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March 1981 Dragon

1
Dragon Vol. V, No. 9

Vol. V, No. 9 March 1981


Publisher . . . . . . . . . . . . . E. Gary Gygax
Editor . . . . . . . . . . . . . . . . . . . Jake Jaquet
Assistant editor . . . . . . . . . . Kim Mohan
Kim Mohan bout my handling of your manuscript in- Editorial staff . . . . . . . . . . . . Bryce Knorr
Assistant editor, THE DRAGON volves the discovery and correction of Marilyn Mays
Dragon Publishing three “typos.” Okay, I’ll give you the be- Sales & Circulation . . Debbie Chiusano
nefit of the doubt on “FINEOUS.” But a Corey Koebernick
Dear Orcface: lot of people think “persistance” is the Office staff . . . . . . . . . . . . . . Dawn Pekul
You couldn’t resist, could you? Those correct spelling of that word, and I’m not Cherie Knull
little red scribbles on contributor’s manu- so inclined to believe it was “just” a typo. Roger Raupp
scripts didn’t get you enough play, did As far as “assistant” goes, I can tell by Contributing editors . . . . Roger Moore
they? You. had to try for the big time and the typing on the top of your letter that Ed Greenwood
savage someone in public, didn’t you? you’re having a hard time breaking an
“The Write Way to Get Published” in old habit.
DRAGON #45 has probably fixed the I’m truly sorry if you or anyone got the This month’s contributing artists:
name Kim Mohan in everyone’s mind. impression from my editing remarks that John Blumen James Holloway
You’re now the nasty little man who says I am a “nasty little man who says horrible Todd Oleck Steve Swenston
horrible things to eager new writers, things to new writers.” Sure I took a few Dave LaForce David Trampier
leaving their egos crushed and their manu- shots at you, but that was just return fire. Roger Raupp Darlene
Jeff Dee
scripts mangled. Sure, I was not 100 percent encouraging.
Bad PR, Kim. I was meticulous in my editing of the
Somebody should tell your readers piece (at least, I tried to be). My com- DRAGON magazine is published monthly by
Dragon Publishing, a division of TSR Hobbies, Inc.
that you’re actually much nicer when ments about our approach and our poli- The mailing address of Dragon Publishing is P.O.
you’re really working with a writer, and cies regarding manuscript submissions Box 110, Lake Geneva, WI 53147; telephone 414-
not hamming it up. The sarcasm general- 248-8044.
were straightforward and sometimes
ly stays at your office, and the comments blunt — because I saw this as a golden DRAGON is available at hundreds of hobby
that you scrawl all over people’s manu- opportunity to impress writers with some stores and bookstores throughout the United
States and Canada, and through a limited number
scripts are generally well-considered important facts about the way we operate. of overseas outlets. The magazine can be pur-
and constructive. I’m probably the best It was an opportunity that I took ad- chased directly from Dragon Publishing by in-
dividual subscription. The subscription rate within
one to say it, since I’m the one who got so vantage of at your expense, to some de- the United States and Canada is $24 U.S. for 12 is-
brutalized. gree — but no more, I think, than was sues. Outside the U.S. and Canada, rates are as
Hey, folks, Kim’s easy to work with — follows: $50 U.S. for 12 issues sent surface mail,
appropriate and necessary. I believe that or $95 U.S. for 12 issues sent air mail.
really. He won’t do anything horrible to the uncomplimentary things I said about
you if you send him a manuscript. He’s the style and wording of your article A limited selection of DRAGON back issues is
available by mail from Dragon Publishing for cover
positively friendly to new writers —just were valid criticisms. And judging by the price of a particular issue plus $1.00 per issue
don’t call him “Orcface.” It turns him fact that you didn’t take issue with any of ordered for postage and handling. No issues prior
to #22 are available. The cover price for issues #22-
from a mild-mannered editor to a savage them in your comments to me, I assume 31 is $2.00, for #32-36, $2.50, and for #37 to
beast. you aren’t going to argue about any of present, $3.00. Payment must accompany all
Really, Kim; complaining about three them. So, what is it that bothers you? Do orders. If one or more issues in an order is sold
out, a credit slip will be substituted which may be
little typos in a 2700 word article is a bit you rebel at being singled out for criti- exchanged for cash or merchandise from Dragon
much. Imperfect proofreading is one cism — “ savaged in public”? If so, con- Publishing.

reason why people like me work with sider these facts: Few people could have The issue of expiration for each subscription is
people like you — editors are supposed written such a complete, comprehensive printed on each subscriber’s mailing label.
Changes of address for subscriptions must be re-
to delete all the author’s mistakes, so article to begin with — and someone ceived by Dragon Publishing at least 30 days prior
that the only errors in the final draft are who can’t write well enough to get pub- to the effective date of the change in order to
the editor’s. guarantee uninterrupted delivery.
lished would trade places with you in a
Up until now, you’ve done it perfectly. second, to get his name on an article All material published in DRAGON becomes the
Many wishes, whether it was being criticized or not. exclusive property of the publisher upon publica-
tion, unless special arrangements to the contrary
Robert Plamondon You addressed a very special subject — are made prior to publication.

Dear Robert, one on which I, as an editor, and DRAG-


DRAGON welcomes unsolicited submissions
I have read your letter several times ON, as a magazine, have very strong feel- of written material and artwork; however, no
and find myself still at a loss to phrase an ings. Your article gave us a vehicle to responsibility for such submissions can be as-
sumed by the publisher in any event. No submis-
adequate and sufficient response in a present those thoughts to our readers, sion will be returned unless it was accompanied
limited number of words. I am not at all and I and we thank you for that. by a self-addressed, stamped envelope of suf-
ficient size.
sure how to take some of your com- Because your letter was addressed to
ments: Is the first paragraph supposed to “Out on a Limb” as well as to me person- DRAGON™ is a trademark for Dragon Publishing’s
monthly adventure role-playing aid. All rights on the
be sarcastic, or are you just letting off ally, I’m going to take the liberty of pub- contents of this publication are resewed, and nothing
some steam, or are you really mad at lishing it, along with this response. I may be reproduced in whole or in part without securing
prior permission in writing from the publisher. Copyright
me? know writers don’t get paid for letters to 1981 by TSR Hobbies, Inc.
Aside from some general criticism the editor, but I figured you wouldn’t
Second class postage paid at Cary, Illinois 60013.
about how I’ve portrayed myself as a mind.
“savage beast,” your only complaint a-
March 1981 Dragon
tion starting on page 9 which deals with adventuring on the
other planes. In addition to Steven’s observations, Karl Horak
adds new meaning to “soul searching”; Patrick Amory postu-
lates the existence of seven strange creatures from obscure
planes; and our Bazaar of the Bizarre is stocked with magic
items which travellers between the planes might find...inter-
esting.
Appearing for the first time in this issue is Figuratively Speak-
ing, a photographic and analytical look at miniature figures and
eturn with us now to those action-packed days of accessories. Reviewer Bill Fawcett will provide ratings and gen-
yesteryear, as the superhero of gaming magazines eral comments on figures and other items from as many differ-
strikes another blow for life, liberty and the pursuit ent manufacturers as possible. The figures are professionally
of experience points with CRlMEFlGHTERS, a set photographed to yield the best quality reproduction, so you can
of rules for role-playing adventure in the era of the literally see what you’re getting in a Figuratively Speaking
pulp heroes. review.
If you thought a pulp hero was some rare strain of paper Creating a time frame for a world and designing a calendar to
golem, then the game setting might take some getting used to. fit it might seem like an awesome task to any DM contemplating
But Dave Cook, a member of the design staff of TSR Hobbies, such an effort. But contributing editor Ed Greenwood presents
Inc., did extensive research into the subject while drawing up his and describes his creation, The Calendar of Harptos, in a single
rules and attempted to incorporate as many specifics as possi- page. By retaining some of the aspects of our normal Gregorian
ble. Still Crimefighters greatly resembles the original D&D® calendar, Ed’s calendar is familiar and unusual at the same time.
game in the number of things left to the Game Master’s discre- In this month’s Leomund’s Tiny Hut column, Len Lakofka
tion. “The Case of the Editor’s Envelope,” a sample scenario takes a close look at the abilities and liabilities of the thief class.
supplied by Dave, helps to illustrate how an adventure can be Two formidable females, Camilla and Medea, are depicted by
designed and played. And DRAGON staff member Bryce Katharine Brahtin Kerr in Giants in the Earth. Merle Rasmussen,
Knorr’s brief essay on pulp heroes and the people who created author of the TOP SECRET™ game, reveals a few more of his
them will flesh out the history of this segment of Americana. valuable papers in another installment of The Rasmussen Files,
Good reading and good playing —and if you find yourself at the and Sage Advice is back with a page of questions and answers
wrong end of a dark alley, you’re on your own. about the AD&D™ rules.
You’re also on your own (no peeking!) with the AD&D™ exam John Prados provides an in-depth look at the history of Simu-
awaiting at the front of this month’s article section. As a belated lations Publications, Inc., and a description of the new trends
followup to the Dungeon Master Evaluation Form (issue #43), emerging at SPI, in Simulation Corner. Mark Herro examines
we present 50 questions designed to separate the players from electronic and computer-program sports games in The Electric
the page-turners. Eye, and Bryan Beecher sets forth rules for replaying the Rus-
Some of you may recognize the kindly old gent pictured on sian conquest of Berlin in his latest Squad Leader scenario.
page 6. A black & white rendition of this Todd Oleck painting is Dragon’s Augury, made up primarily of reviews by Tony Wat-
used to introduce “From the Sorcerer’s Scroll,” the column son this month, features games based on land, in the sea, and in
written by E. Gary Gygax, publisher of DRAGON magazine. outer space, plus a pair of adventures designed for Traveller..
Artist John Blumen went right to the head of the class in his first Our five pages of comics in this issue include the next two
appearance in — or rather, on — the magazine by supplying us pages of Pinsom, which made its debut last month; a double-
with this month’s cover painting. page spread of Wormy; and the continuing saga of Jasmine.
A “Sorcerer’s Scroll” column many issues ago was the inspi- Now, go forth and become Crimefighters heroes. Here’s hop-
ration for a couple of letters written by Steven Kienle to Mr. ing that all your contacts are sweet, honest guys, and the secret
Gygax. The resulting article is the foundation of a special sec- formula ends up in your hands at the end of the chase. — KM

SPECIAL ATTRACTION Leomund’s Tiny Hut — The Thief . . . . . . . . . . . . . . . . . . . . . . . . 20


CRIMEFIGHTERS — Role-playing rules for pulp heroes . . . 29 Giants in the Earth — Two legendary women . . . . . . . . . . . . . 22
The Case of the Editor’s Envelope — The Rasmussen Files — More TOP SECRET directives . . . . 26
A sample Crimefighters scenario . . . . . . . . . . . . . . . . . . . . . . . 46 Sage Advice — Questions and answers . . . . . . . . . . . . . . . . . . . 52
The Pulps: Paper Heroes — Thoughts on the pulps . . . . . . . 50 Convention schedule . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Dragon’s Augury
OTHER FEATURES ROBOTS!. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Take the AD&D exam — To test players’ knowledge. . . . . . . . 7 Fast Attack Boats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Special section: The Other Planes Starfire and Starfire II . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Elementary ideas for elemental adventuring — Across the Bright Face/Mission on Mithril . . . . . . . . . . . . . . 63
Letters to EGG . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Research Station Gamma . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Seek, but don’t expect to find — Simulation Corner — New Approach at SPI . . . . . . . . . . . . . . . 66
Astral & ethereal searches.. . . . . . . . . . . . . . . . . . . . . . . . . . 11 Squad Leader scenario — “Two eyes for an eye". . . . . . . . . . 67
Creatures from elsewhere — Pinsom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Seven out-of-this-world monsters . . . . . . . . . . . . . . . . . . . . 13 The Electric Eye — Sports games surveyed. . . . . . . . . . . . . . . 70
Bazaar of the Bizarre — Magic involving other planes . . . 18 Wormy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
The merry month of...Mirtul? — Jasmine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
Design your own calendar. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Figuratively Speaking — Miniatures on display. . . . . . . . . . . . 64
If your mailing label says TD-47
REGULAR OFFERINGS this is your last issue — resubscribe!
Out on a Limb — Letters from readers. . . . . . . . . . . . . . . . . . . . . 4
3
Dragon Vol. V, No. 9

‘The height sidered. Magic items will be used by monsters


if possible; even a bugbear is smart enough to
success, and provides relief from the hero’s
sometimes saccharine goodness. Competi-
use a glowing +1 sword over a normal one. tive gamers can get their thrills by vying with
of absurdity’ An issue in the AD&D game that is often
ignored is the strange social system that must
each other to complete their heroes’ quests
first (which is, after all, the object of the
Dear Editor: go on in a “normal” dungeon. Monsters that game).
I finished reading my December issue of live within a few hundred feet of each other Douglas Bachmann’s quibbles with Dragon-
DRAGON magazine in a rage. I refer to the must have some type of interaction. Rivalries quest (in #43) are valid. The alchemy skill is
letter from the player (“Lowly Players”) who will be strong between intelligent monsters indeed not classical alchemy, but what else
says his DM won’t let his group subscribe to while other monsters with a common trait would one call medieval chemistry mixed with
DRAGON magazine because therein are (i.e., alignment) will band together in some magic? The experience point awards are
things meant only for the DM. I’m a DM for two kind of a defense system. A communications somewhat rigid, and tend to obscure the con-
different groups here in Mannheim, Germany, system will be inherent in any defense setup, cept behind the experience system. I recom-
and I would be tickled pink if all the players so when an orc jumps up and wails on a gong, mend increasing the EP given to characters
here subscribed to this magazine. Half of the the party can expect reinforcements (pro- by up to a factor of two or three, while keeping
players here have copies of the DMG anyway bably from the rear) soon. This type of inter- the calculation by the GM as simple as des-
(they DM the group a lot, too) so as far as action also answers the mystifying question cribed in the rules.
hiding things from the players go, that’s im- of why monsters are almost always semi- Eric Goldberg
possible (and it hasn’t hurt the games here at ready for battle. New York, N.Y.
all; in fact, it seems to have helped them). The DM is at an initial disadvantage due to
Secondly, for anyone to dictate what a person his/her singular creativity compared to the
can or cannot read is the height of absurdity
and...and..what’s a good word for “gross, pet-
combined thinking power of the players. Pre-
planning how encounters might be run if the
Retirement
ty, obnoxious despotism”? That’ll do. If I had party takes some special action, such as
a DM who told me I couldn’t read DRAGON throwing oil, can even things up. Taking time Dear Editor:
magazine if I was to play in his universe, I’d tell to have monsters use their own intelligence I am tired of all the articles in DRAGON maga-
him to kiss a succubus. Or an otyugh, whi- forces the players to to use their own intelli- zine on what to do with high-level characters.
chever is closer. I personally urge all D&D® gence more effectively, leading to a more The simple solution is retirement.
players (and C&S, T&T, AD&D™ game, GW, challenging and fun game for everyone. The high-level player character is more a
etc. players) to subscribe to this magazine at Forrest C.M. Pape problem for the player than the DM. Once the
the least; it’s the best there is. Houghton, Mich. player character becomes near invincible, the
I will confess that I do have one tiny com- risk of injury and death is gone from the game.
plaint, concerning the excellent “Super Spies” Without risk, the AD&D game is as exciting as
article by Allen Hammack. I didn’t see Greg stealing candy from a baby.
Morris from “Mission: Impossible”, Bill Cosby
and that other guy (Robert Gulp — ed) from “I
Review reviews The solution is to retire the high-level char-
acter and start a first-level character. This
Spy”, Patrick MacGoohan from “Secret Agent brings the excitement of playing a new char-
Man”, and Boris and Natasha from the “Rocky To the editor: acter. This brings the opportunity of the ex-
and Bullwinkle Show”. Could someone check The John Carter review (in DRAGON #42) is citement of playing a different character class
these characters out in a future article? an excellent description of that game, or at and/or a different race. Most important, this
Roger E. Moore least until Tony Watson makes two rather pe- brings the excitement of risking life and limb.
Mannheim, Germany culiar statements in the last paragraph. After Fred Cain
APO, N.Y. describing the combat system as “simple” Indianapolis, Ind.
(which it is), he also declares it to be of a
“highly mathematical nature.” I know of few

Smart monsters
people who would describe addition and sub-
traction of numbers from 1 to 10 the latter
‘Tomfoolery’
way.
A more serious complaint, which has noth- Dear Editor:
Dear Editor: ing to do with semantics, concerns a villain’s I should like first of all to express my sympa-
Gary Gygax’s “Sorcerer’s Scroll” in issue inability to win. If a designer wishes to thies to “Rebellion” in issue #44 (Out on a
#42 strikes at the heart of a problem that hurts recreate Barsoom, he cannot permit any Limb). I too know of a campaign in which
many campaigns. Monsters are frequently character with less than fully honorable inten- 85th-level NPC Magic-Users shot 1-mile-
thrown at the players in a simple hack-and- tions to triumph at the conclusion of a story. radius fireballs that slew gods; a town of 5,000
slash suicide mission without regard to their Whenever Edgar Rice Burroughs would place population in which you could only survive if
intelligence or secondary abilities. Like player a hero at a seemingly inescapable loss, he you were greater than 30th level, 75-foot mu-
characters, monsters do not want to die and would quickly ram an amendment to the Laws tant orcs, rings of infinite wishes, monks of
they are going to use every bit of cunning and of Probability through Congress, and *hey AC -28, etc. etc.
resouces available to them to prevent it. presto!* we had one dead or disgraced villain When I considered entering this campaign,
Mr. Gygax gives many excellent ideas to plus one rescued and beautiful female. Each after the initial disbelief, I asked if I could have
make monsters more realistic. Home defenses player of John Carter controls a hero and a a half-elven 8th-level Fighter, 5th-level Cleric,
such as escape routes, special traps, and bat- villain for this reason. The villain is no more 8th-level Magic-User. For magic items I asked
tle deployment should always be con- than a glorified roadblock in the hero’s path to (Turn to page 54)
4
March 1981 Dragon

5
Dragon Vol. V, No. 9
March 1981 Dragon

... take the AD&D™ exam


Players, put those three big books aside and see how much
you really know about the Advanced Dungeons & Dragons™
game system. All you need is a piece of paper, lots of
TM
AD&D knowledge, and a sharp pencil with a big eraser...
Answer list begins on page 57
by Philip Meyers type of evil dragon because they are the gers and dwarven Fighters often prefer
most vicious, are less likely to be asleep giant-class opponents.
at any given time than any other kind, 19A. A Potion of Heroism always en-
To play AD&D™ well, one must have a and are more common than the other hances the fighting ability of a Fighter.
firm grasp of its rules. Often a single rule kinds. 20A. To hit Orcus, Asmodeus, or an
decides whether a character lives or 5. Barbed Devils cannot be turned by iron Golem, a +3 weapon is required.
dies. The rules of AD&D, however, fill Clerics. B. Clerics
three volumes. It is thus a nearly hopeless 6. Fighters prefer to fight Goblins rath- 16B. A first-level Cleric has no chance
task to try to learn them all, even omitting er than Orcs, even when they must face of turning a Wraith.
the optional sections. Fortunately, it is two or three times as many Goblins as 17B. The clerical wisdom bonus for
not necessary to have a comprehensive Orcs. spells begins at Wis 15 and can give a
knowledge of the rules to play the game. 7. Ki-rin and Djinni come from the Cleric as many as eight additional spells.
Many rules, such as spell descriptions, Elemental Plane of Air. 18B. All Clerics cannot wait to reach
can easily be looked up when the occa- 8. Trolls are a lot tougher now than 8th level, for it is then that they acquire
sion arises if the spell is one that is not they used to be. the ability to raise the dead.
used often. On the other hand, it delays a 9. Werebears are the only kind of 19B. An evil Cleric can have a Cure
game unnecessarily if a common spell lycanthrope aligned towards Good. tight Wounds spell and a Cause Light
like Sleep must be looked up each time it 10. A Mind Flayer is no longer dan- Wounds spell at the same time.
is used. More generally, there are some gerous to high-level characters once its 20B. A Druid can use edged weapons
rules that every good player should know psionic blasts have been expended. of some kinds, but a normal Cleric can-
because they recur frequently and are not.
basic to the game, and others that need Part II: The Players Handbook. C. Thieves
only be known about, so that they can be True or False? 16C. Overall, a human Thief is super-
referred to at the appropriate time. 11. Elves have a special resistance to ior to Thieves of other races.
The test below is designed to test your sleep and charm spells, and half-elves 17C. A 9th-level Thief does quadruple
knowledge of AD&D rules. It is not do also. damage with a successful backstab at-
intended as a mere “trivia contest,” al- 12. For the major character classes, a tack.
though some questions may call for score of at least 16 in the prime requisite 18C. A Thief’s ability to hear noises
certain specific facts. If you play AD&D is required for a character to gain the (listen intensely) does not increase
but do not ever act as Dungeon Master, 10% experience bonus. quickly compared to the other Thief
you should not expect to come anywhere 13. Halflings never have infravision. abilities as the Thief advances in level.
near answering every question correctly. 14. Assassins, Paladins, and Monks 19C. A Thief cannot be lawful in align-
Unless the question states otherwise, do must be human. ment because to steal something is an
not refer to the rule books while taking 15. Dwarves and halflings cannot be- unlawful act.
the exam. The knowledge should come come Magic-Users because the customs 20C. At the 9th level, Thieves acquire
from within, from your experience as a of their respective races prohibit it. the ability to read magic scrolls and use
player and DM. If you feel a question is Crystal Balls and other scrying devices.
ambiguous or is a matter of opinion, try Character Classes D. Magic-Users
your best to answer it anyway. You may Questions 16-20 pertain to the differ- 16D. There is absolutely no way for a
find that the answer takes this into ac- ent character classes. Choose one of the Magic-User to retain a spell in memory
count. four sets of questions below (A,B,C, or once it has been cast.
D) as the one that will count for purposes 17D. An Arch-Mage is a Magic-User
of scoring. who has reached the 18th level of ability.
The AD&D Exam
A. Fighters 18D. All Magic-User spells have at
Part I: The Monster Manual 16A. The first things a new first-level least verbal and somatic components.
True or False? Fighter buys for adventuring are a wea- 19D. As is true for Clerics, illusionists
1. Skeletons are a malicious form of pon, a shield, and a suit of plate mail. have only seven different spell levels,
undead that hate human life. 17A. A Fighter with +1 Plate, a +1 whereas Magic-Users have nine.
2. Despite their low hit dice, Ogre Shield, and a Dexterity of 15 has an AC of 20D. The spells Magic Missile, Light-
Magi make deadly foes. -2 versus frontal opponents against ning Bolt, and Cone of Cold gradually
3. There are five types of “true” Giants. whom the shield can be used. increase in the amount of damage they
4. Red Dragons are the most feared 18A. Other factors being equal, Ran- do as the caster gains experience levels.
7
Dragon Vol. V, No. 9

Part III: Miscellaneous Multiple Choice 28. Potion effects are additive, and Part VI: Some “Hard” Questions
Choose one answer only unless the several potions may be taken at the 46. In an arena a dwarven Fighter and
question asks for more than one. same time. an Ogre are forced to fight to the death.
21. The letters “TSR” in “TSR Hob- 29. A retributive strike results in a Both the dwarf and the Ogre are average
bies, inc.” stand for: more or less powerful explosion. in all respects. The dwarf is 4th level and
(a) Theoretical Simulations Rules 30. An artifact can be destroyed only is armed with plate mail, shield, and a
(b) Totally Silly Rules in one certain way. longsword. If the performance of both in
(c) Tactical Studies Rules 31. A sword with an Int of 6 or higher combat is average, which will win?
(d) Takers Sans Remorse can speak to its wielder.
32. A Poisonous Cloak is indistinguish- 47. The mad wizard Quendirl claims
(e) None of the above
able from a Cloak of Protection until it is he can drain away the sea by means of a
22. Which of the following undead do Single magic item. What item? (You may
not drain energy levels? (1) Wight worn.
33. An Efreet Bottle contains an Efreet consult the magic item lists in the Dun-
(2) Shadow (3) Spectre (4) Ghost geon Masters Guide for this question.
(5) Vampire (6) Lich that will serve in the same fashion as the
Djinni from a Ring of Djinni Summoning No artifact is involved here.)
(a) 2 and 6
(b) 2, 5, and 6 will. 48. Enchantress Elvira has made a pet
(c) 2 and 4 34. An Iron Flask is a cursed item that of a very young Black Dragon and desires
(d) 2, 4, and 6 draws its owner inside and imprisons to emplace it in the swamp near her
(e) All of the above him or her within. tower to keep nosy people away. She
35. Wands operate at the 6th level for realizes, however, that at present the
23. How many rule violations are there
the purposes of magic resistance. dragon is too small and weak to be of
in the following scene?
much value in this regard. She is not
...our halfling Thief Nodgard, having
worried, however, for she has a foolproof
had enough poison gas for one day, Part V: Short Answers on scheme for increasing the dragon’s hit
disappeared into the shadows where the Miscellaneous Topics points to a respectable level in only two
golem could not find him, try as it might. 36. You are a 5th-level Magic-User weeks’ time. How can she possibly do
Only barely did little Nodgard avoid the casting a 1st-level spell against a creature this? The increase in hit points she
creature’s grasp and hide safely. The that is 35% magic resistant. What is the contemplates will be permanent.
rest of us, seeing that our friend was percent chance that the magic resistance
indeed in peril, went to the attack. In the will spoil the spell? 49. Lord Edward the Unfortunate was
next round Droth, our human sixth-level 37. You are a 4th-level Fighter with 17 having a bad day. First, a 5th-level Magic-
Fighter, fired an arrow at the towering hit points. An enemy Magic-User throws User threw a magic missile at him. Then
menace, then drew his enchanted blade a fireball at you; the blast center is 16’ he fell into a 10-foot-deep pit (plain),
and damaged the creature severely on from where you stand. The fireball does whereafter a huge ancient Red Dragon
the leg. Our Wizard let fly a volley of 30 points of basic damage. You roll an 18 breathed on him. No sooner had he
magic missiles that blasted holes in the as your saving throw. What is your hit climbed from the pit when a Giant Rat bit
golem’s body during the same round. point total after the blast? him. He took the maximum possible
The next round the golem breathed forth 38. You are an 8th-level Ranger being damage from each attack form. How
a cloud of poisonous gas upon Lord attacked by a band of 17 Kobolds. How many points of damage did he take
Droth. He rolled an abysmal 1 as his many attacks per round do you get altogether?
saving throw, but thanks to his many against them? 50. Garigax the Tricky, a Thaumatur-
protection devices he was saved. His 39. A huge very old Red Dragon, -1- gist, was contemplating a means where-
great strength made the 1 he rolled on 11-77, whom you failed to rob as it slept, by he and his 2nd-level apprentices
his own attack a hit, and the golem, has just breathed on you. You are a could cross a rushing river with all their
responding to instructions given it by its dwarven Fighter, 3rd level. Assuming equipment. The way looked difficult, for
master, fled from us. Victory was ours! you have no magical protection from the Garigax had but one Fly spell, and the
(a) 2 fire, is there any chance that you will spell would not last long enough for him
(b) 4 survive? to carry all his apprentices and their gear
(c) 5 40. Which two of the following mon- across, even if the weight should not be
(d) 6 sters are of the same alignment: Asmo- too great. After pondering the problem a
(e) 7 deus, a Night Hag, Juiblex, a Quasit, long while Garigax shouted “Aha! Mine
24. Which of the following treasures Bahamut? peerless brain hath done it again!” and
is most valuable? 41. What are the four creatures that proceeded to instruct his apprentices as
(a) 2200 ep serve Magic-Users as special familiars? to his plan. Thereafter they all slept for a
(b) 200 pp 42. What character class requires the time. Then they awoke and at once all
(c) 203,000 cp fewest experience points to advance the apprentices began studying their
(d) 10,500 sp from 1st to 2nd level, not including spell books as Garigax made lunch.
25. Which of the following monsters Bards? After a hearty meal they lined up and all
appeared originally in Tolkien’s Lord of 43. Rank these monsters in order of began incanting at the same time. Soon
the Rings and has a new name in AD&D? their number of hit dice, from largest to thereafter they were seen on the other
(a) Eye of the Deep smallest: (1) Kobold, (2) Bugbear, (3) side of the river. Garigax and his appren-
(b) Ettin Orc, (4) Gnoll, (5) Ogre, (6) Goblin. tices owned no magic items, and no
(c) Treant 44. Which of the following weapons creature aided them in crossing. The
(d) Lich does the greatest possible damage river was too fast-moving to swim, and
against a large opponent: dart, arrow, Garigax and his minions had no ropes,
mace, spear (thrust), halberd, quarter- boats, or any other kind of conventional
Part IV: Magic Items staff? river-crossing equipment. How did Gari-
True or False? 45. Why are the Druidic elemental gax and friends accomplish such an
26. Flying Carpets come in many sizes. summoning spells so much more effec- astounding feat?
27. Javelins of Lightning can be reused tive than the Magic-User spells of the
if they can be retrieved. same kind? (Answer list begins on page 57)
March 1981 Dragon

Elementary ideas
for elemental
adventuring
(Editor’s note: The article which follows is a condensed ver- elemental planes; in fact, some spells don’t work at all on certain
sion of two letters to E. Gary Gygax, publisher of planes.
DRAGON magazine and president of TSR Hobbies, Inc. Al- Among the spells that won’t work on the elemental planes are
though Mr. Gygax’s introduction pertains only to the first letter those that employ an element not found on that plane— such as
that follows it, Steven Kienle’s second letter was received by Mr. an Earthquake spell on the plane of water. Some spells would
Gygax in time to be included in this article. Although Steven work, but should be outlawed anyway, such as a Cone of Cold
admits that some of his ideas are undeveloped, these letters on the plane of fire. The spell might do double or even triple
offer a wealth of suggestions for playing on the other planes of damage if employed, but the casting would also attract every
existence. We look forward to receiving more articles on the other creature in that plane toward the caster, bent on his destruction.
planes from writers who are motivated by agreement, or dis- An indication of which spells are not usable on the plane of
agreement, with the ideas presented below. — KM) water can be gotten from the Dungeon Masters Guide, page 57,
The Adventure (Underwater adventures). A specific list of spells
INTRODUCTION which would not work on the elemental plane of water is given
BY E. GARY GYGAX below, along with lists for the other elemental planes. The list
The following letter from Steven Kienle was sent to me in includes only those spells which simply will not function; other
response to a past article (DRAGON magazine #32) regarding spells might actually be able to be cast, but would have no effect
play on the Elemental Planes. After reading it, I was so im- in any event.
pressed as to wish to share his thoughts with all readers, and ask Magic-User spell (level) Unable to be cast on plane of:
their opinions as to what is right, wrong or incomplete regarding Fire Water Earth Air
this matter. The Elemental Planes have many possibilities for Burning Hands (1) X X X
AD&D™ adventuring. I would like to share the develop- Pyrotechnics (2) X X X
ment of these areas with all interested players. Please read Fireball (3) X X X
Steven’s comments, so that you will be able to make contri- Flame Arrow (3) X X X
butions of your own. I hope you enjoy what he has to say as Gust of Wind (3) X X X
much as I did and will be motivated thereafter to make such Water Breathing (3) X X X
substantial contributions yourself. Fire Charm (4) X X X
Fire Shield (4) X X X
by Steven Kienle Fire Trap (4) X X X
Dear Mr. Gygax, Wall of Fire (4) X X X
In your Sorcerer’s Scroll in DRAGON #32 you asked people to Airy Water (5) X X X
send in any suggestions for the other planes of existence. What Conjure Elemental (5) X X X X
follows is not a complete treatment of the outer planes nor the Wall of Stone (5) X X X X
elemental planes, but it does cover some ideas for play on the Invisible Stalker (6) X X X
elemental planes and a little on the outer planes. Lower Water (6) X X X
The first point to be considered is that humans and other Move Earth (6) X X X
creatures that live on the land in the prime material rely primarily Part Water (6) X X X
on air for their existence, whereas fish and other aquatic orga- Delayed Blast Fireball (7) X X X
nisms are primarily “water-based.” Our “air-based” nature is Incendiary Cloud (8) X X X
demonstrated by our ability to move through air without trouble. Meteor Swarm (9) X X X
By the same standard, Xorn and Earth Elementals, for instance,
are earth-based, because they move through the earth with the Cleric spell (level) Fire Water Earth Air
same ease we move through the air. Since we are air-based, the Create Water (1) X X X
plane of air will be the least hostile to us of all the elemental Create Food & Water*(3) X X X
planes — but a prolonged stay on any elemental plane will cause Lower Water (4) X X X
some damage to any foreign life form because of the plane’s Flame Strike (5) X X X
innate hostility to creatures from the prime material. Each char- Aerial Servant (6) X X X
acter or creature visiting the planes of earth, fire or water will Part Water (6) X X X
take 1-2 points of damage each day from this general hostility; Stone Tell (6) X X X
on the plane of air, the damage is always 1 point per day. This Earthquake (7) X X X
damage is recorded regardless of any magical protection the Wind Walk (7) X X X
visitors may have which enables them to withstand the elements *Water portion only
of the plane in the first place — a Ring of Fire Resistance on the
plane of fire, for example, or a Helm of Underwater Action on the Druid spell (level) Fire Water Earth Air
plane of water. No protection created by an object or spell Faerie Fire (1) X X X
originating on the prime material is perfectly effective on the Purify Water (1) X X X

9
Dragon Vol. V, No. 9

Create Water (2) x x x


Fire Trap (2) x x x
Heat Metal (2) x x x
Produce Flame (2) x x x
Pyrotechnics (3) x x x
Water Breathing (3) x x x
Produce Fire (4) x x x
Wall of Fire (5) x x x
Conjure Fire Elemental(6) x x x x
Fire Seeds (6) x x x
Conjure Earth Elemental (7) x x x x
Fire Storm (7) x
In addition to those spells which are simply not able to be cast
and those which have no effect even if they are cast, certain
other spells might have their particulars changed on one of the
elemental planes. Also, for all spell-casters except Clerics, the
spell(s) would become less effective the farther the caster trav-
els from the prime material plane. Clerics are an exception to
this rule; the closer a Cleric gets to the home plane of his/her dei-
ty, the more powerful and potent the Cleric’s magic becomes.
The group of spells which allows communication with non-
humanoid life (Speak with Animals, Speak with Plants, Animal
Friendship, Animal Summoning, Monster Summoning and oth-
ers) would generally still operate on the elemental planes, but in
some cases the definitions of plant, animal and monster will
have to be considered with respect to the plane. In rough form,
these definitions are:
Plant: Any form of life native to a plane of existence that can
exist on that plant away from and apart from other life on that
plane.
Animal: Any form of life native to a plane that is neutral in
alignment (with respect to the native plane) and will kill only in
self-defense or for food.
Monster: Any form of life native to a plane which does not
meet the above definitions, or any form of life not native to a
plane which is residing on or visiting the plane in question.
Visitors to the plane of water and the plane of earth will be
slowed to a maximum movement of one-half and one-third,
respectively, of their normal rates. Exceptions to this rule for the
plane of water would be fish and other creatures which normally
move underwater, and creatures (such as nixies) who have
specified swimming movement rates in addition to land move-
ment. Exceptions to the movement restriction on the plane of
earth would be few, but would include creatures such as the
purple worm, whose normal means of locomotion is burrowing
through the earth. Movement restrictions would be negated by a
Ring of Free Action or similar magic.
Communication by speech with natives of the elemental
planes would be all but impossible. Some types of elemental
creatures which have visited the prime material plane (i.e., the
ones in the Monster Manual) might know the common tongue,
but creatures native to the plane and unable to travel from it
would have an entirely foreign means of communicating. Unless
communication is established by magical methods, it will take
some time for a visitor to the plane to learn the plane’s common
tongue, either through study and observation of the natives or
from being tutored by a creature which knows both the elemen-
tal speech and our common tongue.
Any character or creatures that travel to other planes through
an interplanar or interdimensional gate would be immune to the
general effects of hostility and the restriction of movement on
the elemental planes — as long as they stayed within the area of
the gate’s effects, A gate is where two planes coexist, so the
travellers would still be “connected” enough to the prime mate-
rial to withstand the hostile environment of the other plane.

Second letter
Dear Mr. Gygax,
I read through Mr. Lakofka’s article “The Inner Planes” (Leo-
mund’s Tiny Hut, DRAGON issue #42) with not an
uninterested eye. The article is very good for some of the me-
10
March 1981 Dragon
chanics of ethereal travel. While the encounter chart could be plane of air, where the native life form does not have a solid body.
expanded with more monsters and intelligent creatures from Creatures native to other planes and of average or higher
every plane, the article is well designed. I will not touch on the Intelligence would most likely consider themselves superior to
subjects he has, but I’d like to start with some points about creatures or characters from the prime, material — at least until
magic and magic items on other planes. something happens to change their minds. A creature of anoth-
Special effects, special purposes, and bonuses of a magic er plane would never underestimate a potential threat, however,
item or weapon should be carefully reviewed by the DM if it’s in a and would always be wary.
party traveling to another plane. For example, a sword which is If a party encounters a non-player character on the inner
+1, +2 against Magic-Users and enchanted monsters would only planes, all of the NPC trait rolls (Dungeon Masters Guide, page
be a +1 weapon against an earth elemental on the elemental 100) are conducted as usual. On the outer planes, alignment of
plane of earth, but the same sword would be +2 against any of an encountered NPC is limited to three possibilities: The align-
the visiting party, since they were enchanted in some form to get ment of the plane itself, or the alignment one removed from that
to that plane. alignment in either direction (see Character Alignment Graph,
Many spells must be carefully examined by the player and the Players Handbook, page 119, and The Known Planes of Exist-
DM to determine whether their characteristics and effects would ence, PH, pages 120-121), The only exception to this is absolute
change on another plane. A Phantasmal force of a monster from neutral creatures, who can be found on any of the outer planes.
the prime material plane might seem totally ludicrous to a crea- Natives of the elemental planes need not be entirely alien and
ture from another plane, unless that creature travels the prime original; but might be adaptations of creatures found on the
material or the real form of the illusionary monster travels to the prime material. For example, a spider native to the plane of fire
other plane. A creature confronted by such a ludicrous illusion would appear as a ball of fire with eight tongues of flame sticking
might get a +1 or +2 bonus on its disbelief roll. out of it. Most undead creatures would appear different on an
Play on other planes gives the DM a chance to introduoe new elemental plane, since they would be the undead form of a
magic items into the campaign without “overloading” the prime creature native to that plane. For instance, a skeleton on the
material world, perhaps altering their characteristics or their plane of fire would appear as a network of flames instead of a
effects to conform with how they would operate in the alien structure of bones. Demons, devils, gods and demigods can be
environment. encountered on any of the inner planes, or on any outer plane
Because of the strangeness of our appearance to natives of not more than one removed from their alignment.
other planes, a character’s Charisma would be reduced by from Odds and ends: The use of a protection from good/evil spell
1-3 points in attempts to communicate or deal with the creature on an evil/good plane would be easily noticed by inhabitants of
(but never going below 3). The amount of the reduction depends that plane — and the act would probably antagonize them. It is
on how dissimilar the two creature types are; for instance, it possible for a Cleric going to a plane of opposing alignment
might be -1 on the elemental plane of earth, because both life from his deity to be endowed with more powerfuI spells than he
forms have solid bodies, but it would be greater on the elemental would normally receive, because his god looks kindly on such a
crusade. Hirelings will never go to another plane, and henchmen
must make their morale throw to accompany a party willingly.
Thank you, and keep your sword high.
Steven Kienle

Seek, but don’t expect to find


by Karl Horak would be the chances of success? The even when carried out astrally or ether-
result of a few hours of geometry and eally.
The Assassin had no choice but to calculations provided some simple for- Armando enlisted the aid of Rith in
allow Balthrad to leave through the Gate muIas that can be applied to other cases, cordoning off the island that was the
of Rith; he had sworn an oath upon his revealed that Balthrad could evade an lower terminus of the gate. Next he
alignment to not slay Balthrad. Surely “exhaustive” search easily, and pointed quickly surveyed the surface of the island,
Eroi the Kind-hearted, demigod of Ely- out the limitations of large-area searches, looking for places of concealment. Fail-
sium, was watching them, ready to des-
troy them should one raise his hand
against the other. Armando the Cleric
then suggested, “Is death for Balthrad
revenge enough? Let us find him and
sell him into slavery in the North. Assas-
sin, with the power of your psionics you
can place him in a trance, not to awaken
until you command.” So they agreed
that this they would do and the Assassin
told Armando to meditate and use his
powers to find the fugitive Balthrad.
Within 30 minutes Armando was pro-
jected astrally and seeking out his
quarry.
In the past I would have simply set an
arbitrary probability and rolled d%. But
the serious consequences of Balthrad
failing to hide from Armando’s astral
search deemed that I should be more
objective. How long would an astral
search of an area require and what
11
Dragon Vol. V, No. 9

ing that, he would conduct a search of


the various subterranean lairs, caves,
shafts, and tunnels.
One can derive a formula for the sur-
face search by idealizing the area to be
searched and the path to be covered as
in figure 1. If L is the length of the side of
the area to be searched (the square root
of the area) and W is the width of the
search path (W must be in the same units
as L, usually miles), then LP is the total
length of the search path. The formula is Figure 1. An idealized
the number of sweeps times the length search path of an area
of each leg plus the sum of all the short L x L. The searcher
(connecting) legs: would start in the lower
left and finish in the
LP = ( ) (L-W) + (L-W) lower right.
Since L is many times greater than W
in most cases, one can substitute L for
(L-W), yielding:
LP= +L
Dividing LP by the speed of the search-
er, V, gives the time, T, required for the
total search. Dividing by the number of
searchers yields the time per character.
DM’s using the formula must remem-
the assumptions produces a search path be searched falls off to 13.3% of the orig-
ber that values for L and W are to be set
171,000 mi. long. At 200 mph this would inal, which would take about 5 days. By
by the player as he or she feels fit in
take almost 36 days to cover and only frequenting water holes in arid regions,
order to attempt the search. V and its
have a 1% chance of success. Slowing to looking for fires or magical light at night,
associated probability of success fall
100 mph would increase the probability and similar maneuvers, the chances of
into the domain of the DM. The simpli-
to 10% at a cost of an additional 36 days. success will be higher.
fied formula should only be used in the
It’s no wonder that Armando failed to The lesson to be learned is that char-
event that L is about 1,000 to 10,000
locate Balthrad in the few days he had acters attempting to search an area of
times larger than W, in order to keep
available for the search. any great size by flying, astral projection,
errors under a few percent. Depending
In the event that Armando was intent or Oil of etherealness will have poor luck
on the size of the search object (whether
on pursuing the search underground, I unless they specify the details of their
single man or long ship), W will affect
was prepared with the following simpli- search behavior. For the luckless search-
the chances of success, as will V. For the
fied formulas for a volume search: er on foot or horseback, the chances of
DM to get an idea about the interrela-
successfully sighting the target are very
tionships of the variables, let us follow LP = ( ) ( ) where L is the cube high, but V is so low (compared to 50 or
through with the example from the first root of the volume to
and be searched in miles more mph) that T is prohibitively high.
paragraph.
No attempt has been made here to ac-
In the case of Balthrad versus Arman-
do, the surface area of the island is 75 T= count for moving targets. A quarry could
easily precipitate an encounter or com-
hexes, each 5 mi. across, for a total area Since a traveller passing through solid pletely avoid it with timely movement.
of 1624 sq. mi., so that L =40.3. The value rock and earth has a much more limited Another assumption of this model is per-
for W was set at 50 ft. A certain amount of range of senses, the probability of suc- fect navigation so that no area is search-
subjective judgement is unavoidable in cess is reduced to 1% or even 0.1%. This ed twice or overlooked. These ineffi-
determining V. Astral travel is at the reflects the fact that the searcher would ciencies could add 10-30% extra effort
speed of thought, yet the senses would miss the target entirely if he was off by or reduce the probability of success.
get only a confused muddle at such vast only a few inches. Again, this value is Dungeon Masters should realize that
speeds. Even when speed is reduced, arbitrary and should be modified to suit the chances of finding a creature other
how much can a person sense when individual needs. than the target are very high, consider-
moving rapidly? Let us assume that at 50 The results of this type of search are ing the numerous sweeps and the need
mph a person can detect the search- staggering. Assuming Armando tight- for the searcher to be seen in order to
object with a probability of 25%; at 100 ened the pattern (W = 10 ft.) and went see. Even astral and ethereal searchers
mph this probability drops to 10%; and at 500 ft. deep, LP = 6,900,000 mi. and T will be subject to this hazard, since 6
over 200 mph the probability of recog- becomes almost 4 years. Armando’s basilisks are far easier to encounter than
nizing a man-sized target is only 1% search appears to be fruitless. a well-hidden fugitive.
These probabilities can be changed to
There is one type of search that ap-
suit the needs of any particular case. Of course, intelligent searches can pears feasible. That is the large-area
Adjust them upwards for large or poorly eliminate much of the drudgery and search for a target that is easily visible,
concealed targets and downward for increase the chances of success by limit- such as a boat at sea. In these instances
small or well hidden ones. Balthrad had ing the search area and seeking specific W can be very large, weather permitting,
taken shelter in an abandoned dwarven clues. Armando merely specified that he and the probability of success can be
silver mine, which I consider about aver- would search the surface of the island very high, even approaching 100%. But
age for a place of hiding. and then the labyrinths beneath it. If he for most attempts at finding a fleeing
Plugging these values into the equa- had checked only the nearby mountains, character after evasion, there is little
tions and waving my hands to explain all the most likely hiding place, the area to hope for rapid success.
12
March 1981 Dragon

Creatures
from
elsewhere
by
Patrick Amory

WIRCHLER
ORIGIN: Gehenna ty, it barely has to move its arms to flit Lords and Princes, Greater Devils, Type
FREQUENCY: Rare about. A single Wirchler attacks with its V and higher Demons, Beholders, Black
NO. APPEARING: 1-10 arms and its long, protruding teeth. Puddings, Blink Dogs, Brain Moles,
ARMOR CLASS: -6 When four or more Wirchlers get to- Couatls, Cerebral Parasites, Djinni,
MOVE: 18” gether, they can and will utilize their Dragons, Dragon Turtles, Ear Seekers,
HIT DICE: 6+6 special attack. They start rubbing their Efreet, Violet Fungi, Gas Spores, Gelati-
% IN LAIR: 5% teeth together, and the sound “wiiiirrrr- nous Cubes, Ghosts, all Giants except
TREASURE TYPE: See below ccchhhhh” results. This noise stimulates Hill and Stone Giants, Golems, Gray
NO. OF ATTACKS: 3 pain centers in the nervous system, and Oozes, Green Slimes, Harpies, Hydrae,
DAMAGE/ATTACK: 1-6/1-6/2-12 if the wirchlers are allowed to continue in Intellect Devourers, Ki-Rin, Lammasi,
SPECIAL ATTACKS: Wirching (see this manner for one full round (i.e. no Liches, Manticores, Mind Flayers, Molds,
below) hits are scored on them), all monsters Ochre Jellies, Purple Worms, Rakshasi,
SPECIAL DEFENSES: immune to fire and humans (except those listed Shambling Mounds, Skeletons, Spectres,
+ acid; takes double damage from cold below) within a 6” radius will scream and Strangle Weeds, Su-Monsters, Thought
MAGIC RESISTANCE: Standard writhe on the ground, unable to attack, Eaters, Water Weirds, Wights, Wraiths,
INTELLIGENCE: Low-average defend, or do otherwise. The following Wyverns and Zombies.
ALIGNMENT: Lawful Evil (neutral ten- effects will also beset the victims: They If a Wirchler is found in its lair in Ge-
dencies) will lose one hit point for every hour the henna, it may have (30% chance) a Fire-
SIZE: S wirchlers wirch, one point of Intelligence gem. Fire-gems, worth 1,000 g.p. each,
PSIONIC ABILITY: 50 every three hours, one point of Wisdom are made by Wirchlers in underground
Attack/Defense Modes: B/H, I every four hours, and one point of Cha- smithies. The gems have the following
The Wirchler originates from the plane risma every five hours. The ability losses powers: Can shoot flames as per the
of Gehenna, the Valley of Flame. Fire is are permanent unless later regained by Naming Hands spell a total of 20 times,
their natural habitat, much as air is ours. magical means. as a 19th-level Magic-User; can shoot a
They are, however, known to leave their All Wirchlers encountered will wirch Fireball (as per a wand) a total of 10
dreadful home in groups to search for for 1-4 hours, and then some will tie the times; can create a Fire Trap (as a 10th-
new prey. At present they pay precious victims up while the others wirch. The level M-U) 5 times, and can create an
Fire-gems to the Night Hags in Hades in victims will be devoured when the Incendiary Cloud once. The gem will
return for Larvae to torture. wirchlers next feel hungry again, 1-8 also act as a Gem of seeing as long as
The Wirchler thrives on the pain of its hours later. If there are only four any of the above abilities remains func-
victims. After it inflicts its special dam- wirchlers, they will all wirch until a.) their tional. Each ability (except the seeing
age (see below), it sits back and enjoys victims are dead; b.) more wirchlers ar- power) needs a different command word
their dying screams. rive; or c.) they are stopped by some to function. The Wirchler
A Wirchler appears as a disembodied other creature. owning a fire-gem will certainly use it
mouth with two long, scrawny, hairy The following creatures and monsters against attackers.
arms sticking out of where its cheeks are not affected by wirching: There are always 1-4 fire opals (the
ought to be. Since it has almost no densi- Gods, Demigods, Arch-Devils, Demon normal gem) in a Wirchler’s lair.
13
Dragon Vol. V, No. 9

ARUCHAI (alternatively FLEISCHE


KLECKSE, BLOBS OF FLESH, SEA
OF FLESH)
ORIGIN: Limbo
FREQUENCY: Very rare
NO. APPEARING: 10-1000
ARMOR CLASS: 10
MOVE: ¼”
HIT DICE: 4+1
% IN LAIR: See below
TREASURE TYPE: See below
NO. OF ATTACKS: See below
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: Paralyzation + see
below
SPECIAL DEFENSES: “Weapon-sticking”
+ see below
MAGIC RESISTANCE: 75%
INTELLIGENCE: Semi-low
ALIGNMENT: Chaotic Neutral be seen to be crawling with little red par- mess — which will become Aruchai
SIZE: S (4’) + see below asites, who greedily slurp up the many under the conditions detailed above.
PSIONIC ABILITY: Nil fluids the Aruchai excrete at odd times. Aruchai fingers can reach a maximum of
Aruchai are creatures native to the The Aruchai also excrete a viscous glue 1” from the body.
plane of Limbo — absolute Chaos. The which causes them to stick to the ground When there are 100 or more live Aru-
gods there first created the Aruchai (thus their slow movement rate). Aruchai chai present, they can meld and flow to-
(sing. Arucha) for amusement, but are always moving, albeit very slowly. gether into Aruchai-Kamoit — a sea of
accidentally endowed them with slight They never stop for rest, and only slow writhing flesh. Their fingers may then
intelligence. An Arucha’s one purpose in down a little to absorb foods. reach 2”, they gain +3 “to hit”, and 3 is
life is to get OUT of Limbo. When a group Weapons of +3 or less will stick to the subtracted from the enemy’s saving throws
of Aruchai has killed all of its enemies, Aruchai’s glue-coated bodies if the mod- vs. paralyzation.
and when the number of the enemies ified “to hit” roll is below 18. The wea- Aruchai are invulnerable to cold-based
was equal to half or more of the number pons can be pulled out of an Arucha as attacks, and weapons of +1 or less do
of Aruchai fighting, the corpses of the per a Web spell. Each round a weapon is only one point of damage to them per hit.
enemies immediately begin corrupting stuck the Arucha’s body acids will eat Weapons of +2 or better do as many pts.
into new Aruchai. Meanwhile, the Aru- away at it, so it loses a “plus” each round of damage as their “plus” (i.e., a +3 sword
chai are instantly transported to the (normal weapons will go into the nega- does three points of damage). Normal
enemies’ native plane, where they terro- tives). If a weapon reaches -5 it will ex- damage adjustments (due to high
rize the inhabitants for one day. They plode, not harming the Aruchai but do- strength) do not apply to Aruchai. Dam-
may not be slain in the shape of Aruchai ing 2-16 pts. damage to all others within age penalties incurred because of low
on this new plane, but after the one-day a 6” radius. strength do apply, however. Fire does
period is up the Aruchai reform into the An Arucha will reach out with shape- triple damage vs. the Fleische Kleckse,
creatures they were before they were de- less “fingers” at its victim, paralyzing and so does acid.
feated by a group of Aruchai. However, them as per a Gelatinous Cube. It will Aruchai are treated as size “L” in “Ka-
the reformed creatures will now all have then proceed to devour its captive by moit” state.
Chaotic Neutral alignment. engulfing it and eventually (1 round) suf- Gods and other creatures of Chaos
Aruchai appear as formless blobs of focating it. The Arucha then digests the often utilize seas of Aruchai as treasure-
rotting, yellow flesh. Their bodies may enemy and excretes it as pre-Aruchai guards in caverns with low roofs.

PHOENIX
ORIGIN: Elysium resistance; fakes lor the human eye can detect, plus many venge. If the god ever catches up with
FREQUENCY: Very double damage more. It is constantly bathed in yellow the party, he will destroy half of it by slow
rare (see below) from cold + see flame. Any weapon penetrating the flame and painful torture, and Geas the rest of
ARMOR CLASS: 2 below; resistance must make a saving throw as “soft metal” the party to find a way to go back in time
MOVE: 12”/24” to all 9th level vs. “disintegrate” if it is less than a +5 and remedy what they did.
HIT DICE: 10+ 3 spells weapon. The Phoenix can shoot fireballs as a
% IN LAIR: 33 MAGIC RESIST- Every thousand years, Phoenices lay 20th-level Magic-User.
TREASURE TYPE: ANCE: 100% an egg and proceed to burn up in their The Phoenix’s treasure is supposed to
See below INTELLIGENCE: own flames, leaving only ashes. The egg outdo any amount owned by any other
NO. OF ATTACKS: Exceptional hatches immediately, with the Phoenix creature, for all the Phoenix ever does is
3 ALIGNMENT: Neu- born again from inside. The new Pho- search for more riches. When the Pho-
DAMAGE/ATTACK: tral Good enix has all the knowledge of the old enix encounters a party and sees that it
1-6/1-6/1-12 SIZE: M Phoenix, and is essentially the same has treasure, it will demand all of it. if the
SPECIAL AT- PSIONIC ABILITY: creature. There is only one Phoenix in party does not hand it over immediately,
TACKS: Flame 100 the entire multiverse at any time. If the the Phoenix will attack.
SPECIAL DEFEN- Attack/Defense Phoenix is ever destroyed, it will never Evil creatures may greatly desire the
SES: Complete fire Modes: C/F, G be replaced. Even Wishes cannot bring Phoenix’s wealth for their own, and it
the Phoenix back to life. would not be unusual for, say, Geryon to
The Phoenix is found in Greek, Arabi- If the Phoenix is destroyed, intention- Geas a party to bring back the bird’s
an and Egyptian mythologies. It appears ally or unintentionally, a powerful god treasure. Of course, the Phoenix’s trea-
as a large bird with feathers of every co- from Elysium will ever after seek re- sure is kept very well guarded.
14
March 1981 Dragon
FURY (Tisiphone, Alecto, Megaera)
ORIGIN: Tartarus
FREQUENCY: Very rare
NO. APPEARING: 7-3
ARMOR CLASS: -4
MOVE: 9”/24”
HIT DICE: 15 (119, 106, and 93 hit points
respectively)
% IN LAIR: 100% (unless there is an
overriding factor; e.g. their plane is
destroyed)
TREASURE TYPE: A, D, X, Z
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 3-18/3-18/3-36
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Immunity to fire,
non-magical weapons; half damage
from all other attacks
MAGIC RESISTANCE: 79%
INTELLIGENCE: Genius
ALIGNMENT: See below
SIZE: L (7’+)
PSIONIC ABILITY: 300
Attack/Defense Modes: A, C, E
(see below)/F, I, J

The three Furies dwell on the plane of


Tartarus. In Greek mythology Tartarus is
a prison (known as “The Iron Fortress”)
for evil souls; sort of a Greek hell. All black teeth which can squirt acid as their resurrected, unless a Wish spell is
souls went to Hades to be judged, but the nails do for 3-36 pts. damage. Any hit placed on the heart prior to the resurrec-
especially evil ones were saved for Tar- scored by a Fury upon a living creature tion, the figure will die again.
tarus, where they were tortured and will cause it to age 1-6 years. The Second Fury is Alecto (The Im-
guarded over by the Furies. The Furies can also use Psychic Crush placable Avenger). Once per day she
Tartarus had “walls of adamant that against non-psionics, and they get dou- may use her special power: If allowed to
even the gods could not penetrate” on ble percentages to kill psionic charac- hum E-flat for one round she can turn
three sides, and was bordered by the riv- ters when using it. To find a non-psionic’s one person in the party into an automat-
er Acheron (The River of Sorrows) on equivalent defense mode, add his or her on for a year (as if the character had
the fourth as it ran underground to join Intelligence, Wisdom and Charisma to- picked the “Void” card from a Deck of
the River Styx in Hades. Therefore, the gether. If the total is 9-17, treat as defen- Many Things, except that the soul is in
alignment of the plane (Evil Chaotic seless psionic; 18-37, treat as if the char- the possession of Alecto and may only
Neutral) results more from the evil souls acter were holding a Mind Blank, be retrieved through killing her).
imprisoned there than the permanent 38 and above, treat as if the character The Third, and weakest, Fury is Meg-
residents (i.e., the Furies). were holding a Thought Shield. On the aera (The Disputatious Avenger). She
The alignment of the Furies is another Defenseless Psionic Table, treat defense will engage characters in arguments
problem. Assuming they originate from strength as 10-59. Non-psionics are en- which they cannot win (they are each
the plane of Olympus, as the other Greek titled to a saving throw vs. spells at +2 on allowed a saving throw vs. spells at -4)
deities do, they ought to be Chaotic the die on a Fury’s Psychic Crush attack. for 5 minutes, at the end of which time
Good. However, what good creature Each Fury has her (its?) special char- the victims are allowed another saving
would take on the job of torture and pun- acteristics. The First, and strongest, Fury throw (this time at -6 on the die). If the
ishment? The Furies are not evil, or Zeus is Tisiphone (The Avenger of second save fails, victims are put to sleep
would not “employ” them. Thus, the Fur- Blood). Tisiphone has a special gaze for 6 months, at the end of which time
ies should be regarded as Neutral with weapon: It causes her victims to bleed to they are likely to end up as (living)
tendencies toward both Good and Evil. death. Her gaze will inflict upon all who basket cases floating peacefully in a little
That is to say, the Furies (with shaky fail a saving throw vs. poison (at -4 on the boat down the Styx toward the Hells.
psyches even at the best of times) com- die) horrible, rotting wounds in the cen- Megaera may use her special power
mit both good and evil deeds. ters of their foreheads. Victims will sus- once per day.
Furies appear as human females with tain 9 pts. damage per turn until dead. Furies know most languages (85%
large bat-wings (something like an Eri- The wound may only be cured through a chance for any given language).
nyes Devil). They have long black hair, combination of 2 Heal spells (not po- Furies take half damage from all at-
black eyes, and inch-long black finger- tions), 2 Cure Disease spells and a Wish. tacks except fire, to which they are
nails which can squirt black acid (1” If a dead victim is resurrected, he/she immune.
range) that will do 3 points of damage will still be vulnerable to the same ef- A party entering Tartarus from the As-
per round until washed off or neutral- fects. Tisiphone may use her weapon tral Plane will find itself on a 10-foot-
ized. The nails are quite sharp, as hard as when she wishes, up to a total of three wide, ledge in front of the iron gates to
adamantite, and-worth from 2,000 to times a day. Tisiphone may also, once the Fortress. The Furies will not attack
16,000 g.p. each. The nails do 1-6 pts. per week, command a person’s heart to unprovoked unless the party attempts to
damage apiece (three fingers per hand). stop beating (she controls the flow of the enter.
A nail cannot be removed from a living blood). The character killed is not al- Finally, Furies don’t talk; they cackle
Fury. Furthermore, the Furies have jet- lowed a saving throw, and, if he/she is (like the witches in Macbeth).
15
Dragon Vol. V, No. 9

MAPMAKER mapmaker in this state must make a sav-


FREQUENCY: Uncommon ing throw vs. paralyzation a -2 on the die.
NO. APPEARING: 1 Creatures getting a 4 or less on the die
ARMOR CLASS: 0 (before modification) turn schizoid until
MOVE: 15”/25” a Heal, Restoration, Limited wish or
HIT DICE: 7+7 Wish is used. The paralyzation lasts for
% IN LAIR: 20% the number on the die plus 5 rounds.
TREASURE TYPE: U(but never potions, NOTE: Magical devices will not negate
rods, staves or wands, and always or prevent this effect.
maps; scrolls (1-4) 70%) The sucker mouth extends out 2”, and
NO. OF ATTACKS: 3 the tail is barbed. The mapmaker will try
DAMAGE/ATTACK: 1-10 (mouth); 1-6 to use its tail to draw prey to its mouth (it
(tail) and 1-4 (mapmaker’s stick) can drag prey a distance of 5 feet on a “to
SPECIAL ATTACKS +1 to hit; +3 dam- hit” roll of 18 or more). Hits on the map-
age; paralyzation, mild insanity maker’s ruff do half damage, while hits
SPECIAL DEFENSES: Cannot be con- on the hump do 1½ times normal damage.
fused; surprises on a 1-3 Mapmakers’ ruffs scintillate harmless-
MAGIC RESISTANCE: 15% ly when removed from the body; they are
INTELLIGENCE: Very very strong and might be worth some-
ALIGNMENT: Chaotic (tends towards thing to a jeweler or cobbler.
evil) Mapmakers have their own language,
SIZE: M and all their maps are written in it. Map-
PSIONIC ABILITY: 170/170 Pandemonium, and are quite common makers smell strongly of hay.
Attack/Defense modes: C + Psychic there. They have a passion for maps, and Mapmakers love to steal a party’s map
Pandemonium (detailed below)lF, G, H are never encountered without one. The so the party will be lost. When stealing
A Mapmaker looks like an overgrown maps are not necessarily accurate, and maps, the creatures’ senses are height-
weasel at distances of 20 feet or more; often they are totally false, describing ened and they have 8th-level Thief abilities,
however, up close it is obviously quite non-existent places. They are very de- A new magic item is included with this
different. It has scaled skin like a lizard; it tailed and beautiful, however, Mapmak- monster: the Mapmaker’s stick (it can
has a long tail, a humpback and it stands ers value their maps more than they do mark anything, including human flesh;
on two legs. It has an Elizabethan-type gold. thus, the 1-4 damage pts.)
ruff about its neck, multi-faceted flash- A mapmaker’s primary attack is ac- PSYCHIC PANDEMONIUM: This psio-
ing eyes, a strange protruding “sucker complished by spreading its wings. This nic attack mode attacks exactly like a
mouth,” rubbery arms and a webbed hol- causes its entire body to turn metallic Mind Thrust, but it may only be defended
low in its back. and glow with darting, scintillating co- against with Tower of Iron Will, and then
Mapmakers come from the plane of lors. Any creature within 12” viewing the takes double pts. from the defender.

FLARD documents (which are certainly not avail-


ORIGIN: Nirvana able on the Prime Material Plane). Another
FREQUENCY: Very rare er Flard’s name is the only thing a Flard is
NO. APPEARING: 1 not likely to know (2% chance).
ARMOR CLASS: -3 If the party speaks the Flard’s name it
MOVE: 0” will awaken and will answer one ques-
HIT DICE: 12 tion with 100% accuracy. The Flard will
% IN LAIR: 100% then sleep for one thousand years.
TREASURE TYPE: A x 5 Flards will, of course, know everything
NO. OF ATTACKS: Nil there is to know about the party, so it is
DAMAGE/ATTACK: Nil never surprised in battle (it knew the par-
SPECIAL ATTACKS: Cold, fear ty’s intentions previously). Flards
SPECIAL DEFENSES: See below have two attacks: The first is a cone of
MAGIC RESISTANCE: See below cold (6” long with a 3” base) in any direc-
INTELLIGENCE: See below tion, and the alternate one is fear (as a
ALIGNMENT: Lawful Neutral wand) in a 6” radius, which can be used
SIZE: L (infinite height) whenever the Flard desires, Fire does
PSIONIC ABILITY: 300 double damage to a Flard, and cold does
Attack/Defense Modes: All/all half damage,
Flards cannot go to sleep once they
Flards were created by a now-extinct have been awakened unless they are
race of humanoids for the sole purpose asked a question, so in all likelihood they
of answering questions. Flards are ex- will attack a party which is not quick with
tremely old, and spend most of their time its query.
dormant, gathering information. All at- A Flard is considered Non-intelligent
tacks on an unawakened Flard will be in dormant state, and of Godlike intelli-
turned back against the attacker. Flards gence when awake.
are never discovered awake, All spells in existence higher than 3rd
Each Flard has a specific name which level did not exist when Flards were
triggers it awake when spoken. These created, so only spells of 3rd level and
names can only be found out through below will affect Flards. The following
arduous research in the oldest and rarest lower-level spells also have no effect:
16
March 1981 Dragon
Fireball, Burning Hands, and all spells considered to be usable by the Flard if it ces in Nirvana. A quest for a Flard would
that were obviously created by a charac- wishes (e.g. if it had a Wand of Fireballs it not be unusual.
ter (they have a name like “Bigby” or could shoot fireballs at the party; if it had Description: Flards appear as tower-
Tensor” attached as a possessive). a Ring of Invisibility it would be invisible, ing pillars of pure white marble with a
A Flard’s treasure is stored inside its etc.). veined, pink marble base. The opening
body, and the body can only be opened Flards are never encountered as to their treasure cache should be treated
(while the Flard is still living) by the Flard wandering monsters, and should only be as a secret door (if the Flard is killed).
itself. All magic items in the treasure are placed by the DM in hard-to-get-at pla- Flards have infinite height.

SUGO
ORIGIN: Acheron are eight slimy, brown tentacles, each
FREQUENCY: Very rare equipped with a large grey sucker cup at
NO. APPEARING: 1 the end. Sugos blend in perfectly with
ARMOR CLASS: -2/-3 the bog, and thus surprise opponents on
MOVE: 18” a 1-4.
HIT DICE: 14 A Sugo will attempt to attach its suckers
% IN LAIR: Nil to several adventurers (each requires a
TREASURE TYPE: Nil successful “to hit” roll) and suck their
NO. OF ATTACKS: 8 flesh away. The Sugo will do 1-4 pts.
DAMAGE/ATTACK: 1-4 per attack damage per round, and will only remove
SPECIAL ATTACKS: Sucking (see its sucker if the victim is killed or if the
below) Slime. As the River of sorrows passes tentacle is chopped off.
SPECIAL DEFENSES: Immune to cold through the Nine Hells, it becomes gradually How to chop a tentacle off: Each time a
and acid; takes 1½ times damage from fire wider and wider, until it becomes a vast, hit at a specific place on a tentacle is to
MAGIC RESISTANCE: 30% near-impenetrable, stinking bog: Acheron. be made, the player must tell the DM he
INTELLIGENCE: Very high Lurking in the mud are horrible crea- is hitting at that place. Each tentacle can
ALIGNMENT: Lawful Neutral (evil tures called Sugos. Juiblex himself creat- absorb 8 pts. of damage, regardless of
tendencies) ed them, but they turned against him the hit points of the Sugo’s body. Each
SIZE: L (tentacles are 7-8’ long) and all other creatures of Chaos. They tentacle has an AC of -3 (because it is
PSIONIC ABILITY: 150 greedily devour the little bugs and large harder to aim at a specific point rather
Attack/Defense Modes: A, C/G, I worms of Acheron, but would much than the general creature). If the Sugo’s
rather seek greater prey. body takes its full hit points in damage,
All the marshes, bogs, swamps, slime, A Sugo appears as a flattish brown the creature will die regardless of the
mud and quicksand in the world are disc with a large red eye in the top cen- rules in this paragraph. These rules only
spawned from Acheron, the Plane of ter. Radiating from the sides of the disc apply when chopping a tentacle off.

17
Dragon Vol. V, No. 9

Flute of Dismissing
by Richard Lucas success. On the third and subsequent attempts, a fair amount of
The Flute of Dismissing possesses the power to disrupt the expertise is achieved, such that the melody takes one round to
magics that bind conjured or summoned monsters in their en- play and is always successful.
chanted states. Thus, such creatures will simply disappear Even when a melody is successfully played, the object of the
when certain special tunes are played on the flute. The device melody is allowed a saving throw (if applicable) vs. paralyzation.
can also send creatures from other planes back to the plane they A check against magic resistance must also be made in cases
came from. It is usable by all classes of characters. where the object of the flute playing has such protection. The
The magic items, spells and creatures the flute can affect are flute operates at 10th-level power for purposes of determining
as follows: the magic resistance saving roll.
Magic items: Bag of tricks, Bowl commanding water elemen- It is suggested that a side record of a character’s attempts with
tals, Brazier commanding fire elementals, Censer controlling air the flute be kept. The flute can be played an unlimited number of
elementals, Efreeti bottle, Horn of Valhalla, Iron flask, Pipes of times.
the sewers, Ring of djinni summoning, Stone of controlling Experience point value: 4,000. Gold piece sale value: 30,000.
earth elementals, Wand of conjuration.
Monsters: Aerial servant, Demons, Devils, Djinni, Efreet, ele-
mentals, Ghost, Hell hound, Invisible stalker, Night hag, Night-
mare, Salamander, Shadow, Spectre, Thought eater, Triton,
Umber hulk, Vampire, Water weird, Wight, Wind walker, Wraith,
Xorn.
Spells: Aerial servant, Animal summoning, Call woodland be-
ings, Conjure animals, Creeping doom, Insect plague, Monster
summoning, Mordenkainen’s faithful hound, Summon insects,
Summon shadow.
A different melody is required for each item, monster or spell
to be affected by the flute. The first time the owner of a flute
attempts to dismiss a certain object or spell, he will necessarily
produce a poor rendition of the melody — even assuming that
the user of the flute knows which melody to use in a given
situation. Any user’s first try at a certain melody will take four
rounds to play and have a 25% chance of being successfully
reproduced. The second try (regardless of the outcome of the
first try) will take two rounds to play and have a 50% chance of

Staff of Ethereal Action


by Ed Greenwood
Also known as a Blink staff, this item appears to be a normal
wooden staff, but when a command word is spoken, it allows the
holder to Blink (as in the spell) for a total of up to 2 turns per day.
In battle or other circumstances where quick, repeated Blinks
are desired, the holder of the staff can blink “in and out” at the
rate of one blink (in either direction) per segment. The staff
neither has nor requires charges.
The staff is also a +1 weapon, and is able to strike creatures on
the ethereal plane (such as couatl, ghosts, phase spiders, and
characters using Armor or Oil of Etherealness) as well as those
on the prime material.
Experience point value: 7,000. Gold piece sale value: 15,000.

18
March 1981 Dragon

Horseshoes of Hades
by Victor Selby
These four horseshoes will be found in a group and will ap-
pear to the eye as normal iron shoes. They will emanate a dim
magic if magic is detected for.
When the first of the shoes is physically moved (by means of
physical contact or a spell), that shoe will turn jet black in color
and will thereafter appear to be made of some foreign, unknown
material. (If all four shoes are moved simultaneously, the black
shoe is determined randomly.) If a sage is consulted or a Legend
lore or similar sort of spell is cast upon the single shoe, there is a
slim chance of it being identified as an object native to a middle
lower plane, specifically Hades. The black horseshoe will emit a
strong aura of magic and a dim aura of evil, if those qualities are
detected for, but the other three shoes remain as before.
When all four of these shoes are attached to the hooves of a
normal horse of any type (war horse, riding horse, draft horse,
etc. but not a mule or donkey), the horse is magically trans-
formed into a Nightmare (see Monster Manual) with 33 hit
points. This creature will surprise on a 1-5 (d6) and in combat
will attack all material life within a 3” radius. If it slays all material
life within that space it will disappear into the astral plane,
horseshoes and all, presumably to return the horseshoes to
Hades. If it is slain, the corpse will assume the form of the
original horse, which will be wearing three normal horseshoes
— and the black one will have disappeared.
If a character is sitting on the horse’s back when the final shoe
is attached to a hoof, he/she will be thrown by the nightmare
immediately after the transformation and will suffer 3-18 points
of damage from the fall. When the nightmare first appears, it will
breathe smoke, with effects as outlined in the Monster Manual,
before attempting to attack with fangs and hooves.
Experience point value: 1,500. Gold piece sale value: 3,000.

Syrar’s Silver Sword


by Ed Greenwood
This +1 silver weapon employs a combination of spells de-
vised by the archmage Syrar. These magics allow the blade to
breach the barriers between planes in much the same manner as
a Cockatrice and similar creatures do. Thus, it can strike targets
on the astral and ethereal planes which are susceptible to magi-
cal weapon attacks. But when so wielded (user on the prime
material, target on another plane) is treated as a normal weapon
“to hit.” The +1 to damage applies in all cases.
Anyone holding the sword can see into either the astral or
ethereal plane (one at a time) at will, viewing a spherical area with
a 3” radius centered on the tip of the drawn blade. The user
need not employ the sword offensively in order to be able to use
the viewing power; thus, clerics and magic-users can make use
of this ability of the sword. However, such viewing can only be
maintained for a number of rounds equal to the holder’s Intelli-
gence, plus 1-4 additional rounds, and the viewing ability only
functions once per day, regardless of the length of time each
viewing is sustained.
Only the sword itself, and never any part of its wielder, any
other physical object or form of attack or spell, can reach into
the other planes. To creatures residing on the other planes, the
weapon is clearly visible whenever drawn, and its bearer ap-
pears as a shadowy, indistinct figure which they may reach
through the planes to attack, but at -2 “to hit.”
The viewing ability also works for users on the astral and
ethereal planes with respect to their ability to see into the prime
material.
Experience point value: 1,000. Gold piece sale value: 4,000.

19
Dragon Vol. V, No. 9

the time. “Complex locks” can subtract


some set amount from the thief’s percent
chance to open the lock, cutting his
chance by a third, half, two thirds or even
more for truly unusual, challenging clo-
sures. Such complex locks should be
expensive and rare. Picking a complex
lock (or an ordinary one) in stress situa-
tions (practice does not count) can give
a thief actual experience, if the DM
chooses to award experience for such an
act. An ordinary lock takes 1-4 rounds to
open; a complex one can take 1-10
rounds (as suggested in the DMG, page
19) or perhaps even longer for unique
ones.
The thief: A special look Finding and removing traps are two
separate acts. It is best for the DM not to
go into detail on what kind of trap is
The thief character is more often when a building is the subject of the found, because that might tip off the way
abused by players than underrated, party’s eventual attack. However, the DM to disarm the trap. Some traps can be
though some players miss capabilities should be sure that a thief takes the op- obviously disarmed and thus the second
that thieves should have. The easiest portunity to draw a map promptly. If the act (removing) does not come into play.
way to discuss a thief is to look at his/her thief must do it from memory after the The DM is wise to say something like:
special abilities. investigation, the map will likely be inac- “You find no traps,” or “You think you
How often does a thief pick pockets? I curate. Also, the DM must require some disarmed it,” as opposed to “There are
had a thief progress to 16th level over a reasonable Intelligence on the part of no traps,” or “You have disarmed it.”
two-year period and in that time he the thief to make a good map. Stupid Only if the character is absolutely sure
picked one pocket! Picking a pocket is thieves (Intelligence 7 or less) might not (100% chance) should a definite an-
best done just as an assassin plans a even know how to read, much less write nouncement be made.
killing. The two acts have a great deal in or draw accurately. A new ability in this category is given
common. If you tell a player, “A drunk is On the Intelligence table (PH, page 10) below — Setting Traps:
approaching and bumps into you as he we can see that those of Intelligence 7 or L e v e l o f t h i eC
f hance to set trap
passes,” or some such statement, it will less can learn only one language over 1 26%
be obvious to all the players what has and above their minimum number. Intel- 2 32%
likely occurred. On the other hand if you ligence can be used — for all characters 3 38%
allow the thief to pick his/her time of —to determine the chance to be able to 4 43%
attack with some real forethought, it will read and write any and all languages 5 48%
be very difficult for the victim to realize known. Multiply Intelligence by 12 to 6 53%
when his/her pocket was picked. yield a percent chance that a character 7 57%
To encourage pickpocketing, it is very of any class will know how to read and 8 61%
wise to have many encounters for the write. Optionally, Wisdom may be added 9 65%
party in a town. Mention every person to this chance (cumulative) but at a low- 10 68%
the party passes on the street if the town er rate; 3% per point of Wisdom. This 11 71%
is small. In a town with a thousand or method ensures that most characters 12 74%
more persons there will be a number of can read and write, ‘but not all. 13 76%
crowds encountered, or people will be Thieves, or any other characters for 14 78%
passed almost every round of movement. that matter, who fail to map as they go, or 15+ 80%
Such situations are a thief’s bread and at least to pause during the investigation
butter. A good thief will not attempt to to map from time to time, should be Adjustments for Dexterity:
pick up something if he/she will stand forced to draw a map later from memory. 9 -10%
out. This should be obvious from the vic- If a single player is making the map, for 10 - 6%
tim’s point of view as well. Allow more game purposes, allow no one else who is 11 - 2%
experienced thieves, that player charac- present to make a map. This is especially 12 + 2%
ters might run into, to convey this con- important if any player has no character 13 + 5%
cept (for a price) if your players have not on the mapping expedition. A good party 14 + 8%
already caught on to it. will rarely send the thief on a mapping 15 + 11%
Thieves also enjoy slipping in and out foray alone. They will send along one or 16 +14%
of camps to pick up things. A sleeping two back-up characters who can help if 17 +17%
victim can add as much as 100% to a things go wrong. 18 +20%
thief’s chance of stealing something. A Opening locks, as we all know, is a Adjustments for race:
good thief will try to sneak past an out- matter of “cleverness, plus knowledge Dwarf + 15%
post/lookout and get into the sleeping and study of such items” (PH, page 27). Elf - 5%
/drunken camp. A good thief will rarely Again, stupid thieves could be penal- Gnome +10%
kill the guard unless he/she has to. ized, but likely that would be going too Half-elf 0
One of the most important functions of far and players would rebel. However, Halfling + 8%
a thief is not even mentioned in the Play- real Intelligence does come into play on Half-orc + 4%
ers Handbook. That function is map- puzzle locks and complex closures. No- The best possible chance to set a trap
ping! The ability to sneak into a place thing forbids the inclusion of “complex is 99.9%. Let 1000 convert to 99.1%,
and get the “lay of the land” is very im- locks” in addition to the run-of-the-mill, 101% to 99.2%,....... 108% to 99.9%. Fail-
portant to any party. It is most valuable crude lock the thief will run into most of ure to set a trap successfully will cause
20
March 1981 Dragon
the trap to spring on the setting thief. tion, Detect Magic (if he/she has a magic great things are possible while hanging
His/her chance to escape from his/her item(s)), etc. on a wall, not the least of which will be
own trap can be a function of Dexterity The chance to hear noises assumes disarming traps, melee, drawing a map
for mechanical traps, at a chance of 3% that the area is quiet. If the party is talk- and other absolutely absurd things. Give.
per point of Dexterity. If the thief does ing or moving about, this action will ne- this turkey a chance to hold on equal to
not jump free, he/she will suffer the full gate the chance. Hearing a sound can 2% per point of dexterity on difficult acts
consequences of the trap. also involve discerning what is heard — — but any act the DM considers impos-
Moving silently is only abused when but this ability does take thief’s training. sible will cause him/her to fall, period.
the DM forgets that the rate of movement Reroll (at the same chance as to hear a Falling can deal out quite a bit of dam-
is only twelve feet a round (DMG, page noise) to see if the sound was discerned age, not the least of which will be to car-
19). If the thief moves faster, reduce the as to what a likely source or cause might ried items which will suffer ordinary or
chance of silence by as much as 3% per have been. Discerning a noise might not crushing blows as our hero hits the floor
foot of movement above twelve feet per only mean hearing bits of actual conver- below.
round. The actual surface being crossed sation, but might also allow a guess as to Back stabbing can be partially negat-
wilt dictate the proper subtraction (rang- how many persons are engaged in speak- ed. It does not have to be an all-or-
ing from ½% to 3% per foot). It should ing. The DM should not give away too nothing affair. Only total surprise will
also be noted that the thief using a Si- much! give the full bonus to damage. This bo-
Ience 15’ Radius spell will have that Obviously, non-thieves can hear things, nus is due to the thief’s skill at placing
sphere of silence hit his/her victim while but the ability of discernment should not the blow exactly where he/she wants it.
the thief is stilt 15 feet away; a sudden be allowed to them. Give other charac- This can only be done on a surprised
lapse into silence will often alert a victim. ters half of a thief’s chance (by level) to victim. A figure who catches sight of the
Circumstances must be considered in hear noises, but avoid a procession of thief, even if that sight is subsequently
such a case. It should also be remem- one character after the other going to the lost, will be on guard and might be hard
bered that Boots of Elvenkind do assume door to listen! Such a procession might to sneak up on. This cannot be quanti-
some slow rate of movement — not be heard from the other side. Note that fied but must be determined on a
twelve feet a round, but not running eith- Undead rarely make noise. situation-by-situation basis. For exam-
er — in order to function properly. A Climbing walls can be aided by spikes ple: A figure is running away from a party
speed of up to half of the thief’s normal driven in with a hammer. But this makes at full speed. A thief takes off after him
walking speed would allow the boots to “Thor‘s own good sound” and can be and tries to hit from behind. The figure is
function as designed. A higher speed heard for miles in some tunnel com- not really surprised, but the fleeing fig-
would begin to negate their effectiveness. plexes. Such driving of one spike will ure is also not looking behind him/her+-
Hiding in shadows has been discussed take 3-18 segments, longer for very hard self at every step,. Thus, a bonus of +3 to
numerous times. Shadows must be fairly rock. Thieves who try to cast darts, throw hit (instead of +2 or +4) and perhaps
deep to be effective. Do not forget that a daggers, and perform similar acts while double damage if a hit occurs (instead of
figure hiding in shadows can still be de- clinging to a wall by their toes should fall triple damage) would be quite fair.
tected by smelt, a Wand of Enemy Detec- flat on their behinds! A player will claim

21
Dragon Vol. V, No. 9

tinuing to fight when he was overwhelm-


ed by despair.
Camilla is strong, a “woman hardened
for battle.” Her most unusual character-
istic, however, is her great speed. When
she runs full tilt, even in full battle armor,
she seems to go so fast that “she can fly
over the tops of the grass-blades and
leave them unbent,” or “run over the
waves of the sea without getting her feet
wet.” Dismounted, then, her movement
P. Vergilius Maro’s 5-30 4th-level mounted fighters and one rate will be exceptional, three times
CAMILLA 6th-level lieutenant. (There is only a normal in short bursts, double over long
.05% probability that she will be encoun- stretches.
10th level Fighter tered while alone). These fighters are In the Aeneid, where the gods have
Alignment: Chaotic Good men, not other women. She and the willed that Aeneas will triumph, the only
Hit Points: 64 troop wear the same armor: a long, oval way Camilla can be killed is by treachery,
Armor Class: 3 bronze shield, bronze helmet, breast- when she is stalked and slain from be-
No. Attacks: 3/2 plate, and greaves. They are each armed hind by a half-mad priest. In a fantasy or
Damage/Attack: 1-8 (+3) with a long spear, a myrtlewood bow and parallel world, Camilla and her troop are
Hit Bonus: +1 a quiver of arrows, and a stabbing-sword still riding, seeking glory and a chal-
Move: 12” plus Special in a sheath. The arrows are for the first lenge where they can find it, just as they
Psionic Ability: Nil line of attack; once dismounted, they once rode to Latium on only the promise
Strength: 18/21 will throw the spear javeline-style, then of a good fight. It is likely that she will
Intelligence: 10 turn to the sword. ally herself and her troop to a party of
Wisdom: 8 Since people, particularly other wo- adventurers if she feels the cause is just
Dexterity: 17 men, stare open-mouthed at her wher- and sufficiently dangerous. She will be
Constitution: 17 ever she goes, Camilla is very touchy insulted by any offer of payment, prefer-
Charisma: 16 and proud, quick to take insult if she ring a share of the booty. Her virginity is
feels her honor is being mocked. She is a matter of religious honor to her and
Camilla is a young warrior maiden, a unusually brave, and is always in the any attempted seducer will find himself
member of the royal line of the Volscian forefront of any battle. Her men are challenged to a personal duel, where the
tribe of Pre-Roman Italy. She is blonde devoted to her. Not only does she have a Goddess Diana will allow Camilla an
and pretty, wearing a gold fillet around high natural charisma, but also she is a extra +2 to hit and to damage.
her efficiently cropped hair. Over her good speaker who can rally morale with
typical Heroic Age tunic and armor, she smoothly worded wartime cliches. In her BIBLIOGRAPHY: Aeneid, Books VII and XI,
wears a purple cloak, a mark of honor. most famous battle, against Aeneas, by Vergil (P. Vergilius Maro)
Since she leads a troop of cavalry, she founder of Rome, it was Camilla who
will usually be found accompanied by shamed Turnus, her captain, into con- Written by Katharine Brahtin Kerr

MEDEA, Tamer of Dragons


18th-Level Magic-User with Sage abilities pursued her magical studies even deep-
er, though this made the rumors about
Alignment: Chaotic Neutral her worse. The final blow came when
Hit Points: 35 Jason coldly divorced her, pleading po-
Armor Class: 10 litical reasons, to marry the pretty daugh-
# of Attacks: 1 ter of a neighboring king. In revenge,
Damage/Attack: 1-4 Medea sent the bride a beautiful but poi-
Move: 12” soned tunic, which stuck to her skin and
Hit Bonus: none burned her to death. Half-mad with grief
Psionic Ability: 160 points and rage, Medea then slew her two sons.
Attack Modes: B, C, D When guards rushed in to arrest her, she
Defense Modes: F, G, H, I stared them down, then summoned a fly-
Strength: 11 ing chariot, pulled by two dragons, and
Intelligence: 18 made her escape. She was assumed to
Wisdom: 16 have returned to Colchis, but since she
Dexterity: 14 had betrayed her father, this is obviously
Constitution: 11 mistaken. Utterly embittered about the
Charisma: 17 human world (her alignment had pre-
Medea was born the daughter of the arts, she helped Jason overcome all the viously been chaotic good), Medea took
King of Colchis, a small barbarian coun- trials her father set in his path. At the refuge in a barren, arid country, there to
try near the Black Sea. By the time she last, she charmed the dragon and allow- study dragonlore and magic. No one is
was eighteen, she had a vast knowledge ed Jason to steal the fleece easily. Out of entirely sure where she went, so a party
of herbs and the lower reaches of the gratitude, Jason offered to marry her of adventurers may well come upon her
magical arts: She trained a dragon to and take her back to Greece. When she caves, set high up on the flank of a rocky
guard her father’s great treasure, a fleece accepted, all her troubles began. and inhospitable peak.
of gold that hung in a sacred grove. Though at first her marriage was happy Medea is a passionate woman who is
When a handsome&ranger named Jason — she bore Jason two sons — Medea sometimes overpowered by the strength
arrived in a quest for this fleece, Medea was feared and shunned by the other of her emotions so that she performs
fell in love with him. Using her magical Greek women. Out of loneliness, she extreme actions which she later regrets.
22
March 1981 Dragon
When Medea decides on a course of These spells may be chosen by the DM cies and are able to talk but not use
action she will let nothing deter her, to fit his or her campaign, though there spells yet.
especially not a sense of conscience. are three spells which appear in all the Medea has a psionic ability of 160
She makes a good friend (as long as a legends about her (Fear, Hold Person, points. The DM may assign any psionic
friend remains constant and true) but a and Confusion). To save time, DM’s may abilities he or she wishes, or simply give
terrible, vengeful enemy. wish to use the suggested spell list given Medea the suggested psionic abilities of
Even in old age, Medea is still a strik- at the end of the description, Animal Telepathy (18th level), Detection
ing woman, tall and straight of posture, As a Sage, Medea’s major areas are of Magic (16th level), Clairvoyance (14th
with pale gray hair done up in braids poisons and dragonlore, her minor ones level), and Mind Bar (12th level).
above her strong, handsome face. She herbs and potions. On poisons, her Suggested spells usable
wears a long tunic, much-mended and chance to know is exceptionally high 1st level: Charm Person, Detect Magic,
stained, that shows traces of rich gold (+10 on percentile roll). Though ordi- Feather Fall, Friends, Read Magic.
and purple embroidery. At her waist is a nary money means nothing to her, there 2nd level; Detect Invisible, ESP, Mirror
golden belt, the clasp in the form of a is a 75% probability that she will answer Image, Scare, Web.
dragon’s head, and a long, curved-bladed a question if the reward is a golden, 3rd level: Dispel Magic, Haste, Infravi-
knife in a bronze sheath. Her caves are bejeweled bauble that would make a sion, Phantasmal Force, Suggestion,
clean, but poorly furnished; she lives good present for one of her many dragon 4th level: Charm Monster, Confusion,
alone except for her dragons. Her high friends. In her cave will be a large number Fear, Fumble, Polymorph Other.
charisma comes from the negative fas- of herbs and poisons, and a good selec- 5th level: Animal Growth, Feeblemind,
cination she can exert. Even those who tion of potions. Though most of these Hold Monster, Monster Summoning III,
are afraid of her find their attention can be DM’s choice, there should always Wall of Force.
riveted on her. Her betrayal by Jason has be one potion of dragon control and one 6th level: Anti-magic Shell, Legend
left her bitter about fighting men. If any vial of horrible deadly poison — in sim- Lore, Stone to Flesh.
such approach her, she rolls a reaction ilar, unmarked vials, of course. If the DM 7th Ievel: Mass Invisibility, Monster
with a -20 modifier on the Encounter wishes to add an Orb of Dragonkind to Summoning V*, Power Word Stun.
Reaction Table (page 63 Dungeon Mas- her/his campaign, Medea’s cave is the 8th level: Mass Charm, Maze,
ters Guide). Magic-Users, especially wo- logical place to put it, It is also possible 9th leveI: Monster Summoning VII*.
men, will receive a polite though distant (45%) that she will be raising a dragon *More dragons will appear.
greeting from her (roll reaction nor- hatchling in the cave.
mally). Her chariot dragons serve her will- Bibliography: Medea is a common figure in
Although she seems physically weak, ingly and will come to her telepathic call, Graeco-Roman literature. The best sources
she is a dangerous person to threaten They are young brass dragons, who pull are Euripides’ tragedy, Medea, Apollonius of
with bodily harm. Not only will her faith- her chariot (move 24”) for a fixed term in Rhodes’ epic poem, The Argonautica, and
ful dragons always rush to her defense, return for learning their first spell. They Ovid’s Heroides, Epistle XII.
but she has a number of powerful spells, have the usual hit die, etc. for their spe- Written by Katharine Brahtin Kerr

23
Dragon Vol. V, No. 9

The merry month of . . .Mirtul?


by Ed Greenwood casions. Leap year is retained purely for standardized (for my convenience!), the
social convenience (it provides a sixth spe- system of dating also varies from place to
When I first started DMing, and was cial day that is used as the basis for long- place. Usually, years are numbered from an
laboriously putting together a fantasy world, term agreements and such). event of great political or religious signifi-
I found myself looking for some sort of Months are subdivided into 3 ten-day cance; each world will have cultures with
handy justification for a multitude of factors. periods. These are known variously as unique histories, and thus different reckon-
These included how a large variety of fero- “eves,” “tendays,” “domen,” “hyrar,” or ings. The system below is named for its
cious creatures (including man) could live “rides” throughout the Forgotten Realms. inventor, the long-dead wizard Harptos of
so close together without rising en masse to Although the months themselves are Kaalinth.
smite each other, and why trade could be at
once imperiled by pirates, monsters, and The Calendar of Harptos
greedy player characters and at the same The name of each month in the Calendar of calendar (in parentheses).
time be so profitable as to allow everyone to Harptos is listed below, from the beginning of a Special days are listed when they occur be-
wallow in gold pieces—even to the extent calendar year to the end. Each month’s name is tween months and appear in italic type. Each
of leaving odd piles of loot in nasty, dirty followed by a colloquial description of that month, special day is described in a paragraph following
holes in the ground. plus the corresponding month of the Gregorian the calendar itself.
An effective answer was to tailor the 1. Hammer; Deepwinter. 7. Flamerule; Summertide.
setting itself to create the conditions de
sired. Climate, for instance: a rich growing (January) (July)
season to ensure prosperity, violent winters Midwinter Midsummer
that make large-scale movement impos-
sible in the coldest months—thus limiting 2. Alturiak; The Claws of 8. Eleasias; Highsun.(August)
wars to the busy growing season and there- Winter, or The Claws of the 9. Eleint; The Fading.
by keeping them small in scale. A perfect
situation for adventurers: lots of treasure
Cold. (February) (September)
about, lots of little feuds and skirmishes but 3. Ches; The Claws of the Higharvestide
no large armies or wandering hordes to Sunsets. (March) 10. Marpenoth; Leafall.
avoid; everything solved. (Well, you know,
almost . . .) 4. Tarsakh; The Claws of the (October)
To keep track of the seasons, and of the Storms. (April) 11. Uktar; The Rotting.
customs which accompany them, one (November)
needs a calendar. Designing one’s own Greengrass
time system is far too much fun to allow use 5. Mirtul; The Melting.(May) The Feast of the Moon
of our present Gregorian calendar, with its 6. Kythorn; The Time of 12. Nightal; The Drawing
months and holidays so familiar and jarring-
ly incongruous in a fantasy setting. A calen- Flowers. (June) Down. (December)
dar of one’s own devising can also aid Special days
bookkeeping by being uniform. Aberrations Midwinter is known officially as The that there is always food for those coming in
such as months of differing lengths or leap High Festival of Winter. It is a feast where, from the fields. There is much travelling
years can be avoided if one wishes, since traditionally, the lords of the lands plan the about on the heels of the feast, as mer-
the DM can decree the exact frequency and year ahead, make and renew alliances, and chants, court emissaries, and pilgrims
duration of solar and lunar cycles (if, that is, send gifts of goodwill. To the commonfolk, make speed ere the worst of the mud ar-
your world has a sun and moon . . .) this is Deadwinter Day, the midpoint of the rives and the rain freezes into snow.
On the other hand, keeping to the famil- worst of the cold. The Feast of the Moon is the last great
iar aids bookkeeping, too. The fewer details Greengrass is the official beginning of festival of the year. It marks the arrival of
the DM must keep track of, the more he or spring, a day of relaxation. Flowers that winter, and is also the day when the dead
she can concentrate on what the party is have been carefully grown in inner rooms of are honored. Graves are blessed, the Ritual
doing to the surroundings—and what the the keeps and temples during the winter are of Remembrance performed, and tales of
surroundings are doing to the party. blessed and cast out upon the snow, to the doings of those now gone are told far
The following calendar is specifically bring rich growth in the season ahead. into the night. Much is said of heroes and
tailored for my world (the climatic and politi- Midsummer, called Midsummer Night treasure and lost cities underground.
cal conditions of the place should be obvi- or The Long Night, is a time of feasting and
ous), but it may be adopted, adapted, or music and love. In a ceremony performed in Once every four years, another day is
culled for ideas to use in other campaigns. some lands, unwed maidens are set free in added to the year in the manner of February
Wars, by the way, are usually fought after the woods and “hunted” by their would-be 29 in the Gregorian calendar. This day is
the harvest is done, continuing as late as suitors throughout the night. Betrothals are part of no month, and follows Midsummer
the weather permits. The bulk of the fighting traditionally made upon this night. It is very Night. It is known as The Shieldmeet. It is a
takes place in the month of Uktar, and the rare indeed for the weather to be bad during day of open council between nobles and
ironic practicality of the Feast of the Moon is the night—such is considered a very bad people; a day for the making and renewing
readily apparent. omen, usually thought to foretell famine or of pacts, oaths, and agreements; tourna-
The year consists of 365 days: 12 plague. ments, tests and trials for those wishing to
months of exactly 30 days each (due to the Higharvestide heralds the coming of advance in battle fame or clerical standing;
obedient moon), plus 5 days that fall be- fall and of the harvest. It is a feast that often for entertainment of all types, particularly
tween months. These days are special oc- continues for the length of the harvest, so theatrical; and for dueling.
24
March 1981 Dragon

25
Dragon Vol. V, No. 9

Basic bureaus
and special agents
by Merle M. Rasmussen Bureau member descriptions
INVESTIGATOR: This agent is the eyes and ears of an es-
pionage operation. Primarily an information gatherer, an inves-
SECURITY CLEARANCE LEVEL: One in all bureaus tigator observes, inquires, and examines the situation or target
BEGIN MESSAGE: systematically, often using special surveillance equipment. The
TO: Operatives and participants of TOP SECRET, especially the investigator should have a good memory, rate high in charm and
first 27,139 recruits. knowledge, and should be proficient in electronics, languages,
BY AUTHORlTY OF: Merle M. Rasmussen, Director of photography, and tailing. The irrepressible, often unarmed
Administrations. John Steed is a splendid Investigator — and performs his func-
PURPOSE: To expand the rulings on Bureau Classification, to tion to a tea!
introduce and define new agent types and their specific roles, CONFISCATOR: If the investigator is the eyes and ears of an
and to reveal course descriptions from the Espionage College espionage operation, then a confiscator must be the hands. A
Course Handbook. confiscator’s main concern is seizing property—and that cov-
MESSAGE: Operatives may work under one of four bureaus: ers a lot of possessions. A confiscator should be well coordinat-
Investigation, Confiscation, Assassination, or Technical. When ed and familiar with all types of vehicles. Security detection,
a character is created, each player will decide which bureau his deactivation, and infiltration are a confiscator’s forte, but pick-
or her agent will be working under first. A character can only ing pockets and gambling are done for fun. The role of Confisca-
work under one bureau at a time and all experience gained must tor was stolen by Alexander Mundy.
be applied to that bureau only. At any time between missions, a ASSASSIN: The infamous yet regretfully necessary Assassin is
character may decide to change to another bureau. Already primarily a cold-blooded murderer of prominent persons. Rat-
earned experience points apply only to the bureau they were ing high in physical strength and/or willpower, this agent per-
earned under. A character may return to a bureau he or she has forms dangerous, often suicidal, tasks in the line of duty. Often
previously left and add any new experience points earned under an expert in explosives, poisons, and firearms, the Assassin
that bureau to points earned earlier under that bureau. All be- must also know how to defend his or her party using unarmed
ginning characters and characters attempting to earn expe- fighting ability. Many an agent owes his or her life to an Assassin
rience under a bureau for the first time are considered 1st level who used his body as a human shield during a mission. SPEC-
with zero experience points in that bureau. TRE and especially SMERSH have been known to use many an
Characters who have earned experience points under more Assassin against James Bond.
than one bureau are extremely valuable and talented. They are TECHNICIAN: Knowledgeable, courageous, and often highly
each given a special classification which defines their combina- coordinated, the Technician is usually only seen in a supportive
tion of talents. Level in the special classification is defined as the role. When placed in the field, a Technician must perform his or
lowest level of the character in any of the bureaus they have her assigned function expertly even under extreme stress and
gained experience in. Hence, if the character is a level-three adverse conditions. Usually not a weapon bearer, the Techni-
Investigator and a level-two Confiscator, he or she qualifies as a cian must rely on team members for defense as he or she oper-
second-level Magician. ates equipment, bandages injuries, analyzes chemicals, punches
a keyboard or studies a special device. Barney Collier of the IMF
Special Classifications represents and epitomizes the Technician.
Magician — an agent with experience in Investigation and OPERATOR: In the field an operator literally calls the shots,
Confiscation. leads the team, doles out payment, reprimands wrongdoers,
Hunter — an agent with experience in Investigation and and reports directly to the Administrator. Most Operator duties
Assassination. are mundane, bureaucratic functions necessary if new agents
Sleuth — an agent with experience in Investigation and are to be recruited and trained. Many. Operators, tired of the
Technical. constant danger in field work, strive to become Administrators
Saboteur — an agent with experience in Confiscation and where the life is safer, but lonelier. An Operator is personally
Assassination. responsible for the actions of an agent and the use of expensive
Wizard — an agent with experience in Confiscation and or valuable special equipment. Jim Phelps of the IMF is definite-
Technical. ly an Operator.
Mechanic — an agent with experience in Assassination and ADMINISTRATOR: Not officially an agent’s role. This is theo-
Technical. retically where agents who have worked under all other bureaus
Operator — an agent with experience in any three bureaus. come to retire. By having survived at least four missions to get
Administrator— an agent with experience in all four bureaus. this far in designation, the agent should have plenty of ideas on
26
March 1981 Dragon
how to design and moderate his or her own missions. Adminis- points. She is now a level-two confiscator and is designated as a
trators often contact an operator to assemble a spy team and Pilferer.
pay the operator who must then pay the agents, Alexander Her special classification is a short description of her abilities.
Waverly of U.N.C.L.E., “M” of the British Secret Service, and the She is designated as a level-two Wizard (or Wizardess, if she
Chief of C.O.N.T.R.O.L. fill this role. prefers).
Physical Differences
Special classification descriptions The following optional rules can be used to randomly deter-
MAGICIAN: A master at sleight of hand and at conning eve- mine the gender and handedness of an agent. Depending on
ryone he or she meets, the Magician is a welcome agent on which sex an agent is determined to be, some primary personal
missions which are conducted in the public eye. The magician traits will be modified as indicated,
is an escape artist, a master of disguise, and an alluring enter- Sex of agent: After an agent has rolled up all the primary
tainer all in one. The IMF utilizes Rollin Hand and his many personal traits, a roll to determine sex is made:
faces as a Magician. Dice roll Result
HUNTER: Not necessarily a killer at all, a Hunter traces the 01-49 Agent is female
movement of prey, learns its habits, its strengths and weak- 50-98 Agent is male
nesses. The hunter is often a loner who blends in with the 99-00 Player’s choice (see below)
shadows, seeks to find the target, and often fascinates or forces The personal traits of female agents are modified as follows:
the surprised target out into the open where an Assassin can get The player rolls a 10-sided die twice, with the first number added
a clear shot. While investigating, James Bond is authorized to to the agent’s Willpower and the second number added to the
kill in the line of duty. Because of this, Bond is defined as a agent’s Coordination‘ Secondary and tertiary personal traits
Hunter and hence is treated with respect and awe. involving Willpower and Coordination are calculated using the
SLEUTH: Sherlock Holmes best typifies this agent. Brilliant, modified scores.
systematic, charming but never assuming, a Sleuth often solves The personal traits of male agents are modified as follows:
the problems he or she poses. The Sleuth is cautious yet surpris- The player rolls a 20-sided die and adds the number to the
ing and often fools those he or she comes in contact with. An agent’s Physical Strength, Secondary and tertiary personal
information expert, the Sleuth is a valuable asset on highly traits involving Physical Strength are calculated using the modi-
technical missions where quick, clear thinking is a must. Wire- fied score.
tapping and codebreaking are just two of the Sleuth’s strong Agents with a roll of 99-00 on the table above have the addi-
points. Derek FIint is a modern-day, Sherlock Holmes-type tional talent of being a male/female impersonator, with a 75% to
Sleuth. 95% chance to fool anyone, even at very close distances. (Don’t
SABOTEUR: Not a mad bomber or a political terrorist, a Sabo- laugh: The Chevalier d’Eon, a male, served as Maid of Honour to
teur is a dazzling, fast-acting expert with a toolbox. Not only Tsarina Elizabeth of Russia quite successfully while on an es-
must a Saboteur know how to stop a machine or process, but he pionage mission.)
or she must know how the mechanism should work normally. To determine the handedness of an agent or individual, either
On a series of machines, a Saboteur must remove the same part a player character or a non-player character, roll percentile dice
from all of them so some can’t be repaired by “cannibalism.” and use this chart:
Often using herself as the “tool”, Modesty Blaise has sabotaged Dice roll Result
men’s hearts and cut gems with equal expertise. 01-89 Character is right-handed
WIZARD: At one time restricted to being a safecracker, mod- 90-99 Character is left-handed
ern technology has expanded the Wizard’s role. The Wizard can 00 Character is ambidextrous
deactivate a security system, hot-wire a vehicle, find hidden
openings, and withdraw information from computer files in se- A Technical Bureau
conds. The Wizard nearly always uses tools and is welcome on Course Offering
delicate missions requiring a short amount of time. Wizards from the Espionage
work well with sleuths, lllya Kuryakin of U.N.C.L.E. is believed to College Course Handbook
be an electronics wizard. (See Dragon #44, p.11) Course: First Aid
MECHANIC: A mechanic is an agent whose role is to create cost: $1,000
“accidents,” Like the Wizard reliant on tools, the Mechanic is Time: 2 weeks
concerned with subtlety and secrecy. Often working alone with Prerequisites: Knowledge 25 or higher, Courage, Coordination
explosives, gases, poisons and special devices, the Mechanic and Willpower alI 50 or higher.
must rely on technical knowhow. Not all missions will be for Ability acquired: Given a standard household first-aid kit, the
assassination purposes, Mechanics work well with Saboteurs agent who has completed the First Aid course will be able to
and Hunters. Willy Armitage of the IMF could perform the func- aid 1-4 mortally wounded characters, raising their life levels
tions of a Mechanic quite naturally. back to 1 (unconsciousness) if reached within 5 minutes after
No specific role is all-encompassing, nor should it be. Each being injured, The agent will be able to revive 1-6 unconscious
agent brings particular talents to a mission that often overlap characters in 1-10 minutes each. Injured but conscious char-
another’s talents. In the course of a mission it is best to let the acters cannot have their life levels raised by first aid. The
most qualified individual perform any particular task, It is the agent cannot administer aid to himself or herself,
operator’s job to know the agents on the team and allocate them Area of knowledge increases: The agent will gain from 1-10
appropriately. points in each of these areas of knowledge (amount of gain for
As an example of how the special classification works, im- each is determined separately): Biology/Biochemistry; Me-
agine that Shadra, a new recruit, has decided to work under the dicine/Physiology; Physical Education; and Psychology, In
Technical Bureau, She completes the ten-week Pyrotechnic addition, the skills of bandaging, artificial respiration, cardi-
Chemistry and Duplication course in nine weeks. (Where she opulmonary resuscitation, splinting, the use of pressure
received the $7,000 entrance fee is still a mystery.) She earns points, and gagging will also be acquired,
90 experience points credit, plus 100 bonus points for working Credit: 50 experience points
under the Technical Bureau. She is now classified as a level-
three Technician and is designated as a Tinker. Special Weapons
On her first field mission she decides to work under the Con- Airguns and dart guns are intended to be used as non-
fiscation Bureau, and she miraculously gains 425 experience (Turn to page 57)
27
Dragon Vol. V. No. 9
Dark Night Dan settled into the recess of the window, ward, Dan sprang from his perch and whipped his sword cane
knowing there was not long to wait. If his informer was right, the from its case. The enemy agent whirled and drew a revolver,
enemy saboteur would try to destroy the secret war material aiming at the black, hurtling form. In mid-leap, Dan twisted his
tonight. Dan would be ready in the fog to meet him... body and lashed out with his sword. There was a booming roar,
Hours later, soft footsteps drifted toward him through the and the flash of a bullet past his right side. The sword had found
muffling fog. As silently as possible, Dan loosened the scabbard its mark, deflecting the thug’s gun hand and sending the shot
of his sword cane. A match flickered below, and harsh outlines wide of its mark. Cursing, the criminal dropped the gun and
of the agent’s face were brief/y visible. Throwing himself out- clutched at his now-useless arm.
29
Dragon Vol. V, No. 9

CRIMEFIGHTERS is a game where players take the roles of has a direct bearing on the number of mental skills the character
heroes, agents, detectives, and adventurers attempting to stop may learn as well as the ease with which those skills may be
nefarious criminal masterminds and destroy their rackets and employed.
plans. Such characters and situations are modeled after the Willpower: In stressful or crisis situations, this attribute
famous personalities of the pulp novels and comics — Doc defines how well the character is able to impose his or her will
Savage, the Shadow, Agent X-9, and others. The times depicted on his or her self. Hence, this attribute is useful when resisting
range roughly from the late 1920’s through the 1940’s. However, gases, drugs, pain, and hypnotic effects. This attribute is also
the actual historical conditions of this period have been played directly related to the number of hit points a character has.
down in favor of the atmosphere presented in the pulp navels. Accuracy Left and Right: These numbers represent the char-
At least 2 people are required to play the game, and play is acter’s base chance to hit when attacking with a gun, missile, or
usually best with 4 or 5 players, Since this is a role-playing thrown weapon. The chance to hit may be modified up or down
game, no board or counters are provided. All that is given are according to circumstances or equipment.
the rules needed to handle most of the situations that might Agility: The Agility score represents the character’s general
arise in the course of play. quickness and ability to use his or her body in a controlled and
Before play can begin, one person must volunteer or be trained manner, The attribute has a direct bearing on the
designated the Gamemaster (GM). This person must have ade- number of Agility Skills the character is allowed, and on melee
quate time to do the preparation required and should have combat ability.
several days (if not more) to create a scenario before the actual Presence: All heroic characters have some degree of pres-
game begins. The other people (referred to as players from now ence, the ability to impress and command others simply
on) must generate characters according to the rules. These through the use of voice and appearance. The greater the Pres-
characters will then be controlled by their respective players, ence, the greater the chance the character is striking enough (in
reacting to and acting within the imaginary situation prepared some way) to get what he or she wants. It is important to note
by the GM. It is not necessary for the players to have knowledge that Presence does not necessarily mean the character is hand-
of the rules; only the GM must be thoroughly familiar with how some or pretty, rather that he or she is dynamic, personable, or
to do things, However, an understanding of how to play a role- noteworthy. The use of Presence requires an exertion of the
playing game will help the players immensely. character’s Willpower, and every time the use of presence is
To play the game it is necessary to have an assortment of attempted, the character’s Willpower will temporarily drop by
dice, graph paper, note paper, and pencils or pens. Other items 20 points. Willpower temporarily lost will be regained at the rate
that are not necessary but useful include notebooks, reprints of of 10 points per hour of sleep.
pulp novels, and miniature figures of the characters and villains Presence may also be used to extract information from minor
involved in the game. thugs or defuse potentially hostile situations involving such
opponents. However, once a combat has begun in earnest, the
CHARACTER GENERATION use of Presence will have little or no effect on hostile non-player
Before play can begin, it is necessary for the players to create characters.
characters. Each player will need a pencil, paper and percentile Mental Skills and Agility Skills
dice. On the paper the player should note the following attri- After determining the basic attributes of the character, each
butes: Physical Power, Mental Aptitude, Willpower, Accuracy player must select skills which that character knows at the start
Left, Accuracy Right, Agility, and Presence. For each attribute, of the game. Skills are selected in the areas of Mental Aptitude
percentile dice are rolled and the number obtained is noted next and Agility. Skills are arranged by level of difficulty, with more
to the appropriate listing. In addition, Physical Power, Mental difficult skills costing a greater number of points. The number
Aptitude, Accuracy Right, and Agility are modified as follows: of points a character has to “spend” on skills is equal to the
Unmodified Die Roll Addition Mental Aptitude score for Mental Skills and the Agility score for
01-25 +25 Agility Skills. Players may not acquire more skills than they
26-50 +15 have points for, nor may a particular skill be chosen more than
51-65 +10 once by the same character.
65-80 +5 10-Point Mental Skills
Each attribute is explained below. Any Language: Besides his or her native language, the player
Physical Power: This attribute measures the character’s may select any other known language to be able to read and
overall musculature and ability to perform feats of strength. A speak. This skill assumes that the character is fluent in the
higher score will improve the character’s hit points melee com- chosen language although his or her accent will not fool a
bat value, his or her ability to cause damage from striking, native speaker 30% of the time. Certain languages do not have
movement rate, and leaping distance, besides the obvious written components, in which case this part of the skill is
benefits in weight-carrying capability and lifing power. forfeited.
Mental Aptitude: This provides a measure of the learning Driving: This skill gives the character the ability of a profes-
capacity, intelligence, and mental resources of the character. It sional race car driver. Although reaction times and quickness
30
March 1981 Dragon
Ventriloquism: The character may throw his or her voice to
any place within 20’, provided the desired location can be seen.
If the character has the skill of mimicry, it may be combined with
ventriloquism. The success of ventriloquism in diverting atten-
tion depends heavily on circumstances and must be judged on a
case-by-case basis, depending on what is said, where the voice
comes from, the mood of the hearer(s), and other factors. The
GM must decide the result in such cases.
30-Point Mental Skills
Demolition: This skill will allow the character to prepare and
use time bombs, booby traps, satchel charges, and grenades;
package and transport explosives with reasonable safety;
attempt to defuse explosive devices; and blow small locks,
doors or otherwise engage in demolition work. Explosives and
their effects are explained in the section on combat. When
transporting explosives, a demolitions expert has only a 5%
chance of serious accident when the material is roughly
handled or jostled. However, this percentage may be lessened
or increased by the GM according to circumstances such as the
power of the explosive, the care taken in packing, and the
degree of rough handling it receives. It is important to note that
although explosives appear in the combat section, only those
skilled in demolition may effectively use these weapons. This
skill may be combined with safecracking to open otherwise
impregnable safes, or with engineering to engage in major
demolition work (blowing bridges, bringing down buildings,
etc.).
Disguises: Through the use of make-up, wigs, false beards,
putty, and the like, the character may appear to be nearly any
are important to fast driving, professional racing is a learned age and sex he or she wishes. The basic chance for successfully
skill that takes thinking and concentration. This skill will allow fooling someone is 90%, with the following (cumulative) modi-
the character to use all modifiers that apply to professional fiers:
drivers on the automobile tables (see Automobiles). Minus 10% if disguised as opposite sex.
Minus 20% if disguised as someone 5 years or more younger.
PO-Point Mental Skills Minus 10% if disguised as someone 10 years or more older.
Engine Repair. If the character is given time and equipment, Minus 30% if disguised as someone of a different race.
even makeshift. he or she will be able to repair any steam, Minus 40% if disguised as a specific person known to viewer.
coal-burning, gasoline, or diesel engine used in any kind of Forgery: Given the proper forms or copies of them, equip-
vehicle or device. The GM should determine the amount of time ment, and time, the character will be able to forge identification,
and equipment needed, based on the extent of damage to the signatures, and documents. These will automatically fool peo-
engine. The character will also know what measures to take to ple unfamiliar with the specific item forged, although this will
stop or damage any engine. not guarantee that the person fooled will believe the character is
Lockpicking: Given lockpicks, or something similar to these, what he or she claims to be. Cursory examination will reveal
the character has a 75% chance of opening any normal lock. forged documents as false 15% of the time, while an exacting
This chance is reduced by 10% for every level the Iock is greater examination will be successful 85% of the time. Those with
than level I (i.e. 65% for a level II lock). This skill does not apply forgery skill may discover other forged documents 95% of the
to combination locks. time when making an exacting examination.
Mimicry: Trained to control his or her voice, the character has Safecracking: With this skill, the character may attempt to
the ability to duplicate the voices of those he or she has heard, open most models of safes. When attempting to open a safe
or create the sounds of animals or things, though the volume without any special aids or devices, the character has a 50%
can be no greater than the normal volume of the character’s chance of opening a class I safe. For every class the safe is
voice. When impersonating a person, the character has a 95% greater than I, the chance of success decreases by 15% there-
chance of success if he/she knows the sound of that person’s fore making it impossible to open class IV or higher safes with-
voice well, a 60% chance of success when using that of a casual out aids of some sort. The safecracking skill may be combined
acquaintance, and a 40% chance of success when the character with demolition to blow open a safe.
has only heard the voice a few times or has only heard it in a Stage Magic: The character is familiar with the tricks of large-
distorted version. These percentages will be modified up or scale magic (disappearing, finger flashes, rope tricks, cutting
down according to many factors the GM must decide upon, people in half, etc.) and may use the equipment required for
including whether it is over the phone, knowledge of the lis- such tricks. Given time to work unobserved, the character may
tener, etc. It is important to note that the percentile rolls do not also improvise such illusions. Note that the player is stilt
account at all for what is said. If this is highly out of character for required to tell the GM what he or she is going to do if an attempt
the person being impersonated, it is unlikely that the voice will to improvise is made. When stage magic is combined with
be believed, no matter what the roll is. lockpicking, the character has the basic skilIs of an escape
Piloting: The character may fly any type of aerial craft of the artist. He or she will have a base 70% chance of slipping free
period. This will include aeroplanes, autogyros, gliders, and from ropes and other bindings. This does not include locks or
airships (dirigibles, zeppelins, and balloons). The character’s handcuffs as lockpicking skill is used for these. The character
skill at flying will be extraordinarily high. also has a +50% chance of finding a secret panel or exit if the
Sailing: As per piloting, the character is able to sail any type of correct spot is searched.
water-going vessel of the period (rafts, sloops, yachts, liners, 40-Point Mental Skills
oilers, etc.) and navigate by the stars. Note that for most vessels, Astronomy: The character has knowledge of the stars and
a crew of many skilled sailors is required. planets. As such, he or she may use celestial navigation and will
31
Dragon Vol. V, No. 9

not become lost so long as there is a clear sky overhead. The proceedings with the same chance of success. The character
character may also select one extra language. has an 80% chance of discovering any legal or court-related
Botany: With this skill, the character may recognize all known information, given access to records, contacts, journals, etc.
plant types (and make good guesses at unknown types), des- The character may also select one extra language.
cribe whether the plant is edible or not, and prepare simple Medical: With this skill, the character is considered an expert
plant poisons or drugs from the proper plants or fungi if they are in one general field in medicine of his or her choice (sugges-
available. The character may also select one extra language. tions include surgery, pathology, cardiology, etc.). He or she
Cryptology: The character has working experience with codes, will have the ability to do emergency medical treatment, pre-
cipher machines, and decoding devices. However, instead of venting the loss of further hit points due to combat. The charac-
merely receiving the solution to any code the character might ter may also select one extra language.
find, the GM should prepare a coded message and present it
along with a few clues (appropriate to the skill of the player) to 10-Point Agility Skills
the player. It is then the player’s responsibility to solve the code. Flips: This skill requires free use of the hands, but when used
The GM should be able to find several books dealing with codes will break a character’s fall, reducing damage by one die. Thus,
in his or her public library. NPC’s with cryptology skill will be able a character might fall a short distance, using this skill to reduce
to break a code 70% of the time, although this may be adjusted damage substantially, but would not benefit relatively as much
according to the difficulty of the code. if the fall were from a great height.
Engineering: An expert in engineering techniques, the char- Juggling: The character may juggle with expert skill, han-
acter may use his or her skill in any standard engineering dling up to 5 items at a time. The character may also attempt to
manner (the supervision of construction, design of useful struc- catch (and throw back) items thrown at him or her by making a
tures, repair of structural damage). The character may also successful melee hit to catch the item.
supervise the placement of demolition charges, which are 90% Rope Swings: The character may swing by ropes or other
effective so long as the placement is done by a person skilled in items of a similar nature with great accuracy and skill. If the
demolition. selected landing place is wide and deep, there will be no chance
Oceanography: The character has all the skills given under that the character may also accurately judge the safety of any
sailing and also has knowledge of the oceans and seas of the item used to swing upon.
world, their currents, the creatures that live in them, and the Vaults: If given a running start, the character may high-jump
types and habits of the sailors that ply them. The character also any obstacle equal to or less than his or her own height, or vault
gains 2 extra languages, one of which must be that of a sea- over any obstacle up to one foot higher than himself or herself.
going people. Given a flexible pole, the character may pole vault up to 15 feet
Zoology: As with botany, the character can recognize all but in the air.
unknown animals or insects, describe specific habits of crea-
tures and suggest known methods to avoid or counter creatures
(these may not always be effective). The character also has a
+20% chance of success in all dealings with animals that the GM
resolves by a percentile roll. The character may also identify the
Particular animal to have caused a death, if the victim was killed
by an animal. The character may also select one extra language.
60-Point Mental Skills
Archeological: Armed with his or her knowledge of ancient
cultures, the character may identify artifacts of known civiliza-
tions, and may make sound speculation concerning “lost” cul-
tures. The character may also read and speak the following
languages: Latin, Greek, and Sanskrit. (GM note: This skill has
little use in most normal situations. However, should the char-
acters travel to or discover a lost culture in some isolated place,
the skill should become very helpful. The GM may wish to
caution players on the limitations of this skill, if he or she has no
plans to incorporate a “lost world” setting somewhere in the
campaign.)
Chemical: An extremely useful skill, the character can create
any known (for the period) explosive, gas, acid, alkaline, poi-
son, drug, or antidote of a chemical nature. Doing so requires
space, equipment and time. For each level of difficulty of the
chemical (as assigned by the GM), $100 and 1 day (or less) is
needed to create the item. Sleeping gas would be a level 1
chemical, while a sleeping gas that affects only animals might
be a level 10 or greater. Nitroglycerine, for instance, is a level 3
chemical.
Electrical: Another highly useful skill, the character may build
pr repair any electrical device current to the period of the game,
given the following: An expenditure of $100 to $10,000 (depend-
ing on the difficulty and scope of the project) and at least one
day per $500 spent. Those characters with electrical skill may
also build new devices of specific and limited function, subject
to the GM’s approval and restrictions on the device.
Legal: A certified lawyer, the character is able to represent
others in legal actions. His or her skills are such that there is a
75% chance of success in court, barring damning testimony,
witnesses, or evidence. Likewise, the character may stall legal

32
March 1981 Dragon
20-Point Agility Skills her melee combat value when using weaponless combat. In
Climbing: Trained in most types of mountain-climbing tech- addition, the character may choose to pin or immobilize an
niques (except any obscure ones the GM wishes to limit), the opponent whenever a hit is scored, provided that opponent has
character may climb nearly any surface. Only smooth or no weapon or judo skill. Note that should this option be used,
outward-hanging faces are beyond the skill of this character. the character may take no other action as long as he or she is
When climbing is done without aids of any type, there is only a occupied in holding the opponent.
30% chance that a character skilled in climbing will fall for every
100 yards of the climb. If a rope or other equipment is used, the Mysterious Powers
chance of falling is reduced to 3%. The character may climb Each character has a 5% chance of having a mysterious
upward at a rate equal to half of his or her walking movement power at the start of the game. Percentile dice are rolled and if
rate. 01-05 is obtained, that character has a mysterious, power.
Hand Over Hand: Through continual practice, the character Unlike the other skills, this power is randomly selected on a d10.
has developed the ability to swing hand over hand on a rope (or The possession of the power has nothing to do with the ability
other device) or walk on his or her hands for great distances. scores of the character, although the effectiveness of the power
The distance travelled in this manner may be equal to or less does.
than the physical power of the character times three (PPx3 = In the descriptions of the powers, it is sometimes noted that a
number of feet travelled). “focus” is required. A focus is an object or device (GM’s choice)
Stealth: The character has the ability to move with great that must be displayed prominently before the power will take
silence and has the knowledge to use protective or concealing effect. The focus must be eyecatching and unusual in nature
cover well. When so desired, the character has a 70% chance of and of some significant value. Such items typically include
moving unnoticed past others, provided there is cover or some amulets, rings, gems, clasps, watch fobs, and pendants. Begin-
distraction to prevent careful observation. This percentage may ning characters do not possess a focus; they must find or make
be increased or lowered by the GM according to other factors of one. If the GM wishes the character to find his or her focus, it is
the situation (watchfulness, bad light, how close or far away, necessary that the GM place the item in some location where it
etc.). can be found and then provide the character with some incen-
30-Point Agility Skills tive or clues to investigate that location. When a character finds
Dives: The character is skilled in aquatic and trapeze dives. his or her focus, he or she will instinctively realize its true value.
Provided the water depth is adequate, the character may safely Some locations where a focus might be found (aside from the
dive into water from heights up to 200 feet. When leaping or den of some criminal) include curio shops, junk dealers, muse-
diving to the ground, the character will suffer one less die of ums, or the bric-a-brac shelf of the character’s maiden aunt.
damage. Hence, a character with both diving and flips skills Mysterious Power Table
would take 2 dice less of damage from a fall. 1 - Command
Giant Swings: The character is able to do giant swings similar 2 - Confusion
to those done on the high bar. This will also allow the character 3 - ESP
to grasp a bar, branch door frame, pipe, or other grip and swing 4 - Fear
up out of sight or to the upper surface of that object. 5 - Foresight
Sleight of Hand: The character is practiced in the small, 6 - Hypnotism
manipulative tricks of magicians and may perform them, given 7 - Invisibility
the proper materials. If pre-arranged properly, the character 8 - Luck
may palm items or pass them to others without the act being 9 - Shadow Control
noticed by onlookers. The character may also attempt to pick- 10 - Sight
pocket a person with a base 65% chance of success, plus or
minus the difference between the agility score of the victim and Command: With this power, the character may double his or
his or her own. her Presence at will. When choosing to do so, all actions that
Tightrope: The character has only a 5% chance of falling can be normally attempted under Presence (see Encounter
when attempting to walk a rope, narrow ledge, beam, etc. Reactions) will be figured as if the character had twice his or her
Balancing aids such as a long pole or umbrella will reduce this normal Presence. However, the use of the power is more drain-
chance to 3%. One check should be made for every increment of ing than normal Presence use, and so 30 points are temporarily
the walking movement rate that the character covers. lost from Willpower every time this power is used.
40-Point Agility Skills Confusion: A character possessing this power may attempt to
Aerials: Aerials are flips done in the air, without the use of the confuse those within sight. To do so requires that the character
hands. As such, they are useful for escaping from captors in have a focus and that he or she be within 10 yards of those being
surprising ways, and to cross obstacles with style. The charac- confused. The chance of success is equal to the character’s
ter may do an aerial to a height no greater than he or she is able Presence. If this number or less is rolled on percentile dice, the
to spring (see Movement) and may go no further forward or victim is confused. Confused persons may not take any actions
back than he or she is able to leap. Characters who choose against the character and will react as follows (roll d20):
aerial skill also automatically gain all the benefits of the flips 1-10 = Does nothing, takes no actions
skill. 11-15 = Retreats if possible
Catches: This skill is necessary to perform trapeze-like 16-17 = Attacks another person (determine randomly)
catches, grasp items (or people) at the end of long dives, or try 18-20 = Acts in an irrational manner
to make amazingly quick grabs to prevent items or people from The confusion power requires 2 seconds to activate and will
falling. A character may catch up to 3 times his or her Physical cause a temporary loss from Willpower of 20 points. Any
Power in weight. number of people may be confused so long as they meet the
Fencing: The character is skilled in the use of the epee, rapier, previously given conditions. Those people who are familiar with
saber, and other long-bladed weapons. When using one of the power of the character (i.e., those who know the character
these weapons, the character may add 10 points to his or her well) will be unaffected by the power.
melee combat value. The character will also gain the obvious ESP: Under certain conditions, a character with this power
benefits of the weapon, as explained in the combat section. may attempt to discern the thoughts of others and sense hazy
Judo: The character is an expert in weaponless fighting, as images of the immediate surroundings of the person so scanned.
typified by the art of judo. He or she may add ten points to his or The power is sensitive to great activity or emotional distress and
33
Dragon Vol. V, No. 9

so the character must first be able to relax and concentrate for given on first-round initiative rolls. The character may also ask 3
15 seconds, before indicating what person he or she would like yes-or-no questions of the GM per adventure. These questions
to scan. Percentile dice are rolled and compared against the must deal with some action that the character plans to take, or
Willpower of the person scanned, plus or minus the difference be based upon information that character might realistically
of the scanning character’s Willpower. If the dice roll is under know or suspect. Hence, a question such as, “Is he the ring-
the adjusted number, the attempt has been successful. If the leader of the smuggling ring?” would only be permissible if the
percentile roll is 10 or less, the contacted mind could be any character had some cause to suspect that person. The ques-
person within 1 mile due to uncontrollable error. (Such an error tions have a 10% chance of being answered incorrectly; this is
could be a good method to lead characters into new adven- secretly determined by the GM.
tures.) Thoughts obtained will seldom indicate the age, sex, Hypnotism: This power may only be used in non-combat
name, etc. of the person, and his or her true motives may often situations and requires the use of a focus. By use of the focus,
be carefully hidden or buried. ESP may at times only give a the victim is placed in a light, sleep-like trance. While the victim
suggestion of what is sought to be learned. is in this state, the character may attempt to implant sugges-
Fear: Through the use of a focus, the character may cause tions or extract information, To determine the chance of suc-
unreasoning panic in those who observe him or her. The chance cess, subtract the victim’s Willpower from that of the character
of success is a percentage equal to the average of the charac- to obtain a plus or minus-number. This number is then added to
ter’s Presence and current Willpower. This power requires that or subtracted from the victim’s Willpower. If the adjusted Will-
the character stand motionless for 3 seconds in full view of his power or less is rolled on percentile dice, the attempt succeeds.
or her intended victims, concentrating on his or her focus. Certain suggestions, particularly those that would result in the
When this time has passed (provided the character has not been death of the victim or someone close to that person, are more
shot or otherwise had his or her concentration broken), all difficult to plant successfully. For these, there is only a 10%
people in sight of the focus who either do not know the charac- chance that the suggestion will be acted on after it has been
ter or have some reason to fear him or her must roll percentile made.
dice. If the number rolled is equal to or less than the character’s Invisibility: Use of this power automatically renders the char-
success number as figured above, the victim will first attempt to acter invisible to most persons around him or her. No die roll is
flee, or failing that, do one of the following two things (GM’s required, as the success of the power is usually automatic.
choice): However, those with a Willpower of 96 or higher will be able to
Cower or hide, attempting to avoid the gaze of the character. see the invisible character and will be able to direct others to
Attack with either a ranging weapon or hand-to-hand (-50% that character. The act of confounding the senses of others is a
on the chance to hit). physical and mental strain, so much so that one hit point is lost
Using the fear ability is a strain on the character, both men- for every minute or part of a minute that character remains
tally and physically. Each time the use of the power is attemp- invisible. Hit points lost may be regained through rest, as if they
ted, the character will lose one hit point until restored, as if it were normal hand-to-hand combat wounds.
were a hit point lost due to hand-to-hand combat. Luck: A character with the power of luck has certain auto-
Foresight: Due to his or her mental training, this character is matic advantages, provided that character’s luck is determined
often aware of things others might not notice. A bonus of +1 is to be “good” for that adventure. At the start of an adventure, the
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March 1981 Dragon
GM secretly determines what the character’s luck is, with a 50% HIT POlNTS
chance of it being good, 40% normal, and 10% bad. Good luck All player characters, non-player characters, and other peo-
gives the character a +10 to all chances to hit, whether in gun or ple or creatures encountered in the course of the game will have
hand-to-hand combat. Furthermore, the character is allowed a a number of hit points. These points give a numerical value for
die roll to see if he or she succeeds in doing anything that would the amount of damage or punishment a person can withstand.
be feasible or remotely possible, even in situations where such The effects of combat are expressed normally in terms of hit
success would normally be considered nearly impossible. It is points lost. When hit points are reduced to zero, the person is
up to the GM to set the difficulty of the die roll. The less chance unconscious; when the number is less than zero, the person is
there is that something could actually happen, the harder the dead.
die roll will be to make. Hence, if a character with good luck To determine the number of hit points a character has, add
were to fall from a plane at 5,000 feet, there might be a 2% the character’s Physical Power and Willpower together and
chance that he or she could survive the fall relatively unhurt by divide the total by 10 (rounding any fractions down). To this
landing in tree branches or a deep lake. All die rolls of this number add the roll of d8 for the final total. for example, a
nature should be made secretly by the GM. The GM must also character with a 57 Physical Power and a 72 Willpower would
be careful to see that characters with luck do not tyrannize the have, 1d8+12 hit points (57 plus 72 divided by 10 = 12.9).
game, demanding die rolls for entirely inappropriate situations. Hit points may be increased during the course of the game by
It is the responsibility of the player to suggest how such a lucky using experience to improve the abilities of the character. How
event might come to pass, and he or she cannot think of a experience is applied is explained in the following section.
method, the GM is not required to give any die roll.
Bad luck affects the character by reducing his or her gun and EXPERIENCE
hand-to-hand chances to hit by 10. Bad or normal luck will also One of the prime goals of characters in a campaign is the
decrease the percentage chance of near-impossible success, acquisition of experience points. These points can be used to
perhaps (but not necessarily) all the way to zero. improve the abilities and resources of the character. They are
Shadow Control: When using this power, the character will awarded for deeds accomplished, intelligent actions, and crim-
appear to be within a mass of inky shadows in which no clear inals thwarted.
features are discernable. These shadows will move with the Experience points have 3 different uses in the game. The first
character as flitting shapes. All attacks against a character is the improvement of abilities. Points may be applied to ability
using this form of the power will be treated as if he or she were a scores on a 5-for-1 basis; every 5 points of experience earned
concealed target. The character may also use the power to may be converted into a 1-point increase in an ability of the
create shadows of specific objects, even though the particular player’s choice. Those abilities with related skills (Mental Apti-
object may not actually be present at the time, or to alter the tude and Agility) or those abilities which determine hit points
shadow cast by an object which is present. Both forms of the (Physical Power and Willpower) may be improved so that new
power require a source of light and shadow, hence the power skills or more hit points may be obtained.
will not be of use in a totally dark or shadowless area. Creating Experience points may also be used to attempt to gain new
the shadows or shadow images causes a temporary loss of 5 mysterious powers. For every 10 points applied for this pur-
points of Willpower. Such losses may be regained through rest, pose, there is a 1% chance for the character to obtain such a
as explained in the section dealing with combat. power after study. It is necessary for the character to travel to a
Sight: Those characters with the power of sight have deve- remote, mysterious land (such as India or the Orient) and there
loped and trained their senses to an extent that augments their spend several months or years (in game time) studying for a
vision. Such a character can see details of objects at twice the power. At the end of the time (set by the GM), the player tolls
distance for a normal character, thus doubling the encounter percentile dice. If the chance of success or less is rolled, a
distance (unless circumstances dictate otherwise). The charac- power has been gained. This power may be randomly chosen
ter is also able to sense his or her way through areas of total or, if the GM wishes, selected by the player. During the time of
darkness, smoke, or fog. Even if blindfolded, the character will study, the character may not adventure or gain experience in
be able to find the general location of all objects or people any way.
within 10 feet of him or her. Attacks made under such condi- The third way of using experience points is for investment. By
tions will only suffer a -10 penalty on the chance to hit. Further- placing experience points in investments, a character may
more, characters with sight will be able to notice smaller details create a monthly stipend for him or her to receive. At the end of
and will be +10 when searching for any stated thing. every game month, the character may collect 50% to 80%
(1d4+4) of the experience points applied to investments in dol-
lars For example, a character with 150 experience points app-
lied to investments has a 70% return at the end of the month.
He or she would therefore earn $105 that month. Experience
points applied to investments never decrease, although more ex-
perience may be added to increase the monthly stipend. Dollars
earned from investments may not be re-invested, although they
may be saved. Investment is the primary method of insuring
adequate funds to meet expenditures.
Once experience points are applied to a specific category,
they may not be changed. However, experience points do not
need to be applied to any particular area as soon as they are
earned, and may be “saved up” as long as the player wishes.
Experience Types:
To reflect the different styles of various pulp-novel charac-
ters, each player must select one of the following experience
types, to be used as the model for his or her character. Once an
experience type has been chosen it should not be changed. If
such a change does occur, that character will lose all expe-
rience points gained but not yet applied to a certain purpose. If a
skill, hit point, or mysterious power has already been gained
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Dragon Vol. V, No. 9

through the application of experience points, it will not be lost. CONTACTS


Defender: This type of character attempts to uphold and Prior to the start of the game, all player characters are
protect the society he or she belongs to. Confident that the assigned contacts by the GM. These contacts represent acquain-
system works, he or she will never try to intentionally kill some- tances or businessmen the player character had dealings with
one. Neither will he or she torture a person, although scare before embarking on a career of adventure. Contacts may be
tactics or drugs might be used. Defender-type characters gen- able to provide information, tips, equipment or introductions to
erally have good relations with the law. A defender gets no other persons in their field. A clerk in the Building Commission,
experience for criminals he or she might kill, but is given double for instance, may be able to provide floor plans, while a small-
the amount of points for those whom he or she captures without time hood might connect the character with his boss or tip the
assistance. The defender also receives one extra contact in the character off to a “job.” Contacts are not always instantly coop-
police department. erative or obliging. Inducements such as bribes, periodic pay-
Avenger: This type of character only believes in the system ments, favors or assistance may be required. The exact nature
when it works to his or her best interests. As much, this charac- of the relationship with the contact will depend greatly on the
ter will usually resort to his or her own means to administer contact character created by the GM.
justice. An avenger usually does not work well with others and is All characters start with three contacts, not including any
often wanted by the law. Avengers receive no experience for adjustments for experience type. To determine the business the
criminals captured unless that person confesses (to witnesses) contact is engaged in, roll on the Career Table. Each title is
his or her guilt of a serious crime. Likewise, an avenger will explained briefly as to its uses and limitations. After determin-
receive no experience if he or she has notable assistance in ing the profession of the contact, the GM should secretly roll an
bringing villains to justice (contacts, stoolies, back-ups, drivers, Effectiveness Rating from 10-40% (d4). This rating represents
etc. provide only essential assistance and do not count against the contact’s ability or willingness to fulfill a character’s
the avenger). An avenger may have only one police contact at request. Whenever the player attempts to use that contact, the
most. GM should roll percentile dice. If the roll is equal to or less than
Pragmatist: This type of character will normally attempt to the Effectiveness Rating of the contact, he or she is able and
abide by the laws of society and operate within this framework. willing to aid the character. The Effectiveness Rating of a con-
However, if needed, the character will take whatever action is tact may be improved if extra attention and favors are shown to
necessary to protect himself or herself or others, or to ultimately that contact. The GM must determine how much the rating will
bring a villain to justice. A pragmatic character receives normal improve, but the percentage can never be more than 75%.
experience for criminals captured and half normal experience
for criminals who meet their demise. A pragmatic character has Career Table
one extra underworld contact. Die Roll Career
In addition to the 3 main experience types, the GM may 1 Assistant Clerk of Courts
decide to include the following optional modifiers. Players 2 Assistant to the Chief of Police
should ask the GM if these options are to be used. 3 Bookie
Technological: This type of character improves or extends 4 Illegal casino operator
his or her abilities through the use of devices. Whenever a 5 Clerk, City Hall of Records
technological character uses a device to create a significant 6 Clerk, police files
result, he or she will receive an extra experience point for using 7 Clerk, State Division of Motor Vehicles
the device. Cars, guns, radios and other common items of the 8-9 Criminology lab technician
period are not considered this type of technological devices. 10 FBI field agent
Anti-technological: Such a character believes in the abilities 11 Fence
of the self and considers natural or trained skills to be superior 12-13 Nightclub owner
to any device. The character will disdain to use unusual tech- 14-16 Police detective
nology (again, as above, a gun or an airplane is not unusual), 17 Reporter for a major daily newspaper
preferring to rely on his or her own abilities. The character will 18 Small-time thug
receive no experience for a result if such items are used to aid 19 Stockbroker
his or her efforts. If the character manages to destroy an oppo- 20 Taxi driver
nent’s technological device, he or she will receive experience The above listing of possible contacts is not intended to
points as if a criminal of similar power had been overcome. represent the only choices available to the GM. Contacts in
other fields may be created and assigned as the GM desires.
To help the GM use the listed contacts above, the following
short listing of areas in which each would be useful is given
below. Again, the areas listed here are not complete but may be
used as an indication of the abilities and limitations of the
contact.
Assistant Clerk of courts: Obtain transcripts of trials or other
legal proceedings; evaluate current trials and judges on the
bench.
Assistant to the Chief of Police: Tips regarding raids and
major police actions; access to criminal records and personnel
files; pass information to the Chief of Police.
Bookie: Reveal who is into whom for a lot of money; who bets
heavily and on what; introduce to other bookies, bettors and
gamblers; general underground information.
Illegal casino operator: As with bookie; also, what contracts
are out; what people are in town; whom people are working for
and where they get their money.
Clerk, City Hall of Records: Provide records concerning land
deals, court cases, business deals, health and fire safety viola-
tions, marriages, divorces, city licenses.
Clerk, police files: Provide criminal records, previous aliases,
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March 1981 Dragon
addresses and methods; fingerprints and pictures; possibly Taxi driver: Ready access to vehicle; where places are, loca-
evidence and case notes. tions of illegal casinos, crap games, etc.; description of type of
Clerk, State Division of Motor Vehicles: Identify license activity or quality of an area; possible identification of fares.
plates, driver’s licenses; possibly provide driver’s license.
Criminology lab technician: Take fingerprints, blood tests,
and run ballistics tests; examine possible evidence for clues. Example of a contact: Dark Night Dan and private detective
FBI field agent: Provide FBI files; pass information to higher Bob Rikers have been working on the case of a missing
persons; provide names and addresses of suspected criminals. researcher’s wife. Based on clues and some rumors, they sus-
Fence: Inform of who was involved after a crime; obtain stolen pect that she may have been involved in some way with Billy
or untraceable goods; identify who might be working for others; Ree, a known blackmailer and thug. Bob Rikers knows the
possibly tips on upcoming jobs. operator of a slightly illegal nightclub (gambling in the back
Nightclub owner: Tell who has been seen with whom, who room), so the two characters decide to check with the owner to
has been spending money, who is and is not in town; introduce see what he might know. Dark Night Dan stays out front, watch-
to illegal casino operators and “respectable” underworld figures. ing the floor show, while Bob goes back to the office for a
Police detective: Provide records, as police records clerk; private talk. When the contact is questioned by Bob, the GM
also, tip off raids; provide assistance; pass information to higher rolls to see what the owner might know. An 11 is rolled, so the
sources. owner is determined to know something about the researcher’s
Reporter: Provide information from newspaper morgue; tips wife — namely, that she had been in the club several times and
on graft and corruption in city government; place articles or had been with Jackie “Kingfisher” Ramone, a particularly hot-
notices in paper as desired by character; introduce to “news- tempered tough, no friend at all of Billy Ree.
worthy” people. But because he is afraid of Jackie, the owner decides to lie,
Small-time thug: Provide tips on upcoming jobs; inform who saying that the woman had been in a couple of times but never
is working for whom and where they might be found; describe with anyone else. In this case, the GM modified the Effective-
or detail different types of jobs or rackets; what contracts are ness Rating of the contact downward because of outside pres-
out and on whom; who is in town and what money or items sure or fears that contact had, unbeknownst to the player
might be in town. characters.
Stockbroker: Who owns what; how a company is doing; who It is important to note that no matter what the Effectiveness
is making money and who is losing money; unusual expendi- Rating of the contact, the player character must still meet and
tures or trends; possible mergers or forceouts; introduce to deal with the contact through the GM as if it were a normal
important financial figures. encounter.

37
Dragon VoI. V, No. 9

EQUIPMENT character (160 yards per minute) who is slowly trotting or


Because the period covered by these rules can be varied jogging.
(from the 1930s to the 1940s) and many different locations can The “Move/sec.” rate given above should only be used for a
be used, it is difficult to fix prices in the rules for goods or period of 15 to 30 seconds, determined by the GM, after which a
services. Also, since a wide variety of items could be purchased, character should be required to move at a slower rate for a
an exact equipment list is impossible to compile. The following minute or two before again being able to achieve maximum
list gives ranges for many common goods or services a player speed. The “Move/min.” rate should be able to be sustained for
might want or need. a period of at least 3 to 5 minutes before the character would
Depending on the cost of equipment and services the GM have to slow to a trot or walking pace to conserve strength.
chooses, each player should start with $50 to $150.
Clothes (Hats, suits, coats, shoes, etc.): $1 to $100. Leaping: Leaping movement is a measure of how high a
Doctor visit: $5 to $50. character may jump. When a leap is used to grasp something
Hospital stay: $20 to $50 per day. above the character, his or her height and reach must be taken
Hotel room: $1 to $50 per day. into account. The maximum height allowed is obtained by
Meals: $1 to $10 each. adding the character’s Physical Power and Agility and then
Pistol: $20 to $50. consulting the table below.
Rifle: $30 to $150. Combined score Maximum height
Submachine gun: $100 to $500*. 2-52 2 ft.
Taxi: 10¢ per mile. 53-75 3 ft.
TNT: $100 per case (25 to 50 sticks). 76-95 4 ft.
Vehicles** 96-115 5 ft.
*Such weapons can only be bought on the black market 116-135 6 ft.
and the costs (and quality) may vary widely. 136-155 7 ft.
**Given under the appropriate section. 156-175 8 ft.
The GM may add any items he or she desires. Costs should be 176-195 9 ft.
set according to what the characters can afford and the com- 195+ 10 ft.
plexity or rarity of the item. Springing: Springing is used when a character must cross a
large open area in a single bound. As with the leaping table,
SIGHT combined Physical Power and Agility scores are used. The
Although people can see a great distance, there is a practical distances given are assumed to be from a standing start. In the
range beyond which it is too difficult to make out pertinent case of a running start, the character may cover 3 times the
details. The effective range for sight under normal daylight stated distance.
conditions (the range at which people, actions, and hand sig- Combined score Maximum distance
nals can be distinguished) is 50 yards. Dim light or moonlit 2-52 4 ft.
nights reduce this range to 10 yards. Near-total darkness redu- 53-85 5 ft.
ces vision to 5 feet. Total darkness renders the normal character 86-115 6 ft.
effectively blind (special powers may alter this). Flashlights are 116-145 7 ft.
good for 10 yards more visibility than the normal distance in 146-175 8 ft.
nighttime conditions. 176-195 9 ft.
195+ 10 ft.
MOVEMENT Wounds: A wound to one leg will reduce all movement rates
There are 3 different movement categories in Crimefighters: by half. If both legs are wounded, the movement rate is reduced
walking, leaping, and springing. by three-fourths.
Walking: Walking includes all forms of running, jogging, trot- Weight: A character may carry up to twice his Physical Power
ting, etc. The following table shows the fastest possible speed a in pounds, plus 50. Hence, a character with a Physical Power of
character may move, baaed on his or her Physical Power. Play- 47 could carry 144 pounds (2 x 47 + 50 = 144). For every 2
ers should keep track of their Physical Power to note any pounds of material being carried, the Physical Power or the
adjustments to their characters’ movement rates. The speeds combined score (depending on the movement type being used)
are listed by movement per second (for short bursts) followed should be reduced by one point. The resulting score may never
by movement per minute (for extended periods of time). Char- be less than 2. For example, a character with a combined score
acters starting from a dead standstill will not be able to reach of 155 who is carrying 115 pounds would reduce the combined
top speed immediately; three seconds are required to do so. score by 57, giving a score of 98 for purposes of determining
Each second will increase speed by one-third (i.e. a character Leaping and Springing movement rates.
with a Physical Power of 66 would move 8 feet in the first second
of movement, 16 feet in the following second, and 24 feet in the SEARCHING
third second — the maximum speed for that character). Characters will occasionally find it necessary to look for con-
Physical Power Move/sec. Move/min. cealed or hidden items. In such cases, it will be necessary for
1-30 5 yd. (15 ft.) 200 yd. (600 ft.) the GM to assign a value to the hidden item, indicating its
31-45 6 yd. (18 ft.) 240 yd. (720 ft.) chance of being found (using percentile dice). This applies
46-60 7 yd. (21 ft.) 280 yd. (840 ft.) especially to concealed panels, secret passages, hidden safes,
61-75 8 yd. (24 ft.) 320 yd. (960 ft.) or secret drawers. For instance, a hidden passage behind a
76-85 9 yd. (27 ft.) 360 yd. (1080 ft.) fireplace might be found 10% of the time, while a hidden safe
86-95 10 yd. (30 ft.) 400 yd. (1200 ft.) might be found 20% of the time. To find the object, the character
95+ 11 yd. (33 ft.) 440 yd. (1320 ft.) must spend one minute actively searching the proper area.
Note that the movement rates listed above only apply to
situations where the character is attempting to move at the LOCKS AND SAFES
fastest speed possible for him or her, such as during combat or All locks and safes are rated in abstract classes from I to X
a chase. In more mundane circumstances, assume a basic walk- (Roman numerals), indicating the difficulty factor of the lock or
ing movement rate of 6 feet per second for all characters (120 safe. These classes are used when determining the success of a
yards per minute), and a basic rate of 8 feet per second for a lock-picking or safecracking attempt.
38
March 1981 Dragon
As noted in the sections describing lockpicking and safe- ual items only — armor-plating a car or fitting a gun with a
cracking, certain locks or safes will be impossible to open with- silencer can always be done with success, for example.
out the use of aids. There are many different aids available to a
character, including stethoscopes, acid, extremely fine lock- VEHICLES
picks, drills, and explosives. Using an aid will add from 10% to Vehicles in their various forms play an important role in many
50% to the character’s chance of success when an attempt to situations that occur in Crimefighters. After all, there are car
open a lock or safe is made. Several items may be used together chases, shadowing, snatches, getaways, and stakeouts to be
and the bonuses for all of them applied. Hence, to open a class X done, and in all cases it helps to have fast transportation
safe (base -100% on the chance of success) would require available.
either explosives (+50%), drilling (+30%), stethoscope (+20%), The following table lists several different types of vehicles
acid (+30%) or some other special device or a combination along with information needed to use them in the game. The
thereof. It is important for the GM to note that there is no such table is divided into several park:
thing as an unopenable safe or lock, as long as some sort of aid Make: This names the general type of vehicle and an average
is used. cost for it.
Characters may be forced to shoot the lock out on a door. Max. Sp.: The fastest possible or maximum speed for the
This may only be attempted at point-blank range. If a hit against vehicle.
the lock is scored, 1d6 is rolled and the number subtracted from Accl.: Acceleration is given in the number of seconds required
the class of the lock. When the class of the lock is reduced to for the vehicle to go from a standstill to 60 mph.
zero or below, the attempt will have been successful. The effect Cornering: The listed number is the highest possible speed at
of more than one such attempt is cumulative. which a sharp corner (such is a right-angle street corner) may
be safely negotiated under normal conditions.
Dam. Mod.: The damage modifier is the amount of plus or
EXPLOSIVES
minus the vehicle gains on the Vehicle Damage Table. This is
Explosives are normally available only to licensed demoli-
due to the soundness (or lack thereof) of the vehicle’s construc-
tions experts, and as such are used responsibly (of course). On
tion.
occasion, explosives may be available through black-market
Seats: The number of people that may normally be carried by
connections. Explosives purchased in this manner will be of
the vehicle.
questionable quality or force, or both.
Max. Corner- Dam.
Explosives are extremely dangerous for untrained individuals
Make Sp. Accl. ing Mod. Seats
to handle. TNT has a 50% chance of exploding from a bad shook
Limousine 100 20 25 -10 8
such as a bullet hit, long drop or fall, etc. unless a trained person
has packed it, in which case the chance is only 5%. Nitroglycerine ($9,000)
Speedster 140 10 35 +5 2
has an 85% chance of exploding under the same circumstances
($4,000-$25,000)
if packaged by an untrained person. A trained demolitions man
Motorcycle 80 12 30 +20 2(3)
may reduce this chance to 40% if he supervises the packing.
($200, sidecar plus $100)
For information regarding the use of explosives in combat, Panel truck 70 20 25 -5 2
see the Combat section. ($900-$1,100)
Pickup truck 70 20 25 +5 2
($800-$1,200)
SPEClAL DEVICES Sedan 90 16 25 0 4-6
As characters build up more resources and skills, they may ($900-$1,800)
wish to develop an inventory of special devices.. Such devices
might include anything from miniaturized anesthetic grenades Automobile movement: There are two, methods of using
to wireless phone taps. Before considering the creation of any automobile movement in Crimefighters. When travelling for
device, the GM should decide whether such an item has a place long distances or when no unusual circumstances are likely to
jn his or her campaign. If the GM wishes the game to be oriented occur, normal MPH may be used to measure how far and how
towards private detectives and mysteries, he or she may not long a journey is. When involved in combat or dealing in some
wish to have unusual items in the campaign. In such a case, way with people on foot, the following table converting miles
simply being realistic about the cost and feasibility of the item per hour to feet per second is used.
may be enough to stop further inquiries. MPH Feet/Sec. MPH Feet/Sec.
However, if the GM prefers to have a somewhat more fantastic 10 15 80 118
campaign, there is no reason why certain, somewhat scientific 20 29 90 132
items might not be allowed. To do so, the GM should first 30 44 100 145
compare the desired device to the technological capabilities 40 59 110 161
typical of the period. Laser pistols and rocket belts, for instance, 50 76 120 179
are completely out. Secondly, the GM should bear in mind how 60 88 130 191
such an item might change the balance of the game. It may have 70 103 140 205
effects that are too far-reaching or all-powerful; if so, the item When starting from a dead stop, an automobile does not
should not be allowed. If the GM thinks the device might still be immediately leap to the desired speed. It must accelerate to that
possible, he or she should assign a percentage chance for speed, at a rate based on the vehicle’s acceleration rating. An
successfully creating the item. This number is entirely subjec- auto may never accelerate faster than its listed acceleration.
tive and should be based on the complexity of the item and on Braking: For the purposes of simplicity, the time required to
how much the GM wants to see the item in the game. Likewise, brake a vehicle to a full stop can be considered the same as that
an amount of time for development of the item and a sum of needed for acceleration.
money for materials should also be assessed. It is then the Cornering and traffic: All vehicles are given a safe cornering
player’s responsibility to find a skilled character to create the speed. This speed may be exceeded at the risk of accident, a
item. The player character must also be able to meet the cost chance equal to the vehicle’s speed given as a percentage.
and time required for the item. After all this is done, the assigned Thus, any vehicle taking a corner at 60 mph would have a 60%
chance of success may be rolled for on percentile dice. If that chance of some type of accident. If an accident occurs, the
number or less is rolled, the device has been made successfully. Vehicle Damage Table must be consulted.
It should be noted that the system given above applies to unus- Driving through traffic can also be somewhat risky. Depend-
39
Dragon Vol. V, No. 9

ing on the density of traffic, the safe travelling speed will vary each vehicle involved. The die roll is modified by adjustments
from 20 to 50 mph. The chance of accident for each block for speed and vehicle type.
travelled in traffic is equal to double the MPH speed of the Speed Modifier
vehicle, if it exceeds the safe driving limit for the traffic. How- Up to 25 MPH -20
ever, the chance of accident may never be more than 90%. 26-40 MPH -5
Road conditions and driving skill: The weather can affect the 41-60 MPH 0
speeds and safety of driving. The following adjustments to the 61-80 MPH +10
vehicle table can be used: 81+ MPH +20
Rain Fog Snow Vehicle Damage Table
Max. Sp. -20 - -30 Dice Roll Result
Accl. +2 - +5 10 or less Scratched and dented, no other damage
Cornering -10 -5 -15 11-20 Bodywork crumpled ($10-$40 repair)
Braking +4 +2 +7 21-45 Serious body damage ($20-$120 repair)
Note that fog will also reduce visibility. 46-60 Minor frame damage; all speeds (maximum,
Driving skill can also alter driving speed and safety. Charac- acceleration, cornering) reduced by 10%;
ters with driving skill are assumed to be of race-car driver occupants suffer 0-2 points of damage each. ($100
quality. In addition, the GM may decide that certain non-player repair)
characters have good driving skill, making them useful as geta- 61-70 Frame damage; all speeds reduced by 50%;
way drivers. The modifications are given below. occupants suffer 1-3 points of damage each
Race-car Good driving ($110-$160 repair)
quality (NPC) 71-80 Serious collision; auto inoperative, occupants
Accl. -3 -1 suffer 1-6 points of damage each.
Cornering +15 +5 81-90 Serious collision; auto inoperative; occupants
suffer 2-8 points of damage each.
Vehicle Damage: Whenever an automobile is involved in an 91 or more Auto totalled; occupants suffer 2-20 points of
accident, it is necessary to roll on the Vehicle Damage Table for damage each.
40
March 1981 Dragon
POLICE AND THE COURTS for such actions. The following are times required for typical
Crimefighters is a game that relies heavily on the player char- actions:
acter’s interaction with the police. For those characters acting Drawing a gun: 4 seconds.
on the side of the law, it will generally not be difficult to maintain Firing: 1 second.
good relations with the police. For those characters who regu- Swing, stab, lunge: 1-2 seconds.
larly commit criminal acts, are forced to do so by circumstan- Other actions such as leaping over tables, opening doors,
ces, or who generally do not care, the law should be considered throwing TNT, tying people up, etc. are left up to the GM to
as a potential (perhaps actual) adversary. When a criminal act determine the amount of time required.
occurs (no matter for what reason), the GM must weigh the Stating actions: The actions taken by each individual in a
factors surrounding the act. Were there any witnesses? Would group must be declared before initiative is rolled. These actions
they report the crime? Was a good description obtained? What may be as long or as short as desired: but once an action is
clues were left behind? After all these factors (and any others) stated, the only change that may be made is to cancel it. There-
have been judged, the GM must determine a realistic percen- fore, a character might declare, “I draw my gun and fire,” while a
tage chance for the character’s identification or arrest by the different character may say, “I overturn the table, reload my
police. revolver, and pop up to squeeze off two shots at the lantern
When an arrest occurs, either by police accidentally spotting behind them.” The first action would take 5 seconds while the
the character or tracking him or her down, the police will not second would take 15 seconds. If a character should decide to
behave like fools. They will take reasonable precautions and withdraw or cancel an action, he or she will suffer a delay as
will not be inclined to give the character special treatment. Bail explained below.
may or may not be set (depending on the crime and the whim of Whenever a character starts a new action (either after com-
the judge) and unless bail is set and can be raised, the character pletion or cancellation of a previous action), there is a delay of 1
can expect to languish in jail for 1-3 weeks before going to second before the new action can be started. Hence, players
court. Once in court, the guilt of the character should be given a may find it advantageous to state a series of actions, rather than
reasonable doubt. If the GM feels the evidence could allow for a single one at a time, to avoid this penalty.
other interpretations, the character should be given the benefit Initiative: Once actions have been declared and their times
of the doubt. The GM may wish the player of the accused determined, both groups should roll d4 for initiative. The side
character to suggest these alternative options. If the character with the higher number is assumed to have gained a small
is convicted, a sentence could range from six months to life advantage of time, equal in seconds to the difference of the two
imprisonment, depending on the severity and cruelty of the die rolls. If both groups were to state, for example, that they
crime. were drawing their guns and firing (5 seconds) and the initiative
rolls were 3 and 1, the sequence of combat would be as follows:
COMBAT First second: Group 1 starts to draw guns.
Combat occurs in any situation where the parties involved Second second: Group 1 drawing.
can only resolve an issue, or choose to do so, through the use of Third second: Group 1 drawing, Group 2 starts to draw guns.
force. In Crimefighters there are two types of combat — missile Fourth second: Group 1 has weapons drawn, Group 2
and hand-to-hand. In general, combat is short and quick, with drawing.
the side acting most decisively and quickly getting the victory. Fifth second: Group 1 fires, Group 2 drawing.
Sixth second: Group 1 delay (new action), Group 2 has wea-
Sequence of combat events pons out.
Although combat is freeform, as in most role-playing games, Seventh second: Group 1 starts new action, Group 2 fires.
there is a series of steps that is normally followed. If the first round initiative is equal, then all events are assumed
1. Determine encounter distance to occur simultaneously. If one group is in a position where it
2. State actions (as needed) has knowledge of its opponents, that group’s initiative roll is not
3. Determine initiative (first second only) taken, but is automatically assumed to be 5.
4. Conduct actions in order of occurence Missile combat: There are 3 steps in missile combat — 1)
This sequence is repeated as often as necessary. determining if the target has been hit, 2) finding the locations of
Encounter distance: In most situations the surrounding con- any hits, and 3) rolling for damage.
ditions will determine the distance at which opponents are first The chance to hit a target is equal to the accuracy of the firing
sighted. These conditions include light, amount of space, ter- hand (or the best Accuracy, in the case of two-handed wea-
rain, and disguises of the people encountered. If there are no pons) adjusted by the modifiers given below. If the adjusted
obvious limitations, the following random encounter distances accuracy or less is rolled on percentile dice, the target has been
may be used: hit. No matter what the modifiers, if a 99 or 00 is rolled, the firer’s
City: 10-40 feet. gun has jammed. A jam may only be cleared by rolling a one or a
Open country: 10-100 yards. two on d6. One such roll is allowed each second.
Woods: 10-100 feet. Missile fire modifiers to accuracy:
People scanning with binoculars will increase the sighting Range:
distance by the power of the glasses (i.e., 5x binoculars would Pistols - Minus 5% per 10 yards of distance.
be able to sight encounters at 5 times normal distance). Rifles - Minus 1% per 10 yards of distance.
Surprise: The greatest modifier to encounter distance is sur- Cover:
prise. When an encounter occurs, there is a basic 1 in 6 chance 25% cover - Minus 10%.
that either party will be surprised. This chance may be altered 50% cover - Minus 25%.
by concealment or other preparations by one party or the other. 75% cover - Minus 35%.
Surprise will reduce the encounter distance to 11 to 20 ft. or less Movement:
unless the location proves to make this impossible or ridicu- Firer moving - Minus 30%.
lous. Surprise will also give a bonus of +1 on surpriser’s the Target moving - Minus 10%.
first-round initiative roll. Concealment:
Time: Once an encounter is determined and the distance Brush, fog - Minus 10%.
calculated, play normally shifts to time used in combat. This Smoke, darkness - Minus 40%.
time is calculated in seconds. A player will state his or her Firer prone, steadied - Plus 10%.
character’s actions, and the GM will calculate the time required Using scope - Plus 5% per power of scope.
41
Vol. V, No. 9

Successive shots — Minus 10% per shot. weapon wounds are recovered at the rate of 1 hit point for every
Wounded in gun arm — Minus 30%. two days of rest.
If a hit is scored, the next step is to determine the location of Finally, unlike most role-playing games, missile/edged wea-
the hit. Percentile dice are rolled and the following table con- pon wounds in Crimefighters can become more serious if they
sulted. This table lists the location of the hit, any extra damage are not tended to. One hit point per hour will be lost until such
done by bullets, and any extra damage done by edged weapons. wounds are treated by a trained medical person. Furthermore,
Hit Location Table characters who engage in strenuous activity before being
Edged totally healed from missile/edged weapon wounds will also lose
Bullet Weapon one hit point per hour of activity.
Die roll Location Dam. Mod. Dam. Mod. Weapons Table
1-20 Left Leg* 0 0 Reload No. of Shots/
21-40 Right Leg* 0 0 Weapon Rate Rounds sec. Damage
41-75 Abdomen/Chest +2 0 BAR 1 variable 2 2-12
76-85 Right Arm/Shoulder 0 +1 Beretta 1 7 1 1-8
86-95 Left Arm/Shoulder 0 +1 Blackjack — — — 6+ normal strike
96-00 Neck/Head + 4 +2 Brass knuckles — — — 2+ normal strike
*See movement section for effects. Colt .45 1 7 1 2-8
To determine the damage done from a missile weapon, roll Lee-Enfield rifle ½ 5 1 2-12
the die or dice indicated on the Weapon Table, adding any Mauser 1912* ½ 10 3 2-8
modifiers from the table above. This total with equal the hit Smith & Wesson .38 1 6 1 1-8
points lost by the target from that attack. Springfield rifle ½ 5 1 2-12
Incapacitation: If a character loses half or more of his or her Switchblade — — — 2-5
original total of hit points in a single attack, there is a 70% Sword cane — — — 2-7
chance that the character will be incapacitated. If this does Thompson SMG ½ 50 3 2-9
occur, the character may not move or take any action until he or Webley & Scott
she receives medical attention. Mk. VI 1 6 1 2-8
Hand-to-hand combat: Hand-to-hand combat obviously can Webley .38 1 6 1 1-6
only occur when characters are adjacent to each other. The Webley .32 1 6 1 2-5
percentage chance of successfully hitting an opponent is the *This weapon jams an a roll of 95-00.
average of the character’s Physical Power and Agility (rounded
down), adjusted by any of the modifiers given below: Thrown weapons: Certain weapons, either purchased or
Attacker held: -40% improvised, may be thrown by characters in combat. These
Blackjack: +5% include knives, rocks and other weapons or opportunity. The
Brass knuckles: +5% chance for determining a hit is the same as with other missile
Darkness, fog, smoke: -20% weapons, except that the following accuracy modifiers are used
Defender held: +50% instead of those similar ones listed in that section,
Fencing skill (when Range:
using sword): +10% Rocks, knives, etc.: Minus 10% per yard of distance.
Judo skill: +10% Movement: —
Knife: +5% Thrower moving: Minus 40%.
Sword: +15% Target moving: Minus 15%.
Wounded (half hit Further determination of hit location, damage and incapacita-
points or greater): -10% tion will depend on the type of weapon used. Edged weapons
When an attack is made without an edged weapon, the dam- always use all systems given above, while blunt weapons (rocks
age done is rolled on the die nearest the character’s Physical or thrown clubs) use only the determination for damage.
Power (rounded down). Thus, a character with a Physical Grenades: Unlike many other weapons which need to hit on
Power of 95 would roll 1d8 for damage. There is no chance for target, grenades need only land in the general area of the victim
incapacitation, nor is there any hit location. to have effect. Therefore, all range modifiers to Accuracy are
ignored when grenades are used (although alI others apply).
Edged weapons: When a hit is scored with an edged weapon, The maximum distance a character may throw a grenade is
the procedure reverts to that used for missile combat. First the equal to his or her Physical Power minus 10, expressed in yards.
hit location is found and then the damage is rolled, modified as A character with a Physical Power of 86 would be able to throw a
required. Attacks from edged weapons can cause incapaci- grenade 76 yards. A “to hit” roll is still made based on the
tation. Accuracy of the throwing arm (without range modifiers), and a
Wounds and recovery: In Crimefighters, there are two types successful hit indicates that the grenade has fallen 1-10 feet from
of wounds; both may disable a character in combat. The two the desired target. A miss will mean that the target was missed
types of wounds are those received from missile combat and by 4-9 yards in a random direction. ln situations where a charac-
edged weapons, and those otherwise received in hand-to-hand ter is virtually certain to be able to place the grenade in the
combat. Each should be recorded separately. Putting charac- desired location, no ‘“to hit” roll is required; the attempt is
ters out of action from wounds occurs in 3 different ways: assumed to be successful unless prevented for some reason.
1) If the wounds received from missile or edged weapons Grenades are assumed to have a 5-10 second delay after
equals the character’s current hit points, that character is dead. activating and before exploding, the exact amount of time to be
2) If the wounds received from hand-to-hand combat equal decided by the GM. A fragmentation grenade will do 3-24 points
the character’s current hit points, that character is unconscious of damage to all people within a five-foot radius of the blast, and
for 5-30 minutes. 3-18 points to those who are from 5 to 15 feet away from the
3) If the combined total for both categories of wounds equals blast.
the character’s hit points, the character is unconscious for a Other explosives: Throwing TNT is treated in the same
number of hours equal to the extent of the missile/edged wea- manner as a grenade, except that the character must select a
pon wounds. fuse length (given in seconds of burning time) for the stick or
Wand-to-hand combat wounds or losses to attributes may be bundle. Characters without demolitions skill will be off on the
recovered at the rate of 1 hit point per hour of rest. Missile/edged timing of the fuse by plus or minus 1-5 seconds. If an unskilled
42
March 1981 Dragon

player selects a six-second fuse, he or she may have it explode caused in combat when a new action is declared, reduce Will-
one second after lighting it, or as long as 11 seconds later. A power by 10 points, and cause the loss of one hit point (treat as
skilled demolitions expert will have an inaccuracy of only 1 a hand-to-hand combat wound for recovery). A stimulant will
second maximum (perhaps zero). A single stick of TNT will do last for 10-60 minutes.
1-10 points of damage to all within a five-foot radius, and 1-6 Hallucinogen: This drug will cause characters to see things
points to those from 5 to 15 feet away, that are not really there, or mistake normal things for wild and
Nitroglycerine explodes on contact when thrown and is fantastic visions. As such, the GM should feel free to describe
treated as a thrown weapon for determining a hit. Nitro will do any number of improbable sights, giving no indication of what
1-10 points of concussion damage per ounce to all within five might be real or false. A victim must roll less than equal to his
feet of the point of contact. Using larger quantities of TNT or or her Willpower to avoid the effects of this drug. Otherwise, the
nitroglycerine will increase the radius within which the blast will drug will last for 1-6 hours.
cause damage, and perhaps might also add to the damage As mentioned before, drug types may be combined so as to
caused. Such matters should be determined by the GM as the do several different things. Euphoric stimulants or hallucino-
situations arise. gens leading to unconsciousness are two possibilities. When
drugs are combined, die rolls (if any) for the success of each
DRUGS, POISONS AND ACIDS particular effect must be made and the results of that type
Drugs may be administered by any character with medical applied if the roll is failed.
skill, or in some cases, by any character with opportunity. There Poison: The result of poisoning a character is simple; unless
are many types of drugs available, so instead of listing specific the victim resists the poison or finds an antidote, he or she will
drugs and their effects, the following general types and results die. A character’s chance to resist a poison is 30% plus another
are given. From these, the GM may devise any reasonable single percentage point for every hit point the character has; e.g., a
type or combination of types to be a specific drug. character with 15 hit points has a 45% chance of not dying from
Unconsciousness: Drugs which produce this effect may be a poison. Should the character successfully roll to resist the
used by any character. if the victim fails to roll less than or equal poison, he or she will still lose half of his or her current hit points
to the average of his or her Physical Power and Willpower, he or when the poison takes effect. The major difference in types of
she will be unconscious for 2-8 hours. poison is the amount of time required to take effect. Extremely
Euphoria: This type of drug will bring on a condition similar to fast poisons will work in 15 seconds, while others might take
extreme drunkenness. The victim must roll as explained under hours. The GM should note the amount of time required for the
unconsciousness. Failure to make this roll will result in the poison to take effect. If the character is able to receive an
character’s Mental Aptitude, Willpower, Accuracy Right, Accu- antidote before that time is reached, the poison in his or her
racy Left, and Agility being reduced by 50%. This condition will system will be rendered harmless.
last for 1-4 hours. Acid: Although seldom used, acid may sometimes come into
Stimulant: When this type of drug is administered by a char- play in combat situations, primarily from fiendish traps or mad
acter with medical skill, unconscious charactsrs may be revived. acid throwers. An acid attack will do damage to a character of a
Otherwise, the drug will negate the one-second delay normally pre-set amount according to the strength of the chemical used.
43
Dragon Vol. V, No. 9

A weak acid would only do 1-3 points of damage, a moderate the campaign wish to pursue, there are many options open to
one 1-8 points, and a strong acid 1-12 or more. Attacks using the GM. If characters are hard-boiled private eyes, racketeers,
acid should also, be checked for hit location, as. hits to the adventurers seeking to destroy evil, or master villains after
head/neck area will reduce the character’s Presence by the power and wealth, the GM should be prepared to accommodate
number of points of damage caused by the attack. (As an the players’ desires. The following list offers suggestions for
optional rule, the GM may wish to allow a 1 in 20 chance of an interesting cases:
acid attack actually increasing the character’s Presence.) Stop a blackmailer;
Clear a person of a frame-up (possibly a character);
AWARDING EXPERIENCE POINTS Break up a racket;
Upon the completion of a mission or part of one, the GM may Uncover a corrupt city official;
see fit to assign experience points to the player characters. Prevent a kidnapping or rescue a kidnap victim;
There are three different categories for assigning experience Expose a massive stock swindle;
points: Guard important documents or an invention;
1) Mission success: As a subjective judgment by the GM, 1-10 Prevent the death of a crusading editor;
points may be awarded on the basis of success and difficulty of Stop a ring of smugglers;
the mission. Thus, all missions or cases would be worth at least Recover some stolen gems;
one point; a highly dangerous but unsuccessful mission would Investigate a murder;
be worth 5 points; and a moderately dangerous but highly Protect a foreign diplomat;
successful case would be worth 6 or 7 points. Keep spies from sabotaging an important defense plant;
2) Criminals overcome and goods recovered: Experience Find a missing person;
points equal to half the hit points of all criminals captured or Infiltrate a criminal’s organization.
killed should be given to the players, but only if those criminals Initially, it is suggested that only one particular case be used
constituted a threat to some person or thing. Experience should at a time, to allow both the GM and the players to become
also be given for cash items recovered, equal to 10% of the accustomed to the unfamiliar systems in the game and to allow
dollar value of the item. The GM should limit the amount of this the characters to get a little power and ability. As players and
award if the item recovered is of great value, characters become more experienced, several cases can be
3) Bonus points: The GM may assign bonus points to those intertwined to create a more challenging and exciting adven-
characters who used their skills in an exceptional manner or ture —such as finding a missing person, who ends up dead, and
demonstrated great insight. Such bonus awards should never then investigating the murder to clear your client who has been
total more than 10 points per adventure. framed for the crime. Villainous characters may often use the
Negative experience points reverse of many of the suggestions given above.
It is also possible to lose experience in Crimefighters, by 2) Who is involved?: After deciding on a case, the GM should
accumulating negative experience points. Such points are make a short list of the important characters that will be
automatically subtracted from any positive experience points a uninvolved. Not all of the people the players will have contact with
character has, in the following order: need be listed here, but those important to the case should be.
1) Experience points not yet applied to a purpose. Along with the name of the character should be a short descrip-
2) Experience points applied to investments. tion of what the person is like and what he or she has to do with
3) Experience points applied to new mysterious powers. the case. Statistics on the character may also be given if they are
If none of the above situations apply, the negative points are needed.
saved until positive points are earned. For instance:
If a player wishes, he or she may choose to accumulate Maggie Armbrewster: Hires players to find missing boyfriend,
negative Experience points. To do so, he or she must clearly actually wants him because he made off with stolen stocks.
announce to the GM his or her intention. Thereafter, the player Pretty redhead, appears upset and weepy, but will murder if
may not change his or her mind. Once the decision is made, the necessary. Carries a Webley .32 in purse. Accuracy Right — 45.
character may use negative points in the same manner as posi- 3) What will happen?: A sequence of events is the next step in
tive experience points. The acquisition of positive points will preparing the case. This is much like the plot of a story and will
cause the character to suffer the losses already explained help the GM keep track of what is supposed to happen. This
above, just as if they were negative points being applied against listing may be as brief or as detailed as the GM is comfortable
a positive point total. with. The following two examples give both simple and detailed
Negative points are awarded in the same manner as pre- versions of a sequence of events:
viously given, except the motives of the character earning nega- 1. Strange man arrives at character’s door, bleeding from
tive points are generally evil or selfish. The following categories several wounds. Dies before saying anything. Carries scrap of
are used for awarding negative points: rare Asian palm.
1. Missions 2. Man watching apartment, will follow any who leave; makes
2. Innocents or crimefighters harmed or overcome phone call from lobby.
3. Items stolen 3. Apartment broken into and body stolen. Rooms ransacked.
4. Bonus points (If character does not leave, body turns yellow-green and sev-
eral thugs attempt to break in and steal body.)
DESIGNING AN ADVENTURE The same sequence in a more detailed manner might go as
Unlike many other role-playing games, Crimefighters does follows:
not generally center itself around a single place of adventure 1. Harold Weingould arrives at the door of character’s apart-
that may be used several times. instead, action in the game ment and rings the bell several times (or knocks on door).
relies on the creation of a “case,” or scenario, and the charac- Ringing stops, and when character opens door, Harold’s body
ters’ efforts to solve the case or perform the assigned task. falls inside. He has been shot several times, through the chest
Therefore, it is useful for the GM to prepare ahead of time what and shoulder. He is wearing a topcoat over what appear to be
the sequence of events will be, what the plot of the case is, who ragged pajamas. He attempts to speak and stand, but dies
will be involved, and what locations are likely to be used. These before doing so. As he dies, he thrusts out of his hand, in which
can be broken into a series of steps that, if followed, will reduce is clutched a scrap of a green plant leaf.
the difficulty of setting up. 2. Within five minutes of the death of Harold Weingould,
1) What will the case be?: Depending on the roles players in Tommy Snip-Nose will arrive at the apartment. He will not
44
March 1981 Dragon

reveal himself, but will try to listen at the door. If the character Presence is 86-95: +10
calls the police, Tommy will use a small canister of gas to fill the Presence is 96-00: +20
room with an unconsciousness drug. He will then pick the lock Using Presence in place of the Reaction Table: Any time the
and, using a gas mask to protect himself, remove the body. If character has sufficient Willpower to use Presence, such an
Tommy hears no sound in the apartment, he will pick the lock attempt may be made. The character announces the attempt
and attempt to remove the body. If the character leaves while and then rolls percentile dice. This is compared against the
Tommy is around, he will tail the character, stopping only long character’s Presence modified by the plus or minus difference
enough to call for some thugs to get the body out of the of the encounter’s Willpower and the first 3 modifiers on the
apartment. Encounter Reaction Table (Person threatened, criminal, dan-
As can be seen, the shorter version is faster to write and gerous situation), if they apply. If the percentile roll is equal to or
design, but requires that the GM improvise more. It is suggested under the modified score, the encounter has been affected by
that until the GM is confident of his or her ability to handle the the character’s Presence. Encountered persons so affected will
many different things characters might do, a detailed sequence automatically act on any command given by the character,
of events should be designed. provided it will not lead to their death or harm. Examples of the
Random Encounters: To add interest when characters are use of Presence are to extract information from captured crimi-
moving around or not actively engaged in an important event, nals, quickly command innocents to get to a place of safety
random encounters may be created by the GM. Unlike wander- during a combat, or get the attention of an important official.
ing monsters in other role-playing games, random encounters The effect of Presence on the encounter is very short-lived and
are not normally dangerous. Typical encounters on a street may only be used to give one command.
might be with drunks, policemen, pickpockets, con artists, Animal encounters: Certain animals may be encountered dur-
toughs or common citizens. In some situations random encoun- ing the course of play and some may become involved in com-
ters can be dangerous, especially when a character is in a place bat. The format used for giving animal information is given
where he or she should not be. No random encounter tables are below, for a sample guard dog:
provided, as the type of encounter will depend on the location Hit Points: 5
and situation the characters find themselves in. Hand-to-Hand Combat: 70
The chance for an encounter will also vary greatly from place Damage: 1-4
to place. In heavily congested areas, the chance is 1 in 6. In a Defense Minus: -15
moderately crowded area, the chance is reduced to 1 in 10, and Speed: 30 ft./sec.
on an almost-empty street late at night, the chance becomes 1 Other animals may be created by the GM as needed.
in 20. Again, the GM must make the final determination.
How a randomly encountered person will react to a character AFTERWORD
depends on the encounter reaction, unless the GM has made These rules are not complete, nor are they intended to be.
some determination ahead of time. To determine the reaction, Many sections were dropped from the original outline, includ-
roll percentile dice and consult the table below: ing rules for airplanes, swimming, more weapons, security
Encounter Reaction Table devices, special gadgets, exotic adventures, and more detailed
Dice roll Attitude (possible actions) contacts. As such, these (like so many other things) are left to
1-5 Hostile (Attack, flee, or obviously avoid) the GM to design. The GM is encouraged to put his or her
6-30 Unfriendly (Verbally harass, avoid, ignore) creativity into the game and mold it into the form he or she
31-70 Disinterested (Ignore, answer minor questions) wants.
71-85 Helpful (Answers questions, gives directions) Some persons may complain that the rules are not realistic, or
86-95 Friendly (Answers questions, speaks to) are not detailed enough. The intention of this game was to not
96-99 Actively friendly (Will do small favors, deliver create a great deal of burdensome detail. The game should be
messages, call the police) fun and not too difficult to play. The most important fact is that
00 Heroic (Will risk own safety to assist character) the GM and the players enjoy what they are doing.
Modifiers to dice roll: The author would be interested in hearing any responses or
Person is threatened: -50 suggestions that readers might have for Crimefighters. Please
Person is criminal: -15 be aware, however, that totally negative criticism usually
Dangerous situation: -10 accomplishes little. Those who write should offer constructive
Player character’s Presence is 71-85: +5 suggestions for how things might be improved.
45
Dragon Vol. V, No. 9

This is a sample adventure designed for use with the Crime- to get ahead, Magnus stole the small quantity of processed drug
fighters rules. The adventure will demonstrate several different that, existed, but failed to get the formula. He took the drug to
ways to handle various aspects of an adventure as well as how to China Jack and proposed a business deal. He has had some
design an entire adventure for the game. misgivings about the arrangement and may be persuaded to
This adventure is best suited for 2-3 players of beginning double-cross Jack, if he can gain something in the process.
characters, composed primarily of pragmatist and defender ex- Magnus is somewhat athletic and handsome, but likes to lead a
perience types. If more characters are involved, the GM may dissolute and spendthrift life. Tsien recently paid him and with
wish to increase the numbers and firepower of the opponents the money, Magnus has been doing the town. He carries a
they will face. If the GM feels that the characters are weak or the Mauser under the seat of his car. Accuracy — 54.
players inexperienced, an off-duty policeman or private investi-
gator may be added to the numbers as an NPC. This character SEQUENCE OF EVENTS
should be controlled primarily by the players, the GM only Event #1
taking control in crucial situations. The characters will be approached at their homes or apart-
The adventure is divided info three sections: a description of ments or at their offices by Louis Portmander. He has an enve-
the main NPC’s, a listing of the sequence of events, and a lope to deliver to them and also wishes them to accompany him.
section of maps and keys for the main events. The GM is advised The note in the envelope reads:
to read all the sections, altering what he or she feels is neces- “Mr. Portmander will be in need of assistance, possibly
sary, before commencing with play. Furthermore, the GM may in the near future. I understand from friends that you can
wish to place the adventure in some real location instead of the be trusted. Please accompany him to the statue of General
fictitious city where it is set. New York, Los Angeles, Chicago, or Lee in Washbark Square. Be there at 11:00 tonight.
San Francisco are all suitable. To place the adventure in a city, the Signed: R.”
GM should obtain a street map of the city and locate the encoun- If questioned, Portmander will describe receiving a letter in
ters on it. A ruler may be used to measure distance travelled the afternoon mail. The letter contained a note asking him to be
(compared against the scale of the map), if the map is not clearly at the square at 11 p.m., but to first deliver the second envelope to
gridded. If the GM does not wish to use a real city, he or she may the characters. If questioned concerning “R”, he will not be very
design an imaginary city that may be used for further precise. He knows several persons whose names begin with R,
adventures. but none of them would be likely to send such a note. If pressed
to name any of these people, the GM should make up several
CAST OF CHARACTERS names and occupations, slipping in Ripton’s name at some
Louis Portmander: This man is the city editor of the Morning point. Ripton has not been around the office for several days,
Paper and is concerned about his leading investigative reporter, but Portmander will not consider this unusual enough to men-
Thomas Ripton. Portmander will be brusque and efficient and tion, unless questioned specifically about it.
will want to get a story out of whatever occurs. He is bulky and If the characters agree to go with Portmander, they will be
strong, easily argumentative and violent if provoked. shadowed by a member of the Golden Phoenix Tong. There is a
Thomas “Tommy the Ripper” Ripton: Top reporter of the 20% chance that the characters (as a group) will notice the
Morning Paper, he has purposely dropped out of sight because shadow (+10 for characters with the special ability of sight). The
of the knowledge he has about Jack Tsein’s activities. He will tong member will follow on foot unless the characters take a car
wish to remain undercover at all costs, but will want to have a (Portmander will offer the use of his), in which case the shadow
go-between so that he may file stories with the paper. Ripton is will be picked up by a dark blue sedan. Should the characters
lean and wiry, not very strong, but quick and capable. He carries attempt to lose the sedan, use the Street Map provided. Statis-
a .38 Webley in his coat pocket. Accuracy Left — 39. tics of those in the car are:
Jack Tsien: This Chinatown gang leader (commonly known Acc. R. H-t-H Dam HP Weapon
as China Jack) is the head of a drug racket in the city. He has a Shadow: 77 45 1-4 10 S&W .38
great deal of influence on the underworld, particularly in China- Driver: 45 74 1-6 8 Colt .45, Good driver
town. He also has connections within the Golden Phoenix Tong Thug#1: 66 73 1-6 12 Thompson SMG
and uses them for shadowing and assassinations. Currently, he Thug#2: 64 92 1-8 11 Mauser 1912
and Albert Magnus are working together to obtain the formula
for Professor Welburton’s experimental drug. Tsien is tough and Event #2
heartless and will kill any person who might cross him or get in When the characters arrive at the square, there will be no one
his way. He also has plans to rub out Magnus once his useful- in sight. Surrounding the square are several businesses, most of
ness is finished. He carries a .45 pistol in a shoulder holster and a which are closed for the night. The only ones open are two
razor in his boot. Accuracy Right — 74; Hand-to-hand — 68; restaurants, catering to the late shift trade. The entire area is
Damage — 1-6. gloomy and dark.
Professor Welburton: This chemist, while trying to improve If the characters have not lost or noticed the tail by now, the
anesthetics for surgery, accidentially discovered a drug that car will park about a block away, out of sight. The shadow will
will induce a zombie-like state in the user. Fearing the effects of get out of the car and move to the corner to watch the
this drug, Welburton intends to sell it to the government after he characters.
has developed a process to refine it further. He is a harsh and After a short period of waiting, Ripton will step out of one of
somewhat greedy man, little concerned for those around him. the diners (from where he has been watching) and start to move
Recognizing and fearing that he could lose his fortune if he were across the square toward the characters. As soon as this
robbed, he now carries a .32 pistol in the pocket of his lab coat. happens, the shadow will signal the tailing car. It will start up
Accuracy Right — 24. and drive around the corner with its lights out. The distance
Albert Magnus: Magnus formerly worked as an assistant to from the corner to the square is 300 feet. On a roll of 1 or 2,
Professor Welburton and was with him when the accidental Ripton will not be concerned about the approaching car, either
discovery of the zombie drug was made. Seeing his opportunity because he does not notice it or does not care. In this case, the
46
March 1981 Dragon
driver of the car will attempt to run Ripton down, doing 3-30 hit following morning, No Glues will be available unless the charac-
points of damage. If the car is noticed, the occupants will begin ters are given permission to search the grounds, something the
firing, primarily at Ripton and then at those who fire back at professor will be reluctant to grant.
them. The car will screech to a stop across the square and the
thugs will engage in a shootout until either Ripton is killed or Event #4
incapacitated or two or more of their party is killed or incapaci- If the characters decide to go to the apartment of Albert
tated. In either case, the remaining thugs will then attempt to Magnus, they will find that he lives in a dingy brownstone flat,
leave the scene of the crime. If they are not followed, nothing overlooking an alley. The apartment will have been ransacked
more will happen. If pursued, they will try to lose the characters. and no indication of the formula or its location will be found,
The GM should use the Street Map for the running gun battle/ Magnus will not be present. Near the telephone will be a blank
car chase. scratch pad. If any character thinks to take a rubbing of the top
All the thugs are oriental in appearance. If searched, each will sheet of the pad, a telephone number will be obtained. This will
have from 1-20 dollars, ammunition, and weapons. None will be the number of the tea house in Chinatown. A bank book will
have any identification. The shadow will also have a sales re- also be found, if the room is searched. It will indicate that
ceipt from a tea shop (China Jack’s headquarters) in China- Magnus deposited a large amount of money in the last few
town. Ripton will have notes on him revealing that some gang weeks, only to withdraw it gradually over a period of several
(unknown) is after a formula belonging to Professor Welburton, days. Stuffed in a desk drawer will be many racing sheets and
The professor’s address will be on the sheet. If Ripton is alive, he betting stubs for the local horse track. Checking these will show
will file this story with Portmander and then leave. If the charac- that Magnus seemed to consistently choose losers at the track.
ters ask him, Ripton will accompany them to the professor’s If the phone number is called or a character inquires of a
home. However, Ripton will be going to get a story, not to help. contact such as a bookie, they will discover that Magnus had
been betting heavily at both the track and the booking parlor in
Event #3 the back of the tea shop. Further inquiries may reveal that he
(Note: If characters decide to go directly to the tea shop, skip was in debt to Jack Tsien, a local underworld racketeer and loan
this event. In such a case, the robbery may be assumed to be shark.
successful.) If the characters go directly from Event #2 to the
professor’s home, they will arrive just in time to hear the sound Event #5
of shots being fired from the laboratory. The GM should consult By now, characters should have acquired enough clues that
the map of the professor’s home for further details concerning clearly indicate the tea house as the source of all major actions.
the layout of the grounds. The characters will be assumed to If they decide to investigate it, use the Tea Shop map. If the
have arrived near the front gate unless they specifically state formula has been stolen, make no changes in the tea shop
that they are going to find some other entrance, description. If the robbery was thwarted, no tong members will
Parked near the back gate is an empty speedster, while further have the professor’s experimental drug. If, for some reason, the
down the block is a panel truck. The speedster belongs to one of characters call the police to raid the tea shop, the raid will prove
the neighbors and is there to provide a distraction for the only that the shop is a front for a bookmaking operation, and will
characters. In the panel truck is the getaway driver for two not yield any other information.
thieves, who are currently robbing the professor’s home. (Driv-
er: Acc. L — 47; H-t-H — 58; HP — 7; Beretta and switchblade,
race car quality driver) STREET MAP
On the grounds are the two other thieves (#1: Acc. R. — 57; Not all detail has been placed on the street map, so that the
H-t-H — 48; HP — 4; #2: Acc. R. — 48; H-t-H — 58; Dam — 1-6; GM may add further streets and areas as desired. Likewise, the
HP — 5; Webley .38; wounded in right shoulder). When the type of district(s) the streets pass through (industrial, residen-
characters arrive, the thieves will just be leaving by the labora- tial, warehouses, etc.) has not been detailed to allow the map to
tory door. The will move at top speed toward the panel truck and be used for several different encounter situations. The following
then will leave the area unless detained by the characters. list of encounters is a typical one for characters travelling
In the laboratory, unconscious on the floor, is Professor Wel- through the areas given on the map. The GM may wish to create
burton. He will be able to describe (once revived) how, upon further encounters according to how he or she wishes the cam-
entering his lab, he discovered two men going through his safe. paign to develop. All encounters, with the exceptions of B and E,
He fired at one and thinks he may have hit him. He was then are keyed to occur when the characters use one of the streets
knocked unconscious by the other thief. around the encounter area. The GM may wish to have several of
If the characters should ask who is responsible for the crime, the listed encounters occur no more than once per adventure.
the professor will suspect Alfred Magnus, his former lab assistant. A. Washbark Square: See event #2.
Magnus was dismissed after a suspicious theft occurred. The B. Train Tracks: Every time the characters approach the train
professor will be able to provide an address if requested, for tracks, there is a 20% chance that a train will also be approach-
Magnus. ing them. The train moves at 40 miles per hour (58 feet per
A search of the grounds will yield the discovery of bloodstains second) and will be 100 to 300 feet from the intersection. Char-
(from the wounded man) and a curious-looking oriental pend- acters will sight the train at 50-300 feet. Compare the speeds of
ant, If this pendant is examined by someone with archeological the two vehicles (train and automobile) in the characters’ try to
skill, he or she will be able to identify it as an ancient secret seal get past the train, A train will do 10-60 points of damage to each
of the Golden Phoenix Tong, Characters may use contacts to occupant inside a vehicle it hits and will take 1-2 minutes to pass
attempt to learn the location of this tong’s headquarters. if a vehicle stops for it at a Grossing,
If the thieves are captured, each will have 1-10 dollars on his C. Truck: A truck pulls out (visible from more than 500 feet
person and a pendant as described above. They will refuse to away), blocking the intersection ahead. The characters must
talk under normal circumstances or torture, They do know the either stop and turn around or immediately take a side street. If
location of the tong headquarters (the tea shop), If set free, they they choose the latter, they must turn onto one of the nearby
will attempt to lose any person following them into Chinatown. streets at their present speed.
If the thieves escape, the formula will have been stolen. The D. Cop on Beat: A policeman (not visible until encountered) is
professor will reluctantly describe its effects to the players. standing on the corner. If passed at a speed greater than 30 mph,
If the characters should decide not to go to the professor’s there is a 40% chance that he will call in, and 1-3 police cars will
house immediately after their encounter at event #2, they will pursue the offending vehicle. They will arrive and take up the
read of a robbery at the professor’s house in the newspaper the chase in 1-2 minutes.
47
Dragon Vol. V, No. 9

PROFESSOR’S HOME
E. Drawbridges: There is a 30% chance that any bridge will be
positioned up, to allow a ship to pass under, when a vehicle
approaches it.
F. Road Work: A street crew is at work and has narrowed
traffic down to a single lane. There is a 50% chance that charac-
ters will have to wait for 1-20 seconds before being allowed to
pass on. Vehicles may go through the barriers around the closed
lane without waiting, but must roll on the vehicle damage table
(-10 on the die roll).
G. Wet Street: The street at this location is extremely wet, due
either to recent rain or an open hydrant. Vehicles moving faster
than 45 mph must roll their speed or higher on percentile dice to
see if they remain in control. Failure to do so will result in a roll
on the vehicle damage table. The chance of accident while
turning a corner at this intersection is doubled.
H. Drunk: As characters come down this street, a drunk will
step out of the shadows and start to cross the street. Characters
must swerve to avoid him. If the vehicle is going faster than 25
mph, there is a percentage chance of rolling the car over, equal
to the speed of the vehicle (in mph) minus 25. A “rollover” roll
results in an automatic +20 on the vehicle damage table. If the
drunk is hit, he will be killed.
I. Hitchhiker: A young woman is attempting to hitch a ride. If
picked up, she will explain how her date got drunk and couldn’t
drive, so she had to walk home. If picked up but not taken to her This map has been left very simple. None of the interior detail
destination (GM’s choice) immediately, she will begin to scream is given, since it is not necessary for the adventure. If the GM
for help as loud as she can. The GM should decide whether this wishes, he or she may design floor plans to match the building.
will attract any attention. The house is two stories tall, plus an attic and basement.
48
March 1981 Dragon
TEA SHOP MAP
This shop is located in the center of a block in Chinatown. The
street outside is quiet and deserted. In general, the area appears
to be run down. Over the storefront is a weathered sign, written
in both English and Chinese, announcing that this is Fat Loo’s
Tea House and Importer. To either side of the door are two large
curtained windows.
1. Main Room: This room is dingy and smoky and is decorated
with many gaudy-looking oriental furnishings. Along the right
wall (viewed from the entrance) are two small tables with four
chairs around each table. Along the back and left walls are
shelves, counters and barrels, apparently filled with different
types of tea. Near the left corner of the back wall is a curtained
opening, apparently leading to an office. A similarly curtained
opening leads to a passage going to the back of the building.
Standing behind the counter near the office is a burly oriental
wearing a T-shirt, pants, and apron. He works for the tea shop
and will attempt to answer questions from characters regarding
the merchandise. He will inform those who ask that the two
passages merely lead to a storeroom and an office, and that
customers are not allowed in either place. Should the characters
attempt to force their way past him, he will draw a knife and bang
on the office wall with his fist, while calling loudly in Chinese.
One man is sitting at each table. Closest to the door is an old
oriental, quietly sipping a cup of tea. If any commotion occurs,
he will attempt to slip out the front door unnoticed. The other is a
tong member, stationed there to guard the operations in the
back room. Should there be any trouble, he will use his knives
with great accuracy. Statistics for the two guards are as follows:
Acc. R. H-t-H Dam HP Weapon around Chinatown by the tong leaders. The room is simply
Employee 75 96 1-8 13 knife furnished and poorly lit. A heavy odor of incense fills the air,
Guard 79 65 1-6 10 throwing knife (4) enamating from a smoldering burner. Mixed with the incense is
2. Office: This is the office of the tea shop. In the room is a the scent of opium smoke.
small wall desk and a stool. The desk is strewn with papers and In the room are three tong members. One of these is currently
small samples of teas. Altogether, it looks much like a normal out of action, since he is under the effects of opium. The other
small business’s office. If the papers are searched, they will two will respond to any alarms or gunshots that are sounded.
reveal nothing but sales and import records of teas. There is a Their statistics are as follows:
.32 pistol in the desk drawer. Acc. R. H-t-H Dam HP Weapon
3. Storeroom: This room is filled with bales and bricks of tea, Tong#1 74 43 1-4 7 knife*
along with a few simple cleaning tools (broom, mop, etc.). Tong#2 26 47 1-6 6 knife*
Searching the bales will reveal nothing. *Both of the knives have been dipped in the professor’s drug. If
4. Bookmaker: The door to this room is a heavy, paneled, rein- the drug is not resisted successfully, the victim will fall into a
forced door with a small peephole in it. It is locked with a Class zombie-like state. Any other person may then attempt to direct
IV lock. Sitting on a stool near the door inside the room is the affected person. In the case of conflicting orders, the victim
another tong guard. He will only open the door if a secret knock will follow the instructions of the person with the greatest Will-
is given. power. The effect of the drug lasts for 2-12 hours.
Sitting at large desks in the opposite far corners are bookies. 7. Laboratory: Using the talents of chemists who normally
Each desk has a phone and a large number of papers on which process his opium for him, China Jack has been attempting to
bets have been written down. The center desk (unoccupied) is produce a large quantity of the experimental drug. The room
equipped with a silent buzzer that will alert the tong members in has one long table filled with many different types of laboratory
their secret rooms upstairs. If the buzzer is pushed, the tong equipment. At present, the only person in the room is Albert
members will arrive through the secret panel within 15 to 30 Magnus. He was the first person China Jack tested the drug on,
seconds. The panel is 20% detectable. Neither of the bookies are and he is now under orders to attack anyone, other than Jack or
armed and they will not fight. the chemist (presently absent) who might enter the room. This
Acc. L H-t-H Dam HP Weapon he will do, fighting at a -10 in H-t-H combat because of his
Guard 47 86 1-8 9 Colt .45 semi-drugged state. He will not use guns or knives.
5. China Jack’s office: This lushly paneled office is the head- If the characters search, there is an 80% chance that they will
quarters of China Jack. It is furnished in western style with a find a small quantity of the experimental drug, enough to spread
desk chair, side chair, etc. Sitting in a corner behind the desk is a on two knives.
Class VIII safe. China Jack is in the room (at or near the desk)
and will not be surprised if shots have been fired or the buzzer COMPENSATION
alarm has been sounded. He will attempt to use the desk for Depending on the actions of the characters and their degree
cover if he is involved in a gun battle. For further information of success, the GM may wish to have the characters rewarded, by
concerning China Jack, see the Cast of Characters. either Louis Portmander or Professor Welburton. Such a reward
In the safe are the following objects: A paper describing the should be about $100 to $200. The characters may also ask that
professor’s formula, other papers which are reports on book- any expenses be paid for, but the chance of getting these will
making profits, $500 in cash, and a single paper listing ad- depend on the mood of the payer. Likewise, the characters may
dresses of stashes of drugs. choose to keep anything they find during the course of the
6. Tong quarters: This room is where the tong holds its large adventure, as all or part of their reward, instead of an additional
gatherings. Most other business is conducted in restaurants gift.
49
Dragon Vol. V, No. 9

by Bryce Knorr
The first of these pulp heroes was The for the type of hero mold cast by the pulp
“The Case of the Editor’s Envelope”? Shadow, the nemesis of the night born heroes of the 1930s.
Secret formulas? Cardboard-hero good from the runaway typewriter of Walter “Look at the James Bond Movies,” he
guys battling villains straight out of Sat- Gibson in the early 1930s. The pulp bus- says, “He’s a fantasy hero, with flying
urday morning cartoons? iness was no more imaginative then than cars and evil villains. People love that
If CRIMEFIGHTERS sounds too corny television or Hollywood is today; soon, a stuff — it’s nothing but a pulp magazine
to be true, remember this: The pulp he- host of heroes was spawned to capitalize brought onto the screen.”
roes weren’t life-sized characters when on the success of The Shadow, from The Looking deeper, into the American
they were created in the 1930s, and the Spider and The Octopus to Doc Savage character, Cook sees similarities between
decades have done little to make them and countless others, the social climate of today and that of the
appear any more realistic. “They’d do anything to sell,” says Fred 1930s, parallels that may account for
Dave Cook’s rules and his wonderfully Cook (no relation to Dave), an Ohio- some of the renewed interest in pulps, as
two-dimensional scenario capture both based collector and authority on pulp well as illustrate some good — and not
the style and the spirit of these wonder- fiction. so good — points about our society,
fully two-dimensional protagonists and “The authors realized they were not Besides a distressed economy, the
their genre. writing deathless prose (some things U.S. spirit in the 1930s felt isolated in a
The pulp heroes were the last hurrah never change). I spoke to one who told world of fascism and foreign ideologies.
of those mass-produced, formula-fiction me, ‘I write for the people who move their There were villains aplenty, both abroad
factories known as the pulp magazines. lips when they read.’” and at home.
Born about the turn of the century, the “The writers would be told, ‘We need “We’re back to the same place,” says
pulps — they took their name from the 80 pages on such and such,’ and then Cook. “No one trusts THE GOVERN-
inexpensive paper on which they origi- they’d lock themselves in their rooms MENT, in capital letters, and everybody
nally were printed — were usually of and knock out that number of pages on is looking for Ronnie Reagan to put on
suspect literary quality, But besides in- their typewriters.” his robe and kiss his ring and to fly into
flaming the imaginations of millions of Perhaps the pulp heroes were too suc- the air and solve all the problems.”
readers, the magazines provided a fi- cessful. Within a few years comic books “In the early 1930s, everything was go-
nancial foothold for numerous writers appeared, copying their hero-based for- ing to Hell,” says Cook. “There were
who went on to create stories and books mula, and the competition, coupled with gangsters in Chicago and New York, and
that are the great works that the pulps World War II paper shortages, sent the the police couldn’t handle it. People
were (for the most part) not. periodical fiction business plummeting. were looking for the “hero” and then The
Ray Bradbury, Max Brand, Jack Lon- A few of the pulps survived, mostly in Shadow came along. He took the law
don, Sinclair Lewis, Stephen Crane, H.P, name only, or in a different medium, like into his own hands and did what a lot of
Lovecraft — the list of authors whose citizens wished they could do.”
radio. But the pulps’ skyrocket was
works appeared in the pulps is long. locked in a tailspin from which it never The country wanted heroes, he says,
Long also is the list of styles that flour- really recovered. and heroes it got, not unlike the adula-
ished between those covers that prom- tion that greeted the hostages upon their
ised fantastic fantasy and thrilling thril- Yet here we are, March 1981, stuffed return to the U.S.
lers: From the whodunit to the horror with 20-pages plus of Crimefighters. The The Iranian tragedy has brought cries
story, from the Wild West to the the day of the pulp heroes was short-lived, of “filthy Arabs” and “Nuke Iran,” and the
moons of Mars, the pulps helped establish but their impact remains. pulps here, too, may say something
science fiction and fantasy in the literary “Doc Savage” is soon to be a movie; about our collective mentality — some-
experience of the 20th Century, reprints of that series and The Shadow thing not quite so nice as the good guys
The pulp publishers were in it, of are still selling, and a first issue of The winning. Those pulp magazines and
course, for the money (some things nev- Shadow Magazine can fetch $600, $700 novels were filled with demeaning racial
er change). Fortunes flowed from the or more. That’s not as much as an origi- stereotypes, and not a little sadistic
promises of the sensational and the nal Superman, but it’s enough to make violence.
sleazy. With literally hundreds of com- the pulps in Fred Cook’s basement more “The Spider,” says Cook, “when he
petitors on the newsstands, the publish- an investment than a fire hazard. caught up with a villain on the top of a
ers constantly searched for the type of The relative cost of pulps compared to skyscraper, instead of knocking him out
story that would sell. And, in the 1930s, other collectibles has sparked interest in and coming down the 47 stories and giv-
they struck gold with tales of modern the genre, says Cook, who runs FAX Col- ing him to the cops, he pushed him off
knights battling evil —the tales that pro- lectors Editions as a sidelight. Although the edge — after sticking him with a ring
vided the fodder for “Crimefighters.” still a specialty, 150 to 200 pulp aficiona- that left an impression to show that ‘The
The publishers could hardly help but dos gather at their own convention each Spider’ did it.”
notice that their largest-selling issues year, and the number is growing, The pulps didn’t make it past World
were ones featuring heroes — or villains “I like to read them,” Cook says, “I’m War II - because of paper shortages and
— familiar to their audience, main char- not that old — I was born in the early 30s comic books, sure. And maybe the fact
acters developed in earlier editions. From — so I never got a chance to read the that the war turned a lot of real, everyday
that formula, it was a short alley-vault to magazines when they first came out.” people into heroes — heroes who were
continuing series based upon the daring Cook believes the public —whether it more than two-dimensional creations
exploits of a modern hero. knows it or not — has a strong appetite from a typewriter.
50
March 1981 Dragon

51
Dragon Vol. V, No. 9

Question: My friend and I had a dis- many examples of “non-fantastic crea- listed, should be considered in conjunc-
pute about whether or not a Paladin will tures.” Generally, they include all mon- tion with the type of armor which pre-
go on an adventure with neutral good sters whose AD&D™ attributes corres- cedes it, not the type which comes after
characters. I say no, because on page 24 pond to the abilities and characteristics the “/“. — J. Ward, W. Niebling
of the Players Handbook it says “...they of the actual animals, and who do not * * *
(Paladins) will associate only with char- have any magical or unnatural abilities
acters and creatures of good alignment.” — such as (to name just a few) elephant, Question: Are player characters al-
I would like to know who is right. jaguar, herd animals, flightless birds, lowed to be drawn from Grey Elf stock or
Answer: Your friend is right. Neutral whales and camels. Generally, Speak Drow stock?
good is a “good alignment,” just as law- with Animals cannot be employed Answer: Each DM must decide wheth-
ful good and chaotic good are. Although against creatures which are altered ver- er such unusual player-character types
a Paladin greatly prefers to associate sions of “real” animals, such as the Giant will be allowed in his/her campaign. In
with none other than lawful good char- Skunk or Giant Beetles, because these the case of unusual elf types, there
acters and creatures, it also notes on are not “basically normal” creatures with should be a possibility for a player char-
page 24 of the Players Handbook that regard to the natural animals of those acter to become any of the elf subspe-
“paladins can join a company of adven- types. cies, including aquatic elves and wood
turers which contains non-evil neutrals * * * elves. However, it should be apparent
only on a single-expedition basis.” that life as a player character under such
* * * Question: Do player character gnomes conditions would be hard — for the
have constitutional poison resistance? character, the player, and most of all the
Question: I am very confused about This is mentioned in the Monster Manual DM, who must be prepared to cope with
the range of spells. Look in the Players but not in the Players Handbook. the added responsibility of trying to in-
Handbook (page 78) at Wall of Fire or Answer: The concept of a player char- corporate such a “rare” character into
Wall of Ice spells. 6”? Also, look at the acter is built around the idea that such the campaign without sacrificing its bal-
area of effect. The book says “radius of figures are generally above average, ance and flexibility. — J. Ward, W.
the ring-shaped wall of fire is 1”+¼” per compared to the norm for their race. Us- Niebling
level of experience of the magic-user ing that reasoning, it is permissible to
casting it.” What is this in reality? * * *
award the gnome’s special poison re-
Answer: Under “Distance” on page 39 sistance to player character gnomes as Question: is it okay for a chaotic good
of the Players Handbook, it is stated that well as NPC gnomes. For player charac- character to torture others? To slay heip-
the scale of distance is 1” = 10 feet, or 1” ters, assign the poison saving-throw bo- less opponents? To back stab?
= 10 yards, depending on whether the nus according to constitution (as per the Answer: The act of torturing is basical-
adventure is taking place underground Players Handbook), instead of simply al- ly “ungood,” and even in the case of ex-
or aboveground. Thus, the range of a lowing a save at 4 levels higher (as noted treme hatred for another race or creature
Wall of fire is 60 feet underground, 60 in the Monster Manual). — J. Ward, W. type a good character will not perform
yards (180 feet) aboveground. However, Niebling such an act. But there might be times
a spell’s area of effect should almost al- * * * when it is justified, if the end result is
ways be translated using the 1” = 10 feet good and it cannot be achieved any oth-
scale, whether underground or not; the Question: With regard to weapon type er way. A character who can justify his
wall of fire created by the spell has a “to hit” adjustments, does the table on actions (to the DM) in such a manner
radius of 10 feet plus another 2½ feet for page 38 of the Players Handbook refer to might expect to be able to torture an
each level of the caster, no matter where armor types without shields? If the op- enemy without changing his alignment
it is cast. ponent was wearing chain and shield status. The “clean” slaying of helpless
* * * should we refer to column 5 (scale mail + opponents is acceptable, if those oppo-
shield/chain mail) or column 4 (chain nents had previously presented a chal-
Question: The Speak with Animals mail + shield/splint mail/banded mail)? lenge to the character and his party and
spell allows communication only with Answer: Chain mail by itself is AC 5; had attempted to harm the chaotic good
“basically normal, non-fantastic crea- with shield it is AC 4. The problem lies character. The act of back stabbing by a
tures such as apes, bears, cats, dogs, with determining what the “/” marks on chaotic good character is acceptable
elephants and so on.” (Players Hand- the Armor Class Table (PH, page 36) when it is performed on an enemy of the
book, page 46) Does this mean that any- mean. Each mark separates a specific character and his party — but turning on
thing in the Monster Manual cannot be type of combination of armor which other party members in the middle of an
spoken to? shares the same AC rating with the oth- adventure is not a good act. — J. Ward,
Answer: The Monster Manual includes ers grouped with it. A shield, when one is W. Niebling
52
March 1981
Dragon

53
Dragon Vol. V, No. 9

campaigns from the realm of all role-playing how tough the assignment or amount of ruth-
games, not just the AD&D game. lessness needed to see it through, Helm (with
Bill de Haan the help of the author, of course) finishes the
Oakville, Ontario, Canada job. To rate him less than Peel, Phelps and
Blaise is just plain ignorance: You may have
seen those astoundingly stupid Martin movies
too often.
Up with Helm On a lesser note, however, is Helm’s intelli-
gence and knowledge. A well-educated man,
Helm (according to Hamilton) is no youngster
Allen Hammack
and possesses quite an amount of book and
c/o Dragon magazine practical abilities. Helm’s natural abilities in
the woods, cities and sleazy bars make him
Dear Mr. Hammack: stand out from many higher-rated agents.
(From page 4) Your article about the “Super Spies” in issue
for a +5 plate, +5 shield, gauntlets of ogre #44 of DRAGON magazine is very informative Helm’s most coveted ability is his use of a
power, girdle of storm giant strength, ring of for avid TOP SECRET™ fans like myself. It is rifle. A pinpoint-accurate shot, Helm is un-
regeneration, a ring of elemental command unfortunate, however, that you dichotomized matched by any of the people mentioned in
and a Stormbringer, just to see the reaction of the characters presented in the article by mix- your article. Put a rifle, from an off-the-shelf
the DM. I was flabbergasted to hear him tell ing an unhealthy blend of writing and film. I Winchester Model 70 to a custom .300 Mag-
me that I could not have such a character, as it understand what you tried to do, but let’s face num, in his hands, and the target is as good as
would not be powerful enough to survive in it: Matt Helm is no more the alcoholic “private dead. The Matt Helm of literature would be
his campaign, detective” portrayed by Dean Martin than shamed, disgraced and laughed at with the
As a result, I have not played in an AD&D James Bond could be an ignorant hillbilly. sappy weapons you list in your article. I don’t
game for over six months, as this is the only Putting the “Bond” aspect of espionage know, maybe it’s just my prejudice against the
DM in my area. I miss playing the game, but I (i.e., super-duper adventures, weapons and Martin movies, but I can’t see Helm in the
would much rather not play the AD&D game exotic women) into the TOP SECRET game is same light as you.
than play such a corrupted version of what a necessary evil, in my opinion, but let’s not James Bond, too, has been slighted some-
can be an excellent and very enjoyable game. stray away from the find of the personal traits. what. From the Ian Fleming novels to the mo-
I would hope to see this letter printed so While I find it hard to accept that Emma Peel vies (take the opening sequence of “Diamonds
that other players will not think that sort of can be nearly as strong as Helm, the hardest Are Forever” when Bond is asked about the
thing happens only to them, and also to en- things to swallow are the “willpower” and precious stones) Bond’s intelligence
courage them to boycott such “liberties” tak- “knowledge” aspects you have assigned to and knowledge are unsurpassed. Yet, I must
en by the DM until they find an acceptable him. Being the Donald Hamilton fan I am, say, you rate him lower than Steed (though
campaign. The only reason that DM’s can go familiarity with the character of Matt Helm I’m not familiar in any way with the character),
off the deep end like this is because they have gives me, I feel, an insight into his strengths Dancer and Flint.
players who will accept it, If we all refuse to and weaknesses. Alexander Mundy has been given much
participate in such tomfoolery, it is just poss- lf there is one thing Helm possesses, above less charm than the thief would have in real (I
ible that we can erase such “Monty Haul” all else, it is willpower. No matter what the cost, must be raving! Real life!) life situations.

Tell them you saw it in Dragon magazine


54
March 1981 Dragon
Mundy’s charm was one of his prime assets number when production started. When the I think that the criticisms of “The Mansion
and should so reflect in your chart. I also episode where she was to be “married” to the of Mad Professor Ludlow” were somewhat off-
notice that you call him a “Government Thief.” KAOS agent came on, her real name had to be point. Even going beyond the artistic obliga-
You also said that Matt Helm had turned pri- revealed because of the thorough background tion of DRAGON magazine to publish a
vate eye...hmmmm. Mundy, in later episodes search that her fiancee made. Although at the variety of material to satisfy a variety of tastes,
of “It Takes A Thief,” was on his own (take the end of the episode she claimed her name was I consider “The Mansion of Mad Professor
case where he befriends Bette Davis and his an alias, she simply wanted Max to keep cal- Ludlow” to have been quite a successful simu-
conversation with Wally Whateverhisname- ling her “99” for two reasons — because she lation. In addition to giving me a pleasant
was indicates his separation from the SIA), liked that name and to protect her family. My jolt of nostalgia for all of the old science fic-
and I can’t think of anything more repulsive source informs me that on at least two subse- tion and boys-adventure books I used to read
than Helm as a private eye (unless I’ve missed quent episodes she was addressed as “Su- in the golden days of my youth, I found it quite
something in a later book. san“ (but not by Max). a challenge to yield up a normal, hard-bitten,
Well, so much for my ravings. The article, Chuck Curry (see preceding letter) claims cynical, prepared-for-the-worst gamer’s per-
even though I’ve been critical, presented an that I “dichotomized” the characters by sona and adopt that of a Boy Scout who is
aspect which will certainly be included in my mixing the traits from fiction and film. Exactly! trying to cope with something completely
campaigns. If I could suggest: MATT HELM That was the point of the article. Perhaps I outside of his experience. It was not easy. It
ps 100c SAME w 132c SAME k 124c SAME. The erred in not emphasizing, like I and the other generated a lot of very interesting arguments
others are just a matter of taste. Helm, howev- authors did in the “Fastest Guns That Never between myself and my fellow gamers con-
er, seems to have been a lack of information. Lived” articles, that the ratings are subjective cerning what a Boy Scout would do in certain
To rate the human side of great literary char- — what else could they be? Any Admin is fantastic situations that tend to become ordi-
acters by the films they are portrayed in can certainly free to change anything anywhere in nary and unsurprising to experienced ga-
be erroneous...and takes away from their best the article to satisfy personal favoritism. Re- rners, and brought home to us just how insen-
strengths. member, nothing that appears in DRAGON sitive we’ve all become to the bizarre things
Chuck Curry magazine is a cut and dried, OFFICIAL, you’d- that are sprung upon us in FRP games.
Naples, Fla. better-not-not-change-a-word-of-this rule change Additionally, I think any defensiveness about
unless it says so right there in the article! Oh, the amount of advertisement in the magazine.
yes — I don’t think anyone that has ever seen is misplaced. One of the major advantages of
a Flint movie will argue about his knowledge a magazine like DRAGON magazine, equal in
Hammack’s reply rating being the highest. Right folks?!?
Allen Hammack
my mind to any prose contained therein, is
access to the games and playing aids that are,
Lake Geneva, Wis. after all, the basis of this hobby. What’s the
To the editor: use of a magazine telling you about something
In issue #46 of DRAGON magazine, Chris if you don’t know where to get one? I regard
Tisone writes that Susan Hilton was just an
alias of Agent 99. A source close to the crea- ‘Pleasant jolt’
To the editor:
the advertising in DRAGON magazine as a
valuable contribution to the hobby, and hope
tors of the show (Buck Henry and Mel Brooks) that it’s never reduced much below 20%.
informs me that although Susan Hilton was I would like to add a word or two to Kim
the name of that character from the begin- Mohan’s response to Patrick Amory’s Letter Tim of Angle
ning, it was decided to refer to her just by her in TD 45. Bloomington, Ind.

55
Dragon Vol. V, No. 9

Convention schedule
OWLCON II, March 6-8 — Sponsored by the Rice Program IDECON II, March 14 — A fantasy game convention to be held at
Council, to be held at Rice University, Houston, Tex., in the Rice John Hersey High School, 1900 E. Thomas Road, Arlington
Memorial Center and surrounding buildings. Science fiction, fan- Heights, III. Admission wilI be $1.50 at the door. For more infor-
tasy, and other wargaming events. For more information, send mation, contact ldecon II 303 S. Rohlwing Road, Palatine IL
SASE to OwlCon II, Rice Program Council, Box 1892, Houston 60067.
TX 77001.
SILICON, March 14-15 — A science fiction and fantasy con-
MARCON 16, March 13-15 — A science fiction convention to vention at the Le Baron Hotel, San Jose, Calif. Costume show &
be held at the Columbus Hilton Inn, 3110 Olentangy River Road, contest, art show & sale, 24-hour film festival plus sf-f gaming
Columbus, Ohio. Guest of Honor Andrew Offutt. Registration events. $10 membership available from SiliCon, 478 W. Hamil-
$10 until Jan. 1. For more information, contact Mark Evans, P.O. ton #147, Campbell CA 95008.
Box 2583, Columbus OH 43216 or phone 614-497-9953.
SIMCON Ill, March 20-21 — Sponsored by the University of
Rochester Simulation Gaming Association, to be held at the
Math Science Building on the University of Rochester river
campus. Gaming of alI types. Registration $2 before March 1, $3
thereafter. For more information, contact SlMCON Ill, P.O. Box
5142, Rochester NY 14627.

SPRING REVEL, March 28-29 — A TSR Hobbies, Inc. mini-


convention at the American Legion Hall, 735 Henry St., Lake
Geneva WI. $1.25 per day, $2.00 for both days. For more infor-
mation contact Ralph “Skip” Williams, TSR Hobbies Inc. POB
756, take Geneva WI 53147. (414) 248-9099.

MSA’S WARGAMING CONVENTION, March 28-29 — Spon-


sored by the Military Studies Association of the United States
Naval Academy, this convention wilI feature D&D®, Sci-Fi, Napo-
leonics, Armor and Sea Power tournaments and board games,
For more information, contact Midshipman 1/c Jim Gerding,
4th Company, US Naval Academy, Annapolis MD 21412.

CWA’S SPRING GAME FEST, April 3-5 —The first springtime


convention to be staged by the Chicago Wargamers Association.
To be held at the College of DuPage, Glen Ellyn, III. More than
100 events are scheduled, including big AD&D and Traveller
tournaments, miniatures, auctions, seminars and exhibitors.
Pre-registration information available from Chicago Wargamers
Association, 3605 Bobolink Lane, Rolling Meadows, IL 60008.

MINI-CON ’81, April 4 — Sponsored by Ragnarok Enterprises,


F&M Strategic Gamers and F&M Fantasy Campaign, to be held
in Stahr HaIl, Franklin & Marshall College, Lancaster, Pa. This
one day informal conference for wargaming and fantasy role-
playing will include Diplomacy, Ogre and AD&D™ tournaments
and other events. Pre-registration information available from
Mini-Con, 425 N. Pine Street, Lancaster PA 17603. (717)
397-4221.

Tell them you saw it in Dragon magazine


56
March 1981 Dragon
Top Secret effect of a substance contained within a dart should be consi-
dered when determining the damage done from a dart gun,
(From page 27) Darts (like hypodermic needles) may be filled with just about
lethal projectile weapons. All damage should be calculated as if any fluid, in the arbitrary amount of 1 dose. This substance may
they were regular weapons, and then halved to reflect the non- be poison, alcohol, truth serum, steeping gas, or any other more
lethal nature of the attack. It is possible for a victim to receive a exotic drugs.
half-point of damage; persons with 1 point of life level may be Non-lethal weapons such as rubber bullets, stun guns, brass
unconscious, persons with ½ point are always unconscious, and knuckles, saps, nets, whips, cattle prods, ball bearings, lubri-
persons with a life level of zero or less are mortally wounded and cants and adhesives are still being investigated. Airborne chem-
usually die within 5 minutes if left unaided. ical weapons such as mace, nausea gas, mustard gas, nerve gas,
Weapon statistics for an airgun are the same as for a dart gun, tear gas, phosphorescent dye, sneezing powder and itching
except that ammunition varies from 1-100 (pellets only). The dust may be considered in later reports.

Exam answers greater likelihood of spell use, 1st-4th


level spells usable, lowest armor class. If
10. False. The Mind Flayer’s physical
attack is deadly.
1. False. Skeletons are mindless and you answered “false” because you 11. True. See Players Handbook, p.16.
thus not capable of malice. thought Tiamat was the most feared 12. True. See Players Handbook under
2. True. Their ray of cold and other type of evil dragon, give yourself credit the various major character classes.
magic powers make them powerful in for answering the question correctly. 13. False. PH, p.17.
spite of their 5+2 hit dice. 5. False. See DMG, pp.75-76. 14. False. PH, p.14.
3. False. There are six: Hill, Stone, 6. True. The reason is that they get 15. False. The real reason is the anti-
Frost, Fire, Cloud and Storm. multiple attacks against Goblins but not magical nature of these races; see PH,
4. False. All three reasons given are against Orcs. If you were hung up on the p.15.
either wrong or irrelevant to the ques- fact that this does not hold true for 1st- 16A. False. A new character cannot
tion. Nothing in the Monster Manual level fighters, give yourself credit for the afford plate mail with the gold pieces
says that Red Dragons are more vicious question, given at start; see PH, p.35.
than any other kind of dragon. They are 7. True. See the appropriate Monster 17A. False. The Fighter is AC -1.
not more common than the other kinds Manual descriptions. 18A. True as stated. Rangers get a
— see the Monster Manual at pp.31-34. 6. True. Damage/attack for trolls was damage bonus versus these creatures,
The likelihood that a Red Dragon will be changed from 2-5/2-5/2-8 to 5-8/5-8/2- and dwarves get an armor class bonus
asleep is irrelevant to the degree to 12 in the Monster Manual errata (Dragon against giant-class creatures of Ogre
which it is feared when awake. Any of #35) and in later editions of the Manual, site or larger. The latter are also +1 to hit
the following are acceptable reasons for making them much more powerful. against certain giant-class opponents.
fearing Red Dragons more than other 9. True. See the Monster Manual un- 19A. False. Fighters of 10th level or
kinds: larger size, larger breath weapon, der lycanthrope. higher do not benefit: see DMG, p. 126.

57
Dragon Vol. V, No. 9

20A. True. See the appropriate des- 21 E. Originally, “TSR” represented 46. Since both creatures are average
criptions in the Monster Manual. the initials of Tactical Studies Rules in all respects, the dwarf has 22 h.p. and
16B. True. See DMG, p.75. (answer C), the predecessor of TSR the Ogre has 19. The dwarf is AC -2 and
17B. False. See PH, p.11. Hobbies, Inc. When the new corporation the Ogre is AC 5; the Ogre needs 17 to hit
18B. False. This happens at 9th level, was formed, the initials “TSR” were re- while the dwarf needs 13. The average
not 8th. tained from the name of the former damage done per round is then .4x6.5 =
19B. True. See generally PH, p.43; company, but they were not designed to 2.6 for the dwarf and only .2x5.5 = 1.1 for
there is no rule against it. stand for anything. the Ogre. This means that the Ogre will
20B. True. See PH, p.19. 22. D. See the appropriate Monster die on the 8th melee round, and the
16C. False. The other races get net Manual descriptions. dwarf wins easily, having taken only
bonuses in most of the thieving abilities 23. This is a difficult question. The about 9 points of damage. It should be
that humans do not get. In fact, there is answer is either C (5 violations) or D (6 possible to estimate this outcome with-
no good reason at all for a Thief to be violations), as explained below. The vio- out knowing exactly what the Ogre and
human. lations are: (1) The Thief cannot hide in dwarf needed to hit each other.
17C. True. See PH, p.27. shadows while a monster is pursuing 47. A Sphere of Annihilation. Water is
18C. True. See PH, p.28, Thief Func- him; (2) A 6th-level Fighter cannot fire matter, and when the sphere is sub-
tion Table. an arrow and attack with his sword in the merged into the sea all of the water will
19C. Strange to say, the answer is same melee round; (3) Magic missiles eventually be sucked into the sphere.
false (see PH, p.27), though one can cannot harm an Iron Golem; (4) A saving 48. Elvira, a 7th-level Magic-User, can
certainly argue that it ought not to be throw of 1 is always failure; (5) There is cast as many as three Haste spells in a
this way. no way for a 6th-level Fighter to hit on a single day. Using just two per day, she
20C. False. Rangers acquire the abil- roll of 1, assuming that no magic weapon transforms the dragon into a young
ity to use Crystal Balls, not Thieves, and exceeds +5; and (6) Droth the Fighter adult with 4 h.p./hit die in two weeks’
Thieves do not learn to read scrolls until could not be a Lord if he is only 6th level. time.
10th level; PH, p.27. If you thought that Lord Droth was 49. 15 + 6 + 88 + 3 = 112 points of
16D. False. Rary’s Mnemonic Enhan- referred to as a Lord because he held a damage.
cer allows a Magic-User to do this. title of nobility, give yourself credit for 50. Garigax cast a Fly and a Tenser’s
17D. True. See PH, p.26. the question if you were otherwise cor- Floating Disc spell, while each of his
18D. False. A number of spells re- rect. apprentices cast a Tenser’s Floating Disc
quire only a verbal component, most 24. A. 2,200ep = 1,100gp; 200pp = spell. Then they formed a procession,
notably the Power Word spells. 1,000gp; 203,000cp = 1,015gp; 10,500sp with Garigax leading and each appren-
19D. True. See PH, pp.40-42. = 525gp. tice sitting on the disc of the man in front
20D. True. See the appropriate spell 25. C. Treant is an adaptation of Tol- of him, along with each man’s equip-
descriptions in the Players Handbook. kien’s Ent. ment. In this way they all flew across the
26. True. See DMG, p.140. river. Other less plausible solutions in-
27. False. See DMG, p.149. clude the following: Each man jumped
28. False. The relationship is far more across with a Jump spell, assuming the
complex; see DMG, p.119. river was only 30’ wide, a questionable
29. True. See DMG, p.134. assumption in view of the facts given, or
30. True. See DMG, p.164. as above except that each apprentice
31. False. Int must be at least 14; see cast Feather Fall on himself, assuming
DMG, p.166. they could form a line and cross in 2
32. True. See DMG, p. 141 segments, a very questionable assump-
33. False. The Efreet that appears is at tion indeed.
best an unwilling servant, unlike the
Djinni, who will serve in good faith.
34. False. See DMG, p.148.
35. True. See DMG, p.135. Scoring
36. 35%+( 11-5)x5%=65%.
37. 17-½x30=2 hit points Number
38. 8 attacks. One could argue that it Correct Score
might be 12, or 8 one round and 16 the 49-50 Godlike Intelligence!
next, but there is nothing in the rules that 46-48 Superior (Supra-Genius)
suggests that such a multipIicative pro- 43-45 Excellent (*Gold Dragon Award*)
cess be used, 39-42 Very Good (A wily Bugbear)
39. Yes. With a Constitution of 17 or 35-38 Good (An Imaginative Imp)
more, the dwarf could have as many as 29-34 Fair (A slow but steady spearman)
(10x3) + (3x3) = 39 hit points, which is 23-28 Poor (Orcish blood in your veins)
more than the ½x77 = 38½ points of 22 or Novice (or Ochre Jelly brain)
damage done by the dragon’s breath. Less
40. Juiblex and a Quasit are both
chaotic evil. How well did you do? If you scored
41. Brownies, Pseudo-Dragons, Qua- poorly; you would profit from another
sits, Imps reading of the pertinent sections of the
42. Thieves Monster Manual, PIayers Handbook, and
43. 5, 2, 4, 3, 6, 1 Dungeon Masters Guide, concentrating
44. Halberd on the topics that gave you the most
45. The special relationship Druids trouble. If you scored well there is no
have with Nature means they do not question that you are well qualified to
have to worry about controlling con- play in AD&D convention events, at the
jured elementals. very least.
58
March 1981
Dragon
Dragon Vol. V, No. 9

ROBOTS! The excitement


is building...
by Tony Watson robot consists of a chassis for Iocomo- and players can create some interesting
tion and one or more weapon modules, mixes. A robot armed with several laser
Imagine an Earth devastated by five Each of the various components is repre- turrets would be extremely nasty at close
successive world wars, a planet made sented by a separate counter; the mod- range, but wouldn’t be able to touch a
barren by nerve gas, thermonuclear wea- ules are paid for out of resource points hovercraft armed with a pair of rocket
pons, and bacteriological agents. Ren- and the resultant stack comprises the modules and standing off out of laser
dered totally uninhabitable, the world robot. range. The number of weapons modules
lies lifeless, but the human race has Chassis modules determine movement a given robot can have is dependent on.
managed to survive in colonies on Mars, speed and what column of the terrain chassis type; droid and tracks can carry
Titan and the Moon. Though dead, Terra effects chart the machine uses. Tracks three, hovercraft only two.
still offers considerable resources in the are cheap to build and fairly fast, though Additional weapons-related modules
junk to be salvaged from her ruined civi- inhibited by many types of terrain. Droids include electronic warfare components
lization. So, the corporations who had (humanoid shells with legs) are slower, which give the firing robot a combat add
colonized the rest of the system return but better able to negotiate difficult ter- to the die roll and allow it to combine fire
home to gather what remains. But non- rain. Hovercraft chassis are the most with friendly adjacent robots; and nukes,
Terrestial man was no longer fit to sur- expensive and by far the fastest, but suicide weapons used for destroying
vive in the heavy gravity and non-sterile can’t take advantage of terrain features enemy factories.
environment on Earth. Thus the salvag- for defense and thus can be easily killed As mentioned, ROBOTS! is a game
ing, and the subsequent conflict over the while flitting through the air. There is about resource collection. The 16” x 20”
few lucrative sites, is conducted by also an optional drill module which al- mapsheet depicts a barren stretch of
robots. lows underground movement, or “verti- Earth terrain. There are four significant
This is the setting for Task Force cal envelopement,” as the designer puts types of terrain: mountains, deserts,
Games’ new offering, ROBOTS! If it it. lakes and rivers, all having varying ef-
seems a touch ludicrous, don’t let that Weapons modules include guns, which fects on movement and combat. Dotted
bother you; it’s a fine game, and lots of are cheap, low-powered and short-ran- across the map are three sets of resource
fun. ged; lasers, powerful and expensive hexes, eight for each group, represented
The most unusual aspect of ROBOTS! short-range weapons; and rockets, which by different symbols. The exact set to be
and by far its most enjoyable feature is while longer-ranged than either of the used is determined by a die roll at game
the fact that the players can construct other weapons, have only a moderate start; this keeps the game from getting
their own robot units choosing the com- attack strength. The combat values and repetitive or stagnating and discourages
bination of prime movers and weapons ranges for the three direct-fire weapons “perfect” set-ups. Control of resource
modules that they feel to be optimum. A turrets nicely complement one another, hexes is the whole point of the game.
60
March 1981 Dragon
The last player to have a robot pass over units, deciding on strengths and weak- of the module depicted and alI relevant
or end its move on a resource hex con- nesses and the balance between quan- factors, and the rulebook is well organ-
trols it and may count it for production tity and quality. ized and virtually free of typos. At $3.95,
purposes. Each turn the number of held The physical components are excel- ROBOTS! is a great buy and should be a
resource hexes is multiplied by the num- tent. The map is printed in four colors, welcome addition to most SF gamers’
ber of factory ships to equal the number the die-cut counters feature silhouettes collections.
of resource points that can be used to
build new robots, repair damaged mod-
ules, or saved for later use.
As the above implied, resource hexes
are the key to the game. To be able to
exploit them, however, a player must
have a functioning factory. These are
gigantic ships landed to process sal-
vaged material; for game purposes, they
serve as production bases and fortresses.
factory ships are extremely well armed
and very difficult to destroy, since they
can absorb a large amount of damage.
Each player begins with two real facto-
ries, capable of resource collection and
production, and a third decoy factory
that only has weapons. Factories are the
focal point of the game, since their des-
truction cripples the side that loses them
and the victory conditions state that the
player who first loses both of his real
factories loses the game.
ROBOTS!’s mechanics are very sim-
ple. In fact, the only real trick is the phas-
This is no long-playing album
ing, which can get complicated if drill by Roberto Camino stocked with numerous illustrations and
modules are used. Basically, the first examples of play. The only glaring slip is
player moves, the second player fires FAST ATTACK BOATS is one of Ya- in the explanation of missile counters’
and then moves, and then the first player quinto’s album games. It is packaged range and movement factors. It is a cru-
fires. This sequence means that players much like a double record album, with cial point in the play of the game. How-
must first set up their shots, and are then the playing map on the inside of the ever, later sections of the rules clearIy
exposed to enemy attack before con- jacket, and two pockets where the com- correct it. All the same, it may cause
ducting their own fire. A couple of my ponents are stored. There is a small dis- confusion for the inexperienced war-
opponents have pointed out that the claimer on the cover that reads, “Game gamer that this product is obviously
sequence of play tends to favor the only, not a phonograph record album.” aimed at.
second player, and I agree that this is With its vivid cover of a Komar missile A game depends heavily on graphics
somewhat the case, though hardly a boat being blown apart, and considering to seduce gamers into playing it, to fire
major factor unbalancing the game. the game’s title, perhaps Yaquinto was the imagination, and to prevent visual
Movement is very simple (the rules apprehensive that prospective buyers fatigue. Here the game falls short of its
text is only two short paragraphs!) with would mistake it for a punk rock offer- potential. The map is a utilitarian, but
units expending movement points to ing, or something along the lines of Blue bland, field of blue hexes. And while the
enter certain hex types, the exact amount Oyster Cult’s Me 262 album. counter stock is nice and thick, and the
depending on the prime mover. The subtitle describes FAST ATTACK missile counters are respectable, the
Combat uses a clever little chart that BOATS as “a game of the Arab-Israeli ship counters are disappointing. Though
figures in terrain factors and attack Naval War — 1973.” Throughout the they are elongated and sport good detail,
strengths. Generally, the better the cover rules, designer Neil Zimmerer is careful they are rather drab. Part of the problem
the target is in, the more attack factors to divorce this wargame from any claim is that they have top views of the boats,
needed to gain good results. Combat of being a simulation, thereby escaping always less appealing than side views.
results are given in terms of damage to the harsher scrutiny that usually accom- This dullness may be appropriate for
panies such an effort. This is a bit unfor- the ungainly Soviet made Osa and Komar
modules: W’s affect weapons, P’s dam-
tunate for the hobby, since most modern boats. But the counters simply do not do
age propulsion modules, and a result of
naval games are lacking more in simula- justice to the sleek Israeli boats, prob-
EX destroys the entire target. The first hit
on a module damages it, but leaves it tion than in game. Still, as a game, this ably the most attractive missile boats on
effort does stand up well. A game, as the seas. Not only are they beautiful
repairable, while a second hit complete-
opposed to a simulation, should stress ships, but their seaworthiness and endu-
ly destroys that module. Hovercrafts in
three facets: ease of play, completeness rance are exemplary. Five of the Saar
the air and units equipped with EW mo-
of rules, and physical attractiveness. class sneaked out of a French arms
dules may add one to their combat die
The game plays very fast. Since ships embargo and made the dash from Cher-
roll, making them very effective.
I was very impressed with ROBOTS! lt close to combat range extremely rapidly bourg, France to Haifa, Israel. A pair of
has a good, clean game system with lots and there is basically no place to run, the the Reshef class sailed around Africa.
of action and a fair amount of room for actions are over in about half an hour. Regrettably, their counters do not con-
developing tactics. The rules allowing The game system is straightforward vey the grace and elegance of these rak-
each player to design his own robots are enough so that reference to the rules ish boats.
the real core of the game and its major during play is rarely necessary. Notwithstanding that FAST ATTACK
appeal. Players can test new strategies The rules are quite complete, some- BOATS is intended primarily as a game,
each game by literally creating their own what long for this sort of game, but it manages to embody most of the quali-
61
Dragon Vol. V, No. 9

ties of a simulation. All the fast attack were blessed with better missiles. Just campaign mode, rules are given for designing
boats used by the three powers are in- as much could be gleaned from leafing your own ships. Cost in megacredits (drawn
cluded: Israeli Saar and Rashef classes; through Jane’s Fighting Ships. from a sum given at play start) for each sys-
the Egyptian-manned Komar and Osa So, while FAST ATTACK BOATS is tem, as well as its space requirements, are
listed. Constructing ships is a matter of com-
boats; and finally the Syrian flotilla of Osa, undeniably fun and fulfills its intent of bining the desired systems in the space avail-
Komar, and P4 torpedo boats, plus a being a good game, those looking for able. Players can opt for massive armament at
stout T43 minesweeper. The mainstay of extensive insight into small craft tactics the expense of defense or speed or a try for
the offensive punch of the Arab ships is had better look in another direction. more careful balance. The ship-design pro-
the SSN-2 Styx, which outranges the cess is fascinating and fun; it’s not often that
Israeli Gabriel Mk 1&2 missiles. This is gamers can have such control over the nature
compensated for by the greater lethality Starfire of the units they’ll be using.
STARFlRE utilizes a simple move/fight se-
of the Gabriel (though this probably
represents the lack of Arab electronic
and quence of play. Players dice for initiative, with
the winner moving second and firing first.
countermeasures, rather than a compar-
ison of the massive warhead of the Styx Starfire II Movement has some qualities of simultaneity,
since during this phase all ships of one side
to the more modest payload of the Gab- Produced by: expend one movement point and then the
riel). One disturbing aspect of the game other side moves all its ships one movement
is that the Israelis do not have anywhere Task Force Games point. This alternates until all ships have had
near the commanding edge in gunnery Retail price: $3.95 each an opportunity to expend their movement
that accounts of the war would indicate. allowance. Maneuverability is taken into ac-
Both the Syrians and the Israelis have count by each ship having a turn mode, which
by Tony Watson
recourse to torpedos, though for the indicates the number of movement points it
must expend before it can change its facing,
Syrians it is often a choice born of Task Force Games is a relatively new game and hence its direction of movement, 60°.
necessity. The torpedo mechanics are company as such things are measured; its
Combat is equally simple. The type of wea-
quite faithful to the nature of the boats first group of games appeared in 1979. Since pon is indexed with the range to the target to
involved. Achieving a torpedo hit on a the company’s inception, TFG has placed a
yield a number or less that must be thrown on
small, agile, fast attack boat is extremely fair amount of emphasis on science-fiction two dice to obtain a hit. Most hits only destroy
games, something aficianados of that gaming
difficult, but obliterates the target if it is one ship system, usually the first undestroyed
genre should appreciate. Their SF titles have
successful. system on the left on a ship’s system control
combined innovative design with excellent
The salient flaw in the game’s realism sheet. However, beam weapons vary in their
physical quality and inexpensive prices.
is the map. Since it is not composed of potency according to range and some wea-
One of TFG’s first games was STARFIRE,
pons have unique characteristics. For exam-
geomorphic sections that can be moved which has recently been followed up by a
ple, lasers ignore all shields and strike sys-
to keep pace with the flow of the battle, sequel, appropriately entitled STARFIRE II. tems further to the right on the system control
but instead is a plain hex board, the The two games share a basic system, so it sheet. The player who wins the initiative can
combatants are imprisoned. (It is true seems logical to review them as a set.
fire one ship’s weapons first, then the second
that with geomorphic boards there is the The STARFIRE game system is both simple player fires one ship and so on, continuing
and flexible, and herein lies the games’ real
danger of one side running to avoid until all ships have fired. Having the initiative
appeal. The movement and combat rules are is significant, since damage is not taken
action, and hence a boring game results; easy to learn, while still retaining some degree
a geographic objective, such as control- simultaneously; a ship that has some of its
of realism (a difficult term to apply to SF
ling a shipping lane, could prevent that.) weapons systems damaged before it can fire
games sometimes). This allows the players to
While this makes for an enjoyable, wild, them in a turn can not use those systems that
concentrate on the centerpiece of the game:
turn.
free-for-all that is certainly consistent the starships themselves.
with the intent of the design, it practi- STARFlRE is a tactical-level game. Each As the above description might suggest,
cally precludes the “realistic” hit-and- counter represents a single ship from dread- STARFlRE is analogous to WWII naval com-
run tactics that are so dear to small craft noughts and battleships through three types bat: players use similar ship types, play is
of cruisers down to corvettes, destroyers and two-dimensional, and many of the same tac-
commanders. This sort of action typic-
freighters. The basis of differentiation is hull tics pertain. If STARFlRE resembles the sur-
ally features one side getting the “drop” size; the larger the ship, the more component face engagements of the Atlantic and Medi-
on the other, and then racing for safe systems, such as weaponry or defenses, it terranean, then STARFIRE II takes its cue
waters. Of course, if the game was com- can carry. Each starship must have a control from the Pacific theater. STARFlRE II builds
pletely true to the facts of the war, only sheet drawn up for it before the game begins. directly on its predecessor, a nice gesture
masochists would take the Arab side. This will list the codes for the various systems towards continuity. For the most part, the
In the basic battle game there are no in the order (generally, this has some excep- rules have been reused verbatim. The only
historical scenarios; each player has an tions) they will be lost. Ships in STARFlRE real additions are rules applying to fighters
equal amount of points with which to are the sum of their various component parts, and carriers, the game’s innovation over its
or systems in the game’s terminology. This forerunner. Ship fields of fire are restricted by
build a force. The strategic game is
modular approach is the core of the game and 60° to allow fighters a “blind spot” to make
essentially a series of basic battle game certainly its best feature. close attacks from.
engagements linked together; the play- The available systems fall into three broad The concept of assault movement is also
ers decide which of the historically avail- categories. Weapons systems consist of guns, introduced. This is a special type of move-
able forces to allocate to each battle. a derivative of modern era naval guns, mis- ment that comes after regular combat and is
Because FAST ATTACK BOATS delib- siles, and four types of beams: laser, force, aimed at giving fighters more mobility. The
erately avoids considering the Israeli energy and primary. Defensive systems in- effect is perfect. Fighters move normally and
superiority in tactics, leadership, morale, clude the ubiquitous energy shield, armor, undergo anti-fighter attacks in the combat
and electronic warfare, all the game overload dampeners, and point defense phase; then they are allowed to move again,
mounts for use against incoming missiles. the exact allowance depending on weaponry
scenarios are balanced. they are carrying, and make their attacks,
The third category is a catch-all miscellane-
However, as a result, much of the ous grouping such as cargo holds, bulk- usually at very close range. Fighters are very
promise of the design is lost. The basic heads, tractor beams, shearing planes, multi- effective. Though they are destroyed with a
lesson the game teaches is that the plex targeting and scientific instruments. single hit, they are more difficult to hit than
Israeli boats were bigger, possessed a STARFlRE comes with a number of scen- starships. Further, they can pack quite a wal-
slight advantage in gun firepower (which arios, and these provide the systems code for lop, carrying up to three lethal, short-range
is not really strong enough to account each vessel. For those who wish to create weapons.
for the degree of their success), and their own situations or play STARFIRE in a The scenarios in these two games are
62
March 1981 Dragon
grouped together into a future history. STAR— FACE, sets up a situation in which the players,
FlRE chronicles the First and Second Inter-
stellar Wars; the former pitting the Terrans
either characters from an ongoing campaign or
the pre-generated party provided in the booklet,
Research
against the Khanate of Orion and the latter
setting up three-way battles between the
have contracted to provide bodyguard service to
a wealthy industrialist visiting his mining holdings Station Gamma
aforementioned empires and the Ophiuchi. on the planet Dinom. The client is suddenly killed
STARFIRE II describes the Third interstellar by members of a worker’s revolution and the
War and introduces the Rigelians, the innova- group is faced with the problem of returning to the Produced by:
tors of the carrier. Despite the somewhat shal- starport over the planet’s difficult terrain. Game Designers’ Workshop
low background (the Rigelian ships all have Many of the problems facing the group stem
German names, the Ophiuchian Arabic) and from geographic and weather conditions, Retail price: $5
the bad puns (one scenario is entitled “The Dinom’s north pole faces the world’s star, thus
Paurl Harbor Raid”), the scenarios are fast- putting the northern hemisphere in a state of by Tony Watson
paced and well balanced. They are ordered perpetual day, hence the name Bright Face. Be-
according to difficulty, which is generally a cause the planet is without an atmosphere, the RESEARCH STATION GAMMA is the sec-
factor of the number of ships involved. Some temperature changes along the lines of latitude ond in the series of Travel - adventure supple-
of the battles are truly gigantic, with both are abrupt, from burning hot in the northern polar ments. It is a 44-page booklet devoted to
sides maneuvering large fleets of dread- regions to extreme cold on the side facing away adventures dealing with the mysterious under-
noughts and accompanying smaller ships. from the sun. A hex-grid map of the planet’s water research base on the planet Vanejen.
The game system bears this well; even the surface areas is provided, showing the locations Like the other adventures GDW has produced
bigger scenarios can be played in two hours of mines, cities, mountains and rough terrain. A for Traveller, this is a booklet for referees only,
or less, and smaller games in much less time. terrain key is provided for the referee giving the providing the background and details for
Physically, the games are very nicely done. amount of time, in hours, to traverse the hex type using the situation as either part of an ongoing
The rule books are well laid out and feature as well as a table of special events possible in campaign or as a one time role-playing ses-
some attractive cover paintings by A.J. Bel- that terrain type. The listing of events is quite sion.
flower. All counters feature ship silhouettes, varied and detailed and serves as the core of the The book starts off with a bang. The char-
and though those in the first game are a bit adventure. acters are in an inn, worrying about how they
thin, the playing pieces for the second are Special notes for the referee include descrip- are going to raise the money to get off the
better, tions and uses for some new equipment that the planet, when they are approached by an
In my opinion, the STARFIRE system is a pIayers have the option to purchase, and detail alien. The creature is a chirper, a semi-intelli-
real winner. The scenarios provided are inter- about the revolution. Three pages of material is gent race that inhabits Vanejen, which tells a
esting and moreover, the game has some very devoted to rules for ATVs (since the players are story of how it and its two siblings were kid-
real possibilities. The versatility of the ship assumed to be traveling in one) and this section napped and held in a strange prison. This
systems and the options for ship design can should be useful in any campaign. chirper, Chiree, managed to escape and now
allow the players to use STARFlRE as a tacti- MISSION ON MlTHRlL is a module for a play- sought aid in freeing its brethren, offering as
cal module for many strategic spacegames or er group equipped with a scout ship; once again, payment a strange and unknown coin.
as the basis for player-designed campaign pre-generated characters, one being the owner From this attention-getting beginning, Re-
games. Priced at $3.95 each, the games are a of a scout craft, are given. As in the first adven- search Station Gamma then turns to back-
real bargain; it would be difficult to find a ture, some new equipment is provided and ex- ground material. The planet Vanejen is des-
better gaming investment. plained, including an item that many Traveller cribed and ifs history enumerated in fair
STARFIRE, designed by Stephen Cole, and players have wondered about: the laser pistol. detail. The next rules section deals with sub-
STARFlRE II, designed by Barry Jacobs, are The adventure centers on the planet Mithril mersibles, a major form of transportation on
available only through retail outlets. Both and its exploration by the player party. A geodes- this world. Vanejen is only tech level five, so
include 104 die-cut counters, a 16”-by-22” the sub described is roughly of WWII tech-
ic map of the planet, divided once again into
mapsheet, and a 26- or 30-page rulebook. hexes, is provided and considerable attention is nology, but the information given should pro-
paid to terrain, events, animal encounters and vide Traveller refs with guidelines for using
especially weather. Mithril has a wintry, violent this type of vehicle.
Across the climate; rules are given to determine tempera-
ture and subsequent changes in weather and its
To help set up the situation, and guide the
characters along the adventures, a section on

Bright Face/ effects. For the referee who doesn’t wish to go


through the determination process, a weather
rumors is included. Some rumors provide
vital clues and bits of information to help the
characters figure out the mystery concerning
Mission table for 141 days is included.
As the scenario background explains, the the research station. Some are of such gen-
eral nature as to be worthless.
character group has been contracted by the
on Mithril warden of Mithril, a planet belonging to the The majority of the book is devoted to des-
cribing the station and its contents. The sta-
Sword Worlds Confederation, to make a detailed
tion is of a unique physical structure, jutting
Produced by: survey of the world in exchange for the repair of
the drive unit on the party’s scout ship. Three out of the sea and surrounded by a ring of
Game Designers’ Workshop points scattered in locations about the planet are containment globes. Floor plans are included,
with numbered keys for specific locations.
Retail price: $5 unknown anomalies and must be investigated to
complete the survey. The party is tent an ATV by Also described are the contents of the globes
the warden and sent on their way; the adventures which spiral around the central shaft of the
stem from the event tables and the quite clever station, though it would not be proper to dis-
by Tony Watson cuss them here.
mysteries provided by the three survey points.
Both of the adventures in this book are well- Research Station Gamma, designed by Marc
This volume is the second in a series of thought out and interesting, and should give the Miller, is a very interesting supplement for
paired adventures for the SF role-playing game referee and players an interesting session. Traveller. The concept of the station is fasci-
Traveller. Both adventures fit into the universe Equally important, they give useful information nating and well handled. The mystery that
described in Supplement 3, The Spinward about animals, events, and equipment that faces the adventurers is, in my opinion, the
Marches, taking place on planets first described should be useful to any continuing campaign, If best of all the adventure supplements pub-
in that volume. Referees who, like myself, have the referee does not desire to use the situations lished to date. The booklet should serve as a
their own strategic maps may have to adjust provided verbatim, he can certainly modify them useful source of ideas for any Traveller ref.
some of the specifics to conform to one of their to fit into his ongoing campaign.
existing worlds, but this should not be too much Double Adventure 2 is available in many
trouble. In any case, the information contained in game and hobby stores, or direct from Game
the adventures should be very useful to any ex- Designers’ Workshop, for $4.98. Both of the
isting campaign. modules were designed by the inestimable Marc
The first adventure, ACROSS THE BRIGHT Miller.
63
Dragon Vol. V, No. 9

conform to scale. Are the heads, hands, weapons, etc. in good balance
with each other? Also considered here will be how well the different
components of a set of figures fit into the relative scale. This will evaluate,
for example, whether the ship’s boats or star fighters are too large in
relation to a galactic dreadnought.
Detail is rated according to the degree to which detail is attempted and
the crispness and clearness which that detail does or does not possess. How
finely described are the eyes, mouth and hands of a figure? Are the turrets,
cabins or scales cleanly cut, and how finely are they shown? The greater
the amount of well sculpted detail, the higher the rating.
Animation is a very subjective evaluation of how well a figure conveys
movement, or strength, or whatever quality is appropriate. This judgment
reflects on the sculptor’s skill in designing a figure which, when cast,
captures the “aliveness” necessary to make it more than just a shaped
piece of metal.
Technical quality is the easiest rating to make on a quantitative basis.
This rating indicates the quality of the production of the figure; it is judged
as a metal product for cleanness, alignment of the molds, mold lines, flash
Figuratively Speaking is a column devoted to photographs and evalua- and the other physical aspects that can add to or detract from the overall
tions of miniature figures, particularly new releases. Each photograph or quality of a figure. Because the judgment is usually based on just one
set of photographs is accompanied by personal ratings in four categories sample of a given figure, it is not implied that this technical quality is
and usually some other opinions or information. consistent in all figures of the type; technical quality can vary greatly
Ratings are given for Proportion, Detail, Animation and Technical quali- between different castings of the same piece.
ty, on a scale of 1 to 10, with “1” being totally unacceptable and a “10” In addition to the figures themselves, Figuratively Speaking is also a
rating reserved only for the truly exceptional figure. As with any rating place for review of the diverse accessories now available for use with
system, these results will include a good deal of personal judgement. As miniatures — castles, simulated terrain, dungeon floors, furniture, and
much as possible, the values given will be reached by quantitative compar- virtually anything else of that nature.
ison with other similar figures, but the bottom line will still be opinion and it Anyone with questions or comments is invited to contact the reviewer by
should be taken as such. writing to Figuratively Speaking, c/o DRAGON magazine, P.O. Box 110,
Proportion is a judgment of how well the sizes of the parts of the figure Lake Geneva, Wis. 53147. — Bill Fawcett

DRAGONSLAYERS
Martian Metals 25mm $1.50 (two different figures)

Adventurer Wearing Robe —


Proportion: 6 Detail: 7
Animation: 7 Technical: 6
Axeman — Adventurer Holding Helmet— This is a good figure for an
Proportion: 7 Detail: 7 Proportion: 4 Detail: 5 adventurer of any class that Adventurer Removing Helm—
Animation: 7 Technical: 6 Animation: 6 Technical: 6 can use a sword. Proportion: 7 Detail: 6
This figure is deeply sculp- Animation: 7 Technical: 6
ted, which should allow for This figure is also shown
easy painting of the detail. UNICORN with a diversity of packs,
The figure is carrying an as- Ta-Hr, Inc. 25mm pouches, etc. Realistically, it
sortment of dungeoning equip- Proportion: 7 Detail: 6 is endowed with a beer belly
ment, including sacks, blan- Animation: 7 Technical: 5 and a quizzical pose. A slight
kets and a pouch. An animated pose and misalignment in the eyes of
narwhal-like horn make this the sample lowered what
a good unicorn figure. How- otherwise would have been a
ever, because of the long higher Detail score. As with
mane and rearing position, it all the Dragonslayers, the
Photography by
would be difficult to use a rid- sags and folds in the clothing
Kathy O’Donnell are very well done.
ing figure with it.

64
March 1981 Dragon
WIZARDS AND LIZARDS
Superior Models 25mm WL07 $4.50
King Arthur —
Proportion: 7 Detail: 9
Animation: 6 Technical: 6
You have to see the detail on this figure to believe it.
Would you believe pupils in the eyes — and each link of the
chain around Arthur’s neck is clearly shown.
Knight —
Proportion: 7 Detail: 9
Animation: 8 Technical: 7
This figure also offers a large amount of detail and is
cast in a dynamic pose. The fingers on the shield arm are
shown, and there are clearly cast spurs on the boots.

Morgan Le Fey —
Proportion: 6 Detail: 8
Animation: 5 Technical: 7
Again, a figure with excellent detail. The pose is a bit
King Arthur artificial, but easily modified. The distinct facial expres-
sion and fine features are impressive.
Merlin — Knight
Proportion: 6 Detail: 7
Animation: 7 Technical: 7
The facial features and subtle detail make this figure
good. The symbols that cover the robe and hat are rather
deeply etched, but this aids in painting. The owl familiar
looks amazingly lifelike for the small scale.

The entire Wizards and Lizards “Lizard” figures will be of less in-
line is sculpted by Ray Lamb, a terest to most gamers. A minor
former major league baseball pit- drawback is that these sets are
cher who first gained a following packaged in small plastic bags, af-
for his 90mm sculptures. He seems fording them little protection from
to have brought the same high handling and jostling. Be sure to
standards and attention to minute look carefully at a set before open-
detail to his 25mm efforts. The ing the package; it would be a
price for the package is more than shame to have the high quality of
competitive for figures of the quali- these figures marred by shipping
ty offered by Superior’s sets WL05 damage. Further expansion of the
to WL09. The earlier-numbered line is planned, but at a slow pace. Merlin Morgan Le Fey

DUNGEON BUILDERS
Heritage Models $7.95 (set of four walls)
The ratings for metal figures do not apply to this product,
which is made of molded plastic. Shown is one wall from set
#9729, stone walls. Other sets include cavern walls, timbered
rooms, a mosaic room, and dungeon floors. The sets have a high EVIL WIZARD ON LITTER
degree of detail and deeply etched features. They are probably Ral Partha 15mm 01-084 $7.95 (6 pcs.)
too expensive for use as a play aid, but would be excellent for Proportion. 6
dioramas and modeling use. They lack a means to interlock the Animation: 7 Technical: 6
sections or to stand them solidly upright, which hampers their This set features what would be an impressive amount of
use during an adventure. Still, their realistic details make them detail, even for larger figures. Small details of the items on the
hard to resist in situations where you want to create a strong litter, such as coins, are in good scale, and the litter-bearing
visual image. trolls’ feet even have toenails.
65
Dragon Vol. V, No. 9

Change of pace
at SPI
It was not long ago that the corridors R&R staffers, few were still at SPI in input.” Simonsen and Hessel remain as
of Simulations Publications’ Park Avenue 1975. Many of this group still consider senior associates. Wagner’s own role is
offices perennially resounded with the that early period to be the halcyon days not wholly defined. As an organizational
noises of Strato-matic Baseball, a game of SPI. The same thing is true of 1976- expert he has no doubt drawn up a series
the whole staff loved and which every- era R&Ders speaking in 1980. Mailing of “wiring diagrams” that alternatively
one formed leagues to play. There were problems had a lot to do with a computer structure the functional areas within Sim-
full seasons, complete with playoffs and that repeatedly malfunctioned and sev- ulations Publications. The leading can-
a World Series. That Sort of thing, in eral times “ate” the mailing list when a didate for implementation currently
addition, to games of hearts, poker, and in game or magazine had to go out. Pro- seems to be an arrangement that will
Bob Champer’s day, chess, was what the duction delays were inevitable, given the structure SPI into several mega-depart-
staff did to let off steam. There was large number of games on the schedule. ments. Under this arrangement R&D,
plenty of that. With the pressures of pro- There were also less visible marketing editing, typesetting, and artwork will be
ducing games on a schedule and those and warehousing difficulties. The whole folded into a large Production Depart-
of running a company, SPI’s staff appre- was a fair-sized headache for the month- ment. In addition there would be depart-
ciated a good change of pace. This was ly Board of Directors meetings and for ments for operations and for marketing.
especially true within the Research and the main management people, Jim Dun- What does this portend for simulation
Development (R&D) staff. nigan, Redmond Simonsen, and Brad games? For the R&D department that is
Over the years the pressures contin- Hessel. central to SPl’s creative output? For one
ued. Simulations Publications expanded The last few months of 1980 brought thing, the R&D staff will have to be
into a major game publisher, and as it considerable change to SPI as a result of strengthened. With Brad Hessel’s increa-
did so it spun off additional compo- this combination of circumstances. Early sing commitment to operations problems
nents, opened up new game areas, or last summer the company changed to a in 1979-1980, the R&D staff came to cen-
started new additions to the SPI line of triumvirate style of leadership with Dun- ter upon his deputy David Ritchie. With
publications. In each instance the pace nigan, Simonsen and Hessel jointly man- attrition, notably that of Eric Goldberg
quickened. At first there was only the aging operations. In the first half of Sep- and Joe Balkowski, virtually the only
“Simulations Series Games” (SSG) and tember, Jim Dunnigan decided to retire staffer working full-time on games alone
the magazine Strategy & Tactics, with a from his post as chief operating officer has been John Butterfield. Butterfield is
game in each issue. In 1972 Simulations of SPI, which took the game community already responsible for development of
began another magazine, called Moves, by surprise. A new manager was then all games for Ares issues, six games a
to cover games the way S&T did history. brought on board — Christopher R. year not counting any others he may be
Then came the quad-game formula. After Wagner — whose accession was an- assigned. Hessel will probably keep his
that were two books called “SPI Staff nounced in a brief press release from hand in game design. He is currently
Studies,” with a newsletter on educational Simulations Publications. most interested in SPl’s role-playing
use of games along the way. There were Chris Wagner is the founder of Stra- adventure game follow-ons to Dragon-
also the “monster games,” the “micro tegy and Tactics magazine, which was slayer. No doubt Redmond will continue
games,” and the move into science fic- begun while Wagner was serving with to design some science-fiction games.
tion and fantasy gaming in the mid- and the Air Force in Japan in 1966. Three Balkowski may yet go back to full-time
late- 1970’s. years later he sold the concern to Dun- work on R&D. But the staff needs “rein-
Things reached a paint where the nigan and Simonsen, who had formed a forcements,” so to speak.
pace was tremendous — the 1979 SPI firm called Poultron Press. The company One thing that will definitely help is
game year, far example, included more was incorporated as Simulations Publi- that SPI will be taking a step back on the
than fifty separate titles. In 1980 alone, cations in 1970. Thus the appearance of number of titles it produces annually.
Simulations Publications has started Wagner among SPI management in 1980 The most recent word is that the titles
three new organs: Ares, a science-fic- is in some ways like a return to SPl’s will be roughly halved, down to twenty-
tion magazine with a game in each roots. It should also be good for opera- six titles for 1981. This will relieve a good
issue; Richard Berg’s Review of Games, tions. Not only is an occasional change deal of the pressure on research and
a game-review newsletter; and FYEO, a of management personnel refreshing, development. Hopefully it will also allow
newsletter adaptation of what had been but Chris is by trade actually a manage- for more extensive playtesting and devel-
a popular feature of S&T magazine. ment consultant, having built up a prac- opment of games already in the produc-
Amid all the activity were some signs tice in this trade that included several tion cycle. The change in the number of
of difficulties. Most noticeable were a Fortune 500 firms during the intervening titles may also mean a change in the SPl
rapid turnover in the R&D staff, mail- years. marketing approach — the company
order and customer service problems, It IS not yet certain what new direc- may now aim to sell more copies of each
and a certain backlog of completed but tions SPI may take. Jim Dunnigan re- given title.
unpublished games in the Production mains as a vice-president with a func- Another aspect of the research and
Department. Of the 1972 generation of tional area loosely defined as “creative development approach is that SPI may
66
March 1981 Dragon
turn increasingly to freelance designers Herman, Al Nofi, Arnold Hendricks, or also making a stab at the general gaming
for innovative new products. This will Eric Goldberg, it would be all to the market with Jim Dunnigan’s Dallas game,
further reduce strains on the R&D staff good. Consequently, the new approach based on the TV series of that name.
and may encourage the use of ideas that to R&D may mean the beginning of a Chris Wagner feels that the general
were not popular with the in-house de- new era of quality games for hobbyists. games are a type that SPI must have in
sign staff the publishing house has al- One other feature of recent develop- its line and wants to encourage the
ways maintained. It is also another step ments at Simulations Publications is its company to publish several titles in this
in the increasing industry trend toward broadened repertoire of game genres. area annually. If SPI can move forward
the utilization of freelance design talent. Historical simulation games were first on all these fronts with quality material,
If the trend means that hobbyists once supplanted by science-fiction titles and then one day the period beginning with
again can get SPI games done by such then by fantasy ones. In 1980 SPI moved 1980 may well be recalled as another
designers as Dave Isby, Jay Nelson, Mark into the fantasy role-playing area and is golden age of the game hobby.

by Bryan Beecher dered to be afire, and fire counters should be placed in these
buildings,
BERLIN, April 29, 1945: “Two eyes for an eye” was the Rus- 5. Game length: 8 turns.
sian’s motto as the drive for Berlin had begun. Four Russian. 6. German sets up first; Russian moves first.
armies, 4,000 tanks, 22,000 guns and mortars, and over 4,000 7. The German sniper sets up last in any non-Russian occu-
aircraft began the drive on the German capital on the night of pied building hex.
April 15th/16th. By the 25th, the defenders had erected barri- 8. Taking Berlin Town Hall is defined as removing all non-
cades of masonry, cars, trucks or anything they could find. broken German units from it, and occupying it with at Ieast one
Households were converted into bunkers, roads into mine- squad or crew.
fields. By the 2nd of May, the day the Reichstag fell, over
300,000 Berliners had surrendered, and 150,000 lay dead in the German Player Set-Up
street and in burning buildings. Germany had fallen. Remnant elements of the Wehrmacht, Hitler Youth and Volk-
strumm, set up anywhere in buildings: T2, T4, T7, X4, Y8 and AA4.
Victory Conditions 50 Mines 1 1-8-8 (-4) 1 HMG
The Russians must take Berlin Town Hall. Any other result is a 6 Wire 1 9-2 2 MMG
German victory. Berlin Town Hall is building X4. 9 4-3-6 1 8-1 4 LMG
3 4-6-7 2 8-0 1 Psk.

Map Configuration Russian Player Set-Up


Elements of the 1008th and 1010th regiments of the 266th
Infantry, set up in buildings: Q4, Q5, Q6, R1, R7, W9, CC3, CC7
and EE6. The Stalin Organs and crews may set up adjacent to
any of the above buildings.
18 4-4-7 6 LMG 1 9-1
9 6-2-8 1 HMG (.50 cal.) 3 8-0
2 2-3-7 2 Demo charges 2 300* Rct

Aftermath
Special Rules The Russian superiority in manpower bludgeoned the Ger-
1. All German units in the town hall benefit from fanaticism man defenders back into the Town Hall itself. Katyusha rockets
(26). fired at point-blank range and Soviet demo teams dynamited
2. Buildings V4 and V5 are considered to be clear terrain. the walls. The German defenders, fanatic and terrified of Rus-
3. The mines and wire must be put in hexes adjacent to the sian retribution, fought to the last man and boy. Yet, the Rus-
town hall. sians were also strongly motivated (by the Gestapo atrocities),
4. Buildings S4, S7, T6, V7, W1, X7, Z1, and AA9 are consi- and it was only a matter of time before Berlin Town Hall fell.
67
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Dragon Vol. V, No. 9

by Mark Herro pared to their predecessors. The newer game-playing time like hand-helds, but
football games, for example, can run are much more flexible in terms of the
pass plays and score safeties. actual characteristics of the sport. The
This month’s column devotes itself to By the way, these games are still sel- program is more a simulation than a
the various electronic versions of sports ling very, very well. Toy stores report game. Here are reviews of two programs
games floating around: hand-held types, that this type of game was one of the that illustrate this.
video game versions, and computer pro- hottest items on the market this past
grams. Christmas. Prices range from about $20 Comrec’s football and baseball programs
to $60. The average computer sports program
Sports: Hand-helds is a two-player game that asks for an
Blame Mattel for starting the whole Sports: Video games offensive play and a defensive play. The
thing a couple of years ago with their If you’re a visually oriented person, program cross-indexes the responses to
hand-held Football game. A simple ver- these games should really appeal to you. determine a given offensive play’s chance
sion by today’s standards, Mattel’s Foot- Instead of chasing dots of light around a of success against a defensive play.
ball can only play a running game and painted-on field, video games show little After running through a slight randomiz-
kick — no passes or special plays. But it figures running (yes, their little legs ing factor (for fumbles, interceptions,
is also very simple to operate: three scurry about) around on a playing field penalties, etc.), the program spits out
directional buttons, a kick button, and a on your (preferably color) TV. Most the results, updates the game accord-
score button. Two players alternately video sports games allow either simul- ingly, and begins the whole process
assume the offense, while the game‘s taneous offensive/defensive players, or over.
programming plays defense. Defense is a computer-controlled opponent. Team While even this type of game is more
rudimentary; a good player can consist- movement is done through “joystick” true to life than the hand-held or video
ently run for long yardage. However, the controllers or some other kind of game games, it’s still not quite a “true” simula-
game gets so addicting that it’s still fun paddle. The three major suppliers for tion. Of all the sports programs I’ve seen,
to play. this type of game are Atari’s VGS ($150), Comrec System Corp.‘s pro rams are
At any rate, Football was such a suc- Magnavox’s Odyssey 2 ($200), and Mat- the best, because not only they theo-
cess when it came out that the industry tel’s Intellivision ($250). Game cartridges retically analyze offensive play versus
sort of “went nuts” on it. Other compan- run about $30, but you have to get the defensive play, but also take into account
ies hopped on the bandwagon (and Mat- control unit first. each individual team player’s ability in
tel expanded its line), and now you can Of the above systems, I think Intellivi- determining a play’s outcome. Comrec
buy not only football games, but also sion has the best quality display. Another sells a Football Simulator System and a
baseball, basketball, soccer, and even case of “you get what you pay for.” Baseball Simulator System, both for 16K
boxing (shades of Ringside) and tennis They’re all fun to play, though. TRS-80’s.
games. There are a LOT of these games The football program is excellent —
around. If you don’t have one, odds are Sports: Computer programs very complicated but surprisingly easy
you have a friend who does. Or at least There’s sort of a “give and take” here. to play. Actually, there are two programs:
you have seen the TV commercials! The Computer programs of sports usually one analyzes two team data tapes and
newer games are much more sophisti- don’t have very good graphics, compared comes up with an analysis tape, which
cated, in terms of programming, com- with video games, or high speed and fast the game program uses. The game pro-

70
March 1981 Dragon
gram comes with one analysis tape pre- will display the current statistics for The playing cycle starts by displaying
generated. The two imaginary teams each team. The stats list score, first the batter’s statistics. This gives an indi-
(the “Greys” and the “Blacks”) are fairly downs, offensive plays, rushing yardage, cation of a batter’s strengths and weak-
evenly matched in abilities. passing yardage, percentage of com- nesses to the players. A pitch type is
There are ten offensive plays and ten pleted passes, yards per attempt, yards requested. Signs are given to the batter.
defensive plays to choose from in a per completion, interceptions, fumbles The ball is thrown and the rest is up to
game. Plays are called by entering a lost, punts, return yardage, and total the computer. The defensive player can
four-letter abbreviation: POPM for a pop offensive yardage. Quite a summary. place his fielders in specific places, or let
pass over the middle, SWPL for a sweep As I said, I think this is an excellent the program handle it. Like the football
to the left, DBLT for a double cover of game. At $19.95, it’s also a very reason- program, its price is $19.95.
the tight end, etc. There are also com- able buy for the true football fanatic. You The documentation provided with
mands for the special teams: You can can also get two imaginary conferences these programs is the best I have ever
kick and recover field goals, punts, and for a variety of games, and you can even seen in a home computer program. Per-
kickoffs, and try for an onside kick. There get the 1978 NFL! iod. The play manuals are simple, con-
are also program commands for calling Comrec’s baseball game is built along cise, and VERY thorough. Explanations
time-outs and throwing out-of-bounds the same lines as their football program. go into great detail, but the reader does-
passes, re-drawing the scoreboard (in The baseball program has two improve- n’t get bogged down. Both the baseball
case something gets screwed up), sum- ments over the football game, though. In and football manuals have one-page
marizing game commands, and display- the baseball program, you can have the command summaries for playing con-
ing team statistics (more on that later). computer play one team (or both!), and venience.
The game also has provisions for inter- you can make player substitutions. Maybe I shouldn’t be so surprised at
ceptions, fumbles, and penalties, and Pitcher players have three basic the quality of the product. After all,
even a two-minute warning time-out. throws: straight, curve, and junk. How- Comrec Systems Corp. is a mainframe
A game can be a real kick to watch. A ever, you can control the ball’s speed computer consulting firm. Their pro-
little playing field and scoreboard are and whether it goes high or low, in or grams and documentation have to be
drawn on the video display. As plays are out. The game provides an option for good for them to stay in business. But
entered, the program determines the introducing player fatigue — the longer this is the first time I’ve see that type of
results and graphically shows what hap- a pitcher is in the game, the less accu- philosophy extended to the home-com-
pened to the pigskin. The scoreboard is rate are his pitches. puting world.
updated to reflect the new position, and Batters (or rather, the first-base coach) I hope it catches on.
another playing cycle starts. I got used have more commands at their disposal. Anyway, I highly recommend both of
to the abbreviations very quickly, and the You can have a batter try to hit to a spe- these programs, especially the football
game pace is not unduly slow. At the end cific place in a specific way, “look” for a simulator. For more information, write:
of each quarter, or when the appro- certain pitch, swing at anything, bunt, Comrec Systems Corp., P.O. Box 34008,
priate command is called, the program take, or some combinations of the above. Houston TX 77034.

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March 1981 Dragon

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Dragon Vol. V, No. 9

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