0% found this document useful (0 votes)
573 views68 pages

White Dwarf 079

Uploaded by

cdouglasmartins
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
573 views68 pages

White Dwarf 079

Uploaded by

cdouglasmartins
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 68

o brought you PARANOIA:

The Roleplaying Game

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?

We trea ~ u rghost to a proton pack toast.


Ghostbusters - Skilled professionals an call 24 hours a day to
serve all your supernatural elhimtion needs!
Wisdom, Science, and Unlicensed Nuclear Accelerators in the servlce of humanity.

GHOSTBUSTERS" - The Roleplaying Game


Look at all the neat stuff you get for only £l295:
b Ghostbusters TW&g Msnual Equipment Cards
+ Ghostbusters Opedons Manual Five Mundane Randomizers (dice)
PIayer Handouts One G h d y Randomizer (nifty die)

Wwt End Games hvsilabknowfmmallgmxlgamxsbops,


251 West 30th Sueet, Suite. 1
I
w d i m h : ' G x m Wohhc~.h4aU Mtr,
N m Yolk, NY 10001 (Ihrmocl st. Wmp, Eestwood, N o k

FOR ACCESS & VISA ORDERS RING THE MAIL-ORDER HOTLINES ON (077317695221750462
W e SUWWaelql WUn-IPPiw J ! W rQJOul rwllyynl) rwwlu! 'ZLL8-4920 MI
331W -I ery.nmnpun pnns!pw WLPWW w )o YOPAP -qnw w w m eay .4w m h d cv P epp o w w 'p-d-ww 'W
'~p.pvay~ 1 w% )ow- wmlsar 0 q .MyyWOI plol w %I PIWE wo!awm . m a w w UI wml~u~ r q q*us 1swo(nw
- w
'm d ewoAlmww -LPI19ndYn-&-*pf*Oyd JOW .VL:- ro uo(ld~orqnrplo w BUWUW
v w mu ~)uluw we n d reqleqmm ller
npW~wn(oxr~.~.mgnn~pw3~~ny)aw~!rMos~81w~a ~ ~ r o * ~ ' l ~ - r o * I I . . u p B . p ( c ~ p u l . . u p B .
*-sn(.nwrgun~www.tRnqpRn~l puseu~ru U R U r~n d on 11- ro*UMa p pw ~ ~ '.~JQN'pc-mmq klcqll~
p r e w U u ~ . s m P M l u ~ y o ~ w u e e r ) ~ ~ ~ * l ~ ~ ' w s uolmsy3 'e'www muan QI s p l r ~w e l d ' d n b s n d # 10
.,MUMI- w SO uatqlqnd
. m ~ = ~ ~ & ~
r q I p qq l ~ l w ~~ l s ~ ~ ~ u ~ o ~ U' p nn u u~s l ~~ ~ dsl r ;yn qrn s ~r o a~ e r (w l ~o ~ w~ r)o.nu~to,-n~u~
-usBPu3)nM)awwwp.rs)*8lr.~-3~3
:mImN rnMR138Sna
' ~ n u a ~ a m l l l p ~ q ~ ~ I p + w M l d ~ ~ ~ ~ ~ ~ ~ ~ q e u ~ ~
~Y r o l u u + ~ * ~ JJlU(BL&eO(DIUPsB
~ y p ww= Pus usp.u Menysq.uolloll.'J~JLP13wUU
pu.3yder o~
rYObvd v - ~ M I W w ~au(l ~q W
I &l!q!swdm lda310 )owma ~ n ~ ~ s l t wwpmt 40
~ .mlr!Iqnd
(~ e u ' 8 9 . E o ~ f 0 '6WZ
6 ~
~ m ~ u ~ o ~ o ~ ~ ~ w orv ' w ~ wnw
~ 'm g~
3 ozb~ dwpa ~ a~
L W Q-m
'm7 nrcn?)o, '~erswlqnd ~Ryrrewuw~(~maruaaw
o r
w kw
ro w w w w+w w d w t m w YB(IM q 10 LI.O UI
p w w a ~ a r v~ 8 ~ o y ) r pw
warn
M )o s)wpuww w WBII IV 'ZN 'PWIWW'~SE&Z xoa w
sWus3 '338 1EN alr-^.ll.d
'~o)npwa eyllg ~ + w w:p
'29 rOg &I
anprlr m ~
WW :-
-~ O O ' D ~ J - ~ - ~ ~ ~ O ~ ~ - . S Y U
-
-
.Qorn3 :O~'ZLJ nn :am~ ~ ~ W w r n wwi%W!lqndw
u b ,
D N ~
IreWWM 'LEL88L I E L L O ~ W B ~ ' W O ~ S N I ) I 'dfflllw
sw~zow slqwntw 'SOL man mse *sndaln(lo~WEB wm 'was u w q 3 Uwwm mi^^ .r(nrllu pu ..IM
,m7 dwwm -w lo WOMW
q #ma wm ul ~suswws(qnr IFV MI
: W ~ E ~ Y U 6wwmo -S.
e$u.uswas!uenpes,Japew W Q Y 3 0 3 InW
SPW P@!Uss@l3
AZUSM~ do1 Bu!weg aqj pue sMeu $sa$ej8qa 11-q
s p ~ aldw!s
o ~ u! Bu!Aeld-alol u!eldxa
o$ Bu!Ali Bew aq$ 40 yaeq aq$o$q6no~qssyswq p o j 6 u g anea
-
o p o ~u!eOw
j a( Aqd
sa!uo~as,uosJapuy a6pnr l o p u ! eq$
~ aplsu! Bu!$$ag
sn 01noA wo~gsJaual a q
anb!uqaa$ s!q uo dn saqsnlq swepy nay
J ~ U I IW~~ M Q ~Aq ~~~oJL#$~~IIo~$
se 'a'$a-q u! sa!uo!sd
PUW @Yl Ul IIW
emauenpe quee-alpp!~
JOJ s g m s s o d aqz punole sllaulnof as~nqoldmsu r e q e ~ ~
u!@@w
)EWlQeretl*
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-

As well as rules, the profusely-illustrated


110-page book contains a new &page comic
strip featuring the turtles, a 3-page origin s t r i ~
:reprinted from TMNT#l), details of the
turtles and other strip characters, and five
short scenarios. Caesar's Weasels is a
relatively simple cops and robbers story, in
which the players have to stop a gang looting
the city; The Terror Bears involves a group of SECRET WARS I1
psionic mutants, and is a little more difficult Campaign Scenario - Marvel Saper
Doctor Feral sets up a major human villain, Heroes
who enslaves mutant animals and could
TSR $5.50
I reappear in later scenarios; Terror on Rural
Route 5 introduces a farm animals turned
'

urban guerilla; finally, The Leg o f the Ninja is


a campaign outline, introducing a ruthless
criminal organisation which can reappear in
many future adventu~es.

After The Bomb is the first supplement, a


campaign setting based on America after a

TEENAGE MUTANT NINJA .-


- -1 - nuclear war. The authors are careful to stress
they don't feel the setting is realistic, or that
nuclear war is desirable; it's simply used to set
up a situation involving large numbers of
TURTLES AND OTHER. ; - , mutated animals. In post-holocaust America
STRANGENESS &
v-"

:
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

game based on the comic by Kevin Eastman


and Peter Laird. Fans of the comic will already
know what to expect, other readers will need
is roughly equivalent to that of the 1950s.
Naturally, this situation involves a fair amount
of conflict, and all the adventurers are raids
1 RPG Supplement - Stormbringer

enlightenment. The heroes are exactly what


into the Empire's territory, or involve the Chaosium £5.95
the title implies: large intelligent turtles, Empire in other ways. My favourite was Gun I

'' trained in Oriental martial arts, and equipped


with a variety of Ninja weaponry. Apart from
this central joke, the comics pretend to take
Bunnies and Zombies, which seems to have
been written primarily as an excuse to
introduce the legendary guerilla leader Bug
themselves very seriously. To reflect this, the Bunny, and his colleagues Bomb Bunny,
style of play is completely deadpan, setting Bullet Bunny and Beach Bunny, who lead the
intelligent and deadly animals against a dreaded Gun Bunnies survivalists. Other
background of urban terrorism, gang warfare, adventures revolve around the discovery of
juvenile delinquency and random violence. working pre-holocaust technology and the
Empire's genocidal plans; A Journey To Boars
The game uses the same rules framework as Town takes the heroes to Boston and an
Heroes Unlimited, Palladium's SuperHero encounter with a genuine mad scientist;
rpg, but is complete in itself. Character Clem's Big Adventure involves a sinister plan
generation uses a combination of dice rolls (to to force the communal giant ants to produce
select species, attributes and hit points), then warrior slaves; Aerial Supremacy is a trek to
'
free choice of skills and powers. The rules find a mysterious gadget (Paranoia fans will
reward creatures which are unlike men; the know the feeling well); The Powers of Ali
closer the character is to human size and Komaniis an ancient technology epic; and The
appearance, the smaller the number of points Rodent Plague introduces yet another sinister
available for powers and other changes from human plot. It's all good fun, if you can accept
the species norm. The combat system is the basic premises involved, but seems a little
moderately complex (more complicated than limited; I find the present-day setting of the TERROR FROM THE STARS
AD&D, less so than Champions), based on a original game more satisfactory, since it offers
system of initiative rolls, rolls to hit, attempts
to dodge or parry and damage determination.
more opportunities for plot development and
diversity.
-
RPG Scenario Call of Cthulhu
I Chaosium g5.95
Well, I suppose it was inevitable, so we discovered our universe and realised that should be utterly shell-shocked by the time
might as well stop groaning and see what he wasn't the only thing in creation and so, they finish this.
we've got here. therefore he wants to know what it islike to There are some gripes, of course. It goes
not be a universe so .... Need I go on? But without saying that it will help if you've
A 32-page character book containing the then any average GM can probably write read the comics on which the game is based.
full (potential) cast of heroes and villains ten times better than Jim Shooter, so you But as the SWII plot ran for almost a year
and a lot of new characters who haven't may well be able to carry it off. and crossed over into almost every Marvel
been featured before, including the New title, the chances of your having done this
Mutants, Defenders and Power Pack. Also The essence of the plot is that the heroes are not high. TSR have cut corners to keep
some interesting chaps like Mephisto, are faced with an enemy who can wipe out the package down to a reasonable size, but
Eternity, DeathTMand The Watcher. the world with a flick of his pinky, has the not having character pictures for some of
A 32-page campaign book detailing the education of a Zyear-old and wants to grow the new bad guys is a bit poor.
plot. As there is an awful lot to it, nothing is up. The heroes have to play mummy and Because of its structure and basis in a par-
covered in very much detail. daddy. ticular comic story you have to be running
an MSH campaign to use this. It is a must
And it's that map again! The fabled MSH Actually folks, this is an awful lot better for MSH addicts because of the new
map of New York gets yet another section. than Secret Wars I. To start with, although characters and the map, though even they
Does anyone have a table big enough for all there are potentially even more heroes might find it too heavy to use. Anyone else,
of it? Also a couple of general purpose involved, you don't have to play them all at forget it.
terrains on the back of it. once. Only at the end do the numbers get And what I want to know is, does God
ridiculous. And there is quite a bit of plot to know that Marvel have trademarked
The Plot? For those of you who don't it, much of it interesting psychological Death?
know, there's this guy called The Beyonder stuff. You can't out-fight The Beyonder, so
who used to be a universe but then he you have to out-talk him. Your players Pete Tamlyn

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)

After the Bomb! @

A post holocaust science fiction odyssey!


Four generations after World War 111, after the nuclear
winter, after the plague and after the collapse of humanity,
intelligent mutant animals lay claim to much of the world.
Join the animal civilizations, the Rodent Cartel, Wolf Barba-
rians, Bird Island, Gatorland, and the Gun Bunnies in their
struggle against the Robot Warriors of the Empire of
Humanity.
Highlights Include ..
.
Animal Mutations.
Robots and High Techonology.
Six Adventure Scenarios.
Compatible with Heroes Unlimited@
Teenage Mutant Ninja Turtles S3.95 (post paid) - 48 Pages
A supplement for Teenage Mutant
& Other Strangeness Ninja Turtles & Other Strangeness
The possibilities for Teenage Mutant Ninja Turtles are
endless. Whether you want to play straight comic book super
heroics, post-holocaust mutants or frantic funny animals, it's
gJ possible. Teenage Mutant Ninja Turtles
Now you too can transform ordinary house pets into the
superheroes of tomorrow. From the family feline or hamster Adventures!
to lions, tigers and bears, you can create the most unusual
superbeings in the annals of history. The adventures continue as our heroes travel to Japan to
take on the White Ronin and his assassins in "Death Trials."
Teenage Mutant Ninja Turtles & Other Strangeness loyally Then back to New York to thwart the ever imbalanced Doctor
adapts the comic book with each character, from Raphael to Feral and his 'New' monsterous mutations. The Terror Bears
Casey Jones, depicted complete with background and abilities. reap mayhem in a game of nuclear roulette. The unstopable
Highlights Include ... Mr. Bionic and other adventures round out this Ninja Turtle
game supplement.
A complete NEW game!
Compatible with Heroes Unlimited@and the Mechanoids. Highlights Include. . . Available in July!
Dozens of characters, villains and heroes. A specially commissioned all NEW ten page Ninja
Several adventure scenarios and scenario ideas. Turtles comic strip by Eastman and Laird.
An all NEW eight page Ninja Turtle comic strip by The return of the Terror Bears and Doc. Feral.
Eastman and Laird. Plus page after page of Eastman and Five Adventure Scenarios.
Laird art throughout the entire book! Compatible with Heroes Unlimited. @

26.95 (post paid) ALL artwork by Eastman & Laird!


23.95 (post paid) -48 Pages

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
sa ' s g o n s . u a q ~ jo aq ~.~ nod a ~ . ~ a $01 mdlp~.~a~a=
Grenadier Models UIC Ltd.
25mm Gaming Miniatures
Nick Lund's
UNDEAD LEGION FANTASY WARRIORS range
Now manufactured in FW1 Dwarves with Spear
FW2 Dwarves with Two
Handed Weapons
FW3 Dwarves with Axes
FW4 Dwarves with Crossbows
FW5 Dwarven Scouts

£ 1.25 per pack of 3 figures


Pay by cheque or P.O. made

VISA (see below). Do not send


cash or bank notes. FANTASY LORDS
ACCESS/BARCLAYCARD-
VISA CARD HOLDERS use
-
n e w releases
your credlt card a s a
convenient way of paying for
mail order Grenadier Flgures.
Order In the normal way by
post, including your ACCESS/
BARCLAYCARD-VISA number

ORDER BY PHONE USING 161 Beauty and the Beast -


ACCESS/BARCLAYCARD-
VISA the qulckest and most
convenient method of all.
Call 0244 5361 11, place your
order and have all your
questions answered.

POST AND PACKING - £1.25 except where


Magazines - post free. marked otherwise
Other orders: 101 Adventurers 120 Wing Folk 132 Flying Carpet and 146 Skeleton Command
102 Females 121 Knights Crew Pack - £1.50
133 Elite Skeleton 147 Skeleton Mounted
Kettle-drummer
124 Greenwood 134 Umberbulk - £1.50 148 Skeleton Guard
Adventurers 135 Armoured 149 Skeleton Infantry
125 Armoured Centaurs 150 Undead Centaurs
Dragonmen - £1.50 136 Goatkin Warrlors 151 Cavalier/Paladin
126 Skeleton Cavalry - 137 Storm Giant - £1.50 152 Cavemen
110 Dwarves barded horse 138 Orcus - £1.50 153 Assassins
127 Famil~arsand 139 Demons 154 Dark Evils
Homoculi 140 Searcher of Souls & 155 Kobolds
128 St. George and Writhing Crusher - 157 Death Giant - £1.50
114 Undead the Dragon £1.50 158 Hobgoblins
129 Undead Orcs 141 Clerics 160 Dragonmen
130 Bolt Thrower with 142 Hippogriff - £1.50 Speclalists - £1.50
117 Dragon Men - $1.50 Undead Crew of 2 143 Captives
144 Barbarians
COCOONED VICTIM, 145 Ogres - £1.50
TREASURE, ORC GUARD with
SWORD, ORC GUARD with
GLAVE. CALL OF CTHULHU RANGE
Set of HILLMEN OF THE MINI-DRAGONS £ 1.50 each
TROLLSHAWS S4.50 6 models, each one a perfect 201 Federal Agents 21 1
Sand Dwellers Shub-niggurath
contaming: representatlon of one of 202 Hoodlums 212Deep Ones and Shoggoth
' BROK, Hill Troll, PRUG, TA- the smaller members of the 203 Adventurers 213Daredevils 22 1 Cthonians
FA-LISCH, Ghost of the Petty Dragon Race 204 Master Criminals 214Law Enforcers 222 Nyarlathotep
Dwarves, DUNMAN SCOUT, 205 Investigators 215Newshounds 223 Tsathoggua
MIFFLI, Petty Dwarf Mage, 501 Pond Dragon
502 Marsh Dragon 206 Cops 216Intrepid Sleuths 224 Old One and
MONG-FINN, Leader of the 207 Ghost and 217Monsters of Dimensional
Hillmen, NARLGA, Half-orc 503 Cliff Dragon
504 Pet Dragon Horr~ble Madness Shambler
Mage, TROLL BOOTY. Companions 218 Hound of Tindalos 225 Spawn of Cthulhu
505 Old World Dragon
also available E4.50 per set 506 Forest Dragon 208 Undead with Ghoul and 226 Hunting Horror of
Set OF THE 209 Ghouls Zombie Nyarlathotep
RINGS Incredible value at £ 1.50 each. 210 ~ i and - ~ ~219 Winged Horrors 227 Great Race of
Set 2 SAURON'S DARK ONES Serpentmen 220 Dark Young of Yith

are not toys and are not suptable for chlldren under 12 years of age They contam lead whch may be harmful ~fchewed or swallowed"
"Metal M~n~atures

10 m m 1 : ~ : 3d Please mention White Dwarfwhen replying to advertisements.


ultimate detriment, and when Sauron rises worth reading if you plan to do this your- the characters to seek out across the sea
from the ashes of Barad-DBr he looks to the self. D O be imaginative in developing along with other unknown lands. They will
men in Middle-earth as his allies and cultures, artefacts, sub-races, civilisations have many exciting adventures, possibly
enemies. He causes Angmar to be founded and alternative histories; DON'T invent losing their way and having to pit their
in the north which brings about the down- creatures unlike anything that Tolkien strength against sea monsters and the
fall of the Dunedain kingdom of Arnor; in mentioned, or develop entirely new races, inhabitants of wild and uncivilised tracts.
the south he works on the destruction of gods or religions which would be at odds On the wav there is the landmark of
Gondor and seeks the Ring. Gondor with Tolkien's concept of the creation of ene el tar ma, the peak of the holy mountain
expands then declines, suffering civil war Arda by illucatar and all the people in it by of Numenor which survived the Downfall,
and invasion by the Easterlings. Umbar him and his Valar. The Campaign & and possibly other guiding beacons the .
cecedes and becomes a dire enemy while Adventure Guidebook is very helpful in tales of Middle-earth do not openly speak
Arnor splits and succumbs piece by piece, discussing climates, cultures and languages of, yet which are known to the mariners of
even after the rout of Angmar. The hobbits for places outside of northwest Endor elvish ports.
migrate westward from the Auduin and should you desire to set up your campaign
found the Shire while the men of the in the Wild Lands. On the barren western continent the Caves
Auduin form petty kingdoms and struggle of the Forgotten must be sought out.
to maintain their tribal societies. The
middle of the Age sees the devastation of
tolklen out OF Perhaps a dramatic denounment awaits
them there with the shades of Ar-Pharazon
the Great Plague while the end is domin- and his army assembled to thwart them.
ated by Sauron and his fall at the hands of And then the characters must return with
There is no reason for you to have to use the the Crown and get it to their ruler with all
the Little People, culminating in the creations of Tolkien solely within the
Return of the King and the reuniting of the agents of Sauron working against them.
confines of Middle-earth. Many other Can they save the realm? This campaign
Arnor and Gondor. Being the best known games have 'used' his tales in completely
time of Tolkien's Middle-earth, it is also the could be linked to either Gondor or Arnor,
different settings. The obvious location is or even Aragorn's united kingdom in the
easiest setting for almost any sort of on the real earth, merging the world with
campaign and all of ICE'S booklets are Fourth Age.
Arda and placing Endor in the Europe of
derived from it. pre-Roman or Dark Ages time. Another
alternative is to place the land of elves,
The Fourth Age belongs almost solely to dwarves and Hobbits in America! The
men. Nearly all the elves have departed interaction between medieval European
westward or retired into the hidden areas cultures and the peoples of Middle-earth
where nature still governs; the dwarves are would be quite fascinating and you could The plateau of Gorgoroth in Mordor is one
secreted in their caves and the Little People develop a whole new parallel history in of the harshest places in Middle-earth after
are soon forgotten and use their skills to which Sauron came from the Balkans or Sauron's Second Age occupation - a
stay that way. Evil is less dominant under Arabia, the dwarves ridde the Alps with natural haunt of orcs and trolls and multi-
the rule of Elessar - although no-one knows tunnels and the Hobbits rule the garden of tudes of other foul beasts both during and
what the future holds. This time is ideal for England. between the Dark Lord's many periods of
campaigns in which the GM wishes to use residence in Barad-DQr. The foundation of
some style or theme not actually existing in Alternatively, you could have Europe as
Tolkien's works, since there are no defined the derivation of Middle-earth much later the foul realm of Mordor in SA 1000 is
historical events set for the vlavers to in the Fourth Age, after the changing Sea followed by Sauron's defeat in SA 1700,
leaves the continent as we know it. After and this is accompanied by an attempt to
anticipate. By the third ceniuj. all of the cleanse Mordor. Characters could act out
personalities of The Lord of the Rings have the Iron Age, the Romans come and go,
leaving the Medieval kingdoms to discover of a sense of duty, or perhaps want to
disappeared and the stage is set for a new collect bounty: lsp for an orc's head and
drama. their inheritance bit by bit. The campaign
might even be disguised so players do not 2gp for a troll's head, for example. Action
realise the Tolkien element until they come in Gorgoroth is also suited to the periods
b) ICE'S Middle-earth SA 3262 to 3320 and after the Last
The ICE conception of Middle-earth is across a surviving enclave of elves or
dwarves. Then they could search for lost Alliance's victory in SA 3434.
somewhat larger than Professor Tolkien's.
It spans a vast continent, Endor, with many magic items and ruined cities, for other lost There are repeat performances in the Third
more possibilities open therein than peoples, and perhaps defend their realms Age. Mordor is 'guarded' bv Gondor until
detailed in the works Tolkien wrote. It uses against some awakened threat of ancient TX 1640 or so, aGd individials could still
a framework into which it pours a luxuriant evil. adventure there until TA 1980 when the
growth of detail, supplying flesh, skin and Nazgtil return and it becomes too danger-
organs vital to making the bare bones examples ous. However, the end of the Third Age
function in the same way that Tolkien and the beginning of the Fourth sees a
brought individual regions of northwest similar need for hardy souls arise and
Middle-earth to life with a few words. Aragorn's bounty would be no less great
Though this procedure might sound like the than that of his predecessors.
blasphemy of Frankenstein, ICE have used
solid theoretical geography and sociology The crusade requires several things. First,
In the Second Age, Ar-Pharazon the motivated characters, which will make
linked with deep historical research to add Golden took the Crown of Numenor with character backgrounds very important
their own flights of fancy. The result has to him to his doom when he led the fleet of
be read to be appreciated. indeed. Many players artificially motivate
Numenor to Aman against the Ban of the their characters and then run into problems
Valar in search of eternal life. Those who rationalising behaviour or visualising
ICE have used the real world as a basis for
their supplements, carefully adding and
were foolhardy enough to set foot in the reactions to different situations - mainly
Blessed Realm suffered the punishment of because the character does not 'belong' in
building around it. It will take them many the Valar who buried them under falling
years to cover Endor with every level of that situation. The characters will also need
hills where they lie imprisoned in the Caves a safe base to retire to: Minas Ithil in the
supplement they plan (for such is their of the Forgotten until the Day of Doom.
conception), leaving many areas for early days, perhaps a hidden cave such as
Now, in the Third Age, Sauron or one of his Faramir had in The Lord of the Rings later
budding designers to get to grips with. stronger minions has tricked the ruler of
Their Middle-earth offers you the choice of when Sauron assumes his full potency and
your country and seized control of hisiher strength. Finally, to overcome problems of
fully-fledged world or an area rife with the mind leaving the land controlled by the
potential for your own invention. supply in a barren wilderness, the skills of
forces of evil. The one thing that could trackers, fighters and healers are all very
restore your monarch to histher identity is necessary.
ICE have already delved into the idea of the Crown of Numenor.
detailing parts of Endor not mentioned by
Tolkien. with the Andor s u ~ ~ l e m e nThis
t. Although the lands of Aman and Eressea
a cene-L
is a verygood example of h b k to expand were removed from the circles of Middle- muentuRe
Tolkien's themes without being restricted earth by Em's decree after the Numen- Almost any ICE module is suitable for
by the history he laid down, and it is well oreans' transgression, the Caves remain for running a campaign with no central theme
other than diversity and player enjoyment. general, rather than specific adversity,
Some of the adventure modules would be unlike that in Rangers Of The North in TA
particularly suited to short campaigns (or 1640 where the struggle is to survive as
campaign segments), such as Thieves o f sister-nations fall beneath the icy hand of
Tharbad or Dagorlad and the Dead the Witch King of Angmar. This is a
Marshes. If you want to devise such adven- campaign with a very important ultimate
tures yourself, the campaign supplements aim - the defence of the realm and the
are more useful, or you could simply fall overthrow of the Witch King, or at the very
back on your own creative instincts and least the frustration of his evil designs.
choose a setting outside of northwest
Endor. For those foolish enough to want to actually
penetrate Angmar's dire realm and crusade
against his forces, there is the Angmar
supplement with the capital city of Carn
DQm, strongholds and villages, military
structure and slave-settlers' society all
Although the 'society' is the pivotal base in covered. Here is the chance for spies and
the majority of the ICE supplements, there scouts, for the sudden and ferocious strike
are other areas suitable for a campaign in of the seasoned warrior or mage, for the
which you want to involve the players in a patient, errosive, attritional war of rangers
political or similar environment. In Do1 hardened to the elements. If the characters
Amroth on the rich Gondorean south coast are inclined in this way, but do not fancy the
you have an outwardly sound and satisfied cold climate, there is always Umbar, Haven
society. The local ruler (under the Of The Corsairs, a reckless and evil dive if
KingISteward of Gondor) is the Prince of ever there was one, where fellow citizens
Do1 Amroth, descended from joint human cut each others' throats for a few coins or
and elven stock. He rules from the the favour of a more powerful 'friend'.
white-towered sea fortress of Do1 Amroth, Backstabbing and treachery are normal
peopled by upright and sturdy citizens and practise here and only the iron discipline of
manned by sailors of mettle. The proud the leaders prevents civil war and allows the
ships fare upon t$e seas and the bright raids on Gondor's shipping to be organised
swords of the merchant soldiery are often in above the chaotic level. With the exiled
action against the slave ships of Harad and Gondorean population adventurers have
the Corsairs of Umbar just across the no problems concealing their origins and
Windy Bay of Bel. Tlqe fertile coastlands can get on with reaping rich rewards,
thereabouts are populATed by farmers and planning acts of sabotage or gathering
craftsmen in closely-linked villages who information.for Gondorean warlords.
supply the city, merchants hriving on the
Gondor.
Jg.
trade between the two area and the rest of The two rather different time-setting
supplements are Mona and Isengard &
Northern Gondor. Moria's setting is time-
This mixture of brightness, fearlessness and less, useful from the Second Age onwards,
humanity has its tainted side as well, with and the supplement dwells on the physical
greediermerchants, spies in league with the aspects of the delvings and on the dwarfs
southern enemies. thieves and roeues. and their practises - but is very much a
merchants who supply black markkt drugs 'general adventuring' setting. Isengard on
and outlawed substances, crooked justi- the other hand is set in TA 1440-1450 in the
ciars and mendacious officials, bullying Kinstrife, the civil war of Gondor, and
sergeants and thuggish guards. Under a concentrates on the clashes in society - as
weak or indolent Prince, the pride of well as detailing the Tower of Orthanc as an
Gondor's provinces might easily become a adventure setting.
haven for the wicked - these might include
the player characters, or they might be the
ones trying to preserve a sanctuary for
goodness and truth. To conclude, I would just like to commend
to you the works of JRR Tolkien and his
If the players want to lead their characters son, and hope that in them you find enough
in search of the odd vicarious adventure, material for all the campaigns you could
the ruins of the elvish port of Edhellond are anticipate ever wanting to run. Don't get
just a few leagues away, and Umbar, Harad worried about playing around with
and even Mordor are not far by boat, the Tolkien's history or timeliness if you wish;
usual mode of transport in these parts. expand on what he has given us in his tales;
use your imagnination and concentrate on
thefce campafms the atmosphere of them, for this is their
greatest asset. We owe the very concept of
roleplaying games to Tolkien and therefore
Most of the ICE modules have a specific it seems only natural that we should
campaign setting - the favourite being an eventually return to him for inspiration in
interpretation of the area in the mid-seven- designing authentic and believable
teenth century Third Age -around TA campaigns. I took my title from the subtitle
1640-1650. This is the time for Northern & of The Hobbit: 'There & Back Again', and
Southern Mirkwood, for example, where I leave you with another quote from that,
the linked supplements Cetail the Shadow Tolkien's earliest published volume.
on the Forest cast by the Necromancer, the
life of the Northmen (many different tribes "Many shook their heads and touched
being covered including Beornings, their foreheads and few believed any
Eothraim, Gramuz, urban settlers such as of his tales, yet he remained very
those at Esgaroth and Dale, Easterling happy to the end of his days, and those
raiders, Gondorean subject nations and were extraordinarily long."
Woodmen), the Elves of Thranduil, the
Dwarves of the Lonely Mountain, as well as I wish you many long and happy days adven-
creatures and evil things such as orcs and turing, no matter how few believe your
trolls and spiders. This setting is one of tales or how many shake their heads at you!O
lling Road, Hammersmith, W6
(Tel. 74 1 34451

Manager: Pete Berry arest tube: Ravenscourt Park


Manager: Steve Baker
6It flowed eagerly forward,
temporary eyes and mouths
forming and re-forming con-
stantly across its protoplasmic
bulk 7
nter the awesome universe of Investigator's Book - detailing infor-
the Cthulhu Mythos, those mation for players and gamemasters, full
dread tales of magic, science, rules for character generation, skills, oc-
arcane law and unnameable h ~ r r o r ;a cupations and resources.
universe threatened by the unutterably
evil Great Old Ones whose minions plot Keeper's Book - for gamesmasters
the return of their foul and mighty lord, only. Full rules and illustrations for the
Great Cthulhu . horrific beings of the Mythos, magic, and
use of famous books in the game. Plus
Call Of Cthulhu is a sophisticated further notes to aid play and scenarios
role-playing game without board or con- ready to use.
ventional playing pieces. The action and
events take place in the shared imagina- Sourcebook for the l920s - which
tions of the players and gamesmaster. gives abundant non-Mythos data, essen-
As a player in Call of Cthulhu you tial for accuracy and atmosphere. A host
are cast in the role of an Investigator, of plans, price lists, maps, biographies,
piecing together clues and striving to distances and non-Mythos monsters upon
thwart the machinations of the Great Old which the inexperienced Investigators can
Ones and their insane worshippers as you practice their skills.
move through the colourful world of-the
1920s. As a gamesmaster (Keeper), you Includes a l l the information previous-
will present this world to the players and ly published in The Cthulhu Compa-
control the cosmic horrors and their nion, with new Mythos lore, skills,
obscene conspiracies. Sourcebook data and scenarios.
This new HARDBACK format con- Including Colour Plates - eight stun-
tains all the information you will need to ning full-colour prints fully evoking in
enter a world of Gothic horror in the true graphic detail the true horror of
Lovecraft tradition. Lovecraft's dark visions.

[w] AN ADVENTURE GAME

Call of Cthulhu' is Chaosium Inc's registered name for


its H.P. L o v d roleplaying game.
, ,-,
1KC.
,
Available from good Game Stores or in case of difficulty contact:
U.K.
Games Workshop Mail Order
Chewton Street, Hilltw,
Eastwood, ~ o & ~ h a k
NG16 3HY
U.S.A.
Chaosium Inc.,
PO Box 6302
Albany CA 94706
U.S.A.
PUBLICATION POST FREE IN THE MAINLAND U.K.

FOR ACCESS & VISA ORDERS RING THE MATT-ORnRR H M d W - q nN (M71\ 71;0439/71;(W;3 rCkl
I
i

?
I

in nasty imentive&sr.
Recommended.

-----

savehis pmw
apto- Caw(
,. af. E d v .

'
hleemwh&, in *present;, &IVB Nmh,
playing his old role from Mkx 3Qmtd
straight, is mildly perturbed ta W h h
pmact beamingLEp-deepin dew 'tttted
M s . His forensic erptrt, haxne%art,
promptlp shows her comIJIeteinve&gative
prafessiagalism by fdliqfar Lm&at,
who ream by retreatin mto flats-8
atma tris I& Eentury Le v ~ e~
. ~ aud k
this is $sing on,
rp hopath
Clancy Bmwn is giving him a ard time in
both erm.
Once a*, J ' s &Ait'8 the that's ,
to blame fur mmt of tb &Im'sWccIencies.

in the firs; @a=. P


or out ~f&wi8zter %zmevet
!?txe?h?e ihgicdly
rmecessary
la's
H-W (U),m@my'ss~cond
&'eatwe; b$-six *PXrS FJM m w ,
and still as freshad &li&tfuf as it was on
my first release, The sheer

yaa mkEt, it won't be r o d again for -i

m o w mwn years.
BEATTIES NEWCASTLE: VIRGIN GAMES CENTRES Games People Play, Josef Kober,
CENTRAL LONDON: 43/47 P~lgrlmStreet, N E l 60E. ABERDEEN. 5 Well~ngtonTerrace, Grablln 14/18. A1010 Wien,
202 H ~ g hHolborn. WClV 7BD. TAYLOR & McKENNA 172 U n ~ o nStreet. AB1 l Q T . London, W2. Tel: 01 553 4345. Austrla.
NORTH LONDON: A Y LESBURY: BRIGHTON: NORTH LONDON: Codaco s.p.r.l.
10 The Broadway. Southgate. 13/15 High Street. HP20 ISH. 157-161 Western Rd., B N l 288. Leisure Games. 1072 Chausse, Belgium.
ROMFORD: BRISTOL: 91 Ballards Lane, Finchley, N3. Jeux Actuelr,
BANBURY:
771 1 H ~ g hStreet. RM1 I J U . 28 Br~dgeSt.. Cherwell Centre. 18 Merchant Street. BS1 3ET. BATH: BP534.27005 Evreux Cedex,
WATFORD: BIRMINGHAM: Cyril Howe, France.
BLETCHLEY:
70 The Parade, High Street. 98 Corporation Street, 8 4 6SX. 13/14 Cheap St.. Bath, Avon. L'Oeuf Cube,.
16 The Concourse. Brunel Centre,
SOUTH.EAST LONDON: Bletchley, Milton Keynes. BROMLEY: NEWCASTLE: 24 Rue L~nne,75005 Paris,
C/OBurtons, 140-144 The High St. Leisure World, France.
210 Lew~shamH ~ g hStreet. HEMEL HEMPSTEAD: . -.
L Hlgn trlars,
CROYDON: 203 Marlowes. HPl 1BL. GLASGOW: Libraire des Tanneurs,
135a North End, CRO I T N . KETTERING: 28-32 Union Street, G l 3QX. NE1 7XG. 26 Rue de Tanneurs,
KINGSTON-UPON-THAMES: 19/21 Gold Street, Newborough LEEDS: ROMFORD: 13100 Aix en Provence,
30132 Eden Street. KT1 1EP. Centre. MN16 8JB. 94-96 The Brlggate, L S ~ 6BR. Railwaysf France.
1 Old Mill Parade. Vlctorla Rd., Fantastic Shop,
SOUTHAMPTON: LUTON: LONDON:
Klrchfeldstr. 143,
114 East Street. SO1 I H D . 100/102 Cheapside Mall, 100 Oxford Street, W I N 9FB. Romford' Essex'
4000 Dusseldorf 1, Germany.
BRIGHTON: Arndale Centre. L U l 2TF. PLYMOUTH: STOKE-ON-TRENT:
418 Dyke Road, BN1 3FE. MILTON KEYNES: 103-105 Armada Way, Plymouth. Fantasy Spiel und Fantasy,
BIRMINGHAM: 64 Midsummer Arcade, Secklow GAMLEYS LTD, 10 Market Square Arcade, Isenbergstr. 31, 4300 Essen 1.
26 South Mall. Birmingham Gate West, Central Milton Keynes. Hanley, Stoke.on-Trent. Germany.
SUTTON, SURREY:
Shopp~ngCentre, 82 4XD. NORTHAMPTON: 141-143 High Street. SM1 IJH. - 0 - Das Spiel,
LIVERPOOL: 41/43 Pr~ncesWalk, Grosvenor MAIDSTONE, SCOTLAND: Rentzelstrasse4,
36137 Dawsons Way. Centre, N N l 2EL. Stoneborough Centre, ME14 1BY. SB Hobbies. Ecke Grindelalle, d200,
St. John's Centre, L1 1 LJ. PETERBOROUGH: 79 Main Street, Prestwick, Hamburg 13. Germany.
CRAWLEY, SUSSEX:
BLACKPOOL: Unlt 8, Queensgate Centre. 12 Haslett Avenue, RHlO lHS. AVrshire. De Spelciaalzaak,
19 Houndshill Centre. WEST EALING: - - -- - -
T. ~..Inmr,
. . . . 1..
7n71 Kerkstraat 186,
Victorla Street, F Y I ~ H U . 72A Broadway, W13 OSY. West Coast Models, 1070 GT Amsterdam. Holland.
BRISTOL: HIGH WYCOMBE: 83 Cathcart Street, Boutique de la Grande Armee,
17/19 Penn Street, BS1 3AW. 27 White Hart Street, H P l l 2HL. Greenock, Scotland. Willem de Zw~jgerlaan120,
CARDIFF: SOUTHEND: Tel: 0475 87738. 2582 EV, Den Haag, Holland.
North Gate House, K~ngsway. Toystat~on,c/o Keddies Ltd., John Menzies plc., Broese Kemink Booksellers BV,
LEEDS: The High Street. SSl 1 LA. LONDON: 107 Prlnces Street, Edinburgh. Zandveg 69c.
16/18 King Charles Street. HAMLEYS Selfridges, 36 Argyll Street, Glasgow. 3454 Jw de Meern. Holland.
MANCHESTER: LONDON: G ~ f Department,
t 4th Floor, Selegiochi, s.r.l.,
416 Brown Street, M2 1EE. 188/196 Regent St.. W l R 5DF.
-0- Via Fumagelli 6.
Oxford Street, London.
NOTTINGHAM: BATH: Harrods, OVERSEAS: 20143 M~lano,Italy.
3 Mount Street, N G l 6JW. Milsom Street. Bath, Avon. Adult Games Department, Spielerei, JOC Internacional.
SHEFFIELD: BIRMINGHAM: Ground Floor, Maria Hilfer Strasse 77/79, F. Matas Salla, Sant Hipolit 20.
38 Pinstone Street, S1 2HN. Colmore Row. Birmingham. Knightsbridge, London. 1060 Wien, Austria. 08030 Barcelona. Spain.

Please mention White Dwarfwhen replying to advertisements. ~ E E 7 : \ 1 : 1 Y19


4 Axle says:
9 Axles Armies
4
A
25mm FANTASY ARMIES
E 19.70 + £1.30P&P
-ftt MEN OF THE ORIENT - MEN OF THE WEST -DWARFS - GOBLINS -
ORCS - HIGH ELVES - UNDEAD - SKELETON - BOARFACED ORCS
15mm FANTASY ARMIES Good and Evil
I1
- - - - - NOT
WHY
VISIT Tnt
GUARDROOM a
--
1- w n

-
£16.50 + 98p P&P AND SEE 0-LJR
SPECIAL OFFER I c01WPLETE RANGE OF &
"" MERCENARIES, SPIES AND
PRIVATE EYES RULE BOOK
GAMES AND FIGURES. &
Plus
rrmL,
"---dl'Games Shop" -&
P

P STORMHAVen"
~ d v eture
n
Includes
"Cardboard~eroes"
4 RRP £12.45 OUR PRICE f9.95 38 WEST S
Tel: (0582) 606041
$ 1highlyrecommend you
INCP&P
invest in a copy -.Dqerent Worldsn 2 miles from Junctlon 11 on the
MI
&&$$$$4$&4~4&4$4&&&4&
grzernLin
mfofatu~es
U K Please add 10% Orders over a5 POST FREE!
OWRSEAS Please add 30%(min51)
P.O. BOX 154, WEMBLEY, MIDDX HA0 3UG
AIRMAIL add 60%(rnin 51 )

Fmm the nudest caueruzs


come the
TFU Troll with axe
Lb!
TR2 Troll with rock
TR3 Troll with tree-trunk club
aria ;yet rnOrzeOR!
OC6 Helmeted archer (redesigned) 50p OC37 Warlord 7%
TR4 TroU with scimitar OC6a Archer 5Op 0 0 8 Warlord on skull throne 5 2 -50
TRS Troll with battleaxe OC7 Kneeling mher 50p OC39 Warlord's bodyguard ~OP
all Trolls 51-50 OC8 Loading archer 50p OC40 Warlord's drummer 51-50
OC2l Wolf-rider with heavy weapon 51 OCAl 2 orc 2 wolf chariot 5 3 -95

sae FOR on WF3


OC24 Wolf-rider with sword on WF3 El
O W 3 orc 4 wolf chariot
OC43 Warlord's chariot
6 4 -95
65 -95

C U ~L
m
l
OC27 Lancer on WF3
O W Wolf-rider with mace on WF3 El
OC33 Archer on WF3
51

51
O C 4 Ballista & 3 crew
WFI Leaping wolf
WF2 Running wolf
5 1-80
Sop
~OP
'Metal Miniatures are not toys and are not sunable
for ch~ldrenunder 12 yean of aga They contam OC36 Chieftain on WF? 51 WF3 Standing wolf 5OP
lead whtch may be harmful ~f chewed or swallowed'

20 %$vJZKam Please mention White Dwarfwhen replying to advertisements:


KJC Games. Britain's leading Play By Mail company, introduces t o you our new Play By Mail game of Xenophobia. Conquest,and Space Warfare called...

-
BRITAIN'S MOST ADVANCED COMPUTER MODERATED PLAY BY MAIL GAME ...A N EXCITING NEW GAME

- . -to:
;end ~K,~JC-.-Games
- ~.-.
-~ ~ -

22 @5mKm3- Please mention White Dwarfwhen replying to advertisements.


of the character's parents, grandparents or GMs can either roll for the class(es) gained,
Introduction great-grandparents was an active psionic. or choose as they see fit for the character -
Add three per cent if a parent (thus a 00 for example a cleric solpitor.
If, like myself, you have used the psionics chance becomes a 97 chance), two per cent
rules given in the PHB and DMG, you will if a grandparent, and one per cent if a Once the class has been determined, the
probably have found them time consuming, great-grandparent. These bonuses should number of abilities within that class must be
unwieldy and lacking in cohesion and be GM-modifiable; if a character has two found, using Table 3 for psionics, and Table
depth. What seems to be lacking is any master psionic parents, a large st;cond 4 for master psioni
avvreciation of what Psionics is. This bonus could be added. Clearh these sorts
Gt'icle puts the emphasis on abilities, and of modifications can only appiy to those
adds an extra dimension at high levels. families the GM has considered in great
detail. I find family trees very worthwhile,
and certain lines having psionic tendencies
Psionic Types does lend an air of continuity and self-
consistency to a campaign.
There are four main types of psionics -non,
latent, psionic and master. Also available Classes
are the grandmaster and transcendant
categories, both of whom have extra- Something which has frequently bothered
ordinary mental powers. Non-psionics me is the random nature of the abilities
have no mental ability whatsoever and can gained by psionic characters. I have created
never gain any, short of a deity's seven classes of ability, and the majority of
intervention. Latent psionics have a very psionics will have closely related abilities
minor ability, which remains dormant until drawn from one class. Some characters,
the individual is in a stress situation - when according to Table 1,can have two or three
it becomes active for a short time. If such an classes, making them more versatile:
occurence happens, there is a GM modifi-
able 50% chance of the ability actually
being usable. What constitutes a stress
situation is up to the GM, but they should
be rare events- such as a particularly tricky
fight or problem. Psionics are active In the cases of psionics with more than one
mentalists - but they are able to use the class, the above tables are used, but the
lower abilities only (qv). Master psionics GM chooses or rolls for one of the classes.
can use both upper
-- and lower abilities. The first abilitv is gained from that. then
The classes are communicator, compulsor, any others in Aass"sequence up to the
In the exceptionally rare cases of grand- kinetic, modifier, perceptor, soliptor and character's maximum. Note that master
master and transcendant psionics, they can transferer, and have abilities according to psionics gain all their lower abilities first,
use the supreme and summit abilities then move on to th
respectively. These characters should not
There are a f i w differences to the abilities
as given in the PHB, though most are
essentially the same.
Ventriloquism-this is similar to the spell of
the same name, the user being able to
throw his voice, but also to disguise it with
only a small chance of failure.
Mind Reading - this is best thought of as
'deep ESP', with hidden, but not sub-
conscious, thoughts being readable.
Voicing- this is rather like one-way
telepathy. The user can make his voice
sound in the receiver's mind, but no reverse
communication is possible. The limitations
are as telepathy in terms of distance, etc.
Influence -with this ability the compulsor
can effect a short term behaviour modifi-
cation of the victim, though suicidal or
other actions contrary to the basic nature
and alignment of the creature will not be
swces~ful.
Possession - this is similar to the clerical
spell, but is difficult to enforce since the
victim has a save to throw off the attempt Cell Adjustment - though the same as in Training to Improve Type
every round. Actions contrary to the basic the PHB, it is perfectly possible for the
nature of the victim cannot be attempted. reverse effect to be attempted, causing It is possible to improve t pe, providing
damage. A roll to hit will be required. there is something to wort on. This means
Frfcturing- with this ability non-metalic latents can become psionics, psionics can
objects can be fractured; eg, arms, stone Health Sense - this ability allows the user to become master psionics, and so on given
statues, etc. It can also be used to start detect the state of health and alignment of time. Non-psionics can never gain any sort
avalanches given suitable conditions. any creature. The former will work on both of mental ability. To train up to the next
plants and animals, the latter on any being type, the aspirant must find a erson who is
Molecular Agitation -this ability now with an alignment. at least of this type already. &en, provided
includes the reverse, Molecular Damping; the trainer is prepared to do the work, he
effects will be similar to the druidic chill must spend a suitably long period of time in
metal spell. Healing - this allows the psionic to heal all
ailments, injuries, diseases etc, however training after which he must throw under
caused. The psionic can remove harmful or the sum of twice his intelligence, his
Flight - similar to the spell, the user being wisdom and halfhis charisma on percent-
able to fly at a maximum 2 4 , with addictive drugs from a person's system,
neutralise poison, and temporarily cure a iles. Success means reaching the next type
manoeuvrability class B. with a gain of psionic strength, 3d6 if latent
psionically-induced insanity (qv). Scar
tissue can be removed, paralysis and to psionic, 2d6 psionic to master, ld6 for
Phasing - using this, the psionic can walk other changes. If the throw is failed then he
through walls and other solid obstructions blindness cured, etc. Point costs is depend-
ent upon the severity of the case, but will gets to the next type, but with a d l 0
rather like a spectre. It is not the same as strength loss due to the irreversible stress
gaseous form. vary roughly between 15 and 50.
damage to the mind. Once trained to the
Blink- essentially the same as the spell, but new type, the character rolls again on the
Size Alteration.- this is an amalgam of if the psionic blinks into solid material, he appropriate table to determine the number
Reduction and Expansion, with the effects will be instantly transported to his original of abilities he can acquire. This result can
being a's given for both in the PHB. position. never be less than that originally rolled.
~llusionism-this ability allows the user to Object Teleport - this allows the user to Example: a psionic with three lower
alter his appearance rather like the change teleport non-animate objects to and from abilities, trains to become a master. He
self spell or disguise, with the limitations of places within his field of view. rolls 61 on table 4, which would give him
the former, in that a save must be made by less lower abilities than he previously
viewers. The size limitations are also as this determined. The re-roll is 25, and he thus
spell. gains one upper ability. 99 would have
The PHB proposes a somewhat artificial gained him a lower and three upper
Scrying - this is very long range (theoreti- system of gainin abilities, and psionic abilities.
cally infinite) vision, the psionic's view- level. Instead, I i a v e designed it so every
point travelling as his mind dictates. psionic has a 'degree' which is solely
However he must remain in trance during dependent upon the use of his mental l uecomlngpslonlcs, characters
11rney ~ a iin
the operation, and all his senses are abilities, and independent of anything to do can still try to be latent, though they must
blocked off from the real world. A scryer with his profession and level therein. have a minimum score of twelve in one of
can also locate objects or persons by first GMs should alter the psionic's ex erience INT WIS or CHA to attempt this. This is
concentrating, then letting his mind's eye
travel to the object in question.
E
just as with normal experience, w en
mental abilities have been used. The
checked by throwing under the sum of
intelligence, wisdom and half charisma on
degree system is based on the experience percentiles. If successful, the person is a
Detection -this allows the user to detect table of thieves, degree one being 0-1250 latent psionic, and can have either one or
hidden, invisible or disguised persons or experience points, degree two being two abilities (6 on d6 for the latter) drawn
items, though ethereal, astral, out-of-phase 1251-2500, and so on. For every degree from one class only, which are 10% oper-
things, etc cannot be detected. attained, the psionic gains a new ability up able in a stress situation. Exactly what
to his maximum, and the ranges and powers counts as a stress situation is up to indivi-
Sensitivity to Psychic Impressions - this is , of the abilities are altered as with the old dual GMs, but it might be a fight where the
now an upper ability, and is accordingly 'level of mastery'. There is no degree above character is badly injured, or perhaps is
more powerful - there need not have been the twelfth, so certain abilities, eg Animal being stalked by a giant spider, or tortured
a particularly e v e n t f u h rence for the Telepathy, should be altered to suit the new by brownies. Emotional stress can also
%
psionic to pick up visions o f t e area. system. trigger the latent psionic. When
psionics (whether their abilities we 'on' m
'off'). Rather than the multifarious &e&s
of the DMG, a simple stun is effected which
lasts for three plus the psionic's degree
hours. The victim (only one at a time) has a
save against breath weapod, but no
modification should be made for magic or
protection of any kind. To throw psychic
energy, the psionic must have 100+
strength at the beginning and the end of the
attempt. Range is line-of-sight.

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:

All but five are as the DMG (pp 83-4). An


Arsonist is obsessed with fire, setting light memory, right down to subconscious
to things or just playing around with it; an Abirtts myr- thoughts and memories.
Obsessive is someone with mild to medium The above abilities are not like normal
monomania; Phobics should have a psionic abilities; they should be given the Infinite Telepathy - this, as its name
randomly determined phobia (those drawn individuality that lends itself to such high suggests, is telepathy unlimited by
from Call o f Cthulhu are excellent): levels. and GMs i r e free to alter and distance, planar considerations, etc. The
Dependants are those persons dep&dant modif; the basic. descriptions given below only thing needed is the name of, or a little
upon some drug, situation or emotion to to suit their own characters and campaigns. background information on, the person to
keep them going; finally, specialtunusualis Mass Voicing - this is similar to Voicing, be communicated with.
for GMs to design insanities befitting
special characters. Of the above twenty, but can be used to communicate with far Animal Mesmerism - this is the control of
obsessives, phobics and dependents are all more people. The receivers need not be in large numbers of animals to do the psionic's
on-stress types. A character with any of the the same area, but must be either visible or will - eg, stampede.
other will be normal except in a stress known to the user.
situation - then GMs must roll according to Mind Searching - with this, the psionic can Mob Control - the user can control large
Table 6 to see if the insanity exhibits itself. scan a person's mind and discover any fact crowds of people, perhaps using them to
Latents are not subject to insanities. that the person knows or has stored in his riot, fbrce a gate, etc.
P
z,

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

Weather Control - large scale weather


control (similar to the druidic spell) can b
effected with this ability. 4ost of the extremelv high level abilities should use all of the D S I O ~ I C ' Sstrength. since i
~ s like to introduce a 'tiring' 'factor to limit &eir usage. fi
hey are so powerful, > n d " ~ might
Ability Copying - this allows the user to
copy any natural ability (not learned ones
swill simulate the stresses put on the psionic's mind, and curtail the ability dominating c$,
..
ry aspect of play by being too easy to use. v ..,
&.";"'
such as thieving, or spell casting), and
subsequently use it, with PS as the energy the lower and upper abilities, a table is given below which ennumerates the various $
source. For example the psionic could copy istics. 'TOC'stands for 'time of concentration', 'Zdeg' for 'degree' and 'r' for 'round'. L" %
a breath weapon, demonic ability etc.
Rejuvenation - this, if exercised contin-
uously from the moment it is acquired, will
virtually stop ageing from then on. Any
breaks in use of over a day or so should
result in a proportion of pre-
viously gained years suddenly returning.
Temporal Adjustment - this is a fancy
name for time travelling. GMs are advised
that it is wise to finalise their own concepts
of time before trying this, as things can get
very complex and confused ....
Multidetection - this enables the user to
detect anything about a creature, object,
situation, etc, such as alignment, magic,
poison etc. The detective spells of a
previous WD are excellent source material.
Pastviewing - this ability allows the psionic
to see into the past events of the area he is
in. All events back to ten years per degree
(cumulative) can be seen, though a com-
plete scan of past happenings would take
some subjective time, and a lot of psionic
strength. All occurences within, or which
would have been within the psionic's sight,
can be seene.
Expanded Scrying - this is basically an
improvement on Scrying, the user being
able to expand his senses in three dimens-
ions rather than one, or very much further
in a given time in one dimension.
Rainbow Envelope - this is an effect the
soliptor generates in his mind, which
surrounds an opponent. It will cause seven
effects, which GMs can determine for
themselves. One example could be slow,
nausea, pain, unconsciousness, loss of INT,
WIS, STR, etc. The psionic gains one new
effect er de ree above the one at which ht:
f %
gaine the a ility, with a new colour; the
visual effect is of a coloured bubble around
the victim.
Energy Creation - this is a function which
enables the soliptor to create the equivalent
of an electrical fireball, which will do one
d6 damage per degree. It is fully control-
lable in speed and direction up to the point
of impact, though there is a maximum time
for which it will exist before exploding of its
own accord. One bolt can be created per
degree.
Come & see the BIGGEST & BEST
ESDEV 1UM GA M-ES
LOW COST MAIL-ORDER SPECIALISTS
. Selection of Games, Rules Accessories
in the South Historical Board
Wargames

@
I

Wide selection of boards, pieces & sets for CHESS, GO, SHOGI, MAH JONG, lmper~umRomanum ( t ~£24.95
)
Firepower (AH) £22.95
BACKGAMMON, TRI-CHESS, Jena-Auerstadt(SPI) £6.95
CITADEL, GRENADIER, PRINCE AUGUST + ASGARD Fantasy and Science Fiction Auerstadt (CoA) £18.75
miniatures at manufacturer's prices. P&p 10% (30p min.-£1.30 max.). Eylau ~23.75
Overseas p&p 30% (80p min.) Fantasy Games W~nter
The GreatStorm ~10.75
Invaston E13.95
* Other Role-Playing Games

@
Dark Emperor (AH) C18.95 Quebec. 1759 (Col) £14.95
Warrlor Knlghts (GW) £14.95 Arduin Trilogy £19.95, Lost Grimo~re£7.95 Squad Leader (AH) £21.95
Chlll. Black Morn Manor (Pace) £12.95 Arduln V £6.95 Cross of Iron (AH) C18.95
0 Arabtan Nlghts (WEG) £14.95 Aftermath (FGU) E20.75 Crescendo of Doom (AH) E18.95
Deathmaze E4.95 Into the Ruins £5.45, Empire Karo £4.45 G.I. Anvil d Victoty (AH) £30.45
Dungeon (TSR) £6.95 Operation Morpheus£6.95 CoI. COD. Rogue. WWW Scenarios C6.W.s.
Quest forthe Dungeonmaster (TSR) £5.95 Champions (Hero) £8.95 Advanced Squad Leader Manual £39.95
Science Fiction Sorcerer'sCave (HPG) ~8.95. EX^ Kit £3.95 Champions 2 C6.95.3fS.95 • Beyond Valor C39.95
Mystlc Wood (HPG) £8.95. Exp Klt £3.95 Enemles 1.2.3E3.95 w. Namandy (SPI) £6.95
Dune (AH) £16.95
Sp~ceHarvest £9.50, The Duel £13
* BarbarianKlngs (SPI) E5.95 Adventures 1-4 £3.95 en. Vletnam 196575 (Vlc) EM.95
Dragon Rlders of Pern Boardgame C12.95 OrgantsatlonBk 1 8 2 E 3 . 9 5 ~ . Chlckamauga(WEG)£13.95
Judge Dredd £9.95 Dragon Rlden of Pern Actton Bookgame £12.95 Blood of Dr McQuark E3.95 Kjller Angels (WEG)£16.95
Freedom ~nthe Galaxy (AH) £20.95 Tallsman£10.95 Conan RPG (TSR) £9.95, CN1,2,3E4.%ea. Shjloh, South Mountam (WEG) £10.95 ea.
Starfleet Banles (TF) I, 11 8 111 £14.95ea. Tallsman ExpansionE3.95 Dare Devlls (FGU) £13.45. Adv 1-4 £4.45 ea. Wellington's Vldory (SPI) E24.95
Captam's Logs 1,2,3 £4.95
SSD ~ o o I-7~3.95ea.
b
Elnc (AH) E16.95 * DC Heroes RPG E12.95 Blue 8 Grey Quad (SPI) £15.95
+ SFBCommandersRulebook 1.2 E10.95ea.
0 Clerlc's Revenge (ICE) £1495 Blood Feud, Selge E4.95ea. Gleam of Bayonets(SPI) £24.95
The Keep(May) £12.95 Wheel of Destruction C4.95 Banle over Brltaln (SPI) £24.95
a Update I£4.95, Re~nforcements EL50 Sanctuary (May) £12.95 Batman£7.95. Hex E4.95 r 809 Napoleon's DanubeCamPalgn(Vic) £18.95
Star Commando (HC) £7.95 Worlds of Boris Vallejo (May) £12.95 Prometheus. Doomsday Process E4.95 ea. LawrenceofArab$a.Klrovgrad (3W) C14.95ea.
StarshlpTroopers (AH) £16.95 Iltad, Odyssey (IT) E9.95ea. Dragonroar (SGP)E12.95 ~ r m ~ ofe sthe Potomac. Tennessee(3W) £14.95
M!llenlum, ldro (IT) '215.95 ea. 0 Zargo's Lords (T) £13.95 Zheverh Gauntlet £ 9.95 ea.
Hammer's slammers (May) C12.95 * Ctty of Sorcerers (SGP) £9.95 The Balladof Skwn La 'Ana E2.95 Warlords (PG) £21.95
Forever War (May) E12.95 Lords and Wlzards (FGU) E14.95 Dragonquest Adv 1.2.3 £3.50, Screen £1.95. Never Call Retreat (w) £12.95
Company War (May) E12.95 Dragonlords (FGU) £9.95 Frontters of Alusla £2.95 The Cossacks Are Coming (PWG) £14.95
Sword and the Stars (SPI) C7.95 Illum~nat~ (SIG) £7.95 Exp K i s 1.2.3 £6.95ea. En Garde (GDW) E4.45 TO the wolf's Lan (PWG) £16.95
Rlngworld (Ch) R £19.95 Dragon Pass (AH) E16.95 Espionage (HG) £6.95 Gazala 1942, Aachen (PWG) £19.95
Campanton £6.95 Maglc Realm. Dragon Hunt (AH) £16.95 Danger lnternatlonal(HG) £9.95 Kharkov £24.95, Kanev £10.95
Invasion Earth (GDW),Mayday (GDW) £9.95 w. Tltan £16.95 Wizards (AH) £20.95 Border Crasslng C3.95 Black Sea. Black Death (PWG) £14.95
SnaPShotE9.95,5th ~ r o n t ~War e r (GDw) E13.95 Fellowship of the Ring ( 1 ~E16.95
~ ) Elfquest(Ch) E14.95, Companton £4.95 Rommel's War (QG) £18.95
0
Dark Nebula. Asterold (GDW) £9.95 ea.
Godsf~re (TF) E16.95
* Lonely Mountaln (ICE) £8.95
+
Sea Elves E4.95
Fantasy Hero (HG) £9.95
World m Flames (ADG) £34.75
t Banle of the FlveArmles £9.95 RAF (WEG) E16.95
Star Ace (Pace) £9.95
Adventures 1 4 Screen £4.45 ea.
Rlddleof the R!ng (ICE) E14.95 * Flashlng Blades (FGU) E10.75 V~aorym Europe (OME) £14.95
Wabbit Wampge (Pace) £12.95 ParlslanAdventures, Cardlnars PenlC4.45 Korean War (Vlc) '223.95
Allens £7.45 Marvel Superheroes Game (TSR) E10.95
The Last Starflghter £14.95
StarflghterDuel £6.95
-
Fantasy Role Playing ModulesMHI-8~3.mea.
Hell's Highway (Vlc) £20.95
1830 (AH) £22.95
Paranola R £13.95, Screen £4.95 Dungeons & Dragons (TSR) R ACC~SO~,~SMHACI-5.7.8,
MHAC6. MHAC9 £7.50
MHSPI £3.50 ea. Streets of Flre (AH) £27.95
Banle Hymn (Vlc) £29.95
Acute Paranola £7.95 Basic Set £9.95, Expen Set, Companion Set, ~ ~ S P 2 f 5 . 5(Secret
0 Warsll!. Aegean Strike (Vlc) E19.95
Send ln theclones. Black BoxBlues £5.95 Masters Set £10.95 en. Pendragan (Ch) E15.95, CampaignE6.95 Third World War (GDW) £14.95
es. Players Handbook, UnearthedArcana. Oriental The Nobles BookE8.95 SouthernFront £14.95
Vapours Don't Shoot Back £4.95 Adventures E11.95 ea. Powersand Perlls (AH) £24.95 Arctlc Fmnt (GDW) E13.95
Stellar Conquest (AH) £24.95 Monster Manuals 1 8 11, Fiend Folto. Legends8 Perllous Lands £20.95 Maln Banfe Area (OME) £21.95
Dr. Who RPG (FASA) £14.95 Lore E10.95 ea. BMk of Tables. Tower of the Dead £9.50 en. Ranger (OME) S E14.95
Lordsof Dest~ny,lytean MenaceE6.95 en. DungeonMasters Gu~de£12.95 Privateers 8 Gentlemen(FGU) C14.95 Trlal of Strength (Panth)£26.95
The Daleks £8.95 TSR Adventure Modules(levels) Heart of Oak £5.95
* Countdown. The Hartlew~ckHorror C6.95 en. 61x1 (2-4) NlghYs DarkTerror E7.95
Ktngmaker (HPG) C12.90
* The Master £9.95 CM7 (8+ Elves) Tree of Llfe £5.50
Declston at Dierba £4.45
Klng Over the Water C5.45 Other Games
Other Suns (FGU) R £13.95
Alderson Yards £5.95
OAl Swords of the Damyo (1-4; 6-10) E6.95
DL12 Drsgonsof Fa~tWTal~s £8.95
Pa-World (FGU) £10.75
Underground Rallroad £4.45
* Cosmic Encounter (GW) £12.95
DL11 Dragons of Glory Boardgame £8.95 Bounly Hunter £16.95
Hammer Shall Strlke £4.45 + Rallway Rlvals (GW) £12.95
SF-Star Trek R (FASA) E9.95 N3 (1-4) Destiny of KlngsE5.50 Stalklng the Nlght Fantastic (TnTac) £11.95 Klondlke (Col)£11.95
Ship Combat E9.95. Update E6.95 (1-3)Bl-9,Nl,BSolo,Tl,Nl. Ut, U2, UK5E5.50ea. Hells NlgM £4.95, Haunts24.95 Superpower (GW) E12.95
Trader Captalns 8 Merchant Princes £6.95 * C3 £4.50 Stormbrtnger (Ch) £16.95, Companion £6.95 en.
Romulans, The Kllngons E10.95ea. * TI-4 Temple of Elemental Evil £10.95 Stealer of Souls £4.95, Demon Maglc £6.98
Junta (WEG) £14.95
The Brotherhwd (GDW) £9.95
EnterpraseDeck Plans n6.95 MVt (Solo)E5.50. UK5 E5.50 The Black Sword £5.95
Kllngon Deck Plans E15.95 Campa~gnTratl (GDW) £14.95
0 Romulan, Kltngon. FederationRecognition Runequest 111 (AH) R £39.95 Twillght2WO E14.95 Ralls Through the Rockles (AG) £16.95
lndlvldualsets. GM Box E26.95 Free Clty of Krakow £3.95
Manuals£6.95 en.

@
Players Box £20.95 Pirates of the Vlstula E3.95
0 The Tnangle E10.95 Rulns of Warsaw E3.95
0 Trtangle Campa~gnE8.95 Monster Coliseum E16.95 Black Madonna, Golng Homer3.95 ma.
Star Fleld Hex Grlds 55.95 Vlklngs £18.95
Victorian Adventure (SKS) E3.50
Ship Construct!on Manual£9.95 Gods of Glorantha £15.95
* Gr~ff~n
Island E16.95 Villa1ns8Vlgllantes (FGU) £10.75, RulesE5.45
Modules 1-11 £4.45 ea.
Magazines
SQ)~rlos: Scenarios imaglne£1.05
S"wQueen 'I1)e5.95 Most Wanted 111 £5.45
The Vanshed, Witness for the Defense, Denial of Warhammer £9.95. Forcesof Fantasy E6.95ea.
Dest~ny.Demandof Honour, Margln of Profit, The ~ ~ ~ P ~ (SJG, ~ a m e r
orc's Drln ~5.95
OTlon Ruse. Termlnatlon 1456, TheOutcasts "garth Rule'ystem 9.95
Supplements 1-4E2.25ea. or £7.95 the set Blood on the Streets £5.95 The Fantasy Gamer (SJG) £2.95
£6.95 ea. The DragonE4.W m.
Y~garthAdventuresE1.95(Adv 6) £2.30 Terrorofthe Llchmaster £5.95 Whlte Dwarl £1.00
Where Has All the Glow Gone? £6.95 McDeath E5.95
Returnto Axanar £10.98 Adventures from theAbyssE2.95 Best of Whne Dwarf Scenarios Ill22.00
Wtld West IFOUlC9.75. Widow's Peak £3.55
StarTrek Mlnl-Games £6.95 Mlnl-Systems: Weres C1.20 Breakout £2.00
In Search of spock, StruggiefortheThrone. Character Role Playing ~ 1 . 7 0 James Bond 007 RPG (Vie) DiflerentWorlds £255
StarTrek Duels 18 11 Ungart & Wyrdworld Scenarios E1.95, Unga115
£2.30
f14.95 Grenadier E3.00
Traveller'sJournal £1.85

@
Abyss Magazlne £1.50 Manuals-Basic, Q Equipmenl£9.50ea.
GM Pack 1 £9.95, GM Pack 2 n0.95 Best d TJ 1-4 £3.95 en.
Thr~ll~ngLocations£9.50 Heroes (AH), General (AW) P3.05ea.
Role Playing Aids V~llatnsC13.90 Mtnlature Wargamlng £1.05
0 Handbookof Traps 8 Tucks (DT) E7.95
Modules Octopussy, Goldf~ngerIaII £7.80 en. Adventurer's Club (Hero) £2.95
Monster Flle No 1 (DT) £4.50 The Beholder 60p
The Man Wlththe Golden Gun C1.m
Dungeon Floorplans 1 £3.50.3.4 £2.99 ea. J. SenselessCarn Soc 55p
A Vlew to a Kill £7.80
SF-Space Opera R' (FGU) Grtmtooth'sTraps 1.2 £3.75 S.E.W.A.R.S. 65p
Dr. No (S). You Only LlveTw1ce£7,80ea.
f17.75 City Book lE5.95,11E9.95 Llve 8 Let Dle (Tournament Lvl) £8.65 Redfox 65p, Palantir50p ea.
Ground 8 Atr Equipment E5.45 * DragonTree Spellbook (DT) E5.50
Book of Antfacts (DT) £5.50
* Back d Beyond E7.m Tempestuous Onflce 60p
Shadowflre 60p
Ouhmrlds. Star Sector Atlases 1,2.3,11.12
~5.95ea. Book of Plots (DT, E5,50 Rolemaster (ICE) £24.95 Demonsdrawl 50p
Alien Base. Manwan Ben U.45 w. Desert Plots (DT) £5.50 ArmSlClaw Law E8.95, Campa~gn8 Character Vacuous Gr~mo~re Mp
Caslno Galactica. lncedus IllE4.45 ea. Lost World Combat Books 1-14 (Nova) E1.99ea. Law f6.95 ea. Sorcerer's Apprentice W.95
Seldon's Starcraft Compendium l a ll E5.45 m. DWBN~S. Dark Folk. Wizards, Elves, Fantastic Spell Law E9.95 Flre 8 Movement £2.95
Vault of the Nler Queyon £4.45 Treasure I & II. Dragons E7.45ea. Cloud Lords. Slnklng PlalnsEB.95ea. Early Strategy 8 Tactics, Ares U.95 ea.
Rowslon2, Probe NGC 8436 E4.45 ea. Monsters of Myth and Legend 18 11 E7.45ea. Iron Wind C5.95, Vog Mur £3.95 Strategy 8 Tactlcs 101 on £4.95
Fason m Per11£3.55 Horse Clans. Wltch World E7.95 ea. Creatures8 Treasures £6.95 Doombook of Chaos M p
Cardsof Power £4.95. Chulling Chambers, Alluring
Operation Peregr~neC5.45
Agents of Rebell~on£4.95 Alcoves. Sylvan SeLngs, Fantastic Furnishings Middle Earth Role Playing (ICE) ~,~~~~~j~$,$:~,'"
Space Marines £6.75 '23.95 ea. B x ~8.95 Screen £3.50, RulebookC5.95aa.
f Houndsof Avalar Ssp, Trollcrusher80p
HarnE12.95. Clty of Harn £8.50, lvinia £12.95 0 Sourcepacks: Bree, Dagorlad. Shelob'sLaw, Wyrm's Claw 65p, Warlock£l.W
Spacemaster (ICE) f13.95 Gods of Harn £7.95 Trollshaws, Paths01the Dead. Goblins Gstsand Punt8 Pass. Dragon Lords60pea.
0 Tech law. Future Law E5.95ea. Ercyclopaed#aHarnica 5-16 £3.95 ea. Eagle's Eyrie, Thtevesof marbad E3.75ea.
lmpenal Crlsls £5.95 Lyihla. Rethem. Chyblsa£8.95~. Haunted Ruins of the Dunlendlngs E3.50
Akalsha Stallon £3.50 Kanday £8.95, OrbaalE9.95 Rlders of Rohan £6.95 ESDEVlUM GAMES (9w)
0 Specialoffer These arelust sane of our games. Ourcatalogue contains uerats or vmnuaIymgamesavmaa~em toe v.n
jr NewArrival
- Send- qon sfamps & 18p s.a.e :overseas 4 1.r c.) fo,or copy (or free with orders over £6 00)
185 Victoria Road

R
S
B
Role Playing Rules
Playssolo
Boardgame
- ->!

,-I
Bm it with . k x x \
, ~ymsn(
MAIL ORDER CHARGES: UKIBFPOIUnder£9- Add 50p. €9 and over-post free
Overseas SuHace Mal- Add3O% (Mmrmum 9 0 ~ )Europe
mrmmum

In Sterlfng please
. ~ i Mail-
r ~dd40%
. . E l ) . Anmarlelsewhere -add 75% mrnimum f 1.60) excepf Yaq. A H 8 Phl. IT, games-add 100%
ALDERSHOT Hants G u l l 1JU
Tel: Aldershot 311443
or (evenings) Farnham 722x9

M Miniature Rules you may phone orders and pay by ACCESS -NO POSTAGEON MANYGAMES FOR REGULAR CUST0MERS
J

11
Please mention White Dwarfwhen replyingto advertisements. ~~27
HEROES
MINIATURES
7 Waverley Place,
Worksop, Notts.
Tel: (0909) 476128.
POST PACKING
RATES
30p minimum,
unless stated.
Overseas
60%air mail,
15%surface.
,
OFFICIAL 25mm
LASERBURN FIGURES
All 60p unless stated
LB 100 Law Oficer with Pistol
LB 502 Mercenary with SMG
SF1
SF2
SF3
SF4
send SAE . f o r l i s t
S.F.M. SPACE FIGHTERS (75peach)
Falcon
Star lider
~14g~antail)
Condor
SF9
SF10
SF11
*
Phoenix
Voodoo
Corsair
LB 314 Crew in armour+Support SF5 Devestater SF12 Eagle
DOCTOR WHO FIGURES Pack of six SF6 Phantom SF13 Viper
Bolt Gun
40 m m range
MK6 Cyberman
Draconian
80p
80p
Cybermen
Pack of six
Sontarans
25mm range
£4.50
€4.50
LB 401 Redemptionist with Laser Rifle
LB 417 Disciple in Power Armour zFz kgna$eeis SF14
SF15
Kestrel
Vindicator

Peter Davidson
Turlough
Dalek
8 0
80p
f 1.30
~
Dalek
Sontaran
SZITHKS (Reptillian Aliens)
Male War Bird (with wings
& rider) f 2.75
N E W -
Tardis €3.50 Choice of seven GROUND ATTACK VEHICLES
Sontaran 8 0 ~ Female War Bird (no wings) MPI. Cub with anti-tank cannon 65p
Raston Robot 80p Jon Pertwee 5op &rider f 1.95 MP2. Cub with Pulsar cannon
-
~~~~~~
6 5 ~
Szithks Commando 4 0 ~ MP3. Cub with Field Generator 65p
MRUW MERCENARIES (Giant Felines) + &e&, ~ ~ ? ~ 4~ 0 ~ ; MP4.
~ Rhino
% +
Heavy
~ ~Pulsar~ f 1
~ .OO
4 0 ~ MP5. Rhino +Hellstreak cannon f l . O O
with Slug pistol & Force Shield 45p Szithk with Pistol 40P +
MP6. Rhino Heavy Anti-air gun £1.50
with Machine Pistol +
MP7. Hippo Light Pulsar cannon 90p
with Blaster Rifle FROOGS +
MP8. Hippo hellstreak cannon 90p
+
MP9. Hippo Medium Anti-airgun f 1.20
CENTALONS (Feline Cenaroids) Officer with Hand Scanner 30p +
MP10. Hog Light Pulsar cannon 95p
Gunner 3 0 ~ +
MP11. Hog Hellstreak cannon 95p
with Blaster Pistol& Force Sword 60p T-Beam Gun 30P +
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

283 Pentonville Road, London GAMERS IN EXILE


Phone 01-833-4971 We stock an excellent range of wargames;
role-playing games and figures.
Irregular-Feudals Essex Miniatures
plus seige equipment TSR Grenadier
COMING SOON Standard Avalon Hill
15mm Napoleonics Citadel Dixon
TTG Platoon 20 Games Workshop
Opening Hours:
OT Models HeroicslRos
Monday 1.00pm-6.30pm
MIKES MODELS (Renaissanceand 7yrs WAR)
Tues-Sat 10.00am-6.30pm FREIKORP (15mm ACW Romans) + h

28 & Z X K G ! W Please mention White Dwarfwhen replying to advertisements.


Collins was already well-read on the subject of Egyptian archae- 'I'm afraid I only have an approximation to the sound of the words,'
ology, mythology and magic, and researched further, as well as she says. 'I have no idea of how they might be written down, either
collaborating in a screenplay which eventually owed very little to in English or in Egyptian heiroglyphs. Now, shall I try to set them
Corelli's original novel. In Mawley's a small bookshop specialising down in English letters, or would you prefer me to read them to
in esoteric subjects, he found a copy of Nameless Cults (Golden you?'
Goblin edition), which had been reserved for Hauxley Trevanian,
a San Francisco orientalist and cult leader. He was sold the book by Miss Turner will not be prepared to discuss the context in which she
mistake, and used it to construct a mock ritual which was to be the came across the words, no matter how heavily the investigator
crowning point of the film. He did not study the book in any detail, stresses its importance. All she will say is: 'They have to do with a
and had no idea that an incantation that he took from the book was story I was working on; I'd prefer not to say any more than that.'
part of the spell Contact Hound of Tindalos.
If Miss Turner writes the words down, they will appear roughly as
With preparations for the film well underway, freelance journalist follows:
Isadora Turner was invited to the house which Theda Bara shared
with her husband, director Charles Brabin, to write a magazine 'Iya h'neghriffkthn akhtnakhthngai y'ghrtfthgn
feature which was to set the publicity machine rolling. Collins acted Iya ai'f ngahn'g ghnakhngn
out part of the ritual scene with Theda Bara for Miss Turner's Tih'ndlnsh ai'h 'ngahn'g ai'h.'
benefit, and spoke the incantation for the first time, making
accidental contact with a hound of Tindalos in the process. He If she reads the words aloud, the investigator must make a Cthulhu
collapsed from shock, and Miss Turner was quickly ushered out. Mythos roll to realise they are part of a Mythos spell, and that it
would ~robablvbe wise to s t o her~ before she com~letesthe
Also, as part of the publicity for the forthcoming picture, Bara and passag;. If eit6er she or the i&estigator reads the domplete
Collins had begun to co-write a series of romantic mystery stories passage aloud, the reader will lose ID3 SAN (no SAN roll) and 7
with an Egyptian flavour, using the pseudonym 'Ziska-Charmozel' Magic Points, and will suddenly feel an overpowering malign
after the leading character in the novel. The first of these had been intelligence clawing at hislher mind. If the investigator is reading
completed and sent to the popular fiction magazine BlackMask. It the words aloud, helshe must make a POW x 3 roll to avoid passing
was being considered for publication when the mishap occurred, out; if Miss Turner is reading them, she will scream and collapse
and Theda Bara approached the magazine to try to get the story after reading the last word. If no-one reads the words aloud,
back. The editor, Phil Codv, declined to return the storv, pointing nothing untoward will happen.
out that all submissions weie the property of the magaz& until -
~ublicationor reiection. When there were renewed leas for the The words are, in fact, an incantation used in a version of the spell
ieturn of the stoiy, and Collins died in a manner whfch (purely by Contact Hound of Tindalos, and any character who reads the
coincidence) was similar to an event in the story, Cody became complete incantation aloud will make contact with one of these
suspicious, and called upon the expertise of one of the magazine's entities (refer to the monster description in the Call of Cthulhu
regular contributors, an ex-private detective called Dashiell rulebook for the consequences of such contact), which will arrive in
Hammett. 10+2D10 days. The investigator will, however, have no way of
knowing this unless helshe is already familiar with the spell.
Hammett was able to make the co1;nection between Bara and If Miss Turner writes the spell down, a successful Archaeology,
Collins, and uncovered the name 'Ziska' and the plans for Theda Linguist or Read Egyptian Heiroglyph roll (according to the
Bara's comeback. keeper's preference) will confirm that the words are not in ancient
Egyptian; in fact, they are in no language the investigator has ever
The news of Collins' death also aroused the curiosity of Isadora seen.
Turner, who has a shorthand transcription of the incantation, and
is trying to find out what it is.

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.

Without preamble, she sits down and opens a small reporter's


notebook, filled with shorthand.
As mentioned above, Miss Turner will not disclose where or how
she came upon the incantation, but if either she or the investigator
has read it out in full and suffered the ill-effects described above,
she will gasp: 'That's what happened to him!', or something to that
effect. She will refuse to be drawn further, however, and will make
to leave.
The investigator may attempt an Oratory roll in order to convince
her of the seriousness of the incantation (only if helshe has actually
realised its significance!). If this roll is successful, she will say:
#. <%
.

'I heard these words uttered while I was researching a story. I


believe the man who uttered them is now dead.' Then she will leave
the office. Immediately the investigator shodld make a Spot --
Hidden roll - success indicates the investigator notices two pieces
of paper on the floor. Miss Turner evidently dropped them from
her notebook. -+
- - 1

One piece is a newscutting, reporting the death of Paul Collins. It


features a photograph of the deceased, which is ringed round in
pencil. The cutting reads as follows:
' \

'Paul Collins, retired stage magician and now Hollywood


technical consultant, was found brutuallv murdered in the
early hours of Aprd 11th. His body was discovered by an
officer of the California Highway Patrol, lying by his car
on the coast mad a few miles south of San Francisco,
seriously mutilated. There were signs of a violent struggle
inside the car; several windows were broken, and the
seats torn to shreds. h l i c e have concluded that Collins
picked up a hitch-hiker on his way to San Francisco, and
that his passenger attacked him as he drove towards the
city, causing the car to crash. A manhunt is underway for
the murderer, whom the lice describe as a dangerous
psychopath, probably w g
i some injuries from the crash.'
The second piece of paper is a leaf from the notebook, filled with
shorthand notes. Any character who has the relevant skill may
attempt a Read Shorthand; otherwise, they may take it to the
Department secretary or to any typewriting agency (of which there
are several in San Francisco) to have it 'deciphered'. Rendered into investigators have covered t
longhand, the fragment reads as follows:
're preparation Ziska, expected start ApriYMay. Assistant
~~~ attract the attention of Dashi
the keeper should go imme
Tahamut - obvious false name - officiates. Check book name
correspondences. He and TB run through ritual - apparently ,
genuine. Final ritual in tomb with many followers - Ziska's $%
8 Following Isadora Turn
&owning moment. TB lays on coffee table, T reads incantation f * The investigator must act immediately Miss Turner leaves the :?a>$
o . m -
.,$ office if helshe wishes to pursue this option; she has not left an$%?
I .,?
+ I address, and it will be almost impossible to find her without , ,

. *.
* *.' 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.

Paul Collins' Apartment


The investi ators should have obtained the address of Collins'
apartment kom either Hammett or the police. Once they amve, a
bribe. credit katine or ~ a s~t a l roll
k will be necessarv to pet them
past the janitor, wh; has shut up the apartment pendi;lg tKe settling
of Collins' will. The janitor will call the police if the investigatorstry
to break in.
Once the investigators get into the apartment, they will find it has
been thoroughly ransacked; a window from the fire escape has
been forced, and S ot Hidden roll will turn up a faint footprint on
the sill, made by a Eght rubber-soled sneaker. Hammett will
immediately go to the janitor's office and phone in a report of the
burglary.
Among the debris on the floor are several books on stage magic, as
well as a few on Egyptian archaeology and mythology. In one
comer stands a steamer-trunk, now open and empty, surrounded
by a great deal of strange-looking objects which a Knowledge roll
(or an intelligent guess) will identify as the props of a stage
magician. Various items of personal jewellery and other valuables
might be turned up on a further Spot Hidden roll, giving the
impression that money was not the motive behind the break-in.

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.
GAMES C E N T R E
presenrs
A range of games from Game Designers Workshop + l %

Full Ranges of T W l l M T 2000, TRAVELLER and WARGAMES available, including for 4-


> *

this month only and while stocks last the full BWPA series at over 25%off RaRaPm .i*i:% -T-- Rm-y--
%

FIRE W THE EAST SPAMI AND PORTU6Al


7
- '.,t
c: , .

1000 now only fld06.


--
~ i t full
h range of modules, including
Going Home and U.S. army vehicle guide. Solomani only f4.96.
Expected soon PERSIAN6ULF FOR THIRD WORLD WAR
BE
CHIILLBYGE 25 (Replacement for Travellers Journal)
ABBlOBW 172 Union Street rn ~lIM6HAM 98 Corporation Street BRi6HTIOII1571161 Vtk3ern Road
6RlSTOL 18 Merchant Street rn BROMLEY 140/144 High Street (in Burton Menswear) rn 6LAS60W 28/32 Union Street.-.'y.-A..:
LE8)8 94/96 r - ,W.< ~ J O N W m100 OxfOrd7%eet. TOPcw
105 ArmadaL
.T115rT",C."&Z33F OxfordCircus.
, >.:
-.
I
. i

I '
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.

] Fig. 17: C23 Ogre RE. 19: BDD2 Skeleton I


42twZmE5-
N(YT JUST STAMPS
17 CRENDON ST,
Linthorpe Road, Middlesbrough, HIGH WYCOMBE,
land. Telephone: (0642) 247553).
BUCKS.
Stockists of:- Tel: (0495) 41717
Games Workshop, Citadel, Games
(of Liverpool), Tabletop, Skytrex, OPEN MON-SAT 9.30-5.30
TM Games, Denizen, Torchlight, CLOSED ALL DAY WEDNESDAY
Flying Buffalo, Standard Games,
and many more. Stockists of all Fantasy & War Games,
Citadel & Grenadier Miniatures, Torchlight
Computer software: Dungeon & Sci Fi Buildings. Paints and Magazines.
For the most popular computers ie. C64, C16,
Spectrum, Atari, BBC, Amstrad and MSX etc. THE SPECIALIST GAMES SHOP
Mail order (+12%%) P & P.
-

Y),!$l1
1(.rr9tWalk CMCMSTW 574781 l a L c k Of Iha I n s MOfWlCH 660350

THIS MONTH!
II 9 THE FRIARS
CANTERBURY
KENT CT12AS
TERROR OF THE LICHEMASTER, '
(0227) 453531
NIGHTMARE IN NORWAY,
ADVANCED SQUAD LEADER. LARGE STOCKS OF:
DUNGEONS & DRAGONS. RUNEQUEST.
*PLUS MANY MORE NEW RELEASES* TRAVELLER MIDDLE EARTH. DR WHO
STAR TREK. CHAMPIONS. TALISMAN.
JUDGE DREDD
MODULES FOR ABOVE MINIATURES
BY CITADEL. GRENADIER PAINTS

1 I #efl#~eQ FA46
FA47
~~mrnfantasy
N E W RELEASES:
- -- - -- - - --

Adventurer, drawing sword


--

Adventurer. dead or unconscious


- - -

......................
42p
............
4211
FA48 Female Ranged2 parts) .............................42p
FA49 Dungeon Mistress ..................
42p
FA50 Legion of the Damned Pikeman
HAVE MOVED!! P7
brandishing severed head (Illustrated) 42p
Comic Barbarian ....................... .
........
4211
We are now at : Postage & PackingOrders up to f2.50
5 BATH PLACE, TAUNTON add 25p. Orders over f2.50 add 10%.
Send stamped addressed envelope
Tel: Taunton 85057 plus one loose second class stamp
for fully illustrated catalogue.
Also we are now open 6 days a week! ! DENIZEN MINIATURES
The widest range of role-playing, war and 4a Powis Square, Brighton, Sussex BNI 3HH
sports games in the south-west. I 'Metal Miniatures are not toye and are not suitable for children under 12 years of aga They contain
lead which may be harmful if chewed or swallowsd."

THE SENTRY BOX


50a HIGH STREET, THAMES DITTON,
SURREY.
TELEPHONE: 01- 398 4988.
OPENING HOURS: Mon - Fri 12.00 - 5.30
except Wed closed. Sat 10.30 - 5.30 66 GEORGE STREET. HULL. I I
We stock c o m p r e h e n s i v e r a n g e s of:-
ESSEX, DIXON, GAMES WORKSHOP,
CITADEL, CHRONICAL, TABLE TOP
I1 NORTH HUMBERSIDE. '
TELEPHONE: (0482) 24910.
DAILY OPENING HOURS: loam till 5pm.
GAMES, QT MODELS (more to follow)
PLUS NEW GAMES, RPG's and SCENARIOS
HUMEROL PAINTS,and BRUSHES etc. ARRIVING EVERY MONTH.
DICE, WHITE DWARF. GAMES ( v a r i o u s ) ******** NEW THIS MONTH ********
MAIL ORDER AVAILABLE CAVERNS (DUNGEON FLOOR PLANS)
10%DISCOUNT TO ALL CLUBS

44 t ! % W L E R W Please mention White Dwarfwhen replying to a d v e r t i s e m e n t s .


U N I T 12A OLDS APPROACH

TOLPITS LANE RICKMANSWORTH HERTS.

he RATOGS are here !

T I 6 2 RATOG LYING DEAD


CT 1 6 3 RATOG ATTACKING W/ SPEAR EL S H I E L D .52P
C T 1 6 4 RATOG WlTH OUARTER MOON STANDARD .52P
CT165 RATOG OFFICER W/ SWORD EL HELMET . 5 2 P
C T 1 6 6 RATOG FIRING BOW

THE ORIGINAL SOLO FANTASY C T 1 6 7 RATOG FIRING CROSSBOW

GAME NOW I N PAPERBACK!


AVAILABLE APRIL 4TH:
- cr.168 RATOG
C T 1 6 9 RATOG
C T 1 7 0 RATOG
C T 2 4 6 RATOG
CHARIOT WITH 3 CREW
ADV. W l T H HALBARD
2-HANDED
w/LANCE
SWORD
ON GIANT RAT
c 3.97

C 1 .59
TUNNELS AND TROLLS RULE BOOK .............................. f2.95 CT 247 RATOG W/ SWORD ON GIANT RAT C 1.59
CT 248 RATOG BOW ON G I A N T RAT S I. 5 9
CITY OF TERRORS+RULE BOOK ..................................... f3.95 CT 249 RATOG OFFICER ON G I A N T RAT S 1 .59
AMULET OF THE SALKTVARENA OF KHAZAN...........f2.50
CAPTIF D'YVOIRE/BEYOND THE SILVERED PANE ....f2.50
NAKED DOOM/DEATHTRAP EQUALIZER .................... f2.50

5 Mounted
1 Chariot S34.95

OVER SEAS

Ringquest
OTHER POPULAR GAMES: GROUP ADVENTURES:
Play By Mail Games
The Morrow project ......... f 5.95 Deathstroke......................... f5.50
R O I playing
~ supplement f 4.50 Escape From strongholdf 5.50 A Com~uterModerated FRP for
Shield....................................... f3.50 Island of Dr. Destroyer 50 wild & imaginative Players.
Group Adventures: +screen ................................. f 4.95
Great Supervlllaln Cont. .f5.50
THE QUEST PARTY :
Liberation a t Riverton ....f 5.50
operation ~ucifer ..............f 5.50 Organisation~ o o IkI( ~ ~ w l f 5 . 5 0 You design Characters who w i l l
The starnaman Incidentf 5.50 interact with 100s o f others i n
oarnocles ............................... f 5.50 pursuing their Quest. They fite
Rulns of Chicago................. f 5.50 COMPANIONS RANGE:
operation Lonestar NEW)^ 5.50 Scenarios for use with all magic, steel, lie and debauch a
fantasy R.P.G's

i
Curse on Hareth ..................f 9.95
t r a i l o f cunning & deceit to gain their
THE SUPER HERO goal. There a 1000 order/speechs to
ROLE PLAYINGGAME Plague of Terror ................f 6.95
champions ......................... f14.95 Brotherhoodof Bolt ........ f 6.95 choose from & NPCs by the gross!!
champions 11.........................f 8.95 streets of Gems ................. f 6.95
Champions 111........................f 8.9 5 Cards of Power................... f 6.95 THE RINGWORLD :
1 000 Locations : wildern~ss castles, .
caverns, villages, taverns, temples,
AVAILABLE FROM YOUR LOCAL GAMES SHOP OR BY
POST FROM CHRIS HARVEY GAMES
TRADE ENQUIRIES WELCOME I markets, lakes, islands, mountains,
rivers, chasms, mines & much more!

I
Ringquest - plus 8 Secret Quests?
Please send the 20 page Rulebook FREE to m y
Australian address; o/seas A$3 o r US$3.
Name.. ........................................................WDR
Address :.............................................................
DEPT. WID, P.O. BOX 100, BATH STREET
WALSALL, W. MIDLANDS. I ..........................................................................
~ P B Games
M PO Box 83 M t Eliza Australia 3930

Please mention White Dwarf when replying to advertisements. & E ? X L 6 G W 45


(WD77) said "magic, occult, psychic teaching,
astrology, hypnosis
-- ..
. .having not seen any of II
thesegoods, I can only say.. ..propsfor anyone
stu~id enough." I would think hecould restrict
his^criticisitothings he has seen. I would like
I
Letters Page, to set the record straight on the subjects of
White Dwarf, psychicteaching, astrologyand theoccult. I am
Enfield Chambers, a studvinghwnotist. and would liketo make it
16/18 Low Pavement, ~lear&at-this'~ursui~isperfectl~ innocent,and
Nottingham NG1 7DL -in fact - can actually be highly beneficial.
D. Marley, Barnsley, S Yorks: Tarot, from its
b ori@sinthe&ddeages,wasadoptedby
the Tudeo-ChristianOabalistsas a 'kev'
to the 'tre; of life'. They we; o r i g d play&g
cards, which were used for divination, apractice
Another letters a a ~ e eazine. I which was employed by Jewish priests. It was
month!Ah, weil, &thee wh;rtthe re'adershave on have had experience of youngsters in- one Dart of the three-fold wisdom of the Tews.
.
their minds... this big sack unithing in the comer volved in the occult through this channel and I'm not an occultist, but I have studied a
must be the demons in D&D debate.. . . they have becomeseriouslydisturbed as a result. numberofbooksonthesubject. I knowwhatit's
about and feel qualified to comment; those
I do not know what rebous stanceyou take,
David Pearson, Nuneaton, Warks: After see- if any, but I regard any dabbling - however without arwrienceofbothsidesofthearrmment
seemingly 'innocent' - to be an extremely cannot b; expected to. Terms like'devil-
& ing the cover for WD75, I was very im-
p d by the imaginationofthepicture,
but appreciatingthatsomemightfindmelting,
dangerous. Thingswhich beginas agameturn
out to have a reality which the players were
worship' are a misnomer, a crude distortionof
the truth.
writhing, flesh distasteful, I was not surprised unaware of at the start.
to read Peter Gilroy's letter in WD76. I was Fantasy games themselves have the capaci- MartinJewiss, Solihull,W Mids: I agreewith
disturbed,howwer,byJeremyBurdock'sviews
in the following issue, mainly as I feel I am one
ofthose he describes.-Iam Gterested in theoc-
tytoopenuppeople'spsyche tooccultpossibil-
ities, but I realise this may not always happen.
Erot cards, however, mmore directly linkedto
h Jeremy Burdock. I am also a Christian,
and recently have had to lookvery close-
ly at the 'innocence'ofrpgs. Iamtotallyconvinc-
cult. maeic and the folklore of the world. and I the occult. I would ask you, therefore to cease edthatrpgsaren'ttheworkoftheoccult, but you
findd%
. .. . branded a devil-worshipper&me- advetisingthem in your journal. would be surprised at how many people think
ly offensive. D. Glynn, B i i a m : I am an active Chris- they are. I think we should all make an
- Devilworshippersareadangerousbunchof tian and I have also been playing -and effort to increase public awareness ofwhat role-
h a t i c s who cause great h a m and suffering. I
amasglad to see th; ~r ~urdockwishest o k e
& enjoying - frp for about seven years. I
wish to stressthat I do not believe the majority
playingis. I'mglad WD tooktheplacing ofthe
b t ad soseriously,and the explanationwas ac-
these evil groups crushedas I am glad that he is of people whoplay games have any connection ceptable. However, I don't think Debenhams
wise enoughtorealiserole-playingis nomore a with the occult (bvwhich title I meansatanism, stock magic jewellery and incense!
vath to evilthan vlavina Monovolv. I feel his ac- witchcraft,&&tion and thewholegamut)and
cusationsagainstiheb-t wordh&areunfound- do just play them forfun. Howwer, recent issues Thanks to one and all for some illuminating com-
ed, as they supply only books to collectors and of the Letters column do not reflect this ments. I don't propose to take halfa page replying
studiers. I am sorry he feelshe has tojustify play- In WD76, Peter Gilroy highlighted ra major to all thepoints, settingout the definitive WDposi-
ing D&D to his Christian friends, but with the problem. Attentionmust be given to thejimpm- tionon religiousmatten- this isyourpage afterall
growing acceptance of rpgs such narrow-
mindednessisrapidlybecoming athing of thepast.
sion games will will make on the unedlucated.,... -but. a fmwords are in order.
His remarks on the cover of WD75 were rullv ~doubtifnamnu-mindedne~saboutrp~sisa thing
justified; frp games are already viewed with ofthepast; weliveinanintolerantage, andthereare
&
Kev Lister, Leyland, Lancs: With the story
Solar Power in WD78 and the resurgent
devil-worship topic, it's timeformycom-
suspicion in some church circles due to such
pieces of art as this cover.
Thisis not to saythat simpleignoranceabout
manypeople prepared to take afi&s-tandon issues
on which thev feel stronalv. Whether we could
educate thoseiibple withi; the relighscommunity
ment. Every rpg'er I knowis adevilworshipper, games on the part of the church are simply not whodislike rpgs without havingplayed them isone
theonly reasonforgamingistocoveru our ac- acceptable.I know somechurch action groups thing, butwe'llneverfinda tolerant Christiunposi-
tivities. Surelv the best wav to hide k m the currentlystudyingfrp gameswho might change tiononwhatthyconsidertobetheworkofthedevil.
moralmajoritjlisthe ~ i m ~ lof~"it's ~ only
l o a~ your mindsin thenear future, if you do not res- As to what can be defined as the work of the
game". Any mentionofdevil-worshipinD&D pond to what peoplethink, instead ofwhat you devil, I find myself forced into a neutral position
should be shunned as even denial causes the assume people think. simply because ofthe black andwhite linesdrawn
other side to sit up and take note. Whether you alter your emphasis or in- bysomeofourcmrespdents. Ifall things that can
troduce a little discretion as to advertdart- be lumped together underan ill-defined vemrSZon of
Simon Fearnham, Newport, Essex: As a worklarticlesis obviouslyyour decison, and as the word 'occult'are evilandprosm'bable,then there
regularAD&Der,I amagreatfanof your are going to be matters at the boundaries of the
Cc magazine, and this is probably not the
place to air viewson religionor belief systemsin
acommercialenterprise I canseewhy you would
wish toaccept advirtisementsfrom-& and sun-
drv. However. leased do not wear a falsemask of
dispute- hypnotismforone- whichareundesmedly
brought to task. On the otherhand, I've little sym-
general. However, Jeremy Burdock's letter in nekalitv in &e occult debate and at the same pathyfortheps&mtimul '%ereis the truemean-
WD77 cannot no unanswered, it shows a timepriniadvertsfor ~arot.Richard Croft asks ingofoccult"brigade, whoanempttoshowthatall
response typical-of most Christians and pro- if Christiansviewpsychicsas evilin WD78; for these things were part of the roots of the church
bablv manv atheists too.Occultismis essentiallv the record. we ce;tainlvdo. anyway. Zcan't imaginemanyChristiansdefding
a body of howledge, and it is the wielder whk
WarenMcGill, Eastleigh, Hants: "But I don't
the actions ofcertain medieval ~ooes;in the same
will be the source of good or evil, not the way, Iwou&xpect them to have amidemist view
doubtforaminutethatwe haven't heard
knowledneitself. Tide Tamtforinstance. It isan
ancient Gisdom associated with the Kabal ..
the last of this" .. and you haven't in-
o f Tarot. It isn't a simble card back anv more. and
h a t isn't thefault of the ~hrisiians.NO^ thdugh,
(JudaicMysticism), but it is Tabula Rasa: ifyou deed. I am writing about thecohments Jeremy isit anevil amfact; as Simonsaid, these thingsare
donot believeinit. it has no mwer: if vou believe Burdock made in WD77 about Tarot cards. what we make of them.
it works for good h e n it is goodgood&er; if you Iadmitthat Iknowlittleaboutthesebooks, We have to draw lines here at W D . If
believeit works for evil, then it is an evil Dower. but one only has to look at the ad to know that someone wanted to offerseancesby the sea, I know
Jeremymust&&thisbeliefsareiotthe The Tamt Wbrkshop is seriously misguidingthe we'drejkethead. Possibly, iflhad beenherewhen
onlvvalidones. and thereforesuchan advertise- public! Magic?! Psychic teachings?!!I've never the Tarotadatrived first. Zminhthave rehed that
meht need noibe viewed solely in a Christian heard such a load of rubbish. Even ifthe book too. ~ uhow r longbe& we ankked to re'fminfiwn
light. contained ways of using magic, do you honest- advertisingLegends &Lore or Cults O f h ?
ly believe you could? What then> -

I Roberta Farwen, Deaconess, Old Coulsdon:


I wishtodrawyouratteptiontotherecent
practice you have begun for including
Jonathan-rs, Sanquhaw,Dumfriesshire: I
am most strongly angered at the
paragraph in which Jeremy Burdock
Aftera short, but ref;eshingintemission, we'll
goonto thesecondsubjectofthe month, aboutwhich
I have received letter bombs by the score.
LETTERS
Jonathan Eilbeck, Currie, Midlothian: Gary Billen, Weymouth, Dorset: What are At the first British pbm convention in
"Quick bring out the soniccannons....
there's some OAPs role-playing."
"Come on, sisters, let's get those sexist pigs."
& WDthinkingof?RQisoutoftheTop30, January, an event of which I was co-organisor,
but this can mainly be attributed to the one of the main gripeswas the lack of publicity
moronated spinaches at Avalon Hill. What that postal gaming receives in the professional
"Line yourtroopsbehind the bushes, we'll Chaosium did can only be attributed either to press. Thissituationseemstobechanging,but
ambush the kiddies" them being drugged by AHagents, or the side- will WD continue to ignore us?
"Fire at the AD&Ders!" effectsof a recent CoCgame. The massiveprice B ~ ~ H ~ ~Forget ~ , w
Rat-at-at-at-at. Keep up the good work. increasemassacred sales in Britain.
M-hen, Denmead,Hants: In thehtten improvements But the changes in RQIII represent major & sexist stereo-typing, what about the
stem-typ~gofc~cmCIBSSes, mCes,
& RQmd Tmvellerarenot=Uzwellatthe h g a n d
and clarifications to the old ev.amiderthe rav, fighter;it-these
PW (WD78)3PaulCoskburnstatesthat system. It has now been simplified, whilst re- are expected to be moronic, beer-swilling,
its The on-
moment, and sothey can't bepopular, and thus lymy to increase the of^^ outside ~wod-swingingloud-mouths.WuetheMUs
they will not be covered regularly. RQ doesn't ~ ~ a o s i u m / A H i s t h e ~ awealthof ~ U ~ o n o fare alldark and secretiveweaklingswho arelost
sellwellsinceitisnolongeronsaleany~hereat material, p m y short scenariosin thepopular without their 'ammoon paper'. Soitcontinues:
dmaretaciturn
all (RQIII is a completely different game), but magazines.
it is one of the most populargames systems; for sies, hobbits taste nice, half-orcs are rude and
proof seetheGames Day voting (WD72) or the dirty.
survey inddventurer 1. Travellerpicked up the Jordi Zamarreno, Barcelona, Spain: We all WD often has articleswhich say that role-
best SFgameaward. Thegamesselling well do know that WD is published by GW, and playing is important, and yet you litter your
not indicate that these are being purchased by that the vend towardsin-houseproducts scenanos mth these b o w and tedious card-
new players - they are being bought by people can be expected, but in the last months things boardcutouts. Youarenot aloneby anymeans;
likeme who own 6rpgs. There's plenty ofroom havegone too far. Endless articlesabout Golden most commercially-producedadventureshave
to cover the main games regularly and some Heroes, and incredibly biased reviews of GW this blemish in some measure and many so-
rninorityo n each ~ issueby removingthe non- products (and there is one for you, Cockburn, called role-playersdo the same. Why?
role-playing articles. Cut down the Golden I found your review of Unearthed Arcana in D a ~ d B U T ~ , ~ o u ~ ~ ~ , ~ ~ o ~ ~ I
Heroes coverage, and most of all: Hold A WD73seriouslyprejudiced-defendyourselfif
Readers Survey in No.79!
See what all the readers want rather than
you can). h Lea (WD78) will find this method for
determiningin which segments attacks
I agree with you that the top ten games falluseful. The system has the advantageofre-
making arbitrary changes. shouldget moreattentionandthattheoldrelics quiring only the d6 initiativeroll.
must disappear. Keep this up! An attackw illoccur in the (7th-initiativedl)
Andrew Warburton, Reading, Berks: Without
trying to put down ~~d~~ ~ , . ~ d d ,Phew, I haven't been thispopular since a certain segment - ie, segment 6 on aroll of 1,5 on a roll
superheroes and AD^ but you magazine nu T b e S w d ofAlabmn. I hate to of 2, etc. Where two attacks are r.king place,
thinkyou~regoingalittlebitav~rkillwiththese fhinkwhatmighthavehappenerl~whadsaidWD then the second blow will occur at least 3
games?OK, so they may be selling well at the was'lctwllygoingtocutRQandkIIer,a s o p segmentdater, though inno event earlierthan
moment, but don$tw o f u s h a r d - s ~ ~ r o l e - posed to removing them from priveleged status. the 7th segment - ie, segments6 & 9 on a roll of
players get any articles worth reading? Anyway, let's get hung for a sheep as much as 1,2 & 7 on a rollof 5, etc. For three attacks, the
A certain other magazine's opinion poll foralamb. WD isa house magazine. There, that's rolldetenninesthetimingofthemiddleattack.
showedthe fivemostpopulargames cot, saidit. WDis a p m t i o n a l toolfor G K and it is not The first comes at most 3 segmentsearlier, but
AD&D, RQ ~ ~ ~ h~ i ~d ~~ ~~ d l f obvious l ~ ~this ~ means
. ~the interests ~ of GWmust ~ in- ~
before the' first segment
~
(thethird attackis
accept theseresults,I~~~~~~~ jluencethedirections WDmusttak.Keyword, zn- determined as for two attacks above).
poll. A simple list of your five favouritegames fluence. Nobody says what goes in the mag but the Spellcastersbegintocasta spellonthe first seg-
would work adequately edit4 andlhastomake hisdeckiunbasedon what ment, unlessthe materialcomponentsarenotto
ldonyt t ~ ~ n ~ y o u s ~ o ~ ~ ~ r ~ n g ~hisa publishers
c ~ ~ e pwant, - his distributors can sell hand.
a r twhat
ments, but RQ and Traveller are still very andiwhatthereadenwant toread- Dave Moms, Wandmrth, Lohdon: Just one
popular. Far more popular, to my knowledge, SO,if7,OOOPe@leamontha~hbuyiJD,a d thingtoadd to DaveButtery's m k s on
thanJD and all the 'super' games ever will be. ~kingitthefastesttselli*@gatthe~nt~ then Lnkhmar(WD78);thestaeoftheplace.
It seemsthat just because GW doesn't publish Wecan'tignore it. As mapped by TSR, it only covers about 150
RQanymore,thatyouat WD(wh0areunderthe There are the acres. Even assuming a population density of
proverbial thumb as far as GW are concerned) gamesmanufacmdimpom, andth9'coverthe 200 per acre (very high for the equivalent
have dropped this game like a hot potatoe. same bandofinterests. Wethink ourgames arethe historical period), then that still gives us an
Nevertheless, while JD and co do make an best, and 'Wantpeople to know about them- And overall population within the walls of 30,000
impact on the market, they deserve some whenwe'readdi*Stormb*~Paraaoia and people. This is pretty small in comparison to,
coverage, but not at the expense of all the real Pendragon tothesuccessOfCallofCtbdhuand say, SyracuseorAlexandriainclassicaltimes. I
games. As forthenewtitles, they areassubtleas Jud@ later this year, then we're going to supposethe air heads will say it is only agame,
a half brick - "Games Workshop Presents"; wanttohavesmffaboutthemtoo.And them'sgo- blah, blah . .. .
don't make me laugh lads, we're not naive, ing to be D&D/AD&D, though it isn't All the same, I wouldn'twant to put anyone
WD's turned into just a monthly plug by GW. super-h0t ofpe@leout offbuyingbnkhmar. IimaginetheLankhmar
the% andwe'regoingtohavemanyOthersystem~ of the stories to be a very different and larger
Janet & PeterYds, Guildford, Surrey: After as and when we can. But the old DwarJ with its place, butthisisstillthebest thing^'^^^^^^
hearing Paul Cockburn's brave words at packages of bitsfor all the oldest but goodies, has from TSR.
London Dragonmeet (despite our heckl- gone. Ofcourse, thatalwaysusedto becalledahouse
ing), we had some hope that our worst fears magazine too, but it wasn't admitted in polite That'sitforanotherisw, exceptthatEllanLeeis
about WD would not be realised. company. going to allow me to lay one more ghost to rest.
Oh dear, we have just received WD78. And,~es,t ~ ' l l b e a f i a d ~ S u ~ ~ ; ~ sEUan s i b bLee, Glasgow: Now, just hold your cold
Thiswas anissue almost entirelygiven over ttext issue, maybe the one a h r . ones, guys. What with all thesechanges
to GW comic-basedgames, a three page advert Right, a pkk mce thmughsome othsubjects: going on, I'mgettingveryworriedabout
fortheJDgame,an(admidyamusing)short S t o c ~C~h e, s k : I'moneof the future of (y)our magazine. A new editorial
storyandatwopage advert fora GWboardgame MarkNicoa, the Mega-City fans, and I wish people team,anewlook-evenanewtitle??!! Comeback
(personally we're glad we've got the original Ian Livingstone, all is forgiven.
Cosmic Encounter - we liked the hexagonal would stop complaining that 2000AD is
boards, and why hasn. GW produced the for kids. Itisn't. yougiveanissuetoakidandsee ~ou~l~,ifalltheseotherc~havetobe
iftheycanunderstandit.Or, forthatmatter, try implemented, at least keep the name of our
There's nothing for the play the excellent JDrpg. 1'11 beloved Dwatf. Otherwise 1may have to start
mainstream role-playerexceptalousy D&Dar- to get a kidhe'to she can't. reading Warlockinstead ....
ticle ofthe sort that givesthe game a bad name!
We agree the departments have outlived their MiiMcGarry, London: I'maregularreader Ian waskiddingin WD76,honest- Change
usefulness, but at least they helped maintain of W)&&arfandI'm-tingto you to WD'snameZIt'dbesillytodoitnow,just when
some sort of balance within an issue. We know regi~rrnysurpriseatthelackofc~rage Rte Tdynisabout to buy the title? Ofcourse,
GW surveys show that JD is selling, but we of play by mail gaming. Pbm is probably the hemight decide torenameit TheAcolyte but
wonder how goodanindicationsalesareofwhat fastest growing part of the hobby, yet doesn't that'sa~Ymonthsaway.. ..
gamesareactuallybeingplayed. Wehavebought seem to warrant the occasional revlew. Most
gamesrecently, but themost recent onewe play roleplayersfind pbm an enjoyable additionalto
regularly was bought nearly a year ago. their other gaming activities. Letters edited byPaul Cockburn
In the Judge Dredd Rffi,
specialist Psi-Judges are
arguably the most intriguing
and enjoyable characters you
can play: In this article, Car/
Sargent looks at the psycho-
logy of these mavericks, at
aspects of game balance as
they afhctPsi-Judges, and at
their SpecialAbilities.

First and foremost, PsiJ u d es are


fi
rarities, freaks, mavericks. si talents are
rare in Mega-City One, and the aititude of
judicial authority to people with psi
talents is ambivalent. More than one
psyker has been subjectedta neuro-
surgery to eradicate his abilities and Psi-
Judges will not be unaware of this. On
the other hand, Psi-Judges are greatly
valued by authority, as they can be of
unequalled use in the very toughest
cases Judges ever have to face (notably,
in facing the Dark Judges). Still, Psi-
Judges know the highest authorities -
and their other fellow Judaes - are un-
sure of them, and this muLt affect the
way they feel about their role.
As PsiJudges are rare, they are in some
T.
sense outsiders; yet they pry into the
minds of others continually. And what
they find there is usually evil, depraved,
1
corrupt. All this, plus their fellows' am-
bivalent attitudesto them, could easily
lead to them becomingseverely alienated
people, and rhis is refkcted in their un-

I
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?"

G'rot gazed up lovingly into the whirling, polychromatic eyes


of his great bronze dragon. "You can do it, can't you, Filth?" he
said proudly.
"Do what, G'rot?" asked Vanilla suspiciously.
G'rot gulped a flagon of Benden wine beforeanswering. "As
we Dragonriders of Pern have discovered, our wonderful dra-
gons are not only telepathic and able to fly instantly between
from one place to another, they can also fly between times."
Flattery. . . . I love it, said Filth smugly.
the decay of lickspittle capitalist imperialism and its replace-
ment by enlightened socialist collectives," Conan grunted.

Despite the wonderful sunshine and their wonderful victory


over the terrible White Witch, Edmund couldn't help talking
about some things he'd learned in Scripture class at his pro-
gressive school.
"It's like this," he said,thinking hard. "According tothecon-
sensus of modern theologians, God never actually shows up
in person (except in Thomas Covenant books), because if you
know God exists, then having faith without actual proof
wouldn't be much of a virtue any more. In otherwords, provi-
dential manifestations are actually detrimental to religious
faith!"
"It's very clever of you to remember all that," said Lucy.
Thegreat, golden Lion gave a worried growl. "I really hadn't
thought ofthat, child. I'll haveto checkwith Head Office about
current policy.. . ."
And Aslan slunkfurtively out of Narnia.

"On second thoughts," said Gandalf, "these are matters


higher and deeperand darkerthan hobbits in theirsmall Shire
can know. Perilousthough it may be, I must maketrial of it fnr
at least a little time. Frodo, kindly lend me the Ring . . . ."

despite the lackof sound in thevacuum of space.. . . Han Solo


His course of action was clear. It was simply a matter of split- screamed.
second timing: ducking the poisoned arrows, leaping lithely "In space, no one can hear you scream," said Chewbacca
between the rotating knives, dodging under the arching reprovingly.
cataract of molten lava, fording the piranha-infested lake, Ahead, blocking the narrow way entirely, was a vast brick
sprinting through the blazing refinery, using guile to sidestep wall carrying the airbrushed slogan BYE-BYE, SUCKERS.
the crazed onslaught of the entire Sioux nation, taking advan- With microseconds to go before oblivion, the entire crew
tage of available cover in the ground-level nuclear test zone, shouted: "Luke! Use the Force!"
holdina his breathforthefinal dash throuah theairlessvacuum Dutifully, Luke Skywalker shut his eyes.. . .
of space, and triumphantly seizing the pr;ie before nonchalantly
returning by the same route.
"On the other hand," thought Indiana Jones, "I could
always buy a new hat." They descended a thousand dank steps below the shuddering
sub-cellar of the strange high house whose gambrel roof
brooded over the oldest quarter of time-cursed Arkham. The
fitful light of the gibbous moon sent no rays into this fungus-
A surge of strange, eerie power thrilled up through Arthur's ridden abvss, where blackened and disfigured stonework was
arm as he laid hand on the sword's mighty hilt. The words of tortured into eldritch, cyclopean geomerries, as though
Merlin boomed again in his mind: Whoso shall draw the wrought by some race of nameless abominations which
sword from the stone shall be rightful King of all England. . . frothed in primal slime for unhallowed aeons before the birth
.He pulled - and smooth as butter, the sword slid from the of mankind.
deep cleft where enchantment had locked it for so long. "These stairs", whispered Marcus Whateley,"are of no
Arthur looked at the gleaming blade with awe. The prophecy human shaoe."
was fulfilled at last. He cried out aloud: "what dd-you see?" said his companion, holding the lantern
"Kay! Kay! I did it! I've drawn Merlin's sword from the high. The crumbled, blasphemous vault was heaped with
stone! I'm the rightful King of England!" evilly mouldering tomes, their mere covers a threat to sanity.
"Another bloody sexist role-playing game," muttered his An unnameable, charnel stench pervaded the nauseous air,
sister Kay (a founder subscriber to Spare Rib). "You might at seemingly a foul exhalation from some abominable lavatory
least have let me have first try -even if Merlin does insist on of the Great Old Ones themselves.
discriminating against queens." Trembling, Whately stooped to peer at the awful texts.
"Great God," he croaked in a paralysed voice. "Here are
copies of the sinister Liber Ivonis, the infamous Cultes des
Ghoules of the Comte dlErlette, von Junzt's hellish Unaus-
I've just "wheeze* had an idea," said Darth Vader in his hoarse sprechlichen Kulten, and Ludvig Prinn's remaindered De Ver-
whisper (he wished there were some way to get throat pastil- miis Mysteriis. The forbidden Pnakotic Manuscripts, the
les through the awesome helmet). "Rather than *wheezeY unreadable BookofDzyan . . .and there,see! Bound in human
sending attack ships to follow those silly people along the skin, nothing less than the abhorred Necronomicon of the mad
trench in the Death Star's surface, why don't we *wheezeQ Arab Abdul Alhazred!"
move the Star away from them under its own power, and There was a terror-laden pause before the eldritch reply
*wheezeY have a go at them with the planet-busting dooms- smote upon Whately's fear-crazed ears -
day weapons?" "We've got all those: can you see a copy of White Dwarf I?"
"No need," murmured the Grand Moff Tarkin. "As soon as
it became evident that the 'weak spot' in our defences had
been spied out, I tookthe opportunity of ordering a slight modi-
fication to the Death Star's sewage outlet trench. Observe." "That's not what I meant at all," thundered the Editor. "Role-
As the Millennium Falcon shrieked towards its goal, a terrific playing games are serious."
barrage of laser fire crackling and exploding on every side "Oh, are they?" said Langford . . . his last words.
-
The ates st AD&Dmrule
bmk from TSR.
New character c~asses
sttmurel, shukmja, bushi,
A
kcnsni, wu-jen, ninja
and yakuza..

New character races


kor0bokuru;hengeyokai
and spirit folk...

Martla1 Arts Rules


Karsk, Kung Fu,Tae
Kwon Do and Jujutsu
rub,pIus a system for
creating new inmid ark.. .

prohiencia
A compIetely sew skin
system for the AD&D
game...

Family and character


honour rules...

New Spelts

New Monstens / . , ::';z


New Weapanry L a
And a new
world to
adventure
caeross.. .
QrienraI Adventures is a complctc
sub-system for AD&D advwtum get in
the Far E a s ~It is fully compatible with I .
.
...
-
Ihe "Westem" AD&D rules, but ls good
enough to stand alone as a scprak
~rSi011 of the game.

oar swqm
OF THED-0

Amilabk now frqm better games&hop~,,.or&cas6~of


, WficuI@,contact: ' i>
,
L.',
\ . - -
On The Road Again Lo*ien u5.95 - for a limited period only) for D&DlAD&Dplay aid. £1.95 for a pack of
MERP; Cam (£6.95), which is a Chaosium 50 sheets.
You saw it here fust! The spate of transfers city book, rather like l % e w %Id but in
.95 - for a
from F R to GW continues unabated.
Foll Tom Kirby and the editor of this
e s t x m a g p i n e up th AI, the GW
book format; Duel k k
F'
limited riod only) for ar Wan, and lastly,
Recon (g95), the revised game of the Viet-
Coming soon to a Basildon near you ....
Gamescon '86 will be breaking out at the
T w t e Theatre, Basildon, Essex on Satur-
R e d s semce can now reveal gay Jim rpg. day, November 8th. Trade stands,
+bra and -her are to lorn the demonsmtions games and an AD&D com-
Deslgn team m No ham, 'ust m time to Bank Roll petition. The only entry fee is for the latter
be drawn into the 3 P s t g $ p t s . Jim (£1.50).
and Phil are two-thirds of e SR Product You saw it here fmt! The one thing you
Development st&, r e s s b l e for the UK have always craved, but never had. From
series of AD&D mod es and vatlous other-
supplements that makes u most of the TSR Gamescience, of Gulfport, Mississippis we Feed The Multiverse
list outside Dmgunkancu: &eir transfer (fees have had news of the scientiFically crafted
were not revealed, but ~t is unlikely that dl00 - the one-dice percentile generator. There was Band Aid, Live Aid, Sport Aid
Don luabull has enough to approach Man With the roll of a single dice, you too can and Lucozade - now, get ready for
Utd for Robson's harness) leaves just Graeme be chasing this sphere across the gaming Dmgmid. In the next few months, a
Mnrris, 29 at TSR UK, to devise, write table, out through the door and into the number of events are being held under this
typeset and) paste-yp the modules. Asked to kitchen, wai ' to f d out if you have
$y " ; : m H f !
ris 62 rep ed
comment Mm-made that s s d .... banner (though they are not neccessarily
oonnected), to raise funds for Africa. We
s'& of Dmgodume we can .reveal that have heard of two events thus far. The fust
k e y I-bckman has left ~ S Inc R m the is to be based on an attempt to raise the
States, which means that just about everyone D&D Marathon record at The Centre in
who has written w e d o material f y t h e Adelaide Street WC2 (just behind T w
D&D/AD&Dgames in the last gquare), with a 100 hour target! The dates
10 . r with the company. i+ir
dec%ed to do
Gs:(I%,
....
more than ?ssp
aren't 100% certain, but are M y to be
from Friday, July 22nd for 5 days. Introduc-
tory games, a competition module, figwe
You saw it here fmt! lhdopment of .the painung, an artshow, videos, refreshments
rolepla version of the Warhammer and merchandise will be. available throughout
proceeimg at a frenetic pace now E n & the event. All monies nused to go to Band
writerleditorlcoffee monitor Graeme Davis Aid. Contact 108 T-rd House, .Chisley
has been chained to the GW Amstrad. The House, London N15 for final d w s .
system is based on a compIex, though m y - The other event is a senes of SIX mammoth
in-use character neration system, which AD&D sessions at Coventry YMCA, in
provides a pma8enturing background for which the players are to get through the
the characters, and a series of 'advances' whole of Dmgonlme. Sponsorship will raise
yrhichmustbefulfilledtorisetothenext
level'. The combat system is fist, bloody money for O x b and Tear, and it will take
and suitabl chaotic, as you would expect place h m 9.00am to 10.30pm, Monda 4th
h m Rick hestley, who wrote the cntical August to Frida 9th. Harry Ryne 3 &m-
hits table after watching late ni ht re-runs of hsibly the most fascinating fact to come down Avenue, &leshill, Coventry &6 6EW
T- Chain Saw Massacre. Alt%oughit will out of the invention of this wonderful is the man to contact (telephone (0203)
be fully compatible with the Battle game, device is the fact that the mamdactuers 680248).
there are a number of new develo ments
which will make for exciting and iLam
adventud in a dark and brooding e e - l i k e
discovered how to make dice with any
number of equidistant 'faces'. What next,
the d1000? In the meantime, GW will be
lr'
Get along for an hour to su rt them if
you can, and sponsor them. th these
events deserve to be huge successes. Also on
world. One small thmg. Not im rting a limited number of these dice the cards - if we can get it together in time
convinced GW have come u p x g zega-
knock2em-over title of the century in P
cnumber
w 'ch retail at $5 in the USA). The exact
will be resolved when the sample
- will be a GmsDay game, a mixture of a
track game and Illuminati, which will be
Whmmer Advaatlce! RolePlay System, so
WD readers are mvlted to send m t h w comes to rest .... designed by Chris Elliot and Richard Ed-
wards, and develo by other folks giving
ideas. We hope this doesn't lead to the same of their time for ree This means that, if we
flood of Samuntha Fox rp entries as last "Look After This One 007" can get shops, printers and other folks to
month9scaption contest. fet's hurry up with
this, guys n' gals, the game is supposed to cooperate, all the money from the cover
be out m November. The Spring list from Victory Games has price will go to Africa. All you've got to do
some great new supplements for the James is tell us what a brill idea it is, and then buy
Other soon to be released news from GW. Bond rpg. Villains IS a collection of seven of it when it comes out. Watch this space.
The following products from 'Xbrkshop's 007's most dangerous adversaries, plus
own trained trolls will be in your shops this details of SMERSH. You Only Live %ice ZZ
summer. JulyIAugust: Kin 6 Thi - Back of Beyond is a totally original adven- N m C E TO WD & WARLOCK
ica~yzany ~ b m (snit%%Te)%A
i, ture in which our hero must uncover a READERS
%erein 2-6 players bolld e m p m and breach in the security of Q Branch. The
tecruit frogs, apes, pixiesZrocs and whatever James Bond 007 Assault Game, finally, is a
to fice the other players m the finat battle. F om a number of complaints from
k was for wmps. Talisman The system to enable the of those epic readem of White Dwug and Warlock
!$@-
venture is the follow-u to the enormously systems like the s u a l 2 % % e Rocket Base
in You Only Live Twice. magazines, it has c o mto~ our amntion
s u e so Ler of Smamin that a limber of people have had
Death is a q u i ~G h t f u l solo scenario for difficulty in obtaining Asgard
Warhammer, with floorplans and stats for Endless Games, now operating from within
Miniaasrres by mail order from h n
other stems. Add the COG hardback and the TM Games have produced two
some gthlck floor lans and p u y ~ why pads of c h a r a c t e r z s fm smdard frp Public8tiions,d o Flat 2,14 Zulla Raad,
steam rises over the Stud10 $ mght. games. The Role-Flaying Character Record Mapperley Park? Notthgham, in
From overseas, we have host Zbastw Sheet is aimed mostly at systems with answer to adve~sementsthat have
(£6.95), the first add-on for the Ghostbuctsrs mechanics akin to Basic Role-Playing, while appeared in this magazine in the past.
tpg; Clones In Space (£5.95) for Pamtwia; the Role-Playing Character Pad is more your
Two world-beating
Play-b -Mail gamEs
CASTLE'
DEATH
from itrenames. %
Some of the bravest warriors of Magnamund have
tried to defeat the master of Castle Death -
all have perished. Dareyou enter this
FORTRESS OF NIGHTMARES
Doom or destin awaitsyou in Castle Death-
only f1.95 $om all good bookshops
and gamestores- now!
ENTER A DANGEROUS WORLD. The Lone Wolf
books are action-packedsolo adventuresset in
the fantastic world of Magnamund. In the aftermath of World War 111, will
As Lone Wolf- last of the Kai Lords- you possess
warrior skills that can aid your surwval. As the you lead your country to domination
adventureunfolds from age to page andfrom or Armageddon?
book to book,you wiY I gain new skills and I
experiencethat will help you in the fi ht against
9
your mortal enemies- the Darklordso Helgedad.
Over 40 superb line drawingsplusa full- Already a
colour game map and Amon Chat
No dice needed-Theuni ue combat system
7
allowsyou to be Lone Wo f, whenever and
storming
wherever you like.
T-shirts,metal miniatures,
success in
and Lone Wolf Club membership available. the U.S.A.,
THE LONE WOLF ADVENTURES
a a

A unique fantasy gamebookseries- each episode


brand new
can be played separately,or combine them all to
create a fantastic role-playingepic.
to the UK.
In mediaeval
Midgard intrigue
and religion, war - ,

and diplomacy join in the quest for success.


Whether you play an Outlaw, Prince or Priest

-
you guide your own destiny.

I would like to enrol in one of these major new games.


II Please enrol me in GLOBAL Please enrol me in I
YOUARE
THE LAST
'4 U S U P E R M A C Y I enclose
£5.00 for my start-up fee.
O M I D G A R D . I enclose f3.W
start-up fee.
I
Please enrol me in Please enrol me in TRIBES
KAl MASTER I
...YOU ARE i STARMASTER. I enclose OF CRANE. I enclose f9.95

8.8LONE WOLF^ A *

4
1
I
I
£9.95 for boxed set. start-UDfee
and first tw3 turns.
Please send me . . . signed (£5.00)
for boxed set. start-UDfee and first
two turns.

. . . unsigned (£2.00) STARMASTER POSTERS.


I
I
I
Please send me . . . signed (£5.00)
I . . . unsigned (£2.00) TRIBES OF CRANE POSTERS. I
I Name I

1 L-r 159 Balham Hlgh Koad, L V N U U N SW12. I


Save Yourself a Lot of

ARE YOU RESUBSCRIBING?

................................................................
ADDRESS: ..........................................................
.............................................................................

Send to: GAMES WORKSHOP MAIL ORDER, CHEWTON


STREET, HILLTOP, EASTWOOD, NOlTlNGHAM. NG16 3HY.

ESS EX FA NTASY 25mm Role Playing Miniatures

DWARVES FROM THE KINGDOM OF TERMIC: ....46p EACH SORCERERS, WIZARDS & WARLOCKS
01 Dwarven King 046 Eastern Sorcerer with the Medusa touch1 ................................72p .
02 King's Bodyguard (surrounded by snakes)
03 Sacred Hornblower 047 Dwarven Wizard with hammer and mystical owl .......................57p
04 Chieftain 048 Wizard with magical staff .....................................................5 7 ~
05 Dwarven swordsman 049 Hooded Wizard with magical staff ..........................................57p
06 Dwarven halberdier 050 Sorcerer chanting from spell book ...........................................57p
07 Dwarven archer
08 Fighter with stone hemmer & shield SMALL GIANTS:
09 Fighter with two-handed sword 051 Small giant in helmet with axe & sword ..................................96p
010 Dwarf carrying sack of loot 052 Small giant with spear and captive elf ..................................€1.35
011 Dwarven cleric
012 Hooded fighter with sword CURSAKS ORCS:
013
014
Fighter with cutlass
Mailed fighter with polearm
031
032
Champion with cutlass & shield
Orc Leader, helmet and fur cloak ................
................
.
.
..........................
.........................72p
015 Dwarven axeman 033 Orc in leather & chains, with battle weary shield 5 cutlass ........72p
72p
034 The Collector' holding severed human head, in chain mail,
MOUNTED TERMIC DWARVES: ............
....... €1.10 EACH with two-handed axe ...........................................................72p
016 Mounted King 035 Orc in helmet, chain mail, with cutlass & dagger ......................57p
017 Mounted standard bearer 036
037
Orc with barbed spear ...........................................................
Orc with horned helmet, and carrying great axe .......................57p
57p
017a Mounted dwarf with warhemmer
018 Mounted maceman 038 Orc in helmet, chain mail, fur edged coat, with barbed spear .....
018a Mounted axeman 039 Orc with studded breastplate, mail skirt, carrying polearm .........57p
57p
019 Mounted swordsman 040 Orc in studded leather jack, with huge mace ............................57p
019a Mounted spearman
020 Mounted archer

021
AMAZONIAN WARRIORS:.............................
Exterminator with weapon
. . .EACH SPECIAL OFFER
021a Exterminator with severed head
022 Guardian in helmet, with shield end weapon
30 Foot Termic Dwarves .......................................... £12.50
023 Female assassin with two weapons 15 Mounted Termic Dwarves..................................... £14.95
024 Female assassin with two weapons
(All the above figures are supplied with a random selection of weapons) 15 Foot & 5 Mounted Termic Dwarves........................f12.95
NINJA: ......................
..................................
4 EACH 20 Cursaas Orcs...................................................... £10.95
025 Ninja with raised sword
026 Ninja archer with Great Bow
027 Ninja with grapping hook (Kaginawa) THESE SPECIAL OFFERS ARE POST FREE U.K. ONLY
028 Ninja with blow pipe
029 Ninja with sword & smoke bomb
030 Ninja 'Star' (Shuriken) thrower ACCESS - VISA - AMERICAN EXPRESS
DUNGEON EQUIPMENT:
DEQl Assorted fantasy weapons pack.................. . .
..........49p ESSEX MINIATURES
DE02 Dwarf pushing barrow loaded with loot .......................
96p UNIT 1, SHANNON CENTRE, SHANNON SQUARE
DE03 Bolt shooter with two dwarf crewmen .............
. ......
€ 1.60
DE04 ~ o shooter
~ t ............
..... .................................
72p THAMES ESTATE, CANVEY ISLAND, ESSEX.
TELEPHONE ORDERS 0 2 6 8 6 8 2 3 0 9
"Metal Miniatures are not toys and are not suitable for children under 12 y y r s of age.
They contain lead which may be harmful if chewed or swallowed.

Please mention White Dwarfwhen replying to advertisements.


Complete Map of Warlock of Firetop Moun- jokes. C S Hall. 2240 Yosemite Pkwy Na127, the largest of all the re-enactment societies, is
CLASSIFIED tain.Send 30p & sae to JA Naylor, 21 Coler~dge, Merced, CA 95340 USA. once again looking for new recruits. Men and
Newlandsmu~r,East Kilbride, Glasgow G75 8RD. women are needed to act as pikemen and
Wanted Runequest & Glorantha material, musketeers in this very authentic regiment,
Barserkarl Brilliant rpg complete with Norse especially Foes, Nomad Gods, Magazines, Cults reproducting as it does one of the most well-
A l l classified ads must be prepaidet the rate o f campaign world setting. Fast, original, exc~ting. of Rax, and Gateway Bestiary, but anythingcon- equipped and well -trained regiments of the
f1.40 + VAT I@ 15%) per line, or part thereof, Send € 3.95 to M. Aird. 10 Offerton Close, South sidered. Cashlswap. Phone Mark (0705) English Civil War. Those interested in joining the
+
display ads f2 VATper line. On average there Hylton. Sunderland SR4 OQL. 255765. best should contact Mr. Steven Payne, 98 Suf-
are six words (40 characters) per line. Please folk Road, Barking, Essex. Tel (011 594-9958.
send copy and payment to Whits Dwarf Small Mark of Chaos: A postal role-playing system set Anyone Interested in forming a new fantasy1SF
Ads, Games Workshop Design Studio, Enfield in a world of high fantasy adventure. A totally club in Leeds area, contact Paul and Alison - Wanted Rolemaster and modules for MERP. Will
Chambers, 16-18Low Pavement, NOTTINGHAM free-formsystem gives infinite options for your Leeds 716271. buy or swap Phone 10259) 50857 and ask for
NG1 7DL. Make cheques/POspayable to Games party of characters to interact with NPCs and lain, or write to 14 Walker Terrace, Tillicoultry,
Workshon Ltd. other plavers. No deadlines; a friendlv and effi- Hdpl AD&Der RQer, etc needs people to play Scotland FK13 6EF
W h i i L r f regrets that i t cannot be held cient s&vice, interesting and challenging with in Tunbridge WellslHastings area. Phone
responsible for financial transactions arising scenarios - all this for El a turn. Send SAE for Gavin, Ticehurst 200319. Found at GamesFair. CoC rulebooks and adven-
from smallads. Readers are advised to take ap- details or f3 for rules and first three turns to D tures in a zip-lok bag. Contact 105721813198.
propriate precaufions before parring with any M Games, 44 Rochester Ave, Chase Terrace, Sunderlandflewcastle: Starfleet Command an-
money. Staffs. nounce the formation of a new outpost in the Wanted Pavis. Big Rubble, GI Anvil of Victory.
area. Contact Lt Jg Mike Dunn, 6 Dacre Road. ADQlIl-212, WD39.45-47, 56-58.60. Phone
For Sala - painted regiment of Citadel orcs. Tel Fulwell, Sunderland for details. Paul (0722) 24470 after 6.
Lowestoft 69507.
Record Breaking62 hours to beat. Playing: Terry, Wolverhampton area: Garners wanted to ex-
For New & Used Books and Games Thunderwind: Not a fanzine, a MEGAZINEI Eoo. Lane. Dvlan. Chaos Fruitbat and others. oand orouo. lnto RQ. CoC. Blake. Blues. Booz-
Tues-Sun loam-6pm Issues 0, 1, 2, 3: 75p each for 80 pages linc ~ir;an, ~ames.Ben. Kelth. Barry, Kevin. Howlet ing. N; pinheads or pre-pubescents. ~ i n Chris
g
Oddity's Market p&p). Jez sez "Great Stuff" & "You're incredibly - Good luck and death. on Wolverhampton 29000.
72-73 Chalk Farm Road, London NW1 good". From Paul Dawson, 87 Newburgh Cres-
cent, Bridge of Don, Aberdeen. Wanted Second hand Mystic Wood and expan-
slon kit. Address: The Burrow, Longstock Park,
For Sala. Basic & Expert D&D rulebooks, AC1, Stockbridge. Hants or phone Anover 810105.
AC2, B3, geomorphs; f20. Space Voyager For Sale: WD24-72. Much Traveller and Car CLUBS
magazine 1, 3-15; f20. Phone Andrew (01) Wars. RQll, Ace of Aces 13 setsl. All good to mint
777-3871. condition. Phone 102406) 4713. Swao: MERP. Umbor. Anomor and RuneauestIll
players set or CoC. ~ h a i o w
of ~ o g - ~ o g bfor
th
Noticesare free up m nine lineslength, if
drawn
Kllmarnock Cannon fodder wanted - sorry, For Sale - Many RQ2, AD&D, and other items. Elfquest. Lloyd, 74 Upper Dumpton Park Road,
up to standard format Ilocetion, name, games,
Offers to Mark Humphreys, 15 St. Albans Ramsgate, Kent. Tel: 597704.
players for AD&D, etc Age 17-20. Phone 10563) time, place, comments, contact/. Extralinescost
Avenue, Weybridge, Surrey, KT13 8EN.
28944 after 7pm.
Wanted Dragon 1-5. Please write, quoting prices
+
f1.40 VAT per line.
Cheap Pads, pens, paper, etc. Send 2 17p and issues owned to KM Looi, 17 Cheery Tree
For Sale MERP & Angmar f7. D&D €5. DLl.
GI-2-3, D3 £2 each. World of Greyhawk f6. stamps to M Walton, 10 Darras Road, Pbnteland, Road, East Finchley, London N2 9QL. FYLDE, W LANCS
Phone (0563) 32760. Newcastle upon Tyne. Golden Swords Club
Male 1191wants help getting into gaming, have Games: AD&D, CoC. T, Dip
Sala: Assrtd AD&D etc. Phone 10422)843158. Goldan Heroes, Supervisor's Pack, .Legacy of played computer & book adventures. Quick Time: Thursday 7.30 pm
Eagles, Q Vic - f 15. RQI - € 5. DQ (2nd ed), GM's learner. Stephen Irvine, 21 Rossmore Gardens, Place: Roebuck Inn, A6 Bilsboard
inexpendveFigure Painting and character draw- Screen. PIOntoncle, FlAlusia - €6, Ysgarth + Little Sutton, L66 1NR. Comments: 18+ group, all welcome, especial-
ing service. For details contact Quick Draw at suppls - f6. To Challenge Tomorrow - f 3. All as ly ladies
Egham (0784) 35593. new, (0736) 64675. Wantedl Space Opera or Trav books 1-6. Extras Contact: Paul (0253) 295616 after 5pm
helpful. Can buy or swap for MEW Superpowers
For Sale: Citadel Runequestboxed sets. Painted and other stuff. Offers to: Roger 10411649 6111. ALVESrON
Fantasy Figure Palnting Service Send f 1 and in artist's oils & enamels. Details from R
stamp for sample and prices. R Rees, 62 Dickens Alveston Adventurers Guild
Lawrence. Tel 278664. Fallow Warhammer Elvlsh (Cavalry1 Generals Gamas: Any
Ave, Corsham, Wilts.
Unite to make mail club or newsletter. Tactics or Time: Sundays
For Sala: 110 Fully-based, painted figures otherwise. SAE to: Hawk, 21 Southdown Ave, Comments: Age 15+. Players desperately
suitable for Warhammer: goblins, humans, Preston, Weymouth, Dorset DT3 6HR. wanted1
..-
dwarves - €100 Ring Dave (04606) 2766 after Contact: J M Wight, 4 8 Greenhill Road,
instructions + books - magic, occult, earth 5.30pm. Swap: Traveller Starter Edltlon & Adventure, v Alveston, Bristol BS12 2NA Tel 10454)415512
mysteries, folklore, psychic teachings, good condition for a book on traps and tricks.
astrology, hypnosis & much, much more! For Sale: Champions & Supplement I.Offers: 53 Contact: R Long, Gate House. Dean Close CRWDON
Colour catalogue El (refundablewith first Argyll Ave, Intake, Doncaster. School, Cheltanham. Glos GL51 6HE. Croydon Games Club
order). Games: Wargames, Boardgames and frps
The Tarot Workshop (Dept WD71, 17 Kiln New Style: MM, MM2, FF. Perfect condition, €6 Comaanlas Have vour roalmodule/fanzine Time: Sundays 1-6pm
Lane, Hadfield. Hyde, Cheshire. SKI4 7AU each. Tel 10908) 677679. raweked at length ~nnew n;a"gaz~ne. Send pro- Placa: Croydon Parish Church Hall, Church
ducts to: 102 H~ghcliffeRd, W~ckford.Essex. Road, Croydon
Games Sale - rpgs, boardgames. books. Everything sent is reviewed. Comments: € 2 membership, 7Dp subs
magazines, kits, plastic figures.-scenery - low Contact: Phil (01) 771-3518 (evenings)
Car Warn (pocket book version) controller and prices. SAE for listings: T Killejay, 32 Shaw Cres, Wanted: DM f20+1 for AD&D to administer
car desianer for 48k Soectrum. Deals with Huby, Sutton-on-the-Forest.York YO6 1JF. ounishmant to iaded adventurers. Waroed im- WHISTABLE, KENT
moveme;;t, handling, conirol, etc. f4.95or SAE bgination helpfd, tolerance of silliness essential. The Guild of Melee & Magic
for info sheet to Allan Hern. 19 Aluw Chine Uxbridge area. Pnone Denn~s(08951 33158 Gamas: Any
Road, Westbourne, Dorset. Speeds up game and anytime. Time: 7.15-10.00pm
saves hassle! HELP Place: Whistable Youth Club, Gorrell Tank
On: slayer (151in Heathfield area seeks adven- Contact: Bish [Mondays 5.15-7.00), Jim (Mon-
Bargains D&D Basic & Expert - only f6.4p ture. Plays Dragon Warriors. D&D but will learn Wed, Fri 9.30am-7.30pml. Alan (Tues, Thurs
each! Also 100 Citadel miniatures €31.4~
and FF Contacts. messaoes. non-commercial adver- any frpgama Contact Stuart (Horam Rdl2053. 7.15-10) All at Whistable 275178
Gamebooks 1-9 f11.4~. Phone Chris on (01) tisemenis Ifor frGe &ems onlvl. wenteds and
351-6615 (evenings). swaps may be advertised freeup ro 25 words. AD&D D M looking for players in Wok- FARNHAM. SURREY
Longer ads wrll be charged i n rhe~renhrety at ing1Guildfordarea to start new campaign. Ages Farnham Wargamas Club
People Who Do It For Real - Helpl Real chain f14 0 7 VAT per line I f you are under 16 and 12-14, either sex. Contact David on Woking Games: Any
mail armour needed, or information about it. wish toplace an ad which involvaspeople con- 26926. Time: Sundays 2-7pm
Phone 101) tacting you, you should obtain the consent of a Place: Church House, Farnham
851-0482Nester Chaos/FireflamelLord Blood. parent or guardian. A signature willbe required Wanted: Aftennmh any condition, any edition as Contact: Alan Grimes, 10252) 711076
Long live the Labyrinthe. as evidence o f consent. long as its readable and all there, Phone Sulgrave
513 and ask for Andrew. GALLOWAY
Rhye Lotsof rpg gear for sale. Jon, 12 Wear Drive. Grab your spit gun. Judge Dredd is in your sec- Knights of the International brceny League
Chelmsford CM1 5PT. tor! Well, he's at 6OTvlecroft Road, Norbuw, Lon- Swap: 20DOADs 1151-457) for 2 of Gamas: Any rpg
don to be precise. On Sundays 5-8 MMIMMIIIFFiLankhmarlUAICoC~ravellerlJDr- Time: Saturdavs 12 noon-6
For Sale AD&D Books. PHB, DMG, L&L. FF, OA. pg. Darren Carpenter, 38 Beach Drive, St Ives, Place: c ate hoke of Fleet Community Centre
All new, mint condition f 7.00 each. Runequest Swan I have Rolemaster. want C&S or Gods of Cambs. Contact: Bryan 1055) 724262 evenings
de-luxe boxed set &Vikings & Monster Coliseum lor ant ha, other stuff considered. T Zunder. 36b
f3Dfor the three. Warhammer old addition un- Parkers Road. Sheffield S10 1BN. Fantasy Design - original fantasy artwork. Send ROTHERHAM
boxed €4. Conran rpg £4. All the world's A4 sae for sample and details to Stuart Robert- RotherhamClansman rpg and wargaming club
monsters vols I, 11, 111, €7 the lot. AD&D Bat- Swap Starsh~pTroopers IAvalon Hill €16.95) tat- son. HelensfieldPoultry Farm, Bungalow No.2, Games: Most rpgs and wargaming periods
tlesystem €7. MERP Boxed Rules f7. To S ty box but complete, for Warhammer II. Ben Clackmannanshire FKlO 4JA. Time: Saturdays 9.30am-5.00pm
Russell, 21 High Street, Wingham, Canterbury, Clayton. Telephone 107541 880134. Placa: Brian O'Malley Library Arts Centre
Kent. Robdsvina reedlno Are there anv rolaolaversin Contact: Nigel (0709) 528166
Fandna soon to be published, requires artwork, ~eadineiniarestedin starting a eroupi patrick,
The Hunting PBM centred in the dread city of scenarios, articles etc No blatant hardware. 14 HogarthAve, Reading. Tel411977 after 5pm. MID-SOMERSET
Endlethorn. You choose between Criminal & Ex- Contact Tim Hyde. 92 Board Lane, Essington. Outer Circle RoleplayingClub
terminator, and enter the city in search of your Woverhampton, Staffs W V l l 2RG Desperate male gamer 117) seeks attractive Gamas: Most rpgs and live action role-playing
fortune or freedom. You must fight a hostile en- female companion in Reading. lnto D&D, MERP, Time: Monthlv. to be notified
vironment where anything can happen. Write Max Kittarns or anyone knowing the and Deep Purple. Patrick Martin, 14 Hogarth Place: ~layers'homes
enclosina a f 5 cheoue oavable to D M Cooksev whereabouts of the Krazy Kiwi (last: Sydney, Avenue, Reading. Tel 411977. Contact: Nick James, Flat 3. 15 Chamberlain
lor a st& up. ~ulebobk:start sheet, first 3 Australial, please write: Sniff Kraze 2, Badger Street. Wells, Somerset BA5 2PE
rounds, latest newsletter. DMC Games. 2 Rmer- Close, Mulb?rton. Norwich, Norfolk. Swap: Traveller 0-3, Supplements 1&4, and PPs
ton Road. Bas~ngstoke.Hants RG21 2LW. Beyond and Vanguard reaches for Toon. Hello - ... . ..
Laeds area Mature player of 16 seeks Nik and Danny! Tel (0509) 230188. Erith Wargames Group
RQ Orig's clubsiplayers. Plays everything, 3 years ex- Games: SF, Fantasy & SlHaro rpgs,
- wargames,
-
FoesIPbndlH PitsIA LanelD TowerIS Pipe etc perience. Suffering from rpg starvation. Tel An- Wanted: Artists and writers for Thunderwind boardgames
Offers Tel 10955) 82674lCot- f5 drew Leeds 860749. fanzine. Write to Paul Dawson, 87 Newburgh Time: 1st & 3rd Tuesdays 7-10.00pm
DreddlMERPIHeroaslST Ill f 7 each Crescent, Bridge of Don, Aberdeen. Oh, and Placa: St Paul's Church Hall, Mill Road, Erith,
ST/Klingons/Romsil AnglalCampaigniAD&D Wanted Paranoia. DMG. PHB, MMI, MMII, Chill make it good. Kent
Books €6 each. Also MERP aids & figures. supplements. Will swap JD, CoC, Star Trek. ~ k m e n t r Church
: Hall, no booze. Age 14+
Marvel SIHeroes, Gangbusters. Talisman. All IXlON 1 needs articles and artwork. Will reward preferred
Warscapes Effectiw battlegrounds for Warham- with supplements. Dave, 8 Woodmere Road, with free copy when printed. Send to IXION, 15 Contact: Rex Dartford 330444 or Andy
mer and wargames. Send two stamps to Stockton, Cleveland. WestmorlandGdns, Eastgata Rterbo' PE1 5HU. 335008 (evenings)
Warscapes, 19 Glebaside, Witton Gilbert,
Durham. Eliminator Personalloostal zina Games include Wanted Ciadel Speciality Set 1 (Chaos War- - . ElRE
NENAGH. - -
D~plomacy,sopwlth, plus new games Out Ju- riors). Will pay reasonable price. Telephone Burn- ~enafjhDungson Bashing Club
Prisoner: Who Is Number One? New 48k Spec- ly Free for ssae. Domen~cde Bech~,20 Hamble twood 74037 after 4pm. Gamas. Most rpgs
trum adventure. Send blank tape, SAE & €1.50 Road. Merryhlll. Wolverhampton WV4 4PN Time. Sunday afternoons
to F A Shailes, 18 Churchill Rd. Frome, Somerset Tha Blew Regiment of the London Trayned Place: OM'S house
BAll 4ED. Penpal wanted (17+, fem pref) for dazed and Bandes, a leading regiment of the Sealed Knot, Contact: Sean Harrett, c/o Mrs. Whelan, Gur-
confused Calif gamer to swap ideas and dirty teen, Borrisohane, Nenagh, Co Tipperary, EIRE
ISN'T ABOUT TIME YOUR 25mm Miniatures
DUNGEONS MOVED INTO THE THLRDDIMENSION?
Rooms, passages, steps, accessories - everything you
need to convert your dungeon master plans into a Table-
Top treat EVERY TIME! Comers, junctions, dead-ends
of Dark Blades
detailed walls to

addressed enve-

Send Stamped Addressed Envelope for details to:-


TORCHLIGHT, UNIT 15, BROOKSIDE WORKS,
SPRINGFIELD DRIVE, WESTCLIFF-ON-SEA,
ESSEX. SSO ORA
or enquire at your local games shop
********* STOP PRESS - NEW RELEASES *********
C21 Graveyard Set: f1.95
C22 Miscellaneous Door Set: f1.75

16,0254 OSLO 2.

SHEER BRILLIANCE
Zorn Games
presents Nothing less will be enough to replace Mike, who is
moving on to fresh pastures. He knows the games
REBIRTH hobby; he knows fantasy games; he knows simulation
The science fiction play by mail game. Playerstake the part of
games; he knows people and magazines and miniatures
starship captains trying to rebuild civilisation after a galactic and the trade and computers and.. . he can write.
disaster.
Fastturnaround Turn fee only £1.50 You must be at least as brilliant to take over in the
Detailed rulesfor with no hidden extras Promotions Department of TSR UK, the
construction of starships Playerscan design
Extensively playtested their own alien race DUNGEONS & DRAGONS@People.
For rulebook, set-up and first four turns send f5 to: Zorn
Games, 10 Hough Green, Chester, CH4 8JG. Rulebook alone You would have all the help you need: an Apple
costs 50p, deducted from the set-up fee if you then join the Macintosh, wordprocessors, the best fantasy products,
game. ChequesIPOs payable to Zorn Games.
talented and congenial colleagues, an attractive
workplace, freebies, healthcare -even a salary. But if
you aren't brilliant, this is not for you.
MEDWAY GAMES CENTRE So if you are
but stupid, don't call us.. .
1 CHURCH STREET INTERESTED but ordinary, turn the page
CHATHAM, KENT and brilliant, write to:
Tel: MEDWAY (0634) 814750 Sally Meadows

Q!
Fantasy Games Board Games Promotions Executive

-
Figures: CITADEL, GRENADIER, '" TSR UK Limited
PRlNZ AUGUST, MINIFIGS The Mill
Rathrnore Road
I
CAMBRIDGE CB 1 4AD
Open Mon-Sat 9.30-5.30
m (Closed Wednesday)
V&l
or call (0223) 212517 for full details of what will
probably be the biggest challenge you have ever faced.
DUNGEONS & DRAGONS is a fcgistued Pr.iemark of TSR Iac. 01986 TSR UK Limited

Please mention White Dwarfwhen replying to advertisements. WZEEEl L~i:'/:l:d -1 61


clan, which wander the world in
search of fame and fortune. The SCOTLAND'S PREMIERE HOBBY
game combines strategic wargam-
ing with fast moving roleplay as ST0 RES
players fight for power over the
hundreds of settlements that dot
the landscape and tackle the mys- EDINBURGH GLASGOW
teries of ORIONS past.
For more information write to 13 Forrest Road, 536 Great Western Road,
Orion Games, 6 st. Austell Rd, Glasgow GI2 8E2
Manchester MI6 8WQ. To start Edinburgh EH1 2QH
send £5 for the set-up material Tel: 031 226 3354 Tel: 041 334 1583
hich include the first three turns.
ke chequeslP0 payable
GAMES. Future turns YOUR GATEWAY TO ADVENTURE

ONE RING TO FIND THEM ALL! COME TO

100 Queensmere BARAD - DUR


We carly all major and most minor games systems - 100's of
Slough, Berks. titles. The complete range of Citadel, also Den~zen,TTG,
Grenadier, Chron~cle.Battle-Terrain(any scale) to order.
Tel: SLOUGH 30678 Dice/Paints/Brushes/Magazines.
1Oarn - 6prn Tuesday-Saturday
Large selection of D&D,
RuneQuest, Traveller, Citadel 7 COPTFOLD ROAD, BRENTWOOD, ESSEX

GAMEL LINE^Tel. 222694 andpk for


BARAD- DUR
+POST FREE +SAME DAY PACKAGE

1 +444444444444444WW

bbgliscrse ' f$
FOR THE FINEST RANGE OF FANTASY
ROLE-PLAYING GAMES IN THE COUNTRY +- 10 Skerry Hill

1
-Special offers always available- Mansfield, Notts
$
i
Citadel, Essex, Denizen, Grenadier Miniatures
Closed Monday
-thousar~dsi r ~stock, Prince August Moulds,
Playing Aids & Accessories etc. Remainder 1Oam-6pm

95 Newark Road, Bracebridge, Lincoln.


Tel: 0522 42566
**+
-
Stockist of Citadel, Asgard,
Essex Miniatures; Torchlight
and Gallia products and more
E
62 ~ ~ I I W mention White Dwarfwhen replying to advertisements.
Please
YES WE DO

A
IN 25mm. )I aemple of @am;$ for Xo~~bon
IN 20 FIENDISHL Y CUNNING POSES !
(ALL WITH VARIOUS DEADL Y WEAPONR (1 anb tlje Borne &owntit$
SEND £1-50p FOR OUR FULL
ILLUSTRATED CATALOGUE.
Our distributor in the USA & CANADA
is MI. J. Hood 'WARGAMES', 1410,
Promenade Bank Centre, Richardson, AT
TEXAS 75080.

See us at 'MIDLAND MILITAIRE'


91 BALLARDS LANE
Birmingham University. July 5th 816th FINCHLEY, N 3
NINJA POSTER - Superbly eyecatching! ONLY £1.50
including Post and Packing
--
II (Just 3 minutes walk from FINCHLEY CENTRAL UNDERGROUND)
SAMURAI S WEAT SHIRTS ONL Y £ 9 . 2 5 ~(inc. P&P) , OPEN 6 DAYS A WEEK 9.30am-6.00pm (SAT- 5.30pm)
Send S.A.E. for illustrated list. Available Mail Order Only! I
I
FULL RANGES OF: AVALON HILL, BEAST, CITADEL,
When in London visit:- VIRGIN GAMES, 100, Oxford Street. COLUMBIA, FGU, GRENADIER, GDW, JUDGE'S GUILD,
GAMERS I N EX1LE, 283, Penton ville Road, London W1. MAYFAIR, PACESETTER, PRINCE AUGUST, SLEUTH,
RYE STAMPSHOP:- 190, Rye Lane, Peckham, SE 15 4NF. STANDARD, TSR, TORCHLIGHT, VICTORY,
DlXON MINIATURES. Unit 28, Spring Grove Mills, -and much, much more - TRY US!!
Linth waite, Huddersfield, W. Yorkshire. Tel: (0484) 8461 62.
"Metal Miniatures are not toys and are not suitable for children under 12 years of age. We can now offer mail order - send SAE for details
They contain lead which may be harmful if chewed or swallowed." L
i

7 Lawrence Sherriff Street,


Rugby CV22 5EJ
Warwickshire
Tel: Rugby (0788) 62372
I Open Mon-Sat 9.00arn-5.30pm I

Please mention White Dwarfwhen replying to advertisements. - ~ E K I : Y : 4 ; 163


ALL PIECES SHOWN ARE MADE SHOWN ACTUAL SIZ
IN HIGHLY POLISHED PEWTER

WITH FIRE EFFECT AUSTRIAN CRYSTAL N I G H T W I ~NECKLET


ON 17" CHAIN On 17" CHlAlN

ON 17" CHAIN
(FRONT VIEW)

T-(MEDIUM)
W-(LARGE)

CLAWSTONE
WlTH RUBY RED
AUSTRIAN CRYSTA

2 ROW STUDDED f 4.99 Hand made in England


FAST MAIL ORDER

8.5 POWERSLAVE 1 H" BUCKLE ITH LEICESTER LE3 5LH

TELEPHONE (0553) 549182


TRADE ENQUIRIES WELCOME
b HULL CRUSHER
thq ~ & n Maw gobhas d -grub IsgW
Y
slaughred the of Ylarak-Awl Won
'they could urn this enchanted tdwchet to d ~ -
fend themadv48. After scdw trial and error, ib

all is not lost, hawew. From all comers of the Old

I
World, noble warrfars gather to resist this
onslaught of evil. Lord Aquila, Sir Brut, Ulrlk
Uiriban, H a r d the Hammer, Tha Moon Duke,
Vlad Krakhed, Manfwd, First Knight of the Em-
pim and a m n I m w n only as Gladius - each was
a kgend in his own riaht. wich sworn to wt out
ttw blight or dle In thi attempt -

CHAOS DWAAFRENE@ADES
the Dwarves are C h w ' stmw+s$ fws.
l-tgmslms an& kB pwq& its m p t l o n , d sell

-
FOR ~ E S &SVISA ORDER8 RING THE MAIL-ORDER HOTUNES ON (0733)769522/7B"0~2

You might also like