Dragon Magazine #047
Dragon Magazine #047
Dragon Magazine #047
1
Dragon Vol. V, No. 9
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.
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)
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March 1981 Dragon
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Dragon Vol. V, No. 9
March 1981 Dragon
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
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
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
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
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
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.
19
Dragon Vol. V, No. 9
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Dragon Vol. V, No. 9
23
Dragon Vol. V, No. 9
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
34
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
35
Dragon Vol. V, No. 9
37
Dragon VoI. 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
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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
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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
PROFESSORS 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.
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.
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
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
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)
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.
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.
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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-
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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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