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In Brief 4
More bits and bobs on what's new

A Few Good Men - Jonathan Turner 9


Jonathan Peach Melba Turner gets the FNI involved in
GDW's Dark Conspiracy
Volume 1, Issue 8
July 1993 The Uniarms Winter Catalogue - David Perry 14
Dave jacks into some new Cyberware, weapons and drugs for 2020
Publisher: Chris Hankins
A Long Night at Long Marrow - Stig 18
Editor: David Renton A Generic Fantasy Scenario, Overland Journey, Miniaures Battle,
Murder Mystery, Plot Outline!
Sub Editor: Dave Halligan
The Felin - Jon Crane 25
Associate Editor: Peter Brown Jon introduces us to the Felin, a new PC/NPC race for the Star Wars
role playing game
Editorial Assistant: Tina Fagan
The Moorlake Ball - Sarwat Chadda 29
Advertising: Dave Halligan The chase is on with this scenario for White Wolf's
Vampire the Masquerade
Design/Typesetting: Stig
Shadowrun & Grimoire Errata -The Folks at FASA 36
Cover Artist: Gary Boyes Hey! Better this than a third edition!
Internal Artists: Bob Corcoran, Wayne
Chisnall, Ralph Horsley. An apology to
Miniature Warriors - Steve Blease 38
Barry Quin for not including him in this Steve waffles some more and gives us the low
section last month. Sorry Barry! down of what's new in miniature

Across a Crowded Bar - Steve Tierney 42


A stopping off place for AD&D® 2nd Edition Characters

Reviews 46
New Material for: Amazing Engine, Over the Edge, Ravenloft, Spelljammer,
RuneQuest, Dark Sun, Blood Berets, Black Death,
Man 'o War, Dark Conspiracy.

Last Writes 56
This month sees the close of the Christianity/Role Playing debate

Club Sandwich 58
Need a club in your area? Try here

Classifieds/Events 59

Postscript - Paul Baldowski 61


Postscript looks at amateur games and what they offer the PBM hobby

Role Player Independent (ISSN No. 0966-7792) is published on the fourth Thursday (or thereabouts) of each month by Symbiosis Publishing Ltd., Symbiosis House, 204 Henwick Road,
Worcester, WR2 SPF. (0905 420760)
While every effort is made to ensure the accuracy of all published material, the publishers do not accept liability for any incorrect statement or errors contained in material from independent
sources or authors. Reproduction in whole or part of any text, artwork, or photograph without the permission of the publisher is strictly prohibited. All views and ideas expressed within the
publication are not necessarily those of the publisher. If anyone does actually bother reading this blurb, I'd just like to say HELLO! We apologise for the delay in the last issue, and hope
nobody's guinea pigs got too upset. Did I spell Guinea Pig right this month? If anybody is reading this please drop a line to Stig, and say Hi! It'll really make my day. Oh well, on with the rest
of the blurb....
Submissions: We welcome articles, scenarios, artwork and photographs, however, Symbiosis Publishing Ltd. cannot be held responsible for the loss or damage to unsolicited material. A
SSAE of adequate size must be included if you wish the material to be returned. All written material must be either double spaced type written on A4 white paper, or provided on 3.5" disc in
ASCII format with hard copy.
Advertising: For information with regard to advertising, contact Symbiosis Publishing Ltd. for an Advertising pack and rate card. Symbiosis Publishing Ltd. cannot be held responsible for
transactions between advertisers and the general public.
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Printed by: Goodhead Heatset Ltd., First Avenue, Royal Portbury Dock, Portbury, Bristol, BS20 9XP (0275) 375381
Distribution:
Newsstand: MMC Ltd., Octagon House, White Hart Meadows, Ripley, Woking, Surrey, GU23 6HR (0483 211222).
Games Trade: Contact Symbiosis Publishing Ltd. for details of games trade distribution.
Subscriptions: Twelve Issues: UK £21.00 (Unemployed/OAP/Students £18.00), Europe £27.79, Elsewhere £48.79. Six Issues: UK £11.00, Europe £14.89, Elsewhere £25.39. Please
make all payments by cheque payable to Symbiosis Publishing Ltd.
Advanced Dungeons and Dragons, AD&D are registered trademarks of TSR inc. Call of Cthulhu is Chaosium's name for its role playing game based on the works of HP Lovecraft and is
their registered trademark. Cyberpunk is the registered trademark of R. Talsorian Games Inc. Vampire-the masquerade is the trademark of White Wolf's Storytelling system. Role Player
Independent recognises the status of all copyrights, trademarks, product names and registered trademarks and the use of the aforementioned within the publication should not be construed
as a challenge to such status. All articles, artwork and photographs contained within the publication are the copyright and sole property of the author/artist. Copyright Symbiosis Publishing
©1993. No part of this magazine may be reproduced in any way without prior permission. Cover: © Gary Boyes.
II
The Dark Door
The Dark Door Murder Mystery group will
be running a Murder Mystery weekend over the
21st August. We're not too sure where it will
take place, but it will be somewhere in the north
Wales. Anyone interested should get in touch
with The Dark Door at: 1 Dolobran Isaf, Pont
Robert, Meiford SY22 6HU, or phone (0938)
04654 for more details or a booking form.

Wizards of the
Coast
Now available from Wizards of the Coast
are lots and lots of Talislanta product namely:
The Talislanta Guidebook 3rd Edition, Tales
of Talislanta, The Primal Order, Talislanta
Geograhica, Scenat of the Beast, Pawns, the
Opening Move, The Archaen Codex,
GDW Talislanta Worldbook, Talislanta Naturalists
Guide, Cyclopedia Talislanta numbers two to
At last, at long last, Traveller the New Era is available in this country (it's been here for about six (Seven Kingdoms, Wilderlands of Zaran,
two weeks now). We first mentioned it in issue one, and then every subsequent issue, but it's here Western Lands, Eastern Lands, Desert
at last. We only hope that it was worth the wait. If you've forgotten what it's all about then here's Kingdoms, respectively), and The Compleat
a brief run down - New Era is set in an infinite universe. The Imperium, Humaniti's most Alchemist.
glorious regime, fell 70 years ago and so its vast area is ready to re-awaken and it's all yours for The Archean Codex is a sourcebook of
the taking. So, what's new? Well, the New Era rules are not limited to a specific campaign advanced magic, legend and lore from the
background. Instead it sets you free to experiment with different styles of play, different forgotten age of Talislanta's history. Included
techniques. The first release for Traveller the New Era is Survival Margin and is out now. is an overview of the Achaen Age, short bios on
Survival Margin includes; selected Traveller News Service articles recording the long slide into famous forgotten age sorcerers, and descriptions
chaos; from the 1116 assassination of Stephon to the 1130 release of the final weapon; a history of many spells, lost books of magic, and artifacts
of the Virus - the artificially intelligent computer life form that changed the face of the Imperium; from that time. It also promises to explain the
an overview of the emergence of the mysterious Star Vikings; and procedures for updating lost art of sorcery for the first time.
Traveller and MegaTraveller player characters to the new system.

Avalon Hill StaffCon '93


StaffCon '93 is a convention based around a
For those of you that are tired of bungee competition using Iron Crown's Rolemaster
jumping Roadkill has just arrived in the system. Supporting the competition game will
country. It promises to contain all the be a wide variety of trade stalls and participation
lethal thrills of a road race without the games. Also making an appearance (the
dangers. Roadkill depicts the futuristic organisers hope) will be author David Gemell.
spectacle of cross-country demolition Competition entry is $25.00 for each five
racing in the 21st century. For 2-6 players person team, this will include lunch for the
it is definitely not your average family entrants. The whole thing takes place on the
games; armoured cars, grenade throwers, 18th of July from 10.00am to 6pm. Admission
smoke screens, razor sharp scythe hubcaps is £2.00 on the door.
ali go to make up the fun that can be had. There are still places left in the team
Weather conditions and terrain also take competition, and the organisers would like to
part in the conspiracy to keep your hear from anyone who would like to contribute
opponents trailing. Also included is the to making StaffCon a success; whether you
advanced game, with rule variations that would like to play games, demonstrate, set up
allow you to customise your own cars a trade stand, or offer something a little visual.
with such non-standard features as 20mm All enquiries should be forwarded to: Chris
Competition cannon and nuclear powered engines.
Shadows on the Borderlands
Grice, C/O SU Office, Stafford University,
Stafford, ST16 0AD, or phone Mike on 0785
Winners (mentioned in RPI#S) after a delay of
two months has finally hit the shelves.
58105.
Winner of the signed copy of King of Sartar
from issue six's competition is: J.G. Wilson of
Edinburgh.
This bulky package contains three ready
to play scenarios and details the labyrinth Misprints
caverns that honeycomb the cliffs of the It has come to our attention that some copies
Winner of the Grenadier figures is: Adam frontier lands that lie along the Valley of of RPI issue seven have repeated page sections.
Liptrot of St Annes, Lanes. Cradles (see review this issue). If anyone has a copy that contains these errors
Will Steve Lillie of London please contact
please return them to Symbiosis Publishing.
RPI.
We will send a correct copy by return of post.

1?J][e P[ayer Inaepenaent Ju[y 1993


II
Palladium Books
Palladium is to produce a role playing supplement based on the works of artists Timothy
Truman and Flint Henry.
A 20 page black and white comic strip kicks off the book to give a flavour of the Wormwood
strips produced by Truman and Henry. A heavily excited Kevin Siembieda states, "The strip
is original and produced specially for the book. Tiin and Flint just came up with this incredible
land of magic and monsters. When they offered me the project, I jumped at it. From the pages I
have seen, the strip and artwork are going to be some of their best!"
Truman and Henry will also be producing many of the illustrations found throughout the book.
"This is their baby more than mine," says Siembieda. "I'm Jetting them develop the world and
run with the concepts, characters and monsters. Flint Henry has a twisted imagination that I can
really get into. As for Tim Truman, I've always loved his art and writing, so it's a pleasure to
Hobbygames Ltd
work with him on a project of this magnitude." Hobbygames, the UK's leading games
distributor, have announced the release of their
The full title of this book is Rifts Dimensions Book One: Wormwood. As the title suggests,
first range of miniatures. Entitled Space
the title is linked to Palladium's Rifts system, but-is an alien dimension and a complete world
Rangers, the set contains fifty finely detailed
environment filled with magic, demonic monsters, tyrants, mystery and conflict.
25mm miniatures moulded in high quality
For those of you that haven't heard the names Truman and Henry before - Tim Truman is
plastic. The box includes ten squad leaders
probably best known for his work on Hawkworld and his epic Scout series. He is also scheduled
each armed with had laser and power sabre,
to work on the second Turok: Dinosaur Hunter mini-series for Valiant.
plus three super heavy weapons per squad of
Flint Henry is probably best known for his work on Grimjack, and is currently involved with
five. rangers. They'll be available in the UK
projects at Marvel.
soon and priced at £10.95 per pack, very
Wormwood looks like a August release fo[the states so add a couple of months on and that's
reasonable. For those of you that are stateside
when we'11 get it in the UK!
the miniatures will be available through
Grenadier Models Inc.
Mayfair FASA Corporation
For those of you Demon players out there,
better watch out; here come the Sentinels.
The first Earthdawn flyers (mentioned in
RPI#6) should be with us now. They're free
Dark Moon
This gives you the opportunity to switch from your local games shop and contain stories
and NPCs for FASA's latest system. Collect all
Publishing
roles and play those most powerful beings
Interactive Fiction Quarterly is a new 'zine

m
of law and order. Your mission is to protect three and you will have your first adventure for
Earth Dawn completely free. out around now from Dark Moon Publishing.
mortals from the overzealous tempters. This Its 40 AS pages
Following on from the Into the Shadows
sourcepack contains new rules, new spells, contain all kinds
trilogy Striper Assassin continues Nyx Smith's
props, a complete adventure and breath story of Striper, who happens to be the hottest of bit� and pie�es I
taking illustrations of various sentinels as hitter to prowl the urban jungle since the on mteract1ve
well as game stats essential to play. Awakening began. Now she's become involved fiction and PBM l'!I@•·. •@•--19 @,.tff•.
,r•fi"'
What can be more dangerous than the in business so dangerous even her shape shifting and, according to �'!;';:· 1
�<'>$:

streets of LA in 2021? Streets Tell Stories abilities may not give her enough edge to the sub-ed, it's a /\>!�:-·
survive. damn good read.
is the first sourcepack campaign developed
If you thought the streets were tough then you Issue one deals
for the Underground world and is paced
should get stuck into the latest adventure for mostly with
with role playing aids. Within you will find sexism in gaming
a 64 page setting of Los Angeles, a 64-page Shadowrun 2nd Edition by Lou Prosperi. A
Killing Glare will leave your runners with and has a very SEX AND SEXISM IN PBM
plot guide providing a series of campaign interesting picture A serious issue? Or Just an excuse to
nowhere to hide (apart from the shadows).
threads, 10 folio sheets for the up and coming
For Battletech we have Battlespace; a new on the front cover. put pictures like these on the cover?
Underground Notebook, 16pages of player system of aerospace combat in the 31st century, £2.00 is the cost,
props, a full colour map of central, south and where JumpShips, DropShips, and WarShips and if you can't find it at your local games store
east Los Angeles, a copy of the USA Alive fight to get the Mechs they carry into battle. drop the people a line at IFQ, BCM Dark Moon,
underground newspaper, prop police ID Fully compatible with Battletech, this system London, WCIN 3XX, or get in touch via
cards, and graft cheques endorsed by brings a new dimension to the war of the future. Compuserv: 100112, 2053.
crooked politicians. Sounds to be well worth Comes with training scenarios, maps, and rules
the money. for creating space freighters and transports.
Don't have any more details on this apart
Guild of Melee &
Undead II: Army of the night is about to
dig its way in to your local games shop. from it will feature lots of new artwork. Dido't
get to give you fuller details of Corporate Files
Magic
These, the most popular of fantasy monsters, The Guild of Melee & Magic have now got
last month so here it is - Wanna know where the
come alive in this Role Aids sourcepack. All a new branch in North West Kent. The new
megacorps bury their secrets? That's for you to
your favourite rib ticklers are here along find out, chummer, but Corporate Files does branch meets every Tuesday from 7pm-l l pm
with a few other slightly unusual undead promise to provide clues. If it's a at the Queen Alexandra Public House, Parish
fiends. In all, over 64 pages of new undead, megacorporation it will be covered in this new Lane, Penge. Nearest station is Penge East
new character classes, new spells, new sourcebook; history, assets, personnel - the (from Victoria). Anyone interested should
magical items, and a completely new whole works. Do be careful though, the corps contact Steve at some time during the evening
would kill to protect this data! on 0622 670 003.
adventure.
Anybody wishing to contact the Guild should
get in touch with Tony Mitton, The Guild Co­
ordinator, 61B Camberwell Road, London SES
OER - Tel: 071-708 1931
'R.{J[e P[ayer Inc£epenc£ent Ju[y 1993
ID
Whit Publications White Wolf Chessex
Recent releases (and those for this month) for New from White Wolf for July is the Chessex have announced the second edition
Ralph Bakshi's Wizards RPG are as follows: Monkeywrench: Pentex. The title's got us of their RPG based on the successful comic
Western Highlands - this is a land of honour baffled so we'll let Renee of White Wolf series Albedo, Anthromorphics. For those of
and ancient mysticism. The Kami look down explain it for us: Some Garou aren't content to you J:-raven't come across first edition Albedo
upon their brethren from 'atop their Great just slash up a few Wyrm creatures, these guys here's a little taster - Albedo is set in an
Plateau. The Douin warn of the coming of want to use their high-tech skills to hit Pentex interstellar society that is in trouble. It gives
Blackwolf and his technology. The Spirit where it hurts. This book is a you t,he opportunity to role play a whole host of
Warriors of the undermountain protect the Monkeywrenchers' guide to Pentex: ruining genetic constructs who, created and abandoned
land from evil. The mysterious Servants of the megacorp's plans, destroying its construction many years ago by humans, have established
Garamund watch over their druidic domain sites, hacking into its computers - everything a their own unique culture. Released at the same
while the War mages of the Bluefolfmaintain Garou needs to put the Wyrm's corporate arm time will be an Albedo 2nd edition adventure
their seclusion from the outside world. The out of business. entitled Zhochaka.
Western Highlands is the third book in the Monkeywrench: Pentex is a cornucopia of
series begun with Montagar and Scortch. It Storyteller material for use in any Werewolf
details life in the Western Highlands of game. It includes: top secret internal Pentex
Halcionia, and contains descriptions of the
various races and their rulers. Also included are
memos, designed as handouts for the
Storyteller, revealing many of the secrets of Task Force Games
a whole array of new weapons and creatures to the corporations, actual blueprints of a Pentex Firstly, I would like to be selfish and thank
use them on! Contains a full adventure entitled office, and a Garou Hacker's diary, detailing TFG on behalf of the RPI team for a couple of
The Lurker Beneath the Waves, which pits many methods for breaking into Pentex's mega­ great nights out in Eindhoven, hope nobody
the players against Blackwolf and his dark computer. minds. Right on with the news - straight from
forces. Superman's best friend Timmy Olsen.
East Elfland is a land of savage and noble Module T: Tournaments is now available
warriors. This is the fourth in the series and for Star Fleet Battles. It provides balanced
follows on from the aforementioned books.
The sourcebook details the many cities and
R. Talsorian Games ship designs, essays and articles about the
game, a new double sided map (full colour
land forms of the East Elflands. The sea is the From the creators of the hit Cyberpunk Star Fleet Battles map on one side, laid out in
domain of the Faeries. This is the land of the RPG comes a new game set in a world where a racing style arena, and a Federation and
Brown Elves. These Faeries have turned from steam punk technology, swashbuckling Empire B&W map on the other side), and two
magic and now wield sub-machine guns and adventure, and high fantasy collide. It's counter sheets... one of which hasn't been
other modem weapons with the ease of a Flashing Blades, blazing guns, Steampunk available since TFG 3500 went out of print
technomancer. The southern border is a hotbed Super weapons, Supernatural Engines, last year! Included in Module T are: The 1993
of fierce Mutant and Faerie skirmishes. The SFB Tournament rules, sixteen tournament
Giants, Dragons, Monsters, Mages, Beautiful
East Elflands are not as inviting as Montagar ships (inc. four new ships), features on judging
Women, Fearless Heroes, Mad Kings, Faerie
or the Western Highlands, and are not for the standards and etiquette, essays on how to run,
weak. A modem weapons supplement and a Lords, DwarvishEngineers, Daring Rescues, promote and play in a SFB tournament, and
full length adventure are included. Many Hair's Breadth Escapes, Truth, Revenge, tournament scenarios for SFB, DF &E, Prime
creatures, some new, some familiar, are also Horror, even some High Romance. It's Directive, and Star Fleet Missions.
included in this 80 page supplement. 20,000 Leagues Under the sea meets Lord Imperial Starfire is going to be a couple of
In the near future we can expect to see Fire of the Rings by the way of Prisoner of months late. It probably won't be arriving in
Island and Technomancy. Fire Island is a Zenda. the UK till late July - hang in there guys!
'classy' folder to store all your character sheets This is all that Talsorian would tell us of There is no news on the finalised release date
and important papers, inside you'll find a full their new game Castle Falkenstein, and, for Prime Directive (the Star Fleet Battles
colour poster of Halcenoia and all its cities and apparently, fantasy role playing will never RPG). It's still in development so Timmy will
a 32 page supplement that focuses on Fire get back to us on that one pretty soon - up, up
be the same again - sounds good!
Island and its inhabitants. Beware, stocks are and awaaaaay!
limited. Technomancy: Technology is said to
be the opposite of Magic, and, like oil and
water, the two cannot mix. Since the book of
magic exists, it is only fair that a book is
Chaosium Inc
dedicated to technology. This 80 page Recent Chaosium releases, such as novels and T-Shirts have indicated that the Oakland based
supplement includes details on equipment, company are expanding their range of products, but we here at RPI think they may be going a little
weaponry, machinery, computers, and all sorts too far with their supposed latest scheme; Charlie Krank (a recent visitor to the RPI office - name
of nasties. Also included is a full length droppers, us, surely not) has been overheard stating that Chaosium are considering producing
adventure that themes itself to finding and Cthulhu Condoms! Whether Mr Krank is pulling our tentacles we don't know (though we
using technology in strange and different ways. suspect he may be). Should they produce such a line, would it fall under the trading name of
Lovecraft? If anyone out there can think of any other unusual items for this line then do tell us,
we probably won't print them, but it'll certainly keep us amused.
LRP Equipment During Charlie's visit to the office we got to see both the new magic system for Pendragon 3rd
David Mundin and Richard Field are involved Edition and Chaosium 's board game, Credo. Both were pre-production copies and so were a little
in the design of masks and prosthetics for film rough around the edges, but the magic system will add something special to Pendragon without
& theatre. Both are avid role players and wish making it just another spell blasting RPG - something that it has never been in the past. Credo
to hear from any LRP groups who may be looks like it's going to be a lot of fun, at the time of writing this we haven't had chance to play
interested in their products. Interested parties it - look out for a review in the next RPI.
should contact David or Richard on 081 861
6041
2?,p[e Pfayer Incfepencfent Ju[y 1993
ew
e
up entirely of empaths. Using this article
Dark Conspiracy referees should be able to
get as much information they need to
incorporate the Echo Men into their
Jonathon Turner campaigns. The information can be used ih

introduces the two ways. First, Echo Group agents can


show up in your adventures as faceless
FBI to GDW's guardians in black suits who help your
player characters out of a tight spot, or
Dark Conspiracy hinder them for 'reasons of national
security.'
Secondly, you could have your players

T
he rain was washing the trail of choose to join Echo Group during character
blood into the gutter, carrying it generation. If you are using the booster kit's
away into the darkness. Sheriff enhanced background rules, any character
Baxter followed the crimson who chooses the agent option will find that
stain with his eyes, back to where the latest the Echo Men make an ideal employer.
victim was being zipped into a black plastic As I write this, the GDW Empathic
body bag. Sourcebook has not yet hit the streets. It
Emergency lights threw crazy shadows may contain similar information, and, if it
dancing on the walls as the boys from the does, feel free to chop and change.
morgue tossed the corpse onto a stretcher.
They were being kept busy this week. Four BACKGROUND
murders in as many days. Everyone expected It was the early 1990s before the United
Baxter to come up with the answers. To WE'RE FROM THE States government had realised the extent of
catch the killer before he struck again. But GOVERNMENT AND WE'RE the damage caused by the alien explorers on
he had no witnesses, no survivors and no Io. By that time, the Dark Ones had
clues. Nothing. HERE TO HELP YOU consolidated their foothold on our world.
The sheriff snapped around at the sound The Dark World is hauntingly familiar In an organisation as large as the FBI,
of the helicopter. It swept in low over the and yet horrifyingly different from our own. there were bound to be some agents who
Haddonfield town square like an angry Apart from the direct consequences of the suddenly became empathically aware.
black wasp, a search light stabbing down invasion, such as the Greater Depression, Although initially small in number, these
through the rain. Baxter fired up another there have been quieter, subtler changes. agents were soon identified and separated
Pall Mall as the chopper flared and settled One of these has been the emergence of from their colleagues for 'continued ability
down, tossing around papers and trash in its empathic humans. Why this has happened, evaluation.'
rotor wash. no-one is particularly sure. But governments It was a testing time for these agents,
The skids had barely touched the wet who have been trying to create psychics for quite literally. Their new abilities were
tarmac when the slide door was thrown open their own purposes for years are now pushed to the limits to see what they were
and a tall man in a black suit jumped out. putting the empaths to good use. capable of. Drug therapy was introduced to
Three others carrying aluminium brief cases Even though it no longer has the enable them to enhance their empathic
joined him. They strolled across the square jurisdiction it once held, the Federal Bureau skills. A centre for empathic research within
as the chopper lifted off into the clouds of Investigation is still North America's the FBI was set up at Quantico, Virginia,
again. most potent law enforcement agency. More where the bureau has the headquarters of its
The leader pushed his way through the than any government group with the behavioural Science Unit.
crowd of onlookers and crossed to Baxter. possible exemption of the CIA, the Feds After two years the first fully trained
He took out a skinny hand and smiled have seized on the rich opportunities government empaths emerged from the
tightly. provided by empaths. covert testing centre at Quantico. By this
''I'm Special Agent Crane," he said. There now exists a covert section within time, evidence of Darkling influence was
"You can relax now. We'll take care of the FBI known as Echo Group, (from the steadily emerging throughout the world.
everything." phonetic for E, as in empath) that is made These agents were assigned to tackle the
invasion.

'l?J)[e Pfayer Independent Ju[y 1993


JI_ !Jew (jooa :Men
Most of their work is carried out in the
"We in this generation are - by destiny rather subterranean tunnels of the nearby
than choice • the watchmen on the walls of Presidential Emergency Facility. Deep
underneath the fields and cities of Virginia
world freedom." they spend their time scanning in an attempt
to keep ahead of the Minions.
President John F. Kennedy PreCogs have access to the latest
empathic boosting drugs (such as third

T
he holding cell was bare except Although most of their work was to be generation emphemerol) and other
for the wooden table and chair. connected with gathering intelligence on the electronic aids that boost their foreboding
Agent Carpenter rolled up his Darklings and on methods of combating skills.
sleeve and injected himself with them, these empaths would also prove Despite everything the PreCogs have to
the vial of emphemerol. instrumental in tracking ordinary criminals. go through, they are still treated like any
Crane and another agent leaned against The Behavioural Science Unit already other Echo Group agents. They still have to
the far wall in the shadows cast by the specialised in finding that strange American go over the Quantico assault course three
single, unshaded light bulb. Baxter watched phenomenon - the serial criminal. But now, times a week and train in unarmed combat,
them warily from the corner of the cell. Echo Group agents were able to predict forensics, and law like everyone else.
Carpenter's head was taped up with EKG where the killers would strike next, cutting Mental and physical discipline is of
monitors; wires trailed out from underneath down on hundreds of manpower hours. paramount importance.
his shirt to a near by monitor. The Of course, the abilities of these PreCogs Apart from the empathic intelligence
microphone of his headset hovered in front were not 100% accurate, but they were more gathered by the Echo Group scanners, the
of his dry lips. he closed his eyes and began right than wrong. At last, the Bureau had a Bureau also has access to the latest
breathing deeply. way of seeing the future, even if it was only nationwide computer database. This
There was no sound except for the rain in unreliable flashes. information system is a direct descendant of
on the little window and Carpenter's The FBI was not the only government the Violent Criminal Apprehension Program
breathing. Crane folded his arms. Minutes group to enlist empaths. The Central (VICAP) that was formed in the late
passed. Carpenter's eyes flickered half Intelligence Agency also trained and eighties to track serial criminals.
open. mentally equipped certain agents. But while Law enforcement groups throughout
"Rain, cold," he mumbled. "Dark, can't the FBI was mostly concerned with creating North America and Canada provide
see much," he moaned softly. "Steel.... law enforcement agents with a difference, information for the Echo Group database.
girders.... rusted now... old, very old." the CIA wanted psychic assassins - the Anything that could hint at a surge of
Baxter straightened up, frowning. Shadowmen. Minion activity is entered into the database
"No, no, not girders," Carpenter At the moment, there is a growing and closely scrutinised by the Echo Men.
mumbled. "Tracks, railway tracks. Old grey animosity between the two groups as they Teams are then assigned on a perceived
building near here.... holes in the roof ... attempt to poach promising empaths from priority basis. Violent murders that could
letting in the rain." He opened his eyes and each other. While the FBI tries to play point at the formation of cults or monster
pulled the EKG pads from his head. "That's mostly above board, the CIA has no such activity and any new areas of Demonground
all I can get. It's blocking me out." Crane morals, resorting to kidnapping and that crop up are also given top priority.
nodded to Baxter. brainwashing on numerous occasions. The civilian law enforcement groups who
"Know anywhere like that?" Baxter log this information don't know what it's
nodded, disbelief on his podgy face. "Sure, DUTIES for. They are only instructed to put anything
it's an old station yard about a mile outta Echo Group specialises in dealing with 'weird' into the database. Occasionally they
town." Crane pushed open the door to the incidents that are in some way connected enter plain rumours and hearsay, but that
holding cell. "Get all your deputies to meet with the Dark ones. They smash cults, track happens less and less these days.
us there," he snapped. "And tell them all to Dark Minions, research DarkTek, and shoot Once a Dark Minion threat has been
bring shotguns." monsters in the head. identified, then the choppers lift off, the
Most of their work is investigative in black Oldsmobiles screech out of the
nature; they form small, well motivated garages and the men in black suits and
teams (more of which later) depending on sunglasses head out to save the day.
the nature of their assignment. Sometimes they even manage to pull it off.
As well as their work on behalf of the
Bureau, some agents also act as liaison A CASE OF TEAM SPIRIT
officers with the military and other There are only around 100 agents in
government agencies. Several agents are Echo Group. As you can imagine, they are
assigned to the Presidential Protection Unit extremely overworked. On the plus side,
to keep the Gipper safe from Darkling they have access to top class government
influence. resources and probably now as much about
Special forces teams who occasionally the Dark Minions as anyone else on the
have to deal with Dark Minions will, also, planet.
usually have at least one Echo Man acting As far as equipment goes, the Echomen
as an advisor. get what they want. The standard issue
The Bureau realises the value of the firearm is the Colt Krait 10mm pistol,
Echo Group PreCogs in predicting normal usually with a quick acquisition laser sight
crime as well as Minion oriented incidents. under the barrel.
The vast majority of the best PreCogs (those If the team needs something heavier,
with very high Foreboding skills) are they either carry Uzis or MP-7s, again with
stationed at Quantico. various sighting attachments, extended
clips, gas venting (-1 to recoil value) and
other neat add-ons.

1?,p{e P{ayer Inaepenaent Ju{y 1993


5l !Few (jood Afen

T
he chopper settled back down Shotguns are also popular, particularly sort of dudes who can field strip three
into the town square again, rotor the Mossberg stakeout, the HK-Caw or the weapons blind-folded while disarming a
wash blowing sheets of water Armalite Stormcloud. The ten gauge Tomahawk and arm wrestling Steven Segal.
fr om puddles onto the waiting Roadblocker, which fires solid slug shells Well, you know what I mean.
police and HA WK team. that can go straight through a car's engine They wear whatever armour suits the
Emergency lights flashed off the black block is also a favourite. situation at hand, whether it be light body
canopy as the side door slid open. The The teams also have a variety of armour or close assault stuff. Their weapons
chopper c r e w chief helped the agents load specialised equipment, depending on what ar� equally varied - anything from a MP-7
in the bulky body bag. Black ichor oozed out their intentions are. These are noted in the to an M60 or MM- I is available.
through the zip and splattered onto the team descriptions below. These are the most Their weapon mix is typical of most
chopper ' s deck. common team types, though ' custom ' teams special forces, each team of eight men is
Crane waved his colleagues on board are occasionally called for. split into two four man fire-teams, each fire
and clambered in himself. He grabbed the team has a heavy weapons trooper who
door handle ready to slide it closed. Baxter HA WK TEAM carries a machine gun, grenade launcher or
reached out and stopped him, yelling over This i s the sort o f group most likely to be something equally as fancy, including the
the roar of the turbine. encountered. Consisting of four agents with occasional laser.
"And that' s it, Cr ane ? W e don' t get an various abilities, the Hawk team specialises Before going into a combat situation, the
explanation? What the hell was that in the initial investigation of suspected Jaguar team usually has a PreCog see if
thing ? " Crane squin ted at him through the minion activities. they can get a flash to determine what might
rain for a second, then shook his head Hawk teams usually consist of one be waiting for them.
slo w ly. PreCog, an Animal Empathy specialist Other more gifted agents will also scan
" That' s on a need to kno w basis only, (known as Doolittle) and two scanners who the area in question using Human or
sheriff. " Baxter nodded and stepped back are adept at Though Projection and Human Darkling Empathy to see if they can pick up
f rom the helicopter . Empathy. the number of targets and whether or not
" / figured as much. You Washington As well as their empathic expertise, these they are human.
boys a in ' t so hot on public relations, are agents will share other skills . One will be a The Jaguar Teams are able to handle
f
you ? " Crane half smiled, hal sneered as he mechanic and driver (or pilot), one a most small unit activities. If they need
slid the door across . weapons specialist, and the another will anything really heavy such as armoured
" We get the job done , " he yelled. have v aried language abilities, if the vehicles or air support, the job is turned
Baxter ducked under the blades as the situation warrants it. At least two of the over to the military .
turbine ' s whine became a roar. The chopper team members will be medic ally qualified The second type of Jaguar team is
lifted off in a cloud of sp ray, navigation and, of course, all will be able to operate completely psychic in nature. They are sent
lights strobing as it pulled up into the night electronic equipment. in to empathically ov ercome or destroy
sky . Baxter watched it go, lighting up Their shiny aluminium briefcases contain selected targets .
another Pall Mall and inhaling de ep ly. He laptop computers, a microw ave These teams wear the requisite black
muttered a rep ly to no -one in particular. communication unit, vision equipment such suits and shades , and are usually found in
"/ sure can ' t arg ue with that, " he as IR or UV goggles , a chemical analysis number. They all have ex tremely high EMP
drawled. kit, bug de tectors , a compunav , and in some skills, particularly Thought Proj ection,
cases a dis torter. (Most of this equipment is Human Empathy, and Project Emotion.
covered in the DarkTek supplement. ) As well as this, some of the team will
Additional weapons will also be also have telekinetic and pyrokinetic
available if the situation warrants it. All abilities . These teams are the FB I version of
agents will be wearing light body armour the Company ' s Shadowmen .
(AV 1 ) cons truc ted from light Kevlar weave Their attack methods usually entail using
under their black s uits . Proj ect Thought to render the target blind
They will spend their time at a site and deaf before immolating them with
gathering information by interviewing pyrokinesis or using telekinesis to toss them
witnesses (using appropriate empathic out of a window, in front of a tram or
skills), collecting specimens, carrying out something equally as fatal that looks
au topsies on victims, and generally just accidental.
showing up and ac ting like they owned the Having four hi ghly trained empaths
place. See Sidney Poitier ' s performance in suddenly arrive and mess with your mind
In the Heat of the Night if you need further suddenly overcomes all but the strongest
tips on ho w to play Hawk teams. targets. What ' s more, there is absolutely no
evidence at all to suggest a suspicious death.
JA G UA R TE A M S
Jaguar teams fall into two distinct COBRAT E A M S
groups of strike units. The firs t is a typical These units are specifically for
special forces unit, trained and equipped interrogation. They consist of four agents
with the best combat equipment available. with high abilities in Human Empathy,
These teams are used mostly covertly to Project Emotion, and Project Thought.
bust up cults, rescue hostages, clean out The four agent team splits into two pairs
beastie nests and so on. They are the and takes it in shifts to work over the target.
hammer to the HA WK team 's anvil. Most As well as their empathic abilities, they are
Jaguar teams consist of six to eight well versed in psychology and intimidation
members. All agents are empathically able so they can extract the best information in
to defend themselves against attack, but as short a time as possible.
their true skill lies in combat. These are the

'R,p{e P{ayer Independent Ju{y 1993


Jl !Jew (jootf Men /·

Cobra teams are used to interrogate cultists, Group A - Small arms (either),
abductees, or anyone else who piques the Wheeled Vehicle, Melee Combat (either),
Bureau's interest. Swimming, Observation, Interrogation,
Streetwise, Luck, Persuasion, Medical,
COUGAR TEAMS Biology, Computer Operation, or any EMP
Cougar teams are advisory units who are skill listed on the basic character sheet.
attached to other groups. They are usually Group B _ Pyrokinesis, Telekinesis (see
gifted PreCogs who are well briefed on the Dark.ling section of rulebook for further
various species of Minions. details).
They will be attached to military teams Characters receive three contacts per
who may be tackling something a Jaguar term - government, law enforcement,
unit couldn't, or to other specialist journalist, medical or military. On a DlO
organisations carrying out Minion related roll of 7+ the contact is foreign.
investigations, such as NASA.
LET'S GO TO WORK
So, YOU WANT As I've said, Echo Group teams can be
TO BE IN THE FBI used by GMs to either help or hinder
player characters. They can bail them out,
As I've mentioned, Echo Group can also Motivation: Spades Six - Rodgerz is
get in their faces, or do both depending on
be used as an employer by your players - ambitious and hopes to rise within the Echo
your whim.
either past or present. Group soon. To her, that means getting the
But no matter what, these teams will
A word of warning though - I've always job done.
make excellent contacts for your PCs who
been a bit upset that the skills of telekinesis Clubs Four - Like Crane, violence
are battling the Dark. As mentioned, PCs
and pyrokinesis are forbidden for PCs doesn't scare Rodgerz and she will use it if
are most likely to encounter the Hawk
unless they can acquire them during the she has to.
teams. For this reason I've included details
game. My argument is that in modem test
of one such team for you to cut out and SPECIAL AGENT HARVEY WHITE
facilities the ability to project kinetic energy
keep. Level: Veteran
on objects is always something they try to
I also know that most of you will be too Sills: Small Arms (pistol) 8, Small Arms
teach; that kinetic energy could move the
lazy to generate them otherwise. (rifle) 6, Demolitions 5, Melee Combat
object (telekinesis), or alter the temperature
(unarmed) 6, Human Empathy 5, Project
(pyro and cryokinesis).
SPECIAL AGENT JACK CRANE Thought 4, Project Emotion 6, Pyrokinesis
For this reason, I've included these skills
Level: Elite 4, Observation 6
in the lists that Echo Men can acquire. This
Skills: Small Arms (Pistol) 6, Initiative 4
may not meet with everyone's approval, so
Interrogation 7, Melee Combat (Unarmed) Physical Description: Exactly like
take 'em out if they don't suit. Ca Va?
5, Willpower 7, Project Thought 5, Human Harvey Kietel in Reservoir Dogs down to
To join Echo Group in character
Empathy 7, Project Emotion 6, Leadership the shades, the suit and two automatic
generation, the PC must have served at
6, Observation 9, Telekinesis 5, Medical 5. pistols.
least one term as a government agent and
Initiative 5 Motivation: Clubs Seven - Mr White
come through all the prerequisites that
Physical description: Agent Crane looks sees violence as the way to get the job done.
entails. In addition, their EMP attribute
suspiciously like William Dafoe' s character If anyone gets in his way he breaks them in
must be above 6, and their Human Empathy
in Mississippi Burning - fit and tanned with two. He's very good at intimidating people
must be at least 3.
slicked back fair hair, glasses and a sharp into seeing things his way, with the
If they do join they receive the following
Sixties suit and tie. exception of his colleagues, of course.
skills in the first term - Pistol 2,
Motivation: Hearts Jack - Crane is an Heart Six - Mr White's violence streak is
Observation 2, Human Empathy 2,
incredibly astute man who has a mind like a tempered by his loyalty to Echo Group and
Interrogation 1.
vice. It is for this reason that he has risen to to his fellow team members. He's the kind
In each following term, they can choose seven
such a high post in Echo Group within such of guy who goes back to rescue wounded
skills from group A, or for every two skills
a short time. PCs trying to put one over on people and so on.
they choose not to take from that group, they
can take one level from group B. him will find it difficult. AGENT JOHN CARPENTER
Clubs Three - Crane is not impressed or Level: Experienced
intimidated by physical threats against him. Skills: Small Arms (pistol) 4, Small
He knows he can handle himself. Arms (rifle) 4, Melee Combat (unarmed) 4,
SPECIAL AGENT KAREN RODGERZ Human Empathy 4, Animal Empathy 5,
Level: Veteran Foreboding 8, Wheeled Vehicle 6, Pilot
Skills: Small Arms (Pistol) 5, (Fixed Wing) 4, Pilot (Helicopter) 5,
Interrogation 8, Medical 5, Melee Combat Empathic Healing 4, Mechanic 5
(unarmed) 5, Human Empathy 5, Project Initiative 3
Thought 5, Project Emotion 5, Foreboding Physical Description: Thin but muscled,
4, Telekinesis 4, Computer Operation 5, with suit, shades, moustache and a ready
Electronics 5, Observation 5 smile.
Initiative 4 Motivation: Hearts Nine - Carpenter is a
Physical Description: Agent Rodgerz's sociable, happy-go-lucky--kind who gets on
right hand is a metal replacement. She well with people and animals in equal
doesn't like to talk about what happened to measures, being this HAWK team's
the original one. She is tall, blond and Doolittle.
thirty-ish, also taken to dressing in sensible Clubs Four - Guess what. Fights don't
black suits, albeit of the female variety. scare this guy either.

'R.g{e Pfayer Independent Ju{y 1993


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Great Mistakes of History: No.235 ... g for your mail order deliv
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Sliou{c{ liave gone to...... 1v,t,nestone (james Send A4 sized, SAE. for
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the latest products from
11 Wellington Rd., Nantwich, Cheshire. CW5 7HL top R.P.G. companies...
By David Perry

Acid Bullets
Perfect for cutting down that Cyberpsycho's
armour or burning away that pesky Booster
gang. A burst of these is guaranteed to cut
away even the strongest armour leaving
your opponent vulnerable to a follow
up attack.
Price: Just 7Seb for twenty
rounds

Heartbreaker Bullets
A guaranteed kill every time!
Special low penetration rounds for use
in planes and high orbit where you can't
risk punching holes in the walls. These
special rounds will take down your
opponents but not you if you miss.
Price: SOeb Each

Incendiary Bullets
Make things hot for your opponents! Bullets that
damage and continue to do damage. Plus a burst
into any vehicle's gas tank will give
spectacular results.
Price: 200eb per twenty rounds
Astral
Quicksilver What can we say apart
A new advance in from that if the unknown
neurochemicals. Produces reaction biochemist who sent us
increases of unmatched the formula would come
proportions. forward his share of the
WARNING: This drug is profits are available, and
designated HIGHLY when he does come forward
DANGEROUS. Use is mandated could he explain how the
only on subjects who have stuff works to our drugs
volunteered under the 2017 section.
Government and Corporations Price: 2Seb per Dose
security measures act.
Price: SOeb per dose
Jive Happy
What every Media has
Jive is a combat drug popular
been waiting for. The perfect
among hand-to-hand fighters. It
tool for getting information
heightens the users sense of their
out of reluctant subjects
body improving their balance and
without all that messy
co-ordination. It also boosts their
torture.
confidence.
Price: 19eb per shot
Price: 20eb per dose

'RJ}[e P[ayer Intfepenaent Ju[y 1993


1.lniarms Winter Catafogue

Acid Grenades
Perfect for crowd
dispersal. Will shift a
crowd of gang­
members faster
than a police
siren.
Essential for
all city
dwellers.
Price: 50eb

Chem Sprayer
Tired of gassing your opponents only to
Ball bearing Shotgun rounds
find they've got nasal filters. Don't worry, the More damage from your shotgun for
new chem-sprayer will get them no matter what. only a fractional decrease in spread. For
those more heavily armoured opponents.
Price: 30eb per Can
Price: 30eb for box of twelve.

Flechette Shotgun
Rounds
For the wide
shotgun spread with
.----, armour defeating
darts. An
unbeatable combination.
Price: 50eb per box
of twenty

Saboted solid
slug shotgun
shells
For the damage
of a canon without

"Nothing like them for punching big holes in walls, cars, or


Cyberpsychos."
Lieut. William Morris, NCPD Cyberpsycho Squad.
Price: 80 eb for box of twelve

Blind Gas
Leave your opponents literally in
the dark. Works even on Cyberoptics.
Price: POA

Lightning Fist
Give your enemies a shock they'll never forget,
or, if you want, that they'll never remember. Can
be used for combat, interrogation, or just to get
ahead of the queue.
Price: 900eb

�{e P{ayer Independent Ju{y 1993


'llniarms Winter Catafogue
HAPPY
Anyone taking a dose of Happy becomes relaxed and cheerful,
and very trusting. If properly controlled someone on Happy can be
persuaded to tell or believe anything. A side-effect of Happy is that
it makes the user hyper-sensitive to pain. Anyone who receives any
damage on Happy must make a Stun save at -6. Anyone on Happy
receives an automatic -3 to all rolls on resist Seduction, Interview,
and Persuasion and Fast Talk attempts made against them.
The sensitivity to pain and the cheerful mood imposed by the
drug makes it practically impossible to intimidate or interrogate
anyone using it, as in their euphoric state the user refuses to believe
in any threats. (Think how hard it is to get a sensible idea across to a
drunk friend, then multiply that by a hundred.)
While Happy is mainly a tool of Medias, people under the effects
of Happy are in their trusting states easily lead and so various
BULLETS
religious movements are experimenting with its use, as are some
ACID BULLETS unscrupulous Rockerboys.
Acid bullets are hollow ceramic shells containing a powerful Happy is available in liquid or gas form and costs 19eb per shot.
corrosive acid. They break on contact with any armour of SP 4 or (For the record: Information given while under the influence of
over, doing 1D4 damage per round for three rounds. The damage Happy is not admissible as evidence in US or European courts.)
done reduces the SP of the armour on the hit location by that ASTRAL
amount. No-one has yet worked out how Astral affects the brain, all that is
Acid bullets are hard to get hold of, requiring a Streetdeal roll of known is that users fall into a trance where they see visions. Some
17+. They cost 75eb per twenty rounds. have seen the future, some have claimed to see Heaven, some have
(For this and all other items if no PC has the Streetdeal skill become incurably insane. Many cults are lead by those who have
Streetwise can be used instead but with a +4 to all difficulty tasks.) experienced visions after taking Astral.
HEARTBREAKER Astral costs 25eb per dose. The trance lasts 1D6/2 hours.
Heartbreaker bullets are special hollow ceramic bullets designed Users must make a Cool roll, failure means they get the mother of
to shatter on impact, delivering their loads of special hyper­ all bad dreams. They must then make another Cool roll at -1, failure
coagulant into the bloodstream. If someone is wounded by a here earns the loss of 1D6/2 Humanity points from the nightmare
Heartbreaker bullet then the hyper-coagulant will enter the visions.
bloodstream causing it to instantly clot. This blood clot will be A successful Cool roll means a positive vision, what this may be
carried to the heart or the brain, depending on whether a vein or is left entirely up to the GM.
artery was hit, where it will cause either a lethal heart attack or brain QUICKSILVER
haemorrhage as the clot blocks the normal flow of blood. The blood Despite its highly illegal nature, Quicksilver is more widely used
clot will take 1D6 rounds to arrive, whereupon the target is dead. by gangs than security forces or troops.
There is no body roll, he is dead. One dose of Quicksilver costs 50eb and will add 1D6 to the user's
Heartbreaker bullets will shatter harmlessly if they hit a barrier initiative for lDlO minutes.
or armour of SP 5 or above. Every time Quicksilver is used a Body roll must be made at -2, if
Heartbreaker bullets are extremely rare and will require an the roll is failed a point of REF is permanently lost. If the roll is
impossible street deal to obtain them. They normally cost 50eb each, failed, a point of REF is permanently lost. If the roll is fumbled (a 1
but their street prices will be much higher due to their rarity.
is rolled) then a random location is permanently paralysed as the
INCENDIARY BULLETS drug has burned out the nervous system in that area. This doesn't
Incendiary bullets are normal lead bullets around a core of white stop the Boosters using this drug.
phosphorus. They do half the bullets normal damage on impact, but Quicksilver cannot be used by anyone already possessing a
when they hit the lead outside is sloughed off and the white Cybernetic reflex boost.
phosphorous ignites doing 1D6/3 damage per turn for 1D4 rounds,
by which time the phosphorous is used up. SHOTGUN CARTRIDGES
Incendiary bullets require a Streetdeal roll of +20 to find them. BALL BEARING SHOTGUN CARTRIDGES
They cost 200eb per twenty rounds.
Ball bearing shotgun cartridges replace the usual pellets for small
ball bearings. Because of the greater weight and size of the ball
DRUGS
bearings they do greater damage but have a smaller spread as there
UNIARMS accepts no responsibility for loss of life caused by are less of them than of the pellets in normal cartridges in order to
the use of these products. keep cartridge size and weight constant. Use the spread table below
JIVE for the new cartridges:
One dose of Jive costs 20eb and lasts about an hour. During this Range Pattern
time the user's Cool is increased to 10 and receives an automatic +2
to any Athletics or Martial Arts roll. IIBlllJlllllllltillll•B-t•ltlilll-■
lflli■fllllfllll1IIIB•ii1alllmllllllil-
Medium 25m 1.Sm
It is possible to combine Jive with other combat drugs, while this
can produce temporarily fantastic fighters there is a 1-in-4 chance of oamage done is 5D6+1
the combination of the drugs reacting together badly. The effect of
These cartridges are easy to get hold of, requiring a Streetdeal roll
this are left up to the GM's warped imaginations. of 10. They cost 30eb for a box of twelve.
After the dose wears off, users suffer a hangover and a -2 to their
SABOTED SOLID SLUG SHOTGUN SHELLS
REF, INT, and COOL stats for three hours/. The user must also
make an Average Cool roll or become psychologically addicted to These shells do 6D6+2 damage at usual ranges but with no
the drug. spread. When used against armour divide the armour's SP by 1.5.
e.g. Blackjack is walking home one night when a 'borged out
Booster jumps him. Blackjack lets the Booster have a shell to the
torso which, like the rest of the Booster, is body plated to SP25.

1vJ{e Pfayer Inaepenaent Ju{y 1993


1l'l • J.l D
Blackjack rolls 27 points of damage. The Cyberpsycho's armour·
is 25/1.5 giving SPl7 protection. Ten points of damage gets through
to the Cyberpsycho, rendering the location hit, the torso is useless.

bm�r
Wham! The Cyberpsycho hits the ground leaving Blackjack
wondering how he's going to haul his new found fortune in second
hand cybernetics and organs all the way to the Ripperdocs by
himself.
Saboted shells are hard to find, requiring a Streetdeal roll of 20.
They cost 80eb for a box of twelve.
FLECHETTE SHOTGUN ROUNDS
Replaces standard pellets with darts. Anyone in the pattern is hit
by 2D6+2 darts, each dart doing 1D6 damage. The darts can also be
coated with drugs or poisons. Darts are edged and so half the SP of
some armour.
�.__.... .......
-�
These are commonly available, requiring a Streetdeal of 10 to
find them. The cost 50eb for twenty.
GRENADES
ACID GRENADES
Acid Grenades release on explosion a cloud of highly corrosive
gas, approximately five metres by two in area. The cloud does one
point of damage to each location per round the target is in the cloud.
If the location is totally covered in armour the armour loses ISP,
however, the location must be completely covered or the body takes
the damage.
Acid Grenades are rare, requiring a Streetdeal role of 22 to find
them. They cost 50eb per grenade.
BLIND GAS
Blind Gas paralyses the optic nerve to the brain and so affects
even those with Cybernetic eyes, rendering the inhaler blind for
1D10+2 turns.
To resist the effects a Body Roll at -2 must be made, even if the
roll is made vision is dulled, imposing a +3 to all target numbers on
tasks that involve vision (and that definitely includes the use of
weapons).
Blind Gas is practically impossible to find on the streets, though
corporations and governments will have it. A Streetdeal roll of 30
plus lots of eb if you PCs want to even get a sniff of some. Two Superb Quality T-Shirts
CHEMICAL SPRAYERS At just £7.99 each
CHEM SPRAYER
The Chem-Sprayer is a hand held aerosol can that shoots a cloud (plus £1.00 p&p)
of chemicals at your target, who must be within two metres to be
affected. The chemicals are absorbed through the skin. Chemicals
are available that have the same effects as gases (Cyberpunk 2020
Screen printed on high quality T-Shirts, T he RPI
Summer Collection is a must for the discerning role
rule-book plO0). player. To order your T- Shirts simply fill out the
These are fairly common, Streetdeal roll of 13 to find them. They attached order form enclosing remittance made payable
cost 30eb per can. to Symbiosis Publishing Ltd.
(Note: The chemicals are absorbed through the skin and so will
not work if the area sprayed has been body plated or is Skinweave.
This is not mentioned in the adverts so PCs will not know about it.) I
----------------------------------------------- -------
I

' Please send me A/B/Both T.Shirt(s).


CYBERNETICS I enclose a cheque/P.O. order for£_._ made
LIGHTNING FIST payable to Symbiosis Publishing Ltd.

□s
The Lightning Fist is an add-in for Cyberarms. It channels a hefty Credit card holders should use the adjacent form.
electric current into the hand of the Cyberarm. The Lightning Fist
has three settings:
1) At low it merely delivers a low voltage sting. If used while
Name
extracting information add +1 to the users interrogation roll. On this
setting the battery has twenty uses.
Address------------- OM
DL
□ XL
2) At medium it delivers a stunning shock designed to render a
target unconscious. The target must make a Stun Shock save at -1 or
be shocked unconscious. On this setting the battery has ten uses.
3) At high it delivers a lethal shock doing 2D6+1 damage to its
target ignoring all armour. On this setting the battery has five uses. Postcode ------ Please tick
relevant box
The Lightning Fist battery costs 50eb to replace.
The Lightning Fist shock must be delivered as an attack of its
own, it cannot be combined with a punch.
The Lightning Fist costs 900eb and 2D6 Humanity. Please allow 28 days for delivery.
Offer open only while stocks last.
:1 · ·: .'.
�-.;>t>� J;' ·,; �
' . ..,;�
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.his adventure · for those of you who; after the last
adventure I te,Co�katrice Casser�l (from RPI #6), A generic Fantasy Scenario/
. had to go ·.
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nd purchase a set of mmiature rules to Battle/Overland Adventure/
make u our cha,racter's blunders. If the party
managed OK and the situation then they may be at a loss for Murder Mystery by Stig
something to �o,

Ores, gobli
ake · things e
tat,s (cop out?),
any system and
D 2nd Edition sx
les f9r the battle.
Zhu for. the murdj ;'
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Long '.J\[jght at Longmarrow
BACKGROUND
ENTER A BIGGER (DENSER) BRAIN
The Arundel family have been in the farming game for many
years. They are a well respected noble family who have plied there To escape with his life Huuruk would have been stupid to refuse
trade around the area for as long as many can remember. Recently this deal and so off he went to his bosses to let them in on the plan.
the head of the family, Joseph Arundel, has retired from his position Ugh, an ogre, and leader of the band, came up with an even better
and has been succeeded by his son, Alistair. scam. Instead of mounting a full raid on the village, which could
Now Alistair is your typical well bred, good for nothing, noble's mean inflicting losses on his band of raiders, they should perhaps
son. He has wasted his youth in the taverns and other places (mostly mount a small scale attack tl\at is just enough to keep the village
forces busy while Alistair performs his dirty deed. Then, when the
of ill repute) squandering his more than adequate allowance provided
caravan is heading back home, ambush Alistair with a larger force
to him by the family business. He has now been head of the family's
and remove the purse from him. Simple, huh?
farming trade for seven months and, although it is not common
knowledge, the books are showing an extreme fall in the family's
MEANWHILE.••••
wealth. This has been caused by bad deals that Alistair has tried to
pull off (outside of the farming business - bad move) thinking that he Alistair isn't stupid. He has a feeling that the Goblinoids are
might make a quick profit. More fool him, every single deal he has going to double cross him on the deal. Due to the lack of funds he
made has turned sour and he has lost a lot of money. The remaining has failed to keep on his usual caravan guard and so is after someone
money in the kitty he has recently gambled away trying to reap back that is pretty hard up to do the job, enter the players. This is the
the money he has lost before the family find out, all to no avail. reason why the player characters will not meet with him until the
Every three months there is a farmers market in the village of following day when the caravan leaves - hirelings have a nasty habit
Longmarrow - a small hamlet six days journey from the town - that of asking for payment in advance, something that he can't afford to
is attended by the majority of other farming communities in the area do. If the party asks for money at 6am the next morning when they
with a view to trading their wares. The Arundel family trades mostly meet him then he will protest that they have nowhere to spend it at
in farming material and machinery and always make money when that ungodly time, and everything they need will be provided for
they visit the market, as there wares are more superior when them on the journey. If the PCs start to get bolshi about this then
compared to their competitors. This is the chance for Alistair to have Gunter, Alistair's right-hand man, step in to calm things down -
regain some of the lost money. But things aren't as simple as that, no he doesn't like the PCs anyway.
sir!
ROLLIN', ROLLIN', ROLLIN'
During the last market to be held at Longmarrow, three months
since, Alistair became acquainted with the village's headman, a nice And so the caravan sets off. Describe the scene as a classic Cecil
elderly man with the name of Lanark Olderberry. During the long B. DeMille film opening, you know the sort - wagons rolling out the
conversations that they would have in the Pig's Trotters tavern stockade, outriders whipping their horses, dust rising, and the
Alistair would be fascinated by the purse that the old man carried. morning sun rising through the distant clouds - already hot enough to
Olderberry would never let the young noble buy a round of drinks, cause a heat haze in the distance. Okay, so Cecil never made
whenever his tankard was empty, the old man would produce a fresh, westerns (I don't think, write and let me know if he did) but you
crisp gold piece out of the purse to pay. know the sort of epic scene I mean. Meanwhile back at the ranch....
Alistair questioned Olderberry about this and was told it was
magical and arcane arts at work. The purse has been on Alistair's ENCOUNTERS
mind ever since. Encounters en route to.the village are totally up to the GM. As a
During the six day journey back to his home town a plot began to guide I'll give brief examples of what I threw at the party as they
hatch in the young nobles mind. If he had a purse like that his went on their way:
troubles would be over; he could replenish the family coffers, retire, DAY ONE
and live off the proceeds of the purse. But how was he going to gain As night fell they started to notice wolves following from a
possession of the purse without arousing suspicion? distance (just out of any missile weapon fire). Instant paranoia struck
The plot finally came to him when they were ambushed by a and when the caravan settled down for the night the party made sure
bunch of renegade Ore and goblin raiders. The caravan's guard soon that the horses were secure and well guarded. I also pointed out to
overcome the disorganised bunch and were given orders not to kill them that there was a herd of wildebeests (editorial dilemma: is the
them by Alistair himself. He had their leader, a rough Half-Ore by plural of wildebeest, wildebeesties, wildebeests, or simply
the name of Huuruk, brought before him and then told the guards to wildebeest . Answers on a postcard please to Symbiosis Publishing
leave. He soon found out that this ramshackle bunch of raiders were Wildebeest Quandary. First person out of the hat by 21st August will
part of a much larger force that had broken off from a main force of receive a little something.) nearby that had settled for the night. To
Goblinoid raiders that operated far to the north; they had found much my players this didn't pose a problem; wildebeest are not known for
easier pickings in this area. their ravenous flesh eating habits, wolves, however, are.
In his desperation to bring his plan to a head, Alistair told Huuruk Looking at it logically, and from a wolf's point of view, they had
about a plan he had formulated to gain Olderberry's purse. In return two options: go for the easy kill, i.e. the wildebeests, or face having
for his help Alistair would spare his life and let them have whatever long pointy things and fire thrust at them. Naturally the wolves took
spoils were left over after the plot had been hatched. the easier option to attack the wildebeests. Unfortunately, the
wildebeest had only one option: either run ay.'ay or be eaten. You
THE PLAN GOES SOMETHING LIKE THIS..... guessed it, they ran straight through the camp and caused much more
In three months time, there will be another market at damage than a pack of wolves could ever hope to achieve. I gave the
Longmarrow. Alistair just about has the money and stock to attend party some XP for this because they learned you should never camp
it. During the three days he is there he wants Huuruk and his band to next to a large bunch of herd animals; they don't bite but they
mount an attack on the village. While they are keeping the village certainly give serious hoof!
defences busy he will seek out Olderberry, kill him, and obtain his DAY Two
purse. This will obviously be put down to the Goblinoids. During the The day went fine, but storm clouds were gathering in the
raid the Goblinoids are free to take whatever they wish in payment distance. That evening the caravan entered woodlands, and just as
for this service. they were settling down for the second night a large crashing was
heard some distance away. The party immediately got ready for a
fight, but the crashing soon died down and everyone relaxed.

'.Rp[e Pfayer Independent Ju[y 1993


.Long 9\{Jglit at .Longmarrow
Several hours later three men entered the vicinity of the camp arrows they soon made a hasty retreat when the PCs came wading in
with their arms outstretched to show no signs of hostility. They waving sharp pointy weapons.
introduced themselves as trappers, and were here to warn the caravan Days five and six should be pretty secure with no major
that there was a berserk bear running loose in the woods, and that encounters as the caravan is nearing civilisation.
they had set huge man traps for the creature so travelling around the
area might be a bit dangerous. ARRIVAL IN LONGMARROW
Sometime after this encounter the members of the caravan were When the caravan arrives at Longmarrow it will be shown to the
awakened by an almighty scream coming from somewhere in the caravan park. Players will be expected to do their fare share of the
depths of the woods. It sounded almost human, but that sort of noise lugging of materials into a barn for safe storage. As the caravan
could only be made by some mighty beast (Spooooky!) unpacks characters will notice many more, similar caravans arriving,
Thirty to forty minutes after this scream the trappers arrived back including one that doesn't seem to be full of farming stuff, but
at the caravan to advise them that all was safe; the bear had been armoured men. If they make a few enquiries the characters will
killed and all of the traps had been removed. discover that these men have come to protect the village from a
Now nothing can be as simple as that! The trappers are in fact possible raid after Goblinoids had been spotted nearby (Huuruk and
Werewolves, the bear that they were after was in fact a Werebear his lads). After that, the.characters' time is their own. If they try to
(was as in now ex-Werebear). The Werewolves had just moved into follow Alistair, he basically tells them to get lost, he doesn't want to
the area and had been eliminating all competition and/or enemies. At be seen hanging round with them.
this point my party hadn't cottoned on to what was happening, they Longmarrow is a smallish village of some thirty soles but swells
had no reason to, but, as they say, the plot sickens. to around sixty at the time of the tri-monthly farming festival.. The
After all this excitement the caravan settled down and the usual village is surrounded by a small, man-made copse, the reason behind
guards were posted, nothing else (apparently) happened that night. this is that the people of Longmarrow are predominantly farmers,
DAY THREE and they don't see why they should have to look at their place of
The storm that had been looming the previous day had gotten work during their leisure time (usually sat outside the Pig's Trotters
bored and broke. A torrential down pour had soaked both the caravan tavern drinking scrumpy). Unfortunately this is a major defence
and its spirits, no one was too happy. Things got worse when they problem, you can't see your attacker until he is upon you (take note:
found two bodies further up the road and covered in mud. The bodies this is what scrumpy can do to you). To be fair to the people of
were identified as two of the caravan's guard, nobody had thought to Longmarrow, they have mad some effort at village defences, they've
check everybody before they set off, and so they hadn't been missed. built a small (4') wicker fence around the place.
By this time the players started to get an inkling of what was going The amount of trading posts etc. is unusual for a village this size
on. and so players should be able to find most things that they require.
I love undead, they're great. You can throw them in anywhere (Within reason, don't forget this is written with low level characters
without having to really explain your reasons - and so that night I did in mind.) This should lead on to a nice role playing interlude; when
just that. The moon was high in the sky when the caravan was the characters find out that they can get that nice engraved saddle
surrounded by a low moaning sound soon to be identified as bag they've always wanted, or that sharp looking golf (sword) bag,
Zombies. Okay, okay, I suppose I'd better give a reason for these they may start to ask Alistair for some cash. Unfortunately, he won't
undead fiends appearing in the middle of nowhere. Well, remember have any - although he will tell the PCs that they will be paid on the
that brassed off storm that broke, the rain was so heavy it has return journey.
washed away the side of an old burial mound about a quarter of a So, what about the rest of the village? There's twenty to thirty
mile away from where the caravan had set up camp. And, believe it buildings that include barns, taverns, shops, houses (no hovels
or not, it was yet another of them cursed burial mounds that when though, this is a very prosperous village) Halfling holes, more barns,
disturbed will animate its occupants to sort out the defilers. Yes I farmhouses on the outer edge and the such, oh, and a cider brewery
know it's corny but it works, 'cos while the characters are busy in the centre of the woods. (Theses woods also act as a filter to get
sorting out the stiffs back at the caravan, the old boss man and rid of the awful sickly smell of fermenting apples when the wind
several of his undead cohorts have come back as Wights. If your blows in the wrong direction.)
characters are all low level, as mine were, it's not really on chucking The racial mix of the village is a strange one, it is a mix of
a handful of Wights at them, so, I've left that little piece of the Halflings and humans. Although the former are a minority both races
adventure open. Pretty soon they will hear reports that tell of undead intermingle well and have equal standing in the community.
bandits stalking the lonely roads - go get 'em boys (& girls).
Anyway back to the Werewolf part of the plot. After the Zombies PLACES OF NOTE AROUND LONGMARROW
have been driven off, the caravan will again be visited by the three I'll give you the bare details of these places, but I'll leave it up to
trappers (Werewolves). Now the problem is, my party of adventurers you to fill in any details that you may think necessary for any sub­
had twigged what they were, they knew how to deal with them, plots that you may decide to throw in.
unfortunately (for them) they didn't have a magical weapon in sight THE PIGS TROTTERS TAVERN
(I don't believe in handing them out to first and second level Run by the usual, jovial, round faced cliche that these types of
characters). This led to a very interesting role playing session; places are always run by the Pig's Trotters tavern is the social
imagine a cow (or sheep, or pig for that matter) trying to talk the central spot of Longmarrow. It is renowned for its specially
farmer out of taking it to market. fermented scrumpy that is made at the Scrumpy Vat Cider
The characters had learned from the previous experience, so that processing plant in the surrounding woods. The stuff has a phlegm
night everyone stayed together. The werewolves didn't visit during like consistency and colour (off green) and contains huge chunks of
the hours of darkness, they came when the caravan was just about to fermented apple. Newcomers to Longmarrow are only allowed half a
set off and the characters were failing constitution checks and falling glass at a time because of its strength. This could lead to an
asleep. Again no confrontation occurred, it just made sleepy interesting bar brawl when someone calls your party's barbarian type
characters even more paranoid. warrior a "shandy drinking wufter" for drinking out of a half pint
DAY FOUR glass and not the usual drinking horn.
The Werewolf plot by now was getting slightly boring, so that Though both of the races that dwell in Longmarrow mingle quite
night Huuruk and his raiders made an appearance. They where freely there is a bar to the rear of the Pig's Trotters that is more
heading up to Longmarrow for the proposed battle when they Halfling sized. Both races however, have access to each others bar,
accidentally stumbled onto the caravan. After a few volleys of no apartheid in this magazine, no sir! The rest of the Pig's Trotters is

1?.g[e P[ayer Inaepenaent Ju[y 1993


Long :A{jglit at .Longmarrow
taken up with a large kitchen and dwelling areas for the landlord, his Olderberry on the virtues of farming life. After this, it's all on to the
family, and their workers. Pig's Trotters tavern (not 'on' as in 'sat on,' please) for the
Structure: The Pig's Trotters tavern is a half timbered merriment to begin.
construction whose walls are made of daub and wattle. The roof is a The morning after, hangovers permitting, the trading starts to
very tight thatch that is the pride and joy of the owner. Anyone take place around the village. Imagine it as a less tacky car boot sale
caught on this roof, battle or no battle, will find themselves in hot with a market thrown in and run by Moroccans who love to haggle,
water. you get the picture.
THE BARNS Parading around the village will be the guards who have been
When a caravan arrives for the festival it is automatically brought in to vanquish any Goblinoid raiders. If your campaign has
assigned one of the "safe" barns to keep all its wares in. This is any mighty (good) mercenary companies who like to do a bit of
what the characters will be sleeping in. There is no way they will be unpaid charity work by staving off such wayward creatures then
able to get any accommodation in Longmarrow as it was all booked make them members of this outfit; the characters should then be able
up well in advance. All of these barns are fairly secure and one or to interact with them, and they could make good future contacts for
two of the more important ones have a constant guard posted the PCs.
outside. The trading part of the festival lasts for three days - from sun up
Structure: The barns are made completely from wood. The to sun down. Much of the rest of the time is taken up with partying,
entrance is through two huge doors, both of which are kept in place making new acquaintances, striking new business deals, and bitching
by a large wooden bar. There is no other way out of the building. behind each others back. This could form any nice sub plots you
The roof is wooden and covered with some kind of bitchimen wish to throw at your players on the first night to keep their
substance (all it takes is one nicely placed hit with a flaming arrow!). characters busy until Huuruk comes storming in on the following
LONGMARROW TOWER night.
Longmarrow Tower has existed for as long as anyone can
remember. Legends tell of how the hill it stands on was once a huge THE ATTACK
great pillar of rock and the tower was hewed from it. This is of This is the bit where you can get out your miniatures and battle
course a load of piffle. The tower is made from blocks of solid rules. I suggest that the GM plays the part of the attackers while each
granite, the surrounding hill isn't granite. The tower is also the player gets to control a section of the defending forces while still
ancestral home of the village leader; for the past three hundred years operating their characters. I would tell you to use them as hero
this has been Lanark Olderberry. Now, I can hear you saying, three characters who command the defence, but unfortunately, as soon as
hundred years is a little long to live, never mind be village leader for the battle began during play testing the last thing the characters were
that amount of time. Admittedly yes, but Olderberry is a master of interested in was getting involved in it. The Wizards had found out
all things mystical and arcane and the ancient art of drinking that Olderberry was also a Wizard and so were off to his tower, with
Longmarrow Scrumpy. Halfling thief in tow. The fighters preferred to stay in the Pig's
The tower has four floors above ground and three below. Those Trotters because it had suddenly become less crowded, and they
that are below are Olderberry's laboratories, those upstairs are his liked that vague smell of burning straw, it reminded them of home.
and his families living quarters. (Yes, a wizard with a family.) Admittedly the priest type characters did their bit and went round
MERCHANT'S ESTABLISHMENTS healing the wounded and the like, so they weren't a complete waste
Most of the shops are half timbered buildings, again with of time.
thatched roofs. They usually consist of two downstairs trading areas The attack from Huuruk and his raiders comes at around 10.00pm
and an upstairs living quarters for the proprietor and his family. on the third night of the character's stay in Longmarrow. The battle
(Some families do hire out rooms in their quarters to visitors during commences with a few well placed fiery arrows from the tree line.
the farming festivities.) Most of the shops that players would like to Remember the plan, they do not intend to actually storm the village -
find will be available for discovery here. (My bunch went on the that would result in too many casualties, they intend to just skirmish
search for a silversmith and a weapon smith, remember the around the edges, give Alistair enough time to do his dirty deed, and
Werewolves from above.) then back off to camp for cocoa and goodnight kisses. What their
THE HOUSES plan hasn't taken into account is the fact that there are around thirty
experienced soldiers in the village who won't give up the fight just
The private housing in Longmarrow is a mixed bunch. Ranging
because the enemy has backed away. Because of this after the first
from Halfling holes to fairly large impressive buildings made
time the Ores come into combat with the soldiers they will receive a
entirely from stone. The average dwelling is a half timbered two up
two down affair with a small patch of land on which to keep the penalty on their morale dice.
goat. (Upper class residencies also have a small pond in which they
THE DEFENDERS
keep the family duck and small koi carp.)
THE SCRUMPY VAT PROCESSING WORKS OULD BOB'S SCRUMPY QUAFFERS
Imagine the largest moonshine still ever, add a few more curvy If this was a Jonathan Turner article, he would probably suggest
pipes and a large vat of rotten, (sorry, I meant fermenting) apples. at this point that you play a selection of Wurzels hits. For those that
Imagine that it could explode any minute. Nuff said! are too young to remember, the Wurzels were a bunch of yokel types
who sang things like "I've got a brand new combine harvester," and
THE PEOPLE OF LONGMARROW "I am a cider drinker, I drinks it all of the day." These men have
Sorry to any of our South West England readers but I'm afraid got a lot to answer for and they did no favours to the image of south
western England.
I'm going to have to do a bit of regional stereotyping here. Sunny
days sitting on the patio, watching the cows, sucking straw, adjusting Numbering ten in all, these are the hardened Scrumpy drinkers of
the old straw hat and dungarees, while muttering "ooooh aaaargh" a the Pig's Trotters tavern. Usually an easy going lot who will give
lot in between drinking Scrumpy. These are the type of people who anybody the dregs of their Scrumpy (remember the phlegm!).
inhabit Longmarrow, yes even the Halflings I'm afraid. They will be armed with a variety of implements that could be
described as farming tools - pitch forks, pick axes and the like. They
THE FARMING FESTIVAL have a two man plough team that takes four rounds to get going but
when it does treat it as a medium cavalry charge when moving into
The festival begins the night after the characters' arrival in
spaces occupied by more than four Ores. As soon as it hits one band
Longmarrow. It starts with a big meeting of all the gathered traders
of Ores it will stop and then four more rounds must be spent getting
and village folk, and they are lectured for an hour or so by old man

�[e Pfayer Independent Ju[y 1993


.Long ?{jg/it at .Longmarrow
I•

it into position. If Bob and the rest are manoeuvred out of the village THE EXPLODING VAT
and near the Scrumpy Vat Processing Plant all must make morale
During the battle Ould Bob's Scrumpy Quaffers may be placed in
checks (with bonuses if there is immediate danger to them) to stop
the position of defending the Scrumpy vat. If any of the attacking
for a quick taster to see how the next batch is doing. They must then
forces are using missile weapons against them there is the chance
make a morale check for every tum following (with penalties for
that a stray arrow might just strike the vat in the wrong place and
every three turns spent there) each failure indicates that they are still
cause it to explode. The chance of it exploding is as follows: For
tasting, the penalties incurred are to signify their drop in will power
each missile that failed to hit one of Ould Bob's lot, there is a 10%
as they get steaming drunk. On the fifteenth round, any morale
chance of it hitting the vat, if any do hit the vat then there is a 15%
checks that are failed will signify one Scrumpy Quaffer is out of the
chance of it exploding. If a multitude of missiles hitting the vat then
combat and out of his skull. During this time, if they are attacked,
the chance is increased to 25%. If (when) it explodes place a six inch
they will immediately break off their Scrumpy tasting and join in the
template around it, any figures caught in the radius will
battle. (-1 applies to all dice rolls for every three round they've been
automatically take 1 wound. The attackers must then make a dodgy
there.) The leader of Ould Bob's Scrumpy Quaffers is naturally Ould
morale roll or spend the next two moves retreating thinking that their
Bob - treat him as a hero type due to the fact he can outdrink the rest
is obviously incoming heavy artillery fire.
of them. Note: any player characters trying to drink from the
Scrumpy Vat should make constitution checks with severe penalties. THE ACE UP THE SLEEVE
If by any chance you have converted this to White Wolfs Vampire Although Oldberry is getting on a bit he ain't gonna sit back and
The Masquerade, or R. Talsorian' s Cyberpunk then characters watch Ores trash his village. During the battle the characters (those
should be made to make humanity checks. that are involved) will sporadically see him weaving in and out of
Armour type for the Scrumpy Quaffers is denim plus straw hat, the houses and trees with camo-paint smeared on his face. After he
i.e. none. has disappeared their will be large explosions. If the players didn't
THE BOGEY PERIL know that Olderberry was a wizard they should sure find out now.
The Bogey Peril are a small group of Halfling fighters who are Do not give Olderberry to the characters as one of their forces.
damn good shots with sling and stone. Not too hot with the old
blades though. Each of the Bogey Peril has some sort of climbing SOME HINTS ON ATMOSPHERE
skill at rank two and their favourite position to be in is on a roof top DURING THE BATTLE
firing down at their attackers. There are twenty of the bogey peril in If possible, tum all the lights off and play by candlelight to give
all and these account for the entire adult male Halfling population of the whole thing a night battle atmosphere. If you enjoy taking things
Longmarrow. too far go outside and remove a piece of tarmac from the road, place
Armour type for the Bogey peril is leather. it in a bowl and set it on fire, this will stink your house or club room
THE SOLDIERS out but it's well worth it for the effect of the burning barns. Another
The soldiers were summoned to Longmarrow by Olderberry's son idea is to play it as a Vietnam re-enactment. Some of Olderberry's
(more about him later). Usually they are hire swords but will always spells are the equivalent of white phosphorous flares on a parachute.
work free when combating Goblinoids. For this effect remove the lightshade, replace the bulb with a 120
Out of the thirty that are now stationed in the village twelve of watt bulb (the brighter the better) and keep knocking it (obviously
them are archers/swordsmen, the rest use spear/sword & shield. The you can only achieve this effect if you have a flexible lamp holder).
armour is uniform chain mail throughout. Being experienced soldiers Each of these flares should last for about ten minutes, then you
this should reflect in their morale and other stats. switch off the light and go back to the candles. I could give you a
VARIOUS NOBLE TYPES AND THEIR MEN AT ARMS good recipe for napalm, but it's probably totally illegal and I could
Most of the traders who attend the festival are young nobles who get arrested, so I won't.
have been trained in the art of using the sword. The problem is they
have been used to fencing as opposed to hacking and slashing. They THE ATTACKERS
are good, but they shouldn't be as good, in this situation, as the Its up to you what you use as attackers. It should be a mixture of
soldiers. The men at arms are a bit better at the hack'n'slash Ores and goblins with perhaps a shaman in tow. Huuruk will remain
approach so should be rated as slightly better than the nobles but not at the back of all the fighting with his boss, the Ogre. The four
as good as the soldiers. Bugbears will be involved with the melee, driving the Ores and
Armour types for both these vary, use the armour that the Goblins.
representative figure is wearing. If the goblins catch sight of the Scrumpy Vat then apply the rules
FARMER'S WIVES given for Ould Bob's Scrumpy Quaffers. If Bob's Quaffers are there
The moment the battle starts the seven farmers that live in the the Goblins will simply ignore them and join in.
village will be off to the cowsheds and the grain stores to protect All armour and weapons will be different and their shouldn't be
their livelihoods. This leaves behind their wives who, for the purpose more than around sixty attackers. If they do manage to defeat the
of this adventure, we can class as elite commando special forces. defenders then the party should be allowed to make a break for it,
The reason I've made this classification is, like their but the adventure will be over.
special forces counterparts, they all have their
particular favourite weapon - i.e. rolling pins, frying BACK TO THE PLOT
pans, meat cleavers and the like. During the battle Alistair Arundel is not to be found anywhere.
Armour, though non-existent, can be classed He will be trailing Olderberry in order to carry out his treacherous
as tough. deed. At the climax to the battle, jut as it seems the defenders are
Please feel free to expand on these pushing back the Ores, Oldberry's body should be found face down
armies, I did. in a small clump of bushes, a black fisted dagger protruding from his
back.
After the Goblinoids have been driven back a field hospital is set
up in the Pig's Trotters tavern and all the dead and wounded will be
taken there, including Olderberry. If any of the player characters
start to examine the body they will find that the knife used to kill
Olderberry had a blade coated in venom (ooooh!). At this point in

2',p[e P[ayer Inaepenaent Ju[y 1993


Long :A.[jglit at .Longmarrow
the play test one of the wizards decided he needed to take the dagger much too strong and will overwhelm both him, Gunt, and the
away in order to examine it. Unfortunately the body was being soldiers; the best plan would be for the soldiers to head towards the
guarded by one of the soldiers who had to be charmed in order to let caravan's destination and warn the town guard of the imminent
the dagger be taken. The other wizard and the thief headed off to arrival of several heavily armed murderers. The soldiers should then
Olderberry's tower (ghouls that they are) to see if there was anything do this to ensure a warm reception for the PCs at the other end, again
that they could do to help his family (that was their story and they're another good role playing stint should evolve from this as the
sticking to it). characters have to talk their way out of the situation.
Several hours after the soldiers have gone on their merry way,
THE TWIST and evening is just about to set in, the caravan will come to an
The soldiers know full well that the Goblinoids did not break abrupt halt. Stood in front of the caravan, and surrounding its sides,
through into the village during the battle, and definitely not in the are the full force of the Goblinoid 'raiders (some 150 of them),
place where Olderberry's body was found. This has aroused Huuruk is stood at the front.
suspicions and they will start to question people about there Here's where it should all become clear to the players what has
whereabouts during the battle. If the characters did not take part in happened, they will see Alistair in discussion with Huuruk. At one
the battle then they may find it hard to convince anybody of their point the whole thing will flare up and Alistair will draw his sword
actions during this period. During play testing the soldier who had to attack Huuruk; he won't get very far as the Ores will grapple him
been charmed came forward next day (the charm had worn off) and the ground. They will then see Huuruk' take something from
told what happened to him and that one of the wizards had taken the Alistair's prone body and deliver him a swift kick in the ribs. The
dagger; it was obviously a case of removing the evidence from the whole of the Goblinoid force will then disappear into the growing
scene of the crime! Also, the thief and other wizard had been seen darkness and out of sight.
snooping around Longmarrow tower in a highly suspicious
manner..... GO DIRECTLY TO JAIL.•.•.
Lucky for them, because of the battle and the death of Olderberry, I'll not give details about the journey back to town as I'm quickly
the festival had to be cancelled and Alistair was in a real hurry to get running out of space, suffice to say that if you really need any then
out of Longmarrow and back to base. On the way back the characters I'm sure you'll think of something. Upon arrival at the town the
had their suspicions about Alistair - where was he during the battle? characters had better do some fast talking to dig themselves out of
How come he's in such a hurry to get back? They had no real proof their predicament. Telling the guards that it was Alistair who
at that point committed the murder won't wash to well; after all, he is the son of a
Now it is more than likely that your characters have a lot more town noble who would never dream of such a thing.
common sense than mine, and they won't do anything as stupid as
removing evidence or snooping around the dead man's house, BAILING 'EM OUT
perhaps not. Anyway, the chances are that your plot will start to head If the characters put up any resistance to their arrest you can play
off in different directions as the characters start to get involved. If it either way. You can have them battle it out with the town guard or
your an inexperienced GM, don't worry, let the characters make they can give themselves up after a small battle in the hope that
their own adventure at this point - if they start to investigate the justice will prevail and they will be found innocent.. If they choose
murder they should be able to get into much more trouble than you to battle it out then give them a chance to escape; they will then
could ever throw at them. What should become evident is the fact become hunted criminals, wanted for suspected murder, resisting
that Oldberry has had a magical item stolen from his body (the arrest, and battling with the law. If this does happen then endless
money producing purse). hours of fun could be had sending bounty hunters after them.
(Especially in your deepest and darkest dungeons.)
WE GOTTA GET OUTTA THIS PLACE Some time long ago in this adventure I mentioned that Oldberry
Alistair will make a sudden appearance in the early hours of the had a son. He was the one that had sent the soldiers to Longmarrow
morning. He is looking slightly dishevelled, but not covered in to protect it and so obviously he has influence. His influence also
sweat, mud, and blood like all the others; he may even claim to have extends to the magical arts, and quite good at this he is. He is a
been captured by the raiders and managed to escape during their major face in the local wizard's guild and will be present during any
retreat. He will round up the characters and tell them that the next questioning of the party using various spells to find out the truth.
day of the festival has been cancelled and they must head back Eventually the truth will come to light and Alistair will be sought
immediately. By the time the sun rises above the horizon they will after to explain himself. Unfortunately he's disappeared.
be off. If the characters manage to employ delaying tactics the I'll leave it there for now. It's up to you to decide what has
soldiers will have set up barricades across the only exits through the happened to Alistair. Perhaps, to make up for the inconvenience
wicker fence. No one will be allowed to leave until some local force caused to the characters, the town will pay for them to track down
arrives to take charge of the murder investigation. Alistair. When they find him they may want the party to track down
If this happens then Alistair will start to get more and more Huuruk and his band to retrieve the stolen magical item. And what
agitated as time goes on. It could be three or four days before the about those nasty Werewolves on the prowl, not to mention the
local constabulary arrive to take charge. Now he has attained Wights who, as we speak, will be causing untold damage by running
Oldberry's purse it is possible that he could bribe several of the gate amok. All possible things for the characters to get involved in.
guards to let him pass. I'll leave all that up to you.

HERE COMES THE DOUBLE-DOUBLE-CROSS


If the caravan has made it out of Longmarrow before the gates are
closed then soldiers will come after them. It shouldn't take them too
long to catch up with the caravan. When they do catch up they will
want to talk to Alistair and ask him to tum back. Alistair has it all
worked out, he will tell them that he knows who's responsible for
the murder and they are travelling in the caravan (the characters).
They forced him to leave Longmarrow early to escape detection. If
your players were as silly as mine, then any activities they may have
taken part in before leaving the town may support Alistair's story.
Other porkies he will spin the guards will be that the characters are

1?J)[e Pfayer Incfepencfent Ju[y 1993


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become, by human standards, extremely so. This situation would perhaps exist today relationship may please it. It sometimes
i.e. Males are broad shouldered narrow if, about 900 years ago, the first (and to happens that a given Felin will decide to
hipped and muscular, whereas the females' date only) great Felin Philosopher Greel remain in a fixed state, rather than shifting
shoulders and hips are roughly of equal Ptavvishh (roughly translated : the one gender on a frequent basis, and in these
width and have all the right curves with the blot over the eyes) managed to instances for a pair of opposing sex to
elsewhere! When shifted to a given sex, a assemble the clan leaders together, and mate. When this happens it is usually done
Felin emits a strong pheromone discharge made them understand that they were for life, which involves one partner
which is sexually arousing to most heading towards racial suicide, and that transferring from one Company to another.
mammals of the opposite sex (including they must all work together for the It seems to be unimportant which partner
humans), and for this reason they spend the common good. makes the move, but once accomplished all
majority of their time in the neuter state, He proposed establishing a global ties to the old family are totally severed.
because refusal (and claws) can sometimes government comprising of the senior (i.e. If a Company member is no longer able
offend a would be suitor. This too old to hunt or fight) members of each to fight, either due to age or infirmity, then
characteristic make female Felin much clan. The High Command was thus set up. they will either fill administrative positions
sought after for employment in some less The Felin then began to industrialise, within the Company or, if senior enough,
reputable entertainment establishments, but mainly manufacturing weaponry which, be promoted to the High Command. As
a Felin would have to have fallen on very after contact with a scout ship from the Old with any other transfer this severs all
hard times indeed to take such a job. Republic, became their principle export. previous family ties.
There is one case record of a captured They began to import other goods and It is a source of amusement to other
female Felin being kept massively drugged technological items and their culture began races that, because of their very closed and
and sold into slavery in a brothel. The to seem quite stable. This situation sheltered upbringing, a young Felin, who
brothel keeper was making a tidy sum from unfortunately didn't last, because due to has had most of its thinking done for it,
this until a group of five adventurers (two their inborn characteristics they began to will be extremely naive about almost any
of them Felin) chanced by. On discovering suffer serious civil unrest. matter that is not military oriented. Thus it
the fate of their sister the two Felin reduced Recognising the fact that there was no is likely, if taking R&R on a civilised
the building to gravel and the keeper to way to remove their basically warlike world, to get fleeced for most of its money,
paste - subtle they are not! nature, the High Command ordered that and not be unduly worried since that's
It takes roughly two days to shift one each family organise itself into a military what they think money is for, much to the
stage (i.e. male, neuter or female) to the company, and then offered these families/ delight of the natives.
next. Once the shift has been triggered, it companies for hire as mercenaries. It is on If one is going to fleece a Felin, it is
may be possible to accelerate the process this basis that Felin society exists today. In wise to make sure that you know what
by conscious effort. Can Felin cross breed the intervening years the Felin have you're doing because should you upset
with other races? Insufficient data! developed a strict code of conduct for their one, the combination of massive strength
6. The last notable difference between families/companies: and their inhumanly (literally) fast reflexes,
Felin and humans is their virtual immunity 1. Each Company Commander (Colonel) is makes them very dangerous to brawl with.
to intoxication by alcohol and most (but responsible for the conduct and discipline Remember Felin have retractable claws,
not all, see 5 above) narcotic and of its family (this will usually, but not and are not afraid to use them. There is no
depressant drugs. They are, however, necessarily, be the oldest member of the such thing as an unarmed Felin!
partial to alcoholic beverages because it clan) and be answerable only to the The Felin language, much like that of
makes them feel loose - whatever that contractor or, in the absence of such, Felin the Wookies, is fairly comprehensible to
means. Among people who have High Command. other races if they take time out to learn it,
encountered the race, Drinking with a Fe/in 2. A Colonel, and thus the Company, will but almost completely impossible to speak
is a term synonymous with throwing your obey the orders of the contractor, with the (Difficulty 30) because only the Felin
money away. single exception that an order to attack throat is designed to emit the purrs, hisses
Homeworld will result in a breach of and growls that make up their speech. They
FELIN CULTURE contract on the part of the contractor. This also practice a complex hand signalled
"Life among the Fe/in can be likened to means that if hired by opposing factions, battle talk which can be used by anybody
living in an army barracks," so said two Felin units will quite happily fight to with five digits per hand.
Professor Ty Rivial of the Faculty of Alien the death although in practical terms they
Cultures of the University of Verren, one will have normally wiped out any non­ FELIN AND THE FORCE
of the few human scientists to visit Heleth Felin soldiers on the opposing side first. If That the Force exists there can be little
4. such a situation should occur then the all doubt, since the power wielded by the Jedi
To understand the reason behind this Felin force would surrender. until they were decimated during the Clone
one must look at their history. Being 3. Each Company has its own internal rank Wars are a matter of recorded history, yet
descended from large predatory cats, the structure and chain of command. Should to the common being it is a mysterious
Felin were once fiercely territorial of their any senior member be killed then all lower thing and the subject of much scepticism
hunting grounds and being extremely members move up the chain accordingly. and superstition.
clannish would fight, family against In theory, should the rest of the Company This is an extract from a lecture on the
family, to maintain the areas that each be killed, the youngest private becomes Felin delivered by Professor Ty Rivial
considered its own. Colonel - see Fe/in as Player Characters (University of Verran, Faculty of Alien
This led, as the population grew, to full for further discussion of this. Cultures), he continued: so it is strange to
scale wars of expansion, with some of the It is a general rule that as part of its duty find an entire race who are, as the Jedi
larger clans completely destroying their to the Company each Felin will sire one would have put it, strong in the Force.
weaker opponents. Because of this way of cub, bear another and, having fulfilled this Therefore ...
life a cub would begin its training in the obligation, will be free to pursue whatever We will at this point leave the esteemed
arts of war as soon as it could walk. Professor, since the lecture continued for a

�[e Pfayer Inaepenaent Ju[y 1993


<Ifie :Jefin
further 3 hours - insomniac students make character. Its Company were under contract need to be able to speak verbally to anyone
a point of signing up for these courses. to the Empire, and rather than pay them the not of their own race unless they are
Why the Felin are strong in the Force is imperials killed them when they were experienced in telepathy. In fact it is very
unknown. It may be that Heleth 4 is a being taken off planet after the job was hard for the average Felin to communicate
nexus of the Force but this is impossible to done. The character escaped because it was telepathically with others not of their own
confirm since there is no real way of in hospital at the time of the raid. If you Family/Company.
measuring it. To the Felin it is simply use this option, you could have a group of From Technical, only really Security,
something they do from birth. They do not up to three Felin - any more than this Medicine or Demolition, and then only if it
tend to develop the range, or level of would have to report to High Command in was a specialist in one of those areas.
strength and control, of powers professed order to begin reporting the Company. A new PC Felin will have no
by the Jedi of old, and there is no record of Survivors of this type should of course go Mechanical skills at all (the ability to
any Felin being trained as a Jedi Knight. home and transfer to a new Family/ maintain weapons etc. is assumed in the
The average Felin spy knows there's Company but would not be Death Listed skill to use them). Of course any skill
something dangerous around the corner or like the first type of character above if they points acquired during play can be spent on
if wounded, you concentrate to make it failed to do so. any skills at all, these restrictions only
heal faster. Weapons seldom jam in Felin A sole survivor can avoid the obligation apply to_Felin who have never been far
hands because they are kept free by to return to Homeworld if it is contracted, away from their fellows. Unless playing a
telekinesis, and on the battle field there is since it is the default Company rogue Felin, I would not allocate any of the
little use for a communicator when you and Commander. For example, Ferris initial skill points into the Force skills,
your kin/comrade know what one another mentioned above, is contracted to because of the instinctive way they are
is thinking. Silverblue (a freelance pilot) for the sum of usually used, and if playing a rogue, if its
They have no conception of the Light one credit. The fact that she is its friend is force skills are too high its probably well
and Dark sides of the Force. To them these coincidental(?) on the way to the Dark Side.
abilities are as natural as sight or hearing. Playing a Felin character can be quite I would recommend for a first time, that
An individual Felin may develop its fun, but there are some points that should a young inexperienced Felin is best. In this
powers to higher than normal levels by be noted if such a character is not going to instance the character needs to have a close
constant use of an extended period or they upset the balance of the game because, if friend, to watch out that it doesn't fall foul
may increase during the stress of battle. It mishandled, it could be far too powerful in of its naivete too often and to prevent it
definitely seems to be the case that the the early stages of the campaign. from making lethal blunders with technical
older the Felin, the more developed its To illustrate this point we first need to equipment it doesn't understand, (A case of
powers are. have a look at the basic characteristics of curiosity killing the cat ?) e.g. Silverblue (a
While they, as a race, know nothing of the Felin: pilot) has just spent half an hour plotting a
the aspects of the Force, there have been particularly complex course, Ferris (a
cases in the past of individuals taking to Felin) leans over the console;
the Dark Side. These sorry creatures are Ferris: What happens if I press this button?

ra,,w...aa111111
generally tom apart by their peers for their
Perception: 3D Silverblue: You trash half an hour's work,
criminal attitudes before they become my friend.
dangerously powerful. Strength: 4D Ferris: S'pose I'd better not then.

Bi!l11Ili811111�1tllll1l
Although it would be unprecedented, Silverblue: That's right, Ferris, you'd best
assuming a master were to train it, a Felin not. (Slaps hand to forehead)
would be more than capable of becoming a Technical: 1D If you are going to set up a pair like
Jedi, having as they do a very disciplined these two, then one rationale you can use is
outlook on life and, when aroused, a very to have the friend hold the Felin's contract.
deep commitment to what ever they Sense: 1D i.e. be its employer, if only for the piece of
undertake. Without the guidance of a mind of the friend because this makes the
master it is very unlikely that a Felin would Felin easier to handle, at least in the early
take to the Jedi Way. As you can see the total number of dice part of the relationship.
split down is 17, as for any character, and That concludes this article. The material
FELIN AS PLAYER unless your referee says differently you here has been extensively play-tested and
CHARACTERS will get additional dice to allocate to can make for some fun sessions. I will
The first thing to decide if you wish to individual skills as a PC. reiterate the caution that, if abused, these
play a Felin is why is it adventuring in the Please remember when allocating skills, characters can become one man armies and
first place. There are only two ways that a if players are to portray the race in the ruin the enjoyment of fellow players. With
Felin can be away from its Family/ manner intended, that they should not this in mind I hope you have as much fun
Company: select skills that they could not have playing Felin as I have. If anyone has any
1. It is a renegade, a deserter that has gone reasonably learned as soldier. For example: questions or criticisms of this piece I will
rogue and as such will be Death Listed by Any Dexterity and Strength skills are be happy to respond to them through Last
High Command and killed by any right reasonable, as are any Perception except Writes.
thinking Felin that it should come across. Bargain and Con. It is a by-product of the
This makes for a dangerous lifestyle, but strongly telepathic nature that they have no
could be fun if you like living on the edge. concept of, or use for lying and they are
It also gives the referee a few interesting also very literally minded.
plot tools to use. From the Knowledge skills, really only
2. It is a survivor, usually sole, of a Survival and maybe a little Technology to.
Company that has been wiped out. This is Some language skill is very useful
what happened to Ferris, my first Felin because of the Force Difficulty Table they

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R POST=
I D VISA
A Scenario for White Wolf's Vampire
Story Telling System
By Sarwat Chadda
STORY SYNOPSIS
This story is a short one night affair for a small group of London
or UK based neonates, ideally Toreador and Ventrue.The adventure
centres around a ball being held in a country mansion, and the
revenge of a Toreador elder on a mortal who betrayed her.The
characters get a chance to meet some of the other London kindred,
and perhaps engage in some of the political intrigue of the London
Camarilla.
The party climaxes with a hunt, a mortal 'fox' against the
vampire 'hounds' and ends with the troupe meeting other
supernatural creatures, the faerie-folk that inhabit the woods
surrounding the mansion. SCENE ONE - THE ARRIVAL
The atmosphere in this story is sinister, magical and ethereal. The characters enter the Moorlake estate through tall iron gates
Mist lit by the silvery moonlight, the snowy owl gliding through the and drive along a densely wooded avenue towards the mansion.The
still night, and the pale vampires dancing like elegant ghosts road is gravel and the trees looming overhead block out most of the
amongst the unsuspecting mortals.The horror aspects cast the player moonlight.A gentle breeze moans through the tree tops, and a ghost
characters as baying hell-hounds, pursuing the terrified mortal white owl swoops across the headlights, dead mouse momentarily
through the mid-night woods in a lethal chase. visible in its talons.
The Moorlake Ball does not have a geographical location, The manor is of dark grey stone, half covered by crawling vines.
anywhere deep in the woods far away from civilisation will do.The Its turrets and battlements are haunted by malformed gargoyles that
mansion has been hired out to hold a party for the London scene, leer down from their shadowy nests above.The moon is full and
debutantes, children of the rich and well-bred.The organiser is a bright, giving the gardens a ghostly glow of pale blue.The large
mortal called Lester Sevrington, an art dealer who recently tried to gravel courtyard is filled with cars, while broad steps lead up to the
swindle a gallery owned by Claudia, head of the London Toreador. Mansion itself Two attendants wait, dressed in tuxedos.
She is here with several Toreador to avenge herself for the insult, at
Sevrington's mortal expense.He is of course unaware that this will SCENE Two - THE BALL
be his last night on Earth.As befitting a Toreador, it will not be a "The still night is disturbed by the faint throbbing of music.You
straight killing, but a game, part of the evening's entertainments. approach the pulsing lights within.The mansion is lit by faint candle
The characters will play too. light, or the occasional stark white spot light leaving vast voids of
darkness in each comer and behind every pillar.You can see people
THE PCs INTRODUCTION
moving in the darkness, a woman in a shimmering white ball gown
The PCs, which must include at least one Toreador, have been glides like a ghost up the stairs, followed by a man in his black
invited to attend the Moorlake Ball by Claudia Darcy, the Toreador tuxedo.Another woman, wine glass in hand, sways dreamily in a
clan leader, and member of the London Primogen.The affair will of dress of black and dark red.Her hair is as dark as a raven's wing, her
course be black tie and ball gowns, and a masquerade at that.The face white but for the slash of blood red lips.Her long black velvet
neonates should be upper class, no Brujah bullies and definitely no gloves each have embroidered serpents wrapping themselves around
Nosferatu (could you imagine the horror?) her thin arms/ She drifts into the shadows, and beyond you see the
Claudia is a powerful and influential Cainite, so the characters hall...."
would be well advised to play by the rules, so turning up at the Ball "The music pounds like a giant's heart-beat, vibrating through
with a Glock or an Uzi would not be appreciated.Players tend to be your bodies as you enter the ballroom.Tall columns reach into the
naturally cautious, and will often find it difficult to let their shadow cloaked ceiling, small sets of chandeliers glittering out of
characters enter any situation without firearms or some kind of the darkness like golden stars.The black velvet curtains have been
weaponry, but you, the Story Teller, must persuade them that they swept back allowing in the stark moonlight, casting the tall, twisted
are going to a ball, to party and meet fellow Toreador, not to engage shadows of the dancers across the dark oak dance floor.
in a gun-fight.

!lvJ[e Pfayer Incfepencfent Ju[y 1993


'Ifie %oor{akj, 'Ba{{
As they enter the woods, they will notice how much thicker the
mist has become since they arrived, and that the trees block out most
of the moonlight, only slivers of pale light cuts through the dense
foliage. Unless the characters have Auspex or Portean they will be
severely hampered in hunting Sevrington. Sevrington however has
been stumbling blindly himself through the woods, and has left an
easy trail to follow of broken twigs, ripped pieces of clothing, drips
of blood on the leaves etc. ASI the hunt continues, the party will have
the following encounters:
1) A Ghostly Shadow - As the party creep through the woods, the
character with the highest Auspex and/or Perception will see what
appears to be a white horse a'nd rider out of the comer of his eye. It
move silently on a course parallel to the group, but as they approach,
it disappears into a thick mist.
If the characters check the path the horse has been following,
they'll find no leaf disturbed, or branch touched. Then a distant
hunting horn echoes across the woods.'
2) The Black Dog - The characters see what appears to be
torchlight in the distance. It could be one of the Toreadors, but more
likely Sevrington making his way through the bushes, looking for
escape.
As they move in that direction, the twigs and thorny brambles
seem to entangle and trap them. One by one they find themselves
pulling and tugging themselves towards the light. This entails the
characters making strength rolls, first against a Difficulty of 4,
increasing by one every few yards, up to 7. Each botch calls one
level of wounds.
If the characters succeed, they find themselves by a small ruined

mausoleum. It is half covered in moss and ivy, its stone surface
cracked and weathered over the ages. Its stain glass window long
--�-- - --\_, - . since broken. Much of the engraving on the tomb has gone, but
(- h,'J 9} -_., · . , · -.· . J:Wf , , . •. ,,_,. _, .,. within a small carved circle of flowers is the name, "Rebecca 1831 -
··-
.
'�!.�. : ... �•--�.--:;:-<· 'j 1836" (see player handout #1).
PLAYER HAN-�O°iJT # 1 As the characters investigate the mausoleum, they hear a deep
L _________________ � growling from nearby. Lurking beside a thick tree stump is a large
black dog. Its eyes glow with evil red malevolence, and yellow
bushes below. He lies stunned for a few moments, before climbing spittle drips from hits savage jaws, forming puddles of luminescent
to his feet, bruised and scratched, but otherwise unhurt. venom. Its claws rack deep into the ground as it moves cautiously
Claudia shouts to him, "Run, run rabbit, run!", before she around the characters, snarling. The creature is a supernatural faerie
laughs, wildly, and on the edge of sanity. dog, called a Barghest, and is said to be a spirit of retribution, to
return vengeance for innocents unjustly slain. It is the guardian of
SCENE FOUR - THE CHASE the tomb, and senses the evil nature of the vampires. It moves
The excitement of the hunt is getting to the characters. between the tomb and the characters, and they are well advised to let
Sevrington's fear is almost tangible, and the others are already on it be. If they are slow in retreating, it will bark loudly, its voice
the edge of frenzy. This tense atmosphere and Claudia's madness shaking the trees and sending the mist out in rippling waves. It will
will spread to envelope the player characters. Self control rolls only attack if they seek to enter the mausoleum, or attack it.
against a Difficulty 8 will be required to avoid wanting to join in. Within the ruined structure is a small tomb, in which is the
However, they may wish to do so anyway, out of eagerness to kill, or skeleton of a small child, in a faded black velvet dress and white lace
just to please Claudia. cuffs. Any vampire touching it will cause it to crumble to dust.
After a few moments, they see Sevrington vanish into the woods, 3) The Rippling Stream - Characters come to a small, pure brook
and look eagerly at Claudia. She nods. They scream and howl with running across their path. It comes from an underground reservoir
joy, and the chase begins. some distance away, and is aid to have mystical properties. It can
Some climb down the ivy covering the wall (Difficulty 5), others easily be jumped, but if any vampires wade through the cold ankle
leap confidently to the ground (Difficulty 7). deep water they will feel the chill slowly spreading through their
The characters are in a dilemma, do they hunt, or not? Those with entire body, causing a loss of sensation. They will be able to
high humanities (6+) will want to rescue Sevrington, or at least hear continue stumbling on, but handling instruments or using their finger
the whole story. However, whatever they decide, it would be better for anything will be hard, at -4 die, depending on what they are
they at least give the impression that they are joining in, lest trying to do. To free themselves of the chill will require burning of 3
Claudia's wrath descends on them too. So they race to join the Blood Points.
others, into the woods.
SCENE SIX - THE THORN MOUND
SCENE FIVE - INTO THE WOODS. Eventually the characters catch up with Sevrington. Here they
This part of the adventure has the characters racing through the must decide what they will do with him, slay or rescue.
misty woods, chasing after Sevrington. They will have increasingly "You move out of the woods into a grass covered plain. Boldly
strange encounters before they finally catch up with him, and meet lit by pale moonlight is a large mound dominating the view. It rises
the supernatural guardian of the woods they hunt in. How they deal gradually but its summit is surrounded by a wall of brambles and
with Sevrington will effect whether this guardian acts as an ally or thorns. A lone oak tree on top of it, and resting against its trunk is
foe. Sevrington, head thrown back, gasping for breath. His clothes have
been tom and shredded, his limbs scratched and bleeding."

2?_p[e P[ayer Inaepentfent Ju[y 1993


'The Afoor{akf �a{{
family became very rich and the daughters much sort after by CHRISTINE
suitors. WARRINGTON
From early on Claudia realised how great an advantage she held TOREADOR
with the looks, position and wealth, and began to utilise it in her SEDUCTRESS
pursuit of excitement and pleasure. Her intelligence and cunning Christine is one of the
prevented her from being involved in any scandal, and when her most alluring women the
mother died, she ran the household in her father's absence (which characters will ever meet.
was often). She knew exactly what she could get way with, and what Her long silky black hair
she could not. Coupled with her keen ear for music and sharp eye for and pale grey eyes are
artwork, several European Toreador saw her as one quite worthy of seductively mysterious, her
the Dark Gift in a time when court intrigue and deception were bloody lips and slow smile
viewed as art forms. perfect traps for the heart.
Eventually, the family were invited to Paris, under the orders of She never loses her cool,
Jean Marc, an influential 5th generation Toreador with the Paris and every word and phrase
coterie. is cautiously charming.
After some weeks of consideration, Jean Marc Embraced her. She
BACKGROUND
spent several years with him, but moved back to England during the
Christine is one of the
height of the French Revolution. Jean Marc travelled onward to New
eldest and most powerful Cainites in England, having been
Orleans, Claudia chose to stay.
Embraced during the English Civil War in 1642. Her father was an
She quickly rose within the Toreador ranks, and helped cultivate
influential Royalist and advisor to King Charles, and Christine was
its neutral stance in the Ventrue - Tremere war. With few political
brought unwittingly into the struggle by a Toreador cavalier, Edward
involvements, she threw herself into a sensual, hedonist shadow
Swinton.
world for almost two centuries. No mortal can understand the
Christine was already heavily involved in the fight against
concept of eternity. Enternal life seems an ultimate blessing, but it is
Cromwell, and once made aware of the Kindred was eager to be
a curse. Claudia indulged in every vice, sensory delight and physical
involved in the struggle for power against the Ventrue. Still
pleasure. But she could not find enough to fill her eternal night.
continuing her life as a mortal, she used her powers to secure support
Frustration at this, plus her growing detachment from her humanity
for the King during the war. She usually succeeded through her
had slowly unhinged her mind. She finds it increasingly difficult to
persuasive and vampire powers, but did resort to Blood Bonding
identify with mortals, when her own mortal life was a mere 28 years,
certain individuals to ensure their trust. When the Venture eventually
compared to almost 200 years as a vampire. She has become amoral
won, Christine was brought before them and charged with breaching
and has developed a sado-masochistic tendency in her attempts to
the Masquerade, and was exiled from Britain for two centuries. She
learn and discover new sensations.
went to the New World.
While Claudia is physically attractive, her soul is sickly. She
This, more than anything, prevented her from gaining leadership
tends to frighten people, or at least make them uneasy (her low
of the Toreador. Mant of the Ventrue, especially Lady Anne, the
Humanity is evident). Her distance form mankind is demonstrated by
Queen of London, remembers Christine from the Civil War, and
the �evrington incident. She underestimates mortals, how could they
have been keeping a close eye on her. Also, her exile prevented her
possibly match her, a Cainite Elder? So when she discovered
from developing any real support from the London Toreador. who
Sevrington's swindle, she was shocked to the core, and completely
are much younger than her and view Claudia as the rightful ruler.
over-reacted. She wants revenge, but no mere swift killing.
However, with Claudia's growing instability, Christine senses her
Sevrington's death will be humiliating, terrifying and barbaric. From
time may have come, and is quietly gathering support within the·
this example the PCs will learn to fear Claudia.
clan. She also want to bring the Toreador back into the Camarilla
Other Camarilla elders have also started to worry about Claudia.
political scene, possibly with the support of the Tremere. But she is
They feel she is unable to cope with her immortality, and her actions
patient.
are becoming increasingly self-destructive. They fear she may
Sire: Edward Swinton Genef'.ation: 6th
threaten the Masquerade, unless she is stopped.
Clan: Toreador Embrace: 1640 (born 1606)
The Sabbat however, consider Claudia to be an ideal candidate
Nature: Competitor Apparent Age: mid 30's
for conversion into their sect.
Sire: Jean Marc Demeanour: Director
Generation: 6th
Physical: Strength: 3, Dexterity: 3, Stamina: 3
Clan: Toreador Embrace: 1778 (born 1750)
Social: Charisma: 4, Manipulation: 5, Appearance: 5
Nature: Sada-Masochist Apparent Age: late 20's
Mental: Perception: 3, Intelligence: 4, Wits: 3
Physical: Strength: 4, Dexterity: 5, Stamina: 3
Talents: Acting: 4, Alertness: 3, Leadership: 2, Subterfuge: 4
Social: Charisma: 4, Manipulation: 4, Appearance: 4
Secondary Talents: Intrigue: 3, Singing: 2, Seduction: 5
Mental: Perception: 3, Intelligence: 3, Wits: 4
Skills: Etiquette: 3, Firearms: 1, Music: 2, Stealth: 2
Talents: Acting: 3, Alertness: 3, Dodge: 1, Empathy: 2,
Secondary Skills: Carousing: 2, Debate: 4,
Intimidation: 3, Subterfuge: 4
Public Speaking: 2, Style: 4
Secondary Talents: Artistic Expression: 3, Intrigue: 3
Knowledge: Investigation: 3, Law: 3,
Skills: Etiquette: 5, Music: 4
Lingusitics: 3, Occult: 1, Politics: 3
Secondary Skills: Carousing: 5, Dancing: 4, Ride: 2, Style: 6
Knowledge: Finance: 2, Law: 2, Linguistics: 3 Secondary Knowledge: Area Knowledge (London): 3, History: 4
I
Literature: 3, Magus Lore: 1
f Secondary Knowldege: Area Knowledge (London): 3,
Art History: 4, History: 2, City Secrets (London): 2
Disciplines: Auspex: 3, Celerity: 3, Presence: 4, Obfuscate: 2,
Fortitude: 3
Disciplines: Auspex: 4, Celebrity: 2, Presence: 5, Potence: 3,
Background: Resources: 4, Contacts: 1, Status: 2, Allies: 2,
Dominate: 3
Influence: 1
Background: Status: 4, Retainers: 2, Resources: 5, Contacts: 3,
Virtues: Conscience: 3, Self Control: 4,
Allies: 3, Influence: 3
Courage: 3
Virtues: Conscience: 2, Self Control: 2, Courage: 4
Humanity: 6 Willpower: 9
Humanity: 4 Willpower: 7 Blood Pool: 30/6
Merits: Boon, Mansion, Dual Nature Blood Pool: 30/6
Merits: Clam Heart, Reputation
Flaws: Short Fuse
Flaws: Clam Emnity (Ventrue)

�{e P{ayer Independent Ju{y 1993


<Ifie Afoor[aks, '.Ba[[

ROBERT ALEXANDER AMIS - TOREADOR LONER JULIAN CLARKE - TOREADOR EFFEMINATE


Amis is a handsome dark haired man in his late 30's with dark Julian is a short, tubby man with cheeks and wispy blond hair. He is
brown eyes and a narrow pencil-thin moustache. His entire manner is immature and childish, prone to sulking and pouting his lips when upset
casual and aloof, seeming to take interest in nothing, and be bored or angered by anything. He has a high pitched infantile voice, but sharp,
by everything. attentive eyes.
BACKGROUND BACKGROUND

Amis was born in 1868, during the great Victorian Age. His Julian is one of the youngest of the London Toreadors, having been
family had become wealthy industrialists during the Industrial embraced by Claudia in 1950.
Revolution and were now influential among many of the banking While he lacks any artistic abilities, nor is he particularly attractive, he
is very rich, coming from a powerful banking family. Once Claudia
and trading families.
became clan leader during World War II, she needed to consolidate her
Highly intelligent, Amis never had to try hard to chieve anything,
power by gaining material wealth. To do this, she picked and Blood
and so naturally developed a superiority complex when dealing with
Bonded Julian, and through him siphoned off most of his family's wealth.
others. Only when he encountered Christine at a country ball, , did
Julian, a selfish and greedy creature, willingly sacrificed his family for
he for the first time in his life take an interest in something. the control he would gain of their wealth, never realising he was a mere
After several night-time liaisons, he soon became obsessed with puppet for Claudia.
her, and dependent upon her. He had become addicted to her Kiss. Now a member of the Toreador world, he adopted the role of patron of
He could not understand why she refused to see him during the day, the arts, using his money to pay for Claudia's galleries, and organising
and would often vanish for weeks without a word, then appear in his her exhibitions. His tastes though are mirrored imitations of Claudia's,
bedroom at night. In a time when women were subservient to men, hence he was duped by Sevrington into buying the fake Turner. He was
her independence and disregard for conventions attracted him to her acutely embarrassed by the swindle, as he felt the others were laughing at
all the more. him. He hates and envies most of the others in the clan, as he recognizes
Eventually, unable to be parted from her any longer, he resolved they are far truer Toreador than him, and without his wealth he would be
to follow her back home one night. Christine, not realising she was nothing. So he keeps close to Claudia, basking in her beauty, and using
being tailed, went hunting. While consumed by a frenzy, she slew a her to shield him from the others. However, he, more than any of the
begger she came across in Kings Cross, only to encounter Amis as others is aware of Claudia's growing madness, and of Christine's moves
she left the killing. Still blinded by blood lust, she attacked Amis. against her. While he is still blood bonded to Claudia, it has grown weak
Onlt after draining him of all his blood did she realise her mistake. over the years, and would aid her only if it did not threaten his own
So, she fed him her blood in return, and Amis awoke a vampire. safety.
Sire: Christine Generation: 7th Sire: Claudi Generation: 7th
Clan: Toreador Embrace: 1907 (born 1868) Clan: Toreador Embrace: 1950 (born 1918)
Nature: Loner Apparent Age: Late 30's Nature: Conformist Apparent Age: early 30's
Demeanour: Gallant Demeanour: Sycophant
Physical: Strength: 3, Dexterity: 3, Stamina: 3 Physical: Stength: 3, Dexterity: 2, Stamina: 3
Social: Charisma: 3, Manipulation: 3, Appearance: 4 Social: Charisma: 3, Manipulation: 2, Appearance: 2
Mental: Perception: 3, Intelligence: 3, Wits: 2
Mental: Perception: 2, Intelligence: 4, Wits: 4
Talents: Brawl: 2, Intimidation: 2, Subterfuge: 2
Talents: Alertness: 3, Athletics: 2, Brawl: 2, Dodge: 3
Secondary Talents: Intrigue: 3
Secondary Talents: Seduction: 1, Scan: 2
Skills: Drive: 2, Etiquette: 2
Skills: Drive: 2, Etiquette: 2, Melee: 2
Secondary Skills: Game-playing: 2, Gambling: 3
Secondary Skills: Game Playing: 3, Hunting: 1, Ride: 3, Style: 2
Knowledge: Finance: 2, Politics: 1, Bureaucracy: 2
Knowledge: Finance: 1, Law: 2, Liguistics: 2, Politics: 2, Science: 3 Secondary Knowledge: Architecture: 1, Accounting: 2, City Secrets
Secondary Knowledge: Architecture: 2, Economics: 1, Literature: 3 (London): 3
Disciplines: Auspex: 3, Celerity: 3, Presence: 3, Potence: 2 Disciplines: Auspex: 2, Celerity: 3, Presence: 2
Background: Resources: 4, Contacts: 1, Allies: 1 Background: Resources: 5, Contacts: 1, Retainers: 2
Virtues: Conscience: 3, Self Control: 4, Courage: 2 Virtues: Conscience: 2, Self Control: 3, Courage: 1
Humanity: 6 Willpower: 8 Blood Pool: 24/5 Humanity: :6 Willpower: 6 Blood Pool: 24/5
Merits: Code of Honour Merits: Mansion, Prestigious Sire, Corporate Tires
Flaws: Over confident, Selective digestion Flaws: Low Self Image

'Rp{e Pfayer Intfepentfent Ju{y 1993


LESTER EDGAR SEVRINGTON " MORTAL ART DEALER
Sevrington is a balding, grey haired man in his late 50's. His most
prominent feature is a broad 'handle-bar' moustache. He wears
conservative dark suits and carries an antique gold watch.
He is a widower and has a 24 year old son, Andrew.
Sevrington has a soft mumbling voice, and has the habit of The Dark God Naar plots a bitter revenge. From
rubbing his wedding ring with his left thumb when he's anxious or the depths of the flane of Darkness he creates and
stressed.
sends forth an evil champion to defeat you, a
BACKGROUND
champion who is the very image of yourself.
Sevrington owns an antique shop on Kensington Church Street.
He deals mainly in furniture, paintings and jewellery. Even in the
In Wolfs BANE, you must hunt down and destroy
recession, he was making enough money in trading to live quite your evil alter�ego before he ruins your land
well, and support Andrew while he struggled to make a living as an and your proud reputation. Will you find
artist. and defeat this evil mirror-image in time, or will
However, things have turned sour over the last few months. He you be beaten by your own likeness?
discovered his son had developed a serious heroin habit, and was
deeply in debt to several dangerous drug dealers. In an attempt to
save Andrew from serious harm, he struck a deal himself with these
criminals.
Many of the addicts the dealers dealt with could only finance
their addicitions by theft, often from their own families. Antique
jewellery, paintings and other valuable were regularly stolen and
used to trade for drugs. Now, through Sevrington, they had a
legitimate front to sell these goods back to the public. In addition,
they could use this to blackmail Sevrington, as he is knowingly
dealing in stolen goods.
Recently, a painting came into his possesion, a fake Turner. It
was all but a perfect forgery, and Sevrington was desperate to sell it.
Among his various contacts was Julian Clarke, the owner of a small
private gallery off Piccadilly. Against his better judgement,
Sevrington sold the painting to him. Little did he realise Julian was
one of the Toreador, and merely acting as a buyer for Claudia's
private collection.
When Claudia saw the painting, and realised it was a forgery, she
flew into a violent rage. Julian barely survived the attack, and only
by persuading Claudia to direct her anger at Sevrington. She knows
nothing of the drug dealers and Sevrington's position as an
underworld fence, nor would she care if she did. She just wants
revenge.
Attributes: All rating 2, except intelligence 3
Abilities: Brawl: 1, Empathy: 2, Drive: 1, Melee: 1, Music: 2,
Etiquette: 2, Bureaucracy: 2, Finance: 1, Art: 4, History: 4,
Willpower: 6
Background: Resources 2, Contacts 2

BARGHEST
Physical: Stength: 5 Dexterity: 3 Stamina: 4
Perception: 3 Intelligence: 3 Wits: 3
Willpower: 7 Health Level: 6 'Joe Dever is a legend among British Games players'
Attack: Kick/3 die, Claws/2 die (aggravated wounds) GAMES GAZETTE
Talents: Alertness 4, Athletics 2, Dodge 3, Brawl 3

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Spell Formulas (Grimoire 2nd Edition) p.69 The Skill Web (HB/GM)
Price Drain Level Price Add a dot(.) between the Firearms, Gunnery,
Projectile and Throwing Skills and their
50 x Force M 100 x Force respective(BIR) skills. Those four should
resemble Armed Combat like so:


Enchanting Material Costs (Grimoire 2nd Edition) Also, shift the dot associated with Conjuring in
toward the skill, so that web-section looks likes
Raw Form Refined Form
this:

E
50 200
100
Magical Theory­
100 200 400

Semi-precious Gems 200 400 800


Conjuring
500 1,000 2,000 Sorcery
50 100 200
100 200 400

300 600 1,200


10,000 20,000 40,000

600 1,200 2,400


30 60 120

30 60 12
Orichalcum: 88,000 per unit

Magical Supplies (Grimoire 2nd Edition)


Availability Cost Street Index
3/26 Hrs Rating � 3,000¥ 1
(Force)/36 Hrs 1000 per unit 1
(Force)/36 Hrs 1000 per unit 1
p.32 Automatic Success and Fai l u re Also replace the last sentence on the page (it overruns
p.1 55 Treat [HC]
[HC] to p.93) with "The Power Rating of weapon increases
by 1 for every round fired in that full-auto burst." Change the first the sentence of the third paragraph to
Ignore the notation about the Rule of Six giving an "Successes from the Spell Success Test can be used
automatic s uccess. That statement is wrong. p.93 Ful l-Auto Mode [HC] to actually heal boxes of damage, or reduce the base
p.32 The Rule of Six [HC] The example has some errors. Replace the fifth to time, as found on the following chart." Also [HC/SC]
seventh paragraphs with the following: "The first in the second paragraph, change the first sentence to
Add: The Rule of Six does not apply to initiative (see
punk gets a three round burst, which increases the read "The Target Number for these spells is 10 or 8 ,
p.79)
damage code of the weapon to lOD. The three round minus the target' s Essence. "
p.50 The Combat Mage burst qualifies for three points of recoil, which the
weapon compensates for. Punk I : Damage Code l OD,
p.1'58 Spark [HC]
The Combat Mage ' s body should be 2 (3), and his
Target Number 3. Change the duration of the spell to "Instant".
Dice Pools should read: Combat 7 (9) and Magic 6
(8). Also his Heal Moderate Wounds : 3 spell should "Punk 2 gets a three round burst too, with that same p.1 59 Table of Spells [HC]
simply be Heal: 3 . healthy damage code of l 0D. Now, however six Change the Type of Mana Missile to "M", the drain
rounds have been fired so the total recoil modifier is code of Mind Probe to [(F+2) +2]D and the Duration
p.51 The Decker 6. The weapon compensates for 3, leaving three for a of Spark to "Instant".
The Decker ' s Reaction should read 5 (7)* and her + 3 modifier . This is the second target this Combat
Initiative should read 5 ( 7)* + 1 D6 (2D6)*. The Phase which adds another +2 modifier. Punk 2: p.1 68 Passive Alert [HC]
as terisk still refers to Matrix -only Initiative. Also, her Damage Code l 0D, Target Number 8. The second rating should read "Add 50% to the
cy berdeck should have Response Increase I . "Punk 3 gets the four round burst (lucky her) that has ratings of all IC."
p.54 The Elven Decker a Damage Code of 1 ID. The recoil modifier is now
+ 7 ( 1 0 - 3). Being the third target also means a +4 p.1 68 The Opposition
The Elven Decker ' s changes are the same as the Use the Decker Archetype instead of the Corporate
modifier added to the attack because of multiple
Decker p.5 1 . Decker as noted, unless the SRII Gamesmaster Screen
targets. Punk 3: Damage Code 1 lD, Target Number
p.56 The Former Wage Mage I� is owned, then use the Corporate Decker.
The Heal Sev ere Wounds: 3 spell under the Fighter
p.96 Strength M i n i m u m Rating [HC] p.202 Legwork
profile should read simply Heal : 3 . In the second column, second sentence, add the
Change the final sentence of this section to read: "A
p.57 The Gang Member cr ossbow ' s Minimum S trength Rating is used to following at the end of the sentence "(see published
determine its range." Shadowrun adventu res.)"
The G ang Member h as a Projectile Weapon skill of 3.

p.59 The Rigger p.98 G renade Blast Diag ram [HC] p.205 Corpo rate Security G uard [HC]
The "55" notation should read "45 " and the total Give the Contact a Willpower of 2.
The Rigger ' s Essence should read 1 . 35.
blast consequently "205". p.207 The Fixer [HC]
p.60 The Shaman
p.98 Barriers (General) [HC] Add the skill "Equipment Acquisition: 4"
The Shama n' s M agic Attribute should read simply 6.
The Shaman ' s Reaction is lis ted as "Reaction Time" Add to the end of the page : "Always use the base p.21 1 The St reet Cop [HC]
it should simply read "Reaction" . Power Rating of the round, unmodified for burst or Give the Contact a Willpower of 3 .
full -auto fire, for comparison against B arrier Rating. "
p.62 The St reet Sam u ra i p.228-229 N ature Spirits
The S treet Sam urai ' s Quickness should read 4 (5 ), his p . 1 09 Friends in the melee[H C] Delete the word " Attack" from the description of
s trength 6 (7 ) , his Essence I , his Combat Pool 7, and The "see page" reference for Multiple Opponen ts
desert and field spirits. Add the Guard power to
he should have only one level of Muscle should read "this page" ins tead of "p.90".
desert, forest and lake spirits. Also add the Engulf
Repl acement. power to lake, r iver, sea and swamp spirits.
p . 1 08 Vehicle, Weapons and Mag ic
p . 68 The Ski l l Web [ H C] p .262 Cyberd eck Syste ms Ad d itions
In the third paragraph, dele te the last sentence Third paragr aph, change the second sentence to : Change the cost of Hitcher Jacks to "MPCP x
referring to including the s tarting and ending circle "This is, if the base Power of the weapon, unmodified lO0 Yen". Response increase Level I to " (MPCP x
co unt. by burst or full -auto fire, does not exceed the rating of MPCP) x I 00 Yen", Level 2 to "(MPCP x MPCP) x
the vehicle armour it will not penetrate . " 400Yen" , and Level 3 to " (MPCP x MPCP) x
p . 79 I n itiative Ties Due to a printing error, the first line of the fourth 900Yen " .
In the first sentence change the term "Combat Phase"
paragraph in the softback edition should read: "The
to "Combat Tum " . p .265 Rig ge r Gear
Power and Damage Codes for grenades and other
p . 80 Delaying Actio ns explosives are affected. . . " Change the cost of Vehicle Control Gear to a flat
2,800Yen
In the second column, third paragraph, the third p . 1 30 Spe l l Target i ng
sentence should finish out " . . . the delay is broken p.280 Sou rcebook U pdates/Street
The fifth sentence should end with " . . . except by
and the Action does not occur. "
using enhanced vision or as tral perception, as Sam u rai Tables
p. 89 Ra nged Combat Mod ifiers Table appropriate. " Add the "Riot Shield, Large" to the table with "- "
[H B/G M] Concealability, "2 " Ballistic, "- " Impact, "3 "
p. 1 3 1 Spel l Success Test [HC] Weight, " 10/14 days " Availability, "3 ,200Yen"
Change the "Recoil, Heav y Weapon " modifier to The final paragraph of the example should read
" +2 per cumulative round fired that Combat Phase " Cost and "2 " Street Index.
"Rolling the dice Jason gets a total of 10 dice (4+6 )
p.89 Recoi l [HC] against a Target Number of 6 (5+ I ). The results are 1 , p.283 Sou rcebook Updates/ M in imum
In the first paragraph, replace the second half of the 3, 4, 5, 5, 6, 6, 6, 6, 6. Five of the dice score six, so Secu r ity Code
there are six successes. " The last sentence should end with " . . . with a
paragraph starting with "Full -autofire. . . " with the
following "Full -autofire weapons take a cumulative p. 1 37 Focus Bond ing Table Security Rating of less than Green- 3. "
+I modifier for each round fired that combat phase. The second type of focus should be listed as a "Spell p.283 Sourcebook Updates/ Rigger
That is, a character choosing to fire a seven -round Category Focus " .
full -autofire burst receives a + 7 modifier . If that Black Book
character chooses instead to fire two five -round full­ p. 1 44 Spir it Table [HC] In the entry for Vehicle Armour Ratings, add this
autofire bursts, he would have a +5 modifier for the Under Nature Spirits it should be the "Hearth" spirit, sentence " Also divide the armour points costs by 3,
fi rst burst and a +IO modifier for the second burst. not "Heat h " spirit. There are no candy spirits in and multiply the maximum allowed by 3. "
The final parag raph (top of the second column) Shadowrun. Under Rigger Control gea r, change the sentence to
should read: "Double the uncompensated recoil read "Remote and vehicle control gear is required for
p. 1 51 Spe ll D irectory rigger operation. Vehicle control gear costs :" . Also
modifier for medium and heavy machine guns (heavy
[HC] Change the "Type " of spells Mana Bolt, Mana change the Parts Cost for rigger (vehicle) control gear
weapons) and shotguns. If a medium machine gun is
Missile, and Manaball to "Mana " , rather that to 2,800Yen.
firing 10 rou nds, and has sic points of recoil
"Physical" as listed. In the second column, change the sentence to read
compensation, its final reco il modifier would be +8
[HC/SC] Under the Ram spell, delete the line "The "The vehicle control rig prices in SRII supersede
(1 0 - 6 = 4 ; 4 doubled is 8). "
target' s Barrier Rating is ha lved as indicated. " those give in the Rigger Black Book where it is called
p .92 Fu ll-Auto Mode [HC] rigger control gear . "
Replace the sentence beginning "Each round fire. . .
p. 1 53 M ind Probe [HC]
" with the following: "Each round fired imposes a +I
Change the Drain Code [(F+2) +2]D. p.283 Updating Adventures
reco il modifier for the entire group. " The third sentence shou ld refer to Threat Ratings, not
Dodge Pools.
Miniature
these two are the best of the Mutant
Chronicles release, well posed and detailed
figures with excellent facial expressions.
Definitely worth checking out.

WARRIORS
Overall certainly a mixed bag which if
you ignore the Legionnaires and the second
Nepharite, is generally a good release.
Prices are apparently £1.10 per figure which
is far too high for some and just a bit too
high for the others (the models are not that
big).My only major qualm is that with the
By Steve Blease incredibly large numbers of WH40K Space
Marine types available from Citadel,
Alternative, and RAFM (to name but a

0
few) is there really space (or the need) for
more in the market?

ne thing that disappoints me point of view, vary in appearance.Bit of a


with a certain (rather large) shame really because I quite liked the first
percentage of F/SF gamers is figure of the range (700 1), a Nepharite
their failure to exercise their holding an assault rifle in two hands at the
imagination, in a hobby that is all about hip.The alien has a long dinosaur-like neck
imagination. Quite who's fault this is I that sets it apart from anything else
don't know.Some games companies go to a available and is a very good little model.
great deal of effort in producing figures, However, his chum (7002) with hand
rules supplements, background sourcebooks, weapons is a skull faced spikey standard
army lists, even painting guides all of which evil type and very uninspiring.
make life for the gamer so much easier and Next comes the Pretorian Stalkers "nine
from the companies' point of view makes foot tall, mechanical humanoid war
good business sense.However this can machines". Well they look like WH40K
result in a policy by some groups of gamers type Space Marines to me, including the
that 'if it ain't official, it ain't no good'. ridiculously over-sized weaponry popular in
Now this attitude is complete crap, but it is this form of SF sub-genre.
one that is becoming more and more As example of this sort of thing go,
common, especially as companies are no (7003) Pretorian with rifle and (7004)
longer encouraging gamers to use their Pretorian with heavy weapon (which
imagination, but rely on what they say. incidentally is slightly smaller than the
From a miniatures point of view this can rifle) are good models, well detailed and
result in some people taking the approach worth buying if you're into this sort of
that to play game X, you must (and can thing. Heavy Metal - Arii's Valkyries Battroid towers over
only) use the Official figures produced by Finally on the Dark Legions front comes two of Heartbreaker's 25mm Bauhaus Rangers
Company Y for said game X.Rubbish! I the Legionnaires "zombie like creatures
sincerely hope that when looking at the that from the bulk of the Legion forces". In
following reviews that you consider this my opinion, while the idea is quite good, the ALTERNATIVE ARMIES
point, as many of the miniatures reviewed models are very poor, detail soft, posing bad Actually, this month is a bit thin on the
are ideal for popular systems for which the and the models basically unacceptable.The ground for fantasy buffs, with much of what
Official figures are somewhat overpriced. Legionnaire figures are not up to the same has been sent in being SF orientated.
Don't follow the flock - be an individual! standard of the Nepharites and Pretorians However, Alternative Armies have helped
and I'd suggest you avoid (8004) Soldier, the situation by sending in samples of their
HEARTBREAKER (8005) Grunt and (8006) Fighter. new 25mm fantasy regimental packs.
First off this month are some new 25mm Moving swiftly along, we have the good Identical in concept to what Grenadier
SF releases from Heartbreaker that I guys in the form of the Bauhaus started doing a few months back, all the
received along with some bumpf on the Megacorporation and The Cartel.First come packs contain nine identical rank and file
Mutant Chronicles universe in which the Bauhaus Venusian Rangers, yet more types and one commander. However, unlike
they're based.A quick scan of the stuff on WH40K Space Marine types with the Grenadier, Alternative have made a
the universe shows little in the way of obligatory oversized heavy weapon (800 1). concession to you buying in bulk and are
original thought, and I get a heavy Although the shoulder pads are 'a bit' only charging £5.9 9 a pack.With some of
Warhammer 40K meets Cyperpunk vibe oversized, these are actually quite good the independent companies now charging
from it.As I said, not stunningly original, figures, the remaining two troopers sporting £1.10 for individual 25mm figures, this
but this sort of product is popular in the some nicely sized weaponry in the form of price of just 60p is very welcome.
marketplace, and not many companies are (8002) and Autoshotgun and (8003) a sub­ Running through the packs received we
going to buck such a trend in the middle of machine gun.If you are looking for a have (SPRl) Skeleton Spear, (SPR3) Elf
a recession.Anyway what of the figures ... variant Space Marine type, the I'd suggest Heavy Spear, (SPR4) Guard Elf Spear,
Well, the bad guys are "The Dark that these are worth a look.Good ones (SPR5) Royal Dwarf Guard, (SPR6) Human
Legions" (yawn), to quote "evil mutants... these. Longbowmen, (SPR7) High Elf Bows,
out to cause destruction, madness and Finally come two Cartel Consultants (SPR8) Wood Elf Bows, (SPR 9) Dwarf
mayhem ". Commanding the Legion are the (8007) with Autoshotgun and (8008) with crossbows and (SPRl0) Dwarf Axe.All the
Nepharites who conveniently, from a design two sub-machine guns. Quite Cyberpunky, figures are available in one form or another

1\9{e P{ayer Inaepenaent Ju{y 1993


Miniature Warriors
WH40K. Of the
seven packs in
front of me, three
are basic infantry
marine types,
four your fully
armoured variant.
The former c/o Gamecraft
are entitle Main­ A 16 Gardeners Row
Corps Marines (a Liverpool
sort of Imperial L3 6JT
Solid & Reliable - examples of humans, undead, dwarf and Alternative Armies
Guard/Nexus
elffigures from Alternative Armies' Regiment Packs 6 Parkway Court
marines cross)
Glaisdale Parkway
and each of the
Nottingham
in other blisters from AA's ranges, but in three packs (000201/202/203) contain four
NG84GN
view of the price saving and that you may infantry, one of whom sports a separate arm
Gren�dier UK
not have seen them all before, it is worth carrying an autocannon heavy weapon type
2'5 Babbage Road
giving them a detailed look at. of the WH40K table. The figures are well
Deeside
The Skeleton Spear isn't the best I've enough detailed in a solid chunky British
Clwyd
seen undead wise, but the passively posed style vaguely reminiscent of some of Bob
CH5 20B
spearman and the leader waving his sword Olley's work (especially the faces) which is
Renegade Miniatures
in the air will certainly prove useful for any very helpful for the painter.
Tanglewood
undead fantasy wargamer. Reasonably good Out of the twelve, there is only one I
2 Treesdale Close
basic figures, worth checking out if really don't like (advancing waving troops
necromancy is your thing. forward with his arm) and I quite like the
The Elf packs are much better and the troops with the face masks. The small arms
High Elf bow and spear good examples of are a bit of a mixture with no more than two
A.Watts & Sons Ltd
the fact that AA have put some thought into carrying the same piece, something I'm
(Games Dept)
these packs by putting practical rank and never really too happy with. Not too bad, 80-82 Abington Street
file figures in them. Yes, they're all and at £3.50 for four are quite reasonably Northampton
identical, but unlike some of Grenadier's priced. NN1 28B
example packs, this doesn't matter too The armoured troops are called the Cobra
much. The bow are all firing,. as their Strike Marines and as I said four packs
commander points out the unit's target, and available (000101/102/103/104) though
the spear are all advancing with spears held these only contain three figures each but
out at shoulder height. The Guard Elf pack still at £3.50. Similar in concept to Fantasy
(AA's Napoleonic style chaps) again are Forge's SWAT troops (with a bit of
advancing with spears held out level, Warhammer 40K marine thrown in for
although this time at waist height. The poses good measure), these chappies are similarly Copplestone these releases are some of the
chosen reflect very much what a trained unit armoured though they sport some finest 25mm SF available today with detail
would be ordered to do on a battlefield, and gargantuan weaponry so large I'd imagine on a par with Chub Pearson's small
in thinking this Alternative Armies deserve your average Citadel Space Marine would Denizen range (and I never thought I'd ever
to be congratulated. have to be on steroids to lift it (I know it's be saying that about anything!) Four initial
Like the Elves, the Human Longbowmen the in thing with some gamers, but current packs have been released each containing
are also posed firing, their garb is very weapons philosophy is to make things five figures for £3.99 and if you don't rush
pleasant like and a good contrast to their smaller and thus easier to use, not six foot out and buy them today, then you're five
commander who looks very much like a long and half a ton in weight!) cans short of a six pack!
Teutonic knight - a really good figure this Detail is good, and careful wash and dry First off is the Rebels, five street wise
one. The Dwarves are generally very good, brush techniques will pick this out well Mad Max/Solo types, two of which are
the Royal Guard containing a standard enough. Some of the leg poses are very absolutely outstanding. One is a 'rather
bearer along with a commander and eight 'Bob Olley' with feet planted ridiculously large' gentleman in leather and studded
halberdi'ers, the Crossbows being the only far apart, but apart from that there is not a denim waistcoat with one hell of an attitude.
real disappointment of all the packs as the lot wrong with them. The only thing I would For those of you who know him, this model
rank and file are passively posed with their say about them is exactly as I said about the is the spitting image of F/SF Wargaming
crossbows slung over their shoulders (still Heartbreaker Space Marine types - do we personality John Treadway, as he will no
nice figures though). really need yet more? doubt say when he sees the model - what a
Overall good examples of how fine figure of a man!
manufacturers should put together GRENADIER UK Next is my favourite out of the entire
'regiment' packs (i.e. with thought) and Last month we took a look at Grenadier Future warriors release, a leather clad Solo
well priced with a suitable discount for US's second batch of Cyberpunk figures, type passively standing with assault rifle
buying in bulk. Nice one Alternative! and regular readers will recall that I thought and a silk scarf wrapped around his neck,
that they were a bit of a hotch potch with trailing down his back/ This figure is as near
RENEGADE MINIATURES some good figures and some not so good. to perfect as you can get and if I had a
More SF comes from Renegade This month under the Future Warriors model of the year award, to date this
Miniatures with their 25mm scale Cohort label we have Grenadier UK's first steps miniature would get it. It's not flash or
Legion range for which I haven't any into the 25mm SF market. OTT, just right!
background information, but appears to be a Well these models are certainly not a Moving on we have five Robo-Hunters,
cross between Kryomek and the ubiquitous hotch potch. Sculptured by Mark

1\9{e P{ayer Incfepencfent Ju{y 1993


You've Waited Long Enough.....
IIE� I':I�IS

��Jnl �y J)�Yf �1
RAL PARTHA MINIATURES TEMPORAL STASIS PRESENTS
FASA'S SHADOWRUN™ 25mm Post & Package
lnlar1d 15% of order
20-532 Plasma(Paranormal Sear) £2.60 values under £20.00
20-533 Dzoo-Noo Qua(Troll) £2.05 10% of order values
20-534 Spirits of Man (2) £3.10 over £20.00
20-535 Spirits of Water(2) £3.10 Minimum 50p

COMING SOON FASA's


P ost & Package EXPLODING on_ to your
BATTLETECH™ MECHS 1/285
Overseas
30% of order value for streets on_ 1st �July '93
sea mail
20-784 The N Thorn 75% of order value To order:-
20-785 Her-3S Hermes for air mail Send cheques/Postal orders to
20-786
20-787
FLS-8K Flashman
CHP-1N Champion
Minimum sea mail £·1.00
Minimum air mail £4.00
Temporal Stasis Ltd.
20-788 STN-3M Sentinel 5 West View
Other ranges Bedfont
1/285 Science Fiction Buildings include: Feltham
Originally designed for use with Battletech
Personalities
Three stage PCs
Middx TW14 BPP
scenarios, these 1/300 generic buildings are Fantasy Armies
suitable for any sci-fl game or setup. Player_ Characters
Blistered Loose Monsters
BTO 1 Industrial/Factory Unit £2.60 (3) £0.95(1) All things Dark &
BTO 2 Residential Unit £2.05(2) £1.25(1) Dangerous
BT03 Skyscraper/Office Block £2.60(1) £2.60(1) AuneOuest 1M
BT04 Control. Barracks £1.55(1) £1.55(1) Fantasy Adventurers
or Science Centre/Laboratory Shadowrunr1,1
BTO 5 Power Station £2.05(1) £2.05(1) 8attletech 1M
or Control Tower AD&D'' Dragonlance Yep, it's arrived and if you play CyberpunkTM then don't miss
BTO 6 Civic Building £2.60(1) £2.60(1) AD&!)!· Ravenloft 1M 'PUNK '21 Issue 2.
BT 11 Small Town - 6X1, 3X2, £26.45 AD&D' Dark Sun ™ The 'zlne for the Euro-punk
3X3. 2X4, 1XS & 2X6 AD&D•· Adventurers 'PUNK '21 Is a full 56 pages of true punk, back to the roots and
AD&D! • Monsters sub-culture of a dark future In the Euro-scene.
Prices stated are inclusive of VAT AD&D'· Player In this issue:-
but exclusive of P&P Characters Red Light at Night... (Amsterdam feature)> Ballistix, Nu-Tek, Euro-Fashion.
Sly & Stance (Private Detective Campaign Aid), Crime Wave. Gang War

MINIATURE FIGURINES LIMITED


(What ain't it good for). Program 101, Narcotize, The Telurian Tangency,
Clubscene. Electro-Fender, Interpol most wanted, Agent Interpol - Playing
Aid, Executive Townships, Test Drive, and even more info and data than a
Catalogues UK Rest rogue A.I.ff!
1/5 Graham Road Minifigs £2.50 £3.50 Telephone/Fax
Southampton S02 OAX Partha £3.75 £5.00 (0703) 220855

CHAOSIUM
Afiniature Warriors
Partha. However, the Japanese who
invented the things produce masses of them
in a variety of scales from 1148th down.
Arii are a Japanese company who produce a
selection of 1/lO0th Mecha models in the
form of hard plastic kits (similar to the
traditional Airfix model). Availability of
these models in the UK is patchy and it was
a pleasant surprise to be sent a sample of
one by Tom at Northampton's A.Watts &
Sons.
Received for review was a Valkyrie VF-
lD from the Macross anime series which
retails in the UK at a respectable £4.99. The
model is very simple to construct and took
I've seen the future, and boy it's mean - Future Warrior figures from Grenadier UK me about an hour and a half as I sat and
alongside one of their new vehicles watched- the football results come in on
Ceefax on the last day of the season (well
more specific city types with neat hair do's, 15mm fantasy figures, which they are done Oldham!). The model is very flexible
trench coats and an interesting selection of marketing under the Warlords label. in that all of the arm and leg joints and the
futuristic fire arms. All good figures and The first three are packs of Ores, namely head are swivel mounted and need not be
welcome additions to the 25mm SF scene. (1801) Ore Infantry, (1802) Ore Archers and glued should you wish. I made mine straight
As are the pack of five scavengers, and (1803) Ore Command all retailing at £2.50 a up from the box, though I feel that the
excellent group of post holocaust types from pack, the infantry and archers containing model has great conversion potential for
your own favourite slums or rad-wastes. twelve foot, the command eight foot and anyone willing to give it a go. Although
Ragged but not too overdone, I heartily one mounted commander. I had heard some scaled at 1/lO0th and consequently not true
recommend these chaps. unfavourable comments about these figures to any available figure models (25130mm
Finally we have the Troopers Tactical before I saw them and whilst they are not as being about 1/64th, 20mm 1176th and 15mm
Squad, five military types very much in the finely detailed as Alternative's superlative 11120th) the model is large enough to
Aliens Colonial Marines mould with chest ranges, the Grenadier US figures are compliment any existing 25mm SF figure
body armour, American Fritz style helmets certainly not what could be called bad by range as it still towers over them at 125mm.
with microphone booms and side cameras. any stretch of the imagination. Detail and Useful for a variety of SF wargames, I
One of my major criticisms with some SF posing is quite good, the selection of thought that this model would be most
manufacturers is that they manage to equip musicians, standard bearers and wizards in immediate interest to any Battletroops
their infantry squads with an incredible the command pack very useful. The only players (the 25mm Battletech game), as
variety of small arms that would prove to be down points I have are the price which puts providing a cheap visualisation of a light
a logistical nightmare to provide the individual figure at over the 20p mark humanoid mech. A.Watts also stock a
ammunition for on the battlefield. which is really steep (though not as steep as selection of at least twelve other models that
Thankfully Grenadier have seen fit to the Ra! Partha AD&D® Battlesystem should all prove of interest. Worth checking
ensure that four of the troopers have range) and the Ore commander who is out.
identical small arms, all reasonably sized mounted on a weird beast that looks like a
too (almost too good to be true, I know!) horse covered with fur and sporting a boar's HELLFIRE COMPETITION
Excellent figures which would double up head (yuk!) This month for your edification and
nicely as Nexus Marines for Kryomek Similar points apply to the three delight we have three copies of the new
gamers. Recommended. remaining packs of Elves, (1804) Elven generic l/300th SF Wargames rules written
In addition to the figures, Grenadier are Infantry, (1805) Elven Bow and (1806) by RPI contributor Jim Webster, and
also marketing two small futuristic SF Elven Command. Composition is identical published by Wessex Games. All you have
vehicles to compliment the miniatures. One and the figures themselves are very slight to do to stand a chance of winning a set is to
is a small four wheel sports car type, which is not surprising as apparently Julie answer the following simple question and
slightly battered with a re-inforcing cage bar Guthrie sculpted them. Detail is fair to hope you come out of Dave's big hat first:
welded to the outside of the vehicle frame, good, though by no means exceptional. What does the acronym AT-AT from the
the other a really neat Police Grav car However, it should be borne in mind that Star Wars films stand for?
similar to those in the film Bladerunner. these are supposed to be wargames figures Answers on a postcard by July 20th
Both are excellent and a fair degree better and this is not a major criticism. I've seen a please to:
than anything else available from the lot worse, and not a lot better. Hellfire Competition
competition - a worthy addition to the If it wasn't for the price, I'd be a lot RPI
25mm SF vehicle market. I'm not too sure happier about these figures. No doubt Symbiosis Publishing Ltd
of the prices for these two items, but believe they'll prove useful and certainly any 15mm 204 Renwick Road
they will be around the £3.99 to £4.99 mark. gamer will find it worth buying a few packs Worcester
Overall an excellent first step by to add a bit of variety to existing ranges and WR2 SPF
Grenadier UK into the 25mm SF market, anyway even at these prices a twenty four Well that's it once again for
and one can only hope that more blisters are bow regiment is only going to set you back another month. Next month I'll
released soon. Buy, buy, buy! a fiver. How much would that be in 25mm? have some new spaceships from
After looking at something so good, it GZG, some unusual mecha form
often comes as an anti-climax to review ARII Irregular and some very good
other releases from the same manufacturer, Mecha models are most widely new aliens from Renegade
but in addition to the SF, I also have in front experienced in our field in the form of the 1/ amongst others to look at.
of me six blisters of Grenadier's new 258th scale Battletech models from Rat Cheers! Steve.

2?,p[e Pfayer Incfepemfent Ju[y 1993


could find time to add a few individuals of
your own devising to the mix presented
here. Finally, in the details of the locals you
may find prospective plots for future
gaming opening themselves before your
very eyes, this is intentional and can be used
if you are short of your own ideas.

The Cat s Cradle, A


Brief History
The Cat's Cradle has been in business for
sixty-four years. The building was
originally a warehouse for a trading
company that operated between two cities,
using this as a mid-way storage area and
way-point. The company ceased trading and
the current landlord's father, Sanson
Markes, bought the decrepit building with
money gained from a long adventuring
career and renovated it, creating the inn that
you see today.

H
Sanson's last adventure took him deep
A Stopping off ow often has your group
wandered into town halfway
into the crypt-lair of a powerful lich called
Fervoliar Catt. Fervoliar had named his lair
place for AD&!P between your well detailed city
and your horrific dungeon
the Catt's Cradle, and riddled it with traps
and monstrous denizens. When Sanson left
2nd Edition leaving you to throw an 'off the cuff' public the lair he and his wife, the magician Sarah
house together for them to visit. Remember,
Characters these 'in between' stops can be the icing on
Markes, were the only survivors of their
adventuring party, but the lich and his
By Steve Tierney the cake that offsets a fair adventure and an
amazing one. The following information is
minions were vanquished and Sanson was
rich! In memory of their last adventure,
presented to help the busy GM by providing Sanson named his inn as it remains named
all the details of a standard tavern that could today. Sanson passed the ownership of the
be slotted into any settlement, albeit a inn on to his son twenty-four years ago.
prosperous village or great city. NPC Sanson died two years after that and his
'locals' are provided with AD&D® 2nd wife followed shortly; her spirit weakening
Edition stats, but game conversion should after the death of her long-time lover and
be easy if necessary. Adjusting power levels companion. The Cradle is still operated now
of the inn's patrons is up to the individual by Sanson's son Willick, and his wife and
GM but I would advise against it, as there children. The inn is a popular inn for
seems to be no reason to assume that travellers, but also attracts a fair share of
individuals of different ability would not townsfolk who like the stories and
visit an inn. It would be a nice touch if you excitement of an adventures' bar.

2?_p{e P{ayer Inaepenaent Ju{y 1993


Jlcross a Crowcfecf tBar
Layout of the Cat s The Cold Store is a small storage area
which has been magically enchanted, at
Cr adl e great cost to Sanson all those years ago, to
The Cat ' s Cradle is an end of terrace always stay at a chilly temperature. This is
building. It is flanked on one side by a perfect for storing meat and vegetables to
general store that sells foods, drinks, tools, keep for longer periods of time. Over the
sundry household goods, and has a small years it has saved the owners a fortune in
area set aside for adventuring equipment. It waste pr evention. Willick hires space in his
does not sell weapons or armour. On the Cold Store to other businesses in the area as
other side the Cradle looks out upon a magical cooler like this is very rare. There
Carniv al road, a wide and clean mud road is a small box in the cooler which magically
with flower beds along its edges. The main makes small cubes of ice as part of the
door s, however , ar e on Willow road. Ther e enchantment, making this the only inn that
is also a rear entrance that leads into a dead most adventurers will ever visit where ice is
end alley w ay betw een the inn and a shop available in drinks - but only magicians and
behind it. The alley also has a door way into Elves bother with it. The cold store is also
the other shop, and refuse boxes for both home to various barrels of beer, stored until
establishments. The refuse is taken away by they are needed in the bars themselves. customers, he does take the opportunity for
car t tw ice a week by a refuse company who Upstairs, the inn has two communal new ways to make extra profit. Willick
are paid by both the inn and the shop. bathro oms, each with an iron tub and basin. stands 6' tall and at the age of 53 is only
Inside the inn there are tw o bars. In the morning, hot water is boiled in the now starting to go to fat. He has very short
The public bar in which there are both kitchen downstairs and brought up at 7.00 black hair and large fierce eyes. He is well
tables and standing space, a long, well am promptly to fill the tubs and basins. First respected by all who know him. Willick
s tocked bar w ith many cheap ales and come, first serv ed, and if you are late it' s owns a long sword +3 and chain mail + 1 ,
spirits . This is the bar in which most of the cold water to wash with. Towels are which he keeps locked in a chest in his
drinking, action and intrigue goes on. The provided in the bathrooms and each is room. He usually carries a blackjack for
bar is pleasantly arranged w ith circular oak embr oided with the legend ' The Cats ' diffic ult' customers . Willick has mirrors
tables surrounded by c omfor table padded Cradle ' in fancy script. Although the towels along the back of both bars which a
chairs . The walls are decor ated w ith well look very nice, being black with silver specially enchanted. These mirrors are as
made tapes tries depicting famous embroidery , they are in fact of very cheap hard to break as iron, and when a command
adventurers and mons ters . On the w all cloth. This is mainly to keep down the cost word is spoken they absorb all the bottles
where the stairs ascend there is the head of a of replacing those that ' disappear' and glasses on the back of the bar to protect
mature Blue Dragon. It w as killed by periodic ally . them. Therefore if trouble starts , Willick
S anson in his adventuring career and has Also upstairs there are six g uest rooms, can protect his stock.
been stu ffed and preser ved. The head is a with two single beds in each. The beds can Melianne Markes (Human Female) -
collectors piece and is pr obably worth about be pushed together, and when Willick sells Landlady and Cook
3 50 gp . The bar itself is fully stocked and a ' double room ' this is what he does , Mage 2 Thac0 : 20 HP : 6 Al : LG AC : 1 0
has a mirrored background (see details of thereby charging more money for basically A ge : 47
Willick for more information on these the same thing. There are two further Attacks : fists 1 D2- l /1 D2- l or by weapon or
unusual mirrors .) bedrooms . One is for Willick and his wife, by spell
The Lo unge B ar is smaller and much the other is shared by his two daughters . Melianne is a short fat women with a
quieter . There is a brass plaque on the wall Willick ' s son, S anson the Second, does not motherly smile and a friendly manner. She
which proclaims : live in the inn, although he does work there. is the ' conscience ' for her husband , and will
"The higher prices in this bar are due to The inn did have a cellar, the entrance often intervene if she feels her hus band ' s
the pleasantly lo w volume and peaceful being in the kitchen. However, the area had head for money is getting the better of his
atmosphere . Please pay the prices and a very unpleasant and cloying odour the morals. She only knows one spell : Magic
observe the rule . " cause of which could not be traced. After Missile, which she learns when she expects
Willick usually works this bar and is numerous failed attempts to clear the smell, a busy night - a very good way to break up a
quick to ask customers to leave if they are Sanson gave up and boarded the whole thing fight - but she can cast several cantrips .
not behaving in a fit manner for this more up, tiling atop to seal and hide the entrance. These include Pacify (a spell that stops
stylish bar . The lounge bar is available for It is a fair assumption that it is still down babies crying for 1 D4 hours), Clean (a spell
hire for banquets, meetings etc. . . there, and who knows what caused the that will do one bowl of washing up
Doorways from both bars lead into the smell, or what is festering now ? instantly), Fresh (A spell that clears the air
prep room. In fact this is just a glorified in a room of smoke and leaves a pleasant
store of spirits, cleaning materials and Personalit ie s of the minty smell), Fresh- 2 (As Fresh but leaves a
bits 'n ' bobs necessar y for the publicans
I nn pleasant cinnamon smell), Make Bed (Yep,
!
trade. This is also where the Master keys for you guessed it ), and Bubbly (A spell which
The Inn has many distinct characters who
all doors are kept on a rack, and also the makes the water in a bathtub frothy and
frequent it. Some of the people you could !
guest keys for the eight guest rooms sweet smelling - Willick charges for this )
meet are given below, along with
upstairs. Sarah- Anne Markes (Human Female)
abbreviated AD&D® 2nd Edition stats and a
The kitchen is a well stocked and well Daughter and Barmaid
short character summary.
kept area with plenty of space for preparing Mage 1 Thac0: 20 HP: 4 AL: NG AC :1 0
Willick Markes (Human Male) - Landlord
food. It includes a large open fire over Age: 1 9
of the Cats Cradle
which is a flue for taking the smoke out of Attacks: fist 1D2/1D2 or by weapon
Warrior 5 Thac0: 16 Hp :27 Al: LN AC : 9
the building. Willick 's wife, Melianne, does Sarah- Annes is a cute, petite girl who is a
(dex bonus) Age: 53
most of the cooking, unless a banquet is little shy and demure. When confronted
Attacks : fists 1D2/1D2 or by weapon
being prepared, when she has both her with leering customers she tends to blush
Willick is a fair man, but also a
daughters and sometimes hires in help also. and scurry away, a source of much
businessman. While he will not cheat

1\9{e P{ayer Independent Ju{y 1993


J'Lcross a Crowcfecf 'Bar
amusement to some of the more coarse Nobody knows if Jagg is a man or a woman. Unfortunately, he sings very badly. Egon
adventurers who stay at the inn. Sarah­ And nobody asks! S/he is huge and ugly, has a treasure map showing the location of a
Annes knows no magic spells at all but can with a fierce face and a surly growl for a 'horde of untold wealth' only two days
cast some of the cantrips her Mother knows: voice. Jagg loves to start fights with non­ travel into the forest. However, he is
Clean/Fresh/Make Bed. locals, but does not like to be banned from dubious about its authenticity, but one can
Coleen Markes (Human Female) - the inn, so s/he usually provokes trouble and only live in hope.
Daughter and Barmaid then follows the victim outside to fight. Jagg Kimberly (Flame) (Halfling Female) -
Mage 2 Thac0: 20 HP: 4 AL: LG AC: 10 can be talked around by the Landlady or her Live-in Regular
Age:16 daughters (or any other charismatic woman) Mage 3 Thief 3 Thac0: 19 HP: 9 Al: CE
Coleen is everything her sister is not. She is if s/he is not too drunk. AC: 3 (studded leather. +1 & Dex) Age: 27
wild, daring and flirtatious. She loves to Dale Nightingale (Half-Elf Male) - Live-in (human years)
flaunt her pretty looks at the customers and Regular Attacks: Dagger +1, +3 vs's Good (1D4 + 1
takes fancy to most of the muscular fighter Warrior 5 M-U 4 Thac0: 16 HP: 18 Al: LE or +3) called Dervish
types who visit the inn. She has a secret AC: -2 (Elvin Chain +3, Ring Prot. +4) Kimberly is known as Flame because of her
desire to leave the inn and go adventuring Age:31 long red hair and fiery temperament. She is
herself. She has taken to magic very quickly Attacks: Scimitar in both hands (1D8) sarcastic and wry when provoked, and is
and is as good as her Mother, but she knows attacks twice per round obnoxious. However, her small stature and
no spells other than those her Mother could Dale arrived in town about a year ago stunning good looks make up for a lot and
teach her. She is not above seducing a mage covered in blood. He cleaned up, booked a she is generally put up with by other locals
in order to get a look at his spell books, but room at the Cradle and has been there ever who see her as a local personality. She lives
w_ill not actually steal. She can cast all the since. He dresses in black, with a long permanently at the inn, and always sits at
spells and cantrips her mother knows. swirling cloak, and is the object of desire of her own table with two or three local girls
Sanson Markes the 2nd (Human Male) - several local women. He seems nervous who admire her and dote on her every word.
Son and Barman when large groups of new arrivals book into Flame is very careful to hide her true evil
Rogue 1 Thac0: 20 Hp:2 AL: CN AC:10 the inn. nature and the fact that she is a spy for a
Age:21 Usual Spells: 1st/ Charm Person, Magic local evil mastermind (DMT�•s choice) who
Attacks: fists 1D2/1D2-1 or by weapon (-1 Missile 2nd/ Glitterdust, Hypnotic pattern. keeps her at the inn to watch the comings
dam due to low strength) Rook (Human Female) - Regular Local and goings of adventurers. Flame
Sanson the second has not inherited the Rogue 6 Thac0: 18 HP: 18 Al: CG AC: 7 communicates with her master through a
strength of body or character of his (Studded Leather) Age: 25 Magical Orb that is stored in her room.
namesake Grandfather. He is weak and Attacks: Hand Crossbow (1D6) Dagger Usual Spell: 1st/ Detect Magic, Read Magic
snivelly and is a great disappointment to his (1D4) Staff (1D6) 2nd/ Alter Self
Father. He was thrown out on his ear when Rook is a solo adventurer that sometimes Phillipe (Weredragon) - Local Regular
Willick found him dipping into the inn cash offers her services for hire (30 gp per day + Warrior 1 Thac0: 20 HP: 4 Al: NG AC: 10
box and now lives in cheap accommodation danger related bonus). She is an Age: 33
elsewhere in town. Since then there was adventurer's thief only and does not waste Dragon Form (as Black Dragon : Ancient
some making up and Willick took his son time with petty pick pocketing and house Al: CE)
back on at the inn but keep a close eye on burglary. She always drinks strong spirits Phillipe is not a standard weredragon (if
him. Sanson takes every opportunity he can and is lively and mischievous. Although there is such a thing). He inherited the
to steal from the inn and its customers when plain looking and thin, Rook's unusual lycanthropy from his father whom he can
his Father is not looking, but it is mostly green eyes and ready smile make her quite barely remember. Phillipe was found left at
petty things. attractive in an strange sort of way. the town gates as a toddler and brought up
Old Jeremy (Human Male) - Regular Local Farmer Sam (Human Male) - Regular by a local wise woman. He is just a normal
Warrior 0 Thac0: 20 HP: 3 Al: NG AC: 10 Local man until the change comes upon him, at
Age: 73 Warrior 0 Thac0: 17 HP: 10 Al; LN AC: 10 which point he turns into an Ancient Black
Attacks: fists 1D2-1/1D2-1 or by weapon (- Age: 40 Dragon and ravages the countryside in his
1 dam due to low strength) Attacks: fists 1D2+6/1D2+6 or by weapon evil form. Phillipe isn't sure what happens
Old Jeremy looks about ninety. He is (+6 dam strength bonus) to him, but he suspects he is a werewolf
stooped and wrinkled beyond belief and has Sam is a local farmer who prefers the (very wrong!) He keeps this hidden from the
a large pot belly from years of good living. company of adventurers to his peers. locals (as you do!) and is getting worried
He likes to tell stories (complete lies) about Although he is a very large and powerful about it. If he knew the cause of the
his adventuring career (he never had one). man (18/00 strength natural) and a legend slaughtered herd animals and dead
Luke Perriweather (Human Male) - amongst the people of the town. He also had adventurers over recent years for miles
Regular Local a keen and shrewd mind. He enjoys playing around was himself he may be more worried
Bard 4 Thac0: 18 HP: 10 AL: CG AC:4 the stupid farmer to bragging adventurers still. Phillipe has a treasure horde in a cave
(bracers and dex bonus) Age: 25 while chuckling to himself about their lies in a forest not far away. This may or may
Attacks: fists 1D2/1D2 or by rapier+1 and exaggeration. not be the horde that Egon (above) has a
(1D6+1) or other weapon Egon Hotforge (Dwarf Male) - Regular map for. When in Dragon form, which
Luke comes to the inn to tell stories and Local happens randomly about once a month for a
play his lute. He is short and good-looking, Warrior 1 Thac0: 20 HP:7 Al: LG AC:10 (or full day, Phillipe is Xangom the Ancient.
but somewhat feminine and often the butt of 3 with plate mail) Age: 30 (human years) The dragon form has its own evil and
jokes from others. He always wears his Attacks: Battleaxe (1D8) cunning personality, and does not know
bracers of defence AC6. Egon is an adventurer of little experience what happens to it during its periods of
Jagg (Human ??) - Regular Local who in his own words is 'a little rusty'. He change. The dragon thinks it has been
Warrior 12 Thac0: 7 HP: 83 Al: CN AC: 10 has been drinking in the Cradle for 2 years magically cursed to forget whole periods of
(or 5 with chain-mail armour) Age: 28 now and seems 'not too keen' to go its life (also very wrong) and when it first
Attacks: Axe +3 flaming (1D8 +3 dam + adventuring again 'just yet'. Egon loves a wakes from its change it flies into a terrible
1D6 flaming damage) (Str bonus +2 dam) tankard of ale and a good song. rage. Phillipe always feels ill about an hour

rJ?..p[e P{ayer Independent Ju{y 1993


before the change, and wanders out of the town and into the
woods, in a daze, where he changes.
Other Locals
Warrior 1 Thac0: 20 HP: 5 Al: AC:10 Age: 18 - 45
Use these stats when bringing in standard locals drinking in
the bar. These will usually be part time adventurers,
travelling mercenaries or Caravan Guards passing through
town. They have usually been to the Cradle before, knowing
and respecting the Landlord.

Arri Firally .
Many adventures can spring from the foundations of the
Cats Cradle. The atmosphere of the place must be exciting
and bubbly. Fights in the Cats Cradle will NEVER result in
death if Willick and his family can help it - it's bad for
business. But it is not uncommon for tables and chairs to go
flying through the air and fists to be thrown. This bar-brawl
action should always be dynamic, almost unbelievable but
not too damaging. It is suggested that Hit Points are reduced
as normal but at the end of the fight half of what is lost is
given back to represent that the damage was purely bruising.
If blade weapons are drawn this will usually mean the calling
of whatever town security the DWM merits - it is hard to
write off blade attacks as bruising by even the sharpest DM -
hopefully this will be enough to prevent any death occurring.
If it is just a fist fight you could still have the town guard tum
up and join in! Everybody loves a bar brawl. Remember the
Cradle is your playground - use it as it stands or develop it as
you see fit until it is a great place for action. In the words of
Sanson Markes "Give me a bar that's more than just talk ....
!"
Cats Cradle - Price List
Real Ales
Willicks Home Brew - Strong and Thick.Real Men only
Old Grog - Dwarves like this - but nobody else! Very Strong
Whippers Best - Mild Ale for most palates
Black Ale - Thick and Treacly.Rare Ale.Medium Strength

Spirits
Vokkin - Strong, flavourless mixer.Fresh Apple Juice or Orange
Juice mixer free
Alberds Whisky - Strong well-aged whisky
Mindbender - Powerful Minty Spirit with mild stimulant ingredient
Sharpes - Very Strong Sherry like drink served in small crystal glass

Special
Vokkin Milk - Hot Milk and Vokkin 1/2 measure, whisked and
frothy
Fresh Water - supposedly 'from a mountain spring'- actually from
the town well! !
Cats Cradle Cocktail - Secret recipe - Very Strong.Tastes of
Strawberries

Food
Meal of the Day - Meat & 2 Veg, plus Apple pie
Steak on a stick - Hot and Spicy
Banquets - Minimum six people

Room& Board
Hot water for baths etc - FREE with room price
Breakfast - usually ham and eggs
Porter - usually Willick
2 person room for one week - 5gp

Other Services
Storage on Cold Store - Small items only i.e.block of cheese
Tailor/shoe mending - usually Melianne
Laundry Service - 2day tum-round
'Massage' - With the 'Massage' service, local girls have an
agreement to provide this discreetly and pay Willick lgp from the
three.Melianne does not know about this.Well, at least, Willick
doesn't think she knows.
�{e P{ayer lnaepenaent Ju{y 1993
'

RM 1 ROOTS OF E*IL
Vl
by the nose, characters are free to wander
AD&D@ 2ND EDITION and drop themselves in it time after time. In
RAVENLOFT@ ADVENTURE most AD&D modules there is a tendency for
ERIK HADDOCK & DAVID
player characters to drop themselves in it
from a combat point of view - this
WISE
adventure will allow them to blunder by
TSR INC.
their interaction with NPCs, yes, this
£6.99 adventure contains lots of role playing.
Remember a few issues ago I told you We're not talking about your average,
about the Great Conjunction that was about "hello Mr Farmer, that's a lovely crop of If you've been playing a Ravenloft
to happen in Raven/oft? Well don't say I spiced beets you've got growing there, campaign from the start of the setting (i.e.
didn't warn you, it's happened, and the arrrgh, no! He's really a Lycanthrope, let's from when the boxed set and first
proverbial really hits the fan when Raven/oft kill it," type of NPC either, the NPCs that adventure, Feast of Goblyns made an
comes back to the real world, bringing with make an appearence here should need no appearence, not /6 Raven/oft and its follow
it whomever and whatever you care to introduction to your player characters. up adventure House on Griffon Hill) then
mention! Some things in the adventure kind of Roots of Evil is where it will all come
Roots of Evil follows on from where contradict what we've been led to believe in together; each of the past adventures (not all
From the Shadows left on, and while I the past. When a domain enters Raven/oft of them though) have had their small part to
thought From the Shadows was a damn we are told how the mists surround it and play, and all will become clear when
good adventure/supplement it pales to the entire region is moved into the playing this adventure.
insignificance when compared to Roots of Demiplane of Dread. Apparently this is not All in all, this adventure should satisfy
Evil, for which it is just a scene setter. so; only the evil ghost of the land (and its all types of AD&D player; it has role
It's not often I can rave about a scenario, occupants) is removed to Ravenloft. The the playing for those that are into that sort of
but I actually found myself unable to put actual land and its buildings are left behind, thing, it has power play when interacting
this one down; whether I was on the toilet, and so Roots of Evil allows your player with the major NPCs, and finally it has a
in bed, or typesetting and designing this characters to visit Barovia (where it all dungeon bash and an apocalyptic ending.
magazine! It makes an excellent read and, started) some 400 years in the future (after Who could ask for more?
while there is a certain amount of being led the fall of Strahd). Stig

RM2 THE CREATED cinemas when it was first released -


® ®
remember the whole fascination of a puppet
AD&D 2ND EDITION RAVENLOFT
that lived, breathed and spoke? Wasn't it
ADVENTURE
spooky? Perhaps not. Anyway, this isn't
BRUCE NESMITH film '93 and so on with the adventure:
TSR INC. The small town of Odiare is to hold a
£4.50 festival to celebrate Bambeen, a sort of
Bank Holiday that honours life, growth, and
especially children. During the festival the
Imagine if Walt Disney got out of the player characters enter town, before long the
wrong side of bed the day he'd decided to mist rises and off you go.... Just a little
do the classic animation adaptation of thought - if you were staying at a hotel, and
Pinnochio. Imagine Walt trying to explain either Miss Marple, Hercule Poirot, or domain and Dark Lord to add to the already
to his group of animators, "right guys, it's indeed Jessica Fletcher (Murder she Wrote) crowded demi-plane that is Raven/oft. The
about a puppet that runs riot around a small, turned up you would leave immediately, adventure itself isn't too awe aspiring, but
pseudo Bavarian town..." Somehow I don't knowing full well that there was a murder DWMs with an ounce of ingenuity will be
think so, and so Bruce Nesmith has decided about to take place. So why do all the able to re-write certain parts and add a few
to write it for us, something that many of us peasants, etc. always insist on hanging others to make it extremely memorable.
may have wished to happen in the animated around these festivals when the characters Overall, a nicely written adventure for
film. tum up? I don't know. low-level (2nd-4th) characters that would
Although the actual Pinnochio characters For £4.50 you get a thirty page booklet work ideally with a lot of expansion by the
don't appear by name they're there, right with one additional monster - namely the DM.
down to the cat, and I seriously believe that one that appears throughout the adventure, One question that I have to ask myself -
this is the reason why this adventure will and the usual wrap around card with is Bruce Nesmith Walt Disney, fresh from
appeal to the older generation of role relevant maps and bits. You also get a new cryogenics, and with a bad attitude?
players, those who saw Pinnochio in the Stig

'RJ)[e Pfayer Inaepenaent Ju[y 1993


SHADOWS ON THE
under the title of Black Broo of
Dyskund. "Oh no, not more
BORDERLANDS reprints," I hear you cry. Well,
RUNEQUEST 3RD EDITION yes and no, this scenario is in
AVALON HILL effect a reprint. However, it is
£14.99 possibly described as an
enlarged, rationalised and well
What, another RuneQuest release? rounded rewrite of an already
Already? Absolutely! very good scenario. The
Avalon Hill finally appear to be living up characters enter this formidable
to their promises of quality support material scenario after receiving a copy of an ancient encountered this cult, this section will be a
for RuneQuest. Shadows on the Borderland Carmanian scroll that describes the location revelation. Thanatar is chaos at its very
is the latest offering in the River of Cradles of a second age chaos holy site. The nastiest; forget your slime dripping
campaign series, and provides three scenario is, as might be guessed, a chaos Porchango mutations, and your Primal
scenarios for your Yelmalio aspirants bash; but not your ordinary, insanely Chaos ooze, for scarring characters to death
(thanks Kev!), Praxian nomads or Pavic gibbering, disorganised Broo rabble type - there is nothing quite like a garrotte in the
adventurers to get their teeth into. All three chaos. No, no! This is something much night! The write up of the cult is well
scenarios are interlinked but may be played darker. In all an excellent scenario, but one executed and in the same style as those
separately, or as an episodic campaign; that requires some careful balancing of PC/ found in River of Cradles and Sun County,
likewise many links exist to the Sun County NPC strengths, if the player characters are and is a rewrite of material originally
and River of Cradles packages. not to end up as attractive ornaments on provided in the late lamented 2nd Edition
The package itself consists of an 80 page Drueke's belt! supplement, Cults of Terror.
book, a 24 page GM reference pull out and The third and final scenario, A Tale to In conclusion, Shadows on the
three maps. The cover art is excellent, and Tell, is, I'm afraid, a reprint through and Borderland is a pretty good investment. It is
gives an indication of the general tone of the through. A Tale to Tell also made its first an enjoyable read,, the scenarios are
material contained within - nasty! appearance in White Dwarf (in 3rd Edition challenging and the artwork is good. While
The first scenario, Gaumata's Vision, format, so no excuse there) and returns here it is somewhat irritating to find oneself
runs to 23 pages and is an,absolute winner. largely unaltered. Having said all this, A reading familiar material, it is gratifying to
Gaumata, Light Keeper of the Sun Dome Tale to Tell is a very good scenario indeed know that if Avalon Hill are going to reprint
temple, receives a vision of a terrible evil and is also a logical choice for inclusion in old material at least they have the sense to
lurking within the boundaries of Sun this pack, serving as it does to link Shadows choose the good stuff, and things that are
County. Sun Dome Templars or Militia Men on the Borderlands with River of Cradles not now readily accessible to new players
are the logical choice of characters here, through Duke Raus of Rone who is a major (i.e. the old White Dwarf material). Indeed,
and may be ordered to investigate. recruiter for this scenario. The characters had this material not been reprinted it would
independent adventurers often require are hired to track down and eliminate have been sorely missed given the scarcity
further incentive before they will help; Muriah, Witch-Queen of the River of of 2nd Edition products such as Cults of
arresting them and offering them a choice Cradle's Broos. Muriah is rumoured to be Terror. As a final word, Avalon Hill have
between voluntary service or torture and unkillable, however the characters acquire a provided yet another product link, should
imprisonment usually does the trick! This Lhankor Mhy scroll that may provide the the characters excel in the scenarios
scenario is primarily of an investigative key to her destruction. This scenario again provided here they receive an invitation of
nature, with combat playing a secondary requires considerable problem solving an unusual nature.... Dinner in Doraster, the
role, thus providing a top quality ability; but in order to defeat Muriah and land of doom! (Doraster, Land of Doom is
introductory adventure for new players and her Broos some proficiency with weapons is the next Gloranthan RuneQuest supplement
characters. This scenario is, however, by no a must. The option to tone down Muriah's from Avalon Hill, and should be with us
means a pushover, and is sufficiently subtle forces is provided, but I feel that this one is soon.)
to challenge even the most experienced best run at full strength as Muriah is a major Andy Smith
RuneQuester. force in the area and should not be taken on
Scenario two, Dyskund Caverns, is an in a light-hearted manner.
updated version of a RuneQuest 2nd Edition The final section of Shadows on the
adventure that appeared in White Dwarf 51 Borderland is a full write up of the Cult of
Thanatar. For those who have not previously

�{e P{ayer Independent Ju{y 1993


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latter stages of play when both sides have
suffered heavily and ships are few and far
between.
Movement is in inches, using a
measurement "stick" (card) for forward
moving and a patent template for turning,
with sails being speedier than oars but not
available when ramming is the chosen
attack. I'm not sure that I appreciate ships
being able to tum 180 degrees and then fire
on a vessel that was sailing along behind
them, though I do like the idea of separate
islands (it reminds me of the great games of
Seastrike I used to have) but for Man O'
War I would have preferred to have a
MAN 0 1 WAR RULES ADJUSTMENTS material map (similar to the one in Battle
WARHAMMER COMBAT AT SEA Ships that hit other ships, islands, rocks Masters but coloured in sea blue shades)
GAME'S WORKSHOP or obstacles when blown off course by with overlaid one-inch squares onto which
£24.99 magical or other means are deemed to have the islands could still have been randomly
been rammed and the usual ram rules apply. placed. This would stop the fiddling around
When the Command Ship sinks, the when ships are in close contact and have to
owner player can designate another ship in be moved to allow the measuring "stick" to
his fleet to take over the role. This new ship be accurately placed. Accuracy is really not
When you purchase a Games Workshop does not get an admiral and has to wait until a problem though, a leniency is more the
boxed game you can be sure that you are the following tum until the command takes rule than the exception, except when a ram
going to get a product that is filled with effect. attack is a possibility as ships must be more
bright, colourful, detailed quality pieces. Ships that cannot attack or be attacked as than three inches away, yet within their
You can also be sure that the rules have a result of a spell CAN be affected by magic legal movement distance, to be able to
been trimmed for maximum logical and (spells cast on them) unless the original facilitate a ram.
action effect but minimum strategy and spell states that magic does not effect them. Combat, the crux of any battle game, is
tactical play, and Man O' War follows this Ships cannot move, fire and then ram, down to comparing modified die rolls
trend to the letter! but they can move, ram, then fire, and then, (everything being decided by a standard D6)
In the basic set you are given no board if necessary, board. in almost effective manner, but the major
(generally a beautifully designed board is a Finally, when an area on a ship catches source of amusement in Man O' War is the
trademark of a Games Workshop game), a fire it also takes damage. A damage marker simplicity of the actual fighting in contrast
set of crew counters (which are all the same and a fire marker should be placed on it. to the difficulty of manoeuvring into the .
for Imperial or Pirate fleets), several other The damage cannot be repaired until the fire most advantageous position. One hint we've
counters (including Wizards, Admirals, is extinguished. The damage is not discovered in play is to always scuttle
Damage and Fire Counters), a dozen ship automatically repaired when the fire is put opposition ships when captured as the
cards, a few assorted other cards, and twelve out, a repair spell has to be used on it. enemy have the nasty ability of turning the
galleys, six in red plastic and six in blue, There is very little preparation required tables and capturing them back when you
which are designed for head-on cannon before a game can be played, although least expect it.
firing and ramming. These have a very painting the ships and placing masts and There are already new ships available
limited crew capacity (only two crew sails on them makes for a more visual which allow for game variations with Elves,
counters per ship), paper sails (coloured on display, for all you need is a flat surface Dark Elves, and Dwarves each having their
one side only), very limited weaponry with enough room to allow for the laying own style of floating death-dealing
(unless otherwise directed by a lucky out of the island cards, with a free to one machines (love the Dwarves' ironsides!) and
random draw from the Man O' War card side for the other game components. A die in the coming months we shall also be
deck) and (after a few decent hits) very is rolled to determine who has initiative at seeing supplementary boxed sets beginning
limited movement capabilities, yet without the beginning of each tum and then both with Plague Fleet (all of the chaos and
doubt this game is one of the best Games sides alternate casting spells that will either Skaven ships complete with battle cards and
Workshop have designed in recent years and hinder the opposition or aid one or more of additional rules) which will quickly be
is liable to go on to be a classic in years to their own ships. This is the only time magic followed by Sea Of Blood (comprising of
come. is cast during a tum and the effects of each cards for all the individual ships first
The rules do need a little tidying up, but spell last only for the tum in which it was described in the Man O' War rules book),
most games require house rules, and this cast, with the exception of changing the and a collection of sea-monsters designed to
needs no more than most others, and I asked direction of the wind. During a tum each make happy-day sailing a thing of the past.
John-Paul Brisigotti if he could clarify a fleet carries out all possible orders, moving, Sales of Man O' War have exceeded the
few areas for me that had cropped up during ramming, firing etc. and as each side has companies expectations and this may cause
play. He was extremely helpful, and I'm two fleets of three ships, these are moved a minor delay in the release of the
pleased to be able to reprint his replies here alternatively with the initiative winning side accessories that are ready and waiting for
as I'm sure they will cover the majority of moving first and third. If a ships sinks the initial rush on the main game to die
rules interpretations and hopefully prevent during an opponents phase it does not have down before being introduced onto the
any heated discussions between opposing any simultaneous or retaliatory fire, even if market.
players. it has not had a go that tum. This make Chris "Blue Beard" Baylis

2\9{e Pfayer Independent Ju{y 1993


WELCOME TO SYLVAN

PINES

Empathic
OVER THE EDGE ADVENTURE
STEPHEN MICHAEL SECHI
£6.15

AIRWAVES

Sourcebook
OVER THE EDGE ADVENTURE
RESOURCE
REMBERT N. PARKER
£3.85

I will review these two products together


and, in keeping with the spirit of OTE, I will try
not to give too much away.
Welcome to Sylvan Pines is set in a private
sanatorium (their spelling not mine) on the isle
Technically, you shouldn't have to do this, but the
EMPATHIC SOURCEBOOK of Al Amarja. The players have various ways of
supplement gives most empaths access to
previously unobtainable skills such as pyrokinesis, entering the sanatorium and interacting with the
DARK CONSPIRACY SUPPLEMENT
telekinesis, cryokinesis, and dimension walk. Two patients. The interesting thing is that the
GOW sanatorium is so well detailed for the GM to use
things about this - as I've said, no scanner worth
his salt is going to pass up a chance to get some of it as part of his existing campaign, only running
these skills, so they may want to change their the adventure when the players have grown
First thing I have to say about this 120 page character around a bit. And number two, this is familiar with the characters involved. Certainly
supplement for GDW' s Dark Conspiracy is..... going to make your PCs that bit more powerful. allowing players to "discover" Sylvan Pines
about time it came out! There have been flyers and I don't think that this is a bad thing. The Sanatorium for themselves, perhaps even using
adverts a plenty promising this collection of rules empaths in my own campaign have had access to it as a safe bolt hole will get them more
additions for empaths, and it's finally here. such skills almost from the beginning, mainly involved with the survival of the NPCs.
And yeah, it was worth the wait after all. Let's because they were so much fun I didn't want to Airwaves is an expansion of the original
face it, all us Dark Conspiracy players, and refs, ban them, and the difficulty of using such skills in OTE background material. In it you get a
have been there - sitting in the front room, tense situations means they're not going to be able Television Station with somewhat more detail
propping up six packs or coffee mugs, watching to use them that often anyway.
than usual in the rulebook, some characters, a
David Cronenberg' s Scanners on the goggle box, There then follows a resume of the empathic
new villain and some details on a street of
and that bit comes on where Michael Ironside underground, with rules and suggestions for
shops. It will fit easily into any OTE campaign
makes the bald dude's head explode in slow creating your own minion bashing groups. This
motion, and somebody pipes up and says, "I wish section is pretty imaginative, treating the groups and provides more characters and venues for
my character could do that." Well, friend, now he like terrorist cells and giving them their own you to build a campaign around. There are
can. Yes, there are rules for terminally expanding motivations and styles, from Pencil Commandos to adventure ideas given in this booklet, but it is a
someone's cranial capacity by making their brains Gunslingers. sourcebook, not an adventure.
explode all over the room, although it is just Several cells are also briefly outlined, and one I awaited this material with interest. I have
fleetingly mentioned. is given a complete background at the end of the enjoyed GMing OTE and have considerable
GDW are currently changing their Twilight book. This even includes a rather poor attempt to respect for the system and background material.
2000 style rule systems (again) to a new one that mimic the ads that you see in Star Wars and When the two booklets arrived their physical
uses a D20 base. While this is undoubtedly a better Cyberpunk rulebooks. New character classes for quality and the material supplied is certainly up
idea because it gives five levels of difficulty renegade ETs are also included. to the standard of the main body of the rules.
instead of three, it does offer GMs a few problems. The four types of empaths are treated in detail, However, I have one overwhelming reservation;
This is especially true if you've gone and bought and, while their outlooks are pretty diverse, they all just what do you get for your money? For £10
the PC expansion kit, because the D20 system they have similar skill abilities; Neuropaths are really you get two A4 booklets which together weigh
introduce there is different from the one they've latent empaths - the sort of guys who get a bump the same as one copy of RPI. Welcome to
got in the Empathic Sourcebook. In other words, on the head and then realise that they can make
Sylvan Pines has 32 pages, Airwaves a derisory
two massive rules reshuffles in the space of a few airliners drop out of the sky.
16.
supplements. Scanners and Brian De Palma' s The Fury have
If you can remember back to when Twilight obviously been a big influence here. Neuropaths So, a recommendation. I bought these two
2000 was a percentage based system, maybe this often end up with personality disorders and no booklets. They are interesting and of high
means that things are going to go full circle. as it is friends, rather like the main characters in the above quality, but I personally feel they are poor value
your players are going to grumble and m9an while movies. Then there are the psionics, who see for money. For the same money I could have
they reach for their erasers. empathic abilities in a very scientific light, bought a Chaosium Scenario booklet which
Once we get past the teeth-rendering, hair stimulating their brains to produce certain would have had at least twice the material, and
gnashing introduction of yet another new system, chemicals and so on. Mystics are the opposite, Cthulhu Now scenarios can be used for OTE
the sourcebook warms up quite nicely. Another spending their time being at one with the cosmos with very little modification.
new addition to the basic rules is the concept of (like Carl Sagan) and astral travelling and stuff. Over all I was disappointed. I have been
fear. Not like panic in combat, this governs how There are full rules for astral travel and combat, very keen on the OTE background and system
your PC reacts the first time they encounter a bug­ and for what is likely to be out there in the Twilight and, quite frankly, I felt ripped off. If you are
eyed googly monster. It sort of governs the colour Zone. Sorcerers are the last group, drawing their an OTE GM, then you should read these
of their underwear, in other words. Good idea power from the different proto-dimensions close to booklets if you get the chance because there are
numero uno. our own world. As you can guess, these magicians some good ideas in them, but I don't feel there
Empaths have been split into four distinct don't have names like Jay Presto! or the Great
is £10 worth of ideas. If they were bound
categories that cover which powers they can use Marvo (with a prize for every boy & girl).
together and priced at £3.85 I would tell you to
and what their general attitude to their powers are, Overall the Empathic Sourcebook is brilliant,
rush out and buy them, even if you didn't have
These are mystic, psionic, sorcerer and neuropath - brilliant, brilliant, and your empath PCs will buy
I'll explain that in a minute. you drinks forever if you go out and buy it and OTE and were a generic Horror Gamer. If they
The most daunting thing about this supplement make them look cool. No guarantee there, of were bound together at £6.15, then I'd still say
is that any existing empaths are going to have to go course. they were a reasonable buy for the dedicated
back and look over their whole character again. Jonathan Turner GM. At £10 they are over priced.
Jim Webster

1w[e P[ayer Independent Ju[y 1993


THE CITY OF SKULLS
• pages of pre-gens to use. Personally, I would
GREYHAWK ADVENTURE recommend using these if the current characters
aren't Greyhawk based or if the DM is unsatisfied
TSR INC.
with a player's current one. The days of lists
£5.99 o'stats are over too; the numbers being augmented
Welcome to this month's Carl Sargent by a character description, incorporating
Appreciation Club Corner. This time however, appearance, personality, background, goals etc.
the cake of the 'living' adventure. An experienced
there's a departure from the recent WGR format. They're ideal characters to role play, and the ideal
DM could make this one hell of a kicking
The next release in this series, City of Skulls, is an thing to give to a player who has problems making
adventure for his players. This doesn't mean,
adventure, not a sourcebook, although, as would every 'list of stats and an alignment' noticeably
however, that an inexperienced (but intelligent)
be expected, there is a lot of information different. Another pat on the back is awarded for
DM, would be left high and dry, wondering what to
concerning Dorakaa and its inhabitants. But don't the 'Notoriety' system. While the characters are in
do with themselves. This item is a honeypot of
throw up your hands in horror yet, folks, because it the vicinity of luz' s capital, it is inevitable that
pointers and information, which will help improve
is (sigh) yet another corker. It would appear to be things will be noticed by his servants.... Maybe it's
their adventure running, and designing talents to
a simple rescue mission, penetrating Dorakaa in just that strange robed demi-human (the only one
no end. To optimise this adventure's potential, you
one swift strike. However, things just aren't easy in Dorakaa) that wandered down the street just a
will need copies of From the Ashes and luz the
in the City of Skulls. This adventure has had some minute ago, or that strange explosion that left
Evil. If you're planning on delving into the politics
real thought put behind it, and this is, I feel, the seven Priests of luz smeared around the walls of
of the thing, you might also find a copy of The
reason why this adventure stands head and the jail... Anyway, the party will perhaps be
Mark/ands handy. The adventure can, of course,
shoulders above the rest. Not only does the text unaware that, no matter how careful they've been,
be ruh without any of these, but you'd be losing
inspire the DM7M every step of the way, but it's a they're leaving a followable trail. The Notoriety
out in the long run.
real breath of fresh air to see the NPCs, and system deals with this admirably. The party's
To round off; this is another definite buy. Can
monsters all using their intelligence, utilising actions can raise or lower a Notoriety score, which
TSR keep up this momentum and standard in the
tactics, and communicating with other enemies of helps determines just who has noticed the
future? Let's hope so.
the party... If players don't have suitable characters infiltration, and how hard they're going to try to
Jeff Walsh
with which to play this module, there are a few eliminate the intruders. This is just the cherry on

SJRS SPACE LAIRS


i s
liked, upon flicking through the pages, was
SPELL JAMMER Acc.
the little grey box at the start of each
TSR INC.
individual adventure. The box in question
£5.99 notifies the prospective DM of several facts
Those of us who have been in the hobby concerning the adventure, for example; the
for a while may still have dog-eared copies Terrain and monsters involved, how many
of The Book of Lairs, volumes 1 and 2, Levels of characters should be involved, GP
lying around our abodes, and will know value, XP etc. and any special conditions
roughly what to expect from this new which should be taken into account. This is
product for Spelljammer. The idea behind ideal if you have to flip through the book at average, and everything appears to be easily
both this 2nd Edition offering, and its point-blank notice and pick an adventure. runnable with little preparation. Most of
predecessors, was to offer a number of The text gets underway below the box, them need a read through, but I'm certain
mini-adventures, or expanded encounters, starting with a few alternate Start Ups or that everything can probably be worked out
that could be slotted into any campaign in plot hooks. Again, useful for getting parties while your players are busy arguing over
progress, or perhaps run as a one off (you out of the flow of their campaign trail. who gets the magic items from their last
know, like when suddenly aJJ your players Following this, we're into our traditional foray into the unknown. It's also worth
arrive at your house demanding excitement, adventure bumph; introduction, background, pointing out that with a little ingenuity,
adventure, and err.. the biscuit tin). So is it monster stats, etc. you know the drill. So, DM's can either warp the ideas to different
a worthwhile purchase? Read on. AJJ the what's the quality of the adventures like? settings, or expand one of the items, which
usual Spelljammer reference materials WeJJ, I have to say that there's a lot of ideas shouldn't reaJJy last longer than a session,
should be to hand when attempting to run in there, but a couple of them are real to a fuJl-blown adventure. The ideas are
one of these adventures, and it is also donkeys or plain predictable. Then again, it there to be used. Final Verdict: Fulfils what
suggested that The Complete Spacefarer's rather depends on your players, and you, the it sets out to achieve. Have a look, see what
Handbook and War Captain's Compendium DM. I would say that on the whole, the you think. You might like it.
could be of some use. What I immediately quality of the contents rates well above Jeff Walsh

rJ?J)[e Pfayer Inc£epenc£ent Ju[y 1993


Faerie Realm. The evil Faeries of Unseelie Court
strive to upset the human world, aided by the
human wizards of The Esteemed Order Of
Thaumaturgists. Magick is a skill taught at Oxford,
the Tuatha de Dannan lobby for Irish home rule in
Parliament while dreaded Night Hags stalk the •
foggy streets of London for unwary victims.
Personally, I have always loved the Victorian
setting for games like Chaosium's Call ofCthulhu
or 23rd Para/lei's Luther Arkwright, but it was
always a nuisance that no-one believed in magic or
magical creatures ( "Honest officer, it was a brain
eating Mi-Go from Venus. What are you doing
with that net...). This way, players can explore
ruined Scottish castles for evil magicians and their
Goblin cronies without anyone locking them up!!
The background is provided in depth, is well
thought out and is, in my opinion, excellent. The
magic system allows for players to become
What skills your character possesses will powerful mages but restricts them to the realms of
depend on what universe he plays in, but all skills believability (only allowing powerful spells to be

AMAZING ENGINE are linked to one of the basic eight stats. To use a cast under a full moon inside a stone circle, for
ROLE PLAYING GAME skill, players simply roll under the applicable stat; example). The supplement comes with an excellent
DAVE 11ZEB 11 COOK to hit with a firearm, for example, players have to full colour map of Victorian Britain and a
roll under their Reflexes. This makes the system streetmap of London.
TSR INC.
very simple and straight forward. If you like the sound of this game, you'll love
£5.99 the product.
Experience earned in games can be "spent"
Amazing Engine is a new role-play system by right away to improve chances of performing skills
David "Zeb" Cook , and produced by TSR. (by adding to your stat) or can be re-invested in BUGHUNTERS - £10.99
Marketed as a game system unlike any you've your core-character so that when you come to roll "Is this going to be a stand up fight, sir, or
played before, the idea is to provide a game were up a new character for another universe, another bug hunt?"
players can take their characters from one Universe experience placed here can get you more dice to "All we know is that there is still no contact
to the next with only minimal changes, so that one roll for stats. with the colonists and that a Xeno-morph may be
minute they can be playing in Victorian England The system guide then goes on to outline the involved."
and the next flying spaceships in the void of the combat system and movement , which are common "A xeno-what?"
next galaxy, an idea that will be familiar to players to all Universes. The combat system has been kept "Its another bug hunt"
of Steve Jackson's GURPS game. simple, with players rolling under their stat to hit Ever since this briefing scene in the movie
So what is the basic game, I hear you cry, your and with minor damage (cuts and bruises) coming Alien 2, players and games manufacturers alike
money poised for another investment in the off a stamina total while more serious damage have tried to emulate the colonial space marines,
endless quest for the perfect system. Sit down, take (gunshot wounds etc.) coming off a hit point total. with their powerful weapons spreading death and
a valium and read on..... When your stamina reaches zero you are destruction to any "Xenomorph" they might meet
The system guide deals with the creation of a unconscious, when your hits reach zero you are If you've ever wanted to travel the universe
Core Character, the dice pool from which all of dead. Rules are provided for aimed shots to vital meeting strange and wonderful life forms and
your later characters will emerge. Players must areas, but a hit location system is not used. killing them, then this is it.
decide what area their characters will be good in Overall, this is a nice system. It is simple and Bughunters allows the players to be enhanced
and which areas they will be less so. They are easy to use, and produces satisfactory results. human Marines in their battle to make the Universe
given the choice of Physique (for the fighters However, I would not suggest you run out and safe from nasty alien beasts. The Universe book
amongst you), Intellect (for the scholars and buy it to replace the system you are using already. contains new skills for space age play, background
techies), Spirit (for the fireball friendly) and The core rules are incomplete by themselves, and for humanities history in the stars, rules for
Influence (for the high born or charming). From the Universe supplements are too specific to creating and playing in Space ships and the usual
these four base headings are produced eight prime convert. My only other misgiving is that I might section on "big guns". The supplement also
statistics that shape the character, such as Fitness, want to play a fighter in a space game and a wizard comes with a colour star map and details a number
learning and Willpower. How many dice you get to in another, this system does not allow you to do of races for your players to encounter and kill.
roll for each of these stats depends on what order this, but this is only a minor point that can be easily Overall, I cannot complain about the quality of
you ranked the four base headings, so that if you rectified with a nice GM. All in all, not a bad little this product. It is detailed, well presented and
chose Physique first you get more dice for stats system..... everything is there at the GMs fingertips. However,
like fitness than you do for learning, for example. And now, on with the reviews........... the subject matter is limited. A good GM could
What this means is that if you wanted a fighter type expand this system, with a bit of work, to be a fully
character then you are more or less guaranteed to FOR FAERIE, QUEEN AND functional Sci-Fi game, but it would be a struggle.
get one, and the same goes for the mages and thief Players may soon become bored with the idea
types. No more looking at your poor dice rolls and COUNTRY - £10.99 of hunting aliens, to the point where the briefing
having to settle for a class you don't fancy. Since This is the first Universe book for the Amazing scene changes;
each Universe will be different, each time you start Engine system and what a start!! The setting is that "A xeno-what"
in a new Universe you roll up a new character but of Victorian England; you know, all Hansom Cabs "Its another bug-hunt!"
the order of the four base headings remains the rolling down foggy, cobbled London streets, things "In that case, can we play "Faerie, Queen and
same, as does the number of dice, so that, generally being; "not cricket," and the empire expanding in Country instead?"
speaking, once a fighter always a fighter! leaps and bounds overseas. But, living alongside Peter Brown

2?.g[e P[ayer Inaepenaent Ju[y 1993


be disappointed.Indeed, once you get to the
higher levels of game play things can get
very complicated, meaning that Blood
Berets is a game that should appeal to a
very wide age range, although there is little
doubt that this release represents a fairly
major play for the Warhammer 40K market
of pr\:-dominantly early teens and below.
This is made even more obvious by the
promise of further scenarios, comic sand
(dare I say it ) video games, however this
shouldn't scare away the 'more mature'
gamers out there as the game does have a
BLOOD BERETS
great deal of potential.
HEART BREAKER Play revolves around the individual
SF SKIRMISH BOARD GAME character skills in either weapon use or
£19.95 hand-to-hand combat at the very basic level,
but in more advanced play each side has the
Blood Berets is a SF skirmish game set use of better fire-power, scanning
in the world of the Mutant Chronicles where equipment, medics and, if you're playing
the forces of the Imperial Corporation the bad guys, psionic attack via the Dark
battle it out against an undead force of Symmetry.
Legionnaires and Nepharite Overlords of character, equipment, and weapon cards, a Heart Breaker have taken a bold step
the Dark Legion. The initial pack comes D20 and a 32 page A5 rule book that takes with the release of Blood Berets, as the
with three ready to play scenarios, one set in you through the stages of the game from the market they are aiming at is pretty 'tight' as
an unknown cave system, one in the jungles most simplest level up to the more complex. we all know.To their advantage they have a
of Venus, and one set in both (!); because It must be said that the rule book is not the good base product to work up from and
there are a host of optional rules that can be most clearly laid out set of rules I have ever appear to have thought through their
brought in a number of different games can come across, but once you have given them marketing strategy pretty well to ensure that
be played using the supplied bits.The box a couple of reads all becomes clear. the product stays in the spotlight.If they can
comes packed with a 9 piece double-sided Game play is logical and does leave a keep up this quality with future releases
game board, 16 plastic miniatures which are fair bit of space for tactical play, rather than then they deserve to do well.Check it out,
of very good quality a sheet of 70 card this just being another hack and slash affair, the freedom of Venus depends on it!
counters, a deck of 56 cards consisting of although if that is your thing then you won't Dave Halligan

BLACK DEATH virulence : mortality they feel will reap the Each player is also dealt either one or
most damage. Virulence effects how far two action cards (depending on which rule
BTRC
your disease spreads, while mortality effects variation you are playing) which are used to
GREG PORTER
how many people you wipe out per round. simulate everyday 14th century events such
BOARD GAME The player that reaches the required body as War, Fire, Crusades and Mongol
count first is the winner, dead simple! invasions. These will either positively effect
I must admit that reading through the your virulence/mortality scores or
rules before I actually played the game I detrimentally effect your opponents score.
I worry about the folks at BTRC, I really wasn't totally enthralled with the whole Alternatively they can be used to block off
do.I mean did Greg Porter wake up one idea, but once play started I discovered the certain areas for a while giving your disease
day and think 'I'd really like to be a plague game is actually very good.You very a better chance of attaining a power base.
to see whether I can wipe out more people quickly realise that certain cities on the map The game reminds me a lot of Risk and
than me old mate Bubonic did, all those have better strategic value than others, so will probably appeal to those of you who
years ago'.Having met the guy at Games allowing you to set up a breeding ground like the global domination scenario,
Spectacular I suspect that is exactly what and then spread out just like a real disease! including miniature battles fans. In fact if
happened, and so we now have Black Death, The game is in fact very strategic (which is you take away the plague element the game
a tasteless board game in which you try to probably why I lost!) and will probably take is pretty much a bog-standard (though good)
wipe out more of the European population between one and two hours to complete, war game, although the diseased slant does
before your fellow plagues do so. depending on how familiar you are with the make this well worth a look.
The pack is not of amazing quality rules.Up to six plagues can play, the more What will these people come up with
consisting of an A3 playing map, a host of on the rampage the longer the game will next? The mind boggles....
cardboard counters and action cards, and take to complete as the players attempt to Dave Halitosis
four sides of rules.Each player selects carry their own disease across the continent
which disease they fancy, whether it be real whilst wiping out other players counters as
or imaginary and then selects the ratio of they go.

�{e P{ayer Independent Ju{y 1993


DRAGON
The first booklet you'll need is book one.
This whole booklet covers the pre-dungeon
adventure. It involves tracking down people
who have ownership of portions of a map,
or knowledge of the mountain itself. It has

MOUNTAIN
been well thought out with plenty of
excitement and challenge for the players
and DM™ 's alike.
The other two booklets cover the
mountain dungeon system from beginning
to climatic end. book two has at the
beginning a complete history and
background of the area. It then covers new
rules for the humanoid race which inhabits
the mountain. There is also a complete
political structure for them and their leaders
that makes the Conservative party look
almost organised. The system laid down for
the humanoids combat strategy against the
adventurers has been well thought out. It's
about time that instead of "it's another just
ore, goblin, kobold" etc. syndrome, players
and DM's will come to realise that
humanoids have thoughts and opinions too.
The rest of the booklet cover the major
encounter areas in the mountain. Where
each of the clans are situated, and their own
little quirks and vices. There are some very
interesting ideas on NPCs in these books.
™ But you will just have to buy the set and
DRAGON MOUNTAIN
read about them, as I don't want to spoil it
AD&D@2ND EDITION ADVENTURE for the people that are going to play the
TSR INC. game by saying too much about them in this
£21.50 review.
The ten card sheet maps enclosed are
There was the threat of a storm in the air. add ons, these can be placed in any location
Caldric had tried to get his familiar hawk to So, what am I talking about? The on the main maps thus making each
fly up and scout the area, but she returned campaign is broken down into two major campaign specific to the DM running it.
within seconds unable to fly in the turbulent sections. The first being the locating of the These sheets cover things such as a
air. Durlin the dwarf looked at the mage mountain itself. The way my players play dwarvern burial crypt and clan territories,
saying " I don't like this, do you really this, it will probably take a good ten weeks and have full details on the back of them to
think we should go up there".Pointing of gaming sessions to complete. At the start what is in each chamber. There is also many
towards the clouds in the distance. of the adventure they are not even aware of locations that have been left bare on the
Caldric turned round saying " We've got the mountains existence. This is soon main dungeon maps for each individual DM
this far there is no turning back now". rectified with an encounter involving the to customize for themselves. It has, though,
Looming up ahead the summit covered typical old man in an Inn. Then ensues a been left so that the dungeon can be run
by the storm clouds, stood the great lively cross country campaign, wandering with little or no work, which I personally
mountain itself. This was there goal after around towns, through forests, out to sea will find very useful. Finally there is the
weeks of searching, of picking up numerous and up into mountains. Until they finally new monsters, there are fifteen altogether
clues and bits of maps. They had finally piece together all the clues to end up at their and I have not enough space to go into any
made their way to the fabled Dragon ultimate goal. Along the way they will meet details. But they do include dwarvern
Mountain tm. What was ahead of them a whole host of NPC's, my favourite being undead, a creature called living steel (Any
nobody new, but each in turn had a gut the most human Paladin encountered in a one seen arnie lately?) and the Dragon-kin
feeling that this was going to be different to TSR adventure to date. to name but a few.
say the least. Well what do you actually get in the set? So, in conclusion I found this new box
This month has seen the release of TSR' s To start with there is three 64 page booklets set a great addition to the TSR collection of
new campaign box set. One of their biggest imaginatively titled Book I, Book II and modules and adventures, and the fact that I
projects to date Dragon Mountain. With a surprisingly Book III. There's also the usual am going to run the campaign how it has
lot of TSR adventures latley I have found dose of new monsters, fifteen in total for been written, is the best praise I can give it.
myself disappointed with the contents; but this set, all layed out in Monstrous This will be a first time in seventeen years
not with this one. It is a campaign set is for Compendium style. For the players there are that I have done this . There is only one
levels 10-15, and they are not kidding. If fourteen heavy paper handouts and four major problem with the set and that is the
run correctly even higher level characters cards. The maps of the dungeon consists of price, it is fairly expensive for an adventure
will find this tough going. I can imagine my three Al size map levels and ten A4 sized only, and might be out of reach for some
players after the first few encounters within card maps. The final part of the set is three gamers out there. I do recommend that you
the Mountain saying." Well who's idea was Al sized sheet floorplans for some of the start saving, as this is a superb box set, and
this. I'd rather go down Undermountain or major encounter areas, and a set of stand up should go down a treat for thinking and
enter Menzoberrazan with a bunch of card figures in case you haven't got any hack and slash players alike.
paladins than carry on in here?" miniatures. Glyn lesson

!Jw[e Pfayer Independent Ju[y 1993


elcome to the

W second p�rt of
our massive
£1000 TSR give
away. On this page you'll
find the second question
and y,our second token.
If you can't wait another
month for the final
question, then have a go
at our £100 competition.
Don't forget, you can enter
both competitions as long
as each entry includes the
correct number of tokens
Amazing Engine™,
TSR's new RPG
System is just one of
the many prizes you For the £100 prize, give us the correct answers to
may choose if you win the following three questions?

£100 Prize 1) Who was the main designer behind the AD&O&
2nd Edition Game?
To stand a chance of winning a selection of TSR goodies
of your own choosing, simply answer the three simple 2) What are the six main character attributes of
questions. Enclose with your entry the £100 token and the AD&D 2nd Edition Game?
return it to Symbiosis Publishing Ltd. By the twenty first 3) What was the name of the second adventure
day of the month following the cover date. produced for Raven/oft? (Before it became a
All prizes must be chosen from the current TSR campaign setting)
catalogue.
All answers, including this month's token should

£700 Prize be sent to TSR Competition, Symbiosis


Publishing, Symbiosis House, 204 Henwick Road,
To enter RPl's spectacular £700 prize you must have Worcester, WR2 SPF by 21st July.
collected the token from issue seven of RPI, and then
wait ntil issue nine when the final token is published. This month's £700 question is:
Answer the three questions about role playing, one each What was the forerunner to the D&D® game
month, and then return all three tokens and the answers called?
to Symbioisis Publishing Ltd.Only original tokens will be
accepted. Write down your answer, and together with the
All prizes must be chosen from the current TSR £700 token, place it in a safe place till issue nine.
catalogue
Rules
Closing date for entries of the £100 competition will be the twenty first of the month following the cover date of Role Player Independent. The closing date for the major £700 competition will be the twenty
first of the month following the cover date of Role Player Independent issue 9. No entries will be accepted after these dates.
The winning entry will be the first correctly completed entry drawn from the editors hat on the closing day of all competitions. Winners will be notified by post within twenty one days.
Employees of Symbiosis Publishing Lid and their families, together with those of TSR Ltd. are not eligible for entry into the competitions.
No responsibility will be taken for lost or damaged entries.
There is no cash alternative for the prizes offered, and no correspondence will be entered into.
The names of all prize winners will be published in the tenth issue of Role Player Independent.
In all matters relating to the compelition the editor's decision is final.
All £100 competition entries must be accompanied by one original token from the relevant issue of the magazine. All Major prize entries must be accompanied by three original tokens taken from issue 7, 8,
and 9.
No entries will be accepted without the original, relevant tokens. Photocopies of tokens will not be accepted.
All prizes offered must be chosen from the 1993 TSR catalogue. No other companies products will be offered as an alternative.
Right, that's it! Alter this
·month we will enly be printing
mail en the subject ef
Christianity Vs. Rele Playing if
we feel that the letter includes
some valid point that has not
Y•t
�,
been mentioned.

Dear RPI elements and was not making a direct I do .think, conversly, you deserve praise
The constant complaints about how the comparison to the Germa,i political party. for th<; total absence of "Valkerie-wbatjpg•
hobby is beset by killjoys who wish it We agree with you on the fact that Last postage-stamp" style art. !also feel.• that the
banned due to its encouraging violence and/ Writes should be the place for discussion on literary content is of a very high standard.
or satanism are starting to get annoying and role playing related subjects and so we've By my count, not one "PCs all meet in a
repetitive. Not only that, the tone of certain taken the . liberty of printing another section tavern" or " "the ancient multiahued
of these letters can do nothing but from lan'.s letter. dragon is in a 20' X 20' room with a 6' X 3'
antagonise people. For example calling door as the only exit" or similar "Module
certain Christians the "Nazis of God," i.e. I would like to point out that the material Gnomes." (However, the Module Gnome,.s
comparing them with a group which was you have printed so far has been very are getting to your spell checker... ) I like the
intent on multiple genocide, is grossly interesting, and has managed to inspire a generic scenario format (though perhaps
insulting. few ideas -even adventures for systems that some more system-specific helpful hints {pr
Consider, for a moment, the position of I do not own. For example, the AD&D® less experienced GMs) and the light hearted
Salmon Rushdie. He is subject to a sentence adventure, Rogenstout' s Gibbet inspired a scenarios keep the fun of role playing. The
of death because of something be wrote. Cyberpunk adventure. The eleJnents I used cover art needs some refinement bat the
The fatwah is an outrage compared to which were the essetiaJ vampiric poser - when interior art is very good. But don't. take my
the complaining voices of a few groups, and someone kills to fuel a hunger - in the case word for it - why not do a readers' poll?
the occasional sensationalist piece in the of Rogenstout his need for blogd - do they Adrian Wiltshire
national press, is nothing. The attacks on the commit a crime or are they themselves the Swansea
hobby have been going for about as long as victim. Tile) thrust of my version being
I can remember and they will always redemption rather than a fight and XPs. Well, never let it be said that us mere
continue, just as there will always be people Ian Charvill mortals at RPI don't krt0w how to well and
who complain about the amount of sex/ Nottingham truly put our foot in it. I don't know whether
violence/swearing/sport on TV. Many anybody noticed but last month's cover did
people need to feel as if they are doing Dear Sir conform to the postage stamp bikini type.
something to make the world a better place Hang on a second, what's this "Sir'' We did, however, pass the painting round
and this is a good thing. These feelings get business. I assume you're both a role player quite a few women to ask there views on
misdirected from time to time - against our and a journalist - wearing an Anthrax T­ whether it was sexist or not. The answer we
hobby for example. This is unfortunate but shirt with hair down to your navel. received off each of these people told us that
by no means the end of the world. the picture was not sexist, as it portrayed a
People should either accept it as a fact of Hey you ! wqman in a strong stance and she looked as
life or contact the bodies resposible and There, that's better. though she was capable of defending
engage them in a rational debate. The letters Anyway, I am writing to , believe it or herself.
page in your magazine would better serve not, commend you on your excellent One more point, while the editorial staff
the hobby if it was a forum for new ideas. magazine. I, unfortunately, spilt coffee on do have long hair (and dreadlocks) we do
This could take the form of discussions issue six. A most absorbing periodical. not wear Anthrax T-Shirts, although we do
about rules, ideas for adventures or the (Sorry about that, couldn't resist.) I do have like this banq we prefer NMA, PWEI,
development of a campaign world, a couple of comments however: Scorpio Rising, Back to the Planet, White
whatever. As it is, the majority of the letters Firstly, if you are concerned about the Zombie, Miskatonic University, Rythymites,
seem to be rehashing old arguments and "satanic" image of role playing why did Fantasy Warriors T Shirts. However, being
delivering them to an audience who already issue five feature on its cover, a demonic independent(and too skint to buy new
agrees with them. Preaching to the idol and naked people falling into a pit of d'• �lothes) we will wear any T Shirts you wish
converted to use a metaphor. flames? It doesn't look too good on the to send us.
Ian Charvill newsagent's stand, seen by the very public
Nottingham we are trying to convince that we don' t Dear RPI
worship the devil or eat small children ( well ....There are a few small points I would
When Mark McAndrew described certain not a whole one in single sitting). Though · like to raise. As some of us gameplayers
elements of the Christian faith as "Nazis of saying that, I do think the Christianity vs. only indulge in PBM occasionally it is vital
God," we believe he was refering to the Role Playing debate is wearing a little thin. that your magazine keeps covering the
extreme right wing predjudices of these I think we all need to show a little tolerance. subject. We need to know what's going on
Live and let live. without having to subscribe to PBM Scroll

1<g{e Pfayer Incfepencfent Ju{y 1993


or Flagship. Secondly there must be The game was stopped temporarily at a Churchianity than of Christianity. I am a
gamesplayers like myself who own a crucial moment, my character being under role player myself and have been for about
computer or console but only rarely use attack from theirs, but now both players four years.
them, our main games interests being refuse to carry on the game. This stoppage All in all I just want to say:
elsewhere. I have found that most computer has now lasted a number months and looks The situation is not black and white, you
mags just don't know how to review a RPG to be lasting forever as the players have now are not on one side or another. Role playing
or wargame. That's no fault of theirs, but lost all interest in that game. and religion shouldn't mix as role playing is
your mag could produce an occasional How can I extract my character from the a h(\bby and religion is a belief and way of
column of software reviews that we would action, freeing him to be played in other life. Oh, and the Interview with the Devil
be able to trust as a reliable source, rather games with other people when the adventure was amusing although I'm sure that some
than the dedicated shoot-em-up mags who he is in the middle of will go no further? Christians would be a tad upset at you
alwys seem somewhat at a loss. Surely any arbitrary GM's decision as to the triv'iallising their arch-enemy type bloke.
Lastly, an occasional look at Live Role result of the action will be seen as bias on Anal Cigar
Playing would not go amiss, perhaps an my part. Please help me with this problem. Toilet of the Universe
events diary or a brief rundown on big Chris Graham
events. No one wants to see you do Bucks. Dear RPI
everything (you 've wisely steered clear of Congratualations on a great magazine.
book and comic reviews), and you're RPG Well, let' s take things a step at a time. The gaming world has been in need of this
and wargames and miniatures coverage is Reality is reality and games are games, since White Dwarf sunk. I like the
spot on, but it would be a shame to therefore what is the problem of you just miniature's' column, I prefer it to the
concentrate solely on a few aspects of the using your character in other people's Dragon® figure reviews. How about some
genre and totally ignore others. games? The game that your character was colour photos. Finally, my advice to Kelly
You have good intelligent writers and playing in has obviously reached its natural Taylor is that she buy the Dungeons &
contributors (the Cthulhu Punk item (RPI conclusion, i.e. your players just aren't Dragons® boxed set if she wants to get into
#2) proves that) your initial approach so far interested in it anymore. If you really need a RPGs and Games Workshop's new
has been almost perfect don't stray too far realistic way (in game terms) to remove Warhammer box if she wants to get into
from a winning format your character from his situation, remember wargames.
Rod Chambers as GM your decision is final, have two large James Shepard
Gwent blocks of concrete fall on the other Dunmow
characters allowing your character to
Dear RPI escape from the confrontation. I' m sure that Dear RPI
... .I have been driven, yes driven to write the players who you are no longer playing As a last comment on the current war, all
to you after reading the twisted views of a with won ' t be too bothered. This will free I have to say is: Isn't it funny how
Mark McAndrew of Stockport. I feel that your character to allow him to join in other Christianity always seems to be involved in
the point of his letter was to pretend he, and adventures. Another way out is to just role oppression (Holy Wars, Inquisition,
tho'se of his creed, are not the close minded up another character for whatever game you Spreading the Faith, while crushing other
bigots we believe they all are, and then are now playing. religions and calling them "Devil
preceeded to insult our great lord Odin! Worshippers")
As a comitted Odinist, his ill thought Dear RPI What makes Christianity so much better
statements sent me into a berserk, and I say In reading the letters page to your than Devil Worshippers? Appart from
to him, yes, I live my life tinking Satan is magazine on the subject of the argument allegedly doing silly suff (sometimes
nothing more than a fantastical high level between RPGs and Christianity I feel I downright stupid) Devil Worshippers don't
monster, so when am I going to be shocked? should write to you. I don't wish to destroy other beliefs or condemn them, or
Hmmm? The horror of Satan can not be as aggrivate the situation any further as I'm force their beliefs on others.
great as the horror I feel imagining a Baptist sure you must more letters on the subject The world is a free place, shouldn't
church youth group playing RuneQuest. than you could wave numerous sharp and religion and hobbies be that too?
I will leave it there for now. dangerous sticks at. Blitzer
Paul Eyre 1 ) I don't agree with the view stated by Portsmouth
Nottingham Andrew McColl in issue 6 that RPGs are
considered by Christian parents to be a Until recently, Blitzer a whole chunk of
Dear RPI threat to their 'brainwash campaign' against the world was not a free place, and this was
I am an active role player an d would their children. My father is a Church of not down to religion. In the main I'm talking
appreciate your help on a pressing concern Scotland minister and I have certainly not about the Soviet Union, an oppresive state
of mine. I role play in many different circles been brainwashed and indeed find it that refused to aknowledge any form of
but most often with just two friends of insulting that you presume this to be the religion. We still have countries who refuse
mine. As there are only three of us, I take normal case. The reason most Christians to have anything to do with any religious
the role of player and games master and find fault with role playing games is the doctrine, and some of these places are the
introduce one of my characters into the oousually high amount of occult material in most opressive regimes found on this planet.
action in most of our games. This I think I these games. This is something that we Let's face it, Christianity has caused a lot
am able to do quite fairly and I have, as yet, cannot deny (COC, Malificiurn, Demons, of upset in this world - but we have to
had no (serious) accusations of bias towards and Demigods etc.). Their argument is not understand that it does a lot of good work.
my character. that all role players are child sacrificing
My problem is this: in a particular game demon-incarnates, but that role playing
we sometimes play the other two players merely places unhealthy information within
have taken it into their minds to try and kill easy reach.
my character (providing me with a moral 2) Not all Christians are aginst role
Next month we'll be starting
dilemma as to how to GM fairly, but that is playing, and those that are in your so called on a new topic oi discussion.
not my problem). elite are generally of the traditional What is it? Well tune in and
find out. Byeeee!

'.fw{e Pfayer Independent Ju{y 1993


SClubh
HEATHFIELD GAMERS OUT FOR A SPELL MANCHESTER
Time: Thursdays 7pm-l l pm, pluse some weekends Time: Thursday 7:30 - 10:30 OPENSHAW MODELING AND

andwic
Place: Heathfield/Uckfield Area Place: Above the Running Horses Pub WARGAMING ASSOCIATION
Over 18s only - Various sci-fi and fantasy games 15+ (Average age 19-20)
(OMEGA)
Contact: Jonathon Waller (0435) 863908 Price: £1.25 per night
Time: Second and fourth Sundays of the month
ALTERNATIVE REALITIES GAMES Contact: Tony Green (0322) 330873
10.30am-5pm
CLUB SCOURGE OF DARKNESS Place: Openshaw Community Centre, Compass
BELFAST Time: Every Sunday 10am and 2pm
Time: Mondays 7pm-l 0pm Street, off Ashton Old Rd., Openshaw, Manchester
BELFAST ROLE PLAYING SOCIETY Place: St. Stephen's Methodist Church, The Place: By the garage on Bluebell Hill, Chatham
Time: Weekly Price: £1.00 yearly membership, £1.50 on the door
Broadway, Lindfield Road, Hampden Park, Kent Age: 16+ only, 18+ prefered.
Place: To be defined Eastbourne Price: £3.00 per adventure
14 to 18 only Contact: Paul Mather, 71 Cambridge Street,
Price: Membership £5.00 per year, £1.50 per night Contact: Ken Baker 0634 254496 (24hr Ans. Ashton-Under-Lyne, Lanes OL7 0EZ Tel: (061)
Contact: Jason Walsh (0232) 623658 or Terence (members), £2.50 per night (non-members) Phone)
Laverty (0232) 322209 344 1066 (after 6pm)
Contact: Jarec Tel: (0323 500624

BIRMINGHAM LANCASHIRE NORFOLK


ESSEX
BELLS FARM GAMERS CHARNWOOD ROLE PLAYERS THE FELLOWSHIP
LFFA LINFORD FANTASY ASSOCIATION Time: Tuesday evenings and some Sunday
Time: Mondays 7.30-10.30 FOOTBALL ASSOCIATION Time: Sunday 6pm-10pm afternoons
Place: Bells Farm Community Centre, Bells Lane, Time: Sundays I2 noon - 8pm Place: 75 Staveley Court, Loughborough, Leics Place: Thetford Youth Centre, Croxton Rd.,
Druids Heath, Opposite No.SO bus terminus Place: Hardie Hall, off Scraton Rd., Stanford-Le­ LEII !HY Age: 17+ Thetford
Contact: Richard (021) 458 5709 or Doug (021) Hope, Essex Contact: Nick Harbour (0509) 269272 Contact: Paul Martin Clarke (0842) 755559
459 6072 Age: 10-90
Price: Bloodbowl: £1.00, RPG: £1.50 inc. 2 free
BRISTOL drinks. Discounts for RPG groups. LIVERPOOL NORTHUMBERLAND
FUTURE AGE CLUB Contact: Danny 081-597 9576 between 9am and Liverpool Wargaming Association (LWA) THE NORTHUMBRIAN
Time: Sunday Evenings 7-l Opm 6pm Time: Thursday from 5pm, Sat./Sun. from 1pm ADVENTURERS GUILD
Place: All Saints Youth Club, The Basement, 70 THE ESSEX WARRIORS Place: 38a Mount Pleasent (above the Pit Stop Time: Every Sunday (Except Christmas) 2pm-7pm
Pembroke Rd., Clifton, Bristol Time: 2 Sundays a month (dates vary) garage), Liverpool Place: Newsham & New Delaval Community
Age: Ranges from 14 - 22 Contact: Mr Peter Grimwood, 2 Apple Court, Contact: Jim Mitchell (051) 428 1076 or Ian Association (Newsham Library)
Contact: Richard Harris, 35 Freemantle Rd., Chelmsford, Essex CMI 2UD Tel: (0245) 265274 Sanderson (05I) 489 2476 Age: 12+.
Eastville, Bristol BS5 6SY Tel: (0272) 510699 ROMFORD WARRIORS Contact: Alisdair Barton (0670) 36688I
(after7pm) Time: Ist Sunday of Month, I0am - 2pm SOMETHING ELSE
LONDON Time: Evenings, every month
Place: 324 Mawney Rd., Romford Essex RM7 8DP
THE GUILD OF MELEE AND MAGIC Place: Local Pubs (So over 18s only)
BUCKINGHAMSHIRE Contact: Paul Denham at above address or (0708)
(CENTRAL LONDON BRANCH)
728241 (6pm-9pm) Contact: Something Else, PO Box 16, Consett, Co.
HIGH WYCOMBE ROLE PLAYING Time: Monday 6.30-11pm Durham DH8 8YZ
CLUB Place: The Westmoreland Arms, 34 George Street, THE RIDLEY FELLOWSHIP GAMES
Time: Wednesdays 6.30pm - 9.45pm EXETER London WI
Place: The Royal GrammerSchool, High Wycombe EXETER GAMES GROUP CLUB
Contact: Jason: (0831) 880143 Time: Saturdays 1 lam-Spm. Sundays l lam-6pm
All ages welcome Time: Every Tuesday, 7pm Tube: Bond St., Baker St., Marble Arch Place: The Sixth Form Block, Ridley High School,
Contact: Steve (0494) 531371 Place: The Jolly Porter, opposite St. David's Station THE GUILD OF MELEE AND MAGIC Sixth Avenue, Blyth
ENCOUNTERS Contact: Matt Williams, 25 Victoria Street, Exeter (EAST LONDON BRANCH) Age: 12+
Time: Every 2-3 weeks (Sundays) I l am - 5pm Tel: (0392) 435478 Time: Thursdays 7-1 l pm Price: S0p members, 75p non-members Contact:
Place: 2 Meadow Lane, Pitstone, Bucks. LU? 9EZ Place: The Bow Bells, Bow Road, Loden E l Lars Hagman, 94 Tindale Avenue, Mayfield Dale,
Contact: Don (0296) 668I84 HAMPSHIRE Contact: Alan: (071) 370 4078 Crainlington, Northumberland NE23 908 Tel:
SHADOW Tube: Bow Rd., DLR: Bow Church (0670) 737667
CHESHIRE Time: Every Saturday 2pm-10pm THE GUILD OF MELEE AND MAGIC
ROLE PLAYERS ANONYMOUS Place: Buckland Community Centre, Gladstone (SOUTH LONDON BRANCH)
Place, Malins Rd., Buckland, Portsmouth PO2 7BL NORTHUMBRIA
Time: Friday nights 5.30-9.30pm Time: Sundays
(0705) 692914 (Sat. Only) Place: Penge East Community Centre, Station Rd., TOWCESTER WARGAMES CLUB
Place: Wilmslow/Macclesfield/Sale area Time: Sunday 7.00-10.00pm (or later)
Contact: Ian Ferguson (secretary) c/o above address Penge, London SE20
Age: 18+ Place: AS Rangers Club, Watting street, Towcester,
Contact: Bob (0625) 586722 or Pete (0625) 503979 THE ALDER VALLEY GAMERS Contact: Steve (0622) 670003
SOCIETY TUESDAY KNIGHTS Northamptonshire
CREWE FANTASY AND SCIENCE Price: £1.50 waged(75p concessions (1st visit free)
Contact: Jon Crane, Tel: 0252 330837. Or write to: Time: Tuesdays 6 - 10pm
FICTION GAMES CLUB Contact: Chris Berry (0604) 831530, Hugh Andrew
The secretary, C/O the Union Building, Hospital Place: Kensington (Nr. Gloucester St. Tube)
Time: Wednesdays 8-1 l pm (0788) 860490 (after 6pm)
Hill, aldershot, Hants GUII 3JQ Cost: £I.SO per week
Place: The Oddfellows Social Club
Contact: Colin Phillips 071 231 8143 or David
Contact: Megan Robertson, 12 Bude Close, Crewe, PETERBOROUGH
HEREFORD & WORCESTER Scott 081 682 2138
CW! 3XG Tel: (0270) 500565
EVESHAM ROLE PLAYING GAMES FINCHLEY GAMES CLUB PETERBOROUGH SCIENCE
CLUB Time: Every Thursday and first and third Sundays FICTION CLUB
CO ANTRIM Place: Old Finchllans Club House, Woodside, Time: Every Wednesday
Time: Monday and Wednesday 7-IOpm
LARNE ROLE PLAYING CLUB Place: Wallace House Community Centre, Finchley Place: Various venues around the city.
Time: Twice a month on Sunday Oatstreet, Evesham Contact: FGC, Leisure Games, 91 Ballards Lane, Contact: Peter Cox, 24 Westfield Rd., Yaxley,
Age limit: 16+ Finchley, London, N3 1XY Peterborough, PE7 3LG
H.A,R,P, (HEREFORD ASSOCIATION
Contact: Trevor Kell, 37 Craigyhill Bungalows,
OF ROLE PLAYERS) WANDSWORTH ASSOCIATION OF THE PETERBOROUGH ROLE
Lame, Co. Antrim, N.lreland, BT40 2EQ Tel:
Time: 2.30-8.00pm ROLE PLAYERS (WARP) PLAYING SOCIETY
(0574) 270351 between 6+7pm Mon-Fri Time: 7pm till late Time: Every Saturday
Place: Hinton Youth Centre, The Teripin Unit
Price: £1.00 Waged, 50p Unwaged Place: The Roundhouse, Comer of Wandsworth Place: The Tom Lock (Harvester) Public House,
CORNWALL Contact: Darien (0432) 359510 Common North Side and Spencer Pk. Rd., Battersea, Lincoln Rd., Peterborough
WARGAMES WEST Wandsworth (nearest station Clapham Junction) Contact: Mark/Jon at the pub (Paul behind the bar
Age: 17+ will point us out)
Time: 2nd and 4th Fridays every month from 7.OOpm HERTFORDSHIRE
to 11.00pm. Contact: WARP, 53 Cologne Rd., Battersea,
STEVENAGE BATTLEGROUP Wandsworth SW!I 2AH RUGBY
Place: Truro Boys Club Time: Thursday 8pm-l0pm, Sundays l 0am-Spm
Age: 14 and above, unless by prior arrangement. SOUTH LONDON WARLORDS RUGBY ROLE PLAYERS
Place: Ist Stevenage Scouts Hut (behind Barclay Time: Mondays 7-1 l pm
Contact: G. Dale (0872) 865925 or Truro Micro School) Time: Wednesdays 7 - 10pm
Ltd. (0872) 40043 Place: St. Clement's church hall, Barry Rd., off Contact: Andrew, 4a Longrood Road, Bilton,
Contact: Pete Bone: (0438) 351741 or Ian Hopping: Lordship Rd., London SE22.
(0462) 457262 after 6pm Rugby, CV22 7RG Tel: (0788) 811236
Membership: £20.00 (£10.00 Unwaged/Student/
CUMBRIA Pensioner).
THE PENINSULAR WARGAMING HUMBERSIDE THE AES FANTASY ROLE PLAYING SCOTLAND
SOCIETY HUMBERSIDE WARGAMES SOCIETY CLUB AT THE HUB
Time: Monday & Friday 7-9pm
Time: Tuesdays and Wednesdays SOCIETY Time: Variable (day and weekend events)
Contact: System Games of Barrow or Jim Webster Place: Venues around the country Place: The Hub, Clydebank
Time: Monday and Wednesday 7pm-I0.00pm,
(0229 821561) Contact: John E Tode, Talliston, 51 Newton Green, Price: IOp + Hub membership
Saturday 12.00pm-5.00pm
Great Dunmow, Essex CM6 !DU Tel: (0371) Age: 12+
Place: Marina Recreation Centre Commercial Road,
876308 Contact: Andrew McHale, 17E Walkingmill Rd.,
DERBYSHIRE Kingston-upon- Hull, North Humberside.
Faifley, Clydebank (Enc. SAE)
RUNELORDS RP GROUP Contact: Chris Nicole, Flat 5, 423 Beverley Rd., TANELORN
Time: Thursday 7-IOpm Kingston-upon-Hull HUS l LX. Tel: (evenings Time: Sunday 2pm-7pm
only) (0482) 470825 Place: Highgate N6 STAFFORDSHIRE
Strictly over 12's with or without experience. Just
turn up. Contact: Marco (08I) 34I 5I98 HEATH HAYES GAMES GROUP
Place: Room I, Indoor Market, Town Centre, KENT DRAGONS ON THE HILL Time: Sunday and Tuesday Evenings
Chesterfield DYNASTY'S WORLD Time: Wednesdays 7pm 'til late Place: 5 Blithfield Place, Heath Haynes, Nr.
Place: The Juggler's Arms, Leather Market Street, Cannock WS11 2YE
Time: LRP - most weekends, table top Friday
nr. London Bridge, SEI Contact: Nita (Lord Rayan!) (0543) 275085
Evenings
EAST SUSSEX
Place: LRP - several venues throughout Medway
OGRE · ORE GAMERS and Maidstone area in Kent WALES
Time: Monday Evenings from 7pm-l l pm Contact: Pete Martin (0634) 7229I9 or Mark OSWESTRY WARGAMERS
Place: The Ore Community Centre, Old London Agnew (0634) 712823 Contact: M. Hackett, Gronwyn, Middletown,
Rd., Hastings Welshpool SY21 SES
Contact: Just turn up
Over 18s only due to there being a bar on site

!Jw{e P{ayer Independent Ju{y 1993


CLASSIFIEDS
WARWICKSHIRE
THE NUNEATON GAMES CLUB
EVENTS
Time: Wednesday Evenings DRAKCON '93
Place: Nuneaton Arts Centre, Pool Bank Rd.
Age: 16+
14th-15th August 1993. 9am -
Price: Membership £3.00 l l.30pm/ 9am - 8.30pm
Contact: Andrew Ashford, 61 Beverley Avenue, Northern College of Education,
Nuneaton, Warwickshire. Tel: (0203) 388188 Aberdeen
Personal Manual of Planes, Oriental
Price: £6.00 - adult / £4.50 Child.
WEST KENT Adventures, Fiend Folio; Andrew,
WEST KENT WARGAMERS Contact: DrakCon '93 c/o Douglas, 5
Kute Koala Kontacts International Waterford Hse, Sutton Poyllltz,
Time: Monday Evenings 7pm onwards Cottage Brae, Nellfield Place,
A free role playing service for role Weymouth, DT3 6LG
Place: Tonbridge, Kent Aberdeen, AB1 6DG
Contact: Bernard (0732) 365499 playing pen pals and contacts
worldwide! Contact: Darren Yap, 3 Trade STO-CON-TRENT
WEST COUNTRY
Lawrence Avenue, New Malden, 10th to 12th September 1993
SOMETHING ELSE
Please see the entry for Something Else under Surrey, KT3 SLX. (Please include ·Cheap mail order comics. Send Keele University, Stoke on Trent
Northumberland. an SSAE) £2.00 for this month's 2 00 page Price: £15.00
Dear Professor Twistle - your bumper advance catalogue (next Contact: Sto-Con-Trent, 12b
WEST GLAMORGAN month's free with order) to: Planet­
girlfriend has just been commited! Sprowston Road, Norwich, Norfolk
THE KNIGHTS OF GHOSTS &
SHADOWS I think I broke it guys - Gavin X, 5 London Road, Worcester, WR5 NR3 4QN
Time: Fridays 5.30-9.30pm Deathwrangler 2DJ.
Place: Cwsgodfa day Centre, Tonna Heath, West
PETERBOROUGH SCIENCE
Glam.
Age: Any, no 'slap heads' please. Wanted PBM FICTION FAIR
Price: £1.00 subs September 26th 1993
Contact: Brady (0639) 645375 / Gareth (0639)
750855
Anyone remember Aftermath? I'm ·BAD GUYS PBM with a difference! The Cressell Exhibition Centre,
STILL looking for a copy and any Be an evil mastermind. SMASH Bretton, Peterborough
WEST MIDLANDS relevant supplements. STILL goody heroes! Kidnap, Rob, and Price: £1.00 Doors open 11am till
THE BLACK COUNTRY ROLE Haven't got too much to spend. All Rampa ge! Control hordes of 4pm
PLAYING SOCIETY offers to: Box no. RPI 8/493 minions. Build horrible doomsday Contact: Bruce King, 1 The Hallards,
Time: Thursdays 7-1 lpm
Place: Albright & Wilson Social Club, Station Rd., Experienced Roleplayer (22) machines. Be a generally Eaton Socon, St. Neots, Cambs PE19
Oldbury, West Midlands seeks club in Croydon area.Andrew HORRIBLE guy! Compete with 3QW
Contact: S. Turner, Flat 7, 234 Rotten Park Rd., Wa terford Hse, Sutton Poyntz, otherSuperVillainsinanentertaining
Edgbaston, Birmingham, B16 OLT
Weymouth, DT3 6LG game wi th prizes for ultima te STAFFCON
YORKSHIRE winners. NOT FOR TH E 18th July
THE CITY OF BRADFORD ROLE For Sale SQUEAMISH! Send£5.00forrules Place: Staffordshire University
PLAYERS GUILD and two free turns to: BAD GUYS Campus, Stafford site
Time: Mondays,saturdays and Sundays PBM, The Ma dhouse, 13
Place: different Venues, contact for details. AD&D 1st Edition; Excellent Price: £2.00 per person on the door
Contact: GuildmasterofAdministration, The Coach condition; Legends + Lore, Marchmont Green, Hemel (excludes team entry)
House, Carrhall Rd., Wyke, Bradford BDI2 8HO Hempstead, Herts. HP2 5BB. Contact: Chris Grice, c/o S.U. Office,
Tel: (0274) 691375
---- Staffordshire University, Beaconside,
rF Stafford STJ8 0AD. Tel: (0785)
211738, Fax: (0785) 222252
1: 10p 2: 20p 3: 30p 4: 40p
GLENCON 1993
24/25/26 September
5: 50p 6: 60p 7: ?Op 8: 80p Place: Pollock Conference Centre
Price: £4.00 Daily, £10.50 for the
weekend (Early booking rates)
9: 95p 10: £1.10 11: £1.25 12: £1.40 Contact: Glencon 1993, TFR 45
Duke Street, Edinburgh, Scotland,
EH6 8HH
13: £1.55 14: £1.70 15: £1.85 16: £2.00

EUROPEAN GENCON '93


November 11th - 14th
17: £2.20 18: £2.40 19: £2.60 20: £2.80
Place: Pontius Holiday Centre,
Camber Sands, Nr. Rye, Sussex, UK
Price: £54.40 per person, £49.00 -
21: £3.05 22: £3.30 23: £3.55 24: £3.85
RPGA Members for four days;
£39.95 per person, £35.95 for RPGA
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�(e P(ayer Independent Ju(y 1993
ssues�

Issue One Issue Two Issue Three Issue Five Issue Six Issue Seven
Interview: Terry Interview: Joe (Lone Scenario Issue Interview: Ramsey Two complete The first coupon in
Pratchett Wolf) Dever Scenarios: Mad Campbell games - Baaad Moon our three stage
Scenario: Hassle at Scenario: The Taint Monks and Scenarios: Rising, and massive TSR
the Hungry Lion of Dracula - for Call Englishmen - The Rogenstout's Gibbet - Dinobash. giveaway.
(Fantasy) of Cthulhu. Luther Arkwright AD&D®, The Moon Scenarios: Gene Scenarios: The Curse
Features: Absolute Features: Cthulhu Role Playing Game, Lens - COC, Sushi Stealer - Dream Park, of the Conquerer by
and Utter Cthulhu; Punk, As Cold as Thank Heavens for Girl - Cyberpunk Cockatrice Casserole Marcus L. Rowland,
Adventure Charity, An Interview Little Guilds Features: Africa - AD&D®, The Fools Rush In
Generators for with the Devil, Into Generic fantasy, A 2020, Bloodlines - Whicker Man - Generic Fantasy with
Chaosium's Call of the Dark - Dark Busbof's Holiday - Vampire, Pendragon, Ars more vampires, Hell
Cthulhu. A Walk on Conspiracy. Paranoia, Lord Superheroes Magica, Chivalry & Fire on the Beach -
the Wild Side; The Reviews: Skyrealms, Arthur Godalming's Reviews: Marklands, Sorcery Scenario Scenario for Wessex
seedier side of Ars Magica, Crime - Call of Shaman, Weirder Outline, Back Water Game's new Hellfire
Cyberpunk's Night Werewolf, Full Cthulhu Tales, Imago, The - Star Trek, Prime SF Sirrnish rules.
City. Thrust, Features: Paranoia Sabbat, From the Directive. Features: The
Reviews: Al-Qadim, Menzoberranzan, Docbot accessory Shadows, Creative Features: Rules free Persian Club - a new
Dream Park, Luther Forbidden Lore & forms. Role playing Campaigning & Role Playing? Board cult for Call of
Arkwright, and more More and French Justice. More Game Reviews. Cthulhu
Plus: Miniatures, Plus: Miniatures, Plus: Reviews, Plus: Miniatures, Plus: Reviews, Plus: Reviews,
PBM PBM Miniatures, PBM PBM Miniatures, PBM. Miniatures, PBM

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CTI
This Month, to have a wizard, but other than that you are free to choose from a
range of warriors, magic-users, thieves, and a single priest class. The
Postscript examines different classes have a different standard set of skills, there are
characteristics that the Guildmaster assigns, and there are spells to

the games offered by choose from.


The game functions on the principle of setting commands, and
here the game becomes rather narrow, though no doubt functional
amateurs in the PBM for the moderator. Each turn every character can perform two
actions, and the group as a whole can perform an additional action

hobby and head in a certain direction or towards a definite destination. You


are offered a list of standard verbs like attack and steal, and you are
meant to expand upon these to issue defined orders for the next tum.

M
agik! is a game that has every hallmark of amateur Perhaps this works for the moderator, but for me this limits the role
enthusiasm. Produced by the Guildmaster, the game playing potential of the game. The player is in effect having very
clearly sets out to be of the humorous fantasy type little to do with it, and if it weren't for those two lines per character
and that is easy to see from the moment you pick up the game would simply be a matter of story telling.
the rulebook. The production is very basic, nothing more than simple The turns are undeniably well-written considering the standards
line cartoons and type written text. The mood of the text is farcical of the game so far. The storyline is witty at times, and shows the
to a degree that is almost irritating. The player is open to abuse, that sparkling entertainment value that can be drawn from any well run
although intended to be funny, doesn't actually feel that way on game of the system mentioned earlier with the halitosis-ridden
reading through. The whole booklet should be taken with a pinch of reptiles. The humour is there and it only occasionally sinks to the
salt. level of that in the rulebook. Though the order system stops much
The rules are just twelve pages long, presenting character role play by the player, the moderator seems to enjoy composing the
generation in three pages followed by information on experience, turns. Most of them vary between 3-6 type written A4 sides, with
magic, equipment, religion, the game environment, and important additional play aids like notices, information sheets and spell data.
locations and non-player characters. The presentation is patchy, the Each character is dealt with separately showing the outcome of the
whole system a watered down version of that old fantasy chestnut player's orders, and there is a final group description along with a
from across the Atlantic; the one that involves dank, well stocked cliff hanger ending.
cellars and large, scaly monsters with severe breath problems. I may be unduly harsh in my judgement of the rulebook, but I
Character generation is intended for the creation of a small, four must admit that I thoroughly enjoyed the turns. Accepting the
person group. This is pretty much standard stuff, seen in games like limitations of the order system, Magik! has potential now and for
KJC's Quest, and Slaves and Slavers from Harry's Games (see the future. As a first time effort it represents a step in the right
later) and in this case the system is okay. You are told that you have direction, and at 50p a turn you can't go wrong, especially if you
enjoy a little humorous fantasy and either don't get your full ration
from the local gaming group or have lost touch with RPGing friends.
The start-up, consisting of the rule book, a character
creation sheet, and a free turn is just £2.00. If you're
interested get in touch with The Guildmaster.

SLAVES AND SLAVERS


Falling into the same area of fantasy as Magik! Slaves
& Slavers, by Harry's Games, provides players with
similar chances for dubious adventures, monster-bashing
and the age old battles between the forces of good and
evil. The major difference is that Harry's Games has
been a functioning entity for five years, and the moderator,
Harold Garvin, has run the whole show virtually single­
handed all the way.
The situation your characters face is depressing, facing
strange, wild lands with minimal equipment, and for
slaves, not even decent clothes; but the chance. exists for
revenge to be taken against the overlord, if only you can
survive long enough.
You must firstly decide whether you're going to play a
band of slavers or slaves. For a change you get the chance
to play people who are basically 'evil.' There are ten
different characters within your group, and it is up to you

1vJ[e Pfayer Incfepencfent Ju[y 1993


Post Script I

to assign 100 points amongst all your characters' statistics and skills. Skills
define the class of your character to a certain extent - for example, the
Ranger skill provides knowledge of plants and animals, it allows your
character to follow tracks and find hidden objects in the open. You also
need a name for your party, as well as titles for each of the members.
Once the basics have been considered you are left to determine the
attitudes of your characters as well as other standing orders. Whether you
will attack evil monsters or poor villagers is up to you, and is likely to be
influenced by your original group concept - slave or slaver. You are left to
plan your travelling order and combat formation. This is all standard
Dungeons & Dragons® stuff, the basics of any fantasy game - but, of
course, it provides the moderator with all the necessary material he needs
to run the actions of your character correctly.
After a couple of pages on character generation and some detail
concerning religion and equipment, the rule book gets confusing. You are
offered a page detailing poisons and alchemy, another very short list of
spells, and then a highly confusing run-down of monsters and animals,
covering a page, I can't quite work out why you are supplied with a list of
each creature's stats. Like D&D®, if you give players the monster listings
all the shock and anxiety of a combat is lost - he players know the
weaknesses of the enemy and all the fun of the combat is lost to a process
of number bashing.
The game itself is a combination of adventure and wargame, not unlike
KJC's Quest. The party can move a certain number of hexes per turn
depending on the form of transportation available. There are various
locations to visit and adventures no doubt to be discovered around every
corner.
The game will certainly appeal to those old players of D&D style
games who have never quite recovered from the need of monster-bashing
and endless fights against evil. Harold believes the game will appeal to
people, like him, who have lost contact with their fellow gamers.
The start up kit costs £2.00 and includes three free turns. Further turns
cost £1.50 each, though this may vary when orders for a turn are limited
to just movement with no encounters. The game will provide many long
hours of entertainment for those players who enjoy classical fantasy
gaming. If you're interested get in touch at the address for Harry's
Games in the Fact Box.

BAD GUYS
As Slaves & Slayers offers the chance to turn the tables and become
the evil minions for a change, so Bad Guys gives you the chance to play a
character who's as nasty as they come.
Faced with six other players, you control an evil mastermind, basically
a super villain, in a game that
attempts to capture the basic
atmosphere of American comic 'Frantic Stage.' This means that all other players are told that someone is
books. You have a secret hide­ nearing completion of their Machine, and gives them a short amount of
out and various Minions under time to 'put a spanner in the works,' so to speak. Also, when the going gets
your control, and through tough, the evil villains can themselves get involved in combat and crimes
The Guildmaster instead of just ordering their minions to do all the dirty work. Of course
various despicable acts you
attempt to increase your power things have to be pretty desperate for the villain to open himself up to
Llanfair Discoed direct attack.
NrChepstow and influence. Like the classic
comics you don't only face the The playtest of the game revealed a number of things that make the
Gwent NP6 6LX
threat of the other super-villains, game worth the play. It is immensely satisfying when you finally get your
Harry's Games
26 Newmarket Street but also the ever vigilant game­ hands on one of the super heroes and do the most hideous deed of all,
Coleraine controlled super heroes, who instead of them 'getting rescued' or 'escaping in the nick of time from
Co. Londonderry BT52 1 EH always have a tendency to win your greatest death trap.' For a change the villain can actually win against
The Madhouse even when the odds are stacked the whiter than white hero. Also the game can be great fun when you have
13 Marchmont Green against them, the police, citizen built up a sufficiently stable power base and are able to carry out some of
Hemel Hempstead vigilantes, and the National the more outrageous crimes. Remember all those bad guys who have tried
Herts HP2 58B Guard. When things go wrong to empty Fort Knox?
for a super villain, they really go One thing that should be noted is that the game can be terribly blunt.
wrong. This isn't the standard comic book stuff we all used to read, but is more
The game is played until inclined to the modern view of super heroism and villainy. People do get
someone wins, naturally. This killed and villains are really nasty. If you are easily offended by the
can be achieved in several ways, nastier side of life perhaps it's better to avoid this particular game.
The Darker Times Turn costs are set at £2.00, with the start-up weighing in at £5.00,
93 Newark Drive
but the easiest is to build a
Doomsday Machine and hold covering rulebook, character set-up, and two free turns. All pages are high
Corby quality laser printed. The game is computer moderated in regard to
Northants NN18 OHA the world to ransom. Players
can attempt to build the general orders with referee input to add variety in description and ideas, a
Doomsday Machine anytime split of roughly 50/50. The game is certainly worth a look, with
during play, and once it is 80% enthusiasm a plenty to provide an entertaining game. If you're interested
operational the game enter get in touch at the Madhouse address in the Fact Box.

'RJ){e P{ayer Inaepenaent Ju{y 1993


Win another £100 worth of TSR games and accessories Plus
the final part of our massive £700 TSR giveaway.

The return of sheep! Yes, everybody's favourite low clouds


make an appearance in Alexander Fyfe's Paranoia scenario •
Baaa Baaa Bot.

For Star Trek fans, Lyndan Dunham presents The Sheriff of


Gothos, a follow up scenario to the television series' Squire of
Gothos episode.

Shadowrun Contacts . The good, the bad, and the


cyber-enhanced. Dave Perry presents eight new chums for
your runners to play with!

Street Traders . Darren Graham didn't quite make it this


month, but we can offer a guarantee that he'll be here next
issue • something that you wouldn't get from one of his Dark
Future Street Traders.

Overall, if you're into Star Trek, Call of Cthulhu, AD&D,


Shadowrun, Cyberpunk, Traveller . The New Era, Miniatures,
Sheep, Paranoia, Guinea Pigs, Ars Magica, Werewolf, Vampire,
Chill, DC Heroes, Starfire, RuneQuest, GURPS, Play By Mail, or
Millennium's End, then there's a good reason for you buying
the next issue of Role Player Independent.

Still only £1. 75


Order your copy NOW! Last month the RSPCA were inundated with calls from
irate guinea pigs who hadn't received their full quota of carrots. How can you let
these poor creatures waste away? Remember, for every day you put off ordering
your copy of Role Player Independent from your newsagent, one poor, cute, fluffy
bundle of fun will succumb to pain wracked starvation. Can your conscience
handle it? Don't risk it, order.NOW!

D&Jr Mr Newst1gentplet1se reserve me t1 copff of tltt1tguinet1pig conscious


r,------------------- ---- mt1gt121'ne, 7
I Role Plt11fer Independent (ISSNno. 0966-7792). Ipromise to 1'ntrcduce ifOH to m'I 1
I g111'net1pig, whose life lfOH ltt1ve st1ved t1t its et1rhest co11ve111e11ce. Tltt111k ifOIi. I
I Name______ I
I Address____________________ I
I Guinea Pig's Name______ I
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