Professional Documents
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All Marvel Characters and the dNtinct e liken thereof are trademarks of the Marvel Comics Group MARVELSUPERHEROESCC dapedua, uricManiel Comics Group P1984 Marvel Comics Group, a dr,SIOr 1 , 7 7 1 0 0 -
DUNGEONS& DRAGONS andPRODUCTSOFYERJRIMAGINATION are dadernarks °vetoed by TSR, Inc. P1984TSR, Inc All Rights Reserved
1 rE, 1
TM
Contents
To Save The World, by Nige Squires
Introducing the world of Superhero gaming 2
The Case Of The Purple Potion, by Roger Musson
A healthy dose of Xmas fiction — remember you w e r e warned 8
Editorial Earth is besieged, and only Captain Britain can save us!
Captain BritainTM, by Pete Tamlyn
2 5
The right kind of hero for the Marvel game, don't you k n o w 4 0
The arrival o f the M A R V E L SUPER-
HEROES game must be one of the most Monsters, Magic & Menageries, by John McKeown
mportant events i n gaining i n the last Need a winged, vorpal rhino to guard your treasure?
year — and possibly o f next year too! They are not as easy to get hold of as you think! 4 2
Judging from the interest shown i n the Stirge Corner, by Roger Musson 4 7
sample that was on show at Games Day in Harrier Comics, by Martin Lock
September, it will be a huge success. British comics — the tip of the iceberg 4 8
IMAGINE, magazine is published monthly by TSR Payment must a company all orders I f one or more IMAGINE magazine w e l c o m e s unsolicited s u b - Copyright 1 9 8 4 by TSR UK Ltd.
UK Ltd. The Mill, Rathmore Road. CAMBRIDGE CB1 issues in an order are out of print, a credit note will missions of written material and artwork at all times
4AD Telephone ( 0 2 2 3 ) 212517 Te l e x 8 1 8 7 6 1 be substituted which may be exchanged for cash or However, n o submissions w i l l be returned unless Opinions expressed i n t h i s magazine a r e n o t
IMAGINE m a g a z i n e i s available f r o n t a l l g o o d merchandise from the publisher accompanied by a stamped, self addressed envelope necessarily those held by the publisher
hobby s h o p s a n d n e w s a g e n t s I t i s d i s t r i b u t e d The issue of expiration for each subscription will of s u ff i c i e n t s i z e a n d postage. U n d e r n o c i r c u m - Names printed in bold represent titles that may be
through the newstrade by Seymour Press Ltd, 3 3 4 be p r i n t e d o n t h e s u b s c r i b e r ' s m a r r i n g l a b e l stances w i l l the publisher accept responsibility for protected by copyright legislation
Brixton Road, LONDON SW9 7AG I t is also available Changes of address must be notified to the publisher any s u c h submissions. Published material w i l l be
direct from the publisher by individual subscription at l e a s t 3 0 days before t h e effective c h a n g e t o paid for IMAGINE magazine g r a t e f u l l y acknowledges t h e
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Back issues o f IMAGINE magazine, w h e r e still All m a t e r i a l p u b l i s h e d i n I M A G I N E m a g a z i n e rights o n t h e p u b l i c a t i o n o f t h i s m a g a z i n e a r e magazine, published by TSR Inc. PO Box 756, Lake
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"----41•
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Please m e n t i o n I M A G I N E m a g a z i n e w h e n r e p l y i n g t o a d v e r t i s e m e n t s 7
by Roger Musson
Down the chute they went, and landed affectedly, and complained that the straw gloomy, with dank stone walls, and bare of
with a 'whumph' on the conveniently gave him hay fever. The party's Thief, who any contents save the pile o f straw o n
placed pile of straw. insisted on being called the Pink Ocelot, which the party had landed.
'No h i t points lost, anybody, I had spilt the bag of silver pieces he was 'We're trapped' moaned the Cleric.
carrying, and rummaged around i n the 'Not yet' replied MacPherson i n a
hope?' MacPherson enquired solicit- confident voice; 'I sense a secret door.'
straw trying to find them all. In doing so,
ously. The highest level member of the he bumped into Ebenezer the Cleric who 'You can't,' wailed Ebenezer, 'you're not
party, and the proud possessor of a was struggling to get to his feet in his heavy an Elf.'
sword +I to boot, he naturally regarded plate mail, and they both went down in a 'You muddle-headed Ochre Jelly o f a
himself as the party's leader and father heap and a clatter of armour. The least Cleric, there's more than one way to detect
figure. But much good had his protect- bruised member of the party was the Thief- secret doors. There must be one, or how
ive eye done this time; the floor had acrobat, perhaps because he was used to would the Dungeon designers get in to put
slid away before they could reach the falling. 'Sacre bleu,' he muttered, for he the straw down?' Actually MacPherson
door, and now, here they were, lost was French. As he also plied his acrobat could t h i n k o f several ways, b u t h e
somewhere in the furthermost reaches skills as a tumbler i n a travelling circus preferred not to dwell on the matter.
of level 3c. (when not adventuring) he Called himself The Pink Ocelot, however, was already
Duralex. turtling words into action, and was dili-
Slowly the members of the party got up Eventually they were all up, the torch gently searching the opposite wall.
and dusted themselves down. Evans the re-lit, and they began to take stock of their 'I think I've found something' he called
Magician straightened his robes, sneezed surroundings. The room was small and out.
8 I M A G I N E magazim, December 1984
'Excellent' cried the Fightingman, and burst out laughing. 'And then, d o you oil. If the worst comes to the worst, at least
went over to examine the narrow crack in know what happened when we complained it will clear up that abominable smell of
the wall the Thief had discovered. It was to the Dungeon Master?' garlic.'
definitely a secret door. 'Listen at it' he 'He s a i d i t was a case o f Wr a i t h The Magician took the phial from the
said. Everyone held their breath as the Relations,' said the Thief in a tired voice. Thief, unstoppered it, and carefully set it
Thief listened. 'Yes!' exulted MacPherson, a n d f e l l down on the floor; everyone stood back as
'I hear no sound at all' he announced. about laughing again. he took out a scroll and sonorously read out
'It must be Undead' the Cleric cried. 'If we could be serious a motnent,' the spell. T h e smell o f Parma Violets,
'They make no sound at all.' inten opted Ebenezer, 'haven't we got any already strong, became almost overpower-
'There's one sure way to find out' said missile weapons we can use against these ing. Then, without a word, the smiling
Evans, 'now, where's my Wand of Undead things through the bars?' Magician handed the little bottle to the
Detection? 'Ah, there we are,' cried the Fighting- Tumbler and indicated the Ghouls with a
The party looked on dubiously as the man. ' T h i n g s aren't so bad after all. sweep of his hand. Duralex stepped for-
Magician fished out a short bit of wood.
They had heard this one before, and didn't
believe a word of it. Evans pointed the
wand at the secret door and appeared to
concentrate deeply. Ebenezer carefully threw the die on the floor.
'Quite likely Undead,' he announced at 'Three,' he said.
last, 'Quite likely.'
'I hope so,' said the Cleric, ' I feel like 'Rubbish,' cried the Thief angrily, 'Do it properly.'
turning something.'
'I w i s h you'd t u t n i n t o something,'
muttered Duralex.
By this time, MacPherson, putting his Where's my bow... er, where's my bow? I'm ward, hesitated, and took a swig. Then,
whole weight against the secret door, had sure I had it when we set out...' with a barely audible rasping sound, he
managed to push i t open. Cautious and The party gave him a tired look. spewed a fine spray o f l i q u i d over the
quiet, the party slipped through into the 'Um. Perhaps things are so bad after all.' ghastly creatures beyond the bars. T h e
next room. They found themselves etnerg- 'If I might make a suggestion,' offered party strained their eyes to see what would
ing into what looked like a prison cell, the Evans, 'while you lot have been cavorting, I happen. Slowly, and then more quickly,
far wall being mostly occupied by iron have been working on a plan' (here he the Ghouls got smaller and smaller. By the
bars, beyond which were another set o f paused for effect). 'Ocelot, have you still time they were only six inches tall, the
bars, and beyond them a corridor could be got that Purple Potion you found? The one Thief had got the bars open.
seen, a n d even better, stairs u p . B u t you couldn't identify and smelt of Parma 'Stomp on them!' went up the cry.
between the two sets of bars were horrible Violets? You have? Good. Now, I didn't tell The Ghouls, having been taken by sur-
green skeletal monsters. you at the time since you wouldn't give it to prise by the effects of the Shrinking Potion,
'Ghouls!' gasped MacPherson. me, but I think I know what i t is. Or at were in tu ter confusion. They checked for
'Told you so' muttered Evans. least, it's one of three things. It tnay simply morale, thought better o f it, and raced
'Last time you said you detected Undead be a powerful breath freshener, in which through the second set of bars as fast as
it turned out to be Yellow Mould,' carped case it will do some good anyway. Or it may then tiny legs would carry them, even as
Ebenezer. 'We nearly got asphixiated.' be a Potion of Kobold Repulsion, since it is the Thief went to work on the second lock.
'It was Undead Yellow Mould' replied well known that Kobolds abhor the smell MacPherson turned to Duralex.
Evans, in a hurt tone. of Parma Violets. O r i t may be a third 'Brilliantly done,' he said, 'Brilliant.'
The Thief, meanwhile, was examining t h ng, in which case we are saved. I happen 'Ah,' said t h e Frenchman modestly,
the padlock on the bars, going as close as he to have with me an Extension scroll, which 'Thank Evans for little Ghouls.'
dared. I t hink w i l l heighten the effect. N o w, Roger Musson
'Does it open?' asked the party's leader. Duralex, in that circus act
'Should be no bother to pick this lock,' of yours, you d o a few
came the reply, 'but what are we going to more tricks than jumping
do about those horrors? If I open the bars about and falling over,
they'll come rushing i n . ' Indeed, t h e don't you?'
Ghouls looked as if they would sorely like 'Mais o w , m y act i s
to do just that. varied, but I do not see...'
'Cleric, there's a bit of turning needed.' 'And would I be right in
'Very well, hand me a twenty-sider.' thinking that you some-
Ebenezer crouched down and carefully times do a firebreathing
threw the die on the floor. stunt as part of your act?'
'Three,' he said. 'Mais oui, but...'
'Rubbish' cried the Thief angrily, and 'Good. Now if I'm not
kicked the die into a corner of the room. mistaken, this is how you
•Do it properly.' do it. You take a mouthful
So Ebenezer waved his wooden cross a bit of oil, and spray i t out
at the Ghouls, and said a few stumbling between your lips through
prayers, and very little happened. a f l a m e t o produce a
•Ruddy first level Cleric' muttered the fountain of fire out of the
Thief. 'We're trapped.' fine shower of droplets. Is
'Now, now' said MacPherson, trying to that not how it is done?'
sound as j o l l y as he could. 'Let's n o t 'Ow do you know that?
despair. I've been in worse problems than It is a great secret.'
this. Did I ever tell you about the time I 'Aha,' smiled the Magic-
went adventuring i n a South African ian. 'I don't have an Intel-
dungeon?' ligence of 17 for nothing.
'Yes,' said Ebenezer wearily. What I want you to do is
MacPherson ignored this. 'We couldn't to spray the potion over
get to the best bits, because they all had the Ghouls i n the same
signs u p saying Wig/its Only.' A n d he way as you normally spray
I M A G I N E magazine, DeCallbeT 1984
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THE UtIDERWORK5
17177.,„,1
r a m p up
S• 1 8 0 Massively built eunuch usually decked out in bright silks When the Arena is open, the opportunities for enterprising player-
1 1 7 a n d heavy-duty boots characters are virtually endless. The public areas w i l l be filled t o
W 1 2 0 Manager of the Underworks overflowing with people of all races and professions. In particular,
D 11 0 Martinet, cold, cruel, loves kittens thieves will find the environment perfect for earning a little dishonest
C 10 3 Revered among games fans, invited to nobles' parties (he money, while clerics from all the major religions will be found trying to
Ch 1 4 r a r e l y goes); knows of but shuns the Secret Chapter persuade honest gamblers, hoydens and cutpurses to mend their ways.
12 IMAQINE trubymine December 1984
ejU$ g5- 5-'.-\"kJ57--T'-_i-q3U-dTI:',$-TkpWAV
2 2 M A D A M E ZALU'S TAVERN 2 3 a A n Unarmed;
g o r Poddikan;
A C 9 / 1 0 ; hpM;
1 7Fr7;
/ 2 1 N;
Of the two genuine taverns that serve the Arena (along with the general S 1 5 LI Young, handsome, well-dressed; hang-dog expression
food and drink supplied by the Arena's servants)this one is definitely the I 1 3 El Tavern-keeper
more up-market. With its colourful street awnings and parasols added to W 15 El Perpetually depressed and lacking in self-confidence
the mystique of its proprietor, M m e Zalu's is a v e r y trendy place to be D 11 El Knows ()Liar, and local merchants
seen. W h i c h is possibly w h y no-one objects to the horrendous prices. C 1 0
M m e Zalu used to run a fortune-telling stall in the various markets as a Oh
front f o r h e r b u r g l i n g . H e r d r e a m i n t e r p r e t a t i o n s w e r e a l w a y s v e r y
accurate, m u c h t o h e r o w n surprise, a n d one day a d r e a m revealed a
great t r e a s u r e — s o m e w h e r e b e n e a t h t h e A r e n a . S h e t o o k a l l h e r
savings a n d o p e n e d t h i s t a v e r n s o s h e c o u l d s e a r c h u n h i n d e r e d .
23b M e l 0 M ; F; Fr2; L / L G ;
Unarmed; A C 9 / 1 0 ; hp 6 / 8
Dreams are funny things w h o knows whether the treasure she seeks
is actually hidden in the forgotten chambers of the Underworks or is in S 12 E l Simply dressed; stunningly beautiful
fact the huge profit she generates in her popular tavern. I 1 6 0 Peasant
W 16 E l Charming, smitten, slow-witted
D 15 E l Melom loves Angor (23a) who hardly notices her; she
22a Madame Zalu; F; T8; N;
Unarmed (Adventuring: poison dagger); A C 7; hp 2 0 / 3 0
C 11
Ch 1 8
h a n g s around the tavern day and night; the regulars mock
h e r , but she reacts only when they mock Angor
H/1/2 E
S 1 0 El Well-dressed, attractive, young, usually heavily made-up
I 1 8 El Tavern-keeper, pilferer/sharper
W 11 El Bright, cheerful, pleasant 2 4 SECRET CHAPTER
D 1 7 El Many suitors, member of local thieves' guild, very famous
C 11 Beneath the Underworks lie the chambers used by a Chapter of a Secret
Oh 1 2 Cult. Organised and controlled by K a n w a s Pyral (24a) the Cult follows
arcane t e a c h i n g s a n d h a s i n f l u e n c e i n m a n y s t r a n g e a n d p o w e r f u l
Za lu employs 1 0 f i g h t e r / g u a r d / h e l p e r s (F2-5, average hp) who do the places. H e a l t h y, h o n e s t f o l k s h u n t h e a c t i v i t i e s o f t h e C u l t f o r t h e y
donkey w o r k in the tavern and assist h e r in h e r secret forays into the debilitate the mind and rot the body. Nevertheless the w e a k - w i l l e d are
depths of the Underworks. d r a w n to it and it boasts some surprising members j u d g e s , officials,
military leaders and the senior staff of the Arena. Although the entrance
through t h e A r e n a i s t h e o n e m o s t often used by m e m b e r s there are
22b Z o r e e n ; F; 14; N;
Dagger; A C 7; hp 1 0 / 1 5
other entrances that lead to cellars and w e l l s and sewers.
S• 1 2
16
E
E
l
l
Slim and tall; dresses like a boy
Adventurer 24a Kanwas Pyral; m, C9, C/LE,
Horseman's Flail +3, AC 0/1; hp 45/55
W 11 E l Cheerful, aggressive, liar
D 17 E l Zalu's (22a)daughter; Zoreen makes the Tavern her base; S• 1 0 E l Thin, balding; blue tunic over chain mail
C 11 s h e works as an independent which doesn't please her I 1 6 A D & D : Chainmail +4, boots o f striding and springing,
Ch 1 4 m o t h e r or the local guild W 18 p o t i o n of sweet water, ring of shooting stars
D 14 D & D . - Chainmail +4, b o o t s o f traveling a n d leaping,
C 14 p o t i o n of antidote, staff of harming
Ch 1 5 E l Patriarch/High Priest
2 3 T H E GLADIATOR'S REST El Grim, brooding, intense
El Knows only senior Cult members, keeps close watch on
A l t h o u g h rougher and scruffier than Zalu's, this too is a trendy drinking City League leaders as far as he can
house, but for very different reasons. This is the place the gladiators go
for r e f r e s h m e n t w h e n they are not 'working'. Consequently fight fans Usual spells memorised:
throng h e r e t o m i x w i t h t h e i r heroes a n d heroines. A c t u a l l y t o h a v e AD&D (6,6,4,3,1): 1(1, 2x2, 4x2, 7) D&D (3,3,3,2): 1 (1 x2, 4)
bought Aqop a drink n o w , there's something to tell your friends! The 2 (3, 6, 5x2, 9x2) 2 (1, 3, 4)
tavern is owned by an absentee landlord called Q u a d (51a, Fr6, hp20) 3 (5, 6x2, 11) 3 (3, 6, 8)
and managed by Angor Poddikan. There was a time when Poddikan was 4 (2 rev, 6, 9) 4 (5, 8)
Quarl's boss and w a s fast developing a sizeable business empire. B u t 5 (9)
Poddikan r e c k o n e d w i t h o u t t h e e v i l b e t r a y a l o f h i s a s s i s t a n t . A s
Poddikan's f o r t u n e s faded, s o d i d h i s m i n d , r e s u l t i n g i n a c o m p l e t e
collapse. Q u a d seized h i s opportunity a n d took control o f everything 2 4 b K a n w a s is a l w a y s accompanied by a hooded f o l l o w e r (07,
Poddikan had built up. In a rare m o m e n t of remorse Quarl established h p 3 2 / 3 5 ) w i t h s i m i l a r spells but no magical items. K a n w a s was once
his o n e - t i m e boss in t h i s tavern. This story is public knowledge, along such a f o l l o w e r and succeeded his m e n t o r just as this one will succeed
w i t h t h e f a c t t h a t Q u a r l a l s o s t o l e Poddikan's b e a u t i f u l y o u n g w i f e Kanwas. The i d e n t i t y of the f o l l o w e r is k n o w n o n l y to K a n w a s w h o is
Drassanna (51b), and there are m a n y regulars of the Gladiator's Rest passing on all his secrets secure in the knowledge that one day he will
w h o would be delighted if the worm turned. To assist Poddikan there are be murdered and usurped by this follower; such is the w a y of the Cult.
6 b a r - s t a ff / g u a r d s all F2, hp 8 / 1 0
Next cut out the tokens that are used for the chariots and their teams.
These too should be mounted on card.
Skill
Each charioteer has a certain skill rating (usually about 6 although
Finally make copies (you may photocopy this part of the magazine if you Erriador — see Pelinore this issue — would have 15). Player characters
wish) of the chariot record cards printed below so you can keep track of all start with a Skill of 0 — they need to win some races to earn the Skill
progress. points! These skill points can be spent during a race. For each point
spent the player may increase the speed of the chariot by 1 or make an
Rules extra side-slip or both. Only one skill point may be spent on speed each
turn although any number may be spent on side-slipping. For each race
These rules are not meant to be encyclopaedic. If they do not precisely won the Skill of the driver is increased by one point.
explain something, invent a rule for yourself to cover it. Certain 'home
advantages' could be built into different Arenas in this way.
Whipping horses
Select a chariot from those you cut out. Before starting play, make a The horses may be whipped to make then go 1 space faster each turn. No
record card and note the Skill score and Structure Points score that combat of any sort is allowed by that charioteer if the horses were
apply to your chariot. Decide which of your characters is to be the driver whipped that turn.
and note his or her characteristics where required. Some of the chariots
have more Structure points than others. If you want a balanced race give
more Skill points to a driver whose chariot has fewer Structure points on Crashing
a one-for-one basis. You are free to invent chariots of your own if you It is possible that the chariot may crash into a wall. In that case use table
wish. If the players are simulating a private race, then clearly chariots 2 treating the chariot as the victim.
with more Structure Points cost more to buy.
Winning
Order of play The winner is the chariot which goes furthest across the finishing line
All chariots move and then all drivers perform combat routines i f on the final turn (not the first across the line).
possible. Chariots move in the order of the position they hold in the race
— so the leading chariot moves first. If two chariots are together then
the one nearest the central barrier is considered to be leading. If you
have any doubts about who's leading check diagram 1. Drivers fight in
the reverse order of their positions after movement (ie, the character at
the back makes the first attack) a g a i n consult diagram 1 if you're not
sure.
Movement 51711617110
Chariots must move one hex for each point of current speed shown. The
maximum speed possible is that shown on the chariot token. You should
120015
keep a record of how fast your chariot is going on your record card. The
direarn
chariot may accelerate by up to 3 points each turn and may decelerate as
allowed on table 1. During each turn each chariot may change its
heading by 60 degrees (ie, by one hex-side). This change of facing may
AD
only occur during the second half of the movement, so a chariot going at
a speed of 7 may not turn in the first 3 hexes. A chariot may side slip (see
d
diagram 2) once per turn. Note that no change of heading occurs during
a side-slip.
Combat
After movement any chariots in adjacent hexes may conduct combat.
Drivers may whip other drivers or chariots may be deliberately crashed
into other chariots or both. Use the normal D&D and AD&D combat
tables for the whipping attack t h e s e whips do 164+1 points of damage
and use table 2 for chariot crashing damage. Note that crashing may
poinis
damage your chariot more than your opponent's. If during a whipping
attack a natural 20 is rolled the whip has wrapped around some part of
the opponent. The stronger combatant then pulls the weaker from his or
her chariot — whereupon the whip breaks loose. A character rolling a
natural 1 loses the whip due to entanglement.
14 I M A Q I N E magazine, December 1984
c477\ a q 7 - - \ OC;T Gr k
Diagram One
To decide the order of play, the players
should compare the position in their
game to the diagram on the far right.
The leading chariot of two side-by-side
is the one towards the centre of the
Arena. In the three examples on the
right, the chariots would move in
alphabetical order.
Diagram Two
A chariot may side-slip once per turn, in
addition to any turning manoeuvre.
Each additional side-slip per turn w i l l
:dst one skill point. A n example of a
s!de-slip is shown to the right. This
:n.ariot is moving at speed three.
Race Record
Skill Points Driver:
• Remaining
STR:
Structure Points
Remaining
Driver's hp
I was sitting at my desk in Castle Puls, evidently methods are one-way doors, rotating rooms, on some graph paper.
with a faraway look on my face, because as soon sinking rooms, teleports and chutes. But how 'Also, I wouldn't differentiate the two types of
as my Alter Ego came in he asked what was up. many dungeon inhabitants are going to build dungeon b y size. T h e governing factor i s
You know, I played i n the semi-annual such things, and the original builders of the "command control". If a place is controlled by a
invitational DReD recently, and Zandy p u t us place aren't likely to have installed them, so how single entity or group, it's suitable for one or a
through a more-or-less old-fashioned dungeon can they realistically get there? They can't.' series of connected adventure sessions, until the
instead of devising a specific-mission one-off Alter shrugged. 'That's okay. A lot of hack- controllers are defeated. If it's not controlled by
adventure. A n d everyone seemed to like it. I t and-slash types hate getting lost; they don't even anyone, then the adventurers can come round as
wasn't extremely old-fashioned, because there like to be required to travel to the dungeon. They often or as seldom as they like. Size matters
was at least some rationale for the existence of just want to beat up one monster after another. insofar as the larger a place is, the harder it is for
the place, and there was plenty of room between So I wouldn't put in many ways of getting lost.' one entity to control it all. Nor does a dungeon of
encounters instead of a door every 30 feet, but 'Perhaps. I think that to help the "realism' any sort need to be packed tight, one room after
other than that it was quite dungeonlike. The angle I'll have to set the dungeon in-under the another. In fact, that not only makes it easier for
players liked it; and although many of them City of a Thousand Names that I'm creating as a the players, because their ranged detect spells
aren't exactly sophisticated i n t h e i r tastes, background for fiction. Then I'll be forced to cover a larger percentage of the dungeon, it also
preferring 'good ol hack'n'slash', I suspect that ditch the least believable ideas, and I ' l l have a makes for silly juxtapositions.'
most DkDers have the same tastes.' starting reference point, and this'll help me stay 'Like the ore horde living a few hundred feet
'So what's the problem?' Alter asked. away from making the place too AD8cD oriented, from the dwarves, you mean?'
'You know I've been trying t o make m y because the city is intended to be a background 'Right. Here, hand me that paper.' I sketched a
underground scenarios as "realistic" as possible, for fiction as well as for games.' few " r o o m " complexes o n widely separated
even t o having the inhabitants wander i n , 'Did you read what Roger Musson said about parts of several sheets of paper, then drew a
wander around, and clash with other inhabitants "adventure" or one-off dungeons and "main" separate diagram of lines connecting squares.
in the process of finding a place to live. And I dungeons?' ( #5) As you know, Alter is an avid 'This may be the ideal way to make a "main
abandoned my huge dungeon years ago. But I'm IMAGINE reader. dungeon", sort of modular construction as they
not sure i t all makes for the most interesting 'Yes, and I see the point, although I disagree call it. Instead of cramming everything together
game from the players' point o f view. So I with the sizes he mentions. M y "adventure" on one sheet of graph paper, even a big one, you
haven't been constructing underground scen- dungeons — which are often buildings above draw the individual complexes separately — the
arios lately. Now I'm thinking about making ground, such as a magic user's stronghold — ore lair here, the evil cleric's temple there, thc old
another huge all-purpose "dungeon" that could have as few as a dozen rooms. Making one with a graveyard/catacomb on another sheet. Then you
accommodate all, or at least most, tastes, and hundred rooms would be a waste of effort, since make a large-scale diagram showing the tunnels
wondering what to emphasize.' the players surely won't even visit most of those that connect the separate areas you've drawn.
Alter pondered this. 'I guess you'll just have to rooms. A n d it's easier t o make a place o f The diagram need not even be to scale, though
try to make it "realistic" ' — you could hear the adventure fairly "realistic" i f there are fewer it's more convenient when it is. I f there is the
quotemarks in Alter's voice — 'and retain as rooms.' occasional empty room or small group of rooms
many traditional elements as you can.' 'And I remember, when you started a "main" here and there along the tunnels, they can be
'Easier said than done,' I said. 'There are all dungeon you worked level by level, rather than marked on the main diagram without being
sorts of problem. For example, my notes say that try to create a massive place all at once.' drawn separately.'
two of the most exciting times in a dungeon 'Yes, it's impossible t o be reasonable and 'This is probably easier for the players to map
adventure are getting lost and getting attacked varied and imaginative and still fill up a huge too.'
by a wandering monster when the party i s space, hundreds of rooms according to RM, in 'Yes, but it may be harder to cut them off or let
already fighting someone. But there won't be one stretch. And why expend a lot of effort on them get lost.'
much wandering in a "realistic" dungeon.... places the players may never reach? Especially 'But isn't drawing the dungeon first putting
'Except patrols.' for a beginning referee, it's easier to make the the cart before the horse?'
'Yes, but many groups aren't large enough or first couple of levels, not too large, to get a feel 'Yes, you should write some descriptions first,
organized enough to patrol frequently, and I for what's going on and what the players like, including history/reasons why the place exists,
refuse to believe that some "mad wizard" o r and then keep a couple of levels ahead of them.' then draw something. But we can't talk about
other creature controls the entire place. No way.' 'Like a new teacher staying just ahead of the that now...'
'As for getting lost,' I continued, 'or maybe I students in an unfamiliar subject.' As he said
should say "cut off from the exit", the usual this, Alter began to sketch some kind of dungeon Mks Lew Pulsiphor
,••••-•-millEMIRMTEIEb.
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DE L U X E R Q Secret Ingredient
concerning, a fantasy campaign in Dark Standard Games are pursuing a relentless
It m a y seem odd, b u t i t t u r n s out that i t
Age-ish Europe. There i s also a booklet policy of controlled leaks to heighten pre-
only comes in an ordinary cardboard box. release interest in their forthcoming all-
No velvet cushion nor mink-trimmed book called Players' Notes which includes play
British, all wonderful rpg. In case you're
covers. Not even a particularly marvellous hints, summaries of character generation
concerned about this, it does not signify a
box illo. I'm talking about Runesauest 3 of rules a n d h o w t o convert old R Q c h a r -
corporate physiological malfunction; rather
course, n o w available for only E39.95 (de acters to the n e w rules. A n d there's the it is a system of providing carefully selected,
luxe set). ' W h a t on earth d o you g e t for rub. T h e n e w s y s t e m i s s i g n i f i c a n t l y periodic snippets of information so that col-
that price?' i s a q u e s t i o n , c o u c h e d i n altered. D o u b t l e s s a f u l l r e v i e w w i l l umns like this one will mention the damned
terms o f i n c r e d u l i t y, t h a t I ' v e a l r e a d y appear i n IMAGINE magazine, detailing thing every month.
become accustomed t o h e a r i n g s i n c e I these changes; suffice i t to say that they Standard's official propaganda machine
preclude mixing RQ1 & 2 with 3 w i t h o u t tells u s t h a t t h e game w i l l b e called
furtively brought a set home. The quest-
extensive conversion work. Dragon's Roar. There will be a Basic Set
ion is easily answered since Avalon Hill which includes a solo adventure and a
have thoughtfully included a sheet head- Is it worth the heavyweight price? Well,
group adventure, c o l o u r e d c h a r a c t e r
ed 'What's in this box'. There are five soft- it sure isn't a bargain but, speaking as an counters and character sheets. Among the
covered books: Players', M a g i c , G a m e - RQ enthusiast since the first p r i n t i n g o f monsters w e can look forward t o , say
master's, Creatures, and Glorantha. They the f i r s t edition, I'd say t h a t almost a n y Standard with a certain discreet pride, are
are all self-explanatory except Glorantha price is worth paying for this marvellous, Giant Hedgehogs a n d K i l l e r Penguins.
which i s a book detailing t h e campaign original a n d h i g h l y sophisticated g a m e s Following u p the Basic Set will come a
system. A n d r e m e m b e r, b y t h e t i m e Dictionary of Dragons, a Compendium of
setting of RQ's designers.
you've b o u g h t t h e f i r s t t h r e e A D & D Knowledge and several modules, the first
As well asthis campaign material, RQ3 of which is called A Matter of Honour. Still
includes a m a p o f , a n d i n f o r m a t i o n books, you've paid out E30....
no clue of what the secret ingredient 'x' will
be. Standard's marketing main man John
Maitland persists in maintaining that this
idea w i l l b e latched Onto b y a l l t h e i r
competitors as soon as they know what it is.
Brawling in the Streets Transatlantic Tales An unofficial Standard source (Peter
Back to more prosaic games. Avalon Hill It will come as no surprise to you, having O'Toole, t h e designer) describes t h e
have released The Yeti Sanction, which is skimmed the contents of this magazine, mystery ingredient succinctly enough. He
an adventure module for Lords of Creation. that the major release i n the UK at the says it's 'brilliant'. He also tells me that the
Let me quote from the description on th moment is the MARVEL SUPERHEROES combat system is much more detailed than
back of the box... 'YETI. The Young Everest game. Pete Tamlyn's review on page 18 that in Cry Havoc. Apparently it's based on
Terrorist International operated a world- shows just how much material is already a delightful little set of rules he wrote while
wide network for extortion, kidnapping and on show, and there is another scenario, he was at university, called Blood and Snot.
assassination. They were l e d by Anton Lone Wolves, a n d a s e t o f cardboard How quaint.
Markov, the mad Russian anarchist who figures due in the New Year. I'm sure the Standard are also going into the figures
had once been chief of the KGB's Asian designers have plenty more up their sleeves manufacturing business with a range o f
Bureau. Markov was a fanatic...' — and so for later on; which brings me to a delicate medievals to complement their Cry Havoc
on, a classic piece from the AH ad depart- point. Two issues ago, I intimated that the system games.
ment. MSH designers had left TSR for pastures
new. They haven't, and the team is busy
now o n extending t h e MSH range. M y
apologies to them all. Off-the-Peg Figures
Devotees of the AD&Ok game may well Someone else going into figure manufact-
hear tell that a n e w volume, Legends & ure i s Prince August. S o far they have
Lore, has appeared in the shops. Don't be produced a range of moulds with which
confused if you are already the owner of a garners can cast their own figures. Now
copy of the DEITIES & DEMIGODS Cyclo- there will be Prince August ready-mades as
The players in this module are charged pedia; this is a repackaged version of the well. It's not yet clear whether these will be
with the responsibility of rescuing the US same volume, and the contents are exactly an entirely new range or taken from their
Secretary of State. This will involve them in the same. home-cast ranges.
traditional Outdoor Pursuits such as climb- Stopping only to boast that the latest
ing Mount Everest and defeating 'a host of figures w e have seen s h o w U K 2 T h e
Gauntlet at the top of the '1984 best-sellers
foes reaching out from beyond the bounds
of unknown dimensions.' Gordon Bennett! list, we can proudly announce the arrival of
Down Under
There is also a new module for Powers & UK5 Learning The Hard Way and UK6 All Another Australian gaming magazine has
Perils. Players start b y brawling i n t h e That Glitters. More modules will be on recently come my way. Multiverse is an A4,
streets of Porta, and end (if all goes well) by release i n the New Year; CM2 Death's 36-page prozine with the sub-title of The
Ride, X3 War Rafts of Kron, X8 Drums of Australian Roleplaying Garners' Magazine.
combating the ultimate magical power of
Fire Mountain and the latest in the epic The Spring ' 8 4 issue h a s articles o n
n e game world. On the way from the one to
Dragonlance s a g a , D L 5 D r a g o n s o f Traveller (hi-tech starships); Vampires in
I l e other, they have to traverse some pretty
Mystery. For those of you who want to go AD&D as a character class (something to
unpleasant terrain. In fact the whole thing
sounds rather unpleasant with words like deeper into this series, there will also be get your teeth into, etc, etc); Priests and
the DL Source Book and even a DL Novel, Paladins for Dragonquest (whatever hap-
'i'estering' and 'putrescent' liberally spot-
the description. A l l i n all, a good Dragons of Autumn Twilight. pened to DQ by the way?) and a Superhero
module to avoid playing if you're thinking of Lastly, the latest SPI re-release will be adventure. There is a sterling cover price of
that of the Spies game, a popular game in El .95 but I don't know of any importer at
inviting the vicar round for a game. Yeti
Sanction f 9.95; Tower of the Dead L. 8.95 its last incarnation. present.
17
.alAGINE mapzcine, December 1984
/
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--•••• ••'
CHAMPIONS Supplements
I have very mixed feelings about Champions good in this respect, covering a lot of stuff that
as a game system. Where the MARVEL SUPER- doubtless got squeezed out of the initial book
HEROEStm game tries t o make life easy by by all the character design material. Designing
expecting you to use pregenerated characters, your own hideouts and vehicles is covered, as
Champions spends over half of the main rule are character income, encounter charts and
book on character design. And if this weren't legal implications of superheroing. Champions
enough, large parts of the two supplements, III i s not so good i n this respect. With the
Champions II and Champions 111, are devoted notable exception o f the random character
to expansions of this. generator mentioned above, m o s t o f t h e
Considering the complexity of the character hardware concerns new powers or modificat-
generation system, the set of character rolling ions to old ones. It is more of a set of upgrade
tables finally produced in Champions III must notes than a supplement.
seem like a Manna from Enemies I (there is an Enemies II as well) is
Heaven to Champions GMs. simply a l i s t o f Supervillains. A g a i n t h e
On the other hand, some of designers manage to demonstrate their aware-
the stuff in Champions II was ness of t h e importance o f atmosphere b y
mildly astonishing. Did you giving each character an interesting back-
know that you can make best ground. E v e n s o I w o u l d n o t n o r m a l l y
use of the Champions game recommend anyone with a decent imagination
mechanics by having all your to bother with this, were it not for the fact that
character's Prime Requisite the villains get used elsewhere. The Island of
scores ending in 3 or 8? Did Dr Destroyer, one of the scenario packs, uses
you want to know, and will several o f t h e characters from Enemies I ,
you make use of the fact? Is giving their stats but not their backgrounds.
this roleplaying or a book of This is quite naughty enough, but I notice that
mathematical puzzles? my copy of Enemies I had revised stamped on
On the other hand, secreted the cover. Sure enough, the stats for some of
away among the reams of the villains in Enemies I were different from
hardware and commentary those in the scenario!
thereon are a number of truly Deathstroke, the third scenario pack, is an
excellent articles which prove altogether better proposition. Whereas Island
that the designers of of Dr Destroyer is a simple raid scenario that
Champions do know what sounds vaguely reminiscent of a number of
roleplaying is all about, and James Bond plots, Deathstroke has a certain
are of interest to any GM amount of subtlety and complexity to it. It also
regardless of the game she or provides f u l l backgrounds f o r t h e baddies
he intends to run. If you want (despite the fact that they were nearly all
advice on how to run a good featured in Enemies II). In addition it suggests
campaign, get these two that players control the villains as well and
supplements. provides as much of a challenge for them as for
Champions players, the goodies. This is a very interesting depart-
however, will probably be ure, though while the designers say that it
interested in useful new rule works well, I have my doubts about the ease of
systems. Champions II is quite running such an operation. * 0 Pete Tamlyn
-
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•
/
/
b; I It .
•• P I .111.1.14.11•6i kveiedi NiaVriilit.A11;ii I
71;reireivi 6414; ;6.1.e1.1.110ifil 4 1 I 1
HEROESTm GAME
most of the actions are adjudicated on two very Superhero rpg stands and falls on h o w well it addition, and here I am probably being far too
simple tables, the designers must have been at recreates t h e atmosphere of the comics and, utopian in my requirements, I have yet to see a
a loss as to w h a t to p u t on t h e screen. T h e y w h i l e M S H ' s game mechanics and a u t h e n t i c Superhero r p g t h a t c a n e m u l a t e t h e v i s u a l
seem to have opted for t h r o w i n g in every table Marvel background put it ahead of most others jokes w i t h w h i c h t h e b e t t e r c o m i c a r t i s t s
in t h e b o o k r e g a r d l e s s o f h o w o f t e n i t i s in this league, there are still a f e w shortfalls. brighten t h e i r w o r k . W h e n I w r o t e p l a y t e s t
To start with, w h e n you are reading a comic scenarios I t r i e d t o t h i n k like a c o m i c w r i t e r
needed. P e r s o n a l l y I t h i n k a f e w w o r d s o f
explanation a b o u t the c o m m o n l y - u s e d tables you don't often stop to consider the rationale of and, as a result, put in cameo appearances for
might have been a far better choice. a s u p e r v i l l a i n ' s actions; t h e a u t h o r k n o w s Bruce Springsteen in one and A r t h u r Dent and
The scenarios, like the main game, are nicely w h a t he wants both sides to do and constructs Ford Prefect in a n o t h e r. Needless to say, t h e
put t o g e t h e r a n d w e l l i l l u s t r a t e d b y M a r v e l a storyline round this. In a game the storyline is jokes fell f l a t w i t h o u t t h e visual e l e m e n t , b u t
artists. M a r v e l w r i t e r s a n d e d i t o r s have a l s o generated by the players' perceptions of w h a t this did start me thinking about visual aids to
helped i n t h e p r o d u c t i o n t o e n s u r e t h a t is going o n a n d t h e w h o l e t h i n g t e n d s t o fall games. T h e s c e n a r i o p a c k a r t w o r k i n c l u d e s
characters a r e p o r t r a y e d i n t h e e x p e c t e d down if the G M has to do m u c h prompting to panels d e p i c t i n g e v e n t s i n t h e a d v e n t u r e . I
m a r i n e r. T h e p l o t s a r e s u i t a b l y i n v o l v e d get them to go in the right direction. By having found these snapshots of the scenes potential-
(though perhaps the one for the Avengers is a villains stupidly standing on top of skyscrapers ly u s e f u l i n play, b u t I c o u l d h a r d l y h a n d t h e
bit t o o involved) a n d h a v e n o o b v i o u s l o o p - threatening t o l a y w a s t e t o t h e s u r r o u n d i n g scenario booklet around for the players to look
holes. M a p s / p l a y i n g b o a r d s a r e p r o v i d e d , area a s t h e y a r e w o n t t o d o i n c o m i c s , a at. Next time, TSB and Marvel, could w e have
w h i c h i s j u s t as w e l l c o n s i d e r i n g t h e game's scenario can have t h e players sitting a r o u n d some more of these drawings, and on separate
special a r e a m o v e m e n t s y s t e m . H o w e v e r, a for h o u r s w o n d e r i n g i f t h i s i s a diversion. I n sheets, please? l k Pete Ta m l y n
Product Information
The M A R V E L SUPERHEROESIm game ( f 1 0 . 5 0 ) is supplied by TSR UK Ltd, The Mill, Rathmore Rd, Cambridge CB1 4 A D
C h a m p i o n s supplements are from Chris Harvey Games, P 0 Box 100, Walsall, W Midlands, prices Champions II and III
7.95 and Deathstroke and Enemies I E4.95
To o n ( f 7 . 9 5 ) is a Steve Jackson game, distributed in Britain by Games Workshop, 2 7 - 2 9 S u n b e a m Rd, London NW10.
These addresses are for information only; all games should be available in your local games shop.
TO O N
Steve J a c k s o n G a m e s h a v e a l w a y s b e e n of t h e a c t i o n f o r t h r e e m i n u t e s , a n d t h e n
known for producing innovative, and above all, returns w i t h full hps.
amusing n e w g a m e s s y s t e m s . T h e y h a v e Each character not only has ordinary skills,
succeeded o n c e a g a i n w i t h To o n , a g a m e but they may have special skills and abilities as
w h i c h b r e a k s o u t o f all t h e g e n r e s c u r r e n t l y well. T h i s enables characters to carry o u t all
invented f o r roleplaying g a m e s , a n d creates those cartoon tricks such as
one of its own. flying, having incredible speed,
Toon i s the g a m e of t h e Saturday m o r n i n g having a bag full of just about
American cartoon series, and draws on Hanna everything, and so on. These
Barbera and Wa r n e r Brothers cartoons for its skills can be improved upon,
The Cartoon Roleplaying background. Gone are the usual cultures and as can ordinary skills, by
serious attitude of most frp systems h e r e the w i n n i n g plot points during
tiobipled by
Greg Costikyan emphasis is on Fun w i t h a big F. actual game sessions, and
° w o k / A d by The g a m e c o m e s a s a s i n g l e r u l e b o o k , then expending these points.
Warren Spector profusely illustrated with cartoons and pictures The r u l e s booklet also
of cartoon-type characters — giving examples contains four example
for each section o f t h e rules. Characters a r e adventures, three of w hi ch are
created w i t h just four characteristics: Muscle, short scenarios, w h i l e the
Zip, S m a r t s and Chutzpah. These are r o u g h l y fourth is a full feature-length
equivalent t o S t r e n g t h , S p e e d , I n t e l l i g e n c e plot.
and ' p u s h i n e s s ' . E a c h c h a r a c t e r a l s o h a s a Toon is a very refreshing
rating in one of the 23 skills available, w h i c h change from the usual r u n - o f -
vary f r o m r u n n i n g t o b r e a k i n g d o w n doors, the-mill rpgs w h i c h have been
taking in driving and fighting o n the way. appearing recently. The game
The w h o l e atmosphere of the game is very very firmly puts a sense of
close t o t h a t o f the cartoon background. T h e h u m o u r back into rpgs. If you
action is controlled by a G M w h o is referred to are interested in cartoons,
as t h e A n i m a t o r. Each scenario is referred to then Toon is an essential
as a cartoon, a n d c h a r a c t e r s a t t e m p t t o w i n purchase — but even if you
plot points through their actions. These actions aren't, try it for a change. I a m
are mainly to cause the other player characters very impressed w i t h the ideas
to 'fall down'. behind this game and hope
This l a s t a c t i o n i s t h e m a j o r appeal o f t h e that it gets more support than
combat system, i n t h a t n o - o n e actually dies. most minority RPGs have don
Just like i n t h e cartoons, w h e n a character's in the past. It deserves it.
hit p o i n t s a r e reduced t o zero, t h e c h a r a c t e r
falls down. This means that he or she stays out " 5 Mike Lewis
- ••••• - •
/1"..,,,,„ •
, ,
•••''
• • • •• • • 1 1 1 1 4 i•••••• • 0 0 0 1 1 , • • •
. . . . 4 1 1 1 4
W e C e l l a l . i l t " " ' ' ' ' ' ; ; 7 4 1 ' W P 7 e ; ' ; ' 1 . 1 4 1 • 1 1 1 1 " " ' " A l ' 1 1 4 ' ' ' " ' i l l a i ' . i i i i 7 1 ; 7 1 . 4 1 . * • ; X . . i . i i r d i . f i A "
194_07_4
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PSI W O R L D
Psi World, the latest of a long line of role-
playing games from FGU, is somewhat refresh-
ing in as much as one (or one's party) is not
pitted against a multitude o f real a n d / o r
fantasy creatures. Friends and adversaries are
human, t h e t i m e i s n o w and t h e settings
realistic of small town USA.
Included in the standard size FGU box are
two booklets — rules and scenarios a GM's
shield and a single card character sheet which
you are expected to photocopy. The production
and printing of all these is top quality with a
layout designed for clarity.
There i s a very short introduction t o the
game idea, but not the system, as Book One —
the r u l e s — g e t s straight i n t o character
creation, skills, psionics, combat a n d t h e
world. Each section i s clearly defined with
boxed examples for an 'assumed' character
being available t o add weight t o the rules
where necessary.
Basically, t h e World i s divided i n t o t w o
peoples — Normals o r 'norms' as they are
called, and Psis or Psionics. Players take the
part of either a norm or a Psi and attempt to live
in this world where Psis are hunted almost as
relentlessly as Hitler pursued the Jews. This is
not a light comparison as much of the game
system seems to rely heavily on the Jewish
persecution and the similar American attitude
towards the ethnic races of their country. Psis
are forced to live 'undercover' or in ghettos,
while a Ku Klux Klan force — 'the League' i s
dedicated to ridding the world of them com-
pletely. Players can find themselves in moral
realistic situations with the fact that this is
and the texts very well written. Really, there is 'Just a game' being lost among the heated
little to fault, unless it be the potential dead- conflict of personal opinions.
lines of some of the finales. All in all, if one-off The two scenarios in the
scenarios are your thing, Curse is a must. adventure booklet are very
What The Fungi from Yuggoth promises, basic, being intended only to
though, is more than just a scenario: it is the introduce players to both
basis for a whole campaign. A very ambitious aspects of play, but there is so
plot too, though of course I can only hint at it. much possible additional
A famous New York spiritualist goes missing material available in today's
— but what could his strange dreams have told real world for any GM to
the players anyway? The trail leads to Boston intensify each situation to suit
and a series of hideous child-murders. Slowly, his/her own knowledge of life
it becomes apparent that there is some deep as it is.
evil afoot, far more than any mere kidnapping. Bringing the game back into
17-e players are drawn to Transylvania, Egypt unreality are the Psionic
a-:: Peru before the truth begins to emerge... Powers available to Psis,
Fungi employs with great effect the CoC which range from Telepathy to
: o n - s k i n ' method of layout. From routine Telekinesis and are thus a
zeginnings, the players become embroiled in Product information constant reminder that this is,
occurences more and more macabre until Justice Inc (E13.75) from Hero games is after all, a game.
almost any horror seems possible. Once more, distributed in this country by Chris Harvey I would suggest that this is a
rt is not Chaosium's impeccable technique Games; system for the slightly more
which shines, but their conviction. Weird and Indiana Jones is a TSB game costing £9.50; mature player, not for the
worldly, simple or sinister, their NPCs live. The TOME (E6.95 each) and Chaosium young and blood-thirsty beat-
They contrive t o make Lovecraft's horrific scenarios (f7.95 each) for the Call of 'em-up brigade. Much thought
worlds rather too close for comfort... Cthulhu game are distributed by Games and planning is required
To conclude, Curse and Fungi are worthy Workshop; by both GM and player,
supplements indeed: well-detailed and origin- Psi World is an FGU game supplied in the UK and character interaction
al. With Call of Cthulhu so capably documented by Games of Liverpool, 85-7 Victoria Street, and party co-
and now so reasonably priced, the world of Liverpool Li 6DG. Price — L8.75. operation is a must
Twenties style and pulp-fiction atmosphere for survival and
must loom as a considerable threat to the more enjoyment. 4
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RING WORLD
Chaosium's n e w science fiction roleplaying different once you replace ancient weapons of creatures that you meet are diverse and in
game Ringworld has a background derived with modern and futuristic missile weapons. many cases very odd. It may be that if the game
from L a r r y Niven's award-winning K n o w n Combat ranges expand considerably, a n d is not properly regulated these creatures may
Space novels. Known Space is large; the role- missile hits become deadly. It is very difficult to be treated as fantasy monsters. Thus Ring-
playing game centres on the Ringworld of the protect an explorer to the extent that even an world needs some skill on the part of the Game
title, a huge artificial construct built aeons ago average range shot doesn't bring him down. Master, it is definitely not for the novice.
by a race called the Pak, creating a narrow strip This tendency is exaggerated by the science One way round this is to set the campaign in
of land all the way around a star. One of the fiction background. No SF medical technology another part of known space. Quite a lot of
major tasks of the adventurers is to discover is a match for fantasy healing or resurrection background i s given o f Known Space, i t s
some of the secrets of the Ringworld's design. spells. So combat must be kept to a minimum. history and some of the worlds are described at
The game is immaculately presented and A problem for the Game Master is the sheer length. I n such a campaign m a n y o f t h e
produced. The box art i s striking, and t h e size of the ring, it is literally millions of miles intelligent races o f t h e Niven books could
interior artwork easily matches that on the around. It is broken into hexagons, a third of a interact on a personal and political level in a
cover. The four books which comprise the million of them. Each hex is 50,000 km across way that is difficult on the Ringworld. However,
game include a Game Masters Guide, Explor- — if a party marched 30km a day it would take there might be problems; for instance, there is
ers Guide, and material on Technology and them 40 years to cross one hex. Yet there are no space combat system because o n t h e
Creatures; about 150 pages of information. rapid transit systems available, which poses a Ringworld you simply don't need one. The
Ringworld's physical systems rely heavily dilemma: do you design one area in detail or characters' ship is down and heavily damaged.
on other Chaosium products. The character many superficially? The playing area of Ring- Also, one would waste much of the background
generation system is similar to that used in world is the largest yet to face the roleplayer, information presented, information that you
Call of Cthulhu. It places a lot of responsibility and this vastness may dwarf the players. They pay a substantial amount of money for.
on the player or 'explorer'; as one cannot be need a lot of guidance to feel that they are Altogether, Ringworld's advantages and
master of all trades, this system needs thought actually having an effect on the campaign. disadvantages stem from its campaign setting.
and co-operation if a suitably balanced party is Another problem i s maintenance o f a The actual mechanics of the game are top
to be the end result. The combat system is science fiction atmosphere. Because o f the quality, yet background and atmosphere are
basically that used in RuneQuest. Thus there Ringworld discovered Pak artifacts may take what make o r break a campaign, a n d i n
is little to fault what must be one of the better on the appearance of 'magic items'. Further- Ringworld t h i s aspect could be somewhat
melee systems in common usage. A word of more the entire population of Ringworld was daunting to the uninitiated.
warning however: melees can become very transplanted there. Thus the numerous types Steve Nutt
WESTMINSTER, POLECONOMY ge T H E
If boardgames are your thing, Reading. The board shows the chamber of the Properties, Charge Rent, Make Money game,
Xmas is the time when you House of Commons, a 'track', about which the but t h e extra dimension o f elections a n d
might be dropping the heaviest M Ps move, and an outer ring of constituencies government bring it much closer to the real
hints about which one you and 'chance' squares. Seats are contested in thing. The elections themselves are pretty dull,
want to receive. For anyone an opening general election ( i n w h i c h a although t h e bartering a n d haggling over
with an interest in politics, this maximum of 16 seats will be won), and in by- government seats can be entertaining w i t h
is a year when you find elections which allow for fortunes to change. four o r more players, b u t once you're i n
yourself spoilt for choice, for While it is possible for players to co-operate in power.... Manipulating inflation, government
there are three games with an the First Reading, thereafter i t is a case of bonds and government salaries means that
political slant, all of which dog-eat-dog. even if you have lost out in the scramble to buy
were on show at Games Day It i s n o t a simulation game; should t h e properties, you are still in with a chance. The
in September. Which one do players g e t t o t h e stage where a second board is very attractive and the packaging is
you go for — assuming you general election i s called, i t w i l l take n o excellent, so this looks like a game that could
persuade someone to buy one account o f the existing distribution of seats be a winner. But watch out t h e r e is a serious
for you in the first place? among the parties, and all the players will fight flaw in the rules, whereby the player in last
it as equals — even the Communists! It's a race place can force a drawn game by bankrupting
The three games share little in game, with a neat theme and a fairly simple set the government. Indeed, i n a game where
common beyond their area of of rules. As such, it is very easy to play, and players are being cautious and keeping the
interest. Westminster (Gibson there is sufficient need for intelligent play that amount of cash in front of them at a minimum
Games) is the oldest of the good players w i l l triumph over the not-so- (which limits the government's ability to tax)
three, previewed at Games good. it's very hard not to bankrupt the country.
Day '83. The game presents
an abstracted look at the With Poleconomy (Woodrush Games), it's not Back a t t h e electoral stakes, w e move t o
workings of the British the election that matters, it's how you use the America and The President (Merad Design
parliamentary system, and the power. This i s Monopoly w i t h state inter- Games). Here the object is to become the next
aim of the players is to be the ference; less a case o f t h e Free Market president of the USA, by winning the nomin-
first to pass a Bill through Economy regulating itself, than o f i t being ation o f a party, making sure o f maximum
three stages of the legislative tampered with by those with the power, so that exposure on radio, TV and in the Press, and
process — First Reading, wealth flows freely i n t o the right pockets. It then winning the election itself. It must be said
Committee and Second is possible t o play this as a straight Buy that Merad does itself no favours by publishing
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Torchlight D U N G E O N M O D E L S
There w a s a w h i t e postcard w a i t i n g f o r m e , sample I was sent is 8 ” x 8" and depicts a room
telling me that the postman had been unable to fallen i n t o ruin and littered w i t h treasure and
deliver a parcel. Enjoyable speculation ensued. skeletons. G o o d d e t a i l a n d v e r y a t t r a c t i v e
Who normally sends me parcels? Why, Paul at when painted up. B y the w a y — follow the
IMAGINE of course. Down at the sorting office, advice g i v e n i n t h e a c c o m p a n y i n g l e a f l e t
sure enough, tastefully designed, b r o w n TSR concerning t h e p a i n t i n g . I d i d n ' t a n d w a s
sticky t a p e emblazoned t h e j i f f y bag. H e l l o , rewarded w i t h a disappointing result initially,
hello; t h i s p a r c e l ' s c o n t e n t s r a t t l e i n a n w h i c h required about five t i m e s more work to
enticing m a n n e r ! C o u l d i t b e I ' v e b e e n s e n t rescue it than if I'd used the staining technique
•
some interesting, s h i n y toy soldiers to r e v i e w suggested. A c t u a l l y, t h e i n s t r u c t i o n s g i v e n ,
for a change? A q u i c k look inside a n d o h w h i l e perfectly adequate for plain rooms, were
dear, o o h dear, w h a t ' s this? The p o o r m a n ' s inadequate for beginners to tackle a piece with
editorial r e s p o n s i b i l i t i e s h a v e f i n a l l y c r a z e d as m u c h detail as the one I looked at.
him. H e ' s gone and sent me a j i ff y bag f u l l o f The fundamental question to be asked of 3D
false teeth moulds! H o w very sad. dungeon m o d e l s i s ' a r e t h e y o f a n y use?' I
Happily, c l o s e r e x a m i n a t i o n r e v e a l s t h a t I w o n d e r. T h e y certainly look good and w o u l d ,
have u t t e r l y m i s t a k e n t h e n a t u r e o f t h e for e x a m p l e , m a k e b e a u t i f u l s e t s f o r p h o t o -
contents. T h e y a r e i n f a c t t w o e x a m p l e s o f graphs. T h e y w o u l d a l s o m a k e e x c e l l e n t
Torchlight P r o d u c t i o n s ' D u n g e o n m o d u l e s , settings for a game restricted to the small area
one of which has broken into three parts. Thus that, say, four or five rooms and interconnect-
an important feature of these items is revealed ing c o r r i d o r w o u l d a f f o r d . B u t f o r a f r e e -
in the process of transmitting them from editor ranging dungeon exploring RPG? I doubt their
to reviewer. Unless packed extremely careful- utility in such a context. The n u m b e r of pieces
ly, they will break. required to reflect accurately the variety in size
For t h o s e w h o h a v e n o t s e e n To r c h l i g h t ' s and shape of the area of an average dungeon
products, a b i t o f explanation. T h e y a r e 3 D w o u l d be prohibitively expensive. In fact, even
models of dungeon rooms and corridors, made to attempt to use t h e m in such a role, I w o u l d
from a n o ff - w h i t e resin. The latest examples suggest d r a w i n g t h e d u n g e o n p l a n s t o f i t i n
are produced w i t h w a l l s fixed t o floors u n l i k e w i t h y o u r available To r c h l i g h t m o d e l s r a t h e r
the originals whi ch required gluing. This one- than vice versa.
piece construction is supposed to make t h e m In s u m m a r y, t h e s e a r e e x c e l l e n t m o d e l s ,
stronger b u t t h e i n h e r e n t b r i t t l e n e s s o f t h e rather fragile in some circumstances and with
material w i l l , apparently, s t i l l a s s e r t i t s e l f i n limited appeal to those w h o wish to play D&D
moments of stress such as Royal Mail custody. in extensive and varied settings.
They a r e u n d o u b t e d l y n i c e m o d e l s . T h e AU Doug Cowie
PRESIDENT
one o f t h e m o s t incomprehensible rulebooks X5 T E M P L E OF D E AT H
I've ever read, but perseverence shows this to
be another race game, w h e r e hitting the right The D & D expert m o d u l e Te m p l e o f D e a t h i s such as a w a l l e d t o w n w i t h no
squares at the right time is the key to success. intended as a sequel t o X 4 — M a s t e r o f t h e gates shown.
The luck element in The President is stronger Desert N o m a d s . I t i n v i t e s a p a r t y o f 6 - 1 0 t h More seriously for the DM,
than i n t h e o t h e r t w o g a m e s , w h i c h m i g h t level characters to enter the c o u n t r y ruled by the pace of the module seems
make it more acceptable for family play, but the the evil Master, find his stronghold, and 'Make rather uneven. The early
theme is more likely to be a hinderance to sales your o w n d e c i s i o n ' a b o u t w h a t t o d o o n c e encounters set a good pace,
in the UK than a help. there. w h i c h is dropped rather
The module will take the players through the drastically by a long cross-
So, as Acting Returning Officer on this review, mountains via the Great Pass — a combination country journey of no special
it's m y d u t y t o t e l l y o u t h a t t h e candidates of t u n n e l s a n d villages. T h e p a r t y w i l l t h e n significance. Interest is revived
among t h e Election g a m e s f a r e d a s follows: descend i n t o t h e e n e m y l a n d o f T h u l e a n d by the finale, w h i c h w i l l
WESTMINSTER, w i t h i t s j i g s a w - t y p e b o a r d , across it to the master's headquarters beyond stretch the abilities of most
plastic playing pieces and cards is good value the Dark Wood. Combinations of Random En- parties to the limit.
for money, simple and entertaining to play and counter tables and pre-generated encounters In conclusion, a fairly good
should s u i t m o s t p e o p l e a p a r t f r o m t h o s e are used. Several o f these a r e q u i t e testing, module capable of offering a
hoping for a genuine simulation of the govern- and t h e r e a r e a b o u t h a l f a d o z e n n e w well-presented e n t e r t a i n m e n t
ment p r o c e s s ; P O L E C O N O M Y i s a l a v i s h , monsters. for several sessions, but not
excellent reproduction of an old game-playing From t h e D M ' s point of v i e w the m o d u l e is particularly inspired and rather
theme, w i t h t h e r i g h t b a l a n c e o f p l a y e r well p r e s e n t e d a n d s e e m s t o h a v e b e e n marred by the errors
interaction and selfishness to sharpen up the thought o u t carefully. Descriptions are clear, mentioned. I c a n n o t escape
diplomatic skills, and a h i g h e r difficulty level. and material to be read to players is laid out in the feeling that if the
THE PRESIDENT lacks the polish of the others, boxes. G e t t i n g started w i t h o u t having played module had been
and h a s a rulebook that reads as well as any the 'prequel' is easy with a b i t of thought. thoroughly played
political m a n i f e s t o . I t h i n k t h e f i r s t t w o w i l l In play, h o w e v e r, t h e r e are a f e w traps f o r before publication these
comfortably s h a r e O u t t h e v o t e s b e t w e e n the u n w a r y D M . S o m e o f t h e s e s u c h a s errors and a w k w a r d -
them, n e i t h e r gaining a majority. The Presid- encounters placed a couple of pages after the nesses w o u l d have
ent, I'm afraid, lost its deposit. terrain in w h i c h they occur, are caused by the been found.
$O Paul Cockburn layout. O t h e r s a r e m i n o r l o g i c a l o m i s s i o n s , .00 Steve Hampshire
'1,1,110,;,,,..,•• •
U LT R A F O R C E PI-BALLED
This is a two-scenario module designed for use tot the 48k Spectrum
with most Auto Combat games and games
systems currently available. It is of especial If you know any other programs in the Pi-man While I cannot imagine a better implement-
use to players of Battlecars, as within its pages series by Automata and you know the arcade ation of this game for the Spectrum I cannot
are three well-designed new vehicle cards and game Obeli, then there is no need to read this see any other reason w h y readers o f this
the necessary coloured playing pieces to go review y o u already know everything there is magazine should be interested in it, as it has no
with them. to say about this game. It is a straightforward FRP or adventure content whatsoever. If you
The Ultraforce o f t h e t i t l e i s a k i n d o f Spectrum adaptation of the arcade original in are one of the sufferers of Pimania, which is a
vehicular 'A' team, and within the scenarios which you are Bert and have to change the very original adventure, do not be misled into
you are invited to set up your own Ultraforce colours of the cubes in a pyramid by leaping thinking that this is a follow-up. Automata are
team to combat the rebellious Sword of the from block t o block while avoiding miscel- clearly trying to use the popularity of their first
Lord adversaries. Unfortunately there are no laneous descending nasties. E a c h l e v e l big success t o sell very different kinds o f
rules for compiling the 'stats' of your driver/ changes the colours and adds to the creatures games. I f y o u w a n t another f a s t action,
characters despite the bold announcement on out t o get you, making quite an attractive eyestraining, fingerbreaking activity, you'll
the module cover t h a t AutoVentures a r e game, fun to play, with very good graphics and enjoy this, but if it is your mind or imagination
roleplaying adventure supplements. excellent control — a standard Automata that needs the exercise, forget it.
The Ultraforce background along with de- seems to adhere to. $.5 Noel Williams
scriptions o f t h e Wo r l d : 2 0 1 2 a n d t h e
American Southeast make considerable role-
playing material, and the inclusion o f non-
player characters aid the creation of player-
scenario ideas, but without an RPG system to
back them up they are unnecessary space-
fillers.
D A E M O N S PAW N OF T H E
Mad M a x fans will surely recognise the M YAT H L O N C U LT
thoughts b e h i n d Scenario O n e , T h e
Juggernaut, as it is more than similar to the Daemon Spawn of the Myathlon Cult is a search of a rare herb required to heal a sick
climax of the movie Mad Max 2 with assorted fantasy a d v e n t u r e f r o m M y s t i c A r t s colleague. That's fair enough reason to get the
bikers converging on the armed tanker. In this Publications o f Essex, designed b y Rod adventurers into the first section, although the
case it is the Ultraforce skyborne cycles versus Stevenson. So far as I am aware it is the first links between this and the subsequent en-
the Sword o f t h e Lord heavily weaponed effort from both designer and publisher. counters are a little weak. Section Two sees
Juggernaut — great fun! Physically it is an Azt, 12-page booklet with a the players on a wilderness trip with suitable
Scenario Two is a basic ambush with the loose, thin card cover on the inside of which hazards of both a random and planned nature.
Sword of the Lord boys attempting to gain their are printed plans of the two major encounter The culmination of the module occurs at the
revenge. areas. The front cover is to a standard about interesting Myathlon Crypt of the Atoll Temple
Completing the module is a Quick Combat equal to that of the better sort of fanzine. The which a skilled referee should be able to run as
System for use if you don't happen to have the booklet itself is also reminiscent of a fanzine. It a perfectly respectable dungeon trip.
necessary game system at is not typeset, the grammar and punctuation And t h a t i s D a e m o n S p a w n o f t h e
hand, but in truth the are innovative, a n d t h e spelling i s q u i t e Myathlon Cult. Only twelve pages long but not
adventures do work better appalling. Anyone producing a written work of devoid of merit. It has good background and the
with the proper rules being any sort, who cannot be bothered to consult a encounter areas are interesting and challeng-
used. dictionary from time to time, is treating his ing. Sadly it is in urgent need of development
I don't see Battlecars or readers with something like contempt. and proofreading. T h e l i n k i n g n a r r a t i v e
Car Wars as roleplaying This adventure i s intended f o r 'starter between the encounters is lightweight, neces-
games, more as characters'. I am unsure whether that means sitating more work for the referee who, after
supplements to other new characters of experienced players or new working out all the stats for whichever system
already available characters o f new players. Either way i t is she is using, must by now be wondering why
adventures or campaigns, intended for 6-8 characters of 1st to 3rd level. she didn't just run one of her own adventures.
and therefore am in two Certainly I would not recommend it to novice Furthermore, in the interests of economy, two
minds as to the intrinsic referees; too much is required of the adjudi- maps have been edited from the package —
value of the Ultraforce cator in the way of filling in details and bridging draw them yourself, the designer suggests!
module. It is in no way a gaps in the narrative. A lot of this work is the The price is the saviour of Daemon Spawn,
necessity for auto-combat inevitable result o f the otherwise laudable At around £1.60 (direct sales) i t i s worth
gaming but might awaken feature of making the adventure suitable for buying for the three encounter areas if you are
some latent ideas in any rules system. short of ideas or time in your own campaign.
players bored with the The adventure has three sections, each of All purchasers will have to be prepared to do
routine run of play. which details an encounter area. First off there the development w o r k t h a t t h e publisher
1#0 Chris Baylis are some high jinks at the Rakshar Monastery. should have done before offering this product
The players find themselves at this place in for sale. l k Doug Cowie
Product Information
Uhraforce, f r o m A u t o Combat, is distributed by Games Workshop
Pi-Balled, for the 48k SpectrUM, is from Automata U K Ltd, 65a Osborne Road, Portsmouth, Hants.
Daemon Spawn... costs fi1.60 from T h e Flat, Boarded Barns Farm, Fylield Road, Ongar, Essex
For Captain BritainTM, the trouble begins as a re-match with one of his earliest foes....
....but is all as it seems?
by Paul Cockburn
An Adventure for the MARVEL SUPERHEROESTM Game
The GM should note that if the one-player option is being used, Captain The plan is simple. The Super-Skrull has told the KISS soldiers that they
Britain could be beaten by unlucky die rolls at several points during the are to carry out a series of terror attacks on Earth, which will paralyse
adventure. The GM should not be afraid to give the good Captain some the planet in preparation for a full-scale invasion. What he hasn't told
help (but without making life too easy) if it looks as if he will fall victim to them is that he hopes this will cause Earth to ally with the Skrulls in
bad luck. Don't forget that what seems impossible in real life is meat and order to destroy the Kree. With Earth's Superheroes on their side, the
drink to your average hero, and complete defeat should be very rare Skrulls could easily win the war with the Kree, and then turn on their
indeed (and even then i t should just set the scene for an amazing allies — leaving themselves supreme in the Galaxy once and for all!
come-back against the odds). If the villain is winning hands down, don't
forget the "gloat factor", which has been the undoing of many a bad guy and e 1984 Marvel Comics Group, a division of Cadence Industries Corp.
in the past, and if the Captain is stuck in a situation from which it is All rights reserved. A l l Marvel characters and likenesses thereof are the
impossible to escape — let him make a FEAT roll anyway. property of Marvel Comics Group and are used with permission.
al
tremendous destruction and loss of life. The memory will be confused
and imprecise, but the effect will be inescapable a l l will believe that
the attack to have been fantastically more damaging than it actually
was. Absolute proof to the contrary will only confuse the victim unless a
red Reason FEAT roll is made.
For Brian Braddock the effect is distorted. As soon as the Kree warrior
operated his jet thrusters, it triggered a memory in Braddock's mind of
his previous fight with HurricaneTM. The GM should treat the fight with
the KISS trooper exactly as if it were a fight with Hurricane n o matter
if it is illusion, it is very real to Captain Britain. The stats in Chapter 7
have been designed just as if it were the Supervillain himself; the GM
should give no clue during the fight that it is in any way odd.
Battle
The GM should draw up a map similar to the outdoor map provided in the
MARVEL SUPERHEROES boxed set. The Kree ship and "Hurricane"
should be placed in the middle of a park, with members of the public
around. Brian Braddock should be placed at least two areas away.
11iY1111101
Chapter 2:
Campaign "Kay-tell" will then turn and enter his ship. The GM should make a
secret Intuition FEAT roll for the Captain. If the result is red, the Captain
Wherever Captain Britain goes after his battle with "Hurricane", he will will see something that will make him realise that the Kree warrior
be monitored. The Super-Skrull watched the battle in St James' Park, before him may be a disguise; a feint to disguise the true perpetrator of
and will use detection devices aboard the Kree mothership to keep track the Kree attacks.
of Captain Britain's movements.
If the Captain attacks "Kay-tell", the GM should proceed to the Battle
The Super-Skrull's f irst concern is that Captain Britain may have spotted section. If Captain Britain loses the fight, the Super-Skrull will still
some clue as to what is going on. He will know that the Captain believed return the following day to see if Mar-vell has arrived.
he was fighting someone or something other than a Kree assault (he will
know exactly who if the Captain called out his foe's name). The Super- After the Super-Skrull departs, the GM should make a Reason FEAT roll
Skrull also has an additional reason to be concerned and angry with for Captain Britain. If a green result is achieved, Captain Britain will
Captain Britain if the Kree soldier was defeated — there are only six recall that the Kree warrior once known as Captain Marvel is dead, and
KISS troopers in his unit. that a female Superhero currently serving with the Avengers now uses
the name. If the Feat Roll is failed, Captain Britain will have forgotten the
If Captain Britain goes to Braddock Manor, the next encounter will take original Captain Marvel and assume Kay-tell wants him to contact the
place there. If he remains in London, or goes to another location, the GM Avenger.
should inform the Captain that he has received a mysterious message
telling him that it is vitally important he returns to Braddock Manor. The Before the Super-Skrull's next visit, Captain Britain may try to contact
message is from someone signing himself "Kay-tell". If the Captain Captain Marvel. This will be simple enough if he calls the Avengers'
makes a green Intuition FEAT roll, he will recognise "Kay-tell" as a Kree Mansion. She will happily come to his aid, but like everyone else she
name. believes that the Kree are responsible for the attacks. If Captain Britain
makes any attempt to persuade her otherwise she will reverse her
The GM should also make an additional secret Intuition FEAT roll to see decision, and remain in New York.
if the Captain has been able to recover his true "memory" of the events
in St James' Park. The results of such a roll are the same as before. Captain Britain will recover 30 Health points at the end of the day after
the Super-Skrull's first visit.
The next encounter will take place outside Braddock Manor. A sleek
spacecraft, identical to the one that landed in London, will land on the At this point the GM can introduce the other Heroes into the adventure if
moor outside the house. A blue-skinned (seemingly unarmed) humanoid it is a multi-player game. Captain Marvel could be accompanied by
will step from the craft, and will wait for Captain Britain to appear. whatever assortment of Superheroes are required. Before this, the GM
could invent similar battles (in New York, etc)to Captain Britain's one in
The humanoid is the Super-Skrull himself, disguised as a Kree warrior. London for these heroes, although their opponents should be vast
He has decided that his plan might be thwarted by anyone who was able numbers of Kree soldiers armed with powerful weaponry. It is not
to see through his disguise. He is specifically worried about the Kree advised that the GM give clues to any other player that this is anything
warrior, Mar-vell, known on Earth as Captain Marvel; he has no idea other than an attack by the Kree.
that the Kree is dead. Since there is now a woman Superhero operating
under the same name, he will hear reports of Captain Marvel on Earth Whether or not Captain Marvel comes to Braddock Manor, the Super-
wireless, and will be determined to destroy this "Kree menace". Skrull, still perfectly disguised as the Kree Commander Kay-tell, will
arrive at the manor in his landing craft again on the following day. He
He will approach Braddock Manor, and introduce himself as Kay-tell, will suffer no delay before demanding that Captain Britain bring Mar-
Commander of the Kree Intelligence Special Squad. He will then tell the vell out, and will be furious that the Kree warrior has not been produced,
Captain why he has come to the manor: for he knows nothing of the female now using the Captain Marvel name.
As soon as Captain Britain appears, he will curse angrily "Where is
Mar-veil? You dare to defy me!" and he will attack.
"Although w e o f t h e K r e e h a v e decided t o e n d t h e
independence of your petty little planet, we have no desire to
destroy all of the humans on Earth. There will be survivors. If Battle
you are intelligent, you can be one of them.
No matter what heroes are present, the Super-Skrull's tactics will not
"We are not asking you to betray your fellow humans. In order vary. Throughout the battle, he will not use his powers, relying instead
to join those who will continue to live upon this planet under upon his strength and his Kree weaponry. He will battle the Captains
the domination of the Kree, all you have to do is to bring the Britain and Marvel (if she is present) and any other Hero(es) until they
warrior known as Captain Mar-vell to this place by this time are unconscious or his Health drops below 100. If Super-Skrull's Health
tomorrow. Do not fail. I shall return at the appointed hour." does drop below this limit he will use his power of invisibility andflee in
his spacecraft.
27
I M A G I N E ma9azine, December 1984
Aftermath
successful the GM should make a second roll. I f a yellow result is
In the unlikely event that the Super-Skrull is defeated, his disguise will achieved, Captain Britain w i l l suspect t h e involvement o f t h e
disappear, and he will be revealed for what he is. The GM may wish to Super-Skrull.
ensure that this ending does not occur by having the Super-Skrull
escape no matter what. If Captain Britain makes a green Reason FEAT Captain Britain will be unable to convince Captain Marvel (if she was
roll he will realise that the Super-Skrull (who he will automatically present for the battle) o r any other heroes that the Kree are not
recognise) must be behind the Kree terror attacks. That will still leave launching an all-out war upon the planet. She will not be swayed from
the problem of the KISS warriors on the mothership, and the GM should this even if the Super-Skrull is unveiled. If Captain Marvel or any other
proceed to section 5 and treat this as the last chapter in the story, Superhero is being run as a player-character, those characters should
possibly adding an escape by the Super-Skrull and a final, all-out, be allowed intuition rolls too.
no-holds-barred scrap as the finale.
Karma
If, as is more likely, Captain Britain is defeated, the Super-Skrull will
leave him, (and any companion Heroes) stretched out on the heather, in Captain Britain (nor any other Hero involved in the battle) does not gain
the mistaken belief that the Captain is incapable of further involvement. any Health points at the end of this chapter.
However, in using his greatly amplified strength, the Super-Skrull will If the Super-Skrull defeats captain Britain -20
have left a clue for Captain Britain — and his invisibility power will be If the Super-Skrull defeats him twice -50
another if he used it to escape. The GM should make an Intuition FEAT If Captain Britain fails to get Captain Marvel to help -10
roll for each of these clues. If the result is red, Captain Britain will realise
that he is dealing with an opponent who is not of the Kree. If the if Captain Britain defeats the Super-Skrull +50
Super-Skrull used the invisibility power, and this first FEAT Roll is If Captain Britain's Reason unveils the Super-Skrull +10
Chapter 3:
Campaign
"Lissen, Cap. Ya don't need me to tell ya what's happenin'.
Some time after "Kay-tell's" visit, a second vessel will appear in the sky There's been more'n a dozen attacks all round the world.
over Braddock Manor. They've just one thing in common — a helluva lot of innocent
people get hurt. Fer once, everyone agrees what's gotta be
This time, however, it is the SHIELD helicarrier, the flying 110 of the law done.... Uncle Sam, the Soviets, the Chinese — even you
enforcement agency. W i t h i n seconds, a small helicopter w i l l b e Limeys. We're gonna do summat about it, Cap, an' we're
launched from the helicarrier, and descend to the front of the house. gonna do it together.
From the helicopter three figures emerge, two SHIELD agents and the
Director himself, Nick Fury. "But ya can guess the problem. We can try anythin' to protect
our people down here, but we can't fight back. Now, I bin a
soldier long en uff to know that ya don't win a war sittin' on yer
butt waitin' to get hit all the time. But how're we gonna fight
against a inter-Galactic invasion. I mean, this ain't Star Wars.
Battle
What happens next depends entirely upon Captain Britain's reaction to
what he has been told. By now (at the very least) he will be unsure that
the Kree are behind the terror raids. It is possible that he knows a lot
more than that.
"Ya don't haveta say no more. I had yer figured as some sorta
Fury will come up to the house alone, and will ask to see Captain Britain. chicken. Well, I got my orders, an' I mean to carry 'em out. If
Assuming that the Captain will see him — there is no reason why he y'ain't goin' by choice, then I gotta take ya in anyway."
should not — Fury will quickly get to the point of his visit:
28
I M A G I N E magazine, December 1984
With those words, Fury will pull out his pistol, and start to level it at Aftermath
Captain Britain.
By the end of this chapter Captain Britain could be in any one of several
If the Captain offers any resistance, Fury will try to subdue him. He will predicaments. If, for whatever reason, he goes along with Nick Fury's
press a stud on his communicator, summoning the two agents from the proposals, and joins the "crusade" against the Kree home planet, the
helicopter and they will arrive in two rounds. Fury will try to hit Captain GM should then reveal that in l a s t - m i n u t e decision, the UN Security
Britain with the butt of the pistol, and will engage him in slugfest Council has ordered that not all of the Superheroes are to go on the
combat. However, the two agents will be less confident in their abilities, mission, leaving the Earth defenceless. Captain Britain will be one of
and will open fire with their plasma beam weapons as soon as they can those left behind. Play should then proceed to Chapter 4.
get a clear shot.
If Captain Britain has resisted Nick Fury and lost, the GM should allow
If Captain Britain is defeated by the SHIELD agents, he will be trussed up him to make every effort to escape, or to find an accomplice for a
and taken aboard the helicarrier. The GM will have to decide how the desperate journey into space ahead of the mission. Once there, his craft
Captain manages to salvage his position from there. If he is completely will be spotted by the Kree mothership, and brought in by tractor beam
restrained, or fails in his escape attempts, he will be helpless to stop the for the encounter in Chapter 5.
other Superheroes from setting off on their mistaken mission. He may,
however, be able to persuade one of the less dogmatic members of the If, as seems most likely, Captain Britain escapes, the GM should proceed
expedition to aid him — Captain Marvel, perhaps. With her (or anyone to Chapter 4.
else's) assistance he could even find a vessel that could take them up
into space for an encounter with the Kree mothership (Chapter 5). Karma
If Captain Britain manages t o subdue the SHIELD agents quickly Captain Britain will recover up to 60 Health points, although not to a
enough, he will be able to escape from Braddock Manor, and go into greater total than he had at the start of the adventure.
hiding. If this occurs he will be a hunted fugitive, without friends or
resources. The GM should try to make the player feel that he is at the If SHIELD manage to defeat Captain Britain - 4 0
lowest ebb in his fortunes, and might even invent a few (negative) If Captain Britain kills a SHIELD agent - A l l
encounters with the police or the criminal underworld as he tries to keep
out of the clutches of the authorities. If Captain Britain defeats the SHIELD agents + 3 0
Chapter 4:
Campaign The GM should read the following to set the scene for the player:
Regardless of whether Captain Britain is on the run after the battle with
Nick Fury and the SHIELD agents or he has been left behind as part of the The vision of destruction and suffering that meets your eyes
Earth's Superhero defence forces, he will eventually find his way to a fills you w i t h horror. The street ahead o f you i s full o f
major city. There, a day or two after the encounter with Fury, he will screaming, running people, fleeing from the peril behind
once again be on the scene as the KISS unit continues its terror attacks. them.
The form of attack will be much the same as before. One of the Kree At the next junction, innocent people are calling for help from
ships will land in a public area, and the pilot will emerge. The referee a furiously blazing building. In the street beyond, a grim-
should set up a similar situation to that in St James' Park (Chapter 1). visaged being with the powerful, orange arms of The Thing
Captain Britain is "off-stage", but the Kree warrior has emerged from himself has lifted a car containing three helpless people, and
his ship with the AugMENT device operating. is preparing to toss it into the fire. As you look at the scene, and
the flames lick hungrily about the building, you realise that
In much the same way as before, Captain Britain will see events in an part of the building's front wall is only seconds away from
entirely different fashion t o the public. On this occasion the KISS falling into the street, onto the milling, frightened crowd
warrior is using Kree flame/blast weaponry (which has Excellent range below.
and does Excellent damage to all targets within an area). The citizens
within range of the AugMENT device w i l l believe themselves to be
under simultaneous ground and air attack by Kree troops. The GM should make it clear that there are only a few seconds in which
Captain Britain can act. The correct sequence of actions for the Captain
Captain Britain's mind will be a maelstrom of different ideas. As the is:
AugMENT device affects him, his mind will be triggered by the events
that have taken place since his first battle with "Hurricane". This time, 1. To deflect the car away from the fire as it is thrown. The landing will
Captain Britain w i l l s e e t h e K r e e w a r r i o r a s i f h e w e r e t h e not harm the occupants beyond a few cuts and bruises. If Captain Britain
Super-AdaptoidTM. tries to catch the car he will take Incredible damage. A t the GM's
discretion this may require a green Agility FEAT roll.
Battle 2. To hold the facade of the building for a few moments to allow the
crowds to escape. Again, at the GM's discretion, this may require a
This attack is primarily aimed at creating an aura of terror in the streets green Strength FEAT roll.
of the city, and therefore the Kree will not be particularly selective in his
targets. Instead he will lay waste to his immediate surroundings, setting 3) To deal with the "Super-Adaptoid".
fire to buildings and razing small structures. The GM should now set out
the play on a map of a small section of a major city centre (using the map 4) To aid the people in the building — they are not in immediate danger.
from the MSH Boxed Set if no other can be prepared), which should The GM should make this clear to the player if specifically asked about
again feature a park or piece of open land whereon the Kree landing the details of their predicament.
craft may come down. The Kree warrior will advance on foot along the
city streets, creating mayhem wherever he goes. If the problems are tackled in a different order, the GM should inform the
player of the following events connected with each at an appropriate
This will have been going on for several minutes at least before Captain moment:
Britain can arrive. The GM should allow the Captain to enter at any point
from a randomly selected side of the map, so long as he enters more 11 If the car is not prevented from being thrown into the flames first,
than three areas away from the Kree warrior. Captain Britain will be powerless to help the occupants.
J34AG1NE magazine., December 1984 29
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2) If the facade of the burning building is not held up as one of the If Captain Britain makes a yellow Reason FEAT roll, he will be able to fly
Captain's first two actions, it will collapse into the street onto the crowds the craft back to its mothership on automatic pilot. If the Reason FEAT
below.
roll gives a red result, Captain Britain will be able to fly the ship manual-
ly, and will be able to find the mothership from the autopilot program.
3) If the Captain ignores the "Super-Adaptoid" for more than three or
four rounds, the "android" will return to his ship. Should he fail the Reason FEAT roll, Captain Britain may make another
attempt to understand the craft's controls at the beginning of each
4) As soon as Captain Britain starts rescuing people from the building, succeeding day. The landing ship will be taken away by the military to a
he will find that there are thirty men, women and children trapped nearby base. Nick Fury will arrive that night. His reactions to Captain
within. All are frightened and pleading for help, but they are not in Britain will depend entirely on how much damage the Captain has done
immediate danger. If the Captain persists in rescuing the people before to SHIELD agents in the last few days. Assuming that the Captain has
dealing with the "Super-Adaptoid", the GM should prompt him into done nothing to alienate Fury, the Director will apologise to the Captain
action by describing another outrage that the android is about to commit for his short temper, accept an apology from the Captain and agree that
as it returns to the landing craft, before the Captain can finish clearing the Captain m a y have h i s reasons f o r n o t wanting t o j o i n t h e
the building. He could also reinforce the information that the people in Superheroes' mission to the Kree home planet.
the building are fairly safe.
If Nick Fury is taken to the Kree landing craft, Captain Britain should
Despite the fact that Captain Britain sees the Kree soldier as the Super- make a Reason FEAT roll (for persuasiveness). If the result is yellow,
Adaptoid, there is a key difference in the way this fight will progress, Captain Britain will be able to convince Fury that there could not have
compared to a fight with the real android. The "Super-Adaptoid" (as been a large scale attack from such a small vessel, and he may (another
presented in the statistics) has only retained a template of The Thing's yellow Reason FEAT) b e a b l e t o persuade h i m t h a t t h e Earth
Strength and Fighting abilities and it will not take on any of Captain Superheroes' attack should not take place. If he doesn't sway Fury's
Britain's abilities during the course of the fight. opinion the mission to the Kree home planet will blast off in three days.
If Captain Britain is unlucky with a string of die rolls which mean that he
Aftermath cannot fly the landing ship, the autopilot will cut in while he is sitting at
the controls trying to make sense of them. The device will have been
If the "Super-Adaptoid" defeats Captain Britain, it will take him back to activated from the Kree mothership, to bring the smaller vessel home.
the landing ship. The Captain will then be taken to the Kree mothership This will occur one day after the fight with the "Super-Adaptoid".
as a captive. The adventure can still progress to Chapter 5, but Captain
Britain will enter the mothership as a bound prisoner, not as a surprise If the Captain makes a successful red Reason FEAT roll he will be able to
guest. At the very least, the GM should allow the Captain to make one operate the AugMENT device. This will affect the Kree aboard the
attempt to break his bonds and escape with one mighty bound.... mother ship every bit as dramatically as it affects human beings (it will
also affect Captain Britain unless he dons the Kree helmet captured
If Captain Britain defeats the Super-Adaptoid, he will again find that his from the second Kree warrior which is kept aboard the landing craft).
memory of events is substantially different from the memories o f
everyone else.
Karma
If, (after saving the people in the blazing building), Captain Britain makes Captain Britain has no opportunity to recover any Health points at the
a successful green Reason FEAT roll he will be able to fight his own end of this chapter (unless he fails his Reason FEATs when attempting
memory. The Captain will realise that he has not been fighting the to work the controls of the Kree landing ship and spends a day trying to
Super-Adaptoid — and that his earlier battle with Hurricane could not understand them).
have been real either. It will become clear that his defeated opponent
was but a single Kree warrior. If the "Super-Adaptoid" defeats Captain Britain -20
If further damage to property occurs during the fight -10
If he now investigates the Kree ship, the Captain will find that his luck If the people in the car are not rescued -30
has improved — the ship is not immobilised (the Kree soldier had If the building front crashes onto people in the street -30
switched off the Disabling Device by remote control moments before
Captain Britain arrived, in anticipation of his own return to the ship). The If Captain Britain holds the building front in place
Kree ship has Amazing Control, Monstrous Speed and a Good Body and allows the people to escape from beneath
and is armed with a blaster cannon that will cause Incredible damage. If Captain Britain defeats the "Super-Adaptoid"
The targeting computer is treated as having Excellent Agility when If the people in the car are saved
firing on automatic. If the people in the burning building are saved
36
IMAQINE IM:194Zille, December 1984
Chapter 5:
Campaign seemingly random blasts of energy. The GM should roll Agility FEATs for
the Kree gunners, but only on a 100 result will fire come near to Captain
Having activated t h e K r e e s h i p ( o r h a v i n g h a d i t activated f o r him), Britain's ship. The Kree gunners must still make a green Agility FEAT to
Captain Britain will be lifted up to the Kree mothership. This vessel has actually hit the landing craft. The blasters cause A m a z i n g damage.
remained undetected because of its small size — all detection devices
on Earth have been looking for a ship large enough to carry the hundreds As the Captain docks the landing craft, the Kree will cease firing. A t that
of Kree warriors " s e e n " during the terror attacks. The mothership is no moment, the front section of the mothership will detach and fire its own
bigger than a large satellite. motors — the Super-Skrull has remembered that discretion is the better
part of valour. The Kree w i l l s u r r e n d e r to Captain Britain as he enters
The landing craft will head towards one of the docking bays on the flank through the airlock.
of the bigger vessel. A t this point, the G M should place the map of the
mothership on pages 30 & 35 in front of the player. The internal details
of the ship should be hidden until the Captain has passed through the Aftermath
airlock. IMAGINE magazine grants permission for players to photocopy
this map for personal use. There are many ways that this battle may end, the GM's task is simpler if
the following points are considered:
If C a p t a i n B r i t a i n h a s m a n a g e d t o o p e r a t e t h e c r a f t m a n u a l l y,
approaching the ship is a green Agility FEAT and docking successfully If Captain Britain approached under cover of the A u g M E N T device, the
w i t h the mothership is a y e l l o w Agility FEAT. Kree may have surrendered, and the Super-Skrull w i l l have detatched
the Command Centre in an attempt to flee. Captain Britain can convince
Suppressors on the Kree landing ship's weaponry computer will prevent the Kree that their c o m m a n d e r, " K a y - t e l l " , is not w h a t he seems. The
it firing o n t h e Kree m o t h e r ship and an alarm w i l l be sounded in the Kree soldiers have f o l l o w e d their orders with total obedience, but with
Super-Skrull's Command Centre if any attempt is made to open fire. In increasing concern — they may be fanatics, but they are not stupid. They
this case the Kree warriors aboard the ship will be ready and waiting. have been m o n i t o r i n g t h e p r e p a r a t i o n s f o r t h e attack o n t h e i r h o m e
world, a n d a r e n o w less t h a n s u r e t h a t " K a y - t e l l " k n o w s w h a t he i s
The Kree will also be prepared if Captain Britain flies u p to the mother doing; t h e y h a v e h a d s e v e r a l d o u b t s r a i s e d b y o n e o r t w o m i n o r
ship at any other time than immediately after the defeat of the "Super- inconsistencies in " K a y - t e l l ' s " behaviour. They will listen to any simple
Adaptoid". They will not fire upon the landing craft, but will a l l o w it to instructions he m i g h t give t h e m , and if he attempts to convince t h e m
dock. W h e n the airlock opens, the Kree soldiers will be waiting. that t h e i r c o m m a n d e r is n o t w h o h e seems, t h e y w i l l be prepared t o
listen, Captain Britain w i l l successfully persuade the Kree to aid him if
the G M makes a red Reason FEAT for each Kree soldier. T h i s FEAT is
Battle shifted 1 c o l u m n to the right for each w a r r i o r w h o has already decided
that the Captain is right. If Captain Britain mentions that " K a y - t e l l " was
If Captain Britain has flown i n t o space immediately after the fight w i t h confused over the identity of Captain Marvel, successful yellow Reason
the " S u p e r - A d a p t o i d " (and w i t h o u t activating t h e A u g M E N T device), FEATs will suffice. I f convinced of " K a y - t e l l ' s " non-Kreehood, the KISS
the G M s h o u l d place o n l y as m a n y KISS soldiers aboard t h e ship as warriors will join the Captain for the last part of the adventure, operating
there a r e player characters. T h e r e m a i n i n g Kree a r e still engaged i n a tractor beam to return the C o m m a n d Centre to the mothership.
raids on the planet's surface. The Kree expect no-one other than their
own to arrive, and will be completely surprised as Captain Britain makes If Captain Britain did not use A u g M E N T, but still boarded and defeated
his entrance. However, they will not surrender w i t h o u t a fight. the Kree, he will be able (as above) to persuade those still conscious of
the oddities of " K a y - t e l l ' s " actions. Since the Super-Skrull will not know
The Kree w i l l n o t use heavy weapons. Their shipboard hand weapons that he is aboard, Captain Britain and the Kree he has convinced will be
are the equivalent of shotguns (except that they only need one hand to able to surprise the Super-Skrull in the adjacent Command Centre.
fire) o r c a n b e u s e d a s b l u n t w e a p o n s (see t h e B a t t l e Book, p l 4).
Although t h e o u t e r w a l l s , a n d b u l k h e a d s b e t w e e n t h e b o d y o f t h e If Captain Britain boarded the ship in any other way (after a day's delay,
mothership a n d t h e c o m m a n d c e n t r e a r e o f M o n s t r o u s Strength, all so t h a t the Kree w e r e w a i t i n g f o r h i m f o r example), and defeated the
other internal walls, and all the equipment in the ship is of Remarkable Kree soldiers, he will not have time to persuade any of them to his side.
strength, and the Kree w i l l not risk disabling the vessel. The adventure should proceed to the beginning of Chapter 6.
If Captain Britain defeats the Kree aboard, he may look around the main Lastly, the Captain may have been captured by the Kree, after this, or an
body of the ship. If he makes a Reason FEAT roll and gets a yellow result earlier battle. The G M should a l l o w the Captain at least one chance to
he w i l l f i n d a s e n s o r panel. T h e display w i l l s h o w a n u m b e r of dots escape, but if this fails, the final s h o w d o w n w i t h the Super-Skrull w i l l
converging on the centre — the other Kree warriors returning to base. have to take place in a s o m e w h a t disadvantageous position! If Captain
Britain is b r o u g h t aboard as a p r i s o n e r the Kree w i l l be less w i l l i n g to
The Captain can again gain surprise by w a i t i n g for the Kree to enter the believe him (the G M should shift the Reason FEATs one column to the
mothership. To disable t h e airlock o r o t h e r w i s e b a r t h e e n t r y of t h e left). He could gain an advantage over the Kree if he could give away the
returning KISS troopers requires a yellow Strength FEAT to destroy the position of the mothership to a ground station on Earth. If Captain Britain
instrumentation on the airlock panel. The Kree will be unable to escape can distract or b l u ff h i s w a y to t h e c o m m u n i c a t i o n s gear i n t h e m a i n
in their landing ships as all will be l o w on fuel. Firing the main batteries chamber a n d m a k e a y e l l o w Reason F E AT r o l l ( t o w o r k o u t h o w t o
at the r e t u r n i n g Kree ships will require a y e l l o w Reason FEAT to w o r k operate the alien technology) he w i l l be able to send out a signal. The
Out h o w the gun works and a red Agility FEAT to hit a Kree landing craft. GM should decide how this is received on Earth, taking particular note of
the Captain's popularity after meeting Nick Fury, b u t a s m a l l group of
If Captain Britain activates the A u g M E N T device as he approaches the Superheroes might be sent into space to investigate. The Kree might not
mothership, the Kree aboard the ship w i l l believe that they are under give Captain Britain their full attention as another spacecraft closes i n . _
attack by a huge fleet of Kree ships sent to destroy them (they are fearful
that their mission might not have the blessing of their masters). The GM
Karma
should m a k e an I n t u i t i o n F E AT roll f o r the Super-Skrull, a r e d r e s u l t
indicating that he has resisted the effects of the device. He will order the There is no opportunity to recover any Health points.
Kree warriors to put on their screening helmets, and they will await the
approaching ship as before. If the Kree defeat Captain Britain -20
If Captain Britain causes the death of a KISS trooper -All
If the Super-Skrull is deceived by AugMENT, the Kree will not don their
helmets and w i l l believe their chances of survival to be slim. Tw o will If Captain Britain defeats the Kree +30
operate t h e blasters aboard t h e m o t h e r ship. Captain B r i t a i n w i l l see If Captain Britain persuades the Kree to join forces w i t h h i m +40
I M A G I N E magazine, December 1984 37
Chapter 6:
Campaign duel with Captain Britain, who has been a thorn in his flesh. As soon as
Since his earlier encounters with Captain Britain at Braddock Manor, he has shed his guise as Kay-tell he will use his force field to sweep the
the Super-Skrull has isolated himself in his Command Centre at the Kree soldiers into an airlock, and manipulate the controls by stretching
front of the Kree mothership. He is aware that the Kree soldiers are his arm, blowing the Kree Out into the vacuum of space. He will then turn
beginning to have doubts about "Kay-tell" and his orders. His plans are his full attention to Captain Britain.
entering the critical phase with the preparations for the Superheroes'
punitive attack on the Kree home world being well advanced. The GM should keep note of the damage done to the Kree ship during the
fight. The ship plans included in this issue of IMAGINE magazine have
He will, therefore, pay no attention to the arrival of a KISS raiding craft the various control points and machinery for the different operations of
(carrying Captain Britain) at the mothership. The Command centre is the ship marked. All controls are capable of taking Remarkable damage
sufficiently isolated from the main body of the mothership that the before they cease to function, and the heavier equipment (such as
Super-Skrull will not be able to hear any sounds of conflict from there. engines) of the ship can withstand all but Amazing damage.
If any of the KISS troopers join Captain Britain for this final battle, or if If the tractor beam controls are destroyed the Command Centre cannot
Captain Britain is a prisoner, the lock on the Command Centre door will be pulled back to the mothership, and the Super-Skrull will be able to
be operated by a Kree soldier. In other circumstances, should Captain escape. Five rounds after the Life Support controls are destroyed all
Britain examine the door, he will notice that it is operated by a metallic within the mothership will start to feel the effects as the air becomes
card. He will be able to find a keycard on any Kree soldier. foul. Everyone will lose 1 Endurance rank and 20 health points per
round until they reach a source of fresh air (such as the Command
If surprised, "Kay-tell" will be sitting at a Control Console at the front of Centre or one of the Kree landing craft). Once in fresh air a character can
the vessel, monitoring the Superheroes' mission to the Kree home recover 1 Endurance rank and 10 health points per round (but only the
world. In other circumstances (such as the Command Centre being Health points lost due to the lack of air).
pulled back to the mothership by tractor beam) "Kay-tell" will be in the
corridor with a plasma weapon (treat as a blaster that does Incredible
damage) in his hands. If he sees the Kree acting with Captain Britain, or Aftermath
sees that they are incapacitated, he will take the first opportunity he gets
to shape change into his normal form. Once the Super-Skrull is defeated, any of the Kree soldiers still alive,
will offer whatever aid they can to the Captain, but will insist that he
make every effort to convince the authorities about what has really been
happening.
If the Super-Skrull has been captured, taking him back to Earth will
convince the authorities of their error, and the attack on the Kree will be
aborted. If he escapes, or the Kree mothership is damaged to such a
degree that he and it cannot be taken to Earth (the engines or pilot's
console are destroyed), Captain Britain must try to persuade someone in
authority that the attack should be postponed. If he contacts Nick Fury,
or the Secretary General of the UN, the GM should make a green Reason
FEAT roll for the individual concerned. Politicians have Good Reason for
this purpose. If the Captain is successful in persuading them to call off
the attack all will be well. But if he fails....
Karma
If the Super-Skrull escapes -30
If Captain Britain fails halt the Superheroes' attack
on the Kree home world -30
If any Kree allies are killed by the Super-Skrull -1 0
Envoi
Well, that's all over.., and hopefully the good Captain saved the World —
and the Kree world, too! What happens now is up to you, the GM, and
the player(s). If you carry on using Captain Britain in a MARVEL SUPER
HEROES campaign, then you might like t o consider some o f the
following:
Because of the close quarters, the Super-Skrull will not use all his
powers — it would clearly be suicidal for him to use the fire-throwing Did the Super-Skrull escape? Then vengeance will be uppermost in his
abilities of the Human Torch. However, he is still a formidable opponent mind for quite a long time — look out Captain!
who knows that if he can keep control of the mothership he may still What's SHIELD's attitude towards CB when he goes around beating up
cause war between the humans and the Kree — even without the aid of Nick Fury and not obeying orders? And the other Superheroes who know
the KISS unit. He will fight until the battle is utterly hopeless, and then that the Kree were behind it all? If the Captain finds himself ostracised
try to escape in the Command Centre. If any Kree are alive, or if Captain by his fellows, what will he do?
Britain makes a yellow Reason FEAT roll, this will be futile, because the
Command Centre can be held by the tractor beam indefinitely a l w a y s Captain Britain can now recover from the rigours of this adventure, but
assuming it hasn't been disabled by the fight! another one is sure to be just around the corner.... Remember, the best
source of further adventures are the comics themselves.
He will only fire the plasma gun if he has a clear target. His first targets
will be the Kree soldiers, since he relishes the thought of a one-to-one Have fun!
38
I M A G I N E magazine, December 1984
And A Cast of Thousands....
HURRICANE NICK FURY SUPER-SKRULLIm
Real N a m e - A l b e r t Potter Director of S.H.I.E.L.D. Skrull Wa r r i o r
Fighting: TYPICAL Fighting: EXCELLENT Fighting: R E M A R K A B L E
Agility: TYPICAL Agility: E X C E L L E N T Agility: E X C E L L E N T
Strength: TYPICAL Strength: G O O D Strength: A M A Z I N G
Endurance: EXCELLENT Endurance: EXCELLENT Endurance: AMAZING
Reason: R E M A R K A B L E Reason: E X C E L L E N T Reason: T Y P I C A L
Intuition: TYPICAL Intuition: EXCELLENT Intuition: TYPICAL
Psyche: T Y P I C A L Psyche: G O O D Psyche: G O O D
Health: 3 8 (22) Health: 7 0 Health: 1 5 0
Karma: 4 2 Karma: 5 0 Karma: 2 2
Resources: AMAZING Resources: FEEBLE
Powers Popularity: 7 5 Popularity: 0
B O D Y A R M O U R : H u r r i c a n e ' s body a r m o u r is also
his l i f e - s u p p o r t s y s t e m . I t g i v e s h i m I n c r e d i b l e Talents Powers
protection against attacks, and raises his Endurance Fury h a s t r a i n e d a s a p a r a t r o o p e r, a r a n g e r, a S H A P E - S H I F T I N G : Like all Skrull, Super-Skrull can
to Excellent. His vulnerable spot is the a r m o u r ' s back demolitions e x p e r t ( i n c l u d i n g u n d e r w a t e r d e m o l i - alter his shape and appearance to resemble anything
pack. T h i s o n l y h a s E x c e l l e n t protection, a n d i f i t is tions), and a pilot. He can operate any vehicle made on of a b o u t the same size and w e i g h t .
disconnected H u r r i c a n e ' s E n d u r a n c e w i l l b e c o m e Earth, i n c l u d i n g s p a c e - c r a f t . H e i s a m a s t e r o f t h e BODY A R M O U R : Super-Skrull h a s Remarkable
Poor. In addition, he will take 1d1 0 points of damage martial a r t s a n d w r e s t l i n g , a m a r k s m a n a n d a body armour.
per r o u n d as his m e t a b o l i s m r u n s out of control. weapons master. F L I G H T: B y creating a blast of fire f r o m h i s feet and
W R I S T B L A S T E R S : H u r r i c a n e ' s w r i s t blasters con- Fury i s a l s o k n o w l e d g e a b l e i n l a w a n d l a w legs, t h e S u p e r - S k r u l l can fly a t Incredible speed.
centrate h u r r i c a n e force w i n d s into a s m a l l area. enforcement, engineering, h i s t o r y, a n d t h e m i l i t a r y. GENERATE AND CONTROL FIRE: Like the Human
W i t h t h e m , H u r r i c a n e h a s Incredible s t r e n g t h f o r He is even skilled in first aid, Torch, t h e S u p e r - S k r u l l c a n c r e a t e f l a m e s f r o m h i s
S l u g f e s t s a n d o t h e r S t r e n g t h FEATs. T h e y can also own body or control external flames, doing so w i t h
do I n c r e d i b l e d a m a g e a t E x c e l l e n t r a n g e . W h e n Equipment/Possessions M o n s t r o u s power. S u p e r - S k r u l l can also use fire as a
shooting w i t h h i s w r i s t b l a s t e r s H u r r i c a n e h a s Nick F u r y c a r r i e s m u c h o f t h e s a m e e q u i p m e n t a s distance w e a p o n , c a u s i n g M o n s t r o u s d a m a g e w i t h
Excellent Agility. other SHIELD agents. H o w e v e r, h e h a s access to a Good range (3 areas). He has M o n s t r o u s resistance to
Hurricane c a n a l s o u s e t h e m t o c r e a t e a m i n i - n u m b e r of u n u s u a l devices, a n d he i s likely to h a v e fire.
h u r r i c a n e in t h e i m m e d i a t e l y s u r r o u n d i n g areas (he several pieces of special e q u i p m e n t w i t h h i m at any I N V I S I B I L I T Y: S u p e r - S k r u l l can make h i m s e l f invis-
stands i n t h e c a l m eye o f t h e hurricane), T h i s takes time. ible t o n o r m a l , u l t r a - v i o l e t a n d i n f r a - r e d l i g h t w i t h
t w o rounds, a n d the storm does A m a z i n g d a m a g e to Excellent power.
all t h o s e caught in it. Personality F O R C E FIELD: S u p e r - S k r u l l ' s force field is Amazing.
F L I G H T: T h r u s t e r s on H u r r i c a n e ' s a r m o u r allow him Nick F u r y l i k e s t o p r e t e n d h e ' s a d u m m y s o h i s S T R E T C H I N G : Like M r. Fantastic, S u p e r - S k r u l l can
to f l y a t Remarkable speed. enemies will u n d e r e s t i m a t e him, stretch his body and reach as far as three areas away.
He c a n a t t a c k o r g r a p p l e s e v e r a l n o n - a d j a c e n t
Talents opponents at one t i m e
Because o f h i s s c i e n t i f i c b a c k g r o u n d H u r r i c a n e ' s SHIELD Agent C O S M I C P O W E R : The Super-Skrull's powers are
Reason i s I n c r e d i b l e i n a l l m a t t e r s r e l a t i n g t o Fighting: G O O D stronger w h e n h e is absorbing m o r e c o s m i c energy.
metereology. Agility: TYPICAL The a b i l i t y and p o w e r r a n k s listed h e r e are w h a t h e
Strength: TYPICAL can do u n d e r Earth's n o r m a l doses of cosmic rays. If
Background Endurance: G O O D the S u p e r - S k r u l l i s g e t t i n g a d d i t i o n a l c o s m i c rays,
Albert Potter began h i s c a r e e r as a m e t e o r o l o g i s t at Reason: T Y P I C A L from a n a t u r a l o r artificial s o u r c e , t h e f o l l o w i n g
the London We a t h e r Research Centre. Mocked by his Intuition: TYPICAL abilities and p o w e r s increase by one rank: Strength,
colleagues for his research failures, he secretly built Psyche: T Y P I C A L Endurance, Flight, G e n e r a t e a n d Control Fire, Force
an e x p e r i m e n t a l w e a t h e r control craft, b u t w h i l e he Health: 3 2 Field and Stretching. His health also increases by 5 0
was a t t e m p t i n g t o t a m e H u r r i c a n e Linda s o m e t h i n g Karma: 1 8 points,
went wrong. The power of the maelstrom entered Resources: G O O D
him, and H u r r i c a n e w a s born.... Popularity: 1 9
Talents
All a g e n t s are trained in firearms, f i r s t aid, a n d l a w
e n f o r c e m e n t and m i l i t a r y operations. S o m e are also
trained i n m a r t i a l arts, w r e s t l i n g , special w e a p o n s ,
and piloting,
KREE'm
Equipment/Possessions Alien Race
SUPER-ADAPTOIDr" S U I T: A g e n t s ' s u i t s provide Typical p r o t e c t i o n f r o m Fighting: G O O D
android damage and Excellent resistance to fire. Agility: TYPICAL
Fighting: TYPICAL WEAPONS: E a c h a g e n t carries a handgun, a Strength: E X C E L L E N T
Agility: TYPICAL t h e r m i t e bomb, a fragmentation grenade, a gas bomb, Endurance: EXCELLENT
Strength: TYPICAL a 2 0 - i n c h piece o f strangling w i r e , a flexible s a w, a Reason: G O O D
Endurance: TYPICAL radio-link p o c k e t c o m p u t e r a n d t w o s p a r e a m m o Intuition: G O O D
Reason: T Y P I C A L clips. Psyche: T Y P I C A L
Intuition: TYPICAL BLASTER: This weapon does Excellent damage to Health: 5 6
Psyche: T Y P I C A L w h a t e v e r it hits, Agents prefer this weapon because it Karma: 2 6
Health: 1 5 0 can bring d o w n large opponents w i t h o u t killing them. Resources: TYPICAL
Karma: v a r i e s Its range is 5 areas. Popularity: 3 0
Resources: n o n e
Popularity: 5
5UPER-ArAVIDID The Kree is an alien race that keeps tabs on the Earth
f r e q u e n t l y. M o s t of the powerful individuals are blue-
Powers skinned h u m a n o i d s , b u t t h e m a j o r i t y o f t h e r a c e ' s
D U P L I C AT I O N : The Super-Adaptoid can imitate and m e m b e r s have the same skin c o l o u r as h u m a n s .
retain p h y s i c a l a b i l i t i e s a n d p o w e r s o f a n y s u p e r - They are extremely militaristic and w a n t to conquer
powered b e i n g s t h a t h e c a n see a n d t h a t are i n h i s as m u c h t e r r i t o r y as possible. They have been at w a r
area. T h e S u p e r - A d a p t o i d c a n i n s t a n t l y a n d c o m - with t h e Skrulls, a shape-shifting alien race, f o r
pletely imitate up to five separate heroes. longer t h a n a l l o f r e c o r d e d h u m a n h i s t o r y. T h e i r
The Super-Adaptoid duplicates the Fighting, Agility, CREDITS advanced t e c h n o l o g y m a k e s t h e m a t h r e a t t o a n y
Strength a n d E n d u r a n c e o f its targets, a n d physical race.
Penned w i t h 1 0 0 0 Karma by Paul C o c k b u r n
manifestations of power. It cannot duplicate Reason, They c o n t r o l m o r e t h a n 1 , 0 0 0 star systems. T h e y
Altered w i t h Poor Reason by M i k e B r u n t o n
Intuition o r Psyche. I t c a n p i c k a n d c h o o s e w h i c h have m a s t e r e d i n t e r g a l a t i c a n d h y p e r - s p a c e t r a v e l
abilities a n d p o w e r s i t w a n t s . I t h a s d u p l i c a t e d
Map d r a w n w i t h t h e M o n s t r o u s P o w e r o f
and t h e y possess a b u n d a n t p o w e r f u l w e a p o n r y.
android, a l i e n a n d m u t a n t a b i l i t i e s , a s w e l l a s Image G e n e r a t i o n b y H i t c h i n ' s a n s w e r t o There have been three major representatives of the
material o b j e c t s s u c h a s H a w k e y e ' s b o w s a n d I r o n Captain America, Paul Ruiz. Kree to Earth: C a p t a i n M a r - v e l l , Ronan the Accuser,
M a n ' s a r m o u r. A r t w o r k drawn faster than a speeding bullet by and S u p r e m o r (The S u p r e m e Intelligence). F o r t h e
The Super-Adaptoid can retain the powers of up to Ti m ("I really like Judge Dredd") Sell most part, the Kree leave Earth alone and just observe
five h e r o e s for t w o years. D u r i n g t h i s adventure, t h e Aided b y m e m b e r s o f T S R U K ' s P r o d u c t it. In t h e past they have used p o w e r f u l giant robots of
templates o f t h e A v e n g e r s h a v e b e e n e r a s e d , Development team — the "Triffic T h r e e " : varying a b i l i t i e s c a l l e d S e n t r i e s t o w a t c h o v e r o u r
leaving o n l y its The T h i n e template. planet.
Graeme (Feeble A g i l i t y ) M o r r i s , J i m ( P o o r
The A v e n g e r s h a v e d i r e c t l y i n v o l v e d t h e m s e l v e s
Background Intuition) B a m b r a a n d P h i l ( S h i f t 0 Psyche) w i t h t h e K r e e b y e n t e r i n g t h e K r e e - S k r u l l w a r. O n
Created by A I M (Advanced Idea M e c h a n i c s ) in w h a t Gallagher many occasions the Avengers have interacted w i t h
may have been a freak accident, the Super-Adaptoid Special f a n x : T o m K i r b y ( w e b o r r o w e d h i s The Supreme Intelligence and the Kree, sometimes to
has f o u g h t the Av e n g e r s on a n u m b e r of occasions. comics), t h w a r t a plot and s o m e t i m e s to save the universe.
Captain Britain in MSH He can fly. He is capable o f inhuman strength and Each PR rank has a value associated with it as the
Designer's Notes endurance. His senses are acute to the point of being four physical attributes combine to give the Captain a
uncanny. H e i s also protected by a bio-electrical Health (hit points) of 130. The mental PRs combine to
The MARVEL SUPERHEROES G A M E i s really force-field. However, while these powers are innate, give him a starting Karma of 80 which is pretty useful.
designed for use with pregenerated characters, but they rely to a great extent upon amplification circuitry His Popularity rating should be fairly high thanks to
by no means every Marvel hero and villain is currently built into his costume. his patriotic image but then we British are not really
available in official publications, so there is still a used to superheroes yet so we knock it down a bit for
need for character adaptations. The nearest thing to Checking with the writers confirmed that the costume that. 8 0 (Out o f 100) w a s Jamie's figure. Brian
an 'official' source is the Marvel Universe publication, affects all the Captain's abilities. I've assumed that it Braddock's parents were very wealthy, bequeathing
but even this can be out of date, especially when the makes one rank difference all round (MSH rates all him Braddock Manor. This gives us his Resources
current plotline is being generated in the UK rather Prime Requisites as discrete ranks rather than a level. His university course will have given him some
than at Marvel H a For this article I've called on some continuous scale. The scale i s not linear and an Talents: physics, obviously; probably a reasonable
expert help, and I'd particularly like to thank Frank improvement of one rank represents a considerable knowledge of chemistry; and a good knowledge of
Plowright, A l a n Moore and Jamie Delana. W h a t increase in power). On the physical side I've rated him computers.
follows should provide a good guide as to how to go as an exceptional human without the costume, with a
about adapting a character to the game. little extra bonus on fighting ability. The Captain has
The Campaign Book in MSH contains a large list of no other means of laying low his opponents, so he had
examples of characters exhibiting the various ranks better be good in a slug fest. On the mental side Brian
Captain Britain stats f o r t h e Marvel
of Prime Requisites. This is a good place to start when Braddock's university degree helps us in rating him Superheroes Game by:
developing a n e w character. Captain Britain only for Reason and his experiences with 'magical' forces
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Please m e n t i o n I M A G I N E m a g a z i n e w h e n r e p l y i n g t o a d v e r t i s e m e n t s 41
Monsters,
Magic
Menageries
'N I
‘0
'of
A n e w look at a v e r y old h o b l n 1 6
A r c
by --0011-at
John McKeown \
, 4 \ \I\ \
\
\ 1\*I4
/
LtJ murIEF--
Having looked at the creation of magic Very few projects are so successful. They mutations or unnatural crosses. If cross-
items in #12 of IMAGINE magazine, it is rarely result in the desired mutations or ing, a t least t w o different species are
natural that we turn now to the creation, crosses, m o r e often i n unwanted o r required. Some m a y be purchased a t
or rather breeding, of magical monsters. useless differences, and very frequently large markets o r by sending agents to
in sick, infertile o r crippled monsters. purchase them in exotic lands. The MU
I stumbled across a mention o f t h i s Understandably, this pastime is utterly may w e l l w a n t magical creatures, a s
strange occupation in the volume First despised by all druids, w h o will often these t e n d t o have m o r e interesting
Fantasy Campaign, by Dave Arneson, descend upon the perpetrator's workshop properties, and are more amenable t o
and decided to draw up some workable on hearing of such practices, to free all distortion t h a n n a t u r a l purebreeds.
guidelines for its use in campaigns. I was the pure breeding stock and k i l l a n y Parties must be hired to capture these,
prompted partly by the oblique references experimental progeny. M o s t ordinary perhaps in some numbers, giving rise to
in the Monster Manual to the origins of people dislike the practice because o f many expeditions.
some of its denizens, but mainly by the (usually exaggerated) fears o f strange
fact that here is a traditional pursuit of beasts breaking out of their pens at night. The menagerie should h a v e enough
magicians of which the A1384131® game Accordingly, i t is best done some way secure pens and cages of suitable sizes to
gives us barely a glance. from settled populations, or at least out of hold all the current stock, and experi-
sight. mental births — which will probably be
The driving force o f some ambitious kept in isolation. There should in addition
magicians is an aspiration to create new always be a lot of spare quarters, for new
and different forms of life. In the Advanced SETTING UP births which may come in unpredictable
rules, magic users of very high level are numbers, and also for new breeding stock
able to create golems (covered in # 1 9 ) Mind set on taking up this Chaotic hobby, which may arrive at any time, as groups
and homonculi. The former are mono- our M U takes o ff into a nearby dark, sent out to trap specimens return.
tonous a n d t h e latter a r e nearer t o impenetrable forest. In a small, separate
warped clones than n e w life._ yet i n spell book are one or both of the spells Some monsters will require pens that are
terms of actual creation this is a powerful fundamental to the plan; distort life I and considerably more costly than normal.
achievement. ritual of twaining (see descriptions later). Proofing against fire, acid, violence o r
Both are Level 4 spells, effectively limiting other hazards, will have to be adjudicated.
Among magic users of more moderate the experiments to magic users of 7th or As well as the dangers from within, the
prowess this aspiration often expresses higher level. creature may have to be protected from
itself, not in creation — which is beyond what is without — it may require a certain
them — but in the engendering of new The skills of animal breeding and animal environment, whether heated, chilled,
forms, unnaturally born of magical cross- handling a r e essential, a n d t h e M U light, dark, or even air-tight to retain a
es between radically different species, or should acquire these or assistants who special atmosphere (extreme, b u t n o t
warped in the womb by the magician's have them. Actually, it's a good idea to get beyond advanced experimenters). A l l
will. The Owlbear and Peryton are exam- a few helpers anyway, as a lot of the tasks these may add to cost and often require
ples of crosses, and most giant varieties associated with looking after a load of attendant keepers.
of normal animals are cases of the latter animals and keeping their pens clean are
— usually only achieved i n their final menial and not befitting even a disreput-
form after a number of generations of able magic user. BREEDING
magical breeding. All those mentioned in
the MM represent wildly successful ex- The breeding stock that the MU is able to
AND RAISING
periments; achieving sustained, unsuper- acquire will strongly influence his future For each species involved, the DM must
vised breeding i n t h e wild, and often operations. He is not creating life, but decide on certain statistics; the Species
expanding to relatively large populations. breeding f r o m old forms, by inducing Traits.
42
I M A G I N E ma9azine, December 1984
SOME E X T E R N A L F E AT U R E S -
Species Traits D I S TO R T I O N OF T H E FIRST ORDER
Colouring: change colour or pattern; spots, stripes etc. Base — 80')/0
1 T h e time of year and frequency (usually Covering: this may be hide (GO), fur (G2), scales (G6) or feathers (G9). The change takes as
annual) of the breeding season many generations as the difference between the numbers in brackets; ie, seven generations
2 The chance of captive animals breed- from feathers to fur. Feathers or hide do not a bird or bat make, but they're a step in the right
ing during the season direction. Base chance of success — 40%.
3 The period of pregnancy (or incubation Toughening: takes two generations per shift in Armour Class. Toughening can be taken much
for eggs) further with scales than other coverings. Fire and acid resistant coverings can be induced,
though these are of course not magical in nature and do not provide invulnerability. Base— 20%
4 Litter size — a range eg 2d6 or a fixed + (current AC x 5'/0).
number (very often a single 1) Limbs: Such changes affect pairs of limbs, except where the 'limb' is a tail.
5 Mothering period (no new pregnancy). — Alteration of the ends of limbs: enlarged claws and even spiked tails are included in this.
Can range from nil to a year or more. Base 40%, but very variable.
6 The age of maturity ii — Whole limb changes: wings (tricky, but popular), prehensile tail, increased movement
7 Gender o f offspring — unless other- speed. Base — 30%, G2.
wise noted, a 5 0 % chance of either. Limb (Dis)Appearance: legs, arms, tentacles, tails and proto-wings. Base 20% (or 40% for
disappearance). G2 for either.
Senses: Hearing, Smell, Taste or Touch can be made more acute. Base — 60%.
Sight: Specialities like Nightsight and Infravision. The range can reach a maximum of 120', at
30' per generation. Base — 50%.
For instance, t h e D M m i g h t decide t h a t Mouth: Teeth size, hollow incisors. Base — 40%, G2.
the traits of the Griffon are: 1 a n n u a l l y / Noise (larynx): Base — 70%.
spring; 2 60%; 3 four months; 4 one only;
5 six months; 6 two years
INTERNAL P H Y S I O L O G Y
The D M doesn't have to w o r k these o u t D I S TO R T I O N OF T H E SECOND O R D E R
for a species until a player starts experi-
Lungs: Breathing, or tolerance of, different gases. Gills. Base — 50(Yo, G3.
menting w i t h i t — s o d o n ' t w o r r y, y o u
Glands: Venom, Acid, Fire. Base — 40%, G2.
haven't got to go through the whole M M Eating Habits: Between carnivore and herbivore, or to induce a taste for wood or iron or other
and FF assigning these. strange things. Base 6 0 % , G3; or 40%, G5.
Size: Raise or lower hp by 10%; eg, if you breed from two horses with an average of 10 hp you
There i s o n e chance o n l y per breeding naturally find a +/- 10% variation in the progeny, giving horses which when mature have
season, so when this time comes around, between 9-11 hp. A spell for increased size would bring 10-12hp horses. Base — 50%.
the D M l o o k s u p t h e p r o b a b i l i t y o f Age of Maturity: A 10% change is possible per generation, up to 50%. Base — 60%.
breeding i n c a p t i v i t y — s a y 9 0 % f o r a
rabbit or 10% for a dragon, and makes a
roll. I f successful, h e t h e n d e t e r m i n e s
SPECIAL AND M A G I C A L POWERS
exactly when within the breeding season D I S TO R T I O N OF T H E T H I R D O R D E R
the m a t i n g happened (this i s i m p o r t a n t Vision Into Other Planes: Base — 60%, Gd3.
w h e n calculating t h e t i m e o f birth). For Plane-Shifting: Base — 40%, Gd4.
cross-breeding you m u s t make t h e rolls Petrifying Vision: Base — 30%, Gd3.
for both species involved, so if you want to Shape-Changing: Base — 50%, Gd3+1.
engender a rabbit-dragon, 1-90 and 1-10 Intelligence: Base — 20%, G1
rolls must both be made successfully. Speech (must have INT): Base — 40%, G2d6.
There are many more possibilities than I can mention, not the least of which are powers of invisibility,
Some o f t h e m o r e exotic m o n s t e r s a r e regeneration, or invulnerability to all but magical weapons. The DM must work Out a reasonable Base Chance
notoriously hard to breed in any case, but for the mutation to succeed, and a generation delay where necessary.
Where the attempted mutation fails, the DM should make a percentile roll against the Mutation Misfire table
an M U c a n r e s o r t t o t h e s p e l l a n i m a l
below, according to the spell being used:
m a g n e t i s m (what else could I call it!)
Mutation Misfires
The actual t i m e of birth w i l l vary around
the e x p e c t e d t i m e b y + / - 1 2 % o f t h e Distort I Distort II Distort III Failures in Distortion
01-30 01-15 01-10 Right aspect, wrong way
pregnancy period. Roll a d6: 1, 2 — d6 x 31-70 16-50 11-60 Nothing happens
2% premature; 3 , 4 — on time; 5 , 6 — d 6 71-80 51-75 61-70 Wrong aspect affected
2% overdue. 81-90 76-90 71-90 Raise defect chance 10c/0
91-00 91-00 91-00 Roll twice on this table
The chance of a disorder is increased by
All effects of multiple rolls would be cumulative.
5% f o r every 2 % t h a t t h e t i m e o f b i r t h
varies from the norm (see Defects).
The M U w i l l probably w a n t to raise t h e as a guide, a creature in close proximity to and they have two strong magics to hurry
infant to maturity, either for sale, use, or others o f a n y k i n d h a s a 1 0 % chance, nature o n h e r w a y, n a m e l y t h e s p e l l s
most likely as n e w breeding stock, part- rolled at intervals of a tenth of its infancy hasten growth and age animal. The best
icularly i f h e t h i n k s i t h a s successfully until mature, and thereafter at intervals way to get quicker and surer results in the
taken on a desired feature. If there are no of a quarter of the time taken to mature, of long r u n i s t o increase t h e n u m b e r s o f
complications arising from defects, this is sickening. F o r i n s t a n c e , o u r G r i f f o n , breeding stock. O n the other hand a big
simply a m a t t e r o f t i m e a n d care — oh mature at 2 years (100 weeks) has a 10% menagerie i s h a r d e r t o h i d e a n d m o r e
yes.... a n d food.... l o t s o f i t . A r u l e o f chance each ten weeks of falling ill, until likely t o a t t r a c t a t t e n t i o n f r o m a n g r y
t h u m b for the cost is 1 sp per day per HD adulthood, and a roll every 6 months after druids. A l s o , a p a r t f r o m n o t h a v i n g
per c r e a t u r e . C a r n i v o r o u s a n d e x o t i c that. I l l n e s s e s a r e o f t e n f a t a l , b u t a n enough s p e l l s t o c o p e w i t h a l l t h e
creatures w i l l b e m o r e costly to feed. I f animal h e a l e r o r a t t e n t i v e k e e p e r c a n animals, t h e M U m a y need an assistant
you think this is excessive, go and talk to a help. Remember that people with animal keeper t o t a k e r o u t i n e decisions. Q u i t e
modern zoo keeper. empathy a n d h e a l i n g m a g i c w i l l r a r e l y possibly he will appoint a resident keeper
become involved with such experiments. anyway if he doesn't want to be tied down
Disease is a threat. It varies enormously to the place, though in a small menagerie
from species to species and also by the Impatient magic users m a y n o t w a n t t o he would only need to be there at times of
area in which the menagerie is sited, but wait upon the natural course of maturity, births and matings. In a large and varied
CROSS-BREEDING Whenever a defect occurs as a result of the above procedure, a roll should be made on the
Defect Table below, using the relevant column for Distortion or Cross-Breeding experiments
There are of course natural half-breeds, (where both apply, use the Distortion column).
like the mule; half donkey and half ass. As
is well known, mules are always sterile,
but there are other cross-breeds which Distortion Cross-breeding Defect Type u s e sub-table
can reproduce themselves, like those of 01-40 01-20 Physical
wolf and dog. 41-60 21-50 Psychological
61 -90 51-97 Genetic
91-00 98-00 Magical i v
All these are crosses of similar creatures.
Many o t h e r permutations w h i c h o n e Sub-table i
might imagine — the dreaded pig-vole 01-40 Some aspect of the First or Second Orders (determine randomly)
and t h e much misunderstood wabbit- 41-50 Nasty smelling, continuous or periodic
tiger — are (of course) impossible. A t 51-80 Susceptible to disease (+ d6 x 5% per disease roll)
least, in nature.... 81-00 Environmental awkwardness (aversion to light, or heat, etc)
new pastime for magic users, who may capture some breeding stock for him? Or
MAGIC, MONSTERS & never produce anything enduring on the the party might be involved i n a race
MENAGERIES landscape, but will have a lot of fun and against time, to stop an evil experiment
IN Y O U R C A M PA I G N frustration trying! I suggest you give xp before it can be unleashed upon a city.
for all research efforts, plus bonuses for You may only get one or two player magic
Barring a n y psychological problems, achievements, like live births. users of sufficient level and inclination to
monsters raised by an MU will feel some take up these experiments in your cam-
loyalty towards him, and an inventive MU If you want to introduce an MU in your paign, but I can assure you that this is
can often find uses o r buyers for his campaign to the hobby's existence, why enough t o provide a lot of interest and
'creations'. I hope however that I have not put a distort life I or ritual of twaining adventures — it's a very exclusive hobby.
made i t clear that these rules are not scroll in the next treasure, or better still
really concerned w i t h creating n e w let h i m meet and talk w i t h a n NPC; May your monsters always multiply!
monsters for people to fight. Rather, it is a perhaps a patron who wants the party to * J o h n McKeown
I M A G I N E magazine, December 1984 45
8
On F R I D AY, S AT U R D AY & S U N D AY
2 9 t h 9 3 0 t h & 3 I s t M A R C H 1985 at R E A D I N G U N I V E R S I T Y
Special guest E . G A RY G Y G A X
Starting at 12 noon on Friday, and continuing until 6.00 pm on Sunday, GamesFair '85 features:-
* THE AD&D® OPEN CHAMPIONSHIP A n individual, * RESIDENTIAL OR NON-RESIDENTIAL
knockout competition to find the British AD&D Champion PLACES — Non-residential bookings
of 1985. Held over Saturday and Sunday, this limited entitle you to full use of all the
entry event must be booked in advance. convention facilities including in-
* ALL THE NEW AND ESTABLISHED FAVOURITES — expensive hot and cold food, extended bar
Including MARVEL SUPERHEROESTm game, STAR (adults only), ideal gaming areas and an
FRONTIERS® game, DRAGONQUEST® game, impressive array of arcade computer
Traveller, RuneQuest, 1829, Railway Rivals, Call of games. Residential bookings entitle you
Cthulhu, Illuminati, En Garde and many more. to all these plus two nights in a private
bedroom and full breakfast on Saturday
• AD8113 TEAM COMPETITION A fun, single-round and Sunday. Booking in advance is
competition for teams of 5 players on Friday afternoon. essential. There will be NO tickets for
Team leaders: send an SSAE for more information. sale on the door.
WE NEED YOUR HELP. Reliable, careful, experienced DMs are needed to help run the AD&D competitions.
Please mark your application form accordingly if you would like to help us.
Successful bookings will be confirmed by post. Full details and confirmation of events will be given in the GamesFair programme, which will be mailed to attendees in February.
Only those who book in advance can be admitted.
Refunds (minus a (2.00 administration charge) will only be possible on cancellations made before 31st January 1985
Persons under 14 years of age cannot be admitted.
Bookings accompanied by an incomplete list of names or the incorrect money will be returned unprocessed.
Having n o w discussed in detail Law, simply d o n e b y s i d i n g w i t h w h i c h e v e r Player characters, I hope, are a t least
Chaos, Good and Evil, i t remains t o side is doing least well, and then, i f the slightly more sophisticated, but the same
say something about that in-between tide t u r n s the other w a y, switching ally. general p o i n t i s appropriate. T h e r e i s
alignment, NtOutrality. In terrnsqf,the rhis might not be easy; one side might not normally no need for characters (except
character a l i g n m e n t g r a i n ' W e l c o l l i e as friends forces t h a t had b u t for clerical types) t o b o t h e r t h e i r heads
recently been fighting on the other side. about m o r a l s o r philosophy; t h e y m a y,
shows From the point of view of the individual and f r e q u e n t l y d o , f o l l o w t h e i r o w n
four c o trhnee r'tk,t
v oher
f a alignments
square, t h e ri n
e are 7nterests without reference to any gra nd-
PlaVer-characters, it is doubtful w h e t h e r,
shown five different types of Neutral- ose view of what is best for the world in
they a e obliged t o i m p l e m e n t t h i s doc
ity; L a w f u l N e u t r a l , E v i l N e u t r a l , r i r i e f i t s logical concl usiorirn everyday general.
Chaotic Neutral, G o o d N e u t r a l a n
Absolutely Neutral. Of these, I wo,V1
contend t h a t t h e A b s o l u t e N e u t
position is the most interesting, a n
also t h a t a f u r t h e r d i v i s i o n page for the
Absolute Neutrality is possible. not-so-experienced
The four outer bands of neutrality in thefl
alignment graph have little to do with trd
adventurer
Neutrality. Basically, t h e y just represent
alignment patterns of the sort that would
characterise a g a m e played w i t h a t w o - by Roger Musson
way alignment system rather than a four-
way system. The Lawful Neutral charact-
er cares about Law, and just Law. Good,
Evil, doesn't matter. If it's Lawful it's okay, life — fighting with their Lawful buddies It is worth pointing out that there is a
if i t ' s n o t L a w f u l i t ' s not. A n d so o n f o r against a band of ores, and then switching great tendency for player-characters to
Chaotic Neutral and the rest. in * M i g h t v011ep the ores start toil, ng. drift in this direction. Examine the guiding
It's w h e n w e come to the alignment in Nottley wouldn't be popular, B A l f tnere principles of most player-characters and
the m i d d l e t h a t w e d e t e c t t h e special are" powerful forces- co-ordinating t h e see what you find. W hat is the moral
characteristics o f N e u t r a l i t y, a n d t h e Cosmic Balance, they might well have basis of dungeon-bashing anyway? Just
Absolute Neutral is s i m i l a r in both t w o - need of parties of Neutral adventurers t$,./ because you think ores are Evil, does that
way a n d f o u r - w a y a l i g n m e n t systems. fulfil tricky missions to foil one of the give you the right to go stormiiig into iheir
But h e r e w e c o m e t o t h e i m p o r t a n t other alignments getting too much of the home, s l a y i n g t h e m i n c o l d blood, a n d
division: b e t w e e n t h e character w h o i s upper hand. making off with all their treasure? Such
Neutral in alignment because of passion- But a s w e l l a s t h e character w h o unprovoked behaviour arguably constit-
ately c a r i n g a b o u t N e u t r a l i t y, a n d t h e pursues the active and positive cause of utes robbery and murder — certainly from
character w h o is neutral because of just Neutrality, t h e r e i s t h e o t h e r s o r t o f the ores' point o f view. I s t h a t G o . . ? Is
not caring about anything. And I use here neutral character who has a more negat- that Lawful? Can any Good cleric con-, •ne
deliberately t h e distinction b e t w e e n t h e ive alignment and just wants to opt out. Is such t h i n g s w h e n t h e ores m i g h t h a v e
capital N and the small n. Gondor threatened? T h a t ' s n o t h i n g s o been converted o n hearing t h e W o r o f
Let's consider the Neutral with a capital long as the character is elsewhere. Does the One True God?
N first. M a n y players have the prejudice Sauron rally the forces of Evil? Let him. Altogether, t h e morals of t h e ave g e
that N e u t r a l c h a r a c t e r s a r e a r a t h e r Neutral characters (with a small n) will be adventurer are somewhat open to suSpic-
colourless l o t r e l a t i v e t o o t h e r a l i g n - obedient to L a w when it suits them, and ion. O f t h e players I h a v e seen, o n l y a
ments. However, the true Neutral is in a Chaotic i n b e h a v i o u r w h e n t h e r e i s relative f e w h a v e d e m o n s t r a t e d a t r u e
complicated and interesting position, liv- something to gain thereby. In a way, they alignment in any positive sense. The rest
ing i n a w o r l d w h e r e t h e r e i s c o n f l i c t are not so much neutral in a l i g n m e n t as have concerned themselves a l m o s t e x -
between f o r c e s t h a t a r e d i a m e t r i c a l l y non-aligned. Their first, i f not their only, clusively w i t h s t a y i n g a l i v e , g a t h e r i n g
opposed and constantly at war, and believ- loyalty is t o themselves, a n d t h e y cam- treasure, a n d gaining experience levels.
ing that both of them are wrong and yet, paign for no other cause. All non-aligned neutral stuff. I t tends to
in a way, both are right. The forces of Law In some early D&D magazines, you will be only in those campaigns w h e r e major
proclaim 'all m u s t be Lawful', the forces come across monsters described as being confrontations o f forces are i n progress
of Chaos counterclaim that salvation can of alignment 'Hungry', and this is another that alignments really come i n t o play to
only be achieved t h r o u g h total freedom. word f o r t h e s o r t o f n e u t r a l i t y w e a r e their full extent.
The Neutral believes total L a w and total discussing here. Yo u r average dinosaur, Roger Musson
Chaos are equally wrong; t h a t both L a w for instance, though described as Neutral Previous Stirge Corner themes are detail-
and Chaos are necessary; that a balance in alignment, doesn't consider the ethical ed below. To obtain back issues see p58.
must b e p r e s e r v e d b e t w e e n t h e t w o niceties of the need for balance between
& 3: Introduction to rpgs; .4 & 5: Beginning as a
extremes. And similarly for Good and Evil. Good a n d Evil a n d t h e rest, n o t w i t h a DM"; . 6 & 7 : Staying alive; . 8 : Treasure"; . 9 :
The p r o b l e m i s , h o w i s t h i s t o b e brain t h e size o f a pea, i t doesn't. I f i t Monsters"; .10: Treasure & monsters"; .11: Time &
achieved? Obviously, a delicate juggling moves, e a t i t — t h a t ' s t h e beast's sole motion"; . 1 2 : Role-playing; . 1 5 : Mapping"; . 1 6 :
Scale; miniature figures; .17: DM-ing equipment";
of position i s necessary. T h e i m p o r t a n t guide t o c o n d u c t , a n d i f a n a l i g n m e n t .18, 19 & 20: Alignments
thing is to prevent one side or the other must b e described, t h e n ' H u n g r y ' i s as *mainly for DMs.
from w i n n i n g outright, a n d t h i s is m o s t descriptive a word as any. Please note that .2, 13 & 14 are out of print.
HARRIER
COMICS
by Martin Lock
Superheroes are an American invention. These people have
The USA has given us Superman, Spider- an interest in sell-
Man, a n d hundreds m o r e colourfully ing comics, a n d
costumed characters, and even created there a r e n o w
Captain Britain for us, while the estab- more than 3000
lished British publishers have concen- comic stores in
trated on The Beano, footballers, and the America. T h e s e
continuing adventures of World War Two. days, a l o t o f t h e major
However, there are quite a few fans of titles are only available in this way,
Superheroes in Britain, brought up on the and the industry has prospered. A new
Marvel and DC comics tucked into the comic publishing company can tell retail- Th e
bottom o f a w i r e r a c k i n t h e local ers what is to be in its new title, take firm story focuses
newsagents, or the weekly reprint comics orders, print, deliver and get paid —finally on the HMS Conquer-
that a British off-shoot o f the Marvel sharing o u t t h e profits among those or, with its crew of 500, patrolling the
operation has been publishing for the last responsible for the magazine. Commonwealth sector of the galaxy. The
ten years. Britain is part of the 'direct Simple? Well, i n theory. Launching regular cast are mainly members of the
sales' system for American comics, since Harrier Comics was far from an easy bridge crew: Captain Russell, his first
we speak approximately the same lang- task. For a start, I can't draw! It wouldn't officer Lieutenant Luke, Lt F1'ff, Ensign
uage. If you go to a specialist comics and have been possible without the contacts Kathlar and Commodore Jenkins, along
fantasy shop in London, or Birmingham, that I ' v e developed f r o m editing t h e with Corporal Frank, who began with a
or Glasgow, or a number of other large amateur magazine Fantasy Advertiser; fairly minor role which has since expand-
cities, you'll f i n d t h e whole range o f particularly Titan Distributors, who are ed. Being the narrator must help him!
American comics, brought over specially handling the distribution and export, and Conqueror is in standard comic format,
by air and sea. Pick them up, and you my long-time friend Dave Harwood, the the same size as X-Men or Daredevil,
could easily imagine yourself to be in New main artist on Conqueror. with colour covers a n d Black&white
York, or Detroit, or Los Angeles.... That, by the way, is the name of the first interiors. A s I write, the third issue is
You will find very little material publish- Harrier comic. It doesn't feature a Super- ready for printing t o follow its predeces-
ed in Britain; a few copies of a couple of hero; instead i t ' s an SF title, set five sors into British and American comic
monthly magazines from British Marvel, centuries into the future, and featuring a shops. Since we can't quite compete with
using some original British material large starship, H M S Conqueror, o n a the established American four-colour
mixed i n w i t h t h e American reprints, mission of exploration. The series springs giants, our low print run means that we
2000AD from IPC, and maybe Quality from a short strip that Dave and I worked end up charging 70p — more than the
Publications' Warrior. The comparison on in 1979, published in a fanzine called cheaper American titles, but not bad all
with t h e 1 0 0 o r s o different comics BEM. At the time, neither of us realised the same.
produced that month by the American how f a r t h e strip might take us, and Perhaps more relevant to Superhero
companies could not be more striking. therefore you will have to forgive the lack roleplayers will be Harrier's second title,
The direct sales system has allowed of foresight that led to similarities to Star currently in development, Swiftsure. This
new companies in America to come onto Trek. The two have common ancestry in anthology should feature a number o f
the scene, and revived the whole comics the classic S F stories b y Eric Frank different continuing features, by various
business. When comics were sold 'on the Russell, and The Voyage of the Space writers and artists. Lt F1'ff will get her
newsstand', they were distributed along Beagle by A E van Vogt. Had we thought own series, as befits the most popular
with newspapers, puzzle magazines, and more deeply, we might have avoided call- member o f Conqueror's cast, a n d a
many other periodicals. Neither shop- ing the main female character Lieutenant number of new heroes will be presented.
keeper nor wholesaler knew much about F1'ff, and avoided giving her those ears. One strip, Rock Solid, will be by humour
comics, or cared. They were on sale-or- Dave has cunningly modified them since. artist Lew Stringer, frequent contributor
return, so if they weren't sold, they went I stand by the name of the Conqueror, to British Marvel. There is Jim Dandy in
back. Sometimes the bundles weren't though discovering that the Royal Navy the Underworld by Stephen Baskerville,
even opened.... actually had a vessel of that name when it with a foppish aristocrat struggling to find
Once 'direct sale' w a s introduced, sank the General Belgrano was a bit of a his way through his planet's seamiest
things changed. A few specialist shops surprise. Using such a 'belligerent' name society; Forest by James Hill and Key
ordered in advance, taking the titles on was meant to be tongue-in-cheek, but it Hopgood, with a crisis hitting Atlantis and
'firm sale', with a better profit margin. does give a good strong title to the comic. its farming colony on Earth's second
48 I M A G I N E magazine, December 1984
Dave Gibbons, B r y a n Ta l b o t a n d J o h n
JUNE 4 . t h 2 1 . 9 2 A D
10.40 I N THE MORNINC, Bolton have very kindly worked on covers
C R E E N W I CH M E A N T I M E .
for us, w i t h o u t payment, w h i l e a n u m b e r
of t h e y o u n g e r artists, o n e s w h o so f a r
have n o t m a n a g e d t o g e t t h e exposure
their work deserves, have rallied round to
draw features f o r u s a t w e l l b e l o w t h e
normal professional rates. B e s i d e s t h e
people I ' v e a l r e a d y m e n t i o n e d , t h e r e ' s
Jeff Anderson, who's developing a series
as well as volunteering his services as an
inker, p l u s Richard Starkings, doing e x -
cellent w o r k a s a l e t t e r e r, a n d M a r k
Farmer, G r e e n L a n t e r n i n k e r , w h o ' s
taking o n t h e t i m e - c o n s u m i n g t a s k o f
providing c o l o u r s e p a r a t i o n s f o r o u r
covers. Heroes all, I say!
We may, in future, bring in other Super-
hero features, a n d i n d e e d w e d o h a v e
AFTER A S U C C E S S F U L O U T WA R D T R I P
USING T H E E X P E R I M E N T A L O R C I L L plans for a m o r e conventional character,
S TA R D R I v E , A P E . N E W TO N W A S based o n a fan-created Superhero o f a
ABOUT T O S TA R T F O R H O M E .
f e w years ago called Solarman, but with
a n e w name.
The t r o u b l e is, Superheroes are s u c h
persuaded him that w h a t they an American invention that one stands in
had was a member of the crew a giant, trans-Atlantic shadow working
not something thrown out of on t h e m in this country. A character like
the larder! Carefully, t h e body Judge D r e d d , w i t h a solid S F back-
was p l a c e d i n t h e r o b o - d o c ground, seems more our cup of tea than,
tank. B u t i t w a s s o different! for example, G r e e n Lantern; w h i l e D C
Internal skeleton instead of an Thomson's K i n g C o b r a i s u n l i k e l y t o
exo-skeleton.... mainaxis sym- attract m a n y f a n s o f B a t m a n . E v e n
0 m e t r y instead of the p o w e r f u l Marvelman, the Superhero star of many
pincer-claw b a l a n c e d b y t h e issues o f t h e m a g a z i n e W a r r i o r, w a s
two m o r e delicate, dexterous directly derived from the Golden Age hero
arms.... and how was it that the Captain M a r v e l . I t was the fact that the
o ' s k i p ' capability t h e ability to American publishers of Cap w e n t out of
teleport short distances — was business that caused people in Britain to
no longer evident? replace h i m w i t h a B r i t i s h s u b s t i t u t e ,
The r o b o - d o c d i d a p r e t t y even going so far as to r e - w r i t e and re-
0
good job, even i f some purists draw s o m e C a p t a i n M a r v e l s t o r i e s f o r
might argue that it would have Marvelman. T h e n e w stories i n Wa r r i o r
been nice to have left restoring have explained t h e whimsical, fantastic
consciousness until fairly late nature of many old stories rather cleverly,
on i n t h e r e g e n e r a t i o n . T h e and placed t h e graceful, u l t r a - p o w e r f u l
robo-doc rebuilt her, and gave and a l t o g e t h e r s u p e r i o r h e r o a g a i n s t a
her t h e s h o r t - r a n g e t e l e p o r t - realistic background.
ation t a l e n t t h a t i t b l i t h e l y The same w r i t e r and artist team, A l a n
assumed s h e ' d a l w a y s had.... Moore and Alan Davis, w e r e responsible
A R O E O - D O C I S N ' T I N T E L L I C E N T, A N D ,
L E F T T O I T S E L F , I S M E R E LY DOC,CED. but, somehow, tying that into a for Britain's other Superhero, the repatri-
human brain had made some- ated C a p t a i n B r i t a i n , i n v a r i o u s British
moon; there's Ram, Assassin, written by thing more powerful come together. The Marvel m a g a z i n e s . T h e r e t h e y t o o k a
me and drawn by Key Hopgood, starring a final results were not clear at first a n d different approach, w i t h a m o r e ' m u n -
female assassin o n a l o s t colony w o r l d since I've only seen the script for chapter dane' hero, a relatively ordinary person
without a n y visible l a w ; a n d t h e r e ' s two, w h a t h a p p e n s a f t e r w a r d s w i l l b e who h a s been granted extra strength,
Codename: Andromeda, by Bill W Ryan news to me too! flying p o w e r and stamina, operating in a
and D a v e H a r w o o d , w h i c h f e a t u r e s a I d o k n o w t h a t Kris Prescott punches world of other heroes and super-villains;
26th c e n t u r y Superhero.... t h o u g h y o u her way instantaneously across the light- the ' M a r v e l Universe', i n fact, w h e r e all
might not be able to tell that from the first years to reappear on earth, reassembling the A m e r i c a n c h a r a c t e r s c r e a t e d b y
couple of episodes. herself f r o m local a t o m s w i t h a c l a p o f Marvel Comics in America exist.
Chapter One of Codename: Andromeda thunder a m i d s t t h e s t a n d i n g s t o n e s a t But anyway, if you do investigate your
opens aboard a starship equipped w i t h a Stonehenge and she does a better job of it nearest comics and fantasy shop, look out
new, experimental stardrive. Kris Prescott than t h e aliens did, r e t u r n i n g h e r s e l f to for Warrior, Captain Britain, Conqueror,
was among those present w h e n a small normal a t least externally! That hints at and next spring, S w i f t s u r e , as well as the
meteor penetrated the heart of the drive, a certain degree o f power, and i t seems imported A m e r i c a n comics. I w o n ' t s a y
causing an explosion t h a t destroyed the likely t h a t she can fly, a n d , w h i l e doing that we're better than the Americans, but
ship, a n d k i l l e d e v e r y o n e o n b o a r d . the 'local reassembly' trick, she can use we d o b r i n g a d i f f e r e n t a p p r o a c h t o
Prescott's lifeless body was just about the more durable atoms than t h e traditional comics, one which, I hope, is refreshing.
largest piece of debris left to drift in t h e carbon, nitrogen, oxygen a n d hydrogen 1Ak3Martin Lock
high v a c u u m o f space. A f e w m i n u t e s ones — so she can be pretty powerful. As
to w h o t h e n g i v e s h e r t h e c o d e n a m e Copies of Conqueror are available by post for
later, a n u n k n o w n s t a r s h i p appeared,
75p each from Harrier Comics, 3 Marlow Court,
attracted t o t h e scene by the explosion, Andromeda, well, I suppose we'll have to
Britannia Square, Worcester WR1 3DP.
and a s t r a n g e c r a b - l i k e a l i e n t o o k t h e keep reading S w i t t s u r e . Please make cheques/postal orders payable to
flash-fried, freeze-dried corpse on board. Harrier C o m i c s i s s m a l l , s o f a r, b u t Martin Lock. A six issue subscription costs Elk
Captain ' B r o w n ' a n d h i s c r e w h a d nevertheless I ' m v e r y h a p p y w i t h t h e
never seen a h u m a n before; i t w a s only support t h e p r o j e c t h a s b e e n g e t t i n g . All artwork on these pages is copyright
some s u r v i v i n g s c r a p s o f c l o t h i n g t h a t Established a r t i s t s l i k e B r i a n B o l l a n d , Harrier Comics 1984
'Undoubtedly, CRASIMOFF'S W O R L D i s a h i g h l y
„mAG,„
vr 1
As reviewed in I M A G I N E 1 8
EarthWood The
DM's Background Unfortunately for Nurk, Santa realised that something w a s amiss, and
wisely r e f u s e d t o t a k e t h e dolls. E n r a g e d b y y e t a n o t h e r f a i l u r e t h e
Once upon a time there was —and maybe still i s — a demon called Nurk. incompetent Nurk gathered all of his kobold servitors and marched on
Santa's workshop to demand that he deliver the dolls.
He is q u i t e s i m p l y t h e m o s t u n p o p u l a r d e m o n o f all t i m e , a m o n g h i s
f e l l o w d e m o n s a n y w a y. A r e n o w n e d b u n g l e r, h e h a s n ' t e v e n b e e n
invited to the Demons' Festive Roast this year. But, before Nurk could engage in m e a n i n g f u l negotiations, his kobolds
took matters into their o w n paws. Driven frantic by the presence of so
This particular story begins just before Christmas when, angered by this many unarmed wood-elves, they stormed the lodge and killed the lot. In
latest insult, Nurk was sulking and plotting. He had managed to devise the resulting massacre Nurk managed to capture Santa, and imprisoned
the old man in the same caverns he used to store the dolls. Nurk is n o w
the most dastardly scheme of his career, a plot so fiendish that even his
fellow d e m o n s w o u l d b e impressed! N u r k w a s g o i n g t o destroy thinking again, trying to make up his m i n d w h a t to do w i t h Santa.
Christmas as the season of goodwill for all time!
The adventure starts on Christmas Eve. The player characters can have
He had bought some extremely vicious carnivorous dolls from Algernon, any reasonable e q u i p m e n t (note t h e restri cti on o n m a g i c items), b u t
the S n o w Queen's nephew, who, dishonest to a fault, had stolen them should have no more than 4cp (and a brass washer) cash in total. If the
from u n d e r B i l l y B a l r o g ' s C h r i s t m a s tree. N u r k i n t e n d e d t o discredit players a s k f o r a n e x p l a n a t i o n , a l l t h e i r m a g i c a l g o o d i e s h a v e b e e n
Santa Claus — and the very idea of Christmas b y persuading the old pawned to pay for the season of goodwill and the money has been given
man to deliver the 'charming little dollies' to lots of innocent children. away to orphans — it's Christmas, right?
51
I M A G I N E Inapzitaz, December 1984
BELL JINGLES
Players' Introduction footprints and disturbed snow leads off to the north, in the direction of
some unfriendly looking hills. If the party follow this trail they will arrive
The DM should read the following to the players at the start of the at the Ice Caverns after another hour of hard walking.
adventure:
The only encounter in the wilderness will be with Frosty the Snowman
(see below), shortly before the adventurers reach the Ice Caverns.
It is almost Christmas and you are sitting in the White Weasel, a
drafty inn far to the north of civilization, and to keep warm you are Frosty is a happy and mischievous creature whose only aim in life is to
huddled around the few spitting logs that make up the fire. In your have lots of (relatively) harmless fun — throwing snowballs (which
hands you are all holding half-empty mugs of mulled ale, though cause no damage) at passing strangers is just his way of introducing
none of you are eager to finish them and find the money for himself. He will do this from a place of concealment. When he finally
another. Outside the snow lies deep and crisp and even w o r k shows himself he is a large, happy looking snowman dressed in a tall hat
has been hard to find this winter and it is colder than anyone can and scarf, carrying an old broom. Frosty should be treated as having a
remember. charisma of 17.
Suddenly a small, bald-headed — but obviously wealthy — man He will readily aid anyone in distress or those who fight against evil, but
rushes into the inn. Pausing to recover his breath he announces he will have no part in hunting his friend the yeti. On the other hand,
that he has a very urgent mission for which he is prepared to pay Frosty is not very friendly with the Snow Dwarf, because he knows that
up to 2,500gp, on the condition that it is completed within 24 the dwarf cheats at cards.
hours. He explains that he must get his wife a real yeti fur for
Christmas — or she'll kill him! His problem is that the yeti is an Frosty the Snowman: AC 3 (wet); MV 9"; HD 5; hp 32; A T 1; SA see
extremely rare creature. He also says that he will have the money below; SD immune to cold-based attacks, double damage from fire-
at the inn tomorrow evening. based attacks; AL CG; S L (8' tall); 250xp.
Before he can say more, the dulcet tones of his wife shriek from Frosty can control weather (as the 7th level clerical spell) once per day.
outside 'Wilfred...Wilfred! Hurry up, I'm getting cold out here!' He can also hide in snow (cf hide in shadows) 80% of the time, becoming
The merchant rushes to the door crying 'Yes, dear! Coming, dear!' totally invisible at distances greater than 10 feet.
As the door bangs shut behind him the voice starts again 'Where
have you been? I've been out here for hours waiting for you in this Frosty's scarf acts as the equivalent of a rope of entanglement and his
freezing cold. I f I've told you once, I've told you a thousand tall hat is also magical i t raises charisma by 1 or to 17, whichever is
times...' most advantageous. His broom is a wand o f snowballs which can
project a snowball equivalent to a fireball. This is the only magical
function that the broom can perform, but it can still be used as a broom. It
The barman-owner of the White Weasel believes that a yeti lives has 24 charges.
somewhere in some ice caverns to the north. He doesn't know where
the caverns are himself, but thinks that a wise old man who lives in the
lodge about a mile from the inn will know. He will give them exact The Ice Caverns
directions to the lodge, and will tell them that the old man can be
recognised by his large girth and long white beard. After the encounter with Frosty, the trail of footprints carries on for
another mile and then disappears into the side of a small hill — the
entrance to the Ice Caverns. The opening in the hill side is 10 foot square
with the inscription 'Ice Caverns' written in Common above it. To one
side i s a Northern Borough Council t o u r i s t m a p showing t h e
surrounding area. The map is completely white except for one small dot
in the centre marked with a large You are here' arrow.
The Ice Caverns are made o f compacted ice, the floor i s smooth
compressed snow. Soft, bluish illumination — reflected light from
outside — lights the tunnels and halls, so no lights sources are required.
Because of the nature of the Caverns (or maybe it's the time of year)
some spells will not have their normal effects within the Caverns
Dancing lights, faerie fire, pyrotechnics, and colour spray will cause a
small fir tree to appear in addition to the normal lights of the spell. The
lights will then settle on the tree which remains for the duration of the
spell. Light and continual light spells will have much the same effect,
except that a single light will settle on the top of the tree.
If the adventurers search the ruins they will find that one of the elves is Algernon's only friend is his pet — a baby rust monster called Arthur
still alive, but only just. Before he expires, he is just able to whisper 'He's (HD 1, hp 8, 22xp, otherwise as standard). Algernon delights in dropping
been kidnapped... you must rescue him.., the world A broad trail of Arthur into expensive suits of armour when the owner is still inside!
52
I M A G I N E magazine, December 1984
BELL JINGLES
0 10 20 30
7 7 ; F E E T
1. T h e L a k e C a v e r n - This large cavern is circular in shape w i t h a 12 kobolds: A C ] ; MV 6"; HD 1/2; hp 3; *AT 1; D 1-6; AL LE; S S (3' tall);
round lake in the middle. The path a r o u n d the lake is cambered, and a xp 8 each.
discerning n o s e m a y (15%) detect a f a i n t s m e l l o f peppermint. T w o
letters are incised in the floor — a ' P a n d an ' L . There are t w o other 3. The Dolls R o o m - Propped against the walls of this chamber are
peculiar features on this path: the first is a circular hole which opens to 12 large bags tied with red ribbons; one has a label which reads 'Merry
the lake beneath; the second is a ' s a w trap'. A d e t e c t traps spell w i l l Christmas, Billy' in Common. Each bag contains a very pretty, dark-eyed
china doll—these are the dolls that Nurk wanted Santa Claus to deliver.
indicate its presence. Stepping onto the trap will magically cause a saw
In the darkness of the bags the dolls are silent and harmless. If exposed
to appear u n d e r t h e f l o o r a n d c u t t h e f l o o r a w a y. T h e s a w w i l l t h e n
vanish. A dexterity ability check (roll u n d e r dexterity on a d20) must be to light, the dolls will become animated, attacking with their vicious
teeth and knife-like nails. The dolls will continue to attack until they are
made by any character standing in the indicated area. Failure indicates
that t h e c h a r a c t e r h a s f a l l e n i n t o t h e l a k e b e l o w t h r o u g h t h e n e w l y destroyed or returned to a darkened environment.
created hole.
These horrible creations are the work of the Snow Queen. She gave
The lake is w e l l stocked w i t h d a n g e r o u s looking f i s h — easily visible them to Billy Balrog as an 'amusing' Christmas present. Algernon stole
them and sold them to Nurk, who doesn't know what to do with them.
from a n y p o i n t on t h e path. These are k i l l e r halibut, second cousins,
once removed, to piranha. A failed charisma ability check (a roll of more
than the character's charisma on a d20) means that the killer halibut did 12 China Dolls: AC 4, MV 6"; HD 3; hp 20 each; #AT 3; D 1-4/1-3/1-3;
not l i k e t h e t a s t e o f t h e c h a r a c t e r a n d o n l y i n f l i c t e d 1 - 4 p o i n t s o f SD edged and piercing weapons inflict only 1 point of damage, immune
to mind-influencing spells; AL N; S S (3' tall); 80xp each.
damage. A successful charisma check means that the killer halibut love
the t a s t e a n d w i l l i n f l i c t 8 - 8 0 p o i n t s o f damage p e r r o u n d u n t i l t h e
4. The Snow Dwarf and the Seven Wights - In the middle of this
character can be dragged clear.
room are a card table and 8 chairs. The only occupant, a white haired
2. T h e K o b o l d R o o m - In here are 12 kobolds, happily mutilating a dwarf, sits facing the door playing Patience. The dwarf is expensively
dead wood elf w h i l s t boasting to each other about the massacre at the dressed — he wears a ring of white gold — and apparently armed only
with a small dagger. He will invite the players to join him for a game of
lodge. Their laughter can be heard in all the surrounding corridors. One
kobold i s e x p l a i n i n g w i t h p r i d e h o w h e ' k i c k e d t h e f a t g u y i n t h e
cards, introducing himself as 'the Snow Dwarf'. Any questioning as to
stomach'. T h e y a r e a l l w e a r i n g bloodstained leather a r m o u r and a r e the meaning of his title will bring the response, 'as in the story'. He will
armed w i t h short swords. The leader also has a s h o r t b o w — it is a toy become annoyed by any further questioning.
and w i l l break the first t i m e he uses it.
Should the players play a game of cards with him they will discover that
he is an obvious cheat. He will not play fair nor will he pay up if and when
When approached b y a n y party t h e y w i l l b e hostile. I f asked t h e
whereabouts o f t h e 'fat guy' o r t h e yeti t h e y w i l l claim t h e y k n o w
he loses. If the Snow Dwarf is threatened in any way or thinks he might
be attacked he will use the power of his ring. This has seven skulls
nothing. O n e w i l l d e c l a r e t h a t ' t h e y w o u l d r a t h e r d i e t h a n t e l l y o u
anything' u n l e s s (75% chance) t h e o t h e r s m a n a g e t o stifle h i m first. engraved on its side. Each time the ring is turned a wight will appear and
one of the skulls vanish. Up to seven wights may be summoned, after
However, in spite of this 'brave' soul, they will not attempt to fight a party
obviously stronger than themselves, preferring to give out information. which the power of the ring is exhausted.
The Turkey: AC 10 (tender); MV 3"; HD 4; hp 25; A T 1; D 1-2; SA Santa will reward anyone who frees him by presenting them with a
Boredom, save vs spells at +2 or fall asleep for 5 rounds due to the harmless, but magical toy, eg Elven rollerskates (movement 18" in
extreme dullness of the turkey's conversation; AL N; S Fat; xp 110. silence); Cardboard armour +1 (AC13), an Otto's Irresistible Teddy
Bear (save vs. death magic or hug the teddy for 1-10 rounds); Tenser's
7. The Ye t i ' s R o o m — This is the home of the yeti who lives in the Floating Jellybaby (when eaten acts as a potion of levitation).
caverns, although he will always be outside when the adventurers
arrive. In one corner of the room is the yeti's bed of wolf skins. These are
worthless and smelly. Underneath the bed is the yeti's treasure hoard of C r e d i t s : D e s i g n : P Howard, G Baker and L King
358 wolves teeth, a testimony of his fighting prowess but otherwise Cartography: P a u l Ruiz
quite useless. Art: T i m Sell
54
I M A G I N E magazine, December 1984
Colin Greenland, author of
Daybreak on a Different
Robert A s p r i n ' s T A L E S F R O M T H E
VULGAR UNICORN (Penguin, E1.95) is
a s e c o n d a n t h o l o g y o f stories f r o m t h e
disreputable port of Sanctuary, a sequel
to T h i e v e s ' W o r l d , w h i c h i n s p i r e d t h e
Chaosium g a m e o f t h e s a m e n a m e .
Seven a u t h o r s h a v e e a c h c r e a t e d a
character a n d w r i t t e n h e r o r h i m a n
adventure, involving other people's char-
acters, locations, plot elements and so on.
Not s o g o o d a s v o l u m e 1 , p a r t l y
because o f space wasted by Philip Jose
Farmer and A E van Vogt, t w o burnt-out
stars if ever there were; but Lynn Abbey is
on form, and the overall idea continues to
be entertaining. W h a t would anyone say
to a Pelinore anthology?
CIRSCUIVITY
4 5 p
.,.-i,. ,
Williams i n h i s T H E W I N D S N I N T H 1 A the p r o d u c t o f t h e G r a n d E d i n b u r g h
Q U A RT E R , b u t does it w i t h m u c h more :v ' ) Adventuring S o c i e t y. A p a r t f r o m b e i n g
.;•
style and content. TWICIU (as it is known) -,::, double-spaced t h r o u g h o u t , i t i s v e r y
is a communication f r o m Graham t o his fljtrr'J:) nicely d o n e , a n d c o n t a i n s A d v a n c e d
't. ;
friends a n d a n y o n e w h o ' s i n t e r e s t e d , Pillocks a n d P o p s t a r s ( a l m o s t a n rpg),
w i t h o u t pretending to be anything more. articles on magic, an A D & D scenario and
It o f f e r s h i s a n d o t h e r s ' t h o u g h t s o n i ' i l - 5 : : * • - • ':, . , / , . ' --.V, . ' ! . -
a rather poor cartoon strip. Worth looking
subjects t h a t i n t e r e s t t h e m , a s w e l l a s through, t h o u g h . D R A G O N F I R E i s a
reviews, c h a t and t h e odd postal game. ,k, 90,7,— ' 1 , •I',,-1,:q.14"---.,.,,,r,., , n e w zine to me, but has reached issue 22
Everything a good personal zine should already. I t i s p r o d u c e d b y M a n c h e s t e r
be! This issue also has M O N O C H R O M E 44 PACES-45 PENCE Grammar School- Fantasy Wa r g a m e s
— a personal zine from Robin ap Cynan Group, and is certainly a step above most
attached, m a i n l y a b o u t c a r s . I t ' s w e l l
:,-,:.';,•„,:ctil-17:76n.:1-4, school c l u b productions. T h e r e i s t h e
written, if a little pompous in style. IMAZINE 7 sees Paul M a s o n sticking continuing s e t o f Science Fiction rules,
w i t h the same title for two issues in a row pieces o n c o m i c s , A D & D , c o m p u t e r
— a minor miracle! Paul did say he'd put games and another poor comic strip; also
T H E G R E A T
R E M toe ?ECRU CE,AANOTA,GraATHRN , c c u r „ , so m u c h e f f o r t i n t o t h e t i t l e t h a t h e a short Bob S h a w interview. Perhaps the
1111T21_1731:-.,D1 nuu rawen
couldn't bear to use it only once! A s well zine i s a l i t t l e l i m i t e d b y i t s s c h o o l
as t h e satirical articles a n d advertising production, but it doesn't match up to the
-
spoofs, t h e r e a r e t h e u s u a l i n t e l l i g e n t other frp zines available at the moment. It
discussions o f f r p games, a convention should improve n o w that it's 'come out in
C I \ 1 --1
report a n d p l e n t y o f r e v i e w s . A g a i n the open' though.
excellent value for money. 1010 Mike Lewis
—- Q tr,vr ' – ' gli7Ggiff ••::'-';
. oGtrk 4. D A G O N 3 marks the relaunch of this
st ,,
''' • • • • -1001 Call o f C t h u l h u z i n e , w h i c h v i r t u a l l y
Contact Addresses
folded a f t e r i s s u e t w o d u e t o l a c k o f
DAGON, Can F o r d , 11 W a r w i c k Road, Twickenham,
f – ,, .::.-, support and large losses. S o i f you play Middlesex T W 2 6 S W (55p); D E M O N ' S DRAWL, Jeremy
740 -1/110
Elipits, CoC a n d w a n t some n e w material, give
Dagon some support i t features a good
Nuttall, 4 9 L o n g d o w n Rd, Congleton, Cheshire;
DRAGONFIRE, Jez Keen, 1 Glenfield Road, Stockport, 5K4
57
I M A G I N E magadste, December 1984
letters.... letters..., letters..., letters.... letters.... letters..., letters..., letters._ letters._ letters..., letters.— letters.— letters..., letters..., letters..., letters..., letters..., letters.— letters.— letters..., letters..., letters.... letters....
Letters dozen dancing-girls can be exotic i n itself Andy Kent: Pelinore. While applauding and
without being labelled "property of Baghdad". admit able idea, may I ask what is the point in
Twenty-one today; twenty-one today. Welcome giving us little bits every month? How many
to the IMAGINE magazine 21st issue party. Jonathan Smith, Oxford: Celtic/Egyptian adventurous explorers will be content with one
Come in, sit down, have a drink. Oh, didn't you specials are definitely not a waste of space. I'm square and two pubs when there is a whole city
realise it was a 'bring a bottle' do? Never mind, looking forward to the Norse Special. waiting there! There's more to recreation than
this is still the right place to air your views getting drunk and buying swords. And suppose
about any subject other garners might find Andy Kent, Sheffield: Many people seemed to a crime is committed? We had t o wait two
interesting. J u s t send your contribution to: dislike the Celtic and Egyptian articles as they months to find out what the Law does! A better
I M A G I N E magazine (letters), T h e M i l l , didn't fit into their campaigns. All I can think is idea would be to give us brief outlines of larger
Rathmore Road, CAMBRIDGE CB1 4AD. that they must have pretty limited campaigns! areas to be filled out later, rather than details of
* * To assume that in a centre of civilization the small bits.
only humans will be from within a 100 mile
A little while ago. I dropped a small hint that it radius is pretty dull. With spells like wish, astral Jason Whittaker, Cannock, Staffs: #I9 raised
might be good if a few of you let us know what spell, phase door, wind walk, fly, etc, as well as the idea of systemless scenarios. Here's one for
you think of our 'culture specific' issues, where sturdy transport l i k e pegasi, griffons, a n d possible use in Pelinore.
we concentrate on one background, like the hippogriffs w i l l have representatives of many A troupe of actors arrives in the City League,
Celts or the Egyptian milieu. A few readers had continents present; not to mention slaves from not particularly attracting the party's attention,
written in to say that they couldn't see how the exotic conquered nations. And they will all have except for one beautiful, half-elven actress. Her
AD&D game and cultures like the Egyptian their own customs, gods and languages. So let's deportment suggests some kind of nobility, and
came together. Here's some of the response have more; A f r i c a n , Chinese, etc. T h i n k when she takes a liking to an attractive male in
we had. Cosmopolitan! the party, you realise you may be on to a good
thing. This actress, jerina, is going through an
Chris Fardon, Leeds: Personally, I'm in favour That's just what Don says to us when we talk old c o n t r i c k t h a t she's t r i e d successfully
of covering different cultures for incorporation about circulation. The above seems to be a elsewhere; she marries a wealthy adventurer,
into Ems. Not only did #16 and #17 provide good pretty heavy imbalance of 'yeas' over 'nays', so then she and the troupe disappear along with
introduction into Egyptian and Celtic myth and we can all breathe a sigh of relief and get on most of her husband's property. While Jet ma is
magic, but they also provided inspiration for with the next in our series o f Around the hinting about marriage and the possible recovery
further development. Contrary t o Duncan World In 8 0 Issues. The next background to of lost titles and land, two other NPCs arrive in
Harris' belief, Egyptian culture — or any other feature in this way will be the Far East - not the story. The first is a handsome member of the
background, for that matter — does not require a just t h e o l d stalwart o f Japan, b u t a l s o militia, t h e other a petty, b u t respectable
system totally removed from the D8cD game. The Indonesia a n d other parts o f t h e region, member of the bureaucracy — deviously evil. He
very appeal of the D8cD game lies in the fact that Sharpen up your samurai swords! will attempt to insinuate his way into the party's
anything is possible, and the only restriction is On a vaguely connected subject, here are a friendship, and w i l l then start a fight between
the imagination. Furthermore, Egyptian culture few observations about Pelinore. In general, the militiaman a n d jerina's "intended" b y
is not anachronistic with regard to the ideals of this campaign world has really taken off, Not hinting at affairs or attempts on her life. The
DO) o r Runequest. I n fact, m u c h o f t h e everyone is using it complete; we have heard bureaucrat is looking for someone to use to
inspiration for frps came from the mythology of a great many players who are making use of dismiss the meddling militiaman, and finds the
and history of ancient cultures, as well as from individual elements for their own campaign adventurers just the tight types. When I tried this
fantasy literature. I'll look forward to the Norse the buildings from the City League have been sub-plot, it made an interesting and devious trap
and Ear Eastern specials. May I also suggest particularly popular i n t h i s regard. M o r e into which the players might fall if they did not
features on the Romans and Greek myth — there recently, there has been a broadening of the keep their wits about them, resulting in them
must be lots of scope there. And what about the material we've published about Pehnore, both ending u p dead, i n jail, a lot poorer or any
possibilities of other civilizations, like the Inca, in the IMAGINE Magazine Special Edition combination of all three.
Aztec and North American Indian? and the Law and Order article in 1.19, written
with great skill by.... oh, whatsisname.... This is typical of the kind of letters we have
Victoria Kassner, London: There are a couple of received about Pelinore, and we're very glad
famous sayings: 'One man's meat is another Jonathan Smith: Pelinore — well at least you that people are finding it useful, no matter how
man's poison', and 'You can't please all of the have admitted some responsibility. So far the they a r e actually using it. We ' v e l o t s o f
people all of the time.' Both these seem to apply material has been generally good, though I interesting plans for the future, and we hope a
to the alternative cultures argument. It seems to would like to see a touch-expanded national- lot more o f you will write in with ideas like
me that the idea is to use the flavour and values scale history and politics of the region. Law and Jason's. The best will be used in the same way
of different milieux, rather than just saying by Order was an interesting article, and an import- as Chris Felton's Arena in this issue.
the way; you've just been teleported to Ancient ant addition, though I hate being a slave to Lastly, an odd twist, There have been a few
Egypt....' Surely a throne-room laden with silk tables, preferring to "wing" it on only a basic complaints over t h e years about t h e w a y
and satin, precious jewels, heady perfume and a outline. Advanced has outresourced the Basic game.
Back Issues
Back copies of IMAGINEN magazine are still available direct from the publisher. Is your collection complete?
Well, here's someone with a complaint that infinite levels, but what does that character do? We've no firm indication yet about the expan-
seems to signify the very opposite. The fun goes out of gaming when everything sion for Advanced, though there have been
except the most powerful beings are push-overs. rumours about second Players' Handbooks or
David Stone, Glasgow: As an Advanced player, As it has been said that Masters and Itnmortals Japanese/Samurai culture packs. For now, it
I'm disappointed that no supplements like the sets will be published for the Basic game, I feel looks as i f it's the D&DR game's turn to run
that the Advanced system is being left out in the with t h e b a l l I f you have ideas f o r t h e
Companion Set have beets published for the
AD&D® game. W i t h the P H B and H M G a cold. Conversion may be possible, but why pay Advanced system, guess who'd like to hear
character can theoretically win k his way u p for a product which needs work doing? them_ 101t5 Letters edited by Paul Cockburn
(it
70
cif305 / 5 4 -
Next Issue
THE ONE YOU'VE BEEN WAITING FOR!
•*1
IMAGINE magazine presents
MICHAEL MOORCOCK
Featuring an all-new AD8LID scenario,
for one player to take on the role
of Earl Aubec of Melnibonel
THE IRON GALLEON
by Michael Moorcock and Mike Brunton
- plus -
1ne L a s t E n c h a n t m e n t , starring Elric himself
- plus -
an interview with Michael Moorcock;
• • • , • •
g_ # 2 2 : f l exclusive to I M A G I N E magazine
59
IMAGINE magazine, December 1984
GAME COMPANY On this page we wiff advertise your RPG event or club,
or appeal for other gangers in yaw- area, free of charge.
Write to IMAGINE) The MUG Ratfuttore RfC Cambridge.
aubs
ARROWSTORM of PENKRIDGE, STAFFORD Exeter University Games Society's Annual
Next issue will contain a full listing of all the play A D & D , Tr a v e l l e r, R u n e Q u e s t , Convention takes place on the weekend of
clubs to have been advertised so far in the Warhammer and 'one or two home grown 26-27 January, starting at 11 am on Saturday.
Game Company column. S o i f you still games' on Mondays and Fridays, 7-11pm. If 'Facilities will be provided for FRPG players of
haven't found a local group, watch out for you are 14+ and interested in joining, ring Rob most kinds, and wargamers.' The organisers
any you might have missed in the past! on 078 571 5230 after 6pm for more details. also hope t o h o l d a n A D & D competition.
Contact B R Hooper, Kilmorie, Pennsylvania
Starting this month with individuals looking for THE SURREY ADVENTURELORDS is a new Road, Exeter, Devon for full details.
other roleplayers... Robert Perello of NORTH club that has just been formed so that rpgers
LONDON plays the WILD® game but no-one at and wargamers can meet others interested in Yorcon w i l l t a k e place 5 - 8 A p r i l i n t h e
his sixth form college seems interested. Write their hobby. The group intends to meet once a Dragonara and Queens hotels, Leeds. Guest of
to him at 81 Friern Barnet Lane, London N20 if month but was still looking for a venue i n Honour will be author Gregory Benford, whose
you know of a group he could join. October — for the latest information contact novel A g a i n s t I n f i n i t y w a s r e v i e w e d i n
Paul Wedell (Chairman), 127 Chaldon Way, IMAGINE magazine (FIB F7, PB7,20). Enquiries
Russell Jackson i s also looking f o r D & D Coulsdon, Surrey CR3 1DN. to Christine Donaldson, 4 6 Colwyn Road,
players, this time in YORK, to start a new club Beeston, Leeds LS11 6PY.
or who belong to an existing group which he
could join. Contact h i m a t To w e r House, Next year's Eurocon takes place in Eindhoven
Landing Lane, Riccall, York Y04 6PW. Events on 1 2 - 1 4 April. There will be frp and war-
games, Diplomacy championship etc. For full
A roleplayer in the RHONDDA area is looking If you didn't realise roleplayers and comics details contact Jan Feringa, Radijsstraat 118,
for fellow players or clubs, and is willing to play fans had something in common, you now know 9741 BJ Broningen, Netherlands.
any rpgs w i t h beginners o r experienced better! News this month of two Comic Marts,
players. Please write t o Ross Morgan, 4 0 where you can buy Marvel, DC, Doctor Who, Finally this month, news of Sol III 85, which
Wengrieg Road, Tr e a l a w, Rhondda, M i d 2000 AD and other science fiction, fantasy and will be from 3rd t o 6th May at the Adelphi
Glamorgan CF40 film related magazines, etc. First, on Saturday Hotel, Liverpool. Confirmed guests include
1st December i n Bluecoat Concert Hall, Mark Lenard (Sarek) and SF authors James
Next, news of existing clubs looking for new School Lane, Liverpool. 11 am t o 3.30pm, White a n d L i s a Tuttle. M a i n programme
members... WADURST WARGAMES CLUB Admission 30p. There's another the following includes guest talks, films, fancy dress and a
is looking f o r garners i n the Wadurst area Saturday 8 t h December, a t Central Hall, disco. F e e f l 5 f o r weekend. Registration
interested in D&D, AD&D, KNIGHT HAWKS Westminster (well k n o w n t o Dragonmeet forms a n d f u r t h e r d e t a i l s a v a i l a b l e
and Middle Earth games as well as wargames. attendees!). For more information send SSAE from 3 9 Dersingham Avenue, Manor Park,
Call Antony Digman on 0892 883786. to Titan Distributors, PO Box 250, London E3. London E12. Please enclose a SSAE.
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62
I M A G I N E ma9a4ne, December 1984
IMAGINETm magazine
READERS SURVEY
While you're relaxing after the Xmas dinner, sleepily surveying magazine, t h e n t i c k t h e f i r s t b o x ; i f y o u d o n ' t e n j o y reading
the ten pairs of socks, two (identical) rpgs and the Wham! album, articles of that type, tick the second. Lastly, w h e r e appropriate,
it m i g h t strike you t h a t something very important is missing, tell us the name of the article of that type you liked the most, and
something worth all these things together... Yes, the object you attach a n y c o m m e n t s y o u m a y have. O n l y t i c k t h e ' l i k e ' o r
wanted most was your own I M A G I N E reader badge. 'dislike' box where you have a strong opinion about that kind of
Well, do not despair. This calamity can be remedied if you fill article — otherwise leave it blank.
in this form and send it to The Mill byJanuary 8th. Everyone who Finally, p o s t y o u r f o r m o r a p h o t o c o p y o f i t t o u s h e r e a t
submits a completed survey form by that date will receive one of IMAGINE m a g a z i n e (Readers' Survey), T h e M i l l , R a t h m o r e
these prized — er, prizes. A n d as a small additional bonus, the Road, C a m b r i d g e CB1 4 A D . A l l e n t r i e s m u s t a r r i v e h e r e b y
first three forms plucked out of the Editor's tammie on that day January 8th, 1 9 8 5 to qualify for the Draw y o u w o u l d n ' t want
will also w i n a MARVEL SUPERHEROES", game. to miss out on those prizes just for being late, n o w would you?
So, take a closer look at the form below. Horrible, isn't it? In Oh, yes — don't forget to fill i n your name and address...
fact, it's quite easy to fill in. On the left, w e have attempted to
categorize all t h e different types of article we've published so
far, giving a r e c e n t example w h e r e relevant. T h e n t h e r e are
three columns. If you like reading that kind of article in IMAGINE
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