The 1PG Companion
April 24, 2017 | Author: shylock | Category: N/A
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CONTENTS INTRODUCTION . . . . . . . . . . . . .2 1PG TABLETOP SYSTEM . . . . .3 VEHICLES: UNDER THE HOOD . . . . .3 VEHICLE MOVEMENT . . . . . . . . . . . . . . .3 AERIALMOVEMENT . . . . . . . . . . . . . . . . .4 OUTERSPACE MOVEMENT . . . . . . . . . . .5 WATER & UNDERWATER MOVEMENT . . . .5 TERRAIN EFFECTS . . . . . . . . . . . . . . . .5 VEHICLE COMBAT . . . . . . . . . . . . . . .5 ROLL OUT THE GUNS . . . . . . . . . . . . . .5 CLOSING WITH ANOTHER VEHICLE . . . . .5 FIRING UPON ANOTHER VEHICLE . . . . . . .5 VEHICLE ARMOR & DAMAGE . . . . . . . . . .5 DAMAGE AGAINST CHARACTERS . . . . . . .6 MISCELLANEOUS RULES . . . . . . . . .6 VEHICLE DESCREPENCIES . . . . . . . . . . .6 MOUNTED MANEUVERING & COMBAT . . . .7 PLAYER CHARACTERS & VEHICLES . . . . .7 SAMPLE VEHICLES . . . . . . . . . . . . . . . .8
BLOOD AND GUTS . . . . . . . . . .9 BRAWLING . . . . . . . . . . . . ATTACKS AND DAMAGE . . . . RECOVERY FROM A KO . . . . ADDITIONAL REALISM . . . . . SEVERE BEATING RECOVERY MOVEMENT . . . . . . . . . . . HEALING . . . . . . . . . . . . . . LOCK N’ LOAD . . . . . . . . . RELOADING . . . . . . . . . . . . JAMMING . . . . . . . . . . . . . . CALLED SHOTS . . . . . . . . . .
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SEEKING COVER . . . . . . . SWITCHING WEAPONS . . . FIGHTING IN THE DARK . . FIGHTING PRONE . . . . . . KNOCKDOWN/KNOCKBACK
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CONTROLLING THE GAME . . . .11 MIXING GENRES . . . . . . GETTING REALLY WEIRD BALANCING ERAS . . . . . ENEMY MINE . . . . . . . . PENNIES FROM HEAVEN . ADDING ODDITY . . . . . .
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CHARACTER ADVANCEMENT .13 ADVANCEMENT RULES INCREASING SKILLS . . . . . INCREASING ATTRIBUTES . BUYING STUNTS . . . . . . .
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STAT REFERENCE CHART . . . .14 DESIGNER NOTES . . . . . . . . . . .14 1PG SCENARIOS . . . . . . . . . . . .14 THE ISS INCIDENT (DISASTER) . . . . . . . . . . .15 OPERATION: BLOWBACK (AGENT SEVEN) . . . .16 UNDER BURMA SKIES (BATTLEFORCE BRAVO) 17 BLACK MARY (BLOODE ISLAND) . . . . . . . . . .18 TERROR ON MILTON HILL (SHRIEK) . . . . . . .19 BETRAYAL AT NIVEN VI (STAR LEGION) . . . . .20 THE SPEED RECORD (SIX GUN) . . . . . . . . . .21 THE KAISER COMMANDS DEATH (DIME HEROES) .22 9MM WEDDING (FULL CLIP) . . . . . . . . . . . . .23
CREDITS WRITTEN BY JAMES STUBBS
LAYOUT BY MARK BRUNO
1PG SYSTEM DEVELOPMENT TODD DOWNING
EDITED BY SAMANTHA DOWNING MARK BRUNO
ILLUSTRATIONS BY SAM CARLISLE @ ILLUSTRATION WORKS
1PG LINE PRODUCER JAMES STUBBS
COVER BY TODD DOWNING
ADDITIONAL MATERIAL BY GERRY SARACCO
© Copyright 2002 Deep7, LLC All Rights Reserved Worldwide The 1PG logo is a trademark of
Deep7, LLC. Permission granted to print (and/or reproduce portions of) this manual for non-commercial, personal use. Unauthorized duplication or distribution is strictly prohibited under international copyright law.
What the—?!
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’ve got to be honest with you – I never expected the 1PG to be anything more than a few hours fun, or to go any farther than Shriek. Before I really understood what was happening, we had a sci-fi game, a western game, a pirate game, and we were selling the bloody things to an ever-growing online community of fans. Some of our first players asked about campaign rules, while a couple early reviews derided the product line for not holding the GM’s hand enough. Still other fans cheered for a product that made roleplaying fun and easy (both for veterans and novices), not an exercise in calculations and bickering. Others wanted mechanics for putting models or figurines on the table (especially Here Come the Monsters!, which is virtually useless without them). The late Wounds Unlimited ezine praised Six Gun and the 1PG system for being quick, easy and inexpensive, while the Games Unplugged review of Battleforce Bravo singled out every selling point of the product as if they were bad things, and then gave us a D- for not having maps. I had tried to fill a niche in the hobby and suddenly the little time-waster game system I’d written in four hours had to be all things to all people. Everyone was taking it for more than it was intended to be, good or bad. So, why a 1PG Companion? Did we feel we had to beef up the system to mammoth proportions in order to satisfy power gamers everywhere? No. Did we think we could add some depth and detail to help 1PG players do things they really want to do? Certainly. First of all, let me try to explain how we got from point A to point B. In my experience, the thing that makes roleplaying enjoyable is the gathering of friends around a table to share in an interactive event, not the monsters or the treasure or (dare I say it) even the characters. Too often, players become waaaay more attached to their characters than most psychologists would say is healthy. There’s nothing wrong with playing a character for an extended period of time, as long as at some point you can retire him or kill him off gracefully without bawling your eyes out like he was your beloved grandpa. I think a factor that contributes to this rather strange connection with an imaginary quantity (aside from the obvious immersion/emotional connection) comes from the fact that losing a character means the player now has to start over from scratch. And in many game systems, starting over from scratch really bites, because it takes such a long time to go through the process of character generation, skill selection, shopping and so on. So the first part of the 1PG philosophy is that characters had to be incredibly easy to create. We’ve clocked first-time convention players at about 10 minutes to generate a character and learn the system with a GM, 15 if they were left to
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read it themselves. We really haven’t changed much where that’s concerned, so mission accomplished – still. The second part is, because characters were so easy to create, they could be pretty much disposable. That comes in handy when you are playing Shriek or Battleforce Bravo. But the 1PGs’ small number spread and static damage weren’t meant to support things like long campaigns with recurring characters. They were meant to keep play simple and quick. I kept getting asked when we were going to include a full-on magic system or that kind of thing, and I maintained that doing that would be like piling stones on a platform made of balsa wood. Sooner or later, the weight would be too much for it to carry. Well, I’m 1 for 2 so far. Lastly, the 1PGs are now and have always been firmly rooted in movie genres. With the exception of the sequel, you pretty much go to a movie expecting to see new characters do things for a couple hours. Therefore, the character improvement rules for surviving PCs were arbitrary and mostly useless for long-term play of a single character. It wasn’t until John Sullivan e-mailed me with the proposal for the Island Mojo voodoo supplement for Bloode Island that I started to think outside my original assumptions of the 1PG. When James Stubbs delivered the manuscript for Dime Heroes (and its own magic supplement), it was evident that these guys knew the system was capable of things I’d previously thought impossible. When you build a car from scratch, and have assembled the engine yourself, you think you know everything there is to know about it. Suddenly, some other grease monkeys come in and say, “y’know, if you just tweaked that, and ran this hose over here…” And you find out your little car is actually race-worthy! So the outcome is this – The 1PG still fits all my original criteria. It is still simple and quick to learn, still cinematic and characters are still disposable if need be. However, I think you’ll find with this companion, we’ve added some support for things like magic and psionics, equipment prices, variable damage and campaign rules to facilitate character growth without completely unbalanced silliness. We’ve also included the full 1PG Tabletop System, which we hinted at in Star Legion and Battleforce Bravo. Now you can have your character jump in a car, a tank, a helicopter or a spaceship and be able to function. You can grab a $2 bag of plastic cowboys and Indians from the local drugstore and set up your climactic Six Gun shootout. You can take a couple Hot Wheels from your kid’s toy box (or your own – I’m lookin’ at YOU, James!) and enact the car chase from your Full Clip game. In short, we have tried to stuff this product full of useful, handy stuff, not just fluff for fluff’s sake. We hope this companion will bring out some of the more hidden fun of the 1PG system and help your games come alive.
- Todd Downing, Deep7 Creative Director & 1PG System Developer
C O M PA N I O N
What is the 1PG Tabletop System? 1PGTS is a simple tabletop miniatures ruleset that will allow referees and players to use plastic cowboys and Indians, hot wheels cars, toy soldiers and the like to resolve 1PG combat, especially in regards to vehicular combat. While 1PG combat is primarily intended to be cinematic, there are many occasions where exact distances or positioning is important information to know. With that in mind, the 1PG Tabletop System was designed to physically represent movement, distances, and combat between both characters and vehicles.
1PG Tabletop System trailer has a –1 MAN due to its large size; it can only move two hexes per round. On the other hand, a Ferrari has a +1 MAN and can move four hexes. The +2 MAN is only recommended for extremely high-performance land vehicles (such as top fuel dragsters) or air/space superiority vehicles (such as fighter jets or combat starfighters).
Turning
VEHICLES: UNDER THE HOOD
A vehicle turns in 45-degree increments. One 45- degree turn, is equivalent to moving forward one hex. A character piloting a All vehicles under the 1PG Tabletop System are represented vehicle has his Pilot skill modified by the MAN of the vehicle by five primary stats. They include the following: to determine how many 45-degree turns he can safely make in one round. The pilot can attempt Maneuverability Rating (MAN) to push his skills and make even – This is the numerical representaTable 1: MAN Benchmarks more turns than is allowed, but tion of the vehicle’s maneuverabilhe will suffer a –1 penalty to ity and speed. MAN ranges from +2 MAN: highly agile/very fast Pilot checks for every two 45+2 to –3. Refer to Table 1 for +1 MAN: very maneuverable/quick degree turns after those initially MAN benchmarks. 0 MAN: average mobility for its type allotted (rounded up). For exam–1 MAN: sub-par or big/utility vehicle ple, John has STURDINESS 2 Gunnery Rating (GR) – This is an –2 MAN: large or enormous vessel and Pilot 2 and is driving a sports overall measure of how capable the –3 MAN: immobile / defenseless car (+1 MAN). He can safevehicle is when being used as a ly turn the vehicle 180 weapons platform. It can also be degrees (Pilot 2 + 1 from an indication of how heavily the car). If he wanted to armed the vehicle is. GR ranges Table 2: GR Benchmarks make a 225-degree turn, his from +2 to –2. Please refer to Pilot skill would receive a Table 2 for GR benchmarks. +2 GR: lots of weapons/ advanced fire control –1 penalty to attempt the +1 GR: stable firing platform additional 45-degree turn Damage (DMG) – Damage is an indi0 GR: average weapons & stability for its type required. Thus, John would need cation of the effectiveness of the vehi-1 GR: under-gunned or poorly designed to roll a 3 or less on 1D6 to percle’s weapon(s). Table 3 gives general -2 GR: no weapons / defenseless form his turn at cruise speed. gauges of typical damage. Armor Value (AV) – Vehicle armor functions exactly as the AV granted to characters who are equipped with body armor. Armor is subtracted from the damage inflicted upon the vehicle.
Speed
All of the above information assumes that the vehicle is traveling at Cruise speed. The move1: heavy machine guns ment of a vehicle can be doubled 2: heavy machine gun platform (B-17), by Speeding and quadrupled by bazookas, small field artillery. having the Foot To The Floor. 3: AA or SAM missile, tank or AA guns, Moving faster than cruise speed, Structural Integrity (SI) – This is a small naval guns, torpedoes. however, incurs penalties to representation of how durable a vehicle 4: midrange naval guns, near future doing anything other than just is, or well it can withstand damage weaponry (rail guns etc.), smart bombs, moving in a straight line. A –1 inflicted upon it. Once a vehicle’s SI heavy field artillery penalty is applied to Pilot or has been depleted, the vehicle is either 5: battleship guns, future anti-vehicle laser Shooting checks for Speeding totally destroyed or nonfunctional, weapons, etc. and a –3 penalty is applied to depending upon the referee’s ruling. 6+: real futuristic weapons: particle beam those same skill checks for havweapons, photon torpedoes, etc. ing your Foot to the Floor. Alternatively, vehicle operaVEHICLE MOVEMENT tors can choose to go Slow. This It is recommended that vehicle comhalves the cruise movement rate (round down). If the vehibat be played out on a battle mat with hex grids for tracking the cle’s movement is already 1, it requires two rounds to movement of vehicles. Vehicles move three hexes forward per advance one hex at this speed; however, slow-moving vehiround of play, modified by the MAN. For example, a tractor-
Table 3: Vehicle DMG Benchmarks
C O M PA N I O N
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1PG Tabletop System cles gain a +1 bonus to Shooting and Pilot checks. Keep in mind that slow moving vehicles can only turn 45 degrees for each hex they move, so for a vehicle that has its MAN reduced below 1, it will take them more moves to complete a 45 degree turn.
Braking Stopping a moving vehicle is a simple matter of hitting the brakes or reversing thrust. When attempting to stop a moving vehicle, it moves down the scale of the current speed to zero for each hex entered. If Speeding, the vehicle speed would progress from Cruise to Slow to finally Stop in the third hex that is entered. This is if the vehicle is moving in a straight line. Drivers can attempt a more rapid stop by turning the car at an angle to allow for resistance to slow the vehicle down. This incurs the requisite speed penalty on Pilot checks (see the Speed section above) but, with a successful check, skips one rank of speed for the purpose of determining how quickly you can stop. In other words, if a vehicle is traveling Foot to the Floor and the driver makes a successful Pilot check when trying to rapidly brake, the next hex the vehicle enters will be at Cruise instead of Speeding.
Jumping
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There comes a time when someone will to send a vehicle airborne in an attempt to leap over an obstacle. A vehicle can jump a distance equal to one-half its movement hexes at the speed it was travelling at the time of the attempt. If the referee wants to be especially mean, he can request a Pilot check upon landing to see if the driver can regain control without smashing into something first.
Losing Control Anytime a driver fails a Pilot check, he has lost control of the vehicle. The result of what happens is based on the margin by which the Pilot check failed (i.e. they needed a three and rolled a five – that’s a failure by two). One: Driver dazed. The vehicle continues its current course at its current speed for one round heedless of any obstacles in the way. The driver automatically regains control the following round. Two: The vehicle spins 1D3 45-degree turns from its current course. The player must immediately make a successful Pilot check or the referee gets to take another result from Losing Control based on the player’s second check. Three: Damage! A machine can only be pushed for so long before it can’t take anymore. The vehicle’s MAN rating is reduced by one. Four: The vehicle suffers severe damage and its MAN is reduced by the margin of the failed Pilot check. Five Plus: The vehicle rolls 1D3 times and suffers 1D6 points of SI damage per roll. The vehicle is now automatically considered immobile (if not destroyed). Vehicle occupants suffer 1D3 Blood damage per roll.
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Collisions & Ramming Whenever two vehicles touch each other (occupying the same hex) – either intentionally or unintentionally – SI damage occurs. The damage inflicted upon both vehicles is equal to the speed of the vehicle that initiated the contact times two. For example, Mark is driving his Porsche (+1 MAN) at Speeding and hits another car. He was travelling 8 hexes per turn. Therefore, he causes 16 points of SI damage to both vehicles. This damage calculation also applies to hitting characters not in vehicles except that damage to the vehicle from hitting a character is only one-fourth the total. Armor reduces damage to vehicles as normal. Vehicles that have had their SI reduced to zero from collision damage, transfers the remaining damage to the operator and/or passengers equally at the rate of 10 Blood for each point of remaining SI damage.
AERIAL MOVEMENT Movement in aircraft is only slightly different from land vehicles. The rules for Turning, Speed, Braking, and Collisions & Ramming are unchanged. Jumping rules are irrelevant in this case and the Losing Control table is replaced with a Pilot Error table (see below). The biggest differences are variable elevations that aerial vehicles can attain on a z-axis. To represent aircraft movement, it is recommended that participants use poker chips, which can be stacked to mark altitude. Marked coins could also be good, too, or the participants can put a small postit note on the model and make changes with pencil notes.
Climbing & Diving An air vehicle can either move forward its allowed number of hexes (see Vehicle Movement above), climb or dive in altitude, or perform a combination of both. VTOL aircraft or helicopters have the option to remain motionless and hover. Gaining or losing one “hex” or clip of height comprises one hex of forward movement. There are five levels of altitude: Ground, Low, Medium, High, and Ceiling. When using poker chips, it is recommend that two blue chips represents Ground and Low altitudes, a white chip represents Medium, and two red chips represents High and Ceiling altitudes.
Pilot Error Anytime there is a failed Pilot check while operating an aircraft, the vehicle has gone out of control. The result of what happens is based on the margin by which the Pilot check failed (i.e. the pilot needed a one and rolled a five – that’s a failure by four). One: The aircraft drops one altitude level. The pilot automatically regains control the following round, but must spend that round reorienting his aircraft. Two: Uncontrolled roll. The aircraft goes into a roll and the pilot must make a successful Pilot check to bring the plane back on a level heading. It veers off 1D3 hexes to either the right or the left, depending on the referee’s call. Three: Exceeded design specifications. The vehicle’s MAN rating is reduced by one because of a weakened airframe. Four: Stress damage. The vehicle suffers severe damage and its MAN is reduced to 0 or, if already zero, to –2.
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Five Plus: Burn Out! The engines die. The craft plummets earthward while the pilot takes 1D3 Blood damage per round. All Pilot checks are at –2 to restart the engines.
OUTER SPACE MOVEMENT Movement in outer space is very similar to movement in an aircraft, with one big difference – altitude doesn’t matter. Poker chips, cards, or self-adhesive notes can still be used, but participants just keep on stacking or removing chips of any color as the vehicle climbs or descends. If a ship has done nothing but descend, use all red chips to indicate that it is on a downward trajectory. There is no maximum upper limit of “height” of “depth,” unless the pilot has the unfortunate experience of being pulled into a gravity well or colliding with another vessel. If a starship is capable of entering a planet’s atmosphere, it automatically assumes all the characteristics of Aerial Movement once it does so.
Failing Pilot Checks in a Starship Determine the result of what happens based on the margin by which the Pilot check failed (i.e. the pilot needed a two and rolled a five – that’s a failure by three). One or Two: Pilot disoriented. The vehicle continues its current course at its current speed for one round heedless of any obstacles in the way. The pilot automatically regains his orientation on the following round. Three or Four: Pilot distracted. All actions from the pilot are at a –1 penalty for the next 1D3 rounds. Five Plus: Adrift! An erratic and unsuccessful maneuver has jinked the engines! The vehicle is considered adrift and will slowly drift one hex every two rounds in the direction that it was traveling before the engines died. A successful BRAINS/Technical Knowledge or STURDINESS/Pilot check at –1 will be required to get the engines going again.
WATER & UNDERWATER MOVEMENT Movement rules for water-based vehicles are handled similar to land movement for a ground-based vehicle. Turning, Speed, Braking, Jumping and Collisions & Ramming remain unchanged. Failed Pilot checks use the results from the Outer Space Movement section for larger ships or underwater vehicles. If using high-speed vessels such as cigarette boats, use the loss of control table from the section on normal land movement for vehicles. Underwater movement is unchanged from water movement with the exception that there is no Jumping. Also, models are handled for submerging as if the vehicle was an aircraft using a reverse “altitude” range that you can just rename to depth. It goes from Surface, Shallow, Medium, Deep, and Bottom.
EFFECTS OF TERRAIN ON MOVEMENT The referee may also wish to impose penalties against either Pilot checks or the MAN of vehicles, depending upon the terrain that it is moving through. For example, choppy seas or a storm would impose negative penalties against water vessels. Unpaved ground would cause problems for sports cars or other vehicles not designed for off-roading. Unless the referee plans
1PG Tabletop System on running a realistic game, terrain and environmental penalties should be kept to a minimum unless it will heighten the suspense of the current situation. As a general rule of thumb, -1 penalties are for terrain that will make things a little more difficult, yet won’t really endanger or impede the vehicle. A –2 penalty covers treacherous terrain which will impede the progress or possibly damage the vehicle. Penalties of –3 or greater are only for the most dangerous types of terrain or environmental conditions (ice, hurricane, typhoon, etc.).
VEHICLE COMBAT ROLL OUT THE GUNS Whereas the vehicle’s movement capabilities are determined by its MAN stat, combat is a combination of Gunnery Rating, Damage, Armor, and Structural Integrity. These stats determine if you hit, how much damage you do, and if you’ve managed to damage or destroy your target, respectively.
Closing With Another Vehicle As two vehicles close with each other (even if one of them is attempting to flee), each vehicle operator must make an opposed Pilot check. The MAN of the vehicle is added to the check. This represents each person jockeying for position, determining a firing solution, or establishing a tactical advantage. For every result of two over the lower Pilot check, the character with the higher roll receives a reward via tic marks placed on the vehicle record sheet. This tic can be redeemed at any point for a +1 bonus to any die roll during combat. There is no limit to the number of tics that can be redeemed at any time. Unused tic marks are lost at the conclusion of the fight. These opposed Pilot checks can continue indefinitely or until one of the vehicles either fires a weapon or they collide.
Firing Upon Another Vehicle When firing upon another vehicle, the gunner adds the GR of the vehicle to his Shooting skill check. The gunner receives a +1 bonus to Shooting if trailing behind his target. The attacker must first determine if he is within range for his weapons to hit. Weapon ranges in hexes equal the GR of the vehicle, plus the gunner’s Shooting skill. Any targets outside of that range are incapable of being fired upon unless a specific weapon grants an additional bonus. If engaged in aerial combat, for every altitude rating the target is above the firing aircraft, the gunner receives a -1 penalty to Shooting checks. Alternately, an aircraft attacking from above will receive a +1 bonus to Shooting rolls. This bonus also applies to underwater combat.
VEHICLE ARMOR AND DAMAGE Rules for vehicle armor are handled similar to that of a character’s personal body armor. Damage done to a vehicle is reduced by the Armor Value. Any damage that remains is subtracted from the Structural Integrity of the vehicle.
C O M PA N I O N
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1PG Tabletop System Once the SI of a vehicle has been reduced to zero, the vehicle is considered destroyed. Any vehicle that reaches –3 MAN through damage that does not destroy it is considered nonfunctional. Any damage inflicted upon the vehicle that exceeds the AV of the vehicle and does not destroy it results in secondary damage to various vehicle components. When this happens, roll 1D6. A result of 1 to 2 is no appreciable damage. A result of 3 reduces the vehicle’s GR by one. Rolling a 4 inflicts an additional five points of SI damage. A roll of 5 will lower the vehicle’s MAN by one. A roll of 6 will reduce the vehicle’s AV by one. If the vehicle has no AV or it has already been reduced to zero, double the damage upon the SI of the vehicle.
ants will be from the same historical era. Vehicles are divided into eight time/era categories: Era: 1 - Bronze/Iron Age Era: 2 – Medieval Era: 3 - Colonial/Wild West Era: 4 - World War I/Prohibition Era: 5 - World War II/Early Modern Era: 6 – Modern Era: 7 - Future Era: 8 - Far Future
Hits Against Pilot/Crew (OPTIONAL RULE) In cinematic games, vehicles absorb all damage and the characters walk away from the flaming, bullet-riddled wreck unscathed. If there is a desire to make combat more dangerous, a roll of 1 on a hit location hits the pilot or crew (roll randomly). Occasionally, this is impossible due to environmental conditions (i.e. in space, piloting an aircraft, etc), where hitting the pilot or crew would be akin to destroying the craft. Each point of vehicle weapon Damage that penetrates equals 10 Blood damage.
Example of Armor & Combat Damage
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An ME-109 fighter plane attacks a B-17 bomber and hits. The fighter’s machineguns do 1 point of damage, so the fighter pilot rolls 1D6 to determine how many hits his guns score. The fighter pilot’s player rolls a 4 and inflicts 4 points of damage on the bomber. The B-17 has A: 3. Thus, 3 points are subtracted from the damage, leaving 1 point inflicted on the SI of the bomber. The referee then rolls 1D6 to determine secondary damage to the bomber and rolls a 2…nothing vital was hit.
DAMAGE AGAINST CHARACTERS Vehicle weapons turned against characters that are not in a vehicle are extremely dangerous – damage is multiplied by ten, unless otherwise noted in the description of the weapon. For example, a 1DMG weapon turned against a character will inflict 10 Blood, a 2DMG weapon will inflict 20 Blood, etc. A character wearing body armor will absorb the damage as normal, for all the good it’s going to do them. On the plus side, most vehicle weapons aren’t designed to accurately hit the relatively small human figure. Any character attempting to avoid a vehicle weapon attack gains a +1 bonus to Dodge checks per each rating of Damage.
MISCELLANEOUS RULES VEHICLE DISCREPANCIES There are times when combatants are not always on equal footing, such as a civilian prop plane trying to outrun a jet fighter. Additional rules need to be added, otherwise a vintage P-51 WWII fighter plane would equal the performance of a modernday F-15 fighter jet because the rules assume that both combat-
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C O M PA N I O N
For every historical Era that one vehicle has over the other, the superior vehicle receives +1 to MAN, GR, DMG, and Armor. So, for instance, if a WWI-era Halberstadt CL IV biplane (Era 4) were facing off with an F-18A Hornet (Era 6), the modern fighter jet would get a +2 bonus to MAN, GR, DMG, and Armor.
MOUNTED MANEUVERING & COMBAT There are a lot of things that players will want to accomplish on a mount, the least of which is having their player characters ride off into the sunset with the girl. As such, here are some of the most common situations that are likely to be encountered in a game.
Chasing/Fleeing/Charging When chasing or fleeing and both parties are on a mount, the speed of each participant involved needs to be calculated. The standard animal walks and trots at one hex every other round. This is increased to one hex per round at a gallop and two hexes per round at a breakneck run or charge.
Jumping Occasionally, players may want to have their mounted characters hurtle obstacles or barriers. Mounts can only jump if traveling at a gallop speed or faster. A Riding check is required to jump simple things like low fences or hedges. Penalties can be applied as the obstacles get higher (i.e. walls, cars, people, etc.).
Trampling Every so often some darn fool won’t have the common sense to get out of the way of a charging animal, or the PC purposely charges to run down his opponent. Trampling damage is equal to the number of hexes the mount was travelling at the time of impact plus five. A trampling maneuver can only be attempted at a gallop or faster and only against an unmounted opponent. Thus, a normal galloping mount will inflict 6 points of damage.
Shooting from a Mount Firing a weapon accurately from a moving mount is not as easy as some people like to believe. For each speed increment over a walk or trot, the shooter incurs a –1 penalty to his Shooting checks. Referees should impose a –1 penalty at a gallop and a penalty –2 if running/charging. Conversely, dodging incoming fire while mounted is easier. For every two ranks of Riding skill the target has (round down), he gets a +1 bonus to his Running skill for the purpose of evading. This applies to shots targeted at the either the rider or to the mount. Getting shot while riding on a moving horse can be dangerous, however. The struck character must make a STURDINESS check or be immediately thrown from the saddle. The victim will not only take the damage from the shot, but also damage as if Trampled based on the speed the character was traveling at when he was shot.
Leaping from a Moving Mount This is one of the most risky maneuvers that someone can attempt. The player character physically jumps from his mount onto another or onto a vehicle, with the intent to either take
1PG Tabletop System command or to attack the current driver/rider. Both the attacker and defender must be adjacent to each other when the attacker attempts to leap. If the other mount or vehicle is occupied, treat the leap as a normal opposed Fighting check. If the loser of the contest is the player character, he falls and takes damage as if Trampled (see above) based on the speed of the target the character was attempting to leap onto. If the loser is the defender, he must immediately make a STURDINESS check to see if he can maintain his seat. In either instance, if the player character and his opponent manage to maintain their balance, the fight can continue as normal with the exception that both attacker and defender suffer a –1 penalty to all rolls due to the chaos and unsteady balance of a moving object. Jumping onto an unoccupied vehicle or mount requires a successful CRAFTINESS/Riding check at a –1 penalty.
Spooking a Mount Loud noises can spook even a well-trained mount, although, for the most part, it can be safely assumed that gunfire isn’t enough. Loud explosions (like dynamite) or sudden shrill, unexpected noises (like war cries or train whistles) can spook the mount, however. The rider must make a CRAFTINESS/Riding roll to see if he can keep the mount calm. Failure means that the mount runs at full speed wherever it feels safety lies (referee’s discretion) or until the PC can make a successful check to control the animal.
Injury to a Mount A mount will also become spooked if it takes damage. Treat an injured animal as immediately moving one speed slower and in a direction of perceived safety (referee’s discretion). The rider must also make an immediate Riding skill check or be thrown from his animal. He’ll also suffer damage as if Trampled based on the reduced speed of the mount. If the damage is enough to kill the mount, no speed reduction is used. The rider must make an immediate STURDINESS check to get off the mount without suffering any damage. A failure results in Trampling damage based on the speed the mount was moving at the time of its death. Typical Blood for horses is 20, which is the baseline for determining the health of a mount. Adjust Blood accordingly for larger or smaller animals.
PLAYER CHARACTERS AND VEHICLES What happens when you have dismounted characters interacting with moving vehicles or mounts? This is where things become complicated. A PC can move one-half his STURDINESS attribute in hexes every other round. Increase this amount by one hex for every two points that the character has in the Running skill. Player characters turning handheld weapons against a vehicle works the opposite of vehicle weapons being used against PCs. The Armor of a vehicle is treated as being ten times more powerful as normal against arms fire. For example, a Sherman tank has an AV of 2. Against non-vehicle weapons fire, the tank is treated as if its AV is 20. Unarmored vehicles take full damage
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1PG Tabletop System from all weapons. Blood rated weapons do half their listed damage to the SI of the vehicle and Damage-rated weapons do their rating times 10 to the SI of the vehicle.
SAMPLE VEHICLES What follows is a brief list of various vehicles from different genres and eras. They can be easily tweaked to be more or less powerful. For example, an American WWII light tank can be easily modified to represent a German equivalent if the Armor rating is increased and the MAN is decreased.
Catapult Era: 2 Crew: 5 Weapons: Large stones MAN: -2 GR: 0 DMG: 3 AV: 1 SI: 15 Notes: The catapult has a range of 16 hexes. A character hit by a catapult suffers 30 Blood damage.
Chariot
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Era: 1 Crew: 2 men and 2 horses Weapons: None MAN: 0 GR: +1 DMG: N/A AV: 1 SI: 5 Notes: Chariot damage is typically either trampling damage from the horses or from the gunner’s personal weapon. Scythes can be mounted on the wheels to give the chariot a rating of 6 Blood damage, however.
Chevy Corvette Stingray Era: 6 Crew: 1-2 Weapons: None MAN: +1 GR: -1
DMG: N/A
AV: 0 SI: 8
F-35 Joint Strike Fighter Era: 7 Crew: 1 Weapons: Variable bomb and missile payload MAN: +2 GR: +1 DMG: as per weapon AV: 1 SI: 10 Notes: Possible weapons include anti-aircraft missiles (DMG: 3), air-to-ground missiles (DMG: 3) or smart bombs (DMG: 4)
M4 Sherman Tank Era: 5 Crew: 5 Weapons: 75mm cannon, .30 & .50 machine guns MAN: 0 GR: 0 DMG: 2 AV: 2 SI: 10 Notes: The .30 gun does 10 Blood damage (1D6 hits) and the .50 gun does 12 Blood damage (1D6 hits)/1DMG. The .30 gunner can fire while enclosed in the tank, but use of the .50 gun requires the gunner to partially expose himself. Any leg hits on someone using the .50 gun is treated as if the bullets hit the tank armor instead.
Narvik-Class (Type 34) German Destroyer Era: 5 Crew: 325 Weapons: See notes MAN: +1 GR: +1 DMG: as per weapon AV: 2 SI: 10 Notes: 127mm cannons (DMG: 3), 20mm AA guns (DMG: 2; 1D6 hits), and torpedoes (DMG: 3). The 127mm cannon ignores 1 level of armor on any target with an AV of 2 or less. A torpedo hit automatically reduces the target’s MAN by 1, in addition to any other secondary damage inflicted.
Sopwith F-1 “Camel” Era: 4 Crew: 1 Weapons: Vickers Machine Guns MAN: +1 GR: 0 DMG: 1 AV: 0 SI: 7 Notes: On a successful hit, the machine guns do 1D6 hits at its Damage rating. It does 10 Blood damage against characters. The Camel (like most WWI biplanes) is incapable of going higher than Medium altitude.
Stagecoach Era: 3 Crew: 2 men and 4 horses Weapons: None MAN: 0 GR: +1 DMG: N/A AV: 1 SI: 6 Notes: Stagecoach damage is typically either trampling damage from the horses or from the gunner’s personal weapon. Trampling damage from being hit by the stagecoach is doubled.
X’Tal "Holy Vengeance" Tactical Space Bomber
Giant Godzilla Monster Era: 6 Crew: N/A Weapons: See notes MAN: +1 GR: +1 DMG: as per weapon AV: 5 SI: 15 Notes: Hugely improbable creatures such as those in Here Come the Monsters! are better handled as “vehicles” rather than creatures, mainly due to the damage that they can inflict and absorb. These are stats for a "generic" monster, so tweak as you like.
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Some typical monster weapons are: atomic fire breath (DMG: 3), laser beams (DMG: 4), big claws (DMG: 2), razor-sharp teeth (DMG: 2), and stomps (DMG: 2).
Era: 8 Crew: 3 Weapons: Variable payload MAN: -1 GR: 0 DMG: as weapon AV: 4 SI: 12 Notes: Possible weapons include anti-matter bombs (DMG: 6), particle beam cannon (DMG: 7), and/or the "Wrath" mantlebuster bomb (DMG: 15).
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Even though the 1PG system is designed to stress cinematic action rather than an exercise in battlefield tactics, the following are optional rules and mechanics are available for use by the referee. These rules are provided to enhance and expand upon the core 1PG rules for those who want to approach the 1PG system from a more strategic perspective, use miniatures outside of the 1PG Rules, or run a play by e-mail game and need to provide more detailed information to player questions.
BRAWLING Some initial reviews of Dime Heroes, criticized 1PG combat, stating it is too deadly and that even a few punches can kill a character. In actuality, a few good punches can kill someone! With that in mind, however, the following optional rules for non-lethal damage are presented.
ATTACKS AND DAMAGE Attack rolls are completely unchanged. STURDINESS is applied to all hand-to-hand combat, as well as melee weapon damage as per the core rules; however, characters under these optional rules possess a derived attribute called “Umph.” Umph is determined by a character’s STURDINESS and Fighting skill. Add these two together and multiply the result by five. For example, Battlin’ Bruno – the world-famous boxer – has STURDINESS 2 and Fighting 2. So, his Umph rating would be 2 + 2 x 5 = 20. Whenever damage is dealt to a character from punches, kicks or other weapons designed to render non-lethal damage, the damage is removed from Umph first before damage starts to carry over into actual Blood points. Yes, this means that you will have to track lethal and non-lethal damage separately. When a character’s Umph hits zero, his is knocked out. Damage inflicted past this point is applied directly to Blood.
RECOVERY FROM A KO A character remains unconscious for 1D6 rounds, after which he regains consciousness and can either act as normal or “play dead.” Characters gain consciousness with one-half of their Umph score (round down). However, if knocked out again, the character returns with only one-fourth of his Umph. If the victim gets knocked out past this point, the damage is extremely serious and the player character is either out of the game or borderline comatose. A full night’s sleep replenishes all lost Umph.
ADDITIONAL REALISM (OPTIONAL RULE) A human body can only withstand so much abuse before major organs begin to shut down. After recovery from the first knockout, reduce a character’s BRAINS attribute by 1. This is a representation of being “punch drunk.” If this reduces a character’s attribute to 0, he is in trouble and needs medical attention quickly or he’ll slip into a coma. Assuming that a character can get knocked out a second time, his BRAINS attribute is reduced by another 1 point and both STURDINESS and CRAFTINESS are reduced by 1. If he is still standing, repeat the loss of BRAINS, STRUDINESS, and CRAFTINESS until the character either learns to stay down or his BRAINS attribute hits zero and he slips into a coma or dies.
Blood and Guts SEVERE BEATING RECOVERY This is only used in conjunction with the optional rule above. Umph is completely returned with a full night’s sleep as detailed above. Attribute damage, however, requires more time to heal. Only 1 attribute point can be restored per one week of rest. Any type of successful medical check will repair this damage, as well as if one week had passed per successful check.
MOVEMENT Characters are able to move their STURDINESS in hexes per round. This can be doubled if the character runs. If the character has the Running skill, add those points to the total number of hexes. For example, Thomas Smith has STURDINESS 2. He can move 2 hexes per round walking or 4 running (In the 1PG System 1 round is roughly 2-3 seconds). Each point in the Running skill will add on another hex of movement. So, if Thomas also had Running 2, he could move another 2 hexes for a total of 6 hexes per round if he chooses to run. A character can both swim and climb at one-half of the listed rates for running. If the character has an appropriate skill, its ranks add to movement as well. Penalties could be incurred for rough water or difficult surfaces. A character can jump twice his STURDINESS in feet and twice that again if he runs before jumping. A character is able to jump vertically one-half of the amount he normally would when jumping forward.
HEALING Characters heal at the rate of 1D3 points of Blood per day for natural healing. A successful medical check will award an additional 1D3 points of Blood for each skill rank of the person attempting to administer aid. For example: Cowboy Ted gets shot up real bad and his friends drag his bleeding carcass back to the saloon to patch him up. He’ll automatically regain 1D3 Blood for spending the night, but his friend – who has two ranks of First Aid – tries to fix him up with a stiff whiskey and a pair of rusty pliers. Fortunately, Ted’s buddy makes a successful check and Ted gains back an additional 2D3 Blood for the night! Healing rates can increase or decrease depending on the amount of “realism” in the game. For instance, healing rates can be lower in a 1PG like Six Gun or Shriek, but can be higher in more heroic games like Dime Heroes and Full Clip to represent the rough-and-tumble nature of action heroes.
LOCK N’ LOAD Guns are a staple of action-adventure movies and RPGs. Either the characters are usually shooting at someone or someone is shooting at them. Here are a few additional rules to spice up those Friday night gunfights.
RELOADING Keeping track of ammunition expenditure isn’t generally a big deal with 1PGs because they rely on cinematic “movie”
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Blood and Guts precedence where guns rarely ever run out of ammo; however, there are times when high-tension gunfights become important. In this case, the referee should keep track of the player characters’ ammo. It takes one full combat round to reload a clip magazine-fed weapon and two rounds to reload a revolver or black powder weapon.
FIGHTING PRONE
JAMMING If a 6 comes up on a Shooting check, it’s ordinarily an automatic failure. The player must now roll 1D6 again. If it comes up 6 a second time, the weapon has jammed, and a number of rounds equal to 6 minus the character’s Shooting skill is required to clear the jam. Black powder weapons can jam on a roll of 4 or 5 on the second roll and explode on a 6, causing damage equal to the weapon’s damage value to the shooter.
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total darkness imposes a –3 penalty to skill checks. Firing or swinging into a melee situation in these conditions is even more hazardous. For every missed shot or attack, roll 1D6. On a score of 1 for poor lighting or 3 for total darkness, the character has hit one of his allies by mistake. The victim of such an unfortunate incident takes damage as normal. Equipment such as starlight scopes, thermographic sensors, or other types of vision enhancement equipment may negate these penalties at the referee’s discretion.
The AV charts for various body parts on the 1PG character sheet are there for a special reason: Called shots. Called shots can only be done with weapons capable of single-shot fire. Hitting an arm or a leg calls for a –2 penalty to a Shooting check. Hitting the head or a carried weapon or object is a –4 penalty to Shooting. A successful called shot to the head adds 4 additional points of Blood damage to the weapon that was used.
SEEKING COVER
Fighting or shooting in any position other than standing up or crouching is considered to be “prone.” Anyone trying to fight prone will receive a –2 penalty to hand-to-hand or melee weapon attacks and/or –1 for any missile weapon or personal firearm attacks.
KNOCKDOWN & KNOCKBACK Devastating attacks or explosions can toss characters around or drop them to the ground. Any attack that causes damage equal to or greater than one-half the character’s current Blood total is considered a knockdown. The character suffers no additional damage, but is considered prone until he can spend his next combat round getting back on his feet. Knockback attacks happen when the damage inflicted is greater than three-fourths of the character’s current Blood total. The character is immediately thrown backward one hex and is considered prone. He must then spend his next combat round regaining his footing. The referee may rule that the knockback attack was so powerful (such as explosions, getting punched by a superhero, etc.) that it sends the target backward two or more hexes. For each
Cover is anything that physically interposes itself between the attacker and the defender. The referee will assign a penalty value to the attacker based on the target’s cover. These values run from negligible, such as a transparent paper screen, to –2 for heavy brush. Remember, cover doesn’t conceal the target; it just makes them a bit harder to hit. This is different from barriers and obstacles. Barriers conceal parts of a target and are rated for the AV that they provide. They can range from negligible, such as a tipped over card table, or more than 15 AV for things like a steel wall. It’s up to the referee if any part of the target’s body is exposed based on the limitations or size of the barrier. Good generalizations for AV are as follows: 1 AV for light woods, such as pine. Hard woods, such as ash or hickory, can provide 2 AV. Solid woods, such as oak, or a brick wall, provide 3 AV. Thicker walls, such as cinder blocks provide 5 AV. Concrete walls provide 10 AV. Steel-reinforced concrete provides 13 AV. Solid steel walls, doors, and bulkheads provide 15 AV.
SWITCHING WEAPONS Dropping one weapon and drawing another takes one combat round. The character is unable to use the drawn weapon in the same round unless he has a skill like Quickdraw or a stunt that will allow a similar effect.
FIGHTING IN THE DARK Poor or dim lighting incurs a –1 penalty to skill checks, while
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hex the character is propelled backwards, he suffers an additional point of Blood damage. Hitting an object while being thrown backwards results in Blood damage equal to one-half the victim’s STURDINESS times two. The referee may increase the damage if he feels the object or person stuck would cause more damage.
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Characters are fragile and tend to die quickly (and usually gruesomely) under the 1PG rules. This was and is an emphasis built into the system to simulate the disposable nature of characters found in most motion pictures. Problems arise when players want a more durable hero that can take a bit more abuse for larger-than-life 1PGs like Dime Heroes or Full Clip. What the referee is left with is a simple question that needs to be answered:
What flavor of the genre do I want? This can be handled almost exclusively by letting the players start characters with more Blood than what is mandated by the core rules. Heroic games can be accomplished by doubling the initial Blood score, while high-adventure games can triple the Blood score. Additionally, referees who want more competent characters that can’t take a lot of abuse can grant a few more skill points or maybe an additional attribute point. The real responsibility lies with the referee, who is ultimately accountable for the game’s structure. Be wary of awarding too much of an advantage, however, if sourcebooklets like Fistful O’ Six Gun or Magic & Mysticism are used, as the rules in those supplement already allow for advanced characters. It is recommend that the referee first make some sample heroes or villains and then gauge the player’s characters accordingly. For example, Shriek lends itself well to slasher flicks. If a more heroic horror game along the lines of Buffy the Vampire Slayer or Monster Squad is what the group is after, then Blood levels and possibly skill points allotted at character creation can be boosted. Dime Heroes was originally designed to handle the classic adventurer who didn’t have any strange powers like Doc Savage or The Green Hornet. That can certainly be tweaked by using the Magic & Mysticism sourcebooklet and increasing character Blood levels. Additionally, a bonus point in AV can be granted to all of the character’s body parts if they’re not up to the opposition. Of course, on the flipside, the amount of both skills and Blood available to characters can be reduced. This would be very appropriate for, say, a Lovecraftian horror game using Shriek or if, in a Star Legion game, the characters as members of a very primitive alien race. Remember that creative players can overcome even horrible restrictions such as this, so referees should be encouraged to praise the players for clever ideas, plans or interactions with NPCs that help them. The idea is to encourage roleplaying and creativity, helping players overcome their characters’ shortcomings rather than punishing them through the mechanics.
MIXING GENRES Because of their universal design, 1PGs can be mixed and matched, making for some strange yet entertaining premises, such as combining Six Gun with Shriek for a horror western game. Again, refer to the suggested guidelines for flavor. If the players are to be weaker than the opposition, use the default rules for the game and beef up the enemies. Use the default rules for both games to maintain a more gritty or “real” ambience, where every action has importance or dire consequences. Alternatively, beef up the players for a more heroic action-
Controlling the Game packed game so that they can shrug off some of the damage and do crazy stuff. Here are a few sample game mixes and the type of game that could result based on a sample movie: Full Clip & Star Legion = The Wesley’s Mysterious File Six Gun & Agent SEVEN = Wild Wild West Bloode Island & Disaster! = Swiss Family Robinson Shriek & Dime Heroes = The Mummy Returns Battleforce Bravo & Disaster! = Das Boot
GETTING REALLY WEIRD If something especially strange is desired, the referee should allow the players to choose the 1PG game of their choice and create characters from their respective 1PGs. This collection of characters can then suddenly awaken in an alien environment, charged with figuring out how to survive, while simultaneously trying to locate a way back to their own worlds/eras. Philip Jose Farmer’s Riverworld series or Edgar Rice Burroughs’ John Carter of Mars books can be browsed for ideas. Referees should keep in mind that more “primitive” characters can do things that more advanced characters can’t, such as starting a fire without the help of a blaster pistol to heat rocks and debris. These types of characters are used to roughing it, while a more advanced character can’t survive without their technology to see them through. On the other hand, characters who rely on technology are going to be much more effective in combat situations as far a damage output is concerned, and can do things with science that would be impossible for a less-advanced character.
BALANCING ERAS Characters from different eras should be treated the same as for vehicles (see Vehicle Discrepancies in the 1PG Tabletop Rules) except that each difference in historical time grants a +1 bonus to the Blood damage of any weapon and +1 AV to any body armor worn that is greater than 2 AV.
ENEMY MINE Another piece of advice to liven up games is to vary the level of enemies. The following is a quote common to all 1PG books (this one taken from Full Clip): A good rule of thumb when creating a villain or villains is to make them durable enough to be a challenge, but vulnerable enough to make the players believe they have a chance. If you have a street gang, give them 15 Blood. A lone gangster or police officer might have 20 to reflect their more durable nature. So does that mean that the whole street gang has 15 Blood shared among them or does each gang member have 15 Blood? Yes, No, and Maybe. The key is varying the opposition to the players, depending on how dramatic or challenging the encounter should be. A group of enemies designed as PC fodder – such as random street gangs, nazi thugs, Martian storm troopers, and the like – should
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Controlling the Game only have 15 Blood for the entire group. If referees want to single out a tougher NPC from the group, the designated NPC leader should have his own Blood level of 15, which is independent from the group total. The same leader can even be more skilled or resilient, depending on how the scene should be play out. For especially challenging or dangerous encounters, each member of the group has the group Blood rating. These types of encounters tend to be deadly for at least one or two player characters, so these encounters should be used sparingly, or if the PCs have been beefed up. Just remember that, if the power levels of group encounters are varied, the villains’ toughness should correspondingly increase. It’s rather anticlimactic to have an extremely tough battle against the evil dictator’s thugs, only to put him on ice with a single shot from across the room.
environment, etc. The referee may also allow a freeform system of magic where the player describes the desired effect and attempts to make a successful skill check by rolling under the Target Number. Additionally, rank in the magic skill can determine how may spells the character knows. Psionics work similar to magic, but are based on the character’s BRAINS attribute. Any PC can possess latent psionic ability by spending three skill points during character creation to gain the ability with no ranks, if the referee allows it. The PC can still attempt to activate his ability without a psionic skill, but must roll a 1 on a 1D6 for it to work. Failing an attempt to use psionics without the skill results in 3 Blood damage per attempt from the mental backlash.
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Wealth is generally not an issue in 1PG games, as most characters rarely need to buy anything. But there are times where it becomes important, such as when even a high Notoriety score won’t get you a death ray. At this point, the purchasing character needs to make a wealth check. All characters are rated as average unless their character concept would be considered poor. Playboys or other prestigious characters would be rich. No character should possess the super-rich status without lots of roleplaying. Either way, each character who needs to buy something should make a BRAINS check with a –1 penalty for each level of discrepancy between the wealth rating and the rating of the desired item. This is additionally modified by historical era if the buyer is trying to purchase something not native to his era. This check can be modified based on where and with whom the PCs choose to do business. Failure means that the characters are unable to obtain the item, and they can only make another attempt by visiting another seller. Asking for something illegal or dangerous repeatedly can draw unwanted attention on the characters in case the PCs go crazy with doggedly trying to get an item. It is always the prerogative of the referee to disallow the existence of an item for purchase.
ADDING ODDITY The following brief section details how to add magic or psionics to a 1PG game. This is a quick and dirty system. Coincidentally, both Dime Heroes and Bloode Island provide their own individual magic rules that fit their particular settings. The following rules are more generic and can be fitted to any 1PG. Magic is only usable by a character if they acquire a skill in magic. Simply acquiring the ability to learn magic could be an adventure in itself! Magic is a WILL based skill – in other words the character’s variable WILL attribute is what is added to his magic skill to determine the Target Number. Referees may apply modifiers on attempts to use magic based on wounds, stress,
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1PGs were never designed to support recurring characters. For reference, the 1PG rules recommend that referees award one character point for each person at the table, but this is simply a stopgap measure. Assuming that referees want to create an ongoing campaign with recurring characters, the following guidelines for awarding Character Points should be useful: Award 1 point to each character who survives the adventure. Award 1 point to each character who performed a heroic act or something that put the character in deadly danger. Award 1 point for good or exceptional roleplaying. Award 1 point to each character who accomplished a great feat or defeated a powerful enemy. Award 1 point to each character who escaped from a dangerous situation by either a clever plan or rhetoric.
INCREASING SKILLS Skill levels can be increased by spending an amount of Character Points equal to three times the new skill level. For example, to increase a character’s Shooting skill from 2 to 3 would cost 9 Character Points. Skill levels can only be increased one level at a time.
INCREASING ATTRIBUTES Attributes can be raised, but it costs considerably more than increasing a skill. Attribute levels are raised by spending an amount of Character Points equal to five times the new skill level. For example, to move STRENGTH from 2 to 3 would cost 15 Character Points.
BUYING STUNTS The concepts of stunts was developed after the release of Full Clip. If the referee wants, he can use Stunts in his game, and by no means are these relegated solely to Full Clip! Obviously, some games don’t support the concept of stunts very well – for example it would be very out of place in Disaster! So it’s ulti-
Character Advancement mately up to the referee decision as to whether stunts will be allowed. Stunts cost one Character Point with a recommended maximum of two stunts per character at the start of a game. Stunts may be bought afterward for three points each. A list of sample stunts follows: Pain & Agony: A devastating and dirty blow to… err… the more sensitive areas of a target. The target must make a STURDINESS check or lose the next action doubled over in pain. How’s My Driving: With a successful Pilot check, the pilot’s/driver’s vehicle will absorb hits that are ordinarily reserved for himself or his crew and/or passengers. The vehicle takes damage as normal until it is no longer functional, but the characters are unscathed. Speed Load: If keeping track of ammo is important, a successful STURDINESS check allows the character to reload his weapon without losing a round. The weapon is immediately considered ready for action. Chink In the Armor: With a successful Athletics check, the character is able to target a weak spot in an opponent’s body armor, halving the value of armor against that one shot. Kick N’ Snatch: If the character makes a successful attack at –1 and the target must fail a STURDINESS check, the attacker kicks the defender’s weapon out of his hand and grabs it in midair – ready to use! Iron Fists: If a character makes a STURDINESS check, he is able to focus the chi in his hands, temporarily giving them the consistency of iron for 1D6 rounds. During that time, punch damage is 4 and the character can ignore up to two points of AV on a target. A Shot In the Dark: The character’s senses are finely honed, allowing him to hit targets even if he can’t see them. With a successful CRAFTINESS check, the character is able to shoot at targets with no penalty for poor lighting and only a –1 penalty for total darkness. Prone Fighting: With a successful Athletics skill check, the character can fight or shoot while lying prone or on his back with no penalty. Anyone else trying to fight prone will be at a –2 penalty for hand-tohand or melee weapon attacks and/or –1 for any missile weapon or personal firearm attacks. Ear Slap: The character can slap both ears of a target once with a successful attack roll. The target suffers no damage but his BRAINS score is treated as 1 less for purposes of determining initiative during combat. This effect lasts for three rounds of combat.
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Appendix DESIGNER’S CLOSING NOTES
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I can hear the protestations already, "Hey, I thought 1PG was supposed to be simple!" Well, it is, but remember that all of the rules here have been provided to enrich your gaming experience – if you want them! If you’re having a blast with the original mechanics that came with your 1PGs, far be it from us to discourage their use. Use as much or as little from The 1PG Companion as you care to, or slowly incorporate the more advanced concepts into your game. If you have a house rule that already accounts for something covered here, then don’t change it unless you think ours is better. I’m just a single game designer on a planet full of players and I can’t possibly comprehend or consider every possible variation or deviancy of the original rules. The litmus test is if your players are having fun. Deep7 is here to provide inexpensive entertainment. As always, we value your support and opinions. We’d love to hear your comments on the Deep7 message board. - James Stubbs, Professional Victim October 29, 2002
Scenario #2: Operation: Blowback – Satellite defense codes have been stolen. Retrieve them! A scenario for Agent S.E.V.E.N., the 1PG of modernday (1960s and up) spy thrillers. Scenario #3: Under Burma Skies – A commando raid into Japanese-held Burma to take a bridge. A scenario for Battleforce Bravo, the 1PG of World War II action. Scenario #4: Black Mary – Taking a wealthy daughter for hostage can have unique complications. A scenario for Bloode Island, the pirate 1PG of adventure on the high seas. Scenario #5: Terror On Milton Hill – Sorority camping trip. Spooky woods. Zombies. Need we say more? A scenario for Shriek, the 1PG of teen horror. Scenario #6: Betrayal at Niven VI – The 314th Fighter Squadron runs afoul of the duplicitous Gosians. A scenario for Star Legion, the 1PG of space opera. Scenario #7: The Speed Record – It’s a race against time to prevent the sabotage of the "Cannonball." A scenario for Six Gun, the Western 1PG of frontier adventure.
1PG COMPANION SCENARIOS Not only are you getting expanded game mechanics, you're also being treated to several scenarios for each of our current 1PG games. Buy any of the games that you don’t have and enjoy the scenarios! Scenario #1: The ISS Incident – Ecological terrorists storm the International Space Station. A scenario for Disaster! the 1PG of Hollywood disaster movies.
Scenario #8: The Kaiser Commands Death – What is behind the sinister murders of Allied Aces? A scenario for Dime Heroes, the pulp action 1PG. Scenario #9: 9mm Wedding – Crime family weddings can be times of peace…or bloody vengeance. A scenario for Full Clip, the 1PG of Hong Kong Action cinema.
1PG Stat Reference Chart
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The ISS Incident A Scenario for Disaster! The Premise: The players are all crewmembers of the International Space Station (ISS). Unknown to them, however, a group of radical environmentalists has hijacked a Soviet supply spaceship and are determined to pilot it out of orbit, away from the Earth and into the Sun! The Setup: Players are all of a scientific or medical background. There should be no characters with any Shooting skill greater than 1; the ISS is a scientific installation, not a military base. Members of the Free Space Movement, a radical paramilitary group of environmentalists, have attempted to sabotage launch sites before. The FSM believes that mankind has set itself up for a disaster with all the space junk that we’ve added to orbital space. As the scenario opens, the players can be working together on an experiment, as a maintenance work crew, etc. The SV-3: The SV-3 is a Soviet supply ship that regularly docks with the ISS to bring fresh personnel, material, and equipment. The FSM has hijacked the craft and killed its threeman crew. There are ten FSM thugs on the SV-3. Three are disguised as crewmembers, while the rest are crammed into the cargo area along with the bodies of the original crew. The ISS: The ISS has been conveniently created with a modular design. Each module serves a particular purpose, so feel free to make the station as big or as small as you see fit. The only requirements are that a command/communications module and a docking module are found somewhere on the station. Other module possibilities include a medical bay, general laboratories, astrophysics labs, crew quarters, engineering deck or section, observation deck, lounge, astronomy, and anything else that you can think of that would make sense. One of the most important things to remember is that there is no gravity. Handholds, hooks, and straps are everywhere. FSM members are at a –1 to all skill checks because they are unused to a zero-g environment. The FSM Attack Plan: The first things the PCs should discover about the attack is the blaring Collision Damage alarm. It was thoughtfully triggered by one of the command crew before being killed by the invaders. FSM members have split into pairs to secure the other modules and put down any resistance. Once the station is secure, they intend to rotate it and use directional thrusters to push it out of orbit and onto a crash course with the Sun. The FSM members will then use the SV-3 to make their escape. NPC Reactions: Confusion should reign as there was no apparent collision, and yet nobody can communicate with the command module. NPCs are loaded with false speculations that can throw players off track as to what is really happening. Possible tales would be something as simple as equipment failure to a noxious gas leak. Be creative, but the jig is going to be
up when the FSM starts moving through the station with visible weapons. Possible Actions: The first thing that PCs should try to accomplish is to acquire weapons of their own. They can acquire them from downed FSM members or improvise them from gear already on the station. Explosives and corrosive materials should be discouraged, namely because of hull breaches and the tendency for liquids to roam free in zero-g environments. Fire is also a bad idea in an oxygen-rich atmosphere. Maintenance tools or certain medical equipment could be used as weapons. More technical characters can attempt to hack or override the station’s computer to either shut it down or use the airlocks and alarms to their advantage. The cramped quarters, full of hostile NPCs, will make movement through the station difficult. Moving from module to module is going to require CRAFTINESS checks to avoid detection. Going EV (Extra-Vehicular) on the outside of the station is also possible if the PCs can find spacesuits and is undetectable by the FSM members on the inside. Each module has its own airlock. Truly desperate PCs might try to make their way to the SV-3 to escape, leaving the station to its fate. Hazards: In addition to trigger-happy eco-terrorists, the PCs might also have to deal with imprudent plans to take back the station by surviving crewmembers, damaged modules bleeding air from bullet holes, noxious gases from ruptured chemical tanks, electrical fires from damaged equipment, vacuum-exposed areas by hull breaches, or open airlocks and areas without electrical power that will result in hypothermia for exposed characters. Have fun! This is your chance to turn a multi-billion dollar scientific marvel into a deathtrap. For inspiration, watch Apollo 13 and apply the dangers there to a large station instead of a small spacecraft. Concluding the Scenario: Hopefully the PCs will try the noble route and wrest control of the station from the FSM. Failing that, escape is always preferable to the death that awaits them at the fanatical whims of the invaders. The scenario ends with the PCs victorious over the FSM in whatever fashion they have chosen. While they call for a rescue crew, the PCs can watch the station on its final voyage as they spiral back to Earth in the SV-3.
FSM MEMBER FITNESS 2/ Shooting 2/ Fighting 1/ Pilot 1; LOOKS 1/ CRAFTINESS 1/ Dodge 2; BRAINS 2/ Gen. Knowledge 2/Blood 12 Equipment: Knife (4 damage) and pistol w/ high-power cartridge charges (9 damage)
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Operation: Blowback A Scenario for Agent S.E.V.E.N
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The Premise: The control codes for the GIDEON (Global ICBM Defense Enhanced Orbital Network) chain of satellites have been stolen. NSA, in a joint operation with NORAD, has tracked the original override signal to a luxury yacht in international waters. It is believed that the mysterious information broker known only as Basilisk is responsible and is planning to sell the codes to the highest bidder. A small team of agents must pose as buyers for the codes and apprehend or neutralize Basilisk and any other responsible parties. The important thing, however, is to retrieve those codes before the laser weapons on the satellites can be brought to bear against targets on Earth. The Setup: The agents are supplied with fake identification and pre-established covers as shady international arms dealers. It is hoped that one or all of them will be contacted with the offer to purchase the codes. We recommend that you have the agents working solo or in pairs in various major cities across the world (Paris, Vienna, Moscow, etc.) All of the agents will be invited to the buy, but if you want to toss in a little fun, have the agents pursued by local police forces – remember the PCs are known illegal arms dealers probably wanted for suspected crimes or at least for questioning. This could also be used as a plot device to introduce the agents to some of the seedier underground operatives that could provide an invite to the buy. The Wayward Venture: Speedboats will transport the agents at night to the yacht, anchored five miles off the coast of France. It is a 120-foot yacht with all the modern amenities, including very high-tech communications gear and a satellite dish. The ship has three decks: the hold, living quarters/galley, and the bridge. All bulkheads and the hull have been hardened so they offer AV 4 to anyone using them for cover. The top of the bridge has a pop-up machine gun emplacement (DMG: 10; 1D6 hits). All other defenses rely on the yacht’s crew. The Basilisk: Amazingly enough, the Basilisk is an attractive red-haired woman with green eyes. She will cut right to the chase and begin the auction when everyone has arrived. If the characters are veteran agents they will probably recognize some of their arch nemeses; as well as many infamous criminals and criminal masterminds. Let the agents get anxious as worries mount that someone will recognize them. The winning bid will go for the huge sum of $500 million. If the PCs try to flagrantly bluff or keep outrageously increasing the bid, start having them make FINESSE/Con checks at increasing penalties. After the auction, everyone involved will be “invited” to remain the night for a celebration. This is really an opportunity for Basilisk to validate and deposit the winning bid, as well as to keep an eye on the participants. Thief!: At some point during the evening, the players will either be alerted to the theft of the codes by an alarm getting tripped or, assuming that the player’s are sneaking and snooping about, will find Basilisk tied up in her cabin. She will beg
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for the players to release her. If they do, they will gain her cooperation for the remainder of the adventure. The actual thief will remain unnamed. We recommend that you substitute a previously defeated villain or make up a new nemesis for the players. The following are sample stats that you can use for a new villain. His three henchmen use the same stats are the ship’s crew. He and his men have stolen one of the speedboats and are attempting to make a getaway. Basilisk will demand to accompany the players. There is one additional speedboat that is available for commandeering, but only on her orders. What follows is a high-speed chase and shootout on the water. The thief is trying to make it to a rendezvous point with a mini-sub where he will make his escape. Concluding the Scenario: Hopefully, the players will be able to stop the thief. If they do, Basilisk will let them have the codes – she was already paid for them. If the buyer has a problem with it, he can take it up with the players at a later date. If they apprehend her, she will go willingly, but will escape shortly afterward and won’t be quite as friendly if they encounter her again. If, for whatever reason, the agents fail, they can be brought back into the problem in another scenario, as the GIDEON network has armed itself and the agents must infiltrate the villain’s secret headquarters and stop him from blowing up Washington and Moscow and starting another world war.
THIEF FITNESS 2/ Fighting 3/Shooting 2/ Pilot 2; LOOKS 1 FINESSE 2/Con 2/Dodge 2; BRAINS 2; Blood 20 Equipment: 9mm pistol (8 damage); GIDEON access codes
SHIP’S CREWMEMBER FITNESS 2/ Fighting 2/ Shooting 2; LOOKS 1 FINESSE 1/ Dodge 1; BRAINS: 1; Blood: 12. Equipment: Mini-Uzi (8 damage 8; 1D6 hits)
THE BASILISK FITNESS 2/ Fighting 1/ Shooting 2; LOOKS 2/ Pose 1/ Seduction 2; FINESSE 2/ Dodge 2; BRAINS 3/ Gadgetry 2/ Gen. Knowledge 2; Blood: 20 Equipment: .357 Desert Eagle pistol (9 damage)
SPEEDBOAT Era: 6 Crew: 1 pilot and up to three passengers Weapons: none MAN: +1 GR: -1 DMG: N/A A: 1 SI: 5
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Under Burma Skies A Scenario for Battleforce Bravo
The Premise: The players are all members of an elite paratrooper commando group attached to the Mars Task Force in Burma, 1943. These commandoes are tasked with the mission to go behind enemy lines and capture a vital bridge that is being used to keep Japanese supply lines open. The Setup: The team is composed of 10 men. Create a few NPC grunts to round out the group, if necessary. The team is summoned to a mission briefing by Colonel Heavey. They are to parachute behind enemy lines and rendezvous with a local band of Kachin tribesmen. Their target is the bridge over the Irrawaddy River that is being held by elements of the Japanese 18th Division. It must be captured and held until advancing U.S. Army units can arrive to secure the bridge. Each man is equipped with a Thompson submachine gun, a knife, and six hand grenades. You may also give them a 6-inch mortar (20 damage) if you’re feeling generous. The Insertion: The teams assemble and board a C-46 transport aircraft. The flight is uneventful, but you may want to take the time to play up some NPC interaction. Sprinkle in other soldiers’ rumors about the Japanese military strength in the area, for instance. It’s up to the referee to determine the validity of these rumors. The real problem occurs when the teams parachute out of the planes. Everyone gets separated in the darkness and the thick jungle growth. Play up the silence and tenseness of the situation. Light or excessive noise can be deadly. If you’re feeling mean, or the
JAPANESE SOLDIER STURDINESS 1/Shooting 1/Fighting 1; CRAFTINESS 1 BRAINS 1; Blood 12 Equipment: Type 38 Rifle (10 damage)
U.S. ARMY JEEP Era: 5 Crew: 1 driver and up to three passengers Weapons: Vickers K machine gun MAN: +1 GR: 0 DMG: 1 A: 0 SI: 15 Notes: The Vickers does 12 Blood damage (1D6 hits) against infantry and has a damage rating of 1 (1D6 hits) against vehicles. Gunners are exposed in this vehicle.
TYPE 2592 OSAKA HOKOKU-GO ARMORED CAR Era: 5 Crew: 4 Weapons: 2 machine guns MAN: 0 GR: 0 DMG: 1 A: 1 SI: 10 Notes: The machine guns do 10 Blood damage (1D6 hits) against infantry and have a damage rating of 1 (1D6 hits) against vehicles. Gunners are encased in a turret.
players are being sloppy, have them run into a Japanese patrol of six men. Even if the PCs defeat them, make sure to increase the force at the bridge later, as they’ve been put on alert because of the missing patrol. Meeting the Kachin: The Kachin are Burmese natives known for being expert trackers and their vehemence toward the Japanese. This connection with the Kachin can be made as easy or hard as you like. Once contact has been made, two men – Aun-San and NeWin – will lead the soldiers to a ridge overlooking the bridge. This trip will take about a week and should be interesting. During WWII, Burma was a hellhole; disease, dangerous animals and hazardous terrain are just as much a danger as the enemy. Leeches (1 Blood/hr.), snakes (3 Blood/hr.) and malaria (2 Blood/day) are all problems that you can introduce. To increase the tension further, have them meet a Japanese patrol or frighten them with a few Japanese aircraft flying overhead. Perhaps let the PCs wonder if they’ve been spotted or reported to the Japanese by a sympathizer. Gunfire will certainly expose their positions. Things Get Hairy: Assuming that the team performs some reconnaissance, they will notice that the Japanese have wired explosives to the bridge. Those bombs need to be disabled before the assault or the Japanese will certainly blow the bridge up, delaying the Allied advance. Alternatively, the team could try to shoot the engineers while they rush to prime the detonators. This could be problematic in the chaos once bullets start to fly, however. There are two bombs underneath the bridge, one on either end. It is designed to collapse the center of the bridge. Detonating either one will slow down the advance, so it is important to get both of them. The Bridge: The PCs team is outnumbered five to one. Surprise and confusion is going to mean the difference between victory and failure. There are 50 Japanese soldiers, two armored cars, and a captured U.S. Army jeep. There also are two machine gun (10 Blood; 1D6 hits) nests at the far end of the bridge and two patrols of four men roam the perimeter of each end. The remaining soldiers can typically be found in their tents, in the mess, or lounging about in the sun. During the night, the two patrols are increased to six men and everyone else is usually in their tents sleeping. Campfires and crude lanterns are the only illumination at night. The Raid!: Also known as all hell breaking loose. Clever players should find some way to sneak under the bridge and disable the explosives, while others silently or loudly (depending on the plan) dispatch the sentries. Booby trapping, disabling, or commandeering the vehicles in the camp are all good ways to create diversions. Whatever happens, the Japanese should be caught off guard completely. It will take two combat rounds for them to organize any counter attacks. In the meantime, Japanese soldiers will rush about in confusion trying to take cover or go to their preassigned defensive positions. Four armed engineers will try to make it to the detonators regardless of if the PCs have disabled the bombs or not (they don’t know that). If the attack is at night (and it should be, if the PCs are smart), everyone is at a –1 to Shooting checks because of the inky darkness. Concluding the Scenario: The Japanese will flee if more than three-fourths of their numbers have been killed.
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Bloody Mary A Scenario for Bloode Island
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The Premise: The players are all members of a pirate crew on the 16-gun sloop, Dancer. The captain’s plans are to sneak into Charleston harbor and kidnap the daughter of a wealthy plantation owner and hold her for ransom. The Setup: Captain William Destromme has pitched his latest plan for riches to the rapacious crew. A small, handpicked group is to row into Charleston at night, burgle the manor of Charles Grant for anything of immediate value, and kidnap his daughter for additional ransom. The captain is betting that Grant will come up with the money before other ships can be brought against him. A fine time of debauchery and squander awaits the crew in Port Defiance if they can manage the kidnapping. Harbor Stealth: The PCs are all picked for the attempt. They are lowered over the side of Dancer into one of her longboats. Getting into the harbor is easy. Getting to the manor house itself is where the real trouble begins. The mansion is on the other side of the town, so the PCs will have to be quiet and avoid the night watchmen. If you want to liven things up a bit, have a barking dog or a yowling cat threaten to bring forth sentries to investigate the noise. If the players want a fight, give it to them. Be aware, however, that piracy is punishable by hanging and the captain will take a very dim view of anyone stupid enough to start an unnecessary fight . Grant’s Plantation: Charles Grant’s landholdings are impressive. His plantation stretches over 1,000 acres. Over 450 acres are farmland, with a large slave population. It’s unlikely that the slaves will report rogues roaming about, but they certainly will if they are attacked. It is possible that there might be an informant in their midst, however. Grant doesn’t have any sentries patrolling his grounds, but he does keep a pack of five hunting dogs (Blood 5 ea.; Bite: 4 damage) that have free roam of the property. The Manor House: Grant’s domicile is a three-story affair that is lavishly ornate for the time. There is a smaller building out back that serves as the kitchen, as well as another smaller building that houses the slaves who work inside the manor house. An outhouse is also present. There are several access points in the manor: a balcony on the second floor leads to an unlocked door, any of the windows can be jimmied or the latches maneuvered, and locks on any of the doors can be picked. We leave the interior layout of the manor up to your own interpretation, but you should keep in mind that the interior rooms are going to be expansive on the first floor with the rooms getting smaller the closer you get to the third floor. The daughter’s room is on the third floor. Unbeknownst to the Players: Charles Grant was once a notorious privateer for the British. In honor of his service, the Queen awarded him land in Charleston. His wife died in childbirth, so his daughter grew up aboard ship with him and was as wild and daring as her father. Despite her father’s intentions to
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settle down to a respectable life, she’s still a handful and her father is constantly vigilant to avoid her getting into a scandal. “Black” Mary Grant: Abductors will find that Mary isn’t the type of girl to faint at danger. She’s a hellion in a fight and will do everything she can to avoid the kidnapping. She keeps a loaded pistol on her nightstand and a dagger underneath her pillow. Players may need to be reminded to take her alive. Fortunately for the PCs, Charles Grant is a very sound sleeper and only extremely loud sounds – like a gunshot – will rouse him. It is in the best interest of the players, as well as the captain, to be gone as quickly as possible. Killing Grant negates him being able to play a ransom. An exciting chase through Charleston could be in order as the PCs flee with their captive and Grant pursues with the roused watchmen if he is awoken. Ransom At Sea: Whatever happens, Grant will soon learn of his daughter’s kidnapping. He doesn’t like being bullied about and concocts a scheme to raid the Dancer on the following night. Grant and 30 men (use the stats for the Night Watchman) approach the ship at night and scale the sides – hopefully taking the crew by surprise and rescuing his daughter. Ending the Scenario: Mary can escape in the chaos. If the PCs defeat and kill Grant, she will raise her own pirate crew and swear vengeance against Destromme and his crew and do everything within her power to hunt them down. If Grant is defeated, but not killed, he will pay the ransom.
NIGHT WATCHMAN STURDINESS 1/Shooting 1/Fighting 1; LOOKS 1 CRAFTINESS 1; BRAINS 1/Investigation 1; Blood 12 Equipment: Flintlock pistol (8 damage), Rapier (6 damage)
MARY GRANT STURDINESS 2/Shooting 2/ Fighting 2; LOOKS 2 CRAFTINESS 2; BRAINS 1/Language (French) 1; Blood 20 Equipment: Flintlock pistol (8 damage), Dagger (3 damage)
CHARLES GRANT STURDINESS 2/ Shooting 2/ Fighting 1; LOOKS 1 CRAFTINESS 2/ Dodge 1; BRAINS 2; Blood 20 Equipment: Flintlock musket (10 damage), Flintlock pistol (8 damage), Knife (3 damage)
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Terror on Milton Hill A Scenario for Shriek Style Notes: You’re not expecting a detailed involved plot, are you? This is pure B-movie cheese! Revel in the cliché. NPCs and PCs are expected to do stupid, life-ending things in the face of all logic. Keep the tension, excitement, and body count high. The Premise: The Gamma Phi Delta Sorority of Traumaville University is sponsoring a camping trip into the woods surrounding Milton Hill. Almost the entire student body is attending either due to the lure of lots of beer and inebriated girls, or friends who think that they should get out and enjoy themselves dragged them along. PCs should optimally be sorority members or boyfriends. The University has allowed the use of the old school football team bus for transportation to the Restful Glen Campsites. The Setup: The students have just set up their campsite and festivities have already begun. Beer and other alcoholic drinks are flowing and the music is rocking. Allow the future victims to mingle and interact with the NPCs. This is especially useful for the emotional impact of the gruesome deaths to come later. If you, as the referee, can establish convincing relationships between the PCs and NPCs, the following events will be more shocking. Arguments, break-ups, make outs, and cheating on significant others are all totally appropriate. A False Alarm: As soon as it begins to get dark, the students will begin to gather around the bonfire for an evening of drunken Charades and Truth or Dare. This is when the first couple will be noticed missing. Either let the PCs search or have them volunteered to search. Let the PCs know about how spooky the woods are at night and emphasize the strange woodland noises. You can throw in a few scares with startled rabbits or nearby wolf howls to put them on edge. The miffed and slightly embarrassed couple will eventually be found making out after they snuck away for some privacy. Campfire Story: Of course, now comes the expected campfire story about how something terrible happened here many years ago that everyone thinks is just a story but is actually true. Turn out the lights in the room and tell the following tale (or embellish it as you want) with a flashlight near your chin pointing up at the ceiling. Use your best ominous voice and ham it up. “Eighty years ago, a group of bank robbers stole $500,000 from the local bank. After hiding the loot, they used a shack in these very woods to hide out from the police searching for them. The robbers found a young man walking nearby and shot and killed him for fear that he would report them. Unfortunately for them, the man’s father was a terrible witch doctor who lived in an old house on the top of Milton Hill. He cursed his son’s killers and vowed revenge. Later, when the police found the shack, all they discovered was blood… everywhere. It’s rumored that those men still roam these woods cursed to everlasting undeath as restless zombies killing anyone they come
across, hoping that they can find the old witch doctor’s spellbook that will finally allow them to die. Enter the Zombies: Let the slaughter begin! Zombies will shuffle out of the woods and rend the nearest victims with their teeth. You’ll want to have at least one zombie for every five campers. As the screams die, panic erupts and all the NPCs run wildly in all directions. The zombies will take care of some of them – be as graphic as you like with your descriptions of the carnage. This wouldn’t be much of a zombie scenario if it didn’t have innards-snacking action! Naturally, the old bus won’t run and the only real weapon available is a hatchet (4 damage) that was used for chopping firewood. If you’re feeling generous, you might allow a jock to have a baseball bat or similar sporting goods item. The real danger with these zombies is that they won’t stay dead! Each one “killed” will rise again 1D6 rounds later. The only way to permanently keep them dead is to find the old witch doctor’s spellbook in his abandoned house and read it. As the referee, you can cleverly have the zombies herd the survivors in that direction. They want to die, but taking out a few tasty nubile college kids along the way can’t hurt either. The Witch Doctor’s House: Old, rickety and very dangerous should be used to describe the rotting house on the top of Milton Hill. Getting inside is easy, as every door has since fallen off its hinges, and even a determined push will break through one of the exterior walls. We leave the interior of the house up to your imagination. You can make it little more than a shack or a large Civil War-era mansion. The important thing, however, is the spellbook. Don’t put it in too obvious a place, like a bookshelf – hide it under a loose floorboard or under a moldy mattress. Now, while the PCs are literally and frantically tearing the house apart, the zombies pursue, as they are eager for more guts to munch on. Do That Hoodoo That You Do…: Reading the spellbook is another matter altogether, unless by some bizarre occurrence the group of PCs has a member than can read Haitian. Have the reader make a BRAINS/Bookworm check to be able to cast the counterspell. Concluding the Scenario: Once the spell has been cast, the zombies will fall apart in a gruesome display of dropping dry, dusty organs that turn into dust. The bus will start again and the surviving PCs can leave. If you want to use this scenario as a springboard for additional adventures, the spellbook could fall into the hands of someone who is intent on turning its magic to even greater evil that threatens the entire town of Traumaville.
BRAIN-HUNGRY ZOMBIE BUFFNESS 3/ Fighting 2; LOOKS –1; CRAFTINESS 1; BRAINS 1; Blood 15
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Battle at Niven VI A Scenario for Star Legion The Premise: The PCs are members of the elite 314th Tactical Fighter Squadron, The Hammerheads. They are tasked to escort a Gosian frigate on a diplomatic mission to the planet Niven VI where the diplomats aboard are to hold negotiations with the Ultov. The Gosians and the Ultov have been at war for three years and both sides have lost the stomach for any further devastation. Star Legion is hoping that a peaceful settlement can be reached, as conflicting interests on Sol from the conflict are threatening civil unrest. The Setup: The Hammerheads are to rendezvous with the Gosian frigate, Sunsword, at the third moon of the Meticil System. They are to then escort the frigate to Niven VI. Once there, a shuttle will arrive from the planet to transport the diplomats to the capital. The 314th: The “Hammerheads” are Star Legion’s elite fighter
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squadron noted for their bravery and tenacity. Every pilot is given the best training and equipment and flies a top-of-the-line European Victory Spaceworks “Valkyrie.” Sunsword Rendezvous: When the squadron arrives at the Meticil System, they receive a distress call from the Sunsword saying that they are under attack by pirates and require immediate assistance. When the Hammerheads arrive, they will see the frigate under attack by five Rapier-class fighters. The Rapier is a popular choice for criminals because of its low cost and high speed. The squadron will also notice a battered freighter moving away from the Sunsword. Behind the Scenes: The attackers are actually criminals, not pirates. They were hired to smuggle a Duodek planet-buster bomb to the Sunsword. The Gosians are going to drop it on Niven VI during the middle of the negotiations. It will cost them some diplomats, but they are counting on wiping out the enemy capital in exchange. The Gosians refused to pay the smugglers after delivery of the bomb. Unfortunately, the smugglers are even less keen on being taken in by Star Legion than they are of being cheated out of their money – they will fight to the death. The Gosians are prepared to blame the attack on Niven VI on a rogue faction. Arrival at Niven VI: If you’d like, you can allow the PCs to make emergency stops on nearby planets to make repair attempts on their ships. The Gosians are willing to wait and radio ahead to Niven VI about the delay. Perhaps the PCs will have an additional adventure on the planet they have to stop to use for repairs? Maybe a few hints about the duplicity of the Gosians might be revealed to provide some forewarning of what is to come. Upon arriving at Niven VI, the squadron will be met by a group of seven Ultov heavy fighters. They demand that Star Legion stands down and to allow an inspection team aboard the Sunsword. The Gosians panic, thinking that someone has sold them out, and open fire as they move toward the planet to drop the bomb. Battle over Niven VI: If the Sunsword drops its bomb, the PCs only have 1D6 rounds before it hits the capital and destroys it. The bomb itself is treated as having AV 5 and SI 5. The Ultov will attack both the frigate as well as the Hammerheads, thinking that they are allied against them. A quick talking character can persuade them otherwise and join forces against the frigate. The Gosians will fight to the death. Concluding the Scenario: The Gosian treachery is made known even if the bomb doesn’t drop. Star Legion will be drawn into the conflict and side with the Ultov, especially if the Ultov capital was destroyed. Star Legion finds itself pitted against a numerically superior foe in the Gosian Empire.
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EVS "VALKYRIE" STARFIGHTER Era: 8 Crew: 1 Weapons: variable payload MAN: +2 GR: +1 DMG: as per weapon A: 2 SI: 8 Notes: All Valkyries come standard with a mass-driver cannon (1 damage; 1D6 hits) and four Armbuster tactical missile (3 damage).
YOSHIHAMA INDUSTRIES RAPIER-CLASS FIGHTER Era: 8 Crew: 1 Weapons: variable payload MAN: +1 GR: 0 DMG: as per weapon A: 1 SI: 5 Notes: The Rapier is equipped with a laser cannon (2 damage) and SIM-42 "Stingray" tactical missiles (3 damage). Each Rapier can carry two missiles.
LOADTECH HT-86 MASTODON FREIGHTER Era: 8 Crew: 5 Weapons: Heavy laser cannon turret (3 damage) MAN: -1 GR: 0 DMG: as per weapon A: 3 SI: 12
ULTOV GERASH-CLASS HEAVY FIGHTER, “THE GRINDER” Era: 8 Crew: 2 Weapons: Variable payload MAN: 0 GR: +1 DMG: as per weapon A: 3 SI: 8 Notes: The Grinder is equipped with a mass-driver cannon (2 damage; 1D6 hits) and 4 Mal’tok tactical missiles (3 damage).
GOSIAN FRIGATE – THE SUNSWORD Era: 8 Crew: 150 Weapons: Variable payload MAN: -1 GR: +1 DMG: as per weapon A: 4 SI: 12 Notes: The Sunsword is equipped with five heavy laser cannon turrets (3 damage), four Type 99 tactical missile pods (4 damage) and a Duodek planet-buster bomb (15 damage).
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The Speed Record A Scenario for Six Gun The Premise: The PCs are out-of-work cowboys who are in the small town of Lugan Flats. A local representative of the Union Pacific Railroad, looking to hire them for security, approaches the group. He explains that their No. 83 “Cannonball” Limited will be attempting to set a new railway speed record between Lugan Flats and San Francisco. The representative fears that a rival rail company will sabotage the run and attempt to set a record of its own before Union Pacific can arrange for another train. He’s hiring local help to avoid the word getting out of the town and will gladly pay $50 a head for the PCs to take a place on the train. The Setup: The rival railroad isn’t stupid. They’ve paid off several of the tougher residents of Lugan Flats under the command of Bill “Scratch” McGill, a former gunslinger who settled down in town to live off the spoils of his evil past. Bill and his gang have managed to bamboozle their way into getting hired to ride the train and intend to sabotage it and prevent anyone onboard from stopping them. The ride to San Francisco is expected to take five hours at full throttle. The Train & Crew: The Cannonball is composed of the engine, a coal tender, a passenger car, a boxcar carrying mail, and the caboose. The crew is made up of an engineer, two laborers to shovel coal in shifts, and the brakeman in the caboose. The PCs, Bill McGill, and his six men will handle security detail. Anyone hired for security is initially housed in the passenger car, but they have free reign to wander the train as they see fit. Doors at both ends of each car connect the caboose, boxcar, and passenger car. The Almost-Great Train Robbery: After three long and boring hours into the trip, the PCs should make a CRAFTINESS check to see if they notice the dust cloud from several horses riding hard to catch up with the train. A “rumor” was started by the rival as extra insurance that the Cannonball was carrying Federal gold. This, of course, encouraged every would-be bandit in the area to take an undeniable interest in the train and it’s cargo. There are fifteen men on horseback with six-shooters chasing down the train. These bandits will catch up with the caboose in three rounds. The PCs can shoot out of the windows of the passenger car, but they will suffer a –1 penalty to their Shootin’ rolls due to the small windows and limited visibility. Bill and his men will shoot, too, missing purposely (although rolling a 6 means that they made an honest mistake). A bandit robbery would be a great excuse for them not to have to do anything that would draw attention to them. The bandits, however, shoot at anyone who presents a target. The bandits are at a –2 penalty to their Shooting checks as well due to being on the back of a running horse while trying to hit targets with cover. The bandits plan on boarding the caboose and pistol-whipping the brakeman. They will then go forward into the boxcar. Terribly disappointed and extremely angry are two good words to describe them when they find only mail. Assuming that the PCs didn’t go into the boxcar, they’ll hear loud cursing and a louder yell of “Where in Hell is the damn gold?!” and the sound of several heavy objects being thrown about. The bandits, at this point, decide to take out their frustrations on the surviving PCs. Dead Letter Office: This is what you’ve been waiting for… a wild gunfight in a boxcar full of big bulging sacks of mail. Bill and
his men will flank the doorway on the inside of the passenger car and occasionally shoot into the boxcar. Yes, they’re not very careful about who might be in the way of their wild shots. Smart PCs will hit the floor and attempt to find cover as quickly as possible. Taking cover behind piles of sacks will give a player AV 2 to any covered part of their body. This is a fight to the death, as the bandits have nowhere to run. Dead Man’s Switch: By the time the last bandit has gone to meet his maker, the train’s whistle will begin to blow furiously. Any PC who makes his way to the engine will see that there is another set of tracks now running parallel to the ones they’re on. Up ahead, a figure is working a lever. A successful BRAINS/Thinkin’ check will let the PC know that the figure is trying to switch the train onto another track or to possibly derail it! The best option is to shoot the man; however, all Shootin’ checks are at –2 because of the distance and difficulty of the shot. The PCs can have two rounds of attempts before the train hits the junction, derails, and causes 10 Blood damage to everyone. Bill Tips His Hand: Assuming the train doesn’t derail, the engineer will exclaim, “San Francisco here we come!” only to be followed a moment later by Bill’s voice behind them saying, “Not so fast… hands up, and stop this rustbucket!” If players attack, a fight will commence, otherwise one of the laborers will attack one of Bill’s men from behind with his shovel (3 damage). This will draw Bill’s attention long enough for the players to act. The engineer will keep the throttle open and take cover. This fight should degenerate into a fistfight, as the quarters are far too confining for the use of guns. The iron walls of the engine and tender will rebound missed shots and randomly strike someone. All Fightin’ checks are at a –1 penalty, as the combatants are standing on shifting piles of coal. Concluding the Scenario: The Cannonball will finally roll into San Francisco a full twelve minutes faster than train before it. A Union Pacific official will greet everyone at the station. He will summon the local sheriff to collect any surviving bandits or members of Bill’s gang. The official will listen to the player’s story of the trip if they want to tell it. If they do, he’ll reward them with an extra $100 to be split amongst them. If they can really embellish the story and impress him with their derring-do, he’ll up the amount to $200 instead.
BILL "SCRATCH" MCGILL STURDINESS 3/ Shootin’ 2/Fightin’ 2; PURDINESS 1 CRAFTINESS 2/Dodge 1; BRAINS 1; Blood 20 Equipment: Colt Peacemaker pistol (8 damage), Bowie knife (3 damage)
BANDIT / BILL’S GANG MEMBER STURDINESS 2/ Shootin’ 1/Fightin’ 1; PURDINESS 1 CRAFTINESS 1; BRAINS 1; Blood 12 Equipment: 1869 S&W Army Revolver (8 damage)
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The Kaiser Commands Death! A Scenario for Dime Heroes
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The Premise: The players are all members of a special squadron of pilots selected for their combat prowess and intelligence (a la G-8 and His Battle Aces). Numerous Allied aces have fallen victim to a mysterious killer or group of killers who’s only calling card is an orchid left at the scene of each crime. Losing men in the air is a risk of battle, but command is worried about the effects on morale if their best pilots aren’t even safe on the ground. The Setup: The latest victim was Pierre Lefronane, a renowned French ace with 13 confirmed kills. He was shot with a high-powered rifle as he exited a staff car in front of his apartment in Paris. Other victims have met their ends in car crashes, drowning, poison, “suicide” by hanging, and any other methods that you feel would enrich the story. Major Jon Hedgeson, the squadron’s liaison to Command, has briefed the group on the importance of their apprehension or elimination of this threat. The Investigation: The important clue that PCs should pick up on is the blue orchid. Orchids require very strict controlled environments in which to flourish. Tracking down florists who sell orchids would be a good start. Asking around for suspicious-looking foreigners would be less effective. Most Europeans are going to regard almost anyone not unequivocally of British, French, or American nationality as “suspicious.” Either option will get results, but one is more efficient on time. Footwork is the key here – toss in some red herrings or halftruths if you feel that it would be interesting, rather than a bore to your players. The eventual discovery should be that a man of possible German descent routinely purchases Sonia Dendrobium from a local florist. A Red Herring?: PCs who confront or spy on this man – he makes a purchase at the florist about every other week – will find that his name is Henri Schimmel. Investigation or questioning will reveal that Henri is a noted orchid grower, needs the Dendrobium for crosspollination purposes, and sells mixed orchid trays to several local florists. The roof of his Paris apartment has a greenhouse where he grows his plants. Trays are numbered sequentially for each florist and several are ready to go. All of them are mixed trays of two colors (i.e. one florist gets red and white, another blue and purple, etc.) and the plants are arranged in erratic patterns in the trays. If this sounds like a lot of exposition on the appearance of the trays, it is intentional. The trays are an important clue! The flowers are arranged to spell out messages in Morse code. Henri is the mastermind behind the killings that are preformed by his trained agents, who visit each florist to receive instructions on their targets (hence the different colors for different florists). Henri will play the part of the senile old man who grows flowers, and won’t betray his true motives. A GRAY MATTER check will reveal the code similarity of the plant arrangement, but only later will this become apparent to the PC. If the PCs are aggressive or try to bully him, Henri will arrange to have one or more of their aircraft sabotaged. Dawn Patrol: Regardless of their investigations, the PCs are still expected to fly their patrols. Major Hedgeson will track the PCs down if they go AWOL with a stern reminder of their duties to the war effort. Naturally, the PCs will end up in a dogfight with a few Hun fighters that come up to meet them. The battle will take place over No Man’s Land and any plane that flies at Low altitude will draw the fire of antiaircraft guns. The PCs are all flying French SPAD VIIs. If they angered Henri, one round after combat begins, the MAN rating of their plane will reduce to 0 as the engines begin to leak oil. The plane at this point can only remain airborne for another six rounds. The “Huns” are all flying Fokker DR-1s. There is one to every PC.
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Confronting the Enemy: Assuming the PCs don’t have to crash land behind enemy lines and make their way home, they can try to track down the agents. If the players haven’t figured out the morse code clue yet, now would be a good time to let the ones who made the GRAY MATTER check know. Finding the agents is a simple affair. The PCs only need to stake out the florists and take notice of who spends the longest time staring at the orchids. These agents are desperate and will fight to the death because they know that they’ll be executed as spies if captured. Each man is armed with a different weapon depending on what you decide were the previous killings. Henri Schimmel will have heard about the capture of his agents before the PCs can get to him. You can play this off as a chase on horseback to catch Henri’s car as he races to the aerodrome where he intends on stealing a SPAD and making his way across enemy lines, or you can already have him in a stolen plane. Either way, it’s up to the players to bring Henri to justice by any means necessary. Concluding the Scenario: The PCs will be recognized and commended for their bravery. Rank increases may be in order for those who showed special bravery.
SOCIÉTÉ POUR LES AVIONS DÉPERDUSSIN VII Era: 4 Crew: 1 Weapons: .303 cal. Vickers Machine Guns MAN: +1 GR: 0 DMG: 1 A: 0 SI: 8 Notes: On a successful hit, the machine guns do 1D6 hits at their Damage rating and 10 Blood damage against characters. The SPAD, like most WWI biplanes, is incapable of going higher than Medium altitude.
FOKKER DR-1 Era: 4 Crew: 1 Weapons: LMG 08/15 de 7.92 mm Machine Guns MAN: 0 GR: +1 DMG: 1 A: 0 SI: 8 Notes: On a successful hit, the machine guns do 1D6 hits at their Damage rating and 10 Blood damage against characters. The Fokker, like most WWI biplanes, is incapable of going higher than Medium altitude.
HENRI SCHIMMEL MOXIE 2/ Shooting 2/ Pilot 2; GLITZ 1; CUNNING 2/ Dodge 1; GRAY MATTER 2/ Orchids 2; Blood 20
GERMAN AGENT MOXIE 2/Shooting 1/Fighting 1; GLITZ 1; CUNNING 2/ Dodge 1; GRAY MATTER 1/ Codes 1; Blood 13
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9mm W edding A Scenario for Full Clip The Premise: The players are all gang enforcers for the Yuen family. Jenni Yuen, the boss’s youngest daughter, is being married to Donny Shin, prominent son of a rival family. It is hoped that this union will lead to peace between the two families who have been at each other’s throats over territorial disputes for years. The Setup: Stephen Wu, the PCs boss, takes them aside and explains the situation. He doesn’t trust the Shin family at all. He wouldn’t put it past them to try to rub out all of the important members of the Yuen family in one fell swoop. Since the PCs loyalties are above reproach, he wants them to act as bodyguards to the boss and his daughter at the wedding. Wu will give a special warning to keep an eye on Kim Shin, the bride’s sister, who has made no secret about her distaste for the whole affair. There is a lot of suspicion that she was responsible for continuing and encouraging the war between the two families. But Wu has a job for them to do first… Pickup Problems: Wu wants the PCs to make a special run to pick up this week’s drug money from Jackie Wong, one of the gang’s pushers. He is at the usual meeting spot on Waterfall Avenue at a small café called Mickey’s. Naturally, the PCs will be ambushed en route. A BRAINS check will identify the assailants as gang members of the Shin family. There is one attacker to every PC. Boss Shin will deny that he was behind the attacks, but distrust and old resentments will begin to erupt again, placing the wedding into jeopardy. Behind the Scenes: Kim Shin is indeed behind the attack. She promised the attackers large sums of money and a higher spot in the organization if they were successful. She wants the Yuen family to assassinate her father. She plans to surrender at that point and negotiate a peace. She will then have control of the family and will consolidate her new power while old tensions die off. Her brother and his spoiled new bride will also have to die. Another Attack & Revenge: Boss Yuen has had enough of this and calls for retaliation against the Shins. The PCs are chosen for the strike. The target is an illegal gambling den where a good portion of the Shin revenue from their gambling and extortion operations is filtered. The den is in the basement of a nightclub called The Golden Peacock. There are five security men on the main floor. Their game stats are the same as for the Shin Family Gangster. In the basement is the heart of the operation. There are four men: an unarmed accountant, the nightclub’s manager, and two armed Shin gangsters. These two men use the same stats as before, but they are armed with TEC-9 machine pistols (8 damage; 1D6 hits). Taking out this operation will be a serious blow to the Shins. Boss Shin will insist on a conference to discuss recent events, but he is already suspicious of Kim and will assign several of his men to watch her actions.
The Heat is On: Kim is wise to her father’s plan and arranges to have the men eliminated. She has now firmly committed to the fact that her father must die before he finds out about her treachery. For added suspense, have Kim arrange a secret meeting with the PCs where she’ll try to enlist them in her plan. She will claim that she only wants peace between the two families and her father refuses to go along. Even if the PCs help, she’ll still double-cross them at the wedding and try to kill her brother and his bride. If this happens, the PCs will have to be killed as participants in her scheme and witnesses to her duplicity. Wedding Chimes of Death: The wedding will go along as scheduled, regardless of events. It is an elaborate affair, although most of the participants seem to be too much on edge to appreciate the décor. Bulges in tuxedos from concealed handguns are not uncommon. The PCs are assigned to security detail and are allowed to openly carry weapons. The Shin family has an equal number of security men. Kim intends to wait until the wedding vows to make her move. Three men loyal to her are assigned to start shooting anyone they don’t recognize, which essentially makes their targets all members of the Yuen family. Kim has an AK-47 concealed underneath a table, which she will brandish once the bullets start to fly. Players with killed PCs can take over the rolls of surviving security men or guests. Concluding the Scenario: The scenario ends when Kim dies or escapes. She can become a reoccurring villain for the PCs if you wish. It will take some time, but the Shins and Yuen eventually piece together what happened and they’ll be out for blood against her if she survives. Otherwise, peace will exist between the two families…for the time being.
SHIN FAMILY GANGSTER STURDINESS 2/ Shooting 1/ Fighting 1; LOOKS 1; CRAFTINESS 1/ Dodge 1; BRAINS 1; Blood 12 Equipment: Glock 17 (8 damage)
BOSS SHIN STURDINESS 1/ Shooting 2; LOOKS 1; CRAFTINESS 2/ Con 2; BRAINS 2; Blood 17 Equipment: .38 revolver (6 damage)
KIM SHIN STURDINESS 2/ Shooting 2; LOOKS 2/ Seduction 1; CRAFTINESS 2/ Dodge 1; BRAINS 1; Blood 17 Equipment: AK-47 (10 damage; 1D6 hits)
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