White Dwarf 079
White Dwarf 079
bating
' vapor A half-torso apparition
crowave? in' your Porsehe 944?
tress Homr Neig hbourhood children
catan in possession menaced by the
Faceless Evil of Detroit?
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There are rules f a psionics, modern and
ancient weapons and equipment (with many
I examgas), and a range of animal powers,
areas of knowledge, and skills. Full super-
Dower rules are omitted. but the authors sav
' IMNT is fuHy compatible with Heroes
Unlimited; adventures combining characters
I from the two systems shouldn't run info
problems.
C-
:
r . 3 - ' ..
o . r there are hundreds of intelligent species, from
Role-Playing Game -- 9 - giant ants (what happened to the square-cube
PALLADIUM - ,- £6.95 law isn't really explained) and stag beetles to
8
alligators, dogs, horses and bears. Most
AFTER THE BOMB - 7 ' ' ' ..- 0 c
human survivors are followers of the evil and
Role-Playing Supplement - TMNT technologically advanced Empire of
PALLADIUM £3.95 ~ u m a n i 6a, dictatorship dedicated to the
TMNT (a reasonably sensible abbreviation
used extensively in the game) is a role-playing
extermination of all mutants. The animals
aren't so well organised, and their technology I BLACKSWORD r
Black Sword continues the adventure from Moving on, the group follows Elric's path presentation is high, as usual. There are a
the Stonnbringer supplement Stealer O f into the Forest of Troos and the Kingdom few annoying typos, but these do not
Souls, and manages to follow its promising of Org. Due to the recent death of the king, detract greatly from the supplement.
beginnings. FreydaNikorn, the daughter of Org is virtually collapsing as the characters
a murdered merchant-prince, has taken watch; noble families struggle to gain
revenge on the men behind her father's power as the peasants are stuck by famine Some referees may worry they cannot
death. Now she seeks Elric of MelnibonC, and pestilence. From here, the road leads afford both adventure packs; this too is
who actually killed him. She is accom- across plains, and into the Badlands, and allowed for by the supplement. Black
panied on her quest by the player- eventually to the climax of the adventure as Sword lists a campaign overview for those
characters, who must be loyal or well-paid Freyda engages Elric in combat. who had to miss Stealer, and suggests a
if they dare to undertake such a mission. handy starting point for those not playing
The consequences of challenging Elric the first adventure. The sequence is even
should be obvious .... One point of interest is that the adventure flexible enough to allow a group to first
not only provides plenty of things for the pursue Elric, and then seek vengeance on
In this supplement, the emphasis is more on players to do, but suggests other activities his former employers.
following Elric's recent trail, whereas the they may wish to undertake, or that the
first adventure concentrated on the goal of referee can exploit to lengthen the
scenario. Some of these suggestions can be As a whole, the campaign shows great
revenge against four local merchants. The promise for future Stormbringer releases,
first port of call is Nadsokor, City of used later in other adventures; the end of
the supplement is taken up by a list of other particularly if the author, Ken Rolston, can
Beggars, a stinking mass of tiny hovels be persuaded to write some more. He has a
crouching around the ruins of an older city. paths the group may want to pursue.
real talent for expanding on Moorcock's
The stay should prove to be short, but stories, with plausible and often exciting
Freyda could gain powerful aid here. The supplement deals with most topics in results. This may prove to be the most
Additionally, Nadsokor is rumoured to commendable detail, but leaving further fascinating Stormbringer adventure you've
hold various wonderful treasures, which embellishment to the referee if desired. played yet.
may divert the company from their search More excellent maps are provided by
awhile. Carolyn Schultz, and the standard of , Phil Frances
Just when you thought it was safe .... of their players (ID20 SAN loss), let me It will require a degree of luck or a high
Terror From The Stars crawls from the add that not all the information given is SAN to reach the end of the adventure and
Cthulhu racks, the twelfth Chaosium true, or particularly safe to follow. remain sane, because the plot gradual1
release for CoC (if you count the Keeper's Apparently, even Theron Marks didn't chips away SAN (often in large chunksi.
Screen), and an indication of the quality of know all the answers, and his correct
the submissions the company is receiving conclusions are difficult to identify. The The Temple Of The Moon proves to be
from independents. It is gratifying that Field Guide lends itself to fragmented pretty taxing on mental stability too.
Chaosium recognises talent in the wider revelation, if only because it may give away Again, the group is immersed into a
gaming world, and is willing to promote it. too much for some tastes. It does refer in situation of missing personnel from an
Terror contains only three pieces, but high places to other Chaosium campaigns, archaeological expedition, and some
standards throughout mean it is a very which is unfortunate if your group happens artifacts are also astray. Ties exist that can
pleasing product indeed: Call of Cthulhu to be playing in one of them; the only way link the previous adventure to this one,
shows no obvious signs of peaking as yet. around this I can see is to omit the which means a welcome dose of continuity
references, or offset the Society's in the campaign. Other published scenarios
The centre of the supplement is occupied effortsinto the past, and presume they have used situations similar to those in the
by a 12-page play-aid, The Field Manual of failed to thwart the evil. Temple adventure, and the Keeper may
the Theron Marks Society, a guide to have to juggle the plot and emphasis a little
Cthulhu-busting written by one of the to ensure his players don't feel they've seen
Society's surviving members (although by Two scenarios complete the work, both some of this before.
the time it is printed, the 'editors' have with a Central/South American feel. The
announced his death!). Topics under Pits Of Bendal-Dolum sends our invest- Terror From The Stars stands up well
discussion include Strategy, Personnel, igators deep into the wilds of British against other releases of its type (The
Equipment, Investigative Procedures, Honduras in search of a missing university Asylum, or Curse O f The Chthonians for
Tactical Procedures and matching exploration team. The plot eventually leads example), and the added advantage of a
monsters to weapons likely to harm them. elsewhere, and could provide an intro- lower price means you can't really go wrong
As all Keepers out there reel in horror at duction to an upcoming Chaosium pack with this one.
the thought of this information in the hands based on Lovecraft's Dreamlands. Phil Frances
related talents, rated three points higher than the Ghosts and other supernatural creatures have two
base trait; for example, Brains 7 with Physics 10. main attributes, Pbwer and Ecto-
Talents range from useful to extremely silly; one presence, plus associated talents. W e r is used to
NPC has 'Narrow Eyes Menacingly' as a Cool- determine the number of dice used in a ghost's
related talent. Players must also choose a goal in attacks. Ectopresence is the ability to resist Proton
life; for example, selfless devotion to humanity or Pack attacks. Ghosts also use the 'ghost' dice, but
senseless violence. Finally each character begins a 'ghost' roll indicates an especially favourable
with twenty 'brownie points', which can be added result.
to difficult dice rolls before the dice are thrown. Other rules and examples cover Weird Science
GBI provide various equipment items, from (the ability to convert junk into odd gadgetry,
Proton Packs (ZAAAPP and Ghost Traps to which sometimes bears a striking resemblence to
vehicles, radios, reference books, and other Toon's 'Illogical Logic'), ghost generation and
essential material. characters can and use use, three scenarios, twenty-one short scenario
up to three items of equipmenteach, represented outlines, and a range of common plot situations.
by cards held by the players. These range from conventional ghost busting (a
haunted apartment house) to encounters with
When traits Or talents are used the player aliens, mad scientists, lawyers (aargh), and
GHOSTBUSTERS rolls a six-sided dice for each point, then adds sinister deities.
any previouslydeclared brownie points. One of
Role Playing Game the dice must always be a "ghost" die, with the The box contains WQ books (for playen and
Ghostbusters symbol replacing the 6 and counted referee) plus various handouts, equipment cards,
West End Games as zero if it appears. If the roll exceeds a and six dice. Since I've seen pre-production
(With Chaosium Inc) El295 difficulty number assigned to a task (for example, proofs, rather than a final version, I can't give
parking a big car safely is a 'Move' activity with Page counts.
since the film Ghostbusters appeared there have diffuculty 5, paying no taxes is a 'Brains' activity Artwork is good, including stills from the film
been several attempts to devise appropriate rules with difficulty 20) the activity succeeds. If the and sketches. Most stlffered from poor
for various horror games, and several impwised 'ghost' appears Something Bad Happens. For reproductioon in my copy, but production printing
games have been run at Dmgonmeets and other example, someone who makes a Moves roll to should be satisfactory.
events. NOWan official Gho~tbllStel9game. is cross a dangerous bridge without falling, and
available. but rolled the 'ghost: might then find This game heralds the arrival of Chaosium in its
that something vital had been left behind. new role as a design house, developing ideas
The main emphasis of this game is humour, as which are then produced by other companies.
might be expected from the producers of Chaosium seem to have done their work well,
Paranoia. Players can take on the roles of turning a fairly restricted background into a form
characters from the film, but the game works best that allows interdimensional and time travel,
with new characters who hold franchises from sinister aliens, and a whole range of other
Ghost Busters International (GBI), a scrooge-like paranormal and supernatural plots. Provided
corporation with all the charm of Atilla the Hun. Ghostbusters remains popular, and the second
The game includes franchise agreements, film lives up to its predecessor, the game may
mandatory will forms, and other documents from join Toon and Pamnoia as a light-hearted
GBI; the small print is well worth reading. alternative to the 'serious' business of role
Character generation is ridiculously easy (by playing. However, it remains to be seen if the cost
comparison, Toon is difficult). Each Ghost- of this game will be justified by the quality of
buster has twelve points which can be spread over future scenarios; with the exception of the film
four traits; Brains (intelligence and education, Someone who failed and rolled the 'ghost' would tie-in, the system offers few advantages over
Muscle (strength), Moves (mental disciplines, suffer a catastrophic accident; for example, falling m n o i a and Toon, and will be a good deal more
social skills and dexterity), and Cool (charisma off the bridge, which then collapses and lands on expensive.
and fast talking). The player also chooses four the victim. Marcus L Rowland
ACUTE PARANOIA computer prescribes, may leave the trouble- It's a fun adventure, though a bit limited when
shooters completely insane. compared to previous Paranoia modules.
RPG Supplement (Paranoia) Better ~ i m U ~g h Chemistry
i ~ introduces
~ Botbu~tel'~ is a short scenario, designed as an
drugs into a troubleshooter's life; discussing introduction to robot player characters. It's a
their effects, side effects, and the nasty things fairly typical Paranoia 'hose job', in which the
that happen when you get them. Prolong- robots,are Sent On a mission with limited in- I
4 use of these rules could leave you with no structions and a lot of misinformation. It's
surviving troubleshooters before unusually survivable, and is the first Paranoia
even begin. adventure I've seen without a nasty sting in its
tail.
New Secret Societies adds even more wacky
groups, from the ruthlessly suppressed Earth of the Nightcycle (four pages) in-
Mothers (new cult skills; Sexual Relationships troduces Ninja to the It can
and ~ i d ~ ito fthe~ ~~ ~~ )~ a kgroup i ~ ~either be run as a one-off adventure, or as the
k total-
ly ignored by the computer. secret basis of a prolonged campaign. It isn't entirely
society %ble adds them to those available in convincing but does introduce some lovely
the original game. lines, such as this Haiku verse;
Playing Robots contains everything needed to Electricity
run robots as player characters, mainly a com- Crackling through the ozoned air
plete character generation system (non-random, Time for a new cyclone
based On a range of with a disad- Finally, The Harder They Clone (four pages)
vantage system used to gain extra points) plus is ,other &hosejob' scenario.
hints on personality and behaviour. The role
models suggested range from Marvin the The nine 1-3 page mini-scenarios are each
Acute Wlranoia is the first supplement for paranoid android to Ti-Tok (the homicidal built around one or two simple ideas. By far
Paranoia, the game set in a computer- robot of John Sladek's novel). It's all splendid- the best is Miami Laser, in which the
controlled civilisation that makes 1984 look ly silly, but integrated human-robot adventures troubleshooters are recruited to make a new
, restful. It extends the original rules by adding could be a little hard to run. For some drama series. It re-introduces one of the main
four articles, a long and extremely silly epic, obscure reason the eighth page of the pullout characters from a previous Paranoia adventure*
three short scenarios, and nine mini-outlines. section is a sheet of handouts for one of the Send in the Clones, and really deserves more
At eighty pages it's the fattest Paranoia adventures; GM's who want to let the players detail than is provided.
publication to date, and the list of contributors read this section must either photocopy it or While I liked most parts of this book, at least
seems to include everyone who's ever had cover the last page. two of the mini-modules were disappointing,
anything to do with the game. The main adventure, Me and My Shadow, and The Harder They Clone seems to
There are four main articles, three of them for Mark N (21 pages plus handouts) is a ideas from earlier modules. Although this s u p
the GM only. Sanity Tests discusses the ways relatively simple assignment, to spend a few plement isn't perfect, a total of eight Or nine
in which the Computer makes sure its servants hours guarding a new addition to the armed disappointing Pages out of isn't a bad
are fit for trouble-shooting, by subjecting them might of Alpha Complex. Things are never Score9 and most -oia referees find
to searching psychological screening. Unfor- that easy however, and the troubleshooter's this a ~ o * w ~ investment.
~e
tunately this screening, and the therapy the lonely vigil soon acquires a cast of hundreds. Marcus L Rowland
Capture and bring to life the entire THE PALLADIUM
spectrum of comic book Heroes! ROLE-PLAYING GAME.
Palladium Books" The Palladium Role-Playing Game" is a massive
Dept. D 274 page rule book complete with detailed descrip-
5926 Lonyo tions, weapons, armour, magic, monsters, history,
Detroit, Michigan 48210 skills, an introductory adventure and fabulous artwork
to create a truly beguiling world of fantasy and magic.
This is the ONLY book you to play the game!
Highlights Include .. .
13 Different playing races including Wolfen and
Changeling.
19 Occupational character classes.
Quick, playable combat system.
Men of arms with real punch.
A unique new approach to alignments and experi-
ence points.
A magic system unlike any before it with 290 magic
spells, 60 wards, 50 circles, psionics, wizards, sum-
moners, diabolists, mind mages, witches and warlocks.
Skills and abilities.
Dragons, devils, demons, faerie folk and more!!!
Written and illustrated by Kevin Siembieda.
412.95 (post paid)
Available at good games shops or direct post free in the U.K. from: (:ames Workshop, Chewton Street, Hilltop, Eastwood, Nottingham.
Tel(0773) 769522
Due to the fact that a large number of our customers were disap-
pointed by the small number of White Dwarf Back Issues available
last month, I sent the massed ranks of the Mail Order Trolls to thieve
more booty from the vaults. What I present to you here is proof of
my victory.
Fredie Freebie your friendly Mail Order Troll. For details of our
now famous Mail Order Service send a S.A.E. to the address
To start off with, there are two essential for something or someone, or which is give their characters a wide variety of aims
components of the ame you must think concerned with achieving some ultimate and objectives. While one hopes to achieve
about and make a kcision on: the Rules objective. Both The Hobbit and The Lord wealth and status as a merchant, another
and the Players. If you are to be a Games- ofthe Rings are quests of a sort, although might seek to become a landed knight and a
Master for a fantasy rolegame based on Bilbo didn't realise what the object of third to subvert the rulers and overthrow
Middle-earth, these two items are most Thorin's quest really was until they arrived the system. Play can be set in a dominant
important, as once you have taken them at the Lonely Mountain; Frodo of course society coping with the problems of the
up, you are usually stuck with them. It is knew all alongwhat had to be done with the economy and smaller rivals, or in an
relatively easy to change the loc Ring, making it a real quest. Luthien and oppressed society trying to rise up and gain
type of adventure ou run, but Beren in The Silmarillion go on a quest to freedom. The ame can encompass war-
you have rules anlplayers you recover a Silmad from Morgoth. Quests fare, national jefence, coMptlon and
happy with. are popular with fiction writers as they crime, money and greed, marriage, raising
allow simple plot development, but do not families and class systems. Elements of all
rule out interesting divefsions. The same is these things can befound in Tolkien's
true of game quests. However, quests works - the decay of Niimenor, Arnor and
(simple or complex) are not everyone's cup Gondor; the problems of holding states
of tea, and this is where you must be aware together; the expansion of new states such
of your players, as they will be running the as Rohan and the Shire; and all these are
characters who have to make the campaign populated by potential characters.
work. If you decide on a quest, make sure
you have a clear idea of the ways in which it Naturally, no campaign will be purely one
could be com~leted(have more than one or other of these elements (or anv other vou
e w o q 3 ! 8 ~ w1 s o 1 8 u p a ~ J I(i)11.raou1E a u e S d m q~ i j o ieqi ruoy p a p y u a l a m b p ~ a u emip
d n a C & . . w ~was1 iuvm
P JOJ uana 10 swav I 'E rnod m d p q o ~q u a a - a ~ p p
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Recovery of Strength
The recovery of psionic strength can be
achieved at any time, providing the psionic
is not engaged in hard exertion:
Restrictions
I place very few restrictions on psionics, the
determining strength, the character rolls major onebeing that monks can never have
Table 6 I . any sort of psionics due to their own
2d20. Latents can on& ever be degree one, ~sionic'sdegree chance during
and it is at this degree that their ability(s) is peculiar brand of mental training, which
used. There is no strength bonus due to 1-6 10% blocks or destroys any ability they may
high intelligence, etc. 7-9 13% "' have had. Other than this any race or class
10-11 17% can be psionic, and there should be no
Latents can train to be psionics, though 12 25% " restrictions by class to certain abilities, as in
they will usually be quite weak compared to the PHB. since abilitv is roe rammed into
others because of the initial limitations. the brain'lon beforLapire~iceshipstarts.
They can never engage in psionic combat.
In the case of twins, one of whom has k
By the same ogic, it should be possible for
special persons to have discovered their
Insanity natural psionics, the normal procedure inp
All characters of type psionic and above determining their presence is not used for mental ability at a very young age, and thus
have unavoidable insanities due to the the other. Instead, there is an unmodifiable have high degrees unusually early (this is
stress in their minds. These are either 20% chance of natural psionics being not recommended for player characters)!
permanent character traits, or - more likely possessed, 33% if identical twins. In
- stress-induced insanities. some of which addition, there is an unmodifiable 20% Grandmasters A d ~ b o v e
can be quite debilitating. insanities are a chance, 33% if identical twins, of one of the There are two further psionic types, grand-
useful play-balancing mechanism, and add following four abilities being present, masters and transcendants, though at such
interesting and often unexpected twists and usable at no point cost between the high levels of power the distinctions .
traits to a character. The insanity of any appropriate sibling(s) - telepathy, limited become rather blurred! Grandmaster are
particular psionic will worsen as he telepathy (one mile range), empathy, and able to use one or both supreme abilities,
increases in degree. GMs can either roll on knowledge of position of sibling. whilst transcendants have access to a
Table 5 or choose: summit ability. To determine for grand-
Psionics Versus Non-psionics masters, roll a d6 - a 6 indicates both
It is possible, in the manner of the DMG, to supreme abilities can be gained. The
throw psychic energy at non- and latent abilities are as Table 8:
TelepathicImprinting - this ability allows Infinite Resurrection -this allows the 'fine tuning'. However, the psionic can
the permanent changing of any person's F n i c to resurrect a body, elf or human, open secondary teleportation channels to ?.
behaviour patterns, though the effect can owever long it has been dead, given some transfer other persons to the same
be reversed by a soliptor with Healing, part of the body to work with. There is no destination.
given enough time. However, changes limit to the person's length of time dead.
where the creature's nature would be Spatial Alteration - this allows the transfer-
totally reversed (e a strongly LG drow) Perfect Teleportation- as its name implies, er to play a ~ n withd space and matter
would either turn tke victim ~nsaneor kill it. this is teleportation without the percentage itself. BYmoving blocks of matter, he can
errors of normal teleportation. The user cause any number of effects from creating
Incandescence - as its name implies, this also gets a chance to view the landing site water to a meteor SWarm. The matter to be
ability is a drastic improvement on Mole- before he appears, and thus 'fine tune' the moved must either be in his sight, or well
cular Agitation. The reverse is similarly exact spot of appearance. Within small known. Thus, a meteor swarm could be 2J~
'
more powerful. limits, he can also delay the time of arrival - created by swapping the matter in a meteor
eg, by a round or so. that he sees in the sky, with the air at
Multikinesis - this is the telekinesis of more ground level, etc. Note that while there will
than one object, though all must be in the Channel Teleportation -this is similar to be limits to the mass moveable, these will
sight of the user (including by percepting). Perfect Teleportation, but is without the be very large! * td * . -
a
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MP12. Hog Light Anti-air gun €1.20
with Assault Rifle Froog in Power Armour 4 0 ~ MP13. Hog A.P.C. 9 5 ~
Froog with D-Bolt Gun ~ O P MP14. Hog Sapper A.P.C. 9 5 ~
THULGS (Giant Lizardmen) Froog ground skimmer &driver 95p MP15. Elephant (heavy assault tank) f 1.75
Ground skimmer only 7 5 ~ +
MP16. Rhino Plasma
Bounty Hunter with heavy Gyro- sphere launcher f.120
pistol & Power Mace HUMANS
Bounty Hunter in partial light CB1. Lizard Weapons Platform f 1.60
armour & Gyro-pistol f 1.95 Pirate Captain CB2. Lizard Anti-air (light) f 1.60
%
Pirate with Assault Rifle 40p
4 0 ~ CB3 Lizard Anti-air (medium) f 1.70
GORGROY Pirate with Laser Pistol 4 0 ~ CB4. Lizard Anti-air (heavy) f 1.75
Pirate with Force Blade CB5. Lizard + Hellstreak cannon f 1.45
Giganticwinged lizardman& Blaster €2.50 Adventurer & Laser Pistol 40p +
CB6. Lizard Field Generator f 1.40
Adventuress & Laser Pistol 40p +
CB7. Lizard Plasma
VROOF (Winged canines) Female Bounty Hunter sphere launcher f1.50
+
CB8. Strider Anti-tank cannon f 1.OO
with light XR laser 65p Hunter 40p +
CB9. Strider Pulsar cannon E l.I0
with Force blade 65p 40P CB10. Assault Strider €1.10
-
RALLY TO
St Pancras K~ngsCross
Meanwhile, Trevanian, too, has not been idle. Mawley stalled him
for a while with tales of difficulties and delays in transporting the
book from the New England auction-rooms where it was pur-
chased, but eventually he was forced to admit he had mistakenly
sold the volume to someone else. Professional ethics prevented
him from giving Collins' name and address to Trevanian, so finally
Trevanian's cultists broke into the shop, killed Mawley, and
ransacked the files, finding out Collins' address and removing
everything which showed that Trevanian had ever been in
correspondence with Mawley. They then broke into Collins'
apartment and took the book, which is now in Trevanian's
possession.
A Translation
The scenario starts when a telephone call is received at the
Archaeology Department of the University of San Francisco (if a
PC works or studies there, he or she could take the call; otherwise
an NPC will have to make introductions). The caller gives her name
as Isadora Turner, and a Know roll will inform the player that she
is a freelance journalist whose work has appeared in a number of
popular and society magazines.
'I have something I would very much like to have translated,' she
explains. 'I believe the language is ancient Egyptian. May I come
and see you?'
If the investigator agrees to see her, Miss Turner will arrive after
about half an hour. She is a slim but strongly-built woman in her
mid to late twenties, with dark eyes and reddish-brown hair, and
her clothes reflect her success in her profession.
. *.
* *.' 3 %
I
; 2.- ,I,,,
.
<,
.A
- -'$- Miss Turner is not quite sure what to make of- all
52%. -4 *\+-
> '-.= . ,
> :
$2 checking every hatel in San F r a n c i s c ~ . ~ ~ ~ ~ ~"3>: ; ;
y;iG5zb
a
,
,<+ +-P
y think 6?%%&%ingvariwnewspapers for
corroboration and further details of the story in the cutting. A
a 2 the facts she
uncovered, but her r?porter9sinstinct tell6 her she is onto one heck
of a story.
has
successful Library Use roll will reveal most of San Francisco's daily
newspapers carried
is not substantially
reading the various ' '
roll, that most - if not all - of th
probably a police press release.
If the name 'Ziska' is investigate
reveal a novel with
Marie Corelli; on a Luck roll, the investigators may obtain a copy
of the book, which is currently out of print. Any character may read
the book in a number of hours equal to 23 - E D U score; it is a
othic melodrama about an ancient Egyptian dancer named
fi ska-Charmozel, who became the concubine of an Egyptian
general and was murdered by him. She is reincarnated in the 19th
century to take her revenge on her lover, who in his turn has been
reincarnated as a French artist resident in Egypt. The novel is a
fairly passable occult romance, but has no apparent sinister
overtones.
The investigator can call upon 'a few friends' at this point, and
begin to investigate the case. Having gathered the incantation is
part of a ritual that was or is to be conducted, and that it is in some
way connected with the death of Paul Collins, there are three
courses of action open apart from this basic research, which can be
conducted at any time: to follow Miss Turner, to visit the site of the
crash, and glean some information from the police. Once the
retired actress Theda Bara (see Appendix). In the absence of a San Francisco Police Department
movie buff. the keeper might permit anv investigator to realise this
on a successful ~ n o roll~hisinformat~on
h will &tomatically come If the investi ators enquire at the Police Department about the
to light on a successful Library Use roll if the name Charles Brabin death of ~ a u f ~ o l l i nthey
s , will be given a copy of the official press
is investigated. release, which contains only the information already in the news-
cutting. A police contact or a successful Law roll coupled with a
Credit Rating or Oratory roll will be necessary to get further here.
Tht! Site of the Crash If the investigators have already met Hammett (see A Meeting
below), he will already have gleaned as much information as is
available from this source.
In the newscutting, the crash is said to have taken place on the coast
road a few miles south of San Francisco - if the iivestigators have The incident report filed by the officer who found the body states
obtained a volice vhotoera~hof the crash site bv this stage (see San the car's motor was still running when it was found, and that it had
~ r s n e i s c o ~ ~depwtkeht
~fee below), they will be able td&ate the a parently run off the road and stopped. One doqr was open, and
precise spot on an INT x 5 roll (using the highest INT in the group) a[ the windows had apparently been blown out, as if an explosion
while driving along the road; otherwise, an INT x 3 roll will be had taken place inside the car. The roof of the vehicle was buckled
needed. upwards, as if by the same cause. The body lay on the ground a few
feet from the open door, heavily mutilated as if by a large and
There is little to be seen at the crash site now; the wrecked car has, powerful wild animal, and beanng traces of a caustic blue slime.
been towed away, and there is no trace of fire. An Idea roll will lead his slime was also found inside the car, and the car's upholstery
to the discovery that there are no tracks either - it seems that the was heavilv slashed. Samdes of the blue substance were taken for
site was complete1 cleaned up after the removal of the car and analysis. ~n autopsy rep6rt gives the cause of death as multi le
body. A spot HiddiPn roll n the sits of the crash will reveal the body lacerations, but cannot establish whether these were caused a
weapon or a wild animal. The case is classified as an unsolved,
gy
of a small bird by the roadside. It has decomposed to the extent that
bones are visible, and it seem to be lying in a small pool of bluish probable homicide. A police photograph is included with the
slime. report, as is a copy of the press release.
Further Law and Credit RatingiOratory rolls will be necessary to
Keeper: m i s slime is a trace o f @pus from the Hound of Tindabs see the laboratory report on the blue slime. The details of the
that killed Collins -see the monster descriution in the Cat1of report can only be understood on a successful Chemistry roll, but
Cthuihn rulebook. This trace counts as vojson with a votencv of 7. the gist of it is that conclusive analysis was not possible. A
If a sample is taken for analysis, the keeper should ndte it d l eat Chemistry roll will reveal that the substance appeared to be organic
through an organic container in 1D3 hours and through a metal but was not carbon-based (a Chemistry or Biology roll may be
cont&er in 156 hours, A successful Chemistry roll gn the Dart of needed to remind the investigators that all known rife is carbon-
G n a l y s t working with a fully-eq"ipped laboritory will reve'al the based); the chemical composition could not be determined
slime is composed of a number of exotic elements and unknown conclusively. If enquiries are made about the analyst who wrote the
compounds,combined together in a way that seems to contradict report, a Fast Talk or Oratory roll will yield the information that he
the laws of conventional chemistry - further, a successful Zoology is on indefinite leave for medical reasons.
or Biology roll on the part o f the analyst will reveal the slime is alive
after a fashion. Both discoveries will cost the analyst 1 point of Bribery or police contacts could also be used to examine Collins'
SAN unless a successful SANroll is made; an NPCanalyst may find personal effem; of most interest are a vocket notebook and a
the results too disturbing to report on truthmy. business card. "*" -
The card gives the address and telephone number of Mawlev's At this point he is bent almost double by a fit of coughing. When it
~ n t i ~ u a &Bookshop
n in San ~ran'cisco,and the notebook - subsides, he pulls a hip-flask out of his coat pocket and takes a long
\i contalns several references to the name Ziska and brief descri~- swig.
tions of a number of rituals; an Archaeology, Anthropolo i r y
\\ Egyptology roll will reveal some-f the notes are apparent y
authentic descriptions of ancient E tian religious ceremonies,
'Cough medicine,' he says with a wink. 'This climate's no good for
my bum lungs.'
j whle the remainder - about one-thy- are not. A successhrl
, Cthulhu Mythos roll will reveal the latter portion ap ar to be
garbled descriptions of Mythos rituals, which seem the most
Once the investigators agree to an exchange of information,
Hammett will tell them what he knows.
part to deal with independent races. There is not enough
information here to permit the learning of spells or an increase of 'Phil Cody, the editor of Black Mask, called me a couple of days
Cthulhu Mythos skill scores. Also among the notes is another ago. Since I retired from Pinkerton's, I've written a few detective
' transcription of the incantation heard by Miss Turner, and a note stpries for him, and he told me he had a real mystery on his hands.
from Collins to himself reading 'Golden Goblin Press- track down, About a week before Collins died, Black Mask was sent a story
see if they have more'. called The Curse of the Jackal, by someone using the name Ziska-
Charmozel. It was a ghost story, with a lot of Egyptian stuff in it, to
A Meeting cash in on all the King Tut mania there's been this last year or so.
The day before Collins died, Cody ot a call from the author, trying
Keeper: The keeper should use this event after the investigators to get the story back. He figured t i e story had been sent to more
have completed two o f the preceding three sections. Hammett's than one place and someone had acce ted it somewhere else, but
informationmay alter the remaining section a little, but the Keeper he didn't want to send it back. 1nsteaif he pointed out that all
should have little trouble dealing with this. submissions are the propert of the magaz$e until they are either
~ublishedor finallv reiected: But the author k e ~on t askine for it
As the investigators leave the second section, they will find a man back - even askeddhi&to destroy it rather than'print it. Th; next
waiting by thelr car. He is in his late thirties, tall and solidly built, day, Collins was found tom apart. Now it seems Ziska-Charmozel
but not overweight, with prematurely grey hair, a dark moustache was a pen-name used by Collins in collaboration with q e d a Bara,
and dark bushy eyebrows. the actress - and at the end of the story the hero was tom apart by
some kind of supernatural jackal, sent as a curse by the Egyptian
'Hammett,' he introduces himself laconically, 'Samuel D, god Anubis. Theda Bara is still trying to stop publication of tlpe
Continental Detective Agency. I see you're interested in the story, and Cody asked me to try and find out what's going on.'
Collins case. Can I talk to you about it?'
Hammett has already visited Theda Bara:
A Knowledge roll will reveal the Continental Detective Agency
features in a seriesof storiesin the vulv magazine Black Mask, and 'I couldn't get much out of her -she was too upset. Apparentlyshe
is a fictional institition. If confronied-withyhisfact, or if asked to was working on a comeback with a movie based on a novel called
show his detective's licence, Hammett will smile. Ziska, and the story was intended to get the name into print to start
drummingup interest in the picture. They were going to doa whole
'Okay, you got me,' he says, 'Actually I'm ex-Pinkerton, now series, right through the shooting season and up to the premiere.
retired. In fact it was Black Mask who put me onto this whole Collins was working as some kind of advisor, and he wrote most of
business. Since we both seem to be interested in it, though, what do the story using an old book he'd found in a second-hand bookstore.
you say to an exchange of information?' She thinks there's some kind of curse on the book, which is why she
wants the story stopped; she's afraid the curse might have carried
over into the story, in what's been copied fiom one to the other. It
all sounds pretty far-fetched to me, but the police still don't know
who killed Collins.'
Hammett is already familiar with all the information that can be
obtained from the Police Dept, and has the addresses of the .
' bookshop and Collins' apartment. If the investigators have not
been able to see any of his, he will provide them with co ies. He
will be most interested to hear about Isadora Turner. anfif he is
' shown a copy of the incantation, he will pull a sheaf of typewritten
paper out of his pocket - a copy of the story - and turn a page where
a practically identical passage is set down.
I 'Looks like gibberish to me,' he says, 'Do you suppose that's the
curse?'
Hammett will be happy to accompany the investigators during the
rest of the scenario, and even if they refuse his company (or refuse
1 this offer to share information), he will shadow them until the
mystery is resolved. An NPC profile is given in the Appendix.
From this point in the proceedings, there are four relevant courses
of action oven: the investigators can try to see Theda Bara in an
attempt togain further infGrmation; thky can go to Collins' a rt-
ment in search of the book; they can make enquiries at Maw ey's $"
bookshop; and they can try to get more infomiation from Isadora
Turner.
I
I Theda Bara
Hammett will caution against another visit to Theda Bara. vointine
out he got all he could fiom her and that she was very upset by
Collins' death. If the investigators do try to see her, they will be
-
refused admittance to the Brabin house, and the police will be
called if there is any disturbance.
Mawley's Bookshop
If the investigators try to telephone Mawley's, there will be no
answer. If they visit the shop, they will find it closed, and the blinds
drawn. No amount of knocking will raise an answer. There is a back
door opening onto an alley, and if this is investigated it will be
found to have been forced.
Edwin Mawley, the proprietor, will be discovered in the small back
office, dead. He is slum ed back in his chair, and there is a single,
small puncture-mark in fk
neck. The desk and filing-cabinet have
been ransacked.
A Spot Hidden roll will turn up a small feathered darton the floor.
It is less than an inch long, and seems to have caused the wound in
Mawley's neck. An Anthropology roll will yield the information
that the dart is one of a type used as an assassin's weapon by certain
criminal gangs of the Shanghai area.
A Luck roll will turn up a carbon copy of a letter among the Tindalos (ie, ID20 points) only if the investigators realise the full
scattered papers. It is addressed by Mawley to Paul Collins, and nature o f the incantation; otherwise, theSAN point reward is 1D6.
refers to a book bought by the latter, a copy of the Golden Goblin
edition of von Junzt's Nameless Cults. Mawley explains in the The keeper should note anyonewho has read the incantation aloud
letter the book had been sold to Collins in error, and it should have may expect a visit from a hound of Tindalos; this may be played out
been kept back for an old and valued client; Mawley begs Collins in due course, when the thing arrives. The keeper should keep
to bring the book back to the shop, and promises to reimburse him careful tracks of the cursed individual's movements until that time.
in full and give him, free of charge, any other books in the shop
which might interest him, up to a value of $100. Hammett will be grateful for the investigators' co-operation on the
case, and will help prevent the pub1icati;n of the stdry if requested
A further Spot Hidden roll made in the office will reveal that the to do so. Theda Bara's wlanned comeback will not take wlace. and
entire section of the files bearing the letter 'T' has been removed. the novel Ziska will neier be filmed. About a month afkr the
scenario takes place, the investigator who was initially contacted by
Keeper: Hauxley Trevanian's Chinese Cultists are responsible for Isadora Turner will receive a copy of Movie Set magazine, with a
the break-in and murder, as well as for the burglary of Collins' feature by Isadora Turner entitled Ziska - the Comeback that
apartment. Theinvestigators have no way offinding thisout, how- didn't come off.
ever, and will only be able to conclude the copy of Nameless Cults
is now in the hands of someone in San Francisco's Chinese
community. This is intended as a dead end, and the investigators
should not be able to trace the book. More details of Hauxley Postscript .
Trevanian and his Chinese Cultists may come to light in further
s~enariosby this author. In the introduction to this scenario, it was mentioned that one of
-
the investigators or if necessary an NPC contact - should be
conducting research in Palaeolinguisticsat the University of San
Isadma Turner Francisco.
If any attempt is made to contact Isadora Turner at her hotel A little more than a year after this scenario has taken place, in the
(assumingthe investigators know where it is), she will have gone to morningof Monday Juneg*, 1925, thisinvestigatorw'llber~us'd
New York, leaving no forwarding address. Tracking her down will from the musty page+of Zeitschriftfur Celtische Phildogie by a
be a long and laborious process, and she will be able to add nothing at the door sccompanied by a familiar hacking cough.
to what the investigators already know. The character opens the door to find Hammett,s long frame
propped in the doorway, taking a swig from his hip-flask.
'How are you, Professor?' he asks, regardless of the character's
conc~usion actual academic status. 'Remember me? Hammett - Sam Dashiell
Hammett. The Paul C o l b case. You know, I tried three or four
After a lot of detective work, the investigators should be able to times to write that up as a story, but it was just too far-fetched.
piece together the truth (see Plot Summary), although there are a Well, I've got another mysterious ancient writing for you - I tried
lot of false leads which may lead them in the wrong direction
initially. Preventing the publication of the story, or at least the
incantation, should bring a SAN reward as for defeating a hound of
t
the Math De artment with it, and they said it was some kind of
mystical num er square. Then I thought of you. What do you make
of this?'
Hammett hands the investigator a small piece of paper; it is Player one publicity tale maintained that she was born to a French artist
Handout A from the Games Workshop Call o f Cthulhu scenario and his Arab mistress under the shadow of the Sphinx, and
The Statue of the Sorcerer. endowed with occult powers. She retired in 1914, marrying director
Charles Brabin. This effectively ended her career, although in the
1920s she parodied her former roles in Hal Roache two-reel
Appendix comedies. She died in 1955.
Shadowing Procedure /
Shadowing is not defined as a skill in Call o f Cthulhu, but for Samuel Dashiell Hammett
keepers who wish to add it to their list it should be treated as a
stealth skill with an additional score of 10% ;it is a professional skill The following is an approximate NPC profile of Hammett, based
for Private Investigators and non-uniformed police. mainly on William F Nolan's biography Dashiell Hammett: A Life
at the Edge (Arthur Barker, London, 1983).
A successful roll must be made for every 20 minutes of shadowing
- optionally it may be made every (20 - quarry's INT) minutes - and STR14 CON8 SIZ14 INTI5 POW 12
failure means the quarry has spotted the shadower. Where a quarry
suspects helshe may be being followed, a Spot Hidden roll is
allowed to detect the shadower; under these circumstances the
shadower must make half a Shadowing roll to remain undetected. Hit Points: 11
Characters who do not have the Shadowing skill may attempt to SKILLS:
shadow, using the average of the INT attribute score and the Hide Fast Talk 55%, Hide 60%, Shadow 90%, Sneak 60%, Spot Hidden
skill score in place of the Shadowing skill score. Procedures are 65%
otherwise identical.
3APONS:
t 70%, .38 revolver 55%
Theda Bara
Hammett does not carry a gun unless he feels the circumstances
Born Theodosia Goodman, Theda Bara (whose professional name warrant it; when he first makes contact with the investigators he
was rumoured to be an anagram of 'Arab Death') was the arche- will not be armed. He does not drive, following a wartime accident.
typal 'vamp' or femme fataL of the silent s c r e e n . ' ~ e first
r film, A He suffers from tuberculosis, and does not smoke, but he finds that
Fool There Was,was released in 1915, and her most famous roles whisky relieves the pain of the wracking cough with which he is
included Cleopatra (1917) and Salome (1918). She was idolised by sometimes afflicted. As an ex-Pinkerton detective, he has a wide
the public in the same way as Rudolph Valentino, and she was network of old contacts on both sides of the law, and he seldom has
surrounded by a great deal of what today would be called 'hype' - any trouble in obtaining whisky for his own use.
IT!
by Phil Masters
appear in the rules and systems break about those quoted. Pete also suggested
down. Consider, for example, the act of ways of adapting the system to other types
The argument for refusing to measure negotiating with an NPC merchant or of game, which might at a pinch solve one
character intelligence as a number on the solving a riddle found in a dungeon ....' of the difficulties, but not the other.
character sheet was forcefully supported by Unfortunately, having quoted two classic
Pete Tamlyn in White Dwarf 69, in his problem situations, Pete turned his atten- Before discussing the relevance of the INT
article Rationale Behaviour, and he put his tion to the Golden Heroes Campaign stat to all of this, I should say a couple of
case well: 'as soon as an activity appears Ratings system, which is primarily aimed at things. Firstly, I don't share Pete's admir-
which the players can do for themselves solving other problems in relationships ation for the GH Ratings system. For the
without leaving their seats, then grey areas between PCs and NPCs, and does very little uninitiated, the GM awards player
characters numerical ratings in specific Ignoring the fact that this is his own fault -
areas, such as acceptance by authorities 01 after all, similar situations can arise in less
self-assurance, and then totals the various artificial and stupid settings - one answer
ratings in order to assess a character's might be to drop the INT characteristic
overall mental and social situation; thus, at altogether and let the players do the think-
the crudest level, being obsequious to ing for their characters. This gives us a
policemen will raise your chance of co- barbarian with the mathematical aptitude
operation from the authorities (but may of a PhD, and a wizard with no intellectual
lower your chance of gaining underworld ability outside of magic. I don't think it
contacts). Unfortunately, I believe this works.
system is too easily abused, and that it can
tend to penalise characters who are well Let's return for a moment to Golden
role-played but who don't fit the system's Heroes, a game which does dump the INT
ideals. In particular, by granting badluck to stat. At first glance, one might deduce from
psychologically uncomfortable characters, this that one knows nothing about the
I believe G H mistreats a very important intelligence of a Hero (or Megavillain, or
type of grim, brooding hero. In a fantasy whatever). However, this is simply not
setting, such a system might solve the true. In this game, it is possible to roll up a
problem of negotiations with a merchant, character with a number of Advantageous
by analysing a character's social deftness, Backgrounds and skills which imply rather
politeness and suchlike, but I believeflost a lot about their intellectual capabilities;
GMs are capable of making fair judgements furthermore, each character has a rational-
of these themselves, without assistance isation which may involve details of their
from the rules; furthermore, I believe this academic successor general ingenuity. This
approach disregards the possibility of is a matter of taste. but I for one find it hard
characters having special social skills, to believe that someone who is a Brilliant
independent of "player reality". As Pete Scientist in both the physical and chemical
himself says, it is hard for a GM or player fields, a superb surgeon and pilot, and the
who does not make a living on the stage to possessor of a cybernetically-enhanced
role-play an individual of radically different brain, is not a better puzzle-solver than a
personality to their own, but most games super-strong being who is described as
have skill systems which allow assessment "dumb but ....". In other words, the
of some areas of social behaviour without problem has not gone away, and it never
too much trouble. will so long as the game has any provision
for characters using their brains; all that
As an example, imagine a PC fighter Golden Heroes does is refuse to put a
trading with an NPC merchant, in a game number to intelligence. It removes the
using a well-developed skill system. As the obvious roblem, but frankly I think it
fighter approaches the trader, the player subtleties that untrainedplayer-actors may throws t i e baby out with the bathwater.
makes a Psychology Skill roll: not be able to handle. The things campaign
ratings can handle, such as standing with
GM: He looks a bit shifty. the aithorities or reputation for toughness,
Player (role-playing as best he can): Ho can be as easilv treated as modifiers to skill
sirrah, what price eastern spices today? rolls. similarly, I would like to suggest that
GM (likewise): Ten of silver to the an intelligence statistic can provide a useful
pound at best. As GM: Make another tool in effective role-playing. So, we have characters of varying intell-
Psychology roll. igence, which may not match up to that of
Player: Made it. the player operating them. However, the
GM: He looks very shifty. discussion so far has involved one very silly
Player: Why the poor price? and rather dangerous over-
GM: Times be hard, friend .... A classic problem with INT is best demon- simplification. Intelligence has been
Player: Ah well. As player: Anyone strated by another example. In the course treated as a single, measurable thing, and
else around? of an old-fashioned dungeon- the only use for it I've mentioned is for
GM: A servant. plundering expedition, two characters solving logical puzzles. In fact, even
Player: 1'11 try and let him see a copper become separated. One is a barbarian thug academic psychologists would be wary of
coin and signal him outside without his boss with an INT of 3, the other is an offering a short definition of intelligence,
noticing. experienced wizard with an INT of 18. At and attempts to measure it are notoriously
GM: Make a Bribery Skill roll. different times, each of the characters dangerous (the famous IQ tests are
Player: Yes, made it. separately comes upon a locked, booby- currently out of fashion in most quarters).
GM: He joins you after a moment. trapped, solid iron door which can only be This isn't much of an argument for
Player: I'll take him off for a drink and passed by solving a complex puzzle painted eliminating or sub-dividing the INT stat in
pump him for information. My Carousing on its face. The GM has the puzzle all games; most game stats represent
Skill is .... prepared, and presents it (privately) to simplified versions of a wide range of
each player in turn (personally, I regard factors, and any attempt to break INT
And so it goes. The fighter subsequently this type of dungeon puzzle as silly, down further would soon get bogged down
uses his Bureaucratics Skill to get the implausible and tiresome, but some people in personal views. However, it is worth
merchant arrested for illegallyconspiring insist on using the idea). Unfortunately, the looking at the different ways that
with other traders to manipulate vrices, his barbarian is played by a forty-year-old intelligence might be used in games, and
Advocate Skill to ensure siuccess kith the doctor of mathematics whose other hobbies hence at the different problems which can
case, and his Streetwise Skill to negotiate are chess, puzzle invention and finding be caused.
with the underworld gang the Merchants' mistakes in the theory of relativity, while
Guild sends after him. At each stage, both the wizard is being run by a fifteen-year-old First, there is character creation. Most
player and GM role-play the conversations novice who only plays for the fight scenes, games give starting characters some skills
involved, but skill rolls save both sides from and who has a bad cold today anyway. If the or areas of knowledge and some provide
having to make such embarrassing judge- players attempt the puzzle themselves, the knowledge of past careers. This can make
ments as "Is he lying through his teeth, or is results are obviously likely to be im- some idea of character INT quite useful;
he being run by a lousy actor?", or "Would plausible; it is impossible for one to role jobs such as wizard or research scientist are
an experienced type like this really phrase play his character's likely response cor- traditionally assumed to require some grey
his offer of a bribe so slowly and clumsily?" rectly, and frustratingly difficult for the matter between the ears, and so games can
Player and Character realities are distinct, other; if they simply roll dice against their either prohibit the less intellectually gifted
but the two interact, and the character's INT values, the point of the exercise seems from entering such professions (as in
social skills always provide some idea of the to disappear. The GM is in confusion. D&D), make progress much less likely (as
in Traveller), or make skill acquisition might think players should have the job of Unfortunately, the player could not think
much less efficient (as in Ringworld). remembering important facts for their herself into the right approach, and the
However this is a problem for the game characters, but sometimes this is not scenario ended rather unsatisfactorily.
designers, and there are several ways round practicable; if an NPC has been hanging There are types of intelligence as well as
it. In Golden Heroes, the dice (mostly) around a PC for weeks of game-time that quantities ....
decide which characters have superior have passed in minutes of playing time
intellectual attainments to their credit, but while little has really happened, then the
the lack of initially-rolled INT prevents too character can be expected to remember
many ridiculous results, while in more about the NPC than theplayer would.
Champions it may be possible to produce a Similarly, if a PC has read a book the player
high-grade scientist or scholar with poor hasn't - perhaps because it only exists in the There are few easy answers to real
INT, but anyone wishing to use technical game-world - then questions of how much problems in role-playing, and "the INT
skills in adventuring situations will need a can be remembered of its contents may question" is a real problem. However,
variety of skills linked to INT, and most arise. At such times, GMs may fall back on eliminating the INTstatistic is no answer; a
sensible character designers will build character INT as being linked to memory. number to roll dice against is useful in too
sensible-looking characters. many situations. By way of solution, I can
Lastly - and already mentioned above in only offer a couple of ideas.
The second possible game-use of intel- passing - there is perception. Some people
ligence is analytical - puzzle-solving, code- may not think this is linked to intelligence; Firstly, there is the simple fact that the
breaking, performing a multitude of simple after all, hawks or fish may have far better name of the game is Role-Playing. It may
mathematical calculations and suchlike. senses than any human, but far less INT. In be hard for players to run characters with
This kind of thing is often handed over to any case, games have always been full of different mental abilities to their own, but
the players, but this is not necessarily the fairly dull-witted dwarves and elves display- this is exactly the sort of challenge that
best idea. Solving a single, interesting ing super-human perceptions., However, makes these games so exciting. The math-
problem is one thing, but suppose this is only part of the story. It is one thing ematical genius might find it frustrating to
characters have to perform a large number to have superb eyesight or sonar sense, and have his brainless barbarian stymied by a
of boring mental tasks, such as performing quite another to use it properly. To return simple puzzle, but presumably the
a mass of orbital calculations after their to the animal kingdom, even quite barbarian character has abilities - such as
starship computer has been damaged, or intelligent creatugs such as tracker dogs strength and fighting skill - the player lacks
decoding a large number of reauire months of training to use their in real life. This, in fact, is one very good
simply-encrypted messages in the search seises as their handlers wgnt, whereas a argument in favour of games which allow a
for some important signal? Even if the GM moderately bright human who has some- player greater control over character
can be bothered to prepare every such how gained a com~arablesense of smell creation; the genius who really can't play
problem in detail, few players will be woulvd only need ;sking once. For a game numbskulls can be saved the embarassment
willing to spend hours wading through a example, suppose a group of characters of having to try.
mass of detail. If there is no serious risk of entered a picture gallery in which one of the
failure, the GM can simply give the players paintings had some oddity in the design of The problem with this is that some players
their answers, but if real intelligence is the frame, in fact because it concealed a are faced with the opposite problem; not
needed to either avoid mistakes or get the secret door. The GM could drop a few hints forgetting their own brains, but having to
job done within a time-limit (or both), then without giving away too much, but there act with more intelligence than they
a measurement of character intelligence would have to be some way of deciding possess. I'm not sure how widespread this
can be useful in assessing the dice-roll whether the character had happened to problem really is; most participants seem to
required. notice the quirk. Ultra-keen eyesight think role-playing is a sign of intelligence,
would certainly help (as would, say, skill as and I doubt many would admit to this
The next use for intelligence is in combat - an art historian), but so would sharp wits; difficulty. However, the "types of intel-
or other stressful situations. A stupid but indeed, someone who took the trouble to ligence" question is serious, as the example
well-trained or ultra-tough fighter will really study everything they looked at could of the techno-genius hero showed, and
certainly beat a feeble intellectual in most gain a reputation for keener senses than probably quite widespread. The only
situations, but most fictional heroes are a they actually possessed. Intelligence is not solution I can offer is for Gkfs to encourage
little more than mere mincing machines; all there is to perception, but it is a very inter-player assistance, so players with
even if they can batter their way through large part of it. Related to this point, but talents in particular areas assist others
most opposition, they will usually display also to others mentioned, is the ability to whose characters have similar skills, and
low cunning when faced with overwhelm- identify illusions (magically induced, anyone running a super-intelligent
ing odds (those don't tend to be boring, hologr-ams, or whatever) for what they are character receives advice whenever
short-lived, tragic heroes, or all three). - something which mav reauire ~ e r c e ~ t i v e -possible (sadly, this doesn't always work;
This is often the most problematic situation ness (to spG flaws in the image): plus' no such advice was available to the player
for the GM ,as characters may be required analytic ability (to guess the signif- of the techno-genius - still, we can always
to make a number of correct moves in quick icance of the flaw), and also willpower hove). Nor should GMs be afraid to offer
succession, and a GM must usually do no (Ego, Wisdom, or whatever) to concen- adiice to players when necessary; good
more than hint at solutions if the tension trate on the possibility of known fact of rolc- lav vine should be encouraged when-
and interest of a scenario is not to be illusory effects, despite an instinctive trust ever boisibTe. I know this idea &ay annoy
destroyed. Such hints can be prompted by in one's own senses. some gamers - those with a highly
successful use of Tactics or Deduction competitive attitude to play, who dislike
skills, INT-based rolls, perception rolls and There are in fact a wide number of uses for the idea of co-operation, as well as those
so on, and one skill that can often give an INT, but most of the difficult situations who believe every player should be striving
excellent simulation of brains beating described above can be resolved fairly independently to achieve great character
brawn is Find Weakness or similar, but satisfactorily by requiring a dice-roll based development. To the first, I can only say
really difficult players (dim players running on INT or an INT-related skill. However, that they would probably enjoy purely
intelligent characters) may not take hints, there are still problems involved in having competitive games such as chess or
or may come to rely on the Tactics Skills at players handle characters with INT differ- simulation wargaming more than role-
the expense of role-playing. ent to their own, either quantatively o r playing; the second group are admirable
qualitatively. The first type of problem has purists, and I can only ask them to tolerate
Memory is another area linked to intel- already been described; the second can be others' lesser idealism.
ligence, or at least to brains. This is a even more annoying. An example involved
difficult subject, because it is easy to a couple of friends of mine. One, the GM, a Lastly, GMs should note that conflicts
imagine a blatantly stupid person - or even, trained scientist, the other a perfectly between player and character INT only
say, a mindless robot -with a photographic intelligent and quite versatile player with a arise in limited situations. It may well be
memory, or an absent-minded genius with non-scientific degree and accountancy that some such are unavoidable, but some
the opposite problem However, these are training. The player was running a super- are not, and the set piece puzzle is a classic
extreme cases, and in a game situation it heroic technologist character, and the GM example which a good GM could avoid
may be easiest to assume intelligence and set up a situation which could be solved by imposing. As ever, there is nb substitute for
memory are linked. Again, some GMs various imaginable uses of gadgets. GM forethought.
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reality. All the figures illustrating these Of course, I then went completely over the
pages were painted and/or converted using top, and decided on the elaborate design
the techniques that follow. you see. This needed the soldering iron; a
very tricky business on such a small scale,
and one of the most difficult types of
conversion. The main problem is getting
the spikes to form a uniform pattern, an
I o n l y you know exactly what ii is that makes
your character special, so it makes sense to
annoying task when as you solder one on,
another melts off. The only advice I can
prepare some rough sketches for general offer is to exert a lot of patience.
guidance before commencing with any con-
versions. It is also impaative to cut away Once the wire horns are bent into shape,
any existing metal where th0 putty is to be they can be fixed into the holes in the
applied, in order to keep the converted helmet using two-part epoxy putty. They
figure in proportion. can then be built up using more putty. Roll
out thin strips of p;tty t h i same length as
You'll need the following tools: scalpel, the horns, and smooth them on with a
needle files, cocktails sticks, pin vice and cocktail stick. Again, remember to keep
drills, needle nose pliers, epoxy glue, epoxy
. ,
.A
putty (eg, Milliput, Tamiya or similar). A
soldering iron may be needed for some
both horns in proportion. If you use
Milliput, any excess putty can be filed away
when it is dry, to get the correct shapes.
conversions, but this kind of work
Lunverrlng & Painting Tips from shouldn't be attempted by anyone wha isn't
eqerienced in using solder. It's a Three of the orcs havecmverted faces. To
dangerous tool if m~sused. scratch-build onto an existing figure, the
existing face needs to b trimmed away,
For the arcs, I started from the top. Three before a similar a m w n t of putty can be
had h m s added to their helmets. I drilled added to the head. $mmth this into the
holes h e i t h e r side (and one on top, which basic shape required. T h a cocktail stick
you wowkln't normally have to do ....): , can etch in the facial dqtaih; forehead,
and f u h h n e d the horns by bending wlre chin, eye sockets and mouth. Add the nose
Many garners tm(1cdkttws Eiw C have into tk required shape. Copper wire is and w ~ r it
k in, followed by tiny balls of
their characters m useful because it solders well. It is of major putty for the eyes. Faces can be difficult to
something compl&dy importame that the horns are of the same make, and always take a long time to
rest. This article is especiatly size and shape, to make sure they align maste'r, but they give that final touch of
who would like to turn this bto prar=iy * indjviduality to your m&1.
1 Fig. 1 Fig. 5
40 fKEEEJ3-
Painting For special effects, the tone of the metal Green flesh can be painted in the same way
can be completely changed by a coloured as ordinary flesh, only using a light green
ink wash. The Chaos Warrior with spear base colour for pale flesh, and a darker
has a blue ink wash, for example. Ink can version for a more sombre look. A yellow
Preparation also be added to metallic acrylics. To ink was works well over the lighter green
achieve the effect on a cyberman, a basic base, as I used on the goblin with the
The converted figure can now be primed. A silver paint was used, and once that had morning star. I also use a yellow ochre flesh
matt white car spray primer will be dried a thin mix of sepia and blue ink mixed colour on certain figures, because it is a
adequate for this. Leave the model to dry with water produced the bluish tint. A fairly neutral tone and takes colour washes
overnight. further highlight of silver with a touch of well. The ogre with the club was washed
white finished the effect. Gold and brass with yellow-green ink. For really dull flesh
All the techniques that follow assume you colour paints respond well to brown, colours, grey and white paint can be used
are using acrylics to actually paint the orange and yellow ink washes, while for the general build-up of tones, and then
figure, although you can produce several bronze can be given a corroded look with colour washed with ink. The ogre with the
exciting effects with inks. green ink. pole arm, the snotling and the goblin with
the sword were painted in this fashion.
Experiment; you never know what you'll
end up with. Eyes, Fur & Hair
There are many different methods for To start the eyes, wash a darker shade of
painting armour, not least because there ink into eye sockets. Use nut brown for
are many different metals from which ordinary flesh, or dark green for green
a m o u r might be made. Basically, though, Generally speaking, painting flesh tones flesh. When the ink is dry, you can then add
iron and steel can be treated in similar requires the same techniques as armour, the eyes with a 000 brush. The pupils look
fashion, except for giving steel a slightly but with different colours. I work from most effective when a 01 Rapidograph is
lighter colour. about three tones: ordinary flesh, green used.
and yellow ochre. The flesh colour can be
varied, from pallid to tanned, using a For fur and hair, paint on the basic colour,
For some figures - such as the Chaos mixture of flesh, light yellow and white for then add an ink wash of a darker colour. A
warriors, and anything else completely the lighter skins, and using a reddish brown highlight of a lighter shade of the original
covered in armour - I would actually leave to give a tan. After painting on the basic colour can be drybrushed in if required.
them unprimed. I would wash over all the tone, an ink wash of burnt sienna and
arinour parts with a mix of sepiaand blue yellow is applied for the shading, and then - Clothing
inks, with a touch of some black added for while the ink is still wet - a lighter shade of
dark iron. Once the first wash is dry, the original colour is used for the higlights. I paint clothing in the same way as armour
further washes of an orange-brown ink will This can be blended into the ink. Darker and flesh, using a basecolour, ink wash and
give a slight touch of rust! Although you flesh can be washed with nut brown ink and then highlighting with a lighter version of
can manage additional effects with'more highlighted with a lighter version of the the original colour. It's arways best to aim
ink washes, it is wise to remember that ink basic mix. For a really tanned effect, add for a fully blended effect.
can build up and dry in ugly patches in the orange to the nut brown ink; and for that
wrong places. When using inks, it's a good 'unwell' look, use grey paint in the mix. Bases
idea to use a dry paint brush or tissue to
soak up any unwanted pools that may have To improve the general appearance of the
collected. Undead should be given a base coat of flesh finished model, a decorative base looks
with some black added, which makes the good. Spread any surplus putty on the base,
Figures dressed in rather less a m o u r - a flesh look slightly putrid. A thin wash of and work in a grass-like texture with a
breastplate, for example - should have bluish green is then applied, and high- cocktail stick. While this is still tacky, you
their armour, weapons, etc painted with lighted with a really 'rotten' version of the can add toadstools, small plants, or
silver paint, and the ink wash technique basic flesh colour. When the eyes are anything eke you fancy. Cut leaves out of
should be used to 'weather' the metal. A added, they should have a final wash of rolled putty, and add the veins by h i n g a
word of warning, though; silver paint needs white paint across the pupils, to give them a scapel blade. A number of leaves built up
a day or two to dry, or it will run when the blank staring look. like this makes a realistic plant. Blades of
wash is applied. On the other hand, while grass can be made by rolling strips of putty
the ink is still wet, additional silver paint into long points.
should be us,ed for highlights. Certain undead, skeletons, for example,
need something a little more .... boney. Venus fly traps are afavourite of mine, and
Mix flesh and pale yellow paint for the base may be made by combining two leaves and
For chainmail, I use two methods. For rusty coat, and when this has dried, wash with a lots of grass spikes. It is best to model fungi
mail, I use a base coat of brown ink brushed mixture of sepia and yellow. Add highlights with wire and small pieces of putty. All
silver, and for normal chain use black by drybrushing with the original bone these little details can be added with a
instead of the brown. A wash of sepia and colour. Naturally, this is also the technique cocktail stick or needle, while the putty is
blue ink over bare metal works well too. for horns and teeth. still wet.
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conventional personalkii. To stave off
the depression and despair which could
be produced by these pressures, most
Psi-Judges are flippant, wisecracking, ir- ,
reverent (who but Judge Anderson could
get away with saying goodbye to Dredd
with the line "See you later, ad-
judicator"?), even hypomanic. These
traits are necessary survival mechan-
isms, and even the SJS recognises this. It
is very rare for a PsiJudge to be hassled
by the SJS over lax law-keeping, for ex-
ample. PsiJudges are under pressures
other Judges cannot understand and due
allowances are made. It is even rumoured
that PsiJudaes have a dark secret known
only to them: the Chief Justice and head
of the SJS, and the few MedJudges in-
volved in a suwrvisorv rdg. Everv so
often the prekwes oti a psi~ u d g build
e
1
up to such a level of tension that although we are told in the Judge's Book
therapeutic psi-storming sessions are ( ~ 2 5 7that
) "perps may wear it over
needed, where Psi-Judges liberate other areas too." Psi-Judges could go As noted in the rulebooks, this is a vague-
dammed-up psychic energy and tensions around at least with the extra additional ly defined ability and its application calls
in an-uncontrolled mannei,through protection of chest armour (the futuristic for much thought on the GM's part. It
telekinetic actions, illusion generation equivalent of the contemporaneous might be ruled to operate differently in in-
and similar re~eas~mechankms. If this bullet-proof vest). This, again would have terrogation situations on the one hand
rumour has any basis of truth, it is one of t o be an option open to all Judges, thus and on the streets on the other.
Mega-City One's best-kept secrets. affecting game balance rather
dramaticdly unless a compensating If the ability is being used in an interroga-
Psi-Judges have one other outstanding penalty could be found which ordinary
feature: they are physicallv weak. In the tion exercise, then the PsiJudge rolls
JD game, if the dicihave been honestly Judges would find limiting, but which against PS t o exercise the ability as usual.
rolled. over 90% of laver character Psi- Psi-Judges could live with. So these first However, the target receives a roll against
e shave S ~ I . his means they
~ u d ~ will two options mith not be advisable its PS to resist. The Psi-Judge can try
are extremely vulnerable. One Wound courses of action for the GM. again, after a 10 Turn delay, but the se-
means automatic exclusion from many The third option is to build some protec- cond attempt will be made with a -10%
adventures and while the chance of tion into the game against the pitfalls of modifier (or + l o % to the target's
death from one Wound may be small, the having S = l which is only available to Psi- resistance chances). Likewise, after
cumulative chances of getting croaked by, Judges. It becomes obvious the only way another 10 Turn delay, if the Psi-Judge
of doing this is by designing some addi- has had no luck so far, a third attempt
a successful hit get depressingly high
after a while. This has ramifications for tional Special Ability related to PS, so with a -20% modifier can be made.
game balance, as we'll see, but i t must af- that it is only available to PsiJudges. One After this time, however, the PsiJudge
fect the psychology of the PsiJudge too. such abitity,Metabolic Control, is described cannot succeed in overcoming the
Psi-Judges should be defensive, cautious, at the end of the next section, which fills target's resistance no matter how many
concerned more with their physical safe- in some details for Special Abilities for more attempts are made (the target has
t y than most other Judges. Although the Psi-Judges that GMs might wish to con- learned how to defend itself successfully
Judge's Book notes GMs should award sider as optional rule modifications. against the PsiJudge; but a different Psi-
EPs for "being a good, brave Judge", Psi- Judge could try with normal chances).
There remains one important aspect to be Without such a system, the Psi-Judge is
Judges should not be brave. They won't the case, within the rules, that Psi-Judges
be cowards, but going in with Lawgiver certain to succeed eventually; with such
can be psi-immune, since initial PS score, a system the odds are in the Psi-Judge's
blazing is, frankly, a dumb way for Psi- and the 10% immunity chance, are rolled
Judges to behave. They are too valuable favour, but there's a chance the target
separately. If the GM has already increas- won't crack.
t o be wasted like this! Note also Psi- ed the physical resilience of PsiJudges
Judges' awareness of their physical with some extra rules, then a psi-immune There's also the matter of whatthe Psi-
vulnerability will, if anything, only add to PisJudge is going to be too powerful. In- Judge learns - and the issue of timing.
their darkly-humorous wisecracking. deed, the very possibility of Psi-Judges Although the ability can only be used
Role-playing of Psi-Judges should reflect being psi-immune seems distinctly dodgy once per 10 Turns there seems to be no
the tensions, the concerns for physical on theoretical grounds. I would suggest reason why the link cannot persist in-
safety, the outsider status of these peo- GMs consider seriouslv that anv Judge definitely once it has been established,
ple. In the 22nd Century world of Mega- with a PS-related spedial ~ b i l i t cannot
y within the rules as they stand. These
City One, PsiJudges really are strangers also be psi-immune. make the 10% roll for issues can potentially be dealt with at
in a strange land. immunity only after all other stats have one stroke. It may be ruled that the Psi-
been rolled, and dispense with it if the Judge will automatically detect general
character qualifies for specialist Psi- aspects of the target's mind, and pre-
Judge or a PS-based Special Ability and dominant thoughts (the GM will have to
Here, I'll look at the problem of the the player takes this option. decide what these are). However, if the
physical vulnerability of Psi-Judges as it Psi-Judge is searching for something
affects game balance. In my experience, specific in the target's mind which isn't
at least, the viability of Judges with S = l predominant (eg, the numeric code for
is rather weak, if they get involved in deactivating a bomb or some such) then
shoot-outs or have to make many dice the PsiJudge has to roll against PS to
rolls to avoid falling off moving Law- GMs might wish to consider the follow- detect this successfully. If any such PS
masters and the like. With S=1, as noted, ing suggested guidelines for use of roll is failed, the link between the Psi-
one Wound means exclusion from many Special Abilities by Psi-Judges; these are Judge's mind and that of the target is
adventures due to a need for hospitaliza- only suggestions, of course, and GMs will broken. However, once the link has been
tion. Such Judges are all too easily taken be aware that extra details about these successfully established, the Psi-Judge
out by the one single bad dice roll. Now, abilities can be found in the GM's Book may re-establish it after a 10 Turn delay if
for players this is a shame - a character which supplement those in the Judge's a roll against his PS is successful (this
shouldn't be so vulnerable to such effects Book. M y aim is to sharpen up certain time, the target cannot resist).
arising from one piece of bad luck - and aspects of how these abilities might be
players will get frustrated if their Psi- used in actual play, so that GMs and These suggestions call for interpretation
Judges are sidelined too much. Within players have a clearer idea of exactly by the GM as to what might be 'predomi-
the world of Mega-City One, such ex- what they can, and can't do with them. nant' in the target's mind and so on, but
treme physical vulnerability might well this nebulous ability can't be played with-
lead Justice Central to be very wary of out some such decisions being made!
ever letting Psi-Judges out on regular Again, while this ability is usually used for
street patrolling duties. They are too rare I think it is implicit in the rules, but the this kind of interrogation, where truth
to expose t o the danger of getting blown GM might make this an explicit rule, that drugs and the like haven't worked, such
away by some two-bit punk with a stub only one corpse can be controlled by a scenarios don't exhaust the possible
gun. But,'of course, the players want their PsiJudge at any one time. The corpse uses of the ability. It can also be used on
Psi-Judges out there, earning EPs! should not be permitted to use any the streets; eg, in surveillance of perps
This is quite a problem, but there are Special Abilities it possessed in its former holed up in a deserted block, or some-
three ways around this which occur on life, since it no longer has the intelligence thing similar. Isuggest that in such situa-
first reflection. One is to revise the deter- to deploy them. Likewise, the GM may tions the ability should be active; ie, the
mination of S rolls for Judges so no care to rule that while the corpse can rely player must state his PsiJudge is using
Judges have S=l. This is too drastic an on matter-of-fact queries, any query call- the ability (making it unlike Sense Perps
option for me to feel happy with; it would ing for a judgement to be made or view- or Sense Hidden Weapon, for example).
alter the game's whole balance quite point to be expressed (such as "What do For game balance, I suggest target does
dramatically. A second option would be you think Norbert theGink is doing right n o t get a chance to resist unless a Psyker
to make Judges harder to hit at all by now?") will simply confuse the zombie- (since the probe is not in any way an at-
plugging an odd gap in the JD rules. like intelligence remaining and the corpse tack and the target won't be expecting
Judges wear head and limb armour, will be unable t o reply. it),but the GM might consider giving the
target a roll against its PS t o understand own changes to suit their own cam-
that someone, or something, is probing paigns. So, now for the suggested addi-
its mind. Likewise, all the Psi-Judge will tional Special Ability, a blessing t o all
detect is the general personality and those Psi-Judges worrying over that fee-
predominant thoughts of the target (this ble Strength score .... .
is not as precise as an interrogation situa-
tion). If there are potential multiple
targets within range and the Psi-Judge
cannot specifically nominate one, the GM
may wish to rule that the Psi-Judge This new Special Ability involves para-
detects the nearest perp (although the normal control over internal physical
Psi-Judge may be able to say, "I'm trying forces in the body, just as telekinesis in-.
to get whoever's in that warehouse1 volves control over external forces. A
apartmentletc" which will narrow the Psyker with this ability can minimise such
field down a bit). This PS-related Special effects as bleeding. hvdrostatic shock.
Ability is the one which gives GMs and etc, contingent upon successful hits .
players most problems; hopefully GMs made upon him in combat. The ability is
will find the suggestions here useful in not excercised by voluntary effort; it
designing their own supplementary rules operates as a mental reflex whenever a
for its use. successful hit is made upon the Psyker.
When the ability is operational, the ef-
fects of hits may be avoided; this chance
is equal to one-half the Psyker's PS. All
Since Psyker perps are fairly rare, the res- such effects (Wounds, Stuns, lnitiative
triction on this ability that a Psi-Judge Loss) may be so affected. If the hit is
may only detect a Psyker actively using severe enough to cause multiple effects
his powers on the same Combat Round There's a problem here. It may be that the (eg, a Stub gun hit causing a Wound,
seems rather mean. It might be worth ex- Psi-Judge will have to make a roll for Con- Stuns and lnitiative Loss), then more than
tending. GMs might rule for example, that trol Loss if he can't see the vehicle, and one roll against PS will need t o be made,
a Psi-Judge can detect the Psyker up to normally such rolls are made against DS. starting with the most serious effect (ie,
one Turn after the Psyker has been using In this case, however, the Psi-Judge's Wounds). Any PS roll failure along the line
some psi power, but with a -20% modif- control of the vehicle is psi-based, so the means the less serious effects will auto-
ier; the Psyker leaves some 'psychic kind of skills (eye-hand co-ordination, matically affect the Psi-Judge. If two
trace' which the Psi-Judge can pick up balancing, etc) which comprise DS don't Wounds might be sustained from the hit,
on. Thus a PsiJudge arriving just after seem relevant. Perhaps a roll against PS a roll against PS must be made for each.
some psi ability has been in use can det- should be made when a Control Loss is Further, chest and abdomen wounds -
ect that fact; but if picking up a trace, the required; or against the average of DS if sustained - can produce further
Psi-Judge will need a second roll against and PS, since the GM might consider that wounds, but where such a second wound
PS (again with a -20% modifier) to even with psi control some knowledge of would normally develop, a roll against PS
detect the strength of the Psyker source. how to drive things remain relevant! may be allowed to prevent the formation
Also, if more than one Psyker has been of that additional wound. However, since
active, the Psyker with the strongest Ps this ability influences immediate reflexes
might be ruled to be the one detected and the like, a Psi-Judge possessing it will
specifically, although the GM might rule not recover from sustained wounds and
There is a slight glitch in the rules here. so on more rapidly than any other Judge
that Psi-Judge may also detect that more The description states that if the attack is
than one Psyker has recently been active when appropriate medical treatment is
successful "damage is scored as from a given.
(or is active) within the Sector range for hand-to-hand hit" and the following
the ability. example illustrates a successful attack Note that this Special Ability is a deeply
for which damage is rolled on a d6. engrained defensive reflex and it will
However, damage is normal hand-to- operate even if the Psi-Judge has used
hand combat is not rolled on a d6, it is some other Special Ability during that
As I understand this, the door will remain rolled on a d 4 (with additional damage combat round. However, no PS-based
held in perpetuity if the Psi-Judge re- equal to the Judge's S score). However Special Ability can be exercised for the
mains within the Sector and doesn't use the d 6 determination of damage should remainder of the Combat Round durina
one of the range of Special Abilities listed be retained, since the PsiJudge's which the ability of Metabolic control-
in the Judge's Book. This doesn't seem physical strength can hardly be relevant was used. Further, if Metabolic Control
too likely. The Gm may care to rule that, with a psychic attack. was required t o avoid a Wound affecting
even if no other circumstances negate the Psyker, then the psi power utilised is
this effect, the holding effect will begin to Players of PsiJudges should also be so great that no PS-based Special Ability
dissipate after 2 0 Turns, with the max- aware that (as mentioned in the GM's (other than Metabolic Control itself) can
imum duration of the effect in Game Book but not, oddly, in the Judge's Book) be used for a further 3 Combat Rounds,
Turns being (20+PS score of the Psyker). all successful hits with a Psychic Attack and the Psyker's PS will drop by 2 0 points
Thus a PsiJudge with a PS of 8 0 could are head hits! during that time, recovering to its normal
maintain the holding effect for 100 turns, limit at the rate of 2 points per round
maximum duration. Sometimes such thereafter.
time limits could be important!
There appears to be something of an
oversight in the rulebooks; while the Note for GMs: To maintain game balance,
weight of objects you can move, how far it is advisable that two further rulings be
The GM should take care to advise introduced. First, this Special Ability is
players that not only illusions which they can be moved, and where they go is
described, no range for the operation of only available to PsiJudges with a PS of
paralyze targets for t w o rounds can 50 or above. Thus, only PsiJudges can
be created; illusory objects can also be the abilities is specified! I suggest that
the range should be 1 metre per PS point ever possess this Special A bilitc never an
created. If an illusory object can also ordinarv Judge who has boosted his PS
be created. if an illusory walkway across for Telekinesis and 2 metres per PS point
for Super-telekinesis. Note that at the to the 40 limk This ability is specifically
a gap of some kind (with a steep drop designed for weak, vuln&able psi-
below) was created, then there is no extreme limits of the applicable ranges,
both the directions in which objects can Judaes!
~ " Second,
- ~ Metabolic Control does
reason why anyone viewing it would be - ~
not ~ r o t e cthe
t psi Judge against the
transfixed for t w o rounds unable to do move and how far they can go may be af-
fected by the range limit for operation of effects of Psychic ~ t t i c k , > i n c ethis is a
anything (of course no PsiJudge would mental attack and Metabolic Control is
create an illusion like this but some nasty the ability.
designed as a reflex protection against
little Psyker might). Such illusions should GMs should feel free to test these direct physical damage attacks). 0
also be subject to 'decay' effect like that optional rules additions and modifica-
suggested for Hold Door above. tions for play balance and devise their
My awesome assignment is to say a fewwords about the joys "Tell me something I don't know, or I'II scratch your eyes
of role-playing. "Some wallies out there," explained your out," snapped the lovely but peevish Vanilla.
esteemed and tolerant editor, "think role-playing games are G'rot sighed. "Well, you'll also remember our song The Bal-
nothing but throwing hordes of complicated dice and sticking lad of Moron, Dragonlady of Pern, in which the lovely but wil-
four-foot broadswords into innocent bystanders." ful Moron comes to a sticky end thanks to flying too much
"Aren't they?" I asked. "Ouch," I added. "Of course I'IIwrite overtime. My idea's this: why don't I and,Filth fly back in time
about role-playing," I concluded, laughing heartily at the way to prevent this stupid tragedy by kidnapping Moron just
his four-foot broadsword wittily pricked me in the jugular. before her last, fatal flight?"
We'll pass over the regrettable fact that my most impas- "Take me with you, G'rot, or I'll kick you right in your undevel-
sioned role-playing efforts are the (not yet perfected) sobriety oped masculinity," retorted lovely but bitchy Vanilla.
simulations which Iact out when the pubs close. Let's approach "All in good time," said G'rot. "Ouch!"
the subject in a roundabout way: "The only problem," mused lovely but foul-tempered Van-
Have you ever joined in audience shouts of Behind you! as illa, "is that if we do this to her great tragedy plot, Anne McCaf-
a pantomime villain twirls his moustachios behind the goodie's frey is going to be a bit upset. . . ."
maddeningly oblivious back? After reading a comic in which
Superman divertsthe orbit of Earth, uproots mountain ranges,
and bursts noisily through the light barrier, only to fall victim
to dreaded kryptonite.. . . have you sniffed, "I could do better Fifty plate-armoured men confronted him at the door of the
than that"? Are you irritated when the heroine of a traditional throne room, but Conan struck full upon them with a deafen-
thriller obeys the mysterious unsigned note saying "Meet me ing crash of steel and spurting of blood. Swords leapt and flick-
next to the bottomless well at midnight, don't tell anyone kered like flame. His bladetorethrough bodiesas it might have
where you're going, and be sure to tie a 56-pound weight torn through a doner kebab, ripping them open from spine to
around your neck"? groin to broken breastbone to shattered shin. Then Conan was
The essence of role-playing is to scratch this particular itch through, leaping over the steaming welter of blood and
by entering a 'narrative' and doing it yourway (of course the entrails which scant moments before had called itself the
resulting fantasy, though fun, may not prove as artistically picked guard of the Supreme Emperor. Only one torn and rent
plotted asToIkienls). Here are some familiar scenarios asthey survivor howled like a dying wombat as he clawed at the crim-
might be perverted in role-players' hands. Your editor, never son stump that had been his nose.
responsible for contributors' excesses, considers himself spe- Then it was the Emperor's turn. Cravenly, Ming the Merci-
cially irresponsible for these. less cowered back against his throne as Conan's blade sang
towards him. His foul sorceries and mirror-mazes were of no
avail against the avenging Cimmerian!
"Why, why?" theEmperorwailed asthesabresankto its hilt
"Hellfire!" erupted Thomas Covenant, his raw, self-inflicted and far beyond in his vile, overfed belly.
nostrils clenching in white hot, stoical anguish while his gaunt, "Dialectical analysisof historical change inevitably predicts
compulsory visage knotted with fey misery. His lungs were
clogged with ruin. A hot, gelid, fulvous tide of self-accusation
dinned in his ears: leper outcast unclean .... To release the
analystic refulgence, the wild magic of the white gold ring he
wore, could conceivably shatterthe Arch of Time, utterly des-
troy the Land, and put a premature, preterite end to the plot!
Yetwhat otherway wasthere?The argute notion pierced his
mind like a jerid. Only thus could the unambergrised malison
of Lord Foul be aneled. Only thus. Hellfire and damnation!
At that point he was struck by a swift, sapid lucubration.
"But I don't believe in the Land," he shrieked with sudden
caducity, lurching and reeling as though from an overdose of
clinquant roborant. "So even if it's utterly destroyed. . . .
what's the odds? I'm a leper, I can do what I like."
With an effort, he unclenched histeeth and tookthe aegisof
his cynosure. On his hand, the white gold ring began to flare
darkly. . . . "Hang on a moment," said Lord Foul nervously.
"Perhaps we could negotiate on this?"
prohiencia
A compIetely sew skin
system for the AD&D
game...
New Spelts
oar swqm
OF THED-0
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8.8LONE WOLF^ A *
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