (up), or 3.Subtracting her Strength Group,
.Gun is ready t o fire when round is chambered.
Note: Reloading the Stripper clip itself is handled the same way
as reloading empty Box clips: use the Loose Round Rule.
the difference is 1. Marsha gets -1 on this shot. The third has Recoil In recording the magazine statistics on a given weapon, the capacity
base of 33/10 (up), or 4 for a penalty of -2. of the magazine must b e noted. Most guns allow the option of carrying
'a round in the chamber'. 1.e. i n an autoloading pistol with a 7 round
2.5.5 GUN ACTION clip, and eighth round may be carried already in the firing chamber,
The Gun Action is the internal mechanism of the weapon, control- ready t o fire. BUT- this may lead t o accidental discharge of the
ling how often it fires, the manner in which it clears the spent cartridge weapon i f it is dropped or struck! The Gamemaster may apply his dis-
casing, prepares a new cartridge, cocks,and fires again. cretion i n such matters. If the question arises, 1 D6 should be rolled. If
the score rolled is greater than or equal t o the gun's Durability,it goes
Gun Actions and Rates off. If the safety of the gun i s on,add 1 t o the effective Durability.
A n autoloading or automatic weapon which does NOT have a round
Gun Action Shots per Action
i n the chamber is not ready t o fire. I n such a case, t h e action must b e

I
Single Action (SA) worked once, manually, t o chamber that first round and cock the weap-
Bolt Action (EA) 1 Shot per Action on. Thereafter, fired rounds will provide the impetus needed t o cycle
Lever Action ( L A ) the gun for i t s next shot.
Pump Action (PA)
Double Action ( D A ) 1 or 2 Shots per Action. Firer's choice. 25.6a LOOSE ROUNDS
Autoloading ( A L ) 1 , 2 or 3 Shots per Action. Firer's choice. I f the weapon does not use a clip,stripper, or similar device allowing
Full Automatic (FA) Variable number of Bursts* per Action. the new ammo t o b e placed inside i n one mass, then the Loose Round
'In automatic fire, Bursts are fired rather than individual rounds Rule applies. I n one Action, the character can handle a number of
as with, other Gun Actions. The majority of weapons fire Bursts rounds equal t o his Deftness Group.This handling can consist of taking
of 3 rounds each. out a spent round or putting i n a new one.

2.5.7 DURABILITY
2.5.6 MAGAZINES This is an abstract figure from 1 t o 5, expressing t h e weapon's over-
'Magazine' refers t o the part of the gun i n which the ammo is carried all quality and strength of construction. It has many applications under
for firing. In some firearms, this is an integral part of the weapon's the rules t o follow. Under some circumstances the weapon's Durability
structure. I n others, a removable 'clip' is used. may be reduced. When the Durability falls below 1, the weapon is in a
state of disrepair, and must be worked on by a Gunsmith under the
Swing-out Cylinder (Swing-Cyl): The cylinder swings out at the touch proper circumstances i f it i s t o function again.
of a small release. Empty cases are ejected i n the same motion. New Durability values may be categorized as follows:
rounds are loaded i n by hand, or in a group i f using a 'Quick Reload' 0 Broken. Gun will not work. Repairs required.
device, a small spring clip holding a full load of ammo. The cylinder is 1 Lowquality weapons, especially handguns. The cheap 'Saturday
then snapped closed and the gun is ready t o fire. Night Special' type of gun. Antique arms that have not been main-
0 1 Action t o break open cylinder. Empties are ejected i n same mo- tained well also fall into this category.
tion.
2 Cheap weapons, or very much abused ones. 'Dime Store' sporting
0 Load new rounds under Loose Round Rule. If using a Quick Re- arms, inexpensive replicas, mass-produced pistols, again of the
load Device or a spare, reloaded SnapCyl, then it requires only 1 'Saturday Night Special' variety.
Action t o insert this. 3 Average quality for pistols, and for inexpensive but serviceable
0 1 Action t o close cylinder, Gun i s now ready t o fire. rifles and shotguns.
4 High quality sporting arms, older military weapons.
Tubular Magazine (TubMag): Similar t o Port-Mag, but rounds are 5 Custom made firearms, competition class handguns, and topqual-
loaded in through a side port, being held i n a Icng, tubular magazine ity military weapons comprise this elite of the gun world.
mounted under the barrel. Almost exclusively found i n lever-action
weapons and Shotguns.
Load using Loose Round Rule. No empties t o worry about, as these
2.5.8 FEATURES
have been ejected during firing. Features are elements in the design o f a weapon which affect i t s per-
for mance.
Break Loading (Break): Found mostly i n Single Shot or Double Bar- Bipods
rel:ed Shotguns, and i n some Single Shot ball firing weapons. The gun is These usually go on Military Issue weapons. A Prone firer assuming

39
allen pay (order #970855) 8
Full Stance (yes, it does sound odd) may assume the Rest Weapon mod- Spread front, that particular meter's worth of shot is gone creating a
ifier i n the same Action. sort of 'shadow'.
The BDG used against a target i n one of these Spread meters i s the
Folding Stock
effective BDG of the Shot Shell divided by 3.
Many sub-machine guns and some other weapons have this Feature,
a shoulder stock which can be removed or folded out of the way. When Loose
this stock is extended, the weapon is fired using Rifle Skill in com- At Extreme or Maximum Range, the shot pattern is s t i l l moving in
bination with Autoweapon t o derive the BCS. When the stock is folded that 3-meter front, but has lost impetus and some of i t s pellets. Calcul-
up, the Skill used is Pistol. This will not, of course, affect the range of ate the effective BDG of the shot, and divide by 6 for the final BDG
the weapon. used on a target.

Hair Trigger 2.5.9~ JACKETED BULLETS (Advanced)


Allow an addition of 1 Shot/Action t o maximum allowable Rate of These are the direct opposite of Hollow Points. Coated with steel t o
Fire. Unless this is on a gun with an adjustable trigger, t h e presence of allow maximum penetration, Jacketed rounds will suffer only half the
a Hair Trigger i s always i n force. The Gamemaster should enforce a AST Barrier value as a BDG reduction, but their chance of causing Special
upon Characters with Hair Trigger weapons who start t o set up a shot Effects is likewise halved.
and then try t o abort it. If they miss the AST they must fire.
2.5.9d HOLLOW-POINT BULLETS (Advanced)
Iron Sights
These are speciallymade bullets with hollowed, cupped, or flattened
As the name indicates, these are metal sights, usually an open notch
tips. There are also bullets designed t o expand upon striking a target.
a t the back of the gun, and a corresponding bead, barleycorn, or other
A l l such bullets are designated as Hollow Points for convenience.
convex form a t the front of the barrel. Ordinary Iron Sights are always
The effective BDG for Hollow Points i s not affected for purposes of
present on a gun unless specifically noted otherwise in i t s Spec Sheet.
determining damage, but when checking for Missile Special Effects,
They permit Sighted Fire as described i n the firearms rules (Sighting
double the effective BDG t o derive the percentage chance.
Modifier).
When hitting a Barrier, the Barrier value is also doubled for the Hol-
No Iron Sights low Point bullet. A 10-point Barrier would reduce the effective BDG of
No sights built into the gun. This i s the case with many rifles. They a Hollow Point by 20.
cannot use sighted fire until Iron or other sights are installed on them.
2.5.10 AUTOMATIC WEAPONS
Match Sights The term 'Automatic' refers t o weapons capable of fire which con-
These precision instruments combine the features of Click and Peep tinues as long as the trigger is depressed,
Sights, allowing +5 t o the BCS when i n Sighted Fire. These weapons fire 'Bursts' of bullets, instead of single rounds as
nonautomatic guns do. Such Bursts can be long or short, but generally
Match Weapons
Small Arms cannot be built durable enough t o allow unlimited auto-
Add 50% t o the distance of their Range Steps.
fire. The longer a Burst is maintained, the greater the chance that the
Recoil Reduction weapon will jam, as some element of i t s mechanism falls out of synch
Ranging from a recoil pad on the buttplace of a Long Gun t o frtrlcy with the murderous rhythm of the discharge.
venting systems and brakes, Recoil Reduction systems reduce the pen- Full Automatic fire from small arms has several unique rules a t -
alty (if any) due t o Recoil by their rated factor. A Recoil Pad always tached t o it. I n firing any other weapon, 1 Shot discharges 1 bullet
has Recoil Reduction of 1. Other systems are given a Rating. (or charge of shot, if using a shotgun). Firing on automatic, a weapon
will discharge 3 Rounds per Burst.
Select Fire This has two major effects. First, the recoil of firing the weapon is
This allows the user to decide whether the weapon will function as
equal t o the number of Rounds per Burst times the ammo's base BDG.
A L or FA with regard t o the gun action.
Second, the damage potential of the Burst will vary. The number of
Swivel Swing Rounds per Burst is rolled (a D3). The indicated number of rounds will
This allows a Long Gun t o be braced using the sling strap i n the hit the target on the same location, adding their individual BDG t o get
same Action the Firer assumes Stance. Normally, this requires a separ- the total. This can make even the low-power slugs from some auto-
ate Action. matics quite lethal.
Remember t o deduct all the rounds in the Burst from the weapon's
Telescopic Sights magazine load, even i f all do not h i t the target. Likewise, Recoil for
Sights serve t o reduce the effective Range as far as effects on BCS Bursts is calculated on the basis of how many rounds are fired, not how
go. Effects of BDG are not modified. Divide the actual Range by the many hit.
magnification power of the sight t o get the effective Range when deter- As noted i n the description of Autofire Skill, the user of a weap-
mining the Range Step t o be used. on firing Full Automatic must average that Skill with the one governing
the use of that size/shape of gun. Thus, firing a Pistol-form Submachine
gun (SMG) would require averaging Autofire and Pistol Skills. The use
2.5.9 AMMUNITION NOTES of a larger SMG, or an automatic Carbine or Rifle, averages the Rifle
2.5.9a CALIBER Skill with Autofire Skill.
Caliber i s a measure of the bullet's diameter either in inches or in
millimeters. As a rule, if a gun is made to use one type of cartridge, it 2.5.10a F U L L AUTOMATIC JAMMING
cannot fire any other round a t all. Trying will only get you an ex- There is no strict limit t o the number of Bursts which may be fired
ploding weapon i n your hands. in an Action as such. The limit comes from the tendency of automatic
weapons t o ja,n during sustained fire. A single Burst can always be fired
2,5.9b SHOT SHELL BALLISTICS with no fear of this happening. But i f more Bursts are fired in an Ac-
The ballistic behavior of a charge of shot, i s what makes shotguns tion, the chances mount rapidly.
unique. As the pellets travel further, they spread out, exposing a wider The tendency t o jam i s limited by the gun's Durability. I f firing
area t o attack, albeit with reduced damage potential. multiple Bursts, roll dice of the type appropriate t o the Rounds per
The controlling factor in this slow spread i s the 'Choke' of the gun Burst for the gun, 1 such die per Durability point. For a gun firing 3
barrel. The tightest Choke is 'Full', and an 'Open' Choke is the loosest. Rounds per Burst, with a Durability o f 3, 3D3 would be rolled. The
The Choke i s a tube a t the end of the barrel,that 'chokes' or compres- number rolled indicates the round which will jam after the first Burst.
ses the stream of shot leaving the gun. A score of 3 would indicate a jam on the third round of the second
Burst fired that Action. I f t w o Bursts were indeed fired, the second
Line would jam. If the score had been 4, indicating a jam on the first round
Out t o the end of Short Range, the shot i s in Line. It is a tightly in the third Burst, and only t w o Bursts were actually fired, then no jam
compact mass, affecting only 1 possible target. would occur.
Spread
From Effective through Long Range Steps, the shot pattern spreads 2.5.10b FUMBLING BURSTS (Optional)
out, affecting a front 3 meters wide. This front moves along the line of One o f the problems with Full Automatic fire i s that the firer needs
fire, and each meter of it will menace the first target i n that line.Thus, t o exercise great control t o stop shooting when he wants to. The high
a Spread pattern of shot could hit one target a t Effective Range, and rate of fire may cause shots t o be wasted. To simulate this, the Game-
still attack two others out t o Long Range, if they were also i n the line master may require those using Full Automatic t o make a Deftness
of fire. Once the Attack has been resolved for a given meter of the Attribute Saving Throw. I f the Saving Throw fails, then roll a die ap-

40

allen pay (order #970855) 8


propriate t o the Rounds per Burst, and the indicated number of extra Machine guns are rated for a Rate of Fire, see accompanying chart.
rounds were fired. As such shots are not well-controlled by the firer, The firer may elect t o use any lower Rate he wishes in order t o con-
they will not hit any target, and they may well cause the weapon t o serve ammunition.
jam. The firer declares a given area as his target rather than a character.
He must zero i n on this area. This requires an Autofire BCS which i s
2.5.10~ SPRAYING AUTOFIRE (Advanced)
subject t o all relevant situational modifiers except those due t o target
The Bursts of automatic weapons need not b e directed solely at one action. If the gunner misses this roll, he may t r y again but his effective
target. The firer may spray, or 'hose down', an area, or split fire among Rate of Fire will be reduced by one step. If he continues t o miss, he
multiple targets. The total number of meters separating his targets i s ad- may continue t o t r y again until he is successful, the Rate of Fire drops
ded up, including those containing figures. All figures in the affected below 1, or he makes a Critical Miss which will have i t s usual nasty ef-
area are subject t o fire. A separate BCS is rolled for each vulnerable fects.
figure. The BCS for each target is divided by the total number of meters Once the target area i s 'hit'a Zone of Fire will be laid down. This is
covered by the spray. Likewise, the BDG impacting a given target is div- a 1 b y 3 meter area which is centered on the designated target area.
ided b y the number of meters i n the target area. It may be convenient The gunner may now elect t o 'Traverse' the machine gun. Note that
for the Gamemaster t o require that all targets o f spraying fire be within Traversing is not allowed for fixed-mount MGs. Traversing moves the
a 20-meter area, and t o adjudicate that spray f i r e may never hit more gun barrel in an arc so that more area comes under fire. Each Traverse
characters than the number of rounds that were fired. On the positive lays down an additional Zone of Fire that is 1 by 3 meters in size.
side, the BCS penalty should be reduced i n firing into a press, where

*
These additional Zones must be adjacent t o the original Zone; either
characters are packed closely together. lengthening it by 3 meter increments or widening it b y 1 meter incre-
Luther i s being charged by mad dogs from t w o doors, three meters ments. For each Traverse, the effective Rate of Fire i s reduced b y 1.
apart. Assuming no other modifiers apply t o his BCS of 16, his spray at-
Thus, a gun with a Rate of Fire o f 3 that is Traversed twice will have an
tack will be resolved as follows: effective Rate of Fire of one in each Zone. If it had only been Trav-
@Total area covered is t w o meter-wide doors and 3 meters of inter- ersed once, the effective Rate o f Fire in each Zone would be 2. The
vening space. 5 meters. gunner must declare how many Traverses he is making when he decides
0 His BCS vs. the t w o Dogs i s 16/5, for an effective 3 (round down). if he will Traverse t h e gun at all.
Their CDAs while charging will reduce this t o less than 1, t o be re- Any character or object in a Zone of Fire when it is laid down or
solved as described in Book 1. that enters the Zone during the Action in which it is fired may be a t -
By sheer good luck, he hits one of the Dogs! Rolling the number tacked. The gunner must make a separate Autofire BCS roll for each
of hits, he scores a 2. He is firing rounds with a BDG of 11, so t h e target. All relevant modifiers, including those for target action, are ap-
normal total that would affect the Dog is 22. Dividing this by 5, plied. A successful roll indicates the target will receive a number of
we get 4. His effective BDG against one mutt is only 4, probably bursts equal t o the effective Rate of Fire.
only a wound. Meanwhile, the foaming jaws of the unscathed ani- To determine the effects of a hit by an MG, calculate the effective
mal are snapping at his jugular! BDG for one round of the ammunition in use and apply all relevant
modifiers. The effective Rate Factor i s the number of 'bursts' of 1 D3
2.5.11 MACHINE GUNS rounds each which will h i t a target. These bursts are handled as normal
True machine guns differ from sub-machine guns i n several ways. bursts except that Missile Special Effects are only checked for the first
They require a mount of some kind (bipod, tripod, or vehicular). They burst that hits.
are capable o f sustained autofire which lays down a hail of bullets ef-
fectively, even when the firer i s spraying an area. They are deadly weap-
ons in most tactical situations. Machine guns (abbreviated as MGs) 2.5.11a JAMMING (Advanced)
come in t w o sizes: the Light (LMG) and t h e Heavy (HMG). Even the most durable weapon will jam if fired at normal MG rates
In using MGs, the Autofire Skill is used alone. It is not averaged for for long periods. I f a machine gun i s fired for a consecutive number of
the form of the weapon. This Skill covers servicing the weapon as well Actions greater than i t s Durability, it may jam. Roll 1D6 on each Ac-
as using it properly. tion of firing once a jam i s due. If the result i s greater than or equal t o
A machine gun which has been correctly set u p i s considered t o give the Durability of the gun, a jam will occur. See Critical Miss Effects for
i t s user a Present Stance. N o Full Stance is possible. firearms in section 2.2.9d.
~~ ~ ~

2.5.12 FIREARM RANGE TABLE


Range:
B B L or Inherent Point
Weapon Choke Accuracy Blank Short Effective Long Extreme Maximum
Pistols: Snub ( < 3' ') -1 2 10 15 25 50 100
Short (3-4' ') +O 4 10 20 30 60 120
Standard (4-7' ') +1 5 10 30 50 100 200
Long (10-12' '1 +2 5 10 40 60 120 240
Extralong (12+' '1 +2 5 20 60 80 160 320
Long Guns: Carbine (18-20' ') +3 10 25 50 250 500 1000
Rifle (20+' '1 +4 10 30 100 500 1000 2000
Autofire: SMG ( < 18' ') +2* 5 10 20 40 80 160
Carbine (18-20' '1 +3* 10 15 25 125 250 500
Rifle (20+' '1 +4* 10 20 50 250 500 1000
LMG +4** 50 125 250 500 1000 2000
HMG +5** 50 250 500 1000 2000 4000
Shotguns:*** Full Choke +4 10 25 30 60 100 150
Modified Choke +4 5 20 30 40 80 120
Open Choke +5 5 10 20 30 60 90
Riot Gun +4 5 10 15 20 30 50

BCS MODIFIERS: +2 +1 +o -1 -2 -5
BDG MODIFIERS:**** +10 +o +o -10% -25% -50%

"Using Autofire increases the inherent accuracy of the form by 1 for each burst fired.
"The effective Rate Factor is added t o the inherent accuracy of an MG when rolling t o hit a target.
***Treat a sawed-off shotgun as a Riot Gun and reduce the BDG o f the round b y 25%.
****The use of a telescopic sight, while reducing range for BCS purposes, does not affect range for
BDG modification. The bullet s t i l l has t o travel the full distance.
When firing a pistol round from a Carbine increase the base BDG b y 50%. When firing a Rifle
round from a Carbine, decrease the base BDG by 25%.

41
allen pay (order #970855) 8
A rest of 1 Detailed Turn will reduce the tally of turns fired t o zero the gun, the next failed roll will indicate barrel warpage, instead of a
a t any time. Thus, a weapon with a Durability of 4 may be fired safely simple jam. I.e., an MG with a DUR of 4 has been fired for 8 consecu-
for 4 actions (2 Detailed Turns). I f it is then rested for 1 Detailed Turn, tive Actions without allowing a 1 Turn rest. It has obviously had t o
it may fire safely for another 4 Actions. I f not, the Gamemaster will be- make the DUR roll for the last 4 Actions or it would have jammed. I f
gin rolling for a jam on each firing Action beginning with the f i f t h Ac- this concentrated fire continues, and t h e DUR roll fails, the gun i s ka-
tion. A die roll of 4,5 or 6 will indicate that the weapon has jammed. put until a new barrel is mounted (an operation requiring 5 Actions if
one has a new barrel handy).
2.5.11 b TRACERS (Optional) Over the long term, a Machine Gun can fire a total number of
The use of 'tracers' (bullets loaded with a flare powder which causes rounds equal t o i t s DUR times the Rounds fired per Action at i t s max-
them t o show a path of flame) will increase the Autofire BCS of the imum Rate times 1000. This is probably too tedious t o bother with un-
gunner by 1. This applies t o all Autofire BCS rolls in using the weapon. less it i s desired t o cut short the lifespan of an MG for some reason.
Tracers are usually used as every tenth round. A lower frequency will
not give the bonus and a higher will not increase it.

MACHINE GUN RATE OF FIRE CHART 2.5.13 SAMPLE GUNS


Some of the terms used i n this chart of guns require some explana-
Actual Rate i n Rounds expended per tion. Abbreviations are used as necessary t o Save space.
Rounds per minute Rate Factor Action BEL: is the barrel length used for range determinations.
Under 500 1 20 Action: i s the abbreviation for the action that governs how many
500-750 2 30 shots may be fired. For Machine Guns a number appears after a slash
75 1-1000 3 40 which i s the Rate Factor for that gun.
Magazine: gives the type of 'magazine' followed by the number of
25.1 IC CHANGEABLE BARRELS (Advanced Optional) rounds it holds.
The working life of a Machine Gun is limited by the barrel, which Caliber: lists the caliber used by the gun. I f more than one i s listed,
has a distressing tendency t o warp under the tremendous heat generated it means that more than one version of that gun exists. One for each
by sustained fire. cartridge listed. A given gun does not fire each of the rounds listed.
There are t w o ways t o measure this operating lifespan. One deals Shotguns are listed for 'gauge'.
with the immediate effects of overlong firing periods, and the other Introduced: gives the approximate year of introduction into service
with the slow effects of even normal use. and the country of origin.
i n the first case, it posits that the gunner has been firing well past Cost: i s an approximate value i n dollars. Automatic weapons are not
the period requiring a 'rest' t o avoid possible jams. If the DUR roll has available t o the general public, (indicated by parentheses) so the range
been required for a number of firing Actions equal t o the DUR value of given represents a 'black market' price estimate, if available a t all.

2.5.13a PISTOLS (Cost: $20-30)


Weapon BEL Action Magazine Caliber BDG DUR Weight Introduced
Browning HP35 stan. AL box 13 9mm para. 8 3 .8 1935U.S.
Match sights. Accepts a shoulder stockfor +.5 kg (Folding Stock).
Colt M1911Al stan. AL box 7 -45 ACP 11 5 1.1 191 1U.S.
Colt New Service stan. SA swing-cy1 6 .44 spec. 6 4 12 191 1 U.S.
.45 Colt 6
.45 ACP 11
Colt Police Positive short DA swing-cyl 6 -32 4 4 .5 1907U.S.
Luger PO8 stan. AL box 8 9mm para. 5 4 .9 1900Ger.
drum 32 (+.2 kg)
Luger PO8 Long AL as above as above 6 4 1.1 1900Ger.
Both lugers accept a shoulder stock for +.5 kg (Folding Stock).
Mauser C96 stan. AL box 10 9mm para. 5 4 1.6 1895Ger.
Comes with a wooden holster which becomes a shoulder stock for +5 kg (Folding Stock).
Nambu stan. AL box 8 8mm 5 4 .9 1915Jap.
S&W Magnum stan. DA swing-cy1 6 .357 magnum 11 4 1.2 193411.S.
Gun can also fire .38 special for a BDG of 8.
S&W Pol ice short DA swingcyl 6 .38 long 5 4 .90 1899U.S.
.38 spec. 8
To ka rev stan. AL box 8 7.62mm 16 3 .8 1933Russ.
Walther PP stan. AL box 8 7.65mm 5 4 .7 1929Ger.
9mm short 2
Walther P38 stan. AL box 8 9mm para. 5 4 .9 1938Ger.
25.13b CIVILIAN RIFLES
Weapon BBL Action Magazine Caliber BDG DUR Weight Introduced Cost ($1
Custom b i g game rifle SA Break 2 .358 magnum 43 4 5 - 100 and up
.450 nitro 49
.465 nitro 49
.470 nitro 51
.577 nitro 70
.600 nitro 76
Usually has Recoil Pad (reduction 1 or 2). No Iron Sights,and is tapped t o take a telescopic sight.
Remington Model 8 rifle AL box 5 -25 Rem. 14 3 4 1906 30.00
-30 Rem. 18
-32 Rem. 19
-35 Rem. 21
Remington Mod.30 rifle BA box 6 as Mod. 8 4 2.5 1921 32.00
Remington Mod.34 rifle BA tub-mag 20 .22 short 2 4 2.7 1932 20.00
15 2 2 long 4
14 .22long 8
Winchester M1892 rifle LA tub-mag 12 25-20 6 4 3 1892 25 .OO
32-20 8
3840 8
4440 12
Winchester M1894 carbine L A tub-mag 7 -3240 6 4 3 1894 32.00
30-30 15
32 spec. 17

42
allen pay (order #970855) 8
2 5 . 1 3 ~SHOTGUNS
Weapan Choke Action Magazine Gauge BDG DUR Weight Introduced Cost($)
Rem. Model 11 Police Mod. AL tub-mag 5 12 32 4 4 1921 (2D6 x 10)
Rem. Model 11R Riot AL tub-mag5 12 32 4 4 1921 (2D6 x 10)
16 30
Both feature a Swivel Sling. 20 20
Rem. Model 31 Full PA tub-mag 5 12 18/32 - 3 3.5 1931 25.00
Mod. 16 18/30
Open 20 16/20
Rem. Model 32 Full SA break2 12 18/32 3 3.4 1932 20.00
Open
The t w o BDGs for shotguns represent birdshotlbuckshot loads i n the shells.

2.5.13d M I L I T A R Y RIFLES (all have Bayonet feature)


Weapon BBL Action
-.
Magazine Caliber BDG DUR Weight Introduced cost($)
Arisaka rifle BA box5 65mm 2 4 3.9 191 1Jap. 25.00
Bayonet folds under barrel.
Fusil MAS36 rifle BA box5 7.5MLE29 20 4 38 1936Fren. (2D6 x 15)
Bayonet has scabbard i n stock. Varient M1936 CCR36 has Folding Stock.
KAR 98K rifle BA box 5 7.92 Patr. 27 5 39 1898Ger. 25.00
Lee Enfield No.4 rifle BA box5 303SAA 22 4 4.1 1888U.K. 20.00
box 10
Moisin-Nagant rifle BA box 5 7.62 Rus. 27 4 4.1 1891Russ. 27.00
M1 Garand rifle AL strip8 .30-06 26 5 4.3 1936U.S. (2D6 x 20)
Springfield rifle BA box 5 .30-06 26 5 4.7 1903U.S. 20.00

25.13e SUB-MACHINE GUNS


BAR rifle FA box 20 .30 20 4 8.6 1917U.S. (3D6 x 15)
Select Fire. Model 1918A1 added an integral bipod i n 1938.
MP38 Xlong FA box32 9mmpara. 7 4 39 1938Ger. (2D10 x 20)
Folding Stock.
Steyr-Slothurn Xlong FA box32 9mm para. 7 3 3.9 1934Aus. (2D10 x 20)
Issued t o german army prior t o MP38.
Thompson Xlong FA box20 .45 ACP 13 3 4.7 1928U.S. (2010 x 20)
box 30
drum 50
Select Fire. Recoil Reduction 2. Removable stock (-.5 kg) acts as Folding Stock.
ZK383 Xlong FA box30 9mmpara. 7 3 4 1932Czech. (2D10 x 25)
Optional Bipod mount (+.4 kg). Issued t o German SS i n 1933.

2.5.13e MACHINE GUNS


Browning .30 LMG FA12 belt250 .30 20 4 14 1917U.S. (2D10 x 50)
Barrel change.
Browning M2 HMG FA12 belt 100 50 90 4 29.9 1921U.S. (2D10 x 70)
MG34 LMG FA13 belt50 7.92mm 27 4 12 1934Ger. (2D10 x 75)
drum 75
Select Fire. Barrel Chanqe. B i w d .
Vickers MK.1 HMG FA12 belt 250 .303 26 4 15 1912U.K. (2D6 x 50)
Water cooled (+3 kg of water t o operate). Barrel Change. Tripod available for gun (+7.6 kg).
USMG M1915 US. variant of Vickers. It fires .30 caliber a t BDG 20. (2D6 x 50)

25.13f AMMUNITION deceleration rate of a vehicle. This is 10 kph times the Handling Rating
In order t o rationalize ammunition purchases for the game, prices in a Detailed Turn.
are based on the BDG of the round since more powder, metal and ex- DURABILITY: this i s another abstract rating which represents the
pertise is required for the heavier cartridges. overall toughness and reliability of the vehicle. When the Durability is
BDG Cost for 50 rounds reduced t o 0, the vehicle will no longer operate but can be repaired. I f
1-10 1.oo the vehicle i s i n motion a t the time, it is treated as i f it had received a
11-20 2 .oo Stall critical effect. Once the Durability i s reduced t o zero minus the
21-30 3 .OO original Durability, the vehicle is destroyed beyond repair.
31 4 0 4.00 RANGE: this represents how far the vehicle may travel on a full
41 8 0 5.00 load of fuel under normal circumstances.
61+ 6.00 PASSENGERS: this notes how many people the vehicle can carry.
Aircraft will also designate a number of crewmembers who operate the
vehicle.
2.6 VEHICLES BARRIER EFFECT: this is a Barrier Value which will reduce the
Vehicles, by their very nature, are difficult t o deal with i n the scale Bullet Damage Group of any shots fired at passengers inside the vehicle.
that one i s dealing with a single man. To properly handle them,the It will also reduce any damage targeted for the vehicle itself.
Gamemaster must use a combination of Tactical and Detailed action COST: this i s the approximate cost of the vehicle for a DARE-
Scales. DEVILS adventurer.
Vehicles are dealt with in the game as a set of statistics as outlined
below: 2.6.1 OPERATING A VEHICLE
M A X I M U M SPEED: this is given i n kilometers per hour or kph A Simple travel i n a vehicle is handled easily. For each hour spent
conversion chart i s provided for changing kph t o meters covered in a traveling a t a given speed, the vehicle will cover that many kilometers.
Detailed Turn. Airplanes must achieve half this speed t o take off. A fraction of an hour spent will result i n the same fraction of kilo-
ACCELERATION: this is given i n kph per Detailed Turn and rep- meters covered. Thus, a half hour a t 20 kph will result in one half of 20
resents the increase i n the speed a t which a vehicle is travelling that may or 10 kilometers covered.
be made safely a t the start of a Detailed Turn or when encountering a The terrain over which a ground vehicle is traveling may affect the
hazard in travel. speed a t which a driver would wish t o travel. The maximum safe speed
HANDLING: this i s an abstract rating representing the maneuver- i s determined by modifying one-third of the maximum speed of the
ability and responsiveness of the vehicle. Handling also defines the safe vehicle by the travel modifiers for a man trying t o walk over the terrain

43
allen pay (order #970855) 8
as given in section 2.1.7. Thus, a car with a Maximum Speed of 100 kph
traveling over Rough terrain would have a safe speed of 75% of (100/3)
or 25 kph. If a driver exceeds the maximum safe speed during travel, he
must check once per hour, or fraction thereof, for an accident. Each 10
kph, or fraction thereof, over the safe speed subtracts 1 from his Driv-
ing BCS t o avoid t h e accident.
The speed at which a vehicle is traveling is determined b y the driver
at the start of a turn. He may increase the speed u p t o his Acceleration
rating or decrease within the limit allowed b y the vehicle's Handling
with no problems. Greater acceleration i s not possible. Greater deceler-
ation is possible but the driver must make a successful Driving BCS
roll minus one-tenth the current speed i n kph or he will have an ac-
cident.
Any time road conditions change and the driver does not decelerate
t o within the safe speed, he must make a driving BCS o r have an ac-
cident.
Whenever the driver attempts a High Speed Maneuver, he must make
a Driving BCS or have an accident. High Speed Maneuvers are defined
as Direction Changes or Defensive Weaving when performed at speeds
exceeding either the maximum safe speed according t o road conditions
or the driver's Deftness plus Speed i n kph, whichever is lower.
this roll fails t h e vehicle is attacked instead. Potential damage in all
2.62 ACCIDENTS cases is reduced by the Barrier Value of the vehicle. Passengers may not
Besides the circumstances mentioned above, an accident may occur be selected as targets when firing at an aircraft.
Any combat between characters on the same vehicle are subject t o
whenever:
a penalty equal t o the current speed i n kph divided b y 20. This penalty
.The vehicle loses a point or more of Durability while i n motion.
i s doubled if the vehicle is engaged i n High Speed maneuvers.
The Durability lost is a penalty t o the Driving BCS.
Whenever an attack i s successfully conducted against a vehicle, the
.The driver takes damage. The damage taken is a penalty t o the
Driving BCS. damage done i s the percentage chance that there will be a Durability
loss. The Durability loss is equal t o the effective Bullet Damage Group
.The vehicle strikes an obstacle. A penalty equal t o t h e size of the
divided b y 10 and rounded up. Hand weapons cause a maximum loss of
obstacle i s applied t o t h e Driving BCS.
An accident may be avoided by a Driving BCS. I f the driver does
1 point of Durability. Explosives reduce the Durability b y their Blast
Rating.
not have the skill, a Deftness Critical Saving Throw may be substituted.
I f the vehicle i s the recipient of Critical Hit, there is an immediate
Any character attempting t o avoid t h e accident from a position other
check for an accident. Also, the Gamemaster will roll on the table be-
than the driver's seat will have his base chance halved before any mod-
low t o determine t h e effects of the Critical Hit. If more than one 'ac-
ifications due t o circumstances are made.
cident' is called for the Gamemaster should apply only the most serious
Once it is determined that an accident will occur, roll 1D100, add
in a given turn.
the current speed in kph t o the result and consult the Accident Table.

ACCIDENT TABLE VEHICLE CRITICAL H I T TABLE


D l O O Accident Type
(if moving, check for Accident)
DlOO Effect
01-20 The vehicle fishtails but no serious effects occur.
01-20 No significant effects occur.
21-55 The vehicle stalls but may be restarted. Until then, it will
21-60 The vehicle receives an additional Durability loss of 1D6.
decelerate at i t s maximum safe rate. An airplane will go
into a dive, accelerating at 50 kph per Detailed Turn 614 0 The vehicle receives the extra Durability loss as above and
(maximum of 200 kph per Detailed Turn). receives t h e appropriate additional effect:
56-75 The vehicle stalls and spinsout t o face a random direction
before it begins t o decelerate as above. An airplane will go 61-65 Steering loss occurs. The vehicle cannot be controlled, I f
into a spinning dive. The spin must be stopped before the moving, treat as an unconscious or killed driver.
plane could possibly be landed (deadstick). Stopping the 66-70 The brake system i s shot away. The vehicle cannot b e de-
spin requires a Pilot BCS at a penalty of 1D6. A dead- celerated i f moving.
stick landing requires a Pilot BCS at a penalty equal t o 71-75 The vehicle's electrical system is shot away. This will elim-
kphI20. inate any lights the vehicle is using.
76-90 The vehicle turns perpendicular t o i t s direction of travel 76-80 The driver i s attacked. The firer will roll his base BCS. If
and rolls once for each 10 kph of speed. Each roll does the roll i s successful, the driver receives a Critical Hit. If
1D10 of subdual damage t o each occupant. A n airplane not, the driver receives a normal hit.
will go into a spin as above but it may not be restarted. 81-85 The vehicle's engine has been hit. The vehicle has lost all
9 1 4 0 The vehicle crashes. The Crash Factor is equal t o the cur- motive power. It cannot be restarted until repaired. It
rent kph minus twice the driver's BCS in Driving. The will decelerate at t h e maximum safe speed. A n airplane
Durability of the vehicle i s reduced by the Crash Factor. will go into a dive. See Accident Table.
Each passenger will take a number of D10 of subdual 86-95 The vehicle's motive system (tires or what have you) has
damage equal t o the Crash Factor. Airplane passengers been hit. It will not run properly until repaired. I f the
will double the Crash Factor for this purpose. The Crash vehicle is moving, check again for an Accident and add 10
Factor is the percentage chance that the fuel will ignite. t o the die roll.
I f the fuel ignites the vehicle will burn for a number o f 96-99 The Fuel System is attacked. The damage done i s the per-
Detailed Turns equal t o 1 D3 plus remaining Durability. centage chance that the fuel will ignite burning as des-
On the next turn, the vehicle will explode as if it were a cribed in Accident result 91 -00. If the vehicle i s moving,
hand grenade. and no explosion occurs treat as 81-85 above.
00 The damage done i s the percentage chance of immediate
explosion of the Fuel System. If the explosion does not
occur the Fuel will ignite. Otherwise treat as 96-99 above.
2.6.3 COMBAT ON VEHICLES
Any attacks made from a moving vehicle are subject t o a penalty
equal t o the current speed i n kph divided by 10. This penalty is dou-
bled if the vehicle i s engaged in High Speed Maneuvers. If a gun i s i n a 2.6.4 PURSUITS
fixed mount like the machine guns on a fighter plane, this moving pen- Vehicular pursuits are handled in 6 minute Tactical Turns for pur-
alty is halved. poses of determining ranges. Use the distances in carbine ranges for the
Any attacks made against a moving vehicle are subject t o a penalty steps. Each driver makes a Driving BCS roll and the Effect Numbers are
equal t o the vehicles' speed in kph divided by 10. This penalty i s dou- compared. The driver with the higher number may alter the range by
bled i f t h e vehicle i s engaged in Defensive Weaving. one step. The driver of t h e car with the greater Handling ability may
Any attacks made on a passenger require that a second BCS roll at add t h e difference in the car's Handling values t o his Effect Number.
one-half the raw base value be made t o actually hit the character. I f The driver of the car with the greater Maximum Speed may add the dif-

44
allen pay (order #970855) 8
ference in the cars' Maximum Speeds divided by 10 t o his Effect Num- Ramming in mid air at Point Blank range results in both aircraft tak-
ber. ing 3D10 of damage and the smaller taking an additional 1D10. This re-
Pursuits begin a t whatever range is dictated by the situation. When quires both t o make a Pilot BCS t o avoid an 'Accident' and a Durability
the range is increased past Maximum range, the chase is ended as the loss may require a second check.
pursuer has been lost. A t Point Blank range, Passengers may, attempt t o
change vehicles. This requires a Speed Attribute Saving Throw. Also a 2.6.6 REPAIRS
vehicle may attempt t o force the other from the road. The driver at- The general procedure for repairs i s outlined in the skills section.
tempting this must make a Driving BCS. The other driver must then Vehicle repairs have a Task Value equal t o the original Durabilitv minus
make a Driving BCS or have an accident. Each car will take damage as the current Durability. The Task Period is 2D10 hours.
they collide. The heavier will take 1 D6 and the lighter will take 1D10.
I f both are the same size, both take 1D6. Check for Durability loss due
t o this damage.
During a Pursuit Turn, passengers i n the vehicles will have 1D6 op- KPH MOVEMENT CONVERSION TABLE
portunities t o fire on the other car. Each opportunity is treated as a
Detailed Turn. Both vehicles' passengers will have the same number of KPH MeterslDetailed Turn KPH MeterslDetailed Turn
opportunities and each chance will come at the same time. 120 192 60 96
115 184 55 88
110 176 50 80
2.6.5 AERIAL COMBAT 105 168 45 72
Aerial combat is handled in a fashion similar t o pursuits on t h e 100 160 40 64
ground except the range step distances are taken from Light Machine 95 152 35 56
Gun ranges. Since most aircraft are armed with fixed, forward-firing 90 144 30 48
guns, usually only t h e pursuer i s i n a position t o fire. Before the new 85 136 25 40
range for a turn is determined, the pilot of the pursued plane may elect 80 128 20 32
t o attempt t o reverse the roles. This requires that he make a Pilot BCS 75 120 15 24
which receives a penalty for each range step beyond Point Blank. I f he 70 112 10 16
succeeds in his roll and the pilot of the other aircraft fails his Pilot BCS
65 104 5 8
roll, the first airplane now becomes the pursuer for that turn.

2.6.7 SAMPLE VEHICLES


Max. Speed Range in k m
Type Prototype kph) 36
Accel. Hand DUR BAR (full tank) Passengers Year Cost
Coupe Essex Terraplane 128 5 5 400 5 1932 450
Fo'r d 145 45 2 7 8 300 5 1934 500
Buick Century 160 50 2 10 10 240 4 1936 1000
Chrysler Imperial 155 58 2 8 10 225 5 1931 3000
Limousine Cadillac Fleetwood 145 45 2 12 12 100 2+4 1930 4000
Chrysler Airflow 152 45 3 12 12 300 6 1934 1500
Roadster Stutz Bearcat 188 65 4 8 8 192 2 1931 4500
Cord 810 'blown' 180 75 5 10 8 160 2 1936 5000
Dusenberg SJ 210 80 5 8 8 150 2 1932 20000+
Motorcycle - 170 50 6 3 (3) 300 1 - 400
Fighter Boeing F 4 B 4 300 50 4 12 10 936 1 1932 17000
armed with 2 Machine guns.
Grumrnan FF-1 33 1 50 4 12 10 1472 2 1933 18000
carrier fighter. Armed with 2 fixed machine guns and one for the observer.
Boeing P-26A 374 60 5 12 10 992 1 1934 18000
Ground attack Curtiss Shrike 280 50 3 15 12 950 2 1934 22000
2 machine guns fixed and 2 for observer. 182 kg bomb load.
Bomber Martin B-1OB 341 50 3 10 12 960 4 1935 30000
3 machine guns. 1027 kg bomb load.
Transport Ford Trimotor 172 40 2 15 10 912 2+11-14 1926 36000
Stinson Detrioter 180 40 2 10 8 1088 1+5 1929 27000
Curtis Condor 232 40 1 12 10 1040 2+15 1933 40000
Came i n regular and seaplane versions. When f i t t e d with bunks for long distance travel, it carries 2 less passengers.
Boeing 247 248 40 2 12 10 776 2-3+10 1933 44000
Douglas DC-2 272 45 2 15 10 1920 2-3+14 1934 46000
Seaplane Sikorsky S 4 2 272 40 1 15 10 1920 5+32 1935 50000
Zeppelin Graf Zeppelin 115 25 1 20 9 '9920 45+20 1928 100000
Blimp Norge 113 30 1 10 9 5280 17 1926 35000
Autogiro Pitcairn-Cierva 197 45 2 10 8 336. 1+1 1930 19000
Short take-offs and vertical landings.
Cierva C.30A 176 40 3 10 8 400 1+1 1935 20000
Vertical take-offs and landings.
Helicopters Gyroplane Lab. 107 30 2 6 6 30 1 1935 22000
Fa-61 123 35 4 8 8 229 1 1936 25000
Flettner F1-282 142 35 8 8 8 170 1+1-2 1940 21000
Highly advanced German craft which saw action i n WW II.
Sikorsky VS-300 80 30 2 5 6 120 1 1939 23000
Fa 223 Drache 120 30 3 10 10 318 2+4 1940 26000
German attempt at a passengerlmilitary craft. Machine gun i n nose.

45
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Optional Systems
3.1 LUCK
Luck is an indefinable quantity that is possessed by most fictional Even i n this case, the character should at least go on retreat so that he
heroes in large quantities. T o render this into game terms where, unlike may understand and come t o terms with his new abilities.
in fiction the writer isn't always on the character's side, a Player Char- The acquisition of Special Powers may also be made costly, either i n
acter is assigned a number o f Luck Points. t e r m of dollars or personal sacrifice. Scientific powers can cost money
Let the player roll dice (1D6 for a short scenario and'2D6 for a for research and testing. Mystic powers might require a rigid moral
longer one) for his character before each adventure. Alternatively, the code, physical deprivations, dependency on a 'focus' for the power t o
Gamemaster may wish t o make the rolls and secretly record the results. work, or some combination o f the above.
In this way, the players will not know when their character's Luck will Lastly, during the campaign, the acquisition of Special Powers is not
run out. certain. Years may be wasted in vain attempts t o win such abilities.
Luck may be expended at any point i n the game whenever the play- Failure could be due t o imperfect dedication, false teachers, bad infor-
er declares that he wishes t o rely on his Luck. It is used up according t o mation or theories, lack of talent, etc. T o represent this in game terms,
the schedule below. If insufficient Luck Points remain t o gain a Luck the Gamemaster should require a die roll. A fast method i s t o require
Effect, those points remaining are expended but no result is obtained. the charactefs player t o roll higher than the 'cost' of the Special Power
If the Gamemaster is concealing the amount o f Luck available, he may desired on 1D I O O when the character has completed his training period.
wish t o go on rolling dice t o conceal a lack of Luck. Failure means he did not gain the ability and his time has been wasted.
Luck Point Cost Effect
1 Reroll any one die roll.The second result will only RANDOMLY ACQUIRED SPECIAL POWERS
count if it is better for the Player Character. This
may be used only once per situation. A player can- NUMBER OF POWERS
not continue t o spend Luck until he likes the re- DlOO Powers
sult. 01-05 None, add 10 points t o Attributes.
2 Reduce a Critical Effect against the character by 06-15 None, add 5 points t o Attributes.
one step. This i s in addition t o the Saving Throw a 16-60 Roll once on Nature of Powers.
Player Character receives when a Critical Effect i s 61-95 Roll twice.
assessed against him in combat. This is not applic- 96-00 Roll three times.
able against a Lethal Effect.
5 Negate a Lethal Critical Effect or any other form
of death that might come t o the character. The
character is instead considered in a coma for all
game purposes.
For all Luck effects, the Gamemaster is encouraged to be creative i n
inventing the fortuitous circumstances or coincidence that has saved the
Player Character's life.

3.2 SPECIAL POWERS


Special Powers allow a character t o do things that he would norm-
ally be unable t o accomplish. Each power has i t s own advantages and
limitations. The availability and even the presence of special powers in
a campaign must be determined b y the Gamemaster. It is recommended
that a player's first character or t w o not have them and that a Game-
master's first few adventures not include them since many of them
bend the rules in order t o function. One should b e familiar with the
way the rules work before disregarding or altering them.
Special Powers may be acquired b y a character during his Preadven-
ture career. If the short form of character generation is in use, ?tis rec-
ommended that the determination of Special Powers be made randomly
using t h e tables that follow this section. If the longer, more detailed
form is used, the 'purchase' method is recommended. When using the
'purchase' method, Reduce the number of years a character has for Pre-
adventure careers by 1 for every 10 full 'purchase' points.
In order t o use the purchase method, each player will roll 1D100 for
his character. The result is the number of points the character will have
t o purchase special powers. That die roll result when subtracted from
100 and divided by 5 will yield a number of points which the character
may add t o his Attributes. Thus, a character whose roll is 48 will have
48 points with which t o buy powers and (100-48)/5 or 1 0 points t o add
t o the Attributes as the player wishes. These additions t o Attributes are
made t o the Allocated Attributes.
Powers are assumed t o be acquired during t h e charactefs life before
he enters play. Neither skill acquisition or Preadventure opportunities
are altered i n any way.
A Gamemaster may elect t o allow characters t o acquire Special
Powers in the course of play. This should be, in terms of the character's
life, a long and arduous process. The character may be required t o tra-
vel t o a distant and mysterious land where he will spend long months,
possibly years, under the tuteledge o f mystic masters or he may divorce
himself from the world of men t o develop a Special Power on his own.
The choice of method and the details of i t s implementation must be
determined by t h e Gamemaster. They should fit the nature of the pow-
er and the personality of the character. Some powers might even b e
construed t o be the result of experience during an adventuring career.

46
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NATURE OF POWERS ESCAPE ARTIST Cost: 10
Dl00 Power Type The character is trained t o great suppleness and can actually dis-
1-30 Talent Ability. Roll f o r random Talent. locate his joints and contort his body t o an amazing degree. Thus, he
31 -57 Talent Power. Roll for random Talent. can escape from ropes, chains and fetters. He can also squeeze through
58-62 Hypnotism. small gaps and hide for hours in cramped spaces.
63-67 Heightened senses. Bindings are assigned a value by t h e Gamemaster (rope: 203;
68-72 Danger Sense. chains: 1 D6 + 6; pillory or stocks: 15). Every 10 minutes, the character
73-77 Escape artist. is allowed a Deftness Attribute Saving Throw. If this i s successful, the
7842 Heightened Attribute use. value of the bindings will be reduced by his Deftness Group. As a last
83-85 Self healing. ditch effort or in a situation where only a short time is available (the
8648 'Cat' ability. character is bound and thrown in the ocean), the character may make
89-91 Shadow blend. his roll with his Deftness Attribute Saving Throw reduced by the cur-
92-94 Spirit power. rent value of the bindings. Success will free him immediately. Each es-
95-97 Genius at a skill. cape attempt fatigues the character with 1 D6 subdual 'damage'.
98-99 Compulsion.
00 Invisibility. GENIUS A T A S K I L L Cost: 15
The character is considered a Genius at a skill (his choice). This adds
RANDOM TALENT TABLE 5 t o his Basic Chance of Success and raises his potential BCS (through
DlOO Talent* training t o a score o f 125) t o 25. A character may b e a Genius in more
01 -1 4 Charismatic. than one skill i f allowed by die roll or purchase.
15-28 Combative. A Genius i s allowed an Attribute Saving Throw t o avoid a Critical
29-42 Communicative. Failure. Use the Governing Attribute for this throw.
43-56 Esthetic. A Genius will have a Critical Success on a die roll o f 1 o r 2 when
57-70 Mechanical. exercising his skill. This is subject t o the normal rules i f the adjusted
71 4 4 Natural. BCS is less than or equal t o the number rolled.
85-98 Scientific.
99-00 Choice o f Talent.
HEIGHTENED ATTRIBUTE USE Cost: 10
The Attribute i n question is determined randomly (use a 0 6 ) or i s
'If Talents are not in use roll 2D10 for the character's score in this 'spe- chosen by the purchaser. This power may be received or bought for
cial talent'. more than one Attribute but is not cummulative for any given Attri-
bute.
When the character is called upon t o make a Saving Throw using the
3.2.1 DESCRIPTIONS OF SPECIAL POWERS Attribute enhanced b y this power the divisor is altered. The Attribute
'CAT' A B I L I T Y Cost: 15 value i s divided by 1.5 for an Attribute Saving Throw and by 2.5 for a
A character with this power has a heightened kinesthethic sense
Critical Saving Throw. Thus, a character with a value of 24 who would
which allows him certain advantages: He never receives penalties for
normally have Saving Throws of 12 and 8 respectively will have Saving
moving on Treacherous Ground. When climbing, Steep Climbs are clas-
throws of 16 and 10.
sed as Easy Climbs and Easy Climbs as normal movement. I f he falls,
reduce t h e effective height o f the fall (in feet) b y the average of the
character's Deftness and Speed. The character may move along slack- HEIGHTEN ED SENSES cost: 10
Each receipt or choice of this Special power allows one sense t o be
wires, tightropes, branches, ledges, etc., at walking speeds without
enhanced (player's choice). Any perception rolls that involve the
checking for a fall; higher speeds require a Speed Attribute Saving
chosen sense will be made using an Attribute Saving Throw instead of a
Throw.
Critical Saving Throw. Additional receipts o f this power may be used t o
enhance additional senses.
COMPULSION cost: 20 Alternatively, additional receipts of this power may be used t o ex-
This power i s essentially a powered-up version of hypnotism. It has tend the range of a sense. The exact nature o f this extension must be
a range of the character's Will Group in meters. If t h e target is caught worked out between the Gamemaster and t h e player. Some examples
off-guard, surprised b y t h e character, or in an emotional state when include: increased distance over which a character may see, hear, or
Compulsion i s attempted and he fails a Will Critical Saving Throw, con- smell; vision or hearing extending beyond the normal frequencies, such
trol will be achieved. If the target is wary, the character must attempt as ultrasonic hearing or infrared vision (these last are often mystic pow-
t o throw off his target's guard by engaging him in conversation. Each ers); night vision which increases the light level by one step for the char-
minute o f conversation requires a Will Attribute Saving Throw on the acter; etc.
target's part. When failed, the target's current Will is reduced by the
user's Will Group. When the target's Will is reduced t o zero, control is HY PNOSlS cost: 10
achieved. Upon release of control, the target's normal Will is restored. The use of Hypnosis requires a passive target and a focus. Achieving
Control allows the user t o impart commands or implant suggestions. control i s a Task with a Period equal i n minutes t o t h e target's Will
Commands must be kept simple (say, one action only but will over- Group. During each Period t h e user may make a Will Attribute Saving
ride the victinfs normal sensibilities. Suggestions can include forgetting Throw. Each successful throw will reduce the target's current Will by
an incident, instigating an emotional state, or implanting information. the user's Will Group. When Will is reduced t o zero a trance is achieved
Suggestions will often result i n gaps in the victim's memories or chains (Will is restored t o normal when t h e trance is broken). The user may
of thought which can be revealed under astute questioning. The user of then attempt t o ask questions or implant suggestions t o a total number
Compulsion may only impart a number of suggestions and/or com- equal t o his Wit Group plus his Will Group. The victim may resist. He is
mands equal t o his Will Group. allowed a Critical Saving Throw on his permanent Will for any question
Each use of the Compulsion power reduces the user's current Will or suggestions; an Attribute Saving Throw for one t o which he could be
b y his victim's Will Group. Multiple targets add their Will Groups t o expected t o show greater resistance due t o a prevailing mental state
yield the total drain on the user. Will reduced this way is restored in the (such as fear, confusion, etc.) and a Saving Throw on his full Permanent
same way that subdual damage i s 'healed'. Additionally, the strain o f Will value i f a suggestion would viQlate h i s normal behavior o r ethics
using the power while conversing with a wary target fatigues the user by (this usually includes selfdestruction). A resisted question may be re-
1 D6 points of subdual 'damage' per minute of conversation. peated but it counts against the user's total.The user will not know i f a
suggestion has been resisted until the trance is broken and the victim
either follows it or not. Suggestions may be repeated in the hopes o f
DANGER SENSE Cost: 10 implanting them but each repetition counts against the total.
A character with this power will get a sense of wrongness when con- A n advanced form of Hypnosis costs 5 more points but does not re-
fronted with a danger t o his person, when he i s entering a dangerous sit- quire a focus. The user need only catch the eyes of the target with his
uation, or is about t o be attacked. Examples include ambushes, hidden own. I f the target is not passive when eye contact i s made, he must
traps, drugged food or drink, unsafe structures, etc. Once the warning make a Will Attribute Saving Throw or stand mesmerized while the user
signal is given, the character may attempt a Will Critical Saving Th:ow. attempts t o deepen the trance.
Success on this roll will allow him a hint as t o the nature or source of The range for Hypnosis is the user's Will Group in meters. A target
the danger. Without this throw, he only knows that 'something is wrong may be woken from trance b y violent physical handling or actual dam-
here'. age t o his body if the target is fighting the user's control.

47
allen pay (order #970855) 8
INVISIBILITY Cost: 30 COMBATIVE: the character can, with a successful roll, gauge his
The user of this power i s not seen under normal conditions. He rnay opponent's skill in combat. This allows the player t o be told the BCS of
s t i l l be smelled or touched and will appear as a vague outline (a Hidden the opponent for the combat skill in use.
Thing) in fog, mist, smoke, or rain. Bright light will also cause him t o COMMUNICATIVE: the character may attempt t o pick up the
cast a shadow. Anyone attacking the character i s treated as blind ex- sense of a spoken communication in a language which he does not
cept i f the outline i s perceived, then the attacker is treated as partially speak. Allow a positive modification i f the character speaks a language
blind. in the same language family. Alternatively, the character may attempt
The power has a limited duration. To activate it, the character must t o convey a general concept t o other characters. Specific detail cannot
make a Will Attribute Saving Throw. The Effect Number of this throw be passed across a language barrier.
is the number of Detailed Turns that the power will be in effect, Each ESTHETIC: the character may attempt t o evaluate the worth of an
activation of the power reduces the usel's current Will by 2. This 'lost' artwork or archaeological piece on the spot. A successful attempt will
Will i s restored in the same way as Subdual damage i s 'healed'. yield a figure which is within 10%of the value.
MECHANICAL: the character may attempt t o ascertain the operat-
SELF HEALING Cost: 15 ing procedure for a mechanism that is new t o him. Alternatively, this
The user rnay reduce damage, either lethal or subdual, by the Ef- ability may be used t o diagnose the reason for a failure in a mechanism.
fect Number of a Will Attribute Saving Throw. He may instead reduce NATURAL: the character has an innate sense of direction. Success-
Critical damage by his W i l l Group with such a successful Saving Throw. ful use of this Ability will give the player a compass direction or allow
The type of damage t o be healed must be specified before the attempt the character t o 'recall' a correct path when lost. Once the character
i s made. Each use of this power will reduce the user's Healing Rate (this fails with this Ability, he may not attempt it again until he has been re-
is normally his Health Group) by one. The Healing Rate is restored a t oriented by some indicator such as the sun, a compass, a starfield, or a
the rate of 1 point per day. Any normal healing done by the character familiar location.
i s done a t the reduced rate but his Health score is unaffected. Once the SCIENTIFIC: the character has an analytical ability which enables
user's Healing Rate is reduced t o zero he may apply this power by re- him t o solve riddles (a simple BCS) or break codes (substitute for cryp-
ducing his Health score by 3 for each use. This is considered normal At- tography).
tribute damage. It i s healed normally, see section 2.3.3.
TALENT POWERS Cost: 10 each
SHADOW BLEND Cost: 15 Talent Powers are similar to Talent Abilities in organization and
The user of this power i s adept at concealing his presence both vis- functioning but are more powerful, or have wider applications.
ually and audibly. His Basic Chance of Success i f derived by adding his As an advanced option, a character may purchase the corresponding
Speed and Wit Critical Saving Throws. I f he is attempting t o conceal his Talent Ability when he purchases a Talent Power for 2 additional
presence while moving where other characters might see him, this BCS points instead of t h e usual 5 points.
i s halved. Success of the BCS roll means that the character has become CHARISMATIC: the character may, with a successful roll, inspire
a 'Hidden Thing' and other characters will require a Perception roll t o fear in his enemies or confidence in his friends. In game terms, a Reac-
detect him. Circumstances may modify the Basic Chance of Success ac- tion Roll t o determine whether a group's morale will break in a stress-
cording t o the Gamemaster's decree. Covering noise, uncertain lighting, ful situation will be modified by the character's Effect Number. Thus,
and appropriate clothing will add t o the BCS while bright lights, lack of enemies should be more likely t o run and friends more likely t o hold
cover, and alert observers will subtract from it. The Gamemaster must on. In more personal circumstances, and this will often involve role-
evaluate the situation to determine the value of a modifier. Ranges playing on the part of the Gamemaster, interactions between the char-
from 1 t o 5 are appropriate for each element and all elements are ad- acter and Non-player Characters may be swayed in a similar fashion.
ditive. This could have applications in interrogations or in attempts t o make
A character may train this Power, increasing his BCS as i f it were an contacts.
Attribute. See section 1.8.3. The maximum BCS is 20. COMBATIVE: the character has a masterful grasp of combat in
many of i t s forms. Any time the character uses a new weapon in com-
SPIRIT POWER Cost: 15 bat, he may make a roll on this power. A successful roll will indicate
The character, through mystic disciplines, has achieved the ability t o that he has a Basic Chance of Success with that weapon equal t o his Ef-
draw on inner powers t o enhance his abilities and skills. A Detailed fect Number plus 1. Failure means he has a score in that weapon skill
Turn must be spent focusing this energy and a Will Critical Saving equal t o his Combative Talent score. His BCS can be derived from that.
Throw must be made. This score is permanent and may be improved by training in the usual
The Spirit power may be applied in any one of three ways. Firstly, fashion.
the character may add t o his Basic Chance of Success in any one skill, a COMMUNICATIVE: the character i s well versed in gauging people's
bonus equal t o the Effect Number of the focussing die roll plus 1. He reactions. He may therefore choose his words carefully t o put a propos-
need not have a score in the Skill. This effect lasts for the duration of al or statement i n the best light possible. In game terms, he may add his
the Detailed Action sequence being played out. Talent score t o a Reaction roll for acceptance of his statement. Game-
Secondly, the character may increase his current score in a desig- masters may wish t o limit this application t o one try per situation.
nated Attribute by the Effect Number of an Attribute Saving Throw. Alternatively, the character may attempt to judge another char-
This effect lasts for a number of minutes equal t o the character's Will acter's veracity, a t least with regards t o what that character believes, by
Group. making a successful roll on the Talent. Remember that while a char-
Thirdly, the character may reduce the immediate effects of wounds acter may determine that another i s lieing, this Special Power will not
or injury. If a successful Will Critical Saving Throw is made,any lethal reveal t h e truth of the situation.
or subdual damage taken i s only assessed a t half value a t the time. Full ESTHETIC: this power functions like Danger Sense but the Esthetic
total should be kept since the full effects will be felt when the power Talent score is substituted for the W i l l Critical Saving Throw.
wears off. The power will remain in effect for the duration of the De- MECHANICAL: the character is a tinker with a great affinity for
tailed Action sequence being resolved. It, like the skill increase version constructing and repairing mechanisms. I n any such Task, the Effect
of the power, may not be activated t o lie dormant until a Detailed Ac- Number from a power roll is added t o any Task Points normally ac-
tion sequence is called for. It must be focused a t the start, if the oppor- cumulated for that Task Period.
tunity presents itself, or during the action. NATURAL: the character has a natural empathy with beasts. He
may influence t h e reactions of beasts as a character with Charismatic
TALENT ABILITIES Cost: 5 each Talent Power influences humans, This part of the power works only
Talent Abilities represent Special Powers that operate in conjunc- with mammals.
tion with a character's Talents. In most cases, his Basic Chance of Suc- The character may also determine the attitude (hostile, curious, de-
cess for applying the Ability is equal to the Talent score. I f Talents are fensive, etc.) of animals with a successful roll. This part of the power
not being used, roll 2D10 for the character's 'BCS'. works a t full value for mammals, half value for reptiles and birds, and
A character may have more than one Talent Ability but receipt of not a t all for other animals.
an Ability for the same Talent is not additive. Reroll or choose again. SCIENTIFIC: the character has an inventor's talent. I n any design
CHARISMATIC: the character can influence the reactions of other or analysis Task, he may add the Effect Number from a Power roll t o
(usually Non-Player Characters) when he can interact or communicate any Task Points normally accumulated for that Task Period.
with them in someway. This can be applied t o direct reactions t o him
and his friends or in influencing another character's opinion of another 3.3 GIMMICKS
person or subject. In game terms, add the character's score,either pos- Gimmicks are technological devices, usually ahead of their time,
itively or negatively, a t this choice, to the Reaction Roll t o determine that are used by Daredevils on their adventures. A Gimmick may be
the Non-Player Character's reaction. No BCS roll i s necessary. some new device or simply a modification of an existing one. In either

48

allen pay (order #970855) 8


Skills t o determine his Basic Chance of Success for the Task. Average
the scores i n the Skills and round down t o the nearest whole number
before dividing by 5 for the Basic Chance of Success.
The designer of the Gimmick does not need written documentation
t o produce a prototype. I f he elects t o get another character t o produce
the prototype, the designer must produce this documentation. This is a
Task with a Period of 3 days and it requires the same Skills as the de-
sign Task. Once documentation i s produced, it is subject t o copying or
theft.
Building the prototype is a Task with a Period of 1 week. The skills
necessary must again be decided by the Gamemaster. I f more than one
is needed they are averaged as above. The result of the Task i s a device
that will, it is hoped, function as designed. This i s said with qualifica-
tion because, i f the character has made a Critical failure a t any point in
the design, documentation, or prototype tasks, it will not show up until
the Gimmick is tried. This can be disastrous or it may simply be a dis-
appointing fizzle. A kindly Gamernaater might allow the designer t o
make a Wit Critical Saving Throw in an effort t o detect flaws at the end
of a Task. Only one attempt is allowed per Task. I f a flaw is discovered,
the Task must be repeated. I f feeling generous, the Gamemaster might
case, the presence of Gimmicks i n a game i s a t the Gamemaster's whim. allow work t o be picked up from the point a t which the Critical Failure
He must decide i f he will let Player Characters use or invent such things. occured. Records should, obviously, be kept of the progress of the
This decision should be based on his view of the world in which the ad- Task.
ventures will be taking place. To get a Gimmick into full scale production, the designer must
It is not feasible t o give hard and fast rules for any possible Gim- make the written documentation if he has not already done so. The
mick. Thus, we present guidelines and examples t o aid the Gamemaster skills required in production will be the same as those needed for the
i n evaluating a Gimmick. Creative Players will always come up with new prototype. The Task Period will be 1 day. More than one character may
ideas and the Gamemaster must be ready to deal with these ideas i n be engaged to work on production. Each character beyond the first will
game terms. If the idea i s one which he does not wish t o allow into his only add one-half of his Effect Number t o the accumulated Task
adventures, for whatever reason, he may declare that the player's char- Points. This applies t o his failures as well. A helper's Critical Failure will
acter has not had the inspiration for the Gimmick. subtract twice the usual Effect Number rather than rendering the Gim-
The process of producing a Gimmick has certain basic steps, each Of mick unusable. Player Characters should remember that, if they are
which is a Task in the game. First i s the design o f the Gimmick which desirous of secrecy, the more people who are involved i n a project, the
represents the research and/or original thought required t o get the idea likelier it is that a breach o f secrecy will occur.
of the Gimmick and i t s principles of operation.The designer may then When Gimmicks are being constructed, either as prototypes or pro-
elect t o commit his idea t o paper in the form of a formula, plans bt duction models, any Task Points beyond what i s required t o make the
blueprints as appropriate. The next step is the building of a prototype Gimmick may be 'saved' towards the construction of another Gimmick
Gimmick. This may be done by the character himself or, with t h e plans, of the same type. If enough Task Points are available t o build a second
another character with the required Skill(s). Once the prototype is com- Gimmick, that Gimmick i s assumed t o have been built i n that Task per-
pleted, it is tested t o see if it will work. A confident character might iod,
wait until it is needed i n action for this. Testing is not a Task. Once
there is a tested prototype, the character may arrange for production 3.3.1 EXAMPLES OF GIMMICKS
of the Gimmick. Tbis step always requires written documentation and MINIGRENADE: a hand grenade that i s half the size and weight of
is usually performed by someone other than the designer. a normal one and is thus easier t o conceal and use.
Each Gimmick i s assigned a Task Value. The Value is a t the dis- Categories: A and B Value Factor: 2 + 2 Task Value: 40
cretion of the Gamemaster but should reflect the value of the Gimmick Design: Chemistry
t o i t s potential users as well as the difficulty involved in the creation of Production: Demolitions
such a device. The Task Value for a Gimmick is composed of three ele- EXPLOSIVE BULLET: a bullet which may b e fired from a normal
ments, The Value Factor (see accompanying chart for guidelines) rep- gun but which, instead of normal bullet damage, acts as a 5/0 Concus-
resents the degree of creative work, original thought, or departure from sion Grenade. Weight of .05 kilograms.
established norms and principles that i s involved. The Weight Factor Category: G Value Factor: 150 Task Value: 150' (halve this for
gauges the mass of minute detail as well as the sheer volume of material production models)
t o be handled or worked i n the design or construction. The constant Design: Chemistry and appropriate Firearm Skill.
represents a time factor needed for dealing with any new idea and trans- Production: Demolitions and Gunsmith
lating it into reality. To determine the Task Value for a Gimmick use ULTRA-VIOLET TRACKING POWDER: an adhesive powder
the formula: which when spread on a section of ground will adhere t o the feet of
Value Factor x Weight Factor x 10 anyone passing through the area. This, powder will florescence under
where the Weight Factor is equal t o 1 for every 10 kilograms of mass, the light of a n Ultraviolet projector. One unit of powder would cover a
or fraction thereof, that the finished Gimmick will have. I f the Game- square meter and the packet t o carry it would weigh .I kilograms.
master feels that the calculated Task Value does not reflect a reason- Category: C Value Factor: 5 Task Value: 50' (halve this for pro-
able number, he may alter it t o suit his conception of an appropriate duction)
value for the desired end. Design: Chemistry
The design Task for the Gimmick will have a Task Period of 1 week. Production : Chemistry
The Skill or Skills necessary t o the Task will depend on the nature of INFRA-RED GOGGLES: a bulky aparatus which straps on over the
the Gimmick. I f the Gamemaster decrees that more than one Skill i s head. It allows a character t o see by the light of an Infra-red projector.
necessary, the character must average his scores in a l l the necessary Goggles would weigh .5 kilogram.

VALUE FACTORS FOR GIMMICKS"


Code Gimmick Type Factor
A Reduction in size Old size in cubic meters divided by new size
B Reduction i n weight Old weight in kilograms divided by new weight
C New Application of principle 1 t o 10 with a typical value of 5
D Add additional function 1 t o 10 with a typical value of 3
E Change appearance 1 t o 5 with a typical value of 2
F Item not present in year of game Year of introduction t o real world minus 1900
G Totally new item Gamemaster's decree (minimum of 50)

'If more than one category applies t o the desired Gimmick, total the Value Factors before in-
serting into the formula for Task Value.

49
allen pay (order #970855) 8
Category: F Value Factor: 44 Task Value: 440 Categories: A, B and D Value ractor: 20 + 30 + 5 Task Value: 550
Design: Physics Design: Electrical Engineering and Physics
Production: Electrician Production : Electrician or Electrical Engineering
'MERCY' BULLETS: a bullet which i s actually an injection mech- HELICOPTER: this vehicle would carry one man and i t s perform-
anism for a drug. A special single shot gun is used. Bullet would weigh ance would be little better than an autogyro of similar size.
.05 kilograms. Category: F Value Factor: 40 Task Value: 4pOO
Category: F Value Factor: 60 Task Value: 600* (includes gun; pro- Design: Civil Engineering and Pilot
duction models of bullet would have Production: Machinist and Mechanic
Task Values of 60 while the gun
would be 300). 3.3.2 GIMMICKS AND PRE-ADVENTURE
Design: Physics and appropriate Firearm Skill If the Gamemaster is allowing Player Characters t o design and build
Production: Machinist Gimmicks, he should also allow those characters t o choose a career
SPECIAL 'MERCY' BULLETS: a bullet which has the physical called Inventor during their Pre-adventure life.
parameters of a normal 'mercy' bullet but may be fired from normal INVENTOR
firearm. A caliber must be specified for the bullet and it will only work The character spends his time developing new inventions, tech-
in weapons which use that round. niques, and processes.
Category: G Value Factor: 100 Task Value: 1000* CASH: Roll on the Reaction Table for a Value Number. Cash is the
Design: Physics and appropriate Firearm Skill Value Number times $200.
Production : Machinist INCOME: To gain Income the character must decide if he wishes t o
'Production models of the bullet would have Task Values of 100. patent his inventions and sell the manufacturing rights. I f he does, he
GRAPPLING CANE: concealed as a metal headed walking stick is a will receive the Task Value for each Gimmick in dollars as Income.
grappling hook and cable. The cable resides i n the body o f the stick and Otherwise, no Income is received. Beware though, such Gimmicks may
has a length of 5 meters. The gimmick would weigh 2 kilograms and show up i n the hands of the opposition.
could b e used as a cudgel. MATERIAL BENEFITS: A tool k i t for an appropriate (and used) Skill
Category: E and D Value Factor: 2 + 1 Task Value: 30 (20%); a Reference library (see Academia) for one appropriate (and
Design: Traps used) Skill (5%);working prototypes of a successful Gimmick (variable:
Production: Machinist if the Gimmick is small and expendable (20% for 2D6 of them), if it is
SUCTION CUPS: this gimmick would allow a character t o climb small and reusable (20% for 1 0 3 of them), but i f it i s large such as a
sheer w a l l s as i f they were an Easy Climb. They would weigh .5 kilo- vehicle (10% for one). I f the Gimmick in question has been patented
grams each and four would be required. and sold, double the chances of acquisition.
Category: G Value Factor: 50 Task Value: 500 per set AUTOMATIC SKILLS: None.
Design: Physics or Civil Engineering AVAILABLE SKILLS: None.
Production : Machinist NOTES: The character spends all his time a t work. Assume a working
HAND-HELD RADIO: this radio would weigh 2 kilograms and have year of 1 D10 plus 40 weeks t o work out his Tasks. He may wish t o use
a range of about a kilometer. It would be powered by 8 batteries. It time t o build prototypes rather than rely on the chance acquisition
could send and receive voice communications. through Material Benefits.

Theworld of the Thirties


This section is designed t o provide some background for the garners Daredevils will incur numerous expenses during their careers. Most
on the period i n which DAREDEVILS i s set: the 1930's. Further read- will entail the purchase of some specific item. However, the expenses
ing, both in historical studies and fiction dealing with the period will we deal with here are those of day-today living: costs for housing,
obviously be of help t o the gamer. food, clothes, etc. Player Characters will probably have t o pay these out
The 30's can, in some respects, be viewed as a period of stasis in on a monthly basis, though longer or shorter cycles are quite permis-
western history. This is partially due, of course, t o the paralyzing econ- sible, for the convenience of players and Gamemaster. Expenses in-
omic effect of the Depression. But i n the wake of the staggering social clude:
displacements of World War I, a freeze in other fields of human en- 4.1.1 HOUSING
deavor seemed t o occur as well. One of the few things t h a t showed any TYPE OF HOUSING COST
great development in the world during the 1930's was fascism, becom- Apartment, furnished:
ing the established form of government in Germany, Italy, Spain, and Cheap, no kitchen or bath $25 per room per month
in a modified form, in Japan. The polarization of the world's major Average, kitchen & b a t h $45 per room per month
governments into democratic and totalitarian camps set the stage for Aboveaverage $60 per room per month
World War II, as well as the later 'Cold War' between the communist (Unfurnished apartments reduce price by 25%)
and noncommunist worlds which our own time has seen. But other- Private home:
wise, it was a time when technology,art, philosophy, all seemed frozen Average $500 per room
in place. It would take the shock of global war t o break this stasis. Above-average $750 per room
Luxurious $1 000 per room
Hotels:
Flophouse 50 cents-$1 per night
4.1 ECONOMICS Average (with meals) $5 per night
As you might expect, there is a l o t of gloom in any economic pic-
Above-average (with meals) $1 0 per night
ture one draws of the 30's. For many nations, unchecked inflation and
Luxurious (The Hotel Gigantic) $20 Der niaht and UD
unemployment had raged since the end of the World War. The United
Housing prices for apartments and hotels are given i n the usual bil-
States, after a feverish 'return t o normalcy' under President Harding,
ling cycle for such accomodations. House prices indicate the actual
joined the global Depression when the stock market crashed in October,
price of the house. Thus, a good 2 bedroom apartment, with living
1929. By the end of 1930, US. unemployment had soared t o 13 mil-
room, kitchen and bath, furnished, rents for $45 x 3 (2 bedrooms and
lion and the nation was as broke as the rest of the world,
living room), or 135 per month. An 8 room house, probably with two
In order to get a feel for Depression prices, we have found a good
baths and a kitchen, SELLS for 8 x $500, or $4,000. Due t o federal
rule of thumb to be: $1 in 1982 dollars equals $10 in 1930 dollars. This
subsidy of home loans during the Depression, mortgage rates were ex-
rate remains remarkably stable during the entire decade. I n reading ad-
ceedingly low (3% on a 20 year mortgage is representative).
vertisements and wage lists for the period, one is struck by the mini-
Player Characters with t h e money t o buy a home a t the start of play
mal fluctuation in values that obtained over the whole 10 years. An
may certainly do so.
item that sold for a dollar in 1930 was still priced a t between 90 cents
and $1.10 in 1939. The price l i s t s that follow (and t h a t may appear 4.1.la OFFICE RENTALS
elsewhere in these rules) need no great amount of tinkering t o adjust Office Space in good location $25-50 per room per month
for the year in which your campaign occurs. Sleazy office $5-15 per room per month

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4.1.lb FURNITURE by the heroes and villains of this world. The complexity of the develop-
1 room suite (bedroom,dining, etc.) $25-40 ment Task is directly related to how far ahead of i t s time a new device
Office furniture (desk, chairs) $15 is. The timeline a t the end of this section will include some of the piv-
(Sleazy furniture reduces price 50%. Antiques or luxuries are quite otal dates in technological development during the decade. For other
close t o modern prices. For example, Persian carpets were selling for data, we must refer the Gamemaster t o a good encyclopedia or other
$4,000 plus). source of detailed information.

4.1.1~LIVING EXPENSES
(These prices are abstracts of the cost of living covering laundry,
barbering, food, etc., at the indicated levels) 4.3 MEDICINE
Medicine had made great strides over the first third of the century.
Living like a bum $2 per month (less makes you a prime can-
At least one major development occurred during the 3Vs: the wide-
didate for arrest as a vagrant).
spread testing and distribution of 'sulfa' drugs. These were synthetic
Substandard $5 per month (cheap food, rare shaves, rum-
pled, unwashed clothing). drugs, derived from sulfur compounds (hence the name 'sulfa'). They
Standard $15 per month. Average, middle class stand- served as the only treatment for certain types of infection, though re-
ard of living. sults were erratic. They were the major source of such treatment until
the widespread distribution of penicillin, i n 1943 ushered in the era of
Above-average $25 per month. Upper-middle class stand-
anti-biotics.
ard.
By 1930,medical training had settled into the form we know today:
Ritzy $100 per month and up. The playboy set.
a premedical degree, followed by 3 t o 4 years of rigorous instruction t o
Includes clubs, partying, etc.
earn an M.D. Most states required a t least a year of internship before a
doctor could be licensed t o practice as well.
4.1.2 INCOME
Specific drugs were known t o cure or prevent many of mankind's
Most Daredevils live on independent income or by funds amassed in
greatest scourges. Antitoxins could negate the effects of diptheria;
the course of their adventures (one can live well for quite some time on
quinine and i t s synthetic counterpart, Atabrine, were specifics against
the war chest of a defeated super-criminal). However, Daredevils may,
malaria; preventive vaccination against smallpox was well known. Aspi-
from time t o time, b e hired i n some less dashing capacity, or they may rin was in every medicine cabinet in the country. But influenza ('the
hold some regular job as part of their careers (a doctor, lawyer, or rep-
flu') was as untreatable then as now, and moreover the disease was a
orter, for example). Thus, the following l i s t of representative salary lev- killer. The 'flu' epidemic of 1918 killed more people than had died in
els is given. It also indicates what Player Characters will have t o pay the just-ended World War!
their own employees, should they have any.
For greater detail, we suggest reference t o a popular history of med-
POSIT ION SALARY per Wk. Per Yr. icine t o determine what specific services would have been available in
Journalist $60 $3000 the period. Note that pulp heroes with medical skills were performing
Airline Pilot (very few of these tethniques such as open-heart surgery and delicate neurosurgery that
in the 1930's) $160 $8000 we would be hard-pressed t o match with modern medical technology,
Lawyer (with law firm) $1 20 $6000 much less the actual medical knowledge of the period. The Gamemas-
Lawyer (minor practice or very ter may wish t o permit the Daredevils t o develop similar techniques if
junior position i n a firm) $90 $4500 they have acquired the requisite Skills and perform the necessary re-
Doctor (hospital practice) $90 $4500 search Tasks.
Doctor (private practice) $100' $5000
Engineer $75-125 $3750-6250
Live-in Domestic $15 + a Standard Living
Unskilled Labor $20 $1 000 4.4 SOCIETY
Semi-skilled Labor (driver, The society of the United States during the Depression covered a
stock clerk, etc.) vast range of wealth and sophistication, from the devastatingly poor
$30 $1 500
White Collar Labor (accountant, migrant workers ('Okies') of the Dust Bowl, t o the relatively untouched
teller, etc.) elite of the great cities. The timeline which follows will illuminate high
$45 $2250
points in the nation's social development during the period, but there
Secretarial $25 $1 250
College Professor are certain factors underlying the era which should be kept in mind.
$55 $2750
Policeman The world of the pulps was essentially an innocent one. The villains
$60 $3000
tended t o be clearly identifiable bad guys, whose evil was so world-
The above figures are for average wage earners i n the positions shaking that they seemed almost lovable. There was no link between
shown. 'Top Men' i n their fields will command much higher salaries, i f the injustice fought by Doc Savage, The Shadow, et. al.,and such gen-
they are employed. That is the key phrase: I F they are employed. I n a uine assaults on human dignity as the Ku Klux Klan, which had become
depression, inflation is very low but this is because the flow of money a major political power in the country (primarily, but not soley, i n the
into circulation is held down by massive unemployment. Getting a job Deep South). The super-criminals of the pulp world were also much
i s not easy. Finding a job i s probably a Task, using the appropriate Sub- more colorful than the burgeoning leaders of certain European nations
culture Skill as i f developing a Contact (see section 6.4).Getting hired (i.e. Italy and Germany). It was not until the clouds of war were visible
requires a Reaction Roll of Good or better. The Daredevil may add his on the horizon that most of the magazine crimefighters became spy-
BCS in the main Skill required for the job t o the Reaction die roll. Note fighters, although most of them were already battling the agents of un-
that Daredevils who keep vanishing from work t o fight evil and injus- named, 'hostile' powers, well before Pearl Harbor catapulted the U.S.
tice may get fired for absenteeism. into the war. Until the events leading up t o the outbreak of World War
II, in 1939. Hitler and Mussolini were widely admired i n this country,
4.2 TECHNOLOGY as dedicated leaders who had rebuilt their nations' economics after the
A good history of technological development i n the 20th century is ruin of the Great War.
really necessary in order t o give the garners a solid grasp of what was Racism was usually implicit i n the pulp world, but then, it was a
known i n the 30's. Many major technological principles had been dis- basic assumption in the real world as well. Happy blacks, sinister orien-
covered, but were not developed commercially until long after. For ex- tals, swarthy gangsters of Mediterranean descent, grasping loan sharks
ample, television was first demonstrated in 1927. Yet radio remained with Semitic features and names, all of these abound i n the cheap (and
supreme until well after World War I I . The groundwork for almost all not so cheap) literature of the Depression. Given the modern view of
nuclear research had been laid by 1930, but it was not until the im- this kind of barbarism, DAREDEVILS adventures are likely t o differ
petus of the war that Fermi developed the first nuclear pile, in the drastically in flavor from their originals. But a happy medium exists,
squash court a t the University of Chicago. The principle of radar was one which lets us keep the malevolent genius of Dr. Fu Manchu with-
known, but apart from some secret research in Great Britain, no devel- out embracing the 'white man's burden' which upholds Sir Denis Nay-
opment of that principle was undertaken anywhere, despite the huge landsmith. That i s t o apply the truth we have been struggling toward
increase in aircraft technology and commercial air traffic (one of the (without final success) for the last generation or so: the recognition of
few fields that did boom). Consumer goods underwent great strides (od- the unique qualities of the individual. Given that, a game character's
dly, the Depression had l i t t l e effect on purchases of such items). Auto- personality, his actions and drives, over-shadow his race or culture. The
mobiles underwent their final step t o dominance in the area of per- world of DAREDEVILS can exist without the flaws of the true 1930's.
sonal transport. As in any fantasy game, since we cannot produce a complete picture of
The main application of technological data from the 1930's i n the campaign's milieu, why not use the good parts and leave the bad
DAREDEVILS is in the developing of Gadgets, high-tech artifacts used ones out?

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4.5 TIMELINE Bolivia and Paraguay go t o war over the Chaco plain. The conflict
mistimeline is certainly not all inclusive. It is intended t o note cer- lasts 4 years.
tain significant events within the thirties end some other items of note Franklin Delano Roosevelt is elected president.
which occur both before and after t h e timeframe Of the game. 1933
The U.S. goes o f f t h e gold standard and devaluates the dollar. Un-
1917 employment reaches 13 million.
Russian Revolution. Assassination attempt on FDR results in death of the Mayor Of
1918 Chicago.
World War I ends. On 3/5 FDR declares a 4 day 'Bank Holiday'. All banks close.Some
1919 never reopen.
The League of Nations is formed without us. Participation. Japan resigns from the League of Nations.
1920 On 1215 Prohibition is repealed.
The 18th Ammendment (Prohibition) goes into effect. Hitler is elected Chancellor of Germany. On 3/23 he assumes dicta-
The 19th Ammendment (Women's right t o vote) is ratified. torial powers. He withdraws Germany from the League of Nations.
Warren Harding is elected president. Last U.S. marines withdrawn from military activities i n Nicaragua.
Radio broadcasting begins on a regular basis in the U.S. The U.S. recognizes the U.S.S.R. after 16 years of refusal t o do so.
1921 Albert Einstein arrives in the U.S., fleeing the rising anti-Semitic tide
The teleprinter is developed. in his native Germany.
1922 On the same day as La Guardia is elected mayor of New York City,
Benito Mussolini becomes dictator Of Italy. the first o f the great dust storms sweeps over the midwest.
1923 1934
Harding dies in office. Calvin Coolidge succeeds him. The Federal Bureau of Investigations (FBI) is empowered by the
Hitler's 'Beerhall Putsch' fails. He is jailed for a year and writes congress.
MElN KAMPF. Hitler purges dissidents in his ranks in the 'Night o f the Long
Radioactive tracers for biological reactions are developed. Knives'.
International Criminal Police Organization (Interpol) established i n On 8/19 Hitler is granted t h e title of Fuehrer in a plebiscite.
Vienna. Civil war erupts in China. Mao-Tse-Tung and his communist army
1924 begin their 'Long March' t o the northern part of the country.
Calvin Coolidge elected t o first full term. The first radio-isotopes are prepared b y the Curies.
Clarence Birdseye experimentally markets quick frozen foods. John Dillinger is killed in a gunfight with G-men (Department of
Lenin dies and a power struggle develops in the U.S.S.R. Justice agents).
1925 The Federal Communications Commission i s established.
John Scopes i s convicted of teaching evolution in the 'Monkey Trial' Growing isolationist sentiment fostered by the senate's Nye Com-
Flash bulbs are invented. mittee investigations into bankers, munitions makers and government
1926 officials and their connections t o WW I.
Crown Prince Hirohito becomes Emperor o f Japan. 1935
Germany joins the League of Nations. Italy invades Abyssinia. The country falls in May of 1936.
Liquid fuel rockets are first tested in the U.S. F M radio is demonstrated in the U.S.
1927 Congress passes t h e Social Security Act.
Lindburgh flies nonstop from New York t o Paris. The 'Swing Era' o f popular music begins.
Stalin assumes power in t h e U.S.S.R. Congress passes the First Neutrality Act forbidding transportation
1928 of munitions t o warring countries.
Herbert Hoover elected president. The first Technicolor movie is presented.
Kellogg-Briand Pact t o outlaw war is signed. 1936
Penicillin is discovered by Alexander Fleming but will not be stabi- Major testing and distribution of sulfa drugs begins in the US.
lized for medical use until 1943. The Spanish Civil War begins. Francisco Franco's Nationalists re-
Precursors t o television developed. ceive aid from the newly proclaimed Rome-Berlin Axis. The war lasts
1929 until 1939.
Graf Zeppelin completes a round the world trip in 21 days. Hitler remilitarizes the Rhineland.
The stock market crashes. The Great Depression begins. Roosevelt is elected t o second term.
Magnetic recording tape is patented. It will not be developed until The Gold Depository at Fort Knox is completed. The first shipment
1935 and will not be available commercially until after WW II. of gold arrives the following January.
1930 'Gone with the Wind' sells overs 1,000,000 copies within six months
Clyde Tombaugh discovers the planet Pluto. Union membership rises t o between 4 and 5 million. West coast
Working models of a cyclotron are developed. ports idled in the fall by a strike of maritime workers.
Ras Tafari succeeds to the throne of Abyssinia as Emperor Haile 1937
Selassie Pope Pius X I condemns communism.
Nazi political power increases in Germany. The Japanese attack China.
1931 Research into vacuumcontact dehydrated food begins.
Japan invades Manchuria. Unions stage over 4,500 strikes during the year.
A Republic, dominated by liberals and socialists, is set u p in Spain. The Golden Gate Bridge is completed.
Wallace Caruthers invents nylon. The Hindenburg explodes as it completes i t s first transatlantic flight.
Radio astronomy develops as a science. Amelia Earhart is lost over the Pacific.
Deuterium, heavy hydrogen, is discovered. King Edward V I II of England abdicates his throne t o marry Ameri-
The Empire State building is completed. can divorcee Wallis Simpson.
Pope Pius X I condemns fascism. 1938
Congress designates 'Tha Star Spangled Banner' as the National An- Germany annexes Austria. Interpol ceases t o function until end o f
them. ww II.
For the first time in U S . history, the number of people entering the Howard Hughes completes a round the world flight in 3 days and 19
country was less than those leaving. hours.
AI Capone jailed for income tax evasion. The Munich Pact between Germany, France and Great Britain cedes
1932 the Czechoslovakian Sudetenland t o Germany.
The Lindburg kidnapping case makes headlines. Kidnapping be- Orson Welles frightens thousands with his radio dramatization of
comes a federal crime. H.G. Wells's 'The War of the Worlds'.
The Japanese military High Command of the Empire seizes virtual 1939
control of the government. The Columbia University Physics Department achieves nuclear fis-
The electron microscope is developed, sion.
The first nuclear reaction using an accelerator is achieved. Germany invades Czechoslovakia.
Over 17.000 WW I veterans descend on Washington D.C. t o demand On 4/30 the World's Fair opens in Hyde Park, New York.
cash payments for bonus benefits. This 'Bonus Army' is dispersed by The luxury liner MAURETANIA completes i t s maiden voyage from
the military under Douglas MacArthur. Liverpool t o New York in 6 days and 1 9 hours.

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The FBI reports an increase i n espionage cases over the last year 1946
from 250 t o 1600. The first electronic computer is built.
Stalin and Hitter sign the Russo-German Non-aggression Pact. 1947
DDT is discovered. The sound barrier is broken by a Bell X1 rocket propelled aircraft.
The first commercial television sets are offered for sale. 1948
On 9/1 Germany invades Poland. Two days later France and Eng- The transistor i s invented. This allows miniaturization of a variety of
land declare war. WW I I begins. electronic devices.
The first regular transatlantic passenger service is inaugurated, Long 1952
Island t o Lisbon in 23 hours and 52 minutes. UNIVAC-1 computer becomes operational. It adds, subtracts, mult-
1940 iplies and divides w i t h a memory of 1000 twelve digit numbers. It costs
Plutonium, the first artificial element i s made. $750,000 and weighs 14 tons.
1941 1954
On 12/7 Pearl Harbor is attacked. The U.S. enters the war. Computers enter commercial use.
Genocide of the Jews begins i n Germany. 1957
The first jet-powered aircraft is flown. The first artificial satellite is launched b y the U.S.S.R.
1942 1959
The first nuclear reactor is built. An experimental hovercraft i s demonstrated.
The V2 rocket bomb is launched. 1960
1944 The laser is invented.
IBM produces a electro-mechanical calculating machine.
1945 circa 1960
The first nuclear bombs are made. Integrated circuits are developed. These allow even further miniatur-
The United Nations is formed. ization.

53

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Adventure Creation
5.1 ADVENTURES acters resolve the situation before 'time runs out'. This type of adven-
Adventures are the heart of a Daredevil's Career. It is UP t o the ture requires a careful record kept of t h e time spent by the Player Char-
Gamemaster t o provide opportunities for adventure t o the Player Char- acters. Clues, occurrances, and revelations are planned t o b e introduced
acters. This section provides you, as Gamemaster, Some Suggestions on at certain points in the countdown. These will come into play at the ap-
setting adventures. Specific examples are provided i n the companion propriate point unless the Player Characters have managed t o take some
volume DAREDEVIL ADVENTURES. course of action that would gain them the information or have done
An adventure may be a simple, short scenario in which all loose ends something t o force the event. Perhaps, a madman has threatened t o de-
are tied up after a brief interaction between t h e Player Characters and stroy a public place on Friday. On Monday, a renowned chemist is kid-
Non-player Characters or by the solution t o a mystery or problem. napped. On Wednesday, there is a shoot-out at a trans-oceanic airline
Other adventures consist o f several situations, problems, or interactions and a dieing thug gasps the madman's name (his associates have stolen a
linked b y a common plot thread. Such adventures may not be finished l i s t of arrival times). Finally, on Friday morning, and with barely
in a single session of play. enough time t o make it downtown, a disaffected member of the gang
The topic of the adventure can vary widely. Solving crimes such as reveals the target as a local skyscraper and the time as t h e arrival of a
murder or theft, exploring mysterious parts o f the world, international great zeppelin.
espionage and foiling the plans of insidious criminal masterminds are Another type of adventure progresses through a series of set-piece
but four areas in which Daredevils may exercise their Talents. situations. Each is linked to the other through a common plot thread
Awareness of the capabilities of the players and characters t o b e in- and certain Non-player Characters. Despite this, each also occurs in i t s
volved i n an adventure aids in making it suitable for play. I f such own right, independant of the others. Each will occur when the Player
knowledge is unavailable, you may have t o make some adjustments t o Characters have fulfilled certain requirements such as gaining a given
your prepared material during play. Remain impartial and make such piece of information or visiting a location. Each set-piece begins as plan-
adjustments in a reasonable, unbiased fashion. Adventures should test ned, regardless of a timeline. Each set-piece moves the Player Characters
the characters' skills as well as the resources o f the players but should closer t o the climactic situation in which they have a final confronta-
be neither unchallengingly simple nor difficult beyond the capabilities tion with the villain or are forced t o solve the mystery t o save them-
of the Player Characters. selves. Such 'programmed' adventures allow a Gamemaster t o design
Adventures should also have variety, at least from adventure t o ad- a tight, balanced storyline but may leave the players feeling manipu-
venture. Some will be all action; filled with car chases, brawls, and gun lated unless the presentation of the adventure is handled with care t o
fights. Others will require the solving of one or more mysteries, puzzles make the set-pieces seem natural outgrowths of the actions of the Play-
or riddles. We have found that the most successful adventures combine er Characters. Such adventures may also leave a Gamemaster with a
the cerebral with the physical. difficult problem in extricating a villain for use i n a later set-piece but
When both players and Gamemaster are new t o these rules it i s best mysterious disappearances and missing bodies can go a long way t o
t o keep the situations making u p the adventure relatively straightfor- solving this problem. Perhaps, the Daredevils are on the trail of a secret
ward. Intricate mysteries, many important Non-player Characters, and crime ring. The first crime they learn about will be in progress when
lengthy sequences of linked situations are best left until everyone i s they arrive. Later, when they learn the location of the gang's head-
comfortable with the rules and procedures for playing the game. I f quarters, there will be a tip-off and an ambush will be laid for them.
there are too many complications, players can become bored or frust- Then, a close associate will be kidnapped. Finally, they learn of a plot
rated. They will lose interest in the game and you, t h e Gamemaster, t o assassinate the governor with one of their own guns. Will they ar-
will have done a l o t of work for nothing. Too many complications can rive in time t o foil the dastardly deed and capture the mastermind?
cause you t o lose track o f the action or plot. This will result in de-
lays which can again stall the game's progress and result i n loss of inter- 5.2 PLANNING AN ADVENTURE
est. I f you increase the complexities of the adventures along with in- Inspiration for a DAREDEVILS adventure can come from old mov-
creased familiarity with the system, everyone's enjoyment will be bet- ies or serials, pulp magazine adventure tales, novels, radio programs, a
ter served. If you are not ready to handle something i n t h e game, d o period history, or your own imagination. The best adventures often
not introduce it into a scenario. combine t w o or more of these sources in their genesis. Once you have
Adventures can be structured in several ways. The simplest is t o set a basic idea, you must begin t o translate it into game terms. I f it in-
up a situation, l e t the Player Characters into it, and allow the results t o volves a technological gimmick, the technology must be quantified. The
flow naturally from the interactions between Player Characters, Non- cast of Non-player Characters likely t o interact with the Player Char-
player Characters and circumstances. This structure i s best for an ad- acters must be developed and their game statistics noted. It there are
venture which is not linked in a sequence. It often requires generation locations where detailed actions are likely t o occur you will need t o
of additional material t o further the plot while the game is being make or obtain suitable maps. Some of these steps may require a b i t of
played. Thus, a Gamemaster choosing tb run this sort o f adventure will research if you wish t o maintain a high level of realism.
often have t o think quickly t o keep things flowing smoothly. Once the basic situation is clear in your mind, you should consider
Perhaps, the Daredevils are dining a t a restaurant which is entered how the Player Characters will approach the situation. Think about the
by mobsters intent on mischief or their yacht is boarded by pirates o f f probable paths they may take in their attempts t o resolve t h e situation.
the Bermuda coast. Plan some o f Lour responses t o these attempts. Determine i f they will
A larger variation on this type i s best used in an exploration adven- meet with danger, gain valuable information, hare off on a false trail or
ture. The Gamemaster prepares the area t o explore in detail and allows find whatever is likely, given the situation as you know it. You will
the Player Characters t o reach it and wander at will. They will then en- never be able t o plan for all contingencies; so don't try. Preparing for
counter whatever the Gamemaster has prepared there as their paths the most likely alternatives will save time during the game session.
cross i t s location. I f the adventure t o be played has a mystery in it, you must be very
A more complicated form of adventure sets up a more intricate s i t - clear. i n your own mind, on the 'true' nature of events surrounding the
uation. The Player Characters then enter and attempt t o resolve the s i t - mystery. Thus, you can present information properly t o the Player
uation. This i s not usually possible with the information or means at Characters. If they approach a source who has imperfect or biased
hand. Player Characters might be required t o do research, make con- knowledge of the mystery, the information you give them should be ap-
tacts, visit locations, etc. Preplanned clues or situations await them propriately imperfect or biased i n accordance with the nature o f the
when and/or if they elect t o take certain courses of action. Perhaps, in source o f that information.
the course of a murder investigation, observation of the nocturnal hab- Think about the nature of the clues t o t h e mystery. Specifically
i t s of the family retainer will result in the investigators being attacked consider what information will be available t o the Player Characters at
by the retainer's wharfside cronies (who, if beaten, reveal nefarious the start. What can they determine when they are introduced t o the s i t -
doings) or, after deciding t o visit the highest cave in t h e northern clif- uation? What must be gathered as they progress through the adventure
face, the explorers will discover curious rock paintings left by ancient and how will this information be gathered? You may wish t o present
Indians. them with, or allow them t o uncover, additional information. This in-
A variation on this type of adventure i s t h e 'timed adventure. Such formation may be false, misleading, o r simply irrelevant. The nature of
adventures will usually have dire consequences unless the Player Char- any information gained should be appropriate t o i t s source. A Wall

54

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Street banker is unlikely t o be the best source f o r a tip on whether or Although you as the Gamemaster have planned a specific solution
not a rookie cop has shady dealings i n his past. or climax t o the adventure, do not force your players onto a narrow
When you are i n the planning stages of an adventure, you are essen- course of action against their wills. This will only lead t o bad feelings
tially outlining a story. All necessary information must be gathered. As- all around. I f a straight and narrow approach i s the only way t o go, b e
sign roles i n the plot t o your Non-player Characters or leave them vac- gentle and subtly coax them into deciding t o take that course on their
ant t o be filled by the Player Characters, Decide on and arrange the own b y presenting sufficient clues and information so they will see t h a t
pivotal plot elements. Above all, make sure you have a firm grasp on course of action as desirable.
the relationships you have set up and the nature of the adventure.
5.4 DOCTRINAL 'PROGRESS'
There will come times when you are stumped for a way t o continue
5.3 RUNNING THE ADVENTURE an adventure which has bogged down or are not sure what should hap-
During the course of an adventure, you may wish t o introduce oc- pen between the introduction and climax of an adventure that you are
currances or characters which are not essential t o the plot or which planning. Presented here is a mechanism which may prove useful t o you
function as deliberate misdirection. Such introduced elements will add i n suggesting an overall tone for the next part of that adventure. It
an element of uncertainty t o the game because it will lessen the players' makes reference t o various rules in section 6.4 and uses the Reaction
certainty that everyone they meet and everything that happens i s Table (section 6.3) t o generate a Value Number. The Value Number
fraught with significance and has a great bearing on their ultimate suc- gotten from a die roll on the table will indicate a category for the 'prog-
cess. These elements can be used t o add additional flavor t o the episode ress' of the adventure. You must then decide for yourself the exact nat-
or t o shed some light on a facet of the Player Characters' experiences i n ure and details of the event. Try t o keep it suited t o the adventure a t
the adventure. You should never relegate an essential plot element t o hand and in keeping with the Daredevils' current situation. Be creative.
this category of random element. Random elements are particulary ,
useful i n an exploration adventure where the area being explored has a VALUE NUMBER CATEGORY
variety of inhabitants and indigenous lifeforms which may be met in a -6 Debacle
random fashion. -4 Setback
A variety of methods may be used t o determine when a random ele- -2 Obstacle
ment should be introduced, You may choose a die and let i t s result in- -1 Chance of data (-5 t o roll)
dicate the number of time periods until the next random element. De- +o No progress a t this time
pending on the desired frequency o f elements, you may designate the +1 Chance of date (+5t o roll)
time period as minutes, hours, or days as it suits the situation. Alter- +2 Advancement
natively, the time interval may be fixed and the chance that a random +4 Breakthrough
element will be introduced left uncertain. Assign a percentage chance +6 COUD
t o an occurance and roll a t the end of each time period. For example,
you might decide t o allow a 10% chance of the introduction of a ran- DEBACLES
dom element for each day the adventure is in progress. I f you would Debacles are disasters that operate t o make things extremely diffi-
need t o know exactly when during that day that it happens and the nat- cult for the Player Characters. Examples: Being lured into a deathtrap
ure of the element does not suggest an appropriate time, roll 1DlOO t o (when this is played out in Detailed Scale, there should always be a way
determine what percent of the day has passed before the element is in- f o r the Player Characters t o escape (if they can find it) );the kidnap-
troduced. You may wish t o vary the frequencies with which random ping of a member of the Player Characters' group and a subsequent
elements are introduced during an adventure in order t o suit the pre- threat t o his life; the death or murder of a key witness or source of in-
vailing conditions of the adventure due t o locale or actions of the formation.
Player Characters.
Once you have determined t o have a random element introduced SETBACKS
t o the adventure, you must decide on who or what it is. You could Setbacks are somewhat less serious than debacles but s t i l l are a sig-
prepare a l i s t of possibilities and use them in order. You could prepare nificant hindrance i n resolving the adventure. Examples: The loss of a
a selection of possibilities on index cards, shuffle them, and draw one piece of evidence or an important item through theft or accident; the
as needed. You could l i s t t h e possibilities and assign a probability t o uncovering of one of the Player Characters' undercover agents; the hos-
each. This last is called an Encounter Table. When a random element is pitalization of one of the Player characters' group through accident or
needed, roll the DlOO (or whatever die is needed) and take the corres- hostile action; the loss of a l l Task Points thus far accumulated for a task
ponding element. This system may result i n an element occurring more currently under weight.
than once which may be acceptable t o you. If not, roll again or ignore
the call t o introduce a random element. You should choose the method OBSTACLES
that suits you best as long as it works with the adventure you have Obstacles are minor interferences with the actions of the Player
planned . Characters. Examples: Police or government harassment; the loss of 5
If you do not have much experience a t being a Gamemaster or do Task Points i n a current Task; a random encounter with a hostile per-
not think quickly when required t o create a character on the spot, you son; the necessity for a Saving Throw t o avoid an injury.
should prepare your random elements i n advance so as not t o slow the
flow of play and forfeit your players' attention. CHANCE OF DATA
During the course of an adventure, you may find that the Player A Chance of Data allows the Player Characters t o make a BCS roll
Characters decide t o do something t h a t does not follow your outline or as if t o establish a Contact. I f the roll is successful, they may proceed as
t h a t you have not anticipated. Do not despair. This is very common. if the Contact Task had been completed. The Gamemaster will then
Resist the impulse t o say 'you can't do that' or t o 'punish' the character have t o determine the amount of information and i t s quality i n the
by doing him in. Sometimes these departures will be due t o a trouble- usual fashion.
making player who wants t o 'look for some action'. Such Player Char-
acters can be allowed t o find 'some action' and t h e results may not be ADVANCEMENT
at all healthy for the characters but, then, they asked for it. Most often, Advancements are positive things that aid the Player Characters. Ex-
however, such deviations will simply be enterprising play on the part of amples: The addition of 5 points t o a current Task; information on the
some clever player. This should not only go un'punished' but should be whereabouts of a minor functionary belonging t o the opposition; an
rewarded, i f it is suitable. You must b e prepared t o improvise when this automatic Contact (roll for amount and quality of information).
happens. Draw on your knowledge of the details of the adventure, your
logic, and your imagination t o weave a patch t o your plot which in- BREAKTHROUGHS
cludes this unforeseen twist. I f you do it well, your players will never Breakthroughs are essentially major advancements. Examples: Auto-
know that you did not anticipate it. matic completion of a current Task; the capture of some of the oppo-
Sometimes players will lose track of their goal through the complex- sition's minor functionaries; the spotting of a principal functionary o f
ities of the situation, inattention of player or character, lack of suffic- the opposition; the achievement of a +4 Value Number piece of infor-
ient information, or some other such reason. It is your responsibility t o mation.
urge them on towards the climax by providing whatever is lacking, be it
clarifications, incentives, or further information. To just come out and COUPS
t e l l the players is t o spoil the intent and function of the game as a role- Coups are the helpful counterparts t o Debacles. Examples: The
playing interaction. Use your power t o present a new situation (make achievement of a +6 Value Number piece of information; apprehension
one up if you have t o ) or make use of your cast of Nonplayer Char- of a major functionary of the opposition; location of a mastermind's
acters already i n the adventure t o start them on their way. stronghold.

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GM
The descriptions and examples given for the categories o f 'progress'
are intended t o act as a guide. You will surely devise other types of RANDOM LOCATIONS FOR ACTION
events which will work i n each of the categories. Although this mech- DIOO PLACE
anism can be used as an aid t o planning an adventure and can even be 01 -03 Airport
used t o outline the entire progress o f a case (although in a very random 04-05 Amusement park
fashion), it i s not designed t o substitute for the Gamemaster's own im- 06-07 Business office
agination and intelligence. 08-09 Cemetary
10-11 Church
12-13' Construction site, newly begun
14-16* Construction site, partially completed
17-18* Construction site, nearly completed
19-22* Derelict building
23-25 Dockside
26-27 Embassy
28-29 Factory, small
30-3 1 Factory, medium
32-33 Factory, large
34-35 Farm
36-37 Gangelservice station
38-39 Government office building
40-42 Hotel
43-44 Library
4546 Mansion
47-48 Museum/art gallery
49-50 Newspaper office
57-52 Park
53-55 Police station
56-57 Post office
58-59 Radio station
60-61 Research facility
62-63 Restaurant
64-65 School
66-68 Sewers/storm drains
69-70 Ship/boat
71-72 Sports facility
73-74 Store, small
75-76 Store, large
77-80 Street
81 8 3 Tenement
84-85 Theater
86-87 Train station
88-89 University/college
5.4.1 LOCATIONS FOR ACTION 90-91 Vacant l o t
In conjunction with the doctrinal progress of the adventure or even 92-94 Warehouse
in the normal planning of one, you may find yourself at a loss for a 95-96 zoo
place in which t o set the action. To help jog your imagination, a table 97-00 Domicile of a Player Character
of random locations i s presented here. Naturally, you will have t o fill
out details t o suit the action. I f a result is totally unsuitable or you just
do not like it, ignore it and roll again.
'Reroll for actual nature o f location
I

The Non.Player Characters


6.1 DEALING WITH NON-PLAYER CHARACTERS may ultimately lead t o the demise of one of your favorite Personality
Non-player Characters. I f the Player Characters have brought this about
In the course of adventures, the Player Characters will meet and in-
in fair fashion, you must be ready t o accept it.
teract with a variety of other characters. Some will be helpful, others
Planning ahead for your Nonplayer Characters before you ask the
hostile, and s t i l l others will have l i t t l e or no interest in the Player Char-
Player Characters for their intentions i s one of the best ways t o aid you
acters' doings. Characters will appear as adversaries, friends, flunkies,
in this enforced separation of personalities. It cuts down on your 'om-
acquaintances, superiors, or i n any position relative t o the Player Char-
niscience'. Another way is t o allow a friend t o play the Non-player
acters that you can think of. Some will be dumb, some smart, some
Character for the gaming session. This friend should not be involved in
harmless and others dangerous. I n short, they will come in as great a
the adventure at hand and should be briefed on the personality and
variety as real people or the characters of fiction. It is your job as
past o f the character as well as the character's knowledge of t h e sit-
Gamemaster t o bring these characters t o life. The more real they seem,
uation. This approach can result in very lively play that may take off in
the more they will enhance your game.
unexpected directions and have unforeseen results. Be prepared for this
The characters you control are called Nonplayer Characters. Many if you elect t o t r y it. Often times, this approach allows you t o intro-
will simply be part of a faceless mob that moves through the lives of the duce a prospective player t o the game without having t o familiarize him
Player Characters. Others may be as detailed and intricate as the char- in detail with the rules.
acters controlled individually by the players of the game. These latter You will not need t o know a great deal about most Non-player
types are known as Personality Non-player Characters. They have all Characters. The most important data are Attribute scores and Skill
the statistics, advantages, and problems of t h e Player Characters. Each scores. This data plus the clothing normally worn and any gear of weap-
should be given his own distinct personality. ons carried can b e noted along with patterns o f behavior, distinguishing
When playing a Non-player Character, you should remember that marks, relationships with other characters, etc. All this information can
the character will only have a limited knowledge of the situation. He i s be entered on a 3' ' x 5' ' index card and a stock of such cards can b e
not as 'omniscient' as you. He will have t o make his decisions and base kept in a file box until needed. See t h e sample character in this section.
his actions on data available t o him. Sometimes this can be difficult for Here are some assumptions and practices which will lessen the bur-
you t o separate yourself and your knowledge from the character's. This den of keeping track of Non-player Characters during play:

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- ____ I____.-- ---- --

GM
@Assume that the Attribute statistics in use for the Nonplayer
Character are those appropriate for whatever Encumbrance Status
he is in. In effect, ignore the rules for encumbrance but t r y to
gauge a fair load.
.Assume Non-player Characters do not Learn-by doing and may
not make raw Talent rolls. By doing this you need not record any
Talents scores for them.
List only those skills the Non-player Character i s likely t o use dur-
ing an adventure. You may add skills t o the character's repetoire
during play as you think appropriate.
List a charactel's weapons in the order of preference for use. If he
carries a gun, assume it has a full load of ammunition and l i s t any
spare ammunition with it.
0 When listing Skills, place the character's Basic Chance of Success
in parenthesis after the skill name. If it i s a armed or unarmed
combat skill give the Weapon Defense Ability after the Basic
Chance of Success. Separate the t w o b y a slash.

JOHN SAMPLE, loner (28)

WT WL STR DFT SPD HLH CDA DRT


12 15 12 18 12 10 2 24

SKILLS: Mechanic (12); Brawling (15/4); Pistol (12).


WEAPONS: Brass Knuckles in pocket; Smith & Wesson .38 in tool box.
CLOTHING: Leather jacket, denim shirt and pants, work boots (Armor
Value 3). 6.3 NON-PLAYER CHARACTER REACTIONS
NOTES: Brother, Jim, is a small time hood. Works on m o b s cars t o pay The reaction table is used as a guideline t o the reactions of Non-
back bad gambling debts. Will pick a fight with anyone claiming his player Characters whose reactions are not already predicated situation.
brother is crooked. You may also use it t o give a finer gradation t o t h e reactions of those
Non-player Characters whose general reactions are already assured b y
t h e situation.
The descriptions o f the results o f the die roll are given in general t o
allow you the freedom t o tailor a response t o the particular situation in
the game. Due t o the nature o f dice, a reaction may swing from one end
6.2 TYPICAL NPCS of the spectrum t o the other. I f you feel that a particular result is
When running a detailed situation which involves many characters, wholely unsuitable, feel free t o reroll until you get a result that you feel
you may find that even the reduced statistics for Non-player Characters is appropriate.
are too many t o keep track o f during play. T o aid in this dilemma, we I n many cases, a roll on the table t o give the general tone of the
have developed the concept of typical characters. All characters as- Non-player Character's reaction t o the Player Characters, or to the s i t -
signed t o a typical character grouping have the same statistics. Thus, uation, makes interpretation of later rolls easier. An overall reaction o f
you can, during Detailed Scale, almost treat them as the same character. 'Excellent' will probably not lead t o an attack with a result of 'Bad'
They all move at the same time. They all have the same capabilities. unless the Non-player Character has in some way been betrayed by the
They all have the same Saving Throws. In short, you have only one set Player Characters.
of numbers t o remember. Playtesting has shown that most Gamemas- You may feel that the situation surrounding an offer should have an
ters can deal with 2 t o 4 sets of statistics during a given Detailed Ac- effect on the reaction due to i t s nature. In such cases, assign a value t o
tion. A popular combination was a Personality Non-player Character it and add or subtract the value from the die roll to give the result.
(with individual statistics) for the principal villain, one or t w o tough In all cases, remember that this table is a guideline only and should
characters with detailed statistics (although both are the same) for his not be used slavishly at the expense of good role-playing or the prog-
lieutenants, several standardized characters likely t o be of medium dif- ress of an interesting adventure. You can also use the table i n another
ficulty, and the bulk o f the opponents standardized as weak and easy way when you are at a loss for a way t o determine a result of a delib-
t o overcome. Often, the latter group were designated as Rabble or Ex- erate action or a chance happening. By treating the dice as a sort o f
tras. oracle, you may phrase a question which can essentially be answered
The statistics presented in the table are for balanced characters. You yes or no. The result of the die roll will indicate a positive or negative
may wish t o alter one or more values for a grouping of Non-player response. An indifferent response might require the dice t o be rerolled.
Characters in order t o better represent the type of role they are t o play. For example, a Gamemaster might ask: 'Did the character's portable
For example, a gang o f Average Quality which is made u p of downan- lantern get broken b y his fall down the stairs? A result o f 'Good'
their-luck ex-boxers might have Strengths of 19 or 20 while their Wit would indicate that it was broken. A n 'Excellent' result might mean
scores might range from 3 t o 6. Their Brawling BCS would also be in- it was smashed beyond repair. A 'Poor' result might indicate that it
creased t o say 15 or 16. When you adjust the value of Attributes, re- survived the fall but i t s durability is reduced, while a 'Bad' result would
member t o adjust any values dependant on those Attributes. Thus, mean that it was not even scratched. If the fall was a particularly long
those ex-boxers would have Damage Resistance Totals of 28. one the length in meters might be added t o the die roll.

TABLE OF TYPICAL NON-PLAYER CHARACTERS

QUALITY WT WL STR D F T SPD HLH CST AST CDA DRT* BCS


Poor 6 6 6 6 6 6 2 3 2 12 5
Average 12 12 12 12 12 12 4 6 2 24 9
Superior 24 24 24 24 24 24 8 12 3 48 13
Heroic 36 36 36 36 36 36 12 18 5 72 17

* Some characters may be designated as Rabble. These have half the indicated Damage
Resistance Total. Others may be designated as Extras. These have a Damage Resistance
Total of 1.

I
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GM
NON-PLAYER CHARACTER REACTION TABLE
DIE RESULT VALUE GENERAL
NUMBER DESCRIPTION EXPLANATION DECEPTION SUCCESS*
(0100)
01-05 -6 Bad This i s a very hostile reaction. It usually in- Deception is completely transparent t o
dicates the initiation of action i f the over- target. Character attempting this decep-
all reaction i s unfriendly. If the overall re- tion will b e aware of this upon completing
action i s friendly, it tends t o indicate a lack his attempt if he can make a Wit Critical
of interest i n continuing to deal w i t h the Saving Throw.
Player Characters.
06-15 -4 Very Poor This is a negative reaction. It can indicate Deception i s poor. Target will see through
growing hostility. it if he can make a Saving Throw using the
full value of his Wit Attribute. The char-
acter attempting the deception will be
b aware o f this upon completing his attempt
a
i f he can make a Wit Attribute Saving
Throw.
16-30 -2 Poor This i s a negative reaction. It signals a de- Deception i s not very good. Target pierces
teriorating relationship. it with a Wit Attribute Saving Throw. Un-
characteristic words or actions will cause it
t o fail.
31-45 -1 Negative Indifference An undecided reaction with leanings t o the Deception is flawed. Target pierces it with
negative. a Wit Critical Saving Throw. Uncharacter-
istic actions or words allow a Full Wit Sav-
ing Throw whose success will end the de-
ception (current Wit score or less on
1D20).
46-55 Indifference This reaction indicates no leanings in one Deception i s barely adequate. Target will
I direction or the other. In negotiations, it accept it. Uncharacteristic actions or
might call for a period t o consider t h e sit- words allow a Wit Attribute Saving Throw
uation. t o end the deception.
56-70 Positive Indifference An undecided reaction with leanings t o the Deception is adequate. Uncharacteristic
positive. actions or words allow a Wit Critical Sav-
ing Throw t o end t h e deception.
71-85 +2 Good This is a positive reaction. It can signal an Deception is good. Target will ignore the
improving relationship. first uncharacteristic action or words. Sub-
sequent slips allow a Wit Critical Saving
Throw t o end the deception.
86-95 +4 Very Good This is a positive reaction. It indicates grow Deception i s very good. Only action di-
ing friendliness and a willingness t o agree. rectly contradictory t o the known char-
acter o f the impersonated character will al-
low a Wit Critical Saving Throw t o end the
deception.
96-00 +6 Excellent This is a very positive reaction. It tends t o Deception i s complete. Target is totally
indicate willingness and helpfulness. As an fooled.
initial reaction it may indicate aid is offered
freely and before it is requested.

I f the target of a deception is intimately familiar with the person being imitated or t h e circumstances being faked, reduce the category of de-
ception b y one. Thus, a Value Number +4 deception, used against a target intimate with the subject, i s treated as a Value Number +2 deception
with regard t o that character.

6.4 CONTACTS AND INFORMATION As t h e Player Characters establish themselves in the world, you may
During t h e course of their adventures Daredevils will, from time t o wish t o also establish their regular Contacts in certain areas. These con-
time, require 'contacts' in order t o assemble information and/or mate- tacts can gradually take shape as independant Nonplayer Characters
rial. A Contact in the underworld might supply information about an rather than a simple doctrinal procedure. Mrs. Robinson, the irasicible
upcoming crime or the whereabouts of a wanted criminal. A Contact in but kindly clerk at the Metropolitan Hall of Records, i s certainly more
the business world might supply information on a financial transaction .
interesting than 'a die roll of 6 giving a Task a total of 16,you learn, .'
or the solvency of a corporation. A Contact with law enforcement Remember, this is a role playing game. Create characters t o pass t h e in-
agencies could have access t o criminal records or car registrations. formation on t o the Player Characters.
Any b i t of information will fall into some category. There will be Once a character has completed his Task in establishing the Contact,
someone who may have access t o it. Determining the person with the you should secretly make a separate roll using the same BCS. This i s
information and acquiring that piece of data i s a Task. Player Char- used t o determine the quality of this Contact gained. Take the Effect
acters will utilize the Subculture Skill appropriate t o the area in which Number generated from this special BCS roll. Use it t o modify a D l O O
the information lies. I f the culture of the country in which the infor- roll. Take the result t o t h e Reaction Table (section 63). This will give a
mation i s sought is not t h e Player Character's home country, he must Value Number. This Number can serve as a guide t o what Non-player
average his score in the culture of the country he is in. This averaged Character will be contacted or may be checked on the table below t o
score may not exceed the lesser of the t w o scores. Thus, a character determine the quality of the information i f no specific character is
seeking an underworld contact in Cairo might have t o average his Crim- ready.
inal Subculture Skill (BCS 15) with his Arabic Culture Skill (BCS 9). The simplest rule is t o allow one piece of information t o be gained
Although the actual average gives him a BCS of 12, he i s restricted t o a for each Contact Task performed. You may, however, wish t o make an-
BCS of 9 due t o his difficulty in functioning i n the Arabic Culture. other special BCS roll i n order t o ascertain the number of pieces o f in-
The suggested Task Period for cultivating Contacts i s 1 day. The sug- formation that might be available from a Contact. Again use the Effect
gested Task Value is 15. You may wish t o increase or decrease one or Number t o modify a DIOO roll. This time use the absolute value (ignore
both of these values in accordance t o the nature of the information the plus or minus sign) of the indicated Value Number t o give the num-
sought. Tracing the registration o f a simple stolen car is easier than de- ber of pieces of data. Feel free t o ignore the part of the system that
termining t h e owner of a car when that owner has pulled strings with gives quality and amount o f information i f you have already decided on
his friends on the police force and at t h e hall of records. what information can be gained from a specific Contact. Role playing

58
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should always be more important than random die rolls i n developing Player Characters may also seek an Expert in the hopes of gaining
the adventure, access t o someone more advanced in the Skill. In game terms, this is
someone with a higher Basic Chance of Success.
Experts are sought using the rules given above t o establish Contacts.
CONTACT QUALITY TABLE Once the Expert is found and before his 'quality' is determined, this
Value Number Quality Non-player Character must be influenced or paid t o help.
-6 The information is a net of lies and half-truths When the rolls are made t o determine the quality o f an Expert, the
which seem plausible. The source o f the informa- Player Character making the Contact may t r y to ensure a higher quality
tion is probably a member or affiliate of the op- Expert. He must declare this attempt before the rolls are made. I f he
position. elects t o t r y this, he must make a BCS roll in the Skill for which the ex-
-4 The information given is an out-and-out fabrication pert is sought. The Effect Number thus generated is used, along with
-2 The information i s a distorted and partially untrue the special Contact BCS roll Effect Number, t o modify the DIOO roll
version of the truth. which yields the Value Number that determines the Expert's quality
-1

+o
The information is misleading but not actually in-
correct.
No information is available at this time. The Task
*
from t h e table below.
Colorado Brown, a dabbler in Chemistry (BCS 3) is seeking an Ex-
pert. Using his Academic Subculture Skill, he makes contact with a
must be repeated. university professor. Attempting t o ensure that the man knows his
+I Only a theory o f conjecture is available. There is stuff, he checks out Professor Schmidt's latest paper (Brown's Chemis-
no evidence t o support the information. t r y BCS die roll is 1 6 for an Effect Number of -13; he can't make heads
+2 The information is clear but no support for it ex- or tails of it so the professor must be pretty good). When making the
ists. special Contact BCS roll for the modifier t o the D100, Brown's player
+4 The information given has support but may not be gets an Effect Number of 6 (Brown's academic friends are more of a
sufficient 'to hold u p in court'. help to him than his own knowledge in the field). The two modifiers
+6 Hard evidence is available. This could be actual (+6 and -13) are added t o the result of the DIOO roll (result of 42) t o
physical evidence or an eye-witness, depending on yield 42 +6 - 13 or 35. This gives a Value Number o f -1. According
circumstances. Alternatively, it could be a clear t o t h e Table, the professor is actually a Bumbler. The die roll (1D6) for
and thorough account o f the information needed. his Chemistry BCS yields a 2. The professor actually knows less than
Brown. His paper was either ghost-written or is such a masterpiece of
Iouble-talk that Brown was confused. Schmidt must have gotten his
enure through politics.
6.4.1 'LEGWORK
I f none of the characters on an adventure have a Subculture Skill
which is needed t o develop a particular contact or gain a specific b i t o f EXPERT QUALITY TABLE
value Number Quality
information, they may attempt t o gain the missing information by per-
-6 Expert is actually a member or affiliate of the op-
forming legwork. This is a non-specific task which represents running
position. Reroll a new value t o determine his
down any and all leads as well as trying t o contact any possible source
quality but use the same modifiers for the D100.
of information. It i s a tiring and often thankless task.
-4 Expert i s a Crackpot. BCS i s 2D10 but his results
A character engaged in legwork will perform a Task t o gain a Con-
are often (75% of the time) way off base, unusable,
tact as if using a Subculture Skill but the Task Value is tripled and the
dangerous, or totally wrong.
Task Points are accumulated from the Effect Numbers o f Wit Attribute
-2 Expert i s Incompetant. BCS is 1D3. He will have a
Saving Throws. The result of the completed Task is the same as it
Critical Failure on die rolls from 17 t o 20.
would have been if t h e Subculture Skill had been used. Use the Effect
-1 Expert i s a Bumbler, BCS i s 1D6. He will have a
Number from a special Wit Attribute Saving Throw t o modify the DIOO
Critical Failure on die rolls of 19 or 20.
rolled on the Reaction Table when determining the Quality of the Con-
+O Expert is a Dabbler. BCS i s 1D6 + 2.
tact.
+1 Expert i s a Plodder. BCS is 1D 6 + 6.
+2 Expert is Competant. BCS i s 1 D6 + 10.
6.5 EXPERTS +4 Expert is Proficient. BCS is 1D6 + 14.
One of the most important kind of Contacts for a daredevil i s an +6 Expert is a Whiz. BCS is I D 6 + 16 (maximum of
Expert. Experts are Non-player Characters who have a Skill currently 2 0 ) . With a Critical Success, he will complete a
unavailable t o the Player Characters. They usually have a reputation i n Task set for him.
this area. Such a reputation is not always deserved.

Beasts
I n the course of his adventures, a daredevil will, from time t o time, HEALTH (Hlh.): this value i s used as a Saving Throw against dis-
find himself in conflict with a beast. The beast might be one well ease, drugs, or unconsciousness.
known i n the real world or it might be one of the fictionalized or com- DEFTNESS (Dft.): this is a rating for t h e beasts t o determine i t s
pletely imaginary animals so popular in the inspirational sources of this position in the action sequence i n a Detailed Turn. Some may be given
game. Herein are presented sample statistics t o enable you t o use beasts t w o values. The first indicates its general position in the action se-
in the game. These are 'average' statistics and there can certainly be quence. The second i s used when the animal is prepared and ready t o
beasts with different values. Since beasts need not be as detailed as attack. This is used primarily for beasts which attack suddenly like
Player Characters certain abbreviations and liberties are taken with snakes.
basic game stats. These are explained below. Commonly known beasts DAMAGE RESISTANCE T O T A L (DRT): this value functions as it
are identified b y name only as their appearance and general habits can does for other characters. Most beasts will attempt t o break o f f combat
easily be ascertained i n a good zoological reference. The more 'exotic' .f half the total is exceeded. This does not always occur since protective
beasts are described in more detail. mothers and berserk or mad animals often fight t o the death.
MOVEMENT: three values are given here; one each for crawl or
stealthy movement, normal walk, and running speeds. Animals capable
7.1 BEAST STATISTICS o f movement in more than one environment have t w o sets o f values.
PERCEPTION (Perc): this value is used as a Saving Throw. It rep- The first i s for on land and the second for either water or air, as appro-
resents the beasts ability t o find a 'Hidden Thing' by means of i t s prin- priate.
ciple sense(s). If the beasts i s forced t o rely on a less effective sense, COMBAT DODGE A B I L I T Y (CDA): this value works the same as
half t h e value given. for characters.
COORDINATION (Coor): this value i s used as a Saving Throw in ARMOR V A L U E (AV): this number represents the protective value
situations where the beast's deftness or agility would be tested, such as of the animal's hide, fat, and muscle layers. It will certainly feel even an
crossing logs, leaping pits, or dodging traps. attack which does not exceed this value.

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SIZE: this value represents an abstract relationship t o human size.
In the game, thiS value i s used as a modifier t o any missile attacks
(thrown weapons, guns, etc.) which are made against the animal. The
rules assume a size of 0 for most humans.
FEROCITY (Fer.): this value is a measure of the animal's fighting
ability. Any animal that succeeds in getting 'In Close' with an opponent
will subtract this value from the Basic Chance of Success of any attacks
made against it by that character or any other character attempting t o
aid the character whom the beast is fighting.
ATTACK: this represents the kinds of attacks a beast may make. If
a number is listed the beasts will make that number of BCS rolls. All at-
tacks are made against one target.
FREQUENCY (Freq): this gives a die roll range which determines
which of the possible attacks a beast will make while i n combat. It will
use only one Attack form in normal combat unless 'In Close'.
BASIC CHANCE OF SUCCESS (BCS): this functions for beasts as
it does for other characters except that a character's Weapon Defense
Ability is not subtracted from the BCS of a beast that is 'In Close'.
DAMAGE (Dam.): this is a die roll which represents the Damage
Potential of the beast's Attack.
NOTES: this category covers any Special Attacks the beast might
have or any pertinent details of i t s behavior or attack patterns.

7.2 BEAST ATTACK FORMS


Most beast attacks are straightforward applications of fang and claw.
These will do lethal type damage unless otherwise specified, Many
beasts do, however, have special attack forms. These are described be-
low:
BASH: this i s the standard Bash attack as detailed i n section 2.2.1Oa.
CONSTRICTION: this attack i s used by some snakes once they have
biten a target, On that Detailed Turn they may begin t o throw coils
around the target. It requires a Coordination Throw t o complete a coil.
The snake may continue these throws until it fails a throw or has i t s
maximum number of coils around the victim. Each turn, it may at-
tempt t o achieve i t s maximum number of coils following this proced-
ure. The maximum number of coils i s 3 times i t s Size rating. During

7.3 EXAMPLES OF BEASTS


BEASTS
Beast Perc.Coor. Hlh. D f t DRT Movement CDA A V Size Fer. Attack Fres. BCS Dam. Notes
Bear, black 8 10 12 15 2.5(4D6+15) 21511 5 1 3 2 3 2 paws 1-5 12 2D10 ea. Bash with paws;
bite 6 4 1D10 In close; Hug
Cat:
lionltiger 12 13 10 24 2.5(3D6+15) 3/8/18 2 2 1 5 2 claws 1-4 12 2D6 ea. In close;
bite 5-6 7 2D6 Pounce
leopard/ 12 14 9 27 2.5(1 D6+10) 4/9/20 3 2 0 6 2 claws 14 14 2D6-1 ea. In close;
jaguar bite 5-6 12 2D6-2 Pounce
domesticated 10 15 6 25 1 D6 41811 6 4 0 - 2 3 2 claws 14 8 1D3 ea. In close;
bite 5-6 8 1D3 Pounce
Constrictor 8 4 10 6/25 4D6+25 11214 1 3 1 2 bite - 9 1 D3 Constriction
(giant python)
Crocodile 9 8 15 10 25(3D6+10) 11316 112 5 2 - bite 14 10 2D10 Bash with t a i l
21611 0 tail 5-6 8 1D10, subdual
Dog:
mongrel 11 10 7 20 2D10 3110125 1 0 - 1 2 bite - 9 1 D6 Pounce
guarddog 13 12 9 25 2D10+10 3/11/27 2 1 0 4 bite - 11 2D6 Pounce
wolf 15 13 11 26 3D10+15 4/12/30 3 2 0 4 bite - 13 2D6 Pounce
Elephant 11 10 16 17 2.5(2D10+60) 2/5/15 0 5 6 - gore 1-5 8 2D10 Trample
throw 6 8 victim thrown 1D6 meters
Horse 11 13 9 18 2(2D10+5) 2/6/30 1 1 1 - 2hooves 1-5 8 1 D10 ea. Trample
bite 6 6 1 D3
Insectswarm 6 - - 20 - 1/-I- - - - 4 stings - - 1 D6 In close; may
.-. -
-15IlO have poison
There is no protection other than complete body covering. The swarm will last for 2D6 Detailed Turns once it has reached a target or until
dispersed (smoke, high winds, jumping into water, etc.)
Raptor:
eagle 12 6/14 8 2218 2D6+5 11213 115 1 -1 3 2talons 1-6 10 1D10ea. In close
5115/45 bite - 6 1 D6
hawk 12 7/15 7 25/10 1D6+5 11213 216 1 -2 2 2 talons 1-6 8 1D6 ea. In close
5115/42 bite - 5 103
Rat pack 11 10 8 10 10 2/6/12 4 0 -1 5 bites - - 1D6 only attack in
close
A pack represents 5 t o 15 rats. The pack will scatter if 5 points of damage i s done t o it but may reform with remnants of other packs. Any
gunfire directed a t a pack other than with a shotgun can only kill one rat per bullet.
Rhinoceros 9 9 16 15 3(2D10+40) 1/5/15 1 6 5 - gore - 10 1D20 Trample; Bash
with gore
Shark: 10 10 15 25 2(2D10+5) 2/15/45 5 4 2 - bite - 14 2D10 Great bite
Giant 10 8 18 20 3(3D10+10) 3/14/40 3 6 6 - bite - 15 3D10 Great bite
Viper 9 5 8 7/30 2D6 11316 1 2 -1 - bite - 12 1D3 Poison

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EXOTIC BEASTS
Beast Perc. Coor. Hlh. Dft. D R T Movement CDA A V Size Fer. Attack Freq. BCS Dam. Notes
Creepycrawlie8 6 4 5/301D6 11213 0 1D3-1 -4 1D6 bitelsting - 2 0 6 1D3 Poison
Creepycrawlies cover the entire menagerie of spiders, scorpions, centipedes, millipedes, and other such multi-legged, poisonous critters of-
ten employed b y insidious oriental doctors and other such villains. These beasties usually attack b y surprise then remain on their victim
(hence the Ferocity rating). Attempts t o sweep them o f f require Deftness Critical Saving Throws which the beastie can negate with i t s own
Coordination Throw.
Giant Bat 14 10 7 14 2D6 -1112 014 1 -1 - bite 1-2 8 1D3 may have poison
216115 wings 3-6 14 1D6, subdual or carry a disease
Giant bats haunt dark caverns and old castles. Some may be o f the vampire variety which will descend on unconscious characters and drain
their blood. This causes lethal damage at t h e rate of 3 points per Detailed Turn. A given bat will only drain a number of points equal t o i t s
original DRT.
Killerapes 14 15 14 28 2(2D10+10) 2/7/21 3 2 2 4 bite 1 8 1D6 Hug
2 claws 2-6 14 1D10+1 ea.
Killer apes are built like gorillas but are nasty of temperment and vicious of nature. Some can actually be trained t o use simple weapons like
clubs. These beasts have a Strength Group o f 6. Killer apes are cunning foes that will fight t o the death once engaged.
Sumatranrat 11 11 10 12 2D10+5 3/9/20 2 2 -1 3 bite - 12 l D l O In close;
may carry disease
Giant Sumatran rats often hunt in groups like their smaller brethren but (in the game) each operates independently. They often carry
disease in their own right but are just as often made carriers of specific diseases b y nefarious villains.

this time, the snake's Ferocity rating i s i n effect. There i s a 60% chance it. If only one Attack form is available, it may make t w o attacks with
divided by the number of coils that the victim's weapon arm is free. that form.
Each completed coil will do 1D 6 of subdual damage t o the victim. When a beast i s In Close, any attacks made against it are reduced b y
Coils may be removed. The victim himself may attempt a Strength Crit- i t s Ferocity. The character with whom it i s In Close will also have any
ical Saving Throw t o remove one on each turn. Friends may do the Deftness or Agility Saving Throws reduced by the Ferocity.
same with an Attribute Saving Throw, Once all coils have been re- To get out of bieng 'In Close' w i t h an animal, a character must ex-
moved, the snake must bite again t o begin coiling again. All of these ecute a Disengage Action. The character will sti l l be engaged with the
Saving Throws are reduced by the snake's Ferocity. beast but it will no longer be In Close.
GREAT BITE: this attack form gives the beast a special chance of a POISON: this attack form comes into play when the beast success-
Critical Success. The chance of this occuring i s the Size rating in 10. fully bites or stings. See section 2.3.7 for how poisons work. The Game-
Thus, a Size 3 beast has a 3 in 1 0 chance of a Critical Success when he master may design a poison for an exotic beast or tailor one of those
makes a successful bite. If a normal Critical Success occurs, this special provided.
roll need not b e made but add the beast's Size t o the die roll t o deter- POUNCE: this is a specialized form o f attack. It i s usually made
mine any Critical Effect. from ambush but some beasts, such as lions, may make it at the end of
HUG: this form o f attack comes into play once the beast is In Close a charge. If the beast makes a Coordination Throw, it will deliver a
and has scored a successful hit with both claws or paws. The victim i s Bash attack t o i t s target and immediately b e considered I n Close. In-
then held by the beast. There is only a 30% chance that the character's crease the effective Size of the beast b y I D 6 for calculating the effect
weapon hand is free. Each turn after the hug i s achieved, the beast will o f the Bash. If the Coordination Throw fails, the beast and the char-
do i t s maximum claw or paw damage as subdual damage. It will con- acter are normally engaged. I f the Bash fails, the beast i s s t i l l In Close.
tinue t o do t h i s for one more turn after the victim has stopped moving, TRAMPLE: this i s a form of attack while moving. The beast must
at which point it will let go and may move on. have moved faster than i t s walk speed on i t s last action. I f it then moves
Damage done t o the beast may cause it t o stop a Hug. Each turn it through the space occupied by the character and that character fails a
is damaged it must make a Health Throw. If it fails, it will let go. Speed Attribute Saving Throw (reduced b y t h e beast's Size), h e will b e
IN CLOSE: a beast may instigate this attack form b y making a Co- Trampled. Damage is equal t o the Trampler's Size minus the victim's
ordination Throw at the start of an action if it is already engaged with Size i n DlO's of subdual damage. The minimum damage is 1D10. A
a character. I f it fails the Throw i t s attacks are at half their normal special effect o f the Trample is that any damage over the victim's Dam-
Basic Chance of Success for that turn. If it succeeds, it need not roll for age Resistance Total is immediately converted to lethal damage instead
Frequency on Attack since it may make all types of attacks available t o of being negated as normal.

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APPENDICES
1 DESIGNING FIREARMS
First locate a moderately detailed description of t h e gun. This mod- Adjusted BCS: This number is derived b y applying all relevant mod-
el should provide the weapon's weight, barrel length, caliber, rates of ifiers t o a character's BCS. This i s the score which i s applied t o the die
fire, indications of the magazine used and notes regarding any gamble roll t o see i f the action attempted succeeds or fails. If the score rolled is
features. One fact that will not b e found is durability. less than or equal t o the Adjusted BCS, the attempt has been successful.
The Gamemaster must assign a Durability t o the weapon. A manu- Allocated Attribute Score: The value of the Attributes as originally
facturer will probably claim his product has a Durability of 5. Gun fan- designed by the player.
ciers will differ widely on the subject, often favoring a particular weap- Armor Value: A measure of the ability of a given material t o Stop
on or an admired manufacturer, For commercial guns, a possible guide- harmful force from blows, missiles, heat, electrical current, etc. The
line is price but this could slight a well-made but inexpensive gun. In Armor Value is subtracted f r o m the Damage Potential (qv) of an attack
general, the more expensive weapons, when not too technically ad- striking the character on the Location covered b y that armoring mater-
vanced, would have higher Durabilities. ial.
Example: Colt .45 M1911A1 Attribute: A number greater than 1, measuring a character's phys-
Reference: 'Modern Small Arms', b y Major Frederick Myatt. Cres- ical and mental capabilities. The usual range for human Attributes is
ent Books, 1978. from 1 t o 4 0 .
This reference lists: Length: 8.5' ' Weight: 30 oz. (1.1 kg) Barrel:5' ' Attribute Saving Throw: (Abbr. AST) A Saving Throw calculated b y
Caliber: 45 ACP Magazine Capacity: 7. This is what is needed t o deter- dividing the relevant Attribute score by 2, round down. See Saving
mine the game model. Although the reference does not specifically Throw.
state that the weapon is Autoloading, we know that it is. Code the AC- Autoloader: A form of Gun Action, automatically ejecting spent
tion as AL. The picture of the gun shows the magazine, so we know t o cartridges and chambering new ones for firing. Also called semiauto-
code it as Box 7. The 7 is the capacity given in the statistics. The other matic.
numbers translate into game terms from various charts in the Firearms BAR: See Barrier Value.
section (2.5) of the rules. Durability is estimated. Since the M1911Al BBL: Abbreviation of Barrel. Refers t o the length o f gun barrels.
i s one of the toughest firearms in t h e world, having performed reliably BCS: See Basic Chance of Success.
under the worst conditions, it should receive a high rating. As a princ- BDG: See Bullet Damage Group.
ipal military weapon it would normally get a 4 but i t s track record is Barrier Value: A measurement of the resistance o f materials t o dam-
superlative and we give it a Durability o f 5. A check for features reveals age or force. This can be expressed as a figure per inch of thickness, as
none that are significant in the game. Therefore, the stats are: when calculating t h e Barrier's resistance t o missiles, or a figure repre-
M I 9 1 1 A l BBL: Standard Action: A L Mag: Box 7 Caliber: 45 ACP senting Task Points needed t o force passage past the Barrier (a lock,
(BDG 11) Dur: 5 Wt: 1.1 kg. bolted door, gate, cave-in, etc.).
There are numerous guns that d o not, for one reason or another, f i t Base Safe Speed: The maximum safe speed for a particular vehicle.
exactly into the abstraction that the DAREDEVILS rules represent. The effective figure is modified b y the terrain, weather, light, etc.
Usually, the rules give some equivalent mechanism to cover the situa- Basic Chance of Success: Abbreviated as BCS. This is determined
tion sufficiently. For example, Double-Barreled Shotguns are not really by dividing the score in a Skill by 5, round down. It can never exceed
Single Action weapons b u t they d o function, in game terms, as if they 20 (but see also Effective BCS).
were and are classified as such for game purposes. Blast: A measurement of the concussive force of an explosion.
Sometimes, the hard data just does not seem right. The weight i s not Bullet Damage Group: Measure the Damage Potential (qv) of fire-
high enough t o account for an unusual nature for a particular weapon arm projectiles (i.e. bullets). This is equal t o l D l O per BDGIlO, UP,
or the physical specs indicate that the weapon should perform differ- plus 1 point x BDG/10, nearest.
ently from a person's knowledge of or conception of the weapon. Also determines the percent chance of Missile Special Effects re-
Judgement i s called for here. Alter the statistics t o suit the image. This sulting from a bullet hit.
is a game, after all, and flavor i s very often more important i n t h e long CDA: See Combat Dodge Ability.
run than accuracy. CST: See Critical Saving Throw.
Bullet Damage Group Calculations. Carbine: A Gun barrel length, applicable to Pistols or Long Guns. It
A great deal of research went into finding data for the firearm rules denotes a BBL of more than twelve inches and less than twenty.
of DAREDEVILS. No reliable figures on how many foot-pounds of bul- Character: Any being encountered in the game: humans, animals,
let energy will make a hole so many inches deep in a human being or monsters, robots, you name it. See Player-Character, Non-Player Char-
what the stopping effects of a round are (on a non-arbitrary scale) for a acter, Personality Non-Player Character.
given round are available. Thus, after much thrashing around the fol- Character Record Sheet: Annotated log sheet containing informa-
lowing formulae were arrived at. Sometimes though, the number that tion on a character. It should include physical characteristics. Skills and
came out was not considered t o have the proper 'image'. The chosen other abilities, and a l i s t of equipment. The Character Record Sheet
example weapon was one such case. The calculated BDG for 45 ACP i s (CRS) should be on hand for easy reference during play.
around 9. It was modified up t o 11 for the extra die of damage that the Combat Dodge Ability: Governs ability to evade attack (reducing
man-stopping slug of the .45 automatic should have. attacker's BCS). Equal t o (Current Deftness Group plus Current Speed
BDG = Muzzle Energy in Foot-Pounds/l00 Group)/2.
Muzzle Energy i n Foot-pounds = Mass o f Bullet in Grains x (Muzzle Critical Effsct: The special effects, if any, suffered by a character
Velocity i n feet per second) 2 x (2.22 x 10-6) who has taken damage from a Critical Hit. These are rolled for on the
Muzzle Velocity is commonly found in ballistics tables for ammun- Critical Effects table.
ition in gun reference books. The Mass of t h e bullet refers t o the actual Critical Hit: Occurs when a BCS, Saving Throw, or similar die roll
weight of the slug in grains. One ounce is 480 grains. If the weight of on 1D20 scores a natural roll of one. Indicates that the action being at-
the slug is unavailable, t h e following formula, accurate for lead musket tempted has achieved a more than ordinary degree of success. I n a com-
balls but less reliable for modern ammunition, will put you in the ball- bat situation, the Damage Potential of the attack i s increased and the
park: target may suffer special effects (see Critical Effects).
Mass of Bullet i n Grains = 1500 x (Caliber of round i n inches)3 Critical Miss: Occurs when a BCS, Saving Throw, etc. scores a die
Remember when calculating the BDG for a round from a particular roll of a Natural 20. Indicates a more than usually inept failure pos-
gun t o adjust for the barrel length and/or the configuration of the sibly with severe consequences. The Genius Special Power allows a
weapon. simple miss.
Critical Saving Throw: A Saving Throw (qv) derived from an At-
tribute by the following formula: effective Attribute/B, nearest, I t s use
i s similar t o the AST, but i s reserved for situations of greater peril or
2 GLOSSARY OF GAME TERMS difficulty than normal.
AST: See Attribute Saving Throw Current Attribute Score: The value of an Attribute at a given point
AV: See Armor Value in the campaign, allowing for changes in the Allocated value due t o
Ability: A score representing some physical or mental character- Self Improvement, Age, etc.
istic, directly derived from an Attribute or Attributes. DAT: See Detailed Action Time.

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DFT: Standard abbreviation of the Deftness Attribute. PC: See Player-Character.
DRT: See Damage Resistance Total. Personality Non-Player-Character: A Non-Player-Character with a
Damage Resistance Total: The amount o f Damage (Lethal or Sub- fully designated history, psychology, motivation, etc. The major NPCs
dual) which a character can suffer before dying or losing consciousness. in the campaign. They may be of major status (known widely in the
The DRT is the sum o f the character's Health plus half his Strength plus game world) or important only in a given scenario. They are not neces-
half his Will in most cases, although some Non-Player Characters have sarily hostile t o Player-Characters.
special formulae for determining DRT. Player-Character: A character designed and/or controlled by a Play-
Detailed Action Time: A Time Scale used t o keep track of Time i n er. The Player-Characters are (at least theoretically) the 'stars' o f the
D A T is measured in six second Turns (qv). D A T is invoked b y the campaign.
Gamemaster i n all situations i n the campaign where activity must be Restriction Zone: The area within which a character i s subject t o
kept track of in minute detail. The usual situations in question include Restrictions in combat, based on the D A T Display.
combat, triggering traps, encounters, etc. It is not restricted t o violent Rifle: A Long Gun with a BBL of greater than twenty inches.
situations. SMG: Standard abbreviation for Sub-Machine Gun.
Durability: A n abstract measure o f the condition of an artifact (veh- SPD: Standard abbreviation of the Speed Attribute.
icle, tool, weapon). When Durability is below the normal value for an STR: Standard abbreviation of the Strength Attribute.
item, i t s functions are impaired. When the Durability is reduced below Shotgun: Usually a Long Gun. It fires a mass of small pellets (Shot)
1, the item ceases t o function (Disrepair) and may be irreparably dam- rather than a single bullet. Can also fire single, large caliber Slugs.
aged (Junked). Talent: A score measuring the inherent capability of the character
Effective Attribute Score: The Current Attribute Saving (qv) allow- in some general area. The maximum score i n a Talent for a normal hu-
ing for temporary alterations due t o wounds, Encumbrance, diseases, man i s 20.Scores above 10 represent significant Talent in that area.
poisons, etc. Used for calculating all Saving Throws or other Attributes Task: An activity or task t o produce some product or change some
based values at a given moment. condition. The Gamemaster assigns a value in Task Points t o the job
Encumbrance Capacity: This i s a measure of how much the char- and when the characterts) involved have generated that number of
acter can carry. See section 1.3.3 for the effects o f loads. Encumbrance points, the Task is completed. A Task Period is also assigned, which
capacity equals 5 + Strength AST in kilograms. governs how often they may generate more points on that Task.
Engaged Status: A character who i s in the Active Zone of a foe who Treacherous Ground: Any surface which does not provide sure foot-
is able t o cause him harm. Generally refers t o being i n t h e range of a ing for characters i n motion upon it: ice, rubble, mud, etc.
hand-to-hand attack by a conscious enemy. Engaged Status limits the Movement above a given rate on Treacherous Ground may cause the
movement of t h e character. character t o fall down.
Freely Improvable Skills: The maximum number of Skills in which Unengaged Status: A character who does not satisfy the require-
the character may study without a Hindrance (qv). The number of ments for Engaged Status is Unengaged.
Freely Improvable Skills equals the sum of the Current Wit and Will. WDA: See Weapon Defense Ability.
Gamemaster: The campaign's referee. The final arbiter of all game WDM: See Weapon Damage Multiplier.
matters. WL: Standard abbreviation of the Wit Attribute.
Governing Attribute: A n Attribute which comprises part of the ini- Weapon Damage Multiplier: The value assigned a handweapon, or
tial Score in a Skill. It i s designated as the Governing Attribute, which mechanical or muscle powered missile weapon, b y which the character
has certain effects in Self Improvement. using it will multiply his damage die roll t o determine his damage po-
Governing Talent: A Talent which comprises part of the initial score tential.
i n a Skill. It is designated as the Governing Talent, which has certain ef- Weapon Defense Ability: Represents the ability t o parry and dodge
fects on Self Improvement. The raw score i n a Governing Talent may in HTH combat using a given Combat Skill. WDA is equal t o the Basic
also, at the Gamemaster's Discretion, be used as a score in any Skill it Chance of Success divided by 4.
governs, in the absence o f any character trained in that Skill.
Group: A central concept in the game mechanic! A Group is a figure
generated from any number (usually an Attribute). The Group figure
may be used itself t o determine some event, or an Effect Die roll may
be generated from it. The breakdown o f numbers into Groups is:
Number 0 1-4 5-14 15-24 25-34 35-44 45-54
Group 0 1 2 3 4 5 6 3 LANGUAGE FAMILIES OF THE WORLD
EffectDie None 1D3 1D6 lDlO 2D6 2010 2D10+1 Some liberties have been taken t o fit the languages into a simpler
A Group can be calculated by dividing the number by 10,adding structure for game purposes.
one, and rounding t o the nearest whole number. For Groups higher
than 5,the Effect Die i s 21310 plus a figure equal t o the Group minus BALTIC: Latvian, Lithuanian
5. E.g., for a value of 77, the Group would be 9 and the Effect Die BANTU: a family of widely variant dialects serving a 'languages'.
would therefore be 2D10 plus (9-51, or plus 4. CELTIC: Breton, Gaelic, Gallic, Welsh
Gun Action: Generic term for the operating mechanism of a fire- ESKIMO: Aleut, Inuit (eskimo)
arm. The Gun Action specifically controls the rate of fire, that i s the FINNO-UGRIC: Estonian, Finnish, Hungarian
number of shots a character can fire in a single Action during a Combat GERMANIC: Afrikaans, Dutch, English, Flemish, German
Turn. HAMITO SEMITIC: Ancient Egyptian, Arabic, Aramaic, Berber, Cop-
HLH: Standard abbreviation of the Health Attribute. tic, Hamaitic, Hebrew, Kushite
HMG: Heavy Machine Gun. INDlC (India): Bengali, Gujarati, Hindustani, Marathi, Nepali, Punjabi,
HTH: Hand-to-Hand. May refer t o a form of weapon or style of Sanskrit
combat. IRANIAN: Baluci, Pushtu, Kurdish, Persian
Healing Rate: The base figure governing the recovery of lost DRT of LATIN: French, Italian, Latin, Portuguese, Rumanian, Spanish
the reduction of other forms of damage. It i s equal t o the character's MALAYEO-POLYNESEAN: Hawaiian, Indonesian, Malayan, Melane-
Health Group. sian, Micronesian, Polynesian, Tahitian.
Incubation Period: The length of time between exposure t o an in- NORTH AMERICAN INDIAN: Algonquin, Cherokee, Cheyenne, Com-
fection, drug, or other poison or pathogen and the first onset of i t s ef- anche, Iroquoian, Sioux
fects. SCANDINAVIAN: Danish, Icelandic, Norwegian, Swedish
LMG: Standard abbreviation for Light Machine Gun, SINO-TIBETAN: Burmese. Chinese, Laotian, Siamese, Tibetan
Learning Rate: The base figure governing the rate at which the char- SLAVONIC: Bulgarian, Czech, Polish, Russian, Serbo-Croatian, Slovak,
acter will gain Skill points i n a period of study (usually measured in Stovenian, Ukranian
points per week). It is equal t o t h e character's Wit Group. SOUTH AMERICAN INDIAN: Ara-ucanian (southern indian), Quich-
NPC: See Non-Player- Character. uan (incan), Tupi-guarni (Amazon basin)
Nowplayer- Character: A character in the campaign controlled by TURKIC: Kazak, Kirghiz, Tartar, Turkish, Uzbeck
the Gamemaster. A n NPC need not be a human being. As a rule, all UTU-AZTECAN: Mayan, Aztec
characters not created and controlled by Players are Non-Player- Char
acters. INDEPENDANT FAMILIES: (many of these have dialects which can
ODA: See Overall Defense Ability. often have enough variance to almost qualify as a separate language):
Overall Defense Ability: The total defensive ability of a character Albanian, Armenian, Australian (Bushman); Bantu; Basque; Greek;
under attack. It is the sum of his CDA and WDA (if applicable). The Japanese; Korean; Mongolian; New Guinean; Niger-Congoan; Viet-
OCA is subtracted from the attacker's BCS t o hit the target. namese

63

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4 SELECTED BIBLIOGRAPHY
SOURCE MATERIAL ON THE 1930's recommend the fine series of Shadow adventures t o be found among
These are works we found particularly useful when trying t o obtain these releases.
a clear picture of history and lifestyles in the 1930's. I n films, our sources covered a range of modern and period pieces.
1922 Montgomery Wards Catalogue, Montgomery Wards Co., HC Pub- Any of the old serials, which have usually been edited into a single, fea-
lishers, 1969 ture-length production, are worth catching. Watch for them on the
Chronology Of The World From 1863 On, Henderson W., Unicorn Late, Late Show or in local 'art' theatres. The Public Broadcasting Sys-
Press, 1940 tem has a show, 'Matinee A t The Bijou', which reruns the old films,
Sean Catalogues of the ~ O ' S , Sears Roebuck Co., NP, N D with a serial episode t o lead off.
This Fabulous Century, Editors of Time-Life Books, Time-Life, 1976 Period detective films, most notably the Douglas Powell 'Thin Man'
Also Invaluable were the Encyclopedia Britannica 'Books of the series and of course, Bogart's 'Maltese Falcon', are invaluable idea
Year' for 1939 onwards, as well as Britannica itself. The newspaper files sources for detective oriented adventures. For those who like a higher
for the New York Times and Washington Post during the decade like- tone t o the proceedings, we point out that the Basil Rathbone series of
wise provided all manner of good information. 'Sherlock Holmes' films uproot t h e master detective from his native
TECHNOLOGY AND EQUIPI\)IENT Victorian England and set his movie adventures in 1930's London. The
The following are just some of the more useful titles we found on almost interminable series of films starring George Brent and/or George
the subject of period technology, vehicles, weapons, etc. Sanders as 'The Saint' or 'The Falcon' ( I t ' s sometimes difficult t o tell
Airships For The Future, White W.J.,Sterling, 1976 the difference) also provide a look at the l i f e of an adventurer in the
Brasey's Infantry Weapons Of The World, Owen J.1 .H. (ed.), Bonanza somewhat sleazy world of High Society, Depressionstyle.
Books, 1975 In films o f a more modern vintage, three candidates spring t o mind:
Can Of The 30 s, Editors of Consumer Guide, Beekman, 1980 'The Sting' (for slightly larcenous Daredevils), 'Chinatown', and 'Raid-
Cowles Encyclopedia Of Science Industry 81 Technology, - - -,Cowles, ers Of The Lost Ark' (surprise!).
1967 From the comic books, we culled out the men of steel, beryllium,
Handbook Of Early Motorcycles, Victor W., Post Motor Books, 1971 and other inorganic materials, leaving a wide selection of costumed
Helicopters and Autogiros, Gablehouse C., Lippincott, 1969 crimefighters, Batman (National Periodicals) leads the way for all
would-be costume heroes of the hard-boiled detective school. Chisel-
LITERARY REFERENCE featured 'Dick Tracy', longtime staple of newspaper funnies, provides a
The following titles were of great help in tracking down as much sterling model for Lawman-type Daredevils, equipped with that futur-
material as we could on the pulp heroes themselves, as well as providing istic marvel, the two-way wrist-radio. Spy Smasher (Fawcett Publica-
valuable insight into the mindset of a 30's hero. tions) was contemporary of Fawcett's top superhero, Captain Marvel.
A l l In Color For A Dime, Lupoff D. (ed.), Bantam, 1974 Spy Smasher used his purely human (though highly trained skills) in the
Doc Savage: His Apocalyptic Life And Times, Farmer P.J., Bantam, years leading u p t o and during World War I I t o combat espionage on
1975 our shores. And for a modern rendition of a thoroughly mercenary
The Great Radio Heroes, Harmon J., Ace, 1967 Daredevil, we refer readers who can find them t o Howard Chaykin's
'Dominic Fortune' series, t o be read in odd numbers o f comics from
PRIMARY SOURCES Marvel (usually i n the back of assorted black-and-white issues).
This category includes the pulps themselves, as well as radio shows, From the pulp magazine Wierd Tales, which was not itself an ad-
movies, and comic books. It would be impossible t o l i s t them in any venture title, we got numerous (grisly) ideas for DAREDEVILS adven-
organized format in the space available, so instead, here i s a brief run- tures. This magazine was the first published forum for H.P. Lovecraft's
down on what we used in design and playtest. hair-raising stories. L e t the players who complain that they are bored
Most easily available are the Doc Savage reprints under Bantam with human foes face some supernatural horrors for a new zest in life.
Books' imprint. Over 70 t i t l e s from the original series are out in this Also from Wierd Tales comes Seabury Quinn's occult detective, Jules
revival. Now out of print are several reprints of The Avenger and The De Grandin, who fights ancient evil with modern weapons (and whose
Spider, both under the imprint o f Paperback Library. Early adventures adventures are now out in reprints from Ballantine).
of The Shadow have been published most recently by Pyramid/Jove. These only scratch the surface, but they will lead you t o other
I n the realm of the radio heroes, many of the old shows have been books i n turn, until you have all you need t o make your DAREDEVILS
released on records and may be found in your local record store. We world fit your own vision.

64

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NON-PLAYER CHARACTER REACTION TABLE
D I E RESULT VALUE GENERAL
(D100) NUMBER DESCRIPTION EXPLANATION DECEPTION SUCCESS*
01-05 -6 Bad This is a very hostile reaction. It usually in- Deception is completely transparent t o
dicates the initiation of action if the over- target. Character attempting this decep-
all reaction is unfriendly. If the overall re- tion will b e aware of this upon completing
action i s friendly, it tends t o indicate a lack his attempt if he can make a Wit Critical
o f interest in continuing t o deal with the Saving Throw.
Player Characters.
06-15 Very Poor This is a negative reaction. It can indicate Deception is poor. Target will see through
I -4 growing hostility. it if he can make a Saving Throw using the
full value of his Wit Attribute. The char-
acter attempting the deception will be
aware of this upon completing his attempt
if he can make a Wit Attribute Saving
Throw.
Poor This is a negative reaction. It signals a de- Deception is not very good. Target pierces
teriorating relationship. it with a Wit Attribute Saving Throw. Un-
characteristic words or actions will cause it
t o fail.
31-45 -1 Negative Indifference A n undecided reaction with leanings t o the Deception is flawed. Target pierces it with
I negative. a Wit Critical Saving Throw. Uncharacter-
istic actions or words allow a Full Wit Sav-
ing Throw whose success will end the de-
ception (current Wit score or less on
1D20).
46-55 Indifference This reaction indicates n o leanings in one Deception is barely adequate. Target will
direction or the other. I n negotiations, it accept it. Uncharacteristic actions or
might call for a period t o consider the sit- words allow a Wit Attribute Saving Throw
uation, t o end the deception.
56-70 \ +I Positive Indifference A n undecided reaction w i t h leanings t o the Deception is adequate. Uncharacteristic
positive. actions o r words allow a Wit Critical Sav-
ing Throw t o end the deception.
Good This is a positive reaction. It can signal an Deception is good. Target will ignore the
improving relationship. first uncharacteristic action or words. Sub-
sequent slips allow a Wit Critical Saving
Throw t o end the deception.
86-95 +4 Very Good This is a positive reaction. It indicates grow Deception is very good. Only action di-
ing friendliness and a willingness t o agree. rectly contradictory t o the known char-
acter of the impersonated character will al-
low a Wit Critical Saving Throw t o end the
deception.
96-00 +6 Excellent This is a very positive reaction. It tends t o Deception is comdete. Target is totallv
indicate willingness and helpfulness. As an fooled.
initial reaction it may indicate aid is offered
freely and before it i s requested.

* I f the target of a deception is intimately familiar with the person being imitated or the cirtumstances being faked, reduce the category o f de-
ception b y one. Thus, a Value Number +4 deception, used against a target intimate with the subject, i s treated as a Value Number +2 deception
with regard t o that character.

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Character: Age:
Height:
Weight:
Looks:

:OMBAT DODGE ABILIT’r


ATTRIBUTES Saving Throws TALENTS [Dft Group + Spd Group1 /i
Permanent Current Attribute Critical Profile Permaneni
DAMAGE RESISTANCE
TOTAL /
(Hlh + Str/Z + W1/2)

Combative I I Lethal Damage:

I Subdual Damage:

Strength
Communicative
I I Critical Damage:

Deftness
Esthetic
I I ENCUMBRANCE
CAPACITY
(5 + Str AST in kg)

Mechanical
I Current Load:
Current Status:

Speed

Health
-I 1
I‘I
Natural

Scientific
FREELY IMPROVABLE
SKILLS

OFF HAND
DEXTERITY
t [Wt + WI + Oft1 / 6 )
CASH CLOTHES Armor Value Weiaht SKILLS
On Hand:

Banked:

Stashed:

INCOME Amount frequenq WEAPONS WDM/BDG Weight

_ _ _ _ _ _ _ ~ ~ ~ ~

NOTES GEAR Location Weight

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~~~ ~~~ ~~~ ~ ~~~~ ~

ADVANCED CHARACTER SET-UP WORKSHEET


BACKGROUND: Education: Starting Skills: Amer. Culture
Family Income: 1.
Year in which adventures start: 2.
Years of Pre-adventure (4D10): __ 3.
Age at start of Preadventure (IC)6+14): 4.
Year of birth:
~~~ -
CAREER CAREER
Skills Acquired (Year Skills Acquired (Year)
Skill Benefits: Skill Benefits:
Points: Points:

Attribute Income: Attribute


Dice: Dice:

Total Att. Total Att. Cash :


Dice: Dice:

Total Cash:

CAREER CAREER
Skills Acquired [Year!) Skills Acquired (Year)
Skill Benefits : Skill I Benefits:
Points: Points:

Attribute
Dice:
Income: Attribute
Dice: I Income:

Total Att.
Dice:
Total Income:

Cash:
Dice:
r- Total Income:

Total Cash:

CAREER CAREER
Skills Acquired (Year;)
Skill Benefits: Skill I Benefits:
Points: Points: I I

Attribute
Dice:
Income:

Total Income:
Attribute

-t Income:

Total Att.
Dice:
Cash:

Total Cash :
1
Total Att.
Dice:

I I Total Cash:

Attributes Allocated Final I Talents Points 12D6+20):


.
~
I Final Cash:

-WT
. Profile Allocations Profile Allocations Final Income:
WL Char Mech
ST R Cmbt Natr Benefits:
DFT Comm Scie
SPD Esth
HLH
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POLITICAL BOUNDARIES IN 1930

U.S.S.R.
d-4

THIRTIES CALENDAR

Q U I C K REFERENCE TABLE
FOR DATES I N T H E
1930's

30 31 32 33 34 35 36 37 3% 39
January W T h F Su M T u W F S a S u
Febriary Sa Su Mf W Th F Sa* M Tu W
March Sa Su T W Th F Su M TU W
April Tu W F Sa Su M W Th F Sa
May Th F Su M Tu W F Sa Su M Republic of China
June , Su M W Th F Sa M Tu W Th
ally W F M W F
August
September
Tu
F
M
Sa
Tu
M
Th
Sa
Tu
F
Su
W
Sa
Th
Su
Sa
Tu
Th
Su
W
M
Th
Sa
Tu
F
fl Annarn t
October W Th Sa Su M Tu Th F Sa Su
November Sa Su Tu W Th F Su M Tu W
December M Tu Th F Sa Su Tu W Th F
* Denotes Leap Year: February has 29 days.

The 1st of each month falls on the weekday shown for each year.
Thus, April lst, 1935 falls on a Monday. Thus, when Officer Dornenico asks the
suspect, 'Where were you on the night of April 7th. 1935?'we can quickly de-
termine that this was a Sunday.

WEEKLY ABBREVIATIONS:
M = Monday Th = Thursday
Tu = Tuesday F = Friday
W = Wednesday Sa = Saturday
Su = Sunday
(Neth.)

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\
-Z Japan

a
c
-
a
‘bHawaii or Sandwich Islands
(U.S.A .)
-2n
C
+
n
:
+
-

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U S .S.R .

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BARRIER FACTOR FIREARM RANGE TABLE
Material Barrier Factor per inch Range:
BBL nr Inherent Point

Glass, shatter resistant 25


Heavy Leather 20

40 Long Guns: Carbine h8-20") +3 10 25 50 250 500 1000


Rifle (20+") +4 10 30 100 500 1000 2000

Stone "30
0
5
Wood, solid 10 Shotguns:*** Full Choke +4 10 25 30 60 100 150
Wood, plywood 20 Modified Choke +4 5 20 30 40 ao 120
Openchoke +5 5 10 20 30 60 90
Riot Gun +4 5 10 15 20 30 50
CLOTHES
BCS MODIFIERS: +2 +1 to -1 -2 -5
Armor Weight BDG MODIFIERS:**** +10 +o +o -10% -25% -50%
Clothing/Armor Class (kg)
Using Autofire increases the inherent accuracy of the form b y 1 f o r each burst fired.
* * The effective Rate Factor i s added t o the inherent accuracy of an MG when rolling t o hit a target.
work clothes' 2 1 * * * Treat a sawed-off shotgun as a Riot Gun and reduce the BDG of t h e round b y 25%.
leather clothing' 3 1.5 **I*
The use of a telescopic sight, while reducing range for BCS purposes, does not affect range for
BDG modification. The bullet s t i l l has t o travel the full distance.
When firing a pistol round from a Carbine, increase the base BDG b y 50%. When firing a Rifle round
from a Carbine, decrease t h e base BDG b y 25%.
arctic gear* 3 3
aviator's helmet NA .5
WEAPONS TABLE
Weapon
armv helmet NA 1 Strength Damage Weight Cost
bullet-proof vest 5(10) 4

boots NA .7
riding boots NA 1 BI unt Weapon
club 1 1.1,s 1 NA
nightstick or
union suit 1 .5 cudgel 2 2,s 2 .50-1
pistol b u t t 2 .5 + weight NA NA
sap** 2 special .8 NA

SAMPLE LOCKING MECHANISMS Knife, belt 1 1.1,I .7 1 -3


bowie 2 1,3(1.5),1 1 1-3
Barrier
jack 1 1,I .5 .50-1
Mechanism Complexity Strength
sma
throwing 1 1.3 (1.5),I .5 .50-1
trench 2 1.4.I 1 2-5 has brass knuckle hand guard
sta n
hnvnnet
--r-. -. 2
- . I
14 1.-2 1 -3
heavy key lock 1-6 20 I .

Sword, ceremonial*"" 2 1.7, I 1.8 15-50


3 digit combination* 0-5 10
machete 2 1.8,I 2.5 1-2 no thrust allowed
saber 2 1.8,l 2 5-15
trench 2 1.7,I 1.5 3-6 has brass knuckle hand guard
- combination* 1-10
4 disit 20
epee"' 1 1.5, I 1 3-10 thrusts only
bank vault' 11-16 50-200
Whip 2 1.2,s 1 35

Staff 3 2,s 2 NA may be used w i t h bayonet training


* number of digits in a combination lock
can vary greatly. * 'I' means lethal damage done. 's' means subdual damage done.

ATTRIBUTE GROUP CHART


FACINGS FIELDS of FIRE

\ Front / TABLE OF TYPICAL NON-PLAYER CHARACTERS


\ 2 l / 2
QUALITY WT WL STR D F T SPD HLH CST AST CDA D R T * BCS
Side -
n
3

* Some characters may be designated as Rabble. These have half the indicated Damage I n Stance: Zones 1
Resistance Total. Others may be designated as Extras. These have a Damage Resistance
Total of 1. Shoot Action: 1 & 2
Hip Fire: 1,2 & 3
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CRITICAL H I T ENHANCEMENT TABLES
SITUATION MODIFIER TABLE
HAND-TO-HANDCOMBAT SITUATION B CS Hand-Held
and
Thrown Weapons Beasts
Tarqet i s Prone +2 ID20 Enhancement Enhancement
Attacker is Prone -10

Attacking t o Side -5

Attacking f r o m a superior position such as


a table or stairs, etc. +1

I n Dim light* -3
In Poor light' -5 CRITICAL EFFECT TABLE
lDlOO Effect

6-87
'These also apply when using missile weapons. 8-95
96-00 Lethal
MISSILE WEAPONS
Situation BCS
Hip Fire use BCSIS CRITICAL MISS EFFECTS TABLES
Damaged in that Detailed Turn -(all damage taken/2) ARMED COMBAT
Firing a gun in each hand -1 t o all shots D I O O Result
Surprised use Hip Fire plus -2
haract
haract
71-80 Character falls.
Siahted in (reauires Stance\2 +1 eapon
91-00 Character drops weapon.

-
First Action concentratina on taraet -2 U N A R ME D COMBAT/NATURA L ATTACK
Rested weapon (may not 'Brace') +1 DlOO Result

114 0 Character is Dazed.


Chara
Walk use H i p Fire plus -2 7180 Mode o f attack (hand. foot, jaws, etc.) receives a Disable
Dodge use Hip Fire plus -4 result with 1D6 o f Critical Damage.

Target Moving: FIREARMS


D I O O Result
No eff
Walk -(taraet's CDA x 2) 11-40 Dud round. Autoloaders and autoweapons require 1 Ac-
Dodge -(target's CDA x 4) tion t o manually clear the round. Other types clear w i t h
the next round, no special action i s necessary.

Target under Cover4


Visual Cover 4 1 t o 10)
bookkeeping phase. There is a 50% chance o f it going o f f
i f there is an attempt t o remove it before then. I f it goes
1. I f a 'bead' has been drawn o n the general location in which
the target appears, this penalty does not apply.
2. It requires 1 Action t o make the preparations t o benefit
from this situation.
3. With a Long Gun, the weapon must have a sling or carrying
strap
4. Gamemaster must determine how much o f the target i s
exposed. Such cover may or may n o t offer barrier protection. he number is greater than or equal to 1 (the chamber ac-

CRITICAL H I T LOCATION TABLES


Men Animals 9640 Chamber explosion as above but burst effect is BDG o f
l D l O O Location 10100 Location the roundl20
1-10 Head 1-15 Head
11-22 Chest 16-35 Chest STOPPING
23-36 M i d body 36-46 Right Foreleg
37-48 Lower body 47-56 Left Foreleg Effect Number Result
49-58 Upper right arm 57-76 Abdomen
59-68 Upper left arm 77-86 Right rear leg Target is knocked back 2D3 meters. I f target
69-71 Right hand 87-96 Left rear leg fails a Speed Attribute Saving Throw, he will be
72-74 Left hand 97-00 Tail knocked down.
75-81 Upper right leg
82-88 Upper left leg
89-94 Lower right leg greater than 10 As 1 t o 5 above but target is automatically
95-00 Lower left lea knocked down.

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MISSILE SPECIAL EFFECTS TABLE OPTIONS
No. Option Actions
ID100 Result

2 Observe/Command Speak, Observe, Search, Ready Weapon.

46-65 Normal damage and Stopping. 4 Fireweapon Shoot, Ready Weapon, Adopt Stance,
Alter Position, Short Move.

planations). 6 Operate Vehicle' Throw, Short Function, Hip Fire, De-


fend, Speak, Observe, Strike, Drive.

Table. * Operating under danger conditions is treated as being 'engaged.'

MOVEMENT RATE CHART


Rate:Crawl Walk
THROWING RANGE MODIFICATIONS
STR D F T Modification :x
Distance Throwing Grp. throw required
Category in meters BCS mod. mod. if not using Skill

beyond 'maximum'.
H i p Fire Penalty:-0 -2 -4 -6

MOVEMENT MODI FlERS CHART

TABLE OF On Ruined Road or Trail 175%


LEARNING RATE MODIFICATIONS
LEARNING AIDS VALUE

Through Rough or Impeding Terrain 75%


Through Woods, Hills, or Desert 50%
Character is Stud

A t Night with D i m Light 50%


A t Night with Good Light 75%
LEARNING H

I n Dense Fog or Heavy Snow 25%'


I n Great Heat 75%
Character's Governing Talen for the Skill being Studied
O n Dav After

Prolonged Snow: for each additional day of snow add 1 day at the
worst penalty.
For calculation purposes remember that 75% is equal t o .75,100%
Optional Learning Hindrances is equal t o 1 .O, etc.
urren e great
urren e great *Affects air travel.
*Once per week only.
**Study not allowed.
KPH MOVEMENT CONVERSION TABLE
KPH MetedDetailed Turn KPH Meters/Detailed Turn

MODIFICATIONS TO HEALING RATE 110 176 50 80


105 168 45 72

Patient is in the field. active for full dav -7


90 144 30 48
85 136 25 40
Patient receives medical care
(character attending makes BCS roll) +I 70 112 10 16
65 104 5 8
copyright 0 1982 Robert N. Charrette and Paul R . Hume
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VOL. 1 INTRODUCTORY ISSUE No. I

GENERAL INTRODUCTION.. ....................... , ................................... 2


SAMPLE PLAYER CHARACTERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
FUSUNG'S SECRET . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Who invited the dead man t nner and what mysterious message did he bring with him? These are the questions t o be
answered as the daredevils begin their careers of adventure.

ON THESE MEAN STREETS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6


An anonymous cry for help reaches the daredevils. Before they can assist the sender, she i s brutally murdered. Only a
brief letter and a handful of clues exist to help find out who did it and why!

FU SUNG'S REVENGE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Once again the shadow of Fu Sung enters the daredevils' lives. He was displeased when they uncovered his secret. Now he
sends them a g i f t of death!

BLACKCLAWS .................................................................... 18
Mystery, murder, magic, and far-away places combine in a deadly adventure. The daredevils are contacted for a meeting
with a mystery man but then things do not go as planned. They are swept up in a web of intrigue which may ultimately
change the course of history!

Text for 'On These Mean Streets' by Bob Charrette and Paul Hume. Other adventures by Bob Charrette. Illustrations by
Bob Charrette. Maps illustrated by Jeff Dee.

U.S. COPYRIGHT NOTICE


Game publication issued by Fantasy Games Unlimited Inc., P.O. Box 182, Roslyn, N.Y. 11576. 'On These Mean Streets' IS copyright, 1982,
b y Robert N. Charrette and Paul R . Hume. Other text, cover, and illustrations are copyright, 1982, by Robert N. Charrette. All rights reserved.
No part of this book may be used or reproduced in any manner whatsoever without permission, except in t h e case of brief quotations em-
bodied in critical articles or reviews. Any relationship herein t o real persons and institutions is purely coincidental.

A FANTASY GAMES UNLIMITED PUBLICATION


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GENERAL INTRODUCTION
DAREDEVIL ADVENTURES i s a series of scenarios designed t o
introduce various elements from the DAREDEVILS rules t o both
players and Gamemaster. Players should NOT read this book until af-
ter the adventures are played.
The adventures build in terms of danger and difficulty and we
recommend that they be played i n order. You should note that i f the
two Fu Sung scenarios are played, they must be done in the order of
Secret then Revenge, since the latter is put into motion by the former.
It i s recommended that you l e t some game time pass between the two.
Perhaps you might try a scenario of your own design.
Information i s usually given i n brief form. Only pertinent details
are presented while lesser detail is left for the Gamemaster t o fill in.
Lists of every stick of furniture and each item in a room are tiring and,
ultimately, worthless as they detract from the point of the game: role
playing.
There is s t i l l a great deal of information packed into each adventure.
Be sure you read it all before attempting t o run one of the adventures.
Important details t o the course of the adventure are not always in one
place. This has been done for two reasons. One, players who do sneak
looks a t the book will not be able t o get all the data they need in a
simple peek. Two, often the flow of an explanation would b e inter-
rupted by going into a specific detail. Much of this information has
been abstracted out into sidebars. Character motivation is usually found
with the character description, while pertinent clues may be just as
easily found a t the description of the location in which they are found
as in the overview of whatever nefarious scheme i s in operation.

SAMPLE PLAYER CHARACTERS


These characters are provided for those who wish t o play immedi-
ately or do not have a character existing in an ongoing campaign.
Only very broad sketches are given as to characterization to allow a
player to personalize whichever character he adopts. No information
as t o background i s given t o allow the characters t o be better fit into
whatever situation arises.

Paddy Dugan
A bigboned, tall lad who likes a good brawl. He is loyal t o his
friends and makes an excellent companion either in a tight spot or
celebrating victory later.

WT WL STR DFT SPD HLH CDA DRT


10 20 31 18 20 34 3 60

WEAPONS: None on hand. I I' . ._


SKILLS: Autofire (17); Rifle (15); Brawling (20/5); Military Science
(10); Driver (10); Driver, Heavy Equipment (10); Athletic Tumbling
(10); Law Enforcement Subculture (10); Gaekic Language (18); Irish
History (16)
CLOTHING: A knit sweater and tough pants (Armor Value 2)
CASH: $20

John 'Indiana Slim' Fbrd


Ford is a tough adventurer who i s as much in love with danger as
he is with the rewards of the game. When 'off-duty,' he appears as a
simple museum curator but, when in the thick of things, he is a hard-
as-nails tough guy.

WT WL STR DFT SPD HLH CDA DRT


22 26 21 28 15 15 4 39

WEAPONS: Colt New Service ( A 5 ACP); Whip.


SKILLS: Pistol (16); Whip (20/5); Brawling (18/5); Archaeology (17);
Traps (14); Restoration (8); Athletic Running (14); Driving (19);
Swimming (20); Finance (10); Horsemanship (16); Academic Sub-
culture (14); Occult Studies (8); American History and Culture (20);
Arabic Culture (15);South Amerindian Culture (10)
CLOTHING: Normally street clothes (Armor Value 1) but on adven-
tures he wears a leather jacket, etc. (Armor Value 3).
CASH: $50

allen pay (order #970855) 8


Dominic Fortunato
A slim, steely muscled man with dark hair and a darker mein. He is,
by his own admission, an adventurer who is 'only in it for the money .'
He is persistent if not overly sharp. He has a well-known weakness
for gambling.

WT WL STR DFT SPD HLH CDA DRT


12 27 25 28 28 18 4 45

WEAPONS: Mauser 0 6 .
SKILLS: Pistol (20);Autofire (15); Brawling (19/5); Pilot (15); Driving
(17); Athletic Tumbling (10); Swimming (10); Forensic Science (8);
Spanish, German, and French Languages (15); Criminal Subculture (12)
Stealth (18); Lockpicking (12); Safecracking (8); Gambling (10).
CLOTHING: Normally street clothes, though formal dress when given
the chance (Armor Value 11, but when adventuring he wears a special
leather jacket lined with chain mail (Armor Value 5/91.
CASH: None.

Earl Grendith
Grendith is a big man, ill accustomed t o large cities and heavily
populated areas. He i s only a t home in the wilderness. Though slow
t o anger, when aroused he is a veritable lion.

WT WL STR DFT SPD HLH CDA DRT


21 30 32 30 26 20 4 51

WEAPONS: Bowie knife.


SKILLS: Knife (20/5); Throwing (20); Pistol (15); Rifle (15); Braw-
ling (20/5); Tracking (20); Hunting (20); Stealth (20); Survival (18);
French, German'and Bantu Languages (17); Arabic (15); Black African
Culture (14); Arabic Culture (14); Euro-American Culture (10); Ameri-
can History (6).
CLOTHING: Street Clothes in the city (Armor Value 1) but will wear
only the lightest clothing in the wilderness (Armor Value 0 or 1, de-
pending upon the climate).
CASH: $10 on hand.

Mike Mattock
Mattock is a private investigator of the 'hard-boiled' school. Often
surly and short with men, he will fall all over himself with a dame.

WT WL STR DFT SPD HLH CDA DRT


24 12 14 15 15 28 3 41

WEAPONS: Colt Police Positive. (He i s licensed t o carry it.)


SKILLS: Pistol (20); Brawling (18/5); Law Enforcement Subculture
(16); Criminal Subculture (18); Forensic Science (14); Lockpicking
(14); Stealth (12); Driving (20); Athletic Running (8); Athletic
Climbing (8); Athletic Leaping (8); Law (12); Interrogation (16);
Research (14); First Aid (10).
CLOTHING: Usually a snap-brim hat and a trenchcoat worn over
street clothes (Armor Value 1 + 1 or 2)

Eagle Renwick
A very tall (Size 1) man of a somewhat gangling appearance. He i s
of a taciturn disposition, but will really enjoy himself in a good fight.

WT WL STR DFT SPD HLH CDA DRT


20 20 21 15 15 20 3 41

WEAPONS: None a t hand.


1,. A SKILLS: Pistol (18); Rifle (15); Autofire (12); Fencing (14/4); Braw-
ling (16/4); Pilot (18); Pilot, aerostat (12); Mechanic (18); Elec-
trician (12); Civil Engineering (17); All Athletic Skills (10); Crypto-
graphy (10).
CLOTHING: Street clothes in the city (Armor Value 1) but he will
wear coveralls if it is casual (Armor Value 2). On an adventure, he i s
likely t o wear flying leathers (Armor Value 3) with a leather flyer's
helmet.

3
allen pay (order #970855) 8
Fu Sung's Secret i s a simple introductory scenario designed t o in- from the unfortunate man's back. With his last breaths, he says, 'Must
troduce players t o use of the Task mechanic, the basic combat system .. .
.trust. .you. .. .
.Get , .them .'
and possibly the contact system as they are used i n the course of an In t h e clenched fist of the dead man are t h e remains of a Chinese
adventure. It is recommended that no more than six Player Characters fortune cookie. The fortune is written in Chinese characters which, i f
be involved i n this adventure. read, appear t o make no sense.
The police arrive shortly. They should only detain the Player
Characters briefly since other diners will corroborate the fact that
they did not stab the man.
OPENING SCENE
The Player Characters have gathered together t o dine at a restau- Hidden Things and Other Clues
rant of some repute that specializes in Chinese cuisine. Dinner i s pro- Hoffman i s wearing a shop-keeper's apron under his coat.
ceeding liesurely as a young man approaches the table from the di- The dagger handle is carved t o resemble a bird. Anthropology
rection of the street. One of the Player Characters recognizes the man or Chinese Culture will recognize the general style as Chinese and
as Lee Hoffman, an old acquaintance. Archaeology can then determine that it i s an ancient style restricted
Hoffman appears drunk as he is staggering somewhat and gazing t o the Honan region of China.
about the room i n a distracted fashion. He focuses on the Player Hidden Thing: Two men appear briefly at the entrance of the
Character who knows him and calls out that character's name. The man restaurant. They disappear as soon as Hoffman collapses. The men are
reaches under his coat as he nears the table. Hoffman extends his hand Hoffman's killers and are Chen Lung's thugs. They will have disap-
toward the character he recognized but collapses onto the table. Now, peared i f any pursuit i s organized. It is a second Hidden Thing t o no-
the Player Characters can see the ornately carved dagger protruding tice that the two men are Chinese.

CAST OF CHARACTERS
Joe Cody
disappearance. She also knows that Hoffman has managed t o get
Joe Cody is (actually, within this scenario, was) a businessman
himself hired as a clerk at Chow's Market, reputedly one of Fu
who got himself involved i n some shady dealings. Although his
Sung's 'front' operations.
shipping business appears totally above board, he has, due t o recent
financial pressures from outstanding debts, turned t o smuggling When contacted by the Player Characters,she will conclude from
Hoffman's death that Fu Sung is indeed t h e culprit. Grant will
t o keep his business afloat. In a fit of greed, he was tempted t o
suggest that Cody was abducted in an attempt t o force him into
sidetrack a cargo of opium that was consigned t o a regular customer
cooperating with some criminal activity. She will then urge the
of his sideline business, one Fu Sung by name. This mistake has
cost him dearly. He has disappeared (slain b y agents of Fu Sung.) Player Characters t o mount a rescue attempt (for a reward). She
Any investigations of Cody's business dealings will require a will request that the operation not involve the police as even the
great deal of work (+6Value Number information) t o uncover slightest hint of a connection with the underworld would hurt
the smuggling operation and i t s connection t o Fu Sung. Less com- several business deals currently pending which involve her fiancee.
plete investigations will reveal legitimate dealings with Fu Sung's I f the Player Characters refuse the mission or put it off, Grant
will order them from her apartment. She will then raid Chow's
import/export business. This latter information will not mean
anything t o the investigators at the time and so you may wish t o Market herself, I f the Player Characters have not followed her,
present it when the adventurers find another connection t o Fu she will have left them a message telling them of her destination.
This is an attempt t o shame them into serving as a back-up or
Sung.
rescue team for herself if she cannot manage things.
Jennifer Grant WT WL STR DFT SPD HLH CDA DRT
Jennifer Grant is t h e fiancee of Joseph Cody. She i s the daugh- 12 15 10 12 12 12 2 25
t e r of a once wellaff family that was ruined in t h e stock market SKILLS: Brawling (10/2); Pistol (12); Driver (8);Stealth ( 8 ) ;
crash. From that point she led a less than delicate life until she Business Subculture (6); Criminal Subculture (6).
met Cody. Her association with him has put her back on the road WEAPON: Smith & Wesson 38 special revolver in purse.
t o the good life. She will fight t o keep things moving in tha't di- CLOTHING: Stylish but less-thanexpensive clothes (Armor Value
rection. 1).
She learned of Cody's shady dealings but kept quiet. It was,
Perry Hendrix
after all, money in the till and that is what counted t o her. She did
Perry Hendrix is a cryptologist. He is a smali, meek man who
maintain her front of a respectable wife-tobe t o a respectable
served in the Intelligence Corps in the Great War. Though current-
businessman, a role in which she excells. When Cody disappeared,
l y retired, he occasionally is sought out by the police and military
she suspected foul play on the part of one of his criminal associates.
for consultations on cracking codes.
She was unable t o go t o the police since the unlawful activities of
Hendrix i s an Expert and may be contacted through Law En-
the shipping business would have been discovered. She hired Lee
forcement or Political Subcultures.
Hoffman t o investigate the Fu Sung connections.
The information reported t o her by Hoffman has led Grant t o WT WL STR DFT SPD HLH CDA DRT
believe that Fu Sung i s a likely candidate for the cause of Cody's 32 10 6 6 6 6 2 14

4
allen pay (order #970855) 8
THE COURSE OF THE ADVENTURE CHOW'S MARKET
If the Player Characters decide t o leave the investigation t o the
police, they will find themselves the target of attempts t o retrieve
t h e paper with the code. Any villains captured from such raids will
reveal that their boss believes the Player Characters t o have the mes-
sage and will continue t o attempt t o regain it. They will not, however,
reveal the identity of the boss.
Investigation of t h e dead man will lead them t o Jennifer Grant
and the adventure will be guided along the lines given in the description
of that character.
Attempts t o break the code will require time. If this is attempted,
allow them a longer period before the first attack t o retrieve the code
or Miss Grant's attempt t o raid the grocery. The message i n the code
will not give t h e Player Characters any significant information but
should raise their suspicions of wrongdoings and i t s point of origin.
The code has a difficulty of 1 and a Task Value of 5. Since it is
in Chinese ideographs, it requires that anyone attempting t o decode
it must average his score i n Cryptography with his score I n the Chinese
language.
The message, when translated, reads as follows: '1 week. 3 o'clock
delivery. Low grade, only cut by one-third.' Although the Player
Characters have no way of knowing, it refers t o the arrival of an opium
shipment and i t s preparation before being passed on t o customers.
Scouting Chow's Market will result in Chen Lung setting his thugs
on the characters and give a similar result t o a full-scale raid by the
characters. A brawl will ensue. Use of guns by t h e Player Characters
will definitely come under close scrutiny b y the police who will arrive
once the Player Characters have the situation well in hand or just as
things become hopeless (thus saving the Player Characters from a one-
way trip t o the bottom of the river t o join Joe Cody). The police will
uncover evidence of t h e drug trade and Cody's murder. They can thus
arrest Chen Lung and his thugs.
After the drug runners have been rounded up, the Player Characters
will have t o face the consequences of the actions or inactions during
the adventure. Since these can vary so widely, you must adjudicate
them as you see fit. Note that Miss Grant will be able t o live up t o any
promises of reward, as long as she has not been implicated in the smug-
gling operation, since Joe Cody had already ammended his will t o
leave his business t o her i n the event of his death.

SKILLS: Cryptology (18); Languages: English, French, German,


Turkish, Russian, Egyptian, Japanese, Chinese, Indian (14);Lin-
Brawling (8); Pistol (6).
guistics (13);
WEAPONS: None.
CLOTHING: Usually a simple business suit (Armor Value 1).
NOTES: Hendrix may be inserted into the scenario if none of the
Player Characters has a score i n Cryptography.

Lee Hoffman
Lee Hoffman i s (was, again i n the context of this scenario) a bd=m=kj
Private Investigator. Being half-Chinese, he rarely got high quality SCALE I N FEET
clients and so was somewhat resentful of his heritage. His practice
was small but sufficient enough that he could afford an office and
a part-time secretary. He usually worked alone.
Hoffman's most recent case was at t h e request of Jennifer SKILLS: Martial Arts (15/4);Pistol (IO);Stealth (12);Interro-
Grant. He was t o investigate the dealings of one Fu Sung and gation (12);Lockpicking (IO);Knife (10/2);Criminal Subculture
report on any criminal activities. These investigations led t o his (12);Chinese Subculture (16);Euroamerican Culture (6); Chinese
condition at the start of the scenario. (15);English (8).
When questioned, his secretary will reveal his most recent WEAPONS: A pair of studded gloves which add t w o points t o dam-
employer and the subject o f his investigation. She will not have age done when he strikes with his fists; a ,357 Magnum revolver
any knowledge of Miss Grant's reasons for hiring Hoffman. which he will use if necessary.
CLOTHING: Heavy work clothes (Armor Value 2).
Chen Lung
Chen Lung is Fu Sung's local boss at Chow's Market. He is Chen Lung's Thugs
overseer of the opium trade with various opium dens deeper in These are assorted rough-necks and lowlifes who function as
Chinatown. Even so, Chen Lung is unaware of Fu Sung's activities Chen Lung's 'muscle'. The exact number should be varied t o pro-
other than this drug traffic. He must wait for his master t o contact vide a challenge t o t h e Player Characters. Three t o two odds in
him and has no way t o directly signal Fu Sung. favor of the thugs is recommended. The thugs obey Chen's orders
Chen Lung is a tough, street-wise gangster. His scarred face and will not run from a fight due t o fear of 'the master's punish-
and larger-than-average build make him look out of place in his ment'. They are armed with an assortment of blunt instruments
role as the proprietor of Chow's Market. that function as clubs. They are Average Non-player Characters.

WT WL STR DFT SPD HLH CDA DRT Fu Sung


15 20 25 18 18 25 3 46 In this adventure, a presence not a character.

5
allen pay (order #970855) 8
On These
Mean Streets
Unlike the other adventures in this book, On These Mean Streets
has a specific year i n which t o take place, 1931. Prohibition i s s t i l l in
the law but enforcement is not particularly strong since public senti-
ment i s growing against it. It has, however, already given organized
crime a great boost both financially and organizationally. It i s into the
thriving underworld of dingy gin-joints and sudden violence that the
daredevils must go t o solve a crime.
The adventure is designed t o familiarize players and gamemaster
with the information gathering process through Tasks of analysis,
gathering Contacts, and discovering pertinent clues through Perception
or just plain smarts. The daredevils are presented with the traditional
slim leads. With their own wits (and perhaps more than a little guts)
the Player Characters must chase these down in order for justice t o
triumph.

OPENING SCENE
A mysterious cry for help reaches one or more of the Player Char-
acter daredevils. It is Saturday, February seventh and the day's mail
includes a letter. See inset for text, The letter arrives in a plain envelope
with no return address. It i s postmarked Friday, 9 p.m. with the stamp
of the city's central post office.
The letter itself is unsigned. The stationary i s cheap and of a pale
lilac color. Sharp eyes or sensitive fingers (Perception roll) will notice
an uneven crimping across t h e top as well as traces of adhesive that
would indicate that the paper i s from a pad rather than a box of indi-
vidual sheets.
A Player Character may attempt t o use Forensic Science Skill t o
analyze the note. This will be a Task with a Value of 10 and a period
of one hour. When this is completed, the following things will be de-
termined:
0 A full set of fingerprints are present. They appear t o belong t o
a single individual.
0 There i s an 85% probability that the handwriting is really feminine
and not an imitation of a feminine hand by a male.
0 The stationary i s a common brand found i n fiveanddime stores
throughout the city. It is untraceable. If the daredevils had missed the
fact that the paper was from a pad, that information will be disclosed
now.
If none of the Player Characters has Forensic Science Skill, they
may have t o engage an Expert or use a Contact on the police force
Monahan will show up t o take charge of the investigation. Any sub-
t o get the analysis done.
sequent visits t o the scene will have a fair likelihood of running into
either Monahan or Corcoran, as they are involved, either in reality or
DEATH ON THE STREETS just for appearances sake, i n further investigations of t h e crime. The
No matter when the daredevils plan their arrival at Eighth and
players should be allowed t o view the 'scene of t h e crime' picture so
Bailey, they will be unable t o prevent the murder. This failure t o pre-
that they may draw their own conclusions from the clues presented
vent the murder of Dora Kirk is essential t o t h e plot of the adventure.
in it. A blank piece of paper may be used t o cover up t h e text for the
From her murder, the Player Characters must forge a chain of evidence
adventure that also appRars on the page so they will not get more in-
that will lead t o her killer and then serve t o bind that murderer for
formation than they should. Obviously, the Player Characters may
delivery t o justice. gather whatever information they can from what they can see.
Since they will be unable t o stop the killing, the Player Characters
may set the time of their arrival at t h e meeting site as they wish. I f The obvious clues include:
they arrive very early, i n order t o be there before anyone else who 0 The body of a young woman, lying face down, just outside the
might possibly be connected with the letter, you will have t o provide phone booth. Blood is pooled beneath her and the floor of the booth
a distraction to remove them from the scene until the slaying takes i s very bloody. A trail of bloodstains leads away from the booth and
place. If they arrive close t o the scheduled time, they will find that goes t o the curb, where it abruptly stops. Tire tracks, as from a car
they have just missed the murderer's departure. leaving very quickly, are present at that spot.
Any characters entering the cul-de-sac or even just passing it will 0 The blood is s t i l l semi-liquid so the crime i s very recent.
be able t o observe the body. If the daredevils are holding back, you can 0 The telephone receiver is dangling at t h e end of its cord. Should
have a passersby discover the body. The Player Characters will only anyone pick it u p t o listen, they will find the line dead. There will be
have a short time t o investigate the scene before the police arrive. Uni- no dial tone.
formed patrolmen will b e the first t o arrive, but ultimately Lieutenant 0 There is no sign of a purse or wallet belonging to the dead woman,

allen pay (order #970855) 8


II L I II I
CAST OF CHARACTERS
Thomas J. Atkins
Atkins, a t 29, i s still t o a l l appearances a fine example of the
clean-cut, college-educated fellow often seen wearing his school
tie and a sweater beneath his jacket rather than a vest. Today he
might be recognized as a 'preppy.' His fair hair, blue eyes, and
winning smile were powerful attractions t o Dora Kirk. A more
impartial observer might note a weak chin and shifty look about
........... the eyes.
I 8thAVENUE SCENE
I
Atkins was a rising young star of the business community be-
fore the great crash. Since the company for which he worked went
under, he has been reduced to a more menial, and t o him, some-
what demeaning, job as an accountant for Burke's Security. He has
had a hard time adjusting t o his new income levels.
Always fond of playing the ponies (betting on horse races),
Atkins has let himself get into a bad situation for a $2000 a year
accountant. A run of bad luck has left him in serious debt t o loan
sharks in the employ of Albert Nolan. This debt is in excess of
ten thousand dollars. On Nolan's orders, the loan sharks have
pressed Atkins for money. Under the painful, and possibly fatal,
threat of displeasure on the part of the gangsters, Atkins has em-
bezzled the funds from Burke's Security. Nolan, fully aware of
Atkins' circumstances, has forced the former playboy into a more
compromising position with threats of exposure to the company.
Specific investigations can gain additional clues such as: See The Real Set-up.
0 I f the phone is checked, no coins will be found in the coin return During one of his drinking bouts undertaken to wash away his
slot. toubles, Atkins stopped a t a low class dive called the Blue Garter.
0 On the floor of the phone booth, under the seat and thus away A t the time, he did not know Nolan was the boss. On a whim he
from most of the blood, is a matchbook cover. See illustration: The used h i s Upper-dass manners and speech t o charm one of the
match book, although not immediately obvious, is from the Blue showgirls, Dora Kirk, Unaware that Dora has really fallen for him,
Garter. The letters and number written on the inside are, again not Atkins considers the arrangement simply one of convenience, es-
obviously, the beginning of a phone number. The part given is the ex- pecially since he must visit the Blue Garter to meet with Nolan.
change MH 9 or Maple Hill 9, which is an uptown exchange. Only The murder horrifies Atkins. He suspects that it was a t Nolan's
one of the cast of characters lives in that exchange: Atkins. I f the instigation as a warning t o him t o remain silent. This has terrified
Player Characters decide that the mystery writing i s indeed supposed him and he will not talk t o the police. He fears Nolan's friends on
to be MH 9, you should inform them that it is an uptown phone ex- the force as well as those in the streets.
change as that is something that most local characters could be ex- Atkins i s confining himself t o work and his home just beyond
pected to know. A Forensic Science analysis of the handwriting will the fringes of a well-to-do quarter of town. He even refuses to
match it t o the note received previously by the daredevils. meet with Nolan but still keeps contact by phone. If alarmed by
0 Checking the body will prove beyond a shadow of a doubt that investigations, he is quite likely t o try t o leave town without con-
the woman is dead. An Advanced Medical Skill BCS will allow a char- sidering the impressions such a move will make with the police and/
acter t o estimate the time of death as about ten minutes before the or Nolan. His prime motivation a t that point would be the preser-
daredevils arrived (if they arrived on time) or t o during the period vation of his own skin.
they were absent from their stakeout (if they had t o be lured away).
0 The body reveals multiple stab wounds i n the upper right quad- WT WL STR DFT SPD HLH CDA DRT
rant of the chest. This is the obvious cause of death. 15 5 10 10 10 10 2 18
0 A search of the body will confirm that no identification is pre-
sent. Gambling (2); Business Subculture (8)
SKILLS: Brawling (3);
WEAPONS: None.
CLOTHING: Normal street clothes (Armor Value 1).

Buttanmen
The buttonmen are Nolan's goon squad i n waiting for t h e big
hit. Each has specialized skills. They are all in hiding as Nolan
does not want them getting involved in anything before the big
day. All are currently unwanted.
Treat them as Nolan's Goons for statistics except for their
specialized Skills as listed below:
Wheels Albrecht: Driver ( 2 0 ) ;Mechanic (12)
Angel Donato: Lockpicking (10); Traps (15); Demolitions (18);
Electrician (16); Gimmicks (7); Mechanic (20). Packs an Electricians
tool k i t and a standard tool kit. Carries a .45 caliber Colt New
Service revolver.
Fingers Howard: Lockpicking (18); Safecrackiilg ( 2 0 ) ;Traps ( 8 ) ;
Demolition (10); Pistol (7); Stealth (8). Carries a lockpick set and
a special Safecracking Tool kit. When necessary, he will carry a
Police Positive.
Stoney Stone: Rifle (18); Autofire (18); Brawling (16/4);
. BLOODTRAIL Knife (15/4); Interrogation (15); Throwing (6). Normally carries
an M1911A1 with two spare clips and a switchblade. For the
robbery he will also carry a Thompson sub-machine gun and three
hand grenades.
CLOTHING: Street Clothes (Armor Value 1) normally, but for the
robbery they would wear coveralls, heavy gloves, welding helmets
(function as metal helmets) and bullet-proof vests for an Armor
81h AVENUE SCALE IN FEET Value of 6/11.

allen pay (order #970855) 8


Nellie Carlson Goons
Carlson i s the vapid but pretty secretary for a company whose Nolan's goons are his strongarm men. There are normally enough
offices are near Burke's Security. Her information is from gossip of them around the Blue Garter t o outnumber the Player Char-
with other secretaries in the area. Atkins, whom she refers to as acters four t o one. At the Garter, some will function as bouncers
'that Hunk,' is a popular topic of conversation among this group. and doormen. These will wear, somewhat uncomfortably, black tie,
Carlson will say that her information i s straight from 'Elsie a t as does Nolan. Others will function as lookouts nearby, while the
Burke's' and claim, correctly, t h a t Elsie i s 'far too upright and pro- rest mingle with the clientele.
per to talk about an employee's gambling habits except in the
strictes (giggle) confidence.' WT WL STR DFT SPD HLH CDA DRT
Treat Carlson as an Average Quality Extra. 10 5 20 10 10 15 2 28
(Half will be Rabble with a DRT of 14)

SKILLS: Pistol (14); Rifle (10); Brawling (14/4); Knife (12/3);


Detective Lieutenant Corcoran Driving (10); Stealth (8)
Short and wiry, Corcoran is an almost direct counterpart t o WEAPONS: M1911 A1 and most (80%) pack knives.
Leo Monahan. Corcoran, a t 29, stands unusually high in the graces CLOTHING: Usually street clothes (Armor Value 1).
of certain members of the department and has earned his place NOTES: All functional goons will be used for the robbery. They
on the Homicide Division through favors, connections, and bribes. will wear what the Buttonmen wear and will add either a Thompson
Put simply, he is a cop on the take and i s likely t o progress rather sub-machine gun 120%) or a sawed-off 12 gauge double-barreled
far through it since he covers his tracks quite well. shotgun (80%) t o their armament.
Corcoran will be highly sympathetic t o the daredevils and try
to be what help he can with their problems. The help will, of course, Sargent Walter Gregory
be whatever will help Corcoran out the most. He i s aware that the Gregory i s a middle-aged man, well secure in his job as desk
Kirk murder is connected to something bigger, but he does not sargent at the precinct in which the Kirk murder took place. Al-
know what. His suspicions have been put t o bed by a substantial though not above what he considers the 'harmless' corruption of
bribe from Nolan. The crooked cop does not know what Nolan's a free apple a t a vendor's stand or a free cup of java a t the local
connection is, but he is willing t o abide by the terms of the bribe diner, he i s not on the payrolls of organized crime.
and steer any investigations away from Nolan and his haunts. Gregory, when contacted, will treat the daredevils as his own
.Corcoran i s curious as to Nolarfs reasons but will not push it unless youngsters, a bit headstrong but well meaning. His sympathy will
tempted by a big prize such as the information that the Burke's be with them and he will tell them what he can, but he will advise
Robbery is t o take place. This will excite the greedy man, though them t o stay clear of the investigations as it i s a police matter and
he can hide it well, and he might even set the Player Characters they could get themselves into trouble. He means trouble with
up in order to get in Nolan's favor so that he can get a piece of the underworld, but the Player Characters will likely take this as
the action in the robbery. a warning about police involvement in a cover-up.
Walter Gregory is a Poor Quality Extra.
SKILLS: Pistol (15); Autofire (12); Rifle (10); Brawling (18/51;
Knife (16/4); Law (10); Criminal Subculture (18); Law Enforce- Edward Jenkins
ment Subculture (20). Also called Stoolie Jenkins.
WEAPONS: .38 special S&W Police Positive; a sap; knife in a wrist Jenkins is a dirty little man who makes his living in a dirty way.
sheath. He i s a stoolie, usually for t h e police, but he will sell his infor-
CLOTHING: Street Clothes (Armor Value 1). mation t o anyone for a price. His life style is precarious and he
NOTES: Corcoran can call on the aid of other crooked cops if tends to drink alot to forget the hazard in which he places himself
necessary. See the Harness Bulls in the notes t o Monahan's des- by squealing on thugs and ruffians. Often his price for ratting is
cription for statistics. simply a bottle of bathtub gin. Jenkins does usually have all the
current and easy knowledge in the underworld, but few, if any,
of the denizens of gangland trust the l i t t l e rat with anything im-
portant. Whenever he has anything of importance, he has usually
overheard it second hand, although he will present it as direct
Jacob Donelli 'from the horse's mouth, pal.'
Also called Lefty Donelli, Shiv Donelli, and Don Nelson. Treat Jenkins as a Poor Quality Nonplayer Character.
Donelli i s the prime hitman of Nolan's mob. He is also Nolan's
dupe as his boss i s setting him up to take the fall, if necessary, for Johnny
the Kirk murder. Johnny is a street kid who shines shoes orl a corner near the
Donelli is a cold, distant man. His pleasures are few and, for the scene of the crime. He i s often wise t o what is happening in the
most part, kinky. Though not currently wanted for any crimes, he underworld but, if asked, will reply, 'Don't know nothin' about
will not take kindly to any mention of police. He is as likely as not nothin'.' This i s a sham. He does indeed know many things and,
t o threaten anyone making such remarks with 'Watch your tongue for a price, will t e l l them to those whom he thinks it safe to tell.
or 1'11 cut it out for you to hold in your hand. You i s living dan- His price varies according to what he thinks the information is
gerous, friend. So blow town before you get a private room a t da worth to the inquirer, but he is, after all, a depression child and
cemetary.' he will probably be tempted by whatever sum the daredevils offer.
He will be wary of extravagant bribes, thinking the characters
WT WL STR DFT SPD HLH CDA DRT either fools or 'the wrong kind,' but in any case dangerous for him
10 10 20 15 10 20 3 35 to sell information.

SKILLS: Pistol (10); Rifle (20);Knife (20/5); Throwing (15); WT WL STR DFT SPD HLH CDA DRT
Stealth (16). 15 10 6 15 15 6 3 14
WEAPONS: Bowie knife and two Throwing knives in concealed
sheathes. In action he also packs a Match quality Springfield rifle SKILLS: Criminal Subculture (18);Athletic Running (15); Brawling
with a 2x sight (this gun is specially modified for a left-handed (8/2); Knife (8/2)
shooter) and an M1911 A1 Colt pistol. WEAPONS: A knife is concealed among the rags in his shoe shine
CLOTHING: Street clothes (Armor Value 1 ). kit.
NOTES: Donelli's alibi for the time of the murder is with a tele- CLOTHING: Patched and worn clothes that have seen better days
graph office through which he sent a message, contents unknown, (Armor Value 1 ). He always wears a jaunty golf cap.
t o Philadelphia. This was shortly before the murder. His signature NOTES: I f pressed about his last name, he will say his name i s
is in the receipt book, so it really was him. He could not have 'Johnny .. .just Johnny.' He will never allow himself t o be followed
possibly made it t o the murder scene in time. Unless something t o where he lives. To this end, he can leave a trail that has a -10
goes wrong with the deal, Lefty will join the other buttonmen for modifier to any Tracking BCS rolls due to his intimate knowledge
the robbery. of the byways of his area of town.

8
allen pay (order #970855) 8
I
Elsie Jones Albert Nolan
Elsie Jones is the middleaged, highly efficient principal secre- Also known as Bert Nolan, A I Berdan, Lucky Nolan.
tary at Burke's Security. Her information can be documented in A t the age of 37, Nolan still retains his tall, slender build from
the form of memoes from Atkins t o his department's secretary more youthful years. The contrast between his dark hair and eyes
as well as testimony by girls from t h e typjng pool. adds t o that build t o give him a handsome appearance, i n a slightly
Jones is very proper and upright and would be scandalized t o oily way. He is rarely seen without a cigarette in his left hand.
know of Atkins' relationship with Dora Kirk. She will pretend t o Nolan is of lower class origins, although he cultivates what he
be surprised by any mention of Atkins' debts as she feels it within considers t o be a 'cultured' exterior. When his fragile temper cracks
her role i n the company t o protect the appearance of respectability and he becomes enraged, this veneer shatters to reveal the cheap
of all employees since it reflects upon the company. hood within. Nolan i s a ruthless man who stops at nothing t o
Treat Jones as an Average Quality Extra. achieve his ends. The murder of Dora Kirk is but the latest cold-
blooded act i n a series of ,crimes that has lead him from the gutter
t o the threshold of big-time crime.
Arthur McConnal Currently Nolan owns and operates the Blue Garter. See separate
McConnal is a vice president of Burke's Security company. He section. Most o f the crime in this part of the city is not under his
is a genial, though less than bright, fellow who married into his control. This state of affairs has resulted in his frustration with his
position. He was responsible for getting Tommy Atkins his job advancement in the organized crime syndicate controlling this end
with the company. McConnal's original reason was t o make use of of the city. Nolan has made his plans, gathered a mob, and is ready
Atkins' s t i l l functioning social connections. This has fallen through t o make his move for the big score. As he says in his less guarded
moments, 'ain't nobody gonna get in the way.'
with Atkins' deteriorating social life, but in the mean time,
McConnal has actually grown 'fond of t h e boy.' The businessman
WT WL STR DFT SPD HLH CDA DRT
believes what he tells the daredevils, but then he really has little
15 10 20 15 15 15 3 30
t o do with the actual running of the business and would not under-
stand it if he did.
SKILLS: Pistol (12); Knife (16/4); Brawling (14/4); Driving (12);
Treat McConnal as a Poor Quality Extra.
Criminal Subculture (16); Business Subculture (6); Gambling (8)
WEAPONS: Luger (standard barrel) in a shoulder holster; Stilleto
IWDM 1.2 knife) in a sheath strapped t o his calf.
Detective Lieutenant Leo F.X. Monahan CLOTHING: A t the Blue Garter he wears 'black tie' but elsewhere
Monahan is a large man who still carries strength i n his heavy he will wear a normal suit (Armor Value 1).
frame despite his forty seven years. His complexion i s ruddy.though NOTES: Nolan i s left-handed.
now perhaps more due t o stress and overwork than t o youth and
the emerald isle of his ancestry.
The Irishman i s a tough but honest cop. When allowed t o be h e Karen Smith
is very efficient, but his current work load does not allow him t o Smith i s a gumsmacking, loud-mouthed working girl whose
devote much time t o any one case. He has charge of the Kirk mur- beat i s near the scene of the crime. A contact means that she has
der but cannot really give t h e case a high priority due t o previous taken a shine t o one of the Player Characters and likes him 'per-
cases. He would be quite willing t o adjust his priorities if he was sonally, I mean, ya know. It's not just business.'
presented with evidence that there is more t o the case than appears Her information is actually a distortion from confusing Dora
on the surface. Kirk with Miss Dolores. Karen honestly believes what she has
Monahan is devoted t o h i s job and all it stands for. He is aware heard is true.
of, in a general sense, the corruption in the department but he still Treat Karen Smith as a Poor Quelity Extra.
has faith that Internal Affairs will straighten things out in time,
especially if cops like himself do their jobs t o bust the gangsters
and other scum of the city. He does, however, have l i t t l e patience
for amateur detectives and self-appointed justice seekers. Such,
he feels, only make his job harder since he has t o watch out for MATCHBOOK COVER
them as well as his own people. When dealing with people of that
sort, he is usually gruff and affords them l i t t l e time or attention.
H e has been heard t o remark t o vigilantes who, like the daredevils,
.
have involved themselves in his cases, '. . and another thing. If you
clowns insist on sticking your noses where they don't belong,
they're likely t o get chopped off!'

WT WL STR DFT SPD HLH CDA DRT


15 20 25 15 15 20 3 43

SKILLS: Pistol (16); Rifle (15); Autofire (15); Martial Arts (18/5);
Law (12); Forensic Science (16); Law Enforcement Subculture (20);
Criminal Subculture (15)
WEAPONS: S&W Police Positive in .38 special caliber.
CLOTHING: Street clothes (Armor Value 1 ) although he will
appear in a bullet-proof vest (Armor Value 5/10) if warned that
gunplay is likely.
NOTES: Monahan can serve as the daredevils' 'guardian angel' in
this adventure. If they gather enough evidence t o convict Nolan outside
i n court, he will gladly make the arrest. I f they get into trouble
and need help, the arrival of Monahan and a squad of 'harness
bulls' (uniformed police officers) may b e just what the Player
Characters need t o tip the scales. Even if the daredevils managed
t o get themselves framed for a crime in connection with the case,
you can have Monahan turn up evidence t o get them freed so they
can hunt down the real criminals. As always, use a 'guardian angel'
carefully so as not t o spoil t h e fun for the players as their characters
face the dangers and overcome them.
Monahan's Harness Bulls would be Average Quality Rabble
armed with rifles and Police Positives. In a raid, Monahan himself
would carry a Thompson sub-machine gun.
inside
9
allen pay (order #970855) 8
0 Close observation of the corpse will reveal it t o have been a blonde
trained observation end would be sufficiently confirmed by the full
woman in her mid-twenties. She wears fashionable, but cheap, clothes. autopsy.
Her shoes are unusual in that they have a layer of rubber glued t o the Once the police arrive, they will prevent any civilians, such as the
bottom. Any character with an appropriate background would re- daredevils, from disturbing the evidence. They will also ettempt t o
cognize those for what they are: dancer's shoes. Other characters discourage the presence of the crowd that will gather rather quickly.
might require a successful Perception roll t o be aware of this con- The homicide squad will bring a Forensic Science Expert with them.
nection. Despite the fact that she was wearing fishnet stockings of the He will gather evidence t o perform all possible Forensic Science tests
deisgn called 'panty hose' today, the woman was wearing a garter but will be somewhat slow in actually getting around t o performing
(blue) on her l e f t leg. If asked, you should reveal that such a garter, them due to the backlog of cases in the department. A perfunctory
even if it were necessary to hold up stockings of this style, which it autopsy will, after 2D10 + 6 hours be scheduled for Wednesday.
is not, would be rendered incapable of properly performing i t s de- Without the clue of the matchbook cover, the police will uncover
signed task due t o the quality of construction of the garter. the identity of the victim i n 2D3 days. I f that clue is available t o them,
0 Checking the nearest door will reveal it to be locked. Although their time will be cut in half. Once Dora Kirk i s identified, the police
the door itself is dirty and the lock and mechanism rusty, the hinges investigation will slow down due t o her connection with the Blue
of the door shine with a coating of fresh otl. A Perception toll will Garter.
allow e character t o discover traces of fairly soft wax stuck in the
keyhole. Should the lock be disassembled, it will reveal scratches on
the mechanism as i f it had recently been opened by a key that had yet INVESTIGATIONS
t o be worn smooth through use. In the course of their investigations the Player Characters will wish
0 Checking the footprints (presumably those of the murderer) will to acquire information from various sources. As stated in the rules,
allow them t o be determined t o be of size 12. A secret roll made by this can be done by performing a Contact Task using a Subculture
the Gamemaster as a Perception roll or a Forensic Science BCS will Skill. For this adventure we present a variation on the standard pro-
possibly allow a 'nagging thought' to be placed into the mind of one cedure designed t o encourage role playing.
of the characters. That character will feel that there is 'something There are three subcultures which are likely t o turn up information
wrong' with the footprints. A Forensic Science Task with a Value of that i s pertinent t o the investigation a t hand. When a Contact Task
50 and a Period of four hours can reveal that the footprints were made i s completed and a Value Number determined for results, the Player
by someone wearing shoes two or three sizes too big for himself. The Characterb) will be put into contact with a Non-player Character.
Task will also indicate that the stride and weight of the person indicate T h i s Non-player Character will have certain information. You are en-
e tall male. Unfortunately, the shoes left no distinguishing marks and couraged t o present this information in a session of role playing where
are therefore untraceable. you take the part of the character indicated and the Player Characters
6 The tire tracks, if researched using Forensic Science, will turn out attempt t o gain the knowledge 'you' have.
to be those'of a brand commonly found on most popular touring cars. The charts below give the character contacted for Value Numbers
This disappointing information requires a Task worth a Value of 30 gained. It also lists the code for the item or items from the sidebar
end a Period of two hours to determine. entitled Clues, Rumors, and Events. I n some cases no character is
0 Forensic Science analysis of samples from all the blood stains given. These cases ere events which will happen in the course of the
a t the scene will reveal them all t o belong t o the victim. This is a Task adventure. These are purposely l e f t somewhat vague so that you may
with a Value of 40 and a Period of two hours. tailor them t o suit your Player Characters and the course of the ad-
venture t o that point.
Additional hidden clues include:
0 If a Perception roll is made, a character will notice nicotine
SUBCULTURE
stains on the fingers of the left hand. This would indicate that the Value Number Law Enforcement Criminal Business
victim was a heavy smoker and probably right-handed. If this roll +6 Choice of source Item L Choice of source
i s missed, the information will turn up in an autopsy report. (Item I ) (Item N)
0 Fingerprints may be taken from the corpse by anyone with +2 or +4 Monahan Johnny Jones
Forensic Science Skill. I f these are matched against those on the letter, (Item F) (Items C,E,G) (Item 0)
it will be shown that the victim was the source of the letter,
0 A Forensic Science analysis of the body (a short term obser- -1 t o +I Gregory Jenkins Carlson
vation Task rather than a full autopsy) with a Period of five minutes (Item D) Items A,B,D) (Item 6 )
and a Value of 10, will-indicate from the evidence of the angles and -2 or -4 Corcoran Smith McConnal
placement of the wounds, that the woman was stabbed from the
(Item H) (Item M) (Item P)
front, from a higher angle which, on the street, would indicate a taller
person, and by a left-handed person. This information is the result of -6 Item K Item J Item J

CLUES, RUMORS, AND EVENTS


A) The Kirk dame was sniffin' "aruun K) The police, suspicious of the daredevils' activities, book one
was iced by the mob. of the Player Characters on suspicion of murder i n the Kirk case.
6 ) Atkins dropped a bundle on This will be done, though not obviously so, at the instigation of
seem t o care about his losses. Corcoran. Springing the character will take a 20 point Task for a
C) Atkins is in the hole t o half the lawyer (50 points for someone not licensed t o practice) using Law
D) The Blue Garter pays protection clear up t o the assistant Skill. Task Period is one day. Alternatively, one of the other Player
commissioner. Without hard evidence there is not much even an Characters may call upon an established Contact (of +6 quality)
-honest cop can do. t o get the incarcerated one released and the charges dropped. A
E) Nolan's bookies were leaning hard.on Atkins wntil about +4 quality Contact or possibly Monahan might be influenced t o
a week ago. a t least arrange bail in a day or two.
F) Atkins is under suspicion of embezzlement a t Burke's Se- L) The daredevils get a lead on Lefty Donnelli's location and
curity. hear a rumor that he has a n alibi for the time of the murder.
G) Nolan has some top 'buttons' stashed away somewhere. M) Dora Kirk we6 cheating on Atkins with Nolan.
They have been out of circulation for about a month now. N) A n audit of the books of the Burke Security Company has
H) There is a warrant out on Lefty Donnelli. The Kirk mur- just revealed that there has been a significant embezzlement. Blame
der looks like his M.O. (Method of Operation). (It is his M.O. but is laid t o Atkins.
there is no warrant out yet.) 0)Atkins has on record a number of phone calls around town
I) A locksmith has been found who made a key from a wax that are not to any of the normal business customers. (They are
impression on Saturday night. The customer roughly fits the des- t o his bookies.)
cription of Nolan. P) Atkins is an honest young man who is well-thought of at
J) Nolan becomes aware of the daredevils' activities and decides Burke Security Company. I n fact, he is due for a raise and a pro-
to take action. He will send Stoney Stone and a bunch of Goons t o motion.
kidnap a single Player Character a t random i f none are an obvious
choice t o have tipped off the gangster.

10
allen pay (order #970855) 8
THE REAL SET-UP So, the daredevils must investigate the case. They will eventually
Nolan, using his influence due t o gambling debts, has forced Atkins find out that this i s more than a crime of passion or simple street
t o reveal to him the timetable for an important transfer of funds under violence. It is connected t o a well-planned and likely t o be successful
the protection of the Burke Security Company. Plans are afoot t o com- robbery. The time for this crime i s rapidly approaching. It is scheduled
mit a robbery. I n preparation, Nolan has put several top crooks on his for six days from the murder. A t five o'clock that morning a non-
payroll and had them lay low until the job. descript panel truck will pull up t o the Burke's Security yard just as
Dora Kirk learned of this. She became worried over Atkins' involve- an officer of the company arrives to give the password t o open the
ment and tried t o convince him t o go t o the police despite his em- gate. The gangsters will leap from the truck and force their way into
bezzlement of funds from Burke's. She argued that it would be over- the yard a t gunpoint. The guards will be slaughtered and t h e money
looked i f he turned state's evidence t o nail Nolan. Even i f it was not loaded into the truck for an escape. I f not halted, the criminals will
overlooked, she vowed that she would wait for him until he got out of flee the country, never t o be heard from again. For a million dollars,
jail and then they could move away, settle down and raise a family. even an ambitious man like Nolan will drop his plans t o take a, pardon
Atkins just was not buying. the expression, golden opportunity.
Kirk became desperate as the time shortened. She contacted the Since this is an investigation adventure, one hopes that the dare-
daredevils in the hope that they might uncover evidence t o get Nolan devils can solve the murder and get Nolan arrested before he can com-
locked up and Atkins saved from his domination. mit this crime and slaughter Burke's guards. If they fail t o do so in
On the night of the murder, she reached the site of the meeting time, you may simply inform them of the robbery and the fact that
with t h e Player Characters early. In a last desperate attempt, she Nolan and his men are nowhere t o be found i n gangland. If you feel
phoned Atkins to try once more t o convince him t o go t o the police. like giving them a chance t o redeem themselves, you may allow them
She had just begun her argument when a shadowy ligure moved out knowledge of the robbery just in time t o try t o halt it themselves
of the alley. The shape raised i t s knife and plunged it into the woman's since the police cannot or will not act on whatever flimsy evidence
body. The assailant fled t o a waiting car and escaped the scene un- the Player Characters can present t o support this 'wild notion' of a
witnessed. heist a t the best guarded security office in the city. See the associated
Nolan had discovered Kirk's attempt to involve the Player Char- map provided, but you will have to fill .in details. I n any case, the
acters from a 'copy' of her letter t o them. To forstall this, he elected guards will have been taken out by the time the daredevils arrive and
t o murder her before she could meet with the daredevils. He visited some, possibly most, of the money loaded onto the truck.
the site arranged for the meeting. Choosing an abandoned warehouse
as his lurkinp place, he made a wax impression of the lock. A key was
made and, on the fatal night, Nolan entered t o await his victim. I n THE BLUE GARTER
preparation he wore oversized shoes of the make worn by one of The Blue Garter is a sleazy speakeasy in the basement of an old
his men, Lefty Donelli. He also used a knife of the kind associated Brownstone. It is open round the clock, but things get slow from a-
more than once with that killer in connection with the death of a round five or six in the morning till about seven or eight i n the evening.
struggling showgirl. Obviously, Nolan's intention is t o implicate his The entertainment, such as it is, is presented a t seven, nine, and eleven
henchman, Donelli, as the murderer i f things get hot. It would put p.m. and a t one a.m. A wheezy l i t t l e band plays dance music between
a slight crimp in his robbery plans, but nothing like what a murder shows. The clientele usually consist of lesser forms of underworld life:
rap would do. numbers runners, cheap bookies, low-rank hoods, etc. Despite this

PHONE
BOOTH

11
allen pay (order #970855) 8
abundance of low-lifes, brawls are infrequent since Nolan's goons are The booze on t h e bar is not the house brand and is, i n fact, very
..
under orders from their boss that '. nobody oughta make no trouble good hooch.
in such a classy joint, which this is.' For those who do, the goons The safe has a three-digit combination (Complexity 4). It contains
function as fairly efficient bouncers. The general level of activity a t $1500 i n cash, two 'clean' (untraceable) pistols (a Colt Police Positive
the Garter can be determined from this chart: and an M1911A1) both of which are fully loaded, and a sealed enve-
~

lope. The envelope i s marked 'T.A./IOU'. It holds several lOUs from


Time of Day Number of Patrons Number of Bouncers Atkins. These total t o over $10,000 in debts. The papers are marked
5am-7pm 2D6 1 'paid-1/8/31' in handwriting that can be identified as Atkins'. They
7 pm - 10 pm 3D10 + 10 2 are part of Nolan's hold on Atkins since they are indicative of Atkins'
10 pm - 2 am 4D10 + 20 4 embezzlement.
2 am - 5 am 3D6 + 10 2 The central desk contains only the kinds of papers one would ex-
pect t o find i n a speakeasy office: scribbled notes referring t o cryptic
Nolan himself i s usualty in attendance between six p m . and two people and places, accounts for the joint's take, etc.
a.m. He will be found either in his office (room 8) or at one of the The roll-top desk is locked (Complexity 1, Barrier 10) and con-
tables near the stage. tains old paperwork of the type found on the other desk and stacks
of bills. Nolan always keeps t h e key t o this desk on his person.
Layout of the Blue Garter There i s a Hidden Thing t o be noticed here. Jammed into the back
1) A lookout's position on street level. The guy posted here is one of the roll-top desk in the grooves through which the top slides is a
of Nolan's goons. He i s there to keep an eye out for trouble (police piece of paper. The sheet is of a pale lilac color. It is covered with
raids, hostile mobs, etc.) pencil shading which reveals the text of Dora Kirk's letter in low
2) This is the front door of the speakeasy. Stairs lead down t o it relief. Using Forensic Science t o analyze the paper will reveal that it
from street level. The door is equipped with the traditional peephole is the same kind as the original message and that a set of fingerprints
through which prospective customers can be given the once-over. can be recovered. These prints will match Nolan's i f a set of his can be
Since prohibition is somewhat relaxed in t h i s waning year of the obtained. The paper will prove that someone in Nolan's gang had dis-
18th Ammendment, knowing the right password t o whisper ('speaking covered Kirk's plans.
easy') is no longer necessary ... i f the characters do not look like 9 ) The backstage area i s divided into several sections.
'the law.' 9a) Miss Dolores' dressing room.
3) Another of Nolan's goons is stationed here in the lobby to serve 9b) Slappy Williams' dressing room.
as doorman and reserve bouncer. 9c-e) Dressing rooms for the various acts that pass through the
4) This is the coat check room. It is only attended from six p.m. Garter.
t o four a.m. The attendant is Tillie Crenshaw (Poor Quality Extra) 9e) This room has an item of interest to the Player Characters,
who, in her own words, 'don't know nuthin 'bout nuthin'.' The vapidly but that item is a Hidden Thing. Wedged between a make-up desk and
pretty, gum-smacking, bleached blonde simply takes hats and coats, the wall is a pad of pale lilac notepaper.
collects tips, and tries t o make assignations with any likely looking 9f) Dressing room for the Blue Garter girls.
(well-off) unattached male who shows any interest. 9g) One of Nolan's goons is stationed here a t a l l times t o serve
5) T h i s is an inner lobby. Several potted palms droop around the as a lookout here a t the back door to the place. Stairs lead up to
archway into the main room looking like they are ashamed t o be street level. There is a phone booth a t the top of the stairs.
there. When several bouncers are on duty, one will usually be found 10) The kitchen i s only staffed during peak hours. A t that time a
here, loitering a t the top of the stairs where he can keep an eye on cook and two assistants will be found here. They are all treated as
both the front lobby and the main room. The others will circulate Poor Quality Extras. Like most of the hired help, they know they are
about in the main room. working i n a crooked joint but need the money so do not ask questions
6) Dingy as it is, t h i s i s the main room and the highlight of the and notice as l i t t l e as possible of what goes on around them.
Blue Garter. A flyspecked mirror ball hangs from the ceiling, dully 11 This is a supply room. It is filled with linen, glassware, kitchen
reflecting the few lights spotted about the chamber. Several more stocks, and the other things needed for the joint t o function as a club.
of fhe embarassed potted palms are placed around the room. There 12) This is the liquor storage and production room. A cheap still
are several points of interest in the main room: is placed in the center, barrels of raw booze are sited about and there
6a) The bar. This is manned by one bartender most of the time. are shelves containing bottles of the house brand bathtub gin and other
During the peak hours between six p m . and two a.m. three men booze (usually only the label changes, though certainly not to protect
will be on duty. Behind the bar, framed by shelves of the house brand, the innocent). The letter 'a' indicates the location of a concealed panel
i s an enormous, gaudy painting of a bevy of blowsy nymphs. The li- (Hidden Thing) which opens into a tunnel. This leads t o a storm drain.
quor, by the way, is terrible. The traditional double-barreled shotgun This access was built t o allow deliveries of liquor supplies and ship-
(IO gauge) is kept beneath the bar. ments of liquor out of the place. It also serves as an escape route for
6b) The band's area. This area is manned by five gin-soaked mu- Nolan and his thugs in case of a raid.
sicians and a whiskey-tippling pianist who crank out the same stale
repetoire for hours on end. They a l l have far too tenuous a grasp on
the real world to take much notice of what goes on around them.
6c) The stage. This is an elevated section of the main room. I t s
primary illumination comes from a spotlight situated on an elevated NOLAN'S OFFICE
platform on the far side of the room. The headline act i s Miss Dolores
(Poor Quality Extra), Chanteuse Extraordinaire (which the clientele
invariably pronounce 'chant-too-zee extra-orddinair-ry'). Dolores
concentrates on torch songs and seems t o be locked i n constant war-
fare with the band over what key the music is in. In her off hours,
Miss Dolores (nee Dolly Schwartz) i s Nolan's mistress, which explains
why she has the job. Also on the bill is Slappy Williams, a baggy-pants
comic whose routines are a good demonstration of why vaudeville
died. Williams also serves as the emcee. He knows Nolan i s crooked, but
will not get involved one way or the other. A variety of other acts, all
of equally staggering mediocrity, come and go from the Garter a t
random intervals. The only other staple act i s the Blue Garter Girls.
They are dancers. There are currently only five of them (all Poor
Quality Extras) since the sixth girl has left without a trace. The sixth
girl was Dora Kirk and it will eventually be learned by the others that BAR
she was murdered. They will be horrified but have no thoughts as t o
the possible murderer.
7) This is the outer room of Nolan's office suite. When the boss
is in, two of his goons will be stationed here.
8) This is Nolan's office. The door i s usually kept locked (Com-
plexity 2, 20 point barrier) and is of stout wooden construction (bar-
rier value 30). The layout of the office is shown on the accompanying
map.

12
allen pay (order #970855) 8
I
Y
GUARDHOUSE SHOWERS

BURKE'S
/ 'm
"\

/ GARAGE

BURKE'S SECURITY DEPOSITORY


This is a brief guideline of the layout of the Depository. If the ad- There is a small guardhouse at the gate t o the yard. The yard itself
venture requires i t s use, the daredevils have been falling down on the is an open paved area with plenty of space t o maneuver the armored
job. If you do not use it for this adventure, you might build a different trucks within i t s confines. The workshop contains a full auto repair
adventure around it. shop with heavy duty jacks, cranes, and lift for working on the trucks.
The Depository occupies a small city block by itself. The main Burke's does all of i t s own maintenance. The garage has spaces for four
building is four stories high and is composed purely of offices above trucks and a lounge for the drivers. In back of the lounge are lockers
t h e ground floor. Most of the block is taken up by the garage, work- and a shower room.
shop and yard. On the day of the robbery, the guards will be caught flat-footed.
The main building is entered through a revolving door at the head Most will be aiding with t h e loading of the target shipment into the
of the stairs. This leads to a reception area which has a dual staircase truck parked near the main building. Because of i t s reputation, the
leading upstairs over the doorway arch. A receptionist at the large desk guards have become complacent. They will be swiftly overpowered
greets all visitors and directs them as appropriate. The main vault is by the criminals whose surprise attack will succeed. They will enter
also located on the ground floor and is easily the equivalent of a bank the yard and secure the building before the vault or the truck can be
vault. Area A i s an enclosed alley where trucks may back up t o the closed.
loading dock for deliveries and shipments.

13

allen pay (order #970855) 8


Fu Sama's
RevemQe
The scenario takes place at some point after Fu Sung's Secret. The West Tower
It functions as a race against time i n which the disease rules may be The west tower contains the main gate into the courtyard. The gate-
introduced t o the players. It also incorporates the time-honored devices way itself fills the first t w o floors of the three story tower. Within
of the return of a villain and the death-trap. the darkened recesses of the gateway lurk two of the assassins. This i s
a normal duty station for them.
THE OPENING SCENE The third story of the tower is the rather Spartan living quarters
Each survivor of the Fu Sung's Secret scenario and Miss Jennifer for the assassins. When they are not on duty or i n attendance in the
Grant (see that scenario for her description) receive a package which keep, they will be found here. The trap door gives access t o the gate-
carries no return address. Each package contains a piece of a puzzle. way. If the room is dark, t h e opening of the trap door i s a Hidden
When the puzzle i s assembled, a white disc bearing, in black, the Thing t o any within the gateway.
Chinese character for 'long life'. Each piece i s impregnated with a This tower, like the other two, has a crenelated roof which is
disease agent which i s activated b y exposure t o air and will remain reached by ladder, through a trap door i n t h e ceiling of the upper
active for a day. Anyone handling a puzzle piece will be exposed. story.
Needless t o say, each recipient will handle his or her piece when re-
moving it from t h e package. The South Tower
A Hidden Thing t o note is a message lightly embossed into the The south tower is untenanted under normal circumstances. Though
disc. This message i s i n the code used i n the Fu Sung's Secret scenario. it stands three stories tall, there i s no room on the ground floor. The
When translated, it reads, 'A gift in return for our past association. third floor i s a store room for a .30 calibre machine gun and its am-
Fu Sung.' munition. This gun will fit into one o f two mounts for it on the roof
of the tower. One mount is i n the northeast corner t o command the
THE COURSE OF THE ADVENTURE courtyard and t h e other is in the southeast corner t o command t h e
Once the Player Characters realize that Fu Sung's gift i s more than approach t o t h e castle. There are 1000 rounds for the gun stored in
just a puzzle, they will take steps t o determine i t s nature. See The Gift. the tower. When set up, the gun is manned by some of the henchmen
They will come t o realize that they must find Fu Sung. Use the contact even though they are not trained i n i t s use.
rules with Criminal Subculture. Once a Value Number o f 6 is achieved,
they will gain a lead t o take them t o the castle by the sea. (Value Num-
bers may be accumulated from repetitions o f the Task.) THE GIFT
You may wish t o utilize the rules for doctrinal progress on the The gift is a virulent debilitating disease that wastes the victim
case during the time in which the Player Characters are seeking Fu rather than killing him. It has been tailored specifically for i t s
Sung's whereabouts. If so, assume that any attacks made by Fu Sung's purpose and works somewhat differently than a normal disease.
agents are non-lethal in nature since it would spoil Fu's plans t o have At the end of a cycle, the victim will experience an 'episode' i n
his victims die before experiencing the full effects of his revenge. which symptoms manifest themselves. These symptoms will last
If, by some chance, all the Player Characters should become in- for 2D6 hours. A t the end of this time the victim must make a
capacitated by t h e disease, allow t h e players t o run new characters Health Attribute Saving Throw. A failed throw will result in t h e
as part of a hastily assembled group o f daredevils under the leadership loss of 1D3 points t o each of his Physical Attributes. Once each
of Herbert Blake. These new characters should have a starting age of Attribute is reduced t o zero, the victim is effectively trapped i n
18 plus 2D3. but otherwise be created in the short form character a useless physical shell, unable even t o speak coherently.
generation system. Blake will already have gotten a lead t o the castle Due t o i t s peculiar nature and origin, this disease may not be
by the sea. thrown off i n the usual fashion. A n antidote must be concocted.
The antidote will halt any further progress of the disease and allow
THE CASTLE BY THE SEA normal healing to begin.
This location is but one of many used by Fu Sung in the furtherance Analysis of t h e disease requires Pathology skill. This is a Task
of his insidious schemes. I t s isolated location reduces the need for the with a Value of 50 and a Period of 1 Day. Once the Task is com-
appearance of normality, thereby allowing a constant state of activity pleted, the Pathologist will know the ultimate result of the disease
and vigilance by i t s inhabitants. An open approach will be rebuffed and that a specific antidote i s required. He will be able t o synthe-
at once and possibly with violence if the Player Characters press the size such an antidote if a certain component now present in t h e
issue. victims' blood can be identified. Since this component is synthe-
Whenever the characters arrive a t the castle, Fu Sung himself will sized, the only reasonable hope for the characters is t o find Fu
have left shortly before. Wu Chang will be on hand t o provide t h e pro- Sung or whatever agents of his were responsible and t o force the
perly gloating villain t o dangle the salvation of the antidote in front of secret of the compound from them.
the Player Characters before consigning them t o the death-trap. Fu Sung's Revenge
Under his command at the castle, Wu Chang has Wang the Mangler, Vector: Dermal
six assassins, twelve henchmen and four American gangsters. These Virulence Group: Special
last are very nervous about the proportions of nationalities at the castle Incubation Period: 2D3 days
and are distrustful of the orientals. Thus, their morale i s poor and they Cycle Time: I day
are likely t o break and run from a fight. Also at the castle is Howard Target Attributes: special, all physical attributes
Malone, a renegade scientist, and t w o oriental assistants. Symptoms: Dystopia, Pain,and Dizziness
Notes: I f the disease is unreversed within t w o weeks of the time
LAYOUT OF THE CASTLE BY THE SEA at which all Physical Attributes are reduced t o zero, the effects of
The castle is situated on a cliff facing t h e sea. A switchback road the disease are permanent.
leads up t o the small flat area on which it is built. No windows can b e
found on the outer surfaces below t h e second story.

14

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THE CASTLE
CAST OF CHARACTERS

Assassin
WT WL STR DFT SPD HLH CDA DRT
15 25 15 25 25 15 4 35

SKILLS: Throwing (15); Martial Arts (14/4); Fencing (12M);


Stealth (16);Acrobat (10); Climbing (10); Disguise (12)
WEAPONS: 10 throwing knives; a straight, singleedged sword
(treat as a sabre)
CLOTHING: Black clothing covering archaic (but silenced) ring
mail armor (Armor Value 5/10)
NOTES: These assassins speak only Chinese and will kill them-
selves rather than be captured.

Assistant, Poor Duality Rabble


These men will run from any fight and will gladly spill what little
they know if captured. They know the number of men i n the castle
and their general areas o f expertise, t h e general area of Malone's
research, and whether any prisoners are at present held in the castle.

Herbert Blake
Herbert Blake i s a private investigator with a reputation as a
tough customer, He is gruff and short with men but has been known
t o be tongue-tied and gullible in the presence of a pretty woman.
Blake i s in t h e employ of Jennifer Grant. He has been attempting
t o track down Fu Sung. His introduction into the scenario is at
your discretion if reinforcements are needed for the Player Char-
acters.
WT WL STR DFT SPD HLH CDA DRT
24 15 22 20 18 23 3 42

SKILLS: Pistol (16); Brawling (18/5); Driver (12); Stealth (12);


Tracking (10); Disguise (6); Interrogation (10); Research (10);
Forensic Science (8); Law (8); First A i d (10); Law Enforcement
Subculture (14); Criminal Subculture ( I O ) ; Business Subculture (6).
WEAPONS: Cult new service revolver (.45 ACP) with 12 extra
rounds in a bullet belt.
CLOTHING: Street clothes (Armor Value 1 ) but he can obtain
a bullet proof vest when forewarned of going intoaction.

Wu Chang
Wu Chang is Fu Sung's lieutenant i n charge of the Castle on the
Sea facility. He is a short man who is very sensitive about his height.
His temper is vicious and sometimes leads him t o do things that are
less than wise. I n Fu Sung's presence he is always subservient
and hides those characteristics mentioned above.
Wu Chang will lead the Player Characters into the death-trap
by maneuvering them over the trap door i f at all possible. In order
t o do this, he will even appear t o be nice t o them or sell out his
' '8 master. I n short, no ploy is beyond him t o achieve his ends. Once
H+ttttHf( t h e Player Characters are in the trap, he will, with glee, inform
SCALE IN YARDS them of the details of their coming demise. He will then toss them
a vial of the antidote for Fu Sung's Revenge and wish them good
use of it. This antidote must be injected into a victim to take
effect. There will +be enough doses for all infected characters.

WT WL STR DFT SPD HLH CDA DRT


17 20 12 28 22 15 4 31

SKILLS: Martial Arts (16/4); Pistol (14); Autofire (14); Knife


(12/3); Acrobat (12); Running (12); Mimicry (10); Pilot (10);
Interrogation (16); Traps (12); Criminal Subculture (16); Busi-
ness Subculture (8); Chinese Culture (18); Euroamerican Culture
(12); Chinese (17); English (14).
WEAPONS: Mauser automatic pistol with t w o spare clips; a bird
handled knife.
CLOTHING: In the castle, Wu Chang affects Mandarin robes (Ar-
mor Value 2).
NOTES: Wu Chang's pistol i s concealed in his robes. He will only
use it in extremity as he prefers the fightirig t o be done b y his
underlings. If the characters can be fooled into believing that he
is Fu Sung ( a ploy that he will try), he will make the most of
their delusion.

allen pay (order #970855) 8


THE
Gangster UPPER
WT WL STR DFT SPD HLH CDA DRT
15 10 15 15 15 15 3 28 LEVELS
SKILLS: Brawling (12/3); Pistol ( I O ) ; Criminal Subculture (IO)
WEAPONS: Brass knuckles; revolver (.38 special) with 6 spare
rounds.
CLOTHING: Street clothes (Armor Value 1).
NOTES: Each of the gangsters has a specialist skill. One has Driver
(17); one has Safecracking (12); one has Mechanic (8);and one has
Autofire (16). This last carries a Thompson sub-machine gun.

Henchman
WT WL SIR DFT SPD HLH CDA DRT
10 10 10 10 10 8 2 18

SKILLS: Nightstick (15/4); Knife (14/4); Brawling (12/3); Chinese


(16); English (4)
WEAPONS: club; knife with carved hilt in the shape of a bird.
CLOTHING: Street clothes (Armor Value 1 ) .
I
I
Howard Malone
Howard Malone is a renegade scientist in t h e employ of FU
His research has been i n diseases and other biological weapons.
He feels that his research is more important than any uses t o which
his discoveries may be put. He feels that he has been insulted and
ignored by the scientific community i n general. Fu Sung offered
him the opportunity t o advance his studies and he took it. He is
currently disgruntled because Fu Sung has taken all the completed
samples of his work as well as his notes.
Of all those i n the castle, Malone is most likely t o upset Wu
Chang's masquerade as Fu Sung. Malone feels that such a deception
is foolish and unimportant even though the others will humor
4
Wu Chang. Malone is very disdainful of the intelligence level of all
at the castle, though he stands in awe of Fu Sung's foresight and
intellect. Sung did, after all, sponsor his researches.
Malone is not a fighter and w i l l cower i n a corner or run if a
fight breaks out. He will attempt t o escape the castle if the dare-
devils get the upper hand.
M WL STR DFT SPD HLH CDA DRT
28 15 12 23 8 10 2 24

SKILLS: Pistol (5); Chemistry (18); Advanced Medical (15); First


Aid (IO); Pathology (22); Zoology (15); Driver (4); Research
(14); Academic Subculture (12); Criminal Subculture (6);Chi-
nese (10)
WEAPONS: None carried.
CLOTHING: A labcoat over street clothes (Armor Value 1).

Wang the Mangler


Wang the Mangler is a long term servant of Fu Sung and is in-
tensely loyal t o his master. A t present, he i s serving under Wu Chang
as chief enforcer. Wang is a giant of a man and he is mute. He is also,
however, somewhat dim witted.
WT WL STR DFT SPD HLH CDA DRT
6 15 38 24 15 40 3 68

SKILLS: Brawling (20/5); Whip (15);Stealth (16)


WEAPONS: Although preferring hand-to-hand combat, Wang
carries a whip.
CLOTHES: Usually attired i n the fabric and metal armor of an
ancient Chinese warrior (Armor Value 7/12).
NOTES: Wang does not understand ahy English but his hearing
is acute (double his Saving Throw for perceiving Hidden Things
that are detectable by listening). He is also very sensitive t o the
emotions underlying a conversation and will often react t o these
rather than t o t h e words spoken. This perceptive ability will always
function, no matter what language the speaker is using.

The Courtyard
The center of the courtyard contains ;eflecting pool i n the midst
of which is a fountain. Small flower gardens are situated along the
perifery. A small building along the east wall was originally a stable.
It has been converted into a garage. It contains a sedan and a small
panel truck. There i s also a basic mechanic's tool k i t and t w o 25-gallon
drums of gasoline.

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lel THE TRAP
The Keep
The keep i s the main residential area o f the castle. The east tower
is simply a stairwell. The stairs climb along the walls of the tower.
They are about two yards wide. The center of the stairwell i s open
and no railing is provided along that edge.
Area A i s the entryway t o the keep. It fills the first two stories.
This gives quite an impression as a visitor enters the well-appointed
chamber. Of particular note among the fine furnishings are the two
suits of medieval plate armor ing a huge tapestry hung upon the
east wall.
Area B i s the kitchen. Th l i t t l e of note for adventurers here,
although a desperate daredevil might arm himself with a selection of
knives from the cutlery stores. A storeroom i s connected t o it.
Area C is the Great Hall. This also fflls the first two stories. A fine
marble floor is covered in places by good quality oriental rugs. The
north wall i s dominated by a large throne and i t s hard wood platform solid and l i t t l e short of explosives will breach them. The simple es-
and framing structure. Behind the throne i s a secret compartment cape involves discovering that an air pocket will form in the groined
with the controls for the death-trap and a stairwell t o that chamber. ceiling in Area A. Characters need simply float here until the tide
The trigger for the trap door in t h e floor i s on the left arm of the goes out. Any chained characters must be freed t o take advantage
throne. Anyone standing on the trap door when it i s sprung will be of this air pocket. The characters may then wait until the henchmen
plummeted down onto a spiral slide. Utimately, they will be plunged a t the castle come t o empty the room. Surprise will be on their side
into the well of sea water in the death-trap chamber. as they attempt t o overpower the guards and take the rest of the
Area D is a gallery which overlooks the Great Hall. It has an or- castle.
nately carved wooden railing along the opening t o the Great Hall. A more difficult and dangerous escape, for an unchained character,
Behind it, in Area E, is a storage area in which household goods and involves attempting t o stay afloat below the slide from the Great Hall.
assorted musical instruments are kept. These instruments are old and Since there are no projections here for a character t o grasp, this effort
unusable for it has been many years since the last musicians played will require that the character make a Swimming BCS or begin t o
in the gallery. drown. Such throws must be made each hour once the water has risen
Area F i s a large chamber that has been converted into a communal t o ten feet above the floor of the platform. Thus, under normal circum-
barracks for the henchmen. As many as half of them will usually be stances, this will require five throws plus one per hour until the level
here. 80% of those here are likely t o be taking advantage of their time has been pumped out below ceiling height. This pumping will take
off by sleeping. two hours and will not be begun until I D 3 - 1 hours after high tide.
Area G contains separate guestrooms. Each contains a bed, ward- Emptying the chamber t o the air pocket level will take another ten
robe, and washstand. Sanitary facilities and a shower are provided hours. Complete draining of the chamber takes a further two hours
down the hall. These rooms are currently occupied by the American beyond that.
gangsters. You must decide on the locations of these men before Any character with Anthropology, Archaeology, or Civil Engi-
the Player Characters arrive. Remember that any resting in their rooms neering Skill may discern that the chamber seems t o have once been
will not b e ready t o respond immediately t o an alarm. used for some sort of religious purposes, though just what sort is un-
Area H is set up as a study or sitting room. It contains a desk, known.
several chairs, a curio cabinet, and several sets o f bookshelves. On the Area A contains a stone 'altar.'
walls are also hung several decorative, but not particularly useful, Area B contains a chained human skeleton. This i s left here for
pairs of archaic weapons. the psychological effect it has on 'guests' in the chamber.
Area I is a lab. It i s fitted with a full chemistry lab with additional Area C i s empty.
bacteriological equipment. This i s Malone's work area. He can usually Area D contains eight pairs of manacles on two foot long chains.
be found here. If cornered, he can gather several flasks of strong acid These lead t o steel staples which are attached t o a plate. The plate
(Level 4) which he will use t o clear characters out of the path of his is bolted t o the floor.
escape. Area E is a recessed well containing sea water. This will break the
Area J is additional guestrooms as Area G. Malone, Wu Chang, fall of anyone coming down the slide from the Great Hall. The ef-
and Wang each occupy one. The other is empty. Wang's is the closest fective height of the fall is therefore twenty feet. The trap door
t o Area K. from the slide cannot be opened from inside the chamber. Stone
Area K has been converted t o sumptuously appointed quarters stairs lead up along the wall t o a platform that partially extends over
with an oriental motif. The air here is heavy with incense. When Fu the well. This platform i s about 12 feet from the ceiling. In the
Sung i s present, he resides here. During his absences, none but Wang ceiling there is a trap door which can be bolted from above. The
is allowed t o enter. Also quartered here is a leopard which will attack room above the trap door contains the pump for emptying the
anyone but Wang, Wu Chang, and Fu Sung. death-trap chamber and a ladder which is lowered t o the platform
Area L i s a private study for Fu Sung. The walls are lined with book- for access t o the chamber. Stairs lead from this room t o the secret
shelves. These are empty since Sung has moved his books elsewhere. panel behind the throne in the Great Hall.
Little of value may now be found here.
Above this area, on the roof, i s an autogyro. This vehicle is covered
by a tarpaulin t o conceal it from the air. It is intended as an emergency
SIDE VIEW
escape vehicle for Fu Sung. Wu Chang knows of i t s presence and will
make an attempt t o use it i f forced t o escape.
In the basement of the keep is a generator room. This holds a diesel
powered generator which provides electrical energy for the castle.
Beyond the generator room i s a storage chamber for various foodstuffs
and supplies. An additional 2000 rounds of ammunition for the ma-
chine gun are kept here. A trap door and ladder leading here i s in the
kitchen storeroom.

THE DEATH TRAP


The trap i s situated in a chamber deep in the bowels of the rock
upon which the castle is built. It i s below sea level. Once the machinery
i s set in motion from the Great Hall, stopcocks are opened t o the sea.
This allows water from the rising tide t o flow through conduits, past
barred gates, and into the chamber. At high tide, the room is awash
and the water level is higher than the barred gates. Normally, victims
are chained t o the floor of the chamber. Any characters captured
before the daredevils raid the castle will be so chained. The trap i s
emptied by a pump after the stopcocks have been closed again.
When used t o i t s best effect, the trap i s started a t low tide. It will
then take 12 hours for the room t o fill. The walls and gates are a l l
I
17

allen pay (order #970855) 8


Black Claws is a full-fledged DAREDEVILS
adventure composed of several set pieces.
You, as Gamesmaster, must interweave the parts of
the storyline and the actions of the Player Characters.
When this is done subtlely the players should not
notice the stage direction. The result will be a steady
narrative building to a dramatic conclusion. If less than
four daredevils attempt this adventure, they had better be
tough birds.

OPENING SCENE
Each of the daredevils t o be involved in this adventure will receive Wilde has a contact a t the French Embassy, one Jacques Renier, and
an invitation like the one a t the top of the page. It will come addressed will suggest that the daredevils meet him there i n an hour. He will as-
t o the Player Character by name only and will be delivered by a private sure them that his contact will s t i l l be there despite the late hour since
messenger service. he often works quite late.
The characters, i f they do not already know each other, will meet As the Player Characters leave the restaurant building to enter
BS they await the arrival of their host, Vincent Wilde, who will arrive their car (or one provided by Wilde), one of them will bump into a
about one half hour late. Wilde will apologize for keeping the char- black derelict who will apologize profusely and scurry on his way.
acters waiting and inform them of the situation which caused his I f none of the daredevils direct specific attention t o this character as
delay. the car pulls away from the curb, it will be a Hidden Thing to notice
Originally, Wilde and John Harper were t o meet with the Player him straighten up and hurry into a nearby alley. In the time it takes
Characters t o discuss their participation in a venture t o South America. to mount any sort of pursuit, the black man will disappear. The dare-
Any such adventure must be postponed since Harper has been kid- devils are now, whether they know it or not, under the observation
napped! Earlier this morning Wilde received a package from Harper. of the opposition.
An attempt t o call the now-missing scientist was futile.
Wilde, by going t o Harper's apartment, discovered that he had been AT THE EMBASSY
abducted. Indications at the site showed that there had been a struggle When the daredevils arrive a t the French Embassy, they will be
but no clues to the nature or number of assailants were present. confronted by a confused situation. A woman (Jeanne Cartiere) i s
Wilde wishes t o keep the investigation of Harper's disappearance rushing down the steps and screaming at the top of her lungs. She is
discrete a t this time. He will ask the daredevils t o aid him since those closely followed by several members of the embassy staff and two or
qualities which led him to contact them in the first place should serve three others. Her pursuers are not intending her harm. Rather, they
them well now. I f any of the characters question the legality of this are trying t o catch her to discover the cause of her alarm. When halted,
arrangement, Wilde can display a special police commision that grants she will babble incoherently for a while with the words 'blood:%laws:
him the equivalent police rank of captain. He himself is not empowered 'tiger: and'Monsieur Renier' prominent in the halting stream of words.
to grant similar commisions t o the player characters. See Jeanne Cartiere's character description for more information.
I f the daredevils agree to help, h e will show them the contents of I f the daredevils are on the ball, they will correctly conclude that
the package he received from Harper. The package contains a carved something has happened t o their contact. Any of the embassy staff
wooden cat's head. It is about ten inches long and depicts an apparently can direct them t o Renier's office. Once there, they will discover
spotted hunting cat with very prominent fangs. The eyes of the statue the unconscious and near dead form of Jacques Renier. From his con-
seem t o have once had inset gems or stones which have since been dition it i s obvious that he will require hospital care i f he i s to survive
gouged out. Any player character with Anthropology may attempt but immediate medical attention should improve his chances. I f none
a BCS t o identify the style of carving. (It is peculiar t o the Batangan of the Player Characters have medical skills, Dr. Wilde can supply such
region of French Equatorial Africa.) Characters with Black African skill when he arrives.
Culture Skill may gain the Same knowledge although their normal The office itself is a mess. See the accompanying sketch map for
BCS i s halved. I f none of the daredevils can identify it, Wilde will pertinent information not detailed i n this description. Splashes of
provide the information. As is obvious, more information is needed. blood are everywhere with significant concentrations as shown on the

18

allen pay (order #970855) 8


RENIER'S OFFICE ku4 SCALE IN FEET

map. Sever: clues can be c tained simply through observing the area, cumbed t o the effects of the gas which t h e black man had brought
while others require specific attention t o a specific area, and s t i l l others in with him in a vial. As the Frenchman went under the influence of
qualify as Hidden Things,Clues t o be found here include: the gas, the cultist implanted the suggestion of metamorphosis and put
0 The spoor leading from the blood is that of an animal. Any the unfortunate Renier t o sleep. Collapsing on t h e desk, Renier spilled
character who has Zoology Skill will recognize it as that of a feline. his ink bottle. The cultist then proceeded t o the safe and opened it
A BCS roll may be made on Zoology Skill t o try t o gain further in- with the combination secured for the cult b y Ojemba Ichoku. Using
formation. If this roll is successful, the character will realize that his 'claws', the cultist then scratched the furniture and walls t o simu-
the cat which made the tracks is unknown t o science. A character who late his 'attack.' This done, he removed Renier t o t h e spot where he
fails this roll may gain this information later through a Research Task. is found. The enforcer tipped over the ambassador's chair t o add to
0 A musty odor pervades the room when the daredevils first enter t h e overall effect. He then opened the window t o the fire escape and
it. Other evidence i n the room should lead the Player Characters t o called in his cat 'partner' which was waiting in the alley below. Or-
think that the odor is related t o the cat. You should not discourage this dering the cat t o ravage the unconscious man, the cultist used his
path of thought. The odor i s actually that of the hallucinogenic gas phenomenal strength t o burst asunder the chair i n which he originally
used by the cat cult. Although this odor may be recognized at other sat. It was this combination of noises that brought Madamoiselle
points in the adventure, the Player Characters should have no way o f Cartiere t o investigate. Before she arrived, the cultist had fled through
determining i t s true source or i t s effects until after the master villain the window, closing it temporarily. The poor woman saw the cat, as
has been defeated. was intended, and fled the office screaming. The cultist then recalled
0 Clawmarks are present on the furniture, the body of Renier and, his animal and fled the scene. He will, of course, be long gone before
remarkably, on the walls around the safe. the daredevils can follow him.
0 The wall safe, formerly hidden behind the painting which lies The cultist, coached b y his leader, has taken successful precautions
crumbled and clawed on the floor, is open. The door is bent on its t o avoid leaving fingerprints anywhere i n t h e embassy.
hinges. Untouched in the safe is a cash box (unlocked) which contains
$172.50 and 200 francs. Various communiques are scattered about INVESTIGATING THE EMBASSY INCIDENT
the safe and the floor below it. With all the spectacular clues littered In their attempts t o investigate the incident, the daredevils m y
about the office it is easy to overlook something about the safe. take many courses. We cannot hope t o cover all possible paths. We will
Hidden Thing: the lock of the safe is intact. herein provide some guidelines for some of the most likely paths. If
0 If specifically examined, the broken chair will seem t o have been the Player Characters elect t o follow other investigative routes, you
burst asunder rather than torn apart. must be prepared t o make, as necessary, any logical connections be-
0 I f checked, t h e window t o t h e fire escape will be found t o be tween the course of the adventure and t h e areas in which t h e dare-
unlocked. devils wish t o apply themselves.
0 Other clues may be given out if you deem it necessary or if the The first obvious choice i s t o question Renier, but he will be in in-
Player characters perform some course of investigation which you tensive care for several days. When he is able t o talk, follow t h e guide-
feel would gain them some additional information. lines given i n his character description.
The daredevils may wish t o investigate any Batangns in town. See
WHAT REALLY HAPPENED A T THE EMBASSY Batangans in the U.S. for details. During the course of this investi-
For your information in providing clues and answering questions as gation you should find ample opportunity for role play as the Player
the daredevils investigate this mystery, we present an account of the Characters track down the individuals in question. Remember that
events of t h e attack. if they begin t o close i n on t h e truth, the opposition will likely learn
Renier was working late as usual. Cartiere admitted a man, as she of their efforts and reward them with a warning and/or attack.
will relate, for an appointment with Renier. The man, a cat cultist Another obvious choice i s t o research Batanga. A Research Task
enforcer, engaged Renier in conversation while the ambassador suc- will yield a general outline of the situation in Batanga at the present

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CAST OF CHARACTERS

BATANGANS IN THE U.S.


Wdabuike Agu
Madabuike Agu is a big man with a bigger temper. According cations i n a wine bottle in the alley behind the embassy.
t o embassy records his last job was as a bus boy a t a downtown Treat Ochoku as an Average Quality Nonplayer Character.
restaurant. Unknown t o the embassy, he was fired from that PO- He carries no weapons but is capable of using a knife as well as
sition when his temper flared up. Since then, he has held a variety being able t o brawl.
of odd jobs, all of short duration. His real income has come from
criminal activities as muscle for a black mob in Harlem. He has no Titilayo lheorna
connection with the events a t the embassy but might hint that he Titilayo Iheoma, according t o embassy records, works through
does in order to improve his prestige with his peers. Agu may be a temporary agency in the city. The records do not show that
traced through Criminal Subculture. lheoma i s a female and that she has recently married a black Ameri-
Treat Agu as Superior Quality Rabble. He carries a knife and can and changed her last name to Douglas. This will make her
a sap. harder t o trace since the agency only uses last names in their re-
cords. Use Business Subculture to track her down. Once found,
Ojemba lchoku she will be determined to be innocent.
Ojemba lchoku serves a t the French embassy as a domestic Treat lheoma as Poor Quality Rabble. She is unarmed unless
servant, His friendly and sunny disposition, combined with his you count the tools of her trade: a mop and broom (each of which
long years of service, lead Monsieur Renier to consider him above she wields very well; they strike as clubs and she has a BCS of 16).
suspicion of any wrong doing. The ambassador is, unfortunately,
very wrong. lchoku is the inside man for the criminal mastermind Nwanodu Umezurike
behind this operation. Having been coerced into cooperation out of Nwanodu Umezurike is recorded as a recent arrival in the coun-
fear for his family s t i l l in Africa, lchoku has acquired the com- try. No employment is recorded but an address is on file. I f this i s
bination for the safe in Renier's office. checked, it will be discovered that he has been missing since the
lchoku hides his complicity well and will only break under in- night of the attack on the embassy. Umezurike actually lies in the
tense interrogation. He has never met the mastermind and has only city morgue, identified as a 'John Doe,' a victim of a hit-and-run
dealt with intermediaries. He would receive and leave communi- accident.

time and a brief synopsis of i t s history. The history will include a hint learn that they have just enough time t o get t o the harbor to be there
of the great black empire that once existed and i t s symbols of power. when it docks. You may wish t o increase their apprehension by placing
Also indicated in the history will be the existence of a cat cult. Com- minor delays in their path as they race for the piers.
pletion of the first Task will yield the information that the legendary Arriving a t wharfside, they will find the freighter, Atlantic Star,
symbols of power were recently unearthed in an archaeological dig docked and the crew going about i t s business of preparing t o unload
by John W. Harper. Research material available will not contain the cargo. As the daredevils advance along the pier, the stacatto bark of
current whereabouts of the artifacts. The second Task will give some sub-machine guns will be heard and they will witness the slaughter
general information on the cat cult. See Cult of the Cat for the general of the ship's deck crew.
history. Research material will not have information on the revived The gunmen are Average Quality Rabble with a BCS of 12 with
cult other than hints that the cult is active again. their Thompsons. After killing the crew, they will only have enough
Throughout the period during which the daredevils are investi- bullets in their guns for one or two bursts a t the Player Characters.
gating, the opposition is preparing for their next move: the raid on When bullets fail they will resort t o clubs. The gunners are stationed
the freighter. a t the locations marked 'G' on the freighter map.
Also on board are additional thugs, armed with knives and clubs
RAID ON A FREIGHTER in equal proportions. These are Average men with a Superior leader.
The raid segment of the adventure is an action interlude. Once There should be enough of them t o outnumber the daredevils 3 t o 2.
the Player Characters learn of t h e freighter's cargo, they will also These men are all New York toughs hired for the job. They are des-

CAST OF CHARACTERS
IN THE US.
Ekwueme Omenuko
Jeanne Cartiere
Ekwueme Omenuko is a duly registered agent of the Liberian
Jeanne Cartiere is Monsieur Renier's secretary. She is young,
government. He has been representing his country's trading in-
pretty, efficient, and devoted to the ambassador.
terests with both France (and her colonies) and the United States.
On the night of the attack, she admitted a large, black man to
Monsieur Renier has had several dealings with him over the years
Renier's presence. Some time later she heard what she describes as
and will describe Omenuko as a shrewd but honest man.
'Horrible noises' and rushed t o the office. She saw there a large
Omenuko is actually an ex-patriot American. When he relocated
feline, which she calls a 'tiger,' savaging here employer. She ran
t o Liberia, he changed his name from Harley Brown. He rapidly
screaming from the scene. became involved i n the Liberian government and rose t o a minor
If questioned on the night of the attack, she will be somewhat degree of prominence but his upward mobility now appears t o be
hysterical and prone t o bursts of weeping. She can give no clear de- blocked. He i s frustrated by this and by his continued dealings,
scription of the beast having only an impression of tawny fur, sharp in his present position, with white men whom he resents and des-
teeth and black claws. Neither can she give a good description of pises. Despite his hatreds, he presents a serene face t o the world.
the black man since he wore a topcoat and hat, even in the building. During trips t o French Equatorial Africa he became aware of
At the time she paid no attention to him. Other embassy officials the legend of the 'Ize-Nze-Anyike.' The legend states t h a t a great
will restrict the time spent questioning her so that she can rest and leader will come t o the people of the Batangan region. He shall
regain her composure. combine the sacred beliefs of the people and their worldly power
If questioned again later, she will s t i l l b e prone t o getting hysteri- and he shall lead them t o victory over their enemies. He shall re-
cal over what happened to 'poor, dear Monsieur Renier.' However, establish the empire of old and the people shall once again rule
if treated gently and questioned precisely, it will be learned that their own destiny under the spirits of the heavens.
the man she admitted wore no shoes. She dismissed this as just On one trip, his riverboat was wrecked and he wandered lost
'another barbaric custom of those dirty natives.' She can also give in the jungle for many days. There, he was found by a very old
a better description of the beast. It was smaller than a lion, i t s coat man who claimed t o be the last of the great j u j u m e n and keeper
w a s spotted, and i t s canine teeth were very long. A small, colorful of the secret of the cult of the cat. It was during this time that he
bag was hung around i t s neck. Combining this description with the first saw one of the great spotted cats. Omenuko returned t o civili-
evidence a t the embassy will tell a character with Paleontology zation but he bore with him much food for thought.
or Zoology Skill that the feline i s not of a species currently known He soon was arranging for special trips t o learn from the old man
to exist. Mademoiselle Cartiere will also note thgt there was no and increase his knowledge of the area and its legends. From the old
black man t o be seen i n the room while the beast was there. man, he got a sample of the cat cult's sacred drug. Using his own
Treat Madamoiselle Cartiere as a Poor Quality Extra. skills, he modified and improved upon it. He studied the habits

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of the spotted cats. From captured specimens, he learned that mask of manners and restraint, is his savage nature.
they could be trained through attention and drug therapy. Listening Omenuko is not a nice man. He will readily dupe and use anyone
t o the tales told by the Batangans, he uncovered all he could of t o further his schemes of personall aggrandizement. He is ruthless,
Ize-Nze-Anyike. cold-blooded, and cunning.
A plan began to form in his twisted, ambitious mind. Already
WT WL STR DFT SPD HLH CDA DRT
he bore a scar upon his chest from an encounter with bigotted
25 35 35 28 32 28 4 63
white men in white robes. An encounter in which he lost his young
wife. An encounter brought about when he insisted on continuing
his scientific studies a t a white man's university. The pain he en- SKILLS: Brawling (20/5); Pistol (18);Autofire (14); Knife (16/4);
dured t o alter that scar into a match for the one foretold to be on Spear (16/4); Running (18); Swimming (15);Driver (12);Hunting
the chest of Ize-Nze-Anyike was a small matter. (8);Mimicry (12);Pilot (8);Stealth (12);Survival (15),Tracking
Discretely, he began t o recruit malcontents t o be the strongmen
(6);Electrician (8);Machinist (10);Disguise (12);Research (18);
Anthropology (12);Archaeology (IO);Chemistry (24);Electrical
and e l i t e corps of his new cult of the cat. He set up a training pro-
gram for both men and cats. He gathered his forces, increased his Engineering (10);Linguistics (IO);First Aid (13);Pathology (12);
public support among the tribes by leaking rumors of the great Military Science (14);Occult Studies (17);Rhetoric (22);Politics
juju-man in t h e jungle, and he bided his time. Subculture (14);Business Subculture (12);Black African Culture
He has begun t o corrupt colonial officials with offers of high (18);Euro-American Culture (14);English (17);Bantu (18);
positions in a new order where white and black men will work French (16); Portugese (10);German (8).
together. Even as he does this, he lays his plans for the removal WEAPONS: (in cities): snub nosed 357 magnum revolver;
of such helpers once their usefulness is ended. He prepares lists (in the bush): Maussr automatic pistol with 3 spare clips; knife;
of those unsympathetic to his goals, both black and white, who will (as Ize-Nze-Anyike): the Mauser concealed i n his garb; knife;
be eliminated to consolidate his power in Batanga. Astutely, he ceremonial j u j u spear (treat as a rifle with bayonet for use and
watches the warning signs in Europe and elsewhere that soon the damage) which has i t s blade treated with a fast acting drug which
colonial powers will be too busy t o worry about a 'minor uprising' will last for three successful strikes with the blade.
in Africa. Then, when war flames engulf Europe, he will strike out Spear Drug (poison)
for his own empire in Africa to rival and exceed those of the ancient Vector: Subcutaneous
black kingdoms. Strength: 6
Physically, Omenuko is larger than average, but not over- Incubation Period: 2D3 seconds
whelmingly so. The strength of a madman, for that is what he is, Cycle Time: 10 seconds
lies hidden i n his smoothly muscled frame. Also hidden, behind a Type: Narcotic

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not fail the Saving Throw, they will s t i l l 'see' the change but will suf-
fer no penalty. This is obviously a good time for you t o have the
Player Characters face at least one of the 'werecats.' Although it is
in Ize-Nze-Anyike's best interest t o escape without combat, he will
readily order his enforcers into battle t o allow him to flee with the
relics. There will be half again as many enforcers as the number of
daredevils present. (Thus, if there are four Player Characters there
will be six enforcers.) Half of these will stay with t h e j u j u m a n as
bodyguards,
It is important t o the progress of the plot that Ize-Nze-Anyike
escape with the artifacts. He and his bodyguards will leap into a waiting
speedboat. This will take them t o a seaplane sitting in the middle of
the river. Their next destination will be Africa.
I f the Player Characters have done very well, they might be allowed
t o prevent the j u j u m a n from obtaining both cloak and scepter. He
should s t i l l escape with the scepter. This will have effects later. I f this
is the case, the villain will s t i l l leave for Africa, conceiving that things
have just gotten too hot in America and that his plan should s t i l l work
anyway.
Whatever t h e details o f the climax of this segment, you should at-
tempt t o keep the action moving at a good pace, interweaving Detailed
Turns and described actions freely t o maintain suspense and drama,
The villain's escape should be a series of brief glimpses as the costumed
figure and his burden carrying bodyguards hightail it for the boat.
A killed or crippled enforcer who drops his burden or hurls it at tre-
mendous effort t o the waiting craft can make a nice cap t o the segment.

ON TO BATANGA!
With the master villain fled t o Africa, the daredevils will find that
they must follow him in order t o recover what he has stolen. If they
perate men and this results in them having what amounts t o high are not t o allow him too great a lead, they will have t o leave them-
morale. They will wait in the superstructure of the ship until they can selves as soon as possible. Wilde will provide a plane and, if none of
close t o combat range with the daredevils. the Player Characters have Pilot Skill, a pilot as well.
The reason for the attack is t o gain the scepter and the robe which The plane is equivalent t o the Douglas DC-2, although all but six
are being carried in the captain's cabin. When the daredevils arrive, of the passenger positions have been removed t o allow for extra fuel
IzeNze-Anyike and his enforcers- will have already boarded and tor- tankage which will enable the plane t o make the trip with but one
tured the captain into opening the safe in which t h e artifacts were stop for refueling. The pilot is an Average Extra with a Pilot BCS of 14.
kept. Doctor Wilde himself will travel alone after he clears up some loose
Ize-Nre-Anyike has made sure that the ship is wreathed in gas ends on this end. He will suggest that the Player Characters await his
(the musty odor is easily detectable) in case he should need one or arrival in Batangaville if they are unable t o turn up any hot leads t o
more of his henchmen to 'change.' A t this point, the Player Characters follow.
should be sufficiently susceptible t o the possibility of werecats that, The flight south t o French Guiana i s uneventful, as is the refueling
if the situation arrises and they fail a Will Critical Saving Throw, they stop. Shortly before reaching the coast of Africa on the trans-oceanic
will 'see' the transformation as intended and be so struck b y the horror leg of the journey, the daredevils' plane will be intercepted by a single-
of it that any actions taken for 1D 6 Detailed Turns will suffer a penalty man pursuit plane. The pilot (BCS 10 for Pilot and Autofire Skills)
equal t o the Effect Number of that Critical Saving Throw. If they do is in the pay of Ize-Nze-Anyike and has orders t o shoot down the plane

CLOTHING: (in cities): street clothes (Armor Value 1); Jacques Renier
(in the bush): Tropical clothing (Armor Value 1); Jacques Renier i s acting ambassador t o the United States from
(as Ize-Nze-Anyike): Juju-man garb (Armor Value 0).I n this the French government. Most of his experience lies i n the colonial
guise, his skin is oiled, making him difficult t o hold. This will re- government and his current appointment is due more t o friendships
duce the Effect Number of a grappler b y 5. The compound used than t o qualifications. His last post was i n French Equatorial Africa
is of his own invention (it counts as a Gimmick) and is only ef- where he oversaw the government's end of the archaeological
fective when the user i s nearly naked. Incidentally, it also acts expedition that uncovered the relics soon t o be shipped on the ex-
as fairly good thermal insulation. pedition tour.
NOTES: If other blacks are present, Omenuko is always reluctant Renier performs his duties with competence, though with little
t o use 'the white man's magic' (technology such as guns) when in distinction. He tends t o find his colonial subjects 'quaint and
his Ize-Nze-Anyike guise, but will do so if pressed. He will, however, amusing' although he does his best t o shoulder his part of t h e
use it quite freely if it is disguised such as the drug on his spear. 'white man's burden.'
You may wish t o have Omenuko present i n Batangaville (on Assuming Renier survives the attack, he will b e able t o fill the
'legitimate' business) as an added element t o complicate the Player Player Characters in on the events (as he knows them) of t h e night
Characters' perceptions of the situation. in question. He will state that the man entered his office and, after
some small talk, asked Renier t o open the wall safe. Renier refused
and the man became agitated. The ambassador's attempts t o calm
him had no effect. Then, as the incredulous Frenchman looked on,
his visitor began t o contort his body. The man threw o f f his top
coat and changed into a great spotted cat. The cat leapt across t h e
desk and attacked Renier. Beyond that point the poor man only
remembers teeth, black claws, pain, and the sudden relief of un-
consciousness.
If asked about the contents of the safe, to which only he kne1.v
the combination, he will detail those things s t i l l present plus a smaii
packet of artifacts (why, yes, they were Batangan) which were of
no great value. If asked about the cat carving, he will say that in-
deed there was one in the packet, but i t s eyes were intact.
When given time t o examine the communiques that were left
scattered in the office, he will note that one detailing the arrival
of a shipment of Batangan archaeological artifacts is missing. He will
then attempt t o contact the daredevils and inform them of this.

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carrying the Player Characters. His craft is armed with a single machine 0 Across an opening between buildings which is filled with people,
gun equivalent t o the Browning M2. The plane is equivalent t o a Boeing can be seen a white man who fits the description of John Harper. I f
F4B-4 in i t s other statistics. the Player Characters have researched the recent history of Batanga
If the daredevils' plane escapes from the enemy, they may complete they will have seen a picture of Harper in a newspaper clipping and
their flight t o Batangaville safely. If they are shot down-the plane will can recognize him from that. By the time the daredevils reach t h e
crash and all gear not carried on their persons will be loSt t o the adven- spot where they saw him, it will be deserted. D'Arte will claim to have
turers as they parachute into the sea. You will then find it convenient seen no one and disavow any knowledge of Harper except for his
t o have them rescued by a coastal freighter, possibly the Batangan earlier presence in connection with the archaeological dig.
Queen, bound for Batangaville. As Gamesmaster you should not simply present these items as
Upon arrival, the daredevils will be conducted t o the coastal fortress what is observed by the Player Characters. Describe the fortress as the
which serves as the governmental offices for Batanga. Here they will daredevils are given the tour. Weave into your descriptions the items
meet Gaston D'Arte. He will tell them of recent unrest among the noted above. Remember t o role play Gaston D'Arte's reactions. I f the
natives of the interior and tell them tales of slaughtered white families players do not notice that there are some odd things that do not jive
and travelers. Although he will recount rumors of the revival of the with what they have been told by some of the characters and their own
cult of the cat as a focal point of the unrest, he will dismiss such research, you might allow their characters a saving throw t o spot such
rumors as untrue and deny any knowledge of a great jujuman. 'hidden things.'
D'Arte will attempt t o dissuade the daredevils from traveling up- During their stay a t the fortress, D'Arte will contrive t o see that
river, at least at present. He will offer them quarters at the fortress they are not l e t t o wander about unwatched. He will offer t o accom-
and in general put himself at their disposal. On a tour of the fortress pany them himself or assign a member or two of the constabulary.
lead by D'Arte, several things will come t o the daredevils' attention: For meals he will invite them t o join him in a most insistant manner.
0 A squad of the constabulary will be seen entering the jungle. No For the night, each member of the group will be assigned t o a separate
white officer accompanies them. I f questioned about this, D'Arte guest room, although all rooms will be along the same corridor. D'Arte
will respond that such is quite a normal procedure, more especially will allow the first night t o pass peaceably. If the daredevils show signs
so in these troubled times when there are too few officers to go around. of lack of sleep i n the morning (perhaps from staying up all night t o
0 The local population seems quite calm and non-hostile. D'Arte watch for treachery) he will arrange that their schedule for the fol-
will claim that the local natives are cowed into their proper roles by lowing day will offer them l i t t l e opportunity t o make up for the lost
the presence of the government. sleep.

The small packet of artifacts was an advance shipment of part of SKILLS: Martial Arts (25/6); Pistol (20); Rifle (18); Autofire (20);
the exhibition, a fact which he had forgotten until now. The ship All Athletic Skills (20);Cyclist (15); Driver (18); Mimicry (20);
carrying the artifacts i s due the next morning. Pilot (20); Stealth (22); Survival ( 2 0 ) ;Throwing ( 2 0 ) ;Tracking (19);
Cryptography (17); Demolitions (16); Disguise (22); Interro-
M WL STR DFT SPD HLH CDA DRT gation (12); Lockpicking (20); Mechanic (14); Research (20);
10 8 12 17 13 24 3 34 Restoration (12);Traps (17); Anthropology (14); Archaeology (17);
Chemistry (20); Civil Engineering (18); Electrical Engineering (18);
SKILLS: Pistol (12); Rifle (10); Fencing (10/3); Swimming (12); Finance (18); Forensic Science (22); Geology (18); Law (14);
Horsemanship (15); Hunting (14); Survival (6); Tracking ( 8 ) ; Linguistics (20); Navigation (18); Advanced Medical (20); First
Law (12); Political Subculture (14); High Society Subculture (5); Aid ( 2 0 ) ; Pathology (18); Surgery (20); Brain Surgery (20);
Euro-American Culture (16); Black African Culture (13); Arabic Therapy (14); Military Science (13); Occult Studies (12);
Culture (12); French (18); English (13); Bantu ( 8 ) ;Arabic (6) Physics (20); Rhetoric (15); Zoology (19); Law Enforcement
WEAPONS: None normally carried. Subculture (18); All other Subcultures (14); Euro-American Cul-
CLOTHING: Street Clothes (Armor Value 1) ture ( 2 0 ) ; Most other Cultures (13); Languages (18-20); English,
NOTES: When first encountered after the attack on him, Renier French, German, Mayan, Spanish, Portugese, Arabic, Many other
will have a current total of thirty five points of lethal damage. Languages at BCS 8-12.
After recovering from the attack, he will be afflicted by a perma- WEAPONS: See Gimmicks.
nent limp which will reduce his speed group by one for purposes CLOTHING: Usually street clothes under which he wears a plastic
of determining his movement. I f healthy enough, he may follow the ring mail and ballistic cloth vest (Armor Value 6/20); often he wears
daredevils t o Batangavilleas yet another complication. a metal skull cap t o which i s attached a wig that matches h i s own
hair exactly.
Vincent Wilde, Jr. GIMMICKS: Most of his Gimmicks are carried in a vest which he
Vincent Wilde is a young man of great promise and unusual wears under his clothes. They include: 6 Minigrenades; 2 packets
background. He is the beneficiary of a scientifically planned up- of Ultra-violet tracking powder; a short-barreled pistol which he
bringing which was designed t o maximize his capabilities. He and his can fire on full automatic or as a n autoloader, this gun has a clip
capabilities stand out, even among daredevil adventurers. of 15 rounds (30 round clip available if concealment is not desired),
Wilde is somewhat over six feet t a l l (Size 1 ) but so well pro- the ammunition is usually 'special' mercy bullets which carry a
portioned that some nearby frame of reference must be used t o compound similar t o that on Omenuko's spear; a collapsable
appreciate his size. He appears well groomed and can display perfect grappling hook and twenty meters of thin but extremely strong
manners. He does, however, have an odd habit of ignoring questions line, a set of lockpicks (2D6 to Effect Number); a basic makeup
that he does not wish t o answer at the time. kit; 6 gas-filled glass spheres, the gas in one of these will fill a ten
Any research done by the Player Characters into Wilde's past foot by ten foot by ten foot area and functions as the mercy bullet
will uncover a string of breakthroughs and advances in such a wide compound except for i t s aerosol vector (this gas disperses in about
variety of fields that they will be convinced that more than one a minute). He may well have other Gimmicks in the vest or about
man is involved. There will be no indications that all such references his person. He will soon have the reputation for choosing exactly
are attributable t o this one man. the right sort of Gimmick for the situation he is about t o face.
Wilde has quite an array of Gimmicks, but will be reluctant t o SPECIAL POWERS: Cat Ability; Danger Sense; Escape Artist;
use them openly. Also, if he appears later in the adventure, he will Heightened W i t Attribute use; Heightened senses (all extend slightly
be inclined t o disguise himself to further avoid recognition. beyond .average human range); Hypnosis without a focus; Talent
Wilde is provided for you t o introduce the Player Characters Abilities and Powers for Charismatic (151, Mechanical (20), Natural
to the adventure. I f necessary, he can be reintroduced t o save them (151, and Scientific (20).
when all is hopeless or t o provide a necessary clue when the Player
Characters have let it elude them. He will not directly join the
characters i n their investigations as he will always have some other
pressing business elsewhere. He will, of course, be working on the
case but the adventure i s for the players and they should get the
glory of resolving it if they can. Still, a guardian angel like Wilde
can be a very good thing t o have.

WT WL STR DFT SPD HLH CDA DRT


40 40 40 40 40 40 5 80

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BATANGA, T H E N . . . THE PLAN BEHIND THE EVENTS
Ize-Nze-Anyike i s foretold by the legends of the Batangan
T h e Batangan region was once the center of a great Black Afri-
can empire. The empire stretched from coast t o coast and from the region. Our villain has adopted the identity of this legendary leader.
great northern desert t o the broad southern plains. The rulers were He has arranged t o have a scar on his chest altered t o fit that de-
great kings counciled by wise men whose totem was a great spotted scribed in tradition as being upon the chest of the Ize-Nze-Anyike.
cat. Time wore on and stresses tore a t the realm. It broke apart. He has also used a variety of modern technological devices as well
Although some of these parts remained strong, others withered as convincing rhetoric t o sway the locals into believing that he may
and fell t o the jungle. Time passed and the Arab slavers began t o well be the one who was foretold.
press into the lands of the people. The Batangan remnant of the His first step in the region was t o revive the cult of the cat. He
empire resisted them totally. Batanga remained free until the trained his enforcers and their 'partners'. He then proceeded t o en-
white men came and many Batangans made the ghastly trip on the hance their effectiveness with his trickery. The locals began t o
ships of the triangle trade. The Portugese came first, but their hold fear his power. Being a canny leader, he realized it would take more
on the region was tenuous. Eventually, with the ebb and flow of than just fear t o reach his long range goals. He began t o seek for
the European situation and the tides of colonialism, the region ways t o consolidate his hold on the minds and hearts of the people.
came under the sway of the French. Thus it has been for hundreds
of years. He learned of the archaeological dig that has uncovered the ruins
of the great shrine of the cat. He knew of the nature o f this place
AND NOW from the legends told t o him by the old juju-man, but i t s location
All is not well in the Batangan region of French Equatorial Af- was lost t o him. By the time he learned of the discovery of the
rica. It seems there have been some native uprisings in the interior cache containing the ancient scepter and robe, they had been re-
due t o dissatisfaction with the colonial rule. The situation is, how- moved from his reach.
ever, well under control and no serious danger i s posed t o the go- The robe was a symbol of kingship bestowed upon the rulers
vernment or any Europeans present in the region. In fact, a recent of the old empire by the shamen of the time. It was supposed t o
government sponsored archaeotogical expedition under the direction be the sign of true kingship over the people since an imposter
of the internationally renowned Dr. John W. Harper has brought would d i e if he wore it. The villain knew from his mentor that
t o light an ancient city of an unknown African people. The bene- this l a s t effect was a controlling sanction used by the priesthood
volent colonial government is sponsoring a n exhibition of artifacts who would poison any who was not their approved candidate for
from the dig t o express i t s interest in the culture and heritage of ruler. He also learned that it mias imbued with a magic that could
the native population. It is hoped that the natives can appreciate be activated in a special ritual in which it was one of two essential
the great gulfs between their primitive beliefs and culture and the implements. The other implement was the scepter.
riches of European culture available t o them in government and
missionary schools. The exhibition begins i t s American tour soon. The scepter was, in ancient times, wielded by the head of the
I cult as a symbol of religious power. It was also the key t o the shrine
of the cat and in i t s hidden chamber was where were kept the magic
herbs that allowed the transformation into one of the sacred ani-
On the second night, the mayor (D'Arte) will make his move. A
mals.
member of the constabulary, in uniform but armed with a native spear,
will be sent t o each of the Player Characters' rooms. The men will be Batangan legend states that when Ize-Nze-Anyike came t o his
under orders t o slay the occupants of the rooms. D'Arte wishes it t o Jower, he would wield the scepter and wear the robe as symbols
look as if the daredevils were slain by hostile natives who had slipped >f his sway over both the physical bodies of the people of his em-
into the fortress. The assassins will be accompanied by an additional >ire and their spiritual well-being. Our villain has determined t o
squad of five men, each armed with KAR 98K rifles. These men will make these artifacts his own t o further his ends. Once in his pos-
wait in the corridor in case the others have trouble. There will be no iession, he will attempt t o activate the magical powers in which
officers with these men. le only half-believes. However, since the people believe, he will
do what he can t o simulate those powers in case the magic is not
.eal. Once he has indisputedly established himself as the true Ize-
Vze-Anyike, he will begin organizing the Batangans for the over-
throw of the French colonial government. A task which he expects
Nil1 be bloody i n the extreme. He already plans accidents and
3trocities by the 'colonial government' that will eliminate those
>lacks whom he conceives are a danger t o his control of the region.
This coup completed and secure, he will begin on his march of con-
quest t o establish a new black empire in Africa with himself as
;he head. He will be a ruthless and tyrannical despot should this
:ome t o pass.
To this end he has learned of the shipment of the artifacts t o the
United States. By infiltration of the embassy staff in New York
he has gained the knowledge he needs t o arrange the raid which
will gain him the scepter and the robe. He has kidnapped John
Harper in order t o verify t o his white allies in Batanga that the
artifacts are the genuine articles and will sway the natives into
believing that he i s the foretold jujuman. These unscrupulous
whites are working in the belief that the new state established
when the colonial government is overthrown will be partially in
'GUEST' ROOM their control. Partially that i s until they eliminate Ize-Nze-Anyike,
who they believe t o be a scoundrel and a fake, but a useful tool
to their own ends of independent political power.
I f the assassins succeed, this i s where the story ends. If they do not
and the Player Characters confront D'Arte either with suspicions This is what the daredevils will find that they must stop i f thou-
of treachery or t o present the killed and/or captured 'traitors t o the sands of innocent lives are t o be saved. While players with feelings
government,' he will decide that 'unfortunately, you gentlemen (the towards the equality of men may resent having to defend the
daredevils) have become a bit too much trouble.' The Player Characters colonial government, they should be reminded that the regime t o
will find themselves confronted by a large (too large t o fight) number be set up by this would be tyrannical and only wears the trappings
of rifles, all aimed a t them. They will be carted off t o the fortress of freedom for the people of Batanga. They would in reality be
dungeon t o join John Harper and any other Player Characters who placed under a harsher and in no way benevolent ruler, far more
have been previously captured. They will languish in the cell for two so than the external colonial government could ever conceive.
weeks while Ize-Nze-Anyike completes his preparations for the great In time, the colonial government will change over t o local rule
ceremony. When the time i s right, each man will be removed indi- with much less violence,destruction, and loss of life.
vidually and crated (yes, crated) for shipment up river t o meet a con-
tingent of cat cultists. The daredevils and Harper are slated t o be
guests of honor for the sacrifice that will culminate the ritual.

24
allen pay (order #970855) 8
BATANGAVILLE

1. Four story tower with dungeon in basement 8. Main docks


2. Main administration building 9. Trading companies’ cooperative warehouse
3. Hospital 10. Missionary school and church compound
4. Guest wing 11. Shantytown
5. Dry moat 12. Artisan quarter
6. Foot bridge across moat to fortress 13. Residential quarter
7. Pier and stairs up cliff to fortress 14. Native style village

25

allen pay (order #970855) 8


THE
BATANGAN
QUEEN

Upper Deck
LOCKERS
&
I
BUNK BEDS

Below Deck
k m z k d Main Deck
SCALE IN FEET

The crates will be loaded onto the Batangan Queen whose skipper will not be silent due t o rattling pebbles and gravel produced by the
D'Arte believes has been bribed sufficiently t o deliver the cargo. For destructive action o f the plant growth.
added assurance, the mayor will send a squad of five constabulary The tall plinths rise ten feet above the level of the walls. Each is
soldiers along. They will bunk below deck (access through front hatch). time worn, but what remains of the carvings incised upon them would
Unknown t o D'Arte and the daredevils, the captain of the Queen, be disturbing even i n the full light of day.
Alphonse Belgarde, is already in the pay of Vincent Wilde. He and his After the Player Characters have had some time t o view the ruins,
mate can release the Player Characters and attempt t o overpower the the chanting will suddenly stop. The t a l l figure of IzeNzeAnyike will
guard. Success will allow the Player Characters t o rearm themselves step into the torchlight in area A. (For those characters with itchy
from the defeated constabulary. Belgarde will also have four Colt trigger fingers, he is too far away for a shot.) Stepping t o the stone
New Service revolvers and one hundred rounds of A5 ACP in a locker altar, he will begin t o address the ,assembled crowd. A t his gestures,
aboard the boat. These will not be able t o be reached until the consta- flames will leap t o life in each of the stone bowls flanking Qe altar.
bulary guards have been taken care of. Though his words will be unrecognizable at this distance, the dare-
As a variation, i f the Player Characters have by this time shown devils will sti l l hear hisvoice. Perhaps this,is due t o the natural am-
a distressing tendency t o foul up, you may wish t o substitute Wilde, phitheater effect of the ruins and the valley or some technological
in disguise as the captain, for Belgarde. I n either case, the 'captain' trick. I f the Player Characters do not voice it, then Mpyama will: per-
will not accompany the Player Characters into the jungle, although haps the man really does command magic.
Harper and Ewansika Mpyama will. The real captain would stay t o keep I f the daredevils wish t o understand what i s said, they must move
the boat ready for a quick getaway and Wilde would have plans t o cut closer. Although it will require a speaker of Batangan Bantu t o under-
down the forces of Ize-Nze-Anyike with a series of diversions while stand fully, any character who speaks a Bantu language can get the
the Player Characters conduct the raid on the ruins. general sense. IzsNze-Anyike, amidst a great deal of rabble rousing
rhetoric playing upon the honor and sense of history of the locals,
is inciting a revblution. He brandishes the artifact(s) he recovered and
speaks o f the great power he will release t o restore the people under
SHADOWS OF EMPIRE his leadership. I n alluding to this power, he mentions the human sacri-
As the Batangan Queen draws nearer t o the agreed upon landing fice of unbelieving whit men which will release the full power of
site, the daredevils will begin t o notice the pulse of drums,beating the )zeNze-Anyike.
through the jungle. Occasional glimpses may be had of columns of The ju-juman had timed t h i s speach to coincide at the right mo-
natives wending their way by torchlight t o some location deep i n the ment with the arrival of the prisoners. Suddenly, a runner breaks
bush. through the crowd t o inform him that they have escaped. Furious,
When the Player Characters begin t o approach the ruins a deep he orders the assembled crowd t o beat the b w h for them and return
rumbling sound will become evident. At a closer approach, this will them bound for sacrifice. The crowd, in bloodlust, disperses. This
resolve itself into a chant sung by many voices. This i s a good time for will reduce the odds against the daredevils somewhat. As Gamesmaster,
you, as Gamesmaster, t o build tension with your descriptions. The you must be careful t o properly interject the actions of the Player
players should become aware that things are definitely drawing t o a Characters with this time table. The general rule i s that the atmosphere
climax and that there i s probably l i t t l e time left. and intent be followed t o give a strong adventure for the players.
The daredevils' first sight of t h e ruins will be from an elevation. Once the bulk of the natives have left, the daredevils should have
They will be able t o see over the walls into the enclosure. A t this their chance. Half o f the guards at each gate will have left. An unknown
junction you rnay allow them t o see the map of the ruins. Later, i f number o f enforcers (twoor three more than the number of daredevils
they enter within the walls, they will have t o rely on their own me- should do) are s t i l l scattered about the compound. Each of these en-
mories and what their characters can see from whatever vantage point forcers has his cat partner as well. Of course, izeNze-Anyike remains
available. within and, fretting and fuming, stalks in and about area A.
Hundreds of natives are present in the enclosure. They are clustered Each group of Player Characters operating within or on the w a l l s
around the ring of torches surrounding area A. From time t o time of the ruins has a chance of coming upon an enforcer or a cat. Allow
cat cult enforcers can be seen t o pass among them. From the obser- a one in six chance for each five minutes of time passed in the area.
vation distance exact numbers of these men cannot be determined, Encounters will be split evenly between men and cats and there i s a
but there are at least six of them. More natives continue t o enter the 20% chance that the encountered being has been lying hidden and
compound through the gates labeled B. At each gate, two enforcers silent and can attack by surprise. This will allow the attacker a full
and 1D6 + 3 native warriors stand guard. turn of action before the surprised party can react. Any cats or men
The walls of the ruins are built o f cyclopean stone and stand fifteen killed or incapacitated by the Player Characters should be subtracted
feet tall. Vegetation creeps up the walls and grows along the tops, es- from the available forces within the ruins. Remember that any noises
pecially on the outer walls. Should any characters attempt t o travel of appreciable volume (cats and enforcers will fight in relative silence)
along the tops of the walls, they will find the footing extremely tricky rnay a t t r a c t the attention of others in the ruins, both friends and
(Treacherous Ground a t a -3 penalty) and passage along the walls enemies.

allen pay (order #970855) 8


It is advisable that you decide before the Player Characters enter Failure is a far grimmer possibility. Ize-Nze-Anyike may capture
the ruins where the forces of Ize-Nze-Anyike are t o be located. Any them and attempt t o complete the ritual. In this case, the Player
'randomly encountered' beings may be assumed t o have strayed t o t h e Characters would normally be doomed. If they had earlier succeeded
encounter location from the nearest station. At least two of the en- i n recovering the Cloak, you may decree that t h e jujuman's ritual
forcers and their cats will be stationed i n the shadows near area A as will end in a pyrotechnic failure before the point of human sacrifice.
bodyguards for the juju-man. Then with the obviously false Ize-Nze-Anyike destroyed, the cult will
Oh yes, an important point t o note is that the entire area confined lose heart and release the prisoners on promise of lack of retribution.
by the walls of the ruins i s flooded with the halucenogenic gas. The If the juju-man retained both artifacts, you may ask the players if
supply of this gas i s being renewed b y the fires in the stone bowls i n they wish t o expend the rest of the 'Luck' they have remaining i n
area A. hope of a miraculous save. If they agree, roll dice as if you are matching
Now the stage for the climax has been set. The Player Characters them against the amount of Luck available (this will help the ending
may s t i l l fail or succeed. I f they stop Ize-Nze-Anyike now, they will t o not see inevitable). The throw having been made,describe the ritual
still have t o cross miles of hostile territory t o escape. They may also with an emphasis on the ju-juman's handling of the staff. Allow the
have t o face Gaston D'Arte and the constabulary. However, their ace characters t o note a flaw in the Staff. It has obviously been damaged
in the hole i s s t i l l Doc Wilde who will, n o doubt, have an aircraft i n the fight but the villain has failed t o notice it. As the j u j u m a n
concealed somewhere t o enable the daredevils t o escape. inserts the Staff into i t s place i n the altar, the power feedback through

THE RUINS

27

allen pay (order #970855) 8


THE CULT OF THE CAT
Throughout i t s history, the cult has been both a religious and a take place. This stunt consists of the man attracting the victim's
political entity. I t s early existence was as a principal religion of the attention while the cat moves into place. The man will move for-
old empire. It held t h e sanction over the ruler for it certified for- ward and the cat will leap out t o approximately the same position.
mally whether or not he was a true warrior who exemplified the ad- The t w o will tumble about each other for a couple of seconds.
mirable qualities of the great hunting cat. It was believed that the The man will leap t o a hidden position and the cat will charge
shamen and their chosen .warriors had the power t o turn them- toward the victim. The effect is t h e man appears t o be replaced
selves into great hunting cats to enforce the beliefs of the cult. by the cat and the victim, due t o the approach of fangs and black
As the empire broke up t h e power of the cult waned. It was claws, is distracted from noticing the man's actually mundane
always strongest in the Batangan region where the great shrine of disappearance. I n game terms, allow the enforcer one meter of
the cult was located. Here it lingered on, gradually degenerating movement and the cat a half distance charge move when deter-
into a minor religion and ultimately an outlaw cult. The people mining the distance t o be covered in a 'transformation attack.'
s t i l l believed that members o f the cult could transform themselves
Cult Enforcer
into cats.
The cult is generally believed t o have been finally extinguished WT WL STR DFT SPD H L H CDA DRT
b y the colonial government about fifty years ago. A t that time t h e 12 25/50 25/50 24/36 24/36 24 315 49/74
cult was a secret organization and was involved in an attempt t o
terrorize t h e populace into overthrowing colonial rule. Members SKILLS: 'claws' (1815); Brawling (1815);Stealth (14); Tracking
of the cult would warn those singled out as victims b y sending a (14); Batangan Bantu (16).
carved cat's head idol, such as was used in cult rituals, with the WEAPONS: Claws on costume, WDM of 2 for each hand.
eyes gouged out. The victim would be found dead from.an animal CLOTHING: Hides of great hunting cats. The head i s worn as a
attack some days later. General knowledge and standard research headpiece (serves as a leather helmet) and the forelimbs are draped
materials will not reveal the actual operating secrets of the cult. over the man's arms. Black claws are worn in glove fashion and are
Various methods were used by the cult t o make people believe used as weapons.The entire outfit gives an Armor Class of 3.
that they actually had the power t o transform into cats. Selected NOTES: The first numbers for an enforcer are his normal statistics.
The second number i s used when the enforcer is under the influence
men were trained as enforcers for the cult. These would wear skins
of the great hunting cats fitted with clawed gloves over their hands. of Ize-Nze-Anyike's drug. Enforcers administer the drug t o them-
selves when action is imminent so that they will be ready. Enforcers
Such men often used a special herbal drug compound t o increase
within the ruins for the ritual will be under the influence of the
their strength and speed of action as well as their resistance t o
pain. Once such a man closed with a victim he would rip him t o drug. Should any of the Player Characters decide they would like
pieces in practiced imitation of the real cats. These men carried t o benefit from the positive side effects of t h e drug, they will find
it has several severe drawbacks.
carved wooden stamps which they would strap onto their feet
The drug i s addictive. Any damage taken remains in effect when
which allowed them t o leave tracks which closely resembled those
the drug wears off and if it exceeds the character's Damage Resis-
left by the cats. Another technique involved using an actual cat for
tance Total, he must make a Health Critical Saving Throw or die.
the attack. The enforcer would make appearances around the resi-
Additionally, t h e user becomes a homicidal maniac. This will
dence of t h e chosen victim and l e t it be known that he was a mem-
have very bad results for a Player Character. The enforcers are
ber of the cult. About his neck he would wear a symbol decorated
kept i n line due t o severe and prolonged cultural and personal
'magic' bag. On the night designated for the attack, an identical
conditioning so that they are at t h e command of Ize-Nze-Anyike.
bag would be tied around the neck of the attack trained cat. I f the
cat were slain, this bag would be found and the conclusion would The Great Hunting Cats
be drawn that this cat body was the transformed shape of the en- The great hunting cats are survivals of the Pleistocene age and are
forcer. Sometimes a bag would be planted i n the victim's hand as unknown i n the fossil record. Thus, since they have not been docu-
if he had torn it from the neck of his assailant so that the proper mented b y white men, they are unknown t o science. The cats are
conclusions would b e reached. Often indoctrinated or hypnotized few i n number and the species i s on t h e verge of extinction.
'witnesses' would be planted in a locale t o testify t o having seen Physically, the cats are between lions and leopards i n size. They
an enforcer actually change shape. have spotted coats that differ somewhat from leopards. The upper
Our villain has added some touches t o the method of operation canine teeth protrude i n a pronounced fashion in the arrangement
for his revived cult. His enforcers are trained t o work as a team with known popularly as 'saber-toothed.'
a cat 'partner.' The cat i s trained t o attack as well as follow a few The cats are solitary except during the mating season. They
simple commands. A special trick t o enhance the reputation of are quite intelligent and learn quickly. Once their loyalty has been
enforcers as shapeshifters involves the introduction of a special won, they remain loyal more in the fashion of a dog than a cat.
hallucenogenic gas concocted by Ize-Nze-Anyike. Under i t s in-
fluence, which acts t o affect any who breathe it as any aerosol
Perc Coor. HLH DFT DRT Movement CDA
gas, a victim is extremely susceptable t o suggestion either as a
13 14 15 33 50 3/11/16 3
direct verbal suggestion similar t o the Special Power of Hypno-
tism or as an accumulation of expectations and presumptions. AV Size Fer. Attack Frq. BCS Damage Notes
Thus, if you know that the enforcers are capable of transformation, 3 0 6 Bite 1-3 17 2D6 Pounce
when they pull their special stunt you will see t h e transformation 2Claws 4-6 15 2D6-1

28

allen pay (order #970855) 8


CAST OF CHARACTERS
IN BATANGA D'Arte i s a cautious man and will avoid tipping his hand. I f
Alphonse Belgarde forced to, he will be extremely ruthless in dealing with those re-
Alphonse Belgarde is the skipper of the Batangan Queen, a bat- sponsible for his taking action,
tered hulk that plies the coast and local rivers. This tall, though WT WL SIR DFT SPD HLH CDA DRT
thin, figure i s well known in the area as a competent pilot (boat 18 15 24 8 6 12 2 36
type, not aircraft) and t h e wrong man t o double cross. Besides
local freight runs, his business consists of hiring out t o Europeans SKILLS: Pistol (15); Interrogation (18); Law (12); Political Sub-
who wish transport upriver into the jungle. He is very fond of his culture (14); Criminal and Law Enforcement Subcultures (10);
craft and will do what he can t o keep her from danger. Business Subculture (8); Euro-American Culture (14); Black African
Culture (8); French (16); English (12); Bantu (9)
WT WL STR DFT SPD HLH CDA DRT WEAPONS: Luger PO8
12 16 14 16 12 21 3 31 CLOTHING: Favors white linen tropical suits (Armor Value 1)

SKILLS: Brawling (18/4); Knife (18/4); Pistol (16);Swimming (17);


Driver (8); Gambling (6); Seamanship (18); Survival (12); Throwing
(14); Mechanic (8); Navigation (17); First Aid (9); Zoology, local
anyway (8); Black African Culture (12); Euro-American Culture
(14); Arabic Culture (6); French (16); Batangan Bantu (12);
Arabic (4); Niger-Congo (6)
WEAPONS: Bowie knife, Colt New Service revolver (.45 ACP),
six spare rounds in pocket and a box with sixteen more in cabin on
the Batangan Queen. Throwing knife in boot.
CLOTHING: Tropical clothing (Armor Value 1) usually consisting
of a beat-up hat, a ragged undershirt, khaki shorts, and jungle boots.
Constabulary Officer
WT WL STR DFT SPD HLH CDA DRT
15 10 10 15 10 10 3 20
'Little' John W. Harpqr
SKILLS: Pistol (16); Brawling (10/4); Military Science (8); French John Harper is a renowned anthroplogist and archaeologist.
(16); Batangan Bantu (10) He was the head of the dig that uncovered t h e artifacts. He has been
WEAPONS: Colt Police Positive (in .32 caliber) equivalent with 12 kidnapped by Omenuko's agents and brought t o Africa t o verify
spare rounds; belt knife for D'Arte and other whites that the artifactk) Omenuko has
CLOTHING: Tropical uniform with tropical helmet(Armor Value 1) acquired are the real ones and will thus ensure his acceptance as
IzeNze-Anyike among the black natives. Since the meeting a t
Constabulary Trooper (Rabble) which this was done, Harper has been kept in the dungeon cell
WT WL STR DFT SPD HLH CDA DRT a t the fortress until it i s time for him t o journey upriver t o the cere-
10 10 15 15 10 10 3 10 mony consolidating Omenuko's position. Harper will have a front
row seat for the ceremony, right on t h e sacrificial altar.
SKILLS: Rifle (14); Brawling (14/4); Machete (10/3); Stealth (8); Harper is tall, thin, and looks undernourished, but is a good
Tracking (7); Batangan Bantu (15); French (8) man in a fight. When he is released, he will be glad t o join in t o see
WEAPONS: Mauser 98 KAR with 25 rounds in a bandolier; Machete that Omenuko gets his just desserts. He knows where the site of the
in belt sheath; Belt knife; those with spears have a medium length ceremony i s t o be and can fill the daredevils i n on any missing
weapon with WDM 2 which can be thrown. Use the Machete skill information about Ize-Nze-Anyike and his alleged powers and
score for spear use either wielded i n the hand or thrown. abilities.
CLOTHING: Constabulary uniform (tropical) gives them an Armor WT WL STR DFT SPD HLH CDA DRT
Value of 1. The kepis worn with the uniform do not serve as head 32 38 28 25 25 25 4 58
protection.
SKILLS: Brawling (20/5); Pistol (18); Autofire (10); Running (15);
Swimming (12); Driver (9); Pilot (12); Stealth (12); Survival (15);
Cryptography (8); Research (20); Restoration (20); Traps (15);
Anthropology (20); Archaeology (201; Geology (22); Linguistics
(18); Paleontology (19); Occult Studies (12); Zoology (16); Aca-
demic Subculture (18); Black African Culture (15); South Ameri-
ndian Culture (15); Most other Cultures (12); English (22);
French (18); Latin (18); Mayan (14); Many other languages (9).
WEAPONS: Due t o incarceration, none.
CLOTHING: Tattered but serviceable street clothes(Armor Value 1)

Ewansika Mpyama
Ewansika Mpyama is first mate and crew on board the Batangan
Queen, where he is known as 'Bestman.' He is a native of Batanga
but has seen enough of the world t o b e very cynical of the coming
of the Ize-Nze-Anyike. Mpyama will work with the daredevils
Gaston D'Arte t o help prevent the bloodbath that will follow if Omenuko i s not
Gaston D'Arte is the mayor of Batangaville and defacto governor stopped. This does not mean that he favors the white colonial
of .the province. He is a fat, greasy man who is very sympathetic rule. He does not. His relationship with his skipper is one of friend-
to travelers and their troubles. He will, through befriending them, ship and that of captain and mate and has nothing t o do with color.
attempt t o learn all he can of the daredevils' grasp of the situation
WT WL STR DFT SPD HLH CDA DRT
and their plans. While he does so, he will discourage them from
12 12 18 16 16 22 3 37
entering the jungle due t o reports of native uprisings and massacres
of whites, but he will profess no knowledge of Ize-Nze-Anyike. SKILLS: Brawling (18/4); Throwing (2O);Spear (15/4); Knife(l5/4)
D'Arte is actually very involved with Omenuko and is working Climbing (14); Swimming (12); Stealth (13); Survival (10);Seaman-
with him t o upset the present government. He will not believe ship (17); Tracking (8); Mechanic (18); Black African Culture (16);
that Omenuko will double cross him,at least not successfully, since Euro-American Culture (8); Batangan Bantu (17); French 112);
he is planning t o double-cross Omenuko. D'Arte feels that his hand Portugese ( 8 )
is strong since the constabulary, both white officers and black WEAPONS: Twelve throwing knives i n a bandolier, Bowie knife.
troopers, are loyal t o him. CLOTHING: Beaded vest and trousers (Armor Value 1).

29
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the now flawed Staff results i n the pyrotechnic end as described above. 0 Cat cult enforcers actually become able to transform themselves
Another possibility of failure is available t o the advanced gamer who into cats. When in cat form they have Invulnerability similar to the
desires a touch of the fantastic. Ize-Nze-Anyike, in this case, will com- sorcerer’s. It works against the same things but half damage is taken
plete his ritual and be imbued with the legendary powers of the sor- from such attacks rather than none.
cerer. The belief of his cultists will be strengthened and his power will 0 The Staff becomes able t o fire power blasts with a BDG of 50.
grow. His plans will move along as he envisions them. To stop this a Range and area affected is as for a riot gun and the blast is subject to
new team of daredevils will have t o be formed by the battered Doc normal BDG reductions for range and barriers. It requires 3 Detailed
Wilde in the hope of stopping this supernatural menace. Turns t o recharge between blasts and may fire ten blasts before a ritual
I f you take this course, you will have t o develop the new plans of ‘reloading’ which takes several hours.
the mastermind, new opponents, and new places for them to happen
0 The Cloak becomes able to support the sorcerer in a fall. He will
unless you wish to simply recycle those used in the adventure pre-
sented herein. Though this is not recommended in full, some elements take no damage from a fall, no matter how high it is. He will also land
may be reused t o good effect to give the players the proper feel of con- on his feet.
tinuity in the sequel. We can suggest some of the effects of the super- 0 Ize-Nze-Anyike will always know where the artifacts are a t all

natural empowering of Ize-Nze-Anyike: times. They will only work for him.
Ize-Nze-Anyike gains the following Special Powers: Hypnotism 0 Ize-Nze-Anyike will stop aging once the ritual i s completed.
without a focus, Heightened Use of Wit and Will, ‘Cat’ ability, Danger 0 The power of Ize-Nze-Anyike will be broken i f the artifacts can
Sense, and Heightened Sight (see in the dark like a cat). He also be- be destroyed. This should be a very difficult task since, embued now
comes Invulnerable to physical damage inflicted by blows, weapons, with power, they may not be destroyed as if they were simple material
and guns. objects. For example, simple flame cannot harm them.

THE ATLANTIC STAR

\ CAPTAIN’S CABIN

kMzkkkl
SCALE IN FEET

Upper Deck

30
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1 WAREHOUSE

- SCALE IN FEET

A
I DOCK OFFICES

I---k'
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