124

Dragon Magazine #203 - Annarchive

Embed Size (px)

Citation preview

Page 1: Dragon Magazine #203 - Annarchive
Page 2: Dragon Magazine #203 - Annarchive
Page 3: Dragon Magazine #203 - Annarchive
Page 4: Dragon Magazine #203 - Annarchive

Issue #203Vol. XVIII, No. 9

March 1994

PublisherTSR, Inc.

Associate PublisherBrian Thomsen

Editor-in-ChiefKim Mohan

Associate editorDale A. Donovan

Fiction editorBarbara G. Young

Editorial assistantWolfgang H. Baur

910

14

2 2

41

9 6

Art directorLarry W. Smith

Production staffTracey Isler

SubscriptionsJanet L. Winters

U.S. advertisingCindy Rick FICTION

U.K. correspondentand U.K. advertising

Wendy Mottaz

Printed in the U.S.A.

SPECIAL ATTRACTIONSWhere science and fantasy collideClimb aboard for a wild ride of imagination.

More Gamma Goodies � Kim EastlandEquip your GAMMA WORLD® PCs with laser pensand wrist rockets.

Terribly Twisted Technology � Robin D. LawsAdd these �weird-tech� items to an OVER THE EDGE*campaign.

�Lookin� for work, chummer?� � Gregory W. DetwilerRun these missions in FASA�s SHADOWRUN* game.

BONUS � The AMAZING ENGINE� System GuideThese rules explain the basics of the AMAZINGENGINE game�including the innovative player core

concept.

Spencer�s Peace � Kurt GiambastianiA tale on the burdens of leadership.

DRAGON® Magazine (ISSN 0279-6848) is publishedmonthly by TSR. Inc., P.O. Box 756 (201 SheridanSprings Road) Lake Geneva WI 53147, United Statesof America The postal address for all materials fromthe United States of America and Canada exceptsubscription orders is DRAGON® Magazine, P.O. Box111, (201 Sheridan Springs Road), Lake Geneva WI53147, U.S.A.; telephone (414) 248-3625; fax (414)248-0389 The postal address for all materials fromEurope is DRAGON Magazine, TSR Ltd., 120 ChurchEnd, Cherry Hinton, Cambridge CB1 3LB, UnitedKingdom. telephone (0223) 212517 (U.K.), 44-223-212517 (International); telex: 818761, fax (0223)248066 (U.K.), 44-223-248066 (international)

Distribution: DRAGON Magazine is available fromgame and hobby shops throughout the United States,Canada, the United Kingdom, and through a limitednumber of other overseas outlets Distribution to thebook trade in the United States is by Random House,Inc., and in Canada by Random House of Canada. Ltd.Distribution to the book trade in the United Kingdom isby TSR Ltd. Send orders to: Random House, Inc.,Order Entry Department, Westminster MD 21157,U.S.A. telephone (800) 733-3000. Newsstand distribu-

tion throughout the United Kingdom is by ComagMagazine Marketing, Tavistock Road West Drayton,Middlesex UB7 7QE United Kingdom telephone:0895-444055

Subscriptions: Subscription rates via second-classmail are as follows $30 in U.S. funds for 12 issuessent to an address in the U.S.: $36 in U.S. funds for 12issues sent to an address in Canada; £21 for 12 issuessent to an address within the United Kingdom: £30 for12 issues sent to an address in Europe: $50 in U.S.funds for 12 issues sent by surface mail to any otheraddress, or $90 in U.S. funds for 12 issues sent airmail to any other address. Payment in full must accom-pany all subscription orders. Methods of paymentinclude checks or money orders made payable to TSR.Inc., or charges to valid Mastercard or VISA creditcards; send subscription orders with payments toTSR, Inc., P.O. Box 5695 Boston MA 02206. U.S.A. Inthe United Kingdom, methods of payment includecheques or money orders made payable to TSR Ltd.,or charges to a valid ACCESS or VISA credit cardsend subscription orders with payments to TSR Ltd.,as per that address above. Prices are subject tochange without prior notice The issue of expiration of

2 MARCH 1994

Page 5: Dragon Magazine #203 - Annarchive

REVIEWS5 9 Eye of the Monitor � Sandy Petersen

DOOM! DOOM! DOOM!

8 2 Role-playing Reviews � Rick SwanCheck out the next generation of science-fiction games.

9 0 Role of Books � John BunnellRead about iron thanes and toxic spell dumps.

1 1 2 Through the Looking Glass � Bob BigelowBob returns from a successful mission.

FEATURES8 First Quest � James M. Ward

Introducing a new column: game pros talk about theirrole-playing beginnings.

3 4 Arcane Lore � Leonard A. SchmidtPresenting lightning spells to spark interest in wizard PCs.

7 1 A Colorful Collaboration � The staffTim Bradstreet and Fred Fields talk about this issue�scover art.

7 4 The Plane Truth, Part One � David �Zeb� CookPages from the codex of infinite planes brought to you bythe designer of the new PLANESCAPE� campaign setting.

8 8 Rumblings � The staffCatch up on all the latest in the gaming industry with ournews column.

DEPARTMENTS4 Letters 79 Sage Advice6 Editorial 102 Dragonmirth

29 Convention Calendar 104 Twilight Empire64 Libram X 108 Gamers Guide68 Forum 120 TSR Previews

COVERIf you haven�t noticed, this month�s

striking cover art, �Nailed to the Gun�,is the result of the collaborativeefforts of veteran illustrators TimothyBradstreet and Fred Fields. Turn topage 71 for the details on how twoartists produce one illustration.

This painting is dedicated to thememory of Anneliese D. Wahrenburg,Fred Fields� mentor and teacher. Herrecent passing was a tremendous lossto many.

each subscription is printed on the mailing label ofeach subscriber’s copy of the magazine. Changes ofaddress for the delivery of subscription copies must bereceived at least six weeks prior to the effective date ofthe change in order to assure uninterrupted delivery.

Back issues: A limited quantity of back issues isavailable from either the TSR Mail Order Hobby Shop(P.O. Box 756, Lake Geneva WI 53147, U.S.A.) or fromTSR Ltd. For a free copy of the current catalog thatlists available back issues, write to either of the aboveaddresses

Submissions: All material published in DRAGONMagazine becomes the exclusive property of thepublisher, unless special arrangements to the contraryare made prior to publication DRAGON Magazinewelcomes unsolicited submissions of written materialand artwork, however, no responsibility for such sub-missions can be assumed by the publisher in anyevent. Any submission accompanied by a self-addressed, stamped envelope of sufficient size will bereturned if it cannot be published. We strongly recom-mend that prospective authors write for our writers’guidelines before sending an article to us. In theUnited States and Canada, send a self-addressed.

stamped envelope (9½” long preferred) to: Writers’Guidelines, c/o DRAGON Magazine, as per the aboveaddress: include sufficient American postage orInternational Reply Coupons with the return envelopeIn Europe, write to Writers’ Guidelines, c/o DRAGONMagazine, TSR Ltd; include sufficient return postageor IRCs with your SASE.

Advertising: For information on placing advertise-ments in DRAGON Magazine, ask for our rate card. Allads are subject to approval by TSR, Inc. TSR reservesthe right to reject any ad for any reason. In the UnitedStates and Canada, contact Advertising Coordinator,TSR, Inc., P.O. Box 756, 201 Sheridan Springs Road,Lake Geneva WI 53147, U.S.A. In Europe, contact:Advertising Coordinators, TSR Ltd.

Advertisers and/or agencies of advertisers agree tohold TSR, Inc. harmless from and against any loss orexpense from any alleged wrongdoing that may ariseout of the publication of such advertisements. TSR,Inc. has the right to reject or cancel any advertisingcontract for which the advertiser and/or agency ofadvertiser fails to comply with the business ethics setforth in such contract.

DRAGON is a registered trademark of TSR, Inc.

Registration applied for in the United Kingdom. Allrights to the contents of this publication are reserved,and nothing may be reproduced from it in whole or inpart without first obtaining permission in writing fromthe publisher. Material published in DRAGON Maga-zine does not necessarily reflect the opinions of TSR.Inc. Therefore, TSR will not be held accountable foropinions or mis-information contained in such material.

® designates registered trademarks owned by TSR.Inc. ™ designates trademarks owned by TSR. Inc. Mostother product names are trademarks owned by thecompanies publishing those products. Use of the nameof any product without mention of trademark statusshould not be construed as a challenge to such status.

1994 TSR, Inc. All Rights Reserved. All TSR char-acters, character names, and the distinctive likenessesthereof are trademarks owned by TSR, Inc.

Second-class postage paid at Lake Geneva. Wis.,U.S.A.. and additional mailing offices. PostmasterSend address changes to DRAGON Magazine, TSR.Inc., P.O. Box 111, Lake Geneva WI 53147. U.S.AUSPS 318-790, ISSN 1062-2101.

DRAGON 3

Page 6: Dragon Magazine #203 - Annarchive

The above letter is just one of many similarletters we receive at TSR, Inc. We also receiveletters regarding new computer products thatgamers have created for the AD&D® or D&D®games, or other TSR products. While TSRappreciates the efforts of all gamers who wishto contribute something to the games we pro-duce, this is a very serious matter. A companylike TSR creates intangible products such ascharacters, monsters, adventures, and evenwhole fantasy worlds, rather than producingnuts, bolts, TVs, or sewing machines. As such,our trademarks and copyrights are vital to thecompany’s survival. It is for this reason that theperson who wrote the letter above received aletter from TSR. Let me quote a portion of theletter.

". . . lWle regret that we must advise you thatTSR cannot allow the use of any of its copyright-ed materials and/or trademarks, as any such usewould infringe upon TSR’s federal and commonlaw rights In order to fully preserve the greatvalue inherent in its many important trade-marks and materials, TSR must take all stepsnecessary to defend and protect its rights in itstrademarks and copyrighted materials.”

This means that only TSR, Inc., or thosecompanies who receive express, written permis-sion from TSR, can publish any material thatdeals with TSR’s trademarks and copyrightedmaterials. That’s it. There are no exceptions. Inother words, the rulebook that the writer abovecreated cannot be published legally by anyoneother than TSR, Inc., or its authorized licensees.Remember that for most of you, the AD&Dgame is a hobby; for some of us, it’s how weearn a living!

Now, this doesn’t prevent people writingarticles, short stories, and adventures forDRAGON® and DUNGEON® magazines. We wantyou to send us your article queries and moduleproposals-after you get the writer’s guidelinesand read and sign the TSR Disclosure Form.Reader submissions are the life-blood of bothmagazines.

4 MARCH 1994

What did you think of this issue? Do you havea question about an article or have an idea for anew feature you�d like to see? In the UnitedStates and Canada, write to: Letters, DRAGON®Magazine, P.O. Box 111, Lake Geneva WI 53147,U.S.A. In Europe, write to: Letters, DRAGONMagazine, TSR Ltd., 120 Church End, CherryHinton, Cambridge CB1 3LB, United Kingdom.

A legal faux pas

I�ve created a new rulebook for the AD&D®game that I want to publish. I would like toknow if TSR is interested in this idea, and if itisn�t, how do I publish it myself?

Dear Dragon,

Name withheld by editor

Kevin, let me answer your questions in order.1. There are no SPELLJAMMER or

GREYHAWK products because TSR, Inc., hasdiscontinued both lines because sales of bothlines were sagging. This means you’ll see nofurther products from TSR’s Games Dep’t., forthese lines. DRAGON Magazine, on the otherhand, will continue to publish material for bothlines. In fact, we’ve gotten our hands on CarlSargent’s unpublished Ivid the UndyingGREYHAWK manuscript and will be publishingselected morsels from it in the near future.Unfortunately, it is logistically impossible toprint the entire manuscript. Wolf Baur ofDUNGEON® Adventures says that he and Bar-bara Young will consider submissions on a case-by-case basis. DUNGEON Adventures isprimarily interested in publishing high-qualitymodules—not the setting used.

SPC Kevin KehlSchofield Barracks HI

1. There is no evidence of WORLD OFGREYHAWK® or SPELLJAMMER® products.Why is this?

2. Since the MYSTARATM setting is moving tothe AD&D game, how are novice players goingto learn how to play? I mean that�s what theD&D setting was for�to teach new players toplay before moving on to the AD&D game. IsTSR discontinuing the D&D game?

I recently picked up a copy of DRAGON issue#200 and was quite entertained, but I have twoquestions about the 1994 Production Calendarin that issue.

Dear Dragon,

Lost worlds?

Thanks for the information, Lesa. I’m glad toknow DRAGON Magazine can help solve someof the mysteries of the gaming industry. Toanswer your request, I suggest writing directlyto the company and requesting a catalog. Writeto: Mayfair Games, 5641 Howard St., Niles IL60648.

Lesa FosterVicksburg MS

I�m writing in reference to the magical itemsmentioned in Jonathan Fox�s letter in DRAGONissue #200. All the items Mr. Fox refers to canbe found in the book, Fantastic Treasures, Vol. I,a ROLE AIDS* product from Mayfair Games. Ihope this information gives Mr. Fox a hand.

I also hope someone can give me a hand inturn by letting me know where I can purchaseother ROLE AIDS books.

Dear Dragon,

Mystery itemsfound

2. I don’t want to re-ignite the controversyover the MYSTARA setting becoming an AD&Dgame world, but many gamers are obviouslyconcerned over the fate of a favorite campaignsetting. To answer your question, let me relateTSR’s corporate plan regarding the D&D gameand the MYSTARA setting, as I see it.

TSR is revamping its product lines to be moreaccessible to novice gamers The first step inthis was to create mass-market games thatcombine elements of board games and role-playing games—games such as the DRAGONSTRIKE™ game and this year’s WILDSPACE™game These games serve to introduce fantasyrole-playing to nongamers. Gamers who areinterested in the topic will be directed next tothe 1994 revision of the classic D&D game set(available in June). The next step is the newFirst Quest: The Introduction to the AD&DGame set that comes complete with an audioCD. This set allows players to “graduate” to theAD&D game The “new” MYSTARA setting willbe compatible with this product It is still the“introductory” campaign setting, but for theAD&D game. When players become familiarwith the fundamentals of the AD&D game, theycan move on to the FORGOTTEN REALMS®RAVENLOFT® PLANESCAPE™ or other settings.

The reason for this revamping is that TSR iscommitted to bringing new people into ourhobby. Restructuring its product lines will help.

Stepping off the corporate soapbox, let me saythat if you’re still unhappy about the situation,there are steps you can take. You can write toTSR’s Games Dep’t., and voice your opinion.Write to: Timothy B. Brown, Director of ProductResearch & Development, TSR, Inc., P.O. Box756, Lake Geneva WI 53147 U.S.A. Another wayto make your feelings known is simply by exer-cising your rights as a consumer by buying theproducts you like, and not purchasing productsyou don’t like. Money talks as little else does.

Continued on page 118

Page 7: Dragon Magazine #203 - Annarchive
Page 8: Dragon Magazine #203 - Annarchive

I love games. I can�t stop buying games. Iguess I�m a game�especially role-playinggame (RPG)�junkie. This addiction firstbecame publicly evident just over threeyears ago, when I wrote an editorial thatappeared in DRAGON® Magazine issue #166(another issue with a science-fantasy theme)that dealt with my sordid gaming past. Irevealed that when I was much younger Ihad played only TSR games. I then went onto describe several wonderful RPGs pro-duced by other companies that I discoveredafter working here at TSR.

Since this issue�s theme is science fanta-sy too, I thought it appropriate to mentionsome RPGs that I�ve come across since Iwrote the first column. I do this for thesame reason I wrote the other column: tobroaden gaming horizons. This magazineis a fantastic (pardon the pun) forum fornot just the AD&D® game, but for thegaming industry as a whole. There arescores of RPGs on the market, and I doubtanyone can keep up with all of them. Thiscolumn (and this magazine) is just to makeyou aware of some good games that youmight have missed. As in issue #166, thiscolumn is organized by gaming genre.

Fantasy: Chaosium, publishers of one ofmy all-time favorite horror RPGs, the CALLOF CTHULHU* game, issued a new editionof their sophisticated KING ARTHUR PEN-DRAGON* fantasy RPG in 1993. This com-prehensive 350-page tome contains the corerules and elements of earlier supplements,plus new Celtic magic rules. Player charac-ters (PCs) are young knights in King Arthur�sBritain who strive to uphold chivalric ideals,protect the lands from ravening beasts andmonsters, and accumulate enough glory toone day join Arthur and his Knights of theRound Table. The book is full of informativesidebars that provide reference and back-ground information that lends this game itsauthentic flavor. I especially like the Charac-ter Traits rules. Traits are a game mechanicthat adds to the role-playing possibilities ofthe game. What a great idea! Other sectionsdeal with faeries, religions, family, lands,chivalry, and notably, female PCs in theArthurian setting. This is a challenginggame, not one for the Monty Haul school ofgaming. If you�re interested, check out thisgame at your hobby store, or write to:Chaosium, Inc., 950-A 56th St., Oakland CA94608-3129.

6 MARCH 1994

Horror: I�ve gotten into this genre, bothgaming and fiction, in a big way over thelast couple of years. Perhaps that�s whythis genre is the only one where I�m men-tioning two games instead of one. The firstgame you may already have heard about.The LOST SOULS* game, by MarqueePress, was first reviewed by Lester Smithin issue #186 of this magazine, and hasreceived a lot of coverage throughout theindustry since then. I don�t want to rehashtoo much of what�s already been said, butI am compelled to at least mention thisRPG. Briefly, in this game the PCs areghosts. These spirits died before theirtimes, and are now trapped in a kind oflimbo. Since they died before they weremeant to, the ghosts cannot move on toany higher plane. They must build theirkarma to the point where they can moveon. Standing in their way are evil spirits,witch doctors, and demons. If the PCs fail("die� in other RPGs), they are reincarnat-ed. The reincarnated form depends onhow much karma they�ve accumulated tothat point. The Reincarnation Table beginsat pond scum, moves up through theanimal kingdoms, and lists 10 differenttypes of humans (from �lawyer� up to�saintly�). If you haven�t noticed, this RPGcombines dark humor and horror in a wayfew games ever have. It�s an intriguingcombination. If you can�t find a copy inyour shop, write to: Marquee Press, 14314SW Allen Blvd. #400, Beaverton OR 97005.

The other horror RPG I want to mentionis brand new. It�s Pariah Press� WHISPER-ING VAULT* game, designed by MikeNystul. I was lucky enough to receive acopy of the little �Black Book� edition ofthe game available only at conventions(Thanks, Bryan), and the full-size gameshould be available this month. This RPG�ssetting postulates that there are tworealms of existence: the Realm of Flesh(our world), and the Realm of Essence.Sometimes, beings of Essence (many ofwhom �evolved� from flesh beings) hungerfor the Realm of the Flesh and re-enter it,taking (or taking over) a body of flesh.These spirits (called the Unbidden) indulgetheir passions, often at the expense of ourworld. The PCs are beings of Essencecalled Stalkers who must take a physicalform and venture into the Realm of Fleshto bind the Unbidden, return it to the

Science fantasy: One of the mosttalked-about games of the last few years isPhage Press� AMBER DICELESS ROLE-

Science fiction: The METASCAPE:GUILD SPACE* game is a huge space-operaRPG (in a big box) from a new game com-pany located in Colorado: The Gamelords,Ltd. This massive system comes with fivebooks, a pad of PC record sheets, dice,counters, and six miniatures. (Also availa-ble is a basic set with fewer componentsand a lower price.) PCs play members ofthe Guild, an interstellar union offreedom-loving species. Guildspace issurrounded by potential foes, however.The evil Empire ruled by aliens, theArithian Sphere of war-mongering peo-ples, and the Company, a corporate entitywith no real borders, threaten the peacebrought by the Guild. PCs seek to protectthat peace, and have six races and 13character �chapters� (classes or arche-types) to choose from. This RPG tries hardto cover all the SF bases. My favorite as-pect of the game is the option that allowsthe game master (GM) to roll no dice dur-ing the game. The players make all dicerolls, the GM interprets the results. Thisallows a GM to concentrate on telling agood story, rather than checking charts orcomputing THAC0s. This is a massivesystem, not for the casual player. It�s alsoincredibly complete. If you are up to mas-tering the system, this product is all you�llneed to run an SFRPG campaign for a longtime. For more information, see the �Short& sweet� section in this issue�s �Role-playing Reviews� column by Rick Swan.

Realm of Essence, and cast it into theWhispering Vault so it cannot again escapeto the Realm of Flesh. This game�s systemsare simple, and the character-creationrules are amazingly smooth. Your PCs canenter the Realm of Flesh at any point inhistory, and PCs can come from any back-ground imaginable. This RPG involvessome eccentric concepts, and the mechan-ics do not cater to hack-n-slash games, butto role-playing the horror genre. I�m look-ing forward to seeing the full game�Ithink Mike Nystul could have a hit on hishands. If you�re interested in this game,write to: Pariah Press, 5744 W. Irving ParkRd., Chicago IL 60634.

Continued on page 118

Page 9: Dragon Magazine #203 - Annarchive
Page 10: Dragon Magazine #203 - Annarchive

by James M. Ward

A new columnwhere gaming pros relate their first role-playing experiences

When the editor of DRAGON® Magazinecame to me, I thought it was a great idea.Let�s create a series of articles about indus-try people�s first experiences with role-playing games. As I recalled my firstexperience, I realized it wasn�t nearly asexciting as other adventures and gameexperiences I�ve had over the years. Whatwould be lacking in the retelling of myfirst experience was the true excitementand drama of the episode. I also believeyou don�t want to hear the retelling of afantasy role-playing adventure. You canread one of the excellent short stories thatappear in this magazine or one of TSR�sadventure novels for a far more interest-ing tale. I thought it might be interestingto deal with what that first adventure didfor me and its effects on my life. Effects Itruly believe everyone has the chance toenjoy. If I may be allowed to get up on mysoapbox, I�ll cover some of those points.

One of my favorite stories deals withhow I first started in this business. I wasat the Lake Geneva News Agency in 1974buying some fantasy and science-fictionbooks. In those good old days, a personcould get a batch of books for ten bucks,which is all I had in my wallet at the time.As I scanned the shelves of books, anotherfellow came in and started scanning theshelves as well, When we were done weboth had the same five books in ourhands. We thought that was very funny.He introduced himself and we startedtalking about our favorite authors, and thediscussion soon turned to Robert E. Ho-ward and his Conan stories. The otherfellow mentioned he had a game whereyou could play Conan and fight the forcesof Set. I was caught hook, line, and sinkerright there. A few weeks later I at hishouse getting help rolling up a character,and I was on my way to a twenty-yearrelationship that hasn�t ended yet.

Dice took me forever to figure out. I wasone of those gamers who waited a longtime before I bought the rules and readmy way through them. I quickly figuredout when to roll the six-sided die (d6) formy sword or the four-sided die (d4) for mydagger. (Learning to read the d4 took me abit of time). That 20-sided die (d20) tookme forever to figure out. Saving throws,attack rolls, and anything else using thatround d20 made me scrunch up my facewondering what in the world was the

8 MARCH 1994

number I was supposed to read. It got soembarrassing that I think I read the rulesand learned out to play better out of sheermortification.

Then, there was armor class. That�s acaution. Lower is better, so a zero is muchbetter than a seven. In almost everythingelse in the AD&D® and D&D® games,higher numbers are better. It took memonths to figure things out.

Considering how fascinating and funrole-playing is, there�s a tremendous num-ber of things you shouldn�t do while play-ing the game. Let me list a few of my�highlights� in hopes of helping others:

1. Never use a sleep spell on a giant.2. Never use a light spell on a room filled

with sleeping, magic-fearing natives.3. Never throw a lightning bolt from a

staff of power through a cube of force.4. Never argue with your Dungeon

Master. Even if you�re right, even if it�s aminor point, and especially when it�s 11P.M.and everyone is tired.

5. You shouldn�t laugh at other people�smistakes, especially when you want theircleric PCs to heal your character.

6. Being bold, brave, and daring doesn�talways please the other players.

7. Complaining about the lack of trea-sure in a dungeon always makes the nextthree encounters unusually nasty.

Then there is the detailing of favoritecharacters. I wish I had a nickel for everycharacter story I�ve heard. I make it apractice now not to talk about my charac-ters just so that I don�t bore people totears. It�s bad enough that people takeforever to make decisions during thegame. �Should I toss that fireball or shouldI use my charm spell?� �Gee, I don�t knowif I should use my crossbow until we�vetried talking to that troll for a bit." That�swhy playing with a good mix of charactersis so important. I tend to run quick-thinking, fast-acting characters. There aremany conservative players whom I fright-en away from the gaming table.

Equipment: now that�s a word to liveand die for. The AD&D game and theD&D game are wonderfully flexible whenit comes to extrapolating medieval equip-ment-with magic thrown in. I think weall have our silver-coated daggers anddarts. We all have our 10� poles of oak toward off rust monsters. Continual lightand continual darkness coins should be a

part of everyone�s equipment lists.The sense of wonder you get from your

first magical item is almost impossible todescribe to nongaming friends. I�ve tried ahundred times, to no avail. Hearing thingslike, �You don�t really own the things;they�re just imaginary�what�s the bigdeal?� or �It�s just a game.� I can never tellif I should be shaking my head over whatmy friends are missing or groaning be-cause they go just as nuts over images on aTV screen or a computer monitor.

I and all role-players could ramble onforever in this vein, but I do want thechance to touch on what I�ve gotten out ofthe game. In those early years, TSR, Inc.,was just a small group of friends struggling to keep up with a growing demandfor product. Pretty much anyone with atypewriter and an interest could write forTSR. I was one of those lucky ones. Lovingto read science fiction as well as fantasy, Iwas allowed to invent both the Metamor-phosis Alpha and original GAMMAWORLD® games (with a lot of help). Beinga former History and English teacher, Iwas interested in mythology and wasallowed to write the Gods, Demi-Gods, andHeroes and DEITIES & DEMIGODS� books(again with a lot of help).

I should take just a few seconds to statefor the record that I know I�m no toweringgenius. I do have a strong imagination andcan work out ideas well. All my productshave been a synthesis of my talent andthat of others, and I always appreciatedthe help. In those early days, I was a con-stant contributor to the Strategic Reviewand later to its bigger brother, DRAGONMagazine. I started writing novels andgame books in the 1980s and have beendoing products for TSR up through thepresent when the novel I cowrote, Pools ofTwilight, made the best-sellers lists of B.Dalton and Waldenbook stores, and ofLocus Magazine. (Now that�s an experiencethat is hard to describe, both from theagony of the book-birthing process to thewonder of seeing it on the store shelves;it�s a kick that never grows old.)

It�s wonderful when your hobby cangive back to you more than just a funtime, and role-playing certainly has donethat for me. I hope it�s done�or will do�the same for you.

Page 11: Dragon Magazine #203 - Annarchive
Page 12: Dragon Magazine #203 - Annarchive
Page 13: Dragon Magazine #203 - Annarchive

New equipment for the GAMMA WORLD® game

by Kim Eastland

Artwork by Gareth Hinds and Stephen Schwartz

One of the great thrills in TSR�s GAMMAWORLD® science-fantasy role-playing game(RPG) is finding new high-tech devices andtrying to figure out what they do. There isa myriad of artifacts in the new rules but,as the old saying goes, �You can never havetoo much good will, too many trade goods. . . or enough firepower�. Therefore wepresent more goodies for greedy little Ex-aminers and others who like things that go�whump� in the night.

Note: These items are considered to be ingood working order and fully functional atthe time of their discovery. Items that havecosts listed as [XXX] indicate items that arerarely found for trade. Costs listed as((XXX)) indicate extremely rare items thatnever are found simply for sale at a bazaaror by a caravan, but are special treasuresor rewards for unusually hazardous tasks.All costs are in domars.

This 10-cm unit is similar to a force-fieldgenerator, but guards against physicaldamage (such as bullets, arrows, meleeattacks with standard weapons, frag gre-nades, and the like) only. It absorbs 60points of damage, allows air (and gas, un-fortunately) in freely, and has a base AC18. In all other respects, treat it like aforce-field generator.

Kinetic damperTech level: V Complexity: 12Duration: 10 rds. Avg. cost: [2500]Weight: 8 kg.

This 20-cm long, thin tube has a hole inone end and a button on the other. Thelaser pen is for marking leather, stone,plastic, metal, and other objects only. (Itcannot etch duralloy.) It emits a laser beamthat extends only a few cm beyond the endof the tube. Due to built-in sensors on thepen�s tip that probe the surface area forhardness, the item cannot be used as aweapon (it turns itself off when detectingflesh, living hide, etc.), nor will it operateon flimsy or flammable materials, such aspaper or cloth.

Laser penTech level: V Complexity: 8Duration: 1 hour Avg. cost: 100Weight: .1 kg.

Page 14: Dragon Magazine #203 - Annarchive

Particle scrubberTech level: V Complexity: 16Duration: 30 rds. Avg. cost: 1000Weight: .2 kg.

This 60-cm long wand emits a strange,unsettling vibration. (It has been known tospook mounts.) This vibration clears anyloose paint, dirt, or other filth from anysurface the wand passes over within 10cm. The rate it cleans is approximately 30linear cm per round. It also disinfects andsanitizes as it sweeps.

Tech level: V Complexity: 13Duration: 60 rds. Avg. cost: [1750]Weight: 2.5 kg.

Velcan tube

This 65-cm long by 10-cm diameter tubehas an opening on one end and a pistolgrip on the other. When it is fired, it fillsan area directly in front of it with dazzlinglights. The area filled is approximately a 15-meter sphere. Though the lights do nodamage, it is impossible to see throughthem with any type of sight or sensor, be itnatural, a mutation, or a device. The dura-tion of this effect is ld6 + 1 rounds, butthe velcan tube must be directed at thearea the entire time. If the tube is aimedelsewhere during its duration, anyone inor looking through the lighted area isallowed a Difficult (10) IN check to seenormally.

Tech level: V Complexity: 10 Tech level: VDuration: 20 rds. Avg. cost: [2100] Duration: N/AWeight: .5 kg. Weight: 1.5 kg.

Stikemup is a super-strong, super-fastadhesive paste that comes in varying degreesof strength. Roll a ld12 + 10 for the PS rat-ing (what is required to pull it off, pry itapart, or otherwise break the bond) e.g.; PS22 strength stikemup can only have its bondbroken by a character with a PS of 22 orbetter, or a corrosive of Intensity 22 orbetter. Stikemup comes in a squeezable tubewith the approximate PS listed on the side(in terms of weight is can support). A normaltube contains six dollops.

If attaching something to a wall, door,etc. the character squeezes one dolloponto the surface, then places the object tobe glued against it. This is all consideredone action if the tube is already in hand.The next round the object is stuck fast tothe surface. One dollop holds 10 kg. perpoint of its PS rating. (A PS-16 dollop ofstikemup holds 160 kg.) Stikemup remainsin place and bonded for up to five years ifleft undisturbed, longer if multiple dollopswere applied.

Tech level: V Complexity: 2Duration: Special Avg. cost: [250]Weight: 1 kg.

Stikemup

This 30-cm long, metal alloy, "Y"-shapeddevice is lined inside the angle with laserlenses. When switched on, it cuts up to AC15 material at a rate of 10 cm per round.Harder material ACs are cut at -1 cmslower per + 1 AC (so AC 16 would cut ata rate of 9 cm per round, AC 20 at 5 cmper round, and AC 26 would not be cut atall). The item can be used as a weapononly if some appendage is placed in theangle and sliced off (then treat as UV laserpistol damage).

scissorsLaser Smart dart bracerComplexity: 9Avg. cost: 310

This long, thick plasteel bracer has fivetubes that each hold one smart dart. It isworn on the forearm with a protectivesheath underneath. When the arm ispointed and flexed in a certain way, one ofthe smart darts ejects from its tube. Theejection is strong enough to ignite thesmart dart. No more than one dart may befired in this manner per round, but itsaves the wearer the time of locating asmart dart in his pack and throwing it.The user adds an additional +1 THAC foremploying the bracer to launch the dart.The arm on which the bracer is locatedmay have no other encumbrances on it�shield, armor, or devices of any kind.

Neutralizing pigmentsTech level: V Complexity: 4Duration: Once Avg. cost: VariedWeight: 1 kg.

Each opaque pigment comes in a 20-cmlong, squeezable tube with enough paste tocover two adult humans. Each pigment iscompletely different in composition and actsto negate one type of attack for up to onehour or until washed off, whichever comesfirst. It is rumored that high-level Examiners(and other science-based character classes)know the secrets of creating the neutralizingpigments. Also, Wardents know how towork these pigments into plastic, plant fiber,or metal armor. It requires ten tubes of aspecific pigment to render one human-sizedarmor invulnerable; no more than two typeof pigments can be combined in a singlepiece of armor.

Color Neutralizes costBlack UV Lasers [200]Blue, dark IR Lasers [225]Blue, light Masks body heat [100]Bronze Heat, up to 6d6 [400]

damage per round

12 MARCH 1994

Page 15: Dragon Magazine #203 - Annarchive

Brown Shaped force-field [150]attacks (vibroweapons)Neurosuppression [200]fields (such asparalysis rods andstun rays)Masers [300]Corrosives [240]Electricity [350]Sonics [550](including sonar)Agents that attack [450]the skin, such ascontact poison, gas,or sporesBlasters [325]Radiation [700]Black rays [5000]Adhesive, such as [225]that used on tanglernylon, webs, andstikemup (see above)Gravitic waves [500](a gravity gun)Cold, up to 6d6 [175]damage per round

Clear

GoldGrayGreenOrange

Pink

PurpleRed, darkRed, lightTan

Yellow

White

RepellentsTech level: V Complexity: 5Duration: Once Avg. cost: VariesWeight: .5 kg.

Repellent containers come in manydifferent sizes, each holding a number ofdifferent gelatinous portions, but theaverage container holds six. Each applica-tion of the gel must be smeared over thecharacter and can cover one human adult.The containers are usually plastic with apump applicator that plops the goop out ina two-hands-full portion. The repellentusually has a distinct odor, but only onetype of creature finds it extremely repul-sive, preventing that type of creature fromtracking, eating, or even attacking the user(unless it somehow feels severely threat-ened). The repellent keeps creatures awayfor 24 hours.

A creature of average intelligence (IN 8or better) of the same stock must make atough (10) IN + CN modifier check everyother round it is within 15 meters of a geluser. Failure means the creature cannotstomach getting anywhere close to theuser (cannot attempt again for 10 + 1dl0minutes). Success means approach is possi-ble, but actions of any kind, includingmovement, mental, skills, is as half nor-mal. Some examples of repellents are:

Repellent typeFeline mammalsCanine mammalsPrimates (also humans)Predatory aviansPredatory reptilesPredatory amphibiansPredatory insectsPredatory plant(depending on the basicstock)

cost8050( ( 5 0 0 ) )60100

[200][250]

negation).

Weight: 1 kg.

This 15-cm disc is usually worn aroundthe neck for easy access. Once turned on,the person holding or wearing it cannot bementally probed or contacted by empathyor telepathy, nor can Mental Control orSymbiotic Attachment affect him. It jams

Brain jammerTech level: V Complexity: 25Duration: 4 hrs. Avg. cost: ((4000))

If the target is of average intelligence (8or better) it is allowed a Challenging (5) CNCheck for its physical or plant mutations, aTough (10) MS Check for its mental muta-tions. If successful, the character�s periodof loss is reduced by 75% (but will neverbe less than two and one-half hours of

except appearanceantlers, gills, etc.).

mutations (horns,

completely negate all the mutations acharacter possesses for 10 + 1d12 hours,

This pistol with a funny-looking barrel isspecifically designed for use by mutant-hunting Cryptic Alliance members androbots. A single hit by this weapon will

Duration: 2 shots Avg.cost: ((6000))Weight: 4 kg.

U-Beam gunTech level: VI Complexity: 24

The hand-held mine detector is a 25-cmovaloid with a one-meter long, telescopingantenna on one end and a switch with anindicator window on the other. The anten-na must be extended fully and the switchpushed towards the antenna to operateproperly. The indicator window lights upif the antenna is pointing in the directionto a mine that is within 10 meters of thedetector. If moving slowly (half walk move-ment rate, six meters/round maximum)and sweeping the detector back and forthin front of her, a character can make herway through a mine field using this de-vice. The robotic mine detector operatessimilarly, but is linked directly to the ro-bot�s scanning and power systems and hastriple the range.Note: It is rumored that more complex,super-detector prototypes exist that actu-ally display the exact range of the mine,the mine type, and the detonator type.These Tech Level V items are extremelyrare and quite expensive.

Mine detectorTech level: IV Complexity: 14Duration: 2 hrs. Avg. cost: 450Weight: 3.5 kg.

This one-meter long, 10-cm diametercylinder is a cleaning device designed torid the air of pollutants (such as a plantspore cloud burst, smoke, or gas). It willsuck in and purify the air in a five-meterradius in two rounds.

Tech level: V Complexity: 20Duration: 10 rds. Avg. cost: [1000]Weight: 3 kg.

Portable purifier

these telepathic communications andpowers, both incoming and outgoing, untilthe power cell is drained.

Tech level: V Complexity: 12Duration: Special Avg. cost: [225]Weight: 12 kg.

Plastic melding rig

This special combination of chemicals(stored separately in three small tanks)provides the perfect heat spread to meldheavy-duty plastic or plasteel togetherwithout making the synthetics brittle orweakening them. The unit is equippedwith a hose connected to a melding gunthat looks like an oversized glue gun. Thegun is placed at one end of where the twopieces meet and is drawn along the seam,instantly melding them together. (A meld isa weld caused by a super-fast meltingtogether of synthetics.)

One chemical power cell is inset into thegun, and it is used to ignite the chemicalsas they stream through from the tanks.The cell is used up when 100 linear feetare melded. The tank unit can be carriedin place of a backpack or attached to asmall, two-wheeled cart. One set of fulltanks can meld 100 linear feet of seams.

DRAGON 13

Page 16: Dragon Magazine #203 - Annarchive

Perhaps you�ve seen the ads in the backsof supermarket tabloids: �Secret knowl-edge of the Ancients. Anti-gravity. Magnetic Healing. Earth Energy. For FREEinformation send SASE to: AN-GRSC at P.O.Box 23535, Upper Montclair N.J.�

Maybe you�ve heard a conversationalaside that goes something like this: �Youknow, a friend of my cousin has developeda car engine that runs on water and gets45 miles to the gallon, but the governmentwouldn�t let him manufacture it.�

Of course, if you send away to UpperMontclair, you�re in for a disappointment-a murkily-photocopied pamphlet of non-sense set in small type. If you manage totrack down that friend of your friend�scousin, he�ll tell you the story is absolutelytrue, but he wasn�t the designer of theengine-it was the father of a coworker. Ifyou find the father of the co-worker, he�llsend you farther along on your wild goosechase, and so on.

These modern legends of fake scienceare fueled by our dreams and desires, notthe possibilities of real technology. Centu-ries ago, people invented myths about mag-ic to fulfill their hopes�and haunt theirnightmares. Today we do the same, but ourimaginary miracle workers are scientists,not magicians.

However, in the psychosurreal world ofAl Amarja, the setting of the OVER THEEDGE game, science, magic, and psychicpowers intertwine to produce devices un-dreamt of by even the most fervent mail-order crackpot. In the city called The Edge,the man on the street calls these devices�Weird Tech� or �Fringe Tech.�

�Weird Tech� is an imprecise term, cover-ing any item of technology the speakerfinds strange or unnerving. This is a rela-tive judgement. A Yanomami tribal leaderfrom the Amazon basin might feel comfort-

Bizarre equipmentfor Atlas Games�

OVER THE EDGE* game

©1994 by Robin D. Laws

Artwork by David Plunkett

14 MARCH 1994

Page 17: Dragon Magazine #203 - Annarchive

able with a Reptilizer (see below) becauseits effects are comparable to yoppo, theirsacramental herb. On the other hand, he�dlikely be appalled by an automatic garage-door opener.

There are a few generalizations one canmake about Weird Tech. Most Weird-Techdevices relate in some way to the humanpsyche. In some cases, they directly alterperception or behavior. In others, they drawinspiration from mythology, from our mostpowerful hopes, and our deepest fears. Theycross the boundaries between reliable, ra-tional science, and the hazy worlds of psy-chic power and mysticism, where noexperiment is exactly repeatable.

Al Amarja, for various reasons, is soakedin psychic and magical energy; manyWeird-Tech devices draw on this bizarrebackground radiation as a secondarypower source. This means that they maywork only fitfully when taken off the is-land. Other devices, particularly those thatfigure in our modern myths about technol-ogy, might siphon latent psychic energyfrom people in their vicinity.

For example, apparent perpetual-motionmachines aren�t all that uncommon in AlAmarja. What their inventors don�t realize isthat they�re not operating only on their ownsteam; they�re sucking mental power fromthe unsuspecting residents of the neighbor-hood. The inventor, being closest to the de-vice, is going to suffer the most mentaldrain�this reduction of his faculties makes iteven more unlikely that he�ll figure out thetrue nature of his amazing machine. BothThe Neutralizers�The Edge�s fearlesshunters of the supernatural�and the gov-ernment�s Center for Paranormal Controlspend a great deal of time on routine bustsof perpetual-motion inventors. These groupsare the inspiration for the shadowy govern-ment figures who always steal the miracu-lous discoveries of urban legend. Actually,they�re protecting humanity from the soul-devouring properties of Weird Tech; as topNeutralizer agent Islam Petri often says,�There�s no such thing as free energy, a freelunch, or a free gift."

Capabilities: The Brainostat is an anti-security device designed to circumventpsychic and magical wards. A brainwavepattern is as reliable an identifier of spe-cific individuals as fingerprints or DNApatterns. Many organizations in The Edgeattempt to secure crucial locations by scan-ning the brainwaves of everyone attempt-ing to enter; those who fail to match a setbrainwave list, or whose brainwaves ap-pear on a watch list, set off an alarm.There are several different ways of setting

Brainostat

What follows are descriptions of severaldevices that the average Al Amarjan mightconsider to be Weird Tech. These may con-tain references to OVER THE EDGE (OTE)mysteries that your group�s GM wishes tokeep secret. If you�re a player in an OTEseries, you�d better turn the page, or you�llfind yourself in possession of forbiddenknowledge your GM will have to hose youfor having!

Along with the instrument�s capabilities,we look at its appearance, what powers itpossesses, just how impossible its technolo-gy is, and who currently uses or controlsit. Also included is a �Warning� section,which details the hidden dangers of eachdevice-you can use these as story ideas,or to introduce complications into the plotwhen your players get too complacentabout using these tricky items.

If you don�t run OTE, you may wish toadapt these devices to other contemporaryor near-future games that mix magic, hor-ror, and science, like Chaosium�s CALL OFCTHULHU*, FASA�s SHADOWRUN*, orGDW�s DARK CONSPIRACY* systems. Forexample, in the CALL OF CTHULHU game,many of these devices would be right upthe alley of the Fungi from Yuggoth. Othersmight be powered not by the psychic en-ergy of unsuspecting humans, but fromthe limitless malignity of Azazoth; theymight therefore have a SAN cost to use.Whatever game you play, you can retrofitthese devices to the needs of your owncampaign.

Page 18: Dragon Magazine #203 - Annarchive

up such a ward, including a basic magicspell (The Omniscient Doorman, Level 4)or the Mind Frisker, an electronic devicedesigned by the Gladstein movers. TheMind Frisker in particular is becomingrather common among The Edge�s strangeand powerful; the Gladsteins originallyrestricted it to other Mover cells but re-cently began to market it openly in TheEdge as a source of operational revenue.Some organizations even employ low-levelpsychics as security guards; they�ll per-form a minimal brainscan on unfamiliarfolks attempting to pass through theirstation.

As these warding methods become morecommon, a demand for technology tocircumvent them has arisen. The Glad-steins have responded by creating theBrainostat, which copies and storesbrainwave patterns. To create a facsimileof an unsuspecting person�s brainwaves,the Brainostat must be set to record,placed within three meters of the victim,and left on for forty-five seconds. Thecopy becomes garbled if anyone else en-ters the three-meter radius during therecording period.

Even animals emit enough of abrainwave pattern to be picked up by theBrainostat, though usually anything loweron the evolutionary ladder than a birdwon't leave much of an impression. (Someclever users of the Brainostat have gottenthrough defenses set to go off when en-countering the mind pattern of any senti-ent being-by broadcasting the patterns ofbarn swallows.)

A simple flip of a switch and the Brainos-tat broadcasts the stored pattern to anywarding devices within a 30-meter radius,

masking the actual pattern of the user.This is usually enough to fool even a livepsychic, at least the bottom-of-the-barreltypes who work as security guards.

Appearance: The Brainostat is manu-factured to look like a cheap Walkmanknock-off. When masking her brainwavepattern, the user must put the headphonelook-a-like in her ears to establish the link.The Brainostat comes in six decoratorcolors. The basic model has a plastic shell;the others have an impact-resistant metalshell disguised to look plastic.

Energy requirements: The Brainostatruns on a rechargeable battery; it�s aboutthe size of a AA battery but configureddifferently. Its charge lasts for 30 minutes.The recharger unit weighs about 3 kg.,and is 4 cm × 10 cm.

Weirdness factor: Although it�sadvanced beyond levels recognized by theworld scientific community, the Brainostatdoesn�t actually break any laws of nature.It�s based on the discovery that humanminds broadcast extremely low-level waveenergy; the Brainostat amplifies the en-ergy in order to record it and then broad-casts it back at its original low level toreceivers�magical or otherwise�that canpick it up.

Source: The Gladsteins make severalmodels of Brainostat. The basic one, theBOS-5, can store only one brain pattern ata time; it retails for $1,289. The BOS-10stores up to five brain patterns and sellsfor $1,489; the $1,649 BOS-10ex is a simi-lar item with a module that allows theuser to download or upload brain patternsto or from a computer diskette. The topof-the-line model, the BOS-20ex, has a 10-brain storage capacity, the diskette

16 MARCH 1994

module, and a 60-meter broadcast radius.It goes for $2,089. Warranty extensionsare negotiable. Be sure to specify PC orMac compatibility when ordering thediskette module.

The Mind Frisker and Brainostat havebecome major cash cows for the GladsteinMovers, financing other research anddevelopment projects. The Mind Frisker isavailable through aboveground sources inThe Edge�they�re on sale at Gun Metal,for example. Prices range from $650 to$1,050 depending on model type. Braino-stats are harder to come by, as the Glad-steins don�t want to jeopardize MindFrisker sales by suddenly flooding themarket with an item that renders themuseless. They have a distribution deal withThe Net, so one must have a criminalconnection to buy one.

The Gladsteins have a prototype MindDriller, a device that can penetrateBrainostat masking 25% of the time. Theyplan to release it at a premium price sev-eral years down the road, when theBrainostat achieves greater market pene-tration. A Brainofax machine designed tofoil the Mind Driller is already in the re-search stage.

Warning: The Brainostat has an incom-patibility problem with a particular non-standard version of the OmniscientDoorman spell. The ward still will bebypassed, but the spell sets up a feedbackeffect that begins to permanently alter theBrainostat user�s own brain pattern tomatch the mask pattern. The victim gradu-ally finds herself thinking like the copysource, becoming an agent of the organi-zation she�s penetrating�or even a barnswallow. The relevant version of Omni-scient Doorman is rare�it was originallywritten in Basque and substitutes extractof ferret brain for the adder head used inthe more common variant.

HotlineCapabilities: Al Amarja attracts more

than its share of spiritual seekers, menand women from all around the worldwho feel somehow lost, and come insearch of contact with the divine. Accord-ingly, it houses more than its share ofmystic quacks and psychic charlatans,ready to sell truckloads of crystals, po-tions, and self-help tapes to the rich andunwary.

The truly unlucky, however, end upbuying a Hotline, a device sold by Kergil-lian operatives. The street-corner hustlerswho sell them are armed with a seductivepromise: the Hotline, when worn some-where near the head, awakens the latentpsychic powers everyone is born with.With time, even the most unperceptivesoul can develop abilities to humble UriGeller.

Actually, the Hotline isn�t to the innerworld of psychic awareness, but to Kergil-lian HQ at E-Z Sleep. The Kergillians canmonitor the thoughts and perceptions ofanyone wearing a Hotline. They can also

Page 19: Dragon Magazine #203 - Annarchive

plant thoughts in the victim; any �psychic�revelations are actually whispered into amicrophone by a Kergillian at the monitor-ing station. The Kergillians use their cus-tomers as sleeper agents, waiting until theopportunity arises to make use of them.Typically they whisper dark and unset-tling commands to drive the recipientmad; then they order him to kill an enemyof the Kergillians.

Three out of four would-be psychics tosstheir Hotlines away when they begin tostir disturbing thoughts, but the Kergil-lians are happy to succeed 25% of thetime. When they do, they get an entirelyexpendable agent who can�t be tracedback to them.

Appearance: Hotlines are usually madeof copper, and can be formed into varioustypes of jewelry. The most popular modelsare earrings, though they also appear aschokers, bracelets, and even headbands.There�s also a Hotline attachment that fitson the arm of a pair of eyeglasses.

Energy source: Like many Weird-Techdevices, Hotlines draw their power fromthe psychic resources of the user. Thismeans, ironically enough, that they actu-ally reduce a person�s psi potential! Hotlineusers become chronically tired andirritable�which makes them more suscep-tible to being driven crazy.

Weirdness factor: Hotlines are alientechnology. An earthly scientist attemptingto analyze one would be hard-pressed to

Warning: A true psychic becomesnauseated in the presence of Hotline; theycan be counted on to tell the user to throwit away. Some might even be able to tracethe source of the Kergillian broadcasts.Kergillians have limited experience withhuman psi powers and underestimate therisk of exposure they�re taking by sellingHotlines in a population with as manypsychics as The Edge.

find anything but solid copper; all its func-tions occur on the molecular level.

MoonlightCapabilities: A Moonlight does what

you�d guess: it emits moonlight, in anintensity matching that of a normal, com-mercially available flashlight. It�s mostlyused by Neutralizers and their allies, toexpose werewolves and other lunar-triggered monsters during the daylighthours. Any being that reacts to moonlightwill react to being caught in its beam asthey would to a full moon.

Some sorcerers who require moonlightfor their ritual magics have acquiredmoonlights on the black market; they�reconsidered the most convenient newproduct since freeze-dried henbane.

Appearance: Moonlights are manufac-tured to mimic brand-name flashlightsfrom all around the world.

Energy source: Moonlights use specialbatteries�which also mimic the appear-ance of best-selling brands of regular

batteries. They run on lunar energy, andare rechargeable if left out on a brightlymoonlit night. Each hour of chargingpermits two hours of use; maximum bat-tery capacity is twelve hours of use.

Weirdness factor: Lunar energy is asupernatural power source. AlthoughMoonlights work all over the world, theyregister as magical to spells and devicesthat scan for such things.

Source: The Moonlights were devel-oped in the 1920s by early Neutralizerresearchers, and have since proven to be astaple of the well-equipped horror-hunter.Because they�ve been around for a while, anumber of them have slipped out of Neu-tralizer control. On the black market, theyfetch anything up to $1,000. Early modelsare prized by collectors of supernaturalantiques; a secret auction hosted last yearby Sir Arthur Compton netted $250,000for a 1923 prototype.

Warning: A Moonlight is a safe andeffective tool for fighting the spread oflycanthropy, provided you�re prepared forwhat the unsuspecting were creature doeswhen you shine it on him while he standsin the check-out line at the supermarket.

Capabilities: All around the world,people who experience close brushes withdeath report similar experiences: they seethemselves floating out of their physicalbodies and rushing into a glowing tunnel.

NDE helmet

Page 20: Dragon Magazine #203 - Annarchive

At the end of the tunnel comes a joyousreunion with departed friends and family.Those who have these Near Death Experi-ences (NDE for short) often find them-selves changed forever�they becomemore contemplative or plunge into spirit-ual exploration, seeking out new mysticalor religious truths.

For a small minority, however, suchquesting isn�t enough. It�s the transcendentfeeling of the NDE that they desperatelywant to recover. This is the demand themarketing geniuses at Great Beyond Tours,Inc., are ready to fill�with a generousprofit margin, naturally.

The device they use to do this is the NDEhelmet. It�s placed on the subject�s headand connected to a control board. Thesubject is sedated; transmitters in thehelmet stimulate the cerebral cortex,flooding it with a particular pulse of elec-tromagnetic energy. This gives rise to thesame sort of hallucinations�the out-of-body trip, the tunnel, the reunion-generated by the brain as it shuts downduring death.

Great Beyond�s sales personnel tell theirclients that the helmets briefly kill themand bring them back to life; this actuallyisn�t so. But their customers would beoutraged if they thought they were beingsold hallucinations instead of the �realthing�.

Appearance: The helmet is a big,black, metal device that covers the sub-ject�s entire head and shoulders; it�s con-nected to the control board by thickcopper cables that closely resembles �mon-ster cable� sold at stereo stores. The boardlooks like a cross between a 1960s-eramegacomputer and a recording-studiocontrol panel.

Energy source: The NDE equipment is

18 MARCH 1994

plugged into normal electrical sockets. Ituses about as much power as a refrigerator.

Weirdness factor: The device is abouta decade ahead of conventional neuro-science in its ability to trigger the desiredhallucinatory response with just the rightjolt of magnetic energy, but there�s nothingsupernatural about it.

Source: Great Beyond Tours, Inc., is aprofitable business run by research neu-rologist Dr. Umberto Zarcone. A few yearsback he accidentally discovered how toinduce pseudo-NDE; he decided to keepthe discovery secret in order to makemore money from it. Zarcone lives inPalermo, Italy, and visits his flagship GreatBeyond shop, just off the Plaza of Flowers,about once a month. The manager of thestore is Alessandra Ondrus, a native-born Al Amarjan woman with a soothinghelmet-side manner. Zarcone is cautiouslytesting how acceptable his business is; if itfails to raise a scandal, he�ll quietly start toopen shops in North America.

Warning: If a conspiracy knew that acertain person they wanted out of the waywas a Great Beyond patron, they mightbreak in and have an Oppenheimer rewirethe equipment so that it really did killhim�for good.

Capabilities: Normalenses are contactlenses with advanced microcircuitry in-stalled along their edges; the circuits aredesigned to receive data from the subcon-scious mind, and to send information tothe wearer�s perceptual centers. Norma-lenses analyze all visual stimuli receivedby the wearer; anything that fails to con-form with his basic worldview is editedout. Instead, the lenses transmit to thebrain images that he will accept as normal.

Normalenses

For example, a Mossad agent who burstsinto a suspected enemy hideout and findsit crawling with unearthly Betelgeusanshas his perceptions instantaneously editedby the lenses. They access his memory fora more suitable image; instead of nastytoad-lobsters from space, the agent sees acell of rifle-toting Abu Nidal operatives.The agent sprays them with gunfire; as itpings off the Betelgeusan exoskeletons, hesees enemy agents shrugging off the bar-rage with the help of bulletproof vests. Hemakes a strategic retreat, and later reportsthe incident to headquarters. If his superi-ors knew they were sending him into analien lair, they interpret his debriefingaccordingly. If not, both the agent and hisbosses will be in the dark forever.

Note that the lenses don�t store informa-tion, so they have no objective standard ofnormality to enforce. Instead, they rely onthe user�s mind for a bank of images thatmesh with his beliefs. So, if a dedicatedUFO hunter hot on the trail of the Kergil-lians were to accidentally burst in on anAbu Nidal hideout, he�d see the Betel-guesan guards he was expecting instead ofa pack of human radicals! The lenses canreinforce a false, paranoid view of theworld as effectively as a debunking, ratio-nalist one. (Of course, in Al Amarja mostparanoia happens to be factually correct.)

Appearance: A set of Normalenseslooks almost exactly like a mundane pairof hard contact lenses. Only a microscopicdark ring around their outside edges is aclue to their true nature.

Energy source: Normalenses draw onthe mental energy of the wearer. Theyrequire this energy only when active-thatis, when altering visual input to the user.For every 10 minutes the lenses remain inoperation, the user needs an extra twentyminutes of sleep to wake up well-restedthe following morning. After prolongedusage (a couple of hours of constant opera-tion) a user may find himself becomingdrowsy, or may have trouble thinkingclearly. This psychic fatigue is subject to awide variance between individuals, de-pending on their usual level of physicaland mental health.

Weirdness factor: Normalenses aretrue Weird Tech, fusing cutting-edge mi-crocircuitry with psychic mind-alteringstrategies. Only a fringe scientist versed inmind control and computer-chip technolo-gy would be able to determine their truefunction.

Source: Normalenses were designed byProf. Adelmar Carlos Valle Machado of thetop secret, NATO-affiliated Neutralizerresearch department in Brussels, Belgium.The Neutralizers seek to keep the truthabout paranormal activities safely hiddenfrom the world; they requisitioned thelenses for distribution to various Westernintelligence agencies. They allow theseagencies-the C.I.A., MI-6, C.S.I.S., and soon-to send operatives untrained in deal-ing with fringe realities into possible magi-cal or psychic situations without frying

Page 21: Dragon Magazine #203 - Annarchive
Page 22: Dragon Magazine #203 - Annarchive

their mindsets and making them uselessfor mundane espionage. Most agencieshave small cells of weirdness-aware opera-tives, but they�re often overworked; send-ing in an inexperienced cloak with a pairof Normalenses is often a necessary stop-gap measure.

The supply of Normalenses is closelymonitored by Neutralizer HQ; they aremanufactured only in Prof. Machado�s laband may be requisitioned only by a hand-ful of authorized high-ranking intelligenceofficials in various Allied nations. Neutral-izer operatives also may order them; IslamPetri, for example, has two pairs safelystashed away in a secure Edge hiding spot.

It�s hard to say what a stray pair ofNormalenses would bring on the blackmarket; no doubt the value would be high.However, it�s likely that a Neutralizer orcloak team of some sort would activelysearch for any set that went missing�thiswould make any potential buyer thinktwice before shelling out megabucks.

Warning: Although Normalenses pro-tect the user�s cherished assumptionsabout reality, and therefore his sanity, theinformation-editing process can exposehim to danger. An agent who mistakenlythinks his opponents are common crooksinstead of evil sea anemones from thedepths of time will probably make bad�possibly fatal�decisions.

ReptilizerCapabilities: In movies and pulp nov-

els, henchmen, thugs, and guards oftenwillingly fight to incapacitation or deathfor their cruel masters. If a heroic fightingmachine beats up nine of them, the tenthstill howls his battle cry and leaps into aguaranteed pummelling.

In real life, it�s harder to get anyone, nomatter how fanatically dedicated to you, torisk severe harm on your behalf. Humaninstincts of self-preservation are just toostrong-even the most successfulbehavior-conditioning techniques fail acertain percentage of the time.

The Reptilizer always works. It�s animplant that transmits a neurologicaldamping field to almost every area of thebrain. It permits only a few basic animalinstincts-for food and for territory-tosurface in the conscious mind. Its name isbased on the outdated notion of a �reptilebrain� comprising the most basic, primi-tive portions of the mind. Actually, thereare no reptiles as unrelentingly violent asa person with a Reptilizer installed. Repti-lized subjects are so territorial that theyrush into frenzied combat with anyonewho enters an area they identify as theirs.Left alone together, a number of subjectsalways struggle to create a dominancestructure. Those who survive this processthen co-exist as a band, united in theirefforts to repel intruders. For combatpurposes, treat the Reptilized as Maniacs.

Unless they wish their Reptilized sub-jects to guard an area they have no inter-est in returning to, a user of the devicesneeds to carry a remote unit (usuallycalled a �Sleepy Lizard�) in order to passby without being attacked. Reptilizersbroadcast a field set to detect the presenceof these units. When they do, they switchfunctions, shutting down all brain activityin the subjects, who mill about in a stuporuntil the holder of the Sleepy Lizard is asafe distance away. The units can be tunedto one of several hundred possible fre-quencies; this prevents anyone with aSleepy Lizard from circumventing any and

20 MARCH 1994

Archvillains with an eye for legal nice-ties secure slave contracts with subjectsbefore Reptilizing them.

Appearance: The Reptilizer is a smallmetal plate, 1 cm × 1.5 cm, with two sharpprongs on its back; the prongs are insertedinto the forebrain in the installation opera-tion. Sleepy Lizards are small computerchips; they�re often embedded in rings,brooches, belt buckles, and other unobtru-sive vessels.

all Reptilized subjects.

Energy source: Reptilizers are fiend-ishly efficient; they�re powered by thepsychic energy they drain from theirsubjects. Sleepy Lizards are passive de-vices, reacting only to the fields generatedby the Reptilizer; the power they use forthese brief moments is also supplied bythe minds of the subjects.

Weirdness factor: Powered by psychicenergy and a fringe understanding ofneuroscience, these items may not work inmundane parts of the world.

Source: It�s unclear whether the Reptili-zer was first invented by the Movers orPharaoh operatives; at any rate, one groupevidently stole the blueprints from theother, and both now make use of them.The Movers also occasionally give them topeople they�re attempting to influence. Asa result, Reptilizers are scarce but notunknown in The Edge�anyone movingwithin its secret power circles will befamiliar with them.

Warning: PCs attempting to get past agang of the Reptilized should be verycertain that their Sleepy Lizards are tunedto the correct frequency; wise userschange frequencies periodically.

If one manages to dislodge a Reptilizerfrom a subject�s forehead, he�ll immedi-ately cease hostilities and curl up into thefetal position, sobbing and gasping. This isrisky: a misjudged blow to the foreheadcan kill the subject�and it�s still murder tokill the Reptilized.

Anyone Reptilized for more than a fewdays suffers brain damage and traumaticstress disorders. Serious brain damageinevitably occurs within six months�long-term subjects are good for little but per-manent institutionalization or continuedsubjugation to the device.

These are just a few of the strange itemsof technology found in The Edge. Some aregrowing in popularity, others are losing theirmarket share. Just pray they don�t show upin a department store near you!

Conclusion

* indicates a product produced by a company otherthan TSR, Inc. Most product names are trademarksowned by the companies producing those products.The use of the name of any product without mentionof its trademark status should not be construed as achallenge to such status.

Page 23: Dragon Magazine #203 - Annarchive

D R A G O N 2 1

Page 24: Dragon Magazine #203 - Annarchive

Missions in FASA�s SHADOWRUN* game

©1994 by Gregory W. Detwiler

Artwork by Tom Dow

22 MARCH 1994

Page 25: Dragon Magazine #203 - Annarchive

FASA�s SHADOWRUN game takes place inthe next century, in a high-tech cyberpunkworld that has been transformed by thereappearance of magic and magical crea-tures. Governments, megacorporationsdragons, crime families, and small politicaloutfits�poli-clubs�all fight for influence, ifnot outright control. Large-scale warfare isout, at least for the moment; now the com-bat is small-scale, and often takes place inthe shadows. This is the realm of the sha-dowrunners.

In this world, there is an almost infinitevariety of adventures that the PCs can takepart in. Inevitably, some PC classes (or �ar-chetypes,� as they are known in the game)are better suited for certain adventuresthan others. This article points out thetypes of adventures possible in theSHADOWRUN world, and the archetypesbest suited to them, along with examples ofhow to get the various archetypes into par-ticular adventures. Everyone has a role toplay, whether he be a former wage mage, astreet shaman, rigger, decker, or streetsamurai (including the dwarf, elf, ork, andtroll street samurai in the back of theStreet Samurai Catalog).

Mission typesCorporate extraction

The megacorporations vie with one an-other for new products and technologicalbreakthroughs with which to grab a largershare of the market. If one corporation (or�corp�) gets ahold of something the othersdon�t have, it naturally occurs to those othercorps to grab it, whether it be computerrecords and blueprints, a prototype device,or even a research scientist. Besides, hiring a�snatch-and-run� team to grab the goodies iscertain to be cheaper than Research & De-velopment costs on a modern high-tech pro-ject. At worst, they even the odds with theircompetitor; at best, they gain a huge advan-tage.

Who will Mr. Johnson be looking for inthe way of kidnappers or thieves? Armedmuscle is vital in this sort of mission, sostreet samurai, human and ork merce-

Page 26: Dragon Magazine #203 - Annarchive

naries, former company men, and possiblya rigger (to drive the getaway car) all cansign up, and probably the burned-outmage archetype as well. If this extractionscrews up the rival�s exploitation of theenvironment, then tribesmen and shamans(the latter if magic is needed) also may beattracted. Continuing with the possibleneed for magic, the former wage mage,street mage, and street shaman also couldfind employment. For that matter, theformer wage mage (and the former com-pany man) might have inside information,if it�s their old corp that�s the target.

If the corp wants a more subtle opera-tion, particularly if the target is a person,then other archetypes may be useful.Gang members may be used as cannonfodder, and if the extraction team is com-posed almost solely of them, the extractionmay simply look like an ordinary robberyor kidnapping rather than something thatseems to have corp fingerprints on it. Ifthe target is a person, the detective arche-type could check up on his likes, dislikes,and general routine, to make things easyfor the extraction team. For example, ifthe targeted individual is a music lover, theteam could set up a trap by starting a littlenightclub of their own (paid for with corpfunds), with a rocker on hand to draw thetarget into a trap on the ground of theshadowrunner�s choosing.

For extraction of computer files, ofcourse, the decker and elven decker ar-chetypes are necessary. Most of the time,they work alone, but if the computer is astand-alone system (i.e., not linked up withthe Matrix) in order to avoid such atten-tion, as well as computer viruses andworms, then most of the muscle men-tioned above may be necessary just for thedecker to get at the computer. The corpmight be security-conscious enough not tohave the location of the computer men-tioned in its records, necessitating the useof a detective or a spell-caster with detec-tion spells to find it.

A variant on the corporate extraction isthe rescue mission, in which a kidnappingvictim or stolen piece of equipment is tobe retrieved. This mission plays the sameas a standard extraction mission, exceptthat in this case, there is no chance ofdrawing the target into a trap; she can�t goanywhere! In addition, since the kidnap-ping corp knows somebody�s likely tocome looking for their prize, secrecy andsecurity will be even heavier than usual,so detective work or detection spells willbe more important in finding the target,and even more muscle may be requiredfor the actual extraction. In an extremecase, panzers and attack helicopters maybe required to crash through the corp�sdefenses, or at least to get the defenders�attention, requiring the services of moreriggers. A rocker also might show up tohold a concert for company employees oran open-air festival for the general publicnext door, again to provide a diversion forthe true extraction team.

24 MARCH 1994

With all this stealing and kidnappinggoing on, it is obvious that security guardsare in demand. Again, street samurai,mercenaries, former company men, andburned-out mages are ideal for this sort ofwork. With a large enough complex, rig-gers may be hired to operate patrol vehi-cles, while former wage mages, streetmages, street shamans, and (in the coun-tryside) shamans may be used to providemagical defense. A low-profile safehouseor the like could be protected by locals:gang members in the city or tribesmen inthe countryside. Not only can they put upa fight, but since they are where theybelong, their presence alone will not tipoff anyone to the fact there is somethingthere to protect. To defend computerrecords, of course, deckers and elvendeckers are necessary. Poachers really domake the best gamekeepers.

Security guards

CollectionsBasically, this is an extraction mission to

get something nobody is trying to protect,but one that might run into trouble withthe locals, both humanoid and animal.Typically, this involves going into the greatoutdoors either to prospect for metals orother minerals (possibly on tribal lands),or to gather materials for use in magic andthe creation of magical items. Huntinganimals and monsters also counts, wheth-er for food, magical raw materials, valu-able body parts such as fur or ivory, orbecause they�re such a nuisance or men-ace that there�s a bounty on them.

Talismongers make a big business by

gathering and selling raw magical ingredi-ents, and any sort of character can takeup this occupation, but to be sure of hissources, a spell-caster probably will wantto gather his own. This means that therewill always be at least one spell-castingtype along on the expedition, probablyseveral: the more, the merrier, and severalpoor mages may have to pool their fundsto finance a single expedition. If they aregoing into tribal lands, a tribesman orshaman is necessary for negotiations.Perhaps a rocker could give a free concertin exchange for limited mining rights. Ifsuch is not available, or if there are plentyof big, dangerous animals in the neighbor-hood, then all the muscle types that areuseful as security guards and combattroops will find employment here. Therewill be plenty of opportunities for hostileencounters. Just finding the right stuff cantake weeks, and all mining and diggingmust be with old-fashioned tools such aspicks and shovels: high-tech power toolsspoil the dweomer. Make sure the soldier-types bring along lots of ammo.

In some cases, of course, the animalsthemselves are the prize. As with theAD&D® game and other fantasy role-playing games (RPGs), the body parts offantastic creatures can be used as spellcomponents and ingredients for magicalitems. The unicorn and greater unicorn(from the Paranormal Animals of NorthAmerica book) both have high-value horns,as does the unicorn fish (giant narwhal).Some Awakened creatures are even goodeating, such as the devil jack diamond andthe gila demon. How about starting a

Page 27: Dragon Magazine #203 - Annarchive

burger chain serving white buffalo burg-ers? Does Kentucky-fried roc tickle any-one�s fancy? Perhaps the creatures have abounty on them because they find peopletasty. In Paranormal Animals, both thejuggernaut and the megalodon are men-tioned as having bounties on them. Breakout the high-powered rifles and assaultcannons (and the trauma patches), chum-mers, we�re going big-game hunting!

There is, of course, the �bring �em backalive� option: taking Awakened creaturesalive. Clients could be zoos, eccentriccollectors, museums, circuses, mages whoeither want to experiment on them or tobreed them to insure a steady futuresupply of magical raw materials, or corpslooking for experimental subjects or guardanimals. Unfortunately, narcojet guns andeven the largest net guns are only made tohandle human-sized targets and those onlyslightly larger, such as trolls. The shadow-runners will be on their own when itcomes to finding the means to capture thebig beasts, to say nothing of finding largeenough cages for them and the means totransport them. Even with ultramodernconveniences, monster hunting can berougher in the SHADOWRUN game thanin the standard fantasy game. Did youenjoy selling baby dragons and dragonparts in a fantasy game before taking upthe SHADOWRUN game? Bad news: in thisworld, dragons can become the heads ofmultinational corporations and the opera-tors of amusement parks, they can allywith the biggest environmentalists� groupsand natives to help protect a wildernessarea, and in one recorded case (Dunkel-

zahn), even jacking into the Matrix.see a fantasy dragon top that!

SmugglingThis involves sneaking goods into or out

of an area. Gang members and the stand-ard combat types are the main archetypeswho engage in this sort of business prac-tice, and shamans and tribesmen might getinvolved in wilderness areas. Any type ofmage or shaman can be brought along ifmagical backup is required. Aside fromcombat, they can detect patrols with divi-nation magic, or use illusions to cover thesmugglers� retreat. If a rocker gets herown band together, perhaps they couldsmuggle some items in their instruments,assuming that no one would even considerthe possibility that they might have smug-gled goods in their luggage. Most smug-gling involves goods stashed in a vehicle ofsome sort, making this the mission ofchoice for riggers. The two decker arche-types, of course, do it all in the Matrix,stealing funds and information withouthelp from anyone, as long as they haveaccess to the target�s computer system.

Let�s

EspionageThis is one of the few missions that de-

emphasizes combat, but can be one of themost fun. If the PCs do their jobs right,they won�t need to fight, but if they screwup, the odds against them will be so greatthat they haven�t a prayer anyway. Theo-retically, anyone could be used in a spyingmission, but the detective archetype is thebest man for any spying job that doesn�tinvolve computer-stored information. In

that case, of course, the decker archetypesare the ones for the job. On a lower level,the gang member could pick up the wordon the street, and the tribesmen couldlearn what�s going on in the great out-doors. If someone in the know loves mu-sic, he might get so excited upon meeting areal live rocker that he lets slip a few bitsof information that he shouldn�t have.Perhaps the former wage mage and com-pany man still have friends at the oldoffice, or they could sign up to work at anew corp as cover for their undercoveractivities. The same goes for the burned-out mage, if she used to be a wage mage.For simple reconnaissance instead ofcloak-and-dagger missions, a rigger coulddrive a recon vehicle of some sort, while atribesman or a mercenary type trained inrecon work could check up on what�sgoing on around a secret installation. Evenspell-casters can find things out usingdetection spells, or sneak around undercover of illusions.

WetworkThis is what happens when a corporate

leader, research scientist, law-enforcementtype, or rival gang leader is good at whathe does, but can�t be bought (or extracted,in the case of the research scientist). Sincehe isn�t going to work for you, and he�shurting you with his operations, then theonly thing left is to take him out. Mostterminations involve only a single assassin,who is almost always a company man or astreet samurai. If he has magical defenses,a spell-caster of some sort could be used,and a gang member could mug him on thestreet and then geek him, to lull suspicionsof corporate involvement by making itseem to be an ordinary violent robbery.Likewise, a rigger could turn him into justanother hit-and-run statistic, or run himoff the road (and over a cliff). This cate-gory also includes sabotage, to destroy aformula or prototype that cannot bestolen.

CombatThis can be a termination on an heroic

scale; to wipe out a rival gang, destroy arival corp�s installation, or rub out a localtribe. Raids on heavily-guarded places, forwhatever reason, also count, causing thiscategory to overlap with some of the othermissions. All fighter-types are used in this,as are all spell-casters who have spells thatwork in battle. Riggers can handle panzersand gunships, and possibly other combatvehicles as well. Gang members in the city,or tribesmen in the country, also can beused as local combat experts or cannonfodder. Large-scale warfare, however,doesn�t occur too often in this game.

Putting it all togetherThis section consists of a series of adven-

ture examples, with suggestions on how toget various archetypes involved in them.

Adventure #1: Aztechnology and MTCare competing for government contracts

DRAGON 25

Page 28: Dragon Magazine #203 - Annarchive

from the UCAS and CAS for a new super-powered jet engine. If one side�s air forcegets it, the other has to have it as well.Aztechnology is slightly ahead of its rival,so Mr. Johnson of MTC is in the marketfor shadowrunners. Their mission, shouldthey chose to accept it (turning downmissions doesn�t earn you much yen,chummer), consists of what military mencall a reconnaissance in force. Plainly put,they must find the lab where the researchis taking place, raid it, and snatch theplans or the top scientists working on it.Failing the last part, they are to wreakwhatever havoc is necessary to at least besure that Aztechnology doesn�t completetheir project, either.

The party in this case starts with a deck-er, who hits the Matrix to find out wherethe project is and who is working on it, aswell as little details like how good thesecurity is. One decker is enough to startwith, but hiring another may be necessaryif the first gets iced for his trouble. For theactual hit, a collection of street samuraiand mercenaries, human and otherwise, isassembled, with riggers driving trucks andBanshee panzers for transportation andsupport. If possible, a street mage or sha-man with combat spells will be broughtalong for additional support, with oneskilled in healing magic (a Snake-totemstreet shaman) for taking care of anyinjuries incurred.

Adventure #2: This is a more delicateoperation: corporate extraction. A rivalcompany�s scientist has just made somestunning breakthroughs, and Mr. Johnson(him again?) wants him, so a kidnapping isin order. Needless to say, Mr. Johnsonwants him alive, so this little operation hasto be planned very carefully.

Now it�s time for some good old-fashioned detective work. A detective ishired, she sneaks around the scientist andhis ring of security guards, and lists wherehe likes to hang out in his off hours. Inthis instance, let�s assume he likes modernrock, and chooses his hangouts accord-ingly. The party uses corp money to rent afly-trap place and turn it into a hot newnightclub. A rocker archetype is hired toplay the siren, and the word gets aroundabout that hot new singer, Lori Lei.

When the prospective target shows upto listen, the rest of the team is waiting inambush. The actual snatch is made by anumber of gang members (who blendright in with the other patrons), ex-company men, and street samurai. Be-cause the prize is a human being whomust be kept alive at all costs, there willbe a street mage or shaman with healingpowers along, just in case the scientist getscaught in the crossfire. Needless to say,the scientist gets precedence over anywounded shadowrunners, and rightly so.If Mr. Johnson discovers that the prize isdead because you hogged all the medicaltreatment, not even the strongest healingmagic will be able to save your PCs.

Adventure #3: This is a nice, simple

26 MARCH 1994

mission: security-guard work at a corpo-rate facility. All the shadowrunners haveto do is defend their employer�s propertyagainst all comers, no matter how numer-ous or heavily armed.

This is the type of scenario where hu-man and ork mercenaries really shine,with street samurai a close second. Whilethese types are being rounded up, a hu-man or elven decker may be goingthrough the corporate records of theiremployer�s chief rivals, to find any indica-tion of preparations for an attack. Asalways, mages or shamans will be hired ifthey can be had, with those using combatspells taking precedence over healers.

Adventure #4: In this one, a mage needsa firedrake bone to turn into a wand thatfocuses fireballs. It�s safari time, boys andgirls! Needless to say, at least one mage isgoing to be along on this one. Shamansalso might be useful, and even a burned-out mage can give useful magical advice.Of course, street samurai and mercenariesare still going to be needed as muscle, anda rigger or two may be necessary to trans-port the party.

Adventure #5: The party must collect alarge quantity of crystals for their corp�swage mages to make charms out of. Thisscenario is similar to Adventure #4, butdiffers in several ways. First, while a hunt-ing party could disguise its motives untilthey actually see the beast they want(after which it�s a matter of �shoot, loot,and scoot�), one that sets up mining opera-tions will not be able to hide its activitiesfrom the locals, including many Indiantribes who don�t want to see Mother Earthravaged any further. Thus, besides takingon the local wildlife, the party has to dealwith the Indians or whoever owns theland in question.

Party composition will vary. Thebloodier-minded guys will simply hiremore mercenaries and street samurai,along with any mages and shamans withcombat spells that they can find. Similarly,more riggers may be needed, to drivecombat machines such as the Bansheepanzer as well as trucks. For role-players,more diplomatic types may be found.Shamans of nature or regular tribesmenmay serve as ambassadors to smooth anyruffled feathers. Rockers might give freeconcerts in exchange for a limited use oftribal lands, and shamans and mages whohave healing spells can make themselvesquite useful, indeed. Even the combattypes could be useful in diplomacy, if theyagree to make the area safer by killing offthe nastier Awakened creatures infestingit.

Player flexibilityIn many role-playing campaigns, no

matter what genre is used, more experi-enced players often play more than onecharacter at a time. Given the varied na-ture of SHADOWRUN adventures, this sortof thing is almost mandatory if the playerswant to avoid getting stuck in the rut of

running the same sort of adventure overand over again. PCs who are not deckersobviously will not be able to share theadventures those characters have in theMatrix, and decker PCs generally do poor-ly in wilderness adventures far from com-puter terminals. In a world filled withaction and adventure, the PCs nevershould be able to predict just what sort ofadventure they will be going on next.

Given the sort of flexibility the playersneed to have to be able to play characterswell-suited for going on any type of adven-ture at a moment�s notice, it would seemto be a good idea for each player to designseveral characters of different abilities,such as a decker, a shaman, and a streetsamurai. When an adventure comes up inwhich one character is better suited forthan another (no shaman is going to gobumming around in the Matrix), the players can switch characters, cooperatingwith the GM to come up with a reasonableexplanation for the replacement in gameterms. If several characters are equallysuitable, then the player could use one toreplace the current character if she iswounded and recuperating.

This sort of solution works best if theplayers involved are of sufficient flexibilityto handle a wide variety of charactertypes. Being a decker does not prepareone for a life of dealing with magic, andneither is adequate training on its own forthe life of a shoot-�em-up street samurai ormercenary. If a player who has onlyplayed one sort of character tries this, theresult will be a succession of improperlyplayed characters. Fortunately, theSHADOWRUN game, with its mixture offantasy and cyberpunk elements, appealsto older and more experienced gamerswho possess this flexibility.

It is obvious that, in the SHADOWRUNgame, the types of characters required foreach adventure vary widely, due to thechanging natures of the jobs at hand. Theparty that kidnaps a scientist in an extrac-tion adventure may spend the next adven-ture as security guards who must makesure the extracted person�s former em-ployers don�t launch a re-extraction raid totake him back (or to kill him). To a lesserdegree, this variation is true of all RPGs,but the speed of travel in modern andfuturistic games makes this tendency morepronounced. If you are comfortable withplaying two or more archetypes, particu-larly if you are skilled enough to handlemore than one character at a time, youshould have a fine time playing theSHADOWRUN game, which is, after all,the whole point.

* indicates a product produced by a company otherthan TSR, Inc. Most product names are trademarksowned by the companies producing those products.The use of the name of any product without mentionof its trademark status should not be construed as achallenge to such status.

Page 29: Dragon Magazine #203 - Annarchive
Page 30: Dragon Magazine #203 - Annarchive
Page 31: Dragon Magazine #203 - Annarchive

This column is a service to our readersworldwide. Anyone may place a free listingfor a game convention here, but the follow-ing guidelines must be observed.

Convention Calendar Policies

The information given in the listing mustinclude the following, in this order:

In order to ensure that all conventionlistings contain accurate and timely infor-mation, all material should be either typeddouble-spaced or printed legibly on stand-ard manuscript paper. The contents ofeach listing must be short and succinct.

1. Convention title and dates held;2. Site and location;3. Guests of honor (if applicable);4. Special events offered;5. Registration fees or attendance re-

6. Address(es) and telephone number(s)where additional information and confirma-tion can be obtained.

Convention flyers, newsletters, and othermass-mailed announcements will not beconsidered for use in this column; weprefer to see a cover letter with the an-nouncement as well. No call-in listings areaccepted. Unless stated otherwise, alldollar values given for U.S. and Canadianconventions are in U.S. currency.

Copy deadlines are the last Monday ofeach month, two months prior to the on-sale date of an issue. Thus, the copy dead-line for the December issue is the lastMonday of October. Announcements forNorth American and Pacific conventionsmust be mailed to: Convention Calendar,DRAGON® Magazine, P.O. Box 111, LakeGeneva WI 53147, U.S.A. Announcementsfor Europe must be posted an additionalmonth before the deadline to: ConventionCalendar, DRAGON® Magazine, TSRLimited, 120 Church End, Cherry Hinton,Cambridge CB1 3LB, United Kingdom.

WARNING: We are not responsible forincorrect information sent to us by conven-tion staff members. Please check yourconvention listing carefully! Our widecirculation ensures that over a quarter of amillion readers worldwide see each issue.Accurate information is your responsibility.

If a convention listing must be changedbecause the convention has been can-celled, the dates have changed, or incor-rect information has been printed, pleasecontact us immediately. Most questions orchanges should be directed to the maga-zine editors at TSR, Inc., (414) 248-3625(U.S.A.). Questions or changes concerningEuropean conventions should be directedto TSR Limited, (0223) 212517 (U.K.).

indicates an Australian convention. indicates a Canadian convention.

indicates a European convention.

quirements; and,

* Indicates a product produced by a company other than TSR,Inc. Most product names are trademarks owned by thecompanies publishing those products. The use of the name ofany product wlthout mention of its trademark status should notbe construed as a challenge to such status.

Important: DRAGON® Magazine no long-er publishes phone numbers for conven-tions. Publishing incorrect numbers isalways possible and is a nuisance to both thecaller and those receiving the misdirectedcall. Be certain that any address given iscomplete and correct.

To ensure that your convention listingmakes it into our files, enclose a self-addressed stamped postcard with your firstconvention notice; we will return the card toshow that your notice was received. You alsomight send a second notice one week aftermailing the first. Mail your listing as early aspossible, and always keep us informed ofany changes. Please avoid sending conven-tion notices by fax, as this method has notproved to be reliable.

CONCENTRIC �94, March 11-13 ILThis convention will be held at the Ramada

Inn O�Hare in Rosemont, Ill. Guest of honor isRobin Wood. Events include role-playing, board,and miniatures games. Other activities includean art show and auction, a game auction, and adealers� room with demos. Registration: $15 atthe door. Write to: CONCENTRIC, 114 Euclid,P.O. Box 287, Park Ridge IL 60068.

hotel in Burlington, VT Events include role-playing, board, and miniatures games. Registra-tion: $18 preregistered; $25 at the door. Writeto: N.E. WARS II, 152 Church St., Burlington VT05401.

NORTHEAST WARS II, March 11-13 V TThis convention will be held at the Radisson

OWLCON XV, March 11-13 TXThis convention will be held on the campus of

Rice University in Houston, Tex. Events includerole-playing, board, and miniatures games.Other activities include anime and open gaming.Registration: $15/weekend at the door; single-day rates vary. Make checks payable to WARPWrite to: WARP, OWLCON XV P.O. Box 1892,Houston TX 77251-1892.

POINT CON I, March 12-13 W IThis convention will be held at the University

Center on the University of Wisconsin-StevensPoint campus in Stevens Point, Wis. Eventsinclude role-playing, board, and miniaturesgames. Other activities include a games swapand seminars. Send an SASE to: GASP, Box 41,University Activities Office, University CenterUWSP Stevens Point WI 54481.

PRINCECON XIX, March 11-13 NJThis convention will be held at Whig Hall on

the campus of Princeton University in Prince-ton, N.J. Events include role-playing, board, and

miniatures games. Registration: $15. Write to:Matt Zinno, 432 Pyne Hall, Princeton NJ 08544.Make checks payable to Simulation GamesUnion.

SOUTH MOUNTAIN �94, March 12-13 PAThis convention will be held at the University

Center of Lehigh University in Bethlehem, Pa.Events include role-playing, board, and minia-tures games. Registration: $10/weekend or$7/day preregistered; $13/weekend or $10/dayat the door. Write to: Bernard Lee, P.O. Box0230, Lehigh Univ., Bethlehem PA 18015.

University in Potsdam, N.Y. Events include role-playing, board, and miniatures games. Registra-tion: $5/day or $10/weekend. Write to: WilliamSanders, Clarkson Univ., Box 6987, Potsdam NY13699; or E-mail to: [email protected].

CHAOTICON �94, March 18-20 NYThis convention will be held at Clarkson

BOGGLECON 2, March 19 PAThis convention will be held at the Easton Inn

in Easton, Pa. Events include role-playing, board,and miniatures games. Other activities includecard games, dealers, a painted-miniatures contest,demos, and RPGATM Network events. Registration:$10 plus game tickets. Send a long SASE to:Michael Griffith, 118 S. Broadway, Wind Gap PA18091.

DAY OF CON-FLICT, March 19 WIThis convention will be held at the Bucyrus

Erie Club in South Milwaukee. Events includerole-playing, board, and miniatures games.Other activities include a dealers� area and asilent auction. Registration: $3 at the door. Writeto: DAY OF CON-FLICT, 1250 N. 68th St. #206,Wauwatosa WI 53213-2896.

the campus of Michigan Tech in Houghton,Mich. Guest of honor is Jody Lynn Nye. Eventsinclude role-playing, board, and miniaturesgames. Other activities include panels, demos,costumes, and anime. Registration: $4 ($3 with avalid student ID). Write to: NANOCON V, c/oJames Leithead, 65 Isle Royale #11, HoughtonMI 49931.

NANOCON V, March 19 MIThis convention will be held at Fisher Hall on

Union Bldg., on the campus of Lock HavenUniversity in Lock Haven, Pa. Events includerole-playing, board, and miniatures games.Other activities include magical-item and mon-ster design contests and battle chess. Registra-tion: $15/weekend; single-day rates vary. Sendan SASE: RUCON IV, c/o Role-playing Under-ground, Parsons Union Bldg., Lock Haven Univ.,Lock Haven PA 17745.

RUCON IV, March 19-20 PAThis convention will be held at the Parsons

MAGNUM OPUS CON IX, March 24-27 SCThis convention will be held at the Hyatt

DRAGON 29

Page 32: Dragon Magazine #203 - Annarchive

Regency in Greenville, S.C. Guests includeTimothy Zahn, Bruce Campbell, and RaymondMoody, Jr. Events include role-playing, board,and miniatures games. Other activities includepanels, workshops, anime, a costume contest,and open gaming. Send an SASE with $.52postage to: MOC-9, P.O. Box 6585, Athens GA30604. Please include your age.

SIMCON XVI, March 24-27 NYThis convention will be held at the University

of Rochester�s River campus in Rochester, N.Y.Events include role-playing, board, and minia-tures games. Other activities include a dealers�room. Registration: $8 for students; $10 for thepublic. Write to: SIMCON XVI, c/o URSGA, CPUBox 27726, River Station, Rochester NY 14627.

ATOMICON �94, March 25-27 IDThis convention will be held at the Idaho Falls

Recreation Center in Idaho Falls, Idaho. Eventsinclude role-playing, board, and miniaturesgames. Registration: $17. Single-day rates will beavailable. Write to: Randy Pacetti, 2635 LagunaDr., Idaho Falls ID 83404.

COASTCON XVII, March 25-27 MSThis convention will be held at the Miss. Gulf

Coast Coliseum/Convention Center in Biloxi,Miss. Guests include Spider & Jeanne Robinson,George Alec Effinger, and Larry Elmore. Eventsinclude role-playing, board, and miniaturesgames. Other activities include movies, videos,an art show and auction, a costume contest, anda charity auction. Registration: $25. Write to:COASTCON, P.O. Box 1423, Biloxi MS 39533.

CONNCON �94, March 25-27 CTThis convention will be held at the Danbury

Hilton & Towers in Danbury, Conn. Guestsinclude Jean Rabe and Sam Lewis. Events in-clude role-playing, board, and miniaturesgames. Other activities include RPGA� Networkevents. Write to: CONNCON, P.O. Box 444,Sherman CT 06812.

MID-SOUTH CON 13, March 25-27 TNThis SF convention will be held at the Best

Western Airport hotel in Memphis, Tenn. Guestsinclude Barbara Hambly, Larry Elmore, andRobin Curtis. Registration: $30. Write to: MID-SOUTH CON, P.O. Box 22749, Memphis TN38122.

SOUTHERN MAINE CON �94March 25-27 ME

This convention will be held at the Universityof Southern Maine�s Portland Campus Center.Events include role-playing, board, and minia-tures games. Other activities include dealers.Registration rates vary. Write to: Table TopGamers, c/o Richard Davis, Powers House, Univ.of Southern Maine, 96 Falmouth St., PortlandME 04103.

SF3SIG �94, March 26-27 ILThis convention will be held at the Rockford

College in Rockford, Ill. Events include role-playing, board, and miniatures games. Registra-tion: $3/weekend or $2/day. Write to: SF3SIG,College Box 237, Rockford College, 5050 E. StateSt., Rockford IL 61108.

LITTLE WARS* �94, March 31-April 2 ILThis convention will be held at the Ramada

Inn O�Hare in Rosemont, Ill. Events include role-playing, board, and miniatures games. Registra-tion: $12/weekend or $8/day plus event fees.Write to: Jeffery Hammerlund, 107 W. ChicagoSt., Algonquin IL 60102.

30 MARCH 1994

GRYPHCON �94, April 9-10This convention will be held at the University

of Guelph in Guelph, Ontario. Events includerole-playing, board, and miniatures games.Other activities include dealers, an auction, andmovies. Registration: $14/weekend or $8/daypreregistered; $16 and $10 at the door. Write to:

UBCON �94, April 8-10 NYThis convention will be held on the North

campus of the State University of New York atBuffalo in Amherst, N.Y. Events include role-playing, board, and miniatures games. Otheractivities include a con suite, an auction, an artshow, and anime. Registration: $9/weekend or$6/day preregistered; $10/weekend or $7/day onsite. Write to: UB SARPA, 363 Student Union,SUNY-Buffalo, Buffalo NY 14260.

PENTECON VI, April 8-10 NYThis convention will be held on the campus of

Cornell university in Ithaca, N.Y. Events includerole-playing, board, and miniatures games.Registration: $5. Write to: Convention Coordina-tors, c/o CSSS, Room #B29 White Hall, CornellUniv., Ithaca NY 14853; or e-mail: [email protected].

MADICON 3, April 8-10 VAThis convention will be held at Taylor Hall on

the campus of James Madison University inHarrisonburg, Va. Guest of honor is SharynMcCrumb. Events include role-playing, board,and miniatures games. Other activities includemovies, dealers, and RPGA� Network events.Registration: $10 ($9 for students). Write to:MADICON 3, c/o SFFG, JMU Box 7202, Harrison-burg PA 22807; or e-mail: [email protected].

ONEONTACON �94, April 8-10 NYThis convention will be held at the Hunt

Union on the SUNY campus in Oneonta, N.Y.Events include role-playing, board, and minia-tures games. Other activities include dealers,videos, door prizes, and a special speaker.Registration: $9 preregistered; $12 at the door.Discounts for students, GMs, and clubs areavailable. Send an SASE to: ONEONTACON �94,c/o Student Assoc., SUNY-Oneonta, Oneonta NY13820; or E-mail to: [email protected].

CLARE-VOYANCE '94, April 8-10 CAThis convention will be held on the campuses

of Claremont Colleges in Claremont, Calif.Events include role-playing, board, and minia-tures games. Other activities include an artshow. GMs are welcome. Registration: $5, plus a$2 fee per game. Write to: Games Central,Storyhouse Claremont McKenna College, Clare-mont CA 91711.

RUNES �94, April 2 TXThis convention will be held at the Holiday

Inn-North in Ft. Worth, Tex. Events include role-playing, board, and miniatures games. Registra-tion: $6. Write to: Gargoyle Games, P.O. Box100073, Ft. Worth TX 76185.

University High School in Melbourne, Victoria.Events include role-playing, board, and minia-tures games. Other activities include seminars,demos, open gaming, dealers, videos, and fund-raising for charity. Registration: $20 (Australian)plus a small competition fee. Write to: CON-QUEST �94, P.O. Box 312, Knoxfield, M.D.A.Victoria, AUSTRALIA, 3180.

CONQUEST �94, April 1-4This convention will be held at Melbourne

GRYPHCON, c/o University Centre Administra-tion, Room #266, University Centre, Univ. ofGuelph, Guelph, Ontario, CANADA N1G 2W1.

CON-TROLL �94, April 15- 17 TXThis SF&F convention will be held at the

Clarion Inn in Houston, Tex. Guests includeMargaret Weis, Alan Gutierrez, and RobertNeagle. Events include role-playing, board, andminiatures games. Other activities includedealers, panels, demos, gaming, and filking.Write to: CON-TROLL Conventions, P.O. Box740969-1025, Houston TX 77274.

I-CON XIII, April 15-17 NYThis multimedia convention will be held on

the campus of the State University of New Yorkat Stony Brook, N.Y. Guests include HarlanEllison, Gregory Benford, Peter David, andJulius Schwartz. Events include role-playing,board, and miniatures games. Other activitiesinclude panels, dealers, Japanimation, andgaming. Registration rates vary. Write to: I-CONXIII, P.O. Box 550, Stony Brook NY 11790-0550.

TECHNICON 11, April 15-17 VAThis SF&F convention will be held at the

Brown Center for Continuing Education inBlacksburg, Va. Guests include Ellen Guon, HollyLisle, and Tom Monaghan. Events include role-playing, board, and miniatures games. Otheractivities include an art show and auction,panels, filking, videos, anime, computer games,and dealers. Registration: $24; $20 for students.Student discounts are available. Write to: TECH-NICON 11, c/o VTSFFC, P.O. Box 256, Blacksburg

AMERICON '94 April 16-17 NJ

This Convention will be held at the ClaytonAmerican Legion Hall on the Clayton/Franklinvilleborder in New Jersey Events include role-playing,board, and miniatures games. Other activitiesinclude an art show, an auction, and open gaming.Registration: $11/day preregistered; 12/day at thedoor. Game fees average $2. Dealers and GMs arewelcome. Write to: AMERICON, c/o Carl Thunder,P.O. Box 125, Mullica Hill NJ 08012.

HAVOC X, April 16-17 MAThis convention is also the Northeast BATTLE-

TECH* Regional Tournament. It will be held atthe Sheraton Tara hotel in Framingham Mass.Events include role-playing, board, and minia-tures games. Other activities include individualand team BATTLETECH* competitions. Write to:Brian Reddington-Wilde, 46 Highland St., Read-ing MA 01867.

AMIGOCON 9, April 22-24 TXThis convention will be held at the Quality

Inn-Airport in El Paso, Tex. Guests include RogerZelazny and Dell Harris, Events include role-playing, board, and miniatures games. Registra-tion: $.15 before April 15; $18 at the door. Writeto: AMIGOCON, P.O. Box 3177, El Paso TX79923.

GAME FAIRE �94, April 22-24 WAThis convention will be held at the Student

Union Building of Spokane Falls CommunityCollege in Spokane, Wa. Events include role-playing, board, and miniatures games. Otheractivities include anime. Registration: $18 beforeApril 11; $20 on site. Write to: Merlyn�s, North 1Browne, Spokane WA 99201.

NAME THAT CON 7, April 22-24 MOThis SF&F convention will be held at the

Airport Hilton in St. Louis, MO. Guests include

Page 33: Dragon Magazine #203 - Annarchive
Page 34: Dragon Magazine #203 - Annarchive

KETTERING GAME CON X, April 23-24 OHThis convention will be held at the Lathrem

Senior Center in Kettering, Ohio. Events includerole-playing, board, and miniatures games.Other activities include RPGA� Network events,computer games, and a game auction. Registra-tion: $2/day. Write to: Bob Von Gruenigen, 804Willowdale Ave., Kettering OH 45429.

MAYOCON �94, April 23-24 MNThis convention will be held at the Kahler

hotel in Rochester, Minn. Events include role-playing, board, and miniatures games. Otheractivities include computer and video games.Write to: RMGC, 4211 Countrywood Dr. SE,Rochester MN 55904.

MAGIC CARPET CON IIApril 29-May 1 GA

This convention will be held at the HolidayInn in Dalton, Ga. Guests include C. J. Cherryhand P.M. Griffin. Events include role-playing,-board, and miniatures games. Send SASE to:MAGIC CARPET CON, PO. Box 678, Rocky FaceGA 30740.

WIZARD�S CHALLENGE XIIApril 29-May 1

This convention will be held at the DeltaRegina in Regina, Saskatchewan. Events includerole-playing, board, and miniatures games.Guests include Skip �Sage Advice� Williams andSam Chupp. Registration: $15 (Canadian). Writeto: Ken McGovern, Wizards Challenge, 2101Broad St., Regina SK CANADA S4P 1Y6.

SPRING OFFENSIVE IV, May 5-7 ILThis convention will be held at Illinois Central

College in East Peoria, Ill. Events include role-playing, board, and miniatures games. Registra-tion: $5/weekend or $3/day, plus game fees.Write to: Dave Kinsinger, The Game Room, 116Walnut, Washington IL 61571-2646.

MARCON 29, May 13-15 OHThis convention will be held at the Hyatt

Regency in Columbus, Ohio. Events include role-playing, board, and miniatures games. Guestsinclude Philip Jose Farmer, Barbara Hambly,Boris Vallejo, and Forrest J. Ackerman. Registra-tion: $26 before April 1; $30 on site. Write to:MARCON 29, P.O. Box 211101, Columbus OH43321.

OASIS 7, May 13-15 FLThis convention will be held at the Orlando

North Hilton in Altamonte Springs, Fla. Eventsinclude role-playing, board, and miniaturesgames, plus dealers, an auction, videos, andpanels. Guest of honor is Raymond E. Feist.

POINTCON XVH, April 22-24 PAThis historical, SF, and gaming convention will

be held at the U. S. Military Academy in WestPoint, N.Y. Events include role-playing, board,and miniatures games. Other activities includeRPGA� Network events, dealers, computergames, and an auction. Registration: $10 prere-gistered; $12 at the door. Write to: USMA Wargames Committee, ATTN: POINTCON, P.O. Box3429, West Point NY 10997.

Alan Steele, Aviva, and Mickey Zucker Reichert.Events include role-playing, board, and minia-tures games. Other activities include panels,videos, an art show, and dealers. Registration:$18 before March 31; $21 thereafter. Single-dayrates will be available at the door. Write to:NAME THAT CON, P.O. Box 575, St. Charles MO63302.

GAMESCAUCUS II, May 27-30 CAThis convention will be held at the Airport

Hilton in Oakland, Calif. Events include role-playing, board, and miniatures games. Otheractivities include dealers, two painting contests,and movies. Registration: $25 before May 1; $30on site. Write to: Trigaming Assoc., P.O. Box4867 Walnut Creek CA 94596-0867.

University�s Tory Building in Ottawa, Ontario.Events include role-playing, board, and minia-tures games. Other activities include aminiatures-painting competition and a gameauction. Registration: $25 (Canadian) preregis-tered; $35 on site. Write to: PARADOXICON II,CUSC, c/o Students� Assoc., 1125 Colonel ByDrive, Ottawa, Ontario, CANADA K1S 5B6.

PARADOXICON II, May 21-23This convention will be held at Carleton

MADISON GAMES CON �94, May 14-16 W IThis convention will be held at the Edgewood

High School in Madison, Wis. Events includerole-playing, board, and miniatures games.Other activities include a game auction. Judgesand dealers are welcome. Write to: PegasusGames, 6640 Odana Rd., Madison WI 53719.

MIGSCON XV, May 27-30This historical gaming convention will be held

at the Holiday Inn in Hamilton, Ontario. Eventsinclude board and miniatures games. Otheractivities include dealers. Write to: MIGSCONXV P.O. Box 37013, Barton Postal Outlet, Hamil-ton, Ontario, CANADA LSL 8E9.

NASHCON �94, May 27-29 TNThis convention will be held at the Days Inn-

Airport in Nashville, Tenn. Events include role-playing, board, and miniatures games. Otheractivities include guests, dealers, and a gameauction. Registration: $18 ($15 for HMGS andNASAMW members). Write to: NASHCON �94,c/o Games Extraordinaire, 2713 Lebanon Pike,Nashville TN 37214.

3-RIVERS GAMEFEST �94, May 27-30 PAThis convention will be held at the Airport

Marriott in Pittsburgh, Penn. Events includerole-playing, board, and miniatures games.Registration: $18. Daily and visitor passes areavailable. Write to: Andon Unltd., 3-RiversGamefest �94, P.O. Box 3100, Kent OH 44240.

Write to: OASFIS, P.O. Box 940992, Maitland FL32794-0902.

Want the latest news?Here it comes!

Wondering what games and supple-ments TSR is about to release next?Turn to this issue’s “TSR Previews”and find out!

Page 35: Dragon Magazine #203 - Annarchive
Page 36: Dragon Magazine #203 - Annarchive

The Blue Books of Othyisar Du�Morde

by Leonard A. Schmidt

The covers of all three books are blankand rough, like sandpaper to the touch,and in some places the behir scales havestarted to come off, due to the greatamount of handling of the books. Eachbook contains fifty pages of smooth, thickvellum, written in the long, thin handwrit-ing of their creator.

History: This trio of tomes belonged tothe Arch-Mage Othyisar Du�Morde, a

Appearance: These three volumes aresomewhat smallish, traveling spell books.Dark-blue in hue, they are each 1� high by9� wide and 3/4� in thickness. The coversand backs are stained behir hide stretchedover thick steel frames. Inscribed into thespine of each book is the symbol of themage, Othyisar, a small, plain circle ofbluish-white shot through the middle witha single, forked stroke of electric-bluelightning.

34 MARCH 1994

Page 37: Dragon Magazine #203 - Annarchive

human evoker from the mountain rangesnortheast of Calimshan (in theFORGOTTEN REALMS® setting) who haslived well beyond his years. Specializing inspells that generate or harness electricalenergy as their basic vehicle, Othyisar longago exhausted his studies here on thePrime Material plane. Releasing his fol-lowers and apprentices from service, thewizard left his smallish keep among thestorm-fraught peaks and sought travel onother planes.

It is rumored that, for a time, the wizardsettled in one of the mysterious Towers ona peninsula of the quasi-elemental plane ofLightning, observing the creatures andwonders there. No contact was ever at-tempted, and there was no word from themage until six winters ago when, aftermore than a decade of absence, Othyisarresurfaced, eager to begin sorting out thevarious notes and experimental results hehad brought back with him.

After settling a minor dispute with agroup of stone giants who had taken upresidence in the wizards deserted home(and hiring a few dozen dwarves to repairthe damage done during the �negotiation�),the Blue Mage began traveling about theRealms. Accounts of his travels vary, but itis known that he sought out such distantand varied places as the Great Rift inShaar, the jungles of Chult, and even theuttermost reaches of the frozen wastesbeyond Ten Towns. Some say he was visit-ing old acquaintances, others that he wastrying to reclaim various objects sold bythe clan of stone giants, and a few main-tained that he was seeking out materialsand components with which either tocreate new spells or construct some magi-cal device.

Whatever the reasons, Othyisar isknown to have lost three of his travelingspell books during these journeys. Thesebooks contained many of the mage�s mostfrequently used spells, as well as severalunique spells that he either created orfound during his journeys among theInner Planes.

The first was stolen by a rival evokerwhile Othyisar was passing throughWaterdeep; the man later turned up deadin his own house, the apparent victim of apoisonous knife wound. The book wasnowhere to be found however, havinglong since been copied and sold. The loca-tion of the volume today is unknown.

The second book was lost on a sojourninto the vast wastelands of Anaurochduring a pitched battle with a blue dragon.The wizard managed to escape with hislife, but the dragon held the book withinher lair until she was slain some yearslater by a group of shadowy warriorscalling themselves �The Silent Ones�. Hav-ing passed through many hands sincethen, the original volume is said to nowrest with a reclusive elementalist in west-ern Sembia, among the Thunder Peaks.

The last and most powerful book was leftbehind while making a hasty retreat from a

cavern deep within the Thaymount. Caughtby a pair of Red Wizards while �procuring�an object of unknown composition andvalue, Du�Morde was forced to flee thecavern, but not without the device he soughtand only after collapsing a goodly portion ofthe ceiling upon his pursuers. Almost cer-tainly recovered from the cave-in, this bookis thought to be in the keeping of the Zulkirof Evocation.

It has been several years since the lossesof these books, and many sages and wiz-ards have had the opportunity to perusethe spells contained therein, including thevenerable Elminster, who is thought tohave seen at least copies (if not the origi-nals) of all three. The first book containsthe spells alarm, hold portal, normal aura(a new spell described below), read magic,shocking grasp, charge (described below),knock, lightning strike (described below),strength, lightning bolt, and staffspell(described below). The second of the so-called Blue Books contains the spells dig,minor globe of invulnerability, lightningshield (described below), Bigby’s interpos-ing hand, passwall, transmute rock tomud, chain lightning, move earth, andstatic field (described below). It is rumoredthat the last book contains the more po-tent spells of electric bow (described be-low), vanish, mind blank, storm (describedbelow), and time stop, though this is notcertain as only a few have ever seen it.

The first book is not magicked or pro-tected in any way. The second has a spe-cial form of charge spell on it (known onlyto Othyisar) that renews itself once everyday, so that the first person touching thebook on any given day will be shocked for42 points of electrical damage (save forhalf damage.) The third book isdweomered with an avoidance spell, andwritten with magical ink such that thewords temporarily disappear if the book isbrought within an anti-magic shell orsimilar magic. It is not known whether thepresent holder of this tome has managedto dispel the avoidance without damagingthe book itself.

The spells created or found by OthyisarDu�Morde are described as follows:

Normal aura (Illusion/Phantasm)Level: 1 Components: V,SRange: Touch CT: 1 roundDuration: 1 day/lvl. Save: SpecialArea of Effect: Special

By means of this spell any item of 5 g.p.weight per level of the caster can be givena nonmagical aura, so as to hide any magi-cal nature of the item from prying eyes(and detect magic spells). If the objectbearing the normal aura is actually heldby any creature detecting for magic, he isallowed a saving throw vs. spells to per-ceive the item�s true aura. Otherwise, theobject appears to be normal to any detec-tion magic. Any wizard specializing inillusionary magic who uses either a detectmagic or detect illusion on the object will

gain a saving throw with a +4 bonus if heis holding the item. Any magical item withan intelligence or alignment cannot beaffected by means of this spell.

Lightning strike (Evocation)Level: 2 Components: V,S,MRange: 10 yds. CT:2+ 1 yd./lvl.Duration: Instant. Save: 1/2Area of Effect: 1 or 2 creatures

This spell causes a small bolt of lightning1� -wide to shoot forth from the caster�soutstretched fingertip, striking the indi-cated target for ld6 points of damage forevery two levels of the caster (2d6 at 3rd,3d6 at 5th, etc., to a maximum of 5d6 at9th level), with the target creature receiv-ing a save for one-half damage. The boltmay be forked as a normal lightning bolt,striking two targets who are within 10' ofeach other for the full effect. The light-ning strike is not powerful enough tocause structural damage to any building orwooden craft, as a lightning bolt does. Thespell is otherwise the same as the thirdlevel spell lightning bolt (q.v.) except thatthe strike will not rebound off solid mate-rials such as stone walls.

Charge (Conjuration, Abjuration)Level: 2 Components: V,SRange: 0 CT: 4 roundsDuration: Special Save: SpecialArea of Effect: 1 object

The caster of this spell brings forth anelectrical charge from the quasi-elementalplane of Lightning, to be placed onto aninanimate object or item to protect it fromthe touch of any but the caster. If placedon a living being or sentient object, thedweomer fails and the spell is lost, doingno damage to the target or the caster. Thefirst living creature to touch the chargedobject is shocked by an electrical dis-charge for two points of electrical damageper level of the caster. A save for one-halfdamage is allowed. The charge is transfer-red through any conductive material, so itis passed through daggers, tools, etc. Thecharge lasts until triggered by a livingcreature, dispelled, or negated by thecaster. The caster may negate the chargeby touching the object so protected if shedesires, but the spell will not harm thecaster in any event.

Staffspell (Evocation)Level: 3 Components: V,S,MRange: 0 CT: 1 roundDuration: 3 rds./lvl. Save: NoneArea of Effect: Special

This spell creates a stout staff of electric-ity 6� long. The staff does damage as anormal quarterstaff, but for every fivelevels of the caster the staff gains a + 1bonus on attack and damage rolls, for amaximum of + 3 for a 15th level or higherwizard. It also can be used as a light

DRAGON 35

Page 38: Dragon Magazine #203 - Annarchive

source, brightening from a dull glimmer tothe equivalent of a light spell upon mentalcommand by the caster. The staff may beused by the wielder only if he has a weap-on proficiency in the staff, and may not bepassed to others for their use. The staffdoes double damage (2d6) to all water-based creatures. The material componentfor this spell is a small wooden rod 18� inlength, cut by the caster himself from astout oak, and is consumed by the spell.

Lightning shield (Evocation, Alteration)Level: 4 Components: V,S,MRange: 0 CT:4Duration: 2 rds. Save: None+ 1 rd./lvl.Area of Effect: The caster

This spell is identical to the fourth-levelspell fire shield (q.v.), except that it createssparks rather then flames around thecaster�s body, and as noted below:

A.) Sparks are cold, and any lightning-based attacks will be saved at +2 on thedice, with either one-half or no damagetaken. All acid-based attacks are normal,but double damage is sustained. The mate-rial component for this version is a smallrubber ball.

B.) Sparks are hot, and any acid-basedattacks are saved at +2 on the dice, witheither one-half or no damage being taken.All lightning-based attacks are normal, but

double damage is sustained. The materialcomponent is a scale from a black dragonor a small piece of marble.

Type A has black sparks, and type B hasbluish-white sparks. Note that this spell doesnot work in conjunction with a fire shield,and if the caster places both spells uponherself, each cancels the other out in abrilliant flash, negating both magicks andleaving the caster stunned for 1-3 rounds.

Static field (Evocation)Level: 6 Components: V,S,MRange: Touch CT: 1 roundDuration: 1 hour/lvl. Save: SpecialArea of Effect: On object or creature

This spell creates a field of electricityaround any object of the caster�s choosing.The object receives a saving throw of a 20,with a +2 bonus if it is a magical item,plus any magical bonuses it may have. Ifcast on a living creature, a saving throw ismade for the creature at a +2 bonus. Asuccessful save indicates that the targetevaded the static field before it fully en-closed; failure means entrapment. Anyoneattempting to enter or leave the spheremay not, as the field acts as a wall offorce, and anyone touching it takes twopoints of electrical damage per level of thecaster, or one-half damage if a save vs.spells is made. The caster cannot beharmed by the spell, but may not enter

The sphere can be created to a maxi-mum of two feet in diameter, plus sixinches for every two levels of the caster.Therefore a 20th-level wizard could createa static field as large as 12� in diameter,easily large enough to contain a man-sizedor smaller being. Only objects that fitwithin the sphere can be so protected. Ifan attempt is made to enclose somethingthat doesn�t fit within the caster�s maxi-mum size, the spell fails and is lost. Thestatic field is immobile and cannot bemoved, thereby trapping any living crea-tures caught within.

the static field as long as it is intact.

The sphere may be brought down onlyby a disintegrate spell (which has a 25%chance of destroying the enclosed item(s)also), a successful dispel magic by someoneof higher level than the caster, a wish oralter reality spell. A rod of cancellationwill destroy the field (consuming the rodin the process, however), as will a mor-denkainen’s disjunction spell. (Note thatthe disjunction also affects the items with-in the static field.)

The material component is a perfectlyformed glass globe, 2� to 3� in diameter,containing a chip from the tooth of a bluedragon. The globe is broken on the itemor creature to be enclosed by the sphere,not harming the object or creature butshattering the globe and dissolving thetooth. Breaking the globe on a consciouscreature requires a successful attack roll.This spell is affected by permanency.

Electric bow (Evocation)Level: 7 Components: V,S,MRange: 0 CT: 7Duration: Special Save: NoneArea of Effect: Special

When cast, this spell creates a light-blue,glowing bow of +1 value in the caster�shands (or on the ground at his feet, at thecaster�s option.) The bow can take any oneof many forms, depending on the level ofthe caster, as shown on the chart below:

Caster�s level Bow created14th-level light crossbow or short bow15th-level heavy crossbow or composite

short bow16th-level long bow17th-level composite long bow18th-level ballistaThe caster may choose any type of bow

allowable to his level or below. The elec-tric bow created is as a normal bow (rang-es, firing rate, etc.), and it can strike anycreature as a +3 weapon, though its truebonus on attack and damage rolls is only+1. The bow can be used by the caster asif she has proficiency with the weapon inquestion, or by anyone of the caster�schoosing who has proficiency in the weap-on. The spell cannot create bows that givebonuses for exceptional strength. The bowexists until dispelled or it has fired all itsarrows.

The bow automatically loads itself when

36 MARCH 1994

Page 39: Dragon Magazine #203 - Annarchive

drawn or cocked, a missile of lightningappearing in the weapon. The ballistacocks and loads itself upon the verbalcommand �Load," and fires upon the com-mand �Fire,� each action taking one roundfor a fire rate of 1/2. Flight arrows arecreated for short and long bows, and theappropriate quarrel appears for cross-bows. These arrows do damage as normalarrows of the type of bow employed, theweapon bonus of +1, any bonuses theuser may have with a bow, plus an extrapoint of damage for every two levels ofthe caster above 12th ( +1 at 14th, +2 at16th, etc.).

As many missiles may be fired from thebow as the caster has levels. However, ifan arrow or bolt, magical or not, is placedor cocked into the bow, it disappears andthe spell is lost, as only the special lightingarrows of the spell may be shot from thebow. The material component for thisspell is a trio of fine tail feathers hand-picked from a quail, tied together with thebowstring of the bow used to bring thebird down. The bowman who shot thebird must have been at least 8th level atthe time of the kill.

Storm (Alteration)Level: 8 Components: V,S,MRange: 10 miles CT: 1 turnDuration: 1 hr./lvl. Save: SpecialArea of Effect: 2-mile radius

By casting this spell, the mage causes ahorrendous thunderstorm to break in anyvicinity he so chooses. After the casting ofthe spell, it takes one turn for the cloudsto gather, regardless of the current weath-er conditions. Another turn after this thestorm breaks, and rain pounds down withlightning bolts striking all over the area ofeffect at random.

The caster may direct one of these boltsevery five rounds, at the cost of shorten-ing the spells duration by one hour each.The caster may direct only as many light-ning bolts (directed bolts are treated as thethird-level spell,) as he has levels minustwo, so that a 20th-level mage could directa total of eighteen bolts, shortening thespells duration to only two hours (at onebolt every five rounds, it would take aminimum of one and a half hours direct alleighteen lightning bolts.) A bolt may neverbe directed by the mage if doing so wouldnegate the hour of duration in which theattempt is made. For instance, if a 16th-level wizard cast a storm spell and let itrage for fifteen hours without directingany bolts, he could not direct one in thelast hour of the spell as that bolt wouldnegate the hour of the spell that was al-ready taking place. These bolts causedamage as a 6d6 lightning bolt (save forone-half damage,) and strike in a 5� diame-ter column (striking a maximum of fourclosely huddled man-sized creatures.) This

spell is extremely useful in assaultingtowers, castles, and other fortified struc-tures.

The caster must concentrate for theentire duration, and any disturbanceduring this time will negate the storm,causing the rains to cease and the cloudsto disperse in one turn. This spell also maybe cast through a crystal ball. The rains ofthe storm falls at the rate of ½� per hour.The material component of this spell is aused (previously stricken) lightning rod,which the caster hurls at the sky to causethe clouds to gather. The rod will flystraight up into the clouds, where it willbe consumed in a brilliant lightning flash.

The last page of the third book seems tobe a �shopping list� of sorts, two lengthycolumns of items, creatures both in partand whole, rare flora and curious earthenmaterials. More than three-quarters ofthese items have small marks by them,leading anyone looking over the list tothink that it is of materials sought byOthyisar Du�Morde on his journeys. As towhat purpose these materials might holdis anyone�s guess, for there are no notes orother markings of any kind save a shortsentence about picking up �crystal globes�or �glass globes/spheres�. Nothing isknown about this reference or its relationto the listed materials.

DRAGON 37

Page 40: Dragon Magazine #203 - Annarchive

38 MARCH 1994

Page 41: Dragon Magazine #203 - Annarchive
Page 42: Dragon Magazine #203 - Annarchive

40 MARCH 1994

Page 43: Dragon Magazine #203 - Annarchive

In the next 16 pages, we�re giving youa look at the AMAZING ENGINE� gamesystem. What you have here is the Sys-tem Guide-all the rules you need tocreate a character and conduct basicactivities such as combat, movement,and skill checks. Also here is the heartof the AMAZING ENGINE concept� theplayer core, which makes it possible forone basic player character (PC) to ad-venture in a multitude of settings.

To use these rules to their fullest ef-fect, you need to pick up a UniverseBook. Each of these describes a worldin which your PC can operate, rangingfrom a mysterious, magical VictorianEngland to far-future interplanetaryconflict.

The fifth Universe Book, Once andFuture King, has just been released. Inthis fantastic setting, PCs interact withKing Arthur and his Knights of theRound Table in an age of artificial intel-ligence and interdimensional travel.Other Universe Books include: The Ga-lactos Barrier setting, the MAGITECH�game, the For Faerie, Queen, and Coun-try setting, and the BUGHUNTERS�game.

If you're looking for new gaming vis-tas to explore, the AMAZING ENGINEsystem will take you there. Have a goodtrip, and have fun!

Page 44: Dragon Magazine #203 - Annarchive

� The AMAZING ENGINE� Role-Playing System�

Note: If you are already familiar with the basic rules for this game sys-tem, feel free to turn directly to the Universe Book portion of this prod-uct. Any rules modifications specific to this setting are included there.

The AMAZING ENGINE� role-playing system is more than just a sin-gle role-playing game, be it fantasy world or science fiction universe.

ing a wide variety of role-playing settings�anything from consultingdetectives investigating fairy realms to deadly aliens stalking hi-techspace marines-and as much as can be imagined in between.

System Guide andUniverse BooksTo do this, the AMAZING ENGINE system consists of two parts. Thefirst part comprises the basic rules for creating player characters and

which you are reading right now. These rules are found in all AMAZ-ING ENGINE products. This section also details how players and GMscan change settings while transferring benefits player characters havegained from previous play.

The second part of the system comprises the rest of each UniverseBook. Each Universe Book is a complete role-playing game. It is notnecessary to buy every Universe Book to play in the AMAZINGENGINE system. Game masters can run campaigns in just a single uni-verse, choose only science fiction or only fantasy, or play in bothaccording to their personal whims.

universe can be used to help PCs in other universes. Starting in a new

The AMAZING ENGINE system is more than a mere collection ofuniverses. In this system, the advances a player character gains in one

setting does not call for starting over from the beginning; this meansplayers and GMs can experiment with the wide range of universes.

The Player Core andPlayer CharacterThe heart of the AMAZING ENGINE system is the combination ofthe player core and the player character. The player core is the frame-work around which PCs are built. The same player core is used fromuniverse to universe.

The PC is the actual collection of numbers, skills, and other abilitiesused to role-play in a given universe. A player will have a differentcharacter in each universe, but these characters may all be generatedfrom the same core.

When creating player cores, the players must make certain decisionsabout the kind of characters they want. They can choose differentemphases for the four different pools (see next column) that define acharacter: Physique, Intellect, Spirit, and Influence. These choices,made while creating the player core, reflect in all PCs created fromthat core. Each pool offers a pair of choices. Does a player want char-acters that are generally strong and influential, or ones who are intel-lectually superior and athletic? Physical characters can be either

Instead, the AMAZING ENGINE system provides the basics for creat-

having those characters use skills, fight, and move: the System Guide,

not used in every universe. Instead, the player core allows each charac-

Learning. This measures characters� knowledge in areas requiringlong training or study. In some universes, it may represent a degree orperiod of schooling. Learning affects the number and kind of, andchance of success at, skills characters can have.

Fitness. A measure of bodily strength, Fitness reflects the characters�muscles and their ability to use them effectively. Fitness affects theamount of damage characters can cause in hand-to-hand combat, andthe amount of body damage they can take.

Reflexes. This attribute measures characters� reaction speed andhand-eye coordination. It is used for scoring a hit in combat, and(along with Willpower) determines the amount of stamina damagecharacters can take.

50, with 25 being the approximate average score. (Characters gener-cific universe. Beginning characters� attributes have values from 3 toresponding ability pools, and they define a specific character in a spe-As noted, the eight attributes are more precise breakdowns of the cor-

ated from the core later in a campaign may have higher scores.)

ter�s mental power for learning useful skills.Psyche and Willpower. These attributes of Spirit are the sources of the

PC�s mystical potential and strength of will.Charm and Position. These attributes of Influence generate the values

affecting the character�s social interactions.

The Attributes

ability pools. The ability pools� corresponding attributes are:Fitness and Reflexes. These attributes of Physique measure all things

physical about the character.Learning and Intuition. These attributes of Intellect define the charac-

only the attributes are used. Once the first character is generated, abil-ity pools never affect the actions of a PC and attributes never affect

are used. When creating a PC, or playing that PC in a single universe,player character. When creating the player core, only the ability poolslect, Spirit, and Influence. Each pool has two attributes that define theThe player core consists of four different ability pools: Physique, Intel-

The Ability Pools

archetype around which a single player�s characters are all set.learned skills or intuitive understanding. The player core forms theThose who chose Intellect will have smarter characters, either inhave characters who are either faster or stronger than most others.the player�s original choices. Players who emphasized Physique will stillter to be tailored to the needs of each universe�within the limits of

late magic are a common sight. Therefore, the same player character isMAGITECH� game, where wizards needing strong psyches to manipu-BUGHUNTERS� game may be at quite a disadvantage in the

Of course, the same ability is not always the best in every universe. Amuscular but psychically weak character who does quite well in the

tial or strong wills.muscular or quick; spiritual characters can possess great psychic poten-

Page 45: Dragon Magazine #203 - Annarchive

Intuition. This encompasses the characters� ability to remember ran-dom trivia, innate wit, street smarts, comprehension, and worldliness.Intuition is applied to skills picked up through observation and prac-tice, without long periods of study. Like Learning, Intuition affects thenumber and kind of, and chance of success at, skills characters canhave.

Psyche. The universe is filled with more things than can be measuredor imagined by physical science-or at least an AMAZING ENGINE�universe may be. Psyche represents the characters� potential to perceiveand manipulate the spiritual and metaphysical world. In a given uni-verse, this may determine the characters� magical ability, psychic pow-ers, or plain old luck.

Willpower. As a measure of mental fortitude, this ability indicateshow well the characters can endure pain (along with Reflexes, in theform of stamina points), block mental attacks, or resist psychic posses-

Charm. In RPGs, characters must interact. This attribute rates thecharacters� personalities and the way others are disposed toward them.Charm is used to influence reactions of NPCs and can affect the successof some magical and psychic skills.

Position. This attribute provides a rough rank for characters on theladder of social advancement, whatever form the rungs take in a partic-ular universe. Depending on the setting, Position may translate intomilitary rank, fame (or infamy), wealth, title, class, or even occupation.Position is used to deal with officials, finance large purchases, andsecure special resources, and also at special social functions.

Generating the Player Coreand Player CharacterThe process of creating the player core is woven into the steps of creat-ing the first player character. As you create this character, you willhave to make a number of choices for the core that will affect the char-acter. In later steps, numbers rolled for the PC�s attributes will affectthe final results of the player core. Thus, the procedure for creatingyour first PC (and player core) is slightly different from that used whencreating subsequent PCs from the same core.

The first task in creating a character is to decide what kind of char-acter you like. You can do this even before knowing what kind of uni-verse your GM is going to use. Do you prefer strong characters, able andready to fight; charmers who can talk their way out of any situation;intellectuals good at solving problems; or magically-charged wonder-workers? Think about your ideal character.

The next step is to translate your ideal into game form by rankingthe four ability pools of the core from best to worst. Using a sheet ofpaper (or the Player Core Sheet on page 18), write the numeral 1 (best)next to the pool for which you want the best chance for high scores.Then rank the remaining pools (2,3, and 4), remembering that the oneranked lowest will usually have the lowest scores. Later die rolls do notguarantee anything.

In the third step, begin creating your first actual PC by choosing fourof the eight attributes and rolling four 10-sided dice (4d10) for each

sion.

The modified numbers are your PC�s attribute scores.With the PC attributes determined, you can now finish creating the

player core by figuring your ability pools� dice ratings. Do this by addingthe two attribute scores of each pool and dividing by 10. Fractions arerounded up to the next whole number. Write these numbers next to�Dice.� Although this total has no effect on a PC during play, it isneeded for creating other characters in other universes.

Rank 1: 15 pointsRank 2: 10 pointsRank 3: 5 pointsRank 4: 0 points

Now, generate scores for the four remaining attributes by rolling3d10 and adding the results. Note the totals in their appropriate places.

Once the basic numbers have been generated, modify the attributesbased on the rankings you gave the ability pools (1�4). The rankingsdetermine the number of points available to divide between the twoattributes of that pool (15, 10, 5, or 0). You can divide these pointshowever you wish, but no ability pool can have more than 50 totalpoints.

one. Add the four results, and note the total in the space next to theattribute name. (Do this in pencil, since the attributes may be modifiedin a later step.) The attributes chosen need not correspond to the rank-ing of attribute pools done previously. You can choose one, both, or noattributes of any given pool in this step.

Creating Charactersfrom the Player CoreOnce you have created a player core, you are ready to create new char-acters for other AMAZING ENGINE settings. These characters aremade using the player core, and follow different steps from those youused for your first (or �prime�) character.

You build PCs from the core by assigning diceutes. Each ability pool has a dice rating (this was the last step you per-formed in creating your prime character). These dice are divided inwhole numbers between each pool�s attribute pair. In addition to thesedice, all new PCs have 7 �free� dice the players can assign as they seefit. However, unless stated otherwise by the universe-specific rules, noattribute can have more than 5 dice assigned to it. Once all dice havebeen assigned, the appropriate numbers are rolled and totalled, just asbefore.

After the dice are assigned, rolled, and totalled, the next step is thesame as for your prime character from this core. Using the same rank-ings you assigned to your ability pools, use the points each rank gives(15, 10, 5, and 0) to modify your PC�s attributes. As before, no PC canhave an attribute rating higher than 50.

Once the attributes have been modified, the character creationprocess stops. Do not recalculate the dice ratings for the player core.The dice ratings can only be altered by spending experience pointsearned by the PCs created from that core.

to the different attrib-

Page 46: Dragon Magazine #203 - Annarchive

Multiple characters can be created from the same player core. However,you should have only one character from the same core per universe.Multiple characters per core in the same universe would give you anunfair advantage over players with only a single PC per core. You cancreate multiple cores, however, each with its own prime character; use therules for �Generating the Player Core and Player Character.�

A detailed, complete example of creating a player core and a primecharacter is given on pages 14-15.

Life and DeathA crucial part of any role-playing game is the risk of injury and death tothe PCs. Every time a PC tries something dangerous or gets in a fight,she can suffer damage. This damage is measured in points, subtractedfrom a character�s total. In the AMAZING ENGINE� system, thereare two types of damage: stamina and body.

Stamina damage is caused by the host of bruises, grazes, cuts, burns,jolts, and effort spent avoiding serious harm. A character who loses allher stamina points does not die�she falls unconscious. (This mayresult in her death, however.) Unconsciousness comes from the com-bined effects of blood loss, concussion, shock, pain, and just plainexhaustion. If an attack causes 10 points of stamina damage and yourcharacter has only 4 remaining, the excess points are ignored. Yourcharacter falls unconscious. However, all future attacks automaticallycause body damage.

Body damage represents wounds and injuries that seriously threatenthe health of your PC. These include bullet holes, stab wounds, brokenbones, serious burns, bites, and other unpleasantries. When your char-acter loses all her body points, she�s dead.

combat is one of the main activities. Here, your PC will need lots ofstamina and body points. In others, like For Faerie, Queen, and Coun-try, combat is a last resort when all others have failed. Characters insuch a universe have lower stamina and body point totals to discourageplayers� desire to solve every problem with guns.

Just how many stamina and body points your PC has varies from uni-verse to universe. In some, such as that of the BUGHUNTERS� game,

In all universes, however, stamina and body points are calculatedfrom the same attribute scores. Fitness is used to figure body points.Characters with high Fitness scores will always have more body pointsthan those with poor Fitness scores, no matter the universe. Willpowerand Reflexes combined are the base for stamina points, so that thosewith high scores in these attributes will have more stamina points thanthose with low ones.

Injuries and wounds do heal, allowing your PC to regain lost staminaand body points. Because the two types of damage reflect differentcauses, each heals at a different rate. Stamina is regained in two stages;1 point in the first 10-60 minutes (1d6x10), then 1d10 points per eighthours of light activity (2d10 per eight hours of bed rest or sound sleep).Body points heal at the rate of 1 per week. Rest, nursing, and hospital-ization can increase the rate of healing; to what extent depends on theuniverse. After all, the hospitals of a pseudo-Victorian Londonnothing like the sickbay facilities of a 23rd-century starship!

are Again, unless your PC is an alien, you can describe your character�slooks however they please you. He could be tall and willowy, or she

Appearance

For convenience, your character uses the same hand as you do in reallife. Of course, if you�re playing a four-armed g�rax, special rules mayapply.

Handedness

There is nothing in the player core that determines your PC�s gender.In most universes, you can choose it freely. However, in some casesthere may be special restrictions or different choices, particularly whenplaying an alien (nonhuman) PC. The Universe Book describes anysuch rules additions.

Gender

Up to now, nothing has been said of just what your PC is, and from theexamples it�s easy to assume everyone�s human. However, this need notbe the case. In some universes, your may have the opportunity to createcharacters that are members of some other species. Your charactercould be an intelligent being evolved from dinosaurs, belong to analien race from another star, be a combination of human and machine,or (comparatively simply) have fairy blood. The universes of theAMAZING ENGINE system have all of science fiction and fantasy todraw upon, so the possibilities are nearly endless!

Species

Every universe of the AMAZING ENGINE system is different, so asuitable starting character for one may not be right for another. There-fore, a given universe may apply a base adjustment to certain of yourPC�s ability pools. This adjustment increases every affected attribute bythe same amount. (A base adjustment of +30 to the Physique poolmeans you add 30 to the base Fitness score and 30 to the base Reflexesscore.) The adjustment must be made after calculating your PC�s baseattribute scores.

Base Adjustment

In any AMAZING ENGINE universe, your PC is more than the sum ofher attribute scores. There are many other choices to make; however,these depend on the universe in which your character is playing. Whileall the choices are defined for your character in the Universe Book sec-tion of this product, the range of options is explained here in generalterms.

Beyond the Player Core:Fine Tuning

Page 47: Dragon Magazine #203 - Annarchive

could be short and blunt. It is recommended that you create a characterdescription that matches the attribute scores. If your character has amiserable Fitness score, it doesn�t pay to imagine him as strong andmuscular.

Professions and SkillsAt some point in her imaginary life, your PC probably went to school,learned a trade, or at least got an education on the street. In theAMAZING ENGINE� system, what your PC knows is defined by herprofession. No matter the universe, every character has a profession,varied though they are. In a Victorian fantasy setting your PC might bea consulting detective, consul of the Foreign Office, Oxford don, navyensign, or medium. A completely different set of professions exist in aworld of high space opera; space freighter captain, alien spy, smuggler,and psychic are only a few possibilities.

When you create a PC for a campaign, your character must be givena profession from those offered in that particular universe. The Uni-verse Book lists these. Choosing a profession does not determine whatyour PC is currently; it only tells what she was, and therefore what sheknows at the start of the campaign. From this basis, you can make ofyour PC what you want.

Likewise, the exact benefits of a profession can vary from universe touniverse. The Victorian consulting detective might know materialanalysis, chemistry, fisticuffs, craniometry (measurement of people�sskulls), heraldry, and fencing; his counterpart in a world of modernmagic could well possess flying carpet driving, spell analysis, handguns,karate, and empathy.

Skill GroupsNote: Reference this Universe Books skill listing as you read this sec-tion.

Every profession includes a listing of skill groups falling within that pro-fession�s purview. These skill groups form the basis of what a charactercan learn, given her profession. The skills categorized under eachgrouping are all related to that area of study or use, although the skillsthemselves may be quite different. For example, a scholarly charactermay have �Humanities� as a skill group. Checking the information inthe Universe Book, you find the listing for Humanities. Under it areseveral different scholarly areas and skills that all have to do with thehumanities (like Linguistics and Theology), though they are not alwaysrelated to each other.

Certainly not every profession has the same skill groups. Thescholar�s studies in humanities would be ill-suited to the needs of a sol-dier in the 23rd century. Her skill groups would include things likeSidearms and Comm-gear. The skills of the Sidearms group are vastlydifferent from those of the Humanities group.

In addition to organizing skills, the skill groups also show the skills�order and relevant attributes, both important to using skills in play.

Skill Order: In each list, skills are arranged in ever-smaller steps of spe-cialization. Before a skill can be learned, your PC must know all preced-ing steps. For example, look at the following list.

Sidearms (R)

Coherent Beam (R)Laser rifle (R)Particle beam (R)

Projectile (R)Modern (R)Antique (R)

Blunderbuss* (R)Rifled musket*(R)

Assisted (R)Energized (R)Flechette (R)

Xeno-biology (L)Arcturean medicine (L)

General Medicine (L)

Each level of specialization is indicated by indentation, just as in anoutline. Once your PC has learned a skill (Sidearms or General Medi-cine, in the above listings), she has a basic familiarity with everythinggrouped below it, allowing her to attempt any of those specialties.However, your PC�s chance of success decreases when attemptingthings of greater specialization than her training level. The degree ofpenalty depends on what the PC knows and what she�s trying to do.She cannot know the Rifled musket enhancement unless she knowsAntique weapons, which she cannot have until she has taken the Pro-jectile specialization. (She need not know Coherent beam weaponsbefore she can know Projectile; these two are at the same level, andthus are unrelated.) The precise penalty varies from universe to uni-verse. A typical penalty is -10 to the PC�s chance of success per eachlevel of difference. (In the above example, a PC familiar with projectileweapons trying to use a rifled musket does so at a -20 penalty: -10 fornot knowing the Antique specialization, and -10 for not having theRifled musket enhancement.)

For example, under Antique Weapons, Bluderbuss and Rifled musketare enhancements. The basics of loading and firing each are essentiallythe same, and the same goes for any other antique weapon (the largerskill category). The differences are that a character skilled in Blunder-buss is more familiar with the particular quirks of that weapon. Thesame does not apply when comparing Antique Weapons to ModernWeapons, or General Medicine to its specialty Xeno-biology. In these

Enhancements: Some specialized skills do not require your PC to gainnew areas of learning or technique, but only call for the refinement ofexisting knowledge. Your PC doesn�t �learn� anything new; she onlyimproves what she can already do. These specialties are called enhance-ments, and are noted by an asterisk (*) on the skill groups.

Page 48: Dragon Magazine #203 - Annarchive

cases, the skills involve new learning, new techniques, and new factsthat must be mastered in addition to the basic understanding ofSidearms or Medicine.

Knowing an enhancement gives a PC a bonus (typically +10) whenusing that particular skill-but only that skill. A PC who knows theBlunderbuss enhancement and uses that weapon gains a +10 bonus toher skill roll. She does not gain that bonus when using a rifled musket,however, even though both weapons require the Antique Weaponsspecialty.

The bonus for an enhancement does not accumulate across levelsthe way that penalties for lack of a specialty do. For instance, a charac-ter with the Blunderbuss enhancement gains only one bonus whenrolling against the Sidearms skill, despite the fact that there are twolevels between the skills.

Starting Skills: After you have chosen a profession for your characterand noted down the skill groups, you can select skills for your PC. Thenumber of skills your PC can have depends on her Learning and Intu-ition scores.

First, you must choose those skills dictated by your PC�s profession:the things that allow her to operate effectively in whatever career shehas chosen. You can choose any skills from the skill groups named bythat profession. Your PC can have 1 skill for every 10 points of Learn-ing (or fraction thereof, rounded up). Specialized and sub-specializedskills can only be chosen if the preceding skills are also learned.

After you have chosen those profession-based skills, you can pickother skills from any skill group regardless of the PC�s profession. Theseskills represent your PC�s general knowledge, interests, curiosity, andhobbies. Select one skill (from any skill group) for every 15 points ofIntuition your PC has (ignore fractions in this case). Additional skillsgained may be within the PC�s profession or completely outside it. Asbefore, your PC cannot learn specializations or sub-specializationsunless all previous skills are known.

As you select skills, note the names and relevant attributes (noted inparentheses after each skill) on your character sheet.

Skill ChecksAlthough your PC may know how to apply a skill, this is still a longway from using the skill correctly and successfully. As a real person, youmight �know� a foreign language, but could still make an error whentalking to a native speaker. Furthermore, not everyone is equally adept;not every first-year French student speaks first-year French equallywell. The same is true, of course, for your PCs.

Every time your PC attempts to use a skill, you must make a skillcheck to see if the effort succeeds. This entails rolling percentile dice,applying any bonuses or penalties as required, and comparing theresult to one of your PC�s attribute scores. The relevant attributescore is noted in parentheses after the listing in the skill group: Fit-ness, Reflexes, Learning, Intuition, Psyche, Willpower, Charm, andPosition.

If the (modified) die result is less than the PC�s attribute score, the

a skilla gun

consequences.

Unskilled Characters: No matter how well-rounded and prepared yourPC is, there are always times when she is faced with a problem forwhich she is simply not trained. Faced with such a situation, your PCmay have little choice but to try her best.

Whether your PC can even hope to succeed depends on the skillnormally required to perform the task. If this is a Learned skill (onethat uses the Learning attribute for skill checks), the task is impossible.Computer programming, biochemistry, and surgery are all examples ofLearned skills. Without the proper training, your PC simply has no clueabout what needs to be done. For example, she cannot repair a mal-functioning high-energy gas laser. The only thing she�s likely to do,without the proper training, is increase the damage.

Actions based on nonLearning skills can be attempted by even thoselacking the proper training. In this case, the PC has a default chanceequal to half the appropriate attribute score. Even the most basicactions require a skill check (there is no automatic success), and the

At other times, your PC may attempt something more specializedthan she is trained for. In this case, even the simplest task requires askill check (with the penalty for not knowing the specialty applied),since any specialized knowledge is assumed to be beyond your PC�sbasic understanding. Tasks that would require a normal skill checkbecome extremely difficult for those without the proper background,while things difficult for a specialist become nearly impossible.

Your PC can also attempt actions of even greater risk and skill, somuch that a normal skill check is still too easy. She may want to shootan item from a person�s hand, or calculate an obscure scientific formula.Based on the situation, the GM can reduce the chance of success toreflect the difficulty of the action. Guidelines for the modifiers aregiven as appropriate in the Universe Books.

check succeeds, your PC performs the action successfully: hitting thetarget, whatever. If the check fails, the action fails with appropriate

may not hit the target-a skill check is required to find out. If the

check must be made. Characterswithout a skill check, but they

When the result is uncertain,with Firearms skill can handle

can be ignored for simple and familiar tasks.every skill provides a level of basic understanding. Thus, skill checksskill check every time he travels through space. It is assumed thata skill check. A character trained as a spaceship pilot need not make askill-related. For example, driving to the supermarket does not require

A skill check is not required every time your PC does somethingshould not be the same.complicated job. Clearly, your PC�s chance of success in each endeavorformer is a task of basic simplicity, the latter a highly demanding andis just not the same as rebuilding the engine on a sub-orbital jet, Theculty. For your PC with mechanical skill, fixing a stubborn lawnmowerEasy and Difficult Tasks: Skills are applied to tasks of varying diffi-

is no corresponding chance for automatic success.

attempt succeeds. If the (modified) die result is greater than the score,the attempt fails. A skill check always fails on a roll of 95-00, but there

Page 49: Dragon Magazine #203 - Annarchive

attribute scorecialization and

is halveddifficulty,

for the attempt. Thestill apply.

Margin Ratings

otherpenalties, for spe-

In most cases, the actual outcome of a skill check doesn’t change,regardless of how well or poorly the PC did, so you can simply translatethe skill check into story details. Roll well below the success number,and your PC did the task extremely well. Roll high—close to failing—and it was a struggle, but she succeeded. Roll drastically greater thanthe success number, and your PC botched things royally.

For example, your PC, Anya, and her companion, George, are try-ing to jump across a pit, with a villain in hot pursuit. You roll a 17(needing a 54 or less), while George’s player barely rolls below thenecessary number (69 out of 71). Right behind your PCs, the villainattempts the leap. His roll is a 93, well over the 51 needed. In thiscase, the GM might say, “Anya, you clear the pit easily, then benddown and help George, who nearly failed and is clinging to the edgeby his fingertips. The thug chasing you slips just as he starts the leap.There’s a horrid scream as he falls out of sight.” Both player characterssucceeded and there was nothing gained by doing better, while thethug failed and would have fallen in any case. If Anya had not beenthere, George would have simply hoisted himself over the edge tosafety.

At other times, you need to know not only if your PC succeeded orfailed, but to what degree. These are known as critical successes or crit-ical failures. Skills that require them are defined in the Universe Books.In For Faerie, Queen, and Country, Louis the forger is altering a will. Asuccessful skill check results in a will that fools most people, but Louisneeds a critical success to dupe the court’s handwriting expert. In theBUGHUNTERS™ game, Harmon, the demolitions man, is faced witha complicated time bomb. Success obviously defuses the device, butthere is the risk he pulls the wrong wire. This would be a critical failure,causing the bomb to detonate immediately.

Critical successes and failures are defined by margin ratings. Successmargin ratings are noted as S#: S2, S5, etc. Failure margin ratings arenoted as F#: F8, F7, etc.

In such instances, the success or failure margin is found by readingthe 1s digit of the skill check roll. For a critical success, the skill checkmust be successful and the 1s digit must be equal to or less than the suc-cess margin. For a critical failure, the check must be failed and the 1sdigit must be equal to or greater than the failure margin.

For example, Louis has a 45 on his attempt to forge a signature. Theskill notes a success margin of 1 (S1) for a perfect forgery. Louis' playerrolls the skill check, and the result is 40. Louis succeeds! Not only that,but it’s a critical success, since 0 is less than 1 (the success margin rat-ing). If Louis’s player had rolled a 29, the forgery would have been suc-cessful but imperfect. On a roll greater than 45, the forgery would havefailed completely.

Note that, statistically, margin ratings give characters with higherattribute scores a greater chance of amazing successes and a lowerchance of horrible failures at any particular task than characters with

lower attribute scores. In effect, success and failure margins serve asfractions of a character’s skill, so as that skill increases, the marginsbecome automatically more beneficial. Applying them to the 1s digit ofa skill check simply makes it very quick and easy to identify them dur-ing play.

MovementCharacter movement is divided into three speeds: walking, running,and sprinting. Each is defined by a speed in meters/turn and a durationof minutes or turns.

MeasurementsTo ease the transitionuses a consistent set of

from one universe to another, this game systemmeasures for figuring game time, movement, and

weight.In this game system, all distances, volumes, and weights are given

metrically. Although unfamiliar to some, the metric system is bestsuited to meet the needs of universes ranging from high fantasy to hards-f. Distances are given in meters and kilometers, weights in grams andkilograms, etc.

Game time-the imaginary time spent by PCs to do anything, asopposed to the real time you spend describing your PC’s actions, rollingdice, thinking, etc. while playing—is organized into turns, minutes,hours, and days. A turn is roughly equal to 10 seconds of action, and isused for combat and other time-important actions. Minutes, hours, andthe rest are self-explanatory. A given universe may have weeks,months, and years equivalent to those of our Earth, or may use a quitedifferent system (especially in s-f settings).

SpeedWalking is the slowest and most common movement. A person walkingcan cover up to 15 meters per turn. (In general, people unconsciouslyadjust their strides to those of their companions to walk at a uniformrate.) Characters can walk for an indefinite amount of time, althoughthe hourly movement rate of 5,000 meters should be used if PCs travelfor longer than 30 minutes at a time.

Running is a brisk jog or long, loping stride, good for covering consid-erable distances at a quick pace. It is not as flat-out fast as your PC canrun, since your PC is trying to conserve some strength for the long

haul. Most PCs run a distance equal to their Fitness in meters per turn.Notably unfit characters (those with Fitness scores of 14 or less) runand walk at the same speed: 15 meters per turn. A character can run fora time in minutes equal to his or her Fitness rating.

A character with a Fitness rating of 32 could run 32 meters in a single turn.

Sprinting is a burst of speed, in which your PC tries to cover a shortdistance as quickly as she or he can. Each turn your PC can sprint a dis-tance in meters equal to his or her Fitness score. (A PC with aFitness score of 32 can sprint 64 meters in 10 seconds.) Sprinting canbe maintained for turns equaling one-tenth the PC's Fitness score (Fit_

Page 50: Dragon Magazine #203 - Annarchive

10), rounded down. Amazingly unfit characters (those with Fitnessscores of 7 or less) cannot sprint or run, although they still walk at nor-mal speed.

Carrying CapacityAnother important modifier for your PC�s speed in any situation is theweight she is carrying. The movement rates given assume the PC is notloaded down with excess goods that would slow her pace.

Your PC can carry goods equal to her Fitness score in kilogramswithout penalty. A PC with a Fitness of 21 can carry 21 kilos (about46 lbs.) of gear and supplies without significant difficulty. When car-rying up to twice this weight, the PC�s running and sprinting speedsare halved. At three times the base weight, the PC cannot sprint orrun, and may only walk meters equal to her Fitness score before hav-ing to rest.

If a player tries to tax her PC�s Fitness by spending experience points(so she can lift a greater-than-normal weight), the benefit lasts untilthe PC fails a Willpower check. Like an Olympic weightlifter, the PCputs her legs and back into a heroic effort to lift the great weight. Everymuscle in her body strains until her Willpower finally gives out. Whenthe PC fails this check, she suffers 1 point of stamina damage. Playerscan use experience points to tax their PCs� Willpower to improve theirchances of passing this check, too.

Pushing the LimitsIt is possible for PCs to run and sprint faster or farther than their nor-mal allowances by taxing their Fitness scores and making attributechecks.

Any PC can sprint faster than is normally allowed in a given turn bytaxing his ability. The player must spend experience points to increasethe Fitness score. However, a PC can never increase his speed by morethan 50% in this way (he cannot add more than half his Fitness score).This increase is only effective for a single turn. The player must con-tinue to spend experience points to maintain the PC�s pace on subse-quent turns.

Any PC can also try to exceed his duration. At the start of each turn,when sprinting, or minute, when running, during which the PC wantsto run longer than his normal duration, the player makes a Willpowercheck with percentile dice. If the result is lower than the PC�s Will-power score, he keeps going for that turn or minute; otherwise, he muststop since he�s exhausted. PCs who fail the check suffer l�2 points ofstamina damage. Note that players can spend experience points toincrease their PC�s Willpower for this check.

For more information on taxing attributes, see �Taxing Attributes�in the �Experience� section of these rules.

RestingFlat-out sprinting and long-distance running make for exhausting busi-ness, and your PC must rest at the end of any dash. PCs must spend

movement are part of the Universe Books. In addition, a Universe

defeated or manages to escape.

Because combat can be a confusing event with six or seven charactersto a side, each trying to do something different, the AMAZINGENGINE system (like most RPGs) organizes combat into a series ofsteps, each complete sequence taking one turn, each turn being roughly10 seconds of time (allowing the GM flexibility in resolving combatactions). Each turn repeats the sequence of events until one side is

The Combat Sequence

verses may keep the combat rules to the barest minimum in favor ofcombat maneuvers, penetration, knock-back, and recoil. Other uni-

greater emphasis on combat than others. Accordingly, the combat rulesSome universes, such as that of the BUGHUNTERS game, place a

steel dragontanks, however.

Because of the differences among universes, the things describedherein are basic procedures that do not change from setting to setting,such as the differences between ranged combat and melee, and how tomake an attack roll. Every Universe Book contains additional combatrules. At a minimum, these include weapons available in that universe;a maser rifle just won�t be found in a world of armored knights anddragons. It could appear in a world of cybernetic knights and chrome

Sooner or later, fighting becomes part of every role-playing game. TheAMAZING ENGINE system is no exception, although the emphasison fighting (and just how dangerous it is) will suit the story needs ofthe universe. For example, combat in For Faerie, Queen, and Country isan infrequent thing, and dangerous when it occurs. A character can bekilled with a single shot. At the other extreme, battles are frequent andheroic (and often magical in nature) in The Galactos Barrier, a swash-buckling universe of high space opera. The BUGHUNTERS� game,where characters are the elite of the interstellar armed forces, is almostentirely combat-centered.

Combat

Book may present unique movement rules to reflect any special condi-tions of that universe. Heavy gravity, magical terrains, other dimen-sions, and weightlessness are all possible complications unique tospecific universes.

Since the AMAZING ENGINE� universes can encompass anythingfrom lizard-drawn chariots to anti-gray sky-sleds, rules for

Vehicles and Special Movement

per turn.

time resting in minutes equal to the minutes spent running or turnsspent sprinting. Sprinting three turns requires resting three minutes.Characters resting cannot run or sprint, but can walk up to 10 meters

for these universes incorporate detailed rules for things like special

other role-playing aspects.

Page 51: Dragon Magazine #203 - Annarchive

I. Determine Advantage: This is the �jump� one character or groupmight have on another when the encounter begins. It is used in situa-tions such as two groups (friend and foe) stumbling onto each otherunexpectedly, a group being betrayed by someone the members trusted,or the party walking into an ambush. The character or party who hasthe advantage automatically gets the first action and may have a bonuson chances to hit the targets.

I. Determine advantage (1st turn only)II. Players declare PC actions; GM decides NPC actionsIII. Determine initiativeIV. Resolve actions

Advantage is checked at the beginning of any encounter, before anyactions are taken. After the first combat turn, advantage is normallyno longer checked, since both sides are perfectly aware of what theother is up to-at least in general terms. In some instances, however,additional advantage checks may be called for: a new attacker appear-ing from an unexpected direction, or an event unanticipated by one orboth sides.

The basic method for determining advantage is for both sides to rollpercentile dice and compare the result to the highest Psyche score ineach party. If the check passes, the group is forewarned, howeverslightly. If the check fails, the group is unprepared and the other sidegains the advantage. If both sides succeed, no one is caught unprepared.If both sides fail, everyone is caught flat-footed. If either side rolls a95-00, that group is surprised� caught completely off guard�and isparticularly vulnerable. The �Advantage Outcomes� table appears onpage 18. (The properties, equipment, and situations of different uni-verses can modify a PC�s check. Some possibilities include thermal sen-sors to spot what is normally unseen, or psionic powers to detectthoughts. Any such modifiers will be noted in the Universe Book.)

The side with the advantage automatically goes first on the openingturn of combat. Its members gain a +5 modifier on any attack or actionopposed by the other group. The side without advantage goes second,and suffers a -5 modifier on any like action.

If one party is surprised, they essentially do nothing for an entire turnduring which their opponents have the freedom to move, attack, talk,run away, or whatever (with the +5 modifier) without a reaction fromthe surprised group. In the next turn, the surprised group is consideredunprepared while their attackers have the advantage (they act first and

modifier, while their opponents act second and suffer a -5

II. Declare Actions: Except for situations of advantage and surprise,you must declare what action your PC will take before knowing in whatorder both sides will act (the same applies to the GM). Tell your GMwhat action your character will take in the coming turn. Try to be asspecific as possible, given that you don�t know the intentions of theother side. For example, if your PC attacks, state her target in advance.The GM has many things to track, so the more you can help, thequicker and more exciting the game will be.

gain the +5modifier).

In general, it is best to keep actions short, ideally things that can be

not.

Target Areas. Anytime your PC (or anything else) makes an attack,you must specify one of three target areas: general, nonvital, or vital.Different chances to hit apply to each area, and successful hits result indifferent damage effects.

In melee and ranged combat, your PC�s base chance to hit equals herReflexes score. However, this chance is modified according to the tar-get area and the mitigating circumstances. If the roll is equal to or lessthan your PC�s modified Reflexes score, the attack hits the target anddamage is determined. If the roll exceeds the score, the attack misses.

Hitting Your Target. Whenever your PC attacks (or is attacked),actually hitting what she aimed at is no guarantee. Virtually all attacksrequire a die roll to determine a hit or a miss. Only the inescapable areexempt from this rule.

IV. Resolve Actions: Most often, this involves playing out some kindof combat. So, you�ll need to know how you go about . . .

success.) If you succeed, your PC can take an action before her chal-lenger reacts. Fail, and she just wasn�t quick enough.

Prepared actions, like holding a gun on someone and demanding sur-render, are special initiative situations. Normally, the prepared PC (orNPC) automatically goes first (�Move and I shoot, you ugly bug.�).However, your PC can try to beat out the opponent if you roll a suc-cessful Reflexes check. (The GM may apply modifiers to your chance of

PC may have a chance to throw it back, or dive for cover�or she may

In addition to PCs, any thing or event beyond the control of eithergroup has its own unmodified initiative roll. If the enemy lobs agrenade at your PC�s feet, at the start of the next turn the GM secretlyrolls ld10 for the grenade�s initiative (to see when it explodes). Your

Check initiative by rolling 1d10 and modifying the result. The mod-ifier equals 10% (for simplicity, the 10s digit) of the best Reflexes scoreon each side. A character with a Reflexes score of 37 adds 3 to the dieroll. Only those PCs present and active in the combat are considered inthis initiative roll. The side with the higher modified die roll acts first.

III. Determine Initiative: If neither side has an advantage or surprisein combat, you need to know in what order everything happens. This isdone by determining initiative at the beginning of every combat turn,unless one side has advantage over the other (because of die rolls orGM�s ruling). A single initiative is normally determined for the entiregroup, although universes with detailed combat rules may require eachindividual to roll initiative.

completed within 10 seconds. Not only does this help prevent confu-sion, it also means your PC is ready to react to new situations in thenext turn. You should also be ready to say quickly what your PC willdo, since the GM can penalize your PC for your hesitation. Combatrequires snap judgments and you should be ready to play the partaccordingly. Reasonable questions are allowed, but delaying the gamewhile you try to make a decision is apt to result in your PC losing heraction that turn.

Page 52: Dragon Magazine #203 - Annarchive

General targets are anywhere on the opponent’s body; your PC isjust trying to land a fist or make a shot without concern for pinpointaccuracy. General targeting allows your PC to use her full Reflexesscore before other modifications, and does not alter the damage doneby the attack.

Nonvital targets are those areas of the opponent that if hit will stun,wound, or injure, but are unlikely to result in a kill. Trying to knocksomeone out or wing him in the arm calls for a nonvital target. YourPC’s Reflexes score is halved when making a nonvital attack, and thechance of body damage is reduced by 2.

Vital targets are just the opposite: vulnerable areas that could lead tosudden death if hit. On humans, for example, these include the areaaround the heart and the head. Attacks on vital areas are particularlydifficult, and so the chance of hitting is only 10% of your PC’s normalReflexes score (rounded up). The chance for body damage, however, isincreased by 3 on a vital attack.

The “Target Modifiers” table appears on page 18.Ranged Combat. Ranged combat (attacking with a weapon that

shoots, flies, or is thrown) has special rules. While many of thesedepend on the universe (and its technology), certain features are com-mon to all.

In each Universe Book, missile weapons (if any) are listed with theirranges and damage. Ranges are divided into short, medium, and longcategories (some universes may also have extreme), measured in meters.When shooting at targets beyond short range, your PC suffers a penaltyon her chance to hit. The exact penalty depends on the universe, sinceweapon effectiveness changes with each technology.

Furthermore, every character has a sighting range, normally 50yards. Characters can see beyond this distance, of course, but when fir-ing at targets beyond the sighting range, only general targeting can beused.

Combat ModifiersFew battles are straight-up matches where heroes and villains duke itout toe-to-toe. Most are moving affairs with unique situations: things toget in the way, things to hide behind, and armor to wear. These situa-tions are handled by combat modifiers, which are given in the UniverseBooks. In general, things that modify combat include:

Movement. Movement affects ranged combat, making targets harder tohit, but has no effect on hand-to-hand (melee) combat.

Armor. Depending on the universe, characters may have some kind ofarmor, be it the leather and metal of fantasy or the spun-fiber bodyarmor of s-f. Most armor reduces the amount of damage caused by a hit.However, a few types-particularly things such as magnetic force fieldsor slippery suits-may make the PC physically harder to hit. Thesetypes of armor modify the attacker’s chance to hit.

Cover. The most common kind of protection is something to hidebehind-preferably something solid, so your PC can’t be hurt. Cover is

divided into soft and hard types. Soft cover is anything your PC canshoot through that still conceals the target: tall grass, bushes, curtains,leaves, even smoke are all types of soft cover. Soft cover reduces theattacker’s chance to hit. Hard cover is anything solid that conceals thetarget: tree trunks, sandbags, rocks, and walls, for example. Hard coverhas modifiers like soft cover, and may limit the target areas that can bechosen. What can’t be seen, can’t be shot.

DamageEvery weapon in a given universe, be it accelerated magnetic field riflefiring depleted uranium flechettes, enchanted saber, or fist, is rated fordamage.

Damage is given as two numerals: a die range for the points of dam-age caused, and a lethality rating. For example, in For Faerie, Queen, andCountry, the service revolver’s damage is 2d6/5. It causes 2-12 points ofdamage per hit and has a lethality rating of 5. Whenever a hit is scored,the dice are rolled and that amount is subtracted from the target’s sta-mina or body points.

Lethality Ratings: It is possible to seriously injure someone with any-thing, but it is a lot easier with some weapons than others. A hit from aclub hurts, but most often only raises ugly bruises, while a shotgun blasttends to have far more fatal effects. The differences between weaponsare reflected, in part, by their lethality ratings: the chance that any hitcauses body damage instead of the usual stamina damage.

Each time you roll for a hit, you must note not only whether your PChit or missed, but (if she did hit) what the 1s digit on the roll was. Ifthis number is equal to or less than the lethality rating of the weapon(modified by the target area chosen), the damage caused by this hit issubtracted from the target’s body points. Otherwise, all damage comesfrom the target’s stamina points. Lethality ratings can never be lessthan 1 or greater than 10 (0 on the die).

ExperiencePart of every RPG is improving your character: increasing attributescores and adding skills. This is done by earning experience points (xps)to be used by the character. Experience points are a simple way to mea-sure all the intangible things your PC gains from surviving dangerousadventures, risking heroic perils, and “living” an everyday life throughyour role-playing. After all, it stands to reason that when your PC talksher way past a spaceport customs inspector, survives a dangerousshootout, or uses her skills, she improves. Her hand-eye coordinationmight get a little better, her confidence might grow. Experience pointsare a way to measure these slow improvements.

The Goals of the GameExperience points are not the be-all and end-all of role-playing. If youhope to be a good player (or already are one), then your reasons forplaying should go deeper than merely earning more experience points

Page 53: Dragon Magazine #203 - Annarchive

and making your PC more powerful.A role-playing game is a game, first and foremost, and games are

meant to be fun.This should be obvious, but too often it is easy to lose sight of this

fact in the pursuit of more experience points for your PC. Good playersdon�t focus on the powers and items their PCs possess, whom theyhave defeated, or what they might control. Naturally, they strive forthese things, but they also act out their character�s personality, getinvolved in the stories, and work with the GM and other players. Forthese players, it is perfectly possible to have an exciting, enjoyablegame session without ever once earning a single experience point fortheir characters.

Place the following goals above the mere �earning� of experiencepoints. If you do, rewards for you and your character will come auto-matically.

Have a good time playing.Act the part of your character.Don�t let your good time ruin everyone else�s fun.

Awarding and Earning ExperienceIt is not the place of this rules section to list everything a PC can do toearn experience points. In fact, because the AMAZING ENGINE�game system has so many different universes, a single list is impossible.Your PC can�t earn experience for fixing a computer when you�re play-ing in a fantasy setting of faeries and boggarts.

Each universe has its own list of experience point awards, designedto suit the needs of that universe. In a setting where high-tech spacemarines battle hideous aliens, combat is important. Players can expectcharacters to be rewarded for showing tactical skill, surviving battles,and defeating enemies. At the other extreme, another universe caststhe PCs as ambassadors and detectives in a fairy-filled England. Shoot-ing an attendant of Queen Maeve�s court or blowing up a fairy ringwith a keg of gunpowder is not the goal of that universe. Instead, play-ers are rewarded for talking their way through sticky situations, pre-venting wars and solving problems. The experience awards for theformer setting will not work for the latter. Nonetheless, all share somegeneral features.

Successful adventures. In any universe, a successful adventure war-rants some experience points. �Success� depends on the universe andthe adventure. Sometimes, it�s enough to survive; in other cases, a spe-cific foe must be defeated or a problem solved.

Using skills. People learn by doing. In the AMAZING ENGINEsystem, this is noted by rewarding characters with xps for using theirskills in ways relevant to the adventure. �Relevant� means your PCcan�t just spend the day shooting at bottles to increase his Combat skill;bottles don�t shoot back, after all. (If the skill were Target Shooting,it�d be a different story.) Using the skill has to involve some realchance of failure or risk for the character.

Role-playing. This is the object of the AMAZING ENGINE system,so good role-playing is rewarded with xps. This is a highly subjectiveGM call. It depends on the personality you have established for your

Taxing AttributesThe most immediate use of experience points is spending them duringthe course of play to temporarily increase an attribute score. This iscalled taxing your PC-forcing her to think a little more or strain alittle harder. Taxing can increase her chance of success with a skill:pour on that extra burst of speed in a chase, or make a heroic effort tolift a great weight, for example.

When you want to tax your character, you must tell the GM beforerolling any dice. Once the dice are rolled, your chance has passed, so beready to decide quickly. At the same time, you should tell the GM howmany xps you want to spend in the effort.

There are three limitations on how many xps you can use to modifythe character�s attribute score.

1. Your PC must have unused xps to spend on the attempt. (Thisapplies to all uses of xps. There is no such thing as �negative expe-rience.�)

2. Experience points are spent in increments of 5: 5, 10, 15, etc.3. Experience points spent in a taxing attempt cannot exceed 50% of

the original attribute score. This means that the modified score

Within these two areas-player core and player character�you havefour options for assigning experience points. With points assigned tothe player character, you can tax the character�s attributes, spendingxps during play to temporarily increase attribute scores; or, you can usethese xps to make permanent improvements to your existing character.With the points you give to the player core, you can buy extra dice forthat core, thereby improving future characters created from it, or trans-fer xps to a new character in the same (or different) universe.

Whenever your PC earns experience in an AMAZING ENGINEuniverse, you must immediately assign the xps to either your current playercharacter (the one who earned the xps) or to the player core from whichthat character was created. Points assigned to the core are foreverbeyond the reach of your current player character. These points canonly benefit characters created from this core in future sessions. Pointsassigned to your PC are available for immediate use, but cannot begiven later to another PC in a different universe.

In most RPGs, you play only a single character at a time, and so onlyhave to track the xps earned by that character. In this system, however,situations are often different. The most common possibility is that youwill play in one universe, where your PC earns some xps, and thenchange to a different universe. What happens to all the xps your PChas earned to date? Few players want to give up all their advantages andstart over. In this system, you don�t have to.

Experience and Multiple Universes

character, the GM, and the situation at the moment. Good role-play-ing also means keeping what you as a player know separate from whatyour character knows. As a player, you know that sticking your handinto a fire is a Bad Idea, but your PC, Oog the caveman, discoverer offire, hasn�t learned that lesson�yet.

Page 54: Dragon Magazine #203 - Annarchive

cannot exceed 150% of the original. Numbers are rounded down,to the nearest multiple of 5. For examples, see �Pushing the Lim-its� under �Movement,� and �Example: Taxing an Attribute,�under �Tables, Charts, and Examples.�

Experience points spent to improve an attribute check are subtractedfrom the PC�s xp total, regardless of the check�s success or failure.

Improving Your Character

costly. The cost of these improvements varies from universe to uni-score (taxing), these purchases are permanent. They are also moreadd to your character�s attribute scores. Unlike modifying an attribute

the same change might cost 10 xps.There are two limitations on buying increased attribute scores.1. No attribute score can be increased beyond 90.2. Permanent improvements cannot be bought during the course of

an adventure. They can only be purchased after your PC has hadtime to reflect on her accomplishments.

Increases bought in this way are permanent for your character. Erasethe old attribute score and write down the new one, then subtract thexps spent from the character�s total.

Players can also buy new skills for their characters, improving theirPCs by increasing the range of their knowledge and ability. The xpcosts for buying skills can vary widely from skill to skill and universe touniverse.needed.

Improving the Player CoreFor long-term planning, you can look beyond your immediate characterand instead assign points to your player core. With these points, youcan buy additional dice for your ability pools. The purchase of addi-tional dice has no effect on current characters; it only helps those cre-ated from the improved core in future universes and game sessions.

Each die of improvement to an ability pool costs 100 xps. Sinceimprovements to the player core have no effect on your current PC,this kind of purchase can be made at any time.

Although theoretically the number of dice you can buy for a singleability pool is limited to 10 (allowing you to assign 5 to both attributes,the maximum allowable), a specific AMAZING ENGINE� universemay set different ability pool or attribute limits on characters in thatuniverse. It is best to check with the GM before over-investing in anability pool for your character.

Without special Universe Book modifications, it is possible (eventu-ally) to purchase dice for each ability pool sufficient to negate the useof the 7 �free� dice. However, this requires many, many game sessions�worth of xps, which must be assigned to the player core and not the PCwho earned the xps. In general, we suggest that player cores reachingthis limit (and the PCs created from them) be retired permanently,and that players create new cores and new prime characters. This

A more permanent method of improving your PC is buying points to

verse. In one, it may cost 3 xps to raise an attribute 1 point; in another,

Costs and procedures are described in each Universe Book, as

The remainder of the rules section contains a complete example ofcharacter generation; reference tables and charts for the player core,movement rates, and carrying capacity; and text examples of variousgame-play situations showing application of taxing, skill checks, andmore. You can use this section in several ways: read it in its entiretynow, before continuing with the rest of the book; read only the partsthat interest you, saving the rest for when you really need them; orignore it, and turn to it later when you�ve become hopelessly lost. Seri-ously, though, if you need clarification on any of the points covered inthe previous pages, the answers are probably in this section.

Tables, Charts, and Examples

future characters created from the same core.points assigned to the player core are not lost. These can be used byassuming you haven�t used it all trying to keep the PC alive. Experiencehappens, any experience assigned to that player character is lost,Unpleasant as the thought is, your PCs can (and will) die. When this

Experience and Character Death

core (or to the new player character, as youAssigning Experience Points,� later in this sec-

assigned to the playerchoose). See �Example:tion.

posited� later on, but new xps can be earned by the new PC and

profit from the adventures of that marine sergeant from that oldBUGHUNTERS� game. Treat the transfer like a withdrawal from abank account. The points you assign to the new PC cannot be �rede-

your new PC couldgame universe,permanently retired.

Thus, in the MAGITECH�

vious PC from the same core only if the previous character is dead orPC from an existing core can appear in the same universe as a pre-

2. The two characters cannot be active in the same universe. A newcharacter (the one that earned the experience).

1. The new character must come from the same core as the previousitations:

new character from an existing core, you canto the new character, with the following lim-

create athe core

Eachtransfer

time youxps from

That is not the case in the AMAZING ENGINE system.

One unique feature of this game system is the opportunity to role-playin a variety of universes. In other RPGs, this means giving up any expe-rience your character has earned. In essence, all the time you spentplaying comes to naught when you start in a new world.

Transfer to New Characters

eventuality is not covered within these rules. GMs are free to designtheir own rules to deal with this situation, when and if it occurs withintheir campaigns.

Page 55: Dragon Magazine #203 - Annarchive

Example: Character GenerationWolfgang is ready to create his first character for an AMAZING ENGINE� game, and so he spends a little time thinking about what he wants. Havingjust read an interesting story about thieves, Wolfgang decides he would like a confidence man, a smooth-talking, quick-fingered individual with a modestchance for magical skill.

Based on his ideal con man, Wolfgang must decide how to rank the four ability pools. Since he wants his PC to be a very smooth talker, somewhatlight-fingered, with a smattering of mystical ability, he rates the pools like this:

Physique: 2 (+10 points)Intellect: 4 (+0 points)Spirit: 3 (+5 points)Influence: 1 (+15 points)

Remember, the pool rated 1 has the best chance for high scores; the pool rated 4 has the lowest chance.

Wolfgang now selects four attributes as his primary concerns. Since he really wants to have a personable character, he chooses Charm. To ensure hislight-fingered abilities, his second choice is Reflexes. After pondering, Wolfgang realizes his character could end up short in street smarts, so he choosesIntuition, even though it is in his lowest-ranked ability pool (Intellect). For his fourth choice, he decides to take a chance and selects Position, so he canhave a sophisticated con artist. He then rolls 4d10 for each attribute, with the following results:

Reflexes: 31Intuition: 28Charm: 17Position: 23

Wolfgang now fills out the remaining attribute scores by rolling 3d10 for each and noting the numbers. When he is finished, his sheet looks like this:

InfluenceRank: 1Dice:

SpiritRank: 3Dice:

Physique IntellectRank: 2 Rank: 4Dice: Dice:

Learning: 23 Psyche: 21 Charm: 17Intuition: 28 Willpower: 7 Position: 23

Fitness: 16Reflexes: 31

Now, it�s time to add the die modifiers according to the ability pools� ranking. Wolfgang starts with his first-ranked pool, Influence. He had bad luckrolling for Charm (and he really wants a personable character), so he adds all 15 points to Charm. In Physique, Fitness is a little low, so he splits the 10available points between Fitness and Reflexes, 5 each. Under Spirit, the character�s Willpower is dangerously low, so Wolfgang feels he has no choice butto add all 5 points to that score even though he would like a better Psyche. He rolled well for his Intellect attributes, which is fortunate since he cannotmodify either score (it�s the fourth-ranked pool, which gains no modifiers).

InfluenceRank: 1Dice:

SpiritRank: 3Dice:

IntellectRank: 4Dice:

PhysiqueRank: 2Dice:

Fitness: 2 1Reflexes: 36 Intuition: 28 Willpower: 12 Position: 23

Learning: 23 Psyche: 21 Charm: 32

Looking over his character�s final attributes, Wolfgang decides the PC is nimble-fingered (high Reflexes) and smooth (good Charm), with a good sensefor danger (from his good Intuition). His character is not the strongest or healthiest (only average Fitness), and he needs to work on his psychic abilities(only average Psyche). Finally, with a Willpower of 12, Wolfgang decides his con man is something of a craven fellow, who more often than not �runsaway to live to fight another day.�

Page 56: Dragon Magazine #203 - Annarchive

Having created his PC�s statistics, Wolfgang now finishes creating the player core by assigning the dice ratings to each ability pool.

Physique Intellect Spirit InfluenceRank: 2 Rank: 4 Rank: 3 Rank: 1Dice: 6 Dice: 6 Dice: 4 Dice: 6

Fitness: 21 Learning: 23 Psyche: 21 Charm: 32Reflexes: 36 Intuition: 28 Willpower: 12 Position: 23(21+36)/10=5.7 (23+28)/10=5.1 (21+12)/10=3.3 (32+23)/10=5.5

* * * * * * * * * * * * * * * * * * * * * * *

After running a fantasy campaign for some time, Wolfgang�s GM decides to switch to a science-fiction universe. Since there is no magic in this s-f set-ting (and since he�s getting tired of playing thieves and scoundrels), Wolf once more chooses a role he might like to play. Knowing from his player corethat his PCs will tend to be strong in Physique and Influence, Wolf decides to try for a hard-bitten smuggler captain. Checking his player core�s xp total,he sees that there are 150 points he can work with. Since his Spirit pool tends to be weak (just because of bad dice rolls), he decides to purchase 1 addi-tional die for that pool. He crosses off 100 xps (the cost of 1 improvement die) from the player core�s total, and adds 1 die to the dice rating for his core�sSpirit pool. Then, he divides his pool dice according to the dice ratings, and then assigns his 7 �free� dice to Fitness (2), Willpower (3, because it was verylow), and Position (2).

Physique Intellect Spirit InfluenceRank: 2 Rank: 4 Rank: 3 Rank: 1Dice: 6 Dice: 6 Dice: 5 Dice: 6

Fitness: 5 dice Learning: 3 dice Psyche: 3 dice Charm: 4 diceReflexes: 3 dice Intuition: 3 dice Willpower: 5 dice Position: 4 dice

After all the dice are assigned, this PC�s Fitness and Willpower attributes have the maximum number of dice allowed (5). Wolf rolls and notes the totalsfor each attribute score, with the following results:

Fitness: 26 Learning: 18 Psyche: 23 Charm: 24Reflexes: 13 Intuition: 29 Willpower: 17 Position: 25

Once again, he rolled incredibly well for Intuition and not so hot for Willpower. Looking at his new character, he starts with the first-ranked abilitypool, Influence. For this universe, he wants an important character and so puts all 15 points toward Position. In the second-ranked Physique pool, he puts4 points to Fitness and 6 to Reflexes, while for the third-ranked Spirit, he gives all 5 points to Willpower.

Fitness: 30 Learning: 18 Psyche: 23 Charm: 24Reflexes: 19 Intuition: 29 Willpower: 22 Position: 40

Wolf decides to transfer the remaining 50 xps from the player core to this new character, making those points immediately available during play (fortaxing attributes, just in case). Wolf might also choose to use some of those xps to purchase some new skills for this PC, after his first adventure is com-pleted. He notes the 50 xps on the new character�s sheet, and subtracts them from the player core�s total.

With these adjustments, Wolfgang�s new character is ready for play.

Page 57: Dragon Magazine #203 - Annarchive

Movement Rates

Movement

Type

Walk

Run

Sprint

Distance per:

Turn Minute

15 m. 90 m.

Fitness Fitness x 6

Fitness x 2 Fitness x 12*

Duration

Indefinite

Minutes =Fitness

Turns =Fitness/l0

FitnessCheck

None

Yes

Yes

* If character has sufficient duration.

Carrying Capacity Target ModifiersKilos Equal to: Effect on Movement: Target Chance Dam.

Area to Hit Effect

Fitness score No effect Reflexes NoneGeneral

Fitness score x 2 Sprinting and running halved Non-vital 50% -2 toReflexes type

Fitness score x 3 No sprinting or running allowed,must rest after walking meters = Vital 10% +3 toFitness score Reflexes type

Advantage Outcomes

Condition

SuccessfulPsyche Check

NPC

Failed PsycheCheck

9 5 - 1 0 0

Successful No advantage Player has Player hasPsyche Check advantage surprise

Failed NPC has No advantage No advantagePsyche Check advantage

95-100 NPC has No advantage No advantagesurprise

Page 58: Dragon Magazine #203 - Annarchive

Example: Skill ChecksK a r e n ' s c h a r a c t e r , L e o n a r d o , n e e d s t o m a k e a hasty get away from the law. Flying Carpet skill, which Leo has, isReflex-based. Karen knows Leo's reflexes score is 36.

Wasting no time, Leo jumps onto his Mach flying carpet, recites aquick incantation, and zips into traffic on Michigan Avenue.

No skill check required. Starting and flying the carpet is a commonenough action, one Leo does every day, hence no skill check is needed.

As he weaves through the late rush hour traffic, Leo looks back.Chicago�s finest are in hot pursuit. Leo�s in trouble! He can�t outrun apolice special carpet, especially not in this traffic. His only hope is tolose them with some quick turns. A gap in the traffic appears justahead, so the Big Shark commands his carpet to pour it on. He dartsacross the lanes and whips onto a side street faster than is safe.

Skill check required. Karen is having her character take a chance, theequivalent of skidding around a corner during a high-speed car chase. Sherolls percentile dice and gets a 21, which is less than Leo�s Reflexes score.The move succeeds, and Leo doesn�t crush his carpet.

White-knuckled, Leo careens around the corner, narrowly missingan oncoming bus golem and the plate glass window of Bessom�s Depart-ment Store. Unfortunately, the cops make the turn too, and are nowgaining on him. Still speeding, Leo banks his carpet again, this timeaiming for an alley. Just as he begins the turn, a giant steps from a ser-vice entrance, blocking the opening! It�s too late to change course, sothe only thing Leo can do is try to shoot between the fellow�s legs.

Modified skill check required. Taking the turn too fast alreadyrequired a skill check, so the GM assigns a �10 penalty for the added trick oftrying to steer between the giant�s legs. This reduces Leo�s Reflexes score to26 for this skill check. Karen rolls 57 on percentile dice. The check fails; Leodoesn�t make it.

Oh no! Startled, the giant instinctively moves to protect himself,closing the gap Leo was aiming for. Too late to stop, the carpet hits thebrute right at his knees, and crumples like a limp rag. As Leo is flungfrom the crash, he hears the howls of the police as they, too, bank intothe pileup.

Example: Skill Check with Penalty forNonspecializationLeo has a tip on a shipment of smuggled magical artifacts stored in awarehouse near the trainyards, just the evidence he needs to spring hisclient. All he has to do is break in and get a few pictures. That night atthe back door, Leo figures he ought to check for burglar alarms beforeforcing his way in. Leo knows the basics of glyphs (Glyph Analysisskill), but is no expert in burglar alarms (Protection Glyph specializa-tion). Checking the door for alarms is pretty basic for a specialist, butfor Leo a skill check against his Learning score (which is only a 23,

In a campaign of For Faerie, Queen, and Country, Karen�s character,Colonel Sir Jameson Pickering, K.C.M.G., ret., suddenly senses a waveof magical power while attending an important diplomatic ball. Franti-cally looking about, he sees the villainous sorceress, Countess Angevin,standing in the shadows on the portico. Their eyes meet and before SirJameson can warn anyone, a magical paralysis creeps over his limbs asthe countess imposes her seductive will. The situation is dire, so Karendecides it�s time to tax Sir Jameson�s Willpower to break the spell. Thenormal attribute check to resist possession is equal to the Willpowerscore halved. Sir Jameson�s Willpower is 46, halved to 23 for the check.Karen looks at the available xps assigned to Sir Jameson, and decides tospend the maximum (50% of the original attribute score, or 20 points)to bring the relevant attribute score back to 43 for this check only. Thedice roll is a 32; with strain, Sir Jameson breaks the countess�s gaze andmakes his way into the drawing room for a cigar.

Example: Taxing an Attribute

Karen never thought her character would need a sword, so Leo doesn�thave Fencing skill. However, since Fencing is a nonLearning-based skill (onethat uses Reflexes), Leo can attempt swordfighting�but at an 18, half hisnormal Reflexes score,

Once inside the warehouse, Leo begins searching through the crates.Suddenly, just as he finds a suspicious one labeled �Excalibur,� a foot-step scrapes behind him. Leo spins, pulling his gun as he does, to findhimself facing a centaur thug. A quick hoof kick sends Leo sprawling,his gun clattering across the floor. A second blow just misses, shatteringthe crate next to his head and spilling the contents�the sword�halfout of the box. In desperation, Leo grabs the sword and pulls it from thebox. �Ain�t the same as bullets, but you�ll have to do.� As he clumsilyswings the sword up over his head, it begins to glow.

Example: Attempting an Unknown Skill

a specialist, and so is very difficult for Leo. The check is made with a-15 applied to the attribute score (-5 for nonspecialization, -10 for theaction) for a total chance of success of 8 or less. Amazingly, Karen rollsa 04! Leo manages to temporarily dispel the alarm.

skill check forrequires atries to deactivate the alarm. Thisenchanted.

Now, Leo

with an additional -5 for nonspecialization) is required. The check isrolled, and the result is a 12: Success! Sure enough, the door is

Page 59: Dragon Magazine #203 - Annarchive

Example: Assigning Experience Points Example: Damage and Lethality RatingMichele�s character, Plt. Sgt. Adrian 2 Selinko, United Terra Recon-naissance and Peacekeeping Force, has just returned to the �boozebarge� (as UTRPFers refer to their HQ on Earth�s L-5 station) from abug-hunting mission on a mining outpost at Barnard�s Star. The GMawards experience for that mission, and Sgt. Selinko receives 75 xps forrepulsing a swarm of chitinous predators. Michele must assign the xpsimmediately, so she adds 50 points to Adrian�s xp total (the playercharacter) and the remaining 25 to the Player Core XP line on hercharacter sheet.

The 50 points assigned directly to Adrian can be used for taxingattributes during the course of an adventure, or for purchasingincreased attribute scores after the adventure is completed. The 25points assigned to the player core will never affect Adrian directly, butwill benefit future characters created from the same core.

WO1 Selinko watches in horror as the xenoforms outmaneuver hersquad, three of the creatures lunging in for the kill.

The GM rolls three attacks, one for each stalker, and decides that allattacks will be at general target areas, as this is easiest. The stalkers haveReflexes of 62. The die rolls are 83, 17, and 23, so two of the creatures hitand one misses. Each attack causes 3d6 points of damage and has a lethalityrating of 4. The first hit (17) causes 6 points of stamina damage, subtractedfrom the trooper�s total of 25. The second attack does 8 points of body dam-age (not the standard stamina damage, because the 1s digit�a 3�was lessthan the lethality rating of 4) but the trooper only has 7 body points. Theextra damage is ignored.

One of the soldiers reels back, cut, but not seriously, by a xenoform�sslashing claws. The other trooper isn�t so lucky, as a stalker strikes himdead in front of platoon leader Selinko.

�Eat this,� she snarls while unloading her flechette clip into the crea-ture�s gaping maw.

AMAZING ENGINE� Role-Playing SystemPlayer Core Sheet

Physique

Rank:

Dice:

Fitness:

Reflexes:

Player Core xps:

Intellect

Rank:

Dice:

Learning:

Intuition:

Spirit

Rank:

Dice:

Psyche:

Willpower:

Influence

Rank:

Dice:

Charm:

Position:

©1994 TSR, Inc. All Rights Reserved. TSR, Inc. grants the right to reproduce this sheet for personal use.

Page 60: Dragon Magazine #203 - Annarchive
Page 61: Dragon Magazine #203 - Annarchive

Are you ready to faceyour DOOM?

�Our comedies are not to be laughed at.�Samuel Goldwyn

This month we have a guest reviewerfor part of the column. The game DOOM,by id Software, has just been completed,and I could not review it myself because Iworked on it. On the other hand, I feltthat DRAGON® Magazine readers wouldbe interested in the subject. Doug Kauf-man, a game designer and writer who hasbeen in the industry for years, kindlyoffered to review the game and has doneso below. For the other games, you�restuck with me.

Note: some readers may recall the spe-cial DOOM �preview� that appeared inDRAGON issue #198, and wonder how Ihad the gall to preview a game that Iworked on. My best defense is the truth�at the time I wrote that preview. I was notan employee of id Software.

Reviews

DOOM * * * * *

IBM id SoftwareProgramming: John Carmack, John Ro-

Art: Adrian Carmack, Kevin CloudDesign: Sandy PetersenBiz: Jay Wilbur

mero, Dave mylar

The latest game from id Software,Doom, is a first-person shoot-�em-up simi-lar to Castle Wolfenstein. In fact, onemight reasonably call it Wolfenstein II. Thequestion for consumers, of course: is itworth buying if I�ve already playedWolfenstein? What if I didn�t like Wolfen-stein?

If you�re already a Wolfenstein fan, thisis a short review for you. Stop reading andrun out and buy Doom�you absolutelywill not be disappointed. It�s not just arehash-it has new graphics, new weap-ons, more sophisticated battle tactics,better secret doors, radiation suits, andchainsaws. Yes, chainsaws. Like I said: run,don�t walk, to get Doom. Did I mention upto four-player network play, either cooper-ative or player vs. player death match?

If you�re still reading this review, youmust not have liked Wolfenstein, or per-haps you�re one of the few computergamers across the country who has neverseen Wolfenstein. Is Doom for you?

I�d give it a qualified yes. If fast-movingarcade shoot-�em-ups aren�t for you, Doommay not be what you�re looking for, but ifyou didn�t like Wolfenstein for a specificreason, here are some of the improve-ments to be found in Doom:

Support: Shawn Green

©1993 by Sandy Petersen

DOOM (id Software)

Graphics: The graphics in Wolfenstein with flashing lights. There is nothing quitewere actually somewhat cleaner, but far like the thrill one receives while creepingmore cartoonesque. The graphics in Doom through darkness that is suddenly illumi-are darker, grittier, and more realistic. nated by flickering ultraviolet�with aDoom also has one vastly exciting mood. monstrosity suddenly visible at the othersetter: light. There are dim rooms, dark end of the room!rooms, and most exciting of all, rooms

Computer games� ratings

X Not recommendedPoor* *

*** Fair* * * * Good

Gameplay: The improvements to game-play, at least in Episode One (I played all

In addition to the lighting effects, Doomhas many more wall textures, ceilings, and aneat bobbing-up-and-down effect as you run(which causes seasickness in a few wimpysouls, so be warned). It also has severaladditional weapons (more about this later),and the fist-punch and shotgun fire-and-pump animations are really cool.

four levels of episode one for this review,

DRAGON 59

Page 62: Dragon Magazine #203 - Annarchive

as well as a two-player network game), aresketchy. With more weapons, there isgreater scope for tactical planning on theplayer�s part: the shotgun is powerful andhas a slightly spread fire-zone, good forinfighting against lots of enemies; thechaingun is deadlier, but uses up a lot ofammo. (There are different ammo typesfor each weapon, so logistics plays a partin planning.) The rocket launcher can takeout several enemies at once, but do notuse it up close. All these choices would befor naught if the designers didn�t provide avariety of situations, but they�ve done wellin that respect. There are narrow corri-dors, big rooms full of enemies, singleenemies that are more powerful than you,enemies with long-range weapons, ene-mies with powerful close-range weapons,etc., scattered throughout each level.

Another improvement in gameplay issecret doors: in Wolfenstein it was a majorpain in the butt to check every single wallfor secret doors, but you had to becauseyou never knew where one might befound. There are hints in Doom, whichhelps narrow things down tremendously. Ido feel, though, that the doors are not asevident as the designers believe: the tell-tale graphic differences are hard to spotbecause of the nature of the engine; asyou get closer to a wall, its colors ripplesomewhat, and this often leads you tobelieve there�s something there whenthere isn�t. Secret doors are still a pain,but maybe that�s the way it should be.

Probably the best improvement to game-play is the tactical map: hit the Tab keyand you get a birds-eye view of the levelyou�re on. This is very useful for seeingareas you haven�t finished exploring yet,potential sites for secret doors, and justfiguring out where in the blazes you are.This feature alone tipped the scales forme: I found Wolfenstein too frustrating toplay because I constantly got lost. WithDoom it�s not a problem.

Network play: Another outstanding newfeature is the potential for up to fourplayers to network together. If Wolfensteinwas too hard or too easy for you, tryplaying Doom with some buddies, oragainst some buddies. Yow! It gives a feel-ing similar to that of the movie Aliens,where the Marine team is maneuveringtogether down the dark corridors and intothe dark lair of evil. Playing a deathmatchagainst �live� opponents is the biggestadrenalin rush available on computerstoday.

Doom is a terrific showcase of fast-moving, first-person sprite manipulation.It gives a real feel of being a lone manrunning through darkened corridors, witharmed enemies all around and only yourtrusty shotgun between you and certaindeath. If you like Photon or Laser Tag,you�ll want to play Doom.

As a computer game, though, it lacks acertain depth. You run through the corri-dors, shooting everything you see. After awhile, you either die or you kill everything

60 MARCH 1994

DOOM (id Software)

on that level and then look around a bitfor secret doors before moving on to thenext level. Admittedly, your own skills andbrains make a big difference between lifeand death, but the fact is that the game ispretty repetitious. If you found specificproblems with Wolfenstein, you might findthem fixed in Doom, but if you just didn�tcare for Wolfenstein as a concept, youwon�t find enough new in Doom to keepyou going.

A final note: the first episode of Doom isshareware, available on most bulletin-board systems and net services. You canjudge for yourself just how compelling andexciting it is for you, and send away fortwo additional levels for $40. Good luckand good hunting!

1. Hangar: Once you enter the exit room,don�t exit immediately. You�ve just acti-vated a secret-go back out and into theslime room. The raised platform that onceheld an imp is now opened and you canwalk inside to obtain a sorely-neededshotgun.

2. Nuclear Plant: Walk around the cen-tral structure right ahead of you whenyou start. On one wall the textures don�tquite match up. Go up and push on themto expose a little room holding somegoodies and a switch. Push on the switchto open a door elsewhere. Now, when youwalk up the stairs to get the key card,you�ll see an opening to the outside, whereyou can get the chaingun, among otherstuff.

3. Phobos Lab: In order to get the yellowkey card, you must cause a walkway torise up from some slime. Step out on thatwalkway and look out over the slime.You�ll see a brown section of wall amidstall the green panels. Jump into the slimeand run to the brown wall. It�s a secretdoor opening to the rocket launcher.

Game tips (Episode One)

DOOM (id Software)

(Episode Two)1. Deimos Anomaly: After crossing the

moat of blood, you can see a button onone wall. Pushing it raises a short wallwith a button on each side. One side opensa secret door next to the teleporter. Theother opens a secret teleporter way backwhere you obtained the blue skull card.Go back up and through that teleporter toget the plasma gun.

2. Containment Area: The final hall fullof skull-lined crushing ceilings conceals asecret. The third crushing ceiling hides asecret entrance to your left. Rush in therewhile the ceiling is going up, and you�llfind a chainsaw.

3. Fortress of Mystery: Some playersbelieve this level is impossible to conquer.That just isn�t so. To win, you have to getthe Hell Barons and Cacodemons to fightone another. While they�re fighting, keepracing around, staying out of their way.(Good luck.) When enough of them aredead (usually the Hell Barons win but notalways), you can start pitching in, usingthe hefty heap of equipment available inthe Hell Baron room.

1. Hell Keep: The next-to-last room,covered with black sooty walls, holds asecret door hiding a rocket launcher. Pushagainst the walls until you find it. This

(Episode Three)

Page 63: Dragon Magazine #203 - Annarchive
Page 64: Dragon Magazine #203 - Annarchive

Comics fans among you may be familiarwith the intrepid Sam and Max: FreelancePolice. The artist and creator, Steve Pur-

Collette Michaud, Steve Purcell, LarryAhern

Purcell, Collette MichaudProgramming: Sean Clark, Mike Stemmle,

Livia Mackin, Jonathan AckleyBackground art: Peter ChanAnimation: Lela Dowling, Jesse Clark.

IBM and compatibles LucasArts Design: Sean Clark, Mike Stemmle. Steve

SAM AND MAX: HIT THE ROAD * * * *

the pseudo-first level, the walls lower andyou are faced with a gigantic Cyber-Demon firing rockets. Your only hope is torun around behind him, where you�ll findan invulnerability sphere. You�ll have 30seconds of invulnerability to blast himwith your rockets.

rocket launcher is also available in Limbo,in the same spot.

2. Unholy Cathedral: The weird glyphsset into the walls often signal the presenceof a nearby secret door. Check it out.

3. Limbo: When you reach the end of

cell, at one time illustrated role-playinggames (including many supplementsChaosium�s CALL OF CTHULHU* game,for instance), and it�s nice to see him hit-ting the big time.

If you don�t have a sound card, Sam andMax remains silent, in common with manygames nowadays. A number of companiescan no longer be bothered to providesupport for the pathetic IBM sound chip,and it looks like LucasArts is one of them.Well, I guess it�s not much of a loss, but itwould have been nice if they�d made atleast a little effort in that direction.�Beepatronics� is still better than totalsilence.

Sam and Max is an adventure game,much like LucasArts� earlier Day of theTentacle. You play the part of Sam. Maxaccompanies you on your ride throughAmerica, and you must keep him in con-sideration, though he is not actually underyour direct control. Sometimes you canuse Max to accomplish tasks. SometimesMax takes action on his own. When you�restanding around thinking, Max wandersabout the screen, making faces at thepigeons or examining suspicious puddles. Iwas very impressed by the way in whichMax has been integrated into the gamewithout just making him a puppet of theplayer, and I recommend the study of thisapproach to any game designer workingon a game involving character interaction.

As with other graphic adventures, youwin by solving all the puzzles the gameholds. Also as in other graphic adventures,the game is not particularly replayable�once a puzzle has been solved, you can�tgo back and play it again. The puzzles areas good as in any game I�ve seen, andthere seems to be plenty of them.

In my version of Sam and Max, bugswere rampant. If I clicked the wrong

62 MARCH 1994

Sam and Max (LucasArts)

button, or did something in the wrongorder, the screen palette sometimes wenthaywire, or I became incapable of select-ing certain objects. It was also possible to�short-circuit� the conversations, causingSam to be saying one thing, while hiscontact was responding to somethingcompletely different. At first, it may seemlike both characters are simply engagingin non-sequiturs, but it�s just another bug.The game never actually crashed on me,but I don�t think it was ready for release.If you run into this kind of trouble, saveyour game, quit back into DOS, and re-load. The troubles will be gone. At least,until you click the wrong button again.

Your cursor is one of several possibleshapes, ranging from a pair of walkingfingers to a talking mouth. To perform anaction, turn your cursor into the appropri-ate shape, then click on the desired object.If you grab an object, the cursor takes onthat object�s shape, allowing it to be usedto affect other objects. To change yourcursor, you either can right click on the

mouse to cycle through all the choices (notthe most efficient system in the world) oryou can click on the open box in the cor-ner of the screen, which changes thescreen into a big view of the box, contain-ing the possible cursor choices plus allyour objects. This also is not particularlyefficient, and while I liked the full-screeneffect of Sam and Max, sometimes I feltthat having a status bar at the bottom ofthe screen would have made for a betterinterface. Especially since when I tried toperform actions in the lower-left handcorner of the screen I usually selected theopen box by mistake.

When you hold your cursor over anobject that it can activate, it changes ap-propriately. For instance, the Look cursorresembles a closed eye. When you hold itover an object that you can Look at, theeye opens, signaling the possibility.

The art in Sam and Max looks just likethe comics. If anything, it�s too good�I

Continued on page 69

Page 65: Dragon Magazine #203 - Annarchive
Page 66: Dragon Magazine #203 - Annarchive

64 MARCH 1994

Page 67: Dragon Magazine #203 - Annarchive

DRAGON 65

Page 68: Dragon Magazine #203 - Annarchive

66 MARCH 1994

Page 69: Dragon Magazine #203 - Annarchive
Page 70: Dragon Magazine #203 - Annarchive

"Forum” welcomes your comments andopinions on role-playing games. In theUnited States and Canada, write to: Fo-rum, DRAGON® Magazine, P.O. Box 111,Lake Geneva WI 53147 U.S.A. In Europe,write to: Forum, DRAGON Magazine, TSRLtd, 120 Church End, Cherry Hinton,Cambridge CB1 3LB, United Kingdom. Weask that material submitted to “Forum” beeither neatly written by hand or typed with a fresh ribbon and clean keys so wecan read and understand your comments.We will print your complete address if yourequest it.

Role-playing games and their playershave repeatedly come under scrutiny bysome individuals. The disposition gamerstake toward this scrutiny has tended to bedefensive. I wonder, though, how muchdefensiveness is good? I ask that questionbecause I have noticed both the �Letters�and �Forum� sections of DRAGON® Maga-zine slowly but surely getting more bittertoward those who openly disdain thegames.

I first noticed this attitude in EddieWolfs letter ["Ugly stereotypes"] in issue#193, after not having access to DRAGONMagazine for a couple of years. Althoughthere is much criticism of role-playinggames by people, it has been my experi-ence that many people are open-mindedabout gaming.

For instance, I recently attended a lead-ership retreat for the student governmentof Utah State University. At that retreat,we were divided into small groups ofeight, and then we were asked to describeour personal lives to our groups. When Itold my group that I played the AD&D®game, they were not critical. Instead, theyasked questions for two hours, and somein my group even expressed interest inplaying!

I wonder if there are other gamers whohave had positive experiences like this. Ifso, I�d seriously like to read about it herein the �Forum�.

Seth SeyfriedLogan UT

I suspect most gamers are as sick andtired of the �Role-playing, not Roll (Rule)playing� cliche as most Americans are ofthe Atlanta Brave�s Tomahawk Chop.

Keeping with the baseball metaphor, let�sexpose the illogic of that cliche. The gameis called �Baseball," therefore only thoseaspects that deal with bases and balls areimportant. Anything else is unimportant.

68 MARCH 1994

Thus the �pickle� is important (bases andball are both involved), but hitting (ballonly) or stealing (bases only) are insignifi-cant, and of course other things (trades,deciding when to bring in a relief pitcher,sacrificing, etc.) utterly dispensable.

Experience tells us otherwise. Baseball ismore than bases and balls, and by similarlogic and experience, we know that role-playing is not the alpha and omega of theg a m e .

I think the role-playing promoters pro-test their innocence too much. If anything,gaming suffers from an over-emphasis onplay-acting at a cost to activities such asachieving the adventure�s objective, out-smarting the GM, beating the crud out ofthe bad guys, etc. In other words, thethings gamers who have no interest inspeaking in an accent all day long do tohave fun.

You remember fun, don�t you? This iswhat five PCs in a group of seven don�thave when the other two characters, LordAlan of Ismaret and Captain Sir AllenTrewlaney-Smyth spend a good half hourof real time arguing as to the proper wayto spell their first names!

�But it�s in character!� both players protest.The correct solution is to award the

bums their xps for �role-playing�. Thendock them double that amount as a delay-of-game penalty. The more time theywaste while being in character, the greaterthe penalty. They delayed the game withexcess play-acting. You gave them well-deserved justice.

If role-playing is so superior to otheraspects of adventure gaming, then thefollowing is undeniably true.

Situation: A modern-day espionagegame. Setting: A Halloween-costume partywhere an enemy agent is trying to get vitalinformation from a traitor. The PC�s job isto catch both agents in the act.

The PC team consists of a number of�standard� espionage types, however, eachplayer has her own style and this is howthey�ll be identified. We have a play-actor,a tactician, and a combat machine.

The play-actor spends more than twohours of real time getting the costumeready, talking to various NPC clothiers andhairstylists the GM had to whip up asneeded.

The tactician and combat machine, whohad already covered this part of the ad-venture by stating �I get into costume andgo to the party." wait until the play-actor�sactivities catch up with them in game time.

Eventually, the play-actor is costumed

and reaches the party. In the remaininggame time, the tactician assembles clues toidentify the traitor and enemy agent, andonce made, the combat machine goes intoaction, eventually capturing both agents.

Under the �role-playing is supreme�ideology, the play-actor is superior to boththe tactician and the combat machine PCs.The fact is, however, that the play-actor isa self-indulgent fop whose excessive zealfor personal details about the character�sactivities steals valuable playing time fromthe rest of the group and spoils the fun ofthe GM and other players.

The trouble is that most games aregeared to reward role-playing just becauseit is role-playing. Excessive role-playing is amajor problem in many games, yet mostrulebooks fail to so much as recognize theproblem, let alone advise GMs and playersabout dealing with it.

You, as a GM, have some basic goal inmind that the PCs should accomplish. Ayear or so from now, after regular gamesessions, you expect your game world tohave undergone some specific changescaused by the PCs. If the player whoseconstant yammering in an accent hashindered any of those expected gamedevelopments from occurring, you havean excessive role-playing problem in yourcampaign.

Joe KutcherfieldHacienda Heights CA

I have been a gamer for approximatelyseven years, and yet in all my experienceswith role-playing games I have neverexperienced anything quite like what I�mgoing to relate to you. A new phenomenonin my area is power gaming. We all haveheard about a DM running an impossiblyhigh-level campaign. Yet, I have never seenit on such a wide scale until now. It seemsthat one of the local gaming stores is run-ning a high-level campaign with no sem-blance of balance at all.

In this campaign, each character startsoff with 8,000,000 experience points.Characters start off with all statistics being18 + 1d6 and can go as high as 60. Charac-ters can be anything from dragons togiants. One such character was a 20th-level wizard/20th-level specialty priest ofIsis, who was also a 2,400-year-old greatervampire from the RAVENLOFT® setting.Characters do approximately 200 points ofdamage with each successful attack. Theaforementioned character also has a magi-cal sword, but not just any magical sword,not even just a nice, normal, �wimpy� +5

Page 71: Dragon Magazine #203 - Annarchive

vorpal weapon. No, he has a +7 longsword that on any successful hit instantlydrains 15 levels from the victim. He alsohas a cloak +4 that can summon a tarras-que once a day, a solar twice a day, andcan summon his god once a week. Thesecharacters are summoning multiple tarras-ques at a time. Yet this is not what I havegripes with, because I feel that anyone canplay the game how they want. The free-dom that you have when you�re role-playing is one of the major contributingfactors to the success of the industrytoday. I do have gripes with the way thesegamers say other people�s games are�wimpy� and that regular players couldn�thandle a game of that �magnitude�. Thisisn�t true at all. We just choose not to playsuch chaotic slashfests. In the campaignsthat I run, I emphasize role-playing, prob-lem solving, combat, and character devel-opment. I try to keep it all balanced. I haveplayed in a campaign with a person fromthis group acting as the DM, and in asingle night my character went from 1st to5th level. Another night I had one of mystatistics go from an 18 to a 24, for what Ifeel to be no reason at all. Yet all we do isattack, get attacked, win treasure, gainlevels, rest, get healed, get attacked, wintreasure, etc. Does anyone see a pattern?

The first night I had a headache and a

I was first attracted to the world of theAD&D game because it is uniquely accept-ing of women. When I was introduced tothe game by a friend who just happens tobe a woman, I was delighted to see womendescribed and depicted as warriors,

Can you stand just one more letter onthe issue of women and gaming? In issues#196 and #197 there were some prettynegative things said about TSR and theirattitude and portrayal of women, and as awoman I would like to say something indefense of TSR.

UnsignedNassau County NY

cramp in my arm from rolling so manydice. The games that I have enjoyed mostwere nothing like this. This is just oneexample. I have heard stories of this forsome time. Maybe it is just a phenomenonthat is occurring in my area, but somehowI doubt it. I mean, is this the future of role-playing games? I sincerely hope not. What-ever happened to normal campaignswhere you start at 1st level and work yourway up at a slow, controlled pace? Normalcharacters became heroes not because oftheir magic or their statistics, but becauseof the way they play and what they ac-complish through their hard work andstruggles.

priests, wizards, and rogues. In the pic-tures of the Player’s Handbook, womenwere shown wearing armor and shieldsand bearing swords. I was excited that Icould play a female character, and thatfemale characters were not restricted inthe roles they could choose. I think thatTSR, Inc., should be commended for theirattention to the feelings of women asgamers. Every book contains illustrations,examples, and episodes in which womenare represented equally.

Lucy KinboroughMilwaukee WI

It is true that much of the art in TSRmaterial depicts women in skimpy, reveal-ing outfits that are not only ridiculouslyunfit for battle but also very dehumaniz-ing and degrading. Many men don�t under-stand how that kind of art can makewomen feel. Perhaps if we explain it�instead of getting mad�men will under-stand why we make such a big issue out ofsome of TSR�s art. I don�t think any maninvolved in TSR products wants women tofeel alienated or insulted. Every time Ihave played the AD&D game with men orbeen in a gaming store I have felt acceptedand encouraged. TSR is to be praised forwelcoming women to its games.

green fish visible, but only two of them

ently were just decorative, not meant toproduce action. At the Fish World exhibit,for instance, there are at least six huge

activate little scenery details that appar-often found myself trying to select or

E y e o f t h e M o n i t o rContinued from page 59

produce any response when selected.Another problem is that it is not alwayseasy to select a desired object. Sometimesyour cursor seemingly activates when heldover one object, but is really reacting toanother, nearby, object.

It is also hard to tell when you can walkoff the side of the screen or not. Some-times the only way to find out is to haveSam wander around bumping into all thescreen�s sides physically, which is a bittedious.

The game�s humor is dry and hilarious.When Sam tells Max he�s looking pert, Maxsays, �I�m a coffee achiever, Sam.� It goeson and on. The animation is tremendous,and the situations themselves are in theSam and Max tradition of inane Ameri-cana, ranging from the Worlds Biggest Ballo� String to Bumpusville (�where taxidermyof all nations sing together in peace�).Anyone who�s traveled more than a fewhundred miles across the American coun-tryside knows of these ridiculous �land-marks� that dot our fair nation.

In summary, the virtues of this gameoutweigh its vices. I recommend it.

MARIO ALL-STARS * * * *

SuperNintendo NEC

Psychologically, this is similar to thePhantasie re-release just discussed. Itconsists of the original Super Mario, SuperMario II, and Super Mario III games as

In my case, I was nostalgic for the goodold days when I first had a computer, andPhantasie was one of the more advancedgames available. It�s a little pathetic to seeit in the shops now, in all its shabbinesssitting next to the potent competition ofMight and Magic, Eye of the Beholder, orShadowcaster, but on the other hand, itwas a bit refreshing to see a blast from mypast. So often old computer games, bothfun and not so fun, vanish into nothing-ness and are never heard of again.

The games date from years back, and itshows. They are in CGA four-color art,with pathetic animation, and no soundsupport. On the other hand, the plots andadventures are just as much fun as theyever were, and the package containing thethree games is incredibly cheap. (I boughtmine for a mere $9.95.)

Many years ago, before SSI was in pos-session of the AD&D® computer-gamelicense, it produced a few fantasy gamesunder the alarming misspelling of Phanta-sie. Now Wizardworks has re-releasedthese along with a similar game, Questron.

PHANTASIE I, PHANTASIE III, andQUESTRON II * *

IBM and compatibles WizardworksOriginally released by SSI, Inc.

released for the regular Nintendo, butnow available for the SuperNintendo.

The programming has been carefullycrafted so that the characters act exactlythe same on the SuperNintendo as theyonce acted on the Nintendo. Even some ofthe old programs� glitches are there. Icould find only two exceptions to this.First, the infamous World "-1" can nolonger be accessed (in Super Mario). Sec-ond, a new type of suit is available inSuper Mario III�the �turtle� suit. It en-

There is one big improvement over theold games. The new cartridge providesfour saved games for each title. Bravo!Plus, even the saved games have a bonusfeature. A saved game lists the level you�vereached, but you can load any level you�vebeaten. If you�re at level 4, you can start at4, 3, 2, or 1, at your choice. I rather likedthis trick.

ables you to toss hammers at your foes.

Another change is in the art and sound.All these have been brought up to Su-perNintendo standards (with scrollingbackgrounds, for instance). In some cases,this conflicts with old habits. If you kepttrack of where invisible blocks were bylooking at the backgrounds, this strategy isno longer valid as the backgrounds aremove. The new art and sound are bigimprovements, however.

l indicates a product produced by a company otherthan TSR, Inc. Most product names are trademarksowned by the companies producing those products.The use of the name of any product without mentionof its trademark status should not be construed as achallenge to such status.

DRAGON 69

Page 72: Dragon Magazine #203 - Annarchive
Page 73: Dragon Magazine #203 - Annarchive

The cover: How they did itArtwork by Timothy Bradstreet & Fred Fields

A reference photo. (Photo by Tim Bradstreet)

Fred had never done it. Timothy haddone it lots of times. After years of talkingabout it, they finally took the plunge. Thismonths cover is the result of artists FredFields and Timothy Bradstreet�s combinedcreative talents.

(the model), and Fred Fields.

�Fred�s very illustrative. I came from astrong comics background,� Tim Brad-street explained on why they decided topool their talents. Tim�s own experiencehas ranged from role-playing games tocomic books. He�s currently finishing anew Aliens comic, �Music of the Spears."�It�s fun to see what you�re going to get."

For Fred Fields, who used to do ad agen-cy work and is now a staff artist at TSR,it was a chance to learn some new tech-niques and �do something without a swordin it:� He also pointed out, �There�s a com-mon thread in our styles.�

So how do two artists, one in Wisconsinand the other in Illinois, work together onone painting? It�s actually easier than itsounds. The hardest part was actuallygetting together at all. After several yearstalking about it at places like the annualGEN CON® Game Fairs and World Science-Fiction conventions, the two knew theywanted to collaborate�perhaps on agraphic-novel cover�but the chance nevercame. Then Fred remembered DRAGONMagazine and its science-fantasy issue.The choice worked for both of them.

When it came time to actually get work-ing, Tim was responsible for the firststeps. He did a photo shoot with modelsand gear right at hand. The photograph isthe base, showing light and position. �Peo-ple move, not pose, and it has to haveaction and emotion. I played role-playinggames in high school and felt I could dobetter art than what was being publishedthen. I wanted to draw people realisti-tally." In Tim�s pictures it�s important forthe audience to identify with what�s going

DRAGON 71

Page 74: Dragon Magazine #203 - Annarchive

After transferring Tim’s drawing onto illustration board, Fred doesa complete rendering in burnt umber washes.

The background is dropped in (from back to front), and the brick wallis blocked in.

7 2 M A R C H 1 9 9 4

Page 75: Dragon Magazine #203 - Annarchive

on. �I try to tell a story in just one picture!��The object is to get people to believe in

the fantasy, to suspend their disbelief,"added Fred.

A lot of photos were taken, but only onewas chosen for the cover. From it, Timprepared a black-and-white portrait,which was a lot more than just reworkingthe photograph. �What to add? What getsthem going?� It�s things like these thatBradstreet thinks about as he works.

The result was the package Fred re-ceived. There was the drawing, but it alsoincluded details such as tattoos� �modernprimitive stuff�� and the skull on theholster. �I tried not to alter things,� Frednoted as he worked up the layers of colorthat make the picture, �but I developeddetails, like the background and where thefigure was!� Color added more than justoranges and reds, too. It created thingsthat didn�t show in black and white, likethe bruise and the blood. Things that werejust designs-like the skull on the holster�transformed as Fred added his own inter-pretations of what he saw.

So what�s the picture about? Tim andFred won�t say for sure, but they both askjust who was on the other end of thosehandcuffs?

The packet Time sent: sketch. "rough" tattoo designs, letter, and many photos.

The clothing, gear, and one final tracer bullet are next. The brick wall now dry, Fred added the mortar, tint, shadows, and graffiti.

Photography by Charles KohltDRAGON 73

Page 76: Dragon Magazine #203 - Annarchive

I From the Notebooks

of Fallendor the Mage:

t has happened again.No peace this night

or for a fortnight past. I have been cursed,robbed of my rest by a maddening vision�the Codex of infinite Planes! It has been lostsince before my time, the time of my fatherthe time of all my known ancestors.

Yet every night in my dreams, I see thecursed book. It hovers beyond the veil ofreality, a dream that has more substancethan reality. I try to touch the pages, butevery motion forward propels the bookaway. Frustration fills me and I begin torun. Every night I run faster toward it,but every night I am no nearer to my goal.In the morning, I awaken with new visionsfilling my mind.

I began recording these visions in mynotebook as I remember them. They arenot the random scenes of dreams butmessages, encrypted in a code of images. Iam certain they are passages from theCodex of Infinite Planes.

I have a theory about the Codex. I do notthink it exists yet, at least not as a materialthing. It exists only in the world of sleep.There it reveals itself, a page each night, andevery morning I dutifully transcribe itspages into the world of flesh. I am no morethan another of the great books scribes, likethe Archmage Tzunk before me.

At first the passages seemed random andmeaningless, but now I sense a pattern.The Codex�s magic is the magic of words.As the dreamer reads the entries in thebook, he creates the destination where theCodex will send him. When the image iscomplete, the traveler arrives. Perhaps ifsomeone could find all the fragmentsrecorded by the book�s scribes, the Codexwould become real in this world.

If there is a link in all the messages Irecord, it is a city called Sigil, the Heartand the Cage. This city exists, I know, atthe very center of the Outer Planes. It isthe place through which all things pass.For now, my image of it is only fragmen-tary. Perhaps if I review the entries relat-ing to Sigil, tonight I will dream of the cityitself.

74 MARCH 1994

Page 77: Dragon Magazine #203 - Annarchive

by David �Zeb� Cook

Artwork by Dana Knutson & Tony DiTerlizzi

Aleax of Sigil, The: An engine ofdiscipline, the aleax is the formless spawnof divinity. The creature has no thought orno will, only the raw clay of its shell andthe spark of life. The creature becomeswhole only by an act of mortal denial tothe gods. Then the aleax wakes eachmorning in a new land, its hands and feetclumsy strangers. Its face is the face ofone who rejects it. With each day, its mem-ories are new; the smile of a grandchild,the taste of sweat, the cold slash of winterwind, and the shrill of the teakettle in themorning. Perhaps wanting to cling to itsborrowed memories, the aleax seeks outand kills its mortal father. This seems likethe sting of an ungrateful child, but thealeax has no choice. Its family is a ring oftraps. The mortal parent gives it form butdenies the child; the divine parent acceptsthe child but refuses it form. Unable toaccept this, the aleax chooses to returnitself each day to oblivion.

In the great city of Sigil, there is an aleaxcut off from its god. It is an idiot and a

great threat to the Faction of the Athar.Helplessly the creature wanders thestreets searching for a form. It hears thedenials and renunciations of all gods andcannot choose one from the lot. Its hand isone man�s, its face another. In this block itremembers the taste of oranges fromElysium, in the next the scouring fires ofGehenna. It talks in all voices, it speaks allwords. In its ramblings are concealed thegreat secrets and hidden thoughts of all ithas become. Driven mad by its too-fullexistence, the aleax seeks only oblivion.

The inhabitants of Sigil are as singular asthe city itself.

Dictionaries of Pain, The: This tomeis not the only dictionary found on theplanes, and not all dictionaries classifywords. There are dictionaries of smellswhere a scent evokes the memories ofother scents. There is Tbron�s dictionaryof memory, whose pages hold nothingbeyond what the reader brings.

In Sigil, the baatezu Ganeesh holds an-other type of dictionary, one of the Dictio-

naries of Pain. In its pages are listed all theshadings of anguish, categorized by theplay of the nerves under the skin, anddefined the music of their cries. Ganeeshcomposes poems from the entries therein.Some of the poems are meant to be read,since reading them is enough to causeanguish. Others are performed in secretconclaves of Sigil�s Lower Ward.

Just as there is an entry in the Codex forthe Dictionaries of Pain, there is an entryin the Dictionaries of Pain for this book,the Codex of the Infinite Planes. In thealphabet of nerves, the entry for the Co-dex can be found between the sharp stingof discovery and the salted wounds offailure.

Doomguard, The: The Doomguard isone of the factions of Sigil. It exists only tobring the end, the oblivion that over-whelms everything. Their goal of destruc-tion applies to themselves, too, for theentropy of the multiverse that they desiremust include themselves. Nonetheless,they actively recruit and expand, swellingtheir ranks while striving to destroy allelse. It is said that entropy comes wheneverything is reduced to a single state, soperhaps this applies to the community ofSigil, too.

The Doomguard has heard of the aleaxof Sigil and are frustrated by it. Theywould dearly grant it oblivion, but itslifeforce is sheltered by the gods. All theDoomguard can do is stalk it helplessly,hurling themselves at it like the goat thatcharges the tiger.

Factions: Life without belonging is notlife. Every being must have a position tocompare itself to all other beings. In thecore city of Sigil, to be is to belong to afaction. In a lesser city, these factionswould squabble for the control of water,light, or gold, but Sigil is the heart of allcities. It cannot strive for commodities, itsfactions struggle for the only realproperty�belief. What is believed is whatcreates the reality of the planes.

There are many realities in Sigil forthere are many factions. There is theAthar over whom the aleax have nopower. They forswear the might of thegods. The Godsmen, who hold that all

DRAGON 75

Page 78: Dragon Magazine #203 - Annarchive

beings could become divine, build theirproofs in the Great Foundry. Using wordslike these, the Fated take their reality fromothers, wearing the dreams of their ene-mies as their own. The Sensates shapereality in eye and hand, fashioning theworld according to their experiences.

The Bleak Cabal denies its philosophyhas any meaning, for cause and meaningare pointless to them. The Doomguardconstantly tears down the houses of itsown thought, searching for path to entro-py. There are the Mercykillers whosejustice is like ice to fire. In the alleys of theHive are the Xaositects and the Revolution-ary League, who live their lives in contentdisorder.

On the far side of Sigil�s ring, the Harmo-nium hunts the realities that are not itsown. In its wake are splintered worlds,never to be whole again. The Guvnersprobe the machineries of reality. TheCiphers watch them without comment.Their truth is hidden in the deep mines ofthe soul. The Dustmen merge the realityof life and death. They have abandonedbelief in the line between these two things.

Of all these factions, the Free League arethe saddest in their claims. They deludethemselves with the vision of independence,never accepting that they are bound to eachother in their belief of free will.

�Come to learn about the planes, berk?Well, if that�s true, then this is the rightplace. There ain�t nobody who knowsmore about the planes than the folks wholive here. So it might be wise to sit downand listen to what a bloods got to say.

�First off, welcome to the real world�more real than most know. It pays to havea geography lesson before getting to farinto this, so pay attention. The dark of it�ssimple-there�s three realms in all themultiverse: the Prime Material Plane, theInner Planes, and the Outer Planes. ThePrime Material�s got a lot of little worldsfloating in it, bubbled inside their crystalspheres. The Inner�s a place of raw surg-ing elements and no place for most cuttersto live. It�s here�the Outer Planes�wherethe real secret of the planes is going to befound.

Only the Lady of Pain stands free of thefactions, bound in by cages of her own.

Geography of Sigil: These were thedreams of the Guvners� factol:

�Of course, for a clueless sod, the GreatRoads an overwhelming place. There�s toomuch of the planes for a berk to absorb.That�s why it�s best to learn the way toSigil, the City of Doors.

�Sigil floats over the great spike at thecenter of the Outlands, the plane thatitself is the center of the ring of OuterPlanes. A basher can�t get to it by walking.There ain�t no roads or gates to her, atleast not in the sense most primes under-stand. Sigil�s doors are portals that canlead from anywhere to the Cage�s streetsand maybe back again. Even beyond that,Sigil�s no ordinary place. It curves andarches �round itself �til the sky is filled

76 MARCH 1994

with roofed houses on other streets. Devasand tanar�ri build side by side, each ac-cording to its taste.

�So let a clueless basher take some ad-vice from a planar�get to Sigil and get akip there. Sigil�s the heart of it all!�

PLANESCAPE� campaign setting: Inanother reality, there exists a game andfor that game there are imagined worlds.One of these is the PLANESCAPE cam-paign set. In it are three books that de-scribe worlds that never were. Some ofthe players of this game imagine them-selves as people who never were�humans, dwarves, half-elves, goat-centaurbariaur, githzerai, and tieflings, the smoke-tinged children of corrupted creatures.They pretend strange philosophies andinvest their creations with powers beyondin their own prosaic lives. They exploretheir imaginary worlds with the maps thatcome with the box, maps that chart land-scapes created for their pleasure.

In this game world there is a city calledSigil, impossible in their own reality. Thecity is a ring that floats over a spire whoseheight is beyond measuring. Sigil is thehome for their imaginary people, theirheroes. From it, their characters travel bymagical doorways to distant towns andstrange lands. Back to Sigil their heroesreturn to celebrate their imagined victo-ries. In their journeys they meet othercreatures no less fantastic than them-selves. They create races to fill the spacesthey have imagined�modrons, servants ofSet, marrenoloth, and vortexes-and writedescriptions of them into the box.

The easy question would be, of course,who dreams who? Is this world the crea-tion of those who imagine it in play, or arethey mere fictions of this realm? But thehard question is this. Of the two worlds,one is truthful, while the other one lies, sowho created the honest world?

Portals: �I, Prespos, citizen of Iriaeborthe Overland City, explorer-mage, occa-sional ambassador from the court of Bron,son of the former alderman Teramgot andhis legal wife Elysa�may the gods guardtheir souls�have journeyed to planesbeyond our own; all true are my words,from my departure from this plane to myjourneys into the other dimensions of theplanes and my return again. May Oghmacurse me if my words are untrue!

�I have always been a scholarly wizard,though I admit to an uncontrollable wan-derlust that lures me to far reaches of ourglobe. Although some consider my schol-arly journeys reckless, I am not a foolishman. On my explorations I have everydesire to return to Iriaebor alive and notas ashes in some jar.

�On the day of departure I prepared forthe worst. My will was complete and theservants paid through the end of the year.A scroll gave the means for departure-I�had invested a small fortune to make thesheet. I uttered the words and sureenough, a shimmering gate appeared.Bravely, wand in hand, I stepped through.

�Straight into the center of an openmarket! There I stood, like a gaping farm-boy, in a doorway between the moundedfruits of a melon-dealer and the batteredbrass of a tinker. I first thought the spellerred, teleporting me to a market fairsomewhere in Calimsham. A quick glanceto the sky corrected that belief. There wasno sky. Overhead I looked at the jaggedtops of buildings. The city was both aboveand below us and strung out like an arcfrom north to south and east to west.

�I have since learned this city was Sigil,the city of doors. And well named it is.Where I had spent my fortune and timepreparing a single scroll, the citizens herecan travel throughout the planes simplyby stepping through a door. If the rightitem is held, even the most harmless-seeming arch crackles with the flame ofmagical power to reveal the vista of adistant land. The citizens call these portalsand make regular use of them. In my timethere I did too, passing through to otherplanes. But I will leave those stories foranother day!�

The Lady of Pain: She is the guardianof Sigil surrounded by her silent staff, thedabus. One sees her as she floats abovethe ground, too rare a thing to touchcommon earth. Voiceless, she drifts pasthim and into the Maze of the city, dispens-ing her blessings on no one. All that is leftin her passing is the aura of serene fear.

This is my dream, Fallendor�s dream,recorded in the pages of the Codex. This isthe part where a mage�s life intersects thelife of his dreams. He falls in love with asingle glimpse of the Lady of Pain but hecannot acknowledge that love. Herwarmth would bring destruction. Still, heis unable to forget her. He researches theCodex more and more, searching for theclues to a portal that will lead him to Sigil.He records his dreams, compiles them,and draws maps of their routes. Fromthese he searches for the final entry thatwill lead him to his goal.

At last he dreams the magistrate stand-ing in an empty house, reading the papersFallendor has left behind.

The document ends here. To date, nosign of Fallendor has been found.

Magistrate Lach-Verger

Page 79: Dragon Magazine #203 - Annarchive
Page 80: Dragon Magazine #203 - Annarchive
Page 81: Dragon Magazine #203 - Annarchive

If you have any questions on the gamesproduced by TSR, Inc., �Sage Advice� willanswer them. In the United States andCanada, write to: Sage Advice, DRAGON®Magazine, P.O. Box 111, Lake Geneva WI53147, U.S.A. In Europe, write to: SageAdvice, DRAGON Magazine, TSR Ltd., 120Church End, Cherry Hinton, CambridgeCB1 3LB, United Kingdom. We are nolonger able to make personal replies;please send no SASEs with your questions(SASEs are being returned with writer�sguidelines for the magazine).

This month, the sage takes a close, butcareful look at prismatic effects and othermagic in the AD&D® 2nd Edition game, andconsiders other problems facing referees.

Can the caster of a prismaticsphere or prismatic wall cast spellsout of the sphere or wall?

One could argue that because the castercan freely pass through a prismatic effect,her spells ought to be able to pass, too. TheAD&D game, however, generally does notallow characters to launch attacks throughabsolute protections Iike prismatic spheresor walls. Even a partial prismatic sphere orwall stops spells if the indigo and violetlayers are in place. Note that if these twolayers are absent (which might be the casewhen a character creates a prismatic wall alayer at a time with a wand of conjuration)spell effects can pass freely through thesphere or wall in both directions.

What happens if a creature withmagic resistance successfully resistsa time stop spell? How many roundsof actions does the creature getwhile the time stop caster is takinghis 1-3 rounds of free actions? If thecreature is free to act for 1-3rounds, it gains from a hostile spell.If the creature only gets one roundof action, the caster might be free toattack it for one or two rounds,which doesn�t grant the creaturemuch benefit from its successfulresistance roll.

Actually, neither of these two situationswould arise. Time stop is an in-place effect(see PH, page 102 or DMG, page 67); if amagic-resistance roll succeeds, the timestop collapses, perhaps with a thunder-clap, puff of smoke, or other dramaticeffect.

by Skip Williams

How are a holy sword�s magicresistance and dispel magic abilitiessupposed to work? According to thePH, the circle of power has a 30�diameter, but the DMG says the radi-us is five feet. The PH says the dis-pel ability works on hostile magic.Does this mean that friendly magicis unaffected? Is the dispel abilitycontinuous while the sword is held?Can any magic pass through theradius?

Though there has yet to be any officialrulings, the current thought at TSR, Inc.,is as follows: The dispel magic and magicresistance powers have a five-foot radius.The magic resistance is continuous whilethe sword is unsheathed and held (by apaladin). Dispel magic is not continuousand must be invoked by the paladin hold-ing the sword. Doing this counts as anaction and the dispel affects all magic inthe radius, hostile or not. Because thedispel is instantaneous, it usually cannotstop magic from passing though theradius�this power is most effectiveagainst in-place effects.

The magic-resistance power functionsaccording to the rules for magic resistancein the PH and DMG. Note that magic resist-ance comes into play only when magic canaffect the protected creature. A spell thatis just passing though is not affected. Forexample, a magic missile targeted at acreature 20� behind the paladin worksnormally. If the same spell is targeted atthe paladin or at any other creature with-in five feet of the paladin, the magic resist-ance comes into play. Note that in somecases a spell can be blocked by default.For example, a blast from fireball affectsanything within its area of effect. If a holyswords magic-resistance roll succeedsagainst the blast, then the blast is com-pletely excluded from the five-foot magic-resistance radius. If the blast is rushingdown a corridor at the paladin the magicresistance radius will completely block theblast if the corridor is small enough. Thisdoes not mean that a holy sword blocks allfireballs and similar effects. If, for exam-ple, a fireball’s glowing missile is set todetonate outside the magic-resistanceradius, the missile can explode normally,but if the magic-resistance roll succeeds,anything within the radius is protectedfrom the blast.

What happens when a druid ispart of a combine spell? Can thedruid make or contribute to undead-turning attempts even thoughdruids cannot turn undead?

A combine spell gives a power boost tothe central priest in the group using thespell. It does not grant the central priestpowers or spells that would not normallybe available to him. So, a druid who is thecentral priest in a combine spell cannotturn undead. The central priest in a com-bine spell can draw power from the sup-porting circle to enhance undead-turningor any spell that has level-based variables,such as range, damage, and duration. Thespell description does not mention anyspecial requirements for members of thecircle except that they must be priests, soI�m inclined to suggest that the type of thepriests in the circle does not matter. Thecentral priest draws raw power from thecircle and uses that power to enhance hisown abilities. Note that while the spelldescription mentions only undead turning,the DM might allow any level-based grant-ed power to be enhanced with a combinespell, provided that the power has detailsthat vary with level. Remember that thecentral priest always must be the mostpowerful priest in the group and thatcombine does not grant powers that thecentral priest cannot normally use. Agroup of low-level druids, for example,cannot use combine to boost the centraldruid to seventh level so he can shape-change. Likewise, if a power is usable onlya limited number of times each day, com-

the central priest tobine does not allowexceed that limit.

DRAGON® issue #185 included (onpage 18) a list of creatures fromother AD&D game worlds that aresuitable for use on Athas. Which ofthese have psionic abilities?

None of these creatures are known forpsionic abilities. However, if the DM de-cides to include these creatures among thespecies native to Athas, I�d recommendgiving wild talents to goblyns, alaghi, des-ert centaurs, and grimlocks.

Where can I find deck plans forships not included in the originalSPELLJAMMER® boxed set and theWar Captain�s Companion?

Page 82: Dragon Magazine #203 - Annarchive

more sets of deck plans: SJQl Heart of theEnemy (TSR product #9347), SJS1 Goblin’sReturn (TSR product #9343), SJA2 Skulland Crossbows (TSR product #9286), SJA3Crystal Spheres (TSR product #9299), SJA4Under the Dark Fist (TSR product #9325),and SJR1 Lost Ships (TSR product #9280).

The following products each have one or

According to Table 48 in the DMG(page 48) rogues gain 2 XP for eachgold piece worth of treasure theysteal. Recently, the PCs in my gameinfiltrated the home of the localdictator and the party�s thief madeoff with a ring that ultimately turn-ed out to be worth 5,000 gp (afterrolling for its value on the art ob-jects table). The thief also took othertreasures from the house. Do I haveto give this character 10,000 XP?

A DM never has to give a PC any experi-ence at all, but it�s usually a good idea todo so if you want your players to comeback for another game. Individualexperience-point awards always are givenat the DM's discretion. Some guidelines fordetermining when an individual award isappropriate are given on page 48, rightbelow Table 34: Was there a reason for thecharacter to take the action? Was there asignificant risk to the character? If theanswer to either question is yes, some sortof award is merited. Was the action detri-mental or abusive to the other PCs? If the

answer is yes, an award is not merited. Ifyou decide to make the award, you alsomust decide how much experience toaward; two points of experience for eachgold piece worth of treasure is only aguideline. If you think it�s too much, by allmeans reduce it. If the character in ques-tion is high level and 10,000 XP representsonly a fraction of the experience require-ment for the next level, you probablyshould award it all, especially if the char-acter did her pilfering in a heroic mannerthat did not leave the rest of the PCs in thelurch. If the character is low level and10,000 XP represents most or all the expe-rience requirement for the next level youshould give only a fraction of the 10,000XP. You also should reduce the award ofthe thief who abandoned her companionsin the face of danger; for example, if thethief sneaked off to rifle the bedroomwhile the other PCs were locked in a dead-ly combat with the dictator�s pet owlbear,the award should be reduced or elimi-nated altogether. Note that if the dictatoris one of the PCs� major foes, the theftmight increase the story award for thegroup as a whole, especially if the lossinterfered with some devious scheme thevillain had planned.

Pantheon of the monthThese are unofficial suggestions for

using the optional spheres of priest spellsfrom the Tome of Magic with the deities of

the Indian pantheon in Legends & Lore:Brahman: Wizard spells (as an ascetic)

from two schools of magic only.Indra: Major: Chaos, War; Minor: Time.Varuna: Major: Law; Minor: Thought,

Wards.Mitra: Major: Law; Minor: Thought,

Travelers.Yama: Major: Law; Minor: Thought,

Time.Agni: Major: Chaos; Minor: Time,

Travelers.Surya: Major: Law; Minor: Time,

Wards.Savitri: Major: Time; Minor: Travelers,

Wards.Soma: Major: Chaos; Minor: Time,

Thought.Ushas: Major: Law; Minor: Time,

Wards.Siva: Major: Time; Minor: Numbers,

Thought.Kali: Major: Chaos; Minor: Time,

Thought.Brihaspati: Major: Thought; Minor:

Law, Wards.Rudra: Major: Time; Minor: Numbers,

Thought.Puchan: Major: Travelers; Minor: Time,

Wards.Ratri: Major: None; Minor: Chaos, Time.Vayu: Major: None; Minor: Time, Wards.Tvashtri: Major: None; Minor: Num-

bers, Thought.

Page 83: Dragon Magazine #203 - Annarchive
Page 84: Dragon Magazine #203 - Annarchive

New frontiers in space-age gaming©1994 by Rick Swan

Role-playing games' ratings

X Not Recommended* Poor, but may be useful** Fair*** Good**** Excellent***** The Best

82 MARCH 1994

Page 85: Dragon Magazine #203 - Annarchive

We�re tackling science-fiction games thismonth, which gives me an excuse to dipinto the mailbag and share a few relatedletters.

Chris Crammond of Godfrey, Ill., won-ders how to get West End Games� STARWARS* game off the ground. With FirstEdition STAR WARS gone the way of thehoming pigeon, I�d suggest you start freshwith the Second Edition (reviewed inDRAGON® issue #199), then take a look atthe Movie Trilogy Sourcebook, reviewed inthis months �Short & sweet� section.

Speaking of the STAR WARS game, DaleMeier of Holstein, Iowa, takes issue withmy praise for the Second Edition, object-ing to the absence of an index, the de-creased cybernetics and computer rules,and the scarcity of game-mastering tips.Further: �A large amount of things trans-fer over very easily and all West EndGames would have to do is take the time toresearch all First Edition materials andprint up a conversion book. . . . � Well,maybe. Considering the expanded focus(covering adventures after the fall of theEmpire) and reworked mechanics, I thinka new edition was justified, and West Endcame up with a great one. Still, I�m sympa-thetic. Whenever publishers issue revisededitions, they risk the good will of fanswho�ve invested the time and effort need-ed to master the previous versions.

Back in issue #194, I suggested that theMECHWARRIOR* role-playing game makesa good first supplement for the BATTLE-TECH* game. �I disagree with this movesomewhat," writes Mr. Meier. �If you strict-ly want to study the tactics and hardwareof the BATTLETECH game, I�d recommendbuying the BATTLETECH Compendiumand Citytech.” Fair enough. You might alsocheck out FASA�s new BATTLESPACE*game, reviewed this month.

Finally, thanks to Steffan DelPiano of SouthRiver, N.J., Herman Liebson of Watertown,N.Y, and Chris Perry of Corning, Calif., fortheir thoughtful letters of support, whichmodesty prevents me from quoting. (Nokidding, Herman, am I really one of thereasons you resubscribed?) Also, to all thosewho�ve asked how to get their games pub-lished, two words: Beats me.

SHATTERZONE* game * * *Three 96-page books, 112 playing cards,

16-page SHATTERZONE Quarterlynewsletter, two 10-sided dice, boxed

West End Games $30Design: Ed Stark and Greg FarshteyAdditional material: Shane Hensley and

Dave WetzelDevelopment: Daniel Scott Palter, Richard

Hawran, and Ron SeidenEditing: Ed Stark and Greg FarshteyIllustrations: Marshal Andrews III, Jamie

Lombardo, Ron Hill, John Paul Lona,David Plunket, Phillip Tan, Pete Ven-ters, Mike Vilardi, and Karl Waller

Cover: Nick Smith

64-page softcover bookWest End Games $12Design: Shane Lacy HensleyEditing and development: Ed StarkIllustrations: Jamie Lombardo, Ron Hill,

Crosshairs * * *½

Here�s a role-playing game (RPG) thatshould�ve been packaged with a bottle ofaspirin. SHATTERZONE boasts a fascinat-ing setting and some interesting concepts,but navigating the rulebook is about asmuch fun as staring into a light bulb.

First, the good news. The SHATTER-ZONE setting, detailed in the handsomeUniverse Guide, combines high-tech gritwith fairy-tale whimsy to create a role-playing arena of remarkable invention. It�ssort of a punkier Star Wars, where whole-some droids and noble Jedi Knights havebeen displaced by self-indulgent zonersand seedy shatrats. The universe consistsof four environments, linked by a commonhistory but distinguished by wildly diversecultures and terrain. Beyond the CoreWorlds region, the center of civilizationand the probable homeland of beginningPCs, lie the Near Colonies, a string ofindependent settlements populated byrenegades and backstabbers. Fortunehunters flock to the undeveloped planetsof the Inner Frontier, while settlers with adeath wish may opt for homesteads in thegrim Outer Frontier. The Shatterzone,separating the Inner and Outer Frontiers,resembles an asteroid field of incompatible�light� and �dark� matter; collisions causeserious trouble.

and Karl WallerCover: Stephen Crane

On the other side of the Shatterzonelurks a race of creeps called the Armagons(as in Armageddon), who relate to humanslike termites relate to soft wood. Space-farers also may shake hands with theGlahn, blue-skinned pragmatists that comein three sexes, or they might meet aYithran scout, a cross between a treestump, an ice box, and a bowling ball. Tokeep the rabble in line, a police organiza-tion called the Fleet enforces laws with thecompassion of Nazi stormtroopers. A listof slang terms ensures that a PC knowswhat an Ishantran ambassador meanswhen he calls him a �scattertan� (space-talk for �butt-head�). Laws vary fromplanet to planet, depending on local cus-tom and the whims of administrators;kidnapping may be legal on Planet X, whiletrespassing may send the perpetrator tothe gas chamber. Although the gameskimps on adventure hooks, refereesshould have little trouble designing solidscenarios from a background this rich.

The game�s best mechanic is the deck ofcards used to augment plots and boostabilities (as in West Ends TORG* game).Each player receives a hand of cards at theoutset of an adventure, discarding them atkey moments to influence various aspects

of the game. Enhancement Cards enable aPC to increase the success chance of skillrolls, cause an opponent�s action to fail, orcoax a clue from the referee. SubplotCards affect the storyline with MistakenIdentities (a nonplayer character becomesconvinced that a PC is somebody else) andRomances (the PC meets the love of hislife). Cards also may be used to determineinitiative and resolve critical actions. Use-ful, versatile tools, the cards are as fun asthey are ingenious.

If only the rules were as appealing as thecards. Alas, they are a disappointingbunch, a minefield of charts and numbers.The character-creation system gets thingsoff to a rocky start. A player begins withany archetype she can dream up, prefera-bly one that can be summarized in twowords, such as Corporate Mercenary, FleetScout, or Nitpicking Critic. A PC has eightbasic Attributes�Agility, Dexterity, Endur-ance, Strength, Intellect, Mind, Confi-dence, and Charisma�which is two toomany; if there�s a difference betweenAgility and Dexterity, or Intellect andMind, it�s mighty thin.

Those who choose not to roll on theAttribute and Skill Points Table distribute20 Skill Points and 65 Attribute Pointspretty much any way they like. Skillsderive from Attributes; Agility-relatedskills include Acrobatics and Beast Riding,Intelligence skills include Camouflage andComputer Ops. Though the 60-plus skillscover a lot of territory, the jumble of quali-fiers make them tiresome to use. Skillsmay be trained or untrained, identified asmacro (requiring the selection of a facet),or cross-referenced to a table; the Com-puter Ops Chart lists 11 variables. (There�sa difference between accessing �unusual�information and �very hard to find� infor-mation.) Some skills are too strong, such asDamage Increase and Psionic Manipula-tion Some are useless; how often will a PCuse Prestidigitation (stage magic)? Someare baffling; we already have a score forStrength, so why do we need a skill forLifting?

Resolving an action requires the refereeto check the applicable skill and determinea Difficulty Number. The player rolls two10-sided dice and checks the result on theBonus Chart for a modifier, which he addsto the roll. If the roll exceeds the DifficultyNumber, the action succeeds. If that wereit, we�d be home free, but we�re just get-ting started. Consider, for example, the"Up� rule: a skilled character may reroll adie that comes up on 10, which in turncan trigger a string of rolls; if a rerolled 10produces another 10, he rolls yet again. Incertain situations, a PC may attempt to�push� his Strength by rolling on the Gen-eral Push Results Table. The value bywhich a roll exceeds the modified Difficul-ty Number is given in Result Points, readon the Interaction and Combat ResultsTable. Want to try for extra actions? Check

DRAGON 83

Page 86: Dragon Magazine #203 - Annarchive

the Multi-Action Table for the DifficultyNumber Modifier and Toughness Increase.Damaged? Maybe you�ve been �KO�ed� (ifyou have a �K� but not an �O,� you recoverin 10 minutes) or �knocked down� (+4modifier to all Difficulty Numbers). Ifyou�ve just received your fourth Wound,modify your skill attempts by +4 DN andtake two Shock Points per activity round.If this is your fifth wound, you suffer anautomatic KO and -8 to your activity, andyou take one Shock Point every rounduntil the total equals your Endurancerating.

For the most part, the system seems towork�I never got around to the AdvancedCombat chapter-but it comes with aprice. The more charts to check and diceto toss, the more the focus shifts fromstorytelling. I wonder if that�s what thedesigners had in mind.

The Value System typifies SHATTER-ZONE�s number lust. The game defines�value� as a universal rating that approxi-mates any type of measurement. Accord-ing to the Value Chart, a value of 14 has ameasurement of 600, which could be 600seconds, 600 meters, or 600 kilograms.The values increase geometrically, whichin theory makes it easier for players towork with large numbers; a value of 15has a measurement of 1,000 but a value of20 has a measurement of 10,000. WhileMayfair�s DC HEROES* game made effec-

tive use of a similar system, here it�s con-fusing and aggravatingly imprecise. In ascience-fiction campaign, it matters to meif an enemy ship is 400,000 or 600,000meters away; in SHATTERZONE, thistranslates to a value difference of 1. Con-sider this example from the Players' Guide:�You�ve been told that your character has15 minutes before a certain poisonous gastakes effect . . . The game master rulesthat the character can try something atleast one time every round. There are tenseconds in a round, but how many roundsin fifteen minutes?� You can figure theresult my way or their way. My way:Multiply 6 (number of rounds per minute)by 15, for a total of 90. Their way: � . . .find the value for 15 on the Value Chart.That�s 6. Then add the conversion (+91 tothe value for a total value of 15 (9 + 6).Reading that as a measurement gives you1,000 seconds. Divide that by 10 seconds,and you see that your character has onehundred tries.� Doesn�t he also have thewrong answer?

Of the first batch of supplements, Cross-hairs is the stand-out. Set on Teraxiter, ableak planet of industrial waste and corpo-rate corruption, the book describes thehistory, environs, and populace in evoca-tive language. Visitors who don�t succumbto scrape-rot, a repulsive skin infection,may find themselves up to their elbows in

carnivorous leeches and mutant rats.Random encounters include the discoveryof hover cars with skeletal riders, a battleover a slimy corpse, and the rescue of acybernetic hound.

Evaluation: In the introduction, thedesigners encourage the reader to ditch asmany rules as he likes. So I did. Guesswhat? I ended up with a pretty good game.Flushing the cumbersome damage systemand the (shudder) Value Chart frees play-ers to concentrate on the setting, andthat�s where SHATTERZONE shines. As forthose determined to master the game onits own terms, note that the three-starrating reflects an average: two for thesystem, four for the background. If therulebook leaves you lost in space, don�t sayyou weren�t warned.

HIGH ADVENTURETM

CLIFFHANGERS: BUCKROGERS® ADVENTUREgame * * *½

One 48-page book, two 32-page books, two32� X 21" mapsheets, two sheets ofstand-up counters and playing pieces,40 chips, ten 6-sided dice, boxed

TSR Inc. $20Design: Jeff GrubbEditing and development: Steven E.

SchendIllustrations: Dick Calkins and Mark HeikeCover: Den Beauvais

War Against the Han * * *One 48-page book, one 32-page book, one

32� X 21� mapsheet, two sheets ofstand-up counters and playing pieces,boxed

TSR Inc. $18Design: Steven E. SchendEditing and development: Jon PickensIllustrations: Dick Calkins and Mark HeikeCover: Den Beauvais

Poor Buck. His comic book fizzled. HisXXVc� game never caught fire. His novelsdisappeared into a black hole. In thisentry-level RPG, which uses the 1930scomic strip as a springboard for campy SFadventures, he may have found his niche.

The simplest RPG that TSR has everpublished-making the MARVEL SUPERHEROES� game a brainbuster bycomparison-BUCK ROGERS explains thefundamentals in about a dozen pages.Four abilities-Strength, Aim, Brains, andHealth-define the characters. Instead ofnumerical ratings, abilities receive one offour Ranks. The player assigns the Bestrank to his preferred ability, the OK rankto his least favorite, and Good and Betterto the remaining two.

By Aaron Williams

Each ability comes with a list of associ-ated skills; Strength encompasses Brawlingand Sword, Health covers Constitution andEndurance. A player chooses two skills forhis Best ability, and one skill each for hisremaining abilities, for a total of five.

84 MARCH 1994

Page 87: Dragon Magazine #203 - Annarchive

Despite the generous number of skills,beginners might find some of the designa-tions puzzling. Why, for instance, is Dex-terity a skill and Aim an ability, and notvice versa? Why was it necessary to listEndurance and Hardy Individual as sepa-rate skills? Why is �a resistance to toxinsand poisons� called Constitution? Why notjust call it Poison Resistance?

A PC receives three Action Points (APs)to spend each turn on movement, combat,and other actions; as shown on the ActionPoint Cost Table, opening a door costs oneAP, breaking it down costs three. Charac-ters move on a square grid, expending oneAP per square in clear terrain. To resolvean action, the player rolls a number of6-sided dice corresponding to the rank ofthe pertinent ability; the Best ability usesfive dice, the OK ability only two. If the PChas an appropriate skill (say, Brawling in ahand-to-hand combat encounter), he rollsan extra die. He also earns an extra die if a6 turns up on his original roll, he has atool or weapon that increases the likeli-hood of success, or he expends ExperienceChips (awarded at the end of an adven-ture). In no case, however, can a playerroll more than eight dice at once. If theroll equals or exceeds the success number,the action succeeds.

Characters attempting to punch eachother out make Strength checks, with thehighest roll indicating a successful smack.If the smacked character�s Health checkfails to exceed the smacker�s Strengthnumber (10 for OK, 25 for Best), he fallsunconscious for l-6 rounds. For a meleeattack, the attacker makes a Strengthcheck, augmented by extra dice as indi-cated for specific weapons. Some weap-ons, like brass knuckles and blackjacks,knock out opponents who fail their Healthchecks, while others, like axes and swords,kill them outright. Therein lies a problem:a PC can theoretically absorb an endlessnumber of blows from brass knuckles, buta single swat from a mace can send him tomeet his maker. A hit-point systemwould�ve remedied this, even if it madethe rules a bit more complicated.

The World of the 25th Century bookletdetails the campaign universe in breath-less prose: �[Buck] left the abandoned mineto find his old world in ruins. He alsofound a group of Bad Blood raiders am-bushing a female soldier who was flyingwithout a plane!” Panels from the originalcomics accompany tidy biographies of theCyclone Kid, Lariat Luke, and other nota-ble characters. In informative sidebarsscattered through the text, the amiableDoctor Huer ponders such knotty ques-tions as �How does a disintegrator beamknow when to stop destroying matter?�and �Did the Raiders reflect the centraliz-ing Mongol invaders?�. Your reaction toBucks world depends on your tolerancefor compressed liquid air guns and TigerMen from Mars. I found it charming, butyou may find it hopelessly quaint.

The Adventures Book presents the best

introductory scenario I�ve seen in ages,wittily plotted and brilliantly staged. ThePCs awaken in a mysterious cave to dis-cover a bizarre new world of flying air-ships and Mongol death rays, as eventssteer them toward a tense showdown witha surprise villain. Designer Jeff Grubbtakes the referee by the hand and guideshim effortlessly through the encounters,setting the scenes with vivid descriptionsand outlining the options step by step. If anovice referee hasn�t learned how to runan adventure after reading this, he proba-bly ought to stick with checkers.

Though a solid effort, the War Againstthe Han supplement, comprising the Cam-paigns vs. the Han and World at War book-lets, suffers in comparison to the boxedset. A short scenario in the Campaignsvolume picks up where the AdventuresBook leaves off, with the PCs ordered toinvestigate rumors of a new Mongol super-weapon under development in the GrandCanyon. The rest of the book describeshow to design campaigns by using die-rollsto determine settings, supporting casts,and other plot elements. For me, con-structing a memorable adventure fromrandom elements is harder than writing aplot from scratch, and I suspect that manynovices will feel the same way. A fewchapters of plot hooks would�ve beenmore helpful or, better yet, a longer ver-sion of the Grand Canyon scenario. Thesecond book, The World at War, providesbrief but intriguing peeks at new charac-ters and key locales.

Evaluation: BUCK ROGERS fills the billfor beginning players-a coherent,smooth-playing RPG that can be learned ina half-hour. Sophisticated players, how-ever, may be disappointed, particularlythose looking for a rehash of GDW�s late,lamented SPACE: 1889* game, which thisdefinitely is not. BUCK ROGERS charactersfight grizzly bears and bad guys namedAgent X, and if that makes you wince,better stick with the STAR WARS game.Given its antique approach to science-fiction, will the game find an audience? Ihope so. I�d hate to see Buck out of workagain.

BATTLESPACE* game * * * *One 152-page book, one 16-page record

sheet book, two 34� × 22� mapsheets,four counter sheets, 32 plastic bases,two 6-sided dice, boxedFASA Corporation $25

Design: Chris HartfordAdditional material: L. Ross Babcock III,

Sam Lewis, Jordan Weisman, and ClareHess

Development: Scott JenkinsEditing: Donna IppolitoIllustrations: Joel Biske, Earl Geier, Jeff

Laubenstein, Larry MacDougall, AllenNunis, and Gary Thomas Washington

Cover: Peter Scanion and Mike Neilsen

FASA�s face-lift of the BATTLETECH lineproceeds apace with this stylish boardgame of ship-to-ship combat. Don�t bemisled by the meticulous campaign back-ground and modest role-playing rules.BATTLESPACE is about blowing things up.

As in the BATTLETECH game, BATTLE-SPACE players track the status of theirunits on detailed record sheets, each rep-resenting a particular type of fighter,dropship, or warship. Rows of boxes cor-respond to areas of armor plating, such asthe nose, aft, and fuselage; as the unittakes damage, the player marks off theindicted number of boxes. Other areas ofthe sheet are used to record weapon sta-tistics, velocity data, and bay contents.Thanks to clean graphics and a cleverdesign, the sheets enable players to take inan amazing amount of information at aglance.

Play begins with the deployment ofvehicle counters on a hex map of deepspace. After rolling for initiative, playersmove their units by expending ThrustPoints, changing velocity and facing withina set of rigid guidelines. As units are as-sumed to be in constant motion and mustadvance a number of hexes equal to theircurrent velocity, movement is a trickyproposition. For the most part, theBATTLESPACE game sidesteps the finepoints of simulating three-dimensionalmovement on a two-dimensional surface,but the rules are seasoned with enoughphysics to give players a sense of what it�slike to maneuver in the vacuum of space.

The autocannons, pulse lasers, andpoint-defense weapons that make up thegame�s arsenals are powerful enough toscorch planets. To make an attack, a playerreadies his weapon of choice, checks forrange, and rolls two 6-sided dice. If theroll exceeds the to-hit number (dependenton the distance of the target), the attacksucceeds. Damage that isn�t absorbed bythe target�s armor may result in a criticalhit, ranging from the inconsequentialNavigation Lights Failure to the deadlyHull Collapse. Owing to the myriad ofvariables and modifiers, a few glitches areprobably inevitable. I didn�t find any thatbothered me. (Well, maybe one; the Clanfighters seem to have an edge over theirInner Sphere counterparts, particularly inlarger configurations.)

The rest of the rulebook offers a mixedbag of options and background notes.Though well-reasoned, the advanced rulesgo overboard with complications; space/atmosphere interface penalties require toomany calculations, and enemy vesselboardings are too much work. I learnedmore than I ever wanted to know aboutthe history of naval warfare. I would�veswapped half the rulebook for some plas-tic miniatures, like those that came in theBATTLETECH box.

Evaluation: The designer suggests thatplayers need the BATTLETECH Compendi-um and the MECHWARRIOR* game role-playing rules to play BATTLESPACE, but I

DRAGON 85

Page 88: Dragon Magazine #203 - Annarchive

Setting Guide: 53.

disagree. Those who just want to zapspaceships with laser guns don�t need theother supplements; for that matter, theycan probably get along without theBATTLETECH game. The BATTLESPACEset contains all the hallmarks of a classicboard game; it�s easy to learn, difficult tomaster, and maddeningly addictive. Thereare few pleasures as satisfying as blowingan Inner Sphere dropship to smithereens.

Short and sweetTRAVELLER: THE NEW ERA* game, by

Frank Chadwick and Dave Nilsen withLoren K. Wiseman (original game conceptby Marc Miller). GDW, Inc., $25. SurvivalMargin, by David Nilsen. GDW, Inc., $10.No discussion of science-fiction gamingwould be complete without a mention ofthe TRAVELLER* game, the first andarguably the finest interstellar RPG. Thisoverdue revision ties up the civil warfeatured in the previous incarnation (theMEGATRAVELLER* game) and unleashes anew threat called Virus, an electronic lifeform responsible for � . . . planetarypower grids melted into slag . . . starshipsfalling from the sky, crushing cities.� THENEW ERA game also showcases improvedrules for character creation and skill ac-quisition, and brings the basic systems inline with GDW�s TWILIGHT. 2000* andDARK CONSPIRACY* games. With itsflawless integration of mechanics andbackground, TRAVELLER remains a land-mark design and a timeless classic. Veteranplayers in particular should investigateSurvival Margin, which brings the mythosup to date in an amusing series of bulletinsfrom the �Traveller News Service� and alsosupplies conversion notes for refurbishingcharacters from the original TRAVELLERand MEGATRAVELLER games.

METASCAPE: GUILD SPACE* game, byBlake Mobley, Anthony Pryor, and DavidWebb. The Game Lords, Ltd., $40. Sayingthat this new space-opera SFRPG is some-what ambitious is like saying that DonaldTrump is somewhat well-to-do. To give youan idea of the scope, ponder these figures:

Number of character attributes: 23.Number of alien species described in the

Number of pages devoted to readingdice-rolls: 9.

Not for wimps or the mathematicallychallenged, GUILD SPACE tracks the ex-ploits of the House of Dha, a secret mili-tary unit that serves the Guild, an alienalliance established some 3,000 years inthe future. The sprawling rules, coveringeverything from brain-damaged charac-ters to worm-hole travel, defy summary.Here�s a taste, from the definition of theDexterity Attribute: �Dexterity determinesthe ranged class damage adjustment(found on the weapon class table). The adjis based upon Dex category: HB = -1d,L = 0d, M = + 1d, H = + 2d, etc." Theclear writing and liberal examples of playmake even the most complicated mechan-

ics easy to understand, if not to execute; Ispent a weekend wrestling with all this,and I feel like I barely got started. Still,there�s much to admire, such as the flexi-ble combat system that allows individualsand vehicles to use the same rules, and the�Sorce,� a power enhancement that givescharacters access to magic-like effectssuch as ghost walk and shockblast. Thelavish packaging, including five books anda handful of metal miniatures, is generousto a fault. Impressive? You bet. Demand-ing? Absolutely. Playable? If you�re willingto work. (For information: The GameLords, Ltd., P.O. Box PP, Meeker CO 81641-0948.)

The Movie Trilogy Sourcebook, by GrantBoucher and Michael Stern. West EndGames, $25. Continuing their overhaul ofthe STAR WARS game, West End offersthis useful compendium of material de-rived from the three Star Wars films, allcompatible with the Second Edition rules.As much a scrapbook as a game supple-ment, the book features scads of photosfrom the films, as well as a fascinatingselection of poster reproductions (includ-ing a look at the rare one-sheet for thedeceptively titled Revenge of the Jedi).Most of this will be redundant for vet-erans of the First Edition game, but new-comers interested in a rematch with DarthVader should find it indispensable.

MACROSS II* game, by Kevin Siembieda.Palladium Books, $12. Sourcebook One:The U.N. Spacy, by Kevin Siembieda. Palla-dium Books, $10. Though billed as an RPG,the role-playing elements take a back seatto the game�s main thrust; namely, giantrobots smashing each other to bits. Thesearen�t just any giant robots, but super-powered, jet-propelled, mega-laseredmonstrosities that make the competitionlook like wind-up dolls. Derived from theJapanese animated television series, theMACROSS II game excels in its descrip-tions of high-tech death machines like theZentaran Battle Pod and the Valkyrie IIVF-2SS with SAP Augmentation System.Complicated but manageable rules coverburst attacks, laser targeting, and guidedmissiles. There�s not much for the player-characters to do aside from piloting therobots, making the role-playing ruleslargely irrelevant, but that�s okay. I doubtthat many will be playing this game tosavor the nuances of interpersonal rela-tionships. The U.N. Spacy sourcebookdetails a new batch of mecha, even moredevastating than those in the MACROSS IIbook; the striking graphics and exactingstatistics make it a good buy for hardcoreplayers.

The Astromundi Cluster by Sam Wilt. TSR,Inc., $20. Intended to jump-start sleepySPELLJAMMER® campaigns, this lavish boxedset describes a unique crystal sphere com-prised of free-floating asteroids. The sphere�sweak barriers encourage free passage be

tween the Prime Material plane and the InnerPlanes, resulting in a bizarre and potentiallyexplosive mix of creatures. The CelestialAlmanac lists dozens of provocative locales,from the outcast colony of Chakarak to theorchard-laden Boyarny, while the Astrogator’sGuide provides stats for the Doombat andother new ships. Two gripes: (1) Some of thenames are more silly than sinister, like themist-covered bodies called Gasteroids, and theshadowy lands known as the Grim Regions.(Are they anywhere near the Scary Places?);(2) With 192 pages at his disposal, couldn�t thedesigner have found room for at least onefully-developed adventure?

STARFIRE* game, by David M. Weber(original version by Stephen V. Cole). TaskForce Games, $25. First Contact, by Timo-thy D. Olsen and Mark Costello. Task ForceGames, $10. This game of tactical spacecombat is similar in intent to the BATTLE-SPACE game, but the die-cut counters,Combat Results Tables, and no-nonsenserulebook (96 dense pages) put it closer inspirit to military simulations like theSQUAD LEADER* game. The basic turnsequence-initiative, movement, andcombat-serves as a skeleton on which tohang a multitude of options, from plane-tary defense centers to antimatter war-heads. Rule highlights include a WarpPoint system for instantaneous travel, andan innovative game scale that allows play-ers to smoothly shift between four differ-ent units of time and distance. Forstudious players willing to sift through amountain of material, the STARFIRE gamecould easily become a hobby in itself. FirstContact, the expansion set, introduces theVestrii and the Tangri, potential adversar-ies of immense power; interesting, butnon-essential.

War Against the Chtorr by C.J. Carella.Steve Jackson Games, $17. Intelligentworms the size of mini-vans invade theEarth in this first-rate supplement for theGURPS* game. Based on the David Gerroldnovels, War Against the Chtorr serves upall the raw material a malevolent refereeneeds to wipe out the human race. Whenthe PCs think they�ve got a handle on theworms, see how they fare against nerve-burners, jellypigs, and pipe-cleaner bugs.Are you squirming yet?

A former newspaper editor and pub-lisher, Rick Swan is the author of TheComplete Guide to Role-playing Games,published by St. Martins Press. You canwrite to him at 2620 30th St., Des MoinesIA 50310. If you’d like a response, enclosea stamped self-addressed envelope.

’ indicates a product produced by a company otherthan TSR, Inc. Most product names are trademarksowned by the companies producing those products.The use of the name of any product without mentionof its trademark status should not be construed as achallenge to such status.

86 MARCH 1994

Page 89: Dragon Magazine #203 - Annarchive
Page 90: Dragon Magazine #203 - Annarchive

News of people and eventsin the gaming industry

You can send us news, announcements,and press releases using the GEnie Net-work at [email protected]. Wewelcome your written comments to:DRAGON® Magazine, P.O. Box 111,Lake Geneva WI 53147.

have gotten their walking papers, andfuture game material will be written en-tirely by freelancers. The DC HEROES

Lead story: Farewell to the

license is not being renewed. The CHILL

DC HEROES* game

game will be �sporadically supported,�.Mayfair will focus its efforts on its board

Mayfair Games has released its staff forrole-playing games. The editors and de-

games, especially train games.

signers for the CHILL*, DC HEROES,ROLE-AIDS*, and UNDERGROUND* games

88 MARCH 1994

Larry Elmore is a staff illustrator for TSR,Inc., again in 1994. He�s completed a numberof DRAGONLANCE® novel covers, and alsowill paint the Rogues of Lankmar coverand assorted other pieces. TSR also hashired artist Paul Jaquays as a staff artist.Artist Gerald Brom (best known for hisDARK SUN® product covers) has left TSR topursue independent projects. We wish himthe best of luck.

Good news, bad news

NoteworthyWest End Games will release the BLOOD-

SHADOWS* game, a 1930s dark-fantasypulp, game in April. Greg Farshtey, authorof Hell’s Feast, the first release in theBLOODSHADOWS setting, says, �ImagineHumphrey Bogart meeting horrific mon-sters, and the monsters are the PCs." TheBLOODSHADOWS game will use WestEnd�s new �MasterBook� system (similar toSteve Jackson Games� GURPS* line, butwith more support for each setting). Al-ready well-known for their STAR WARS*game, West End also may be pursuinganother major license, though it won�tconfirm or deny the rumors (wink, wink,nudge). We�ll give more details as we pry--

Freelance designer Jonathan Tweet hasjoined the staff at Wizards of the Coast.

He�ll continue to review the world of com-

WotC also has picked up all rights (andback stock) to a game that Tweet co-designed, the ARS MAGICA* game former-

puter games for us in between coding,

ly from White Wolf.

caffeinating, and compiling.

Sandy Petersen, designer of Chaosium�sclassic CALL OF CTHULHU* game andDRAGON® Magazine�s very own computer-

Irish author Willie Walsh is returning to

game reviewer, has taken a position withId Software, a software house in Texas.

the pages of DUNGEON® Adventures aftera year-long absence. Watch for him inissue #47.

them out of the unwilling.

Off the wire

* indicates a product produced by a company otherthan TSR, Inc. Most product names are trademarksowned by the companies producing those products.The use of the name of any product without mentionof its trademark status should not be construed as achallenge to such status.

SSI, Inc., has delayed the AL-QADIM�:The Genie’s Curse computer game to asummer 1994 release. The game uses anentirely new engine with a highly interac-tive story structure, plenty of mysteries,and lots of dialogue. This new enginecomes from Daniel Greenberg, a gamedesigner for TSR, White Wolf, Mayfair,and others. His new engine will be part offuture SSI releases. The Genie’s Curse is avisually lush, one-character quest withgraphics beyond the standard set by theDARK SUN�: Shattered Lands game.

The Executive Editor of TSR�s Book Dep�t.,Brian Thomsen, recently has signed RolandGreen to write three DRAGONLANCE novels;Green is the author of the StarcruiserShenandoah series for Roc and the co-authorof the Janissaries series with Jerry Pournelle.

Lynn Abbey has completed her first novelfor TSR, a DARK SUN® tale called BrazenGambit. Chet Williamson, past winner of theWorld Fantasy Award, has turned in Mor-denheim, a RAVENLOFT® novel.

Books into print

Chaosium may be pursuing a Mists ofAvalon license from Marion Zimmer Brad-ley for their PENDRAGON* game. CharlieKrank confirmed the rumor, but thenKrank said, �We confirm all rumors."

Avalon Hill veteran designer Ken Rolstonis on the design team for White Wolf�sWraith game (for their Storyteller system),due out at this year�s GEN CON® GameFair. Also from White Wolf comes newsthat Ken Cliffe has succeeded StewartWieck as editor of White Wolf Magazine.Stewart moves to WW�s book department.

Page 91: Dragon Magazine #203 - Annarchive
Page 92: Dragon Magazine #203 - Annarchive

90 MARCH 1994

Page 93: Dragon Magazine #203 - Annarchive

Fantasy empires and SF vampires

Jason HendersonBaen 0-671-72203-4 $ 4 . 9 9

The term �Shakespearean fantasy� usu-ally calls up images of the elegant faeriecourt ruled by Oberon and Titania, or theotherworldly island landscape of TheTempest where Prospero�s magic is su-preme. While the inspiration for The IronThane is clearly drawn from Shakespeare,its mood is neither elegant nor misty-eyed.Instead, Jason Henderson picks up whereMacbeth left off, creating a hard-edgedsword-and-sorcery yarn that manages tobe grim yet not gloomy.

The title character is MacDuff, lately theThane of Fife and MacBeth�s executioner.Despite his military prowess, however,MacDuff isn�t a happy man. He�s lost hisfamily, his lands are no longer a home, andhis king doesn�t trust him. The outcastthane is fully prepared to leave Scotlandentirely�until trouble of a different kindgathers around him. The shadowy Erl-King, ruler of the dark peoples of Faerie, ishatching a plot to destroy every livingbeing in Scotland, mortal and magicalalike, and only MacDuff can persuade themany threatened peoples to join forcesand turn back the danger.

Henderson�s narrative is an interestingblend of history, literature, and myth. Hisdebt to Shakespeare encompassesOberon�s court as well as the propheticwitches of MacBeth, but he also drawssignificantly on more traditional Celtic andfaerie lore. There are several elvish racesin Henderson�s world, each with a distinc-tive temperament, appearance, and agen-da. The novel also takes care to tie itselfloosely to real-world history, and details ofmilitary strategy and combat are vividlysupplied. In this last respect, fans of thelate Robert Adams� work may find thebook especially welcome.

The diversity of background materialisn�t without its costs. The tone of thewriting wavers from time to time, zoom-ing in to commune with MacDuff�sthoughts, jumping to a no-holds-barredbattle scene, then adopting a faintly schol-arly voice to provide some bit of historicaldata. Then there are the witches them-selves, an intriguing trio both like andvery unlike the familiar hags of Shake-speare�s Scottish play.

THE IRON THANE

©1994 by John C. Bunnell

Flawed or not, though, The Iron Thaneis nothing if not distinctive. For all thatJason Henderson�s novel is spun off fromone of literature�s best-known plays, it�s atale that sets modest goals for itself andgenerally achieves them. Unlike too many�mighty warrior� yarns, this book doesn�trequire readers to check their brains atthe door.

THE CASE OF THE TOXIC SPELLDUMP

Harry TurtledoveBaen 0-671-72196-8 $ 5 . 9 9

In science-fiction circles, Harry Turtle-dove has acquired a reputation as one ofthe genres leading purveyors of alternatehistory. The history of The Case of TheToxic Spell Dump is more alternate thanmost, even for Turtledove. In David Fish-er�s version of southern California, trafficjams are full of magic carpets, dozens ofprobably real gods are competing forworshippers, the C.I.A. has real spooks onits payroll, and major corporations have tostore dangerous magical leftovers in high-security waste installations.

This last is making David�s job seriouslycomplicated; he�s an investigator for theE.P.A., and something unidentifiable isleaking out of one of the area�s most se-cure storage sites. While no one can tellwhat kind of energy is escaping, its effectsare demonstrable�the magical radiation iscausing newborns in the neighborhood tobe born without souls.

Turtledove strikes a tricky balance be-tween making the novel a tough-mindedmystery yarn, a carefully imaginedscience-fictional treatment of a magicalworld, and a cheerfully amusing comicfantasy. On one hand, it�s hard not tochuckle at high-tech research outfits withnames like Slow Djinn Fizz and technolo-gies like virtuous (rather than virtual)reality, or a world in which AyatollahKhomeini migrated to L.A. to become asevere-minded federal judge. On the other,Turtledove has taken great care to makethe magic plausibly rational and the un-folding mystical mystery dangerouslysuspenseful. Nowhere is this clearer thanin the grand finale, where the sorcerouspyrotechnics are both epic in scale andeminently logical.

Last but not least, the alternate-historical

elements also display Turtledove�s closeattention to detail. Only the most attentivereaders will catch all the subtle left turnsmade from our own past, but the clues arethere for those who watch for them. �Bos-ton, Oregon:� for instance, is not a mistake,but a legitimate twist to real history.

In short, The Case of the Toxic SpellDump is a novel that amply demonstratesthe rewards of solid craftsmanship.

For all that it may look like a wild andcrazy, even silly send-up of bureaucracy andpolitical correctness, this is a book with asmuch research and storytelling skill pouredinto it as you�ll find in a lot of realistic hardscience fiction. That�s a unique virtue for acomic fantasy, and one that more than paysoff Turtledove�s efforts.

David GerroldBantam 0-553-29010-X $ 5 . 9 9

In a technical sense, there�s little ornothing wrong with this latest book fromveteran SF novelist and television writerGerrold. But in practice, Under the Eye ofGod is a book that�s markedly less than thesum of its parts, because those parts man-age to work against each other to producea volume that�s frustratingly hard to enjoy.

The setting is the first major example ofthe problem. The Palethetic Cluster is theMilky Ways version of nineteenth-centuryAustralia�a remote corner of the stellarmap that�s home to all manner of unsavoryoutcasts from the rest of the civilizedgalaxy. The Cluster�s political masters arethe tyrannical Phaestor, or Vampires, agenetically augmented species whosemembers make Klingons look like so manypet hamsters. The Vampires� military en-forcers are the Moktar Dragons, who areto the Jurassic velociraptor what the Vam-pires are to ordinary humanity. For any-one other than Vampires and Dragons, lifein the Cluster is mercifully short at bestand insanely dangerous at worst.

The Cluster�s rough-and-ready atmos-phere might well be entertaining if Ger-rold�s story revolved around a couple ofwell-drawn protagonists with whom read-ers could identify. The focus, however, justisn�t there. Instead, Gerrold presents anensemble piece in which it�s a challenge towork out who�s got the lead roles andwho�s a supporting player. (The metaphor

UNDER THE EYE OF GOD

DRAGON 91

Page 94: Dragon Magazine #203 - Annarchive

is apt, as Under the Eye of God is the firstof two books derived from a TV project ofGerrold�s called Trackers which apparentlydidn�t fly.) As a result, no individual char-acter gets enough �screen time� to estab-lish both a sympathetic personality andany sort of control over the storyline. It�s apity, because there are a couple of promis-ing individuals in the cast, notably a mer-chant star-captain who proves toohonorable for her own good.

Gerrold�s prose style in this volume issimilarly mismatched to his story. Wherethe freewheeling, action-intensive plotwould seem to call for crisp, undistractednarration, what�s offered is an uneven mixof adventure storytelling and ramblinghistorical asides, many of the latter con-tained in long footnotes in uncomfortablytiny print.

The net effect is to badly slow the story�space, giving it a jerky stop-and-go quality.It�s an approach that might work for athoughtful, idea-driven novel, but Underthe Eye of God is too much an action-adventure yarn for the technique to worksuccessfully. Just as game referees can�texpect their players to sit still for ten-minute descriptions of the life histories oftheir opponents, readers are all too likelyto find their attention wandering duringthe footnotes. Where gamers usually canpull their referee�s attention back to theadventure, Gerrold�s readers are liable to

simply put down the book and go on tosomething else.

Which is a shame, because Under theEye of God has the seeds of an entertain-ing interstellar adventure. With a tighterrein on his cast and his tendency to stuffthe entire history of the Trackers universeinto the book�s pages, Gerrold might havehad another winner on his hands.

GUILTY PLEASURESLaurel1 K. Hamilton

Ace 0-441-30483-4 $ 4 . 9 9If you�ve been rolling your eyes at the

number of romantic, sympathetic vam-pires populating the fantasy racks in re-cent years, you�ll be pleased to know thatAnita Blake agrees with you. As the backcover of Guilty Pleasures indicates, hermotto is �I don�t date vampires; I killthem."

In the near-future world author LaurellHamilton describes, Anita�s attitude iseminently justifiable. Hamilton�s vampiresare some of the most dangerous�andmost seductive�undead you�re ever likelyto read about, predators who thrive onhuman blood and passion, promising plea-sure while luring mortals into slavery anddeath.

But while Anita operates more or lesswithin the law, working for an agency thatspecializes in supernatural pest control,there�s someone else out there who�s kill-

Diane DuanePocket 0-671-73377-2 $22.00

Dark Mirror may well be one of themost-anticipated novels in the history ofStar Trek fiction. Besides marking DianeDuane�s return to the milieu after a longabsence, the book makes a return visit tothe universe of one of the original televi-sion series� most startling episodes: �Mir-ror, Mirror". Readers expectations of thenovel are therefore likely to be very highindeed-but Duane proves more thanequal to meeting the challenge.

That�s all the more impressive given thedifficult character work demanded by themirror-universe plot. Duane not only mustget properly inside the skulls of Picard, Troi,LaForge, and the rest of the U.S.S. Enter-prise crew, but also come up with crediblynasty takes on their opposite numbersaboard the I.S.S. Enterprise-D. She succeedsadmirably on both counts, and manages atthe same time to make excellent dramaticuse of everyone in the cast. Even minor

DARK MIRROR

This is Laurell Hamilton�s third novel,following the high fantasy Nightseer and aStar Trek adventure. While the tone ofGuilty Pleasures is rough and ready, thebook is easily Hamilton�s most polishedwork to date. That�s ample demonstrationnot only that her writing talents are ma-turing impressively, but that she�s also oneof the most versatile recent arrivals in theSF/fantasy genre.

The premise recalls Barbara Hambly�sVictorian vampire novel Those Who Huntthe Night, but where Hambly�s milieu over-laid its vampiric lore with a veneer of ele-gant civility, Hamilton�s novel is hard-edged,gritty, and downright nasty at times. Anita isa tough, streetwise investigator, and neithershe nor her undead allies and enemies pullany punches as they go about the businessof tracking the killer, That makes GuiltyPleasures a violent, sometimes seamy adven-ture that younger or more squeamish read-ers may find too vivid for their taste, but thefirefights and blood are integral to the story,and Anita Blake is a complicated, entirelybelievable protagonist and narrator.

Likewise, Hamilton�s working-out ofvampiric hierarchy and powers, as well asthe abilities of various other power-wielders alive and undead, is detailed andingenious. Vampires in this world don�texist in a vacuum; human law has beenbent to account for their existence, andthe supernatural powers that drive themhave manifested in other ways as well.Players of White Wolf�s Vampire game lineshould find a great deal to like in thisvision of the nosferatu.

ing vampires with entirely too much effi-ciency. That prompts one of Washington,D.C.�s most powerful nosferatu to seek outAnita in an attempt to catch the assassin,and leads to a complicated game of shift-ing alliances and undead intrigues thatpromises to get impressively bloody beforeall the demons are laid to rest.

92 MARCH 1994

Page 95: Dragon Magazine #203 - Annarchive
Page 96: Dragon Magazine #203 - Annarchive

players such as the perennially jumpy Lt.Barclay get good parts, and the characteriza-tions of mirror-Troi and mirror-Wesley areespecially memorable.

The novel�s premise is straightforwardenough; while on a quiet mission in aremote area of space, �our", Enterprise-Dabruptly finds itself pulled into the mirror-universe by its Imperial counterpart. Thetransfer is only the beginning, as it�s quick-ly apparent that the I.S.S. Enterprise-Dand its masters are planning to launch amajor offensive against the Federation.

Luckily, the two ships don�t immediatelyrush to a confrontation, giving the Federa-tion Enterprise time to orchestrate anintelligence-gathering foray onto enemyground. In order to truly stop the Empire�splans, the original Enterprise also has tofigure out how to get home.

Duane has always been good at manag-ing high-stakes plots and making her char-acters react believably in crisis situations.That remains true here, but while shedoesn�t abandon the air of relentless opti-mism that marks most of her work, DarkMirror serves to extend her dramaticrange noticeably. Unlike the villains inmost of Duane�s fiction, those in charge ofthe mirror-Enterprise are past all redemp-tion, committed to darkness with a com-pleteness that�s downright chilling. This isnew territory for Duane, but she navigatesit with crisp efficiency.

Duane also drives home the nastiness ofthe mirror-universe in a shrewd but ambi-tious sequence that glances back at itsliterature as seen from the mirror-Picard�sbookshelf. Rewriting Shakespeare is arisky business, but Duane�s extract froman alternate Merchant of Venice is fright-eningly apt and entirely successful atmaking its point. Even in its darkest mo-ments, there�s a dimension to the novel notoften found in Star Trek fiction.

Suffice to say that Dark Mirror is aspectacular success, a story that takes the

television series and lends it a depth andpower unmatched in a lot of �real" SFnovels. It is a Star Trek story with a soul,and those aren�t easily come by in anymedia. Duane�and her readers�haveevery reason to be pleased with this novel.

Michael Stearns, ed.Harcourt Brace 0-15-200965-5

In one sense, the supply of short fantasyand SF stories has never been greater.There are colorful magazines full of them,and nearly every month sees a new themeanthology or two on the racks, featuringstories about cats or vampires or Presi-dents or what have you.

This is all very well, but what has re-mained rare are new fairy tales, particu-larly fairy tales aimed at younger readers.These are the stories one hears read aloudat bedtime, the ones remembered andreread out of dog-eared and well-lovedbooks even after one has grown up�the

A WIZARD�S DOZEN

94 MARCH 1994

ones that send young minds in search ofnovel-length fantasies and epic role-playing campaigns in the first place.

A Wizard’s Dozen bids fair to changethat. Working under the eye of veteranwriter, anthologist, and editor Jane Yolen,Michael Stearns has assembled a memora-ble if occasionally rough-edged group oftales connected only by their desire tointroduce young imaginations to theworlds of magic.

There is mischievous humor here, inPatricia Wrede�s tale of a wizard-caliphwho knows how to cast entirely too manycurses and in Will Shetterly�s story of theaptly-named Princess Who Kicked Butt.There is good gray darkness in a DebraDoyle-James Macdonald chronicle of agranddaughter of queens, and in an unex-pectedly sober story of warring kingdomsfrom Bruce Coville. There are tales thatmix moods, as in Tappan King�s account ofa visit to Faerie by modem and Dan Ben-nett�s wry yarn about a prince, a series ofprophecies, and a great many single-minded orders of knights, monks, and thelike.

That covers roughly half of the book�sthirteen stories, with other worthy contri-butions coming from Alan P. Smale, JaneYolen, Vivian Vande Velde, and Betty Levin.Joy Oestreicher�s and Charles de Lint�stales are the only marginal pieces in thevolume; in each case the ending feelsslightly off-kilter. But Sherwood Smith�s�Faith� more than balances the scale, tak-ing the reader from the utterly ordinaryto a moment of pure magic in a scene thatmakes a perfect ending for the book aswell as the story.

Well-established residents of the gamingworld will find A Wizard’s Dozen a pleas-ant reminder of the sense of wonder thatfirst drew them toward fantasy. It really isa book meant to be shared, and those whounderstand it best will be the ones whobuy copies to give away as well as to read.

Recurring rolesI expect I don�t really need to tell regular

DRAGON® Magazine readers to check outa new novel in TSR�s Harpers series, butElaine Cunningham�s Elfsong (TSR, $4.95)is a special case. A sequel to her earlierElfshadow, it confirms the author�s skilledhand at crafting distinctive characters andintricate thriller plots. Extensive action inand around Waterdeep makes this anessential read for those who adventuretherein, and the only disappointment isthat Arilyn Moonblade�s appearance islimited to a cameo role. Hand Elfsong tothe next person you meet who claims thatTSR doesn�t publish quality fiction set inits �house universes�; this one is a winnerregardless of its label.

Sequels are also the order of the day forWill Shetterly and Teresa Edgerton. Shet-terly�s is Nevernever (Harcourt Brace,$16.95), the second �Bordertown� novelnarrated by Ron the Wolfboy. Bordertownhas long since transcended the �punk

In a much more intimate mold, The Grailand the Ring (Ace, $4.99) returns to TeresaEdgerton�s land of Celydonn to continuethe now widely separated adventures ofPrince Tryffin and his young brideGwenlliant, begun in The Castle of theSilver Wheel. At once familiar and fresh,Edgerton�s world draws respectfully onthe patterns of Celtic lore but weavesthem in distinctive ways. One almostmight describe these novels as retellings ofnewly created ancient myths.

elves� label; Shetterly takes the maverickcynicism of young street culture and mix-es it with rough-edged magic and a wis-dom that�s surprising in the best sense.There�s no better (and perhaps no other)storyteller that the more rebellious oftomorrow�s adults are likely to both readand learn from.

Spider Robinson�s Callahan�s Place is afar more modern myth, and though thebar itself no longer exists, its regularssurvive in The Callahan lbuch (Ace,$18.95). This is something of a mixedblessing; Robinson is as full of nuclear-grade puns and sharply outrageous logicas ever (a brilliant skewering of CitizenKane merits mention), but the series isstarting to recycle its ideas rather thanbuilding on them.

A non-series novel marks Rick Cook�sreappearance after a modest hiatus. MallPurchase Night (Baen, $4.99) is played atouch straighter and more soberly thanCook�s Wiz Zumwalt books, but there�s stillwry humor in security guard Andy Wes-tin�s encounters with otherworldly powerswho are prowling the corridors of one ofCalifornia�s largest shopping centers. Thisis good, because the novel�s running sub-plots get more attention than what passesfor the main storyline. It�s an amiableread, but Cook has done better work.

By contrast, Minerva wakes (Baen, $4.99)finds Holly Lisle stretching her storytellingmuscles admirably, with a clever chronicleof the magic that overlies and underlies theworld we know. Three intersecting plotsmix breakneck action and very strangelandscapes with a lively sense of imagination,and Lisle strikes a good balance between thepotentially incompatible tones. An especiallywell-designed cover completes the package,and whoever wrote the cover copy (nevermess with the mommy) deserves a bonus forcompliance with truth-in-advertising laws.

Last but definitely not least this monthcomes a new tale of subtle magic, ener-getic youth, and classic history from Ju-dith Tarr. Her Majesty’s Elephant (HarcourtBrace, $16.95) takes us back to the courtof Charlemagne, where two gifts�one thetitle creature and the other a shard of theTrue Cross�lead two young members ofthe Imperial court from obscurity into thedangerous edges of political intrigue. Tarrhas a rare gift for making worlds of thepast both authentic and accessible, and it�sin full force here.

Page 97: Dragon Magazine #203 - Annarchive
Page 98: Dragon Magazine #203 - Annarchive
Page 99: Dragon Magazine #203 - Annarchive

he attempt on Al�s life came beforebreakfast, which really pissed him off.

The first clue came from Spencer,Al�s chief normal. The peaceful oldservant had been with Al for half acentury, taking care of his employerwith untroubled regularity during all

of Al�s tenure as the world�s ruling mage.Al was lounging in bed, the usual steaming cup of cof-

fee and morning paper resting on the night table whereSpencer had placed them. Spencer was transparing thebroad windows to let in the clean light of the Decembermorning. The quality of daylight changed, and Spencersuddenly put a trembling palm to his wrinkled brow, let-ting out a low, soft moan. Though only seconds this sideof a dream-filled sleep, Al came fully awake and was upand moving to his servant�s side.

The old man blinked at his employer�s touch, and Alfelt the residual thrum of magical energy as the aged nor-mal captured the incoming attack and drained it off likean arcane lightning rod.

Al�s mind leapt out into the ethereal web of magic thatpermeated the world. He sought and found the strand thatstill vibrated with the assault that Spencer, as a normal,had drawn off. Al backtracked along the singing string,flying along twisted pathways and through complex inter-sections until he found the source of the disturbance.

It was a young face that looked back at him from acrossthe intervening non-space, all smooth skin and intenseeyes shimmering with newborn power. So young, Althought. Had he ever been so young himself? The youthcould not see him, protected as Al was by scores of nor-mals, hundreds of intricate wards, and a talent so globalin scope that it was nearly indistinguishable from the aurathat filled the magical non-world.

The young mage�s hawkish eyes peered along the sameargentine web that Al had just traveled, looking for a clueas to how his attack had fared. While the silver strand stillhummed with the momentary coursing of power, Alreached up to his personal magic door. From beyond it, hepulled an amount of power sufficient to destroy his assail-ant. He forged the power into a spearing thrust that wouldspit the impetuous attacker like a trussed chicken. Hewanted to drive it in skillfully, leaving his would-be assas-sin a few moments to realize who it was had killed him. Alprepared to deliver the spell.

And hesitated.

Questions tumbled through his mind, fast as thought,but it was long enough to give the young mage time todiscover Al and shield himself. The blow that should havesundered the boy�s mind only maimed, and Al had todraw again from beyond his magic door before he couldfinish the presumptuous youth.

How many more times would he have to answer such achallenge? How long would it be before he failed to meetsuch a threat to his control of the world? How long beforea talent arose that would best him?

The young eyes flashed in an ethereal nova and closed.The mental presence exploded and the web sang like a 12-string guitar: open, metallic and vaguely dissonant. Al leftthe shattered remnant and returned to his bedroom.

Spencer�sPeace

by Kurt Giambastiani

Illustrations by Martin Cannon

DRAGON 97

Page 100: Dragon Magazine #203 - Annarchive

The world was still shifting with the arcane overflow ashe looked around him, but that was to be expected whenmagic was so conspicuously tossed about. The excesseshad to go somewhere.

It was no longer December outside. It seemed more likespring, though no time had passed. The room, too, hadbeen altered; half-drawn vertical blinds now shaded thewindow in lieu of polarized glass, and the stuccoed ceiling,formerly fine-grained mahogany, seemed perhaps a bitlower. Al wondered how much of history had changed toaccommodate the world�s physical modifications. Beingable to see the shifts in reality was the part of being amage that he found the most unsettling.

Spencer still stood before Al. To the servant�s mind, hehad only just opened his eyes at his master�s touch. He didnot, could not, notice the change in the season or theroom or the scores of other things that had been altered bythe arcane fusillade. Spencer, like all normals, hadchanged as the world had changed, absorbing his share ofthe mutating forces.

�Are you okay?� Al asked him.�Yes, Master Alfred. Fine, thank you.�So it's Master Alfred now, he thought. �Are you sure

you�re all right?� Alfred asked again.Spencer nodded and they stood there a moment longer

in silence, magister and normal. Then Spencer calmlyfinished opening the blinds.

Such peace, Alfred thought. Such unflappable trust. Thethreat was gone. Spencer did not remember it ever havingexisted. There must be such peace in not remembering. What Iwould give to know that peace, even for a moment.

Alfred turned his gaze to the window and the isolatedvalley beyond. Interesting, he thought, that such a minor talentshould strike a blow so far within my defenses. He rememberedthe young mage�s searching gaze. He struck what he could notsee. Alfred suddenly realized that he had retaliated tooquickly, too harshly. There were questions now that couldnot be answered. The whole of the web still trembled withthe violence of Alfred�s retribution, and all tracks hadbeen effectively erased.

Alfred opened the sliding glass door and walked outonto the balcony that had not existed a minute and a halfago. He scanned the sweeping lines of rolling green thattumbled down from the walls of his mountain chalet to thetown that still lay cradled in the valley�s heart. Trees that afew moments past were silent stretching skeletons lockedin crystalline ice and new-fallen snow now rustled withverdant growth. Birds chased one another through themuttering branches. The air that should have chilled hisexhalation into swirling wisps of gray vapor now greetedhim with freshness and the aroma of lilacs in bloom. Shinycars and flatbed trucks traveled the road over the nearbypass and down into the town. Overhead, an airplane flew.

Alfred frowned at the sound of the flying machine, butnot because he did not know what it was. His discomfortcentered on the fact that it was not the familiar boomingof a jet that he heard. It was the throaty roar of four Pratt& Whitney propeller engines, a sound he hadn�t heard ina score of years.

A tremendous amount of arcane energy had been ex-pended, more than the tiny amount for which his puling

98 MARCH 1994

attacker could account. Alfred�s unease increased.

came that afternoon, lightning-fastAlfred was looking out across the

The second attackand broadly played.grounds from the veranda and saw two of his gardenworkers drop, stone-dead. Many others swayed in theirtracks. The table at which he was working shifted andwrithed under the layer of parchments and tomes he had

was reflected by his person-energymagicalit aslaid uponal wards.

Alfred grew angry.�Goddam sonofabitch!� he roared, kicking his now

three-legged chair to the side as he rose. �Twice in oneday!�

mages to run the world, each controlling his or her owncorner, making life for the normals safe while the normals

Never had there been two attempts in a single day.There weren�t that many talents. It didn�t take too many

made life comfortable for their mage.Of course, whenever a youth found the hidden path to a

magic door, that personal well from which to draw theusually trouble. The newterritory, and that territo-

powers of magic, then there wastalent would have to carve out ary had to come from someone.

Occasionally, too, one talent would strike another in anattempt to acquire control, secrets, or even just prestige.Lately, for Alfred, that�s all that they had been after.

Prestige.Alfred had been the leading talent for decades, longer

than any before him. As a result, the world had settleddown. It had assumed a consistent rhythm, taken on ahistory, and begun ticking happily along. He had intro-duced order among the chaos of magical talents.

And that had been his mistake.He had imposed a hierarchy upon the world of magic.

He had given themHe had given form to theirsomething to climb.

ambitions.

And made himself their target.At first the attacks had come once a year, simple at-

tempts to wrest from him the perceived glory of his posi-tion as counselor and governor. He had beaten theseattacks off as easily as he had crushed the youth beforebreakfast, and with a fraction of the moral concern.

Then the frequency had increased. Every eight months.Every six. Challenges issued with all the proper pomp andprotocol required by the mages� unofficial code of honor.The web rang with arrogant boasts.

When these too were thwarted, the challenges began tocome without warning: surprise attacks that brought dis-honor upon the contenders, highlighting their despara-tion. Lately, it had become a bi-monthly trial, and Alfredhad felt the ubiquitous hand of murder resting lightly onhis throat. A continuous companion during the recentyears, it had weighed upon him heavily.

But twice in one day! Never had Alfred had to contendwith such a coincidence. The idea that two talents wouldindependently select the same day for their suicidal at-tempt was not only far fetched, it was ludicrous. The com-munity of the arcane was too small. Alfred knew themages who were the real threats to his life, and he knewthat none of them were contemplating making good those

Page 101: Dragon Magazine #203 - Annarchive

threats. This morning�s attack had been from a completeunknown, as would prove this current attempt.

It was no coincidence. It was a conspiracy.All these thoughts raced through Alfred�s mind before

the chair he had upset had hit the tiles. He reached to hismagic door and coaxed a variety of powers to him. Thenhe sent his mind in search of his attacker.

Just as with that morning, he found the youthful talentby flowing backward along the line of attack. She wasdark and lovely, but glimmered with barely enough powerto rule over a local parish, much less a world. Even if shewere successful in her assassination, she could not hold theposition any longer than the boy he had dispatched beforemorning coffee. What could she be thinking?

Alfred intended to find out.Instead of an attack, he surrounded her with his power.

He saw her face go stark white with fear as she foundherself bound to the greatest mage the world had everseen. But he did not crush her. He pulled her to him.

Across the non-existent vistas of the magical net, Alfreddragged her, her mind screaming in terror, to his keep inthe mountains. It was safer, he knew, to bring her bodilyrather than to try to control her at a distance. This way hecould concentrate on her and not be worried about herconspirators attacking his vulnerable mind as it crossedthe distance between them.

Her psychic scream was echoed by her physical one asshe materialized on the veranda, dark pupils surroundedby bluish whites, rictus-mouthed face haloed by a nimbusof dark curls. She was beautiful, Alfred could see, and afourth of his age, and he wondered if that, too, was part ofthe plan. Finally, she stood before him, swaying slightly inthe brilliant sunshine, the air still pierced by her throat-rending shout.

Alfred was about to speak when he felt the pressure ofher impending attack. Magic filled the air, more magicthan he thought she could muster. She had either tampeddown her power purposefully, to draw him in, or she hadsimply been drained by her initial attack. Either way,Alfred had only a moment of thought to raise a protectiveshield.

Her attack was wily and subtle, pressuring Past andFuture in upon him with a final thrust coming throughacross the nebulous line of Now. His protection held,deflecting and mutating the energy it received.

The world shifted around them as the attack was blunt-ed. The mountains were suddenly barren, the air hot andhumid, the sky dark and foreboding. Streaks of fire, mete-oric lances, flashed through the darkened day, explodingin deadly marigolds within the ruined city that now rosefrom the valley floor. Time swept beneath the two mages,carrying them forward and backward, up and down theline of possible history.

Alfred felt a score or more of his normals die as thetremendous shock of the highly spectrumed attack over-powered their ability to diffuse it. His mind reached out toSpencer just as he too fell. Alfred felt his servant�s passion-ate devotion to the master tear at his heart as the old manwas ripped, burned, and crushed by the tumultuous crashof power.

Alfred thrust back across the three intervening paces at

the young mage. She should have died, charred like asteak on the bare, smoldering tiles, but she did not.Though she was staggered, her defenses held and Alfredfelt the remainder of his normals die. She shifted herstance to keep her balance and her foot came down inknee-high grass. The chalet was no more, the city in thevale was now only a village. Around them were only air,tree-clad mountains and swaying billows of wild greenwheat.

They regarded one another then, each momentarilyspent by the pulling and playing of magical power, disori-ented by the tremendous shifts in reality. Alfred�s frustra-tion and fury rose in his throat. Grief and wasteful losstormented him. Finally his anguish found a voice.

�Leave me alone!� He took three strides and pushedhis face up to hers. �Just leave me alone!� he shoutedagain.

She did not respond. She did not even react. She stood,proud, disdainful, awaiting his fury. Alfred swung hisarm, the back of his clenched fist striking her cheek,knocking her down. She glared up at him in silence.

Alfred�s fury melted away. Suddenly he no longercared. His defenses down, part of him wished that shewould deliver a killing blow, but he knew that she did nothave the power left to do it. He turned his back on herand took a step up the slope through the whispering grass.And stopped.

Before him, lined up along the rise where late his chalethad stood, were a score or more of young men and wom-en. Without even trying, Alfred could see that each was atalent-a minor one, but a talent nonetheless. Fromamong them, a woman spoke.

�We have come to depose you.� Her voice was lovely,and Alfred hated it. �You have had the world too long.It�s our turn now.�

Alfred closed his eyes, thinking of a life without suchthreats, a life without having to struggle to survive. Heremembered Spencer and the look of calm that hadcrossed the old man�s face as he had changed along withhis world.

�Leave me alone.��We cannot,� said the voice from the gathering on the

hilltop. One of the youthful mages stepped forward, alight-haired woman about Alfred�s height, broad of shoul-der and with an intensity in her eye that told Alfred thatshe was the strongest talent, the leader, the real threat tohis safety. Still, though, he could not truly bring himself tocare. He was tired of the struggle. He wanted peace.

�You would always be a threat to our control. We havelearned to join our talents and, combined, we can defeatanyone. Anyone but you. You are too strong. We mayhave beaten you now, but next time? Next time, we maynot. We do not want to be continually looking over ourshoulders, waiting for your next move.�

Her words rolled around in Alfred�s mind, chiming asthey touched upon similar feelings of his own. He thoughtof his own years spent in fear, waiting for the next blow.

�Just leave me alone,� he said again, and was not sur-prised to feel a coolness on his cheek as the breeze touchedhis futile tears. �I no longer wish to rule.� Before him, thewoman shook her head.

DRAGON 99

Page 102: Dragon Magazine #203 - Annarchive

He thought of the elaborate layers of trap and deceptionplaced throughout the magical web to misguide and lure,always so he would have that extra moment of time toreact. He thought of the people with which he surroundedhimself, normals all, bulwarks against the attacking tide.

And he began to laugh.He began to laugh at this woman, these young mages,

who thought that he was their only threat. Blind youth,self-deluding naivete, unable to see what their futurewould really look like. Blind to the future of constantthreats, of seeing their own techniques duplicated by thosemore powerful than they, of struggling for control as theircoalition broke apart on ambition�s anvil. Their grasp onthe reins of the world would be tenuous at best and assubstantial as the web of the non-world at worst.

He sent his mind to take one last look around theworld. The skies were clear. No jets, no aeroplanes, noballoons or space shuttles. Just clear, fresh sky. The landhad been changed, too. The concrete swaths of freeways,were gone, and the cities had vanished.

He laughed and laughed, and the woman looked at himas if he were mad. Perhaps I am, he thought. And again, hethought of Spencer. This consort of mages was going tokill him no matter what he did. Peace would not be afford-ed him. He would always be a target. Well, then, hewould let them do it, but he was determined to know whatSpencer knew, even for the briefest flash. He was deter-mined to go out as a normal.

Instead, simple dirt roads wound lazily through coun-tryside, linking small, pestilence-ridden towns. Ox-cartsand horses carried goods and normals along the roads,and Alfred saw their minds were filled with superstitionand ignorance of the physical world. In his valley, peas-ants struggled in plowed fields that surrounded a stonekeep. Men on horseback traversed the road that climbedtoward them. He could hear the creaking of their saddlesand the low murmur of their voices as they conversed.

He laughed again. These self-assured mages, their indi-vidual talents flickering in his presence like candles in agale, would have a hard time governing this world. Hewondered how much the valley would change in the bat-tles that would come before power was stabilized.

Then he reached up to his magical door, which was as ithad been since he had found it a lifetime before: open, wide,inviting. He could not remember hearing or reading aboutany mage having done what he was about to attempt. Well,he thought, I�ve always been somewhat of a maverick.

He closed his door.The web shattered with the sound of a billion agonies.

All around the world, minds cried out and were cut off inthe same instant. The valley was filled with the inhumanscreams of two dozen mages. Alfred fell.

Alfred opened his eyes and rolled onto his back. Thegrass that surrounded him rocked back and forth in thebreeze, and the smell of crushed greenery was strong inthe blinding sunlight.

With a groan, he put a hand to his head and tried to sensehis magic door. He could not. Neither could he sense theweb, nor anything else other than what his five mundanesenses told him. He had done it. He was a normal.

He sat up and looked around. Down the slope lay thewoman who had attacked him. Quickly looking upslope,he saw the crumpled forms of the other mages as well.Slowly, they began to move.

The fair-haired woman was the first to sit up. Hand toher brow, she grimaced in painful concentration. Thenher head snapped up and Alfred saw a look of sheer terroron her countenance.

�What have you done! � she shrieked. She crawled overto one of her comrades and shook him awake. She saidsomething to him that Alfred did not hear and, after apause, the young man cried out in honest grief.

One by one she roused her band and spoke to them.Some began to cry, others sat stunned, a few began to hurlcurses toward Alfred. Finally the woman turned back toAlfred.

�What have you done?��I�ve closed my door,� he told her plainly.�You fool!� she shouted. �You�ve destroyed them all!�

She moved toward Alfred, murderous fury in her face.Alfred stood before her rage, stunned by her words. All

of the doors? Or was there only one?�Is there a problem, M�lord?� came a question from

behind him. He turned to see a group of normals�No, hecorrected. Men, like myself� riding up the slope towardthem. They were roughly dressed and carrying swords.Alfred recognized them as the men from the roadway.

�We�ve been looking for you, Lord Aelfred,� said theman who had spoken. �We heard your shout. Is all well?�

Aelfred smiled. Still governing, he sighed to himself.Spencer�s peace continued to elude him.

He looked back at the group of former talents as he washelped into the swordsman�s recently vacated saddle.Their stunned and befuddled faces betrayed their confu-sion and helplessness. Had he really destroyed the door, orhad he just hidden it for a while?

He decided it would be a long, quiet wait before hefound out. He turned with the men and rode down the hilltoward the small castle, where friendly smoke from cook-fires rose slowly into the lazy air.

100 MARCH 1994

Page 103: Dragon Magazine #203 - Annarchive
Page 104: Dragon Magazine #203 - Annarchive

102 MARCH 1994 by Barbara Manui & Chris Adams

Page 105: Dragon Magazine #203 - Annarchive

DRAGON 103

Page 106: Dragon Magazine #203 - Annarchive

I04 MARCH 1994

Page 107: Dragon Magazine #203 - Annarchive

DRAGON 105

Page 108: Dragon Magazine #203 - Annarchive

106 MARCH 1994

Page 109: Dragon Magazine #203 - Annarchive
Page 110: Dragon Magazine #203 - Annarchive

108 MARCH 1994

Page 111: Dragon Magazine #203 - Annarchive

DRAGON 109

Page 112: Dragon Magazine #203 - Annarchive

110 MARCH 1994

Page 113: Dragon Magazine #203 - Annarchive
Page 114: Dragon Magazine #203 - Annarchive

©1994 by Bob Bigelow

Questions and answers

I�m sorry that I missed the February issue.We moved our store in November andDecember. Close on the heels of this movecame inventory, and I�m still not totallyunpacked. The items in this month�s re-views reflect the first forays into the re-view boxes since the move. Bear with meas I get back on track.

I want to start off with a brief apology to you talk to. The hobby market measureseveryone connected with the magazine. figures from base to eyes and assumes

humans are 6� tall. For comparisons, HO-or l/87-scale is 17-19 mm depending onthe manufacturer. The popular 1/72nd-scale is 21-23 mm. (Plastic figures fromEurope in plastic tend to be 23 mm.) Thelarger scale now featured by many com-

I�m going to answer a few questions thatI am asked most often. Let�s start with themost common question:

What is 25-mm scale or any scale?This question has been answered in

previous columns but bears repeating.Definitions of scale depend upon whom

Photographs by Mike Bethke

Miniatures� product ratings

* Poor* * Below average* * * Average* * * * Above average

Can you help me learn how to paint andwhat books can I read?

panies for war gaming is actually the old30-mm scale, as some of my very oldknight figures attest to. Companies aresplit with many new figures in the largerscale and army units now being producedin the more affordable 15-mm scale. Re-member to check your figures when youpurchase them. If you have old 25-mmfigures, some new figures will tower overthem by at least a head. You may need tocarry a small metric ruler, as the differ-ences are hard to spot with the eye alone.

The only painting books available on aregular basis are the Painting Guides fromGames Workshop. A number of otherbooks have been written, but are out ofprint. RAFM and Ral Partha both havepainting guides with their box sets. Wehave had a number of guest authors inthis column over the years and a numberof good ideas, the last one being inDRAGON© issue #191 about paintingmonster figures.

You must teach yourself how to paint. Alot of us can pass on tips, but it takes a lotof practice to get a figure to look the wayyou want it to. Sometimes you will need topaint an area or a figure several times.There is nothing wrong with this, al-though this is a good advertisement forwater-based paints. You have to find astyle of painting you�re comfortable withthrough practice. Always strive for betterresults but ignore those who criticizenonconstructively. You will get better withtime and practice.

My hobby shop doesn�t have [a certainfigure]. Can you get it for me?

I�m surprised at how often I receive thiscall even after all I�ve said. Check withyour hobby shop first. If they don�t stockan item, ask them to order it. If they won�torder it, then write to the company at theaddress listed in the column. In mostcases, they either will sell it to you directlyor, refer you to a shop near you that car-ries their figures.

112 MARCH 1994

Page 115: Dragon Magazine #203 - Annarchive

This is a hard question to answer. The25-mm scale usually has more detail sim-ply because it is easier to sculpt. The 28-mm scale has some advantages in beingeasier to paint. The 15-mm scale is begin-ning to show detail that rivals that of 25-mm figures. It has the advantage of beingcheaper, but much harder to paint. If youplay the AD&D® game, 25-mm figures stillhave the largest scope of game-specificpieces. Most other games pieces are 28-mm scale. There is no best scale. You mustchoose one when you decide how to usethe pieces.

Which scale is better?

Why are the pieces you review not newreleases? Why can�t you review them thesame month they come out?

I would love to review everything thesame month it comes out, but there are anumber of logistics problems involved.We�ll trace a product for one month andyou�ll see what I mean.

My deadline for a magazine is mid-month, 60 days before the month listed inthe issue. I am writing this article in themiddle of January for March and amalready late. Company �P� sends me theirDecember releases in January, missing mydeadline for the March issue. (In defenseof the companies, they frequently do nothave figures to send until they releasethem to the public. I specify that I want tosee production figures and report on whatyou will see in the stores. This wouldmean mailing prototype figures and a�follow-up� figure after the figure�s re-lease. Most companies do not have thestaff or do not wish to send �double�product.)

At this point the figures go into Aprilsissue. The review column goes to themagazine. If it has a heavy advertisingmonth or a feature runs long and extraroom is needed, the feature is �jumped"farther back in the magazine. Often, sucha feature is jumped into the space mycolumn normally occupies. Since thiscolumn is composed of small �chunks� oftext, a few reviews are cut to make roomfor the jumped feature. I usually don�t geta choice on what gets �bumped� (to thenext issue�s column), as it is a last-minuteeditorial move. The review is now in theMay issue, a full five months since itsrelease, and a month beyond even what Iplanned. If the product is a rules set, thedelay can be longer as I always playtestthe rules before writing the review.

I also keep all the figures I haven�t re-viewed. They are kept in my office toplace into later columns, or to use in otherplaces. I cannot sell or give away thesefigures, as they are �proof� for my re-views. One of the reasons I moved thestore was that I could not move in myoffice anymore. Unfortunately, some ofthe figures have been stolen over theyears, but I replace those figures as thetheft is discovered. These figures are thenused on slow release months, or to empha-size a DRAGON issue�s theme where there

may not have been any new releases tosupport. This means there may be olderproduct in some columns.

Reviews

Games Workshop, Inc.3431-C Benson Ave.Baltimore MD 21227-1072

Games Workshop, Inc.Chewton St.Hilltop, EastwoodNottingham NG16 34YENGLAND

0132 High Elves * * * * *

0130 The Empire * * * * *

0131 Orcs & Goblins * * * * *

These three books are all designed assourcebooks for the WARHAMMER FAN-TASY BATTLES* boxed set. The books areall in 8½� × 11� format with soft covers.The fronts are illustrated with paintings

while the inside covers have battle scenesor available miniatures displayed in color.Length of the books varies from 96-120pages. The books also contain new spells.

The Empire book gives a political andgeographical map of the Empire�s realms.This history includes famous persons andareas. Included in this book is a timelinewith special events noted to help peopleplaying the Empire get into the properstate of mind. The book than moves intospecial weapons not available in the boxedgame, their statistics, and strategies forusing the weapons. Included is a paintingguide for the Empire with excellent art.The next section reviews some groupsfrom the armies list and introduces morepossibilities while showing point costs. Thelast section contains a fully illustratedcatalog giving part numbers for subassem-blies and troops by types.

The Orcs & Goblins book is the thickestbook, and is not quite as clearly set up asThe Empire. This book contains historyand geography of both orcs and goblins

DRAGON 113

Page 116: Dragon Magazine #203 - Annarchive

separately and working together. Thetimeline and map are slightly less complexthan the Empire�s and some of the historyis told through stories. This book detailsanimosity levels between orc and goblinand the importance of shamans. Theweapons section contains fewer weaponsbut more tactical illustrations and exam-ples. The painting guide is split by a battlereport complete with pictures. The armieslist is split between the different types oforcs and goblins, as well as monstersallies. A parts list closes out this book.

The High Elves book follows the sameformat as the Orcs and Goblins book.Political and geographic data follow a briefpresentation of the elves� history. This isfollowed by a more in-depth history andthe timeline. The timeline in this book ismore detailed and the mindset of elves ismore easily followed. The painting guide iscomplete with pictures. A number of newitems and spells precede the new armylists. Once again, the book finishes with acatalog of items available.

These books have excellent line draw-ings and action illustrations as well astheir practical game value. The books costabout $20.00 each and are well worth theprice to anyone who wishes to campaign.As an added note, there is also a Dwarfbook that I have not received for review. Ireally enjoyed these books.

Epicast USANicholas A. Tompkins1495 Quail Valley RunOakley CA 94561-3425

Gobsmasher * * * * ½Epicast USA is working with Games

Workshop to produce a line of vehicles forthe new WARHAMMER 40K* rules. Pre-vious reviews included an Eldar, an Impe-rial Termite, and a conversion kit. Thenew Gobsmasher is manufactured to givethe orks an assist.

The model is made of a urethane resinand is scaled for the larger 28-mm scale.The vehicle kit consists of a body, a gun,and four wheels. The body is a solid piece,with secondary weapons and clearly rec-ognizable viewports. Mufflers with heatguards, hatches with straps, fuel tanks,criss-crossed, topped engine access panels,a commander�s and passenger hatch viewith the very large rivets as eye-catchingfeatures. There are clear marks and lineson the body to indicate the location of theremaining parts. The gun has no majorvisible flaws, but the mantlet of the gun isrough on the review piece I selected andneeds to be filled in. After the body iscomplete and cleaned, the four wheels areglued into position. An excellent casting ofa bolt and nut is bracketed by rivets thathold the large plates on as treads. There isminor clean-up needed after the gun isplaced, and my only complaint is the fill onthe rivets and roughness of the gun�ssurface.

The kit also came with brief instructions

114 MARCH 1994

that include the importance of washingand priming the model as well as tellingthe modeler what glue can be used. Besure to fill any flawed rivets prior to prim-ing and follow-up with a good cleaning asper instructions and the pieces shouldadhere well.

The detail on the model and the en-closed vehicle statistics make this modelworth recommending. The instructionsare easy and the vehicle is generic andsimple enough to be used in a number ofgame systems. The piece is worth thetwenty-six dollar price tag. This model waspainted by Nick Tompkins.

Palladium Books, Inc.12455 Universal Dr.Taylor MI 48180

RIFTS* role-playing game (RPG) representsseveral damaged Skelbots in a variety ofpositions. The set is 100% pewter and is tobe used with the rest of their 25-mm fig-ures. The three standing pieces haveroughly oval-shaped bases with texturedtop surfaces of cracked rock. Two skelbotsare identical, with weapons pointing to-wards the ground and a number of pockmarks showing front and rear, and theright side of the head is burned away.Figure #3 has his gun raised into the air, acouple of pock marks, and its head layingon the base next to the upright figure. Thelast miniature is the remains of two skel-bots who have fallen in pieces forming ajumbled pile. Individual pieces are visible,but the definition of and the separation ofthe pieces is poor, unless this unit was hitby a plasm shot and the non-detailed areais slag.

All the pieces have �threads� frombreathing holes in the mold. The figureshave no extra flash so clean-up is easy. Mymajor complaint about these figures is thatthe definition of the features remains fairat best, and poor in a few obvious places.The figures lack any real depth and lookalmost like old molded �flats�. The illustra-tions of the skelbots shows slightly morebulk. This is not a highly recommendedset, at $7.35 each, unless you want a dam-aged unit to start an adventure.

#8019 Damaged Skelbots #2 * * ½This four-miniature set for Palladium�s

#8020 Psi Stalkers & Scouts ****This is a four-figure set also are made of

pewter and are for 25-mm scale. All thepieces have oval bases with varying de-grees of texture and detail on their tops.Figure #l is a Coalition Psi Stalker. Hestands 22-mm tall and is armed with aknife and neuro-mace gripped tightly inhis hand. High-topped boots end at mid-calf and body armor protects his chest. Hisarms, from shoulder to wrist, are bare asis the dome of his head. He is glowering.This is the perfect figure to run thedogpacks in this line. Muscle detail is good,but if you rely solely on the cast features,except for the mustache, there is a blank

look to his face. The second Psi Stalker isarmed with mega-damage armor from toesto shoulders, except for the back of thelegs. The armor is supported by straps. Heis armed with a sword in his right hand, agun in his left hand. Two cases rest on hisbelt in the left rear. The armor is layeredand jointed. Like the other Psi Stalker, thisone is molded to look angry without a lotof detail. Mold lines are evident on thisminiature and it will take some work toclean up the armor without destroyingany of the detail. Even the base is slightlyawkward.

The last two figures represent male andfemale scouts. The male is attired almostexactly as pictured on page 80 of theRIFTS RPG. The sword is slightly to theright and rests more on the right thigh. Ashe looks through his glasses, he holds hisrifle at the ready. The feel is slightly morerelaxed. The female scout has an automat-ic weapon held in front of her as sheadvances. She is wearing a multi-piece suitof armor secured by straps. A knife restson her right hip. Long hair drops to herlower back and is modeled as if wavy andslightly wind-blown. She doesn�t lookhappy, either,

These figures had light pin flash. Facialdetail was not clear, nor were the weaponsvery detailed. Otherwise, this set could beuseful in a number of different RPGs. It�sworth the $7.95 price tag with work.

Grenadier Models, Inc.P.O. Box 305Springfield PA 19064

Grenadier Models, U.K., Ltd.25 Babbage RoadDeeside, ClwydWALES CH5 2QB

#3007 Ratscum Pack ****This lo-figure set is scaled to the 28 mm

and is produced in Luminite. Most figuresin the set are dressed in different outfitsand all have oval-shaped non-texturedbases. All the figures look like bipedal ratscomplete with fur, long snouts, teeth, ahairless tail, and a raised spiral ridge.

Rat #l is armed with a long sword or ashortened glaive held in both hands. Acrossbow is on his back and a quiverhangs from a belt. His armor consists of askull belt, a half helmet, and overlappingplates on the left shoulder. The helmetcomes complete with nose helm andfringe. Even with a slightly hunched posi-tion, the figure is still over 23-mm tall.There is no flash on this figure, but theweapon is extremely fragile.

Figure #2 has the same kind of helmetbut is much more heavily armored. Back,shoulder, and groin protection consists ofoverlapping plates secured by rivets to abreast plate. A large shield is on the leftarm, while the right holds a large sword.A belt supports a number of smallpouches, a dagger, and a water container.Hair detail is good, but the curled tail

Page 117: Dragon Magazine #203 - Annarchive
Page 118: Dragon Magazine #203 - Annarchive

Rat #3 has no helmet and no armor. Around wooden shield is on the left arm,while the right holds a large sword in agauntleted hand. He is wearing a belt anda wide necklace decorated with disks.There is no flash, but there is also nodetail on the inside part of the shield arm.

Rat #4 is holding a halberd in a positionof attention. His right hand is in a gauntletand his left shoulder is covered by platesecured with straps. These straps crossthe chest and support several small bangles. The blade shows slight nicks thatenhance the figure. There is no flash.

Rat #5 is armed with a well-detailed spearheld in both hands. A number of differentlyshaped plates are tied together with twine toprotect the chest, while a large plate held bystraps cover both shoulders. Claw and handdetail is excellent.

Rat #6 is charging into combat. He iswearing a belt and a necklace with smallplates that connect to the belt. His righthand holds a sword while the left hoists ashort sword. A snarl curls his gums. There

could be better. There is no flash.

116 MARCH 1994

and body and around the legs, which isnot difficult to clean and remove, but youmust take care not to remove fur detail.

The rest of the rats fall into the assaultor officer category. Rat #7 is helmetlessbut armed to the teeth. His right handholds a sword while the left supports acircular shield. His chest is covered by aJuzeraint shirt secured at the neck by astrap and a belt. Two daggers dangle onhis right side and he is showing his teeth.There are some small breather-holethreads that must be removed.

Rat #8 is the leader of this pack. Hishead is covered by several layers of plateriveted together with openings for theeyes and the nose. He points his troopsonward with his left hand while the rightholds a flint-lock pistol. The firing mecha-nism is clear and the gun body is woodand joined to the body with metal straps.A sword is sheathed on his left hip. Hischest is covered by plate secured by aneck strap and belt, while his groin isprotected by overlapping plates. His belt

some flash in the areas between arm

supports a dagger, a powder jar, and abullet pouch. While the neck protection isclear, the tail and body has some detail-obscuring metal where the mold eitherover-or under-filled along with some flash

Rat #9 is almost identical to #7 exceptthat the posture and the sword are differ-ent. The inside of the shield is not as dis-tinct as it should be, but there is no flashand little in the way of mold lines.

The last figure is bigger than the rest.Armed with a halberd and a crossbow, thehalberd occupies both hands. The rat�shead is covered by riveted plates and acamail covers him to mid-chest. His leftarm is protected by jointed plate while thechest is covered by rawhide-joined armorscraps and disks. His waist is circled by abelt that supports a quiver of crossbowbolts. The figure is at 25-mm tall. There isno flash or mold lines.

Even with the noted flaws, I like this setand plan to pick up a second group. Youcould easily use this group as a wereratterror for a town in a AD&D campaign, orone box for the FANTASY WARRIORS*game, or two boxes for the WARHAMMERFANTASY* game. Detail is very fine. Theset retails for $18.99, and includes datasheets and a story line for the race.

#3131 Ratscum Snipers * * * *½

These figures are scaled to 28-mm scaleand are made to support the Ratscumpack. The figures differ only in positionand posture. Each figure is made ofLuminite and has an oval base. Theirheads are covered by helmets. Necks andshoulders have camail. The figures arecarrying flint lock long muskets includinga cleaning rod. A wide shoulder strapsupports a powder horn, bullet pouch,and bag. Small circular disks dangle fromthe front of the chain. One is firing andone is at rest. Fur detail is good, but chainis slightly shallow. Some flash is noted, butis easily removed from the legs. Clawdetail is good. The portions of the figuresnot covered by armor are fur covered.

If you play in a fantasy world with gun-powder, these are a good addition to theRatscum group. I�m waiting for betterrules, but I�ll probably end up gettingmore later. Four dollars for two figures isnot bad these days.

#3132 Ratscum Leaders * * * * ½

The Ratscum Leader pack consists oftwo 28-mm scale figures made of Lumini-te. The command group includes a high-ranking officer or king and a standardbearer. Both have rat features and aresquatting on their oval bases. The stand-ard bearer is wearing a helmet, camail,and disks. His left hand clutches a sword,point down into the ground, while hisright hand holds a ragged �T�-shapedstandard. The tattered and frayed flag isheld on the pole by thick straps and rings.A second trophy of hair or a rough flag iswrapped around the bent support. Hisattitude is one of defiance. There is some

Page 119: Dragon Magazine #203 - Annarchive

DRAGON 117

Page 120: Dragon Magazine #203 - Annarchive

flash at the feet and on the arms, but it iseasily removed.

The leader is wearing a plain, slightlydented chest protector that extends pastthe groin and is belted on. The belt endsmeet in mid-back and are buckled. Heclasps a sword in his right hand and ashield on his left arm. An unknown skullhangs from his neck on a link chain. Ca-mail covers his neck, and a strange plumethat almost looks like a loaf of breadcrowns his helmet. There is no flash andonly the tail looks deficient.

This set is highly recommended forthose who buy the Ratscum set. Fourdollars a pack is not too much for leader-ship. I recommend the whole Ratscum set

I welcome any input into subjects orthemes. If you have any questions, pleasecall me at: (708) 336-0790 MWThFr 2-10P.M.CSI: or SaSu 10A.M.-P.M. or write to the newaddress:

2411 WashingtonWaukegan IL 60085Attention: Through the Looking Glass.

’ indicates a product produced by a company otherthan TSR, Inc. Most product names are trademarksowned by the companies producing those products.The use of the name of any product without mentionof its trademark status should not be construed as achallenge to such status.

LettersContinued from page 6

Gaming labels

While browsing through issue #200, I cameacross the article, �The Color of Magic� by DanJoyce. The article was subtitled �Specializedspells for D&D® game spell-casters," but sinceI�m a DM for an AD&D 2nd Edition gamecampaign, I skipped over that article.

While preparing for a game session severaldays later, I found that I had some extra time onmy hands. I picked up issue #200 again, butdiscovered I�d read everything else in the issue,so I decided to read Dan Joyce�s article. Onlyhalfway through the article, my eyes widened insheer joy�such imagination, such a work ofwonder, such a godsend! I couldn�t wait tostump my players with new spell variations.They had fun guessing the effects of such newspecialty mages as the breakfast elementalistand the dreaded apple mage.

All this means is to look past the label. Goodwork, Dan.

Jameson D. CraggOlathe KS

Dear Dragon,

Thanks for confirming the attitude thatDRAGON Magazine has been promoting for sometime, Jameson. The label on a gaming article orproduct isn’t what determines the item’susefulness, but rather it’s the quality of the ideaspresented in the item and what those ideas canadd to your campaign that’s important.

PLAYING* game by Erick Wujcik. This RPGcombines a rich setting drawn from RogerZelazny�s Amber novel series with a gamesystem that requires no dice rolls�at all.Obviously, this is not a simple RPG as faras mechanics are concerned. The dicelesssystem weighs heavily on the shoulders ofthe GM, but in good hands, is capable ofproducing outstanding role-playing cam-paigns. Fortunately, the rulebook is full ofexamples, samples of play, and advice forAMBER GMs. (Much of Wujcik�s advice alsoapplies to role-playing campaigns in gen-eral.) PCs are the relatives or descendantsof the characters in Zelazny�s novels,powerful immortals who walk throughdimensions the way we cross streets.Many of the PCs� foes are likely to be otherAmberites, or members of the Courts ofChaos; enemies not to be taken lightly ineither case. Every fan of the Amber novelsand every serious game collector needs acopy of this RPG on her shelf. For more onthis game, see �Role-playing Reviews� inissue #182. If you want to check this gameout, ask your local retailer or write to:Phage Press, P.O. Box 519, Detroit MI48231-0519. A bonus bit of news: TheShadow Knight game supplement thatdetails the Merlin Series of Amber novelsis finally out�honest, I�ve seen it.

Continued from page 4Editorial

I hope one of the games above triggerssome interest in you. Even if you don�t wantto learn another rules system, the gamesabove all have elements that can be inte-grated with other RPGs. An infusion of newideas never hurts. I own more games thanI�m likely ever to play, but I turn to themoften when seeking inspiration for the RPGsthat I do play or run. I love games.

Only a game? You b e t !Want only the best for your gaming dol-lars? See “Role-playing Reviews” inthis issue for expert advice on the bestrole-playing games you can find!

118 MARCH 1994

Page 121: Dragon Magazine #203 - Annarchive
Page 122: Dragon Magazine #203 - Annarchive

Ruins of Undermountain II:The Deep Levels

An AD&D® game FORGOTTENREALMS® set

by TSR staffThis boxed set plunges deeper into the mys-

teries of the famed dungeon beneath Water-deep. This set contains 128- and 32-page books,color maps, eight cards, and eight MC pages,$25.00 U.S./$32.00 CAN./£15.99 U.K.TSR Product No.: 1104

NEW PRODUCTS FORMARCH

The Once and Future KingAn AMAZING ENGINE� Universe Bookby Jack BarkerRole-play the legendary King Arthur and his

Knights of Round Table in an age of lasers,computers, and alternate dimensions. ThisUniverse Book comes with core rules included,$12.95 U.S./$16.95 CAN./£7.99 U.K.TSR Product No.: 2707

an AD&D® DARK SUN® adventureby TSR staffSeven separate scenarios comprise this second

DARK SUN® epic adventure set detailing analien invasion of Athas. This package containsthree 96-page books and two poster maps,$25.00 U.S./$32.00 CAN./£15.99 U.K.TSR Product No.: 2428

The DRAGONLANCE® Saga:The Second Generation

by Margaret Weis & Tracy HickmanThis hard-cover contains two new stories by

Weis & Hickman and collects three other talesthat all deal with the children of the Compan-ions of the Lance.$19.95 U.S./$25.95 CAN./£11.99 U.K.TSR Product No.: 8358

The Enemy WithinA RAVENLOFT® novelby Christie GoldenSir Tristan Hiregaard of Nova Vaasa is a kind

nobleman who�d never harm a soul, Yet, he hasa brutish alter-ego, Malken, who finds no act toovile to commit.

Unless otherwise noted:® designates registered trademarks owned byTSR, Inc.TM designates trademarks owned by TSR, Inc.©1994 TSR, Inc. All Rights Reserved.

Black Spine

$4.95 U.S./$5.95 CAN./£3.99 U.K.TSR Product No.: 8063

120 MARCH 1994

NEW PRODUCTS FORAPRIL

The PLANESCAPE� Campaign SettingAn AD&D® game boxed setby David �Zeb� CookThe planes have been described in the

AD&D® game before, but never fully explored.This boxed set provides a ready-to-run settingcentering on the city of Sigil, gateway to theOuter Planes. The PLANESCAPE� line has a badattitude and a mean style. The boxed set con-tains 96-, 64-, and 32-page books, four maps, 16MC sheets, and a DM�s screen.$30.00 U.S./$42.00 CAN./£21.50 U.K.including VATTSR Product No.: 2600

HR6 Age of HeroesAn AD&D® game Historical Reference

bookby Nicky ReaRelive the immortal tales of the golden age of

Greece. This 96-page sourcebook presentsvaluable and entertaining material for creatingAD&D® game campaigns based on the gloriousGreek city-states.$18.00 U.S./$23.00 CAN./£10.99 U.K.TSR Product No.: 9408

Elves of EvermeetAn AD&D® game FORGOTTEN

REALMS® accessoryby Anthony PryorThe mysterious elves of Evermeet are re-

vealed for the first time in this 128-page book.Described within are all facets of elven society,philosophy, and culture on Evermeet of theFORGOTTEN REALMS® campaign setting.$15.00 U.S./$19.00 CAN./£9.99 U.K.TSR Product No.: 9430

The Complete Sha�ir�s HandbookAn AD&D® game ALQADIM® accessoryby Sam WittThis 128-page handbook describes the secrets

of these masters of the genies, plus new infor-mation on genies, elemental mages, and otherZakharan wizards.$18.00 U.S./$23.00 CAN./£10.99 U.K.TSR Product No.: 2146

Adam�s WrathAn AD&D® game RAVENLOFT®

adventureby Lisa SmedmanThis 64-page adventure takes place in the

domain of Lamordia, where Dr. Mordenheimhas been �experimenting�. The PCs must con-front Mordenheim�s hideous creations in adeadly game of cat-and-mouse.$9.95 U.S./$12.95 CAN./£5.99 U.K.TSR Product No.: 9439

Fighter�s Challenge IIAn AD&D® game adventureby Drew BittnerA ONE-ON-ONE� adventure specifically de-

signed for one player and a DM, this 32-pagemodule presents the PC with an interestingproblem: Anybody can rescue a princess, butwho can get her back to her family?$6.95 U.S./$8.95 CAN./£4.50 U.K.TSR Product No.: 9427

The Dragons of KrynnA DRAGONLANCE® AnthologyEdited by Weis & HickmanThis 400-page paperback contains stories

revolving around the most popular denizens ofKrynn, dragons. Included are stories fromDouglas Niles, Rich Knaak, Nancy Varian Ber-berick, and others.$4.95 U.S./$5.95 CAN./£4.99 U.K.TSR Product No.: 8359

by Michael AndrewsYou, the reader, must find King Halvor�s stolen

treasure or face life in his dungeon. Along withthe thief, Dare, you must venture into LordFear�s domain to regain the treasure.$3.95 U.S./$4.95 CAN./£3.99 U.K.TSR Product No.: 8088

A DRAGON STRIKETM ENDLESS QUEST®Book

Dungeon of Fear

Castle of the UndeadA RAVENLOFT® ENDLESS QUEST® Bookby Michael AndrewsForced to enter Castle Maladorn, you cannot

hope to escape the ghosts and vampires untilyou rescue your friends. You have only yourwits and an enchanted sword to aid you.$3.95 U.S./$4.95 CAN./£3.99 U.K.TSR Product No.: 8089

Coming next month . . .DRAGON® Magazine #204

Cover art by an industry favoritewho wishes to remain anonymous

The April theme is, of course, Humor andgaming. Articles include:

* Space-Marine dance steps for GamesWorkshop�s SPACE HULK* game.

* �Crazed� wizard spells for the AD&D®game.

* Another crossword puzzle from Ray-mond Young.

Plus all our regular columns and featureslike �Sage Advice:� �Forum,� �Eye of theMonitor� and a �Role-playing Reviews�column from Lester Smith.$3.95 U.S./$4.95 CAN./£1.95 U.K.TSR Product No.: 8111-04

Page 123: Dragon Magazine #203 - Annarchive
Page 124: Dragon Magazine #203 - Annarchive