You are on page 1of 73

Mongoose Publishing Presents

Of Mixed Blood
Variant Rules For The
Quintessential Human

Total Physical
Replacement
Extreme Medicine In OGL CyberNet

101 Uses For An...


...Immovable Rod. Part One Of This
Definitive Guide

S&P8 March 2004 $5.95


www.mongoosepublishing.com

Plus. . . New Babylon 5 mini-scenario, More


Most Wanted, Adapting Books for Conan,
MGP 5508
Creature Feature and lots, lots more!
1

Editorial

Y
ou are probably asking
yourself why there is a
picture of a strange bloke
holding a photograph of William
Shatner in the editorial this month,
and, to be fair, it’s a reasonable
question. The answer is, of course,
On the cover, an intriguing hint of what that it’s me. The ‘why’ is equally
is to come from Steampunk by Finnish simple. It struck me that to date
artist Sami Waulu the staff behind this magazine
have been relatively anonymous.
Editor: Apart from a rather ropy picture
Ian Barstow of August Hahn looking like a well-
heeled Ali Baba, and a few shots of Monty the Mongoose, we have
Managing Editor: remained hidden in the shadows.
Matthew Sprange
Indeed, cynics might say that this has been a deliberate ploy to avoid
Production Manager:
being hunted down by irate Mongoose fans demanding that their
Alexander Fennell
particular favourite game gets more attention in the magazine (see some
Mongoose Staff: Paul Tucker, Rich of the scary guys who play Dredd and you’ll know that this is a serious
Neale, Mark Humphries, issue). In any case, I thought that I would lead from the front on this
Ian Belcher and Ted Chang one.

Artists: Nathan Webb, Andrew Much of this springs from my acquisition of the signed photograph of
Hepworth, Patricio Soler, Ralph William Shatner obtained by the aforementioned August Hahn at last
Horsley, Alejandro Villen, Sarwat year’s GenCon SoCal. The mighty Bill is something of a cult figure at
Chadda, Phil Renne, Tony Parker,
Mongoose, and with myself in particular. It has been alleged that I am
Christine St. Pierre, Chris
Quilliams, Jon Netherland, Martin
his biggest fan, although I rather doubt this. He does however hold a
Handford, Patrick Keith, Ronald special place in my gaming life, having been the NPC who led my first
Smith, Sami Waulu and Adrian ever Star Trek character to his death way back when.
Czajkowski
It went a bit like this. I was playing a junior security man (red shirt,
Contributors: Fey Boss, Matt needless to say) and we went down to a planet to do a spot of research
Sharpe, Adrian Bott, Johnathan M. on some supposedly unique rock samples. Nothing very exciting or
Richards, August Hahn, Shannon out of the usual so far, I think you’ll agree. There were four of us
Kalvar, Pookajoo and Lizard
in the gaming group, as I remember. I can’t for the life of me recall
Statistical Analyst:
what characters the others were playing, but they were all clearly more
Steve Mulhern important than me as when we were attacked by the obligatory creatures
who inhabited said planet, Kirk ordered the shuttle to lift off before I
could get back to the door.
ADVERTISING: All ads are subject
to approval by Mongoose Publishing,
which reserves the right to reject any It’s strange how some memories of gaming stay with you, and not
ad for any reason. Advertisers and/or always the important ones. Anyway, I have digressed. Now you know
agencies of advertisers agree not to hold
Mongoose Publishing liable for any loss what I look like, I would greatly appreciate it if you would be gentle if
or expense from alleged wrongdoing that you bump into me at any future convention. Just remember, I’m old,
may arise out of the publication of such
advertisements.
feeble and a personal friend of James T. Kirk…

Designation of Open Content


All rules mechanics, tables and other material derivative of
Open Game Content and the System Reference Document
are considered Open Game Content. All other text and
artwork is closed content.
All Babylon 5 material, with the exception of open game
content designated above is copyright 2003 Warner Brothers. Copyright © 2004 Warner Bros.
All Judge Dredd material, with the exception of open game
content designated above is copyright Rebellion A/S
BABYLON 5, characters, names and
All Conan material, with the exception of open game all related indicia are trademarks of
content designated above is copyright Conan Properties and © Warner Bros. Printed in China
International.CONAN® and © Conan Properties WB SHIELD: TM and © Warner Bros.
International.
All Lone Wolf material, with the exception of open game (s04)
content designated above is copyright Joe Dever. Babylon 5 created by J. Michael Straczynski
2

The most blasphemous


A cleric bears
of scholars would
arms and a
place the creation of
shield in search
the world not in the
of adventure but
hands of the gods, but
he is no mere
in the hands of nature
soldier questing
herself. In such a
for treasure.
creation myth it was
He wields spell
not the elves or the
but he is no
dragons who came
mere enchanter,
first, but the reptiles
hungry for
– the dinosaurs, the
knowledge, in
crocodiles, the lizards
service only to
and the lizardfolk. Of
himself.
course, such a myth
has little basis in the truth of things, but it is an interesting aside. There
The cleric is a
is no doubt that the race of creatures known as lizardfolk, or lizardmen,
man of god, the guardian of his faith and spiritual
is an ancient one indeed. Often overlooked because of their savagery
shepherd of the souls of his congregation. The cleric
and animalistic tendencies, the lizardfolk people are as much a part of
stands undaunted at the gates of eternity, wielding mace
the history of the world as men, dwarves and elves.
and spell against the shambling hordes of living death
and the numberless legions of the damned.
Lizardfolk appear much as a crocodile would if it were crossed with a
man – a scale covered humanoid 6 or 7 foot in height, with clawed hands
Once he is beyond the early stages of his career, the cleric
and feet, powerful jaws filled with teeth and a long muscular tail capable
has seen enough and done enough that his holy ideals
of propelling it through water as it swims or through the air as it jumps.
will be tempered by the realities of mortal existence.
Lizardfolk are a primitive people, banded into small extended family
This makes the cleric an appealing contradiction, a man
groups known as tribes. To lizardfolk the survival and propagation of
with unwavering faith in the glories of the existence
their tribe is all, and all are prepared to give their lives to ensure this.
beyond that waits for all who believe, who is also more
than familiar enough with the many ways in which the
As a reptilian race, lizardfolk prefer to live in the warmer parts of
mortals of the living world can hurt and betray one
the world, in swamps and marshes throughout such climates. They
another and the gods above to be a hard-bitten realist.
often build settlements of dome-like mud huts deep within swamps,
This combination of realist and idealist is at the heart
hidden away and guarded against outsiders who would harm the tribe.
of the cleric class’ character and that is what this book,
Lizardfolk are unpredictable within their habitat – sometimes dealing
the latest in Mongoose Publishing’s line of character
peacefully with outsiders, sometimes attacking them ferociously.
enhancing sourcebooks, uses as its thematic base.
Players travelling through swampland should be ever vigilant – their
passing will almost certainly be known to the near invisible lizardfolk
This new 128-page sourcebook expands the cleric
sentries but they may never realise that they were being watched. If
class to levels never before seen, refreshing the whole
provoked into a fight, lizardfolk are a very dangerous people indeed.
concept of playing a character of faith.
The Slayer’s Guide to Lizardfolk is the latest in Mongoose Publishing’s
celebrated series of creature guides, designed to flesh out and develop
the beasts, monsters and inhabitants of fantasy worlds.
3
Excalibur. The One Ring of Power. Merlin’s Staff. Gandalf’s sword Glamdring.
The Spear of Destiny. All names for objects of legend. Objects of power. To
speak the name of one of these items is to evoke images of great deeds done, of
dragons, of heroism and of terrible villainy. The true power of magic items comes
not from their ability to work miracles but from their ability to evoke wonder in
all of us.

It is no wonder then, that magic items continue to dominate the imaginations


of both fantasy readers and, more importantly, fantasy gamers. Who among us
does not remember the first time their character, at the successful conclusion of
a hard fought adventure, lifted a new sword and pulled it, glittering and smoking
in the dim light, from its bejewelled sheath? Who among us does not recall with
fondness the first time their wizard pointed a staff, uttered a few cryptic phrases
and caused the world to erupt in fire? And who among us, for that matter, does not
feel a sudden thrill each and every time a simple detect magic spell wreathes the
treasury in cold, blue possibility?

Yes, magical items have a long and storied and wondrous history in fantasy gaming and the future holds limitless
possibility, particularly now that d20 gives us rules that allow our characters to construct their own items of power.

This book, the Encyclopaedia Arcane: Magic Item Creation, is dedicated to the expansion and exploration of all the
possibilities of magic items in fantasy role playing. Within these pages, you will find many new options to take the
magic items of your characters and your campaigns to the next level. There are new powers, new feats and even a
few new prestige classes, all focused on the use and creation of magic items. There are rules for expanding the role of
intelligent magic items and for placing unique qualities and drawbacks in your magic items. Most importantly, there
is a new system, the Mythic System, which supplements the basic rules for creating magical items and allows you
to forge items of power in a way which is more in line with the stories and legends of old. With the Mythic System,
when you want to create a flaming sword, it matters less that you know how to cast burning hands then it does that you
know where to go to pluck a tail feather from the phoenix. With the Mythic System, your swordsmen and rogues will
be able to take a more direct hand in constructing what will be their most prized possessions, giving them a greater
sense of ownership and accomplishment.

No two magic items should ever be the same and thanks to this book, and to your imagination, they never will be
again.

Ultimate Divine Spells is the latest in


the highly successful Ultimate Series,
bringing together the best of the best
of all that is d20. This 256 page,
fully-illustrated, hardback is no leap
of faith.

Covering every divine spell you are ever


likely to need as well as some great new
clerical domains, all within one easy to
use tome, it’s as if your cleric is carrying
his deity’s words within his hands.

Alphabetically laid out with a spell list


and index, this book makes it simple to
cros reference what spells are available
to you at any time in your cleric’s
career.
4

In Conan The Roleplaying Game, sorcery is a subtle but powerful force. An


experienced sorcerer can cast spells undreamt of by wizards in other fantasy games,
but he may need to sacrifice a dozen virgins, dose himself up with black lotus, cast the
spell and then rest for several days afterwards, rather than simply being able to fire off
magic whenever he chooses.

During Conan’s time, the Hyborian Age, much of the most powerful magic has been
lost for centuries and more. The wizards of Stygia, Khitai and Vendhya are renowned
for their arcane lore, but even they would find it difficult to match the power of the
sorcerers of Acheron and Old Stygia at their height many thousands of years ago.

The dedicated sorcerer can still hope to attain such heady heights, but he must
work for it. Calling up demon lords, hunting for crumbling scrolls in dusty tombs,
searching out fiend-haunted isles in the Western Ocean, gathering magical herbs in
devil-infested swamps beyond Khitai. . . the sorcerer who desires serious magical
power must do all these things and more besides. A sorcerer who has a master, coven
or secret society to teach him has something of a head start over a lone scholar, but may never learn more than his tutor
knows. Even he will need to quest after knowledge if he wishes to achieve his full potential.

More so than any ancient artefact or scholarly teacher, arcane books can grant a sorcerer not mere fragments of the long-lost
sorcerous knowledge of the ancients, but full-blown spells, magical formulae, and the secrets of the most powerful wizards
of the old times. The Book of Skelos is the most fabled and sought-after volume of them all.

The Scrolls of Skelos is the first 128 page supplement for Conan the Roleplaying Game. Here you will find information
on rounding out sorcerous characters in the game, whether run by players or the Games Master.

This includes additional sorcery styles and spells; full rules for creating permanent magic, including magical weapons and
other sorcerous items; and a large section on the creatures of sorcery, whether the demons called up by scholars, the demon
lords who act as their patrons, the strange monsters some wise men find in the wilderness and train as servants, or the weird
aberrations crafted by certain sorcerers in their quests to make life itself.

The book is rounded out with a number of Non-Player Character profiles covering those prominent sorcerers of the
Hyborian Age who have not already been dealt with in the main rulebook, an overview of some of the weird religions
practised by certain wizards, new sorcerous feats and a sprinkling of scholarly prestige classes. There is also a Games
Master’s section giving advice on handling characters’ relations with their demonic patrons, allies and servants, among
other useful tips. Scrolls of Skelos is the most exciting study of sorcery in Conan’s Hyboria ever produced.

WINNER Caption Competition #5


Congratulations to Neil John Gunn who
has won a copy of Macho Women With
Guns with : ‘I know I said I wanted to see
Return of the King three times but this is
ridiculous!’

Also an honourable mention for Dave Nellis


for the amusing: ‘Huh, thank you very
much.’ (say it in an Elvis voice and it works,
i promise)
5

FeatureRelease:

OGL Steampunk
256 page, full colur hardback
Imagine a world where computers were developed a century
before their time, running on levers and steam engines instead of
microprocessors or even light bulbs; a world where the zeppelin
never went out of fashion as new technology made it safer and faster,
where brave men (and women) explored a yet undiscovered world
to find wondrous ruins of lost civilisations or entrances to entire new
worlds, where the wondrous age of magic is slowly fading away to
give place to an age of reason. This is the world of steampunk, a
subgenre of fantasy and science fiction that is devoted to marrying
the possible with the improbable more than exploring the future or
exploring fantastic themes; steampunk explores a past that might
have been, had some things happened a little differently.

OGL Steampunk
Steampunk stories are dominated by strange technology and weird
science. While hard science-fiction bases its principles on proven or
theoretical science in our time like quantum physics and the advances
in biotechnology, steampunk takes a look backwards, at the early
advances in scientific and technological inspiration. Phenomena like
electricity is beginning to be fully understood, steam and mechanics
move most of the age’s machinery and telecommunications are being
born in the form of the telegraph. Now… consider that if Charles
Babbage had counted with sufficient funding, he could have invented the first computer around 1842 and, connected with
the power of the telegraph, the Internet could have been born two World Wars earlier. What kind of world may have evolved
from networked computing based on clicking machines and mechanical modems? Such are the kinds of questions that you
can answer in steampunk.

Technology in a steampunk setting is either elegant or incredibly clunky, using basic mechanisms and primitive wiring to
achieve the performance that would occupy a fraction of the space using modern technology, but would not look as quaint.
Brass tubes, wooden handles, and Edison’s new incandescent lamps (aka light bulbs) replace fibre optics, touch screens and
LEDs as the material of choice for machinery. Steam-powered cars roam the streets while airships cross continents and giant
cannons shoot people to the moon. Or not.

OGL Steampunk
OGL Steampunk is the latest in Mongoose’s fantastically successful OGL range of game books, providing all you need
to play the game within one book. Above all, the feeling that dominates steampunk is a sense of wonder, a certainty
that humanity can defeat any challenge with guts and ingenuity. Although the Victorian worldview saw Nature more as
an enemy to be conquered than as a source of magnificent wonders, there was a pervading sense of adventure, that the
world offered untold opportunities for discovery and exploration. Because of a relative period of stability, the people
of the Western world had a chance to look around and see what surrounded them, stretching their legs to chart what had
remained unexplored until then, which includes not only blanks on geographical maps, but also gaping holes in the way
the humanity understood the world’s phenomena, from planetary orbits to microbiology. Science is challenging religion
boldly with each new postulation in both the natural and the social sciences, old dogmas are being questioned while new
ones are born. OGL Steampunk opens new worlds of adventure for roleplayers to explore!
6

Want to write for your favourite RPG publisher? Want We cannot promise that we will like what you have done,
to get paid for it? Got a great idea for an article? If but you will get constructive criticism in return, and not
the answers to these questions are ‘yes’, then Signs & just a terse one-line rebuff.
Portents wants to hear from you.
Editing
Where to Start… It is a painful fact that whatever you write, it will get
We will need a brief synopsis of your intended article, no edited. That is why editors exist, after all. Even this
more than one page long. Also include a paragraph or passage will have been edited. If you can get over this
two of your actual writing style, so we can see whether hurdle you are well on your way to attaining the mentality
you have what it takes and any samples of previously needed to be a writer. It will help if you can handle
published work. If we like what we see, we will criticism as well. Take it from us – writing is a tough
commission a first draft from you and you will be on your business. Just ask any author doing the rounds looking for
way to becoming a Mongoose contributing writer. And a friendly publisher.
every article we publish will be paid for…which is nice.
We have various house styles that we use and you do not
Things to Remember need to know them. As long as your submission is literate
Provide your full details, including name, address and and tidy, we will do the rest.
email address if available.
Supply articles via email or on disc. We can read most Little Details
formats, although MS Word is always a safe bet. If you are not sure how long your article is, assume
You will be provided with a style guide when we around 800 words fit on one page. Do not use the word
commission your article. Make sure you read it! processor’s page counter as a guide. By the time it has
been edited, laid out and had artwork added, it will look
Subject Matter nothing like that screen of text in front of you.
First and foremost, the article has to be based on one of
our product lines. That is not as limiting as it sounds, Remember to run the article through a spell checker
however. The d20 fantasy family alone should give you before you send it in. It will still get proofread, but it
plenty of scope. Think of all our various products, like shows willing. Anything not spell checked will be rejected
the Quintessential series and the Slayer’s Guides. With straight away.
more than 80 fantasy-based books to choose from…well,
you get the idea. But don’t stop there. Think Babylon 5, Legal Requirements
Judge Dredd, Slaine, Armageddon 2089, not to mention Be aware that to work for Mongoose Publishing, you
the barrage of forthcoming games that we have coming. will have to sign a contract with us. There will also be a
If you have ideas for any of our games we want to hear commissioning form for each specific story. Any work
them. which you then generate specifically for Mongoose
Publishing under the terms of that agreement will belong
So, you have chosen your game, but what do you actually to Mongoose Publishing, together with all the publishing
write about? Scenarios are good. In fact, we love them. rights.
Give me a scenario to edit and I am a happy camper.
Perhaps you want to discuss the philosophy of a game.
That’s good. We encourage intellectual thought process Who do I write to?
around here. If you have something meaningful to say,
then try us out. If we don’t like it, we will tell you. Think Signs & Portents
hard before you try humour though. With guys like Jonny
Mongoose Publishing
Nexus about, you will need to be sharp if you want to
break in. If you think you have what it takes, though,
PO Box 1018
then feel free to try your hand. Just be prepared to be told Swindon
you may not be as funny as you think you are. Wiltshire
SN3 1DG
If you want to write new rules for a game, with new uses UK
for skills and maybe some new feats, then be our guest. email: ibarstow@mongoosepublishing.com
The drugs do work...
Can Amy come
out to play?
9

We have been threatening a cartoon strip for some time, and here it is! This is the brief:
There are three games designers who live with a mongoose (so, thoroughly plausible so far).
Anyway, these three aren’t all that bright, but for some reason their games do rather well.
Could it be something to do with the enigmatic Monty?
10
r
R – Bette h
T P g
d i e s Throu
Bo tics
Robo
August Hahn

Total Physical
Replacement
‘Hello, Mister… Phillips. I see by your monitors that you are conscious. Excellent. We need to go over a few things
before we can proceed. All right?’

‘His coherency and comprehension factors are all in the green, doctor.’

‘Excellent. Mister Phillips, Derrick. Can I call you Derrick? Fine, Derrick then. You had quite a nasty turn in
the corporate jet, I’m afraid. According to your chart, this is the first time you’ve been awake since the accident. I
know you must have a lot of questions, but they will have to wait for another time. We don’t have long before your
remaining physiology goes into separation shock, so I need to make sure we have your consent to the operation.
Can… can he indicate compliance?’

‘Yes, doctor. His EKG is admissible to the Board of Standards and Ethics. This spike here, on the theta band, is
legally recognised as an affirmative.’

‘That’s wonderful. Your corporation must value you highly, Mister Phillips, to go to this much expense to have
their CEO back. We will be moving you to an isolation chamber now for the procedure. This time tomorrow, I’ll be
shaking your hand at your post-op examination. It will look like a hand, right?’

‘Yes, doctor.’

The technologically advanced world Replacement (TPR, in medical the chemical survival matrix and a
of CyberNet has given rise to some and technical parlance) is not quite small nuclear power source capable
amazing pieces of technology. With an accurate term. Used when a of sustaining the brain train for
a Web box, a person can enter a subject’s body is too badly damaged at least twenty years. The power
digital reality and interact with to salvage much of anything, a TPR source is replaceable, but only
information as if it was a different involves harvesting the patient’s through a surgical procedure; this
world. Remote control rigs allow brain and spinal column. The rest level of effort to access the TPR’s
a person to control a car, or a tank, of the body is discarded, though power source ensures that it cannot
with nothing but their mind. Cyber- bone marrow is retained whenever be accidentally disengaged. Any
enabled guns are guided by pure possible to keep for blood cloning interruption in power to the brain
thought and there is a designer drug purposes. The ‘brain train’, as train results in immediate death, so
for every possible mood or memory. the remaining physical mass is a certain amount of complication is
Cybernetic replacement of limbs, called, is placed in a life sustaining desirable.
organs, and even soft tissue sensory fluid matrix and kept active
structures has been possible for through electrical stimulation until Once placed in a column chassis,
some time, leading inevitably to the transplantation into a mechanical the subject’s brain can be kept alive
next logical step – Total Physical holding chassis can be accomplished. indefinitely and even connected to
Replacement. a Web interface for communication
This chassis is typically a column purposes, but this stage of recovery
A radical procedure, even by of metal and resilient plastic is only half of the TPR equation.
the high-tech standards of the laminate, chosen for its non-reactive Many times, connection to an
dark tomorrow, a Total Physical properties. The column contains interface is not bothered with,
11
especially when the subject is not this procedure are
trained in Web use. There is a far from ‘sane’,
growing concern that stimulation of often referring
the raw cerebrum past a certain point to themselves in
can cause irrevocable psychological the third person
harm, so it is avoided in all but the and developing
most necessary situations. an inordinate
fascination with
Typically, a subject is rushed through taking themselves,
a set of procedures that hasten the and others,
time period between harvesting and apart to see how
implantation into a host form. The ‘machines’, organic
host forms are a progression of and otherwise,
cybernetics that take the concept of work. More than
limb and organ replacement to the one TPR has
next level – a fully automated robotic become a fugitive
body. This level of technology is from the law,
still very cutting edge and not always disappearing into
an assured success, but there have the shadows of the
been promising breakthroughs in night with nothing
its dependability. By the time TPR but their electronic
becomes a technical possibility, derangements and
three out of every five procedures inhuman physical
succeed. The other two, in the eyes capabilities.
of the medical community, provide
valuable data for next time. Using
The number of functional TPRs TPR in a
in the world of CyberNet is CyberNet
remarkably low, but those that
exist tend to be very distinctive.
Game
Each Games robotic host body is so in-depth, few
While the procedure is by its nature
Master will need to decide how far Player Characters would even be in a
exorbitantly expensive, even greater
Total Physical Replacement has position to hear of it, much less learn
funds can be expended to make
come in their campaign. It is not the procedures. The Games Master
the resulting robotic ‘life form’ as
recommended that Player Characters can of course make exceptions, but
human appearing as possible. The
be allows to start a CyberNet knowing how to perform a Total
best grades of TPR host bodies are
campaign as a TPR, but the option Physical Replacement is still a far
virtually indistinguishable from
might exist for them at a later point cry from having the resources and
human beings, but these are very
in the game, perhaps even without equipment to do so.
rare. More often, a layer of flesh
them knowing that it is an option
coloured latex is placed over a
at all. As a way of bringing back In essence, a Total Physical
skeletal framework, resulting in
a Player Character presumed dead, Replacement is a template applied
someone who more resembles a
TPR technology can be a great story to an existing Player Character or
manikin than a man.
telling device. Non-Player Character. At present,
The psychological impact of any living being can theoretically
The cost of the TPR procedure is become a TPR, since the procedure
this procedure is severe, causing
so incredibly expensive, it has not was perfected on animals before
roughly half of those who undergo
even been given a Purchase DC. If a moving to human trials. In practice,
the replacement to require lengthy
character does not have the resources this is rarely done, as animals do
periods of therapy, sometimes
of a major world government or not typically have the ability to cope
unsuccessfully. Former TPR cases
mega-corporation behind him, there with the loss of their physical bodies
have been known to place themselves
is little chance of the procedure without reverting to feral, instinctual
in the path of oncoming bullet
being possible. The specific behaviour. It is rumoured that this
mag-lev trains, tear out their own
technical and medical training is not an altogether undesirable
power cores, and subject themselves
required to harvest a brain train and outcome; several militaries and
to massive EMP just to end their
make it ready to interface with a corporations are said to have TPR
unnatural lives. Even survivors of
12
dogs (and other animals) as pseudo- has a much lower chance of causing Alpha grade Total Physical
robotic sentries. The truth of this cyber-rejection syndrome because Replacements are the procedure
is also for the Games Master to of its all but human appearance. perfects, a model of robotic body so
determine. Some beta grade recipients choose indistinguishable from humanity that
to make their physical forms ‘artful’ the first sign any onlooker should
Just like most cybernetic have of the character’s mechanical
systems, the Total Physical nature should only be when he
Replacement template takes damage and the metal shines
comes in four grades. The through. Alpha TPRs are utterly
lowest grade, Gamma, state of the art when they exist at all
represents the lowest cost and should be the sole province of
option and is typically genius inventors, mega-corporation
what is available to executives and superpower military
civilians with incredible agents.
wealth and smaller
government/corporate Creating a
entities. Gamma grade
TPR is all that should be Total Physical
available if the technology Replacement
is still in the prototype
stage. Gamma grade TPRs
Character (TPR)
‘TPR’ is an acquired CyberNet
cannot accept syntheflesh
template that can be added to any
grafts and will always look
living creature (referred to hereafter
distinctly robotic.
as the base character), provided it
undergoes the TPR procedure. A
Delta grade TPRs are
TPR has all the base creature’s
the typical form of
statistics, class and special abilities
the technology once it
except as noted here:
has been refined and
undergone several
Size and Type: The creature’s
successful applications.
type changes to construct. Do not
A delta grade TPR can
recalculate base attack bonus, saves
accept syntheflesh,
or skill points. Size is unchanged
though only in its crudest
(though a military grade TPR may
forms (Gamma and Delta
become Large at the Games Master’s
quality), making it a less
discretion). At the time of the
than optimal choice for
template’s application, the grade of
TPR characters that must
alteration must be chosen; Gamma,
continue to function in an
Delta, Beta, or Alpha.
interpersonal role. Most
delta grade TPRs are used
Hit Dice: Increase all current and
for individuals who will
future Hit Dice to d10s.
not likely see or interact
with large groups of people
Defence Value: A TPR’s
again, making it perfect
electronically enhanced reflexes
for military and corporate
provide a +2 bonus to the base
guards and lower level
character’s current Defence Value.
executives.
This bonus increases to +3, +4 or +5
depending on grade (up to +5 for an
Beta grade Total Physical
and can get very inventive with Alpha grade TPR).
Replacement is the best form of
the technology available in most their appearance. Within certain
limits, the Games Master should Attack: If the base character can
CyberNet games and should be
approve any decorative change a beta use weapons, the TPR retains this
considered the cutting edge of the
grade TPR wishes to make, though ability. A base character with natural
field in all but the most advanced
outlandish changes should come at a weapons (such as a dog and its bite)
settings. A beta grade TPR can
serious financial cost. retains those natural weapons. A
accept all grades of syntheflesh and
13
TPR fighting without weapons uses balanced for purposes of their ‘off’ Universal Mounts (Ex): A TPR
either its normal ability to attack hand. can accept any form of cybergear
unarmed or may use its limbs as up to their own grade of TPR
unarmed weapons and is considered Special Qualities: A TPR retains all enhancement. Cybergear added to
armed because of inherent strength the base character’s special qualities a TPR never impacts the character’s
and physical resiliency. A TPR
armed with a weapon uses this form
of unarmed attack or a weapon, as it
desires.

Full Attack: A TPR fighting without


weapons uses either its special
unarmed attack status (see above),
its own ability to fight unarmed, or
its natural weapons (if it has any).
If armed with a weapon, it usually
uses the weapon as its primary and
secondary attacks, provided it has a
way to make those attacks.

Damage: A TPR without natural


weapons has a crush attack that uses
mechanical hand and limb strength
to deal 1d6+Strength bonus points
of bludgeoning damage to living
creatures and physical objects. A
TPR with natural weapons can
use it by itself or augment it with
this crushing ability, as it prefers.
If it chooses the latter, it deals
1d6+Strength bonus points of extra
bludgeoning damage on one natural
and gains those described below: Self score, but follows all of the
weapon attack.
Self Impact (Ex): The alterations other rules for cybergear listed
required to a character’s physiology in the core rulebook. All TPRs
Special Attacks: A TPR retains all
required to become a TPR effectively must possess two cyberarms, two
the base creature’s special attacks
sever the character’s connection to cyberlegs, two cybereyes, two
and gains those described below:
his concept of a physical body. The cyberears and a vocorder; these
Unyielding Strength (Ex): TPRs have
character loses his Self score and systems are all included at the TPR’s
completely articulated bodies and do
must generate a random Charisma grade and can be later upgraded as
not have a ‘weak’ side or inability to
score again. The character’s need and resources allow.
apply their strength evenly. As such,
previous Charisma modifier is Damage Reduction (Su): A TPR’s
weapons wielded in the ‘off’ hand
applied to this generation roll as a robotic body is tough, giving the
still retain the TPRs full strength
bonus or penalty. There is no set creature damage reduction 10/-.
bonus and weapons wielded in both
maximum to this new score, but a Immunities (Ex): TPRs have
hands that would normally qualify
result of 2 or less after the modifier immunity to cold, poison and
for 1.5x Strength bonus to damage
results in cyber-rejection syndrome disease.
gain 2x Strength bonus instead.
(the character goes insane and Vulnerabilities (Ex): A TPR takes
Full Articulation (Ex): TPRs
becomes a Non-Player Character double damage from electrical and
are automatically considered
automatically). Beta and Alpha EMP based attacks, though the brain
ambidextrous and never suffer an
grade TPRs have a minimum 3 and 5 train itself is fully shielded from
off-hand penalty to attack rolls.
Charisma scores, respectively. Onset EMP, making it impossible to use an
TPRs do not automatically have the
of cyber-rejection syndrome can take EMP generator to shut down its life
Two-Weapon Fighting feat, but their
up to 2d6 weeks to set in, leaving support system or power source.
mechanical strength and stability
the TPR seemingly normal until that
treats all melee weapons of their own
time. Construct Traits: A TPR gains the
size category or smaller as if they
following traits automatically:
were small enough to be considered
14
• No Constitution score. table. These
extra hit points
• Low-light vision. are lost last and
are considered
• Darkvision out to 60 feet. to be the
reinforcement
• Immunity to all mind- of the TPR’s
affecting effects (charms, brain train
compulsions, phantasms, capsule; when
patterns and morale effects). these are gone,
the capsule is
• Immunity to poison, sleep breached and
effects, paralysis, stunning, the TPR begins
disease, death effects, and to truly die.
necromancy effects. TPRs cannot
stabilise by
• Cannot heal damage on themselves,
their own, but often can automatically
be repaired by characters losing one hit
with Technical skills or point per round
through purchased repairs. after being
A construct with a nanobox reduced below
still benefits from that 0. Medical
equipment, though its attention can
function is significantly still save a TPR
changed. Repairing a TPR at negative
requires one hour for every hit points,
ten hit points of repair and however.
an hourly Complex Repair
check (DC 20). Negative • TPRs do not
hit points are based on the eat, sleep or
TPR’s organic matter and breathe. A TPR
must be recovered with does require
medical attention. one hour each
day to ‘go
• Not subject to critical hits, offline’ and
nonlethal damage, ability rest its physical
damage, ability drain, brain in a form
fatigue or exhaustion. of accelerated
REM sleep.
• Immunity to any effect that
requires a Fortitude save Abilities: Altered from
(unless the effect also works the base character as
on inanimate objects, or is follows: Str 14 (civilian model) or 18
harmless). (military models), Dex 12 (civilian
model) or 16 (military model), Int
• Not at risk of death from +2, Cha (random generation).
massive damage. A TPR
is immediately destroyed Bonus Hit Bonus Hit
when reduced to 0 hit points TPR Size Points TPR Size Points
or less.
Fine — Large 30
• Because of its robotic body, Diminutive — Huge 40
a TPR is extremely hard Tiny — Gargantuan 60
to destroy. It gains bonus
Small 10 Colossal 80
hit points based on size,
as shown on the following Medium 20
15
Being a robotic construct, a TPR has
no Constitution score. Strength and
Dexterity scores can be modified
after the initial procedure and have
a Purchase DC equal to the desired
score (maximum scores of 30 and 24
respectively). TPRs with character
levels can never use level ability
increases to affect their Strength or
Dexterity scores and all previous
increases to these statistics are lost.
Cybergear bonuses can be applied to
these statistics normally.

Skills: TPRs have a -2


circumstantial penalty on Hide and
Move Silently checks. Otherwise
same as the base creature.

Advancement: By character class.

Level Adjustment: Same as the


base creature +1 per grade level, up
to +4 for an Alpha model. Military
models have an additional +1 Level
adjustment.

‘Somebody get a lifter in here! I think I see a live one! Hurry it up! What there hell am I looking at,
Rodriguez? It looks like a damn war zone in here.’

‘I am having trouble getting the story from corporate security, sergeant. They’ve been mangled
pretty badly. The one who passed out on me said it seemed like the boardroom just exploded. Blood
everywhere, he said… as you can tell. Oh man, these were new pants.’

‘Save me the drama, detective. I just want to know what tore through this place. It looks like another
lancer hit, but this high up in the tower? With no disturbance on the lower floors?’

‘Well, sir, it would seem we are dealing with an internal problem. The door was locked on the
inside, with no signs of forced entry, and the bodies all look to have been torn apart… by hand. And
someone on the board of directors is missing.’

‘What? Oh, damn it. Not another one. Let me guess, CEO, too valuable to lose?’

‘Yes, sir. According to the corporate manifest, a Derrick Phillips was nearly killed during a skiing
vacation when the jet he was in took a header over Aspen. Everyone else aboard bought it, but he
was alive enough to save… sort of.’

‘That’s all I needed to know. There’s no sign of a ‘bot here, so we’ll assume the hole in the pavement
outside was him hitting the sidewalk.’

‘That would match witness testimony on the street, sir. Guess we can’t say they were crazy, after all.’

‘Damn it. Somebody get Ordnance on the link! We’ve got another rogue glitch on our hands.’
16

Inside The Chainmail Bra


Is Gaming Sexy?
asks Fey Boss
Fey Boss

The typical picture: a group of


underage, underwashed teens, sitting
around a table in a basement or
living room or garage. The dice are
rolled; paper crinkles. Someone
groans while someone else laughs.

If your mind fills in the pregnant


pause with images of an illicit, crap
game, guess again. If, on the other
hand, you almost hear the cry of
‘Aw, crit! That takes out my half-orc
barbarian!’ or some similar plight,
you’re probably a gamer – one of
those pasty, acne-ridden, perennially
overweight or underweight minions
of Satan. Anyone remember the
Satanism scare of the 80s?

The idea that most of us who were


teenaged roleplayers in the 80s,
whether or not we fell into the above Some girls will do anything for a Games Master...
general physical description, were
considered to be at best misled by
Satan-inspired notions or at worst original evils. As a roleplayer or as so has Andy. But sex remains a
were plotting together to rise up and a teenager, those ranked pretty low motivational factor for both gamers
act out human sacrifices because on my list of desires. and their characters. Men don’t
of paper and dice seemed, and still seem to go to games to meet women
seems, ludicrous. As a teenaged roleplayer, what did as a rule, but women have gone to
I want? Well, I admit it – I didn’t games and ended up sticking around
I for one didn’t even know where to entirely know. But meeting boys due to interest in another player. In
find a steam tunnel, living as I was was certainly right up there, and my own case, it’s usually ended up
at the time in the humid suburbia of the crush on the GM when I was being the GM; Andy may have been
southern Florida. The suggestion 14 is probably all that kept me the first, but he was by no means
of running around and killing rats going back to the game after he and the last. Many of my friends ended
– giant or otherwise – would have another player teased me about my up dating or even marrying men
been met with considerably less character’s CHA stat. (Incidentally, they met or got to know through
enthusiasm than anything other Andy, if you’re reading this, I do roleplaying.
than possibly cleaning my room. I forgive you. That is, assuming you
didn’t want to deal with rat guts even noticed my pique.) So how is it that gaming has gone
on my shoes. I didn’t particularly from being utterly geeky to having
have much interest in summoning Since then, I like to think that I’ve the potential to be sexy? How can
up ancient evils – or even new and grown up a little bit. Presumably, the geek guy score with the hot
17
babes? What does it all mean? If the custody struggle over who gets his or her adolescent self, only a
you really want to know, write to the the friends, to say nothing of the little heavier and with a little more
author care of this magazine, I’m painted miniatures, have turned soap, does not quite apply to gamers
always open to ideas. well-oiled games into steaming as individuals. We’ve all felt the
rubble. confusion, but while captains of
First, a note of caution – most of the fitness industry are something
the women who are attracted to And then there’s the in-character most of us will never be, utter social
dice-bound men are themselves relationships – more than one rejects we are not. Gaming as it is
roleplayers. We don’t go to a game player has been reduced from witty presently pursued is still a relatively
in the hopes of finding a boyfriend; repartee to outright pouting when a young hobby; it’s something that has
we go to a game in the hopes of Games Master didn’t have a given grown up with those of us in our 30s
finding a game. (‘Look at what NPC fall immediately for his or her and 40s as much as we’ve grown up
I caught! A 20 point dwarven charms, or only did in order to rob, with it.
fighter!’ ‘Yes, so? I’ve got myself a steal or attempt to kill the character
half-elf bard – and he brought mead in question. (Thus supporting the This may explain why to some
for everyone!’) general rule of thumb: the GM is extent video games now take the
not on your side.) Not all of these beating that roleplaying games did
No. While men’s fears are valid in players were male. a decade or so ago; as adolescence
that, yes, we women do compare is generally demonised for its more
notes, right down to the critical It’s a tricky topic to handle. Sex antisocial pursuits, so too was
fumbles, the game is above all else is something awkward for most of roleplaying in its adolescence – and
the game – part social event, part the population and even if we’ve it had quite a lengthy adolescence.
RPG. It’s not going to replace managed to grow up a bit since the Now it’s the video game industry’s
clubbing or the beach or even the awkward salad days of adolescence, ‘turn’; while the two may relate,
grocery as a pick-up place any time in some ways we never fully they are still separate, although they
soon. overcome those roots. Rejection, share a clientele.
be it ‘in game’ or in the real world,
That being the case, how do such hurts. And with the make-believe And with having grown up a bit,
‘social misfits’ as gamers deal with element, sometimes it can be more the problems that roleplaying
sex when it crops up? A crashing than just confusing. games commonly face mirror those
relationship can end a good tabletop of the players, mimicking them:
game; the discomfort of the couple- Yet that stereotypical picture of the divorce, bankruptcy, even mid-life
no-longer in each other’s presence, adult gamer being still the same as crisis. Did anyone else view the
arrival of CCGs on the scene as the
miniskirted blonde in the passenger
seat of a red Miata? (Don’t worry,
she’s grown up a bit since then, too.
They all do.)

So what’s next? Mortgage


counselling for your 30th level
fighter? Fibre supplements for your
wizard? Adult diapers on your
druid? It seems unlikely. For now,
we get to enjoy the fruits of maturity
as games continue to develop – the
equivalent of gaining an appreciation
for fine wine or scotch – and corrupt
the next generation into games.

Psst, kid, the first session was free.


But this time, you’ve got to buy your
own dice...

Fey’s Room...probably.
18
Matt Sharp

Real Name: Blanche Tatum


Also Known As: Blanche Kominsky
Class/Level: Citizen 10
Hit Points: 50
Initiative: +2 (+2 Dex)
Speed: 30 ft.
Defence Value: 16 (+5 Reflex, +1 Dodge)
Damage Reduction: 0
Attacks: Hand gun +12/+7 ranged, +8/+3
melee
Damage: By weapon
Special Qualities: Prior life – failed cadet
Saves: Fort +4, Ref +5, Will +4
Abilities: Str 11, Dex 15, Con 12, Int 10, Wis 13,
Cha 14
Skills: Balance +14, Bluff +8, Climb +12,
Computer Use +8, Concentration +15, Hide +13,
Intimidate +15, Jump +10, Knowledge (law) +4,
Listen +11, Medical +5, Move Silently +13, Search
+10, Sense Motive +5, Spot +11, Streetwise +9,
Technical +4
Feats: Dodge, Improved Critical (hand gun),
Nerves of Steel, Point Blank Shot, Weapon Focus
(hand gun)
Possessions: Walther Mitsubishi PPK II hand
gun (3d6/4), silencer

History File:
Shortly after the end of the
Apocalypse War in 2104, citizen
Hebismond ‘Hebby’ Swarf was
gunned down whilst taking a shower
in his luxury penthouse apartment.
The killing bore all the hallmarks of
a professional ‘hit’ – Swarf had long
been suspected of being a kingpin
of Mega-City organised crime, and
the murderer certainly seemed to
be a highly skilled assassin. The
intruder had successfully avoided
several security systems and had
19
killed Swarf with a single, deadly Firmly establishing that there was revealed that the killer had been
accurate shot from a .38 calibre no honour among criminals, Chally a patron, but she had left a false
pistol. The judges found only one had been caught embezzling from name and address before vanishing
clue that indicated that the killer was the illicit cash he was supposed without trace. A comp-ident was put
anything other than a mob controlled to be collecting for Beauty. He together from their descriptions – the
contract killer – the victim was had been summoned to the roof woman was tall, blonde and in her
clutching a business card, bearing garden and was in the process of late twenties. Analysis of the crime-
the hand-written message ‘Justice facing some gangland ‘discipline’ scene revealed something far more
Is Done!’ The note revealed more inflicted by a pair of heavies when disturbing to the judge in charge
about the culprit than any other trace he was saved by an unlikely source of the case, one Joseph Dredd.
of evidence found at the scene of the – a woman, clad in a synthi-leather Questioning Chally revealed that the
crime – analysis of the handwriting catsuit with her face concealed killer had an instantly recognisable
revealed that the killer was a beneath a hood-like mask, suddenly style, one that he knew very well.
woman. It seemed that the Mega- burst into the room and shot down The killer moved – and killed – like
City had a new vigilante to deal with the two enforcers before they could a judge.
– an unusually highly skilled and begin to react. She called herself
dangerous one. the Executioner and paused only to Dredd set about investigating
drop another note, identical to the possible suspects. Only one judge
message left at the Swarf murder. who fitted the description could not
Soundbite account for her movements – De
When pressed for more details on the killer, The investigating judges could find Gaulle had been off duty at the
a Justice Department spokesman said: ‘Get no trace of Beauty himself, who had time of the attacks and refused to
that camera out of here or you’ll do time, left the room a few moments before say where she had been. However,
creep’. the murders. His broken body was even though Dredd was unable
eventually located dangling from to determine her movements,
(Excerpt from the Channel Hep! news the girders of Skedway 44, a mile intensive lie detector tests revealed
report on the discovery of Hebby Swarf’s below the hovering nightspot. The that she had nothing to do with
corpse.’) discovery of a note in his pocket, the Executioner murders. As the
bearing the now familiar message, interrogation session ended, there
ruled out the possibility that he had was a report that the Executioner had
fallen accidentally. Subsequent been apprehended. Unfortunately,
The killer struck again the following questioning of the restaurant staff these new murders did not match
night. This time
there was a witness.
‘Chally’ was a minor 752-618.2
hustler who acted as Justice Department
a bagman for Jack
Beauty, a high profile
Sector 190
‘businessman’ who Internal Memo - Eyes Only
ran many of the local Subject - The Executioner
protection rackets.
Listen up, people. None of us know who this dame is, but the fact that this is a woman
Beauty owned ‘The doesn’t make any difference to how we approach it. She’s out there killing perps - and
Highlight Rooms’, an that’s OUR job!
exclusive restaurant
Saddle up and bring her in by the end of your tour, or people here will be pulling double duty
that hovered above for the next month.
the Mega-City, and
co-ordinated many
of his activities from Deputy Sector Chief B. Cooksey
his headquarters
in the roof garden.
20
with the killer’s usual modus the necessary
operandi, although they were preparation,
superficially the same. Two small the effect
time hoods had been gunned down proved to be
on a slidewalk and a note had been fatal.
left on the bodies. However, the
victims were hardly in the same Judge
league as Swarf and Beauty and Dredd was
the handwriting on the note did not summoned.
even come close to matching the real As he was
Executioner’s. Most damning of all, introduced to
the culprit had been apprehended Garrett, the
at the scene and was clearly male. last piece of
The intense media interest in the the puzzle fell
case had caused a problem that into place. The
regularly besets such high profile killer had been
investigations – ‘copy-cat crimes’. so professional
he had
assumed that
Soundbite she must be a
If we don’t catch this Executioner soon judge – he had
every crazy in town is gonna be out there not thought
on the streets in his superhero mask! to check out
rookies. A
(Judge Dredd, speaking after the first database
copycat murders.) check with
MAC brought
instant results.
Cadet Blanche
The real killer did not strike again Kominsky had A squad of judges rushed to Sagan’s
until the next night. Rookie Judge been expelled from the Academy yard, but they were a few minutes
Garrett was investigating the in 2093 following an unauthorised too late. From within, gunfire could
Chivo Bros Discount Depository liaison with a citizen, Nicholas be heard. The Executioner had
of the Semi-Dead as part of his Tatum, whom she later married. cornered Sagan and was deaf to
final assessment test. His careful Recently, Tatum seemed to have his pleas for mercy, shooting him
investigation into a possible body become involved in a shady loan down as he hid in a closet. Her task
sharking operation fell apart when operation and had killed himself finished, she turned to the waiting
he discovered the body of Maurice shortly before the first murder. Five judges. Refusing to surrender, she
‘Mo’ Chivo sprawled under the major gangsters were suspected of raised her pistol…and was shot
reception desk, a single .38 calibre financing the operation – Hebby down where she stood. Judge Dredd
bullet through his heart. Like the Swarf, Jack Beauty, the Chivo put a single round straight through
other victims, a telltale note was brothers and Dutch Sagan, a numbers her heart, just as he had been taught
found nearby. His brother, Rafael, runner. A check on Blanche Tatum’s in the Academy. The judges later
was found upstairs, locked into one movements revealed that she had found that her weapon was not even
of the cryogenic vaults. It appeared left her two children with her mother loaded, and clutched in her hand was
that he had been forced into the and had departed, her destination a final note – ‘Justice Is Done!’
drawer and had been conscious unknown but her final words had
when the chamber was flooded with been ‘I have a job to finish.’
liquid nitrogen – naturally, without
Mega-City One. It’s a great place
to visit. Just remember one thing
- the LAW.
22

T
here are loads of great (and
some not-so-great) pieces of Immovable Rod: This rod is a flat iron bar with a small
equipment available in fantasy button on one end. When the button is pushed (a move
roleplaying, but what happens in action), the rod does not move from where it is, even if
the heat of a game? You forget that staying in place defies gravity. Thus, the owner can lift or
the item exists, or worse, you look place the rod wherever he wishes, push the button and let
dumbly down at your character sheet go. Adventurers have found the immovable rod useful for
wondering what on earth you can holding ropes, barring doors, and all sorts of other utilitarian
actually use this stuff for. Johnathan tasks. Many adventurers have found it useful to have more
M Richards feels for you. So much so than one. Several immovable rods can even make a ladder
that he has started an occasional ‘101 when used together (although only two are needed). An
Uses’ series of articles specifically immovable rod can support up to 8,000 pounds before falling
dedicated to giving you more use out to the ground. If a creature pushes against an immovable
of those items you never bother to add rod, it must make a DC 30 Strength check to move the rod up
to your total carrying weight... One to 10 feet in a single round.
of the handiest magic items to appear
in Core Rulebook II is the immovable rod. Moderate transmutation; CL 10th; Craft Rod, levitate; Price
No, stop laughing, it really is, and we 5,000 gp.
can prove it.

101 Uses For


t 1 An
r
pa
Immovable Rod
Johnathan M. Richards
1. One of the most obvious uses, it. Pull yourself up onto the nothing to prevent a wooden
in fact one mentioned in the item’s topmost rod, pull up the other rod door from being chopped apart.
description (and illustrated in by the rope, activate it as high as However, the fact it can be
Core Rulebook II), is using several it will go and repeat as necessary. literally undone at the touch of a
immovable rods as a ladder. In the Climbing down is even easier. button means you can have fun
illustration, a bard has placed with your pursuers if you hear
a series of five immovable rods at 2. You can effectively bar a them giving the door the old
approximately 18-inch intervals and door by placing an activated heave-ho with their shoulders...
is using them as a ladder. This is immovable rod against it. This (Try doing that with an iron
all well and good but as the item’s does the same job as pounding spike!)
description states, you really only an iron spike into the floor to
need two immovable rods to form bar a door but is quicker, quieter 3. You might also place an
a ladder. It works easiest if the and works no matter what the immovable rod above the door jam
two rods are tied together, using floor is made of. Some things and hang small bells from it using
a 2-foot length of rope or so. The to remember: This only works if twine or string. That way, when
process works as follows: Put the the hinges of the door are on the the door opens it rings the bells and
first immovable rod in place and same side as the immovable rod alerts you to intruders. This is an
activate it. Step up onto it, place (although depending upon the inexpensive alarm system.
the second rod in place as far as the construction of the door knob,
rope will allow and activate that it might be possible to activate 4. Immovable rods make handy
one. Hold the topmost rod in both an immovable rod between the portable coat racks ands such,
hands, support your weight on it door knob and the door jam, providing you a place to hang
and kick the bottom-most rod’s preventing the door from being your good cloak overnight when
button with your foot, deactivating swung open). It also does camping out in the wilderness.
23
5. While camping out, why not
activate your immovable rod above
the campfire so you can hang the
meat from your latest successful
hunt (or maybe a pot of water for
soup) at the appropriate level above
the flames?

6. Then, at night, you might


want to put all of your perishable
goods in a backpack or large sack
and hang it from the immovable
rod so it dangles in mid-air, away
from overhanging tree limbs.
Otherwise, you might learn
firsthand just how determined
racoons can be when it comes to
stealing food!

7. You can hang a hammock


between a pair of immovable rods
and sleep in mid-air. This is a good
way to ensure you do not wake up
in the morning with a rattlesnake,
scorpion or similar creature sharing
your bedroll!

8. For those wishing to keep in


shape, an immovable rod allows
you to practice your chin-ups and
pull-ups whenever you have a
free moment.

9. You could also use it to ‘do the


limbo’, setting the immovable rod
progressively lower and lower
and practising bending down
backwards underneath it. Rogues Crowns, armies, swords...and now an immovable rod!
and monks might find this useful
training, not only for keeping
the body limber but getting in three inches above the ground in tiring. Just ensure your familiar
good practice in avoiding touch- some dark area (like a dungeon knows enough to deactivate the
triggered traps. corridor). It might be handy when immovable rod and take it along
being pursued, or as part of an once it has served its purpose.
10. An immovable rod can also ambush where you spring out at
be used to settle once and for the victim once he falls prone. 13. An immovable rod can be used to
all just who is taller: balance it pull yourself up out of range of a
level upon one person’s head, 12. For those whose familiars ground-based threat. For example,
activate it and have that person have aerial movement and you might be in the middle of an
duck away. Then see if the next the requisite manual dexterity underground cavern when you run
person can stand up straight (such as hawks, crows, owls into a black pudding. One easy
underneath it. If there is room and so forth, as well as magical escape is to leap up as high as you
between the top of his head and constructs like homunculi), can, activate the immovable rod at the
the hovering rod, he is shorter; an immovable rod makes an apex of your jump and pull yourself
if he bumps his head on it, he is excellent aerial perch. The up onto the rod. You might have
taller. familiar can rest in the middle of to wait awhile until the pudding
the sky, looking down upon those loses interest in you but it will
11. You can use an immovable rod as below it for many hours without not be able to follow you up there.
a tripping hazard, placing it about
24
(Just keep an eye out for puddings 18. Imagine you are racing on 21. For that matter, an immovable rod
dropping down on you from the horseback with a mounted enemy is a quick way to dismount yourself.
ceiling!) in hot pursuit. If you activate Hold the rod horizontally with
an immovable rod behind you both hands above your head and
14. You might also want to perch at throat level and let it go you activate it. Your mount continues
on your immovable rod above a stand a good chance of at least forward while you dangle in the air;
doorway, so you can jump down unhorsing your enemy, if not another quick push of the button
upon unsuspecting foes passing by crushing his windpipe altogether. and you drop to the ground. This
beneath you. is a handy way of getting behind
your pursuers before they can
15. Immovable rods are also react.
good for immobilising
captured enemies. One 22. An immovable rod can
way to keep them out of often keep an opponent
trouble is to bind their arms immobilised for just long
and stick an immovable rod enough to allow you to
through the back of their take the one action that
belt. Hoist the enemy into will save your life. An
the air, activate the rod and example: You and an enemy
let him dangle from his belt have just fallen into a deep
in mid-air, out of harm’s pit. You look around you
way. and discover you are not
alone; hungry owlbear fast
16. Another option, once approaches. Why not slip
your enemy’s arms and an immovable rod vertically
legs have been properly (button end first) down
bound, is to have him your opponent’s boot?
lie on the floor with his When it hits the bottom it
head in a corner. Place presses the button and your
the immovable rod tight opponent can now no longer
up against his throat move until he pulls his foot
(diagonally between free from his boot. By that
the floor and the nearest time you will have moved to
wall) and activate it. That a safe distance and you will
keeps him from moving have all the time it takes
in the direction of his for an owlbear to dine upon
feet (his chin gets in the ...They even work underwater! your immobilised foe to
way), while the other wall figure out how to climb back
prevents him from moving up out of the pit.
any further in the direction 19. If you are one of those fancy
of his head. Just make sure riders who can lean way over on 23. An immovable rod can be used as
he cannot reach the activation one side of your horse without an awkward substitute for a ring of
button on the rod; you might falling off and find yourself in feather falling. Let us say, for the sake
want to tie his bound hands to the situation mentioned above, of argument, you fall off an airborne
his bound feet or his belt with a you might want to activate your pegasus. Immediately activating
length of rope. immovable rod much lower so it your immovable rod allows you to
trips your pursuing enemy’s horse dangle there in mid-air, safe at least
17. If your captured enemy is a instead. for the moment. Now comes the
spellcaster, you might want to fun part: You have to deactivate and
put him in the same position as 20. If your enemy is riding at reactivate your rod so you only fall
described above, only instead of your side (‘enemy’ in this case a few feet at a time. (It is no good
placing the immovable rod diagonally might be nothing more than your just letting yourself free fall until
against his throat, put it in his racing opponent), you might right before you hit the ground;
mouth and activate it. This not try sticking your immovable even if you could time it that well,
only prevents him from moving his rod vertically down his shirt or your momentum would yank you
head, it keeps him from casting any through his belt and activating off of your immovable rod after having
spells requiring speech. it. His horse will continue moving fallen so far, probably to a squishy
forward but he sure will not. and rather unpleasant end.)
25
24. If you have two immovable 29. An immovable rod can save your could swing through the air like
rods, ‘climbing down’ through life at sea, especially if you cannot Tarzan through the trees or a kid
the air becomes much easier: swim. You need only activate it on the monkey bars.
You hold one rod in each hand. near the surface of the water, so
Deactivate your left-hand rod, so you can sit on (or at least hang 33. You could even use a pair of
you are dangling from the rod in onto) the rod with your head above immovable rods to cross just slightly
your right hand. Lower your left water. Granted, it will not help you above the surface of a raging river
hand and activate that rod, then get to shore but at least you will or a flow of molten lava. Of course,
deactivate your right-hand rod. not drown and you have a better the process works the same for
You now fall a little bit and are shot at being seen and rescued by simply crossing a room if for some
hanging from your left-hand rod. another ship. reason you do not wish to touch the
Lower your right hand, activate floor. (Perhaps suspecting there is
your right-hand rod, deactivate 30. An immovable rod can be a pressure-plate trap, for instance.)
your left-hand rod. Continue as useful underwater as well. Since
necessary. sharks must constantly keep 34. In a narrow passageway
moving to stay alive (it is a (as found in many dungeon
25. Climbing up or down a cliff is function of their gills: Swimming networks), you could activate
made much easier with even one allows them to take in water, an immovable rod standing
immovable rod, as it gives you at least from which they extract oxygen; vertically, about waist high, in the
one handhold on which to put your if they stop swimming, they centre of the corridor. This would
weight while you find places for stop ‘breathing’ and die), you likely prevent Large or bigger
your other hand and your feet. could hold your immovable rod creatures (like owlbears) from
pointed straight at the monster reaching you, since they could not
26. You can hang all kinds of shark headed your way, ready easily move the rod, climb over it,
things on an immovable rod. How to gobble you up. Right before or duck under it. Just remember
about hanging a dead guy by the it gets to you, activate the rod not to try this ploy against a
back of his collar? It might trick and move away. (Rapidly works creature with an effective ranged
enemies into thinking there is an best.) The shark swallows up the weapon, or one smart enough
extra soldier on duty at the top of immobilised rod and finds itself to simply push the deactivation
the castle’s battlements, or trick unable to move further. It will button!
an enemy into wasting spells on probably thrash around for awhile
the unmoving ‘zombie’ guarding a in frustration before suffocating 35. Of course, if you wear gloves or
door in a dungeon corridor. and dying. Then it is up to you to gauntlets and you enemy does not,
cut the shark up and retrieve your you could try the above ploy in a
27. You could use an immovable immovable rod. (You might want futile attempt to keep a humanoid
rod as a ‘marker buoy,’ activating to do this pretty quickly, too, opponent at bay while you run off.
it to stand upright just above the since cutting up a dead shark is Watch as he laughs at your fruitless
surface of the ocean where you have sure to attract any other sharks in efforts and casually deactivates the
discovered a sunken ship, or to the vicinity.) rod. Laugh right back at him as the
mark the location of the entrance contact poison you smeared on the
to the kraken’s lair you will wish 31. The above ploy can be used button takes effect!
to easily find again once you have against land-bound creatures, of
mustered up enough force to battle course, although it will not have 36. By placing and activating an
the creature. the same suffocating effects. Still, immovable rod at the bottom of
an immobile immovable rod placed in a treasure chest and placing your
28. If you are being swept the path of a striking hydra’s mouth valuables on top of it, you can
down a raging river, activating might prevent it from chasing after ensure no one will walk off with
an immovable rod allows you to you at least momentarily (long the chest. (Of course, you still
remain stationary - much better enough for it to extricate the rod have to worry about them picking
than getting pitched down the from its throat, in any case). the lock and helping themselves
waterfall which is no doubt to both treasure and rod...)
just ahead. With luck, your 32. Two immovable rods can be
companions can throw you a rope used to travel horizontally as well 37. You can use an immovable rod
and reel you in. Otherwise, you as vertically. With a pair of these as an impromptu chair. It comes
can always try the ‘fall in small items, you could walk through the in especially handy when you are
increments’ trick all the way down air over an open pit trap, ditch, supposed to be standing for long
the waterfall. (See #23.) or crevasse. Optionally, with an periods of time (parade formations,
immovable rod in each hand you guard duty, drunken wagers
26
about how long you can stay on 43. Having an immovable rod up as a result of being stepped on it
your feet): Just position it at the hanging in the air might make it shields the immovable rod from being
appropriate height, surreptitiously easier to coil rope nice and evenly. grabbed by your victim!) Outdoors,
lean your butt on it and take the you can use the same approach and
load off of your feet for awhile. 44. In a pinch, an immovable rod cover your plywood with a light
makes a fine substitute for a tent sprinkling of grass or dirt.
38. An immovable rod can be pole. You could even improvise a
used as a measuring scale. Of tent with a large enough piece of 48. You can ‘hang’ an immovable
course, the drawback is it only canvas, an immovable rod to hold rod in the air at the top of a
measures 8,000 pounds (its it up and a bunch of sufficiently vertical shaft and use it as a
maximum load-carrying capacity). heavy stones to keep the bottom pulley to lift items up and down
of the ‘tent’ from flapping around. the shaft with an appropriate
39. Standing on an immovable rod length of rope. Instant elevator!
placed at the surface of a pool of 45. You could place a helmet or
quicksand could lure an enemy or a hat on an immovable rod placed 49. Presumably, with a couple of
monster to their death. at the appropriate height to fool immovable rods hanging horizontally
someone into thinking there is at various levels, you could practice
40. Of course, an immovable rod really a person wearing it. This jumping from one to another and
can prevent you from sinking into might work well against someone keeping your balance. Such a skill
quicksand (or a bog or quagmire) spying through a window, on the might come in handy when leaping
yourself. other side of a large rock, or around along rooftops or from one narrow
the corner of a dungeon corridor. cliff ledge to another.
41. You can even use a patch of In the meantime, while your enemy
quicksand to your advantage, thinks he knows where you are, 50. When nothing else is
by activating an immovable rod you are busy sneaking around to available, an immovable rod is a
three feet below the surface and try to flank him (or possibly fleeing handy place to tether an animal,
balancing a small chest on top of for your life, depending on the whether it be a riding mount or a
it. The chest remains out of sight relative strengths of your enemy guard dog.
and no one is likely to stumble and yourself).
across your secret cache. This can
be a good place to stash stolen 46. Propping an appropriately-
loot, a supply of healing potions for sized skull onto a hovering
emergency use, an ‘emergency fund’ immovable rod might give an
for when you need extra money enemy pause; most people get a These are just some ideas as to
fast, or whatnot. little unnerved when confronted various uses for an immovable
with a skull apparently hovering rod or two. Next month in
42. An immovable rod can be in mid-air. Is it some type of part two we present even
used outdoors to determine undead creature? Some new more interesting, uselful and
direction. Simply point the rod magic item? A defensive trap? occasionally bizarre ideas for
directly at the sun so it casts a Only you will know the answer you to mull over, peruse, and
shadow directly behind it and with any confidence. generally digest. No doubt
activate it. When the sun’s there are many others and
movement causes the shadow to 47. You can use an immovable rod as players will undoubtedly have
move, you will know which way part of a simple pit trap. Say you a great time coming up with
is which. (Assuming Earth-like have a 10-foot by 10-foot opening new and even wilder uses
conditions, the sun rises in the in your wooden floor, leading for their Player Characters’
east and sets in the west, so the to a pit of whatever depth you immovable rods. As with all
shadow of a rod pointing directly deem appropriate. Activate your magic, the only limits are
at the sun eventually points to immovable rod horizontally in the those of your imagination
the east.) Of course, you can do centre of the opening at floor height and that has always been one
the same thing with a stick but a and place a 10-foot-square piece of of the hallmarks of fantasy
hanging immovable rod will not plywood onto it. When somebody roleplaying games.
accidentally get jostled or moved steps onto the plywood, it pivots
by the wind and is therefore more on the rod and sends the intruder
accurate. plunging to the bottom of your pit.
(Best of all, when the plywood flips
27

With Shannon Kalvar

Storytelling D20
S&P’s resident brainiac is
back, and he wants to tell
you a story...

W hen we sit down to play a


roleplaying game (RPG),
what exactly do we do?
Why do we do it, how do we organise
our thoughts about it, and how does
look at our own preconceptions we
can overcome our limitations. What
is more, it seems to me that narrative
games, games that help us to tell
stories, actually fall directly into a
that I immediately flip to the ‘rules
and combat’ chapters of whatever
book I pick up. I want to see what
‘crunch’ the authors came up with.
We get so involved with the rules that
that organisation hinder us? Although type of play explored by children some of us, the rule lawyers, even
these seem like abstract questions that the world over. Why then do we fail place them above the basic reasons
have little bearing on the enjoyment to capture most of those children as that we gather together with our
we derive from sessions, a quick active, imaginative players? friends: conversation and fun. [and
delve into them reveals a host of little chocolate…Ed.]
nagging issues that hold our hobby This article cannot answer all of the
back from becoming anything more questions. But it lays out a possible These rules exist to help resolve the
than a marginal activity. foundation from which we can look conflicts presented as part of the
for them. game setting. Rather than simply
Before we get into this analysis I saying ‘Boris the Bold Blade bounds

Elements of a
want to say a few things up front: up the banister and beheads the
boisterous Baron’ we instead use
1) I do not think that the
‘standard’ games we play Roleplaying Game random rolls (or other uncontrolled
methods) to determine the result.
have fundamental problems. What are these games we play? More The amount of detail supported by
I do think that they cater importantly, what elements of them the system varies: in most game
to a very narrow band of attract us yet repel others? How do systems combat actions require the
personality traits and desires. we use these elements to make our computation of multiple values while
In order to understand why time with our friends more enjoyable? often things like social interactions
we need to understand what receive a single dice roll. The D20
we build for and why. All RPGs and most live action examples of this (Bluff, Diplomacy
roleplaying (LARP) contain the and Gather Information) tend towards
2) I do not believe that a following elements: a rules structure the most simplistic of models: a
distinction exists between designed to resolve conflict, single check resolves hours, days and
game systems in terms persistent characters, goals that last even weeks of work.
of their ability to support for more than one play session, and a
narrative. D20 supports world setting in which the characters The level of detail provided in the
stories as well as other interact. These elements intertwine to system affects how we as players
systems. However, each create the framework we enter when think about conflicts regarding the
system includes a number of we sit down at the table to play. This system. Taking the example of D20,
design decisions that make framework controls how we approach we are faced with a highly granular
them better for supporting situations within the game, as well as combat system with detailed rules,
specific kinds of narrative. how we create conflicts to play out. and a very loose structure around
every other kind of conflict. Note
I do think that RPGs and LARPs have First Element: Rules that I did not say realistic. Realism
far more strength than we give them The first element, the rules, certainly and simulation in game design are
credit for. I think that if we honestly stands out in gamers’ minds. I know beyond the scope of this discussion. I
28
should also mention that LARPS, by However, most RPGs subscribe to a Persistence also allows us, as players,
their nature, tend towards very non- slightly different philosophy. Like to invest time into each character. We
granular rules for everything. This the characters in a slightly better invest time as we play the characters
de-emphasises all aspects of the rules grade of drama or novel, RPG though the game, as they progress
equally. characters change over time. Their forward and resolve crisis after crisis.
experiences alter the way that they The accumulation of advancement
Regardless of the level of granularity interact with the world, how they quanta within the system becomes
assigned to specific tasks all rules handle crises, and the abilities they a measure of the amount of time
serve an important purpose. In RPGs bring to bear on any given situation. invested into the character. They
and LARPs players come into conflict Areas where the rules are more are also the visible signs of that
with one another though the medium granular have a greater amount of investment, a reward or status symbol
of their characters. This conflict detail, and therefore receive the for achieving a particular goal.
may be many on many (in the case majority of the focus for character
of LARPs) or many on one (in most
RPGs, where a Games Master creates
progression.
Third Element: World
conflicts for the characters). By using Progression in RPGs generally Just as characters persist, so to do
rules we depersonalise this conflict, follows a liner path, starting from the worlds that they inhabit. This
defusing the potential negative results some point of lesser power over the raises a number of problems for
of having friends at odds with one rules system and progressing to ever- whoever takes on responsibility for
another. greater heights. Character evolution keeping the shared world. Each of
in terms of power therefore becomes these problems is in turn solved in a
different way by the various rule sets
Second Element: a matter of time, measured and
metered for appropriate advancement presented for our use.
Persistent Characters within the context of the gaming
The idea of a rule set divorced from
Games of make believe occupy much group. This generally translates into
advancing one quantum (a new level, a world, any world, has circulated
of our time as children. We imagine though the gaming community for
and play out situations together new skills, etc.) every three to four
gaming sessions. quite some time. On the surface
without worrying about things like of it the idea seems possible. One
narrative structure, conflict resolution can certainly hang various settings
or what happens to the people we The concept of persistence also
raises the question; how long off of just about any rule system.
play afterwards. However, the methods of conflict
does a character exist? Do they
exist for four sessions? Ten? resolution, advancement and which
In fact, it is the concept of a persistent areas to create granularity selected
character that helps to create the idea Years? Decades? As long as the
character persists he engages in the by the designers all indelibly mark
of a ‘roleplaying game’ as opposed to the settings. The world rules are the
simple roleplaying. We have this idea general upward power progression,
necessitating ever more complex same; no amount of tinsel can really
that each of the characters exists apart distract players from that fact.
from the immediate conflict. After conflicts, usually revolving around
the resolution of the conflict they will the most granular mechanics. The
potential for conflict exists if the What purpose, exactly, does the world
move on, perhaps learning from the serve then? If the game could take
experience. This concept is relatively game players disagree on the degree
of persistence the characters should place simply within the context of the
unique to RPGs; our wargaming roots rules then why do we spend so much
do not truly support it, nor does it display. For example, if a character
run by the Games Master proves to time creating these settings? What
appear in most other games that use importance do issues like internal
tokens to represent the players. be unexpectedly persistent (surviving
encounter after encounter) some cohesion, back-story and dynamic
players feel ‘cheated’. The unspoken worlds truly have?
Characters that persist over time do
not have to change. We see examples covenant of the group was broken.
Similarly, if a player’s character To some extent the importance of
of characters in many television the world stems from the original
dramas and in a variety of fictional dies suddenly or unexpectedly in the
middle of what the players thought division of gamers into players
genres. These characters remain the and Games Masters. Players have
same though every crisis, and rarely was a year-long campaign, there is a
real sense of betrayal and loss. Here characters that persist over time.
do their pasts come back to haunt Games Masters generally see the
them. They are icons as much as again we see a great deal of effort on
the part of rules designers to create characters they populate the world
people, representatives of ideal types with fall before the characters’ varied
that do not need to change under the ‘fair’ ways to resolve the conflict by
building persistence into the rule set. and generally unpleasant weaponry.
pressure of time. Rather than invest time in these
29
characters, many Games Masters conflict with the environment of this principle in fantasy literature
invest time into the world instead. and with other characters, boldly comes from the end of the Lord of the
The characters may fall, but there solving impossible problems with Rings. Frodo sacrifices everything
is always more going on to explore. a flick of their thick wrists. As for Middle Earth and in the end
In this way both sides of the group they push forward they shrug off cannot enjoy the peace he paid so
derive a benefit from the invested the consequences of their actions, dearly for. He lets go of mortal life,
time. This again helps to defuse a growing ever more powerful. hoping to find some rest in heaven.
potential conflict between the various However, we can see a subtler
players.
Failure before Success example of the same phenomenon in
Howard’s The Hour of the Dragon.
The second, and perhaps more Do you see the problem with the Conan makes the considered decision
important, part stems from the word above description? Think back to that by becoming king he gives up
‘roleplaying’ in RPGs. The players, the great stories of our time, the the wild and carefree lifestyle so
as a general rule, do not care if the great works of fantasy literature that dear to him. He places his adopted
world changes around them. But they inspired us. Other than Robert E. people’s needs before his own, to
do care if the characters do not play Howard’s body of work (which has the point of repeatedly turning his
within the same world. Think back a different appeal) how many of the back on opportunities to return to his
to those early imaginative games we good stories involved invulnerable original lifestyle. The freebooter and
played as children. We all played characters charging boldly forward to mercenary died; now only the king
the same thing at the same time. If slay hordes of enemies? remains to protect his people.
one person wanted to play ‘Cops and
Robbers’ and another ‘Cowboys and Stories build involvement and tension Characters in RPGs rarely sacrifice
Indians’ we selected one or the other; by constantly forcing the characters anything. Rather they accumulate
not both at the same time. In the into situations where they cannot power over time, becoming stronger
same way, game worlds supply all of resolve the primary conflict. Minor and more fearsome as the adventures
the players with a shared context to issues may sidetrack them. Solutions pass. They may have to give up a
act out their roles. they try fail. Situations occur where replaceable item or two along the
they must back away from a possible way, but nothing permanent can
solution because it would be fatal to
Elements of A Story
happen to characters. Even death, the
them or their loved ones. With each ultimate sanction and sacrifice, can
How, then, is a story different from successive failure they learn more be nullified. Nothing can interfere
a roleplaying game? Can we tell about the conflict and generally walk with the steady upward progression
stories with RPGs, or are these another step down the road to solving inherent in the game cycle.
two fundamentally incompatible it.
concepts? If we can tell a story Note that this unspoken assumption
with an RPG, should we? Would Success and failure in a story lies persists even in so called ‘art games’
it interfere too much with the game in the hands of the author. Success which claim to be above the common
aspects of the activity? and failure in a game lie in the hands run. Whether you play a god or a
of the rules, which exist to resolve mortal, RPGs do not call for real
conflicts between the characters.
What is a Story? Although as Games Masters we can
sacrifice on the part of the characters.
The only exception to this rule
At its most basic level a story ‘slip’ success and failure into the mix
describes the actions of a character would be games in the horror genre,
by manipulating the results created by which generally have mechanisms
to resolve a conflict. This conflict the rules, doing so too often destroys
may be internal, external or caused for reducing or removing player
the point of the rule set. More involvement with a single character.
by the actions of another party in importantly it removes the buffer
the world. So long as the conflict We expect characters in this type of
between the players that allows them game to go insane and/or die horribly
exists the story continues. After the to proceed through success or failure
conflict is finally resolved, the story so the rules help us to look forward to
without involving their feelings. that experience.
may give us some level of ‘resolution’
describing the consequences of the
actions taken. Further stories with The Concept of Sacrifice The Art of Resolution
the same characters usually involve One of the primary elements of Stories come to a resolution. The
the introduction of another conflict fiction is that great deeds demand protagonists struggle, fail, and then
that they must resolve. great sacrifice. Not only do the finally succeed in accomplishing their
heroes have to fail, but also in the goal. They fight through internal
So far, so good. RPGs revolve around end they often have to give up a great struggles and external problems,
the introduction and resolution of deal more than they personally gain. eventually emerging covered in
specific kinds of conflicts. Characters Probably the most familiar example triumph.
30
Each individual session/scenario/ 2) D20 contains highly abstract Characters are not generally required
campaign displays a similar structure. rules for political and social to sacrifice anything to succeed. In
Character’s progress though a series interaction. These two fact, the opposite seems true: as they
of encounters designed to test them elements will therefore exist succeed they gain more and more
although failure rarely occurs. When on the periphery of any D20 power. There may be temporary
the characters finalise the goal they game. sacrifice in terms of systemic ability
emerge covered in victory, with when facing particular creatures (i.e.
rewards suitable for a conquering 3) Persistent characters in ability drain, energy drain) but these
hero. D20 personify linear effects can be cured easily enough.
development. The system Since there are few rules for such
Now what? Unlike in a story, once supports advancement things, social and personal sacrifice
the characters in an RPG achieve though conflict resolution as rarely enter into the equation.
their goals they continue to exist. defined by solving tactical
Sometimes they seek out new goals. encounters. The ‘world character’ is highly
More often they progress forward generic. This creates an opportunity
by doing more the same, only with 4) Characters are remarkably for Games Masters to spend time
bigger, shiner toys and more powerful resilient to damage. Not creating their own worlds, within the
opposition. only can they take a lot constraints of the system. This in
of punishment in the turn allows the game world to become
The system of constant progression established conflicts and highly customised to the characters
actually assists games in this regard. even if they die the penalties without breaking any of the ‘worlds
Rule sets come with pre-established are relatively light. rules’. Contrast this with a large
goals, whether levels or new special story game like Legend of the Five
abilities. However, these goals rarely 5) The world character is Rings ™ or even Babylon 5 where the
make for good narrative. No one relatively open for definition world possesses an established story
other than the player really cares if within the limits of the arc.
Jejerella the Jumping Jezebel acquires rules. This allows Games
her next vampiric ability, or if the Masters to spend endless The idea that character advancement
great dwarven warrior gets a new hours customising the player occurs on a regular basis creates a
mithril axe. experience, or to use pre- natural story ‘box’ within the game
established worlds with a structure. Adventures that last three

What this means for


similar feel. to four sessions allow the characters
to move though a story and resolve it,
D20 6) Rules exist to help codify
things like travel time and
gaining the next level advancement
as their reward. It also provides
The D20 system, for better or for economic transactions, but us with a convenient marker for
worse, dominates today’s RPG not for calendars, national world persistence. As the characters
market. Even a bad, slow selling level economics and history. advance though discrete stories the
D20 book ships more units than some world can similarly advance, adding
of the most successful small press The above six points ground our layers in response to their actions.
games. If we assume that D20 is discussion of creating narratives that
therefore something of a ‘standard’
Bringing it Home
run using the D20 rules. When we
approach for most players, what does apply them to the elements of a story
this analysis tell us? outlined above what do we discover? What does this mean for our D20
games? What practical methods can
Let us start with a quick analysis of It seems obvious that D20 supports we derive from the above analysis?
the system: stories in which combat and tactical Or are these just the airy meanderings
problem-solving figure highly. The of a person who has nothing better to
1) D20 contains highly emphasis in the rules on armed do?
granular rules for combat conflict and hazard detection lead
and character advancement. the players in this direction. Social The above analysis tells us something
These two elements will issues are to be quickly resolved, non-trivial about D20 games in
therefore from the core of hopefully with a quick interaction in general. Specifically, it helps to point
any D20 game. Character character or through the use of single out the fundamental problem with
advancement occurs once skill checks. The acquisition of more running political/intrigue games in
every three to four sessions. exotic abilities should coincide with the D20 system. Politics and intrigue
the development of similar abilities in both require two components missing
the enemies. from the D20 system: sacrifice to gain
31
a goal and a method of manipulation then they must try again, or may not contain a lead or hook into
that is truly interactive. These potentially at a penalty. the next adventure.
games fall flat when the resolution to
specific communications issues rides 3) Character sacrifice does not The point of the exercise is to give
on a single roll of the dice. Similarly, just have to come in the form us a way to look rationally at the
games involving interpersonal conflict of death or dismemberment. assumptions we make while gaming.
or miscommunication (‘romance’ Characters in D20 acquire a By facing these assumptions we can
games in particular) cannot have the wide variety of interesting overcome them, taking our hobby
core issues resolved with a simple and powerful items over and our games in directions we never
flick of the wrist. their careers. Causing them imagined.
to have to sacrifice these
By understanding the problem we items for the greater good or
can approach a solution. In the case to achieve their goals creates
of political or intrigue games, we the same feeling of sacrifice
do not necessarily have to create an as death does in other
elaborate structure to make these games. Watch a player’s
conflicts more meaningful. Rather, eyes when you ask
we can use the existing rules in him to sacrifice
creative ways. Take the following his beloved
examples: flaming sword
to close a
1) What if in a political game portal to the
we set the Diplomacy skill Abyss.
check DC to convince the
primary actor fairly high. We can also use the idea of
Let’s go with 50. However, character advancement to create the
we also establish that various opportunity for sacrifice. Imagine
characters around him are a game where the characters’
easier to convince (DCs 30 must constantly choose between
to 40) and each of those opportunities to go forth and train
characters who agrees with and actually taking the time to
the players’ characters grants advance a different set of goals. In
a +2 bonus to the Diplomacy my head I see a combined action/
roll. Now the characters political game where characters
have to gain access to and take on the role of knights of the
manipulate a variety of court. They can either go forth and
characters, opening up the adventure, or stay home and play
possibility for additional with all of the other things they have
goals and interactions. to do: court intrigue, the acquisition
of political power, etc.
2) What if we slightly alter the
function of the Diplomacy The four-session story structure
skill itself? Rather than suggested by the advancement rules
improving the target’s also deserves some attention. It gives
attitude, what if a successful us a framework to build our stories,
check caused the target to running something like this: One
agree to an exchange of session for introduction, focused on
favours? The target will do creating a believable conflict. Two
X for the characters if they sessions to deal with the conflict,
do Y for him? Now the skill one probably involving travel and
becomes truly interactive, the second involving some kind of Self portrait of
with each use generating a large fight. One session dedicated Shannon or Egyptian priest
subgoal for the characters to resolution with the largest fight
in their story. This also and an opportunity to go back and
from OGL Ancients? You
introduces an element of examine the results the characters’ decide.
risk; if the players fail labour. If the game continues past the
to achieve the subgoal first four sessions the resolution may
32

Roleplaying in the Hyborian Age


There are so many great things Shannon Kalvar
about Conan that it is hard to
find a criticism, especially if you
are a lifelong fan, but if one had
to come up with something, it might
what lurks in those forgotten places,
be that the world is has such a specific
timeline that alteration or amendment or what might come out of these
is dangerously close to heresy. That forgotten times?
said, roleplayers are nothing if not
imaginative, and every Games Master When we start to look at other
wants to put his own stamp on any materials, though, we must be
campaign he runs. careful. Conan is one of the primal
sources of fantasy literature. Game
With this in mind, we thought a guide on
what makes a good non-canon supplement
concepts derived from other sources
might be in order, and who better to will seem terribly out of place in a
guide us than S&P’s own resident brainbox, well run Conan game. The following
Shannon Kalvar? suggestions should help, both by
pointing us towards useful resources
and showing one method for vetting

E
resources for suitability.
very month Mongoose in D20 combat, magic, and crafting

The Method
Publishing prints six or rules. Unfortunately, although this
more new books. Over did allow us to mimic the feel of
a few years this creates quite a the original stories, it seems to have If we assume that we want to use
catalogue of materials. It also invalidated the aforementioned books from outside the core Conan
transformed us from a start-up body of work. What good is a book line, we find ourselves faced with a
company to one of the largest about fighters in a world without dilemma. We bought and play Conan
publishers of D20 materials in them? What place do yuan-ti and specifically for its ‘feel’. Books
the world. Now, in 2004, one of harpies have in a world where outside of the core line might or
the largest D20 publishers will be monsters are either devolved humans might not have that feel. Introducing
putting out arguably one of the most or necromantic revenants drawn material from them, even material
highly anticipated titles ever: Conan. from some foul reach of the outer that makes us bounce around with
Adventurers will finally be able to darkness? excitement, might very well destroy
take up steel and fight in the bloody the game we want to run.
world described so vividly by Robert If we walk around with canonical
E. Howard. blinders on then this is certainly the In order to avoid doing this we need
case. Limiting ourselves to only what a coherent set of rules for analysing
Even though the imagery of Conan appears in the books does severely these products. Anything that fails to
lies at the heart of fantasy gaming, constrain our available resources. meet the majority of our criteria can
the standard D20 conventions do not However, Howard himself admitted be discarded. Those that do fit can be
adequately express his savage world. that he deliberately left vast swaths of brought into the game as supplements
In the effort to create a reasonable the world unknown, and huge tracts with whatever modification seems
simulation we forged new territory of history untouched. Who knows necessary.
33
These criteria are as follows:
Sheoloth – City receives a neutral rating on
this criterion, as it does not
1. The supplement should add of the Drow apply.
to the existing rule set rather Sheoloth – City of the Drow provides
than replacing it. us with a detailed underground 3. Drow magic and society
2. Combat changes should not city. At first glance it seems fairly certainly qualifies as dark
extend combat, but rather tempting: Conan is cool. Drow are and degenerate. They
create more tactical options cool. Underground cities generally consort with demons,
for killing foes. give us giant dungeons to explore. carve up the bodies of
3. Magic must remain dark, Why not use it? their enemies, and breed
dangerous and relatively deformed creatures for
misunderstood. personal pleasure. This
4. Gods may or may not exist, supplement successfully
but if they do their power meets this criterion.
can only be expressed
through the followers. 4. The goddess of
5. The supplement should not the drow defines their
contradict what we already civilisation. Whatever name
know about the world. she goes by, her influence
6. Components of the rules over everything.
supplement may be useful Although she could be
without using the entire replaced by a theocracy that
book. Fully integrated rule rules though pure sorcery,
sets beak this rule, as they this loses the core idea of
cannot easily be used in a personal goddess who
components. corrupted the entire society.
The supplement fails to meet
Each criterion can receive this criterion; the change
one of three ratings: meets would gut the flavour of the
(positive), neutral (neutral), or fails race.
(negative). In the final tally positives When we
and negatives cancel one another out. apply the six criteria 5. As it stands there are no
In order to recommend the book for we see: elves, drow or otherwise, in
Conan we need a positive balance of the worlds of Conan. The
two or more. 1. There are very few new drow could be changed out
rules in Sheoloth, although with a degenerate human
Author’s Note it includes extensive race from the primordial
In order to properly simulate the references to rules presented past, but the above problems
experience of using this method to in Quintessential Drow. The would still apply. This
analyse unknown products I used referenced rules involve supplement as it stands fails
reviews from several RPG news sites drow biotechnology and to meet this criterion.
rather than a direct research into the feats, as well as their
books below. I also did not include relationship with their divine 6. All city books can be broken
any of my own work in the analysis, patron. The supplement is apart to create smaller
as I know it too well to give it a fair neutral with regards to this towns, individual encounters
review. criterion; although there are and shops. This supplement
no rules for drow magic or meets this criterion.
biotechnology in the Conan
books, neither are these Total tally for Sheoloth: 2 positives, 2
Borderline things in keeping with the neutrals, and 2 negatives. Total score
0. This is a great book for standard
Books tone of the setting.
d20 fantasy, but is less suitable for a
After some analysis the following 2. The book does little in either Hyborian setting.
books from the collection might direction with combat,
or might not fit in with a Conan other than providing an Similar Products: Encyclopaedia
campaign. In the final analysis they underground arena for Arcane: Components & Foci and
almost qualify as immediate buys. characters to interact with. Quintessential Psychic Warrior.
Again, the supplement
34
Quintessential devolution to ape/evolution
to man cycle demonstrated
Dwarf by several Hyborian races.
At first glance the Quintessential This supplement fails to
Dwarf seems entirely unsuitable for meet this criterion.
use in a Conan game. What role do
the mighty miners and craftsmen 6. By design Quintessential
have in a game about the fall of books contain
civilisation? compartmentalised rules.
Although some are more
If we apply the criteria we see: integrated than others,
all of them can be easily
1. Components of the rules broken apart for use in
in Quintessential Dwarf chunks. This supplement
address issues that have meets this criterion.
no bearing the world of
Conan. Others (rune magic, Total tally for the Quintessential
brewing, and some of the Dwarf: 2 positives, 3 neutrals, 1
feats in particular) provide negative. Total score: +1. This
rules that could be used in supplement borders on being a good When we apply the six criteria we
the setting. This supplement buy. If we discard the concern about discover:
meets this criterion. dwarves being outside of the canon,
the book moves to a final score of +2. 1. The rules for managing
2. The feats in the book nations, building strongholds
provide some combat Similar Products: The and becoming a leader of
bonuses, but most of the Quintessential Halfling and The men add information to the
book deals with other issues. Quintessential Sorcerer. primary rulebook. This
This supplement is neutral in supplement meets this
regards to this criterion. criterion.
Books That
Meet the
3. The rune magic system 2. Nothing in this book directly
presented in Quintessential affects combat. This
Dwarf allows the character
to ‘store’ magic for long
Criteria supplement is neutral with
regards to this criterion.
Finally we come to the books that
periods of time. It requires a
score well enough to be ‘good buys’. 3. Nothing in this book
great deal of time and effort
By that, I mean that these books discusses the effects of
to execute. Although not
contribute in a significant way to magic in any great detail.
strictly cannon it does lend
world presented in a Conan game. This supplement is neutral
itself to explaining some
of the longer-term magical with regards to this criterion.
effects encountered by Book of
Conan during his journeys. Strongholds 4. Although this book
discusses theocracies, it does
This supplement is neutral in
regards to this criterion. and Dynasties not stipulate the existence of
Although we only see a single gods as a requirement. The
4. The section on dwarven lifetime, much of the background discussion of theocracies
gods and goddesses neither of the Hyborian age comes from and temple politics allows us
hinders nor strengthens the epic sweep of history. Nations, to more accurately portray
the book. We can easily states and strongholds rise and fall the influences exerted on
discard it. This supplement with dramatic effects on the lives of Stygian characters. This
is neutral in regards to this their people. On a more human scale supplement therefore meets
criterion. many of the ‘nations’ in this age are, this criterion, rather than
on close inspection, little more than receiving a neutral rating
5. Dwarves, especially collections of domains. The Book (which would mean that it
mountain dwelling miners, of Strongholds and Dynasties thus either had no useful content
are not a part of the seems to be a natural extension of the or did not concern itself with
Hyborian age. They also setting, giving Games Masters and this matter).
do not fit in well with the players a much needed way to detail
the world outside of Conan’s narrow
view.
35
5. Although components of this characters to boldly hack ‘unspeakable depths’ but
book deal with non-human though. This supplement a few were holdovers
lairs, the bulk of the book meets this criterion. from previous ages.
can be used for any fantasy Crossbreeding, by giving
setting. As such it does not 2. Other than presenting us rules for creating such
contradict known setting innumerable fierce foes things, does not contradict
elements. This supplement Crossbreeding does not slow the known setting. This
meets this criterion. down or speed up combat. supplement meets this
This supplement is neutral in criterion.
6. The book is highly modular, regards to this criterion.
allowing the players and 6. This is the one place where
Games Masters to easily 3. The magic presented in Crossbreeding falls short.
lift parts for their games. Crossbreeding requires It is a complete system in
This supplement meets this considerable time and and of itself. It cannot be
criterion. preparation for both easily broken down into its
components. As such, this
Total tally for Strongholds and supplement fails to meet this
Dynasties: 2 positive, 4 neutral. This criterion.
book almost falls off the radar by
this method, but it is strong enough Total tally for Crossbreeding: 4
in what it does present to be useful. positive, 1 neutral, 1 negative. Total
For Games Masters looking to run score: +3. Crossbreeding adds to the
a dynastic or political game this overall experience of both Games
book provides a great deal of handy Masters and players in the Conan
reference material. world. It would therefore be a good
purchase, although we can run our
Similar Products: Book of games without it.
Encounters and Lairs, Seas of Blood,
The Quintessential Human, Ultimate Similar Products: Encyclopaedia
Equipment Guide and Ultimate Game Arcane: Blood Magic,
Designer’s Companion. Encyclopaedia Arcane: Constructs,
Encyclopaedia Arcane: Familiars,
Encyclopaedia Encyclopaedia Arcane: Tomes and
Libraries, The Quintessential Half-
Arcane: players and characters. It
covers subject matter not Orc and The Quintessential Witch.
Crossbreeding directly discussed by the
Sorcery in Conan calls up demons main book, but which is
from the outer darkness and shackles well within the realms of Slayer’s Guide
them in mortal flesh. No two look
the same, or have the same attributes.
possibility. This supplement
meets this criterion.
to Goblins
Sorcerers usually also possess notable On first glance the Slayer’s Guide
menageries of bizarre creatures at to Goblins seems like an unlikely
4. Crossbreeding has little to
their beck and call. All of this would candidate for inclusion in a Conan
do with gods, other than
seem to point towards a need for game. After all, goblins are not
potentially allowing for
some rules for monster creation or at exactly a large part of the stories.
demonic hybrids like the
least an opportunity to use such in the Most ‘degenerates’ we encounter
brothers seen in Beyond
game. are either civilised men who fall
the Black River. This
to corruption or ape-men whose
supplement meets this
When we apply the six criteria we physical strength surpasses that of
criterion, with the added
discover: normal beings.
bonus providing coverage
for an unexplored aspect of
1. The rules for crossbreeding When we apply the six criteria we
the setting.
cover details not currently discover:
in the core Conan rulebook. 5. Conan personally witnesses
These rules allow for the 1. SG: Goblins does not add
dozens of malformed
formation of a nearly anything significant to the
creatures wandering the
infinite number of deformed rules. It does, however,
world. Most of these
monstrosities for our were summoned from
36
independently. However
the book provides the most
value as an integrated piece
about goblins. Its utility as
component parts is limited.
It therefore is neutral with
regards to this criterion.

Total tally for Slayer’s Guide to


Goblins: 2 positives, 4 neutrals.
This is a fairly marginal score
that the product earns mostly
by containing both racial
information and an adventure.
If the product addressed one of
the less human races or failed to
provide a number of adventure
hooks it would be not be useful
in a Conan game.

Similar Products: Slayer’s


Guide to Amazons, Slayer’s
Guide to Derro, Slayer’s Guide
to Duergar and Slayer’s Guide
to Orcs.

Conclusion
Because of the wide diversity of
the range, not all of Mongoose’s
products work well with every
Savages in Conan don’t come much more barbaric than the Picts... game we publish. However
many were designed to be
adaptable to any fantasy setting.
provide us with a detailed 4. The ‘Mighty One’ presented
Since Conan (and all of the Howard
description of a possible in the book could just
characters) were a part of the initial
degenerate culture. If we as easily be one of the
design of fantasy RPGs, it should
replace the word goblin with unnameable gods of
come as no surprise that generic
‘ape-man’ or even ‘Pict’ it prehistory. This supplement
supplements adapt reasonably well to
becomes much more useful. meets this requirement.
the setting.
As such, this supplement
meets this criterion. 5. Goblins themselves are not
The criteria suggested in this review
a part of the Conan mythos,
apply generally to the application of
2. Other than giving some basic but various subhumans and
supplements to fantasy games. By
advice about using group primitive humans do show
adapting them to specific settings we
tactics, SG: Goblins does up on a regular basis. This
can more rationally build up the core
not deal with the subject of supplement is therefore
rules of our favourite games, thereby
combat. This supplement neutral in regards to this
creating more and more coherent
is neutral in regards to this criterion. Note that Slayer’s
fantasy worlds for our players.
criterion. Guides that deal with more
unusual humanoid races
3. Magic is not a big part of the (like Gnolls) would fail to
Slayer’s Guide. The spells meet this criterion.
that are included could be
transformed into Conan 6. Bits and pieces from the
spells fairly easily. This Slayer’s Guide to Goblins
supplement is neutral in (particularly the adventure
regards to this criterion. structure and psychology
sections) can be used
The Road of
Kings

‘Know, oh Prince, that


the lands of Hyboria
beckon. Gilded warriors
and brazen wenches
abound, but beneath the
veneer lies DEATH.’

Coming soon for Conan The


Roleplaying Game - the
definitive Hyborian gazetteer
38

Of Mixed
Adrian Bott
In this article we will look at to form relationships
those rare and exceptional with creatures other
than themselves and
individuals who have one care for the children
human parent and one that result from those
parent either not of the same relationships.
species or not of this world
at all. Half-elves are the This instinct for the
strange and exotic has
most common instance of been attributed to the
interspecies breeding among comparatively short
humans but as they have been human lifespan. Those
covered in depth elsewhere, who have troubled to
we need not consider them think deeply on these
matters have concluded
here. Instead, we shall confine that human beings
our attentions to three much bloom for so short a
more exotic hybrids; the half- season that their bodies
celestial, the half-fiend and are desperate to find any
the half-dragon. means of carrying on
the bloodline, whether
Rules for generating creatures the other party is likely
of these kinds are given in Core to preserve the line in
Rulebook III. Rather than look into a recognisably human
the rules mechanics for these hybrids, form or not. Humanity
which are thoroughly spelled out in is, in evolutionary
the volume referenced, we shall look terms, a rapidly sinking
into how they come to be engendered ship and it is a key
in the first place, specifically how human instinct that
when the ship is sinking, you sail about humanity that is so very
they come to be born to one human attractive? As a species, they are not
parent. for whatever port presents itself,
whether it is inhabited by your own especially comely. Their features
kind or not. Moreover, humans do have little of the refined beauty of
One asks why it is that humans an elven countenance, much less of
are so often the second parent in seem to be able to absorb the traits of
other species remarkably well. Their the redolent alien glory of a dragon
cross-species breeding. Part of this in human form. Compared to the
undoubtedly has to do with a certain habit of cross-species breeding may
be their race’s way of strengthening celestials, they are so many clods of
xenophilia on the part of many anthropomorphic mud. Yet, all of
humans. They love variety. Unlike the species, rather than endlessly
diluting it. It is not as if humans do these races have bred with humans
more insular races who prefer to stick in the past quite willingly and will
to their own, humans gladly embrace not already have substantial variety
within their own race. doubtless continue to do so. One
(in the most literal sense) beings of wonders what the attraction can
all different shapes, sizes and hues, possibly be.
including those whose resemblance Humans alone cannot be held
to them is fleeting at best. While it is accountable for these trends. The
obverse of the coin is the question There are two main contenders here,
true that even the most adventurous one somewhat romantic, the other far
humans draw the line somewhere, of why it is that so many other
races should favour human beings more prosaic. The romantics would
as a race they seem quite content suggest that the human soul is what
as breeding partners. What is it
39
attracts other races. Human souls, in a foundling or an
it is said, burn brighter than any abandoned child and
other, with a unique energy that other raise it as her own,
beings crave. They know that they despite any freakish
can never possess it, as a human’s characteristics it might
time on the earth is short, but they can display. Such is the
at least merge with it, blending their human drive to breed
own uniqueness with it. The very that a human couple
brevity of a human life makes that who do not have a
life poignant, meaningful and rich. child and are incapable
That can be a nigh-on irresistible of conceiving one
pull for the kind of creature who has themselves can
a sensitivity for rare and beautiful sometimes adopt
things, as many elves and good orphan babies of other
dragons do. races, even going so
far as to adopt bizarre
The mundane answer is that humans or monstrous children,
are, quite simply, the most fertile just so that they can
of all the races. It is not that other have someone to
races do not enjoy liaisons with call their own. The
species other than their own. One love and acceptance
suspects that they do and that these of human parents
relationships are just not talked has often caused a
about. The difference is that when child who should by
a human is involved, it is much rights have grown up
more likely that the human’s fertility brutish and rapacious
will result in conception and thus (such as a child with
a lasting reminder of the liaison. ogre or orc blood) to grown up into him to favour one parent over another,
Humans’ fertility compares with that a fine young adult with no more or develop certain of his inherent
of other races in direct proportion evil in him than is in his playmates. abilities at the detriment of others.
to their mortality, for obvious Unfortunately, some creatures (such
reasons. Humans need to be fertile, as fiends) are so inherently corrupt
as they live for less time; elves and
dwarves do not need to conceive
that only exceptionally loving parents
are able to stymie the evil in them.
Half-Celestials
Half-celestials are conceived as the
nearly so often. If elves had birth In those few cases where a half- result of three typical events. Each of
rates equivalent to those of humans, fiend finds the inner strength to turn these is covered in the section below.
they would rapidly find themselves from his heritage, it is the fact of his
overpopulated. human parent’s acceptance of him
despite his fiendish nature that lays Heaven Embraces Earth
In the following section, we study the foundations for that strength. The first is what one might call
the most common circumstances the typical boy-meets-angel story,
in which half-fiends, half-celestials or ‘Wings of Desire’. On the
celestial’s own initiative, as opposed
and half-dragons are conceived, the
relationship between the parents (if
Optional to the directive of any heavenly
any), the kind of upbringing such Backgrounds for or earthly power, a relationship
develops between a celestial and a
a child can expect to have and the
degree and nature of its integration Half-Breeds human being. The codes by which
into human society. In the section that follows, several celestials habitually operate forbid
specific backgrounds are given for such liaisons, or at the very least
characters of half-fiend, half-celestial counsel strongly against them, as
Humans: The or half-dragon stock. A player may they have the potential to cause a
good deal of pain for those involved.
Motherly Race choose an appropriate background
during character creation; only one The celestial’s responsibilities will
Many human mothers express the background may be applied to any not cease just because he or she has
tolerance of their race by completely one character. The modifiers, special found love on the material plane,
accepting all of their children equally, abilities and other additional features while the human parent will have to
irrespective of their origins. A reflect the life experiences that the live with the unearthly child in the
human mother will frequently take character has had, which may lead early years of its life.
40
Some celestials in this situation do baby are provided for. If the celestial plane are sometimes accused of being
take the ultimate step and renounce does not renounce his responsibilities ‘holier than thou’ or and a good deal
their position in the heavenly to the heavenly planes entirely, then of abuse is thrown at them by those
hierarchy. A celestial who does this he will do what he can to visit in who are simply jealous of their origin
chooses to remain on the material between times. A male celestial is and assume that such a beautiful
plane indefinitely, severs itself from willing to place his own happiness creature must be flawed by arrogance
all continued obligation to protect second to the child and its mother. If or vanity.
its plane of origin (which leads to this means stepping back and letting
it becoming outcast from its fellow the mother take a human husband so Background: A half-celestial
celestials, as the defence of the home that the child will enjoy a more secure with the Heaven Embraces Earth
plane is sacred) and renounces all upbringing, then he will usually do background has the following
right to continued use of any weapons so. Half-celestials do not always find features:
or items associated with its former out the truth about their origins until
role. For example, a trumpet archon they come of age, at which point the † The character has more
must give up its holy greatsword and human parent feels they are ready to experience of ordinary mortals
eponymous silver trumpet. These know where they truly came from. than a half-celestial would who
are kept on the home plane in case had been raised on the heavenly
the archon should ever repent. Some Such children are usually raised in planes. This influences the
celestials who are winged symbolise remote places far from the hustle character’s interactions with
their turning from the heavens to the and bustle of human society, as a mortals. Good-aligned people
human world by cutting their wings child with the characteristics of a are likely to see the character
off, a horrifically painful act. The half-celestial is big news and is likely as an avatar of hope, while evil-
wings would ordinarily heal over to attract the attention of evildoers. aligned ones view him with
time but archons who have done this The parent usually wants to give the suspicion. Accordingly, the
prevent them from doing so by force child as normal a childhood as she character receives a +2 racial
of will. can, which means finding somewhere bonus to all Diplomacy and
to live where the world will not be Charisma ability score checks
Parents: The human parent in these at their door. It is not unknown when interacting with good
situations is almost always good and for elven communities, respecting creatures and a –2 racial penalty
almost always ordinary. Celestials privacy as they do, to take in human to these checks when interacting
are drawn to simple, good people and mothers who have half-celestial with evil ones.
can be more taken with a village girl children.
washing her hair in a stream than with † Survival on the mortal realms
some dazzling beauty of a woman in When the celestial is the mother of is tough; there tend to be fewer
an evening dress. A celestial creature the child, she is much more likely to threats in the realms of light.
who is not obviously such (with no return to the heavenly planes to raise The character’s body attempts to
visible wings to give his or her nature the infant in the company of her own compensate for this as he grows
away, for example) will sometimes kind. Some human fathers of good up. This results in a +1 increase
pretend to be no more than a mortal alignment have in fact helped to raise to the character’s natural armour,
traveller, so that the human will not their children after their own deaths, in addition to the +1 increase
be frightened away by the presence when their souls have ascended to the granted for being a celestial.
of such an unearthly being. Celestial same plane from which their lover
creatures who are carrying out came.
important missions while disguised Breed Your Own
as mortals can easily find themselves Integration: Half-celestials cannot Messiah
keeping up the pretence once the hope to be considered ordinary, as the This scenario involves the efforts
mission is concluded in order to wings that sprout from their backs of a group of good-aligned humans
continue a relationship with the mark them as different. They do not (almost always lawful good) to create
human that they adore. Although the integrate well to mortal societies, a half-celestial so that they will have
lie seems sweet at the time, it cannot even though they are willing to do a hero figure or even a leader for the
be carried on indefinitely, especially good and selfless deeds for people. church on earth. It is worlds away
once there is a child to consider. Many half-celestials yearn for the from the simple spontaneity of the
place of their childhood, where they ‘boy meets angel’ story above. In
Upbringing: Celestials, being good feel they were accepted even though this case, the whole course of the
creatures through and through, rarely they were odd-looking. The majority character’s life is organised for him
abandon a human female if she has of prejudice against half-celestials in advance. The members of the
been impregnated and will do their is a form of reverse elitism. Half- religion organise the conception,
utmost to ensure that mother and celestials growing up on the material planning a ritual to invoke a celestial
41
being (most usually a trumpet archon) controlled environments rebel against † The character has a strong
who will mate with a willing, pure- them, break out of the community sense of his own destiny, which
hearted human female volunteer. The and go out into the world to make enables him to triumph over the
resultant child will, so the church their own way as best they can. vicissitudes of random chance.
hopes, be a hero that will defend the Once per game session, he may
church and its interests, or even lead Integration: Half-celestials who reroll any single die roll that he
its people into a new promised land. were prepared in this way do not have has just made and take the new
The title of ‘redeemer’ is often given many problems with self-doubt, as result instead of the old one. He
to these engineered half-angels. They a rule. They were born to lead and must accept the second result.
are steered into the paladin or cleric most of them do a very good job of
classes and spend their whole early it. They do not integrate with normal † These half-celestials are natural
lives being groomed for these roles. human society because they do not born leaders. They were bred
to do a job and take to it as
Parents: This scenario soon as they have achieved
always involves the sufficient experience. A half-
presentation of a human celestial with this background
female to the heavenly gains the Leadership feat for
powers; the candidate is free as soon as he achieves 6th
never male. In order for level in any character class.
the act to be compatible
with good alignment, † The character’s destiny
she must be entirely is so strongly defined that
willing to undergo the there is little, if any, room
process and bear the for variation. He may never
half-celestial child. multiclass; should he take an
Similarly, the celestial in experience level in a different
question must be willing character class than that with
to do what is required which he started play, he
of him. The whole permanently loses the benefits
process strikes some as described above, including
unpleasantly artificial the Leadership feat if he
and even cultish but it had acquired it for free as a
must be remembered background feature.
that all participants are
doing so voluntarily and † These half-celestials have
the intent is to produce such a rich concentration
a paragon of good who of Outsider blood in them
will retain his or her and are conceived under
own free will, not a mere such artificially rarefied
automaton who will act circumstances that they do
as the church directs. not count as native Outsiders.
They do not need to eat or
Upbringing: Half- sleep but they cannot be raised
celestial children are or resurrected by the usual
reared in the bosom of methods, as their soul and their
the church and given body constitute a single unit.
such guidance as is believed fitting. need to. Their attitude to the common See Core Rulebook III for more
They are read to from sacred texts, people is very much like that of their information on Outsiders.
encouraged to pray several times a celestial parent; they see themselves
day, educated firmly in their eventual as benevolent, compassionate and yet
role and given training in weapons, not of the world. They can be lonely Heroes to Come
armour use and the healing arts people but the moral rigour of their This process is not essentially
from a very early age. This can be upbringing keeps such sorrow locked dissimilar from that which is
extremely frustrating, as the child away for their private moments. described above in Breed Your Own
can often feel that it has no more say Messiah. The main difference is that
in its own destiny than a fashioned Background: A character with the Heaven, rather than Earth, takes the
tool or a weapon does. Some half- Breed Your Own Messiah background initiative. Gods do not often breed
celestials reared in such strict, has the following features: with mortals and when they do the
42
results are such powerful beings (the mankind, being sufficiently close to the world really works. This can, on
demigods and heroes of legend) that humans to relate well to them, while some rare occasions, be the hero’s
players are not likely to get anywhere having the singular powers of angelic actual human father.
near playing them as characters. It is blood.
much more likely that a good deity Background: A half-celestial with
will dispatch celestials to Earth in Integration: Half-celestial heroes this background has the following
order to breed the next generation of are taken to visit the prime material features:
half-celestial heroes. plane on numerous occasions while
they are growing up, so it will not be † Half-celestial heroes retain
In contrast to the previous scenario, too much of a shock for them to leave strong ties with their patrons
it is usually the female celestials who the pleasant elysian realms above on the upper realms. They
breed with humans. They seek out and enter the grubby, flawed domains frequently turn to them
the best of human males to father below. Despite this preparation, for guidance in difficult
the coming heroes, so that their many of them find the material plane circumstances. A half-celestial
bloodlines will be preserved. Most a harsh and demoralising place. They hero can use commune once per
male heroes do not question the are not immortal, so they have not day as a spell-like ability but he
presence of a beautiful and angelic- had the many aeons of familiarity is limited to only one question,
seeming female who seems to want with mortals that their parents have. irrespective of his character level.
only one thing and is gone in the As a result of this, they can be overly
morning, so the conception of heroes trusting of humanity at first, or too † Heroes of this kind always have
by these means is fairly reliable. prone to see their good side. a vulnerability. This is part of
Those who are unwilling are, of what makes them heroes; they
course, left alone. When they first descend to earth and cannot be perfect in all respects
take up their responsibilities, it is and there is always some part of
Parents: Those chosen by the customary for half-celestial heroes life from which their celestial
powers of good to be hero-fathers to be placed under the guidance of heritage cannot protect them. In
must always be good themselves. an experienced male mortal who acts the legends, it is almost always
Paladins are not often chosen, as their as a surrogate father and gives the this vulnerability that lays them
oaths generally prohibit them from emergent hero some lessons in how low, though a player naturally
fathering anyone, so has more freedom to choose
the usual candidate is a his own destiny. The character
fighter or ranger. The must choose to forego either
celestial parent has to the +4 racial bonus to Fortitude
be willing to bring up saving throws against poison, the
the child without its immunity to disease, the spell
father being present. resistance, the damage reduction
She can count on the or the resistance to acid, cold and
assistance of the other electricity from which he would
powers of good, as she ordinarily benefit.
has undertaken this
task in the service of
the celestial realms. Half-Dragons
Unlike the half-celestial or half-
Upbringing: Most fiendish crossbreeds, those who
half-celestials bred in have one dragon parent do not
this way never meet have a cosmic agenda bound
their fathers. They up with their very existence.
spend their lives being Dragons have alignment but do
prepared to fight not serve the powers of the hells
alongside the other or heavens unless it pleases them
celestials to protect so to do. The offspring of dragons
their home plane or go are similarly free. They tend
on important missions to follow the alignment of their
to the material plane. dragon parent, partly because of
Half-celestials are the urges of their draconic blood
supposed to be the and partly because the activities
ideal intermediaries of the parent tend to give rise to
between celestials and a given alignment type anyway.
43
without significant consequence. with an unwilling human paladin, for
example.) It is especially gratifying
The unfortunate mother then has to for a dragon to watch a presumptuous
contend with the dual burden of a mortal carry its own seed to term,
terrible memory and an unwanted knowing that the resulting child will
child, which when born proves to be almost certainly be irredeemably foul.
a freakish mutant. It is very common Many human females would rather
for the mother of a half-dragon be killed cleanly than suffer such a
to die in childbirth, as the ridged ghastly fate as this.
carapace and vestigial horns of a half-
dragon can cause shocking damage Upbringing: Half-dragons of this
to a human body. All Constitution kind have a harsh upbringing. They
damage suffered during childbirth is already tend toward evil and a life
doubled. of abuse, jeers and thrown stones
only entrenches them in this mindset.
Unlike a human child, which is They either live in isolation, feeding
helpless, a half-dragon child is themselves as best they can, or throw
capable of surviving on its own in their lot with people who are
without assistance, as its instincts more concerned about the money
drive it to seek food and protect they can make out of the freak than
itself with its breath weapon. A they are about its feelings. Most
For example, a good-aligned dragon
child who grows up in this way will evil half-dragons have done time in
parent will either care for the child
be savage, uneducated and bestial, freak shows, carnivals and criminal
itself or see to it that good care is
unable to speak any language and dens, turning to mercenary work
found for it and its human parent,
little better than a wild beast. Of or piracy as they grew older. An
while an evil dragon parent will often
those mothers who survive the birth adolescent half-dragon can make his
simply abandon the child, so that it is
process, a surprisingly large number freakish appearance into an asset, as
left with a human parent who often
will attempt to keep the child and by this stage he has learned to appear
cannot cope and abandons it in turn.
raise it. Blood, however, will out and intimidating rather than merely
sadly the most common occurrence is deformed.
Good-aligned dragons rarely beget
for the half-dragon to slay and devour
children upon human parents as they
its own mother when it decides that Integration: A half-dragon rarely
realise that the child would have a
it has had enough of being told what gives a damn about humans, though
very difficult life. Instead, it is much
to do. he shares their blood. He has grown
more likely that a female good-
up thinking of them as tormentors
aligned dragon will go in search of
Half-dragons of this type often have and persecutors, so he has no love
a mate from among the human male
a deep sense of self-loathing. They for them at all. His attitude to
population and if conception occurs
think of themselves as aberrant, as society is that the strong take what
will raise the child herself, teaching it
creatures that should not have been they want and the weak fall by the
draconic lore and bringing it up as if
born. This encourages them to wayside. Depending on the colour
it were a small bipedal dragon rather
deepen the evil that they do, as if they of his dragon parent, he will seek to
than a mutated human. Half-dragons
were affirming their aberrant status manipulate others through force or
brought up this way are much better
and justifying the world’s hatred guile.
adjusted and do not resent their
of them. They judge themselves to
hybrid nature.
be monsters, so they make up their Background: A half-dragon with the
minds to act the part. Rarely indeed Seduced and Abandoned character
Seduced and does a half-dragon achieve any background has the following
measure of self-acceptance. Most of features:
Abandoned them live short, bloody, destructive
The most likely origin for an evil lives. † The character is used to looking
half-dragon is that a dragon took its after himself and not depending
human mother unwillingly while the Parents: The human mother of on help from others. He gains
dragon was polymorphed into human such a child can be anyone. An evil the Self-Sufficient feat for free at
form. The chromatic dragons are dragon with an especially twisted first level.
quite capable of doing such a thing, sense of humour may beget a child on
would consider it amusing and would a hated human enemy, just because † The character is socially
think no more of it than of killing it can. (Consider the utter depravity maladjusted and has difficulty
a fly; it is a moment’s distraction of an ancient red dragon’s breeding communicating with other
44
creatures. Although his in nightmares. This scenario in fact
Charisma ability score is forms the basis of many folklore tales
increased by virtue of his being a Cult-Bred Half-Fiends traded by terrified young humans
half-dragon, this reflects more on Devils and those who consort with around campfires; the tale of ‘the girl
the power of his personality than them (such as clerics of lawful evil who carried the devil’s child’ is an old
his eloquence. Accordingly, he alignment) often set out to engineer one, with basis in fact.
suffers from a –2 racial penalty the conception of half-fiends in much
to all Bluff, Diplomacy and the same way that lawful good cults When the child is the product of
Disguise skill checks. aspire toward the conception of half- a cult’s planning, the mother is
celestials. In a grotesque parody of a observed secretly and the child
wedding ceremony, a human female taken away from her as soon as it is
Half-Fiends is given over to the embraces of a
devil or similar fiendish creature.
born, so that it can be raised to do
The half-fiend is never conceived the dreadful work for which it was
out of love but only ever out of This can be a willing priestess of bred. Half-fiends of this kind almost
lust or calculating design. Those the cult, though it is often thought always become clerics, leading their
fiendish creatures of a chaotic bent to be more appropriate if the vessel congregations shoulder to shoulder
are more likely to engender offspring for the half-fiend is a human female with the ranks of the damned and
rapaciously and without heed for the who knows nothing of the process. devilish.
consequences, leaving embryonic The traditional method is to render
half-fiends scattered across the her pliable with drugs or mind- Background: A half-fiend that
material plane, while the lawful hells affecting magic for the duration of has been produced as the result of a
tend to produce half-fiends on a more the ceremony, so that she recalls cult’s machinations has the following
considered basis, as if they were nothing of it but images glimpsed features.
making an investment.
† The character has a strong
sense of his own destiny, which
enables him to triumph over the
vicissitudes of random chance.
Once per game session, he may
reroll any single die roll that he
has just made and take the new
result instead of the old one. He
must accept the second result.

† These half-fiends are natural


born leaders. They were bred
to do a job and take naturally to
it as soon as they have achieved
sufficient experience. A half-
fiend with this background gains
the Leadership feat for free as
soon as he achieves 6th level in
any character class.

† The character’s destiny is so


strongly defined that there is
little, if any, room for variation.
He may never multiclass; should
he take an experience level
in a different character class
than that with which he started
play, he permanently loses
the benefits described above,
including the Leadership feat if
he had acquired it for free as a
background feature.

† These half-fiends have such a


45
rich concentration of Outsider energising than one who is consumed have all the other abilities. Their
blood in them and are conceived utterly in the course of one session. sole pleasure is the begetting of half-
under such artificially rarefied These assaults take place while the fiend children upon mortal women.
circumstances that they do not male is in a half-awake state, much Unlike the offspring of the succubi,
count as native Outsiders. They like the traditional dreamlike state in these half-fiends are left to fend for
do not need to eat or sleep which human women are visited by themselves in the world. They are
but they cannot be raised or vampires. Unless the visitations are likely to meet a fate similar to the evil
resurrected half-dragons above, falling in with
by the usual corrupt humans and working their
methods, as way up to a position of leadership.
their soul and Unlike half-dragons, half-fiends
their body try to use guile and deception
constitute a wherever they can, pleading with
single unit. human beings not to judge them
See Core by appearances and announcing
Rulebook tearfully that there is good in them,
III for more if they could only be helped to find
information on it. These deceptive tactics can gull
Outsiders. many good-natured humans into
trusting them and providing them
with shelter, a kindness the half-
Incubi and fiend usually repays by robbing and
Succubi murdering them when they are no
Of the half-fiends longer useful.
who are raised in
the lower planes Background: Those half-fiends
as opposed to the born of visits by incubi or succubi
material, succubi have the following features.
are the mothers of
the vast majority. † The character inherits a goodly
The licentious, proportion of its fiendish
energy-draining parent’s deceptive nature. These
behaviour of these half-fiends are smooth and
demonesses is well accomplished liars, able to feign
known and detailed innocence with considerable
in Core Rulebook skill. They benefit from a +2
III. They can sap racial bonus to all Bluff skill
a human’s energy checks.
with a mere kiss,
though if truth be stopped, the victim invariably dies, † These half-fiends also inherit
told they prefer to exhaust males by upon which the succubus moves on to their demonic parent’s mutability
more thorough activity. Succubi are a new settlement and a new conquest. of appearance. They may
sometimes encountered in the course The succubi sometimes conceive use alter self three times per
of adventuring, when they will use as a result of these visits, which day as a spell-like ability. If
their seductive abilities in a combat they consider to be a triumph. For this ability is used to create a
setting to try to deceive or drain the a succubus, the breeding of a half- disguise, the half-fiend receives
party but their regular feeding cycle fiend is a successful corruption of a +10 circumstance bonus to the
is much less confrontational. They humanity, who they despise. Every Disguise skill check.
prefer to seek out strong males in time they return to the abyssal planes
quiet places, such as settled country bearing the child of some foolish † These half-fiends are not quite
communities and drain them until human male, the ranks of the demons so robust as others, as they are
they are dissipated husks. gain a new ally. descended from the infiltrators
and seducers of the abyss rather
Succubi prey on the same man night Incubi are a more rare, male form than its warriors. They only
after night, allowing him to gather his of succubus, without wings but with receive a +2 increase to Strength
strength again before returning for slim tails and tiny horns. They do and a +1 increase to Constitution
another visit. A victim who is kept not possess the energy draining when the half-fiend template is
alive over several days is much more ability of their sisters but they do applied.
~
46
The British Army has a principle by the fact that we are – for the
called the ‘Five Ps’, which stands most part – playing the campaign

Jonny Nexus for ‘Proper Planning Prevents


Poor Performance.’ (Although I
understand that in operational use the
extremely badly2. But there will
still be some small (though slightly
disguised) clues. If you later go on to
phrase is often converted into ‘Six Ps’ play this campaign they won’t spoil
by the addition – before the ‘Poor’ your enjoyment in any significant
and after the ‘Prevents’ – of a word way, but if you are currently playing
that begins with P and ends with S). this campaign, or planning to, you’re
[What, Panathanaikos? – Ed] probably best off skipping this article.
But when we’re roleplaying, how Sorry.
often do we plan properly? In my
planning - how
experience the answer would seem We’d had to leave Venice in a hurry
to be ‘not very often’ – except where after being accused of the brutal
planning involves twisting game murder of three blackshirts3, a
logic into something that bears only despicable and unfounded charge
not to do it
a vague resemblance to anything that we were wholly innocent of.
approaching reality1. I refer – of (Although it is true that shortly
course – to combat where, in the time before the murder, we’d given three
it takes the bad guy to fire a three blackshirts a damn good hiding and
round burst, the player characters will left them unconscious in some waste
have managed to fit in a half hour of bins in an alleyway). After a hurried
discussion in which various tactical night-time escape by water-cab we’d
action plans were proposed, insulted, ended up hiding in a building site in
discarded, re-proposed, forgotten, Porto Marghera, the port city located
retrieved, modified, and finally on the opposite side of the lagoon
adopted. from Venice. This was not – as I’m
sure you can imagine – a state of
If Keanu Reeves thinks his ‘bullet affairs that my character Ralph was
time’ dodges are cool he’s clearly entirely happy with. It’s extremely
never seen our combats! difficult for a gentleman to maintain
a reasonable standard of dress and
But outside of combat we generally decorum when sleeping rough on
just blunder about, bashing down a building site, no matter what the
random doors and killing anyone who quality of his accompanying staff.
looks vaguely suspicious. We figure So we were all pretty keen to get to
that we don’t need planning, because the railway station (which was also
we have the plot on our side. in Porto Marghera) and head on to
Trieste, the next stop on our Orient
And that is true – your Games Master Express trip.
will usually dig you out
of whatever pointless hole
our reconnaissance of
you’ve jumped down.
But, occasionally, lack of the palace the previous

~
planning can reduce a game day had revealed it to
to farce, which is pretty be inhabited by a grumpy
much what happened to our old caretaker who we
Call of Cthulhu game a few suspected might require
months ago. some degree of beating

WARNING: - I should at
this point warn you that
the rest of this article will contain There was just one slight problem.
some relatively minor spoilers about
the Horror on the Orient Express We couldn’t leave without a certain
campaign. As is usual with these statue, and that statue was in a certain
articles, the spoiling effect of my palace inconveniently located in the
revelations is substantially lessened centre of Venice – a fact established
47
through diligent detective work All he would remember is having unravelling, along with any future
by our hired interpreter. And it his cab hailed by a well-spoken prospect of me again passing as an
goes without saying that we were man... and then waking up with English aristocrat (at least until a
already in enough trouble with the several prostitutes. If he was a good wash and a change of clothing).
blackshirts without giving them good Catholic, as most Italians are, We wrestled him to the ground a
reasons to suspect us of the theft of he would be stricken with guilt, second time, allowing Doctor Dalton
a major antiquity. (Especially since and whilst he would certainly be to make a third attempt to inject him,
our reconnaissance of the palace the confessing his sins to his priest, and this time, quite to everybody’s
previous day had revealed it to be the chances of him sharing his surprise, he succeeded.
inhabited by a grumpy old caretaker shame with the police would be
who we suspected might require extremely low. And if he wasn’t a It was at this point that the following
some degree of beating during the good Catholic – well he’d be too exchange occurred between John (the
theft.) busy enjoying himself with the best Games Master) and General T (who
tip he’d ever had (i.e. several free was playing Doctor Dalton):
So we needed to work out a method prostitutes) to worry about what had
by which we could travel across happened to his boat. [Any self- John: Have you got the details of the
the lagoon to Venice, perform the respecting group would just shoot the drug you’re using?
robbery and then return – without cabby in the head and have done with
our journey being either detected, it – Ed.] General T: Yeah, here it is. [Takes
recorded, or noted. In short, we hand-written sheet out of his
needed a plan, and after two hours A boat that would – in any case ‘character pack’ and slides it across
of confused debating full of out-of- – later be found tied neatly up at a the table to John].
character tangents one arrived, from deserted wharf.
the most unlikely source of General John: [Reading] ...produces
T’s teetotal Presbyterian doctor. It was a brilliant plan. Morally unconsciousness in thirty minutes...
abhorrent, but brilliant. And it would lasts for 24 to 36 hours...
It was a brilliant plan, covering be totally derailed by just one detail...
the two key aspects of transport It started well. I walked to the The Other Players (i.e. myself and
and security. I (the well-mannered railway station, hailed a cab and Robert’s player): Half an hour! You
English aristocrat) would walk along headed back to the wharf. We pulled said it was a fast acting sedative!
the coast to the railway station and alongside, and my three companions
hail a water cab, directing the cabby stepped aboard: My (NPC) servant General T: Half an hour is fast
to sail along the coast to pick up three Jones; Robert, the private detective; acting. This is medical stuff not
friends of mine. However, when we and hiding a hypodermic syringe Hollywood!
reached the wharf and picked up my behind his back, noted Harley Street
three waiting ‘friends’, one of them medic, Doctor Dalton. Myself,
– Doctor Dalton – would inject the Jones and Robert grabbed the
cabby with a fast-acting sedative. cabby and held him still while the cabby was
Doctor Dalton jabbed at him with screaming, crying,
And this is where the plan got the syringe. begging and
especially ingenious. When we’d wetting himself
first arrived in Porto Marghera my And missed.
character Ralph had – as was his
usual practice – established the By this point the terrified cabby
location of the nearest high-quality – who probably thought he was about So the situation was this: The cabby
brothel4. We would take the now to be murdered – was desperately, and was screaming, crying, begging and
‘coming round’ cabby to the brothel, loudly, attempting to break free, his wetting himself, and would continue
hand a large wedge of cash to the long, piercing screams shattering the to do so for around thirty minutes, at
madam, and tell her that we wanted night’s silence. Fortunately the three which point he would fall into a deep
our friend – ‘who’d had quite a bit to of us managed to wrestle him to the coma, awaking 24 hours later (at the
drink!’ – to have a really good time. ground and muffle his cries, allowing earliest) with a full recollection of
By this point he’d have regained Doctor Dalton to make another jab. the most horrifying experience of his
consciousness, but would still be very entire life.
woozy and suggestible, and by the Which also missed.
time he became fully aware of what Were we going to take him to
was happening to him he’d already By this point the cabby had lost the brothel? No, because while
have enjoyed the attentions of several control of his bodily functions and delivering a woozy gentleman to a
ladies of dubious virtue. the plan was in serious danger of whorehouse will result in him having
48
were prowling around in search of
the courtyard, a search which was
rendered considerably easier by
Robert discovering a set of stairs.

It had been a long day and an even


longer night. We had faced many
hardships, overcome many obstacles,
brutally assaulted innocent men.
But now we were at the threshold
of our final goal. Carefully, quietly,
brimming with anticipation, we crept
though an arched doorway into the
courtyard beyond – and found that
our planning had missed one small
but vital detail. You see we didn’t
actually know anything about the
statue we were looking for other
than the fact that it was in the palace
courtyard.

The courtyard did indeed contain


a statue. Unfortunately, it also
contained nineteen other statues.

Planning. Don’t leave home without


an exceedingly good time, delivering in search of the Grand Canal which it.
a man in a coma will result in an – somewhat surprisingly given that
ambulance being called. The plan
clearly required some adjustment,
and in this case the adjustment
consisted of binding and gagging
the cabby and locking him into a
it was night and we were using the
‘point and pray’ method of navigation
– we found after only one failed
attempt. Within minutes, using a
JN
ladder cunningly stolen from the
cabin on the building site. That building site, we’d entered the palace
done, we set off across the lagoon through a second floor window and

1
The obvious exception to this rule is in Star Trek (Next Generation) games, where it is entirely
‘genre appropriate’ for the entire senior bridge crew – upon finding out that the ship will be
destroyed in 45 seconds time – to retire to the Captain’s Ready Room for a discussion.

2
It is true that we have managed to achieve most of the targets the campaign has so far set before
us – but I think the person who deserves the most credit for that is John, our Games Master,
closely followed by Jones, my NPC servant.

3
The ‘blackshirts’ were the paramilitary bullyboys of the Italian fascist movement, serving much
the same purpose as the ‘brownshirts’ did in the rise of Hitler. Whilst it is true that there were
many complex socio-economic factors affecting Italian politics during that period, I think it’s fair
to say that they were complete and utter [INSERT EXPLETIVE OF CHOICE].

4
This information had been acquired from the water-cabby who had taken us from Venice to
Porto Marghera. Since we had no language in common, this was actually quite an achievement,
relying as it did on a complex series of communications involving mime, obscene hand gestures,
nudging, winking and rapid head flinching – and the exchange of a large sum of money.
49
We like Design and Conquer so
much we thought we’d treat you
to a second helping this month. I
know, we’re too kind.
50

Q&A Having failed to provide the promised Quintessential Q&A


last month, Bob Roberts has been brutally reprimanded
and made to do the kind of pennance that can’t be
mentioned in front of the children. Anyway, enough of
that. Here’s the Q&A.

Quintessential Quintessential
Bard Wizard
Q Under the Prestige Class Soul Taker, the informational Q How many tattoos can a wizard have? From what I
paragraph for the 4th level ability ‘Enrapture’ is missing understand, for a medium-sized creature 9 tattoos are the

Q&A
from the page entirely. limit. Since this is supposed to be an ‘alternate’ spellbook,
does this mean my body is a travelling spellbook and I am
A The text below should help. then not carrying another spellbook? Is this correct? It
does not seem this makes a good alternative to a normal
Enrapture (Su): At 4th level the soul taker masters the art spell book.
of luring others. Targets affected by the soul taker’s lure
ability must attempt to remain close to the character for A You only get 9 because you have to keep them where
eight hours. Additionally DC to resist the soul taker’s lure you can see them. So if you put one on your back, you
ability increases by +2. could not study it. If you have all 9 tattoos then all areas
visible to you are going to be covered. These are not
Q The First Strike feat allows an Attack of Opportunity going to be small tattoos. We do not really want to get
to affect the target before that target’s action is completed. into a discussion of how much skin is covered for each
But isn’t that what Attack of Opportunity’s normally do tattoo as that is slightly over the top.
anyway?
It is very useful for keeping your spells with you, no
matter where you are, as you have to be skinned before
A Not really. For example, if someone firing a bow you can lose these spells. You may tattoo other people as
provokes an Attack of Opportunity, normally you would well, but I would expect them not being too keen to have
act after he releases the arrow. With this feat you act the tattoos of your spells all over their body.
split second before he does, possibly upsetting the shot.
As you say, in a lot of cases the effect is similar but there These tattoos are not supposed to replace your spellbook
are a few where the Attack of Opportunity is generated entirely. They could never do that. What they are there
by an act which, while you interrupt it, still happens to do is to ensure that you always have certain spells
no matter what happens with your successful Attack of available to you no matter where you are. So you will
Opportunity. want to choose carefully. For example, maybe the knock
spell is something you will always want at your fingertips
Q One of the Songs of Power for the World Singer just in case you are imprisoned.
Prestige Class is Song of the Moon, which forces
creatures not in their natural form to immediately change Q Where are the stats or rules for the Book of Bone and
shape. This is the only Song of Power that does not Blood for the Soulforger prestige class? I cannot find
have an area of effect or radius listed for it. What is the them anywhere.
‘official’ word on what that area of effect is?
A They have been left up to your Games Master to create.
A It should cover ‘enough area to encompass a village It basically allows you to access this prestige class, so
circle dance’, about a 30 ft. radius. would give all the details on how to create and use the
class’s special abilities.
51

Quintessential
Q Is the Mage Armour affect always in effect or do you
have to activate it and it lasts normal duration?

A You need to use 3 0-level spells at the start of the day


to empower the staff. The power is then activated and will
have a duration and all other effects as per the spell.
Fighter
Q On page 21 it states that to become a Master Bowman

Q&A
Q For the burning hands, does it take up any spell levels? you need the Quick Shot feat. I have examined all the
books that I have and can’t find it.
A At the start of each day you encode into the staff a
burning hands spell; for each spell you encode you can A This feat should have been called Rapid Shot and can
use it once per day. be found in the Feats section of the Player’s Handbook.

Q The Arcane Avatar prestige class has the ‘Call Spell’ Q What is the Leaping Dodge feat listed under the
feature. Does it also allow you to call divine spells or Swashbuckler prestige class?
only arcane? The book says ‘from his spell lists’ so if the
Arcane Avatar is also a 1st level cleric, would he then be
able to call 3rd level cleric spells (as they are changed into
A The swashbuckler may add his class level to his
Armour Class when not wearing armour or carrying any
arcane spells)? And in that case, can he scribe them into
kind of shield. He may not use Leaping Dodge when
arcane spells?
caught flat-footed.

A No, only Arcane knowledge may be used for this feat, Q The Living Blade prestige class provides abilities
therefore only Arcane spells. It is a class ability not a
called Weaponmastery and Superb Specialisation. They
character ability. Even if he could use this feat to learn
both offer named (competence) bonuses so I guess they
cleric spells, there is no way that he would then be able to
stack with everything else, including GWF/GWS (and/or
scribe them as Arcane spells.
Exotic Mastery), plus EWF/EWS, am I right?

Q The Arcane Avatar prestige class has the ‘Master of A Yes these will stack.
Magic’ feature. It says that he remains in a trance for 2D4
rounds, but it also says he must decide how long he wants
to remain within the flow of magic. So can he decide Q I guess that Improved Weapon Focus does NOT stack
himself or is it randomly decided by 2D4? with GWF since they are exactly the same thing, just with
different names.
A He chooses a duration, the Games Master rolls 2d4, the
ability ends when the lower of the two numbers happens. A Correct.
So if the mage chooses 5 but the Games Master rolls 4, it
ends on round 4. Q When you take the Massive feat do you get the ability
score adjustments as per the Monster Manual rules for
Q The Arcane Avatar prestige class has the ‘Replenish this?
Magic’ feature. It says that ‘If the avatar chooses to use
this option for one round, he immediately regains one A There are no ability score adjustments. The size
spell of up to 3rd level he previously cast that day. If the increase alone is more than enough of a benefit.
avatar spends one round doing nothing, he may then use
this ability to regain a spell of up to 6th level.’ I suppose
that means ‘If the avatar spends AN ADDITIONAL round Q If you do not get these ability score adjustments then
doing nothing, he may then use this ability to regain a why take the Massive feat?
spell of up to 6th level’.
A Try two-weapon fighting with a greatsword in one
A Not quite, it works like this, 1 st
round – may gain up to hand and a longsword in the other. How about the ability
3 level spell, 2 round – does nothing, 3rd round – uses
rd nd to wield a Huge weapon (with a correspondingly high
this ability again and may regain up to a 6th level spell. damage class) in both hands?
52
Q For some fighting styles and Lightning Initiative you Fleshcrafting (Drow)
need a Fort save +6 or +12 and for Lightning Initiative You have the ability to work fleshcrafting procedures on
you need Reflex save +6; now does this mean total save subjects. This is a difficult and dangerous bit of work,
with other bonuses or just the base save? requiring extensive training and skill.

Prerequisites: Heal (5 ranks), Knowledge (Physiology) (5


A Unless otherwise mentioned take it as meaning ranks), Knowledge (Arcana) (5 ranks)
the total save. Quite a few abilities state Base save
Benefit: You are now able to take ranks in Craft (Flesh)
specifically.
and perform fleshcrafting procedures.

Quintessential Q The Reversions under the headings for cosmetic,


functional and systemic all seemed to be cut and pasted
and the DC’s are the same. What should the DC’s be?

Drow A The DC’s are correct; they may appear to be cut and
paste but that is only due to the text needing to be the
Q What are the XP costs for using the gravebond spell? same in each case. There was some extra text needed

Q&A
though and here it is:
A There are no experience point costs for establishing Cosmetic Fleshcrafting Reversion
a gravebond, it has built-in side effects that make its
The chance for reversion is very minor when cosmetic
use risky (see Approaching the Grave). Essentially, you
fleshcrafting is performed. Immediately after the
follow the process outlined in the Gravebond chapter,
operation is completed, the subject must make a Fortitude
then you cast the gravebond spell and you have a bond
save (DC 35). For every fleshcrafting procedure the
in place. When a bond is broken or the energy is all used
subject has endured in the past, the DC of this save is
up, there’s a chance of a backlash of sorts (also detailed in
increased by 5. If this save is successful, the target will
Approaching the Grave).
suffer reversion in 1d3 days.

Q Where are the Rogue Abilities for the Gravebond Reversion from cosmetic fleshcrafting is painful, but
ability? not damaging. The subject’s body throws off the effects
of the reversion completely, returning to its normal
A Here they are: state. This process requires 1d3 days, during which
the subject suffers a -2 circumstance penalty to all skill
Corpse Shroud checks and attack and damage rolls. At the end of this
By expending a point of energy from his gravebond, the time, the subject is free of all fleshcrafting changes from
rogue is able to shroud his life essence in a cloak of death. the reverted process – it is as if the fleshcrafting never
This makes him more difficult to detect, providing a +4 occurred and this attempt does not count toward the total
bonus to all Hide or Sneak checks made for ten minutes number of times the subject has been fleshcrafted.
per use of this ability.
Functional Fleshcrafting Reversion
Death’s Stiletto The chance for reversion is moderate when cosmetic
The rogue is able to convert one point of energy from fleshcrafting is performed. Immediately after the
his gravebond into a single dose of poison, which operation is completed, the subject must make a Fortitude
immediately coalesces around the weapon currently save (DC 25). For every fleshcrafting procedure the
held in his primary hand. This poison is treated as black subject has endured in the past, the DC of this save is
adder venom (see Core Rulebook III), except for the save increased by 5. If this save is successful, the target will
DC which is equal to 10 plus the rogue’s current total suffer reversion in 1d3 days.
character levels.
When reversion occurs, the subject immediately suffers
1d3 points of temporary Constitution damage. His body
Q The Fleshcrafting feat is mentioned in the struggles to throw off the effects of the reversion, literally
Fleshcrafting section, but not described in the Drow Feat tearing itself apart in an attempt to free itself of the
section. alterations. The reversion process occurs over the course
of 2d4 days – the subject suffers the initial damage, above,
A This feat was removed from the final edit, as it was on the first day, and an additional 1 point of temporary
deemed taking skill ranks was enough and having to take Constitution damage at the start of each subsequent day.
a feat as well was overkill, but if you want to include it
here it is:
53
During the reversion process, the subject suffers a -2 A I see what you mean, but as this spell does kill the
circumstance penalty to all skill checks and attack and target outright it is quite powerful. There is nothing to stop
damage rolls. At the end of this time, the subject is free of you (unless your Games Master says otherwise) learning
all fleshcrafting changes from the reverted process – it is this spell at a lower level.
as if the fleshcrafting never occurred and this attempt does
not count toward the total number of times the subject has

Quintessential
been fleshcrafted.

Systemic Fleshcrafting Changes

Q&A
Elf
The chance for reversion is moderate when cosmetic
fleshcrafting is performed. Immediately after the
operation is completed, the subject must make a Fortitude
save (DC 15). For every fleshcrafting procedure the
subject has endured in the past, the DC of this save is Q What do you think about the ‘Ranged Threat’ feat? I
increased by 5. If this save is successful, the target will find it a bit too powerful considering that the Peerless
suffer reversion in 1d3 days. Archer (Silver Marches) gains a similar class skill at 8th
level (so you’ll have to be at least character level 13 or so)
When reversion occurs, the subject immediately suffers which is less powerful (granting just a 10-foot reach).
1point of permanent Constitution damage. These deeply
rooted changes are more difficult for the body to shake A I quite like it as is; if however you think it is too
off and it is nearly as likely the subject will die as survive. powerful for your campaign, then change it. We have no
For the next 2d4 days, the reversion process continues problem with you customising these feats for your games.
and the subject must make a Fortitude save (DC 20)
at the beginning of each. If this save fails, the subject
immediately suffers an additional point of permanent
Q Does the ‘Eyes of the Hawk’ feat stack with the ‘Far
Sight’ feat from Player’s Handbook?
Constitution damage. Damage suffered in this way cannot
be healed in any way until the reversion process has
ended. A No. If it does not specifically say so, it is a safe
assumption that the answer will be in the negative.
During the reversion process, the subject suffers a -2
circumstance penalty to all skill checks and attack and Q Does ‘Eyes of the Hawk’ also influence the ‘Ranged
damage rolls. At the end of this time, the subject is free of Threat’ feat?
all fleshcrafting changes from the reverted process – it is
as if the fleshcrafting never occurred and this attempt does
not count toward the total number of times the subject has A No, because Ranged Threat covers Reach. Eyes of the
been fleshcrafted. Hawk covers Range Increments.

Quintessential
Q For the spell dire gestation what happens if the target
dies before the spell duration is reached?

A It is as if the duration had run it course, so the caster


emerges from the target’s body. Ranger
Q The spell dire gestation seems to get worse as the Q Several two-weapon fighting-type feats list improved
spellcaster gains levels because the target gets a saving feint as a prerequisite. Which book is improved feint
throw at the end of every round. The DC for the save located in?
doesn’t increase by caster level, so this just gives the target
more chances to save. The caster should be casting this at A This feat is listed in Core Rulebook I, version 3.5, in
the lowest possible level he can. the main Feats section.

Q&A
54

Creature Feature!
Johnathan M. Richards
in search of land-based prey to Not much puts the fear of god up
POISONOUS bloated monster slugs whose
horrific poison might just make
an adventurer than the mention
of poison. There’s that inherent
CREATURES their victims long for the old
‘fail a save and die immediately’ feeling that it will be far worse
days of old. than just a quick smack with a
One of the many adaptations found sword. That being the case, here’s
in the natural world is the creation The poison table at the end nine of the worst...
of biotoxins or poisons. A creature’s of the article can be used to
own natural poison can be used to supplement Table 3-16: Poisons
keep it safe from predators or to allow in Core Rulebook II, should you
it to quickly slay its own prey and wish to use these new types of BANCALI (‘SPLIT-SNAKE’)
there are a wide range of delivery poison in your campaign. However,
methods available including fangs, not all of these poisons should be Medium-size Aberration
stingers, claws, spray, and even easily obtained: the creatures are
simple touch. often quite rare and definitely not Hit Dice: 2d10+2 (13 hp)
inclined to provide ‘free samples’ to Initiative: +3 (Dex)
The monsters of most fantasy alchemists (unless said ‘free samples’ Speed: 20 ft., climb 20 ft., swim 20
roleplaying games are no strangers are introduced directly into the ft.
to the ways of poison. Even though alchemists’ bodies and said bodies AC: 16 (+3 Dex, +3 natural), touch
most games have for the generally are thereafter consumed). However, 13, flat 13
veered away from the ‘save or many poison-makers might pay good Base Attack/Grapple: +1/+2
die’ types of poison, many terrible money for the capture or killing of Attack: Bite +4 melee (1d4+1 plus
creatures exist whose venom is no these venomous creatures in order to poison)
less dangerous for taking slightly get their poison glands intact. Full Attack: 2 Bites +4 melee (1d4+1
longer to kill their plus poison)
prey. The majority Space/Reach: 5 ft. / 5 ft.
of these are found Special Attacks: Poison, spit poison
in the vermin and Special Qualities: Scent
animal (specifically, Saves: Fort +4, Ref +6, Will +1
reptilian) creature Abilities: Str 12, Dex 17, Con 12, Int
types but other 1, Wis 12, Cha 2
examples abound. Skills: Spot +6
This article Feats: Weapon Finesse (Bite)
introduces another Environment: Temperate and
nine monsters into warm land, aquatic, swamps, and
the fold, each one underground
with a different type Organisation: Solitary
of biotoxin having Challenge Rating: 1
a different effect Treasure: None
upon its victims. Alignment: Always neutral
These monsters Advancement Range: 3-4 HD
run the gamut (Medium-size), 5-6 HD (Large)
from bicephalous,
serpentine beasts The bancali, or ‘split-snake’, is
that spit venom an interesting creature seemingly
to living, mobile composed of two identical serpents.
clouds of toxic The creature’s body is shaped like a
gas, from floating ‘Y’ at either end: a wide torso splits
jellyfish capable off into two distinct heads and necks,
of leaving the seas while the creature’s tail similarly
55

!
splits in two at the end. A bancali BLOAT SLUG with overripe, pale bodies covered in
crawls along the ground using only its a viscous slime. Twin antennae wave
‘shared’ body portion, with the heads Huge Vermin blindly about as the creature shuffles
and necks raised in the manner of forth, dragging its bloated body along
racing snakes. Each head is shaped Hit Dice: 10d8+30 (75 hp) on a cushion of dripping slime. Bloat
like that of a horned viper; the horns Initiative: -2 (Dex) slugs grow to be 20 feet long, with a
are used only to rub off the bancali’s Speed: 20 ft., swim 20 ft. girth of nearly 8 feet at their widest
old skin when it sheds. Scale AC: 14 (-2 size, -2 Dex, +8 natural), point.
coloration varies from a glossy black touch 6, flat 14
in some species to a mottled green- Base Attack/Grapple: +7/+21 Combat
brown in others. Attack: Bite +11 melee (2d6+9) A bloat slug is a slow-moving
Full Attack: Bite +11 melee (2d6+9) creature for a being of its size buts its
Combat Space/Reach: 10 ft. / 20 ft. primary attack – a glob of poisonous
Bancalis attack with a pair of bites, Special Attacks: Spit poison spittle – negates this inherent
one from each head. Because of the Special Qualities: Vermin, immune disadvantage. After its poison has
comparative shortness of their necks, to bludgeoning weapons, blindsight rendered its victim incapable of
they usually strike out at a single Saves: Fort +10, Ref +1, Will +3 moving (or at least slowed it to the
victim with both heads. Each bite Abilities: Str 23, Dex 7, Con 17, Int point where the bloat slug can catch
not only causes puncture damage —, Wis 10, Cha 2 up to it), the enormous gastropod
from the creature’s sharp fangs but Skills: - slithers up to its prey and bites it to
also injects a deadly poison into the Feats: - death. Bloat slugs concentrate on a
victim’s bloodstream. This venom Environment: Temperate and warm single target at a time and once one
can also be spat at victims; in such forests, swamps, and underground falls victim to the poison’s effects
cases, each head usually the creature heads straight
targets a different foe. toward it to devour its next
meal. However, they are not
Poison (Ex): Bite, against spewing their venom
Fortitude save (DC at other nearby creatures
12), initial damage to prepare them for future
blinded 2d6 rounds, meals.
secondary damage
1d6 temporary Spit Poison (Ex): Once
Constitution. every round, a bloat slug
can spit a globule of poison
Spit Poison (Ex): A at a single target up to 60
bancali can spit its feet away with no range
venom into the eyes increment. If hit with this
of an opponent up to contact poison, the victim
30 feet away with no must make a Fortitude
range penalty. The saving throw (DC 18) to
victim must make avoid its effects and then
a successful Reflex another one a minute
save (DC 12) or suffer later. The initial damage
the full effects of the is 1d4 points of temporary
venom, although in Dexterity, caused as the
this case the Fortitude victim’s body swells
save against the uncontrollably. The victim’s
poison is made at movement rate is halved
DC 15 due to the and he takes 1d6 points
direct contact with the of constriction damage
victim’s eyes. A victim who makes Organisation: Solitary from his clothing and/or armour, if
his Reflex save manages to duck out Challenge Rating: 7 applicable. The secondary damage is
of the path of the stream in time and Treasure: None an additional 2d6 points of temporary
suffers no ill effects. Each head of Alignment: Always neutral Dexterity, an additional 1d6 points
a bancali can spit venom once every Advancement Range: 11-20 HD of constriction damage if armour
1d4 rounds; the heads can spit at the (Huge), 21-30 HD (Gargantuan) was worn (clothing is ripped to
same time or separately and each can shreds as the victim’s body swells
target a different victim. Bloat slugs are hideous creatures, but this causes no further hit point
56
loss; armour is similarly ruined Treasure: None Poison (Ex): Touch, Fortitude save
during the rapid swelling process, Alignment: Always neutral (DC 17); initial damage 1d4 points
although a kind Games Master may Advancement Range: 7-12 HD of temporary Constitution, secondary
allow magical armour to alter to (Large), 13-18 HD (Huge) damage 2d6 points of temporary
fit the wearer’s new body shape), Constitution. The virulent poison
and movement is halved again or The bloodpool was aptly named, of a bloodpool causes the victim’s
drops to 5 feet, whichever is less. In for it looks like nothing so much as blood to ooze out of all of its natural
addition, the victim is unable to speak a mobile puddle of recently-shed orifices and pores; if the victim’s
coherently as his lips and tongue blood and bears the coppery smell Constitution score drops to 0 as a
swell up (preventing the casting of often associated with the same. result of this desanguinisation he
spells with verbal components) and Bloodpools can range up to 10 feet in dies, leaving behind only a dried-out
as his fingers balloon out he loses diameter, although their dimensions husk. The bloodpool mingles with its
the ability to maintain a hold on any fluctuate while in motion. As oozes victim’s newly shed blood, absorbing
items or cast spells with somatic go they are remarkably ‘liquid’ in it into itself like a sponge. Victims of
components. Bloat slugs are immune form, although their bodies are solid bloodpool poison are often thought
to the effects of their own poison or enough to keep them from being to be victims of vampires or stirges,
that of others of their kind. intermingled with other liquids. (A until the lack of puncture wounds on
bloodpool cannot be ‘diluted’ by the bodies is discovered.
Immune to Bludgeoning Weapons pouring water on it, for example.)
(Ex): A bloat slug’s rubbery flesh Blindsight (Ex): A bloodpool’s entire
and lack of bones prevents it from Combat body is a primitive sensory organ
taking damage from bludgeoning Bloodpools strike out with a that can ascertain prey by scent and
weapons. Piercing and slashing pseudopod in the manner of most vibration within 60 feet.
weapons do normal damage. oozes. This slam attack – and,

Blindsight (Ex): A bloat slug can


sense all foes within 60 feet using
scent, sound, and vibrations.

Vermin: Bloat slugs are immune to


mind-influencing effects.

BLOODPOOL

Large Ooze

Hit Dice: 6d10+27 (60 hp)


Initiative: +0
Speed: 20 ft.
AC: 9 (-1 size), touch 9, flat 9
Base Attack / Grapple: +7 / +15
Attack: Slam +10 melee (1d8+6
plus poison)
Full Attack: Slam +10 melee (1d8+6
plus poison)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Poison
Special Qualities: Ooze
Saves: Fort +5, Ref +3, Will -2
Abilities: Str 19, Dex 11, Con 14, Int
—, Wis 1, Cha 1
Skills: —
Feats: — indeed, any contact between the Ooze: Bloodpools are immune to
Environment: Any land and bloodpool’s body and the flesh of a mind-influencing effects, poison,
underground living victim – spreads the ooze’s sleep, paralysis, stunning and
Organisation: Solitary contact poison onto its victim, where polymorphing. They are not subject
Challenge Rating: 5 it is absorbed into the skin and often to critical hits.
has a powerful effect.
57
FEARMONGER Fearmonger fur is a scruffy light are very adept at sensing when their
brown or grey that grows shaggy venom runs its course in a victim
Large Magical Beast during the winter months and thins and are quick to pounce, ripping
in the summer. There is often with their front claws and possibly
Hit Dice: 7d10+21 (37 hp) a freckling of darker spots on raking with their middle set as well as
Initiative: +5 (+1 Dex, +4 Improved the creature’s back and sides. A clamping down with their powerful
Initiative) fearmonger’s eyes are a yellowish jaws.
Speed: 40 ft. green and glow in the dark.
AC: 14 (-1 size, +1 Dex, +4 natural), Poison (Ex): Claws, Fortitude
touch 10, flat 13 save (DC 16); initial damage fear
Base Attack / Grapple: effect. The first time
+7 / +15 a Fortitude save is
Attack: Claw +10 melee failed after receiving
(1d6+4 plus poison) claw damage from
Full Attack: 2 Claws +10 a fearmonger, the
melee (1d6+4 plus poison), victim is shaken. If
bite +5 melee (1d8+2) the victim fails a
Space/Reach: 10 ft./5 ft. subsequent save from
Special Attacks: Poison, an additional wound
rake 2d6+2 while shaken, he
Special Qualities: Scent becomes frightened.
Saves: Fort +8, Ref +8, Failing an additional
Will +3 save from another
Abilities: Str 19, Dex wound leaves the
13, Con 16, Int 5, Wis 12, victim panicked.
Cha 9 See Core Rulebook
Skills: Climb +8*, Jump II for details on the
+6, Listen +4, Move conditions shaken,
Silently +3, Spot +4 frightened, and
Feats: Alertness, panicked. Each
Improved Initiative, effect lasts for 1d6+6
Lightning Reflexes minutes, unless
Environment: Temperate superseded by a
forest, hills, mountains and more powerful effect.
underground Creatures immune
Organisation: Solitary, to fear effects suffer
pair or pack (4-7) no ill consequences
Challenge Rating: 3 from fearmonger
Treasure: None venom.
Alignment: Always
neutral Rake (Ex): If
Advancement Range: 8- a fearmonger
14 HD (Large), 15-21 HD succeeds with
(Huge) Combat both claw attacks, it can rake with
Fearmongers exhibit the worst of its middle sets of claws for an
The fearmonger is a large, feline behaviour, delighting in playing additional 2d6+2 points of damage.
predatory cat often found roaming with their victims before finally The fearmonger’s middle claws
the countryside in small packs. slaying and devouring them. They are similarly envenomed, forcing
Fearmongers are noted for their usually strike first with their poisoned additional Fortitude saves to negate
six-legged build, an unusual but not claws, allowing their venom’s the poison damage as detailed above.
unknown phenomenon among feline fear-inducing effects to overcome Fearmongers seldom rake a victim
species. They have lynx-like tufts of their prey, and then they take great unless they sense their poison has run
fur at their ears and a wide, curved pleasure in chasing after their victims its course through his system and they
mouth filled with razor-sharp teeth. while they flee in mindless panic. wish a quick end to their game before
These teeth are displayed fully when Fearmongers worry at their prey one the victim has a chance to fight back
the fearmongers hunt their prey; the claw-strike at a time, taking care or escape. (For the same reason, they
creatures often seem to be grinning not to kill their victims too soon and seldom bite victims until ready to kill
evilly at their victims. ruin their own fun. However, they them.)
58
Stability (Ex): A fearmonger’s Injector spheres obey simple orders Construct: Injector spheres are
six-legged build grants it increased from their creators or those whom immune to mind-influencing effects,
stability, rendering it immune to they have been commanded to obey. poison, disease, and similar effects.
being pushed back as the result of a If left to themselves, they obey the They are not subject to critical hits,
bull rush manoeuvre. This stability last orders they were given (often, subdual damage, ability damage,
also prevents pushes from spells like ‘attack anyone who enters your patrol energy drain, or death from massive
forceful hand. area who does not say the password’ damage.
or something similar). They fly
Skills: *A fearmonger receives a through the air with exceptional speed
+4 racial bonus to Climb checks due and grace and can hover, motionless, LEAF-BEARERS
to its six legs providing increased indefinitely if needs be. One or more
stability. injector spheres might easily be Tiny Fey
camouflaged unobtrusively among the
weapon-heads of a dire flail mounted Hit Dice: ½d6+4 (5 hp)
INJECTOR SPHERE on a wall. Initiative: +4 (+4 Dex)
Speed: 20 ft., fly 60 ft. (perfect)
Diminutive Construct Combat AC: 19 (+2 size, +4 Dex, +2 natural,
An injector sphere’s only method of +1 leaf-sword as shield), touch 16,
Hit Dice: ½d10 (2 hp) attack is slamming into an opponent. flat 15
Initiative: +3 (Dex) If the sphere was filled with poison, Base Attack / Grapple: 0 / -11
Speed: Fly 30 ft. (perfect) its slam also injects that poison into Attack: Stinger +6 melee (1d2-3
AC: 27 (+4 size, +3 Dex, +10 its victim. plus poison) or Leaf-Sword +6 melee
natural), touch 17, flat 24 (1d4-3)
Base Attack / Grapple: +0 Full Attack: Stinger +6 melee (1d2-
/ -13 3 plus poison) and Leaf-Sword +6
Attack: Slam +3 melee melee (1d4-3)
(1d3-1 plus poison) Space/Reach: 2½ ft. / 0 ft.
Full Attack: Slam +3 melee Special Attacks: Poison
(1d3-1 plus poison) Special Qualities: SR 16, Speak
Space/Reach: 1 ft. /0 ft. with insects
Special Attacks: Poison Saves: Fort +1, Ref +6, Will +3
Special Qualities: Abilities: Str 5, Dex 19, Con 12,
Construct, hardness 10 Int 12, Wis 13, Cha 9
Saves: Fort +0, Ref +3, Skills: Craft (any one) +5, Escape
Will +0 Artist +8, Hide +16, Listen +5,
Abilities: Str 8, Dex 17, Search +5,
Con —, Int —, Wis 10, Spot +9*, Survival +5
Cha 1 Feats: Toughness, Weapon Finesse
Skills: — (leaf-sword) #, Weapon Finesse
Feats: — (stinger) #
Environment: Any land Climate/Terrain: Temperate and
and underground warm forest
Organisation: Solitary Organisation: Gang (2-4), band
Challenge Rating: 1 (6-11), or tribe (20-80)
Treasure: None Challenge Rating: 1
Alignment: Always neutral Treasure: No coins; 50% goods;
Advancement Range: — 50% items
Poison (Ex): Injector spheres can be Alignment: Usually chaotic
Injector spheres are simple constructs filled with any type of injury-type or neutral
often used as guardians or attack contact poison. Each sphere holds Advancement Range: 1-3 HD (Tiny)
forces. Each injector sphere enough poison for 10 doses, after
looks somewhat like the head of a which it must be refilled. Common # Racial feat
morningstar or dire flail: a 2-inch, poisons used in injector spheres
metal sphere with numerous spines include black lotus extract, bloodroot, The mysterious leaf-bearers are a
projecting out in all directions. One blue whinnis, deathblade, dragon strange race of fey bearing more
section of the sphere unscrews, bile and greenblood oil. See Core than the usual quota of insectoid
revealing a hollow interior into which Rulebook II for details on these features: while many races of fey
poison can be poured. poisons. have dragonfly or butterfly wings and
59
leaf-bearers not only Full Attack: 7 Tentacles +1 melee
creates a swordlike (poison)
edge along the leaf’s Space/Reach: 10 ft. / 5 ft.
exterior but also Special Attacks: Poison, levitation,
hardens it enough swallow whole
that it can be used Special Qualities: Vermin,
alternately as either blindsight, immune to bludgeoning
sword or shield. (In weapons, cold resistance 10
the latter case, the Saves: Fort +1, Ref -1, Will +0
leaf-sword grants Abilities: Str 13, Dex 9, Con 12, Int
a +1 shield bonus —, Wis 10, Cha 10
to the leaf-bearer.) Skills: Hide +11*, Move Silently
Leaf-swords are held +7*
by the leaf’s stem, Feats: —
which is similarly Environment: Any land, water or
hardened in the underground
process and used as Organisation: Solitary or colony
a hilt. Leaf-swords (2-7)
have no crossguards Challenge Rating: 2
and the leaf-bearers Treasure: None
use no scabbards Alignment: Always neutral
for these weapons. Advancement Range: 3-4 HD
antennae, the leaf-bearers sport not Most leaf-swords are (Large), 5-6 HD (Huge)
only a set of dragonfly wings but a about 6 inches long and can easily
head to match and a long, insectoid be mistaken for mere leaves unless Levitator jellies are an unusual type
tail equipped with a poisonous examined closely. of jellyfish with the ability to travel
stinger. They get their name from the through the air as effortlessly as
weapons they make and use: razor- Poison (Ex): Stinger, Fortitude save they move through the sea. Like
sharp swords made from magically (DC 11) or suffer the equivalent many jellies, they are virtually
hardened leaves. Leaf-bearers stand of the effects of a suggestion spell translucent, although levitator jellies
a little over a foot tall and have two- for the next 1d6 minutes. Leaf- have vertical rows of knobs on their
foot wingspans. bearers enjoy suggesting things to cap-like upper bodies and along their
their victims that make them appear dangling tentacles that flash with
Despite their insectoid heads, leaf- foolish: doing a handstand, rubbing bioluminescence when they use their
bearers can speak both Common mud on their faces, singing bawdy magical abilities.
and Sylvan perfectly, although songs or simply ‘dancing around like
they can also talk to insects of all a fairy’. Their chaotic natures cause A levitator jelly has a 5-foot,
types at will. (Treat this as a speak them to revel in the discomfort of umbrella-shaped upper body, which
with animals spell affecting insects others but they are not unduly vicious houses its expandable stomach and
instead of animals.) Leaf-bearers are in their pranks unless angered. reproductive organs. From this hang
much more intelligent than might be seven lumpy tentacles of irregular
assumed at first glance; many shrug Skills: *Leaf-bearers gain a +4 racial length, spaced roughly equidistant
them off as some sort of magical bonus to Spot checks due to their around the rim of its body. The
insect, never suspecting their true multifaceted eyes, which are geared tentacles average some ten feet long
natures. toward detecting movement. and are highly manoeuvrable. The
jelly uses its tentacles to ‘steer’ its
Combat flight through the air or passage
Leaf-bearers are excellent combatants LEVITATOR JELLY through the sea but it is highly
for creatures of their size. Their susceptible to air and water currents.
primary method of attack is with their Large Ooze
envenomed stingers but they train Combat
long and hard with their leaf-swords Hit Dice: 2d8+2 (11 hp) A levitator jelly’s seven tentacles are
as well. A leaf-sword is made from Initiative: -1 (Dex) each covered in thousands of tiny
a wide, rounded leaf that comes to Speed: Fly 20 ft. (clumsy), swim 20 barbs. The touch of a tentacle causes
a point. (The leaves of elms, beech, AC: 8 (-1 size, -1 Dex), touch 8, flat a stinging sensation and the transfer
chestnut oaks, birches, alders, poplars 8 of poison into the body of the jelly’s
and aspens are common choices.) A Base Attack / Grapple: +1 / +6 victim.
magical process known only to the Attack: Tentacle +1 melee (poison)
60
a creature has Vermin: Levitator jellies are immune
been swallowed to mind-influencing effects.
whole and is
being digested Skills: *Levitator jellies receive a
inside the jelly’s +16 racial modifier to Hide checks
stomach. due to their translucence and a +8
racial modifier to Move Silently
Swallow Whole checks.
(Ex): Levitator
jellies swallow VAPOUR FIEND
their victims
whole only after Large Elemental (Air)
they have fully
succumbed to Hit Dice: 8d8+8 (42 hp)
the effects of the Initiative: +4 (Dex)
jelly’s poison Speed: 30 ft., fly 30 ft. (perfect)
(when their AC: 17 (-1 size, +4 Dex, +4 natural),
Dexterity reaches touch 13, flat 13
0 and they are Base Attack / Grapple: +6 / +12
no longer able Attack: Slam +9 melee (1d8+3 plus
to move). A poison)
jelly can only Full Attack: Slam +9 melee (1d8+3
swallow creatures plus poison)
at least one size Damage: Slam 1d8+3 and poison
category smaller Space/Reach: 10ft. / 10 ft.
than themselves; Special Attacks: Poison, engulf
its expandable Special Qualities: Inhabit corpse,
stomach can hold gaseous form, damage reduction 10/
one Medium- magic
size, two Small, Saves: Fort +3, Ref +10, Will +3
four Tiny, eight Abilities: Str 15, Dex 18, Con 12, Int
Diminutive, 11, Wis 12, Cha 11
or sixteen Skills: Disguise +16*, Hide +6,
Fine creatures. Intuit Direction +7, Listen +7, Move
Poison (Ex): Tentacle sting, Fortitude Swallowed creatures take 1d4 points Silently +18*, Spot +7
save (DC 12); initial and secondary of acid damage each round. Because Feats: Alertness, Flyby Attack,
damage 1d4 Dexterity. of the jelly’s translucent body, its Weapon Finesse (Slam)
victims remain perfectly visible Environment: Any land and
Levitate (Su): At will, a levitator through its skin until completely underground
jelly can levitate any creatures or digested. Organisation: Solitary
objects in contact with any of its Immune to Bludgeoning Weapons Challenge Rating: 5
tentacles. This ability is preceded by (Ex): A levitator jelly’s soft, Treasure: None
a pulse of flashing bioluminescence pliant body absorbs damage from Alignment: Usually neutral evil
generated in the body section and bludgeoning weapons. Slashing and Advancement Range: 9-16 HD
travelling down the tentacles. The piercing weapons do normal damage (Large), 17-24 HD (Huge)
targets are affected as if by a levitate to the jelly and an equal amount of
spell cast by a 3rd level sorcerer. damage to anyone swallowed whole. Vapour fiends are sentient, noxious
Note that unlike the spell, the targets clouds of deadly gas. They are
need not be willing to be levitated. Cold Resistance 10 (Ex): Levitator normally found roaming the eternal
Unwilling victims who make a jellies ignore the first 10 points of skies of the Elemental Plane of Air
successful Will save (DC 12) can cold damage each round. but can be summoned to the Material
avoid the levitation effect. The Plane or pass through interplanar
levitation effect lasts for as long as Blindsight (Ex): A levitator jelly’s gateways of their own will. They
the creature or object remains in entire body is a primitive sensory are frequently found in the service
contact with at least one of the jelly’s organ that can ascertain prey by scent of powerful air elementals or djinni,
tentacles, plus an additional 1d10 and vibration within 60 feet. often performing an assassin’s role
rounds after that. Additionally, the (especially against air-breathers on
levitation effect remains in place after the Material Plane who have offended
their masters).
61
its body. Unlike characteristics of a creature under the
the engulfing effects of a gaseous form spell. It can
attack of more pass through small holes and narrow
substantive openings and has damage reduction
creatures like 10/magic.
oozes, potential
victims cannot Skills: *Vapour fiends receive a
avoid being +10 racial bonus to Disguise checks
engulfed by a when trying to pass themselves off
vapour fiend, as harmless fog and also receive a +8
although they racial bonus to Move Silently checks.
are still allowed
their saving
throw as normal VLAAGH
and can step
away from the Huge Outsider
engulfing vapour
fiend at any Hit Dice: 8d8+48 (84 hp)
time. Initiative: -1 (Dex)
Speed: 30 ft.
Inhabit Corpse AC: 15 (-2 size, -1 Dex, +8 natural),
(Su): A vapour touch 7, flat 15
fiend can Base Attack / Grapple: +8 / +24
compress its Attack: Bite +14 melee (2d6+12)
gaseous body or tongue +5 ranged touch (1d4+8
into the lungs nonlethal)
of a slain victim Full Attack: Bite +14 melee
of Medium-size (2d6+12) or tongue +5 ranged touch
or larger and (1d4+8 nonlethal)
animate it as a Space/Reach: 10 ft. / 10 ft. (20 ft.
While they cannot speak themselves, zombie. While residing inside the with tongue)
vapour fiends understand the corpse, the vapour fiend sees through Special Attacks: Breath weapon,
Common and Auran languages. its eyes, hears through its ears and improved grab, swallow whole
Many also pick up other languages, moves the zombie as if it were its Special Qualities: Outsider
Infernal and Abyssal being quite own body. The zombie has its own Saves: Fort +12, Ref +5, Will +8
common. separate statistics (see Core Rulebook Abilities: Str 26, Dex 9, Con 22, Int
III for the appropriate statistics based 4, Wis 11, Cha 8
Combat upon creature size) but has no self- Skills: Climb +19, Jump +19, Listen
A vapour fiend’s only attacks are will and slaying the zombie has no +8, Move Silently +10, Spot +11
with its own poisonous body. Merely effect upon the vapour fiend other Feats: Iron Will, Point Blank Shot
coming into contact with the noxious than forcing it out of the corpse in (tongue), Precise Shot (tongue)
fumes of a vapour fiend is deadly to search of a new ‘habitat’. Oftentimes Environment: Any land and
those of 3 or less HD. In addition, the first the Player Characters will see underground
a vapour fiend can rotate part of of a vapour fiend is immediately after Organisation: Solitary or colony
its body into a whirlwindlike swirl they slay the ‘zombie’ it inhabited. (2-4)
of spinning vapours and use this A vapour fiend can only animate the Challenge Rating: 8
semisolid airy form to slam into corpse of a body while completely Treasure: 50% coins, double goods,
enemies, causing its poisonous effects ensconced inside its lungs and cannot standard items
at the same time. extend a portion of its gaseous body Alignment: Always chaotic neutral
from its host’s mouth to combat Advancement Range: 9-16 HD
Poison (Ex): Slam or touch, Fortitude enemies. Vapour fiends use animated (Huge), 17-24 HD (Gargantuan)
save (DC 15); effects are as a corpses as ‘living quarters’ and a
permanent cloudkill spell. means of communicating with others, Vlaaghi are giant, toad-like beings
for they can speak out of their host’s native to the Outer Plane of Limbo,
Engulf (Ex): A vapour fiend can mouth while inhabiting it. although they are often encountered
use its gaseous body to completely elsewhere as well. Vlaaghi are squat
engulf several victims at once. It Gaseous Form (Ex): Since the creatures, with short, stumpy front
merely moves over the opponents, vapour fiend’s body is composed legs and fat bellies that drag along
affecting as many as it can cover with of vapours, it shares many
62
the ground Medium-size. (Vlaaghi
when they normally have a +16
walk. Their bonus: +8 as a Strength
hind legs modifier and another
are toad- +8 for being of Huge
like in build size.) If the vlaagh
and can wins it drags its victim
actually 1 foot closer per point
scoot the of difference between
vlaaghi the check results. If
forward at the victim wins, he
a somewhat breaks free. Once the
respectable distance between vlaagh
rate of and victim reaches
movement. 0, the vlaagh makes
Jumping an immediate bite
is possible attack, with the victim
but vlaaghi considered grappled
rarely exert (losing any Dexterity
the effort bonuses to AC).
to do so
unless Vlaaghi also have
absolutely improved grab with
necessary. an initial effect of 1d3 temporary their bite attacks. A
points of Intelligence damage and a vlaagh that successfully bites can
Vlaagh skin is seldom a single colour secondary effect of the loss of 1d4 swallow whole.
or hue but more often a swirling hit points. A vlaagh’s poison gas
miasma of different (often contrasting) is multicoloured and no two blasts Swallow Whole (Ex): A vlaagh can
pigments. Their skin is coarse and of it are likely to bear the same try to swallow a grabbed (bitten)
lumpy, with a twin row of bone-like coloration or have the same effects. victim at least two size categories
ridges running down their backs from A vlaagh can use its breath weapon smaller than it is. To swallow a
their brows to the base of their hips. every 1d4 rounds. creature, the vlaagh must make a
While quite sharp, these bone-spikes successful grapple check. (Vlaaghi
are not used in combat. Improved Grab (Ex): To use this have an overall +16 bonus to grapple
attack, the vlaagh must hit with checks.) Once inside, the victim
Combat its tongue attack. If it gets a hold, takes crushing damage equal to the
Vlaaghi attack with their vicious it begins to drag its victim to its 2d6+12 bite damage and 1d4 acid
bites, often dragging victims into their mouth. In subsequent rounds, damage per round. A swallowed
mouths with their long, sticky tongues. the vlaagh and the victim make creature can cut its way out by using
They also make heavy use of their opposed Strength checks, with each claws or a light slashing weapon to
breath weapon, a cone of poison gas as combatant gaining a +4 bonus per kill the vlaagh from the inside (AC
chaotic and unpredictable as the plane size category above Medium-size or 15).
on which most vlaaghi make their a -4 penalty per size category below
homes. A Huge vlaagh can hold one
Medium-size, two Small, four
Breath Weapon (Su): 30-ft. EFFECTS OF VLAAGH POISON GAS Tiny, eight Diminutive, or
cone of poison gas, Fortitude BREATH WEAPON sixteen Fine creatures in its gut.
save (DC 20). The effects of
the vlaagh’s poison gas are Die Roll Range Ability Affected
variable: each time the vlaagh 01 1 Charisma
uses its breath weapon roll a d20 02-03 1d2 hit points
four times on the chart below 04-07 1d3 Strength
to determine how much of what 08-12 1d4 Constitution
attributes are affected. 13-16 1d6 Dexterity
17-18 1d8 Intelligence
As an example, if the four 19-20 2d4 Wisdom
d20 rolls were 6, 17, 12 and
3, the poison gas would have
WORKING FOR YOUR
BUSINESS

BETTER COMBAT THROUGH


TECHNOLOGY
64

Behind the Scenes


A new Babylon 5 scenario for 3-5 Pookajoo & Lizard
beginner level characters

General
Plot
It is well known in
Downbelow that heavy
gambling surrounds the
activities of the Mutai. As
long as it is not brought
to the arena, the Muta-Do
and Mutari tend to keep an
‘out of sight, out of mind’
attitude. Lately, though, there
seems to be something more
going on. On more than
one occasion, a combatant
has ignored the rules of
fair combat and continued
attacking an opponent once
he is down. The offending
combatant has been described
by onlookers as frenzied and
almost impossible to control.
to the bottom of the source of the xenobiologist. The casualties from
It appears to be more than battle rage.
problems in the Mutai may garner these incidents is causing grief in
Similar reports of such uncontrolled
more information than one would Medlab as well, using up valuable
violent behaviour are coming from
expect. Keep your ear to the ground. resources and tying up personnel.
other places on the station. Isolated
incidents of violence are not
Diplomat: Only a certain few alien Soldier: Now that Walker Smith
uncommon on Babylon 5, but there
races seem to be exhibiting symptoms has won the right for humans to
seems to be a common thread to the
of these violent rages. If the diplomat participate in the Mutai, an occasional
manner of these attacks. The players
represents one of these worlds, he Gropo visiting the station tries to
must find out what is causing the
will want answers before issues of make a name for himself in the
rages, and then determine how best to
racism compound the problem. Mutai. If he comes up against one
stem the violence.
of these aliens in a rage, he could be
Lurker: The Lurker could be a go- nearly killed. He might want revenge
Getting the between for a bookie, or a bookie for a bad pummelling, or for the
Players Involved himself. The recent turn of events ‘accidental’ death of a friend in the
Almost any character class or race in the Mutai might be slowing down ring.
can take part in this adventure. There betting, thus cutting deeply into the
are many different agendas to be lurker’s means of survival. Telepath: The use of a telepath
followed, and many directions the may come in handy for information
adventure can be taken in. Following Officer: Anyone involved with B5 gathering. While unauthorised
is a breakdown of ways to involve security will have a vested interest in scanning is illegal, it is less likely to
your players in the behind the scenes stopping the violent outbursts, and the be made an issue of in Downbelow.
action of the Mutai. sooner, the better.
Worker: Gambling on the favourite
Agent: Is there an outside influence Scientist: The cause of these alien used to be an almost sure thing in
at work in Downbelow? Getting rages would pique the interest of any the Mutai, but now the winner could
65
be anybody’s guess. You have lost a Big Brawl these dangerous races removed from
bundle on the last few bouts, and you Some of the group could be minding the station altogether. They are citing
want to recoup your losses. their own business, having a social damage to businesses and goods,
drink in a bar, or shopping in the and the driving away of patrons from
What is Going On? Zocalo. They notice an altercation the Zocalo. Although B5 Security is
A research scientist on a remote between an alien and a merchant, hesitant to eject an entire race from
outpost, who was sympathetic to (alien and a bouncer if you use the the station, unofficially the security
Free Mars, was trying to find a tool bar scenario) which quickly escalates teams that have had to break up these
or weapon to support the movement. beyond an ordinary disagreement. brawls wouldn’t miss them very
He stumbled across a substance Soon people are ducking for cover much.
that, in a select few alien races, and the alien is flinging security
acts much like PCP does to humans personnel around like ragdolls. Piece of the
(impervious to pain, progressing to Security has to resort to morph gas to
bring the perpetrator under control. Action
violent outbursts). The discovery The scientist (biochemist) is dealing
happened by accident. He was testing Unfortunately the gas also knocked
out several of the merchants and with an intermediary such as
something completely different, and Na’Grath for setting up the rigged
an alien in the control group reacted patrons on the Zocalo. If in a bar,
all patrons will likely be rendered fights. He also has a courier for
violently to his placebo, trashing the delivering the substance to the Mutari
scientist’s lab. He could unconscious, unless some have gas
not be subdued, and was
killed.

During the autopsy, the


scientist discovered the
reason for the bizarre
actions of the alien – a
bad reaction to antacid,
a common substance
found in any human
medicine chest. The
incident that destroyed
the lab did so much
damage – including
fire damage – that
the scientist decided
to go underground
with his discovery
and allow himself to
be listed as presumed
dead. He is actually very much alive masks on their person. Needless involved. The unrelated outbreaks
and continuing his research in B5, to say, this has not been fun for the of violent behaviour are occurring
funding his hidden lab in Downbelow players, who were likely caught in because Na’Grath has figured out the
through rigged fights in the Mutai the crossfire. They will want to find properties of the substance, and has
using the alien drug. A small amount out for their own peace of mind, just been marketing it to more than the
of the drug is euphoric, but going just what’s behind the violence. Mutari. There’s money to be made
slightly overboard on the dose turns on several levels here, and greed is
the user psychotic. If they start asking around they will not limited to being a human failing.
find out by talking to staff in the bar
that a couple alien races have been Deal With It
ACT I: making a habit of coming in and
busting up the place of late. There is
If any of the players work for B5
Security or Earth Alliance they will
Getting talk of banning these races from the be ordered to get to the bottom of
club, due to their danger to staff and
Started patrons.
these outbursts immediately, before
things get to crisis level. Earth
These are only some of many
Alliance Intelligence may have
different ways the Games Master can Likewise, merchants on the Zocalo discovered that the researcher did
involved the players in the events: are also talking about petitioning the not die, and they have tracked him
Babylon 5 Advisory Council to have
66
to B5. They will also discuss their discover what agent is reacting
suspicions of his ties to Free Mars. adversely in what races. If anyone There is an awful lot of red tape and
had a background in medicine or material to sift through if the characters
B5 security they may be able to are going to explore the docks. The
Act II: request certain tests be done during Dockers’ Guild is very protective of
an autopsy, or request copies of the their tradesmen, and does not want
Getting to medical records of alien(s) admitted anything done that may compromise
the Bottom to Medlab exhibiting the behavioral their position on the station. It may be
problems they observed earlier in possible to get access to restricted
of Things the bar or on the Zocalo. They can
also poke around the Mutai itself,
shipments or look at ship’s manifests
remembering to always be careful
but it may necessitate some costly
Once your players have taken the bribes and fast talking by the players.
hook, they have to find out who is to respect the etiquette of the Mutai.
involved. This will be tricky. The Checking around Downbelow is
also a possibility, as there are more Just because a bribe has been made,
research scientist doesn’t want to
be found out and suffer death of individuals in that part of the station doesn’t mean that the information given
personality for supporting Free Mars. who would be willing to pass on will be what they have been looking
Na’Grath and his minions don’t want information for a price. As long as for. It may be inaccurate or a complete
to lose their hold on the lucrative that price guarantees anonymity and a fabrication. The players could spend
substance trade. And the Mutai and guarantee of non-reprisal, that is. several hundred creds to gain access
Mutari don’t want the bad publicity to ABC Corp.’s shipping manifest. On
Players should be able to find
that would ensue following the
out fairly easily which races are
it they will find shipments of antacids
exposure of corruption. to Medlab. After taking hours or even
exhibiting the unexplained violent
outbursts. Medlab reports and days to track down the individuals on the
Identifying the scuttlebutt around the Mutai should station responsible for handling ABC’s
suspects give them a pretty good idea. products, they will find that this is a
Having access to Medlab, or a contact Discovering the compound will be legitimate pharmaceutical company that
in Medlab may help the players more difficult, without some medical has done regular business with Medlab
for months. This is not a restricted
substance on B5. The players will
The Mutai is an excellent opportunity for the Games Master to add plenty have to research what the size and
of flavour text to the adventure. All the pomp and formality of the Mutai frequency of a normal shipment is, then
should be described in detail along with the heat of combat. The players’ extrapolate from there what constitutes
adrenaline should be pumping after being immersed in a Mutai bout. an inordinate amount of antacid coming
into Medlab.
The event begins with all different alien species crowding around the
dimly lit ring. A few humans can be seen in the audience, now that Walker
Smith has made human presence in the Mutai acceptable. Vendors will
be wandering around selling yoghtri (fried tree worm that resembles a knowledge or assistance. If they
think to check with the docks, they
pretzel). Banter in a myriad of languages will be going on all around the
may be able to find a manifest for
ring as individuals debate the merits and flaws of their favourites. an unusual quantity of antacid being
shipped to B5. A bit more detective
The lights go up and the Muta-Do strides into the centre of the ring. He work will get them the name of a lab
introduces each combatant: ‘Into the Sands of Blood comes Drakh of the tech that signed for the order. He
Drazi, bravest of his race. Drakh would now step into a spotlight at one was bribed to redirect the shipment to
corner of the ring. The Muta-Do then introduces the opponent in the same sources Downbelow, who then got it
fashion. Each combatant’s fans will be chanting his name. The Muta-Do into the hands of either the research
drops his baton between the combatants. They face each other, raise scientist or Na’Grath.
their hands to shoulder height, then clasp fingers in front of their chest
The characters will want to spend
briefly, and come out fighting. There are no rounds, no rules, and the
time in and around the Mutai learning
winner is whoever remains standing. The Muta-Do proclaims the winner about its unique culture. Purchasing
by touching him with his ceremonial baton. The loser is then dragged out admission to a fight is not difficult,
of the Mutai by his associates. unless they want to get into a Sho’Rin
match, then tickets will be hard
67

to acquire, and expensive. If they Speed: 30 ft. Saves: Fort +2, Ref +4, Will +7
attend three or four Mutai combats DV: 10 Abilities: Str 10, Dex 13, Con 13, Int
and are perceptive, they will be able Attacks: +1 melee or +2 ranged 18, Wis 16, Cha 15.
to pick out a couple regular faces in Saves: Fort +3, Ref +0, Will +4 Skills (Scientist): Computer Use
the crowd. One is Ta’Leen, a Brakiri Abilities: Str 8, Dex 10, Con 11, Int 13, Concentration 8, Medical
fence for redirected goods, the other 14, Wis 15, Cha 13 15, Knowledge (Pre’lek) 7,
is Mike Adams, a Medlab tech who Skills: Appraise 10, Bluff 10, Sense Knowledge (Free Mars) 7,
is betting heavily and winning quite Motive 10, Spot 7, Gather Info 8, Spot 10, Technical(Toxicology)
regularly on the Mutai. Ta’Leen will Hide 5, Listen 7,Pick Pocket 5 13, Technical(Chemistry) 13,
be seen more often than not hovering Feats: Iron Will, Run, Endurance Technical(Pharmacology) 13.
around the winner’s corner of the Racial Bonuses: Darkvision 60 ft., Skills (Agent): Bluff 7, Disguise 7,
ring. No fortitude penalty in hot conditions Escape Artist 6, Hide 6, Listen 8,
Move Silently 5, Sense Motive 7,
Talking to the Sho’Rin or the Muta- Ta’Leen is a fence for redirected Search 11.
Do will be very difficult and not very goods. He’s the one who makes Feats: Contacts (Free Mars), Skill
productive. The Sho’Rin will not sure the occasional case of antacid Focus +3 (Chemistry), Resist Scan,
entertain the thought of corruption in goes missing between the docks and Iron Will.
the Mutai. The Muta-Do is hard to Medlab, and ends up Downbelow.
gain an audience with. When he is What the research scientist doesn’t Dr. Cary sees his discovery as a
not sitting in judgement over a bout, know is that he is not getting all of noble effort to further the cause
he will be overseeing practice in the what he’s been paying for. Ta’Leen of the Free Mars movement. He
Mutai training facility where only has been providing enough antacid knows he is going to be found some
Mutari are allowed to enter. If the to him to prevent him from being day, but he has spent all his time
characters can gain his ear, he will suspicious of any other wrongdoing. hidden Downbelow since coming
give them his blessing to conduct The rest of the drug is being sold to to the station. He has no idea that
their investigation into the drugging Na’Grath’s syndicate for distribution. authorities have found he’s not dead,
issue. He will deny any involvement Ta’Leen will not name names, but nor that they’re tracking him here
with the characters if he is confronted another fence looking to poach to B5. As far as the antacid goes,
with evidence or is asked to speak out Ta’Leen’s turf will be more than he believes that it is being used as
against another Mutari. happy to implicate Ta’Leen. a performance enhancing drug in
the Mutai, and that it is being used
Following are some of the individuals Dr. Douglas Cary by the athletes as responsibly as
they may use for information: 5th Level Scientist, 1st Level Agent possible. He is not concerned that
Hit Points: 15 overdoses or black marketing of
Ta’Leen Initiative: +1 the antacid has been going on, or
3rd Level Brakiri Lurker (Fence) Speed: 30 ft that portions of his supply are being
Hit Points: 11 DV: 14 usurped for the black market. He
Initiative: +0 Attacks: +2 melee or +3 ranged staunchly defends the rights of Free
68
Mars without fear. If he suspects his 12, Wis 12, Cha 10 back into the ring as he is making
operation is in jeopardy, he will use Skills: Concentration +6, Hide +4, a lot of money for his underworld
his Free Mars contacts to get him off Intimidate +6, Move Silently +5, backers. (Hurr racial information
the station immediately. Better to run Tumble +6 courtesy of the Encyclopaedia
to another outpost and continue his Feats: Great Fortitude, Improved Xenobiologica by Christopher Russa)
research for Free Mars than to suffer Initiative, Weapons Focus (Unarmed
the consequences of staying on B5 Combat) Mike Adams
and getting caught. He’s a gadgeteer, 1st Level Human Scientist (Medlab
and carries things on his person all The Pre’lek are bipedal reptiloids Tech)
the time to help him escape, such as with prehensile head-tentacles. There Hit Points: 7
tear gas, smoke bombs and paralysing are two Pre’lek ‘sexes’: neuter and Initiative: +2
neurotoxins. If he suspects his fertile. The neuters, called Pre’leki, Speed: 30 ft.
operation is in jeopardy, he will use dominate Pre’lek culture. They DV: 12
his Free Mars contacts to get him off control all aspects of life. Vashka is Attacks: +0 melee or +2 ranged
the station immediately. of the Pre’leki and views combat in Saves: Fort +1, Ref +2, Will +1
the Mutai as a way to enlighten other Abilities: Str 10, Dex 14, Con 12, Int
Drahk alien races regarding the Pre’lek’s 15, Wis 9, Cha 15
6th level Soldier/4th Level Drazi culture, as they are a very minor Skills: Bluff +4, Computer Use
Mutari race in the League of Non-Aligned +6, Concentration+5, Forgery +4,
Hit Points: 38 Worlds. Vashka is exhibiting signs Knowledge (Lurkers) +6, Medical +6,
Initiative: +1 of the antacid rages, but so far he is Profession (MedTech) +3, Search +4,
Speed: 30 ft. keeping it mostly under control in the Sense Motive +1,Technical (Drugs)
DV: 15 Mutai. (Pre’lek racial information +6
Attacks: +14/+9 melee or +11/+6 courtesy of the Encyclopaedia Feats: Contact (Underworld), Alien
ranged Xenobiologica by Christopher Russa) Anatomy
Saves: Fort +12, Ref +5, Will +3
Abilities: Str 18, Dex 12, Con 16, Int G’Tok Unsatisfied with his position, Adams
10, Wis 8, Cha 10 6th level Soldier /2nd Level Hurr jumped at the chance to increase his
Skills: Balance+4, Climb +4, Mutari bank account for very little effort
Concentration +6, Hide +2, Hit Points: 32 when approached by agents of
Intimidate+6, Jump +2 Initiative: +2 Na’Grath. He may or may not offer
Feats: Toughness, Weapon Focus Speed: 30 ft information to the players, depending
(Unarmed Combat), Endurance, DV: 18 on how they approach him. He is
Dense Scales Attacks: +10/+5 melee or +10/+5 likely more afraid of reprisal from the
ranged underground thugs for exposing them,
He was prepared to challenge the Saves: Fort +9, Ref +8, Will +3 than he would be afraid of losing
Sho’Rin a month ago, but then Drahk Abilities: Str 15, Dex 14, Con 15, Int his Medlab position. If the players
started losing bouts to opponents he 12, Wis 9, Cha 14 have no other way to gain access to
should have walked over. Since that Skills: Balance +6, Concentration +6, medical records, some veiled threats
time, he has been accused of throwing Hide +2, Intimidate +9, Listen +2, to Adams should get the information
matches, and he has been trying to Move Silently +5 they need. If they can access his bank
clear his name. He can share his Feats: Lightning Reflexes, Skill account, they will find that he has
suspicions about drugging with the Focus (Intimidate), Toughness about 2,400 creds on hand – almost
players, and can point out Mutari who 1,000 more than someone of his
are likely using the antacid. As a member of the Hurr race, position should be banking.
G’Tok is typical of their barbaric,
Vashka powerful and warlike nature. Marty Green
6th level Soldier/2nd Level Pre’lek Humanoid in appearance, the Hurr 4th Level Worker
Mutari are distinguished by their four Hit Points: 19
Hit Points: 30 nostrils. The Hurr are a people Initiative: +0
Initiative: +5 that are physically dangerous Speed: 30 ft.
Speed: 30 ft. and untrustworthy. Victory and DV: 11
DV: 15 dominance is everything in their Attacks: +3 melee or +2 ranged
Attacks: +11/+6 melee or +9/+4 culture and politics. G’Tok has been Saves: Fort +5, Ref +1, Will +2
ranged taking more and more antacid to Abilities: Str 12, Dex 11, Con 12, Int
Saves: Fort +11, Ref +5, Will +5 improve his prowess in the Mutai. 15, Wis 13, Cha 14
Abilities: Str 16, Dex 13, Con 15, Int His rages have killed at least one Skills: Computer Use +6, Drive +5,
opponent but he has been allowed
69

Knowledge: Shipping and Receiving


+9, Spot +7, Climb +5, Appraise +9,
From Here Red Herring
If the Games Master wants to give
Gather Info +6, Search +7, Listen the players more to work on, he can
What direction the characters take
+10 throw this plot twist into the scenario.
is entirely up to themselves and the
Feats: Data Access, Alertness Although the Muta-Do has declared
Games Master. Some concepts are:
humans are allowed to fight in the
A dock worker and member of the Mutai as brothers, there is still a lot of
Blackmail: Anyone on the inside
Dockers’ Guild. Marty was involved prejudice and in some cases outright
track is not going to want their
in the July 2258 strike and will be hostility towards human involvement.
involvement exposed, especially if on
less than forthcoming with anyone Any human character that is too
the surface they have a position on
identified with Earth Central. If obvious asking questions and poking
B5 such as security, cargo or medical.
anyone mentions the Rush Act in around the Mutai may find him at the
The characters might want to keep
his presence, the characters might wrong end of a poison dart or dagger.
their involvement in their back pocket
as well forget about getting any The assassination attempt should not
so to speak, in case they need to use
help from him. The same goes kill the character, but it will put him
the source in the future.
for anyone approaching him in a out of commission for awhile. Now
Babylon 5 Security uniform. He the players have to decide if they
Income: There is a lot of money to
does pride himself on doing his job want to pursue this assassin. Does
be made both in the Mutai and in the
well and efficiently. He and his co- the assassin know something they
trade of the substance. Why not take
workers are loyal and appreciate need to know? Can he lead them to
a piece of the pie?
what Commander Sinclair has done information about the antacid trade?
to improve their working conditions. Prestige: Do the right thing, expose
Marty may let a character look over Finding the assassin and bringing him
all the criminals and make a name
his shoulder at shipping documents, to justice, or at least to the attention
for yourself on the station. But is it
but he will not let anyone remove any of Babylon 5 Security is about all
worth making enemies Downbelow?
paperwork or property from the docks the players will be able to do. The
without proper ID and signatures. assassin has no other motive than
prejudice against humans entering the
Mutai.
70
Mongoose Publishing
Product List
To purchase direct please go to the mail order page on www.mongoosepublishing.com

The Slayer’s Guides Sovereign Magic - Mastery of the Land (MGP1022)


Slayer’s Guide to Amazons (MGP0005) ISBN: 1-904577-55-5 $14.95
ISBN: 1-903980-07-0 $9.95
Slayer’s Guide to Trolls (MGP0008) Encyclopaedia Divine
ISBN: 1-903980-24-0 $9.95 Fey Magic – Seeking the Reverie (MGP1007)
Slayer’s Guide to Dragons (MGP0009) ISBN: 1-903980-30-5 $14.95
ISBN: 1-903980-27-5 $19.95
Slayer’s Guide to Orcs (MGP0010) The Collector’s Series
ISBN: 1-903980-34-8 $9.95 The Quintessential Fighter (MGP4001)
Slayer’s Guide to Rules Lawyers (MGP0011) ISBN: 1-903980-09-7 $19.95
ISBN: 1-903980-36-4 $9.95 The Quintessential Rogue (MGP4002)
Slayer’s Guide to Duergar (MGP0014) ISBN: 1-903980-13-5 $19.95
ISBN: 1-903980-56-9 $9.95 The Quintessential Cleric (MGP4003)
Slayer’s Guide to Yuan-Ti (MGP0015) ISBN: 1-903980-19-4 $19.95
ISBN: 1-903980-76-3 $9.95 The Quintessential Wizard (MGP4004)
Slayer’s Guide to Undead (MGP0016) ISBN: 1-903980-23-2 $19.95
ISBN: 1-903980-80-1 $19.95 The Quintessential Elf (MGP4005)
Slayer’s Guide to Harpies (MGP0017) ISBN: 1-903980-28-3 $19.95
ISBN: 1-903980-85-2 $9.95 The Quintessential Dwarf (MGP4006)
Slayer's Guide to Kobolds (MGP0018) ISBN: 1-903980-33-X $19.95
ISBN: 1-903980-98-4 $9.95 The Quintessential Monk (MGP4007)
Slayer's Guide to Derro (MGP0019) ISBN: 1-903980-40-2 $19.95
ISBN: 1-904577-04-4 $9.95 The Quintessential Witch (MGP4008)
Slayer's Guide to Goblins (MGP0020) ISBN: 1-903980-47-X $19.95
ISBN: 1-904577-16-4 $9.95 The Quintessential Psychic Warrior (MGP4009)
Slayer's Guide to Games Masters (MGP0021) ISBN: 1-903980-55-0 $19.95
ISBN: 1-904577-25-3 $9.95 The Quintessential Druid (MGP4010)
Slayer's Guide to Giants (MGP0022) ISBN: 1-903980-66-6 $19.95
ISBN: 1-904577-34-2 $19.95 The Quintessential Samurai (MGP4011)
Slayer's Guide to Demons (MGP0023) ISBN: 1-903980-75-5 $19.95
ISBN: 1-904577-39-3 $19.95 The Quintessential Paladin (MGP4012)
Slayer's Guide to Titans (MGP0025) ISBN: 1-903980-79-8 $19.95
ISBN: 1-904577-65-2 $19.95 The Quintessential Psion (MGP4013)
Slayer's Guide to Elementals (MGP0026) ISBN: 1-903980-84-4 $19.95
ISBN: 1-904577-79-2 $19.95 The Quintessential Barbarian (MGP4014)
ISBN: 1-903980-92-5 $19.95
Encyclopaedia Arcane The Quintessential Bard (MGP4015)
Constructs – It Is Alive (MGP1004) ISBN: 1-903980-97-6 $19.95
ISBN: 1-903980-18-6 $14.95 The Quintessential Gnome (MGP4016)
Battle Magic – The Eldritch Storm (MGP1005) ISBN: 1-904577-03-2 $19.95
ISBN: 1-903980-21-6 $14.95 The Quintessential Sorcerer (MGP4017)
Elementalism – Primordial Power (MGP1008) ISBN: 1-904577-13-X $19.95
ISBN: 1-903980-35-6 $14.95 The Quintessential Drow (MGP4018)
Chronomancy – The Power of Time (MGP1009) ISBN: 1-904577-19-9 $21.95
ISBN: 1-903980-42-9 $14.95 The Quintessential Ranger (MGP4019)
Enchantment – Fire in the Mind (MGP1010) ISBN: 1-904577-24-5 $21.95
ISBN: 1-903980-49-6 $14.95 The Quintessential Halfling (MGP4020)
Star Magic – Wisdom of the Magi (MGP1011) ISBN: 1-904577-42-3 $21.95
ISBN: 1-903980-57-7 $14.95 The Quintessential Half-orc (MGP4021)
Illusionism – Smoke and Mirrors (MGP1012) ISBN: 1-904577-38-5 $21.95
ISBN: 1-903980-68-3 $14.95 The Quintessential Human (MGP4022)
Crossbreeding – Flesh and Blood (MGP1013) ISBN: 1-904577-48-2 $21.95
ISBN: 1-903980-91-7 $14.95 The Quintessential Chaos Mage (MGP4023)
Dragon Magic – Power Incarnate(MGP1014) ISBN: 1-904577-54-7 $21.95
ISBN: 1-903980-93-3 $14.95
Divination – All Seeing Eye (MGP1015) Advanced Tactics
ISBN: 1-903980-99-2 $14.95 The Quintessential Fighter II (MGP4401)
Conjuration – Bell, Book and Candle (MGP1016) ISBN: 1-904577-67-9 $21.95
ISBN: 1-904577-09-1 $14.95 The Quintessential Rogue II (MGP4402)
Familiars – Crouching Monkey, (MGP1017) ISBN: 1-904577-70-9 $21.95
Hidden Toad
ISBN: 1-904577-14-8 $14.95 Cities of Fantasy
Blood Magic - Oaths and Sacrifice (MGP1018) Stonebridge – City of Illusion (MGP5004)
ISBN: 1-904577-21-0 $14.95 ISBN: 1-903980-82-8 $14.95
Tomes & Libraries (MGP1019) Sheoloth - City of the Drow (MGP5005)
ISBN: 1-904577-21-0 $14.95 ISBN: 1-904577-20-2 $34.95
Components & Foci (MGP1020)
ISBN: 1-904577-43-1 $14.95 Mongoose Pocket Player's Handbook (MGP2220)
Abjuration - Shielded by Sorcery (MGP1021) ISBN: 1-904577-66-0 $19.95
ISBN: 1-904577-64-4 $14.95
71
Classic Play Rookie’s Guide to Brit-Cit (MGP7010)
Book of Strongholds & Dynasties (MGP8801) ISBN: 1-903980-62-3 $19.95
ISBN: 1-904577-41-5 $34.95 Target: Mega-City One (MGP7011)
Book of Dragons (MGP8802) ISBN: 1-903980-63-1 $9.95
ISBN: 1-904577-50-4 $34.95 Rookie’s Guide to Crazes (MGP7012)
Book of Encounters & Lairs (MGP8803) ISBN: 1-903980-72-0 $14.95
ISBN: 1-904577-63-6 $34.95 Rookie’s Guide to the Undercity (MGP7015)
Book of Adventuring (MGP8804) ISBN: 1-903980-74-7 $14.95
ISBN: 1-904577-68-7 $34.95
Slaine, the Roleplaying Game of Celtic Fantasy
Supplementary Rulebooks Slaine RPG (MGP8001)
Ultimate Prestige Classes (MGP9001) ISBN: 1-903980-46-1 $34.95
Volume One Tir Nan Og (MGP8002)
ISBN: 1-903980-50-X $34.95 ISBN: 1-903980-53-4 $19.95
Ultimate Feats (MGP9002) The Invulnerable King (MGP8003)
ISBN: 1-903980-67-4 $34.95 ISBN: 1-903980-54-2 $19.95
Ultimate Equipment Guide (MGP9003) The Fir Domain (MGP8004)
ISBN: 1-903980-81-X $34.95 ISBN: 1-903980-64-X $9.95
Ultimate Games Designer's (MGP9004) Teeth of the Moon Sow (MGP8005)
Companion ISBN: 1-903980-65-8 $19.95
ISBN: 1-904577-00-8 $34.95 The Sessair (MGP8006)
Ultimate Arcane Spellbook (MGP9005) ISBN: 1-903980-78-X $9.95
ISBN: 1-904577-15-6 $34.95 The Ragnarok Book (MGP8007)
Ultimate Character Sheet (MGP9006) ISBN: 1-903980-77-1 $19.95
ISBN: 1-904577-32-6 $4.95 The Way of the Horned God (MGP8008)
Ultimate Prestige Classes (MGP9007) ISBN: 1-903980-83-6 $19.95
Volume Two The Tribe of Shadows (MGP8009)
ISBN: 1-904577-35-0 $34.95 ISBN: 1-903980-94-1 $9.95
Ultimate Monsters (MGP9009) The Finians (MGP8010)
ISBN: 1-904577-56-3 $34.95 ISBN: 1-904577-80-6 $9.95
Ultimate Character Concepts (MGP9011)
ISBN: 1-904577-81-4 $34.95 Armageddon 2089 – Total War
Armageddon 2089 RPG (MGP1201)
Power Classes ISBN: 1-903980-95-X $44.95
Assassin (MGP1101) War Machines of 2089 (MGP1202)
ISBN: 1-903980-58-5 $2.95 ISBN: 1-903980-96-8 $24.95
Gladiator (MGP1102) Earth 2089 (MGP1203)
ISBN: 1-903980-59-3 $2.95 ISBN: 1-904577-02-4 $24.95
Exorcist (MGP1103) Behind Enemy Lines - Kazakhstan (MGP1204)
ISBN: 1-903980-60-7 $2.95 ISBN: 1-904577-11-3 $24.95
Noble (MGP1104) Armoured Companies (MGP1205)
ISBN: 1-903980-61-5 $2.95 ISBN: 1-904577-01-6 $24.95
Knight (MGP1105) The High Frontier (MGP1207)
ISBN: 1-903980-87-9 $2.95 ISBN: 1-904577-29-6 $21.95
Artificer (MGP1106) The Soldier's Companion (MGP1206)
ISBN: 1-903980-88-7 $2.95 ISBN: 1-904577-22-9 $21.95
Hedge Wizard (MGP1107)
ISBN: 1-903980-89-5 $2.95 The Babylon 5 Roleplaying Game
Explorer (MGP1108) Babylon 5 RPG (MGP3330)
ISBN: 1-903980-90-9 $2.95 ISBN: 1-904577-11-3 $44.95
Pirate (MGP1109) Fiery Trial (MGP3331)
ISBN: 1-904577-05-9 $2.95 ISBN: 1-904577-12-1 $24.95
Alchemist (MGP1110) Coming of Shadows (MGP3332)
ISBN: 1-904577-06-7 $2.95 ISBN: 1-904577-18-0 $24.95
Cabalist (MGP1111) The Earth Alliance (MGP3333)
ISBN: 1-904577-07-5 $2.95 ISBN: 1-904577-23-7 $34.95
Fool (MGP1112) Minbari Federation (MGP3334)
ISBN: 1-904577-08-3 $2.95 ISBN: 1-904577-26-1 $34.95
Point Of No Return (MGP3335)
The Judge Dredd Roleplaying Game ISBN: 1-904577-30-X $24.95
Judge Dredd RPG (MGP7001) Centauri Republic (MGP3336)
ISBN: 1-903980-31-3 $39.95 ISBN: 1-904577-46-6 $34.95
Rookie’s Guide to (MGP7002) Narn Regime (MGP3337)
the Justice Department ISBN: 1-904577-52-0 $34.95
ISBN: 1-903980-32-1 $14.95
Rookie’s Guide to Block Wars (MGP7003) Macho Women with Guns Roleplaying Game
ISBN: 1-903980-37-2 $14.95 Macho Women with Guns RPG (MGP1400)
Mega-City One’s Most Wanted (MGP7004) ISBN: 1-904577-33-4 $34.95
ISBN: 1-903980-38-0 $9.95
Rookie’s Guide to Psi-Talent (MGP7006) OGL Roleplaying Games
ISBN: 1-903980-44-5 $17.95 CyberNet RPG (MGP6601)
The Sleeping Kin (MGP7007) ISBN: 1-904577-61-X $39.95
ISBN: 1-903980-45-3 $9.95 Horror RPG (MGP6602)
Rookie’s Guide to (MGP7008) ISBN: 1-904577-73-3 $39.95
Criminal Organisations
ISBN: 1-903980-51-8 $14.95 Conan the Roleplaying Game
Russian Roulette (MGP7009) Conan the RPG (MGP7701)
ISBN: 1-903980-52-6 $9.95 ISBN: 1-904577-69-5 $49.95
72

DON’T RISK MISSING OUT!


SUBSCRIBE NOW! Subscriber Benefits:
† Guaranteed delivery to your door.
† Two FREE issues.
Signs & Portents gives you: Contact us for
UK£ prices
† Exclusive articles supporting Mongoose products.
† The latest news.
† Previews of forthcoming Mongoose releases.
† Hard copy information for Mongoose customers.
‘I want you to sign up right now, mister!’
† Product expansions.
† Full mail order product list.
Signs & Portents is every roleplayer’s essential monthly
† Gaming reports.
purchase. Back issues are hard to come by so why take the
† Intelligent gaming analyssis.
chance of missing a crucial issue? Take out a subscription to
† All in full colour.
Signs & Portents right now!
And so much more!
Take out a one year subscription today for just $70.99 to the
Follow the link at www.mongoosepublishing.com, phone (+44) 07890 962059 or
US or $76.99 for the Rest of the World. This figure includes
send a cheque to Mongoose Publishing PO Box 1018 Swindon Wiltshire SN3 1DG,
postage. That’s two issues you will get absolutely FREE. UK

Dungeons & Dragons and Wizards of the Coast are trademarks of Wizards of the Coast, Inc. in the United States and other
countries and are used with permission. ‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc. and are
used according to the terms of the d20 System License version 5.0. A copy of this License can be found at www.wizards.com/d20.

OPEN GAME LICENSE Version 1.0a 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to
compatibility, except as expressly licensed in another, independent Agreement with the owner of each
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any
the Coast, Inc (“Wizards”). All Rights Reserved. Trademark or Registered Trademark in conjunction with a work containing Open Game Content except
as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered
1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the
contributed Open Game Content; (b)”Derivative Material” means copyrighted material ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall
including derivative works and translations (including into other computer languages), potation, retain all rights, title and interest in and to that Product Identity.
modification, correction, addition, extension, upgrade, improvement, compilation, abridgment
or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work
means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise that you are distributing are Open Game Content.
distribute; (d)”Open Game Content” means the game mechanic and includes the methods,
procedures, processes and routines to the extent such content does not embody the Product 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License.
Identity and is an enhancement over the prior art and any additional content clearly identified as You may use any authorized version of this License to copy, modify and distribute any Open Game Content
Open Game Content by the Contributor, and means any work covered by this License, including originally distributed under any version of this License.
translations and derivative works under copyright law, but specifically excludes Product Identity.
(e) “Product Identity” means product and product line names, logos and identifying marks 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game
including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, Content You Distribute.
dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses,
concepts, themes and graphic, photographic and other visual or audio representations; names and 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of
descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and any Contributor unless You have written permission from the Contributor to do so.
special abilities; places, locations, environments, creatures, equipment, magical or supernatural
abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with
trademark clearly identified as Product identity by the owner of the Product Identity, and respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation
which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, then You may not Use any Open Game Material so affected.
mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the
associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and
or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the
Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of termination of this License.
this agreement.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be
2. The License: This License applies to any Open Game Content that contains a notice indicating reformed only to the extent necessary to make it enforceable.
that the Open Game Content may only be Used under and in terms of this License. You must affix
such a notice to any Open Game Content that you Use. No terms may be added to or subtracted 15. COPYRIGHT NOTICE
from this License except as described by the License itself. No other terms or conditions may be Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
applied to any Open Game Content distributed using this License. System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet,
Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell,
3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the based on original material by E. Gary Gygax and Dave Arneson.
terms of this License. Traps & Treachery Copyright 2001, Fantasy Flight Inc.
Deadlands d20 Copyright 2001, Pinnacle Entertainment Group, Inc.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors Dragonstar: Starfarer’s Handbook Copyright 2001, Fantasy Flight Inc.
grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this Armageddon 2089: Total War copyright 2003, Mongoose Publishing.
License to Use, the Open Game Content. Warmachines of 2089 copyright 2003, Mongoose Publishing.
Babylon 5 Copyright 2003, Warner Brothers Ltd.
5.Representation of Authority to Contribute: If You are contributing original material as Open Signs & Portents Copyright 2003, Mongoose Publishing.
Game Content, You represent that Your Contributions are Your original creation and/or You have CONAN® and/or CONAN THE BARBARIAN® and related logos, characters, names and distinctive
sufficient rights to grant the rights conveyed by this License. likenesses thereof are trademarks of Conan Properties International LLC unless otherwise noted. All Rights
Reserved. Mongoose Publishing Authorised User.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this Judge Dredd Copyright 2002, Rebellion A/S.
License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You Slaine Copyright 2002, Rebellion A/S.
are copying, modifying or distributing, and You must add the title, the copyright date, and the Macho Women with Guns Copyright 2003, Mongoose Publishing. Original Macho Women with Guns
copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Roleplaying Game Copyright Greg Porter.
Distribute. Lone Wolf Copyright Joe Dever.

You might also like