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BS 3 a a. cp r c ry rs raed aV oneow panw CAST & CREW Design: Mike Pondsmith Writer: Mike Pondsmith Beat Chart Concepts: Flint Dille Editors: Derek Quintanar Mike MacDonald lisa Pondsmith Primary Playtesters: Teresa Verity & the WarGamers Brian Perry & The Gamers Guild Steve Lorenz Mark M. Simmons Chris Lancaster Mike Ebert RM, Colborn Chris Williams Cover Art: Bill Eaken ©1992 Cover Design: Matt Anacleto Card Art: Mike Ebert Illustrations: —C.A. Bates Tim Eldred Gary T.Washington ‘Shon Howell Graphics: Mike Pondsmith ‘Matt Anacleto Art Director: Mike Pondsmith Layout: Ted Talsorian Mike Pondsmith Basedon the Dream Parknovelsby Larry Niven and Steve Barnes. Available through Ace books andatfine bookstores everywhere, Thanks and All that Stuff: *To Larry and Steve. Thanks for giving ushours of reading enjoyment, and even more thanks for lefing us join in the fun, *To Mr, Burrows of Duluth East High You made awriter outof me. Now aren't you sorry? * Andlastly, tomyadopted son, Matthew. | wrote this so you'd finally run a game. So do it, already. COM Te WTS WELCOME TO DREAM PARK Park Overview 6 ‘Dream Tech™ 9 Somemasters | 13 Somemasters Ivo 14 srers (Niven & Bames) 15 Designer 16 THE QUIK START Character Cards .....erccreseee 18 What You'll Need to Play ....19 What's on the Back of a Card 20 “tow fo Set Up a Quik Start Game .....27 row fo Attack Something ...nsnmneen22 ‘Quik Start Adventures 24 Crystal Maze 24 ne Keys of Time oon 26 20,000 Leagues Under the Microscope .28 ADVANCED CHARACTERS Advanced Character Sheet ....31 Professions, Basic Skills & Wounds 38 OPTIONS Option #1: Optional Skills ...42 Option #2: Spell, Cerical Spells & Psi Powers 46-48 Solion #3: Superpowers & Abilies .....56 Option #4: Gadgets & Gear 41 ADVANCED RULES Tums & Tun Order How to Attock... Dodging & Avoiding Damage The Wound Table... 7879 Taking Damage 79 Recovering From Damage 80 Split Attacks 81 Avtofire Attacks 81 Special Efect Attocks 82 Oreo Pa: The Relying Game® 1992 by Root Games. linens stuns ond pesos pooped vin re fon, ean vai, wou sick, of rors living rd ssi caindenl. Al Rg Reseed under Uva Cort & Tear vs, ear Area Effect Attacks 83 Spell & Power Attacks 84 Hold or Wait 84 Non-Combat Actions ene 8S Combined Actions se BS Dogfights & Vehicle Combat 87 GAME POINTS & EXPERIENCE What You Can Do With Them ..90 Losing Points 92 Playing @ Zombie 93 Final Death (Dead-Deod) 93 THE BIG ZOMBIE PIRATE GAME WRITING DREAM PARK GAMES Setting Up o Game 100 ‘Meta-Genre, not Mult-Genre 101 Setting Limits 103 Scripting the Game. sone OM, Beat Charts. : 106 Mapping the Territory m lights, Camera, Actors! 3 Scaling Your Actors 7 Props: Goodies, Gadgets & Stuf .....118 The South Seas Treasure Game ng Setting the Stage 121 Running the Gome. 123 TAKING THE PARK OUT OF THE PARK The Dream Park Campaign .124 Dream Pork as a Core Game System .. 125 Dream Park Goes Muli:Dimensional..126 CHARACTER SHEETS & QUIK START CARDS [FP J Drea Pok™Towe OF igh Eterpis. lihs Reserved under Univ Coyigh & Trade la DReaw rien VB "There were dancing bears and strolling minstrels and jugglers, magicians who produced bright silk handkerchiefs and would no doubt produce fongues of fire as soon as it got dark. A white dragon ambled by, paused to pose for a picture with an adorable pair of kids in matching blue uniforms. Overhead, circling the spires of the Arabian Nights ride, flew a pastel red magic carpet with a handsome prince and an evil visier struggling to the death atop it..." —Dream Park OV orenm rans OM C2 LL CE @) OY) Hmm.... Hi there. My name is Alex Griffin. Normally, I'm the Head of Security for Dream Park; ‘Cowlesindustries' huge, super-advancedamusement park in Southern Califomia. | usually don't do tours. That was up until this morning, when my boss, Park Director Thadeus Harmony, called me up and told mehewanted meto record this virtual overview ofthe Park for some of his friends. See, a couple of times, as Security Head, I've had to go undercover inside one of the big fantasy Games weruninthePark—you know, theones where visitors fromallover the world dress up in costumes and have ve action adventures with elves, monsters, space nvaders and whatever. Anyway, as | was saying, I've had to play in a ile of these Games before; once to track down a -nurderer who was hiding inthe Game; the other time *o uncover on industrial spy and killer. So Harmony has this idea that now I'm the local Staff expert on Gaming, Dream Park, and adventuring in general All this from two games? So I'm your Guide on a tour of Dream Park. | hope you'll be forgiving, To tell you the truth, I don't know ‘as much as Harmony seems to think I do. But I'll be calling upon a few friends throughout this litle trip to help out and I hink they'll have all the answersi'm short on. Or to put it another way...ifI'm going to have to do this dog and pony show, I'm gonna make sure that everyone | know ends up sharing the misery with men. So...Wanna take a walk in the Park with me? onda pare Vs Let's stop and take a look at the holo map in my office. ‘The first thing that seems to impress people is just how big the Park is. The Parkis really huge— you can't imagine how much is crammed into ¢ few thousand acres. There's atleast forty hotels and motels clone...Many of these are thome-based hotels, designed around elaborate roleplaying scenarios... My favorit is the Hotel Guliver; the one wih the Lilputian heme, but that’s because like the Laputa Wing (which floats over he rest ofthe hotel). Besides all the Park you can see, there's also three separateundergroundlevels swell. Thefirstlevelisused to raise and lower the floors of he Gaming Areas so the sets can be redressed between Games. The next is a transportation level—a sort electric got-cat freeway, with pnuematic tube subways as wall. There's a soroge level under that, where al the pipes and wires run, 67 oneow onen The most important place in the Park isthe five story R&D Building. Game Central (where the Gamemasters run the Games), is on the 2nd floor, with R&D toking up the 3rd and 4th and Psych Division on the fifth out ‘The second most important part of the Park is the ‘Administration Complex, « ten story building in the center of the Park. That's where | work (Security is on the 5th Floor), and where most of the Administration of the Pork goes on (4th floor). My boss Harmony's offices are on the éth floor, while luxury guest suites for boardmembers are on the 8th through 10th. Besides the Midway (where the Interactive Game Gallery is) here are also two huge enclosed Gaming Domes, called A and B. Thisiswhere we hold he five acon roleplaying adventures the Parks known for. onan Pann V7 Here's a closeup of Gaming Areas AandB. The Domes are huge; Ais 740 acres;Bis 370 acres. ScanNet™sensors allow the Game Techs to record every moment ofthe Games. Besides being important for security reasons, i's also good business. Games are big money. Iosts over five hundred thousand bucks to setup o big Game, but he Park gets that back yy saling book rights, fim rights, home versions ofthe Game for personal Dream Time™ virual realy ses Only the best Players ever get into the big Games. But it's worth it! Not only do you get fo compete against the best Gamers and Game- masters in the worldwide International Fantasy Gam- ing Society (IFGS), but with productendorsements, acting jobs and film rights, you con make some serious money. J And that doesn't even cover the off-Park betting con- cessions on the various Gaming Teams that come to compete. Somuch for whalsin the Park. Why don'twe drop condowntoR & Dand see ifwe-can scare up someone who can tell us how the whole thing works? eV oneow DREAM TECH Hithere. My name's Tom Izumi...er, Dr. Tomisuburo Izumi. I'm the Head of R& D for Dream Park. Alex Griffin asked me to show you around some of the backstage stuf— how we do the effects ‘and set up for the Games. Personally, | think it's going to spoil it for most of you; to know how we do it. But since Alex asked... Most of the tech isn't all that exciting (no matter what Alex thinks). Most of the time, we use a lot of actors dressed up in costumes—many of them use Pork experience on their resumés, y'know. We also use lots of robots to play various monsters and animals. Many of the effects are just sets; we cain a lot of foam-core temples and plant Foke snow's been pretty stondard up til the last year, when we developed a new mix of 30% ice and 70% plastic. It's cold, but not too cold, ifyou know what mean, The floors ofall the Gaming Areas are divided up into modular elevators. We con raise or lower any group of floor seciions down into the werk tunnels to redress the sets ‘When we wont mountains, we just raise the floorin front ofthe Gamers gradually. They climbitand don'teven notice...Same with volleys ond lokes. ania — ; GAMING A (SIDE VIEW) oneaw parz7 9 Hmm. | guess the most exciting port of the tech- nology of the Park is our newDreamTime™ virtual reality System. This system, \ which you're probably £8 using now fo watch this r tour, cllows you to see and We . hear computer-generated —— images just like they were x SCAN NET™ really there, using TV goggles and interactive ala clothing: like gloves and so sean, con. The basicidea was ist developed back in the 1990's, butitwasn'tall that useful until the last few rs, when we were cble Blink the hardware wth ButScanNet's 360° the Scan Net™ system and scanners con mop dose the feedback loop. the entire human Usedtobethatyou couldn't body ot a million get enough data from the times per sec; right person wearing the virtual down to the bie equipment to make the logical evel. Thot projections match all of his means we know Viewpoints. Thatwas a real which wey the play: voblen— er's going lo move pro evenbeforehedoes. Makes it easy, y' know? stu ce Umm...The new techno- logy's prety cool, cet We got rid ofthe bulky VR » helmets and got everything va [ae | reduced downinloe poirot - light weight lasses. Most of them are bul right into the Gamer's costumes as helmet visors, heoddresses; that sort of thing. Some of Praty sick Mostore the Gomers like lo wearthe f = rar Flexline™ models they - way ccon lookiustlke sunglasses with / . : ones ngs rings ecrpligs. The Gamemaslrs / ces can communicate direcly W\r intr, Wave, ren to he Players, telling them - we the fects of spells or giving : in the F them new information. The new Virtual gountlets ore also fumes 20 we know when they've been hit and how hard! 10 7 oneom rane he other technological innovation we use is holographic projections Most ofthe skies and clouds, magical auras, explosions and so on thet J ‘wecreate inthe Park are a mix ofholograms and lve effects. Sometimes wwe use holograms fo creale people, ilusions or monsters, but mostly they're used in crowds oat a long distance. Hiting a hologrem wih o broadsword just isn't as satisfying as hing a robo! or costumed Actor! BASIC GUN FRAME BASIC SWORD FRAME ‘Oh yeah—hiiting things! Almost forgot. Most of our weapons are designed along two basic polymer ‘and foam frames: the basic "gun" cand the basic "sword." We build up cn this frame to make the weopon looklike anything the Gamers want. You oughta see some of the weird stuff we've got back in the Props depariment The electronics inside the frome broadcast a continuous signal to the Gaming Computers, leting them know if you've hit or not. The computers take it all into account; your skill, the monster's skill, ek— cand direct the Acior, hologram or whatever to show a hit in the coppropriate area. Sometimesweuse a computer-conrolled radio signal foexplode "blood-bags" inan Ador's costume; we can also make fake ‘arms and legs "blow off" the same way. oneam pang V 90 That's all the external stuff, Here's the real heart of Dream Park: Gaming Central. From this console, you can control over a thousand different effects: holographic projectors, robots, sound and light generators, and Dream Time™ virtval reality creations. All the Scan Net feeds patch in here; all the radio links to Actors; even the the raising and lowering of Gaming Area floors can be programmed from this console. It's an amazing amount of power in one place— which is one reason we like to call it the Big Chair. 12 VJ oneaw cane GAME MIE S TERS LICVARD & MITSUKY LOVE meq Alex here again. | thought you might want to meet a few of the people who design and YB Gamemaster the Adventures. Two of our most famous Designer/ Gamemasters are the husband Hola. My name is Richard Lopez. As Senior Game Designers and Gamemasters, we've been asked by Mr Griffin to explain a litle bit about what Milsuko and I do. Perhaps you'refamiliar withthe ideaofa tradiionalroleplaying gome already. In a traditional, old-form game, players used oper, pencils and dice to act out pars in an imaginary adventure, which was moderated by a game Referee or ‘Gomemaster. As Dr. Pondsmith over in Systems Design likes fo say "It's Let's Pretend ‘with rules..." Whatwedo inDream Porkuses acombination ofhelogrophy, Virtual reality techniques and special effets to create a live- cation roleplaying game. But we do a lot more than that Because of the noture of Dream Park, we ore able to create virtually anything we can imagine— —andwecan imagine quitea lot, WhatRichard meansto say is that Dream Park allows us to create Games in any type of mythology or genre we wish. Unlike an old-style roleplaying game, we can place the Gamers in a new situation with every new Game, because they are coming into the Game as Players, not just characters. —Thank you, Mitsuko, When we create @ Dream Park odventure, we are able not only to transcend the regular barriers of genre-hopping, but can also mix and combine genres, myths, realities and so on. In fact, it's one of the hallmarks of a Dream Park Game; the players must not only play the Game, but also must figure out exactly what the mythology of the Game is in order to win —Working with the IFGS's guidelines, Richard and I construct an elaborate Game world with its own rules and realities. The ployersentorthe Game with onlyafewclues fo what theGome is actually about enjoy thot part particulary. —and mustwork out whatisgoing on through elves hinsand research, So what we mostly do is— —Create workds, my love. We make worlds. oream cane 7 19 6HMEMASTERS U0 Okay, I have to odmit it. I'm not exactly os well known os Richard and "Chi-Chi" Lopez, but I'm making a start. Alex conned me into this virtual interview because he thought | would be a litle less intimidating than Richard, Richard's a Gaming God, y'know. Me, I'm more like a Gaming Rookie of the Year. Anyway, what] wanted{totell youwas moreofthehardscience cof Gamemastering and Game Design. The Games we create here are huge, and involve all kinds of factors. First, you have to work out the mythology of the Game—what the world you're creating is lite, and what its rules are for mogic, technology, ete. Then you have to work outa storyline that fis into all thet, and a goal that makes full use of the world you've justmade. Finally, you haveto populatethedamned thing; you know— put in the heroes, villains, monsters, mysterious fomples, wise magicians. Wehavealotothelpin doingthis magic. Firs, thelnternational Fantasy Gaming Society is big on helping novice Gamemasters. get heir acs together; I dunno how many times | called Arlan ‘Meyers (the Dream Park IFGS rep) with questions when I was working on the California Voodoo Game last year. Second, the guysin R&D are incredible. You come up with a crazy idea that you think could never be done, ond Tom Izumi and his crew wil stay up for weeks straight tying bo figure out how to pul it off | started out as a Dream Park Player; in the South Seas Treasure Gome, in fact. |, h—had to drop out for a few years after that", but when | came back, | found myself more and more inferestedin what goes on behind the Game. So itwas natural thot 'd want to Gamemaster. ‘What | like aboutwriting for Dream Park is that itdoesn'thave ‘any limits. Players come into the Games to play. They can get into a choracter, sure—hey, my girlriend Acacia is a major case of that, with all her fantasy warrior women—but they mostly come to play the Game. That means that | can put the some "characters" through a new world every Game, That's the challenge; to see whether the character you created con hold upnomatter what kind of bizarre situation it's thrown into. I guess that's the key for me—seeing what new situation lcan setup for the Game and make it a interesting as possible. = — = TOWU Me WwIRTER 2 ACACIA GAReIA + ee nos ram Pe for mse om ii 197 oreaw rane ning pany’ Still with me? Larry Niven and Steve Barnes have written three popularnovel- zations of Dream Park adventures. Since they were nosing around Geming Central doing research, | figured I'd snag them and ash they'd mind talking about what it's like writing about the Park! Welcome, Gamers! We're the authors of DREAM PARK, THE BARSOOM PROJECT, and THE CALIFORNIA VOODOO GAME. Although we've written a lotof science fiction in our careers, you could otobably call us "True Crime” writers as wel. For years, Alex Griffin has llowedus torummage through Dream Park's security files. IFdetoils ofa thef, cr a murder (preferably both} sparks our interest, we get to write it up, change a few names, and publish the report as 6 novel We started out just researching this place ond fell in love with it. Any fontosy can come true here. The world of Dream Pork is a place where your riddenhandrisesintothe light, wielding the Sword of Righteousness. Where your secret shadow might eclipse the dotilefields of a lost and desperate time. Whereyou,andnot some generic borbarianor wizard, pitwitand muscle ‘and Magick against the forces of darkness. You storm the citadel, and carry away the treasure! This is your moment. Gather some trusted companions. Barthe door. Take the phone ofthe hook. Buckle your seat belt, ond prepare for the ride of your life WRITERS Carey NIVED 2 STEVE RARWES Oneaw PHLRNV os The lastperson | want you tomeetis Mike Pondsmith, Mike's the Systems De: coutthe programs and Gome ules that the Players and Gamemasters use toplay their Adventures, He's going fo send you on to the Interactive Gallery so you can ty playing a few Games yourself. DESIGWER Hi there, Gamer. | wanted fo take a few seconds to tell you exactly what you're getting into here. Dream Park, (as you might have already guessed), based on « very popular series of novels writen by Larry Niven «and Steve Barnes. When we first sat down to write this game, we reclized we had a wenderful opportunity to play with the traditional ideas of roleplaying. By having players play Gamers who were playing charactors in a futuristic roleplaying/amuemant Park, we could step ‘outside the limitations of playing in one (or even a couple) genres. Instead, as Players competing for points in totally artifical setting, we could createa game that would rly be able to ross oll genres—in fac, in Dream Park, you can mix, match and combine types of games and characters with wild abandon. This meant we've had to design a system that is simple, yet flexible, covering clmost every possible variation on the roleplaying theme. Weapons, armor, godgels, gear; everything works together as a whole; we didn't want to have fo create a whole buncha supplements for each new genre that came clong, The nature of Dream Park comes to our rescue in this—because all the weapons and skills of the Park are basically simulations of the real thing, we can create an internal consistency where a .357 magnum-packing cyberpunk can duke itout with an armored medieval knight and both sides have a chance. (This is a lot easier when both the 357 and the plate armor are basically plastic composites) Although this system is designed for in-Park play, it is also consistent enough within itself to allow any number of cross-universe RPG adventures outside of the Dream Park setting. n fo, it's a pretty dandy litle RPG system for any type of game genre. Besides creating a mete-system for the Park, we wanted fo make a simpler format forthe novice Gamer; the person who's intimidated by huge gamebooks cand complex rules. The Quik Start™ system and its Character Cards ore a step in that direction. Now instead of trying fo explain roleplaying to your parents, you could show them in one very easy lesson. And with new cards, even experienced Referees wouldlbe able fo compile an impressive list of non-player characters (called Actors), monsters, spells, gadgets and so on, Lastly, we wanted fo create @ system for generating adventures themselves, something that didn't leave you twiddling your thumbs wondering how us Big Time Game Designers did it. The adventure design system here allows you not conlytodomulti-genre games, butto mix, match, combine and meld genres any. way you can imagine. And that means any way. So much for what you can do with this game. Now, take her out ond twister tail. hope you'll thnk of possiblities we never even imagined, Because with SZ TJ dream Park, all things are possible. 167 oreo rare SITTING STARTED AT OREAW PARK ot everyone who comes to Dream Park comes to Game; many of the Park's visitors, in fact, are there fo see the sights, shop the immense Malls, and ride the Gravity Whip (the world's scariest amusement ride, with a guaranteed 30 seconds of freefall as itdrops 1,200 feet). Butfor an adventuresome few, the Pork has designed a special section called the Interactive Gallery: a series of exciting mini-Games designed for the novice player. Many of the Interactive Gallery's Games are designed to let the novice player wander in and encounter the marvels of the Park withouta lotof preparation.In these "Quik Start” games, the visitor is outfitted with a computer-generated character from Dream Park's immense database. A Quik Start character comes complete wih skills, weapons, costumes and virtual hardhware—all you have to do is step into the role and start playing! The Interactive Gollery's Guik Stort games are a perfect place for beginning roleplayers to learn the basics of the Dream Park system. They're also lot of wHev—walramoowoTe THaTs ov? Huge? CALM DOWN, YOU HARDCORES AND PRO ROLEPLAYERS. These are the bunny slopes; the part we wrote for the beginners that haven't ever done this before Instead of along, boring explanation about roleplaying, we decided to teach them by doing. Along the way, youmay find his areal fun and fast ame, just perfect for those evenings when you don't have time for a serious run, Inthe Advanced Rules section (pg.72), we drop the real rules on you; the complex systems for facing, split attacks, special effect attacks, autofire, combined actions, vehicles; all the stuff you experienced guys ‘re ust waiting for. But hang withus right now; this is how we get new recruits for the hobby. ongom rare V7 17 BYVIZPIDVING 1D IF YOU'VE NEVER DONE THIS BEFORE, RELAX. IT'S JUST LIKE PLAYING COWBOYS AND NATIVE AMERICANS, The first thing to remember is that you're going to be playing the part of an imaginary person, just lke you did years ‘ago when you were a kid. You didn't have any problem then figuring out what Barbie® or GI Joe® did , and if you don't worry too much, it'll all come back to you. Trust us. Grab one of the Character Cards that looks interesting to you. Although a lot of them are combat types, there are also Scientists, Adventurers and other roles you can play. Now, look over the picture and think. How would the person I see here talk? How would he or she act ina certain situation? Run through a few scenes in your mind. If you want to try «funny voice or walk, we don't mind— it's all part of the experience. Now, jump over to the rules on the next ‘page. We've worked really hard to make them really eusy—so easy that even ‘our janitor was up and playing in ust five minutes. Take a few moments to get familiar with the ideas, then grab a few friends and dive right in. There's really no better way to do it! A FEW TERMS YOU'LL WANT To KNOW Roleplaying:"Let's Pretend” with rules. RPG: Short for Role Playing Game. Gamemasters The person who reads the rules and acts out all the adversarial parts of the Game. Character: An imaginary person you act the part of in a Dream Park Game. Actor: A Character played by the Gamemaster. ‘Skill or Attack Roll: A roll of a six sided die, usually with some value added. The object is to get a total higher than nother player or predetermined valve. Wounds or Hit Points: Imaginary points to measure the amount of “life” a Character has. 19 7 onedn one fun for experienced Gamers; especially if they just want to jump into a fast and exciting Game with a minimum of rules. Each Game is designed fo pose a simple challenge that requires the player to use strategy and imagination over sheer brute combat (although there's a lot of that too!) Justto keep things hopping, Games in the Gallery are changed every so offen. Great faves of the past have been the Keys of Time Game, the Invaders From Within Game, the Escape from Station X Game and the Old West Barfight Game. In this section, we'll introduce you to a couple of these scenarios as well asa few new ones the Tech crew's dreamed up in the last few weeks. Feel free to try each scenario more than once, with different Characters, Spells and tactics. We think you'l learn a lot—and have a good fime learning it! CHARACTER CARDS You start a Quik Start Game by selecting a Quik Start Character Card. Each card represents one type of persona or role you can play in a Dream Park Game, downloaded from the Park's immense databases. At the start of the Gome, each player picks one card torepresentthe Character heorshe will pay| (justas he or she would selecta character from the database terminal). Players then enter one of the ongoing Interactive Games and attempt to accomplish whatever goals are set before them, acting out the part they've selected. ‘One person, called the Gamemaster, represents the Park's Game computers during the Game. The Gamemaster's job is something like that of the Banker ina board game, except that instead of just counting out money and reading| the rules, the Gamemaster also controls all of the opposition characters (also called Actors), and directs their actions against the other players. Like the Players, the Gamemaster has his own Goals for each Game; if he can| ‘accomplish these goals, he can win the game. The Gamemaster alsoreads the Setup for each Game, telling the other players what die rolls they need to make in order to succeed at something. The| Gamemaster should be someone who is pretty fair and even-tempered. Although he/she wants to win ustasbadly as the other players, a Gamemaster shouldn't resort to threats or cheating. It's actually pretty hard to be a bad| ‘Gamemaster in a Quik Start Game; that's why i's a. good place for novice| Gamemasters to start, Lastly, the Gamemaster gets to pick cards for himself. He will use these cards| as the "troops" in his contest against the other Players. REODY? SET? GOI Okay, grab a quiet corner, a few friends and some dice. Pull the Character Cards from the back of this book, read the following] simple rules, and pick one of the Interactive Games that sounds interesting. You're ready for your first trip through Dream Park! Qa TOU Wee) 10 PUY Tale DOS Galle SOME GOOD FRIENDS 10 play wth about’ 1845 good number. Find o ase le whee youwor'tbe sshd Aryl Bosc Came ‘ess chou! 40 mines, PAPERCLIPS tee record Wounds token in Srbat (se page 2). ‘THE QUIK START CHARACTER CARDS in the bock of ths book (jus lke the one below, nl smo). Pul he perfrtedshet out nd ie one altered bordered cards ah lye, ‘The Gamemaster uses the Monster, Thug, Villain ond Henchman cards (with blue nome borders). SpelsondPoesare in orange. Fo ade lok he back ofa Quik Sar Charoer Cr ke ola the rex age. JUNGLE PRINCESS DpRSESNETN| EKA CUBA ORE Anyolthescenrs on oes 24 trough 29a great fr staring yomes. ch oveturehs, ‘Gone Map ond Game Setup descion, TWO OR MORE 6 (A CHEAP RULER MARKED IN SOME TYPE OF COUNTERS OR MINI- SIDED DICE Available INCHES [OPTIONAL]. We'verade [7] TURES to represent your character. Pieces borrowed at ny ka haby or dug «oi of raking the edge of is ook fromboardgamesore fie we veo sed peries,ches sare, exly braved from a bck- in Tarski ical esa susve pieesorsuoresol operon casion, Mesthobyondganesres oo prenonse rule if you ave go ore around he hous, Quik selleodorplosic igure wich on bused far even mae els, Start Adventure mops ar oo morkedin gid oORedw oper V 09 WdTS OU THE WORM OF O Coed MOVE: In the Advanced Game (pg. 73) This is how for your character con run uring is or her ura, in inches or spoces). Inthe Basic Game, ye'l divide his value by 4, rounding down (our 17'blow woud be 03, fr example). Yuna run os for asthiomounnerruping hat move at ny neta do something. There isnocet in the Bas Gome for rin or chaning postin. [2] ARMOR: Amorisusedoprote chardersfrom damage. ‘mers oted from None to Cosmic. The typeof Amar ‘your characier wears sted here. MOVE: 12" [Run] ARMOR: Leather [Very Light] pene n Background: This section is used to describe the & LIMITATIONS: When you wat fo use a Spel, Power or Gage, yourust haveasymbelonyorchar acerca tet mathesthe ane on he Sel Powe or Gadget Cord Q mwee CIAL ABLITIES: These choractr. There are often litle hints on the character's arereeyighnssndpe. background, history, motivations and gools inthis éalhiogsyourcredecon section do. Sethe ent the ight . a Spell /Skil/Specal Abies: These ore special things th cade condo. Al Sklar described by the Skill nme ond. plus valve (ike Cybertech+3) ia Thisrepresenstheskil and how god youare ati or = example, «1 would be lov, «4 o 5 would be prety aoe : F | good, and 15 the best possible). Ski, Spls ond nile eeuuremes lites hichcanbe sedin the Bosic Game areahvays oer wi ye lied n bold italic type. Any other Sil or Powers = pect ee onthe card may only be used the Advanced Game. © mow Player cards re in red, opponent cards (used by gran the Gomemaster) ore in be, Godet cord (ot included in this rulebook) TINKERING are green, Spls/Povers ATHLETICS rein orange. erga SKILLS: Each Character Card has ten Bosc Skil, rated from 1 fo 5. These are: * Melee (sux, dbs 8 ater things you swing ato arge]* Ranged Weapons things you shoot WOUND TRACK: Thissacionissedtoreadth chradr’s ton eponent} * Hand fo Handpunches, kicks bis ek) Awareness (otcing rps, des, Wounds. Wounds ecesent how much ie each character has. information erund yo) + Dodge (ou city o aol being it, Because his sso importa, is Fach charter begins wha certin number of Wounds eo she writen ingrey lomakeitstond out) Tinkering fixing orinventng) » Athletes (balancing iting, can lose. This volue sprinted in grey on the track. Ignore all lepig or oer physic feats) © Knowledge (erembaing fs, ging things at) © Steolth ruber onthe cord igherhan ths number ihe example, (sneaking hiding)» Wilpowerressngpdin,enpfion,mindonr). NOTE: Monstersusualy Since "TO" in ey, you woud ignore VV ond 12). AS your den'thoe ol he some skis os Charades. send, hy have Bite and Cow instead of Hand fo character shur tills wounds une orshereachesthe sel ‘Hand, ond Special Attacksisteod of Ranged Weapons Monsters oko don't do ony Tinkering ‘nd cressbones (andis‘kiled out” ofthe Game). NOTEs Monsters or vse Melee Weopons. usual hove more Wounds thn rege Chard. 207 onan puaw 100 70 ae OP 0 QUIN SHORT Gume GET A GROUP OF FRIENDS (3TOs1SGOO0)TOGETHER AND HAVE EVERYONE PICK A a (ONE OF THE ADVENTURES: There ore herpeipicehrst ‘hein odvenves inden hsbc. Reed ver Exnonastey ROR A + Pion pen a be te Gamemastr Te ‘he tos ond Setup format for exhone, hen ermine eerste plays cl he masters, vii end sehen th ployers wil fat Fick the Aventure you’ dike toy. SPriersaat + EhPloyer chooses one red Character ad A ‘*The Gamemaster gets topick as many ofthe 20,000 Leagues 10m carran neno ano PROFESSOR THRINTWHISTLE be roster cher lyr here ae Fo einieed Stan ne raves on ‘xtencughblvcords, he mys ony edcrdthe Re wr roreson non Um re Ta, 9 Sone, ‘Fer ployrsrent sing. ‘une You boowen ost RS urassouee PLACE YOUR "COUNTER" IN ‘THE APPROPRIATE PLACE ON THE ADVENTURE MAP: foch Game stars with everyone in specific alas. Tes oe make by speci symbols TAKING TURNS: Tusa eke y moving dckwseoround 2 renee ‘the table, starting with the person on the memanccanscuso cake | | Somennstr set When ereyne he hsked achoeto 7b REAR . op ee ese ‘move, it's the Gamemastr's tun fo move all of his forces. AYTAGY GF YHE ZowelEs ‘During your tun, you can do two things: Move and Do Something Ese (ced "Toking on Action”) “onacr || USING ARULER MOVING: When your tn comesup, you my mae your orate counter. + You cannot move trough anata person ood be. + You con move as many inches or spaces ws your Move score Sock Charcer cord divided by 4. Youconchange recon vhnever + War. You may interrupt moving ot any ine fo do oe thing +f you ae using a grid, you may mae agonal, sigh or any ambition of he Wo, up ae fourth of your full Mave ore DOING SOMETHING ELSE: You oninerupyou movement oncectony tine ‘todo something ele, There are three things you con do besides moving: «Attack something (i's in range). * Toke a non-combat scion ike dsarming orp or picking something ve De nothing (sonetnesasmertmovfth ony oerratvestod somthing dumb) onan ognn V7 29 HOW TO ArTTaeK SOWETHING im WHAT KIND OF COMBAT nor Pe SKILL DO YOU WANT TO ‘tr ry USE? Delgund cdede he Le’ lok atthe Chorocer Card bock opin. As mentioned bef, ach hrc has tn skis The tp thes; Melee Weapons, Ranged Weopons and Hand to Hand, ore sed 1 make attacks, On ext Character Cr, we've led ilednspeicweaponsforeokof you conbot skis; for exagl, Knife intod of ‘Melee Weapon cr Rifle insted of Ranged Weapons. Sit by pking a skil/weopon, Nex, checktoseeif omthing'sbetween you ond au the forget (Step 2), nd tht you'r. in onge (Step 3). Fly, make your tok Rl Step 4). —E— endo atleehae {Sa ep od 4 i is] ¢ 'g 4 és it) ANYTHING IN THE WAY? TATE ‘Thenext thing todo itoseeif anything's between yuan your get Use your ruler jut rowan ‘gir line between your Charade contr ond the Tage cour, anyhing Beaks the i, yu cook. Swords ‘ees Daggers Energy Swords Cyberblades Tonfos Nunchaky Clubs Cyersnckes Gite Fangs Polearms, Staves Whips: Teeth & Claws Spears (tb) Hand to Hand Attacks Beet ‘Any Thrown Object L 4|3/2 R Blowguns els [2 | ‘ARE YOU IN RANGE? Bolas l Beloreyoucn stock, you cboneedtoknow | Cyberdarts TF YOU'RE USING A GRID ifyou' recs enough Thee re two hypesof | Pst, ifs, Shotguns, ubmachinguns You noc anges counting squres inthe takin fe Basi ameHord Hane, nd Ronged. Wee mrt depth betwen he taker space ond Breath Weapons ; + HANDTOHAND &MELEATTACKS conbenakino | Connon &Hstes rr ara adil ay rc win of . Yh yl e ole uo Binds Beans & Blasts ‘Ifyou are using a rulr, ust measure between the Atacker ond the age FIGURE OUT THE DAMAGE: (heck the Results Tobe (pg. 23) compaingthe weapon or attackyou se lth armor your opponent is warn. Then sb the indeed ruber of Wounds rom is or er Wound Trac Ifthe Wourd Tracks reduced oo Skul (0), the hora is “led out fhe Game, DOING OTHER THINGS: In the Basic Game, yes fe ss ke eng doors, fxing igs, ae oeay given voles called Diff MAKE YOUR ATTACK ROLL: if you'e dow enough ord noing'in th way, you con ack. When yout someting piktergh Combat skilondadd the number tothe rit ofthe sil oa single de oll. You tet vila rl deo ond adds Dodge sil number I your ols bigher on your pperen', yout teas mise) The roves reversed when someaneotoks you fs Jos fo bs Ta sues do sorting, q is | younesinckeoSkilRollindareSeptstokRol) || iat Figherthan hsv wealtellyouvhotskilyouluse) Ak ial ta Were thereisnospcid Diu, you mus ons ral Hg higher than 7 to suxceed, jo He fist op wun ay 809 sg rlog ug pan seca yeu DPW pray) pa veg won ° an nog EEL PRUEIEREN Light Voie AIOHL SLUNSAY NoerInvaerable, Moga Hay Yee Hy Veale ote mor, Hg Res ‘orPoves, Medieide Fate, Kevlar, Penonel Foxtel Hy Crp F-Body Aro, Resist Su Fay lth Robes EY perpowes, en rom A ry fae 3 he Crystal! Same Hear me, Adventurer! | am Lendell, Arch Mage to King Arragon, and one of the defenders of the Misty Lands! For many years, our kingdom has dwelt in peace, and the people in plenty. But that was before the foul day when the Dragon Lord came to Castle Arragon to plunder and destroy. Many brave knights fell that day, battling the fearsome Dragon. But although the creature was driven off, it escaped with the Misty Land's greatest Treasure: the holy Relics of Saint Shannadan, Each Relic carries with it a certain power; some may be used to heal, others fostrengthen the powers of warfare. Without hese powerful artifacts, the Misty Lands falter and fail; the crops diein the fields, the people sicken in their homes, and all our good works are undone. Now the winds carry even more evil tidings. For the Dragon Lord has passed ‘way, and the relics lie unguarded in his Crystal Maze. Even as | speak, the Evil Mage Morrolin and his Dark Hordes descend upon the Maze to take the Relics for themselves. | have gathered you here, a brave party of warriors from all over Creation, to win the Relics before the Evil Ones succeed. With my powers, | may place you upon the doorstep of the Crystal Maze; the rest is, Up to you. All the Misty Land's hopes go with you! Godspeed! Gamemaster: You will be playing the Evil Mage Morrolin and his party of henchmen and fell creatures. Your Goal is to capture all ofthe Relics and retum, them to your starting point. At any time, you may use a Relic's powers once. and only once. {IF you possess it!) Use the Villain, Henchman and Henchwoman, Round out your party by using as many Beastmen (represented by the Grunt card in your Quik Startdeck) as needed to match the number of Players participating. Players: As the brave Fellowship of the Misty Lands, you must recover all of the items and return them fo the mouth ofthe Cave. Obviously, you willhave tofightthe forces of Morralin, whowillhave no scruples about usingthe sacred relics for their own evil cause. Limits: Magic and Super Powers are permitted. You may not ly (the rooms are t00 low and too small). Each party must carry the relics with them; one player may carry all of them, or they may be divided between members. However, they must olways travel with the party, and may notbe individually carried out of the entry points for safekeeping (all items must leave at the same time or the curse of he Dragon Lord will say the offenders instantly). Each party may use a Relicin its possession once. Ifthe other party gains a Relic, they too may use it in turn, No Relic may be used by the same party twice. PLAYER'S START This symbol represents the ‘opening of the Crystal Maze. ‘Archmage Lendell has used his powers fo teleport you otis entrance; you must do the rest. Two players may ener the Maze eoch turn. GAMEMASTER'S START Thissymbol represents th other opening of the Cryst Maze. From this point, the Evil Moge ‘Morrolin and his forces may enter the caverns, two at a time. THE HOLY RELICS OF ST. SHANNADAN PISCATOR'S SLIPPERY FISH rons the ene Party © +2 on all Dodge Rls fran un ‘THE SCALES OF JUDGEMENT Grats the entre Party © +2 on all Dodge Rls for one tun, THE GOLDEN HERO OF THE DWARVEN KINGS Wilinceose the damage done bythe Porty’sweoponsby 2 Wourdsfor Hum THE SPEEDY STAG OF NIKE vil double the Movement of ol Paty Members for one tr, THE LEAVES OF LOSTLORN Theirscent wil cause any opposing party member win 4 spaces fo pause in wonder for tur. Drngtistine they ‘may not moveor aoc, bu con dodge ‘THEON'S HEALING AMULET wiles ene die of Wound o ony one Pty member. ‘THE SYMBOL OF THE SWORDMASTER Wilinzeose he damoge don by he Party's weapons by 2 Wounds fr 1 tun, THE STAR OF ZENDAR iso drag itwilbd ey eppring party member win 4 pcs fr | tur. They moy not move or ato, but «on dodge OReOW PaRLV 2s * ¥O€eL= ES EKEYS© pe vs Professor Thrintwhistle has taken all of you on an extended trip through time isis new Time Machine. Deep in the dawn of the Cretaceous Age, you stop ‘or a brief lunchbreak and everyone wanders off to collect a few fossils-to-be and other rare tidbits of Cretaceous Age history. You're cbout to board the Time Machine again, when suddenly the Prof slaps his pockets frantically. "Great Stars!" he shouts. "The Keys! I've lost the Keys. te the Time Machine! We can't get back in!" Luckily for you, Thrintwhistle's secretary, Alice (knowing that he's an absent- minded Professor) has attached a special Super Atomic Key Locator fo the Professor's keychain. A quick look at the Professor's hand-held Analyser Scope tells you that the keys are lying only a few hundred yards away, at the south of a large cave that the Professor was exploring earlier. But that was hours ago. Now, the sun's well up, and the cave's reptilian nhobitonts have warmed up enough to be really active. And when they get octive, they get...hungry. Very hungry. Gamemaster: You will be playing a pack of hungry Deinonychus (die:NON- ee-kusses); thirteen foot-long, 200 Ib eating machines, armed with razor- sharp killing claws on each foot. There are three more of these mini-Godzillas ‘non there are players in the party. Use the Monster in your Quik Start Cards ‘0 represent the dinosaurs; you may want to keep track of each one's wounds by using a scrap of paper. Your dinasours are normally pretly territorial, and will atock anything that ‘spproaches their cave mouth while they're awake. Each turn, three bolt from ‘heir cove mouth and enter the Gaming area, looking for something to ext. f enyone is within five spaces, the hungry dinosaurs will do their best to attack endeatthem. That's until theentire pack hasleftthe cave. Atthis point, thisarmy of overgrown iguanas will set out fo ect anyone left on the board. The Gamemaster's Goal is pretty simple: eat as many Players as possible. Ihe can «ill and eat at least half of the Party, he wins the Game. Players: Whups! You know where the keys are; now you have to get thern ack. Unfortunately, they're lying right in front ofthe cave's mouth. Your Goal 's pretty obvious; get the keys and escape in the Time Machine before the Deinonychus pack can assemble and go on an eating binge. Limits: Magic, Super Powers ond Future Tech are all permitted. Here's the catch. Due to a lingering effect of the Time Machine, the Superheroes have ‘ost their Flight Powers. In addition, your Starknight burned up alot of energy stopping a German tank back in 1945 and can only use his power armor for five tums before it shuts down (outside of his armor, he can move, buthas no protection). Can you do it? Or are you doomed to be a Dinosaur's Dinner? PLAYER'S START This symbol represents the now locked Time machine Te play- ers begin the Gome all ustered ‘oround the inert device. The Professor will stay on this spo; ifhe's eaten, no one else. vill know how to run the Machine. GAMEMASTER'S ‘START This symbol represents the mouth of the dinosaur's cave, The caveitselfis sonarrow that only three Deinonychus ata time can exit each turn. The caveisofheavy rock and cannotbe destroyed orblocked. DEINONYCHUS These litle monsters were one of the most advanced dinosaurs oftheirtime. Withexcellent vision, fost reactions, ond deadly weapons, ‘they were able to pull down ‘and eat dinosaurs for larger than they ere Deinonychus was ‘ko pock hunter, ond wos probobyos smarts today's ‘wolves (which is pretty dam smart). SPINY BUSHES These spiny bushes ere thick nd deeply rooted, They're oo po- sonous, You cannot passthrough ‘ny square occupied by a spiny bush, You cannot destroy or uproot them either. The terrain otherwise is clear and flat, eystothe Tine Hockne. The very, very complex lacks oo hard fr any Payer to open; he Profesor made hs way ofl any tampering wih the Machine by oer peopl, epecily athe snooping Tine Travellers! DRzaw duRU VY av THE KEYS This symbol represents the Under the Microscope The year is 1889, in an alternate universe that might have been; an alternate past where deductive giant Sherlock Holmes ond brilliant inventor Captain Nemo battle meglomaniacal geniuses Professor Morfiarity and Robur the Conqueror of the Air. While tracking the evil Professor gigantic fying cerostat, you have followed him via an underwater tunnel into the very center ofanextinctvolcano. ltishere, you suspect, that Moriarity andhis World Crime League have made their secret lair; and itis here that you intend to, at long last, bring the miscreants to justice! Butthe Professor has other plans. As the redoubtable Captain Nemo surfaces within the volcano, the wily mathematician has focused his powerful Parabolic Micronization Reflector upon the Nauilus, reducing it instantly to the size of «a large microbe! Luckily for you, the fiendish device has also micronized all of the water around you, leaving the submarine stranded among a few droplets of what used to be a vast volcanic lake. But you're not out of danger yet! For even as Captain Nemo works feverishly: toreversethe effects ofthe Professor's dastardly attack, the hungry microscopic denizens of your puddle have mobilized and are even now closing in to absorb and digestthe Nautilus. Knowing that these protoplasmicmonsterscan exert tremendous crushing force on the hull of the micronized submarine, the Captain has asked all hands to muster on deck and stop this looming engulfment. Naturally, you volunteer. Gamemaster: You will be playing a group of hungry microbes bent on absorbing the now very tiny Nautilus. You have four ameobas in all. Use the Terror Quik Start Card to portray these protoplasmic monsters (each the size of a large truck in scale to the micronized submarine). You may want to keep a Wound record for each mini-monster on a separate sheet of paper. Your ameobos have one goal; fo crush and absorb the Nautilus. Each timethey cctually touch the submarine, they can elect fo perform a crushing attack, doing Extra Deadly Damage. For smaller targets, like the players, they wil resort to a pseudopod whip attack (Very Large Bite). Players: Your goal is also simple; keep the hungry slimecreatures from damaging your ticket home. This means you must keep them out of spaces adjoining the submarine's hull. It will take Captain Nemo ten tums to reverse the evil Moriarity's shrinking ray; after this, all the water will be restored and the submarine will be full size. Can you keep the Nautilus intact until then? Limits: Magic, Super Powers and Future Tech are all permitted. Flight powers can be used, Psionic attacks are ineffective (these creatures are one-celled canimels and are too dumb to have a brain). GAMEMASTER'S START This symbol represents places where the gan amoeba start theGame. The Gamemastermay gloce one moeba on exch pace. PLAYER'S START This symbol represents the open hatch ofthe now stranded Naut- fs. ach tur, two ployers may eter or exitthe hatch, While you ‘re in the submarine, you are safe from attack, but remember that each turn the amoebas get to perform their crushing attack, they will couse damage to the Noutius, eventuly destroying it ond you. 1 THE NAUTILUS Famous 1800's submarine from the JulesVernenove 20,000 Leagues Under The Sea Rightnow, the mighty conqueror of the oceans is pretty helpless, having been reduced tomicobe sie. There'snot ‘enough water tofire the torpedos, andthe hull con't be electrified. I's up to you to defend her unl Coptin Nemo can finda way fo reverse the effec ofr. Mority' stinking ny. Thesubhas 60 Wound ond srmored wi Heavy Vehide Amer. (Super Heavy pesonl armor on he our char.) > THE AMOEBAS Nontezuma's Revenge onthe cosmic cal, these hungry ites woul’ be a problem if you wee normal sie, But you'reonythesie of lagegerm. Now heyte dosing ia, wth Exo Deadly Damage in mind! ey WATER DROPLETS i FO) our pahistoded by lars dopes zy cof water. If you cos through a spoce occupied by a droplet, you will have to swim through to ‘he other side, reducing your speedo 1 space per turn, ‘Amoebas hvenospeedtreducton; they're mostly water ‘anyway. DM egaw 7 20 AAD WA IM) @ & DD CHARACTERS WHEW REALMS REVOND THE QUIK START CHARACTER 1 far, you've probably been playing Dream Park using the Quik Start characters already provided with your Gamebook. However, by this ime, you probably know. enough about the rules to want fo create new and exciting characters of your own. And that means learning about Advanced Character building. initial rating. The represented percen- chances of a Let's step back a moment, As a Dream Park roleplayer, you've got an interesting roleplaying challenge unparallelled in RPG history. You're notust going to be playing a character in a roleplaying game. No, you're going to be playing a character who is going to a roleplaying Park to play a character ina roleplaying game. combat or emer- gency..." —Dream Park {Cont pa. 32) 207 oneaw pa: PLAYERNAME, CHARACTER, GAME POINTS & GAME PROFESSION: These ace important bs facts bout your Dream Pork Advanced Character, Player Name means wit your name here. Gharacter i he person your Prk "Vistr” goes by while inchorocter. Game Points ore the ‘oc numberofpintsyourChraerostobuyBask Skil ex Options (sew points con be wonin exch Game). Game Profession is what he Character des when Game; Fighter, Thiet, Magic User, ric Loremester, Engi eer, Soperer,Psinicor MliClas Younus pick ‘Profession. BACKGROUNDS With Advanced Chr ters, youl gettodeie wha! hebckground afyou Graders Bu histine, you'lbe the history ofa visitor to the Pr, instead of generic. Tis harode wilson thrugh cutall Games thoughhiy/he rl win ech Gome may change. The Character Quiz is designed top you do his, by ong ts imoginary visors Out of Perk Prfes- sion, Motivations, Attitudes & Traits, Attributes, Problems ond Goals. Read the instucions on pgs. 32 ‘hough 36 od chck/ ilu ole boxes tha pp. BASIC SKILLS: Like the Quik Start Character Cards DOT M2 NOONE) Ce EE The Advanced Charocter Shet is designs rt Cheracer Cards described on pg, 20. However, it allows you to eae characters with more skis ond bites, We've broker down each scion ofthe sheet ond described it; och description cso marked withthe poe number where the complet topk canbe found. mm | saa #—~ CHARACTER SHEET PIAYERNAME] ____—_|[CHARACTER GAMEPOINTS |__| PROFESSION SONG) KCOTMa CONG ON CANTON CommoUT sie CWA OAR D URGE O Wer 00Y TYPE CHK AGE C)HEAY CO OFAMOGAT CSP /RACE Re Ss eurorraetsioko ncn ceri Como saeUKC TAO ONL OS OW ER ee ule yaa toma on © mervaron xfer me 9 mast cE LO RA HE © Naonu'p ase ® Bacto Cou Co armunéiRars reste © RENEUONS ANTSOGAL C AOGAKT PROUD C MOODY, RH EADSTIONG, ROU Catone Gey an SEES Sura UNAS SHY DCT © WTEC OTA eC ATC CUCNE“D HSE AOE COR PeRSONAL ATBUTES 0 at (au AHL Ono GB eMMIOBAAKE “COB oa SiR: coon ook was C_ DEMO CHET © ERC HKAKTOANARNS TNGOUTEONS 0 PATOMINOKY CS PEDREDER ENCED SAMA PERSONAL PROKENS: © PiCOW @ ADDKTOND SUTFESOMANYC. WAKWLL CL OTAD UY BSN MnOED CLE (UNS C'S ET CPOE AY C CCMMON WEES CBU WEEKES HGALONG CHR, cous soa, sou vou (99.18), each Char- acter Sheethas ten Bas Sil: BASIC SKILLS costa rinieva «Helo (sc, chs &. or MELEE WEAPON. RANGED WEAPON Peel Woes them HAND TO HAND KNOWLEDGE hoot at on eppone!) * Hand fo “Ssestarash INKERING DODGE Hand puncies, kk, bites} ® ‘Awareness (ooiing tops, des, ifomaton round eu) Dodge yur by cid bring bt. Because his ‘ssoimporian is writen ing to mokel snd ou) + Tinkering xing ocavening) © Athletics bling, ling, loping or ther physical feos) * Knowledge (remembering fc, figuing ngs ut. Stealth (sneak- i e+ Wiper en id con) OPTIONS: For those experienced with the Auk Stat hroer Cars, Ops oreo new concep. An Option soning hot aca tere oieke wi him or onex Gone onan shin” athe ed hat Game (kept eround forte next ‘om).Opcnsindode Optional Sls, Spel, Powers, Gadgets, Weapons & Armor ond Pls—od ore bought from your poo of Game Points (ee above) The ‘reprints yuhve the mare Options ou conbuy forthe vex Gane, Bul crefl—Gane onsen on Basic Sls ‘onal be"ehed in ondifyu'e "ke ou, you's lose up tobi your caret Game ois BLANK CHARACTER SHEETS ARE IN THE BACK OF THIS BOOK. ATHLETICS AWARENESS OPTIONS cosrexieva vanes | cost] ‘STEALTH WILLPOWER -— ‘WOUNDS Lit. siz 110} W {12} {13} 14) Ts) [WOUND TRACK: This secon wed irewards rade’ Wounds. Woundsrepresent how che" ‘ach chrocehos. As your chars hurt tlle woud uni he oc sh reaches the sland crosbones (ands ‘ied ou'of the Game). Wounds ore determined by rling 1 ci nd ang o vl based on your (occ Frefesion hero rssutal umber core yori. s oper show your cue number of Mounds, Onan row VW eo 2H J USF THIS CHDVAPTZN SYSTZU OUTSIDE OF 71? DRED PORR S3T7ING2 THE QUESTION WE GET ASKED THE ‘MOST AROUND HERE The answer is yes, but with a few provisions. First of all, you have to understand the nature of Dream Park. in Dream Park, nothing is real—guns don't really shoot, swords don't rally ut, and spells don't really blow things up. This ‘means that as for as the Pork Designers are concerned, a .357 Magnum does whatever they programmed the computers to say it does. And while they try their best to simulate what that gun will do in realife inthe end, they'remore concerned with whether the Players are having a good time than in creating an exact simulation, This works great if that's your aim os well. However, if you're looking for an ‘exact simulation of reality, we warn you that this system doesn't play fair. Dream Park is designed to let barbarians with broad-swords duel lightsword-waving starknights, andintentionally doesn't take into acount that a lightsword should shear the broadsword into little bitty pieces. Weapon damages and ranges are proportional, not realistic. People can change| skills with each new Game. In the Dream Pork universe, Arabians on flying carpets can attack dragons or spacefighters with ‘equal aplomb, because the goalis to create the maximum in fun. Hf youhardcore simulators haven't runoff screaming yet, take heart; we've induded @ special section in this rulebook called Taking the Park Out ofthe Park, designed to let you do just that. But right now, we suggest you check out the Park setting ‘and go with the flow. You might be surprised at how much fon you'll have. 227 OReoM PaRT Pretty schizophrenic, isn'tit? But before you go out and renta copy of The Three| Faces of Eve, remember that this is one of Dream Park's strongest points— you canlinkitup to any existing game you're currently playing, bring inany favorite| character, or even play itas a stand-alone game. You can even give a single Park character several roleplaying personas. (Although he won't be able to play them all at the same time!) Italsomeansthatno matter what happens, your original Dream Park character| can't be killed’, He can have a role he's playing during a game aced, but the original guy who walked in through the gate can come back again and again| to play. For the sake of simplicity, we'll generally refer to anyone you play within the| Gome as a character. However, when a distinction needs to be made, we'll call the guy who's going to be walking into the Park the visitor, the role he'll be ploying while in the Park the role, and you (the person reading this book} the player. CACKEROUND Before we can start creating a role for our visitor, we're going to need to know| «a few things about this guy (er gal) who's walking in through the front gates. We'll want to do this for two reasons: one, to make sure that the characterstays| consistent no matter what role he's playing while in a Park Game, and two, to| determine if any attributes or experiences ofthe visitor outside the Park wil affect the character he's going to play inside the Pork. This means establishing] «@ background. The Background section of the Character Sheet covers things the Psych and ‘Medical departments of the Park are going to want to know about any visitor] before he or she can actually enter a Game. Ina non-standard Game (one not) based in the Dream Park setting), this information can also be used to tell you ‘and your Gamemaster the basic facts about a character (see Taking the Park Out of The Park, pg. 123 for more on this). PHYSIOL WHUIUP Thefirst part of the Background section covers basic physical makeup; sex, age, heightond weight. Thesere thethings the Park medicsneedtoknow tomake sure someone won'tfallover from the exertion ofa really ough Game. The sex of a Park vistor is up to you (it doesn't have to be the same as yours) We won'task you tobe really specific obout any of these things. In general, cage jis used for description more than anything; a teenager is anyone from 12to 19, a young adults from 20 to 29, a mature adultis from 30 to 49, and con older adul is from fifty up. Height is mostly used to determine whether o person can get into certain spaces or whether you have to stoop a let. Finally, weight is used in cases where there's a question of whether or not something can support a character. OUT OF DINAN DRYFFSSIDY Ifyou are playing in a "non-standard!" game (i.e., a game not being based in the Dream Park setting), you will probably want fo ignore this part. But if you're playing an in-Park game, we assume that the visitor you are playing has a "day job" outside the Park—something he or she does in "real life. Another option is to have the visitor you're playing actually work in the Park (Alex Griffin is a good example of this).In that case, pick the profession that most resembles what that person does when they're not part of a Game. A list of typical Dream Park jobs is in the sidebar section. Out of Park Profession is also one of those things that helps you, the player, establish the persona of your character, giving your roleplaying more dimensions and interesting background. For example, if the character is an entertainer in real life, he may tend to use his entertaining skills to amuse his fellow Gamers when things get rough. If he's a professional, he may offen exchange shop talk with other members of his profession who happen to be in on the Game. Mostofthe time, what a visitor does outside the Park will have no effecton how well he or she does inside of a Game. But your Gamemaster may want to encourage you to think of yourselfas a fully rounded roleplayer by giving you ‘anextra pointor Wo ina feat related to your day job. For example, asa singer, you might just be a little bit better at singing than your skill scores indicate, and the Gamemaster has the option of acknowledging this if he or she wants to. wmorwarIon Thisis another important roleplaying cid, useful to both standard and non-standard Game players. Motivation is what makes a person tick; what drives him to do what he does. Every Dream Park Character must have one motivation. The idea is to pick a strong motivating force and to act upon it whenever possible, no matter what Game you're currently in. For example, if your main motivation is greed, you'll use any opportunity you can to get your hands on valuable things. If your motivation is power, you'll enjoy bossing others around. Some motivations are a litle less obvious; if the character is working through a trauma, it's up to you as the player to come up with what that trauma was and what the character will need to beat it. (Maybe he's scared of snakes and joined the Great Serpent Hunt Game just to get over his phobia!) In all cases, establishing a Motivation is an important part of establishing your Dream Park character as a "real" person. arroreoe/TRavTs This area describes what kind of person your character basically is, and to some extent, how you relate to others. IF you're Shy & Secretive, you're probably not going to be the life of the party; if you're Moody, Rash & Headstrong, you're going to probably pick a lot of fights with your fellow Gamers. Like Motivation, Attitude & Traits are important tools for shaping your character and making itinteresting. You must pick one Attitude/Trait for the character. og PARK JORs Remember, you don't have to have a day job outside of the Park. You can find lots of interesting and lucrative professions right under your virtually goggled nose, + Techie Someone has make sure theses et chong othe costumes gett up Youknow al he tunel nd lhe sets af how the Pak works. * Secwity Guard: You nok sue people sa out of the seston high sey res ofthe Pak. Your bossislx Gf atooghbut oir kindo guy Hey, you hear he even Games sometimes! * Ride Operator: Besides the Game Gales, hee one hundreds of enusement rides in Deon Prk. You ‘operate one of these, maybe even the Gravity Whip! * Adminisrotor Een inte mes voned amuse ment pak inthe wo, someone hs to suf the popers, process the requisitions ond fill out the reports. ‘Groundskeeper Yoursbnotodycovestherequr things ke cuting the gras, but oko toning to the hundeedsof hounds of extant ond rial sed inthe Gaming Ares ond the Theme Hote. ‘Restaurant Personne: Terare dozens eng stlshmensoughout the Pak, rngiog fom the everyday es food his thera emaing heme returns ke the Phan Fea. Hotel Staff: You rn the hate, process the reservations, ond kee hogs going in oe of dazen ‘hemebotebloverhe Pak incaoghavsedhovses, int sing costes ard mermid manors * Bortender There's does of xing hme basin thePark, fomspactoverswihotenstomadivains wih eves rd dwarves. fed you serve them * Alor: Your job sone othe mos exhastng (nd fun) ones ihe Prk; playing oe of he many chara 1, good gu, bud guys oud monsters in he Ges. ‘© Special EHects Department: You've got ore of he {unos Tor tebuilyourbs) yout deen alfthehlgramatcandabtcefics wdinhe big Games. + Model/Prop Shop fs gin obo Gail submoinefr the Red Ober ome, or tan ever dey rule il soci, your department makes ond rust OND PORN VT Be DINSHVA1D IGUTES & PROBLEMS is step is optional; it exists to give you a greater amount of flexibility when customizing a character, allowing you to make characters who are stronger, smarter or better-looking than normal. Personal Attributes covers things that your Dream Park character is particularly good at; some people are just naturally smarter, more attractive, or as strong ‘as an ox; these things just don't go away when they enter the Park, Personal Attributes affect your character ina very direct way by giving your character a point "bonus" when performing certain types of activities. Personal Problems are things your character is not good at, weaknesses he/she is succeptable to, or agreed-on limits imposed by the Gamemaster, They are the flipside to Attributes, and are reflected in play as point "minuses" when performing certain tasks, or as mental limitations in game play. How to Get Attributes & Problems: Each Personal Attribute has an Attribute Value from 1 to 2 (listed as a parenthesised number next fo the title of the Attribute). This is only a base valve. Ifyou wantto increase the bonus given by the Attribute ‘you must multiply the point value by the number of bonus points you want to take (for example, if you wanted fo have Smart (1) with a +3 bonus, you would multiply the base of (1) by 3 to get an AMtribute Value of 3. No Atribute bonus may be higher than +3. Each Personal Problem also has a point value. To buy an Attribute, you must match itwith an equal number of Problem points. You may "double up" on some Problems, taking different variations of the same. These Problems are marked with small "D" next to the Problem Point value. For example, to match our +3 Smart Attribute above, we would either need to take a 3 point Problem, three one point Problems, or a combination of Problems adding up to 3 points. When marking Attributes or Problems on the Character sheet, write the bonus in the box instead of just checking it. PERSONAL ATTRIBUTES: ‘Smart (2}: Add a +1 bonus when using any ype of Knowledge or lore ski ‘Strong (2): Add a +1 bonus to the Damage roll of any Melee ‘Weapon or Hand fo Hand attack, or +1 fo any srength-based Alleles atlempt. Good Looking/Charismatie(1): Add a+1 bonus when using your ‘Seduction, Persuasion, Acting or Bribery skills. Enhanced Stamina (2): The characteris hardier han most people. ‘Add a +2 bonus fo your total Wounds Dexterous (2): Adda +1 bonus when using your Dodge, Athletics, or Ranged Weapon skill lucky (2): The characteris extremely lucky. Addo +1 bonustoony Gamble, Dodge or Awareness skill, Natural Actor (1): The Character is « naturally good actor. Add a +1 bonus fo any Acting or Persuasion skills Enhanced Balance (1): The characteris good on his/her feet. Add a +] bonuswhenusing any Acrobatics, ZeroG-Moverentor Sportskils Clever (2): Addo-+1 bonus when usingany Technical or Thief Skil Enhanced Awareness (1): The character has a natural ability to notice clues. Add a +1 bonus to all Awareness skill rolls Natural Athlete (2): The choracter is onaturally gifted athlete, Add +1 bonus lo any Athletes sil Direetion Sense (1): The cheracter will never become lost. Add a +1 bonus fo any Tracking or Navigation skills ‘Ambidexterous (1): The character can handle tools ond write with either hand, Add @ +1 bonus when making ony two-handed cttocks Photographic Memory (1): The character never forgets anything he has memorized. Add @ +1 bonus to any Programming, Deduction or Language skils. Speed Reader (1): The character can read entire books within on hour, ota roteof 20 pages per minute. Adda+ bonus when using cnny Research or Cryplography skills. PERSONAL PROBLEMS: Phobia (1°): A phobia is «fear of something so overwhelming that when you confront i, oll you can do is react by running away frantically. (Or, if that's impossible, collapsing into a twitching heap.) When you are confronted by your phobia, you must make con Extremely Hard Willpower rllio keep from reacting. Common phobias would be: fear of erowds, the dark, decth & dead things, enclosed spaces, heights, insects, monsters, snakes, cas, dogs, opposite sex, ele ‘Addiction (2°): An oddietion ison overwhelming compulsion fo use corpartokeof something, Typical addictions would be: food, alechel, drugs, sex, ete. When the desired substance is offered, the player must make an Extremely Hord Willpower ral to tur it down, or he will indulge as much as possible to the exclusion of all other things. Each day, he mus! also moke « Hard Willpower rell to veld sealing ut he ceed substance fo the exlon ofl other activities Split Personality (2|: This isan alternate "you" that oppeors under stress or privation. The Game master controls the personality, allowing it to act as he desires while it isin control. To stop the alternate personality rom toking over kes a Very Hard Willpower roll; to stuff him/her back into te box is Extremely Hard. 30 V oReaw DoT ‘Weak Will(1): Youjustdon'thavethe srengthtosayno.A-I penally toll Willpower roll. Dyslexia (2): The character has aproblem with perceiving eters and numbers, The Gamemasler may choose to jumble tex! up fo be incomprehensible, or reverse the order of numbers in a list. Any reading-rloted task is made ot half its normal Skil. Ugly (2): The characteris really homely. Bone ugly, in fact, He suffers 02 penoly to al Seduction, Persuasion sil Lousy Personality (2): No matter how you oct, people just seem fo dislike you. Maybe i's on abrasive voice or en annoying grin. A-2 penalty to all Seduction, Persuasion, Acting Skil ‘Absentminded (3: The character never remembers anything, mak- ing it hord for him to remember formulas, fact and information. A “1 penaly to all Programming, Language, Nevigaton, Zenology, Boar, Fri, Pthloy, Arche Atopsogy,Zology cond Survival sk. Miterate (3): The character can'treadatall. Notaword. Forgetabout reading magic books, clues or technical manuals Clumsy (2): The characteris horrible ot anything to do with athletics or hand-eye coordination, He has on automatic -1 penalty to any Ahleics, Stealth, Ronged Weapons, Melee Weopons, Hond to Hand, Tinkering, Dedge or Fighting skil . Space Cadet (2): The character drifts around in a world of his own, blivious to everyhing. All Awareness rlls cre made at a2 penaly Powerful Enemy {2}: The character is consistently the focus of the Gome Masters atenion. No mater what the Game, the Gome ‘Master always sends the thugs out fo get him, with the rest of the ‘group on afterthought. ‘Common Weakness (4): An agreed:on Problem for mogie users, dleriesand superheroes only. While inthe Game, thechoracterloses the abiliy to use superpowers, cos spells or use psionies ’ he is exposed fo this common, everyday objec. It could be sal, water, ron, cats, dogs, insects— but it must be something thet could be encountered at least once a day. An example of his would be he trodtional weakness of fairies to cod ron. Deadly Weakness (4): Another agreed:on Problem which mustbe cok'd by the Gamemaster. Exposure fo his object or element wil kill the choraderoutof he Gome Deadly Damage each tum unil he object istemoved).A deadly weakness cannotbeanyhhing eommon;itmust be something specially prepared or otherwise brought tothe player foreenKnypttadhm croeclon loner, wouldbecn oxime. Tag-A-Long (1): The character has acquired a follower; some. cof ebnoxious or oherwise pain in he neck character contalled| theGamemoster. heTag-A-Long shows upatthemast inopportune moments, cays blurs out the wrong thing atthe wrong time, and generally makes himself a poin tothe player of el times ROCEISPECIES ‘Once again, this is an optional, character-build- ing step. While it's generally assumed that Dream Park characters will be humans playing humans in mostGames, there's no reason why this has to be the rule. Although DreamTime™ technology doesn't have the ability to dras- tically alter a person's height (allowing a 6 foot man to play a fighting dwarf from the Mines of Morrogram], it can allow characters to appear in just about any average sized, generally humanoid configuration, simply by donning afull body costume and hooking up the nerve-stimulation interfaces. Lizard men, cat men, wolf men, tree men, elves, Kzinti, mutants, Moties— are are possible within the bounds of the Park. A character can even change sex by putting on the right costume (an example of this is the infamous "girl suit" that makes a momentary appearance in California Voodoo Game). There are a few important things to remember about altering a character's race , species or sex. First of all, these "humanoid forms" are only elaborate costumes; they donot impart greater strength or ony other attribute to the character. Second, although multiple limbs and so on are possible, DreamTime™ tech does not allow these limbs to be functional appendages; they're mosily for show, and cannot be used to carry weapons, pick things up, etc. oneim enna V Bs WHATS WITH 11 Taz GVH1S DY 370352 TO UNDERSTAND THIS ONE, YOU NEED TO KNOW A LITTLE BIT ABOUT THE DREAM PARK NOVELS The original Dream Park novels were de~ ‘signed to work on two levels. One level was the excitement BEER EA of theGome;the figuring out of the puzzles, the combat, and the character interactions, But the other level was the Mystery— bona fide mystery that happened outside of the actual Game. In the first book, for example, someone had been ‘murdered in the Park and the murderer ‘was hiding among the people playing the Gare. So Alex rif, Pork security head, jpined the Game to root out the killer. Obviously, adding this level to your Dream Park Games would be a lot harder— you'd basicaly be people in a .garme playing people who were playing a Game. This is why we've concentrated ‘onthe Game sidemore than the Mystery side, But if you think you can keep it all straight in your head, you can set up a ‘Mystery around the Game, perhaps by lacing the Park within the context of some other roleplaying game you're already running. For example, we've made Dream Park an actual location in cour Cyberpunk campaigns. That's where Goals, Out of Park Pro- fessions, Motivations and all the other things come in Using theses guidelines, youcan often setupanexternalMystery that can run concurrent with the Game. For example if Lyle Takroft decides to murder his boss and then hide out in the Game, your players may unwittingly discover they too have akiller amongst them. 26 V ORFON PART Gouas Goals ore basically things the ployer wants to accomplish in his life Each character should have three types of Goals: Social, Professional and Hobby. Besides being a good tool for roleplaying, goals also fill another important function in a Dream Park Gome—they con be used fo define o character's personal agenda outside of the Game. This in turn, allows Gamemaster to recreate the "out of Game" action that makes the Dream Park novels the fascinating "one boat" mysteries that they are. For example, soy you are playing |yle Talerof, technician ot the Park currently participating in the Runaway Godzilla Robot Game. Without goals, Lyle's ust another guy playing in a Dream Park fantasy adventure, right? But say Lyle's Social Goal is to impress the attractive lab tech in the Engineering Department. His Professional goalisto make amillion dollars and retireat 25, andhisHobby goal is to design a fully independent robot with its own artificial intelligence. A smart Gamemaster can use these little clues to set up all kinds of exciting subplots for Lyle outside of he regular Game. Maybe lyle's boss spots Lyle's plans for the robot at lunch, copies them, and presents the idea to the Dream Park Board as his own. Maybe the lab tech in Engineering is put on the robot project wih Lyle's boss (who also has designs on her). Finally, on outside agency offers Lyle a million dollarsto steal back his prototype and hand itover to a double agent also in the Game... Asa Gamemaster, you may find adding this extra "layer" of plotto your games a little too much to follow. But if you're bringing in characters from another campaign or iting the Pork into a larger cosmology, Goals can be extremely useful. Basie suIdas So far, the process of creating an Advanced Character has been concerned with the "roleplaying" side of the character: likes, dislikes, size, weight, height, etc. Now it's ime to tackle the "mechanics" side: the character's skills, abilities and so on To startwith, one very importantthing to remember about a Dream Park game is that it can occur in almost any environment, genre and historical epoch— in fact, most Gamemasters freely mix all three conditions to get the maximum. inexciting play. This is, in fact, one of the best parts ofa Dream Park adventure; there are no limits to what you can face from Game to Game. The catch to this isthatin order to make allthis mixing and matching work, you're going toneed an ironclad way to transfer a Dream Park character and his/her abilities from place to place without losing something in the translation. The foundation of this is Basic Skills, IFyou've played with the Quik Start Characters, you've already encountered the idea of Basic Skills. These "macro-skills" aredesigned to cover almostevery conceivable type of standard roleplaying situation, by defining categories of skill instead of individval skills. This means that instead of having ten types of bladed weapon skills, eight types of clubbing skills, and a host of polearms, all hand-held, body-powered weapons would be simply listed as Melee Weap- ons. BASIC SKILL DESCRIPTIONS * Melee Weapons covers almost all hand-held weapons including swords, axes, daggers, dibs Then clos weapons not covered by tn sd ro funcros fping, noginotoand staves), Martial Arts weapons ike fonfa, sai, nunchaku), and Fencing weopens (ike ropiers and foil). This is because each of these ypes requires specialized training for that type of weapon. * Ranged Weapons covers anything that shoots by pulling @ tigger, including rifles, handguns, lasers, blasters, crossbows, ec. The only weapons not included into this category are Bows (he drawn type], Heavy Weapons (such as missle launchers and bazookas), and Vehicle Weapons (such as starship weapons and tank guns). Once again, these weapons require specialized skils not encompassed in a riggerfring weopon. + Hand te Hand covers any type of physical attack, such as wresting, boxing or kicking Traditional Mortal Arts are not covered inthis category, os they require special roining and usually cause far more damage than normal brawling atocks. + Knowledge isa general "lore" or informational kil, equivalent o.a general education in cnycultvre. nan in-Park Game, this may reflect knowledge the player wilhave gotten from the pre-Game briefing. In a non-standard Game, this reflects facts the ployer may have learned ust by living in the environment or through the sort of schooling common to anyone in that particular place. * Tinkering is the knack of fixing or juryrigging things; itrequires litle or no formal training, jus a fee for what goes where to make something work. When you tinker, you basically fiddle with something until yougeta desired result There are , however, many other specific ‘ypes of inventing and repair sil, each requiring kaining and proper tools. * Dodge is the obilly fo getoutofthe woy of danger. In Dream Park Gomes, we don't worry bout how you dodge, just that you do. i's 0 good general sil for evading fying fists and flashing swords. * Alleles covers your abilly to swim, lit weighs, knock things ever, jump, balance, jvggle— in shor, todo any sortof demanding physical activity, Whilethereare specific skills for certain sports ond other octvites, this covers most of the basics, * Stealth is your ability fo sneok; to hide, to creep about slenly in shadows, ond to ovoid being seen or noticed. Stealth covers mos sneaking around sil; picking pockets or locks requires special skls and training normally not part of a day-to-day education + Awareness is your ability to notice things in your immediate environment; hidden things, clues, changes, sounds, smells, etc. This sls used when you want fo spot something, hear something, or peresive a change around you * Willpower is your ability to resist pain, privation, temptation and other adverse paycholagical forces. I's used whenever someone alempls fo make you do something cogoinst your will, or whenever you attempt a feat that would normally be beyond your endurance IF you're an old roleplaying hand, you may also notice that Dream Park Characters don't have "stats": values to define their natural abilities. Instead, these abilities are encompassed by the Basic Sills. In the next pages, we'll see how to apply these Basic Skills directly to a character. THOS MNsIe suas THING SOUNDS STRAVGELVY FHMILIR.0. OR" WHY WECREATED THE QUIK START CHARACTERS THE WAY WE DID." Move 1" for oe! eather Oey the bette ade gerd pete EGY) aloo esenneos ‘QUIK START CARD If you've played the Quik Stort Game, you're already familiar with the Basic Skills as part of the Quik Start Character Cards. With the Quik Start Cards, we ‘gave youspecticweopons sls ike Blaster, (instead of general categories lke Ranged Weapons) but the idea is the same and makes it easier to develop new characters ‘once you've mastered the Quik Start, There's another reason for this. We set these characters up this way so that en- terprising Gamemasters could use them as characters in their own games. A quick lance atthe card gives the Gamemaster the character's level of ability inits most important Skills, andthe Background data on the back ives the Gamemaster every thing he or she eds to act out the role. As we release further adventures, we'll be induding new character cards (as well as Gadget, Gear and Spell cards) in each ‘one, giving you hard-working Game- masters a huge file of possible Actors to playin ll your Games. You can even use baseball card holders to store them for new Games! We think it's a pretty neat idea, and hope you will too. OnzIgw Pann 7 eT PROFESTIONS, BASIC SNILS & WOUMoS Here's where we link up the Basic Skills with the rest ofthe Character. By combining groups of Basic Skills wihh Game Professions, we can create frameworks that allow us to build almost any ype of persona. This section covers: PROFESSIONS: Ths is whot you doforolvng win the context of he Game. Fr example you mss fr avin, you're a The. f youl monsters alo you're probobly Fighter. Magic Users cast spel, Clric/Meds hel peopl (wth orwihout ogi) Engineers invent nd fx tgs, ond Loremstrstudy and gther information. Every Dreom Pork player must chose a pofesin fr is orher charac. There orn profesons in Dream Park Magic User, Cleic/ Medi Fighter, Thief, Engineer, Superhero, Psonic, Loremaster and Multidass. Eochassirengths,weoknesesondreasospeiizatn, SKILL PACKAGES: In odin, exh profesion ao begins wh aceran "package" of Bosc Skil, which con be customized by the ployer s dese. Fach layer gts three Game Points for this purpose; hese Pit can be used to ineose ony dered sks) othe tort of creating a character. You ry chev, ede Ski oak’ Ponshetwen Sk One you've cen red mdi our Sl pack, win the pce rove on yur hrc Sheet FIGHTER amar | Fighters sthirhonedcom bat bili to defect physic threats They areexprsinall types of weapons and met cd of hand to hand combat WOUNDS: Each starting character aso begins wih a starting Base Wound level. Roll 1 die and add Gross out all Wound boxes on your Character Sheet higher than this total. Note: the smal dice symb maGgIe User | ‘Magic Users are spellcast- | ets; wizards, shomen, ond | | sorcerers, manipulating the | fret o he ie eh | | theiemertnpoversandkno- edge. SUBPROFESSIONS: Subprofesons ore specialist’ groups within given profession Another way tolook at subprfesons simply cnaher way of desrting a profession that haste same Basic Ski she primar Profesion. Base Wound value for you Profesional ype. + means ll de. (He sorosns mas Thievesorespecalistsninf ‘ration. The Thief category cov- ers more thanjstcatburglors; it lo includes Ninos, Spies ‘ond any other profession that depends onsilenceandsteoth 7 (MELEE WEAPON] 4] RANGED WEAPON [3 | MELEE WEAPON] 2] RANGED WEAPON [1 | MELEE WEAPON] 1 RANGED WEAPON [3 WAND TO HAND |3[ KNOWLEDGE [2 | HANDTOHAND | 1] KNOWLEDGE [4 HANDTOHAND|1| KNOWLEDGE |1 TINKERING [1 | DoDGr Z | TUNKERING [1] oooce TINKERING Bonet 7 [ATHLETICS 2 1 ‘ATHLETICS 2 | STEALTH 1 | “ATHLETICS ‘STEALTH 3 ‘AWARENESS [1 [1 | “AWARENESS [3] wiipoweR [3° | “AWARENESS witroweR [1 BASE WOUNDS: 6+ | 5 ENGINEER CLEeRIe LonemasTER : Suomacne | sisi et ei Engineers ore tinkerrs and | Gers heed pros Loremasters ore sages ond fixers. They invent new de- | es of en don i seekers of knovedge, Oly 0 vies, x daroged fol ord | medic Cris ayn Loremastr has the spe ma | vexpos, ordre famous for thf ia deductive silo be cleo ceting jst hat le bt xa | lousares Ths pe choices novel he the mony pores ‘out of any engine | Neds and nor mogied hea. cand tricks of eoch adventure, MELEE WEAPON | 3| RANGED WEAPON |1_ | MELEE WEAPON| 3] RANGED WEAPON |1 MELEE WEAPON. RANGED WEAPON | 1 HAND TO HAND | 1] KNOWLEDGE 3, HAND TO HAND | 1] KNOWLEDGE 2 HAND TO HAND KNOWLEDGE 3 TINKERING [a] oon TNKERING [1 TINKERING DODGE 2 [ATHLETICS 2] STEALTH 1 | “ATHLETics 1] steatT 2 | “ATHLETICS: 1 ‘awaneness | 2| wiupoweR [1 ‘awareness [3] wittrowen [4 | “AWARENESS 3 BASE WOUNDS: 5+ BASE WOUNDS: 5+ 0:5. | BASE WOUNDS: 4+ 2027 DReom Pann osiome — | SUPERMERO muaneuss pe SUPERUERO | aon The Psionic character is the © | The Superhero ussthe abil TheMuhtidass character com- ‘master of the mentol ots, us- * ties of comic book crusaders to bines the special ailtes of two ing obits of paranormal or: defeat opponents. A fighter ther professions liken Fighter- sins. She is often labelled a | | with enhonced powers, she Thief or Cleric Magic User. They “mutant” by those fearful or | | relies on her fists when super start out weoker, but can use envious of her powers. | skills won't do the job. both types of professional skils | without penalty (ee pg. 40) | MELEE WEAPON | 1] RANGED WEAPON [1 | MELEE WEAPON] 2] RANGED WEAPON [1 | "MELEE WEAPON] 1] RANGED WEAPON [1 HAND TO HAND | 2] KNOWLEDGE 2 HAND TO HAND | 4| KNOWLEDGE 1_| HAND TO HAND TINKERING. 1] DODGE 3. TINKERING 2] DopcE 3 | TINKERING ATHLETICS: 2| STEALTH 1) ATHLETICS 3] STEALTH 1 | ATHLETICS AWARENESS: 4| WILLPOWER 3. AWARENESS: 2] WILLPOWER: 1 | AWARENESS BASE WOUNDS: 4+ iz) BASE WOUNDS: 6+ | BASE WOUNDS: 48 CUSTOMIZING VOUR SHINS: 0 Few HowTs Inaddition to your Professional Skill List, you also getan additional 3 points to be placed anywhere you want within your Basic Skill list. A word of warning: it's going to be tempting to just put as many points info one area as you can, to create a superpowerful Fighter or really unstoppable Magic User. Resist the temptation. Dream Parks a game with alot of changes; changes in environments, genres, historical ages, etc. There's no guarantee that in the next Game your Magic User won't find himself dumped in a place where magic doesn't work, or your Fighter in a place where he has a high Melee Weapon skil and everyone else uses ray guns. The smart way to go isto ry and crecte.a character with skils bolanced against oll possible stitions, because you never know what you're going fo be facing next, and one misplacement of skill points could get you killed out of the Game —fost. CNEDTING DEW PROFESSIONS There are two ways to create a profession not on the list. The first is to fit it into an existing Profession as a Subprofession; an example of ths is the Spy Subprofession, which fis into the Thief Profession. In this case, i's best to talk to the Gamemaster of your playgroup and agree on the closest match. ‘The second method is to create a wholenew Profession. In this case, you and your Gamemaster should begin by describing the Profession. Decide ifitwill have any special Abilities or Skills, and finally set up a Basic Skill package for the Profession. This is done by allotting points between Basic Skills in the following manner: [MELEE WEAPON RANGED WEAPON WAND TO WAND | | KNOWLEDGE One 4 Point skill TINKERING Dobe ATHLETICS STEALTH Lastly, let the Gamemaster determine what your Base Wounds will be. AWARENESS. BASE WOUNDS:__+ IMPROVING TOUR wasSIe SHILAS Although this will be covered in greater detail on pgs. 89 thru 92, you may find it pretty comforting to know that you'll be able fo improve your character's Basic Skills. As you progress through each new Game, you'll win new Game Points, which can be used to buy skills and options. You may, at the end of each completed Game, put up to 3 Game Points into your Basic Skills on a one for one basis. These points can be placed all in one Skill or scattered between your character's Skills. The rest of your points are used to buy Options (as described in the next section}. onzn pone V7 BD OPIUTOMSS Now we get to the most interesting part of creating an Advanced Dream Park choracter. Options. IFyou're playing in an out-of Park Game, this flexibility is less important— unless you're running a multiversal camipaign where the players willbe changinglocoles quite offen. In these cases, we suggestthat player options should not be allowed tochange, bt hot newopfione/skilecan clways bedded when the players win new Cee Points Asa storing Dream Park character, you begin with 20 Game points with which to buy Options. These points may only be used for Options. Options are whee the lett of Dream Park really ‘CAN YOU SPEND OPTION POINTS ON BASIC SKILLS? strtstoshow.Opions re Skil, Gear, Abiltes, Spell and ‘The answer is— not yet! The 20 Game Points you get with a string characer ore designed fo buy Fowers which you buy out of pool of Game Ponts for Options like Advonced Skis, Weapons, Armor, Tools, Vehides, Pets, Spels, Superpowers, ec. However, ach Gone is means thay wed pits buy alae svrd© when you win mae Game Pansin sucess Games, you cn send has improve your Bs Sl buy new Spoxeship, power armor ond psionic mind contre powersin one Game, Options). Here's the caich—only 3 points ata time can go directly into your Basic Skills— the rest may youcould aca shthem ain andspendyurpoinsonsomttng only go into buying Options. eb oth stat ofthe next Gome) This oe of th mst poner spedsofDreom Pork choraers—flexbity.EverynewGamedions Pons placed nto Bes Skil re frozen nce spent, they may no be shied around between ech che or used fo youtoalerpertsofthe character you'teplyinglobetterfithecurent buy Options. For exomple, once you dd 2 pins o your Ranged Combat sili has sty there The good news is Gare. Tisisporiceryimpoanvhenyoucrdrtefadtatyou jai you point dung Gane hey willneve bake rom you sek, ram your Gane Pit el ‘never know what the next Gome is gong to throw at you! OPTION #13 OPTIONAL SKIlUs The first list is made up of what are called Optional Skills; skills not covered by your Basic ten. These are skills that can be used to "customize" your character for a series of Games, ot for specific Games where certain abilities would be most uselul OPTIONAL SKILL COSTS As descbed ear, Dram Prk Skil re sed upon pits sled a parca si he mae pints spent he beter | EO -1 Game point buys 1 point of Skill you willbe ot using that ski. When storing « Dreom Park characte, you 2 Game points buy 1 point of Skill ‘tomatic eto ceriin amount of kil pins in your Bosc Skil, based 3 Game points buy 1 point of Skill cn he ype of reson you've chase, Toimeove tee ski wil eqie “4 Game points buy 1 point of Skill spending addtional Game Points between Gomes 5 Game points buy 1 point of Skill However, when yout bing Optional Skil snot quits snl. this ca, sis er otoly bought sending Gne Prin, but ere skils a a have fering cs bosed en ow had hey lola. lina kil oe coniered oe Er, Single, Hard, ery Hard ond Extremely Hord to learn, ond have Game Pain costs ocardingly For example mest perl woud ogre that's robstly rer fle ow felipe han dive. So rings igh be coiered Simple ler, while Heol ling wold be Very Hard fo mast. This means ou spent eight psn on ring yoo would aie you skill fo psn, bf you spe ht sane eh prin on Helper Ping, you ski woud ly re by Wo pons PROFESSIONAL ADVANTAGES Before you runout ond buy up ltsond lots of sil, there's one more thing you'll need to know about buying Optional Skil: the eHfect of professions. Here's howit works. Each Optional Skis comet 0 april Profesio, symbolized by one fhe allowing symbols Find he yl for your Pessoa Now check he ean for the op of kil you wont. your symbol doesn't moth the sym fr he eof kl you mus poy DOUBLE the normal «os We altiso non profesional sk penal. Fr exam, youwere a Loremasier (symbel= ©) who wanted fo buy 0 towmasen Er Very Hard to lean Fighter sil (symbol= YS) ), you would pay {Game Points rsteod of 4 for every eve of Sil ured. O07 one ognn ‘MULTICLASS CHARACTERS The olyecepton fthenon rfid Pence she Hides profess harder fp cnt sok hci fry vo ype rfesons (ches Mag Ue Teo Soperhero/ Fhe ot profesional pena. This he big aheriog of Nols ohcugh stars wh very we Bask, # an mies when bing Opn Sl. The ric part bout non profession penis isha it allows onyoe fo buy a Sil event's out of iso he Prfesion. However, the peas wil hoy ie the odvantoge fhe payer working wih is Poles if you're al playing in Game were superpewers oe pete teenie pry cn have superpowers, butte Superhero wil be able fbuy mare onder beter: ower than hs nen sgetheroconporios kev, hsytem ako lls youto ete characters who con do lat feet hg, songs they hve the Gore Pons buy them. Bards canbe ected sales wih sels you conhave onimé-ye psoncpunks;youcon even rete superheroes wi useEniner ond Lorerastr skis swell as Superpowers. Once aon, th only iit wha you con putin the Games your magjnaton— andthe number of Gore eins you've gto spend SKILL LIMITS The lst hing cnr whe chong Opts are hes’ Histrcal ints, nits opr restos onthe ws of sk ailtyin Game—allskikn eon Pork sno one of four istic pcs; Ancient, Mistrial, Moder, ond Future ah con ony be sed nthe propet Coe sta seting ‘© Ancent_(A)is ny skl or technology thal is Middle Ages or below. Ifthe Romans, Greeks, Babylorions, cavemen or King Arthur hod tor knew abou) it's considered Ancient, «Historical (H)is rom he Renasance up o 1900 could be krown by or wed by anyone win ison of years tis considered istarca, «+ Modern (M) is oyhing from thet of he 20 cerry fhe Present dy. Ths pad oeresonhing win he oto sn ft (2000 o 201, ot the dscetion che Gomemaster. «Future (Fs onting hts beyond th its of ure knowlege echology spc, pers dring leprae Pty muxhanhing you cud sein acai "pce ‘ger fs itt cer. Asin, hs isu tothe Gameraste ofourprilr Game onzan pare 7 ao / SKILL COST UMITS SKILL cost UMITS ATHLETIC SKILLS Hypnotism HARD" NONE lh/ Acrobatics HARD 'NONE Languages SIMPLE NONE [ Sport (specific) SIMPLE NONE — Machine Interface. HARD F Zeto-G Movement "HARD © F Novigation HARD NONE Physics HARD HMF MOBILITY SKILLS Programming HARD MF Animal Riding SIMPLE" NONE Psychology SIMPLE UME Drive Heavy Vehicle SIMPLE MF Sign Language HARD NONE Driving SIMPLE MPS) Tracking SIMPLE "NONE Mecha Piloting V.HARD Survival SIMPLE NONE Motoreyde SIMPLE MF Xenology HARD Pilot Helicopter V.HARD MF Zoology SIMPLE NONE Pilot Lighter Thon Ale HARD MF Pilot Plane HARD MF ENGINEER SKILLS] Pilot Spocéeraft HARD F ‘Adv. Materidls' Tech” °V.HARD! SF Soiling SIMPLE NONE Bioengineering V.HARD F Wogon Driving SIMPLE NONE Chemistry SIMPLE “NONE Craftsmanship HARD NONE FicuTER siuis Cybertech HARD 7 F Archery SIMPLE NONE Electronics SIMPLE MF Fencing HARD HMF — FILTech V.HARD F Demolition’ HARD H.MF — Grovitic Tech V.HARD F Heavy Weapon SIMPLE H.M,F Hyper-Energy Tech V.HARDF. Martial Arts HARD NONE — Mechanics SIMPLE NONE Martial Arts Weapons HARD NONE — Set/DisarmTrop SIMPLE” NONE Polearms SIMPLE” NONE Vehicle Weapons SIMPLE H.M,F ‘THIEF SKILLS @® Escape Artist HARD) NONE LOREMASTER SKILLS @ Forgery V.HARD NONE Arcane lore HARD NONE Pick Lock SIMPLE “HM Cryptography V.HARD NONE Pick Pocket SIMPLE NONE Deduction HARD NONE Hunch HARD NONE PERFORMANCE SKILLS Identify Magic Object HARD NONE — Acting EASY NONE Research SIMPLE NONE Animal Handling SIMPLE NONE Speak to Animals. V.HARD NONE Artist SIMPLE “NONE Understand Tech = HARD--H.M,F_ Dancing EASY NONE Photogrophy SIMPLE “HM CLERICAL/MEDIC SKILLS @ Play Instrument ‘SIMPLE NONE Diagnose Illness HARD NONE Sing EASY “NONE Physicion V.HARD NONE Sleight of Hond SIMPLE NONE Ventriloquism SIMPLE NONE KNOWLEDGE SKILS Writer/Composer SIMPLE NONE Archeology HARD HME Anthropology SIMPLE H,M,F PERCEPTION SKILLS Biclogy SIMPLE H,M,F Lipreod SIMPLE “NONE Botany SIMPLE NONE Persuasion & Fast Tolk EASY NONE Bribery EASY NONE Seduction EASY “NONE Disguise EASY NONE Streetwise EASY NONE First Aid EASY NONE Ez Gamble EASY NONE on V oRedal vai my DPTIONAL SMoLa DESCRIPTIONS This section contains full descrip- tions ofall the Optional Skills avail- able to a Dream Park Character. culty of learning the Skill and its Historic and Professional Limits. OPTIONAL SKILL LIST ATHLETIC SKILLS Acrobatics HARD NONE {hel f making lop, handstand, bane ing, swinging from ropes, doing fips. Having ths sil supercedes the besie Altes Skil for these tasks, and reduces the difficulty ofthe tosk by one rank (such as from Hard to Average) Sport (specific) SIMPLE NONE The knowledge of a specific type of athletic sport lool, bosebel, golh tems, ete} Subject to Gamemasters discretion; other skills may be required to be good ot the sport (such 25 @ high Athletics skill o be pitcher) Zero-G Movement HARD F The sl of moving in null. graviy environmen. Having hisskll anpercedosthebosc Ahatics Skil fortheseosks,ond reducesthe dificuby ofthe tock by one rank (uch as rom Hard to Average. MOBILITY SKILLS Animal Riding EASY NONE The skill of riding ony type of common transportation animal, including horses, clephonts, thoots, bonthas, ete Drive Heavy Vehicle SIMPLE MF The skil required to drive ony vehicle lorger than @ private ground vehicle, such ax trucks, tanks, toler tucks, et. Driving SIMPLE = MF The skill of driving any commonplace private ground vehicle, suchas on automobile, fan cor, te ‘Mecha Piloting VHARD F The skil of piloting ony giont war machine or robot Motorcycle SIMPLE MF The skill of driving any small, personal ground vehicle with loss thon four whole Includes motorbikes, scooters, fonbikes, jet bikes, ete Pilot Helicopter VHARD MF The skill of flying rotory winged or vectored thrust aircraft inluding helicopters, outogyros and vectored thrust eerodynes, Pilot lighter Than Air The sil of pil ‘ond other HARD MF loting bolloons,dirigibles, blimps er than air vehicles. Pilot Plane HARD ME The skill of flying fixed winged oirerof, incl ing je's, prop planes and fixed winged ont grovity vohicls. Pilot Spacecraft HARD F The skill of fiying oll types of spaceships, includ ing fighters, cargo ships, batfeships and space Soiling SIMPLE NONE The sil ofcontrolling any wind driven eraft,no matter what size. Can also be used to control "solar! sailing vehicles os well. Wagon Driving SIMPLE NONE The skill required to drive any animol-drawn conveyance. FIGHTER SKILLS 1 Archery SIMPLE NONE The skil required to use bows, longhows, ond compound bows (crossbows use Ranged ‘Weapon skill. Without this sil, you may use @ bow by defoulting to Ranged Weapon skill ot ‘one half (round down). Fencing HARD HM The skill of using ropirs,sobers and katana in combat. In general, these weopons do greater ddomoges than a regular sword. Without his kil, you may use these weapons by defouling 10 ‘Melee Weapon skill ot one half (round down), Demolitions HARD HME The skill of knowing how to use explosives, cluding placement, fuses, etc. Alto used to lofuse or disarm the some. There is no default for this skill. Macy Weapon SIMA HI The skillof using ony bazookas, personal missile launchers, energy and obher eannon, machine- ‘guns, ete, Without this sil, you may use these ‘weapons by defaulting to Ranged Weapon sil ‘ot one hall (round down). Martial Arts HARD NONE The knowledge of a specialized fighting form {koro judo, boxing, savals, wrestling, ec) ‘Martial Arts are harder to learn thon Hand to Hand skils, but do one level of damoge higher than normal. Seriousbecomes Creal forexample,) Marti Arts Weopons HARD NONE The knowledge of how to use specific weapons raloted to @ martial or, auch os sci, tonto, runchaku, ete. Without this sil, you may use these weopons by defauling lo Melee Weapon ski one third (round down) Polearms SIMPLE NONE The skill of using any long:hotted weapon, including spears [for stabbing), pikes, nogina. to, staves, ete. Without this skill you may use these weopons by defauling to Melee Weapon skill ot one third (round dow. Vehicle Weapons SIMPLE HM F The skil of using any vehicle-mounted weopon whether on planes, ground vehicles, ships, spacecraft. Includes energy cannon, missile lounchers, ballistoe, connon, mochineguns, decthroys, etc. Fitcon be putona vehicle, you on use i (assuming you can make an Under stond Technology check for something ufom'l ier). There are no defaults for this ski; if you don't have it, you don't use it. LOREMASTER SKILLS @ ‘Arcane Lore ‘een tM, NORE Knowledge of magical focts and legends. This con be used io discover informotion abouthow, ‘where ond when mogichas been used, ond by whom. Doesn'tallow youto use magic yourself, however. Cryptography V.HARD NONE The obiliy to decipher codes, ciphers or other encrypted messages. Deduction HARD NONE By careful observation, the Loremasteriscbleto determine the most recent events (wibhin a day) ina certoin location, orto determine something about he use or user of particular abject. This isequivalentto Sherlock Holmes'forous this pipe osh, I deduce thot cleft handed Indian with olimp enteredthe room at nine o'lock’ ski Honch HARD NONE The obility to have @ rondom *hunch" about @ Dream pare V7 oy particular person, place or thing. This is imple- ‘mented by the Gome Moster giving clues to the loremoster for the specific situction, like "You suddenly realize the device is upside down. When out ig side up, you resize how itworks.” Identify Magical Object HARD NONE This hl lows the Loremase fo, by reading the magical fluxes placed upon an object, decipher is use. SIMPLE NONE The obiltyto use databases libraries ondther storehovies of information to find facts. The Loremaster not only knows how to get the information, but olso where to look frit inthe ‘most expeditious form. k to Animals V.HARD-_- NONE Through observation of on onimal's mover ments, gestures, sounds and +0 on, the Lo- remaster con get answers to simple questions Equivalent tothe famous "What is it, Lasie® Trouble? Yes? Is it Timmy? ls he in the mine shofie" Understond Tech HARD HME ‘The ability o decipher a new technology unfo milior to you: you can Figure out whot itis ond how to operate it based on this skill CLERICAL/meDIC skiLis @ Diagnose illness HARD NONE Theebiltytorecognize anillne:s.ond determine Ireoiment, This skill must be used successfully before any otfempt to cure a cisease or illness (ot injury) can be made. Physician V.HARD NONE The obiliy to odminstr drugs, pecform surgery ‘end n general useallofthesklsof« professional physicion. With successful use ofthis kl (1x por pptenperdey]henormealhealingrctoofa weunded Heyer conbe ncreaedto2 Wounds per GameDay. GENERAL KNOWLEDGE SKILLS HARD HME Jedge of orlfocls, th his skill. you can tell ‘2 non-magical artifad's volue, history ond ‘origins, er the history and lore of a particular legendary site or ruin. ‘Anthropology SIMPLE HME The nowedge of cher eves; her habit, taboos, rivals and customs. Can be used os @ default othe Sireebvise skill (at one hal). rior use of Anthropology can [at Gome Master's discretion) increase o Streetwise skill use by 2 points Bilge SME HM Knowledge of lving orgonisms, genetics, he- redity ond biological structures. Botany SIMPLE NONE Knowledge of plants; their hobits, environ: O07 Oren rane ments and dangers. When using this kill on an alien plant, @ successful Xenology roll must be made firs. Bribery EASY NONE The akil of eflering money or favors for other fovors. Used to get post guards, oficils, ee Disguise EASY NONE The skill of moking yourself look like someone cle, or of changing someone elie's eppear- First Aid EASY NONE The ability to use simple medical echniques on ‘a. wounded player. Use of First Aid permits the ployer to recover one Wound per day; other- wise, no wounds may be recovered. Gamble EASY NONE The obilty to moke wagers, place bets, play cord/dice games, ete. suecessully Hypnotism HARD NONE The billy to mesmerize others, using voice, spinning objects, ec. Hypnosis i used against the target's Willpower skills. For minor ques ing, you must beat the targels roll by ot least I point. For simple instructions ("Bark like @ dog.") , your roll must be greater by 3. For instrctions thet ere strongly reristed by the forget ("Toke off oll your clothes"), your rll rust be reoter by 5. Longuages SIMPLE NONE The obilty to speak or read foreign languages. This skill is used to determine if, when firs encountering alangvage ina Game, you know itor not ‘Machine Interface HARD F The cbiliy to use direct machine links o control machines and computers. The sill determines your ability o get the machine to perform o specific tosk by mental control via eyberdeck Nov ation an pare NONE 1 chiliy to find your way from one place to conother, using mops, landmerks, compasses endfor ter neigetonl eo, This sli used interchangebly in all epochs, including future-based ‘Games where it on seg as adrogetion, Physics HARD HM Knowledge of physics principles levers, simple mechonical theories, advanced theories, quan tum mechonies, ete. Previous successful use of ‘his skill wll increase any Hyper Energy, FTLor Grovities Tech roll by 2 points Programming HARD MF The ciltytousecomputersand rit intructions for thom. This may also be used to change or otherwise defeat another person's previous programs and instructions. Psychology SIMPLE MF The bility to understend human motivation tnd cctions. A successful previous use of Psychology skill will add two points to ony Persuasion or Seduction rol Sign Language HARD NONE ‘The cilitytouse and understand forms of sign longvoge Survival SIMPLE NONE The knowledge of how to lve off the land, st trope for gome, find water, shelter and safely i con outdoors environment. Can be used in a environments atone half the bosic principles of survival are generally the some) Tracking SIMPLE NONE The skill of following someone or something's trail. This skill con be used to follow the person direcly, or simply follow their footprints and other traces. It can also be used to reed ony tracks discovered in on oreo. Xenology HARD F The study of alien ifeforms, whether ineligent or not; understanding their habits, environ- ments and dangers. When using o Diegnose skillon an alien, a successful Xenology roll must bbe made firs. (The Bones McCoy Saves the Horta Rule.) Zoology SIMPLE NONE Knowledge of terrestrial enimals; thei habit, eavironments and dangers. Alien animal re- quite use of Xenclogy; however, Zoology con be defaulted to at one third (round down). encineer skits ‘Adv. Materiols Tech V.HARD F The knowledge required to use, cepa, main “sin or modify any highly advanced material such as plastics, alloys, ceramics and composites). Use of Chemistry Skill will add 2 points to subsequent use ofthis Skill Bioengineering V.HARD F “he knowledge required to lamper with and ~rodify exiting genetic codes, wih the intent of zrealing fovoroble mutations. To ater an exising 2rgoniam mildly would be a Hord Task; 0 create 2mojorchange Very Hard Tosk;iocreatecnew xgonism would be Exremely Hard. Biology Skill 15s required before this sil ean be used. Chemistry SIMRE NONE Knowledge about chemical bonding, chemical ‘ormulas, periodictables, laboratory techniques ond use of chemicals to create certain com- pounds, There are no defaults to this skill Craftsmanship HARD NONE The ability to create fine artifacts ond other seautful things using metel, wood, gems, etc. ‘With this sil, you could make jewelry, Furi ‘ure, pottery or other ortistic and useful items Cybertech HARD F The skill of repairing, modifying and maintain ing cybernetic hardwore. The Tinkering Skill ‘may be used as a default ot one third (round down). Electronics SIME MF The sill of repairing, modifying and maintsin ng electronic circuits and hardwore. The Tink: «ring Skill may be used os 6 defoult ot one half round down, FILTech V.HARD F The knowledge of repairing Foster Thon Light engines of oll ypes, os well os the modification ‘ond upkeep of some. There are no defaults to this sil Gravitie Tech V.HARD F The knowledge of repoiring, maintaining and modifying any entigravty type engine. There ore no defaults to this skill HyperEnergy Tech V.HARD F The knowledge of repoiring, meintaining and modifying any high energy powerplant (nev tronic, fusion, ontimatter, etc). There are no defoults to this skill Mechanics SIMPLE NONE The obility to repair, construct, modify or main- tcin complexmechonical devices and hardware {ike engines, pumps, etc). Tinkering Skil moy bbe used os a default at one holf [round down). Set/Disorm Trop SIMPLE NONE The skilloseting/dlisorming non-elecronicirops cond security devices. Tinkering or Mechanics Skills moy be used as defouls ot haf HEF skits © Escape Artist HARD NONE The skil of going out of bindings, manaces, nels and other entanglements Forgery V.HARD NONE The ebilty to alter or eopy signatures, create false documents, ete Pick Lock SIMPLE NONE ‘The skill ofopening locks without using the proper keys. Con olio be used to open more edvanced computer ond electronic lacks os wal Pick Pocket SIMPLE NONE The skill of removing weapons, purses, money, cle, from someone else without their know: edge. Normally mode against the torgel’s ‘Aworeness Skil rel PERFORMANCE SKILLS ai EASY NONE The ability to play the part of another person (fictional or real). Jus ike you're doing now. ‘Animal Handling SIMPLE NONE The ability to handle pets ond other trained cnnimels; to give them simple orders ond teoch them tricks. This is checked whenever you give an orimal o task hat is not normally part of it's daily routine. Astist SIMPLE NONE The skill of producing peintings ond drawings cof pleasing navre, for entertainment or mon- ”, Doneing EASY NONE The skill of dencing in a stylish and pleosing ‘manner for enteriainment or money. Photography SIMPLE HME The skill used for oking professionel level pho: togrophs or visual recordings the ability o use film ond video comeros and compose "shots" Play Instrument SIMPLE NONE The skill of moking music on on instrument; horns, strings, drums, electronics, ee. Sleight of Hond SIMPLE NONE The skill of making small ems oppeor ond disoppear af will while being wotched— stoge magicionship. Can be used as « default to Pick Pocket ot one haf Sing EASY NONE The obilty to sing in o pleasing manner for enterioinment or money. Ventrilog SIMPLE NONE The billy to "throw" your voice; to moke sounds without moving your lips or moke your voice appear to come from any other location within @ Small Area of your posilion. Writer/Composer SIMPLE NONE The skill of creating poetry, prose, non-ction, tongs or other writings for entertainment or money. PERCEPTION SKILLS lipread SIMPLE NONE The obiliy to understand conversations even ‘when the speaker cannot be heard, os long os his mouth can be clearly viewed, Persuasion & Fast Tolk EASY NONE The skill oftlking others into doing whet you wont them to do. This sl is rolled ogoinst he lorget’s Willpower; the amount of ogreement is based on how much more your total than the target's (1, 2poinks=grudging agreement, 3-4 poinis=general ogreement, 5+ poiniseenthusiostic agreement) Sedvetion EASY NONE The obilty tobe good lover; to successfully corryoffromontic "moves" ond sexual encoun ters. EASY Streetwise NONE The knowledge of local customs, supersitons, people and events. Also the ability to blend info neighborhood or environment without being un- duly noticed. Successful prior use of Anfhropology skil (subject le Gome Mester approval) will odd 2 points to @ subsequent use of his ski oreaw care VY as D> One re r | OPTION #22 SPELLS, CLERICHL SPFUE 2 PSI POWERS The next three Option Types include Clerical Spells, Magic Spells and Psionte Powers. these are the skills of the supernatural and paranormal, requiring a lot of training and study to master. As a result, there are no Easy spells or powers; most are Very Hard to Extremely Hard to leam. The learning difficulty of each spell or Psi power is olways listed in the Cost column of the spell or power list The important thing to remember about Spells and Psi Powers is that they are leamed; you start as large or os small os youlike, improve by adding Game Points atlater times oreven trade point in between Games to buy new spell packages. Lasly, spells ond psi powers are defined by two other things: the range of the power or spell, and the limitations on using that type of spell or psi power. ‘USING SPELLS & PSI POWERS In ode io suc mmokeaspelloc ps power ed wot, you mstmake combinatonaf ‘kl and de rl hats greater |X cach ime you se the power pel. Ou, hlower youl te more you're ging hove todepndonalukyraltamake ns hoppen;nf, lower lee, you on bolo make te pl wrk a a ‘VERY IMPORTANT: Eoch ime you use o poriculr sel is Skill forthe net wse reduced by one. Ths eos that ifyoutck Fireball Level 5 he fst ime youwouldhaveo 5 thesecndtineohethirdsine«ondsoon When Spel hasbeen euced oO level of Skil may longer be wed hing tht Ge. COUT OF PARK GAMES: I you'e plying on Ot of Park Game, you ny wont low you Nogic Uses ord nics «way fo recor spel/ps power. srl, we recommend spl be uly ested ach ctng” fhe ae doy [3 || Occasionally, a Gamemaster may decide to bor cen spel or poves fom pair Game forthe ske of ploy Fr exam bang uperpow: esinhe edi Casl War Game woud protblybe good idea. omnon owe iis woud be no Mogi, no Psonic or no Superpowes, bu may os indude speci kl swe the Gomemast's discretion, UMITATIONS SPELL/PSI EFFECT RANGE Spels and powers may only be used ot certsin ranges rom he oster/aser. The range foreach Hl spelor powered ongeclunnof ie spelorpower . : 7 fst. Thee oe sicefetronges: : ‘ SelfzThe spell or power may only be used on yours. + Touce The war ust physical uch he subject «Beam Te sel/ owes projecedin arrow beam with wih of inch unlit strikes stg 48 oc « Blast: The pell/powerks projected inacone, widening ne inc freer a ines raved ot inches, he cones Linch wide the forint inches wide [Extends upto 12° «+ Small Area: The spol power may bedeed any Aerget within two inches ofthe user. Large Ara: The spel a power maybe deed at ay fret win or iches of he user. & SMALL AREA LARGE AREA iv sy : An) INCHES (17 SCALE EEN CULeRIGAL SPELLS CLERICAL SPELL @ COST = RANGE Banish Animal ‘SIMPLE S.AREA Banish Demon V.HARD S.AREA Banish Elemental HARD SAREA Banish Monster HARD S.AREA Bonish Spirits SIMPLE S.AREA Banish Undead V.HARD LAREA Bless ‘SIMPLE TOUCH Cost Off Curse HARD TOUCH Create Food SIMPLE S.AREA 067 onzaw Pann CLERICAL SPELL @ ——«COST_-—« RANGE CLERICALSPELL @ © COST._—RANGE Create Water SIMPLE“ S/AREA Neutralize Poison SIMPLE TOUCH Core Disease ARD TOUCH Part Woter V.HARD LAREA Corse S.AREA Protection From Evil SIMPLE LAREA Detect Evil LAREA. Purify HARD TOUCH Detect Falsehood S.AREA Regeneration HARD) SELF Exorcise TOUCH Resurrection EHARD TOUCH Find True Path LAREA Tun Undead HARD LAREA Heol TOUCH Welk on Air EHARD SELF Invoke Gods S.AREA Walk on Woter V.HARD SELF Plogue Banish Spirits HARD S.AREA eld SSF tein SIMPLE TOUCH HARD TOUCH TH pi kG Ke ae Macic sPELL © cost RANGE macic spe © COST RANGE 4 p7 VIHARD TOUCH Speak w/Dead HARD’ S.AREA Breakspell” | HARD © S|AREA Steal Life Force V.HARD TOUCH — Concealment HARD ‘SELF Touch of Death EHARD TOUCH Diipel Sorcery SHARD S/AREA Zombie Master HARD LAREA SIMPLE S.AREA Mystic Shiald”™ EHARD” “SELF HUUsION Prot. From Sorcery EHARD TOUCH Goscode'oflights |” SIMPLE S/AREA Reflect Spell)" )JEHARD "SELF ‘Mage Fire HARD S.AREA Remove Paralysis HARD TOUCH Illusion: HARD” S.AREA Resist Fire HARD | TOUCH Invisibility V.HARD TOUCH HARD SELF macic spe © COST RANGE Mili-Mirfored Image HARD’ “S.AREA’ V.HARD) SELF SUMMONING Spell Ward EHARD — SELF ‘Summon Animal HARD S.AREA OFFENSIVE Stone to Flesh V.HARD TOUCH Summon Demon EHARD S.AREA Arrow of fire) HARD. LAREA™ Tum Spel EHARD — SELF ‘Summon Elemental" V.HARD!’S.AREA Bind Person V.HARD S.AREA Wall oF Fire: >) HARD! LAREA Summon Monster V.HARD S.AREA Bind Soul HARD TOUCH Wall of Force V.HARD S.AREA Summon Spirits HARD SAREA’ Blost of Force HARD BLAST — Wall of ee HARD LAREA Blinding HARD LAREA Wallof Stone V.HARD LAREA CONJURATION Charm HARD S.AREA Wall of thoms HARD’ LAREA Breathe Water SIMPLE TOUCH Curse * E.HARD S.AREA Wall of Invulnerability E.HARD S.AREA Control Fire SIMPLE S.AREA Deathword EHARD S.AREA Control Water SIMPLE” S.AREA’ Dehydrate ©” HARD. TOUCH KNOWLEDGE Control Weather HARD LAREA - Disintegrate EHARD BEAM Alarm’: HARD TOUCH Create Air 9) SIMPLE UAREA Earthquake’ HARD LAREA Clairvoyance EHARD — SELF Create Dorkness. SIMPLE S.AREA Fireball V.HARD BLAST — Crystal Serying \V-HARD’ | SELF Create Defender!" V.HARD “S.AREA’ Flesh to Stone V.HARD. TOUCH’ Detect Illusion HARD S.AREA Create Food HARD SAREA Hands of Flome SIMPLE TOUCH — Ditect Invisible V.HARD" S/AREA Create Light SIMPLE S.AREA Ignite V.HARD TOUCH Detect Lifeforce ‘SIMPLE LAREA Create Water SIMPLE S.AREA Lava Eruption E.HARD LAREA Detect Material HARD LAREA Door Ward) 7) HARD TOUCH) Mists/Gbscurement! SIMPLE” LAREA’ Detect Sorcery SIMPLE LAREA Enchant Weapon V.HARD TOUCH Mystic Arrow SIMPLE LAREA Follow HARD. TOUCH Enlarge/Reduce == HARD TOUCH Paralyze HARD BEAM Infravision SIMPLE SELF Greater Shapech. EHARD TOUCH Repulsion SIMPLE S.AREA Locate Object V.HARD! LAREA Growth 6f Plants HARD LAREA™ Rust HARD TOUCH’ Magesight SIMPLE LAREA Mogewind HARD LAREA Shatter HARD TOUCH — Reveol Donger HARD "/LAREA Mend SIMPLE TOUCH Sloop SIMPLE LAREA Understand Speech HARD. S.AREA Move Earth SIMPLE S.AREA Stunning Grosp SIMPLE TOUCH Noise SIMPLE S/AREA Swallowed by Earth V.HARD AREA MOVEMENT shopechonge V.HARD TOUCH Thunderbolt V.HARD BEAM Astral Projection" EHARD SELF Silence: SIMPLE S.AREA Transformation E.HARD S.AREA Fast Ground Speed HARD TOUCH Stone to Sand “HARD S.AREA. Featherweight SIMPLE TOUCH Teansmutotion ”/ 9) “@/EMARD TOUCH’ DEFENSIVE Great Leap SIMPLE TOUCH Vaporous Body V.HARD TOUCH Absorb Spell EHARD SELF Levitate: SHARD S.AREA Weapon of Pawer © HARD “TOUCH! Armor of Light V.HARD SELF Limited Telepot’ = HARD SELF ‘Armor ofhought” " V.HARD “SELF Mystic Gote. E.HARD S.AREA NECROMANTIC Banish Animal HARD S.AREA Pass Through Walls = V.HARD SELF Aura of Death SIMPLE S.AREA Bonish Demon E.HARD S.AREA Slow Flight HARD TOUCH Awaken the Dead V.HARD TOUCH Banish Elemental V.HARD S.AREA — Slow Time. E.HARD SELF Corruption HARD TOUCH Banish Monster V.HARD S.AREA Teleport EHARD SELF pnzaw pp2u V av PSIONIC POWER cost ‘Advanced Foresfield "/EHARD Astral Projection V.HARD ‘Aural Bate HARD Aurol Defense HARD Blind Teleport HARD Cryokinetics HARD Emotion Attack SIMPLE Empathy SIMPLE Forcefield V.HARD Hydrokinesis HARD Levitation SIMPLE Limited Teleport HARD oe 7 oRenw cane RANGE SUAREA SELF LAREA SELF SELF S.AREA S.AREA LAREA S.AREA, S.AREA, S.AREA, SELF PSIONIC POWER locate Machine Telepathy ‘Mental Command ‘Mental Domination Meniol Enfecblement ‘Mental llsion Mental Link’ ll Transfer Wipe Precognition PsiBalt PsiScreen cost ‘SIMPLE HARD V.HARD EHARD HARD HARD V.HARD V.HARD EHARD EHARD V.HARD HARD RANGE LAREA S.AREA SAREA SAREA, SAREA S.AREA, UNUMT S.AREA, TOUCH SELF S\AREA SELF PSIONIC POWER Psychokinesis Pyrokinesis Reod Mind: Regeneration Sense Emonations Telekinetic Fight Telekinelie Move Telekinetic Throw Telepathic Invisibility Telepathie Stun Teleport Other Teleport CLERICAL SPELQ DESCRIPTIONS + Each Spelllists he Name, Learning Difficulty, and Area of Effect. Where there are Spell durations, these are also described. Bonish Animal SIMPLE S.AREA This spell counters the Summon Animal spell, sending the summoned creature back to where it come rom, evenifistskisuncempleted. Duration: Banish Demon VHARD S.AREA This spell counters the Summon Demon spall, sending the suramoned creature back to where it ‘came from, even fits taskis uncompleted. Duration: Banish Elemental HARD S.AREA. This spell counters the Summon Elemental spell, sending the summoned creature back to where it camefrom,evenifistoskisuncomploted Duration: Banish Monster HARD S.AREA This spell counters the Summon Monster spell, sending the summoned creature back to whore it Come rom, evenfistokis uncompleted Duration Bonish Spirit SIMPLE SAREA Thisspellcountersthe Summon Spiipell sending the summoned creature back fo where it came From, even fits toskis uncompleted, Duration:one Bonish Undead V.HARD —LAREA This power allows the ceric to breok the unclean bonds holding the univing to this plane. All ndeod wihin the oreo ore instantly restored to ‘he land of deoth, crumbling to dust before the cletic's power. Duration: one use. Bless SIMPLE TOUCH The deri blesses he subject withthe good favor ‘ond fortune of his gods. The subject wll have on ‘cutomatie +1 advantage in any action he tokes. Duration: one Game: Cast OF Curse HARD TOUCH This spell counteracts and removes the effects of the Curse spell. Durtion: one use Create Food ‘SIMPLE S.AREA Creates upto 10lks ffood [ler schoice of ype & amount) each time it is cost. Permanent. Create Woter SIMPLE S.AREA Creates up to 100 gollons of pure, drinkable weler. Permanent Cure Disease HARD TOUCH This spel instantly neuralzes the effects of ony disease or Plogue spell. It will not, however, reverse ony damage previously token from the diseose’s effet. Duration: one us. Corse HARD SAREA The eich vii witha drk aura of unluck ‘nd il fortune. The lorge wll hove on automatic “1 penally in ony acon he takes unl the Curse is dispelled by use ofa Cost OF Curse spel Detect Evil HARD LAREA ‘The clericis able to sense the presence of evil orthe recentuse ofevil sorcery withina Large Area ofhis ‘position. The effect moves withthe caster. He may ‘Also vie this spllodelermine ifn lem or ploce isof en evil nture. Duration: & tus Detect Falsehood SIMPLE SAREA ‘Theclericcan automatically tell someone's ying to him, or if something he exomines ison illusion. Duration: 4 turns. Exorcise VHARD TOUCH The cleric cals upon his gods to force a soul out of cen unnatural union wth another body ororifoc This is © countrspel to the'Bind Soul spell, end may oso beused agains! possessed creaturesand characters, or 19 restore © bound soul to is ‘original body. Find True Path SIMPLE LAREA The deric is obo detormine he sofest ord most direct path between any bvo points. Wile this does not guarantee obsolule safety, the path chosenvillabwaysbethesofestand mestcirectoption ifseveral choices ore valle, Duration: hms ‘Heal HARD TOUCH Restores one die plus one Wounds tothe player instantly. Clerical Healing may only be done once per Gome day on any particular player the shock ‘of ropid healing is ftol when feequenlly used. Duration: one use, once per Game day per person lavoke Gods HARD SAREA This power allows the cleric fo reach out tothe higher god planes to commune with his or her Tie Sythe cy grant dro bon ‘equal to 25 point bonus on ene subsequent tsk ‘oF action. This invocation may enly be used once per Gome; gods ore busy immortals and don't take to being bothered oll ime, Duretion: uni ‘ction is taken. Neutralize Poison SIMPLE TOUCH This spel fully nourolizes the eects of onypoison cr Poisoning spell instantly. will not, however, reverse any damage previously token from this poisoning effect. Duration: one use. Port Water VIHARD _LAREA Creates «pathway through any body of water ‘exaaly two inches (12 feel) wide, and 5 inches bock ond front ofthe easter. Effect moves with cleric, Duration: 10 tums. Protection From Evil SIMPLE LAREA ‘The dlericis surrounded withon auraof sainfiness ‘ond Good, totally filing a Lorge Area around him. Alles things within this orea mus immediatly ‘elreat beyond the affected space. A Willpower rollmay bemode ogoins! he caters Willo eis this spell. Durotion: 5 turns. Purity HARD TOUCH ‘Counters the effects of ony poisonings, os well os the spellsPoison, Plague and Corruption. Doesnot replace los! Wounds. Duration: one use. Regeneration HARD SELF Through his concentration and ith, the dericcan rate one Wound per hour until he is fully healed orhe has ken another wound. You may ‘ot regenerate rom being Killed. Duration: untl fuly healed of another Wound i token Resurrection EHARD TOUCH Calling upon his gods’ id, the cleric is able to reise onekiled player orreature rom deoth each Gome. The resurrected ployerisrestoredwithone Wound all other lost Wounds mustbe recovered through either normal heoling, Healing or Resurrection spells). Duralion: once per Game. ‘Tum Undead HARD LAREA ‘The caster creates a sphere of ly power around himself, through which undeod creatures connot poss. Duration: 5 turns Walk on Air E.HARD ‘SELF The cleric con eosily walk through the oir os though walking on a. sheet of invisible gloss. Speed is o normal Wolk, To change altitude, the ckriewalks ypor downs fclimbingonimoginery hill. Lasts 10 turns or until dispelled. Wolk on Woter VHARD SELF The clerics 3 holy he can easily wolk ocross ony bodyofwateratnormal Wolking speed. Duration: 10 tums. MAGICHL SPELL DESCRIPTIONS SUMMONING Summon Animal HARD S.AREA This spell summons one random animal ellowing the MogicUserto commanditlo perform one task Theanimols combat and dodge kishove cbase level of between 1 ond 6 (ol | die for each) and cause domoge based ona one die ral (1-2eLight 3deCrtcal 5-6=Deadly). Duration: till task complete. Summon Demon HARD S.AREA This spall summons one random demon (choice definedby Gome Master for his poricular Gore} cllowing the Mogic User to commend ite per tne lek, The Demon's combat ond Dodges havea baselevelofbetween 2ond 12 (ol 2 for each] ond cavse Very Deadly Damage with 's ‘natural weapons. also hos 4-20 Wounds rol 4 dice} ond skin equivalent io Very Heavy Armor. Duration: il ask complete oneiw rare 7 29 Summon Hementol —VHARD—S.AREA This spell summons one random elemental force (Earth, Air, Fire or Woter—chcice of Gome ‘Mose’, olowing the Magic User fo command it to perform one tsk. The Elemento!’s combat ond dodge sills havea bose level of between 1 ondé (roll | die for each) ond couse Very Deodly Domoge withitsnatural weapons. alsohas 2-12 Wounds (roll 2 dice} ond hos skin equivalent to ‘Medium Armor. Duration: fl tsk compete. Summon Monster V.HARD S.AREA This spel summons one rendom monser (choice definedby Game Master forhis particular Gome), cllowing the Magic Userlo command fo perform ‘one losk. The Monslers combat and dodge skills have aboselevelofbetween 1 and é (roll | die for cach) and cause Deadly Damoge with it nota weopons.tleliohas 3-18 Wounds rol 3dicelond hos skin equivelentto Heavy Armor. Duration: ill tosk com ‘Summon Spirit HARD S.AREA. This spell smmons one random Spirit (os defined byGome Master forhisparicular Gome} allowing the Magic User to command to perform one ask The Spirisdodge skilhot abosolevelof between and 6 {rll 1 die). It olso can use both Aura of Death and Corrupion spells +5, hos 1-6 Wounds (coll one de) and has protection equivalent to ight ‘Ammer. Duration: fl tsk complete CONJURATION Breathe Water SIMPLE TOUCH Allowscoster/targetto breathe woterfor upto 10 turns. Duretion: 10 tums, Control Fre SIMPLE | S.AREA Allows the ester to control the size ond intensity of eny ire within asmallareacround himself. Any domage caused by the fire can be increosed/ decreased by up to two levels of damage (rom Light up to Criial, or from Deadly down to Serious). Duration: 3 tens, Control Water SIMPIE S.AREA ‘Allows the caster to control and shope up to 100 ‘gallons of water; you ean form shapes, move itin desired directions, ele. Duration: 3 turns. Control Weather HARD LAREA Thecosterisobletocontalthe weatherimmediotely ‘round himself Large Area). He may create rin, snowstorms, hailstone showers or unseosonable ‘wormth. However, subjects within the area of cect (whilecold, wet and possibly sunburn!) ke no damage. Duration: 3 tums Create Air SIMPLE LAREA Creates volume of cir completely filing « Large ‘Area oround the easter, Duration: é tums. Create Darkness SIMPLE S.AREA Creates a globe of absolute darkness in a Small ‘Area oround the caster. Lasts unl dispelled. Create Defender V.HARD S.AREA, This spell clows the coster to creole © single 507 oneow conn warrior to defend him in mocel combat, ving @ sword, club, energy swordor oer melee weapon ‘eppropriale to the epoch of the Game. The Delender will fight for 3 tums, hos © Melee ‘Weapon skillof4, has 2Woundsondis wearing ceny ype of Light Personal Armor appropriate to ‘ht epoch. Duration: 3 turns. Create Food HARD — S.AREA Creoles up to 10 bs, of food (casters choice of type & amount) each time it is cast, Permanent, Create Light SIMPLE AREA Creates a globe of light entirely filing © Small ‘Area oround the caster. Lasts until dispelled Create Water SIMPLE S.AREA Creotes up to 100 gllons of water. Permenent Door Ward HARD TOUCH Creates o barrier around ony decrway the caster touches, wih a strength equivalent to 20 Wounds Lass til dispelled or broken. Enchant Weapon VHARD TOUCH This spell enchants specific weopon, granting 2 extra points to ory Melee Atack made with i Duration: tus Enlorge/Reduce HARD TOUCH ‘Allows the caster to enlarge or reduce the sizeof any abject or erature, upto 100 imesitsnormel size.or 100th of norm. Duofion: 3 tras. Greater Shapechonge_ EHARD TOUCH ‘The coster has the ability to change shope into ‘ening (ofthe some mass and general sze) he desires, ols goining he obiliies of whotever he is ‘changed into ot this ime. Lasts unl dispelled Growth of Plants HARD LAREA This spel increases the growing power of ony plonis within a Large Areo of he caster for up 10 3 turns. Eoch ten the sizeof he plant increases by onelevel; One squore inch of ross expands to 2squoreinchesofbrsh, hen brshtomees (square inches), ond rees to giant redwoods (8 squore inches) Very good for creating barriers between the caster end opponents, Duration: 3 tums. ind HARD LAREA This spell ollows the costero create a strong wind copable of blowing over most humans (castr's Wilppower roll vs defender's Athletic rol) in Large Area oround himself. knocked over, the forget wil ike Light damage. This spell can also bbeused io propel si-driven vehicles atupto Slow Ground Speed. Duration: 3 turns Mend SIMPLE TOUCH Thisspellolowsthe Magic Usertorepoirone non- ‘mogical item of any som to's original (a fnew) condition. Permanent Move Earth SIMPLE S.AREA CCractese tunnelinthe eorh one inch (feel wide and five inches [30 feln ant and in back ofthe caster. Loss Stums. Moves wih coster Ducaton: She. Noise SIMPLE S.AREA Creates @ loud explosion of random noise in Small Areo around the caster. Duration: 3 tums. ‘Shapechange V.HARD TOUCH The caster hos the ability to change his own {or cenothers)shope to anything of he some moss or size. He does net, however, goin the abilies of ‘whoteverischanged into this ime (for exomple, 5.0 bird, he could not fy). Loss uni dispelled. i SIMPLE S.AREA Crete globe ofabsolieslnce inal Area ‘round the caster. Lasts unl dispelled. Stone to Sond HARD S.AREA ‘Turns any stone objec up'o 1,000 poundsinioan equal volume of sand. Permanent EHARD TOUCH Thecosterconchongethecomposiionofupto Ib ‘ofmotrialtoamore valuable formleadbocomes ‘90d, gold becomes diamonds, ete, The duration ‘end permanency ofthe change is decided bythe Gomemastor Tronsmutation Voporous Body VHARD TOUCH Givesthe coster/largetabody with heconsistency cof mist, copable of going through ony cir permooble surface. Duration: 4 turns Weapon of Power EHARD TOUCH Increases the damage doneby o specific weapon bby two levels (such os from Light to Cc for 4 turns, NECROMANTIC ‘About Necromantic Spells: These splls concer the unlving end recently doad.As crue, hose who use ‘hese spells cre considered tobe ev ond should be shunned. However, in some Gomes, porculerly those sein @ Horor or Lavecrfion gen, players rmayberecuiredtousethesespllsinthe bot ogain! cossored ‘nomelesshorrors”. The use of hese pels therefore up tothe Gome Master and depends upon the curent Game he i runing ‘Aura of Death SIMPLE S.AREA The caster is surrounded with on oura of horror cond death Al living things (excluding coster & olies) within this orea must immediately retreat beyond the ofeted space, Duration: 3s. ‘Awaken the Dead V.HARD TOUCH ‘The coster canbring one deod creature bock oo state of halflife until the spell is broken. In this stole, he undeod creature regains al ofthe sls cond obiltes it hod while alive, but is sil in o rotting, purescent sate. Duration: uni dispelled orion alts _ ToucH cess touch causes ony living hing fo purely cand decay, toking Serious Damage for 4 hums. Pogue HARD TOUCH ‘The coster’s touch causes ony living thing to sicken ‘ond rot horribly, toking Critical Domoge each hour uni dead. Dispel by he Clerical Spel Puy Poison SIMRE TOUCH The caster causes any living thing touched to toke Deadly Poison damage unil the grip is celeased. Lasts unl grip is broken. Speak w/Dead HARD S.AREA The caster can speck to any dead thing whose remeinserewihine Smal Area el imsel i ‘communicatetohiminthe manner whichitusedinlfe Imen speck, cats yow, ek). Durofion: 4 tums. Steal life Force VHARD TOUCH Allows the easter to toke up to 4 Wounds from another torget and add these stolen Woundsto rimself. He may not raise his total Wounds to greater thon the original number. Duration single touch. Touch of Death EHARD TOUCH Tecate’ touch causes oy ving hing otoke Very Deodly Damage. Lost uni grip is broken. Zombie Mester EHARD —LAREA ‘Allows the cote fo contol ell undead erecires wihina Lorge Area ofhis postion uni displled, The undead follow all commands, and may leave the cotter soreotoperommspecficlosks, Durfin: snl dispelled NLUSION Coscade of Lights SIMPLE S.AREA The easier ounches fountain of bilan! fre works ‘Fombishands, causing blindness ondo-3 penolylo ony torgersetocks or her ocions. Duration: 1ium. Husion HARD S.AREA The cotter con create @ tingle ilusion (filing @ Small Area around himsel), which oppeors rel ‘nal ospedts, The illusion appears to reoct tothe ‘word s the real hing would, but connet ecu hysicolly monipuate things. A Willpower roll ‘may bemade agains! he caters Will resis his sel Duration: uni dispelled. Invisibility V.HARD TOUCH The caster (or selected trgol,isrendered Very Hord to spot with ony Awareness rol. He may ctock wl inthis orm, bot tis wl rece spotting him to @ Hrd task. Duration: 6 tums, Moge Fire HARD S.AREA The casters surrounded with ofickerng barre of ‘aging blue fire. Anyone crossing he borer tokes Serious damage. A Willpower rll may be made vs ‘he coste's Wile resis. Durction: 3 ums. Multi-Mirored Imoge HARD. S.AREA The case crates © mide of sing, realise imogesothimselfina Small Aree, eochdoingexodly ‘he some hing. Anyone tacking he caster wll beat 0-4 point sl polly. Duration: tens. OFFENSIVE Arrow of Fire HARD LAREA The case creotes « mogical row (bow required) ‘hot causes anyone his fe burst ino lame (Creal damage fortwo hums). The row then bums away. Damage can be avoided on the second turn by pling out the errow (a Hard First Aid tos). Duration: one shot. Bind Person V.HARD — S.AREA, The torget is wrapped end bound in webs of twisting block and red energy. He may not move cor oct, and may only be released by use of a Dispel. Duroton: until dispelled. Bind Soul EHARD TOUCH Thetarge! sconsciousnessistronsferred ondbound into any small inonimate objec, while his body goes catatonic. The soul moy only be released through use of on Exorcise spell. Duration: voi exorcizod (he soul reli tothe original body, unless its destroyed). A Willpower rol moy be ‘mode ogainst the coster's Wil to resist his spel Blast of Force HARD BLAST The cater’ forgets suck by 0 glowing re blast of power causing riialdomage. Duraon:oneblast Blinding HARD LAREA The casler causes one forget within @ range to suffer obsolute blindness All actions ore made ot 05 penalty. Duration: 3 turns Charm HARD SAREA The costerisbleto create on ura around himself ‘of good fellowship and trust; the torget will egord the casler os a good friend ond treat him as such for upto 5 tums. Willpower roll may be mode ‘ogoins the caster's Will lo ress this spell Curse EHARD SAREA The cotter ifs the vin with @ deep pall of unlick and ill fortune. The forget will hove on ‘automatic ~4 penaly in any action he tokes unl the Cures removed by vse ofa\Coot OF Care spl Duration: until dispelled Deathword HARD S.AREA The cester shouts single word so horrible hat his target instonly toes Very Deadly damage. One torget only; mustbe within a Small Are of effec. Duration: one shout. Dehydrate HARD TOUCH The coster instantly sucks most ofthe liquid out of the trgel, causing Deodly damage to any living ‘ergorism. This con elo be used fo absorb up to 30 gallos of wale ato casting. Duration: Ttur. tegrote EHARD BEAM Thetorgetbeginsto disintegrate over urns, eoch tur taking Very Deadly damoge. Ifthe target reaches 0 Wounds during this ime, he is entirely voporized, Duration: 4 furs. Earthquake HARD LAREA Thecostercouses he eorth around himselftoopen vp ond chur furiously. The attacks lass 2 turns, each tun causing anyone within the orea ofefect fohaveo-4 penally loony ction caster excepted) Duration: 2tums. Fireball VHARD BLAST Thecastr releases ablastof sething flame which cengulls everything within reach, All forgets toke Very Deodly Damage. Flesh to Stone VHARD TOUCH The torget is umedo stone over 2turns, each mn ‘receiving Serious Domoge. ihe damage kils he character, he may not be restored; fhe is merel ‘wounded ondiumedio stone, he can be reed wit €@ Stone to Flesh spell (but damage isnot healed} Dortion: 2 tums. Hands of Flame SIMPLE TOUCH The coster’s hands ore wreathed ina ball of fire, cousing Serious damage fo anything he touches. Duration: 2 uns. Ignite V.HARD TOUCH The caster stargetburstsinio lame spontaneously, IokingLightdemage. Thismay oliobe used osext fires wih ony dry wood or inder. Duron: 2 tums. Love Eruption EHARD —LAREA ‘Thecastercausesthe earthoround himieloopen up and gout huge spurts of boiling rock. The ‘tacks lasts 2 turns, each tun causing Very Deodly demoge iol rappedin the orea with the ‘exception of the caster himself ‘Mists/Obscurement SIMPLE LAREA The caster causes the eorharoundhimselfioopen upendenudea hick choking mis Thee et Stuns, duringwhichanyone except costerwithin the area of effect will tke ell acions of a -3 penalty. Mystic Arrow SIMPLE LAREA ‘The coster creates o mogic arrow [bow required) thot causes. Serious wound the umn thils Light ‘Wound the next fur, ond Very Ligh! wound i losttur. The orrow then mells oway. Damage can be avoided on successive tums by puling out the crrow (a Hard First Aid task), Duration: one shot Poralyze HARD BEAM Theat strptivimmebianfo shine Idi}. Repulsion SIMPLE S.AREA The caster creates on aura of disgust around bimself or his target. Al ving things within this ‘oreamustimmediately retreat beyond he offecied space. A Willpower roll may be made agains! he caster's Will lo ress this spel. Duration: 3 tums Rust HARD TOUCH The caster’ touch causes the forget any ferovs met) to rst overtime, each tun toking Serious ddomage until itis rusted oway (0 Wounds) Duration: uni dispelled. Shatter HARD TOUCH The casters touch causes ony hard, now'living forget fo shoter ond break (Critical damage) Duration: one touch, Sleep SIMPLE LAREA The costercouses ony desired Yorgets win o large ‘Are0 around cround himself into deep sep. Thesleepwillesupto2-12hms{ell2cice) or uni onzon paan V7 so dispelled. A Willpower roll may be made agoinst the coster's Will fo cess this spell Stunning Grasp SIMPLE TOUCH The casler causes a blast of disorienting power stun anyone he touches. The target is confused tnd at « “5 penclty to any ection he atlempts Duration: 3 turns, Swollowed by Earth = VHARD—LAREA Thecarhbeneaththelargetopensupandswallows him. The resulting pit is two inches (12') square, two inches (12') deep, and has smooth sides (climbing out is @ Very Hard Athletics tsk) Permanent Thunderbelt The caster hurls abot flighining to sike several torgels in its poth (Beom), All targets take Critical domage. Duration: one bolt Transformation HARD S.AREA Thecastercon change ony living hingintoonother living thing of equal mass and size (for example, 2100Ib.maninioa 100!b. panther Hemay lio change living thing into something not normally of equal size oF mass; it will simply retain is ctiginol mass/size raisin henew form example: 2 100|b,,6 foo frog). Does nat grant changer the bites ofthe new form. Lasts unl Dispelled or Breokspelled. A Willpower roll may be made cogoinst the coster’s Wil to resist his spall DEFENSIVE Absorb Spell E.HARD ‘SELF Thespalllowsthe charactrtoobrorbthe energy cf one attacking spell. The spell must then be. released as the next spell the absorber casts (if A, hits B with a Fireball, the next spell B casts must be ¢ Fireball). However, the spell may be stored for cslongeshe wishes. Duration: absorbs one spel. Armor of light V.HARD SELF The cote eso prov bail hneing light cround himsll, meking him irwnerable tool lightbosed aback, ineluding Blinding, Crock ight, Cree Derkness and Spray of light Duration: & turns. ‘Armor of thought VHARD SELF The coster raises «protectivebarrer round his mind, making him invulnerable to all mentll Boted sal (Sleep, Chorm, Repuson), ox well os the Psionic attacks of Mental Enfeeblement, Emotion Atock, Mental Command, Domination, Iusion, Mental Link, Mental Illusion, Menta Transfer, Mind Wipe, Psibol, Read Mind, TelepothicStun Telepathicinvisibiltyond Serve Emotion. Durotion: 4 turns, Bonish Animol HARD S.AREA This spell counters the Summon Animol spell, sending the summoned creature bock to where i comefrom,evenifitstoskisuncompleted. Duration ‘one borishment Banish Demon HARD S.AREA This spell counters the Summon Demon spell, 327 orem puma sein te sumone crete back her come from, evenifitsaskis uncompleted, Duration: cone banishment Bonish Elemental VHARD SAREA This spell counters the Summon Elemental spell, sending the summoned ereoture bock to where it came from, evenifits taskis uncompleted. Duration: ‘one banishment. Bonish Monster VHARD AREA ‘his spell counters the Summon Monster spell, sending the summoned create back o where it came Fomevenfisoskis uncompleted, Drain ‘one banishment. Bonish Spirit HARD S.AREA Thisspellcountersthe Summon Spiritspel sending the summoned creature bock lo where it come from, evenifitstoskisuncompleted. Duration: one bonishment Brook Binding HARD TOUCH Thespel protecshe caster or onaherubjectagoins!