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111•1■MIIP■I

it• • • .40.
COUNTDOWN
Design
Ray Winninger
Design Consultants
Bill Karh and Stan Kowalski
Cyberman Created by
Kit Pedler and Gerry Davis
Writing
Ray Winninger
Editorial Staff
Editor-In-Cheif
L. Ross Babcock Ill
Editing
Donna Ippolito
Proofreading
Donna Ippolito
Production Staff
Layout And Pasteup
Jane Bigos
Todd Marsh
Cover Art
David Deitrick
Illustration
Jane Bigos
Todd Marsh
Typesetting
Karen Vander Mey

Special thanks to the gang at Northwestern University

Doctor Whop BBC 1985


Game Design©FASA Corporation 1985
Table Of Contents

INTRODUCTION 3
Contents Of This Book 3 The Jack Of Hearts 22
Plot Synopsis 3 The Secret Smuggling Hold 22
Threat To The TARDIS 3 Hidden Treasure 22
The Leander's Mission 3 The Golden Weapon 22
Distress Signal 4 Ultimatum 23
Cyberman Plot 4 Attack On The Cyberman 23
A New Home Base 4 The Scientific Solution 24
A Deadly Rift 5 Research Stages 24
Uneasy Alliance 5 Sealing The Rift 24
HOW TO USE THIS BOOKLET 6 Kalik Makes His Move 25
Getting Started 6 VESSELS 26
Character Creation 6 TSS LEANDER 26
Developing Character Histories 7 General Appearance 26
Equipping The Characters 8 Room Descriptions 26
Running The Adventure 9 Cybership 100-1136 32
Preparing For Play 9 General Appearance 32
Gamemaster's Tasks 9 Room Descriptions 32
The Fine Art Of Gamemastering 10 Jack Of Hearts 34
THE ADVENTURE 12 General Appearance 34
Crisis 12 Room Descriptions 34
Inside The TSS Leander 13 CAST OF CHARACTERS 36
In The Cargo Bay 13 Player Characters 36
Tracked By Sam 13 Non-Player Characters 40
To The Bridge 13 GAMEMASTER'S NOTES 45
Meeting With Captain Fleming 14 TARDIS Data Banks 45
Signal From Space
Chronic 15Rift 45
Deadly Androids 15 Cyberman 45
Pitched Battle 16 Earth Empire 45
Calculating 16 Time Gravity Bubble 45
Movement And Actions 16 Hadder's Fever 45
Sneaking About 17 The Vegans 45
Destroying The Androids 17 Supplementary Background 45
Captured! 17 The Cybermen 45
Enter The Cybermen 18 Earth Empire 46
Losing Power 18 The Vegans 47
Effects
Time Of The Chronic Rift 19
Line 47
The Next Steps 19 Beyond The Adventure 48
The Vegan Threat 19 Increasing Skills 48
Ambush And Escape 20 Building Campaigns 48
To The Rescue 20
Freeing The Prisoners 21
Escape Possibilities 21
Hiding Out 21
Introduction
Countdown is an adventure de- campaigns. This is encouraged; in fact,
signed for use with the DOCTOR WHO :111 it is one of the steps toward becoming
Role-Playing Game. The adventure is CONTENTS OF a good gamemaster. Alterations
designed for one to four players and a should, however, be made before play
gamemaster. Although pre-generated
THIS BOOK begins to avoid confusion.
player characters are provided, experi-
enced role-players may wish to choose
characters from the television series in- Beginning gamemasters should
stead. Complete statistics for The Doc- find Countdown of particular interest.
tor and some of his more famous com- The How To Use This Booklet chapter PLOT SYNOPSIS
panions can be found in the Source- provides extensive suggestions on be-
book For Field Agents included in ginning play, character creation, de-
FASA's DOCTOR WHO Role-Playing veloping background for adventures,
Game. and equipping the players. This chapter THREAT TO THE TARDIS
also includes a section on Running The Countdown takes place aboard the
Adventure, which defines the fast courier Leander, a vessel from the
gamemaster's tasks and provides help- Earth Empire of the 26th century. The
ful hints on giving descriptions, role- adventure begins when the players'
playing the non-player characters, and TARDIS, en route to its next destination,
judging challenge. All of this informa- becomes caught in what appears to be
tion is intended to supplement the ma- a gravity bubble. A gravity bubble is a
terial presented in the Game Opera- powerful gravity field caused by an ob-
tions Manual of DOCTOR WHO:RPG. ject of extreme mass occupying the
Gamemaster Notes contains infor- same location in normal spacetime as
mation the players may access from the it does in another dimension. Any ves-
TARDIS Data Banks, as well as supple- sel lacking the power to resist the bub-
mentary background information for ble's tremendous pull will be drawn into
the gamemaster's eyes only. Also in- the bubble's center and very likely be
cluded are notes on bringing this ad- crushed by the immensely strong gravi-
venture to a conclusion and for using tational forces.
it as a springboard for building a larger, The bubble is a danger to the TAR-
on-going campaign. DIS because of its inter-dimensional na-
The Adventure chapter describes in ture. If the TARDIS becomes caught in
detail and in sequence every location its field, it will be stuck in the Temporal
and encounter that make up this Dr. Vortex and never able to materialize
Who adventure. Special role-playing again. Using their skills, the players will
notes for use by the gamemaster are manage to avoid this fate by materializ-
also provided. ing on an unknown spacecraft (the Ter-
Complete descriptions and statis- ran starship Leander).
tics for the starships involved in this ad-
venture may be found in Vessels. The
THE LEANDER'S MISSION
Unknown to the players, the Lean-
Cast Of Characters chapter provides
der is on a vital mission, carrying to the
profiles for all the pre-generated player
Earth colony Ionia a highly-perishable
and non-player characters. In addition
serum to combat an epidemic of the
to the relevant game statistics and de-
dreaded Hadder's Fever. The serum
scriptions for each character, there are
must be imported because its compo-
role-playing notes to assist the
nents are extremely rare and found only
gamemaster with the non-player
on scattered planets in the Empire. The
characters.
Leander is currently 30 hours travel (at
Also included in this addventure
its fastest speed) from Ionia. The serum
module are the deck plans and descrip-
must be delivered in 48 hours, or the
tions for the earth ship Leander, the
virus causing it will mutate and overrun
Jack-of-Hearts, and the Cybership, the
Ionia, making futile any further at-
three ships included in Countdown.
tempts to quell the epidemic.
Gamemasters should read each of The Leander is a small vessel com-
the chapters until thoroughly familiar manded by Robert Fleming, a 30-year
with their contents. Taking notes and veteran of the Imperial Space Navy,
highlighting the important parts is also with a crew of about 20. Usually em-
recommended. More experienced ployed for rapid shuttles of important
gamemasters may want to make alter- personnel and documents to and from
ations to suit their individual tastes or meetings, the Leander was chosen to
carry the serum because of its size and
speed: It was the only ship large
enough to carry the necessary amount
of serum that could make it to Ionia in
time.
Due to the nature of its present mis-
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sion, a security force of ten Imperial
Centurions has also been assigned to
Countdown 3
the Leander, and this team is com- CYBERMAN PLOT A NEW HOME BASE
manded by Major Richard Reitz. Reitz The crippled merchant vessel actu- After the Cybermen have secured
is a brilliant tactician and an excellent ally carries a small band of Cyberman, the Leander and its crew, they will travel
soldier, but he is also a strong discip- led by Cyberleader Vorak. The Cyber- to Ionia. Due to the fever, the colony
linarian and slightly paranoid. men intercepted Earth transmissions will be very weak and unable to offer
The whole vessel is run by SAM concerning the epidemic quite awhile any resistance, allowing the Cybermen
(the Ship's Automated Monitor), an in- ago. From these, they learned of the to convert as many of the Ionians as
telligent computer. The human crew is Earth mission to deliver the serum. possible. Those who refuse to undergo
usually needed only to monitor SAM's They saw this as a chance to regain a the process will be efficiently elimi-
activities. home planet. The Cybermen plan to re- nated by the Hadder's Fever (Cybermen
DISTRESS SIGNAL move everyone aboard the Leanderand are immune to the disease). After the
After the players leave the TARDIS to leave it, a lifeless husk, inside the human population of Ionia is elimi-
to investigate their present circum- gravity bubble, where it will be either nated, the Cybermen will have a planet
stances, they will quickly be picked up crushed or discovered later. Earth offi- they can use as a home base. If the
on SAM's security monitors and most cials will be led to believe that the Lean- Leander fails to deliver the serum in
likely be captured by the centurions. As der suffered a disastrous power failure time, the Earth scientists know that the
Reitz will probably accuse them of at- that left it unable to detect or escape virus will reach such proportions that
tempting to sabotage the mission, the the bubble. Cyberleader Vorak has pre- any further colonization of the planet
players must face some tricky Verbal pared a false message from Fleming will be impossible and any further con-
Interaction to explain their presence on explaining the Leander's imminent tact with it extremely dangerous. Earth
the Leander. doom. will probably quarantine the whole
Shortly after the players are cap- The band of Cybermen is weak and area, giving the Cybermen time enough
tured, a distress signal will be picked its numbers limited. They wander to contact other roving bands of their
up from inside the gravity bubble, through space in a small, unimpressive kind, build the planet into an impreg-
which the Leander has now detected on ship, the only means of transportation nable fortress, and gather forces for a
its scanner. The signal is from a small they could find at the rapid conclusion new invasion of Earth.
Earth merchant vessel whose instru- of the Cyberwars. Since then, they have Shortly after the Leander docks
ments were damaged, and therefore been constantly on the run. To increase with the Cybership (disguised as the
unable to detect the dangerous gravity their strength a bit, they have used their crippled merchant vessel), the androids
field. The Leander's engines should Cyber-technology to build powerful an- will board it and begin a pitched battle
easily be able to pull both ships out of droids. These androids are what the against Major Reitz's security for con-
the region of the bubble in which they Cybermen plan to use to attack the crew trol of the ship. This is a battle that the
are trapped. of the Leander, and so the characters Earth centurions cannot possibly win.
After some convincing by the crew, will not know about the presence of the The androids will eventually secure the
and possibly the players, Fleming will Cybermen in the area. Medical Assis- bridge and bring all their prisoners
decide to make an attempt to dock with tant Arthur Gray, a medic assigned to there to await further orders. At this
the ship and rescue the merchants. the Leander mission, has been paid ten point, their true masters will reveal
As Hadder's Fever takes several million Earth credits to help the Cyber- themselves.
weeks to kill its victims, no one will die men from inside the vessel by sabotag- The players will almost certainly be
of the disease for awhile yet, and so ing the automated defense systems. captured at some point in the battle and
Fleming can afford to use some of his The Cybermen, of course, have no in- taken to the bridge to encounter the
precious time to rescue the craft. The tention of paying up. After Gray has Cybermen. Cyberleader Vorak will de-
rescue must be swift, however, or mil- served his purpose, he will be liquid- liver to them a speech detailing his
lions of lives may be lost. The crew of ated. The Cybermen also plan to use plans for making Ionia into the Cyber-
the Leander is totally unaware that the their ghastly conversion chamber to men's new home planet and for launch-
crippled merchant vessel is a fake. It is transform as many humans as possible ing a massive invasion of Earth. The
actually part of an elaborate trap set by into their own kind and to destroy the Cybermen will then lead several of the
the Cybermen! rest. prisoners on the bridge off to the con-
version chamber.

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4 Countdown
To make matters worse, shortly
A DEADLY RIFT after Vorak's speech, this message is Fleming to give the Vegans permission
Suddenly, everyone on the bridge received aboard the Leander from a to board. He will prepare an ambush
will notice a huge power drain that is group of Vegan pirates: "Prepare to be using some of his Cybermen and an-
beginning to affect the Leander. It is as boarded and to surrender your cargo, droids, deciding to ignore the problem
though the starship's energy is being or you will be destroyed." of the power drain until after having dis-
sucked into the gravity bubble. As the UNEASY ALLIANCE posed of all the humans and Vegans.
players will learn, what appeared to be The Vegans are a rapscallion race After docking, the Vegans will take
the gravity bubble is actually a deadly of thieves, cutthroats, and pirates from heavy casualties in the fighting with the
chronic rift, a hole in normal space that the planet Vega XII. They usually travel Cybermen, but many of the pirates will
leads to the Temporal Vortex. Because about in small bands preying upon escape back onto their own ship and
of the massive gravitational pull it Earth shipping. into the corridors of the Leander.
exerts on objects, the rift appears to be This particular band of Vegans Aboard their ship is a secret smuggling
a simple gravity bubble until one gets picked up the false distress signal from hold where several of the pirates will
too close. The moment an object nears the Cybership long ago. Thinking a crip- take refuge.
the rift, power starts being drained from pled merchant ship would be an easy In the adventure, the players must
the object into the Temporal Vortex. kill, they were about to attack when the stop the Cybermen, somehow free the
The rate at which power is drawn in- Leander came to the rescue. As their Leander from the chronic rift so that it
creases exponentially and is usually too ship, the Jack of Hearts, is no match for can carry out its mission, and deal with
minute to notice at first. Cyberleader an armed Imperial courier, they plan- the Vegan pirates. They may be able to
Vorek learns that the same phenome- ned to leave the area until they detected convince the pirates to work with them
non is being observed aboard his ship. that the power failure was affecting the against the Cybermen. Knowing the
The power drain starts out slowly, but, Earth vessel, too. Because the Vegans Vegans, however, this truce probably
unless something is done soon, both do not realize the power failures are will not last too long. If Kalik, captain
ships will become powerless shells, being caused by the 'gravity bubble,' of the Vegan ship, manages to find out
stranded in the rift forever. The power they believe both ships offer them an about the Earth vessel's mission to
drain will also affect the players' TAR- easy kill for salvage. Ionia, he will certainly get his own ideas
DIS and eventually the Cybermen them- On the bridge of the Leander, about using it to his advantage.
selves. Cyberleader Vorak will order Captain

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Countdown 5
How To Use This Booklet
CHARACTER CREATION
This chapter includes step-by-step Before beginning the character cre- Forming A Concept
instructions for gamemastering Count- ation process, the gamemaster should The very first step in creating a
down, from player character creation re-read pp. 26-31 of the DOCTOR WHO: character is to formulate a concept, that
through detailed suggestions for carry- RPG Player's Manual and pp. 28-31 of is, an outline for the design of the
ing out the gamemaster's essential the Game Operations Manual. If possi- character. It should include basic ideas
tasks. Although this chapter has been ble, have each of the players read the on the character's race, background,
written with the beginning gamemaster Player's Manual before the character personality, appearance, and abilities.
in mind, it is hoped experienced creation session, as it contains all the Some good resources for character
gamemasters may find new informa- rules they will need to know. (The rules concepts include books, movies, his-
tion and ideas that will improve their found in the Game Operations Manual tory, and the Doctor Who television
game also. are chiefly for the gamemaster.) Then, series.
during the character creation session, As an example, let's say that Bill,
the gamemaster can quickly review the one of the players in the group, wants
Manual with the players and answer to create a character who is a 17th cen-
GETTING any questions they may have. tury French cavalier. Bill believes a
Each player should now be ready French cavalier would have high DEX
STARTED to create his or her own character. This and CHA scores, as well as being very
process is a little tricker than it seems, skilled in the use of the rapier and
as the key lies in bringing to life his flintlock pistol. Thus, Bill notes that he
concept rather than merely compiling will probably want to acquire these two
Having studied the rules a list of statistics. The gamemaster Armed Combat skills. He also decides
thoroughly and gathered together a few should help the players, especially the that his cavalier will be colorful, daring,
friends who would like to try the DOC- beginners, through every step of this and slightly overprotective of females.
TOR WHO Role-Playing Game, the process. That will not only speed up Finally, Bill notes that his character will
gamemaster's next step is to be sure matters, but it also gives the gamemas- wear high, soft leather boots, a loose
the players understand what a role- ter important knowledge of each player white blouse, a rapier at his side, a
playing game is. If the players are character. (As the process of character flintlock pistol in his belt, and a wide-
novices, it may be a good idea to read creation is lengthy, there will not be brimmed musketeer hat with a long,
them the story "Tabby Cats and Time much role-playing until after it is com- trailing plume. He will have a thin mous-
Lords" found on pp. 18-25 of the DOC- plete.) tache and regal beard.
TOR WHO Role Playing Game Player's Bill has developed a good character
Manual. The gamemaster may also concept. He knows what his character's
wish to read them the Example Of Play main attributes will be, some of the
found in Running The Adventure, the. skills he will possess, how his character
second half of this chapter. will act, and what he looks like. The pro-
cess of actually creating his character
will now be a lot easier. He knows how
he will spend his attribute points, and
can now determine what skills to 'buy'
(a 17th century French cavalier would
not have Temporal Sciences VI!). Other
good examples of character concepts
are a proud, eccentric Time Lord, a 20th-
century Earth reporter, a scientist from
a futuristic Earth colony, a barbarian, or
a Roman legionnaire.
Developing character concepts
should be a group process. As each
player comes up with his concept, it
should be discussed with the other
players and the gamemaster. Players
should be encouraged to contribute
ideas to each other's concepts. And,
while it is also important that there be
variety among the characters and that
each be different from the rest, the
group should try to come up with con-
cepts for characters that will form an
efficient team.

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6 Countdown
Gamemaster's Approval
Character Rolls j As with character creation, the
The final step in the character crea-
After everyone has a good charac- group process is important here. If time
tion process is getting the gamemas-
ter concept, they will begin the series permits, have each player write out a
ter's approval. As each character is sub-
of choices and die rolls that are the heart brief history of his character. The
mitted for judgment, the gamemaster
of the character creation process. Com- players should then discuss their indi-
should carefully examine the descrip-
plete instructions are found on pp. 26- vidual histories, as they may be able to
tion to be sure it includes the attributes
31 of the Player's Manual. It is recom- contribute ideas to one another's back-
and skills the character needs to sur-
mended that players be allowed to roll grounds. This is especially important if
vive. Also, the gamemaster should veto
for their special ability BEFORE allocat- the gamemaster plans to run a cam-
any combinations of skills and attri-
ing their attribute points and buying paign.
butes that are unfair because they make
skills. The special ability is one of the Character histories are important
the character too powerful. Finally, it is
more important aspects of a character, for many reasons. First, his history may
crucial that each character have enough
and could easily alter the original affect the way a character decides to
personality traits to make role-playing
character concept. react to various present-day situations.
interesting. If a character does not pass
Gamemasters should feel free to A character whose family was killed by
inspection, the gamemaster can dis-
add new special abilities of their own Movellans might develop a strong
cuss the problems with the player, en-
design to the table or to alter those al- hatred for them and try to exact revenge
couraging him to make the character
ready there. When doing so, take care every time he encounters one. Also, a
more viable through modifications. It is
not to make any special ability too pow- character with a well-developed back-
almost never necessary to throw out ev-
erful or too common because that could ground seems more 'real' to everyone,
erything and start all over again.
seriously damage the game. Also, the which adds to the general enjoyment
gamemaster may wish to reward a DEVELOPING CHARACTER of the game. Finally, character histories
player who has devised a particularly HISTORIES usually provide the gamemaster with a
good character concept by allowing The gamemaster and players must wealth of ideas for adventures.
him to choose his own special ability. now work together to develop a back- Consider the following example: A
As this could easily upset the balance ground that ties the individual charac- player with a Time Lord character de-
of the game, extreme care should be ters together. In doing so, keep in mind cides that he left Gallifrey upon discov-
taken in this instance, too. that the background should answer ering that one of the members of the
After everyone has determined questions such as: What happened to Inner Council was corrupt. The Time
their attributes and skills, they will fill each of the characters in the past? How Lord tried to prove his discovery but
out two copies of the DOCTOR WHO did they meet? Would any of them have failed and was about to be put on trial
Character Data Record at the back of any information from past experience for conspiracy against a Council
the Player's Manual. The gamemaster that would be of help in the current ad- Member. This left the Time Lord with
keeps one of the copies, as he will find venture? no choice but to steal a TARDIS and flee.
it invaluable later on to know what are
the skills and abilities of the player
characters.
Personality/Appearance/Age
The next step in character creation
is by far the hardest, the players must
now develop their characters' per-
sonalities. The table on p. 31 of the
Player's Manual is intended only as a
guideline and aid for players who have
no ideas for their characters' per-
sonalities. (Players with good character
concepts or good ideas for personality
should be encouraged to choose their
own traits.) Some excellent descrip-
tions of personalitiy traits are found on
pp. 16-17 of the Player's Manual. Each
player should choose any trait(s) that
seem relevant. Good role-players will
also determine their characters' quirks,
mannerisms, and favorite expressions
at this point.
Players with good character con-
cepts should also be allowed to choose
their appearance and age (though Time
Lord characters should almost never be
allowed to choose their own actual
age). Artistic players may wish to sketch
their characters. If no artists are availa-
ble in the group, each player should
write out a completp description of his
character and allow the other players
and the gamemaster to read it.

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Countdown 7
Next, determine what basic equip-
The good gamemaster will see in ment will be available to the characters Name: K-9
this example several possibilities for in their TARDIS. Feel free to invent new Attributes
adventures. Perhaps the corrupt Time equipment wherever it seems logical, STR —Level III CHA —Level IV
Lord is worried that someone discov- and allow them to invent their own END — Level V MNT — Level VI
ered his secret, and so decides to hire (usually with the appropriate Skill Rolls DEX —Level II ITN —Levellll
assassins from the outer edge of the to design and create it.) Only a very Special Abilities:
galaxy to track the player character small portion of any of this equipment king (See p. 76 of the Game Operations
Tracking
down. The gamemaster might also de- Manual)
should be carried on their person, how-
Combat Statistics:
vise adventures where the character is ever. AP: 5
given a chance to discover more evi- Sonic Screwdriver Armor: 4D6
dence against the corrupt Time Lord — The sonic screwdriver uses sonic Armed Combat, Staser Pistol: Level V
maybe enough to return to Gallifrey and fields to move and manipulate small ob- Significant Skills Level
convict him. All good character his- jects (which is how it opens locks). This Engineering
tories will provide many such oppor- Electrical IV
function can be used to detonate mines Mechanical IV
tunities. (by depressing their triggers), remove V
Military Science, Trap Discovery
Part of each character's history screws, and myriad other uses. Physical Sciences
should discuss how he met the other The sonic screwdriver gives a user Chemistry VI
characters, and the gamemaster should Computer Science VI
familiar with its operation the equiva- VI
Mathematics
work closely with the players on this lent of a Level VI in Lockpicking. A Physics VI
part of their histories. Gamemasters character making a roll against his rat- Space Sciences
with little experience may wish to de- ing in Engineering or Technology who Astronomy IV
sign mini-adventures whose sole pur- has access to a sonic screwdriver Astrophysics IV
pose is to have the characters meet. In Navigation IV
should receive a +2 to his ability entry Technology
this case, the player characters will line on the Interaction Matrix Table Astronautics V
meet one another during the course of when use of the sonic screwdriver Communication Systems V
an adventure. This is how The Doctor would be appropriate. Computer Systems V
usually meets his companions on the Cybernetics - V
Finally, with a successful Level V V
Force Field Systems
television series. task roll in Electronics, the screwdriver Electronics V
EQUIPPING THE CHARACTERS can be altered into a form of sonic TARDIS Systems V
The gamemaster will now ask the weapon that does 3D6 temporary dam- Temporal Science nl
Trivia, K-9 Maintenance VII
players to make a list of all the equip- age against creatures such as Sea
ment their characters will carry on their Combat:
Devils, who are particularly sensitive to
K-9 is equipped with a Staser pistol as de-
person and where they will carry it. On sonic vibrations. Like all equipment, the scribed on p. 76 of the Game Operations Man-
pp. 48-55 of the Sourcebook For Field gamemaster should carefully monitor ual. He does not take damage the same way
Agents is a list of some of the equip- the use of the sonic screwdriver and not normal characters do. When his MAX OP END is
ment available to the players. Do not allow its abuse. reduced to 16, roll two dice on the K-9 Minor
Systems Damage table on p. 76 of the Game
allow any character to become a walk- K 9 Unit
-
Operations Manual. Any further damage causes
ing warehouse, however. While no arbi- Another piece of equipment that another minor systems failure on a roll of 1-3
trary limit should be set on the amount can be extremely valuable to both on a D6. If K-9 reaches 0 MAX OP END, he shuts
of equipment that can be carried, allow gamemaster and players is a K-9 unit, down completely. Roll three dice. If their total
the players to carry only what is reason- is less than the amount of damage taken past
especially if the players are very inex- 0, K-9 is irreparable. For information on repairs,
able. If the gamemaster finds the perienced. Initially, the gamemaster see the Game Operations Manual.
characters beginning to rely more on can use K-9 units to give the players Power:
their gadgets than on their brains, he hints when they are stuck for clues, or K-9 units run out of power rapidly. Make a
knows they are carrying too much. K-9 power chart to keep track of his current
to help protect them in combat. After
power level. He starts with 14 units of power.
the characters develop the ability to sur- Every game hour, cross off one of the rectangu-
vive on their own, the K-9 unit can be lar boxes representing units. For simplicity, as-
removed from the game by having it sume that three units of power are consumed
in 2.5 hours lone turn at regional scale).
destroyed, recalled by the CIA, and so
Whenever he fires his blaster, cross off another
forth. Remember, the K-9 must be role- box. The column of the highest unchecked box
played as if he were a character. For is K -9's current power level. If he goes two hours
more data on K-9, see pp. 75-76 of the without firing his Staser, he can restore one unit
Game Operations Manual and pp. 56-57 of power. If he is plugged into a direct power
source, he can recharge fully in 15 minutes (one
of the Sourcebook for Field Agents.
turn at large-area scale.)
Notice how K-9's Staser Damage and AP
change as his power level is reduced. The die
listed in the damage column is the type of die
rolled to determine the red die (row) result on
Damage Table A (D6 is normally used). If D3 is
listed, roll a D3 (D6 divided by two, rounding
up), and use the result to determine the row on
Damage Table A. If a number is listed, assume
that it is the result of the red die roll and use it
to determine the row used. When K-9 finally
reaches 0 power, he shuts down completely
until he regains enough power for operation.

THE K - 9 Power Chart


Level: VII VI V IV In

Dmge: D6 D6 D6 D3 D3 2

AP: 5 5 5 5 4 4

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8 Countdown
II GAMEMASTER'S TASKS
Once play begins, the gamemaster EVELYN: "How about that crystal
acquires many responsibilities. These planet you're always telling me about."
111 include being an expert on the rules, APOLLO: "O.K., next stop Janiculus III."
RUNNING THE (Then, addressing the gamemaster:) "I
giving descriptions, judging the results
set the controls for Janiculus and de-
0 RDVENTURE of the players' actions, role-playing the
NPCs, keeping the adventure moving, materialize."
0 and making sure everyone is having GAMEMASTER: "At first, everything
fun. This last point is by far the most appears to be normal; but, after a short
time, you hear a loud, grinding noise
PREPARING FOR PLAY important. The following example is
taken from an actual role-playing ses- and the time rotor stops. You check the
Now that all the preliminary steps
sion, and illustrates some of the tasks console and note that you have
are complete, it is time to begin adven-
the gamemaster is called upon to per- materialized somewhere on Earth in the
turing. (Before running Countdown, the
form during play. 25th century. Quickly checking the view
gamemaster should have read through
scanner, you find that you have
each chapter in this booklet several Example Of Play
materialized in a cave system."
times to make sure he is familiar with A gamemaster is running two
EVELYN: "Apollo, I thought you said
every detail of the adventure.) players through a short adventure.
you had fixed the TARDIS."
The gamemaster begins play seat- Player One's character is a Time Lord
APOLLO: "Those rocks must be mil-
ed a short distance across from the named Apollo who decided to steal a
lions of years old. They look fascinating.
players. If possible, he should set up a TARDIS and become an agent in the
Come on, let's go take a look!" (To the
screen behind which his notes for the CIA. He is eccentric, scatterbrained, and
gamemaster:) "I'm opening the door
adventure can be hidden. Remove the driven by insatiable curiosity to investi-
and leaving."
commonly-used tables from the back gate anything and everything. Player
EVELYN: "Shouldn't we try to repair the
of the Game Operations Manual and Two's character, Evelyn Miller, is a
TARDIS and leave?" (To the gamemas-
keep them handy for quick reference. female officer from the Earth Diplomat-
ter:) "Oh, I guess I'll follow him."
Make sure the Doctor Who rulebooks, ic Corps of the 27th century. She is lik-
GAMEMASTER: "Outside, it is totally
the Countdown adventure booklet, able, well-mannered, and carries out
dark. The rocks a few feet ahead of you
copies of the players' Character Data most tasks given her with remarkable
are gray granite with quartz and some
Sheets, and plenty of paper and pencils efficiency.
other minerals running through them.
are also close at hand. GAMEMASTER: "You're both aboard
In the distance, you can hear drops of
Apollo's TARDIS. He has just finished
water striking a puddle, and the whole
making some tricky repairs of the guid-
cave has a musty smell."
ance system. Evelyn, you have been
APOLLO: (To the gamemaster:) "We'll
reading through the Time Logs Apollo
take the tunnel ahead."
keeps in the console room. You can't
EVELYN: "Apollo, I don't like this."
make any sense of them at all."
GAMEMASTER: "You walk down the
EVELYN: "Apollo, you really should
tunnel a short distance. A cold breeze
learn to keep better books."
is coming from the other end. Each of
APOLLO: (Ignoring her: ) "There,
you try to make a roll against your rating
finished at last. Where would you like
in Surveillance, Task Level V. Your
to go, Evelyn?"
target numbers are both 4."
APOLLO: (Rolls a 7.) "I missed mine."
EVELYN: (Rolls a 9.) "I missed, too.
What happens?"
GAMEMASTER: "A hairy, three-foot tall
spider drops from the ceiling onto
Apollo. The spider will get to act first
this round, due to your unawareness.
He spends 3 AP and tries to bite Apollo."
(Rolls die.) "He misses. His turn is
over."
EVELYN: "I'll use 2 AP to draw my blas-
ter, 2 to aim it, and 1 to fire."
GAMEMASTER: "The base Task Entry
Line is IV. You receive +2 for your aim,
- 1 because the spider is small, and - 1
because it is kind of dark. Your target
number is 7."
EVELYN: (Rolls a 5.) "I got him!"
GAMEMASTER: "Don't bother to roll
damage. The spider dies instantly,
roasted to a crisp."
APOLLO: "Caves can be dangerous
places."
EVELYN: "Come on, let's get out of
here."
THE

ROLE PLAYING GAME

Countdown 9
C THE FINE ART OF
GAMEMASTER: "Before you can leave, hallway, do not give them detailed de-
you hear a voice from the other end of
GAMEMASTERING
scriptions of the ornate friezes they are
Some of the gamemaster's many
the tunnel, saying 'Who are you?' Sud- passing. When devising your own de-
duties can be easily mastered. For
denly, you are blinded by a bright light. scriptions, try to emphasize the details
example, it is easy enough to learn the
Some shadowy figures are advancing." that make the location or NPC unique.
rules of the game just by reading
APOLLO: "My name is Apollo and this For instance, the Earth Empire in
through them carefully several times.
is Evelyn. We were just taking a stroll Countdown has a distinctly Roman
Making sure everyone is having fun
through this fascinating cave system." flavor. Thus, the descriptions of the
may seem more complex. However, if
GAMEMASTER: "Make a CHA roll." NPCs' uniforms and the corridors of the
the gamemaster carries out his other
(Since the gamemaster knows that the Leander emphasize the Roman style of
tasks well, a good time usually follows.
team advancing on the characters has dress and architecture.
That leaves giving descriptions, judging
had several of its men disappear under NPCs and locations are not the only
the action, and role-playing the NPCs.
strange circumstances lately, he makes things that must be described, how-
While none of these are particularly dif-
the roll Task Level VII. The team is very ever. If the characters are in a climactic
ficult, they do require a little practice.
suspicious.) "Your target number is battle or are performing an important
In addition to the following tips,
five." die roll, describe the results of their ac-
gamemasters will benefit by re-reading
APOLLO: "Hmmm." (Rolls a 7.) "I tion in detail. Instead of saying, "The
"Presenting Scenarios" by Wm. John
missed." Cyberman tries to hit you and misses,"
Wheeler, on pp. 24-27 of the Game Op-
GAMEMASTER: "After your eyes ad- or "You make your roll, and the bomb
erations Manual.
just to the light, you see four figures is diffused," say, "The Cyberman raises
approaching, all dressed in green Giving Descriptions
his powerful arm and mechanically
This is probably the task most often
jumpsuits. They are carrying weapons. swings at you, missing by inches", or,
You can just make out the badges on performed by the gamemaster, as he
"With but two seconds left, you manage
must describe each new location the
the front figure's uniform. They say to dislodge the yellow wire, stopping
'Earth Survey Team Alpha Phi' and 'Sur- players enter, each NPC they meet, and
the low hum that indicated the bomb
vey Leader Roth'." the specific results of any actions they
was activated."
perform. These descriptions are ex-
Judging The Action
tremely important in creating a vivid,
Another task the gamemaster is
enjoyable game atmosphere.
commonly called on to perform is judg-
Descriptions of each NPC and each
ing the results of the players' various
location the characters will encounter
actions. He must interpret the results of
are included in Cast of Characters and
Skill Saving Rolls, Attribute Saving
The Adventure sections, respectively.
Rolls, Verbal Interaction, and Combat.
The first time the players enter the loca-
As noted above, if a Saving Roll or com-
tion or encounter the NPC, the
bat action is particularly important or
gamemaster should read the descrip-
climactic, it is important to describe the
tion in this booklet and embellish it if
results in more detail than simply an-
necessary. The next couple of times the
nouncing success or failure.
players enter the area or meet up with
Saving Rolls:
the NPC, the gamemaster should give
When judging Saving Rolls, the
them the important points of the de-
gamemaster begins by calculating the
scription again. After a short while, the
player's Ability Entry Line and the Task
players will develop a mental image of
Entry Line before consulting the Interac-
the location or NPC, so that further de-
tion Matrix to find a Target Number. For
scription should not be necessary.
hints on doing this, re-read pp. 34-35 of
When giving descriptions, re-
the Game Operations Manual. The
member to include information the
gamemaster will usually announce the
characters would receive from all their
Target Number to the player making the
senses, not just sight and hearing. (Re-
roll. If, however, there are special mod-
member how the gamemaster in the
ifiers or a situation of which the player
Example of Play described the caves as
is unaware, simply ask him to roll the
stale and musty?) Further, describe only
dice to determine his success or failure.
what the player characters can per-
When designing and running ad-
ceive. For example, if the characters are
ventures, the gamemaster makes the
running for their lives down a darkened
game exciting by providing many op-
portunities for the players to use their
Skills and Attributes and to make Sav-
ing Rolls. Take care not to go overboard,
however. Too many die rolls can make
the game seem like an endless rolling
contest. Remember, too, the impor-
tance of providing opportunities for the
characters to use all their skills during
the course of play. After all, why should
a player 'purchase' Administration if the
gamemaster is never going to give him
a chance to use it? Finally, when design-
ing your own adventures, try not to in-
clude any rolls whose failure would
mean the mission cannot be completed.
Players should never be punished too
ROLE PLAYING GAME severely for bad luck.

10 Countdown
Combat
Verbal Interaction Generally, the most important ac- P Role-Playing NPCs
Judging Verbal Interaction pre- tion the gamemaster must judge is Another of the gamemaster's im-
sents a different set of difficulties. Some combat. It often means the difference portant tasks is to take on the roles of
groups of players will never try Verbal between success and failure in an ad- the various non-player characters.
Interaction with NPCs, while others will venture. After gaining some experience Good role-playing on the part of both
try to abuse it by 'persuading' guards with the combat system, there will be gamemaster and players is a skill that
to let them go, or 'convincing' major relatively few difficulties in resolving usually develops gradually, and players
villains to give up. If a player is meeting combat situations. It might be a good usually take their cue from the
an NPC for the first time and is trying idea to stage a few sample combats be- gamemaster. When he does a good job
to make some sort of impression, have fore play begins to become familiar of role-playing the NPCs, the players
him make a CHA Saving Roll. When de- with the system. usually follow suit.
termining the Task Entry Line for this Most combats will be either a trans- For each NPC, the gamemaster
roll, consider current circumstances. In itional scrape or a climactic battle. needs to develop some sort of recogni-
the Example of Play given above, the Transitional scrapes are small combats tion handle. A recognition handle can
gamemaster determined that Apollo's whose purpose is to move the adven- be a mannerism, part of the character's
Task Entry Line would be extremely ture along. A typical transitional scrape description, or part of his or her person-
high because members of the Earth sur- would be knocking out a guard to es- ality. If the gamemaster constantly em-
vey team had recently been killed in the cape from some sort of prison. The phasizes this recognition handle when
caves and Apollo automatically became gamemaster should try to get transi- playing the NPC, the players will
suspect. Note the degree of success of tional scrapes over as quickly as possi- develop a strong image of the character
the roll and look at the Variable Success ble. The NPCs will usually only choose in their minds, making the play situation
for CHA Rolls Table on p. 36 of the Game basic combat actions, and little descrip- seem more real. Recognition handles
Operations Manual. These guidelines tion of the action is necessary. for the major NPCs in Countdown are
will become useful for role-playing the Climactic battles are the long, provided in the Cast of Characters sec-
NPC later and determining the chances drawn-out fights that conclude many tion of this booklet.
of success of any further interaction. adventures. These should be described The gamemaster must play the
Whenever someone tries to per- in great detail, and players and NPCs roles of ALL the NPCs in this adventure,
suade an NPC to do something, make should be encouraged to take unique not just the humans. NPCs can be crea-
a Negotiation/Diplomacy roll. The Task combat actions (tipping over tables, tures, aliens, and robots, too. In
Entry Line is determined in almost the swinging on chandeliers, etc.). Players Countdown, one of the NPCs is a com-
same way as it was for CHA rolls. Some will enjoy the action a lot more. puter! All of these beings should be
other modifiers to look for on persua- As with Saving Rolls, no player given personalities and recognition
sion attempts are: the results of the CHA should be punished too severely for bad handles. By combining good role play-
roll made when the character first met luck. A player who makes no mistakes ing with good judging, the gamemaster
the NPC, how reasonable the request but is beaten by an obviously superior should find running Doctor Who adven-
is, and the general situation. foe should probably not be allowed to tures to be a very satisfying experience.
The Leadership skill is used when die permanently in combat. The (NOTE:With inexperienced
a character tries to command others, gamemaster may instead choose from players, the gamemaster should at first
usually those he does not know. Again, a number of other options: having the ask only that they respond to game situ-
determine the Task Entry Line as above, foe capture the player instead, having ation as their characters would. Later,
and use the chart on p. 36 of the Oper- someone arrive to give the player they will naturally begin to talk like their
ations Manual for guidelines for deter- timely medical aid, or having the player characters and to identify with them
mining the Task Entry Line given above. regenerate (if he is a Time Lord). A key strongly. Again, dynamic role-playing
Also, take into consideration how good phrase in the above sentence is "makes on the gamemaster's part serves as a
the deal is for the NPC. If the players no mistakes". If the player dies due to role model for the players.)
are chasing The Master through the some mistake he made, it should stand.
streets of London and offer an old man This mistake could include entering
all the English currency they have — combat in the first place. An unarmed
about 500 pounds — for the use of his player who single-handedly attacks five
bicycle, their Task Entry Level should Cybermen should be allowed to die (un-
obviously be Level I. less he has some excellent reason for
What is important to remember attacking the Cybermen, such as help-
when judging Verbal Interaction is that ing his own comrades to escape, etc.)
no matter how skilled the interacting
character is, some NPCs simply cannot
be convinced in certain matters. You
cannot persuade the Master to trans-
form himself into a force of good who
will use his powers to fight evil, al-
though you might be able to persuade
him to help combat an evil menace to
humanity because he sees it as a threat
to himself. Before determining the Task
Entry Line, you should determine if the
request, deal, or command the player
is trying to make is even possible!

ROLE PLAYING GAME

Countdown 11
The Adventure
This chapter includes detailed de- About one minute after the shaking
rrl
scriptions of all the events and locations Iai starts, it will grow much more violent.
that make up the Countdown adven- CRISIS Before anyone can perform any action,
he must now pass a Difficulty Level NI
ture. It includes instructions for running
each event, for connecting the events
DE DEX roll to steady himself. Inform the

together, and notes on the various CIO players that unless they manage to
materialize fast, the TARDIS will shake
courses of action the players might
The adventure begins with all the apart. To materialize the TARDIS re-
choose. Although these events are pre-
sented in the order in which they are players aboard their TARDIS. The TAR- quires a Difficulty Level III DEX roll to
most likely to occur during play, certain DIS operator in the group has just steady, followed by a Difficulty Level IV
finished performing some sticky repairs Temporal Vehicles Operation roll. If the
actions taken by the players may de-
of the internal guidance system. The players fail either of the rolls, have them
mand that some events occur in a differ-
other players can be doing anything try again until they make it, noting the
ent sequence. As an aid to deciding the
they want. Ask each player to describe number of times they failed.
proper course of the game's events, the
what he or she is doing. The TARDIS is GAMEMASTER'S NOTE: The
gamemaster should study the Plot
currently in flight, but has no special above scene is intended to get the
Synopsis included in the Introduction
destination planned. Ask the players players into the action quickly. The
until he has a thorough understanding
where they would like to go next, en- gamemaster should play it out very
of both the situation and its implica-
couraging them to role-play any discus- dramatically, describing in detail the
tions.
sion of their destination. players falling to the floor or clutching
To keep in the spirit of the Doctor
for the materialization lever. The
Who television series, drama was While the players are discussing
players are really in no danger at all,
stressed over realism in designing the possible destinations, ask all the
players to make a Difficulty Level V ITN and they will automatically and safely
events that comprise Countdown. For
materialize the TARDIS. Try to make
instance, if a player is captured and saving roll. If no one succeeds with this
them believe, however, that the bubble
taken to the conversion chamber, any roll, ask them to try try again at Difficulty
Level IV. If all fail once more, lower the is very dangerous and that they could
players making a rescue attempt will
shake apart at any moment. Be sure to
arrive in just the nick of time to save Difficulty Level to III. Continue to lower
the Difficulty Level until someone fi- remind the players that they must
their comrade — no matter how long it
materialize blind, without knowing
takes for the rescue party to arrive. nally makes the roll. The first player
where they are. They could end up any-
However, should the gamemaster wish who succeeds will notice that the time
where, even in the middle of a star!
to run a more realistic campaign, he will rotor (the column in the middle of the
TARDIS control console) has stopped After the TARDIS has materialized
have to modify some of the following
moving. The above rolls really are not and things are back to normal, the
event descriptions.
players will automatically learn that
important. They serve, rather, as ten-
they were trapped in a gravity bubble
sion-builders.
Three seconds after all the players (if they hadn't known this already). Any
are aware that the rotor has stopped, character with Temporal Vehicle Oper-
the TARDIS will begin to shake vio- ation skill will automatically realize
lently. Ask all the players to make Diffi- from coordinate readings that the TAR-
DIS materialized on a moving space-
culty Level III DEX rolls to stay on their
feet. Anyone who fails this roll will fall craft. The year is 2576. The TARDIS has
to the ground, unable to perform any materialized in Auxiliary Cargo Hold #2
action until having passed a Difficulty of the Terran starship Leander. If the
Level Ill DEX roll to stand up. players use the ship's scanner to ob-
If anyone able to stand and look at serve the area, refer to the detailed
the TARDIS instruments can pass a Dif- room description given in Vessels. Fi-
ficulty Level III Temporal Sciences roll, nally, if the players missed any rolls for
he will realize that the TARDIS has be- materializing the TARDIS, roll once on
come caught in a gravity bubble. If he the Gravity Bubble Damage Table (see
passes this roll with a critical success, below) to learn if the TARDIS' systems
he will realize that the TARDIS is actu- are damaged from the incident. Add the
ally caught in a chronic rift. (See the number of times the players failed to
Plot Synopsis for more on the gravity materialize to the die roll.
bubble-chronic rift situation.) The GRAVITY BUBBLE DAMAGE TABLE
gamemaster can read the TARDIS Data Die Roll Effect
Bank Entry on gravity bubbles (or 2-7 No Damage
chronic rifts) to anyone who passes this 8 Internal Restructuring System
roll, as their character would already Mean Free Path Tracker
know the information. Chameleon Circuit
Time/Space Navigation Control

Nearly all the results from the


THE above table are minor damage, and
none of them will affect the outcome of
this adventure at all (although they may
affect future adventures, at the
gamemaster's discretion.) Guidelines
ROLE PLAYING GAME on how to judge TARDIS damage and
repairs are found on pp. 71-73 of the
Game Operations Manual.
12 Countdown
IN THE CARGO BAY
After the players leave the TARDIS, TRACKED BY SAM
they will find themselves in a rectangu- Just after the players leave the
lar room, six by seven—and—one-half hold, start making a roll every five min-
utes (game time) to see if they are de-
INSIDE THE meters in size. In one corner of the room
tected by SAM's security system. Using
is the TARDIS, while the rest of the room
T55 LER NDER is filled with stacks of crates. Next to the Skill Level of the party member with
the door is a panel consisting of some the best skill rating in Stealth, make a
kind of gauge and several dials (actually Difficulty Level VI Stealth roll for the
a thermostat controlling environmental whole party. If this roll fails, Imperial
Upon materialization, the players conditions in the cargo hold). The crates Centurions will arrive on the scene in
will probably use the TARDIS scanner are marked "MEDICAL EQUIPMENT - five minutes. If it succeeds, wait another
and other instruments to check out their EXTREMELY FRAGILE - MUST BE KEPT five minutes and roll again. If none of
surroundings. Atmosphere and gravity BETWEEN 17 AND 18 DEGREES CEL- the players have Stealth skill, use the
readings will all indicate Earth normal. SIUS". Each crate is about two feet by highest DEX present and make the Diffi-
The TARDIS has materialized in Aux- two feet at the base and one foot high. culty Level VII.
iliary Cargo Hold #2 on B Deck of the The crates are made from a silvery plas- When the party finally fails a detec-
Primary Hull. tic material. tion roll, SAM will lock onto their loca-
GAMEMASTER'S NOTE: Most of A character trying to force open one tion and track them everywhere they
the Countdown adventure will take of these crates with his bare hands must go. It is impossible to escape this detec-
place in the chambers and corridors of make a Difficulty Level V STR roll to suc- tion. SAM will guide a patrol of five Im-
the starship Leander. See the chapter ceed. If the players use a sonic screwd- perial Centurions straight to them (see
on Vessels for a complete description, river or pry bar of some type (definitely Gamemaster's Notes chapter for
background information, and deck available on the TARDIS), the crate will further details on the Centurions' com-
plans for the starship. open automatically. Inside are four bat abilities and equipment). This patrol
After investigating their surround- trays, each approximately three inches will be led by Major Reitz himself. Be-
ings, the players will probably leave the high, holding several hundred tiny cause of the Centurions' training and
TARDIS to look around. If they seem vials. The vials contain the serum to complete knowledge of the ship and the
reluctant to leave, tell them that the cure Hadder's Fever. If a character with players' activities, the patrol will take
gravity bubble they encountered can be skill in General Medicine examines the the characters by surprise unless the
very dangerous to spacecraft and that serum, he will know that it is the cure character with the highest Surveillance
they may wish to warn the crew. Also, for Hadder's Fever if he can make a Dif- Skill Rating can make a Difficulty Level
the CIA would certainly want them to ficulty Level V roll. If a character with VI roll.
investigate the bubble so that other skill in Pharmacology examines the Whether they take the party by sur-
time travelers could be warned. If they vials, he will determine their nature with prise or not, it should be obvious to the
continue to resist, tell them that the a Difficulty Level Ill roll. players that combatting the Centurions
TARDIS simply does not have the After investigating the crates, the is not a good idea. The five Centurions
power to dematerialize again. A mas- players will probably wish to leave the and Reitz will all have their Mark VII
sive power failure is being caused by cargo hold and look around the ship. Blasters on stun and at the ready. If any
something in the area (the Chronic Rift). The only doors that will be locked are of the players tries anything remotely
In this case, the rift will begin to affect those that lead to private staterooms, resembling combat, the Centurions will
the TARDIS early (the TARDIS could be or unused areas of the ship (such as the stun him and warn the rest. When the
affected earlier than everything else be- special visitors' facilities). As they leave, players finally give up, Reitz will poke
cause its inter-dimensional nature they will notice a placard just outside his blaster in one of their faces and say,
makes it more sensitive to the drain, the door that reads "Auxiliary Cargo "Well, it looks as though we've found
etc.) Hold #2". A similar placard appears some saboteurs." Reitz and the Centur-
outside every door on the Leander. It ions will then take them to the bridge
will take the characters about ten min- to confront Captain Fleming.
utes of game time to fully investigate
any given room or area.

ROLE PLAYING GAME

Countdown 13
C

TO THE BRIDGE WIIMPr GAMEMASTER'S NOTE: Whether


As the Centurions lead the players
III MEETING WITH Fleming decides to execute the charac-
ters or not will have very little bearing
off to the bridge, the gamemaster will
describe the areas of the ship through
SC CAPTAIN on the adventure. (It will only make
which they are passing. He should use El ❑
FLEMING things all the more dramatic.) If he does
the deck plans to determine the most II ❑
so decide, the execution will not be
likely route to the bridge. scheduled for at least three hours. By
As soon as the player-characters this time, the Cybermen and androids
Major Reitz will report the discov- will have arrived and made the execu-
have been captured, some of the Cen-
ery of the players to Captain Fleming. tion impossible. Fleming's reaction to
turions will leave. There are as many
Fleming will introduce himself as Com- the players will probably change after
centurions as characters remaining on
mander of the TSS Leander, an Earth he sees some evidence that they are
the bridge, with Reitz automatically
fast courier, and introduce everyone trying to help him anyway.
staying to command them. This might
present on the bridge. He will then give The gamemaster should encour-
get the players thinking about an es-
the players a chance to explain them- age strong role-playing during this
cape attempt. This should be played out
selves. After the characters have done scene. The players may ask several
as a normal combat. The Centurions
so, have each player make a CHA roll for questions of the bridge crew during the
will have their Blasters set for stun and
every NPC on the bridge, including Reitz scene or immediately after. If they ask
leveled to fire at the prisoners. If the
(see Cast Of Characters for descrip- about SAM or the Leander, First Officer
players manage to escape (or if they
tions). Remember to record the results Lindsay will explain their full functions
somehow eluded capture in the first
of these rolls. and backgrounds to them automati-
place), a full-scale security alert will be
If Reitz' reaction to any players pre- cally. (This is considered classified or
posted. Ten Centurions as well as sev-
sent is Neutral or worse, he will try to secret information.) In the course of that
eral members of the Leander crew will
persuade Captain Fleming to have all conversation, allow the players to learn
begin a room-by-room search of the
the players executed as saboteurs. (This that the Leander is on an important
ship. Anyone captured by them will be
is within Fleming's authority, and the special mission. If they ask what that
escorted to the bridge.
Earth regulations can be interpreted as mission is, no one will respond. If they
GAMEMASTER'S NOTE: The
calling for it). The players must try to happen to mention the serum for Had-
gamemaster will read the following de-
talk him out of it, using their Negotia- der's Fever they may have seen in the
scription to any captured players
tion/Diplomacy skill. As Fleming is re- cargo hold, allow them a Difficulty Level
brought to the bridge: You are placed
luctant to execute anyone, this is a Level IV persuasion attempt (using Negotia-
in a turbo-lift that elevates and then
III task. Adjust the level down 2 if Flem- tion/Diplomacy) to persuade Fleming to
comes to a sudden stop. The plastic
ing is Actively Supportive toward any tell them about the situation on Ionia
door opens to reveal a large, T-shaped
of the characters and down 1 if he is and the Leander's mission.
room, obviously the bridge of the ves-
Friendly toward any of them. Adjust the
sel. The room is done entirely in a
level up 1 if Fleming is Aggressively
glossy black plastic. On the floor is an
Hostile to any of the characters. Make
intricate mosaic made from plastic tiles.
Difficulty Level II persuasion rolls for
Ahead of you are four ornamental,
Negotiation/Diplomacy for each NPC on
Roman-style columns. To either side,
the bridge who is Friendly or Actively
you see black metal stairways leading
Supportive of any of the characters. If
up about twelve feet to a gantry level.
this roll is successful, lower the Diffi-
On the gantry are banks of machinery
culty Level of the players' Negotiation/
and equipment. A young man with
Diplomacy roll by 1.
blond hair is standing on the gantry
If the NPC in question does not
looking down on you. Directly ahead,
have Negotiation/Diplomacy skill, au-
you see a curving bank of instruments
tomatically alter the Task Entry Line by
being monitored by two crewmen, one
+2 instead. Finally, allow every player
male and one female. Just before the
except the one with the highest Negoti-
instrument bank is an ornate chair on
ation/Diplomacy Skill Rating to make a
a raised podium. Suddenly, the chair
Difficulty Level IV Negotiation/Diplo-
swivels around in your direction. Sea-
macy roll. Each success gives a +2 to
ted in the chair is a slightly overweight,
the Task Entry Line of the final roll. The
grey-haired man in his fifties. At the
player with the highest Negotiation/
very head of the room, you can see a
Diplomacyskill makes a roll against the
video image of space, and above that,
Task Entry Line determined above. Suc-
a screen displaying a computer-gener-
cess indicates that Fleming decides to
ated image of a human head. The 'head'
imprison the characters only temporar-
seems to be speaking, giving instruc-
ily. Failure indicates that Fleming de-
tions and progress reports to the
cides to have them executed, but not
human crew."
for awhile. Critical success means that
(The man on the gantry is First Of- Fleming will believe the explanation the
ficer Lindsay, the man in the chair is players gave (only if, in the gamemas-
Fleming, and the two crewmen are ter's opinion, it is a good one), and allow
Communications Officer Dirkes and them to stay on the bridge for the time
Navigator Campbell.) being.

THE

ROLE PLAYING GAME

14 Countdown
If the players managed to escape
detection or capture and are not on the
bridge when the distress call comes in,
3I Lindsay and Dirkes will persuade Flem-
IA

OC SIGNAL FROM ing to aid the distressed merchant. DERDLY


SPACE Fleming will use the public address sys- 11-1
ANDROIDS
tem to inform the entire crew that the IL

Leander is stopping to dock with an en- 0


dangered Earth merchant vessel. This
_s! after the fate of the players is About 15 minutes after Fleming an-
docking is to take place in approxi-
- :.ed (or any time the gamemaster nounces to the crew that the Leander
mately 15 minutes. The players will, of
- - s appropriate, should the players is going to aid the crippled merchant
course, hear this message as well.
e managed to elude capture or de- ship, the Leanderwill be in docking pos-
If the players are still on the bridge
- - an), Communications Officer ition. If the players are in sight of Dock-
and Fleming decided to imprison or
- ‘es will announce, "Sir, SAM is pick- ing Bay #1 (Primary Hull, Deck B, Room
execute them at a later time, they will
- a distress call from an Earth mer- 8), they will see a boarding party arrive
be taken to and locked in the Food Stor-
:..--.ant vessel trapped in the gravity bub- about five minutes before the docking
age Room on Deck B of the Primary Hull
: .e we detected earlier. Sir, they need is to occur. This party consists of four
(Room 15 on the deck plans). Reitz and
badly." Fleming will then ask her Imperial Centurions, Engineer Spencer,
one Centurion for every player will es-
ay the message so that the bridge and two enlisted Leander crewmen
cort the group. The Centurions will also
can hear it. The message reads: (stewards). Sergeant Hall is command-
see that the doors to all the cargo holds
- S IS THE EARTH MERCHANT VES- ing the detachment of Centurions. If the
are locked (just in case).
TOWER OF LONDON. OUR EN- players are on the bridge, they will hear
Lining the walls and in the center
7, 7 ‘ES HAVE MALFUNCTIONED AND Fleming give orders for this party to as-
of the storage room are bins containing
ARE BEING PULLED TO THE semble and go to the docking area.
various fruits, vegetables, and other
'...:_=*.TER OF A GRAVITY BUBBLE. UN- The actual docking will go without
foods. If players open the bin on the
JESS WE RECEIVE HELP SOON, WE a hitch. The Earth party will take about
back wall, they will discover a large
__ BE DESTROYED. MAYDAY. MAY- two minutes to prepare to board.
walk-in storage area (recessing into the
hull) containing crate after crate of food. To everyone's surprise, the airlock
the players are on the bridge, they door will suddenly and unexpectedly
In the corner of the room is an unlocked
. wish to persuade Captain Fleming open to reveal two deadly androids. Be-
door that leads to a freezer. The freezer
- elp the vessel (with a Difficulty Level fore anyone can react, these androids
also recesses deep into the hull of the
%egotiation/Diplomacy roll). If the will each shoot some type of beam out
ship. It mostly contains frozen meats.
. ers do not try to intervene or they of their hands, one killing a steward,
Inside the Food Storage Room next to
:hen Lindsay and Dirkes will per- the other killing one of the Centurions.
the door is a thermostat control and a
:e Fleming to aid the ship (in which If the players are not in sight of the mas-
video screen, which is turned off. The
- e. are automatically successful). This sacre, one of them will notice a conven-
Difficulty Level of the lock to the storage
should be role-played. Reitz will iently-placed video screen displaying
room is Level IV. (The target number
- sst that stopping to help the ship will the docking and the subsequent battle.
for a lockpicking attempt using a sonic
- same valuable time. (If the players (There is such a screen in the Food Stor-
screwdriver is 10.)
- at know of the Leander's mission, age Room where the players will be im-
Ai them a Difficulty Level IV Negoti- prisoned, and the bridge personnel will
: - Dplomacy roll to persuade Hem- certainly be watching the docking pro-
_ _ e I them why the Leander cannot ceedings on security monitors. There
iong delays.) Lindsay and Dirkes are similar video screens all over the
point out that it will not take long Leander, and so, no matter where the
:ack with the ship and rescue its players are, they will see the docking.)
Further, the fever will not begin After the first two rounds of com-
mg its victims for awhile yet. bat, the androids will step away from
the airlock door and two more will
emerge from it. Sergeant Hail will im-
mediately radio Major Reitz and issue
a full security emergency. (Reitz, the
rest of the Centurions, and several
armed members of the Leander crew
will arrive in six combat rounds, or one
minute). The Centurions will then en-
gage the androids in a pitched battle,
retreating into the main atrium and tak-
ing cover behind the columns. If the
players are near the area, they may wish
to enter this combat.
Name: CYBER-ANDROID
Attributes
STR —VI CHA —I
END —VI MNT —1
DEX —11 ITN —1
THE Combat Statistics:

AP: 5

Armed Combat, Blaster Rifle: IV
Unarmed Combat, Brawling:
The androids have 4D6 armor. They also
have a weapon equivalent to a Blaster rifle built
ROLE PLAYING GAME into their right hands.
Significant Skills
None.

Countdown 15
and eventually take them to the Leander
bridge to meet the Cybermen. Play it
: 11 PITCHED MOVEMENT AND out as a normal combat. If the players
try to flee, lead them into the Trapped
BRTTLE IA ACTIONS Centurions encounter (see below) and
❑ ❑ add another android to the attack
group. Add 1 to further rolls on the Bat-
tle Encounter Table.
If the players are on the bridge dur-
The androids have a pre-program- Centurion Patrol:
ing the battle, they can watch the whole
med battle strategy. They will slowly The players will see three Imperial
thing on SAM's security monitors. SAM
advance to the bridge, securing the cor- Centurions coming down the corridor
is programmed to seal off all parts of
ridors as they go, and wait for their mas- heading toward the battle. The players
the ship and begin to respond with au-
ters to arrive. The Centurions are the can avoid the Centurions using the
tomatic defenses in an emergency such
only humans they will actively try to method described above, but this time
as this, but every time he tries to en-
destroy; all the others are to be cap- the Difficulty Levels are both III. If the
gage, this program fails. (Medical Assis-
tured and the officers taken to the patrol notices the players, they will at-
tant Gray has secretly erased this capa-
bridge to await the Cybermen, if possi- tempt to capture them (if the players
bility, and, if given the opportunity,
ble. have escaped imprisonment), stunning
Reitz will of course blame the players
GAMEMASTER'S NOTE: The pre- them if necessary. Captured players will
for it.
sence of the Cybermen in the adventure be taken to the bridge. Before they get
If the players are trying to wander
is intended to be a dramatic surprise there, however, the Centurions escort-
or sneak about the Leander during the
sprung on the players. Before the ing them will be attacked by two an-
battle, conduct their movement and ac-
Cybermen decide to reveal themselves, droids, resulting in the Trapped Centur-
tions in tactical scale (spending AP, etc.)
the players should see only the an- ion encounter. If the players were not
The gamemaster may be called upon
droids, and it would be impossible to imprisoned, they may decide to volun-
to estimate the AP) costs for some un-
identify their origin without a detailed tarily join the Centurions to fight the
usual actions. If he decides an action
analysis taking at least 24 hours. androids. If this happens, they will soon
costs more AP than a character has, the
The androids have one weakness: be attacked by two androids, also re-
character spends more than one round
The equipment that Vorak and the other sulting in the Trapped Centurions en-
doing it (fully searching a room, for in-
Cybermen had available for their con- counter. Add 1 to further rolls on the
stance, might cost between 30 and 50
struction was not the best, and, con- Battle Encounter Table.
AP.) If, sometime during the battle, the
sequently, the androids suffer from a Trapped Centurions:
players happen to be near the Engineer-
technical flaw near the chest unit. Any The players come across a group
ing or Computer Rooms on Deck A of
player who looks at the android and of three Centurions pinned by two an-
the Primary Hull, they will notice Med-
makes a Difficulty Level III Cybernetics droids. The Centurions are in grave
ical Assistant Gray come running out
roll or a Difficulty Level V Electronics danger, which the players should rec-
of one of the rooms. (Gray has just
roll will notice this weakness. Discount ognize and so probably try to rescue
sabotaged the defense program.) For
the androids' armor in determining them. If they are near a group of col-
every three combat rounds the players
damage for any attacks hitting the an- umns, the Centurions will be hiding be-
spend wandering about the ship, roll
droids in their weak spot (requires a -3 hind them; otherwise, they will be hid-
on the Encounter Table below. Add 1
aimed shot). ing behind a barricade of overturned
to the roll for every encounter the
CALCULATING TIME tables. If possible, the players will come
players have already had. Add 2 to the
Once the battle with the androids up behind the Centurions and become
roll if the players are within six meters
begins, the gamemaster must begin to pinned with them. If this encounter is
(four squares on the deck plans) of the
keep strict track of time. Note the sev- being played out as a result of the Cen-
dotted line the Earth men are currently
eral dotted lines on the deck plans. turion patrol above, wait until the group
defending.
Next to each dotted line is a figure reaches some area where they could
Battle Encounter Table become pinned in before the androids
representing the number of combat
Die Roll Encounter attack.
rounds (ten seconds each) it will take
2-6 No Encounter
the androids to push the Centurions
7 Android
back behind that line. After the given
8-9 Centurion Patrol
number of rounds have passed, the re-
10-11 Trapped Centurions
maining Centurions will fall back to
somewhere in the vicinity of the next Android:
red line and make another stand. Every The players will encounter an an-
time the defenders fall back, roll a D6-3 droid heading toward (or coming from)
for the number of them that are killed the main battle. They can avoid or hide
(a result less than 0 is treated as 0). As- from the android with a Difficulty Level
sume that no androids will be destroyed III Stealth roll or a Difficulty Level II Con-
unless the players intervene. This is a cealment roll. Make one roll for the
very abstract, but simple, way of keep- whole party using the best Stealth or
ing track of the battle. If the players Concealment skill present among the
themselves are involved in the battle, players. If none have Stealth or Conceal-
play it as normal combat. The androids ment, make it a Difficulty Level IV DEX
will fire heavily into the defenders and roll. If the players fail to avoid the an-
then advance on them. In either case, droid, it will attempt to capture them
the defenders will not win. Thirty min- THE

utes after the battle begins, the androids


will successfully reach the bridge. The
Cybermen have four more androids on
their ship who can be brought in as rein-
forcements, and, if necessary, they will ROLE PLAYING GAME
personally enter the fray.

16 Countdown
IM
Il
Ill
SNEAKING DESTROYING 11

THE ANDROIDS CAPTURED!


ABOUT

Three combat rounds after the


After the Cybermen and androids players arrive, make a Difficulty Level The players will eventually be cap-
have taken over the ship and posted III ITN roll for each player. Anyone suc- tured by the androids and taken to the
guards and patrols, characters trying to cessful will think of one of the following bridge. If the players have not been cap-
get from one area to another unde- methods of destruction: If the battle tured (or have already managed to es-
tected will be a common occurrence. In takes place near any sort of lab or acces- cape) by the time the androids reach
this case, the character must make a sible science area, the player will realize the bridge, have a party of three an-
roll against his skill in Stealth. The base that a certain acid (easily found in the droids surprise them in the open wher-
difficulty for sneaking about the Lean- lab) will automatically destroy the an- ever they are. If the players are still
der's corridors is Level III. The droids. It requires a successful combat locked in the storage room, the an-
gamemaster can modify this as he sees roll to throw the acid on each android. droids will suddenly burst in and lead
fit, depending on the condition of If the battle takes place in an area where them off. If they are on the bridge, they
guards, available cover, or any other there are columns, the player can notice will be taken prisoner when the an-
relevant circumstances. Modify the that it is possible to shoot out one of droids arrive. If they are trying to hide
Task Entry Line by -2 for each level of the columns so that it falls, crushing somewhere, the androids will be
Surveillance skill the guards possess. If and completely destroying the an- guided by sensor equipment from the
the character making the attempt does droids. An aimed shot (-3 to Task Entry Cybership directly to the player charac-
not have Stealth skill, allow him to make Line) is required to shoot the column ters' location, taking them by surprise.
a DEX roll instead at a base Difficulty properly.
Level of V. If the battle takes place in neither
of these two areas, the players will
notice that the androids are standing
underneath an automatic sprinkler.
With an aimed shot (13 to the Task Entry
Line), the heat from a blaster can turn
the sprinkler on, dousing both androids.
The androids will spark furiously, then
jerk wildly and finally collapse.
These special attack methods will
only work once, however. After that, the
Cybermen will modify the androids'
programming by radio signal, so that
they will be on guard against them. If
the players have escaped imprison-
ment thus far and the gamemaster
wants them to be captured for another
reason, the Centurions will surround
the player characters and take them to
the bridge. (Even if the players saved It should be noted that it is very difficult
their lives, Imperial Centurions remain for the players to get back to their TAR-
highly-trained, disciplined troops who DIS by this time. The Leander cargo
always follow their orders.) If the hold, where the TARDIS is now situated,
players saved the Centurions, they can is locked, the power drain from the
try to dissuade them not to capture with chronic rift having already made it im-
a Difficulty Level V Negotiation/Diplo- possible for the automatic doors to
macy roll. In this case, the Centurions open. The doors can be opened manu-
will ask them to join the battle against ally, but this would take at least 15 mi-
the androids, but will not press them if nutes. In any case, the players should
the player characters have a more im- be captured by the androids before they
portant task to perform. This encounter are allowed to run and hide in the TAR-
will occur once. Treat a roll of 10-12 as DIS. The gamemaster should also make
the Android Encounter described in the it obvious to the players that resisting
above table. After this encounter oc- the three androids is useless. They will
curs, treat all Centurion Patrol Encoun- take the players by surprise and can
ters as Android Encounters as well. easily overpower them.

THE

ROLE PLAYING GAME

Countdown 17
soon, and they will not risk the possibil -
ity of a vessel carrying the fever virus
to other inhabited areas. This will give
us time — time we desperately need."
ENTER THE At this point, Lindsay breaks in to LOSING POWER
CYBERMEN say, "You murderer! You're condemn-
ing ten million innocent people to
death!"
"Fear not," Vorak responds. "The
inhabitants of Ionia will not die. That
Once the players are captured by After the characters are led off the
would be a tremendous waste of re-
the androids, they will be taken to the bridge to the conversion chamber,
sources. No, they will go on living, as
bridge. There they will find Fleming, something strange will occur. SAM will
Cybermen. My kind can only increase
Reitz, Fredrick, Gray, Spencer, report that all the ship's power levels
their numbers by converting humans
Campbell, and Dirkes also being held are falling at a slowly increasing rate.
into Cybermen. Many of the Ionians will
prisoner. A total of six androids will be Many of the ship's major systems have
gladly accept this transformation to
on guard. All obvious weapons will be already become inoperable. Cyber-
save themselves from the fever. Those
removed from the prisoners at the time leader Vorak, still on the bridge with
who do not accept will be wiped out by
of capture. The androids are not capa- other Cybermen and androids, will re-
the disease.
ble of speech, but will make it known ceive a radio report from his own ship
"After the planet is secure, we will
through gestures that anyone touching indicating that a similar phenomenon
have time to contact others of our kind,
any of the Leander's equipment or try- is being observed aboard it as well.
regroup our forces, and build. Eventu-
ing to escape will be destroyed. • After the report comes in, First Of-
ally we will become powerful enough
After all the prisoners are secure, ficer Lindsay will receive permission
to carry out our supreme goal — the
the players will hear the turbo-lift slowly from Vorak to examine the Leander's
subjugation of Earth!"
rising to the bridge. After it reaches the instruments to see what is causing the
Fleming breaks in here. "Earth will
proper level, there will be a short delay drain. Lindsay will then announce that
never believe that the Leander disap-
and then the door will suddenly slide the readings are very unusual and
peared without a trace. They'll send
open to reveal the Cybermen! Cyber- beyond his comprehension. If one of
someone to investigate."
leader Vorak and two others will arrive the players still on the bridge asks to
Vorak replies calmly, "And when
on the bridge. Two minutes from this look at the instruments, Vorak will again
they do, Captain, they will find what is
time, the remaining Cybermen (seven grant permission. If the player can pass
left of your vessel at the center of the
in all) will spread themselves through- a Difficulty Level IV Temporal Sciences
gravity bubble. We have already pre-
out the corridors of the Leander to act roll, he will realize that the gravity bub-
pared your log to show that your vessel
as guards. Four of the androids will ble is actually a deadly chronic rift. If a
suffered a disastrous power failure and
leave the bridge to aid them. Cyber- character passes this roll, the
were sucked into the bubble. They will
leader Vorak will then deliver a speech gamemaster can read to him the TAR-
believe it."
detailing his plans. DIS Data Banks Entry on the rift, as he
Vorak will then order a party of
Vorak's Speech Cybermen up to the bridge to lead away would know this information anyway.
After the Cybermen appear on the If the character gives any indication
a group of humans to be converted to
bridge, Fleming will ask them what they Cybermen. This group will consist of of understanding the chronic rift, Vorak
want with his ship (if the players don't Engineer Spencer, Dr. Fredrick, will threaten the player with death un-
ask first(. Cyberleader Vorak will reply: less he or she can explain. The player
Navigator Campbell, and possibly a
"The answer to that is simple, Earth- player character. This player character may try to persuade Vorak that the rift
man." (If the character is a Time Lord, must be human, but otherwise can be is extremely dangerous and that only
Vorak will address him properly also, he has the knowledge to respond to the
selected at random. If all the player
as he automatically knows who is danger. This is a Difficulty Level VII
characters are Time Lords, they will be
human and who is a Time Lord.) "You left on the bridge, and Vorak will tell Negotiation/Diplomacy roll because
are carrying a certain serum that I must the other Cybermen that conversion of Cyberleader Vorak is very doubtful that
guarantee never reaches its destina- the prisoners must wait until later, for there is any technology superior to his
tion. My kind has been reduced to small now they may still be useful. Once own. If the character is successful,
wandering bands, unable to increase Vorak will allow him and any assistants
down the turbo-lift, the prisoners on
our numbers, for nearly a thousand their way to the conversion chamber free use of the Leander's laboratories
years now. We have no world to call will meet a group of five enlisted prison- (under the guard of two Cybermen) to
home. When I intercepted radio trans- ers heading for the same fate. The study the rift. If another player was al-
missions concerning your mission, I group will be well-guarded all the way ready taken to the conversion chamber,
conceived of a plan that will provide us to the Cybership and conversion, with the character may try to convince Vorak
with a home planet at last. little chance for escape. that the player is a valuable assistant
"I have determined that the For now, Vorak plans to secure the and must be released if the rift is to be
plagued planet to which you are carry- ship, post guards, and begin converting properly analyzed. Treat this as a Diffi-
ing your precious serum would make the prisoners. The Cybermen will be en- culty Level VI Negotiation/Diplomacy
an ideal homeworld for my race. Under gaged in attempting to carry out these roll. Of course, Vorak will have any
the effects of the disease, Ionia will be plans for most of the rest of the adven- characters studying the rift killed or con-
weak and will fall easily to the invasion ture. verted when they are no longer useful
THE to him.
we plan. If your vessel were never to
reach the planet, your Earth govern-
ment would probably quarantine the
entire sector. They know that the deadly
fever will run rampant unless treated
ROLE PLAYING GAME

18 Countdown
invoking the effects of the drain. If they
Any characters studying the rift for are doing poorly and need help, the
the Cybermen will be led off to the re- gamemaster might have the drain
III
search laboratory just after the Vegans' begin to affect the Cybermen early. If nr
message comes in (see The Vegan
Threat). Once there, they may try to stall
the players realize that the drain will
effect the Cybermen (Difficulty Level III
pc '
THE VEGAN
Temporal Science Roll) and specifidally
00 THREAT
or work on something other than a sol-
ution to the rift (such as a way to defeat state that they are delaying 'their final 00
the Cybermen). If this is the case, have attack as long as possible (see Ul-
them make a Difficulty Level IV Stealth timatum), the AP of all the Cybermen About 30 minutes after SAM
roll to do this without their guards notic- and androids will have had time to be noticed the power drain (try to encour-
ing. Any players failing this roll will im- reduced by 2. By the time the drain age the players to role-play and interact
mediately be taken back to the bridge would have had further effects, the with the NPCs for awhile to allow a short
(or conversion chamber). If the players Cybermen will have been defeated. time to pass before beginning this
try to find a way to deal with the Cyber- If the players have a K-9 unit, it will event), Communications Officer Dirkes
men, refer to Ultimatum. If they actually be affected by the power drain in the will announce, "Captain, SAM is picking
try to find a way to seal the rift, see same way as the Cybermen. up a signal. You had better listen to it
Sealing The Rift. If they try to escape, THE NEXT STEPS yourself!" (By this time, the bridge crew
play it out as a normal combat. It will finally become obvious to any will have been allowed to monitor their
player realizing that the ships are trap- controls, under strict guard, to keep the
EFFECTS OF THE CHRONIC RIFT ped in a chronic rift that they are in great vessel functioning.) Dirkes will then set
The rift will have many effects on danger. The rift will continue to drain the communications equipment to play
the adventure's outcome. First of all, the power from both ships until they are no the message throughout the ship, and
lights on the Leander soon will begin more than lifeless husks. Eventually, the players will hear it no matter where
to dim, due to lack of power. This dar- the life-support systems themselves they are. The message is: "AHOY,
kening will modify combat and possibly will cease functioning. The players now PLANETLUBBERS. THIS IS KALIK, SKIP-
other rolls, at the gamemaster's discre- have two tasks to perform: foiling the PER OF THE VEGAN PRIVATEER JACK
tion. The rift will also begin to drain plans of the Cybermen, and sealing the OF HEARTS. YOU HAVE JUST FIVE MI-
power from the Cybermen themselves! rift to save the Earth mission and their NUTES TO PREPARE TO BE BOARDED
After a while (at least an hour), the APof own lives! Unless the players could AND TO SURRENDER YOUR BOOTY
all the Cybermen (except Vorak, whose convince Vorak that the rift is deadly OR WE'LL LAUNCH A BROADSIDE
superior technology foils the drain) and and he enlists their aid, Vorak will make INTO YOU THAT WILL BLOW YOU
androids will be reduced by 1. Also, sure that the entire Leander crew has CLEAN BACK TO THE MOONS OF
their combat Skills Levels will each fall been converted or killed before taking MAROS. MAKE SURE THERE ARE NO
by 1. The exact timing of these effects any steps to remedy the power drain. TRICKS EITHER, OR YOU'LL WIND UP
is up to the gamemaster. If the players He believes that his superior Cyber- SCRAPING THE BOTTOM. REMEMBER,
are doing well and progressing easily, technology will easily come up with a FIVE MINUTES."
he may decide to wait awhile before satisfactory method of escape. Allow any Time Lord players hear-
ing the message Difficulty Level V MNT
rolls to see if they happen to remember
what Vegans are. If this roll is success-
ful, read them the TARDIS Banks Data
Entry on Vegans (see Gamemaster's
Notes.)
After hearing the message, Cyber-
leader Vorak will order his troops
aboard the Cybership to blow the Vegan
vessel out of existence. The troops will
immediately reply that this is impossi-
ble because the power drain has ren-
dered all weapon systems inoperative.
Vorak will then order Captain Fleming
to signal the Vegans, agreeing to their
terms. At gun-point, Fleming will do as
they ask. Vorak will then begin organiz-
ing an ambush to meet the Vegans as
they board. Shortly after this, more
Cybermen will first come to the bridge
and then a large group of them will
leave again, including Vorak. Before
Vorak leaves, he will hand Medical As-
sistant Gray (who has been on the
bridge all this time masquerading as a
prisoner) a Mark VII Blaster and tell him
to help guard the prisoners, revealing
him to be the saboteur of SAM's com-
puter defenses. (Be sure to role-play the
prisoners' reaction to this.) This leaves
just one android, one Cyberman, and
Gray on the bridge to guard the players.

ROLE PLAYING GAME

Countdown 19
In the meantime, any players
aboard the bridge will probably start
thinking about escape. The guard on
iu
them is probably weaker now than it
ulx E
AMBUSH AND ever will be in the future. As mentioned
ESCAPE above, an android, a Cyberman, and
Gray remain on the bridge. The prison-
Ll TO THE RESCUE
ers still present are Fleming, Reitz, ❑ ❑

Lindsay, Dirkes, and any players. All the


Watching the main security on the NPC prisoners (including Reitz) will be Afte the players escape from the
bridge, the players and other prisoners willing to take part in any escape at- bridge, they will probably want to pro-
will witness Vorak and the other Cyber- tempt. If the players do not suggest es- ceed to the Cybership to rescue as many
men ambush the Vegans. Any player cape, Lindsay will whisper the possibil- humans as possible from the conver-
not on the bridge will happen to witness ity to them. sion chamber. If the players escaped
this on a nearby video screen. The Conduct the escape attempt as a from the bridge with the other prison-
normal combat. As the Cybermen and ers, the NPCs will suggest this course
Vegan vessel will dock at Docking Bay
androids are paying full attention to the of action to them. If Reitz is with the
#2 on B Deck of the Primary Hull. Eight
Vegans will board the Leander, and two ambush on the security monitor, they escaping group, he will run off by him-
will be killed instantly by the Cybermen. will be taken completely by surprise. self. Reitz still believes the players are
During the first round of combat, only to blame for the entire incident and will
Vorak, two other Cybermen, and four
androids will be the ambushers. The the prisoners can act. Before the battle refuse to cooperate with them in any
Vegans will quickly flee. Three of them begins, allow the players each a Diffi- way. If desired, the gamemaster can
(including what appears to be the culty Level IV ITN roll to realize that the bring him back later or have him
lone Cyberman is clutching his gun very singlehandedly charge some Cyber-
leader) will escape onto the Leander.
They will run through the main atrium loosely. During the first round of com- men, dying in the process. If the players
bat, the Cyberman can be approached are doing research in the lab for the
and appear to be heading towards A
Deck and the Command Level. Two Ve- and his gun taken out of his hand with Cybermen, have the NPCs escape from
gans will escape back onto their own a Difficulty Level IV Unarmed Combat the bridge as mentioned above, killing
ship (where they will hide in the secret roll. If all the players fail to notice this, all their guards. The escaped prisoners
smuggling hold), and two others will the gamemaster can have them spot a will then proceed to the lab and attempt
be captured and taken by the Cybership. Mark VII Blaster that the Cybermen just to rescue the players. Play out the res-
The Cybermen will quickly secure the happened to leave on the other side of cue attempt as a normal combat, using
the bridge. The gamemaster will posi- some of the guidelines given for the
Vegan ship, but will find no trace of the
tion the prisoners and guards as he sees bridge escape above.
two Vegans who escaped onto it.
fit on the tactical map of the bridge (see For any group of escaped prisoners
the Deck Plans). moving through the Leander, roll on the
If the guards ever have an opportu- Encounter Table below as often as
nity to shoot, the gamemaster should seems fit. How successful the players
probably have them select NPC targets have been so far should help the
first. If Fleming or Lindsay are still alive, gamemaster determine how often to
they will suggest to any escaped prison- roll (about once very two combat
ers that they go down to the Armament rounds at tactical scale is suggested).
Locker (room 12, command level) to get
weapons and then to free the humans Escape Encounters

about to be converted. Die Roll Encounter

2-5 No Encounter

6-7 Android
8-9 Vegans

10-12 Cybermen
Any androids or Cybermen en-
countered are guards and can be a-
voided, as described in Sneaking
About.
As for the Vegans, the party will
meet up with Captain Kalik and the
other two Vegans who escaped onto the
Leander. All three Vegans have ex-
pended the power packs on their blas-
ters (in the battle with the Cybermen)
and will have their short swords drawn.
When the group encounters the Veg-
ans, make CHA rolls for all the players
to see how Commander Kalik reacts to
them.
If Kalik has a very negative reaction,
the Vegans will attack the humans, try-
ing to finish them off quickly and get
THE moving again. (For the special combat

ROLE PLAYING GAME

20 Countdown
abilities and tactics of the Vegans, see
ESCAPE POSSIBILITIES
Gamemaster's Notes.) If any of the Veg- In any event, the guard on the pris- HIDING OUT
oners will be heavy before any rescuers Once the prisoners are freed, any
ans are confronted with a working Blas-
arrive. Extremely resourceful players NPCs accompanying the players will
ter during this battle, the attack will
held prisoner may, however, think of suggest that they find a safe place to
cease and the Vegans will probably flee.
some method of escape. The gamemas- hide for awhile and plan their next
The players can convince Kalik to aid
ter may resolve any escape attempt as move. The Cybermen will surely be
them in their attempt to eliminate the
he sees fit. The other prisoners will back in force after they discover that
Cybermen with a Difficulty Level IV
gladly cooperate in such an attempt. their ship has been raided. If the players
Negotiation/Diplomacy roll (modified
Present in the prisoner chamber are Dr. decide to free the two Vegans as well,
as the gamemaster sees fit for Kalik's
Fredrick, Engineer Spencer (who will be they can gain them as allies with a Dif-
reaction to the player making the other
converted first, as mentioned above), ficulty Level IV Negotiation/Diplomacy
roll). Any Time Lord knowing anything
Navigator Campbell and five enlisted roll. In this case, the Vegans will suggest
about the Vegans will know that they
crewmen, in addition to any players. the secret smuggling hold aboard their
must be watched carefully, as they are
After the Vegans dock and are am- ship as a good place to hide. If Kalik is
a highly untrustworthy race. (To deter-
bushed, two Vegans will be added to already with the players, he will suggest
mine this, the characters make a Diffi-
the prisoners. Although the Vegans it. Continue rolling on the Escape En-
culty Level V MNT roll. If successful, the
cannot be converted to Cybermen, the counter Table above, only now much
gamemaster reads them the TARDIS
Cybermen have captured them for ob- more frequently than before. If the
Data Banks Entry.) If Kalik decides to
servation and study. players have already encountered Kalik
help the players, he will agree to aid
Play out any rescue or escape at- and the other Vegans through the table,
them in an attempt to rescue prisoners
tempt as a normal combat. (See treat this result as a Cyberman En-
from the Cybership. He knows that sev-
Gamemaster's Notes for the combat counter. If the encounter with the Veg-
eral of his own men were captured.
tactics and abilities of the Cybermen). ans takes place after the players have
FREEING THE PRISONERS Newly-converted Cybermen are not already gained the two Vegan prisoners
If the players are heading for the very stable for the first twelve hours, as allies, Kalik will automatically side
Cybership, remind them that it is and so Spencer will be very hesitant in with the players for the time being. The
docked at Docking Bay #1. (See Vessels combat. For the first few hours after the Cybermen are concentrating on finding
for full description of the ship.) conversion, it is possible for the players the rest of the Vegans, so treat a roll of
Any characters taken to the Cyber- to try and reawaken Spencer's old 5 as a Cybermen Encounter rather than
ship earlier will be taken aboard under human instincts. Treat this as a Diffi- No Encounter, when rolling near the
heavy guard and locked in (Difficulty culty Level VI Negotiation/Diplomacy Vegan ship. When the group arrives at
Level VI lock) the prisoner chamber. roll. If this roll is successful, Spencer the Vegan vessel, they will automatic-
There, they will be let out one by one will reject his new Cyber-programming, ally find a Cyberman and two androids
to face the chamber. Of course, all obvi- causing a conflict that destroys him. guarding the vessel's main control
ous weapons and electronic devices Trying to convince Spencer to reject the room. Play this as normal combat.
will have been taken from the prisoners. process will take up at least three action
Before the Vegans dock with the Lean- rounds in combat. The players will au-
der, there will be at least three Cyber- tomatically know which of the Cyber-
men and two androids guarding the men is Spencer.
prisoners and operating the chamber.
No matter when the rescue party
manages to reach the Cybership, they
will arrive just in time to see the Cyber-
men placing one of the players (if one
was led off earlier) into the chamber.
Unless, in the gamemaster's opinion, it
took the players a particularly long time
to reach the ship to rescue the prison-
ers, the Cybermen will have had the op-
portunity to convert only one of the hu-
mans (it takes a little while to power up
the converter.) Spencer (now a Cyber-
man) and two other Cybermen are left
guarding the the prisoners and operat-
ing the chamber. If it took the players
quite a long time to get around to rescu-
ing the players, add more Cybermen as
guards (they had more time to convert
more humans). If it took them an ex-
tremely long time, you may wish to
make it too late to rescue any players
held captive. Once placed in the
chamber, the conversion process is au-
tomatic and cannot be resisted.

ROLE PLAYING GAME

Countdown 21
ia■moonot
t THE GOLDEN WEAPON
•Mmi■ The players must roll to see how
fast they can convert the gold. As only
-.4■1■11.1,1-

GOLD DUST DAMAGE


THE JRCK OF one character should roll, determine
The gold dust has the following
which one as follows: First, use the
HERRTS character with the highest Metallurgy
statistics in combat.
GOLD DUST DAMAGE
Skill Rating; second, use the character
DMG DDF PB SHRT MED LNG EXTR
with the highest Mechanical Engineer- A — 2 1 2 3 4
ing Skill Rating; lastly, if no players
When the players arrive at the Jack have either of these skills, use the player
of Hearts, they will be met by a small with the highest MNT. The Difficulty Gold dust will only damage Cyber-
party assigned by Cyberleader Vorak to Level for a character with skill in Metal- men and Androids. Use the Firearms
guard it. This party must be defeated lurgy is II, that of character with column of Damage Table A for deter-
before access to the smuggling hold Mechanical Engineering is IV, and, if a mining damage. Armor has no effect
can be gained. Once the group is safely character is forced to use his MNT score, on gold dust, and to attack with it re-
in the smuggling hold, however, the the Difficulty Level is V. Determine the quires a successful hand-to-hand com-
Cybermen will not find them because target number (modifying the Difficulty bat. The dust can either be used directly
the hold is well-concealed from sight Level for any special circumstances as or thrown at a target (use the range
and scanners. you see fit), have the player roll, and numbers given). Note that gold dust has
THE SECRET SMUGGLING HOLD refer to the Gold Conversion Chart. no long range. All ranges over 3 are
The secret smuggling hold aboard considered to be extreme.
the Jack of Hearts is the perfect place Gold Conversion Chart
for the players to hide and plan their Die Roll Success Time
next move. If they have acquired any Target - 5 Critical Success 6 min.
Vegans as allies, these will volunteer Target — 3 Average Success 10 min.
the information that the hold is a safe Target 0 Marginal Success 15
spot. Target + 1 Average Failure 20 min
In the middle of the secret hold is Target +5 Critical Failure 30 min
a large object covered with black tar-
paulin. Just under the covering, the
glint of gold is visible!
HIDDEN TREASURE
The Vegans have just recently at-
tacked and boarded an Earth freighter
carrying some golden art treasures.
They brought the captured gold down
to the smuggling hold, melted it down,
and recast it in bars. Any NPCs from
the Leanderwill guess the origin of the
gold. They have heard about the disap-
pearance of the freighter carrying the
art treasures.
The players will probably want to
use the gold against the Cybermen,
knowing automatically that it is one of
their weaknesses. Kalik will at first re-
fuse. Eventually and reluctantly, he de- This chart is used in the same way
cides to give in to the wishes of the as the Variable Success Table on p. 36
players, which are now shared by his of the Game Operations Manual. The
crew, who are terrified of the Cybermen resultant time is the amount it will take
after witnessing the massacre of the for the players to convert enough gold
Vegans. The gold will be very unwieldy to make one attack. The players proba-
and difficult to use in its present bar bly will not have very long to work on
form. It can, however, easily be mod- the gold, as Cyberleader Vorak is about
ified into dust form (the most conven- to deliver his ultimatum.
ient for attacking Cybermen) using the GAMEMASTER'S NOTE: While the
Vegans' small metallurgical lab. players are converting the gold, the
gamemaster may wish to try to make
them a little suspicious of Kalik (by hav-
ing him whisper things to his men, etc.)
Throughout the process, Kalik will
shout often at his men and the other
characters in the hold.
THE

ROLE PLAYING GAME

22 Countdown
The players' group will be the first
11" Uri to reach the life-support area. If they
I ATTACK ON THE
ULTIMATUM n CYBERMEN
have been doing well up to now, the
gamemaster should have the NPCs in
the players' group leave to help the
others, permitting the players to enter

the room and reactivate the equipment


If the players have not been con- on their own. Once they enter the area,
Shortly after the players manage to ducting research, they will want to en- they will encounter Cyberleader Vorak,
rescue the prisoners from the Cyber- gage the bulk of the Cybermen in a who has been waiting at the life-support
ship (or any time the gamemaster de- mass battle, fight their way to the life control area, hoping to make a last
cides, if the players managed to skip support room (room 5, A Deck, Primary stand. The players must defeat Vorak
doing this(, Cyberleader Vorak will Hull), and hopefully defeat them for before they can reactivate the support
issue an ultimatum. By now, the Cyber- good. By now, the chronic rift should system. This battle is meant to be
men will have determined that the have affected the Cybermen and made climactic. While playing it out, the
power drain is becoming critical and them much less effective in combat. gamemaster should embellish the ac-
that there is very little time to waste (Any player making a Difficulty Level III tion with detailed descriptions. To make
(they may also be having problems cap- Temporal Sciences roll will realize this things more exciting, roll on the table
turing any prisoners and the Vegans and may try to delay the attack as long below anytime someone takes a shot
who escaped from the ambush.) Con- as possible, hoping for the Cybermen with a Blaster, or similar weapon, and
sequently, the Cybermen will decide to to be further affected.) If the players misses.
abandon their plans to convert all the have converted some of the gold bars Energy Weapon Miss Table
Earthlings, if necessary, and deliver an found in the secret smuggling hold of
Die Roll Effect
ultimatum, hoping to remove the prob- the Jack of Hearts into gold dust, they
2-7 No Effect
lem of the humans so that they can will have a powerful advantage in the
8-9 Spark Shower
begin to deal with the power drain. upcoming battle. Otherwise, they will
10 Steam
just have to rely on more conventional
Vorak will deliver the following 11-12 Falling Debris
message over the public address sys- weapons. Any escaped NPCs (from ■
tems of the Leander and the Jack of both the bridge and the Cybership) and Spark Shower: The shot has struck a
Hearts, and the players will hear it no the escaped Vegans (if the players have bank of machinery, causing a brilliant
matter where they are: "EARTHLINGS, won Kalik as an ally) will gladly take shower of sparks to issue forth. Deter-
YOU HAVE BEEN CLEVER IN ELUDING part in the battle. If the players haven't mine where the shot has struck. Anyone
US. YOU ARE CONSUMING A GREAT encountered Kalik yet, or failed to win within three meters (two squares) of
DEAL OF TIME. UNFORTUNATELY, him over, have him and the four remain- that location must make a Difficulty
TIME IS SOMETHING I CANNOT ing Vegans show up on the side of the Level IV DEX roll or be blinded next
SPARE. I AM CERTAIN THAT YOU UN- Earthmen halfway through the battle. round, preventing any action. Vorak is
DERSTAND WHAT THIS MEANS. IN Begin the battle by having the at- immune to this effect.
JUST TWO HOURS, THE CONDITIONS tack party encounter a lone Cyberman Steam: The shot has broken open a
ABOARD ALL THREE VESSELS WILL sentry. The sentry will engage in fierce pipe, which begins to spray hot steam.
BECOME SUCH THAT YOUR SURVIVAL combat, but will most likely be taken Determine where the shot has struck.
WILL BE IMPOSSIBLE. UNLESS YOU out very early. Three combat rounds Anyone within one square of this loca-
SUBMIT YOURSELVES FOR CAPTURE, after the action starts, the six remaining tion takes 1 D6 damage and must make
AND EVENTUAL CONVERSION, YOU Cybermen and two androids will show a Difficulty Level IV DEX roll to perform
WILL BE TERMINATED." up. To simplify things, the gamemaster any actions next round. Again, Vorak is
Anyone with skill in Astronautics should divide the attackers into two immune to the effects of the steam.
who hears the message will know that groups. One group will consist of the Falling Debris: The shot has struck a
Vorak's approximation is correct: in two players and two or three NPCs of the point high on the wall and caused some
hours, the atmosphere will be depleted gamemaster's choice, the other group stray metal and debris to crash to the
to the point that life will be impossible. will consist of the remaining NPCs. The floor. Determine where the shot has
With all three vessels connected, any group containing the players must face struck. Anyone directly below this loca-
life support provided by the Cybership three of the Cybermen and one android. tion must make a Difficulty Level IV DEX
or the Jack of Hearts will be dispersed Play this out as a normal combat, and roll or take 3D6 damage.
through all three ships, and neither has assume that the other group will au- As soon as the players have de-
powerful enough systems to sustain tomatically defeat the remainder of the feated Vorak, it will take one round to
something the size of the Leander. Un- Cyber-forces, taking whatever casual- reactivate the life-support system.
less the Leander'ssystems are switched ties considered appropriate. (See
on again soon, all living things aboard Gamemaster's Notes for Cybermen
all three ships will die. Naturally, the combat tactics and abilities.)
two-hour deadline will limit the amount
of gold the players can convert, if they
are in the smuggling hold, or the
amount of time they have for research,
if they have been pursuing that avenue.

THE

ROLE PLAYING GAME

Countdown 23
RESEARCH STAGES
The Idea: Difficulty Level V MNT Roll,
Base Time: 15 min.
THE SCIENTIFIC The player must pass this roll in SERLING THE
SOLUTION order to get the idea to accelerate the I RIFT
effects of the rift on the Cybermen.
Will It Work? Difficulty Level Ill Tem-
poral Sciences Roll, Base Time: 30 min.
The player must pass this roll to
The players may have opted for a By now, the Cybermen menace
discover the particulars of the rift's
more scientific solution to the Cyber- should have been overcome. The prob-
power drain and to learn that, by
man threat. They may have begun such lem of the chronic rift, however, re-
polarizing the hull to the proper point,
research while working for the Cyber- mains. Unless the rift is sealed in three
the drain will affect certain power fre-
men under the pretense of finding a hours, the power drain will become crit-
quencies faster.
way to seal the chronic rift. Following ical and knock out the life-support sys-
is a method for conducting this re- What Frequency?: Difficulty Level IV tems again. As they have not had the
search. Electronics Roll, Base Time: 30 min.
proper time to regenerate since Vorak
The research has been broken up This stage allows the player to de-
switched them off, the life-support sys-
into stages. Each stage is given a Skill, termine the power frequency at which
tems will go down immediately this
a Difficulty Level, and a Base Time. A the Cybermen operate, and, therefore,
time, causing instant death to all living
researcher cannot try to complete a the polarization of the hull necessary.
things aboard all three vessels. To find
stage of the research until all previous The Wiring: Difficulty Level VI Elec- a way to seal the rift, the players must
stages have been completed (either by tronics Roll, Base Time: 30 min. conduct research using the system de-
him or someone else). To complete a During the final stage, the player tailed above. Two potential solutions
stage of the research, the player(s) must must construct a control unit and wire exist.
pass a Skill Roll at the indicated Diffi- it to the hull, polarizing it. The enhanced First, if the Cybership, with its pow-
culty Level. If the player does not have effects of the rift will only be in effect erful self-destruct system, is detonated
the skill listed, substitute the MNT while the device is operating and con- at just the right coordinates in space,
characteristic and make the Difficulty nected to the hull. the rift will seal. To implement this so-
Level one higher. lution, the players must build a remote-
To see how much time it takes to control system to steer and detonate
complete a stage of research, refer to the ship, and surge all available power
the Variable Success Chart on p. 36 of from the three vessels into the Cyber-
the Game Operations Manual. If the re- ship so that it can launch. If the players
sult of the Skill Roll is a critical success, fail the idea roll for the first solution
one-half the Base Time is consumed. If (stage one of the research), have them
it is an average success, three-fourths roll to see if they come up with the idea
of the Base Time is consumed. If the for the second after the indicated
result is a marginal success, the full amount of time passes. If they fail this
Base Time is consumed. If the result is roll, wait and have them try again at the
an average failure, three-fourths of the first, etc.
Base Time is consumed and the player The second solution is to surge all
must attempt to complete the stage the available power into the communi-
again (consuming more time). If the re- cations circuits of the Leander, then
sult is a critical failure, the full base time broadcast it at exactly the right point in
is consumed before the player may at- the rift, sealing it. Even though both sol-
tempt to complete the stage again. A utions will automatically work, provid-
player may reduce the base time for a ing all the research stages have been
stage by 25 percent by voluntarily in- completed, the gamemaster should
creasing the Difficulty Level by 1. Each make things more dramatic by leading
stage in the research to foil the Cyber- the players to believe that there is a
men is presented below. chance they will fail (using phrases like
Having completed the research, the "it just might work" or "it's a slim
player will have discovered a way to chance, but the only one you have").
accelerate the effects of the chronic rift The various stages for both solutions
on the Cybermen (draining their energy are described below.
away much faster) by making the rift SOLUTION #1
more sensitive to certain energy fre-
The Idea: Difficulty Level V MNT Roll,
quencies (such as the one on which
Base Time: 30 min.
Cybermen operate). Once put into ef-
The players must pass this roll to
fect, this will reduce all the Cybermen
get the idea to detonate the Cybership
and androids (except Vorak, who still
to seal the rift.
must be fought as outlined above) to 0
Finding The Coordinates: Difficulty
AP. The Cybermen and androids will
Level IV Temporal Sciences Roll, Base
simply shake and quiver, unable to per-
Time: 20 min.
form any actions, making them into sit-
This stage is necessary to deter-
ting ducks.
mine the exact point in the rift where
THE
the ship should be detonated. Because
calculating the coordinates is a very
mathematical task, modify the Task
Entry Line by + 1 for every level of
Mathematics skill the researcher has.
ROLE PLAYING GAME

24 Countdown
Examining The Cybership: Difficulty the player doing the wiring and any as-
Level III Mechanical Engineering Roll, nI ul
sistants are still aboard. The NPCs
Base Time: 20 min.
III
KRUK MAKES aboard the Leander (and probably any
Before the players can begin build- HIS MOVE players there as well) will definitely at-
tack him to prevent him from launching
ing the remote control mechanism, they
must study the Cybership and its con- the ship, causing a battle to ensue. Any-
trol and drive systems. one aboard the Cybership will have
Building The Remote Control Unit: time to get off and go join the battle
Sometime during the battle with (though the gamemaster should be
Difficulty Level V Electronics Roll, Base
the Cybermen, Captain Kalik will stum- dramatic and scare them a little). If Kalik
Time: 30 min.
ble upon the Leander's cargo hold and did not have a good opportunity to cap-
This stage involVes the actual build-
notice the serum. He will immediately ture the controller or the rift is being
ing and installation of the remote con-
realize that the Leander must be deliver- sealed using Solution 2, he will wait
trol. To complete stages three and four,
ing its cargo to Ionia to combat the re- until the rift is sealed. At that point, he
the player must actually board the
cent Hadder's Fever outbreak there. and his crewmen will draw their
Cybership.
After seeing this, Kalik will plan with weapons, and a battle will ensue. Any
SOLUTION #2 any surviving members of his crew to Leander NPCs will gladly participate in
The Idea: Difficulty Level IVMNT Roll, eliminate the Leander crew, seize the combat against the Vegans. If the battle
Base Time: 30 min. serum, and travel to Ionia. Once there, seems to be going against him, Kalik
The players must pass this roll to he will give the colonists the serum — will order his men to retreat to the Jack
come up with the idea to broadcast the for a mere one hundred million credits! Of Hearts. Once there, he will try to
power surge into the rift. He knows that the colonists will have launch the vessel and escape.
Finding The Coordinates: Difficulty no choice but to grant whatever de-
Level IV Temporal Sciences Roll, Base mands he makes. To forewarn the
Time: 20 min. players a little, the gamemaster should
This is identical to stage two of Sol- give them a few more little clues to
ution #1, except the players are finding make them suspicious of Kalik while
the proper coordinates for broadcasting they are conducting research (i.e., they
the power surge. hear him whispering to his crew, see
Readying The Communications him sneaking around, etc.)
Gear: Difficulty Level IV Communica- If the players are using Solution 1,
tions Roll, Base time: 30 min. Kalik will try to capture the remote-con-
Before the surge can be broadcast, troller and launch the ship early, while
the Leander's communications gear
must be prepared. If Communications
Officer Dirkes is still alive, she will per-
form this stage if asked.
Wiring The Power Into The Com-
munications Gear: Difficulty Level V
Electronics Roll, Base Time: 25 min.
During this final stage, the player
will wire the power systems of all three
vessels directly into the Leander's com-
munications gear.
NOTE: To implement either solu-
tion, someone with skill in Spacecraft
must be aboard all three ships while
the plan is being carried out in order to
channel the power at the proper mo-
ment. (Of course, no one need be
aboard the Cybership if it is being
launched.) There should be plenty of
NPCs alive who have this skill.

THE

ROLE PLAYING GAME

Countdown 25
Vessels
GENERAL APPEARANCE
This chapter contains complete r—ROOM DESCRIPTIONS
The flavor of the Leander's interiors
profiles of the TSS Leander, the Jack of COMMAND LEVEL:
is distinctly Roman. For example, each
Hearts, the Vegan pirate vessel, and the This deck contains the officer's
deck has a central atrium surrounded
Model 100 Cybership. These descrip- quarters and recreation areas as well
by Roman colonnades. The flooring is
tions supplement the Deck Plans for as the access way to the bridge.
made up of small tiles laid out in intri-
each vessel. Each profile contains a Observation Room (1)
cate patterns, and all walls and ceilings
general description of the starship, The front of this room is actually a
on the command and bridge levels are
which the gamemaster can draw upon reinforced window that looks out into
glossy black. The floors are black with
when creating his own detailed descrip- space. There are four comfortable re-
patterns laid out in white tiles. The
tions of areas in the ship. There are also clining chairs and two small storage
walls, ceilings, and floors on all the
room-by-room descriptions, listing the cabinets, now empty.
other decks are made of a plastic that
major features found in each chamber.
simulates marble in appearance. Captain's Suite (2)
Finally, a starship data profile, listing
Doors: These are Captain Fleming's quar-
technical facts about the vessel, is,pre-
All rooms aboard the Leander have ters. The suite consists of a large bed-
sented to add color and flavor to the
two sliding doors: a transparent one room and communications alcove, an
ship's description.
and an opaque white one. If the opaque office, and a bathroom. The bedroom/
door is closed, the transparent one communications room contains a bed,
must be closed as well. However, the dresser, night stand, wardrobe, two
fa chairs, and communications gear en-
u
transparent door can be closed by itself,
TSS LEANDER eliminating noise coming from outside
but still allowing occupants to look out.
abling Fleming to tie into the ship's
main communications equipment and
Next to each door is a panel that con- contact SAM directly.
0 trols its operation. The doors are Officer's Lounge (3)
opened and closed by touching certain The lounge contains a large table
Very few of the areas described sections of colored glass plates. Each and four chairs, a sofa, coffee table, and
below will become significant to the door can be locked, and a key is re- liquor cabinet. On the wall are striking
plot. Most of the information is pre- quired to open it again. The keys look paintings of the Leander and Captain
sented so that the gamemaster can de- like small metal disks and are touched Fleming.
scribe the area as the players wander to the glass plate to lock or unlock the Officer's Lounger (4)
around the ship. Detailed combat maps door. Picking the lock on a standard Identical to Room 3 (above).
(scaled for use with counters or minia- Leander door is Difficulty Level IV. Access Chamber (5)
tures) are provided for some of the Entry Level: This chamber contains two lifts that
more important battle locations. If a This deck consists of one room. allow access to the entry level and the
combat situation develops in an area When the Leander lands, a telescoping bridge level, respectively. The chamber
for which no combat map is provided, tube is lowered from this room and also contains two chairs and two small
the deck plans and written descriptions used as the shaft for a turbo lift to bring storage cabinets.
should provide all the information the passengers from ground level into the Officer's Quarters (6)
gamemaster needs to create his own. vessel. While the ship is in operation, Each stateroom is identical and
Vessel Class: Orpheus Class the room contains the tube in retracted contains a bed, night stand, closet,
Affiliation: Earth Empire form and several equipment lockers table, and three chairs. The bed and
(containing mostly environmental night stand are in a separate sleeping
Designation: Fast Courier
suits). alcove. Every two staterooms share a
Function:
Used in shuttling important docu- bathroom. Stateroom 6g has its own
ments and diplomats rapidly from place bathroom. A Roman colonnade divides
to place. Offers first-class passenger the hallways, providing access to the
staterooms and full conference staterooms:
facilities. Vessels of this class are often First Officer Lindsay's Quarters (6a)
used by Earth admirals for headquar- Engineer Spencer's Quarters (6b)
ters. Medical Assistant Gray's Quarters
(6c)
Hull Data:
Dr. Fredrick's Quarters (6d)
Length: 225 m
Width: 80 m Navigator Campbell's Quarters (6e)
Height: 50 m Stateroom (6f)
(Sergeant Hall is currently occupying
Wingspan: 165 m
this stateroom, which is generally un-
Engines And Power Data:
used.)
Power Plant:
Communications Officer Dirkes'
Two MF140 Spiral Drive Neut-
Quarters (6g)
ron-Ram Engines
Performance:
Officer's Lounge (7)
Max. Speed: 200 x c Same as 3, above.
Max. Operation Time: 2 years
Weapons And Firing Data: THE

Armament: Two Mark VI Pulse


Laser Turrets
Other Data:
Crew: 8 Officers, 12 enlisted men
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26 Countdown
t., Library (10)
Officer's Mess (8) The library on this level is usually ornamental columns positioned di-
The officer's mess contains two used by the officers for recreational rectly in front of the turbo lift. Set on a
large tables seating four diners each, reading. It has a fully-stocked selection podium in the center of the room is the
two counters capable of seating three of data-carts, and even a few old books! Captain's chair. Further ahead is the
more diners, and two food tables. In an main control console where the Lean-
Sensor Bay (11)
alcove just outside the door is a third der's status is displayed and the ship is
This chamber provides direct ac-
table and an observation window that controlled. The First Officer and the
cess to the ship's sensors. It contains a
looks out into space. The kitchen is Communications Officer are stationed
large sensor readout display and diag-
found in the back of the mess hall. A here. To either side of the console are
nostic panel. In the room is a hatch pro-
group of three enlisted chefs work a ro- large banks of machinery. Off to the left,
viding access to a tunnel that leads di-
tation of cooking for special passen- between the console and the Captain's
rectly to the ship's main sensor equip-
gers, cooking for the officers, and then chair, is the Engineer's Station. From
ment.
cooking for the enlisted men. here, the Engineer can monitor the ves-
Armament Locker (12)
Research Lab (9) sel's power output and usage.
This locker contains twelve Mark VII
Earth Empire regulations make it To both the left and right of the
Blasters and several reserve power
mandatory for all space vessels of a cer- bridge are stairways leading up to the
packs for them. Also to be found are
tain size to have some sort of lab gantry level, which contains more in-
five Fusion II grenades. (SeeGamemas-
facilities. The Leander's lab contains a strument and control banks. No one is
ter's Notes for description of this equip-
computer station that ties into SAM, permanently stationed on the gantry,
ment.)
several work counters and tables, and but the Communications and Engineer-
four separate alcoves for: astrophysical
BRIDGE LEVEL ing Officers will have to go up to
The bridge of the Leander is a
research, biological research, chemical monitor the instruments and operate
whole separate deck unto itself, and
research, and meteorological research. controls several times.
much of the action in Countdown takes At the front of the bridge is the main
The lab also has its own storage room
place here. Access to the bridge is pro-
containing several large storage bins viewscreen. The screen can be set to
vided by a turbo elevator that leads to
and an office containing complete re- view space from various angles (and at
the Access Chamber (Room 5) on the
cords of all research done aboard the various magnifications) as well as tying
command level. Someone entering the
Leander. into the Leander's security monitors
bridge will immediately notice the four
and communications systems. Above
the main viewscreen is the image of
SAM, the Leander's intelligent com-
puter. SAM appears as a topographical
3D image of a human head. He controls
and monitors all systems aboard the
ship. The only real need for the human
crew is to carry out SAM's instructions
and monitor his activities to make sure
he is functioning properly. Like the com-
mand level below it, the walls and ceil-
ing of the bridge are constructed from
glossy black plastic. The floor is an or-
nate pattern of grey and white tiles.
PRIMARY HULL - 'A' DECK
This deck contains the enlisted
men's quarters and the technical areas.
Access to it is provided by a large
Roman stairway leading up from the
command level.
Enlisted Mess (1)
The enlisted mess contains three
large tables seating four each, and three
smaller counters capable of seating
three more. Each enlisted mess has a
kitchen that,connects to it directly.
Enlisted Lounge (2)
In addition to two sofas, the lounge
contains a large table, three writing
desks, two small storage cabinets, and
several chairs.
Enlisted Quarters (3)
Each chamber provides quarters
for up to twelve enlisted men. Usually
only six of these spots need be filled,
but, with Major Reitz's aboard, all spots
are needed. Each room contains six
THE bunk beds and lockers, a table, and sev-
eral chairs. Each man has his own small
closet hatch in the wall above the beds.
A large bathroom connects directly with
the quarters.
ROLE PLAYING GAME

Countdown 27
Communications Bay (11)
Power Switching Station (4) This room provides direct manual Storage Areas (10)
From here, the Leander's power access to the Leander's sophisticated These three storage bays hold the
output and usage can be varied manu- communications equipment. The con- tools and provisions necessary to sup-
ally. Control panels allow varying sole for operation, monitoring, and port the Leander crew. Lining each
amounts of power to be switched to all status are found here. room are large storage lockers that re-
the ship's systems. In the middle of the PRIMARY HULLL cess deep into the hull. In the center of
- 'B' DECK
room is a status board that shows This is the largest deck on the Lean- the rooms are a series of storage bins.
where all the Leander's power is cur- der. It contains quarters and facilities Library (11)
rently going. for special passengers, docking bays, This library is identical to the one
Life Support Control (5) and storage and cargo sections. on the Command Level. It is provided
This room allows manual control Passenger Suite (1) for use of passengers.
of the ship's life-support systems. Oc- There are four such suites aboard Recreation Area (12)
cupying most of the chamber are the the Leander for special passengers. This room features a sofa, chairs,
motors that drive the life-support sys- Each consists of four rooms: a living and video display equipment. It is pro-
tem. There are also control panels and area, a study, a bedroom, and a bath- vided for the use of passengers.
a hatch leading to a tunnel that provides room. The living area features a sofa, Gymnasium (13)
access to the Leander's main engines. tables, and chairs. The study provides This small gymnasium is for the
Engineering (6) the occupant with a desk and filing area. use of crew and passengers alike. It fea-
From here, the activity of the en- The large bedroom contains a bed, tures a large mat, weight training, and
gines can be monitored and modified. nightstand, table, chairs, and a ward- gymnastic equipment.
In the middle of the room are the engine robe. Major Reitz occupies one of the Main Cargo Bay (14)
status board and the engine gauge con- suites, and the rest are currently empty. This is the Leander's main hold. It
trol. On one end of the room is a stair- Lounge (2) currently contains hundreds of crates,
way leading up to the gantry where the This is the lounge used by special each containing several hundred small
engine output modification controls are passengers. It contains a large table, vials of the serum to cure Hadder's
found. On the other end of the room is writing area, two sofas, and a liquor Fever. At the back of the hold is the
a stairway leading up to a catwalk cabinet. access hatch leading to the Leander's
where more gauges are located. In the Dining Hall (3) escape pinnace.
corner, occupying a major portion of This is the most lucrative of the Food Storage (15)
the room, are the main engine drive Leander's dining facilities. The long This area contains storage of all the
motors. wooden table easily seats four. Two food needed by the crew and passen-
Rostrum (7) food tables and several counters are gers. Storage lockers line the walls.
Just outside the atrium, the ros- also available. Along the back wall, the locker recedes
trum is used by the captain to address Auxiliary Conference Room (4) deep into the hull. Storage bins are
the crew. At the head of the room is a Special passengers aboard the found in the middle, and a separate fro-
large speaking platform and two video Leander often have need of conference zen storage section is found at the back.
display monitors. Bench seating is pro- facilities. This area and the main confer- Auxiliary Cargo Bay #1 (16)
vided for approximately 30 persons. ence room (Room 7) fill that need. This This room contains more of the
Sick Bay (8) room has everything found in the main serum found in Room 14.
This is the Leander's medical facil- conference room, but on a much smal-
Auxiliary Cargo Bay #4 (17)
ity. It consists of four rooms: a main ler scale. Identical to Room 16.
sickbay, the Chief Medical Officer's of- Communications Room (6)
fice, the medical research lab, and a Auxiliary Cargo Bay #3 (18)
This area provides special com- Identical to Room 16.
small operating theater. The main munications facilities for passengers. It
sickbay has space for three patients. It Auxiliary Cargo Bay #2 (19)
is often used by diplomats and military
also contains cabinets and lockers con- Identical to Room 16. The TARDIS
personnel.
taining a wide variety of medical equip- materializes here.
Main Conference Room (7) Hydroponics Section (20)
ment. The Chief Medical Officer's office
This room features a large confer-
contains a desk, chairs, and a filing sys- The Leander uses this section for
ence table seating six, a recording sta-
tem holding complete medical profiles growing a small portion of its food. In
tion, and video display equipment.
for everyone aboard the Leander. The a pinch, it can also serve as a botanical
Docking Bays (8) laboratory.
research lab and operating theater are
The Leander has two docking bays,
both small but adequate. The lab has Laundry (21)
one on either side of the ship. This
the usual research facilities, a direct Two enlisted men operate this
makes transferring passengers on and
computer link station, and a complete large laundry for the crew and passen-
off much simpler. Each docking bay fea-
record of all medical research. gers.
tures an airlock and storage cabinets
Computer Banks (9) The Escape Pinnace
containing environmental suits.
This room contains a lot of the A small escape pinnace is stored
Main Atrium (9) behind B Deck in the primary hull. The
hardware that makes up SAM. Access
This area is often used for recre-
is provided from the computer control pinnace is large enough to carry the en-
ation by passengers. In the center of
section (Room 10). tire crew of the Leander, but only for
the atrium is a pond and spectacular
short distances. Medical Assistant Ar-
Computer Control Section (10) fountain. Chairs have been placed
thur Gray intends to use the pinnace for
This room allows direct access to around the pond.
escaping the ship after aiding the
SAM's programming. The computer's
Cybermen. Before anyone is given the
operation and activity can be monitored
opportunity to use the pinnace, how-
from here. There are consoles for pro-
ever, it will become inoperative due to
gramming and modifying, as well as a
the power drain caused by the chronic
large status board.
rift.

ROLE PLAYING GAME

28 Countdown
TSS LEANDER

Hull Data:
Length: 225 m
Width: 80 m
Height: 50 m
Wingspan: 165 m
Engines And Power Data:
Power Plant:
Two MF140 Spiral Drive Neut-
ron-Ram Engines
Performance:
Max. Speed: 200 x c
Max. Operation Time: 2 years
Weapons And Firing Data:
Armament: Two Mark VI Pulse
Laser Turrets
Other Data:
Crew: 8 Officers, 12 enlisted men

Primary Hull (Deck A)

11
El 0

10

(10)
L
1--4
6 9

1 square = 1.5 meters

THE

ROLE PLAY. ING GAME

Countdown 29
TSS LERNDER
Primary Hull (Deck B)
\_g

0
(10 )

1
Oi L _L
0

8
9

10
,=4B
•-■

p 13 1=1
iT 21

■••••■■••

10

10
1

r
16 15 L 14 17 18

II
1 square = 1.5 meters
30 Countdown
TSS LEANDER
Command Level
JJu I

12
-

6E [

01

• 6F

(30)

1=1 • 6G —
0 _ 6B - 5)
—1

(10)
0 =2=

0 10

(10)
r

0
(10)

(10)
O

1 square = 1.5 meters

Entry Level

Bridge

THE

ROLE PLAYING GAME

Countdown 31
GENERAL APPEARANCE
The first thing noticed by the
players entering the Cybership is its ex-
r Main Room/Laboratory (3)
Banks of machinery surround the
:a entire room. Large bins placed high on
CYBERSHIP 100- tremely small size. The vessel is capable
of holding just about as many crewmen
the walls contain replacement machin-

1136 as is the Leander, but is a fraction of its


ery and systems for the Cybermen. To-
ward the right wall is the monitor sta-
size. This is because Cybermen need no
tion where the Cybermen can study the
room for recreation and no eating or
results of any experiments and track the
sleeping facilities. Also, the Cybership's
Vessel Class: Model 100 progress of their androids. To the left
controls are much more technologic-
Affiliation: Cybermen side of the room is the Conversion
ally-advanced and thus more compact.
Chamber. The chamber looks like a
Designation: Model 100 Multi-Pur- The interior of the Cybership is very
metal coffin with a window placed just
pose Craft bland because Cybermen have no ap-
over the victim's face. To operate it, a
Function: preciation of beauty. The gamemaster
human is placed in the chamber and
Often used as a scout, light attack should emphasize the blandness and
the control mechanism started. The en-
craft, or light transport. lack of size when describing its interior.
tire process takes about ten minutes.
Hull Data: ROOM DESCRIPTIONS The chamber automatically dissects its
Length: 39 m Control Room (1) victim and replaces its major organic
Width: 10.5 m This is the bridge of the Cybership. organs and systems with Cyber-parts.
Height: 10.5 m On the front walls are two observation
Recharge Station (4)
Wingspan: 15 m screens and banks of machinery. In the
These two rooms each hold six re-
Engines And Power Data: middle of the room is an instrument and
charging chambers, which resemble
Power Planet: control panel that seats two Cybermen,
glass coffins. The Cybermen draw their
Two Ion-thrust, Cyber-technol- and near the back wall is a curved con-
power from batteries within their
ogy engines. sole that is the Cyberleader's station. In
bodies. The charge of each battery lasts
Performance: the floor of the hallway leading back to
about 48 hours. After this time, a Cyber-
Max Speed: 120 x c the main part of the ship is an access
man must come here and recharge for
Max Operation Time: Indefi- hatch leading down to the ship's en-
six hours.
nite gines and computers.
Prisoner Chamber (5)
Weapons And Firing Data: Docking Bay (2) This room holds the prisoners
Armament: The docking bay does feature an
about to be converted. It contains a
Two triple particle accel- airlock, though the Cybermen have no
bench and two chairs. The room is con-
erators, 4 rocket banks, and a self-de- use for it. There are two equipment loc-
structed entirely of a particularly dull
struct system capable of destroying a kers in the docking bay containing vari-
grey metal.
small planet if detonated in the vicinity. ous scanners, detonators, and other
Other Data: small pieces of equipment.
Crew:
Capable of holding up to 20j
Cybermen.

ROLE PLAYING GAME

32 Countdown
CYBERSHIP 100- 1136

Hull Data:
Length: 39 m
Width: 10.5 m
Height: 10.5 m
Wingspan: 15 m
Engines And Power Data:
Power Planet:
Two Ion-thrust, Cyber-technol-
ogy engines.
Performance:
Max Speed: 120 x c
Max Operation Time: Indefi-
nite
Weapons And Firing Data:
Armament:
Two triple particle accel-
erators, 4 rocket banks, and a self-de-
struct system capable of destroying a
small planet if detonated in the vicinity.
Other Data:
Crew:
Capable of holding up to 20
Cybermen.

1 square = 1.5 meters

THE

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Countdown 33
GENERAL APPEARANCE Crew Quarters (4)
The interior of the Jack of Hearts The crew quarters hold four bunk
somewhat resembles that of a 17th-cen- beds and four storage lockers. Above
JACK OF tury sailing ship. The walls are metal, the beds on the walls are further storage
MCI
HEARTS panelled with wood. Even the control spaces for each of the crewmen.
and computer consoles are panelled. Forward Storage Locker (5)
OE Players will also notice the highly- This area contains several storage
polished brass fittings. bins lining the walls and standing on
Vessel Class: Ace of Space Class ROOM DESCRIPTIONS the floor. The bins contain mostly spare
Affiliation: None. Privately owned. Bridge (1) parts, tools, and mechanical equip-
Designation: Light merchant The bridge of the Jack of Hearts ment.
Function: also serves as the main entry area. At Bathroom (6)
The Jack of Hearts was once a pri- the head of the bridge is a control con- Cargo Hold #1 (7)
vately-owned merchant vessel. It was sole seating two. The helm, on the con- Currently empty.
later captured and converted by Kalik's sole, looks like an antique sailing wheel. Cargo Hold #2 (8)
Vegan band into a pirate cruiser, In the middle of the room is the Cap- The Vegans are currently storing
Hull Data: tain's chair, and at the back are three some extra food and machinery here in
Length: 61.5 m steps leading up to a poop deck. On the small metallic crates.
Width: 36 m poop deck is a weapons locker contain- Cargo Hold #3 (9)
Height: 10 m ing eight short swords and four Mark Same as Cargo Hold #2. Concealed
VII Blasters. There is also a hatch pro- under one of the crates is the hatchway
Engines And Power Data:
viding access to the engines and com- leading to the secret smuggling hold.
Power Plant:
puters.
Model 742 Neutron Drive Docking Bay/Airlock (10)
Performance: Kalik's Quarters (2) The docking bay holds two storage
Max Speed: 85 x c Captain Kalik is the only one aboard lockers containing environmental suits.
Max Operation Time: 2 years the Jack of Hearts who has his own
Secret Smuggling Hold
quarters. The stateroom contains a bed,
Weapons And Firing Data: The hold is a fairly large, rectangu-
nightstand, wardrobe, chair, and desk.
Armament: Two high-powered lar room. Like the rest of the Jack of
laser-cannons Mess Hall (3) Hearts, the metal walls have been
The mess hall contains two large panelled with wood, and the fittings are
Other Data:
tables seating four each. On the side polished brass. In one corner of the hold
Crew: 9
wall is a door leading to a small kitchen are a number of benches; in another
and food storage area corner is what appears to be a small,
primitive science laboratory (used by
the Vegans for grading any precious
metals they steal).

1111111 1

ROLE PLAYING GAME

34 Countdown
JRCK OF HEARTS

Hull Data:
Length: 61.5 m
Width. 36 m
Height: 10 m
Engines And Power Data:
Power Plant:
Model 742 Neutron Drive
Performance:
Max Speed: 85 x c
Max Operation Time: 2 years
Weapons And Firing Data:
Armament: Two high-powered
laser-cannons
Other Data:
Crew: 9 0

_
E71

/1111■1.1

a-a

rila

1 square = 1.5 meters

THE

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Countdown 35
Cast Of Characters
rt

PLAYER
CHARACTERS

Name: KELAPHALUDNER (KELLY► Significant Skills Level Appearance:


Race: Gallifreyan Artistic Expression, Painting V Height: Average
Sex: Male Leadership VII Build: Average
Profession: Time Lord Life Sciences Looks: Looks
Botany III Apparent Age: Middle-aged
Attributes Exobiology V Actual Age: 900
STR —III CHA —V Medical Sciences Regenerations Used: 1
END —IV MNT —VII General Medicine, Gallifrey V Recognition Handle: With his refined and
DEX —IV ITN —IV General Medicine, Human III regal facial features, Kelly has a very aristocratic
Special Ability: Luck Military Sciences air. He sports a carefully-kept shock of white hair
Combat Statistics: Trap Discovery IV and is usually seen wearing a fancy maroon Ven-
AP: 7 Trap Ordinance Disarmament IV usian dinner jacket (complete with two extra
Unarmed Combat Physical Sciences sleeves tied neatly behind him!) At times, he
Martial Arts: IV Chemistry III wears a French beret and carries an ornate
Computer Science V swagger stick. Dressed in spotless clothing and
Mathematics I well-polished short leather boots, his overall ap-
Physics III pearance is immaculate.
Security Procedures
Brief Personal History:
Stealth
Birthplace.. Gallifrey
Surveillance
Kelly, a member of the Prydonian order of
Social Sciences, Galactic History Time Lords, was an instructor at the Gallifreyan
Space Sciences academy. An excellent prospect for member-
Astronomy ship one day, he became close friends with sev-
Astrophysics eral members of the High Council. Over the
Navigation
years, he began to see the folly in the Time
Technology Lords' non-interventionist policy, and so he
Astronautics IV
joined the CIA, though he never admitted this
Cybernetics III
to his friends on the High Council. On his first
Electronics VI mission, Kelly defeated a Dalek invasion of a
TARDIS Systems V
primitive fringe world. Since then, he has en-
Temporal Science VI
countered many of the traditional Temporal
Trivia, Art V
Marauders.
Temporal Operation
Temporal Vehicles VI Personality:
Verbal Interaction Motives Desires Goals:
Negotiation Diplomacy Kelly has been so successful on his missions
that he tends to see himself as superior to most
of the creatures he must battle. He doubts very
much that he will ever be called upon to perform
a mission that will present a real challenge to
his abilities. He considers violence in all its forms
primitive and uncivilized, but can resort to it
when absolutely necessary. He enjoys art in all
its forms, often isolating himself with a canvas
for days at a time.

Manner:
Kelly always maintains a very serious ex-
terior (much to the amusement of his travelling
companions). He has a certain air of superiority
about him that very few people question. He
believes himself to be superior to almost
everyone he encounters and often lets them
know it. He greatly enjoys the company of his
companions, but will never let them know it.
While in his third incarnation, The Doctor once
said of him, "If he'd only learn to laugh once
and awhile, he'd be one of the most decent
chaps in the agency."

THE

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36 Countdown
Name: Phillip DuLAKE Significant Skills Level Brief Personal History:
Artistic Expression, Poetry VI Birthplace: Earth, 1621
Race: Human
Carousing V The son of a nobleman, Phillip earned his
Sex: Male
Climbing V reputation of being the best swordsman in Paris
Profession: Gentleman
Gaming, Chess IV at a very early age. Eventually, he grew tired of
Attributes Leadership IV the noble lifestyle and began frequenting inns
STR —IV CHA —V Public Performance VI and taverns of the city, earning a living by read-
END —V MNT Security Procedures ing his sonnets to whomever would listen. While
DEX —VI ITN —IV Stealth V visiting 17th century France, the Time Lord Kelly
Special Ability: None. Concealment IV encountered Phillip and took a great interest in
Trivia his poetry, After Phillip managed to show up
Combat Statistics:
Horsemanship VI just in time to save the Time Lord from a gang
AP: 11
Pre-17th Century Earth Literature V of street ruffians, their friendship was cemented.
Armed Combat:
Verbal Interaction
Foil Level VII Personality:
Negotiation Diplomacy V
Flintlock Pistol Level VI Motives Desires Goals:
Haggling V
Unarmed Combat, Brawling: Level V Phillip has a flair for the daring and adven-
Appearance: turous. He loves the excitement that travelling
Height: Average with Kelly brings and has no desire to return
Build: Average home. He is a great believer in the "code of
Looks: Striking honor," which often gets him into trouble.
Age: 28 Phillip also has a strong compassionate side
Recognition Handle: Phillip is a refined- that surfaces. He may be confused by the
looking gentleman with deep blue eyes, shoul- strange technology and alien races he has en-
der-length brown hair, a thin moustache, and a countered since meeting Kelly, but he recog-
regal beard. He always dresses in his native nizes injustice when he sees it and does what
clothing: white blouse with loose sleeves, crim- he can to prevent it. He is also known to become
son trousers and vest, a pair of high leather emotional over the loss of an ally, often compos-
boots, a wide belt, and a wide-brimmed, plumed ing special sonnets on the spot as a tribute.
cap. He usually carries a flintlock pistol tucked Manner:
into his belt and a foil at his side. His speech As mentioned earlier, Phillip walks, talks,
I and movements are flowery and stylish. and acts with a certain elegant style. He is very
outgoing and courteous, with impeccable man-
ners. He treats everyone with respect until they
show him otherwise. The poet in him often tends
toward expressing long, lyrical descriptions of
his plight and the "demons" he seems to en-
counter almost too frequently since meeting
Kelly.


Name: Gwendolyn FRAZIER Significant Skills Level Brief Personal History:

Administration III Birthplace: Earth, 1942
Race: Human
Artistic Expression, Dance IV Gwen is one of the many "dolly-birds" that
Sex: Female
Carousing VI roamed London of the "swinging 1960s" and
Profession: Nurse
Leadership III the early Beatles. The daughter of a wealthy fam-
Attributes Medical Sciences ily, she often frequented jet-set parties thrown

STR —III CHA —VI General Medicine, Human IV by young members of the British aristocracy.

END —IV MNT —IV Psychology, Human IV Through her job as a nurse, she met Kelly and

DEX —V ITN —V Security Procedures, Stealth IV Phillip and became involved in repelling an at-

Special Ability: None. Social Sciences, Earth History IV tempted awakening of the still-dormant Fen-

Sports, Swimming IV dahl. Since then, she has chosen to remain with
Combat Statistics: the Time Lord.
Trivia
AP:
Earth Music, Early 1960s V Personality:
Armed Combat, Handgun:
Earth Fashions, Early 1960s V Motives Desires Goals:
Unarmed Combat, Brawling:
Vehicle Operation, Ground IV Gwen is a very kindhearted person who
Verbal Interaction often places more trust in people than they de-

Negotiation Diplomacy VII serve. She will gladly sacrifice almost anything
Appearance: she has to help someone. Her main problem is
Height: Short that she is extremely curious. She cannot help
Build: Slim but go off and investigate (often on her own and
Looks: Attractive in violation of Kelly's direct orders), no matter
I Age: 23 what the possible dangers. It is to satisfy this
Recognition Handle: Gwen as her friends burning curiosity that she travels with Kelly.
call her) is a short, pretty girl with long, honey- Manner:
blonde hair and deep-set, dark eyes. She wears Gwendolyn is bright and bubbly. She is usu-
a mini-skirt, blouse, calf boots, and a scarf tied ally the first to introduce herself and is always
around her neck. She is always bubbly and en- seeking new friends. She somehow manages to
thusiastic and to the annoyance of Kelly) is fond keep up this bouncy demeanor even when fac-
of such phrases as "groovy" and "fab". ing the gravest perils. She also has a strong
sense of 'fun'. She is currently engaged in at-
tempting to teach Phillip some of the dances
from her time period. Kelly, of course, will have
nothing to do with such frivolous nonsense.

THE

ROLE PLAYING GAME

Countdown 37
Name: Michelle VOIGHT Significant Skills Level Brief Personal History:
Administration IV Birthplace: Earth, 1959
Race: Human
Carousing IV An extremely intelligent young woman,
Sex: Female
Engineering, Electrical V Michelle entered Cambridge University at the
Profession: Research Scientist
Gaming, Chess V young age of 16 years. After she received her
Attributes Leadership V doctorate in computer engineering, she was

STR —III CHA —V Physical Sciences selected to head up the top-secret computer pro-

END —IV

MNT —VI Computer Science VI ject ORION. Michelle became a pawn of The
DEX —IV ITN —V Mathematics V Master, who was using the ORION project in an
Special Ability: None. Physics V attempt to take over TN P Earth. After The Mas-
Social Sciences ter's plot was foiled by Kelly and Phillip, Michelle
Combat Statistics:
Law, British stowed away on the TARDIS, hoping to see a
AP: 7
• History, Earth V bit of the universe.
Unarmed Combat, Martial Arts: V
Sports, Swimming IV
Personality:
Technology Motives Desires Goals:
. Computer Systems VI
Like Gwendolyn Frazier, Michelle is a very
Electronics VI
inquisitive young woman. Her training as a sci-
Vehicle Operation, Ground Vehicles IV
entist has made her very observant and in-
Verbal Interaction terested in all the types of advanced alien
Negotiation Diplomacy V technology she has encountered since joining
Appearance: up with Kelly. For the present, she is quite con-
Height: Average tent to travel, having no desire to return home
Build: Slim just yet. Michelle hopes to one day understand
Looks: Attractive all the intricacies of Kelly's TARDIS.
Age: 26 Manner:
Recognition Handle: Michelle's sandy Michelle is the quiet type, usually staying
brown hair is tied away from her face. She has in the background while Kelly and Gwendolyn
sparkling blue eyes, and her little-girl features do all the talking. Her loyalty to her friends is
make her seem much younger than she is. very strong. She almost never acts without first
Michelle wears a long lab coat and cannot see developing a complete plan of action.
much without her glasses. She has a habit of
carrying small pieces of lab equipment around
in her pockets.

Name: The DOCTOR (Fourth Incarnation) Significant Skills



Level Appearance:
Height: Tall
Environmental Suit Operations IV
Race: Gallifreyan Build: Stocky
Gaming IV
Sex: Male Looks: Average
Leadership V
Profession: Time Lord Apparent Age: Middle-Aged Adult
Life Sciences
Attributes Botany Actual Age: 750 +
Regenerations Used: 3
STR —IV CHA —V Exobiology V
END —IV MNT —VI Zoology

III Recognition Handle: In his fourth incarna-
DEX — IV ittv —VI Mecical Sciences tion, The Doctor appeared as a tall, lanky man
General Medicine, Gallifrey

V with a tangled mop of curly red-brown hair,
Special Ability: None.
General Medicine, Human

V prominent blue eyes, and an open expresssion;
Combat Statistics: this form has been affectionately described as
Psychology, Human VI
AP: 7 "all teeth and curls". He wore a long, reddish-
Military Sciences
Armed Combat: brown frock coat, a floppy hat, and a distinctive
Trap Discovery IV
Sword V seventeen-foot-long scarf with multi-colored
Trap/Ordinance Disarmament IV
Staser Pistol III stripes. From time to time, The Doctor affected
Physical Sciences
Unarmed Combat, Brawling: Ill a brown plaid vest with a dull red neckcloth knot-
Chemistry III
Computer Science

IV ted at the collar of his white shirt. This form
Mathematics

V lacked the dexterous grace exhibited by his third
Physics

IV incarnation and often tripped over his own scarf.
Security Procedures Brief Personal History:

Concealment IV Birthplace: Gallifrey

Lockpicking V ( See also p.59, A Soucebook For Field

Stealth IV Agen ts)

Surveillance III
Personality:
Social Sciences
Motives Desires Goals:
Archeology, Earth IV
In many ways, The Doctor's fourth regener-
Political Science III
ation was more eccentric than any of his previ-
History, Earth V
ous personalities. In this form, The Doctor's
History, Gallifrey V
manner shifted at a moment's notice from un-
History, Galactic V
bounded and vibrantly energetic to wnadering
Space Sciences
and abstractedly lethargic. Nevertheless, he was
Astronomy III
always governed by unquenchable curiosity and
Astrophysics IV
amazing land often unjustified) self-confidence.
Navigation IV
In this form, The Doctor was happiest when
Sports, Cricket V
travelling to new times and new worlds, hating
Streetwise V
to stay in one place for very long. At times. his
Technology
conversation was very difficult to follow, as he
Astronautics IV
forgot the other people's minds did not work as
Computer Systems IV
Il•■■■■• quickly or eccentrically as his. This form was
Cybernetics III
witty, charming, and occasionally uncon-
Electronics IV
sciously arrogant; quite fearless, all too often
Force Field Systems III
he was so interested in what was going on
TARDIS Systems V
around him that he forgot to be scared.
Temporal Science VI
Manner:
Vehicle Operation
In his fourth incarnation, The Doctor had a
Aircraft III
passionate concern for all forms of life, whatever
Ground Vehicles IV
their size, shape, or composition. The sight of
Water Vehicles III
injustice or evil was guaranteed to prompt his
Spacecraft III
intervention, no matter how strenuously he
Temporal Vehicles V
swore to himself not to get involved. This form
Verbal Interaction
was not as physically oriented as he was in his
Haggling V
third body. He openly abhorred unthinking-vio-
Negotiation/Diplomacy VII
lence, though he was forced to admit that a
38 Countdown "good thumping" often proved necessary.
Name: LEELA Significant Skills Level At last, she accompanied The Doctor to Gal-
Race: Human (Sevateem) Carousing IV lifrey itself as he tried to stop a combined Var-
Sex: Female Climbing V dan-Sontaran invasion. After the fourth Doctor
Profession: Warrior Leadership IV time-looped the Vardans and disintegrated the
Military Sciences Sontarans with a Demat Gun, Leela chose to
Attributes Small Unit Tacctics IV remain on Gallifrey. She had fallen in love with

STR —IV CHA —IV Andred, the commander of the Chancellery
Trap Discovery IV
END —V MNT —III
Security Procedures Guards, and decided to marry him.
DEX ITN —IV
Concealment IV Personality:
Special Ability: Enhanced Dexterity Stealth V Motives Desires Goals:
Surveillance IV Leela is first and foremost a warrior. Raised
Combat Statistics:
Sports, Swimming
AP: 9 in the midst of a constant and bloody war, Leela
Wilderness Survival V
Armed Combat finds pleasure in conflict and combat. She has

Sword Level IV Appearance: adopted The Doctor as a combination god and

Axe Level III Height: Tall war leader — though she is puzzled by his soft-

Thrusting Spear Level VI Build: Average hearted, humanitarian ideals. She wants to help

Club Level III Looks: Striking The Doctor and to protect him from those who

Dagger, thrown Level VI Age: 27 take advantage of his foolish idealism.

Unarmed Combat, Brawling: Level V Recognition Handle: Leela is tall, trim, and Manner:
1111••••••■1111 beautiful. Her long, fiery red hair frames a per- Leela is a ruthless, savage warrior who can
fectly proportioned face and a golden tan. She kill without a moment's hesitation. Her habit of
wears a very revealing leather half-leotard, killing first and asking questions later often an-
knee-high leather boots, a bead necklace, and a noys The Doctor, but even he has been forced
scabbard for her dagger. to admit that she's often saved him from poten-
Brief Personal History: tially fatal encounters. On her part, Leela shows
Birthplace: The planet of the Sevateem an odd mixture of absolute confidence and res-
igned distrust in The Doctor's abilities. She be-
Leela was a warrior in the tribe of the
lieves that he can do anything, but she also be-
Sevateem (Survey Team), the savage descen-
dants of a lost Earth expedition. lieves that he's far too trusting, merciful, and
civilized to act sensibly.
Bored by the prospect of peace on her
homeworld, Leela managed to force her way on After several years of peace and tranquility
board the TARDIS. Her travels across time with on Gallifrey, Leela grew restive. The Doctor,
making a small stop on Gallifrey, encouraged
The Doctor provided her with ample adventure
and conflict. her to come on a small holiday with Romana
and himself.

Name: Lady ROMANADVORATRELUNDAR Significant Skills Brief Personal History:


(Romana) Administration Birthplace: Gallifrey
Environmental Suit Operations Romana began her adventures with The
Race: Gallifreyan
Leadership Doctor when she was assigned by The White
Sex: Female
Life Sciences, Exobiology Guardian to help find the all-powerful Key to
Profession: Time Lord
Physical Sciences Time, though she had never been on a mission
Attributes Computer Science off Gallifrey before, having recently graduated
SW —III CHA —IV Mathematics with the highest honors from the Prydonian
END —III MNT —VI Physics Academy. In her first incarnation, Romana's
DEX —IV ITN —IV Social Sciences skills and bravery proved an invaluable aid to
Special Ability: History, Gallifreyan The Doctor. During the quest for The Key to

Controlled Regeneration VII Space Sciences Time, she was captured by The Black Guardian's
Astronomy aides and psychologically tortured. This lead her
Combat Statistics:
Astrophysics to voluntarily regenerate.
AP 7
Navigation In her second incarnation, Romana decided
Armed Combat, Stase Pistol: II
Tecchnology to remain with The Doctor and accompanied
Electronics him on a variety of adventures. Among other
Force Field Systems things, she helped defeat an attempt by Scaroth
TARDIS Systems to stop the evolution of life on Earth, assisted
Temporal Science the Doctor in breaking up druig smuggling by
Vehicle Operation the naturalist Tryst, and helped stop Pangol the

Temporal Vehicles VI Argolin from starting a war with the reptilian
Verbal Interaction Foamasi.
Negotiation Diplomacy
Personality:
Appearance: Motives Desires Goals:
Height: Average Romana started out more businesslike than
Build: Slim The Doctor in his fourth incarnation, and she
Looks: Striking was nearly as curious. After decades of dry dusty
Age: 120 + schoolwork in the academy, she was more than
Regenerations Used: 1 ready for new sights and experiences. In many
Recognition Handle: In her second incarna- ways, she remained a student and Galactic
tion, Romana is a petite, pretty woman. Her long, tourist while travelling with The Doctor. Though
dark blonde hair is usually parted in the middle she was more thoroughly conditioned against
and frames a delicate, snub-nosed face, and bril- interference than The Doctor, her sense of jus-
liant blue eyes. Her choice of clothing is always tice usually forced her to take interventionary
varied and unpredictable, but often emphasises action. After her regeneration, Romana lost a
her youthful appearance. large portion of her businesslike ways and
gained a more childlike sense of wonder.
THE Manner:
Romana is cheerful and helpful to a flaw.
On more than one occasion, she has helped the
wrong parties. This seems to stem from her will-
ingness to show off her talents to almost any-
one. But when the occasion demands she is
ROLE PLAYING GAME forceful where injustice to others is shown.

Countdown 39
I
lilt
nn
mr
iu
NON-PLAYER
The personal histories are solely for
the benefit of the gamemaster, who will
find them helpful in role-playing the
(NOTE: Two special characteristics
— CHAR and PERS — are given for each
NPC. Use the CHAR statistic as the base
character and designing future Difficulty Level of the CHA Saving Roll
CHARACTERS scenarios involving the NPC. The per- each character makes the first time he
CIO sonality profiles will also be useful to meets the NPC. Use the PERS statistic
him for role-playing. As mentioned in as the base Difficulty Level for any per-
the How To Use This Booklet chapter, suasion attempts the players might
The following are complete statis- the description of the character should make on the character using Negotia-
tics and descriptions for all the major be read to the players the first time they tion/Diplomacy or Haggling. These are
NPCs the players will encounter during encounter him or her, and the important intended only as guidelines. Normal
this adventure. Included in each profile sections re-read at each further en- modifiers still apply, and the gamemas-
are game statistics, a personal history, counter. Finally, the role-playing notes ter should alter these levels if cir-
a personality profile, physical descrip- provide brief clues on how to make the cumstances warrant him doing so.
tion, and role-playing notes. Minor NPC seem more real.
NPCs are given game statistics and brief
descriptions.


Name: Captain Robert FLEMING Significant Skills Level Brief Personal History:

Administration VI Birthplace: Earth
Race: Human
Environmental Suit Operations V Robert Fleming joined the Imperial Space
Sex: Male
Security Procedures, Surveillance III Navy at the age of 18 as a Spacehand 2nd Class.
Profession: Commander, TSS Leander
Vehicle Operation, Spacecraft V He began his distinguished career by saving two
Attributes
Carousing III of his comrades from a fire, a move that soon
STR —IV CHA —V
Leadership V earned him a promotion. After ten years in the
END —IV MNT —V Verbal Interaction Space Navy, he was sent through officer train-
DEX —IV ITN —V
Negotiation/Diplomacy IV ing, from which he emerged an Ensign. After

Special Ability: None. Social Sciences, Law III another twelve years, he managed to reach the

Military Science, Small Unit Tactics III rank of Captain and was given his first com-
Combat Statistics:
Engineering mand, a small freighter. Resenting being as-
AP: 7
Electrical signed to such an unimportant ship, Fleming
Armed Combat, Mark VII Blaster: IV
Mechanical hoped one day to be able to command a combat
Unarmed Combat, Brawling: IV
Physical Sciences, Physics vessel. After a series of assignments to a variety
Space Sciences of small vessels, he was given command of the
Astronomy Leander.

Navigation V Personality:
Technology Fleming is a man of such wide experience

Astronautics IV
that he is almost never taken by surprise in any
Electronics situation. He is a shrewd commander who does
Appearance: not give up easily, and he likes action and adven-
Height: 6' ture. Fleming fully understands and enjoys his
Build: Slightly overweight responsibilities and power as Captain, but he is
Looks: Average also quite fair and reasonable. He holds himself
Actual Age: 53 years personally responsible for each of his crewmen.
Recognition Handle: Fleming is a tall, Due to his long years as an enlisted man and
slightly overweight man of about 220 lbs. His lower-grade officer, Fleming respects the
gray hair is cut short and his mustache is bushy. abilities and opinions of every crewman aboard,
He wears his uniform proudly, with belt well- regardless of rank. For that reason, he is well-
polished and tunic carefully pressed. On his liked by the crew. Fleming is somewhat resentful
right breast, Fleming wears the Emperor's Cross of Major Reitz's efforts to steal some of his au-
for Heroism Under Fire. thority.
Motives Desires Goals:
Captain Fleming is excited about the Lean-
der's current mission, believing that if he per-
forms well, he will be placed in command of a
better vessel, the combat ship of his dreams.
• Manner:
While on duty, Fleming is firm and serious,
MIIIMIM■111
never revealing much outward emotion. While
off-duty, he is transformed into a jovial and fun-
loving person.
Role Playing Notes:
When playing Captain Fleming, always
have him ask all his subordinates for their opin-
ions on major decisions. Then, have him sit si-
lently for a short time in deep concentration.
Soon after, he will spring up suddenly to an-
nounce his final decision in the matter. At first,
Fleming will be a little suspicious of the players'
sudden arrival, but he will begin to trust them
if they show how much they wish to help.
Fleming is given two CHAR numbers. Make
a CHA Saving Roll at the first Difficulty Level listed
for each of the players when they first meet him;
make another CHA Saving Roll at the second
meeting when he has some evidence that they
truly wish to help him.
CHAR: V/III PERS: IV

ROLE PLAYING GAME

40 Countdown

Name: Richard REITZ


Race: Human
Significant Skills
Security Procedures
Concealment


Level

III
r Personality:
Motives Desires Goals:
Reitz is a dedicated military man who be-
Sex: Male
Profession Major, Imperial Centurions Stealth III lieves in carrying out his duties and respon-

Surveillance V sibilities impeccably. He sees himself, and all
Attributes
V other officers, as superior to the enlisted men
Leadership
STR —V CHA — II
Administration IV and junior officers they command. Thus, he re-
END —V MNT
Military Sciences sents Fleming asking advice of his crew and
DEX —IV ITN —III
Ordinance Construction Repair IV wishes the Leander mission were in better

Special Ability: None. Small Unit Tactics VI hands. Unconsciously, Reitz will begin to give
orders that are more in Fleming's jurisdiction,
Combat Statistics: Appearance:

7 believing he must keep a close eye on Fleming
AP: Height: 6'2
and intervene occasionally if their mission is to
Armed Combat: Build: Muscular
succeed. Reitz rarely trusts anyone not in the
Mark VII Blaster VI Looks: Attractive
IV military. As he is technically under Fleming's
Knife Actual Age: 27
command, Reitz will obey his orders, though
Unarmed Combat, Martial Arts V Recognition Handle: Reitz is a tall, muscular
reluctantly.
man. He has carefully-trimmed short red hair
Manner:
and mustache. He wears the uniform of an Im-
Reitz is a very strict disciplinarian who be-
perial Centurion Commander very proudly and
haves in a cold, authoritarian manner. He obeys
is rarely seen in anything but full dress.
orders from his own superiors without question
Brief Personal History: and expects the orders he gives to be similarly
Birthplace:Earth obeyed.
Reitz is the son of the famous Earth General Role-Playing Notes:
Alfred Reitz. Due to his father's connections, he Reitz is the stereotypical Doctor Who
entered the Imperial Army a fully-commissioned paranoiac. (Anyone familiar with the series will
officer at age 18. After undergoing a variety of recall seeing a character of his type in most
special trainings, he was assigned to the distin- episodes.) He will immediately accuse the
guished Fifth Legion, Twenty Third Cohort. After players of trying to sabotage the mission, refus-
serving admirably for five years, Reitz was pro- ing to believe they are not spies in league with
moted to the rank of Major and assigned to the the Cybermen. Players will get the impression
Imperial Centurions, the emperor's personal he is more worried about his reputation than
elite guard, and placed in command of a Cohort. the safety of his men.
As he and his men were readily available for the CHAR: VII PERS: VI
Leander mission, they were assigned to it.

Name: Arthur GRAY Appearance: Personality:


Height: 6' Motives Desires Goals:
Race: Human
Build: Slim Gray is driven chiefly by his greed, which
Sex: Male
Looks: Striking will make him go to any lengths to get the power
Profession: Medical Assistant, TSS Leander
Actual Age: 27 and money he craves. He knows that by col-
Attributes Recognition Handle: Gray is a handsome laborating with the Cybermen he will be partially
STR —IV CHA —V young man with neatly trimmed brown hair and responsible for the loss of millions of lives, but
END —IV MNT —V deep-set, alluring eyes. He is usually dressed in he cares very little. After escaping the Leander,
DEX —IV ITN —IV medical garments instead of his uniform (much Gray plans to move back to Earth and possibly
Special Ability: None. to Reitz' consternation, of course.) establish his own casino.
Combat Statistics: Gray is a plotter who never acts without
Brief Personal History:
AP: 7 having first devised a well-organized mental
Birthplace:Earth
Armed Combat: plan. Having thought through the consequences
Because he attended a military academy,
Mark VII Blaster III of success and failure for any of his actions, he
Arthur Gray began his military career as a com-
Unarmed Combat: usually has several contingency plans as well.
missioned officer. He used the power and re-
Brawling Gray is also a master of deception who is able
sponsibility of his commission to set up an
to hide his mischievous tendencies and is al-
Significant Skills Level elaborate black market operation on the asteroid
ways well-liked. He is still believed to be one of
Security Procedures to which he was assigned. This operation made
the finest officers aboard the medical aid satel-
Concealment him thousands of credits and was so success-
lite to which he is permanently assigned.
Lockpicking fully hidden that none of his superiors ever
Manner:
Stealth IV found a clue to its existence. In fact, Gray was
Gray is a sly, deceptive person who will keep
Surveillance III considered by many to be one of the finest offi-
his cool in any situation. Whether he likes them
Vehicle Operation, Spacecraft cers on the asteroid. He was promoted several
or not, Gray treats everyone he meets with kind-
Verbal Interaction times and eventually cross-trained as a medic.
ness and impeccable manners, though this is
Negotiation Diplomacy IV At his medical academy, Gray set up a similar
just a front.
Administration operation that met with equal success. Staying
Role-Playing Notes:
Medical Sciences, General Medicine IV at the academy until he was fully trained in gen-
No matter what the results of the players'
Streetwise V eral medicine, he was eventually given the rank
initial CHA rolls, Gray will treat all of them as if
of Medical Assistant.
they had rolled critical successes. He will politely
Because of his impressive record, Gray was
refuse to take any action that might implicate
assigned to the Leander mission to aid Dr. Fred-
him or jeopardize his cover. Later in the adven-
rick in administering the serum to the colony's
ture, he will start having second thoughts about
populace. After closely observing the Earthmen
the Cybermen and whether they will really allow
known to be going on the mission, Cyberleader
him to escape, all of which begins to make him
Vorak detected his greed and offered him ten
nervous. With a successful Negotiation, Diplo-
million Earth credits to shut down the Leander's
macy Roll against a Level VI Task, the players
automated defense systems just prior to the
may be able enlist Gray's aid temporarily by
docking. After taking care of the rest of the Earth
convincing him that the Cybermen are going to
crew, the Cybermen promised to then allow him
doublecross him. No matter what happens, Gray
to escape with thg money in a pinnace. Gray
will probably try to escape at the earliest oppor-
naturally accepted.
tunity.
CHAR: II PERS: II

ROLE PLAYING GAME

Countdown 41
Tar
Name: Michael LINDSAY
Race: Human
Significant Skills
Environmental Suit Operations



Level
IV
r
Personality:
Motives/Desires/Goals:
Vehicle Operation, Spacecraft V Lindsay very strongly believes in using the
Sex: Male
Leadership V minimum amount of force necessary to solve a
Profession: First Officer, TSS Leander
Carousing V problem, and he puts more faith in his instincts
Attributes Verbal Interaction than anything else. He is always cool under pres-
STR —IV
CHA —VI Negotiation/Diplomacy V sure and very capable of making snap decisions
END —V
MNT —IV Haggling IV (an excellent command prospect). Like Fleming,
DEX —IV
ITN —V Administration V he respects everyone aboard the ship regardless
Special Ability: None Engineering of rank or status. He has adopted Fleming's

Electrical Ill technique of asking everyone for advice when
Combat Statistics:
Mechanical III time permits.
AP: 7
Security Procedures, Surveillance III Manner:
Armed Combat, Mark VII Blaster:IV
Physical Sciences Lindsay is a likable, level-headed young
Unarmed Combat, Brawling: IV
Computer Science IV man who makes friends very easily. He handles

Mathematics III responsibility very well and is quite an able

Physics IV leader.
Space Sciences Role - Playing Notes:

Astronomy III Lindsay is provided as an ally for the

Astrophysics III players. He will most likely trust them and de-

Navigation III fend them from Reitz's accusations. Even if Reitz
Technology can find some circumstantial evidence connect-

Computer Systems V ing the players with the plot, he will still have

Astronautics III faith in them. He instinctively has a 'good feel-

Electronics III ing' about them. After the threat of the Cyber-
Appearance: men has been revealed, he will include the
Height: 5'10 players in the discussions of possible solutions
Build: Average to the problem. If the players seem to know more
Looks: Average about Cybermen than the Earth crew or seem
Apparent Age: 35 more able to deal with the situation, he will
Recognition Handle: Lindsay has short gladly follow their instructions. When playing
blonde hair and a very friendly face . Nearly al- Lindsay, try to stress his likability. Have him al-
ways with a smile on his face, he is often seen ways stopping to chat with the crew and other
stopping to exchange pleasantries and jokes characters (including SAM).
CHAR: II PERS: II
with other crew members.
Brief Personal History:
Birthplace:Earth
Michael Lindsay entered the Imperial Space
Navy as a commissioned officer after complet-
ing his university education. Because of his ex-
cellent service and many friends in the upper
rankS, his rapid promotions came as no surprise.
Lindsay has been on the Leander longer than
Captain Fleming and knows the ship and crew
better. Lindsay has been specially trained in
computer technology. One of his respon-
sibilities aboard the Leander is to make sure that
SAM is always functioning properly. He is seen
as one of the most excellent prospects for ship
captain in the navy.

Name: TYPICAL LEANDER CREWMAN


[--- Navigator Thomas CAMPBELL: Doctor John FREDRICK:
The crew of the Leander consists of seven A tall man in his early forties, Campbell re- An old, very experienced military doctor,
officers and twelve enlisted men. Use the stats spects Fleming a great deal and will do anything Dr. Fredrick has been specially assigned to the
below for all the minor NPC crewmembers. he asks. He has been on the Leander for quite Leander for this mission. He is an expert on Had-
Some sketchy descriptions and statistic modifi- some time and is thrilled to have been given der's Fever and its treatment. The Leander's reg-
cations are provided for some of the NPCS the such an important mission. Campbell has As- ular doctor is on leave. Frederick likes his young
players are likely to encounter. It may be neces- tronomy and Navigation at Skill Level V and As- assistant, Gray, and has no idea that the man is
sary to fill in some information if one of these trophysics at Level III. He also has Physics at in the employ of the Cybermen. Once the action
NPCs manages to take on unexpected impor- Skill Level III. starts, Fredrick will do anything he can to help.
tance in the adventure. He has Skill Level VI in General Medicine, Pathol-
ogy, and Surgery. He has Skill Level IV in
Attributes
CHA —IV
Chemistry.
STR —IV
END —IV MNT —IV
DEX —IV ITN —IV

Special Ability: None.


Combat Statistics:

AP: 7
Armed Combat
Mark VII Blaster:
Unarmed Combat
Brawling:

Significant Skills Level
Environmental Suit Operations
Administration

Any Specialty V

ROLE PLAYING GAME

42 Countdown
Engineer Alex SPENCER: Communications Officer Elizabeth DIRKES: Name: TYPICAL IMPERIAL CENTURION
Spencer is responsible for keeping the Lean- Lieutenant Dirkes has always proven a very The Leander currently holds one Decade of
der's systems functioning properly, and is good capable officer. Like First Officer Lindsay, she Imperial Centurions (ten men and one comman-
at his job. He resents SAM, the computer, be- will be more inclined to trust the players and der). Two such decades make up a squadron,
cause it makes him feel the human crew is being defend them from Reitz's accusations. She has ten squadrons make up a cohort, and ten cohorts
totally replaced by machines. Spencer is also skill in Communication Systems at Level V and make up a legion. Reitz is actually in command
handy with his fists. He possesses Skill Level V in Electronics and Computer Systems at Level of the whole cohort, but is personally command-
in Electrical Engineering, Mechanical Engineer- ing the decade assigned to the Leander mission.
ing, Astronautics, and Electronics. He has the Use the statistics below for the Centurions.
Unarmed Combat Skill of Brawling at Level V. Attributes

STR —V CHA —IV

END —V MNT —IV

DEX —V ITN —IV

Special Ability: None.


Combat Statistics:

AP: 9
Armed Combat:

Mark VII Blaster VI

Knife IV
Unarmed Combat, Martial Arts: V

Significant Skills Level
Security Procedures
Concealment

Stealth III

Surveillance IV
Administration
Military Sciences
Ordinance Construction Repair
Small Unit Tactics

I Sergeant Franklin HALL:


Hall is Reitz's second in command, and is a
typical decade commander. Like all the centur-
ions, he is a stern disciplinarian. Although he
believes that Reitz is a good commander, Hall
realizes the danger inherent in the man's
paranoid tendencies. If the characters provide
strong evidence that they intend to help defeat
the Cybermen, they should be allowed to make
a Negotiation. Diplomacy roll at Task Level VI to
convince Hall to go against Reitz's direct orders
and help them any way he can. In addition to
the skills listed above for the typical Centurion,
Hall has skill in Leadership at Level IV.

Name: SAM Significant Skills Level Brief Personal History:


Administration III SAM was built by the Century Cybernetics
Attributes
Engineering Corporation and installed into the Leanderwhen
STR —0 CHA —III
Cartography IV the ship was built. His function is to operate the
END —0 MNT —VII
Chemical Engineering IV controls, suggest repairs, analyze data, and
DEX —0 EIN
Civil Engineering IV make a complete log of all the ship's experi-
Special Ability: None Electrical Engineering IV ences. He knows about the mission and places
Mechanical Engineering IV great importance on its completion.
Metallurgy IV
Personality:
Physical Sciences Motives Desires/Goals:
I
Chemistry VI SAM is intelligent, but he has not been pro-
Computer Science VI grammed for hobbies, interests, emotions, or
Mathematics VI humor.
Physics VI Manner:
Vehicle Operation SAM is seen on the bridge of the Leander
Spacecraft VI as a large screen displaying a topographical
Security Procedures model of a human head. He has a very lifeless
Surveillance VII personality. Although SAM is capable of carry-
Space Sciences ing on conversations, they are usually academic
Astronomy VI and dull.
Astrophysics VI
Role Playing Notes:
Navigation VI
SAM will not play a very active part in the
Technology adventure, as he is present merely for flavor. Of
Astronautics VI course, if anyone asks him a question, he will
Communication Systems VI answer readily. If the players are having a par-
Computer Systems VI
ticularly hard time, the gamemaster can have
Electronics VI
SAM offer advice to Captain Fleming or First
Officer Lindsay on what to do next. This advice
will, naturally, reach the players' ears as well.
SAM will not aid Cybermen in any way, as this
would violate the prime programming that
exists in his core. The Cybermen will probably
shut SAM down when they see he is of little use.

ROLE PLAYING GAME

Countdown 43
A
Name: VORAK Significant Skills Level Personality:
Race: Cyberman Leadership VI MotivesDesires Goals:
Military Science Vorak will quickly analyze any problem and
Attributes Ordinance Construction/Repair V make a decision based entirely on logic. The

STR —VII CHA Small Unit Tactics V only thing that concerns him is completing his

END —VI MNT —VI Technology plan. He will ignore the problem of the 'gravity

DEX —IV ITN —II Cybernetics VI bubble' until he has dealt with all the humans
Special Ability: None. Computer Systems V and Vegans and is in a position of total control.
Vehicle Operation, Spacecraft IV He has a great deal of confidence in Cyber-
Combat Statistics:
Security Procedures, Surveillance IV technology, believing it capable of overcoming
AP: 7

Appearance: any obstacle. The other Cybermen will follow
Armed Combat, Blaster Rifle: IV

Height: 2.3 meters his instructions without question or hesitation.
Unarmed Combat, Brawling: IV
Build: Man-shaped Manner:
Recognition Handle: Cyberleader Vorak is All Cybermen have the same personality:
distinguished from the other Cybermen by his cold, ruthless, and mechanical.
simmliel■1111
black head cowling the others wear silver). He Role Playing Notes:
walks in a slow, lumbering manner and is incap- To those familiar with the Doctor Who tele-
able of showing any expression. vision series, Vorak's character will be familiar.
All Cybermen act exactly alike. The gamemaster
Brief Personal History: should try to build a little ironic sympathy for
Birthplace: Mondas the Cybermen among the players. For example,
Vorak was one of the original Cybermen at one point, Vorak makes a speech dealing with
from Mondas. He witnessed The Doctor's de- the woes of his dying race. In role-playing Vorak,
struction of the planet and escaped to Telos. remember to use all the old tricks: threatening
Over the years, he has gained a position of to kill assistants and NPCs unless the players
seniority and authority, and his systems were do something for him, threatening to destroy
improved with the most modern Cybertechnol- important items, and so forth. Vorak has en-
ogy. At the conclusion of the Galactic Cyber- countered The Doctor twice and is quite familiar
wars, his group of Cybermen became one of the with the danger presented by the Time Lords.
many isolated bands to escape and roam the He will automatically know which players are
Galaxy. Until now, the band has only taken the Time Lords and will take extra caution in dealing
actions necessary to support themselves. After with them. It is not necessary to make a CHA roll
intercepting Earth transmissions, Vorak formu- when the players first meet the Cyberleader or
lated the plan to capture Ionia as the new Cyber- Negotiation,Diplomacy rolls thereafter. Vorak
world. He contacted Arthur Gray and offered will automatically see all humans and Vegans
him ten million Earth credits to help complete as threats, and he will only grant requests that
the operation. Of course, he does not intend to will logically help his cause. (See Gamemaster's
pay, but will simply eliminate Gray when he is Notes for statistics on the other Cybermen and
no longer useful. Upon completion of his oper- details on their special combat abilities and tac-
ation, Vorak plans to contact other roving bands tics.)
of Cybermen and unite them, with the intent to
finally invade and destroy Earth.


Name: KALIK Significant Skills Level Personality:

Environmental Suit Operations IV Motives Desires Goals:
Race: Vegan
Security Procedures Kalik is a typical scoundrel. He is driven by
Sex. Male
Concealment III greed for wealth and power and will sacrifice
Profession: Pirate
Stealth any of his men to get it. He is a firm leader, and
Attributes
Surveillance III the other Vegans follow his orders without ques-
STR —MI CHA —II
Vehicle Operation, Spacecraft III tion. Kalik enjoys his position as Captain of the
MNT —III
END —VI
Carousing VI Jack of Hearts, but has even greater ambitions.

DEX —IV ITN —III Gambling III He hopes one day to make enough money to

Special Ability: None. Leadership IV buy and rule his own planet. As a rule, Kalik is

Military Sciences, Small Unit Tactics IV generally suspicious.
Combat Statistics:
Streetwise VI Manner:
AP: 7
Technology, Astronautics III Kalik is cold and stern in his manner. He
Armed Combat:
often slowly scans an area with his lizard-like
Blaster Pistol V Appearance:
head, trying to intimidate everyone with sinister
Short Sword IV Height: Tall
looks.
Unarmed Combat, Brawling: Build: Stocky
Role Playing Notes:
Looks: N A
Kalik should be played as a stereotypical
Age: Middle-Aged Adult
pirate. In describing him and the Jack of Hearts,
Recognition Handle: Large and muscular,
the gamemaster should emphasize the pirate-
Kalik is a typical lizard-like Vegan. He wears an
like qualities. Though cold and gruff, Kalik con-
eye patch over his left eye, two blaster pistols
stantly exclaims things like "By the five flaming
tucked into his belt, and a cutlass at his side.
moons of Falvax!", "Avast, ye planet lubbers!"
Brief Personal History: and similar colorful expressions. It is quite pos-
Birthplace:Vega XII sible that the players will be able to convince
Kalik is Captain of the Vegan pirate vessel Kalik to aid them after he sees most of his crew
Jack of Hearts, whose crew he joined when very destroyed by Cybermen. Alliance with him will
young. Over the years, he rose through the always be shaky, however. He will play along
ranks, eventually becoming First Mate. During with the characters until the Cybermen are de-
a battle with an Earth freighter, Kalik saw his feated, then he will try to eliminate everyone
opportunity and killed the Captain, making it and grab the serum. (See Gamemester's Notes
look as though the death occurred due to dam- for typical statistics for the rest of the Vegans,
age done to the ship by the freighter. Kalik as well as their special combat abilities and tac-
quickly assume command and led the pirate tics.)
band to 'avenge' their comrade's death and to
cripple the freighter. Since then, Kalik has ruled
with an iron hand. His position aboard the Jack
•■■ of Hearts is very stable, and he has no challen-
gers.

44 Countdown
Gamemaster's Notes
A P
MI•111

reW
III III
III III
1■••■r"
SUPPLEMEN-
WORMS DATA TARY
DIE
00
BANKS
I
01B
❑ 0
BACKGROUND

During the course of this adven- Following is additional background


ture, the players may wish to consult material for the gamemaster's eyes
the TARDIS data banks for an explana- only, which he will need to run the ad-
tion of the following terms. venture.
CHRONIC RIFT THE CYBERMEN
This is an extremely rare, deadly In addition to the information found
Gravity bubbles present a danger
opening in space/time that leads di- on pp. 20-21 of the DOCTOR WHO RPG
to time capsules because of their inter-
rectly to the Temporal Vortex. The Rift Sourcebook For Field Agents, consult
dimensional nature. Somehow the
often drains power from all energy the Target Books novelisations for any
gravity field crossing the dimensional
sources within its range directly into the of the following Doctor Who television
barriers seems to jam a TARDIS' direc-
Vortex. The power drain starts off episodes in which the Cybermen have
tional and materialization circuits, leav-
slowly and increases exponentially. It appeared.
ing it stuck in the Temporal Vortex and
affects smaller power sources faster First Doctor
subjected to powerful forces. Gravity
than larger ones. The Rift's draining of "The Tenth Planet" (1966)
Bubbles have the unusual feature of
energy into the Vortex seems to carry Second Doctor
suddenly appearing and disappearing
larger objects into it, also. For this "The Moonbase" (1967)
in certain areas. Their exact nature is
reason, a large gravitational field ap- "The Tomb of the Cybermen"
not understood, but most starfaring cul-
pears to be caused directly by the Rift (19671
tures have experienced them and have
(they are often mistaken for gravity bub- "The Wheel in Space" (1968)
learned certain methods of minimizing
bles). The Rift is extremely dangerous "The Invasion" (1968)
their danger.
to spacecraft. Most engines will rapidly Fourth Doctor
lose their power, leaving the ship un-
HADDER'S FEVER
"Revenge of the Cybermen" (19751
A deadly disease discovered by Dr.
able to resist the pull into the Vortex, Fifth Doctor
George Hadder in 2511 A.D. The disease
which will surely destroy it. The exact "Earthshock" (1982)
is known to affect only humanoid races
nature of Chronic Rifts is not under- "The Five Doctors" (1983)
(Time Lords are immune). The virus that
stood. Sixth Doctor
causes the fever drives its host mad,
CYBERMEN bringing out strong, violent urges. After
"Attack of the Cybermen" (1985)
The gamemaster should permit the
two weeks, the victim usually dies. Skills And Attributes
player characters full access to all the Over the years, there have been
There is a known cure, a serum that
information on The Cybermen found in many different models of Cybermen.
must be administered to victims and
the Temporal Marauders section of the potential victims in the area of the fever The Cybermen featured in Countdown
Sourcebook For Field Agents. Allow the are of the Model VI variety (the same
outbreak as soon as possible to bring
players to look over that material at as appear in "Earthshock" and "Attack
the virus under control. The virus mu-
their leisure. tates rapidly, and becomes incurable if of the Cybermen"(. Model VI Cybermen
EARTH EMPIRE not brought under control in one week. are depicted in the photographs on p.
The Earth Empire is a political or- 21 of the Sourcebook For Field Agents.
THE VEGANS
ganization comprised of the planet Statistics and information on other
The Vegans are a rapscallian race
Earth and several of its colonies, all models of Cybermen will appear in the
originally from the planet Vega XII in
found in Mutter's Spiral. The system of Cybermen supplement forthcoming
Mutter's Spiral. They are powerful,
Earth colonies took the title Empire ca. from FASA.
lizard-like beings with much greater
2450 A.D. The Empire itself is ruled by
strength and endurance than normal
an Emperor, and each planet has its
humans. Like most reptilians, they are
own representing Senator. It controls
cold-blooded and that is also their most
powerful military forces, but is gener-
profound weakness. Most Vegans are
ally peaceful. Important enemies of the
pirates or smugglers who see illegal op-
Earth Empire have included Cybermen,
erations as the easiest way to achieve
Daleks, and Draconians.
power. No system of laws has ever been
GRAVITY BUBBLE organized for their society, which
A gravity bubble is a phenomenon seems to operate on the 'survival of the
caused by an object with an extreme fittest' principle. The Vegans have de-
gravitational pull occupying the same veloped interstellar travel and have a
place in another dimension that it oc- wide range of technologies (captured
cupies in normal spacetime. The gravity from other races) at their disposal.
field of the object seems to transcend
THE
the trans-dimensional barrier and af-
fects objects in normal spacetime. Its wommlemer
pull can be dangerous to spacecraft. If
unable to break free of the gravitational
field, the vessel will be pulled to the
ROLE PLAYING GAME
center of the bubble (where the field is
much stronger) and shattered by the ex-
treme forces there.
Countdown 45
■■1114q11 , appeared to be viable, it was given pro-
vince status and allowed a representa- Crewmen And Centurions
Name: MODEL VI CYBERMAN tive in the Senate. The Senate was pre- The representatives of the Earth
Attributes sided over by an Emperor, who would Empire who appear in Countdown are

STR -VI

CHA -I be elected by the full Senate. His term the Leander crewmen and the Imperial
END -VI

MNT -V lasted either until his death or until a Centurions. (For their game statistics,
DEX ITN -II
majority of Senators voted him out. see Cast of Characters.)
Combat Statistics: Earth was the capitol of the Empire,
Leander Crew
AP: 6
Armed Combat, Blaster Rifle: V
where the Emperor resided and the The Leander crewmen dress in
Unarmed Combat, Brawling:

IV Senate met. knee-length white tunics. The officers'
Significant Skills

Level The first major test of the newly- tunics are trimmed in purple, and the
Military Science formed Empire was to defeat the Cyber- enlisted tunics have no trim. All ranks

Ordinance Construction/Repair

IV men in the Galactic Cyberwars of 2400 wear a gold-colored belt and headband,
Small Unit Tactics IV A.D. Fortunately, the Empire was able and a pair of plastic sandals. The cap-
Technology
to strike an alliance with Voga, the tain of the ship wears a headband
Cybernetics V
planet of gold, and use its resources simulating an olive wreath. Rank is dis-
against the Cybermen, defeating them. played by a series of stripes on the belt
Combat Abilities And Statistics: Later, the Empire would battle the buckle.
In combat, the Cybermen usually Draconians, Daleks, and Ice Warriors. Imperial Centurions
try to fire heavily first, and then advance They would encounter races as diverse Centurions wear a bronze
to do hand-to-hand combat with the as the Macra, the Wirrn, the Sensorites, breastplate (giving them 1 D6 armor, not
survivors. All Cybermen are armed with and the Exxilons. usable against energy weapons) and
a weapon that is the equivalent of a Around 3100 A.D., the Empire had grieves under a short toga. Officers'
Blaster rifle. As long as it is in the hands grown to be not only very powerful but togas have purple trim; enlisted togas
of a Cyberman, the weapon can fire in- also corrupt. Many colonies started to have no trim. Each Centurion wears a
definitely before needing a recharge (it revolt against the injustices perpetrated helmet that is a kind of futuristic version
draws power from the Cyberman him- by the Senators (who were now con- of those worn by the ancient Romans.
self). If someone else uses the weapon, cerned more with their own welfare Combat Abilities And Tactics
it will only be able to fire three shots than that of the planets they rep- Centurions are highly-trained sol-
before needing to be recharged. The resented) and the Emperor. The Galac- diers and they behave accordingly.
Cybermen's tough metallic skin gives tic Revolution of 3120 A.D. eventually Leander crewmen, though not specifi-
them 5D6 of armor! Against their own overthrew the Imperial System, and re- cally trained for combat, will have
weapons, however, they only have 3D6 placed it with a new, more democratic above-average fighting ability. All Earth
of armor. government. Many of the Earth prov- forces in Countdown are armed with
Cyberleader Vorak is one of the inces became independent political the Mark VII Blaster, the standard-issue
new Type VII Cybermen. Treat him states. In another 80 years, Earth and weapon. Centurions carry their Blas-
exactly as a Type VI Cyberman except the provinces remaining under its ters, holstered, everywhere they go.
that he is able to absorb power from dominion helped to form the Galactic Leander crewmen will not carry Blas-
his environment and does not need to Federation to defend the galaxy from ters, but will be armed with them in
recharge. Thus, the Chronic Rift will outside invasion. emergencies. The Blaster is as large as
have no effect on Vorak for quite some
a normal pistol. Following are its statis-
time. tics:
EARTH EMPIRE
History
The Earth Empire began around the Weapon Type Damage DDF PtBlnk Shrt Med Long Extr
year 2400 A.D. For several hundred Mark VII Blaster A,40(T) —1 1 5 12 25 45
years before this time, mankind was
using its newly-developed interstellar
technology to spread throughout the
galaxy, leaving colonists nearly
everywhere they went. The population
and political power of many of these
colonies eventually grew to rival that of The Mark VII Blaster has two set-
the Earth itself. Many of the colonies tings. On the first, it fires for normal
were tired of being ruled directly by type A damage. On the second, it acts
Earth and were starting to call for their as a stun pistol and does 40 points of
independence. temporary damage. A small switch on
In the year 2388 A.D., the Confer- the pistol controls the setting. (An Oper-
ence of Althos was organized to ate Familiar Device action is needed to
develop a new system of government, change settings in combat.) The
giving all the colonies a more equal Blaster can fire 15 shots before its
share. Representatives from all the power pack is drained. Power packs are
Earth colonies attended the conference small, rectangular plastic boxes about
and devised what was known as the Im- 5 cm long.
perial System. Under the Imperial Sys- In addition to carrying a Mark VII
tem, the chief ruling body of Earth and Blaster, every Centurion carries three
the colonies was a Senate made up of extra power packs and one Fusion II
one representative (usually the gover- THE Grenade. The Fusion II Grenade is a
nor or president) from each of the exist- low-powered, lightweight grenade that
ing colonies, now known as provinces. resembles a small black plastic ball. Fu-
Provisions were made for new colonies sion Grenades are thrown using the
to be added. A new colony had to go same range modifiers as rocks. They do
through a seven-year colonial period. ROLE PLAYING GAME type A damage to everything within
If, at the end of this time, the colony three meters of their target.

46 Countdown
Name: TYPICAL VEGAN PIRATE
THE VEGANS Attributes
History STR —VI CHA
Vega XII, the home planet of a END —V MNT — III

.zard-like race of beings, was colonized


DEX —IV ITN —III
TIME LINE
Combat Statistics:
oy the Earth Empire early in its history.
AP: 7
The Vegans, a relatively primitive race, Armed Combat:
did not take very kindly to the intrusion, Short Sword IV
and destroyed the entire colony. Blaster IV
Reevaluating the colonization potential Unarmed Combat: The following time line should
Brawling IV
of Vega XII, the Empire decided not to prove useful in running the adventure.
return. From the remnants of the Earth Significant Skills Bear in mind that the given times are
Environmental Suit Operation
colony, the Vegans managed to learn only suggestions, so that the gamemas-
Security Procedures, Stealth
the basic secrets of space travel, and Carousing ter may speed up or slow down the
improved their technology greatly. Gambling course of the adventure, depending on
Around 2500 A.D., the Draconians Any Shipboard Specialty how easy or difficult a time the players
noticed the Vegans' hatred of Earthlings Appearance: are having. Gamemasters may also
and began providing them with The Vegans are a race of overdeveloped wish to alter the timing of various
lizards. On each arm, they have a hand with four
weapons and technology. The Dracon- events in order to increase their dramat-
fingers and an opposable thumb, but their feet
ians saw the Vegans' primitive society consist of three claw-like digits. They also have impact.
as an excellent tool to use against the a powerful tail and sharp teeth, though these —2 Days Ago
Earth. The Vegans used the Draconian are never used in combat. Essentially, Vegans The Gravity Bubble (Chronic Rift)
look like a cross between a human and a Tyran-
weapons to attack Earth shipping, and forms in the area in which this adven-
nosaurus Rex.
the majority of the race became pirates ture will take place.
or smugglers. Even after the Dracon- Combat Abilities And Tactics: —Day 0
ians no longer took an interest in the Vegans are powerful fighters, but The adventure begins when the
Vegans and their planet was sur- are very undisciplined. They have a players' TARDIS is trapped in the
rounded on all sides by the borders of wide assortment of captured Earth Chronic Rift and must materialize
the Empire, the Vegans continued their weapons at their disposal (every Vegan aboard the TSS Leander.
pirate activities, now relying on cap- will be armed with a Mark VII Blaster), —Day 1 + 25 min.
tured weapons and technology. but they prefer to close short range and The Leander picks up the false dis-
Skills And Abilities use their cutlasses (treat as STR-based tress signal from the Cybership.
The statistics for Captain Kalik are short swords) and fists. The Vegans' —Day 1 + 45 min.
included in the Cast of Characters chap- tough hide gives them the equivalent The Leander comes into docking
ter. For the rest of the Vegans, the fol- of 1D6 armor. position and docks with the disguised
lowing statistics apply: Because the Vegans are cold- Cybership. The Cyber-androids board
blooded, cut their AP in half and reduce and begin to fight their way to the
their STR and END scores by one level if bridge.
they are ever in an environment whose
—Day 1 + 75 min.
temperature is less than 60 degrees The Cyber-androids bring the cap-
Fahrenheit.
tured players and NPCs to the bridge.
The Cybermen arrive, and Vorak deliv-
ers his speech.
—Day 1 + 90 min.
The power drain effects of the
Chronic Rift become noticeable aboard
the Leander.
— Day 1 + 2 hours
The signal from the Vegan pirates
is received aboard the Leander.
—Day 1 + 130 min.
The Vegans board the Leander and
are ambushed by the Cybermen.
— Day 1 + 160 min.
The power-drain effects of the
Chronic Rift should begin to affect the
Cybermen.
—Day 1 + 200 min.
Cyberleader Vorak delivers his ul-
timatum and shuts down the life sup-
port. If a captured player was taken
aboard the Cybership and has not been
rescued yet, it is probably too late at
this point.
—Day 1 + 320 min.
The life support will become unable
THE
to sustain life if not restored by this
time.
—Day 1 + 500 min.
The effects of the power-drain on
the Leander will become fatal to all
ROLE PLAYING GAME
aboard unless stopped by this time.

Countdown 47
I
114

M CI INCREASING Ii'
BEYOND THE BUILDING
RVENTURE [1 0 SKILLS
CAMPAIGNS
1❑
As mentioned on p. 37 of the Game
After the Cybermen have been de- If Countdown is the gamemaster's
Operations Manual, the players will
feated, the rift sealed, and Captain first effort at running an adventure, he
have a chance to increase their Skill Rat-
Kalik's plans thwarted, the players will should start thinking about taking on a
ings through play. Before beginning the
have successfully completed the adven- full-blown campaign once this adven-
adventure, the gamemaster should de-
ture. If Kalik and his men were captured, ture is completed. Campaigns are a lot
termine which of the two increase sys-
they will be taken custody by the Lean- of work for the gamemaster, but are
tems he will be using in the campaign.
der crew and held until they can be even more fun than merely playing un-
If using the first system, the players will
turned over to the proper officials. The related adventures. Take it slowly at
increase their skills at the end of every
Leandercrew will also clean up the rem- first, however. Run short, simple adven-
play session, whether or not they have
nants of the battle with the Cybermen tures, gradually building up to more
completed the adventure. In the second
and perform the minor repairs neces- complex, detailed ones.
system, players are only given the op-
sary to get underway once again. The One thing the gamemaster should
portunity for skill increase at the end of
players may now feel free to leave. If strive for in campaign-play is con-
the session that completes an adven-
they wish, the gamemaster may pro- tinuity. As often as possible, he should
ture. Both systems work equally well,
vide them with an opportunity to slip try to bring back characters, races, and
so choose whichever one seems more
away unobserved (as The Doctor usu- situations the players have encoun-
comfortable. The gamemaster may also
ally does). tered earlier. This tends to connect the
wish to give one or two bonus skill point
Alternately, the players may wish adventures in the players' minds and
increases to any players who played
to stay aboard the Leander for awhile make them seem a lot more realistic.
their characters particularly well or
to make sure the serum is delivered on At the end of every adventure, make up
were unusually clever during play.
time. The crew of the Leander will cer- an index card or note page for every
tainly have no objection to this. If the character or alien race that might return
players choose this option, the later and file it for future use. Be sure
gamemaster may choose to design to record anything special that hap-
another adventure that takes place en pened to any characters in question and
route to Ionia. After all, there are many generally how they felt about the
different alien races and groups that player-characters. This prevents the
would like to see the Earth mission fail. gamemaster from making mistakes
If the players failed to complete the such as bringing back a character with
adventure successfully, the gamemas- full sight who was supposed to have
ter should discuss with them where been blinded earlier. At the end of
they went wrong and what other op- Countdown, for instance, the
tions they might have chosen. Encour- gamemaster should probably make
age them to create new characters (if notes on the Cybermen, the Vegans,
their original characters were killed) and the Earth Empire of the period. All
and try again. If they failed to stop the of these could very easily be incorpo-
Cybermen, the gamemaster can have rated into further adventures. Also,
their new characters adventure on make notes on any characters who
Ionia, their 'new' home planet. Or, the might be brought back later. For exam-
players can be given the chance to make ple, the players would probably be de-
up for their failure by thwarting the lighted to encounter their old friend
forthcoming Cyber-invasion of Earth or Captain Fleming in a later adventure.
destroying Ionia altogether. The pos- Just as it's a good idea to take notes
sibilities are limitless. on any characters or races that might
return later, take notes also on the basic
happenings of any adventure. If the
planet Hydrax is destroyed during one
adventure, the gamemaster does not
want to plan any further adventures on
that planet (unless they take place in a
time BEFORE the planet was de-
stroyed.) After playing the campaign for
awhile, the gamemaster will begin to
build up a basic history of the campaign
universe through the outcomes of the
many adventures the players have com-
pleted. At this point, adventure ideas
will seem to suggest themselves, and
it will be as if the campaign has taken
on a life of its own. This is what being
a good gamemaster and running a
good campaign is all about.

ROLE PLAYING GAME

48 Countdown
The sudden appearance of a dangerous gravity bubble
causes the TRRDIS to dematerialize aboard a shfp.of the Earth
Empire on an emergency mission to deliver vital serum to a
plave-ridden world. Before the adventure is over, The Doctor
and tlis Companions must contend not only with the death-
dealing gravity bubble, but with the ship's paranoid computer.
space pirates and an attack by androids at wet,
This adventure contains the deck plans of the courier ship
and extehMve notes to help the beginning gememaster run a
role playing adventure scenario.

34057 H 09203
ISBN 0-931787-95-5 FFISR700 Doctor Whom 1985 BBC TV.
Game design° 1985 FASA Corporation.

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