Professional Documents
Culture Documents
770966 779005
r)
In Brief 4
More bits and bobs on what's new
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
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,
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of the blurb....
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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.
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
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.
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.
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
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.
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Price: Just 7Seb for twenty
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Heartbreaker Bullets
A guaranteed kill every time!
Special low penetration rounds for use
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Price: SOeb Each
Incendiary Bullets
Make things hot for your opponents! Bullets that
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Price: 200eb per twenty rounds
Astral
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A new advance in from that if the unknown
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Government and Corporations Price: 2Seb per Dose
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Jive Happy
What every Media has
Jive is a combat drug popular
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Acid Grenades
Perfect for crowd
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Chem Sprayer
Tired of gassing your opponents only to
Ball bearing Shotgun rounds
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those more heavily armoured opponents.
Price: 30eb per Can
Price: 30eb for box of twelve.
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Blind Gas
Leave your opponents literally in
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Price: POA
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Give your enemies a shock they'll never forget,
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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
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�.__.... .......
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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
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CHEM SPRAYER
The Chem-Sprayer is a hand held aerosol can that shoots a cloud (plus £1.00 p&p)
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Screen printed on high quality T-Shirts, T he RPI
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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
□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
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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
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The Lightning Fist costs 900eb and 2D6 Humanity. Please allow 28 days for delivery.
Offer open only while stocks last.
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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 ·.
(!_
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 ;'
s to extreme. (It
. . _\-(",_\' .
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.
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
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7 Dilly Lane, Barton-on-Sea, New Milton, Hants, BH25 7DQ
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
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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�� Y OUGOODS
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.
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
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
Name
Address ---------------------
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
30 60 12
Orichalcum: 88,000 per unit
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?
��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
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.
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.
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
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OVER THE EDGE ADVENTURE
STEPHEN MICHAEL SECHI
£6.15
AIRWAVES
Sourcebook
OVER THE EDGE ADVENTURE
RESOURCE
REMBERT N. PARKER
£3.85
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.
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
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
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
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)
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Contact: Jonathon Waller (0435) 863908 Price: £1.25 per night
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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
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Generators for with the Devil, Into Generic fantasy, A 2020, Bloodlines - Whicker Man - Generic Fantasy with
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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
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.
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.
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