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Contents
Malevolent Engineering, by Derrick C Norton 2
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he Design and Use of Monsters in the A D D Game
14
by Derrick Norton 1 3.6 0 triatatelytizetthP
It is no exaggeration to state that the spilt al d e f e n c e s a n d h o l d b a c k w i t h t h e of the situation rather than the monster
blood of monsters constitutes a great part fireballs; t h i e v e s decide t h a t t h e p a r t y itself. No experienced player is going to be
of t h e l i f e - b l o o d o f t h e A D & D I g a m e . needs a rearguard and promptly slink off. stimulated by 20 kobolds charging down
A D & D is a combat-oriented system and Ten r o u n d s previously, t h e same g r o u p a passage. Players might be nervous if the
there can be f e w (if any) adventures that was a n n i h i l a t i n g a n y t h i n g t h a t moved, character is a 1 s t level m a g i c user, b u t
see the d20 remaining in its box. Unfor- but not so in this case. All realise that the one c o u l d h a r d l y h o p e t o capture t h e i r
tunately there are also those campaigns hours spent memorising special attacks imagination. A s has been said by others,
to b e exciting, old m o n s t e r s need t o be
placed in n e w situations. This can either
be done in a literal sense or by imagin-
What monster is it that terrifies players the most? ative use of its existing specialities. To all
intents and purposes this will produce a
Which creature, in all the planes from the Abyss to new monster; players having t o behave
the Seventh Heaven, would cause players to differently in order to fight it.
Such u s e i s n o t o n l y s t i m u l a t i n g b y
sacrifice Vorpal Blades? novelty. T h e f a c t t h a t p l a y e r s k n o w a
creature's statistics deadens play, allow-
ing 'characters' to devise tactics for any
where the d20 hardly ever keeps still, the and defences, H D a n d AC, are useless. given problem or battle. A thief (calculat-
DM e v e n t u a l l y s u ff e r i n g f r o m ' c o m b a t - For once players get a t r u e feel o f role- ing the chances of success) may attempt
matrix n e c k ' — a c o m p l a i n t induced b y playing: utter terror. to outflank h e creature in order to try a
all-too-frequently s c a n n i n g t h e t a b l e s . backstab; a m a g e w i l l u s e a l i g h t spell
Whatever s c h o o l o f p l a y o n e p r e f e r s , Alright, original and new monsters aren't rather t h a n a f i r e b a l l s o a s t o b l i n d a
more like as not the victims in all this gore always so frightening. There is no doubt- creature t h a t h a s a gaze attack. W h e n
will b e monsters. Occasionally t h e o d d ing the fact, though, that such inventions facing n e w monsters, players w i l l h a v e
NPC may bite the dust, maybe even t h e do s h a k e p l a y e r s o u t o f complacency. neither t h e i n f o r m a t i o n n o r t h e confid-
odd PC, b u t i n t h e m a i n i t w i l l be those Used w i t h discretion they can add a real ence t o b e h a v e i n s u c h w a y s . A t h i e f
creatures designated 'not for the squeam- touch o f zest t o a game. This in n o w a y could almost be classed as foolhardy for
ish' that fall foul to the l o n g s w o r d s +5. devalues official monsters. Just because trying to get behind a novel creature, thus
And w h a t m o n s t e r i s i t t h a t t e r r i f i e s players k n o w o f a m o n s t e r ' s s t r e n g t h s becoming separated from the rest of the
players the most? Just which creature, in and w e a k n e s s e s d o e s n o t m e a n t h e y party, w i t h o u t w a i t i n g t o s e e h o w t h e
all t h e p l a n e s f r o m t h e A b y s s t o t h e have t h e c a p a c i t y t o o v e r c o m e t h e m fighters w e r e doing a t t h e front. I f they
Seventh Heaven, w o u l d cause players to (personally I k n o w everything p o s s i b l e require a n a t u r a l 2 0 t o h i t , t h e n w h a t
sacrifice Vorpal Blades rather than meet about owlbears; that has never yet stop- chance a backstab?
it? It is no use reaching for the M o n s t e r ped m e from dreading the discovery of a
Manual; the most dreaded creature is the nest containing eggs, hairs and feathers). The strategy o f placing old m o n s t e r s i n
one t h e p l a y e r s d o n ' t k n o w a n y t h i n g Although familiarity breeds contempt, i t new settings is a reasonable one for the
about t h e D M ' s own creation! is w o r t h w h i l e giving consideration to the DM t o e m p l o y. T h e s a m e c a n n o t a u t o -
Just watch the next time an u n k n o w n use of official monsters before continuing matically b e s a i d o f a l t e r i n g o f f i c i a l
beastie appears in a game. Metal-plated with the design of n e w ones. monsters b y c h a n g i n g t h e i r basic s t a t -
heroes s u d d e n l y d e v e l o p s w o r d - a r m Very often t h e boredom expressed by istics or descriptions. Players will not be
cramp; spell-casters ponder about magic- players on meeting a monster is the fault amused w h e n c r e a t u r e s t h a t l o o k a n d
2 I M A G I N E ma9azirw, September 1984
behave like mind-flayers t u r n out to be a NUMBER APPEARING would opt for t h e latter. There is some-
rebel sub-species. Especially when those thing q u i t e d i s h e a r t e n i n g a b o u t n e v e r
same players have just paid 100,000gp to hitting an opponent.
some githyanki mercenaries only to arrive In b r o a d t e r m s a n y i n c r e a s e i n A C
later t o f i n d a g i t h y a n k i / m i n d - f l a y e r extends the operating life of a monster in
alliance a l l s e t o n attacking t h e c h a r - combat. While such extension can also be
acters. T o b e f a i r, a l l s u c h s c e n a r i o s achieved by increasing HD, this, as will be
should include an 'escape clause'. Clues seen, h a s d r a w b a c k s n o t i n d u c e d b y
should b e l e f t t h a t w o u l d i n d i c a t e t h a t altering AC. This, coupled with the dislike
something is amiss. players have f o r missing w h a t they aim
Put another way, a goblin w i t h 1HD is Again a t e r m rarely used w i t h o u t modi- for, means that such monsters are tailor-
no longer a goblin. The desire to change a fication b y t h e D M . C o n s e q u e n t l y t h e made t o s t o p c h a r a c t e r s r a c i n g t o t h e
monster's statistics needs to be viewed actual range chosen h a s little effect on heart o f a d u n g e o n t o o quickly, a t least
with care. P r o p e r l y t h o u g h t o u t i t c a n play since n u m b e r s are usually pre-set. until t h e y h a v e c o n c o c t e d a w o r k a b l e
introduce n e w avenues of adventure. Be Still, i f a range m u s t be given, a useful strategy.
prepared for disgruntled players though, guide is alignment. It is more likely that Faced w i t h s u c h a m o n s t e r, p l a y e r s
if a f t e r 1 2 spectres e a c h incapable o f lawful creatures will congregate in large usually e m p l o y s p e l l s s i n c e t h e s e a r e
draining, the 13th drains life-levels quite numbers t h a n chaotic ones; t h e f o r m e r independent of armour class. Remember,
normally. having a disposition t o t r i b a l l i f e s t y l e s though, u n l i k e s u c h factors a s Damage
while t h e latter are more prone t o form and HD, players will be able to deduce AC
So m u c h for official monsters. A l t h o u g h family units. Another indication might be from their o w n efforts. It is dangerous to
their i n c l u s i o n i n n o v e l s i t u a t i o n s i s a the envisaged source of food. On average assume l o w h i t p o i n t s w i l l c o u n t e r -
primary aid in designing a scenario, i t is herbivores a n d o m n i v o r e s e x i s t i n f a r balance t h e effects o f h i g h AC; players
obvious t h a t t h e r e are l i m i t s t o a D M ' s greater numbers than carnivores or scav- can and do roll badly. If this happens the
inventiveness. Ta k i n g i n t o a c c o u n t t h e engers. The m o r e intelligent a creature, monster becomes a r u n a w a y train, w i t h
problems already mentioned i n altering the more likely that it will develop some characters falling right, l e f t a n d centre.
official creatures, a DM will find it easier kind of food cultivation (animal domestic- The D M is then forced to do some quick
(or maybe even feel inspired) to develop a ation, agriculture), thus allowing a higher thinking to avoid being left without a party
density of individuals to live in an area. to referee.
totally n e w m o n s t e r. H o w e v e r, s u c h a
task is not as easy as it seems. Often creations o f a p o w e r f u l n a t u r e Increasing A C i s n o t t h e o n l y option
Most m o n s t e r s a r e designed i n i t i a l l y are given t h e n u m b e r 1. This should be open t o a D M w i s h i n g t o d e c r e a s e a
with a specific location, level o r party in considered carefully since i t m a y a l l o w monster's chances of being hit. Giving a
mind. For this to be done successfully the characters t o employ t h e 'sardine m a n - creature p a r t i a l o r t o t a l i m m u n i t y t o
creation must fall within whatever (broad) oeuvre': all concerned rush i n t o combat certain weapon types can be more enter-
limits the DM seeks to impose on it, even and so gain b o n u s attacks from behind. taining than simply upping armour class.
if t h e s e l i m i t a t i o n s a r e sub-conscious. Using this principle I have seen 2nd level A ghast's stench and a displacer beast's
characters slay a l o n e hill giant w i t h n o shimmer both have t h e s a m e net effect
Design i n v o l v e s t h e m a n i p u l a t i o n a n d
consideration of 16 standard parameters, loss o f life t o t h e party. Positioning t h e on A C b u t c a n b e c o u n t e r e d b y v e r y
from Frequency t o Psionics. T h e actual monster in an enclosed space may help different methods. B y i n v e n t i n g s i m i l a r
options a v a i l a b l e f o r e a c h p a r a m e t e r prevent such outflanking. Even so, unless effects a DM allows characters to employ
rises from approximately 3 (Size) to near it also has abilities that would allow it to specific counter-measures instead of just
infinity (Special Attacks/Defences). Bear- plough t h r o u g h a l i n e o f fighters, i t w i l l wishing for a +5 weapon.
ing in mind that the description following probably be subject to spell attack from a
the s t a t i s t i c s c a n p r o f o u n d l y a f f e c t a magic u s e r s t a n d i n g w e l l a w a y f r o m
m o n s t e r ' s m o d u s o p e r a ndi, o n e c a n combat. O n e easy w a y around this is to MOVEMENT
appreciate that a large number of decis- introduce more than one individual, thus
ions must be made in order to create even splitting the party's firepower. If the n e w
the humblest organism. Furthermore, the monster is too powerful to duplicate, one
actual v a l u e s c h o s e n c a n n o t i n t h e m - can a l w a y s g i v e i t a c o u p l e o f p e t s o r
selves predict a monster's eligibility for a allies.
specific role. O n e m u s t r e m e m b e r t h a t At the other extreme, a lot of individuals
interactions b e t w e e n p a r a m e t e r s w i l l attacking together are easy prey to a well-
subtly affect a monster's performance. placed spell caster, acting as experience
fodder to area-effect spells. It is a simple
In t h e f o l l o w i n g s e c t i o n t h e 1 6 b a s i c job to inject a feeling o f frustration i n a Not only is the rate important, but also the
parameters are reviewed, examining how spell caster by having the monsters attack type. W h e n employing the more esoteric
each o n e influences t h e nature of com- in small groups from many sides. If there modes of travel it is essential that the DM
bat, and t o a lesser extent, scenarios in is o n e t h i n g a m a g i c u s e r h a t e s i t i s fully understands the appropriate rules. A
general. Some comments are also applic- having to fireball a f e w individuals when creature's movement, as experienced by
able to the running of official monsters. many more are in sight but not in the area players, is usually towards or away from
of effect. them and thus of direct concern. A factor
best considered in advance is the fact that
FREQUENCY characters w i l l rarely be able t o o u t r u n
A R M O U R CLASS something w i t h a movement rate of 1 5 "
or above. Characters hate to see monsters
This v a l u e h a s escaping from melee (all that experience
one effect only; it going to waste).
makes m o n s t e r s In a powerful creature slowness can be
harder to hit. B u t a desirable quality if the DM suspect that
what a n e ff e c t i t it might be too potent for the party to deal
A l i t t l e used t e r m s i n c e m o s t m o n s t e r s is! G i v e n t h e with. L o w m o v e m e n t r a t e decreases a
are placed b y t h e D M . I t m a y s e e m a choice between a monster's 'danger ratio' w i t h o u t unduly
waste of time designing a creature if one creature w i t h affecting i t s combat prowess. That is, i t
is to be restricted by the label 'Extremely good AC/poor HD allows characters to r u n a w a y w h e n all
rare'. To be consistent with existing rules and one with poor else f a i l s . L i m i t e d t e l e p o r t a b i l i t y c a n
the t e r m should be used w h e n adding a AC/good HD, always be given to an otherwise lethargic
creature to random encounter tables. most p l a y e r s creature.
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9a M a l a c h i t e B u r w r i g h t ; F r 8 / F r 8 , N / N G ; hp 2 5 / 3 4 , AC 7 / 8 ,
Staff
H/H
S 1 1 E l Heavy leather greatcoat over long grey shirt, boots, only
I 1 8 o n e a r m (left)
VV 1 4 0 S t e w a r d of the M U school
D 11 E A l peace w i t h h i m s e l f after a long struggle, m i l d but firm
C 1 5 0 Brother of Jasper B u r w r i g h t (10a), b r o t h e r - i n - l a w of Fond
Ch 1 2 C e l i n e ( 11 a), f r i e n d l y w i t h M y l i t e s E p - s t i n e (2a), well
k n o w n amongst local trades people
9c D i s p o r t h e T r u e , M U 1 0 / 11 0 , N / N G , hp 2 7 / 2 7 , AC 1 / 1 ,
Dagger
H/ H
S 1 0 E Dark blue robes, blue suede boots, y e l l o w cloak (displacer
I 1 8 c l o a k / c l o a k o f displacement), r i n g o f p r o t e c t i o n +4
W 13 0 Wizard/Illusionist
D 17 0 Rational, intellectual, d o e s n ' t suffer fools at all
C 1 0 E l K n o w s Jasper B u r w r i g h t (10a), F o n d Celine (11a), m a n y
Ch 11 l o c a l beggars w h o she secretly meets and supports
Spells memorised:
D&D (MU) 1 (5,6,9,12) A D 8 D (0 1 (1,2,3,11,12)
2 (5,9,10) 2 (2,7,12)
3 (3,7,8) 3 (5,6,11 )
4(5) 4 ( 6 )
5(9) 5 ( 3 )
9
IMAGINE magazine. September 1984
JTAUT? , C ; U T, TrO;ci
9 , L4I P o r s e n a Mays; m u l o / m u l 1 N/N, hp 23/24, AC 5/3,
N o weapon
H/H
S 7 E B r o w n jerkin and trews, r e d slippers, long clay pipe, r i n g of
I 1 8 p r o t e c t i o n +3, (in A D & D game only - bracers o f defence
W 15 A C 6 in the form o f leather wristlets)
D 1 4 E Wizard
C 9 L I
The image of a kindly uncle, b u t can be surprisingly nasty
Ch 1 6 D
K n o w s Jasper B u r w r i g h t ( I Oa), F o n d Celine ( I I a), w a r m
paternal friendship with Olivine (10c), popular for his tales
in ale-houses t h r o u g h o u t Docklands, spends m o s t o f his
time g r o w i n g competition vegetables (and cheating! -see
spells); his familiar, ' B D ' (1 1 c), lives at the Black Bird (11)
Spells memorised'
D&D 1(9) A D & D 1(22)
2 (-) 2 (-)
3 (-) 3 (-)
4(4) 4 ( 1 7 )
5 (-) 5 (-)
9e S a f r i n e , M U 4 / M U 4 , L/LE h p 1 6 / 1 2 , AC 8 / 1 0 ,
Dagger
H/H
S 1 0 0 Long, flowing, f e m i n i n e g o w n s
I 1 8 I D Assistant to Florrantanis (9b)
W 9 0 Flirtatious, plausible, helpful, keeps her alignment secret
D 14 E D a u g h t e r of Jasper ( I Oa), considers her family beneath
C 8 h e r , secretly writes to a m e m b e r of an assassins g u i l d
Ch 1 2
Spells memorised,'
D&D 1(1,9) A D & D 1 (3,18,22)
2(4,12) 2 ( 8 , 2 4 )
9 h S a m u e l E v e n i n g ( F r 2 / F r 2 ; h p 7 / 1 0 , n o weapon; H / H ) is t h e
establishment's cook. H e f a i l e d t o b e c o m e a n M U a t t h e school b u t
stayed on as cook l o a n A D & D game Samuel will use cantrips to aid his
culinary skills. He met Ja'n•it (9i) at the school and they married. He's
very friendly w i t h M a n u e l and Basil (11d8te).
The general chores are performed by the 30 youngsters who attend the 111
;11
:1) l o o L z i z o
school, u n d e r t h e w a t c h f u l e y e s o f M a l a c h i t e (9a), S a m u e l ( 9 h ) and
J a ' n ' i t (91), Note that one of these is Thadric Burwright (1113). There are
no dwarves at the school.
10 IMACiINE mafladm, Strember 1984
Wig'6Ts'f—TTI,7\V Ti--\ aTIFW
1 0 T H E MILL
Once this Mill must have had a sylvan setting; even today some trees are
visible in the grounds behind it. Yet n o w it is just another building along
the m a i n t h o r o u g h f a r e f r o m We s t m e e t to the Docks, Apparently a m i l l
like a n y other, a closer look w i l l reveal t h a t t h i s is a b u i l d i n g of some
antiquity, a n d t h o u g h o f t repaired a n d r e b u i l t t h e n e w blends nearly
perfectly with the old. A s w i t h the building so with the family who have
owned and m a n a g e d it f o r all these generations: t h e Burwrights. The
present miller is Jasper B u r w r i g h t , named, like his two brothers, after a
magical gem in the hopes that he m i g h t 'improve himself' and become a
magic-user. Stubbornly, he has stayed at the mill determined to pass his
t i m e - h o n o u r e d skills and the family name onto his sons. Alas forJasper
that he has had seven daughters. He lives there now with his daughters,
his w i f e , h i s m o t h e r a n d h i s w i f e ' s g r a n d m o t h e r, N o - o n e k n o w s
w h e t h e r o r n o t it is f o r t h e w a n t of sons that the m i l l e r spends m a n y
hours in the local ale-house. Be that as it may, the daughters care not;
they mill the finest f l o u r t h i s side of the Broadway and are busy making
their fortunes.
r 1Oa J a s p e r B u r w r i g h t , F r 5 / F r 5 , L/LG, hp 1 4 / 2 2 A C 9 / 1 0
Knobbed Stick
-MEW -1/\1•NC noRT H H/H
S 12 L I Big, heavy; wears grey shirt and trousers, tight fitting red
I 1 3 c a p
dun L l i m W 9 0 M i l l e r (when Olivine (10c) lets him)
D 1 0 L I Disillusioned, u s u a l l y drunk a n d smelly
C 8 0 K n o w s most of the local traders, is brother of Malachite
Ch 1 2 ( 9 a ) a n d b r o t h e r - i n - l a w o f C e l i n e ( 1 l a), h u s b a n d o f
Millipy ( I Ob), f a t h e r of Olivine (10c)
1 O b M No
i l lweapon
i p y B u r w r i g h t , F r 2 / F r 2 , L / L G , hp 6 / 8 , A C 9 / 1 0 ,
H/H
S 9 0 Big heavy; wears grey shirt and trousers, t i g h t fitting red
I 1 3 c a p
7,ed \A/ 9 0 Seamstress
C17,1117er D 11 E Phlegmatic, practical, tolerant
C 8 0 Friendly w i t h Celine (11 a) and knows local traders, w i f e
dun Ch 7 o f Jasper (10a), estranged cousin of Framo (141) a thief
the
1Oc O l i v i n e B u r w r i g h t , F r 3 / F r 3 L / L G h p 1 0 / 1 6 AC 9 / 1 0
Fists
H/H
S 1 7 0 Huge (6' 4"), beefy; wears grey smock over blue trousers.
I 1 3 c l o g s , t o w e l around waist
\1\ 1 0 E l M i l l e r and proud of it
D 1 2 0 Quiet spoken, occasionally violent and w e l l respected
F1R5T FLOOR. —11111111r nolk-TH C 1 0 L 7 I Daughter to M i l l i p y ( 1 0 b ) a n d Jasper (10a), a w e l l known
Ch 11 f i g u r e w h o works hard but socialises little, d r i n k s at the
Black Bird (11), w h e r e she is genuinely liked; she knows
a surprising amount about the next door magic-user
school because o f her friendship w i t h Porsenna M a y s
(9d).
1 0 -II M a r a G o o d f e l l o w i s M i l l i p y ' s g r a n d m o t h e r, a b r i g h t - e y e d
sharp-eared old w o m a n w h o has a pretty s h r e w d knowledge o f m o s t
things that are happening l o c a l l y — t h e richest source of gossip for miles
around. The DM might have her meet the party in many places, from the
Ford Inn (5)to the Black Bird (11) to the Docks to the local street markets.
Universally k n o w n as 'Jolly'.
010 2_0
O i W a r t B u r w r i g h t would not normally be considered here were it
ROUDD FLOOR 61,E,1=1feel- not for the fact that he is a very considerable cat. Named after the white
spot on his nose (the rest of him being jet black) he is a well-known local
personality, m a k i n g f r e e w i t h t h e M i l l a n d all t h e s u r r o u n d i n g yards,
lanes and buildings. A l t h o u g h t h e B u r w r i g h t s w o u l d never breathe a
word of it he is also Florrantanis' (9b) familiar.
11
I M A G I N E m19azine, September 0384
, F ; 7 2 e ) , ,,,177\, , . ? 7 \ T ' W 2 / - _ \
\cT 7 \ T d R r i 7F: T c V
1 1 T H E BLACK BIRD aka FOND CELINE'S 1 1 S i l l y J a r r y is the ale-house muggins. He cleans, fetches and
carries, and always with a happy, vacant smile. The regulars tease him,
An unremarkable ale-house, the Black Bird has strong connections with but Celine (11 a) protects h i m as keenly as if she w e r e his mother. He
both t h e M i l l ( 1 0 ) and t h e M U school (9). Peridot B u r w r i g h t w a s t h e wanders in and out of the ale-house, sometimes disappearing for days,
o w n e r until he w a s murdered by a w a n d e r i n g adventurer (some say it and can be f o u n d a n y w h e r e f r o m the Docks to Westmeet, helping Out
was a thief, others a paladin but it was hard to judge from the little that whenever asked. He sleeps with the pigs and chickens at the next-door
was left by h i s brothers — M a l a c h i t e (9a) and Jasper(10a)). The ale- MU s c h o o l . H e a p p e a r s s o i d i o t i c a n d h a r m l e s s t h a t h e b l e n d s
house i s n o w belongs t o Peridot's w i d o w — Celine B u r w r i g h t . S h e ' s completely into the background, w h i c h suits h i m r a t h e r w e l l f o r he is
often referred to as Fond Celine as she never recovered from the shock F 1 4 / A 1 3 , hp 7 0 / 6 6 and a m e m b e r of the Knights Ocular.
and sometimes appears simple. Still, n o - o n e in their right m i n d w o u l d
risk causing trouble in her popular ale-shop as, even if her t w o helpers
didn't see t h e m i s c r e a n t s off, t h e mass of h e r c u s t o m e r s w o u l d . The l i k G e r v a i s e ' D r a g o n r i d e r ' L o f t g r i n g e is F 2 / F 2 h p l 2 / 1 6 and
surest w a y to become the m o s t hated person in Docklands is to upset thrills all w h o care to listen w i t h his tale of how he flew on the back of a
Fond Celine. Recommended prices: as normal for your campaign. dragon. The essence of the story is quite true, a s Gervaise w a s once
captured by a Wizard and flown a w a y to his lair on a dragon. He escaped
weeks later by simply w a l k i n g out of the f r o n t door after he had been
11 a C e l i n e B u r w r i g h t ; F r 4 / F r 4 , N / N G , hp 1 2 / 1 8 , AC 9 / 1 0 ,
No weapon
forgotten. Gervaise's tales rarely tell t h e w h o l e truth, t h e Dragonride
story invariably omits the bit about the Wizard and, w h e n he relates his
H/VE
amazing escape, h e always forgets the bit about h o w he w a l k e d free
S 8 0 Very pretty,. w e a r s c o l o u r f u l skirts a n d blouses, l a c e d through the front door.
I 9 sandals, s h a w l
\A/ 1 0 0 O w n e r of the Black B i r d
D 12 0 Gay, child-like, gullible, t h e n suddenly morose
C 1 0 El K n o w s Malachite (9a) and Jasper B u r w r i g h t ( 1 0 a ) - her
Ch 1 4 brothers-in-law, f r i e n d l y w i t h M i l l i p y ( 1 0 b ) , w i s t f u l l y
friendly towards the sisters B u r w r i g h t (3d, 9 0 , 1 Oc-g)
yartl
1 i f ' L o r d ' M o r v a n d e G l a y i s actually N M / R D although h e
purports to be F r 8 / F r 8 H e is a regular at the Black Bird and can be relied
upon for tales from far and wide (always coloured to glorify himself). He
actually has visited the Court of the Ten Thousand Ravens and entered
the Punctilio, t h o u g h w h a t h e r e a l l y did t h e r e i s a n y o n e ' s guess. A
useful source of information, even if some of it is unreliable.
2e)1
11 Stike N o b r o Tc h i p s is a h a l f l i n g ( 1/ 3 / T h 3 h p 1 8 / 1 2 ) w h o
c.bdtzir
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diminimilil,11111111111111' 111111111111111111
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14
I M A G I N E trul9adm, Septztrther 19/I4
Ice Cool
Iron Crown Enterprises have publish-
DISPEL C O N F U S I O N
ed their M i d d l e Earth Role-Playing
Role-playing games have complex rules w h a t is right or wrong. A s a general
rules — readers may have seen some
that are open to interpretation, w h i c h can principle, a l a t e r e d i t i o n / p r i n t i n g
of t h e i r earlier M i d d l e Earth items. If
cause problems w h e n t w o players inter- date on a particular rule book over-
so, they will know the high standard of rules an earlier rule book if there is
production t h a t I C E h a v e achieved; pret t h e m differently. D i s p e l C o n f u s i o n
is a column intended to help by providing any difference. Therefore, t h e heal-
MERP i s i n t h e s a m e t r a d i t i o n . A
answers to rules questions. ing rates given on p82 of the D M G (in
recent letter from ICE shows that they
A t present we mainly answer questions the section Recovery o f Hit Points)
intend t o t a k e t h e European m a r k e t
about TSR games. W h i l e the answers we are the correct ones.
seriously from n o w on, so you m i g h t
like to k n o w more about them. I t h i n k give a r e n o t f u l l y 'official', w e d o h a v e
it's fair to say that many people w e r e contact w i t h t h e designers a n d a g o o d STAR
surprised to hear that ICE had obtained deal of playing and refereeing experience. FRONTIERS®
the M i d d l e Earth g a m e rights. I t i s a A n answer column needs questions, so
send yours to: game
juicy plum after all, w h i c h it had been
assumed would fall to a company such Dispel Confusion, T S R U K L t d , T h e
Mill, Rathmore Road, C A M B R I D G E . Q. To what extent can a Dralasite use its
as TSR or Avalon Hill. ICE had no real
If you don't want to wait for your question racial ability of elasticity in order to
track record, but they were sufficiently
to appear in the magazine, please enclose peer over objects, pass through small
impressive t o c o n v i n c e t h e To l k i e n holes o r f o r m f a c i a l features? T h e
Estate licensers. They have certainly an SSAE.
Expanded Rules give a rough idea of
made t h e m o s t o f t h e i r p r e f e r m e n t .
the n u m b e r o f l i m b s t h a t t h e y can
MERP i s v e r y w e l l p r o d u c e d , a n d DUNGEONS & DRAGONS® grow, but do not help otherwise.
convincingly c a p t u r e s m u c h o f t h e and A D VA N C E D D U N G E O N S
atmosphere of Tolkien's creation. It is, A. There is no definitive set of rules on
in a w a y, q u i t e a c o m p l e x rulebook, & D R A G O N S ® games
w h a t a Dralasite can and cannot do
with more charts and tables than any
Q. H o w can a magic user or an illusion- by u s i n g i t s e l a s t i c i t y, b u t s o m e
two SPI monster games. ICE reckon it
ist w r i t e d o w n t h e details of a spell guidelines do exist.
to b e particularly suitable f o r b e g i n - The minimum diameter for a Drala-
ners — I couldn't agree with that, but it that doesn't have verbal components
— f o r example, t h e s h a d o w d o o r site's body is that of a l i m b — 'I Ocm. A
is a n e x c e l l e n t p i e c e o f w o r k a n d
spell? (Advanced) Dralasite could thin its entire body to
should appeal to all those people w h o
a cylinder o f t h a t thickness, b u t
have put up w i t h the D & D and Rune-
A. I n a case like this the spell would not certainly n o t h i n n e r o r i t s i n t e r n a l
quest games, w h e n w h a t they really
be w r i t t e n d o w n i n t e r m s o f w o r d s organs would be crushed. Therefore,
wanted was to play Lord o f the Rings.
spoken a n d t h e c o m p o n e n t s used, it c o u l d n o t flatten i t s e l f enough t o
but in some form of notation that tells limbo under doors, for example.
the magic user how the hands should A Dralasite's skin i s n o t self-
be m o v e d — l i k e t h e n o t a t i o n f o r adhering — i t cannot bend a f i n g e r
around to the wrist and attach it like a
Home Front recording dance movements.
We suggest that in a magic user's piece o f Plasticine. A l t h o u g h i t can
News from a couple of native compan-
spell b o o k — t h e ' r e c i p e b o o k ' f o r wrap itself around an air pocket (so it
ies. Torchlight Products are n o w mak-
spells — the details are recorded as can f l o a t ) , t h e a i r i s h e l d i n b y
ing their Dungeon pieces with integral muscular contraction — not absorb-
walls. This does away with the necess- the necessary components, c o r r e c t
order of use, the words to be spoken, ed i n t o t h e c r e a t u r e ' s b o d y. T h e
ity of glueing them together and makes Dralasite could conceal small objects
them more robust. Torchlight are also or, i n a case like t h e s h a d o w door,
the n o t a t i o n o f t h e g e s t u r e s t o b e this w a y t o o , b y w r a p p i n g a r o u n d
starting to box their pieces, which will
made. W i t h a scroll, the information them and holding them inside.
provide useful protection in transit. Assume that any function a Human
Beast Enterprises tell me that issue is recorded i n a s i m i l a r w a y, a n d is
'blanked' j u s t t h e s a m e w h e n t h e or Ya z i r i a n c o u l d p e r f o r m (such a s
4 of To r t u r e d Souls is late, but that it
spell is read, regardless of w h e t h e r leaning r o u n d a c o r n e r o r p e e r i n g
should be out in time for D r a g o n m e e t
the reader w a s making t h e relevant over a barricade)c a n be performed by
(whatever t h a t i s ) . B e a s t a r e n o w a Dralasite w i t h a s m a l l stretch.
acting as distributors for Paul Vernon's gestures or not.
Greater f e a t s o f e l a s t i c i t y c a n b e
Starstone m o d u l e w h i c h h a s b e e n
Q. Could a cleric use a dagger to cut a performed w i t h i n t h e stated limits,
increased from f 2.95 to £3.95.
rope o r s o m e t h i n g s i m i l a r a n d n o t but t h e y take time. The referee can
break the class restrictions/religious determine h o w m u c h t i m e a g i v e n
beliefs? (Basic/Advanced) feat should take by using the growth
or withdrawal of a limb as a guideline.
Ticketa-Koo
A. The r e s t r i c t i o n s o n a c l e r i c u s i n g Finally, Dralasites cannot use their
A p r e s s release f r o m Steve Jackson elasticity to avoid falling damage or
Games l e t u s k n o w about three n e w edged weapons apply only in combat.
No p e n a l t y s h o u l d b e a p p l i e d f o r to w i t h d r a w limbs so t h a t they w i l l
miss-'em- if -you-dare p r o d u c t s . C a r
using a k n i f e f o r e v e r y d a y, n o n - not be sprained or broken in a fall. It
Wars fans will want Expansion Set 5; takes t e n m i n u t e s t o w i t h d r a w a
48 new vehicle chits and the arenas of violent functions. Of course, if a good
cleric were to cut a rope from w h i c h single l i m b , s o a f a l l i n g D r a l a s i t e
Dumbarton S l a l o m a n d t h e B u f f a l o
someone w e r e dangling, h e o r s h e would hit the ground long before any
(NY) Municipal Coliseum. If that's too limbs could be withdrawn for protect-
should have good reasons for doing
pacific, try S h o c k w a v e l , a supplement ion, a n d i t s b o d y w o u l d t a k e t h e
so
for O g r e and G E V; superheavy tanks damage i n a n y case. I f l i m b s a r e
and cruise missiles. B u t real c o n n o i -
Q. T h e P l a y e r s H a n d b o o k a n d t h e injured i n a f a l l , t h e Dralasite c a n
seurs of good taste will w a n t Globbo, subsequently spend time w i t h d r a w -
where the children o f Ticketa-Koo try Dungeon M a s t e r s G u i d e give t w o
different rates for character healing. ing and regrowing the injured limbs,
to s u r v i v e t h e a t t e n t i o n s o f t h e i r
Which is correct? (Advanced) which w i l l remove the penalties but
nanny. Best rules I've read for months not heal any of the damage.
— look out for a review in the next
A. This is one of those points in the rules * 5 Mike Brunton, Graeme Morris,
month or so.
where t h e publication d a t e d e f i n e s Jim Bambra & Phil Gallagher
15
I M A G I N E rtuujane, Septemba 19S4
O F S T R AW
AND PAPER Based on the characters in
the book Daybreak on a
Different Mountain,
published this month by
by Colin GteefilAnd. Unwin & Allen.
Once he had put the city behind him, seemed t o h a v e a d i f f e r e n t w a y o f The Seneschal led Lupio back into the
he c o u l d b r e a t h e a g a i n . H e r o d e reckoning dates here. H e c a s t h i s eyes gatehouse a n d p r e s e n t e d h i m w i t h a
north. By the next afternoon he had around the shelves of dull folios, wonder- sheaf of thick hard paper and a horn-nib
passed out of the grey fens and come ing w h e n t h e h o s p i t a l i t y w o u l d s t a r t . pen. The papers were already half-full of
to f e r t i l e u p l a n d s . A l i g h t n i n g - People going across the courtyard stopped writing: questions for him to answer. His
shattered tree stuck out of the hedge to stare in at him briefly. name, h i s a g e , w h e r e h e c a m e f r o m ,
like a clean bone. Beneath it a broken The S e n e s c h a l w a s a n e l d e r l y m a n , where h e w a s going. T h i s fee o f k n o w -
very upright, very thin. H e w o r e a c o m - ledge w a s going to be a large one, Lupio
harrow mouldered under moss. Lupio realised; but at least it wouldn't leave his
plicated costume of layered capes and a
stopped at the first house he saw and
number of finger rings, with the largest of purse a n y lighter. O n a s u d d e n w h i m ,
begged a pitcher of water. He struck a which he n o w traced a sign rapidly in the where h i s o c c u p a t i o n w a s a s k e d , h e
bargain w i t h the farmer. For the rest air. L u p i o took i t for some kind o f ritual wrote down, 'Scholar'.
of the day he carted turnips in from greeting. 'From t h e c i t y, a n d a s c h o l a r ! ' T h e
the yard and set them in racks to dry, 'It i s n ' t o f t e n w e h a v e v i s i t o r s f r o m Seneschal w a s delighted. ' O u r brothers
and that night he slept in the barn. In Thryn.' will be honoured to converse with you
the morning she gave him apples and 'It's only recently anyone has had visit- Lupio stood and picked up his bag. 'I'll
cheese wrapped up in a big flat pan- ors f r o m Thryn,' Lupio assured him. The be glad to tell you w h a t news I k n o w, ' he
Seneschal looked even more gratified. said, ' a n d w h a t history I can remember.
loaf, a n d a c o r n e r o f h o n e y c o m b
Lupio began to beg food and a bed, but But I must warn you: in Thryn it is now our
because he had made her laugh. She custom t o refrain f r o m debate f o r three
the Seneschal w a v e d h i m aside. ' M a n y
remembered w h e n s h e h a d b e e n
people s t a y here,' h e said. ' S o m e f o r a years' travel, t o observe the ways of the
younger, and had had a fancy for men night, s o m e to w o r k for a while. A l l add world w e have neglected so long.'
like h i m . Instead s h e gave h i m t h e something to our store of knowledge.' The Seneschal regarded h i m , w i t h o u t
honeycomb, and advice. 'And w h a t d o y o u d o w i t h a l l t h i s words, b u t n o t w i t h o u t suspicion, t h e n
'You'll never make Dincot in a day, and knowledge you've stored?' bid h i m welcome. ' D i n e w i t h us in Hall,'
that's that. I don't care who her sire was,' The Seneschal beckoned h i m i n t o t h e he said ' Yo u ' l l hear the bell.'
she said, glancing scornfully at his mare. courtyard. They stood on a circular pave- A young girl showed Lupio his room, a
The mare, sensing her disapproval, shook ment, incised w i t h figures in the pattern narrow cell w i t h a plank bed, a tiny desk
its head nervously. They bred better men of a g i a n t s u n d i a l . W o o d e n c l o i s t e r s and a stool. S h e fetched h i m a palliasse
than horses in Thryn, then, t h o u g h t the surrounded them, sheltering e q u i p m e n t and a bundle of rush-lights. Through the
farmer. 'Take your time and put up at the and piled crates. narrow w i n d o w he could see dim fields
House Hospitable.' 'What you see,' said the Seneschal, 'is and a w o o d w h e r e t h e l e a v e s w e r e
He rode a w a y. H e passed a forgotten a f a r m o f wisdom.' H i s gestures w e r e turning b r o w n . S o m e o n e w a s b u r n i n g
scarecrow, its sacking smock flapping i n measured, discursive. ' O u r h a l l i s o u r holly.
rags. There w a s no one else on the road nursery, where we tend the seed-beds of In the hall the scholars, men of all ages
but a f a m i l y o f t i n k e r s w h o s t a r e d debate; a n d o u r l i b r a r y i s t h e g r a n a r y mostly dressed in robes like Pippin's, sat
dumbfoundedly f r o m t h e i r w a g o n a s where the fruits are garnered and work- apart from the families of servants. Lupio
Lupio w e n t by, singing a t t h e top of his ed.' He indicated the building w i t h large ate at the High Table, with the Seneschal
voice. Lupio's voice was not as good as he windows. and o t h e r m e n w h o c a l l e d e a c h o t h e r
thought it was. A young m a n i n a plain robe w a s Master w h e n t h e y asked f o r t h e bread.
He stopped singing w h e n h e came i n passing. H e p a u s e d t o p r o t e s t a t t h e Servants bustled behind t h e m , fetching
sight of the House Hospitable. It possess- S e n e s c h a l ' s a l l e g o r y. ' A r e w e t h e n and c a r r y i n g . L u p i o looked a t t h e d a r k
ed t h e l a n d w i t h i t s o w n silence. L u p i o thieves, M a s t e r Seneschal, t o make o u r gowns a n d g r e y h e a d s n o d d i n g a b o u t
stared at it for a while, puzzling out some bread from other men's corn?' him. H e f e l t t h a t h i s b l u e j a c k e t a n d
of t h e o u t b u i l d i n g s s e r v a n t s ' quarters, 'No, Pippin, for our ears are our o w n ! ' yellow hair made him much the brightest
stables, w o r k s h o p s , a b a t h - h o u s e a n d said the Seneschal, and shook the young figure in the room, a visitor from another
another h e c o u l d n ' t identify, w i t h large man b y t h e s h o u l d e r, w i t h a s m i l e o f world; but he w a s amused how easily the
windows. They all formed a rough square approval. 'Master Lupio is from the city of pompous manners came back to him.
with the hall. It was impressive, for this Thryn,' he told him. 'Indeed, Master Librarian,' he said, 'the
region: a veritable castle. Lupio w a s d i s t r a c t e d b y t w o g i r l s renown of the House Hospitable came to
He s a t i n t h e gatehouse w h i l e a b o y peering from a doorway. One had obvious- Thryn, e v e n i n t h e l o n g y e a r s w h e n
brought the Seneschal. He waited a long ly brought her friend to look at him, a n d nothing else came or went there.' He took
time. The porter was doing figurework in they ran away again at once. The square another sip of an excellent wine. ' K n o w -
a ledger, and would not talk to him. Lupio was s u d d e n l y s w e p t b y a s t i f f , c o l d ledge,' he said, ' k n o w s no walls.'
read some of w h a t he was writing. They breeze. The Librarian w a s a y e l l o w m a n w h o
16 I M A G I N E magazim, Septcmber 1984
1.1/1P
4.lre
,7C”))1 ,
4 , 9 0 ; g e , 7
The Hartnung Tr u s t
22
I M A Q I N E magathue, Septanher 1984
3: Seeds of Discovery
Required skills: Biology, Vacc.
Required e q u i p m e n t : None.
Use With Other Games is a simple landing craft w i t h n o special plants, w h i c h may not occur in some SF
features. The hull is built for gas scooping games. These are highly evolved veget-
While m u c h o f t h e i n f o r m a t i o n i n t h i s but n o t for landing, except i n a docking able species w h i c h recycle t h e i r w a s t e
article i s w h o l l y specific t o Traveller, a cradle in a low-gravity world. products, a n d c a n l i v e o n r o c k w i t h o u t
For games w h i c h generally use m u c h taking i n g a s f r o m a n e x t e r n a l a t m o -
game which had no 'pure' scientific skills,
the ship and scenarios w i l l hopefully be larger starships, s u c h a s S t a r T r e k o r sphere. They usually spread their seeds
useable in any SF campaign. Space Opera, the Challenger might be an explosively, a n d a f i r e d s e e d can d o as
In T r a v e l l e r t e r m s , t h e H a r t n u n g auxiliary vessel carried by a mother ship. much damage as a bullet. See The Other
It should be noted that Traveller does not Side o f the S k y by A r t h u r C Clarke for a
Challenger has long range (including the
ability t o r e f u e l b y d i v i n g t h r o u g h t h e allow t h e u s e o f a n y Faster-Than-Light description of this type of plant.
atmosphere o f gas giants), b u t i t i s n o t signal, other than the use of starships as
couriers. The m a j o r i t y of die rolls in t h e Sources: The following books and stories
very agile. I t is larger than m o s t civilian
ships, smaller than the majority of milit- game are made on 2D6. suggested t h e m e s f o r t h i s article, a n d
All t h e scenarios o ff e r t h r e e o r m o r e may be of interest:
ary craft. The challenger is lightly armed,
and could not be used in an offensive role. possible outcomes, w i t h the referee pick- Gregory Bentord T i m e s c a p e
The l a s e r s f i t t e d a r e o f a n i n d u s t r i a l ing o n e o r r o l l i n g a d i e t o c h o o s e B e n f o r d / F k l u n d I f the Stars A r e Gods...
design, and are less efficient than military randomly. The first scenario is relatively Arthur C Clarke E a r t h h g h t
models. The sandcaster is a device that easy to convert, since almost all the terms Arthur C Clarke T h e O t h e r Side
sprays o u t a c l o u d o f laser-scattering used are c o m m o n t o all SF games. O n e of the S k y
crystals and gas, reducing the likelihood skill is mentioned; Commo is the ability to Jacques-Yves T h e Calypso books
use communications gear. Cousteau a n d films
and severity of a hit. It can be compared to
an i n d u s t r i a l s a n d - b l a s t i n g u n i t o r a The s c e n a r i o u s e s n o special t e r m s Fred Hoyle T h e Black C l o u d
smokescreen. The ship's computer serves apart f r o m t h e p h r a s e ' e x o t i c a t m o - Larry Niven N e u t r o n S t a r (collection)
several remote terminals (including radar sphere', meaning an unusual and usually Stephen Tall T h e S t a r d u s t Voyages
and other sensor systems) but has no true unbreathable g a s m i x t u r e . C h l o r i n e , A D van Vogt T h e Vo y a g e o f the
methane, a n d s u p e r h e a t e d s t e a m a r e Space Beagle
intelligence, t h e l a b c o m p u t e r i s e v e n
more limited and bears comparison to a examples of exotic atmospheres.
The t h i r d scenario m e n t i o n s v a c u u m $O Marcus L R o w l a n d
20th century micro computer. The launch
23
I M A Q I N E m a g a n e , September 1984
1
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24 Please m e n t i o n I M A G I N E m a g a z i n e w h e n r e p l y i n g t o a d v e r t i s e m e n t s
INTRODUCTION One week ago, another East Indiaman, the Paltsa Ryby, arrived at Pale,
Truane. T h e L D C f a c t o r i m m e d i a t e l y approached t h e s h i p ' s m a s t e r,
On the R o c k s is an adventure for the S TA R F R O N T I E R S ® game, and Captain Glaz Ptitsy (a Vrusk), and offered h i m C r 3 0 , 0 0 0 and 5% of the
the referee will need copies of the Alpha D a w n and K n i g h t Hawks rules cargo's value for i t s recovery, b u t o n l y i f t h i s w a s done quickly. Glaz
to r u n it. The referee should also be f a m i l i a r w i t h t h e East l n d i a m a n Ptitsy accepted on the spot, despite the fact that the c r e w of the Paltsa
Class Freighter on p 2 7 - 3 0 of this issue of I M A G I N E D ' magazine. Ryby consisted of two people: h i m s e l f and Milo Hansen h i s engineer
and co-owner.
If you intend running a character in this adventure, please stop reading
here.
Starting the Adventure
The m i n i - m o d u l e is designed for groups of 3-5 player characters, w h o
will need a good variety of skills from the Alpha D a w n rules. They will Glaz Ptitsy (see The Paltsa R y b y for more details) needs a salvage crew.
find i t difficult t o succeed w i t h o u t Technician, C o m p u t e r and M i l i t a r y He w i l l advertise f o r c r e w m e m b e r s t h r o u g h t h e starport databank —
and actively seek employees in the various bars and spacer flophouses
skills. S p a c e s h i p s k i l l s c o u l d p r o v e u s e f u l , b u t a r e n o t essential t o
success — unless the players are very careless of the lives of Non-Player on the starport space station. Unfortunately for him, AuriCon know what
he h a s b e e n h i r e d t o do, a n d t h e c o m p a n y h a s persuaded potential
Characters (NPCs) during the course of the adventure.
crewbeings to take up other offers of employment.
Background By the t i m e Glaz Ptitsy approaches the adventurers, they should have
heard of him — and his lack of success in hiring people. He will offer the
The East lndiaman UPRS (UP Registered Ship) Clan Chattan spent the group standard rates, depending upon their skill levels. If necessary he
will add a further clause to the contract: 1% of the value of any salvaged
last three years on the fairly profitable, but undramatic, Truane-Dixon's
Star haulage run. T h e cargoes never made vast profits, b u t the bank cargo, to be divided a m o n g s t the group. This is a potentially vast sum,
but he is n o w desperate — time is r u n n i n g out.
payments and c r e w wages were always paid on time. One month ago,
the last voyage of the Clan Chattan began as had all t h e others, w i t h
Jasmine Cumae, t h e o w n e r, s h i p ' s m a s t e r and pilot, f i l i n g h e r f l i g h t
plans at the Pale, Truane starport control. The Clan Chattan accelerated
The Paltsa Ryby
away from Truane and jumped into the Void. The ship did not arrive at
Lace, D i x o n ' s S t a r. T h e C l a n C h a t t a n h a d b e e n l a t e i n t h e past, s o The Paltsa Ryby is a rather battered, standard ion-driven East lndiaman —
see the class description for further details. It carries sufficient armour,
nobody worried. H o w e v e r, a f t e r a w e e k w i t h o u t a n y evidence o f t h e
space suits, rocket packs and fuel to outfit the adventurers for work on
ship's fate, the Laco Development Corporation (LDC), as the owners of
Plutarch. The a r m s locker contains ten laser pistols, five laser rifles, a
the s h i p ' s cargo, declared t h e Clan C h a t t a n m i s s i n g , b l a m i n g pirate
action a n d / o r the crew of the Clan Chattan for the loss. single heavy laser t h a t needs repairing (Milo Hansen has never found
the time), and a single doze grenade. The arms locker is also well stocked
Tw o days later, the robot prospector ship Romero-4 quietly made its first w i t h p o w e r packs and clips.
rendezvous with the asteroid Plutarch, Dixon's Star. Plutarch's orbit had
The Paltsa Ryby has only two permanent crew: Captain Glaz Ptitsy, w h o
changed slightly, and Romero-4 found the c a u s e — t h e Clan Chattan, by
a b i l l i o n - t o - o n e chance, h a d collided w i t h t h e asteroid. M a i n t a i n i n g owns 70% of the vessel, and co-owner and engineer, M i l o Hansen. The
radio silence for commercial security reasons, Romero-4 completed its t w o are good friends — despite the fact that they argue all the time.
survey, and then turned for home.
Auric Mining 8/ Construction (AuriCon), the owners of Romero-4, did not Paltsa R y b y C r e w
want t h e crash o f t h e Clan Chattan t o become public knowledge.
O w n e r s h i p of Plutarch w a s at stake. Under UPF law, anyone w h o had Name S T R / S T A D E X / R S INT/LOG PER/LDR I M RW* M ' C o m p
survived t h e c r a s h ( h o w e v e r b r i e f l y ) c o u l d c l a i m o w n e r s h i p , a n d Glaz 5 0 / 6 0 40/60 75/50 50/70 6 8 0 25 3 0
Plutarch w a s important to the company — millions of tonnes of orbital Skills: Te c h n i c i a n 6 , C o m p u t e r 6 , B e a m W e a p o n s 6 , P i l o t 3 ,
construction material in a star system w i t h o u t an asteroid belt. W i t h i n Astrogation 3, G u n n e r y (Energy Weapons) 2
(Vrusk Male)
days, a c o m p a n y police s c o u t w a s diverted t o Plutarch a n d landed a
small team of Regulators to establish the company's mining rights. Mile 6 5 / 9 0 20/15 50/75 10/05 2 30 43
Skills: Te c h n i c i a n 5, Robotics 4, Engineering 6, Beam Weapons 2,
Melee We a p o n s 1.
The C l a n C h a t t a n ' s f a t e d i d n o t s t a y a s e c r e t f o r long. B y chance,
(Human Male)
Nathaniel Cumae — Jasmine's half cousin w o r k e d for AuriCon and
saw the Plutarch scanning reports. Risking his future (and his life), he • RW — The chance to hit with best Ranged Weapon,
• M — The chance to hit with best melee weapon
anonymously sent copies to the [ D C factor at Pale, Truane. The Clan
Chattan and its cargo had been found. Recovery was another matter....
25
I M A G I N E md9a4ne, September 1984
Captain Glaz Ptitsy is a c o m p e t e n t business being — he will offer the W h e n t h e Paltsa R y b y a r r i v e s a t Plutarch, t h e Regulators w i l l m a k e
adventurers the minimum wages he thinks he can get away with. On the contact a n d t e l l G l a z P t i t s y t o m o v e a w a y i m m e d i a t e l y ' o r f a c e t h e
other hand, h e w i l l n o t abandon t h e m s h o u l d a situation deteriorate. consequences....' However, Brett will exceed his authority and a l l o w a
Glaz takes care of Milo, keeping him out of jail and as sober as possible — landing i f a n d o n l y if G l a z Ptitsy and the adventurers agree that
and will not hear a w o r d said against him. they have n o claim to Plutarch whatsoever. U n d e r these conditions a
supervised landing w i l l be allowed, but no help will be offered.
Glaz knows that AuriCon has an interest in Plutarch, and understands
the UPF space l a w on ownership. He also has a cargo manifest for the Brett can be bribed if offered a s u m of Cr250 or more. He will a l l o w the
Clan Chattan in his possession. In addition to the surviving cargo listed spare g e n e r a t o r t o b e u s e d t o s u p p l y p o w e r f o r repairs t o t h e Clan
below, t h e C l a n C h a t t a n w a s a l s o c a r r y i n g c o m p u t e r s ( v a l u e d a t Chattan. H e w i l l n o t a l l o w t h e g e n e r a t o r t o be u s e d i f h e h a s been
CO 20,000) and a second transposant pod w i t h 2 0 0 0 occupied storage threatened or if any of his men have been harmed.
class b e r t h s ( i n d e n t u r e d l a b o u r v a l u e d a t C r 7 m i l l i o n ) . T h e c a r g o
manifest does not give the surviving cargo, only what was carried when In point of fact, AuriCon have no right to Plutarch — it belongs to the late
the Clan Chattan left Pale, Truane. Jasmine Cumae. I f h e r body is f o u n d (see Repairs), and B r e t t gets to
hear of it, he will order the Paltsa Ryby to leave at once. He and his men
Milo Hansen c r a w l e d inside a w h i s k e y bottle years ago — and never will remove all traces of Jasmine's presence after the crash, up to, and
came out. His low intellectual and social abilities reflect this, w h i l e his including, s e t t i n g e x p l o s i v e c h a r g e s o n t h e w r e c k a g e o f t h e C l a n
melee w e a p o n s skill i s based s o l e l y o n h i s proficiency w i t h b r o k e n Chattan.
bottles and chair legs. D r u n k or sober, M i l o is fully capable of carrying
out his duties, and he is devoted to Glaz, his only real friend.
The Regulators (All Human)
The R e g u l a t o r s — i d e n t i c a l s t a t i s t i c s t o t h o s e o n P l u t a r c h — w i l l
ambush the adventurers in one of the commercial zones attached to the
docks. T h e r e f e r e e s h o u l d u s e t h e Commercial D e c k Section o f t h e The Regulators are all equipped w i t h space suits, space s u i t armour,
station floor plans provided in the Knight Hawks game to represent this military skeinsuits, albedo screens and rocket packs. Brett is armed with
area. T h e Regulators, e q u i p p e d w i t h n e e d i e r pistols, s t u n s t i c k s a n d a laser pistol (connected t o a 5 0 SEU p o w e r beltpack). H i s squad i s
military s k e i n s u i t s , w i l l b e w a i t i n g i n t h e S p a c e r C l u b f o r t h e armed w i t h t w o s h o t g u n s (see N e w E q u i p m e n t ), 5 l a s e r r i f l e s a n d
vibroknives.
adventurers to appear, and will attempt to capture them. If they succeed
in doing so, the characters will wake up as part of the indentured labour
force of AuriCon. The course of play from this point is up to the referee. The Regulators are h o u s e d i n a survival u n i t — basically three linked
plastic domes w i t h an airlock. The plastic is capable of taking 30 points
To avoid this, the adventurers need to reach the elevator, which will take of structural damage. The entire unit is capable of providing life support
them to the Paltsa Ryby's dock. A n y NPCs on the station who witness the for up to 12 people for a period of 1 w e e k , and is equipped with a simple
fight — P o r t A u t h o r i t y personnel, o ff - d u t y spacers, e t c ( t h e r e f e r e e videocom, an entertainment computer, a weapons and spacesuit storage/
should f e e l f r e e t o i n v e n t bystanders) — w i l l n o t i n t e r f e r e i n w h a t maintenance area, an a u t o m a t i c galley, a n d bunks for the occupants.
appears to be a commercial vendetta. The u n i t is p o w e r e d b y a t y p e 2 g e n e r a t o r (this particular u n i t has a
spare). The Regulators have supplies f o r t w o months, as w e l l as 1 0 0
Once on board the Paltsa Ryby, t h e adventurers will be introduced to rounds of shotgun a m m u n i t i o n and 2kg of Tornadium D-19. Re-charges
Milo Hansen. The ship will leave the dock, and head for Dixon's Star. The for the laser weapons are effectively unlimited.
flight t o Plutarch w i l l t a k e f i v e days, d u r i n g w h i c h t i m e t h e referee
should feel f r e e to i n v e n t events o f interest. T h e adventurers w i l l be
given c r e w status as far as the ship's security systems are concerned. New Equipment
S h o t g u n s : These weapons are often included in spaceship arms lockers
Plutarch - - their effects on spacesuits can be dramatic.
The A u r i c M i n i n g & Construction Police, k n o w n as 'Regulators', are in When a character uses a shotgun in zero gravity, he or she should make a Dexterity
charge o f security t h r o u g h o u t A u r i C o n ' s business empire. T h e y also ability check. Failure indicates that the character has been thrown off balance by
the recoil, and must spend the next turn recovering or suffer a -50 penalty on the
fight t h e company's wars. Landed on Plutarch to establish ownership,
chance of hitting a target.
the Regulator detachment has orders to a l l o w no-one else to land, no
matter w h a t the reason. If necessary, they will use force.
26 I M A G I N E ma9adtte, September ISM
"eEast Indiaman Class Freighter
EAST INDIANIAN CLASS FREIGHTEN::::0 0 0110 0
The East lndiaman Class Medium Freighter
The East India man Class is based on a size 10 hull. It has a beam of 39m 48
and an overall l e n g t h (including t h e drives) of 2 1 0 m . The ship's o n l y -t•• 46
defensive system — a reflective h u l l — is provided as standard, as is a
laser battery mounted in a chin turret. • 47
4g •
F F
East India men are usually powered by three type B ion e n g i n e s — these 46
are usually de-rated military drives, or occasionally UPF-surplus drives.
Launched f r o m t h e a irdock of Ta l l y m a n Associates (the designers) at A C
Triad s t a r p o r t , a b a s i c E a s t I n d i a m a n a s d e s c r i b e d b e l o w c o s t s D E
Cr1,330,000. If built by a licensed contractor at another Class I starport
the cost of the basic ship rises to C r l ,530,000.
S e c u r i t y Systems: The hull is fitted w i t h skin sensors that are tied into
Atomic drives can be fitted i n place o f the ion engines. T h i s version, the I n s t a l l a t i o n (Ship) S e c u r i t y program. A f u l l s i z e c a m e r a s y s t e m
including a n u p r a t e d Drive p r o g r a m a n d deluxe astrogation package giving coverage of the entire ship is also fitted. The resulting TV pictures
costs Cr2.4 million. T h e ship's A D F is 3 w i t h atomic drives. A l l o t h e r may b e displayed b y a n y c o m p u t e r t e r m i n a l o n t h e s h i p . T h e S h i p
statistics remain the same. Security p r o g r a m a l s o c o n t r o l s m o v e m e n t t h r o u g h a s y s t e m o f
cardlocks.
The deck plans, side v i e w and description below are for a typical cargo
Crew ID cards will open all airlock hatches and doors on the vessel, and
carrying E a s t I n d i a man. A s s u c h , t h e s h i p s e r v e s a s a n e x c e l l e n t
allow use of the elevator. Access to the cabins and the Bridge is usually
example o f w h a t i s delivered t o a c u s t o m e r by Ta l l y m a n Associates.
restricted t o n o m i n a t e d c r e w members. W h e n issued, p a s s e n g e r ID
Naturally, c u s t o m e r s a n d c r e w s r a p i d l y a l t e r a n d a d d t o t h e b a s i c
cards a l l o w a c c e s s t o t h e p a s s e n g e r ' s c a b i n , t h e m e s s a n d t h e
specifications t o make a ship more like home.
recreation lounge. The elevator cardlock will only allow access to decks
where the user's ID card can open doors.
Construction standards: The hull is made of polycarbon and is capable of
sustaining 2 0 0 + 2 d 1 0 0 p o i n t s o f s t r u c t u r a l d a m a g e a t a n y p o i n t
Although n o t m e n t i o n e d i n any Ta l l y m a n sales literature, t h e r e i s an
(portholes a r e m a d e o f a r m o u r e d p l a s t i c , a n d c a n t a k e t h e s a m e
additional s e c u r i t y s y s t e m fitted. B u i l t i n t o b o t h o f t h e L i f e S u p p o r t
damage). A i r l o c k h a t c h e s c a n t a k e 2 0 0 + d 1 0 0 p o i n t s o f s t r u c t u r a l
damage. Internally, breaching the bulkheads requires 50+2d10 points of systems are tranquillizer devices that can be triggered from the Pilot's
position o n e i t h e r Bridge. A n y o n e w h o i s n o t w e a r i n g s o m e f o r m o f
damage. U n l e s s n o t e d o t h e r w i s e , c o m p a r t m e n t d o o r s a r e o f h e a v y
construction (cf S t r u c t u r a l P o i n t s table; A l p h a D a w n Expanded Rule protection a space suit, an emergency suit or a gas mask i s treated
as being i n t h e burst r a d i u s of a doze grenade w h e n e i t h e r o f these
Book p25).
systems is activated. Usually only the ship's master, pilot and engineer
are told of the existence of this system.
Elevator: The central lift shaft is built to the same standards as the outer
hull. It carries not only the personnel elevator that runs the entire length
of the ship, but much of the vessel's 'central nervous system' as well. All
the fibre o p t i c c o m p u t e r and i n t e r c o m l i n k s and t h e m a i n p o w e r and
w a t e r s u p p l i e s a r e b u r i e d w i t h i n t h e w a l l s o f t h e shaft. A recessed
ladder is also built into the side of the shaft for use in emergencies when
the lift fails.
Cabins: All the cabins aboard an East indiaman Freighter are similar in
the fixtures and fittings provided. Each contains a bed locker or closet for
each occupant, an intercom, a c o m p u t e r terminal (allowing access t o
the e n t e r t a i n m e n t f u n c t i o n s o f t h e C o m m u n i c a t i o n s p r o g r a m only),
spacesuit storage facilities and an emergency s u i t f o r each occupant
(see t h e s e c t i o n N e w E q u i p m e n t section f o r f u r t h e r d e t a i l s o f t h e
emergency suit).
Transposant Ship
Both governments and corporations have found it necessary to displace
troublesome e l e m e n t s i n t h e p o p u l a t i o n , a n d t h e m o v i n g o f t h e s e
'transposants' proved too expensive by normal commercial means.
A Transposant East Indiaman carries the nine modified cargo pods, each
containing 2 0 0 0 s t o r a g e b e r t h s a n d t h e a t t e n d a n t l i f e s u p p o r t
equipment. Each s h i p c a n carry u p t o 1 8 , 0 0 0 t r a n s p o s a n t beings —
political prisoners, commercial dissidents, criminals, enforced colonial
volunteers, and corporate labour transportees — to wherever they are
required. The UPF also has an ion-drive Transposant East Indiaman —
UPFS S'sor — for relocating troops between bases.
27
I M A G I N E magazine, September 1984
Handling, Laser Battery, Skin Sensor, Life Support, Installation (Ship)
Security-4, C o m m e r c e - 2 , C o m m u n i c a t i o n s - 2 , C o m p u t e r S e c u r i t y - 3 ,
'A' Deck: The Bridge Information S t o r a g e - 3 , B u r e a u c r a c y - 3 , a n d A n a l y s i s - 4 p r o g r a m s ,
w h i c h are supplied as standard. There is sufficient space to expand the
computer to a m a x i m u m of 5 0 0 function points.
s 6190. 8. A r m s L o c k e r : T h e A r m s L o c k e r w i l l o n l y o p e n u n d e r t h e s a m e
TA circumstances as the Computer Compartment(6). When delivered from
3148 : the airdock, the arms locker is not usually supplied with weaponry, but a
0: I 1 small weapons workbench is fitted.
1 A s t r o g a t i o n : O n l y t h e basic astrogation equipment package i s 9. Escape Pod: The ship's one escape pod is intended for the pilot's use.
provided on an East lndiaman, as these ships are intended to fly regular, In an emergency, the pilot is expected to remain at the control console
well charted routes. The computer terminal a l l o w s access o n l y to t h e until the last possible m o m e n t and then escape aboard this pod.
Astrogation, Analysis and Information Storage programs.
10 & 1 0 A . Secondary Fire Control, Laser Battery a n d Radar
2. P i l o t s position: All ship control functions can be performed from this M o u n t i n g : All the functions of the Fire Control position (4) on the bridge
one seat, as the helm and other controls — including cargo and engine are duplicated here, with the added thrill of being able to watch the laser
jettison controls — are w i t h i n easy reach (engine jettison controls are battery in action.
included only if the ship has atomic drives — cargo jettison controls are
standard). I n addition t o the m a s t e r control panel, t h e pilot's position Major repairs to the laser battery or radar m o u n t i n g (10A) can only be
allows use of the videocom radio, the intercom system, the hull camera made from outside the ship, b u t some m i n o r circuitry can be reached
system, the radar and the hull skin sensor readouts. from inside. If the laser battery or radar system is damaged in combat,
there is a 1 5 % chance that a repair can be made from w i t h i n the ship.
All programs may normally be accessed.
4. Fire C o n t r o l position: This is the primary control position for the chin
mounted laser battery (10 & 10A) and control of the weapon is normally
assigned to this position. A character w i t h Energy Weapons G u n n e r y
skill m a y u s e h i s o r h e r subskills f r o m t h i s console t o i n f l u e n c e t h e
success of any fire f r o m the laser battery.
16. R e c r e a t i o n L o u n g e : T h e r e c r e a t i o n a r e a h a s a l a r g e s c r e e n
computer terminal linked to the entertainment section of the Commun-
ications program. A small automatic galley, capable of providing drinks
and snacks, i s also fitted. I n emergencies, t h i s area can be converted
into adequate — if somewhat uncomfortable — passenger space.
The compartment contains the ship's computer, a level 4 machine, and 20 & 21. Sick Bay & Dispensary allocation: These two compartments
the b u l k o f t h e s h i p ' s a v i o n i c s — t h e e l e c t r o n i c , d e t e c t i o n a n d are i n t e n d e d for use as a sick bay and medical office. A n a u g m e n t e d
communications equipment. This includes the hull camera control, the (with a complete set of spare drugs) rnedkit is included w h e n the ship is
radar installation, the astrogation electronics package and the videocom launched, along w i t h t w o beds and a c o m p u t e r terminal.
system.
22. L i f e b o a t : T h e l i f e b o a t i s a s t a n d a r d m o d e l (see K n i g h t H a w k s
The computer runs all the programs needed on the ship. These include C a m p a i g n B o o k p l 7 ) , streamlined for planetary landings, and it has a
Drive, Computer Lockout, Astrogation, A l a r m , Damage Control, Cargo primitive autopilot.
28 I M A G I N E mafiadne, September 1984
34. Secondary (Emergency) Bridge: The door to this compartment is
fortified, and the cardlock will only open for the ship's master, the pilot or
•D' Deck: A f t Crew Quarters the engineer. All the functions of the Bridge (A Deck) are duplicated, but
to p r e v e n t t h e s h i p b e i n g hi-jacked, t h e c o m p u t e r w i l l o n l y accept
Agn. A m o k - commands from here if those commands have been authorised by the
ship's master or the pilot. However, the computer's Installation Security
111111k program w i l l a u t o m a t i c a l l y a c c e p t t h e s e c o n d a r y b r i d g e a s a v a l i d
control c e n t r e i f ' A ' D e c k i s n o l o n g e r f u n c t i o n a l (eg i f t h e Damage
Control Program r e p o r t s t h a t the h u l l h a s been breached, o r the Life
Support program reports that the Bridge is in vacuum).
Ada1111111113111mian- M I ME
400011111167,11a1130
• D O
35. M i d d l e A i r l o c k : T h i s h a t c h w a y is usually used f o r the loading o f
passenger luggage and small i t e m s of cargo that m u s t be carried in a
A A I E R I M I E M P I I I M M t i n i n i k E t
pressurized environment. Unless the ship's master has authorised the
• o n m e m o 29 I I M 2 9 transfer of luggage w i t h the Installation Security program, this airlock
S I M P M E 1 1 1 . 1 1 1 1 1 1 1 1 1 1 1 M i l l @I will be locked — and c r e w ID cards will not activate the cardlock.
inall%10
1 1111111111111111111111ME
111E114,S ZEIIIIIINI260
36. F o r w a r d U t i l i t y A c c e s s : The power, w a t e r and a i r supply for the
forward decks of the ship can all be serviced in this compartment. The
D DECK 1 1 1 122ABLIMIRMIlljo". majority o f t h e c o m p a r t m e n t i s taken u p w i t h t h e c i r c u i t r y f o r these
21milmEoP functions, and m o s t importantly of all — the back-up life support unit
(also see Security Systems).
S 6190 = Om
"N: tame 3145 : This unit is not controlled directly by the ship's main computer, but has
TA its own dedicated processor (a small level 1 computer running only a Life
Z_E.•GC_Fr Support p r o g r a m ) . T h e b a c k - u p L S U i s n o r m a l l y u s e d o n l y i n
emergencies, but with both life support units running an East Indianian
23. L i f e b o a t : Identical to the lifeboat on 'C' Deck (22) can carry a m a x i m u m o f 7 0 beings, i n c l u d i n g the crew. Conditions in
this situation w o u l d not be pleasant, but everybody would survive.
24. To i l e t s : The toilet is designed for use in zero gravity conditions as
well as in the artificial gravity of ship acceleration or deceleration. 37. C a r g o A r m C o n t r o l : T h e c o m p u t e r t e r m i n a l a t t h i s location i s
modified t o include a joystick controller for the cargo loading arm (48)
25 & 26. G u a r d Cabins: Identical in all major respects to guard cabins and release controls f o r t h e cargo pods — e i t h e r 'soft' release, o r to
16 & 17 C ' Deck). jettison t h e cargo. T h e t e r m i n a l a l s o h a s a u t o m a t i c a c c e s s t o t h e
computer's Commerce program. The c o m p a r t m e n t is only used w h e n
2 7 & 2 8 . C a b i n s : O n e o f t h e s e c a b i n s (27) i s equipped f o r d o u b l e cargo is being moved w h i l e the ship is docked, or as a security station
occupancy w i t h a double bed, w h i l e the other has a single berth. because of the v i e w of the Outer hull that it commands.
29. To i l e t and S h o w e r : The toilet and shower are standard space-going 38. Luggage Space: This is simply a pressurized hold for any luggage or
models, identical to those on 'C' Deck (19). delicate cargoes. It is normally kept locked during flights.
30. O w n e r ' s or M a s t e r ' s Cabin: This is the most comfortably appointed 'F Deck': The Cargo Hold
cabin on t h e entire ship, and is usually decorated t o suit the o w n e r ' s
taste. The cabin has its own shower and toilet facilities, is fitted w i t h a
king-size bed, and has an automatic galley that serves any meal w i t h i n
Alkb
its p r o g r a m m i n g ( t h e p r o g r a m m i n g c a n b e varied t o s u i t t h e u s e r ' s
requirements). W h e n n o t i n u s e b y t h e o w n e r o r s h i p ' s m a s t e r, t h i s
cabin can be used as first class passenger accommodation. AMMEINAMEI
1•11111111111Er
31. C r e w Mess Area: The mess area has the largest galley on board the
Ship, capable of providing any good quality standard food — or at least a
reasonable imitation, The computer terminal in here is, unless there are
suasr
passengers aboard, always linked to the Alarm and Installation Security ....,
programs a n d s e t t o alert a n y c r e w m e m b e r s s h o u l d a n e m e r g e n c y
occur. F DECK AMENElk
r, •ECARGO N I
32. F o r w a r d A i r l o c k C o m p a r t m e n t : I n addition t o a s i m p l e m a n u a l I N E Z ' NE
control panel f o r the airlock, t h i s c o m p a r t m e n t also contains a dozen MIEN=
spacesuit lockers. A rack for storing rocket packs is fitted, along w i t h a
shower unit for cleaning suits of any contaminating material. TA MIME
INNIMIE
33. F o r w a r d A i r l o c k : T h e f o r w a r d airlock is used f o r passenger and IIMEINEW 3140;
crew transfers w h e t h e r in a station dock or between ships in flight. 0: I I
The c a r g o p o d s h a v e n o c o n n e c t i o n ( o t h e r t h a n s i m p l e m o n i t o r i n g
devices) w i t h t h e i n t e r i o r o f t h e s h i p , a n d a r e d e t a c h a b l e — i n
emergencies they can be jettisoned from the pilot's position (2) on the
bridge o r Cargo A r m Control (37). This makes East Indiamen ideal f o r
carrying high risk dangerous loads. Jettisoning pods takes 10 turns (one
EDEC minute), and the jettisoning ship must change course after doing so to
distance itself from the cargo pods.
Many of the larger corporations that own East Indiamen do not bother to
unload individual pods from ships that are on regular scheduled flights —
the entire pod is simply removed and replaced by a cargo pod containing
the manifest for the ship's next destination. This minimizes the amount
EAL of t i m e t h a t a s h i p m u s t spend i n dock, a s replacing a pod takes t w o
0: II hours. Pods that are part of the same group of three in a deck may not be
worked on simultaneously.
29
I M A G I N I ; Itiaga,viric, September 1984
'G' Deck: A f t Engineering and Maintenance 47. M a i n Parabatteries: The m a i n parabatteries provide all the ship's
power w h e n t h e d r i v e s a r e o f f a n d t h e s h i p i s n o t c o n n e c t e d t o a n
G DECK
external p o w e r source (in an airdock for example). These batteries are
the equivalent 1 5 type 4 parabatteries (a t o t a l p o w e r store o f 6 0 , 0 0 0
SEU) and are automatically recharged w h e n the drives are operational.
TA
........„
ri Because of their placement w i t h i n the ship, the parabatteries have an
additional use as stern armour. When an East lndiaman is fired on from
r......
directly astern, the first 1 5 points of hull damage may be taken as hits
upon the batteries. The equivalent power storage capability of one type 4
parabattery is lost for each point of hull damage taken in this fashion.
,a l EEL
l
t
L
a l kW 4 E
m i k
4
"
I 48. C a r g o L o a d i n g A r m : T h e cargo loading a r m i s installed on a 3 5
metre d i a m e t e r circular track t h a t r u n s around t h e s p i n e o f t h e s h i p
IIREME1142 % I r . between the first and second set of cargo bays. From here, the cargo arm
can be extended to reach into any of the cargo pods — taking ten hours to
load o r u n l o a d t h e e n t i r e h o l d — o r i t c a n assist i n releasing a pod,
reducing the time needed to do this to one hour.
11111•1111111MMilbial
1111111111111111111111111d111
EillailiE111111E REFEREE'S Notes
40
III . 1 1 1 1 1 1 " N t a g In K n i g h t H a w k s g a m e t e r m s a l l s t a n d a r d E a s t India men h a v e t h e
11111 6 111 . r. following statistics:
- ' M r a g I W 3141 :1
Standard East lndiaman (Freighter)
40. Wo r k s h o p : The workshop contains sufficient tools to carry Out most Hull Points: 50
running repairs to the s h i p — the equivalent of a robcomkit, a techkit and Laser Battery
Weaponry:
an e n g i n e e r ' s t o o l b o x — a l t h o u g h n o i n s s u i t i s provided. A l a s e r Reflective Hull
Defences:
powertorch — and a bench m o u n t i n g to turn it into a drill or lathe cutter 50
Damage Control Rating ( D C R )
is a l s o i n c l u d e d i n t h e s t a n d a r d w o r k s h o p f i t t i n g s , a s i s a p o w e r 1
Acceleration/Deceleration Factor (ADF)
backpack. N o r m a l l y t h e laser p o w e r t o r c h i s plugged directly i n t o t h e 3
Manoeuvre Rating ( M R )
ship•s power supply w h e n used in here.
42. M a i n Life S u p p o r t Unit: This unit is run by the computer and is the
one that is normally in operation. This one unit can supply the air, food
and water requirements of up to 35 beings, although conditions would
be somewhat crowded.
43. C o m p u t e r P a r a b a t t e r i e s : T h e s e a r e a f i n a l e m e r g e n c y backup
system (one type 4 and one type 3 parabattery)to enable the computer to
function i n a severely impaired way e v e n if the main parabatteries
of the ship are exhausted. If this system becomes the only power source
for t h e c o m p u t e r i t w i l l s u s p e n d all t h e p r o g r a m s except f o r the Life
Support and Communications programs.
45. E n g i n e e r i n g M o n i t o r i n g : T h i s c o n s o l e m o n i t o r s a l l o f t h e
engineering functions of the ship through the Drive, Alarm and Damage
Control programs. The serviceability of other ship systems — such as Design Faults on the East Indiaman Class
the computer, workpods, camera system and the like — is also displayed There a r e a n u m b e r o f design f a u l t s i n t h e East India man class t h a t
here. The console also includes a separate intercom link (not connected characters should not find o u t about, except through bitter experience.
to the ship's central intercom)to the workpods, the forward engineering The escape pod (9) is too far a w a y from the Bridge to be reached in a
deck, t h e e n g i n e e r ' s m o n i t o r i n g p o s i t i o n (5) o n t h e B r i d g e a n d t h e convenient time. If anyone attempts to escape from the Bridge by this
spacesuit radios. route in an emergency (see Escaping f r o m Destroyed Ships, Knight
H a w k s C a m p a i g n Book p37) the referee should secretly roll 2d10. This
is the extra time in six-second turns that it takes the elevator to reach the
External Hull Features bridge and then bring the character back down to 'B' Deck.
46. D r i v e A c c e s s : T h e drive access t u n n e l s are built into the engine The chin mounted laser battery (10A) is so placed that it is incapable of
struts and a l l o w superficial inspection o f the engine components and firing o n a t a r g e t that is 'above' t h e ship or behind it. In t e r m s of the
fuel tanks. Major repairs have to be made from outside the ship. Aboard Knight Hawks boardga me, this means that the laser battery is restricted
some ships the 'keel' engine strut has been modified to include a cubic to firing at targets w i t h i n the shaded area of the diagram. Because it is
metre o f storage space, suitable for smuggling small, very high value mounted in the same place, the radar system can only 'see' objects that
illicit cargoes. fall w i t h i n the same zone.
Emergency suits cost Cr400 and replacement air cartridges cost Cr25.
Both are freely available at all starports. Being a predominantly human The Cargo
company, Tallyman Associates provide a free human emergency suit for
each cabin on any n e w ship launched from their airdocks. The Clan Chattan w a s carrying a m i x e d cargo on her last voyage — as
might be expected on a ship carrying goods to a frontier colony. Of the six
pods that survived the crash, t w o are still attached to the spine of the
ship. The others broke free w h e n t h e ship crashed, a n d are scattered
The UPRS Clan Chattan along the crash line. A l l the pod hulls, except one, have cracked.
The Clan Chattan collided w i t h Plutarch after leaving the Void and was Glaz Ptitsy's cargo manifest for the Clan Chattan only lists what was on
flying stern first w i t h the drives on to decelerate from j u m p speed. A s a board, n o t w h a t h a s survived, s o u n l e s s t h e a d v e n t u r e r s physically
result, Plutarch w a s i n t h e Clan C h a t t a n ' s radar 'blind spot', a n d the inspect the cargo pods or manage to get the Clan Chattan's computer
asteroid w a s n ' t even seen before the collision took place. working (see Repairs), they should not be told w h a t is salvageable. For
convenience, the surviving cargo pods are designated 1 t o 6. Pods 1 & 2
Fortunately — although the majority of the crew didn't live to appreciate (the port f o r w a r d and middle cargo pods) are still attached to the Clan
the fact t h e Clan Chattan did not strike Plutarch squarely, but at an Chattan, the others lie in the positions indicated on the diagram. Listed
angle along the asteroid's longest axis. The damage to the asteroid was below a r e t h e c o n t e n t s o f t h e v a r i o u s pods, t h e i r v a l u e a n d o t h e r
minimal — one more impact crater made little difference. M o s t of the relevant details.
Clan Chattan eventually came to rest against a fracture line caused in a
collision with another asteroid centuries earlier. The rest of the ship was Pod 1. A g r i c u l t u r a l Chemicals — granulated fertilizers, pesticides and
spread in a thin layer along the line of the crash. fungicides — valued at Cr40,000. Recovery will take 45 labour-hours.
The diagram s h o w s the position of the various parts of the wreck, and Several of the chemical containers have split, spilling their contents into
also gives the location of the Regulators' survival u n i t t h e wreckage the pod. Anyone who enters the pod will automatically pick up chemical
provides a convenient marker for resupply vessels. dust o n h i s o r h e r spacesuit. U n l e s s t h i s i s w a s h e d o f f u n d e r t h e
spacesuit s h o w e r in t h e f o r w a r d airlock (P32) the Paltsa Ryby w i l l be
contaminated by the various pesticides.
This c o n t a m i n a t i o n i s h a n d l e d as t h o u g h i t is a - 5 / 2 d 1 0 infection. A
character with medical skill can use the Diagnosis and Neutralize Toxins
subskills a s n o r m a l — e v e n t h o u g h t h e s e chemicals are rated a s an
infection rather than a poison. The chemicals will result in a permanent
loss of l d l 0 of a r a n d o m ability even w h e n 'cured'.
Pod 2 . Tr a n s p o s a n t P o d — 1 8 0 0 c o l o n i a l d r a f t e e s a n d c o m m e r c i a l
dissidents, a l l i n d e n t u r e d l a b o u r f o r L D C c o n t r a c t s v a l u e d a t a n
average of Cr3500, total value Cr6.3 million. Transposant pods are built
to w i t h s t a n d a good deal o f rough t r e a t m e n t — the cargo is, after all,
relatively delicate. The transposants are still alive, making this the most
valuable salvage on the wreck.
The pod cannot be unloaded and the storage berths transferred as this
would kill the transposants. The entire pod m u s t be released from the
wreck and moved to the Paltsa Ryby. (The replaced pod w i l l have to be
abandoned on Plutarch — possibly for later collection). Removal of the
pod is impossible w i t h o u t the aid of the Clan Chattan's cargo arm (48),
and the pod release m e c h a n i s m has also been damaged. Once the pod
release and arm are working (see Repairs below), removing the pod and
connecting it to the Paltsa Ryby will take at least 4 hours for three people
(one person on each cargo arm, and one supervising).
The recreation l o u n g e (16), t h e g u a r d cabins (13, 1 8 , 2 5 & 26), t h e 15% of the cargo in this pod has been destroyed, but the most valuable
lifeboats ( 2 2 & 2 3 ) , t h e t o i l e t s (24), t h e c r e w m e s s a r e a (31), t h e items — t h e S p a c e M a i l a n d a c a s e o f r a r e w i n e — a r e s t i l l i n t a c t ,
emergency bridge (34), the luggage space (38), the three keel mounted although the sediment in the w i n e has been disturbed. The SpaceMail
cargo pods (see 39), a f t engineering and m a i n t e n a n c e ('G' Deck), t h e and wine are valued at Cr30,000 (for insurance purposes) and Crl 2,500
drive access tunnels and engine struts (46), parabatteries (47), and the respectively. Extracting the parcels and the wine from the wreckage will
drives, h a v e a l l b e e n totally destroyed. T h e s h i p i s s i m p l y a m a s s o f take 4 labour-hours, w h i l e recovering the rest of the cargo will take a
wreckage, open to space at these points further 16 labour-hours.
The hull on 'B' deck is severely cracked and warped and w i l l no longer Pod 5. UPF chartered pod w e a p o n s and other equipment for the Laco
hold an atmosphere, but apart from superficial damage caused by flying militia b a t t a l i o n — v a l u e C O 20,000. T h e e n t i r e contents of t h i s pod
debris, the deck is still in one piece. The Bridge ('A' Deck), and escape have survived intact, and can be recovered in 30 labour-hours. The exact
pod (9) h a v e s u r v i v e d v i r t u a l l y unscathed, a l t h o u g h t h e A s t r o g a t i o n contents are left to the referee's discretion, but should include most of
bubble(1) porthole has a crack in it which has let the ship's air out of this the l i g h t e r w e a p o n s a n d defensive a r m o u r listed i n t h e A l p h a D a w n
deck. rules.
Pod 6. Medical supplies— drugs, surgical consumables and a diagnostic There will never be more than two members of the Lizzie Borden's crew
computer — value Cr75,000. The contents of t h i s pod w e r e carefully working away from the ship at any one time (Steinman will never leave
packed against violent acceleration, and have survived remarkably well the ship). T h e y w i l l r e m o v e a l l t h e u s e f u l c o m p o n e n t s o f t h e C l a n
Only 10% o f the cargo — m o s t l y drugs — has been damaged beyond Chattan that are relatively intact — the computer, the escape pod, the
salvage. Recovery will take 35 labour-hours. electronics on the ship bridge. They will then turn their attention to the
cargo pods, and if not watched will load the contents of pods 4,5 & 6 into
the Lizzie Borden's hold.
Repairs
If they are stopped, t h e y w i l l b e c o m e hostile. T h e y w i l l retreat to the
Major r e p a i r s t o t h e C l a n C h a t t a n a r e o u t o f t h e question, b u t i t i s Lizzie Borden, and after l d 1 0 hours will attack the adventurers, though
possible t o e f f e c t s o m e m i n o r r e p a i r s t o o n e o r t w o o f t h e s h i p ' s again, never more than t w o of the wreckers will leave their ship.
systems, i n particular the pod release m e c h a n i s m and t h e cargo arm
(48). However, all the repairs are pointless without a power source. The If they are defeated, they will once again retreat to their ship. Gosht-e-
Clan Chattan's parabatteries are gone, and taking power from the Paltsa nan will attack the Paltsa Ryby using the laser cannon. The instant that
Ryby would require the facilities of a dockyard. There is another solution the Lizzie B o r d e n s u f f e r s d a m a g e , t h e y w i l l a c c e l e r a t e a w a y f r o m
— the A u r i c o n Regulators possess a backup type 2 generator for their Plutarch using the atomic drive.
survival u n i t . T h i s i s c a p a b l e o f p r o d u c i n g e n o u g h p o w e r f o r t h e
computer or the cargo arm — but not both at the same time. The referee, should play these NPCs as thoroughly shifty, disreputable
types w h o will (and have) slit throats for the price of a drink.
Assuming that the Regulators can be persuaded — by whatever means—
to p a r t w i t h t h e i r g e n e r a t o r, r e p a i r s c a n b e c a r r i e d o u t u s i n g t h e
appropriate s u b s k i l l s . A c h a r a c t e r u s i n g t h e R e p a i r i n g C o m p u t e r s The Wr e c k e r s
subskill suffers a -30% penalty, and can roll once per hour for success.
Once t h e c o m p u t e r i s repaired, t h e Displaying I n f o r m a t i o n s u b s k i l l
Name S T R / S TA DEX/RS INT/LOG PER/LDR IM RWt Mt
suffers a -15% penalty. These are the only two subskills that can be used
on the Clan Chattan's computer. Gosht-e- 30/50 60/65 40/30 35/60 7 90 50
Steinman 40/60 45/45 40/50 30/45 5 33 25
Tyler 60/40 70/65 35/50 75/25 7 55 35
A character using the Repairing M a c h i n e r y subskill to mend the cargo
Todd 5/15 80/90 60/75 50/45 9 60 40
arm (48) and the pod release m e c h a n i s m suffers a -10'/0 penalty, and a
Angel 95/40 20/20 05/05 01/01 2 10 43
roll f o r success m a y only be m a d e every t w o hours. Once repaired, a
dexterity of 60 or more or Te c h n i c i a n skill level 2, is required to avoid Skills:
causing a b r e a k d o w n (-20% to repair). The use of the Clan Chattan's Gosht-e B e a m We a p o n s 6, G u n n e r y (Energy Weapons) 3, M e l e e
Weapons 2
cargo arm is required to move the transposants (pod 2) and will reduce
(Yazirian M a l e ) B a t t l e Rage 35.
the time that need be spent unloading pod 1 t o six hours work for the arm Steinman B e a m W e a p o n s 1, C o m p u t e r 6, Te c h n i c i a n 6, Pilot 2,
operator. Astrogation 3.
(Human Male)
Tyler M a r t i a l A r t s 3, Projectile Weapons 2, Technician 4, Robotics
The Wreckers 3, E n g i n e e r i n g 3.
(Human Female)
Sixty hours after the adventurers begin their salvage operation, another Todd B e a m W e a p o n s 1 , P r o j e c t i l e W e a p o n s 2 , M a r t i a l A r t s 1 ,
Medical 1, Psycho-Social 2. ( H u m a n Male)
ship will arrive at Plutarch. This is the Lizzie Borden — a flying junkyard
Angel: none.
if t h e r e e v e r w a s o n e T h e Lizzie B o r d e n h a s b e e n b u i l t f r o m t h e
(Yazirian M a l e ) B a t t l e Rage 50.
wreckage of nearly as many space ships as it has parts — it was once a
merchant ship, but has, over the years, g r o w n into its current ugly self, Base chance to hit does not take into account Yazirian Battle Rage or Martial A r t s
absolutely unrecognisable as a definable class of vessel. skill
All have space suits and armour. Gosht-e-nan and Steinman are armed
Lizzie Borden ( f r e i g h t e r / h u l k )
w i t h laser pistols and vibroknives, while Todd has a laser rifle. Tyler uses
a pair of matched s a w n - o ff shotguns w i t h three-round clips (see N e w
Hull Points 30 Equipment), If a fight breaks out Angel will be allowed to use an axe —
Weaponry: Laser Cannon as a special treat.
Assault Rocket Launcher, 2 Rockets
Defences: R e f l e c t i v e Hull*
Damage Control Rating (DCR) 2 0 . " Ending the Adventure
Acceleration/Deceleration Factor (ADF) 1 /4”"
Maneouvre Rating (MR) 1 and Experience
Effectively, t h e adventure e n d s w h e n t h e Paltsa Ryby arrives at Laco
starport and offloads the cargo. Glaz Ptitsy will be paid by LDC, and will
The reflective hull only covers part of the ship, There is a 6 0 % chance that a shot then pay the adventurers. T h i s w i l l take about a w e e k or so w h i l e the
on t h e Lizzie Borden w i l l hit an area w i t h o u t defences. LDC m a n a g e m e n t argue with Glaz over the state of the recovered cargo
and its value.
** The l o w DCR reflects t h e fact t h a t t h e ship is built f r o m salvaged parts — and
that the computer cannot cope w i t h t h e complexity of the problem t h i s presents. The referee should award 5 experience points to those characters who
performed w e l l , 3 t o those w h o performance w a s adequate, and 1 t o
* * * The Lizzie Borden n o r m a l l y uses ion drives (ADF 1), b u t at some p o i n t in the those 'along for the ride'. A bonus of 10 experience points (divided in any
c r e w salvaged a C type a t o m i c drive w h i c h is n o w attached to one of the s h i p ' s way the referee sees fit) can be awarded to the adventurers as a group
drive struts. In emergencies this drive is used to give the improved A D E for a n e x c e p t i o n a l p e r f o r m a n c e ( e g f o r d e a l i n g w i t h t h e p o t e n t i a l
opposition in a diplomatic m a n n e r w i t h o u t the use of guns etc).
The r e f e r e e should note that no deck plans are provided for the Lizzie Credits
Borden t h e c r e w will not a l l o w anybody on board the vessel in any Design: Mike Brunton
circumstances. I f t h e adventurers t r y t o t a k e i t b y force t h e referee Artwork: Alan Gambril
should use the small freighter plans supplied in the Knight Hawks set. Cartography: Paul Ruiz
32 I M A G I N E nta9adtte, September 1984
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I M A G I N E T " mag.i/ine ()Huts spai i l Imes to those inteiested
in taking out lassiiicd ad \xi tis(ments.•rhese Iost 'lust 101) pc'
\voidi i i r3.00 ( o l u m n centimene (pie-pa) merit iequiled).
34 Please m e n t i o n I M A G I N E m a g a z i n e w h e n r e p l y i n g t o a d v e r t i s e m e n t s
A little space — but bigger than it used to be — for the publisher to air his views
R ole-playing g a m e s a r e , a l m o s t b y The w e l l - t h u m b e d Players H a n d b o o k rights - - at the very least you need to pay
definition, f u l l o f uncertain areas. and D u n g e o n M a s t e r s G u i d e are n o t a a l i b r a r y fee, a n d t h e odds a r e you a r e
Whatever g a m e y o u a r e t a l k i n g a b o u t , great h e l p h e r e . P a g e s 1 0 6 - 7 i n t h e going to have to pay an extortionate sum
assuming i t ' s a r e a s o n a b l e , s e n s i b l e former d e f e n d t h e i d e a o f a w a r d i n g to purchase.
product, t h e c a n v a s o f t h e g a m e i s s o experience points for getting gold — and So, I cash in whatever my character can
broad t h a t w e c a n ' t e x p e c t t h e p o o r it's right to do so somewhere, for this in afford in exchange for experience points,
designers to provide rules covering every itself is something that some people find which may explain why, though the group
tiny eventuality. N o r c a n t h e y h o p e t o worrying — b u t d o n ' t specifically s a y I p l a y the A D & D ® g a m e w i t h h a s been
cover everything even if they try. The fact whether the gold i s cashed i n o r n o t meeting e v e r y c o u p l e o f m o n t h s f o r a
that they can't not only makes purchase Similarly, pages 8 4 - 5 o f t h e l a t t e r give weekend for the last eight years, the high-
Gary's line of thought on the matter, and est level of character we have is 10th.
of t h e game a realistic objective — w h o
wants to run up a decade of mortgage to put forward his views on h o w the whole But t h e r e ' s n o t h i n g sacrosanct about
buy t h e c a r t l o a d o f r u l e - b o o k s w h i c h matter should be handled in such a w a y this interpretation, and the opposite can
would result? — but this is also one of the as not to bore the players stiff; but again, work equally well. In the end, it's a matter
many things which make RPGs so enjoy- there's n o s p e c i f i c m e n t i o n o f w h a t of balance. I f y o u , a s D M , a l l o w y o u r
able and enduring. happens to the cash. players either cash or the xp equivalent at
And, o f course, i t g i v e s f o l k l i k e m e One piece (DMG, p85) gives the strong- the e n d o f t h e adventure, b u t n o t both,
something to talk about. est hint, though t h i s can be read either then you can afford to load your adventure
way: ' W h i l e i t i s m o r e " r e a l i s t i c " f o r more richly than the DM who allows both.
One problem I ' d like t o tackle concerns clerics to study holy w r i t i n g s t o gain On the other hand, if you a l l o w both, you
experience points m o r e specifically the experience, it would not make a playable may want to make the world in which you
buying of experience points with the loot game roll along. Similarly, fighters should set y o u r a d v e n t u r e s u c h a n expensive
Just c a r t e d u p f r o m t h e d e p t h s o f t h e be exercising, riding a n d engaging in place t o live i n (for instance, t o get a n y
weapons practice of various sorts to gain information a t a l l t h e b r i b e s a r e h o r -
dungeon. Yo u a l l r e m e m b e r t h e article
W h a t To D o W i t h A D r a g o n ' s Treasure real expertise (experience); magic-users rendous), t h a t t h e u l t i m a t e r e w a r d s
from l a s t i s s u e , d o n ' t y o u ? W h e n t h e should be deciphering old scrolls, search- gained by the characters are kept in the
average adventurer leaves t h e d a n g e r s ing ancient tomes._ All very realistic, but balance you want.
behind a n d c o m e s h o m e , t h e odds a r e conducive to non-game b o r e d o m " One p r o b l e m d o e s a r i s e , h o w e v e r.
that he has more than a little cash w i t h This seems to say that the adventurer W h a t interpretation has been used by the
him. He must, of course, pay the landlady, gets the experience and keeps the cash, various designers o f t h e m a n y modules
stock up the freezer, g e t the a r m o u r re- but I'm not really convinced either way. now on t h e market? In these cases, t h e
tailored, a n d take t h e girlfriend out. B u t To p u t m y cards o n t h e table, I h a v e balance is already written into the module
even after these things there is usually a always used the more stringent condition externally, a n d i f you, a s D M , t a k e t h e
lot left over, and at times like this, one's you get the cash or the experience, not module literally, it may not fit in with your
both. M y reasoning w a s simply that the ideas of h o w rich the rewards should be
thoughts turn to the purchase of magical
items (which m a n y DMs, quite sensibly, gaining o f e x p e r i e n c e b y u s i n g c a s h to the successful party. In which case, my
w o n ' t allow, or restrict heavily) or to the covers j u s t t h e s o r t o f t h i n g G a r y w a s suggestion i s t h a t y o u d o n ' t t r e a t t h e
talking a b o u t i n t h e D M G — f i g h t e r s module a s i f i t w e r e t h e t a b l e t s f r o m
purchase of experience.
The question is — having acquired, say, practising combat, magic users working Mount Sinai — alter the balance yourself
5000gp on an adventure, does that entitle on d u s t y t o m e s , a n d s o f o r t h . T h e s e before or during play to get things the way
the adventure to 5000xp and the 5 0 0 0 in things cost money. A s a fighter anxious you want. You're the DM, not the design-
cash, or to just one or the other? for a bit of sword-play practice, you can't er of the module, and you know best what
Having p l a y e d t h i s g a m e f o r s o m e Just wander up to some bloke in the street fits t h e g a m i n g s t y l e o f y o u r g r o u p o f
years, and having adopted one interpret- and start thumping h i m — he m i g h t just players.
ation a l o n g t i m e a g o ( i n f a c t I c a n ' t object, a n d p e o p l e s o o n s t a r t t a l k i n g
remember there having been any debate about this sort of unsocial misbehaviour. I would be intrigued to hear from DMs and
about t h i s a t t h e time), I ' m surprised t o W h a t you have to do is hire someone who players w i t h t h e i r v i e w s o n t h i s l i t t l e
learn that there are two strong schools of will help you to learn new skills and hone matter. Particularly, h o w d o y o u j u s t i f y
thought on this issue. I suppose this goes old ones, and the instructors, or even just the system you have adopted, in terms of
to show h o w insular one g e t s - - I should the sparring partners, aren't going to give 'realism' (if that's w h a t turns you on), or
not b e s u r p r i s e d a t a l l O n e s c h o o l o f you their services for free. The same goes play-balance? Let me k n o w a n d w h i l e
thought s a y s t h e a d v e n t u r e r u s e s t h e for t h e m u s t y tomes; t r y pinching t h e m you're at it, you had better tell me if there
gold to buy the experience gain (training, out of the local library to study for a f e w are a n y o t h e r l i t t l e q u i r k s y o u h a v e
and so forth), w h e r e a s the other school months, a n d s o m e o n e i s g o i n g t o d i s - developed in the way you play.
allows him the cash as well. agree w i t h y o u r assumption o f property ;Ai D o n Tu r n b u l l
I M A G I N E m a g a r w, Septemba 1984
35
GAMES W I T H O U T F R O N T I E R S
by Graeme Davis
Characters
The player character is arguably the most
complex part o f any RPG system, and i t
will b e h e r e t h a t t h e differences i n t h e
mechanics o f t h e v a r i o u s s y s t e m s w i l l
cause the most problems. It will rarely be
possible to convert a character from one
system to another with total accuracy, but
with a l i t t l e w o r k a n d i m p r o v i s a t i o n i t
One o f m y favourite f i l m s i s The Seven Looking t h r o u g h t h e advertising i n a should b e possible t o come fairly close.
Samurai. T h e s t o r y o f a g r o u p o f h i r e d few back issues, I managed to compile a Try to bear the character in m i n d rather
fighters d e f e n d i n g a v i l l a g e f r o m t h e list of about 50 RPGs available to the UK than t h e statistics, a n d b e prepared t o
gamer. T h e t w o UK prozines have pub- tailor t h e r e s u l t s o f calculations w h e r e
depredations o f bandits is stirring stuff,
guaranteed t o a p p e a l t o t h e h e r o i n lished material relating to scarcely 20 of necessary.
anyone. The plot was so popular, in fact, them, w i t h t h e •big f o u r ' o f the OSLO®, In m o s t cases, t h e s t a t i s t i c s w h i c h
that it was re-made as a w e s t e r n — The A D & D , Runesauest and Traveller games make up a character can be divided under
Magnificent Seven — w h i c h i n turn has commanding at least 90% of the limelight. the f o l l o w i r g headings:
The same situation exists with regard to Attributes
been r e m a d e a s a s p a c e opera, B a t t l e
Beyond the Stars. It was even used in one published s c e n a r i o s a n d o t h e r s u p p l e - Hit points
episode of the TV comedy Steptoe & Son, mentary material, m e a n i n g t h a t players Weapons and other skills.
of t h e less-popular g a m e s m u s t create This first article will deal with character
in w h i c h a p r o t e c t i o n - r a c k e t g a n g i s
routed by a group of pensioners, who had their own material or adapt that published attributes, w h i l e hit points, weapons, etc
been using their concessionary tickets to for other games. will follow in a subsequent instalment.
watch B r u c e L e e f i l m s i n t h e l o c a l Every RPG is necessarily limited by the
cinema! A n d , o f course, M i k e B r u n t o n ' s milieu w h i c h i t sets out to cover and by Attributes
A D & D , scenario Slack Roses in issue 11 the treatment it is given by its designers, There a r e t w o basic p o i n t s t o consider
was n o t a m i l l i o n m i l e s f r o m t h e s a m e and f r o m t i m e t o t i m e t h e referee o f a w h e n dealing with character attributes —
plot. role-playing c a m p a i g n m a y w i s h t o i n - firstly, h o w the initial scores have been
This example sums up w h a t this short corporate NPCs, weapons, creatures, o r generated, a n d secondly, w h e t h e r t h e y
series of articles is all about t r a n s l a t e d even whole scenarios from other systems are improvable.
into gaming terms, w h a t we have here is to provide a c h a n g e o f pace o r a n e w In m a n y cases, initial attribute scores
a B u s h i d o adventure w h i c h h a s been challenge. are generated by means of dice rolls, the
adapted for the B O O T H I L L , game, for, In t h i s article a n d those t h a t follow, I most common being three six sided dice
say t h e S p a c e O p e r a o r S T A R shall b e l o o k i n g a t v a r i o u s w a y s o f (3d6). The tables (for which l am indebted
FRONTIERSjk games, and for the A D & D converting material from one RPG system to A n t h o n y R A l l a n ) s h o w some o f t h e
game (or possibly the G A N G B U S T E R S ' to another. B u t the differences between more common dice rolls used to generate
game or even MSPE?). the huge number of RPG systems can be RPG characters. T h e c o l u m n headed n
36 I M A G I N E m a p z i t w , SepWmtler 1984
shows t h e n u m b e r o f w a y s i n w h i c h a
certain score can be obtained. For exam- 2d6 3d6
ple, t h e r e is only one w a y to score 3 on n
Score n p% P% Score P% P%
3d6 — 1 - 1 - 1 — w h i l e t h e r e a r e t h r e e
ways t o score 4 — 1-1-2, 1 - 2 - 1 , 2 - 1 - 1 . 2 1 2 778 2.778 3 1 0,463 0.463
The c o l u m n h e a d e d p % g i v e s t h e p e r - 3 2 5,556 8,333 4 3 1389 18 5 2
centage c h a n c e o f g a i n i n g t h e g i v e n 4 3 8.333 16 6 6 7 5 6 2 778 4 630
score, and the column headed P% gives 5 4 11.111 27 7 7 8 6 10 4,630 9 259
the chance of scoring t h e given n u m b e r 6 5 13,889 41 6 6 7 7 15 6,944 25 9 2 6
or less. 7 6 16,667 58 3 3 3 8 21 9,722 25 9 2 6
You will notice that the closer you are to 8 5 13 8 8 9 71 6 6 7 9 25 11.574 37 5 0 0
9 4 11.111 83333 10 27 12 5 0 0 50 0 0 0
the middle of the score range, t h e more
10 3 8 333 91.667 11 27 12.500 62 5 0 0
ways t h e r e a r e o f r o l l i n g a p a r t i c u l a r 2 12 25 11.574 74 074
11 5,556 97,223
score, and thus the easier it is to roll that 12 1 2,778 100 0 0 0 13 21 9 722 83 7 9 6
score. The more dice you roll, the heavier 14 15 6,944 90 741
the w e i g h t i n g towards the middle of the 15 10 4,630 95 3 7 0
score r a n g e — c o m p a r e t h e t a b l e s f o r 16 6 2.778 98 1 4 8
2d6, 3d6 and 4d6. 4d6 17
18
3
1
13 8 9
0 463
99 5 3 7
100 0 0 0
Given sufficient k n o w l e d g e o f statist-
ics, and preferably a computer, it is easy Score n P % P %
enough to work out tables for any dice roll
you need, b u t those g i v e n h e r e s h o u l d 4 1 0,077 0 077
cover most requirements. With percentile 5 4 0.309 0.386
dice, o f course, there is only one w a y in 6 10 0 772 1,157 4 d 6 d i s c a r d i n g lowest die
7 20 1,543 2,701
which any score can be rolled, so that the 35 Score n
8 2.701 5 401 P% P %
probability of rolling any score is l'Yo and 9 56 4.321 9.722
the cumulative probability (Pc)/0) is equal to 10 80 6 173 15.895 3 1 0.077 0 077
the score itself. 11 104 8 025 23,920 4 4 0 309 0 386
Some systems start off with a percent- 12 125 9.645 33,565 5 10 0 772 11 5 7
ile dice roll, a n d t h e n modify i t so as to 13 140 10,802 44,367 6 21 1,620 2 778
eliminate h o p e l e s s l y w e a k characters. 14 146 11 2 6 5 55633 7 38 2 932 5 710
BOOT H I L L a n d G A N G B U S T E R S 15 140 10 802 66.435 8 62 4.784 10 494
16 125 9,645 76,080 9 91 7 022 17 5 1 5
games both do this, using t h e f o l l o w i n g
17 104 8,025 84,105 10 122 9 414 26 9 2 9
table:
18 80 6.173 90,278 11 148 11 4 2 0 38 349
Dice roll M o d i f i e r
19 56 4 321 94.599 12 167 12,886 51.235
01-25 + 2 5 20 35 2.701 97.299 13 172 13.272 64 5 0 6
26-50 + 1 5 21 20 1.543 98,843 14 160 12 3 4 6 76 852
51-70 * 1 0 22 10 0 772 99,614 15 131 10 108 86 9 6 0
71-90 + 5 23 4 0.309 99,923 16 94 7.253 94 2 1 3
91-00 + 0 24 1 0.077 100 0 0 0 17 54 4 167 98 3 8 0
18 21 1620 100 0 0 0
This m e a n s that no score can be less
than 2 6 (01+25), a n d produces a r a t h e r
odd probability distribution. Try working it
200
out f o r y o u r s e l f . W r i t e d o w n a l l t h e
possible scores from 26 to 1 0 0 and then
Score n p% P% 4d5
see h o w many ways there are of arriving 2 1 100 1.00
at e a c h i n d i v i d u a l s c o r e . R a t h e r t h a n Score n P % P %
3 2 200 3.00
being w e i g h t e d t o w a r d s s c o r e s i n t h e 4 3 300 600 4 1 016 0.16
middle of the range, this system cuts out 5 4 400 10 00 5 4 0.64 0,80
low scores altogether, and produces four 6 5 500 15 0 0 6 10 160 2.40
areas w i t h a slightly higher probability. 7 6 600 21,00 7 20 3.20 5.60
It i s f a i r l y straightforward t o c o n v e r t 8 7 7,00 28,00 8 35 5.60 11.20
9 8 800 36 0 0 9 52 8,32 19.52
attributes f r o m o n e s y s t e m t o a n o t h e r
10 9 900 45 0 0 10 68 10 88 30,40
using t h e s e tables, provided t h a t b o t h 11 10 10 0 0 55 0 0 11 80 12 8 0 69 6 0
systems use non-improvable scores gen- 12 9 900 64 0 0 12 85 13 6 0 56 8 0
erated by dice rolls. 13 8 800 72 0 0 13 80 12,80 69,60
The f i r s t stage i s t o list t h e attributes 14 7 700 79.00 14 68 10 88 80 48
used i n b o t h systems. S t r e n g t h , i n t e l - 15 6 600 85 0 0 15 52 8 32 88 8 0
ligence a n d d e x t e r i t y a p p e a r i n m o s t 16 5 500 90 0 0 16 35 5.60 94,40
systems in one form or another, and some 17 4 400 94 0 0 17 20 3.20 97 6 0
other attributes may be special cases or 18 3 300 97 0 0 18 10 160 99 2 0
19 2 200 99 0 0 19 4 0 64 99 84
sub-divisions o f t h e s e . F o r e x a m p l e ,
20 1 1.00 100,00 20 1 0.16 100 00
strength m a y be split i n t o s t r e n g t h and
c o n s t i t u t i o n , contrasting muscle-power
with resilience, and similarly will p o w e r extent upon o t h e r s — f o r example, o n e Finally, a n y attributes n o t accounted
or w i s d o m m a y be separate from i n t e l - might expect e d u c a t i o n t o be related t o for in the 'host' system should be gener-
ligence, a n d dexterity m a y be split i n t o intelligence, o r a p e r c e p t i o n or observ- ated randomly using the appropriate dice
c o - o r d i n a t i o n , a g i l i t y, speed and so on ation score m i g h t b e affected b y i n t e l - rolls. I n s o m e s y s t e m s , a t t r i b u t e s a r e
These scores can be converted directly by ligence (mental alertness). This compar- generated w h i c h g o v e r n w e a p o n a n d
looking u p t h e P% f i g u r e o n t h e appro- ison s h o u l d g i v e s o m e c l u e s a s t o other skills (eg gun accuracy and t h r o w -
priate t a b l e f o r t h e ' d o n o r ' system a n d whether t h e scores i n t h e s e a t t r i b u t e s ing a c c u r a c y in B O O T HILL, Expertise,
taking the score with the same P% figure should b e h i g h m e d i u m o r l o w, b u t i t Rapier and Dagger for En Garde, Driving
in the 'host' system. should only be used as a general guide- for G A N G B U S T E R S ) . T h e s e attributes
Next, look at the attributes in the 'host' line and precise scores should be gener- should be left for the time being, and filled
system which cannot be calculated in this ated r a n d o m l y w i t h i n t h e b r o a d l i m i t s in a f t e r skills have been dealt w i t h (see
way. S o m e o f them m i g h t depend t o an indicated. overleaf).
1 I , I ( ; I : m a t 3 a 0 t e • September 1984
37
Exonzpies A l i t t l e m o r e difficult a r e those systems
which, like The Fantasy Trip or Bushido,
1. A c h a r a c t e r f r o m E n G a r d e i s t o b e give the player a fixed number of points to
converted for Pirates and Plunder. be allotted as s h e pleases between t h e
character's attributes. It is not possible to
En G a r d e h a s t h e f o l l o w i n g attributes: break this down into a series of percent-
Strength, Expertise, Constitution and En- ages, since it relies on choice rather than
durance. All are generated on 3d6, except chance; i n s t e a d , w e n e e d t o u s e t h e
for E n d u r a n c e , w h i c h i s S t r e n g t h x concept of the Classic Person.
Constitution. Since this represents a h i t Originally developed in Bushido, this is
point figure, it will be left for the present. an important concept. The Classic Man is
Let u s say t h a t t h e E n Garde character Mr Average, totally unexceptional in any
has the following attribute scores: attribute or ability, and as such he can be
used a s a fixed p o i n t o f reference f r o m
Strength: 1 6 P%: 9 8 . 1 4 8 one system to another.
Expertise] 11 P%:62.500 Luck w a s g e n e r a t e d u s i n g a s i m p l e Where the attribute generation system
Constitution: 7 P%:1 6.204 percentile dice roll, divided by 2. is of the choice type, the Classic man has
The Call o f Cthulhu attributes needed the f i x e d n u m b e r o f p o i n t s distributed
The P i r a t e s & P l u n d e r a t t r i b u t e s a r e are S t r e n g t h , D e x t e r i t y, i n t e l l i g e n c e , equally between all attributes, and where
Strength, Intelligence, Agility, Movement, Constitution, Charisma, Power, Size and it is of the chance type, he has an average
Stealth, Vision, Hearing, Senses, Consti- Education. A l l are generated using 3d6. score i n a l l a t t r i b u t e s ( d e t e r m i n e d b y
tution, Stamina, Wounds, M u s k e t Train- Strength (= Muscle), Dexterity(= Agility), averaging the highest and lowest possible
ing, P i s t o l T r a i n i n g , S w o r d s m a n s h i p and C h a r i s m a ( = Presence) c a n a l l b e scores). Thus the classic man in Bushicio
Training, and Fist/Dagger Training. converted straightforwardly using the P% has a s c o r e o f 1 0 i n a l l a t t r i b u t e s ( 6 0
That is quite a lot to fill in from three En column of the 3d6 table, giving the scores points allotted equally), while in the D&D
Garde scores, a n d i t is obvious t h a t w e of 12, 6 and 13 respectively. game he has a score of 11 i n all attributes
cannot expect to cover all of them using In g e n e r a t i n g t h e Intelligence score, (3+18/2 , 10.5, round up to 11).
the tables. A l l a r e generated o n 2d1 0, the Gangbusters Observation score might With a l i t t l e approximation, based on
except Senses w h i c h i s t h e average o f be taken into account — it is low average, this fixed point, i t should be possible t o
Vision a n d H e a r i n g . T h e r e a r e s o m e so the Call of Cthulhu Intelligence score convert scores w i t h s u ff i c i e n t accuracy
modifiers according to whether the char- should not be exceptional, although t h i s for m o s t practical purposes; y o u w i l l a t
acter is a major or minor PC or NPC, but to only provides a v a g u e h i n t . A 3 d 6 r o l l least be able t o say w h e t h e r a score i s
cover those w o u l d m a k e t h e task hope- produces a score of 12, which the referee low, low-average, average, high-average,
lessly complicated, s o I h a v e chosen t o deems acceptable. or high. Remember that total accuracy is
ignore them. Constitution, averaged with Size, gives never possible because the different RPG
The attributes in common between the the hit point figure for Call of Cthulhu, so systems w o r k i n s u c h w i d e l y d i ff e r i n g
two s y s t e m s a r e S t r e n g t h a n d Constit- it m a y be preferred t o leave t h e s e t w o ways.
ution, and their P% of 98.148 and 16.204 attributes until h i t points are dealt with. The p i c t u r e c a n b e complicated even
respectively can be read off as 18 and 6 On the other hand, it might be generated further by systems in w h i c h initial attri-
on t h e 2 d 1 0 t a b l e , g i v i n g t h e P & P at this stage using the Muscle score as a bute scores are improvable, a n d rise as
character 18 strength and 6 constitution. guideline. A g a i n , t h i s i s i n t h e average the character progresses. W h i l e a D & D
The E n G a r d e Expertise s c o r e c o r r e s - range, s o t h a t a 3 d 6 r o l l o f 1 0 i s character can have a maximum 18 in any
ponds t o P&P S w o r d s m a n s h i p training, acceptable. attribute r i g h t f r o m t h e w o r d g o , f o r
and its P% of 62.5 gives a 2d1 0 score of Power i s a n a t t r i b u t e w h i c h i s c h a r - example, i t i s u n l i k e l y t h a t a B u s h i d o
12. T h i s c a n b e t a k e n a s i t s t a n d s i f acteristic o f t h e R u n e q u e s t f a m i l y o f character will have the m a x i m u m 4 0 for
desired, or noted down as a guideline for games, to which Call of Cthulhu belongs, any a t t r i b u t e u n t i l a l o t o f g r e a t deeds
the treatment of skills later on. The P&P but which has a counterpart in few other have been done. Again, it is impossible to
attributes o f S t a m i n a a n d W o u n d s a r e RPG systems. However, since it governs convert with total accuracy in such cases,
essentially h i t p o i n t s c o r e s , a n d a r e the luck roll (POWx5) it can be related to but s u ff i c i e n t f a m i l i a r i t y w i t h b o t h sys-
ignored for now. The other P&P attributes the Gangbusters luck score. The G a n g - tems should give some clues.
are unrelated to those from En Garde and busters luck check gives the character a To c o n v e r t f r o m a n improvable-score
must be diced from scratch. 48% chance of a lucky break, and if this is system to a fixed-score system, take the
equated to the Call of Cthulhu luck roll it original attributes w i t h w h i c h t h e char-
2. A c h a r a c t e r f r o m t h e G A N G - gives a power score of 48/5 s approx 10. In acter started life, and it should be possible
BUSTERS,, game is to be converted for view o f t h e v e r y h i g h L u c k s c o r e i n to convert these satisfactorily. The differ-
use with Call o f Cthuthu. The character Gangbusters terms, it may be decided to ence between original and current scores
has the following scores and P% figures adjust t h e P o w e r score upwards, s i n c e reflects a d v a n c e m e n t , a n d s h o u l d b e
— u s e t h e m , i f you w i s h , t o check t h e luck rolls in Call of Cthulhu are generally taken into account when converting skills
table y o u h a v e w o r k e d o u t f o r t h e higher; this is for the individual referee to (to be covered next month).
Gangbusters attribute system. decide, guided by his or her knowledge of Converting the other way, from a fixed
both systems. score s y s t e m t o a n i m p r o v a b l e - s c o r e
Muscle] 9 8 P%: 71 Size m a y be generated f r o m scratch, system, presents m o r e o f a problem. I n
Agility: 31 P%: 06 since it has no equivalent in Gangbuster some cases it may be possible to assess
Observation: 49 PTo: 33 attributes, or it may be left until hit points the character's advancement, in terms of
Presence: 8* P%: 8 0 have b e e n d e a l t w i t h (see Constitution skill l e v e l s a n d s o o n , a n d u s e t h i s t o
Driving: 4 0 P%: 15 above). A l t e r n a t i v e l y, t h e c h a r a c t e r ' s arrive a t a ' t h e o r e t i c a l ' s e t o f o r i g i n a l
Luck: 4 8 * P%: 96 height and weight from the Gangbusters scores for the improvable score system.
campaign r u l e s m a y be taken i n t o con- These can t h e n be adjusted u p w a r d s to
* These t w o c h a r a c t e r a t t r i b u t e s w e r e sideration. an a p p r o p r i a t e d e g r e e t o r e f l e c t t h e
generated using a different system from Education m u s t b e g e n e r a t e d f r o m character's current level of advancement.
the others. Presence was generated by a scratch in this case; there is no compar- In all cases, one should go by 'feel', based
d 1 0 roll using the following modification able o r r e l a t e d a t t r i b u t e i n t h e G a n g - on t h e Classic M a n for each system and
table: busters character to provide a guideline, thorough knowledge of the mechanics of
Die roll Modifier and i t i s u n r e l a t e d t o t h e I n t e l l i g e n c e both games.
1-3 +2 score in Call of Cthulhu. _AL5Graeme Davis
4-7 +1 N e x t m o n t h : Hit points, w e a p o n s a n d
8-10 +0 skills
38 I M A G I N E ma9azitw, Septemba 1984
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,wataeciialt x;tri it) I av•i imvirati A•it r c 11"'a'•
A Pilots Guide to
the Drexilthar Sector
Pilots G u i d e i s a f u l l y d e s i g n e d s u b -
sector o f G a m e l o r d s / FA S A ' s R e a v e r s
Deep s e c t o r f o r Traveller. T h e designer
offers a o n e - a n d - a - h a l f p a g e e s s a y o n
each o f t h e p l a n e t s i n t h e sub-sector,
together with astrographic data. There is
a full political and historical background
to the sub-sector. Furthermore the Guide
is a useful aid in that many of Gamelords'
scenarios are set in this region.
Of course Pilots Guide leaves a l o t of
work for the referee to do before one can
use the supplement fully. For example the Ascent to Anekthor ge
planetary m a p s w o u l d h a v e t o b e p r o -
duced. However it is well
worth it. It could see a
The Mountain Environment
beginning referee off to a These t w o a d d i t i o n s t o t h e Tr a v e l l e r have to be led by at least one experienced
very good start; the actual range fit together; one cannot be played player or NPC.
design of one sub-sector without the other. The Mountain Environ- A s c e n t i s t h e o n e occasion t h a t t h e
is a lot of work for the m e n t is a detailed system for m o u n t a i n players climb a mountain for fun. It is set
uninitiated. Pilots Guide climbing, A s c e n t puts it into practice. in Gamelords/FASA's Reavers Deep sec-
gives a good introduction The mountain environment is good as tor. However the adventure could easily
to the Reavers Deep for an far as it goes; the rules for climbing and be relocated i n t h e referees o w n c a m -
experienced group, a the g e n e r a t i o n o f a m o u n t a i n f a c e a r e paign. A s a s c e n a r i o A s c e n t i s w e l l
sector which is very very w e l l conceived. H o w e v e r, i t s o o n produced, t h e c o n c e p t s b e h i n d i t a r e
different from those occurred to this reader, w h a t is the point sound. The basic plot is a race between
published so far. of a l l t h i s detail? H o w m a n y t i m e s w i l l three teams, led by rival nobles, to get to
Pilots Guide is a no- your Travellers have to scale a mountain the top of a mountain. Of course the task
nonsense, straightforward face? The only times I have been able to is n o t t h i s simple, t h e r e a r e o t h e r sub-
Traveller supplement. It use this are in crash situations or w h e n plots to break the monotony.
has little in the way of small climbs are needed, usually skulking One m a i n c r i t i c i s m i s t h e m o u n t a i n
frills. However it is well around doing a dirty deed. Apart from that itself. The rules in Mountain Environment
produced and w h a t it one scenario w h e r e t h e players climb a need a very detailed climbing pitch, that is
contains is good, sensible mountain for fun, I don't think I shall ever w h a t you get in Ascent, a n d i t takes up
stuff. Pilots Guide is a use the full mountaineering rules. almost half the book.
welcome addition to any -Another point t h a t has t o be m a d e i s Gamelords are doing good work expand-
Traveller collection. It will that the adventurers have to be skilled in ing rules for varous areas, eg mountains
be of use to the beginner mountaineering. I t should be obvious to or underwater. However if this is of little
and the veteran alike. anyone that a novice climbing a mountain use i n t h e average campaign t h e w o r k
_45 Stephen Nutt faces grave danger. T h u s t h e travellers seems wasted. A i Stephen N u t t
" ti
„
/
•
••••••,"
I • litweetuippiyaitWo61
The Traveller
way t h r o u g h obstacles, w h i c h does n o t caution and stretch i t forwards or back- Adventure
stimulate t h e i m a g i n a t i o n a n d i s v e r y wards to allow the party to encounter the
dangerous. ship at the required point. The Traveller A d v e n t u r e is the second in
Furthermore, the time limit may be too Eleanor Moraes is thus constrained by a s e r i e s o f l a r g e f o r m a t presentations,
tight. T h e players h a v e t o average t w o its v e r y nature. I f all goes according t o containing a v e r y i m p o r t a n t m a j o r p l o t
kilometers p e r h o u r a l l t h e t i m e , i e plan, i t w i l l b e exciting; i f not, a g r e a t which r u n s t h r o u g h t h e e n t i r e b o o k ,
without s l e e p . T h e r e s u l t i s t h a t t h e disappointment. However, i f the players supplemented by many mini-scenarios, It
required finale, an assault on the Eleanor do succeed I w o u l d n o t l i k e t o b e t h e is presented as a science fiction novel in a
Moraes b e f o r e s h e b l a s t s o ff , m a y b e engineer who shot them down in the first sense, but one in which you can role-play
difficult to achieve. It seems prudent then place. the major characters.
for the referee to treat the time limit with 1445 Stephen N u t t The basic plot is that the adventurers
are t h e c r e w o f a m e r c h a n t s h i p , t h e
March H a r r i e r. T h e y h a v e t o t r a v e l t o
Product information finance the running of the ship and meet
the h e a v y i n s t a l m e n t s t h a t h a v e t o b e
Mutiny on the Eleanor Mores (f4.50) is a These addresses is for information only; all
products should be at your local games shop. paid to the ship's owners. Thus all of the
STAR F R O N T I E R S / K n i g h t H a w k s a d v e n t u r e
from TSR U K Ltd, T h e M i l l , R a t h m o r e Road, Pilots G u i d e , A s c e n t , M o u n t a i n E n v i r o n - adventure is at least tenuously linked to
Cambridge C B I 4 A D m e n t a n d Wa n t e d : A d v e n t u r e r s a r e G a m e - merchanting.
Safari S h i p (1.2.95) a n d T h e Tr a v e l l e r lords products, w h o a t time o f going to press The way this is laid out and presented is
A d v e n t u r e ( f 9 . 9 5 ) a r e G D W products, d i s - have no distributor in this country at present superb. The adventure i s long; i t w o u l d
tributed in t h i s c o u n t r y by Games Workshop, For t h i s r e a s o n n o U K p r i c e s a r e c u r r e n t l y take a t least t w o years o f g a m e t i m e t o
2 7 / 2 9 Sunbeam Road, London N W 1 0 6JP available.
play, i f played alone. I f i t w e r e inserted
into an existing campaign, this time could
easily double or treble. The presentation
Adventure 10: Wanted: Adventurers is very good, the art work is amusing and
in some cases striking.
Wa n t e d : A d v e n t u r e r s , u n l i k e S a f a r i The author has split the main plot into
Safari Ship Ship, is not one adventure but a game aid units to prevent the players being chan-
Safari S h i p is a h u n t i n g and exploration outlining a series of 20 mini-scenarios. nelled. H e links these sections b y large
adventure set on an unpopulated world in Thus, Wa n t e d : A d v e n t u r e r s i s m u c h numbers of patron scenarios. This means
District 268. The characters are crew and like 7 6 P a t r o n s . H o w e v e r, i t goes i n t o that each new stage of the adventure can
act a s h u n t i n g c o m p a n i o n s f o r a r i c h much m o r e depth, o ff e r i n g a t w o - p a g e be introduced smoothly when it suits the
patron in search of a rare animal. background on each job. Of course these referee, a n d t h e r e f e r e e i s t h u s l e s s
The m o d u l e is w e l l l a i d o u t and good mini-scenarios w i l l n e e d s o m e w o r k t o constricted by the demands of the plot.
value f o r money. H u n t i n g scenarios are expand them, if they are going to be done The adventure gives the
easy to organise and run, and this will act justice. In some cases this will not be a lot Traveller buff a massive
as the archetype for such adventures. It of bother, involving perhaps a f e w NPCs, amount of information on
shows t h e referee h o w t o present such a m a p o r two. H o w e v e r some w i l l need the GDVV Imperium and
scenarios and how to break up tne tedium substantial w o r k d o n e o n t h e m , t h e on merchanting in
of w h a t is essentially a series of animal mercenary s c e n a r i o b e i n g t h e p r i m e general. The only minor
encounters. example, w h i c h offers an orbital assault drawback that I found is
Safari Ship also adds another starship in regimental strength. that the referee has a lot
to the referee's repertoire. This ship is a Game aids like this are a great help to of small detail to add,
mustering-out benefit for the Hunters. It the Tr a v e l l e r r e f e r e e . T h e v e r y l a r g e generation of NPC stats
is well designed and very realistic, as are scope o f Tr a v e l l e r p r e v e n t s a d e t a i l e d for example, yet this is
all G D W ' s starships. This kind of content coverage o f e v e r y detail, a n d Wa n t e d : hardly surprising w h e n
gives a lot to the referee, w h o can use the Adventurers allows the referee to inject one considers the scope of
ship m a n y times after t h e initial adven- impromptu action into the campaign. The the adventure.
ture i s over. T h e Safari S h i p i s a g o o d referee can mix new material with detail- I rate the Traveller
means o f travel, a n i d e a l p r i v a t e r u n - ed, larger scenarios, t h a t may be taking adventure in the top five
around w i t h o u t t h e t i e s t h a t m e r c h a n t game months to accomplish. Most import- best role-playing products
ships have antly, t h e referee h a s material a t h a n d that have ever been
The main strength of this scenario is its when t h e p l a y e r s d e c i d e t o t a k e a n placed on the market. In
twist. W h a t begins a s a q u i t e straight- unplanned path, it adds another string to the context of Traveller it
- f o r w a r d hunting adventure ends a s a the referee's bow, allowing him flexibility is the best thing G D W
novel a n d u n i q u e Traveller experience. in the face of an energetic party. have ever produced,
Players a n d r e f e r e e s w i l l f i n d t h i s a The scenarios contained in this play aid simply a m u s t for
pleasing surprise and a w o r t h w h i l e end. are o n l y skeletons, y e t i t gives depth t o anybody running
As such Safari Ship really does cut n e w the referee's campaigns and a l l o w s off - a Traveller
ground for the Traveller enthusiast. the-cuff activity in play sessions. campaign.
itig5 Stephen N u t t 04.5 Stephen N u t t i k Stephen N u t t
es-
11;040.cly• • •' i riffikilkiregamix, 1 : i
44110.1W,IIMiliiycd,vvalleit,,..to rat oiftottif0, i ; e a t :6 It
Forces of Fantasy
Forces o f Fantasy, first of least, n o t w h i l e you're in the shop... B u t Booklet 2 i s m u c h better. B e g i n n i n g
many planned what of the contents? with various simplifications o f standard
Wa r h a m m e r supplements, B o o k l e t 1 i s all you need to k n o w to Wa r g a m e s / r p g rules (especially good is
is battling for a niche in create y o u r o w n ' f i g h t i n g b a t t a l i o n s ' . the Cavalry section), i t c o n t i n u e s w i t h
w h a t is fast becoming one Listings by race (Norse, Orcs, Wood Elves, some figure-painting and tactics instruct-
of the most commercial etc) give y o u t h e basic natures, o r g a n - ions, a n d concludes w i t h 'Regiments o f
and cut-throat of markets. isation a n d n u m b e r s o f a n y a r m y y o u Renown', some specimen warrior-bands.
Has it the quality to might w a n t t o b u i l d f r o m y o u r Citadel Worth looking at, this.
• establish WH as a major Miniatures. W h i c h is both good and bad. But N o , 3 makes u p for that! Entitled
4 rules system? Or will Ready-made b a t t a l i o n s d o m i n i m i s e Arcane M a g i c s , a l l i t g i v e s a r e a f e w
Citadel's brave venture work, d o a i d g a m e b a l a n c e ; b u t t h e y magic items, a couple of n e w monsters,
become just another impose u n w e l c o m e r e s t r i c t i o n s o n t h e and a n a s s o r t m e n t o f spells a n d m a g i c
failure in the flotsam w a k e player too. weapons. M a n y magazines w o u l d g i v e
of the Big Three? The booklet also provides three pages you more
Presentation is of r u l e s extensions. ' O r g a n i s i n g troops On the rules front, therefore, FoF falls
encouraging. Careful into Regiments' tells you t h a t you need just as flat as VVH did. But in a sense that
layout, abundant between 1 2 and 2 0 figures to have even is i r r e l e v a n t . VVH s e l l s b e c a u s e i s i s
illustration and colourful the smallest denomination of an army (a simple, a n d because i t i s n i c e l y f i g u r e -
box art make for an further f 5 t o f 8 f o r Citadel!), and rules oriented. A n d in that context FoF proves
attractive product. A n d concerning L e a d e r s , Standard-bearers, an excellent supplement.
with three booklets to Champions and Musicians show you just So is WH here to stay? The a n s w e r is, of
tackle, you w o n ' t quibble four of the figures you'll have to buy. VVH course, yes.
about value for money... a t a miniatures advertisement? Never?! 4 5 R i c h a r d Lee
clubs 81 ccents... clubs o v n t s d u b s & e v e n t s . . , clubs events
GAME COMPANY
Cktbs Events
On this pct9e we w i l l advertise your d a l , Or9anisers o f rote-platin9 events shintlit take care to i n f o r n us at least
or appeatfor other 9amas to help found- T W O M O N T H S in avarice, for free publicity in these pages.
a new club in your area, free o f char9e. Write to IMAGINE magazine, The Mill, Rathmore Rd, Cambridge.
:
DE-LUXE INDEED!
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magazine
GAMESFAIR P O L L
R E S U LT S
Here they are, t h e results o f the most OVERALL BEST RPG BEST FILM BEST B O O K /
SERIES
exhaustive poll of the gaming fraternity 1. A D & D 67% 1. Raiders of the
we've ever published; the new 'Oscars' 2. Call of Cthulhu 11% Lost Ark 32% 1. Lord of
of t h e role-playing s c e n e ! S h o c k i n g 3. D & D 10% 2. Return of the Rings 67%
revelations, stunning turns of fortune - the Jedi 27% 2 Earthsea 11%
Fantasy RPGs s t i l l h a v e t h e m a r k e t i n t h e i r grip, i t
all this and more.... seems. Call o f C t h u l h u , w h i c h straddles a n u m b e r of 3. Life of Brian 18% 3 Covenant 7%
categories - fantasy, horror, historical - in people's
Having g o t p a s t t h e b i g b u i l d - u p , a i m e d minds, h a s achieved widespread recognition n o w as BEST S P O R T I N G
the foremost challenger to the t w o market leaders. EVENT BEST M U S I C
primarily at those (a tiny minority of the British
public) w h o did not buy, b o r r o w or glance at a 1, Wi n t e r 1, Mike Oldfield 25%
BEST I N D I V I D U A L S C E N A R I O
copy o f # 1 5 , w e c a n n o w g e t o n w i t h t h e 30% 2. Michael
Olympics
business o f publishing t h e r e s u l t s of the Poll for any RPG
2. S u p e r b o w l 23% Jackson 2 0 %
w e published then. You will remember that the 22% 3. Beatles 1 6')/o
1, 5 1 To m b of Horrors 25% 3. FA Cup
delegates at the 1 9 8 4 GamesFair convention
2. Tizun Thane (WD18) 19%
at R e a d i n g w e r e a s k e d t o v o t e f o r t h e i r EVENT OF 1 9 8 3 T U R K E Y OF 1 9 8 3
3.16 Ravenloft 15%
favourites i n 21 c a t e g o r i e s - some of w h i c h
4. X2 Castle Ambreville 14% 1, Christmas 23% 1, Arthur
were n o t e n t i r e l y s e r i o u s - a n d t h a t t h e i r
5. EX1 M a g i c M i r r o r 12% 20% 39%
votes w e r e t h e n u s e d as the f o u n d a t i o n o f a 2. Birthday Scargill
& 14 Pharoah 12% 20% 2. The Thatchers 15%
system of nominations. Their selections w e r e & Gamesday
then tried Out on the great voting public - le, Too c l o s e t o m e a n m u c h , t h i s c a t e g o r y • s m o s t 3. Boy George 14%
you A n d j u s t u n d e r 1 0 0 of you s e n t i n y o u r interesting feature is the excellent position gained by
votes, a l i t t l e s h o r t o f t h e 1 % r e t u r n o n a magazine scenario,
The Open Heart Surgery® G a m e Aw a r d
circulation we had hoped for W e hope the rest for the game most eagerly awaited in 1 9 8 4
of you are suitably ashamed. BEST B O A R D / C A R D G A M E
1, S t Trinians M e e t Mad M a x 2 6 %
1. Judge Dredd 32% 2. Coronation Street T" R PG 2 3 %
Enough, let's get on. Remember that it is never 2, Chess 23% 3. Oxford & Cambridge Battleboats 18%
too l a t e t o p a s s o n y o u r o p i n i o n s a b o u t a n y 3. Diplomacy 12%
gaming topic, s o i f s o m e t h i n g i n t h e r e s u l t s & Illuminati 12%
The Finchley Central Aw a r d
amazes, h o r r i f i e s o r leaves you f r o t h i n g w i t h Well, w o u l d you argue w i t h him? A n excellent result, for the worst thing to happen
rage, drop us a line. We w i l l s h o w just the top and o n e of t h e f e w t h a t s h o w s t h e British m a k i n g a to gaming in 1 9 8 3
three positions i n m o s t categories, except i n substantial impact on gaming. A pity. Good to see that 1. AD&DJ3 A c t i o n Figures
those w h e r e the votes w e r e very close for the Chess can still attract a following. 47%
(the Bendy Ones)
minor placings, in w h i c h case a f u l l e r list w i l l 18%
2 S e w a r s Didn't Fold
appear. BEST P R O F E S S I O N A L M A G A Z I N E 11%
3. N e w A D & D character classes
1. Imagine 46%
BEST FA N TA S Y R P G 2. W h i t e D w a r f 30% The Tyburn Hall of Fame Aw a r d
3. Tortured Souls 20% Who would you like to see hung in it?
1. A D & D 67%
2. D8,0 10% Best not to say anything about this_ , Congratulations 1. Pete Tamlyn 28%
6% to B a s i l & S i m o n w h o h a v e m a d e To r t u r e d S o u l s 20%
3. Runequest 2. L e w Pulsipher
4. Call of Cthulhu 5% such a f a v o u r i t e so quickly. 3. Torville & Dean 18%
& Runic Press International 18%
Despite the results in o t h e r polls, and t h e vociferous
BEST A M AT E U R M A G A Z I N E
opinions o f R u n e q u e s t fans, t h i s c a n t have b e e n a
surprise, except, p e r h a p s i n t h e l e a d t h e A d v a n c e d 1, S E WA R S 54% The Finn mac Finn von 0 der Finnson Award
game has over its equally best-selling cousin. 26% for the most awful character name ever
2. Dragonlords
3. Beholder 8%
BEST S C I E N C E F I C T I O N R P G 1. Eric The Cleric
Heavy p o l l i n g f r o m h e E s s e x a r e a d i d n ' t h u r t (there's one in every party) 31%
1. Traveller 43% S E W A R S a t all! W o u l d D L have w o n h a d i t still b e 2. Sir Duction of the Innocent 22%
2. Star Frontiers 17% going at the time the Poll w a s published? 3. Erasmus M u s i c Centre 12%
3. Gamma World 13%
BEST I N D I V I D U A L ISSUE
Once unchallenged, Traveller faces stiffer opposition That's i t - t h e e n d o f t h e f i r s t exciting
these d a y s , b u t s t i l l c o m e s o u t o n t o p . W i t h a n 1. S E WA R S 1 7 24%
uncertain f u t u r e , h o w e v e r, w i l l t h e l o y a l t y o f i t s
I M A G I N E Magazine Gamesfair Poll. All
2. Tortured Souls 1 16% that remains is for 10 lucky winners to be
players be maintained?
3. Imagine 11 12% drawn out of the hat:
BEST RPG in any other category Again, the Essex power-base tilted the balance, w h i l e
cross-voting h u r t I m a g i n e a n d W h i t e D w a r f . David Mason, Bexhill, Sussex
1. Call of Cthulhu 46% Ken Lamb, Glenrothes, Fife
2. James Bond 0 0 7 33% BEST F I G U R E S R A N G E Robert Gillespie, Huddersfield, Yo r k s
3. Top Secret 8% M Probert, Sambourne, Wa r w i c k s
4. Champions 4% Fantasy other Nick Edwards, Bristol, Av o n
1, Citadel 64% 1. Citadel 84% Alf Fordham, Steatham, London
In a w i d e - r a n g i n g category like this, the performance
2. Chronicle 15% 2. Ral Partha 7% Chris Hodgson, Stockport, Cheshire
of t h e t w o lead g a m e s is s t i l l r e m a r k a b l e , a n d v e r y
m u c h deserved, W i t h t h e p r o l i f e r a t i o n of n e w titles,
3. Ral Partha 9% 3. Grenadier 3% Peter Turner, Leamington Spa, Wa r w i c k s
this category w i l l b e a l l t h e m o r e i n t e r e s t i n g w h e n The most comprehensive victory of all. Citadel remain Lee Peleteiro, Morecombe, Lancs
compared w i t h next year's Poll. absolutely untouchable in this area. Tracey Scourfield, Over, Cambridgeshire
46 IMAGINE ma9atitte, September 1584
Colin Greenland, author of
Fantasy Media
Daybreak on a Different
M o u n t a i n and co-editor of SF
magazine Interzone, reviews the
latest additions to the
fantasy/SF media.
B a c k i n p r i n t f r o m Penguin i s Philip K
Dick's brilliant Time Out of Joint (El .95).
The year is 1 9 5 9 . Ragle G u m m lives i n
the o r d i n a r y l i t t l e W y o m i n g t o w n o f
Kemmerer, w i t h h i s sister and h e r hus-
band. Every day he works out the puzzle in
the l o c a l p a p e r, ' W h e r e W i l l t h e L i t t l e
Green M a n Be Next?'. A n d every day he
wins. He doesn't even have to go to work.
Everything i s j u s t f i n e , e x c e p t t h a t h e
keeps having hallucinations of things that
aren't w h e r e t h e y should be: l i g h t
switches, soda fountains. Then he finds
an old phone book, f u l l o f n u m b e r s and
places t h a t d o n ' t exist, a n d a magazine
S pock is dead. Trekkies everywhere saw cronies B o n e s , Sulu, Chekov and all — with a photo of a famous film star nobody
his noble fall a t the end of S t a r Tr e k II: stealing h e r b a c k t o b l a s t o f f o n t h e in K e m m e r e r h a s e v e r h e a r d of, called
The Wr a t h o f Khan, a n d shed a bitter forbidden venture to bring Spock back in Marilyn M o n r o e . _ A s usual, Dick's
tear. His coffin was ejected from the USS time f o r t h e Vu l c a n ritual... b e f o r e t h e deadpan i n v e s t i g a t i o n o f a p a r a n o i d
Enterprise to seek a final resting place on Klingon w a r l o r d c a n steal t h e G e n e s i s world reveals m o r e t h a n a l i t t l e o f t h e
the n e w planet Genesis, transformed by Device.., a n d b e f o r e t h e schizophrenic unreal d i m e n s i o n s o f o u r o w n ' s a f e '
the a w e s o m e i n v e n t i o n o f D r D a v i d planet blows itself up. Gosh w o w. environments.
Marcus, son o f Kirk. H i s daddy mourns.
'The d e a t h o f S p o c k i s l i k e a n o p e n M o r e g o l d e n oldies. B B C Enterprises A R o s e f o r A r m a g e d d o n (Sphere,
wound. I t seems I h a v e left t h e noblest have put Dr Who: The Brain of Morbius f l .75), i s o n e o f t h e m o s t u n u s u a l S F
part o f m y s e l f b e h i n d o n t h a t n e w b o r n on video; and it is a real treat to see Tom fantasies I ' v e r e a d i n a l o n g w h i l e . B y
planet.' Baker again, p l a y i n g t h e p a r t w i t h t h e Hilbert Schenck, a new writer sometimes
Spock is dead. So w h y do the instrum- spirited intelligence t h a t l e f t t h e s h o w reminiscent of Ursula Le Gum, it is set in
ents of the Enterprise register a life-form when h e did. T h i s i s t h e Frankenstein a near-future America shuddering into
in his sealed quarters? W h y is Dr McCoy one, w i t h P h i l i p M a d o c a s t h e s i n i s t e r economic a n d s o c i a l c o l l a p s e , w h e r e
speaking in that funny voice? W h y is the Prof Solon, looking for a suitable head to university professors are throwing bricks
new Star Trek movie called The Search his n e w mix-and-match body for the evil from t h e p i c k e t l i n e s . I t i s t o l d a s t h e
f o r Spock? (Paramount, PG) And w h y do Time L o r d M o r b i u s : ' a h e a d t h a t s h a l l experiences of two 60-year-old academ-
the c r e d i t s s a y ' D i r e c t e d b y L e o n a r d soon c o m m a n d t h e u n i v e r s e ' . W h i l e ics who simply have to keep on working at
Nimoy'? A f t e r his heroic self-sacrifice i n Solon a n d h i s big stupid servant Condo their research project. B u t t h e r e i s n o -
Khan (and after seeing his autobiography (Colin Fay) try to find a w a y to sneak the thing elderly or dry about this story, which
firmly s h e l v e d u n d e r S c i e n c e Fiction), Doctor's h e a d o f f h i s s h o u l d e r s w h e n not o n l y e v o k e s a n e w s c i e n c e w i t h
Nimoy declared h e w a s hanging u p h i s he's not looking, Morbius's brain froths in perfect c l a r i t y a n d conviction, b u t a l s o
ears and would never play the part again. its beaker like an impatient goldfish, and radiates w i t h t h e e n i g m a t i c l i g h t o f a n
A s h r e w d guess says that the producers the S i s t e r h o o d o f K a r n c h a n t ' D e a t h - elusive vision. S o m e t h i n g h a p p e n e d t o
made h i m t h e proverbial o f f e r b e y o n d death-death' and wiggle their fingers i n Elsa Adams and Jake Stinson, years ago,
refusal, a n d Nimoy agreed only on con- the a i r. L o v e l y G o t h i c n o n s e n s e , e n - on Hawkins Island. Did they have a tender
dition that they let him rule on both sides livened by spirited characterisation. loving encounter? A n d i f so, w h y c a n ' t
of the camera. they r e m e m b e r i t ? T h e s o l u t i o n o f t h e
Well, g i v e n t h a t i t ' s h i s d i r e c t o r i a l I ' m pleased to say Precision Video took mystery twists all of space and time into a
debut, on the messianic story of Spock's notice of my little moan in issue 15, and new and startling pattern.
resurrection from the dead, the movie is even more pleased to report that The Last ,W Colin Greenland
quite fun, and nowhere near the pompous Unicorn (Precision, U ) i s a s g o o d a n
pageant of self-aggrandisement I'd been animated fantasy as any I've seen. T h e On page 1 6 o f this issue you can f i n d a
dreading. The Enterprise is 20 years old, drawing and some of the colour can be a short story by Colin, set in the same world
damaged, and headed for the Federation bit twee, but Rankin and Bass signed up as D a y b r e a k on a D i ff e r e n t Mountain.
Starfleet scrapheap, and there is a certain an all-star cast of voices (Mia Farrow, Jeff Next m o n t h Colin w i l l be back on this
poignant logic about this crew of ageing Bridges, even Christopher Lee) and were page w i t h more media reviews.
I M A G I N E ma9adne. Stlytartber 1384 47
letters.... letters..., letters._ letters._ letters._ letters..., letters._ letters._ letters__ letters..., letters..., letters..., letters.— letters— letters..., letters..., letters..., letters..., letters..., letters..., letters.— letters.... letters....
Letters
Welcome to the letters page, the place where I find this line of thought more ludicrous than realms of fantasy role-playing. The introduction
British garners get the opportunity to speak dangerous, but clearly Christians of a rather of novices i n t o the game can be a very amusing
their mind. Actually, a few more of you need to less liberal persuasion than Andrew Rilston experience for all concerned. Another longtime
do that in time for next month, since VOP might disagree. If you want to know where we player and I explained the rules to a few friends
seems to be making a take-overbid. IMAGINE stand, the following sums it up: w h o then went off and did in a few ores and an
magazine (letters), The Mill, Rathmore Road, uruk. T h e conversation then went as follows:
Cambridge CB1 4AD is the address for all you Ian Flain, Stevenage, Herts: I t seems to me that Snowy: "Let's hide the ores so no-one finds the
budding correspondents. most DMs' games are set aeons ago, in 'lands that bodies and suspects foul p l a y. " (The rest of the
Some people insist that letters pages are have l o n g since dropped i n t o the seas'. I n this party agreed) " I ' m d r a g g i n g this one t o those
always boring, because everything gets cut case, C h r i s t i a n i t y as such doesn't exist i n t h e rocks."
down t o t h e minimum, a n d nobody says game w o r l d . A n d r e w R i l s t o n w o u l d t h e n b e D M : (Seeing t h a t ' t h i s o n e ' w a s t h e u r u k )
anything interesting, and those who do find quite r i g h t a b o u t r e m o v i n g C h r i s t i a n m y t h - " T h a t ' s a b i t heavy to drag one-handed."
their letters don't get printed. I expect that this ology, such as Devils and lead figure o t clerics S: " O K , I ' l l use two hands."
is the last thing that w i l l be said in certain and paladins h o l d i n g crucifixes, f r o m fantasy DM: " R i g h t . W h a t are y o u d o i n g w i t h t h e
circles about the following letter, which i s role-playing games. torch i n the meantime?"
printed almost in its entirety. So touchy is the My advice to a Christian who objects to DgeD S: " H m m m . . . . I ' l l h o l d it i n my m o u t h ! "
subject matter, t h a t I'm going to break the is to leave its players alone and take up Traveller. DM: (Coughs, gasps) " E r, right then." (Rolls
conventions this column has developed, and d8, 5 comes up) " Yo u take five points of burning
preface the letter with a few remarks. Although That's a heavy price to pay for faith, Ian. I think damage."
this lad/ lass appears to be a gamer, the views there can't be much more to be usefully said S: " B u r n i n g damage?"
expressed do not in any way express the views about this line of argument now. A l l that Ian DM: " Ye s . _ the torch is burning, you k n o w. "
of gainers generally, a n d certainly are the says above can equally be applied to the other S: "Burning?! I though i t ran on batteries!"
antithesis of the policy of TSR and IMAGINE religions in the DEITIES & DEMIGODS®
magazine. B u t free speech i s what it's a l l Cyclopedia. The sooner that particular text is I know how you feel. Don't be too hard on the
supposed to be about, so.... revised the better, I'd say, although by now, I poor lad, though. You can always assume that
hope, most o f you w i l l have evolved a less just because a player i s dumb enough t o
(name a n d address supplied): C o n c e r n i n g the controversial and more fantastic mythology for suggest that his character should put a flaming
letter i n issue 1 6 f r o m A n d r e w R i l s t o n , i t i s your own campaigns. torch in his mouth, that character needn't be.
p a i n f u l l y obvious that he knows n o t h i n g about That is the only thing that has kept a few of my
'the real occult', or 'devil worship', as he phrases Nathan Sharp, Huddersfield: H o w about doing creations going!
it. a feature on the k i l l i n g - o ff of characters?
First, the 'real occult' has n o t h i n g to do w i t h P M c K e o w n , C o D o w n : A s I have missed so
'Devil worship', and the worship of Demons is Great idea! I've just finished wiping out a group many previous issues, I w o u l d like to obtain a
not Satanism, w h i c h is what I t h i n k he implies of characters play-testing IJK6. It was ever so few o f them. B u t there is something that really
by ' D e v i l w o r s h i p ' , b u t is, i n fact, Witchcraft. easy. First, I just._ puzzles m e ; w h y a r e t h e b a c k issues m o r e
Even then, they do not really 'worship' demons. expensive t h a n t h e c u r r e n t issue? I f y o u c a n
I p l a y m a n y game systems, 11 i n a l l , b o t h I find it difficult to handle players who have just afford to maintain the same low price for an even
fantasy a n d science f i c t i o n , a n d i f a n y b o d y lost a character they have been using week-in- larger magazine, w h y d o the back issues cost
thinks that the 'spells' in the D8cD game are even week-out for over a year (our group has banned 1.50?
remotely similar to occult magic, they need their rings of regeneration).
heads examined. Still, i t gives the Church and Back in the bad old days I would have had to
Moral Pillars of Strength in our crumbling, evil Oh, that kind of article, I personally recommend explain that the problem with back issues is
(Ha!) society something else to complain about, Kleenex, but if anyone has a better idea, then that we paid for them 1, 3, 12 - or even 16
and b r i n g themselves i n t o the p u b l i c eye (like IMAGINE magazine has a reader waiting to months ago, now, and in the interim they have
Mary Whitehouse, w h o claims t o have a direct hear from you! been taking up warehouse space, and when
line to God). we send them out to you, someone has to
Neither the Occult or Fantasy Magic are 'evil' Here's somebody else with a problem. handle that one order instead of several dozen
in any sense, and should not be considered to be through a shop.... Forget all that. Just drop
so. O n e suggestion to M r R i l s t o n m i g h t be to Anthony L l o y d ( a l i a s B a l z a c ( M a d D w a r f ) your eye to the foot of the page, and you'll see
battle against Devils/Demons/Daemons rather Bloodletter): I h a v e been p l a y i n g A D & D t o t that the ever-foolishly-generous Don Turnbull
than just c o m p l a i n i n g about them. Remember, some t i m e n o w, a n d , a s v e r y veteran p l a y e r has dropped the price of a back issue to £1.
a balance of good and evil must be maintained, knows, there comes a t i m e whets n e w players Next issue: T h e response t o t h e Egypt
and w i t h o u t evil, good cannot exist. need to be sought out and introduced in to the mystical special. A few 'regulars' seemed to be very cool
Back Issues
Back copies of I M A G I N E ' magazine are still available direct from the publisher. Is your collection complete?
#1 I n t r o d u c t o r y scenario, figure p a i n t i n g
#2 GamesFair '83, Barbarian character class *
#3 AD8eD scenario, Dave Langford fiction
#4 S TA R F R O N T I E R S ® game scenario, A n n e McCaffrey fiction
#5 C E L T I C SPECIAL: new druid spells, Celtic mythology.
#6 Acrobat class, m u l t i system scenario, Ian Watson fiction
#7 T h e D R A G O N Q U E S T ® game: i n t r o d u c t i o n and scenario
#8 Cantrips, Sorceror's Apprentice, intermediate level scenario
#9 F R E E B O A R D G A M E , 0-level M U scenario, Cantrips
#10 Phantasmal Forces, A D D scenario
# I l C a v a l i e r class, Horse Combat, Private Lives of NPCs
#I2 S o l o adventure, Te r r a i n / C l i m a t e , Brief Encounter, Enchantment
#I3 Lovecraft, Call of Cthulhu, Brian L u m l e y fiction *
#1 4 L u t h e r A r k w r i g h t , Traveller scenario, Campaign Diaries. *
#I5 GamesFair '84 Special, Plague Dragon
#1 6 E G Y P T SPECIAL: mythology, magic, scenario. P E L I N O R E
#17 C E L T I C SPECIAL II: mythology, scenario. D r o w.
All back issues are available at £1.00 each (UK price only).
* Only a few copies remaining, please order now to avoid disappointment
on tho idea of the Egyptian culture vis-a-vis the M i n d you, a f e w potential writers m i g h t be 'waste of space' by an i m a g i n a r y being. I dispell
A D M ) game, s a y i n g t h a t t h e t w o d i d n ' t mix. put o ff when they hear what can happen to Jeremy N u t t a l l herewith.
A n y o n e out there feel differently? I w a s quite
surprised b y t h a t r e a c t i o n myself, s i n c e t h e
Advanced game is usually described as being
anybody d a r i n g t o b e c r i t i c a l a b o u t c e r t a i n
parts o f the magazine.' NK
The Palace Moggedon: Sir, It is deeply insulting Rubic, O f N I O G G E D O N , King.
spread too t h i n l y over all kinds of cultures. A s
always, w e w o u l d like to hear w h a t you think. for an established Hero like myself to be called a Letters edited by Paul Cockburn
and —
si•
Pelinore; Geas, ideas for using the spell; FRP in the Remedial Classroom, an impression on one use o
role-playing in schools; The Private Lives of N PCs, Katino returns with another look at what the
monsters are up to between visits; Games Without Frontiers, part 2; Stirge Corner;
Fantasy Media; Phalanx; news, reviews, ideas, letters_ how do we get it into 56 pages? E
magazine #1 9
49
IMAGINE magaar.4, z;peo-rtbo- 1954
The ariubmrioQw
TnbesofCrane
PLAY-BY
MAIL
FANTASY
GAMES
50
Please m e n t i o n I M A G I N E m a g a z i n e w h e n r e p l y i n g t o a d v e r t i s e m e n t s
Why nine separate alignments in
the ADg:D® game? Is it not rather complex?
It helps to look at the origins, Law, Chaos ge
Neutral, in Michael Moorcock's novels.
O n c e upon a time, I encountered a demeanours into account, that they have some stage the perfectly valid point that
couple of people playing the D & D actually forsaken t h e i r a l i g n m e n t s a n d Law is not the same as Good, and Chaos
inform t h e m of the fact, exacting appro- is not t h e same as Evil. A n d , o f course,
game w h o had never played i t w i t h
priate punishment if he wishes to do so. most f a n t a s i e s a p a r t f r o m M o o r c o c k ,
anyone else before, and thus had to-.;,„,
from t h e A r t h u r i a n legend u p t o W h i t e
learn everything from the book. Also, Gold Wielder, r u n on t h e lines o f Good
B ur" why L a w a n d C h a o s , a n d n i n e
since there w e r e only t w o of them, versus Evil. So to allow for this, Good and
separate alignments, and character align-
they had to arrange things so that one ment g r a p h s a n d t h e r e s t o f t h e para-; Evil w e r e p a t c h e d i n t o t h e a l i g n m e n t
would b e D M a n d t h e o t h e r w o u l d phernaha? Is it not all rather complex? system with the result that we n o w have
play t h e e n t i r e party, consisting o f To u n d e r s t a n d t h e s y s t e m o f a l i g n - a g r a n d m i x o f n i n e d i ff e r e n t possible
'his character (a cleric) and a number' ments, i t i s n e c e s s a r y t o l o o k a t i t combinations. The disadvantage o f this,
of retainers. Not an ideal way to p l a y, \ historically. In the D&D g a m e , there are besidesbeing complex and looking daunt-
but better than nothing if there is no
alternative. So I agreed to take part in
the game, and produced a character
from another campaign„ o n e w i t h a
gocdly number of magic items to keep page 101 t he
the forces of evil at bay.
A-so-expel kneed
All w e n t smoothly until the end of the
expedition, w h e n the cleric turned on my advent. urer
character and said 'Right, let's have some
of those magic items or s e t my heavies
on you'. ' W a i t a m i n u t e , ' said I, d u m b -
founded, ' y o u g u y s a r e m e a n t t o b e
by Roger Musson
Lawful Good' (there h a d been p l e n t y o f
evidence o f t h i s previously). ' O h ' s a i d
player and D M virtually in chorus, 'does
that actually mean s o m e t h i n g ? " Indeed it only L a w, Chaos, a n d Neutral. A n d t h i s ing t o t h e n e w c o m e r, i s t h a t i t d o e s n ' t
does,' s a i d I , a n d g a v e t h e m a q u i c k particular t r i a d w a s borrowed f r o m t h e really tie in w i t h anything. Is Lord o f the
lecture on the nature of alignment. Writings o f M i c h a e l M o o r c o c k - - i n Rings a s t o r y o f t h e s t r u g g l e b e t w e e n
particular t h e Elric o f Melnibone books, Chaotic Good and Lawful Evil, or L a w f u l
It seems that alignment is one area that though s o m e o f his o t h e r fantasies use Good a n d Chaotic Evil? Well, i t ' s a b o u t
newcomers can find very confusing, so I the s a m e c o n c e p t . T h i s m y t h o l o g y i s Good and Evil, really, and Law and Chaos
intend to spend a little space discussing something a s f o l l o w s : t h e w o r l d i s a don't come into it
it. The first and most basic point, for those battleground between two sets of power-
like the t w o players mentioned above, is ful forces — Law and Chaos. The adher- T h e advantage is that it is flexible; as in
that alignment is more than a label. When ents of the former believe that the ideal most aspects of the D&D games, you are
one chooses the alignment of a character, world i s completely regulated, o r d e r e d free to pick and choose. If you were to run
it m e a n s m u c h m o r e t h a n being able t o and structured; the adherents of the latter a campaign based on the Elric books, you
pick up swords w i t h t h e same label and believe that the ideal world is totally free, could easily ditch Good and Evil a n d go
wishing to duff up those w i t h a different fluid and changing. Sandwiched between back to the old three-way alignment. O r
label. It is a commitment to a certain set of are t h e Neutrals, w h o believe t h a t total you can, as I have done in the past, use a
principles which will guide all the behav- Law is arid and sterile, that total Chaos is three-way a l i g n m e n t s y s t e m o f G o o d ,
iour of that character. It is a commitment insupportable, a n d t h a t t h e i d e a l i s a Neutral and Evil. If you do not want to use
sufficiently rigid that if a player's actions mixture between the two, in other words, a background t o y o u r campaign t h a t
are n o t i n a c c o r d w i t h i t , t h e D M i s balance. Since t h e a i m s o f t h e L a w f u l s already has its own alignment built in, as
and t h e Chaotics are completely incom- with Moorcock and Tolkien, then one can
empowered b y t h e r u l e s t o p u n i s h t h e
character in question quite draconianly. patible, t h e t w o are constantly at battle, easily construct an appropriate mythology
Thus, i f characters supposedly Lawful while t h e aim o f the Neutrals is to stop to f i t t h e n i n e - w a y system a n d proceed
Good s t a r t r o b b i n g t h e i r f e l l o w s , o r i f either side from winning. As long as Law from there. R o g e r Musson
characters supposedly Chaotic Evil con- and Chaos are both present in t h e r i g h t
sistently p a s s u p a l l o p p o r t u n i t i e s t o proportions, a w o r l d e x i s t s w h e r e p r o - Roger w i l l continue w i t h t h e subject o f
advance themselves at the expense of the gress is possible. alignments next month.
It is an interesting and fertile idea, and Previous b e g i n n e r s ' a r t i c l e s * c a n b e
others, t h e y are acting o u t of alignment
and suffer the consequences. Note that it it i s a l s o a v e r y good b a s i s f o r a r o l e - found back issues of IMAGINE magazine,
playing campaign. But to understand how available a t a c o s t o f E1.00 f r o m D e p t
is not good practice for the DM to say 'you
the i d e a s o f L a w a n d C h a o s i n t e r a c t I M B I , T S R UK Ltd.
may not do that because it's against your
under t h i s set-up, i t is essential t o read 1, 2 & 3: General introduction to rpgs; o4 &
alignment' — t h e D M s h o u l d o n l y ever
some of the Moorcock novels in which the 5.- Advice for beginning DMs• . 6 & 7.- Hints on
actually forbid t h o s e actions w h i c h a r e
staying a l i v e & c o m p l e t i n g a m i s s i o n ; . 8 :
physically i m p o s s i b l e . H e m a y w a r n theme i s u s e d ( o n e o f t h e b e s t b e i n g Treasure'; i49.- M o n s t e r s ' ; 4 1 0 : A l l o c a t i n g
players (if h e likes) t h a t t h e i r projected Stormbringer in which the final battle dungeon treasure and monsters'; o i l : Time &
course of action is hardly compatible with between t h e t w o s i d e s b r i n g s a b o u t m o t i o n ; F;12: Role-playing; . 1 3 : Role-playing
their alignment. I f t h e y persist i n it, h e Ragnarok). for DMs*,- 1 4 . NPCs% . 1 5 : M a p p i n g ; .16_
may decide, depending on the magnitude However, someone evidently unfamil- Scale & the use of miniature figures; . 1 7 : DM-
of the offence, a n d taking previous mis- iar w i t h t h e M o o r c o c k b o o k s m a d e a t ing equipment* ' m a i n l y for DMs.
cuttings..., press cuttings..., press ci hugs.. p r e s s cuttings.... press cuttings.— press cuttings..., press cuttings.... press cuttings.... press cuttings.... press cuttings.... press cuttings..., press cuttings p r e s s
Press Cuttings
Sorcery and Traveller feature strongly, as well as
an unanned combat system for the AD8cD game.
Both zines are w o r t h trying at least once.
MIORANMU 1
By comparison w i t h this dearth o f F R P zines, JOBSWURF
postal g a m i n g Lines seem t o be on the increase;
LDIT1ON O N E s T U N E / . . , 1904
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O N T H E W O R L D OF K RY N N ,
T H E DRAGONS ARE BACK.
And the DRAGONLANCETM modules give you the chance to take part in
the epic quest that w i l l unfold, to brave the dangers of ruined Xak Tsaroth,
to fight the draconians. •
Now is your chalice to save a world...
ED DUNGEONS & DRAGONS and AD&D
!ed trademarks owned by TSR Inc. TSR UK Ltd,
',LANCE is a trademark owned by TSR Inc. The Mill,
- R UK Ltd. A l ! rights reserved 0 2 8 EFID Rathmore Road,
Cambridge CBI 4AD
7 5-61-fe,"-
InCall of Cthulhu
evenlibrariansget bitten àythe
FormlessSpawnof Isathoggua
Enter the awesome universe of the
Cthulhu Mythos, those dread tales in
which magic, science, arcane lore, and
dark destinies irrevocably sear the live
of those for whom the bizarre and the
curious have unseemly attraction. A
universe where only a small band of
F a n t a s y R o l e - P l a y i n g G a m e In t h e W o r l d s of H P LOVOCraft
brave men and women stand between
the world as we know it and the un-
utterable evil of the Old-Ones whose
minions plot the return and rule of their
mighty lord, Cthulhu.
As a player, your characters are the
investigators, the guardians of life and
sanity; as the Keeper (Gamesmaster),
you'll evoke an atmosphere of the
fabulous 1920's and reveal the cosmic
horror underlying the events of the
time.
This complete role-playing game is
ready to use and the fast-moving Call of
Cthulhu rules provide fascinating funà
a world of gothic horror in the true
lovecraft tradition.
EDITION