Dark Conspiracy - Rulebook
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omething very strange is going on. Stranger than usual, I mean. Hell, I'm used to eco-commandos dynamiting oil refineries. I'm used to riots in the Farm Family Relocation Camps. I understand the wars that street gangs and corporate security goons are fighting for the inner cities. I can accept the steady breakup of the old nations, even if I can't pronounce half the names of the new ones. I'm even used to grave robberies and blood bank heists in California. After all, it's California, right? But a few days ago, the Eastern Australian Air Force nuked Melbourne, and refuses to explain why. Black, spiky things that only vaguely resemble fish are attacking people in the Great Lakes. A radio station in Chicago is broadcasting only a single, oscillating tone—all day long. Whole blocks of Mexico City have been abandoned—by people, anyway. My contact in the Michigan Secret Service said we're being invaded, part of a centuries-old plot. I wanted to find out more, but before we could meet, he turned up headless in a park. Now I have this feeling I'm being followed...
To Pat, Jim, Joe, and Tim, for countless hours of mayhem. And to Jenny, for putting up with it
Design: Lester W. Smith Development: Frank Chadwick and Loren K. Wiseman Additional Development and Typesetting: Julia Martin Front Cover Illustration: Larry Elmore Back Cover Illustration: Dell Harris Cover Design: Steve Bryant, Amy Doubet, and Julia Martin Interior Illustrations: Janet Aulisio, Timothy Bradstreet, Steve Bryant, Paul Daly, Elizabeth T. Danforth, Amy Doubet, Larry Elmore, LaMont Fullerton, Earl Geier, Dell Harris, Rick Harris, April Lee, David Martin, Ellisa Martin, Timothy Truman, and Kirk Wescom Colors: Steve Bryant, LaMont Fullerton, Mark Fullerton, Grant Goleash, and Kirk Wescom Art Direction: Steve Bryant Graphic Design and Production: LaMont Fullerton, Keith Ganske, and Lisa Deckers Copyediting and Additional Input: Stephen Olle and Eric W. Haddock Primary Playtesters: Dan Beckwith, Joe Hideg, Mike Horn, John Langford, and Kevin Wickart Additional Playtesters: Kelly C. Davis, Ralph Faraday, Eric W. Haddock, Trevor Hoffman, Chuck Kallenbach, Ted Kocot, H. Michael "Dain" Lybarger, Julia Martin and Loren K. Wiseman Dark Conspiracy Copyright© 1991 GDW, Inc. All rights reserved. Printed in U.S.A. Made in U.S.A. No part of this book may be reproduced in any form or by any means without permission in writing from the publisher. ISBN 1-55878-076-9 Permission: Any purchaser of this book may photocopy or reproduce for personal use the forms and data cards in this book in order to play Dark Conspiracy. In fact, photocopying for that purpose is encouraged and is the reason that the information included in those forms was published in that fashion. Dark Conspiracy™ is GDW's trademark for its game of unearthly horror in a modern world.
PLAYERS
6
INTRODUCING DARK CONSPIRACY
8
The Horror Begins How to Gse This Book If You're New to Roleplaying CHARACTER GENERATION
9 10 11 12
Character Generation Overview 13 Background 13 Attributes 15 Initial Experience 16 Skills 17 Secondary Activities 18 Military Rank 19 Reserves 19 Contacts 19 Generic Contacts 19 Solid Contacts 21 Initiative 23 Age 24 Skill and Attribute Derived Values 25 Starting Money and Initial Equipment ..26 Skill Improvement 28 Character Generation Examples 30 Dara Schwartz 30 Herbert Vahn 32 CAREERS
34
Education 34 Undergraduate University 34 Graduate University 35 Law School 35 Medical School 35 National Military Academy 35 Technical School 35 Civilian Occupations 36 Astronaut 36 Athlete 36 Attorney 36 Bodyguard 37 Bounty Hunter 37 Civil Engineer 37 Clergy 37 Commercial Pilot 38 Computer Operator/Programmer ....38 Construction Worker 38 Criminal 38 Cyborg E s c a p e e 39 Drifter 39 Entertainer 40 Environmentalist 40 Factory Worker 40 Farmer 40 Federal Law Enforcement 41 Gambler 41 Ganger 41 Government Agent 42 Homeless 42 Journalist 42 Manager 43 Martial Artist 43 Mechanic 43 Medical Doctor 44 Mercenary 44 Merchant Marine 44 Mystic 45
Nomenklatura (Idle Rich) Paramedic Paraphysicist Politician Prisoner Private Investigator Professor Prole (Corporate Welfare Recipient) Psychiatrist Psychic Test Subject Public Employee State/Local Law Enforcement Truck Driver Military Occupations United States Army Regular Forces Enlisted Officer Elite Forces Enlisted Officer United States Marine Corps United States Navy Enlisted S e a m a n Naval Officer Naval Aviator Enlisted SEAL (Sea Air Land) SEAL Officer United States Air Force Enlisted Airman Pilot (Officer) Career List TASK RESOLUTION & SKILLS
Empathic Success Power Level Table Empathic Difficulty Levels Skill Descriptions Skill List DARK TIMES
45 45 46 46 46 47 47 47 48 48 48 48 49 49 49 49 49 50 50 50 50 51 51 51 51 52 52 52 52 53 53 53 54
55 56 56 56 57 65
The State of the Union 66 Future Dark Earth America 66 Onset Of The Dark Times 66 The Decline Of Government 67 Urban Sprawl 67 Life In The City 67 "Are You Anybody?" 69 "God Shed His Grace on Thee..." 70 "Don't Drink The Water; Don't Breathe The Air" 70 "You're Not From Around Here, Are You?".... 71 The Dark 72 The Dark Minions 72 Demonground 72 COMBAT & DAMAGE
Combat Movement The Grid System The Combat Turn Actions Initiative Turn Sequence Panic Unarmed Melee Combat Armed Melee Combat Fire Combat
73
74 74 75 75 76 76 77 78 80 82
Direct Fire Hit Procedure 83 Automatic Fire 86 Movement and Fire 87 Ammunition 87 Special Cases 88 Direct Fire Deviation ,' 88 Indirect Fire 88 Thrown Weapons 90 Hand Grenades 90 Chemical Grenades and Rounds 90 Shotguns 91 Explosives and Demolitions 92 Frequently Used Burst Diagrams 93 Damage 94 Gunshot Wounds 94 Human/Animal Hit Location Chart... 95 Bums 97 Explosions 98 Falls 100 Poison 101 WOUNDS & HEALING
Wounds Knockdown Stun Wound Severity Healing First Aid... Stabilizing Critical Wounds Basic Healing Rate Recovery From Scratch Wounds... Medical Care Treating Poison Wounds Adequate Diet and Shelter Surgery WHEELS OF FIRE: VEHICLE TRAVEL & COMBAT
Travel and Encounters Vehicle Movement Rates Terrain and Travel Operating Aircraft Vehicle Combat Combat Movement .. . Firing at Vehicles and Vessels Firing at Aircraft Vehicle Damage Vehicle Hit Locations Chart Vehicle Damage Resolution Chart... Hit Locations Damage Resolution Turreted Vehicle Damage Chart Standard Vehicle Damage Chart.... CrewJn-HuU Vehicle Damage Chart Damage Implementation Boat Damage Chart Aerospace Craft Damaqe Chart Collision Damage SPACE TRAVEL
Spacecraft Characteristics Spacecraft Size Chart Launch Characteristics Table Reentry Table In-Space Transfer Table Space Missions Launches ..„
102
102 103 103 103 104 104 105 105 105 105 106 106 106 107
108 108 108 109 109 109 112 113 114 114 114 114 115 115 115 116 116 117 118 118 120
120 120 121 121 122 122 122
Landing 123 Maneuvering in Space: Avoidance and Intercepts 123 Difficulty of Intercept (Based on Travel Direction) .... 123 Maneuver Times Chart 124 Intercept and Avoidance Times 124 Launch Vehicles In Orbit 124 Attaining Higher Orbits 124 Spacecraft 125 ROBOTS
128
Robot Behavior 128 Combat 129 Melee Combat 129 Fire Combat 129 Battle Damage (Nonvehicular Robots) 130 Battle Damage (Vehicular Robots) ....130 Burn Damage 131 Typical Drudgebots 131
REFEREES REFEREEING DARK CONSPIRACY
The World The Story The Rules The Host Conversion Notes DARK EARTH
We Are Not Alone The Door to Hell The Cities The Countryside Technology The Dark Ones Demonground Empathy RUNNING ADVENTURES & CAMPAIGNS
132 134
134 135 135 136 136 137
138 140 142 144 146 148 150 151 152
Beginning a Campaign 152 Running an Adventure 152 Making Roleplaying a Community Effort.... 152 Setting the Scene 153 Heightening Horror 153 Maintaining Mystery 153 Promoting Paranoia 154 Preparing Adventures 154 A Detail of Corruption 155 Time and Money 155 Rewards and Experience 156 ENCOUNTERS
In the C t y Travel by Highway Countryside Anywhere HUMAN N P C S
NPCs in Combat HPCStats Chart Other NPC Skills NPC Motivations Spades: Ambition Hearts: Sociability Clubs: Violence Diamonds: Greed NPC Appearance Stock NPCs Major NPCs Contacts Sample Stock NPCs
Beat Cops Bikers Cultists Derelicts Dobies and Gidgets Eco-Warriors Gangers Gizmoids Good Samaritans Government Agents Igors Mother Earthers Security Guards BEASTIES
Beasty Combat Beasty Movement Mounts in Combat Beasty Attacks Beasty Morale Beasty Listings Designing Your Own Beasties DARK RACES
173 173 173 173 174 174 174 175 175 175 176 176 176 177
186 186 186 186 186 187 200 201
Darkling Attributes 209 Physical Attributes 209 Mental Attributes 209 Soul Attributes 209 Darkling Skills 209 New Empathic Skills 209 Dark Minions and Human Emotions ..211 Dark Races Listings 212 Designing Your Own Dark Minions 232 DARKTEK
Technical Imagery Dimension Walk Device Proto-Dimensional Topology Dimension Walk and Other Dimensions PCs and Dimensional Travel Biocomputers Computer Empathy and Darkling Computers Animator Generators Cyborgs UFOs Death Rays ADVENTURES
Ravening Wolves Other Adventures
233
234 234 235 235 236 237 238 240 241 242 243 244
245 254
157
EQUIPMENT & REFER£NCE CHARTS ..258
158 160 160 162
EQUIPMENT
163
166 166 167 167 168 168 169 169 170 170 171 171 172
Documents Fuel Tripods Ammunition Hand Grenades Types of Rounds Explosives Tools Electronics Vision Devices NBC Equipment Body Armor Medical Supplies Other Equipment Personal Gear Cyber Hands Cyber Hands Table
260
260 260 260 260 263 263 264 265 266 270 270 270 271 272 273 274 274
Weapons Vehicles and Robots REFERENCE CHARTS
277 300 316
Language Table 316 Nationality/Native Language Chart ....316 Soviet Nationalities 316 US Enlisted and NCO Ranks 317 US Commissioned Officer Ranks 317 Career List 317 Skill List 317 Character Generation Worksheet Part 1 ..318 Background Skills Chart 318 Secondary Activities Chart 318 Character Generation Worksheet Part 2 .. 319 Effects of Age Table 319 Character Sheet 320 Tasks Chart 321 Power Level Table 321 Body Armor Protection 322 Human/Animal Hit Location Chart 322 Combat Sequence 322 Scatter Diagram 322 Bum Damage 322 Melee Weapons 323 Bows 323 Revolvers and Single-Shot Pistols 323 Automatic Pistols 323 Submachineguns 323 Sporting Rifles 323 Sniper Rifles 323 Assault Rifles 323 Battle Rifles 324 Automatic Rifles 324 Shotguns 324 Machineguns 324 Heavy Machineguns 324 Grenade Launchers 324 Rocket Launchers 324 Antitank Missile Launchers 324 Mortars 324 Flamethrowers 325 Surface-to-Air Missiles 325 Hand Grenades 325 Rifle Grenades 325 Cyber Hands 325 Fragmentation Attack 325 Demolition 325 Armor Values of Cover 325 Armor Equivalent 325 Explosive Penetration Formulas 325 Frequently Used Burst Diagrams 326 Belt Ammo Record Forms 326 Ammo Record Forms 327 Turreted Vehicle Damage Chart 328 Vehicle Damage Resolution Chart 328 Crew-In-Hull Vehicle Damage Chart...328 Vehicle Hit Locations Chart 328 Boat Damage Chart 329 Standard Vehicle Damage Chart 329 Aerospace Craft Damage Chart 329 Terrain Effects on Movement Chart....330 Combat Move Table 330 Cruise Speed Table 330 NPC Stats Chart 331 NPC Motivation Table 331 NPC Record Forms 331 INDEX
332
With panic tightening his throat, the man stopped
stretched in a feral grin. Its teeth seemed unnatu-
and turned. He was certain he was being followed, but
rally long. Slowly, the figure crept forward. A score
the moon-streaked street stretched emptily behind,
of other shadows
its
sidewalks bare. Across the way, a clock tolled the hour
did
the same.
Theman tried to run, but the air seemed suddenly as
from the tower of a marble-fronted building. Moonlight
thick as water. He felt as if he were running in slow
gleamed silver on the words above its door: "Dayton
motion and the chase seemed to take hours. Behind
Federal Savings and Loan." Moon-shadows from
its
him, the stalkers closed the distance in long, graceful strides. The pool of yellow light under the streetlamp at
columned portico lay still against its stone face. But on his side of the street, the shadows moved.
the end of the block seemed to promise safety. If only he
They twitched and slid from alley to doorway, hollow
could reach the light, theman told himself, perhaps he
to hollow.
He sensed the movement and spun
to
confront it, backing warily into the door of a shuttered shop. The shadows froze. A chill settled in his guts.
would be safe. His tortured lungs strained, and his sluggish legs pumped to drive him closer to the light The first dark figure caught him and bore him to the
the shadow of a trash
ground, the rest close behind. Dozens of rough, long-
can seemed to widen as a crouching figure leaned
nailed hands seized his limbs and tore at his cloth-
out and raised its head. A pallid face revealed itself
ing. He tried to remain face down, tried to curl up and
to moonlight,
protect himself, but the hands rolled him over to face his
A mere dozen feet away,
eyes glistening feverishly,
thin
lips
captors, and stretched his l i m b s in four directions. A fist
sat on the edge of the rumpled bed and hefted the
locked in his hair and pulled his head back painfully,
stainless steel Colt Python,
baring his throat. Cold, hard fingers clenched his neck,
dredth time how much of an edge the six silver .357
choking off his breath. He could feel his veins distend
magnum wadcutters in its cylinder really gave him.
wondering for the hun-
with the blocked circulation. Then sharp teeth tore his throat, splashing blood across the sidewalk. In horror,
he listened to the
Imagine an Earth where c h a o s reigns, an Earth of t h e very near future. Runaway population growth,
creatures lap it up as his vision faded.
diminishing r e s o u r c e s , a n d h u m a n greed h a v e all Hadyn sat up in bed with a cry. Reflexively, he
t a k e n their toll on t h e planet. Mega-corporations
felt his throat: It was whole. Just a dream, then, but
h a v e slipped the reigns of national regulation, a n d
so real. He stumbled to the bathroom, switching on
now they w a g e a continual e c o n o m i c war on
the TV along the way.
He splashed water on his
political g o v e r n m e n t s . A global e c o n o m i c collapse
then under his arms and across his chest to
h a s plunged all but t h e m o s t privileged into poverty.
face,
wash away his sweat's stink. edge of the nausea
tub
until a
Then he sat on the
The superpowers have collapsed from inertia and
wave of weakness and
e c o n o m i c stress. In s o m e p l a c e s t h o s e federal
passed.
republics still exist in n a m e , but their individual states he opened the
have stepped forward to fill the vacuum of power, and
refrigerator and got a can of cold beer. He drank half of
Padding slowly into the kitchen,
where those states fall short, local governments take up
it in one long pull, with the refrigerator door open,
the slack. The result is a political crazy quilt of bizarre and
enjoying
contradictory laws and practices. What is the custom in
the cool air and
the glow of the
light
Returning to bed, he sipped the rest of his beer and let the TV's chatter wash over him, soothing his nerves. He
had just begun
nouncement
caught
to
his
doze off when
an
an-
attention:
one locale m a y well get you shot in another. But e c o n o m i c a n d political c h a o s are only t h e s y m p t o m s of t h e d i s e a s e . Its c a u s e lies in the roots of h u m a n i t y ' s d e e p e s t , darkest n i g h t m a r e s . S o m e how, an ancient, u n s p e a k a b l e evil h a s b e e n un-
This is Mike McDowell for WKXN News,
leashed on t h e Earth, an evil which thrives on the
C h i c a g o . Tonight's t o p stories: Governor
anguish of a billion tortured souls. This malevolent
J e n k i n s t h r e a t e n s t h e CLU from his hospital
power now twists t h e m i n d s of m e n a n d w o m e n ,
bed, Chrysler sells downtown St. Louis to
using their b a s e instincts to s e r v e its p u r p o s e s .
Tojicorp, a n d a D a y t o n reporter claims blood-
P a r t s of t h e world h a v e fallen completely u n d e r its
drinking cannibals stalk his city. All this, a n d
control, a n d from t h e m e m e r g e its Dark Minions,
m o r e , after t h e s e m e s s a g e s .
c r e a t u r e s of a n o t h e r t i m e a n d s p a c e that feed not only on h u m a n flesh, but also on t h e h u m a n spirit.
Hadyn stared blankly at the
TV for a
minute,
then he picked up his phone and dialed. "Hunter, this is Hadyn. it is. bother.
Listen,
if you
big's
than Iowa City. explain." Numbly,
zations that retain s o m e small residue of their
don't
former power and independence. S o m e t i m e s they're
Dayton,
Ohio.
m e m b e r s of what r e m a i n s of t h e free p r e s s . Most
maybe
worse
often t h e y ' r e just victims w h o ' v e e s c a p e d t h e hor-
I'll be over in half an hour to
ror a n d are now fighting b a c k . But always, they
We've got to go to Ohio.
Something
t h e D a r k n e s s . S o m e t i m e s t h e y ' r e a g e n t s of organi-
Yeah, I know what time
haven't unpacked yet,
But t h e r e are still p e o p l e fighting to drive b a c k
happening he set
there,
the receiver down.
h a v e to walk softly, because thousands of people
He remained motionless for a moment, and then
disappear every day, people who simply know too
sighed deeply. "No rest for the weary, "he mumbled. He
much. People who know that Darkness h a s returned.
c o n d u c t c o m b a t (an important e l e m e n t in adven-
"We have a fighting chance. Anyone who thinks that we deserve more than that is probably a socialist. Nice philosophy—wrong century."
t u r e fiction, including roleplaying adventures), a n d
—Zena Marley (Early 21st -century mercenary-philosopher)
Generation" and "Careers" chapters. Once you have a
d e s c r i b e s t h e world, or at least as m u c h of it as the a v e r a g e c h a r a c t e r would know. Players should read through this section, paying particular attention the "Dark Times" and "Character feel for t h e g a m e , g e n e r a t e several s a m p l e c h a r a c ters. This will get you familiar with the mechanics of character generation as well as t h e sorts of c h a r a c -
In Dark Conspiracy, t h e players play t h e role of
ters you are likely to meet and encounter. When you
n o r m a l , o r p e r h a p s n o t - s o - n o r m a l , h u m a n beings
feel ready, generate the character you will use in the
w h o a r e fighting a global m e n a c e of u n p r e c e d e n t e d
g a m e or, if you prefer, pick one of the sample characters
proportions. An alien, malevolent intelligence, im-
that you have already generated.
p r i s o n e d for e o n s , h a s b e e n released t o w r e a k h a v o c on t h e world. It is doing a pretty g o o d j o b .
If y o u a r e to be a referee, y o u will want to r e a d through the "Players" section carefully for basic rules.
Your c h a r a c t e r h a s b e c o m e a w a r e o f this m e n a c e
O n e of the referee's jobs is to be the local expert of the
a n d , along with a small b a n d of like-minded c o m -
rules. Familiarity with t h e basic rules will also m a k e
p a n i o n s , h a s set o u t t o u n c o v e r a n d destroy t h e
refereeing adventures easier. After you have read
menace.
through them, you are ready to proceed to the deeper
T h e difficulty is that this in no simple b a c k - r o o m
secrets of the "Referees" section.
conspiracy. T h e driving force behind it is an other-
T h e "Referees" section c o n t a i n s s e c r e t s for t h e
worldly p r e s e n c e of profound power a n d evil. Its
referee, material t h a t t h e players should not read.
minions t h a t r o a m t h e E a r t h are hauntingly similar
Included h e r e are c h a p t e r s that explain h o w to run
to c r e a t u r e s of dark l e g e n d from a r o u n d t h e world.
a n d design Dark Conspiracy a d v e n t u r e s , how to
Similar, but never quite identical.
h a n d l e nonplayer c h a r a c t e r s a n d animals, a n d s e -
But r e g a r d l e s s of t h e power of t h e e n e m y , there
crets of s o m e of t h e Dark Minion r a c e s a n d crea-
h a v e b e e n victories. S o m e were small victories.
t u r e s . Also, it reveals special information a b o u t
S o m e w e r e costly. But e n o u g h small victories c a n
Dark Minion t e c h n o l o g y (DarkTek) a n d e q u i p m e n t
turn t h e tide.
a n d c o n t a i n s o n e p r e d e s i g n e d a d v e n t u r e ( a n d several a d v e n t u r e ideas) to get you started on your own c a m p a i g n , d e m o n s t r a t i n g h o w t o turn this a n d other
This b o o k provides you with all t h e information
material into horrifying plots.
y o u will n e e d to run a d v e n t u r e s in which a handful
Most importantly, it explains in greater detail the
of c o u r a g e o u s c h a r a c t e r s work to uncover hidden
logic a n d b a c k g r o u n d of Dark Conspiracy Earth,
n e s t s of Dark Minions a n d eradicate t h e m , t h e r e b y
Players are e n c o u r a g e d not to r e a d this section,
battling a dark c o n s p i r a c y to c o n q u e r their world.
although if t h e y do so it will not ruin t h e g a m e .
B e c a u s e Dark Conspiracy is a roleplaying g a m e , it
However, p a r t of t h e early excitement of playing
requires a n u m b e r of p e o p l e to play (at least t w o ) .
Dark Conspiracy lies in t h e gradual discovery of
In e a c h group, o n e p e r s o n will be referee, a n d t h e
t h e s e secrets. Do yourself a favor a n d skip this
rest will be players.
section, at least for t h e first several a d v e n t u r e s .
T h e first several c h a p t e r s of this b o o k contain
Finally, the last p a r t of t h e b o o k lists statistics for
material intended primarily for players. It tells h o w
e q u i p m e n t that c h a r a c t e r s m a y own, a n d c o n t a i n s
to c r e a t e c h a r a c t e r s , how to test skills, h o w to
a collection of c h a r t s a n d t a b l e s that a r e frequently
u s e d during play, as well as an index to aid e a s y
player c h a r a c t e r s , or NPCs. Next, we should m e n -
reference t o t h e rules.
tion rules. Roleplaying rules, s u c h as t h o s e in Dark Conspiracy, h e l p to d e t e r m i n e t h e o u t c o m e of c h a r a c t e r
If you h a v e n e v e r p l a y e d a roleplaying g a m e
actions a n d to t a k e s o m e of t h e b u r d e n of deciding
before, t h e r e a r e a few basic things you should be
t h e o u t c o m e of e v e n t s off of t h e referee. If a PC a n d
informed of before going a n y further.
an NPC are wrestling over a gun, for e x a m p l e , how
Roleplaying c o m b i n e s s o m e of t h e best e l e m e n t s
d o e s a roleplaying g r o u p d e c i d e w h o g e t s it? T h e
of a n u m b e r of other activities into a special whole.
answer is by c h e c k i n g t h e rules a n d rolling dice. T h e
For o n e thing, it is a form of s h a r e d storytelling. Like
rules explain what t h e c h a n c e s a r e for e a c h c h a r a c -
a n y other story, roleplaying c o n c e r n s t h e experi-
ter, a n d t h e dice d e t e r m i n e t h e e x a c t o u t c o m e .
e n c e s of a select g r o u p of c h a r a c t e r s as it m o v e s
Another function of t h e referee, then, is to be familiar
t h r o u g h a plot. O n e p e r s o n , w h o m we'll call the
with t h e rules in order to d e c i d e h o w t h e y apply to
referee, p r e p a r e s t h e b a s i c s of this plot a n d a c t s out
specific c i r c u m s t a n c e s . It h e l p s if t h e players are
t h e p a r t s of s e c o n d a r y c h a r a c t e r s t h e p r o t a g o n i s t s
also familiar with t h e rules, but it should always be
encounter. E a c h of t h e other p l a y e r s m a k e s all of t h e
r e m e m b e r e d that t h e referee h a s t h e final s a y in h o w
decisions for a particular c h a r a c t e r that he or s h e
t h o s e rules a r e applied.
h a s designed. Like t h e a u d i e n c e of a m o v i e or novel,
As you read through the pages that follow, you will
roleplayers b e c o m e swept up in t h e e x p e r i e n c e s of
learn m o r e about h o w t h e rules work a n d what a
t h e protagonists. But unlike an a u d i e n c e , which c a n
player's and a referee's responsibilities are. The most
only o b s e r v e t h e e v e n t s , roleplayers actually d e c i d e
important thing to r e m e m b e r , t h o u g h , is t h a t t h e
t h e o u t c o m e of t h e plot by t h e decisions they m a k e
p u r p o s e of roleplaying is to have fun. Let that thought
for their c h a r a c t e r s . And unlike an a u d i e n c e , in
guide you as you explore the world of Dark Conspiracy.
which e a c h p e r s o n e x p e r i e n c e s t h e story individually, roleplayers e x p e r i e n c e their stories in a s h a r e d social setting that fosters friendship a n d personal growth. Another thing p e o p l e enjoy a b o u t roleplaying is watching a c h a r a c t e r improve in abilities over t h e c o u r s e of t i m e (from a d v e n t u r e to a d v e n t u r e , that is). Designing a c h a r a c t e r is s o m e t h i n g like bringing a child to life: You want to watch that c h a r a c t e r grow. For that r e a s o n , m a n y p e o p l e enjoy the s e n s e of a c c o m p l i s h m e n t t h e y feel as their c h a r a c t e r s collect items a n d e x p e r i e n c e s . And s o m e p e o p l e just like t h e c h a n c e to act a part. We've m e n t i o n e d players, referee (in other g a m e s s o m e t i m e s called g a m e master, GM, d u n g e o n m a s ter, DM, director, or other s u c h t e r m s ) , a n d a d v e n t u r e s (plot situations t h a t m a y be b a s e d u p o n a locale, a special character, a m o m e n t o u s event, or a n u m b e r of other things). We've also m e n t i o n e d c h a r a c t e r s : t h o s e run by players—player c h a r a c ters, o r P C s — a n d t h o s e run b y t h e referee—non-
I guess you'd say Dale's the leader of our group, or as much of a leader as we've got He's art honest cop, which makes him kind of a group conscience, and he's got this sort of sixth sense that lands us in the middle of the weirdest messes. That's our hobby, by
the
way—cleaning
After Dale,
up
there's
the
Kirin.
weirdest messes.
She
element in getting us all connected. introspective—too lone a As for Big Daddy
was
the major
But she's
too
wolf—to be a leader.
G,
he isn't stupid,
but his
muscle is so obvious that it's hard to imagine him as a thinker.
Besides,
his Jamaican accent is so
thick I have to listen to him twice on a good day to be sure of what he's saying. Then
there's Manfred,
pretty bright,
the spooky German. He's
but I'd bet there's been insanity in his
family. And finally there's me. I'm Cas, and I don't want to be the leader. I could just see me making a wrong call in a tight situation and getting us all killed, or worse. So I guess if you have to think of one of us as leader, Dale's it. Lucky Dale.
Dark Conspiracy c h a r a c t e r s are described in
education. At that time, players start making career
t e r m s of innate attributes, skills, a n d a n u m b e r of
choices for their characters. Each career choice repre-
other characteristics. During c h a r a c t e r creation,
sents four years of training and/or experience (four
t h e initial values for all of t h e s e are derived by a
years being an arbitrary number that helps regulate
c o m b i n a t i o n of die rolls a n d player c h o i c e s . Over
character generation.) Each time a player m a k e s a
t h e c o u r s e of a series of a d v e n t u r e s , m a n y of t h e s e
four-year career choice, a hobby m a y also be selected
will i n c r e a s e to reflect skill i m p r o v e m e n t , a d v a n c -
for the character. Careers and hobbies provide the
ing a g e , a n d t h e like. T h e rules in this c h a p t e r
character with all-important skills.
explain t h e p r o c e s s of c h a r a c t e r generation.
E a c h career p e r i o d — h e n c e forth called a t e r m —
In order to m a k e t h e long p r o c e s s of c h a r a c t e r
a g e s t h e c h a r a c t e r by four y e a r s . At t h e e n d of e a c h
generation easier, a Character Generation Worksheet
t e r m , a roll is m a d e to s e e if c h a r a c t e r generation
is included with this g a m e . T h e Worksheet is largely
e n d s . If so, t h e c h a r a c t e r ' s p r e g a m e experience is
self-explanatory, but o c c a s i o n a l reference to t h e
c o m p l e t e . (In other words, the c h a r a c t e r is this old
rules is n e c e s s a r y , at least for your first few c h a r a c -
when t h e a d v e n t u r e c a m p a i g n begins.) If not, t h e
ters. Players should r e a d t h e rules a s they g e n e r a t e
player m a k e s a n o t h e r four-year career choice. In
their c h a r a c t e r s , filling in t h e appropriate b l a n k s of
this way, s o m e c h a r a c t e r s will begin the g a m e
a Worksheet as t h e y g o . O n c e a c h a r a c t e r is
relatively y o u n g a n d unskilled, but with attributes
completely g e n e r a t e d , t h e information from t h e t h e
undiminished by a g e , while o t h e r s will be older a n d
worksheet should be transferred to a Character
m o r e experienced, but possibly less resilient t h a n
S h e e t . After that, t h e worksheet m a y b e discarded,
their y o u n g e r c o u n t e r p a r t s .
if you wish. Only t h e C h a r a c t e r S h e e t is n e c e s s a r y
If the referee allows, players who prefer to choose an
for play. (Note: Always r e m e m b e r to s a v e at least
age for their characters (i.e., a number of terms) m a y do
o n e blank c o p y of e a c h sheet to p h o t o c o p y for
so, rather than rely upon random die rolls. At the end of
future c h a r a c t e r s . )
each term, then, such players simply decide whether or not their characters will pursue another term. Derived Values: Now that all c h a n g e s to skills a n d attributes are c o m p l e t e d , certain v a l u e s a r e calculated that a r e b a s e d o n t h e m . T h e s e are things
T h e abilities a n d limitations of a c h a r a c t e r are
like a c c u r a c y with different w e a p o n s at various
d e t e r m i n e d by t h r e e general a r e a s of information:
r a n g e s , d a m a g e d o n e b y b a r e - h a n d e d attacks, a n d
b a c k g r o u n d , attributes, a n d e x p e r i e n c e . Therefore
so forth.
t h e c h a r a c t e r generation p r o c e d u r e follows t h e s e t h r e e general s t e p s . Background: Players decide on n a m e and sex for
Equipment: Finally, players determine how m u c h e q u i p m e n t their c h a r a c t e r s h a v e a c c u m u l a t e d during their c a r e e r s .
their characters, as well as on such things as nationality.
Note: During character generation, a n d through-
(Alternatively, these things can be decided upon after
out m o s t of this g a m e , m a n y references will be
attributes and skills have been determined.)
m a d e to die rolls. If you are unfamiliar with nota-
Attributes: Players determine the seven basic at-
tions for t h e s e , p l e a s e s e e p a g e 5 4 .
tributes of their characters, either by rolling dice or by using a point-based system described later. These seven basic attributes are Strength, Constitution, Agility, Intelligence, Education, Charisma, and Empathy. Experience: Characters begin to accumulate experience at the age of 17, upon completing secondary
Kirin
doesn't
talk
much
about her past
All I
know about it is what Dale has passed along. He was
the
arresting
apprehended.
officer
when
she
was
finally
"She was the best cat burglar I've
ever
heard of,"
the rest of us working with Dale on some of the weirder
he told me. "She'd been operating Chicago for years,
cases his department turns up.
and we just couldn't catch her at it. Never would
contributes some pretty surprising information or equip-
have,
ment, like she's got sources she's not mentioning. Her
if she hadn't made the mistake of tackling a
Tojicorp
executive's
office." HQ.
Kirin figured that she
could slip in and make a snatch before they got their security
up and running.
wanted,
but he suspects she
espionage
for
and then she
secrecy worries me some times, but she's saved my
The way Dale tells it, it was just after they moved into their new corporate
Now
Dale's not sure what she was
doing corporate
somebody.
bacon more than once, and the way I figure things, that makes her a friend. B a c k g r o u n d facts a b o u t c h a r a c t e r s , things s u c h as n a m e , sex, a n d nationality, a r e left to players' imaginations. Also, while s o m e sorts of e q u i p m e n t a r e m o r e fitting for o n e nationality t h a n another, it is
Anyway, she got in all right. But the exec came back
entirely possible for a c h a r a c t e r to begin t h e g a m e
while she was there. Exactly what happened next, only
with foreign e q u i p m e n t if a player desires. All of
Kirin knows. But when it was over, the building was
t h e s e things are left largely to t h e discretion of e a c h
burning down,
individual player, although t h e referee m a y i m p o s e
and she
was stumbling into Dale's
precinct house, nearly dead from blood loss. No cuts or anything, just these ugly sucker marks on her throat Tojicorp didn't press charges, but Kirin confessed to enough old burglaries to ensure a police guard at the
guidelines for a particular c a m p a i g n . Note that m a n y players like to wait until attributes, skills, a n d a g e h a v e b e e n d e t e r m i n e d before deciding u p o n n a m e , sex, a n d nationality.
hospital. Then the feds showed up to talk with her, and
Native Language: A c h a r a c t e r ' s native l a n g u a g e
all those offenses were dropped. Since then, she's joined
is dictated by nationality. All c h a r a c t e r s automati-
cally receive skill level 10 in their native l a n g u a g e
s e e f i t ) t o bring t h e total u p t o 3 3 . This e n s u r e s t h a t
without penalties or c o s t s .
c h a r a c t e r s are a l w a y s at least a v e r a g e .
C h a r a c t e r s of certain nationalities h a v e a c h a n c e
Point Allocation: Players w h o c h o o s e t h e point
of having a s e c o n d native l a n g u a g e as well, receiv-
allocation m e t h o d h a v e a total of 36 points to be
ing a skill level in it e q u a l to their Intelligence rating.
distributed a m o n g t h e attributes in a n y c o m b i n a t i o n
In the Native L a n g u a g e c o l u m n of t h e Nationality/
t h e player wishes. E a c h level of E m p a t h y c o s t s t w o
Native L a n g u a g e C h a r t o n p a g e 3 1 6 , possible
points instead of o n e . No attribute other t h a n E m p a -
s e c o n d l a n g u a g e s are listed below e a c h nationality's
thy m a y h a v e a value of 0, a n d n o n e m a y h a v e a
native l a n g u a g e . T h e n u m b e r in front of a l a n g u a g e
value of m o r e t h a n 1 0 .
is t h e D 1 0 c h a n c e that t h e c h a r a c t e r c a n s p e a k it. For Soviet nationalities a n d l a n g u a g e s , s e e the Soviet Nationalities Chart, also on p a g e 3 1 6 . For example, a Mexican character h a s a chance of
Meaning of Attributes: Attributes h a v e t h e following definitions. Strength: T h e
numerical
quantification
of a
c h a r a c t e r ' s m u s c u l a r power.
speaking English ( l - 5 on 1D10), Nahuatl (1 on 1D10),
Constitution: Health a n d physical s t a m i n a . This
or Maya (1 on 1D10) in addition to Spanish. Players
d e t e r m i n e s t h e c h a r a c t e r ' s hit c a p a c i t y a n d resis-
m a k e D l 0 rolls for each language, in order, stopping at
tance to disease.
the first success or after failing with all of them. In addition to native languages, players m a y acquire additional language skills as explained later in the rules.
Agility: A m e a s u r e of a c h a r a c t e r ' s coordination and nimbleness. Intelligence: T h e ability of a c h a r a c t e r to perform abstract reasoning. Intelligence primarily affects t h e ability of t h e c h a r a c t e r to learn; it is not t h e s a m e
E a c h c h a r a c t e r is described, in t h e simplest of
thing a s c o m m o n s e n s e . (How m u c h c o m m o n
t e r m s , by s e v e n b a s i c attributes: Strength, Consti-
s e n s e c h a r a c t e r s h a v e is d e t e r m i n e d by t h e actions
tution, Agility, Intelligence, Education, C h a r i s m a ,
of t h e players t h e m s e l v e s . )
a n d E m p a t h y . T h e s e attributes are divided a m o n g
Education: T h e ability of a c h a r a c t e r to gain
t h r e e g r o u p s : physical attributes (Strength, Consti-
k n o w l e d g e a n d experience from a formal a c a d e m i c
tution, a n d Agility), m e n t a l attributes (Intelligence
setting. This attribute d e t e r m i n e s how far a c h a r a c t e r
a n d E d u c a t i o n ) , a n d spiritual attributes (Charisma
c a n a d v a n c e at a university a n d s e r v e s as a pre-
and Empathy).
requisite for certain forms of higher education.
Attributes m a y be d e t e r m i n e d in o n e of two w a y s : random
generation
or
point allocation.
Charisma: A quantification of personality a n d
Random
p e r s o n a b l e n e s s . C h a r i s m a reflects skills t h a t affect
generation gives p l a y e r s only minimal control over
how NPCs react to a character. It is not so m u c h a
t h e generation of c h a r a c t e r s . Point allocation allows
m e a s u r e of physical a p p e a r a n c e as of natural c h a r m .
p l a y e r s greater input in s h a p i n g c h a r a c t e r s , but it
Empathy: A m e a s u r e of a character's sensitivity to
e v e n s out t h e e x t r e m e s of r a n d o m fluctuation.
and attunement with the natural forces of the Earth and
Random Generation: In this method, each attribute
its creatures, including other humans. Empathy reflects
except Empathy is determined by rolling 2 D 6 - 2 (reroll
a character's ability to sense and influence things
any roll that would result in a 0 attribute score). This gives
beyond the normal five h u m a n senses. Only half the
a range of from 1 to 10 for these attributes. Empathy is
population h a s any discernible Empathy rating.
generated by rolling 1 D 6 - 1 , with a result of 0 remaining
Abbreviations: The seven attributesof Strength Con-
0. (NPC Empathy is generated by rolling 1 D 1 0 - 5 , with
stitution, Agility, Intelligence, Education, Charisma, and
results of 0 or less counting as 0.)
Empathy are used throughout these rules. For brevity,
Players w h o roll attributes totaling less t h a n 33 points m a y a d d attribute p o i n t s (allocated a s t h e y
they will sometimes be abbreviated as STR, CON, AGL, INT, EDU, CHR, and EMP, respectively.
tion. To r e p r e s e n t this, players should e a c h c h o o s e four skills from B a c k g r o u n d Skills l i s t on p a g e 3 1 8 , / was always something of a runt as a kid, and I
giving their c h a r a c t e r s a level 2 skill in e a c h . (If t h e
got beat up a lot. It didn 't take me long to learn how
referee allows, s o m e or all of t h e s e blocks of 2 c a n
to keep a low profile so I could avoid fights.
The
be c o m b i n e d into o n e skill. Generally, this is not
really wanted to get even. I
r e c o m m e n d e d , however, as it c r e a t e s a c h a r a c t e r
funny thing is, I
never
guess I just figured the bullies were too stupid to know any better. profile in
was
Of course, part of keeping a low
never expressing
that particular opinion
public.
that is t o o narrowly focused.) Players h a v e a r e a s o n a b l y free h a n d in choosing detailed career b a c k g r o u n d s for their c h a r a c t e r s . This b a c k g r o u n d consists of formal education a n d /
As I grew, 1 discovered that keeping a low profile lets you sit back and gauge the situation.
I found out
or one or more careers. E a c h c h a r a c t e r starts out at a g e 17, with certain
that if I kept my eyes open and thought about what
m i n i m u m skills ( t h e s e are picked up in t h e p r o c e s s
I saw, I could always find some sort of a solution to
of growing u p , as noted a b o v e ) . Players m a y t h e n
any
problem.
You
weakness, and every
see,
has
a
c h o o s e to h a v e their characters further their education
trap has an escape route,
every
opponent
if
or enter an o c c u p a t i o n . (For p u r p o s e s of c h a r a c t e r
you're sharp enough to discover them. Of course, it's
generation, t h e t e r m "occupation" is defined fairly
not all just a matter of observation.
loosely, including even s u c h things as u n e m p l o y m e n t
too,
It takes training,
to recognize the value of what you see.
C h a r a c t e r s begin t h e g a m e with m o r e t h a n just a
a n d g a n g m e m b e r s h i p . ) For e a s e of calculation, career b a c k g r o u n d s are lived t h r o u g h in four-year
b a c k g r o u n d ; t h e y also h a v e k n o w l e d g e of a n u m b e r
t e r m s . C h a r a c t e r s m a y d o pretty m u c h anything
of different skills, reflecting training a n d experience
they p l e a s e , but m u s t do it in four-year increments
that t h e y acquired before b e c o m i n g Dark Minion
for e a s e of record-keeping.
h u n t e r s . By a g e 17, after which career d e t e r m i n a -
E a c h c a r e e r listing ( s e e "Careers," o n p a g e 3 4 )
tion begins, c h a r a c t e r s will h a v e a c c u m u l a t e d s o m e
details t h e n a t u r e of t h e career, t h e skills t h a t are
expertise in a few skills d u e to h o b b i e s a n d e d u c a -
received for the first t e r m , a n d a n y skills received for s u b s e q u e n t t e r m s , if applicable. As well, e a c h description includes n o t e s of important c o n t a c t s m a d e during t h e t e r m a n d a n y special rules for t h e c a r e e r ' s effects on t h e c h a r a c t e r ' s c o m b a t initiative a n d starting m o n e y . C h a r a c t e r s m a y enter a n y career for which t h e y m e e t t h e prerequisites, b u t m u s t s p e n d at least o n e full four-year t e r m in t h a t career before m o v i n g o n . J u s t a s attributes c a n b e generated either randomly or by player decision, so c a n a c h a r a c t e r ' s total career t i m e a n d f i n a l a g e . Players w h o wish t o u s e t h e r a n d o m m e t h o d simply roll 1D10 at t h e e n d of e a c h t e r m t h r o u g h their c h a r a c t e r s ' d e v e l o p m e n t . If t h e roll is greater t h a n t h e n u m b e r of t e r m s p u r s u e d t h u s far, another t e r m is c h o s e n a n d t h e c h a r a c t e r p r o c e e d s ; if t h e roll is less t h a n or e q u a l to t h e number of terms, the character's progress ends and t h e a d v e n t u r e c a m p a i g n begins with t h e c h a r a c t e r
at that a g e . (For e x a m p l e , Dr. Irwin F. DiMicelli, a professor of psychology, h a s b e e n through five t e r m s t h u s far: o n e as an u n d e r g r a d u a t e , two in g r a d school (to get both an M.A. a n d a Ph.D.), and two as a professor. At t h e e n d of this fifth t e r m , t h e DiMicelli player rolls a 6 on 1 D 1 0 , which is higher t h a n t h e current n u m b e r of t e r m s , so t h e good doctor g o e s on to c o m p l e t e another. At t h e e n d of this sixth t e r m , t h e player again rolls a 6, which is equal to t h e n u m b e r of t e r m s s e r v e d t h u s far, so c h a r a c t e r generation e n d s a n d t h e a d v e n t u r e c a m p a i g n b e gins. (Note that this d o e s not m e a n t h a t DiMicelli is no longer a professor, merely that after 12 y e a r s of teaching, h e b e g a n t o get m i x e d u p i n hunting Dark Minions.) T h o s e p l a y e r s w h o prefer not t o u s e this r a n d o m m e t h o d m a y simply c h o o s e a n u m b e r of c a r e e r s for their c h a r a c t e r s . N o t e also that nothing in t h e s e rules p r e v e n t s a c h a r a c t e r from entering t h e g a m e at a g e 17, without pursuing any c a r e e r s at all. But very few p e o p l e would be interested in playing s u c h an inexperienced, a n d unskilled, character.
Characters obtain two different types of skills: initial skills and acquired skills. Initial skills include knowledge of a native language (or languages) and skills supplied by education and/or careers during character generation. Acquired skills are learned from instructors during the course of a campaign (i.e., s o m e t i m e after character creation h a s been completed, as explained at the end of this chapter). All character skills, whether obtained during character generation or acquired, are listed on the Skill List on p a g e 57.
c a d e Skills o n t h e following p a g e . )
Skill R a t i n g s : Skills a r e r a t e d in l e v e l s from 0
Controlling Attributes and Skills: A s c h a r a c -
to 1 0 . A level 4 in t h e C o m p u t e r E m p a t h y skill
t e r s a r e a w a r d e d skill l e v e l s for c a r e e r s a n d
would b e written o n a c h a r a c t e r ' s s h e e t a s C o m -
s e c o n d a r y activity c h o i c e s , p l a y e r s a d d t h o s e
p u t e r E m p a t h y : 4 . C a s c a d e skills a r e a s p e c i a l
l e v e l s to p r e v i o u s skill l e v e l s . However, o n c e a
c a s e , h o w e v e r . A c a s c a d e skill is a c o l l e c t i o n of
c h a r a c t e r ' s level in a p a r t i c u l a r skill e q u a l s t h e
s e v e r a l c l o s e l y r e l a t e d skills u n d e r o n e h e a d i n g .
v a l u e of t h e skill's controlling a t t r i b u t e , all a d d i -
For e x a m p l e , u n a r m e d c o m b a t a n d a r m e d c o m -
tional skill level a w a r d s c o u n t o n l y as half a level,
b a t a r e a s p e c t s o f t h e M e l e e C o m b a t skill a n d a r e
r a t h e r t h a n a full level.
written a s "Melee C o m b a t ( U n a r m e d ) " a n d "Me-
F o r e x a m p l e , C h a r l o t t e , a c h a r a c t e r with a n
lee C o m b a t ( A r m e d ) , " respectively, (see C a s -
I n t e l l i g e n c e of 7, h a s a S t a l k i n g skill of 5. If s h e
r e c e i v e d t w o skill l e v e l s for h e r c a r e e r a n d / o r
will specialize in pistols. His skill level with pistols is
s e c o n d a r y activities, h e r skill level would g o u p
3, while his skill level with rifles is 1 ½, r o u n d e d down
to 7. If s h e t h e n received an additional level,
to 1.
however, it would only go up to 7 ½, as t h e skill level
Normally, no notation will h a v e to be k e p t for
h a d already r e a c h e d t h e level of t h e controlling
t h e s e other subskills. However, s o m e t i m e s it is
attribute, in this c a s e Intelligence.
possible for c h a r a c t e r s to receive a skill level increase
All half levels a r e retained for long-term improvement
purposes,
in a s u b c l a s s other t h a n t h e o n e they h a v e already
but they are rounded down for
c h o s e n as their specialty. In t h e e x a m p l e a b o v e ,
purpose of actual skill use. T h u s , when Charlotte
S c i r o c c o h a s a Small A r m s skill of 3 a n d h a s c h o s e n
r e a c h e s a level of 8 ½ with her Stalking skill, s h e will
Pistol as his specialty. If he t h e n g o e s t h r o u g h A r m y
h a v e an effective skill level of 8 until s h e receives an
basic training, he will receive o n e level of Rifle skill.
additional skill level p r o m o t i o n .
T h e Rifle skill level received a d d s to his Rifle skill
C a s c a d e Skills: A few skills a r e called c a s c a d e
only, not to his overall Small A r m s skill. However, if
skills. A c a s c a d e skill is o n e that includes several
this extra skill level would c a u s e his Rifle skill to
lesser skills u n d e r o n e b r o a d h e a d i n g . E x a m p l e s of
e x c e e d his specialty Small A r m s skill, t h e n Rifle will
c a s c a d e skills a r e Pilot, which includes Fixed-Wing,
b e c o m e his n e w specialty ( a n d his overall skill will
Rotary-Wing, a n d Shuttle, a n d Small A r m s , which
go u p , of c o u r s e ) . In either c a s e , he will h a v e to k e e p
includes b o t h Pistol a n d Rifle skills.
track of his Rifle a n d Pistol skills separately from
C h a r a c t e r s w h o receive a c a s c a d e skill m u s t
now o n .
d e c i d e on an a r e a of special interest from a m o n g t h e
Languages: E a c h L a n g u a g e skill level received
subskills covered. F r o m t h e n on, their skill level in
c o u n t s double for a n y l a n g u a g e in t h e s a m e g r o u p
t h e c h o s e n specialty is considered to be the level of
as a c h a r a c t e r ' s native l a n g u a g e . As well, E u r o p e a n
t h e overall skill. Their level in all of t h e other sub-
c h a r a c t e r s always receive double skill levels in all
skills is half their level in t h e overall skill.
G e r m a n i c , R o m a n c e , a n d Balto-Slavic l a n g u a g e s .
For e x a m p l e , Scirocco, a rock star character,
For e x a m p l e , s u p p o s e t h a t J e a n , a F r e n c h char-
receives a Small A r m s skill level of 3 a n d d e c i d e s he
acter, receives o n e L a n g u a g e skill level. If he t a k e s it in Dutch (a G e r m a n i c l a n g u a g e ) he receives two skill levels in Dutch, while if he w e r e to t a k e it as Korean he would receive only o n e .
T h e c a r e e r s p l a y e r s c h o o s e d o not o c c u p y 1 0 0 % of their c h a r a c t e r s ' t i m e . J u s t as in real life, a p e r s o n ' s h o b b i e s a n d p a s t i m e s c a n provide valuable additional skills. As a general rule, then, e a c h c h a r a c t e r is allowed o n e secondary activity e a c h t e r m . This allows t h e c h a r a c t e r to gain o n e level in a n y o n e skill (player's c h o i c e e a c h t e r m ) from t h e S e c o n d a r y Activities Skill List on p a g e 3 1 8 . S o m e c a r e e r s allow t w o s e c o n d a r y activities per t e r m (both o f which m a y b e d e v o t e d t o t h e s a m e skill, if desired), while a few allow n o n e . T h e n u m b e r of allowed s e c o n d a r y activities per t e r m is t h e n u m b e r of skill levels received.
Characters who spend more than o n e term in a military career m a y receive promotions to higher ranks than those they begin at. To determine if a character is promoted, m a k e an Average roll versus Intelligence. (Use the Tasks Table on the Character Sheet for Easy, Average a n d Difficult formulas.) Graduates of a military a c a d e m y subtract 1 from their roll. Characters who change branches of service add 2 to the roll that term. Success m e a n s that the character is promoted to t h e next higher g r a d e . S e e t h e O S Enlisted a n d N C O R a n k s a n d OS C o m m i s s i o n e d Officer R a n k s Tables on p a g e 3 1 7 . (Note that for simplicity's s a k e , t h e various g r a d e s of private h a v e b e e n ignored, as h a v e t h e specialist r a n k s , which a r e currently being p h a s e d out. Also, d u e to realistic s p a c e constraints,
contacts. For a roleplaying g a m e to mirror reality, then,
only OS r a n k s a r e listed. Players will n e e d to re-
it should t a k e into account important contacts that PCs
s e a r c h t h e actual n a m e s of t h e r a n k s of other a r m e d
acquire. Of course, it is easy enough to do this with
forces—Twilight: 2 0 0 0 lists many—if their u s e is
characters met during the course of an adventure
desired.)
campaign; we need merely jot down a note that so-andso can be found in such-and-such a place and m a y be able to help somehow in later adventures. But what
A c h a r a c t e r w h o c o m p l e t e s o n e or m o r e full
about contacts that PCs would have m a d e during their
t e r m s of active duty with the a r m e d forces m a y
education and development prior to play? In Dark
leave t h e a r m e d forces a n d enter t h e r e s e r v e c o m -
Conspiracy, those contacts are indicated in a note at the
p o n e n t . C h a r a c t e r s m a y also enter t h e r e s e r v e s
end of each career description.
t h r o u g h ROTC. While in t h e r e s e r v e s , t h e c h a r a c t e r
Contacts are categorized in two broad groupings:
m a y be active or inactive, at t h e player's option. This
solid and generic. In general, solid contacts are intended
decision i s m a d e s e p a r a t e l y e a c h c a r e e r t e r m .
as resources for PCs to use during the course of an
An inactive reservist retains his previous rank but
adventure, as people who can provide information,
d o e s not roll for p r o m o t i o n s a n d d o e s not receive
special equipment, or s o m e other source of needed aid.
a n y additional skills.
(Note t h a t t h e availability a n d quality of s u c h aid will
A c h a r a c t e r w h o is an active reservist c o u n t s this
be dependent upon a contact's situation, personality,
as his s e c o n d activity for his m a i n career for t h e
and relationship to the PCs.) Generic contacts can serve
t e r m . He rolls for p r o m o t i o n normally a n d r e c e i v e s
well as a resource for a referee to use to help spur the
o n e skill level from t h e list of s u b s e q u e n t t e r m skills
adventure plot along, allowing the him or her to drop an
for his military c a r e e r (or from t h e Army, regular
unexpected ally into the story just when the PCs really
forces, officer career, if t h e r e s e r v e s a r e entered
need one. How these two types of contacts are used will
directly from R O T C ) .
b e c o m e m o r e clear from the explanations that follow.
During the course of our lives, we all meet a great
Generic contacts are received as a result of career
number of people, m a n y of whom b e c o m e important
t e r m s during c h a r a c t e r generation. If p l a y e r s desire,
they m a y g e n e r a t e n a m e s a n d statistics for t h e s e
h a v e b e e n a professor, a writer, or a m e m b e r of a
c h a r a c t e r s , or they m a y leave this entirely up to the
social s c i e n c e s think tank. Most of t h e s e sorts will
referee. Perhaps best is a course that combines these
still be working at t h e s a m e c a r e e r w h e n a PC later
two, in which a player suggests the contact's n a m e ,
m e e t s t h e m again.
general description, and areas of expertise, and then the
B u s i n e s s : T h e c o n t a c t w a s a m e m b e r of the
referee g e n e r a t e s t h e details of attributes and skills.
b u s i n e s s community, p e r h a p s a c o r p o r a t e execu-
In this way, p l a y e r s d e t e r m i n e what sorts of p e r s o n s
tive, or m a y b e a powerful figure in banking or
b e c o m e important to their characters' lives, but s o m e
investments. O n t h e other h a n d , t h e c o n t a c t m a y
mystery remains as to the contacts' exact abilities. That
h a v e b e e n t h e owner of s o m e smaller business that
fosters a s e n s e of c o n t a c t s being personalities rather
w a s important to t h e PC. In either c a s e , s u c h
t h a n merely lists of statistics. T h e c a r e e r n o t e s list c o n t a c t s in t e r m s of what
c o n t a c t s m a y h a v e m a d e or lost a fortune since the t i m e t h e PC last s a w t h e m .
t h e y w e r e doing w h e n a PC first m e t t h e m . A b a s i c
Criminal: This contact w a s making a career of illegal
description of e a c h of t h o s e c o n t a c t t y p e s is given
activities when first met by the PC. Since that time, the
below. However, just as a PC m a y h a v e c h a n g e d
NPC m a y have gone straight, been imprisoned, or even
c a r e e r s s i n c e t h e t i m e t h e c o n t a c t w a s originally
killed. In the last case, s o m e o n e c l o s e to the original
m a d e , s o m a y h a v e t h e NPC. T h e final d e t e r m i n a -
contact, perhaps a partner or henchman, remembers
tion of what h a s h a p p e n e d to a c o n t a c t in t h e
the PC and b e c o m e s the new contact.
intervening y e a r s (including what new abilities t h e
Empathic: The contact was part of the little-known
c o n t a c t m a y h a v e g a i n e d ) is left to t h e j u d g m e n t of
empathic network that h a s been springing up around the
t h e referee, as with all NPCs.
world of late. It is extremely likely that the contact is still
Academic: T h e c o n t a c t w a s a m e m b e r of t h e intellectual c o m m u n i t y , m e a n i n g s h e or he could
involved in that network, although his or her knowledge and skills will likely have improved in the interim. Entertainment: The contact was involved in the entertainment industry, whether as an actor, director, writer, or technician. In all likelihood, she or he still is, although perhaps with more or less popularity than before, particularly considering changes in programming due to increased corporate competition. Government: Such contacts were s o m e form of government official when the PC last knew them. Chances are, that remains true when the PC m e e t s them again, although likely not in the exact s a m e capacity. Intelligence Community: An intelligence c o m munity contact worked in e s p i o n a g e when t h e PC first m e t him or her, either as a field operative, a controller, or an intelligence analyst. In all probability, s u c h c o n t a c t s , when t h e PC m e e t s t h e m again, will still be involved in e s p i o n a g e , although t h e y will likely h a v e risen in authority. Journalist: T h e c o n t a c t m a y h a v e w o r k e d with t h e PC on a n e w s p a p e r , m a g a z i n e , or t e l e vision n e w s g a t h e r i n g staff b e f o r e t h e m a j o r m e dia s e r v i c e s d r o v e virtually e v e r y o n e e l s e o u t o f
b u s i n e s s . Now, t h e j o u r n a l i s t will e i t h e r be a
Wealthy: T h e c o n t a c t w a s wealthy when he or s h e
m e m b e r of o n e of those m e g a m e d i a services, or
originally b e c a m e friends with t h e PC. With t h e
s h e o r h e will b e s c r a p i n g b y a s a "yellow
e c o n o m i c turmoil n o w occurring in t h e world, how-
j o u r n a l i s t " for a s t r e e t c o r n e r p r e s s .
ever, t h e r e is no g u a r a n t e e that t h e c o n t a c t still h a s
Law Enforcement: T h e c o n t a c t w a s a p o l i c e m a n
t h e s a m e wherewithal. And a n y wealthy c o n t a c t s
or investigator of s o m e sort, a n d is probably doing
w h o h a v e actually grown wealthier will be very
t h e s a m e thing now, m o s t likely for a small c o m m u -
difficult to c o n t a c t again, d u e to increased security,
nity g o v e r n m e n t .
higher mobility, etc. Nonetheless, it c a n be very
Medical: T h e c o n t a c t w a s a medical doctor or
h a n d y to h a v e a wealthy friend.
administrator w h e n t h e PC last k n e w him or her. It is extremely likely that s u c h c o n t a c t s will still be involved in that b u s i n e s s .
Solid c o n t a c t s a r e t h o s e w h o s e p r e s e n t w h e r e -
Military: Military c o n t a c t s were soldiers when t h e
a b o u t s the PC k n o w s , a n d with w h o m t h e PC h a s
PC first m a d e their a c q u a i n t a n c e . T h e r e is a b o u t a
fairly regular dealings. T h e s e include t h r e e different
70 p e r c e n t c h a n c e that t h e s e c o n t a c t s will h a v e
t y p e s of c h a r a c t e r s . T h e first a r e t h e other PCs in t h e
since left t h e military a n d m o v e d on to a civilian
a d v e n t u r e g r o u p . W h e n a g r o u p is first p u t together,
career closely a s s o c i a t e d with their military s p e -
or w h e n e v e r a n e w PC joins, t h e players a n d referee
cialty.
should work together to d e t e r m i n e h o w t h e g r o u p
Specialist: W h e n t h e PC k n e w her or him, this
m e m b e r s k n o w o n e another. A s long a s e a c h P C h a s
c o n t a c t w a s a construction engineer, medical t e c h -
s o m e link to o n e other in t h e group, that is e n o u g h
nician, or o n e of t h e other specialities m e n t i o n e d in
to justify their all working together. Understand that
t h e c a r e e r lists. It is t h e nature of s u c h specialists to
while PC links are similar to NPC c o n t a c t s , t h e y do
continue in their specialty, although they will un-
not actually u s e up a n y of t h e c o n t a c t designations
doubtedly h a v e i n c r e a s e d their expertise since the
given by c a r e e r s . PC links are in addition to t h o s e
P C last m e t t h e m .
contacts.
For e x a m p l e , five players get together a n d gene r a t e t h e following c h a r a c t e r s : an A m e r i c a n exsoldier n a m e d C a s s i u s " C a s " Steele, a J a m a i c a n professional wrestler n a m e d
D a d d y G, w h o brings C a s with h i m . T h e entire g r o u p is a s s e m b l e d , a n d t h e action c a n begin. T h e s e c o n d t y p e of solid c o n t a c t is basically a
"Big D a d d y G "
generic c o n t a c t t h a t a PC h a s a s k e d to h a v e as a
G a d c h e a u x , a muscular, female ex-thief n a m e d
regular s o u r c e of aid, e v e n before t h e c a m p a i g n
Kirin Deerfoot, an e s c a p e d , G e r m a n p s y c h i c test
begins. For e x a m p l e , in t h e g r o u p a b o v e , Kirin's
subject n a m e d Manfred Vandermark, a n d a Mid-
player a s k s to convert o n e of her criminal c o n t a c t s
western c o p n a m e d Dale Hopfinger. T h e p l a y e r s
to a solid contact, so that s h e c a n h a v e s o m e o n e in
a n d referee put their h e a d s together t o d e c i d e w h o
t h e local a r e a to turn to for underworld information
k n o w s w h o . It is decided that Manfred (the e s c a p e d
a n d e q u i p m e n t . T h e referee a g r e e s , deciding that it
p s y c h i c test subject), w h o is now working as a
would actually m a k e his j o b easier t o h a v e a n
counselor at a small m e n t a l health service, would
established s o u r c e of s u c h things. Note that this
h a v e m e t Dale, t h e c o p , w h o brought s o m e i n m a t e s
t y p e of solid c o n t a c t does u s e up o n e of Kirin's listed
to h i m for t r e a t m e n t . Dale also k n o w s Kirin, having
c o n t a c t s from her c a r e e r s .
participated in o n e of her arrests a n d t h e n encour-
Finally, the third type of solid contact also involves
aging her to go straight. T h e players for C a s a n d Big
generic contacts that have been converted. In this case,
D a d d y G n o t e that their c h a r a c t e r s were both in t h e
though, the contact is converted during an adventure,
military t w o t e r m s a g o (Big D a d d y G joined in order
usually at the referee's instigation. For instance, while
t o b e c o m e a n A m e r i c a n citizen), a n d t h e y decide
investigating a story about vampires in New York City,
that t h e y w e r e a s s i g n e d t o t h e s a m e unit.
the PCs mentioned above are confronted by a threaten-
But t h e r e is no link b e t w e e n the rest of t h e g r o u p
ing street gang. They run away, and m a n a g e to lose their
a n d t h e s e t w o until s o m e o n e m a k e s the suggestion
pursuers. Later, investigating the subway, the group
that Kirin (who you will r e m e m b e r is very m u s c u l a r
stumbles upon a nest of what must be vampires and
for a w o m a n ) a n d Big D a d d y G work out at t h e s a m e
soon find themselves fighting a losing battle against
local g y m . That a n d t h e decision by Kirin's player
them. Just when it looks like there is no hope for the PCs,
that Kirin would h a v e followed Big D a d d y G's
the street gang turns up again and rescues them. The
wrestling c a r e e r is e n o u g h to link t h e entire g r o u p
referee, realizing that the PCs need s o m e help, has
together. T h e referee n o t e s that this m a k e s Kirin
decided that the gang's second in c o m m a n d served
m o s t central to t h e g r o u p (she is linked to t h r e e of
time in prison with Big Daddy G and recognized him. The
t h e o t h e r s ) , with Dale ( w h o h a s links to two) s e c o n d .
gang h a s been following the group ever since, watching
B e c a u s e Dale also h a s s o m e Foreboding skill, the
to see what they were up to. Big Daddy G's player marks
referee d e c i d e s t o u s e him a s t h e k e y t o t h e f i r s t
one of his generic criminal contacts off, and adds the
a d v e n t u r e session, a s Foreboding i s n e c e s s a r y t o
gang's second in c o m m a n d to his list of solid contacts.
l a u n c h this particular a d v e n t u r e . He h a n d s Dale's c h a r a c t e r a s u p e r m a r k e t tabloid
Note that while solid c o n t a c t s c a n n o t be turned b a c k into generic o n e s , t h e y c a n turn up again in a
a n d s a y s , "When y o u f i r s t s a w this paper, you h a d a n
different p l a c e if t h e referee desires. In general,
a l m o s t physical s e n s e of s h o c k , followed by a
t h o u g h , o n c e a generic c o n t a c t is turned into a solid
weight of o p p r e s s i o n , but y o u ' r e not sure which
o n e , the referee m u s t p a y a little closer attention to
headline, or headlines, are t h e c a u s e of it." Dale's
that NPC's destiny, in order to r e m a i n true to t h e
c h a r a c t e r tells t h e referee that he b u y s a c o p y of t h e
c h a r a c t e r ' s desires a n d unfolding history. T h e street
paper, t a k e s it h o m e , a n d calls Kirin a n d Manfred,
g a n g c o n t a c t i n t h e e x a m p l e a b o v e might b e c o m e
a s k i n g t h e m to c o m e over a n d t a k e a look at it with
a drifter a n d e n d up in a completely different region
h i m . Manfred identifies a handful of sinister possi-
of t h e globe, for instance, but t h e m a y o r of a city is
bilities t h a t o u g h t to be p u r s u e d , a n d Kirin calls Big
m u c h less likely to w a n d e r a b o u t so freely.
bathroom.
I've never seen anyone move so fast
She
just seemed to sort of waltz up behind the first guy I don't like to admit it, but the first time we got into a scrap,
it was all over before I even knew what was
and plant a knee in his kidneys before he even knew she was there. He sagged into his partner,
who took
16 hours to check
his eyes off Daddy for just one second; but it was one
up a lead on a slaver ring in Providence, and we hit
second too long. His shotgun thundered and took a
town late and tired.
chunk out of the ceiling as Daddy shoved it upward
happening.
We had driven nearly
We checked into a motel, but we
were all too keyed up to rest, so we sort of congre-
with his left hand; then Daddy's right fist took all the
gated
fight out of the goon. I still remember the crack of that
in
one room
to
make plans
for the
next
morning. Eventually, I started getting foggy, and I was just thinking about getting up and going to bed, suddenly goons
the with
door crashed shotguns
open,
jumped
and
when
these
two
blow
sounding even
ears.
Next thing I knew,
jumped on
through
the
echoing
in
Dale and Manfred
the pile-up of the two goons,
my had
Daddy and
Kirin. A few seconds more, and the bad guys were trussed up all nice and neat
inside.
I froze. I'd never actually had a gun pointed at me
And through it all, I just sat there, frozen. It wasn't
before, and I guess my brain just couldn't believe it.
fear, more like a s t o n i s h m e n t . Then Kirin saw me
So I sat there with my mouth hanging open,
like a
sitting there with my mouth hanging open, and she
motioned
started laughing. All of a sudden, something sort of
perfect
idiot,
while
the
two
big
bozos
clicked
angrily for us all to lay face down on the floor. Out of the corner of my eye, I could see Big Daddy G slowly
moving
to comply,
and the goons
were
watching real close to make sure he wasn't going to try and rush them. Then Kirin came back in from the
in
my
brain,
like the clock
was running
again. I could feel my face turning red. But then Kirin came over, pulled me out of the chair,
and slapped
me on the shoulder, and I knew it was okay. Initiative r e p r e s e n t s a c h a r a c t e r ' s ability to re-
m a i n cool a n d a c t m o s t effectively in c o m b a t situ-
Initiative, as indicated in "Careers," beginning on p a g e
ations. C h a r a c t e r s with a high Initiative s c o r e will
34. (Note that bonuses listed for civilian careers only
m o v e further a n d / o r a c h i e v e m o r e actions in a
apply to the civilian die roll, and military bonuses only
c o m b a t round t h a n will c h a r a c t e r s with low Initia-
apply to the military die roll. As well, bonus points are not
tives. This is not b e c a u s e t h e high-Initiative c h a r a c -
cumulative—you can only gain a m a x i m u m of +1 to a
t e r s a r e a n y faster, but simply b e c a u s e they react
roll.) If your character h a s both military and civilian
m o r e quickly a n d s p e n d less t i m e hesitating.
careers, choose which of the two you wish to roll for. For
Initiative values range from 1 to 6, with beginning
example, Bo Johnson h a s spent o n e term in the Army
characterstendingto start out on the low end of the scale,
and two in civilian law enforcement. The Army stint
then increasing as they gain experience in combat. Each
would give him a 1D6 roll, and the law enforcement
combat turn in Dark Conspiracy is divided into six
t e r m s would net him 1 D 6 / 2 + 1 . Bo's player decides to
phases, counting backward from six to one, and charac-
take the civilian roll as the bonus guarantees him an
ters get to perform one action in each p h a s e equal to or
Initiative of at least 2.
less than their Initiative level. "Combat & Damage,"
If you prefer not to leave beginning Initiative to chance,
beginning on p a g e 7 3 , explains this all in a bit more detail,
you m a y simply assign a 2 to the character, or a 3 if at
but it should be obvious even now that initiative is very
least one military career w a s taken. Career bonuses do
important if you are to be involved in combat. Each character's initial Initiative is obtained by a die roll based upon the types of careers that character has
apply to this option, as well (a military character with a bonus for being a Ranger (i.e., elite forces) would begin with a 3+1=4).
pursued. Education and civilian careers yield a beginning Initiative of 1D6÷2, rounded down (0 counts as 1). Military careers yield a roll of 1D6. Also, in each of these
A character's age at the time an adventure campaign
two areas, there are s o m e careers that give bonuses to
begins is determined by multiplying by four the number of t e r m s served and adding 17 to the result. In other words, (4xTerms)+17=Age. Age a d d s a further dimension of reality to play, helping players visualize their characters as actual people, rather than merely numbers on paper. It is possible for beginning characters to have range anywhere from a g e 17 on up, although few characters will be older than 37 or so. Effects of Age: At a g e 3 3 , the effects of age m a y start to t a k e their toll on a character physically. Beginning at a g e 3 3 , a character must check for the effects of a g e each term. At the beginning of the fourth and fifth terms, the character rolls 1D10 to check for losses in Agility. At the beginning of the sixth and seventh terms, both Agility and Strength must be checked. Every term thereafter, Agility, Strength, and Constitution must be checked. (The Effects of Age Table on p a g e 3 1 9 illustrates this progression.) T h e c h a r a c t e r loses o n e point f r o m t h e relevant attribute if the 1 D 1 0 roll is less t h a n t h e current level of t h a t attribute. If t h e roll e q u a l s or e x c e e d s the attribute, there is no loss. This c h e c k is m a d e at t h e
beginning of e a c h t e r m .
equal to 8 0 , plus four t i m e s Strength m i n u s Agility,
Example: Idle Eyes enters her fifth term and must roll
or [4x(STR-AGL)]+80. ( O n e kilogram is approxi-
for a reduction in her Agility, which is presently 7. She rolls
mately 2 . 2 p o u n d s . ) T h u s , a character with a Strength
a 3 and, since that is less than her current attribute level
of 6 a n d an Agility of 1 would weigh 1 0 0 k i l o g r a m s
of 7, she loses one point of Agility. In another example,
(about 2 2 0 p o u n d s ) , while a character with a Strength
upon entering his eighth term, Hunter must roll three
of 4 a n d an Agility of 8 would weigh 64 k i l o g r a m s
times, o n c e for Strength (presently 5), o n c e for Consti-
(roughly 141 p o u n d s ) .
tution (presently 4), and o n c e for Agility (presently 6).
Physiological differences, particularly in b o n e struc-
The rolls are 7, 6 and 2 respectively, so Hunter does not
ture, result in smaller body m a s s e s for women. There-
lose any Strength or Constitution points, but h a s his
fore, weight in kilograms for female characters is calcu-
Agility reduced to 5.
lated by substituting 65 for 80 in t h e formula, or [4x(STRAGL)]+65. Thus, a female character with a Strength of 6 and an Agility of 1 would weigh 85 kilograms (about 187 pounds), while a female character with a Strength of 4 and an Agility of 8 would weigh 49 kilos (roughly 108
O n c e t h e c h a r a c t e r h a s finished all s t e p s of c h a r a c t e r generation affecting skills a n d attributes,
pounds). Load: A person can lug a considerable weight of
t h e following values, which a r e derived from skills
equipment, even cross-country, but there is a limit. In
a n d attributes, c a n b e calculated.
Dark Conspiracy, characters m a y carry, without being
Hit Capacity: Hit capacity is a measure of the amount
heavily burdened, a total weight in kilograms equal to
of d a m a g e (hit points) a character can take before
three times the s u m of their Strength and Constitution—
suffering serious injury. Hit points c a n be suffered in any
(STR+CON)x3. This is called a character's normal load.
of seven different parts of the body: left leg, right leg, left
Up to twice this weight can be carried, but the character
arm, right arm, head, abdomen, and chest. The hit
is considered burdened and h a s movement reduced, as
capacity of the head is equal to twice the character's
explained in the "Combat & Damage," beginning on
Constitution (CONx2).The hit capacity of the character's
p a g e 7 3 . A character m a y lift loads up to four times this
chest is equal to three times the s u m of his Strength and
amount and carry them short distances (50 to 100
Constitution—(STR+CON)x3. E a c h of the other body
meters at a time).Note that multiple characters m a y add
parts h a s a hit capacity equal to two times the s u m of the
their load capacities to lift heavy objects.
character's Strength and Constitution—(STR+CON)x2.
Throw Range: T h e d i s t a n c e (in m e t e r s ) a c h a r a c -
Boxes are provided on the Character Sheet for
ter c a n throw a one-kilogram weight a c c u r a t e l y is
players to write in their PCs' wound level thresholds so the called t h e c h a r a c t e r ' s throw r a n g e . Throw r a n g e is players will know to what degree their characters have been wounded. See pages 103 and 104 to determine
four t i m e s t h e c h a r a c t e r ' s Strength (STRx4). Unarmed Combat Damage: Unarmed c o m b a t d a m -
wound level thresholds and the effects of being wounded.
age indicates the hit-point loss a character inflicts on an
Except for the "Critical" column, the values in the boxes
opponent when that opponent is successfully hit during
represent t h e amount of d a m a g e the character can t a k e
melee combat. Unarmed combat d a m a g e is deter-
before progressing to a m o r e servere wound status.
mined by multiplying Melee Combat (Unarmed) skill by
T h e "Current" b o x e s should b e u s e d t o k e e p track
Strength and dividing by 10, rounding fractions down
of how m u c h d a m a g e the character h a s taken. The
(SkillxSTR)+10. The result is the number of hit points the
n u m b e r s in t h e slight w o u n d b o x e s a r e equal to t h e
striking character will inflict per successful attack. (Note:
b a s e hit c a p a c i t y n u m b e r s of t h e c h a r a c t e r (gener-
A result of 0 is considered 1.)
ated by the above procedure). Weight: A m a l e c h a r a c t e r ' s weight in kilograms is
Example: O s c a r h a s a Strength of 9 a n d a Melee C o m b a t ( U n a r m e d ) skill level of 8. 9 x 8 = 7 2 .
St.
John and I had come to Toronto to investigate
a rash of ritual murders among that city's homeless. In order to draw the murderers into the open, decided
to
dress
like street people ourselves
hang around alleys.
In other words,
we'd and
we'd set our-
selves out as bait. Just after midnight,
St.
John radioed me to report
he was being followed, and I ran to back him up. He was being followed,
all right. We could see them
lurking in the shadows.
Whatever they
were,
they
liked to run in packs. Discretion being the better part of valor, cided to call it a
night,
we de-
if we could shake our
pursuers.
One thing led to another,
ourselves
in a
walls on
three sides and a
whole passel of mean-
and-uglies
coming
behind.
blind alley, up
from
and we found
nothing but two-story
"If only we had a rope and grapple," St. John moaned, edge
and
"How's
"We could probably catch
that right roof
climb out" this?" He couldn't see my smirk in the
dark, but I'm sure he heard it as I pulled a rope and grapple from under my c o a t . "Do you always carry one of those?" he asked. "Ever since Salt Lake City." A few moments later, watching alley
the
hunters
we were on the rooftop, below
milling
around
the
in frustration.
Just as characters have a history of careers a n d c o n t a c t s b e f o r e t h e s t a r t of a Dark Conspiracy a d v e n t u r e c a m p a i g n , t h e y a l s o will h a v e a c c u m u l a t e d e q u i p m e n t and savings. In order to reflect t h i s fact, p l a y e r s g e n e r a t e s t a r t i n g m o n e y for their c h a r a c t e r s , t h e n u s e t h a t m o n e y t o b u y the equipment they desire. 7 2 + 1 0 = 7 . Therefore, O s c a r will inflict 7 hit points p e r Melee C o m b a t ( U n a r m e d ) attack.
S t a r t i n g Money: In general, during e a c h car e e r t e r m , a c h a r a c t e r g a i n s $ 1 0 0 0 for e a c h point of Education p o s s e s s e d . This rather generically represents both a character's earning power and ability t o s a v e . O f c o u r s e , t h e m o n e y itself r e p resents not only savings, but also e q u i p m e n t
Things
had come off exactly
Only
trouble
was
flawed.
was,
we'd
according
discovered
to plan.
that our plan
a c c u m u l a t e d . ( T h a t is, after s t a r t i n g m o n e y h a s b e e n c a l c u l a t e d , a n y of it t h a t is s p e n t on e q u i p ment is considered to have been spent over the
c o u r s e of t h e c h a r a c t e r ' s life t h u s far, n o t all at o n c e . A n d a n y m o n e y left o v e r i s c o n s i d e r e d savings.) A s h a s b e e n s t a t e d , E d u c a t i o n i s typically t h e value u s e d when calculating starting money. The c a r e e r d e s c r i p t i o n s list e x c e p t i o n s t o t h i s r u l e . (For e x a m p l e , g a m b l e r s u s e Luck instead of E d u c a t i o n , t o d e t e r m i n e m o n e y from t e r m s s p e n t gambling.) Finally, while i t m a y b e s o m e w h a t e a s i e r t o g e n e r a t e all s t a r t i n g m o n e y after c h a r a c t e r g e n e r a t i o n is c o m p l e t e , it is a c t u a l l y m o r e a c c u r a t e (and m o r e enjoyable) to do so term by term as c h a r a c t e r s p r o g r e s s t h r o u g h their c a r e e r s . F o r p u r p o s e s of f a i r n e s s , it is i m p o r t a n t t h a t all p l a y e r s e i t h e r d o i t t h e o n e way, o r t h e o t h e r . Your r e f e r e e will tell y o u w h i c h w a y s h e o r h e p r e f e r s . Initial
Equipment:
After
generating
a
c h a r a c t e r ' s s t a r t i n g m o n e y , a p l a y e r c a n look through the equipment chapter and purchase i t e m s a p p r o p r i a t e t o t h e c h a r a c t e r . While d o i n g t h i s , t h e r e a r e a few t h i n g s t o k e e p i n m i n d . First, in t h i s world of t h e n e a r future, it is legal to carry knives, switchblades, pistols, a n d / o r a bow and arrows as personal defense w e a p o n s . All o t h e r w e a p o n s r e q u i r e a s p e c i a l l i c e n s e . L i c e n s e s a v a i l a b l e a n d t h e r e q u i r e m e n t s for g a i n ing t h e m a r e a l s o i n c l u d e d i n t h e e q u i p m e n t chapter. N o t e t h a t legal d o e s n ' t n e c e s s a r i l y m e a n w i s e . If y o u walk into a s t r a n g e b a r with a b o w a n d quiver a c r o s s your b a c k , a Luger strapped to y o u r t h i g h , a h u n t i n g knife in e a c h b o o t , flicking a switchblade in o n e hand, you can e x p e c t t r o u b l e from t h e l o c a l s . Next, b u y e q u i p m e n t t h a t i s a p p r o p r i a t e for
Dark Conspiracy, s o d e p e n d i n g u p o n w h e r e
y o u r c o n c e p t i o n o f y o u r c h a r a c t e r . Your r e f e r e e
y o u r c h a r a c t e r s will b e , y o u m a y b e a l l o w e d
will r e w a r d y o u for a d h e r i n g to a realistic c h a r a c -
m o r e o r l e s s t h a n u s u a l . Your r e f e r e e m a y a l s o
ter c o n c e p t .
decide that certain items of equipment are easier
Finally, b e f o r e b u y i n g e q u i p m e n t , a s k y o u r
or h a r d e r to find in y o u r c h a r a c t e r ' s l o c a l e , w h i c h
r e f e r e e i f h e o r s h e h a s a n y g u i d e l i n e s for y o u t o
c o u l d a l s o affect y o u r p u r c h a s e s . B y following
follow specific t o t h e c a m p a i g n y o u will b e p l a y -
y o u r r e f e r e e ' s g u i d e l i n e s , you'll h e l p t o e n s u r e
ing. For e x a m p l e , l a w s c o n c e r n i n g w h a t i s o r i s
that your adventures have a consistent a t m o -
n o t l e g a l v a r y g r e a t l y from locality t o locality i n
sphere.
points to buy n e w skill levels. To buy a new level c o s t s points equal to its numerical value. For inO n e of t h e m o s t significant rewards of an a d v e n -
s t a n c e , to raise Archery 4 up to Archery 5 would
ture session is a c h a r a c t e r ' s i n c r e a s e d e x p e r i e n c e .
cost five e x p e r i e n c e points. A c h a r a c t e r m a y pur-
A m o n g other things, this includes i m p r o v e m e n t of
c h a s e m o r e t h a n level at o n c e , but e a c h level m u s t
skills. Skill ratings are increased by u s e of experi-
be paid for separately. For e x a m p l e , if t h e Archery
e n c e points.
skill were to be improved from level 4 to level 6, the
Spending Experience Points: During the a d v e n -
c h a r a c t e r would h a v e to s p e n d 11 points total
ture session, e a c h player should n o t e ( p e r h a p s with
( 5 + 6 ) . Points t h a t are not c o n v e r t e d may be a c c u -
a pencil c h e c k m a r k , so it c a n be e r a s e d before t h e
mulated.
next session) t h e skills u s e d during t h e session.
Option: If t h e players d o n ' t mind t h e b o o k k e e p i n g
Only skills t h a t t h e c h a r a c t e r u s e d during t h e a d v e n -
involved, t h e referee may a w a r d points in specific
ture skills a r e eligible for i m p r o v e m e n t by u s e of
skills, for u s e only in t h a t skill (Archery experience
e x p e r i e n c e points.
points, for e x a m p l e , or Foreboding experience
Experience points are converted to increased skill
points).
levels between sessions, even if a session ends with a
Initiative: A s e p a r a t e e x p e r i e n c e point s y s t e m
cliff-hanging situation. Of course, in m a n y c a s e s the
exists for improving Initiative. Initiative experience
points will end up being spent in a lull between adven-
points are only a w a r d e d in s e s s i o n s in which t h e r e
tures, but it is a s s u m e d that a character can even
is a life-threatening battle. Initiative points are u s e d
improve a skill during the heat of battle.
to buy increasing levels of Initiative just like a n y
To i m p r o v e a skill, a c h a r a c t e r s p e n d s e x p e r i e n c e
o t h e r skill, b u t Initiative e x p e r i e n c e points c a n only
be u s e d for Initiative. Advance by Observation: If a player c h a r a c t e r carefully o b s e r v e s a n o t h e r PC successfully a c c o m plishing a task, t h e observing PC g a i n s o n e experie n c e point. This observation m u s t be a c l o s e - u p examination of the task and must have the cooperation of t h e c h a r a c t e r actually performing t h e task. If t h e referee considers t h e skill s o u g h t to be a complic a t e d o n e ( s u c h a s Mechanic), t h e t a s k should t a k e longer t h a n usual to finish ( p e r h a p s substantially longer), to r e p r e s e n t t h e fact that the c h a r a c t e r performing t h e t a s k is p a u s i n g frequently to explain what is being d o n e or to answer questions. A c h a r a c t e r m a y gain experience points from observation only if t h e o b s e r v e d c h a r a c t e r ' s skill level is at least twice as great as t h e skill level of t h e observing character. Instruction: A c h a r a c t e r m a y be t a u g h t a skill. Teaching a skill requires an Average c h e c k of t h e Instruction skill. An instructor m a y t e a c h a n u m b e r of s t u d e n t s equal to t h a t c h a r a c t e r ' s Instruction skill level a n d m u s t h a v e a skill level in t h e skill being taught. An instructor c a n n o t t e a c h a student w h o s e skill level in t h e subject t a u g h t is equal to or greater t h a n that of t h e instructor. T h e t a s k t a k e s four h o u r s per d a y for o n e w e e k (seven c o n s e c u t i v e d a y s ) . Successful completion of t h e t a s k (rolled for at t h e e n d of t h e w e e k ) results in experience points for both t h e s t u d e n t s a n d t h e instructor. T h e instructor g a i n s e x p e r i e n c e for a c c o m p l i s h i n g a t a s k as explained a b o v e . S t u d e n t s gain a n u m b e r of experience points (in t h e skill being t a u g h t ) b a s e d on t h e n u m b e r of s t u d e n t s being t a u g h t . If t h e n u m b e r of s t u d e n t s is less t h a n half of t h e instructor's skill level, e a c h s t u d e n t gains t h r e e e x p e r i e n c e points. If t h e n u m b e r of s t u d e n t s is half or m o r e of t h e instructor's skill level, e a c h student
"Saying that democracy is the best form of government is nearly as great an understatement as saying that the Pacific Ocean holds more water than any tin cup you've ever seen. The issues are so clear, the truth so solidly anchored, that I have no patience with people who think that there's even anything to argue about. "Someone once said to me, 'Sometimes the people are lazy and stupid, and make poor decisions. It sometimes takes a strong leader to protect them and choose the right course.' "So a nation of stupid and lazy people, because of a strong, intelligent leader, is saved from its own sloth and folly? Where is the justice in that? u Democracy isn't just the best form of government; it's the only one even remotely worth a damn. Only democracy guarantees that people get what they deserve." —Zena Marley (Early 21st-century mercenary-philosopher)
gains o n e e x p e r i e n c e point. New Skills: A c h a r a c t e r w h o h a s a skill level of 0 in a particular skill m a y still a t t e m p t to learn t h e skill.
m a y b e allowed t o a t t e m p t t a s k s t h e y h a v e n o skill
This m a y be d o n e either t h r o u g h observation or
for. In s u c h a c a s e , t h e controlling attribute for that
through instruction. Since t h e c h a r a c t e r h a s a skill
skill is u s e d as if it were the skill's value, a n d t a s k
level of 0, experience cost for the first level will be one. Unskilled Tasks: If t h e referee desires, c h a r a c t e r s
levels modify it as normal, but percentile dice are u s e d instead of 1 D 1 0 when m a k i n g t h e c h e c k .
To d e m o n s t r a t e the c h a r a c t e r generation system, we present two annotated characters.
raised through the Secondary Activities List. So the player decides to begin in a career that will allow double the normal secondary activities, in order to most quickly increase the EDO rating. After looking over the career listings, she chooses public employee to begin, a career with no prerequisites. (For story's sake, she explains it as a clerk/typist position at a local IRS office.)
Her EDU is now 5, the m a g i c n u m b e r n e e d e d for college entry. Savings for this term a r e $ 5 0 0 0 , for a total of $ 9 0 0 0 . The player c h o o s e s a business contact, then rolls a 4 on 1D10 to continue, which is safely a b o v e the 2 for t e r m s spent t h u s far. Dara's a g e is now 2 5 . Third Term: For this term, Dara enters an undergraduate university. The entry says she has five points to spend as desired among a list of 11 skills. Dara's player chooses Language 2 (Japanese again). Leadership 1, Psychology 1, and Engineer 1. Dara gets only the normal one secondary activity this term, which her player spends on Observation. At the end of the term, then, Dara's skills are:
First Term: Initial skills for the Dara will be generated using ran- public e m p l o y e e c a r e e r are Busid o m die rolls. n e s s 2 a n d C o m p u t e r Operation 3. Background: Dara's player decides For her c h a r a c t e r ' s two points in upon American for nationality and s e c o n d a r y activities, t h e player female for sex. Native language will, of c h o o s e s EDU+2, and characterizes course, be English. The series of checks it as night school. for a second native language c o m e up At t h e e n d of her first term, then, 5 , 9 , 7 , 5 , and 1, failing respectively at Dara h a s t h e following skills: Archery 2 Spanish, Gentian, Italian, and Polish, Archery 2 Business 2 on the Nationality/Native Language C o m p u t e r Operation 4 Business 2 Chart, but succeeding at Yiddish (at C o m p u t e r Operation 3 Engineer 1 which point the player decides upon Stealth 2 Instruction 2 the character's name). Swimming 2 Language (Japanese) 3 Attributes: Six rolls of 2D6-2 genVehicle Ose (Motorcycle) 2 Leadership 3 erate 8 , 6 , 0 , 5 , 2 , and 5 for STR, COM, Dara's EDO is now 4 (still o n e Observation 1 AGL, INT, EDU, and CHR. AGL is short of allowing u n d e r g r a d u a t e Persuasion 1 rerolled and c o m e s up 7 this time. study). The player c h o o s e s a govPsychology 1 Next, a 1D6-1 roll generates an EMP e r n m e n t contact. Savings for this Stealth 2 2 for the character. The beginning term a r e $ 4 0 0 0 (EDO 4x$1000). Swimming 2 stats, then, are: Her a g e is 2 1 . A 1D10 roll of 3 is Vehicle Ose (Motorcycle) 2 greater than the n u m b e r of terms STR 8 From the c o n t a c t s allowed, the served so far, so the player contin- player c h o o s e s journalism. Dara CON 6 ues with the next term. AGL 7 receives no i n c o m e while in school, INT 5 S e c o n d Term: Dara's s e c o n d so her total savings remain $ 9 0 0 0 . EDU 2 term is again public e m p l o y e e . The A n d a 1D10 roll of 9 is higher than CHR 5 player h a s six points to s p e n d her three terms, so she c a n conEMP 2 a m o n g Business, C o m p u t e r Op- tinue. S h e is now 2 9 . This totals 35 points, two over eration, Instruction, Leadership, and Fourth and Fifth Terms: For her the minimum 3 3 , or just a b o v e av- Persuasion. S h e s p e n d s o n e o n fourth term, Dara goes to law school, erage. C o m p u t e r Operation, two on In- where she automatically picks up Experience: T h e character re- struction, two on Leadership, and Bargain 1, Observation 1, Persuasion ceives four initial skills at level 2, o n e on Persuasion. For secondary 2, and Interrogation 2 in her first term. skills s h e s p e n d s o n e point on EDU She chooses Disguise 1 as a secondwhich the player c h o o s e s a s : and o n e on Language, choosing ary activity. Also, she picks up another Archery 2 J a p a n e s e b e c a u s e it s e e m s like a government contact but saves no Stealth 2 good thing for business. Dara's skills money while paying for law school. Swimming 2 a r e now: She then succeeds at her roll to conVehicle Use (Motorcycle) 2 tinue. Her age is now 33, which reCareer: Dara's playerdecides she'd Archery 2 quires a roll for age effects on Agility. like the character to be in some sort of Business 2 The player needs to roll a 7 or better federal lawenforcemenLLookingover C o m p u t e r Operation 4 (because Dara's Agility is 7) to avoid the career lists, she finds that the Instruction 2 a decline. She rolls a 3, so one point is federal law enforcement career reLanguage (Japanese) 1 b s t and Dara's new Agility is 6. quires law school and no prison record Leadership 2 as prerequisites. Law school requires Persuasion 1 Her fifth term is federal law e n an undergraduate degree, which itself Stealth 2 f o r c e m e n t , a n d now D a r a h a s requires an EDO 5 or better. Dara's Swimming 2 achieved her d r e a m . Dara's player beginning EDO is too low, but it c a n be h a s her b e c o m e an agent of t h e Vehicle Ose (Motorcycle) 2
Securities E x c h a n g e Commission ( S E C ) . B e c a u s e it is her first term in this career, s h e automatically receives Interrogation 2, Observation 1, Melee C o m b a t (Unarmed) 1, and Small A r m s (Pistol) 2. For her s e c ondary activity, she c h o o s e s Willpower 1. This time, t h e player d e cides upon a criminal contact. Again Dara e a r n s $ 5 0 0 0 . But this time t h e player rolls a 4 to go on, well below the required 6 to start a sixth term. Dara is now 3 7 , which requires another roll for a g e effects on Agility. This time t h e player n e e d s a 6 or better and rolls a 7, so t h e attribute d o e s not decline a n y further. At t h e e n d of career generation, then, D a r a ' s attributes a r e now: STR 8 CON 6 AGL 6 INT 5 EDO 5 CHR 5 EMP 2 And s h e h a s accumulated the following skill levels, either through her c a r e e r s or through secondary activities: Archery 2 Bargain 1 Business 2 C o m p u t e r Operation 4 Disguise 1 Engineer 1 Instruction 2 Interrogation 4 Language (Japanese) 3 Leadership 3 Melee C o m b a t (Onarmed) 1 Observation 3 . Persuasion 3 Psychology 1 Small A r m s (Pistol) 2 Stealth 2 Swimming 2 Vehicle Ose (Motorcycle) 2 Willpower 1 She also has accumulated $ 1 4 , 0 0 0 worth of e q u i p m e n t and savings. Age: We have already calculated Dara's age as 37. This required two checks for decline of Agility, one at a g e 33 and another at a g e 37. Note that normally it is quite all right to wait until after all career terms have been finished before checking the effects of
age on STR, CON, and AGL However, if a character wishes to enter a new career that has a STR, COM, or AGL prerequisite, effects of age should be checked before the career is entered, to ensure that the character will still pass the career's prerequisites. Hit Capacity: Dara h a s t h e following n u m b e r of hit points in e a c h body area: Head: CON x 2 = l2 C h e s t : (STR + CON) x 3 = 42 Abdomen: (STR + CON) x 2 = 28 Each Arm: (STR + CON) x 2 = 28 Each Leg: (STR + CON) x 2 = 28 Weight: As a female, Dara a d d s 65 to t h e quantity 4x(STR-AGL) to discover how m a n y kilograms s h e weighs. In her c a s e , t h e result is 4 ( 8 - 6 ) + 6 5 = 7 3 kilograms. Load: D a r a ' s normal load is (STR+CON)x3, or 42 kilograms. This is how m u c h she c a n carry without being overly burdened. Throw Range: A character c a n throw a one-kilogram weight four meters per point of STR, which m a k e s Dara's throw range 32 meters. Unarmed C o m b a t D a m a g e : Dara's u n a r m e d c o m b a t d a m a g e i s equal to her STR multiplied by her Melee C o m b a t (Unarmed) skill divided by 10 (round down). 8x1+10=0.8 (rounds to 0 ) . Since this would m a k e her una r m e d c o m b a t d a m a g e 0 , she i s given the default value of 1. Initiative: Having taken only civilian occupations, Dara will h a v e a b e g i n n i n g Initiative of 1 D 6 + 2 , rounded down. The federal law enforcement c a r e e r qives a b o n u s of +1 if m o r e t h a n o n e term is s p e n t in t h e c a r e e r , but Dara spent only o n e . The player rolls a 5, half of which is 2.5, which rounds d o w n to 2. Equipment: The player decides that Dara is still an agent for t h e S E C , so she ha s a pistol a s s i g n e d to her a n d is able to sign out a g e n c y vehicles if necessary. However, she also h a s $ 1 4 , 0 0 0 to s p e n d on other personal equipment. (The player intends to h a v e her p u r c h a s e a private h a n d g u n , unregistered with the agency, a n d a motorcycle for personal use, as well as an archery set and a switchblade, plus s o m e electronic gear.)
Herbert will be generated by point allocation. Background: Herbert's player decides upon American for nationality a n d m a l e for sex. Native lang u a g e will, of course, be English. The player declines checking for a s e c o n d native language. The player h a s in m i n d a highly Empathic character, s o m e o n e s o in tune empathically that he s e e m s slightly out of touch with reality. Attributes: Herbert's player h a s 36 points to divide a m o n g the seven attributes, with n o n e to be higher than 1 0 a n d n o n e e x c e p t E m p a t h y to be 0. In order to reflect the sort of character described above, the player d e c i d e s upon the following attributes: STR 4 COM 4 AGL 3 INT 3 EDU 1 CHR 5 EMP 8 Experience: T h e c h a r a c t e r receives four background skills at level 2. It is decided that Herbert will begin life on a secluded farm, where he c a n develop close ties to nature. Initial skills c h o s e n are: Animal E m p a t h y 2 Foreboding 2 Human Empathy 2 Stealth 2 Career: T h e r e a r e only so m a n y c a r e e r s that grant e m p a t h i c skills, and m o s t of t h e m provide the m o r e passive o n e s . Herbert's player d e cides upon psychic test subject, in order to give Herbert the Project Thought skill. In story terms, he s a y s that word of Herbert's innate abilities spread through small towns in the area of his farm, eventually drawing the attention of a secret government laboratory. Herbert w a s kidnapped at 17 a n d t a k e n to t h e lab. First Term: Initial skills for the psychic test subject c a r e e r are Hum a n E m p a t h y 3 , Project Emotion 2, and Willpower 2. For his s e c o n d -
ary activity, another level of Stealth is c h o s e n . At the e n d of his first term, then, Herbert h a s t h e following skills: Animal E m p a t h y 2 Foreboding 2 Human Empathy 5 Project Emotion 2 Stealth 3 Willpower 2 The player c h o o s e s an em pathic contact, describing it as a fellow test subject. B e c a u s e he intends Herbert to flee the lab after o n e m o r e term, no m o n e y is calculated (it would all be lost upon fleeing). Nevertheless, the player m u s t roll this term to s e e if t h e lab authorities consider Herbert d a n g e r o u s . The player n e e d s to roll a 5 or less to continue, a n d rolls a 4. Herbert's a g e at this point is 2 1 . Second Term: Another four-year term is s p e n t in the psychic test lab. This time, the player c h o o s e s Hum a n E m p a t h y 2, E m p a t h i c Healing 2, a n d Project Thought 4 as career skills, plus Luck 1 from t h e s e c o n d ary activities list. His skills a r e now: Animal E m p a t h y 2 Foreboding 2 Human Empathy 7 E m p a t h i c Healing 2 Luckl Project Emotion 2 Project Thought 4 Stealth 3 Willpower 2 Again, no savings are calculated for this term, b e c a u s e of the imminent escape. The player c h o o s e s a medicalcontactthistime, rationalizing it as a sympathetic worker who helps Herbert to e s c a p e the lab. When Herbert flees, h i s a g e i s 2 5 , and the player d e c i d e s to h a v e him c o n d u c t another term in a different career. Third Term: After e s c a p i n g from the secret lab, Herbert m o v e s to a different area of the country a n d begins to work as a psychic investigator. Mystic is t h e c a r e e r c h o s e n by t h e player to represent this, a n d Herbert m o r e than p a s s e s the prerequisite of E m p a t h y 4+. Skills for the first term are Foreboding 3 a n d H u m a n E m p a t h y 3 , and t h e player
decides upon Melee C o m b a t (tina r m e d ) 1 as a secondary activity. Now Herbert's skills are: Animal E m p a t h y 2 Foreboding 5 Human Empathy 9 E m p a t h i c Healing 2 Luck l Melee C o m b a t (Unarmed) 1 Project Emotion 2 Project Thought 4 Stealth 3 Willpower 2 (Note that his H u m a n E m p a t h y skill would be p u s h e d to 10 by t h e three extra levels gained except that his EMP attribute is 8, making the ninth a n d tenth skill levels received count as half levels.) From the c o n t a c t s allowed, the player c h o o s e s empathic. Charisma is t h e base for calculating savings, so Herbert e n d s he term with $ 5 0 0 0 . His a g e is 2 9 , a n d the player d e cides to t a k e the character o n e m o r e term. Fourth Term: Mystic is again the career chosen for Herbert. Because this is a second term in the career, the player gets to choose six levels from among 11 different skills. He choses Animal Empathy 2, Empathic Healing 1, Foreboding 1, and Human E m pathy 2, with Melee Combat (Unarmed) 1 as a secondary activity. This m a k e s Herbert's skills: Animal E m p a t h y 4 Foreboding 6 E m p a t h i c Healing 3 H u m a n E m p a t h y 10 Luck l Melee C o m b a t (Unarmed) 2 Project Emotion 2 Project Thought 4 Stealth 3 Willpower 2 A n o t h e r e m p a t h i c c o n t a c t is gained. Also gained is $ 5 0 0 0 in savings, for a total of $ 1 0 , 0 0 0 . Herbert is now 3 3 , a n d at this point, the player determines to c o n c l u d e Herbert's generation; no roll is m a d e . He decides that Herbert will begin the g a m e still working as a psychic investigator. Age: B e c a u s e his a g e i s 3 3 , h e m u s t roll to s e e if AGL is reduced. He rolls a 4, which d o e s not result in
an Agility reduction. Hit Capacity: Herbert h a s the following n u m b e r of hit points in e a c h body area: Head: CON x 2 = 8 C h e s t : (STR + CON) x 3 = 24 Abdomen: (STR + CON) x 2 = 16 Each Arm: (STR + CON) x 2 = 16 Each Leg: (STR + CON) x 2 = 16 Boxes are provided on the character sheet for players to write in theircharacter's wound level thresholds so the players will know to what d e g r e e their characters have been wounded. See pages 103 and 104 to determine wound level thresholds and the effects of being wounded. E a c h n u m b e r represents the upper limit of d a m a g e for that type of wound. Looking at Herbert's character sheet, we can see that if he were to take 44 points of d a m a g e to his chest, he'd have a serious wound. Four points to the head would be a scratch. One more point to the head, though, and he would have slight wound. Weight: As a male, Herbert h a s his weight in kilograms calculated by adding 80 to t h e quantity 4 (STRAGL). 4 - 3 = 1 . 4 x 1 = 4 . 8 0 + 4 = 8 4 . S o Herbert weighs 84 kilograms. Load: Normally, Herbert c a n carry 24 kilograms (STR+CONx3) without being e n c u m b e r e d . Throw Range: Like any other character, Herbert c a n throw a onekilogram weight four m e t e r s per point of STR. This m a k e s Herbert's throw range 16 m e t e r s . Unarmed C o m b a t D a m a g e : Herbert's unarmed c o m b a t d a m a g e is equal to his STR multiplied by his Melee C o m b a t (Unarmed) skill divided by 10 (round down). 4x2+10=0.8 (rounds to 0) Since this would m a k e his unarmed combat d a m a g e 0, he is given t h e default value of 1. Initiative: As with all other attributes, the player decides to take the point allocation option for determining Initiative. Because Herbert has only pursued civilian occupations, his Initiative will automatically be 2. Equipment: T h e player c h o o s e s appropriate equipment for Herbert's role as a psychic investigator.
In Dark Conspiracy, careers are divided among three broad categories: education, civilian, and military. Characters can pursue any type of career for which they meet the prerequisites. Note that while the careers listed here do not cover every possible occupation a person might pursue, it is possible to reflect other occupations by cre-
atively mixing those listed below. For example, a person who wanted to play the role of a television evangelist would choose clergy as an occupation for at least one term, followed by entertainer. Similarly, someone who wanted to play a rock 'n' roll superstar might choose entertainer, concentrating upon Leadership and/or Persuasion
skills to reflect the power of the mission, others do not. All music, and Luck to represent schools are limited to one term the breaks needed to make it unless otherwise indicated. big, followed by nomenklatura for the appropriate wealth.
Higher education is a prereqIt has been said that one of uisite for many careers. Certain the benefits of gaining a liberal forms of higher education have arts degree is that it makes you Education requirements for ad- philosophical enough to cope
with the fact that it'll never make you a lot of money. In the world of Dark Conspiracy, that saying is beginning to be applied to any degree from a full university. Entry: Education 5+. Skills: Total skill levels equal to a character's Education attribute from any combination of the following, but no more than level 3 in any one skill: Biology Business Chemistry Computer Operation Engineer Instruction Language Leadership Persuasion Physics Psychology Contacts: One per term, either academic or journalism. On a 1D10 roll of 10, the contact is foreign. Special: May elect to join ROTC (Reserve Officer Training Corps). If so, the next career choice must include either entry into the regular armed forces or enrollment in the Reserve Component in lieu of a second activity (see Reserves on page 19). Rank is 2nd lieutenant or equivalent (officer). No income is received while attending undergraduate school.
C h a r a c t e r s w h o wish to progress from an undergraduate degree to a Master's or Doctorate, go to grad school to do so. If you want your character to have a degree in some subject other than those listed below, be creative. For example, a degree in History can be represented by concentrating on the Instruction skill (after all, there aren't
many jobs other than teaching that build on such a degree). Entry: Undergraduate degree, Education 7+, Intelligence 7+. Skills: Four levels per term in any one specialty, plus a total of two levels in any electives. Specialties: Biology Business Chemistry Engineer Language Physics Psychology Electiues: Computer Operation Instruction Language Leadership Persuasion Contacts: One per term, academic or government On a 1D10 roll of 8+, the contact is foreign. Special: One term provides an M.A. or M.S., the second and each subsequent term provides a Ph.D. (or equivalent). Degrees must be taken in one of the specialties noted above. No income is received while attending graduate school.
If you want to be a lawyer, you have to go to law school. The same is true if you want to go into federal law enforcement. But a lot of other lines of work can benefit as well from the things a law student learns. Entry: Undergraduate degree, Education 5+, Intelligence 5+. Skills: The character automatically receives the following: Bargain 1 Interrogation 2 Observation 1 Persuasion 2 Contacts: One academic or
government. On a 1D10 roll of the armed services, plus a total of 6 levels from any one or a 9+, the contact is foreign. Special: No income is received combination of the following: Demolitions while attending law school. Engineer Heavy Weapons Horsemanship Medical school is a prerequiLeadership site for working as a medical Small Arms doctor or a psychiatrist. Few Contacts: Two military. On a people go to the trouble of going 1D10 roll of 10, this contact is to medical school without going foreign. on to pursue one of those caSpecial: Enter the Army, Air reers. Force, or Marines at the rank of Entry: Undergraduate de2nd lieutenant—Navy as engree, Biology 3+, Chemistry 2+. sign—and must serve at least Skills: The character automatione term. No income is received cally receives the following: while attending a military acadComputer Operation 1 emy. Medical 6 Observation 1 Contacts: One medical. On a 1D10 roll of 8+, the contact is foreign. S p e c i a l : After m e d i c a l school, a character can enter the military with a direct commission as captain, if desired. No secondary activities are allowed during medical school. No income is received while attending medical school.
Some corporate heads have defended their demands for unquestioning obedience from their employees as being no different from the loyalty expected from soldiers. Of course, they have neglected to mention that while most military forces have a long tradition of honor, courage, and devotion to country, the biggest businesses have an opposite tradition of cutthroat competition and devotion only to a few, ultra-rich stockholders. Entry: Education 6+. Skills: All basic training skills for the appropriate branch of
In the near future of Dark Conspiracy, increasingly fewer people are able to afford a degree from a full university. The drive for a well rounded, well educated populace has been nearly trampled in a mad dash to get people a skill and get them to work. Of course, even with a degree from a technical school, jobs can be very hard to find. Entry: No prerequisites. Skills: A total of 6 levels from any one or a combination of the following: Business Computer Operation Electronics Mechanic Medical Pilot (Fixed-wing or Rotary) Vehicle Use Contacts: One specialist (skill level 8) in one of the areas listed above. Special: No income is received while attending technical school.
Civilian occupations include the majority of things most people think of as typical careers, from farmers to government bureaucrats. But many things that people do not normally think of—such as homeless, psychic test subjects, and gamblers—are included here as well.
Agility instead of Education when c a l c u l a t i n g s t a r t i n g money.
With the economic downturn, space exploration has not just been back-burnered, it's been put back in the fridge. Nonetheless, NASA makes a decent income working as a satellite placement and repair service for the corps. Few people know, however, that much of this money goes into a secret fund for investigating what the agency suspects is a UFO invasion. As an astronaut, you'll spend the majority of your time as a NASA investigator. Entry: Undergraduate degree, Pilot (any) 5+. First Term Skills: The character receives the following skills in the first term: Computer Operation 2 Pilot (Shuttle) 4 Mechanic 1 Electronics 1 Subsequent Term Skills: A total of 6 levels from any one or a combination of the following: Acrobatics Biology Computer Operation Instruction Medical Observation Physics Pilot Contacts: Two per term, government, intelligence agency, journalist, and/or specialist (PC's major skill). On a 1D10 roll of 7+, the contact is foreign. Special: A character who remains an astronaut after character creation ends can join any PC group without having a previous connection to it. She or he simply shows up, following a NASA lead.
The games get bloodier and bloodier, and the industry becomes continually more concerned with entertainment. Whether from football, hockey, professional wrestling, or gladiator-style competitions, the public demands violent escapism. Entry: Strength 7+, Agility 7+. First Term Skills: The character receives the following skills in the first term: Acrobatics 4 Medical 1 Melee Combat 1 Subsequent Term Skills: A total of 6 levels from any one or a combination of the following: Acrobatics Act/Bluff Business Leadership Melee Combat Medical Observation Willpower Contacts: One journalist and one business, entertainment, medical, or specialist (Acrobatics) per term. On a 1D10 roll of 10, the contact is foreign. Special: For each term as an Athlete, use lower of Strength or
This is one of the things you can do with a degree from law school. See that entry for background information. Entry: Law school. First Term Skills: A total of 6 levels from any one or a combination of the following: Interrogation Persuasion Bargain Subsequent Term Skills: A total of 6 levels from any one or a combination of the following: Act/Bluff Bargain Business Computer Operation Instruction Interrogation Leadership Observation Persuasion Psychology Streetwise Contacts: One per term, government or criminal. On a 1D10 roll of 8+, the contact is foreign. Special: Two secondary activities are allowed per term.
9+, the contact is foreign. Special: None.
Sometimes you're hired for protection, other times just for show. In any event, the sort of people who can afford to hire you tend to draw the attention of violent types, so you often earn your fee. Life as a bodyguard can be exciting, and you like the feeling of reacting to threats and overcoming them on a moment's notice. Entry: Melee Combat (any) 5+ and Small Arms (any) 4+. Skills: In each term, a character gains a total of 6 levels from any one or a combination of the following: Acrobatics Archery Climbing Leadership Demolitions Electronics Foreboding (if EMP 1+) Interrogation Melee Combat Observation Small Arms Stealth Streetwise Willpower Contacts: One per term, criminal, business, or law enforcement. On a 1D10 roll of
Nowadays, the bounty hunter business is booming. There are all sorts of organizations willing to pay to have malefactors captured. It's not just the public authorities anymore; corps shell out a lot of money every year to have escaped employees returned. Problem is, the quarry is getting more dangerous every year, too. Entry: Agility 4+. First Term Skills: The character receives the following skills in the first term: Small Arms (Pistol) 1 Stalking 1 Stealth 1 Streetwise 2 Melee Combat 1 Subsequent Term Skills: A total of 6 levels from any one or a combination of the following: Act/Bluff Leadership Disguise Forgery Lockpick Luck Melee Combat
Small Arms Engineer Stalking Instruction Stealth Navigation Streetwise Physics Contacts: One per term, Vehicle Use (Wheeled Vecriminal or law enforcement. On hicle) a 1D10 roll of 10, the contact is Contacts: One per term, govforeign. ernment. On a D10 roll of 10, Special: When figuring be- the contact is foreign. ginning cash, use Streetwise Special: None. instead of Education for each term as a bounty hunter.
It seems the golden age of science as savior never came. High technology proved to be only as good as the people who wield it, and as often as not, conflicts over the raw materials it required escalated into wars. But people have to have hope. In the modern age of misery, they need more than ever to have a shoulder to lean on and an ear that listens. And they're willing to pay for the privilege. Some of those who step in to fill the gap do so for a quick and easy profit. Others are self-sacrificing saints.
New construction materials and design techniques are being developed every day. Antiearthquake, antiacid rain, antiradiation, and bomb proof buildings are the wave of the future. It takes a real expert to keep on top of the rapid changes. Entry: Master's degree, Engineer 4+. First Term Skills: The character receives the following skills in the first term: . Demolitions 3 Engineer 2 Physics 1 Entry: Charisma 5+, EducaSubsequent Term Skills: A tion 4+. total of 4 levels from any one or First Term Skills: The chara combination of the following: acter receives the following skills Climbing in the first term: Demolitions Leadership 2
Persuasion 2 Psychology 2 Subsequent Term Skills: A total of 6 levels from any one or a combination of the following: Act/Bluff Human Empathy (if Empathy 1+) Leadership Persuasion Psychology Willpower Contacts: One per term, any type. On a 1D10 roll of 10, the contact is foreign. Special: No secondary activities are allowed during the first term as clergy.
When the high and mighty want to go someplace, they want to get there fast, and they want to get there in style. Flying gives them that speed, and it makes them feel like royalty as they gaze disdainfully down upon the world below. But they also want safety. They're willing to pay handsomely for expert pilots who are willing to be treated like a chauffeur. Of course, if you want more respect than that, there are lots of operations keeping their air-
craft in the sky with chewing gum and baling wire. Entry: Technical school, Pilot (Fixed-wing or Rotary) 3+. First Term Skills: The character receives the following skills in the first term: Navigation 2 Observation 2 Pilot (Fixed-wing or Rotary) 2 Subsequent Term Skills: A total of 6 levels from any one or a combination of the following: Mechanic Computer Operation Electronics Mechanic Navigation Observation Pilot (Fixed-wing or Rotary) Contacts: One per term, specialist (Pilot). On a 1D10 roll of 10, the contact is foreign. Special: None.
Just as the invention of moveable type changed the face of the world by ushering in the Industrial Age, so the development of the semiconductor has revolutionized our own era by ushering in the Computer Age.
Electronic text transfer is fast— an absolute necessity in our time of rapid-fire technological advances. As a computer operator or programmer, you serve as an essential cog in the electronic machinery that makes the world run. Entry: Technical school or undergraduate degree, Computer Operation 2+. First Term Skills: The characterreceives the following skills in the first term: Business 1 Computer Operation 3 Electronics 1 Computer Empathy 1 (if Empathy 1+) Subsequent Term Skills: A total of 6 levels from any one or a combination of the following: Business Computer Empathy (if Empathy 1+) Computer Operation Electronics Instruction Contacts: One per term, specialist (Computer or Electronics). On a 1D10 roll of 10, the contact is foreign. Special: When calculating beginning money, use Computer Operation instead of Education for all terms as a computer operator/programmer.
There will always be a need for strong backs and skilled hands to crew construction projects. Of course, the question is. when and where. Demands for construction workers change from season to season and region to region. As long as you're willing to go where the work is and are skilled enough to compete with other laborers, you'll do fine. Entry: Strength 4+.
First Term Skills: The character receives the following skills in the first term: Climbing 1 Demolitions 1 Engineer 2 Vehicle Use (Wheeled or Heavy Vehicle) 2 Subsequent Term Skills: A total of 6 levels from any one or a combination of the following: Climbing Demolitions Engineer Mechanic Vehicle Use (Wheeled or Heavy Vehicle) Contacts: One perterm, specialist (Engineer). On a 1D10 roll of 10, the contact is foreign. Special: None.
Player characters in Dark Conspiracy are supposed to be heroes. But sometimes they're tarnished heroes who have broken laws to achieve their goals. Of course, sometimes a law deserves to be broken. For whatever reason, then, a PC may have experiences reflected by this career. Entry: Agility 5+. First Term Skills: A total of 6 levels from any one or a combi-
protection is similar to a Kevlar helmet, with a 1D6 roll of 5 or 6 meaning an unprotected portion of the head was hit **Either right hand or left hand. Comes with a mechanical hand which works exactly like the original organic equipment. This may be removed and replaced with one of several alternate attachments. However, the player will not begin the game with any of these attachments in his or her possession.
nation of the following: Archery Climbing Disguise Forgery Lockpick Melee Combat Small Arms (Pistol) Vehicle Use (Auto) Subsequent Term Skills: A total of 6 levels from any one or a combination of the following: Archery Climbing Disguise Engineer Forgery Language Lockpick Luck Melee Combat Small Arms Stealth Streetwise Thrown Weapon Vehicle Use (Wheeled Vehicle) Contacts: One per term, criminal or law enforcement. Contact is foreign on a 1D10 roll of 10. Special: If more than one term is served, +1 to Initiative. Also, roll once per term versus Intelligence to avoid capture. If unsuccessful, the next career
choice must be prison.
You remember seeing bright 1 ights coming for you. Then there was a long time of darkness and pain. Finally, you found yourself in unfamiliar territory, running in terror from pursuers you knew would follow. But you could not remember who those pursuers were. When you reached civilization, you learned that four years had passed, although you have no recollection of thetime. But during those years, your body was mechanically enhanced. You don't know why. All you know is that the pursuers are still hunting, and you can't let them find you again.
Contacts: None. Special: Agility, Strength, and Melee Combat are allowed to rise above 10 with these enhancements. For each term completed, add +1 to Initiative as well, to a maximum of 7. (This is exception to the noncumulative nature of Initiative modifiers, and the only way to gain a 7 Initiative. Initiative 7 acts once before phase 6 of each combat turn, then acts just after Initiative 6 in each phase.)
Also, each term, subtract 1 from Empathy or Charisma, player's choice. (Remember, Charisma may not reach 0.) If this makes any skills governed by these attributes higher than the attribute, those skills must be reduced, as well. No money is made during this career. Entry: No prerequisites. Finally, there may be unSkills and Enhancements: pleasant consequences other Each term, choose two sepa- th an the ones mentioned above. rate items from the following When the time comes, your referee will let you know. list: AGL +2 STR +2 Melee Combat 2 With the economic crash Integral Body Armor (one hit brought about by break-away location)* international business conglomerates, there has been a resurSocket Hand** *This armor works just like gence of transients who wander regular body armor with an AV of from farm to farm and city to 1, but it can be built into the limbs city looking for work. Generally, as well as the head and torso. Head when they begin, they're look-
ing for somewhere to settle down. After a few years, though, the travelling life gets into their blood, and they wouldn't put down roots if they could. Entry: No prerequisites. First Term Skills: The character receives the following skills in the first term: Streetwise 3 Observation 2 Melee Combat 1 Subsequent Term Skills: A total of 7 levels from any one or a combination of the following: Act/Bluff Archery Climbing Horsemanship Language Luck Mechanic Melee Combat (Unarmed) Observation Persuasion Small Arms (Pistol) Streetwise Swimming Vehicle Use (Motorcycle, Wheeled Vehicle) Contacts: One per term, business, criminal, government, or law enforcement. On a 1D10 roll of 10, the contact is foreign. Special: No secondary activities allowed.
Melee Combat Persuasion Swimming Vehicle Use (Motorcycle or Wheeled Vehicle) Vessel Use (Boat) Contacts: One per term. On a 1D10 roll of 8+, the contact is in government, otherwise it is in entertainment. If it is entertainment, on a 1D10 roll of 8+ it is foreign. Special: At the referee's option, random NPCs may recognize the character as a favorite TV or movie star.
When times are worst, that's when people need escapism the most. Ironically, what the poor want to spend their entertainment money on is a chance to see the glamor and glitz of the rich. You're part of the industry that gives them that vision. It can be depressing, because you know it's all a facade. You know the diamonds they see are only rhinestones, and the Stardust is only sequins. But when you're really on a roll, sometimes you can see through their eyes, and for just a moment the dream becomes real. Entry: Charisma 8+. First Term Skills: The character receives the following skills in the first term: Act/Bluff 3 Disguise 1 Observation 1 Persuasion 1 Psychology 1 Subsequent Term Skills: A total of 6 levels from any one or a combination of the following: Act/Bluff Disguise Horsemanship Language Luck
One of the worst effects of the Greater Depression has been that no one has the clout anymore to enforce protection of the environment. As a result, the business world seems to have abandoned itself to a mad scramble to rape the Earth before anyone else gets it all. There's not a lot an individual can do to turn things around, but you're determined to protect as much of the natural world as you can, even if it means using violence.
term, a character gains the following skills: Biology 2 Climbing 1 Observation 2 Tracking 1 Subsequent Term Skills: A total of 6 levels from any one or a combination of the following: Acrobatics Animal Empathy (if EMP 1+) Archery Biology Climbing Empathic Healing (if EMP 1+) Foreboding Horsemanship Human Empathy (if EMP 1+) Melee Combat Navigation Observation Persuasion Small Arms Stealth Swimming Thrown Weapon Tracking Contacts: One per term, criminal, law enforcement, or government. On a 1D10 roll of 9+, the contact is foreign. Special: None.
You used to build cars. Big American cars with sleek shapes and pinstripes and chrome trim, or pickup trucks. They were cars that the average American drove home in and parked in their garages. Nobody buys them anymore. Now they buy Yugos or Russian Zils, if they can afford them. Except the wealthy, of course, who still buy BMWs and Mercedes and stretch limousines. So now you build weapons systems. You run the machines Entry: No prerequisites. that plug components into conFirst Term Skills: In the first trol panels for guns and missiles
to fuel wars in the Middle East, Asia, and Africa. It's mind-numbingly dull work, but it's a living. Entry: No prerequisites. First Term Skills: The character receives the following skills in the first term: Business 1 Mechanic 2 Electronics 1 Subsequent Term Skills: A total of 4 levels from any one or a combination of the following: Business Leadership Electronics Mechanic Contacts: O n e per term, business. On a 1D10 roll of 10, the contact is foreign. Special Factory workers are allowed two secondary activities per career period.
Once, not too long ago, fields full of crops stretched in every direction farther than the eye could see. Back then, families used to m a k e a business out of farming. Then the agricorps came and glutted all the markets with their force-grown, hoth o u s e crops. Family farms couldn't stay in business, and the majority of them just went to
Contacts: One per term, criminal or specialist in one of the above skills. On a 1D10 roll of 10, the contact is foreign. Special: None.
seed. Now there are weed-filled fields as far as the eye can see, dotted here and there by abandoned farmhouses gone to ruin. But you swore you'd never leave. So now you live even closer to the land, raising just enough to keep yourself fed, with some left over to sell or trade in town, treating your equipment with kid gloves, trying to make it last. It isn't an easy life, but it sure beats moving to the city. Entry: No prerequisites. First Term Skills: The character receives the following skills in the first term: Biology 2 Mechanic 2 Tracking 1 Observation 1 Subsequent Term Skills: A total of 6 levels from any one or a combination of the following: Animal Empathy (if EMP 1+) Biology Empathic Healing (if EMP
The local forces do a pretty good job of policing their own neighborhoods, but to your way of thinking, their focus is a bit nearsighted. Somebody has to k e e p an eye on the larger scheme of things, tracking fugitives that stay on the move, and remaining on top of problems that affect whole geographical regions. That somebody is you. With the state the world is in today, your hands are more than full.
nation of the following: Computer Operation Instruction Interrogation Leadership Language Melee Combat Observation Small Arms Stealth Contacts: One per term, government or criminal. On a 1D10 roll of 8+, this contact is foreign. Special: If more than one term is served, add +1 to Initiative.
Your kind has been around since the dawn of time, making a living out of sharp wits, a knack for bluffing, and a little bit of luck. In a world that changes Entry: Law school, no prison as fast as this one, you figure record. only the gamblers can hope to First Term Skills: The char- survive. acterreceives the following skills Entry: Luck 5+. in the first term: First Term Skills: The char1+) Interrogation 2 acter receives the following skills Horsemanship Melee Combat (Unarmed) 1 in the first term: Mechanic Observation 1 Act/Bluff 2 Observation Small Arms (Pistol) 2 Persuasion 1 Tracking Subsequent Term Skills: The Bargaining 1 Vehicle Use (Wheeled or character receives a total of 6 Heavy Vehicle) Streetwise 2 levels from any one or a combiWillpower Subsequent Term Skills: A
total of 6 levels from any one or a combination of the following: Act/Bluff Bargaining Foreboding (if Empathy 1+) Human Empathy (if Empathy 1+) Luck Melee Combat (Unarmed) Persuasion Psychology Streetwise Contacts: One per term, criminal, law enforcement, or another gambler. On a 1D10 roll of 8+, the contact is foreign. Special: When calculating starting money, use Luck instead of Intelligence for each term as a gambler.
You're young, you're tough, and you're slick. You're part of a family of the street, a motley collection of disaffected youths that knows the world is going to pieces and intends to party and rumble until the world's last gasp. But lately you've been wondering if it's ever going to end. Maybe someone's manipulating things to keep everyone right on the brink but never let them
go over. Maybe you and your chums out to find out who that someone is and kick some butt. Entry: Charisma 3+. First Term Skills: In the first term, a character gains the following skills: Act/Bluff 1 Melee Combat (Unarmed) 1 Stealth 1 Streetwise 3 Subsequent Term Skills: A total of 6 levels from any one or a combination of the following: Acrobatics Act/Bluff Archery Climbing Leadership Foreboding (if EMP 1+) Lockpick Melee Combat Pickpocket Small Arms (Pistol) Stalking Stealth Streetwise Thrown Weapon Contacts: One per term, criminal, law enforcement, or specialist (Streetwise). On a 1D10 roll of 10, the contact is foreign. Special: When calculating starting money, use CHRx$500 for each term as a ganger.
Faced with corporate aggression, the federal government stepped back into the wings. Most people think it's moribund, that it will never recover. But you know it's playing possum. All available money and resources have been poured into clandestine operations to find out exactly what's behind the new world order. It's no longer just the CIA and FBI, either. Nowadays some of the most effective agents are FCC, EPA,
SEC, IRS, and the like. Using their primary missions as cover, these agencies are collecting the data that may turn things back around. Entry: Undergraduate degree, Intelligence 6+, Charisma 6+. First Term Skills: The character receives the following skills in the first term: Interrogation 2 Language 1 Observation 1 Small Arms (Pistol) 2 Subsequent Term Skills: A total of 4 levels from any one or a combination of the following: Act/Bluff Computer Operation Disguise Forgery Interrogation Language Leadership Lockpick Melee Combat Small Arms Willpower Contacts: One per term, government or intelligence community. A result of 8+ on 1D10 means the contact is a foreign one. Special: None.
Luck Melee Combat Observation Persuasion Pickpocket Stalking Stealth Streetwise Willpower Contacts: One per term, criminal, journalist, or law enforcement. On a 1D10 roll of 10, the contact is foreign. Special: No secondary activities are allowed for the homeless. Also, no money is received for terms as homeless. Careers prior to and after this state do provide You're an expert at urban starting money, however. survival. You know all the latest scams for getting food and at least minimal shelter out on the streets. As well, you know pretty much every face within your territory, every deal that's going down, every trap to avoid. Lately, though, things have been getting really weird. There's a feeling in the air, like something unhealthy has settled its nets around the area. If you can't get someone with clout to listen, you figure it might be getting time to move on. Entry: No prerequisites. First Term Skills: The characterreceives the following skills in the first term: Melee Combat (Unarmed) 1 Observation 2 Streetwise 3 Subsequent Term Skills: A total of 6 levels from any one or a combination of the following: Animal Empathy (if Empathy 1+) Archery Foreboding (if Empathy 1+) Human Empathy (if Empathy 1+) Language Lockpick
Technically, the country still has a free press. But most of the national news services have fallen prey to the big money of the corps. That leaves you to fill the gap. You work for a streetcorner rag that prints all the news that fits. Across your front pages headlines clamor about the ghost of Elvis and twoheaded babies born on roller coasters. But in between those stories are others like the one about the ritual murders in Galveston.
Lockpick Melee Combat Observation Pickpocket Stalking Stealth Thrown Weapon Willpower
That one was truth, intended to draw fire on the perpetrators, and apparently it worked, because the murders stopped. You wish you could print nothing but stories like that. But the more sensational ones serve two purposes. First, they draw buyers, keeping you in business. Second, they serve as camouflage to screen you from the revenge of whatever it is out there that's driving this world insane. As long as your true stories seem accidental, you've got a chance to survive. Entry: Undergraduate degree or Charisma 7+. First Term Skills: The character receives the following skills in the first term: Act/Bluff 1 Computer Operation 1 Interrogation 2 Observation 1 Persuasion 1 Subsequent Term Skills: A total of 4 levels from any one or a combination of the following: Act/Bluff Disguise Interrogation Luck Observation Persuasion Stealth Contacts: Three per term, criminal, government, and/or law enforcement. On a 1D10 roll of 7+, the contact is foreign. Special: None.
own slice of the pie. Entry: Undergraduate degree. First Term Skills: The character receives the following skills in the first term: Bargain 1 Business 2 Computer Operation 2 Leadership 1 Subsequent Term Skills: A total of 6 levels from any one or a combination of the following: Bargain Business Computer Operation Instruction Leadership Luck Observation Persuasion Psychology Streetwise Contacts: One per term, business or government. Roll 8+ on 1D10 for the contact to be foreign. Special: When calculating starting money, use Business instead of Education for each term as a manager.
Sure the world is going crazy. But that's what makes business opportunities so wonderful. Every second, it seems, someone else goes out of business, but they are the bunglers. By dropping out, they leave all the more The streets are more dangerroom for you to make your own ous than ever before, but you're mark on the world, to grab your well trained in self-defense and
Group B: AGL +1 STR +1 CON +1 Contacts: One per term, business, criminal, or specialist (Melee Combat). On a 1D10 roll of 7+, the contact is foreign. Special: Use INT instead of EDU for determining starting money per term. If more than one term is served, add +1 to Initiative.
can hold your own against multiple foes in face-to-face combat. Even in fire combat, however, your training gives you an edge, making your reactions quicker and more exact. Also, your physical control translates into stealth when necessary. The martial artist career includes everything from martial arts instructors to Oriental assassins. Entry: No prerequisites. First Term Skills: In the first term, a character gains the following skills and attribute enhancements: STR +1 AGL +1 Melee Combat (Unarmed) 3 Willpower 1 Subsequent Term Skills: A total of 6 levels from any one or a combination of the skills from group A. Alternatively, for each 2 levels not taken from group A, There's not much romance 1 level may be taken from group or mystique to being a meB. chanic, but people sure holler when they need one. It's not Group A: every one that can take a look at Acrobatics a piece of machinery, figure out Archery what's wrong, and then fix it. Climbing You can. As long as humans use Disguise machines, then, you'll have work Foreboding (if EMP 1+) to do. Instruction Entry: Agility 3+ or Intelli-
gence 3+. First Term Skills: The character receives the following skills in the first term: Electronics 2 Mechanic 4 Subsequent Term Skills: A total of 6 levels from any one or a combination of the following: Bargain Business Electronics Lockpick Mechanic Vehicle Use (Motorcycle or Wheeled Vehicle) Contacts: One per term, a specialist in one of the above skills. Roll 1D10 for 10 for the contact to be foreign. Special: For each term as a mechanic, use Mechanic instead of Education when calculating money.
For the past couple of centuries, doctoring has been a good gig with high pay and lots of perks. Lately, there has been an increased demand for doctors with lots of knowledge about emergency medicine. It looks like business will remain good for a long time to come.
Entry: Medical school. First Term Skills: The character receives the following skills in the first term: Computer Operation 1 Medical 1 Observation 1 Persuasion 1 Psychology 1 Subsequent Term Skills: A total of 4 levels from any one or a combination of the following: Business Computer Operation Leadership Medical Persuasion Contacts: One per term, medical. On a 1D10 roll of 7+, the contact is foreign. Special: The first term is internship and residency. No secondary activity is allowed during this time. For each additional career period, doctors are allowed two secondary activities. Doctors get one doctor's medical bag free. For each term as a medical doctor, use Medical instead of Education when calculating starting money.
porate takeover, they're not able to watchdog the world's trouble spots as effectively any more. As a result, the temperature of brush wars has risen a number of degrees, and the countries involved are crying for someone to come and train their troops in modern warfare techniques. Of course, part of training them is supplying them, so if you're sharp, it's pretty easy to make a lot of money really fast. You just have to be careful to duck when the bullets start flying.
Entry: STR 4+, prior military career. First Term Skills: The character receives the following skills in the first term: Bargain 1 Language 1 Melee Combat 1 Small Arms 1 Stealth 1 Subsequent Term Skills: A total of 6 levels from any one or a combination of the following: Archery Climbing Demolitions Heavy Weapons Interrogation Language Leadership Luck Medical Melee Combat Small Arms Stealth Swimming Thrown Weapon Tracking Vehicle Clse Contacts: One per term, criminal, government, intelligence community, military, or another mercenary. On a 1D10 roll of 6+, the contact is foreign. With the old superpowers Special: Roll 1D10 once per cooling their heels after the cor- term. On a roll of 9, the charac-
ter must spend the next term in a noncombat career due to serious wounds. A roll of 10 means the character was captured by the opposition and must spend the next term in prison (as a prisoner). If more that one term is served, add +1 to Initiative.
Even in this fast-paced world, there are some things that can afford to take days or weeks to get from place to place. The bottom line is cost-effectiveness, and it's always going to be cheaper to move things by boat than by plane. The life of a merchant marine involves some hard labor, b u t it also allows you a lot of time between ports to think. Lately, one of the things you've been thinking about is the increase in piracy. Target practice has become a daily drill on board many vessels, and a few have taken to mounting big guns in preparation for naval battles. Of course, there are other things to think about—like the rumors of strange creatures that are beginning to circulate. And the increasing number of "Overdue, presumed lost" entries in
the Maritime News. Entry: Constitution 3+. First Term Skills: The characterreceives the following skills in the first term: Navigation 1 Swimming 1 Vessel Use (Ship) 3 Subsequent Term Skills: A total of 6 levels from any one or a combination of the following: Business Computer Operation Electronics Language Leadership Mechanic Navigation Swimming Vehicle Use Vessel Use Contacts: One per term, business, law enforcement, or specialist (PC's primary skill). On a 1D10 roll of 6+, the contact is foreign. Special: None.
You've always been more attuned to the nature of things than most people. Lately, you've felt a sickness growing in the world, like a sort of psychic gangrene. Even the common
Special: For each term as nomenklatura, multiply by 10 the money available to the character, using Luck instead of Education as a base. This money d o e s not r e p r e s e n t t h e character's total value, but rather how much ready cash is available at the beginning of the campaign. Also, at the beginning of each new adventure, the character will have an additional amount of money available equal to Luckx$3000.
people, who aren't as sensitive as you, are beginning to feel its pressure, and it adds to the world's problems, causing them to lash out in ever-increasing violence. Someone has to locate the source of that infection and lance it. Unfortunately, it looks like that someone will have to be you. As a mystic, you play the part of a psychic investigator. Chances are that you will have some other type of occupation to support you during your investigations. (Teaching and writing careers are good choices, for example, because of their flexible schedules.) Entry: Empathy 4+. First Term Skills: The characterreceives the following skills in the first term: Foreboding 3 Human Empathy 3 Subsequent Term Skills: A total of 6 levels from any one or a combination of the following: Act/Bluff Animal Empathy Business Computer Empathy Foreboding Human Empathy Observation Persuasion Project Emotion Streetwise Willpower Contacts: One empathic per term. On a 1D10 roll of 8+, the contact is foreign. Special: When determining starting money, use Charisma rather than Education for all terms as a Mystic.
daughters of Communist Party members, members of the privileged class guaranteed highranking jobs due to their family connections. In today's vernacular, it refers to anyone from a wealthy, privileged g r o u p . Nomenklatura (often called gnome or nomen) characters have almost unlimited funds. However, they are also highly visible in the international jet set, which means that if you begin spending too much money financing Dark Minion hunts, you're likely to draw unwanted attention.
Entry: Charisma 8+, Luck 6+. Skills: A total of 6 levels from any one or a combination of the following: Act/Bluff Business Computer Operation Foreboding Horsemanship Instruction Language Luck Persuasion Swimming Vehicle Use Contacts: One per term, wealthy or government. A roll of Nomenklatura is a Russian 6+ on 1D10 means it is a foreign term referring to sons and contact.
To your mind, the city streets have become a war zone. Just to collect the wounded, you have to carry firearms on the ambulance. And body armor is standard-issue for ambulance teams nowadays. One good thing about it aill, though: You don't have to worry about a layoff. Business is booming. Entry: Technical school, Medical 2+ First Term Skills: The character receives the following skills in the first term: Biology 1 Computer Operation 1 Medical 2 Vehicle Use (Wheeled Ve-
hide) 2 Subsequent Term Skills: Medical 1 plus a total of 5 levels from any one or a combination of the following: Biology Computer Operation Human Empathy (If EMP 1+) Language Melee Combat Psychology Small Arms Vehicle Use (Wheeled Vehicle) Contacts: One per term, medical. A roll of 10 on 1D10 means the contact is foreign. Special: None.
As an expert in the workings of the human mind, you have become very interested in what have come to be called the empathic powers. This field was once known as parapsychology, but as the laws governing their use have become better known, it has been rechristened paraphysics. You want to delineate the limits of those powers, to learn how they work, and to discover what has brought about their sudden upsurge in today's world.
But your interest has led you into subjects you never expected. You've begun to find evidence of a psychic invasion sweeping the planet. Now, you realize that the research you are doing is no longer merely simple interest: It may be the only thing that can save the world. Entry: Prior term as psychiatrist. First Term Skills: In the first term, a character gains the following skills: Observation 2 Willpower 2 Human Empathy 1 Foreboding 1 Subsequent Term Skills: A total of 5 levels from any one or a combination of skills from the list below, plus 1 level in any empathic skill. Act/Bluff Biology Chemistry Electronics Instruction Interrogation Leadership Medical Observation Persuasion Psychology Willpower Contacts: One per term, medical, academic, or empathic. On a 1D10 roll of 7+, the contact is foreign. Special: Double normal starting money per term as a paraphysicist. Free paraphysicist's field kit
In this increasingly complex world, public governance is becoming steadily more demanding. No one is really qualified to make sense of things, but you believe that you are more qualified than m o s t Most importantly,
contact to be foreign. Special: None.
you are able to inspire faith in the masses, and with their backing you know you can achieve the changes necessary to set the world to rights. But they'll have to trust you to use that power wisely, because you can't tell them what's really wrong. If you were to tell the public about the Dark Minions, chances are you'd merely be ridiculed by the electorate, and you'd certainly draw the Dark Minions' attention. Entry: Charisma 8+. First Term Skills: The character receives the following skills in the first term: Leadership 3 Persuasion 3 Subsequent Term Skills: A total of 5 levels from any one or a combination of the following: Act/Bluff Bargain Business Interrogation Instruction Language Leadership Luck Observation Persuasion Contacts: Three per term: journalism, government, or military. Roll 1D10 for 7+ for the
If you're going to dance, sooner or later you have to pay the piper. If you're going to lead a life of crime, eventually you're going to get caught. When that happens, you'll end up here. Entry: Forced due to capture while engaged in criminal activity. Skills: A total of 6 levels from any one or a combination of the following: Acrobatics Act/Bluff Bargain STR +1 Business Disguise EDU +1 Electronics Foreboding (if EMP 1+) Forgery Instruction Lockpick Mechanic Medical Melee Combat Observation Persuasion Pickpocket Psychology
Small Arms (Pistol) 1 Stalking Observation 2 Stealth Persuasion 1 Streetwise Disguise 1 Willpower Subsequent Term Skills: A Contacts: Two per term, criminal. On a 1D10 roll of 10, total of 6 levels from any one or a combination of the following: the contact is foreign. Special: No secondary acAct/Bluff tivities allowed. Released after Business one term. Disguise Do not count prison terms Forgery when c a l c u l a t i n g s t a r t i n g Interrogation money. Lockpick Luck Melee Combat Observation Small Arms (Pistol) Stealth Streetwise Contacts: Two per term, criminal, law enforcement, or government. Roll 1D10 for 9+ for the contact to be foreign. Special: None.
It used to be you tracked down missing husbands and testified at divorce proceedings. Sometimes you'd get a real case investigating crimes the police had decided to let lie. Nowadays you track monsters in the sewers and investigate crimes that would get you an appointment with a psychiatrist, if you told anyone. You're not sure exactly what's happening to the Research is an essential part world, but you certainly intend of your career, in many ways to find out. even more so than teaching. Entry: Intelligence 5+, Cha- Recent research you've done leads you to believe that there's risma 5+. First Term Skills: The char- something alien and evil maniacter receives the following skills festing itself in the world. Perhaps more research will reveal in the first term: to you how to combat it. Act/Bluff 1
Entry: Ph.D. First Term Skills: The character receives the following skills in the first term: Specialty 1 (a level in the character's specialty skill) Instruction 3 Persuasion 1 Language 1 Subsequent Term Skills: A total of 5 levels from any one or a combination of the following: Instruction Language Leadership Observation Persuasion Specialty skill Contacts: Two perterm, academic or government. Roll 7+ on 1D10 for the contact to be foreign. Special: Professors may have two secondary activities per term.
You used to be unemployed, homeless, and hungry. Now you're just unemployed. You live in a barracks or tiny apartment provided by a major corp. You eat the daily rations they pro-
vide for you. You wear the clothes they give you. And you watch the television they pipe in. All the corp requires in return is that you sign a proxy allowing it to vote in your place in public elections. All in all, it doesn't seem a bad exchange, but it's awfully boring, or would be if it weren't for the gangs, gambling, and gin mills. You also tend to meet a lot of strange people in the slums. Entry: No prerequisites. First Term Skills: The character receives the following skills in the first term: Act/Bluff 1 Observation 1 Streetwise 2 Willpower 2 Subsequent Term Skills: A total of 6 levels from any one or a combination of the following: Act/Bluff Bargain Computer Empathy (if Empathy 1+) Empathic Healing (if Empathy 1+) Foreboding (if Empathy 1 +) Human Empathy (if Empathy 1+) Lockpick Luck Melee Combat (Unarmed) Observation Persuasion Pickpocket Streetwise Willpower Contacts: One per term. However, for each term, a roll of 10 on 1D10 means that the character receives one government or journalist contact. Otherwise the contact is criminal. On an additional 1D10 roll of 10, the contact is foreign. Special: No secondary activities are allowed for proles. Also, no money is received for
Psychology terms as a prole, and any money Willpower earned at prior careers is forfeit. Contacts: One per term, speOnly careers held after proledom cialist (Psychology), or mediends count toward starting cal. A roll of 8+ on 1D10 means money. the contact is foreign. Alternatively, the referee may allow the contact to be a patient with an interesting background or link to the Dark Minions. Special: When calculating starting money, each term as a psychologist counts triple.
Stress in the modern world is extremely high, and m a n y people are suffering mental breakdowns as a result. Some of them lash out in violence, adding to the stress. Others begin to "see" strange things that have no place in the real world. It is your job to help these people cope with their stress in a healthy manner. The problem is, you're beginning to wonder if some of these strange visions might not be true. Entry: Medical school and M.A. (or M.S.) in psychology. Term Skills: In each term, the character receives a total of 4 levels from any one or a combination of the following: Business Computer Operation Instruction Interrogation Leadership Medical Observation Persuasion
Here and there across the globe, clandestine labs to study psychic phenomena are being built by a number of different organizations. You have been identified as manifesting high psychic potential and have been recruited or captured to become a test subject. All sorts of stimul i are tried to bring your abilities to light: hypnosis, drug therapy, and electrostimulus are just a few. The result has been a rapid improvement in your empathic powers. But you've learned a few things about medicine and psychology along the way, as well. Entry: Empathy 5+. First Term Skills: The char-
acter receives the following skills in the first term: Human Empathy 3 Project Emotion 2 Willpower 2 Subsequent Term Skills: A total of 8 levels from any one or a combination of the following: Any Empathy skill Luck Observation Willpower Medical Contacts: One empathic, government, or medical per term. On a 1D10 roll of 9+, the contact is foreign. Special: Roll 1D10 versus Charisma each term orthe character must flee from the lab after being judged too uncontrollable to live. Characters who are forced to flee cannot return to this career. When calculating starting money, use Empathy instead of Education for each term as a psychic test subject. However, if the character has to flee the lab, all payment for this career is lost (i.e., do not count the terms toward starting money at all).
cushy jobs. Someone has to sort the mail, drive the school buses, and make out city water bills. You're just happy to havea job at all, especially as this one provides you with both the money and the time to pursue your hobbies. Entry: No prerequisites. First Term Skills: The character receives the following skills in the first term: Business 2 Computer Operation 3 Subsequent Term Skills: A total of 6 levels from any one or a combination of the following: Business Computer Operation Instruction Leadership Persuasion Contacts: One per term, business or government. On a 1D10 roll of 10, the contact is foreign. Special: Two secondary activities are allowed each term.
It takes a tough cop to keep the locals in line in today's world, Not everyone can have the and that's where you come in.
You've worked hard to establish a reputation as a hard-bitten officer who's tough but fair. You're proud to think of yourself as a peace officer, someone who not only enforces the law, but who also defuses confrontations before they escalate into violence. The trouble is, out-of-towners don't know your reputation. With them, you have to prove yourself anew in each encounter. And you resent the added trouble they bring to your beat. Often as not, you'll use the least pretext to send them packing back where they came from. Entry: No prison record. First Term Skills: The character receives the following skills in the first term: Interrogation 2 Observation 2 Small Arms (Pistol) 2 Subsequent Term Skills: A total of 4 levels from any one or a combination of the following: Computer Operation Instruction Interrogation Language Leadership Melee Combat Observation Small Arms Stalking Stealth Tracking Vehicle (Wheeled Vehicle) Contacts: One criminal contact per term. On a 1D10 roll of 10, the contact is foreign. Special: If more than one term is served, add +1 to Initiative.
As an independent operator, you've been all over the nation. In those travels, you've seen some really weird things and
The following material provides an overview of the armed forces of the United States. Players can use this information to create equivalent foreign military characters, as well, by merely choosing skills that seem appropriate. (If more detail is desired, the referee may allow players to use the military career listings in Twilight: 2 0 0 0 , following the guidelines at the end of this book for conversion of skills, etc.)
learned to deal with strange customs. Note that basic training is Most of the time, you haul included in first term in any mililoads for small companies strugtary career; it does not take an gling to survive in the shadow of additional term. the megacorps. But sometimes those megacorps will contract an independent to supplement their own fleets on a particular run. For them, it's cost effectiveness. For you, it's a windfall. Entry: Agility 4+. First Term Skills: The character receives the following skills in the first term: Vehicle Use (Wheeled Vehicle) 2 Navigation 2 Mechanic 2 Subsequent Term Skills: The character receives the following skills in the second and in all subsequent terms: Bargain 1 Mechanic 1 Navigation 1 Streetwise 1 Vehicle Use (Wheeled Vehicle) 1 Contacts: One per term, specialist (mechanic), or law enforcement. On a 1D10 roll of 10, the contact is foreign. Special: Truck drivers are allowed two secondary activities per career period.
The US Army is made up of several specialized arms, including Armor, Artillery, Aviation, Engineers, Infantry (which itself includes Airborne and Rangers), Medical, Military Intelligence, Special Forces, and Support. For simplicity's sake, these various arms have been collapsed into two major groupings: Elite Forces (Airborne, Rangers, and Special Forces) and Regular Forces (everything else). Players should choose skills to reflect the particular MOS (Military Occupational Specialty) of the characters. For example, a medic would concentrate on Medical and Biology rather than on something like Heavy Weap-
Entry: No prerequisites. Basic Training: The character receives the following skills as a part of his basic training: Melee Combat (Unarmed) 2 Small Arms (Rifle) 2 Stealth 1 Thrown Weapon 1 Special: Characters with both Intelligence and Education of 7+ m a y enter OCS (Officer Corps School). If so, they receive a level 1 Leadership skill, are commissioned as a 2nd lieutenant, and then conduct their first term normally.
Entry: No prerequisites. First Term Skills: Atotal of 4 levels from any combination of the following: Bargain Climbing Computer Operation Demolitions Electronics
Thrown Weapon Tracking Vehicle Use Vessel Use (Boat) Willpower Contacts: One per term, military. On a roll of 8+ with 1D10, the contact is foreign. Special: None.
Entry: OCS, military academy, or commission. First Term Skills: The characterreceives the following skills in the first term: Leadership 2 Observation 1 Willpower 1 Subsequent Term Skills: A total of 3 levels from any one or a combination of group A, plus 2 levels from group B:
Engineer Heavy Weapons Mechanic Medical Melee Combat Navigation Observation Small Arms Stealth Group A: Thrown Weapon Business Climbing Vehicle Use Computer Operation Subsequent Term Skills: A total of 4 levels of skills to be Interrogation chosen in any combination from Language those listed below: Leadership Bargain Melee Combat Climbing Navigation Leadership Observation Computer Operation Psychology Demolitions Small Arms Electronics Stealth Engineer Willpower Heavy Weapons Instruction Group B: Interrogation Demolitions Language Engineer Mechanic Heavy Weapons Medical Mechanic Melee Combat Swimming Navigation Thrown Weapon Observation Vehicle Use Parachute Vessel Use (Boat) Small Arms Contacts: Two perterm, miliStealth tary. A roll of 7+ on 1D10 indiStalking cates the contact is foreign. Swimming Special: When calculating
starting money, count each term as an officer as double.
Elite Forces is a generic term that includes the specialized infantry groups of Airborne, Rangers, and Mountain Infantry, as well as the separate Special Forces (Green Berets). Basic training is the same as under Regular Forces.
Entry: Strength+Constitution+Agility=17+. First Term Skills: The character receives the following skills in the first term: Heavy Weapons 1 Melee Combat (Unarmed) 2 Navigation 1 Small Arms 2 Thrown Weapons 1 Subsequent Term Skills: A total of 6 levels from any one or a combination the following: Climbing Demolitions Heavy Weapons Interrogation Language Leadership Melee Combat Navigation Observation
Parachute Small Arms Stealth Stalking Swimming Thrown Weapon Tracking Vehicle Use Vessel Use (Boat) Willpower Contacts: One perterm, military. Roll an 8+ on 1 Dl 0 for the contact to be foreign. Special: If more than one term is served, +1 to Initiative.
Entry Strength+Constitution+Agility=15+, and OCS, military academy, or commission. First Term Skills: The character receives the following skills in the first term: Leadership 2 Melee Combat (Unarmed) 2 Navigation 1 Small Arms 1 Thrown Weapons 1 Subsequent Term Skills: A total of 5 levels from any one or a combination of group A, plus 2 levels in any combination from group B: Group A: Business
Climbing Computer Operation Interrogation Language Leadership Melee Combat Navigation Observation Parachute Psychology Small Arms Stealth Willpower Group B: Demolitions Engineer Heavy Weapons Swimming Thrown Weapon Vehicle Use Vessel Use (Boat) Contacts: Two perterm, military. A roll of 7+ on 1D10 indicates the contact is foreign. Special: When calculating starting money, count each term as an officer as double. If more than one term is served, +1 to Initiative.
The United States Marine Corps (USMC) is a separate
branch of service from the US Army. Traditionally, it has been used primarily for amphibious operations, but more recently it has come to be recognized as a force ready for rapid deployment for more conventional missions. Entry: Strength + Constitution+Agility = 15+, and no prison record. Basic Training: Characters receive the following skills as part of their basic training: Small Arms (Rifle) 2 Melee Combat (Armed) 1 Melee Combat (Unarmed) 1 Swimming 1 Thrown Weapon 1 Careers: Available careers are equivalent to those for the Army. However, the Elite Forces designations for the USMC is Force Recon or Marine Sniper, instead of Airborne, Ranger, and Special Forces. Special: Characters with both Intelligence and Education of 7+ may enter OCS. As a result of doing so, they receive Leadership 1 and are commissioned as 2nd lieutenants, then conduct their first term as normal.
Language scription, the following material Leadership concerning the US Navy can effectively be used to generate Mechanic characters of foreign navies, as Medical well. Melee Combat Entry: No prerequisites. Navigation Basic Training: Characters Observation receive the following skills as a Small Arms part of their basic training: Swimming Vessel Use Melee Combat (Unarmed) 1 Willpower Small Arms (Rifle) 1 Contacts: One perterm, miliSwimming 2 Vessel Use (Boat or Ship) 2 tary. Roll 1D10 for 8+ for the Special: Characters with both contact to be foreign. Intelligence and Education of Special: None. '7+ may enter OCS. If they do so, they receive Leadership 1 and are commissioned as ensigns, then conduct their first term as normal.
Entry: No prerequisites First Term Skills: The character receives the following skills in the first term: Mechanic 1 Heavy Weapons 2 Subsequent Term Skills: A total of 5 levels from any one or a combination of the following: Computer Operation Electronics Heavy Weapons As with the US Army deInstruction
Entry: OCS, military academy, or commission. First Term Skills: The character receives the following skills in the first term: Heavy Weapons 1 Leadership 1 Navigation 2 Subsequent Term Skills: A total of 3 levels from any one or a combination of the skills in group A, plus 1 level from group B. Group A: Heavy Weapons Instruction Leadership
Mechanic Navigation Observation Small Arms Swimming Vessel Use (Boat or Ship) Willpower Group B: Computer Operation Electronics Engineer Language Psychology Contacts: Two per term, military. Roll 1D10 for 7+ for the contact to be foreign. Special: Double the normal starting money during each term spent as a naval officer.
Entry: Must be officer, Agility 8+. First Term Skills: The character receives the following skills in the first term: Pilot (Fixed-wing or Rotary) 6 Navigation 1 Subsequent Term Skills: A total of 3 levels from any one or a combination of the following: Instruction Leadership Mechanic
Navigation Observation Persuasion Pilot (Fixed-wing or Rotary) Small Arms Contacts: Three per term, military or specialist (Pilot). Roll 1D10 for 7+ for the contact to be foreign. Special: Double the normal starting money for terms as naval aviator.
Entry: Strength + Constitution+Agility=15+. First Term Skills: The character receives the following skills in the first term: Swimming 3 Demolitions 1 Melee Combat (Armed) 1 Vessel Use (Boat) 1 Subsequent Term Skills: A total of 7 levels from any one or a combination of the following: Demolitions Heavy Weapons Navigation Observation Parachute Small Arms Stealth
Swimming Vessel Use (Boat) Contacts: One perterm, military or intelligence community. Roll 1D10 for 8+ for the contact to be foreign. Special: If more than one term served, +1 to Initiative.
Entry: Strength + Constitution+Agility=15+, and OCS, military academy, or commission. First Term Skills: The character receives the following skills in the first term: Demolitions 1 Leadership 1 Melee Combat 1 Swimming 2 Vessel Use (Boat) 1 Subsequent Term Skills: A total of 7 levels from any one or a combination of the following: Demolitions Heavy Weapons Leadership Melee Combat Navigation Observation Parachute Persuasion Small Arms Stealth
Swimming Vessel Use (Boat) Contacts: Two perterm, military or intelligence. Roll 1D10 for 7+ for the contact to be foreign. Special: Count each term as SEAL officer double toward starting money. If more than one term served, +1 to Initiative.
The US Air Force was originally part of the US Army, but it became its own distinct service after World War II. Its primary function is to provide fixed-wing combat and support aircraft. Entry: No prerequisites Basic Training: In Air Force basic training, characters receive the following skills: Melee Combat (Unarmed) 1 Small Arms 1 Swimming 1 Thrown Weapon 1 Special: Characters with both Intelligence and Education of 7+ may enter OCS. If they do so, they receive Leadership 1, are commissioned as 2nd lieutenants, and they conduct their first term normally.
Undergraduate University Graduate University Law School Medical School National Military Academy Technical School
Entry: No prerequisites. First Term Skills: The character receives the following skills in the first term: Electronics 2 Mechanic 2 Subsequent Term Skills: A total of 5 levels from any one or a combination of the following: Electronics Instruction Leadership Mechanic Parachute Pilot (Fixed-wing or Rotary) Small Arms Vehicle Use Contacts: One perterm, military. On a roll of 9+ on 1 Dl 0, the contact is foreign. Special: None.
Entry: Agility 6+ and OCS, military academy, or commission. First Term Skills: In the first term, a character gains the following skills: Navigation 2 Pilot (Fixed-wing or Rotary) 4 Subsequent Term Skills: A total of 6 levels from any one or a combination of the following:
Instruction Leadership Mechanic Navigation Observation Parachute Persuasion Pilot (Fixed-wing or Rotary) Small Arms Contacts: Two perterm, specialist (Riot). A roll of 7+ on 1 Dl 0 means the contact is foreign. Special: When calculating starting money, count each term of Air Force pilot double.
Astronaut Athlete Attorney Bodyguard Bounty Hunter Civil Engineer Clergy Commercial Pilot Computer Operator/ Programmer Construction Worker Criminal Cyborg Escapee Drifter Entertainer Environmentalist Factory Worker Farmer Federal Law Enforcement Gambler Ganger Government Agent Homeless
Journalist Manager Martial Artist Mechanic Medical Doctor Mercenary Merchant Marine Mystic Nomenklatura (Idle Rich) Paramedic Paraphysicist Politician Prisoner Private Investigator Professor Prole (Corporate Welfare Recipient) Psychiatrist Psychic Test Subject Public Employee State/Local Law Enforcement Truck Driver
United States Army Regular Forces Enlisted Officer Elite Forces Enlisted Officer
Elite Forces Enlisted Officer
United States Marine Corps Regular Forces Enlisted Officer
United States Navy Enlisted Seaman Naval Officer Naval Aviator Enlisted SEAL (Sea Air Land) SEAL Officer United States Air Force Enlisted Airman Pilot (Officer)
Most important actions in Dark Conspiracy are resolved using the roll of a die. Each such action is expressed as a specific task, and the die roll determines whether the player attempting the task was successful or unsuccessful, and if an extraordinary success or failure occurred. Dice: To play the g a m e you will need a 10-sided die (D10) and one or more six-sided dice (D6). A D10 is read from 1 to 10 (with 0 meaning 10). A 1 before the die notation (1D6, 1D10) m e a n s roll one die of that type, a 2 (2D6, 2D10) m e a n s roll two of that type and add them, and so on. Die Roll Modifiers: Sometimes die roll results must be modified. For example, 2D6-2 m e a n s roll two sixsided dice and add the numbers together, then subtract 2. Conversely, 3D6+2 m e a n s roll three six-sided dice, add them together, and then add 2. (For example, a 3D6-1 roll that resulted in rolls of 3, 5, and 2 would total 9: 3+5+2-1.) Rolling vs. an Attribute or Skill: Sometimes, in order for your character to perform an action, your referee may instruct you to roll 1D10 versus one of your character's attributes or skills. (Attributes represent a character's innate abilities, while skills represent learned abilities. The character generation rules explain these two in more
depth.) Such an attempt is called a task, or sometimes an
the referee, he or she decides that not only do you get a
attribute check or skill check. Generally, for your character
peek at the records, the receptionist actually leaves the
to succeed at the task being attempted, the die roll you
room long enough for you to photocopy them on a
m a k e must be less than or equal to the numerical
machine in the office.
value of the attribute. Sometimes, instead, your target
On the other hand, it may be that you failed the roll
number will be double the attribute rating or half, or even
horribly, rolling a catastrophic failure. Anytime you roll at
a quarter or an eighth. Obviously, the smaller the fraction,
least four points above a task's target number, you have a
the more difficult the task is to perform.
chance of suffering a catastrophic failure. Roll the die
Usually, tasks are attempted at one of three levels of
again, and if this second roll is above the task's target
difficulty. A roll versus your attribute or skill rating is called
number, you have failed catastrophically (if it is at or below
an Average task. An Easy task is rolled versus double your
the target number, you have simply had a normal failure).
attribute or skill rating. If the referee considers the task to
For example, in the situation described above, suppose
be Difficult, the check would be rolled versus half that
you had rolled a 9, instead of a 1. You would have failed in
normal value. Only in very special circumstances will your
your task attempt, with the possibility of a catastrophic
skill or attribute be divided any further, so no official names
failure. When you rolled again, if you obtained a result of
are given for these difficulty levels. Your referee will simply
6 or higher (again above the target number of 5) so you
ask you to roll versus a quarter, eighth, etc. of the value.
would have failed catastrophically. The referee might
Dealing with Fractions: If you are instructed to
decide that not only does your character not get to peek
halve (or quarter, or whatever) a rating, any fractional
at the records, but the receptionist also calls security to
values will be rounded down. (After all, Dark Con-
have him or her thrown out of the building.
spiracy involves a bleak world.) For example, if you
Pretty m u c h all of Dark Conspiracy's rules build
are instructed to roll versus one-quarter of your
upon the basic concepts explained above. As you
character's Stealth skill, a n d t h e full rating is 7, the
read through later chapters, s u c h as "Combat &
quarter rating will be 1.75, rounded down to 1.
Damage," you will discover specifically how the basic
S u c c e s s Quality: If, when making a task s u c c e s s
mechanics are applied in specific circumstances.
check, you m a n a g e to roll better than necessary to succeed, your character m a y have achieved an outstanding s u c c e s s at the task. Anytime you roll at least
One additional rule appliesto the useof Empathy skills,
four points below a task's target number, you achieve
to reflect the varying effects these skills can have under
an outstanding success. An outstanding s u c c e s s m a y
different conditions. When a character makes a task
decrease the amount of time spent at the task,
attempt with an Empathy skill, if the attempt is successful,
increase the a m o u n t of information gained, or have
1D6 is rolled to help determine the exact power level of the
s o m e other beneficial effect. The exact effect will be
success. This power level is equal to the empathic skill
determined by your referee, based upon the specific
rating, plus the number rolled on the D6, minus the
task and the situation at the time (although players
Willpower rating (if any) of the skill's target. In the event of
are free to m a k e suggestions!).
an outstanding success being rolled on the D10, the final
For example, suppose your character were trying to persuade a receptionist at a hospital to allow a peek at
result is doubled. If the target's Willpower reduces the power level to 0 or less, then the skill attempt fails.
some records. Your referee might say, "That sounds like a
Power level is used in two different ways. S o m e -
Difficult task versus Persuasion," meaning you have to roll
times it is translated point for point into a unit of measure,
half or less of your character's Persuasion skill. You check
such as range of effect in meters, or number of kilograms
the skill and discover it is rated at 10, so you need to roll
affected, etc. At other times, it is used to determine stages
a 5 or less to succeed. But you get lucky and roll a 1, which
of effect, with each six full points equaling one additional
yields an outstanding success. When you point this out to
stage beyond basic success, and each extra stage indicat-
another
with willing subjects. In normal condi-
creature de-
tions, however, they become Average
Acrobatics (AGL): The Acrobatics
tected, or an-
in difficulty, due to general distractions
skill allows a character to make Agility
other sense ap-
and normal resistance. In a stressful
checks involving overall body motion
ing
Power Level Stage Basic Success 1-5
stances of the story at the time.
pealed to, etc.
condition, such as during combat,
at one step easier than normal. Note
Stage Two
The exact ef-
they become Difficult. The referee, of
that this makes a character better at
12-17
Stage Three
fects depend,
course, has the final word in determin-
grappling and avoiding diving blows
18-23
Stage Four
of course, upon
ing which conditions apply to any
(see Melee Combat). A character does
the specific skill
specific empathic skill use.
not have to be an acrobat per se to
6-11
24-29
Stage Five
30-32
Stage Six Power Level = E m p a t h ' s
being used, as
have this skill. Any sort of sports
explained in the
experience would serve as well.
Skill+1D6 - Target's Willpower
individual skill descriptions.
The skill descriptions and task ex-
Act/Bluff (CHR): This is the ability
amples in this chapter are intended to
to convincingly pretend you are
give players a basic idea of how the
something you are not. For actors, it
skills work in this game, so that char-
means portraying a fictitious charac-
acters can be designed intelligently.
ter, of course, but it also covers such
However, players should always re-
things as effectively pretending you
As a general rule, empathic skill
member that the referee has final say
are holding a winning hand at poker or
attempts are Easy when done under
in what skills apply to a particular task
convincing voters that you will fulfill all
very relaxed conditions, such as in a
and what the resulting difficulty level of
of your campaign promises.
safe and peaceful environment, and
that task is, based upon the circum-
Animal Empathy (EMP): Animal
Empathy is a sixth sense that allows a
Bargain (CHR): When trying to
character to perceive the mental and
buy information or equipment, or get
emotional state of animals. (Humans
a higher price for his or her services,
Skill
are much more difficult to sense, be-
bargaining c o m e s in handy for a
cause of their more complex cogni-
character. Although bargaining
tion and their habit of hiding their
should be roleplayed out between
thoughts and emotions. For this rea-
the referee and player, the referee
son, there is a separate Human Em-
should give in more easily to PCs
pathy skill, and it is more difficult to
with a higher Bargain skill, or let the
acquire expertise in it.) The exact
player know critical information about
amount of information perceived de-
the bargain. For example, he might tell
pends up on the type of creature being
the player that the NPC seems ner-
Acrobatics Act/Bluff Animal Empathy Archery Bargain Biology Business Chemistry Climbing Computer Empathy Computer Operation Demolitions Disguise Electronics Empathic Healing Engineer Foreboding Forgery Heavy Weapons Horsemanship Human Empathy Instruction Interrogation Language Leadership Lockpick Luck Mechanic Medical Melee Combat Navigation Observation Parachute Persuasion Physics Pickpocket Pilot Project Emotion Project Thought Psychology Small Arms Stalking Stealth Streetwise Swimming Thrown Weapon Tracking Vehicle Use Vessel Use Willpower Willpower Drain
scanned and the power level of the
vous, as if there's more to this job
scanning character's success.
than m e e t s the eye. Or the NPC
Simple success reveals the prese n c e and basic emotional state of one creature within a sphere centered
seems anxious that you not see the left side of the car you're bargaining for. Biology (EDU): This skill reflects a
on the sensing character and with a
general knowledge of the physical
radius, in meters, equal to the power
functions of living creatures. While it is
level of the success.
not treated as a cascade skill, for
Each additional stage of success
roleplaying purposes a character with
allows the character to improve that
a high Biology skill should choose to
information in one of three ways: (1)
specialize in botany (concerning
double the sphere's radius, (2) reveal
plants), zoology (concerning ani-
all creatures of one species, or (3)
mals), ecology (concerning environ-
reveal t h e exact emotions a n d
mental relations), genetics (concern-
thoughts of a single target creature.
ing heredity), or biochemistry (con-
For example, a character who
cerning the chemical nature of life).
gained a Stage Three success might
Business (EDO): The Businessskill
choose to perceive one creature within
indicates a familiarity with business
four times the normal radius (doubled
practices. It includes a knowledge of
twice), or know the exact emotions
bookkeeping procedures, an aware-
and thoughts of two creatures within
ness of resources necessary to con-
the original radius, or perceive the
duct different businesses, and famil-
exact emotions and thoughts of one
iarity with methods of locating or at-
particular creature while keeping tabs
tracting customers.
on all creatures of a particular species within the original radius.
Chemistry (EDU): Characters with this skill can, with the proper equip-
Archery (STR): In many cities of
m e n t perform chemical analysis. They
the Dark Conspiracy world, a hunting
can also create useful substances such
bow is now a legal type of personal
as chemical smoke (Easy), gunpow-
defense weapon. Archery skill reflects
der (Easy), smokeless powder (Aver-
expertise in using such a bow for fire
age), tear gas (Average), dynamite
combat
(Average), explosive primer (Aver-
Controlling Attribute AGL CHR EMP STR CHR EDU EDU EDU CON EMP EDU AGL CHR AGL EMP EDU EMP AGL STR CON EMP CHR CHR CHR CHR AGL CHR STR EDU STR INT INT CON CHR EDU AGL INT EMP EMP INT STR INT AGL INT CON STR INT INT CON INT EMP
age), and plastic explosive (Difficult).
a computer or computer network.
even "read" the computer without
(Note: Smokeless powder is the pro-
This allows the character to react
looking at the screen). Stage Three
pellant in modem cased ammunition;
m o r e quickly and smoothly to
allows the character to sense the inte-
gunpowder is for old-fashioned weap-
changes in the data flow, making
rior workings of any one computer to
ons in which the powder and shot are
Computer Operation (see below) tasks
which his or her own is connected (by
loaded separately.)
easier. The character must be physi-
modem, for instance), or to "read" all
Climbing (CON): This is the ability
cally touching a computer (whether
data stored within the computer being
to scale vertical surfaces, whether
keyboard, screen, or processor) in
touched, even data that is not pres-
rock faces or buildings, with the proper
order to initiate the empathy. When the
ently being accessed. A Stage Four
equipment Climbing a steep slope or
character makes a test of this skill,
success means the character can
sheer rock face with good handholds
empathic power level determines
"read" any data being accessed by a
is Average. Climbing a sheer, mostly
how much Computer Operation is
computer that is in communication
smooth rock face or a building wall is
enhanced by.
with the one being touched. Stage Five allows the character to em-
Difficult. The above assume no spe-
Basic success means the charac-
cialized equipment. With climbing
ter can sense the interior workings of
pathically "read" data stored within
equipment the difficulty level is one
the single computer that is being
that distant computer. Stage Six
lower. Rappelling is Easy.
touched, revealing any interior dam-
m e a n s the character can perform
An experienced climber may as-
age or any problem areas in its elec-
Computer Operation tasks at two lev-
sist an inexperienced climber. If so, the
tronic flow. Stage Two success allows
els of difficulty lower than normal
inexperienced climber uses his or her
the character to empathically "read"
(Difficult becomes Easy, for instance).
own CON attribute as a Climbing skill.
any data the computer is accessing,
Computer Operation (EDU): As
Computer Empathy (EMP): With
which lowers by one level the difficulty
migh t b e expected, Computer Opera-
the Computer Empathy skill, a char-
rating of all Computer Operation tests
tion indicates a familiarity with the use
acter can sense the flow of data within
the character is doing (and you could
of computers. The referee will determine difficulty levels for tasks a character wishes to perform with a computer. Demolitions (AGL): Demolitions skill involves the Knowledge of explosives, including how to place and detonate them effectively. Typically, placing an explosive charge to simply b b w something up is an Easy task. But the difficulty may increase if the character wishes to achieve something fancy, such as making a wall fall in a particular direction, or if the character has to improvise the explosives and/or detonator. Disguise (CHR): This skill involves convincingly looking like something you are n o t . It includes use of camouflage as well as such things as makeup and costume.
Electronics (AGL): Pretty much everyone in Dark Conspiracy knows how to operate most electronic devices. Characters with the Electronics skill know how to create and repair those devices, and can figure out fairly easily how to operate the more advanced sorts (such as radar systems, power plant controls, and the like). Empathic Healing (EMP): Empathic Healing allows characters to improve the healing rate for wounds they have taken. Basic success lowers a wound's healing time by one day, and each additional stage of success further lowers that time by another day (to a minimum time of one hour). An empathic healer m a y also attempt to e n h a n c e healing of another creature's wounds. First, however, the healer must m a k e a Hum a n E m p a t h y test (or Animal
Four success (8+5-4=9,9x2=18, and
pens days before the events occur.
Empathy, if appropriate) to estab-
18+6=3). The first wound's time im-
Other times, it is merely a second's
lish empathic contact with the vic-
proves by two days (one day for basic
worth of warning. Sometimes, the
tim. This test then serves as a lim-
success, plus one day for the addi-
prescience manifests itself as a
iter of s u c c e s s for the Empathic
tionalsuccess level). The second does
dream. At others, it comes as a wak-
Healing tests to be m a d e for each
not improve at all, because he failed
ing hunch. Sometimes the warning is
wound.
his Empathic Healing roll. The third
terribly vague. At others, it is crystal
For example, suppose that Alan,
also improves by two days, despite
clear. The exact results are left to the
an empathic healer with a skill level of
the outstanding success at healing,
referee's discretion, based upon story
8, is trying to treat three wounds on
because he is limited by the power
situation and quality of the Forebod-
Frieda, who has a Willpower of 4. He
level scored for Human Empathy.
ing power level rolled.
succeeds at his Human Empathy
Note that only one Empathic Heal-
Forgery (AGL): Forgery is, of
check, and rolls a 6 on 1D6 for a final
ing test can ever be performed for
course, the ability to create false
power level of 10 (8+6-4), resulting in
each wound.
a Stage Two success. On his first
Engineer (EDU): The Engineer skill
documents. When used in conjunction with the Electronics skill, Forg-
Empathic Healing test, he succeeds
reflects a general knowledge of struc-
ery allows for the falsification of
and rolls a 2 on 1D6, just barely
tural design, material strengths, and
electronic documents.
scoring a Stage Two success (8+2-
construction techniques.
Heavy Weapons (STR): The Heavy
4=6). Rolling for the second wound,
Foreboding (EMP): Characters with
Weapons skill reflects training with fire
he fails the skill test, but not cata-
the Foreboding skill are prone to re-
weapons larger than one-person ma-
strophically. For the final wound, he
ceiving impressions of events before
chine guns. It includes, for example,
scores an outstanding success, fol-
those events actually take place.
crew-served weapons such as mor-
lowed by a roll of 5 on 1D6, for a Stage
Sometimes this precognition h a p -
tars, as well as single-person weapons
ability to obtain information from people. Primarily, Interrogation involves asking the right questions and correctly interpreting the responses. It does not only include interrogation of unwilling persons, but also of confused witnesses, and even of sources who don't realize how much they really know. Language (CHR): Languages in Dark Conspiracy are organized according to groups and families (see the Language Table on page 316). Communicating in a language shared by both characters is an Average difficulty task vs. the average of the two characters' Language skill levels. If one of the characters does not speak the language, but is substituting skill in another language of the same group, the task becomes Difficult vs. the average of the two Language eral ways: (1) the radius of the sphere
skills. Both of these tasks become
Horsemanship (CON): This skill
can be doubled; (2) an additional
one level easier if only simple con-
indicates a knowledge of horses,
person can be sensed; (3) the level of
cepts are being communicated ("I'm
how to ride them, and how to main-
mental activity can be increased, pro-
hungry"). Also, if one character is
tain them.
ceeding from emotional state, to sur-
overhearing another character (lis-
face thoughts, to deeper thoughts.
tening at a door, empathically read-
like the LAW.
Human Empathy (EMP): Human Empathy is similar to Animal Empa-
For instance, an empathic char-
ing thoughts—which are, of course,
thy, except that it allows a character to
acter who m a d e a Stage Three
in the thinker's native language—
perceive the mental and emotional
success might choose to monitor
e t c . ) , t h e n only t h e listening
state of other humans, rather than
t h r e e p e o p l e ' s emotional s t a t e
character's Language skill is used.
animals. The exact amount of infor-
within the basic radius, or one
Identifying a language is Easy if the
mation gained depends upon the qual-
person's surface thoughts within
identifying character speaks it, Aver-
ity of the empathic character's die roll.
double the basic radius, or any of
age if it is from a group containing a
several other combinations.
language the character speaks, or
Basic s u c c e s s reveals the prese n c e and basic emotional state of
Note that the referee m a y im-
one person within a sphere cen-
p o s e additional levels of difficulty
tered on the sensing character and
based upon specific situations.
with a radius, in meters, equal to the character's final power level. Each additional stage of success allows the empathic character to improve that information in one of sev-
Difficult if it only shares a family with a language familiar to the character. Leadership (CHR): Leadership is
Instruction (CHR): A character
the use of force of personality to con-
with skill in Instruction is able to
vince others to obey you. Different
effectively t e a c h skills to other
people have different manners of
people. (See page 29.) Interrogation (CHR): This is the
leading. Some do so by barking out orders, while others simply inspire
loyalty in their followers. Players who
For example, Consuela, a Mexican
she uses it in a later adventure session,
choose this skill for their characters
pilot is trying to pull her damaged
however, it will be at Easy level once
should consider their character's per-
plane out of a nosedive. The referee
again, and so on.
sonality when roleplaying its use.
decides it is a Difficult check vs. her
Mechanic (STR): This reflects a
It is typically an Average difficulty
Pilot (Fixed Wing) skill, and she fails.
knowledge of how to build and
task to use the Leadership skill to
She asks to test her Luck for the first
repair machinery in general. Diffi-
convince NPCs to follow your orders.
time in this adventure session, hoping
culty of the build or repair task will
To recruit NPCs is usually a Difficult
for a second chance at the Pilot roll,
be set by the referee. If improper
task. The referee may adjust this, of
and the referee agrees. But Consuela
tools are available, increase any
course, depending upon other factors.
fails the Easy roll versus her Luck.
task difficulty levels by one.
Lockpick (AGL): The Lockpick
Desperate, she asks fora second Luck
Medical (EDU): The Medical skill
skill enables a character to manipu-
check, now at Average level, and
allows for the treatment of wounds
late mechanical locks. To open simple
again, the referee agrees. She makes
and diseases. For wounds, s e e
locks (like those on a briefcase, desk,
her roll this time, and as a result gets a
"Wounds & Healing," beginning on
or normal door) or to hot-wire a ve-
second try at the Pilot skill, at which
p a g e 102, for details. Diseases are
hicle are E a s y t a s k s . To pick
she also happens to succeed. If
left to the referee's discretion.
deadbolts or key locks on hand-
Consuela uses her Luck skill again in
Melee Combat (STR): Melee Com-
cuffs and jail cells is Average. Open-
this adventure session, the check will
bat is a cascade skill that includes both
ing combination and key locks on
be at Difficult level. The first time
Armed and Unarmed combat. See
padlocks, strongboxes, and safes is Difficult. All of these assume the use of proper lockpicks; they become one level more difficult if tools have to be improvised. Locks on vaults andhighsecurity facilities always require special tools and are always Difficult Luck (CHR): Some people just seem to have fortune looking out for them whateverthey do. The Luck skill is intended to reflect this innate ability to beat the odds. Whenever in an adventure session a character fails a check against some other skill, the player may ask the referee for a Luck check. If the Luck roll is successful, the player may reroll the original skill check. It is possible to check Luck repeatedly, hoping to gain a second roll on the original skill. However, as characters press their Luck, it deteriorates. The first time that Luck is checked in a session, the difficulty level is Easy. Each time thereafter, the difficulty increases by one level.
tion equipment.
attention and then surreptitiously re-
Observation (INT): Observation
moving an item from their person.
reflects a quality of alertness and/or a
Generally, the victim will get an Obser-
training in noticing important infor-
vation skill check to notice the theft.
mation in one's surroundings. The
T h e Observation skill check is
skill is used for such diverse things as
treated as an opposed test, compar-
detecting ambushes, discovering hid-
ing the Observation skill level to the
den compartments in luggage, and
Pickpocket skill level.
finding one important file within an entire drawer full of them. Parachute (CON): Parachute is the ability to safely descend from an
Pilot (INT): Pilot is a c a s c a d e skill including Fixed-Wing, Rotary, and Shuttle operation. Project Emotion (EMP): The Project
aircraft u s i n g a p a r a c h u t e or
Emotion skill allows a character to
paraglider. To land safely in most
u s e an empathic link to instill emo-
terrain is Easy. To land safely in
tions in other creatures. In order to
woods, cities, swamps, or water is
use this skill, first an empathic link
Average. To land in a particular spot is
must be established, using either Ani-
Difficult with a parachute and Aver-
mal Empathy for animals, or Human
age with a paraglider. Rigging or
Empathy for h u m a n s . As with Em-
checking a rig is Easy. Flying a hang
pathic Healing, the success level of
glider is Average. Repairing a para-
the contact established serves as a
chute, paraglider, or hang glider is
limiter for the quality of emotion
Easy. Making a parachute, paraglider,
projection. Note that if the target's
or hang glider is Difficult. Persuasion (CHR): Persuasion, a
Willpower rating causes the attempt to fail (lowering the power level to
skill at convincing other people to act
0), the target will feel the emotion
as you wish them to, includes such
but will recognize it as originating
things as haggling fora bargain, rous-
from outside themselves.
ing a crowd to action, and convincing
Basic success with this skill means
an e n e m y to let you go. The referee
the target must make an Easy test vs.
will set the difficulty level based
Intelligence to avoid acting the emo-
upon the specific situation and ex-
tion out (running or cowering if fright-
actly what sort of a speech you make.
ened, arguing or fighting if angry,
Physics (EDU): Physics represents
etc.). Each stage of success beyond
"Combat & Damage" on page 73 for
a theoretical knowledge of the work-
basic increases the difficulty of the
details on the effects of both..
ings of the universe. Although not a
target's Intelligence save by one level.
c a s c a d e skill, for roleplaying pur-
Project Thought (EMP): Like
cates an ability to maintain a sense of
poses, players who choose this skill
Project Emotion, Project Thought re-
direction, read and follow maps, and
for their characters should desig-
quires a preestablished empathic link
use other basic navigational equip-
nate s o m e area of specialization.
in order to be effective, using Animal
ment such as a compass. When pos-
Examples include geophysics, astro-
Empathy for animals and Human
sessed by a character who has the
physics, or molecular physics.
Empathy for people. Only simple
Navigation (INT): This skill indi-
Vessel Use (Ship) skill, it allows for use
Pickpocket (AGL): This skill in-
thoughts may be communicated to
of more specialized nautical naviga-
volves both misdirecting a person's
animals ("climb the tree" or "attack
the m a n to the left,"for example). With
into shadows, and the like. Characters
human targets, the amount and qual-
adept at Tracking can substitute that
ity of information communicated de-
skill for Stalking at o n e difficulty level
pends upon the power level of the
higher than normal.
empathic character's attempt. Ba-
Stealth (AGL): This is the ability to
sic s u c c e s s m e a n s that a single,
move about without drawing notice. It
simple sentence m a y b e c o m m u -
is an Average difficulty task to move,
nicated (as with animals). A Stage
unnoticed, to within one meter of an-
Two s u c c e s s allows the e m p a t h to
other character at night The same
project a ghostly (transparent, two-
task becomes Difficult in daylight
dimensional) vision. Stage Three
(assuming there is s o m e reason-
m a k e s this vision o p a q u e andthree-
able route to approach by). Also,
dimensional. Stage Four adds au-
attempts to track or stalk a stealthy
ditory hallucination, and Stage Five
character require the trackers to sub-
appeals to all s e n s e s (except Em-
tract their target's Stealth level from
pathy). A Stage Six s u c c e s s allows
their Tracking or Stalking skill before
the empathic character to control
making their task rolls.
the target like a puppet.
Streetwise (INT): Streetwise is
As with Project Emotion, if the
a general knowledge of how to
target's Willpower reduces the power
survive in the roughest parts of an
level of a Project Thought attempt to 0,
urban environment. It includes such
the target will recognize the thoughts
things as knowing how to project
as originating from someone else.
an image that engenders respect
Psychology (INT): This skill al-
a m o n g the locals and recognizing
lows a character to judge the m o -
where to go to find what you need.
tives of another character. It can be
Swimming (CON): Swimming is
used, for example, to determine
the ability to stay afloat and move in
the truth or falsehood of statements
water. Floating is an Average difficulty
the character m a k e s . Other uses
task when fully clothed; Easy with little
are left to the referee.
or no clothing. Each kilogram of
Small Arms (STR): This indicates a familiarity with firearms. Small Arms
equipment effectively reduces a character's Swimming skill level by one.
is a cascade skill, with Pistol and Rifle
If the task is failed, the character
as its two subdivisions. See "Combat
sinks and will drown within a number
& Damage" on page 73 for their uses.
of combat rounds equal to his Consti-
stitution. Floating without clothes
Stalking (INT): Stalking is the ur-
tution score. Shedding clothing and/
uses 0 endurance points; floating while
ban equivalent of Tracking (below). It
or equipment (one round) allows a
clothed uses one point per minute (10
involves following a quarry that typi-
new attempt at the task.
combat rounds). Swimming unclothed
cally does not want to be followed. But
If the task is successful, the charac-
uses one per minute at half s p e e d and
instead of looking for prints and drop-
ter floats and may swim at a speed
five perminute at full speed. Clothed
pings, the stalker is skilled at judging
equal to her (adjusted) Swimming
swimmers use double that endur-
the quarry's path by watching for
skill, in meters per combat round.
a n c e and m o v e at half that speed.
unconscious signs from bystanders,
Characters have a swimming endur-
To tow another person while swim-
gauging distances to alleys, peering
a n c e equal to five times their Con-
ming requires an Average skill check
and halves speed. Diving without an
adept at Stalking can substitute it that
motorboat, while Ship indicates water
aqualung is an Average task for up to
skill for Tracking at one difficulty level
craft from yachts to oil tankers.
five meters in depth, or a Difficult task
higher than normal.
up to 10 meters.
Vehicle Use (INT): Vehicle Use
Willpower (INT): This skill reflects a strength of character that resists
Thrown Weapon (STR): This is a
is a cascade skill that includes Motor-
domination by outside forces and per-
skill at throwing objects to hit other
cycle, Wheeled Vehicle, and Heavy
severes in the face of adversity. The
objects. Specifics of this skill's use in
Vehicle. Wheeled Vehicle includes
skill is typically used in two different
combat are explained in "Combat &
everything from sports cars to semi-
ways. First, it is an automatic subtrac-
Damage," which begins on page 73.
trucks. Heavy Vehicle involves pri-
tion from the power level of all Em-
Tracking (INT): Tracking is a skill
marily military vehicles and very
pathic attacks directed at the charac-
large construction equipment.
ter. Second, the referee may require a
used for trailing creatures in a rural environment. It includes knowledge of
Vessel Use (CON): Vessel Use is a
Willpower check to be made if the
prints, droppings, and habits of wilder-
cascade skill that includes Boat, Ship
character witnesses particularly horri-
ness animals, but can be used to track
and Hovercraft. Boat involves any-
fying events. The difficulty level of the
human quarry as well. Characters
thing from a rubber raft to a large
test will be decided by the referee, based upon the exact circumstances, and the results of failure could range from characters losing their most recent meal, to running away, to fainting from shock. Exact results are to be decided by the referee. In general, the easier the Willpower test, the less severe the effects of failure. Willpower Drain (EMP): Sometimes, in order to succeed at an empathic attack, a character first has to overcome a victim's Willpower. Willpower Drain allows a character to do so. It requires an Average opposition test of the attacker's skill level minus the target's Empathy, and e a c h stage of success reduces the target's Willpower by one point for the duration of the encounter. Often, several successive attacks are required to "soften up" the target sufficiently for other EMP skills to have a c h a n c e of success. Depending upon the circumstances, the referee may choose to adjust the Willpower Drain's difficulty level upward or downward to account for such things as a wounded defender or attacker, a captive target, etc.
The world of Dark Conspiracy is our own, but projected just a few years into the future. This world has suffered a global economic collapse, sometimes called the Greater Depression, and a disintegration of the traditional nation-states. Nations still exist, but their actions are increasingly irresponsible or irrelevant, and many people argue that they have become obsolete. Large megacorporations rival the nations in power. But the greatest change from today has been the appearance, gradually at first, of the Dark Ones. Now whole areas of countryside and urban centers have been taken over. In previous times, these areas would be called haunted. Now they are called Demonground.
Rather t h a n drawing b a c k , h u m a n k i n d s e e m e d c o m p e l l e d to l e a p into t h e yawning c h a s m . Greed T h e United States of the near future is similar to that of today in outline, but differs dramatically in detail.
a n d hostility s e e m e d t h e principal motivations of k e y players in world finance a n d g o v e r n m e n t . W a v e s of nationalist s e c e s s i o n m o v e m e n t s swept E u r o p e , Asia, a n d Africa. T h e Soviet Union pro-
T h r o u g h o u t t h e 1 9 9 0 s , the world stood poised
vided t h e largest a n d m o s t g r o t e s q u e e x a m p l e s of
on t h e brink of t h e a b y s s . Global population a p -
nationalism g o n e wild. Republics s e c e d e d from t h e
p r o a c h e d critical levels. T h e socialist world w a s
Union, provinces s e c e d e d from the republics, dis-
imploding economically, which placed major strains
tricts s e c e d e d from t h e provinces, until virtually all
on t h e rest of the world's financial institutions. T h e
that w a s left were warring b a n d s terrorizing t h e
capitalist world w a s at t h e end of several d e c a d e s
"foreigners" in t h e next village.
of r e c k l e s s i n v e s t m e n t s . Internationally, h u n d r e d s
Greed fueled t h e speculative binge a m o n g finan-
of billions of dollars h a d b e e n loaned to govern-
cial institutions. Senior officials, in their rush to
m e n t s which faced insolvency a n d loan default.
m a k e their fortune quickly a n d get out before the
Domestically, i n v e s t m e n t s by e v e n traditionally
collapse, h a s t e n e d t h e collapse itself.
c o n s e r v a t i v e institutions, such as b a n k s , insurance
Then c a m e the wars—wars over oil in t h e Middle
c o m p a n i e s , a n d savings a n d loans, h a d b e e n in-
East, over land in t h e Indian subcontinent, over
creasingly c o n c e n t r a t e d in high-risk ventures, s u c h
nationality in E u r o p e . China slipped into a n a r c h y
as large real e s t a t e d e v e l o p m e n t s c h e m e s , stock
a n d civil war, while new regional p o w e r s struggled
speculation, a n d "junk" b o n d s .
for domination of their neighbors by force of a r m s .
Mining facilities, factories, oil wells a n d refineries—
for t h e cities in accelerating n u m b e r s . T h e result is
all were t a r g e t s in t h e flurry of border w a r s that left
that in e x c e s s of 8 0 % of the population of t h e United
t h e belligerents impoverished, but still a r m e d .
S t a t e s n o w lives in a few gigantic, t e e m i n g urban
T h e result w a s a n e c o n o m i c decline greater t h a n
metroplexes.
any in m o d e r n history. Over a d e c a d e later, t h e Greater Depression still grips the world, a n d s h o w s no signs of i m p r o v e m e n t .
As t h e city populations h a v e swelled with rural refugees, quality of life in t h o s e cities h a s declined e v e n further. U n e m p l o y m e n t is high a r o u n d t h e
Economic and social ruin outstripped the ability of government to deal with them, and so traditional institutions which promoted order began breaking down. Government still exists, but it is far more remote and less powerful. As income plunged, so too did tax revenues, leading to a moratorium on debt repayment that sent a massive shock through the world financial community. Now few borrowers will buy government bonds (making deficit financing nearly impossible) and meager tax revenues will not support the previous levels of activity. In the political arena, passage of the Voting Rights Act of 1997, which included provisions for voters to give their proxy votes to others in government elections, just as they previously could in corporate elections, h a s concentrated tremendous political power in the hands of large corporations. They, in turn, have done everything possible to limit the size of government. The result is not only a dramatic decline in basic g o v e r n m e n t services, but also a retreat from e v e n trying to control certain geographic areas. Large stretches of country side are now refered to as the "Out- Law," since they are out of the legal jurisdiction of any active governmental authority. Rural areas are the responsibility of county police, but in counties where there are no permanent residents, there are obviously no police. State police patrol the interstate highway system, but little else. The FBI still h a s nominal authority over a wide variety of situations, but financial and manpower resources are so limited that intervention is infrequent and haphazard.
With t h e rise of h u g e agricorps a n d t h e collapse of traditional m a r k e t s , p e o p l e fled t h e countryside
globe, a n d crime h a s s k y r o c k e t e d as a direct result.
Many small b u s i n e s s e s — r e s t a u r a n t s , s h o p s , a n d
strike out on raids into t h e controlled zones. Police
light manufacturing facilities—have r e m a i n e d o p e n ,
attempting to follow t h e m are increasingly sub-
but it is m o r e of a struggle t h a n ever for t h e m to k e e p
jected to a m b u s h e s , a n d infrequent a t t e m p t s to
t h e wolf from t h e door. Average salaries h a v e steadily
clean out t h e s e a r e a s r e s e m b l e a military c a m -
declined, while prices h a v e continually increased.
paign, with t h e police s u p p o r t e d by a r m o r e d ve-
Transportation costs, in particular, h a v e risen astro-
hicles a n d clearing t h e area building by building.
nomically, forcing working p e o p l e to m o v e into t h e inner cities, closer to their jobs.
Yet, in t h e very center of t h e cities, new s k y s c r a p ers attest to t h e wealth of the international b u s i n e s s
This h a s left t h e s u b u r b s for the u n e m p l o y e d a n d
c o n g l o m e r a t e s . Whole downtown a r e a s a r e pur-
rural refugees of t h e F a r m Family Relocation C a m p s .
c h a s e d by t h e s e c o r p o r a t e entities, then fenced off
Consequently, t h o s e s u b u r b s h a v e d e g e n e r a t e d into
a n d reworked to h o u s e their e m p l o y e e s in comfort
nightmarish g h e t t o s of squalor a n d crime.
while t h e rest of t h e world sits outside and w a t c h e s
Municipal police are responsible for order in t h e
with h u n g r y e y e s . Here, safe within well-patrolled
sprawling m e t r o p l e x e s , but large a r e a s of urban
walls a n d fences, a few glittering towers stand
slum are entered by t h e police only when in hot
s u r r o u n d e d by lush green lawns a n d sparkling
pursuit, a n d t h e n with great caution. T h e s e a r e a s are
fountains. Many municipalities h a v e c e d e d police
s u r r o u n d e d by signs reading "You Are Now Leaving
authority to m e g a c o r p o r a t i o n s for their own proper-
A Controlled Zone."
ties, relieving g o v e r n m e n t of a financial burden
With large a r e a s no longer u n d e r police control, violent subcultures h a v e inevitably grown u p . Many g a n g s are b a s e d in the a b a n d o n e d p a r t s of town a n d
while giving c o r p o r a t e executives virtual life-andd e a t h power in their own d o m a i n s . Working from t h e very center of a city outward,
we find a region of high-tech, c o r p o r a t e affluence. T h e s e islands of affluence a r e s u r r o u n d e d by a
tions in corporate m a n a g e m e n t . Mikes are what is left of t h e middle class, a n d
mixture of d e p r e s s e d , but still surviving, middle-
actually consist of two radically different g r o u p s :
class housing a n d true s l u m s . Picture t h e bulk of
w a g e slaves (a t e r m considered extremely offen-
2 0 t h - c e n t u r y Hong Kong, with streets p a c k e d with
sive) a n d outsiders (or true m i k e s ) .
p e d e s t r i a n s a n d bicyclists, dotted with a sprinkling
Wage slaves form the bulk of the salaried work force
of c h e a p a u t o s , t h r o u g h which an occasional el-
for the large corporations which control over 9 0 % of the
e g a n t stretch limousine p a s s e s on its way to t h e
productive capacity and distribution channels of the
m e g a c o r p o r a t e heart. Outside the city proper stretch
industrialized worlds. They are middle- and tower-
miles u p o n miles of d e c a y i n g s u b u r b s , filled with
echelon managers, accountants, clerks, technicians,
d e s p e r a t e souls a n d r o c k e d regularly by violence.
janitors, and security thugs. They are responsible for keeping the corporate machine running, both figuratively and, in the case of the automated factories, literally.
Much m o r e rigid deliniation exists between social
O n e a r e a of e c o n o m i c e n d e a v o r at which c o r p o -
c l a s s e s t h a n h a s b e e n true in the past. Broadly
rate y e s - m e n h a v e never proven a d e p t at, however,
s p e a k i n g , t h e r e are t h r e e c l a s s e s of society in
is t h e creative p r o c e s s itself. T h e outsiders a r e
industrialized nations: g n o m e s , m i k e s , a n d proles.
responsible for a l m o s t all creative effort in society.
Gnome is a double play on words, hearkening both to
Not only are t h e y artists, writers, a n d performers,
the old term "Gnomes of Zurich," meaning the Swiss
t h e y a r e design engineers, software designers, ad
financial community, as well as to the contemporary
jingle writers, toy inventors, a n d h u n d r e d s of other
term nomenklatura, or privileged class. Gnomes (or
o c c u p a t i o n s n e c e s s a r y to creating a n d selling prod-
nomens) are the absolute financial elite of the world.
u c t s . Most work on a royalty or piecework fee basis,
Most g n o m e s are born to their station, with family
selling their work to the highest bidder.
m o n e y guaranteeing a superb private education a n d
T h e last g r o u p is t h e proles. Prole is t h e general
family influence securing choice entry-level posi-
t e r m u s e d t o describe t h e vast u n d e r c l a s s t h a t clings
to survival on t h e fringes of society. T h e y a r e largely
decay, and even nuclear radiation contamination are
without regular i n c o m e , a n d often without a regular
accepted as unavoidable.The corporations are uncon-
residence. Many e k e out a m e a g e r existence as
cerned about what happens to the masses, as long as
ballotmen, selling their vote proxies to t h e m e g a c o r -
their own playgrounds remain clean, while federal
porations in return for a s u b s i s t e n c e stipend u s e d to
governments have little or no ability to enforce the
buy food a n d clothing from c o m p a n y stores. O t h e r s
antipollution laws they once m a d e .
live by c r i m e a n d violence.
A few aspects of environmental ruin apply globally. Background radiation h a s increased, both as a result of a thinning o z o n e layer a n d radioactive fallout from t h e few n u k e s a n d m a n y R - b o m b s that m a n y Third World countries have used. (R-bombs are a poor m a n ' s
T h e nearly d e s e r t e d countryside between t h e
nuclear weapon, ideally suited to nations without the
m e t r o p l e x e s , o n c e t h e m o s t p l e a s a n t land o n t h e
technical capability to build nuclear devices. They
face of t h e Earth, h a s b e c o m e a howling wilderness,
consist of a high-explosive c h a r g e surrounded by
nightmarish in its hostility.
nuclear waste. Upon detonation, they contaminate a sizable area with lethal radiation for 1000 or more years.) Heavy levels of air pollution h a v e brought about an increase in acid rain; polluted water is t a k e n for granted in m o s t p o p u l a t e d a r e a s . Even in t h e m o s t
The global tensions and economic collapse imposed a war mentality on America, and during any war,
developed countries, n o o n e drinks water a n y m o r e until it h a s b e e n treated.
environmental c o n c e r n s t a k e a b a c k s e a t . Oil spills,
Weather p a t t e r n s h a v e b e e n severely disturbed
toxic w a s t e contamination, acid rain, o z o n e layer
by a t m o s p h e r i c pollution. E x t r e m e fluctuations in
t e m p e r a t u r e a n d precipitation a r e m u c h m o r e pron o u n c e d t h a n ever before. Rains are heavier, droughts are m o r e severe, freezes often r e a c h well into the tropics, a n d tropical h e a t occasionally finds its way nearly to t h e arctic. The countryside h a s been almost completely a b a n d o n e d . Only monster agricorps, a scattering of die-hard farm families, and bands of outlaw drifters remain. Many of the fields have b e c o m e tangled wildemesses of brush, dotted here and there with copses of the fastest growing trees (given anotherfew decades, they will havereverted to forest). Roads still run through rural regions, of course, but only a few interstate h i g h w a y s are maintained. About one town or village in five remains in existence; the rest are ghost towns. Technologically, these areas have taken a step back roughly 50 to 100 years. With the abandonment of the countryside, natural wildlife has multiplied, but it is an imbalanced growth, a rbtous explosion of life, without m a n y of the biological checks and balances characteristic of earlier times. Insect populations have increased astronomically, sometimes covering the sky in dense clouds. In s o m e areas, there h a s been a resultant explosive increase in the number of insect predators such as birds and bats, followed by increased numbers of larger predators, and so on. But disease organisms have been on the rise too, and unpredictable p l a g u e s s w e e p through t h e s e burgeoning populations, dotting the countryside with thousands of dead, bloated creatures. Consequently, the life forms that have been most successful are carrion eaters such as crows, vultures, and the like.
m e n t s , local g o v e r n m e n t s h a v e b e e n forced t o t a k e u p t h e slack, a n d they h a v e c o m e t o resent any federal or state intrusions into their authority. Very few p e o p l e h a v e t h e m e a n s to travel any distance, so s t r a n g e r s are, by definition, wealthier t h a n normal, a n d locals resent being r e m i n d e d of their o w n
O n e o f t h e m o s t important social c h a n g e s h a s
poverty. T h e fact that m u c h less effort t h a n ever
b e e n t h e increase in parochialism—the t e n d e n c y
before is devoted to e d u c a t i n g t h e general p o p u l a c e
for c o m m u n i t i e s to view t h e m s e l v e s as self-suffi-
i n c r e a s e s that p o p u l a c e ' s isolation from outside
cient a n d to distrust, e v e n h a t e , all outsiders. This
ideas, cultures, a n d viewpoints, resulting in wide-
h a s b e c o m e particularly p r o n o u n c e d in t h e few
s p r e a d bigotry. Finally, t h e very fact that t h e world
surviving small cities a n d rural comunities. Travel-
h a s b e c o m e s u c h a miserable p l a c e for m o s t p e o p l e
lers are faced constantly with distrust, envy, a n d
d o e s nothing to e n h a n c e their friendliness toward
antagonism.
strangers.
With the decline of federal and state govern-
T h e rural Out-Law is m u c h worse. G a n g s w a n d e r
t h e d e s e r t e d b a c k r o a d s on m o t o r c y c l e s or heavily
greater turmoil a n d misery. Its influence on t h e
modified c a r s , m a n y of t h e m with w e a p o n s m o u n t s .
actions of h u m a n k i n d is detectable, but subtle.
T h e y live by r o b b e r y a n d extortion.
Increasingly, however, there a r e m u c h less subtle manifestations of its p r e s e n c e .
Worse t h a n all t h e natural disasters which h a v e befallen t h e world is a clearly unnatural o n e . A dark
For eons, humanity h a s whispered stories about evil
force h a s returned to Earth, a n d now is c a u s i n g e v e n
beings of supernatural origin: trolls, demons, vampires, zombies, elves, morlocks, and m a n y more. Now creatures similar to these legends have begun to appear. The harried authorities dismiss r e p o r t s a b o u t t h e m a s h o a x e s , or t h e p r o d u c t of d e r a n g e d m i n d s . S o m e of t h e authorities deliberately cover t h e reports u p , for sinister r e a s o n s of their own. Most of what you k n o w a b o u t t h e Dark Minions is rumor. You s u s p e c t that they a r e t h e s e r v a n t s of the evil force feeding off of t h e world's agony, rather t h a n t h e actual s o u r c e of t h e evil. You k n o w they h a v e s o m e similarities to t h e c r e a t u r e s of legend, which m a y give hints to their w e a k n e s s e s . But you also know that t h e l e g e n d s were only t h e a t t e m p t of a primitive p e r s o n to describe a very sophisticated being which he or s h e only vaguely understood.
Bizarre a r e a s are beginning to a p p e a r in u n c o n trolled territory, b o t h in t h e cities a n d t h e countryside. Locals call t h e m a variety of n a m e s , but the m o s t c o m m o n is Demonground. Since m a r a u d i n g b a n d s no longer strike out from t h e s e a r e a s , t h e police leave t h e m alone, a n d attribute t h e strange stories a b o u t t h e m to ignorant superstition. Most h u m a n s w h o venture into s u c h a r e a s never return. In t h e countryside, D e m o n g r o u n d usually h a s bizarre vegetation: bleak, twisted t r e e s a n d tangled thorn b u s h e s are t h e m o s t c o m m o n , with considerable stretches of b a r e , m u d d y ground or e x p o s e d bedrock. In cities, decayed buildings are often altered to include mazes of weird organic-looking tunnels. These are found either inside buildings or linking separate buildings, and they wander in seemingly random directions. Often they slope up or down and connect to the sewers or even lower levels of excavations. Dark Minions often inhabit t h e s e a r e a s ' h e a r t s .
In Dark Conspiracy, t h e m o s t e x p e r t a d v e n t u r e r s rely heavily u p o n careful investigation a n d thoro u g h p l a n n i n g before m a k i n g their m o v e . E v e n t h e experts m a k e m i s t a k e s s o m e t i m e s , however. T h a t ' s when g o o d c o m b a t skills b e c o m e extremely important.
side. Obviously it is fairly e a s y for p e o p l e to m o v e about a s q u a r e this large without interfering with M o v e m e n t a n d relative positions of figures dur-
o n e another. In t h e first d i a g r a m below, this large
ing c o m b a t c a n be handled in m a n y different w a y s ,
grid s y s t e m h a s b e e n superimposed u p o n an Ameri-
d e p e n d i n g u p o n t h e exact situation being repre-
can-style 100-yard football field, in order to give a
sented. In s o m e c a s e s — t h o s e involving only a very
g o o d s e n s e of t h e actual a r e a covered within e a c h
few figures, for e x a m p l e — c h a r a c t e r s ' c h a n g i n g
of t h e s e s q u a r e s . In t h e diagram, t h e offensive t e a m
positions c a n be k e p t track of in the players' h e a d s ,
is shown lined up for a play with t h e ball on its own
as t h e referee d e s c r i b e s t h e m . In slightly m o r e
4 0 - y a r d line.
c o m p l i c a t e d situations, a rough s k e t c h on p a p e r
T h e indoor grid is u s e d for smaller a r e a s , a n d
c a n often s e r v e well e n o u g h . Even m o r e c o m p l e x
generally includes m o r e detail of t h e c o n t e n t s of
c o m b a t s c a n b e r e p r e s e n t e d with c o u n t e r s o r min-
s u c h a r e a s . Therefore, a t w o - m e t e r grid is u s e d for
iatures on a m o r e detailed m a p . Any convenient
t h e s e . In t h e s e c o n d d i a g r a m below, t h e s a m e
scale c a n b e u s e d ; m o v e m e n t r a t e s a n d w e a p o n
offensive line shown on t h e eight-meter grid a b o v e
r a n g e s in this b o o k are listed in m e t e r s .
is shown again on a t w o - m e t e r grid. Note that t h r e e
Humans: In general, h u m a n s m o v e at o n e of four
large eight-meter s q u a r e s are r e p r o d u c e d and
different r a t e s : crawl (2 m e t e r s ) , walk (8 m e t e r s ) ,
b r o k e n into their c o m p o n e n t t w o - m e t e r s q u a r e s .
trot ( 1 5 m e t e r s ) , or run ( 3 0 m e t e r s ) . Burdened
Atthis scale, e a c h p e r s o n o c c u p i e s a single s q u a r e .
c h a r a c t e r s travel half this fast. Note that crawling
Theoretically, it is possible for m o r e t h a n o n e to
c h a r a c t e r s are c o n s i d e r e d p r o n e .
o c c u p y a t w o - m e t e r area, but it would difficult for both of t h e m to c o n d u c t any sort of activity without interfering with e a c h other.
All m a p s included in Dark Conspiracy p r o d u c t s
T h e s e grid sizes h a v e b e e n c h o s e n t o m a k e t h e m
a r e e x e c u t e d with a s q u a r e grid to h e l p m e a s u r e
a s e a s y a s possible t o u s e with t h e m o v e m e n t r a t e s
m o v e m e n t a n d firing r a n g e s . Two different s c a l e s
a n d r a n g e s in Dark Conspiracy. For e x a m p l e , when
of grids are u s e d , o n e for large-scale, outdoor
using t h e t w o - m e t e r grid, a c h a r a c t e r c a n crawl o n e
c o m b a t s a n d a n o t h e r for smaller-scale c o m b a t s
grid s q u a r e , walk four, trot eight, and run 15 in e a c h
s u c h as inside buildings or in alleys. T h e outdoor
action. W h e n using t h e larger grid, t h e s a m e char-
grid u s e s s q u a r e s representing eight m e t e r s on a
acter could walk o n e , trot two a n d run four s q u a r e s
per action. It would t a k e four actions worth of
target. It is d o n e immediately before firing. Aiming
crawling t o m o v e o n e s q u a r e .
at a target or a r e a also e n a b l e s c h a r a c t e r s to fire at
It is completely possible to m o v e a n d fire diago-
any target which m o v e s t h r o u g h their line of sight in
nally t h r o u g h a s q u a r e as well as orthogonally
a later p h a s e . In effect, t h e firing c h a r a c t e r is waiting
(straight up a n d d o w n or from side to side), but the
for the target to a p p e a r before t a k i n g a shot.
diagonal distance is greater. This c a n be repre-
Reload: It generally t a k e s o n e c o m b a t p h a s e to
s e n t e d fairly accurately by counting a s q u a r e as
reload a w e a p o n , although s o m e w e a p o n s t a k e
being half again as long diagonally as it is o r t h o g o -
longer ( a n d t h u s require several reload actions to
nally. In other words, a t w o - m e t e r s q u a r e c o u n t s as
finish).
t h r e e m e t e r s diagonally, a n d a n eight-meter o n e c o u n t s a s 12.
Melee: This constitutes either an a r m e d a t t a c k with a m e l e e w e a p o n (which m a y be c o m b i n e d with a walk or a trot) or an u n a r m e d or h a n d - t o - h a n d attack. There a r e four t y p e s of u n a r m e d a t t a c k s :
E a c h c o m b a t turn i s 3 0 s e c o n d s long a n d i s
strike, grapple, e s c a p e (any o f which m a y b e c o m -
divided into six five-second c o m b a t p h a s e s . A
bined with a walk or a trot), a n d diving blow (which
c h a r a c t e r m a y p e r f o r m o n e action per c o m b a t
m a y be c o m b i n e d with a walk, trot or a run).
p h a s e , a n d e a c h action i s considered t o t a k e the
Ready/Change Equipment: This c a n consist of
entire p h a s e to c o m p l e t e . An action is a precisely
putting down your rifle a n d t a k i n g out a knife,
defined activity as listed below.
drawing a pistol, linking two a m m o belts together,
A combat turn doesn't always have to be broken down into discrete p h a s e s , however. S o m e e n c o u n ters, s u c h as long c a r c h a s e s with sporadic gunfire for instance, m a y be better h a n d l e d by treating t h e c o m b a t turn as a whole. In s u c h a c a s e , t h e players tell t h e referee what their c h a r a c t e r s intend to do during t h e turn. T h e referee t h e n d e t e r m i n e s t h e activies of t h e NPCs, resolves fire, and tells t h e p l a y e r s w h a t their c h a r a c t e r s s e e a n d h e a r a s a
readying a radio to transmit, etc. Crawl: T h e c h a r a c t e r m o v e s t w o m e t e r s (one small grid s q u a r e ) in a p r o n e position. Walk: T h e c h a r a c t e r m o v e s eight m e t e r s (one large grid s q u a r e ) . Trot: T h e c h a r a c t e r m o v e s 15 m e t e r s (two large grid s q u a r e s ) . Run: T h e c h a r a c t e r m o v e s 30 m e t e r s (four large grid s q u a r e s ) .
result. In m a n y c a s e s , however, it is important to
Go Prone/Stand Up: A crawling c h a r a c t e r is
p r e s e r v e a m o r e rigorous division of t i m e a n d
p r o n e . A p r o n e c h a r a c t e r m a y s t a n d u p a t a n y time,
action.
either as an action by itself or as part of a walk, trot, o r run action. S t a n d i n g u p c u t s t h e d i s t a n c e m o v e d in an action in half.
A c h a r a c t e r m a y only perform o n e action p e r c o m b a t p h a s e . Players d e c i d e e a c h of their c h a r a c -
Mount/Dismount: Get in or o u t of a vehicle (on or off a m o u n t s u c h as a h o r s e ) .
ters' a c t i o n s only w h e n it is actually t i m e for t h e
Talk: During c o m b a t , p l a y e r s will often want to
c h a r a c t e r t o act. T h e possible c o m b a t actions are
d i s c u s s their p l a n s . But for realism's s a k e , t h e
explained below:
referee i s e n c o u r a g e d t o k e e p t h e s e discussions t o
Fire: T h e c h a r a c t e r fires a w e a p o n at any target
a r e a s o n a b l e length a n d complexity. Since e a c h
t h a t is within line of sight or t h a t h a s b e e n within line
action is only five s e c o n d s long, p l a y e r s should not
of sight at s o m e point during the current p h a s e . With
s a y m o r e t h a n o n e s e n t e n c e or so during a c o m b a t
s o m e w e a p o n s this action m a y be c o m b i n e d with a
p h a s e . N o t e t h a t while talking c a n b e c o m b i n e d with
walk or trot.
m o s t other actions, it c a n n o t be c o m b i n e d with
Aim: Aiming i m p r o v e s t h e c h a n c e s of hitting a
firing.
T h e n u m b e r o f actions that c h a r a c t e r s m a y con-
T h e six p h a s e s of a turn are n u m b e r e d in reverse
duct in a c o m b a t turn, a n d t h e order of their actions,
order, with p h a s e 6 c o m i n g first, p h a s e 5 second,
is d e t e r m i n e d by Initiative v a l u e s ( a s explained
a n d so o n . In e a c h p h a s e all c h a r a c t e r s with an
u n d e r " S e q u e n c e , " below). T h e s e n u m b e r s r a n g e
Initiative equal to or greater t h a n t h e p h a s e n u m b e r
from 1 to 6 initially, b u t t h e y c a n be r e d u c e d d u e to
m a y c o n d u c t an action. In p h a s e 4, for e x a m p l e , all
p a n i c or w o u n d s . C h a r a c t e r s w h o are slightly w o u n d e d h a v e their
c h a r a c t e r s with Initiatives of 4, 5, a n d 6 c o n d u c t actions.
Initiative r e d u c e d by 1, by 3 if seriously w o u n d e d .
Actions in e a c h p h a s e a r e c o n d u c t e d in a specific
C h a r a c t e r s w h o h a v e h a d their Initiative level re-
order. C h a r a c t e r s with the s a m e Initiative as t h e
d u c e d to 0 m a y not act at all. (They are not
p h a s e n u m b e r go first, followed by t h e next higher
necessarily u n c o n s c i o u s , m e r e l y t o o w o u n d e d ,
Initiative, followed by t h e next, a n d so forth. T h e
s t u n n e d , a n d frightened to act effectively.)
referee will m o d e r a t e this flow of actions by calling out Initiative n u m b e r s in t h e order in which t h e y act. W h e n a c h a r a c t e r ' s Initiative n u m b e r is called, the responsible player tells t h e referee t h e action the c h a r a c t e r is conducting, as in "firing at t h e c r e a t u r e s in t h e doorway." W h e n an NPC's turn c o m e s to act, t h e referee will a n n o u n c e t h a t N P C ' s action provided it is detectable to the characters. T h e effect of this s e q u e n c e is both to limit t h e n u m b e r of actions a c h a r a c t e r c a n perform to his or her Initiative rating a n d also to regulate the s e q u e n c e of actions in a turn. A typical turn p r o c e e d s as follows: Phase 6: 6 acts. Phase 5: 5 acts, 6 acts. Phase 4: 4 acts, 5 acts, 6 acts. Phase 3: 3 acts, 4 acts, 5 acts, 6 acts. Phase 2: 2 acts, 3 acts, 4 acts, 5 acts, 6 acts. Phase 1: 1 acts, 2 acts, 3 acts, 4 acts, 5 acts, 6 acts. Note that this not only m e a n s that high-Initiative c h a r a c t e r s m a y a t t a c k m o r e frequently in a turn t h a n m a y lower-Initiative c h a r a c t e r s , it also m e a n s that if t h e y c h o o s e to m o v e , t h e y c a n usually m o v e farther. This d o e s not m e a n that high-Initiative c h a r a c t e r s could run faster in n o r m a l competition, only that t h e y c a n in a c o m b a t situation b e c a u s e t h e y hesitate less. Even lower-Initiative characters h a v e t h e option of c h o o s i n g m o v e m e n t as a repetitive action, however, a n d t h e r e b y m a y m o v e as far in o n e turn as a high-Initiative character.
Agility and Weapon Bulks: If two c h a r a c t e r s h a v e t h e s a m e Initiative a n d a r e c o n d u c t i n g actions a t the
"'Steady.'"
s a m e t i m e that m a y interfere with e a c h other (such
—Zena Marley, quoting Walter Cronkite (late 20th-century journalist)
as firing at e a c h other), t h e c h a r a c t e r with the highest Agility g o e s first. However, for p u r p o s e s of this determination, subtract t h e bulk rating of e a c h c h a r a c t e r ' s w e a p o n from t h a t c h a r a c t e r ' s Agility.
u n d e t e c t e d , it is p r o b a b l e that t h e m o v i n g force is
Repetition: A c h a r a c t e r w h o d e c i d e s to do ex-
not c o n d u c t i n g c o m b a t m o v e m e n t , but simply
actly the s a m e thing for an entire turn m a y c o n d u c t
m o v i n g . For p u r p o s e s of this first c o m b a t turn, then,
that action in every p h a s e of t h e turn. All repetitive
all c h a r a c t e r s in t h e m o v i n g force with an Initiative
actions a r e c o n d u c t e d at t h e beginning of t h e p h a s e ,
other t h a n 6 are considered to be c o n d u c t i n g repeti-
regardless of t h e Initiative level of the c h a r a c t e r s
tive m o v e m e n t , a n d t h u s m o v e every p h a s e . (Char-
c o n d u c t i n g t h e m . However, c h a r a c t e r s w h o inter-
a c t e r s with an Initiative of 6 m a y t a k e actions
rupt their repetitive actions in t h e middle of a turn
normally.) T h e a m b u s h e r s m a y o p e n fire w h e n o n e
m a y not t a k e a n y other action until their next regular
or m o r e of t h e m r e a c h a p h a s e in which they
opportunity to do so in t h e action s e q u e n c e , a n d that
normally c a n act, or, if they a r e aiming, when t h e
next action m a y only b e t o g o p r o n e o r t o duck
target e n t e r s their line of fire.
behind cover. Opportunity Fire: Characters who are aiming in a specified direction or at a specific area m a y fire imme-
Whenever characters are knocked down by wound
diately upon an e n e m y who passes through their line of
d a m a g e (see "Wounds & Healing," p a g e 102) or sur-
sight. This fire is resolved as if it happened simulta-
prised (attacked from an unexpected direction, a m -
neously with the target's movement. If the target was
bushed, etc.), there is a chance that they will panic. This
visible at the beginning of the aiming character's action,
is not blind panic which sends t h e m screaming away, but
the first shot fired counts as an aimed shot; otherwise all
which rather causes t h e m to freeze momentarily.
individual shots are considered quick shots (see p a g e
To d e t e r m i n e if a c h a r a c t e r p a n i c s , roll 1D6. If t h e
84). (In the case of automatic fire, no shots count as
result is greater t h a n that c h a r a c t e r ' s Initiative rat-
aimed fire. S e e the automatic fire rule on p a g e 83.) C h a r a c t e r s m a y fire opportunity fire in a p h a s e in
ing, t h e c h a r a c t e r p a n i c s . A p a n i c k e d c h a r a c t e r m a y not c o n d u c t a n y action for a n u m b e r of p h a s e s
which t h e y would not normally b e able t o t a k e a n
equal to t h e a m o u n t by which t h e die roll e x c e e d e d
action. O n c e t h e y fire opportunity fire in s u c h a
t h e c h a r a c t e r ' s Initiative. However, a c h a r a c t e r w h o
p h a s e , however, t h e y m a y not d o s o again until t h e y
is forced to freeze for m o r e t h a n o n e c o m b a t p h a s e
c o n d u c t an additional aim action.
m a y choose to go prone in the second phase, in
A c h a r a c t e r w h o c o n d u c t s opportunity fire is considered to h a v e t a k e n an action for that p h a s e
which c a s e he or s h e r e m a i n s t h e r e until able to act again.
a n d m a y not t a k e another, e v e n if it is his or her
Charge: C h a r a c t e r s on foot w h o are c h a r g e d by
n o r m a l turn to do so. In t h e next p h a s e t h e c h a r a c t e r
a vehicle (not a bicycle) or running h o r s e within 100
is still considered to be aiming at t h e s a m e point until
m e t e r s (that is, they a r e a b o u t to be run over by
s h e o r h e t a k e s s o m e other action.
s o m e t h i n g large a n d fast) m u s t e a c h c h e c k for
A player m a y only c o n d u c t opportunity fire o n c e during a p h a s e .
panic. A n y c h a r a c t e r w h o p a n i c s d o e s not hesitate; instead, he or s h e r u n s . Subtract 1 from t h e p a n i c roll
A m b u s h : A n a m b u s h consists o f o n e o r m o r e
of a n y c h a r a c t e r holding a w e a p o n with a g o o d
c h a r a c t e r s firing at an e n e m y force from previously
c h a n c e of stopping the attacker, if that c h a r a c t e r is
u n d e t e c t e d positions. S i n c e t h e a m b u s h e r s will be
p r e p a r e d to fire it.
Characters must be within two meters of each other to make unarmed combat attacks. There are five types of unarmed attacks: strikes, grapples, escapes, strangling, and diving blows. Strikes and diving blows attempt to do damage to the target, while grapples and escapes attempt to seize and hold the target or to escape from a hold. Strangling is similar to grappling, except that once a secure hold is achieved, damage begins to be inflicted on the target. As with other actions, a character may make only one unarmed combat attack per combat phase. Strike Attacks: A strike attack is an Average difficulty task versus Melee Combat (Unarmed) skill. Success means that the attack hits. An outstanding success does double damage. Blocks: If a character successfully hits an opponent, the opponent may be able to block the blow. Characters may attempt to block an attack at any time when a blow is directed at them, but the block counts as one of the blocker's actions for that combat turn. For example, Gigi, a character with an Initiative of 3, is struck in phase 5 and elects to block. She must choose to lose an action in phase 3, 2, or 1, the phases in which
she would normally act. She could elect to act in phase 3, lose her action in phase 2, and act again in 1, for example. Or she might decide to lose phase 3, then act in 2 and 1, or act in 3 and 2 but not in 1. The decision need not be made immediately; it can be made as each phase comes up. Blocking is a Difficult task versus Melee Combat (Unarmed) skill. Success means that the attack has no effect. An outstanding success means that the blocking character does not lose an action. Surprise attacks cannot be blocked (that's why they're called a surprise). Aimed Attacks: Characters may decide to concentrate their attacks against one particular body part. This is a Difficult level task versus Melee Combat (Unarmed) skill. If such an attack succeeds, the die roll for hit location (see below) is not made; instead, the attacker chooses the hit location. (An outstanding success still doubles the damage done.) Hit Location: Hit location (if the attack succeeds and is not blocked) is rolled on the appropriate column of the Human/Animal Hit Location Chart (biped or quadruped). The die roll for hit location is not made for a surprise attack (an unexpected strike from behind) nor for an aimed attack. In both of these cases, the attacker is
allowed to choose the hit location. Damage: Damage inflicted from a strike is equal to either the attacker's unarmed combat damage rating or the damage value of the weapon used. Armor: Armor absorbs points of damage equal to its armor value from each strike attack and suffers no damage itself. For every two hits absorbed, one hit (round off to the nearest whole number) is inflicted on the body part the attacker used to make the strike (right arm, left arm, right leg, left leg, or—in some rare cases—head). Thus, if Sarah Mitchell landed a right hook into Big Daddy G's abdomen and caused 6 points of d a m a g e , but Daddy was wearing a flak jacket, Daddy would only suffer 5 hits, while Sarah's right a r m would suffer 1 hit. Grappling: Grappling is an Average difficulty task versus Agility. It is somewhat simpler to resolve than a strike because blocking is not possible, there is no hit location to be rolled, and armor has no effect. While grappling "damage" is calculated in the same
combat value every p h a s e thereafter, for as long as the
way as for a strike, the results of the attack are termed
hold is maintained. If the hold is released before death
controlling hits. They are not actual damage, but rather
ensues, the victim rolls to regain consciousness per the
a measure of the extent to which one character has
serious wound rules. Note: Garottes double the attacker's
physically controlled another (with a hammer lock, a
unarmed combat damage rating for strangling attacks.
bear hug, etc.). Once a character has inflicted controlling
Diving Blows: Diving blows are attempts to throw
hits on another character equal to or in excess of the
oneself at an enemy and knock him or her down.
target character's Strength, that character is totally
Blocking is not possible and armor has no effect.
controlled and ceases struggling. The controlled charac-
Avoidance: If a character is surprised (an unexpected
ter may not move, nor may the controlling character
attack from behind) the attack always hits. If not sur-
move without releasing control (all controlling hits disap-
prised, the character may attempt to avoid the attack: an
pear). Until that time, however, the target character may
Average test versus Agility. If this succeeds, the attacker
attempt to escape or may grapple with the original
is knocked down, but an outstanding success means the
attacking character. If both characters grapple, the first
avoidance does not use up the target's action for the
one to achieve hits equal to the opponent's Strength
phase. A catatrophic failure means the avoider takes
controls the other. Escape: An escape attempt is resolved in exactly the
double damage from the attack. (See Effects, below.) If the attack is not avoided, it automatically hits.
same way as a grapple, but if the attempt is successful,
Effects: If a diving blow hits, either the attacker or
hits are removed from the accumulated total which the
defender is knocked down and suffers wounds. If
other character has already built up.
lD6+(2xConstitution) of the attacker is greater than the
Strangling: Strangling is handled like grappling, with
Strength of the defender, the defender is knocked down
three main differences: (1) It may be blocked; (2) armor
and suffers hits equal to the difference. Otherwise, the
does have effect; and (3) a character who becomes
attacker is knocked down and suffers hits equal to the
"totally controlled" becomes unconscious and begins to
difference. Defenders who are surprised use only thier
suffer head wounds equal to the attacker's unarmed
Constitution for the comparison.
u n e x p e c t e d a t t a c k from behind), no roll is m a d e ; the a t t a c k automatically hits. A r m e d m e l e e c o m b a t is c o n d u c t e d with h a n d held striking w e a p o n s .
Modifiers: S o m e m e l e e w e a p o n s a d d a modifier to t h e c h a r a c t e r ' s Melee C o m b a t skill, as shown on
Range: T h e r e are t w o general categories of m e -
t h e Melee W e a p o n Chart. This modifier is a d d e d to
lee w e a p o n s : short a n d long r a n g e . C h a r a c t e r s m u s t
or subtracted from t h e c h a r a c t e r ' s skill; however, it
be within two m e t e r s of e a c h other (the s a m e as for
m a y n e v e r r e d u c e t h e c h a r a c t e r ' s skill below level 1.
u n a r m e d c o m b a t a t t a c k s ) for s h o r t - r a n g e a t t a c k s ,
Blocks: If the target of a m e l e e attack is also
or within t h r e e m e t e r s for long-range a t t a c k s . If a
a r m e d with a m e l e e w e a p o n a n d wishes to a t t e m p t
c h a r a c t e r with a s h o r t - r a n g e w e a p o n (including
to block t h e strike, t h e c h a r a c t e r m a y do so. How-
u n a r m e d c o m b a t ) e n c o u n t e r s a c h a r a c t e r with a
ever, t h e block c o u n t s as o n e of t h e c h a r a c t e r ' s
l o n g - r a n g e w e a p o n , t h e short-range w e a p o n m a y
actions for t h e c o m b a t turn.
not a t t a c k in t h e first p h a s e of c o n t a c t (although a
For e x a m p l e , J e r o m e , with an Initiative of 2, a n d
s h o r t - r a n g e m e l e e w e a p o n m a y b e u s e d t o block i n
Miguel, with an Initiative of 3, a r e battling e a c h other
this c a s e ) .
with m a c h e t e s . In p h a s e 3, Miguel m a k e s a s u c c e s s -
T h e r a n g e s o f m e l e e w e a p o n s a r e given o n t h e Melee W e a p o n s Chart o n p a g e 3 2 3 .
ful a t t a c k on J e r o m e , who d e c i d e s to try a n d block it. ( J e r o m e k n o w s t h a t he is going to run out of
Hit Procedure: An a r m e d m e l e e attack is an
actions before Miguel d o e s , but he is hoping that
A v e r a g e difficulty t a s k v e r s u s Melee C o m b a t
Miguel will m i s s in a later attack or that s o m e o n e will
( A r m e d ) . In t h e c a s e of a surprise a t t a c k (an
c o m e to his rescue.) T h e block is successful, so it
stops Miguel's attack, but J e r o m e h a s spent an
Other Considerations: T h e referee m a y c h o o s e
a c t i o n for t h e t e r m . W h e n p h a s e 2 c o m e s , h e will
to m a n d a t e hit locations if t h e situation s e e m s to
have to decide whether to t a k e another action
warrant it. For e x a m p l e , if an injured c h a r a c t e r
then and lose his c h a n c e to act in p h a s e 1, or skip
crawls up to an e n e m y a n d a t t a c k s with a knife, the
his action in p h a s e 2 and retain the opportunity
attack is unlikely to hit t h e target a n y w h e r e but in t h e
in p h a s e 1. A block is a Difficult level t a s k v e r s u s Melee Combat (Armed). S u c c e s s m e a n s the attack is blocked, but a n o u t s t a n d i n g s u c c e s s m e a n s the
legs. Similarly, a c h a r a c t e r standing on t h e roof of a truck a n d swinging a short chain is not going to hit t h e leg o f a n o p p o n e n t o n t h e ground. D a m a g e : D a m a g e inflicted from a m e l e e attack
blocking c h a r a c t e r d o e s not lose an action for the
d e p e n d s u p o n the t y p e of w e a p o n being u s e d . T h e
turn.
Melee W e a p o n s C h a r t gives t h e n u m b e r o f d a m a g e
Hit Location: Hit location is rolled on t h e a p p r o -
dice rolled for e a c h t y p e of w e a p o n .
priate hit location chart. T h e die roll for hit location
S o m e m e l e e w e a p o n s h a v e a notation indicating
is not m a d e for a surprise attack, however. Instead,
that t h e Strength rating, or half t h e Strength rating,
t h e a t t a c k e r p i c k s t h e location.
of t h e attacker is a d d e d to t h e total from d a m a g e
Aimed Attacks: A n attacker m a y a t t e m p t t o specify t h e hit location before m a k i n g a m e l e e
dice rolled. This reflects a d d e d d a m a g e c a u s e d by h e a v y blows from stronger c h a r a c t e r s .
attack, but this m a k e s t h e t a s k Difficult level. If t h e
Armor: A r m o r a b s o r b s hits equal to twice its
attack s u c c e e d s , t h e attacker c h o o s e s t h e location
a r m o r level from e a c h a r m e d m e l e e c o m b a t attack
hit.
a n d suffers no d a m a g e itself.
particular w e a p o n t y p e m a y not fire it. Rate of Fire: E a c h shot in t h e g a m e r e p r e s e n t s a Obviously, f i r e c o m b a t c a n b e c o n d u c t e d a t
single bullet. It is, however, possible to fire m o r e t h a n
considerably greater d i s t a n c e s t h a n a n y sort of
a single bullet from m o s t w e a p o n s in a five-second
m e l e e c o m b a t . Fire c o m b a t w e a p o n s (and h a n d
action p h a s e . All w e a p o n s in t h e g a m e h a v e either
g r e n a d e s ) are listed o n the w e a p o n s c h a r t s ( p a g e s
a reload rating (Rld) or a rate of fire (ROF) rating.
3 2 3 - 3 2 5 ) , which give a variety of information on
W e a p o n s with a reload rating hold only o n e round
e a c h w e a p o n . W e a p o n s c a p a b l e of firing m o r e t h a n
in t h e w e a p o n at a time, a n d o n c e that round h a s
a single t y p e of r o u n d h a v e o n e listing per t y p e . T h e
b e e n fired ( o n e action), a n u m b e r of action p h a s e s
u s e of this information is explained in t h e s u b s e -
m u s t b e s p e n t reloading before t h e w e a p o n c a n b e
q u e n t rules.
fired again. T h e reload rating defines how m a n y
T h e r e a r e two general varieties of fire c o m b a t :
reload actions a r e required. If t h e w e a p o n is listed as
direct fire a n d indirect fire. Direct fire is c o n d u c t e d
having m o r e t h a n o n e loader as part of its crew, e a c h
b y c h a r a c t e r s w h o c a n actually s e e their target a n d
loader m u s t s p e n d t h e indicated n u m b e r o f actions
w h o fire in a direct line toward it with t h e intention of
reloading. For e a c h loader missing from t h e crew,
obtaining a direct hit. Indirect fire is usually con-
a d d 1 to the reload rating for all other c r e w m e m b e r s .
d u c t e d b y c h a r a c t e r s w h o c a n n o t s e e their target
W e a p o n s with a rate of fire listing h a v e either a
a n d instead fire at a high angle to lob their r o u n d s
letter c o d e or a n u m b e r . T h e s e notations are ex-
over intervening o b s t a c l e s with t h e intention of
plained below:
c o m i n g down in t h e n e a r vicinity of t h e target. For t h e m o s t part, only certain h e a v y w e a p o n s (gren a d e l a u n c h e r s , m o r t a r s , a n d howitzers) a r e c a p a b l e of indirect fire.
SS (Single Shot): This w e a p o n c a n only fire o n e round a n d t h e n m u s t b e reloaded. BA (Bolt Action), LA (Lever Action): T h e s e w e a p o n s c a n fire o n e round per p h a s e . E a c h t i m e a round
Human Limits: A single c h a r a c t e r c a n fire only
is fired from o n e of t h e s e w e a p o n s , the bolt or lever
o n e w e a p o n at a t i m e . C h a r a c t e r s with no skill in a
m u s t b e worked t o eject t h e spent c a s i n g a n d
c h a m b e r a n e w round. But this c a n be d o n e in t h e
o p e n cylinder at o n c e ) , o n e reloading action is
s a m e p h a s e in which t h e w e a p o n is fired.
sufficient to reload t h e w e a p o n .
PA
(Pump
Action),
DAR
(Double
Action
Re-
i
(Individual): W e a p o n s
with
nondetachable
volver): T h e s e w e a p o n s m a y f i r e u p t o t h r e e r o u n d s
m a g a z i n e s , particularly u n d e r - b a r r e l tubular m a g a -
per p h a s e . P u m p action refers t o s h o t g u n s , a n d
zines, often h a v e to be reloaded o n e shell at a t i m e .
involves working a lever b e t w e e n s h o t s to eject t h e
Up to t h r e e bullets m a y be loaded into an i- c l a s s feed
spent cartridge a n d c h a m b e r a fresh o n e . A double
device p e r reloading action.
action revolver c o c k s its h a m m e r with t h e first part
B (Belt): T h e w e a p o n , either a m a c h i n e g u n or
of t h e trigger pull, t h e n fires with t h e s e c o n d . This
a u t o m a t i c rifle, is fed by a belt usually containing
m a k e s t h e trigger pull s o m e w h a t h a r d e r t h a n in a
from 50 to 100 bullets. Two reloading actions a r e
s e m i a u t o m a t i c pistol ( s e e below).
n e c e s s a r y to r e p l a c e a belt. However, if t h e m a weapons
chinegun h a s a t w o - m a n crew (gunner a n d loader),
m a y f i r e u p t o f i v e s h o t s per action p h a s e . E a c h
this r e q u i r e m e n t c a n b e m e t b y both expending o n e
s q u e e z e of t h e trigger fires o n e round, a n d t h e force
action reloading in t h e s a m e p h a s e .
SA
(Semiautomatic):
Semiautomatic
of its firing automatically r e c o c k s t h e w e a p o n . Automatic Fire: W e a p o n s with a n u m b e r instead of a letter c o d e are c a p a b l e of fully a u t o m a t i c fire as
C (Cassette): A c a s s e t t e is a large self-contained a m m u n i t i o n feed s y s t e m which t a k e s o n e full turn to replace.
well a s s e m i a u t o m a t i c f i r e . T h e n u m b e r s h o w n i s t h e n u m b e r of bullets in a typical burst from t h e w e a p o n . E a c h a u t o m a t i c w e a p o n c a n fire up to either five
Direct fire is o n e of t h e two m o s t c o m m o n forms
individual s h o t s or five b u r s t s per fire p h a s e . As a
of c o m b a t in t h e g a m e (the other being m e l e e ) . In
practical matter, however, no c h a r a c t e r m a y fire at
direct fire, t h e target is visible to t h e firing character.
m o r e t h a n t h r e e different t a r g e t s in t h e s a m e fire
Both small a r m s a n d h e a v y w e a p o n s u s e direct f i r e .
phase.
Small a r m s a r e rifles, pistols, m a c h i n e g u n s , shot-
Reloading: All small a r m s h a v e a m a g a z i n e
g u n s , a n d t h e like. Their two principal distinguishing
(Mag) listing which consists of a n u m b e r a n d , in
characteristics are that they are generally m a n -
s o m e c a s e s , a letter c o d e . This s h o w s t h e t y p e of
portable a n d they fire a simple nonexploding round
feed device u s e d for a m m u n i t i o n in t h e w e a p o n a n d
of less t h a n 2 0 m m in diameter. Small a r m s fire is
t h e n u m b e r of r o u n d s in it. T h e m o s t c o m m o n form
m o s t effective against living t a r g e t s , but it c a n be
of feed device in small a r m s is a box m a g a z i n e which
u s e d against other t y p e s of t a r g e t s , s u c h as vehicles,
a t t a c h e s t h r o u g h t h e stock or pistol grip. Weapons
for instance.
with no letter code after their feed value are fed by
Heavy w e a p o n s fire r o u n d s which are 2 0 m m in
box magazines, e a c h of which c o n t a i n s the n u m b e r
d i a m e t e r or greater, a n d which a r e c a p a b l e of
of r o u n d s shown.
containing a significant explosive filler. Most h e a v y
O n e reloading action is sufficient to d e t a c h an e m p t y box m a g a z i n e a n d insert a full o n e . Other forms of feed d e v i c e s a r e n o t e d by letter c o d e a s explained below:
w e a p o n s in Dark Conspiracy a r e m a n - p o r t a b l e . T h e y include s u c h things a s g r e n a d e l a u n c h e r s , rocket launchers, a n d s o m e antitank missiles. Other h e a v y w e a p o n s m u s t b e m o u n t e d o n vehicles o r
R (Revolver): A revolver's feed device is a non-
h e a v y f i e l d carriages (things s u c h a s howitzers).
d e t a c h a b l e revolving cylinder which usually holds
Few c o m b a t s in Dark Conspiracy will involve s u c h
six bullets. If l o a d e d individually, t h r e e bullets c a n be
large w e a p o n s , but rules for their u s e a r e included
put into t h e cylinder p e r reloading action. If a quick-
for t h o s e rare exceptions.
loader is available (a circular clip holding six car-
Heavy w e a p o n s u s e high-explosive (HE) a n d
tridges which e n a b l e s all six to be d r o p p e d into t h e
other similar a m m u n i t i o n to a t t a c k living t a r g e t s
benefits of t h e aiming action are lost in doing s o . Quick S h o t s : Any shot that is m a d e without being p r e c e d e d by an aiming action is considered a quick shot. (This includes s h o t s at a target other t h a n t h e o n e originally a i m e d at.) Even if an aiming action is performed prior to fire, if m o r e t h a n o n e shot is fired in t h e p h a s e , only t h e first c o u n t s as a i m e d ; all s u b s e q u e n t s h o t s a r e considered quick shots. All quick s h o t s a r e c o n d u c t e d at o n e level of difficulty higher t h a n n o r m a l (i.e., an E a s y difficulty shot b e c o m e s Average, an Average b e c o m e s Difficult, etc.). Laser S i g h t s : Laser sights m a y b e f i t t e d t o any small a r m (at additional c o s t ) , a n d c a n only be used in s e m i a u t o m a t i c fire. Laser sights m a y only be u s e d a t 4 0 m e t e r s o r less, a n d e n a b l e u p t o three a n d light vehicles, but s o m e m a y h a v e an array of
s h o t s fired during a p h a s e to count as a i m e d shots
specialized r o u n d s for attacking a r m o r e d vehicles.
instead of only t h e first o n e (all other s h o t s fired in
In direct fire, t h e c h a n c e of hitting a target with
t h e p h a s e count as quick s h o t s ) . All other modifiers
individual s h o t s is d e p e n d e n t primarily on t h r e e
( m o v e m e n t by target, m o v e m e n t by firer, etc.) still
things: m a r k s m a n s h i p , r a n g e , a n d recoil. T h e c o m -
apply. Ultraviolet a n d infrared laser versions exist.
bination of t h e s e factors will p r o d u c e a D10 c h a n c e
(For m o r e detailed information, s e e "Equipment"
of hitting a target. T h e p e r s o n controlling t h e firing
on p a g e 258.)
player throws 1 D 1 0 for e a c h bullet fired. A n y die
Range: There are four r a n g e s for direct fire: short,
that h a s a result less t h a n or equal to t h e n e c e s s a r y
m e d i u m , long, a n d e x t r e m e . The value printed in
hit n u m b e r m e a n s that t h e bullet it r e p r e s e n t s h a s hit
the
range
column
of the
weapons
t h e t a r g e t . A n y roll higher t h a n t h e hit n u m b e r
weapon's short range in meters.
m e a n s t h a t bullet m i s s e d .
twice short range,
Marksmanship: All small a r m s u s e Small A r m s
tables
is
the
Medium range is
long range is twice medium, and
extreme range is twice long range.
(the a p p r o p r i a t e subskill) a s their m a r k s m a n s h i p
For e x a m p l e , a w e a p o n with a printed r a n g e of 50
skill e x c e p t for b o w s , which u s e t h e Archery skill.
h a s a short r a n g e of 50 m e t e r s , a m e d i u m r a n g e of
C r o s s b o w s u s e Small A r m s (Rifle). Large-caliber
100 m e t e r s , a long r a n g e of 2 0 0 m e t e r s , a n d an
g u n s a n d howitzers u s e H e a v y W e a p o n s . G r e n a d e
extreme range of 4 0 0 meters.
l a u n c h e r s u s e Small A r m s o r Heavy W e a p o n s ,
It is an E a s y t a s k versus t h e appropriate m a r k s -
whichever value is greater. All other h e a v y w e a p o n s
m a n s h i p skill to hit a target with direct fire at short
u s e t h e Heavy W e a p o n s skill.
r a n g e . At m e d i u m r a n g e it b e c o m e s an Average
Aimed S h o t s : An a i m e d shot is an action that
task. At long r a n g e , t h e t a s k b e c o m e s Difficult. At
t a k e s p l a c e after o n e action ( p h a s e ) h a s b e e n s p e n t
extreme range, the task b e c o m e s one stage more
aiming t h e w e a p o n . For an a i m e d shot to be al-
difficult, which m e a n s that o n e fourth the c h a r a c t e r ' s
lowed, t h e target m u s t be visible in both t h e aiming
skill level is u s e d . ( R e m e m b e r to always round
a n d f i r i n g p h a s e s . Also, t h e player m u s t declare t h e
down.)
target being a i m e d at. While it is possible to aim at
Note t h a t c h a r a c t e r s firing quick s h o t s at e x t r e m e
o n e target a n d t h e n fire at a different o n e , t h e
r a n g e will be c h e c k i n g v e r s u s o n e eighth their
m a r k s m a n s h i p skill level ( m a r k s m a n s h i p quar-
g e n e r a t e s in a p h a s e , c o m p a r e t h e total to t h e firing
tered for r a n g e , a n d halved again for a quick s h o t ) .
c h a r a c t e r ' s Strength. If t h e recoil is equal to or less
Rifle S c o p e s : Sniper rifles c o m e with a s c o p e
t h a n t h e c h a r a c t e r ' s Strength rating, fire is resolved
fitted to t h e m , a n d other rifles m a y be p u r c h a s e d
normally. If it is greater t h a n Strength, r e d u c e t h e
with a s c o p e a t t a c h e d , for an additional price. T h e
final hit n u m b e r (after r a n g e , etc.) by t h e difference.
printed r a n g e on t h e appropriate t a b l e s is for a rifle
In t h e e x a m p l e a b o v e , if Nicki h a s a S t r e n g t h
without a s c o p e . If a s c o p e is m o u n t e d , a d d 15
o f 7 , t h e recoil from h e r s h o t s with t h e pistol a r e
m e t e r s to t h e printed r a n g e figure when conducting
l e s s t h a n h e r S t r e n g t h , s o s h e suffers n o n e g a t i v e
aimed shots. In addition, a i m e d s h o t s at e x t r e m e
effects t o h e r s h o t s . I f s h e w e r e t o f i r e t h r e e s h o t s ,
r a n g e are c o n d u c t e d as if at long r a n g e for p u r p o s e s
h o w e v e r , recoil w o u l d j u m p t o 9 , s o s h e w o u l d b e
of hit determination. Note that s c o p e s h a v e no effect
a t - 2 t o hit. (Recoil effects from autofiring t h e
on quick s h o t s .
M 6 0 a r e f i g u r e d slightly differently, a s e x p l a i n e d
For e x a m p l e , a rifle with a printed r a n g e of 75 a n d
u n d e r A u t o m a t i c Fire o n t h e following p a g e . )
a s c o p e would be t r e a t e d as having, for p u r p o s e s of
Note that this m e a n s that high recoil w e a p o n s
a i m e d fire, a short r a n g e of 90 m e t e r s (Easy t a s k
c a n physically be fired as rapidly as low recoil
v e r s u s m a r k s m a n s h i p ) , a m e d i u m r a n g e of 180
w e a p o n s , but it b e c o m e s m u c h m o r e difficult to hit
m e t e r s (Average t a s k ) , a long r a n g e of 3 6 0 m e t e r s
anything with t h e m .
(Difficult t a s k ) , a n d an e x t r e m e r a n g e of 7 2 0 m e t e r s (also a Difficult task, b e c a u s e of t h e s c o p e ) . Recoil: Recoil is a m e a s u r e of how m u c h a w e a p o n k i c k s w h e n it is fired. This recoil affects
Pistols: Pistols m a y be steadied by using both h a n d s a n d bracing yourself. This m a y only b e d o n e while stationary, a n d it r e d u c e s t h e printed recoil value by 1.
a c c u r a c y in t w o w a y s . First, p e o p l e t e n d to flinch in
Two Weapons: C h a r a c t e r s w h o a r e carrying t w o
anticipation of t h e kick. S e c o n d , w h e n firing s h o t s in
w e a p o n s at o n c e (one in e a c h h a n d ) m a y fire either
rapid s u c c e s s i o n (i.e., m o r e t h a n o n e per p h a s e ) ,
o n e in a single p h a s e , but not both. For p u r p o s e s of
recoil m o v e s t h e w e a p o n off target for all s h o t s after
controlling t h e recoil of either w e a p o n t h e effective
t h e first.
Strength ratings of s u c h c h a r a c t e r s are r e d u c e d by
For t h e p u r p o s e s of this g a m e , recoil affects only small a r m s , not h e a v y w e a p o n s . E a c h small a r m h a s a recoil value listed for a single shot. If it is c a p a b l e of a u t o m a t i c fire, it also h a s a recoil value listed for firing a burst. W h e n e v e r a c h a r a c t e r fires a small a r m s w e a p o n , total t h e a m o u n t of recoil t h e w e a p o n g e n e r a t e s t h a t p h a s e b y multiplying t h e recoil of a single s h o t or a burst by t h e n u m b e r of single s h o t s or bursts fired. F o r e x a m p l e , Nicki h a s a n M 6 0 s l u n g from a s h o u l d e r s t r a p a n d is firing it on full a u t o m a t i c . S h e f i r e s f i v e b u r s t s for t h e p h a s e , e a c h with a recoil v a l u e of 4, for a t o t a l recoil of 20 for t h e p h a s e . If, i n s t e a d , s h e w e r e f i r i n g t w o single s h o t s from a . 3 5 7 m a g n u m , h e r total recoil for t h e p h a s e w o u l d be 6 ( t w o s h o t s with a s i n g l e - s h o t recoil v a l u e of 3 ) . O n c e y o u k n o w h o w m u c h recoil t h e w e a p o n
10%, rounding fractions down.
Range: Subtract o n e die from e a c h three-round burst, t w o dice from e a c h five-round burst, a n d three Automatic fire u s e s a s o m e w h a t different p r o c e d u r e from that for individual s h o t s . W h e n e v e r char-
dice from e a c h 10-round burst for e a c h r a n g e b a n d b e y o n d short.
a c t e r s fire a w e a p o n on its a u t o m a t i c fire setting,
For e x a m p l e , a small a r m w e a p o n which fired 10-
they fire o n e or m o r e bursts of rounds, up to a
r o u n d bursts would roll 1 0 D 6 p e r burst at short
m a x i m u m of five bursts. T h e n u m b e r of actual
r a n g e , 7 D 6 at m e d i u m , 4 D 6 at long, a n d 1D6 at
r o u n d s in e a c h burst is listed in t h e w e a p o n ' s R O F
e x t r e m e r a n g e . A w e a p o n which fired five-round
c o l u m n . E a c h t i m e t h a t a burst is fired, roll a n u m b e r
bursts would fire 5 D 6 at short r a n g e , 3 D 6 at m e -
of D6 equal to t h e n u m b e r of r o u n d s in t h e burst (a
dium, a n d 1D6 at long.
w e a p o n with a R O F of 5 would h a v e 5 D 6 rolled for
Recoil: Recoil is calculated in t h e s a m e way as for
e a c h burst fired, for e x a m p l e ) . E a c h die roll of 6
individual s h o t s . If it is greater t h a n t h e c h a r a c t e r ' s
exactly r e p r e s e n t s a hit by o n e round.
Strength, r e d u c e t h e n u m b e r of dice rolled per burst
For instance, w h e n Nicki fired t h e M 6 0 in t h e
by t h e difference. For w e a p o n s with 10-round bursts,
previous e x a m p l e , s h e actually put out 25 r o u n d s in
r e d u c e t h e n u m b e r of dice rolled per burst by twice
t h e p h a s e (5 bursts of 5 r o u n d s e a c h , b e c a u s e t h e
t h e difference.
M60 h a s an R O F of 5 ) . Therefore her player would
For e x a m p l e , s u p p o s e Nicki is firing that s a m e
roll a total of 2 5 D 6 for hits, were it not for t h e effects
M60 toward a m o t o r c y c l e g a n g t h a t is pursuing her
of recoil a n d r a n g e , explained next. T h e actual n u m b e r of dice rolled per burst m a y be r e d u c e d b y r a n g e a n d / o r recoil.
a n d h a s r e a c h e d short r a n g e . T h e M 6 0 ' s recoil rating is 2 per burst. Nicki could fire up to t h r e e bursts (a total recoil of 6) without penalty. If s h e fired four bursts, her total recoil would be 8, which is o n e greater t h a n her Strength of 7, so s h e would h a v e to subtract o n e die from e a c h of t h e four bursts. If s h e were firing an M249 from a bipod, instead, her total recoil in e a c h c a s e would be t h e s a m e , but b e c a u s e t h e w e a p o n f i r e s 10-round bursts, s h e would h a v e t o r e d u c e e a c h burst by two r o u n d s when her total recoil r e a c h e d 8. Now i m a g i n e that t h e motorcycle g a n g begins fleeing, and Nicki k e e p s shooting at t h e m . W h e n t h e y r e a c h m e d i u m r a n g e , if s h e fires four bursts from t h e M60, s h e will h a v e to subtract two dice from e a c h burst: o n e for recoil a n d o n e for r a n g e . If she is firing t h e M 2 4 9 instead, s h e subtracts four dice: two for recoil a n d two for r a n g e . Danger Zone: T h e d a n g e r zone is t h e area where c h a r a c t e r s that are not actually a i m e d at m a y be hit by stray bullets from a burst of a u t o m a t i c fire. T h e d a n g e r zone is an a r e a four m e t e r s to either side of a line drawn b e t w e e n t h e firing player a n d t h e target, a n d including all potential t a r g e t s which are within t h e s a m e r a n g e b a n d a s t h e target. O n c e a player h a d rolled all a u t o m a t i c fire hit dice a n d n o t e d h o w m a n y r o u n d s hit, half of t h e dice
which m i s s e d (rounding f r a c t i o n s down) a r e t a k e n
Fire From the Saddle: C h a r a c t e r s firing while
a n d rolled again. E a c h 6 rolled on this s e c o n d set of
m o u n t e d on a draft animal or s a d d l e h o r s e do so the
dice is a hit on s o m e other target in t h e d a n g e r zone.
s a m e a s d i s m o u n t e d c h a r a c t e r s , with two e x c e p -
T h e referee will assign t h e s e hits to t h e other t a r g e t s ,
tions. First, their m o v e m e n t c a t e g o r y is b a s e d on
beginning with t h o s e closest to t h e intended target.
t h e m o v e m e n t of t h e animal. T h u s , c h a r a c t e r s on
Any dice which m i s s e d from this s e c o n d roll (or
running a n i m a l s m a y not fire at all. S e c o n d , t h e
half of all dice that m i s s e d t h e first roll, if t h e r e were
m a r k s m a n s h i p skill u s e d t o d e t e r m i n e t h e c h a n c e
no other potential targets) are set a s i d e a n d will be
of hitting with single s h o t s is either t h e c h a r a c t e r ' s
used to attack any character moving through the
appropriate w e a p o n s skill or H o r s e m a n s h i p skill,
w e a p o n ' s d a n g e r z o n e until the c h a r a c t e r ' s turn for
whichever is lower.
action in t h e next c o m b a t p h a s e . (If t h e c h a r a c t e r
Target Movement: If t h e target is m o v i n g 30
would normally receive no action in t h e next p h a s e ,
m e t e r s or m o r e in t h e current p h a s e , a n y a t t e m p t to
t h e d a n g e r zone lasts only until t h e end of t h e
hit it is c o n d u c t e d as if at greater t h a n n o r m a l r a n g e .
present phase.)
For n o r m a l f i r e , this m e r e l y m e a n s o n e s t a g e m o r e
N o t e t h a t b y careful u s e o f t h i s effect, a u t o -
difficult t h a n n o r m a l , but for a u t o m a t i c fire, it m e a n s
m a t i c w e a p o n s fire c a n b e u s e d t o interdict
that t h e n u m b e r of dice rolled per burst is r e d u c e d .
m o v e m e n t or k e e p e n e m y troops under cover by s i m p l y firing t h r o u g h o p e n d o o r w a y s , o v e r t h e t o p s o f walls, e t c . Minimum Dice: A three- or five-round burst will
Every t i m e a w e a p o n fires, it u s e s a m m u n i t i o n . Ammunition Record F o r m s a r e provided in this
never b e r e d u c e d t o less t h a n o n e die per burst,
g a m e o n p a g e 3 2 6 - 3 2 7 . T h e y are intended t o b e
regardless of t h e n u m b e r of reductions m a d e for
photocopied, and permission is herein granted to do
r a n g e a n d / o r recoil. A 10-round burst will never be
so. P a g e 3 2 6 is laid o u t for a m m u n i t i o n belts, a n d
r e d u c e d t o less t h a n t w o dice per burst.
p a g e 3 2 7 is for box m a g a z i n e s . Players should e a c h
Long Bursts: S o m e Gatling-type m i n i g u n s in
h a v e o n e or m o r e c o p i e s of this form to k e e p track
future a n d c o m p a t i b l e p r o d u c t s h a v e a burst size of
of the a m m u n i t i o n their c h a r a c t e r s are carrying.
5 0 . Treat this as a 10-round burst for p u r p o s e s of hit
A 32-round box magazine loaded a n d m a r k off t h e e x c e s s r o u n d s so that the for a 9mm n u m b e r of b o x e s is equal to t h e n u m b e r of bullets submachinegun. loaded. W h e n a m a g a z i n e is
determination, but e a c h hit a c h i e v e d c o u n t s as t h r e e actual hits.
Write down by e a c h m a g a z i n e t h e t y p e of bullets
loaded into weapon, the player M o v e m e n t by either t h e firing c h a r a c t e r or t h e target r e d u c e s t h e c h a n c e of scoring a hit.
simply circles it on the form a n d m a r k s off bullets as they
Advancing Fire: C h a r a c t e r s m a y not fire while
are fired. T h e b o x e s a r e laid
crawling or running. No a i m e d fire is possible while
out in rows of five e a c h , so
walking or trotting, but c h a r a c t e r s m a y fire quick
most w e a p o n s can record
s h o t s or bursts. For p u r p o s e s of controlling recoil,
bursts fired by m a r k i n g off
however, a walking c h a r a c t e r ' s Strength is r e d u c e d
o n e or two c o m p l e t e rows. To
by 10% a n d a trotting c h a r a c t e r ' s Strength is halved
avoid confusion, it is sug-
(rounding fractions d o w n ) .
g e s t e d t h a t individual s h o t s
Fire From Moving Vehicles: C h a r a c t e r s m a y not
be m a r k e d off from t h e t o p of
c o n d u c t a i m e d fire from a m o v i n g vehicle. T h e y
t h e m a g a z i n e form a n d bursts
m a y f i r e quick s h o t s o r bursts a t o n e s t a g e greater
be m a r k e d off from t h e bot-
difficulty t h a n n o r m a l . ( S e e also p a g e 110.)
tom.
sible, the firing c h a r a c t e r or g u n crew m u s t be in c o m m u n i c a t i o n (usually by radio) with a c h a r a c t e r T h e following special c a s e s further modify t h e basic firing rules.
(called a forward o b s e r v e r ) w h o c a n s e e the target. T h e target is actually a stationary position; it c a n be
Target Obscured: If the target is partially o b -
a building but not a m o v i n g vehicle (although it c a n
s c u r e d (in brush, fog, mist, light s m o k e , etc.) at-
b e t h e p l a c e w h e r e t h e forward observer believes
t e m p t s to hit it with direct fire a r e m a d e at o n e s t a g e
t h e vehicle will be w h e n t h e fire hits). Before fire
greater difficulty t h a n n o r m a l .
begins, t h e forward o b s e r v e r m u s t talk to t h e firer for
Firing at Riders: If t h e target is a rider on an
o n e turn. After fire h a s b e g u n , t h e forward observer
animal, m o t o r c y c l e , or bicycle, a t t a c k e r s m u s t de-
m a y want t o call i n corrections t o m a k e the f i r e m o r e
clare whether t h e y a r e firing at t h e rider or t h e
a c c u r a t e . T h e s a m e restrictions o n both c h a r a c t e r s '
m o u n t . In either c a s e , fire is resolved normally, but
actions apply as with other c o m m u n i c a t i o n ; in
if a single shot m i s s e s its intended target it h a s a 10%
particular, the firer m a y not fire the w e a p o n during
c h a n c e of hitting t h e other. In t h e c a s e of a u t o m a t i c
t h e conversation.
fire, m i s s e s a r e rerolled for additional hits in t h e
Hit Difficulty Level: Conducting indirect fire is a
d a n g e r z o n e as n o t e d a b o v e , but half of all s u c h
Difficult t a s k v e r s u s t h e Heavy W e a p o n s skill of the
additional hits a r e t a k e n o n t h e s e c o n d a r y target.
firing c h a r a c t e r or of t h e forward observer, which-
Multiple Modifiers: All modifiers to t h e n u m b e r of
ever is less.
dice rolled or t h e r a n g e at which fire is delivered are
Exception: Indirect fire with a rifle g r e n a d e or
c u m u l a t i v e . However, w h e n firing single s h o t s (ei-
h a n d - h e l d g r e n a d e launcher (M203) is o n e d e g r e e
ther a i m e d s h o t s or quick s h o t s ) , all rolls of 9 or
m o r e difficult. (It u s e s o n e - q u a r t e r t h e skill level, in
higher m i s s t h e target a n d all rolls of 1 hit t h e target,
other words, r o u n d e d down, of course.)
r e g a r d l e s s of t h e c h a r a c t e r ' s skill level or any m o d i -
Deviation: If t h e round deviates, t h e referee deter-
fications to it. W h e n a w e a p o n is firing bursts, the
m i n e s t h e distance a n d direction from t h e target of
n u m b e r of dice is never r e d u c e d to zero (see p a g e
t h e i m p a c t point. First t h e referee rolls 1D10 for
87).
distance of deviation. For g r e n a d e l a u n c h e r s a n d rifle g r e n a d e s , t h e result is multiplied by five m e t e r s . For m o r t a r s a n d howitzers, it is multiplied by 10
Certain w e a p o n s , s u c h as rifle g r e n a d e s a n d
m e t e r s . If t h e indirect fire w e a p o n is firing at greater
g r e n a d e l a u n c h e r s deviate if they m i s s , w h e n fired
t h a n half its indirect fire r a n g e , double the result of
in direct fire. T h e die is rolled for d i s t a n c e a n d
t h e deviation roll.
direction in t h e s a m e w a y as for indirect fire as noted
After determining d i s t a n c e of deviation, t h e ref-
below; t h e distance die roll is multiplied by o n e
e r e e rolls 1 D 1 0 a n d consults t h e Scatter Diagram on
meter.
p a g e 3 2 2 t o d e t e r m i n e t h e direction o f deviation. Corrections: If t h e shot d o e s n ' t hit, t h e forward o b s e r v e r m a y call in corrections. After e a c h correc-
Indirect fire is generally fired at a target which t h e
tion, a d d 1 to t h e c h a n c e of a hit a n d subtract 1 from
firing c h a r a c t e r c a n n o t s e e , in which c a s e t h e firer is
t h e die roll for d i s t a n c e of deviation if t h e round
directed by a forward observer w h o c a n s e e t h e
m i s s e s . Thus, four corrections would raise the c h a n c e
target. Only w e a p o n s with an indirect fire r a n g e
of a hit by 4 a n d would lower t h e deviation die roll by
(listed o n t h e w e a p o n s chart) m a y u s e indirect f i r e .
4. A deviation roll of less t h a n 0 is c h a n g e d to 0.
T h e s e a r e rifle g r e n a d e s , g r e n a d e launchers, how-
T h e r e m u s t be at least o n e additional shot after e a c h
itzers, a n d m o r t a r s .
correction before another correction is possible.
Calling Fire: In order for indirect fire to be p o s -
Accuracy: T h e r e is a m a x i m u m limit to the
a c c u r a c y of indirect fire. T h e m a x i m u m c h a n c e of a hit is 7; for rifle g r e n a d e s a n d h a n d - h e l d g r e n a d e launchers, t h e m a x i m u m c h a n c e is 5. In addition, t h e deviation distance roll m a y n e v e r b e r e d u c e d b y m o r e t h a n 5; for rifle g r e n a d e s a n d h a n d - h e l d g r e n a d e l a u n c h e r s t h e roll m a y never b e r e d u c e d b y more than 3. S u b s e q u e n t S h o t s : If a shot hits, s u b s e q u e n t s h o t s will continue to deviate a r o u n d t h e target b e c a u s e of t h e m a x i m u m limits of indirect fire accuracy. If a shot d o e s not hit, s u b s e q u e n t s h o t s will deviate a r o u n d t h e initial i m p a c t point (not t h e t a r g e t ) . In both c a s e s , t h e deviation distance roll is r e d u c e d by 5 (for m o s t w e a p o n s ) or 3 (for rifle grenades and hand-held grenade launchers). For e x a m p l e , Wako h a s a n M 2 0 3 g r e n a d e launcher a n d a Heavy W e a p o n s skill of 9. His partner, Monty (skill 6 ) , is on a hillcrest watching a g r o u p of m e r c e n a r i e s c o m i n g up t h e hill at him. W a k o is on t h e other side of t h e hill. Monty radios W a k o a n d tells him to fire, giving a p p r o x i m a t e direction a n d dist a n c e to a i m for. W a k o fires o n e g r e n a d e , rolling for a 3 on l D 1 0 (a Difficult t a s k v e r s u s t h e lower of their skills, in this c a s e Monty's). A 5 is rolled, indicating a m i s s . Now t h e referee c h e c k s for deviation dist a n c e , rolling a n 8 : T h e g r e n a d e m i s s e s t h e target b y 40 m e t e r s . A roll for direction c o m e s up 6, so t h e round falls short. W a k o fires another; this t i m e t h e r e is no roll to hit, a n d t h e g r e n a d e d e v i a t e s from t h e point where t h e first g r e n a d e hit. T h e referee rolls a 3 for distance, r e d u c e d b y 3 , which m a k e s t h e deviation distance 0; a direction roll is u n n e c e s s a r y a n d t h e g r e n a d e hits in t h e s a m e p l a c e .
a n d w h e n W a k o fires again he h a s a hit c h a n c e of 5.
Monty radios a correction, which t a k e s up t h e
This t i m e he rolls a 3 a n d hits t h e target. Having hit
next c o m b a t turn. This correction i n c r e a s e s t h e
t h e target, all further deviation is a r o u n d t h e target,
c h a n c e of a hit to 4 (the b a s e of 3, plus o n e
subtracting 5 from t h e d i s t a n c e roll.
correction). On t h e turn following, W a k o fires a g a i n
Self-Observed Fire: Firing c h a r a c t e r s m a y act as
but rolls a 5, t h u s missing again. T h e referee rolls a
their own o b s e r v e r if t h e y c a n s e e t h e target. (This
6 for d i s t a n c e . B e c a u s e of the correction, this is
is d o n e if t h e target is out of t h e w e a p o n ' s direct fire
r e d u c e d to a 5, or 25 m e t e r s from t h e target. A 4 is
r a n g e or if t h e w e a p o n is a m o r t a r with no direct fire
rolled for direction, m e a n i n g t h e round falls to t h e
capability.) T h e rules a b o v e apply e x c e p t that t h e r e
right.
is no delay for corrections; fire is corrected a u t o -
T h e next turn Monty radios a n o t h e r correction
matically after every shot until a hit is scored.
Any h a r d object c a n be thrown at a target. Hitting
Like other thrown w e a p o n s , h a n d g r e n a d e s are
t h e target with an object weighing o n e kilogram or
thrown at specific targets. T h e b a s i c p r o c e d u r e for
less, at a d i s t a n c e less t h a n or equal to a c h a r a c t e r ' s
doing so is exactly as described u n d e r Thrown
throw r a n g e ( a s calculated in c h a r a c t e r generation)
Weapons, above.
is an Average t a s k v e r s u s Thrown W e a p o n s skill.
If t h e throw m i s s e s , roll for d i s t a n c e a n d direction
Long r a n g e is twice t h e n o r m a l throw r a n g e a n d
of deviation in t h e s a m e m a n n e r as for indirect fire,
requires a Difficult c h e c k v e r s u s Thrown W e a p o n . If
but multiply t h e d i s t a n c e of deviation die roll by o n e
t h e thrown object w e i g h s m o r e t h a n o n e kilogram,
m e t e r if within n o r m a l throw r a n g e , or by two m e t e r s
t h e c h a r a c t e r ' s n o r m a l throw r a n g e is divided by t h e
if within long r a n g e . T h e total deviation m a y never
weight of t h e object to d e t e r m i n e an adjusted throw
b e greater t h a n half t h e d i s t a n c e t o t h e target. Thus,
range. For e x a m p l e , Manfred V a n d e r m a r k h a s a n o r m a l throw r a n g e of 12 m e t e r s . It is an Average t a s k
if a g r e n a d e is thrown at a target 20 m e t e r s away, it c a n n o t deviate m o r e t h a n 1 0 m e t e r s . A player m a y throw additional g r e n a d e s at the
v e r s u s Thrown W e a p o n s for him to hit a target within
s a m e target to i n c r e a s e c h a n c e s of hitting. If t h e
12 m e t e r s with a one-kilo weight, or within six
target d o e s not m o v e , a d d 1 to t h e thrower's Thrown
m e t e r s with a two-kilo weight, or within four m e t e r s
W e a p o n s skill for all g r e n a d e s after t h e first.
with a three-kilo weight, a n d so o n . He c a n hit a
Referees m a y alter t h e c h a n c e s of a hit b a s e d
target within 24 m e t e r s with a one-kilogram weight
u p o n other factors. For e x a m p l e , a referee might
if he s u c c e e d s at a Difficult t a s k v e r s u s Thrown
r e d u c e t h e difficulty level by o n e for throwing a
W e a p o n s . If he w a n t e d to throw a six-kilo weight, it
g r e n a d e at a large target like a s e m i truck, or
would b e a n Average t a s k u p t o t w o m e t e r s away, o r
increase it by o n e for trying to t o s s a g r e n a d e
a Difficult o n e up to four m e t e r s distance.
t h r o u g h a s e c o n d - s t o r y window.
If a thrown object hits, it c a u s e s d a m a g e e q u a l to t h e throwing c h a r a c t e r ' s Strength divided by 2 p l u s t h e o b j e c t ' s weight in kilograms {(STR+2)+ weight]. Thrown objects h a v e an a r m o r penetration of Nil.
Occasionally, characters will find s m o k e or tear gas grenades to be useful (or p e r h a p s they wMl find them
Exception: A throwing knife will always inflict 1D6
being used against t h e m ) . S m o k e and tear g a s can also
hits, r e g a r d l e s s of t h e r a n g e or t h e Strength of t h e
be delivered in rounds from s o m e indirect fire weapons.
thrower. Its a r m o r penetration is likewise Nil.
W h e n a c h e m i c a l r o u n d e x p l o d e s , t h e cloud released h a s a width e q u a l to t h e r o u n d ' s listed burst radius, a n d its length is four t i m e s that distance. A c h e m i c a l g r e n a d e with a burst radius of 12, for instance, would r e l e a s e a cloud 12 m e t e r s wide a n d 48 m e t e r s long. This cloud b e g i n s at t h e point of i m p a c t a n d e x t e n d s downwind. If c h a r a c t e r s a r e within t h e burst radius w h e n t h e round e x p l o d e s , they h a v e a c h a n c e of suffering d a m a g e from fragmentation. However, as this burst is d e s i g n e d to s p r e a d t h e c h e m i c a l cloud (not specifically to c a u s e d a m a g e ) , t h e explosive force is less t h a n with true explosive r o u n d s . To reflect this, fragmentation d a m a g e is restricted to 1D6+2, with
a penetration of Nil, a n d it hits only o n e r a n d o m
crawl). T h e y r e m a i n incapacitated for 20 t u r n s (but
location on a character. ( S e e Explosions, on p a g e
n e e d m a k e no further c h e c k s for p a n i c or incapaci-
9 8 , for an explanation of explosive d a m a g e effects,
tation).
a n d t h e H u m a n / A n i m a l Hit Location Chart, on p a g e 9 5 , for hit location p r o c e d u r e . )
C h a r a c t e r s w h o p a s s both rolls m a y function normally.
S m o k e : S m o k e is intended to o b s c u r e vision; it c a u s e s no d a m a g e of itself. It c a n be g e n e r a t e d by r o u n d s of HC ( h e x o c h l o r o e t h a n e ) or WP (white
S h o t g u n s m a y fire either slugs or b u c k s h o t rounds.
p h o s p h o r u s , which c a n a l s o c a u s e b u r n s ) . During
S l u g s a r e f i r e d i n t h e s a m e w a y a s a n y other small
t h e turn in which t h e r o u n d lands, not e n o u g h s m o k e
a r m s f i r e , using t h e ratings provided o n t h e small
is emitted to h a v e an effect. For the next six c o m b a t
a r m s c h a r t for t h e w e a p o n . If t h e s h o t g u n fires
turns, however, e n o u g h s m o k e is in t h e air to
b u c k s h o t , however, several special rules apply.
o b s c u r e visibility. On t h e s e v e n t h turn, t h e s m o k e
B u c k s h o t m a y only b e f i r e d a t short a n d m e d i u m
h a s thinned e n o u g h t o b e o f n o effect o n c e again.
r a n g e ; it m a y not be fired at long or e x t r e m e r a n g e .
S m o k e can also be generated by normal fires.
At short range, e a c h shot is treated as a n o r m a l
Tear Gas: As with s m o k e , a t e a r g a s round h a s no
single shot, but it d o e s 9 D 6 d a m a g e . At m e d i u m
effect during t h e turn in which it bursts. For t h e next
r a n g e , e a c h shot is treated as a 1 0 - r o u n d burst of
six c o m b a t turns, however, it c a n c a u s e t e m p o r a r y
a u t o m a t i c fire ( a n d r e d u c e d immediately to 7 dice
choking a n d blindness.
for being at m e d i u m r a n g e ) . E a c h round which hits
W h e n c h a r a c t e r s first c o m e into c o n t a c t with t e a r
d o e s 1D6 d a m a g e .
g a s , t h e y m u s t m a k e a p a n i c c h e c k ( s e e Panic, p a g e
Note that a CAW is a shotgun capable of automatic
7 7 ) . If they fail this c h e c k , t h e y m u s t flee t h e cloud
fire. At short range it rolls 5D6 for hits (as modified by
a n d s p e n d o n e c o m b a t t u r n (not p h a s e ) recovering.
recoil and such things as target movement), with each
Also, during e a c h c o m b a t turn t h a t c h a r a c t e r s a r e in
die roll of 6 hitting and causing 9 D 6 d a m a g e . At medium
c o n t a c t with a t e a r g a s cloud, t h e y m u s t m a k e an
range, calculate the number of dice normally rolled for
Average c h e c k v e r s u s their Constitution to avoid
a five-round burst (subtracting 2 immediately for being
being o v e r c o m e b y t h e g a s .
at medium range) and after all reductions are done,
P C s w h o fail t h e Constitution c h e c k are t e m -
multiply the remaining number by 7 to determine the
porarily blinded a n d incapacitated by c o u g h i n g
number of D6 rolled for hits. E a c h hit d o e s 1D6 d a m a g e .
(disoriented, confused, a n d only able to m o v e at a
Buckshot h a s a penetration of Nil at all r a n g e s .
several c h a r a c t e r s m a y work o n e m p l a c i n g t h e m simultaneously. Explosives, in addition to providing t h e b a n g for
Setting a c h a r g e requires a detonator, a n d m a y
high-explosive r o u n d s , a r e u s e d t o demolish struc-
require fuses or electrical wire. A c h a r a c t e r m u s t
t u r e s a n d b r e a c h barriers.
h a v e a demolition kit, or m u s t h a v e improvised t h e
Types of Explosives: For simplicity's s a k e , t h e s e
required p a r t s . Improvised fuses/detonators will
rules deal only with t h e t w o m o s t c o m m o n t y p e s of
h a v e a m i s h a p on a D 1 0 roll of 8+. S u c h a m i s h a p
explosives: d y n a m i t e a n d plastic explosive. T h e
is a hangfire ( 5 - 1 0 on 1D10) or a c o m p l e t e d u d (1 -
units u s e d in t h e s e rules are t h e quarter-kilogram
4 on 1 D 1 0 ) . A hangfire will d e t o n a t e 1 D 1 0 p h a s e s
stick of d y n a m i t e a n d t h e one-kilogram block of
later t h a n e x p e c t e d ; a dud will not d e t o n a t e at all.
plastic explosive. All demolition effects are resolved
T h e referee will m a k e t h e s e rolls secretly.
in t e r m s of t h e n u m b e r of demolition points (DP)
Setting a c h a r g e is an E a s y t a s k versus Demoli-
u s e d . A stick of d y n a m i t e h a s o n e DP; a block of
tions skill, with failure indicating that t h e c h a r g e
plastic explosive h a s six. Plastic explosive is flexible
d o e s not go off w h e n triggered, a n d catastrophic
a n d m a y b e m o l d e d t o a n y s h a p e desired o r b r o k e n
failure indicating t h a t t h e c h a r g e g o e s off while
into smaller c h a r g e s of o n e or m o r e demolition
being set.
points. Several s t i c k s of d y n a m i t e a n d / o r b l o c k s of
Radio Detonation of Explosives: Detonating ex-
plastic explosive m a y be joined to form larger charges.
plosive by radio is a risky b u s i n e s s , not b e c a u s e it is
Setting Charges: E a c h demolition c h a r g e t a k e s
h a r d but b e c a u s e it is so e a s y ( s o m e electrical
15 m i n u t e s ( 3 0 turns) to e m p l a c e . A demolition
blasting c a p s c a n be accidently d e t o n a t e d by in-
c h a r g e is defined as o n e or m o r e sticks of d y n a m i t e
d u c e d current from radio signals). Rigging an explo-
a n d / o r b l o c k s of plastic explosive c o n n e c t e d to
sive to be radio-detonated requires an explosive
e a c h other, up to a m a x i m u m weight of 10 kilo-
c h a r g e , a s t a n d a r d electrical blasting c a p , a n d a
g r a m s . Additional explosives m a y b e a t t a c h e d a s
radio detonation receiver (all with t h e c h a r g e ) , plus
extra c h a r g e s , but t h e y require additional t i m e t o
a b r o a d c a s t unit to s e n d t h e required signal. The
e m p l a c e . If several larger c h a r g e s a r e e m p l a c e d ,
t a s k is Average: Demolitions or Electronics given proper e q u i p m e n t , Difficult: Demolitions or Electronics given improvised e q u i p m e n t . Ordinary failure m e a n s t h e c h a r g e d o e s not d e t o n a t e . Catastrophic failure m e a n s t h e c h a r g e d e t o n a t e s p r e m a turely (at a t i m e d e t e r m i n e d by referee). Improvising a radio detonation receiver or t r a n s mitter from a n o r m a l radio is an Average: Demolitions o r Electronics t a s k . T h e t a s k b e c o m e s o n e level m o r e difficult without an electronics tool set. Tamping: Tamping consists of covering a charge so that the force of the explosion is contained and directed in toward a structure. Tamping must be done with dense or heavy material, such as rocks, sandbags, steel plates, etc. Tamping generally a d d s five minutes to the time required to set the charge, but the referee m a y increase this time requirement for difficult tamping jobs. (It is very difficult, for example, to t a m p a charge taped to the side of a free-standing girder.)
Effects: Like anything which blows up, explosives have a concussion, burst, and penetration value. Concussion: It requires progressively larger q u a n tities of explosives to p r o d u c e a linear increase in concussion. To determine the concussion of a charge, consult t h e Demolition Table on p a g e 3 2 5 . This lists demolition points a n d their c o r r e s p o n d i n g c o n c u s sions. In reading t h e chart, you will notice t h a t t h e r e are several g a p s in t h e listing of demolition points. T h e DP value listed for a given c o n c u s s i o n is t h e minimum number of DPs required to achieve that value. If m o r e precise results are desired, t h e following formulas c a n b e u s e d t o calculate t h e c o n c u s s i o n value of a given demolition c h a r g e a n d t h e size of c h a r g e n e e d e d to a c h i e v e a given c o n c u s s i o n . To d e t e r m i n e t h e c o n c u s s i o n of a c h a r g e , divide t h e DP value of t h e c h a r g e by 2, extract t h e s q u a r e root of t h e result, a n d multiply by 5. To d e t e r m i n e t h e n u m b e r of demolition points n e e d e d to a c h i e v e a given c o n c u s s i o n , divide t h e c o n c u s s i o n by 5, s q u a r e t h e result, a n d multiply that result by 2.
C: C o n c u s s i o n DP: D a m a g e points. DP=2[(C+5) 2 ] C: C o n c u s s i o n DP: N u m b e r of d a m a g e points n e e d e d to arrive at a certain c o n c u s s i o n . Burst: O n c e t h e c o n c u s s i o n of t h e explosion h a s been determined, determinethe m a x i m u m concussion radius of t h e explosion t h e s a m e way as for a high-explosive round, as described a b o v e . This m a x i m u m radius of c o n c u s s i o n is also t h e p r i m a r y burst radius of t h e explosion. T h e s e c o n d a r y burst radius is twice this. Unlike a high-explosive artillery round, a demolition charge does not contain the material necessary to produce a large quantity of fragments, but these are usually produced by the destruction of the object being demolished. If the demolition charge is simply lying on the ground, it does not produce fragments. Penetration: T h e b a s e penetration of a demolition c h a r g e i s t h e s a m e a s its c o n c u s s i o n value, but
is modified by its m e a n s of e m p l a c e m e n t . If t h e
demolition c h a r g e , first d e t e r m i n e its m a x i m u m
c h a r g e is t a m p e d , its penetration is doubled. If t h e
penetration. To do s o , divide t h e penetration value
c h a r g e is simply laying on t o p of or leaning a g a i n s t
o f t h e c h a r g e b y t h e a r m o r value c o n s t a n t o f t h e
a structure ( a s in t h e c a s e of a thrown satchel c h a r g e
material of t h e barrier. This c o n s t a n t is listed on t h e
or stick of d y n a m i t e ) its penetration is halved.
Armor Equivalent Table on p a g e 3 2 5 . T h e result is
Unlike o t h e r explosions, t h e listed penetration value
t h e n u m b e r of milimeters p e n e t r a t e d by t h e c h a r g e .
of a demolition c h a r g e is its actual penetration;
For example, a charge with a penetration of 8 would
p l a y e r s do not a d d a roll of 2 D 6 to it. Breaching Barriers: Breaching a barrier basically m e a n s blowing a hole in it. Demolition c h a r g e s c a n b e u s e d t o b r e a c h walls, a r m o r plate, e m b a n k ments, etc. To d e t e r m i n e t h e size of t h e b r e a c h m a d e by a
penetrate 40 millimeters of armor plate (8+0.2), 2 6 7 millimeters of brick or concrete (8+0.03), and 4 0 0 millimeters of stone, packed dirt, or wood (8+0.02). Next, t h e actual d i a m e t e r of t h e b r e a c h m a d e is d e t e r m i n e d . T h e d i a m e t e r of t h e b r e a c h , in millimeters, is t h e penetration (in millimeters) of t h e c h a r g e m i n u s t h e t h i c k n e s s (in millimeters) of t h e barrier. For e x a m p l e , Vanna w a n t s to b r e a c h a 5 0 0 millimeter thick ( a b o u t half a y a r d ) reinforced concrete wall. T h e c h a r a c t e r is using nine one-kilogram blocks of plastic explosive (a total of 54 DP). Consulting t h e Demolition C h a r t s h e u s e s t h e 5 0 row for DPs a n d n o t e s that this h a s a penetration of 2 5 . S h e s p e n d s a n extra f i v e m i n u t e s carefully placing a n d t a m p i n g t h e c h a r g e for m a x i m u m effect, t h u s doubling t h e penetration to 5 0 . S h e divides t h e penetration value of 50 by t h e reinforced c o n c r e t e ' s a r m o r value c o n s t a n t of 0.04, obtaining a total penetration of 1 2 5 0 millimeters. Subtracting t h e t h i c k n e s s of t h e wall from this l e a v e s a hole 7 5 0 millimeters ( 3 / 4 meter, or over two feet) a c r o s s . C h a r a c t e r s should t a k e cover from t h e blast, as an explosion with a c o n c u s s i o n value of 25 will injure c h a r a c t e r s within t h r e e e i g h t - m e t e r grid s q u a r e s (24 m e t e r s ) of t h e explosion, a n d it will throw c o n c r e t e s h a r d s to twice this distance.
T h e r e a r e several w a y s in which a c h a r a c t e r c a n be injured as a result of c o m b a t .
E a c h hit by gunfire w o u n d s t h e t a r g e t e d c h a r a c ter. T h e extent of t h e injury is d e t e r m i n e d by t h r e e factors: hit location, w e a p o n d a m a g e rating, a n d target protection.
Hit Location: W h e n e v e r a c h a r a c t e r is hit, roll
E a c h w e a p o n h a s a penetration rating that re-
1D10 a n d consult t h e H u m a n / A n i m a l Hit Location
flects its ability to p u n c h t h r o u g h armor. This rating
Chart at right. This indicates t h e b o d y part struck a n d injured by t h e shot. Weapon D a m a g e : All w e a p o n s d o t h e s a m e d a m a g e at all r a n g e s . T h e d a m a g e value of e a c h
Die Roll
Biped
and Prone Biped
Quadruped
w e a p o n i s listed o n t h e w e a p o n s c h a r t s ( p a g e s 3 2 3 a n d 3 2 4 ) a n d is t h e n u m b e r of D6 rolled. S o m e
Chest
Forequarter
S o m e w e a p o n s f i r e exploding r o u n d s . T h e s e
5
Abdomen
Chest
w e a p o n s h a v e a d a m a g e rating consisting of two
6 7
Abdomen
Chest
Right Leg
Abdomen
sions, on p a g e 9 8 , for an explanation of these listings.)
8
Right Leg
Hindquarter
Penetration (Target Protection): If t h e target is
9
Left Leg
Hindquarter
10
Left Leg
Hindquarter
w e a p o n s h a v e a d a m a g e value o f - 1 . I n this c a s e , roll t h e die a n d subtract 1 from t h e result.
separate listings: concussion and burst. (See Explo-
wearing b o d y a r m o r a n d t h e bullet strikes a prot e c t e d b o d y part, t h e bullet m a y not b e able t o p e n e t r a t e t h e armor. Flak j a c k e t s a n d Kevlar v e s t s
1
Head
Head
2 3 4
Right A r m Left Arm
Forequarter Forequarter
Biped: Table a s s u m e s front/rear shot. For side shots, far side hit e q u a l s n e a r side hit.
protect both t h e c h e s t a n d a b d o m e n . Helmets par-
Prone Biped: Table a s s u m e s t o p shot (shooting down
tially p r o t e c t t h e h e a d . If a round hits t h e h e a d , roll
o n t o t a r g e t ) . For side s h o t s , far side hit e q u a l s n e a r side hit.
1D6. T h e bullet strikes a steel h e l m e t on a roll of 1 -
For front s h o t s , a leg or a b d o m e n hit e q u a l s a m i s s . For rear
3, a Kevlar h e l m e t on a roll of 1 - 4 . On a n y other
shots, a h e a d , a r m , or chest shot e q u a l s a m i s s .
result, t h e r o u n d m i s s e s t h e h e l m e t a n d strikes a n
Quadruped: Table a s s u m e s side shot. For front shots, a
u n p r o t e c t e d portion of t h e h e a d . (The a r m o r values
hindquarters or a b d o m e n hit e q u a l s a m i s s . For rear shots,
of various t y p e s of b o d y a r m o r a r e s u m m a r i z e s on
a h e a d or forequarters hit e q u a l s a m i s s .
t h e Body A r m o r Protection Table o n p a g e 3 2 2 . )
m a y consist of t h e simple notation Nil, indicating
number, t h e r o u n d fails to p e n e t r a t e .
that t h e bullet will be s t o p p e d by any a r m o r p r o t e c -
For e x a m p l e , M a r c o fires a S&W Model 29 .44
tion, or it m a y h a v e up to t h r e e different n u m e r i c
m a g n u m at short r a n g e a n d hits his target in t h e
ratings. If so, the first rating applies to both short and
chest, which is p r o t e c t e d by a Kevlar vest. T h e
medium range,
Model 29 h a s a d a m a g e value of 3, a penetration of
the second to long range,
and the
third to extreme range. If a w e a p o n ' s penetration
2 at both short a n d m e d i u m r a n g e s , a n d t h e Kevlar
d r o p s t o Nil a t a n y r a n g e b a n d , i t r e m a i n s u n a b l e t o
vest h a s an a r m o r value of 1. Multiplying t h e p e n -
p e n e t r a t e a r m o r at longer r a n g e s (which is why no
etration (2) by t h e a r m o r value (1) a n d subtracting
additional entries are m a d e o n t h e c h a r t s ) .
t h e result (2) from t h e w e a p o n ' s d a m a g e value (3)
The penetration
value of a
weapon is the number
of damage dice it loses for each armor value that it
l e a v e s a r e m a i n d e r of o n e die's worth of d a m a g e that p e n e t r a t e d t h e armor.
is required to penetrate. Multiply t h e t a r g e t ' s a r m o r
Blunt Trauma: W h e n a small a r m s bullet strikes
protection b y t h e w e a p o n ' s penetration v a l u e a n d
a p e r s o n , it p a c k s c o n s i d e r a b l e force, a n d it will
subtract t h e result from t h e w e a p o n ' s d a m a g e
c a u s e injury e v e n if it d o e s not p e n e t r a t e the t a r g e t ' s
value. If t h e r e m a i n d e r is a positive number, t h e
b o d y armor. This d a m a g e is called blunt t r a u m a . A
bullet p e n e t r a t e s a n d that m a n y dice are rolled for
target suffers one actual point of damage for each
d a m a g e . If t h e r e m a i n d e r is zero or a negative
worth
of damage absorbed by
the armor.
die
Bullets
which p e n e t r a t e a n d c a u s e s o m e normal wound d a m a g e will still also c a u s e blunt t r a u m a d a m a g e . In t h e e x a m p l e of Marco firing t h e Model 2 9 , a b o v e , t h e target would t a k e t w o points of blunt t r a u m a d a m a g e for t h e two d a m a g e dice a b s o r b e d by t h e Kevlar vest. Cover: C h a r a c t e r s a n d vehicles m a y hide behind o b s t a c l e s as protection from fire. If t h e hit location rolled is c o v e r e d by t h e o b s t a c l e , t h e shot h a s no effect unless it is able to p e n e t r a t e t h e obstacle. T h e A r m o r Values of Cover Chart on p a g e 3 2 5 gives the a r m o r values of c o m m o n t y p e s of cover. For e x a m p l e , M a r c o is u n d e r cover behind the corner of a brick building. T h e referee d e c i d e s that, since Marco is firing a w e a p o n , his h e a d a n d right a r m are e x p o s e d , a n d that b e c a u s e t h e c o m e r i s actually two walls m e e t i n g , t h e cover value is 9, as for a thick brick wall. If M a r c o is hit in the chest, t h e bullet strikes t h e building instead, which provides an a r m o r value of 9. Obviously, d a m a g e dice a b s o r b e d b y cover d o not c a u s e blunt t r a u m a injuries against t h e target character. Quick Kill: Any aimed shot which hits t h e chest or h e a d m a y constitute a killing shot. Roll a D 1 0 . If t h e roll is less t h a n or equal to t h e d a m a g e value of t h e shot, t h e target is instantly killed e x c e p t on a roll
of 10 exactly. If t h e hit w a s s c o r e d on an a r e a p r o t e c t e d by armor, roll v e r s u s t h e remaining d a m a g e value of t h e round. For a u t o m a t i c fire, roll only o n c e per p h a s e (regardless of t h e n u m b e r of s h o t s that hit). This rule should be applied only to NPCs. It is r e c o m m e n d e d t h a t P C s w h o suffer a killing w o u n d instead suffer e n o u g h d a m a g e t o increase t h e w o u n d level of t h e h e a d or c h e s t to at least serious if u n w o u n d e d ( a n d critical if already serio u s ) , a n d i n addition t a k e t h e n o r m a l d a m a g e inflicted by t h e round. SLAP Rounds: Note t h a t t h e M2HB m a c h i n e g u n m a y fire t h e special SLAP ( S a b o t e d , Light ArmorPiercing) r o u n d in addition to its n o r m a l a m m u n i tion. Characteristics of t h e SLAP r o u n d a r e t h e s a m e a s t h e n o r m a l . 5 0 BMG r o u n d e x c e p t that t h e penetration is superior, as n o t e d in t h e footnote on t h e Heavy M a c h i n e g u n s Chart ( p a g e 3 2 4 ) .
C h a r a c t e r s m a y suffer b u r n d a m a g e from exploding vehicles, flamethrowers a n d other pyrotechnic w e a p o n s (WP g r e n a d e s , etc.), a n d o p e n flames. C h a r a c t e r s c o m e in c o n t a c t with burning fuel by being inside or n e a r a vehicle w h e n its fuel t a n k s explode. T h e p r i m a r y burst radius of an exploding
fire, usually to e s c a p e , but p e r h a p s to r e s c u e a
vehicle is 12 m e t e r s . All c h a r a c t e r s inside t h e
wounded companion.
vehicle w h e n it e x p l o d e s are c o v e r e d with burning gasoline. P C s c o m e in c o n t a c t with burning fuel from a flamethrower if hit by a burst from s u c h a w e a p o n . S e e t h e flamethrower description o n p a g e 2 9 8 .
T h e a m o u n t of burn d a m a g e c a u s e d is determ i n e d by t h e t e m p e r a t u r e of t h e flame a n d t h e length of e x p o s u r e . Temperature: Thermite a n d white p h o s p h o r u s c a u s e 2 D 6 d a m a g e per second in c o n t a c t with a
C h a r a c t e r s c o m e in c o n t a c t with thermite or
b o d y part. Burning gasoline c a u s e s 1D6 d a m a g e
white p h o s p h o r u s w h e n they are hit by fragments
p e r s e c o n d in c o n t a c t with a b o d y part. Moving
from t h e explosion of o n e of t h e s e t y p e s of shell or
t h r o u g h a burning structure or g r a s s fire c a u s e s 1D6
g r e n a d e . W h e t h e r t h e c h a r a c t e r is hit a n d by h o w
d a m a g e per p h a s e p e r b o d y p a r t i n proximity t o t h e
m a n y fragments is d e t e r m i n e d exactly as for nor-
flame. This is s u m m a r i z e d on t h e Burn D a m a g e
m a l fragments, as explained in t h e explosions rule
Table o n p a g e 3 2 2 .
on t h e following p a g e , but if a c h a r a c t e r is hit by a
Exposure Time: In t h e c a s e of o p e n fires, t h e
fragment, b u r n d a m a g e is suffered instead of a
e x p o s u r e t i m e is m e a s u r e d in t e r m s of c o m b a t
normal wound.
p h a s e s actually in close proximity to t h e fire. In t h e
C h a r a c t e r s c o m e in c o n t a c t with o p e n flames
c a s e of burning fuel, e x p o s u r e t i m e b e g i n s at t h e
w h e n m o v i n g t h r o u g h a burning structure or a g r a s s
start of t h e c o m b a t p h a s e immediately after t h e
c h a r a c t e r w a s hit. C h a r a c t e r s hit by burning fuel will
"We say that the Dark Ones are unknowable, unfathomable, indeciferable. We say that their motives are too twisted, too otherworldly, for humans to understand. I have never felt so, though I do sometimes think that about humans. "For generations we have killed our brothers, robbed our neighbors, abandoned our children, polluted our world. Now the Dark Ones encourage us to do so even more, as they benefit from the suffering that results. "What's our excuse?" —Zena Marley (Early 21st century mercenary-philosopher)
instantly begin a t t e m p t i n g to extinguish t h e flames. They phase,
will make one such attempt per second in as an
Average
test
versus Agility.
the
Each
successful a t t e m p t extinguishes t h e f l a m e s o n o n e b o d y part ( c h a r a c t e r ' s c h o i c e of which b o d y part), although c h a r a c t e r s still suffer burn d a m a g e during t h e s e c o n d in which t h e y extinguished t h e flames. For e x a m p l e , Sybil's minicopter h a s b e e n shot out of t h e air, a n d as Sybil crawls from t h e w r e c k a g e , t h e fuel t a n k explodes, spraying her with blazing fuel. S h e begins rolling on t h e g r o u n d in an a t t e m p t to extinguish t h e flames, but in t h e first s e c o n d s h e fails to extinguish a n y fires a n d t a k e s 1D6 d a m a g e to e a c h hit location. In t h e s e c o n d s e c o n d , s h e m a n a g e s t o s m o t h e r t h e f l a m e s o n her h e a d , but still t a k e s 1D6 in all locations. In t h e third s e c o n d , s h e extinguishes her right a r m , t h e n t a k e s 1D6 d a m a g e t o e a c h location e x c e p t her h e a d (which w a s extinguished o n e s e c o n d a g o ) . At t h e e n d of t h e next s e c o n d , s h e will t a k e n o d a m a g e t o h e a d o r right a r m , a n d s o on. A c h a r a c t e r w h o suffers sufficient d a m a g e to lose c o n s c i o u s n e s s partially t h r o u g h a p h a s e ( p e r h a p s after t h r e e or four s e c o n d s ) will r e m a i n c o n s c i o u s until t h e e n d of t h e p h a s e a n d c a n continue to work at extinguishing flames until t h e n . O t h e r c h a r a c t e r s m a y h e l p extinguish t h e b u m ing character, m a k i n g o n e a t t e m p t p e r s e c o n d of the p h a s e i n t h e s a m e w a y a s described a b o v e . Protection: Any sort of h e l m e t will protect t h e h e a d from an o p e n flame. Blazing fuel will b u m t h r o u g h a helmet, or its h e a t will be c o n d u c t e d t h r o u g h after o n e turn. T h e h e l m e t m a y b e r e m o v e d a n d discared in o n e s e c o n d without n e e d for an Agility c h e c k . Flak j a c k e t s a n d Kevlar v e s t s will protect c h a r a c t e r s from o p e n flames, but they will c a t c h fire if c o n t a c t e d by burning fuel.
Many t y p e s o f a m m u n i t i o n d o d a m a g e mainly b y virtue of their kinetic energy, their impact, in other words. (Of c o u r s e , t h e h o l e s t h a t t h e y c r e a t e in their t a r g e t s t e n d to h a v e an important effect, as well.) In
this section, however, we will delineate t h e effects of explosive a m m u n i t i o n . Descriptive Terms: T h e power of an explosion is described by t w o ratings:
concussion a n d burst.
C o n c u s s i o n is t h e effect of t h e m a s s i v e o v e r p r e s s u r e w a v e g e n e r a t e d by t h e explosion, while t h e burst radius is t h e a r e a filled with small, high-energy fragments, often called s h r a p n e l . T h e s e j a g g e d m e t a l fragments c a n c a u s e s e v e r e injury, but they lose e n e r g y quickly d u e to their eccentric ballistic s h a p e , a n d t h u s d o not travel a n y w h e r e n e a r a s far as a bullet. Concussion: C o n c u s s i o n c a n affect part or all of t h e body, s o t h e n u m b e r o f c o n c u s s i o n d a m a g e dice called for a r e rolled a n d divided evenly a m o n g t h e various b o d y p a r t s . Simply divide t h e total d a m a g e suffered by s e v e n (representing t h e s e v e n hit locations) a n d a d d that m a n y points t o e a c h b o d y part. All points left over which are not evenly divisible by s e v e n a r e a d d e d t o b o d y p a r t s a s instructed b y t h e referee. At least o n e of t h e extra points should be a d d e d t o t h e h e a d , a n d t h e r e m a i n d e r should b e distributed on t h e side facing t h e explosion or on a n y previously injured part. T h e listed c o n c u s s i o n v a l u e for a n e x p l o s i o n i s t h e n u m b e r of d a m a g e d i c e rolled if a c h a r a c t e r
Cover: C h a r a c t e r s c o m p l e t e l y u n d e r solid cover,
i s i n p h y s i c a l c o n t a c t with t h e e x p l o s i o n . C h a r -
s u c h as behind a thick wall, completely inside a
a c t e r s n o t i n p h y s i c a l c o n t a c t b u t within t h e
t r e n c h or foxhole, or inside an a r m o r e d vehicle, do
s a m e e i g h t - m e t e r grid s q u a r e a s t h e e x p l o s i o n
not suffer t h e effects of c o n c u s s i o n . C h a r a c t e r s
suffer half t h i s c o n c u s s i o n ( r o u n d i n g f r a c t i o n s
u n d e r partial cover ( s u c h as partially behind a wall,
down). Characters in an adjacent eight-meter
in a foxhole, or in t h e h a t c h of an a r m o r e d vehicle)
grid s q u a r e r e c e i v e o n e - q u a r t e r o f t h e original
or p r o n e , halve t h e c o n c u s s i o n value of a n y a t t a c k
c o n c u s s i o n v a l u e , r o u n d e d d o w n , a n d s o o n until
o n t h e m . (This d o e s not apply t o explosions which
the concussion is reduced to 0.
a r e in physical c o n t a c t with t h e m , s u c h as g r e n a d e s
T h e following e x a m p l e table s h o w s t h e reduction of c o n c u s s i o n d a m a g e at s u c c e s s i v e r a n g e s for an explosion with a c o n c u s s i o n value of 3 0 . Range
d r o p p e d into their laps.) Fragmentation: T h e burst rating for an explosion is its primary fragmentation radius, t h e a r e a satu-
Concussion
rated with a high density of fragments. T h e s e c o n d -
Contact
30
ary burst radius, which h a s a lower concentration of
S a m e square
fragments, is twice this. Primary a n d s e c o n d a r y
1 square
15 7
2 squares
3
in i n c r e m e n t s u s a b l e with t h e tactical grid s y s t e m .
3 squares
1
Explosions with a burst rating of four m e t e r s , for
None
e x a m p l e , include t h e i m p a c t s q u a r e in t h e p r i m a r y
4+ squares
burst radii a r e e x p r e s s e d in m e t e r s , but are s t e p p e d
on a roll of 5 - 1 0 .
"How do we fight them? "If we wish to battle the Dark Ones, we must recognize the nature of our struggle. First, we have to understand that most people do not even know they exist. Of those who do know of them, the majority are their servants. That leaves only a scattering of us who actively oppose them. "like their own Minions, then, we must use secrecy as our greatest weapon. Fortunately, the world has become a chaotic welter of political states, megacorporations, and citizens1 groups all struggling for power. Often, we can strike and then retreat into the chaos before the Dark Minions can respond. "But there will be no quick or easy victory." —Zena Marley (Early 21st-century mercenary-philosopher)
If a c h a r a c t e r is hit by multiple fragments, roll 1D6 to determine the number. D a m a g e and Penetration: F r a g m e n t s do d a m a g e a s small a r m s fire. F r a g m e n t s closer t o the explosion are m o r e d a n g e r o u s t h a n t h o s e farther away. F r a g m e n t s in t h e primary burst area do 2 D 6 d a m a g e a n d e x p e n d 1 d a m a g e die per level of a r m o r value (AV) struck. (Thus, t h e y m a y p e n e t r a t e AVI a n d still do 1D6 d a m a g e . ) F r a g m e n t s in the s e c o n d a r y burst a r e a do 1D6 d a m a g e a n d will not p e n e t r a t e armor. All hit, d a m a g e , a n d penetration information is s u m m a r i z e d o n t h e F r a g m e n t a t i o n Attack Table o n page 325. Penetration: All exploding r o u n d s h a v e a listed penetration value e x p r e s s e d a s t h e m i n i m u m a r m o r value of penetration. T h e actual penetration of t h e round is t h e listed penetration plus t h e roll of 2 D 6 (except for r o u n d s with a listed penetration of Nil). If t h e target w a s a vehicle, c o m p a r e this to t h e a r m o r value of t h e target vehicle a n d consult t h e vehicle d a m a g e t a b l e s o n p a g e s 3 2 8 a n d 3 2 9 for details.
C h a r a c t e r s falling from a h e i g h t t a k e blunt t r a u m a d a m a g e u p o n hitting t h e g r o u n d . T h i s d a m a g e i s e q u a l t o 2 D 6 p e r m e t e r fallen. D a m a g e is distributed according to t h e H u m a n / A n i m a l Hit L o c a t i o n C h a r t as follows: Roll t h r e e
burst radius a n d t h e surrounding adjacent s q u a r e s
l o c a t i o n s . T h e first l o c a t i o n t a k e s half t h e total
in t h e s e c o n d a r y burst radius. Explosions with a
d a m a g e points. The second takes one-quarter
burst rating of 12 m e t e r s include t h e i m p a c t s q u a r e
t h e t o t a l , a n d t h e third t a k e s t h e r e m a i n d e r . I f t h e
a n d all adjacent s q u a r e s in t h e p r i m a r y burst radius,
s a m e l o c a t i o n is rolled t w i c e , it t a k e s a d d i t i o n a l
t h e next t w o s q u a r e s out in t h e s e c o n d a r y burst
d a m a g e a c c o r d i n g l y . It is p o s s i b l e for o n e l o c a -
radius, a n d s o o n .
tion t o r e c e i v e t h e full d a m a g e .
Hit Procedure: Roll 1D10 for e a c h c h a r a c t e r
D a m a g e from falls is r e d u c e d by Agility. Roll a
within either the p r i m a r y or s e c o n d a r y burst radius
n u m b e r of D6 equal to t h e falling c h a r a c t e r ' s Agility
of an explosion. C h a r a c t e r s within t h e primary burst
a n d r e d u c e t h e d a m a g e b y that a m o u n t (removing
radius a r e hit by multiple fragments on a roll of 1 - 3 ,
hit points from locations at t h e c h a r a c t e r ' s choice).
a single fragment on a roll of 4 - 6 a n d no fragments
U n c o n s c i o u s c h a r a c t e r s m a y not u s e their Agility in
on a roll of 7 - 1 0 . C h a r a c t e r s in t h e s e c o n d a r y burst
this m a n n e r .
radius a r e hit by multiple fragments on a roll of 1 - 2 ,
For e x a m p l e , a c h a r a c t e r with Agility 4 falling
a single fragment on a roll of 3-4, a n d no f r a g m e n t s
from t h r e e m e t e r s would t a k e 6 D 6 d a m a g e , re-
duced by 4D6.
1 p 1 , s o o n this p h a s e Octavius t a k e s two points o f
Refereees m a y adjust t h e total n u m b e r of d a m -
d a m a g e t o t h e a r m a n d o n e point t o t h e h e a d , but t h e
a g e dice at their discretion to reflect intangibles a n d
j a c k e t s t o p s the chest w o u n d . O n t h e next p h a s e
variable s u c h as t y p e a n d h a r d n e s s of surface
a n d e a c h thereafter, Octavius will t a k e 3 D 6 points to
l a n d e d o n . (Deduct several dice for landing in soft
t h e chest, from t h e w o u n d s t o h e a d a n d a r m .
snow, for e x a m p l e , or d o u b l e t h e dice for landing on a picket fence.)
For simplicity's s a k e , poison d a m a g e is conside r e d to continue until t h e c h a r a c t e r ' s c h e s t w o u n d level b e c o m e s critical. If t h e referee desires m o r e realism ( a n d m o r e complexity) e a c h poison w o u n d
S o m e c r e a t u r e s , s u c h a s vipers, d o little actual
c a n b e considered t o c a u s e d a m a g e for 1 2 p h a s e s
d a m a g e with their claws a n d / o r teeth, but are able
( o n e minute), after which t h e toxin b e c o m e s dis-
to inject p o i s o n s into their prey. D a m a g e listings for
p e r s e d e n o u g h to lose its potency.
t h e s e c r e a t u r e s a r e given in t h e form of a n u m b e r followed by a small p (for poison) t h e n another number. T h e f i r s t n u m b e r r e p r e s e n t s t h e n u m b e r o f hits actually d o n e by t h e delivery s y s t e m (fang, stinger, e t c . ) . If t h e s e hits are n e g a t e d by armor, t h e n no d a m a g e is suffered from t h e poison. However, if a n y d a m a g e d o e s get t h r o u g h t h e armor, t h e target t a k e s that d a m a g e on t h e round in which w a s hit, a n d o n e a c h s u c c e e d i n g r o u n d i t also t a k e s d a m a g e from t h e poison. Poison d a m a g e is always applied to t h e t a r g e t ' s chest, a n d it is e x p r e s s e d as a n u m b e r of dice, as indicated by t h e n u m b e r following t h e p. For e x a m p l e , i m a g i n e that O c t a v i u s h a s b e e n s t u n g by a s s a s s i n o i d s (from t h e "Beasties" c h a p t e r on p a g e 1 7 7 ) twice in t h e right a r m , o n c e in t h e h e a d , a n d o n c e in t h e chest, which is p r o t e c t e d by a flak j a c k e t . A s s a s s i n o i d s h a v e a d a m a g e rating of
Wounds c a u s e a variety of effects, s o m e t e m p o rary and s o m e m o r e lasting. T h o s e effects are explained here.
C h a r a c t e r s w h o suffer m o r e points of d a m a g e In an action p h a s e t h a n their current Agility are k n o c k e d down a n d m a y not c o n d u c t a n y other actions for t h e rest of t h e current turn. C o n c u s s i o n d a m a g e c o u n t s t h e s a m e a s g u n s h o t a n d fragmentation w o u n d s for determining k n o c k d o w n , but burn d a m a g e a n d cumulative poison d a m a g e d o not.
Any d a m a g e t o t h e h e a d , including b u r n d a m -
"Darkness makes the sunlight so bright that our eyes blur with tears. Challenges remind us that we are capable of great things. Misery shaipens the edges of our joy. 'Life is hard. It is supposed to be." -Zena Marley (Early 21st-century mercenary-philosopher)
a g e , h a s a c h a n c e of stunning a character. To avoid stun, roll 1D6 a n d a d d t h e d a m a g e suffered from t h e
sent t h e initial s h o c k of suddenly being hurt T h e
wound. If t h e result is equal to or less t h a n t h e
first t i m e that a c h a r a c t e r t a k e s d a m a g e during
c h a r a c t e r ' s Constitution, t h e c h a r a c t e r is unaffected.
c o m b a t , h e l o s e s his n e x t action. C h a r a c t e r s n e v e r
If t h e result is greater t h a n t h e Constitution rating,
suffer m o r e t h a n o n e lost action p e r day ( 2 4 - h o u r
the character is stunned and remains unconscious
period) for s c r a t c h w o u n d s , r e g a r d l e s s of h o w m a n y
for a n u m b e r of c o m b a t t u r n s equal to t h e a m o u n t
they suffer in a c o m b a t .
by which t h e total e x c e e d e d t h e Constitution rating.
Slight Wounds: A slight w o u n d immediately
For example, Tiger J o n e s suffers a 3 point wound to
r e d u c e s t h e c h a r a c t e r ' s Initiative rating by 1 point.
the head and rolls a 6, for a total of 9. His Constitution is
However, c h a r a c t e r s never suffer m o r e t h a n o n e
7, so he is stunned (unconscious) for two combat turns.
Initiative reduction for slight w o u n d s , r e g a r d l e s s of
Not surprisingly, stunned characters are also considered
h o w m a n y they suffer. Slight w o u n d s h a v e no other
to be automatically knocked down.
effect o n c o m b a t , although t h e referee m a y d e c i d e to penalize actions m a k i n g u s e of slightly injured a r m s o r legs.
T h e r e a r e four levels of w o u n d severity: scratch,
Serious Wounds: A serious w o u n d r e d u c e s a
slight, serious, a n d critical. If o n e of a c h a r a c t e r ' s
c h a r a c t e r ' s effective Strength by half (rounding t h e
b o d y p a r t s h a s t a k e n d a m a g e less t h a n o r e q u a l t o
f i n a l Strength rating down) a n d c a u s e s a n additional
half its hit c a p a c i t y (round down), it is "scratched."
i m m e d i a t e 2 point reduction of t h e c h a r a c t e r ' s
If One of a c h a r a c t e r ' s b o d y p a r t s h a s t a k e n d a m a g e
Initiative rating (for a total of three, including t h e
m o r e t h a n half of its hit c a p a c i t y up to equal to its hit
slight w o u n d reduction). C h a r a c t e r s w h o s e Initia-
capacity, it is slightly w o u n d e d . If it h a s t a k e n m o r e
tive ratings are r e d u c e d to 0 or less m a y not t a k e a n y
d a m a g e t h a n its hit capacity, but less t h a n or equal
further actions during this c o m b a t .
to twice its capacity, it is seriously w o u n d e d . If it h a s
C h a r a c t e r s w h o suffer a serious injury m u s t also
t a k e n d a m a g e in e x c e s s of twice its hit capacity, it
m a k e a special roll to avoid losing c o n s c i o u s n e s s .
is critically w o u n d e d .
This is a percentile roll (using two 10-sided dice, o n e
Note: If a c h a r a c t e r t a k e s e n o u g h d a m a g e from a
representing t h e t e n s digit a n d t h e other t h e o n e s
hit to immediately t a k e a part of his b o d y from
digit) v e r s u s t h e Constitution rating. T h e roll m u s t be
u n w o u n d e d to slightly w o u n d e d , t h e effects of a
r e p e a t e d every c o m b a t turn in which t h e c h a r a c t e r
scratch w o u n d a r e s u p e r s e d e d b y t h e effects o f t h e
a t t e m p t s to c o n d u c t a n y activity. A serious injury to
slight w o u n d .
t h e h e a d automatically c a u s e s loss of c o n s c i o u s -
Scratch Wounds: S c r a t c h w o u n d s mainly repre-
n e s s . U n c o n s c i o u s c h a r a c t e r s m a k e a percentile
additional i m m e d i a t e 2 point reduction to their Initiative rating. C h a r a c t e r s w h o s e initiative ratings a r e r e d u c e d to 0 or less m a y not t a k e a n y further actions during this c o m b a t .
E a c h of t h e b o d y ' s s e v e n hit locations m a y be w o u n d e d to o n e of four levels: scratch, slight, serio u s , or critical ( a s explained u n d e r "Wound Severity," a b o v e ) . In general, as w o u n d e d b o d y p a r t s heal, their w o u n d level d e c r e a s e s t h r o u g h t h o s e levels in reverse order until t h e y a r e no longer w o u n d e d — critical h e a l s t o serious, serious h e a l s t o slight, a n d slight h e a l s to
unwounded (healed).
(Note that
scratch w o u n d s a r e a special c a s e . ) W h e n a wound level d e c r e a s e s from critical to serious, t h e d a m a g e points a r e r e d u c e d t o t h e midpoint o f t h e serious level. W h e n a w o u n d level d e c r e a s e s from serious to slight, t h e d a m a g e points a r e r e d u c e d t o t h e midpoint b e t w e e n slight a n d zero (which is technically t h e high m a r k for t h e s c r a t c h w o u n d level—but the scratch wound level is ignored o n c e a wound r e a c h e s slight, so this s t a t u s is still c o n s i d e r e d slightly w o u n d e d ) . W h e n a w o u n d level d e c r e a s e s from slight, it r e d u c e s to u n w o u n d e d . For e x a m p l e , H a d y n N a k a m u r a ' s a r m h a s a hit c a p a c i t y of 28 points a n d h a s t a k e n 32 points of d a m a g e . It is seriously w o u n d e d . W h e n it heals to roll against their Constitution at t h e start of e a c h
slightly w o u n d e d , t h e d a m a g e points are r e d u c e d t o
c o m b a t turn t o a t t e m p t t o regain c o n s c i o u s n e s s .
14, which is halfway b e t w e e n t h e t o p e n d of the
Finally, a serious w o u n d to t h e leg or a r m c a u s e s t h e c h a r a c t e r to lose t h e u s e of that limb until it is healed.
limb's slightly w o u n d e d s t a t u s a n d zero. Note that penalties c a u s e d by a wound level ( s u c h as Initiative reductions) r e m a i n in effect until
Critical Wounds: A critical h e a d injury c a u s e s
that w o u n d level is r e d u c e d to t h e next level (at
i m m e d i a t e d e a t h . Critical injuries to other b o d y
which point penalties for t h e next level r e m a i n in
parts cause immediate loss of consciousness and
effect).
require m e d i c a l attention within 10 m i n u t e s or t h e c h a r a c t e r will die from loss of blood. C h a r a c t e r s w h o lose c o n s c i o u s n e s s d u e to a
It is b e s t to treat w o u n d s as s o o n as possible after
critical w o u n d m a k e a percentile roll against their
t h e y a r e incurred. In order for first aid to be effective,
Constitution at t h e start of every other c o m b a t turn
t h e n , it m u s t be applied within six t u r n s of the t i m e
t o a t t e m p t t o regain c o n s c i o u s n e s s . O n c e s u c h
t h e w o u n d w a s received. Effective first aid will
c h a r a c t e r s regain c o n s c i o u n e s s , their Strength is
r e d u c e a critical w o u n d to a serious o n e , or r e d u c e
halved (round d o w n ) a n d t h e y also receive a n
t h e healing t i m e of a serious w o u n d by t w o d a y s .
First aid h a s no effect on slight or s c r a t c h w o u n d s ,
to slight, a n d Pigeon g e t s in a fight with his r o o m -
e x c e p t to prevent infection. To administer first aid to
m a t e , t a k i n g a n o t h e r slight w o u n d to the h e a d . By
d a m a g e c a u s e d b y p o i s o n requires a n antivenin
t h e next Monday, all t h r e e slight w o u n d s h a v e
autoinjector or a d o c t o r ' s medical kit (which con-
healed completely. Now Pigeon is totally ready to go
tains t h e m ) .
out a n d get himself all m e s s e d up again.
First aid is an Average t a s k v e r s u s t h e Medical skill, a s s u m i n g a d o c t o r ' s m e d i c a l kit is on h a n d . If s u c h a kit is not available, t h e t a s k b e c o m e s Difficult. C o n s c i o u s c h a r a c t e r s c a n a t t e m p t first aid on themselves.
S c r a t c h w o u n d s require 2 4 h o u r s t o heal t o a n u n w o u n d e d state. If a scratch w o u n d is t a k e n to a b o d y part, a n d t h e n further w o u n d s t o that b o d y p a r t
Critical w o u n d s m u s t be stabilized within 10
during t h e d a y p u s h that b o d y p a r t ' s wound level t o
m i n u t e s or t h e injured c h a r a c t e r dies. ( R e m e m b e r ,
slight, t h e rates a n d rules for healing from a slight
t h o u g h , that d e a t h is a u t o m a t i c with a critical w o u n d
wound a r e u s e d . Slight w o u n d s do not h e a l to a
to t h e h e a d . ) Stabilizing a critical w o u n d is an
s c r a t c h e d state, t h e y heal t o u n w o u n d e d without
Average t a s k v e r s u s Medical, but certain t y p e s of
p a s s i n g t h r o u g h t h e s c r a t c h w o u n d level s t a t u s .
e q u i p m e n t a d d points to t h e effective skill level of t h e c h a r a c t e r performing t h e t r e a t m e n t . Blood p l a s m a , strong sedatives, or a medical kit of s o m e
M e d i c a l c a r e a n d s u p e r v i s i o n will i n c r e a s e a n
sort e a c h a d d +1 to t h e skill level, a n d t h e s e things
injured c h a r a c t e r ' s b a s i c h e a l i n g r a t e . If a c h a r -
c a n be u s e d in conjunction with o n e a n o t h e r for a
a c t e r i s u n d e r s u c c e s s f u l m e d i c a l c a r e while
collective b o n u s . In a hospital or clinic setting, whole
h e a l i n g , t w o d a y s a r e t r i m m e d from e a c h s t a g e
blood m a y be u s e d instead of blood p l a s m a , for a
of h e a l i n g . In o t h e r w o r d s , critical w o u n d s h e a l in
b o n u s of +2 instead of + 1 .
f i v e d a y s , s e r i o u s w o u n d s i n t w o d a y s , a n d slight w o u n d s i n o n e d a y . (In t h e e x a m p l e a b o v e , Pigeon would h a v e healed completely in eight
A character without medical attention m a y heal from
days, rather than two weeks.)
a slight wound level to unwounded in three days. To go
Successful medical care requires two things.
from serious to slight t a k e s four days, and from critical
First, t h e c a r e g i v e r m u s t s p e n d half a n h o u r p e r
to serious takes o n e week. Note that healing of various
w o u n d level, p e r b o d y a r e a d a m a g e d , p e r day,
body parts goes on simultaneously.
tending to the wounds. (For instance, when
For e x a m p l e , on Monday, Pigeon is nearly e a t e n
P i g e o n w a s f i r s t injured, h e w o u l d r e q u i r e four
by a h u m o n g o u s sewer-dwelling alligator a n d re-
a n d a half h o u r s o f c a r e p e r d a y . W h e n h e
ceives a slight wound to his h e a d , a serious w o u n d
r e a c h e d o n l y t h r e e slight w o u n d s , only a n h o u r
to his chest, a n d a critical w o u n d to e a c h leg. An
a n d a half o f c a r e w a s r e q u i r e d p e r day.) S e c o n d ,
a m b u l a n c e t e a m stabilizes his critical w o u n d s , a n d
o n c e per day the caregiver must p a s s an Easy
Pigeon's r o o m m a t e t a k e s him h o m e t o recover.
c h e c k of his or h e r M e d i c a l skill. If no m e d i c a l
Three d a y s later, o n Thursday, his h e a d w o u n d h a s
e q u i p m e n t is a v a i l a b l e (a d o c t o r ' s kit is m i n i -
healed. By Friday, his chest w o u n d h a s r e d u c e d to
m u m ) , then the task check b e c o m e s Average.
slight. On t h e next Monday, both critical w o u n d s
Failure m e a n s that o n e of the two d a y s ' worth
r e d u c e to serious, a n d his slight chest wound re-
of t i m e to be s a v e d w a s lost. In o t h e r w o r d s , if t h e
d u c e s t o u n w o u n d e d (it h a s b e e n t h r e e d a y s since
t a s k i s failed o n e d a y d u r i n g t h e t r e a t m e n t p e -
Friday). Four d a y s later, on Friday, both legs r e d u c e
riod, o n l y o n e d a y i s s a v e d from t h e n o r m a l
h e a l i n g t i m e . I f t h e t a s k i s failed t w i c e , n o d a y s
acter with b o t h i n a d e q u a t e food a n d i n a d e q u a t e
a r e s a v e d . Mote t h a t failing t h e t a s k a third t i m e
shelter will t a k e two extra d a y s to r e d u c e e a c h
(or m o r e ) d o e s n o t a d d t i m e t o t h e b a s i c h e a l i n g
w o u n d level. For instance, imagine that Pigeon, in
r a t e u n l e s s a c a t a s t r o p h i c failure is rolled on this
t h e e x a m p l e a b o v e , is hiding out in an a b a n d o n e d
third c h e c k (or b e y o n d ) .
w a r e h o u s e a n d subsisting on nothing but water a n d a c a s e of stale c h e e s e c r a c k e r s . This is certainly i n a d e q u a t e diet, so he'll suffer an additional d a y to
Poison w o u n d s c a n b e t r e a t e d just like regular
heal e a c h w o u n d level. If t h e w e a t h e r is cold, t h e
w o u n d s , with the exception that either a doctor's kit
h e a t l e s s w a r e h o u s e will a l s o qualify as i n a d e q u a t e
or an antivenin autoinjector is essential rather than'
shelter, so Pigeon will require two extra d a y s to heal
optional a n d confers n o b o n u s point t o t h e task, n o t e
e a c h level. Now, instead of healing his slight h e a d
that a successful first aid roll h a s t h e n o r m a l effect
w o u n d on Thursday, it will t a k e until Saturday, the
o n w o u n d s incurred a n d halts a n y further d a m a g e
serious chest w o u n d will t a k e until S u n d a y to be-
from t h e poison.
c o m e slight, a n d t h e two critical leg w o u n d s will t a k e until t h e next W e d n e s d a y to r e d u c e to serious.
If t h e referee d e c i d e s that a w o u n d e d c h a r a c t e r h a s i n a d e q u a t e food or shelter, e a c h wound level will
S u r g e r y c a n r e d u c e a critical wound drastically.
require an extra d a y to r e d u c e to the next level.
Like a n y other medical c a r e , it will usually be
T h e s e penalties are additive, m e a n i n g that a char-
p e r f o r m e d at a hospital, w h e r e all n e c e s s a r y equipm e n t is available a n d quality post-operative c a r e is available. But occasionally a c h a r a c t e r might h a v e r e a s o n s for not going to a hospital for this c a r e (such as insufficient m o n e y , or being sought by a s s a s sins). In t h e s e c a s e s , a friend might be a s k e d to perform t h e surgery. Surgery c a n only b e p e r f o r m e d b y s o m e o n e with at least Medical 3, a n d it requires t h e u s e of surgical instruments. It is a Difficult t a s k v e r s u s Medical to r e d u c e a critical w o u n d to serious, but if t h e t a s k roll is successful, t h e reduction o c c u r s immediately after surgery is c o m p l e t e d . T h e u s e of blood p l a s m a a n d local anesthetic e a c h a d d +1 to t h e s u r g e o n ' s effective Medical skill, a n d a r e cumulative. If whole blood is u s e d instead of p l a s m a , it a d d s +2 to the effective skill level. Total a n e s t h e t i c a d d s +3 if it is u s e d instead of local a n e s t h e t i c . Only o n e s u r g e r y a t t e m p t c a n b e performed per critical w o u n d . Failure m e a n s that t h e w o u n d rem a i n s critical. Catastrophic failure c a n result in extra healing t i m e , loss of limb, or loss of life, d e p e n d i n g u p o n t h e hit location receiving surgery, t h e severity of t h e critical failure, a n d t h e referee's j u d g m e n t of t h e situation as a whole.
Vehicles a n d w e a p o n s h a v e b e e n w e d d e d f r o m t h e beginnings of r e c o r d e d history. F r o m t h e war chariots of t h e a n c i e n t Assyrians, to t h e m o s t m o d e r n battle t a n k s , from p i c k u p t r u c k s with gun r a c k s , t o l a s e r - w i e l d i n g s a t e l l i t e s , all b e t r a y h u m a n i t y ' s fascination with s p e e d a n d destruction. In this chapter, we explain h o w to incorporate vehicle c o m b a t into your Dark Conspiracy a d v e n t u r e s . Travel rules a r e a l s o included, for t h o s e t i m e s w h e n c h a r a c t e r s m u s t trek a c r o s s long distances, whether it be along well-patrolled interstates, through d e c a y i n g b a c k w a t e r regions, o r a c r o s s h i d e o u s s t r e t c h e s of rural D e m o n g r o u n d .
ground, t h e referee m a y d e c i d e t o cut down travel s p e e d s o m e w h a t , to r e p r e s e n t the necessity for m o r e c a u t i o u s p r o g r e s s , for scouting a h e a d , for vehicle m a i n t a i n a n c e , a n d t h e like. Generally, there will be m o r e likelihood for e n c o u n t e r during s u c h travel, simply b e c a u s e of t h e h a z a r d o u s n a t u r e of t h e region. But in every c a s e , t h e decision is left to t h e referee. For long-range encounters or encounters with large parties, the referee m a y decide to use 30-second combat turns as the m e a n s of resolving the encounter. When greater detail is desired, combat phases can be used. The use of combat turns and combat phases is explained more completely in "Combat & Damage."
E a c h ground vehicle card c o n t a i n s a pair of Different a d v e n t u r e situations call for different
m o v e m e n t listings: Cruise S p e e d , which is how
t r e a t m e n t s of travel a n d t i m e p a s s a g e . If a g r o u p is
m a n y kilometers t h e vehicle c a n effectively travel
m a k i n g a 2 0 0 - or 3 0 0 - k i l o m e t e r trip from o n e city
per hour, and C o m b a t Movement, which is how
to the next, along well-kept highway, for instance,
m a n y m e t e r s it c a n m o v e per c o m b a t round.
t h e referee m a y simply h a v e t h e p l a y e r s d e t e r m i n e
Additionally, e a c h listing c o n t a i n s a pair of n u m -
h o w long it t a k e s to get there, b a s e d u p o n t h e exact
bers: t h e first is a safe o n - r o a d m o v e m e n t rate; t h e
distance a n d the s p e e d of t h e vehicle(s) being u s e d ,
s e c o n d a safe off-road rate. Air a n d water craft h a v e
a n d t h e n consider t h e trip a c c o m p l i s h e d . O n t h e
slightly different ratings, as explained later.
other h a n d , t h e referee m a y decide to throw in an e n c o u n t e r t o liven things u p , o r t h e a d v e n t u r e m a y call for a travel encounter. If t h e g r o u p is m a k i n g a
Travel on a g o o d r o a d is largely unaffected by
d a y s - l o n g trek a c r o s s a rural stretch of D e m o n -
t h e terrain t h r o u g h which t h e road p a s s e s , but good r o a d s a r e b e c o m i n g s c a r c e . A poor road (one which is breaking u p , partially w a s h e d out, or just h a s n ' t s e e n a r o a d crew in t h r e e or four years) allows travel at t h e full cross-country rate for vehicles, regardless of t h e terra in t h r o u g h which t h e road p a s s e s . Aside from r o a d s a n d rivers, t h e r e are four m a i n t y p e s of terrain e n c o u n t e r e d in the countryside: w o o d s , s w a m p , hills, a n d o p e n terrain. Woods: W o o d s a r e forested a r e a s of considerable density. While a p e r s o n c a n walk through virgin forest, it is an impractical m e a n s of travel for vehicles a n d for a p a r t y of p e o p l e for a n y distance. T h u s , all travel t h r o u g h w o o d e d a r e a s is a s s u m e d t o b e along only p a t h s a n d r o a d s a n d through
clearings w h e n e v e r possible. Travel m o v e m e n t on foot t h r o u g h w o o d s is at half t h e n o r m a l m o v e m e n t rate. Vehicles travel through woods at half their off-road movement rate unless following a particularly welltravelled dirt road, in which case they m o v e at their full off-road movement rate. Bicycles m a y not be ridden
"I have come up with a good advertising slogan for Zil cars. Its Zen-like clarity and perfection please me greatly:
through woods except along such roads. S w a m p : S w a m p s are difficult to traverse, but a p e r s o n on foot c a n m o v e at full m o v e m e n t rate. All vehicles m o v e at half of their off-road m o v e m e n t rate. Bicycles m a y not b e ridden.
Buy a Zil— It's almost better than having a root canal.
Hills: Hills are relatively s t e e p but regular rolling ground. All m o v e m e n t is r e d u c e d by half in hills. Hills m a y also be w o o d e d . If s o , d e t e r m i n e t h e m o v e m e n t rate for w o o d s first a n d t h e n apply t h e hill terrain r e d u c t i o n s to t h e result. Open: O p e n terrain is generally flat or gently rolling g r a s s l a n d s , a n d for t h e m o s t p a r t consists of former cultivated l a n d s which h a v e reverted to t h e
"The true beauty of this rests in the fact that, like all classic advertising, it is a lie." —Zena Marley (Early 21st-century mercenary-philosopher)
wild but are not yet w o o d e d . O p e n terrain also includes cultivated ground. All m o v e m e n t t h r o u g h o p e n terrain is at t h e full off-road m o v e m e n t rate. Incorporating vehicles into t h e c o m b a t s e q u e n c e involves adding a few a d a p t a t i o n s to t h e basic T h e m o s t difficult thing a b o u t operating aircraft is not t h e flying itself, but rather t h e takeoff a n d
c o m b a t rules. Most of t h e s e a d a p t a t i o n s involve vehicle m o v e m e n t .
landing. Taking off or landing an aircraft e a c h
Units of Measure: As mentioned above, movement
normally require an E a s y level skill roll unless
rates for ground vehicles are given in meters, first on-
complicated by mechanical difficulties, poor weather,
road, then off-road. Movement rates for water vessels
or s o m e other s u c h trouble.
and aircraft are given in eight-meter increments moved
A failed takeoff or landing roll m e a n s that t h e pilot
per combat phase. When using a two-meter grid,
h a s either pulled up from landing or g r o u n d l o o p e d
multiply this number by four; when using individual
at t h e e n d of the runway and aborted the maneuver for
meter measurement, multiply it by eight. (Note that
the moment. A catastrophic failure m e a n s the aircraft
m a n y water vessels have a movement allowance of 0.5,
has crashed and is destroyed. The extent by which the
1.5, 2.5, etc. When moving on the eight-meter grid,
task w a s failed should indicate the seriousness of inju-
these vessels m o v e an extra square every other phase.)
ries, if any, sustained by pilot and crew.
Boating Maneuvers: A few special rules apply to watercraft c o m b a t m o v e m e n t . Turning: E a c h vessel h a s a turn rating which is
To this point, we h a v e dealt a l m o s t exclusively
t h e n u m b e r of 4 5 ° t u r n s it c a n m a k e e a c h c o m b a t
with c o m b a t a m o n g c o m b a t a n t s on foot. But o c c a -
turn ( 3 0 s e c o n d s ) . Regardless of this rating, only
sionally m o u n t s or vehicles will be involved. This
o n e turn c a n b e m a d e per p h a s e (five s e c o n d s ) , a n d
section delineates t h e b a s i c rules for incorporating
only on t h e p h a s e s in which t h e h e l m s m a n (or
t h o s e things into a battle.
captain w h o is with t h e h e l m s m a n ) h a s t h e Initiative.
Acceleration and Deceleration: E a c h vessel
has
t h e n u m b e r of dice rolled per burst is r e d u c e d .
an acceleration rating which is t h e a m o u n t by which
"Drive" Action: When vehicles are involved in com-
it c a n i n c r e a s e its s p e e d e a c h c o m b a t turn. Regard-
bat, Drive is considered an action added to the list of
less of t h e rating, only o n e point of increase c a n be
normal actions. Drive includes the operation of all types
m a d e per p h a s e , a n d t h e n only in p h a s e s in which
of vehicles, from bicycles to oil tankers to space shuttles.
t h e h e l m s m a n (or captain w h o is with t h e h e l m s -
In s o m e cases, performing this action will require a skill
m a n ) h a s Initiative. A b o a t c a n decelerate at twice
check. In others, the action is considered to be automati-
its acceleration p e r t u r n , but still at no m o r e t h a n o n e
cally successful. For instance, a character who was
point per p h a s e . Rowed Boats: R o w b o a t s m a y be rowed at up to (but not m o r e t h a n ) twice their listed s p e e d . Sailboats: Sailboats will not m o v e upwind, nor within 4 5 ° to either side of that direction. Motorboats: Size 1 m o t o r b o a t s m a y be rowed if necessary. Fire From Moving Vehicles: C h a r a c t e r s m a y not
usingthe Drive action to pilot a helicopter through a train tunnel might have to m a k e a Difficult: Pilot check, while another character who was driving a family car along a city street in good weather, or who w a s coming to a safe halt at a well-marked stop sign, would be required to m a k e no check at all. A few other actions can be combined with the Drive action. Talking and driving can be done together freely.
c o n d u c t a i m e d fire from a m o v i n g vehicle. T h e y
The Ready/Change Equipment, Reload, and Fire ac-
m a y fire quick s h o t s or bursts at o n e level greater
tions can each be done while driving, but any necessary
difficulty t h a n n o r m a l . Drivers fire quick s h o t s at t w o
driving checks are a t o n e level m o r e difficult (sometimes
levels of difficulty greater t h a n n o r m a l .
requiring a check that might not otherwise be required).
Pilots or crew of aircraft firing w e a p o n s m o u n t e d
Vehicle Movement and Driver Initiative: Driving a
on t h e aircraft are a special c a s e a n d do not apply
vehicle is considered to be a special c a s e of the repetitive
t h e a b o v e rule, although crew a n d p a s s e n g e r s firing
action option. That is, vehicles m o v e every phase,
n o n m o u n t e d w e a p o n s ( s u c h as rifles or pistols) do.
regardless of the Initiative rating of their operators. This
Target Movement: If t h e target is m o v i n g 30
movement is considered to be simultaneous, although
m e t e r s or m o r e in t h e current p h a s e , a n y a t t e m p t to
for simplicity the referee will most likely choose to have
hit it is c o n d u c t e d as if at r a n g e greater t h a n n o r m a l .
characters move their vehicles each phase in reverse
For n o r m a l fire, this merely m e a n s o n e level m o r e
Initiative order (Intiative 1 acts, then 2, then 3, etc.).
difficult t h a n n o r m a l , but for a u t o fire, it m e a n s that
At the beginning of each 30-second combat turn, each player of a driving character tells the referee the basic direction and speed ofthe vehicle. Thiscan include such things as going in a straight line, following a road or path, travelling off-road toward a landmark, driving to a particular position and stopping, following a leading vehicle, or any similarly simple plan. The vehicle then follows the stated course through all p h a s e s prior to the driver's Initiative point. The only change that can be m a d e to this plan during these p h a s e s is to bring the vehicle to a halt in response to an unforseen obstacle or action (thus terminating the repetitive action). O n c e a character's Initiative point c o m e s up in the combat turn, however, that character can divert freely from the stated plan, choosing a new action each phase, if desired.
For example, Dr. Willoughby, with an Initiative of 2, is
fects, b a s e d u p o n t h e situation a t t h e t i m e a n d t h e
driving his Yugo Contempo to his office when a pack of
a m o u n t by which the die roll e x c e e d e d the mini-
n o m a d bikers roars up from behind and surrounds his
m u m for catastrophic failure. It m a y be t h a t t h e
car. The referee decides to go to combat sequence at this
vehicle suffers a collision ( p e r h a p s with p a s s e n g e r
point and a s k s the doctor's player what the doctor is
injuries), for e x a m p l e , or simply that it h a s b e c o m e
planning to do. The player decides to have the doctor
t o o mired down to b e c o m e u n s t u c k without t h e aid
continue driving at the s a m e speed and continue straight
of a towing vehicle.
down the road. The referee secretly m a k e s a determina-
Water vessel mishaps m e a n the vehicle suffers a stall
tion for the bikers, not letting the doctor's player know
of s o m e sort. Engines die, sails break loose, oars are
that none of t h e m h a s an Initiative higher than 3. In p h a s e
dropped, and the like. To get the vessel underway again,
6, Willoughby continues onward, as do the bikers. On
the character in charge can attempt an Average roll
phases 5 and 4, the s a m e thing occurs.
versus Vessel Use o n c e per phase in which that character
On p h a s e 3, however, o n e of t h e bikers suddely
would normally act. Success m e a n s the problem has
swerves in front of t h e doctor's car a n d slows down.
b e e n resolved. If t h e m i s h a p w a s t h e result of a
Willoughby is still l o c k e d into his repetitive c o u r s e
catastrophic failure, however, the vessel h a s suffered
until next p h a s e , so he h a s only o n e of two choices:
s o m e sort of permanent d a m a g e , as determined by the
continue to follow his stated course—in which c a s e
referee, based upon the situation at the time.
he'll run into t h e biker—or s t o p t h e car. T h e player
A e r o s p a c e craft m i s h a p s m e a n t h e craft g o e s out
d e c i d e s t o h a v e h i m continue his course, a n d t h e
of control a n d b e g i n s rushing t o w a r d t h e ground.
biker g o e s flying. If this h a d b e e n o n e of t h e doctor's
O n c e per p h a s e , t h e pilot c a n m a k e a n Average
Initiative p h a s e s , h e could h a v e c h o s e n t o d o s o m e -
c h e c k v e r s u s t h e appropriate Pilot skill to regain
thing other t h a n m e r e l y continue or stop. For in-
control. S u c c e s s m e a n s that control is regained.
s t a n c e , he might h a v e s w e r v e d , or slowed down, or
B a s e d u p o n the s p e e d of t h e craft a n d its altitude at
s p e d u p , or pulled a pistol from his j a c k e t , or any of
the time control was lost, the referee will determine how
a n u m b e r of other things.
m a n y p h a s e s can elapse before the craft runs out of air
Fast Driving and Mishaps: During combat, a vehicle
space. If the pilot h a s not regained control by this time,
m a y travel faster than the listed safe on-road/off-road
the craft crashes, with d a m a g e being determined by the
speeds at the risk of a mishap. Driving at up to twice the
referee's judgment. Note that if the mishap was the result
safe speed requires an Average check versus the
of a catastrophic failure, attempts to regain control are
appropriate vehicle skill. Ground vehicles (with the exception of bicycles, seethe following page) m a y travel at up to three times the safe speed, but this requires a Difficult task check. In either case, the roll is m a d e each phase. Failure of the check m e a n s a mishap occurs. Ground vehicle m i s h a p s m e a n t h e vehicle h a s b e c o m e stuck in a ditch, or b o t t o m e d out in rough ground. It c a n n o t m o v e until it b e c o m e s u n s t u c k . In e a c h p h a s e t h a t t h e driver would normally act, a Difficult roll v e r s u s t h e appropriate vehicle skill m a y b e m a d e i n a n a t t e m p t t o correct t h e m i s h a p . S u c c e s s m e a n s t h e vehicle b e c o m e s u n s t u c k . If the m i s h a p w a s t h e result of a catastrophic failure, however, t h e vehicle suffers s o m e sort of s e v e r e d a m a g e . T h e referee will d e t e r m i n e t h e exact ef-
t a k e s 1D6 points o f d a m a g e , a n d t h e m o t o r c y c l e suffers o n e s u s p e n s i o n hit.
Firing at vehicles and vessels is similar in general principle to firing at individuals, but there are a few differences. S o m e additional die rolls must be m a d e when dealing with vehicular weapons and vehicular damage. Range Finders: Many vehicle-mounted guns have range finders which provide a fire bonus to the gunner's marksmanship. The bonus m a y only be used for aimed shots and only when shooting at land vehicles, vessels, and other large targets (such as buildings). The entry in the equipment list for each vehicle gives its range finder at Difficult level, rather than Average. Bicycles and Motorcycles: A c h a r a c t e r c a n att e m p t to go up to twice the safe s p e e d on a bicycle.
bonus. This bonus is added to the gunner's modified marksmanship at medium and long range. Half of the bonus is added at extreme range.
( C h a r a c t e r s w h o are e n c u m b e r e d travel at half
N o t e that factors which c a u s e a target to be
s p e e d o n bicycles a n d m a y not g o faster.) Travelling
treated as being at a longer r a n g e ( s u c h as m o v e -
o v e r s p e e d on a bicycle requires an A v e r a g e c h e c k
m e n t o r obscuration) d o not c h a n g e t h e r a n g e finder
v e r s u s Agility. Failure m e a n s t h e c h a r a c t e r falls off,
b o n u s u s e d , only t h e effective m a r k s m a n s h i p of the
but no d a m a g e results. Catastrophic failure results
gunner. For e x a m p l e , firing at an o b s c u r e d target at
in d a m a g e to bike a n d / o r rider.
close r a n g e is t r e a t e d as if at m e d i u m r a n g e for
Motorcycle m i s h a p s m e a n t h e driver h a s t a k e n a
determining t h e g u n n e r ' s effective skill; it d o e s not
spill. C h a r a c t e r s suffer 1 D 6 - 3 d a m a g e u n l e s s they
allow u s e of the m e d i u m r a n g e r a n g e finder b o n u s .
s u c c e e d at Difficult: Agility. T h e rider c a n u s e t h e
Antitank Missiles: On rare o c c a s i o n s , guided
next available action t o r e m o u n t t h e m o t o r c y c l e a n d
antitank missiles m a y b e c o m e available t o c h a r a c -
continue. Catastrophic failures m e a n t h e driver
ters. Unlike other direct fire w e a p o n s , the range given on the combat chart for an antitank missile is its maximum range. Within this r a n g e , t h e c h a n c e to hit is t h e s a m e r e g a r d l e s s of distance: It is an E a s y t a s k v e r s u s Heavy W e a p o n s skill. However, t h e firer m u s t t a k e a n a i m action before f i r i n g , a n d (except for Tank Breaker, below) m u s t continue to aim during t h e entire flight of t h e missile or it will m i s s t h e target. All missiles travel 1 0 0 0 m e t e r s per c o m b a t phase. If a missile-firing c h a r a c t e r is hit by a n y sort of attack, t h e aiming concentration will be b r o k e n a n d t h e missile will m i s s its target. Tank Breaker: Tank Breaker is a fire-and-forget antitank missile. That is, o n c e it is aimed and launched, it will continue to h o m e in on the target without further
guidance from the operator. The firing character must still aim before firing, but o n c e the missile is fired there is no need to continue to aim. Multiple-Barrel Guns: In extremely r a r e c a s e s (you'd better h o p e ) , large g u n s with multiple barrels m a y find their way into c o m b a t . In s u c h a c a s e , t h e firing procedure is conducted as normal up to the point of calculating t h e n u m b e r of hits achieved. W h e n this point is r e a c h e d , t h e resultant n u m b e r is multiplied by t h e n u m b e r of barrels on t h e w e a p o n . For e x a m p l e , if a two-barrel g u n were u s e d , t h e n u m b e r of hits would be doubled.
Aircraft m a y be fired at by ground w e a p o n s or other aircraft. Ground Weapons: T h e only ground w e a p o n s which m a y fire at aircraft are a u t o m a t i c w e a p o n s a n d antiaircraft missiles. Automatic weapons do so using the normal rules to
being flown at twice its safe speed, or 8 0 . ft h a s eight speed points. Pilot skill is the actual skill level of the pilot. Maneuver points are gained by attempting difficult maneuvers. An Average skill roll maneuver gains 1
hit, but at one greater level of difficulty. All automatic
point, Difficult gains 2, and one stage further (i.e., versus
small a r m s weapons cause minor d a m a g e . All larger
one-quarter of the pilot's skill) gains4. Failure is treated
caliber automatic weapons cause major d a m a g e .
as a mishap.
E a c h firing a u t o m a t i c w e a p o n c a n only a c h i e v e
If t h e a d v a n t a g e d aircraft's total of s p e e d +
o n e hit p e r c o m b a t p h a s e , regardless of t h e actual
skill+maneuver exceeds the disadvantaged aircraft's
n u m b e r of hit rolls successfully m a d e .
total by 50% or more, the advantaged plane m a y break
Antiaircraft missiles are fired using the Heavy Weapons skill. The accuracy of the missile indicates the
off contact and successfully escape. Otherwise it must stay and fight.
difficulty level of the task. A successful task roll indicates
If a fight ( e x c h a n g e o f fire) e n s u e s , t h e a d v a n t a g e d
that the target aircraft suffers minor d a m a g e ; an out-
aircraft p i c k s t h e r a n g e of t h e c o m b a t , provided the
standing success roll indicates major d a m a g e .
distance c h o s e n is still within r a n g e of at least o n e of
Air-to-Air Combat: Aircraft m a y also be fired at
t h e d i s a d v a n t a g e d aircraft's w e a p o n s . If t h e disad-
by other aircraft using either a u t o m a t i c w e a p o n s or
v a n t a g e d aircraft h a s no w e a p o n s , it m u s t be within
antiaircraft missiles. All rules for firing are the s a m e ,
r a n g e of at least o n e of t h e a d v a n t a g e d aircraft's
with t h e following additions:
weapons.
All hostile aircraft e n g a g e d in c o m b a t are either
Fixed w e a p o n s ( m a c h i n e g u n s a n d c a n n o n f i x e d
a d v a n t a g e d or d i s a d v a n t a g e d with r e s p e c t to e a c h
to fire forward) a n d antiaircraft missiles m a y only be
other. T h e a d v a n t a g e d aircraft is t h e aircraft with t h e
fired at hostile aircraft if the firing aircraft is advantaged
higher total of s p e e d points p l u s Pilot skill plus
with r e s p e c t to t h e target.
m a n e u v e r points. A d v a n t a g e / d i s a d v a n t a g e is recalculated e a c h p h a s e .
Flexible m o u n t w e a p o n s ( s u c h a s g u n turrets o r door-mounted machineguns) m a y fire at enemy
Speed points are equal to the current combat speed
aircraft whether a d v a n t a g e d or d i s a d v a n t a g e d with
of the aircraft divided by 10, rounding fractions down.
r e s p e c t to t h e m . If d i s a d v a n t a g e d , however, t h e fire
For example, an aircraft with a printed speed of 40 is
is c o n d u c t e d at o n e difficulty level greater.
vehicles a r e further subdivided into t h r e e t y p e s (noted o n e a c h vehicle's vehicle c a r d ) : standard, turreted, a n d crew in hull. Aerospace
Surface Die Roll*
Result
Standard: These vehicles have a roughly rectangular
Die Roll*
Result
shaped body or "hull." Passenger cars and trucks are
1
Turret/superstructure**
1
Wing
2
Hull
2
Wing
3
Hull
3
Wing
4
Hull
4
Hull
Crew In Hull: A crew-in-hull vehicle combines a
5 6
Hull
5
Hull
standard hull with a small, unmanned turret. (While
Suspension/waterline***
6
Hull
7
Suspension/waterline***
7
Hull
*+l to die roll for side shots. **If the vehicle has no turret or superstructure, this becomes Hull. ***Minor d a m a g e halves speed; major damage immobilizes the vehicle. Two minor results equal one major.
standard vehicles. Turreted: Turreted vehicles have a large, manned turret on top of the hull. Tanks are turreted vehicles.
there are no crew-in-hull vehicles provided in the Dark Conspiracy basic g a m e , s o m e will appear in later supplements.) Boat Target Size: Because boats are often m u c h larger than other types of vehicles, m a n y of them are m u c h easier to hit with w e a p o n fire. W h e n firing at a boat, a d d 1 to the c h a n c e of hitting it for e a c h
Like h u m a n targets, vehicles in Dark Conspiracy
n u m b e r by which its size rating exceeds 1. For ex-
have various hit locations. When a hit is scored on a
a m p l e , a d d 2 to t h e c h a n c e of hitting a size 3 boat.
vehicle, d a m a g e is determined by a series of steps. First,
Bicycles and Motorcycles: All small a r m s hits on a
a roll is m a d e for hit location on the Vehicle Hit Locations
bicycle or motorcycle result in d a m a g e . All hits by larger
Table. Second, the d a m a g e value of the round is
weapons result in destruction. A damaged bicycle or
compared to the location's armor value, revealing a
motorcycle c a n no longer be ridden. Characters riding a
d a m a g e severity table to be rolled on. Third.a roll is m a d e
bicycle or motorcycle when it is hit fall off, taking no
on the appropriate d a m a g e severity table, and the
d a m a g e if on a bicycle. Characters riding a motorcycle
resulting d a m a g e is applied.
at m o r e t h a n its safe s p e e d suffer 1 D 6 - 3 d a m a g e
Vehicle Configuration: For simplicity's sake, vehicles
unless they p a s s a Difficult test of Agility.
in Dark Conspiracy are divided into two main groups: surface vehicles and aerospace vehicles. Aerospace vehicles include all those covered by the Pilot skill (i.e.,
When a hit is scored on a vehicle, a 1D6 roll must be
fixed wing, rotary wing, and shuttle). Surface vehicles
m a d e to determine where it impacted. O n e point is
include all those covered by the Vehicle Use and Vessel
added to the die roll if the shot was m a d e upon the
Use skill (i.e., all ground and water craft). Land surface
vehicle's side. The final result is then compared to the Vehicle Hit Locations Table, to determine exact hit location. Those locations are explained as follows:
P-AV*
Result
0 or less
No effect
1 t o 10
1 m i n o r d a m a g e result
11 t o 2 0
2 minor d a m a g e results
21 to 4 0
1 major d a m a g e result
4 1 to 6 0
2 major d a m a g e results
61 or m o r e
3 major d a m a g e results
*P-AV: Penetration minus armor value.
Hull: This reflects a hit upon the main body of the vehicle, whether it be an aircraft's fuselage, an automobile's body, or a boat's hull. Superstructure: Many water vessels have structures built above the hull. This die roll result m e a n s the target vessel was hit in that area. If the vessel is flush decked (has no superstructure), treat this as a hull hit. Turret: If t h e vehicle h a s a turret, t h e round i m p a c t s u p o n it. For vehicles without a turret, treat
this as a hull hit. Waterline: This indicates a hit below t h e waterline Die
Result
1 crewmember
1
Engine
1 crewmember
2
Engine
3
2 passengers*
3
Fuel
4
4
Fuel
5
Weapon/ammo
6
Weapon/ammo
Die 1
Result
hit u p o n t h e rotor. On all other aircraft, it is a hit u p o n
2
o n e wing or t h e other.
results of flooding are explained later.) Wing: In t h e c a s e of rotary craft, this indicates a
vided for s u s p e n s i o n hits. O n e minor d a m a g e result
5
2 passengers* Radio or sight/vision**
to a vehicle's s u s p e n s i o n halves that vehicle's m o v e -
6
Major hull
S u s p e n s i o n Hits: N o d a m a g e t a b l e s are pro-
m e n t . A s e c o n d m i n o r d a m a g e , or any major d a m a g e , immobilizes t h e vehicle. Tracked suspensions are treated like any armored
Major
Minor
on a water vessel, resulting in flooding. (The e x a c t
*2 passengers becomes a 1 crewmember hit if this is not a passengercarrying vehicle. If it is a passenger-carrying vehicle but no passengers are present, the hit has no effect. Cargo destroyed may be substituted for this result at the referee's discretion. " R e f e r e e ' s choice.
part of the vehicle using the armor value listed. Wheeled
Small a r m s fire against vehicles is handled somewhat
suspensions do not have an armor value, but instead
differently. For attacks on vehicles, the number of
have a critical d a m a g e level. (See Armor on p a g e 116.)
d a m a g e dice is divided by the appropriate penetration
Each time a weapon hits the suspension, it inflicts
value (rounded down). The result is the weapon's
d a m a g e equal to its final penetration. O n c e the cumu-
penetration versus vehicles.
lative d a m a g e reaches the critical d a m a g e level, the
Exploding Rounds: Rounds which explode always
suspension suffers minor d a m a g e . O n c e it reaches
have only one penetration listed—either a number
twice that level it suffers major d a m a g e . (In most cases, any hit on a wheeled suspension will immobilize the vehicle. Only in the c a s e of small a r m s fire is the cumulative d a m a g e likely to be important.)
Turret Minor Die
Result
Overhead Attacks: Tank Breaker missiles m a y be
1
programmed to fly over the target and attack it from
2
Hull Minor Result
Loader*
Die 1
Sight/vision
2
Loader*
1 crewmember
above. For overhead hit locations never add 1 to the die
3
Sight/vision
3
2 passengers**
roll for a side shot and treat all suspension hits as hull hits
4
Traverse
4
2 passengers**
instead. All attacks are resolved using the vehicle's side
5
Secondary
5
Radio
armor value.
6
Major turret
6
Major hull
Turret Major To complete determining the extent of the vehicle's
Hull Major
Die
Result
Die
Result
d a m a g e , the striking round's penetration and the armor
1
Loader*
1
Engine
of the location hit, along with any other special factors,
2
Main a r m a m e n t
2
Engine
must now be considered.
3
Main a r m a m e n t
3
Fuel
Penetration: O n c e the hit location is determined, the
4
Main a r m a m e n t
4
Fuel
penetration value of the attacking weapon is compared
5
Major hull
5
Ammo
to that location's armor value. But penetration is figured
6
Minor hull
6
Ammo
differently for small a r m s and exploding rounds. Small Arms: When using small a r m s against living targets, the weapons' penetration value indicates the number of d a m a g e dice lost per level of armor on the target, a n d this penetration value varies with range.
*Loader is either a hit on the autoloader mechanism or the actual crewmember loading the gun. This becomes a driver hit if neither are present. **2 passengers becomes a 1 crewmember hit if this is not a passengercarrying vehicle. If it is a passenger-carrying vehicle but no passengers are present, the hit has no effect. Cargo destroyed may be substituted for this result at the referee's discretion.
its armor.If it goes through the window or cargo area, the shot is always resolved as minor d a m a g e and d a m a g e Minor Hull
Minor Turrret Die
Result
Result
results except for crew or passenger/cargo are ignored. Extent of D a m a g e : Subtract t h e correct a r m o r
1
Loader*
Die 1
1 crewmember
value of t h e target from t h e final penetration of the
2
Sight/vision
2
Loader*
w e a p o n a n d consult t h e Vehicle D a m a g e Resolution
3
Sight/vision
3
2 passengers**
Chart ( p a g e 1 1 4 ) . If t h e result is 0 or a negative
4
4
2 passengers**
number, t h e shot h a d no effect. If it is a positive
5
Traverse Secondary
5
Radio
n u m b e r , t h e result will r e a d out (from t h e chart) as
6
Major turret
6
Major hull
from o n e to t h r e e d a m a g e results, a n d will indicate whether they a r e minor or major.
Major Hull
Major Turret
When firing at aircraft, severity of d a m a g e is deter-
Result
mined differently. All automatic small a r m s weapons cause minor d a m a g e when they hit, while all larger
2
Engine Engine
3
Fuel
firing missiles, a successful task roll indicates that the
Die
Result
1
Main a r m a m e n t
Die 1
2
Main a r m a m e n t
3
Main a r m a m e n t
caliber automatic weapon cause major damage. When
4
Main a r m a m e n t
4
Fuel
target aircraft suffers minor d a m a g e , while an outstand-
5
Major hull
5
Ammo
ing success roll indicates major d a m a g e .
6
Minor hull
6
Ammo
*Loader is either a hit on the autoloader mechanism or the actual crewmember loading the gun. This becomes a driver hit if neither are present. **2 passengers becomes a 1 crewmember hit if this is not a passengercarrying vehicle. If it is a passenger-carrying vehicle but no passengers are present, the hit has no effect. Cargo destroyed may be substituted for this result at the referee's discretion.
Locate the d a m a g e table corresponding to the target vehicle's configuration (standard, turretted, boat, etc). Find the correct section (minor or major damage, hull or turret d a m a g e ) and roll 1D6 o n c e for each required
followed by the letter C (indicating that it is constant
d a m a g e result. The following results are possible:
throughout its range) or the notation Nil. If the value is a
1 Crewmember: If a turret hit, this is from the turret
number, roll 2D6 and add the total to the listed value; the
crew; if a hull hit, from the hull crew (driver, most likely).
result is the final penetration value. If the notation Nil is
Which crewmember is hit is determined randomly. The
present, the round h a s no final penetration effect.
crewmember suffers 1D6 hits, each of which does 1D6
Armor: O n c e the penetration value and hit location
d a m a g e . Determine hit location separately for each hit.
are known, consult the vehicle description and note the
2 Crewmember: Exactly as above, but two crew-
armor value of that location. Hulls and turrets each have
m e m b e r s are hit, and they are selected randomly from
a front,side, and rear armor value. Tracked suspensions
the entire vehicle crew, not just those in the hull or turret.
have one armor value which is used when hit from all
2 Passengers: Two passengers are selected at ran-
angles.
Wheeled suspensions do not have an armor
d o m and are hit exactly as noted above. If this is not a
value, but do have a critical damage value, which is
passenger-carrying vehicle, then this is treated as a 1
listed inparentheses to differentiate it from armor values. Unarmored Vehicles: Unarmored vehicles have a
crewmember hit. If this is a passenger-carrying vehicle but none are present, this h a s no effect.
slight armor protection provided by their metal bodies,
Sight/Vision: The gun sight or night vision equip-
but it is an incomplete cover. Whenever a shot hits an
ment is damaged. (The referee will determine which.)
unarmored vehicle, there is a 50% chance of the shot
Traverse: The turret traverse is j a m m e d and the turret
hitting metal and a 50% chance of it going through the
will no longer turn. This m a k e s it impossible to fire any
windows or canvas cargo covers. If it hits metal, the shot
fixed weapon (such as the main gun orcoax) in the turret
is resolved normally, and the vehicle gets the benefit of
until it is unjammed. Repairing t h e traverse is an Average
2 3 4
Superstructure Minor
Hull Minor
Waterline Minor Die 1
Waterline hull
Die 1
Result 1 crewmember
Die 1
Result 1 crewmember
Waterline hull
2
Auxiliary m a c h i n e r y *
2
Radio/radar
Waterline hull 1 crewmember
3
Secondary armament
3
Sight/vision
4
Radio/radar**
4
Secondary weapon
5 6
Sight/vision***
5
Secondary weapon
Major hull
6
Major superstructure
Result
5
Cargo
6
Major waterline
Hull Major
Waterline Major Result Die
Die
Result
1
Superstructure Major Die 1
Result
1
Main a r m a m e n t
2
2 crewmembers Rudder/screw
2
Main a r m a m e n t
2
2 crewmembers
3
Engine
3
2 crewmembers
3
Fire
4
Fuel
4
2 crewmembers
4
Fire
5
Ammo
Ammo
5
6
Minor hull
5 6
Fire
6
Ammo Major hull
2 crewmembers
*Auxiliary machinery includes bitge pumps, power winches on the deck, generators, etc. **A radio/radar hit in the hull becomes 1 crewmember if this is a vessel with a superstructure. ***A sight/vision hit in the hull becomes auxiliary machinery if this is a vessel with a superstructure.
task using mechanic skill. It takes a half hour and cannot be done from inside the vehicle. Secondary: O n e machinegun or grenade launcher is destroyed. Loader: Either the h u m a n loader is hit, as for a crew hit above, or the vehicle's autoloader is destroyed. Radio: The vehicle's radio is destroyed. Main Armament: The vehicle's main a r m a m e n t is d a m a g e d and can no longer fire.
The vehicle m a y not move. Fuel: The fuel tank of the vehicle h a s been hit. The amount by which the final penetration exceeded the vehicle's armor is the percentage of fuel capacity lost. It is also the percentage chance that the fuel will ignite. If the fuel ignites, the vehicle catches fire and the crew must immediately bail out. Note also that s o m e rolled results convert t h e d a m a g e into a different t y p e . For e x a m p l e , if a minor
A m m o : T h e a m m u n i t i o n s t o r a g e of t h e vehicle
turret hit is achieved against a turreted vehicle but
h a s b e e n hit. T h e a m o u n t b y which t h e f i n a l p e n e t r a -
a 6 is rolled on the d a m a g e table, the hit is converted
tion e x c e e d e d t h e vehicle's a r m o r is t h e p e r c e n t a g e
into a major turret hit. In this case, roll again on the major
of stored a m m u n i t i o n lost. If t h e vehicle is a r m e d
turret table. If a 6 is rolled on this table, the d a m a g e is
with any exploding rounds or large-caliber gun rounds,
converted to a minor hull hit. If a 6 is then rolled on that
it is also the percentage chance that the ammunition will
table, it is converted to a major hull hit. There is no
explode. If the ammunition explodes, the vehicle is
possibility of any alteration to a major hull hit.
destroyed and the crew is killed.
Fire: Water vessels are usually quite succeptible to
W e a p o n / A m m o : O n e w e a p o n s y s t e m i s de-
fire, as even steel-hulled boats tend to be full of combus-
stroyed. If no w e a p o n is p r e s e n t in t h e location
tible material. Whenever a fire result appears on the
d a m a g e d , treat this as an a m m o hit. If no a m m o is
d a m a g e table, t h e b o a t h a s c a u g h t f i r e . T h e f i n a l
present, t h e hit h a s no effect.
penetration of t h e gun which c a u s e d t h e d a m a g e is
Engine: The engine is hit and rendered inoperable.
t h e initial level of t h e fire. T h e fire will increase in
is halved. When the second row is full, the vessel is "dead in the water" and m a y not m o v e under its own power. (It Wing Minor
Hull Minor Die
Result
Die
Result
1
1 crewmember
1
No effect
2
Controls
2
Mo effect
3 4
Controls
3
Controls
4
Controls
5
2 passengers* Radio
5
Controls
6
Major hull
6
Major wing
will drift with the current.) When the third row of boxes is full, the vessel will sink. If a vessel h a s p u m p s , each point of p u m p rating will reverse one point of flooding per combat turn. A human can bail o n e point per turn, as well. No Effect: The round passes through the aircraft's wing with no serious effect. Controls: The control surfaces and/or connections are damaged, making the craft more difficult to control.
Hull Major
Wing Major
Die 1
Result
Die
Result
Engine
1
Controls
2
Engine
2
Fuel
3
Instruments
3
Fuel
4
Instruments
4
Fuel
5
Weapon/ammo
5
Fuel
6
Minor wing
6
Fireball
*2 passengers becomes a 1 crewmember hit if this is not a passengercarrying vehicle. If it is a passenger-carrying vehicle but no passengers are present, the hit has no effect. Cargo destroyed may be substituted for this result at the referee's discretion.
All Pilot skill checks b e c o m e o n e level more difficult. Instruments: The craft's instrument panel is damaged and instruments begin to fail (altimeter, windspeed indicator, fuel indicator, compass, and the like).The pilot must m a k e an Average task roll to avoid a mishap at the start of each subsequent combat turn. Additional dama g e results to the instruments raise this additional difficulty levels. Fireball: The craft explodes in flame, destroying everyone and everything inside. It is Difficult: AGL to j u m p out of the plane the instant before explosion. Ejecting is Average: AGL or Pilot, whichever is higher.
level by 1D6 each 30-second combat turn. Characters m a y attempt to put out the fire by spending an entire combat turn fighting it. Extinguishing a fire
It is entirely possible for vehicles to collide with
is Difficult task versus Constitution. For every successful
o n e another in c o m b a t . T h e following general rules
task roll m a d e by a character, the fire is reduced in level
apply in t h o s e situations.
by 1D6. O u t s t a n d i n g success reduces the fire by 2D6 levels. Catastrophic failure results in a burn injury.
D a m a g e done depends upon the size of the vehicle and the net combat speed. Net speed depends upon the
If the level of the fire exceeds the vessel's tonnage
relative direction and speed of the two colliding vehicles.
divided by 10, the fire will begin burning out of control
Vehicles headed in opposite directions add their speeds
and cannot be extinguished. Roll l D 6 at the start of each
together. Those travelling in the s a m e direction subtract
combat turn thereafter. The fuel and ammunition on
the slower's speed from the faster's. All others use the
board will detonate on a roll of 6, destroying the vessel.
speed of the faster for determining collision d a m a g e .
Flooding: Vessels which suffer waterline hull d a m a g e
Ground and Water Craft: For ground vehicles and
will begin to flood. E a c h vessel h a s three rows of flotation
water vessels, the d a m a g e value caused by a collision is
hit boxes, with boxes in e a c h row equal to the vessel's
equal to the tonnage of the object collided with.times the
tonnage. The amount by which the final penetration
net speed of the collision, divided by 10. For ground
exceeded the vessel's armor is the number of boxes
vehicles, this number is used as a penetration value
marked off. All flooding hits are marked in the top row
against a randomly rolled hit location. For water vessels,
of flotation boxes until the row is full, then in the second
the hit location is automatically considered waterline
row, then in the third. When the first row of boxes is full, the vessel's speed
hull, the collision value is divided by the armor value of the given location, and the resultant number is then
applied as waterline hull d a m a g e , causing flooding. Air and Space Craft: For aircraft and shuttles, collision d a m a g e value equals tonnage times net speed, but not divided by 10. A random roll is m a d e as normal to determine wing or body as hit location, then the d a m a g e value is used as a penetration value versus the hit location's armor value, the result being used on the Vehicle D a m a g e Resolution Table (page 114). Vehicle Collisions With Creatures: W h e n a vehicle collides with a h u m a n or other figure, including t h o s e riding bicycles or m o t o r c y c l e s , severe injury c a n result. In order to calculate t h e effects of this injury, first multiply t h e collision s p e e d t i m e s t h e vehicle t o n n a g e . If t h e target c h a r a c t e r is riding a bike or m o t o r c y c l e , this n u m b e r is t h e p e r c e n t a g e c h a n c e that t h e bike o r m o t o r c y c l e i s d a m a g e d
suffers a waterline hull hit which is worth 10
e n o u g h t o b e c o m e inoperable. Next, t h e n u m b e r i s
[ ( 2 0 x 5 ) / 1 0 ] d a m a g e points, which will c a u s e 10
divided b y t w o a n d b e c o m e s d a m a g e applied t o a
flotation hits worth of flooding p e r c o m b a t p h a s e
r a n d o m l y rolled hit location on t h e target. Target
until repaired. T h e 20-ton b o a t suffers a waterline hit
figures h a v e a c h a n c e to l e a p out of t h e way of an
worth 7 0 [ ( 1 4 0 x 5 ) / 1 0 ] d a m a g e points, e n o u g h t o
o n c o m i n g vehicle, by s u c c e e d i n g at an Average
immediately sink it.
c h e c k v e r s u s Agility. If t h e y s u c c e e d , t h e y t a k e no
Finally, two characters on a t a n d e m bicycle are being
d a m a g e ; otherwise t h e y are struck b y t h e vehicle.
run down by a 5/4-ton truck moving at 4 5 . The vehicle's
Examples: For instance, imagine that a 5 A-ton
speed is 4 5 , times two tons weight equals a 9 0 % chance
truck going 60 a n d a Yugo C o n t e m p o going 35 were
that the bicycle is ruined. If the characters fail an Average
to collide h e a d o n . T h e collision s p e e d in this c a s e
check versus their Agility, they will each take 45 d a m a g e
i s 9 5 . T h e truck weighs two t o n s , which m e a n s t h e
points to a random location.
Yugo is hit with a value of (95x2)+10, or 1 9 .
L o s s of Control: After all d a m a g e effects a r e
Regardless of t h e hit location rolled, t h e Yugo's
calculated, o p e r a t o r s of vehicles involved in colli-
a r m o r is 1, which m e a n s that t h e full 19 (19-*-l=19)
sions m u s t immediately m a k e a Difficult test of t h e
is referenced on t h e Vehicle D a m a g e Resolution
appropriate skill in order to r e m a i n in control of their
Table on p a g e 1 1 4 , for "two minor results."
vehicle. Failure at this c h e c k m e a n s t h e vehicle
The truck takes less d a m a g e from the lighter Yugo.
g o e s out of control. Ground vehicles will skid to an
The collision speed of 9 5 , times the Yugo's weight of 1,
uncontrolled stop, possibly colliding with s o m e -
yields 9 5 , which w h e n divided by 10 results in 9.
thing else a n d requiring a s e c o n d d a m a g e c h e c k (at
Again, r e g a r d l e s s of hit location, t h e a r m o r value is
t h e referee's option). Water v e s s e l s will drift with t h e
1. As a result, t h e full 9 points a r e t a k e n to t h e Vehicle
current, spinning slowly until control is regained.
D a m a g e Results Table for a result of "one minor
A e r o s p a c e craft will p l u m m e t toward t h e ground at
result." (Of c o u r s e , what yet r e m a i n s to be d o n e is
m a x i m u m s p e e d . It is a Difficult test v e r s u s the
to roll t h e actual m i n o r results a n d apply t h e m . )
appropriate vehicle skill to regain control, which c a n
In a n o t h e r e x a m p l e , a 2 0 - t o n b o a t collides with a
be m a d e o n c e per p h a s e in which t h e driver is
140-ton boat, with a n e t collision s p e e d of 5 (re-
normally allowed an action. A catastrophic failure at
m e m b e r , b o a t s a n d aircraft a r e rated in eight-meter
t h e original test m e a n s t h e vehicle is d a m a g e d so
i n c r e m e n t s instead of m e t e r s ) . T h e 140-ton b o a t
severely that control c a n n o t be regained.
While
na-
tional governSize
Value
Characteristics
ments
have
Spacecraft are extremely c o m p l e x m a c h i n e s .
0 1
Small (under 15 m e t e r s )
lost t h e where-
Most of t h e s t a n d a r d vehicle d a t a would be m e a n -
Moderate (16-35 meters)
withal to m a i n -
ingless in defining t h e p r i m a r y attributes a n d c a -
Large ( 3 6 - 5 5 m e t e r s ) Very large (very h e a v y a n d / o r
tain s p a c e ex-
pacities of spacecraft, so a simpler format is u s e d .
ploration p r o -
Besides a brief description, t h e following data are
56-75 meters)
grams, the busi-
provided:
H u g e (76+ m e t e r s )
n e s s value of
2 3 4
space
travel
h a s k e p t a few p r o g r a m s alive. In t h e US, for
Source: T h e organization indicated is t h e s o u r c e which currently controls the inventory a n d launching of t h e vehicle.
instance, NASA survives largely as a specialized
Price: This indicates t h e dollar-cost of s u c h a
transportation c o m p a n y . NASA r o c k e t s l a u n c h
vehicle (including fuel, etc.). ( S p a c e enthusiasts
c o r p o r a t e satellites to orbit, NASA shuttles carry
m a y n o t e s o m e drastic c h a n g e s from t o d a y ' s rates;
e q u i p m e n t a n d personnel to orbital factories, a n d
t h e s e largely reflect t h e altered e c o n o m i c a n d
NASA s p a c e p l a n e s rush corporate h e a d s from
s p a c e exploration environment of Dark Conspiracy.)
continent to continent—all for a substantial fee
Also listed h e r e is a two-letter availability c o d e .
(which in turn finances NASA investigations of ET
V=very c o m m o n , C = c o m m o n , S = s c a r c e , a n d
sightings). Very few other s p a c e a g e n c i e s rival
R=rare. Letters to t h e left of t h e slash indicate a
NASA in size.
general m a r k e t availability. If s u c h a rating is present,
it m e a n s that private c o n t r a c t o r s m a y negotiate for s u c h craft a n d l a u n c h s u p p o r t on a strictly c o m mercial level. No g o v e r n m e n t s a r e involved. If there
Launch
is a d a s h in t h e general m a r k e t availability slot, it
0
Value
N o n e ( h a s no practical l a u n c h capability
m e a n s that s u c h a s y s t e m is controlled by a g o v e r n m e n t (or its equivalent), a n d t h e c a r g o a n d
from t h e surface of any world) 1
T e m p o r a r y ( p r o d u c e s short duration orbit—
p u r p o s e of t h e l a u n c h is likely to c o m e under scrutiny. Approval for sale of t h e l a u n c h is contin-
0.1-10 days) 2
L E O ( c a p a b l e of inserting payload into a
3
G E O (stable g e o s t a t i o n a r y e a r t h orbit—
4
O E V (orbital e s c a p e velocity—used prima-
gent u p o n whether or not t h e c u s t o m e r ' s interests a n d activities further t h e objectives of t h e govern-
stable low E a r t h orbit)
m e n t in question (or at least, that they do not c o n t r a v e n e t h o s e objectives). T h e letter to t h e right
Definition
36,000 km)
of the slash indicates special m a r k e t availibility.
rily for launching interplanetary p a y l o a d s )
T h e m o r e difficult t h e special m a r k e t rating is, t h e m o r e scrutiny the g o v e r n m e n t will offer, a n d t h e
Tonnes deliverable to GEO=
m o r e it will n e e d e v i d e n c e of m u t u a l benefit. If t h e r e
40% of LEO delivery rating
is no rating in the special m a r k e t slot, it m e a n s that a n y l a u n c h e s of s u c h vehicles a r e carried out by t h e
Tonnes deliverable to Moon=
g o v e r n m e n t , for g o v e r n m e n t p u r p o s e s . PCs might
90% of GEO delivery rating
still wind up on s u c h a vehicle in a n u m b e r of w a y s : being hired by t h e g o v e r n m e n t , p r o p o s i n g a s p a c e
Tonnes deliverable
to Mars/OEV=40% of GEO
venture that t h e g o v e r n m e n t w a n t s t h e m t o now o v e r s e e , etc. Size: This quantifies t h e general m a s s a n d
Launch Characteristics: This is a b r o a d definition of t h e vehicle's ability to transfer a p a y l o a d to
d i m e n s i o n s of t h e vehicle. Size v a l u e s r a n g e from 0 to 4, a n d a r e detailed in t h e Spacecraft Size Table on page 120. Note t h a t very slender (or very bulky) d e s i g n s c a n offset t h e s e values. In t h e c a s e of orbital s y s t e m s , a s e c o n d value is given in p a r e n t h e s e s ; this is t h e s y s t e m ' s m a s s in t o n n e s (metric t o n s ) .
Value Definition
Reentry 0
None (Can't survive reentry attempt.)
1
Terminal(A nonreuseable capsule, similar to Apollo.)
2
Glide (This craft is reuseahle and can control its reentry through aerodynamic properties alone.
This is n e c e s s a r y to know, since t h e s e s y s t e m s are
However, it is very susceptible to unexpected
l a u n c h e d a s p a y l o a d s b y launch s y s t e m s (i.e., t h e
environmental conditions, since once it begins its
launch s y s t e m m u s t h a v e a p a y l o a d capacity that
descent, it is fully commmitted.)
is equal to or greater t h a n t h e orbital s y s t e m ' s m a s s in t o n n e s ) .
3
namic lifting properties with limited capabilities for
Payload: Payload is m e a s u r e d in t o n n e s a n d
powered flight, giving it greater maneuverability—
defines t h e size of t h e p a y l o a d t h a t c a n be delivered
and therefore, security—than a glide-only vehicle.)
to low E a r t h orbit (LEO). However, since m a n y craft c a n deliver p a y l o a d s to orbits b e y o n d LEO, it is n e c e s s a r y to be able to define t h e m a x i m u m sizes of p a y l o a d s that c a n be delivered to t h o s e orbits. T h e following e q u a t i o n s (while far from precise) provide t h e s e v a l u e s :
Partially powered (This system combines aerody-
4
Powered (This craft may, or m a y not, incorporate aerodynamic lifting properties. It is very versatile with high survivability in the face of adverse conditions. In-air refueling is possible if extended airborne delays are encountered.)
Transfer 0
Value
orbit. It defines
m u m acceleration (V) a n d t h e e n d u r a n c e of its
the
practical
propulsion s y s t e m s . Generally, d e p e n d i n g u p o n
Definition
m a x i m u m or-
initial vectors, a ship with a higher rating will (even-
None
bit t o
tually) be able to c a t c h o n e with a slower rating.-(See
(unpowered/inca-
p a b l e of i n - s p a c e m a n e u 1 2 3 4
which
such a payload
ver)
c a n actually b e
Slow (low t h r u s t a n d / o r
transferred.
t h e I n - S p a c e Transfer Table to t h e left.) Crew: This indicates t h e n u m b e r of individuals that m a y b e carried.
short e n d u r a n c e )
Orbit
values
Duration: This indicates t h e n u m b e r of d a y s that
Moderate (fair thrust a n d /
r a n g e from 0 to
t h e listed crew c a n p u r s u e c o n t i n u o u s operations
or endurance)
4, and are de-
with full life-support a n d power.
Fast (brief high-powerthrust
tailed in t h e
or e x t e n d e d m e d i u m thrust)
L a u n c h Char-
Very fast (extended duration high-power thrust)
Table on p a g e
acteristics
Many p a r t s of a s p a c e mission are routine or computerized, while o t h e r s rely on t h e pilot's skill.
121. Atmospheric Reentry Characteristics: This m e a sures the spacecraft's ability to enter/reenter an atm o s p h e r e . Most l a u n c h vehicles will h a v e a rating of 0 , since t h e y a r e e x p e n d a b l e (nonreusable) s y s -
L a u n c h e s a r e controlled by computer, unless s o m e t h i n g g o e s wrong. To avoid a potential m i s h a p on launch, roll 9 or
t e m s that b u r n u p o n reentry. ( S e e t h e Reentry Table
l e s s o n 1D10. Add 1 to t h e roll if t h e launch is rushed,
o n p a g e 121.)
t h e spacecraft is poorly maintained, or t h e weather
In-Space Transfer Characteristics: This m e a -
is bad. Subtract 1 if t h e launch vehicle is a spaceplane.
s u r e s t h e vehicle's c a p a c i t y for i n - s p a c e m a n e u v e r .
All modifiers are cumulative. If a m i s h a p is avoided,
T h e listed value r e p r e s e n t s both t h e vehicle's m a x i -
t h e craft a c h i e v e s its mission orbit (or e s c a p e velocity). If a m i s h a p o c c u r s , roll 5 or less on 1D10 to avoid an actual s y s t e m failure. If t h e roll is successful, the craft a c h i e v e s its mission orbit (or e s c a p e velocity), but the failure of s o m e s y s t e m on t h e vehicle is noted. (The b a c k u p s took over successfully.) If the roll fails, t h e l a u n c h fails. If the l a u n c h fails, t h e l a u n c h vehicle itself is d e s t r o y e d . However, t h e orbital s y s t e m being l a u n c h e d m a y b e able t o e s c a p e t h e disaster. Total t h e vehicle's transfer a n d reentry values a n d a d d t h e pilot's skill level. Roll this n u m b e r or less to m a k e a successful e m e r g e n c y landing. If an e m e r g e n c y landing is m a d e , t h e vehicle will be badly d a m a g e d , but t h e crew will e s c a p e serious injury. T h e vehicle will m a k e its forced landing 1D10 t i m e s 1 0 0 kilometers e a s t of t h e l a u n c h site. If t h e e m e r g e n c y landing fails, the craft is c o m pletely destroyed, a n d only extraordinary intervention by fate (or t h e referee) p r e v e n t the crew's death.
All landings are controlled by computer, unless s o m e t h i n g g o e s wrong o r t h e crew deliberately overrides t h e c o m p u t e r landing s e q u e n c e . W h e n m a k i n g a computer-controlled landing, roll 9 or less on 1 D 1 0 to avoid an irregularity in t h e a p p r o a c h pattern. Add 1 to t h e roll if t h e spacecraft is poorly maintained, t h e weather is b a d , or a m a n u a l landing is being a t t e m p t e d . Subtract 1 if t h e landing vehicle is a s p a c e p l a n e . All modifiers are cumulative. If an a p p r o a c h irregularity is avoided, t h e craft l a n d s safely. Craft with terminal a t m o spheric reentry characteristics usually land in water, while glide, partially powered, a n d p o w e r e d s y s t e m s land at s p a c e p o r t s or large airfields. If t h e r e is an a p p r o a c h irregularity, the pilot m u s t correct t h e reentry p a t h . Correcting t h e reentry p a t h is an Average t a s k in terminal reentry vehicles a n d an E a s y t a s k in glide, partially p o w e r e d , a n d powered vehicles. If t h e craft is poorly maintained, raise t h e difficulty level by o n e . If the pilot s u c c e e d s , t h e craft l a n d s safely. If t h e pilot fails, t h e craft c r a s h - l a n d s . It is d a m a g e d a n d t h e crew suffers minor injuries. If a critical failure is
or intercept t h e other craft. If a ship is a t t e m p t i n g to avoid t h e other craft, t h e n it adds its transfer value to t h e intercept value; if it is a t t e m p t i n g to intercept, t h e n it subtracts its transfer value. T h e slower ship (the o n e with t h e lower transfer
rolled, t h e craft c r a s h e s . It is destroyed, a n d t h e crew
value) d e c i d e s f i r s t , a n d alters t h e intercept value t o
will suffer serious or critical injuries.
t h e d e g r e e that it is able. T h e faster ship t h e n further
Powered reentry vehicles m a y be flown like an airplane.
modifies t h e intercept value with its transfer value. Pilot skill c a n also c h a n g e t h e intercept difficulty. Influencing an intercept is a Difficult t a s k using Pilot skill. S u c c e s s priovides a modification of + 1 to t h e intercept difficulty; o u t s t a n d i n g s u c c e s s provides a modification of +2. This modification is a d d e d to or
T h e difficulty of achieving an intercept with a n other m o v i n g b o d y in s p a c e is a function of t h e
subtracted from t h e intercept difficulty, d e p e n d i n g on t h e intent of t h e pilot.
intercept angle. It is comparatively e a s y to intercept
If the final intercept value is greater than or equal to 1,
bodies m o v i n g i n t h e s a m e direction a n d c o m p a r a -
then intercept cannot be achieved. If the result is equal
tively difficult to intercept t h o s e m o v i n g in t h e
to or less than - 1 , then intercept is achieved. If the result
opposite direction. T h e c h a r t a b o v e s h o w s t h e
is precisely 0, then the ships have matched vector.
difficulty level (ranging from 1-6) of an intercept b a s e d on t h e direction of travel. If t h e referee wishes to d e t e r m i n e intercept difficulty randomly, just roll 1D6 to do s o . E a c h ship t h e n d e c i d e s whether it wishes to avoid
In t h e event of m a t c h e d vectors, t h e s e ships will continue onward indefinitely, u n l e s s o n e of t h e following circumstances occurs: (1) O n e of t h e s h i p s m a n a g e s to gain additional transfer value. This ship c a n t h e n a c h i e v e either
intercept o r a v o i d a n c e , a s p e r its wishes.
t h e outer s y s t e m , it could be y e a r s or e v e n d e c a d e s . Using t h e s e t i m e - t o - d i s t a n c e s c a l e s a s your
(2) O n e of t h e ships l o s e s
baseline ruler, r e d u c e t h e baseline time s c a l e by o n e
Distance
Time
s o m e of its transfer value. T h e
s t e p for every additional level of intercept/avoid-
Suborbital
Minutes
other ship c a n t h e n a c h i e v e
a n c e s u c c e s s (i.e., less t h a n - 1 o r greater t h a n 1).
LEO
Hours
either intercept or a v o i d a n c e ,
Therefore, if a ship m a n a g e s to avoid a pursuer in
GEO
Days
as per its wishes.
G E O s p a c e with a final intercept value of 1, t h e
Cislunar
Weeks
Translunar Transmartian
Months Years
Transjovian
Decades
(3) O n e of t h e ships elects to
entire m a n e u v e r should require d a y s . However, if
c h a n g e c o u r s e . T h e other s h i p
t h e final intercept v a l u e w a s 2, t h e t i m e unit u s e d
c a n then a c h i e v e either inter-
should b e h o u r s ( o n e less t h a n G E O s t a n d a r d ) .
c e p t or a v o i d a n c e , as p e r its wishes.
Referees can also use this broad relation between time scales and distances to determine the likelihood of
N o t e that this m e a n s that intercepts a r e very
intercepts to begin with. For instance, let us say that
difficult, a n d impossible w h e n intercept a n g l e s are
NASA detects a derelict alien craft nearing Venus, and
e x t r e m e . That is precisely t h e w a y it should be;
heading away from Earth. It wants to intercept. Well,
w h e n it c o m e s to achieving intercepts, serendipity
even though the NASA craft will be launching from LEO,
i s m o r e essential t h a n thrust a t t h e s e early t e c h n o -
the time units used must be determined by the maxi-
logical levels of spaceflight. Basically, h u m a n craft
mum scale, which in this c a s e is the inner system scale,
m u s t c o m m i t to a trajectory w e e k s in a d v a n c e a n d
where the base time value is months. Given the limited
t h e n stick with it (plus or m i n u s 0.5%) for w e e k s to
duration of h u m a n spacecraft, they'd better have a
c o m e . Either luck or t r e m e n d o u s superiority in
tremendous transfer rating if they want to have the
m a n e u v e r capability is required to effect intercept.
faintest chance of pulling off the intercept mission
If t h e initial intercept v a l u e s a r e t o o disparate, it is
successfully.
essentially impossible to "go into reverse" a n d c a t c h someone.
Note that this s c a l e also provides a useful yardstick for t i m e s to various orbits, with e a c h s t e p upward or downward using t h e t i m e scale of t h e next lower orbit. That is, it is m i n u t e s to LEO, h o u r s (at
T h e greater t h e d e g r e e o f s u c c e s s , t h e less t i m e
m o s t ) t o G E O , d a y s t o t h e m o o n , w e e k s t o Mars a n d
is required to a c h i e v e it. Therefore, if t h e final
t h e inner planets, m o n t h s to t h e m o o n s of Jupiter,
intercept value w a s - 3 , this intercept would t a k e a
a n d y e a r s to t h e frozen outer worlds.
m u c h shorter period of t i m e t h a n would a similar a t t e m p t w h e r e t h e final intercept value w a s - 1 . Conversely, t h e higher a positive intercept n u m b e r is, t h e faster that a v o i d a n c e c a n be effected. Referees will determine what t h e s e intervals m e a n
If a l a u n c h vehicle w e r e to be transferred to orbit (i.e., a s c a r g o rather t h a n a s t h e launching s y s t e m ) , its l a u n c h value b e c o m e s its transfer value.
in t e r m s of precise t i m e units. However, t h e following guidelines a r e offered for their a s s i s t a n c e . T h e s c a l e of m a n e u v e r will h a v e a great deal to do
At a transfer value of 2 or greater, a spacecraft c a n
with t h e basic t i m e unit to u s e . If t h e craft are
attain t h e next higher orbital (launch) value t h a n its
encountering e a c h other in the c o u r s e of low Earth
launch took it to. So a craft in L E O with a transfer
orbit m a n e u v e r i n g , t h e t i m e unit might b e hours; a t
value of 2 could m a k e it to G E O on its o w n .
G E O , it would be d a y s ; in cislunar s p a c e , it would be
Also, craft that c a n attain G E O c a n r e a c h t h e
w e e k s ; within the inner solar s y s t e m , m o n t h s ; a n d
Moon if their l o a d s a r e only 9 0 % of their G E O
o n c e o n e is operating a c r o s s t h e vast d i s t a n c e s of
m a x i m u m p a y l o a d o r less.
platforms into s p a c e . T h e y h a v e little or no m a n e u verability o n c e l a u n c h e d . T h e r e a r e two principal t y p e s of spacecraft:
Combinations S y s t e m s (Launch and Orbital
l a u n c h s y s t e m s a n d c o m b i n a t i o n (launch a n d or-
S y s t e m s ) : A c o m b i n a t i o n s y s t e m is o n e in which
bital o p e r a t i o n s ) s y s t e m s . A representative s a m p l e
t h e r e are both l a u n c h a n d orbital s y s t e m s , a n d in
of e a c h is s h o w n below.
which both a r e essential to t h e l a u n c h p h a s e of t h e
Launch S y s t e m s : L a u n c h s y s t e m s essentially are large r o c k e t s . Their function is purely to l a u n c h
s y s t e m . T h e y are generally t h e m o s t c o m p l e x , a n d versatile, of all s p a c e s y s t e m s .
A tried-and-true workhorse, the last models of this system are now being marketed at somewhat reduced rates. Type: Launch system Source: Modeles Orbitaux (France) Price: $90,000,000 (S/C) Size: 3 Payload: 11 Launch: 2 Reentry: 0 Transfer: 0 Crew: 0 Duration: 0
Another American system, which is rapidly showing its age. Type: Launch system Source: NASA (US) Price: $45,000,000 (C/V) Size: 2 Payload: 8 Launch: 3 Reentry: 0 Transfer: 0 Crew: 0 Duration: 0
The National Aerospace Plane is the first runway-to-runway spacecraft ever built. New models with exanded cargo and crew capacity are already entering service, but the three X-30s that were built are still an important part of the American space program. Passengers can book seats (without any amenities) for $ 15,000 for a ride to LEO. Each X-30 has a landing-launching turnaround time of only one week, so each is capable of 52 missions per year. It is powered by liquid hydrogen and is capable of brief spurts of Mach 25 speed, as well as extended periods of Mach 6.5. It is approximately 60 meters long. Type: Combination system Source: NASA (US) Price: $2,300,000,000 (—/—) booking for $15,000 (R/C) Size: 3 Payload: 0.6 (or one passenger per 0.2 of cargo sacrificed) Launch: 2 Reentry: 4 Transfer: 1 Crew: 2 (+up to 3 passengers—see above) Duration: 5
STS stands for space transportation system, and refers to the integrated whole that makes up the American shuttle system. Its performance depends upon the engines on board the shuttle itself. Therefore, it cannot launch payloads that do not include such engines. Besides the shuttle, the STS consists of a mammoth external tank and two advanced solid rocket boosters (ASRBs). The ASRBs are jettisoned long before orbital insertion and are recovered from the ocean. The external tank burns up in the atmosphere. However, on the last four shuttle flights, the external tank was carried up to LEO. Their empty shells are now being used to expand the capacities of Freedom Spaceport. Type: Combination system Source: NASA (US) Price: $300,000,000 (—/—) Size: 3 Payload: 110 (Shuttle or Shuttle-C) Launch: 2 Reentry: 1/2 (ASRBs are jettisoned while still in atmosphere) Transfer: 0 Crew. 0 Duration: 0
The first fully reuseable manned spacecraft, America's shuttles are still flying after well over 20 years of service. With the advent of the NASP and other spaceplanes, fewer shuttle launches are required, but it is still a viable and important system, much prized for its operational versatility and long mission duration. Type: Combination system Source: NASA (US) Price: $2,000,000,000 (—/—) Size: 2 (75 T mass) Payload: 32 Launch: 0 Reentry: 3 Transfer: 1 Crew: 7 (10 possible with rotating sleep shifts) Duration: 30 (20 if crew of 10)
Shuttle-C was developed in the mid-late 1990s as a cargoonly complement to the shuttle. Disposable and requiring vastly less preparation time (due to reduced safety requirements), shuttle-C is now the only true heavy lift launch vehicle (HLLV) currently in use. It is reliable, and several systems are always on standby. Type: Combination system Source: NASA (US) Price: $200,000,000 (—/—) Size: 2 (50 T mass) Payload: 60 Launch: 0 Reentry: 0 Transfer: 1 Crew: 0 Duration: 0
This Russian vehicle was designed for the commercial launch market and never got all its bugs worked out before the Russian Space agency Glavkosmos effectively went out of business. The few Zenits that remain are not in high demand, since their failure percentage is twice the international average. (Count all Zenits as poorly maintained.) Type: Launch system Source: Glavkosmos (Russia) Price: $55,000,000 (S/S) Size: 2 Payload: 13 Launch: 3 Reentry: 0 Transfer: 0 Crew: 0 Duration: 0
Although originally designed t o f r e e h u m a n s from d a n g e r o u s or boring o c c u p a t i o n s , robots h a v e b e c o m e increasingly c o m m o n a s c o r p o r a t e " e m p l o y e e s " d u e to their unquestioning loyalty a n d d a m a g e resistance. In Dark Conspiracy, robots are
bly lines; o t h e r s a r e multifunctional a n d c o m p l e t e l y m o b i l e . We h a v e listed a c o u p l e of t h e m o r e c o m m o n v e r s i o n s o f t h e latter i n " E q u i p m e n t , " but o t h e r t y p e s a r e d i s c u s s e d briefly i n this section.
t r e a t e d as a special class of NPC, c a p a b l e of p r e p r o g r a m m e d a c t i o n s a n d r e s p o n s e s t o external stimuli. T h e y are not self-aware, although t h e m o r e
Most r o b o t s a r e so strictly d e s i g n e d for a
sophisticated o n e s c a n simulate self-awareness
specific t a s k t h a t t h e y a r e little m o r e i n t e r e s t i n g
pretty well. C h a r a c t e r s will m o s t c o m m o n l y en-
t h a n a drill p r e s s or a milling m a c h i n e . O t h e r
c o u n t e r t w o c l a s s e s o f robot: g u a r d b o t s a n d
r o b o t s a r e m o r e w i d e - r a n g i n g i n their abilities
drudgebots.
(butler r o b o t s , c l e a n i n g r o b o t s , e t c . ) , a n d m a y
Guardbots: T h e s e are robots specially de-
seem intelligent, b u t o n c e a p e r s o n h a s e x p e r i -
signed to perform security functions. Several
e n c e d their r e p e r t o i r e o f p r o g r a m m e d r e s p o n s e s
v a r i e t i e s exist, v a r y i n g in c o s t , s o p h i s t i c a t i o n ,
t o v a r i o u s stimuli, a n y s e n s e o f " p e r s o n a l i t y " i s
a r m a m e n t , a n d a r m o r . A few o f t h e m o r e c o m -
lost. T h e r e a r e a few r o b o t s , h o w e v e r , w h o s e
m o n versions are detailed in vehicle and robot
programming
card section of "Equipment" (robots start on
e n o u g h t o m a k e t h e m s e e m c a p a b l e o f intelli-
p a g e 3 1 3 ) . Tthis c h a p t e r c o v e r s e n c o u n t e r s
g e n t t h o u g h t (in t h e s a m e w a y t h a t a g o o d
with t h e m i n detail, b e c a u s e c h a r a c t e r s m a y
c o m p u t e r g a m e c a n often s e e m a l i v e ) . P C s
c o m e into conflict with t h e m fairly frequently.
should t a k e care not to attribute h u m a n e m o -
is wide-ranging
a n d flexible
Drudgebots: Drudgebots are robot laborers.
t i o n s t o s u c h c o n s t r u c t s , n o m a t t e r h o w "alive"
S o m e a r e i m m o b i l e a n d work o n f a c t o r y a s s e m -
they s e e m . A robot's behavior is dictated by
p r o g r a m m i n g , s o m e t i m e s a u g m e n t e d by re-
of the s p e e d a n d agility of their striking/cutting
m o t e instruction by radio. Consequently, even
appendages.
t h e m o s t "friendly" o r i n n o c u o u s r o b o t s c a n
Unarmed
Combat Damage: T h i s
is t h e
num-
b e r of hit p o i n t s inflicted by a b l o w from an a r m
s u d d e n l y p r o v e d e a d l y , without w a r n i n g .
or other a p p e n d a g e . Melee Weapon: N o t all For t h e p u r p o s e s of c o m b a t , robots are divided
robots have melee
w e a p o n s , but t h o s e with drills, s c r e w d r i v e r s ,
and
c u t t i n g s a w s , w e l d i n g t o r c h e s , a n d s o forth, d o .
nonvehicular. T h e particular c a t e g o r y into which a
R o b o t s with m u l t i p l e t o o l s like t h i s m a y h a v e
into two
broad
categories:
vehicular
given robot falls is defined in t h e e q u i p m e n t d e -
s e v e r a l w e a p o n listings. I f t h e r o b o t c a n n o t u s e
scriptions. T h e n o r m a l c o m b a t rules apply t o h u -
m o r e t h a n o n e a t a t i m e , t h i s fact i s specifically
m a n v e r s u s robot a n d robot v e r s u s robot f i r e c o m -
n o t e d . W e a p o n effects a r e defined b y t h e follow-
bat, e x c e p t as n o t e d below. Melee c o m b a t c a n only
ing t h r e e c h a r a c t e r i s t i c s :
robots.
• Range: Either s h o r t or l o n g . L o n g c o v e r s
Nonvehicular robots a r e assigned attribute n u m -
t h i n g s o n t h e e n d o f long s e r v o a r m s , while s h o r t
b e r s to e n a b l e their u s e in m e l e e c o m b a t .
covers things m o u n t e d closer to the torso.
be
carried
out
with
nonvehicular
Weapons: T h e w e a p o n s installed in robots a r e identical in p e r f o r m a n c e to t h o s e u s e d by c h a r a c -
• Hit Modifier: S o m e w e a p o n s a r e clumsier t h a n others. Hit modifiers c a n b e - 1 , - 2 , + 1 , a n d +2.
ters, e x c e p t t h a t t h e m a g a z i n e capacities a r e often
• Damage: T h i s is t h e a m o u n t of d a m a g e t h e
larger. Ratings for w e a p o n s a r e included with t h e
w e a p o n d o e s if it h i t s . (Melee w e a p o n s a v e r a g e
individual robot entries.
about 1D6 d a m a g e . )
Vehicular r o b o t s m a y n o t e n g a g e i n m e l e e
Fire c o m b a t a g a i n s t n o n v e h i c u l a r r o b o t s i s
combat. Nonvehicular robots use the normal
c a r r i e d o u t a c c o r d i n g t o t h e c o n v e n t i o n a l fire
m e l e e c o m b a t r u l e s , with t h e following e x c e p -
c o m b a t r u l e s o n p a g e s 8 2 - 8 9 . Fire c o m b a t
tions. Unarmed Combat: Robots m a y m a k e strike
against vehicular robots is carried according to the vehicular c o m b a t rules on p a g e s 1 0 9 - 1 1 9 .
attacks, escape attempts, or grapple attacks.
Hit p r o c e d u r e s a r e identical t o t h o s e g i v e n i n
T h e y m a y n o t m a k e diving b l o w s . U n a r m e d
t h o s e p a g e s , b u t b a t t l e d a m a g e differs, a s n o t e d
a t t a c k s by robots are resolved normally, but t h e
o n t h e following p a g e s .
r o b o t u s e s its Agility r a t i n g in p l a c e of M e l e e C o m b a t skill. A r m e d C o m b a t : O n l y r o b o t s which h a v e builtin melee weapons may m a k e armed melee a t t a c k s , a n d t h e y d o s o with t h e c h a r a c t e r i s t i c o f t h e w e a p o n . R o b o t s with m o r e t h a n o n e m e l e e w e a p o n c a n a t t a c k with e a c h o f t h e m i n e v e r y p h a s e i n w h i c h i t a t t a c k s , u n l e s s specifically prohibited by the robot description. Melee Ratings: For m e l e e c o m b a t , robots h a v e t h e following ratings: Agility: This is t h e robot's c h a n c e of connecting with a blow or a g r a p p l e a t t e m p t , a n d is a m e a s u r e
r e d u c e d t o half s p e e d . Critical d a m a g e m e a n s t h e fuel h a s exploded or t h e batteries h a v e b e e n hit (drenching t h e insides of t h e robot with acid), in either c a s e rendering t h e robot inoperative. Nonvehicular robots sustain d a m a g e as if they
Right/Left Leg: Legs c a n either m e a n a literal leg
were p e o p l e or a n i m a l s . E a c h robot's description
or another m e a n s of propulsion s u c h as a track unit
s t a t e s which c o l u m n on t h e H u m a n / A n i m a l Hit
or wheel. As in the c a s e of a r m s , robots m a y h a v e
Location Chart ( p a g e 3 2 2 ) is to be u s e d for that
a n u m b e r of legs other t h a n two or four, a n d leg hits
robot. Bipedal a n d q u a d r u p e d a l should not b e t a k e n
should b e distributed a t r a n d o m . Slight d a m a g e t o
literally, t h e y simply describe t h e general orientation
a leg/track/wheel h a s no effect other t h a n to c a u s e
of t h e robot. (Note that t h e s c r a t c h d a m a g e cat-
grinding noises. Serious d a m a g e r e d u c e s the robot's
e g o r y d o e s not apply to robots.)
s p e e d by half (halved again with e a c h s u c c e s s i v e
T h e specific results for robots a r e :
leg hit causing serious d a m a g e ) . Critical d a m a g e
Head: This r e p r e s e n t s t h e electronic center of t h e
m e a n s t h e robot is immobilized (although all other
robot, a n d c o n t a i n s s e n s o r s y s t e m s a n d t h e robot's
s y s t e m s m a y b e operational).
central p r o c e s s i n g unit (CPU) or "brain." Slight d a m a g e h a s n o effect. Serious d a m a g e m e a n s o n e sensor s y s t e m i s destroyed. Critical d a m a g e m e a n s t h e r o b o t ' s CPU is d a m a g e d , a n d t h e robot is "dead." Right/Left Arm: If a robot h a s only o n e a r m , t h e
With t h e exception of different specific results,
right/left designation is u n n e e d e d . If a robot h a s
t h e d a m a g e implementation s y s t e m for vehicular
m o r e t h a n t w o a r m s , hits should b e a s s i g n e d t o
robots is the s a m e as that u s e d in conventional
a r m s randomly, r e g a r d l e s s of whether a right or left
vehicle c o m b a t ( p a g e 1 1 5 ) . T h e specific results for
hit w a s rolled. Slight d a m a g e h a s no effect other
robots a r e as follows:
t h a n t o c a u s e t h e limb t o m a k e grinding noises;
Crewmember/Passenger:
If as a result of a hull
serious d a m a g e m e a n s the a r m loses t h e u s e o f a n y
hit, this r e p r e s e n t s d a m a g e to t h e robot's CPU.
tools or a t t a c h e d w e a p o n s ; a n d critical d a m a g e
Minor d a m a g e m e a n s that e a c h t a s k t h e robot
m e a n s the a r m h a s b e e n blown off.
a t t e m p t s to perform (firing o n e of its w e a p o n s ,
Chest: T h e c h e s t is w h e r e a r o b o t ' s w e a p o n s a n d
s e n d i n g a m e s s a g e for help, etc.) b e c o m e s two
a m m o (if a n y ) are k e p t . Slight d a m a g e m e a n s o n e
levels m o r e difficult. Major d a m a g e p u t s the robot
w e a p o n ( c h o s e n r a n d o m l y if m o r e t h a n o n e is
out of action—killing it, in other words. If t h e result
present) b e c o m e s inoperative for the r e m a i n d e r of
is a turret hit, this r e p r e s e n t s d a m a g e to o n e of t h e
t h e turn. If no w e a p o n s a r e present, t h e d a m a g e h a s
robot's s e n s o r s y s t e m s , p i c k e d at r a n d o m . Any
no effect. S e r i o u s d a m a g e m e a n s a w e a p o n ( c h o -
d a m a g e whatsoever p u t s this s y s t e m out of action
sen r a n d o m l y ) is put out of action p e r m a n e n t l y (if no
(the t y p e of d a m a g e is significant only when repairs
w e a p o n is p r e s e n t , it r e p r e s e n t s d a m a g e to t h e fuel
are attempted).
or batteries in t h e a b d o m e n , a n d t h e robot's s p e e d
Radio: This r e p r e s e n t s d a m a g e to a robot's c o m -
i s h a l v e d ) . Critical d a m a g e m e a n s that a n a m m u n i -
m u n i c a t i o n s e q u i p m e n t . This m e a n s t h e robot falls
tion explosion h a s o c c u r r e d , a n d t h e robot is ren-
b a c k on its default p r o g r a m m i n g , a n d c a n no longer
dered inoperative ( d e a d ) .
receive instructions or c o m m u n i c a t i o n s from else-
A b d o m e n : This r e p r e s e n t s t h e power plant of a robot. Slight d a m a g e m e a n s t h e robot begins t o
where. Engine: This r e p r e s e n t s d a m a g e to t h e robot's
s m o k e o r m a k e grinding n o i s e s (but otherwise t h e r e
power plant (either electrical or internal c o m b u s -
is no effect). Serious d a m a g e m e a n s t h e robot is
tion) . Minor d a m a g e m e a n s t h a t t h e robot c a n only
m o v e a t half n o r m a l s p e e d , a n d t h a t i t c a n n o t m o v e
Foodbot: A foodbot is a nonvehicular robot d e -
a n d f i r e a t t h e s a m e t i m e . Major d a m a g e m e a n s that
signed to t a k e food orders at r e s t a u r a n t s . T h e
t h e robot m a y not m o v e , a n d c a n only f i r e o n e
m a c h i n e is e q u i p p e d with voice-recognition soft-
w e a p o n at a t i m e .
w a r e a n d a limited n u m b e r of vocal r e s p o n s e s s u c h
Fuel: T h i s r e p r e s e n t s d a m a g e t o t h e r o b o t ' s power
as "Thank you for dining at Zhukov's! May I t a k e
s o u r c e , either t h e fuel t a n k or its r e c h a r g e a b l e
your order, p l e a s e ? " "Would y o u like to s p e a k to my
batteries. Fuel hits are adjudicated as in c o n v e n -
supervisor?" a n d t h e ever-popular "Would y o u like
tional vehicle c o m b a t . Battery hits result in t h e
c a b b a g e rolls with t h a t ? " F o o d b o t s are similar to
immobilization of t h e robot.
butlerbots, e x c e p t that they h a v e provisions to
Weapon/Ammo:
One
weapon
system
is
de-
stroyed. If no w e a p o n is p r e s e n t in t h e location
a c c e p t m o n e y a n d m a k e c h a n g e from a n a r m o r e d "safe" within their body.
d a m a g e d , t h e hit b e c o m e s a n a m m u n i t i o n hit.
Receptionistbot: This nonvehicular robot is pro-
A m m o hits a r e h a n d l e d a s conventional vehicle
g r a m m e d t o greet a n y o n e w h o c o m e s within r a n g e
c o m b a t . If no a m m u n i t i o n is p r e s e n t in t h e location
a n d a s k their b u s i n e s s . T h e sophistication of this
d a m a g e d , t h e hit h a s n o effect.
robot's voice-recognition software, a n d t h e pattern of r e s p o n s e s , varies with t h e particular duties of t h e robot. T h e c h e a p e s t versions of this robot look like
Burn d a m a g e a g a i n s t nonvehicular r o b o t s i s
b e v e r a g e vending m a c h i n e s ( a n d a r e e x t r e m e l y
halved, to reflect t h e fact t h a t m a c h i n e s a r e h a r d e r
r u g g e d ) . More e x p e n s i v e versions are h u m a n o i d in
t o d a m a g e b y h e a t t h a n are p e o p l e . Being o n f i r e
basic s h a p e , a n d deluxe m o d e l s m a y e v e n b e
completely d e s t r o y s infrared (IR) s e n s o r s , however.
e q u i p p e d with very realistic a p p e a r i n g skin a n d hair (these c a n easily be told from real h u m a n s by their limited m o v e m e n t s a n d precise " m a c h i n e " s p e e c h ,
T h e following a r e typical of d r u d g e b o t s t h a t t h e
as well as their inability to rise from their chair or
PCs m a y encounter, in t h e right c i r c u m s t a n c e s .
m o v e from behind their dais). N e e d l e s s to say, s u c h
Players should k e e p in m i n d t h a t while t h e s e robots
m o d e l s are very delicate, a n d are reserved for
a r e usually h a r m l e s s , t h e r e h a v e b e e n i n s t a n c e s of
c o r p o r a t e offices a n d t h e like.
t h e m b e i n g r e p r o g r a m m e d to attack. Of c o u r s e , it is
Repairbot: This is a small, s q u a t , nonvehicular
theoretically possible t h a t t h e P C s might d o s u c h
d r u d g e b o t with several a r m s ending in a s s o r t e d
r e p r o g r a m m i n g t h e m s e l v e s (using, for instance,
tools, intended to perform preventative m a i n t e -
t h e ROM burner m e n t i o n e d in " E q u i p m e n t " ) .
n a n c e a n d simple repairs o n other machinery,
Cleaningbot: This is a small, vehicular drudgebot with several a r m s (ending in various cleaning a n d polishing a t t a c h m e n t s ) , s o m e t i m e s found towing a wheeled t r a s h bin. Butlerbot: This nonvehicular robot r e s e m b l e s a small, four-wheeled cart. It is fitted with serving a r m s , a s e n s o r y a r m , a n d a n u m b e r of c o m p a r t m e n t s t o k e e p f o o d a n d drinks a t t h e o p t i m u m t e m p e r a t u r e . Butlerbots t a k e on c o m e s t i b l e s in t h e kitchen, t r a n s p o r t t h e m t o t h e dining a r e a , a n d s e r v e t h e m , a c c o m p a n i e d b y appropriate p h r a s e s ("Dinner is s e r v e d , " "More wine?" a n d "Would y o u c a r e for s o m e freshly ground p e p p e r ? " ) .
including other robots.
There is no doubt about it. The referee is the single most important person in a n y roleplaying campaign. Good players are essential, of course, but it is upon the referee's shoulders that most of the work falls. In this chapter, we are going to give an overview of the various aspects of a referee's function. Later chapters will go into more detail about specific things such as running NPCs, designing adventures, etc. When we say that the referee is the single m o s t important person in a roleplaying campaign, we m e a n primarily that the referee is central. In other words, the referee is sort of the linchpin upon which everything hangs. Let's t a k e a look at s o m e of the areas in which the referee plays this central role.
First of all, it is t h e referee w h o is primarily responsible
for t h e world in which t h e player c h a r a c t e r s live. T h e
t h e n letting the c h i p s fall where t h e y may. T h e s a m e
referee is t h e p e r s o n w h o is m o s t familiar with t h e
thing applied, of c o u r s e , to other sorts of conflict
g a m e b a c k g r o u n d , which m a k e s him o r her t h e
besides combat.
t o u c h s t o n e for t h e p l a y e r s ' imaginations. T h a t is to
T h e r e a r e s o m e p r o b l e m s with p e r c e i v i n g t h e
say, while e a c h of t h e players h a s s o m e m e n t a l
referee in this way, however. First of all, referees
i m a g e of t h e world in which t h e P C s live, it is t h e
could hardly act as d i s p a s s i o n a t e o b s e r v e r s of t h e
referee w h o k n o w s t h e m o s t a b o u t that world, w h o
battle, considering t h e fact that t h e y w e r e also
s e r v e s as t h e s h e p h e r d of their collective imagina-
responsible for playing t h e p a r t of ( m a k i n g tactical
tions.
decisions for) t h e PCs' o p p o n e n t . As well, in m o s t
As s u c h , t h e referee is responsible for m o r e t h a n
c a s e s it w a s t h e referee w h o d e s i g n e d t h e o p p o n e n t
just factual information a b o u t t h e g a m e world.
in t h e first p l a c e a n d set up t h e encounter. In other
P e r h a p s e v e n m o r e importantly, t h e referee is also
words, while t h e referee in a sports event is e x p e c t e d
t h e primary c o n v e y o r o f a t m o s p h e r e .
to h a v e no p a r t in either t e a m ' s play, t h e referee in a roleplaying session h a s traditionally h a d to adjudicate t h e rules while a t t h e s a m e t i m e playing a s
T h e referee is also, of c o u r s e , t h e central force in
o n e of t h e t e a m s .
t h e individual stories (adventures) that t h e P C s
Another p r o b l e m with viewing t h e referee as an
e x p e r i e n c e . This is true whether you t e n d to run
impartial arbiter h a s c o m e about as a result of
tightly p a c e d , episodic a d v e n t u r e s or instead just
c h a n g e s c o n c e r n i n g t h e w a y s in which p e o p l e
let t h e p l a y e r s w a n d e r w h e r e t h e y will. Referees
roleplay. In early roleplaying g a m e s , play w a s
w h o run p r e g e n e r a t e d a d v e n t u r e s are certainly t h e
m u c h m o r e like a b o a r d g a m e in which t h e PCs
primary force in t h e story, b e c a u s e t h e y s e r v e to
were p a w n s (being little m o r e t h a n a collection of
k e e p t h e P C s on t r a c k with the p r e d e t e r m i n e d plot.
attributes). But with t h e p a s s a g e of time, t h e r e h a s
But t h e s a m e centrality is true of referees at t h e
b e e n a growing t e n d e n c y for roleplayers to think of
other e x t r e m e , w h o c o m e t o a n a d v e n t u r e session
their c h a r a c t e r s as personalities. As a c o n s e q u e n c e ,
with next to nothing in t e r m s of n o t e s a n d run things
continually m o r e of t h e action in a roleplaying
"by t h e s e a t of their p a n t s . " In either c a s e , t h e
session t a k e s p l a c e in t h e imagination, a n d less on
referee r e a c t s to t h e PCs' actions, telling the p l a y e r s
paper. Less action on p a p e r m e a n s fewer hard-
what their c h a r a c t e r s s e e , playing t h e p a r t s of t h e
and-fast rules, which m a k e s refereeing a less m e -
NPCs, a n d just generally being t h e world t h a t t h e
chanical j o b .
PCs live in.
T h e r e is a s e c o n d important r e a s o n why this m o v e toward m o r e fully imagined player c h a r a c t e r s results in a less impartial referee. T h a t is, t h e
In t h e field of roleplaying g a m e s , it h a s long b e e n
m o r e imagination a n d emotional energy a player
c u s t o m a r y to think of t h e referee as t h e final arbiter
invests in a character, t h e less e a s y it is for t h e
o f t h e g a m e rules. T h e earliest roleplaying g a m e s
player to watch that c h a r a c t e r die. As long as P C s
characterized t h e referee a s a n impartial j u d g e ,
w e r e little m o r e t h a n n u m b e r s with n a m e s , a PC
m u c h like t h e referee of a s p o r t s event. (In fact,
d e a t h as t h e result of an unlucky die roll could be
t h a t ' s w h e r e t h e widely u s e d roleplaying t e r m
a c c e p t e d pretty easily. But t h e m o r e fully players
"referee" c o m e s from.) As a c o n s e q u e n c e , if t h e
identify with their c h a r a c t e r s , t h e m o r e painful
player c h a r a c t e r s e n c o u n t e r e d s o m e n a s t y b e a s t
losing t h o s e c h a r a c t e r s b e c o m e s .
a n d b e g a n c o m b a t i n g it, t h e referee w a s s u p p o s e d
This is only natural. Think of it this way: T h e
t o s e r v e a s a n arbiter o f t h e g a m e rules, applying
m o r e fully players imagine their c h a r a c t e r s , t h e
t h e m e q u a b l y t o b o t h t h e P C s a n d their o p p o n e n t ,
m o r e roleplaying b e c o m e s like creating f i c t i o n ,
a n d n o o n e likes t o s e e t h e p r o t a g o n i s t o f a p i e c e o f fiction die. P C s a r e t h e p r o t a g o n i s t s of roleplaying Because Dark Conspiracy, Cadillacs and Dinosaurs, and second edition Twilight: 2 0 0 0 are all based upon the same general rules system, it is possible to use elements of o n e g a m e in either of the others. However, due to differences among the central themes of the games, there m a y be some slight adaptations to be made. In order to accomplish that, you will need to understand In what ways the rules of Dark Conspiracy diverge from those of the others. Most obvious, of course, h a s been the addition of a seventh a t t r i b u t e Empathy—and its related skills. If you wish to use characters from Twilight: 2 0 0 0 or Cadillacs and Dinosaurs in Dark Conspiracy, you may want to allow a chance for Empathy skills to manifest in them at the time of conversion. One way to do this is to roll 1D10-5 to determine each character's Empathy rating, and if that c o m e s up greater than 0, roll again for each Empathy skill, with the skill maximum limited by the value of the attribute. If you prefer, roll 1D6-1 for the attribute, but we recommend 1D10-5 for the skills, nonetheless. There are a few other skill differences among the games, as well. Because Twilight: 2 0 0 0 emphasizes military conflict, it has more militarily oriented skills than Dark Conspiracy, with its emphasis on (civilian) horror, and both are different from the technologically more primitive world of Cadillacs and Dinosaurs. As an example, while Twilight: 2 0 0 0 has a Pilot skill with Fixed-Wing and Rotary as cascades, Pilot in Dark Conspiracy also includes Shuttle as a cascade, while Cadillacs and Dinosaurs has no Pilot skill at all. When converting from one game to another, referees will have to judge references to skills on a case by case basis, determining what skills overlap functions. Try to be fair to each particular PC's initial concept (don't consider Twilight: 2 0 0 0 or Cadillacs and Dinosaurs characters to be lacking will just because there is no Willpower skill in the games, for instance), and recognize that skill listings are not intended to define characters' limits, but rather their abilities. If you wish, you may use career listings from one game to supplement another. For example, in Dark Conspiracy, military career possibilities are less detailed than those in Twilight: 2 0 0 0 . Marine sniper in Dark Conspiracy is subsumed under "Elite Forces," for instance, while in Twilight: 2 0 0 0 it is a separate listing. But there is nothing to prevent you from using the Twilight: 2 0 0 0 marine sniper career to create a Dark Conspiracy character. Just translate the career's Mountaineering listing to Climbing, and allow the character to spend an extra skill level or two for skills per term (Dark Conspiracy characters tend to get more skills per term to enhance the g a m e ' s more cinematic nature). Use the secondary activities list from Dark Conspiracy. Equipment listings among the three games have largely the same statisictics, but there are a couple of differences. First, the equipment availability codes m e a n different things in Dark Conspiracy and Twilight: 2 0 0 0 (Cadillacs and Dinosaurs h a s no availability codes). In Dark Conspiracy, the first letter is availability without a contact, the second through a contact. In Twilight: 2 0 0 0 , the first letter is availability to Western forces, the second to Eastern. Referees of one game, using equipment listings from the other, should change these codes as seems appropriate. Second, notice that while Dark Conspiracy vehicles have a Cruise Speed listed (which is kilometers per hour). Twilight: 2 0 0 0 vehicles have a Travel Movement (kilometers per four-hour period) rating instead. This is because in Dark Conspiracy travel is usuallly by road from city to city, while in Twilight: 2 0 0 0 it is generally cross-country and exploratory. Multiply Cruise Speed by two to get Travel Movement (and divide Travel Movement in half to get Cruise Speed). In this way. Twilight: 2 0 0 0 ' s travel rules can be applied to Dark Conspiracy adventures involving long, off-road travel through Demonground or protodimensions, if the referee desires to focus on the hour after hour grind of such travel. By the s a m e token. Twilight: 2 0 0 0 ' s fatigue rules and vehicle maintainance rules can easily be applied to Dark Conspiracy in such adventures. (The referee c a n extrapolate base maintainance values for Dark Conspiracy vehicles by comparing them to similar vehicles from Twilight: 2 0 0 0 . )
adventures. If t h e referee's function is b e c o m i n g p e r c e i v e d l e s s as t h a t of an impartial arbiter of hard-and-fast rules, a n d is n o w b e i n g t h o u g h t of m o r e as a s t a g e setter a n d c o a c h , y o u m i g h t s u p p o s e t h a t t h e t a s k h a s b e c o m e easier. After all, t h e r e a r e fewer rules to know. But actually, t h e j o b of referee h a s b e c o m e , in m a n y ways, m o r e demanding. Fewer hard-and-fast rules m e a n m o r e d e m a n d s u p o n imagination, but i t i s this e m p h a s i s u p o n imagination t h a t a l s o m a k e s t h e referee's j o b m o r e satisfying.
L e t ' s f a c e it. Not only is t h e referee typically t h e p e r s o n w h o b u y s t h e g a m e , l e a r n s t h e rules, a n d p u t s a g r o u p of p l a y e r s together, it is generally a l s o t h e referee w h o s e t s t h e t i m e a n d p l a c e for t h e g a m i n g s e s s i o n . If y o u think of a roleplaying s e s s i o n as a social get-together, generally it is t h e referee who plays host. We'd like to m a k e a s u g g e s t i o n at this point. We strongly r e c o m m e n d t h a t y o u , as referee, foist off on s o m e o n e e l s e i n y o u r g r o u p t h e j o b o f hosting y o u r roleplaying s e s s i o n . I t m a y b e t h e c a s e t h a t you think it n e c e s s a r y to call t h e p l a y e r s yourself before a s e s s i o n , t o m a k e s u r e y o u k n o w w h o i s going t o s h o w u p . But w e u r g e y o u t o h a v e t h e s e s s i o n actually held a t s o m e o n e e l s e ' s h o m e . T h a t way, t h e r e will b e s o m e o n e else t o a n s w e r q u e s t i o n s a b o u t w h e r e t h e p a p e r c u p s a r e , o r t o point p e o p l e t o t h e b a t h r o o m , allowing y o u t o c o n c e n t r a t e o n moderating the g a m e . By t h e way, getting s o m e o n e e l s e to t a k e p a r t of t h e responsibility in this w a y is a p r i m a r y s t e p t o w a r d establishing a s t r o n g s e n s e of c o m m u n i t y effort in your roleplaying s e s s i o n s . As we will e x plain in m o r e detail in t h e n e x t c h a p t e r s , this c o m m u n i t y effort c a n h e l p to enrich t h e p l o t s of a d v e n t u r e s , bring N P C s m o r e fully to life, t r a n s l a t e die m e c h a n i c s into vivid story e l e m e n t s , a n d generally m a k e t h e referee's j o b m u c h e a s i e r while a t t h e s a m e t i m e e n h a n c i n g e n j o y m e n t for e v e r y o n e .
A s t h e r e f e r e e , y o u will h a v e t h e p r i m a r y r e s p o n s i b i l i t y for s e t t i n g a n d m a i n t a i n i n g t h e a p p r o p r i a t e a t m o s p h e r e in y o u r Dark Conspiracy c a m p a i g n . In order to accomplish that, you n e e d to h a v e a firm g r a s p of j u s t w h a t Dark Conspiracy is really all a b o u t . So far in t h i s b o o k , w e h a v e w o r k e d t o evoke t h e s e n s e o f m y s t e r y a n d w e i r d n e s s t h a t m a k e s Dark Conspiracy w h a t it is. Now—for r e f e r e e s o n l y — w e a r e g o i n g t o t a l k frankly a b o u t t h e i n g r e d i e n t s t h a t m a k e u p t h e Dark Conspiracy milieu. Unless you frain your
to
referee,
you
should re-
from reading the following section. Much of enjoyment
will come crets,
intend
of the
from
so don't ruin
first
several
gradually discovering
adventures these
se-
it for yourself.
Dark Conspiracy is set in t h e n e a r future. But it is a bleak, s h a t t e r e d future. T h e Earth h a s c h a n g e d dramatically in t h e few y e a r s which h a v e p a s s e d . Obviously s o m e central event h a s t a k e n p l a c e t o alter t h e n o r m a l c o u r s e of history. As referee y o u n e e d to be familiar with that event, while p l a y e r s will only k n o w (at first) t h e results of it. As g a m e t i m e p a s s e s , t h e y will gradually p i e c e t o g e t h e r t h e explanation. In fact, solving this m y s t e r y will be a major t h e m e in t h e early a d v e n t u r e s of your players, so it is important that, at least at first, y o u not let t h e cat out of t h e b a g . Please do not let this betrayal of s e c r e t s kill your own s e n s e of t h e Dark Conspiracy m y s t i q u e . T h e material below is intended as a firm foundation u p o n which you c a n build your own Dark Conspiracy c a m p a i g n . It is n o t m e a n t as a m a r k i n g off of rigid b o u n d a r i e s . In other words, o n c e you a r e privy to t h e s e b a s i c s , y o u c a n graft your own weird ideas u p o n t h e m . In later c h a p t e r s , you will find a m p l e e x a m p l e s of h o w we applied t h e s e b a s i c s in translating outside material into Dark Conspiracy terms.
T h e n e w s terrified t h e e x p l o r e r s . I t m e a n t t h a t t h e i n h a b i t a n t s o f t h e world w e r e n o t o n l y intelIn 1 9 4 5 , a l a r g e interstellar e x p l o r a t o r y v e s -
ligent, b u t w e r e p o i s e d o n t h e brink o f t h e a t o m i c
sel e n t e r e d t h e o u t e r s o l a r s y s t e m . T h e v e s s e l
a g e . S p a c e e x p l o r a t i o n w o u l d follow s o o n . Fur-
h a d b e e n l a u n c h e d n e a r l y 1 0 0 0 y e a r s earlier,
t h e r m o r e , additional atomic detonations in the
h u n d r e d s o f l i g h t - y e a r s from E a r t h . T h e crew,
a t m o s p h e r e i n d i c a t e d a p r e o c c u p a t i o n with
w h i c h w a s c o m p o s e d o f r e p r e s e n t a t i v e s o f four
w e a p o n r y a n d a n e a r - t o t a l d i s r e g a r d for t h e
different, highly intelligent, s p a c e f a r i n g r a c e s ,
p l a n e t a r y e c o s y s t e m . S t u d y o f r a d i o a n d early
w a s h e l d in a s t a t e of s u s p e n d e d a n i m a t i o n ,
t e l e v i s i o n b r o a d c a s t s i n d i c a t e d a high d e g r e e of
w a i t i n g for t h e t i m e t h a t t h e s h i p ' s i n s t r u m e n t s
xenophobia and paranoia, p e r h a p s brought on
w o u l d d e t e c t a world c a p a b l e of s u s t a i n i n g life.
b y t h e long a n d c o s t l y w a r r e c e n t l y c o m p l e t e d .
By early 1 9 4 6 t h e ship had penetrated to t h e
While t h e i n h a b i t a n t s o f E a r t h c o u l d p o s e n o
inner s o l a r s y s t e m a n d h a d identified E a r t h a s a
i m m e d i a t e t h r e a t t o t h e e x p l o r e r s , within d e -
h a b i t a b l e world, t h e o n e - i n - 1 0 0 0 c h a n c e o c c u r -
c a d e s t h e y would h a v e t h e ability t o d o s o . I f
r e n c e for w h i c h t h e s h i p h a d b e e n built. It w o k e
they b e c a m e a w a r e of the p r e s e n c e of the aliens
t h e crew, w h i c h b e g a n t o s u r v e y a n d e x p l o r e t h e
a n d m a d e a c o n c e r t e d effort t o d e s t r o y t h e m ,
planet.
t h e y c o u l d easily d o s o within a s s h o r t a p e r i o d
T h e first p r o b e w a s l a u n c h e d i n m i d - 1 9 4 6 . While p a s s i n g o v e r t h e Pacific O c e a n , i t recorded the first of three nuclear detonations of t h e C R O S S R O A D S t e s t s e r i e s a t E n i w e t o k Atoll.
as, perhaps, 10 years. How w a s t h i s s o , g i v e n t h e a d v a n c e d s t a t e o f the explorers' technology? First, t h e e x p l o r e r s w e r e a s m a l l g r o u p , n o
m o r e t h a n a few h u n d r e d b e i n g s . T h e y w e r e
extraterrestrials. The bodies and the wreckage of
c o m p l e t e l y i s o l a t e d from their h o m e w o r l d s ,
t h e alien craft w e r e t a k e n t o W r i g h t - P a t t e r s o n Air
w h i c h w e r e l o c a t e d literally h u n d r e d s of light-
Force Base where they were first studied and,
y e a r s a w a y . N o h e l p c o u l d b e e x p e c t e d from t h a t
eventually, p e r m a n e n t l y s t o r e d . Very little infor-
quarter.
m a t i o n w a s g l e a n e d from t h e i n v e s t i g a t i o n — n o
S e c o n d , t h e a l i e n s w e r e , for all p r a c t i c a l pur-
m o r e t h a n a n 1 8 t h - c e n t u r y s c i e n t i s t w o u l d dis-
p o s e s , u n a r m e d . S i n c e their m i s s i o n w a s o n e o f
c o v e r from t h e w r e c k a g e of a h o m e c o m p u t e r if
e x p l o r a t i o n , t h e y h a d a few s i d e a r m s for d e f e n s e
it w e r e d r o p p e d from t h e t o p of a 2 0 - s t o r y
a g a i n s t local a n i m a l life, b u t virtually n o h e a v y
building.
weaponry. They were certainly u n p r e p a r e d to
After s o m e t i m e , Air F o r c e a n d g o v e r n m e n t
i n v a d e or c o n q u e r a p l a n e t c o n t a i n i n g o v e r a
officials w e r e c o n t a c t e d b y t h e e x t r a t e r r e s t r i a l s .
billion i n h a b i t a n t s . M o r e t o t h e point, t h e y w e r e
T h i s c o n t a c t w a s e x t r e m e l y t e n t a t i v e a t first, d u e
unwilling t o d o s o — t h e i r i n t e n t i o n s h a d n e v e r
to a t r e m e n d o u s reluctance on the part of the
b e e n a g g r e s s i v e o r violent.
e x p l o r e r s t o m a k e their e x i s t e n c e k n o w n t o t h e
The decision w a s m a d e to continue to survey
p u b l i c . T h e y insisted t h a t t h e g o v e r n m e n t m a i n -
the planet and the nearby worlds of the solar
t a i n t h e c l o a k o f s e c r e c y c o n c e r n i n g their exist-
system, but to do so clandestinely.
e n c e for fear t h a t t h e r e s u l t i n g p u b l i c h y s t e r i a
In e a r l y J u l y of 1 9 4 7 , a s c o u t s a u c e r e x p e r i -
would lead to an active c a m p a i g n to e x t e r m i n a t e
e n c e d a c o m p l e t e a n d catastrophic electrical
t h e m . Nevertheless, trust gradually grew be-
failure a n d c r a s h e d n e a r C o r o n a , N e w M e x i c o .
t w e e n t h e ETs a n d h u m a n s , a n d a n u m b e r o f
Found in the w r e c k a g e were the bodies of two
friendships developed over t h e y e a r s .
In addition to clandestine s u r v e y s of t h e Earth, t h e explorers w e r e b u s y investigating m o s t of t h e p l a n e t s a n d m o o n s of t h e solar s y s t e m . In 1 9 8 3 , however, c a t a s t r o p h e struck. A small survey t e a m discovered what were obviously structural ruins of t r e m e n d o u s a g e o n t h e J o v i a n m o o n I o a n d ventured into t h e interior. E q u i p p e d with high-energy fusion disrupter drills, t h e explorers tunneled d e e p below t h e ruins, unknowingly breaking an energy seal on an ancient portal to an alternate universe. T h e details of t h e e n c o u n t e r that followed will never be k n o w n in their entirety. W h a t is certain is that t h e four extraterrestrial explorers e n c o u n t e r e d an alien c o n s c i o u s n e s s which w a s both incredibly powerful a n d evil b e y o n d t h e e x p e r i e n c e of any intelligent r a c e . This w a s t h e first direct c o n t a c t b e t w e e n a sentient r a c e a n d t h e Dark O n e s , inhabitants of twisted, c o r r u p t e d alternate realities. Others were s o o n to follow. T h r e e of t h e five explorers survived that first encounter, but their personalities were completely d o m i n a t e d by t h e darkling mind. T h e four extraterrestrial r a c e s c o m m u n i c a t e d empathically, a n d were a c c u s t o m e d t o o p e n i n g their m i n d s t o their c o m p a n i o n s . This m a d e p o s sible t h e c a t a s t r o p h e which quickly followed. Over t h e c o u r s e of t h e next year, t h e Dark O n e s ' influence s p r e a d t h r o u g h o u t t h e crew of t h e extraterrestrial exploratory vessel like wildfire, taking over mind after mind. By t h e t i m e the crew realized what w a s h a p p e n i n g , it h a d s p r e a d t o o far to s t o p . T h o s e extraterrestrials w h o s e m i n d s p r o v e d t o o powerful t o d o m i n a t e w e r e m u r d e r e d b y their f o r m e r c r e w m a t e s . In t h e final w e e k s of t h e struggle that followed, o n e of t h e last surviving uncontrolled explorers offered t h e following observation to an Air F o r c e lieutenant general: "I fear we h a v e o p e n e d the wrong door." Only a handful of extraterrestrials n o w r e m a i n alive w h o are not d o m i n a t e d by Dark O n e s , a n d t h e y a r e d e s p e r a t e , h u n t e d fugitives. All h a v e t a k e n shelter with secret c o m m u n i t i e s of h u m a n e m p a t h s , w h o mentally shield t h e m f r o m t h e probing t h o u g h t s
of t h e Dark O n e s a n d their minions. Only in this way h a v e they b e e n able t o e s c a p e detection. T h e protecting g r o u p s of h u m a n s carefully guard t h e secret of their location a n d e v e n their existence. Even s o , word occasionally l e a k s out d u e t o o n e c a r e l e s s act or another, a n d t h e n shambling, bloody horrors d e s c e n d on t h e small cell, slaughtering all they find. Many of t h e mentally controlled extraterrestrials were driven m a d b y t h e experience, although t h e y were s e l d o m r e d u c e d to a state of h e l p l e s s n e s s by their condition. Instead, they b e g a n exhibiting bizarre behavior. By 1 9 8 5 r e p o r t s b e g a n to a p p e a r in t h e n e w s m e d i a , particularly t h e tabloids, of h u m a n a b d u c t i o n s by U F O s , followed by horrifying biological e x p e r i m e n t s . S o m e t i m e s victims were returned to Earth, their m e m o r i e s erased. Neither t h e experim e n t s nor t h e return of t h e subjects were t h e a c t s of rational b e i n g s . In fact, t h e very irrationality a n d s e e m i n g p o i n t l e s s n e s s of t h e a b d u c t i o n s m a d e it difficult for t h e victims to gain a public hearing. A few of t h e controlled extraterrestrials r e m a i n e d rational (but p o s s e s s e d ) and, at t h e direction of t h e guiding Dark O n e s , b e g a n to visit n u m e r o u s ancient sites on Earth. T h e s e sites were locked portals to other d i m e n s i o n s , d i m e n s i o n s which w e r e only pale, dark s h a d o w s of our own, inhabited by twisted, perverted b e i n g s . For countless millennia, t h e portals h a d b e e n locked by e n e r g y barriers t o o powerful for t h e Dark O n e s to o v e r c o m e . Now, with t h e aid of t h e technologically sophisticated drillingtools of t h e extraterrestrials, they were able to b r e a c h barrier after barrier. T h e m e n t a l efforts of t h e s e Dark O n e s t h r o u g h out t h e a g e s t o bridge t h e g a p b e t w e e n our dimension a n d their o w n h a d left their m a r k s o n h u m a n s in the form of m e n t a l impressions. T h e s e i m p r e s s i o n s h a d resulted in m y t h s a n d legends: werewolves, v a m p i r e s , z o m b i e s . In earlier t i m e s minions of t h e lords of t h e s e dark d i m e n s i o n s h a d slipped through t h e portals, but h a d eventually b e e n either extermin a t e d or driven into r e m o t e a r e a s . Now, however, they h a v e r e e m e r g e d a n d h a v e b e e n joined b y new monstrosities from b e y o n d t h e dimensional portals.
The cities of Dark Conspiracy are teeming, dangerous places. Many small towns have disappeared, and the largest cities h a v e now mushroomed into sprawling metroplexes, e a c h with millions of inhabitants. Most cities are m a d e up of varying amounts of the following seven distinct types of areas: Dreamland: Usually the heart of the city is dominated by the plazas of the largest and most important megacorporations. This area is called Dreamland by most city inhabitants, as the standard of living inside its walls is far beyond anything they could aspire to. Each of these plazas is surrounded by a sturdy wall (often decorated with colorful mosaics or murals) and typically covered with a geodesic dome, similar to those over m a n y sports arenas. There is considerable park land in the plazas, as well as open spaces. Corporate facilities are housed in massive towers. These have shops and restaurants on the lowest levels, followed by middle-income apartments (for corporate employees), followed by the corporate offices themselves, and surmounted by the living quarters of the highest executives of the company. Security is more exacting at every level. C o r p o r a t e security provides virtually all law e n f o r c e m e n t in D r e a m l a n d . Living quarters at the top are palatial. Indoor personal swimming pools, sound-activated fountains, personal and robotic servants, and holographic entertainment rooms are only a few examples of the luxuries enjoyed by corporate leaders. Mike-Town: Mike-Town is taken up with independent shops and modest-income housing. It has the look of a crowded and slightly run-down inner city neighborhood, but it is vibrant and full of people making it on their own (if just barely). Municipal police patrol Mike-Town on an irregular basis, but local volunteer community groups (a.k.a. vigilantes) supplement their efforts. There is considerable night life in Mike-Town, as well, and m o s t business deals are, by tradition, negotiated over drinks at noisy, poorly lit bars. Bars in Mike-Town can be tough, but are usually not deadly. 'Bot City: Most industrial production is carried out in automated factories. These are usually concentrated in
industrial areas of the city, called" 'Bot City" (due to the
Ant Hills: Ant hills are the densely populated, low-
extensive use of robots).There is little residential housing
income (and no-income) slums of the city. Many build-
(all of it very bad), and the only people usually found here
ings are collapsed, and those standing are heavily
are police, corporate security, maintenance technicians,
damaged. (Only lucky inhabitants have running water,
and delivery personnel.
electricity, and intact windows.)
Precincts: Since p a s s a g e of the Voting Rights Act of
Crime is rampant, and violence an accepted m e a n s
1997, megacorporations have a m a s s e d tremendous
of interpersonal interaction. Many Ant Hill areas are no
political power by buying the proxy votes of financially
longer patrolled by the police, and are posted "You Are
destitute people. Many of t h e s e so-called "ballotmen"
Now Leaving A Controlled Area." Occasional police
live in c o r p o r a t e - s u p p l i e d housing, similar to the
sweeps (growing less frequent) are supported by heli-
"projects" of t h e late 20th century. Most of t h e s e
copters and armored vehicles. S o m e are now officially
projects h o u s e t h e equivalent of about o n e municipal
police free fire zones, with 24-hour curfews.
precinct's worth of voters, hence the n a m e . Ballotmen receive a c o r p o r a t e dole consisting of
' B u r b s : T h e s u b u r b s a r e also p o p u l a t e d b y t h e otherwise h o m e l e s s poor. While t h e r e is occasional
small a m o u n t s of s p e n d i n g money, regular ship-
opportunity for e m p l o y m e n t closer to t h e city c e n -
m e n t s of clothing ( p a p e r coveralls), food (similarto
ter, t h e s u b u r b s a r e all but a b a n d o n e d e x c e p t by t h e
c o m b a t rations, typically Russian), a n d s o m e luxu-
destitute a n d m a d .
ries ( s o a p , e y e g l a s s e s , etc.). T h e y s p e n d their d a y s
Demonground: Urban Demonground consists of
in barracks-style a p a r t m e n t s , watching free c o r p o -
areas of the city now deserted by h u m a n s and inhabited
rate cable TV, a n d their nights in t h e r a m s h a c k l e sin-
by Dark Ones. These areas have been altered into
mills that s u r r o u n d t h e m .
habitats more familiar to their new residents.
c h e m i c a l s , a n d b y tilling t h e fields with n o r e g a r d for e r o s i o n . After a few s e a s o n s of t h i s intensive Before t h e G r e a t e r D e p r e s s i o n , n e a r l y e v e r y
agriculture, the land b e c o m e s unusable, trans-
i n c h o f a r a b l e l a n d i n t h e world w a s d e v o t e d t o
f o r m e d into a c h e m i c a l - s t i n k i n g m o r a s s of clay
p r o d u c i n g c r o p s , with h i g h - t e c h f a r m m a c h i n -
and m u d , worn to raw bedrock in spots. Then the
ery, high-yield h y b r i d s , a n d a d v a n c e d fertilizers,
a g r i c o r p s m o v e o n t o n e w fields a n d s t a r t t h e
h e r b i c i d e s , a n d p e s t i c i d e s all w o r k i n g t o m a x i -
p r o c e s s all o v e r a g a i n .
m i z e p r o d u c t i o n . Mow, a few e n o r m o u s a g r i -
O n e result of all of t h i s is an a c c e l e r a t e d
business conglomerates have taken over crop
d e p o p u l a t i o n of rural r e g i o n s . O n l y a relatively
p r o d u c t i o n , a n d with their c o m i n g a n u m b e r of
few d i e - h a r d s r e m a i n . S o m e a r e f a r m e r s w h o
significant c h a n g e s h a v e o c c u r r e d .
refuse t o l e a v e t h e i r l a n d , w o r k i n g t o p r o d u c e
First, o n l y a p o r t i o n of t h e old f a r m l a n d is in
e n o u g h t o feed t h e m s e l v e s , with e n o u g h e x c e s s
u s e a n y longer. T h e a g r i c o r p s p r o d u c e s u c h h i g h
t o b a r t e r with t h e i r n e i g h b o r s o r t r a d e r n t h e
yields that m o s t smaller operations have gone
s h r u n k e n towns and villages. T h e y also supple-
c o m p l e t e l y o u t o f b u s i n e s s . But t h e c o r p s culti-
m e n t their diets by hunting t h e new wilderness of
vate only a small portion of t h e possible land, so
a b a n d o n e d fields.
t h e r e s t lies fallow, p r o d u c i n g (at b e s t ) t h i c k
If it w e r e n o t for m o d e r n p r o b l e m s s u c h as a c i d
t a n g l e s o f w e e d a n d b r u s h w h e r e o n c e food
rain a n d r a d i a t i o n l e a k a g e t h r o u g h t h e E a r t h ' s
c r o p s flourished.
riddled o z o n e layer, t h e s e rural p o p u l a t i o n s would
S e c o n d , the agricorps work by force-growing experimental
hybrids
with
yield-enhancing
s e e m to h a v e s t e p p e d backward nearly a cent u r y in t i m e .
Corp F a r m s : D o t t e d a c r o s s t h e l a n d s c a p e a r e huge agricorp farm complexes. T h e s e vast tracts of land are mostly roadless, as giant robot plows h a v e o b l i t e r a t e d m o s t o f t h e g r a v e l , dirt, a n d b l a c k t o p r o a d s w h i c h o n c e linked f a r m h o u s e s t o the main highways. The farm c o m p l e x e s h a v e m a c h i n e s h o p s , b a r r a c k s for m a i n t e n a n c e workers, a helipad (helicopters are used to inspect the
"Many things just aren't what they used to be. A weekend in the country is fairly high on that list." —Zena Marley (Early 21st-century mercenary-philosopher)
land a n d m o v e m a i n t e n a n c e personnel t o repair broken-down machinery), and crude recreation
h a b i t a b l e . But o t h e r p a r t s a r e s p a r s e l y i n h a b i t e d
facilities.
b y v a r i o u s g r o u p s o f p e o p l e e s t r a n g e d from
T o w n s t h a t lie o n t h e p e r i p h e r y o f t h e s e c o r p farms are both blessed and cursed by the corpo-
s o c i e t y for o n e r e a s o n o r a n o t h e r . Biker is a g e n e r i c t e r m for t h e m o s t d a n g e r o u s
rate p r e s e n c e . Corporate workers are discour-
o f t h e s e , a n d i t refers n o t s o m u c h t o m o d e o f
a g e d from m i n g l i n g with t h e local p o p u l a t i o n ,
t r a n s p o r t a t i o n a s t o a b r u t a l , violent life-style.
b u t t h e y often f r e q u e n t t o w n b a r s a n d d a n c e
B i k e r s t r a v e l i n g r o u p s o f from o n e t o six d o z e n .
h a l l s for d i v e r s i o n . R e l a t i o n s b e t w e e n t h e t o w n
S o m e ride m o t o r c y c l e s , b u t m a n y ride h e a v i l y
populations a n d farm workers are strained at
modified t r u c k s a n d c a r s . T h e s e g a u d i l y p a i n t e d
b e s t , a n d m o r e often d o w n r i g h t h o s t i l e .
v e h i c l e s often h a v e i m p r o v i s e d a r m o r a n d light
Rural i n t e r s t a t e s a r e still m a i n t a i n e d , t o a n
w e a p o n s m o u n t e d o n t h e m , a s well a s h a v i n g
extent, a n d patrolled by state police cars. Never-
b i z a r r e d e c o r a t i v e a d d i t i o n s . B i k e r s live b y hi-
theless, travel along t h e highways is d a n g e r o u s ,
j a c k i n g t r u c k c o n v o y s , terrorizing local t o w n s , o r
particularly at night. M e g a c o r p s which u s e the
s o m e t i m e s hiring o u t t o t h e a g r i c o r p s a s local
interstates to haul bulk cargo by truck maintain
muscle.
g u a r d e d fuel a n d r e s t s t a t i o n s a l o n g t h e r o a d , b u t
Nomad c o v e r s a v a r i e t y of l e s s d a n g e r o u s
i n d e p e n d e n t d r i v e r s a r e f o r c e d t o p u r c h a s e fuel,
( u s u a l l y ) i n h a b i t a n t s . N o m a d s live off t h e l a n d
food, a n d l o d g i n g in local t o w n s , often at e x o r b i -
b y h u n t i n g a n d foraging, a n d g e n e r a l l y r e s o r t t o
t a n t r a t e s . A l s o , local sheriffs a n d p o l i c e i n t h e
v i o l e n c e only i n s e l f - d e f e n s e . N o m a d s i n c l u d e
small road t o w n s are notoriously brutal and
Native A m e r i c a n s attempting to reestablish their
corrupt.
b o n d with t h e l a n d , e c o - u t o p i a n s p r a c t i c i n g a
The Out-Law: J u s t as t h e r e are p a r t s of t h e cities
s i m p l e r a n d l e s s d e s t r u c t i v e life-style, m e n a n d
no longer patrolled by t h e police, t h e r e a r e large
w o m e n p u r s u e d b y powerful c o r p o r a t i o n s w h o
s t r e t c h e s of t h e c o u n t r y s i d e which a r e officially out
h a v e fled t o t h e c o u n t r y s i d e , a n d a s t a r t l i n g a r r a y
of a n y legal jurisdiction ( e x c e p t for t h e federal
of genuine eccentrics and crazy people.
g o v e r n m e n t ) . T h e s e a r e a s are called t h e Out-Law.
O v e r s e a s : I n Third World n a t i o n s , w h e r e t h e
S t a t e law e n f o r c e m e n t h a s long since b e e n limited
c o u n t r y s i d e s w e r e n e v e r s o well d e v e l o p e d , rural
to highway patrols, a n d local law enforcement
p o p u l a t i o n s h a v e b e e n affected s o m e w h a t l e s s
exists only w h e r e t h e r e is a p e r m a n e n t , gainfully
s e v e r e l y t h a n e l s e w h e r e . But u r b a n a r e a s h a v e
employed, tax-paying population. Since large
b e c o m e even more economically depressed than
s t r e t c h e s of t h e c o u n t r y s i d e no longer m e e t that
e v e r b e f o r e . As well, in p o r t i o n s of Africa, t h e
criteria, t h e r e a r e n o police.
Middle E a s t , a n d C e n t r a l A m e r i c a , v a s t s t r e t c h e s
Much of t h e Out-Law is genuinely uninhab-
of land have been rendered uninhabitable due to
ited. As it is a favorite t o x i c d u m p i n g g r o u n d for
r e s i d u e s from n u c l e a r , c h e m i c a l , a n d biological
the m e g a c o r p s , p a r t s of it are also nearly unin-
weapons.
c o m m o n l y c o n s i d e r e d m o d e r n . Most c o n s u m e r g o o d s available t o t h e c o m m o n m a n a n d w o m a n a r e no longer p r o d u c e d by corporations in J a p a n , G e r m a n y , or t h e US, but instead by t h e less t e c h n o logically a d v a n c e d c o r p s in Mexico a n d t h e Eastern E u r o p e a n states, a n d they r e s e m b l e p r o d u c t s from the US's '50s and '60s. So telephones are once again bulky, black things, rather t h a n t h e sleek, colorful, lightweight plastic o n e s we a r e familiar with. Autos a r e boxier, a t e n d e n c y reinforced by a 1 9 4 0 s retro-style m o v e m e n t . TV s c r e e n s a r e smaller (and often black a n d white rather t h a n color); radios are bigger. In fact, b e c a u s e of a growing s h o r t a g e in s e m i c o n d u c t o r s , m a n y c o n s u m e r electronics h a v e reverted t o v a c u u m - t u b e technology. HiTek: But t h e s e c o n d technological quirk r u n s in direct contrast to t h e first. T h a t is, for t h o s e w h o c a n afford t h e m . t h e r e exist virtual technological miracles. It is this m a r k e t t h a t J a p a n e s e a n d G e r m a n m e g a c o r p s now target. T h e wealthy c a n p u r c h a s e pocketsized p o r t a b l e c o m p u t e r s with m u l t i m e g a b y t e m e m o r i e s , holographic projectors rather t h a n TVs, p r o g r a m m a b l e h o m e a p p l i a n c e s (such a s selfp o w e r e d v a c u u m c l e a n e r s t h a t follow p r o g r a m m e d routes a n d s c h e d u l e s ) , , u l t r a - s o p h i s t i c a t e d electronic security s y s t e m s , a n d e v e n high-quality m e chanical r e p l a c e m e n t s for failing o r g a n s , or cloned r e p l a c e m e n t s , if t h e y prefer. A variety of robots are coming into use as well, although most of the mobile O n e of the reasons that Dark Conspiracy h a s
varieties are the result of military research and thus tend
b e e n set in the near future is because that allows the
to be used for security tasks. In any case, the abundance
referee to use familiar concepts for basics, against which
of ultra-cheap labor h a s m a d e personal servants afford-
to contrast the world's strange twists. Technology in
able and fashionable for wealthy individuals.
Dark Conspiracy is an excellent example of this.
T h e " E q u i p m e n t " c h a p t e r c o n t a i n s e x a m p l e s of
RetroTek: Basic, e v e r y d a y t e c h n o l o g y in t h e
high-tech items t h e p l a y e r s might desire for their
world is very m u c h like that of t h e 1 9 9 0 s . For
P C s . But referees a r e also e n c o u r a g e d t o k e e p a n
i n s t a n c e , p e o p l e u s e t e l e p h o n e s , n o t futuristic
e y e o p e n for experimental t e c h n o l o g i e s described
v i d p h o n e s , nor archaic t e l e g r a p h s , for long-dis-
i n n e w s publications a n d m a k e u p g a m e descrip-
t a n c e c o m m u n i c a t i o n . Televisions look like televi-
tions of t h e m . Players should be surprised at what
sions, a u t o s look like autos, there are still corner
t h e y find should t h e y enter t h e living q u a r t e r s of a
laundromats, and so forth.
high-ranking c o r p o r a t e official.
But t h e r e are several quirks to t h a t m o d e r n
DarkTek: The third technological q u r k involves the
technology. First, o n e effect of t h e e c o n o m i c de-
technology of the extraterrestrial explorers, who are,
pression h a s b e e n a general deterioration of what is
a l m o s t without exception, in t h e service of t h e Dark
O n e s . This is o n e of t h e s o u r c e s of c y b o r g s , for
l e a d s t h e world in agricultural production. Both
e x a m p l e . T h e y also build organic computers com-
Mexican a n d Soviet corporations p u r c h a s e c r o p s
posed of thinly sliced brain tissue. This is explained in
from t h e CIS for their p r o c e s s e d food o p e r a t i o n s .
greater detail in the "DarkTek" chapter. The thing to
T h e CIS h a s greatly d e c r e a s e d e m p h a s i s on
remember at this point, however, is that their technology
c o n s u m e r g o o d s production, concentrating instead
is bizarre a n d quasi-organic in appearance and function.
u p o n high-intensity agriculture, large a e r o s p a c e
SpaceTek: O n e a r e a w h e r e technology h a s a d -
a n d ground transportation e q u i p m e n t , a n d high-
v a n c e d slightly is t h e s p a c e p r o g r a m . Spacecraft in
t e c h weaponry. Most of t h e w a r s t h a t r a g e on t h e
service consist of old versions of craft presently in
E a r t h find both sides e q u i p p e d with w e a p o n s pur-
u s e or on t h e drawing b o a r d s in t h e 1 9 9 0 s . Lack of
c h a s e d from t h e OS.
funding h a s slowed a d o p t i o n of n e w d e s i g n s a n d
J a p a n a n d G e r m a n y , o n t h e other h a n d , n o w
greatly limited m a n n e d flights. Several small re-
c o n c e n t r a t e u p o n c o m p e t i n g for t h e attention of t h e
s e a r c h stations a r e in orbit, however, all with major
ultra-rich. Most of t h e world's a d v a n c e s in c o n s u m e r
industrial a n d military applications as well.
t e c h n o l o g y were d e v e l o p e d b y t h e s e two nations,
Conveying Tech Differences: So h o w do referees c o n v e y t h e t e c h n o l o g y of Dark Conspiracy? First, r e m e m b e r to think of t h e bulk of it in ' 5 0 s a n d ' 6 0 s t e r m s . F a s t food c o m e s from t o a s t e r o v e n s , not m i c r o w a v e s ; h o m e t e l e p h o n e s a r e less prevalent a n d t e n d to be out of order a lot. Similarly, w h e n P C s p u r c h a s e w e a p o n s from a street s o u r c e , what is available should be o u t - m o d e d m o d e l s stolen from a c l o s e d - d o w n National G u a r d armory. O n c e t h a t technologically d e g e n e r a t e d m o o d is firmly set, start letting t h e P C s c a t c h g l i m p s e s of h o w t h e wealthy live, or h a v e t h e m e n c o u n t e r an alien ray gun. Many real-world publications occasionally m e n t i o n experimental d e v i c e s a n d technological d e v e l o p m e n t s t h a t y o u c a n incorporate, in final form, in your c a m p a i g n . In e a c h c a s e , m a k e s u r e to play u p t h e c o n t r a s t b e t w e e n this ultra-tech a n d d a y - t o - d a y technology. Global Production: T h e r e r e m a i n s o n e final topic to be d i s c u s s e d c o n c e r n i n g t e c h n o l o g y in Dark Conspiracy. T h a t is t h e division of production a m o n g t h e nations. It h a s b e e n m e n t i o n e d previously that Mexico a n d t h e E a s t e r n E u r o p e a n s t a t e s h a v e t a k e n over t h e basic c o n s u m e r m a r k e t . In general, t h e E a s t Europ e a n s h a v e a lead on Mexico in t e r m s of production facilities, but Mexico h a s m a d e a d v a n c e s in plastics manufacturing, d u e to its p e t r o l e u m r e s o u r c e s . Most of t h e world's p a c k a g e d food c o m e s from t h e s e t w o nations, as well, e v e n t h o u g h t h e CIS still
a n d m o s t g n o m e high-tech c o n s u m e r t o y s a r e m a n u f a c t u r e d in o n e of t h e s e two countries.
e r s w h i c h lie b e t w e e n t h e u n i v e r s e s , a n d t h e m e m o r y o f t h e i r influence i s reflected i n l e g e n d s of d e m o n s and m o n s t e r s which are remarkably similar from c u l t u r e t o c u l t u r e . O c c a s i o n a l h u m a n s caught glimpses of these universes and lived t o tell t h e story, their n i g h t m a r i s h d e s c r i p t i o n s f o r m i n g t h e b a s i s for t h e h u m a n c o n c e p tion of Hell. B u t i t w a s highly a d v a n c e d t e c h n o l o g y , i n t h e f o r m of a fusion drill u s e d by alien a r c h a e o l o g i s t s on the Jovian m o o n Io which finally broke the dimensional barrier a n d released t h e complete e s s e n c e o f a D a r k O n e into o u r u n i v e r s e . S i n c e t h e n , c a p t i v e s p a c e c r a f t h a v e visited o t h e r c o n j u n c t i o n p o i n t s a n d o p e n e d t h e d i m e n s i o n a l port a l s t o o t h e r L o r d s o f t h e D a r k b e n t o n further exploiting our universe. Although there are variations in the physical l a w s o f t h e different d a r k u n i v e r s e s , o n e t h r e a d w h i c h b i n d s t h e m all t o g e t h e r is t h e p o w e r of life e n e r g y , which is t h e spiritual e s s e n c e of all living beings. The power of the Dark O n e s derives from their ability t o c h a n n e l a n d c o n t r o l t h i s powerful s o u r c e o f e n e r g y . T h e m i g h t i e s t D a r k O n e s live off t h e life e n e r g y of l e s s e r b e i n g s , feeding on t h e i r spirit a s e a r t h l y p r e d a t o r s w o u l d feed o n their flesh, thriving o n t h e powerful e n e r g y d i s charges generated by pain and anguish. For this r e a s o n , t h e Dark O n e s u s e their powe r s sparingly, a n d a l w a y s with t h e g o a l in m i n d of creating torment and misery. They do this in s e v e r a l w a y s . However, t h e i r t h o u g h t a n d r e a For as long as humanity h a s walked the face
s o n i n g p r o c e s s e s a r e s o different from t h o s e o f
o f t h e E a r t h , t h e D a r k O n e s h a v e b e e n with u s ,
h u m a n s t h a t m a n y o f their p l a n s s e e m t o m a k e
if only in our d r e a m s . T h e Dark O n e s are the
n o s e n s e . M a n y o f t h e m , i n fact, d o not m a k e
m a s t e r s of alternate, but parallel, physical uni-
sense. The Dark O n e s are cruel, implacable,
v e r s e s , w h i c h b r u s h a g a i n s t o u r s in only a few
nonrational beings.
r e m o t e places, called conjunction points. T h e
Corruption: T h e D a r k O n e s h a v e n o bodily
dark universes are, by comparison to our own,
m a n i f e s t a t i o n in o u r o w n u n i v e r s e . If c a p a b l e of
s m a l l a n d t w i s t e d v e r s i o n s of reality. E a c h is
a s s u m i n g o n e , t h e y would probably (but not
u n i q u e , a n d is d o m i n a t e d by a single, powerful
n e c e s s a r i l y ) b e l a r g e a n d g r o t e s q u e . However,
life f o r c e — a D a r k O n e .
their p h y s i c a l p o w e r would b e little m o r e t h a n t h e
Dark O n e s h a v e occasionally slipped tendrils
a v e r a g e h u m a n ' s , a n d they would be vulnerable
o f p o w e r - t h o u g h t t h r o u g h t h e d i m e n s i o n a l barri-
t o p h y s i c a l injury a n d d e s t r u c t i o n . C o n s e q u e n t l y ,
there is no r e a s o n to ever a s s u m e s u c h a form. I n s t e a d , t h e D a r k O n e s influence t h e world b y twisting t h e t h o u g h t s a n d m o t i v a t i o n s o f o t h e r s . T h e r a m p a n t g r e e d a n d brutality t h a t p e r m e a t e s t h e Dark C o n s p i r a c y world i s t h e r e s u l t o f w e a k willed i n d i v i d u a l s giving in to t h e c o r r u p t i n g s i r e n song of the Dark Ones. S o m e o f t h e s e h u m a n s h a v e n o belief i n t h e supernatural, and merely think of t h e m s e l v e s as realists. O t h e r s h a v e joined c o v e n s or satanic c u l t s , t h i n k i n g t h a t t h e y h a v e m a d e a p a c t with t h e biblical Devil. W h a t e v e r t h e belief s t r u c t u r e o f t h e s e h u m a n s , t h e y wittingly o r unwittingly s e r v e t h e purposes of the Dark O n e s , and thus are part of t h e Dark Conspiracy. S o m e t i m e s t h i s will t a k e t h e f o r m of a d e t a i l e d , p u r p o s e f u l p l a n . At o t h e r t i m e s , t h e e n d r e s u l t will b e ruin a n d m i s e r y for all c o n c e r n e d , i n c l u d i n g t h e h u m a n d u p e s . T h e D a r k O n e s d o n o t c a r e w h o s e spirit f e e d s t h e i r boundless appetites. Extraterrestrials: T h e m e m b e r s o f t h e four spacefaring r a c e s w h o travelled to our star system d e c a d e s ago, coming in p e a c e and in search o f k n o w l e d g e , a r e t h e m o s t pitiful o f t h e s o u l s c a p t u r e d by t h e Dark O n e s . As their principal m e a n s o f c o m m u n i c a t i o n w a s e m p a t h i c , their m i n d s were extraordinarily o p e n to capture a n d corruption. Now m o s t of t h e m are helpless slaves o f evil, a n d m a n y o f t h o s e h a v e b e e n driven m a d by the experience.
b i e s , a n d d e m o n s . T h e y a r e t h e d a r k fey folk o f
The extraterrestrials are extremely important
faerie l e g e n d , t h e l u r k e r s i n t h e s h a d o w s , t h e evil
t o t h e D a r k O n e s , d u e t o their m a s t e r y o f t e c h -
c r e a t u r e s o f all o u r m y t h s . A n d t h e y a r e c r u e l
nology. T h e D a r k O n e s t h e m s e l v e s h a v e virtu-
beyond imagining.
ally n o ability t o u n d e r s t a n d t h e p r i n c i p l e s o f
T h e D a r k Minions a r e t h e m i n o r c r e a t i o n s o f
t e c h n o l o g y , a n d n o p a t i e n c e for its s y s t e m a t i c ,
t h e D a r k O n e s , f a s h i o n e d from t h e i r o w n life
r o u t i n e d e m a n d s . However, t h e t e c h n o l o g y p r a c -
force a n d s e n t o u t into t h e p h y s i c a l world t o
ticed now by the captive-spirit extraterrestrials is
spread terror and destruction. Many of t h e m c a n
a horrible, b l a s p h e m o u s p e r v e r s i o n of their origi-
feed off of flesh or b l o o d , t h u s allowing t h e D a r k
nal s c i e n c e .
M a s t e r to c o n s u m e all of t h e life e n e r g y of their
Dark Minions: T h e D a r k Minions a r e t h e v e r y
v i c t i m s . O t h e r s live off of life e n e r g y as well, b u t
e m b o d i m e n t o f o u r w o r s t n i g h t m a r e s , a n d for
g e n e r a t e e n o u g h a d d i t i o n a l h o r r o r a n d suffering
good r e a s o n : It is they w h o are the basis of our
t o m a k e t h i s i n v e s t m e n t o f life e n e r g y w o r t h w h i l e
l e g e n d s o f v a m p i r e s , trolls, w e r e w o l v e s , z o m -
t o their D a r k M a s t e r s .
lurk in t h e s e a r e a s . Occasionally, t h e very c e n t e r s of t h e c o r p o r a t e W h e r e v e r t h e r e are portals into a dark universe,
t o w e r s of D r e a m l a n d h a v e secretly b e e n trans-
t h e surrounding countryside h a s b e e n blighted a n d
formed into hellish e n v i r o n m e n t s suited to t h e par-
infested with t h e lower forms of Dark Minions, w h o
ticular Dark O n e s w h o control t h e m e g a c o r p . T h e s e
s e r v e a s g u a r d s t o k e e p wandering h u m a n s a w a y
particular p a r t s of D e m o n g r o u n d a r e usually a c -
from t h e p o r t a l s (or k i d n a p t h e unwary a n d drag
c e s s e d by way of t h e tower p e n t h o u s e s , but t h e y
t h e m in). H u m a n s w h o enter s u c h a r e a s s e l d o m
t h e n s n a k e their way clandestinely t h r o u g h t h e
return. H u m a n s w h o k n o w o f t h e s e a r e a s call t h e m
h e a r t of t h e building a n d down to t h e s e w e r s below.
a variety of things, but in North America t h e m o s t
Rural Demonground: While u r b a n D e m o n g r o u n d
c o m m o n n a m e is Demonground.
is s e l d o m larger t h a n several dozen blocks, t h e rural
Urban Demonground: B e c a u s e t h e police h a v e
form c a n extend for d o z e n s of miles. T h e s e a r e a s
so m u c h trouble with t h u g s raiding out of u n c o n -
were usually b a r r e n a n d heavily polluted before t h e
trolled a r e a s a n d t h e n fleeing b a c k to their Out-Law
portals were o p e n e d , a n d a r e now e v e n m o r e
fortress blocks, t h e police s e l d o m a s k q u e s t i o n s
desolate. T h e r e is virtually no vegetation a s i d e from
w h e n t h e raids from an a r e a suddenly s t o p . Since
s c r u b b y w e e d s , twisted t h o r n b u s h e s , a n d a few
t h e s e a r e a s w e r e already Out-Law, t h e r e is no
b l a c k e n e d , blighted t r e e s . Invertebrates a r e the
r e a s o n for t h e authorities to ever investigate t h e m
m o s t highly developed natural life forms remaining.
again, a n d t h e y h a v e m a n y other d e m a n d s o n their
Usually only worms and insects are seen.
resources.
T h e r e a r e s e l d o m a n y s t r u c t u r e s i n rural
While buildings still s t a n d in t h e s e a r e a s , t h e y a r e
D e m o n g r o u n d . Most former h u m a n habitats h a v e
n o w often linked by bizarre t u b e s a n d tunnels,
b e e n torn down a n d t h e w r e c k a g e scattered, as if in
c o n s t r u c t e d of a black or dark gray s u b s t a n c e which
an orgy of destruction. T h e Dark Minions w h o
is a c r o s s b e t w e e n e p o x y a n d c e m e n t . S o m e tunnels
inhabit t h e region live in very primitive shelters,
are several m e t e r s in diameter, o t h e r s less t h a n o n e
s u c h as e a r t h e n burrows, c o v e s , a n d rotting hollow
m e t e r ( a n d h u m a n s c a n only crawl or wriggle
trees.
t h r o u g h t h e s e ) . T h e s e now link buildings, sewers,
Occasionally a building or t w o is left standing, but
a n d s u b w a y tunnels into an intricate maze-like hive.
usually for s o m e specific p u r p o s e . It m a y cover the
Many Dark Minions of t h e lower, less intelligent, sort
actual dimensional portal, or it m a y merely be
intended to attract the curious, who will then b e c o m e the next meal.
Another major e l e m e n t of t h e Dark Conspiracy milieu is t h e incidence of e m p a t h i c p o w e r s a m o n g h u m a n s . In r e s p o n s e to t h e increased p s y c h i c activity o n t h e Earth, m a n y h u m a n s h a v e b e g u n t o manifest e x t r a s e n s o r y abilities, abilities that are closely tied to t h a t natural world. How powerful, potentially, is e m p a t h i c p o w e r ? At this t i m e h u m a n i t y h a s no inkling, but t h e r e is a growing suspicion that w e h a v e only s c r a t c h e d t h e surface. As a referee, y o u k n o w t h a t this is t h e c a s e , a s t h e entire m e a n s b y which t h e Dark O n e s interact
"The Dark Ones gained their freedom, and suddenly there were more empathically active humans. Sensing the threat, the Dark Ones hunt us. "Most problems in nature are ultimately self-correcting. The question is, which of us is the problem, and which the correction?" —Zena Marley (Early 21st-century mercenary-philosopher)
with a n d m a n i p u l a t e t h e universes a r o u n d t h e m is b y t h e p s y c h i c p o w e r h u m a n s label e m p a t h y . E m p a t h y , as d e s c r i b e d in Dark Conspiracy,
conjecture, w h e n t h e y a r e d i s c u s s e d at all. Of
a m o u n t s t o t h e ability t o s e n s e a n d , i n s o m e c a s e s
c o u r s e , tabloids claim that t h e r e are p e o p l e w h o c a n
m a n i p u l a t e , t h e life e n e r g y which is the spiritual
predict t h e future by reading t h e lines in a c r a c k e d
e s s e n c e of all living b e i n g s . H u m a n s with e m p a t h i c
windshield a n d other s u c h things, but few p e o p l e
p o w e r s draw on their o w n life e n e r g y as well as t h e
give t h e m m u c h c r e d e n c e .
E a r t h ' s life e n e r g y field, which is g e n e r a t e d by all
Below t h e surface of e v e r y d a y society, however,
native life forms, but particularly t h e higher forms of
t h e r e is an e m p a t h i c c o m m u n i t y , c o m p o s e d of
animal life. This s h a r e d life e n e r g y b e t w e e n higher
p e o p l e from all walks of life a n d all p a r t s of t h e globe,
life forms is t h e r e a s o n forthe strong b o n d s b e t w e e n
w h o k n o w that t h e s e p o w e r s are o n t h e rise a n d
h u m a n s a n d a n i m a l s , particularly m a m m a l s .
know something of how to use them. There have
T h e Dark O n e s resent, a n d e v e n fear, this rise in
e v e n b e e n s o m e secret facilities established to study
h u m a n empathic powers, and even m o r e than
t h e p h e n o m e n a — s o m e c r e a t e d by official govern-
before s e e k to s e p a r a t e h u m a n s from their natural
m e n t a g e n c i e s , a n d others b y private c o n c e r n s .
heritage. This is t h e r e a s o n , for e x a m p l e , t h a t t h e y
(This is t h e r e a s o n for t h e p s y c h i c test subject
h a v e long b e e n working toward m a k i n g t h e higher
career, for e x a m p l e . ) A m o n g t h e entire e m p a t h i c
forms of animal life extinct. T h e fervent desire of
community, t h e r e are e v e n a good n u m b e r w h o also
m o s t of t h e Dark R a c e s is to transform the E a r t h into
h a v e at least s o m e inkling of t h e Dark O n e s ' inva-
a polluted, m e c h a n i c a l travesty of itself, with virtu-
sion, as well.
ally no native living b e i n g s other t h a n h u m a n s , on w h o m t h e y will feed. W h e n incorporating e m p a t h i c p o w e r s into your
In day-to-day happenings, then, characters with empathic powers should be treated as mysterious. If they flaunt those powers, they are likely to get into all
a d v e n t u r e s , r e m e m b e r that t h e y do not manifest in
sorts of trouble, from locals who fear t h e m or suspect
m a n y p e o p l e , a n d t h a t even a m o n g t h o s e p e o p l e
t h e m of fraud, from agencies that would like to collect
with e m p a t h i c p o w e r s , t h e y a r e often s o minor a s t o
t h e m for experimentation, or from the Dark O n e s who
s e e m little m o r e t h a n a n a d v a n c e d intuition. E m -
find t h e m threatening and want to destroy them. Let your
pathic p o w e r s are not publicly recognized as valid,
players know that empathic powers must be used subtly
but instead a r e t h e subject of speculation a n d
if they are to be effective.
There is quite a lot involved in running adventures
fan (3) It helps set the s c e n e for the adventure to
and campaigns. In the previous chapter, we filled you
come; and (4) It allows you, as referee, to learn what
in on background secrets of the Dark Conspiracy
aspects of the last adventure the players remember,
world. In this one, we s p e a k more specifically about
what they enjoyed, what they thought important, and
the m e c h a n i c s of running adventures.
what significant items they might h a v e missed. O n c e everyone is focused, you can begin the adventure itself. During play, be careful to balance the
When you begin a Dark Conspiracy adventure
attention you devote to e a c h player. Make certain you
campaign, there are a couple of things you can do to
k e e p everyone involved. O n e way to do this is to
m a k e it run smoothly.
consciously rotate your attention around the table,
First, find out what your players want out of
spending only a few minutes at a time on each player.
roleplaying. S o m e people enjoy solving mysteries;
If the PCs have split up for s o m e reason, have your
others like the c h a n c e to act; and still others just want
temporarily inactive players suggest events occuring
to shoot big holes in things. As referee, you will have
to other PCs (and m a y b e let them play NPCs their
your own preferences as well. By talking with players
friends meet).
individually before beginning a campaign, you will be
After the Session: When it gets near time to quit,
best prepared to m a k e things fun for everyone. You
decide upon an appropriate stopping point. Make
can also u s e this p r e g a m e time to talk about the
sure that you leave time for players to wind down after
players' characters. This can help you fit the PCs'
play. Generally, you should give out experience points
histories into the world, allow you to establish PC links
now, so that before the next session players can think
to o n e another, and familiarize you with the PCs'
of how those points affect their PCs' abilities.
abilities, so that you can design fitting adventures.
There are a few general principles that will help m a k e an adventure session enjoyable for everyone.
Many players have no idea how much labor is
Before the Session: O n c e you have decided upon
involved in refereeing. While they run only o n e char-
an adventure, m a k e certain that you are familiar with
acter, you have to run a whole world full, and players
it and with any special rules it m a y involve. Also, be
expect that world to be both full-fleshed and consis-
sure you have all t h e materials you will need: from
tent. At the s a m e time, m a n y players will expect you
floor diagrams and NPC stats, to pencils, paper, a n d
to be expert with all the rules while they know only
dice. Ill-prepared referees h a v e trouble running en-
those that apply specifically to their own characters
joyable sessions.
(and s o m e not even that m u c h ) . They m a y perceive
During the Session: After your group has gathered
you as a champion of the rules (since you're probably
and everyone has had a few minutes for chitchat, you
who suggested this g a m e in the first place), expecting
need to focus their attention upon the adventure at
you to defend or c h a n g e rules they dislike (often a
hand. A good way to do this is to h a v e your players
spur-of-the-moment dislike as their characters are
r e c a p the last session. This accomplishes several
about to suffer the rule's effects). Finally, s o m e
things: (1) It gathers everyone's attention; (2) It
players are so wrapped up in having their own fun that
reminds everyone of what the PCs h a v e discovered so
they take little thought of others. In a nutshell, s o m e -
times players work against the referee. There is a general solution to all of t h e s e problems,
being somehow significant, and the importance of the bodies is played down.
and that is to train your players to think of roleplaying as a shared responsibility. It is surprising just how m a n y things you can afford to let players take a hand
One of a referee's main tasks is to maintain an
in, from looking up rules, to s c e n e setting, to plot
atmosphere of horror, by which we mean a sense of
suggestions. The more fully you involve your players,
brooding menace, punctuated by moments of intense
the more satisfying your sessions will be for everyone.
fright There are a number of ways of achieiving this. Striving to be dramatic, as mentioned above, is important part of maintaining horror. Careful setting
As the primary storyteller, the referee is the players' window on the world. Everything the PCs see,
descriptions and NPC characterizations do wonders for helping to achieve a horriffic atmosphere.
hear, feel, smell, taste, or otherwise s e n s e is conveyed
Next, r e m e m b e r that while you m a y not want to kill
by the referee. O n e of the most important ways of
off player characters right and left, with NPCs you can
building d r a m a in the g a m e is by carefully playing
afford to be ruthless. O n e way to e n h a n c e the PCs'
upon all of these senses, painting a rich word picture
own s e n s e of danger is to h a v e the creature they are
that projects your players into the Dark Conspiracy world.
investigating kill off lots NPCs, beginning with strang-
When you begin a description, t a k e a m o m e n t to
ers and working steadily closer to the PCs. With this
picture it clearly in your own mind. Then convey it to
sort of a progression, the players will feel the danger
the players as it a p p e a r s to you. Remember to start
growing ever closer, enhancing their horror.
with their strongest sensory impression. If the first
Finally, recognize that we h u m a n s are just not
thing the PCs notice upon stepping into a room is the
constructed to maintain one emotion unrelievedly.
stench of decaying bodies, that is what you will want
We need a c h a n g e now and then, and when we return
to tell t h e m first, then fill in their other senses. "There
to the original emotion, it is fresh o n c e again. Levity
are two bloated corpses lying on a stained drop-cloth
m a k e s a good break from the oppressiveness of
in the middle of the floor, illuminated by light from a
horror. For example, imagine that a PC n a m e d Mark
grimy picture window across from you. You can hear
Douglas is at h o m e and hears strange scrabbling
the buzzing of scores of flies. Glancing around, you
noises coming from the next room. Cautiously, he
s e e that there is no furniture, just a painting on the left
works his way to the doorway and peeks inside.
wall. Even from the door, you can tell it has been
Suddenly, his little sister leaps up and s c r e a m s ,
mutilated." If you want to heighten player tension, toy
"Boo!" Mark j u m p s with fright, m a y b e gets angry, but
with their two main senses: sight and sound. S o m e -
when s h e collapses in laughter, he finally relaxes and
times you will want to rob t h e m of those senses; at
starts tickling her to get even. Suddenly s h e looks
others, to overload t h e m . And nothing gets players'
over his shoulder and s c r e a m s horrifically, and Mark
interest like a hint of danger. Even if there is no
turns to find a h u m o n g o u s thing, all muscles and
immediate threat, you ought to drop a mysterious hint
teeth, looming over him. The end result is more
or two just to k e e p their paranoia high.
terrifying than if the thing, rather than his sister, had
Also, save the most important for last, so it has the most
startled him in the first place.
impact Don't m a k e your players wait through the rest of your description before they can ask about that important detail, or they will be distracted from your description, and
O n e of the things that can ruin enjoyment of a role-
they will mistake the significance of the scene's details. In
playing g a m e is for the players to discover all of its
the room description above, for instance, players' atten-
secrets. After the PCs have encountered a particular
tion will naturally be drawn to the mutilated painting as
creature a few times, the players b e c o m e familiar with
its statistics, and it c e a s e s to s e e m like a living being
PCs when they arrive in a new town. J u s t mentioning
any longer. Eventually, after all of the creatures have
that a m a n at another table in the s a m e restaurant has
b e e n encountered, all of the PC types have b e e n tried,
looked at them several times can be enough to m a k e
and all of the standard plots h a v e been spun, the g a m e
the PCs feel suspicious, in which c a s e they will act
can begin to s e e m mechanical. But that doesn't h a v e
suspicious, thereby drawing even more attention.
to h a p p e n . As long as the g a m e world s e e m s boundless, as long as the challenges the PCs face are always new, in other words, as long as there remains a powerful s e n s e of mystery, player interest will stay
When you create an adventure, it m a y help to thiruc in t e r m s of major elements of the task.
high. Maintaining that sense of mystery isn't really that
Adventure Concept: Generally, the first thing to do
difficult to do. You just need to stay away from rigid
in creating a new adventure is to c o m e up with a
definitions a n d to avoid tying things off completely.
c o n c e p t It m a y be that you want to do one about a
That is why some things in Dark Conspiracy are left only
particular creature. Or perhaps you have a basic plot
partially defined. For example, somewhere in some other-
idea in mind. Good sources for either of these are
dimensional space the Dark Masters p b t humanity's
myths, modern fiction, and tabloids. Once you have
downfall. What are those Dark Masters like? No one knows.
the basic concept, it is time to begin fleshing it out.
They are too elusive, too distant forthe PCs to ever actually
Adventure Location: Next, you need to choose a
encounter them. After all, they've been working behind the
location for your adventure. Let imagery and familiar-
scenes for millennia; it is unthinkable that any group of
ity be your primary guides. For instance, o n c e we had
investigators would ever fully penetrate their secrets. The
set our sights on the vampire adventure (see "Adven-
Masters, then, are the embodiment of mystery.
tures," p a g e 258), we decided to place it in Dayton,
But even the Dark Minions are only provisionally
Ohio, partly b e c a u s e Dayton s e e m s so innocuous,
defined. Real-world myths and legends reveal a great
and we wanted the bizarre imagery of vampirism in
confusion of details concerning the supernatural. J u s t
such an unlikely location. But our author also chose it
b e c a u s e the PCs encounter a vampire, for instance,
to demonstrate the value of familiarity. Having grown
that doesn't m e a n their next vampire will be anything
up in the Midwest, he felt most comfortable about
like the first. In fact, it is your job to m a k e sure that the
using a Midwestern city, especially as this allowed him
next isn't, to maintain the mystery.
to extemporize freely during actual play. Of course, location doesn't only m e a n geographical. It also includes things m u c h smaller in scope.
Closely related to this rule of keeping the players
Perhaps you want to set part of the adventure in a
guessing, is another of playing on their paranoia. J u s t
meat-packing plant, or a mental institution. We started
as they can never be certain of a Dark Minion's plans
ours on Dayton's downtown streets and ended it on a
or abilities, they cannot guess which of their fellow
farm outside of the city.
h u m a n s is an "Igor" (from the typical n a m e for de-
Adventure Plot: Now that you have your basic idea, it
mented lab assistants in many "B" movies). But the
is time to devebp a basic plot First, you need to come up
PCs have m a n y other reasons to be paranoid. For one
with a very basic sequence of events. In our vampire
thing, they are travellers in a world in which locals
adventure, for instance, it was decided that first the PCs
mistrust outsiders. Often, they will experience as
would hear rumors of cannibalism in Dayton. Assuming
m u c h trouble from locals as they ever would from
that they followed those rumors, they would most likely
Dark Minions. Also, b e c a u s e laws vary dramatically
stake out the downtown streets, whereupon they would
from locale to locale, the PCs are almost guaranteed
encounter the vampire's followers, precipitating a fight
to transgress s o m e of them. Referees can enhance
One of the followers would die, and his uniform would point
player paranoia by having strange figures follow the
the PCs to the Wright-Patterson Air Force base northeast
of town. That location would turn out to be a red herring, but from it, the PCs would be pointed to the University of Dayton's ROTC program, which would in turn lead them
In an overview such as this, it is impossible to give all of the
to a private farm, where the vampire was hiding o u t . Having
details of an ecologically ruined Earth. But there are multitudi-
only encountered the minions, and having bested them
nous real-world examples that referees c a n u s e for color. For
easily, the PCs were expected to be overconfident about
instance, b e c a u s e of swelling population in the Norfolk, Virginia,
their abilities, but would be rudely awakened by the
metropolitan area, landfill reclamation h a s b e c o m e an absolute
surprising power of the vampire behind it all. Finally,
necessity. In particular, there is a city park that h a s b e e n built upon
another investigator would show up with ultraviolet lasers
a landfill, which h a s to be evacuated on s o m e d a y s b e c a u s e of the
capable of destroying the creature.
g a s s e s it gives off.
Notice that in this synopsis, we have determined
This is a relatively minor example, when c o m p a r e d to the
how to get the PCs involved at the beginning, what
infamous Love Canal, where toxic wastes that had not been
their m o s t likely courses of action are through the
buried deeply enough b e g a n to surface in what had b e c o m e a
middle, and how they c a n succeed at the end.
suburban residential area, forcing the area to be evacuated.
Other Things to Consider: When you create an adven-
As referee, you should k e e p your e y e s o p e n for examples such
ture, design it to fit your player characters. Plant exciting
as these, which can be used as scene- and mood-setting details
equipment in it, for instance, to satisfy players who like to
for your Dark Conspiracy adventures.
collect such things. In "Ravening Wolves," we have the UV lasers, for example. Similarly, we have included an impor-
Another thing to remember is to include things in the
tant battle at the end, to satisfy the shoot 'em-up players.
adventure that have little or nothing to do with the primary
Players who enjoy a good mystery ought to be intrigued by
plot, so that your players will not be able to predict precisely
the question of just what these creatures in Dayton are.
what is going to happen, as they could if they knew that
Next, referees should recognize that the illusion of
everything their characters experienced was completely
great danger serves m u c h better than actual danger.
significant. Plant a red herring ortwo. Have people show up
For example, when the PCs first encounter the "can-
from previous adventures (a hit man sent by an earlier
nibals" in t h e adventure, they are outnumbered about
opponent makes an interesting diversion, for example). If
five to one, which ought to m a k e t h e m very tense. The
you have other adventures planned out ahead, you can
referee knows, of course, that o n c e t h e first of those
plant the initial hints of them in the present adventure.
creatures falls, the rest of t h e m will flee, so the PCs are
Finally, in order to m a k e certain that all of your players
actually in little danger, but the players have no way of
are getting equal satisfaction from your adventure ses-
knowing that.
sions, you may wish to design each new adventure to sort
Also, when you are designing adventures, m a k e
of "star" a different PC. In other words, if your group consists
certain that the players always feel their characters are
of a computer empath, a bounty hunter, a Mexican auto
fighting a personal enemy, not merely struggling
mechanic, and a video star, you could design a first
versus an impersonal environment. Suppose, for ex-
adventure centered on computer work, a second involving
ample, that you want to have them climb a particularly
the recapture of an escaped convict, andsoon. Passing the
difficult mountain at o n e point in the adventure. But for
attention around in this way not only encourages all of your
the players, besting an abstract thing s u c h as Nature
players to feel completely involved in the campaign, it can
is just no fun, and it is especially disappointing to lose
also give you some adventure ideas you might not have
a character to something as impersonal as a rock
thought of otherwise.
slide. However, if the PCs are on the mountain b e c a u s e of a personal opponent, then the rock slide takes on significance as a tool of the enemy, and the players will feel proud when their characters survive it.
Remember that in Dark Conspiracy the emphasis is on story. We don't intend for you to k e e p track of
every d a y of t h e PCs' lives, nor of exactly how m u c h
accomplishments. Don't go overboard. Remember, if
m o n e y they earn between adventures, nor of exactly
you give them too much, not only are they going to
how m u c h they spend on meals and the like during
tend to feel dissatisfied, you will also have more of a
adventures. Instead, we suggest you handle your
problem giving them challenging adventures later on.
campaign something like an anthology of stories.
In general, it is a good idea to start out stingy, because
During e a c h adventure, you know exactly how m a n y
you c a n always m a k e up for it in later adventures as
days go by. But between adventures, the characters
you gain a feel for how fast the characters are pro-
return to their careers for several months.
gressing. But if you start out too generous, it is very
When an adventure begins, decide how much money
difficult to take things away later.
each PC has available (based upon the character's
Skill Improvement: O n e of the most significant
career, and roughly how many months have passed since
rewards of an adventure session is a character's
the last adventure. A good rule of t h u m b is to divide the
increased experience. Among other things, this in-
career's listed m o n e y per term by 30, and then
cludes improvement of skills. Skill ratings are in-
multiply that by the n u m b e r of m o n t h s since the last
creased by use of experience points. In general, you
adventure). But don't nitpick about m o n e y during the
should award one experience point per adventure
adventure. You'll want to charge the PCs for major
session to a n y o n e who survives. Bonus experience
costs, such as hotel rooms, travel expenses, and the
points can be awarded in o n e of two ways.
like, but don't k e e p track of the price of every single
Referee Determination: A
bonus
point c a n be
meal they eat, every s t a m p they buy, etc. Excessive
awarded for any skill that was used repeatedly or in a
bookwork slows down the p a c e of play and kills the
particularly dangerous situation. An additional bonus
drama. J u s t a s s u m e they have enough pocket m o n e y
point or two can be awarded to a player who is
to pay for such things. (Of course, in a particular
particularly good at staying in character during the
adventure, you might want to strand the PCs s o m e -
session or who performs a notably heroic deed.
where with only a few b u c k s . In that case, it is perfectly
Peer Determination: If you feel uncomfortable with
reasonable to m a k e them k e e p track of every penny
judging your players' performances, you m a y want to
they spend, b e c a u s e their m o m e n t a r y poverty is an
rely upon your players to determine bonus points. To
important part of the adventure situation.)
do this, simply have each player secretly write down
Character aging can be kept track of in a similar
two or three praiseworthy things that other players did
manner. If the PCs are getting in two or three complete
during the session (they cannot vote for themselves).
adventures per year of their life, for example, then after
Then collect those notes and read them aloud. Every
about nine or 10 adventures, they will have aged o n e
time an event is mentioned in those notes, that char-
term, which m e a n s that s o m e o n e will likely have to
acter who performed the action receives a bonus
check for deterioration of attributes. If you prefer not to
experience point. (Referees have the option to veto
h a v e t h e m check so often, you can increase the
any event that they don't believe sufficiently exciting
number of adventures that can be fit into o n e term.
or important to gain an experience point.) This peer determination of bonus points helps m a k e certain that players are rewarded for actions the referee might
When your players complete an adventure session, their characters ought to receive suitable rewards. "There are lots of things that can serve as rewards,
have forgotten, and it also encourages a shared sense of responsibility in the campaign. Initiative: Referees should award one Initiative ex-
depending upon the circumstances of the session. The
perience point for each session in which there is a life-
PCs might get specialized equipment, or money, or
threatening battle, awarding an extra point for a par-
favors, or perhaps they have m a d e new contacts.
ticularly outstanding shot or a superior feat of hand-to-
Be careful to m a k e the rewards match the PCs'
hand combat.
In m a n y roleplaying g a m e s , t h e referee is provided with a set of t a b l e s from which he g e n e r a t e s r a n d o m e n c o u n t e r s by rolling dice. This is a p p r o priate t o m a n y g a m e s , but i s less s o t o D a r k Conspiracy. T h e m a i n r e a s o n t h a t die roll-genera t e d e n c o u n t e r s a r e not a p p r o p r i a t e is that t h e y a r e t o o r a n d o m . Most e n c o u n t e r s in Dark Conspiracy should b e deliberate. This is so for t w o r e a s o n s . First, t h e referee should a l w a y s u s e e n c o u n t e r s t o further his own goals, t h e s e g o a l s b e i n g e s t a b l i s h m e n t of m o o d , a d v a n c e m e n t of t h e story, a n d m a i n t e n a n c e of tension. E n c o u n t e r s suit this p u r p o s e very well. S e c o n d , p l a y e r s s h o u l d never know for certain whether t h e e n c o u n t e r is t h r e a t e n i n g or not. T h e y should n o t be certain w h e t h e r an event is related to t h e c u r r e n t m y s t e r y o r not, s o that t h e y won't c o m e to a s s i g n significance to absolutely everything that h a p p e n s t o t h e m . T h a t ' s b e c a u s e you don't want t h e m to be hostile to a n d suspicious of absolutely e v e r y o n e t h e y m e e t ; not only is t h a t not true to life, it also m e a n s t h a t y o u h a v e no h o p e of ever fooling t h e m t h a t s o m e o n e is trustworthy w h o actually is not. You n e e d to k e e p y o u r players off b a l a n c e , if you are to have enough freedom to m a k e the a d v e n t u r e world rich. So every a d v e n t u r e n e e d s to h a v e a mix of e n c o u n t e r s which r e l a t e t o t h e story being p l a y e d out as well as a n u m b e r of o t h e r s which a r e not related t o t h e c u r r e n t plot, but which s e r v e t o a d d t o t h e m o o d a n d m a k e t h e p l a y e r s uncertain a s t o which e v e n t s a r e significant. It is b e s t to invent t h e s e e n c o u n t e r s to suit t h e c i r c u m s t a n c e s of t h e particular a d v e n t u r e t a k i n g p l a c e . But all of us n e e d a s p u r to creativity n o w a n d t h e n , so in this section we provide y o u with several e n c o u n t e r s that you c a n u s e t o a d d intricacy t o your a d v e n t u r e s .
what c o m e s of not knowing t h e locale. Health Alert: L o u d s p e a k e r t r u c k s m o v e through T h e u r b a n m e t r o p l e x e s of Dark Conspiracy
t h e streets a n n o u n c i n g e m e r g e n c y anthrax inocu-
e m b r a c e an array of different e n v i r o n m e n t s , a n d a
lations. Inquiry will reveal t h a t a cloud of biological
wide variety of e n c o u n t e r s are possible.
toxins u s e d in a war in Asia h a s blown a c r o s s t h e
Abduction: Late at night, in an Ant Hill section of t o w n ( s e e "Dark E a r t h " ) , t h e c h a r a c t e r s find t h e m -
Pacific O c e a n a n d t h r e a t e n s infection in certain p a r t s of t h e United S t a t e s .
selves n e a r a seemingly d e s e r t e d section of t h e city.
Elaboration of this e n c o u n t e r into a series of
A s t h e y p a s s by, they h e a r s c r e a m s from t h e rubble
continuing b a c k g r o u n d incidents is possible. O n c e
a n d w e e d s o f t h e a b a n d o n e d block. Other p a s s -
inoculations start, p a r t of t h e v a c c i n e m a y prove to
ersby ignore t h e s c r e a m s , a n d refuse t o e v e n look
be defective, which will lead to s o m e d e a t h from
at the
is actually
a d v e r s e reactions. W h e n t h e defective v a c c i n e h a s
D e m o n g r o u n d , a n d a h u m a n victim is being dragged
b e e n disposed of, t h e r e is n o t e n o u g h left to inocu-
a w a y by Dark Minions.
late t h e city's entire population. Very s o o n t h e r e will
area.
The vacant area
Bigwigs Take Precedence: O n e g o o d way to
be riots at hospitals a n d hijacked v a c c i n e ship-
give t h e P C s a distraction is by having their p l a n s
m e n t s will begin to s h o w up in t h e h a n d s of various
delayed while s o m e h i g h - u p m u c k y - m u c k s get
city g a n g s at o u t r a g e o u s prices.
priority t r e a t m e n t . It m a y be just that t h e bigwigs get
Mugging: If you find a PC alone on t h e street in
s e r v e d before t h e PCs, o r p e r h a p s they t a k e t h e last
a city, why not h a v e that PC get m u g g e d ? Muggings
hotel r o o m , t h e last s e a t s on a flight, t h e last table
c a n r a n g e a n y w h e r e from s o m e t h i n g a s serious a s
at a restaurant, or s o m e t h i n g similar.
a s e v e r e drubbing to as little as a purloined wallet.
Blackout: O n e m i n u t e t h e city is operating per-
If you a r e nice, y o u might e v e n face t h e PC with a
fectly well (at least as well as n o r m a l ) a n d t h e next
very minor talent, t h e n allow t h e PC to turn t h e
t h e electrical p o w e r g o e s out completely. In black-
t a b l e s on t h e m u g g e r . After all, t h e e n c o u n t e r is
outs, s o m e p e o p l e get stranded in elevators, while
really only for e n t e r t a i n m e n t value.
o t h e r s u s e t h e opportunity to loot storefronts. If t h e
Protest Marchers: T h e r e is a lot of civil unrest in
PCs a r e h e a d e d for s o m e p l a c e in a great hurry, a
t h e world of Dark Conspiracy, a n d m a n y p e o p l e act
blackout c a n work w o n d e r s to elevate their s t r e s s
that unrest out by conducting public demonstrations
level. Blackout c a n also refer to a s u d d e n loss of
o r protest m a r c h e s . S o m e t i m e s t h e s e m a r c h e s
headlights on a winding m o u n t a i n road, if you like.
turn violent, especially if confronted by g a n g s hired
E c o - C o m m a n d o s : You. run into a b a n d of e c o -
t o b r e a k u p t h e m a r c h e s b y politically motivated
c o m m a n d o s preparing t o m a k e a n assault o n a major industrial facility. T h e y a r e a r m e d a n d m a y
corporations. Random Shooting: S o m e o n e c r a c k s from daily
h a v e a c o n s i d e r a b l e a m o u n t of explosives t h e y
p r e s s u r e a n d m a c h i n e g u n s a s h o p p i n g mall, ba-
plan t o u s e t o disable t h e manufacturing c o m p l e x ,
z o o k a s a b u s , or wires him- or herself with d y n a m i t e
o r blow u p t h e c o m p u t e r r e c o r d s section. T h e y m a y
a n d t h r e a t e n s to t a k e a restaurant full of p e o p l e with
try to a t t a c k t h e PCs, thinking t h a t they a r e a
h i m . Unfortunately for t h e PCs, t h e y h a p p e n to be
c o r p o r a t e security t e a m , o r just t o k e e p t h e m from
in t h e vicinity at t h e t i m e .
leaking word of their activities. On t h e other h a n d ,
Robbery: T h e r e are few things in life m o r e
if t h e P C s are invading t h e s a m e corporate
disturbing t h a n being c a u g h t in a d a n g e r o u s situ-
stronghold, they m a y m a k e useful allies.
ation entirely by accident. S u c h is t h e c a s e of being
Gang War: In this encounter, t h e P C s are minding
an innocent b y s t a n d e r at an a r m e d robbery. This
their o w n b u s i n e s s , w h e n t h e y s t u m b l e u n e x p e c t -
e n c o u n t e r c a n be run w h e n t h e P C s enter a s h o p of
edly into a g a n g battle for a c o n t e s t e d turf. T h a t ' s
a n y kind; b u t it is especially n i c e in a b a n k , w h e r e
t h e a m o u n t o f m o n e y t o b e gained i s s o m u c h larger
likely to get n e r v o u s when they notice that t h e y a r e
a n d t h e lives o f b y s t a n d e r s s e e m s s o m u c h c h e a p e r
being followed, considering t h e c r e a t u r e s t h e y a r e
by comparison.
t h e m s e l v e s tracking.
Rogue Robot: A security robot h a s g o n e rogue,
Solicitation: S o m e o n e w a n t s to sell t h e P C s
either d u e to m e c h a n i c a l failure or s o m e sort or
s o m e t h i n g , a n d t h e P C s don't want it. T h e s o m e -
deliberate t a m p e r i n g with its p r o g r a m m i n g . It b e -
thing c a n be anything from d r u g s , to stolen w a t c h e s ,
gins shooting r a n d o m l y at p e d e s t r i a n s a n d vehicles
to cult p a m p h l e t s , to b e a u t y p r o d u c t s . What is
p a s s i n g by on t h e street. This could as easily be a
important is that t h e s o m e o n e doing t h e selling is as
servant robot which suddenly d r o p s t h e parcels it is
pushy, obnoxious, a n d t e n a c i o u s a s possible. This
carrying a n d a t t a c k s its owner. Security S w e e p : A s q u a d of well-armed c o r p o -
c a n be a great e n c o u n t e r to foist on t h e P C s w h e n they a r e trying to s t a k e out a p l a c e surreptitiously.
rate security g o o n s s w e e p s t h r o u g h t h e slum a r e a
Street Thugs: T h e s e are m e r e l y p u n k s waiting
t h e P C s a r e in. T h e y are looking for s o m e o n e else
on a corner with nothing to do but w a t c h t h e PCs. Of
(probably), but a r e n o n e t o o gentle in their m e t h o d s
course, t h e players c a n only a s s u m e that their
or c o n s i d e r a t e in h o w t h e y h a n d l e t h e locals. T h e y
attention is purposeful. If, however, your players do
are also afraid, which m a k e s t h e m especially d a n -
not p a n i c , t h e street t h u g s m a y actually be a g o o d
gerous.
s o u r c e of information.
Shadow: T h e player c h a r a c t e r s aren't t h e only
Terrorist Bomb: As t h e P C s a r e walking down t h e
investigators in t h e world. Thece are always local
street, a vehicle or storefront on t h e other side of t h e
talents lurking a b o u t , trying to m a k e s e n s e of t h e
street suddenly blows u p . T h e destroyed facility
world, as well. T h e s e include local police, of c o u r s e ,
could be a travel agency, airline, or information
plus private detectives, n e w s reporters, a n d e v e n
b u r e a u for an u n p o p u l a r foreign g o v e r n m e n t , a
n e i g h b o r h o o d c r i m e w a t c h e s . Any a n d all of t h e s e
restaurant which c a t e r s to t h e rich a n d powerful, a
will t a k e an interest in t h e P C s w h e n they s h o w up
b o o k s t o r e selling b o o k s which s o m e g r o u p f i n d s
a n d start nosing a r o u n d . Of c o u r s e , t h e P C s are
objectionable, or it m a y be without o b v i o u s motive.
Bridge Out: A major highway bridge a c r o s s a river h a s collapsed recently, a n d h a s not b e e n Most r o a d travel is via t h e interstate highway s y s t e m , which is all that r e m a i n s in good repair. T h e r e a r e few t o w n s left off of t h e highway. Abandoned Vehicles: T h e p l a y e r s p a s s by a
rebuilt. This will n e c e s s i t a t e a long detour. Detour: A major toxic w a s t e spill h a s c o n t a m i n a t e d a length of t h e highway a n d t h e PC s are forced to detour a r o u n d it. T h e roadblock will be m a n n e d
stretch o f r o a d w h e r e t h e r e a r e m a n y a b a n d o n e d
by police a n d EPA personnel in " m o o n suits" w h o
vehicles. Most of t h e m a r e rusty. Windshields are
will point out a safe route on a r o a d m a p . T h e route
s m a s h e d , upholstery torn or rotted away, tires g o n e .
will carry t h e m well off t h e n o r m a l interstate s y s t e m ,
Many of t h e vehicles h a v e bullet h o l e s or were
p e r h a p s t h r o u g h p a r t s of t h e Out-Law.
b u r n e d out.
Ghost Town: A small town along t h e road a p -
Army Convoy: A military c o n v o y p a s s e s t h e
p e a r s to be a b a n d o n e d a n d collapsing. It m a y offer
p l a y e r s on t h e highway. It consists of half a dozen to
shelter for t h e night to t h e players, but other wander-
a d o z e n vehicles travelling at high s p e e d . T h e c o r e
ers or creatures m a y have c o m e to the s a m e
of t h e c o n v o y is several m a s s i v e flatbed t r u c k s
conclusion.
hauling strangely s h a p e d c a r g o (covered b y t a r p s ) .
Hijacking: T h e P C s c o m e a c r o s s o n e o r m o r e
At e a c h e n d of the c o n v o y a r e military police p i c k u p
t r u c k s pulled over o n t o t h e shoulder of t h e road. T h e
t r u c k s with blue lights flashing a n d loaded with
truck drivers h a v e their h a n d s u p a n d are being held
heavily a r m e d soldiers in c a m o u f l a g e fatigues.
at gunpoint by o n e or m o r e t h u g s , while half a dozen to a dozen m o r e s e a r c h t h r o u g h t h e semi-trailer to inspect or off-load t h e c a r g o . Several a r m e d a n d heavily modified vehicles a r e p a r k e d nearby. If the PCs slow down, t h e hijackers will fire warning shots to encourage them to k e e p moving. Police Roadblock: In this encounter, police officers, or a g e n t s of s o m e other official agency, are looking for s o m e o n e or s o m e t h i n g , a n d t h e P C s just h a p p e n to be in t h e neighborhood. T h e power of this e n c o u n t e r is in t h e guilt a n d fear it g e n e r a t e s in your PCs. Of course, to k e e p t h a t alive, you-may actually n e e d to h a v e t h e m arrested for s o m e t h i n g occasionally.
T h e s e a r e possible e v e n t s t h e players might e n c o u n t e r w h e n travelling off t h e b e a t e n track. Agricorp Troubleshooters: A small party of a r m e d g u a r d s , p e r h a p s escorting a n engineer o r m e c h a n i c , fly over t h e P C s by helicopter. T h e y m a y land or just k e e p going, d e p e n d i n g o n t h e mission t h e referee a s s i g n s t o t h e m a n d , p e r h a p s , t o their NPC motivation result. If they land t h e y m a y warn t h e players a w a y from agricorp land, a t t e m p t to intimidate t h e m , or actually attack.
Animals Flee: S o m e t h i n g s p o o k s all a n i m a l s in the PCs' vicinity and sends t h e m scurrying for safety, or m a y b e even m a k e s t h e m flee the locale entirely. Only penned creatures remain. You don't have to explain this to the PCs at all—just let t h e m wonder. Biker Gang: T h e r e a r e virtually no law enforcem e n t a g e n c i e s patrolling t h e b a c k r o a d s a n y m o r e , a n d biker g a n g s r o a m freely. All of t h e m a r e a r m e d a n d willing to defend t h e m s e l v e s against other g a n g s , a n d m a n y live b y extorting food a n d m o n e y from t h e remaining local residents. A few enjoy robbing a n d m u r d e r i n g p a s s i n g travellers. Cultivator: Cultivators a r e h u g e a u t o m a t e d m o bile farm m a c h i n e s p r o g r a m m e d to plow, plant, fertilize, spray, or h a r v e s t c r o p s . ( S e e t h e Kraus Maffei-Deere A u t o - F a r m e r on p a g e 3 1 3 . ) Most h a v e o b s t a c l e a v o i d a n c e visual a n d r a d a r s e n s o r s a n d laser cutters t o e n a b l e t h e m t o r e m o v e t r e e s a n d r o c k s which might d a m a g e their cultivating equipment. Cultivators will not normally react to t h e p r e s e n c e of t h e P C s , but if a cultivator h a s g o n e r o g u e ( s e e R o g u e Robot on p a g e 159) it will p u r s u e t h e m a n d a t t e m p t to kill t h e m . It is not very fast ( 1 6 m e t e r s per c o m b a t p h a s e ) a n d h a s a very low Initiative rating.
c a n be gained, however, they m a y p r o v e to be a
Also, m a n y of its a t t e m p t s to kill will be misdirected
valuable s o u r c e of information a n d e v e n a s s i s t a n c e .
a n d ineffective. It may, for e x a m p l e , a t t e m p t to
Road Out: T h e b a c k r o a d t h e P C s a r e travelling
s p r a y t h e p l a y e r s with insecticide, or "weed" t h e m
simply s t o p s . O n e of t h e giant agricorps h a s decided
(pick t h e m up a n d d r o p t h e m in a mulching c h a m -
that it h a s no n e e d of t h e r o a d a n d so h a s just plowed
ber, from which t h e P C s c a n e s c a p e fairly easily).
it under. As t h e r o a d e m e r g e s from a c o p s e of trees,
Local Law: A local sheriffs d e p u t y d e m a n d s that
t h e players s e e only miles of muddy, plowed fields
t h e P C s s t o p a n d s u b m i t to a s e a r c h . He m a y arrest
stretching out before t h e m . Even a four-wheel-drive
t h e m o n t r u m p e d u p c h a r g e s , a t t e m p t t o extort a
truck will h a v e difficulty crossing it.
bribe, or simply let t h e m go on their way, d e p e n d i n g on his NPC motivation result.
Toxic Dump: While m a k i n g their way t h r o u g h a r e m o t e a r e a o f t h e countryside, t h e p l a y e r s c o m e
N o m a d Tribe: A clan of n o m a d s suddenly a p -
a c r o s s a secret toxic d u m p site. This m a y be very
p e a r s , o r t h e P C s s t u m b l e a c r o s s their e n c a m p -
old a n d a b a n d o n e d or it m a y be n e w a n d still in u s e .
m e n t . This c a n be anything from a Native A m e r i c a n
P e r h a p s it will form t h e basis of a n e w a d v e n t u r e .
tribe living in their original life-style to a '60s-style
Wandering Mystic: A wise (or crazy) m a n or
hippie c o m m u n e , c o m p l e t e with rusty Volkswagen
w o m a n is e n c o u n t e r e d . He or s h e lives off t h e land
m i c r o b u s s e s a n d n a k e d children n a m e d Moon-
a n d l e a d s a solitary existence to better attune him or
b e a m Love.
herself to t h e land a n d its natural c r e a t u r e s . T h e
N o m a d s will be suspicious of a n y outsiders a n d m a y r e a c t with violence or p a n i c . If their confidence
mystic will be very familiar with t h e a r e a a n d its dangers.
into their hotel r o o m . All of t h e s e are e x a m p l e s of freak a c c i d e n t s t h a t h a v e actually h a p p e n e d t o s o m e o n e , s o m e t i m e . Why not h a v e o n e h a p p e n t o your P C s ? T h e y a r e certain to believe t h e r e is a m a s t e r m i n d behind t h e event. Hit Man: A n e n e m y h a s sent s o m e o n e t o d o t h e P C s in. It n e e d not h a v e anything to do with t h e PCs' p r e s e n t mission. Natural Disaster: This is s o m e t h i n g like "Freak Accident," a b o v e , but it involves e v e n t s of a grander s c o p e , affecting m o r e c r e a t u r e s . E a r t h q u a k e s , torn a d o s , blizzards, hurricanes, forest fires, volcano eruptions, tidal w a v e s , a n d e v e n m e t e o r strikes are e x a m p l e s . T h e e x a c t disaster will usually d e p e n d u p o n the PCs' geographical location. Ozone Hole: Weather forecasts in Dark Conspiracy include m o r e t h a n just t e m p e r a t u r e and precipitation. T h e y also include r e p o r t s on t h e E a r t h ' s ozone layer. S o m e t i m e s t h e o z o n e will thin in a particular spot, forming a hole that lets dangero u s radiation t h r o u g h for d a y s at a t i m e . W h e n this o c c u r s , citizens a r e w a r n e d to stay indoors for the duration. Long-term e x p o s u r e t o t h e radiation c a n not only foster cancer, it c a n also d a m a g e t h e retinas These encounters can be added to any of the a b o v e lists.
of e y e s , leading to blindness. Unexpected Ally: Not all r a n d o m e n c o u n t e r s
D o g Pack: W h e t h e r in a city or in t h e country, an
n e e d t o b e negative. T h e world c o n t a i n s s o m e
a t t a c k by a p a c k of starving a n i m a l s c a n be a
helpful p e o p l e , t o o . In this encounter, t h e PCs m e e t
wonderful w a y t o get t h e PCs' h e a r t p o u n d i n g .
s o m e o n e w h o offers t h e m unsolicited help, p e r h a p s
T h e s e n e e d not b e d o g s — r a t s a n d other c r e a t u r e s
just in t h e nick of time.
work nicely, t o o . ( S e e "Beasties," p a g e s 1 7 7 - 2 0 1 , for statistics.) Doldrums: For s o m e unexplained reason, empathic
Visions: For s o m e unexplained r e a s o n , e m p a t h i c c h a r a c t e r s find their p o w e r s effectively doubled for a period of h o u r s or d a y s . It m a y be that t h e Earth
characters find their empathic powers halved, or even
is giving its defenders a boost, or that the Dark
negated entirely, for hours or days, as if a wave of
Minions h a v e w e a k e n e d t h e fabric of reality. In the
m u n d a n e n e s s swept the world. Fortunately for the PCs,
latter c a s e , t h e P C s won't be t h e only o n e s with
the Dark Minions are affected just as strongly.
enhanced powers.
Freak Accident: A wheel bearing g o e s out u n e x -
Wild Hunt: If t h e P C s a r e having too e a s y a time
pectedly on the P C s ' vehicle, or m a y b e a tire g o e s
of figuring out w h o is behind t h e current mystery,
flat a n d throws t h e m toward t h e ditch. Lightning
throw a w r e n c h in t h e w o r k s by having a completely
strikes a t r e e nearby, or a brick from a c h i m n e y falls
different Dark R a c e a t t a c k t h e m in a r a n d o m s w e e p
a n d a l m o s t hits o n e of t h e m . S t o r m sewers w a s h out
t h r o u g h their a r e a . Dark elves might be looking for
t h e soil under a section of road a n d it collapses under
n e w playthings; ETs might be collecting lab speci-
t h e m . A twin-engine p l a n e loses p o w e r a n d c r a s h e s
m e n s ; other c r e a t u r e s might just b e hungry.
Yuri kept the van running
while Hadyn and I
went in to find the girl. I forget exactly why, but we'd all decided the
time
Col. Leeds' country estate.
had come to check out Only problem
was,
we
had just the v a g u e s t idea where to find it. All we, knew
was that it had a Rural Route 5 address,
which city
meant
it
was
somewhere southwest of the
limits.
That's where the girl came in. She'd told Hadyn over the phone
that her boyfriend
directions to the place, forthe and all
his
buddies
had given
her
weinie roast where he
had disappeared.
Fortunately
for us, she hadn 't gone to the festivities, or she'd be missing,
too.
The girl told Hadyn to meet her that evening at a
made a remark about me sleeping in a pizzeria, I
Yuri
threw the rest of the bottle on him. Hedrew back for
stayed with the van while Hadyn and l went in. The
a punch, and I brought my fists up, squaring for a
noise was incredible.
fight,
frat house party just off campus.
We heard the stereo thump-
ing from two blocks away. was
deafening.
Like I said,
People
Inside the building it
were jammed
elbow
to
elbow around the walls to make room for dancers,
but then Hadyn came back out and started
shoving me toward the van. I hollered at the big guy all the way,
which made me feel somewhat better,
at least until Yuri started razzing me about stinking
and still they had to shout for their neighbors to
up the van enough to make his eyes water.
hear them. I took a glance around,
drove out to the Leeds place
decided I wanted
with
the
We
windows
to keep my hearing for our trip to the Leeds' place,
down. Of course, I got all the wind in the back seat,
and signaled Hadyn I'd
He
while
his
them in the front
nodded way
wait for him outside.
understanding
through
and
started
the crowd; apparently,
pushing
he'd spotted
the girl.
With the girl's directions,
it didn't take long to
find the farm. It was along a secondary country
It was cold outside, felt like it might start spitting snow
Yuri and Hadyn had the heater blowing on
anytime.
I
was
getting
there waiting on Hadyn.
chilly just standing
We'd bought some bottles
of garlic extract for our little mission, something to do,
and just for
road, one of those kind that twist and turn every few
hundred feet to follow
pasture,
changing
randomly
to thin gravel and back again.
a creek or avoid a from
cracked
asphalt
We turned a corner,
I broke one out and started daub-
and there on the right was an old rain barrel with
ing it on my clothes. But my fingers were stiff, and
a mail box up on top. In the moonlight we could
I ended up spilling most of it down my pant leg.
clearly see
the name
"Leeds" stenciled across the
Now I was not only cold and wet, I also stunk to
front A
high heaven.
too,
peared in to a weedy grove of elms. The whole place
blond guy leaving the party
was fenced in like it had been used for pasture or
I guess I was sort of irritable,
'cause when this big,
narrow lane led off the road and disap-
something in
remember screaming "Run!" but it was no use.
the old days.
Not wanting to arouse suspicion, on past and stopped about half a
we drove right mile down
the
had only
taken a few steps
road. We checked our gear—Yuri had his AKM, l had
between us and the van. dim shapes,
and some
infrared goggles—and everybody
splashed on some garlic extract, clambered over the fence.
then
Uzi
but me
we got out and
I emptied the shotgun at
never certain if I was firing at enemies
or at shadows,
then pulled my
They came loping at us, screech ing like madmen.
Yuri caught his pants on
I remember slashing one across
open, scratching his leg in the process. Even in the
blinded by
darkness,
the
paleness moved
of his
thigh,
but
he just grunted
and
a spotlight bouncing
field.
We 'd gotten about a dozen meters into the woods
theface,
thenl was
toward
us across
My eyes felt like they had been stabbed
with icepicks. I could hear an engine racing,.and the light kept getting brighter,
on.
knife and prepared
to sell my life dearly.
the line of barbed wire on top and tore his inseam I could see a trickle of blood against the
we discovered
that there were more of the things laying in ambush
a pump-action shotgun,
and Hadyn carried an
when
We
anything.
but I couldn't really see
"This is it," I thought
"It's Leeds come to
when Hadyn stopped us with a curse. He said he'd
run us down, and I can't even see to get out of the
picked
way."
up a couple dozen human-sized heat sources
approaching through
the trees ahead. He and
Yuri
The vehicle stoppedj ust a couple of meters away,
had a quick consultation and decided we were way
and the spotlight swept across the
outnumbered,
quick."
that
we'd
guys," I whispered, tough.
"but
better go
back.
that's gonna
We got more company coming
They
were close enough
"Sorry,
be
kind of
"Get in,
just make out that it was a pickup truck, and as I
up behind."
climbed in the back, I saw that it had black lights
without the
strapped on all around.
to spot even
Yurijumped in beside me,
then cursed as Hadyn dropped in on top of him.
goggles. We
field.
I heard somebody say, and I obeyed. I could
couldn't go forward,
and
we
couldn't go
back, so they only way to go was sideways, the open field that bordered Leeds' land.
toward
Yuri and
"Hang
on"
the
jouncing across
driver shouted, the
plowing through
Hadyn squeezed off some bursts of fire to discourage
minutes later,
a new ally to help us
it. I could hear scream-
ing, so I knew somebody'd been hit,
but Hadyn took
back
we
toward
started
the road,
whatever got in our way.
pursuit,
and we hightailed
field,
and
A few
we were headed back into town, fight
with
the creatures.
And that's the story of how
we met Fred Brody.
one last look with the goggles and swore the rest were right behind us. I discovered I could run even
As w e ' v e explained earlier, while t h e p l a y e r s in a
faster than l thought. I swear I vaulted the fence, then
roleplaying a d v e n t u r e h a v e only t o c o n c e n t r a t e o n
I spun to cover my buddies as they climbed it. grove
was full of pale shapes
with
The
playing a single character, t h e referee h a s to play t h e
glistening eyes
p a r t of an entire world of NPCs. In t h e narrative
right behind
e x a m p l e a b o v e , for instance, while t h e players
Hadyn, and my first shell took it in the head. My
c o n c e n t r a t e on Hadyn, Yuri, a n d Marcus (the nar-
second and third caught two more just as they left
rator), t h e referee m u s t play t h e p a r t of t h e girl
the trees. After that,
Yuri and Hadyn were over, and
Hadyn s p e a k s to, t h e crowd at t h e frat party, t h e guy
we started a fighting retreat in the direction of the
w h o insults M a r c u s at the door, t h e h o r d e s of
van.
c r e a t u r e s at the Leeds farm, a n d t h e driver of t h e
and
teeth.
One
of the
was
The creatures kept coming, but after we dropped
eight or 10 of them, weeds.
things
the rest ducked low in the
We couldn't see them,
but we could hear
them howling to each other as they closed in on us. My heart
was hammering
to beat the band.
I
r e s c u e vehicle. But this narrative provides only a tiny view of t h e work that is involved. What M a r c u s s e e s d o e s n ' t reveal t h e referee's efforts at being t r u e to all the NPCs' motivations, nor t h e h e a d w o r k
involved in k e e p i n g track of t h e NPCs' positions in
Note that while t h e s e attribute a n d skill n u m b e r s
t h e fight a n d the w o u n d s t h a t individual NPCs suffer.
reflect t h e a v e r a g e for an NPC of a particular level,
Of c o u r s e , considering t h e multitude of N P C s t h a t
referees w h o desire m o r e detail m a y c h o o s e t o raise
a p p e a r in m o s t a n y a d v e n t u r e , it just isn't feasible for
or lower a statistic for a particular NPC. For instance,
e v e r y o n e of t h e m to be g e n e r a t e d in t h e s a m e detail
a n Experienced street g a n g m e m b e r h a s a n aver-
as a r e P C s . Nor would it actually be helpful, b e c a u s e
a g e c o m b a t skill of 4, but actually would likely h a v e
t h e referee would easily b e c o m e lost in s u c h detail.
a Heavy W e a p o n s skill of 0, a n d might (if t h e referee
For this r e a s o n , t h e vast majority of NPCs in Dark
desires) e v e n h a v e an Archery or Melee C o m b a t
Conspiracy a r e k e p t track of in a sort of s h o r t h a n d
skill of 5 or 6. Similarly, t h a t g a n g m e m b e r h a s an
notation, with t h e m o s t important o n e s receiving the
a v e r a g e attribute level of 5, but might h a v e an
m o s t detail. This s h o r t h a n d notation m a k e s t h e m
Education of 2 a n d an Agility of 8. T h e point is that
easiest for t h e referee to u s e during t h e h e a t of play.
t h e s e a v e r a g e s t a t s are intended t o help m a k e t h e
W h e n player c h a r a c t e r s f i r s t m e e t new a c q u a i n -
referee's j o b easier, not to lock referees into a fixed
t a n c e s , t h e f i r s t thing that they should notice a b o u t
set of n u m b e r s .
t h e m is their a p p e a r a n c e , just as in real life. T h e n
NPC Panic: NPCs u s e t h e s a m e p a n i c s y s t e m a s
they will c o m e to learn s o m e t h i n g a b o u t their
P C s . This m e a n s that while P C s c a n r e a c h an
personalities a n d major abilities, discovering m o r e
Initiative of 6, in which c a s e t h e y n e v e r p a n i c , even
t h e longer they k n o w t h e NPCs. For simplicity's
Elite NPCs h a v e s o m e c h a n c e of panicking.
s a k e , however, let us d i s c u s s t h e s e things in reverse
NPC Hit Capacity: It is entirely t o o m u c h of a
order, beginning with c o m b a t statistics as a frame-
h e a d a c h e to k e e p track of multiple w o u n d s a n d their
work u p o n which t o h a n g t h e rest.
locations on every NPC. For this r e a s o n , NPCs, r e g a r d l e s s of e x p e r i e n c e level, a r e a s s u m e d to h a v e a standard, overall hit c a p a c i t y of 2 0 , divided into
In t e r m s of c o m b a t statistics, t h e majority of
two rows of 10 ( s e e t h e s t a n d a r d NPC form on p a g e
NPCs a r e r a n k e d a s o n e of four levels of experience—
3 3 1 ) . W h e n an NPC first t a k e s a wound, he or s h e
Novice, Experienced, Veteran, a n d Elite—and t h e s e
is considered slightly w o u n d e d a n d suffers a -1 to
e x p e r i e n c e levels dictate their Initiative, attributes,
Initiative. O n c e t h e first row is filled, e x c e s s points
a n d c o m b a t skills. T h e t a b l e below reveals t h o s e
a r e m a r k e d off t h e s e c o n d row. With t h e first point
s t a t s for e a c h e x p e r i e n c e level. On this table, Level
m a r k e d off t h e s e c o n d row, t h e NPC is considered
refers to e x p e r i e n c e level, Initiative refers to t h e
seriously w o u n d e d a n d t a k e s a n additional - 2 t o
c o r r e s p o n d i n g Initiative rating, Attributes indicates
Initiative. As well, seriously w o u n d e d NPCs m u s t
t h e a v e r a g e attribute level, Skill refers to the aver-
s u c c e e d at a percentile roll v e r s u s Constitution
a g e rating of t h e NPC's c o m b a t skills, a n d Damage
every p h a s e in which they a t t e m p t to act, or they
indicates t h e n u m b e r of w o u n d points t h e NPC
b e c o m e unconscious (just as with player characters).
c a u s e s i n a n u n a r m e d c o m b a t attack.
Note that NPC d a m a g e is not assigned to specific hit locations, as it is for P C s . However, hit locations should still be rolled for t w o r e a s o n s . First, if an attack on an NPC strikes an a r m o r e d hit location,
Level
Initiative
Elite
5
Veteran
Attributes
Skill
Damage
7
6
4
attack strikes an NPC in t h e h e a d , d a m a g e for that
4
6
5
3
attack is doubled. This reflects t h e fact that hits to
Experienced
3
5
4
1
5
2
2 1
t h e h e a d by firearms are especially deadly. Also, it
Novice
t h e a r m o r t a k e s effect normally. S e c o n d , if any
allows P C s t o a i m m e l e e a t t a c k s t o t h e h e a d , trading a m o r e difficult a t t a c k for i n c r e a s e d d a m a g e .
Note also hit points for beasties and dark races are not always
divided
into equal rows.
Of c o u r s e , t h e c o m b a t skills listed a b o v e will not be t h e only skills an NPC h a s . In fact, for m a n y NPCs ( p e r h a p s m o s t ) , t h e player c h a r a c t e r s will never h a v e o c c a s i o n to k n o w their c o m b a t skills. Instead, they will be k n o w n for their expertise in s o m e other field. T h e s e skill levels should be a s s i g n e d by t h e referee, a s s e e m s a p p r o p r i a t e t o t h e situation. For e x a m p l e , if t h e P C s h a v e s o u g h t out an expert chemist, that c h a r a c t e r c a n be a s s i g n e d a Chemistry skill of p e r h a p s 8 or 9. If it t u r n s out that t h e c h e m i s t h a s s o m e c a u s e t o u s e a c o m p u t e r while t h e P C s are present, t h e referee c a n assign t h e NPC a n a p p r o priate a m o u n t of C o m p u t e r skill. Note that t h e s e skill levels n e e d not e v e n be decided u p o n a h e a d of time, but c a n be set during play, allowing the referee to c r e a t e n e w NPCs at a m o m e n t ' s notice. Also n o t e that t h e expert chemist might only be a Novice in t e r m s of c o m b a t .
By NPC motivations, we m e a n t h e drives that
personalities b e c o m e very important. In s u c h c a s e s ,
guide an NPC, giving that c h a r a c t e r a r e a s o n for
referees h a v e o n e of two c h o i c e s . T h e y c a n invent
acting a s a n individual. I n m a n y c a s e s , t h e moti-
t h e N P C s motivations t h e m s e l v e s , b a s e d u p o n
vations of NPCs are either o b v i o u s or u n i m p o r t a n t .
what t h e y think t h e NPC should be like, or they c a n
T h e referee n e e d not work up detailed motivations
g e n e r a t e t h e motivations r a n d o m l y with a d e c k of
for a c a b b i e w h o merely t a k e s t h e P C s to an airport,
playing cards, using t h e s y s t e m described h e r e .
or for every m e m b e r of a lynch m o b . Obviously, t h e
T o g e n e r a t e a n N P C s motivations, draw t w o
c a b b i e ' s motivation is to do a j o b a n d m a k e s o m e
c a r d s from a s t a n d a r d deck of playing c a r d s . T h e
money, a n d t h e lynch m o b m e m b e r s all s h a r e a
card with t h e highest value d e t e r m i n e s t h e N P C s
c o m m o n motivation to string s o m e o n e u p . Of course,
primary motivation; t h e lower reveals t h e s e c o n d -
if the c a b b i e is actually a Dark Minion s t o o g e w h o is
ary motivation. E a c h c a r d ' s suit dictates t h e direc-
tracking t h e NPCs, or if o n e of t h e lynch m o b
tion t h a t motivation t a k e s , a n d its face value d e -
m e m b e r s is actually a g o v e r n m e n t a g e n t waiting for
t e r m i n e s t h e motivation's strength or its particular
an opportunity to free t h e m o b ' s victim, t h e n t h e s e
bent.
NPCs h a v e slightly m o r e detailed motivations. But
A c e s a n d face c a r d s indicate special motivations.
e v e n t h e s e motivations are fairly straightforward.
If a special card is drawn, it is automatically t h e
For m o s t NPCs, t h e n , motivation will d e p e n d u p o n
N P C s p r i m a r y motivation. If t w o special c a r d s are
t h e role t h e c h a r a c t e r p l a y s in t h e a d v e n t u r e .
drawn, t h e NPC h a s two p r i m a r y m o t i v a t i o n s
But s o m e NPCs play s u c h a large part in t h e player c h a r a c t e r s ' e x p e r i e n c e s that details of their
c o m p e t i n g with e a c h other for d o m i n a n c e . T h e various possibilities a r e s u m m a r i z e d in the
table o n p a g e 3 3 1 a n d
deceitfully, giving just e n o u g h information to guar-
explained below.
a n t e e their victims a r e misled. T h e actual direction of their deceitfulness will generally d e p e n d u p o n their s e c o n d a r y motivation. A c e , Charismatic: T h e NPC is a charismatic leader to w h o m others are naturally drawn. Often,
T h e s e NPCs seek
s u c h NPCs h a v e high e m p a t h i c skills. S o m e of t h e s e
personal power a n d
NPCs a r e h o n o r a b l e a n d just, o t h e r s a r e cruel a n d
influence. A " s o m e -
manipulative. T h e referee c a n d e c i d e b a s e d u p o n
w h a t ambitious" NPC
t h e a d v e n t u r e situation a n d / o r t h e particular NPC's
will be inclined toward
s e c o n d a r y motivation.
boastfulness
and
a
desire to i m p r e s s other
Spades:
p e o p l e . "Moderately
S u c h NPCs are highly influenced by their love of
ambitious" NPCs a r e
p e o p l e . They t e n d to be friendly, loyal, a n d just. A
driven to attain posi-
" s o m e w h a t sociable" NPC will be amiable, talkative,
tions of high responsi-
a n d cooperative with m o s t e v e r y o n e . "Moderately
bility. A "very a m b i -
sociable" NPCs will h a v e a strong s e n s e of duty a n d
Ambition tious" NPC will be o v e r w h e l m e d by a desire to
loyalty to their g r o u p . A "very sociable" NPC will
m a n i p u l a t e a n d control others.
h a v e a strong c o m m i t m e n t to justice a n d t h e welfare
Jack, P o m p o u s : P o m p o u s NPCs are conceited
of all people, a n d will look for t h e g o o d qualities in
a n d a r r o g a n t in their dealings with others. T h e y
e v e r y o n e , but will r e a c t with a n g e r to injustice a n d
consider t h e m s e l v e s to be clearly superior to every-
brutality.
o n e a r o u n d t h e m , a n d they m a k e n o secret o f that conviction. Hearts: Sociability
Jack, Wise: T h e NPC is unusually wise, either as a result of y e a r s of experience, or simply b e c a u s e of
Q u e e n , Ruthless: This NPC will let nothing s t a n d
a s t u t e observation. S u c h N P C s a l m o s t always ex-
in t h e way of achiev-
hibit g o o d j u d g m e n t a n d , if a s k e d , offer sound
ing a n y goal a n d feels
advice.
n o c o n c e r n for t h e
Q u e e n , Loving: This NPC loves s o m e other
n e e d s of others. S u c h
p e r s o n devotedly, p e r h a p s a s p o u s e , parent, child,
NPCs c a n feign affec-
or close friend. S u c h NPCs would willingly sacrifice
tion, devotion, sincer-
t h e m s e l v e s for t h e o n e t h e y love. Alternatively, the
ity, or anything else
NPC m a y be loving toward absolutely e v e r y o n e .
that s e r v e s their pur-
T h e c h o i c e i s u p t o t h e referee.
p o s e , but actually they feel nothing. King,
King, Honorable: Honorable NPCs a r e s c r u p u lously h o n e s t in their dealings with e v e r y o n e . In
Deceitful:
m a n y c a s e s this i s not s o m u c h from a n y c o n c e r n
T h e NPC h a s n o re-
for others, but from pride in saying that their word of
spect
honesty.
h o n o r is their b o n d . S u c h NPCs will typically carry
Depending upon the
for
out their p r o m i s e s a n d social obligations e v e n if it
referee's
decision,
m e a n s facing d e a t h . In this, they c a n be as difficult
deceitful NPCs m a y be
to deter as a stubborn NPC (Club Q u e e n ) . Honor-
pathological liars, or
a b l e N P C s h a v e utter c o n t e m p t for liars a n d
they m a y u s e t h e truth
oathbreakers.
A c e , J u s t : This NPC s e e s justice a s the greatest
leader in battle, able
virtue a p e r s o n c a n display a n d t h e only truly
to inspire confidence
important consideration in deciding u p o n a c o u r s e
in others, a n d receiv-
of action. S u c h c h a r a c t e r s h a v e no r e s p e c t for
ing c o m p l e t e obedi-
c h e a t s a n d swindlers, a n d they will wholeheartedly
e n c e from followers.
assist a n y a t t e m p t to right an injustice.
In t e r m s of c o m b a t rules, treat s u c h NPCs as having an Initiative
T h e s e N P C s h a v e a greater likelihood of reacting
of 6 (they never panic),
with violence t h a n do m o s t p e o p l e . A " s o m e w h a t
and allow t h e m to pre-
violent" NPC is not frightened or intimidated by
dict their o p p o n e n t s '
t h r e a t s of violence a n d will not hesitate to u s e force
general strategy a n d
if t h e situation s e e m s to warrant it. A "moderately
be p r e p a r e d for it.
violent" NPC is aggressive a n d inclined to view violence as t h e preferred m e a n s of resolving disp u t e s . A "very violent"NPC loves a g o o d fight a n d either is or w a n t s to be a warrior. E v e n a high violence rating d o e s not, however,
T h e NPC w a n t s t o
necessarily indicate t h a t t h e n o n p l a y e r c h a r a c t e r is
be rich. A " s o m e w h a t greedy" NPC will be fairly e a s y
brutal or a bully. For e x a m p l e , a "very violent" NPC
to c o n v i n c e to t a k e a particular c o u r s e of action as
w h o w a s also "very sociable" could b e described a s
long as m o n e y is involved. A "moderately greedy"
friendly, g o o d - n a t u r e d , a n d loyal, but also a g o o d
NPC will drive a harder bargain, but will actually be
p e r s o n to h a v e with y o u in a fight.
m o r e willing to t a k e larger risks, provided t h e p a y -
Clubs: Violence
Jack, Murderous: This NPC is subject to s u d d e n ,
m e n t is sufficient. A "very greedy" NPC will do
uncontrollable, m u r d e r o u s r a g e s . C h a n c e s are, s u c h
virtually anything for money, but will insist u p o n
NPCs h a v e already killed at least o n c e in a fit of r a g e . If not, it certainly will not be long before s o m e o n e
very high fees, a n d will p e r h a p s a t t e m p t t r e a c h e r y Diamonds: Greed if it s e e m s that e v e n
c r o s s e s t h e m a t t h e wrong t i m e a n d dies...
more money can be
Q u e e n , Stubborn: S u c h N P C s a r e s o stubborn
g a i n e d by doing s o .
that o n c e t h e y h a v e m a d e u p their m i n d s a b o u t
Jack, Coward: This
s o m e t h i n g , it is nearly impossible to p e r s u a d e t h e m
NPC is a total coward
differently. T h e y t e n d to scoff at innovation a n d
a n d will
insist that t h e "old w a y s " of doing things are best.
run from
d a n g e r a t every o p -
King, Brutal: T h e s e NPCs a r e sadistic brutes w h o
portunity. (You might
enjoy c a u s i n g other p e o p l e pain a n d grief. T h e y
say such characters
often s e r v e as tools for t h e Dark Minions, m o s t of
a r e greedy about their
t h e m without ever realizing it. Frequently, t h e y are
own safety.) If e s c a p e
d u p e s w h o f i n d t h e m s e l v e s propelled t o power,
is impossible, a cow-
seemingly b e c a u s e of unassailable luck, but actu-
a r d will c o w e r a n d
ally b e c a u s e of Dark Minion manipulation. J u s t
refuse to fight.
when t h e y think t h e y are m o s t s e c u r e , however,
Queen,
Lustful:
their u n s e e n m a s t e r s s u d d e n l y bring t h e m t o ruin,
T h e s e NPCs are driven
a n d the victimizer b e c o m e s t h e victim.
by lust for t h e o p p o -
A c e , War Leader: T h e NPC is an unusually g o o d
site sex. D e p e n d i n g
u p o n t h e c i r c u m s t a n c e s , t h e referee m a y interpret
strokes, working in s n a t c h e s of m o o d - s e t t i n g detail.
this as an impersonal lust for all m e m b e r s of that sex
Don't forget to a p p e a l to other s e n s e s as well as
or as an o b s e s s i o n for a particular p e r s o n .
sight. S o u n d , smell, t o u c h , a n d e v e n e m p a t h y all
King, Selfish: A selfish NPC never h e l p s without
a d d to t h e i m p a c t of a s c e n e . As you continue, work
d e m a n d i n g p a y m e n t a n d will never give a w a y
inward from t h e setting to the NPC, giving details of
anything. S u c h NPCs a r e convinced that e v e r y o n e
b a c k g r o u n d before giving details of t h e character.
else is just as selfish as t h e y a r e . As a result, t h e y will
And a d d a s e n s e of m y s t e r y — s o m e t h i n g unex-
d e m a n d higher p a y m e n t t h a n t h e y are d u e (believ-
plained—to m a k e it o b v i o u s t h a t t h e r e is m o r e to t h e
ing their e m p l o y e r s to be holding out on t h e m ) , a n d
c h a r a c t e r t h a n m e r e l y what t h e P C s s e n s e , that the
they will jealously guard their own p o s s e s s i o n s
NPC did not suddenly c o m e into existence just when
(convinced that e v e r y o n e else is just waiting for an
t h e player c h a r a c t e r s arrived, but w a s living a life
opportunity to steal t h e m ) . NPCs this selfish are
long before t h e y c a m e along.
likely to steal what other p e o p l e do not g u a r d very closely.
S t e r e o t y p e s a r e f i n e , especially b e c a u s e they s e r v e as a sort of s h o r t h a n d , getting a lot of informa-
A c e , Generous: In t e r m s of t h e D a r k Conspiracy
tion a c r o s s to t h e p l a y e r s with a limited n u m b e r of
world, t h e s e NPCs a r e extremely g e n e r o u s . T h o s e
words. T h e b a s i c s of an NPC's a p p e a r a n c e , for
w h o h a v e another h e a r t card as a s e c o n d a r y moti-
instance, will h a v e a lot to do with t h e NPC's
vation a r e so g e n e r o u s that they will gladly give
attributes a n d skills. And o n c e y o u ' v e a p p e a l e d to a
a w a y anything they h a v e to others in n e e d , e v e n if
s t e r e o t y p e in your description, any details that
this l e a v e s t h e m with nothing. All o t h e r s will t e n d to
b r e a k with that s t e r e o t y p e will b e c o m e all t h e m o r e
m a k e g e n e r o u s d e a l s a n d will refuse p a y m e n t for
firmly fixed in t h e players' m i n d s . Along with this,
favors, unless t h o s e favors directly relate to their
realize that t h e description y o u give will do a lot to
n o r m a l line of b u s i n e s s .
d e t e r m i n e what t h e players think about that NPC from this point o n . J u s t as in real life, first impressions do m a k e a major difference.
When you describe an N P C s appearance to
Finally, recognize that knowing when to avoid
the players, you should k e e p in mind two m a i n
detail c a n b e a s important a s knowing when t o
g o a l s : You w a n t t o m a k e t h e NPC s e e m truly
include it. T h e p l a y e r s a r e likely to be m u c h m o r e
alive, a n d y o u w a n t t h e N P C d e s c r i p t i o n t o h e l p
n e r v o u s a b o u t a figure that their c h a r a c t e r s can't
d e v e l o p o r m a i n t a i n t h e m o o d y o u ' v e set for t h e
quite s e e t h a n a b o u t o n e t h e y c a n s e e clearly,
adventure. There are a n u m b e r of things to be
however h i d e o u s it is.
considered in doing this. First, it will help if you t a k e a m o m e n t to build a m e n t a l picture of t h e NPC in your own m i n d . If you
As we h a v e m e n t i o n e d , in describing NPCs it is
c a n a c c o m p l i s h that, you probably h a v e already
often helpful to a p p e a l to s t e r e o t y p e s to m o s t
s u c c e e d e d a t pretty m u c h everything else w e a r e
quickly s k e t c h out t h e m o s t important information.
a b o u t to tell you a b o u t NPC a p p e a r a n c e . O n c e you
As a m a t t e r of fact, t h e r e a r e a n u m b e r of t y p e s of
h a v e that m e n t a l picture, you n e e d to begin thinking
NPCs that will be e n c o u n t e r e d so often that it just
a b o u t t h e m o s t d r a m a t i c way t o c o n v e y i t t o your
d o e s not m a k e s e n s e for referees t o envision t h e m
players.
from s c r a t c h e a c h t i m e . We'll call t h e s e NPCs stock
Generally, this will m e a n painting a s c e n e , not
NPCs. T h e y work s o m e t h i n g like extrasfrom central
merely a description of t h e NPC. After all, c h a r a c t e r s
casting a n d include s u c h things a s g a n g m e m b e r s ,
have to be somewhere when the PCs encounter
innocent b y s t a n d e r s , a n d security g u a r d s . Descrip-
t h e m . Now paint t h e b a s i c s of that s c e n e in b r o a d
tions ( a n d illustrations) for a n u m b e r of t h e s e sorts
of c h a r a c t e r s a r e a p p e n d e d to t h e e n d of this chapter. Referees m a y wish t o c r e a t e s t a n d a r d descriptions for o t h e r s that t h e y find recurring frequently in their a d v e n t u r e s .
For t h e vast majority of NPCs, t h e t y p e of stats, motivations, a n d descriptions d i s c u s s e d a b o v e will be sufficient. Occasionally, however, an NPC will be s o important that t h e referee m a y wish t o c r e a t e that c h a r a c t e r in m o r e detail. This is especially true if the NPC is to be o n e t h a t t h e player c h a r a c t e r s e n c o u n ter in m o r e t h a n o n e a d v e n t u r e . In s u c h c a s e s , referees c a n c r e a t e t h e NPC using t h e full player c h a r a c t e r generation rules. Note that s u c h major NPCs should b e c r e a t e d with a s m u c h t h o u g h t a s i s d e v o t e d t o player c h a r a c t e r s . Motivations, for instance, should arise out of t h e NPC's history, rather t h a n being c h o s e n at r a n d o m . Of c o u r s e , t h e referee m a y still wish to u s e
n u m b e r s for t h e c o n t a c t ' s attributes a n d skills. To a
t h e playing c a r d s y s t e m a b o v e as a sort of p e r s o n -
player, t h e c o n t a c t should s e e m like a living p e r s o n -
ality notation, p e r h a p s e v e n choosing m o r e t h a n
ality, not a collection of n u m b e r s that c a n be ex-
two c a r d s t o r e p r e s e n t t h e character.
ploited. Ideally, t h e n , a c o n t a c t ' s basic description
Also, a player m a y d e c i d e to a b a n d o n an old PC
will be g e n e r a t e d by t h e player w h o s e c h a r a c t e r h a s
a n d design a n e w o n e , in which c a s e t h e referee
established that contact, a n d t h e referee will t h e n
might wish to h a v e t h e old PC t a k e on NPC status.
c r e a t e appropriate attributes a n d skills t o m a t c h t h e
S u c h c h a r a c t e r s will often b e c o m e either major
description.
NPCs or important c o n t a c t s . C o n t a c t s are explained below.
In designing a c o n t a c t ' s history, a player should justify why that c o n t a c t would h a v e established a tie with t h e PC. For e x a m p l e , let us a s s u m e that Dara Schwartz (the first s a m p l e c h a r a c t e r at t h e e n d of t h e
W h e n g e n e r i c c o n t a c t s a r e c o n v e r t e d t o solid
"Character Generation" c h a p t e r ) h a s gotten herself
o n e s , t h e y c a n b e g e n e r a t e d with w h a t e v e r level
into a terrible m e s s in an investigation, a n d t h e
o f detail t h e r e f e r e e d e s i r e s , j u s t a s with o t h e r
referee h a s decided to let D a r a ' s player convert o n e
NPCs. In general, though, the m o r e important
of her generic c o n t a c t s into a solid o n e to help. T h e
t h e c o n t a c t i s t o a P C , a n d t h e m o r e frequently
player s a y s s h e ' d like to convert D a r a ' s first govern-
that contact shows up in the adventure c a m -
m e n t contact, from her c h a r a c t e r ' s initial c a r e e r as
p a i g n , t h e m o r e detail will b e r e q u i r e d for t h a t
a public e m p l o y e e . During D a r a ' s generation, t h e
contact.
player h a d decided t h a t public e m p l o y e e m e a n t for
It is s u g g e s t e d t h a t t h e referee allow players a
Dara working at a federal i n c o m e t a x office in her
strong h a n d in designing t h e histories for their
h o m e t o w n . You will r e m e m b e r that t h e player's
c o n t a c t s . After all, in s o m e w a y s a c o n t a c t ' s history
r e a s o n for choosing that career w a s to allow Dara
is part of t h e PC's history. But it is s u g g e s t e d just as
double s e c o n d a r y activities, reflecting her taking
strongly that p l a y e r s not be allowed to k n o w e x a c t
adult education c o u r s e s to p r e p a r e for college. After
Beat Cop
college, Dara went on to law
Of c o u r s e , it is t h e referee w h o d e t e r m i n e s just
school, a n d from t h e r e to a
h o w old this c o n t a c t is, what his attributes a n d skills
federal law enforcement ca-
a r e , a n d just how m u c h clout he h a s in his field. If we
reer.
a s s u m e that t h e NPC w a s in his m i d - 2 0 s when Dara
With all of this in mind, t h e
first m e t him, he will now be in his early 4 0 s (five
player s u g g e s t s to t h e referee
t e r m s h a v e p a s s e d for D a r a ) . That a n d t h e fact that
t h a t her initial g o v e r n m e n t
he is in a position to k e e p an e y e on her would
c o n t a c t w a s a federal law en-
indicate that he h a s attained a position of s o m e
forcement a g e n t w h o c a m e t o
authority, p e r h a p s e v e n a regional directorship.
t h e i n c o m e tax office on a c a s e
With this all in mind, we c a n look down the skill list
a n d w a s very i m p r e s s e d by
for appropriate skills, or we c a n simply define him as
this y o u n g w o m a n w h o w a s
a Veteran NPC, m a k i n g up a n y n e c e s s a r y skill levels
pushing herself so hard to get
as t h e n e e d arises during play. It just d e p e n d s u p o n
a d e g r e e a n d b e c o m e a federal law e n f o r c e m e n t
h o w m u c h t i m e a n d e n e r g y t h e referee w a n t s t o
a g e n t herself. He told Dara that if s h e ever n e e d e d
s p e n d on t h e NPC.
a favor, s h e should give him a call, a n d eventually, when s h e finished her d e g r e e s , s h e a s k e d his advice on what federal law e n f o r c e m e n t a g e n c y to apply t o .
E a c h of t h e s e c h a r a c t e r s h a s a short description,
Ever since that time, h e h a s b e e n keeping t a b s o n
an experience level that d e t e r m i n e s attributes and
her without mentioning it, letting her d e v e l o p her
c o m b a t skills, a n d a notation of a n y special skills or
skills, but watching to m a k e sure s h e didn't get in
abilities not related to t h e e x p e r i e n c e level. T h e
over h e r h e a d . Now t h a t s h e is in hot water, he j u m p s
referee should give t h e m whatever e q u i p m e n t s e e m s
in to help.
appropriate for their skills a n d t h e current situation.
following a highly charismatic leader, m a n y even t o d e a t h . With t h e c o n s t a n t rise in urban populations, local
By cultists, we m e a n the
police forces h a v e returned to putting walking p a -
latter t y p e . T h e y tend to be
trols b a c k on t h e streets. Beat c o p s patrol in pairs,
fanatically evangelical, form-
at a m i n i m u m , a n d t h e y live in t h e n e i g h b o r h o o d s
ing b a r r i c a d e s a c r o s s city
they patrol. T h e s e c o p s do not try to deal with every crime
streets a n d accosting citizens as t h e y p a s s by. Generally,
they s e e . Rather, they think of t h e m s e l v e s as s o m e -
they h a v e two m e s s a g e s for
thing like d a m p e n i n g r o d s in nuclear reactor, k e e p -
their listeners—the first is that
ing t h e reaction from running completely out of
love a n d p e a c e c a n b e found
control. Nonetheless, t h e y are heavily a r m e d a n d
in their leader, a n d t h e s e c o n d
a r m o r e d , a n d they are under c o n s t a n t radio surveil-
is that t h e y n e e d m o n e y to
lance by their h e a d q u a r t e r s .
spread the message. Unfortunately, their p e a c e a n d love c a n n o t sur-
Few citizens a r e foolish or d e p e r a t e e n o u g h to start a battle with their n e i g h b o r h o o d c o p s .
their leader. If t h e s e cultists are
Skills: As per Veteran NPCs, p l u s Leadership 6,
s e p a r a t e d from their group,
Normal Armament: Flak j a c k e t a n d pistol, with a p u m p s h o t g u n or assault rifle available in their
Cultist
vive far from t h e p r e s e n c e of
Level: Veteran. Interrogation 4, O b s e r v a t i o n 6, a n d Streetwise 6.
Biker
they t e n d t o b e c o m e p a n i c k e d a n d confused, then d e s p o n dent or e v e n suicidal.
vehicle (if a n y ) .
Level: Novice. Skills: As per Novice NPCs, plus P e r s u a d e 2 .
T h e b r e a k d o w n of law a n d order in rural a r e a s h a s
Normal Armament: N o n e .
led to an increase in b r i g a n d a g e . D u e to t h e poor state of m o s t rural r o a d s , m o t o r c y c l e s are natural s o u r c e s of mobility, b e c a u s e of their off-road c a p a -
Derelicts a r e t h e u n e m -
bility. T h e s e g a n g s , usually including o n e or two
ployed a n d h o m e l e s s w h o h a v e given u p a n y h o p e
dozen bikers (roll 4 D 6 ) , a r e well-armed a n d m u r -
of regaining a n o r m a l life, but w h o lead a solitary
derously violent.
existence, rather t h a n joining a c o r p o r a t e s a n c t u a r y
Level: Veteran.
or cultist enclave. T h e y c a n be
Skills: As p e r Veteran NPCs.
of a n y a g e ; m a n y a r e alcohol-
Normal Armament: Knives, pistols, s h o t g u n s ,
ics, drug addicts, or mentally
and occasional submachineguns.
ill. T h e m a i n secret of living as a derelict is to know how to
O n e c o n s e q u e n c e of t h e worldwide depression
avoid trouble. O n e way of d o -
h a s b e e n t h e rise of literally millions of street-corner
ing this is to avoid drawing
p r o p h e t s , e a c h t e a c h i n g their own b r a n d of a p o c a -
attention to oneself. If that fails,
lyptic "truth." As a result, the streets a r e filled with
then t h e other m e t h o d is to
religious disciples of every stripe. S o m e few hold to
m o v e o n t o s o m e w h e r e else.
justifiable t e a c h i n g s of tolerance, k i n d n e s s , a n d
Successful derelicts c a n b e
h o p e . But m o s t just d e v o t e t h e m s e l v e s t o blindly
wellsprings of information, if
Derelict
t h e y trust s o m e o n e e n o u g h t o tell what t h e y know. With a n y c a u s e , if victories a r e slow in c o m i n g
Level: Novice. Skills: As per Novice NPCs,
a n d t h e general public t u r n s a deaf ear, t h e p e o p l e
but additionally with Act/Bluff
of t h e c a u s e begin to b e c o m e militant. S u c h is the
4, Luck 6, Observation 7, a n d
c a s e with ecowarriors.
Stealth 5 . S o m e also h a v e
T h e s e p e o p l e h a v e devoted t h e m s e l v e s t o halting h u m a n i t y ' s ruination of the Earth, with violence
Foreboding 3 . Normal Armament: Knife
if n e c e s s a r y . Of c o u r s e , as that violence escalates, t h e ecowarriors find t h e m s e l v e s forced to adopt
or club.
ever m o r e a d v a n c e d , a n d m o r e destructive, w e a p o n s . Eventually, m a n y o f t h e m b e c o m e s o c a u g h t up in t h e battle that they lose sight of what they are Gidget Eco-Warrior
fighting for. In a l m o s t every society, there will always be s o m e
Pretty m u c h every city a n d town in Dark Con-
p e o p l e w h o never look out-
spiracy h a s a clandestine g r o u p of ecowarriors. In
side t h e m s e l v e s . T h e y blithely
m o s t p l a c e s , they o p e r a t e a s terrorists, blowing u p
accept whatever they
are
politically important facilities to p r e s s u r e local gov-
t a u g h t by t h o s e in authority,
e r n m e n t s t o m e e t their d e m a n d s . Note that t h e
a n d t h e y never e v e n get a hint
facilities targeted a r e not necessarily ecologically
that t h e r e a r e other cultures
harmful, nor are t h e ecowarriors' d e m a n d s always
that s e e things differently.
c o n c e r n e d with improving t h e ecology.
In earlier times, t h e s e people
Level: Veteran.
were called "clods," " p e a s -
Skills: As p e r Veteran NPCs, p l u s Demolitions 5,
ants," or p e r h a p s "good old
Heavy W e a p o n s 6, Lockpick 4, a n d Vehicle Use
b o y s . " In the world of D a r k
(Wheel Vehicle) 6.
Conspiracy, such m e n are called Dobies (after "Dobie
Normal Armament: Pistol a n d s u b m a c h i n e g u n . Explosives are often u s e d as well.
Gillis," an A m e r i c a n sitcom of t h e ' 6 0 s ) , a n d s u c h w o m e n a r e called Gidgets (after a series of popular Ganger
m o v i e s from a r o u n d t h e s a m e t i m e period).
If a n y t h i n g , s t r e e t g a n g s in t h e Dark Con-
B e c a u s e of the reduced
spiracy future a r e e v e n m o r e w i d e s p r e a d t h a n i n
travel of t h e Greater D e p r e s -
t h e p r e s e n t . T h a t o n l y m a k e s s e n s e : t h e cities
sion a n d t h e increased suspi-
a r e fuller, a n d a h i g h e r p e r c e n t a g e of t h e p o p u -
cion of outsiders, m o s t villages,
l a c e is u n e m p l o y e d a n d h o p e l e s s of a brighter
towns, a n d e v e n small cities
tomorrow. The need to belong to something, and
c a n b e considered t o b e p o p u -
t h e n e e d t o r e l e a s e frustration, give rise t o s t r e e t
lated primarily by Dobies a n d
gangs.
Gidgets.
G a n g s always h a v e s o m e flashy n a m e , a n d they
Level: Novice.
usually h a v e a uniform of s o m e sort, e v e n if it isonly
Skills: As per Novice level,
a colored scarf or an e m b l a z o n e d j a c k e t . M e m b e r s
plus o n e career skill (referee's
a r e considered "family," like p r e - m o d e m clans, a n d
choice) at level 4.
g a n g w a r s t e n d to c o n c e r n either clan territory or
Normal Armament: N o n e .
v e n g e a n c e for clan d e a t h s .
Most of t h e time, street g a n g s only battle e a c h other. But s o m e t i m e s , just for fun, they will terrorize n e i g h b o r h o o d citizens w h o are not g a n g m e m b e r s .
what w e m e a n b y t h e t e r m "Good S a m a r i t a n s . " Good Samaritans cannot
Level: Experienced.
only offer p l a y e r c h a r a c t e r s
Skills: As per Experienced NPCs, plus Stealth 6
m a t e r i a l aid t o w a r d a c c o m -
a n d Streetwise 7. Normal Armament: Knives, zip g u n s , revolvers, a n d o c c a s i o n a l s u b m a c h i n e g u n s or assault rifles.
plishing their m i s s i o n s , b u t t h e y c a n a l s o offer t h e m hope, reminding t h e m that t h e r e a r e still bright s p o t s in t h e world a n d t h a t t h e D a r k
G i z m o i d s a r e bright p e o p l e with a n a t u r a l
Minions h a v e n o t y e t w o n .
t a l e n t for m e c h a n i c s , e l e c t r o n i c s , o r b i o l o g y
As personalities, they tend
( c h o o s e o n e ) , b u t w h o , for o n e r e a s o n o r a n -
to be tolerant of others and
other, do n o t h a v e a s t e a d y j o b in their field of
full of h o p e .
expertise. For s o m e of t h e m , it is b e c a u s e they
Gizmoid
In t e r m s of a d v e n t u r e pacing, G o o d S a m a r i t a n
c o u l d n ' t get official t r a i n i n g . For o t h e r s , it is
NPCs s e r v e to relieve players
b e c a u s e t h e y h a v e s o m e p e r s o n a l i t y quirk t h a t
from a c o n s t a n t s e n s e of im-
p r e v e n t e d t h e m from k e e p i n g a j o b o n c e t h e y
p e n d i n g d o o m (which, per-
got it. ( P o s s i b l e p e r s o n a l i t y q u i r k s m i g h t r a n g e
versely, c a n m a k e that s e n s e
from inability t o t a k e o r d e r s t o s u c h brilliance
of d o o m fresher when the play-
that they are always working on something new
ers return to it).
instead of finishing the job at hand.)
S o m e examples of Good
Most gizmoids satisfy t h e m s e l v e s with working at
S a m a r i t a n NPCs would b e t h e
their field of interest as if it were a hobby, supporting
faithful village priest a n d t h e
it with s o m e menial j o b , or possibly e v e n selling
w a r m - h e a r t e d old c o u p l e w h o
e n o u g h specialty g i z m o s t o k e e p t h e m s e l v e s sol-
t a k e in strays.
vent, if barely. T h e latter are s e l d o m picky a b o u t working on illegal e q u i p m e n t , whether building or repairing. Gizmoids t e n d t o b e c a r e l e s s d r e s s e r s and social klutzes. T h e y a l s o t e n d t o w e a r thick glasses.
Level: Novice. Skills: As p e r Novice NPCs, but often with high e m p a t h i c a n d Medical skills, as well. Normal Armament: N o n e .
Level: Novice. Skills: As a Novice NPC, plus Biology 8, Electronics 8, Mechanic 8, a n d / o r Physics 8. Also generally B u s i n e s s 4. Normal Armament: N o n e .
Good Samaritan
Generally well d r e s s e d a n d always coolly impersonal, government
agents
stalk the
streets, constantly seeking information t h a t c a n b e u s e d t o For Dark Minions, o n e of t h e m o s t frustrating
shift t h e b a l a n c e of p o w e r into
things a b o u t h u m a n s h a s b e e n that in t h e very worst
t h e h a n d s of their a g e n c i e s .
of t i m e s is when m a n y of t h e m b e c o m e t h e m o s t
T h e s e NPCs c a n show u p with
selfless a n d loving. In every locality, t h e r e are p e o p l e
no prior warning, whether to
w h o a r e o p e n - h a n d e d l y helpful, just for t h e s a k e of
lend t h e player c h a r a c t e r s an
m a k i n g t h e world a little brighter for o t h e r s . This is
u n e x p e c t e d h a n d in their cur-
Government Agent
rent mission, or to warn t h e m off. In either c a s e , though, gove r n m e n t a g e n t s are likely to
D e s p i t e t h e c o l l a p s e of a w i d e s p r e a d farm
treat t h e player c h a r a c t e r s a s
e c o n o m y , m a n y p e o p l e h a v e refused to leave their
rank n o v i c e s w h o would screw
farms or villages. T h e y r e m a i n on t h e land that their
things up completely without
families h a v e o w n e d for generations, raising gar-
t h e h e l p they offer.
d e n s large e n o u g h t o s u p p o r t their o w n n e e d s , a n d
Government agents tend to
hunting t h e a b a n d o n e d fields a r o u n d t h e m for wild-
have lots of nifty equipment to
life. As a result, they h a v e regained a n u m b e r of
p a s s out when the going gets
skills t h a t h a d b e e n largely forgotten in t h e 20th
tough, but they are likely to be
century.
very picky in their judgment a s t o when that time h a s arrived.
I n general, t h e s e p e o p l e h a v e c o m e t o b e called Mother Earthers. T h e y t e n d to be wary of strangers,
Igor
Level: Elite.
b u t if c o n v i n c e d of a traveller's h a r m l e s s n e s s , t h e y
Mother Earther
Skills: As per Elite NPCs, plus Act/Bluff 7, Dis-
c a n be very o p e n h a n d e d in sharing what they h a v e .
guise 6, Forgery 4, Interroga-
As well, m o s t a r e m o r e t h a n willing to help out in any
tion 7, O b s e r v a t i o n 8, Stalk-
sort of task against the corporate farms that
ing 6, a n d Stealth 7.
financially ruined t h e m .
Normal Armament: Pistol.
Level: Experienced. Skills: A s p e r E x p e r i e n c e d N P C s , p l u s Mec h a n i c 3 , Medical 2 , N a v i g a t i o n 6 , O b s e r v a t i o n
Igors is t h e t e r m c o m m o n l y
5, Stealth 5, and Tracking 7. S o m e , at the
used a m o n g Dark Minion hunt-
referee's option, m a y have m o d e r a t e empathic
e r s when referring to h u m a n s
skills ( a v e r a g e level 3 ) .
w h o s e r v e t h e Dark Minions.
Normal Armament: N o n e .
T h e s e servants c a n be of nearly a n y sort, but m o s t are of lesst h a n - o u t s t a n d i n g intelligence,
Security
Guard
O n e of t h e m o s t plentiful o c c u p a t i o n s in t h e Dark
although t h e y m a y b e cunning, a n d are brutal,
Conspiracy world is that of security guard. For o n e
sadistic, selfish, a n d completely dishonest, m u c h
thing, valuables require m u c h m o r e protection than
like their m a s t e r s .
before. For another, t h e turnover rate a m o n g secuIgors often work in groups, especially t h o s e who are t o o
rity g u a r d s is high, a n d not b e c a u s e of retirement— it's a d a n g e r o u s j o b .
stupid or cowardly to accom-
Like b e a t c o p s , security g u a r d s a r e a l m o s t al-
plish m u c h on their own. Every
w a y s found in pairs, a n d they t e n d to be heavily
city h a s its share of Igors lurking
a r m e d a n d a r m o r e d . While c o p s a r e c o n c e r n e d with
in the shadows, just waiting for a
maintaining s o m e level of civic p e a c e , however,
chance to do s o m e mischief for
security g u a r d s a r e c o n c e r n e d only for protecting
their masters.
two things—their p o s t s a n d their lives. Often, their
Level: Experienced. Skills: As p e r Experienced NPCs. Normal Armament: Various.
m o t t o is "If in doubt, shoot it." Level: Veteran. Skills: As p e r Veteran NPCs. Normal Armament: Flak jacket, pistol, a n d either an assault rifle, s h o t g u n , or s u b m a c h i n e g u n .
It is not quite accurate to call the collection of creatures in this chapter animals. While most of t h e m are animals, there are also s o m e evil plants and s o m e mechanical creatures included in the mix as well. When referring to all of these creatures collectively, then, we u s e the term beasties.
Beasties c a n c o m e in h a n d y in several different w a y s for Dark Conspiracy referees. For o n e thing, true a n i m a l s c a n s e r v e a s a referee p r o p t o p a s s w a r n i n g s along to t h e P C s . Imagine, for instance, that t h e P C s a r e a b o u t to enter a Dark Minioninfested a r e a . O n e of t h e m o r e e m p a t h i c P C s might s c a n t h e a r e a for a n i m a l p r e s e n c e . If t h a t PC s e n s e s that t h e r e a r e no native c r e a t u r e s within t h e area, the PCs will be alerted to be on their g u a r d . Similarly, a p e t d o g w h o a c c o m p a n i e s t h e P C s m i g h t bristle a n d growl u p o n being t a k e n into t h e a r e a . In either c a s e , t h e referee h a s b e e n able t o u s e a n i m a l s (or t h e lack of t h e m ) to c o n v e y important information to t h e adventurers. T h o s e s a m e e x a m p l e s d e m o n s t r a t e another important u s e of b e a s t i e s in Dark Conspiracy a d v e n tures, however. That is, t h e y c a n be u s e d to help set a t m o s p h e r e . Whatever m o o d native a n i m a l s d e m o n s t r a t e is naturally p a s s e d on, at least to s o m e d e g r e e , to t h e PCs. In t h e e x a m p l e s a b o v e , t h e P C s will feel a s e n s e of o m i n o u s m e n a c e h a n g i n g over t h e a r e a , a n d that m o o d will h a v e b e e n c o m m u n i c a t e d m u c h m o r e effectively t h a n if t h e referee h a d simply said, "You feel a s e n s e of o m i n o u s m e n a c e . "
as with a n y other NPC, that referee's portrayal will
Of c o u r s e , a n o t h e r major way of using b e a s t i e s to
be m u c h m o r e effective a n d entertaining t h a n if t h e
c o n v e y t h e foreboding of Dark Conspiracy adven-
creature is merely played mechanically.
t u r e s is by using m u t a t e d creatures, or alien o n e s .
T h a t brings us to our next point, which involves
Alien c r e a t u r e s c a n portray t h e s e n s e of o t h e r n e s s
t h e r e a s o n for putting b e a s t i e s ' statistics a n d c o m -
desirable in Dark Conspiracy. Mutated terran crea-
bat rules here, rather t h a n in t h e " C o m b a t & D a m -
t u r e s c a n do not only that, they c a n also convey a
a g e " c h a p t e r of t h e players' part of this b o o k . If the
s e n s e of ruination brought a b o u t by t h e Dark Min-
players do not k n o w exactly what abilities a n d
ions. Their w a r p e d condition c a n play u p o n t h e PCs'
numerical ratings a particular b e a s t y h a s , they will
e m o t i o n s of pity a n d righteous anger: pity for the
be m u c h m o r e likely to picture it as a living being
despoiled c r e a t u r e s , a n d righteous a n g e r t o thwart
t h a n if they know its every secret in g a m e t e r m s .
t h e Dark Minions' future p l a n s . Beasties a l s o help bridge t h e g a p b e t w e e n imper-
R e m e m b e r , t h e m o r e involved p l a y e r s a r e with story, a n d t h e less t h e y ' r e involved with n u m b e r s
sonal c i r c u m s t a n c e a n d personal e n e m i e s . T h a t is,
a n d m e c h a n i c s , t h e m o r e t h e essential s e n s e of
a n i m a l s c a n b e a s implacable a s any natural force,
m y s t e r y is p r e s e r v e d .
but if h a n d l e d correctly, t h e y c a n also c o n v e y t h e
Finally, it might be helpful to think of b e a s t i e s as
s e n s e o f malevolent personality n e c e s s a r y t o m a k e
low-grade NPCs. Generally, t h e y will be easier to
players feel satisfied w h e n their c h a r a c t e r s h a v e
best t h a n h u m a n or Darkling o p p o n e n t s . Even if t h e
b e s t e d t h e m . It all d e p e n d s u p o n h o w t h e referee
b e a s t i e s a r e physically powerful, t h e PCs should be
p o r t r a y s t h e m . If t h e referee tries to get inside a
able to o u t s m a r t t h e m , or at least t h e P C s will h a v e
b e a s t y ' s mind, to feel its desires a n d fears as m u c h
t h e a d v a n t a g e of special e q u i p m e n t a n d firepower.
t h e t y p e of c r e a t u r e , a n d is listed with that c r e a t u r e ' s statistics in t h e descriptions below.
Riding a draft animal is considered an action in the s a m e manner as driving a vehicle. The referee should refer to the vehicle movement rules on pages 109-112 for details. Horses, mules, camels, and the like m a y be ridden in combat. A walking animal c a n be ridden safely by virtually everyone. Riding a trotting animal requires an Easy test of Agility for characters without Horsemanship; those with this skill p a s s this test automatically. Characters with Horsemanship skill have a m a x i m u m safe speed on a horse equal to 20+Horsemanship. For these characters, riding at or under the safe speed is automatically successful. Riding at greater than the safe speed—up to 40 meters per p h a s e (full gallop)—is done at t h e risk of falling off. To avoid a fall requires an Average test of Horseman ship or a Difficult test of Agility, rolled o n c e per phase. Failure results in a fall, l D 6 - 3 h i t s B e a s t y o p p o n e n t s c a n give t h e P C s a c h a n c e to
being suffered to a r a n d o m l y rolled hit location.
d e v e l o p their skills before taking on m o r e formi-
Critical failure results in s o m e serious injury to horse
dable foes.
a n d / o r rider, as d e t e r m i n e d by t h e referee, b a s e d
This c h a p t e r includes all sorts of b e a s t y listings,
u p o n t h e exact situation in which t h e m i s h a p o c -
from natural t e r r a n a n i m a l s to entirely otherworldly
curred. Injuries to a h o r s e might include breaking a
c r e a t u r e s . F r o m t h e s e e x a m p l e s , referees will be
leg in a c h u c k h o l e , tearing a m u s c l e during a leap,
able to extrapolate o t h e r s for their o w n g a m e worlds,
or b e c o m i n g b o g g e d in m u d in s u c h a way as to
t h u s k e e p i n g t h o s e worlds ever fresh a n d c h a n g i n g .
c a u s e injury. As well, it is likely that t h e rider h a s
Before looking at t h o s e listings, however, let's go
fallen a n d suffered d a m a g e as per a n o r m a l failure.
over s o m e general rules for using b e a s t i e s in c o m bat situations. In general, b e a s t i e s attack as if e n g a g i n g in a r m e d m e l e e c o m b a t . This m e a n s that a beasty Basically, b e a s t y c o m b a t follows t h e s a m e rules
attack c a n n o t b e b l o c k e d b y a n u n a r m e d character,
a s h u m a n m e l e e c o m b a t , with t h e following e x c e p -
but m a y only be b l o c k e d with a m e l e e w e a p o n .
tions a n d clarifications. Note that, as with n o r m a l
S o m e beasties attack with diving blows, which
c o m b a t , all d i s t a n c e s h e r e a r e calculated in m e t e r s .
c a n n o t b e blocked but c a n b e d o d g e d . S o m e beasties h a v e poison a t t a c k s . Poison is c o v e r e d in the " C o m bat & D a m a g e " chapter.
In general, b e a s t i e s h a v e t h r e e different m o v e m e n t rates: walk, trot, or run (although s o m e beasties a r e not a b l e t o run, a n d s o m e swim o r fly). T h e
W h e n e v e r a b e a s t y first suffers d a m a g e from a
n u m b e r o f m e t e r s m o v e d a t e a c h rate d e p e n d s u p o n
c o m b a t , t h e r e is a c h a n c e it will flee. E a c h b e a s t y
h a s a c h a n c e of attacking listed with its other
Agility: Again, not surprisingly, this refers to t h e
statistics. This is t h e likelihood that t h e creature will
b e a s t y ' s Agility rating. It is useful for determining
a t t a c k w h e n first e n c o u n t e r e d if t h e P C s s t u m b l e
s u c h things as whether or not t h e c r e a t u r e a v o i d s a
u p o n it accidentally. (Of c o u r s e , if t h e referee planted
diving blow.
t h e c r e a t u r e intentionally, whether it a t t a c k s or not is entirely d e p e n d e n t u p o n t h e referee.) That c h a n c e
Skill: This n u m b e r r e p r e s e n t s t h e b e a s t y ' s ability to hit an o p p o n e n t in m e l e e c o m b a t .
of attacking s e r v e s also as t h e likelihood that t h e
D a m . : An abbreviation for " D a m a g e , " this iden-
b e a s t y will continue to a t t a c k e v e n if w o u n d e d . By
tifies t h e a m o u n t of h a r m a b e a s t y d o e s with a
t h e s a m e t o k e n , w h e n a b e a s t y is killed or r e n d e r e d u n c o n s c i o u s , a n e q u a l c h a n c e exists t h a t a n y other beasties in its group will flee. This die roll is m a d e each time a beasty is killed or rendered unconscious.
The listings below give iriforrnation necessary for running any particular beasty, including basic statistics and special rules applicable only to that creature. The creature entries are listed in alphabetical order. The statistic headings are explained as follows: # Appear: S o m e c r e a t u r e s a r e typically e n c o u n tered alone, o t h e r s in g r o u p s . T h e # Appear listing gives either a n u m b e r or a die roll to indicate how m a n y of a particular t y p e of b e a s t y will be together. Attack: This h e a d i n g gives referees an indication of what t h e c h a n c e s are that t h e creature(s) will attack if e n c o u n t e r e d . However, referees should not feel b o u n d by this notation. Specific c i r c u m s t a n c e s m a y m a k e t h e c r e a t u r e ( s ) m o r e o r less p r o n e t o attack, at t h e referee's option. The Attack number is also the percent chance that the creature(s) will continue to attack after being wounded. Move: T h e first n u m b e r listed u n d e r "Move" is t h e b e a s t y ' s walking s p e e d , followed by its trotting s p e e d , a n d t h e n its running s p e e d (if a n y ) . Initiative: This is t h e b e a s t y ' s Initiative n u m b e r in c o m b a t . It o p e r a t e s exactly as do h u m a n Initiative ratings. Strength: Obviously, this gives a Strength rating for t h e beasty. It is useful in determining effects of diving blows, e t c . Constitution: J u s t as obviously, this gives a Constitution rating for t h e beasty, which is also useful for determining effects of diving blows.as well as for s a v e s v e r s u s poison, e t c .
successful m e l e e attack. N o t e that while PCs h a v e
Average test of Willpower, a n d to s a v e versus
a set n u m b e r for their u n a r m e d c o m b a t d a m a g e
blindness is a Difficult test of Willpower.
rating, m a n y b e a s t i e s h a v e a die roll. ( S o m e e v e n
C r e a t u r e s fighting blind against an a p e p do so at
h a v e a poison d a m a g e notation, as explained above.)
o n e level increased difficulty. Aimed fire h a s no
Hits: Beasty hit points a r e split into two sections:
effect (you c a n ' t hit what you c a n ' t s e e ) but a u t o fire
T h e first n u m b e r listed is t h e first section; t h e s e c o n d
o p e r a t e s as n o r m a l , with t h e exception that r a n g e is
o n e is t h e total n u m b e r of hit points. Any d a m a g e is
treated a s being o n e b a n d greater t h a n t h e actual
a slight w o u n d , a n d o n c e d a m a g e h a s b e g u n on the
distance.
s e c o n d section, it b e c o m e s a serious wound. W h e n t h e last point of d a m a g e h a s b e e n c r o s s e d off, t h e b e a s t y is u n c o n s c i o u s or dying.
# Appear: 2D6 Initiative: 4
Agility: 10 Skill/Dam.:5/1D6
# Appear: 3D 10 Initiative: 6
Agility: 3
Attack: 90%
Strength: 0
Skill/Dam.: 8/1
Move: 2
Constitution: 1
Hits: 1
O n e of t h e results of global w a r m i n g h a s b e e n a
Attack: 95% Strength: 6 Move: 10/30/80 Constitution: 10 Hits: 4/8
poleward migration of equatorial creatures, e s p e cially insects. A r m y a n t s h a v e b e e n encountered
According
to
e v e n in s o m e p a r t s of t h e United S t a t e s , for ex-
legend,
a m p l e . W h e n t h e s e c r e a t u r e s are e n c o u n t e r e d , they
a p e p s were s n a k e -
will be on a feeding frenzy, eating everything organic
like c r e a t u r e s that
in their p a t h .
Egyptian
e x u d e d pitch dark-
In c o m b a t , t h e referee should describe t h e m as a
n e s s a n d prowled
c a r p e t of insects that b e g i n s at o n e side of t h e m a p
tombs
guard
a n d s w e e p s steadily toward t h e other. W h e n a
t h e m f r o m robbers.
c h a r a c t e r first e n t e r s a s q u a r e containing a r m y a n t s
to
they
(or vice versa) that c h a r a c t e r suffers a t t a c k by a
prowl t h e mazy, or-
Nowadays,
n u m b e r of a n t s equal to t h e "# Appear" notation.
g a n i c corridors of
T h a t m a n y dice a r e rolled for c o m b a t , and for e a c h
Dark Minion c o r p o -
s u c c e s s , t h e c h a r a c t e r t a k e s o n e point o f d a m a g e t o
rate
constructs,
a r a n d o m location. E a c h p h a s e thereafter, another
guarding t h e m from
roll is m a d e for "# Appear," a n d that n u m b e r of
intrusion by outsid-
a t t a c k dice are a d d e d to t h e previous total.
ers. A p e p s are roughly of a size with t h e largest p y t h o n s . T h e y are highly e m p a t h i c by nature, with incredible skillfulness at t h e u s e of H u m a n E m p a t h y a n d Project Emotion. This latter skill is u s e d primarily to project a conviction of blindness, preventing t h e a p e p s from being s e e n , but if an a p e p elects to forgo a n o r m a l action, it c a n a l s o project p a n i c into its o p p o n e n t s . Targets of t h e s e a t t a c k s get a s a v e versus Willpower to resist t h e effects: to s a v e v e r s u s p a n i c is an
Hits on a r m y a n t s a r e a u t o m a t i c , with t h e c h a r a c ter destroying a n u m b e r of a n t s equal to his or her u n a r m e d c o m b a t d a m a g e rating. Obviously, fighting a r m y a n t s is a losing proposi-
tion. However, c h a r a c t e r s c a n easily outrun t h e m ,
d a m a g e . Rather, t h e victim m u s t k e e p a s e p a -
unless t h e y f i n d t h e m s e l v e s t r a p p e d s o m e h o w .
r a t e a c c o u n t of " w o u n d s " it c a u s e s . T h e effects o f t h e d r u g a r e t h e s a m e a s for r e g u l a r w o u n d s , b u t t h e w o u n d level n e v e r p r o g r e s s e s b e y o n d
# Appear: 3D6
Initiative: 4
Attack: 100%
Strength: 1
Agility: 4 Skill/Dam.:5/lpl
serious, and sleep drug-induced d a m a g e wears off c o m p l e t e l y after 10 h o u r s .
Move: 12/24/36 Constitution: 2 Hits: 3/5
Generally, if an a s s a s s i n o i d is d a m a g e d it is d e s t r o y e d . However, if it is r e d u c e d to e x a c t l y 0 hit p o i n t s , it c a n be r e p a i r e d by a Difficult c h e c k of Electronics, and it can be r e p r o g r a m m e d to a t t a c k a different t y p e of c r e a t u r e or to r e c o g n i z e a different c o d e word if a s u c c e s s f u l Difficult check of Computer Operation is m a d e . It m a y be n e c e s s a r y for t h e c r e a t u r e ' s injector t o b e r e filled, h o w e v e r (it is a Difficult t e s t of C h e m i s t r y o r Medical t o m a n u f a c t u r e m o r e o f its t o x i n ) .
# Appear: 3D10
Initiative: 6
Agility: 8 Skill/Dam.: 5/1
Assassinoids are small (hand-sized), multi-
Attack: 30%
Strength: 1
legged robot g u a r d s p r o g r a m m e d to recognize a
Move: 10/20
Constitution: 1 Hits: Special*
p a r t i c u l a r t y p e o f c r e a t u r e (typically h u m a n s )
' W h e n a bat is hit, roll 1 D 6 + 2 (round d o w n ) . If t h e
a n d a t t a c k it. T h e y a r e c r e a t e d b y s o m e u n d i s -
d a m a g e it received e x c e e d s t h e result of this roll, t h e
closed g o v e r n m e n t a g e n c y which u s e s t h e m
bat is d e a d ; otherwise, no effect.
primarily t o p r o t e c t t o p - s e c r e t facilities. Vary
Bats h a v e a
rarely a r e t h e y e n c o u n t e r e d a n y w h e r e e l s e . T h e
long tradition
only w a y t o s t o p a n a s s a s s i n o i d , o t h e r t h a n b y
of
d e s t r o y i n g it, is to t u r n it off by m e a n s of a s p e c i a l
ment
c o d e w o r d t h a t its e l e c t r o n i c b r a i n will r e c o g n i z e .
horror plots,
Of course, usually this c o d e word is c h a n g e d
and DarkCon-
regularly, t o e n h a n c e security.
spiracy adven-
involvewith
In combat, assassinoids attempt to leap onto
t u r e s are n o
their v i c t i m s ( t r e a t e d a s a diving b l o w ) . O n c e
exception. As
t h e y s u c c e e d , t h e y cling t o t h e victim a n d try t o
insects have
inject t h e i r p o i s o n into it. ( S e e t h e p o i s o n r u l e s ,
proliferated in
in " C o m b a t & D a m a g e " for d e t a i l s . ) Hit l o c a t i o n s
abandoned
can be
rural
rolled
as normal,
representing the
areas,
a s s a s s i n o i d s ' c l a m b e r i n g over their victims in
c r e a t u r e s that feed on t h e m , including b a t s , h a v e
search of an unprotected location.
Once an
greatly increased in n u m b e r , as well. Now, b a t s are
a s s a s s i n o i d h a s s u c c e s s f u l l y injected its victim,
as c o m m o n in t h e night skies as birds are during t h e
it d r o p s off a n d flees.
d a y t i m e . And occasionally t h o s e b a t s will s w a r m to
Most a s s a s s i n o i d s a r e l o a d e d with a s t a n d a r d ,
attack a n i m a l s a n d e v e n h u m a n s .
killing t o x i n , b u t o c c a s i o n a l l y s o m e c a r r y a
In c o m b a t , a flock of b a t s will swirl a r o u n d t h e
s l e e p i n g d r u g i n s t e a d . T h i s d r u g d o e s n o real
c h a r a c t e r s , individually swooping to attack at ir-
regular intervals, (roll 1 D 6 - 1 for e a c h character, to
t h e first s u c c e s s -
determine how m a n y bats attack the character in
ful claw attack,
that p h a s e ) t h e n dodging away. B e c a u s e of this, it is
all other claw at-
virtually impossible for t h e referee to k e e p track of
tacks
become
hits on individual b a t s . T h a t is why t h e "Hits" listing
grappling
for b a t s h a s a variable n u m b e r a n d a n o t e . As t h e
tacks. (Remem-
at-
n o t e s a y s , w h e n e v e r a bat t a k e s d a m a g e , the
ber,
referee should roll 1 D 6 ÷ 2 (round d o w n ) , a n d if t h e
attacks cannot
grappling
d a m a g e received is greater t h a n this n u m b e r , t h e
be
b a t is d e a d . Otherwise, t h e b a t is injured insuffi-
This
ciently to t a k e n o t e of.
attack is special,
blocked.) grappling
however, a n d inflicts both c o n # Appear: 1D6*2 Initiative: 4 Agility: 4 Skill/Dam.:6/2D6 Attack: 40% Strength: 13 Move: 10/20/40 Constitution: 13 Hits: 20/40
trolling hits on the target and 2 D 6 d a m a g e points t o t h e t a r g e t ' s chest. O n c e
If t h e PCs s p e n d any t i m e in
controlling hits h a v e completely s u b d u e d t h e target,
rural a r e a s , t h e r e is a c h a n c e t h a t
t h e b e a r ' s jaw a t t a c k s hit automatically, doing double
they m a y e n c o u n t e r d a n g e r o u s
d a m a g e . Kodiak b e a r s c o u n t a s grizzly b e a r s .
wildlife: b e a r s , for instance. A bear m a k e s two melee attacks p e r c o m b a t p h a s e : o n e with its
# Appear: 1
Initiative: 2
Agility: 9
claws a n d o n e with its j a w s . After
Attack: 95%
Strength: 1
Skill/Dam.: 6/1D6
t h e first successful claw attack,
Move: 16/32
Constitution: 3
Hits: 5/10
later claw a t t a c k s b e c o m e g r a p -
Bloats
are
pling a t t a c k s instead. ( R e m e m -
amphibious
ber, grappling a t t a c k s c a n n o t be
creatures about
blocked.) This grappling a t t a c k is special, inflicting
t h e size of a hu-
not only controlling hits u p o n its target, but also
m a n fist, h o u s e d
c a u s i n g 1 D 6 points o f d a m a g e t o t h e t a r g e t ' s chest.
in
As well, o n c e controlling hits h a v e completely s u b -
black shell a n d
d u e d t h e target, t h e b e a r ' s jaw a t t a c k s hit a u t o m a t i -
c o v e r e d on all
cally a n d d o d o u b l e d a m a g e .
sides with tough,
a
barbed
leathery
spines
which a r e a b o u t # Appear: 1
Initiative: 3
Agility: 4
four c e n t i m e t e r s
Attack: 45%
Strength: 27
Skill/Dam.: 7/3D6
l o n g . First r e -
Move: 10/25/50 Constitution: 27 Hits: 25/50 Brown b e a r s a n d black b e a r s c a n b e d a n g e r o u s e n o u g h , b u t c h a r a c t e r s m i g h t also h a v e t h e misfort u n e of m e e t i n g a grizzly or, if in t h e arctic, a polar
ported
in the
Great L a k e s region of North America, bloats are evidently a form of life n e w to this planet. T h e c r e a t u r e s h a v e n o evident external s e n s o r y
bear. Like n o r m a l b e a r s , grizzlies a n d polar b e a r s
o r g a n s , a n d speculation is t h a t they s e n s e vibrations
m a k e t w o m e l e e a t t a c k s per c o m b a t p h a s e — o n e
t h r o u g h their quills. ( A m o n g t h e e m p a t h i c c o m m u -
with their claws a n d o n e with their j a w s — a n d after
nity, it h a s b e e n hypothesized t h a t they are at least
slightly e m p a t h i c as well.) On land a n d water, bloats
T h e only real difference b e t w e e n blood vultures
m o v e b y rolling a c r o s s t h e surface, which t h e y c a n
a n d regular vultures is that blood vultures do not
do quite rapidly. Cinder water, t h e y m o v e m u c h
wait for d e a d prey. T h e y a t t a c k t h e living, e v e n t h e
m o r e slowly ( o n e - q u a r t e r t h e listed s p e e d ) by strok-
u n w o u n d e d (although 2 0 % is a d d e d to t h e listed
ing with their s p i n e s . T h e c r e a t u r e s c a n also l e a p a s
c h a n c e of a t t a c k if t h e target is already bleeding).
m u c h a s t h r e e m e t e r s straight u p w a r d b y m e a n s o f
In c o m b a t , blood vultures d r o p u p o n their prey
flexing t h o s e quills.
a n d buffet it with their wings while p e c k i n g at it with
Bloats get their n a m e from their m a n n e r of
their b e a k s . They a r e m o r e likely to hit t h e h e a d a n d
feeding. Typically, a bloat will a t t a c k s o m e small
u p p e r t o r s o t h a n t h e legs, so 1D6 is rolled on t h e hit
creature, up to twice its size, impaling t h e victim
location table, rather t h a n 1 D 1 0 .
u p o n t h e quills a n d slowly sucking b o d y fluids from it. After t h e victim h a s died, t h e bloat will r e m a i n a t t a c h e d t o t h e d e c a y i n g c a r c a s s , continuing t o t a k e
# Appear: 1D6 Initiative: 3
s u s t e n a n c e from t h e bloating c o r p s e while waiting
Attack: 10%
for carrion e a t e r s to arrive. T h e bloat t h e n a t t a c k s
Move: 10/20
t h o s e c r e a t u r e s a s well, beginning t h e cycle o n c e
Agility: 7
Strength: 17 Skill/Dam.:4/1D6 Constitution: 13 Hits: 35/65
In desert environments, camels
m o r e . In t h e water, it is not u n c o m m o n for a bloat
can be indispensable, especially if
a n d its victim to be swallowed whole by a larger
vehicles are not available or fuel is
creature, which t h e n finds its life being drained from
limited. The creatures can be quite
t h e inside.
cantankerous, however.
In c o m b a t , a bloat a t t a c k s by leaping at larger
As a b e a s t of burden, a c a m e l
o p p o n e n t s , continuing to do so until it h a s m a d e a
c a n c a r r y l o a d s u p t o 1 2 0 kilo-
successful hit, which indicates t h a t it h a s fastened
g r a m s in weight. C a m e l s s e l d o m
o n t o its victim. D a m a g e from that point on is
attack, but w h e n t h e y do it is a
a u t o m a t i c until t h e bloat is d e s t r o y e d . Any a t t a c k s
bite attack. It is an E a s y test of
that m i s s a bloat o n c e it is a t t a c h e d automatically hit
H o r s e m a n s h i p to c a l m a biting c a m e l .
t h e bloat's victim instead. T h e only t i m e a bloat will not a t t a c k c r e a t u r e s that e n c o u n t e r it is when it is a t t a c h e d to a victim t h a t is not yet quite d e a d .
# Appear: 1D6
Initiative: 4
Agility: 6
Attack: 40%
Strength: 3
Skill/Dam.: 4/1D6
Move: 20/40/80 Constitution: 4 Hits: 5/10
# Appear: 1D6+3 Initiative: 6
Agility: 8
Attack: 40%
Skill/Dam.: 8/2D6
Strength: 10
Move: 10/30/60 Constitution: 10 Hits: 15/25 The category "large cats" inc l u d e s s u c h felines as lions, leopards,
and
cougars, creat u r e s that m a y be encountered in t h e wild. ( S e e "Tiger" and "Saber-toothed Cat"
for really
large cats.)
On t h e first c o m b a t p h a s e in which a large cat
Optionally,
a t t a c k s a target, it m a k e s t w o s i m u l t a n e o u s a t t a c k s ,
t h e referee m a y
o n e a diving blow a n d t h e other a m e l e e attack. (But
wish
n o m o r e t h a n t w o large c a t s c a n b e involved i n
damage
to
allow to
a
diving a t t a c k s on a single target.) In e a c h p h a s e
cerberoid's h e a d
thereafter, t h e large cat m a k e s only o n e attack, that
and/or
being a m e l e e attack.
count addition-
chest
ally as a c h a n c e t h a t s o m e of t h e # Appear: 3D6 Initiative: 2
Agility: 5
t e n t a c l e s are de-
Attack: 20%
Skill/Dam.: 4/1D10
stroyed.
Strength: 20
Move: 10/20/25 Constitution: 18 Hits: 15/30 This listing r e p r e s e n t s a n i m a l s
Each
wound should be counted
sepa-
s u c h a s t h e A m e r i c a n bison, t h e
rately, a n d should be multiplied by 10 for a percent-
African gnu, a n d t h e Asian water
a g e c h a n c e that 1 D 6 + 2 t e n t a c l e s (rounded down)
buffalo. But it also includes d o m e s -
a r e lost. For instance, a blow that did 3 points of d a m a g e
ticated cattle, m a n y of which h a v e
to the chest would have a 3 0 % chance of severing
reverted to wild. (Cattle that are still
tentacles.
domesticated h a v e only a 5% c h a n c e of attack.) # Appear: 1D6+2 Initiative: 4
Agility: 7
a t t a c k s w h e n e v e r possible. Note that attacking
Attack: 80%
Skill/Dam.: 7/lD6
cattle a r e not k n o c k e d down if they m i s s their target,
Move: 15/30/60 Constitution: 4 Hits: 15/30
In c o m b a t , cattle m a k e diving
u n l e s s that target s c o r e s a critical s u c c e s s on t h e a t t e m p t to avoid t h e diving blow. In all other c a s e s , t h e a t t a c k i n g cattle simply turn a n d a t t e m p t another diving blow in their next Initiative p h a s e .
# Appear: 2D6 Initiative: 6 Attack: 100% Strength: — Move: —
Agility: — Skill/Dam.: 6/1p1
Constitution: — Hits: —
Like h u m a n m e d u s a s ( s e e t h e "Dark R a c e s " c h a p t e r ) , cerberoids a r e terran c r e a t u r e s that h a v e h a d independently guided, stinger-tipped t e n t a c l e s grafted t o their h e a d s a n d shoulders. Cerberoids m a y h a v e originated a s nearly a n y t y p e o f animal, a n d t h e referee should u s e t h e statistics for that particular c r e a t u r e in c o m b a t . However, a cerberoid also m a k e s poison a t t a c k s in addition to its n o r m a l a t t a c k s , with e a c h t e n t a c l e striking separately. Note that in t h e statistics a b o v e , "# A p p e a r " refers to t h e n u m b e r of t e n t a c l e s grafted o n t o e a c h animal, a n d "—" m e a n s "not applicable."
Strength: 5
No o n e k n o w s what c h i m e r a s truly look like. T h e s e elusive c r e a t u r e s a r e highly e m p a t h i c , with
r e m a i n s e n g a g e d with t h a t character, it m a y m a k e no further diving blows.
powerful natural skills of Animal E m p a t h y , H u m a n E m p a t h y , a n d Project Emotion, which they u s e to stir up animal m e m o r i e s in their o p p o n e n t s ' m i n d s . As a result, o p p o n e n t s r e m e m b e r only confused
# Appear: 1D6 Attack: 70%
Initiative: 4 Strength: 8
Agility: 3 Skill/Dam.: 7/2D6
i m a g e s a m a l g a m a t e d from p o r t i o n s o f v a r i o u s
Move: 5/10/20
Constitution: 9 Hits: 12/24
c r e a t u r e s . B e c a u s e c h i m e r a s invariably flee after taking half their total hit points in d a m a g e , t h e r e h a v e b e e n no c a r c a s s e s left to study, either.
# Appear: 1D6 Attack: 60% Move: 15/30/60
Initiative: 4 Agility: 7 Skill/Dam.: 6/lD6 Strength: 3 Constitution: 2 Hits: 4 / 8 This
listing
covers quite a bit of g r o u n d , cluding
in-
every-
thing from p e t Chihuahuas
to
packs
o f wild
dogs
prowling
Imagine a d e s e r t alligator slightly faster t h a n a
cities or a b a n -
h u m a n , with a voracious appetite, a n d you will
doned
farms.
pretty m u c h k n o w what the b e a s t i e s called d r a g o n s
statistics
a r e like. No o n e is certain whether they are native to
a b o v e a r e for a
t h e E a r t h — p e r h a p s at s o m e point in history—or if
d o g of a v e r a g e
they h a v e b e e n genetically engineered from exist-
The
size a n d ferocity;
ing terran stock. What is k n o w n is t h a t t h e y are
t h e referee m a y
vicious, a n d that in arid rural regions they a r e giving
wish to adjust t h e
t h e c o y o t e s and wolves s o m e stiff competition.
Strength, Consti-
In c o m b a t , a d r a g o n gets two a t t a c k s on its first
tution, d a m a g e , a n d hits listings up or down to
p h a s e (like a d o g ) : o n e diving blow a n d o n e bite
r e p r e s e n t very large or very small d o g s .
attack. On every p h a s e thereafter, it gets only t h e
In t h e first r o u n d in which a d o g a t t a c k s , it is
bite attack. Additionally, n o m o r e t h a n t w o d r a g o n s
allowed two s i m u l t a n e o u s a t t a c k s : o n e diving blow
c a n perform a diving blow on t h e target creature,
(representing its l e a p into c o m b a t ) a n d o n e m e l e e
b e c a u s e of s p a c e limitations.
attack (representing its a t t e m p t s to bite). D u e to s p a c e restrictions, however, n o m o r e t h a n two d o g s c a n m a k e diving a t t a c k s on a single c h a r a c t e r in a n y c o m b a t p h a s e . All other d o g s attacking the c h a r a c -
# Appear: 1 Attack: 20%
Initiative: 3 Strength: 26
Agility: 4 Skill/Dam.: 4/5D6
ter m a k e only their m e l e e attack. Mote that the
Move: 10/15/30 Constitution: 26 Hits: 30/60
diving blow is m a d e only during t h e first p h a s e in
It m a y s e e m odd, at first, to h a v e a listing for
which a d o g a t t a c k s a character. As long as that d o g
e l e p h a n t s . However, not only m a y t h e c h a r a c t e r s
e n c o u n t e r t h e m in Africa, they might also e s c a p e from a local zoo, a n d tabloid stories o c c a -
# Appear: 1D6+3 Initiative: 5
Agility: 8
sionally m e n t i o n e l e p h a n t s b e -
Attack: 40%
Skill/Dam.: 8/2D6
ing k i d n a p p e d by U F O s .
Move: 10/30/60 Constitution: 10 Hits: 15/25
Strength: 10
W h e n u s e d as b e a s t s of burden, elephants can carry up to 6 0 0 kilograms. If an e l e p h a n t b e c o m e s involved in c o m b a t , its first a t t a c k is a c h a r g e attack,
# Appear: —
Initiative: —
Agility: —
Attack: —
Strength: —
Skill/Dam.: 2/3p4
Move: —
Constitution: — Hits: —
which is treated as a diving a t t a c k for p u r p o s e s of determining s u c c e s s a n d d a m a g e d o n e . (Note that t h e e l e p h a n t d o e s not fall p r o n e if t h e attack fails, u n l e s s t h e target s c o r e s a critical s u c c e s s on the a t t e m p t to avoid t h e a t t a c k . ) As well, this c h a r g e requires a p a n i c c h e c k from its target. After t h e first p h a s e of c o m b a t , however, an e l e p h a n t will usually e n g a g e in m e l e e (stomping, a n d goring with its t u s k s ) , using t h e skill a n d d a m a g e listings a b o v e for determining hits. W h e n resolving collisions b e t w e e n e l e p h a n t s a n d vehicles, treat a n e l e p h a n t ' s weight a s f i v e t o n s .
# Appear: 1D6 Initiative: 5 Strength: 12
Attack: 10%
Agility: 7 Skill/Dam.: 4/lD6
Move: 10/30/60 Constitution: 11 Hits: 13/25 Sometimes characters may want to use horses rather than v e h i c l e s for t r a n s p o r t a t i o n , e s p e c i a l l y in rural s e t t i n g s . As well, t h e y m a y e n c o u n t e r s m a l l b a n d s of wild h o r s e s in t h e wil-
Manticores are basically large c a t s that h a v e h a d
d e r n e s s . T h e s t a t i s t i c s listed
a h u g e scorpion-like tail grafted o n t o t h e m . T h e
here are adjusted to represent
c r e a t u r e s are so rarely e n c o u n t e r e d that they are
t h e a v e r a g e e q u i n e , a n d refer-
generally t h o u g h t only legendary.
e e s m a y wish t o adjust t h e s t a -
In c o m b a t , m a n t i c o r e s get two a t t a c k s per
t i s t i c s a bit for l a r g e r or s m a l l e r
r o u n d : o n e with c l a w or t o o t h at skill level 8 a n d
creatures, such as Clydesdales
d o i n g 2 D 6 d a m a g e , a n d t h e s e c o n d a t skill level
or mules.
2 with tail s t i n g e r a n d d o i n g p o i s o n d a m a g e
If u s e d as b e a s t s of burden,
r a t e d a t 3 p 4 . O n c e a p o i s o n a t t a c k h a s hit,
h o r s e s c a n c a r r y a n u m b e r of
h o w e v e r , t h e s e c o n d a r y s t i n g e r a t t a c k d o e s only
k i l o g r a m s equal to 10 t i m e s their
3 p o i n t s of p u n c t u r e d a m a g e for t h e rest of
S t r e n g t h rating.
combat.
only in their native environment, but also as e s c a p e e s from zoos. Rhinos in c o m b a t do little else but # Appear: 5D10 Initiative: 6 Agility: 7 Strength: 1 Skill/Dam.: 3/2 Attack: 45% Constitution: 1 Hits: 1/2 Move: 4 / 8 / 1 5
m a k e c h a r g e a t t a c k s . A rhino's c h a r g e d o e s require its t a r g e t s to m a k e a p a n i c c h e c k ( a s explained in " C o m b a t & D a m a g e " ) , but for p u r p o s e s of determining hits a n d d a m a g e , t h e c h a r g e is treated as a diving attack. (The skill a n d d a m a g e listings a b o v e a r e for t h o s e rare o c c a s i o n s w h e n t h e referee determ i n e s a rhino m a y be u n a b l e to m a k e a c h a r g e . ) W h e n a rhino m a k e s a successful attack on a vehicle, d a m a g e is calculated as a collision, counting t h e rhino's weight as t h r e e t o n s .
With t h e world's general e c o n o m i c decline, m o s t
# Appear: 2D6 Attack: 75%
Initiative: 5 Strength: 2
Move: 15/30/60
Constitution: 2 Hits: 5/10
localities h a v e less m o n e y t o s p e n d o n keeping rat
Most p e o -
infestation u n d e r control. As a natural result, t h e rat
ple think roach-
population h a s b o o m e d , which h a s led t o increased
es are creepy.
competition for food, which in turn h a s led to
In Dark Con-
m o u n t i n g n u m b e r s o f rat a t t a c k s o n h u m a n beings. In c o m b a t , r a t s fight in t h e s a m e s q u a r e as their
spiracy,
Agility: 8 Skill/Dam.: 4/lD6
giant
r o a c h e s infest
t a r g e t s . On t h e first p h a s e of c o m b a t , e a c h target will
some
b e a t t a c k e d b y 1D6 rats, with a n additional 1 D 6 r a t s
d o n e d build-
aban-
joining u p o n e a c h s u b s e q u e n t p h a s e until all of
ings a n d sew-
t h e m h a v e b e e n a c c o u n t e d for. Typically, hit loca-
ers.
tions on t h e target will be lower body. To reflect this,
under o n e m e -
At just
roll 1 D 6 + 3 on the hit location c h a r t instead of 1D10.
ter in length, they a r e l a r g e enough to be
# Appear: 1 Attack: 30%
Initiative: 3 Strength: 20
Agility: 3 Skill/Dam.: 6/4D6
Move: 10/15/25 Constitution: 20 Hits: 25/50 Like e l e p h a n t s , rhinos c a n b e e n c o u n t e r e d not
extremely dangerous, b u t s m a l l e n o u g h t o still b e c r e e p y . Giant r o a c h e s a r e fast a n d voracious, but t h e y scatter quickly w h e n faced with t o u g h opposition. To r e p r e s e n t this, while m o s t b e a s t i e s flee c o m b a t if they fail a roll v e r s u s their a t t a c k p e r c e n t a g e o n c e o n e of their n u m b e r h a s b e e n killed, giant r o a c h e s do just t h e o p p o s i t e . T h a t is, t h e y flee c o m b a t if t h e y succeed at that roll. Very bright lights, s u c h as floodlights, flares, or a u t o m o b i l e headlights, will drive t h e m away as well u n l e s s t h e y fail their c h a n c e - t o - a t t a c k roll.
world's o c e a n s , t h e a q u a t i c food chain h a s b e e n seriously disrupted. H u n d r e d s of salt-water crea# Appear: 1 Attack: 60%
Initiative: 4 Strength: 22
Agility: 5 Skill/Dam.: 8/2D10+2
t u r e s h a v e b e c o m e completely extinct, with t h e result that t h e waters that o n c e t e e m e d with life now s e e m relatively barren. If t h e P C s s p e n d any t i m e in
Move: 15/25/50 Constitution: 22 Hits: 25/50 Many Dark
t h e o c e a n , t h e y h a v e a m o d e s t c h a n c e of e n c o u n -
Races have vis-
tering s h a r k s . It is a l m o s t g u a r a n t e e d t h a t t h o s e
ited or inhab-
s h a r k s will be h u n g r y e n o u g h to attack.
ited t h e Earth
For simplicity's s a k e , b e c a u s e s h a r k s are native
for u n c o u n t e d
t o t h e water a n d h u m a n s a r e not, c o m b a t c a n b e run
a g e s , and a few
as n o r m a l for t h e s h a r k s , but all m e l e e t a s k s for
of t h e m , nota-
h u m a n s should be at o n e level higher difficulty t h a n
bly t h e extra-
n o r m a l . R e m e m b e r as well that t h e c h a r a c t e r s will
terrestrials,
h a v e t o b e m a k i n g S w i m m i n g c h e c k s (see "Task
h a v e b e e n col-
Resolution & Skills" for details).
lecting animal s p e c i m e n s for t h a t entire t i m e , k e e p i n g t h e m in s u s p e n d e d a n i m a t i o n for later u s e . S o , it is possible
# Appear: 1
Initiative: 3
Agility: 3
for P C s to c o m e face to face with c r e a t u r e s long
Attack: 90%
Strength: 30
Skill/Dam.: 3/3D10
t h o u g h t extinct. S u c h is t h e c a s e with saber-toothed
Move: 2/4/8 Constitution: 35 Hits: 60/120 No o n e is quite sure what t h e s u b t e r r a n e a n
cats. S a b e r - t o o t h s c o n d u c t c o m b a t i n t h e s a m e way a s
c r e a t u r e s k n o w n as slithers really look like. Only t h e
grizzly b e a r s . However, a saber-tooth's grappling
barest g l i m p s e s of t h e m h a v e ever b e e n caught, at
a t t a c k d o e s 2 D 6 + 2 d a m a g e t o t h e target's chest.
least by a n y o n e w h o h a s survived an encounter. But from t h e size of t h e t u n n e l s t h e s e c r e a t u r e s leave, it i s e s t i m a t e d t h a t t h e y m u s t b e a t least a s large a s a n
# Appear: 1
Initiative: 5
Agility: 7
Skill/Dam.: 6/1D10 Attack: 90% Strength: 7 Move: 13/25/50 Constitution: 9 Hits: 13/25 B e c a u s e of t h e effects of water pollution on t h e
elephant. A c c o u n t s of a t t a c k s by t h e c r e a t u r e s describe t h e m a s having clawed tentacles that erupt from t h e g r o u n d to drag their prey, kicking a n d s c r e a m i n g , into a c a v e r n o u s b e a k e d orifice. S o m e h a v e s u g g e s t e d that slithers are like i m m e n s e , leathery squids. Additionally, it is a p p a r e n t t h a t t h e c r e a t u r e s e x u d e a strong acid from their skins, as residue from t h e t e n t a c l e s h a s b e e n tested chemically. It is hypothesized that a s t h e c r e a t u r e s p u s h t h e m s e l v e s t h r o u g h t h e soil (apparently by brute force), this acid slime r e a c t s with the soil, c o m p a c t i n g it and firming it to c r e a t e s e m i p e r m a n e n t tunnels. Typically, when a slither is e n c o u n t e r e d , it is in an a r e a that h a s b e e n extensively tunneled, allowing the creature m a x i m u m mobility in chasing its quarry. Apparently, slithers a r e incredibly sensitive to sound vibrations, which is h o w t h e y track their prey. They
h a v e b e e n k n o w n to c o n s u m e c r e a t u r e s ranging in
further d a m a g e , but it will be swallowed (instant
size from h o u s e c a t s to c o w s .
d e a t h ) within 1D6 p h a s e s , u n l e s s t h e slither t a k e s
At least o n e a c c o u n t c l a i m s that, while slithers
e n o u g h d a m a g e in t h e interim to p u s h it p a s t half its
c a n n o t freely travel t h r o u g h rock, t h e y c a n u s e their
total hits. After t a k i n g m o r e t h a n half its total hits, a
acid to tunnel in it at a very slow p a c e , p e r h a p s up
slither will d r o p its p r e y a n d flee into its d e e p e r
t o 2 5 c e n t i m e t e r s a n hour.
tunnels.
In c o m b a t , a slither a t t a c k s by positioning itself u n d e r its victim, either by using existing t u n n e l s to # Appear: 2D6
Initiative: 1
by tunneling t h r o u g h t h e soil t o w a r d t h e p r e y (at a
Attack: 90%
Strength: 3
m a x i m u m s p e e d of four m e t e r s per p h a s e ) . In t h e
Move: 2
Constitution: 6 Hits: 8/16
lie in wait forthe victim to p a s s , or, if h u n g r y e n o u g h ,
latter c a s e , it is an E a s y test of Observation to notice
Like its smaller cousin,
t h e slither's a p p r o a c h , b e c a u s e t h e creature t e n d s t o
t h e g a r d e n slug, t h e gi-
burrow along n e a r t h e surface, c a u s i n g t h e ground
ant slug is a slimy c h u n k
to rise as it m o v e s . O n c e t h e slither is u n d e r its
of dark gray-brown flesh,
target, it r a i s e s its m o u t h e d e n d suddenly, s o m e -
like a snail without a shell
t i m e s k n o c k i n g t h e victim off its feet (Easy test of
(for all p r a c t i c a l p u r -
Agility to avoid), t h e n l a u n c h e s its t e n t a c l e s into t h e
p o s e s , it is a snail without
air to pin t h e prey. If its a t t a c k is successful, t h e prey
a shell). While n o r m a l
t a k e s t h e listed d a m a g e as a combination of acid
slugs c a n b e found a b o v e
b u r n s a n d crushing. This attack c a n n o t b e blocked,
ground, giant slugs dwell
but it c a n be avoided by an Average test of Agility,
only in sewers a n d c a v e s .
using o n e of t h e d o d g e r ' s actions for the c o m b a t
Giant slugs r e a c h a size
turn. O n c e t h e p r e y h a s b e e n g r a b b e d , i t t a k e s n o
up to two meters in
Agility: 1 Skill/Dam.: 6/2D6
length. The creat u r e s are terribly slow, but because t h e y feed on refuse, s p e e d is not normally an issue. Also, in t h e sewer t u n n e l s that t h e y frequent, it is not impossible for a n u m ber of t h e m to t r a p a quicker creature in a d e a d e n d a n d attack it en masse. In c o m b a t , giant slugs suffer no loss of Initiative until they h a v e lost half of their hit points, at which point they c a n t a k e n o action e x c e p t t o a t t e m p t to flee. N o t e that salt s e r v e s as a deterrent to t h e c r e a t u r e s .
enclosed area s u c h as a ra# Appear: 1D10 Initiative: 4 Strength: 1 Attack: 50% Move: 5/15
Agiliy: 7 Skill/Dam.: 7/1 p*
Constitution: 1 Hits: 2/4
*The n u m b e r of poison dice rolled is variable: rattlers: 1 , a s p s a n d c o b r a s : 2 , coral s n a k e s : 3 . T h o s e
vine.
When
used as guard creatures, they typically t r a p intruders
up
a g a i n s t a wall
snakes rep-
or fence. O n c e
r e s e n t e d by
t h e p r e y is un-
t h i s listing
able t o e s c a p e ,
include poi-
the
s o n o u s va-
press
rieties s u c h
selves against
as asps, co-
it a n d b e g i n
spongies them-
bras, and rat-
worming their
tlers. To r e -
tendrils gradu-
flect t h e fact that t h e y are quick a n d elusive, s n a k e s
ally into its ori-
a r e allowed an A v e r a g e test of Agility to d o d g e a n y
fices a n d under
m e l e e a t t a c k m a d e against t h e m . Like blocking,
its skin, where
however, this d o d g e u s e s u p o n e o f t h e c r e a t u r e ' s
they start to
a c t i o n s for t h e c o m b a t turn.
drain a victim's vital fluids until only a h u s k r e m a i n s .
N o t e that s o m e s n a k e s a r e m u c h m o r e poison-
In t e r m s of Dark Conspiracy c o m b a t rules, o n c e
o u s t h a n others. To reflect this, t h e notation for
a s p o n g y h a s m a d e a successful attack, it n e e d not
n u m b e r o f p o i s o n o u s d a m a g e dice rolled h a s b e e n
roll to hit from t h a t point on but continues to do
m a d e variable. T h e referee c a n u s e t h e s n a k e s listed
d a m a g e every phase ( a s a special sort of continu-
a b o v e as a guide for rating other varieties.
o u s action) until its last hit point is lost. Also, o n e particularly horrifying thing a b o u t s p o n g i e s is that t h e y apparently h a v e no s e n s e of pain. W h e n o n e is
# Appear: 4D6 Initiative: 2 Attack: 90% Strength: 10 Move: 2/4
Agility: 2 Skill/Dam.: 9/2D10
Constitution: 12 Hits: 35/70
J u s t a s h u m a n s u s e g u a r d d o g s t o patrol a n area
struck, whole c h u n k s of v e g e t a b l e m a t t e r m a y fall away, but t h e c r e a t u r e itself will continue to attack with no a d v e r s e effects (i.e., no loss of Initiative) until it is completely destroyed.
a n d k e e p it s e c u r e , s o m e Dark Minions u s e crea-
N o t e that s p o n g i e s will a t t a c k 9 0 % of the t i m e
t u r e s c o m m o n l y called s p o n g i e s . S p o n g i e s are
w h e n e n c o u n t e r e d . T h e other 10% o f t h e t i m e , t h e y
actually a n i m a t e d plants. A s p o n g y is a tall, tripedal,
are d o r m a n t , having feasted to fullness a n d now
fungoid c r e a t u r e , typically a little over t w o m e t e r s in
preparing t o r e l e a s e s p o r e s .
height, resembling a n i m m e n s e s p o n g e (sorel) m u s h r o o m . Its wrinkled gray-brown surface is cove r e d with h u n d r e d s of p a l e tendrils up to 30 c e n t i m e -
# Appear: 1
t e r s in length, which writhe a n d twist continually.
Attack: 60%
S p o n g i e s receive their s u s t e n a n c e by feeding off
Initiative: 2 Strength: 40
Agility: 5 Skill/Dam.: 3/4D10
Move: 8/15/30 Constitution: 25 Hits: 75/150
animal life. T h e y "hunt" in p a c k s , surrounding their
With t h e d e c r e a s e in o c e a n life as a result of water
p r e y a n d t h e n closing in u p o n it, or t r a p p i n g it in an
pollution, a n u m b e r of c a r n i v o r o u s c r e a t u r e s h a v e
b e c o m e increasingly m o r e d e s p e r a t e in their hunt
vessel, it will r e m a i n in t h e a r e a for 1D6 m i n u t e s ,
for food. As well, h u n t e r s that o n c e prowled only t h e
attacking a n y s w i m m e r s . Note that c o m b a t b y
d e p t h s h a v e recently b e g u n t o h a u n t t h e o c e a n s '
s w i m m e r s a d d s o n e level of i n c r e a s e d difficulty to all
surface. O n e result of this h a s b e e n a r e c u r r e n c e of
skill c h e c k s (although this d o e s not apply to skill
sightings o f giant squids, s o m e a s large a s whales.
c h e c k s by the squid, which is native to t h e water).
Generally, a giant squid will not a t t a c k a single h u m a n figure in t h e water. It will, however, attack b o a t s up to 50 t o n s . If t h e r e a r e a n y h u m a n figures
# Appear: 1
Initiative: 4
Agility: 6
on d e c k , it will a t t a c k t h e m as well, m o r e in reflex-
Attack: 50%
Strength: 13
Skill/Dam.: 8/3D6
ively closing its t e n t a c l e s a r o u n d whatever it en-
Move: 10/20/40 Constitution: 18 Hits: 20/40
c o u n t e r s t h a n in a n y deliberate plan. In c o m b a t , then, a giant squid usually g e t s t w o a t t a c k s p e r p h a s e . T h e f i r s t i s a n a t t a c k o n t h e boat, t r e a t e d as having a penetration of 4, a n d c a u s i n g hull hits as in a collision. This r e p r e s e n t s t h e b o a t ' s prow being slowly pulled u n d e r water. T h e s e c o n d a t t a c k i s a g a i n s t o n e h u m a n f i g u r e o n t h e craft's d e c k (referee's c h o i c e of multiple figures). If this a t t a c k hits, a hit location is rolled, a n d t h a t b o d y a r e a suffers t h e d a m a g e listed a b o v e not only in t h e p r e s e n t p h a s e , but also automatically in every s u c c e e d i n g p h a s e until t h e creature is killed or driven off. ( O n c e a giant squid h a s t a k e n d a m a g e totaling m o r e t h a n half its hit points, it m u s t m a k e an attack c h e c k a n d will flee if that c h e c k e d is failed.) After a giant squid h a s completely s u b m e r g e d a
Tigers are very rare, but it is remotely possible
But after they h a v e b e c o m e familiar with t h e s e
that P C s m a y e n c o u n t e r o n e in t h e wild in p a r t s of
listings, it is important that they e n c o u n t e r s o m e -
Asia. Also, s o m e NPCs might k e e p a tiger or t w o as
thing new. For that r e a s o n , m a n y referees will want
a h i g h - s t a t u s w a t c h animal.
t o c r e a t e their o w n c r e a t u r e s t o m a t c h m y t h s ,
In c o m b a t , tigers fight in t h e s a m e way as grizzly
l e g e n d s , a n d b a d d r e a m s from their o w n experience.
bears, above.
Given t h e rules a n d e x a m p l e s a b o v e , it is not very difficult for referees to do s o . To begin with, the # Appear: 2D6 Initiative: 5
Agility: 8
referee should decide u p o n a general idea of what
Attack: 60%
Skill/Dam.: 6/1D10
t h e creature should be like. For e x a m p l e , is it big,
Strength: 4
slow, a n d strong, or is it quick but frail? Then
Move: 15/30/60 Constitution: 3 Hits: 3/5 With t h e a b a n d o n -
translate t h e s e things into g a m e t e r m s , using Con-
m e n t of vast t r a c t s of
stitution a n d hits to reflect t h e t h i n g ' s size; Strength
farmland a n d t h e re-
a n d d a m a g e to reflect its forcefulness; a n d Initiative,
sultant increase in wil-
skill, a n d Agility to reflect its s p e e d a n d accuracy. It
d e r n e s s , s o m e ani-
m a y be easiest to do this by using o n e of t h e listings
mal species such as
a b o v e as a starting point, c h o o s i n g o n e that is
wolves a n d c o y o t e s
already s o m e w h a t close to t h e desired creature, the
have
adjusting it to fit t h e n e w c o n c e p t .
greatly
in-
c r e a s e d in n u m b e r . If
R e m e m b e r t h a t Initiative m a k e s quite a differ-
t h e P C s a r e travelling
e n c e in t e r m s of c o m b a t effectiveness. A low-skill,
t h r o u g h rural a r e a s , a
l o w - d a m a g e creature with a high Iinitiative is often
g o o d c h a n c e exists
just as deadly as a creature with a high skill a n d high
that t h e y will at least h e a r wolves or e n c o u n t e r their
d a m a g e but low Initiative. Referees c a n b a l a n c e t h e
spoor. Given t h e right c i r c u m s t a n c e s , t h e r e is e v e n
d e a d l i n e s s of creatures, then, by lowering skill a n d /
a fair c h a n c e t h a t the P C s m i g h t be a t t a c k e d by
or d a m a g e w h e n Initiative is high, or vice versa.
them. Like other c a n i n e s , a wolf receives two simultan e o u s a t t a c k s during its first p h a s e of c o m b a t . O n e is a diving blow which r e p r e s e n t s its leaping u p o n its victim, a n d t h e other is a biting m e l e e attack. B e c a u s e of s p a c e restrictions, however, no m o r e t h a n t w o wolves c a n perform diving a t t a c k s on a single target in a n y c o m b a t p h a s e . If other wolves a r e a l s o a t t a c k i n g t h e target, t h e y get only their m e l e e a t t a c k s . N o t e that t h e diving blow is m a d e only during t h e first p h a s e in which a wolf a t t a c k s a character. As long as that wolf r e m a i n s e n g a g e d with that character, it m a y m a k e no further diving blows.
T h e b e a s t i e s listed a b o v e o u g h t t o b e e n o u g h t o k e e p player c h a r a c t e r s b u s y for s o m e t i m e t o c o m e .
As you well know by now, the Darkling Masters are served by s c o r e s of different minion r a c e s . In this chapter, you will find descriptions a n d statistics for a great n u m b e r of t h e m ; m o r e will be published in future p r o d u c t s . But we c a n n o t e n c o u r a g e you strongly e n o u g h to create your own Dark Minions (using t h e s e e x a m p l e s as p a t t e r n s to build u p o n ) , so that your players will be constantly facing things new a n d u n e x p e c t e d . Let us stress that t h e r a c e s below are only s a m p l e s of s o m e of the creatures that h a v e s p a w n e d humanity's l e g e n d s . J u s t b e c a u s e we h a v e a description of o g r e s listed below, for e x a m p l e , you should not be afraid to invent a totally different creature that could fit t h e s a m e legends.
Attributes for t h e various Dark Minions described
To k e e p things simplest for t h e referee, m o s t
in this c h a p t e r are given in h u m a n t e r m s . But
individual skills are not listed for e a c h r a c e . Instead,
obviously t h e Dark Minions a r e not h u m a n , so t h e r e
referees should a s s u m e that t h e r a c e s h a v e t h e
a r e a few things t h a t n e e d to be explained up front
following skills at t h e level of their a s s o c i a t e d
a b o u t s o m e of t h o s e attributes. Note, for e x a m p l e ,
attributes. Any other a p p r o p r i a t e skills a r e indi-
that s o m e o f t h e s e c r e a t u r e s h a v e poison a t t a c k s .
c a t e d in t h e individual descriptions.
S e e t h e " C o m b a t & D a m a g e " c h a p t e r for an explanation of poison notation a n d effects.
Constitution Skills: S w i m m i n g , Climbing. Strength Skills: Thrown W e a p o n . Melee C o m b a t ( U n a r m e d ) is indicated by t h e "Skill" notation in t h e statistic listings.
T h e Darkling physical attribute ratings reflect t h e
Agility Skills: Acrobatics, Stealth. R e m e m b e r
s a m e things a s for h u m a n s . But m a n y secondarily
t h a t Acrobatics m e a n s t h e c r e a t u r e s m a k e n o r m a l
derived characteristics—such as hit capacity, weight,
Agility c h e c k s v e r s u s this skill instead, a n d at o n e
load, throw r a n g e , a n d u n a r m e d c o m b a t d a m -
level less difficulty.
a g e — a r e m u c h different f r o m what t h o s e primary attributes would indicate. S o m e creatures, for ex-
Intelligence Skills: Navigation, O b s e r v a t i o n , Stalking, Tracking, Willpower.
a m p l e , a r e m u c h m o r e resistant t o d a m a g e t h a n
Education Skills: N o n e at full value. Biology,
are h u m a n s , a n d as a result their hit capacity is far
Chemistry, C o m p u t e r Operation, a n d Physics are
b e y o n d what their Strength a n d Constitution would
at one-half Education u n l e s s otherwise indicated.
s u g g e s t . In t h e descriptions below, s u c h differences
Charisma Skills: Act/Bluff, Leadership, Lan-
a r e indicated. If a difference is not listed, a s s u m e
g u a g e , Persuasion. L a n g u a g e will be a p p r o p r i a t e
that t h e h u m a n n o r m applies.
for t h e region in which t h e creature is e n c o u n t e r e d . Leadership is generally t h r o u g h fear, a n d Persuasion is t h r o u g h greed, fear, or confusion.
The Intelligence rating reflects the s a m e sort of thing
Empathy Skills: Darkling E m p a t h y ( s e e below),
in Dark Minions as it does in h u m a n s . But Darkling
Foreboding,. H u m a n E m p a t h y , Project Emotion,
Education ratings are typically very tow, not so m u c h
Project Thought, Willpower Drain. Most Dark Min-
because the Dark Minions are ignorant, as b e c a u s e their
ions rely heavily u p o n H u m a n E m p a t h y a n d Project
knowledge is so alien. T h e Education rating, then,
E m o t i o n t o e n h a n c e t h e natural d r e a d h u m a n s feel
indicates their familiarity with h u m a n knowledge.
u p o n encountering t h e m .
Obviously t h e Dark Minions a r e not pleasant,
S o m e Dark Minions have empathic skills that do not
c h u m m y c r e a t u r e s with s u n n y dispositions. Many
normally occur inhumans. If you want to allow your PCs
of t h e m a r e , however, quite forceful a n d charis-
to acquire these skills, you m a y do so, but it is recom-
m a t i c . T h e C h a r i s m a rating, therefore, reflects not
m e n d e d that they only be acquired through Darkling
h o w likable t h e y a r e , but instead how frightfully
contact and that the PCs be strongly encouraged to
impressive. As for t h e E m p a t h y rating, it indicates
k e e p t h e m secret afterward (otherwise s o m e clandes-
t h e s a m e sorts of things as for h u m a n s ; but while
tine psychic agency m a y snatch t h e m up for testing).
E m p a t h y i n h u m a n s projects w a r m a n d whole-
N o t e that t h e rules c o n c e r n i n g t a s k difficulty a n d
s o m e feelings, Darkling E m p a t h y feels cold, cruel,
p o w e r levels (from "Task Resolution & Skills")
a n d twisted.
apply to t h e s e skills just as with other EMP skills.
Darkling Empathy: This skill works just like
Basic success with this skill allows the pyrokinetic
H u m a n E m p a t h y , e x c e p t that it allows c o n t a c t with
creature to do such things as m a k e a human-sized
Dark Minions rather t h a n h u m a n s .
creature feel feverish, or to boil a liter of water. Strangely
Dimension Walk: With this skill, a creature can open a "portal" between our own world and a protodimension
enough, a target creature m a y instead be m a d e to feel chilled at this stage.
in which distances are greatly diminished. S e e the
S t a g e Two s u c c e s s allows t h e pyrokinetic crea-
"DarkTek" chapter for a more detailed description of that
ture to boil up to 20 liters of water, or to c a u s e mild
realm. Dark Minions with this skill use it to appear and
blistering on a target c r e a t u r e .
disappear from the Earth, and for rapid travel between terran locations that are geographically far apart.
Stage Three allows up to 50 1iters of water to be boiled, or gasoline and other highly flammable substances m a y
Creatures with this skill can create portals of varying
be ignited. Alternatively, a human-sized creature can be
duration, depending upon the quality of their skill rolls.
m a d e to suffer heat exhaustion—profuse sweating,
In every case, the portal is centered upon the creature
nausea, and weakness—making any task rolls by that
that o p e n s it. Basic success brings into existence a portal
creature o n e level more difficult to perform.
just large enough for the creator, who is instantaneously
At Stage Four, paper and other fairly flammable
drawn through. A Stage Two success allows the portal
materials can be m a d e to ignite, or a target creature can
to be held o p e n for one full combat p h a s e after the
be m a d e to suffer heat prostration. S y m p t o m s include
initiator p a s s e s through; a Stage Three holds it open for
hot, dry skin, headache, delirium, and possible uncon-
an additional phase. A Stage Four allows the creator to
sciousness (failing an Average test of Constitution).
hold the portal o p e n for a number of combat phases
Unconscious characters m a y die (if they fail an Easy test
equal to its skill rating; Stage Five doubles that time. A
of Constitution). Targets that retain consciousness m a k e
Stage Six success allows the creation (or destruction) of
all other task rolls at two levels of increased difficulty.
a permanent portal. While a portal remains open,
A S t a g e Five s u c c e s s allows t h e pyrokinetic
anyone who can m o v e to its location can pass through.
creature to c a u s e an item s u c h as a block of wood
O p e n i n g a dimension portal requires c o n c e n t r a -
to burst into flame; or a clip of small a r m s a m m u n i -
tion. If t h e initiating c r e a t u r e is surprised, or if it t a k e s
tion or g r e n a d e could be m a d e to explode. At this
a n y d a m a g e during t h e p h a s e in which it s e e k s to
s t a g e , living c r e a t u r e s suffer an a u t o m a t i c slight
o p e n t h e portal, it m u s t m a k e a successful Will-
wound to every hit location a n d m a k e heat prostra-
p o w e r roll before rolling to o p e n t h e portal.
tion c h e c k s at o n e level increased difficulty.
Dissolution: A few types of Dark Minions are able to
Stage Six allows the pyrokinetic creature to cause a
control their bodies' molecular bonding to such an extent
target creature to burst into flame. Death inevitably
that they can b e c o m e semiliquid at will, allowing t h e m
ensues. (It is from such instances that legends of
to ooze through small passages. The process is hideous
spontaneous h u m a n combustion have arisen.)
to observe, as the liquefying tissues lose their opacity,
Note that these effects do not occur instantaneously.
making internal organs visible. Of course, the creatures
Rather, they progress from stage to stage, taking one
are able to return to solidity at will, as well.
combat p h a s e (five seconds) per stage, beginning with
Plant Empathy: This w o r k s t h e s a m e a s Animal
the phase just after that in which the Pyrokinesis roll was
E m p a t h y , e x c e p t with plants. Of c o u r s e , t h e r e gen-
m a d e . For instance, for a h u m a n to spontaneously
erally isn't m u c h to do with a plant o n c e you h a v e
combust would require six phases (one complete com-
m a d e e m p a t h i c c o n t a c t , u n l e s s it is s o m e sort of
bat turn). In phase 1, thetarget would feel feverish. Phase
sentient Darkling plant.
2 would bring on heat exhaustion. Heat prostration
Pyrokinesis: With this skill, a creature can raise the
would occur in phase 3. Phase 4 would find the target
temperature of an object by the power of thought. Target
growing painfully hot to the touch, and phase 5 m o r e so.
range is equal to the power level, in meters.
Finally, in p h a s e 6, the target would burst into flames.
Additionally, in order to p r o g r e s s a target t h r o u g h
powerful o n e s m a y e v e n project feelings of good-
t h e s e s t a g e s , t h e pyrokinetic c r e a t u r e m u s t m a i n -
will, to lure h u m a n s off their g u a r d . T h e m e c h a n i c s
tain concentration. T h e creature m a y perform n o
for this a r e exactly t h e s a m e as t h o s e for P C s ( a s
other actions a n d m u s t k e e p t h e target in view. As
described in t h e "Task Resolution & Skills" c h a p t e r ) ,
well, if t h e pyrokinetic creature t a k e s d a m a g e dur-
but t h e r e are a c o u p l e of w a y s in which referees c a n
ing this t i m e , it m u s t m a k e a Willpower c h e c k to
dramatize t h e results t o e n h a n c e t h e g a m e .
maintain t h e Pyrokinesis. If slightly w o u n d e d , it
T h e referee should never tell p l a y e r s that their
m u s t m a k e an A v e r a g e test; a Difficult c h e c k is
c h a r a c t e r s h a v e b e e n t h e victims of a Project E m o -
required if seriously w o u n d e d ; a n d critically w o u n d e d
tion attack. W h e n e v e r a PC is t h e target of s u c h an
m e a n s t h e Pyrokinesis automatically e n d s (in which
attack, t h e referee should roll that P C ' s s a v e s s e -
c a s e t h e target b e g i n s d e c r e a s i n g in h e a t o n e level
cretly. Then, if t h e s a v e is failed, rather t h a n tell t h e
per c o m b a t p h a s e ) . Mote that by maintaining con-
player that t h e PC feels "terror," "irritation," or t h e
centration, a pyrokinetic c r e a t u r e m a y prolong
like, t h e referee should instead m a k e t h e player
whatever s t a g e is achieved, t h e r e b y c a u s i n g t h e
believe that t h e PC h a s h a d a s u d d e n s e n s e of
target to suffer r e p e a t e d d a m a g e , for instance.
Foreboding, a n d it should be described in t e r m s
Telekinesis: E a c h point of p o w e r level a c h i e v e d o n t a s k s allows Telekinesis t o m o v e u p t o 1 0
intended to e v o k e that emotion in t h e player. For instance, a player w h o s e PC is the victim of
k i l o g r a m s / m e t e r p e r c o m b a t p h a s e . That is, o n e
an a t t a c k of r a g e might be told, "Beyond t h e door
point would allow 10 k i l o g r a m s to be m o v e d o n e
y o u face, you s e n s e a terrified child, locked a w a y in
meter, o r f i v e k i l o g r a m s t o b e m o v e d two m e t e r s , o r
a dark closet after having b e e n tortured a n d m a i m e d . "
o n e kilogram t o b e m o v e d 1 0 m e t e r s , for e x a m p l e .
If t h e PC bursts t h r o u g h t h e door a n d finds a c o u p l e
Similarly, 15 points of p o w e r level would allow 1 5 0
of s m u g c o r p o r a t e e x e c s s e a t e d inside, he or s h e will
k i l o g r a m s t o b e m o v e d o n e meter, f i v e k i l o g r a m s t o
be likely to t a k e i m m e d i a t e , rageful action, only to
b e m o v e d 3 0 m e t e r s , e t c . A s with Pyrokinesis,
discover later that t h e r e w a s no child, just a figment
concentration a n d line of sight m u s t be m a i n t a i n e d .
of t h e imagination. As another e x a m p l e , a player
If not, t h e object falls.
w h o s e PC is t h e victim of a terror a t t a c k might be
Telekinetic c r e a t u r e s m a y c o m b i n e their results
told, "You h a v e t h e certain s e n s e that t h e Dark
for truly impressive feats. In s u c h c a s e s , if t h e
Minion y o u ' r e facing isn't t h e only o n e in t h e vicinity.
concentration or line of sight of o n e of their n u m b e r
In fact, e v e n now, you c a n s e n s e d o z e n s of t h e m
is disrupted, t h e object's levitation m a y be m a i n -
closing in on your position, a n d they feel really
tained if t h e r e m a i n i n g c r e a t u r e s a r e sufficient to do
m e a n " (when, of c o u r s e , t h e r e really aren't any
so (but obviously s o m e of t h e effect—i.e., d i s t a n c e
m o r e in t h e a r e a ) . T h e trick is to invent a description
moved—will be lost).
that will e v o k e as m u c h as possible t h e e m o t i o n in
Note that thrown w e a p o n s c a n b e t o s s e d telekinetically.
t h e PC, rather t h a n stating t h e e m o t i o n directly. Similarly, the referee should m a k e secret s a v e s for P C s w h o a r e victims of Project Thought, a n d , if t h o s e s a v e s are failed, describe things in s u c h a way a s t o m a k e t h e players think t h e w a y t h e attack m a k e s t h e characters think. For instance, t h e victim
A s m e n t i o n e d a b o v e , m o s t Dark Minion r a c e s
of a projected t h o u g h t should be told that t h e
rely heavily u p o n t h e H u m a n E m p a t h y a n d Project
t h o u g h t c o m e s from the F o r e b o d i n g skill. As well,
Emotion skills t o e n h a n c e t h e d r e a d that h u m a n s
w h e n faced with hallucinations, referees should not
feel for t h e m ( a s if their a p p e a r a n c e w e r e not
say, for instance, "You see a m e d u s a , " but rather,
horrifying e n o u g h ) . S o m e of t h e m o r e empathically
"Standing before you is a m e d u s a . "
Special: Two levels m o r e difficult to be hit, d u e to small size a n d great s p e e d . S o m e Darkling r a c e s , n o tably t h e various extraterrestrials, h a v e extraordinary biologic k n o w l e d g e a n d t e c h nology. A m o n g other things, s o m e c a n create simple life forces
called
animators.
Strength: 10 Education: 1 Move: 2/8/15 Constitution: 30* Charisma: 1 Skill/Dam.: 6/— Agility: 1 Empathy: 1 Hits: 40/80 Intelligence: 1 Initiative: 2 # Appear: 1 *Two m e t e r s tall. Special: A t t a c k s by m a k i n g diving blows.
When animators are projected into objects, t h e y bring t h o s e things to life. T h e y c a n m a k e a disembodied hand crawl, for e x a m p l e , by t e m porarily restoring life force to t h e d e a d tissues. But t h e y
Strength: 1 Education: 1 Move: 15 Constitution: 1 Charisma: 1 Skill/Dam.: 4/1D6-1 Agility: 7 Empathy: 2 Hits: 4/8 Intelligence: 1 Initiative: 6 # Appear: 1 Special: O n e level m o r e difficult to be hit, due to small size.
c a n also m a k e a tricycle m o v e about, or a block of s t o n e slide along, telekinetically propelling whatever object they inhabit (this is a special c a s e of t h e Telekinesis skill a n d requires no t a s k rolls to s u c c e e d ) . Most things a n i m a t e d in this m a n n e r betray a l m o s t no signs of true intelligence, but t h e y c a n o b e y simple c o m m a n d s a n d perform straightforward t a s k s of limited duration ( s u c h as "crawl upstairs, get t h e tablet of Ra, a n d return here," or "attack t h a t p e r s o n " ) . Statistics for the c r e a t u r e s vary widely, d e p e n d i n g u p o n t h e object being anim a t e d . A v e r a g e statistics for a few of t h e m o s t c o m m o n a r e listed below.
Strength: — Education: 1 Constitution: — Charisma: 1 Agility: — Empathy: 1 Intelligence: 1 Initiative: 6 *As a u t o m o b i l e .
Move: * Skill/Dam.: 7/* Hits: * # Appear: 1
Special: A t t a c k s p e r vehicle collision rules. Skill value d e n o t e s Vehicle Use skill a p p r o p r i a t e to vehicle.
Strength: — Constitution: 1 Agility: 8 Intelligence: 1
Education: 1 Charisma: 1 Empathy: 1 Initiative: 6
Move: 60 Skill/Dam: 8/1D6 Hits: 1 # Appear: 1
Strength: — Education: — Move: 50 Constitution: — Charisma: — Skill/Dam.: —/— Agility: — Empathy: 4 Hits:— Intelligence: — Initiative: 6 # Appear: 1 Special: Dimension Walk, drains life, i m m u n e to normal w e a p o n s .
Looking like a n i m a t e d s h a d o w s of cloaked figures,
truly "vital" organs. Their nervous system is well dis-
b l e a k s prowl d e s e r t e d streets a n d desolate loca-
persed throughout their bodies, and their circulatory
tions, waiting for lone h u m a n s to feed u p o n . T h e
system consists of a slow-moving nutrient bath, which
c r e a t u r e s h a v e n o actual corporeal existence but
m a k e s it unusual for t h e m to "bleed" to death, even from
a r e instead m e r e l y p s y c h i c manifestations of utter
the severest wounds. Also, they heal incredibly swiftly
h u m a n despair. S o m e h o w , t h e y psychically feed
from everything except burns, particularly if there is food
u p o n t h e life force itself, aging their victims in t h e
readily available. Bloodkin feed primarily upon blood,
p r o c e s s . T o d o this, t h e bleak m u s t b e within m e l e e
the larger o n e s supplementing this diet with flesh.
r a n g e of its victim. E a c h successful attack c a u s e s
Fortunately, bloodkin are very susceptible to d a m a g e
aging, with t h e a m o u n t varying, d e p e n d i n g u p o n
from ultraviolet light, which gives rise to legends of trolls
t h e p o w e r level of t h e b l e a k ' s attack. A victim a g e s
and vampires being afraid of sunlight. In general, the
o n e y e a r p e r point of p o w e r level t h e bleak s c o r e s .
larger a bloodkin is, the slower a n d less intelligent it is.
B e c a u s e they are incorporeal, b l e a k s c a n n o t b e
More specific information for bloodkin trolls and vam-
d a m a g e d by physical weapons.
Bright lights
(floodlights, a u t o m o b i l e high b e a m s , etc.) will drive
pires is given below, along with average statistics for e a c h type of creature.
t h e m a w a y but d o n o real d a m a g e . B l e a k s c a n b e destroyed by e m p a t h i c c h a r a c t e r s , however. To do this, t h e c h a r a c t e r n e e d s only establish e m p a t h i c c o n t a c t with t h e bleak, using t h e H u m a n E m p a t h y skill to t a p into its d e s p a i r a n d drain it away. Any level of s u c c e s s d e s t r o y s t h e bleak, but t h e quality
Strength: 12 Constitution: 18 Agility: 5 Intelligence: 3 S p e c i a l : Trolls
Education: 1 Move: 1/5/10/18 Charisma: 1 Skill/Dam.: 8/2D10 Empathy: 2 Hits: 45/90 Initiative: 3 # Appear: 1D6+3 are treated as having an overall
of s u c c e s s d e t e r m i n e s what effect t h e e m p a t h i c
b o d y a r m o r value of 1. T h e y do not suffer d o u b l e
c h a r a c t e r suffers. To d e t e r m i n e this, t h e c h a r a c t e r
d a m a g e from h e a d hits, like m o s t NPCs ( s e e p a g e
should roll a Difficult t e s t of t h e E m p a t h y statistic
166). T h e y also heal very quickly, but UV light d o e s
a n d calculate a p o w e r level for that roll. T h e c h a r a c -
special d a m a g e t o t h e m ( s e e details below).
ter will t h e n a g e a n u m b e r of m o n t h s equal to 32 m i n u s t h e points of p o w e r level s c o r e d
Trolls, the large, d u m b bloodkin, t e n d to hide in c a v e r n s or a b a n d o n e d buildings a n d wait for unwary travellers. (In d a y s of yore, t h e y often lay in
Legends of trolls and vampires have been spawned largely by o n e Dark Minion r a c e in particular, often called t h e bloodkin. Bloodkin a r e roughly h u m a n o i d in s h a p e , with a hairless, slug-gray skin that covers what would otherwise be a plated exoskeleton. Their a r m s a r e longer t h a n a h u m a n ' s , with h a n d s a n d feet that e n d in h e a v y claws. Bloodkin facial features differ m a r k e d l y from a h u m a n ' s , consisting of a pair of lidless yellow e y e s s u r m o u n t i n g a m u s c u l a r trunk instead of a h u m a n n o s e a n d m o u t h . T h e trunk e n d s in a pair of s h a r p p i n c e r s set in horizontal opposition. Bloodkin are incredibly difficult to wound. Their skeletal plates provide impressive protection from internal d a m a g e . But even m o r e importantly, their internal organs are largely undifferentiated, meaning their are no
wait u n d e r s t o n e bridges.) Leaping o u t of hiding,
victims, all w e a k e n e d from blood loss, to s e r v e it as
they s n a t c h unfortunate victims, tear t h e m limb
slaves a n d bring it m o r e victims.
from limb, t h e n s u c k t h e blood from the b o d y a n d
Like trolls, v a m p i r e s heal naturally from w o u n d s
eat t h e internal o r g a n s , particularly t h e bloodiest
at t h e following rates: slight, 1 hour; serious, 1 day;
o n e s s u c h a s t h e kidneys, spleen, liver, a n d lungs.
critical 3 d a y s . For e a c h pint of blood they c o n s u m e ,
Trolls heal naturally from wounds at the following
t h e y heal o n e w o u n d level a l m o s t instantaneously
rates: slight, 1 hour; serious, 1 day; critical 3 days. For
(effectively within o n e c o m b a t p h a s e ) . This m e a n s
each half gallon of blood they consume, they heal one
that a n o r m a l h u m a n body, if completely drained of
w o u n d level a l m o s t instantaneously (effectively
blood, will heal six w o u n d levels for a v a m p i r e .
within o n e c o m b a t p h a s e ) . Note t h a t a h u m a n b o d y
As with trolls, UV light d o e s extra d a m a g e to
c o n t a i n s approximately six pints of blood, e n o u g h
v a m p i r e s . N o r m a l daylight d o e s two points of d a m -
to heal t h r e e wound levels.
a g e per c o m b a t p h a s e , as do black lights. UV lasers
Ultraviolet light d o e s extra d a m a g e to trolls.
do double their listed d a m a g e . Thermite and white
Normal daylight d o e s o n e point of d a m a g e per
phosphorus explosions do UV d a m a g e per the concus-
combat phase, as do black lights. UV lasers do double
sion rules, in addition to concussion d a m a g e .
their listed d a m a g e against trolls. Thermite and white p h o s p h o r u s explosions do UV d a m a g e p e r t h e concussion rules, in addition to concussion d a m a g e .
Strength: 4 Education: 3 Move: 3/9/16/32 Constitution: 7 Charisma: 12 Skill/Dam.: 8/1D1O Empathy: 15 Hits: 25/50 Agility: 9 Intelligence: 8 Initiative: 6 # Appear: 1 Special: Bloodkin v a m p i r e s are treated a s having an overall b o d y a r m o r value of 1. T h e y do not suffer double d a m a g e f r o m h e a d hits, like m o s t NPCs, a n d they heal v e r y quickly from w o u n d s ( s e e below). Vampires, t h e smaller bloodkin, a r e m u c h m o r e
Strength: * Education: * Constitution: * Charisma: * Agility: * Empathy: * Intelligence: • Initiative: 5 / * *As per h u m a n NPCs.
Move: * Skill/Dam.: */* Hits: * # Appear: 3D6
Special: Averse to bright light a n d garlic. Initiative 5 until o n e is d o w n e d , t h e n n o r m a l Initiative ( s e e below). Human
vic-
t i m s of a v a m pire typically suffer from a related
intelligent t h a n their larger
disease
brothers, a n d are also highly
iron-deficiency
called
e m p a t h i c . As a c o n s e q u e n c e ,
porphyria. This
t h e y rely m u c h m o r e u p o n
disease
guile t h a n u p o n brute force
t h e g u m s t o re-
(although they are no stranger
cede,
to that, either). A v a m p i r e will
the teeth look
u s e its p o w e r s of thought pro-
elongated,
jection to m a k e itself a p p e a r
c r e a t e s a crav-
a s a n attractive h u m a n , t h e n
ing for blood in
causes making and
u s e e m o t i o n projection t o
its v i c t i m s . As
draw victims n e a r e n o u g h to
well, bright light b e c o m e s painful to their e y e s , a n d
be feasted u p o n . Generally,
certain natural c h e m i c a l s in garlic m a k e s t h e m
however, a v a m p i r e will not
n a u s e o u s . Historically, bloodkin v a m p i r e s h a v e of-
kill its victim immediately, but
ten p l a y e d u p o n t h e s e s y m p t o m s , telling their vic-
will instead k e e p a c o v e n of
t i m s that they a r e b e c o m i n g immortal v a m p i r e s a s
well, t h u s adding m o r e confusion t o t h e v a m p i r e
lings r e a d the p s y c h e s of their
legends.
t a r g e t s , b e c o m i n g intimately fa-
Referees should c h o o s e an NPC e x p e r i e n c e level
miliar with their personalities. As
for t h e s e "lesser v a m p i r e s , " b a s e d u p o n where they
well, the changelings' growth is
were "recruited" from. However, b e c a u s e they b e -
empathically guided to result in
lieve t h e m s e l v e s to be immortal, t h e y will a t t a c k
an identical physical a p p e a r a n c e .
with incredible ferocity—treat t h e m as having an
But the changelings d o t e n d t o
Initiative 5, regardless of actual NPC level—until o n e
h a v e higher e m p a t h i c skills a n d
of their n u m b e r dies. At that point, t h e y revert to
lower C h a r i s m a ratings t h a n t h e
their n o r m a l Initiative a n d a t t e m p t to flee. Unfortu-
p e o p l e t h e y r e p l a c e (reflecting
nately, by t h e next t i m e they are e n c o u n t e r e d , their
t h a t s o m e t h i n g feels slightly
m a s t e r will h a v e c o n v i n c e d t h e m of their immortal-
wrong about t h e m ) .
ity o n c e again (explaining a w a y their c o m r a d e ' s d e a t h as a fluke or illusion, p e r h a p s ) .
T h e Type II changeling listed a b o v e is a cyborg r e p l a c e m e n t c o m m o n l y u s e d b y extraterrestrials. A h u m a n w h o r e s e m b l e s t h e r e p l a c e m e n t target is surgically a d a p t e d t o e n h a n c e t h e
Strength: * Education: * Move: * Constitution: * Charisma: -1 Skill/Dam.: */* Agility: * Empathy: +1 Hits: * Intelligence: * Initiative: * # Appear: * * A s p e r c h a r a c t e r being r e p l a c e d .
r e s e m b l a n c e a n d to boost Agility, Melee skills, etc. T h e c h a n g e ling is then hypnotically p r e p a r e d t o t a k e the subject's place. Be-
Special: Dimension Walk, Telekinesis. Modifiers
c a u s e they are less well-prepared
listed a r e a d j u s t m e n t s to statistics of t h e character
in t e r m s of m e m o r y a n d p e r s o n -
being r e p l a c e d .
ality t h a n t h e Type I changelings, Type II changelings a r e generally intended for shorter t e r m
Strength: +1 Education: -2 Move: 3/10/18/35 Constitution: * Charisma: -2 Skill/Dam.: +2/+2 Agility: +1 Empathy: -2 Hits: x2 Intelligence: -1 Initiative: +1 # Appear: 1 *As per c h a r a c t e r being r e p l a c e d .
r e p l a c e m e n t s . For e x a m p l e , a state governor's b o d y g u a r d might b e e x c h a n g e d with a Type II changeling p r e p a r e d to a s s a s s i n a t e t h e governor.
Special: Internal a r m o r of a r m o r value 1. Modifi-
T h e r e are basically only t w o
ers listed are a d j u s t m e n t s to statistics of the c h a r a c -
w a y s to recognize that a p e r s o n
ter being r e p l a c e d . In faerie legend, t h e fey folk ( s e e below) would
h a s b e e n replaced by a c h a n g e ling. T h e first is to notice l a p s e s
s o m e t i m e s steal a h u m a n child a n d leave a faerie
in t h e changeling's m e m o r y or
imposter in its p l a c e . T h a t imposter w a s k n o w n as
behavior. This requires a test of
a changeling. In Dark Conspiracy, e v e n adults c a n
t h e Observation skill: Difficult to
b e r e p l a c e d b y changelings, a n d nearly every t y p e
recognize a Type I, a n d Average
of Dark Minion d o e s so at o n e t i m e or another.
for Type II. However, this test
T h e m o r e mystical r a c e s , s u c h as t h e fey folk,
should only be allowed when t h e
tend to leave c h a n g e l i n g s that are in nearly every
referee believes it appropriate,
way just like t h e h u m a n s t h e y r e p l a c e . T h e s e a r e t h e
s u c h a s when t h e changeling i s
Type I sort, listed a b o v e . Empathically, t h e s e c h a n g e -
u n d e r unusual stress, or w h e n a
c h a r a c t e r is s p e n d i n g a great deal of t i m e with t h e
p o r t e d in t h e s w a m p l a n d s of t h e s o u t h e a s t e r n United
changeling or w a s extremely familiar with t h e per-
States.
son r e p l a c e d .
Cobra p e o p l e a p p e a r h u m a n i n m o s t r e s p e c t s ,
T h e s e c o n d way to recognize that a p e r s o n h a s
but t h e y are actually cold-blooded c r e a t u r e s with
b e e n r e p l a c e d by a changeling is w h e n a friend
retractable fangs t h a t inject extremely toxic p o i s o n s
s h o o t s y o u in t h e b a c k .
into their victims. Reports a r e that, like m o s t terran
C h a n g e l i n g s c a n be wonderful devices for t h e
reptiles, t h e y lay e g g s , but t h e r e h a v e b e e n s o m e
referee to u s e for e n h a n c i n g PC p a r a n o i a , especially
r u m o r s of their m a t i n g with h u m a n s . Cobra p e o p l e
if you secretly h a v e o n e of t h e P C s k i d n a p p e d a n d
are carnivorous, swallowing their prey whole. When-
r e p l a c e d . (You m a y want t o k e e p this secret from t h e
ever possible, t h e y prefer to eat h u m a n infants, but
player of t h a t PC until t h e changeling u n m a s k s itself.
if p r e s s e d , t h e y will settle for small a n i m a l s s u c h as
Or, if y o u trust t h e p e r s o n , you c a n recruit the player
c a t s , d o g s , m o n k e y s , y o u n g pigs, e t c .
t o run t h e changeling, promising t o return t h e PC,
Typically, a small g r o u p of cobra p e o p l e will
with b o n u s e x p e r i e n c e points or s o m e t h i n g , if t h e
c o n t a c t a tribe of h u m a n s , c o n v i n c e it t h e y are
j o b is d o n e well.) T h e first t i m e t h e P C s e n c o u n t e r
deities, a n d d e m a n d infant sacrifice in worship. In
s u c h a changeling, t h e players will likely be s h o c k e d .
m o r e civilized lands, t h e c o b r a p e o p l e apparently
After that, t h e y will be watching over their shoulders
infiltrate t h e criminal u n d e r g r o u n d instead, taking
all of t h e t i m e .
positions of power, a n d using that power to obtain h u m a n b a b i e s o n t h e black m a r k e t .
Strength: 5 Education: 3 Move: 5/10/18/35 Constitution: 3 Charisma: 7 Skill/Dam.: 6/3 Empathy: 5 Hits: 14/28 Agility: 8 Intelligence: 7 Initiative: 5 # Appear: 1D6÷2 Special: Grapple to pin, t h e n p o i s o n bite, d a m a g e 1 p 3 . Disguise skill at full C h a r i s m a value. Until
recently,
the cobra people
Strength: 23 Education: 2 Move: 4/8/30/50 Constitution: 18 Charisma: 10 Skill/Dam.: 8/2D10 Agility: 6 Empathy: 16 Hits: 25/50 Intelligence: 6 Initiative: 6 # Appear: 1 Special: Dimension Walk. S o m e also h a v e Anim a l E m p a t h y , Pyrokinesis, Telekinesis, a n d / o r Psychology.
dwelt only in t h e
Virtually every h u m a n culture h a s its d e m o n s , its
m o s t r e m o t e jun-
evil spirits t h a t p l a g u e humanity. T h e r e a r e t h e
g l e s of Indonesia
Hindu asuras, for instance, e n e m i e s of t h e b e n e v o -
and
lent g o d s . A m o n g o t h e r t h i n g s , t h e y i n c l u d e
Southeast
Asia, w h e r e t h e y
rakshasas—a t y p e of being that c a n only enter this
w e r e worshiped by
world by t a k i n g on t h e form of an animal, monster,
primitive tribes of
or beautiful w o m a n — a n d
h u m a n s . With t h e
p e n t d e m o n s . T h e r e a r e t h e Persian djinni, spirits
chaos
resulting
with physical b o d i e s m u c h like t h o s e of h u m a n s , but
from t h e G r e a t e r
with nearly limitless m a g i c a l p o w e r s . And t h e r e are
nagas—which a r e ser-
D e p r e s s i o n , how-
also t h e ifrits, winged c r e a t u r e s of s m o k e , impervi-
ever, t h e y h a v e b e -
o u s t o n o r m a l w e a p o n s , but susceptible t o m a g i c .
g u n t o e x p a n d their
T h e r e are the J a p a n e s e oni—huge c r e a t u r e s with
r a n g e into India,
h i d e o u s faces, h o r n s , a n d t h r e e digits o n e a c h
Africa, a n d Central
extremity—and t h e tengu—spirits t h a t p o s s e s s t h e
America.
Some
bodies of others. In Western m y t h s , t h e r e are g o b -
h a v e e v e n b e e n re-
lins, b o g e y s , g h o s t s , devils, a n d faeries, a n d a
while m a n y of the other r a c e s u s e h u m a n s for food or slaves, d a e m o n s s e e m t o h a v e n o n e e d other t h a n t h e drive to create h a v o c . T h e statistics a n d skills listed a b o v e are for the a v e r a g e d a e m o n . Referees should feel free to adjust t h e m to reflect t h e particular legend being recreated.
Extraterrestrials, or ETs, m a y well be t h e m o s t difficult Dark Minions for t h e referee to c o n v e y effectively. T h e r e a s o n for this is t h a t m a n y players will not be u s e d to thinking of ETs horrifically. T h e y m a y h a v e i m a g e s
Naga Ifrit
of cute, child-sized h u m a n o i d s with overlarge e y e s like C h i h u a h u a s in
Djinni
c h e a p velvet paintings, of aliens w h o
Oni
h a v e c o m e t o s a v e u s f r o m our-
vary as widely as t h e descriptions of their powers;
Spirits, goblins, also a m p l e e x a m p l e s of warty, b u g bogeys, e y e d m o n s t e r s w h o h a v e c o m e t o ghosts, devils, faeries steal a w a y Earth w o m e n . Neither of t h e s e i m a g e s is Tengu quite appropriate for the paranoid horror of Dark
nearly every tale d e s c r i b e s t h e m differently.
Conspiracy.
selves. On the other h a n d , there are
plethora of other beings. T h e n a m e s of the c r e a t u r e s
In Dark Conspiracy, t h e s e c r e a t u r e s a r e collected
Dark Conspiracy
u n d e r o n e heading, daemon, from t h e ancient Greek
ETs are both subtle
word for spirit (whether good or evil). D a e m o n s a r e
a n d horrific. T h e y
physical c r e a t u r e s , but t h e y are so highly e m p a t h i c
are mysterious crea -
as to s e e m a l m o s t m i r a c u l o u s . T h e Dimension Walk
tures
of soulless
skill e n a b l e s t h e m to enter p r o t o d i m e n s i o n s quite
superscience. T h e s e
easily, d i s a p p e a r i n g from t h e E a r t h a n d r e a p p e a r i n g
extraterrestrials view
at will. As well, t h e y specialize in H u m a n E m p a t h y ,
our planet as a c a g e
Project Emotion, a n d Project Thought, using t h e
full of laboratory ani-
latter in conjunction with their high Psychology a n d
mals upon whom
Leadership skills to m a n i p u l a t e weak-willed p e o p l e .
they
S o m e t y p e s are also quite g o o d a t Pyrokinesis a n d /
m e n t . For instance,
can
experi-
or Telekinesis. A few h a v e high Animal E m p a t h y
s o m e years back, a
skill ratings, as well.
magazine
called
D a e m o n s a r e p e r h a p s the m o s t pernicious o f t h e
UFO Reports carried
Dark Minions, a n d t h e r e is speculation that they are
within its covers sto-
very close in n a t u r e to t h e Dark Masters. That is,
ries of aliens taking
over m e n t a l hospitals in New York state and performing h e a d transplant surgery u p o n t h e i n m a t e s . Nearly every tabloid currently on t h e m a r k e t carries
Special: Two levels m o r e difficult to hit, d u e to small size. A r m o r value 1. E a c h e n e r g y ET is a glowing s p h e r e of p u r e
regular features a b o u t aliens a b d u c t i n g s o m e o n e
energy, t w o m e t e r s in diameter, c e n t e r e d u p o n a tiny
a n d performing e x p e r i m e n t s o n t h e m . T h e p a r a n o i a
ball of m a t t e r ( 0 . 1 0 kilograms) that s e r v e s as its
surrounding t h e s e c r e a t u r e s is also evident in re-
focus point. In c o m b a t , t h e creature gives off bolts
p o r t s t h a t t h e y h a v e established s e c r e t b a s e s inside
of lightning, t r e a t e d as a fire c o m b a t a t t a c k . It c a n
the Earth.
only be destroyed by d a m a g i n g its focal point, a
In Dark Conspiracy, t h e s e sorts of stories a r e all
fairly difficult thing to a c c o m p l i s h , given that t h e
t o o true. ETs are t a k i n g over t h e planet—or at least
point is small a n d h a s a t o u g h surface. O n c e that
they are trying to. It is t h e y w h o were t h e major force
focal point is destroyed, however, t h e c r e a t u r e ' s
behind t h e worldwide e c o n o m i c c r a s h that b e g a n
energy d i s p e r s e s in a violent electrical display.
t h e Greater Depression. T h e y are the o n e s w h o
Inside t h e tiny ball that r e m a i n s , t h e r e c a n be s e e n
secretly control t h e largest m e g a c o r p o r a t i o n s . T h e y
circuitry of metallic veinings in a grainy, rocklike
h a v e offices within e v e r y major g o v e r n m e n t , a n d
substance.
secret experimental installations all over t h e world.
E n e r g y ETs a r e t h e least likely of any ETs to
In p l a c e s , t h e y h a v e e v e n replaced entire popula-
directly intervene in h u m a n affairs. Typically, they
tions of t o w n s . Like a metastasizing cancer, they
merely o b s e r v e . S o m e t i m e s , however, they will
h a v e infiltrated h u m a n society at all levels.
t a k e action t o destroy s o m e h u m a n endeavor: a n
But ETs are not merely o n e r a c e .
interplanetary craft, an a d v a n c e d c o m p u t e r instal-
T h e r e are insectoid ETs, tentacular
lation, or p e r h a p s e v e n a major nuclear power plant.
ETs, h u m a n o i d ETs with bulgy e y e s
In s u c h c a s e s , t h e devastation t h e y c a u s e c a n spill
a n d foreheads, a n d e v e n s o m e t h a t
over o n t o local populations.
a r e p u r e energy. T h e s e disparate r a c e s d o not always work together well, which m a y be all that k e e p s t h e m from completely enslaving t h e Earth. T h e o n e thing t h a t all of t h e extraterrestrials h a v e in c o m -
Strength: 3 Constitution: 2 Agility: 4 Intelligence: 11
Education: 16 Charisma: 2 Empathy: 9 Initiative: 3 Special: Pyrokinesis a n d / o r
Move: 2/7/12/20 Skill/Dam.: 7/2 Hits: 8/15 # Appear: 1D6 Telekinesis. S o m e
m o n i s t h a t they a r e extremely a d -
carry d e a t h - r a y w e a p o n s a n d / o r Dimension Walk
vanced
devices.
technologically.
The
"DarkTek" c h a p t e r d i s c u s s e s this in
T h e s e ETs are t h e s t a p l e s of tabloid n e w s p a p e r
m o r e detail, giving statistics for
stories. (There is s o m e e v i d e n c e that they are the
s o m e of their devices.
b a s i s of s o m e l e g e n d s of elves a n d faeries, as well.) T h e y look like hairless h u m a n s with small, slender bodies
Strength: 1 Education: 20 Move: 40 Constitution: 1 Charisma: 1 Skill/Dam.: 6†/4D10* Empathy: 1 Hits: 2/4 Agility: 9 # Appear: 1D10+2 Intelligence: 13 Initiative: 4 † P o s s e s s e s t h e following special skills: Darkling
overly
and large
craniums. Their faces are small a n d deli-
E m p a t h y 6 , H u m a n E m p a t h y 4 , Project T h o u g h t
c a t e , with t h e
10, Telekinesis 4, Willpower Drain 8.
e x c e p t i o n of
*This is an electrical a t t a c k with a m e d i u m r a n g e of eight m e t e r s .
theiroversized eyes,
which
a r e generally dark blue or black with no visible whites. Their features betray no e m o t i o n s . T h e y travel a b o u t in s a u c e r - s h a p e d v e s s e l s that a r e little m o r e t h a n f l y i n g laboratories. T h e m o s t frightening thing a b o u t t h e s e c r e a t u r e s is their utter disregard for individual h u m a n life. Like soulless laboratory workers, t h e y collect s p e c i m e n s of h u m a n i t y (or occasionally other terran creatures), c o n d u c t psychological or surgical experim e n t s with t h e m , t h e n destroy or discard t h e test subjects w h e n t h e y a r e f i n i s h e d . Most h u m a n o i d ETs stay very close to their vessels. S o m e o f t h e m o s t h u m a n looking, however, will s o m e t i m e s infiltrate h u m a n society, if t h e r e is an e n d to be gained. T h e y might join t h e r e s e a r c h staff of a scientific facility, for instance, to s a b o t a g e its work. n o u s tunnels, oozing with moisture, a n d filled with h u n g r y ET g r u b s . Ir is a terrible thing to be c a p t u r e d Strength: 5 Education: 8 Move: 4/12/20/30 Constitution: 4 Charisma: 1 Skill/Dam.: 6/4 Agility: 6 Empathy: 3 Hits: 12/24 # Appear: 2D6 Intelligence: 8 Initiative: 4 Special: A r m o r value 1 (versus m e l e e only). Animal E m p a t h y 1 0 (insects o n l y — s e e below),
by t h e s e ETs a n d deposited in t h e n e s t s as grub food. Even t h o u g h t h e g r u b s a r e slow, t h e r e are multitudes of t h e m , a n d a p e r s o n c a n n o t run indefinitely. T h e adults h a v e a specialized form of Animal E m p a t h y that works only with insects. By u s e of
Project T h o u g h t 6.
Project Thought, t h e y are able t o c o m m a n d a n y insects t h e y are in e m p a t h i c c o n t a c t with (including Education: 1 Strength: 10 Constitution: 13 Charisma: 1 Empathy: 1 Agility: 3 Intelligence: 1 Initiative: 6 Special: N o n e .
Move: 3 Skill/Dam.: 6/1D10 Hits: 20/30 # Appear: 1D6
their own g r u b s ) . In a p p e a r a n c e , t h e adults are roughly h u m a n size a n d look s o m e t h i n g like a terran c o c k r o a c h , but standing upright like a m a n t i s . T h e g r u b s a r e s o m e -
Insectoid ETs want h u m a n s for o n e p u r p o s e only:
what larger, averaging two m e t e r s in length a n d a
as food. But t h e y would like to k e e p that food supply
m e t e r in diameter, with pale, bloated bodies a n d
running for as long as possible. S o , like cattle
glossy black h e a d s .
farmers, t h e y work to k e e p their h e r d s placid a n d productive. In t h e c a s e of h u m a n cattle, this m e a n s maintaining social a n d political s y s t e m s as well as feed a n d m e d i c i n e . For this r e a s o n , insectoid ETs h a v e b e e n a m o n g t h e Dark Minions m o s t directly involved in terran politics. Many of t h e m e g a c o r p o r a t e strongholds in u r b a n a r e a s a r e actually
Education: 6 Move: 2/4/8/15 Strength: 11 Constitution: 11 Charisma: 1 Skill/Dam.: 6*/5 Agility: 5 Empathy: 4 Hits: 13/25 Intelligence: 11 Initiative: 3 # Appear: 2D6 * E a c h d o e s 1D6 a t t a c k s p e r action in m e l e e c o m b a t , d u e to their multiple t e n t a c l e s .
n e s t s of insectoid ETs—their outer b l o c k s m a i n -
Special: S w i m m i n g 1 0 .
tained in t e r r a n style as a f a c a d e of normalcy, but
T h e tentacular ETs a r e p e r h a p s t h e m o s t h i d e o u s
their inner regions transformed into bizarre, chiti-
looking o f t h e E T r a c e s d e s c r i b e d h e r e . T h e y are
amphibians
a totally illusory world, if d e s i r e d .
that look s o m e thing
like
a
cross between a human and a squid. A fleshy, bulbous
head
surmounts
an
Strength: 7 Education: 4 Move: 2/8/15/30 Constitution: 3 Charisma: 9 Skill/Dam.: 7/10 Agility: 7 Empathy: 20 Hits: 8/16 Intelligence: 6 Initiative: 5 # Appear: 1 Special: H u m a n E m p a t h y , Project Emotion, Willp o w e r Drain, Dimension Walk.
upright, fleshy
This creature
torso, ringed by
projects its im-
manipulative
a g e as a wailing
tentacles
at
w o m a n in white
shoulder level, a n d heavier, "walking" t e n t a c l e s at
cloak a n d robes,
floor level.
often at a s t r e a m
Their p u r p o s e is simple: c o n q u e r t h e Earth a n d
or river, washing
m a k e it their own. Fortunately for h u m a n s , t h e r e are
bloody cloths in
very few of t h e s e c r e a t u r e s a n d they prefer to r e m a i n
t h e water. Leg-
near the oceans.
e n d is t h a t it a p p e a r s to a family when a d e a t h is
T h e word "faerie" h a s not always m e a n t only "of
imminent. In a c -
delicate b e a u t y a n d m a g i c a l c h a r m " ( a s Merriam-
tuality, t h e b a n -
Webster p u t s it). Many of t h e creatures in faerie
shee brings about
l e g e n d s a r e beautiful but cruel, a n d best avoided if
those d e a t h s by
at all possible. In former t i m e s , t h e s e were s o m e -
driving its victims to despair, t h e n taking a d v a n t a g e
t i m e s called the "fair folk," a e u p h e m i s m u s e d to
of their w e a k e n e d condition to m a k e its attack.
avoid drawing their attention, but not entirely a c c u rate. And h u m a n s w h o s e e m e d t o u c h e d b y t h e m w e r e called "fay," m e a n i n g p r o n e to faerie visions, or "fey," m e a n i n g d o o m e d or fated. It is from t h e latter that we coin the t e r m "fey folk" to r e p r e s e n t t h e Dark Minions t h a t s p a w n e d t h e faerie m y t h s . In legend, these creatures are strong with magical power, particularly the power of illusion (in fact, no o n e c a n be quite certain what they really look like), a n d t h e y dwell in a world that t o u c h e s our own but is s o m e h o w o n e step removed from it. In Dark Conspiracy, their entire purpose is to beguile in order to enslave or destroy. They are dangerous creatures, masters of terror and illusion, a n d t h e y like nothing better t h a n t o drive p e o p l e t o m a d n e s s a n d d e a t h . T h e y fey folk all a r e highly e m p a t h i c , a n d t h e y a r e s o skilled a t p r o j e c t i n g t h o u g h t i m a g e s t h a t they c a n give a victim waking d r e a m s , creating
Strength: 16 Education: 1 Constitution: 14 Charisma: 6 Agility: 9 Empathy: 18 Intelligence: 1 Initiative: 6 Special: Animal E m p a t h y ,
Move: 4/15/30/60 Skill/Dam.: 5/12 Hits: 15/30 # Appear: 1 Human Empathy,
Project E m o t i o n , Willpower Drain, Dimension Walk.
Like t h e b a n s h e e , t h e b a r g h e s t h a u n t s its in-
T h e dark elves a r e incredibly cruel. In h u m a n
t e n d e d victim for d a y s before finally attacking. At
cities, t h e y prowl t h e m o s t elegant night s p o t s ,
night, it s e n d s horrible d r e a m s of pursuit by fero-
looking for victims to invite to a "very private party."
cious h o u n d s . During t h e day, it projects an i m a g e
O n c e a sufficient n u m b e r of p e o p l e h a v e b e e n
of a great mastiff, always prowling at t h e e d g e of
collected, t h e dark elves lead t h e m t o a n isolated
vision, s e e n only in from corner of t h e eye. Finally,
s p o t a n d slaughter t h e m i n t h e m o s t h i d e o u s w a y s
when its victim's terror h a s p e a k e d , t h e b a r g h e s t
imaginable. (For e x a m p l e , o n e particular slaughter
a t t a c k s . This a t t a c k a l w a y s c o m e s a t night, a n d
involved a l o c k e d w a r e h o u s e a n d a t h r e s h i n g m a -
always w h e n t h e victim i s alone. S o m e p e o p l e h a v e
chine.) In rural regions, pairs of dark elves will p o s e
tried to protect t h e m s e l v e s by surrounding t h e m -
as travellers in n e e d of shelter for t h e night, only to
selves with friends, but t h e b a r g h e s t is expert at
turn on their h o s t s a n d m u r d e r t h e m in their b e d s .
drawing its victims a w a y from protection. O n e
T h e dark elves are quite c a p a b l e of using a n y
t h e o r y is t h a t it projects an i m a g e of a friend to lure
h u m a n technologies, although it is doubtful t h a t
t h e victim out, t h e n d r o p s t h e illusion just before it
they ever d e v e l o p n e w t e c h n o l o g i e s of their own.
attacks.
T h e o n e exception to this is t h e creation of a n i m a t o r spirits ( s e e a b o v e ) , which t h e dark elves are quite a c c o m p l i s h e d at.
Strength: 6 Education: 4 Constitution: 4 Charisma: 9 Empathy: 10 Agility: 8 Intelligence: 5 Initiative: 4 Special: Dimension Walk.
Move: 3/10/20/35 Skill/Dam.: 7/4 Hits: 10/20 # Appear: 2D6 T h e dark elves are
apparently
very h u m a n in a p p e a r a n c e , although than
fairer
average.
Legend is that they dwell in vast subterranean caverns, where they entire
maintain under-
g r o u n d civilizations.
But the
dark elves h a v e always t a k e n a g r e a t interest in humanity, a p e r v e r s e interest which derives pleas u r e from h u m a n suffering a n d ruination. As a result, individual dark elves often join h u m a n society, where t h e y p a s s t h e m s e l v e s off as h u m a n , generally preferring t o p o s e a s artists, p o e t s , m u s i cians, or m a g i c i a n s .
Strength: 10 Education: 1 Constitution: 8 Charisma: 3 Agility: 7 Empathy: 12 Intelligence: 2 Initiative: 6
Move: 5/10/30/60 Skill/Dam.: 8 / 8 , Hits: 13/25 # Appear: 1
Special: M a k e s grappling a t t a c k s to s u b d u e , t h e n d r o w n s its victims. F u a t h a s ( p r o n o u n c e d "fyathas"), o r p o o k a s , are a collection of various a m p h i b i o u s c r e a t u r e s t h a t h a u n t b o d i e s of water, in t h e guise of animals, intending to trick p e o p l e in to drown. O n e of t h e m o s t r e p o r t e d is t h e e a c h - u i s g e ("ek-wiskey"), which a p p e a r s as a h o r s e , t e m p t s p e o p l e (particu-
Strength: — Education: — Move: — Constitution: — Charisma: — Skill/Dam.: —/* Agility: — Empathy: 12 Hits: — Intelligence: — Initiative: 6 # Appear: 1 D 6 / 3 * D e p e n d s u p o n object being u s e d . Special: Telekinesis a n d / o r pyrokinesis at double t h e n o r m a l effect.
larly children) to ride, t h e n carries t h e m underwater.
G h o s t s are d i s e m b o d i e d spirits that basically c a n
A related creature is shelly coat, which lurks
be subdivided into t w o distinct t y p e s . T h e first t y p e ,
u n d e r w a t e r waiting for a c h a n c e to g r a b u n w a r y
s o m e t i m e s called a "haunt," h a s no ability to physi-
victims a n d pull t h e m in.
cally affect reality, but relies u p o n t h e power of e m o t i o n to t a k e its prey. E v e n without a physical p r e s e n c e , however, a h a u n t c a n kill, either by overstressing w e a k h e a r t s or by driving their victims to suicide. T h e s e b e i n g s rely heavily u p o n t h e
Strength: — Constitution: — Agility: — Intelligence: — Special: N o n e .
Education: — Charisma: — Empathy: 16 Initiative: 6
Move: — Skill/Dam.: —/— Hits: — # Appear: 1D6÷2
following e m p a t h i c skills: H u m a n E m p a t h y , Project Emotion, Project Thought, a n d Willpower Drain. T h e first is u s e d to establish e m p a t h i c c o n t a c t with t h e victim. O n c e that link is formed, either Project E m o t i o n or Project T h o u g h t follows. Project E m o t i o n is u s e d to drive victims to a frenzy offear. E a c h s t a g e of power level withthisskill temporarily m a k e s all skill c h e c k s by t h e victim o n e level m o r e difficult. (For instance, a S t a g e Two s u c c e s s at Project E m o t i o n would m a k e all of t h e victim's skill c h e c k s two levels m o r e difficult.) Project T h o u g h t i s u s e d t o c o m m a n d victims t o self-destructive a c t s , from throwing t h e m s e l v e s out of upper-story windows to killing t h e m s e l v e s or attacking their c o m p a n i o n s . If n e c e s s a r y , Willpower Drain is u s e d to soften t h e victims u p . T h e s e c o n d t y p e of ghost, often called a "poltergeist," i s able t o m o v e objects, a n d s o t o m a k e physical a t t a c k s . Occasionally, t h e s e g h o s t s will attack empathically as a h a u n t , but they prefer to u s e their telepathic a n d pyrokinetic abilities. For e x a m p l e , a poltergeist might telepathically lock t h e only door to a r o o m , pyrokinetically set t h e curtains afire, t h e n begin projecting s o u n d s of insane laughter or empathically e x a g g e r a t e t h e size of t h e fire. Note that poltergeists get double t h e normal effect for Telekinesis. Many p e o p l e believe that g h o s t s are t h e psychic
residue of d e a d h u m a n s . In actuality, g h o s t s are
d a m a g e ) . Of c o u r s e , this requires a suitable supply
merely a n o t h e r t y p e of Dark Minion. (The o n e
of s t o n e s a n d a m p l e t i m e to resupply b e t w e e n e a c h
exception to this, t h e "data ghost," is actually
attack. If t i m e or h e a d r o o m is limited, t h e y will hover
nothing m o r e t h a n a collection of h u m a n m e m o r i e s
within m e l e e r a n g e of their victims a n d tear at t h e m
t r a p p e d within a c o m p u t e r n e t w o r k . S e e t h e
with their clawed feet.
"DarkTek" c h a p t e r for details.)
Harpies usually h a u n t t h e wildernesses of t h e planet, but t h e y c a n s o m e t i m e s be found in t h e e m p l o y of other Dark Minions, occasionally even in
Strength: 4 Constitution: 2 Agility: 6 Intelligence: 3 *This is flying
Education: 2 Move: 15/30/50* Charisma: 2 Skill/Dam.: 6/1D6 Empathy: 2 Hits: 8/16 Initiative: 4 # Appear: 1D6+1 s p e e d ; h a r p i e s walk 5 a n d run 10
inner cities'.
when grounded. Special: D r o p s t o n e s (treat a s thrown w e a p o n a t t a c k for 1 D 1 0 d a m a g e ) .
Strength: 4 Constitution: 6 Agility: 7 Intelligence: 6
Education: 5 Move: 2/8/15/30 Charisma: 3 Skill/Dam.: 9/5 Empathy: 8 Hits: 12/25 Initiative: 5 # Appear: 1 Special: Poison-tipped t e n t a c l e s o n h e a d a n d
neck.
Strength: — Constitution: — Agility: — Intelligence: — * E a c h hit to a m e d u s a ' s head
has
a
c h a n c e of d e stroying t e n tacles. S e e b e low for details. Special: Short
melee
combatrange. E a c h tentacle Harpies are filthy, vulgar, flying h u m a n o i d s with a
attacks sepa-
t a s t e for h u m a n flesh. Most s t a n d a b o u t a m e t e r tall,
rately, a n d all
with relatively h u m a n h e a d s a n d torsos, but with t h e
m a y focus o n
lower legs of a vulture, a n d with wings instead of
different
h u m a n a r m s . Like blood vultures ( s e e t h e "Beasties"
gets.
tar-
c h a p t e r ) , t h e y a r e primarily s c a v e n g e r s ; but flocks
Medusas
of t h e m h a v e b e e n k n o w n to a t t a c k living creatures,
are a n u n u s u -
if t h e o d d s a r e greatly in their favor. Their preferred
al type of Dark
m e t h o d of a t t a c k is to d r o p s t o n e s on their q u a r r y
Minion,
(treat t h e s e a s thrown w e a p o n a t t a c k s doing 1D10
cause
bethey
Education: — Charisma: — Empathy: — Initiative: 6
Move: — Skill/Dam.: 6/1 p1 Hits: * # Appear: 2D6
originated a s terran h u m a n s . E a c h m e d u s a h a s grafted o n t o its s c a l p a n d n e c k a p p r o x i m a t e l y a dozen independently m i n d e d , stinger-tipped tentacles, e a c h a b o u t 2 0 c e n t i m e t e r s long. T h e s e t e n t a c l e s give t h e c r e a t u r e s poison a t t a c k s in m e l e e c o m b a t , i n addition t o their n o r m a l h u m a n a t t a c k s . In t h e t e n t a c l e statistics listed a b o v e , # Appear refers to t h e n u m b e r of t e n t a c l e s t h e c r e a t u r e p o s s e s s e s , a n d t h e skill rating is e a c h t e n t a c l e ' s c h a n c e of hitting. Melee r a n g e for t h e t e n t a c l e s is short. E a c h t e n t a c l e strikes separately, injecting its target with l p l of v e n o m . Tentacles c a n e v e n hit t a r g e t s to t h e rear a n d sides o f t h e m e d u s a , a n d e a c h t e n t a c l e can attack separate targets. If t h e referee allows, d a m a g e to a m e d u s a ' s h e a d m a y c o u n t additionally as a c h a n c e that s o m e of t h e
b e t w e e n their snow-white hair a n d their wide, quiv-
t e n t a c l e s a r e d e s t r o y e d . E a c h w o u n d should b e
ering n o s e s . Their j a w b o n e s a r e m u c h smaller t h a n
c o u n t e d separately, a n d is multiplied by 10 for a
a r e h u m a n s ' , which m a k e s their pale, fleshy lips
p e r c e n t a g e c h a n c e that 1 D 6 ÷ 2 t e n t a c l e s ( r o u n d e d
s e e m e v e n m o r e oversized, a n d their t e e t h a r e small
d o w n ) a r e lost. For instance, a blow that did 3 points
a n d very pointed. Morlocks are primarily m e a t -
of d a m a g e to t h e h e a d would h a v e a 30 p e r c e n t
eaters, their diet consisting mainly of w o r m s , grubs,
c h a n c e of r e m o v i n g t e n t a c l e s .
a n d raw c a v e fish. O n t h e r a r e o c c a s i o n s w h e n they
M a n y m e d u s a s let their hair grow long a n d thick
can find warm meat, such as moles, mice, or bats,
to disguise t h e t e n t a c l e s . O t h e r s prefer to wear wigs,
they go into a frenzy of ecstasy. But m o r e t h a n
h o o d s , s c a r v e s , t u r b a n s , o r large h a t s .
anything else, they prefer raw h u m a n flesh, torn with their t e e t h from a living victim. T h e p r o b l e m for t h e m o r l o c k s h a s b e e n t h a t
Strength: 5 Constitution: 3 Agility: 5 Intelligence: 7 Special: Blind,
Education: 3 Charisma: 4 Empathy: 6 Initiative: 3 but excellent
Move: 3/8/12/20 Skill/Dam.: 5/1D6 Hits: 6/12 # Appear: 4D6 s e n s e s of smell a n d
hearing.
h u m a n s a r e bigger a n d m o r e technologically adv a n c e d t h a n t h e y a r e . Also, h u m a n s t e n d t o stay a b o v e ground, w h e r e their sight gives t h e m a longr a n g e a d v a n t a g e over t h e blind m o r l o c k s . Below ground, however, it is a m u c h different story. In t h e
In The Time Machine, H. G. Wells wrote of a far
Stygian d a r k n e s s of s u b t e r r a n e a n c a v e s , h u m a n s
future in which t h e d e s c e n d e n t s of h u m a n i t y h a d
panic without their sight a d v a n t a g e , a n d t h e morlocks
split into t w o s e p a r a t e r a c e s . O n e lived an idyllic,
c a n a t t a c k t h e m en m a s s e . It is a terrifying thing to
carefree life on t h e E a r t h ' s surface. T h e other r a c e
be lost in t h e d a r k n e s s a n d h e a r t h e patter of s c o r e s
hid u n d e r g r o u n d a n d c a r e d for t h e first...because
of b a r e feet a p p r o a c h i n g .
t h e y u s e d t h e surface dwellers a s cattle.
With t h e worldwide c h a o s t h a t t h e Dark Minions
Wells called t h a t cannibalistic, s u b t e r r a n e a n r a c e
h a v e brought t o Earth, h u m a n s h a v e b e c o m e s o m e -
t h e m o r l o c k s . But he wasn't just writing fiction; t h e
what m o r e vulnerable t o m o r l o c k a t t a c k s . There
m o r l o c k s actually exist. T h e y are short, pallid hu-
h a v e b e e n m a n y recent n e w s stories of entire
m a n o i d s with incredibly d e v e l o p e d s e n s e s of hear-
p o p u l a t i o n s of isolated villages disappearing over-
ing a n d smell. Their e y e s h a v e completely atro-
night. T h e only c l u e s a s t o their w h e r e a b o u t s are
phied, however, leaving nothing but s m o o t h brow
fresh t u n n e l s d u g into b a s e m e n t s a n d cellars. Few
p e o p l e h a v e b e e n b r a v e e n o u g h t o explore t h o s e
h a v e other E m p a t h y skills as per Dark Minions ( a s
t u n n e l s afterward, a n d e v e n fewer of t h o s e w h o w e r e
explained u n d e r "Darkling Skills," a b o v e ) . Nukid g a n g s c a n be an excellent s o u r c e of infor-
h a v e ever returned. Particularly frightening is t h e fact that n u m e r o u s
m a t i o n for Dark Minion hunters, provided t h e q u e s -
firearms a n d other e q u i p m e n t h a v e d i s a p p e a r e d
tioners survive their first m e e t i n g . In particular, a
into t h o s e holes, as well. All indications a r e that t h e
n u m b e r of t h e m o r e hideously deformed g a n g s
m o r l o c k s a r e completely c a p a b l e of learning to u s e
have taken up residence in the sewers, and s o m e of
h u m a n technology.
t h e s e a r e great e n e m i e s t o m o r l o c k s a n d dark elves. Unlike true Dark Minions, n u k i d s a r e not actively out to ruin humanity. Instead, like nearly a n y other street
Move: * Strength: * Education: * Skill/Dam.: */* Constitution: * Charisma: * Agility: * Empathy: * Hits: * Initiative: * # Appear: 2D6-l Intelligence: * *As n o r m a l NPCs, e x c e p t o n e i n 1 0 h a s a n
g a n g m e m b e r s , t h e y are m e r e l y unfortunate p e o p l e in a d e a d - e n d life-style, with no h o p e for t h e future. Nukid g a n g s just h a v e m o r e t o c o m p l a i n a b o u t t h a n m o s t others.
E m p a t h y rating of 1 D 6 + 4 . Special: E m p a t h i c n u k i d s h a v e Darkling E m p a thy skills, including Dimension Walk, Dissolution, Pyrokinesis, or Telekinesis. Nukids isa collective t e r m for
Strength: 24 Constitution: 21 Agility: 4 Intelligence: 2 Special: Long
Education: 1 Move: 2/10/15/30 Charisma: 1 Skill/Dam.: 5/4D6 Empathy: 1 Hits: 28/55 Initiative: 5 # Appear: 1 unarmed melee range.
street gangs composed of mutated h u m a n s . It origin a t e d as a refere n c e t o radioactive contamination ("that dude's been nuked for sure"), but h a s c o m e to refer to m u t a t i o n s resulting from other sorts of c o n t a m i n a t i o n as well (chemical, for e x a m p l e ) . T h e prerequisite for m e m b e r s h i p to a nukid "family" is having a m u t a t i o n of s o m e sort. Most of t h e s e m u t a t i o n s are m e r e l y physical deformations. But roughly 10% of t h e n u k i d s also d e m o n s t r a t e o n e Darkling e m p a t h i c ability or another, falling into o n e of four different c l a s s e s : geists, slimers, s p o o k s , a n d torches. T h e t e r m "geist" is a shortening of "poltergeist," a n d t h e s e n u k i d s a r e highly telekinetic. "Slimers" are n u k i d s with t h e Dissolution skill; t h e y also t e n d
O g r e s a r e basically h u g e , filthy, brutish h u m a n -
to be slightly radioactive. " S p o o k s " a r e t h o s e with
oids t h a t love to t e a r w e a k e r c r e a t u r e s limb from
t h e D i m e n s i o n Walk skill. A n d " t o r c h e s " a r e
limb a n d eat t h e m . Their a v e r a g e height is a b o u t
pyrokinetic. All of t h e s e e m p a t h i c c h a r a c t e r s also
t h r e e a n d a half m e t e r s , a n d t h e y m a s s u p t o 2 5 0
kilos. Most of t h e m work as w a t c h d o g s for other,
it m a k e s t h e m less visible at night.
brighter Dark Minions, but occasionally o n e will
Despite their relatively h u m a n a p p e a r a n c e , the
e s c a p e into t h e wilds of t h e Earth. T h e s e e s c a p e e s
p a l e do not feed like h u m a n s . Instead, t h e y leech
maintain a very primitive existence, hunting with
b o d y h e a t from w a r m - b l o o d e d creatures, prefer-
their b a r e h a n d s a n d wearing u n t a n n e d animal skins
ably from h u m a n beings, leaving their victims as
for clothing, giving rise to l e g e n d s of bigfoot, yeti,
cold c o r p s e s . (They c a n drain a body down to
a n d (in ancient t i m e s ) c y c l o p s .
a l m o s t 0° centigrade—32° Fahrenheit—just short of t h e freezing point.) To do this, t h e y m u s t c r e a t e an e m p a t h i c link with t h e victim, while physically in
Strength: 8 Education: 4 Move: 3/10/20/40 Constitution: 5 Charisma: 7 Skill/Dam.: 5/1D6 Agility: 8 Empathy: 8 Hits: 13/26 Intelligence: 6 Initiative: 4 # Appear: 1D6+2 Special: Dimension Walk. Leech h e a t from vietims, s e e below.
contact, skin-to-skin. (In order to establish the link, a p a l e m u s t h a v e a few m i n u t e s to concentrate, which m e a n s that i t m a y not d o s o during c o m b a t — but it could g r a p p l e a victim to immobility, t h e n simply hold t h e victim while t h e link is created.) Without this link, t h e y c a n n o t a b s o r b h e a t effectively, which is why nonliving h e a t s o u r c e s will not s e r v e t h e m . Daylight, for e x a m p l e , might provide t h e m with sufficient energy for survival, but it s e verely b u r n s their sensitive skin a n d e y e s . Similarly, r u m o r h a s it that two FBI a g e n t s o n c e tried to k e e p a captive pale alive in a hot t u b , but t h e creature died of h y p o t h e r m i a e v e n as its outer skin layer w a s blistering away. T h e p a l e a r e nocturnal hunters, shunning t h e bright, hot light of day. T h e y a l m o s t always o p e r a t e in p a c k s . W h e n p r e y is s c a r c e or h u m a n resistance is strong, t h e c r e a t u r e s c a n enter a hibernative t r a n c e to wait for better t i m e s . T h e y c a n only leave this t r a n c e b y absorbing m o r e heat, which m e a n s that a victim m u s t be within t h e i m m e d i a t e vicinity. T h e a m o u n t of h e a t that c a n be leeched from
Like t h e bloodkin, t h e pale a r e another s o u r c e of
different victims varies considerably, of c o u r s e (es-
h u m a n i t y ' s v a m p i r e l e g e n d s . T h e s e c r e a t u r e s are
pecially if t h e victims a r e of different s p e c i e s ) . As a
m u c h m o r e h u m a n looking t h a n a r e t h e bloodkin,
rule of t h u m b , however, referees c a n e s t i m a t e that
however. M e m b e r s of t h e p a l e a r e tall a n d gaunt,
for victims that a r e drained completely, e a c h kilo-
with relatively short t o r s o s but long, spindly limbs.
g r a m o f b o d y weight translates t o a b o u t 4 5 m i n u t e s
(Generally the p a l e a v e r a g e a full two m e t e r s in
of activity for a p a l e . T h e h e a t from an a v e r a g e adult
height a n d a b o u t 70 k i l o g r a m s in weight.) Their skin
h u m a n (let's s a y 70 k i l o g r a m s ) , for e x a m p l e , could
is incredibly pallid, a n d their hair (which grows
maintain o n e p a l e for a little o v e r two d a y s ( 5 2 . 5
thickly on h e a d , n e c k , and shoulders, like a lion's
h o u r s , to be e x a c t ) , or t w o p a l e s for o n e day, etc. A
m a n e ) is p u r e white. Their e y e s are pink, like an
good-sized rat m i g h t k e e p o n e p a l e active for an
albino's. To disguise their inhumanly long limbs a n d
hour or s o .
short t o r s o s , t h e p a l e t e n d to d r e s s in billowy clothes
S o m e of t h e oldest a n d wiliest of t h e p a l e are able
a n d w e a r flowing c l o a k s . T h e y prefer black b e c a u s e
to s t o p feeding from their victims short of c a u s i n g
death, saving t h e m t o feed u p o n a g a i n a n d again. T h e a v e r a g e h u m a n c a n survive d o w n to a b o d y t e m p e r a t u r e of a b o u t 2 5 ° centigrade (77° F a h r e n heit), but will b e c o m e c o m a t o s e in t h e p r o c e s s a n d require special c a r e t o b e r e w a r m e d . H u m a n s c a n r e m a i n c o h e r e n t a n d able to c a r e for t h e m s e l v e s with b o d y t e m p e r a t u r e s down to a l m o s t 3 2 ° centig r a d e (90° Fahrenheit). Below this, they b e c o m e delirious a n d eventually i n c a p a b l e of a n y activity at all. Following t h e s e guidelines, referees w h o wish to run p a l e s t h a t k e e p captive victims c a n multiply s u c h victims' b o d y weight (in kilograms, of c o u r s e ) by t h e n u m b e r of d e g r e e s their t e m p e r a t u r e is lowered, t h e n divide t h e result by 50 ( 1 0 0 if F a h r e n heit), to d e t e r m i n e t h e n u m b e r of h o u r s activity t h e p a l e gains. For e x a m p l e , a p a l e that l e e c h e d 5° C from a 7 0 - k i l o g r a m h u m a n would gain a b o u t s e v e n hours of activity ([5x70]+50=7). A s s u m i n g a d e q u a t e
T h e ancient E g y p t i a n s m u m m i f i e d their m o s t
food a n d shelter, t h e victim's b o d y h e a t could
important d e a d , in order to e n h a n c e their s u c c e s s in
certainly return to n o r m a l during that t i m e , m e a n i n g
t h e afterlife. Mummification typically involved hav-
t h e p a l e could feed o n c e again.
ing m o s t of t h e internal o r g a n s s c o o p e d out, includ-
Referees are e n c o u r a g e d to e n h a n c e t h e frightful-
ing t h e brain, a n d t h e resulting cavities filled with
n e s s of a d v e n t u r e s involving t h e p a l e by having
preservative h e r b s a n d linen p a d d i n g . T h e impor-
player c h a r a c t e r s c a p t u r e d by t h e c r e a t u r e s . Other
tant o r g a n s were sealed in special funerary j a r s . T h e
PCs will certainly be horrified to finally find their
rest of t h e b o d y w a s treated with special c h e m i c a l s
friends locked in s o m e d a m p cellar, shivering a n d
to d e s i c c a t e it, t h e n w r a p p e d in linen, d o u s e d in
blue with cold, a n d m u m b l i n g incoherently a b o u t
funerary resins, a n d p l a c e d in a s a r c o p h a g u s . (It is
tall, gangly, p a l e m e n .
t h e desiccation a n d funerary resins that m a k e m u m m i e s vulnerable t o fire, c a u s i n g t h e m t o t a k e double the normal burn damage.)
In Dark Conspiracy, t h e t e r m " u n d e a d " refers
W h e n this sort of m u m m y is a n i m a t e d , it s e r v e s
specifically to d e a d c r e a t u r e s that h a v e b e e n brought
as nothing but a vehicle for t h e a n i m a t i n g spirit. T h e
b a c k to a s e m b l a n c e of life, usually by an a n i m a t o r
m u m m y is physically strong, but b e c a u s e of its
spirit ( s e e a b o v e ) . T h e t h r e e p r i m a r y e x a m p l e s of
brittleness, it is anything but agile. Of c o u r s e , with-
u n d e a d a r e a n i m a t e d m u m m i e s , skeletons, a n d
out a brain, t h e b o d y h a s no intelligence of its own.
z o m b i e s . Z o m b i e s a r e c o v e r e d in their own section,
T h e m u m m y ' s m e n t a l a n d soul attributes a r e merely
below. M u m m i e s a n d s k e l e t o n s are described a s
given by t h e animating spirit.
follows.
T h e r e a r e c a s e s of mummified c o r p s e s , however, in which the brain a n d internal o r g a n s w e r e not r e m o v e d . Generally, t h e s e c a s e s involve accidental
Strength: 9 Education: 1 Move: 1/4/8 Constitution: 9 Charisma: 1 Skill/Dam.: 8/3D6 Agility: 2 Empathy: 1 Hits: 25/30 Intelligence: 1 Initiative: 2 # Appear: 1 D6/3 Special: B u r n s d o double d a m a g e .
d e a t h s by suffocation in conditions that prevented t h e c o r p s e from d e c o m p o s i n g or being e a t e n by s c a v e n g e r s . For e x a m p l e , mummified c o r p s e s h a v e b e e n found in e x t r e m e northern b o g s , frozen in ice,
or buried in desert s a n d s . Similarly, there h a v e b e e n
doing less d a m a g e in c o m b a t , a n d able to withstand
discoveries of s t o n e cairns preserving s o m e E s -
m u c h less, a s well.
k i m o a n d Viking c o r p s e s . If m u m m i e s s u c h as t h e s e are a n i m a t e d , t h e animating spirit h a s a c c e s s t o t h e m u m m i f i e d brains' k n o w l e d g e a n d m e m o r i e s (at
T h e r e a r e at least two different t y p e s of were
least what r e m a i n s after a g e s of d e a t h ) . S u c h m u m -
c r e a t u r e s that h a v e formed t h e b a s i s of l e g e n d s of
m i e s c a n be quite cunning a n d self-aware. Of
s h a p e - c h a n g i n g c r e a t u r e s . T h e primary t y p e is
c o u r s e , it is entirely possible for t h e animating spirit
t e r m e d "true weres," t h e s e c o n d a r y "Moreau weres."
t o b e c r e a t e d with a b o v e a v e r a g e m e n t a l a n d / o r soul statistics, as well. M u m m i e s a r e m o s t often created by dark elves, a n d a r e u s e d t o g u a r d e n t r a n c e s t o their underg r o u n d facilities. S o m e t i m e s , however, they m a y b e m a d e by ETs or o t h e r s of t h e fey folk.
Strength: 13 Education: 4 Move: 3/9/15/30 Constitution: 15 Charisma: 4 Skill/Dam.: 6/2D10 Agility: 4 Empathy: 7 Hits: 18/25 Intelligence: 4 Initiative: 4 # Appear: 1D6+3 Special: Automatic h u m a n i m a g e projection. Silver disrupts E m p a t h y .
Strength: 3 Constitution: 2 Agility: 8 Intelligence: 1 Special: O n e
Education: 1 Move: 3/9/18/25 Charisma: 1 Skill/Dam.: 6/1D6 Empathy: 1 Hits: 4 / 5 Initiative: 6 # Appear: 3D6 level m o r e difficult to hit in fire
combat. Like m u m m i e s ,
animated
skeletons are the remains of c o r p s e s , which a r e t h e n raised to a s e m b l a n c e of life by t h e infusion of an animating spirit. Generally, they are c r e a t e d by t h e dark elves t o guard e n t r a n c e s t o s u b t e r r a n e a n facilities. T h e dark elves also like to u s e skeletons to terrorize small towns, animating t h e c o n t e n t s of n e a r b y cemeteries for their grisly entertainment. Occasionally, ETs or fey folk other t h a n t h e dark elves will c r e a t e a n i m a t e d skeletons, as well. For t h e m o r l o c k s a n d dark elves, o n e of t h e m o s t a p p e a l i n g things a b o u t creating a n i m a t e d skele t o n s is that t h e y require m u c h less life force to a n i m a t e t h a n m u m m i e s o r z o m b i e s . For this reason, greater n u m b e r s o f t h e m c a n b e a n i m a t e d . T h a t e a s e of animation also m e a n s that skeletons a r e m u c h m o r e agile t h a n other a n i m a t e d c o r p s e s . Unfortunately, t h e y a r e also m u c h m o r e fragile,
Strength: 11 Education: 2 Constitution: 12 Charisma: 3 Agility: 5 Empathy: 8 Intelligence: 3 Initiative: 5 Special: Automatic h u m a n Silver disrupts E m p a t h y .
Move: 3/6/10/18 Skill/Dam.: 5/2D6 Hits: 13/25 # Appear: 1D6+2 i m a g e projection
Education: 6 Move: 3/9/17/32 Strength: 5 Constitution: 2 Charisma: 7 Skill/Dam.: 7/1D6+l Empathy: 10 Hits: 8/15 Agility: 7 Intelligence: 8 Initiative: 5 # Appear: 2D6 Special: A u t o m a t i c h u m a n i m a g e projection.
Silver disrupts E m p a t h y ,
Move: 3/9/17/32 Skill/Dam.: 6/2D6 Hits: 11/22 # Appear: 1D6 i m a g e projection.
Silver disrupts E m p a t h y .
Silver disrupts E m p a t h y .
Strength: 17 Education: 3 Constitution: 15 Charisma: 6 Agility: 6 Empathy: 8 Intelligence: 5 Initiative: 6 Special: A u t o m a t i c h u m a n
Strength: 8 Education: 4 Constitution: 6 Charisma: 6 Empathy: 9 Agility: 7 Intelligence: 6 Initiative: 6 Special: Automatic h u m a n
Move: 3/9/18/35 Skill/Dam.: 8/3D6 Hits: 15/30 # Appear: 1 D 6 / 3 i m a g e projection. True weres are bestial creatures that c a n walk either upright like h u m a n s or, m o r e quickly, u p o n all fours. T h e y vaguely r e s e m b l e n o r m a l terran anim a l s s u c h a s wolves, b e a r s , b o a r s , o r e v e n tigers but are able to disguise t h e m s e l v e s by empathically projecting an i m a g e of h u m a n s h a p e a n d features. E x c e p t during t h e period of t h e full m o o n , that is. Weres h a v e a monthly rutting s e a s o n which is tied to t h e lunar p h a s e s , a n d when t h e m o o n is full, t h e y revert to bestial habits, dropping their h u m a n guise a n d mindlessly attacking nearly a n y terran creature they m e e t u p with. It is not possible for a h u m a n to b e c o m e a were, but it is possible for t h e two r a c e s to interbreed, with a 6 0 % c h a n c e of producing w e r e offspring. Contact with silver disrupts a w e r e ' s ability to u s e e m p a t h i c powers, including t h e projection of its normal h u m a n facade.
In v o o d o o m y t h s , t h e word z o m b i generally refers to a d e a d body b r o u g h t b a c k to life to s e r v e as a m i n d l e s s slave, usually for agricultural work. In Dark Conspiracy, t h e r e a r e two different s o u r c e s for t h e s e m y t h s , p l u s o n e m o r e m o d e r n t y p e o f zombie.
Education: 1 Strength: 9 Constitution: 7 Charisma: 1 Agility: 3 Empathy: 1 Intelligence: 1 Initiative: 2 Special: N o n e .
Move: 2/8/15 Skill/Dam.: 5/2D6+1 Hits: 15/30 # Appear: 2D6
T h e first s o u r c e of t h e z o m b i e m y t h s is a specialized form of a n i m a t o r ( s e e a b o v e ) , o n e powerful e n o u g h t o restore a n entire c o r p s e t o physical function. Like m u m m i e s a n d a n i m a t e d skeletons, this sort of zombie is not actually brought b a c k to life; instead, it is m o v e d telekinetically by the animator dwelling within it. (This is a special u s e of Telekinesis t h a t requires no rolls for s u c c e s s or effect.) Like other a n i m a t o r s , t h e s e z o m b i e s are usually c r e a t e d by ETs or fey folk, to function as g u a r d s a n d t r o o p s . As a result, they are typically A s p e c i a l s u b c l a s s of w e r e s is m a d e up of
m a d e with very low Intelligence, Education, a n d
h u m a n s w h o h a v e b e e n bestialized in ET experi-
C h a r i s m a statistics. It is possible, however, for zom-
m e n t s . S o m e h a v e b e e n surgically modified,
bies to be c r e a t e d with high s c o r e s in t h e s e statistics
having c a t ' s e y e s implanted to improve night
(which ought to give t h e P C s quite a s h o c k t h e first
vision, for e x a m p l e . O t h e r s a r e t h e result o f
t i m e t h e y e n c o u n t e r o n e ) . T h e statistics listed a b o v e
c h e m i c a l t r e a t m e n t s t h a t t h i c k e n skin, s t i m u l a t e
a r e for a v e r a g e z o m b i e s .
adrenaline production, etc. S o m e have even b e e n created by genetic manipulation, resulting i n c r e a t u r e s t h a t a r e truly half h u m a n a n d half beast. Very few of t h e s e experimental subjects survive. Of t h o s e , m o s t a r e severely crippled. Only very
Strength: * Education: * Move: * Constitution: * Charisma: * Skill/Dam.:*/* Agility: * Empathy: * Hits:* Intelligence: * Initiative: * # Appear: 1D6 *As p e r appropriate NPC level.
rarely do individuals result w h o are favorably m o d i -
Special: N o n e .
fied. Statistics for t h e s e c r e a t u r e s are as varied as
Moss z o m b i e s are apparently the result of an
their t y p e s . Generally, t h e referee should c h o o s e
e x p e r i m e n t in biological w e a p o n r y g o n e awry. T h e y
s t a n d a r d NPC statistics, t h e n a d d a special facility,
a r e not actually c o r p s e s brought b a c k to life, but are
s u c h as t h e ability to s p r a y like a s k u n k or to c a u s e
instead living c r e a t u r e s infected with a bizarre form
extra u n a r m e d m e l e e d a m a g e with claws.
of plant life.
( T h e s e c r e a t u r e s a r e called Moreau w e r e s in
T h e z o m b i e m o s s c a n only survive in w a r m , wet
h o n o r of H.G. Wells' The Island of Doctor Moreau.)
climates, s u c h a s S o u t h e a s t Asia a n d Indonesia,
a n d it only affects m a m m a l s . Apparently, w h e n a m a m m a l e n c o u n t e r s t h e m o s s , it inhales airborne s p o r e s . T h o s e spores remain dormant through m u c h of the year, but during t h e rainy s e a s o n , they suddenly sprout within t h e circulatory s y s t e m of their victims, givingtheir blood ( a n d skin) a greenish tint. As t h e infection m o u n t s , it c a u s e s a c h e m i c a l i m b a l a n c e in t h e h o s t which gives rise t o m u r d e r o u s r a g e s , m u c h like rabies. T h e significant difference is t h a t while rabies p r o d u c e s blind, u n r e a s o n i n g violence, typically occurring only w h e n t h e subject is s o m e h o w p r o v o k e d , t h e z o m bie m o s s p r o d u c e s a cold-blooded, cunning m u r d e r o u s n e s s in which its vict i m s stalk others of their kind. (There h a s b e e n speculation t h a t the m u r d e r s are actually intended as m e r c y killings, to prevent o t h e r s from later contracting t h e infection.) By t h e e n d of t h e rainy s e a s o n , t h e infection h a s completely filled t h e h o s t ' s circulatory s y s t e m , a n d t h e victim dies. Within t w o t o t h r e e d a y s , t h e c o r p s e bursts o p e n from t h e m o s s ' r a m p a n t growth, a n d n e w s p o r e s a r e released into t h e air, beginning t h e p r o c e s s all over again. T h e r e h a v e b e e n s o m e isolated reports o f m o s s z o m b i e s in O r e g o n .
invade a h u m a n body, c o n s u m e t h e n e r v o u s tissue t h e r e , a n d r e p l a c e i t a t t h e s a m e time, k e e p i n g t h e b o d y functioning as long as t h e r e is a n y n e r v o u s tissue remaining for s u s t e n a n c e . Unfortunately, living h u m a n s m o v e t o o quickly
Strength: 8 Education: 1 Constitution: 9 Charisma: 1 Agility: 5 Empathy: 3 Intelligence: 2 Initiative: 4 Special: N o n e .
Move: 2/7/13/25 Skill/Dam.: 6/2D6-1 Hits: 9/18 # Appear: 3D6
for t h e o r g a n i s m to invade, so it generally settles for corpses, then uses those bodies to create more c o r p s e s from t h e living. T h e zombie o r g a n i s m b e gins its invasion with t h e brain, t h e n works its way
Yellow z o m b i e s a r e s o n a m e d b e c a u s e o f t h e
o u t w a r d t o w a r d t h e extremities. N o t e t h a t t h e or-
putrescent, curdled, yellowish fluid that swells their
g a n i s m d o e s not actually return life to t h e c o r p s e ,
skulls a n d n e r v e p a t h s . This fluid consists of a t y p e
only m o v e m e n t .
of m i c r o o r g a n i s m t h a t c o m b i n e s to form a c o m m u -
After all of t h e n e r v o u s tissue in a c o r p s e h a s b e e n
nity intelligence. It feeds on h u m a n n e r v o u s tissue
c o n s u m e d ( a p r o c e s s that t a k e s approximately
a n d is able to stimulate m u s c l e activity in t h e s a m e
three days), the zombie organism must m o v e on to
way that n e r v e s d o . In other words, it is able to
a n e w body. E a c h hour that it s p e n d s in a u s e d - u p
c o r p s e , portions of t h e c o m m u n i t y begin to die
would allow referees to easily k e e p track of h o u r s
away, a n d control of t h e b o d y steadily w o r s e n s .
g a i n e d for h e a t drained. A little testing revealed that
Generally, when t h e c o m m u n i t y finally leaves t h e ' t h e formula allowed for draining a h u m a n entirely a n d receiving a full two d a y s of activity, as well as for
old body, it d o e s so by oozing out skull o p e n i n g s s u c h as t h e e a r s a n d nostrils. Of course, it a t t e m p t s
k e e p i n g the victim alive by smaller feedings every
to l e a v e t h e old c o r p s e while in t h e vicinity of several
s e v e n h o u r s or s o . Of c o u r s e , we h a d to set a limit
n e w o n e s , in order to split up a n d e x p a n d .
on h o w low the h e a t could be l e e c h e d (not quite to
If t h e o r g a n i s m c a n invade a living h u m a n , it c a n feed for nearly a week, as it d o e s not h a v e to
freezing), as well as a rationale for ruling out other heat sources.
c o m p e t e for its food with n o r m a l corrupting organ-
After all of this is d o n e , work t h r o u g h t h e statis-
i s m s . A living victim will slowly lose its personality,
tics, assigning n u m b e r s that s e e m reasonable, given
m e m o r i e s , a n d physical control over t h e c o u r s e of
t h e other c r e a t u r e s i n t h e g a m e . H u m a n NPCs c a n
t h e first few d a y s of this period, a n d will s p e n d the
be a great guideline forthis. For e x a m p l e , if you want
t i m e in a horrific waking n i g h t m a r e during which it
s o m e t h i n g a b o u t a s t o u g h a s a n Experienced NPC,
h a s trouble s e p a r a t i n g hallucinations from reality.
you should give it an Initiative of a b o u t 3, attributes
W h e n running s u c h an infected NPC, t h e referee
that a v e r a g e to a b o u t 5, a n d a c o m b a t skill value of
should u s e t h e NPC's n o r m a l statistics to begin with,
4. All h u m a n NPCs h a v e a total of 20 hit points a n d
t h e n slowly adjust t h e m to reflect t h e infection's
c a n t a k e 10 before t h e y suffer t h e results of being
taking control.
slightly w o u n d e d . You should adjust this up or down to suit your creature. NPC u n a r m e d c o m b a t d a m a g e is o n e - t e n t h of t h e product of Strength and Skill. Your c r e a t u r e m a y do m o r e or less, d e p e n d i n g u p o n natural w e a p o n s s u c h as claws a n d teeth. Ideally,
S o u r c e s of ideas for n e w Darkling r a c e s surround
then, you should establish a die roll notation that
us every day. Novels, m o v i e s , TV, a n d periodicals
averages about the s a m e number (remembering
a b o u n d with s t r a n g e c r e a t u r e s that c a n b e c o m e the
that t h e a v e r a g e on l D 6 is 3 . 5 , a n d on 1D10 is 5.5,
b a s i s for a n e w threat to your PCs a n d the world in
s o 2 D 6 a v e r a g e t o 7 , 2 D 1 0 t o 1 1 , etc.). W h e n
which t h e y dwell. Or you m a y h a v e an o d d idea or
adjusting t h e s e things, k e e p in m i n d that a low-
two floating a r o u n d in your o w n h e a d .
Initiative creature n e e d s a fairly high skill level, if it
In order to translate o n e of t h e s e c r e a t u r e s into
is to hit in c o m b a t at all, while a high-Initiative
Dark Conspiracy g a m e t e r m s , first write down a
creature c a n afford a lower skill level, as it will get
word description of t h e c r e a t u r e ' s a p p e a r a n c e a n d
m a n y m o r e c h a n c e s to hit during the c o u r s e of a
behavior, without worrying a b o u t n u m b e r s at this
battle.
point. As y o u write, n e w ideas will c o m e to you, to help flesh out t h e description.
Next, if you want t h e creature to be just a bit tougher, give it o n e point of b o d y armor, represent-
With t h a t description firmly in mind, begin think-
ing t o u g h hide p e r h a p s , or m a k e it s o m e w h a t m o r e
ing a b o u t how to translate a n y special p o w e r s into
difficult to hit, d u e to small size, snake-like quick-
rules. With t h e pale, for instance, we k n e w t h a t we
n e s s , or t h e like.
w a n t e d c r e a t u r e s t h a t leeched h e a t in a way similar
Finally, if you h a v e n ' t d o n e so already, give t h e
to t h e m a n n e r in which traditional v a m p i r e s drain
Dark Minion a n a m e that reflects its nature, s o m e -
blood, including t h e possibility of draining just a
thing that Dark Minion h u n t e r s will h a v e coined for
little, leaving t h e victim alive for r e p e a t e d feedings.
it. (Alternatively, you c a n start with a jazzy n a m e ,
J u s t a little bit of playing with h u m a n b o d y h e a t a n d
t h e n build t h e description a n d statistics u p o n it.)
weight revealed a relatively simple formula that
Now y o u are ready to turn it loose u p o n your PCs.
Like everything else about the Dark Minions, Darkling technology (or DarkTek) ought to be mysterious to the player characters. In fact, it ought to s e e m almost magical, so that the PCs can never be quite certain what the Dark Minions are capable of, and so that h u m a n s cannot learn to massproduce Darkling devices. In this chapter, we disc u s s in detail s o m e of the most important technological devices the Dark Minions possess.
Most Darkling devices look quasi-organic, as if they were exuded from a living organism, rather than built mechanically. (Actually, most of them are!) Machine casings look like insect carapaces or mollusk shells. Cables and wires are bumpy and unevenly sized, like vines or strands of web. Some look like veins, carrying current through an internal fluid. The internal workings are dotted with opaque capsules, like insect eggs, and containing sludgy fluids. Where cables connect, globs of hardened mucous serve as solder. Exterior controls are either jointed, limb-like extensions that are operated by movement, or they are blister-like lumps that are activated by touch. Instead of dials and gauges, the devices have color-changing windows (black and red being prevalent) through which disturbing shapes can be dimly viewed, or flexible sheets of material with raised spots that move about, as if a finger were pressing outward from the other side.
The major exception to all of this is equipment used by the humanoid ETs. Their machinery tends to be smooth and featureless geometric shapes made from silvery metals or grown from crystals. Some have pastel lights glowing dimly inside. There are no visible controls: The ETs merely touch the machinery's surfaces to activate it. This makes the devices very difficult for humans to operate, because the touch points are not obvious. Also, what little machinery the morlocks and dark elves use tends to be closer to the norm for humans, because it is usually stolen from humans or copied from their designs. It is not uncommon to find that equipment linked to items borrowed or stolen from one or another of the ET races, as well. Referees are encouraged to let their imaginations run wild when describing Darkling devices. After all, the PCs are never going to be able to figure out all of a device's functions—what is most important is imagery.
In "Dark Races," we mention an empathic skill known as Dimension Walk. This ability allows access to a proto-dimension with locations that correspond to locations in our own universe, but in which distances between those locations are much shorter. Thus, a Dark Minion can enter a protodimension at, say, New York's World Trade Center and exit again at the St. Louis Arch, without crossing the intervening space in our world. But not all Dark Minions have this innate ability to access that proto-dimension. Many—the ETs in particular— must rely upon special devices to provide that ability. One benefit of this is that the devices can be built to open portals for much larger masses. Even the most powerful of the dark elves, for instance, can only open a human-sized portal with the skill (although they might be able to keep that portal open for a relatively long time, depending upon their skillfulness), but Dimension Walk devices can be built to accommodate virtually any size object. The only problem to be dealt with is the size of the projection device itself. Dimension Walk devices
a r e always cubical, a n d portals a r e always twice a s
"sky" to be "seen" o v e r h e a d , b o t h shot t h r o u g h with
wide, tall, a n d d e e p a s the device that g e n e r a t e s
t r e m o r s c a u s e d by other objects entering a n d leav-
t h e m . (They a p p e a r as a misty black c u b e projected
ing t h e proto-dimension. Neither ground nor sky
from o n e face of t h e device.) Therefore, if you want
h a v e a n y distinguishing features, t h o u g h . Both
t o m o v e a n a u t o into t h e proto-dimensioin, f o r
stretch blankly to t h e horizon.
instance, you h a v e to g e n e r a t e a portal that is as
In the most commonly used proto-dimensions, dis-
large a s the a u t o ' s longest dimension, which m e a n s
tances are about one-tenth of what they are in the normal
y o u n e e d a device half as long as t h e car. It c a n be
universe. This m e a n s that by walking for about an hour
difficult to k e e p s u c h a thing hidden. Also, t h e s e
in the proto-dimension, a humanoid Dark Minion might
d e v i c e s d r a w a lot of electrical power, which is why
cover about five kilometers; but upon returning to Earth,
Dark Minions like to u s e m e g a c o r p o r a t e holdings in
it would have travelled 50 kilometers. If that s a m e
large cities t o h o u s e t h e m .
creature took a motorcycle into the proto-dimension, it might cover up to 20 kilometers during that hour (considered off-road travel), equivalent to 2 0 0 kilome-
E a c h p r o t o - d i m e n s i o n is in m a n y w a y s m u c h like
ters when it returned to Earth.
o u r o w n universe. It h a s "planets" circling "stars," for e x a m p l e . O n e s u c h b o d y i s t h e proto-dimensional equivalent of o u r o w n Earth. But t h e m a s s a n d e n e r g y t h e r e c a n only b e perceived b y t h e e m p a t h i c s e n s e . N o n e m p a t h i c c h a r a c t e r s find t h e m s e l v e s
T h e Dark Minions a r e actually able to a c c e s s
s e e m i n g to float in a sort of limbo. But w h e n t h e
m a n y different d i m e n s i o n s a n d p r o t o - d i m e n s i o n s .
e m p a t h i c s e n s e is in operation, t h e r e is a sort of dark
Many of the d i m e n s i o n s are the a b o d e s of o n e or
"ground" to be "felt" underfoot, a n d a sort of black
another of t h e Dark R a c e s . In future s u p p l e m e n t s ,
c h a r a c t e r s . ( A s s u m e that e m p a t h i c contact, o n c e established, lasts t h e duration of t h e trip.) E m p a t h y h a s another important function in protod i m e n s i o n s as well: It s e r v e s as a sort of direction s e n s e . In other words, e m p a t h i c c h a r a c t e r s c a n feel t h e real-world locations c o r r e s p o n d i n g to t h o s e in t h e proto-dimension. This way t h e y c a n navigate their w a y t h r o u g h t h e otherwise featureless terrain. This a s s u m e s that t h e y h a v e m a d e a successful roll v e r s u s their E m p a t h y attribute. If they fail that roll, they h a v e no s e n s e of direction; a catastrophic failure m e a n s that they h a v e a false s e n s e . (Referees should m a k e t h e s e rolls for t h e players.) Note that just as a portal is n e c e s s a r y in order to enter a proto-dimension, a n o t h e r is just as n e c e s s a r y in order to exit. Therefore, e v e n if t h e PCs c a p t u r e o n e device, t h e y will m o s t likely h a v e to exit at s o m e other held by Dark Minions. B e s i d e s allowing t h e P C s a c c e s s to a dimensional portal, you might d e c i d e to let o n e or m o r e of t h e e m p a t h i c o n e s to learn t h e Dimension Walk skill. If so, t h e y should only be able to a c c e s s d i m e n s i o n s a n d p r o t o - d i m e n s i o n s that t h e y h a v e previously we will deal with s o m e of t h o s e in m o r e detail.
visited. This p r e v e n t s t h e m from b e c o m i n g t o o
Meanwhile, referees should feel free to invent di-
powerful, especially if you h a v e Dark Minions begin
m e n s i o n s a s they s e e f i t — j u s t k e e p t h e m horrific.
patrolling t h e o n e s t h e P C s u s e frequently. You might
We h a v e m e n t i o n e d the proto-dimensions that
e v e n want to h a v e o n e or m o r e of t h e d i m e n s i o n s or
are m o s t c o m m o n l y u s e d , but y o u m a y wish t o
p r o t o - d i m e n s i o n s t h e y u s e suddenly c e a s e t o exist,
allow a c c e s s to other proto-dimensions, as well. For
having b e e n destroyed by t h e Dark Masters, per-
e x a m p l e , if y o u n e e d a creature to h a v e truly rapid
h a p s . That o u g h t to give t h e P C s s o m e t h i n g of a
transit b e t w e e n L.A. a n d New York, you might w a n t
fright, especially if t h e y a r e in it w h e n it collapses.
to h a v e portals set up in both cities, a c c e s s i n g a
Another way to c o u n t e r b a l a n c e t h e usefulness of
proto-dimension in which d i s t a n c e s a r e a h u n d r e d t h
p r o t o - d i m e n s i o n s i s t o m a k e t h e d i s t a n c e s between
or a t h o u s a n d t h of t h o s e in t h e real world.
proto-dimensional locations r e m a i n t h e s a m e as for their real-world equivalents, but h a v e the protodimensional flow of t i m e run faster. T h e real-world
If your P C s discover a Dimension Walk device
effect is virtually t h e s a m e as for a distance-short-
a n d learn to o p e r a t e it, they m a y wish to u s e it
ening proto-dimension, but t h e travelling characters'
t h e m s e l v e s . A n y o n e c a n enter a dimensional por-
perception is different. In our e x a m p l e a b o v e , we
tal, but r e m e m b e r t h a t only e m p a t h i c c h a r a c t e r s
m e n t i o n a h u m a n o i d creature entering a one-tenth
c a n perceive the topology of a proto-dimension.
distance proto-dimension, walking five kilometers
However, by u s e of H u m a n E m p a t h y a n d Project
in an hour, a n d reentering t h e real world 50 kilome-
T h o u g h t skills, e m p a t h i c c h a r a c t e r s are able to
ters distant, an effective trip of 50 kilometers in an
convey an i m a g e of their perceptions to n o n e m p a t h i c
hour. In a 1 0 - t o - o n e t i m e proto-dimension, t h e
creature would enter t h e proto-dimension, walk for
of t h e m terminal patients in c o r p o r a t e - o w n e d h o s -
10 h o u r s in order to cover 50 kilometers, t h e n
pitals a n d clinics). Their brains a r e t h e n sliced thin,
reenter t h e real world only o n e hour later in real time,
a n d t h e p i e c e s are laminated in an organic s h e a t h -
again an effective trip of 50 kilometers in an hour.
ing. T h e s e p i e c e s a r e t h e n tested a n d sorted b y t y p e
T h e only p r o b l e m is that t h e creature is 10 h o u r s
of function (no two brain slices h a v e their n e u r o n s
older a n d m u c h wearier. And if y o u include t h e
"wired" quite t h e s a m e ) , before being a s s e m b l e d
possibility of e n c o u n t e r s in your proto-dimension, a
into c o m p l e t e c o m p u t e r s .
proto-dimensional trip of 10 h o u r s c a n be m u c h m o r e d a n g e r o u s t h a n a o n e - h o u r trip.
T h e u n i q u e n a t u r e of e a c h brain slice not only m e a n s that e a c h m u s t be sorted by function; it also m e a n s that m a n y "circuits" in e a c h slice a r e entirely u n u s e d . All t o o often, t h e s e e x t r a n e o u s circuits
O n e of the m o s t h i d e o u s of t h e Darkling d e v i c e s
h o u s e m e m o r i e s a n d instincts that w a n d e r a b o u t
is t h e c o m p u t e r s u s e d primarily by insectoid a n d
the c o m p u t e r circuitry as "data ghosts." S o m e t i m e s ,
tentacular ETs. On t h e outside, t h e s e look like other
if e n o u g h slices from a particular brain are incor-
Darkling devices, but inside, s u s p e n d e d in a greenish
p o r a t e d into o n e computer, or if several c o m p u t e r s
nutrient b a t h , are row after row of paper-thin slices
with brain tissue in c o m m o n c o m m u n i c a t e jointly, a
of h u m a n a n d animal brain tissue, serving as circuit
partial personality is r e c o n s t r u c t e d of t h e creature
b o a r d s for t h e c o m p u t e r s ' operation.
from which t h e brain w a s t a k e n . Often, w h e n s u c h
Every day, t h o u s a n d s of terran c r e a t u r e s are
a thing h a p p e n s , t h e ETs are forced to destroy t h e
killed to supply t h e p a r t s for t h e s e m a c h i n e s ( m a n y
c o m p u t e r to prevent it from s h a k i n g off their control.
O n t h e other h a n d , t h e ETs h a v e b e g u n t o incor-
tronic otherworld predicted in c y b e r p u n k literature,
p o r a t e s o m e of t h e s e e x t r a n e o u s bits of m e m o r y
but s o m e interface of mind a n d m a c h i n e is possible.
a n d instinct into p r o g r a m c o n s t r u c t s that s e r v e as
If you run a d v e n t u r e s with c o m p u t e r e m p a t h i c
internal g u a r d s , hard-wired into t h e c o m p u t e r s . For
c h a r a c t e r s , k e e p in m i n d that t h e y c a n n o t directly
e x a m p l e , s o m e e m p a t h i c ability a n d m e m o r i e s
affect t h e operation of c o m p u t e r s . C o m p u t e r E m -
from a h u m a n might be tied to a s h a r k ' s h u n g e r
p a t h y is a receptive s e n s e only. W h a t they can d o ,
instinct a n d an electronic a t t a c k p r o g r a m , to c r e a t e
however, is perceive information within t h e c o m -
an electronic g u a r d t h a t recognizes e m p a t h i c intru-
puter world m u c h faster t h a n s o m e o n e watching a
sion a n d a t t a c k s it ferociously.
monitor, a n d t h e y p e r c e i v e m o r e of that information at o n e t i m e t h a n d o e s a n o r m a l operator. With this e n h a n c e d information, c o m p u t e r e m p a t h i c c h a r a c t e r s c a n o p e r a t e a c o m p u t e r m u c h m o r e easily t h a n c a n n o r m a l o p e r a t o r s . T h e y c a n also assist s o m e -
E v e n with the deleterious effects of t h e Dark
o n e w h o is operating a c o m p u t e r , by orally describ-
Minion-spawned Greater Depression, h u m a n i t y h a s
ing to t h e o p e r a t o r what they s e n s e . (You might let
continued t o increase its d e p e n d e n c e u p o n c o m -
a successful c o m p u t e r e m p a t h i c c h a r a c t e r adjust
p u t e r s a n d c o m p u t e r networks. A t t h e s a m e time,
t h e c o m p u t e r o p e r a t o r ' s skill by o n e point, t w o if an
C o m p u t e r E m p a t h y h a s b e g u n to manifest itself in
outstanding s u c c e s s is rolled.)
a small portion of t h e population (although m o s t
Most c o m p u t e r s a n d n e t w o r k s s u c h c h a r a c t e r s
s u c h "gifted" individuals t e n d to k e e p their abilities
e n c o u n t e r will b e n o r m a l , t e r r a n devices. S o m e m a y
s e c r e t ) . T h e result is n o w h e r e n e a r being t h e elec-
be larger a n d faster t h a n others, m o r e difficult to a c c e s s , p e r h a p s , but t h e y will still be just m a c h i n e s . Occasionally, however, a c o m p u t e r e m p a t h i c character m a y e n c o u n t e r a n o t h e r e m p a t h i c c h a r a c t e r within a c o m p u t e r network. W h e n this h a p p e n s , t h e two c h a r a c t e r s c a n c o m m u n i c a t e empathically with e a c h other, using t h e c o m p u t e r link as a sort of carrier w a v e . T h e resultant c o m m u n i c a t i o n is extremely rapid, as if t h e two were sitting in t h e s a m e r o o m a n d using H u m a n E m p a t h y a n d Project T h o u g h t t o c o m m u n i c a t e telepathically. Even less frequently, c o m p u t e r e m p a t h i c chara c t e r s m a y e n c o u n t e r a Dark Minion c o m p u t e r within a network (if they perform a c o m p u t e r s e a r c h into t h e h e a r t of a major corporation, for e x a m p l e ) . In s u c h a c a s e , t h e y a r e in for quite a s h o c k when they begin t o perceive t h e j u m b l e o f organic m e m o ries swirling there. But as well, t h e m a c h i n e itself m a y be able to s e n s e s u c h c h a r a c t e r s with its organic p a r t s (if o n e or m o r e of its "donors" h a d t h e C o m p u t e r E m p a t h y skill t h e m s e l v e s ) a n d a t t a c k t h e m empathically. On t h e other h a n d , with its electronic abilities, it might r e a c t to t h e c o m p u t e r t h e c h a r a c t e r is "riding." It could cut off that c o m -
p u t e r ' s a c c e s s to t h e network, for e x a m p l e , or
t h e player s t a t e s that Dolph is going to a t t e m p t
p e r h a p s invade it with a virus. It might e v e n t a k e
C o m p u t e r E m p a t h y to feel for p a t h w a y s hidden
control of t h e c h a r a c t e r ' s c o m p u t e r a n d p u r g e it of
u n d e r undisclosed m e n u h e a d i n g s . T h e referee
all p r o g r a m m i n g not specifically hard-wired in.
a g r e e s , again setting the t a s k at Difficult. A S t a g e
As referee, you should decide t h e specific results
Two is rolled, which t h e referee translates as having
b a s e d u p o n your perception of t h e relative power of
a c c e s s e d the line leading to t h e sentient computer.
t h e two c o m p u t e r s a n d t h e quality of t a s k rolls by
Another C o m p u t e r O p e r a t i o n c h e c k , this o n e at
e a c h of t h e c o m b a t a n t s . (You will n e e d to assign a
A v e r a g e difficulty, is called for to s e a r c h t h a t
C o m p u t e r Operation skill a n d E m p a t h y rating to the
c o m p u t e r ' s files. At t h e s a m e time, t h e referee rolls
Dark Minion c o m p u t e r . ) C o m p u t e r c o m b a t is not
for t h e c o m p u t e r itself to empathically recognize t h e
intended t o b e h a n d l e d i n t h e s a m e detail a s n o r m a l
intrusion, deciding to set t h e c o m p u t e r ' s E m p a t h y
c o m b a t , however; after all, it is a completely differ-
rating at 4 a n d t h e t a s k at Easy. Dolph's player rolls
ent environment. Also, t w o important things to k e e p
an outstanding s u c c e s s , which t h e referee t r a n s -
in m i n d are that Dark Minion c o m p u t e r s c a n m e l d
lates as Dolph having found t h e file he w a n t e d at t h e
e m p a t h i c skills a n d C o m p u t e r Operation in w a y s
t o p of t h e m e n u a n d copying it to his c o m p u t e r ' s
not possible for a h u m a n or Dark Minion, a n d a n y
m e m o r y almost instantly. T h e Dark Minion c o m -
e n c o u n t e r with t h e m o u g h t to be horrifying for t h e
p u t e r ' s skill c h e c k results in a S t a g e Two s u c c e s s ,
c h a r a c t e r involved. Finally, you n e e d to describe
a n d t h e referee tells t h e player that Dolph h e a r s a
c o m p u t e r interaction at t h e level you are familiar
m e n t a l voice a s k i n g "Who's t h e r e ? " t h e n finds
with. As always, t h e important thing to c o n v e y is
himself in e m p a t h i c contact with a n o t h e r mind. He
story. D o n ' t think y o u h a v e to m e n t i o n every switch -
s e e s i m a g e s of a dozen different p e o p l e ' s lives, p l u s
ing point along t h e way a c h a r a c t e r ' s goal. Instead, you should h a v e t h e player m a k e skill tests a n d b a s e your descriptions of t h e action u p o n t h e quality of t h o s e rolls. Let's consider an e x a m p l e of c o m p u t e r interaction a n d c o m b a t . Dolph, a PC with a C o m p u t e r Operation skill of 6 a n d a C o m p u t e r E m p a t h y skill of 8, is a t t e m p t i n g to a c c e s s t h e Tojicorp c o m p u t e r s y s t e m by m o d e m a n d call up a personnel file s e c u r e d within it. What he d o e s not k n o w is t h a t t h e file is held within an organic c o m p u t e r that h a s developed its o w n limited s e n t i e n c e . T h e referee d e c i d e s t o h a v e h i m m a k e a C o m p u t e r Operation test first, at Difficult level b e c a u s e t h e Tojicorp s y s t e m is well p r o t e c t e d . Rolling, t h e player s u c c e e d s , a n d a roll for p o w e r level ( s e e E m p a t h i c S u c c e s s in t h e "Task Resolution & Skill" c h a p t e r ) reveals a b a s i c s u c c e s s , which t h e referee translates a s having a c c e s s e d t h e s y s t e m ' s o p e n i n g m e n u a n d finding an entry for personnel records, but discovering nothing important after doing a quick s e a r c h of what is available u n d e r that h e a d i n g . Convinced that t h e r e c o r d h e s e e k s i s hidden t h e r e s o m e w h e r e ,
c a n s o m e t i m e s link with o t h e r s to p r o d u c e a c o m bined sentience. If t h e s e s e n t i e n c e s are talented e n o u g h , a n d lucky e n o u g h , t h e y c a n e s c a p e the notice of t h e Dark Minions until they h a v e gained e n o u g h power to protect t h e m s e l v e s from shutdown. T h e y t h e n b e c o m e self-determined creatures dwelling within t h e c o m p u t e r networks. Similarly, t h e r e are s o m e d i s e m b o d i e d creatures, things like g h o s t s a n d a n i m a t o r spirits, t h a t t a k e u p r e s i d e n c e within t h e electronic flow of t h e c o m p u t e r networks. Generally, all s u c h s e n t i e n c e s are hostile to c o m puter e m p a t h i c h u m a n s t h e y e n c o u n t e r in t h e networks. But o n c e in a while, when working against t h e Dark Minions, P C s m a y f i n d t h e m s e l v e s being aided by s u c h a being if it b e a r s a g r u d g e against t h e invaders itself.
As referee, you h a v e to consider t h e abilities of your g r o u p ' s P C s a n d p r e s e n t t h e m with appropriately challenging o p p o n e n t s . For that r e a s o n , there is n o t a lot to be said a b o u t a n i m a t o r generators, the m a c h i n e s by which m a n y Dark R a c e s create life force to a n i m a t e nonliving objects ( s e e "Dark R a c e s " ) . You just d e c i d e how m a n y animating spirits y o u want your Dark Minions to h a v e t h e PCs e n c o u n t e r a n d what their forms a n d abilities ought t o b e , t h e n write t h e m d o w n a n d s e n d t h e m o n their way to play w h a t e v e r p a r t y o u intend in your others from t h e m i n d s of lesser creatures, all j u m b l e d t o g e t h e r in a horrifying m u d d l e , a n d overlaid with an
nefarious s c h e m e s . If for s o m e r e a s o n y o u d e c i d e to allow t h e P C s to
agonizing s e n s e of loneliness a n d confusion. T h e
c a p t u r e an a n i m a t o r g e n e r a t o r a n d puzzle out its
c h a r a c t e r m u s t m a k e a n Average Willpower c h e c k
operation, t h e r e are a c o u p l e of guidelines you
to pull free, or he will be s u c k e d helplessly into t h e
ought to follow. First, only allow t h e m a c h i n e to
n i g h t m a r e . T h e player rolls a n d fails. But t h e referee
m a k e o n e a n i m a t o r spirit at a t i m e , a n d h a v e it t a k e
is feeling g e n e r o u s , so he h a s a friend c o m e by
several h o u r s to do s o . ( 4 D 6 h o u r s is a g o o d rule of
Dolph's a p a r t m e n t a few h o u r s later, find Dolph
t h u m b . ) S e c o n d , don't tell t h e players t h e exact
frozen in front of his c o m p u t e r with t e a r s s t r e a m i n g
s t a t s of t h e resultant a n i m a t o r — d e s c r i b e its abilities
down his face, a n d turn t h e c o m p u t e r off, b r e a k i n g
in b r o a d t e r m s . If they a r e creating s o m e t h i n g
t h e c o n n e c t i o n . H e p u t s Dolph t o b e d , a n d b y
d e s c r i b e d in t h e "Dark R a c e s " c h a p t e r or t h a t you
m o r n i n g t h e c h a r a c t e r h a s recovered e n o u g h t o
h a v e already designed, your j o b will be easy. But if
function o n c e again.
you allow t h e m to experiment at creating s o m e t h i n g
As a final n o t e c o n c e r n i n g Dark Minion c o m p u t -
new, h a v e t h e m describe to y o u what effect they are
ers, it should be m e n t i o n e d that t h e s e c o m p u t e r s
working for, t h e n d e c i d e for yourself what its stats
o u g h t to b e . After that, h a v e t h e m m a k e a Difficult C o m p u t e r O p e r a t i o n s , Electronics, or M e c h a n i c roll t o o p e r a t e t h e m a c h i n e , a n d b a s e their s u c c e s s o n
C y b o r g s h a v e b e e n d i s c u s s e d i n t w o other p l a c e s
t h e quality of t h a t roll. A s u c c e s s should give t h e m
in this b o o k : in "Careers" ( a s a c h a r a c t e r generation
a n a n i m a t o r that o p e r a t e s a s planned, a n d a n
possibility), a n d as o n e of t h e forms of c h a n g e l i n g s
o u t s t a n d i n g s u c c e s s o n e that i s better t h a n p l a n n e d
in "Dark R a c e s . " To design c y b o r g s for a d v e n t u r e s ,
in o n e m a n n e r or another. Finally, t h e last guideline
then, referees c a n u s e t h e guidelines in either of
you should follow is that after t h e P C s h a v e h a d t h e
t h o s e locations. T h o s e in "Dark R a c e s " a r e consid-
m a c h i n e for a while, by all m e a n s t a k e it a w a y from
erably less c o m p l e x , but t h o s e in t h e "Careers"
t h e m again. (You m i g h t h a v e t h e Dark Minions give
c h a p t e r a r e m o r e detailed.
it a remotely controlled order to destruct, for ex-
S o m e o f t h e Dark Minions a l s o u s e c y b o r g s a s
a m p l e . ) P C s should n o t c o m e t o rely u p o n s o m e sort
g u a r d s a n d a s s a s s i n s , e n h a n c i n g their b o d i e s a n d
of m a g i c b o x to do their work for t h e m . Besides,
controlling their m i n d s . This is just what PC cyborg
Dark Conspiracy is s u p p o s e d to be a g a m e of
e s c a p e e s were intended for. And this, t h e n , is what
constant change.
t h e special n o t e for that c a r e e r refers to as "unpleas-
ant c o n s e q u e n c e s . " T h a t is, if PC c y b o r g s m e e t up
control of t h e PC c y b o r g . T h a t a t t e m p t could be the
with t h e Dark Minions w h o modified t h e m , they m a y
c o r e to an entire a d v e n t u r e , with t h e Dark Minions
b e t a k e n over o n c e again. T h e referee should play
remotely c o m m a n d i n g t h e cyborg t o d o their bid-
this possibility for its story value. If the P C s are
ding a n d t h e P C s trying to b r e a k that control. Or
soundly thrashing a g r o u p of Dark Minions, for
p e r h a p s t h e c y b o r g suddenly realizes that h e o r s h e
e x a m p l e , t h e referee might decide t o h a v e t h e s e b e
h a s a self-destruct m e c h a n i s m ticking a w a y inside
t h e c r e a t u r e s that c r e a t e d t h e PC cyborg in t h e
a n d t h e P C s h a v e to find t h e Dark Minions respon-
g r o u p , a n d t h o s e c r e a t u r e s might suddenly pull out
sible, in order to obtain t h e defusing device.
a control b o x or s p e a k a c o m m a n d word to c a u s e
Don't be hesitant to u s e a n d a b u s e PC c y b o r g s in
t h e c y b o r g to join their side of the battle. Alternately,
s u c h w a y s . After all, their players were w a r n e d
you might just h a v e t h e m c a u s e t h e cyborg t o freeze
about possible "unpleasant c o n s e q u e n c e s " of choos-
u p . Of c o u r s e , y o u don't h a v e to wait until a battle
ing t h e career.
to h a v e a g r o u p of Dark Minions a t t e m p t to regain If you a r e to run a d v e n t u r e s with ETs, they will n e e d to h a v e s o m e sort of flying vehicle: a U F O . T h e s e U F O s a r e m o t i v a t e d b y antigravity engines that allow t h e m to go from a stationary hover to m a c h s p e e d s nearly instantly. A t t h e s a m e t i m e , t h o s e e n g i n e s g e n e r a t e gravity inside t h e vessels to n e g a t e t h e effects of s u c h acceleration u p o n creat u r e s inside, a n d to avoid weightlessness in orbit. As well, m o s t U F O s h a v e D i m e n s i o n Walk devices built into t h e m , to allow projection of t h e v e s s e l s into p r o t o - d i m e n s i o n s for e v e n m o r e rapid travel. In c o m b a t , a U F O c a n withstand a direct hit from anything short of a nuclear missile. Fortunately for Earth, t h e r e are only a handful of t h e s e vessels in existence, a n d t h e Dark Minions s e e m u n a b l e t o manufacture any more. P e r h a p s t h e m o s t important thing t o r e m e m b e r a b o u t t h e s e craft, however, is that they exist in a horror g a m e , not science-fiction. W h e n you u s e t h e m , always b e s e a r c h i n g for s o m e way t o m a k e t h e m horrific. For e x a m p l e , if o n e lands, when it t a k e s off o n c e again it should leave behind a scorched circle with the c h a r r e d b o n e s of s o m e unfortunate animal. T h e s o u n d it m a k e s w h e n flying should grate painfully on t h e n e r v e s . If t h e P C s get close to o n e , t h e y should feel a q u e a s y sensation, as from s o m e s t r a n g e sort of radiation, a n d it should m a k e Geiger c o u n t e r s go wild. If you work to e v o k e s u c h details, y o u will h a v e set t h e s t a g e for your ETs to be horrifying, as well.
a U F O , a n d p o w e r e d by its e n g i n e s ) . Most death rays just b u m gaping holes through J u s t a s ETs n e e d U F O s , they also n e e d ad-
whatever they hit. Optionally, you can have t h e m
v a n c e d w e a p o n s with which to slay. We call t h e s e
electrocute their targets or have the hit location just
w e a p o n s , generically, d e a t h rays, b e c a u s e virtu-
burst into flames. You might even have it disintegrate
ally a n y hit by o n e c a u s e s d e a t h to a n y living
entirely or explode. The visual effect is up to you as
target. T h e r e a r e two basic sizes for t h e s e w e a p -
referee, but t h e e n d result is t h e s a m e in a n y
o n s : h a n d - p o r t a b l e (pistol-sized to shoulder-
c a s e . For referees w h o desire specific statistics,
m o u n t e d ) , a n d vehicular (generally m o u n t e d o n
t h e following t w o e x a m p l e s a r e provided.
ROF Dam 1
20
Pen
Blk
Mag
1
1D10
1D100
SS
Brst Rng 200
Special: T h e s e w e a p o n s r a n g e in bulk from 1 to 10, as d e t e r m i n e d by a die roll. If a PC c a p t u r e s o n e , roll percentile dice (secretly) to d e t e r m i n e h o w m a n y s h o t s remain; it c a n n o t be r e c h a r g e d .
ROF
Dam
Pen
Mag
1
70
1
—
Rng 10,000
Special: Magazine is unlimited, as long as t h e powering engine r e m a i n s in operation.
In this chapter, we provide y o u with s o m e a d v e n t u r e s t o get your c a m p a i g n started. T h e f i r s t o n e i s fully d e v e l o p e d . After that, we give y o u a n u m b e r of tabloid h e a d l i n e s (from actual tabloids), e a c h with a s y n o p s i s of t h e story it referred to a n d a c a p s u l e description of h o w to u s e it for an a d v e n t u r e . (In t h e s e a d v e n t u r e descriptions, t h e distinction b e t w e e n p l a y e r a n d c h a r a c t e r is blurred in s o m e p l a c e s . In t h e first a d v e n t u r e , for e x a m p l e , t h e referee tells o n e of t h e p l a y e r s , "You h a v e h a d a d r e a m . " In actuality, of c o u r s e , it is t h e player's c h a r a c t e r w h o h a s h a d t h e d r e a m , but t h e direct address encourages players to imagine themselves a s their c h a r a c t e r s . )
started thinking in t e r m s of story-building a n d playing roles. In this a d v e n t u r e , t h e PCs go to Dayton, Ohio, to
M a k e certain that at s o m e t i m e during their dis-
investigate r u m o r s of cannibalism in that city.
cussion a n d preparation, t h e PCs c a t c h a n e w s
Actually, t h e r u m o r s a r e d u e to s e r v a n t s of a
story or two a b o u t possible cannibalism in Dayton.
bloodkin v a m p i r e ( s e e t h e Bloodkin entry in t h e
T h e y might be radio or TV a n n o u n c e m e n t s , or
"Dark R a c e s " c h a p t e r ) w h o controls t h e h e a d of the
p e r h a p s newsfax a c c o u n t s . In a n y c a s e , if t h e
University of D a y t o n ' s ROTC p r o g r a m . T h e P C s
players a s k for details, tell t h e m that t h e stories
wend their way t h r o u g h a welter of confusion a n d
c o n c e r n n u d e b o d i e s of h o m e l e s s p e o p l e being
danger, finally to confront t h e bloodkin v a m p i r e
found in s o m e of downtown D a y t o n ' s alleys. Ac-
a n d e n d its reign.
cording to t h e stories, their t h r o a t s h a d b e e n torn out a n d other b o d y p a r t s c h e w e d t o e x p o s e major blood vessels, but t h e r e w a s very little blood a b o u t .
To introduce your P C s to this a d v e n t u r e , h a v e all
Police believed that stray a n i m a l s h a d m a d e t h e
of t h e m with a n y e m p a t h i c rating at all m a k e an
w o u n d s a n d l a p p e d u p t h e blood, but t h e reporter
Average test of their E m p a t h y attribute. T h e n t a k e
insisted t h a t t h e killings were by cannibals, b e c a u s e
a s i d e t h e player w h o s u c c e e d s b y t h e greatest
t h e w o u n d s indicated blunter teeth, as of h u m a n s .
margin, a n d tell that player t h a t h e o r s h e h a s h a d
Considered together, t h e m u r d e r s h a v e all o c c u r r e d
a very disturbing d r e a m . It is, in fact, t h e d r e a m
within a three-block radius of D e e d s Park, which is
ascribed to Hadyn in t h e "Character Generation"
located on North Dixie Drive, where t h e Mad River
c h a p t e r of this b o o k . Ideally, you o u g h t to relate that
m e e t s t h e Miami River ( s e e t h e m a p of D a y t o n ) .
d r e a m afresh to t h e player, telling it in your o w n words. But in any event, you should m a k e sure t h a t t h e details a n d a t m o s p h e r e of t h e d r e a m are fresh in that player's mind. (Also, it is p r o b a b l y b e s t if you do not allow t h e player—or a n y of t h e o t h e r s , for that matter—to reread the dream during play. M a k e him or her rely u p o n m e m o r y , to simulate t h e w a y t h a t d r e a m s slowly fade from t h e mind over t h e c o u r s e of waking hours.) After you h a v e r e c o u n t e d t h e d r e a m , let t h e player a s s e m b l e t h e rest of t h e c h a r a c ters. E n c o u r a g e t h e p l a y e r s t o act out t h e p h o n e calls a n d messages
that
are
ex-
c h a n g e d , in order to get t h e m
s p e n d t h e next few nights patrolling the streets of downtown Dayton, h o p i n g t o c a t c h at least a glimpse D e p e n d i n g u p o n what p a r t of t h e world your PC
of t h e cannibals. This is really their only g o o d option,
g r o u p works from, t h e c h a r a c t e r s m a y h a v e from a
b e c a u s e they h a v e no other l e a d s at present. But let
few h o u r s ' drive to multiple h o u r s of flight t i m e to
t h e m try whatever else t h e y might c o m e up with;
travel to Dayton. This is a perfect t i m e to introduce
just h a v e t h e s e other o p t i o n s c o m e u p pretty m u c h
a r a n d o m encounter. T h e e n c o u n t e r will h e l p to
a s d e a d e n d s . For e x a m p l e , t h e y might decide t o
m a k e t h e p l a y e r s feel that t h e world is big—there is
question t h e reporter w h o wrote t h e stories about
a lot going on in it t h a t d o e s n ' t directly c o n c e r n
cannibalism, but w h e n t h e y c h e c k , t h e y f i n d that h e
t h e m — b u t b e c a u s e their investigation h a s barely
h a s d i s a p p e a r e d . (He is hot on t h e trail of the
b e g u n , t h e e n c o u n t e r will not disrupt it unduly or
"cannibals" himself, as will be revealed in t h e final
confuse t h e m . A s always, y o u should c h o o s e
two s c e n e s . )
s o m e t h i n g appropriate to t h e specific c i r c u m s t a n c e s your g r o u p is in.
T h e y could go to the police, of c o u r s e , if they don't m i n d drawing official attention to t h e m s e l v e s . B e c a u s e t h e P C s a r e out-of-towners, however, the police will be very surly toward t h e m , p e r h a p s even
O n c e your P C s r e a c h Dayton, h a v e t h e m t a k e
abusive. Eventually, they will throw the P C s out,
c a r e o f m u n d a n e details s u c h a s w h e r e t h e y are
threatening to lock t h e m up for obstructing justice.
going to stay, h o w t h e y a r e going to get a r o u n d town,
In general, t h e p u r p o s e of this portion of t h e
e t c . Unless they c a m e from s o m e p l a c e very near,
a d v e n t u r e is both to establish t h e a t m o s p h e r e of
t h e y a r e going t o b e s o m e w h a t weary from their
Dayton a n d t o frustrate t h e P C s s o m e w h a t , s o that
travel, s o m a k e sure t h e y t a k e t i m e t o eat a n d s l e e p
w h e n t h e attack in t h e next s c e n e c o m e s , it will be
before getting into a n y serious investigation. T h e y
all t h e m o r e exciting.
c a n t a k e p a r t of this t i m e to plan their investigation, if t h e y like.
If t h e y continue to stalk t h e streets at night, on their third evening in town t h e P C s discover another victim. T h e first inkling t h e y get is when they spot a b a r e foot a n d lower leg protruding from t h e s h a d o w y
O n c e your P C s a r e settled in, t h e y will m o s t likely
m o u t h of an alley into t h e moonlight. W h e n t h e y
investigate, t h e y find t h e n u d e b o d y of a dirty,
be a fiasco. While t h e v a m p i r e s fight ferociously,
m i d d l e - a g e d m a n , his throat torn out a n d his limbs
t h e y are a r m e d only with t o o t h a n d nail. Against
g n a w e d horribly. A Difficult test of O b s e r v a t i o n or
u n a r m e d street p e o p l e t h a t h a s always b e e n suffi-
Tracking reveals several sets of b o o t e d footprints
cient. But against a r m e d P C s , it is a n o t h e r thing
leading d e e p e r into t h e alley. If t h e P C s follow t h e m ,
entirely. Most likely, your P C s will be carrying at least
they find that t h e prints run all t h e way to t h e next
switchblades a n d pistols. T h e v a m p i r e s believe
street, where t h e imprint of a h e a v y tire c a n be found
t h e m s e l v e s i m m u n e t o t h e m , s o t h e y d o not t a k e t h e
in a p a t c h of m u d in t h e gutter. F r o m a p p e a r a n c e s ,
p r e c a u t i o n s n o r m a l o p p o n e n t s would (they don't
a g r o u p of half a dozen "cannibals" b o a r d e d a truck
bother to d o d g e , for i n s t a n c e ) . As a c o n s e q u e n c e ,
at this s p o t and drove away.
y o u should treat a n y successful hit on o n e of t h e s e lesser v a m p i r e s as fatal.
T h e next evening after the P C s find the b o d y of t h e old m a n , they f i n a l l y m e e t u p with t h e c r e a t u r e s behind t h e killings. As t h e y a r e patrolling t h e streets, m a k e an Average test of O b s e r v a t i o n secretly for e a c h o f t h e m . T h o s e w h o s u c c e e d notice that t h e y are being followed by darkly clothed, pale-skinned figures that flit silently from s h a d o w to shadow, just as in t h e e m p a t h i c c h a r a c t e r ' s d r e a m . T h e y a r e lesser v a m p i r e s ( a s described in t h e "Dark R a c e s " c h a p t e r a n d t h e next p a g e ) , a n d they s e r v e a bloodkin v a m p i r e t h a t they k n o w only a s T h e Master, w h o h i d e s out at a farm outside of t h e city. T h e Master a l w a y s a p p e a r s t o t h e m a s a n elegant h u m a n , a n d h e h a s c o n v i n c e d t h e m t h a t a s h e feeds o n t h e m , t h e y a r e b e c o m i n g i m m o r t a l s just like himself. (Of c o u r s e , t h e y h a v e b e e n d u p e d in this. Not only are t h e y not immortal, but neither is he.) F r o m t i m e to time, T h e Master lets t h e m t a k e a truck into town to hunt, in order to replenish their blood. T h e y a l w a y s p a r k t h e truck in D e e d s Park, a n d r a n g e from t h e r e . If possible, h a v e t h e s e lesser v a m p i r e s tailing an individual PC. But if t h e P C s a r e travelling in g r o u p s , just m a k e certain that t h e r e a r e twice a s m a n y lesser v a m p i r e s a s PCs, a n d play u p t h e elusiveness o f their m o v e m e n t s , s o that t h e P C s c a n n o t b e quite certain just how m a n y t h e r e really are. Of c o u r s e , they h a v e no w a y of knowing just what they a r e , either. You want t o m a k e t h e s e c r e a t u r e s s e e m a s threatening as possible, in order to get the players quite worked u p before t h e y a r e a t t a c k e d . W h e n t h a t a t t a c k c o m e s , however, it t u r n s o u t to
W h e n t h e first o n e falls, t h e o t h e r s suddenly lose all faith in their immortality, a n d t h e y flee, s c r e a m Strength: * Constitution: * Agility: * intelligence: *
Education: * Charisma: * Empathy: * Initiative: 5/*
Move: * Skill/Dam.: */* Hits: * # Appear: 3D6
*As per human NPCs. Special: Averse to bright light and garlic, initiative 5 until one is downed, then normal Initiative (see below). Human victims of a vampire typically suffer from a related disease called iron-deficiency porphyria. This disease causes the g u m s to recede, making the teeth look elongated, and creates a craving for blood in its victims. As well, bright light becomes painful to their eyes, and certain natural chemicals in garlic m a k e s them nauseous. Historically, bloodkin vampires have often played upon these symptoms, telling their victims that they are becoming immortal vampires as well, thus adding more confusion to the vampire legends. Referees should choose an NPC experience level for these "lesser vampires," based upon where they were "recruited" from. However, because they believe themselves to be immortal, they will attack with incredible f e r o c i t y treat them as having an Initiative 5, regardless of actual NPC level—until one of their number dies. At that point, they revert to their normal Initiative and attempt to flee. Unfortunately, by the next time they are encountered, their master will have convinced them of their immortality once again (explaining away their comrade's death as a fluke or illusion, perhaps).
ing, from t h e P C s . Panic l e n d s wings to their feet, a n d t h e y split up in all different directions, so m o s t , if not all, of t h e m should m a n a g e to e s c a p e . All e x c e p t t h e o n e t h e P C s killed, t h a t is. W h e n t h e P C s investigate his body, t h e y find that he is wearing military fatigues with a s e c o n d lieutenant's b a r s on t h e collar a n d t h e n a m e "Snyder" o n t h e breast p o c k e t . T h e r e is no unit p a t c h on his shoulder. Although t h e p l a y e r s will h a v e no way of knowing as yet t h a t he w a s suffering from iron-deficiency porphyria, be certain t o describe h i s physical a p p e a r a n c e t o t h e m ( s e e t h e "Bloodkin" entry in t h e "Dark Races" c h a p t e r o n p a g e 2 1 3 - 2 1 5 for details). After t h e P C s h a v e h a d a few m i n u t e s to look him over, police car sirens c a n be h e a r d a p p r o a c h i n g . S o m e o n e in a n e a r b y building h e a r d t h e v a m p i r e s s c r e a m i n g a n d called t h e police. If t h e PCs stick with t h e body, they a r e certain t o b e arrested o n suspicion of murder, to be r e l e a s e d later only u p o n p a y m e n t of a b o n d of $ 5 0 0 0 a p i e c e . If, instead, t h e y flee, t h e y c a n get b a c k to their hotel r o o m without t o o m u c h trouble. A few h o u r s later, they will be w a k e n e d by a police officer w h o w a n t s to question t h e m a b o u t t h e body, b u t he is m e r e l y p a r t of a g r o u p of police c a n v a s i n g t h e entire area a n d d o e s not s u s p e c t t h e P C s m o r e t h a n a n y o n e else.
T h e P C s n o w h a v e a n important clue t o t h e identity of t h e D a y t o n "cannibals": T h e fact that at least o n e of t h e m w a s a Lieutenant Snyder, apparently an Air F o r c e lieutenant. It is m o s t likely that t h e y will do s o m e sort of c o m p u t e r s e a r c h of WrightPatterson's personnel listings, p e r h a p s going to the Air F o r c e b a s e to do so. But this will reveal no listing for Snyder. If t h e y s o m e h o w c h e c k t h e D a y t o n police files, t h e y will find that t h e police h a v e identified t h e victim as J a c k Snyder, a s o p h o m o r e student at t h e University of Dayton, w h o h a s b e e n on t h e missing p e r s o n s list for a b o u t t w o w e e k s . If t h e P C s think to c h e c k for a forensics report, t h e y will learn that
S n y d e r w a s suffering from iron-deficiency porphyria a n d also h a s several s e t s of paired bite m a r k s on his n e c k , s o m e m o r e fully h e a l e d t h a n others. A s e a r c h
It is likely that your PCs will go to t h e ROTC office
of b a c k issues of n e w s p a p e r s will also reveal t h e fact
to interview Major Leeds a n d that they will try to
that J a c k S n y d e r w a s listed as a missing p e r s o n ,
interview S n y d e r ' s girlfriend, Lori M a c N a m a r r a , as
a n d it will give t h e n a m e of his girlfriend—Lori
well. If t h e y call Lori's d o r m r o o m , a r o o m m a t e will
M a c N a m a r r a — w h o t u r n e d in t h e missing p e r s o n
a n s w e r a n d explain that Lori is at class. S h e will not
report.
give out any other information, but will t a k e a
If t h e P C s m a n a g e to c o n v i n c e S n y d e r ' s girlfriend
m e s s a g e to h a v e Lori call t h e P C s w h e n s h e returns.
to talk with t h e m , s h e will reveal that he d i s a p p e a r e d
Major Leeds is m u c h easier to find. His secretary
along with a c o u p l e of b u d d i e s , a n d that t h e last
will m a k e an a p p o i n t m e n t for t h e P C s for whatever
p l a c e s h e r e m e m b e r s h i m going t o w a s a n ROTC
t i m e t h e y like, provided that it is during n o r m a l
p a t t y at t h e c o u n t r y h o m e of Major Gerald Leeds,
b u s i n e s s h o u r s . O r t h e P C s c a n talk t o Leeds b y
t h e university's ROTC director. Checking with a n y
p h o n e . Either way, L e e d s will tell t h e m t h a t he k n o w s
other offices on c a m p u s will generally result in an
nothing m o r e a b o u t S n y d e r ' s d i s a p p e a r a n c e . H e
answer of "I'm sorry, but we are not authorized to
will s a y that S n y d e r did c o m e to t h e ROTC p a r t y at
give out t h a t sort of information." If the P C s are
his c o u n t r y h o u s e , but he left a b o u t midnight, a n d
especially convincing at o n e of t h e s e offices, t h e y
that Leeds did not s e e him a g a i n after that. If t h e PCs
will learn only t h a t S n y d e r w a s an a b o v e - a v e r a g e
m e e t L e e d s in p e r s o n , play him according to t h e
student a n d a m e m b e r of ROTC. It is e a s y e n o u g h
description o n t h e next p a g e .
for t h e m to learn that Major L e e d s is the director of t h e ROTC p r o g r a m .
T h e m o s t important thing for a referee to k e e p in m i n d during this s c e n e is that t h e PCs h a v e to
b e c o m e suspicious t h a t L e e d s w a s s o m e h o w involved in S n y d e r ' s original d i s a p p e a r a n c e , so that they will want to investigate Leeds' country p l a c e . If t h e P C s d o not b e c o m e suspicious e n o u g h after investigating Leeds, you c a n h a v e Lori M a c N a m a r r a tip t h e m off. If Lori d o e s not k n o w of their investigation, a n d t h e r e f o r e c a n n o t call t h e m , y o u m i g h t e v e n h a v e a hint d r o p p e d by a p o l i c e d e t e c t i v e whp contacts the PCs about Synder's death. One way or another, then, you have to get t h e m p o i n t e d t o w a r d t h e c o u n t r y h o u s e , i n o r d e r for the next s c e n e to t a k e place.
Level: E x p e r i e n c e d
Having l e a r n e d of L e e d s ' i n v o l v e m e n t with
Skills: Act/Bluff 6, Leadership 5, Instruction 5, Melee
S n y d e r ' s d i s a p p e a r a n c e , t h e P C s g o t o Leeds'
C o m b a t ( U n a r m e d ) 4 , P e r s u a s i o n 6 , Small A r m s (Pistol) 4 ,
country h o u s e to t a k e a surreptitious look around.
Willpower 4
T h e p l a c e is located along a s e c o n d a r y r o a d about
Initiative: 3
20 kilometers southwest of Dayton, an agricultural
Physical Description: Major L e e d s is a slim m a n of
a r e a t h a t h a s since b e e n a b a n d o n e d . T h e g r o u n d s
m o d e r a t e height, with a thinning gray crewcut a n d a pencil
are fenced in a n d heavily w o o d e d up front; to either
m o u s t a c h e . H e a p p e a r s t o b e i n his m i d - 5 0 s . A n e a s y smile
side are cattle p a s t u r e s n o w g o n e to waist-high
is generally u p o n his lips, but his e y e s shift a b o u t continu-
w e e d s a n d b r u s h . B e y o n d t h e w o o d lies a cleared
ously, as if his m i n d is constantly working to recognize an
a r e a containing t h e h o u s e a n d barn, a n d behind that
a d v a n t a g e to be g a i n e d in every situation.
is land t h a t u s e d to be cornfields. ( S e e t h e d i a g r a m
Motivation: Spade King: Major L e e d s is completely self-
on p a g e 2 5 1 for details.)
c e n t e r e d but highly charismatic. He h a s obtained his present,
Most likely, t h e P C s will a t t e m p t to s n e a k o n t o t h e
quite comfortable, position t h r o u g h careful manipulation of
property, m o s t likely t h r o u g h t h e cover of t h e wood,
t h o s e a r o u n d him, feigning friendship with t h o s e in power a n d
in o r d e r t o scout t h e p l a c e out. (If, instead, t h e y drive
creating s c a n d a l s a b o u t t h o s e w h o h a v e stood in his way. In
right u p t h e lane t o t h e h o u s e , skip this s c e n e a n d g o
p e r s o n , he is quite likable, but he u s e s p e o p l e for his own
to t h e next: T h e Master T a k e s Right.) As they slip
e n d s . A few m o n t h s a g o , he m e t a bloodkin v a m p i r e w h o
t h r o u g h t h e w o o d s , however, g u a r d s a r e waiting for
p r o m i s e d h i m wealth a n d p o w e r if he would s e r v e as a
t h e m . If t h e P C s m a k e their a t t e m p t at night (which
recruiter of " s e r v a n t s " for T h e Master to feed u p o n . L e e d s h a s
i s p r o b a b l e ) , t h e s e g u a r d s a r e m o r e lesser v a m p i r e s
u s e d his position as h e a d of t h e University of D a y t o n ' s ROTC
w h o h a v e b e e n convinced that t h e y are immortal
p r o g r a m to lure healthy y o u n g s t u d e n t s out to his country
a n d that S n y d e r ' s d e a t h w a s b e c a u s e he lost faith in
h o u s e , w h e r e T h e Master is hidden.
T h e Master. During t h e day, t h e lesser v a m p i r e s are
Diamond Queen: Leeds also h a s an insatiable lust for y o u n g w o m e n . In fact, o n e of t h e primary r e a s o n s t h a t he
replaced by new recruits (Novice NPCs) w h o want to prove their worthiness to b e c o m e lesser vampires.
a g r e e d to shelter T h e Master a n d work for him is b e c a u s e he
In either c a s e , let t h e PCs work their way to a b o u t
g e t s his pick of all f e m a l e s t h a t a r e "recruited." Leeds h a s
t h e middle of t h e wood, t h e n tell t h e m that they spot
quite a h a r e m of y o u n g w o m e n ( w h o m T h e Master h a s
multiple figures flitting t h r o u g h t h e t r e e s a h e a d of
drained of their will) l o c k e d up in his c o u n t r y h o u s e .
t h e m . A s t h e y watch, m o r e a n d m o r e f i g u r e s a p pear, until it is o b v i o u s t h a t t h e P C s are terribly
o u t n u m b e r e d . S o o n , m o r e f i g u r e s a r e visible t o their
want t o h a v e s o m e n e w g u a r d s arrive with f i r e a r m s ,
f l a n k s , a n d a s t h e P C s retreat, t h e f i g u r e s try t o
if n e c e s s a r y , to m a k e t h e P C s flee. Also, h a v e t h e
outrun t h e m , to cut t h e m off from e s c a p e . Eventu-
g u a r d s m o v e faster t h a n t h e PCs, especially if the
ally, t h e P C s will be forced to fight just to get free.
P C s s t o p occasionally to fire, so that t h e y will be
Their a t t a c k e r s a r e u n a r m e d ( h u m a n g u a r d s h a v e
closing on t h e m , a n d eventually t h e PCs will be
m e l e e w e a p o n s ) , but t h e r e a r e s o m a n y o f t h e m .
reduced to fighting hand to hand.
T h e trick is to m a k e t h e P C s feel o u t n u m b e r e d
J u s t w h e n things begin t o s e e m h o p e l e s s , how-
e n o u g h to retreat, without m a k i n g it s e e m that t h e r e
ever, a n e w factor e n t e r s t h e conflict: T h e P C s s e e a
is an entire a r m y b a s e d at t h e farm. You might e v e n
pair of headlights rushing h e a d l o n g a c r o s s t h e
p a s t u r e toward t h e m , as if intent u p o n running t h e m down (or t h e y h e a r its m o t o r a n d s u s p e n s i o n bucking as it c r o s s e s t h e p a s t u r e , if it's daylight). But as t h e vehicle g e t s closer, t h e P C s ' a t t a c k e r s flee from it. Finally, t h e P C s recognize it as a m a n in a j e e p , with flourescent black lights s t r a p p e d to t h e frame a n d roll bar. He is firing an Uzi into t h e air as he a p p r o a c h e s , to h e l p drive t h e c r e a t u r e s away. Stopping in front of t h e P C s , t h e m a n yells for t h e m to get in, t h e n he drives t h e m b a c k to the road. Along t h e way, he introduces himself as Fred Brody, writer of t h e articles a b o u t t h e D a y t o n cannibals (see t h e sidebar). He a n d his brother h a d b e e n investigating t h e story a n d h a d learned that t h e c r e a t u r e s are actually v a m p i r e s . Theorizing that they are susceptible to ultraviolet light, his brother, an electronics expert, c r e a t e d t w o scratch-built GV Level: E x p e r i e n c e d
lasers, but before t h e y could c o m e to t h e farm with
Skills: Foreboding 6, O b s e r v a t i o n 6, Melee C o m b a t (Un-
t h e m , Leeds hired s o m e t h u g s t o h a v e his brother killed. Now that t h e P C s h a v e b e c o m e involved,
a r m e d ) 4, Small A r m s (Rifle) 4, Willpower 4
Brody h o p e s that t h e y will join forces with him.
Initiative: 3 Physical Description: Fred Brody is tall a n d athletic, with
T h e lasers a r e in t h e b a c k of t h e j e e p . E a c h
clear blue e y e s a n d a s h o c k of red hair. He always w e a r s a
consists of a bazooka-sized firing m e c h a n i s m , at-
p r e o c c u p i e d expression, as if he is puzzling out s o m e t h i n g
t a c h e d / b y electrical c a b l e s to a b a c k p a c k rack containing 12 car batteries, a very h e a v y contrap-
new every m o m e n t . His a g e is 3 2 . Motivation: Spade 10: Brody is a m b i t o u s , but that ambition
tion ( s e e stats in sidebar). Fred intends to u s e o n e ,
t a k e s the form of always digging for t h e truth, not necessarily
but a n y of t h e P C s c a n u s e t h e other, which h a d b e e n
just to s e e his n a m e in print. He is a d e v o t e d journalist.
intended for his brother. He explains that t h e y h a d
Heart 7: Also, Brody is fairly outgoing, a n d despite his
better d e c i d e quickly, b e c a u s e t h e h e a d v a m p i r e is
p r e o c c u p i e d look, h e i s very g o o d a t r e m e m b e r i n g n a m e s
sure t o flee t h e farm a n y m o m e n t now, a n d h e wants
a n d details, which m a k e s p e o p l e feel that he c a r e s a b o u t
to kill it before it c a n get away.
t h e m . Most of his friends would describe him with t h e word "trustworthy."
Brody p r e s s e s t o m a k e a n i m m e d i a t e attack o n t h e farm h o u s e , using t h e vehicles t o get down t h e
Ammo: — Wt: 26 kg (Carbine: 5 kg, Backpack: 21 kg) Mag: A backpack is good for 12 shots per charge Price: $12,000 (—/—)
Pen ROF Dam Weapon UV Laser (1)* 12 2 *One shot per 30 seconds.
Blk 5
Mag —
lane quickly before T h e Master c a n e s c a p e . If t h e P C s stall him, within a few m i n u t e s they will s e e a limousine l e a v e t h e farm in a great hurry. It is T h e SS —
Recoil Brst —
Master a n d a few loyal s e r v a n t s fleeing to no p l a c e Rnq 60
in particular, merely away. Immediately thereafter, a v a n full of other s e r v a n t s follows. If t h e PCs want to give c h a s e , t h e referee will h a v e to wing it.
If, however, t h e P C s a g r e e with Brody, t h e y will arrive at t h e farm h o u s e just as T h e Master's limo is preparing to leave. T h e driver is t h e last to get inside, a n d t h e v a n behind t h e limo is still being loaded. As t h e P C s a p p r o a c h , t h r e e lesser v a m p i r e s with CJzis t a k e up position behind t h e v a n a n d fire on t h e m . While t h e v a n b l o c k s t h e lane b e t w e e n the h o u s e a n d b a r n , t h e limo p r e p a r e s to m a k e a swing a r o u n d t h e barn, in order to e s c a p e p a s t t h e PCs' vehicles. F r o m this point on, t h e a d v e n t u r e devolves to a straightforward firefight.
After T h e Master a n d his s e r v a n t s h a v e b e e n defeated, h a v e t h e p l a y e r s wind down by describing in brief their p l a n s for returning h o m e . Mention that a few d a y s later n e w stories surface a b o u t s o m e sort of an a r m e d feud on a farm n e a r Dayton, a n d that t h e bodies of several s t u d e n t s from t h e University of Dayton w e r e found t h e r e , m a n y of t h e m p e o p l e w h o
Strength: 4 Constitution: 7 Agility: 9 Intelligence: 8
Education: 3 Charisma: 12 Empathy: 15 Initiative: 6
Move: 3/9/16/32 Skill/Dam.: 8/1D10 Hits: 25/50 # Appear: 1
Special: Bioodkin vampires are treated as having an overall body armor value of 1. They do not suffer double d a m a g e from head hits, like most NPCs, and they heal very quickly from wounds (see below). Vampires, the smaller bioodkin, are much more intelligent than their larger brothers, and are also highly empathic. As a consequence, they rely much more upon guile than upon brute force (although they are no stranger to that, e|ther). A vampire will use its powers of thought projection to make itself appear as an attractive human, then use emotion projection to draw victims near enough to be feasted upon. Generally, however, a vampire will not kill its victim immediately, but will instead keep a coven of victims, all weakened from blood loss, to serve it as slaves and bring it more victims. Like trolls, vampires heal naturally from wounds at the following rates: slight, 1 hour; serious, 1 day; critical 3 days. For each pint of blood they consume, they heal one wound level almost instantaneously (effectively within one combat phase). This m e a n s that a normal human body, if completely drained of blood, will heai six wound levels for a vampire. As with trolls, UV light does extra d a m a g e to vampires. Normal daylight does two points of damage per combat phase, as do black lights. OV lasers do double their listed damage. Thermite and white phosphorous explosions do UV d a m a g e per the concussion rules, in addition to concussion damage.
h a d b e e n reported a s missing p e r s o n s . T h e r e a r e n o m o r e stories a b o u t cannibals in Dayton. (You might,
m a y e a r n m o r e t h a n that if, at a d v e n t u r e ' s end, t h e
however, want t o m e n t i o n other stories t h a t c a n lead
referee o r their p e e r s d e c i d e t h a t t h e y h a v e d o n e
t o t h e PCs' next a d v e n t u r e , s o that t h e y c a n b e
s o m e t h i n g unusually v a l o r o u s o r entertaining. T h e y
puzzling over t h e m until you m e e t next.)
won't h a v e b e e n paid anything for this a d v e n t u r e ,
This a d v e n t u r e should give t h e P C s a b a s e of about 2 e x p e r i e n c e points e a c h , p e r h a p s 3. T h e y
but t h e y might h a v e acquired s o m e m o r e equipm e n t that m a y be of u s e in t h e future.
story, t h e b o d y is actually that of a criminal w h o h a d b e e n shot repeatedly. But a n a m b u l a n c e attendant t h o u g h t it w a s Iglesias, a n d t h e story s p r e a d rapidly, e v e n p r o m p t i n g suicide a t t e m p t s a m o n g Iglesias' fans. Adventure: W h a t if it really were J u l i o Iglesias w h o w a s killed, a n d h e h a s b e e n r e p l a c e d b y a c h a n g e l i n g . A p o s s i b l e plot m i g h t w o r k like t h i s : d a r k e l v e s kill I g l e s i a s a n d r e p l a c e h i m with a changeling, but s o m e o n e saw it h a p p e n and s p r e a d t h e story, w h i c h t h e d a r k e l v e s t h e n h a d t o s u p p r e s s . I f t h e P C s g o t o Toyaltita, M e x i c o , w h e r e t h e killing t o o k p l a c e , t h e y find t h e m selves the target of attacks by other changelings p l a n t e d t o k e e p a n y o n e from finding o u t t h e truth. Meanwhile, the dark elves are using the false I g l e s i a s t o g e t c l o s e t o o t h e r f a m o u s s i n g e r s a n d r e p l a c e t h e m , a s well. T h e i r intent i s t o p u t together a multi-star c o n c e r t at Madison S q u a r e G a r d e n in Mew York, w h i c h t h e y h a v e b o o b y t r a p p e d t o c o l l a p s e into a n u n d e r g r o u n d c a v e r n , killing a n d m a i m i n g t e n s o f t h o u s a n d s o f s p e c t a t o r s . T h e P C s h a v e t o d i s c o v e r t h e d a r k e l v e s plot a n d s t o p it b e f o r e it c o m e s to fruition.
T h e following a r e s o m e of t h e b e s t stories from actual tabloids, stories which c a n easily be c o n verted into Dark Conspiracy a d v e n t u r e s . In e a c h
Referees m a y wish t o include t h e s e a s b a c k -
c a s e , w e give you t h e actual headline a n d t h e tabloid
g r o u n d for t h e Iglesias story, or p e r h a p s e v e n d e -
it c a m e from, followed by a s y n o p s i s of t h e story a n d
v e l o p t h e m into a d v e n t u r e s a s well.
a general outline of a s u g g e s t e d a d v e n t u r e to be run
Horror of the Screaming Skull: According to the
from it. We a l s o include other interesting h e a d l i n e s
a c c o u n t , t h e skull of a m a n wrongfully h a n g e d for
from e a c h issue, s o that you c a n o b s c u r e t h e
r a p e o n July 3 , 1 7 0 1 h a s h a u n t e d ever since the
significance o f t h e major story b y using t h e o t h e r s a s
castle h e o w n e d . E a c h year, o n t h e a n n i v e s a r y o f his
red herrings. Following t h e s e e x a m p l e s , y o u c a n
death, t h e skull h a s a s c r e a m i n g fit, threatening
d e v e l o p a d v e n t u r e s from tabloids y o u find, allowing
d o o m t o e v e r y o n e within e a r s h o t . People w h o h a v e
you t o h a n d t h e tabloid t o your p l a y e r s a s their PCs'
tried to r e m o v e t h e skull from t h e t a b l e where it rests
daily n e w s .
h a v e all died mysteriously. Dolphins Trained to Kill Frogmen with N o s e Guns: T h e US Navy is strapping .45-caliber w e a p o n s
S y n o p s i s : This front-page headline h a s a color p h o t o of t h e c o r p s e in t h e m o r g u e , a n d it d o e s , indeed, r e s e m b l e Julio Iglesias. According to t h e
t o t h e n o s e s o f dolphins a n d training t h e m t o butt u p against s w i m m e r s , c a u s i n g t h e g u n s to fire. Five-Month-Old Baby Charged with Murder: In
this story, t h e aforementioned b a b y h a s killed n u r s e s
Now he calls her every S u n d a y .
with b e a m s of light from its e y e s . It w a s c a u g h t in t h e
Adventure: If we a s s u m e that "disconnected"
act by a hospital security guard watching by r e m o t e
m e a n s c a n c e l e d b y t h e p h o n e c o m p a n y , not physi-
camera.
cally disconnected, t h e n this story b e c o m e s a per-
Nine-Year-Old Is a Miracle Healer: According to
fect opportunity for t h e P C s to m a k e c o n t a c t with a
this story, Helena Molinez of Villa Maria, Chile, h a s
Dark Minion c o m p u t e r t h a t h a s slipped free of Dark
e v e n p e r f o r m e d s u r g e r y with a rusty knife a n d her
Minion control. According to this theory, t h e Dark
patients a r e h e a l e d . P e r h a p s t h e P C s would like to
Minions t o o k Ralph D a v e n p o r t from t h e Minneapo-
recruit this y o u n g e m p a t h . P e r h a s s o m e secret lab
lis hospital shortly before his death, a n d r e m o v e d
will b e a t t h e m to it.
his brain to slice a n d u s e for circuitry in s o m e of their c o m p u t e r s (see t h e "DarkTek" c h a p t e r ) . But D a v e n p o r t w a s a s t u b b o r n old coot with a high E m p a t h y rating, a n d his brain tissue s o o n reintegrated itself into his own personality. Now that
S y n o p s i s : Kristin Leone, a nine-year-old native
brain h a s the power of a n u m b e r of Dark Minion
of Minneapolis, Minnesota, w a s h e a r t b r o k e n w h e n
c o m p u t e r s at its control, a n d it h a s u s e d t h e m to
her m a t e r n a l grandfather, Ralph D a v e n p o r t , died of
m a n i p u l a t e t h e Minneapolis p h o n e s y s t e m , in order
cancer. O n e S u n d a y m o r n i n g after c h u r c h , a b o u t a
t o r e o p e n t h e line t o t h e attic p h o n e , s o that h e could
m o n t h after he died, an old p h o n e in t h e family's
call his family for help. He n e e d s s o m e o n e to c o m e
attic—a p h o n e that h a d b e e n d i s c o n n e c t e d — b e g a n
t a k e t h e various c o m p u t e r s his brain is divided
ringing, a n d w h e n t h e p a r e n t s a n s w e r e d it, t h e voice
a m o n g a n d hide t h e m f r o m t h e Dark Minions before
on t h e o t h e r e n d identified itself as belonging to t h e
they recognize his integration a n d shut h i m d o w n .
d e a d m a n . H e a s k e d t o s p e a k t o Kristin, a n d encour-
Unfortunately, t h e story h a s hit t h e p a p e r s , a n d if
a g e d h e r n o t to l o s e herself in m o u r n i n g for h i m .
s o m e t h i n g isn't d o n e s o o n , it will be t o o late.
If t h e P C s investigate this story, t h e y will h a v e to
survived t h e fall. Butela s a y s that he b l a c k e d out
h a v e s o m e o n e with C o m p u t e r E m p a t h y run t h e
before h e hit t h e ground, a n d t h e n h e d o e s n ' t
p h o n e lines f r o m t h e attic p h o n e , t o discover where
r e m e m b e r anything until he felt himself m o v i n g his
D a v e n p o r t ' s c o m p o n e n t c o m p u t e r s are located.
legs. T h e story d o e s n o t s t a t e what his injuries were,
T h e n t h e y will h a v e to infiltrate e a c h location a n d
s o y o u c a n a s s u m e (for p u r p o s e s o f a n a d v e n t u r e )
steal t h e c o m p u t e r t h e r e . It won't be an e a s y t a s k ,
that he w o k e up without any. P e r h a p s Butela is
especially as e a c h t i m e they disconnect a c o m p u t e r
actually a very a d v a n c e d e m p a t h i c healer w h o fixed
to m o v e it, D a v e n p o r t ' s personality will fragment.
himself up without knowing it. Alternatively, he m a y
But if they m a n a g e to pull it all off, they will h a v e a
h a v e b e e n s n a t c h e d by extraterrestrials while fall-
sentient s u p e r c o m p u t e r as a life-long friend.
ing, a n d t h e m e m o r y of t h e s u b s e q u e n t experim e n t s b l a c k e d out. H e might b e s o m e o n e interesting for t h e P C s t o m a k e c o n t a c t with. Crippled UFO S e n d s S O S to Earth: Supposedly, scientists h a v e received a m a y d a y m e s s a g e from a
S o m e o f t h e m a r e strange, b u t e a c h o f t h e s e
p a s s e n g e r U F O blown o u t of existence by an e n e m y
stories c a n a d d t o t h e Dark Conspiracy a t m o s p h e r e .
warship n e a r t h e Great Cluster of Hercules. T h e
Hitler Captured: Actually, this story got t h e big-
m e s s a g e h a s t a k e n 2 5 , 0 0 0 y e a r s t o get h e r e . O f
gest t y p e f a c e o n t h e cover. Apparently, t h e m o r e
c o u r s e , t h e r e m a y actually be a proto-dimension
t h a n 100-year-old Nazi leader w a s o n his w a y t o
s o m e w h e r e in which t i m e r u n s b a c k w a r d or s o m e -
Iraq, t o help S a d d a m Hussein defeat t h e A m e r i c a n
thing, so that a n o t h e r U F O could still leave Earth
forces t h e r e . However, he w a s c a p t u r e d by S o u t h
a n d aid t h e b e l e a g u e r e d vessel. O r m a y b e t h e story
A m e r i c a n Nazi h u n t e r s .
is just a h o a x p e r p e t r a t e d by t h e ETs to k e e p us from
Hitler is just t h e sort of bigger-than-life figure w h o could easily be a Dark Minion himself, t h u s a c counting for his a g e . S k y Diver Plunges Two Miles—And Lives!: Mike
realizing t h a t U F O s c o m e f r o m inside t h e Earth, a s an ad in this issue claims. Six-Foot Lobster Turns D e e p - S e a Divers Into Jellyfish: A restaurant o w n e r in Prestwick, Scotland,
Butela h a d quite a fright when his p a r a c h u t e wouldn't
is offering $ 1 5 , 0 0 0 for a n y o n e w h o will c a t c h it so he
o p e n during a skydiving event. But miraculously, he
c a n c o o k it. W h a t if t h e lobster is just t h e first e v i d e n c e of a s u b s t a n c e t h a t c r e a t e s giant c r e a t u r e s as in H. G. Wells' Food of the Gods?
Synopis: Benjamin C o u c h w a s found beside a Georgia highway, wearing t h e uniform of a Confederate private, a n d with a Yankee m u s k e t ball lodged in his left leg. He c l a i m s he w a s fighting in t h e Battle of Gettysburg, w h e n suddenly he w a s shot in t h e leg a n d b e g a n t o bleed severely. H e b l a c k e d out f r o m s h o c k a n d blood loss, only to find himself in 1 9 9 0 . Historians h a v e found r e c o r d s of his service in t h e Confederate Army, a n d psychiatrists h a v e determ i n e d that he is quite s a n e . He is n o w being held in
a g o v e r n m e n t hospital for reeducation, in order to
Them!: Mutilated c o r p s e s of beautiful w o m e n h a v e
integrate h i m into o u r society.
b e e n discovered in w o o d s of Portugal, Spain, F r a n c e ,
Adventure: C o u c h ' s story is exactly true. He is a
a n d e v e n Italy. Apparently, t h e w o m e n were killed,
natural e m p a t h of g r e a t power, o n e of t h e few
t h e n their h e a r t s , lungs, a n d brains, w e r e r e m o v e d ,
h u m a n s t o e v e r d e v e l o p t h e Dimension Walk skill
c o o k e d , a n d e a t e n . Authorities a r e looking for an
without having b e e n t a u g h t it. In t h e stress of t h e
e s c a p e d m a n i a c n a m e d Isidro Lopez Cruz, certain
Battle of Gettysburg, his m i n d r e a c h e d out a n d
that he is responsible. But what if he is actually a
t a p p e d into a n e a r b y proto-dimensional portal,
d u p e for s o m e larger evil?
which s o m e h o w l a u n c h e d him into t h e future. T h e
Runaway Chainsaw Tried to Kill Me!: Breg Waller,
h u m a n o i d ETs want h i m in order to d e t e r m i n e h o w
of Colombia, S o u t h Carolina, nearly h a d h i s foot
he did it, so t h a t t h e y c a n exploit t i m e travel to their
r e m o v e d by a c h a i n s a w when he d r o p p e d it. Waller
own a d v a n t a g e . E l e m e n t s of t h e CIS g o v e r n m e n t
claims it w a s a natural accident, b e c a u s e he h a d
want him as a w e a p o n with which to c o m b a t t h e
d i s c o n n e c t e d t h e a u t o m a t i c kill switch. Of c o u r s e ,
Dark Minion invasion. If t h e P C s believe t h e story
as Dark Conspiracy referees, we k n o w t h a t Colom-
printed a b o u t him, t h e y m a y want t o r e s c u e him, t o
bia h a s recently b e e n t h e s c e n e o f n u m e r o u s acci-
allow him to live as a free m a n . But they h a v e to find
d e n t s involving m a c h i n e s that c o m e to life. Waller is
him first, a n d b o t h t h e Dark Minions a n d t h e govern-
merely afraid to admit t h e truth: T h e c h a i n s a w h a d
m e n t are going t o d o everything possible t o s t o p
a m i n d of its o w n .
them.
E a c h of t h e s e stories is also ripe for u s e as t h e core to an adventure. Miracle P o o c h C o m e s Back From the Dead!: A p u p p y o w n e d by 11-year-old E v a n Davies, of Builth Wells, Wales, followed a rabbit down a hole a n d did not return for 36 d a y s . During that t i m e , Davies k e p t a vigil by t h e hole, calling t h e d o g ' s n a m e out repeatedly. Eventually, t h e d o g returned from t h e hole, in perfect health, a n d Davies is tickled pink. But what if it is not really his d o g , but a morlock device s e n t to lure Davies, a n d t h e n other children, into their u n d e r g r o u n d lair? Bigfoot Tracks Found!: Cliff Crook, of Bothell, Washington, h a s found h u m a n footprints s e v e n i n c h e s wide by 14 i n c h e s long in t h e Pacific Northwest. He claims it is a print from Bigfoot, a tall, halfh u m a n , half-ape creature with a powerful stink. If, as referee, you throw in a c o u p l e of m a u l e d c a m p e r s , you h a v e t h e m a k i n g s of an o g r e or troll a d v e n t u r e o n your h a n d s . Escaped Maniac Butchers Beauties—And Eats
Equipment listings in Dark Conspiracy
bearer, fingerprints, and a bar code that
include an availability code next to the
can be read by security robots and elec-
price. The availability code is in two parts.
tronic locks. The barcode is generated by
M 6 0 a n d MG3.
The code to the left of the slash m e a n s
machine that encodes a retina scan of the
Wt: 7 k g .
availability status without contacts; the
bearer. meaning that the challenging m a -
Price: $ 5 0 0 (—/C).
code to tile right of the slash m e a n s
chine must also take a retina scan and
NMT (NATO Medium Tripod): Ac-
availability with contacts (how contacts
compare it with the card for complete
work into it is explained on p a g e s 19-23).
identification. Scanning machines can
Wt: 10 kg.
The abbreviations are: V=very c o m m o n ,
do this from a distance of up to o n e meter.
Price: $ 6 5 0 (—/C).
C=common, S=scarce, and R=rare. A
The machine works fast enough that
NHT (NATO Heavy Tripod): Ac-
d a s h m e a n s unavailable e x c e p t a t
several scans can be m a d e in a few
referee's discretion. Weight remains the
hundredths of a second, minimizing po-
Wt: 2 2 kg.
s a m e in all versions.
tential for error.
Price: $ 8 0 0 (—/C).
S o m e entries contain additional information. S o m e items (mainly weapons
NLT (NATO Light Tripod): A c c e p t s
c e p t s MAG.
c e p t s M2HB, a n d M k - 1 9 .
Unavailable e x c e p t through proper channels.
and vehicles) are covered in data cards.
Price: N o n e (—/—).
These are intended to be photocopied
Forged Security Pass: Unavailable
and rearranged,
p u r c h a s e d separately.
Weights per magazine include weight of magazine (which is negligible in most
enabling each player
except through criminal, police, or gov-
and referee to assemble weapon arrays to
ernment connections. Price depends on
Magazines are purchased separately
suit individual situations.
Players
sensitivity of installation the p a s s gives
and cost $ 1 per three rounds of capacity,
referees
to photocopy
access to (referee's discretion).
except the l000-round drum for 5.56mm
have permission
and
the data cards for personal use.
Note that g e n u i n e d o c u m e n t s c a n
Price: $ 1 0 , 0 0 0 - 1 0 0 , 0 0 0 (—/S).
cases) a n d ammunition.
N ammunition, which costs $200.
C o m m o n l y available fuels include:
b e obtained t h r o u g h t h e n o r m a l c h a n -
Alcohol:
nels for s u c h things, a n d usually in-
Wt: 1 kg p e r liter.
Longbow Arrow:
volve only n o m i n a l fees. Weight is
Price: $ . 3 5 per liter ( C / C ) .
Wt: 3 k g per 2 4 .
negligible in all c a s e s .
Avgas:
Price: $ 3 6 per 24 ( C / C ) .
Wt: 1 kg per liter.
Crossbow Bolt:
Forged Passport, Ordinary Identity Papers, etc.: Price: $1500
(—/S).
Other Forged Document: T h e ref-
Price: $.50 per liter ( C / C ) .
Wt 3 k g per 2 4 .
Diesel:
Price: $ 3 6 per 24 ( C / C ) .
Wt :1 kg per liter.
Flamethrower Fuel Cannister: A
e r e e m a y c h a n g e t h e price o r avail-
Price: $.40 per liter ( C / C ) .
cannister of jellied gasoline ( n a p a l m )
ability for extremely rare or h a r d to
Gasoline:
for flamethrowers. Cannisters c a n be
duplicate d o c u m e n t s .
Wt: 1 kg p e r liter.
refilled with ordinary gasoline at a
Price: $.50 per liter (V/V).
c h e a p e r price, but at a c o s t in r a n g e .
Price: $1000 (—/S). Security Pass: This is a piece of plastic
Wt: 10 kg.
approximately eight centimeters by five centimeters. It carries a photo of the
Price: $ 1 2 0 (—/R). A tripod for a w e a p o n m u s t be
L o o s e Black Powder and Ball:
These are most commonly pre-
20-round magazine, 1.5 kg per 50-round
m e a s u r e d a n d w r a p p e d in p a p e r in
belt, 3 kg per 100-round belt.
r e a d y - t o - u s e units. Wt: 1 k g p e r 4 0 . Price:$25per40(C/C). S t u n Dart P a c k a g e : T h i s is a
Price: $ 7 5 per c a s e (C/V). .30-06 (7.62x63mm): Wt: 15 kg per c a s e of 5 0 0 , 35 loose r o u n d s p e r kilogram.
per 7-round m a g a z i n e . Price: $ 1 1 0 per c a s e (V/V). . 4 7 5 WM ( 1 2 x 6 0 m m Wildey Magnum): Wt: 18 kg per c a s e of 5 0 0 , 0.4 kg p e r 7-round m a g a z i n e .
preloaded d a r t a s s e m b l y a n d C O 2 car-
Price: $ 9 5 per c a s e ( C / C ) .
Price: $ 1 1 0 per c a s e (V/V).
tridge for propelling it from a stun g u n .
. 3 2 ACP ( 7 . 6 5 x 1 7 m m S R ) :
1 2 . 5 m m Cls ( 1 2 . 5 x 2 4 m m Case-
Police or military c o n t a c t s are required.
Wt: 20 kg per c a s e of 2 0 0 0 , 0.1 kg
Wt: 1 kg per c a s e of 1 0 .
p e r 10-round m a g a z i n e , 0.2 k g p e r
Price: $ 5 0 (—/R).
20-round magazine.
4 . 7 m m Cls ( 4 . 7 x 2 1 m m Caseless):
Price: $ 2 4 0 per c a s e (V/V).
Wt: 10 kg p e r c a s e of 1 8 0 0 , 1 kg per
8 m m M ( 7 . 9 2 x 5 7 m m Mauser):
50-round magazine. Price: $ 1 3 0 0 p e r c a s e (—/S).
Wt: 10 kg per c a s e of 3 0 0 , 30 r o u n d s p e r kilogram.
less): Wt: 11 kg per c a s e of 1 8 0 0 , 0.4 kg per 20-round magazine. Price: $ 1 1 0 0 p e r c a s e (—/S). . 5 0 BMG ( 1 2 . 7 x 9 9 m m Browning Machinegun): Wt: 15 kg per c a s e of 1 belt, 13 kg
5 . 4 5 m m B ( 5 . 4 5 x 3 9 m m Bloc):
Price: $45 per c a s e ( C / C ) .
Wt: 10 kg p e r c a s e of 8 4 0 , 0.5 kg
. 3 8 0 ACP ( 9 x 1 7 m m ) :
Price: $ 7 5 per c a s e (S/V).
Wt: 15 kg per c a s e of 1 5 0 0 , 0 . 1 kg
. 5 0 SLAP ( 1 2 . 7 x 9 9 m m Saboted
per 3 0 - r o u n d m a g a z i n e , 0.6 k g p e r 40-round magazine.
per 7-round m a g a z i n e .
per 105-round belt.
Light Armor Piercing):
Price: $ 1 7 0 per c a s e ( S / C ) .
Price: $ 2 4 0 per c a s e (V/V).
Wt: 15 kg per c a s e of 1 belt, 13 kg
5 . 5 6 m m N ( 5 . 5 6 x 4 5 m m NATO):
9 m m P ( 9 x 1 9 m m Parabellum):
Wt: 1 0 k g per c a s e of 8 4 0 o r 4 b e l t s ,
Wt: 15 kg per c a s e of 1 5 0 0 , 0.1 kg
0.5 kg p e r 3 0 - r o u n d m a g a z i n e , 2 kg
p e r 8-round m a g a z i n e , 0.2 k g per 1 3 -
1 5 m m Dart/Cartridge: This is a
per 2 0 0 - r o u n d belt.
a n d 15-round m a g a z i n e , 0 . 3 k g p e r
hypodermic dart and compressed gas
p e r 1 0 5 - r o u n d belt. Price: $ 8 5 per c a s e (S/V).
Price: $ 1 6 0 per c a s e ( C / C ) .
2 5 - a n d 3 0 - r o u n d m a g a z i n e , 0.4 k g
cartridge d e s i g n e d for u s e with the
. 2 2 LR ( 5 . 7 x 1 7 m m R Long Rifle):
per 3 2 - a n d 3 4 - r o u n d m a g a z i n e .
tranquilizer g u n m e n t i o n e d on p a g e
Wt: 20 kg per c a s e of 5 0 0 0 , 0.1 kg
Price: $ 1 9 5 per c a s e (V/V).
per 7-round m a g a z i n e .
. 3 8 Special ( 9 x 2 9 m m R):
280. T h e d a r t s c o m e prefilled with a
Price: $ 1 1 0 per c a s e (V/V).
Wt: 15 kg per c a s e of 1 0 0 0 .
tranquilizer c o m p o u n d . They m u s t b e
7 . 6 2 m m T (7.62x25mmTokarev):
Price: $ 9 0 per c a s e (V/V).
fired from t h e g u n in order to t a k e
Wt: 3 5 k g p e r c a s e o f 2 5 0 0 , 0 . 2 k g
. 3 5 7 Magnum ( 9 x 3 3 m m R):
effect.
per 8-round m a g a z i n e , 0.6 k g per 3 2 -
Wt: 18 kg per c a s e of 1 0 0 0 .
round m a g a z i n e .
Price: $ 1 0 0 per c a s e (V/V).
Wt: 0.1 kg (including dart, drug, a n d C O 2 cartridge).
Price: $ 3 7 5 per c a s e (R/S).
1 0 m m ACP ( 1 0 x 2 l m m ) :
7 . 6 2 m m S ( 7 . 6 2 x 3 9 m m Short):
Wt: 18 kg per c a s e of 1 5 0 0 , 0 . 2 kg
Wt: 10 kg p e r c a s e of 6 0 0 , 1 kg p e r
per 14-round m a g a z i n e , 0 . 3 k g p e r
1 8 m m Cls ( 1 8 x 3 4 m m C a s e l e s s ) :
3 0 - r o u n d m a g a z i n e , 0.1 per 6-round
Wt: 12 kg p e r c a s e of 1 8 0 0 , 1 . 2 kg
30-round magazine. Price: $ 8 8 0 per c a s e ( R / S ) .
magazine.
Price: $ 4 5 (including dart, drug, a n d C O 2 cartridge) (—/S).
per 50-round magazine.
.30-30 (7.62x5 lmmR):
Price: $ 2 0 5 per c a s e ( S / S ) .
Price: $ 1 4 0 0 p e r c a s e (—/S).
Wt 20 kg per c a s e of 1000, 50
. 4 4 Magnum ( 1 1 . 2 x 3 2 . 8 m m R):
1 2 Gauge ( 1 2 Gauge All-Brass):
Wt: 20 kg per c a s e of 1 0 0 0 .
Wt: 15 kg p e r c a s e of 2 4 0 , 1 kg per
loose r o u n d s per kilogram. Price: $ 1 3 0 per c a s e (V/V).
Price: $ 1 2 0 per c a s e (V/V).
10-round m a g a z i n e ( 1 5 loose rounds
7 . 6 2 m m N ( 7 . 6 2 x 5 1 m m NATO):
. 4 5 ACP ( 1 1 . 4 3 x 2 3 m m ) :
p e r kilogram).
Wt 15 kg per c a s e of 600, 0.75 kg per
Wt: 20 kg p e r c a s e of 1 0 0 0 , 0 . 3 kg
Price: $ 1 1 0 per c a s e (V/V).
4 0 m m Grapple: T h i s g r e n a d e c a n b e f i r e d from t h e M 2 0 3 a n d p r o p e l s a grappling h o o k and an attached r o p e u p t o 5 0 m e t e r s straight u p . The grapple m u s t be inserted separ a t e l y into t h e front of t h e l a u n c h e r . Wt: 0 . 3 k g , 2 0 k g p e r c a s e o f 3 6 . Price: $ 2 0 each, $ 8 0 0 per case (—/S).
8 2 m m SMAW HE: Fired from the M 1 2 SMAW. Wt: 0.2 k g , 7 kg per c a s e of 6. 2 0 m m S ( 2 0 m m x 1 1 8 m m Short): Used in XM7 S t o r m Gun.
Price: $35 each, $ 1 8 0 per case (—/S).
from t h e M 2 0 3 . Wt: 0.3 kg, 25 kg per c a s e of 4 4 .
Wt: 32 kg p e r c a s e of 1 0 0 , 1 kg per 5-round m a g a z i n e . Price: $ 1 1 0 per c a s e (—/S).
Price: $3 each, $ 1 2 0 per case, (—/S).
8 2 m m SMAW HEAT: Fired from t h e M12 SMAW.
4 0 m m ILLUM: Fired from the M 2 0 3 .
Wt: 0.2 kg, 7 kg per c a s e of 6.
Wit: 0.2 kg, 20 kg per c a s e of 4 4 .
Price: $ 3 5 each, $ 1 8 0 per c a s e (—/S).
Price: $2 e a c h , $ 7 5 p e r c a s e (—/C). 4 0 m m Stun: This grenade c a n 2 5 m m HE: Used in the 2 5 m m gun
be fired from t h e M 2 0 3 . T h e g r e n a d e
carried by the RamTech Roboguard-IV
fires a nylon " b e a n - b a g " that fans out
and on the RAH-66 C o m a n c h e .
after firing to s p r e a d its i m p a c t over a
T h e s e w e a p o n s are fired using Heavy W e a p o n s skill. HEAT: Fired from a n y battle rifle or assault rifle.
Wt: 1 0 0 kg p e r c a s e of 3 3 , belted.
wide a r e a . T h e g r e n a d e is d e s i g n e d to
Price: $ 9 5 0 per c a s e (—/S).
incapacitate its target without doing
Wt: 0.7 kg, 20 kg per 10-round case.
p e r m a n e n t d a m a g e , a n d h a s n o ex-
Price: $8 e a c h , $ 6 5 per c a s e (—/C).
plosive filler (and no c o n c u s s i o n or fragmentation d a m a g e ) . A target hit 4 0 m m HE: Fired from t h e M 2 0 3 g r e n a d e launcher. Wt: 0.3 kg, 25 kg p e r c a s e of 7 2 .
WP: Fired from a n y battle rifle or assault rifle.
with this g r e n a d e is k n o c k e d down,
Wt: 0.7 k g , 20 kg p e r c a s e of 10.
loses all remaining actions for t h e
Price: $ 1 4 e a c h , $ 1 0 0 per case (—/C).
turn, a n d rolls an Average test of
1 4 0 m m RAW (Rifle Assault Weap-
Consitution e a c h turn thereafter to
on) HE: A rocket-propelled g r e n a d e
Price: $3 each, $ 2 0 0 per case (—/V).
recover. No actual d a m a g e is suf-
which can be fired from any assault rifle
4 0 m m HEDP: Fired from t h e M 2 0 3 .
fered. T h e g r e n a d e c a n only be u s e d in
which fires 5.56mm N ammunition.
Wt 0.3 kg, 25 kg p e r c a s e of 7 2 .
direct fire. It hits o n e target.
Wt: 3 k g .
Price: $4 each, $ 2 5 0 per c a s e (—/C).
Wt: 0 . 3 k g , 2 0 k g p e r c a s e o f 4 4 .
4 0 m m CHEM: Tear g a s only. Fired
Price: $ 2 0 each, $ 8 0 0 per case (—/S).
Price: $ 3 6 e a c h (—/R). 1 4 0 m m RAW (Rifle Assault Weapon) HEAT: As a b o v e , but with a HEAT warhead. Wt: 3 k g .
Type 4 0 m m Stun
ROF
Mag
Rng
SS
1i
10
IFR —
Rnd Stun
Damage *
Pen
Price: $ 4 8 e a c h (—/R).
Nil
*Target knocked down, loses remaining actions for the turn, and must roll Average: COM each turn thereafter to recover.
T h e s e a r e f i r e d using Heavy Weap-
o n s skill.
so that t h e grenade flies with the s h a p e d
1 5 2 m m HEAT (Tank Breaker): Fired from a Tank Breaker launcher. A selfguiding missile with a HEAT warhead. Wt: 18 k g .
c h a r g e pointing forward.
Price: $8 each, $ 1 2 0 per case (—/V). Fragmentation: T h e g r e n a d e , upon
Wt: 1 kg, 25 kg per c a s e of 1 5 .
exploding, s c a t t e r s metal fragments
Price: $ 2 4 each, $ 3 2 5 per c a s e (—/C).
t h r o u g h o u t its burst radius.
Chemical: S a m e as a c h e m i c a l
Wt: 0.5 k g , 30 kg per c a s e of 3 0 .
Price: $ 7 5 , 0 0 0 (—/S).
round for large-caliber guns. Two t y p e s
Price: $10 each, $ 1 5 0 per case (—/V).
1 2 7 m m HEAT (Dragon PIP): Used
a r e available: H C s m o k e a n d tear g a s .
Thermite: T h e g r e n a d e h a s little
with t h e D r a g o n launcher. Wt: 7 kg. Price: $ 3 0 0 0 (—/C).
Wt: 0.5 kg, 16 kg per c a s e of 16.
blast or fragmentation, but it burns
Price: $ 3 e a c h , $ 1 8 e a c h , $ 2 5 0 per
with intense heat. ( S e e Burns on p a g e
c a s e for s m o k e , double prices for tear
9 7 . ) I t a l s o p r o d u c e s significant
g a s ( s m o k e , S/C; tear g a s , R/S).
a m o u n t s of visible light a n d light in the
Concussion: T h e g r e n a d e consists
T h e s e a r e f i r e d using Heavy W e a p o n s skill.
of explosive filler in a c a r d b o a r d or
Wt: 1 k g , 20 kg per c a s e of 16.
plastic container. U p o n explosion it
Price: $ 1 8 each, $ 2 5 0 per case (S/C).
will k n o c k p e o p l e down, but c a u s e s no lethal fragmentation.
FIM-92A Stinger Missile: A sur-
ultraviolet portion of t h e s p e c t r u m .
Wt: 0.5 kg, 20 kg per c a s e of 2 0 .
WP (White Phosphorus): T h e gren a d e s c a t t e r s incendiary fragments t h r o u g h o u t its burst radius a n d b u r n s
face-to-air missile. Wt: 16 kg Price: $ 4 5 0 (R/R). FIM-99 Scorpion Missile: A surface-to-air missile. Wt: 12 kg Price: $ 5 9 5 (R/R). MBB-7
Venusfliegenfalle Missile:
A surface-to-air missile. Wt: 11 kg Price: $ 5 9 5 (R/R). S A - 2 7 Grappler Missile: A surface-to-air missile. Wt: 12 kg Price: $ 2 5 0 (R/R).
6 0 m m HE: Wt: 25 kg per c a s e of 12. Price: $ 7 2 per c a s e (—/C). 6 0 m m WP: Wt: 25 kg p e r c a s e of 12. Price: $ 7 5 p e r c a s e (—/S). 6 0 m m ILLUM: Wt: 25 kg p e r c a s e of 12. Price: $ 7 5 per c a s e (—/S).
Antitank: T h e g r e n a d e is d e s i g n e d to explode on i m p a c t . It c o n t a i n s a s h a p e d c h a r g e a n d is stabilized by fins
Autocannon rounds, grenade rounds, missiles, and rockets c o m e in several types, explained below. Each weapon can fire one or m o r e of these types. CHEM (Chemical): A hollow shell which, upon landing, burns and releases a gas or s m o k e . The most c o m m o n chemical is hexachloroethane (HC) s m o k e , and all prices given later are b a s e d on that round. Rounds m a y also be filled with tear gas (double price). In all cases, the chemical cloud will cover an area the width of the given burst area and four times as long as the burst area. The cloud will originate at the impact point of the round and stretch downwind. HE (High Explosive): A high-explosive round is a hollow casing containing an explosive compound. Set to detonate on impact or at a selected altitude, it is useful against infantry and s o m e larger targets. It is the least expensive (and thus most c o m m o n ) indirect fire round used. HEAT (High Explosive, Antitank): A hollow shell filled with explosive compound. An inverted c o n e in the nose of the shell directs the explosive force forward into a high-energy jet of super-heated gas and molten metal, reducing the effectiveness of the round against soft targets, but vastly increasing it against armor. HEDP (High Explosive, Dual Purpose): A hollow round containing an explosive c o m p o u n d filler with a shaped charge director in the n o s e to provide the round with an enhanced armor-penetrating capability. ILLUM (Illumination): A hollow round containing a parachute flare which will illuminate the area defined by the round's burst radius for two c o m b a t turns (one minute). T h e round radiates in the visible, ultraviolet and infrared spectrums. WP (White Phosphorus): A hollow round filled with white phosphorus. Upon detonation, it scatters burning white phosphorus throughout its burst radius. WP rounds also generate thick, white s m o k e .
ally provided by a blasting c a p . A o n e kilogram block h a s a DP value of 6. Wt: 30 kg per c a s e . Price: $ 3 5 per 1-kilogram block, $ 6 0 0 p e r c a s e of 20 blocks (—/C). Czech S t a t e Factories Semitek: A slightly m o r e p o t e n t a n d form of plastic explosive manufactured in Czechoslovakia. Its properties are similar to plastic explosive. It h a s a DP v a l u e of 8 per kilogram. Wt: 30 kg per c a s e . Price: $ 4 0 p e r 1-kilogram block, with intense h e a t . ( S e e B u r n s o n p a g e
$ 7 5 0 p e r c a s e of 20 blocks (—/R).
9 7 . ) I t a l s o p r o d u c e s significant
Price: $ 2 5 0 (—/R). RamTech Radio Detonation Broad-
amounts of both visible light and light in
c a s t Unit: An electrical device which
Demolitions Kit: This kit contains an
the ultraviolet portion of the spectrum.
e n a b l e s a c h a r g e to be d e t o n a t e d from
a s s o r t m e n t of i t e m s to e n a b l e a char-
Wt: 1 k g , 20 kg p e r c a s e of 16.
a r e m o t e location via radio signal. T h e
acter to rig explosive c h a r g e s a n d fuse
P r i c e : $ l 2 each, $ 1 7 0 per c a s e (—/C).
b r o a d c a s t unit is specially a d a p t e d to
t h e m for detonation. Weight a n d price
send a c o d e d signal to prevent acci-
are given for individual items, as well
dental detonation of t h e c h a r g e by
as for t h e kit as a whole. Items without
h a r m o n i c s or by induction. T h e unit
weight, etc., are not available s e p a -
m a y b r o a d c a s t signals u p t o o n e kilo-
rately. T h e explosives m u s t b e pur-
meter. Longer d i s t a n c e s m a y b e p o s -
c h a s e d separately.
RamTech Radio Detonation Receiver Unit: An electrical device which e n a b l e s a c h a r g e to be d e t o n a t e d from a r e m o t e location via radio signal. T h e receiver a n d its a s s o c i a t e d b r o a d c a s t unit are specially a d a p t e d to s e n d a n d receive c o d e d signal t o p r e v e n t accidental detonation by h a r m o n i c s or by induction. Addition of a voice-recognition chip to t h e circuit (Average: Electronics) m a k e s possible d e t o n a tion by a single specific word or s o u n d sent by t h e transmitter. T h e unit is about t h e size of a p a c k of chewing g u m , a n d c o n t a i n s a ROM or PROM chip a n d a battery. It is a t t a c h e d to a n o r m a l electrical blasting c a p . T h e unit m a y s e n d a n d receive signals from u p t o o n e kilometer. Longer d i s t a n c e s m a y b e possible with units improvised from longerr a n g e d radios. Wt: Negligible.
sible with units improvised from longer-
M c F a d d e n Industries Engineer
A single c h a r g e u s e s up o n e blast-
r a n g e d radios.
ing c a p , a n d w h a t e v e r fuse, d e t o n a -
Wt: 0.3 k g .
tors, a n d s o o n that t h e c h a r a c t e r
Price: $ 3 5 0 (—/R).
c h o o s e s t o u s e . Wire, tools, a n d t h e
Hercules Powder Co. Dynamite
blasting m a c h i n e c a n b e recovered
Stick: T h e m o s t c o m m o n explosive
after a blast, but all other items are
u s e d by civil e n g i n e e r s for demoli-
u s e d u p . Quantities in a kit are noted
tions, it is relatively e a s y to m a n u f a c -
in p a r e n t h e s e s .
ture a n d i s c o m i n g into m o r e c o m m o n
Tools (1 Set): Pliers, knife, t a p e , c a p
military u s e . A quarter-kilogram stick
crimper, a n d other i t e m s n e e d e d to
h a s a DP value of 1.
p r e p a r e explosive c h a r g e s . Wt: 4 kg
Wt: 30 kg per c a s e . Price: $8 per 0.25-kilogram stick, $ 6 0 0 per c a s e of 1 0 0 sticks (S/V). Hercules Powder Co. Plastic Explosive: Plastic e x p l o s i v e c a n b e
Price: $ 3 5 (C/V). Cap, Blasting, Electric (50): At least o n e blasting c a p is required to set off a charge. Wt: Negligible Price: $2 (R/C). Cap, Blasting, Nonelectric: ( 5 0 ) :
At
m o l d e d into desired s h a p e s a n d will
least o n e blasting c a p is required to set
a d h e r e to desired surfaces. It will not
off a c h a r g e . Wt: Negligible Price: $1
explode if burned, a n d can only be
(R/C).
d e t o n a t e d by another explosion, usu-
Wire,
Electrical
(2x100m
Spools):
10 electrical c a p s . O n c e set a n d sealed,
itself requires a blasting c a p . Primer-
Any length c a n b e fastened t o u p t o 1 0
it is waterproof, but it cannot be set
cord h a s a DP value of 3 per m e t e r
c a p s . Not normally r e u s e d . Wt: 5 k g /
underwater. Wt: 0 . 2 5 k g Price: $ 2 0 (S/C).
For u s e with electrical blasting c a p s .
Igniter (5): A pull/release d e t o n a -
spool Price: $ 2 0 (V/V). Trip (lx500m Spool): A thin
tor, u s e d for sophisticated b o o b y traps.
wire u s e d in b o o b y t r a p s a n d t h e like.
It will d e t o n a t e either w h e n p r e s s u r e is
Wire,
Trip wires c a n be of a n y r e a s o n a b l e
p l a c e d on a trip wire or released from
length, but it m a k e s no s e n s e to h a v e
t h e trip wire (if a wire is cut, for ex-
t h e m longer t h a n t h e blast radius of
a m p l e ) . Up to t h r e e trip wires m a y be
t h e explosive. Wt:
attached. Wt: Negligible Price: $ 7 5 (R/C).
2 k g / s p o o l Price:
$ 3 0 / s p o o l (V/V). Blasting
Machine
(1):
A
hand-
c r a n k e d electrical igniter which c a n fire up to 10 c a p s electrically. T h e
Wt: 0.5 k g s per meter. Price: $ 1 5 per m e t e r (—/C).
Aircraft Tools: S a m e as wheeled vehicle tools, but for aircraft. Wt: 2 2 k g . Price: $ 1 1 0 0 ( S / S ) .
Full Kit: All of t h e a b o v e ; p a c k e d in
Arc Welder: O p e r a t e s off of an inte-
a w o o d e n chest for transport. Wt: 30
gral generator, which c a n n o t be modi-
kg Price: $ 5 0 0 (R/C).
fied for other u s e .
Hercules Powder
Co.
Frame
Wt: 7 5 k g .
m a c h i n e g e n e r a t e s current b y m u s -
Charge: A p r e p a r e d explosive c h a r g e
cular m o t i o n a n d never n e e d s recharg-
u s e d to blow in locked windows or
Basic Tool Kit: Small h a n d tools
ing or battery c h a n g e s . Wt: 0.5 kg
doors, e v e n t h o s e e q u i p p e d with b a r s
which are suitable for a variety of pur-
Price: $ 9 5 ( S / C ) .
or m e t a l plate up to two c e n t i m e t e r s
p o s e s . T h e s e m a y include wrenches,
Fuse, Instant (2x 100 m coils): Burns
thick. It requires t w o p h a s e s ( 1 0 s e c -
pliers, screwdrivers, a n d so on.
5 9 0 0 m e t e r s p e r s e c o n d ; for u s e with
o n d s ) to e m p l a c e (using prefitted,
Wt: 5 kg.
nonelectric blasting c a p s . May be ig-
d o u b l e - s i d e d t a p e o r a n integral
Price: $ 2 5 0 (V/V).
nited by a n y igniter or by flame, a n d it
w o o d e n b r a c e ) , a n d c a n b e either
C o n s t r u c t i o n Tools: H a m m e r s ,
c a n be c o m b i n e d with itself (to set off
c o m m a n d or remotely detonated, or
s a w s , s q u a r e s , h a t c h e t s , chisels, and
m o r e t h a n o n e c a p ) o r with t i m e fuse.
rigged with a timer. T h e c h a r g e c a n
other woodworking tools.
Wt: 3 kg/coil Price: $15/coil ( S / C ) .
also be u s e d to blow holes in walls,
Wt: 3 0 kg.
provided t h e y a r e not t o o thick. T h e
Price: $ 4 0 0 (V/V).
Fuse, Time (2x100m Coils): Burns 100 seconds per meter; for use with nonelectric
frame c h a r g e h a s a penetration value
Electrical Repair: Specialized tools
blasting caps. May be ignited by any
o f 2 , but automatically c o u n t s a s
for work on electrical appliances, wiring, a n d nonsolid-state e q u i p m e n t .
igniter or by flame, and it can be c o m -
t a m p e d a n d h a s only a c o n c u s s i o n
bined with itself (to set off more than o n e
value of 1 d u e to t h e s h a p e a n d c o m -
cap) or with instant fuse. Wt: 3 kg/coil
position of the c h a r g e .
Price: $25/coil (S/C). Igniter, Fuse (50):
Wt: 2 k g . A weatherproof
Price: $100
Wt: 3 k g . Price: $ 2 7 5 (V/V). Electronic Repair: S a m e as electrical
(—/R).
repair tools, but for work on solid state
pull igniter, which c a n be u s e d to light
Hercules Powder Co. Primercord:
electrical devices such as radios, com-
either instant or t i m e fuses. This ig-
A rope-like plastic explosive u s e d in
puters, etc. It is also used for field expedi-
niter c a n be u s e d in s i m p l e (pull-only
various demolition j o b s . Primercord
ent modificationof solid-state equipment.
trip wire) b o o b y t r a p s . Only o n e trip
c a n b e w r a p p e d a r o u n d conduits o r
Wt: 3 kg.
wire per igniter. It c a n be fixed directly
small girders to sever t h e m , or t a p e d
Price: $ 3 5 0 (V/V).
to a nonelectric blasting c a p . Wt: N e g -
to a wall (in a circle) to blow an entry
ligible Price: $3 ( S / C ) .
hole. It c a n also be u s e d to link other
Excavating Tools: Picks, shovels, mattocks, and so on.
Timer (5): This d e t o n a t o r h a s a
explosive c h a r g e s together for a l m o s t
Wt: 2 0 k g .
digital timer which c a n be set to a n y
i n s t a n t a n e o u s detonation (it will deto-
Price: $ 2 5 0 (V/V).
t i m e from 3 0 s e c o n d s t o 4 8 h o u r s , i n
n a t e other explosives by itself, without
Heavy Ordnance Tools: Special-
3 0 - s e c o n d i n c r e m e n t s . It will fire up to
n e e d for a blasting c a p ) . Primercord
ized tools for u s e in t h e m a i n t e n a n c e
suitable for t h e p u r p o s e of t h e con-
be e r a s e d by exposing t h e m for a
Wt: 2 5 k g .
struction of w e a p o n s from scratch,
certain length of t i m e to certain fre-
Price: $ 2 4 0 0 (—/S).
however.
q u e n c i e s of light), but ROMs c a n be
a n d repair of h e a v y o r d n a n c e .
Wt: 5 kg.
p r o g r a m m e d only o n c e , a n d c a n n o t
wrenches, shims, a stethoscope, and
Price: $ 7 5 0 ( S / C ) .
be c h a n g e d thereafter. Using a ROM
other e q u i p m e n t to o p e n all t y p e s of
Heavy and Tracked Vehicle Tools:
burner is an Average: C o m p u t e r task.
S a m e as wheeled vehicle tools, but for
Installing t h e chip in an electronic
h e a v y a n d t r a c k e d vehicles.
device is an Average: Electronics t a s k .
Lockpick Tools: P i c k s , t o r s i o n
locks. Wt: 0.5 k g .
Wt: 1 5 k g .
ROMs a n d PROMs a r e often p r o -
Price: $ 2 2 0 0 (—/S).
g r a m m e d with c o d e w o r d s and p h r a s e s
containing p o w e r e d m a c h i n e tools,
Wheeled Vehicle Tools: Specialized
which trigger electronic d e v i c e s (like
including a b e n c h grinder, horizontal
tools for repair a n d m a i n t e n a n c e of
a n d vertical boring m a c h i n e s , a mill-
wheeled vehicles. T h e s e vehicle tools
Price: $ 5 0 (—/C). Portable Machine S h o p : A trailer
ing m a c h i n e , metalworking a n d wood-
include s p a r k plug w r e n c h e s , t o r q u e
working lathes, a n d n u m e r o u s other
w r e n c h e s , a g r e a s e gun, a n d so on.
radio d e t o n a t o r s ) . Wt: 2 0 kg. Price: $ 2 7 5 , 0 0 0 (—/R). Radio S h a c k MST 3 0 0 0 Motion
m a c h i n e tools. Exact c o m p o n e n t s a n d
Wt: 10kg.
Detector: An electronic monitor that
u s e s a r e left to t h e discretion of t h e
Price: $ 8 0 0 (V/V).
u s e s doppler shifts in reflected ultra-
referee. It c a n be t o w e d by a n y t r u c k
sonic or infrared w a v e s to detect m o v -
e x c e p t a ¼-ton.
ing objects. W h e n set u p , the device
Wt: 1.75 t o n s . Price: $ 1 2 , 0 0 0 ( S / S ) .
Tojicorp ROM Burner: A device
m u s t be run for at least five m i n u t e s to
u s e d to record a specific p r o g r a m -
allow t h e m a c h i n e to "learn" what its
Power Hand Tools: A selection of
m i n g s e q u e n c e o n t o a c o m p u t e r chip.
s u r r o u n d i n g s look like, a n d adjust it-
powertools including a chainsaw, nine-
T h e c h i p s t h e m s e l v e s a r e quite inex-
self accordingly. After that time, any
inch rotary saw, drill, a n d other electri-
pensive ( $ 2 5 e a c h for a ROM chip,
m o v i n g object larger t h a n a c e n t i m e -
cal tools. Wt: 3 5 k g .
$ 3 5 for a PROM) c o m p a r e d to t h e m a c h i n e required to u s e t h e m . A PROM
ter in a n y o n e dimension will trip t h e
Price: $ 1 2 0 0 (V/V).
( P r o g r a m m a b l e Read-Only M e m o r y )
n e e d e d ) . Motion detectors c a n b e pro-
device ( s p e e d c a n b e adjusted a s
Small A r m s Tools: Specialized tools
o r ROM chip m a y b e p r o g r a m m e d
g r a m m e d to s o u n d an alarm, s e n d a
for u s e in t h e m a i n t e n a n c e a n d repair
with a ROM burner. PROMs c a n be
signal to a switchboard, or activate
of small a r m s . T h e s e tools are not
c h a n g e d (often their p r o g r a m m i n g c a n
another device (like a video c a m e r a or a m i n e ) . IR m o t i o n detectors c a n be s p o t t e d by a n y o n e wearing IR g o g g l e s or similar devices, since t h e y emit b e a m s of IR radiation. Motion d e t e c tors a r e not very useful in a r e a s where t h e r e is c o n s t a n t r a n d o m motion, s u c h as near trees or bushes, due to the unpredictable n a t u r e of s u c h m o v e m e n t . Any constant, regular motion ( s u c h as t h e p e n d u l u m of a clock) will be discounted by t h e detector during setup, however. T h e detector c a n cover an a r e a up to five m e t e r s in radius, but they c a n be programmed to operate in
c h a i n s or lines. Motion detectors on
Radio S h a c k Eavesdropper Moni-
This kit, combined with an electronics
security robots a r e m o r e sophisticated
tor: This is a special radio with an
repair tool kit, permits characters with
than stand-alone models, due to the
integral a u d i o recorder. C a n b e t u n e d
Electronics skill to listen in on cellular
greater anaylitical p o w e r available in
to a n y b u g frequency. It u s e s s t a n d a r d
phones, radios, etc., provided the operat-
t h e r o b o t ' s "brain."
audio recording cartridges.
ing frequency of the device is known.
Wt: 2 k g .
Wt: 0.6 k g .
Wt: 1 kg.
Price: $ 3 6 0 0 (R/S).
Price: $ 5 5 0 ( S / C ) .
Price: $ 4 0 0 (R/C).
Radio S h a c k Eavesdropper I: This
B u g - D e t e c t i n g T o o l s : T h i s kit
X o m a x Audio Recorder (Simple):
is t h e c h e a p e s t , least sophisticated
(about t h e size of a briefcase) contains
This is an inexpensive c a s s e t t e re-
bugging device (it is a b o u t 2x3x1
several sophisticated electronic d e -
corder/player (Indonesia m a k e s the
centimeters, with a three-centimeter
vices designed to detect the m o s t
best o n e s ) , available at a n y shopping
whisker a n t e n n a ) , consisting of a
c o m m o n bugging d e v i c e s a n d par-
mall electronics store. It u s e s standard
c h e a p solid-state transmitter, a s o u n d
tially or completely neutralize t h e m .
audio recording cartridges.
p i c k u p , a n d a small p o w e r supply. It
All b u g s (whether broadcasting or not)
Wt: 0.3 k g .
h a s a r a n g e of 5 0 0 m e t e r s , a duration
emit certain distinctive forms of radia-
Price: $ 7 5 (V/V).
of 24 h o u r s b e t w e e n r e c h a r g e s u n l e s s
tion which c a n be d e t e c t e d if t h e o p -
dbx 1 6 2 X Audio Recorder (Ad-
it is h o o k e d into a building's electrical
erator k n o w s what to look for. O n c e
vanced): This is a sophisticated digital
s y s t e m (an Easy:Electronics t a s k ) ,
located, b u g s c a n b e physically d u g
recording m a c h i n e (Thailand m a k e s
a n d is not voice activated (it b r o a d -
out a n d destroyed, neutralized with
t h e b e s t o n e s ) , c a p a b l e of picking up
c a s t s continuously, which m a k e s it
j a m m i n g signals (a signal generator is
a greater variety of s o u n d s (including
e a s y to find). Any civilian FM radio
included), or m a s k e d with a white
ultrasonic a n d s u b s o n i c ) , playback at
c a n receive t h e signal if t u n e d to t h e
n o i s e g e n e r a t o r (also included).
a variety of s p e e d s , a n d so on. It u s e s
right frequency.
Locating an E a v e s d r o p p e r I b u g
s t a n d a r d audio recording cartridges.
Wt: Negligible.
without t h e s e tools is Difficult: Obser-
Wt: 2 kg.
Price: $ 1 2 0 (C/V).
vation. N o other b u g m a y b e l o c a t e d
Price: $ 7 5 0 ( S / S ) .
Radio S h a c k Eavesdropper II: This
without t h e s e tools.
is a smaller, m o r e sophisticated b u g -
Locating an E a v e s d r o p p e r I b u g
ging d e v i c e t h a n an E a v e s d r o p p e r 1 (it
with b u g detecting tools is E a s y : Elec-
is a c u b e , o n e centimeter on a side,
tronics. Locating an E a v e s d r o p p e r II
with a t h r e e - c e n t i m e t e r whisker a n -
b u g with b u g detecting tools is Aver-
t e n n a ). It h a s a r a n g e of o n e kilometer,
a g e : Electronics. Locating an E a v e s -
a n d a duration of 36 h o u r s of continu-
d r o p p e r III b u g with b u g detecting
o u s b r o a d c a s t i n g (longer if voice acti-
tools is Difficult: Electronics.
vated). Wt: Negligible. Price: $ 4 5 0 ( S / C ) .
Wt: 6 kg. P r i c e : $ 2 4 0 0 (R/C). Wire-Tapping Tools: This kit, c o m -
Radio Shack Eavesdropper III: This is
bined with an electronics repair tool
a very small bug, about the size of a grain
kit, p e r m i t s c h a r a c t e r s with Electron-
of rice, with a three-centimeter whisker
ics skill to t a p into a n d monitor elec-
antenna. It h a s a range of 2 0 0 meters, and
tronic t e l e c o m m u n i c a t i o n s lines (tele-
a duration of 12 hours of continuous
p h o n e , fax, teletype, etc.).
broadcast.
Wt: 2 kg.
Wt: Negligible.
Price: $ 3 0 0 (R/C).
Price: $ 1 1 0 0 ( R / S ) .
Broadcast Monitoring Equipment:
Verdadero Audio Recording Cartridge: A cassette-like device c a p a b l e
Price $ 1 0
be used by corporate executives when
Nikon DLR- 35 Advanced Still Cam-
they are away from their mainframe
of recording up to six h o u r s of s o u n d s
era S e t : This is a sophisticated 3 5 m m
networks except through a phone line.
when p l a c e d in an a p p r o p r i a t e m a -
SLR c a m e r a , a n d a set of professional
When linked to a cellular telephone unit,
chine.
a c c e s s o r i e s (telephoto lenses, f i l t e r s ,
they can communicate with a network
Wt: Negligible.
a n d so o n ) . It u s e s film, unlike t h e
without direct connection.
P r i c e : $ 5 (V/V).
disposable c a m e r a . T h e kit also in-
Wt: 2 kg.
Tojicorp Kapture II Video Record-
cludes a c o m p a c t d a r k r o o m s e t u p to
Price: $ 4 5 0 0 ( R / C ) .
ing Camera: This is a digital video
e n a b l e t h e user to d e v e l o p a n d print
Tojicorp VHC13 Cellular Telephone
c a m e r a / r e c o r d e r c a p a b l e of record-
p h o t o g r a p h s . Everthing c o m e s p a c k -
Unit: This is a portable telephone linked
ing both audio a n d video.
a g e d in a p a d d e d shoulder b a g .
to a global wireless telephone network.
Wt: 4 kg.
Wt: 3 kg.
Wt: 1 kg.
Price: $ 5 0 0 (C/C).
Price: $ 8 5 0 ( C / C ) .
Price: $ 8 0 0 ( C / C ) .
Kodak-Disney EZ S n a p Still Cam-
Nikon Special Vision Adaptor: This
Zeiss-Krupp Z K - 1 9 5 6 P S D Por-
era: This is a fixed focal length, plastic,
is a device to allow an a d v a n c e d still
table Satellite Downlink S u b s y s t e m :
disposable instant c a m e r a ( m a d e in
c a m e r a or video c a m e r a to be at-
A o n e - m e t e r dish a n t e n n a s y s t e m
Singapore). No film to buy (it's inside);
t a c h e d to an IR s c o p e , starlight s c o p e ,
permitting radio c o m m u n i c a t i o n via a
you take the whole shebang to a fast
or i m a g e intensifier.
g e o s y n c h r o n o u s satellite with practi-
photo developing booth at the mall, drop
Wt: Negligible.
cally a n y location in t h e world when
the camera in the slot and out c o m e the
Price: $ 1 5 ( S / C ) .
linked into a p r o p e r radio in p l a c e of
24 pictures five minutes later (develop-
Fuji Film, Conventional (Color/
t h e n o r m a l a n t e n n a . It requires five
ment and printing fees are included in the
B&W): This is film for use in the ad-
m i n u t e s to erect a n d align, two min-
price of the camera).
vanced still camera. It is a 24-exposure of
u t e s t o dismantle.
Wt: 0.3 k g .
3 5 m m professional quality film.
Wt: 4 kg.
Wt: Negligible.
Price: $ 1 2 , 0 0 0 (R/S).
Price: $8 (V/V).
S o n y Global FAXMan Portable
Verdadero Video Cartridge: This is
F a c s i m i l e Machine: C o n n e c t e d to a
a c a s s e t t e for u s e in t h e video c a m e r a ,
r a d i o o r cellular p h o n e , t h i s e n a b l e s
a n d c a n record both audio a n d video
d o c u m e n t s to be sent and received
signals.
in r e m o t e l o c a t i o n s .
Wt: 0.2 k g .
Wt: 6 kg.
Price: $ 1 2 ( C / C ) .
Price: $ 1 8 0 0 ( C / C ) .
G E 9 0 0 0 Personal Computer: In
Miltech Ltd. Model IX Scrambler/
the present world situation, few p e o p l e
Descrambler: Used with t e l e p h o n e or
h a v e n e e d of sophisticated personal
voice radio unit, this s c r a m b l e s con-
c o m p u t e r s . Only a few m e m b e r s of
versation to seemingly r a n d o m noise
t h e middle class u s e t h e m , for free-
a t t h e transmitter a n d b a c k t o conver-
lance engineering, writing, art, graphic
sation at t h e receiver. Both transmitter
design, a n d s o on.
and receiver must be programmed to the
Wt: 8 kg.
s a m e preset scrambler code, otherwise
Price: $ 6 5 0 0 ( S / C ) .
they do not work.
Zenith F X 2 Portable Computer:
A sophisticated c o m p u t e r analysis
T h e s e small, portable c o m p u t e r s about
c a n d e s c r a m b l e a particular conver-
t h e size of a n o t e b o o k , a n d designed to
sation within h o u r s , a n d o n c e t h e
s c r a m b l e p a t t e r n is known, it c a n be
internal battery will power t h e b r o a d -
battery, a n d requires 30 s e c o n d s to set
used to program another scrambler
c a s t for 18 h o u r s , a n d c a n be started
up and tune.
with t h e s a m e c o d e .
with an internal timing circuit up to 72
Wt: Negligible. Price: $ 2 0 0 0 ( R / S ) .
h o u r s after e m p l a c e m e n t . Wt: 1 kg.
Wt: 5 kg. Price: $ 3 0 0 0 ( C / C ) . Miltech Ltd. 2 k m Hand Radio: Also
Price: $ 1 8 0 0 ( S / C ) .
k n o w n as a
Tojicorp Discreet Micro-Transpon-
small, readily portable radio similar to
and interception by shifting a m o n g
der: Asmaller, m o r e expensive version of
t h e OS A N / P R C - 6 8 or Soviet R-126.
several preset frequencies at preset
the transponder described above, with a
Powered from internal batteries.
intervals. Unless a listener k n o w s t h e
one-kilometer range (it can't be hooked
Wt: 0.5 k g .
frequencies a n d intervals, they c a n -
up to an antenna, however). This device
Price: $ 2 5 0 ( C / C ) .
Tandy Jackrabbit Frequency-Hopping Radio: This radio resists jamming
walkie-talkie, this is a
not r e m a i n l o c k e d o n t o t h e signal. All
is about the size of an aspirin tablet, and
Miltech Ltd. 5 / 2 5 k m Manpack/
sets in a s y s t e m m u s t be synchronized
o n e side is self-adhesive (peel off the
Vehicular Radio: Small, portable ra-
in order to c o m m u n i c a t e .
backing paper and stick it in place) for
dio similar to t h e US AN/PRC-77 or
Wt: 10kg.
attachment to a car bumper or whatever.
Soviet R - 1 0 7 . Powered from internal
Price: $ 8 0 0 ( R / S ) .
Removing the device from its plastic
batteries (for five-kilometer range) or
Miltech Ltd. ITR-VD Individual Tac-
carrying c a s e activates it, a n d t h e internal
a vehicle (25-kilometer r a n g e ) .
tical Radio: A small radio of limited
battery will last for six h o u r s . It is
Wt: 5 k g
r a n g e ( o n e kilometer) d e s i g n e d t o b e
rechargable by anyone with Electronics
Price: $ 8 0 0 ( C / C ) .
u s e d by small g r o u p s w h o require
skill and an electronics tool kit.
Miltech
Ltd.
5/25km
Secure
precise coordination a n d hands-free
Wt: Negligible.
Manpack/Vehicular Radio: A small,
operation. The radio consists of a voice-
Price: $ 1 8 0 0 (—/S).
portable radio similar to t h e AN/PRC-
activated throat m i k e ( s t r a p p e d over
Teledyne S I 9 6 5 B Radio Direction
70 (US). Powered from internal bat-
t h e larynx), a h e a d s e t with b o n e - c o n -
Finder: A specialized radio reciever
teries (for five-kilometer r a n g e ) or
duction e a r p h o n e s , a n d a battery c a s e
d e s i g n e d t o d e t e r m i n e t h e specific
(usually carried in a shirt p o c k e t ) .
direction a particular radio b r o a d c a s t
This radio is hands-free, and allows
is c o m i n g from. T h e s e are useful for a
t h e wearer to hear more-or-less nor-
variety of t a s k s . Getting a directional
mally when in use. T h e set also incorpo-
fix using o n e of t h e s e is a t a s k (Easy:
rates a manual "beeper" button, enabling
Electronics) a n d requires 3 0 s e c o n d s
morse signalsto be sent if the sender does
(provided t h a t t h e signal s t a y s on the
not want to speak. These are relatively
air that long). T h e result is a c o m p a s s
sophisticated radios, and are more ex-
bearing, not a distance. Two or t h r e e
pensive than the normal walkie-talkie.
s u c h R D F units, s p a c e d far apart, c a n
Wt: 0.5 k g .
get two or m o r e bearings for triangu-
Price: $ 5 5 0 (S/R).
lation of a b r o a d c a s t s o u r c e .
Tojicorp Tagalong Transponder: Special radio transmitter d e s i g n e d to
Wt: 2 kg. Price: $1500 (C/C).
b r o a d c a s t a specific signal at a s p e -
Shure S M 8 0 & D Directional Micro-
cific frequency to provide a h o m i n g
phone: Also called a "shotgun mike,"
b e c o n for p i c k u p aircraft, radiation
this is a device which p e r m i t s t h e u s e r
h o m i n g missiles, etc. T h e device h a s
t o electronically e a v e s d r o p o n n o r m a l
a o n e - k i l o m e t e r r a n g e without an-
conversations at r a n g e s of up to 5 0 0
t e n n a , 10 k i l o m e t e r s with a n t e n n a . Its
m e t e r s . It functions off an internal
does not improve the chance to hit.
vehicle (25-kilometer r a n g e ) . Includes
Wt: 0.5 k g .
a n integral s c r a m b l e r / d e s c r a m b l e r
Price: $ 7 5 (V/V).
Wt: 2 kg.
(conversations c a n only be under-
GE 2 5 x Image Intensifier: Allows
Price: $ 1 2 5 0 ( R / S ) .
stood by a n o t h e r unit with a s c r a m -
t h e u s e r to s e e in very little light.
Miltech Ltd. Multiband IR G o g g l e s /
bler/descrambler).
Powered from internal batteries. T h e s e
UV Goggles: Powered from internal
act a s binoculars, also.
batteries. IR g o g g l e s allow t h e user to
Wt: 10 kg. Price: $1100 (S/C). Miltech Ltd. 5 0 k m Vehicular Radio: Vehicular radio similar to CIS A N / VRC-12. Powered by a vehicle. Wt: 15 kg.
Wt: 1 k g .
s e e at night by m e a n s of infrared (IR)
Price: $ 2 5 0 0 (R/S).
light. T h e UV g o g g l e s work essentially
Weaver M - 2 2 T e l e s c o p i c Rifle
t h e s a m e , a n d allow t h e user t o s e e a t
Sight: May be a t t a c h e d to a n y rifle (Difficult: Small A r m s (Rifle)). If a
night by m e a n s of ultraviolet light. Wt: 0.5 k g .
P r i c e : $ 1 2 0 0 (C/V).
s c o p e is m o u n t e d , a d d 15 to the printed
Miltech Ltd. 5 0 k m Secure Vehicu-
r a n g e for t h e rifle w h e n conducting
Miltech Ltd IRS-T4 IR Spotlight:
Price: $ 8 5 0 (R/C).
lar Radio: A vehicular radio c a p a b l e of
a i m e d s h o t s . In addition, a i m e d s h o t s
Powered by a vehicle. IR g o g g l e s m u s t
s c r a m b l e d b r o a d c a s t s . P o w e r e d by a
at e x t r e m e r a n g e a r e c o n d u c t e d as if
b e u s e d t o s e e b y this light.
v e h i c l e , with i n t e g r a l s c r a m b l e r /
at long r a n g e for hit determination.
Wt: 3 k g .
descrambler.
S c o p e s h a v e no effect on quick s h o t s .
Price: $ 5 0 0 0 (R/C).
Wt: 1 5 kg.
Wt: 0.5 k g .
Price: $ 1 4 5 0 ( S / C ) .
Price: $ 7 5 0 ( C / C ) .
White Light Spotlight: Powered by a
Martin D y n a t e c h D e e r Stalker
Teledyne Catseye Starlight S c o p e :
vehicle.
Powered from internal batteries. May
Wt: 5 k g .
Zeiss-Krupp 4x Binoculars: Allows
be a t t a c h e d to a rifle (Average: Small
Price: $ 1 0 0 (V/V).
t h e user t o s e e longer d i s t a n c e s t h a n
A r m s (Rifle)), m a k i n g direct fire p o s -
normal.
sible at night, but it is not telescopic and
Gruman D3 Geiger Counter: Detects nuclear radiation. Powered by internal batteries. Wt: 0.5 k g . Price: $ 5 0 0 ( C / C ) . Miltech P S D M 1 7 Gas Mask: A standard g a s m a s k u s e d a r o u n d t h e world. Similar to US military m o d e l s . Wt: 1 kg. Price: $150 (S/C).
RamTech Bodyguard Kevlar (Ballistic Nylon) Vest: This t y p e of b o d y a r m o r is intended to provide protection from fragments, not to protect
a g a i n s t direct hits from small a r m s . Wt: 4 kg. Price: $ 8 0 0 ( S / C ) . Security Industries Flak Jacket: This t y p e of b o d y a r m o r is intended to provide
protection from fragments,
not direct hits from small a r m s . Wt: 8 kg. Price: $ 4 0 0 (R/C). Miltech Ltd. KV1 Kevlar (Ballistic Nylon) Helmet: This is intended to provide
protection from fragments,
not direct hits from small a r m s . Wt: 0.5 k g .
Price: $ 1 0 0 0 (R/C).
w h o h a v e served a t least o n e t e r m a s
Price: $ 1 0 0 ( S / C ) .
Antivenin Autoinjector: A specially
paraphysicists, or as a refill for a para-
Garcia-Seguro S t e e l Helmet: This
built, o n e - u s e autoinjector designed
physicist's field kit (described below). Wt: Nil.
is intended to provide protection from
to administer the correct d o s e of a
fragments, n o t direct hits from small
specially designed generic antivenin
Price: Special (—/—).
arms.
in c a s e of snakebite, m a n t i c o r e sting,
Pain-Reliever, Mild ( 1 0 0 Units): Oral (pill) form only.
Wt: 1 kg.
e t c . An autoinjector is essential to
Price: $ 5 0 (C/V).
e n a b l e t r e a t m e n t of poison to p r o c e e d
Wt: 0.5 k g .
RamTech Close A s s a u l t Armor:
(a doctor's medical kit is a m p l y s u p -
Price: $ 5 0 0 (C/V).
Improved, but bulky b o d y a r m o r in-
plied with t h e s e ) .
corporating additional layers of Kevlar
Wt: 0.3 k g .
Sedative, Mild ( 1 0 0 Units): Oral (pill) form only.
a n d m e t a l / c e r a m i c plate inserts. It
Price: $ 4 5 (R/S).
Wt: 0.5 k g .
protects c h e s t a n d a b d o m e n with a n
Empathy Booster Drug: E m p a t h y -
Price: $ 5 0 0 (C/V).
a r m o r value of 2, a r m s a n d legs with
boosting d r u g s a d d a t e m p o r a r y +1 to
a value of 1. B e c a u s e of t h e a r m o r ' s
all E m p a t h y skills for 2 D 6 + 3 h o u r s
Sedative, Strong ( 1 0 0 Units): Liquid (for injection) form only.
bulk, w e a r e r s m a y not m o v e faster
(rolled for e a c h injection). Referees
Wt: 0.5 k g .
t h a n a trot. All t a s k s b e c o m e o n e level
should k e e p t h e length of t h e d r u g ' s
Price: $ 5 0 0 ( S / C ) .
m o r e difficult for w e a r e r s of this ar-
effective period a secret, but c a n allow
Blood, Whole (1 Unit):
mor.
t h e c h a r a c t e r to feel t h e power w e a k -
Wt: 0.5 k g .
Wt: l 6 kg. Price: $1200
(—/S)
ening for 10 m i n u t e s or so before it
Price: $ 2 5 (—/C).
c u t s off completely. Doubling t h e d o s e
Plasma (1 Unit):
gives a t e m p o r a r y +3 to all E m p a t h y
Wt: 0.5 k g .
skills for t h e s a m e r a n d o m period, but
Price: $ 1 0 (—/C).
A n e s t h e t i c , Total ( 1 0 0 Units):
also r e d u c e s Initiative a n d Willpower
Surgical Instruments: S c a l p e l s ,
Available in t w o forms: liquid (for in-
by 1 point e a c h for t h e s a m e duration.
forceps, h e m o s t a t s , c l a m p s , a n d other
jection) a n d g a s .
Injection of m o r e t h a n six d o s e s in a
tools for major surgery.
Wt: 0.1 k g .
2 4 - h o u r period, or m o r e t h a n a double
Price: $ 1 0 0 0 ( R / C ) .
d o s e , c a u s e s u n c o n s c i o u s n e s s last-
Price: $ 2 5 0 0 (R/C).
Anesthetic, Local ( 1 0 0 Units): Avail-
ing 1D6 h o u r s . E m p a t h y booster c a n -
Steri-Med Personal Medical Kit:
not b e bought, but c a n only b e o b -
An individual's first aid kit. Includes
tained in 1 0 - d o s e units by c h a r a c t e r s
b a n d a g e s , o n e unit of antibiotic, a n d
able only in liquid form (for injection) Wt: 0.5 k g .
Wt: 5 kg.
other first aid materials. This kit is
T h e pain relievers a n d sedatives en-
lung t a n k s , tires, rafts, a n d other items
u s e d up in o n e first aid operation.
able t h e u s e r t o relax t e s t subjects.
n e e d i n g c o m p r e s s e d air.
Wt: 0.2 k g .
T h e following t a s k s require t h e kit:
Price: $ 1 0 0 (V/V).
Detecting e m p a t h i c talents in a c o -
Wt: 4 5 k g . Price: $ 2 0 0 ( C / C ) .
BroMenn Corporation D o c t o r ' s
operative subject is E a s y : E m p a t h y .
Air Tank, Aqualung: For u s e with
Medical Kit: Medical e q u i p m e n t a n d
Detecting e m p a t h i c talents in an un-
a q u a l u n g . C a n be refilled in five min-
drugs. Includes 10 units of e a c h drug
cooperative subject is Average: E m -
u t e s with a c o m p r e s s o r .
t y p e , plus b a n d a g e s a n d tools for mi-
pathy. Making t h e a t t e m p t at a r a n g e
Wt: 5 k g .
nor surgery.
of greater t h a n five m e t e r s m a k e s t h e
Price: $ 1 0 0 (C/C).
Wt: 5 k g .
t a s k o n e level m o r e difficult (10 m e t e r s
P e p s i c o Merlite Aqualung: Two
Price: $ 1 0 0 0 (—/C).
is t h e m a x i m u m r a n g e for t h e at-
c o m p r e s s e d air t a n k s , f i n s , m a s k , a n d
Alba Industries Paraphysicist's
t e m p t ) . Detecting e m p a t h i c talents in
regulator. O n e t a n k contains e n o u g h
Field Kit: This is a b l a c k b a g contain-
a n o n h u m a n subject is o n e level m o r e
air for 30 m i n u t e s underwater. Up to
ing simple e q u i p m e n t for a n u m b e r of
difficult.
two m a y be c o n n e c t e d to a single
e m p a t h i c detection t e s t s (cards, c r y s -
Wt: 5 k g .
tals, etc) a n d a small quantity of d r u g s
Price: Special (—/—).
regulator for u s e . Wt: 12 kg.
( 1 0 d o s e s e a c h of mild p a i n reliever,
Price: $ 3 0 0 ( C / C ) .
mild sedative, strong sedative a n d
Grapple: This is a multiple-pronged
E m p a t h y booster) a n d h y p o d e r m i c syringes. T h e kit c a n n o t be bought; it
20-Liter Jerrycan: For fuel a n d other liquids.
h o o k d e s i g n e d to be u s e d at t h e e n d of a length of r o p e to assist in climbing
is obtained free of c h a r g e by serving
Wt: 1 kg ( e m p t y ) .
walls, e t c . It c a n be thrown as any
o n e t e r m as a paraphysicist. Refills are
Price: $ 2 5 (V/V).
other object, but c o u n t s as two kilo-
obtained free of c h a r g e after e a c h
Bezubovo Ventures Desert Wind
g r a m s instead of only o n e ( b e c a u s e of
Four-Man Tent:
t h e r o p e also a t t a c h e d ) . S o m e m o d e l s
tion) t h r o u g h t h e p a r a p h y s i c i s t s nor-
Wt: 1 2 k g .
a r e d e s i g n e d to fold, collapse, or oth-
m a l c o n t a c t s (players m a y not a c c u -
Price: $ 1 0 0 (C/C).
erwise dismantle for e a s e of transport.
m u l a t e m o r e t h a n o n e kit's worth).
10-ManTent:
Wt: 1 kg.
The empathic test equipment enables
Wt: 3 5 kg.
Price: $ 6 0 ( C / C ) .
a d v e n t u r e (or at t h e referee's discre-
t h e trained u s e r t o detect e m p a t h i c
Price: $ 2 5 0 ( S / S ) .
talent in other c h a r a c t e r s or c r e a t u r e s .
Air Compressor: For filling a q u a -
Horse Tack: S a d d l e , bridle, straps, stirrups, s a d d l e blanket, a n d s o on. Wt: 10 kg. Price: $ 5 0 ( C / C ) . Liquid Nitrogen Cylinder: For cooling various lasers. Wt: 1 kg. Price: $45
(—/R).
Pack Saddle: A s a d d l e especially d e s i g n e d for c a r g o . Wt: 5 kg ( e m p t y ) . Price: $ 4 0 (C/C). Pepsico Eelcraft Raft, Inflatable: Inflates using an air c o m p r e s s o r in two m i n u t e s , or u s i n g h a n d - p u m p in 10 m i n u t e s . Capacity is 1 0 0 0 kilograms.
Wt: 3 0 k g .
Includes poles, skis, boots, and binders. Wt: 8 kg.
Ford-Revlon Moray Rebreather: A
Price: $ 2 5 0 ( C / C ) .
device which a b s o r b s c a r b o n dioxide
Steri-Med
Wt: 0.1 kg per set of three. Price: $ 7 5 per set of t h r e e (—/S).
Price: $ 5 0 0 ( C / C ) .
One
Rope: This is high-quality, 1 l m m Count
Tranq
d i a m e t e r climbing a n d rappelling line.
from exhaled air a n d b l e e d s p u r e oxy-
Autoinjectors: Similar to t h e atropine
Wt: 5 kg per coil.
g e n into it. O n e o x y g e n t a n k is u s e d at
autoinjectors u s e d a s anti-nerve a g e n t
Price: $ 1 0 0 per 5 0 m coil (V/V).
a time with it, a n d it c o n t a i n s e n o u g h
injectors by t h e US Army, but l o a d e d
for 30 m i n u t e s underwater. Fins a n d a
with a fast-acting tranquilzer drug,
m a s k a r e included.
t h e s e devices were originally m a d e for
Handcuffs: Used for the physical
Wt: 1 0 k g .
u s e b y m e n t a l hospitals a n d police.
restraint of undesirables, t h e s e c o m e
Price: $ 4 0 0 ( C / C ) .
Applied to an unresisting target ( o n e
in two t y p e s : t h e metal, reusable kind
Rebreather Recharge Kit: For u s e
surprised o r s u b d u e d b y u n a r m e d
(unlocked with a k e y ) a n d the plastic,
with t h e rebreather. This kit includes a
c o m b a t ) , it hits t h e b o d y p a r t of t h e
disposable kind (these t h e s e m u s t be
c a n of c a r b o n dioxide a b s o r b e n t a n d a
u s e r ' s c h o i c e . Resisting t a r g e t s m u s t
cut off). Applying handcuffs c o u n t s as
small t a n k of p u r e o x y g e n ( e n o u g h to
b e s u b d u e d using u n a r m e d c o m b a t
an action, a n d t a k e s five s e c o n d s .
r e c h a r g e a rebreather for 30 m i n u t e s
before t h e injector c a n be applied.
underwater).
As with t r a n q d a r t s , a hit in a n y p a r t
Wt: 0.2 kg (metal); 0.001 kg (plastic). Price: $ 2 0 (metal) (S/C); $2 (plas-
Wt: 5 kg.
of t h e b o d y will be effective eventually,
Price: $ 1 0 0 ( C / C ) .
but s o m e a r e a s give faster results t h a n
Laser Sight: A laser sight is mounted
Road Flare: This is a simple pyro-
others. Head hits result in instant un-
a t o p a w e a p o n in t h e s a m e way as a
technic device intended for e m e r g e n c y
c o n s c i o u s n e s s . Chest a n d a b d o m e n
telescopic sight, a n d m u s t be carefully
signaling a n d illumination p u r p o s e s .
hits result in u n c o n s c i o u s n e s s after
fitted a n d sighted in (Average: Small
When ignited, it generates an extremely
1D6÷2 p h a s e s ( 5 - 1 5 s e c o n d s ) . A limb
A r m s (Rifle or Pistol)), a t a s k requiring
bright light (radiating slightly into t h e
hit requires t h e target to m a k e an
3 0 m i n u t e s a n d 1 0 r o u n d s . T h e laser
UV s p e c t r u m ) , and e n o u g h h e a t to be
Average: Constitution roll, s u c c e e d -
is adjusted to put a red dot on the
a s o u r c e of ignition.
ing t o stay a w a k e e a c h p h a s e . T h e
target at t h e point of i m p a c t for that
Wt: 0.3 k g .
drug will t a k e effect e v e n if t h e injector
particular w e a p o n , a n d hitting t h e tar-
Price: $ 1 0 (V/V).
is r e m o v e d immediately.
Tranq
get b e c o m e s easier (although it still
Silencer/Supressor: A kit of p a r t s
autoinjectors also affect d o g s in t h e
requires s o m e skill). Ultraviolet and
s a m e way as tranq darts.
infrared laser versions exist.
which, when fitted to a firearm, r e d u c e s t h e s o u n d of t h e d i s c h a r g e . Nothing c a n completely eliminate t h e s o u n d of a w e a p o n firing. T h e r e is always s o m e s o u n d , e v e n from t h e best of s i l e n c e d / s u p r e s s e d w e a p o n s , e v e n if its only t h e clack of t h e action a n d t h e click of t h e h a m m e r falling. Weight a n d price below do not include t h e w e a p o n . Price includes t h e cost of a g u n s m i t h ' s modification (revolvers c a n n o t b e silenced). Wt: 0.5 kg (pistol), 1 kg (SMG/rifle) Price: $1000 (S/C) Epoke-Rosignoll Cross-Country Skis:
tic) (S/V).
Laser sights m a y be fitted to any small
( w e a p o n s of bulk 3 c a n be c o n c e a l e d
arm, and can only be used in semiauto-
u n d e r a long raincoat or similar gar-
matic fire. Laser sights m a y only be used
m e n t , but shoulder holsters a r e not
Flashlight: P o w e r e d by internal batteries. Wt: 0.2 k g .
at 40 meters or less, and enable up to
m a d e for t h e m . . . w e a p o n s of greater
Price: $ 2 0 (V/V).
three shots fired during a p h a s e to count
bulk t h a n 4 cannot be concealed). The
Mountainaire Sleeping Bag:
as aimed shots instead of only the first o n e
harness provides a holster for the weapon
Wt: 4 k g .
(all other shots fired in the p h a s e count as
and space for two extra magazines (or
Price: $ 5 0 (V/V).
quick shots). All other modifiers (move-
two to three quickloaders, if a revolver).
ment by target, movement by firer, etc.)
Spotting a shoulder holster is an Average:
still apply.
Observation task. A thorough frisk will
Wt: 6 kg.
always reveal its presence, however.
Price: $ 1 0 0 (C/Q).
Wt: 1 k g . Price: $ 8 0 0 ( S / C ) .
Wt: 1 kg.
A N / P A Q - 4 A IRLS/AUard Tech-
Price: $ 5 0 (C/C).
Big Ben Thermal Fatigues: Includes boots, s o c k s , etc.
Grizzly Parka: Includes overboots, socks, etc.
nologies Espion UV Laser Sight: T h e
Bianchi Small Concealed Holster: A
AN/PAQ-4A is an infrared laser ver-
holster designed to hold a pistol of bulk 0
Wt: 3 k g . Price: $ 1 5 0 (Q/Q).
sion of t h e laser sight, m e a n i n g that
in a position where it can be concealed.
only t h o s e wearing IR g o g g l e s c a n s e e
Such holsters can be fastened around an
t h e dot (the firer, of c o u r s e , requires
ankle, clipped to a waist belt or b r a s -
T h e s e alien artifacts c a n n o t be pur-
such goggles—not included in the price
siere, or c o n c e a l e d in s o m e other s p o t
c h a s e d , a n d t h u s prices a n d availa-
or weight given below). T h e Allard
u p o n t h e person. Such holsters do not
bilities are not given for t h e m . E a c h
Espion is a UV version, a n d requires a
hold extra ammunition or magazines.
weighs o n e kilogram, although this is
UV version of the g o g g l e s or a similar
Spotting such a holster is a Difficult:
of i m p o r t a n c e only to c h a r a c t e r s who
vision device ("sunglass"/visor ver-
Observation task. A thorough frisk will
h a v e a c c u m u l a t e d several. All h a n d s
sions could conceivably be built).
boost this to Easy: Observation.
fit s t a n d a r d wrist c o n n e c t o r s (installed
Wt: 3 kg.
in p l a c e of the c h a r a c t e r ' s normal
Price: $ 1 8 0 0 (—/S).
Price: $ 1 5 (C/C).
h a n d a s part o f t h e cyborg e s c a p e e
Serengeti S u n g l a s s e s : Available
Grizzly Field Pack: A p a c k is c a -
career) a n d c a n n o t function when not
in a variety of lens colors, frame col-
p a b l e of carrying up to 30 kilograms
h o o k e d u p t o o n e . Cyber h a n d s draw
ors, a n d styles, Serengeti Vermillions
of e q u i p m e n t . Weight given is empty.
power from t h e b o d y of t h e wearer by
Wt: 1 k g .
(a style with reddish tinted lenses)
Wt: 2 kg.
m e a n s of a sophisticated a n d totally
h a v e b e c o m e an unofficial b a d g e of
Price: $ 2 0 (V/V).
mysterious thermocouple system.
opposition to t h e Dark Lords in s o m e p l a c e s . T h e price below is for a stylish pair with b o o s t e d UV blocking c a p a c ity a n d a logo stenciled on o n e lens.
Range
Weapon
Wt: Negligible.
Power Hand
Price: $ 3 0 0 ( S / C ) .
Chainsaw Hand
S S
Bianchi Shoulder Holster: This t y p e of holster is specially d e s i g n e d to be
Hit Mod. —
Damage
Value
2D6+Strength
—
2D6+Strength
Blade Hand
S
+2
lD6+(Strength/2)
Torch Hand
S
—
3D6
worn u n d e r a j a c k e t or loose shirt/ Recoil
blouse, holding t h e w e a p o n c l o s e against t h e b o d y for m a x i m u m c o n -
Weapon
c e a l m e n t . It w o r k s only with pistols
Gun Hand
a n d SMGs having a bulk of 2 or less
ROF
Dam
Pen
Blk
Mag
SS
Brst
5
2
Nil
0
8
5
7
Rng 20
Basic h a n d s o c c u r in left a n d right
n o r m a l gripping strength t o b e exer-
t r a c t e d is a m y s t e r y ) .
versions, all o t h e r s m a y be fitted to
cised, but retains t h e sensitivity of t h e
Tentacle-Fingers Hand: This h a n d
either a r m a s n e c e s s a r y (the h a n d s
n o r m a l h u m a n h a n d . W h a t this m e a n s
a p p e a r s to be a n o r m a l basic h a n d ,
automatically perform t h e n e e d e d a d -
in practice is up to t h e referee, but b e a r
but e a c h finger a n d the t h u m b c a n b e
j u s t m e n t s ) . Many c o m e with natural
in m i n d t h a t this d o e s not permit the
t e l e s c o p e d to form a t e n t a c l e up to
appearing plastic coverings that m i m i c
character to lift any greater load than
t h r e e m e t e r s in length. E a c h tentacle
h u m a n skin (automatically adjusting
normally, merely to grip or crush things
h a s the strength of a normal h u m a n arm,
t h e m s e l v e s t o t h e skin color a n d a g e
normally uncrushable.
of t h e w e a r e r ) .
and the hand can be used for climbing,
Chainsaw Hand: This attachment is a
grappling, a n d a thousand other uses
All h a n d s c a n be dismantled, but
30-centimeter chainsaw, evidently in-
limited only by the imagination of the
their inner workings are u n f a t h o m a b l e
tended for use by construction workers,
character and the generosity of the ref-
to the present-day h u m a n mind.
but also a devastating melee weapon. It
eree.
Basic: T h e b a s i c c y b e r h a n d dupli-
is not normal in appearance.
Gun Hand: This h a n d a p p e a r s to be
c a t e s t h e a p p e a r a n c e , function, a n d
Blade Hand: This h a n d a p p e a r s to
a n o r m a l b a s i c h a n d , b u t t h e index
capabilities of a n o r m a l h u m a n h a n d .
be a n o r m a l basic h a n d , but e a c h
(first) finger c o n t a i n s a pistol m e c h a -
To t h e c a s u a l g l a n c e , it c a n n o t be
f i n g e r a n d t h e t h u m b contain 1 0 cen-
n i s m . T h e finger flexes normally when
distinguished from a n o r m a l h a n d (it
timeter-long, razor-sharp b l a d e s which
n o t firing, although it m u s t be held
feels w a r m to t h e t o u c h ) , but a c l o s e
m a y be e x t e n d e d at will. W h e n re-
straight for t h e w e a p o n to be u s e d . T h e
e x a m i n a t i o n will reveal its true n a t u r e .
tracted, t h e h a n d a p p e a r s to be a
hand fires standard 9 m m P ammuni-
Power Hand: A n o r m a l - a p p e a r i n g
n o r m a l h u m a n h a n d (how t h e f i n g e r s
tion, retaining t h e c a s i n g s inside for
cyber h a n d allows u p t o 1 0 t i m e s t h e
r e m a i n flexible with t h e b l a d e s re-
disposal during reloading. W h e n re-
loading, e a c h r o u n d m u s t b e inserted
tains 100 m e t e r s of cable, which c a n
separately.
be reeled in or out at will, a n d is strong
six h o u r s of "rest" r e s t o r e s 30 s e c o n d s
Tractor/Pressor Hand: This h a n d
e n o u g h t o s u p p o r t u p t o 2 0 0 kilo-
of capacity.) It is not n o r m a l in a p p e a r -
allows the u s e r to attract a n d repel
g r a m s (the a t t a c h m e n t t o t h e wearer's
a n c e . W e a p o n stats are noted o n p a g e
objects of up to 10 k i l o g r a m s in weight
a r m is t h e limiting variable here). T h e
274.
( s u s p e n d i n g t h e m in t h e air), or d r a g /
h a n d c a n function as a grappling hook,
Utility Hand: This is a heavy duty
p u s h heavier objects ( u p t o 1 0 0 kilo-
wherever t h e r e is a h a n d h o l d c a p a b l e
h a n d which duplicates t h e functionsof
g r a m s in weight). M a x i m u m r a n g e for
of supporting it. This h a n d c a n be u s e d
a b a s i c tool kit. It is not normal in
this effect is 10 m e t e r s a n d t h e object
t o d e s c e n d a s well a s a s c e n d .
appearance.
turns) of c o n s t a n t operation. ( E a c h
m u s t be in sight of t h e user. Duration
Picklock Hand: This h a n d e n a b l e s
Fine Utility Hand: This h a n d con-
is four t u r n s p e r 24 h o u r s (with o n e
t h e user to o p e n locks as if in p o s s e s -
tains n u m e r o u s a t t a c h m e n t s for very
spent turn being regained per six h o u r s
sion of a set of lockpick tools. T h e
delicate electronics, a n d c a n be used
of "rest"). T h e m e a n s by which this is
internal m i c r o p r o c e s s o r contains p r o -
as if it were an electronics tool kit. It is
acomplished is unknown.
gramming equivalent to Lockpick 3 skill.
not n o r m a l in a p p e a r a n c e .
This h a n d a p p e a r s to be a basic h a n d in all other r e s p e c t s . Grapple Hand: This n o r m a l - a p p e a r -
The hand can open conventional key
Surgical Hand: This h a n d c o u n t s as
locks, combination locks, or electronic
a s e t of surgical i n s t r u m e n t s . Its
locks. It is not normal in appearance.
miniturized m i c r o p r o c e s s o r c o n t a i n s
ing h a n d c a n b e f i r e d u p t o 2 0 m e t e r s
t h e equivalant of Medical 4 skill, en-
Torch Hand: This h a n d is a laser
in a n y direction, c o n n e c t e d to t h e
cutting/welding torch, incorporating
abling n o n d o c t o r s to perform surgery
u s e r ' s a r m by m e a n s of a length of
internal c a p a c i t o r s w h i c h c o n t a i n
a s long a s they a r e wearing t h e h a n d .
extremely strong cable. T h e h a n d con-
power e n o u g h for two m i n u t e s (four
It is not n o r m a l in a p p e a r a n c e .
The following notes explain the headings on the weapons cards and notations in the weapon card statistics. Note that magazines and ammunition (and tripods for machineguns and grenade launchers) must be purchased separately, and are not counted into weight or price. Ammo: This lists the type of ammunition used. Mag (Magazine): All small arms have a Mag listing (short for magazine) which consists of a number and, in some cases, a letter code. This shows the type of feed device used for ammunition in the weapon and the number of rounds in it. The most common form of feed device in small arms is a box magazine which attaches through the stock or pistol grip. Weapons with no letter code after their Mag value are fed by box magazines, each of which contain the number of rounds shown. One reload action is sufficient to detach an empty box magazine and insert a full one. Other forms of feed devices are noted by letter code as explained below: R (Revolver): A revolver's feed device is a nondetachable revolving cylinder which usually holds six bullets. If loaded individually, three bullets can be put into the cylinder per reload action. If a quickloader is available (a circular clip holding six cartridges which enables all six to be dropped into the open cylinder at once), one reload action is sufficient to reload the weapon. i (Individual): Weapons with nondetachable magazines, particularly underbarrel tubular magazines, often have to be reloaded one shell at a time. Up to three bullets may be loaded into an individual-class feed device per reload action. B (Belt): T h e w e a p o n , either a machinegun or automatic rifle, is fed by a
belt usually containing from 50 to 100 bullets. Two reload actions are necessary to r e p l a c e a belt. However, if the machinegun has a two-person crew (gunner and loader), this requirement can be met by both expending one action reloading in the same phase. Two or three belts may be linked together if the weapon is not moved (i.e., if vehicle-mounted or firing from a dug-in position). Linking belts counts as an action, but can be done by the weapon's loader while the weapon is firing. C (Cassette): A cassette is a large, selfcontained ammunition feed system which takes one full turn to replace. ROF (Rate of Fire): Each shot in the game represents a single bullet. It is, however, possible to fire more than a single bullet from most weapons in a fivesecond action phase. All weapons in the game have either a reload (Rld) rating or a rate of fire (ROF) rating. Weapons with a reload rating hold only one round in the weapon at a time, and after firing that round must reload before firing again. The reload rating is the number of reload actions necessary to prepare the weapon to fire again. Weapons with an ROF listing have either a letter code or a number. The various letter codes are listed below: SS (Single Shot): This weapon can only fire one round and then must be reloaded. BA (Bolt Action), LA (Lever Action): These weapons can fire one round per phase. Each time a round is fired from one of these weapons, the bolt or lever must be worked to eject the spent casing and chamber a new round. But this can be done in the same phase in which the weapon is fired. PA (Pump Action), DAR (Double Action Revolver): These weapons may fire up to three rounds per phase. Pump action refers to shotguns, and involves work-
ing a lever between shots to eject the spent cartridge and chamber a fresh one. A double-action revolver cocks its hammer with the first part of the trigger pull, then fires with the second. This makes the trigger pull somewhat harder than in a semiautomatic pistol (see below). SA (Semiautomatic): Semiautomatic weapons may fire up to five shots per combat phase. Each squeeze of the trigger fires one round, and the force of its firing automatically recocks the weapon. Automatic Fire: Weapons with a number instead of a letter code are capable of fully automatic fire as well as semiautomatic fire. The number shown is the number of bullets in a typical burst from the weapon. Each automatic weapon can fire up to either five individual shots or five bursts per fire phase. As a practical matter, however, no character may fire at more than three different targets in the same fire phase. Dam (Damage): For ranged combat weapons, Dam indicates the number of D6 to be rolled for each round that hits the target. A listing of " - 1 " means roll 1D6-1. Listings of "C:5," "B:20," etc., indicate explosive rounds (see Explosions on pages 9294). Pen (Penetration): This indicates how many D6 the damage rating is decreased by per point of armor on the target location. Nil means the damage rating is decreased to 0. If there are multiple listings, the first applies to short and medium range, the second to long, and the third (if any) to extreme. Note that each die of damage rating reduced becomes 1 point of blunt trauma damage to the target. Rld (Reload): If a weapon has a reload rating listed, it indicates the number of actions necessary to reload the weapon between shots. Blk (Bulk): This is an indication of how clumsy the weapon is to move, andserves as a modifier to Agility when determining
which of two characters with the s a m e Initiative will act first. Recoil: Recoil can affect fire accuracy. SS means single shot, and Brst means Burst. When a character fires a weapon, multiply the recoil rating by the number of shots or bursts fired, and if the result exceeds the character's Strength, the excess is subtracted from the character's chance to hit with single rounds, or from the number of dice rolled per burst for autofire. (See the "Combat & Damage" chapter for specific results.) Rng (Range): This number is the weapon's short range in meters. Medium range is twice short range; long range is twice medium; and extreme range is twice long. IFR (Indirect Fire Range): Only weapons with an indirect fire range m a y use indirect fire. These are rifle grenades, grenade launchers, howitzers, and mortars. The range listed is the weapon's maximum range in meters. Rnd (Round): This indicates the type of projectile fired by mortars and the like. (See p a g e 263.) Weapon Types: A brief explanation of each weapon type follows. Revolvers and Single-Shot Pistols: Revolvers carry their rounds (usually six of them) in a revolving cylinder. Recocking the pistol after firing advances the cylinder and brings a fresh cartridge in line with the firing pin. Single-shot pistols have no feed mechanism and thus require reloading after every shot. All types are fired using Small Arms (Pistol). Automatic Pistols: Automatics are fed from a magazine held in the pistol grip. Each time the pistol fires, the recoil energy is used to eject the spent cartridge, recock the pistol, and m o v e a new cartridge into the chamber. They are fired using Small Arms (Pistol). Submachineguns:
Submachineguns
are lightweight automatic weapons. Almost all such weapons fire pistol ammunition to reduce recoil, although a few submachineguns are simply cut-down assault rifles. They are fired using Small Arms (Rifle). Sporting Rifles: These include a variety of civilian rifles used for hunting or target practice. They are fired using Small Arms (Rifle). Sniper Rifles: Sniper rifles are standard semiautomatic or bolt-action target rifles fitted with telescopic sights. They are fired using Small Arms (Rifle). Assault Rifles: Assault rifles are capable of firing either single shots or bursts of automatic fire. To m a k e controlled firing easier, they generally fire less powerful cartridges than those fired by traditional rifles. This m a y be achieved either by firing a standard rifle bullet but with a weaker powder charge (as with the 7.62mm Short fired by the AKM) or a smaller rifle bullet fired with a full powder c h a r g e (as with t h e 5.56mm NATO fired by the Ml 6). They are fired using Small Arms (Rifle). Battle Rifles: Battle rifles are very similar to assault rifles in design, but fire full-powerrifle cartridges. This gives them greater range and penetration, but m a k e s it more difficult to control them. They are fired using Small Arms (Rifle). Automatic Rifles: Automatic rifles are either heavy versions of battle rifles (fitted with bipods and heavy barrels to reduce overheating) or very light machineguns firing assault rifle cartridges. They are fired using Small Arms (Pistol). Shotguns: Shotguns are usually civilian hunting weapons. Their standard ammunition in a combat setting is 00 Buckshot, which at longer ranges produces a fair approximation of the area fire effects of a burst of submachinegun fire
while at closer ranges it produces devastating wounds. They are fired using the Rifle cascade of the Small Arms skill. Machineguns: Machineguns are beltfed automatic weapons firing rifle cartridges. They are generally fired from bipods, tripods, or vehicle mounts. Very strong (or very foolish) characters can fire t h e m from the hip without benefit of a mount. They are fired using Small Arms (Rifle). Heavy Machineguns: These are identical in function to other machineguns except that they fire very powerful bullets. They are fired using Heavy Weapons skill. Grenade Launchers: Grenade launchers use a low or high-low pressure system to propel 3 0 - 4 0 m m grenades in excess of 100 meters. Most break open like a shotgun, but the American M203 has a unique slideopen system. They are fired using Small Arms or Heavy Weapons skill, whichever is greater. RocketLaunchers: The rocket launcher is one of the most important developments of the modern battlefield, giving a readily portable and quite lethal antitank punch to infantry. These weapons, in company with the antitank missile, set the tone of modern ground combat. They are fired using Heavy Weapons skill. Antitank Missile Launchers: The development of a weapon that could punch through a tank's armor without requiring a giant gun to shoot it is probably the salient feature of modern ground combat. Relatively small vehicles can now overpower tanks that would have required gigantic antitank guns not all that long ago. They are fired using Heavy Weapons skill. Mortars: Mortars are fired using Heavy Weapons skill. Surface-to-Air Missiles: SAMs are fired using Heavy Weapons skill.
For damage and other statistics on melee weapons, see the Melee Weapons Table on page 323. Knife: About the size of a kitchen butcher knife. Of limited use because of its short reach, but deadly in the right hands. Wt: 0.25 kg; Price: $5 (V/V). Bayonet: A military knife which can be held in the hand or attached to the end of an assault or battle rifle. Wt: 0.25 kg; Price: $20 (C/C). Spear: A short, broad blade mounted on a long, wooden shaft. It is a thrusting weapon—awkward, but useful because of its reach. Civilians use spears as defense against animals. Wt: 2 kg; Price: $10 (V/V).
Once only for hunting and target practice, bows are now used in combat where ammunition is scarce. While the long bow requires special Archery skill, a crossbow uses Small Arms (Rifle). Longbow: Includes fiberglass composite bows and wooden selfbows, of 30 to 50 pounds pull. Ammo: Arrows Wt: 1 kg Price: $300 (C/C)
Recoil Weapon Longbow
ROF SS
Dam -1
Pen Nil
Rld 1
Blk 5
SS Brst 10 —
Rng 15
Club: Blunt, a half-meter long, used as a bashing instrument. Wt: 2 kg; Price: Free for the taking in most places (V/V). Hatchet: Short-handled chopping tool used to trim firewood. Wt: 1 kg; Price: $20 (V/V). Axe: A long, shafted, heavy chopping instrument. Wt: 2 kg; Price: $50 (V/V). Machete: A long-bladed slashing tool to clear away underbrush. Wt: 1.5 kg; Price: $50 (C/C). Sword: A slashing and/or thrusting weapon, usually a meter in length. Wt: 2 kg; Price: $350 (S/S). Garotte: A length of rope or piano wire used to strangle a victim. Wt: 0.1 kg; Price: Usually improvised (V/V).
Crossbow: Includes prewar manufactures and recent weapons produced from old rifle stocks and truck springs. Pulls vary from 100 to 200 pounds. Ammo: Bolts Wt: 4 kg Price: $350 (C/C)
Zip Gun (Single-Shot Pistol): This is a primitive, one-shot firearm jury-rigged out of pipe, wood, and other nonstandard materials. It is designed to fire standard ammunition—usually small-caliber pistol ammo. The end result is much the same, regardless of ammunition. Ammo: .22 or .380 ACP Wt: 0.5 kg Mag: 1 individual Price: $75 (V/V)
Black Powder Pistol (Single-Shot Pistol): Either a museum piece or a modern sporting reproduction. Ammo: Loose black powder and ball Wt: 0.5 kg Mag: 1 individual Pnce: $125 (S/S)
Recoil Weapon Zip gun
ROF SS
Dam -1
Pen Nil
Rid 1
Blk 1
SS 2
Brst —
Rng 6
Recoil Weapon Crossbow
ROF SS
Dam 1
Pen Nil
Rld 4
Blk 6
SS 4
Brst —
Rng 20
Recoil Weapon BP Pistol
ROF SS
Dam 1
Pen Nil
Rld 2
Blk 2
SS 3
Brst —
Rng 8
S&W Model 29/16.5 (Revolver): What Sean Connery's portrayal of James Bond did for the Walther PPK, Clint Eastwood as San Francisco detective Inspector Harry Callahan did for the Smith & Wesson Model 29 .44 magnum revolver. The Model 29 is a largeframe revolver and looks like it could bring down a buffalo. Ammo: .44 magnum Wt: 1.5 kg Mag: 6 revolver Price: $500 (R/S)
S&W Model 36 (Revolver): The S&W Model 36 (nicknamed the Chiefs Special) is built on the small "J" frame, and its cylinder has room for only five rounds. Because of this, the Model 36 is favored by plainclothes detectives who must carry revolvers. Ammo: .38 special Wt: 0.7 kg Mag: 5 revolver Price: $315 (S/S) Recoil
Weapon
ROF Dam
S&W 29/16.5 DAR
3
Pen
Blk
2-Nil
2
Recoil Mag_ SS Brst Rng 6R
4
—
Recoil Dam 2
Pen 1-Nil
Blk 2
Mag 6R
SS 3
Brst —
ROF DAR
Dam 1
Pen Nil
Blk 1
Mag 5R
SS 6
Brst —
Rng 4
16
Colt Python/20.3 (Revolver): A very long-barreled version of the basic Python. Ammo: .357 magnum Wt: 1.6 kg Mag: 6 revolver Price: $425 (S/S) Weapon ROF Python/20.3 DAR
Weapon S&W 36
Rng 18
Martin Dynatech Pacifier Stun Gun: A pistol-sized weapon used to stun rather than kill, the stun gun fires two small darts and two lengths of light wire into the target, then administers a mild electric shock. It doesn't always succeed in stunning the victim. With a successful hit anywhere on the target, that character immediately loses two Initiative levels for six phases and must make an Average: Constitution roll to stay conscious. Failure means the target loses consciousness for six phases. Reloading the stun gun consists of removing the expended dart package and loading a new one. The dart package contains a charged battery, darts, three meters of fine wire and a compressed gas cylinder to propel the darts. Ammo: Dart package Wt: 0.5 kg Mag: 1i Price: $600 (R/S)
Recoil Weapon Stun gun
ROF SS
Dam *
Pen Mil
Blk 1
Mag li
*Damage is special and is described above.
SS 1
Brst —
Rng 1
High Standard .22 (Automatic Pistol): This is a very reliable, lightweight, easily handled automatic pistol in a small caliber. Ammo: .22 long rifle Wt: l.3 kg Mag: 10 box Price: $250 (C/C) Recoil Weapon HS .22
ROF SA
Dam -1
Pen Nil
Blk 0
Mag 10
SS 2
Brst —
Rng 10
Desert Eagle (Automatic Pistol): An automatic pistol chambered to fire the rimmed .357 magnum and .44 magnum cartridges, the Desert Eagle is popular with some because of the power of its cartridge and its large magazine capacity (compared to revolvers). Ammo: .357 magnum, .44 magnum Wt: l.3 kg Mag: 9 box (.357 magnum), 8 box (.44 magnum) Price: $750 (R/S) Recoil Weapon ROF DE .357 mag SA DE .44 mag SA
Browning HP-35 (Automatic Pistol): The standard military sidearm of the British (and several other armies). It is considered by many to be the finest 9mm automatic pistol made. Ammo: 9mm P IVfcl.l kg ) Mag: 13 box Price: $450 (S/C) Weapon HP-35
ROF SA
Dam 1
Pen Mil
Blk 1
Mag 13
RecoilSS Srst Rng 2 — 12
Dam 2 3
Pen 1-Nil 2-Nil
Blk 1 1
Mag 9 8
SS 3 4
Brst — —
Rng 18 14
Colt Krait (Automatic Pistol): The Krait is a large-capacity automatic, chambered for a variety of calibers, of which 10mm is the most popular. A wide variety of accessories are available. Ammo: 10mm ACP Wt: 1.4 kg Mag: 14 box Price: $400 (S/C) Recoil Weapon 10mm
ROF SA
Dam 2
Pen 1-Nil
Blk 1
Mag 14
SS 3
Brst —
Rng 15
ALP (Laser): The Armington laser pistol is a prototype laser personal defense weapon, consisting of the pistol, a belt battery pack/ capacitor, and a power cable linking the two. The ALP is less powerful than the ALC (page 290), and does not require a liquid nitrogen cooling cylinder, but it is limited in its rate of fire to one shot per 15 seconds (otherwise the heat of firing will damage its components). A discharged backpack requires three hours to recharge. An unknown number were UV lasers. UV Lasers: Ultraviolet lasers are not in regular production, and the few in existence are special models produced for the government or private corporations, or one-of-a-kind modifications to existing weapons by private craftsmen, who claim this gives the weapon enhanced effectiveness against trolls and vampires. Price for UV lasers is doubled, and availability is always ( - / - ) . Weights may vary slightly from weapon to weapon. Ammo: — Wt: 4 kg {Pistol Wt: 1 kg; Belt Battery Pack/Capacitor: 3 kg) Mag: A belt pack is good for 18 shots per charge. Price: $3200 (—/R) Recoil Weapon ALP
ROF (1)*
Dam 4
Pen 2
Blk 3
Mag —
SS —
Brst —
M9 (Beretta M92S) (Automatic Pistol): The standard side arm for US military forces. It is essentially identical to the M92S (the civilian version). Ammo: 9mm P Wt: 1 kg Mag: 15 box Price: $350 (C/V) Recoil Weapon ROF M9 (M92S) SA
Dam 1
Pen Nil
Blk 1
Mag 15
SS 3
Brst —
Rng 12
Rng 30
*One shot per 15 seconds
Colt M1911A1 (Automatic Pistol): The standard military side arm of the United States until the late 1980s, the M1911A1 has been supplanted as general issue by the 9mm M9. However, M9 procurement has never been sufficient to completely replace the Ml 911A1 in military use, and thus it is still encountered, especially in National Guard units. A number of civilian versions of the M1911A1 are made, including conversions to other calibers. The conversion to 10mm is among the most popular. Ammo: .45 ACP Wt: l.4 kg Mag: 7 box (6 box for 10mm variant) Price: $275 (C/V) Recoil Weapon ROF M1911A1 SA M1911A1 10mm SA
Dam 2 2
Pen Nil 1-Nil
Blk 1 1
Mag 7 6
SS 3 3
Brst — —
Rng 12 15
Walther PPK (Automatic Pistol): The Walther PPK (Polizei Pistole Kriminal or criminal police pistol) is a German pistol favored by European police agencies. It is best known as the weapon of the British MI-5 and MI-6 organizations. It was made famous in the public eye by Sean Connery's use of it in the James Bond films. Ammo: .380 ACP Wt: 0.8 kg Mag: 7 box Price: $350 (S/S) Recoil Weapon ROF Walther PPK SA
Dam 1
Pen Nil
Blk 1
Mag 7
SS 3
Brst —
Rng 10
Vz-52 (Automatic Pistol): Standard side arm of Czech military forces. Ammo: 7.62mm T Wt: 0.5 kg Mag: 8 box Price: $350 (—/S)
Wildey .475 WM (Automatic Pistol): Also known as the Wildey Wolf, this weapon is a custom-made version of the Wildey pistol. Ammo: .475 Wildey magnum Wt: l.5 kg Mag: 7 box Price: $1900 (—/—)
Recoil Weapon Vz-52
ROF SA
Dam 1
Pen Nil
Blk 1
Mag 8
SS 4
Brst —
Recoil Rng 12
XM26 APW (Automatic Pistol): The XM26 Advanced Personal Weapon is a smaller version of the XM22 AIW, Firing a smaller cartridge. It is likewise available only through contacts in the Advanced Weapons Research Laboratory. Ammo: 12.5mm caseless Wt: 1.4 kg Mag: 20 box Price: $900 (—/—)
ROF Weapon Wildey .475 WM SA
Dam 4
Pen 2-Nil
Blk 1
Mag 7
ROF SA
Dam 3
Pen 1-Nil
Blk 3
Mag 20
SS 4
Brst —
Brst —
Rng 25
AKR (Submachinegun): The standard Eastern Bloc military submachinegun (with few exceptions), the AKR is merely a cutdown version of the AK-74. Although a bit heavy for a submachinegun, it has good accuracy and stopping power. Ammo: 5.45mm B Wt: 4 kg Mag: 30 box Price: $500 (—/C)
Recoil Weapon XM26 APW
SS 4
Recoil Rng 25
Weapon AKR
ROF 5
Dam 3
Pen 1-Nil
Blk 2/3
Mag 30
SS 3
Brst 8
Rng 30
M3A1 (Submachinegun): Called the "grease gun" because of its fancied resemblance to an automotive maintenance tool, this weapon is no longer in US Army service, but it is used by a number of other armies and some police forces throughout the world. Ammo: .45 ACP Wt: 4.5 kg Mag: 30 box Price: $500 (—/R) Recoil Weapon M3A1
ROF 5
Dam 2
Pen Nil
Blk 3/4
Mag 30
SS 2
Brst 4
Ingram M10 .45 (Submachinegun): The Ingram was designed especially for clandestine work and has acquired a large body of enthusiasts (and detractors). The barrel is threaded to take a specially designed suppressor. This model is chambered for .45 ACP and is somewhat less controllable in fully automatic fire than the other models. Ammo: .45 ACP Wt: 3.8 kg Mag: 30 box Price: $650 (R/R)
Rng 30
Recoil Weapon M10 .45
M177 (Submachinegun): The M177 is a shortened carbine version of the M16 assault rifle. It cannot be fitted with the M203 grenade launcher, but it can use rifle grenades. Ammo: 5.56mm N Wt: 2.5 kg Mag: 20 box or 30 box Price: $750 (—/V)
ROF 10
Dam 2
Pen Nil
Blk 1/3
Mag 30
SS 2
Brst 10
Rng 20
M231 (Submachinegun): The standard firing-port weapon on the M2 Bradley, the M231 is a satisfactory vehicle weapon for suppressive fire but a mediocre submachinegun. It cannot be fitted with the M203 grenade launcher. Ammo: 5.56mm N Wt: 3 kg Mag: 20 box or 30 box Price: $700 (—/C)
Recoil Weapon Ml77
ROF 5
Dam 3
Pen 1-Nil
Blk Mag 3/4 2 0 / 3 0
SS 3
Brst 8
Rng 40
Recoil Weapon M231
ROF 5
Dam 2
Pen 1-Nil
Blk Mag 3/4 20/30
SS 1
Brst 4
Rng 25
MAT-49 (Submachinegun): The French standard military and police submachinegun. Ammo: 9mm P Wt: 4.8 kg Mag: 32 box Price: $650 (—/C)
MP-7 (Submachinegun): An improved version of the MP-5 series, chambered for the popular 10mm cartridge. Ammo: 10mm ACP Wt: 3 kg Mag: 30 box Price: $750 (—/C)
Recoil Weapon MAT-49
ROF 5
Dam 2
Pen Nil
Blk 3/4
Mag 32
SS 1
Brst 4
Rng 30
Uzi (Submachinegun): The Israeli-designed Uzi is the most common SMG. It is used by armies and police agencies worldwide, including the US Secret Service and US Federal Marshal Service. Ammo: 9mm P Wt: 4 kg Mag: 25 box or 32 box Price: $500 (—/V) Weapon Uzi
ROF 5
Dam 2
Pen Nil
Recoil Blk Mag SS Brst Rng 2/3 25/32 2 5 30
Weapon MP-7
ROF 5
Dam 2
Pen 1-Nil
Blk 4
Mag 30
Recoil SS Brst Rng 2 6 30
Vz-61/62 Skorpion (Submachinegun): Commonly referred to as a machine pistol, the Skorpion is small enough to carry in a shoulder holster. Its short range and underpowered ammunition make it of limited combat value, but its ease of concealment has made it very popular with Warsaw Pact covert agents. It is also frequently carried by Czech airborne forces, particularly by officers. Ammo: .32 ACP Wt: 1.6 kg Mag: 10 box or 20 box Price: $800 (—/R) Weapon Vz-61/62 stock
ROF 5 5
Dam 1 1
Pen Nil Nil
Recoil Blk Mag SS Brst Rng 1 10/20 3 7 4 3 10/20 1 4 12
Recoil Weapon .22
ROF BA
Dam -1
Pen Mil
Blk 4
Mag 5i
SS 2
Weapon .22
ROF SA
Dam -1
Pen Nil
Blk 4
Mag 10
SS 2
Weapon .30-06
ROF BA
Dam 4
Blk Pen 2-3-Nil 5
Mag 5i
SS 2
Brst —
Rng 50
Remington-Peters .22 Bolt-Action Rifle (Sporting Rifle): A widely available light hunting rifle, the .22 is excellent for squirrels and other small game, but it does not have sufficient stopping power to be reliable against larger targets. Ammo: .22 LR Wt: 2 kg Mag: 5 individual Price: $150 (C/C)
Recoil Brst —
Rng 50
Ruger .22 Semiautomatic (Sporting Rifle): Another widely available light hunting rifle, this version of the .22 is semiautomatic. Ammo: .22 LR Wt: 2 kg Mag: 10 box Price: $300 (C/C)
Recoil Martin .30-06 Bolt-Action (Sporting Rifle): Another popular hunting rifle, this .30-06 is a bolt-action rifle. Ammo: .30-06 Wt: 4 kg Mag: 5 individual Price: $300 (C/C)
Brst —
Rng 75
Recoil Winchester 1894 (Sporting Rifle): This rifle is a modernized version of the Winchester 1873. Improved versions are still used as hunting weapons in the US. Ammo: .30-30 Wt: 3.1 kg Mag: 6 individual Price: $275 (C/C)
Tranquilizer Gun: A specially made weapon designed to fire hypodermic darts containing a tranquilizer or other drug by means of compressed CO2 cartridges. These were designed originally for administering drugs to dangerous animals, but the mercenary industry soon adopted them for its own purposes. A hit in any part of the body will be effective eventually, but some areas give faster results than others. Head hits result in instant unconsciousness. Chest and abdomen hits result in unconsciousness after 1D6÷2 phases (five to 15 seconds). An arm hit requires the target to roll Average: Constitution to stay awake each phase. The drug will take effect even if the dart is removed immediately. Animals such as guard dogs will be rendered instantly unconscious from any
Weapon 1894
ROF LA
Dam 3
Pen 2-Nil
Blk 5
Mag 6i
SS 4
Brst —
Rng 50
hit (since their smaller body weight allows the drug to take effect faster). Tranquilizer guns count as medical equipment for contact assistance, Ammo: 15mm hypodermic dart Wt: 3 kg Mag: 1 individual Price: $1200 (—/R) Recoil Weapon Tranq gun
ROF SS
Dam *
Pen Nil
Blk 1
Mag li
SS 3
Srst —
Rng 8
*Damage is special and is described above.
Recoil C3 (Parker Hale) (Sniper Rifle): The standard Canadian sniper rifle is a well-made civilian hunting rifle adapted to military use and fitted with a telescopic sight. It is known as the Parker-Hale in its civilian version. Ammo: 7.62mm N Wt: 4 kg Mag: 3 individual Price: $800 (C/C)
Weapon C3
ROF BA
Dam 4
Pen Blk 2-3-Nil 5
Mag 3i
SS 5
Brst —
Rng 75
All sniper rifles come with a scope. With the scope, add 15 meters to the basic range for aimed shots. If the scope is later damaged or lost (or for quick shots) this modifier is not added.
Recoil M21 (Sniper Rifle): The standard US Army sniper rifle, the M21 is essentially a well-made M14 assault rifle (the US Army's service rifle prior to the M16) fitted with a telescopic sight and a bipod. Ammo: 7.62mm N Wt: 5.4 kg Mag: 20 box Price: $800 (S/S)
Weapon M21 bipod
ROF SA SA
Dam 4 4
Pen Blk 2-3-Nil 6 2-3-Nil 6
Mag 20 20
SS 4 2
Brst — —
Rng 65 75
All sniper rifles come with a scope. With the scope, add 15 meters to the basic range for aimed shots. If the scope is later damaged or lost (or for quick shots) this modifier is not added.
Recoil M27 (Sniper Rifle): The Armalite AR-27 is a development of Armalite's AR-22 Olympic-grade target rifle, upcalibered for use as a military sniper rifle. It was adopted by the GS Army as the M27 in 1998. Ammo: 7.62mm N Wt: 8 kg Mag: 20 box Price: $950 (—/R)
Weapon AR-27
ROF SA
Dam 4
Pen Blk 2-3-Nil 6
Mag 20
SS 6
Brst —
Rng 85
All sniper rifles come with a scope. With the scope, add 15 meters to the basic range for aimed shots. If the scope is later damaged or lost (or for quick shots) this modifier is not added.
Recoil AK-74 (Assault Rifle): The standard combat rifle of what were formerly known as the Eastern Bloc forces. Ammo: 5.45mm B Wt: 4 kg Mag: 30 box Price: $500 (—/V)
Weapon AK-74
ROF 5
Dam 3
Pen 1-Nil
Blk 5
Mag 30
SS 3
Brst 7
Rng 50
Recoil AKM (Assault Rifle): The modern version of the ubiquitous AK47. It is perhaps the most widely used military small arm in the world, and is very popular despite its underpowered and unstable cartridge. Replaced in front-line service by the AK-74, many AKMs were rechambered to fire 5.45 Bloc ammunition (designated AKMR for AKM rechambered). Thus, true AKMs are mostly found in use by militia units. Ammo: 7.62mm S Wt: 4 kg Mag: 30 box Price: $500 (—/C)
Weapon AKM
ROF 5
Dam 3
Pen 2-Nil
Blk 5
Mag 30
SS 3
Weapon AKMR
ROF 5
Dam 3
Pen 1-Nil
Blk 5
Mag 30
SS 3
Brst 8
Rng 50
Recoil AKMR (Assault Rifle): As the AK-74 supplanted the AKM in service, large numbers of AKMs were rechambered to fire the AK74's 5.45 cartridge to enable standardization of supply without discarding mountains of AKMs. Widely used in Eastern Bloc military units alongside the AK-74. Ammo: 5.45mm B Wt: 4 kg Mag: 30 box Price: $550 (—/C)
G11 (Assault Rifle): A weapon of radical design and great effectiveness, the G11 replaced the G3 as the standard assault rifle and the Uzi as the standard submachinegun of the German Army. It is a bullpup-configuration weapon, which means that the action is placed behind the firing hand, in the normally empty stock. This means that bullpup rifles can have a shorter overall length without the necessity for a shorter barrel. It differs from other combat rifles in that it fires caseless 4.7mm bullets. The compact nature of the weapon and low recoil of its round make it as handy as a submachinegun (even though it is a rifle). Its caseless ammunition is extremely compact, allowing a large
Brst 7
Rng 45
magazine capacity. Since there is no spent cartridge casing to eject, the rifle's action is completely enclosed and thus is very reliable in a dirty environment. However, there is no way to reload the round since it is completely consumed. Ammo: 4.7mm caseless Wt: 4.5 kg Mag: 50 box Price: $800 (—/S) Recoil Weapon G11
ROF 3
Dam 3
Pen 1-Nil
Blk 4
Mag 50
SS 2
Brst 3
Rng 55
Recoil M16A2 (Assault Rifle): The standard combat rifle of the US and Canadian armies, the M16A2 (commonly called just the "M16") is in widespread use and is a popular and effective weapon. The AR-15 is the semiautomatic civilian version. Ammo: 5.56mm N Wt: 3.8 kg Mag: 20 box or 30 box Price: $400 (—/C) M16A2; $500 (C/C) AR-15
Weapon M16A2 AR-15
ROF 3 SA
Dam 3 2
Pen 1-Nil 1-Nil
Blk Mag 5 20/30 5 20/30
SS 3 2
Weapon ALC-2
ROF 1*
Dam 12
Pen 2
Blk 5
SS —
Brst 5 —
Rng 55 55
Recoil ALC-2 (Laser): The ALC-2 (Armington Laser Carbine Model 2) is extremely rare. Developed by Armington Laboratories as a testbed for a laser carbine, the ALC never entered full production, although an unknown number of prototypes (each essentially hand-made) were produced. The carbine incorporates a liquid nitrogen cooling system (the N2 bottle is plainly seen over the action) which vents itself after each shot, producing a tendril of "steam" that can be disconcerting to the uninitiated. The carbine is connected by a power cable to a rechargeable backpack filled with batteries and a capacitor which requires 30 seconds to recharge after a shot (leading to the weapon's nickname, "Blue Moon," since that was how often it could be fired— "once in a blue moon"). A pair of LEDs on the left side indicate the weapon's status (red for charging, green for charged). A discharged backpack requires six hours to recharge. Ammo: — Wt: 26 kg (Carbine WL- 5 kg; Backpack WL 21 kg) Mag: A backpack is good for 12 shots per charge. Price: $12,000 (—/—)
Mag 12**
Brst —
Rng 60
*One shot per 30-seconds. **Backpack is good for 12 shots; none are actually carried "in" weapon.
Recoil FN-LAR/L1A1 (Battle Rifle): A Belgian rifle adopted as the standard rifle of the British Army, the LAR has been replaced in service by the L85. The primary differences between the FAL and the LAR are that the FAL has a full auto option, while the British FAL/ L1A1 does not. The magazines are not interchangeable. Ammo: 7.62mm N Wt: 5 kg Mag: 20 box Price: $750 (—/V)
ROF Weapon FN-LAR/L1A1 SA
Dam 4
Pen Blk 2-3-Nil 5
Mag 20
SS 4
Brst —
Rng 65
Recoil G3 (Battle Rifle): The standard German assault rifle until replaced by the G11, the G3 was still widely used by territorial and internal security troops and is now back in service with German troops. It is quite popular in Latin America, possibly since it is taken from an earlier Spanish design. Ammo: 7.62mm N Wt: 5 kg Mag: 20 box Price: $750 (—/V)
Weapon G3
ROF 5
Dam 4
Pen Blk 2-3-Nil 5
Mag 20
SS 4
Weapon KAR-98K
ROF BA
Dam 4
Pen Blk 2-3-Nil 5
Mag 5i
SS 4
Brst 9
Rng 65
Recoil KAR-98K (Battle Rifle): The standard rifle of German troops in WWII. Ammo: 8mm M Wt: 4 kg Mag: 5 individual Price: $300 (R/S)
XM22 (Battle Rifle): The XM22 Advanced Infantry Weapon is an experimental military rifle. It is a bullpup-configuration weapon, which means that the action is placed behind the firing hand, in the normally empty stock. This means that bullpup rifles can have a shorter overall length without the necessity for a shorter barrel. Its caseless ammunition is extremely compact, allowing a large magazine capacity. Since there is no spent cartridge casing to eject, the rifle's action is completely enclosed and thus very reliable in a dirty environment. A special recoil compensation system makes the weapon fairly
Brst —
Rng 65
controllable under semiautomatic fire, and not unreasonably wild for larger individuals in fully automatic mode. The weapon is available only through the US Army's Advanced Weapons Research Laboratory, and can be obtained only through contacts. Ammo: 18mm caseless Wt: 3.5 kg Mag: 50 box Price: $1500 (—/—) Recoil Weapon XM22 AIW
ROF 3
Dam 6
Blk Pen 2-3-Nil 4
Mag 50
SS 4
Brst Rng 6 55
Recoil M249 SAW (Automatic Rifle): The M249 Squad Automatic Weapon (SAW) is the standard GS light automatic support weapon. It can accept either the standard 30-round magazine of the M16A2 or a 200-round belt. It is equipped with a bipod. Ammo: 5.56 N Wt: 7 kg Mag: 30 belt or 200 belt Price: $750 (—/C)
XM7 Storm Gun (Automatic Rifle): The XM7 is a prototype manportable assault cannon of advanced design. Incorporating a radically new muzzle brake and an advanced recoil compensation system, the XM7 can be carried and fired by one person (a special harness is standard equipment, and most people prefer to fire the weapon from this position than from the conventional shoulder position). The weapon is fitted with a special laser targeting system (the laser beam is visible only when viewed through a special-set of goggles issued with the weapon), which enables reasonably accurate
Weapon ROF M249 SAW 10 bipod 10
Dam 2 2
Pen 1-Nil 1-Nil
Mag SS Blk 5 30B/200B 1 5 30B/200B 1
Brst 3 2
Rng 60 75
shots from the hip. It can also be fired from a bipod at greater range. Ammo: 20mm S Wt: 29.5 kg Mag: 5 box Price: $27,000 (—/R) Weapon ROF XM7 Storm Gun SA bipod SA
Dam 16 16
Pen 1-2-3 1-2-3
Blk 5 5
Mag 5 5
Recoil SS Brst Rng 8 — 80 4 — 120
Weapon ROF 311-R SA Short SA with buckshot* Medium 5x10 with buckshot*
Dam 4 9
Pen Blk 3-4-Nil 5 Nil
Mag 2i
SS 5
Recoil Savage 311-R (Shotgun): This weapon is one of the last of the double-barreled shotguns designed for police and prison guard use (hence its nickname of the "guard gun"). It is representative of double-barreled shotguns in general. Ammo: 12 gauge Wt: 3.5 kg Mag: 2 individual Price: $350 (C/C)
1
Nil
*See Shotguns on page 91.
Brst —
Rng 40
Recoil Armalite AR-12 Stormcloud (Shotgun): The Armalite AR-12 Stormcloud is a combat shotgun by a firm known primarily for assault rifles. Since the Stormcloud is a shotgun capable of automatic fire, it needs a special rule: At short range, roll 5D6 for hits (as modified by recoil and possibly range, if any factor such as target movement causes it to be treated as at a longer range), with each 6 hitting and each hit causing 9D6 damage. At medium range, calculate the number of dice normally rolled for a five-round burst (subtracting two immediately for being at medium range) and after all reductions are done, multiply the remaining number by 7 to determine the number of D6 rolled for hits. Each hit does 1D6 damage. Ammo: 12 gauge Wt: 4 kg Mag: 12 box Price: $1200 (—/S)
Weapon ROF Stormcloud 5 Short 5 with buckshot* Medium 5x10 with buckshot*
Dam 4 9 1
Pen Blk 3-4-Nil 4 Nil
Mag 12
SS 3
Mag 5i
SS 3
Mag 10
SS 3
Brst 8
Rng 45
Nil
*See Shotguns on page 91.
Recoil Browning Autoriot (Shotgun): This weapon is a Belgian-built semiautomatic shotgun used by the British in antiguerrilla actions in Malaya after WWII. The weapon is still in common use as a riot gun by police departments worldwide. Ammo: 12 gauge Wt: 4 kg Mag: 5 individual Price: $450 (S/S)
Weapon ROF Autoriot SA Short SA with buckshot* Medium 10 with buckshot*
Dam 4 9 1
Pen Blk 3-4-Nil b Nil
Brst —
Rng 40
Nil
*See Shotguns on page 91.
Recoil H&K CAW (Shotgun): The Honeywell & Koch (formerly Heckler & Koch) CAW (Combat Assault Weapon) is the standard combat shotgun of the German and US armies (the US weapon being a slightly modified version produced under license by Olin. The CAW is a bullpup-configuration weapon, like the G11. Since the CAW is a shotgun capable of automatic fire, it needs a special rule: At short range, roll 5D6 for hits (as modified by recoil and possibly range, if any factor such as target movement causes it to be treated as at a longer range), with each 6 hitting and each hit causing 9D6 damage. At medium range, calculate the number of dice normally rolled for a five-round burst (subtracting two immediately for being at medium range) and after all reductions are done, multiply the remaining number by 7 to determine the number of D6 rolled for hits. Each hit does 1D6 damage. Ammo: 12 gauge Wt: 4 kg Mag: 10 box Price: $1100 (—/S)
Weapon ROF H&K CAW 5 Short 5 with buckshot* Medium 5x10 with buckshot*
Dam 4 9 1
Pen Blk 3-4-Nil 4 Nil Nil
*See Shotguns on page 91.
Brst 8
Rng 40
Recoil Mossberg M500 (Shotgun): The Mossberg M500 is a typical pump shotgun designed for police or home defense use rather than hunting. Ammo: 12 gauge Wt: 4 kg Mag: 8 individual Price: $350 (C/C)
ROF Weapon PA M500 PA Short with buckshot* 5x10 Medium with buckshot*
Dam 4 9 1
Pen Blk 3-4-Nil 5 Mil
Mag 8i
SS 4
Brst —
Rng 40
Nil
*See Shotguns on page 91.
Recoil L86A1 LSW (Machlnegun): The heavy-barreled support version of the L85, the L86A1 uses either 100-round belts or the same magazines as the L85. It is equipped with a bipod. Ammo: 5.56mm N Wt: 4.5 kg Mag: 30 box or 100 belt Price: $1500 (—/R)
ROF Weapon L86A1 LSW 10 10 bipod
Dam 3 3
Pen 1-Nil 1-Nil
Blk Mag SS 5 30/100B 2 5 30/100B 1
ROF 5 5 5
Dam 4 4 4
Pen 2-3-Nil 2-3-Nil 2-3-Nil
Blk 6 6 6
Brst 11 6
Rng 50 65
Recoil M60 (Machinegun): The standard US general-purpose machinegun, a development of the WWII German MG42. It is equipped with a bipod and can also be fired from a tripod (NLT). It accepts 100-round belts. Ammo: 7.62mm M Wt: 10 kg Mag: 100 belt Price: $1800 (—/V)
Weapon M60 bipod tripod
Mag 100B 100B 100B
SS 1 1 1
Brst 4 2 1
Rng 65 90 125
Recoil MAG (Machinegun): This weapon (also known as the MAG-58 and as the L7A2 GPMG in British service) is the standard generalpurpose machinegun of the Belgian and British armies (as well as others) and is often used as a coaxial (i.e., mounted with the primary gun) MG in CIS vehicles. It is equipped with a bipod and can also be fired from a tripod (NMT). It accepts 100-round belts. Ammo: 7.62mm N Wt:12 kg Mag: 100 belt Price: $1500 (—/S)
Weapon MAG bipod tripod
ROF 10 10 10
Dam 4 4 4
Pen Blk 2-3-Mil 6 2-3-Nil 6 2-3-Mil 6
Mag 100B 100B 100B
SS 1 1 1
Weapon M2HB tripod
ROF 5 5
Dam 8 8
Pen Blk 2-2-3* 8 2-2-3* 8
Mag 105B 105B
SS 3 2
Brst 7 4 2
Rng 65 90 125
Recoil M2HB (Heavy Machinegun): The M2 Heavy Barrel is the standard heavy machinegun of every western European army. It accepts 105round belts and may be fired only from a tripod (NHT) or from a vehicle mount. Ammo: .50 BMG Wt: 51.2 kg (Tripod Wt: 19.3 kg) Mag: 105 belt Price: $3500 (—/C)
AHL (Laser): The Armington Heavy Laser is the largest prototype laser built by Armington Laboratories, and is extremely rare because of its size. The AHL requires a tripod or vehicular mount (NHT equivalent), because it is too heavy to be aimed accurately when hand held. The AHL is powered by a 600 kilowatt portable generator and a capacitor, linked by a cable to the weapon. The weapon comes with a portable cooling system, which is also powered by the generator and linked to the weapon via an insulated cable. This cable circulates a liquid cooling compound through a cooling jacket surrounding the laser and through a refrigerator-coil system to keep the weapon from overheating. The generator consumes fuel at a rate of 10 liters per hour. An unknown number of these prototypes were UV (ultraviolet) lasers. Ammo: — Wt: Weapon W: 54 kg (Laser Wt: 32 kg; Tripod Wt: 22 kg) Cooling System Wt: 95 kg (Cooling System: 35 kg; Generator Wt: 60 kg) Mag: Generator/capacitor lasts as long as it has fuel Price: $75,000 (—/—)
Brst 14 7
Rng 65 150
*.5O SLAP ammunition has a penetration value of 1-1-2.
Weapon ROF Dam Pen AHL 14 5 (1)* *One shot per 15 seconds
Blk —
Mag —
Recoil SS Brst Rng — — 80
M203 (Grenade Launcher): The standard infantry grenade launcher of the US and Canadian armies, the M203 is a single-shot launcher which is attached to the bottom of an M16 rifle. A product-improved (PI) model can be detached and fired from a removable shoulder stock, but by 1995 this model had not completely replaced older versions in military inventories. The PI version is available for $700 (R/S) and weighs two kilograms with shoulder stock. Ammo: 40mm grenades Wt: 1.4 kg Mag: 1 individual Price: $550 (—/C)
Type M203
Mag 1i
ROF SS
Type Mk-19
Mag 50B or 1i
Rng 100
IFR 400
ROF Rng 1 100
Rnd HE HEDP CHEM ILLUM
IFR 400
Mk-10 AGL (Grenade Launcher): The standard infantry-support grenade launcher in the United States Army, the Mk-19 is a tripodmounted (NHT), belt-fed Automatic weapon. It may also fire unbelted individual grenades (ROF 1). It may be fired only from a tripod or vehicle mount. Ammo: 40mm grenades Wt: 40 kg Mag: 50 belt or 1 individual Price: $5000 (R/S)
M136 (Rocket Launcher): This disposable system is used in some numbers by the United States Army to supplement the M72 LAW and Armbrust. Ammo: 84mm HEAT rocket Wt: 6 kg Price: $200 (—/C)
Type M136
ROF 1
Rid *
Rng 75
Dam C:3, B:12 C:3, B:12 C:1,B:4 B:100
Rnd HE HEDP CHEM ILLUM
Round HEAT
*Single-shot disposable. Cannot be reloaded.
Pen Nil 4C Nil Nil
Dam C:3, B:12 C:3, B:12 C:1,B:4 B:100
Damage C:4, B:4
Pen Nil 4C Nil Nil
Pen 70C
Type LAW 80
LAW 80 (Rocket Launcher): The replacement for the M72 LAW in British service, this is a 94mm disposable antitank rocket launcher. While it is quite a bit heavier than the M72, it has considerably improved performance. Wt: 9.5 kg Price: $250 (—/C)
ROF 1
Rld *
Round HEAT
Damage C:6, B:4
Pen 100C
*Single-shot disposable. Cannot be reloaded.
Type M12 SMAW
ROF 1
Rid 2
M12 SMAW (Rocket Launcher): A shoulder-fired "bunkerbuster" issued to US Marine Corps troops, but never formally adopted by the US Army. Ammo: 82mm SMAW (HE or HEAT) Wt: 3.5 kg Price: $1800 (—/R)
Type Dragon PIP
Dragon PIP (Antitank Missile Launcher): The Dragon PIP (Product Improved) is a man-portable antitank missile designed to give the rifle squad some means of dealing with armored vehicles at medium to long range. Ammo: Dragon PIP Wt: 8 kg Price: $9000 (—/S)
Rng 125
Rld 2
Rng 100 125
Rng 1000
Round HEAT HE
Damage C:4, B:4 C:12, B:12
Damage C:12, B:12
Pen 55C 5C
Pen 135C
60mm Mortar (Mortar): Standard light mortar for the US Army. It can be disassembled into three loads (bipod, baseplate, tube) for easier transportation. Individual rounds are dropped down the tube by the loader. Requires two combat turns to set up. Wt: 20 kg (Bipod Wt: 8 kg; Baseplate Wt: 4 kg; Tube Wt: 8 kg) Mag: 1 individual Price: $5000 (—/C)
Tank Breaker (Anitltank Missile Launcher): A man-portable launcher fired from an integral rest, Tank Breaker fires a homing fireand-forget missile which can be set either to hit the target directly, or fly over it and attack from above where the armor is generally thinner. Ammo: Tank Breaker Wt: 10 kg Price: $7500 (—/R)
Type 60mm IFR: 4 km
Round HE WP ILLUM
Type Tank Breaker
Rld 2
Damage C:5, B:20 C:2, B:12 B:400
Rng 2000
Pen Nil Nil Nil
Damage C:6, B:4
Pen 90C
Recoil M9A1 Flamethrower (Flamethrower): Flamethrowers squirt a stream of gasoline at their targets, using compressed gas (nitrogen is preferred) as a propellant. The stream may be "cold" (unignited) or "hot" (ignited) at the firer's option (ignition is provided by a "glowplug" attachment at the nozzle). Originally designed to deal with bunkers and other underground complexes (killing the inhabitants by consuming all the oxygen inside), flamethrowers are also useful against armored vehicles and for clearing away underbrush, destroying supply dumps, and so on. Each shot covers a square area four meters on a side with burning gasoline, which will continue to burn for one minute (12 turns) or until extinguished (other flammable items in the square will be ignited and may burn longer). The fuel is napalm (jellied gasoline) but can be ordinary gasoline (at half the ranges noted). Fuel cannisters have an armor value of 1, and a hit on one is resolved as a fuel hit on a vehicle (no doubt causing some minor unease among users). Ammo: Fuel cannister Wt: 23 kg Mag: 5 internal (a tank of gasoline) Price: $1200 (—/S)
Weapon ROF M9A1 Flamethrower SA
Dam *
Pen Nil
Blk 4
Mag 5
SS 4
Brst —
*Damage by burning gasoline is covered on page 97.
Rng 5
FIM-92A Stinger (Surface-to-Air Missile): The Stinger is an American-built surface-to-air missile with advanced IR homing capability. Range: 6 km Accuracy Level: Average Wt: 20 kg Price: $1500 (—/R)
FIM-99 Scorpion (Surface-to-Air Missile): The Scorpion is an American-built, shoulder-fired, surface-to-air missile with televisual and advanced IR homing capability. Range: 7 km Accuracy Level: Easy Wt: 16 kg Price: $1750 (—/R)
MBB-7 Venusfliegenfalle (Surface-to-Air Missile): The German-built Venusfliegenfalle (Venus Flytrap) is a shoulder-fired, surface-to-air missile with televisual and advanced IR homing capability. Range: 7 km Accuracy Level: Easy Wt:14 kg Price: $1850 (—/R)
SA-27 Grappler (Surface-to-Air Missile): Code-named the Grappler by the NATO powers, the SA-27 is a Soviet-built surfaceto-air missile with televisual and advanced IR homing capability. Range: 6 km Accuracy Leuel: Easy Wt: 15 kg Price: $1000 (—/R)
Price: Includes all weapons listed under Armament, all ammunition listed under Ammo, and one full load of fuel. RF: Range finder bonus. Stabilization: Any special weapon stabilization machinery. Armament: Weapons with which the vehicle is normally equipped and which are included in its price (MG:Machinegun GL: Grenade launcher). Ammo: The amount of ammunition carried in ammunition stores (additional ammo may be purchased and carried, but counts as cargo). Cruise Speed: Travel movement. See page 108. Com Mov: Combat movement. See page 109. Fuel Cap: Fuel capacity, in liters. Fuel Cons: Fuel consumption rate, in liters of gasoline per hour. Conquistador Bicycle (Unarmored Cargo Vehicle): A ruggedly Fuel Type: Types of fuel the vehicle can use (G: Gasoline AuG: Aviation built cross-country or mountain model. Bicycles are the cheapest gasoline D: Diesel A:Alcohol—methanol and ethanol OCoal "/Wood). private vehicle to operate, and one of the most common in cities Load: Interior cargo capacity, given in kilograms unless otherwise noted. these days. Veh Wt: Gross weight, including ammo and fuel but not cargo. Crew: Number of crew+number of passengers. Cruise Speed: 3 0 / 1 0 Weapons Mounts. Most weapons are fired by the gunner. Weapons fired by Com Move: 1 5 / 4 other crewmembers are mounted in weapons mounts. Weapons mounts will accept any MG or the Mk-19 grenade launcher; most mounts have a weapon Combat Statistics in them, but it may be removed. The vehicle entry will explain the location of None. Driver and passengers are fired at as mounted targets weapons mounts (if any) and who fires weapons in them (C: Commander P: (see Special Cases on page 88). Passenger). Firing Ports: Firing ports are small doors in the sides of some vehicles which Price: $120 (V/V) allow passengers to fire certain small arms from inside. Only assault rifles, battle Veh Wt: 15 kg rifles, submachineguns, and sporting rifles may be used in firing ports. Drivers Crew: 1 and gunners may not use firing ports, but all other crewmembers may (one each). Range is limited to short. Combat Statistics: See pages 115 and 116 for details. Config: ConfiguraDamage Record tion Std: StandardTrt: Turreted CIH: Crew in hull Susp: Suspension W: Wheeled Crewmembers: Driver O T: Tracked HF: Front hull armor value HS: Side hull armor value HR: Rear hull Suspension: Minor damage O Immobilized O armor value TF: Turret front armor value TS: Turret side AV TR: Turret rear AV.
Suzuki Sparrow Motor Scooter (Unarmored Cargo Vehicle): A small, lightweight, and inexpensive motorbike, very popular with those who need more speed than a bicycle can give (and who can afford the gasoline). Used as a mount for sport riding by nomenklatura and as transport in certain wilder areas of the country. Some people, (Native Americans, for example) have a particular affinity for horses. Cruise Speed: 1 0 / 1 0 Com Move: 1 0 / 3 0 / 6 0 Price: $2000 (S/S) Hits: 60 Feed: 12 kg+graze Load: 120 kg Wt: 350 kg
Price: $950 (C/C) Fuel Type: G, A Load: 50 kg Veh Wt: 95 kg Crew: 1 Might Vision: Headlight
Cruise Speed: 100/40 Com Move: 50/25 Fuel Cap: 12 Fuel Cons: .75 Combat Statistics None. Driver is fired at as a mounted target (see Special Cases on page 88).
Damage Record Crewmembers: Driver O Sight/Vision: Night vision equipment O Engine: O Fuel (% Consumed or Destroyed): OOOOO OOOOO Suspension: Minor damage O Immobilized O
Yamaha Apache Motorcycle (Unarmored Cargo Vehicle): One of a variety of small dirt and cross-country models, used primarily by the military for scouting and by certain rural criminal gangs for transportation. Cruise Speed: 9 5 / 3 7 Com Move: 4 5 / 2 0 Fuel Cap: 16 Fuel Cons: 2 Combat Statistics None. Driver and passenger are fired at as mounted targets (see Special Cases on page 88). Price: $5000 (V/V) Night Vision: Headlight Fuel Type: G, A, AvG Load: 300 kg Veh Wt: 156 kg Crew: 1 + 1
Damage Record Crewmembers: Driver O Passengers: 1 O Sight/Vision: Night vision equipment O Engine: O Fuel (% Consumed or Destroyed): OOOOO OOOOO Suspension: Minor damage O Immobilized O
Harley-Davidson Motorcycle (Unarmored Cargo Vehicle): This is one of a variety of street-legal machines, some used primarily by young, up-and-coming executives trying to cultivate a daredevil image, others used by gangs who don't need to cultivate an image— they live it. Cruise Speed: 9 5 / 4 0 Com Move: 5 0 / 2 0 Fuel Cap: 16 Fuel Cons: 2 Combat Statistics None. Driver and passenger are fired at as mounted targets (see Special Cases on page 88). Price: $8500 (C/C) Fuel Type: G, A Load; 100 kg Veh Wt: 140 kg Crew: 1 + 1 Night Vision: Headlight Damage Record Crewmembers: Driver O Passengers: 1 O Sight/Vision: Night vision equipment O Engine: O Fuel (% Consumed or Destroyed): OOOOO OOOOO Suspension: Minor damage O Immobilized O
Yugo Contempo (Gnarmored Cargo Vehicle): The cutting edge of Serbo-Croatian design technology, used for for rental cars, cabs, and by middle-class types who have saved enough to get off a bicycle. Lower-echelon executives also use Yugos if they are on their way down and can't afford extravagances. Cruise Speed: 9 0 / 1 5 Com Move: 5 0 / 1 0 Fuel Cap: 80 Fuel Cons: 5 Damage Record Crewmembers: Driver O Passengers: 1 O 2 O 3 O Sight/Vision: Night vision equipment O Engine: O Fuel (% Consumed or Destroyed): OOOOO OOOOO Suspension: Minor damage O Immobilized O
Combat Statistics Config: Stnd HF: 1 Susp: W(2) HS: 1 HR: 1
Price: $7000 (C/C) Fuel Type: Q, A Load: 300 kg Veh Wt: 1 ton Crew: 1+3 Night Vision: Headlights
Zil Tovarisch (Unarmored Cargo Vehicle): The Zil is a Russiandesigned competitor to the Yugo. It is cheaper, but has a reputation for being less well-made. Cruise Speed: 9 0 / 1 5 Com Move: 4 5 / 8 Fuel Cap: 80 Fuel Cons: 5
Damage Record Crewmembers: Driver O Passengers: 1 O 2 O 3 O Sight/Vision: Night vision equipment O Engine: O Fuel (% Consumed or Destroyed): OOOOO OOOOO Suspension: Minor damage O Immobilized O
Combat Statistics Config: Stnd HF: 1 Susp: W(2) HS: 1 HR: 1
Price: $6000 (C/C) Fuel Type: G, A Load: 400 kg Veh Wt: 1 ton Crew: 1+3 Night Vision: Headlights
Ford-Revlon Elite (Unarmored Cargo Vehicle): The Elite is one of the most popular modern sportscars. Its electra-glide engine provides smooth acceleration. The Elite is known to have the most wellequipped glove compartment on any current model (due to the influence of the Revlon arm of the conglomerate) with an automatic, lighted, pop-down makeup mirror and completely stocked makeup | kit, including all relevant applicators. The Canadian humorist Anton Wilson Peale says of this car: "My ex-wife had an Elite, but she had to trade it in. It ran out of lip-gloss."
Damage Record Crewmembers: Driver O Passengers: 1 O 2 O Sight/Vision: Night vision equipment O Engine: O Fuel (% Consumed or Destroyed): OOOOO OOOOO Suspension: Minor damage O Immobilized O
Cruise Speed: 1 1 0 / 1 7 Com Move: 6 0 / 1 0 Fuel Cap: 80 Fuel Cons: 5 Combat Statistics Config: Stnd HF: 1 Susp: W(2) HS: 1 HR: 1
Price: $55,000 (S/C) Fuel Type: G, A Load: 0.5 tons Veh Wt: 1 ton Crew: 1+2 Night Vision: Headlights
GDM Lancer (Unarmored Cargo Vehicle): The Lancer is a good, solid car—almost a throwback to another era. But it is also one of the most luxurious animals on the road, with a plush interior, a highresponse, high-powered engine, top-of-the-line stereo, soundproofing, extra safety features and near-race car quality braking and fuel injection systems. With its distinctive lines it has often been described as "the shark of the road." Cruise Speed: 1 0 0 / 1 7 Com Move: 6 0 / 1 0 Fuel Cap: 100 Fuel Cons: 6 Damage Record Crewmembers: Driver O Passengers: 1 O 2 O 3 O 4 O Sight/Vision: Night vision equipment O Engine: O Fuel (% Consumed or Destroyed): OOOOO OOOOO Suspension: Minor damage O Immobilized O
Combat Statistics Config: Stnd HF: 1 Susp: W(3) HS: 1 HR: 1
Price: $695,000 (S/S) Fuel Type: G, A Load: 0.6 tons Veh Wt: 1.2 tons Crew: 1+4 Night Vision: Headlights
GDM Ariel (Unarmored Cargo Vehicle): GDM has discovered that the Ariel's design and appearance appeals mostly to young professional women, and advertises it accordingly. Cruise Speed: 1 0 0 / 1 5 Com Move: 6 0 / 1 0 Fuel Cap: 100 Fuel Cons: 6
Damage Record Crewmembers: Driver O Passengers: 1 O 2 O 3 O Sight/Vision: Night vision equipment O Engine: O Fuel (% Consumed or Destroyed): OOOOO OOOOO Suspension: Minor damage O Immobilized O
Combat Statistics Config: Stnd HF: 1 Susp: W(2) HS: 1 HR: 1
Price: $85,000 (S/S) Fuel Type: G, A Load: 0.4 tons Veh Wt: 1 ton Crew: 1+3 Night Vision: Headlights
Chrysler LeBoeuf (Unarmored Cargo Vehicle): Sometimes nicknamed the "Bulgemobile," the LeBoeuf is a large, rugged sedan. Certain criminal types favor the vehicle for its large trunk and rugged, though sporty, nature. Cruise Speed: 9 0 / 1 5 Com Moo: 5 0 / 1 0 Fuel Cap: 120 Fuel Cons: 5
Damage Record Crewmembers: Driver O Passengers: 1 O 2 O 3 O 4 O Sight/Vision: Night vision equipment O Engine: O Fuel (% Consumed or Destroyed): OOOOO OOOOO Suspension: Minor damage O Immobilized O
Combat Statistics Config: Stnd HF: 1 Susp: W(3) HS: 1 HR: 1
Price: $25,000 (C/C) Fuel Type: G, A Load: 0.7 tons Veh Wt: 1.6 tons Crew: 1+4 Night Vision: Headlights
Mitsubishi-Ferrari Kamikaze (Unarmored Cargo Vehicle): Labeled the "testosterossa" by the Canadian humorist Anton Wilson Peale ("My nine-year-old son got in one at the dealership, and it jumpstarted him into puberty"), the Kamakazi is one of the hottest, most expensive sports cars on the road. It also merits the highest insurance premiums of any vehicle on the American road. Cruise Speed: 1 3 0 / 1 7 Com Move: 8 0 / 1 0 Fuel Cap: 60 Fuel Cons: 7 Damage Record Crewmembers: Driver O Passengers: 1 O Sight/Vision: Night vision equipment O Engine: O Fuel (% Consumed or Destroyed): OOOOO OOOOO Suspension: Minor damage O Immobilized O
Combat Statistics Config: Stnd HF: 1 Susp: W(l) HS: 1 HR: 1
Price: $980,000 (S/S) Fuel Type: G, A Load: 0.2 tons Veh Wt: 1 ton Crew: l + 1 Night Vision: Headlights
Mazda Firefly Convertible (Unarmored Cargo Vehicle): Although it is not the only "ragtop" left, the Firefly is by far the most popular convertible available today. The vehicle is in such demand that the manufacturers have established a waiting list for purchasers, and used Fireflies can be sold almost instantly. Cruise Speed: 1 1 0 / 2 0 Com Move: 70/\5 Fuel Cap: 100 Fuel Cons: 6 Damage Record Crewmembers: Driver O Passengers: 1 O 2 O 3 O Sight/Vision: Night vision equipment O Engine: O Fuel (% Consumed or Destroyed): OOOOO OOOOO Suspension: Minor damage O Immobilized O
Combat Statistics Config: Stnd HF: 1 Susp: W(2) HS: 1 HR: 1
Price: $300,000 (S/S) Fuel Type: Q, A Load: 0.4 tons Veh Wt: 1.1 tons Crew: 1+3 Night Vision: Headlights
Mercedes-Benz 750 SLX (Unarmored Cargo Vehicle): An armored luxury automobile, with an extra-large, customized interior. Vehicles such as these are used by extremely wealthy individuals, high government officials, or by high-level corporate executives. They are often equipped with entertainment centers, cellular telecommunications devices, computers, and mobile fax machines. Most also have a two-way radio (secure channel) to enable security personnel in other vehicles to communicate with the driver and vice versa. Many have a sealed passenger/driver compartment with a 12 hour internal air supply (to foil chemical or flamethrower attacks).
Damage Record Crewmembers: Driver O Bodyguard (optional) O Passengers: 1 O 2 O 3 O 4 O Sight/Vision: Night vision equipment O Engine: O Fuel (% Consumed or Destroyed): OOOOO OOOOO Suspension: Minor damage O Immobilized O
Cruise Speed: 9 0 / 1 7 Com Move: 4 5 / 8 Fuel Cap: 180 Fuel Cons: 11 Combat Statistics Config: Stnd HF: 4 Susp: W(4) HS: 4 HR:4
Price: $1,910,000 (S/R) Fuel Type: G Load: 600 kg Veh Wt: 2 tons Crew: 1+4 (or 2+4) Night Vision: Headlights
Kartoffeln Van (Unarmored Cargo Vehicle): Designed for business or private use, this van is a one-ton truck with a completely enclosed cargo bed accessible from the passenger compartment. Private models can be fitted with extra seats. Vans with fake business markings are used by the police and others for covert surveillance. Weapons are seldom fitted, but a radio can be. Price does not include any additional equipment fitted. Passenger limitations are primarily comfort related. Police forces make useof special versions of these vehicles to carry riot control teams (adding sirens, lights, and communications gear) or as prisoner transfer vehicles (at double the passengercapacity given below). Damage Record Crewmembers: Driver O Passengers (Business Version): 1 O Passengers (Private Version): 1 O 2 O 3 O 4 O 5 O Passengers (Surveillence Version): 1 O 2 O 3 O Sight/Vision: Night vision equipment O Radio (If Any): O Engine: O Fuel (% Consumed or Destroyed): OOOOO OOOOO Suspension: Minor damage O Immobilized O
Cruise Speed: 9 0 / 1 7 Com Move: 4 5 / 8 Fuel Cap: 120 Fuel Cons: 8 Combat Statistics Config: Stnd HF: 1 Susp: W(2) HS: 1 HR: 1
Price: $83,000 (C/C) Fuel Type: G, A Load: 1 ton (business); 600 kg (private); 300 kg (surveillance) Veh Wt: 2 tons Crew: 1+5 Night Vision: Headlights (private), image intensifier videocam (surveillance)
Chrysler Conestoga 5/4-Ton Pickup Truck (Unarmored Cargo Vehicle): These medium-sized civilian utility trucks are in common use, and are even considered a badge of status within certain groups. This truck can carry up to 1.25 tons of cargo, or an equivalent load of passengers (although no provision is made for them) in the open back end. Damage Record Crewmembers: Driver O Cab passenger O Passengers: 1 O 2 O 3 O 4 O 5 O 6 O Armament (If Any): O Sight/Vision: Night vision equipment O Radio (If Any): O Engine: O Fuel (% Consumed or Destroyed): OOOOO OOOOO Suspension: Minor damage O Immobilized O
Cruise Speed: 9 0 / 2 0 Com Move: 6 0 / 2 0 Fuel Cap: 105 Fuel Cons: 5 Combat Statistics Config: Stnd HF: 1 Susp: W(3) HS: 1 HR: 1
Price: $ 35,000 (C/S) Fuel Type: G, A Load: 1.25 tons Veh Wt: 2 tons Crew: 2+6 Night Vision: Headlights
Winnebago Nomad Camper (Unarmored Cargo Vehicle): This is a specially modified version of the panel van incorporating a small kitchen, toilet, shower, and folding beds for long-distance crosscountry travel or for use as mobile living quarters. Although still used for their original purpose (recreational camping), they are standard housing for an increasing proportion of the population. Cruise Speed: 9 0 / 1 7 Com Move: 4 5 / 8 Fuel Cap: 120 Fuel Cons: 8 Damage Record Crewmembers: Driver O Passengers: 1 O 2 O 3 O 4 O Sight/Vision: Night vision equipment O Radio (If Any): O Engine: O Fuel (% Consumed or Destroyed): OOOOO OOOOO Suspension: Minor damage O Immobilized O
Combat Statistics Config: Stnd HF: 1 Susp: W(2) HS: 1 HR: 1
Price: $580,000 (C/C) Fuel Type: G, A Load: 800 kg Veh Wt: 2 tons Crew: 1+4 Night Vision: Headlights
Range Rover II (Unarmored Cargo Vehicle): The rugged Range Rover series of vehicles has been popular in some circles for years. The extra capacity fuel tanks and good cross-country capability make it popular with those whose travels take them off of the pavement occasionally. Cruise Speed: 9 0 / 3 0 Com Move: 5 0 / 2 5 Fuel Cap: 150 Fuel Cons: 5 Damage Record Crewmembers: Driver O Passengers: 1 O 2 O 3 O 4 O Sight/Vision: Night vision equipmentO Engine: O Fuel (% Consumed or Destroyed): OOOOO OOOOO Suspension: Minor damage O Immobilized O
Combat Statistics Config: Stnd HF: 1 Susp: W(2) HS: 1 HR: 1
Price: $50,000 (S/S) Fuel Type: G, A Load: 0.5 tons Veh Wt: 1.5 tons Crew: 1+4 Night Vision: Headlights
HMMWV (Unarmored Cargo Vehicle): The above letters stand for high-mobility, multipurpose wheeled vehicle. The HMMWV is a fourwheel-drive, off-road vehicle designed as a light scout, utility, and cargo vehicle. Just as the jeep entered civilian use after WWII, so did the HMMWV "Hummer." Many small businesses use them as delivery vehicles. Cruise Speed: 1 0 0 / 3 0 Com Move: 5 0 / 1 5 Fuel Cap: 90 Fuel Cons: 7 Damage Record Crewmembers: Driver O Passengers: 1 O 2 O 3 O 4 O 5 O Sight/Vision: Night vision equipment O Radio: O Engine: O ' Fuel (% Consumed or Destroyed): OOOOO OOOOO Suspension: Minor damage O Immobilized O
Combat Statistics Config: Stnd HF: 1 Susp: W(2) HS: 1 HR: 1
Price: $18,000 (C/C) Fuel Type: D, G, A Load: 1.25 tons Veh Wt: 2 tons Crew: 1+5 Night Vision: Headlights
Orca 2 ½-Ton Truck (Unarmored Cargo Vehicle): A standard 6x6 cargo truck with moderate cross-country performance, capable of carrying 2-½ tons of cargo or an equivalent load of passengers. Cruise Speed: 9 0 / 1 7 Com Mov: 4 5 / 8 Fuel Cap: 195 Fuel Cons: 16 Damage Record Crewmembers: Driver O Cab passenger O Passengers: 1 O 2 O 3 O 4 O 5 O 6 O 7 O 8 O 9 O 10 O Sight/Vision: Night vision equipment O Radio: O Armament (If Any): O Engine: O Fuel (% Consumed or Destroyed): OOOOO OOOOO Suspension: Minor damage O Immobilized O
Combat Statistics Config: Stnd HF: 1 Susp: W(3) HS: 1 HR: 1
Price: $50,000 (C/C) Fuel Type: D, A Load: 2.5 tons Veh Wt: 4 tons Crew: 2+10 Night Vision: Headlights
Kenilworth Piledriver Semi-Trailer Tractor (Unarmored Cargo Vehicle): A 4x6 truck engine-and-cab combination used to pull a variety of trailers. This truck is commonly known as a "semi," a shortened version of its full name. The vehicle does well on the highway, but has very poor cross-country mobility. It is usually equipped with multichannel CB radios and other electronic equipment (radar detectors, etc.).
Damage Record Crewmembers: Driver O Passengers: 1 O Sight/Vision: Might vision equipment O Radio: O Engine: O Fuel (% Consumed or Destroyed): OOOOO OOOOO Suspension: Minor damage O Immobilized O
Cruise Speed: 8 0 / 1 7 Com Move: 4 0 / 8 Fuel Cap: 2 8 0 Fuel Cons: 17 Combat Statistics Config: Stnd HF: 1 Susp: W(2) HS: 1 HR: 1
Price: $87,000 (C/C) Fuel Type: D, A Load: 400 kg Veh Wt: 9 tons Crew: 1+ 1 Night Vision: Headlights
Enclosed Trailer (Unarmored Cargo Vehicle): This is a fully enclosed open-cargo trailer designed to be towed by the semi-trailer tractor described above. It is used for cargos that can readily be loaded through the two rear doors (on some versions, a smaller, side door is fitted). Some versions have integral temperature control equipment for special cargos. Mo provision is made for armament. Movement is per towing vehicle. Combat Statistics Config: Stnd HF: 1 Susp: W(2) HS: 1 HR: 1
Price: $24,000 (C/C) Load: 12 tons Veh Wt: 16 tons
Damage Record Suspension: Minor damage O Immobilized O
Roadrunner Passenger Bus (Unarmored Cargo Vehicle): This is a typical cross-country passenger bus, now mostly used for intermetroplex travel along major interstates. Smaller models areoccasionally used by city mass-transit companies, or by private companies. Cruise Speed.: 8 0 / 1 7 Com Move: 4 0 / 8 Fuel Cap: 2 8 0 Fuel Cons: 17 Damage Record Crewmembers: Driver O Passengers: 10 O 20 O 30 O 40 O 50 O 60 O Sight/Vision: Night vision equipment O Engine: O Fuel (% Consumed or Destroyed): OOOOO OOOOO Suspension: Minor damage O Immobilized O
Combat Statistics Config: Stnd HF: 1 Susp: W(2) HS: 1 HR: 1
Price: $100,000 (S/S) Fuel Type: D, A Load: 7 tons Veh Wt: 11 tons Crew: 1+60 Night Vision: Headlights
Weapon Data Weapon ROF Mag Rng Ammo Damage Pen Water Cannon 5 10 5 Water pulse * Nil *AII characters within an eight-meter square are knocked down, take 1D61 damage to a random location, and lose all further actions for the turn. Weapon MAG MG bipod tripod
ROF 10 10 10
Dam 4 4 4
Type ROF Mag 40mm 5 50B or SS
Pen 2-3-Nil 2-3-Nil 2-3-Nil Rng 200
Blk Mag 6 100B 6 100B 6 100B
1FR 3 km
Recoil SS Brst Rng 1 7 65 1 4 90 1 2 125
Rnd Damage Pen CHEM C:1,B:4 Nil
Damage Record Crewmembers: Commander O Driver O Gunner O Passengers: 1 O 2 O 3 O 4 O 5 O 6 O Radio: O Water Cannon: O Traverse: O Engine: O Fuel (% Consumed or Destroyed): OOOOO OOOOO Suspension: Minor damage O Immobilized O
Type 40mm
Weapon Data ROF Mag Rng IFR Rnd Damage Pen 5 50B or SS 200 3 km CHEM C:1,B:4 Nil
Damage Record Crewmembers: Commander/Gunner O Driver O Passengers: 1 O 2 O 3 O 4 O 5 O 6 O 7 O 8 O 9 O 10 O Radio: O 40mm AGL O Foam Nozzle: O Traverse: O Engine: O Fuel (% Consumed or Destroyed): OOOOO OOOOO Suspension: Minor damage O Immobilized O
Commando V-300P (Armored Personnel Carrier): The V-300P (for police) APC is intended for riot control and civil affairs duties by police departments. It is armed with a water cannon and a Mk-19 AGL (usually armed with tear gas rounds only), although a coaxial MAG MG can be also be installed. It has six firing ports, three on the right side and three on the left side. The vehicle comes equipped with an onboard storage tank for the water cannon (the ammunition capacity below), but it is also equipped with a hose for connection to a hydrant, (unlimited "ammunition" at a sacrifice of mobility). Connecting/ disconnecting the hose must be done from outside the vehicle, and takes one person 15 seconds. Cruise Speed: 1 0 0 / 3 0 Com Move: 5 0 / 2 5 Fuel Cap: 2 8 4 Fuel Cons: 18 Combat Statistics Config: Trt HF: 6 Susp: W(3) HS: 4 HR:3 Ammunition Water Pulses OOOOO OOOOO
Price: $230,000 (—/S) Armament: Water cannon, Mk-19 40mmAGL coaxial, (coaxial MAG MG optional) Ammo: Water, 100x40mm grenade (1200x7.62mm N optional) Fuel Type: D, A Load: 600 kg Veh Wt: 12 tons Crew: 3+6 Night Vision: Headlights
40mm Grenade (100 rounds) OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO
RamTech P-320 (Armored Personnel Carrier): This vehicle represents one of the most advanced police anti-riot APCs available. The 6x6 armored vehicle is designed to carry up to 10 fully equipped riot police and provide them with support as well as transportation. The vehicle is equipped with a "cherry picker" platform, capable of elevation up to 18 meters above street level. This platform carries a remotely operated tranq dart gun, 40mm AGL, video camera, and foam nozzle, all controlled by the vehicle commander from inside the hull. The 40mm AGL has two 50-round bins for ammo storage, selected at will by the commander. It has six firing ports, three on the right side and three on the left side. The foam nozzle sprays short bursts, each covering a single eightmeter square. The foam is very dense, highly sound-absorbent, and transmits light well, but diffuses it greatly. Victims trapped in it can breathe normally, but are unable to see beyond a few centimeters and cannot hear sounds more than a couple of meters distant. If desired, a knockout gas can also be injected into the mixture (characters must roll Difficult: Constitution to remain conscious each five-second phase exposed to the foam). A harmless dye can also be mixed into the foam, to mark suspects for later retrieval. Cruise Speed: 1 0 0 / 3 0 Com Moue: 5 0 / 1 5 Fuel Cap: 2 8 4 Fuel Cons: 18 Combat Statistics Config: Trt HF: 2 Susp: W (3) HS: 2 HR:2
Price: $690,000 (—/S) Armament: 40mm AGL, tranq dart gun, foam nozzle Ammo: 100x40mm, l00xtranq darts, 20xfoam pulses Fuel Type: D, A Load: 600 kg Veh Wt: 12 tons Crew: 2+10 Night Vision: Headlights
Rowboats, canoes, assault boats, and other open craft four meters long or less. These can often be carried by one or two people, and can usually be stored on top of a vehicle as cargo. Inflatable versions are even more portable than wooden ones. Cruise Speed: 2 / 2 Config: Flush deck Tonnage: 1 Hull Armor: 0 Waterline Armor: 0 Superstructure Armor: 0 Propulsion: Muscle power Size: 1 Damage Record Full Speed O Dead in Water O Sunk O
Price: Metal: $300 (C/C) Inflatable: :$900(C/C) Wooden: $2300 (R/C) Armament: None Length: 1 Draft: 0.5 m Speed: 1 Turn: 4 Acceleration: 1 Pumps: None Night Vision: None Load: 100 kg Minimum/Optimum Crew: 2/4
A sail-powered, wooden-hulled pleasure craft with a small cabin below deck. These boats require little maintenance and no fuel, although they can be hard to maneuver in cramped estuaries and the like. Cruise Speed: 4 / 4 Config: Flush deck Tonnage: 10 Hull Armor: 0 Waterline Armor: 0 Propulsion: Sails Size: 1 Damage Record Full Speed OOOOO OOOOO Dead in Water OOOOO OOOOO Sunk OOOOO OOOOO
Price: $15,000 (C/C) Armament: None, although one machinegun can be fitted Length: 1 Draft: 2 m Speed: 1D6+2 downwind, 1D6+4 upwind Turn: 2 Acceleration: 0.5 Pumps: None Night Vision: None Load: 1 ton Minimum/Optimum Crew: 2/4
A wooden-hulled, open, "runabout" pleasure boat or small private fishing boat. It is very handy for those who can afford the gas. Cruise Speed: 8 / 8 Fuel Cap: 2 2 0 Fuel Cons: 5 Fuel Type: D, A Config: Flush deck Tonnage: 10 Hull Armor: 0 Waterline Armor: 0 Superstructure Armor: 0 Propulsion: Motor Size: 1 Damage Record Full Speed OOOOO OOOOO Dead in Water OOOOO OOOOO Sunk OOOOO OOOOO
Price: $30,000 (C/C) Armament: None, although one machinegun or grenade launcher can be fitted Length: 1 Draft: 1 m Speed: 4 Turn: 4 Acceleration: 4 Pumps: 1 Night Vision: None Load: 1 ton MinimunVOptimum Crew: 1/2
A medium-sized, wooden-hulled pleasure boat with a small cabin (a cabin cruiser) or small commercial Fishing vessel. This is the most popular type of craft with small merchants, but fishing boats of this size are usually operated by several families in a communal consortium. Cruise Speed: 6 / 6 Fuel Cap: 4 0 0 Fuel Cons: 10 Fuel Type: D, A Config: Flush deck Tonnage: 20 Hull Armor: 0 Waterline Armor: 0 Propulsion: Motor Size: 2
Price: $300,000 (C/C) Armament: None, although one or more machineguns can easily be fitted Length: 2 Draft: 1 m Speed: 3 Turn: 2 Acceleration: 1 Pumps: 1 Night Vision: 1 white light spotlight Load: 2 tons Minimum/Optimum Crew: 2/8
Damage Record Full Speed OOOOO OOOOO OOOOO OOOOO Dead in Water OOOOO OOOOO OOOOO OOOOO Sunk OOOOO OOOOO OOOOO OOOOO
A small, armed, wooden-hulled river patrol boat or its equivalent. Many of these are former government revenue boats or customs patrol boats which are now in private hands. Cruise Speed: 1 2 / 1 2 Fuel Cap: 5 0 0 Fuel Cons: 12 Fuel Type: D, A Config: Flush deck Tonnage: 20 Hull Armor: 0 Waterline Armor: 0 Superstructure Armor: 0 Propulsion: Motor Size: 2
Damage Record Full Speed OOOOO OOOOO OOOOO OOOOO Dead in Water OOOOO OOOOO OOOOO OOOOO Sunk OOOOO OOOOO OOOOO OOOOO
Price: $490,000 (R/R) Armament: One or two machineguns, at most Length: 2 Draft: 1 m Speed: 8 Turn: 4 Acceleration: 4 Pumps: 1 Night Vision: White light spotlight Load: 1 ton Minimum/Optimum Crew: 2/8
Weapon Data Recoil Weapon ROF Dam Pen Blk Mag SS Brst Rng M2HB 5 8 2-2-3* 8 105B * * ** 150 *.50 SLAP ammunition has a Pen of 1-1-2. **Weapon has negligible recoil when used this way. Damage Record Crewmembers: Pilot O Copilot O Flight Attendant O Passengers: 1 O 2 O 3 O 4 O 5 O 6 O 7 O 8 O 9 O 10 O 11 O 12 O 13 O 14 O 15 O 16 O 17 O 18 O Radio: O Gun Pod 1: O Gun Pod 2: O Ammo: O Engine 1: O Engine 2: O Fuel (% Consumed or Destroyed): OOOOO OOOOO Wings: Damaged O Destroyed O
Teledyne Dornier CV-27 Peregrine (Tilt-Rotor VSTOL): The Peregrine is a tilt-rotor VSTOL (Vertical/Short Takeoff and Landing) used by the military as a tactical transport, and by some civilian firms as a substitute for helicopters. The cabin has a door on the forward right side and a cargo ramp in the rear, and provision for a cargo hoist capable of carrying a slung load (vertical takeoff only) of up to 4.5 tons at half the aircraft's normal speed (at the expense of part of the internal cargo load). Vertical takeoff is only possible at two-thirds maximum load capacity. Statistics given below are for the executive transport/corporate security model (weapon pods for security model only). For extended range, two 6600 kg fuel pods can be installed on the external hardpoints. Cruise Speed: 1 0 / 1 0 Com Move: 50 Fuel Cap: 6 2 1 5 ( + 1 3 , 2 0 0 in drop tanks) Fuel Cons: 5 1 2 Price: $3,200,000 (S/S) Armament: 2xM2HB minigun pods (two hardpoints) Ammo: 1500*.50BMG Fuel Type: AvG Load: 9 tons (up to 4.5 tons slung) Veh Wt: 24 tons Crew: 3+18 (executive version) Night Vision: None Min. Runway,Takeoff: 24 m (550 m in STO mode) Min. Runway, Land: 24 m (600 m in STO mode)
MBB/Bell/Textron Model 256 Voyager (Rotary-Wing Aircraft): The Voyager is a civilian version of the military OH-62 Shawnee observation helicopter. Corporate security versions are sometimes fitted with a pair of M2HB door guns (one per side). Cruise Speed: 3 7 6 Com Move: 18 Fuel Cap: 4 6 0 Fuel Cons: 153
Weapon Data Recoil Weapon ROF Dam Pen Blk Mag SS Brst Rng M2HB 5 8 2-2-3* 8 105B * * * * 150 *.50 SLAP ammunition has a Pen of 1-1-2. **Weapon has negligible recoil when used this way. Damage Record Crewmembers: Pilot O Copilot O Passengers: 1 O 2 O 3 O 4 O 5 O 6 O Radio: O Door Gun 1: O Door Gun 2: O Ammo: O Engine: O Fuel (% Consumed or Destroyed): OOOOO OOOOO Rotor: Damaged O Destroyed O
Price: $1,750,000 (S/S) Armament: 2xM2HB door guns Ammo: 2000x.50 BMG Fuel Type: AvG Load: 2400 kg in four hardpoints Veh Wt: 2.5 tons Crew: 2+6 Min. Runway, Takeoff: 24m Min. Runway, Land: 24m
Boeing-Sikorsky RAH-66 Comanche (Rotary Wing Aircraft): The RAH-66 (recon and attack helicopter) Comanche was developed by Boeing-Sikorsky in the early 1990s for the US Army's LHX program, with the first models entering service in 1997. The aircraft's landing gear and weapon racks retract into the hull for stealth flights, but weapon capacity can be expanded by bolt-on wings with weapon racks. The helicopter has six internal (retractable) hardpoints, but the bolt-on wings add eight additional hardpoints (nonretractable). Each hardpoint can carry two Stingers, one fuel pod, or other weapon pod. Fuel and missile pods cannot be carried internally. Two main armament loads are carried, as noted below. Cruise Speed: 5 6 0 Com Move: 28 Fuel Cap: 1 0 2 0 Fuel Cons: 4 0 0
Weapon 25mm
Weapon Data ROF Mag Rnq Ammo HE 5 100B 250
Damage C:l, Brst:2
Pen -8C
Damage Record Crewmembers: Pilot O Weapons Officer O Sight/Vision: Gun sight O Range finder O Night vision equipment O Radio: O 25mm Gatling Autocannon: O Ammo: O Engine: O Fuel (% Consumed or Destroyed): OOOOO OOOOO Rotor: Damaged O Destroyed O
Price: $6,500,000 (—f—) Armament: Recon Mode: 25mm Gatling autocannon, 6 internal hardpoints Attack Mode: 25mm Gatling autocannon (internal), 6 internal and 8 external hardpoints Ammo: 500x20mm autocannon Fuel Type: AvG Load: 3200 kg in up to 14 hardpoints Veh Wt: 4.5 tons Crew: 2 Night Vision: Thermal Imaging, Image Intensification Min. Runway,Takeoff: 24 m Min. Runway, Land: 24 m
McDonnell-Sukhoi Nochvyeter (NightWind) (Fixed Wing): The Nochvyeter (NightWind) is a small private jet used by nomenklatura for sport flying and by corporations as an executive transport aircraft. It is not normally armed, but comes with two underwing attachment points for external fuel tanks (300 kilograms each), which are capable of accepting an M2HB gun pod for a small (250-pound) bomb.
Weapon Data Recoil ROF Dam Pen Blk Mag SS Brst Rng Weapon M2HB 5 8 2-2-3* 8 105B ** ** 150 *.5O SLAP ammunition has a Pen of 1-1-2. **Weapon has negligible recoil when used this way. Damage Record Crewmembers: Pilot O Copilot O Passengers: 1 O 2 O 3 O 4 O 5 O 6 O Radio: O M2HB Pod 1 (If Fitted): O M2HB Pod 2 (If Fitted): O Ammo: O Engine 1: O Engine 2: O Fuel (% Consumed or Destroyed): OOOOO OOOOO Wings: Damaged O Destroyed O
Cruise Speed: 3 2 0 Com Move: 16 Fuel Cap: 7 5 0 ( + 6 0 0 in drop tanks) Fuel Cons: 2 8 1 Price: $10,650,000 (S/S) Armament: 800 kg on two hardpoints Ammo: 1500x.50 BMG Fuel Type: AvG Load: 800 kg Veh Wt: 4.5 tons Crew: 2+6 Min. Runway, Takeoff: 750 m Min. Runway, Land: 800 m
Kraus Maffei-Deere Auto-Farmer (Vehicular Robot): The Kraus Maffei-Deere Auto-Farmer is typical of a number of agricultural drudgebotsmade by several companies for use by the giant agricorps. The Auto-Farmer is a giant farming machine, combining the functions of tiller/cultivator, planter, and harvester. The machine is gigantic, and covers 64-128 rows of any given crop per pass. Older models of these machines had a human operator, and all models have a compartment for a human in case the robotic brain is damaged for some reason. Some models are rigged up for remote control from a central complex. Cruise Speed: 1 2 / 1 2 Com Move: 1 2 / 1 2 Fuel Cap: 2 0 0 0 Fuel Cons: 50 Combat Statistics Config: Stnd HF: 1 Susp: T: 4 HS: 1 HR: 1
Damage Record Crewmembers (If Present): Operator O CPU: O Other Electronics: O Power Plant: O Fuel (% Consumed or Destroyed): OOOOO OOOOO Suspension: Minor damage O Immobilized O
Price: $30,000,000 (—/R) Fuel Type: D Skills: Observation 3 Wt: 65 tons Crew: 0 or 1 (Robot Initiative: 2) Night Vision: Headlights
Kraus Maffei-Deere CropScout (Nonvehicular Robot): The Kraus Maffei-Deere CropScout is a specialized drudgebot used by agricultural corporations to monitor the condition of fields. CropScouts travel from field to field checking the level of insect, weed, and fungal infestation. When a field reaches a set level of infestation, the CropScout will send for the drone helicopters to spray the field with the appropriate insecticide/herbicide/fungicide combination for its particular infestation. CropScouts resemble giant mechanical spiders, two meters wide and one high (including legs). The CropScout has an internal battery containing power sufficient for up to 18 hours average operation. It uses the Quadruped column on the Human/ Animal Hit Location Table (with adaptations for the additional legs— the multiple legs are treated as one collective hit location). Some models come with internal pesticide sprayers. Armor Values Head: 1 Chest/Abdomen: 1 Arms/Legs: 0 Com Move: 9 0 / 5 0
Damage Record Head: O O R. Arm: O O
Chest: L
Arm:
O O O O
Abdomen: Legs:
O O O O
Price: $12,565,000 (S/C) Initiative: 2 Agility: 2 Strength: 2 Constitution: 2 Skills: Observation 6, Unarmed combat damage 1 Wt: 60 kg Night Vision: White light spotlight.
Kraus Maffei-Deere GB-1000 (Nonvehicular Robot): This robot resembles a one-meter-high garbage can mounted on two tank treads (the "legs"). The top isa small turret-like structure containing a smoke detector, electronic motion sensor, siren, flashers, a spotlight, chemical spray tubes (usually loaded with tear gas), a small loudspeaker, and a paint pellet marker gun (to mark suspects for later identification). Some models also contain provisions for remote operation from a central control room, and many have an internal video camera to record evidence. The robot is programmed to patrol a fixed route on a fixed schedule, and to react in a number of preprogrammed ways to various situations. It is intended for internal patrols, or paved areas such as parking lots where it doesn't have to cross rough terrain. It also has a small loudspeaker for warnings, challenges, and announcements (This area is a restricted. Please vacate it at once."). The robot's pattern recognition software is sophisticated enough to recognize the difference between animals such as dogs or cats and humans, reacting to them differently. The robot comes with a standard IR bar code scanner to recognize security passes. GB-1000 guardbots are little more than moving burglar alarms, although they can videotape their actions, and they are capable of distinguishing betweenanalley cat and a cat burglar. They use the Biped column on the Human/Animal Hit Location Table. Com Move: 1 5 / 6 Fuel Cap: 12 Fuel Cons: 1
Wt: 110 kg Price: $1,630,000 (—/—) Fuel Type: G Damage Record Head: O Chest: O Abdomen: O O R. Leg: O L Leg: O O O (Treat right or left arm hit results as misses.)
O O
Armor Values Head: 1 Chest/Abdomen: 2 Legs: 1
Initiative: 2 Agility: 2 Strength: 4 Constitution: 4 Skills: Observation 8 Armament-Chemical projector, paint pellet gun (Range 15 meters) Sensors: IR motion detector, pattern recognition software (video only)
Kraus Maffei-Deere GB-2000 (Nonvehicular Robot): This is a larger, better armed and armored version of the GB-1000 guardbot. The GB-2000 guardbot is intended for security at factories, minimum-security prisons, etc. It has everything the level one robot has, and an internal tranq dart gun in addition, for apprehension of dangerous animals, escaping prisoners, fleeing felons, etc. It also has two manipulator arms which it uses for applying restraint to suspects, opening doors, melee combat, etc. It uses the Biped column on the Human/Animal Hit Location Table. Armor Values Head: 3 Chest/Abdomen: 2 Arms/Legs: 2 Com Move: 3 2 / 1 2 Fuel Cap: 18 Fuel Cons: 1
Damage Record Head: OO OO R. Arm: O O R. Leg: O O
Chest:
OO OO L Arm: O O L Leg: O O
Abdomen:
OO OO
Initiative: 4 Agility: 4 Strength: 6 Constitution: 6 Skills: Observation 8, Small Arms (Rifle) 6, Unarmed combat damage 2 Armament: Chemical projector, paint pellet gun (Range 15 meters), tranq dart gun (see page 287) Sensors: IR motion detector, voice/pattern recognition software (audio/video) Wt: l60kg Price: $4,875,000 (—/—) Fuel Type: G
RamTech Roboguard-III (Nonvehicular Robot): The RoboguardIII resembles a 1.5-meter-tall armored golf cart with three arms, two of them capable of restraining suspects, opening doors, windows, cabinets, or conducting unarmed melee combat. One of the arms has a small rotary saw blade, which it uses to clear obstructions (armed melee stats for the saw are given below). The robot's on-board computer includes a complex program detailing responses to various situations, and levels of permitted violence depending upon the stimuli. Roboguard-lIIs use the Quadruped column of the Human/Animal Hit Location Table (the robots have four small track units as their "legs").
Weapon Data Weapon Saw arm
Range S
Damage 1D6+4
Hit Mod. +1
Recoil Weapon ROF 5 Int. 9mm SMG Int. 5.56mm rifle 3
Dam 2 3
Pen Blk Nil 1 1-Nil 2
Mag 120 60
Damage Record Head: OO Chest: OOOO OO OOOO R. Arm: O L (Saw) Arm: O O O L Leg: R. Leg: OO OO OO OO
SS 2 3
Brst Rng 5 30 5 55
Abdomen:
Armor Values Head: 3 Chest/Abdomen: 3 Arms/Legs: 2 Com Move: 3 2 / 1 2 Fuel Cap: 24 Fuel Cons: 1
OOOO OOOO
RamTech Roboguard-IV (Nonvehicular Robot): The Roboguard-IV is intended for military and high-security applications. It resembles a thnee-meter-tall clam with legs, arms, and a small weapon mount attached to each side under the arm. It is extremely sophisticated and capable of considerable independent action within its preprogrammed parameters. The Roboguard-IV has two manipulative arms to restrain tranqed suspects. It uses the Bipedal column of the Human/Animal Hit Location Table. Armor Values Head: 4 Chest/Abdomen: 6 Arms/Legs: 4 Com Move: 3 0 / 1 8 Fuel Cap: 100 Fuel Cons: 5
Initiative: 5 Agility: 4 Strength: 8 Constitution: 10
Skills: Observation 8, Small Arms (Rifle) 6, Small Arms (Pistol) 6, Unarmed combat damage 2 Armament: Chemica1 projector, paint pellet gun, tranq dart gun, integral 5.56mm selective fire rifle, integral 9mm selective fire SMG Sensors: IR motion detector, voice/pattern recognition software (audio/video), ultrasonic and subsonic sound detectors Wt: 220 kg Price: $43,250,000 (—/—) Fuel Type: G
Damage Record Head: OO OO Chest: OOO OOO Abdomen: OOO OOO R. Arm: O O L Arm: O O R. Leg: O O L Leg: O O
Initiative: 6 Agility: 4 Strength: 14 Constution: 10 Skills: Observation 10, Small Arms (Rifle) 8, Heavy Weapons 8, Weapon Data Unarmed combat damaged 2 ROF Mag Rng Ammo Damage Pen Armamen: Chemical projector, paint pellet gun, tranq dart gun, Weapon 250 25mm 5 100B HE C:l, Brst:2 -8C integral 9mm SMG (use Uzi stats), M2HB MG, 25mmHE autocannon Sensors: IR motion detector, voice/pattern recognition software (audio/video, UV included), ultrasonic and subsonic sound dectectors, Recoil Weapon ROF Dam Pen Blk Mag SS Brst Rng white light spotlight, IR/UV spotlight, ultrasonic motion detector M2HB** 5 8 2-2-3* 8 105B 1 2 150 Price: $67,750,000 (—/—) Int. 9mm SMG 5 2 1 120 Mil 2 5 30 Fuel Type: G *50 SLAP ammunition has a Pen of 1-1-2. Veh. Wt: 240 kg **Weapon counts as being mounted on tripod.
Language Albanian Turkish Azerbaijani Uzbek Kazakh Tartar Chuvash Kirgiz Turkoman Hungarian Ugric Finnish Finnic Estonian Lapp Mordvinian Maya Amerindian South Amerindian Navaho Athabascan Uto-Aztecan Nahuatl Armenian Armenian Armenian Lithuanian Baltic Balto-Slavic Latvian East Slavic Russian West Slavic Polish Czech Slovak South Slavic Serbo-Croat Bulgarian Slovenian Macedonian Swahili Bantu Bantu Basque Basque Basque Celtic Goidelic Scots Gaelic Breton Brythonic Welsh Gaelic South Caucasian Georgian Caucasian Dravidian Dravidian Tamil Anglic English Germanic West Germanic German Dutch Yiddish Flemish North Germanic Danish Swedish Icelandic Norwegian Greek Greek Greek Indic Indo-lranian Hindi-Urdu Bengali Romany (Gypsy) Iranian Taijik Parsi (Persian) Japanese Japanese Japanese Korean Korean Korean Malay-Indonesian Mayalo-Polynesian W. Mayalo-Polynesian Mon-Khmer Mon-Khmer Cambodian East Romance Italian Romance Romanian West Romance Spanish Catalan French Portuguese East & West Romance Latin Arabic Semite- Hamitic Semitic Hebrew Hamitic Berber Hausa Mandarin* Sino-Tibetan Sinitic Cantonese* Tibeto-Burman Thai Burmese Vietnamese Vietnamese Vietnamese *These two languages (Mandarin and Cantonese) are mutually unintelligible in their spoken form, but they are 100% intelligible in their written form.
Family Albanian Altaic
Group Albanian Turkic
Nationality American
British
Canadian
Czech
Danish Finnish French
German Hungarian Icelandic Mexican
Norwegian Polish Portuguese Soviet Spanish Swedish
Subcategory American
Native Language English (2 Spanish) (1 German) (1 Italian) (1 Polish) (1 Yiddish) English English Welsh English (2 Welsh) Scottish English (3 Scots Gaelic) Irish English (2 Gaelic) English Anglo-Canadian (3 French) French-Canadian French (3 English) Czech Czech (2 Slovak) (1 Hungarian) (1 Romany) Slovak Czech (8 Slovak) (1 Hungarian) (1 Romany) Danish Danish (5 English) Finnish Finnish (2 Lapp) (2 English) French French (3 English) (1 Breton) (1 Basque) (1 Catalan) German German Hungarian Hungarian (1 German) (1 Romany) Icelandic Icelandic (1 English) Mexican Spanish (5 English) (1 Nahuatl) (1 Maya) Norwegian Norwegian (5 English) Polish Polish Portuguese Portuguese (1 English) See Soviet Nationalities List Spanish (3 English) (2 Catalan) (2 Basque) Swedish Swedish (1 Lapp) (5 English)
Russian* Kazakh Azerbaijani Chuvash Ukrainian* Armenian Byelorussian* Estonian Georgian Kirgiz Uzbek Tartar Lithuanian Mordvinian Romanian Taijik Latvian Turkoman *Ukrainians, Byelorussians, and Russians speak Russian. All other Soviet nationalities speak their own language (same name as the nationality), plus a snnail amount of Russian (roll 1D10/2 for skill level in Russian).
Army
Marines
Private
Private
Corporal
Lance Corporal
Sergeant Staff S e r g e a n t
Sergeant Staff S e r g e a n t
S e r g e a n t 1st C l a s s
Gunnery Sergeant
Master S e r g e a n t
Master S e r g e a n t
S e r g e a n t Major
S e r g e a n t Major
Navy
Air Force
Seaman
Airman
G u n n e r ' s Mate
Senior Airman
Bo'sun
Sergeant
Petty Officer 2 n d Class
Staff S e r g e a n t
Petty Officer 1 st C l a s s
Technical S e r g e a n t
Chief Petty Officer
Master S e r g e a n t
Senior Chief Petty Officer
First S e r g e a n t
Navy
Other
Ensign
2 n d Lieutenant
Lt. J u n i o r G r a d e
1st Lieutenant
Lieutenant
Captain
Lt. C o m m a n d e r
Major
Commander
Lt. Colonel
Captain
Colonel
Admiral
General
Skill Controlling Attribute Acrobatics AGL CHR Act/Bluff Animal Empathy EMP Archery STR CHR Bargain Bioloqy EDU EDU Business Chemistry EDU Climbing CON Computer Empathy EMP Computer Operation EDU Demolitions AGL CHR Disguise AGL Electronics Empathic Healing EMP EDU Engineer EMP Foreboding
Skill Forgery Heavy Weapons Horsemanship Human Empathy Instruction Interrogation Language Leadership Lockpick Luck Mechanic Medica Melee Combat Navigation Observation Parachute Persuasion
Undergraduate University Graduate University Law School Medical School National Military Academy Technical School
Astronaut Athlete Attorney Bodyguard Bounty Hunter Civil Engineer Clergy Commercial Pilot Computer Operator/Programmer Construction Worker Criminal Cyborg Escapee Drifter Entertainer Environmentalist Factory Worker Farmer Federal Law Enforcement Gambler Ganger Government Agent Homeless
Journalist Manager Martial Artist Mechanic Medical Doctor Mercenary Merchant Marine Mystic Nomenklatura (Idle Rich) Paramedic Paraphysicist Politician Prisoner Private Investigator Professor Prole (Corporate Welfare Recipient) Psychiatrist Psychic Test Subject Public Employee State/Local Law Enforcement Truck Driver
United States Army Regular Forces Enlisted Officer Elite Forces Enlisted Officer
Elite Forces Enlisted Officer
United States Marine Corps Regular Forces Enlisted Officer
Controlling
Attribute AGL STR CON EMP CHR CHR CHR CHR AGL CHR STR EDU STR INT INT CON CHR
United States Navy Enlisted Seaman Naval Officer Naval Aviator Enlisted SEAL (Sea Air Land) SEAL Officer United States Air Force Enlisted Airman Pilot (Officer)
Skill Controlling Attribute Physics EDU AGL Pickpocket INT Pilot Project Emotion EMP Project Thought EMP Psychology INT Small Arms STR Stalking INT Stealth AGL Streetwise INT Swimming CON Thrown Weapon STR Tracking INT Vehicle Use INT Vessel Use CON Willpower INT Willpower Drain EMP
Head Chest/Abd. Arms/Legs Type — 1 — Flak j a c k e t — 1 — Kevlar vest — — Steel h e l m e t 1 (1-3) — — 1 (1-4) Kevlar h e l m e t — 1 Close assault a r m o r 2 N u m b e r s in p a r e n t h e s e s a r e the c h a n c e s on 1D6 that a r o u n d will strike t h e a r m o r a n d not an unprotected area.
Actions in e a c h p h a s e a r e c o n d u c t e d in a specific order. C h a r a c t e r s with t h e s a m e Initiative as t h e p h a s e n u m b e r go first, followed by t h e next higher Initiative, followed by t h e next, a n d so forth. A typical turn p r o c e e d s a s follows: P h a s e 6: 6 a c t s . P h a s e 5: 5 acts, 6 a c t s . P h a s e 4: 4 a c t s , 5 a c t s , 6 acts. P h a s e 3: 3 acts, 4 a c t s , 5 a c t s , 6 a c t s . P h a s e 2: 2 a c t s , 3 a c t s , 4 a c t s , 5 a c t s , 6 a c t s . P h a s e 1: 1 a c t s , 2 a c t s , 3 a c t s , 4 a c t s , 5 a c t s , 6 acts. Note: If two c h a r a c t e r s h a v e t h e s a m e Initiative a n d are conducting actions a t t h e s a m e t i m e that m a y
Die Roll Biped 1 2
and Prone Biped
Head Right Arm
Quadruped Head Forequarter Forequarter
3
Left A r m
4 5 6
Chest Abdomen
Chest
Abdomen
Chest
7
Right Leg
Abdomen
8
Right Leg
Hindquarter
Left Leg
Hindquarter
9
Forequarter
interfere with e a c h other ( s u c h as firing at e a c h other), t h e c h a r a c t e r with t h e highest Agility g o e s first. However, for p u r p o s e s of this determination, subtract t h e bulk rating of e a c h c h a r a c t e r ' s w e a p o n from that c h a r a c t e r ' s Agility.
Hindquarter 10 Left Leg Biped: Table a s s u m e s front/rear shot. For side shots, far side hit e q u a l s n e a r side hit. Prone Biped: Table a s s u m e s t o p shot (shooting down o n t o t a r g e t ) . For side s h o t s , far side hit e q u a l s near side hit. For front shots, a leg or a b d o m e n hit e q u a l s a m i s s . For rear shots, a h e a d , a r m , or chest shot e q u a l s a m i s s . Quadruped: Table a s s u m e s side shot. For front shots, a hindquarters or a b d o m e n hit equals a miss. For rear shots, a head or fbrequarters hit equals a miss.
Source
Damage
WP
2D6
Thermite Fuel
2D6
Structure/
1D6
1D6
grass fire All d a m a g e dice are per second, e x c e p t for s t r u c t u r e / g r a s s fire, which is per phase.
Weapon
Hit
Range
Mod.
1D6+STR
Weapon
Pen
Blk Mag
1D6+½STR
AKR
5
3
1-Nil
2/3 30
3
8
1D6÷2
M3A1
5
2
Nil
3/4 3 0
2
4
30
1D6+½STR
M177
5
3
1-Nil
8
40
+1 —
Special** lD6+½STR
M231 MAT-49
5
2
1-Nil
3/4 20/30 3 3/4 20/30 1
4
25
5
2
Nil
3/4 3 2
1
4
30
-2 +1
Axe
L
Bayonet† Bottle
L S
Club
S
-1
S
Garotte
—
S
Hatchet
Recoil
Damage ROF Dam
SS
Brst Rng 30
Knife*
S
+2
1D6
MP-7
5
2
1-Nil
2
6
30
Machete
L
1D6 1D6+½STR
Uzi
5
2
Nil
2 / 3 25/32 2
5
30
Vz-61/62
5
1
Nil
1
10/20 3
7
4
1D6+STR
stock
5
1
Nil
3
10/20 | 1
4
12
Spear
L
+1 —
Sword
L
—
4
30
*Including b a y o n e t , when not on rifle. * * U n a r m e d c o m bat d a m a g e x 2 . † W h e n on rifle. Weapon Recoil Weapon
ROF Dam
Pen
Hunting bow
SS
-1
Nil
Crossbow
SS
1
Nil
Blk Mag 1 5 4
6
10
Brst Rng — 15
4
20
SS
R O F Dam
Pen
Blk Mag
Recoil SS Brst Rng — 2 50
.22
BA
-1
Nil
4
5i
.22
SA
-1
Nil
4
10
2
.30-06
BA
4
2-3-Nil 5
5i
2
Win. 1894
LA
5
6i
SS
3 *
2-Nil
Tranq gun
Nil
1
1i
50
4
— — —
3
—
8
75 50
* D a m a g e is special a n d is described on p a g e 2 8 7 . Recoil Weapon Zip gun
ROF Dam SS
Python/20.3
Nil
Blk Mag 1 1
SS 2
1
Nil
3
2-Nil
36 DAR
1
Nil
1 5R
6
DAR
2
1-Nil
2
6R
*
Nil
1
1i
3 1
BP Pistol SS S&W 2 9 / 1 6 . 5 DAR S&W
Pen
-1
Pacifier stun gun S S
2 2
2 6R
3 4
Brst Rng — 6
Recoil Weapon
ROF Dam
—
8 16
C3
BA
4
Blk Mag 2-3-Nil 5 3i
4
M21
SA
4
2-3-Nil 6
20
4
—
18
SA
4
2-3-Nil 6
20
2
—
1
SA
4
2-3-Nil 6
20
6
bipod AR-27
Pen
SS 5
Brst Rng — 75 — 65 — 75 —
85
All sniper rifles c o m e with a s c o p e . With t h e s c o p e , add
* D a m a g e is special a n d is described on p a g e 2 8 0 .
15 m e t e r s to the basic r a n g e for aimed shots. If t h e s c o p e is later d a m a g e d or lost (or for quick shots) this modifier is not Recoil Weapon
ROF Dam
HS.22 SA DE .357 m a g SA DE .44 m a g
SA
HP-35
SA
Colt Krait
-1 3 1 1
Pen
Blk Mag
added.
S S Brst Rng — 10 2 18 3 — 4 14
Weapon
Nil 2-Nil
0 1
10 9
Nil
1
8
Nil 1-Nil
1
13
2
1
3 —
SA
2
ALP M9 (M92S)
(1)* SA
4 1
2
3
14 —
Nil
M1911A1
SA
15 7
3 3
RecoilROF Dam
Pen
12
AK-74
—
15
AKM
5
3
2-Nil
—
30
AKMR
5
3
—
12 12
G11 M16A2
3
3
1-Nil 1-Nil
3
3
1-Nil
15
AR-15
SA
2
1-Nil
10
ALC-2
1*
12
2
5
3
1-Nil
Blk Mag
SS
Brst Rng
30
3
7
5
30
3
8
50
5 4
30 50
3 2
7 3
45 55
5
20/30 3
5
55
5
20/30 2
55
5
12**
60
5
50
2
Nil
1 1
M1911A1 10mm SA
2
1-Nil
1
6
3
Walther PPK
SA
1
Nil
1
7
3
Vz-52
SA
1
Nil
1
8
4
—
12
* O n e shot per 3 0 s e c o n d s .
Wdy . 4 7 5 wm SA XM26 APW SA
4
2-Nil
4
* * B a c k p a c k is g o o d for 12 shots; n o n e are actually
1-Nil
— —
25
3
1 7 3 20
* O n e shot per 1 5 s e c o n d s
4
— —
25
carried "in" w e a p o n .
Weapon
ROF Dam
Pen
Blk Mag 2-3-Nil 5 2 0 2-3-Nil 5 2 0
FN-LAR/L1A1 SA 5 G3
4
KAR-98K
BA
4
2-3-Nil
5
5i
XM22 AIW
3
6
2-3-Nil
4
50
4
Recoil Brst Rng
SS 4
—
65
4
65
4
9 —
4
6
55
65
RecoilWeapon
ROF Dam Pen
L86A1 LSW bipod
Recoil ROF Dam Pen 10
2
1-Nil
10
1-Nil
XM7 Storm Gun SA
2 16
SA
16
M249 SAW bipod bipod
Blk Mag
SS
Brst Rng
5 30B/200B 1 5 30B/200B 1
3
60
3
1-2-3
5
5
8
—
75 80
1-2-3
5
5
4
—
120
bipod tripod
Recoil ROF Dam
Pen
Blk Mag
311-R
SA
4
3-4-Nil 5
Short
SA
9
Nil
1
Nil
2i
SS 5
Brst Rng — 40
with b u c k s h o t * Medium
5x10
with b u c k s h o t * Stormcloud
5
4
3-4-Nil 4
Short
5
9
Nil
1
Nil
12
3
8
2-3-Nil 6
100B
1
4
65
5
4
2-3-Nil 6
100B
1
2
90
5
4
2-3-Nil 6
100B
1
1
125
10
4
2-3-Nil 6
100B
1
7
65
10
4
2-3-Nil 6
100B
90
4
2-3-Nil 6
100B
1 1
4
10
2
125
Blk Mag
SS
ROF Dam
Weapon
5
8
5
8
Pen
2-2-3* 8 2-2-3* 8
5x10
Type
Mag
M203
1i
ROF Rng
SA SA
4 9
3-4-Nil 5
SS
3
—
40
Nil
14
65
105B 2
7
150
1 0 0 4 0 0 HE CHEM —
Damage
Pen
C : 3 , B:12 Nil
HEDP
10
5i
105B 3
IFR Round
45
with b u c k s h o t * Autoriot Short
Recoil Brst Rng
14 5 — — — — AHL 80 (1)† * .50 SLAP a m m u n i t i o n h a s a penetration value of 1-1-2. † O n e shot per 1 5 s e c o n d s
with b u c k s h o t * Medium
65
5
M2HB tripod Weapon
50
6
3 4
tripod
Weapon
11
3
10
bipod
1-Nil 1-Nil
Brst Rng
10
M60
MAG
SS Blk Mag 5 30B/100B 2 5 30B/100B 1
C : 3 , B:12 4 C C : 1 , B : 4 Mil
ILLCJM B : 1 0 0 * Stun
Nil Mil
M k - 1 9 5 0 B or 1i 5 1 0 0 4 0 0 CHEM C:3,1B:4 Mil *Target knocked down, loses remaining actions for the turn, and must roll Average: CON each turn thereafter to recover. See page 262.
with b u c k s h o t * Medium 10 with b u c k s h o t * H&K CAW
5
4
3-4-Nil 4
Short
5
9
Nil
10
3
8
40
with b u c k s h o t * Medium
5x10
Rng
1
Rid *
1
*
M12 SMAW 1
2
100
Type
1
Nil
ROF
M136 LAW 8 0
Round
Damage
Pen
75
HEAT
C:4, B:4
70C
125
HEAT
C:6, B:4
100C
HEAT
C:4, B:4
55C
125 C:12, B:12 HE *Single-shot disposable. C a n n o t be reloaded.
5C
with b u c k s h o t * —
40
M500
PA
4
3-4-Nil 5
Short
PA
9
Nil
Type
Nil
D r a g o n PIP Tank Breaker
with b u c k s h o t * Medium
5x10
1
8i
4
Rld 2 2
Rng
Damage
Pen
1000
C:12, B:12
135C
2000
C:6, B:4
90C
with b u c k s h o t * *See Shotguns on page 9 1 . Type 60mm IFR: 4 k m
Rng
Damage
Pen
HE
C : 5 , B:20
Mil
WP
C:2, B : 1 2
Mil
ILLUM
B:400
Mil
Recoil ROF Dam * M9A1 Flamethrower SA Weapon
Blk Mag
Pen Nil
4
SS
Brst Rng
4
5
5
*Damage by burning gasoline is covered in Burns on pages 97-98.
Accuracy
Rng
FIM-99 Scorpion
Average Easy
6 km 7 km
MBB-7
Easy
7 km
Easy
6 km
Missile FIM-92A Stinger Venusfliegenfalle
S A - 2 7 Grappler
Type
Damage
Pen
Antitank
C : 3 , B:4
Chemical
C : 1 , B:12
18C Nil
Concussion
C:5
Nil
Frag
C:3, B:12
Nil
Thermite WP
C : 1 , B:4
Nil
C : 1 , B:12
Nil
*Penetration is modified by e m p l a c e m e n t . Tamped: Penx2. Laying on or Leaning Against: P e n ÷ 2 .
Rng
IFR
Damage
Pen
15
200
C:7, B : 1 2
WP
25
200
C : 1 , B:12
30C Nil
RAW HE
100
2000
C:10, B:28
1C
RAW H E A T
100
2000
C:8, B:20
75C
Weapon
Range
Hit —
Type HEAT
Power Hand
S Chainsaw Hand S Blade H a n d Torch Hand
Mod.
Damage
Cover AV 5* Sandbag (250mm) 1 2 " w o o d e n plank ( 5 0 m m ) Timber h o u s e wall ( 2 0 0 m m ) 4 Cinderblock wall ( 3 0 0 m m ) 9 S t o n e wall ( 3 0 0 m m ) 6 Thick s t o n e wall ( 6 0 0 m m ) 12 10** Reinforced c o n c r e t e Tree trunk ( 6 0 0 m m ) 12 Brick wall ( 1 0 0 m m ) 3 Thick brick wall ( 3 0 0 m m ) 9 *Per s a n d b a g . **Per 2 5 0 m m .
Value
2D6+Strength 2D6+Strength
S
+2
1D6+(Strength÷2)
S
—
3D6 Recoil
Weapon Gun Hand
ROF Dam 5
Fragment
2
Blk Mag
Pen Nil
0
8
SS 5
Brst Rng 7
20
Mult.
One
Frag.
Frag.
Miss
Dam
Pen
4-6
7-10
2D6
1
Radius
Rng
Primary
lxBurst 1-3
burst radius
Millimeters p e r Material A r m o r Value 1 Armor plate 5 S h e e t steel 6 Reinforced c o n c r e t e 25 C o n c r e t e a n d bricks 35 Stone, p a c k e d dirt, wood 50 Loose dirt 250
A r m o r Value Constant .2 .16 .04 .03 .02 .004
C=5( DP÷2). C: Concussion; DP: D a m a g e points.
burst r a d i u s Secondary
DP 1 2 3 4 5 7 8 9 11 13 15 18 32 50 72 96 128 162 200
Concussion/ Penetration* 3 4 6 7 8 9 10 11 12 13 14 15 20 25 30 35 40 45 50
2xBurst 1
2
3-10
1D6
Nil
DP=2[(C÷5) 2 ]. C: Concussion; DP: N u m b e r of d a m a g e points n e e d e d to arrive at a certain c o n c u s s i o n .
Die
Die
Result
Minor Hull
Resu/t
Minor Turrret Result Die
Die
Result
Loader*
1
1 crewmember
Hull Minor
Turret Minor 1
Loader*
1
1 crewmember
1
2
Sight/vision
2
Loader*
2
Sight/vision
2
Loader*
Sight/vision
3
2 passengers**
3
Sight/vision
3
2 passengers**
3
4
Traverse
4
2 passengers**
4
Traverse
4
2 passengers**
5
Radio
5
Secondary
5
Radio
6
Major hull
6
Major turret
6
Major hull
5
Secondary
6
Major turret
Major Hull
Major Turret
Hull Major
Turret Major
Die
Result
Die
Result
Die
Result
Die
Result
1
Loader*
1
Engine
1
Main a r m a m e n t
1
Engine
2
Main a r m a m e n t
2
2 3
Main a r m a m e n t
2
Engine
Main a r m a m e n t
Fuel
3
Main a r m a m e n t
3
Engine Fuel
Fuel
4
Main a r m a m e n t
4
Fuel
Ammo
5
Major hull
5
Ammo
4
Main a r m a m e n t
3 4
5
Major hull
5
Minor hull Ammo 6 *Loader is either a hit on the autoloader mechanism or
Minor hull 6 6 Ammo *Loader is either a hit on the autoloader mechanism or
the actual crewmember loading the gun. This becomes a
the actual crewmember loading the gun. This becomes a
driver hit if neither are present.
driver hit if neither are present.
6
**2 passengers becomes a 1 crewmember hit if this is
**2 passengers becomes a 1 crewmember hit if this is
not a passenger-carrying vehicle. If it is a passnger-
not a passenger-carrying vehicle. If it is a passenger-
carrying vehicle but no passengers are present, the hit has
carrying vehicle but no passengers are present, the hit has
no effect. Cargo destroyed may be substituted for this
no effect. Cargo destroyed may be substituted for this
result at the referee's discretion.
result at the referee's discretion.
Surface Die Roll* Result 1 2 3
P-AV* 0 or less
Result No effect
1 to 10
1 minor d a m a g e result
11 t o 2 0
2 minor d a m a g e results
21 t o 4 0
1 major d a m a g e result
41 to 6 0
2 major d a m a g e results
61 or m o r e 3 major d a m a g e results *P-AV: Penetration minus armor value.
Turret/superstructure** Hull Hull
Aerospace Die Roll*
Result
1
Wing
2
Wing Wing Hull
4
Hull
3 4
5
Hull
5
6
Suspension/waterline†
6
7
Suspension/waterline† * + l to die roll for s i d e s h o t s .
Hull Hull Hull
**If t h e v e h i c l e h a s n o t u r r e t o r s u p e r s t r u c t u r e , t h i s b e c o m e s Hull. †Minor d a m a g e h a l v e s s p e e d ; m a j o r d a m a g e immobilizes t h e vehicle. Two minor results equal o n e major.
Hull Minor
Waterline Minor
Superstructure Minor
Die
Result
Die
Result
Die
Result
1
Waterline hull
1 crewmember
1
1 crewmember
2
Waterline hull
1 2
Radio/radar
Waterline hull 1 crewmember
Auxiliary m a c h i n e r y * Secondary armament
2
3
3
Sight/vision
4
Radio/radar**
4
Secondary weapon
Cargo Major waterline
5 6
Sight/vision***
5 6
Secondary weapon
4 5 6
3
Major hull Hull Major
Waterline Major
Major superstructure Superstructure Major
Die
Result
Die
Result
Die
Result
1 2
2 crewmembers
1
Main a r m a m e n t
1
2 crewmembers
Engine Fuel
2 crewmembers
2 3 4
2 crewmembers
3 4
2 3 4
Main a r m a m e n t
5
Ammo
5
Ammo
5
Rudder/screw
2 crewmembers
Fire 6 6 Minor hull 6 *Auxiliary machinery includes bilge pumps, power winches on the deck, generators, etc.
Fire Fire Ammo Major hull
**A radio/radar hit in the hull becomes 1 crewmember if this is a vessel with a superstructure. ***A sight/vision hit in the hull becomes auxiliary machinery if this is a vessel with a superstructure.
Minor Die
Result
Hull Minor Die
Result
1
1 crewmember
1
2
1 crewmember
2
Wing Minor Die
Result
1 crewmember
1
Mo effect
Controls Controls
2
No effect
3
2 passengers*
3
3
Controls
4 5 6
2 passengers*
2 passengers*
4
Controls
Radio or sight/vision* *
4 5
Radio
6
Major hull
5 6
Controls
Major hull
Die
Major Result
Hull Major Result Die
Die
Result
1
Engine
1
Engine
1
Controls
2
Engine
2
Engine
2
Fuel
3
Fuel
3
Instruments
3
Fuel
4
Fuel
4
Instruments
4
Fuel
5
Weapon/ammo
5
Weapon/ammo Minor wing
5
Fuel
6
Fireball
6 Weapon/ammo *2 passengers becomes a 1 crewmember hit if this is not a
6
Major wing Wing Major
*2 passengers b e c o m e s a 1 crewmember hit if this
passenger-carrying vehicle. If it is a passenger-carrying vehicle but
is not a passenger-carrying vehicle. If it is a passen-
no passengers are present, the hit has no effect. Cargo destroyed
ger-carrying vehicle but no passengers are present,
may be substituted for this result at the referee's discretion. ** Referee's choice.
the hit has no effect. Cargo destroyed may be substituted for this result at the referee's discretion.
Unit
Open
Wood Swamp
Hill Mountain
Water —
Humans
N
N
N
½
¼
Animals Vehicles
N
½
½
½ ½
¼ N
½
¼ 1/6 —
— —
Hovercraft
N N ½
Boats
—
—
N
—
½
½ —
N
N: N o r m a l . —: Prohibited.
On-Road/Off-Road
Humans
5/4
Human
On-Road/Off-Road
Animals Horse (Broken)
10/10
Vehicles
On-Road/Off-Road
Conquistador Bicycle
30/10
Suzuki Motor S c o o t e r Y a m a h a A p a c h e Motorcycle
100/40 95/37
Harley-Davidson Motorcycle
95/40
Yugo C o n t e m p o Crawl/Walk/Trot/Run Humans 2/8/15/30 Human Walk/Trot/Run Animals 10/30/60 Horse (Broken) On-Road/Off-Road Vehicle Conquistador Bicycle 15/4 50/25 Suzuki Sparrow Motor Scooter Yamaha Apache Motorcycle 45/20 Harley-Davidson Motorcycle 50/20 Yugo Contempo 50/10 45/8 Zil Tovarisch Ford-Revlon Elite 60/10 General Dynamics Motors Lancer 60/15 GDM Ariel 60/10 50/10 Chrysler LeBoeuf Mitsubishi-Ferrari Kamikaze 80/10 Mazda Firefly Convertible 70/15 Mercedes-Benz 750 SLX 45/8 45/8 Volkswagon Kartoffeln Van Chrysler Conestoga 5/4-Ton Pickup Truck 60/20 45/8 Winnebago Nomad Camper Range Rover II 50/25 HMMWV (Hummer) 50/15 Orca 2 ½-Ton Truck 45/8 Kenilworth Piledriver Semi-Trailer Tractor 40/8 Roadrunner Passenger Bus 40/8 Cadillac-Gage Commando V-300P 50/25 RamTech P-320 50/15 Boat Speed Per Turn (or Upwind/Downwind) Small Open Boat 1 1D6+2/1D6+4 Pepsico Sunray Small Sailing Boat Cris Craft Runabout Small Motorboat 4 Cris Craft Foamdancer Medium Motorboat 3 8 PBR (Patrol Boat, River) Aircraft In Flight Teledyne Dornier CV-27 Peregrine 50 18 MBB/Bell/Textron Model 256 Voyager Boeing-Sikorsky RAH-66 Comanche 28 McDonnell-Sukhoi Nochuyeter (NightWind) 16 Robot On-Road/OffRoad Kraus Maffei-Deere Auto Farmer 6/6 90/50 Kraus Maffei-Deere CropScout Kraus Maffei-Deere GB-1000 15/6 Kraus Maffei-Deere GB-2000 32/12 RamTech Roboguard-III 32/12 30/18 RamTech Roboguard-IV
90/15
Zil Tovarisch Ford-Revlon Elite
90/15 110/17
General D y n a m i c s Motors Lancer
100/17
GDM Ariel
100/15
Chysler LeBoeuf
90/15
Mitsubishi-Ferrari K a m i k a z e
130/17
Mazda Firefly Convertible Mercedes-Benz 7 5 0 SLX
110/20 90/17
Volkswagon Kartoffeln Van Chrysler C o n e s t o g a 5/4-Ton P i c k u p Truck
90/17
Winnebago Nomad Camper
90/17
90/20
R a n g e Rover II
90/30
HMMWV ( H u m m e r )
100/30
O r c a 2 ½-ton Truck
90/17
Kenilworth Piledriver Semi-Trailer Tractor
80/17 80/17
R o a d r u n n e r P a s s e n g e r Bus Cadillac-Gage C o m m a n d o V-300P
100/30
RamTech P - 3 2 0
100/30
Boats
On-Road/Off-Road
Small O p e n B o a t
2/2
P e p s i c o S u n r a y Small Sailing Boat
4/4
Cris Craft Runabout Small Motorboat
8/8
Cris Craft F o a m d a n c e r M e d i u m Motorboat
6/6
PBR (Patrol Boat, River) Aircraft
On
Ground/In
Teledyne Dornier CV-27 Peregrine MBB/Bell/Textron Model 2 5 6 Voyager
12/12 Flight 10/10 376
Boeing-Sikorsky RAH-66 C o m a n c h e
560
McDonnell-Sukhoi
320
Nochuyeter (NightWind)
Robots
On-Road/Off-Road
Kraus Maffei-Deere A u t o F a r m e r
12/12
Kraus Maffei-Deere C r o p S c o u t
None
Kraus Maffei-Deere G B - 1 0 0 0
None
Kraus Maffei-Deere G B - 2 0 0 0
None
R a m T e c h Roboguard-III
None
RamTech Roboguard-lV
None
Level
Initiative
Card Ace King Queen Jack 8-10 5-7 2-4
Clubs: Violence Motivation War leader Brutal Stubborn Murderous Very violent Moderately violent Somewhat violent
Card Ace King Queen Jack 8-10 5-7 2-4
Diamonds: Greed Motivation Generous Selfish Lustful Coward Very greedy Moderately greedy Somewhat greedy
Card Ace King Queen Jack 8-10 5-7 2-4
Hearts: Sociability Motivation Just Honorable Loving Wise Very sociable Moderately sociable S o m e w h a t sociable
Card Ace King Queen Jack 8-10 5-7 2-4
Spades: Ambition Motivation Charismatic Deceitful Ruthless Pompous Very ambitious Moderately ambitious S o m e w h a t ambitious
Attributes
Elite Veteran
5
7
4
6
Experienced
3
5
Novice
1
5
Level
Skill
Damage
Bite
6
4
Veteran Experienced
5 4
3 2
Novice
2
1
Abbreviations (of attributes) 15 Acceleration a n d Deceleration (of boats) 110 Accuracy (of Indirect Fire) 89 Acquired skills 17 Actions 75 A d e q u a t e Diet and Shelter 106 A d v a n c e by Observation 29 Advancing Fire 87 Adventures ( s e e also Running Adventures & C a m p a i g n s ) . 2 4 4 Other Adventures 254 Bigfoot Tracks Found! 257 Child Talks to Dead Grandpa— On Old Telephone 255 Crippled UFO S e n d s S O S to Earth 256 Day Julio Iglesias "Died," The 254 Dolphins Trained to Kill Frogmen with Nose Guns 254 Escaped Maniac Butchers Beauties— And Eats Theml 257 Rve-Month-Old Baby Charged with Murder 254 Hitler Captured 256 Horror of the Screaming Skill . . 2 5 4 Miracle Pooch C o m e s Back From t h e Deadl 257 Nine-Year-Old Is a Miracle Worker 255 Runaway Chainsaw Tried to Kill Mel 257 Six-Foot Lobster T u r n s D e e p - S e a Divers Into Jellyfish 256 Sky Diver Plungers Two Miles—And Livesl . . . . 2 5 6 Wounded Civil War Soldier Found in Georgia 256 Ravening Wolves 245 After the Session 152 Age 24 AGL—see Agility Agility 15 Agility and W e a p o n Bulks . . . . 7 7 Aim 75 Aimed A t t a c k s 80 Aimed Shots 84 Air-to-Air C o m b a t 113 Aircraft—see Operating Aircraft Alcohol (Fuel) 260 Ambush 77 Ammunition 87, 260 .22 LR 261 .30-.06 261 .30-.30 261 .32ACP 261 .38 Special 261 .44 M a g n u m 261 .45ACP 261 .50BMG 261 .50 SLAP 261 .357 M a g n u m 261 .380 ACP 261 .475 WM (Wildey Magnum) 261 4 . 7 m m CIs 261
5.45mm B 261 5.56mm N 261 7.62mm N 261 7.62mm S 261 7.62mmT 261 8mm M 261 9mm P 261 12 Gauge 262 1 2 . 5 m m CIs 261 1 5 m m Dart/Cartidge 262 1 8 m m CIs 262 25mm HE 262 4 0 m m CHEM 262 4 0 m m HE 262 4 0 m m HEDP 262 40mmlLL0M 262 4 0 m m Stun 262 4 0 m m Stun G r e n a d e s 262 6 0 m m HE 263 6 0 m m ILLUM 263 6 0 m m Mortar 298 60mm WP 263 8 2 m m SMAW HE 262 8 2 m m SMAW HEAT 262 127mm HEAT (Dragon PIP) 263 1 4 0 m m RAW (Rifle Assault Weapon) HE 263 1 4 0 m m RAW (Rifle Assault W e a p o n ) HEAT 263 152mm HEAT (Tank Breaker) 263 Crossbow Bolt 260 Dragon PIP 297 Longbow Arrow 260 Loose Black Powder a n d Ball 260 FIM-92A Stinger Missile 263 FIM-99 Scorpion Missile 263 FIM-92A Stinger 299 FIM-99 Scorpion 299 MBB-7 Venus/lkgenfrlk Missile 263 S A - 2 7 Grappler Missile 263 Animal Hit Location Chart 95 Animator 212 A n i m a t e d Auto 212 Animated Knife 212 Animated S t a t u e 212 Crawling Hand 212 Animator G e n e r a t o r s 240 Animator Zombies 230 Ant Hills 143 Antitank Grenades 263 Missile Launchers 278, 324 Missiles 112,263 Range 112 Apeps 188 "Are You A n y b o d y ? " 69 Armed Melee C o m b a t —see Combat Armor 79,81,95 Vehicles 116 Army Ants 188 Arrows—see Ammunition, Longbow Arrow Assassinoids 189 Assault Rifles 278, 323 Attributes 13, 15
Automatic Fire 83, 86, 277 Automatic Pistols 278 Automatic Rifles 278 Avgas 260 Avoidance 79 B—see Belt BA—see Bolt Action Background 13 Ballotmen 143 Banshee 220 Barghest 220 Basic Healing Rate 105 Bats 189 Battle Rifles ! 278, 324 Bears, C o m m o n 190 Bears, Grizzly or Polar 190 Beasties 177 Attacks 186 Combat 186 Illustrations 178-184 Listings 187 Mounts 186 Morale 186 Movement 186 Before t h e Session 152 Beginning a C a m p a i g n 152 Belt 83,277 Bicycles 112, 114 Biocomputers 234 Communication between biocomputers 237 C o m p u t e r E m p a t h y and Darkling C o m p u t e r s 238 Partial personalities 237 Biological technology 234 Bleak 212 Blk—see Bulk Bloats 190 Blocks Armed Melee C o m b a t 80 Unarmed Melee C o m b a t 78 Blood Plasma 105 Blood Vultures 191 Blood, Whole 271 Bloodkin 213 Trolls 213 Vampires 214 Lesser Vampires 214 Blunt T r a u m a 96 Boat D a m a g e 117, 3 2 9 Boat Target Size 114 Boating Maneuvers 109 Turning 109 Acceleration 110 Rowed Boats 110 Sailboats 110 Motorboats 110 Body Armor 270 Bolt—see Ammunition, Crossbow Bolt Bolt Action 82, 277 'Bot City 142 Bows 279, 373 Brain slices 237 Breaching Barriers 94 Buckshot 91 Bulk 77,277
'Burbs 143 Burns 97 Damage 131, 322 Exposure T i m e 97 Protection 98 T e m p e r a t u r e (of burning substances) 97 Bursts Automatic Fire 8 6 , 87 Explosives 93 C—see Cassette Cadillacs and Dinosaurs 136 Calling Fire 88 Camels 191 Career List 53,317 CareerTerms 13 Careers 34 C a s c a d e Skills 18 Cassette 83, 277 Cats, Large 191 Cattle 192 CAW 91 Cerberoids 192 Changelings 215 T y p e 1 (Mystic) 215 T y p e II (Cyborg) 215 Character Generation 12 Examples 30, 3 2 Overview 13 Worksheet Part 1 318 W o r k s h e e t Part 2 319 Character Sheet 320 Charge 77 Charisma 15 Chemical (grenade) 263 Chemical Grenades and Rounds 90 Chimeras 192 CHR—see Charisma Cities, T h e 142 Civilian O c c u p a t i o n s 36-49 Cobra People 216 Collision Damage 118 Ground a n d Water Craft 118 Air and S p a c e Craft 119 Examples 119 Loss of Control 119 Vehicle Collisions with Creatures 119 Combat & Damage 73 Combat 73 Actions 75 Aim 75 Crawl 75 Fire 75 Go Prone/Stond Up 75 Melee 75 Mount/Dismount 75 Ready/Change Equipment 75 Reload 75 Run 75 Talk 75 Trot 75 Walk 75 Ammunition 87 Armed Melee C o m b a t 80 Aimed Attacks 80
Armor 80 Blocks 80 Damage 80 Hit Location 80 Hit Procedure 80 Modifiers 80 Other Considerations 80 Range 80 Automatic Fire 86 Danger Zone 86 Long Bursts 87 Minimum Dice 87 Range 86 Recoil 86 Bicycles and Motorcycles . . 1 1 2 Boating Manuvers 109 Buckshot 91 Burns 97 Damage 131,322 Exposure Time 97 Protection 98 Temperature 97 Charge 77 Chemical Grenades and Rounds 90 Smoke 91 TearGas 91 Damage 94 Blunt T r a u m a 96 Cover 96 Explosions 98 Falls 100 Gunshot W o u n d s 94 Hit Location 95 Hit Locations (vehicles) 116-118 Implementation (vehicles) 116 Penetration (Target Damage) 95 Poison 101 Resolution (vehicles) .... 115 SLAP Rounds 97 Quick Kill 96 Weapon Damage 95 Direct Fire Deviation 88 Direct Fire Hit Procedure 83 Aimed Shots 84 Laser Sights 84 Marksmanship 84 Pistols 85 Quick Shots 84 Range 84 Recoil 85 Rifle S c o p e s 85 Two W e a p o n s 85 Drive Action 110 Explosives and Demolitions 92 Breaching Barriers 94 Burst 93 Concussion 93 Effects 93 Penetration 93 Radio Detonation of Explosives 92 Setting C h a r g e s 92 Tamping 92 T y p e s of Explosives 92 Fast Driving and Mishaps... I l l Fire C o m b a t 82 H u m a n Limits 82 Rate of Fire 82 Reloading 83 Firing at Aircraft 113 firing at Vehicles and Vessels 112 Grid S y s t e m 74 Hand G r e n a d e s 90 Indirect Fire 88 Accuracy 88 Calling Fire 88 Corrections 88 Deviation 88 Hit Difficulty Level 88 Self-Observed Fire 89 S u b s e q u e n t Shots 89 Initiative 76
Effects of W o u n d s 76 Mounts 186 Beasty Attacks 186 Beasty Morale 186 Movement 74 Vehicles 109 Units of Measure 109 Movement and Fire 87 Advancing Fire 87 Fire From Moving Vehicles 8 7 , 110 R r e From t h e Saddle 87 Firing at Riders 88 Target Movement . . . 8 7 , 110 NPCs 166 Panic 77 Robots 129 Battle D a m a g e 130 Melee C o m b a t 129 Fire C o m b a t 129 Shotguns 91 Special C a s e s 88 Target Obscured 88 Firing at Riders 88 Multiple Modifiers 88 Target Movement 87, 110 Thrown W e a p o n s 90 Turn 75 Phase 75 Turn S e q u e n c e 76 Agility and Weapon Bulks 77 Ambush 77 Opportunity Fire 77 Repetition 77 Unarmed Melee C o m b a t 78 Aimed Attacks 78 Armor 79 Avoidance 79 Blocks 78 Damage 79 Diving Blows 79 Escape 79 Grappling 79 Hit Location 78 Strangling 79 Strike A t t a c k s 78 Vehicle C o m b a t 109 Collisions With Creatures .... 119 Configuration 114 Damage 114 Movement and Driver Initiative 110 Movement Rates 108 Small A r m s Fire 115 Communication between biocomputers 237 C o m p u t e r E m p a t h y and Darkling C o m p u t e r s 238 Concussion 93, 99 Grenades 263 C O N — s e e Constitution Constitution 15 Construction Tools 265 Contacts Defined 19 Generating 171 Generic Academic 20 Business 20 Criminal 20 Empathic 20 Entertainment 20 Government 20 Intelligence Community .. 20 Journalist 20 Law Enforcement 20 Medical 20 Military 20 Specialist 20 Wealthy....20 Solid 21 Controlling Attributes and Skills 17
Conversion Notes 136 Conveying Tech Differences 147 Corrections (for indirect fire) 88 Corruption Dark O n e s 148 Detail of, A 155 Countryside Description 144 Encounters 160 Cover (see also Target Obscured) 96,99 Crawling Hand 212 Crew In Hull (defined) 114 Critical W o u n d s Description a n d effects 104 Stabilizing 105 Crop F a r m s 145 Cyber Hands 274 Basic 275 Blade Hand 275 Chainsaw Hand 275 Fine Utility Hand 276 Grapple Hand 276 Gun Hand 275 Picklock Hand 276 Power Hand 275 Surgical Hand 276 Tentacle Fingers Hand 275 Torch Hand 276 Tractor/Pressor Hand 276 Utility Hand 276 Cyborgs Changeling, T y p e II : 215 Further descriptions 241 Daemons 216 Dam—see Damage Damage 94, 277 Armed Melee Attack 81 Explosions 98 Concussion 99 Damage and Penetration .... 100 Fragmentation 100 Penetration 100 Falls 100 Gunshot W o u n d s 94 Hit Locations (vehicles) 114-118 Implementation (vehicles) 116 Poison 101 Resolution (vehicles) 115 Unarmed C o m b a t 78 Danger Zone 86 DAR (see Double Action Revolver) Dara Schwartz 30 Dark Earth 137 Dark Elves 221,234 Dark Minions, T h e 72 Dark Minions and H u m a n Emotions 211 Descriptions 72, 149 Dark O n e s , T h e 148 Corruption 148 Dark Minions 149 Extraterrestrials 149 Dark Races 201 Illustrations 202-208 Dark T i m e s 65 Dark, T h e 72 Darkling Attributes 209 Computers 238 Empathy 210 Skills 209 DarkTek 233 Data ghosts 237 Dayton Map 245 Dealing with Fractions 55 Death (by critical wounds) 104 Death Rays Hand-Portable 243 Vehicle Mounted 243 Deceleration (of b o a t s ) 110 Decline of Government, The 67 Demolition (See also Explosives).... 3 2 5
Demonground Explanations 72, 143 Rural 150 Urban 150 Derived Values (from attributes) 13 Designing Your Own Beasties 200 Dark Minions 232 Detail of Corruption, A 155 Deviation Direct Fire 88 Hand G r e n a d e s 90 Indirect Fire 90 Dice Types 54 Percentile 103 Die Roll Modifiers 54 Diesel 260 Dimension Walk 210 Dimension Walk Device 234 Other Dimensions 235 Dimensional Travel 236 Dimensions, Other 235 Direct R r e Deviation 88 Hit Procedure 83 Dissolution 210 Diving Blows 79 Dogs 193 "Don't Drink T h e Water; Don't Breathe T h e Air" 70 Door to Hell, The 140 Double Action Revolver 83, 277 Dragons 193 Dreamland 142 Eco-Commandos 158 EDU—see Education Education Attribute 15 Career t e r m s 34 Effects of A g e 24 Electrical Repair (tools) 265 Electronic Repair (tools) 265 Elephants 193 EMP—see E m p a t h y E m p a t h y Skills Difficulty Levels 56 Success 55 Empathy : Attribute 15 Description 151 E m p a t h y Booster Drug 271 Encounters 157 Anywhere 162 Countryside 160 In t h e City 158 Travel by Highway 160 Energy ETs 218 Equipment & Reference Charts 258 Equipment 260 Personal Equipment 2 k m Hand Radio 269 4x Binoculars 270 5 / 2 5 k m Manpack/Vehicular Radio 269 5 / 2 5 k m Secure M a n p a c k / Vehicular Radio 269 10-ManTent 272 50km Secure Vehicle Radio 270 5 0 k m Vehicle Radio 270 Advanced Still Camera 268 Air C o m p r e s s o r 272 Air T a n k , Aqualung 272 Anesthetic 271 Antivenin Autoinjector 271 Aqua lung 272 Arc Welder 265 Armor, Close Assault ....271 Audio Recorder (Advanced) 267 Audio Recorder (Simple) ....267 Audio Recording Cartridge 268 Autoinjectors 273
Broadcast Monitoring Equipment 267 Bug, Eavesdropper 1 267 Bug, Eavesdropper H 267 Bug, Eavesdropper 111 267 Bug Monitor 267 Cellular Telephone Unit . . . 2 6 8 Film, Conventional (Color/ B&W) 268 Documents 260 Dynamite Stick 264 Engineer Demolitions Kit ....264 Field Pack 274 Flak J a c k e t 271 Flamethrower Fuel Cannister 260 Flashlight 274 Forged D o c u m e n t s 260 Forged Passport 260 Four-Man Tent 272 Frame Charge 265 Frequency Hopping Radio 269 G a s Mask 270 Geiger Counter 270 Handcuffs 273 Horse (Broken) 300 Horse T a c k 272 Image Intensifier 270 Individual Tactical Radio ....269 IR Goggles/CJV Goggles 270 1R Spotlight 270 Kevlar (Ballistic Nylon) Helmet 271 Kevlar (Ballistic Nylon) Vest . 2 7 0 Holsters Shoulder Holster 274 Small Concealed Holster ...274 Laser Sight 273 Liquid Nitrogen Cylinder 272 Medical Kit 272 Microphone, Directional 269 Micro-Transponder 269 Motion Detector 266 MHT 260 NLT 260 NMT 260 Pack Saddle 272 Pain-Reliver 271 Paraphysicist's Field Kit 272 Parka 274 Personal C o m p u t e r 268 Personal Medical Kit 271 Plastic Explosive 264 Portable C o m p u t e r 268 Portable Facsimile Machine . . 2 6 8 Portable Machine Shop 266 Portable Satellite Downlink Subsystem 268 Primercord 265 Radio Detonation Broadcast Unit 264 Radio D e t o n a t i o n Receiver Unit 264 Radio Direction Finder . . 2 6 9 Raft, Inflatable 272 Rebreather 272 Rebreather Rechaige Kit 273 Road R a r e 273 ROM Burner 266 Scrambler/Descrambler 268 Security Pass 260 Sedative 271 Semitek 264 Serengeti S u n g l a s s e s ....274 Silencer/Suppressor 273 Skis, Cross-Country 273 Sleeping Bag 274 Small O p e n Boat 309 Special Vision Adaptor 268 Starlight S c o p e 270 Steel Helmet 271 Still C a m e r a 268
Stun Dart P a c k a g e 261 Stun Gun 280 Surgical Instruments 271 Telescopic Rifle Sight 270 Thermal Fatigues 274 Tools 265 Aircraft 265 Basic Tool Kit 265 Bug Detecting 267 Excavating 266 Heavy Ordinance 266 Heavy and Tracked Vehicle.. 2 6 6 Lockpick 266 Small A r m s 266 Wheeled Vehicle 266 Wire-Tapping 267 Tranquilizer Gun 287 Transponder 269 Video Cartridge 268 Video Recording Camera 268 White Light Spotlight . . . . 2 7 0 Robots Kraus Maffei-Deere AutoFarmer 313 Kraus Maffei-Deere CropScout 313 Kraus Maffei-Deere GB-1000 ...314 Kraus Maffei-Deere J3B-2000 ...314 RamTech Roboguard-III . . 3 1 5 RamTech Roboguard-lV . . 3 1 5 Vehicles Aircraft Boeing-Sikorsky RAH-66 Comanche 312 MBB/Bell/Textron Model 256 Voyager 311 McDonnell -Sukhoi Nochvy&er (NightWind) 312 Teledyne Dornier CV-27 Peregrine 311 Boats Cris Craft Foamdancer Medium Motorboat . . . 3 1 0 Cris Craft Runabout Small Motorboat 309 PBR (Patrol Boat, River) ....310 PepsicoSunray Small Sailing Boat 309 Small O p e n Boat 309 Cars Chrysler LeBoeuf 303 Ford-Revlon Elite ....302 GDM Ariel 303 General D y n a m i c s Motors Lancer 303 Mazda Firefly Convertible .. 3 0 4 Mercedes-Benz 750 SLX ... 3 0 4 Mitsubishi-Ferrari Kamikaze 304 Yugo C o n t e m p o 302 ZilTovarisch 302 Other Vehicles Cadi llac-Gage C o m m a n d o V-300P 308 HMMWV (Hummer) . . 3 0 6 RamTech P-320 308 Roadrurmer Passenger Bus... 3 0 7 Winnebago N o m a d Camper 305 Trucks Chrysler Conestoga 5/4-Ton Pickup Truck 305 Kenilworth PiledriverSemiTrailer Tractor ....307 Enclosed Trailer . . . 3 0 7 Orca 2 ½-TonTruck .... 3 0 6 Volkswagen KarfcflefoVan ...305 Two-Wheeled Vehicles Conquistador Bicycle.... 3 0 0 Ha rley-Davidson Motorcycle 301 Suzuki Sparrow Motor
Scooter 300 Yamaha Apache Motorcycle 301 Weapons Antitank Missile Launchers Dragon PIP 298 T a n k Breaker 298 Flamethrowers M9A1 Flamethrower . . 2 9 8 G r e n a d e Launchers M203 296 Mk-19AGL 296 Lasers Armington Heavy Laser 295 Armington Laser Carbine Model 2 290 Armington Laser Pistol . . 2 8 2 Machineguns L86A1 LSW 294 M60 294 MAG ( M A G - 5 8 , L 7 A 2 GPMG) 295 Machineguns, Heavy M2HB 295 Miscellaneous W e a p o n s Bows 279 Martin Dynatech Pacifier Stun Gun 280 Melee W e a p o n s 279 Tranquilizer Gun 287 Mortars 6 0 m m Mortar 298 Pistols, Automatic Colt Krait 281 ColtM1911Al 282 Browning HP-35 281 Desert Eagle 281 High Standard .22 ...281 M9 (Beretta M92S) . . 2 8 2 WaltherPPK 282 Wildey Wolf (.475 WM) 283 Vz-52 283 XM26APW 283 Pistols, Single-Shot Zip Gun 279 Black Powder Pistol . . . 2 7 9 Revolvers Colt P y t h o n / 2 0 . 3 280 S&W Model 29/16.5 . . 2 8 0 S&W Model 36 280 Rifles, Assault AK-74 288 AKM 289 AKMR 289 Rifles, Automatic M249SAW 292 XM7 Storm Gun 292 Rifles, Battle FN-LAR/L1A1 290 G3 291 KAR-98K 291 XM22AIW 291 Rifles, Sniper C3 (Parker Hale) 287 Gil 289 M16A2 (Colt AR-15) ....290 M21 288 M27 (AR-27 Keyholer) 288 Rifles, Sporting Marlin .30-06 Bolt-Action ..286 Remington-Peters .22 Bolt-Action Rifle . . . 2 8 6 Ruger .22 Semiautomatic ...286 Winchester 1894 287 Rocket Launchers LAW 8 0 297 M12SMAW 297 M136 296 Shotguns ArmaliteAR-12 Stormcloud 293
Browning Autoriot . . . 2 9 3 H&KCAW 293 MossbergM500 294 S a v a g e 311-R 292 Submachineguns AKR 283 Ingram M l 0 . 4 5 284 M3A1 284 M177 284 M231 284 MAT-49 285 MP-7 285 Uzi 285 Vz-61/62Skorpion ..285 Surface-to-Air Missiles FIM92-A Stinger 299 FIM-99 Scorpion 299 MBB-7 Veniisltiegenklle....299 SA-27 Grappler 299 E s c a p e (from Grapples) 79 ETs—see Extraterrestrials Experience 13 Peer Determination 156 Referee Determination 156 Rewards and Experience 156 Spending Experience Points 28 Exploding Rounds (against vehicles) 115 Explosions 98 Hit Procedure 100 Explosive Penetration Formulas 325 Explosives 264 Explosives and Demolitions 92 Breaching Barriers 94 Burst 93 Concussion 93 Effects 93 Penetration 93 Radio Detonation 92 Setting Charges 92 Tamping 92 T y p e s of Explosives 92 Exposure T i m e (of burning s u b s t a n c e s ) 97 Extent of D a m a g e 116 Extradimensional travel Other Dimensions 235 PCs and Dimensional Travel ... 2 3 6 Extraterrestrials 138 And t h e Dark O n e s 149 A s a Dark Race 217 Energy ETs 218 Humanoid t l s 210 Insectoid ETs 219 Grubs 219 Tentacular ETs 219 Technology 234 UFOs 242 Death Rays 242 Falls 100 Fast Driving and Mishaps 1 11 Fey Folk 220 Banshee 220 Barghest 220 Dark Elves 221 Fuath 221 Flame Burns 97 Damage 131,322 Exposure Time 97 On Boats 117 Fire C o m b a t 82 At Aircraft 113 At Riders 88 At Vehicles and Vessels 112 Fire (action) 75 From Moving Vehicles 87 From the Saddle 87 Robots 129 First Aid 104 Flamethrowers 325 Flooding 118
Fractions—see Dealing with Fractions Fragmentation Hand Grenade . . . . 2 6 3 Fragmentation 99 Fred Brody 252 Brady's Ultraviolet Lasers 252 Fuath 221 Fuel 260 Gasoline 260 Generic Contacts 19 Ghosts 221 Haunt 222 Poltergeist 222 Global Production 147 "God Shed His Grace on Thee..." 70 Grapple 272 Grappling 79 Greater Depression Description 66-67 Influence on Agriculture 144 Grenade Launcher Rounds 262 Grenade Launchers 278, 324 Grid System, The 74 Ground W e a p o n s 113 Grubs 219 Gunshot W o u n d s 94 Hand G r e n a d e s 90 Types 263 Harpy 223 Haunt 222 Healing 1 0 4 , 105 HEAT 263 Heavy W e a p o n s 262 Heightening Horror 153 Herbert Vahn 32 Highways 160 Hills 109 Hit Capacity 25 Hit Locations (Jnarmed Melee C o m b a t 78 Armed Melee C o m b a t 81 Gunshot W o u n d s 95 Vehicles 114 Hit Procedure A r m e d Melee C o m b a t 80 Explosions 100 HiTek 146 Horror Begins, The 9 Horses 194 Host, T h e 136 How to t l s e This Book 10 Human Limits (in fire combat) 82 Human NPCs 163 Aimed Shots vs. MPCs (double damage for head shots) .. 1 6 6 - 1 6 7 Appearance 170 Combat 166 Contacts 171 Hit Capacity 166 Major NPCs 171 Motivations 167, 331 Clubs: Violence 169 D i a m o n d s : Greed 169 Hearts: Sociability 168 S p a d e s : Ambition 168 Other NPC Skills 167 Panic 166 Record F o r m s 331 S a m p l e Stock NPCs 172 Beat C o p s 173 Bikers 173 Cultists 173 Derelicts 173 Dobies a n d Gidgets 174 Eco-Warriors 174 Gangers 174 Gizmoids 175 Good S a m a r i t a n s 175 G o v e r n m e n t Agents 175 Igors 176 Mother Earthers 176 Security G u a r d s 176 Statistics 166, 331
Humanoid ETs 218 i—see Individual Identity P a p e r s 260 If You're New to Roleplaying 11 IFR—see Indirect Fire In-Space Transfer 122 Indirect Fire 88 Accuracy 88 Calling Fire 88 Corrections 88 Deviation 88 Hit Difficulty Level 88 Indirect Fire Range (IFR) . . . . 2 7 8 Self-Observed Fire 89 S u b s e q u e n t Shots 89 Individual 83,277 Initial Equipment 27 Initial Experience 16 Initial Skills 16, 17 Initiative Defined 2 3 - 2 4 , 76 Improvement 2 8 , 156 InsectoidETs 219 INT—see Intelligence Intelligence 15 Introducing Dark Conspiracy 8 Knockdown 103 LA—see Lever Action Languages 18 Laser Sights 84 Launch Characteristics 121 Leeds' Farm M a p 251 Lesser Vampires 214 Lever Action 82, 277 Life In T h e City 67 Load 25 Long Bursts 87 Loss of Control (of vehicles after collision) 119 Machineguns 278 Mag (Magazine) 277 Maintaining Mystery 153 Major Gerald Leeds 250 Major NPCs 171 Making Roleplaying a C o m m u n i t y Effort 152 Maneuvering in S p a c e 123 Attaining Higher Orbits 124 Avoidance and Intercepts 123 Intercept and Avoidance Times 124 Launch Vehicles In Orbit.... 124 Maneuver T i m e s 124 Reentry 121 Manticores 194 Scorpion Tail 194 Marksmanship 84 Meaning of Attributes 15 Medical Care 105 Supplies 271 Medusa 223 H u m a n Statistics 223 Tentacles 223 Melee W e a p o n s 279 Mental Attributes 209 Mike-Town 142 Military Occupations 49 Rank 19 Reserves 19 Minimum Dice 87 Mishaps—see Fast Driving a n d Mishaps Modifiers (to melee weapons) 80 Moreau Weres 230 Morlocks 224, 234 Mortar Rounds 263 Mortars 278 Moss Zombies 230 Motorboats 110 Motorcycles Movement 112
Combat 114 Mounts in C o m b a t 186 Movement and Fire 87 Multiple Barrel Guns 113 Multiple Modifiers 88 Mummy 227 NBC (Nuclear, Biological, Chemical) E q u i p m e n t 270 New E m p a t h i c Skills 209 New Skills 29 Nonplayer Characters — s e e H u m a n NPCs NPCs—see Human NPCs Nukids 225 Obscured Target —see Target Obscured Ogre 225 Onset Of T h e Dark T i m e s 66 O p e n terrain 109 Operating Aircraft 109 Opportunity Fire 77 Other E q u i p m e n t 272 Other Interesting Stories in This Issue 254, 256, 257 Other Things to Consider 155 Out-Law, The 7 1 , 145 Overhead A t t a c k s 115 Overseas 145 PA see P u m p Action Pale, T h e * 226 Panic 77 Paraphysicist 46 Paraphysicist's Field Kit 272 E m p a t h y Booster Drug 271 Partial personalities 237 PCs and Dimensional Travel ., 236 Peer Determination 156 Pen—see Penetration Penetration Exploding rounds 100 Demolitions 93 Firearms 95-96,277 Vehicles 115 Percentile Dice 103 Personal Gear 273 Phase 75, 76 Physical Attributes 209 Pistols (rules for Recoil) 85 Plant E m p a t h y 210 Plasma 271 Players 6 Point Allocation 15 Poison 101 Treatment 106 Poltergeist 222 Power Hand Tools 266 Precincts 143 Preparing Adventures 154 Promoting Paranoia 154 Promotions (military) 19 Prone (action) 75 Protection (from burns) 98 Proto-Dimensions Topology 235 Travel 235,236 P u m p Action 83, 277 Pyrokinesis 210 Quick Kill 96 Quick Shots 84 R—see Revolver Radio Detonation of Explosives 92 Random Generation 15 Range 278 Automatic Fire 86 Direct Fire 84 Melee W e a p o n s 80 Range Finders 112 Rate of Fire 82, 277 Rats ....195 Ravening Wolves 245 Recoil 278 Automatic w e a p o n s 86
Direct Fire 85 Pistols 84 Recovery Scratch W o u n d s 105 Slight W o u n d s 104 Serious W o u n d s 104 Critical W o u n d s 104 Reentry 121 Referee Determination 156 Refereeing Dark Conspiracy 134 Referees 132 Reference Charts 316 Reload Action 75 Statistic 277 Reloading 83 Repeating actions in a c o m b a t turn 77 Reserves 19 RetroTek 146 Revolver 83, 277 Revolvers and Single-Shot Pistols....278 Rewards and Experience 156 Rhinos 195 Rifle G r e n a d e s (see also Indirect Fire) 262 Rifle S c o p e s 85 Rid ( s e e Reload) Rng ( s e e Range) R o a c h e s , Giant 195 Robots 128 Ammunition 128 Battle D a m a g e 130 Nonvehicular 130 Vehicular 130-131 Behavior 128 Burn D a m a g e 131 Combat 129 Melee C o m b a t 129 Fire C o m b a t 129 Drudgebots 128 Cleaningbot 131 Butlerbot 131 Foodbot 131 Receptionistbot 131 Repairbot 131 Guardbots 128 Rocket Launchers 278 Rockets 262 ROF—see Rate of Fire Rolling versus an Attribute or Skill 54 Rowed Boats 110 Rules, T h e 135 Running Adventures & Campaigns 152 Beginning A Ca mpaign 152 Detail of Corruption, A 155 Heightening Horror 153 Running an Adventure 152 Before the Session 152 During t h e Session 152 After the Session 152 Making Roleplaying a Community Effort 152 Maintaining Mystery 153 Preparing Adventures 154 Promoting Paranoia 154 Rewards and Experience.... 156 Setting the S c e n e 153 T i m e and Money 155 Rural Demonground 150 SA see Semiautomatic Saber-toothed Cat 196 Sailboats 110 SAM—see Surface-to-Air Missiles S a m p l e Stock NPCs 172 Scorpion Tail 194 Scratch W o u n d s 103 Recovery 105 Secondary Activities 18 Self-Observed Fire 89 Semiautomatic 8 3 , 277 Semitek 264
Serious W o u n d s 103 Setting Charges 92 Setting t h e S c e n e 153 Sharks 196 Shotguns 91, 278 Single Shot 82, 277 Single Shot Pistols 278 Size 120 Skeleton 228 Skill A d v a n c e by Observation 29 Attribute Derived Values 25 Descriptions 56 Improvement 2 8 , 156 List 57,317 Ratings 17 Skills 17,56 Acrobatics 56 Act/Bluff 56 Animal E m p a t h y 56 Archery 57 Bargain 57 Biology 57 Business 57 Chemistry 57 Climbing 58 Computer Empathy 58 C o m p u t e r Operation 58 Demolitions 58 Disguise 58 Electronics 59 Empathic Healing 59 Engineer 59 Foreboding 59 Forgery 59 Heavy W e a p o n s 59 Horsemanship 60 Human E m p a t h y 60 Instruction 60 Interrogation 60 Language 60 Leadership 60 Lockpick 61 Luck 61 Mechanic 61 Medical 61 Melee C o m b a t 61 Navigation 62 Observation 62 Parachute 62 Persuasion 62 Physics 62 Pickpocket 62 Pilot 62 Project Emotion 62 Project Thought 62 Psycholoqy 63 Small A r m s 63 Stalking 63 Stealth 63 Streetwise 63 Swimming 63 Thrown W e a p o n s 64 Tracking 64 Vehicle Use 64 Vessel Use 64 Willpower 64 Willpower Drain 64 SLAP Rounds 97 Slight W o u n d s 103 Slithers 196 Slugs, Giant 197 Small Arms & Machineguns (ammunition) 260 Small Arms (used against vehicles) 115 Smoke 91 Snakes 198 Sniper Rifles 278, 323 Solid Contacts 19, 21 Soul Attributes 209 S p a c e Missions 122
Landing 123 Launches 122 Reentry 122 S p a c e Travel 120 Spacecraft 125 Ariane4 125 Atlas 125 S T S ( S p a c e Transportation System) 126 Shuttle Orbiter 127 Shuttle-C (Cargo M o d u l e ) . . 127 X-30 NASP 126 Zenit 127 Spacecraft Characteristics 120 Atmospheric Characteristics 122 Crew 122 Duration 122 In-Space Transfer Characteristics 122 Launch Characteristics 121 Payload 121 Price 120 Size 121 Source 120 SpaceTek 147 Special C a s e s 88 Spending Experience Points 28 Spongies 198 Sporting Rifles 278 Squids, Giant 198 S S — s e e Single Shot Stabilizing Critical W o u n d s 105 Starting Money and Initial E q u i p m e n t 26 State of the Union, T h e 66 Stock NPCs 170 Story, T h e 135 Strangling 79 Strength 15 Strike A t t a c k s 78 STR—see Strength Stun 103 Submachineguns 278 Subsequent Shots (of Indirect Fire) 89 S u c c e s s Quality 55 Superstructure 114 Surface-to-Air Missiles . . . . 2 6 3 , 2 7 8 Surgery 106 Suspension Hits 115 Swamp 109 Tamping 92 T a n k Breaker 112, 2 9 8 Target Movement 87 Target Obscured (see also Cover) 88 Target Protection—see Penetration T a s k Resolution & Skills 54 Tasks 321 Tear Gas 91 Technical Imagery 234 Technology 146 Conveying Tech Differences 147 DarkTek '....233 Global Production 147 HiTek 146 RetroTek 146 SpaceTek 147 Telekinesis 211 Temperature (of burning s u b s t a n c e s ) 97 Tentacles 223 Tentacular ETs 219 T e r m s (career) 13 Terrain # Hills 109 Open 109 Swamp 109 Woods 108 Terrain and Travel 108 Terrain Effects on Movement 108 Throw Range 25 Thrown W e a p o n s 90 Tigers 199
T i m e and Money 155 Travel a n d E n c o u n t e r s 108 Travel by Highway 160 Treating Poison W o u n d s 106 Tripods 260 TrueWeres 228 Turn S e q u e n c e 76 Turning (of b o a t s ) 109 Turns 75 Turreted (hull) 114 Twilight: 2 0 0 0 136 Two W e a p o n s 85 T y p e s of Rounds 263 Typical Drudgebots 131 UFOs 242 Unarmed C o m b a t — s e e C o m b a t Unarmed C o m b a t D a m a g e 25 Unarmored Vehicles 116 Unconsciousness 103 Undead 227 Mummy 227 Skeleton 228 Units of Measure 109 Unskilled T a s k s 29 Urban D e m o n g r o u n d 150 Urban Sprawl 67 Vampires—See Bloodkin a n d Pale, The . Vehicles Travel » 107 Vehicle C o m b a t — s e e C o m b a t Vision Devices 270 Voting Rights Act of 1997 67 Waterline 115 We Are Not Alone 1.38 Weapons 277 Damage 95 Types 278 Weight 25 Weres 228 Moreau Weres 230 True Weres 228 Werebear 228 Wereboar 228 Wererat 229 Weretiger 229 Werewolf 229 Wheels of Fire: Vehicle Travel & Combat 107 Wolves 200 Woods 108 World, T h e 134 Wound Severity 103 W o u n d s & Healing 102 W o u n d s (see also Gunshot Wounds) 102 Scratch 103 Slight 103 Serious 103 Critical 104 WP (White Phosphorus) 262, 263 Smoke 91 Yellow Zombies 231 "You're Not From Around Here, A r e You?" 71 ZenaMarley 10, 2 9 , 77,98,100,103,109,145,151 Zombies 230 Animator Zombies 230 Moss Zombies 230 Yellow Zombies 231 Index of C h a r t s , Lists, T a b l e s and F o r m s A e r o s p a c e Craft Damage 118, A m m o Record F o r m s Antitank Missile Launchers Armor Equivalent Armor Values of Cover Assault Rifles Automatic Pistols
329 327 324 325 325 323 323
Automatic Rifles 324 Background Skills 318 B a s e Hit N u m b e r s 320 Battle Rifles 324 Belt A m m o Record F o r m s . 3 2 6 Boat D a m a g e 117, 3 2 9 Body Armor Protection 322 Bows323 Bum Damage 322 Burst D i a g r a m s 93, 326 Career List 317 Character Generation Worksheet Part 1 318 Character Generation Worksheet Part 2 319 Character Sheet (back) 321 Character Sheet (front) 320 Civilian O c c u p a t i o n s . . . . 5 3 , 3 1 7 C o m b a t Move 330 Combat Sequence 322 Crew-ln-Hull Vehicle Damage 116,328 Cruise Speed 330 Cyber Hands 325 Demolition 325 Difficulty of Intercept 123 Effects of A g e 319 Explosive Penetration Formulas 325 Flamethrowers 325 Fragmentation Attack 325 G r e n a d e Launchers 324 Hand G r e n a d e s 325 Heavy M a c h i n e g u n s . . . 2 7 8 , 324 Human/Animal Hit Location . . . 9 5 , 3 2 2 In-Space Transfer 122 L a n g u a g e Table 316 Launch Characteristics 121 Machineguns 324 Maneuver T i m e s 124 Melee W e a p o n s 323 Military O c c u p a t i o n s 53 Missile Launchers 324 Mortars 324 Nationality/Native Language ....316 NPC Motivation 331 NPC Record F o r m s 331 NPC Stats 166,331 Power Level Table 56, 321 Reentry 121 Revolvers a n d Single-Shot Pistols 323 Rifle G r e n a d e s 325 Rocket Launchers 324 Scatter Diagram 322 S e c o n d a r y Activities .... 18, 3 1 8 Shotguns 324 Skill List 57,317 Skills and Attributes 320 Sniper Rifles 323 Soviet Nationalities 316 Spacecraft Size 120 Sporting Rifles 323 Standard Vehicle Damage 115,329 Submachineguns 323 Surface to-Air Missiles 325 Tasks 321 Terrain Effect on Movement 330 Turreted Vehicle Damage 155, 3 2 8 US Commissioned Officer Ranks 317 US Enlisted a n d NCO Ranks 317 Vehicle Damage Resolution.. 114, 3 2 8 Vehicle Hit Locations 114,328
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