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omething very strange is going on. Stranger than usual, I mean.

Hell, I'm used to eco-commandos dynamiting oil refineries. I'm used to riots in the Farm Family Relocation Camps. I understand the wars that street gangs and corporate security goons are fighting for the inner cities. I can accept the steady breakup of the old nations, even if I can't pronounce half the names of the new ones. I'm even used to grave robberies and blood bank heists in California. After all, it's California, right? But a few days ago, the Eastern Australian Air Force nuked Melbourne, and refuses to explain why. Black, spiky things that only vaguely resemble fish are attacking people in the Great Lakes. A radio station in Chicago is broadcasting only a single, oscillating toneall day long. Whole blocks of Mexico City have been abandonedby people, anyway. My contact in the Michigan Secret Service said we're being invaded, part of a centuries-old plot. I wanted to find out more, but before we could meet, he turned up headless in a park. Now I have this feeling I'm being followed...

To Pat, Jim, Joe, and Tim, for countless hours of mayhem. And to Jenny, for putting up with it

Design: Lester W. Smith Development: Frank Chadwick and Loren K. Wiseman Additional Development and Typesetting: Julia Martin Front Cover Illustration: Larry Elmore Back Cover Illustration: Dell Harris Cover Design: Steve Bryant, Amy Doubet, and Julia Martin Interior Illustrations: Janet Aulisio, Timothy Bradstreet, Steve Bryant, Paul Daly, Elizabeth T. Danforth, Amy Doubet, Larry Elmore, LaMont Fullerton, Earl Geier, Dell Harris, Rick Harris, April Lee, David Martin, Ellisa Martin, Timothy Truman, and Kirk Wescom Colors: Steve Bryant, LaMont Fullerton, Mark Fullerton, Grant Goleash, and Kirk Wescom Art Direction: Steve Bryant Graphic Design and Production: LaMont Fullerton, Keith Ganske, and Lisa Deckers Copyediting and Additional Input: Stephen Olle and Eric W. Haddock Primary Playtesters: Dan Beckwith, Joe Hideg, Mike Horn, John Langford, and Kevin Wickart Additional Playtesters: Kelly C. Davis, Ralph Faraday, Eric W. Haddock, Trevor Hoffman, Chuck Kallenbach, Ted Kocot, H. Michael "Dain" Lybarger, Julia Martin and Loren K. Wiseman Dark Conspiracy Copyright 1991 GDW, Inc. All rights reserved. Printed in U.S.A. Made in U.S.A. No part of this book may be reproduced in any form or by any means without permission in writing from the publisher. ISBN 1-55878-076-9 Permission: Any purchaser of this book may photocopy or reproduce for personal use the forms and data cards in this book in order to play Dark Conspiracy. In fact, photocopying for that purpose is encouraged and is the reason that the information included in those forms was published in that fashion. Dark Conspiracy is GDW's trademark for its game of unearthly horror in a modern world.

PLAYERS
INTRODUCING DARK CONSPIRACY

6
8

The Horror Begins How to Gse This Book If You're New to Roleplaying
CHARACTER GENERATION

9 10 11
12

Character Generation Overview 13 Background 13 Attributes 15 Initial Experience 16 Skills 17 Secondary Activities 18 Military Rank 19 Reserves 19 Contacts 19 Generic Contacts 19 Solid Contacts 21 Initiative 23 Age 24 Skill and Attribute Derived Values 25 Starting Money and Initial Equipment ..26 Skill Improvement 28 Character Generation Examples 30 Dara Schwartz 30 Herbert Vahn 32
CAREERS 34

Education 34 Undergraduate University 34 Graduate University 35 Law School 35 Medical School 35 National Military Academy 35 Technical School 35 Civilian Occupations 36 Astronaut 36 Athlete 36 Attorney 36 Bodyguard 37 Bounty Hunter 37 Civil Engineer 37 Clergy 37 Commercial Pilot 38 Computer Operator/Programmer ....38 Construction Worker 38 Criminal 38 Cyborg E s c a p e e 39 Drifter 39 Entertainer 40 Environmentalist 40 Factory Worker 40 Farmer 40 Federal Law Enforcement 41 Gambler 41 Ganger 41 Government Agent 42 Homeless 42 Journalist 42 Manager 43 Martial Artist 43 Mechanic 43 Medical Doctor 44 Mercenary 44 Merchant Marine 44 Mystic 45

Nomenklatura (Idle Rich) Paramedic Paraphysicist Politician Prisoner Private Investigator Professor Prole (Corporate Welfare Recipient) Psychiatrist Psychic Test Subject Public Employee State/Local Law Enforcement Truck Driver Military Occupations United States Army Regular Forces Enlisted Officer Elite Forces Enlisted Officer United States Marine Corps United States Navy Enlisted S e a m a n Naval Officer Naval Aviator Enlisted SEAL (Sea Air Land) SEAL Officer United States Air Force Enlisted Airman Pilot (Officer) Career List
TASK RESOLUTION & SKILLS

45 45 46 46 46 47 47 47 48 48 48 48 49 49 49 49 49 50 50 50 50 51 51 51 51 52 52 52 52 53 53 53
54

Direct Fire Hit Procedure 83 Automatic Fire 86 Movement and Fire 87 Ammunition 87 Special Cases 88 Direct Fire Deviation ,' 88 Indirect Fire 88 Thrown Weapons 90 Hand Grenades 90 Chemical Grenades and Rounds 90 Shotguns 91 Explosives and Demolitions 92 Frequently Used Burst Diagrams 93 Damage 94 Gunshot Wounds 94 Human/Animal Hit Location Chart... 95 Bums 97 Explosions 98 Falls 100 Poison 101
WOUNDS & HEALING 102

Empathic Success Power Level Table Empathic Difficulty Levels Skill Descriptions Skill List
DARK TIMES

55 56 56 56 57
65

Wounds Knockdown Stun Wound Severity Healing First Aid... Stabilizing Critical Wounds Basic Healing Rate Recovery From Scratch Wounds... Medical Care Treating Poison Wounds Adequate Diet and Shelter Surgery
WHEELS OF FIRE: VEHICLE TRAVEL & COMBAT

102 103 103 103 104 104 105 105 105 105 106 106 106
107

The State of the Union 66 Future Dark Earth America 66 Onset Of The Dark Times 66 The Decline Of Government 67 Urban Sprawl 67 Life In The City 67 "Are You Anybody?" 69 "God Shed His Grace on Thee..." 70 "Don't Drink The Water; Don't Breathe The Air" 70 "You're Not From Around Here, Are You?".... 71 The Dark 72 The Dark Minions 72 Demonground 72
COMBAT & DAMAGE 73

Combat Movement The Grid System The Combat Turn Actions Initiative Turn Sequence Panic Unarmed Melee Combat Armed Melee Combat Fire Combat

74 74 75 75 76 76 77 78 80 82

Travel and Encounters Vehicle Movement Rates Terrain and Travel Operating Aircraft Vehicle Combat Combat Movement .. . Firing at Vehicles and Vessels Firing at Aircraft Vehicle Damage Vehicle Hit Locations Chart Vehicle Damage Resolution Chart... Hit Locations Damage Resolution Turreted Vehicle Damage Chart Standard Vehicle Damage Chart.... CrewJn-HuU Vehicle Damage Chart Damage Implementation Boat Damage Chart Aerospace Craft Damaqe Chart Collision Damage
SPACE TRAVEL

108 108 108 109 109 109 112 113 114 114 114 114 115 115 115 116 116 117 118 118
120

Spacecraft Characteristics Spacecraft Size Chart Launch Characteristics Table Reentry Table In-Space Transfer Table Space Missions Launches ..

120 120 121 121 122 122 122

Landing 123 Maneuvering in Space: Avoidance and Intercepts 123 Difficulty of Intercept (Based on Travel Direction) .... 123 Maneuver Times Chart 124 Intercept and Avoidance Times 124 Launch Vehicles In Orbit 124 Attaining Higher Orbits 124 Spacecraft 125
ROBOTS 128

Robot Behavior 128 Combat 129 Melee Combat 129 Fire Combat 129 Battle Damage (Nonvehicular Robots) 130 Battle Damage (Vehicular Robots) ....130 Burn Damage 131 Typical Drudgebots 131

Beat Cops Bikers Cultists Derelicts Dobies and Gidgets Eco-Warriors Gangers Gizmoids Good Samaritans Government Agents Igors Mother Earthers Security Guards
BEASTIES

173 173 173 173 174 174 174 175 175 175 176 176 176
177

Weapons Vehicles and Robots


REFERENCE CHARTS

277 300
316

Beasty Combat Beasty Movement Mounts in Combat Beasty Attacks Beasty Morale Beasty Listings Designing Your Own Beasties
DARK RACES

186 186 186 186 186 187 200


201

REFEREES
REFEREEING DARK CONSPIRACY

132
134

The World The Story The Rules The Host Conversion Notes
DARK EARTH

134 135 135 136 136


137

We Are Not Alone The Door to Hell The Cities The Countryside Technology The Dark Ones Demonground Empathy
RUNNING ADVENTURES & CAMPAIGNS

138 140 142 144 146 148 150 151


152

Darkling Attributes 209 Physical Attributes 209 Mental Attributes 209 Soul Attributes 209 Darkling Skills 209 New Empathic Skills 209 Dark Minions and Human Emotions ..211 Dark Races Listings 212 Designing Your Own Dark Minions 232
DARKTEK 233

Beginning a Campaign 152 Running an Adventure 152 Making Roleplaying a Community Effort.... 152 Setting the Scene 153 Heightening Horror 153 Maintaining Mystery 153 Promoting Paranoia 154 Preparing Adventures 154 A Detail of Corruption 155 Time and Money 155 Rewards and Experience 156
ENCOUNTERS 157

Technical Imagery Dimension Walk Device Proto-Dimensional Topology Dimension Walk and Other Dimensions PCs and Dimensional Travel Biocomputers Computer Empathy and Darkling Computers Animator Generators Cyborgs UFOs Death Rays
ADVENTURES

234 234 235 235 236 237 238 240 241 242 243
244

Ravening Wolves Other Adventures

245 254

EQUIPMENT & REFERNCE C A T ..258 HRS


EQUIPMENT 260

In the C t y Travel by Highway Countryside Anywhere


HUMAN N P C S

158 160 160 162


163

NPCs in Combat HPCStats Chart Other NPC Skills NPC Motivations Spades: Ambition Hearts: Sociability Clubs: Violence Diamonds: Greed NPC Appearance Stock NPCs Major NPCs Contacts Sample Stock NPCs

166 166 167 167 168 168 169 169 170 170 171 171 172

Documents Fuel Tripods Ammunition Hand Grenades Types of Rounds Explosives Tools Electronics Vision Devices NBC Equipment Body Armor Medical Supplies Other Equipment Personal Gear Cyber Hands Cyber Hands Table

260 260 260 260 263 263 264 265 266 270 270 270 271 272 273 274 274

Language Table 316 Nationality/Native Language Chart ....316 Soviet Nationalities 316 US Enlisted and NCO Ranks 317 US Commissioned Officer Ranks 317 Career List 317 Skill List 317 Character Generation Worksheet Part 1 ..318 Background Skills Chart 318 Secondary Activities Chart 318 Character Generation Worksheet Part 2 .. 319 Effects of Age Table 319 Character Sheet 320 Tasks Chart 321 Power Level Table 321 Body Armor Protection 322 Human/Animal Hit Location Chart 322 Combat Sequence 322 Scatter Diagram 322 Bum Damage 322 Melee Weapons 323 Bows 323 Revolvers and Single-Shot Pistols 323 Automatic Pistols 323 Submachineguns 323 Sporting Rifles 323 Sniper Rifles 323 Assault Rifles 323 Battle Rifles 324 Automatic Rifles 324 Shotguns 324 Machineguns 324 Heavy Machineguns 324 Grenade Launchers 324 Rocket Launchers 324 Antitank Missile Launchers 324 Mortars 324 Flamethrowers 325 Surface-to-Air Missiles 325 Hand Grenades 325 Rifle Grenades 325 Cyber Hands 325 Fragmentation Attack 325 Demolition 325 Armor Values of Cover 325 Armor Equivalent 325 Explosive Penetration Formulas 325 Frequently Used Burst Diagrams 326 Belt Ammo Record Forms 326 Ammo Record Forms 327 Turreted Vehicle Damage Chart 328 Vehicle Damage Resolution Chart 328 Crew-In-Hull Vehicle Damage Chart...328 Vehicle Hit Locations Chart 328 Boat Damage Chart 329 Standard Vehicle Damage Chart 329 Aerospace Craft Damage Chart 329 Terrain Effects on Movement Chart....330 Combat Move Table 330 Cruise Speed Table 330 NPC Stats Chart 331 NPC Motivation Table 331 NPC Record Forms 331
INDEX 332

With panic tightening his throat, the man stopped and turned. He was certain he was being followed, but the moon-streaked street stretched emptily behind, its sidewalks bare. Across the way, a clock tolled the hour from the tower of a marble-fronted building. Moonlight gleamed silver on the words above its door: "Dayton Federal Savings and Loan." Moon-shadows from columned portico lay still against its stone face. But on his side of the street, the shadows moved. They twitched and slid from alley to doorway, hollow to hollow. He sensed the movement and spun to confront it, backing warily into the door of a shuttered shop. The shadows froze. A chill settled in his guts. A mere dozen feet away, the shadow of a trash can seemed to widen as a crouching figure leaned out and raised its head. A pallid face revealed itself to moonlight, eyes glistening feverishly, thin lips its

stretched in a feral grin. Its teeth seemed unnaturally long. Slowly, the figure crept forward. A score of other shadows did the same. Theman tried to run, but the air seemed suddenly as thick as water. He felt as if he were running in slow motion and the chase seemed to take hours. Behind him, the stalkers closed the distance in long, graceful strides. The pool of yellow light under the streetlamp at the end of the block seemed to promise safety. If only he could reach the light, theman told himself, perhaps he would be safe. His tortured lungs strained, and his sluggish legs pumped to drive him closer to the light The first dark figure caught him and bore him to the ground, the rest close behind. Dozens of rough, longnailed hands seized his limbs and tore at his clothing. He tried to remain face down, tried to curl up and protect himself, but the hands rolled him over to face his

captors, and stretched his l i m b s in four directions. A fist locked in his hair and pulled his head back painfully, baring his throat. Cold, hard fingers clenched his neck, choking off his breath. He could feel his veins distend with the blocked circulation. Then sharp teeth tore his throat, splashing blood across the sidewalk. In horror, he listened to the

sat on the edge of the rumpled bed and hefted the stainless steel Colt Python, wondering for the hundredth time how much of an edge the six silver .357 magnum wadcutters in its cylinder really gave him.

Imagine an Earth where c h a o s reigns, an Earth of t h e very near future. Runaway population growth, diminishing r e s o u r c e s , a n d h u m a n greed h a v e all t a k e n their toll on t h e planet. Mega-corporations h a v e slipped the reigns of national regulation, a n d now they w a g e a continual e c o n o m i c war on political g o v e r n m e n t s . A global e c o n o m i c collapse h a s plunged all but t h e m o s t privileged into poverty. The superpowers have collapsed from inertia and e c o n o m i c stress. In s o m e p l a c e s t h o s e federal republics still exist in n a m e , but their individual states have stepped forward to fill the vacuum of power, and where those states fall short, local governments take up the slack. The result is a political crazy quilt of bizarre and contradictory laws and practices. What is the custom in one locale m a y well get you shot in another. But e c o n o m i c a n d political c h a o s are only t h e s y m p t o m s of t h e d i s e a s e . Its c a u s e lies in the roots of h u m a n i t y ' s d e e p e s t , darkest n i g h t m a r e s . S o m e how, an ancient, u n s p e a k a b l e evil h a s b e e n unleashed on t h e Earth, an evil which thrives on the anguish of a billion tortured souls. This malevolent power now twists t h e m i n d s of m e n a n d w o m e n , using their b a s e instincts to s e r v e its p u r p o s e s . P a r t s of t h e world h a v e fallen completely u n d e r its control, a n d from t h e m e m e r g e its Dark Minions, c r e a t u r e s of a n o t h e r t i m e a n d s p a c e that feed not only on h u m a n flesh, but also on t h e h u m a n spirit.

creatures lap it up as his vision faded. Hadyn sat up in bed with a cry. Reflexively, he felt his throat: It was whole. Just a dream, then, but so real. He stumbled to the bathroom, switching on the TV along the way. face, He splashed water on his Then he sat on the then under his arms and across his chest to tub until a wave of weakness and he opened the

wash away his sweat's stink. edge of the nausea passed.

Padding slowly into the kitchen,

refrigerator and got a can of cold beer. He drank half of it in one long pull, with the refrigerator door open, enjoying the cool air and the glow of the light Returning to bed, he sipped the rest of his beer and let the TV's chatter wash over him, soothing his nerves. He had just begun caught his to doze off when attention: an announcement

This is Mike McDowell for WKXN News, C h i c a g o . Tonight's t o p stories: Governor J e n k i n s t h r e a t e n s t h e CLU from his hospital bed, Chrysler sells downtown St. Louis to Tojicorp, a n d a D a y t o n reporter claims blooddrinking cannibals stalk his city. All this, a n d m o r e , after t h e s e m e s s a g e s . Hadyn stared blankly at the "Hunter, this is Hadyn. it is. bother. Listen, big's if you TV for a minute,

But t h e r e are still p e o p l e fighting to drive b a c k t h e D a r k n e s s . S o m e t i m e s t h e y ' r e a g e n t s of organizations that retain s o m e small residue of their former power and independence. S o m e t i m e s they're m e m b e r s of what r e m a i n s of t h e free p r e s s . Most often t h e y ' r e just victims w h o ' v e e s c a p e d t h e horror a n d are now fighting b a c k . But always, they h a v e to walk softly, because thousands of people disappear every day, people who simply know too much. People who know that Darkness h a s returned.

then he picked up his phone and dialed. Yeah, I know what time don't Ohio. worse Dayton, maybe haven't unpacked yet, there,

We've got to go to Ohio. happening he set

Something

than Iowa City. explain." Numbly,

I'll be over in half an hour to the receiver down.

He remained motionless for a moment, and then sighed deeply. "No rest for the weary, "he mumbled. He

c o n d u c t c o m b a t (an important e l e m e n t in adven-

"We have a fighting chance. Anyone who thinks that we deserve more than that is probably a socialist. Nice philosophywrong century."
Zena Marley (Early 21st -century mercenary-philosopher)
In Dark Conspiracy, t h e players play t h e role of n o r m a l , o r p e r h a p s n o t - s o - n o r m a l , h u m a n beings w h o a r e fighting a global m e n a c e of u n p r e c e d e n t e d proportions. An alien, malevolent intelligence, imp r i s o n e d for e o n s , h a s b e e n released t o w r e a k h a v o c on t h e world. It is doing a pretty g o o d j o b . Your c h a r a c t e r h a s b e c o m e a w a r e o f this m e n a c e a n d , along with a small b a n d of like-minded c o m p a n i o n s , h a s set o u t t o u n c o v e r a n d destroy t h e menace. T h e difficulty is that this in no simple b a c k - r o o m conspiracy. T h e driving force behind it is an otherworldly p r e s e n c e of profound power a n d evil. Its minions t h a t r o a m t h e E a r t h are hauntingly similar to c r e a t u r e s of dark l e g e n d from a r o u n d t h e world. Similar, but never quite identical. But r e g a r d l e s s of t h e power of t h e e n e m y , there h a v e b e e n victories. S o m e were small victories. S o m e w e r e costly. But e n o u g h small victories c a n turn t h e tide.

t u r e fiction, including roleplaying adventures), a n d d e s c r i b e s t h e world, or at least as m u c h of it as the a v e r a g e c h a r a c t e r would know. Players should read through this section, paying particular attention the "Dark Times" and "Character Generation" and "Careers" chapters. Once you have a feel for t h e g a m e , g e n e r a t e several s a m p l e c h a r a c ters. This will get you familiar with the mechanics of character generation as well as t h e sorts of c h a r a c ters you are likely to meet and encounter. When you feel ready, generate the character you will use in the g a m e or, if you prefer, pick one of the sample characters that you have already generated. If y o u a r e to be a referee, y o u will want to r e a d through the "Players" section carefully for basic rules. O n e of the referee's jobs is to be the local expert of the rules. Familiarity with t h e basic rules will also m a k e refereeing adventures easier. After you have read through them, you are ready to proceed to the deeper secrets of the "Referees" section. T h e "Referees" section c o n t a i n s s e c r e t s for t h e referee, material t h a t t h e players should not read. Included h e r e are c h a p t e r s that explain h o w to run a n d design Dark Conspiracy a d v e n t u r e s , how to h a n d l e nonplayer c h a r a c t e r s a n d animals, a n d s e crets of s o m e of t h e Dark Minion r a c e s a n d creat u r e s . Also, it reveals special information a b o u t Dark Minion t e c h n o l o g y (DarkTek) a n d e q u i p m e n t a n d c o n t a i n s o n e p r e d e s i g n e d a d v e n t u r e ( a n d several a d v e n t u r e ideas) to get you started on your own c a m p a i g n , d e m o n s t r a t i n g h o w t o turn this a n d other

This b o o k provides you with all t h e information y o u will n e e d to run a d v e n t u r e s in which a handful of c o u r a g e o u s c h a r a c t e r s work to uncover hidden n e s t s of Dark Minions a n d eradicate t h e m , t h e r e b y battling a dark c o n s p i r a c y to c o n q u e r their world. B e c a u s e Dark Conspiracy is a roleplaying g a m e , it requires a n u m b e r of p e o p l e to play (at least t w o ) . In e a c h group, o n e p e r s o n will be referee, a n d t h e rest will be players. T h e first several c h a p t e r s of this b o o k contain material intended primarily for players. It tells h o w to c r e a t e c h a r a c t e r s , how to test skills, h o w to

material into horrifying plots. Most importantly, it explains in greater detail the logic a n d b a c k g r o u n d of Dark Conspiracy Earth, Players are e n c o u r a g e d not to r e a d this section, although if t h e y do so it will not ruin t h e g a m e . However, p a r t of t h e early excitement of playing Dark Conspiracy lies in t h e gradual discovery of t h e s e secrets. Do yourself a favor a n d skip this section, at least for t h e first several a d v e n t u r e s . Finally, the last p a r t of t h e b o o k lists statistics for e q u i p m e n t that c h a r a c t e r s m a y own, a n d c o n t a i n s a collection of c h a r t s a n d t a b l e s that a r e frequently

u s e d during play, as well as an index to aid e a s y reference t o t h e rules.

player c h a r a c t e r s , or NPCs. Next, we should m e n tion rules. Roleplaying rules, s u c h as t h o s e in Dark Conspiracy, h e l p to d e t e r m i n e t h e o u t c o m e of c h a r a c t e r

If you h a v e n e v e r p l a y e d a roleplaying g a m e before, t h e r e a r e a few basic things you should be informed of before going a n y further. Roleplaying c o m b i n e s s o m e of t h e best e l e m e n t s of a n u m b e r of other activities into a special whole. For o n e thing, it is a form of s h a r e d storytelling. Like a n y other story, roleplaying c o n c e r n s t h e experie n c e s of a select g r o u p of c h a r a c t e r s as it m o v e s t h r o u g h a plot. O n e p e r s o n , w h o m we'll call the referee, p r e p a r e s t h e b a s i c s of this plot a n d a c t s out t h e p a r t s of s e c o n d a r y c h a r a c t e r s t h e p r o t a g o n i s t s encounter. E a c h of t h e other p l a y e r s m a k e s all of t h e decisions for a particular c h a r a c t e r that he or s h e h a s designed. Like t h e a u d i e n c e of a m o v i e or novel, roleplayers b e c o m e swept up in t h e e x p e r i e n c e s of t h e protagonists. But unlike an a u d i e n c e , which c a n only o b s e r v e t h e e v e n t s , roleplayers actually d e c i d e t h e o u t c o m e of t h e plot by t h e decisions they m a k e for their c h a r a c t e r s . And unlike an a u d i e n c e , in which e a c h p e r s o n e x p e r i e n c e s t h e story individually, roleplayers e x p e r i e n c e their stories in a s h a r e d social setting that fosters friendship a n d personal growth. Another thing p e o p l e enjoy a b o u t roleplaying is watching a c h a r a c t e r improve in abilities over t h e c o u r s e of t i m e (from a d v e n t u r e to a d v e n t u r e , that is). Designing a c h a r a c t e r is s o m e t h i n g like bringing a child to life: You want to watch that c h a r a c t e r grow. For that r e a s o n , m a n y p e o p l e enjoy the s e n s e of a c c o m p l i s h m e n t t h e y feel as their c h a r a c t e r s collect items a n d e x p e r i e n c e s . And s o m e p e o p l e just like t h e c h a n c e to act a part. We've m e n t i o n e d players, referee (in other g a m e s s o m e t i m e s called g a m e master, GM, d u n g e o n m a s ter, DM, director, or other s u c h t e r m s ) , a n d a d v e n t u r e s (plot situations t h a t m a y be b a s e d u p o n a locale, a special character, a m o m e n t o u s event, or a n u m b e r of other things). We've also m e n t i o n e d c h a r a c t e r s : t h o s e run by playersplayer c h a r a c ters, o r P C s a n d t h o s e run b y t h e refereenon-

actions a n d to t a k e s o m e of t h e b u r d e n of deciding t h e o u t c o m e of e v e n t s off of t h e referee. If a PC a n d an NPC are wrestling over a gun, for e x a m p l e , how d o e s a roleplaying g r o u p d e c i d e w h o g e t s it? T h e answer is by c h e c k i n g t h e rules a n d rolling dice. T h e rules explain what t h e c h a n c e s a r e for e a c h c h a r a c ter, a n d t h e dice d e t e r m i n e t h e e x a c t o u t c o m e . Another function of t h e referee, then, is to be familiar with t h e rules in order to d e c i d e h o w t h e y apply to specific c i r c u m s t a n c e s . It h e l p s if t h e players are also familiar with t h e rules, but it should always be r e m e m b e r e d that t h e referee h a s t h e final s a y in h o w t h o s e rules a r e applied. As you read through the pages that follow, you will learn m o r e about h o w t h e rules work a n d what a player's and a referee's responsibilities are. The most important thing to r e m e m b e r , t h o u g h , is t h a t t h e p u r p o s e of roleplaying is to have fun. Let that thought guide you as you explore the world of Dark Conspiracy.

I guess you'd say Dale's the leader of our group, or as much of a leader as we've got He's art honest cop, which makes him kind of a group conscience, and he's got this sort of sixth sense that lands us in the middle of the weirdest messes. That's our hobby, by the waycleaning there's up Kirin. the weirdest messes. was the major too But she's After Dale, She

element in getting us all connected. introspectivetoo lone a As for Big Daddy as a thinker. Besides, G,

wolfto be a leader. he isn't stupid, but his

muscle is so obvious that it's hard to imagine him his Jamaican accent is so thick I have to listen to him twice on a good day to be sure of what he's saying. Then family. And finally there's me. I'm Cas, and I don't want to be the leader. I could just see me making a wrong call in a tight situation and getting us all killed, or worse. So I guess if you have to think of one of us as leader, Dale's it. Lucky Dale. there's Manfred, the spooky German. He's pretty bright, but I'd bet there's been insanity in his

Dark Conspiracy c h a r a c t e r s are described in t e r m s of innate attributes, skills, a n d a n u m b e r of other characteristics. During c h a r a c t e r creation, t h e initial values for all of t h e s e are derived by a c o m b i n a t i o n of die rolls a n d player c h o i c e s . Over t h e c o u r s e of a series of a d v e n t u r e s , m a n y of t h e s e will i n c r e a s e to reflect skill i m p r o v e m e n t , a d v a n c ing a g e , a n d t h e like. T h e rules in this c h a p t e r explain t h e p r o c e s s of c h a r a c t e r generation. In order to m a k e t h e long p r o c e s s of c h a r a c t e r generation easier, a Character Generation Worksheet is included with this g a m e . T h e Worksheet is largely self-explanatory, but o c c a s i o n a l reference to t h e rules is n e c e s s a r y , at least for your first few c h a r a c ters. Players should r e a d t h e rules a s they g e n e r a t e their c h a r a c t e r s , filling in t h e appropriate b l a n k s of a Worksheet as t h e y g o . O n c e a c h a r a c t e r is completely g e n e r a t e d , t h e information from t h e t h e worksheet should be transferred to a Character S h e e t . After that, t h e worksheet m a y b e discarded, if you wish. Only t h e C h a r a c t e r S h e e t is n e c e s s a r y for play. (Note: Always r e m e m b e r to s a v e at least o n e blank c o p y of e a c h sheet to p h o t o c o p y for future c h a r a c t e r s . )

education. At that time, players start making career choices for their characters. Each career choice represents four years of training and/or experience (four years being an arbitrary number that helps regulate character generation.) Each time a player m a k e s a four-year career choice, a hobby m a y also be selected for the character. Careers and hobbies provide the character with all-important skills. E a c h career p e r i o d h e n c e forth called a t e r m a g e s t h e c h a r a c t e r by four y e a r s . At t h e e n d of e a c h t e r m , a roll is m a d e to s e e if c h a r a c t e r generation e n d s . If so, t h e c h a r a c t e r ' s p r e g a m e experience is c o m p l e t e . (In other words, the c h a r a c t e r is this old when t h e a d v e n t u r e c a m p a i g n begins.) If not, t h e player m a k e s a n o t h e r four-year career choice. In this way, s o m e c h a r a c t e r s will begin the g a m e relatively y o u n g a n d unskilled, but with attributes undiminished by a g e , while o t h e r s will be older a n d m o r e experienced, but possibly less resilient t h a n their y o u n g e r c o u n t e r p a r t s . If the referee allows, players who prefer to choose an age for their characters (i.e., a number of terms) m a y do so, rather than rely upon random die rolls. At the end of each term, then, such players simply decide whether or not their characters will pursue another term. Derived Values: Now that all c h a n g e s to skills a n d attributes are c o m p l e t e d , certain v a l u e s a r e calculated that a r e b a s e d o n t h e m . T h e s e are things

T h e abilities a n d limitations of a c h a r a c t e r are d e t e r m i n e d by t h r e e general a r e a s of information: b a c k g r o u n d , attributes, a n d e x p e r i e n c e . Therefore t h e c h a r a c t e r generation p r o c e d u r e follows t h e s e t h r e e general s t e p s . Background: Players decide on n a m e and sex for their characters, as well as on such things as nationality. (Alternatively, these things can be decided upon after attributes and skills have been determined.) Attributes: Players determine the seven basic attributes of their characters, either by rolling dice or by using a point-based system described later. These seven basic attributes are Strength, Constitution, Agility, Intelligence, Education, Charisma, and Empathy. Experience: Characters begin to accumulate experience at the age of 17, upon completing secondary

like a c c u r a c y with different w e a p o n s at various r a n g e s , d a m a g e d o n e b y b a r e - h a n d e d attacks, a n d so forth. Equipment: Finally, players determine how m u c h e q u i p m e n t their c h a r a c t e r s h a v e a c c u m u l a t e d during their c a r e e r s . Note: During character generation, a n d throughout m o s t of this g a m e , m a n y references will be m a d e to die rolls. If you are unfamiliar with notations for t h e s e , p l e a s e s e e p a g e 5 4 .

Kirin was the

doesn't

talk

much

about her past when she was

All I finally

know about it is what Dale has passed along. He arresting officer apprehended.

"She was the best cat burglar I've

ever

heard of,"

the rest of us working with Dale on some of the weirder cases his department turns up. Now and then she contributes some pretty surprising information or equipment, like she's got sources she's not mentioning. Her secrecy worries me some times, but she's saved my bacon more than once, and the way I figure things, that makes her a friend. B a c k g r o u n d facts a b o u t c h a r a c t e r s , things s u c h as n a m e , sex, a n d nationality, a r e left to players' imaginations. Also, while s o m e sorts of e q u i p m e n t a r e m o r e fitting for o n e nationality t h a n another, it is entirely possible for a c h a r a c t e r to begin t h e g a m e with foreign e q u i p m e n t if a player desires. All of t h e s e things are left largely to t h e discretion of e a c h individual player, although t h e referee m a y i m p o s e guidelines for a particular c a m p a i g n . Note that m a n y players like to wait until attributes, skills, a n d a g e h a v e b e e n d e t e r m i n e d before deciding u p o n n a m e , sex, a n d nationality. Native Language: A c h a r a c t e r ' s native l a n g u a g e is dictated by nationality. All c h a r a c t e r s automati-

he told me. "She'd been operating Chicago for years, and we just couldn't catch her at it. Never would have, if she hadn't made the mistake of tackling a executive's office." HQ. Kirin figured that she Tojicorp

The way Dale tells it, it was just after they moved into their new corporate security wanted, espionage up and running. for somebody. could slip in and make a snatch before they got their Dale's not sure what she was doing corporate but he suspects she

Anyway, she got in all right. But the exec came back while she was there. Exactly what happened next, only Kirin knows. But when it was over, the building was burning down, and she was stumbling into Dale's precinct house, nearly dead from blood loss. No cuts or anything, just these ugly sucker marks on her throat Tojicorp didn't press charges, but Kirin confessed to enough old burglaries to ensure a police guard at the hospital. Then the feds showed up to talk with her, and all those offenses were dropped. Since then, she's joined

cally receive skill level 10 in their native l a n g u a g e without penalties or c o s t s . C h a r a c t e r s of certain nationalities h a v e a c h a n c e of having a s e c o n d native l a n g u a g e as well, receiving a skill level in it e q u a l to their Intelligence rating. In the Native L a n g u a g e c o l u m n of t h e Nationality/ Native L a n g u a g e C h a r t o n p a g e 3 1 6 , possible s e c o n d l a n g u a g e s are listed below e a c h nationality's native l a n g u a g e . T h e n u m b e r in front of a l a n g u a g e is t h e D 1 0 c h a n c e that t h e c h a r a c t e r c a n s p e a k it. For Soviet nationalities a n d l a n g u a g e s , s e e the Soviet Nationalities Chart, also on p a g e 3 1 6 . For example, a Mexican character h a s a chance of speaking English ( l - 5 on 1D10), Nahuatl (1 on 1D10), or Maya (1 on 1D10) in addition to Spanish. Players m a k e D l 0 rolls for each language, in order, stopping at the first success or after failing with all of them. In addition to native languages, players m a y acquire additional language skills as explained later in the rules.

s e e f i t ) t o bring t h e total u p t o 3 3 . This e n s u r e s t h a t c h a r a c t e r s are a l w a y s at least a v e r a g e . Point Allocation: Players w h o c h o o s e t h e point allocation m e t h o d h a v e a total of 36 points to be distributed a m o n g t h e attributes in a n y c o m b i n a t i o n t h e player wishes. E a c h level of E m p a t h y c o s t s t w o points instead of o n e . No attribute other t h a n E m p a thy m a y h a v e a value of 0, a n d n o n e m a y h a v e a value of m o r e t h a n 1 0 . Meaning of Attributes: Attributes h a v e t h e following definitions. Strength: T h e numerical quantification of a c h a r a c t e r ' s m u s c u l a r power. Constitution: Health a n d physical s t a m i n a . This d e t e r m i n e s t h e c h a r a c t e r ' s hit c a p a c i t y a n d resistance to disease. Agility: A m e a s u r e of a c h a r a c t e r ' s coordination and nimbleness. Intelligence: T h e ability of a c h a r a c t e r to perform abstract reasoning. Intelligence primarily affects t h e ability of t h e c h a r a c t e r to learn; it is not t h e s a m e

E a c h c h a r a c t e r is described, in t h e simplest of t e r m s , by s e v e n b a s i c attributes: Strength, Constitution, Agility, Intelligence, Education, C h a r i s m a , a n d E m p a t h y . T h e s e attributes are divided a m o n g t h r e e g r o u p s : physical attributes (Strength, Constitution, a n d Agility), m e n t a l attributes (Intelligence a n d E d u c a t i o n ) , a n d spiritual attributes (Charisma and Empathy). Attributes m a y be d e t e r m i n e d in o n e of two w a y s : random generation or point allocation. Random generation gives p l a y e r s only minimal control over t h e generation of c h a r a c t e r s . Point allocation allows p l a y e r s greater input in s h a p i n g c h a r a c t e r s , but it e v e n s out t h e e x t r e m e s of r a n d o m fluctuation. Random Generation: In this method, each attribute except Empathy is determined by rolling 2 D 6 - 2 (reroll any roll that would result in a 0 attribute score). This gives a range of from 1 to 10 for these attributes. Empathy is generated by rolling 1 D 6 - 1 , with a result of 0 remaining 0. (NPC Empathy is generated by rolling 1 D 1 0 - 5 , with results of 0 or less counting as 0.) Players w h o roll attributes totaling less t h a n 33 points m a y a d d attribute p o i n t s (allocated a s t h e y

thing a s c o m m o n s e n s e . (How m u c h c o m m o n s e n s e c h a r a c t e r s h a v e is d e t e r m i n e d by t h e actions of t h e players t h e m s e l v e s . ) Education: T h e ability of a c h a r a c t e r to gain k n o w l e d g e a n d experience from a formal a c a d e m i c setting. This attribute d e t e r m i n e s how far a c h a r a c t e r c a n a d v a n c e at a university a n d s e r v e s as a prerequisite for certain forms of higher education. Charisma: A quantification of personality a n d p e r s o n a b l e n e s s . C h a r i s m a reflects skills t h a t affect how NPCs react to a character. It is not so m u c h a m e a s u r e of physical a p p e a r a n c e as of natural c h a r m . Empathy: A m e a s u r e of a character's sensitivity to and attunement with the natural forces of the Earth and its creatures, including other humans. Empathy reflects a character's ability to sense and influence things beyond the normal five h u m a n senses. Only half the population h a s any discernible Empathy rating. Abbreviations: The seven attributesof Strength Constitution, Agility, Intelligence, Education, Charisma, and Empathy are used throughout these rules. For brevity, they will sometimes be abbreviated as STR, CON, AGL, INT, EDU, CHR, and EMP, respectively.

tion. To r e p r e s e n t this, players should e a c h c h o o s e four skills from B a c k g r o u n d Skills l i s t on p a g e 3 1 8 , / was always something of a runt as a kid, and I got beat up a lot. It didn 't take me long to learn how to keep a low profile so I could avoid fights. funny thing is, I know any better. profile in was public. As I grew, 1 discovered that keeping a low profile lets you sit back and gauge the situation. I found out that if I kept my eyes open and thought about what I saw, I could always find some sort of a solution to any problem. You see, every opponent has a if weakness, and every trap has an escape route, never The really wanted to get even. I giving their c h a r a c t e r s a level 2 skill in e a c h . (If t h e referee allows, s o m e or all of t h e s e blocks of 2 c a n be c o m b i n e d into o n e skill. Generally, this is not r e c o m m e n d e d , however, as it c r e a t e s a c h a r a c t e r that is t o o narrowly focused.) Players h a v e a r e a s o n a b l y free h a n d in choosing detailed career b a c k g r o u n d s for their c h a r a c t e r s . This b a c k g r o u n d consists of formal education a n d / or one or more careers. E a c h c h a r a c t e r starts out at a g e 17, with certain m i n i m u m skills ( t h e s e are picked up in t h e p r o c e s s of growing u p , as noted a b o v e ) . Players m a y t h e n c h o o s e to h a v e their characters further their education or enter an o c c u p a t i o n . (For p u r p o s e s of c h a r a c t e r generation, t h e t e r m "occupation" is defined fairly loosely, including even s u c h things as u n e m p l o y m e n t a n d g a n g m e m b e r s h i p . ) For e a s e of calculation, career b a c k g r o u n d s are lived t h r o u g h in four-year t e r m s . C h a r a c t e r s m a y d o pretty m u c h anything they p l e a s e , but m u s t do it in four-year increments for e a s e of record-keeping. E a c h c a r e e r listing ( s e e "Careers," o n p a g e 3 4 ) details t h e n a t u r e of t h e career, t h e skills t h a t are received for the first t e r m , a n d a n y skills received for s u b s e q u e n t t e r m s , if applicable. As well, e a c h description includes n o t e s of important c o n t a c t s m a d e during t h e t e r m a n d a n y special rules for t h e c a r e e r ' s effects on t h e c h a r a c t e r ' s c o m b a t initiative a n d starting m o n e y . C h a r a c t e r s m a y enter a n y career for which t h e y m e e t t h e prerequisites, b u t m u s t s p e n d at least o n e full four-year t e r m in t h a t career before m o v i n g o n . J u s t a s attributes c a n b e generated either randomly or by player decision, so c a n a c h a r a c t e r ' s total career t i m e a n d f i n a l a g e . Players w h o wish t o u s e t h e r a n d o m m e t h o d simply roll 1D10 at t h e e n d of e a c h t e r m t h r o u g h their c h a r a c t e r s ' d e v e l o p m e n t . If t h e roll is greater t h a n t h e n u m b e r of t e r m s p u r s u e d t h u s far, another t e r m is c h o s e n a n d t h e c h a r a c t e r p r o c e e d s ; if t h e roll is less t h a n or e q u a l to t h e number of terms, the character's progress ends and t h e a d v e n t u r e c a m p a i g n begins with t h e c h a r a c t e r

guess I just figured the bullies were too stupid to Of course, part of keeping a low that particular opinion never expressing

you're sharp enough to discover them. Of course, it's not all just a matter of observation. too, It takes training, to recognize the value of what you see.

C h a r a c t e r s begin t h e g a m e with m o r e t h a n just a b a c k g r o u n d ; t h e y also h a v e k n o w l e d g e of a n u m b e r of different skills, reflecting training a n d experience that t h e y acquired before b e c o m i n g Dark Minion h u n t e r s . By a g e 17, after which career d e t e r m i n a tion begins, c h a r a c t e r s will h a v e a c c u m u l a t e d s o m e expertise in a few skills d u e to h o b b i e s a n d e d u c a -

at that a g e . (For e x a m p l e , Dr. Irwin F. DiMicelli, a professor of psychology, h a s b e e n through five t e r m s t h u s far: o n e as an u n d e r g r a d u a t e , two in g r a d school (to get both an M.A. a n d a Ph.D.), and two as a professor. At t h e e n d of this fifth t e r m , t h e DiMicelli player rolls a 6 on 1 D 1 0 , which is higher t h a n t h e current n u m b e r of t e r m s , so t h e good doctor g o e s on to c o m p l e t e another. At t h e e n d of this sixth t e r m , t h e player again rolls a 6, which is equal to t h e n u m b e r of t e r m s s e r v e d t h u s far, so c h a r a c t e r generation e n d s a n d t h e a d v e n t u r e c a m p a i g n b e gins. (Note that this d o e s not m e a n t h a t DiMicelli is no longer a professor, merely that after 12 y e a r s of teaching, h e b e g a n t o get m i x e d u p i n hunting Dark Minions.) T h o s e p l a y e r s w h o prefer not t o u s e this r a n d o m m e t h o d m a y simply c h o o s e a n u m b e r of c a r e e r s for their c h a r a c t e r s . N o t e also that nothing in t h e s e rules p r e v e n t s a c h a r a c t e r from entering t h e g a m e at a g e 17, without pursuing any c a r e e r s at all. But very few p e o p l e would be interested in playing s u c h an inexperienced, a n d unskilled, character.

Characters obtain two different types of skills: initial skills and acquired skills. Initial skills include knowledge of a native language (or languages) and skills supplied by education and/or careers during character generation. Acquired skills are learned from instructors during the course of a campaign (i.e., s o m e t i m e after character creation h a s been completed, as explained at the end of this chapter). All character skills, whether obtained during character generation or acquired, are listed on the Skill List on p a g e 57. Skill R a t i n g s : Skills a r e r a t e d in l e v e l s from 0 to 1 0 . A level 4 in t h e C o m p u t e r E m p a t h y skill would b e written o n a c h a r a c t e r ' s s h e e t a s C o m p u t e r E m p a t h y : 4 . C a s c a d e skills a r e a s p e c i a l c a s e , h o w e v e r . A c a s c a d e skill is a c o l l e c t i o n of s e v e r a l c l o s e l y r e l a t e d skills u n d e r o n e h e a d i n g . For e x a m p l e , u n a r m e d c o m b a t a n d a r m e d c o m b a t a r e a s p e c t s o f t h e M e l e e C o m b a t skill a n d a r e written a s "Melee C o m b a t ( U n a r m e d ) " a n d "Melee C o m b a t ( A r m e d ) , " respectively, (see C a s c a d e Skills o n t h e following p a g e . ) Controlling Attributes and Skills: A s c h a r a c t e r s a r e a w a r d e d skill l e v e l s for c a r e e r s a n d s e c o n d a r y activity c h o i c e s , p l a y e r s a d d t h o s e l e v e l s to p r e v i o u s skill l e v e l s . However, o n c e a c h a r a c t e r ' s level in a p a r t i c u l a r skill e q u a l s t h e v a l u e of t h e skill's controlling a t t r i b u t e , all a d d i tional skill level a w a r d s c o u n t o n l y as half a level, r a t h e r t h a n a full level. F o r e x a m p l e , C h a r l o t t e , a c h a r a c t e r with a n I n t e l l i g e n c e of 7, h a s a S t a l k i n g skill of 5. If s h e

r e c e i v e d t w o skill l e v e l s for h e r c a r e e r a n d / o r s e c o n d a r y activities, h e r skill level would g o u p to 7. If s h e t h e n received an additional level, however, it would only go up to 7 , as t h e skill level h a d already r e a c h e d t h e level of t h e controlling attribute, in this c a s e Intelligence. All half levels a r e retained for long-term improvement purposes, but they are rounded down for purpose of actual skill use. T h u s , when Charlotte r e a c h e s a level of 8 with her Stalking skill, s h e will h a v e an effective skill level of 8 until s h e receives an additional skill level p r o m o t i o n . C a s c a d e Skills: A few skills a r e called c a s c a d e skills. A c a s c a d e skill is o n e that includes several lesser skills u n d e r o n e b r o a d h e a d i n g . E x a m p l e s of c a s c a d e skills a r e Pilot, which includes Fixed-Wing, Rotary-Wing, a n d Shuttle, a n d Small A r m s , which includes b o t h Pistol a n d Rifle skills. C h a r a c t e r s w h o receive a c a s c a d e skill m u s t d e c i d e on an a r e a of special interest from a m o n g t h e subskills covered. F r o m t h e n on, their skill level in t h e c h o s e n specialty is considered to be the level of t h e overall skill. Their level in all of t h e other subskills is half their level in t h e overall skill. For e x a m p l e , Scirocco, a rock star character, receives a Small A r m s skill level of 3 a n d d e c i d e s he

will specialize in pistols. His skill level with pistols is 3, while his skill level with rifles is 1 , r o u n d e d down to 1. Normally, no notation will h a v e to be k e p t for t h e s e other subskills. However, s o m e t i m e s it is possible for c h a r a c t e r s to receive a skill level increase in a s u b c l a s s other t h a n t h e o n e they h a v e already c h o s e n as their specialty. In t h e e x a m p l e a b o v e , S c i r o c c o h a s a Small A r m s skill of 3 a n d h a s c h o s e n Pistol as his specialty. If he t h e n g o e s t h r o u g h A r m y basic training, he will receive o n e level of Rifle skill. T h e Rifle skill level received a d d s to his Rifle skill only, not to his overall Small A r m s skill. However, if this extra skill level would c a u s e his Rifle skill to e x c e e d his specialty Small A r m s skill, t h e n Rifle will b e c o m e his n e w specialty ( a n d his overall skill will go u p , of c o u r s e ) . In either c a s e , he will h a v e to k e e p track of his Rifle a n d Pistol skills separately from now o n . Languages: E a c h L a n g u a g e skill level received c o u n t s double for a n y l a n g u a g e in t h e s a m e g r o u p as a c h a r a c t e r ' s native l a n g u a g e . As well, E u r o p e a n c h a r a c t e r s always receive double skill levels in all G e r m a n i c , R o m a n c e , a n d Balto-Slavic l a n g u a g e s . For e x a m p l e , s u p p o s e t h a t J e a n , a F r e n c h character, receives o n e L a n g u a g e skill level. If he t a k e s it in Dutch (a G e r m a n i c l a n g u a g e ) he receives two skill levels in Dutch, while if he w e r e to t a k e it as Korean he would receive only o n e .

T h e c a r e e r s p l a y e r s c h o o s e d o not o c c u p y 1 0 0 % of their c h a r a c t e r s ' t i m e . J u s t as in real life, a p e r s o n ' s h o b b i e s a n d p a s t i m e s c a n provide valuable additional skills. As a general rule, then, e a c h c h a r a c t e r is allowed o n e secondary activity e a c h t e r m . This allows t h e c h a r a c t e r to gain o n e level in a n y o n e skill (player's c h o i c e e a c h t e r m ) from t h e S e c o n d a r y Activities Skill List on p a g e 3 1 8 . S o m e c a r e e r s allow t w o s e c o n d a r y activities per t e r m (both o f which m a y b e d e v o t e d t o t h e s a m e skill, if desired), while a few allow n o n e . T h e n u m b e r of allowed s e c o n d a r y activities per t e r m is t h e n u m b e r of skill levels received.

Characters who spend more than o n e term in a military career m a y receive promotions to higher ranks than those they begin at. To determine if a character is promoted, m a k e an Average roll versus Intelligence. (Use the Tasks Table on the Character Sheet for Easy, Average a n d Difficult formulas.) Graduates of a military a c a d e m y subtract 1 from their roll. Characters who change branches of service add 2 to the roll that term. Success m e a n s that the character is promoted to t h e next higher g r a d e . S e e t h e O S Enlisted a n d N C O R a n k s a n d OS C o m m i s s i o n e d Officer R a n k s Tables on p a g e 3 1 7 . (Note that for simplicity's s a k e , t h e various g r a d e s of private h a v e b e e n ignored, as h a v e t h e specialist r a n k s , which a r e currently being p h a s e d out. Also, d u e to realistic s p a c e constraints, only OS r a n k s a r e listed. Players will n e e d to res e a r c h t h e actual n a m e s of t h e r a n k s of other a r m e d forcesTwilight: 2 0 0 0 lists manyif their u s e is desired.) contacts. For a roleplaying g a m e to mirror reality, then, it should t a k e into account important contacts that PCs acquire. Of course, it is easy enough to do this with characters met during the course of an adventure campaign; we need merely jot down a note that so-andso can be found in such-and-such a place and m a y be able to help somehow in later adventures. But what A c h a r a c t e r w h o c o m p l e t e s o n e or m o r e full t e r m s of active duty with the a r m e d forces m a y leave t h e a r m e d forces a n d enter t h e r e s e r v e c o m p o n e n t . C h a r a c t e r s m a y also enter t h e r e s e r v e s t h r o u g h ROTC. While in t h e r e s e r v e s , t h e c h a r a c t e r m a y be active or inactive, at t h e player's option. This decision i s m a d e s e p a r a t e l y e a c h c a r e e r t e r m . An inactive reservist retains his previous rank but d o e s not roll for p r o m o t i o n s a n d d o e s not receive a n y additional skills. A c h a r a c t e r w h o is an active reservist c o u n t s this as his s e c o n d activity for his m a i n career for t h e t e r m . He rolls for p r o m o t i o n normally a n d r e c e i v e s o n e skill level from t h e list of s u b s e q u e n t t e r m skills for his military c a r e e r (or from t h e Army, regular forces, officer career, if t h e r e s e r v e s a r e entered directly from R O T C ) . about contacts that PCs would have m a d e during their education and development prior to play? In Dark Conspiracy, those contacts are indicated in a note at the end of each career description. Contacts are categorized in two broad groupings: solid and generic. In general, solid contacts are intended as resources for PCs to use during the course of an adventure, as people who can provide information, special equipment, or s o m e other source of needed aid. (Note t h a t t h e availability a n d quality of s u c h aid will be dependent upon a contact's situation, personality, and relationship to the PCs.) Generic contacts can serve well as a resource for a referee to use to help spur the adventure plot along, allowing the him or her to drop an unexpected ally into the story just when the PCs really need one. How these two types of contacts are used will b e c o m e m o r e clear from the explanations that follow.

During the course of our lives, we all meet a great number of people, m a n y of whom b e c o m e important

Generic contacts are received as a result of career t e r m s during c h a r a c t e r generation. If p l a y e r s desire,

they m a y g e n e r a t e n a m e s a n d statistics for t h e s e c h a r a c t e r s , or they m a y leave this entirely up to the referee. Perhaps best is a course that combines these two, in which a player suggests the contact's n a m e , general description, and areas of expertise, and then the referee g e n e r a t e s t h e details of attributes and skills. In this way, p l a y e r s d e t e r m i n e what sorts of p e r s o n s b e c o m e important to their characters' lives, but s o m e mystery remains as to the contacts' exact abilities. That fosters a s e n s e of c o n t a c t s being personalities rather t h a n merely lists of statistics. T h e c a r e e r n o t e s list c o n t a c t s in t e r m s of what t h e y w e r e doing w h e n a PC first m e t t h e m . A b a s i c description of e a c h of t h o s e c o n t a c t t y p e s is given below. However, just as a PC m a y h a v e c h a n g e d c a r e e r s s i n c e t h e t i m e t h e c o n t a c t w a s originally m a d e , s o m a y h a v e t h e NPC. T h e final d e t e r m i n a tion of what h a s h a p p e n e d to a c o n t a c t in t h e intervening y e a r s (including what new abilities t h e c o n t a c t m a y h a v e g a i n e d ) is left to t h e j u d g m e n t of t h e referee, as with all NPCs. Academic: T h e c o n t a c t w a s a m e m b e r of t h e intellectual c o m m u n i t y , m e a n i n g s h e or he could

h a v e b e e n a professor, a writer, or a m e m b e r of a social s c i e n c e s think tank. Most of t h e s e sorts will still be working at t h e s a m e c a r e e r w h e n a PC later m e e t s t h e m again. B u s i n e s s : T h e c o n t a c t w a s a m e m b e r of the b u s i n e s s community, p e r h a p s a c o r p o r a t e executive, or m a y b e a powerful figure in banking or investments. O n t h e other h a n d , t h e c o n t a c t m a y h a v e b e e n t h e owner of s o m e smaller business that w a s important to t h e PC. In either c a s e , s u c h c o n t a c t s m a y h a v e m a d e or lost a fortune since the t i m e t h e PC last s a w t h e m . Criminal: This contact w a s making a career of illegal activities when first met by the PC. Since that time, the NPC m a y have gone straight, been imprisoned, or even killed. In the last case, s o m e o n e c l o s e to the original contact, perhaps a partner or henchman, remembers the PC and b e c o m e s the new contact. Empathic: The contact was part of the little-known empathic network that h a s been springing up around the world of late. It is extremely likely that the contact is still involved in that network, although his or her knowledge and skills will likely have improved in the interim. Entertainment: The contact was involved in the entertainment industry, whether as an actor, director, writer, or technician. In all likelihood, she or he still is, although perhaps with more or less popularity than before, particularly considering changes in programming due to increased corporate competition. Government: Such contacts were s o m e form of government official when the PC last knew them. Chances are, that remains true when the PC m e e t s them again, although likely not in the exact s a m e capacity. Intelligence Community: An intelligence c o m munity contact worked in e s p i o n a g e when t h e PC first m e t him or her, either as a field operative, a controller, or an intelligence analyst. In all probability, s u c h c o n t a c t s , when t h e PC m e e t s t h e m again, will still be involved in e s p i o n a g e , although t h e y will likely h a v e risen in authority. Journalist: T h e c o n t a c t m a y h a v e w o r k e d with t h e PC on a n e w s p a p e r , m a g a z i n e , or t e l e vision n e w s g a t h e r i n g staff b e f o r e t h e m a j o r m e dia s e r v i c e s d r o v e virtually e v e r y o n e e l s e o u t o f

b u s i n e s s . Now, t h e j o u r n a l i s t will e i t h e r be a m e m b e r of o n e of those m e g a m e d i a services, or s h e o r h e will b e s c r a p i n g b y a s a "yellow j o u r n a l i s t " for a s t r e e t c o r n e r p r e s s . Law Enforcement: T h e c o n t a c t w a s a p o l i c e m a n or investigator of s o m e sort, a n d is probably doing t h e s a m e thing now, m o s t likely for a small c o m m u nity g o v e r n m e n t . Medical: T h e c o n t a c t w a s a medical doctor or administrator w h e n t h e PC last k n e w him or her. It is extremely likely that s u c h c o n t a c t s will still be involved in that b u s i n e s s . Military: Military c o n t a c t s were soldiers when t h e PC first m a d e their a c q u a i n t a n c e . T h e r e is a b o u t a 70 p e r c e n t c h a n c e that t h e s e c o n t a c t s will h a v e since left t h e military a n d m o v e d on to a civilian career closely a s s o c i a t e d with their military s p e cialty. Specialist: W h e n t h e PC k n e w her or him, this c o n t a c t w a s a construction engineer, medical t e c h nician, or o n e of t h e other specialities m e n t i o n e d in t h e c a r e e r lists. It is t h e nature of s u c h specialists to continue in their specialty, although they will undoubtedly h a v e i n c r e a s e d their expertise since the P C last m e t t h e m .

Wealthy: T h e c o n t a c t w a s wealthy when he or s h e originally b e c a m e friends with t h e PC. With t h e e c o n o m i c turmoil n o w occurring in t h e world, however, t h e r e is no g u a r a n t e e that t h e c o n t a c t still h a s t h e s a m e wherewithal. And a n y wealthy c o n t a c t s w h o h a v e actually grown wealthier will be very difficult to c o n t a c t again, d u e to increased security, higher mobility, etc. Nonetheless, it c a n be very h a n d y to h a v e a wealthy friend.

Solid c o n t a c t s a r e t h o s e w h o s e p r e s e n t w h e r e a b o u t s the PC k n o w s , a n d with w h o m t h e PC h a s fairly regular dealings. T h e s e include t h r e e different t y p e s of c h a r a c t e r s . T h e first a r e t h e other PCs in t h e a d v e n t u r e g r o u p . W h e n a g r o u p is first p u t together, or w h e n e v e r a n e w PC joins, t h e players a n d referee should work together to d e t e r m i n e h o w t h e g r o u p m e m b e r s k n o w o n e another. A s long a s e a c h P C h a s s o m e link to o n e other in t h e group, that is e n o u g h to justify their all working together. Understand that while PC links are similar to NPC c o n t a c t s , t h e y do not actually u s e up a n y of t h e c o n t a c t designations given by c a r e e r s . PC links are in addition to t h o s e contacts.

For e x a m p l e , five players get together a n d gene r a t e t h e following c h a r a c t e r s : an A m e r i c a n exsoldier n a m e d C a s s i u s " C a s " Steele, a J a m a i c a n professional wrestler n a m e d "Big D a d d y G " G a d c h e a u x , a muscular, female ex-thief n a m e d Kirin Deerfoot, an e s c a p e d , G e r m a n p s y c h i c test subject n a m e d Manfred Vandermark, a n d a Midwestern c o p n a m e d Dale Hopfinger. T h e p l a y e r s a n d referee put their h e a d s together t o d e c i d e w h o k n o w s w h o . It is decided that Manfred (the e s c a p e d p s y c h i c test subject), w h o is now working as a counselor at a small m e n t a l health service, would h a v e m e t Dale, t h e c o p , w h o brought s o m e i n m a t e s to h i m for t r e a t m e n t . Dale also k n o w s Kirin, having participated in o n e of her arrests a n d t h e n encouraging her to go straight. T h e players for C a s a n d Big D a d d y G n o t e that their c h a r a c t e r s were both in t h e military t w o t e r m s a g o (Big D a d d y G joined in order t o b e c o m e a n A m e r i c a n citizen), a n d t h e y decide that t h e y w e r e a s s i g n e d t o t h e s a m e unit. But t h e r e is no link b e t w e e n the rest of t h e g r o u p a n d t h e s e t w o until s o m e o n e m a k e s the suggestion that Kirin (who you will r e m e m b e r is very m u s c u l a r for a w o m a n ) a n d Big D a d d y G work out at t h e s a m e local g y m . That a n d t h e decision by Kirin's player that Kirin would h a v e followed Big D a d d y G's wrestling c a r e e r is e n o u g h to link t h e entire g r o u p together. T h e referee n o t e s that this m a k e s Kirin m o s t central to t h e g r o u p (she is linked to t h r e e of t h e o t h e r s ) , with Dale ( w h o h a s links to two) s e c o n d . B e c a u s e Dale also h a s s o m e Foreboding skill, the referee d e c i d e s t o u s e him a s t h e k e y t o t h e f i r s t a d v e n t u r e session, a s Foreboding i s n e c e s s a r y t o l a u n c h this particular a d v e n t u r e . He h a n d s Dale's c h a r a c t e r a s u p e r m a r k e t tabloid a n d s a y s , "When y o u f i r s t s a w this paper, you h a d a n a l m o s t physical s e n s e of s h o c k , followed by a weight of o p p r e s s i o n , but y o u ' r e not sure which headline, or headlines, are t h e c a u s e of it." Dale's c h a r a c t e r tells t h e referee that he b u y s a c o p y of t h e paper, t a k e s it h o m e , a n d calls Kirin a n d Manfred, a s k i n g t h e m to c o m e over a n d t a k e a look at it with h i m . Manfred identifies a handful of sinister possibilities t h a t o u g h t to be p u r s u e d , a n d Kirin calls Big

D a d d y G, w h o brings C a s with h i m . T h e entire g r o u p is a s s e m b l e d , a n d t h e action c a n begin. T h e s e c o n d t y p e of solid c o n t a c t is basically a generic c o n t a c t t h a t a PC h a s a s k e d to h a v e as a regular s o u r c e of aid, e v e n before t h e c a m p a i g n begins. For e x a m p l e , in t h e g r o u p a b o v e , Kirin's player a s k s to convert o n e of her criminal c o n t a c t s to a solid contact, so that s h e c a n h a v e s o m e o n e in t h e local a r e a to turn to for underworld information a n d e q u i p m e n t . T h e referee a g r e e s , deciding that it would actually m a k e his j o b easier t o h a v e a n established s o u r c e of s u c h things. Note that this t y p e of solid c o n t a c t does u s e up o n e of Kirin's listed c o n t a c t s from her c a r e e r s . Finally, the third type of solid contact also involves generic contacts that have been converted. In this case, though, the contact is converted during an adventure, usually at the referee's instigation. For instance, while investigating a story about vampires in New York City, the PCs mentioned above are confronted by a threatening street gang. They run away, and m a n a g e to lose their pursuers. Later, investigating the subway, the group stumbles upon a nest of what must be vampires and soon find themselves fighting a losing battle against them. Just when it looks like there is no hope for the PCs, the street gang turns up again and rescues them. The referee, realizing that the PCs need s o m e help, has decided that the gang's second in c o m m a n d served time in prison with Big Daddy G and recognized him. The gang h a s been following the group ever since, watching to see what they were up to. Big Daddy G's player marks one of his generic criminal contacts off, and adds the gang's second in c o m m a n d to his list of solid contacts. Note that while solid c o n t a c t s c a n n o t be turned b a c k into generic o n e s , t h e y c a n turn up again in a different p l a c e if t h e referee desires. In general, t h o u g h , o n c e a generic c o n t a c t is turned into a solid o n e , the referee m u s t p a y a little closer attention to that NPC's destiny, in order to r e m a i n true to t h e c h a r a c t e r ' s desires a n d unfolding history. T h e street g a n g c o n t a c t i n t h e e x a m p l e a b o v e might b e c o m e a drifter a n d e n d up in a completely different region of t h e globe, for instance, but t h e m a y o r of a city is m u c h less likely to w a n d e r a b o u t so freely.

bathroom. I don't like to admit it, but the first time we got into a scrap, happening. it was all over before I even knew what was We had driven nearly 16 hours to check

I've never seen anyone move so fast

She

just seemed to sort of waltz up behind the first guy and plant a knee in his kidneys before he even knew she was there. He sagged into his partner, who took his eyes off Daddy for just one second; but it was one second too long. His shotgun thundered and took a chunk out of the ceiling as Daddy shoved it upward with his left hand; then Daddy's right fist took all the fight out of the goon. I still remember the crack of that blow ears. when two sounding even through the echoing in my had Next thing I knew, Dale and Manfred

up a lead on a slaver ring in Providence, and we hit town late and tired. gated in one room We checked into a motel, but we to make plans for the next were all too keyed up to rest, so we sort of congremorning. Eventually, I started getting foggy, and I was just thinking about getting up and going to bed, suddenly goons the with door crashed shotguns open, and these jumped inside.

jumped on

the pile-up of the two goons,

Daddy and

Kirin. A few seconds more, and the bad guys were trussed up all nice and neat And through it all, I just sat there, frozen. It wasn't fear, more like a s t o n i s h m e n t . Then Kirin saw me sitting there with my mouth hanging open, and she started laughing. All of a sudden, something sort of clicked in my brain, like the clock was running and slapped again. I could feel my face turning red. But then Kirin came over, pulled me out of the chair, me on the shoulder, and I knew it was okay. Initiative r e p r e s e n t s a c h a r a c t e r ' s ability to re-

I froze. I'd never actually had a gun pointed at me before, and I guess my brain just couldn't believe it. So I sat there with my mouth hanging open, perfect idiot, while the two big bozos like a motioned

angrily for us all to lay face down on the floor. Out of the corner of my eye, I could see Big Daddy G slowly moving to comply, and the goons were watching real close to make sure he wasn't going to try and rush them. Then Kirin came back in from the

m a i n cool a n d a c t m o s t effectively in c o m b a t situations. C h a r a c t e r s with a high Initiative s c o r e will m o v e further a n d / o r a c h i e v e m o r e actions in a c o m b a t round t h a n will c h a r a c t e r s with low Initiatives. This is not b e c a u s e t h e high-Initiative c h a r a c t e r s a r e a n y faster, but simply b e c a u s e they react m o r e quickly a n d s p e n d less t i m e hesitating. Initiative values range from 1 to 6, with beginning characterstendingto start out on the low end of the scale, then increasing as they gain experience in combat. Each combat turn in Dark Conspiracy is divided into six phases, counting backward from six to one, and characters get to perform one action in each p h a s e equal to or less than their Initiative level. "Combat & Damage," beginning on p a g e 7 3 , explains this all in a bit more detail, but it should be obvious even now that initiative is very important if you are to be involved in combat. Each character's initial Initiative is obtained by a die roll based upon the types of careers that character has pursued. Education and civilian careers yield a beginning Initiative of 1D62, rounded down (0 counts as 1). Military careers yield a roll of 1D6. Also, in each of these two areas, there are s o m e careers that give bonuses to

Initiative, as indicated in "Careers," beginning on p a g e 34. (Note that bonuses listed for civilian careers only apply to the civilian die roll, and military bonuses only apply to the military die roll. As well, bonus points are not cumulativeyou can only gain a m a x i m u m of +1 to a roll.) If your character h a s both military and civilian careers, choose which of the two you wish to roll for. For example, Bo Johnson h a s spent o n e term in the Army and two in civilian law enforcement. The Army stint would give him a 1D6 roll, and the law enforcement t e r m s would net him 1 D 6 / 2 + 1 . Bo's player decides to take the civilian roll as the bonus guarantees him an Initiative of at least 2. If you prefer not to leave beginning Initiative to chance, you m a y simply assign a 2 to the character, or a 3 if at least one military career w a s taken. Career bonuses do apply to this option, as well (a military character with a bonus for being a Ranger (i.e., elite forces) would begin with a 3+1=4).

A character's age at the time an adventure campaign begins is determined by multiplying by four the number of t e r m s served and adding 17 to the result. In other words, (4xTerms)+17=Age. Age a d d s a further dimension of reality to play, helping players visualize their characters as actual people, rather than merely numbers on paper. It is possible for beginning characters to have range anywhere from a g e 17 on up, although few characters will be older than 37 or so. Effects of Age: At a g e 3 3 , the effects of age m a y start to t a k e their toll on a character physically. Beginning at a g e 3 3 , a character must check for the effects of a g e each term. At the beginning of the fourth and fifth terms, the character rolls 1D10 to check for losses in Agility. At the beginning of the sixth and seventh terms, both Agility and Strength must be checked. Every term thereafter, Agility, Strength, and Constitution must be checked. (The Effects of Age Table on p a g e 3 1 9 illustrates this progression.) T h e c h a r a c t e r loses o n e point f r o m t h e relevant attribute if the 1 D 1 0 roll is less t h a n t h e current level of t h a t attribute. If t h e roll e q u a l s or e x c e e d s the attribute, there is no loss. This c h e c k is m a d e at t h e

beginning of e a c h t e r m . Example: Idle Eyes enters her fifth term and must roll for a reduction in her Agility, which is presently 7. She rolls a 3 and, since that is less than her current attribute level of 7, she loses one point of Agility. In another example, upon entering his eighth term, Hunter must roll three times, o n c e for Strength (presently 5), o n c e for Constitution (presently 4), and o n c e for Agility (presently 6). The rolls are 7, 6 and 2 respectively, so Hunter does not lose any Strength or Constitution points, but h a s his Agility reduced to 5.

equal to 8 0 , plus four t i m e s Strength m i n u s Agility, or [4x(STR-AGL)]+80. ( O n e kilogram is approximately 2 . 2 p o u n d s . ) T h u s , a character with a Strength of 6 a n d an Agility of 1 would weigh 1 0 0 k i l o g r a m s (about 2 2 0 p o u n d s ) , while a character with a Strength of 4 a n d an Agility of 8 would weigh 64 k i l o g r a m s (roughly 141 p o u n d s ) . Physiological differences, particularly in b o n e structure, result in smaller body m a s s e s for women. Therefore, weight in kilograms for female characters is calculated by substituting 65 for 80 in t h e formula, or [4x(STRAGL)]+65. Thus, a female character with a Strength of 6 and an Agility of 1 would weigh 85 kilograms (about 187 pounds), while a female character with a Strength of 4 and an Agility of 8 would weigh 49 kilos (roughly 108

O n c e t h e c h a r a c t e r h a s finished all s t e p s of c h a r a c t e r generation affecting skills a n d attributes, t h e following values, which a r e derived from skills a n d attributes, c a n b e calculated. Hit Capacity: Hit capacity is a measure of the amount of d a m a g e (hit points) a character can take before suffering serious injury. Hit points c a n be suffered in any of seven different parts of the body: left leg, right leg, left arm, right arm, head, abdomen, and chest. The hit capacity of the head is equal to twice the character's Constitution (CONx2).The hit capacity of the character's chest is equal to three times the s u m of his Strength and Constitution(STR+CON)x3. E a c h of the other body parts h a s a hit capacity equal to two times the s u m of the character's Strength and Constitution(STR+CON)x2. Boxes are provided on the Character Sheet for players will know to what degree their characters have been wounded. See pages 103 and 104 to determine wound level thresholds and the effects of being wounded. Except for the "Critical" column, the values in the boxes represent t h e amount of d a m a g e the character can t a k e before progressing to a m o r e servere wound status. T h e "Current" b o x e s should b e u s e d t o k e e p track of how m u c h d a m a g e the character h a s taken. The n u m b e r s in t h e slight w o u n d b o x e s a r e equal to t h e b a s e hit c a p a c i t y n u m b e r s of t h e c h a r a c t e r (generated by the above procedure). Weight: A m a l e c h a r a c t e r ' s weight in kilograms is

pounds). Load: A person can lug a considerable weight of equipment, even cross-country, but there is a limit. In Dark Conspiracy, characters m a y carry, without being heavily burdened, a total weight in kilograms equal to three times the s u m of their Strength and Constitution (STR+CON)x3. This is called a character's normal load. Up to twice this weight can be carried, but the character is considered burdened and h a s movement reduced, as explained in the "Combat & Damage," beginning on p a g e 7 3 . A character m a y lift loads up to four times this amount and carry them short distances (50 to 100 meters at a time).Note that multiple characters m a y add their load capacities to lift heavy objects. Throw Range: T h e d i s t a n c e (in m e t e r s ) a c h a r a c ter c a n throw a one-kilogram weight a c c u r a t e l y is four t i m e s t h e c h a r a c t e r ' s Strength (STRx4). Unarmed Combat Damage: Unarmed c o m b a t d a m age indicates the hit-point loss a character inflicts on an opponent when that opponent is successfully hit during melee combat. Unarmed combat d a m a g e is determined by multiplying Melee Combat (Unarmed) skill by Strength and dividing by 10, rounding fractions down (SkillxSTR)+10. The result is the number of hit points the striking character will inflict per successful attack. (Note: A result of 0 is considered 1.) Example: O s c a r h a s a Strength of 9 a n d a Melee C o m b a t ( U n a r m e d ) skill level of 8. 9 x 8 = 7 2 .

players to write in their PCs' wound level thresholds so the called t h e c h a r a c t e r ' s throw r a n g e . Throw r a n g e is

St.

John and I had come to Toronto to investigate we'd and

a rash of ritual murders among that city's homeless. In order to draw the murderers into the open, decided to dress like street people ourselves In other words, St. hang around alleys. selves out as bait. Just after midnight, was being followed, John radioed me to report he was being followed, and I ran to back him up. He all right. We could see them Whatever they were, they lurking in the shadows. liked to run in packs. Discretion being the better part of valor, cided to call it a pursuers. ourselves walls on and-uglies moaned, edge and "How's in a night, One thing led to another, blind alley, up from three sides and a coming we deif we could shake our and we found nothing but two-story whole passel of meanbehind. that right roof

we'd set our-

"If only we had a rope and grapple," St. John "We could probably catch climb out" this?" He couldn't see my smirk in the

dark, but I'm sure he heard it as I pulled a rope and grapple from under my c o a t . "Do you always carry one of those?" he asked. "Ever since Salt Lake City." A few moments later, watching alley the hunters in frustration. we were on the rooftop, below milling around the

Just as characters have a history of careers a n d c o n t a c t s b e f o r e t h e s t a r t of a Dark Conspiracy a d v e n t u r e c a m p a i g n , t h e y a l s o will h a v e a c c u m u l a t e d e q u i p m e n t and savings. In order to reflect t h i s fact, p l a y e r s g e n e r a t e s t a r t i n g m o n e y for their c h a r a c t e r s , t h e n u s e t h a t m o n e y t o b u y the equipment they desire. 7 2 + 1 0 = 7 . Therefore, O s c a r will inflict 7 hit points p e r Melee C o m b a t ( U n a r m e d ) attack. S t a r t i n g Money: In general, during e a c h car e e r t e r m , a c h a r a c t e r g a i n s $ 1 0 0 0 for e a c h point of Education p o s s e s s e d . This rather generically represents both a character's earning power and ability t o s a v e . O f c o u r s e , t h e m o n e y itself r e p resents not only savings, but also e q u i p m e n t Things Only was had come off exactly was, we'd according to plan. a c c u m u l a t e d . ( T h a t is, after s t a r t i n g m o n e y h a s b e e n c a l c u l a t e d , a n y of it t h a t is s p e n t on e q u i p ment is considered to have been spent over the trouble flawed. discovered that our plan

c o u r s e of t h e c h a r a c t e r ' s life t h u s far, n o t all at o n c e . A n d a n y m o n e y left o v e r i s c o n s i d e r e d savings.) A s h a s b e e n s t a t e d , E d u c a t i o n i s typically t h e value u s e d when calculating starting money. The c a r e e r d e s c r i p t i o n s list e x c e p t i o n s t o t h i s r u l e . (For e x a m p l e , g a m b l e r s u s e Luck instead of E d u c a t i o n , t o d e t e r m i n e m o n e y from t e r m s s p e n t gambling.) Finally, while i t m a y b e s o m e w h a t e a s i e r t o g e n e r a t e all s t a r t i n g m o n e y after c h a r a c t e r g e n e r a t i o n is c o m p l e t e , it is a c t u a l l y m o r e a c c u r a t e (and m o r e enjoyable) to do so term by term as c h a r a c t e r s p r o g r e s s t h r o u g h their c a r e e r s . F o r p u r p o s e s of f a i r n e s s , it is i m p o r t a n t t h a t all p l a y e r s e i t h e r d o i t t h e o n e way, o r t h e o t h e r . Your r e f e r e e will tell y o u w h i c h w a y s h e o r h e p r e f e r s . Initial Equipment: After generating a c h a r a c t e r ' s s t a r t i n g m o n e y , a p l a y e r c a n look through the equipment chapter and purchase i t e m s a p p r o p r i a t e t o t h e c h a r a c t e r . While d o i n g t h i s , t h e r e a r e a few t h i n g s t o k e e p i n m i n d . First, in t h i s world of t h e n e a r future, it is legal to carry knives, switchblades, pistols, a n d / o r a bow and arrows as personal defense w e a p o n s . All o t h e r w e a p o n s r e q u i r e a s p e c i a l l i c e n s e . L i c e n s e s a v a i l a b l e a n d t h e r e q u i r e m e n t s for g a i n ing t h e m a r e a l s o i n c l u d e d i n t h e e q u i p m e n t chapter. N o t e t h a t legal d o e s n ' t n e c e s s a r i l y m e a n w i s e . If y o u walk into a s t r a n g e b a r with a b o w a n d quiver a c r o s s your b a c k , a Luger strapped to y o u r t h i g h , a h u n t i n g knife in e a c h b o o t , flicking a switchblade in o n e hand, you can e x p e c t t r o u b l e from t h e l o c a l s . Next, b u y e q u i p m e n t t h a t i s a p p r o p r i a t e for y o u r c o n c e p t i o n o f y o u r c h a r a c t e r . Your r e f e r e e will r e w a r d y o u for a d h e r i n g to a realistic c h a r a c ter c o n c e p t . Finally, b e f o r e b u y i n g e q u i p m e n t , a s k y o u r r e f e r e e i f h e o r s h e h a s a n y g u i d e l i n e s for y o u t o follow specific t o t h e c a m p a i g n y o u will b e p l a y ing. For e x a m p l e , l a w s c o n c e r n i n g w h a t i s o r i s n o t l e g a l v a r y g r e a t l y from locality t o locality i n Dark Conspiracy, s o d e p e n d i n g u p o n w h e r e y o u r c h a r a c t e r s will b e , y o u m a y b e a l l o w e d m o r e o r l e s s t h a n u s u a l . Your r e f e r e e m a y a l s o decide that certain items of equipment are easier or h a r d e r to find in y o u r c h a r a c t e r ' s l o c a l e , w h i c h c o u l d a l s o affect y o u r p u r c h a s e s . B y following y o u r r e f e r e e ' s g u i d e l i n e s , you'll h e l p t o e n s u r e that your adventures have a consistent a t m o sphere.

points to buy n e w skill levels. To buy a new level c o s t s points equal to its numerical value. For inO n e of t h e m o s t significant rewards of an a d v e n ture session is a c h a r a c t e r ' s i n c r e a s e d e x p e r i e n c e . A m o n g other things, this includes i m p r o v e m e n t of skills. Skill ratings are increased by u s e of experie n c e points. Spending Experience Points: During the a d v e n ture session, e a c h player should n o t e ( p e r h a p s with a pencil c h e c k m a r k , so it c a n be e r a s e d before t h e next session) t h e skills u s e d during t h e session. Only skills t h a t t h e c h a r a c t e r u s e d during t h e a d v e n ture skills a r e eligible for i m p r o v e m e n t by u s e of e x p e r i e n c e points. Experience points are converted to increased skill levels between sessions, even if a session ends with a cliff-hanging situation. Of course, in m a n y c a s e s the points will end up being spent in a lull between adventures, but it is a s s u m e d that a character can even improve a skill during the heat of battle. To i m p r o v e a skill, a c h a r a c t e r s p e n d s e x p e r i e n c e s t a n c e , to raise Archery 4 up to Archery 5 would cost five e x p e r i e n c e points. A c h a r a c t e r m a y purc h a s e m o r e t h a n level at o n c e , but e a c h level m u s t be paid for separately. For e x a m p l e , if t h e Archery skill were to be improved from level 4 to level 6, the c h a r a c t e r would h a v e to s p e n d 11 points total ( 5 + 6 ) . Points t h a t are not c o n v e r t e d may be a c c u mulated. Option: If t h e players d o n ' t mind t h e b o o k k e e p i n g involved, t h e referee may a w a r d points in specific skills, for u s e only in t h a t skill (Archery experience points, for e x a m p l e , or Foreboding experience points). Initiative: A s e p a r a t e e x p e r i e n c e point s y s t e m exists for improving Initiative. Initiative experience points are only a w a r d e d in s e s s i o n s in which t h e r e is a life-threatening battle. Initiative points are u s e d to buy increasing levels of Initiative just like a n y o t h e r skill, b u t Initiative e x p e r i e n c e points c a n only

be u s e d for Initiative. Advance by Observation: If a player c h a r a c t e r carefully o b s e r v e s a n o t h e r PC successfully a c c o m plishing a task, t h e observing PC g a i n s o n e experie n c e point. This observation m u s t be a c l o s e - u p examination of the task and must have the cooperation of t h e c h a r a c t e r actually performing t h e task. If t h e referee considers t h e skill s o u g h t to be a complic a t e d o n e ( s u c h a s Mechanic), t h e t a s k should t a k e longer t h a n usual to finish ( p e r h a p s substantially longer), to r e p r e s e n t t h e fact that the c h a r a c t e r performing t h e t a s k is p a u s i n g frequently to explain what is being d o n e or to answer questions. A c h a r a c t e r m a y gain experience points from observation only if t h e o b s e r v e d c h a r a c t e r ' s skill level is at least twice as great as t h e skill level of t h e observing character. Instruction: A c h a r a c t e r m a y be t a u g h t a skill. Teaching a skill requires an Average c h e c k of t h e Instruction skill. An instructor m a y t e a c h a n u m b e r of s t u d e n t s equal to t h a t c h a r a c t e r ' s Instruction skill level a n d m u s t h a v e a skill level in t h e skill being taught. An instructor c a n n o t t e a c h a student w h o s e skill level in t h e subject t a u g h t is equal to or greater t h a n that of t h e instructor. T h e t a s k t a k e s four h o u r s per d a y for o n e w e e k (seven c o n s e c u t i v e d a y s ) . Successful completion of t h e t a s k (rolled for at t h e e n d of t h e w e e k ) results in experience points for both t h e s t u d e n t s a n d t h e instructor. T h e instructor g a i n s e x p e r i e n c e for a c c o m p l i s h i n g a t a s k as explained a b o v e . S t u d e n t s gain a n u m b e r of experience points (in t h e skill being t a u g h t ) b a s e d on t h e n u m b e r of s t u d e n t s being t a u g h t . If t h e n u m b e r of s t u d e n t s is less t h a n half of t h e instructor's skill level, e a c h s t u d e n t gains t h r e e e x p e r i e n c e points. If t h e n u m b e r of s t u d e n t s is half or m o r e of t h e instructor's skill level, e a c h student gains o n e e x p e r i e n c e point. New Skills: A c h a r a c t e r w h o h a s a skill level of 0 in a particular skill m a y still a t t e m p t to learn t h e skill. This m a y be d o n e either t h r o u g h observation or through instruction. Since t h e c h a r a c t e r h a s a skill level of 0, experience cost for the first level will be one. Unskilled Tasks: If t h e referee desires, c h a r a c t e r s m a y b e allowed t o a t t e m p t t a s k s t h e y h a v e n o skill for. In s u c h a c a s e , t h e controlling attribute for that skill is u s e d as if it were the skill's value, a n d t a s k levels modify it as normal, but percentile dice are u s e d instead of 1 D 1 0 when m a k i n g t h e c h e c k .

"Saying that democracy is the best form of government is nearly as great an understatement as saying that the Pacific Ocean holds more water than any tin cup you've ever seen. The issues are so clear, the truth so solidly anchored, that I have no patience with people who think that there's even anything to argue about. "Someone once said to me, 'Sometimes the people are lazy and stupid, and make poor decisions. It sometimes takes a strong leader to protect them and choose the right course.' "So a nation of stupid and lazy people, because of a strong, intelligent leader, is saved from its own sloth and folly? Where is the justice in that? u Democracy isn't just the best form of government; it's the only one even remotely worth a damn. Only democracy guarantees that people get what they deserve."
Zena Marley (Early 21st-century mercenary-philosopher)

To d e m o n s t r a t e the c h a r a c t e r generation system, we present two annotated characters.

raised through the Secondary Activities List. So the player decides to begin in a career that will allow double the normal secondary activities, in order to most quickly increase the EDO rating. After looking over the career listings, she chooses public employee to begin, a career with no prerequisites. (For story's sake, she explains it as a clerk/typist position at a local IRS office.)

Her EDU is now 5, the m a g i c n u m b e r n e e d e d for college entry. Savings for this term a r e $ 5 0 0 0 , for a total of $ 9 0 0 0 . The player c h o o s e s a business contact, then rolls a 4 on 1D10 to continue, which is safely a b o v e the 2 for t e r m s spent t h u s far. Dara's a g e is now 2 5 . Third Term: For this term, Dara enters an undergraduate university. The entry says she has five points to spend as desired among a list of 11 skills. Dara's player chooses Language 2 (Japanese again). Leadership 1, Psychology 1, and Engineer 1. Dara gets only the normal one secondary activity this term, which her player spends on Observation. At the end of the term, then, Dara's skills are:

First Term: Initial skills for the Dara will be generated using ran- public e m p l o y e e c a r e e r are Busid o m die rolls. n e s s 2 a n d C o m p u t e r Operation 3. Background: Dara's player decides For her c h a r a c t e r ' s two points in upon American for nationality and s e c o n d a r y activities, t h e player female for sex. Native language will, of c h o o s e s EDU+2, and characterizes course, be English. The series of checks it as night school. for a second native language c o m e up At t h e e n d of her first term, then, 5 , 9 , 7 , 5 , and 1, failing respectively at Dara h a s t h e following skills: Archery 2 Spanish, Gentian, Italian, and Polish, Archery 2 Business 2 on the Nationality/Native Language C o m p u t e r Operation 4 Business 2 Chart, but succeeding at Yiddish (at C o m p u t e r Operation 3 Engineer 1 which point the player decides upon Stealth 2 Instruction 2 the character's name). Swimming 2 Language (Japanese) 3 Attributes: Six rolls of 2D6-2 genVehicle Ose (Motorcycle) 2 Leadership 3 erate 8 , 6 , 0 , 5 , 2 , and 5 for STR, COM, Dara's EDO is now 4 (still o n e Observation 1 AGL, INT, EDU, and CHR. AGL is short of allowing u n d e r g r a d u a t e Persuasion 1 rerolled and c o m e s up 7 this time. study). The player c h o o s e s a govPsychology 1 Next, a 1D6-1 roll generates an EMP e r n m e n t contact. Savings for this Stealth 2 2 for the character. The beginning term a r e $ 4 0 0 0 (EDO 4x$1000). Swimming 2 stats, then, are: Her a g e is 2 1 . A 1D10 roll of 3 is Vehicle Ose (Motorcycle) 2 greater than the n u m b e r of terms STR 8 From the c o n t a c t s allowed, the served so far, so the player contin- player c h o o s e s journalism. Dara CON 6 ues with the next term. AGL 7 receives no i n c o m e while in school, INT 5 S e c o n d Term: Dara's s e c o n d so her total savings remain $ 9 0 0 0 . EDU 2 term is again public e m p l o y e e . The A n d a 1D10 roll of 9 is higher than CHR 5 player h a s six points to s p e n d her three terms, so she c a n conEMP 2 a m o n g Business, C o m p u t e r Op- tinue. S h e is now 2 9 . This totals 35 points, two over eration, Instruction, Leadership, and Fourth and Fifth Terms: For her the minimum 3 3 , or just a b o v e av- Persuasion. S h e s p e n d s o n e o n fourth term, Dara goes to law school, erage. C o m p u t e r Operation, two on In- where she automatically picks up Experience: T h e character re- struction, two on Leadership, and Bargain 1, Observation 1, Persuasion ceives four initial skills at level 2, o n e on Persuasion. For secondary 2, and Interrogation 2 in her first term. skills s h e s p e n d s o n e point on EDU She chooses Disguise 1 as a secondwhich the player c h o o s e s a s : and o n e on Language, choosing ary activity. Also, she picks up another Archery 2 J a p a n e s e b e c a u s e it s e e m s like a government contact but saves no Stealth 2 good thing for business. Dara's skills money while paying for law school. Swimming 2 a r e now: She then succeeds at her roll to conVehicle Use (Motorcycle) 2 tinue. Her age is now 33, which reCareer: Dara's playerdecides she'd Archery 2 quires a roll for age effects on Agility. like the character to be in some sort of Business 2 The player needs to roll a 7 or better federal lawenforcemenLLookingover C o m p u t e r Operation 4 (because Dara's Agility is 7) to avoid the career lists, she finds that the Instruction 2 a decline. She rolls a 3, so one point is federal law enforcement career reLanguage (Japanese) 1 b s t and Dara's new Agility is 6. quires law school and no prison record Leadership 2 as prerequisites. Law school requires Persuasion 1 Her fifth term is federal law e n an undergraduate degree, which itself Stealth 2 f o r c e m e n t , a n d now D a r a h a s requires an EDO 5 or better. Dara's Swimming 2 achieved her d r e a m . Dara's player beginning EDO is too low, but it c a n be h a s her b e c o m e an agent of t h e Vehicle Ose (Motorcycle) 2

Securities E x c h a n g e Commission ( S E C ) . B e c a u s e it is her first term in this career, s h e automatically receives Interrogation 2, Observation 1, Melee C o m b a t (Unarmed) 1, and Small A r m s (Pistol) 2. For her s e c ondary activity, she c h o o s e s Willpower 1. This time, t h e player d e cides upon a criminal contact. Again Dara e a r n s $ 5 0 0 0 . But this time t h e player rolls a 4 to go on, well below the required 6 to start a sixth term. Dara is now 3 7 , which requires another roll for a g e effects on Agility. This time t h e player n e e d s a 6 or better and rolls a 7, so t h e attribute d o e s not decline a n y further. At t h e e n d of career generation, then, D a r a ' s attributes a r e now: STR 8 CON 6 AGL 6 INT 5 EDO 5 CHR 5 EMP 2 And s h e h a s accumulated the following skill levels, either through her c a r e e r s or through secondary activities: Archery 2 Bargain 1 Business 2 C o m p u t e r Operation 4 Disguise 1 Engineer 1 Instruction 2 Interrogation 4 Language (Japanese) 3 Leadership 3 Melee C o m b a t (Onarmed) 1 Observation 3 . Persuasion 3 Psychology 1 Small A r m s (Pistol) 2 Stealth 2 Swimming 2 Vehicle Ose (Motorcycle) 2 Willpower 1 She also has accumulated $ 1 4 , 0 0 0 worth of e q u i p m e n t and savings. Age: We have already calculated Dara's age as 37. This required two checks for decline of Agility, one at a g e 33 and another at a g e 37. Note that normally it is quite all right to wait until after all career terms have been finished before checking the effects of

age on STR, CON, and AGL However, if a character wishes to enter a new career that has a STR, COM, or AGL prerequisite, effects of age should be checked before the career is entered, to ensure that the character will still pass the career's prerequisites. Hit Capacity: Dara h a s t h e following n u m b e r of hit points in e a c h body area: Head: CON x 2 = l2 C h e s t : (STR + CON) x 3 = 42 Abdomen: (STR + CON) x 2 = 28 Each Arm: (STR + CON) x 2 = 28 Each Leg: (STR + CON) x 2 = 28 Weight: As a female, Dara a d d s 65 to t h e quantity 4x(STR-AGL) to discover how m a n y kilograms s h e weighs. In her c a s e , t h e result is 4 ( 8 - 6 ) + 6 5 = 7 3 kilograms. Load: D a r a ' s normal load is (STR+CON)x3, or 42 kilograms. This is how m u c h she c a n carry without being overly burdened. Throw Range: A character c a n throw a one-kilogram weight four meters per point of STR, which m a k e s Dara's throw range 32 meters. Unarmed C o m b a t D a m a g e : Dara's u n a r m e d c o m b a t d a m a g e i s equal to her STR multiplied by her Melee C o m b a t (Unarmed) skill divided by 10 (round down). 8x1+10=0.8 (rounds to 0 ) . Since this would m a k e her una r m e d c o m b a t d a m a g e 0 , she i s given the default value of 1. Initiative: Having taken only civilian occupations, Dara will h a v e a b e g i n n i n g Initiative of 1 D 6 + 2 , rounded down. The federal law enforcement c a r e e r qives a b o n u s of +1 if m o r e t h a n o n e term is s p e n t in t h e c a r e e r , but Dara spent only o n e . The player rolls a 5, half of which is 2.5, which rounds d o w n to 2. Equipment: The player decides that Dara is still an agent for t h e S E C , so she ha s a pistol a s s i g n e d to her a n d is able to sign out a g e n c y vehicles if necessary. However, she also h a s $ 1 4 , 0 0 0 to s p e n d on other personal equipment. (The player intends to h a v e her p u r c h a s e a private h a n d g u n , unregistered with the agency, a n d a motorcycle for personal use, as well as an archery set and a switchblade, plus s o m e electronic gear.)

Herbert will be generated by point allocation. Background: Herbert's player decides upon American for nationality a n d m a l e for sex. Native lang u a g e will, of course, be English. The player declines checking for a s e c o n d native language. The player h a s in m i n d a highly Empathic character, s o m e o n e s o in tune empathically that he s e e m s slightly out of touch with reality. Attributes: Herbert's player h a s 36 points to divide a m o n g the seven attributes, with n o n e to be higher than 1 0 a n d n o n e e x c e p t E m p a t h y to be 0. In order to reflect the sort of character described above, the player d e c i d e s upon the following attributes: STR 4 COM 4 AGL 3 INT 3 EDU 1 CHR 5 EMP 8 Experience: T h e c h a r a c t e r receives four background skills at level 2. It is decided that Herbert will begin life on a secluded farm, where he c a n develop close ties to nature. Initial skills c h o s e n are: Animal E m p a t h y 2 Foreboding 2 Human Empathy 2 Stealth 2 Career: T h e r e a r e only so m a n y c a r e e r s that grant e m p a t h i c skills, and m o s t of t h e m provide the m o r e passive o n e s . Herbert's player d e cides upon psychic test subject, in order to give Herbert the Project Thought skill. In story terms, he s a y s that word of Herbert's innate abilities spread through small towns in the area of his farm, eventually drawing the attention of a secret government laboratory. Herbert w a s kidnapped at 17 a n d t a k e n to t h e lab. First Term: Initial skills for the psychic test subject c a r e e r are Hum a n E m p a t h y 3 , Project Emotion 2, and Willpower 2. For his s e c o n d -

ary activity, another level of Stealth is c h o s e n . At the e n d of his first term, then, Herbert h a s t h e following skills: Animal E m p a t h y 2 Foreboding 2 Human Empathy 5 Project Emotion 2 Stealth 3 Willpower 2 The player c h o o s e s an em pathic contact, describing it as a fellow test subject. B e c a u s e he intends Herbert to flee the lab after o n e m o r e term, no m o n e y is calculated (it would all be lost upon fleeing). Nevertheless, the player m u s t roll this term to s e e if t h e lab authorities consider Herbert d a n g e r o u s . The player n e e d s to roll a 5 or less to continue, a n d rolls a 4. Herbert's a g e at this point is 2 1 . Second Term: Another four-year term is s p e n t in the psychic test lab. This time, the player c h o o s e s Hum a n E m p a t h y 2, E m p a t h i c Healing 2, a n d Project Thought 4 as career skills, plus Luck 1 from t h e s e c o n d ary activities list. His skills a r e now: Animal E m p a t h y 2 Foreboding 2 Human Empathy 7 E m p a t h i c Healing 2 Luckl Project Emotion 2 Project Thought 4 Stealth 3 Willpower 2 Again, no savings are calculated for this term, b e c a u s e of the imminent escape. The player c h o o s e s a medicalcontactthistime, rationalizing it as a sympathetic worker who helps Herbert to e s c a p e the lab. When Herbert flees, h i s a g e i s 2 5 , and the player d e c i d e s to h a v e him c o n d u c t another term in a different career. Third Term: After e s c a p i n g from the secret lab, Herbert m o v e s to a different area of the country a n d begins to work as a psychic investigator. Mystic is t h e c a r e e r c h o s e n by t h e player to represent this, a n d Herbert m o r e than p a s s e s the prerequisite of E m p a t h y 4+. Skills for the first term are Foreboding 3 a n d H u m a n E m p a t h y 3 , and t h e player

decides upon Melee C o m b a t (tina r m e d ) 1 as a secondary activity. Now Herbert's skills are: Animal E m p a t h y 2 Foreboding 5 Human Empathy 9 E m p a t h i c Healing 2 Luck l Melee C o m b a t (Unarmed) 1 Project Emotion 2 Project Thought 4 Stealth 3 Willpower 2 (Note that his H u m a n E m p a t h y skill would be p u s h e d to 10 by t h e three extra levels gained except that his EMP attribute is 8, making the ninth a n d tenth skill levels received count as half levels.) From the c o n t a c t s allowed, the player c h o o s e s empathic. Charisma is t h e base for calculating savings, so Herbert e n d s he term with $ 5 0 0 0 . His a g e is 2 9 , a n d the player d e cides to t a k e the character o n e m o r e term. Fourth Term: Mystic is again the career chosen for Herbert. Because this is a second term in the career, the player gets to choose six levels from among 11 different skills. He choses Animal Empathy 2, Empathic Healing 1, Foreboding 1, and Human E m pathy 2, with Melee Combat (Unarmed) 1 as a secondary activity. This m a k e s Herbert's skills: Animal E m p a t h y 4 Foreboding 6 E m p a t h i c Healing 3 H u m a n E m p a t h y 10 Luck l Melee C o m b a t (Unarmed) 2 Project Emotion 2 Project Thought 4 Stealth 3 Willpower 2 A n o t h e r e m p a t h i c c o n t a c t is gained. Also gained is $ 5 0 0 0 in savings, for a total of $ 1 0 , 0 0 0 . Herbert is now 3 3 , a n d at this point, the player determines to c o n c l u d e Herbert's generation; no roll is m a d e . He decides that Herbert will begin the g a m e still working as a psychic investigator. Age: B e c a u s e his a g e i s 3 3 , h e m u s t roll to s e e if AGL is reduced. He rolls a 4, which d o e s not result in

an Agility reduction. Hit Capacity: Herbert h a s the following n u m b e r of hit points in e a c h body area: Head: CON x 2 = 8 C h e s t : (STR + CON) x 3 = 24 Abdomen: (STR + CON) x 2 = 16 Each Arm: (STR + CON) x 2 = 16 Each Leg: (STR + CON) x 2 = 16 Boxes are provided on the character sheet for players to write in theircharacter's wound level thresholds so the players will know to what d e g r e e their characters have been wounded. See pages 103 and 104 to determine wound level thresholds and the effects of being wounded. E a c h n u m b e r represents the upper limit of d a m a g e for that type of wound. Looking at Herbert's character sheet, we can see that if he were to take 44 points of d a m a g e to his chest, he'd have a serious wound. Four points to the head would be a scratch. One more point to the head, though, and he would have slight wound. Weight: As a male, Herbert h a s his weight in kilograms calculated by adding 80 to t h e quantity 4 (STRAGL). 4 - 3 = 1 . 4 x 1 = 4 . 8 0 + 4 = 8 4 . S o Herbert weighs 84 kilograms. Load: Normally, Herbert c a n carry 24 kilograms (STR+CONx3) without being e n c u m b e r e d . Throw Range: Like any other character, Herbert c a n throw a onekilogram weight four m e t e r s per point of STR. This m a k e s Herbert's throw range 16 m e t e r s . Unarmed C o m b a t D a m a g e : Herbert's unarmed c o m b a t d a m a g e is equal to his STR multiplied by his Melee C o m b a t (Unarmed) skill divided by 10 (round down). 4x2+10=0.8 (rounds to 0) Since this would m a k e his unarmed combat d a m a g e 0, he is given t h e default value of 1. Initiative: As with all other attributes, the player decides to take the point allocation option for determining Initiative. Because Herbert has only pursued civilian occupations, his Initiative will automatically be 2. Equipment: T h e player c h o o s e s appropriate equipment for Herbert's role as a psychic investigator.

In Dark Conspiracy, careers are divided among three broad categories: education, civilian, and military. Characters can pursue any type of career for which they meet the prerequisites. Note that while the careers listed here do not cover every possible occupation a person might pursue, it is possible to reflect other occupations by cre-

atively mixing those listed below. For example, a person who wanted to play the role of a television evangelist would choose clergy as an occupation for at least one term, followed by entertainer. Similarly, someone who wanted to play a rock 'n' roll superstar might choose entertainer, concentrating upon Leadership and/or Persuasion

skills to reflect the power of the mission, others do not. All music, and Luck to represent schools are limited to one term the breaks needed to make it unless otherwise indicated. big, followed by nomenklatura for the appropriate wealth.

Higher education is a prereqIt has been said that one of uisite for many careers. Certain the benefits of gaining a liberal forms of higher education have arts degree is that it makes you Education requirements for ad- philosophical enough to cope

with the fact that it'll never make you a lot of money. In the world of Dark Conspiracy, that saying is beginning to be applied to any degree from a full university. Entry: Education 5+. Skills: Total skill levels equal to a character's Education attribute from any combination of the following, but no more than level 3 in any one skill: Biology Business Chemistry Computer Operation Engineer Instruction Language Leadership Persuasion Physics Psychology Contacts: One per term, either academic or journalism. On a 1D10 roll of 10, the contact is foreign. Special: May elect to join ROTC (Reserve Officer Training Corps). If so, the next career choice must include either entry into the regular armed forces or enrollment in the Reserve Component in lieu of a second activity (see Reserves on page 19). Rank is 2nd lieutenant or equivalent (officer). No income is received while attending undergraduate school.

many jobs other than teaching that build on such a degree). Entry: Undergraduate degree, Education 7+, Intelligence 7+. Skills: Four levels per term in any one specialty, plus a total of two levels in any electives. Specialties: Biology Business Chemistry Engineer Language Physics Psychology Electiues: Computer Operation Instruction Language Leadership Persuasion Contacts: One per term, academic or government On a 1D10 roll of 8+, the contact is foreign. Special: One term provides an M.A. or M.S., the second and each subsequent term provides a Ph.D. (or equivalent). Degrees must be taken in one of the specialties noted above. No income is received while attending graduate school.

government. On a 1D10 roll of the armed services, plus a total of 6 levels from any one or a 9+, the contact is foreign. Special: No income is received combination of the following: Demolitions while attending law school. Engineer Heavy Weapons Horsemanship Medical school is a prerequiLeadership site for working as a medical Small Arms doctor or a psychiatrist. Few Contacts: Two military. On a people go to the trouble of going 1D10 roll of 10, this contact is to medical school without going on to pursue one of those ca- foreign. Special: Enter the Army, Air reers. Force, or Marines at the rank of Entry: Undergraduate degree, Biology 3+, Chemistry 2+. 2nd lieutenantNavy as enSkills: The character automati- signand must serve at least one term. No income is received cally receives the following: while attending a military acadComputer Operation 1 emy. Medical 6 Observation 1 Contacts: One medical. On a 1D10 roll of 8+, the contact is foreign. S p e c i a l : After m e d i c a l school, a character can enter the military with a direct commission as captain, if desired. No secondary activities are allowed during medical school. No income is received while attending medical school.

In the near future of Dark Conspiracy, increasingly fewer people are able to afford a degree from a full university. The drive for a well rounded, well educated populace has been nearly trampled in a mad dash to get people a skill and get them to work. Of course, even with a degree from a technical school, jobs can be very hard to find. Entry: No prerequisites. Skills: A total of 6 levels from any one or a combination of the following: Business Computer Operation Electronics Mechanic Medical Pilot (Fixed-wing or Rotary) Vehicle Use Contacts: One specialist (skill level 8) in one of the areas listed above. Special: No income is received while attending technical school.

C h a r a c t e r s w h o wish to progress from an undergraduate degree to a Master's or Doctorate, go to grad school to do so. If you want your character to have a degree in some subject other than those listed below, be creative. For example, a degree in History can be represented by concentrating on the Instruction skill (after all, there aren't

If you want to be a lawyer, you have to go to law school. The same is true if you want to go into federal law enforcement. But a lot of other lines of work can benefit as well from the things a law student learns. Entry: Undergraduate degree, Education 5+, Intelligence 5+. Skills: The character automatically receives the following: Bargain 1 Interrogation 2 Observation 1 Persuasion 2 Contacts: One academic or

Some corporate heads have defended their demands for unquestioning obedience from their employees as being no different from the loyalty expected from soldiers. Of course, they have neglected to mention that while most military forces have a long tradition of honor, courage, and devotion to country, the biggest businesses have an opposite tradition of cutthroat competition and devotion only to a few, ultra-rich stockholders. Entry: Education 6+. Skills: All basic training skills for the appropriate branch of

Civilian occupations include the majority of things most people think of as typical careers, from farmers to government bureaucrats. But many things that people do not normally think ofsuch as homeless, psychic test subjects, and gamblersare included here as well.

With the economic downturn, space exploration has not just been back-burnered, it's been put back in the fridge. Nonetheless, NASA makes a decent income working as a satellite placement and repair service for the corps. Few people know, however, that much of this money goes into a secret fund for investigating what the agency suspects is a UFO invasion. As an astronaut, you'll spend the majority of your time as a NASA investigator. Entry: Undergraduate degree, Pilot (any) 5+. First Term Skills: The character receives the following skills in the first term: Computer Operation 2 Pilot (Shuttle) 4 Mechanic 1 Electronics 1 Subsequent Term Skills: A total of 6 levels from any one or a combination of the following: Acrobatics Biology Computer Operation Instruction Medical Observation Physics Pilot Contacts: Two per term, government, intelligence agency, journalist, and/or specialist (PC's major skill). On a 1D10 roll of 7+, the contact is foreign. Special: A character who remains an astronaut after character creation ends can join any PC group without having a previous connection to it. She or he simply shows up, following a NASA lead. The games get bloodier and bloodier, and the industry becomes continually more concerned with entertainment. Whether from football, hockey, professional wrestling, or gladiator-style competitions, the public demands violent escapism. Entry: Strength 7+, Agility 7+. First Term Skills: The character receives the following skills in the first term: Acrobatics 4 Medical 1 Melee Combat 1 Subsequent Term Skills: A total of 6 levels from any one or a combination of the following: Acrobatics Act/Bluff Business Leadership Melee Combat Medical Observation Willpower Contacts: One journalist and one business, entertainment, medical, or specialist (Acrobatics) per term. On a 1D10 roll of 10, the contact is foreign. Special: For each term as an Athlete, use lower of Strength or

Agility instead of Education when c a l c u l a t i n g s t a r t i n g money.

This is one of the things you can do with a degree from law school. See that entry for background information. Entry: Law school. First Term Skills: A total of 6 levels from any one or a combination of the following: Interrogation Persuasion Bargain Subsequent Term Skills: A total of 6 levels from any one or a combination of the following: Act/Bluff Bargain Business Computer Operation Instruction Interrogation Leadership Observation Persuasion Psychology Streetwise Contacts: One per term, government or criminal. On a 1D10 roll of 8+, the contact is foreign. Special: Two secondary activities are allowed per term.

9+, the contact is foreign. Special: None.

Small Arms Engineer Stalking Instruction Stealth Navigation Streetwise Physics Contacts: One per term, Vehicle Use (Wheeled Vecriminal or law enforcement. On hicle) a 1D10 roll of 10, the contact is Contacts: One per term, govforeign. ernment. On a D10 roll of 10, Special: When figuring be- the contact is foreign. ginning cash, use Streetwise Special: None. instead of Education for each term as a bounty hunter.

Sometimes you're hired for protection, other times just for show. In any event, the sort of people who can afford to hire you tend to draw the attention of violent types, so you often earn your fee. Life as a bodyguard can be exciting, and you like the feeling of reacting to threats and overcoming them on a moment's notice. Entry: Melee Combat (any) 5+ and Small Arms (any) 4+. Skills: In each term, a character gains a total of 6 levels from any one or a combination of the following: Acrobatics Archery Climbing Leadership Demolitions Electronics Foreboding (if EMP 1+) Interrogation Melee Combat Observation Small Arms Stealth Streetwise Willpower Contacts: One per term, criminal, business, or law enforcement. On a 1D10 roll of

Nowadays, the bounty hunter business is booming. There are all sorts of organizations willing to pay to have malefactors captured. It's not just the public authorities anymore; corps shell out a lot of money every year to have escaped employees returned. Problem is, the quarry is getting more dangerous every year, too. Entry: Agility 4+. First Term Skills: The character receives the following skills in the first term: Small Arms (Pistol) 1 Stalking 1 Stealth 1 Streetwise 2 Melee Combat 1 Subsequent Term Skills: A total of 6 levels from any one or a combination of the following: Act/Bluff Leadership Disguise Forgery Lockpick Luck Melee Combat

New construction materials and design techniques are being developed every day. Antiearthquake, antiacid rain, antiradiation, and bomb proof buildings are the wave of the future. It takes a real expert to keep on top of the rapid changes. Entry: Master's degree, Engineer 4+. First Term Skills: The character receives the following skills in the first term: . Demolitions 3 Engineer 2 Physics 1 Entry: Charisma 5+, EducaSubsequent Term Skills: A tion 4+. total of 4 levels from any one or First Term Skills: The chara combination of the following: acter receives the following skills Climbing in the first term: Demolitions Leadership 2

It seems the golden age of science as savior never came. High technology proved to be only as good as the people who wield it, and as often as not, conflicts over the raw materials it required escalated into wars. But people have to have hope. In the modern age of misery, they need more than ever to have a shoulder to lean on and an ear that listens. And they're willing to pay for the privilege. Some of those who step in to fill the gap do so for a quick and easy profit. Others are self-sacrificing saints.

Persuasion 2 Psychology 2 Subsequent Term Skills: A total of 6 levels from any one or a combination of the following: Act/Bluff Human Empathy (if Empathy 1+) Leadership Persuasion Psychology Willpower Contacts: One per term, any type. On a 1D10 roll of 10, the contact is foreign. Special: No secondary activities are allowed during the first term as clergy.

craft in the sky with chewing gum and baling wire. Entry: Technical school, Pilot (Fixed-wing or Rotary) 3+. First Term Skills: The character receives the following skills in the first term: Navigation 2 Observation 2 Pilot (Fixed-wing or Rotary) 2 Subsequent Term Skills: A total of 6 levels from any one or a combination of the following: Mechanic Computer Operation Electronics Mechanic Navigation Observation Pilot (Fixed-wing or Rotary) Contacts: One per term, specialist (Pilot). On a 1D10 roll of 10, the contact is foreign. Special: None.

Electronic text transfer is fast an absolute necessity in our time of rapid-fire technological advances. As a computer operator or programmer, you serve as an essential cog in the electronic machinery that makes the world run. Entry: Technical school or undergraduate degree, Computer Operation 2+. First Term Skills: The characterreceives the following skills in the first term: Business 1 Computer Operation 3 Electronics 1 Computer Empathy 1 (if Empathy 1+) Subsequent Term Skills: A total of 6 levels from any one or a combination of the following: Business Computer Empathy (if Empathy 1+) Computer Operation Electronics Instruction Contacts: One per term, specialist (Computer or Electronics). On a 1D10 roll of 10, the contact is foreign. Special: When calculating beginning money, use Computer Operation instead of Education for all terms as a computer operator/programmer.

First Term Skills: The character receives the following skills in the first term: Climbing 1 Demolitions 1 Engineer 2 Vehicle Use (Wheeled or Heavy Vehicle) 2 Subsequent Term Skills: A total of 6 levels from any one or a combination of the following: Climbing Demolitions Engineer Mechanic Vehicle Use (Wheeled or Heavy Vehicle) Contacts: One perterm, specialist (Engineer). On a 1D10 roll of 10, the contact is foreign. Special: None.

When the high and mighty want to go someplace, they want to get there fast, and they want to get there in style. Flying gives them that speed, and it makes them feel like royalty as they gaze disdainfully down upon the world below. But they also want safety. They're willing to pay handsomely for expert pilots who are willing to be treated like a chauffeur. Of course, if you want more respect than that, there are lots of operations keeping their air-

Just as the invention of moveable type changed the face of the world by ushering in the Industrial Age, so the development of the semiconductor has revolutionized our own era by ushering in the Computer Age.

There will always be a need for strong backs and skilled hands to crew construction projects. Of course, the question is. when and where. Demands for construction workers change from season to season and region to region. As long as you're willing to go where the work is and are skilled enough to compete with other laborers, you'll do fine. Entry: Strength 4+.

Player characters in Dark Conspiracy are supposed to be heroes. But sometimes they're tarnished heroes who have broken laws to achieve their goals. Of course, sometimes a law deserves to be broken. For whatever reason, then, a PC may have experiences reflected by this career. Entry: Agility 5+. First Term Skills: A total of 6 levels from any one or a combi-

protection is similar to a Kevlar helmet, with a 1D6 roll of 5 or 6 meaning an unprotected portion of the head was hit **Either right hand or left hand. Comes with a mechanical hand which works exactly like the original organic equipment. This may be removed and replaced with one of several alternate attachments. However, the player will not begin the game with any of these attachments in his or her possession. Contacts: None. Special: Agility, Strength, and Melee Combat are allowed to rise above 10 with these enhancements. For each term completed, add +1 to Initiative as well, to a maximum of 7. (This is exception to the noncumulative nature of Initiative modifiers, and the only way to gain a 7 Initiative. Initiative 7 acts once before phase 6 of each combat turn, then acts just after Initiative 6 in each phase.)

nation of the following: Archery Climbing Disguise Forgery Lockpick Melee Combat Small Arms (Pistol) Vehicle Use (Auto) Subsequent Term Skills: A total of 6 levels from any one or a combination of the following: Archery Climbing Disguise Engineer Forgery Language Lockpick Luck Melee Combat Small Arms Stealth Streetwise Thrown Weapon Vehicle Use (Wheeled Vehicle) Contacts: One per term, criminal or law enforcement. Contact is foreign on a 1D10 roll of 10. Special: If more than one term is served, +1 to Initiative. Also, roll once per term versus Intelligence to avoid capture. If unsuccessful, the next career

choice must be prison.

Also, each term, subtract 1 from Empathy or Charisma, player's choice. (Remember, Charisma may not reach 0.) If this makes any skills governed by these attributes higher than the attribute, those skills must be reduced, as well. No money is made during this career. Entry: No prerequisites. Finally, there may be unSkills and Enhancements: pleasant consequences other Each term, choose two sepa- th an the ones mentioned above. rate items from the following When the time comes, your referee will let you know. list: AGL +2 STR +2 Melee Combat 2 With the economic crash Integral Body Armor (one hit brought about by break-away location)* international business conglomerates, there has been a resurSocket Hand** *This armor works just like gence of transients who wander regular body armor with an AV of from farm to farm and city to 1, but it can be built into the limbs city looking for work. Generally, as well as the head and torso. Head when they begin, they're look-

You remember seeing bright 1 ights coming for you. Then there was a long time of darkness and pain. Finally, you found yourself in unfamiliar territory, running in terror from pursuers you knew would follow. But you could not remember who those pursuers were. When you reached civilization, you learned that four years had passed, although you have no recollection of thetime. But during those years, your body was mechanically enhanced. You don't know why. All you know is that the pursuers are still hunting, and you can't let them find you again.

ing for somewhere to settle down. After a few years, though, the travelling life gets into their blood, and they wouldn't put down roots if they could. Entry: No prerequisites. First Term Skills: The character receives the following skills in the first term: Streetwise 3 Observation 2 Melee Combat 1 Subsequent Term Skills: A total of 7 levels from any one or a combination of the following: Act/Bluff Archery Climbing Horsemanship Language Luck Mechanic Melee Combat (Unarmed) Observation Persuasion Small Arms (Pistol) Streetwise Swimming Vehicle Use (Motorcycle, Wheeled Vehicle) Contacts: One per term, business, criminal, government, or law enforcement. On a 1D10 roll of 10, the contact is foreign. Special: No secondary activities allowed.

Melee Combat Persuasion Swimming Vehicle Use (Motorcycle or Wheeled Vehicle) Vessel Use (Boat) Contacts: One per term. On a 1D10 roll of 8+, the contact is in government, otherwise it is in entertainment. If it is entertainment, on a 1D10 roll of 8+ it is foreign. Special: At the referee's option, random NPCs may recognize the character as a favorite TV or movie star.

term, a character gains the following skills: Biology 2 Climbing 1 Observation 2 Tracking 1 Subsequent Term Skills: A total of 6 levels from any one or a combination of the following: Acrobatics Animal Empathy (if EMP 1+) Archery Biology Climbing Empathic Healing (if EMP 1+) Foreboding Horsemanship Human Empathy (if EMP 1+) Melee Combat Navigation Observation Persuasion Small Arms Stealth Swimming Thrown Weapon Tracking Contacts: One per term, criminal, law enforcement, or government. On a 1D10 roll of 9+, the contact is foreign. Special: None. to fuel wars in the Middle East, Asia, and Africa. It's mind-numbingly dull work, but it's a living. Entry: No prerequisites. First Term Skills: The character receives the following skills in the first term: Business 1 Mechanic 2 Electronics 1 Subsequent Term Skills: A total of 4 levels from any one or a combination of the following: Business Leadership Electronics Mechanic Contacts: O n e per term, business. On a 1D10 roll of 10, the contact is foreign. Special Factory workers are allowed two secondary activities per career period.

When times are worst, that's when people need escapism the most. Ironically, what the poor want to spend their entertainment money on is a chance to see the glamor and glitz of the rich. You're part of the industry that gives them that vision. It can be depressing, because you know it's all a facade. You know the diamonds they see are only rhinestones, and the Stardust is only sequins. But when you're really on a roll, sometimes you can see through their eyes, and for just a moment the dream becomes real. Entry: Charisma 8+. First Term Skills: The character receives the following skills in the first term: Act/Bluff 3 Disguise 1 Observation 1 Persuasion 1 Psychology 1 Subsequent Term Skills: A total of 6 levels from any one or a combination of the following: Act/Bluff Disguise Horsemanship Language Luck One of the worst effects of the Greater Depression has been that no one has the clout anymore to enforce protection of the environment. As a result, the business world seems to have abandoned itself to a mad scramble to rape the Earth before anyone else gets it all. There's not a lot an individual can do to turn things around, but you're determined to protect as much of the natural world as you can, even if it means using violence.

You used to build cars. Big American cars with sleek shapes and pinstripes and chrome trim, or pickup trucks. They were cars that the average American drove home in and parked in their garages. Nobody buys them anymore. Now they buy Yugos or Russian Zils, if they can afford them. Except the wealthy, of course, who still buy BMWs and Mercedes and stretch limousines. So now you build weapons systems. You run the machines Entry: No prerequisites. that plug components into conFirst Term Skills: In the first trol panels for guns and missiles

Once, not too long ago, fields full of crops stretched in every direction farther than the eye could see. Back then, families used to m a k e a business out of farming. Then the agricorps came and glutted all the markets with their force-grown, hoth o u s e crops. Family farms couldn't stay in business, and the majority of them just went to

Contacts: One per term, criminal or specialist in one of the above skills. On a 1D10 roll of 10, the contact is foreign. Special: None.

nation of the following: Computer Operation Instruction Interrogation Leadership Language Melee Combat Observation Small Arms Stealth Contacts: One per term, government or criminal. On a 1D10 roll of 8+, this contact is foreign. Special: If more than one term is served, add +1 to Initiative.

seed. Now there are weed-filled fields as far as the eye can see, dotted here and there by abandoned farmhouses gone to ruin. But you swore you'd never leave. So now you live even closer to the land, raising just enough to keep yourself fed, with some left over to sell or trade in town, treating your equipment with kid gloves, trying to make it last. It isn't an easy life, but it sure beats moving to the city. Entry: No prerequisites. First Term Skills: The character receives the following skills in the first term: Biology 2 Mechanic 2 Tracking 1 Observation 1 Subsequent Term Skills: A total of 6 levels from any one or a combination of the following: Animal Empathy (if EMP 1+) Biology Empathic Healing (if EMP

total of 6 levels from any one or a combination of the following: Act/Bluff Bargaining Foreboding (if Empathy 1+) Human Empathy (if Empathy 1+) Luck Melee Combat (Unarmed) Persuasion Psychology Streetwise Contacts: One per term, criminal, law enforcement, or another gambler. On a 1D10 roll of 8+, the contact is foreign. Special: When calculating starting money, use Luck instead of Intelligence for each term as a gambler.

Your kind has been around since the dawn of time, making a living out of sharp wits, a knack for bluffing, and a little bit of luck. In a world that changes Entry: Law school, no prison as fast as this one, you figure record. only the gamblers can hope to First Term Skills: The char- survive. acterreceives the following skills Entry: Luck 5+. in the first term: First Term Skills: The char1+) Interrogation 2 acter receives the following skills Horsemanship Melee Combat (Unarmed) 1 in the first term: Mechanic Observation 1 Act/Bluff 2 Observation Small Arms (Pistol) 2 Persuasion 1 Tracking Subsequent Term Skills: The Bargaining 1 Vehicle Use (Wheeled or character receives a total of 6 Heavy Vehicle) Streetwise 2 levels from any one or a combiWillpower Subsequent Term Skills: A

The local forces do a pretty good job of policing their own neighborhoods, but to your way of thinking, their focus is a bit nearsighted. Somebody has to k e e p an eye on the larger scheme of things, tracking fugitives that stay on the move, and remaining on top of problems that affect whole geographical regions. That somebody is you. With the state the world is in today, your hands are more than full.

You're young, you're tough, and you're slick. You're part of a family of the street, a motley collection of disaffected youths that knows the world is going to pieces and intends to party and rumble until the world's last gasp. But lately you've been wondering if it's ever going to end. Maybe someone's manipulating things to keep everyone right on the brink but never let them

go over. Maybe you and your chums out to find out who that someone is and kick some butt. Entry: Charisma 3+. First Term Skills: In the first term, a character gains the following skills: Act/Bluff 1 Melee Combat (Unarmed) 1 Stealth 1 Streetwise 3 Subsequent Term Skills: A total of 6 levels from any one or a combination of the following: Acrobatics Act/Bluff Archery Climbing Leadership Foreboding (if EMP 1+) Lockpick Melee Combat Pickpocket Small Arms (Pistol) Stalking Stealth Streetwise Thrown Weapon Contacts: One per term, criminal, law enforcement, or specialist (Streetwise). On a 1D10 roll of 10, the contact is foreign. Special: When calculating starting money, use CHRx$500 for each term as a ganger.

Faced with corporate aggression, the federal government stepped back into the wings. Most people think it's moribund, that it will never recover. But you know it's playing possum. All available money and resources have been poured into clandestine operations to find out exactly what's behind the new world order. It's no longer just the CIA and FBI, either. Nowadays some of the most effective agents are FCC, EPA,

SEC, IRS, and the like. Using their primary missions as cover, these agencies are collecting the data that may turn things back around. Entry: Undergraduate degree, Intelligence 6+, Charisma 6+. First Term Skills: The character receives the following skills in the first term: Interrogation 2 Language 1 Observation 1 Small Arms (Pistol) 2 Subsequent Term Skills: A total of 4 levels from any one or a combination of the following: Act/Bluff Computer Operation Disguise Forgery Interrogation Language Leadership Lockpick Melee Combat Small Arms Willpower Contacts: One per term, government or intelligence community. A result of 8+ on 1D10 means the contact is a foreign one. Special: None.

Luck Melee Combat Observation Persuasion Pickpocket Stalking Stealth Streetwise Willpower Contacts: One per term, criminal, journalist, or law enforcement. On a 1D10 roll of 10, the contact is foreign. Special: No secondary activities are allowed for the homeless. Also, no money is received for terms as homeless. Careers prior to and after this state do provide You're an expert at urban starting money, however. survival. You know all the latest scams for getting food and at least minimal shelter out on the streets. As well, you know pretty much every face within your territory, every deal that's going down, every trap to avoid. Lately, though, things have been getting really weird. There's a feeling in the air, like something unhealthy has settled its nets around the area. If you can't get someone with clout to listen, you figure it might be getting time to move on. Entry: No prerequisites. First Term Skills: The characterreceives the following skills in the first term: Melee Combat (Unarmed) 1 Observation 2 Streetwise 3 Subsequent Term Skills: A total of 6 levels from any one or a combination of the following: Animal Empathy (if Empathy 1+) Archery Foreboding (if Empathy 1+) Human Empathy (if Empathy 1+) Language Lockpick

Technically, the country still has a free press. But most of the national news services have fallen prey to the big money of the corps. That leaves you to fill the gap. You work for a streetcorner rag that prints all the news that fits. Across your front pages headlines clamor about the ghost of Elvis and twoheaded babies born on roller coasters. But in between those stories are others like the one about the ritual murders in Galveston.

That one was truth, intended to draw fire on the perpetrators, and apparently it worked, because the murders stopped. You wish you could print nothing but stories like that. But the more sensational ones serve two purposes. First, they draw buyers, keeping you in business. Second, they serve as camouflage to screen you from the revenge of whatever it is out there that's driving this world insane. As long as your true stories seem accidental, you've got a chance to survive. Entry: Undergraduate degree or Charisma 7+. First Term Skills: The character receives the following skills in the first term: Act/Bluff 1 Computer Operation 1 Interrogation 2 Observation 1 Persuasion 1 Subsequent Term Skills: A total of 4 levels from any one or a combination of the following: Act/Bluff Disguise Interrogation Luck Observation Persuasion Stealth Contacts: Three per term, criminal, government, and/or law enforcement. On a 1D10 roll of 7+, the contact is foreign. Special: None. own slice of the pie. Entry: Undergraduate degree. First Term Skills: The character receives the following skills in the first term: Bargain 1 Business 2 Computer Operation 2 Leadership 1 Subsequent Term Skills: A total of 6 levels from any one or a combination of the following: Bargain Business Computer Operation Instruction Leadership Luck Observation Persuasion Psychology Streetwise Contacts: One per term, business or government. Roll 8+ on 1D10 for the contact to be foreign. Special: When calculating starting money, use Business instead of Education for each term as a manager.

Lockpick Melee Combat Observation Pickpocket Stalking Stealth Thrown Weapon Willpower Group B: AGL +1 STR +1 CON +1 Contacts: One per term, business, criminal, or specialist (Melee Combat). On a 1D10 roll of 7+, the contact is foreign. Special: Use INT instead of EDU for determining starting money per term. If more than one term is served, add +1 to Initiative.

Sure the world is going crazy. But that's what makes business opportunities so wonderful. Every second, it seems, someone else goes out of business, but they are the bunglers. By dropping out, they leave all the more The streets are more dangerroom for you to make your own ous than ever before, but you're mark on the world, to grab your well trained in self-defense and

can hold your own against multiple foes in face-to-face combat. Even in fire combat, however, your training gives you an edge, making your reactions quicker and more exact. Also, your physical control translates into stealth when necessary. The martial artist career includes everything from martial arts instructors to Oriental assassins. Entry: No prerequisites. First Term Skills: In the first term, a character gains the following skills and attribute enhancements: STR +1 AGL +1 Melee Combat (Unarmed) 3 Willpower 1 Subsequent Term Skills: A total of 6 levels from any one or a combination of the skills from group A. Alternatively, for each 2 levels not taken from group A, There's not much romance 1 level may be taken from group or mystique to being a meB. chanic, but people sure holler when they need one. It's not Group A: every one that can take a look at Acrobatics a piece of machinery, figure out Archery what's wrong, and then fix it. Climbing You can. As long as humans use Disguise machines, then, you'll have work Foreboding (if EMP 1+) to do. Instruction Entry: Agility 3+ or Intelli-

gence 3+. First Term Skills: The character receives the following skills in the first term: Electronics 2 Mechanic 4 Subsequent Term Skills: A total of 6 levels from any one or a combination of the following: Bargain Business Electronics Lockpick Mechanic Vehicle Use (Motorcycle or Wheeled Vehicle) Contacts: One per term, a specialist in one of the above skills. Roll 1D10 for 10 for the contact to be foreign. Special: For each term as a mechanic, use Mechanic instead of Education when calculating money.

For the past couple of centuries, doctoring has been a good gig with high pay and lots of perks. Lately, there has been an increased demand for doctors with lots of knowledge about emergency medicine. It looks like business will remain good for a long time to come.

Entry: STR 4+, prior military career. First Term Skills: The character receives the following skills in the first term: Bargain 1 Language 1 Melee Combat 1 Small Arms 1 Stealth 1 Subsequent Term Skills: A total of 6 levels from any one or a combination of the following: Archery Climbing Demolitions Heavy Weapons Interrogation Language Leadership Luck Medical Melee Combat Small Arms Stealth Swimming Thrown Weapon Tracking Vehicle Clse Contacts: One per term, criminal, government, intelligence community, military, or another mercenary. On a 1D10 roll of 6+, the contact is foreign. With the old superpowers Special: Roll 1D10 once per cooling their heels after the cor- term. On a roll of 9, the charac-

Entry: Medical school. First Term Skills: The character receives the following skills in the first term: Computer Operation 1 Medical 1 Observation 1 Persuasion 1 Psychology 1 Subsequent Term Skills: A total of 4 levels from any one or a combination of the following: Business Computer Operation Leadership Medical Persuasion Contacts: One per term, medical. On a 1D10 roll of 7+, the contact is foreign. Special: The first term is internship and residency. No secondary activity is allowed during this time. For each additional career period, doctors are allowed two secondary activities. Doctors get one doctor's medical bag free. For each term as a medical doctor, use Medical instead of Education when calculating starting money.

porate takeover, they're not able to watchdog the world's trouble spots as effectively any more. As a result, the temperature of brush wars has risen a number of degrees, and the countries involved are crying for someone to come and train their troops in modern warfare techniques. Of course, part of training them is supplying them, so if you're sharp, it's pretty easy to make a lot of money really fast. You just have to be careful to duck when the bullets start flying.

ter must spend the next term in a noncombat career due to serious wounds. A roll of 10 means the character was captured by the opposition and must spend the next term in prison (as a prisoner). If more that one term is served, add +1 to Initiative.

Even in this fast-paced world, there are some things that can afford to take days or weeks to get from place to place. The bottom line is cost-effectiveness, and it's always going to be cheaper to move things by boat than by plane. The life of a merchant marine involves some hard labor, b u t it also allows you a lot of time between ports to think. Lately, one of the things you've been thinking about is the increase in piracy. Target practice has become a daily drill on board many vessels, and a few have taken to mounting big guns in preparation for naval battles. Of course, there are other things to think aboutlike the rumors of strange creatures that are beginning to circulate. And the increasing number of "Overdue, presumed lost" entries in

the Maritime News. Entry: Constitution 3+. First Term Skills: The characterreceives the following skills in the first term: Navigation 1 Swimming 1 Vessel Use (Ship) 3 Subsequent Term Skills: A total of 6 levels from any one or a combination of the following: Business Computer Operation Electronics Language Leadership Mechanic Navigation Swimming Vehicle Use Vessel Use Contacts: One per term, business, law enforcement, or specialist (PC's primary skill). On a 1D10 roll of 6+, the contact is foreign. Special: None.

people, who aren't as sensitive as you, are beginning to feel its pressure, and it adds to the world's problems, causing them to lash out in ever-increasing violence. Someone has to locate the source of that infection and lance it. Unfortunately, it looks like that someone will have to be you. As a mystic, you play the part of a psychic investigator. Chances are that you will have some other type of occupation to support you during your investigations. (Teaching and writing careers are good choices, for example, because of their flexible schedules.) Entry: Empathy 4+. First Term Skills: The characterreceives the following skills in the first term: Foreboding 3 Human Empathy 3 Subsequent Term Skills: A total of 6 levels from any one or a combination of the following: Act/Bluff Animal Empathy Business Computer Empathy Foreboding Human Empathy Observation Persuasion Project Emotion Streetwise Willpower Contacts: One empathic per term. On a 1D10 roll of 8+, the contact is foreign. Special: When determining starting money, use Charisma rather than Education for all terms as a Mystic.

Special: For each term as nomenklatura, multiply by 10 the money available to the character, using Luck instead of Education as a base. This money d o e s not r e p r e s e n t t h e character's total value, but rather how much ready cash is available at the beginning of the campaign. Also, at the beginning of each new adventure, the character will have an additional amount of money available equal to Luckx$3000.

daughters of Communist Party members, members of the privileged class guaranteed highranking jobs due to their family connections. In today's vernacular, it refers to anyone from a wealthy, privileged g r o u p . Nomenklatura (often called gnome or nomen) characters have almost unlimited funds. However, they are also highly visible in the international jet set, which means that if you begin spending too much money financing Dark Minion hunts, you're likely to draw unwanted attention. To your mind, the city streets have become a war zone. Just to collect the wounded, you have to carry firearms on the ambulance. And body armor is standard-issue for ambulance teams nowadays. One good thing about it aill, though: You don't have to worry about a layoff. Business is booming. Entry: Technical school, Medical 2+ First Term Skills: The character receives the following skills in the first term: Biology 1 Computer Operation 1 Medical 2 Vehicle Use (Wheeled Ve-

You've always been more attuned to the nature of things than most people. Lately, you've felt a sickness growing in the world, like a sort of psychic gangrene. Even the common

Entry: Charisma 8+, Luck 6+. Skills: A total of 6 levels from any one or a combination of the following: Act/Bluff Business Computer Operation Foreboding Horsemanship Instruction Language Luck Persuasion Swimming Vehicle Use Contacts: One per term, wealthy or government. A roll of Nomenklatura is a Russian 6+ on 1D10 means it is a foreign term referring to sons and contact.

hide) 2 Subsequent Term Skills: Medical 1 plus a total of 5 levels from any one or a combination of the following: Biology Computer Operation Human Empathy (If EMP 1+) Language Melee Combat Psychology Small Arms Vehicle Use (Wheeled Vehicle) Contacts: One per term, medical. A roll of 10 on 1D10 means the contact is foreign. Special: None.

As an expert in the workings of the human mind, you have become very interested in what have come to be called the empathic powers. This field was once known as parapsychology, but as the laws governing their use have become better known, it has been rechristened paraphysics. You want to delineate the limits of those powers, to learn how they work, and to discover what has brought about their sudden upsurge in today's world.

But your interest has led you into subjects you never expected. You've begun to find evidence of a psychic invasion sweeping the planet. Now, you realize that the research you are doing is no longer merely simple interest: It may be the only thing that can save the world. Entry: Prior term as psychiatrist. First Term Skills: In the first term, a character gains the following skills: Observation 2 Willpower 2 Human Empathy 1 Foreboding 1 Subsequent Term Skills: A total of 5 levels from any one or a combination of skills from the list below, plus 1 level in any empathic skill. Act/Bluff Biology Chemistry Electronics Instruction Interrogation Leadership Medical Observation Persuasion Psychology Willpower Contacts: One per term, medical, academic, or empathic. On a 1D10 roll of 7+, the contact is foreign. Special: Double normal starting money per term as a paraphysicist. Free paraphysicist's field kit

contact to be foreign. Special: None.

you are able to inspire faith in the masses, and with their backing you know you can achieve the changes necessary to set the world to rights. But they'll have to trust you to use that power wisely, because you can't tell them what's really wrong. If you were to tell the public about the Dark Minions, chances are you'd merely be ridiculed by the electorate, and you'd certainly draw the Dark Minions' attention. Entry: Charisma 8+. First Term Skills: The character receives the following skills in the first term: Leadership 3 Persuasion 3 Subsequent Term Skills: A total of 5 levels from any one or a combination of the following: Act/Bluff Bargain Business Interrogation Instruction Language Leadership Luck Observation Persuasion Contacts: Three per term: journalism, government, or military. Roll 1D10 for 7+ for the

In this increasingly complex world, public governance is becoming steadily more demanding. No one is really qualified to make sense of things, but you believe that you are more qualified than m o s t Most importantly,

If you're going to dance, sooner or later you have to pay the piper. If you're going to lead a life of crime, eventually you're going to get caught. When that happens, you'll end up here. Entry: Forced due to capture while engaged in criminal activity. Skills: A total of 6 levels from any one or a combination of the following: Acrobatics Act/Bluff Bargain STR +1 Business Disguise EDU +1 Electronics Foreboding (if EMP 1+) Forgery Instruction Lockpick Mechanic Medical Melee Combat Observation Persuasion Pickpocket Psychology

Small Arms (Pistol) 1 Stalking Observation 2 Stealth Persuasion 1 Streetwise Disguise 1 Willpower Subsequent Term Skills: A Contacts: Two per term, criminal. On a 1D10 roll of 10, total of 6 levels from any one or a combination of the following: the contact is foreign. Special: No secondary acAct/Bluff tivities allowed. Released after Business one term. Disguise Do not count prison terms Forgery when c a l c u l a t i n g s t a r t i n g Interrogation money. Lockpick Luck Melee Combat Observation Small Arms (Pistol) Stealth Streetwise Contacts: Two per term, criminal, law enforcement, or government. Roll 1D10 for 9+ for the contact to be foreign. Special: None.

Entry: Ph.D. First Term Skills: The character receives the following skills in the first term: Specialty 1 (a level in the character's specialty skill) Instruction 3 Persuasion 1 Language 1 Subsequent Term Skills: A total of 5 levels from any one or a combination of the following: Instruction Language Leadership Observation Persuasion Specialty skill Contacts: Two perterm, academic or government. Roll 7+ on 1D10 for the contact to be foreign. Special: Professors may have two secondary activities per term.

vide for you. You wear the clothes they give you. And you watch the television they pipe in. All the corp requires in return is that you sign a proxy allowing it to vote in your place in public elections. All in all, it doesn't seem a bad exchange, but it's awfully boring, or would be if it weren't for the gangs, gambling, and gin mills. You also tend to meet a lot of strange people in the slums. Entry: No prerequisites. First Term Skills: The character receives the following skills in the first term: Act/Bluff 1 Observation 1 Streetwise 2 Willpower 2 Subsequent Term Skills: A total of 6 levels from any one or a combination of the following: Act/Bluff Bargain Computer Empathy (if Empathy 1+) Empathic Healing (if Empathy 1+) Foreboding (if Empathy 1 +) Human Empathy (if Empathy 1+) Lockpick Luck Melee Combat (Unarmed) Observation Persuasion Pickpocket Streetwise Willpower Contacts: One per term. However, for each term, a roll of 10 on 1D10 means that the character receives one government or journalist contact. Otherwise the contact is criminal. On an additional 1D10 roll of 10, the contact is foreign. Special: No secondary activities are allowed for proles. Also, no money is received for

It used to be you tracked down missing husbands and testified at divorce proceedings. Sometimes you'd get a real case investigating crimes the police had decided to let lie. Nowadays you track monsters in the sewers and investigate crimes that would get you an appointment with a psychiatrist, if you told anyone. You're not sure exactly what's happening to the Research is an essential part world, but you certainly intend of your career, in many ways to find out. even more so than teaching. Entry: Intelligence 5+, Cha- Recent research you've done leads you to believe that there's risma 5+. First Term Skills: The char- something alien and evil maniacter receives the following skills festing itself in the world. Perhaps more research will reveal in the first term: to you how to combat it. Act/Bluff 1

You used to be unemployed, homeless, and hungry. Now you're just unemployed. You live in a barracks or tiny apartment provided by a major corp. You eat the daily rations they pro-

Psychology terms as a prole, and any money Willpower earned at prior careers is forfeit. Contacts: One per term, speOnly careers held after proledom cialist (Psychology), or mediends count toward starting cal. A roll of 8+ on 1D10 means money. the contact is foreign. Alternatively, the referee may allow the contact to be a patient with an interesting background or link to the Dark Minions. Special: When calculating starting money, each term as a psychologist counts triple.

Stress in the modern world is extremely high, and m a n y people are suffering mental breakdowns as a result. Some of them lash out in violence, adding to the stress. Others begin to "see" strange things that have no place in the real world. It is your job to help these people cope with their stress in a healthy manner. The problem is, you're beginning to wonder if some of these strange visions might not be true. Entry: Medical school and M.A. (or M.S.) in psychology. Term Skills: In each term, the character receives a total of 4 levels from any one or a combination of the following: Business Computer Operation Instruction Interrogation Leadership Medical Observation Persuasion

acter receives the following skills in the first term: Human Empathy 3 Project Emotion 2 Willpower 2 Subsequent Term Skills: A total of 8 levels from any one or a combination of the following: Any Empathy skill Luck Observation Willpower Medical Contacts: One empathic, government, or medical per term. On a 1D10 roll of 9+, the contact is foreign. Special: Roll 1D10 versus Charisma each term orthe character must flee from the lab after being judged too uncontrollable to live. Characters who are forced to flee cannot return to this career. When calculating starting money, use Empathy instead of Education for each term as a psychic test subject. However, if the character has to flee the lab, all payment for this career is lost (i.e., do not count the terms toward starting money at all).

cushy jobs. Someone has to sort the mail, drive the school buses, and make out city water bills. You're just happy to havea job at all, especially as this one provides you with both the money and the time to pursue your hobbies. Entry: No prerequisites. First Term Skills: The character receives the following skills in the first term: Business 2 Computer Operation 3 Subsequent Term Skills: A total of 6 levels from any one or a combination of the following: Business Computer Operation Instruction Leadership Persuasion Contacts: One per term, business or government. On a 1D10 roll of 10, the contact is foreign. Special: Two secondary activities are allowed each term.

Here and there across the globe, clandestine labs to study psychic phenomena are being built by a number of different organizations. You have been identified as manifesting high psychic potential and have been recruited or captured to become a test subject. All sorts of stimul i are tried to bring your abilities to light: hypnosis, drug therapy, and electrostimulus are just a few. The result has been a rapid improvement in your empathic powers. But you've learned a few things about medicine and psychology along the way, as well. Entry: Empathy 5+. First Term Skills: The char-

It takes a tough cop to keep the locals in line in today's world, Not everyone can have the and that's where you come in.

You've worked hard to establish a reputation as a hard-bitten officer who's tough but fair. You're proud to think of yourself as a peace officer, someone who not only enforces the law, but who also defuses confrontations before they escalate into violence. The trouble is, out-of-towners don't know your reputation. With them, you have to prove yourself anew in each encounter. And you resent the added trouble they bring to your beat. Often as not, you'll use the least pretext to send them packing back where they came from. Entry: No prison record. First Term Skills: The character receives the following skills in the first term: Interrogation 2 Observation 2 Small Arms (Pistol) 2 Subsequent Term Skills: A total of 4 levels from any one or a combination of the following: Computer Operation Instruction Interrogation Language Leadership Melee Combat Observation Small Arms Stalking Stealth Tracking Vehicle (Wheeled Vehicle) Contacts: One criminal contact per term. On a 1D10 roll of 10, the contact is foreign. Special: If more than one term is served, add +1 to Initiative.

As an independent operator, you've been all over the nation. In those travels, you've seen some really weird things and

learned to deal with strange customs. Note that basic training is Most of the time, you haul included in first term in any mililoads for small companies struggling to survive in the shadow of tary career; it does not take an the megacorps. But sometimes additional term. those megacorps will contract an independent to supplement their own fleets on a particular run. For them, it's cost effectiveness. For you, it's a windfall. Entry: Agility 4+. First Term Skills: The character receives the following skills in the first term: Vehicle Use (Wheeled Vehicle) 2 Navigation 2 Mechanic 2 Subsequent Term Skills: The character receives the following skills in the second and in all subsequent terms: Bargain 1 Mechanic 1 Navigation 1 Streetwise 1 Vehicle Use (Wheeled Vehicle) 1 Contacts: One per term, specialist (mechanic), or law enforcement. On a 1D10 roll of 10, the contact is foreign. Special: Truck drivers are allowed two secondary activities per career period.

The following material provides an overview of the armed forces of the United States. Players can use this information to create equivalent foreign military characters, as well, by merely choosing skills that seem appropriate. (If more detail is desired, the referee may allow players to use the military career listings in Twilight: 2 0 0 0 , following the guidelines at the end of this book for conversion of skills, etc.)

The US Army is made up of several specialized arms, including Armor, Artillery, Aviation, Engineers, Infantry (which itself includes Airborne and Rangers), Medical, Military Intelligence, Special Forces, and Support. For simplicity's sake, these various arms have been collapsed into two major groupings: Elite Forces (Airborne, Rangers, and Special Forces) and Regular Forces (everything else). Players should choose skills to reflect the particular MOS (Military Occupational Specialty) of the characters. For example, a medic would concentrate on Medical and Biology rather than on something like Heavy Weap-

Entry: No prerequisites. Basic Training: The character receives the following skills as a part of his basic training: Melee Combat (Unarmed) 2 Small Arms (Rifle) 2 Stealth 1 Thrown Weapon 1 Special: Characters with both Intelligence and Education of 7+ m a y enter OCS (Officer Corps School). If so, they receive a level 1 Leadership skill, are commissioned as a 2nd lieutenant, and then conduct their first term normally.

Entry: No prerequisites. First Term Skills: Atotal of 4 levels from any combination of the following: Bargain Climbing Computer Operation Demolitions Electronics

Thrown Weapon Tracking Vehicle Use Vessel Use (Boat) Willpower Contacts: One per term, military. On a roll of 8+ with 1D10, the contact is foreign. Special: None.

Engineer Heavy Weapons Mechanic Medical Melee Combat Navigation Observation Small Arms Stealth Group A: Thrown Weapon Business Climbing Vehicle Use Computer Operation Subsequent Term Skills: A total of 4 levels of skills to be Interrogation chosen in any combination from Language those listed below: Leadership Bargain Melee Combat Climbing Navigation Leadership Observation Computer Operation Psychology Demolitions Small Arms Electronics Stealth Engineer Willpower Heavy Weapons Instruction Group B: Interrogation Demolitions Language Engineer Mechanic Heavy Weapons Medical Mechanic Melee Combat Swimming Navigation Thrown Weapon Observation Vehicle Use Parachute Vessel Use (Boat) Small Arms Contacts: Two perterm, miliStealth tary. A roll of 7+ on 1D10 indiStalking cates the contact is foreign. Swimming Special: When calculating

Entry: OCS, military academy, or commission. First Term Skills: The characterreceives the following skills in the first term: Leadership 2 Observation 1 Willpower 1 Subsequent Term Skills: A total of 3 levels from any one or a combination of group A, plus 2 levels from group B:

starting money, count each term as an officer as double.

Elite Forces is a generic term that includes the specialized infantry groups of Airborne, Rangers, and Mountain Infantry, as well as the separate Special Forces (Green Berets). Basic training is the same as under Regular Forces.

Entry: Strength+Constitution+Agility=17+. First Term Skills: The character receives the following skills in the first term: Heavy Weapons 1 Melee Combat (Unarmed) 2 Navigation 1 Small Arms 2 Thrown Weapons 1 Subsequent Term Skills: A total of 6 levels from any one or a combination the following: Climbing Demolitions Heavy Weapons Interrogation Language Leadership Melee Combat Navigation Observation

Parachute Small Arms Stealth Stalking Swimming Thrown Weapon Tracking Vehicle Use Vessel Use (Boat) Willpower Contacts: One perterm, military. Roll an 8+ on 1 Dl 0 for the contact to be foreign. Special: If more than one term is served, +1 to Initiative.

Entry Strength+Constitution+Agility=15+, and OCS, military academy, or commission. First Term Skills: The character receives the following skills in the first term: Leadership 2 Melee Combat (Unarmed) 2 Navigation 1 Small Arms 1 Thrown Weapons 1 Subsequent Term Skills: A total of 5 levels from any one or a combination of group A, plus 2 levels in any combination from group B: Group A: Business

Climbing Computer Operation Interrogation Language Leadership Melee Combat Navigation Observation Parachute Psychology Small Arms Stealth Willpower Group B: Demolitions Engineer Heavy Weapons Swimming Thrown Weapon Vehicle Use Vessel Use (Boat) Contacts: Two perterm, military. A roll of 7+ on 1D10 indicates the contact is foreign. Special: When calculating starting money, count each term as an officer as double. If more than one term is served, +1 to Initiative.

branch of service from the US Army. Traditionally, it has been used primarily for amphibious operations, but more recently it has come to be recognized as a force ready for rapid deployment for more conventional missions. Entry: Strength + Constitution+Agility = 15+, and no prison record. Basic Training: Characters receive the following skills as part of their basic training: Small Arms (Rifle) 2 Melee Combat (Armed) 1 Melee Combat (Unarmed) 1 Swimming 1 Thrown Weapon 1 Careers: Available careers are equivalent to those for the Army. However, the Elite Forces designations for the USMC is Force Recon or Marine Sniper, instead of Airborne, Ranger, and Special Forces. Special: Characters with both Intelligence and Education of 7+ may enter OCS. As a result of doing so, they receive Leadership 1 and are commissioned as 2nd lieutenants, then conduct their first term as normal.

Language scription, the following material Leadership concerning the US Navy can effectively be used to generate Mechanic characters of foreign navies, as Medical well. Melee Combat Entry: No prerequisites. Navigation Basic Training: Characters Observation receive the following skills as a Small Arms part of their basic training: Swimming Vessel Use Melee Combat (Unarmed) 1 Willpower Small Arms (Rifle) 1 Contacts: One perterm, miliSwimming 2 Vessel Use (Boat or Ship) 2 tary. Roll 1D10 for 8+ for the Special: Characters with both contact to be foreign. Intelligence and Education of Special: None. '7+ may enter OCS. If they do so, they receive Leadership 1 and are commissioned as ensigns, then conduct their first term as normal.

The United States Marine Corps (USMC) is a separate

Entry: No prerequisites First Term Skills: The character receives the following skills in the first term: Mechanic 1 Heavy Weapons 2 Subsequent Term Skills: A total of 5 levels from any one or a combination of the following: Computer Operation Electronics Heavy Weapons As with the US Army deInstruction

Entry: OCS, military academy, or commission. First Term Skills: The character receives the following skills in the first term: Heavy Weapons 1 Leadership 1 Navigation 2 Subsequent Term Skills: A total of 3 levels from any one or a combination of the skills in group A, plus 1 level from group B. Group A: Heavy Weapons Instruction Leadership

Mechanic Navigation Observation Small Arms Swimming Vessel Use (Boat or Ship) Willpower Group B: Computer Operation Electronics Engineer Language Psychology Contacts: Two per term, military. Roll 1D10 for 7+ for the contact to be foreign. Special: Double the normal starting money during each term spent as a naval officer.

Navigation Observation Persuasion Pilot (Fixed-wing or Rotary) Small Arms Contacts: Three per term, military or specialist (Pilot). Roll 1D10 for 7+ for the contact to be foreign. Special: Double the normal starting money for terms as naval aviator.

Swimming Vessel Use (Boat) Contacts: One perterm, military or intelligence community. Roll 1D10 for 8+ for the contact to be foreign. Special: If more than one term served, +1 to Initiative.

Swimming Vessel Use (Boat) Contacts: Two perterm, military or intelligence. Roll 1D10 for 7+ for the contact to be foreign. Special: Count each term as SEAL officer double toward starting money. If more than one term served, +1 to Initiative.

Entry: Must be officer, Agility 8+. First Term Skills: The character receives the following skills in the first term: Pilot (Fixed-wing or Rotary) 6 Navigation 1 Subsequent Term Skills: A total of 3 levels from any one or a combination of the following: Instruction Leadership Mechanic

Entry: Strength + Constitution+Agility=15+. First Term Skills: The character receives the following skills in the first term: Swimming 3 Demolitions 1 Melee Combat (Armed) 1 Vessel Use (Boat) 1 Subsequent Term Skills: A total of 7 levels from any one or a combination of the following: Demolitions Heavy Weapons Navigation Observation Parachute Small Arms Stealth

Entry: Strength + Constitution+Agility=15+, and OCS, military academy, or commission. First Term Skills: The character receives the following skills in the first term: Demolitions 1 Leadership 1 Melee Combat 1 Swimming 2 Vessel Use (Boat) 1 Subsequent Term Skills: A total of 7 levels from any one or a combination of the following: Demolitions Heavy Weapons Leadership Melee Combat Navigation Observation Parachute Persuasion Small Arms Stealth

The US Air Force was originally part of the US Army, but it became its own distinct service after World War II. Its primary function is to provide fixed-wing combat and support aircraft. Entry: No prerequisites Basic Training: In Air Force basic training, characters receive the following skills: Melee Combat (Unarmed) 1 Small Arms 1 Swimming 1 Thrown Weapon 1 Special: Characters with both Intelligence and Education of 7+ may enter OCS. If they do so, they receive Leadership 1, are commissioned as 2nd lieutenants, and they conduct their first term normally.

Undergraduate University Graduate University Law School Medical School National Military Academy Technical School

Entry: No prerequisites. First Term Skills: The character receives the following skills in the first term: Electronics 2 Mechanic 2 Subsequent Term Skills: A total of 5 levels from any one or a combination of the following: Electronics Instruction Leadership Mechanic Parachute Pilot (Fixed-wing or Rotary) Small Arms Vehicle Use Contacts: One perterm, military. On a roll of 9+ on 1 Dl 0, the contact is foreign. Special: None.

Instruction Leadership Mechanic Navigation Observation Parachute Persuasion Pilot (Fixed-wing or Rotary) Small Arms Contacts: Two perterm, specialist (Riot). A roll of 7+ on 1 Dl 0 means the contact is foreign. Special: When calculating starting money, count each term of Air Force pilot double.

Astronaut Athlete Attorney Bodyguard Bounty Hunter Civil Engineer Clergy Commercial Pilot Computer Operator/ Programmer Construction Worker Criminal Cyborg Escapee Drifter Entertainer Environmentalist Factory Worker Farmer Federal Law Enforcement Gambler Ganger Government Agent Homeless

Journalist Manager Martial Artist Mechanic Medical Doctor Mercenary Merchant Marine Mystic Nomenklatura (Idle Rich) Paramedic Paraphysicist Politician Prisoner Private Investigator Professor Prole (Corporate Welfare Recipient) Psychiatrist Psychic Test Subject Public Employee State/Local Law Enforcement Truck Driver

Entry: Agility 6+ and OCS, military academy, or commission. First Term Skills: In the first term, a character gains the following skills: Navigation 2 Pilot (Fixed-wing or Rotary) 4 Subsequent Term Skills: A total of 6 levels from any one or a combination of the following:

United States Army Regular Forces Enlisted Officer Elite Forces Enlisted Officer United States Marine Corps Regular Forces Enlisted Officer

Elite Forces Enlisted Officer United States Navy Enlisted Seaman Naval Officer Naval Aviator Enlisted SEAL (Sea Air Land) SEAL Officer United States Air Force Enlisted Airman Pilot (Officer)

Most important actions in Dark Conspiracy are resolved using the roll of a die. Each such action is expressed as a specific task, and the die roll determines whether the player attempting the task was successful or unsuccessful, and if an extraordinary success or failure occurred. Dice: To play the g a m e you will need a 10-sided die (D10) and one or more six-sided dice (D6). A D10 is read from 1 to 10 (with 0 meaning 10). A 1 before the die notation (1D6, 1D10) m e a n s roll one die of that type, a 2 (2D6, 2D10) m e a n s roll two of that type and add them, and so on. Die Roll Modifiers: Sometimes die roll results must be modified. For example, 2D6-2 m e a n s roll two sixsided dice and add the numbers together, then subtract 2. Conversely, 3D6+2 m e a n s roll three six-sided dice, add them together, and then add 2. (For example, a 3D6-1 roll that resulted in rolls of 3, 5, and 2 would total 9: 3+5+2-1.) Rolling vs. an Attribute or Skill: Sometimes, in order for your character to perform an action, your referee may instruct you to roll 1D10 versus one of your character's attributes or skills. (Attributes represent a character's innate abilities, while skills represent learned abilities. The character generation rules explain these two in more

depth.) Such an attempt is called a task, or sometimes an attribute check or skill check. Generally, for your character to succeed at the task being attempted, the die roll you m a k e must be less than or equal to the numerical value of the attribute. Sometimes, instead, your target number will be double the attribute rating or half, or even a quarter or an eighth. Obviously, the smaller the fraction, the more difficult the task is to perform. Usually, tasks are attempted at one of three levels of difficulty. A roll versus your attribute or skill rating is called an Average task. An Easy task is rolled versus double your attribute or skill rating. If the referee considers the task to be Difficult, the check would be rolled versus half that normal value. Only in very special circumstances will your skill or attribute be divided any further, so no official names are given for these difficulty levels. Your referee will simply ask you to roll versus a quarter, eighth, etc. of the value. Dealing with Fractions: If you are instructed to halve (or quarter, or whatever) a rating, any fractional values will be rounded down. (After all, Dark Conspiracy involves a bleak world.) For example, if you are instructed to roll versus one-quarter of your character's Stealth skill, a n d t h e full rating is 7, the quarter rating will be 1.75, rounded down to 1. S u c c e s s Quality: If, when making a task s u c c e s s check, you m a n a g e to roll better than necessary to succeed, your character m a y have achieved an outstanding s u c c e s s at the task. Anytime you roll at least four points below a task's target number, you achieve an outstanding success. An outstanding s u c c e s s m a y decrease the amount of time spent at the task, increase the a m o u n t of information gained, or have s o m e other beneficial effect. The exact effect will be determined by your referee, based upon the specific task and the situation at the time (although players are free to m a k e suggestions!). For example, suppose your character were trying to persuade a receptionist at a hospital to allow a peek at some records. Your referee might say, "That sounds like a Difficult task versus Persuasion," meaning you have to roll half or less of your character's Persuasion skill. You check the skill and discover it is rated at 10, so you need to roll a 5 or less to succeed. But you get lucky and roll a 1, which yields an outstanding success. When you point this out to

the referee, he or she decides that not only do you get a peek at the records, the receptionist actually leaves the room long enough for you to photocopy them on a machine in the office. On the other hand, it may be that you failed the roll horribly, rolling a catastrophic failure. Anytime you roll at least four points above a task's target number, you have a chance of suffering a catastrophic failure. Roll the die again, and if this second roll is above the task's target number, you have failed catastrophically (if it is at or below the target number, you have simply had a normal failure). For example, in the situation described above, suppose you had rolled a 9, instead of a 1. You would have failed in your task attempt, with the possibility of a catastrophic failure. When you rolled again, if you obtained a result of 6 or higher (again above the target number of 5) so you would have failed catastrophically. The referee might decide that not only does your character not get to peek at the records, but the receptionist also calls security to have him or her thrown out of the building. Pretty m u c h all of Dark Conspiracy's rules build upon the basic concepts explained above. As you read through later chapters, s u c h as "Combat & Damage," you will discover specifically how the basic mechanics are applied in specific circumstances.

One additional rule appliesto the useof Empathy skills, to reflect the varying effects these skills can have under different conditions. When a character makes a task attempt with an Empathy skill, if the attempt is successful, 1D6 is rolled to help determine the exact power level of the success. This power level is equal to the empathic skill rating, plus the number rolled on the D6, minus the Willpower rating (if any) of the skill's target. In the event of an outstanding success being rolled on the D10, the final result is doubled. If the target's Willpower reduces the power level to 0 or less, then the skill attempt fails. Power level is used in two different ways. S o m e times it is translated point for point into a unit of measure, such as range of effect in meters, or number of kilograms affected, etc. At other times, it is used to determine stages of effect, with each six full points equaling one additional stage beyond basic success, and each extra stage indicat-

ing

another

with willing subjects. In normal conditions, however, they become Average in difficulty, due to general distractions and normal resistance. In a stressful condition, such as during combat, they become Difficult. The referee, of course, has the final word in determining which conditions apply to any specific empathic skill use.

stances of the story at the time. Acrobatics (AGL): The Acrobatics skill allows a character to make Agility checks involving overall body motion at one step easier than normal. Note that this makes a character better at grappling and avoiding diving blows (see Melee Combat). A character does not have to be an acrobat per se to have this skill. Any sort of sports experience would serve as well.

creature detected, or anPower Level Stage Basic Success 1-5 6-11 12-17 18-23 24-29 30-32 Stage Two Stage Three Stage Four Stage Five other sense appealed to, etc. The exact effects depend, of course, upon the specific skill being used, as explained in the individual skill descriptions.

Stage Six Power Level = E m p a t h ' s Skill+1D6 - Target's Willpower

The skill descriptions and task examples in this chapter are intended to give players a basic idea of how the skills work in this game, so that characters can be designed intelligently. However, players should always re-

Act/Bluff (CHR): This is the ability to convincingly pretend you are something you are not. For actors, it means portraying a fictitious character, of course, but it also covers such things as effectively pretending you are holding a winning hand at poker or convincing voters that you will fulfill all of your campaign promises. Animal Empathy (EMP): Animal

As a general rule, empathic skill attempts are Easy when done under very relaxed conditions, such as in a safe and peaceful environment, and

member that the referee has final say in what skills apply to a particular task and what the resulting difficulty level of that task is, based upon the circum-

Empathy is a sixth sense that allows a character to perceive the mental and emotional state of animals. (Humans are much more difficult to sense, because of their more complex cognition and their habit of hiding their thoughts and emotions. For this reason, there is a separate Human Empathy skill, and it is more difficult to acquire expertise in it.) The exact amount of information perceived depends up on the type of creature being scanned and the power level of the scanning character's success. Simple success reveals the prese n c e and basic emotional state of one creature within a sphere centered on the sensing character and with a radius, in meters, equal to the power level of the success. Each additional stage of success allows the character to improve that information in one of three ways: (1) double the sphere's radius, (2) reveal all creatures of one species, or (3) reveal t h e exact emotions a n d thoughts of a single target creature. For example, a character who gained a Stage Three success might choose to perceive one creature within four times the normal radius (doubled twice), or know the exact emotions and thoughts of two creatures within the original radius, or perceive the exact emotions and thoughts of one particular creature while keeping tabs on all creatures of a particular species within the original radius. Archery (STR): In many cities of the Dark Conspiracy world, a hunting bow is now a legal type of personal defense weapon. Archery skill reflects expertise in using such a bow for fire combat

Bargain (CHR): When trying to buy information or equipment, or get a higher price for his or her services, bargaining c o m e s in handy for a character. Although bargaining should be roleplayed out between the referee and player, the referee should give in more easily to PCs with a higher Bargain skill, or let the player know critical information about the bargain. For example, he might tell the player that the NPC seems nervous, as if there's more to this job than m e e t s the eye. Or the NPC seems anxious that you not see the left side of the car you're bargaining for. Biology (EDU): This skill reflects a general knowledge of the physical functions of living creatures. While it is not treated as a cascade skill, for roleplaying purposes a character with a high Biology skill should choose to specialize in botany (concerning plants), zoology (concerning animals), ecology (concerning environmental relations), genetics (concerning heredity), or biochemistry (concerning the chemical nature of life). Business (EDO): The Businessskill indicates a familiarity with business practices. It includes a knowledge of bookkeeping procedures, an awareness of resources necessary to conduct different businesses, and familiarity with methods of locating or attracting customers. Chemistry (EDU): Characters with this skill can, with the proper equipm e n t perform chemical analysis. They can also create useful substances such as chemical smoke (Easy), gunpowder (Easy), smokeless powder (Average), tear gas (Average), dynamite (Average), explosive primer (Aver-

Skill

Controlling Attribute
AGL CHR EMP STR CHR EDU EDU EDU CON EMP EDU AGL CHR AGL EMP EDU EMP AGL STR CON EMP CHR CHR CHR CHR AGL CHR STR EDU STR INT INT CON CHR EDU AGL INT EMP EMP INT STR INT AGL INT CON STR INT INT CON INT EMP

Acrobatics Act/Bluff Animal Empathy Archery Bargain Biology Business Chemistry Climbing Computer Empathy Computer Operation Demolitions Disguise Electronics Empathic Healing Engineer Foreboding Forgery Heavy Weapons Horsemanship Human Empathy Instruction Interrogation Language Leadership Lockpick Luck Mechanic Medical Melee Combat Navigation Observation Parachute Persuasion Physics Pickpocket Pilot Project Emotion Project Thought Psychology Small Arms Stalking Stealth Streetwise Swimming Thrown Weapon Tracking Vehicle Use Vessel Use Willpower Willpower Drain

age), and plastic explosive (Difficult). (Note: Smokeless powder is the propellant in modem cased ammunition; gunpowder is for old-fashioned weapons in which the powder and shot are loaded separately.) Climbing (CON): This is the ability to scale vertical surfaces, whether rock faces or buildings, with the proper equipment Climbing a steep slope or sheer rock face with good handholds is Average. Climbing a sheer, mostly smooth rock face or a building wall is Difficult. The above assume no specialized equipment. With climbing equipment the difficulty level is one lower. Rappelling is Easy. An experienced climber may assist an inexperienced climber. If so, the inexperienced climber uses his or her own CON attribute as a Climbing skill. Computer Empathy (EMP): With the Computer Empathy skill, a character can sense the flow of data within

a computer or computer network. This allows the character to react m o r e quickly and smoothly to changes in the data flow, making Computer Operation (see below) tasks easier. The character must be physically touching a computer (whether keyboard, screen, or processor) in order to initiate the empathy. When the character makes a test of this skill, empathic power level determines how much Computer Operation is enhanced by. Basic success means the character can sense the interior workings of the single computer that is being touched, revealing any interior damage or any problem areas in its electronic flow. Stage Two success allows the character to empathically "read" any data the computer is accessing, which lowers by one level the difficulty rating of all Computer Operation tests the character is doing (and you could

even "read" the computer without looking at the screen). Stage Three allows the character to sense the interior workings of any one computer to which his or her own is connected (by modem, for instance), or to "read" all data stored within the computer being touched, even data that is not presently being accessed. A Stage Four success means the character can "read" any data being accessed by a computer that is in communication with the one being touched. Stage Five allows the character to empathically "read" data stored within that distant computer. Stage Six m e a n s the character can perform Computer Operation tasks at two levels of difficulty lower than normal (Difficult becomes Easy, for instance). Computer Operation (EDU): As migh t b e expected, Computer Operation indicates a familiarity with the use of computers. The referee will determine difficulty levels for tasks a character wishes to perform with a computer. Demolitions (AGL): Demolitions skill involves the Knowledge of explosives, including how to place and detonate them effectively. Typically, placing an explosive charge to simply b b w something up is an Easy task. But the difficulty may increase if the character wishes to achieve something fancy, such as making a wall fall in a particular direction, or if the character has to improvise the explosives and/or detonator. Disguise (CHR): This skill involves convincingly looking like something you are n o t . It includes use of camouflage as well as such things as makeup and costume.

Electronics (AGL): Pretty much everyone in Dark Conspiracy knows how to operate most electronic devices. Characters with the Electronics skill know how to create and repair those devices, and can figure out fairly easily how to operate the more advanced sorts (such as radar systems, power plant controls, and the like). Empathic Healing (EMP): Empathic Healing allows characters to improve the healing rate for wounds they have taken. Basic success lowers a wound's healing time by one day, and each additional stage of success further lowers that time by another day (to a minimum time of one hour). An empathic healer m a y also attempt to e n h a n c e healing of another creature's wounds. First, however, the healer must m a k e a Hum a n E m p a t h y test (or Animal Empathy, if appropriate) to establish empathic contact with the victim. This test then serves as a limiter of s u c c e s s for the Empathic Healing tests to be m a d e for each wound. For example, suppose that Alan, an empathic healer with a skill level of 8, is trying to treat three wounds on Frieda, who has a Willpower of 4. He succeeds at his Human Empathy check, and rolls a 6 on 1D6 for a final power level of 10 (8+6-4), resulting in a Stage Two success. On his first Empathic Healing test, he succeeds and rolls a 2 on 1D6, just barely scoring a Stage Two success (8+24=6). Rolling for the second wound, he fails the skill test, but not catastrophically. For the final wound, he scores an outstanding success, followed by a roll of 5 on 1D6, for a Stage Four success (8+5-4=9,9x2=18, and 18+6=3). The first wound's time improves by two days (one day for basic success, plus one day for the additionalsuccess level). The second does not improve at all, because he failed his Empathic Healing roll. The third also improves by two days, despite the outstanding success at healing, because he is limited by the power level scored for Human Empathy. Note that only one Empathic Healing test can ever be performed for each wound. Engineer (EDU): The Engineer skill reflects a general knowledge of structural design, material strengths, and construction techniques. Foreboding (EMP): Characters with the Foreboding skill are prone to receiving impressions of events before those events actually take place. Sometimes this precognition h a p pens days before the events occur. Other times, it is merely a second's worth of warning. Sometimes, the prescience manifests itself as a dream. At others, it comes as a waking hunch. Sometimes the warning is terribly vague. At others, it is crystal clear. The exact results are left to the referee's discretion, based upon story situation and quality of the Foreboding power level rolled. Forgery (AGL): Forgery is, of course, the ability to create false documents. When used in conjunction with the Electronics skill, Forgery allows for the falsification of electronic documents. Heavy Weapons (STR): The Heavy Weapons skill reflects training with fire weapons larger than one-person machine guns. It includes, for example, crew-served weapons such as mortars, as well as single-person weapons

ability to obtain information from people. Primarily, Interrogation involves asking the right questions and correctly interpreting the responses. It does not only include interrogation of unwilling persons, but also of confused witnesses, and even of sources who don't realize how much they really know. Language (CHR): Languages in Dark Conspiracy are organized according to groups and families (see the Language Table on page 316). Communicating in a language shared by both characters is an Average difficulty task vs. the average of the two characters' Language skill levels. If one of the characters does not speak the language, but is substituting skill in another language of the same group, the task becomes Difficult vs. the average of the two Language like the LAW. Horsemanship (CON): This skill indicates a knowledge of horses, how to ride them, and how to maintain them. Human Empathy (EMP): Human Empathy is similar to Animal Empathy, except that it allows a character to perceive the mental and emotional state of other humans, rather than animals. The exact amount of information gained depends upon the quality of the empathic character's die roll. Basic s u c c e s s reveals the prese n c e and basic emotional state of one person within a sphere centered on the sensing character and with a radius, in meters, equal to the character's final power level. Each additional stage of success allows the empathic character to improve that information in one of several ways: (1) the radius of the sphere can be doubled; (2) an additional person can be sensed; (3) the level of mental activity can be increased, proceeding from emotional state, to surface thoughts, to deeper thoughts. For instance, an empathic character who m a d e a Stage Three success might choose to monitor t h r e e p e o p l e ' s emotional s t a t e within the basic radius, or one person's surface thoughts within double the basic radius, or any of several other combinations. Note that the referee m a y imp o s e additional levels of difficulty based upon specific situations. Instruction (CHR): A character with skill in Instruction is able to effectively t e a c h skills to other people. (See page 29.) Interrogation (CHR): This is the skills. Both of these tasks become one level easier if only simple concepts are being communicated ("I'm hungry"). Also, if one character is overhearing another character (listening at a door, empathically reading thoughtswhich are, of course, in the thinker's native language e t c . ) , t h e n only t h e listening character's Language skill is used. Identifying a language is Easy if the identifying character speaks it, Average if it is from a group containing a language the character speaks, or Difficult if it only shares a family with a language familiar to the character. Leadership (CHR): Leadership is the use of force of personality to convince others to obey you. Different people have different manners of leading. Some do so by barking out orders, while others simply inspire

loyalty in their followers. Players who choose this skill for their characters should consider their character's personality when roleplaying its use. It is typically an Average difficulty task to use the Leadership skill to convince NPCs to follow your orders. To recruit NPCs is usually a Difficult task. The referee may adjust this, of course, depending upon other factors. Lockpick (AGL): The Lockpick skill enables a character to manipulate mechanical locks. To open simple locks (like those on a briefcase, desk, or normal door) or to hot-wire a vehicle are E a s y t a s k s . To pick deadbolts or key locks on handcuffs and jail cells is Average. Opening combination and key locks on padlocks, strongboxes, and safes is Difficult. All of these assume the use of proper lockpicks; they become one level more difficult if tools have to be improvised. Locks on vaults andhighsecurity facilities always require special tools and are always Difficult Luck (CHR): Some people just seem to have fortune looking out for them whateverthey do. The Luck skill is intended to reflect this innate ability to beat the odds. Whenever in an adventure session a character fails a check against some other skill, the player may ask the referee for a Luck check. If the Luck roll is successful, the player may reroll the original skill check. It is possible to check Luck repeatedly, hoping to gain a second roll on the original skill. However, as characters press their Luck, it deteriorates. The first time that Luck is checked in a session, the difficulty level is Easy. Each time thereafter, the difficulty increases by one level.

For example, Consuela, a Mexican pilot is trying to pull her damaged plane out of a nosedive. The referee decides it is a Difficult check vs. her Pilot (Fixed Wing) skill, and she fails. She asks to test her Luck for the first time in this adventure session, hoping for a second chance at the Pilot roll, and the referee agrees. But Consuela fails the Easy roll versus her Luck. Desperate, she asks fora second Luck check, now at Average level, and again, the referee agrees. She makes her roll this time, and as a result gets a second try at the Pilot skill, at which she also happens to succeed. If Consuela uses her Luck skill again in this adventure session, the check will be at Difficult level. The first time

she uses it in a later adventure session, however, it will be at Easy level once again, and so on. Mechanic (STR): This reflects a knowledge of how to build and repair machinery in general. Difficulty of the build or repair task will be set by the referee. If improper tools are available, increase any task difficulty levels by one. Medical (EDU): The Medical skill allows for the treatment of wounds and diseases. For wounds, s e e "Wounds & Healing," beginning on p a g e 102, for details. Diseases are left to the referee's discretion. Melee Combat (STR): Melee Combat is a cascade skill that includes both Armed and Unarmed combat. See

tion equipment. Observation (INT): Observation reflects a quality of alertness and/or a training in noticing important information in one's surroundings. The skill is used for such diverse things as detecting ambushes, discovering hidden compartments in luggage, and finding one important file within an entire drawer full of them. Parachute (CON): Parachute is the ability to safely descend from an aircraft u s i n g a p a r a c h u t e or paraglider. To land safely in most terrain is Easy. To land safely in woods, cities, swamps, or water is Average. To land in a particular spot is Difficult with a parachute and Average with a paraglider. Rigging or checking a rig is Easy. Flying a hang glider is Average. Repairing a parachute, paraglider, or hang glider is Easy. Making a parachute, paraglider, or hang glider is Difficult. Persuasion (CHR): Persuasion, a skill at convincing other people to act as you wish them to, includes such things as haggling fora bargain, rousing a crowd to action, and convincing an e n e m y to let you go. The referee will set the difficulty level based upon the specific situation and exactly what sort of a speech you make. Physics (EDU): Physics represents "Combat & Damage" on page 73 for details on the effects of both.. Navigation (INT): This skill indicates an ability to maintain a sense of direction, read and follow maps, and use other basic navigational equipment such as a compass. When possessed by a character who has the Vessel Use (Ship) skill, it allows for use of more specialized nautical navigaa theoretical knowledge of the workings of the universe. Although not a c a s c a d e skill, for roleplaying purposes, players who choose this skill for their characters should designate s o m e area of specialization. Examples include geophysics, astrophysics, or molecular physics. Pickpocket (AGL): This skill involves both misdirecting a person's

attention and then surreptitiously removing an item from their person. Generally, the victim will get an Observation skill check to notice the theft. T h e Observation skill check is treated as an opposed test, comparing the Observation skill level to the Pickpocket skill level. Pilot (INT): Pilot is a c a s c a d e skill including Fixed-Wing, Rotary, and Shuttle operation. Project Emotion (EMP): The Project Emotion skill allows a character to u s e an empathic link to instill emotions in other creatures. In order to use this skill, first an empathic link must be established, using either Animal Empathy for animals, or Human Empathy for h u m a n s . As with Empathic Healing, the success level of the contact established serves as a limiter for the quality of emotion projection. Note that if the target's Willpower rating causes the attempt to fail (lowering the power level to 0), the target will feel the emotion but will recognize it as originating from outside themselves. Basic success with this skill means the target must make an Easy test vs. Intelligence to avoid acting the emotion out (running or cowering if frightened, arguing or fighting if angry, etc.). Each stage of success beyond basic increases the difficulty of the target's Intelligence save by one level. Project Thought (EMP): Like Project Emotion, Project Thought requires a preestablished empathic link in order to be effective, using Animal Empathy for animals and Human Empathy for people. Only simple thoughts may be communicated to animals ("climb the tree" or "attack

the m a n to the left,"for example). With human targets, the amount and quality of information communicated depends upon the power level of the empathic character's attempt. Basic s u c c e s s m e a n s that a single, simple sentence m a y b e c o m m u nicated (as with animals). A Stage Two s u c c e s s allows the e m p a t h to project a ghostly (transparent, twodimensional) vision. Stage Three m a k e s this vision o p a q u e andthreedimensional. Stage Four adds auditory hallucination, and Stage Five appeals to all s e n s e s (except Empathy). A Stage Six s u c c e s s allows the empathic character to control the target like a puppet. As with Project Emotion, if the target's Willpower reduces the power level of a Project Thought attempt to 0, the target will recognize the thoughts as originating from someone else. Psychology (INT): This skill allows a character to judge the m o tives of another character. It can be used, for example, to determine the truth or falsehood of statements the character m a k e s . Other uses are left to the referee. Small Arms (STR): This indicates a familiarity with firearms. Small Arms is a cascade skill, with Pistol and Rifle as its two subdivisions. See "Combat & Damage" on page 73 for their uses. Stalking (INT): Stalking is the urban equivalent of Tracking (below). It involves following a quarry that typically does not want to be followed. But instead of looking for prints and droppings, the stalker is skilled at judging the quarry's path by watching for unconscious signs from bystanders, gauging distances to alleys, peering

into shadows, and the like. Characters adept at Tracking can substitute that skill for Stalking at o n e difficulty level higher than normal. Stealth (AGL): This is the ability to move about without drawing notice. It is an Average difficulty task to move, unnoticed, to within one meter of another character at night The same task becomes Difficult in daylight (assuming there is s o m e reasonable route to approach by). Also, attempts to track or stalk a stealthy character require the trackers to subtract their target's Stealth level from their Tracking or Stalking skill before making their task rolls. Streetwise (INT): Streetwise is a general knowledge of how to survive in the roughest parts of an urban environment. It includes such things as knowing how to project an image that engenders respect a m o n g the locals and recognizing where to go to find what you need. Swimming (CON): Swimming is the ability to stay afloat and move in water. Floating is an Average difficulty task when fully clothed; Easy with little or no clothing. Each kilogram of equipment effectively reduces a character's Swimming skill level by one. If the task is failed, the character sinks and will drown within a number of combat rounds equal to his Constitution score. Shedding clothing and/ or equipment (one round) allows a new attempt at the task. If the task is successful, the character floats and may swim at a speed equal to her (adjusted) Swimming skill, in meters per combat round. Characters have a swimming endura n c e equal to five times their Constitution. Floating without clothes uses 0 endurance points; floating while clothed uses one point per minute (10 combat rounds). Swimming unclothed uses one per minute at half s p e e d and five perminute at full speed. Clothed swimmers use double that endura n c e and m o v e at half that speed. To tow another person while swimming requires an Average skill check

and halves speed. Diving without an aqualung is an Average task for up to five meters in depth, or a Difficult task up to 10 meters. Thrown Weapon (STR): This is a skill at throwing objects to hit other objects. Specifics of this skill's use in combat are explained in "Combat & Damage," which begins on page 73. Tracking (INT): Tracking is a skill used for trailing creatures in a rural environment. It includes knowledge of prints, droppings, and habits of wilderness animals, but can be used to track human quarry as well. Characters

adept at Stalking can substitute it that skill for Tracking at one difficulty level higher than normal. Vehicle Use (INT): Vehicle Use is a cascade skill that includes Motorcycle, Wheeled Vehicle, and Heavy Vehicle. Wheeled Vehicle includes everything from sports cars to semitrucks. Heavy Vehicle involves primarily military vehicles and very large construction equipment. Vessel Use (CON): Vessel Use is a cascade skill that includes Boat, Ship and Hovercraft. Boat involves anything from a rubber raft to a large

motorboat, while Ship indicates water craft from yachts to oil tankers. Willpower (INT): This skill reflects a strength of character that resists domination by outside forces and perseveres in the face of adversity. The skill is typically used in two different ways. First, it is an automatic subtraction from the power level of all Empathic attacks directed at the character. Second, the referee may require a Willpower check to be made if the character witnesses particularly horrifying events. The difficulty level of the test will be decided by the referee, based upon the exact circumstances, and the results of failure could range from characters losing their most recent meal, to running away, to fainting from shock. Exact results are to be decided by the referee. In general, the easier the Willpower test, the less severe the effects of failure. Willpower Drain (EMP): Sometimes, in order to succeed at an empathic attack, a character first has to overcome a victim's Willpower. Willpower Drain allows a character to do so. It requires an Average opposition test of the attacker's skill level minus the target's Empathy, and e a c h stage of success reduces the target's Willpower by one point for the duration of the encounter. Often, several successive attacks are required to "soften up" the target sufficiently for other EMP skills to have a c h a n c e of success. Depending upon the circumstances, the referee may choose to adjust the Willpower Drain's difficulty level upward or downward to account for such things as a wounded defender or attacker, a captive target, etc.

The world of Dark Conspiracy is our own, but projected just a few years into the future. This world has suffered a global economic collapse, sometimes called the Greater Depression, and a disintegration of the traditional nation-states. Nations still exist, but their actions are increasingly irresponsible or irrelevant, and many people argue that they have become obsolete. Large megacorporations rival the nations in power. But the greatest change from today has been the appearance, gradually at first, of the Dark Ones. Now whole areas of countryside and urban centers have been taken over. In previous times, these areas would be called haunted. Now they are called Demonground.

Rather t h a n drawing b a c k , h u m a n k i n d s e e m e d c o m p e l l e d to l e a p into t h e yawning c h a s m . Greed T h e United States of the near future is similar to that of today in outline, but differs dramatically in detail. a n d hostility s e e m e d t h e principal motivations of k e y players in world finance a n d g o v e r n m e n t . W a v e s of nationalist s e c e s s i o n m o v e m e n t s swept E u r o p e , Asia, a n d Africa. T h e Soviet Union proT h r o u g h o u t t h e 1 9 9 0 s , the world stood poised on t h e brink of t h e a b y s s . Global population a p p r o a c h e d critical levels. T h e socialist world w a s imploding economically, which placed major strains on t h e rest of the world's financial institutions. T h e capitalist world w a s at t h e end of several d e c a d e s of r e c k l e s s i n v e s t m e n t s . Internationally, h u n d r e d s of billions of dollars h a d b e e n loaned to governm e n t s which faced insolvency a n d loan default. Domestically, i n v e s t m e n t s by e v e n traditionally c o n s e r v a t i v e institutions, such as b a n k s , insurance c o m p a n i e s , a n d savings a n d loans, h a d b e e n increasingly c o n c e n t r a t e d in high-risk ventures, s u c h as large real e s t a t e d e v e l o p m e n t s c h e m e s , stock speculation, a n d "junk" b o n d s . vided t h e largest a n d m o s t g r o t e s q u e e x a m p l e s of nationalism g o n e wild. Republics s e c e d e d from t h e Union, provinces s e c e d e d from the republics, districts s e c e d e d from t h e provinces, until virtually all that w a s left were warring b a n d s terrorizing t h e "foreigners" in t h e next village. Greed fueled t h e speculative binge a m o n g financial institutions. Senior officials, in their rush to m a k e their fortune quickly a n d get out before the collapse, h a s t e n e d t h e collapse itself. Then c a m e the warswars over oil in t h e Middle East, over land in t h e Indian subcontinent, over nationality in E u r o p e . China slipped into a n a r c h y a n d civil war, while new regional p o w e r s struggled for domination of their neighbors by force of a r m s .

Mining facilities, factories, oil wells a n d refineries all were t a r g e t s in t h e flurry of border w a r s that left t h e belligerents impoverished, but still a r m e d . T h e result w a s a n e c o n o m i c decline greater t h a n any in m o d e r n history. Over a d e c a d e later, t h e Greater Depression still grips the world, a n d s h o w s no signs of i m p r o v e m e n t .

for t h e cities in accelerating n u m b e r s . T h e result is that in e x c e s s of 8 0 % of the population of t h e United S t a t e s n o w lives in a few gigantic, t e e m i n g urban metroplexes.

As t h e city populations h a v e swelled with rural refugees, quality of life in t h o s e cities h a s declined e v e n further. U n e m p l o y m e n t is high a r o u n d t h e

Economic and social ruin outstripped the ability of government to deal with them, and so traditional institutions which promoted order began breaking down. Government still exists, but it is far more remote and less powerful. As income plunged, so too did tax revenues, leading to a moratorium on debt repayment that sent a massive shock through the world financial community. Now few borrowers will buy government bonds (making deficit financing nearly impossible) and meager tax revenues will not support the previous levels of activity. In the political arena, passage of the Voting Rights Act of 1997, which included provisions for voters to give their proxy votes to others in government elections, just as they previously could in corporate elections, h a s concentrated tremendous political power in the hands of large corporations. They, in turn, have done everything possible to limit the size of government. The result is not only a dramatic decline in basic g o v e r n m e n t services, but also a retreat from e v e n trying to control certain geographic areas. Large stretches of country side are now refered to as the "Out- Law," since they are out of the legal jurisdiction of any active governmental authority. Rural areas are the responsibility of county police, but in counties where there are no permanent residents, there are obviously no police. State police patrol the interstate highway system, but little else. The FBI still h a s nominal authority over a wide variety of situations, but financial and manpower resources are so limited that intervention is infrequent and haphazard.

globe, a n d crime h a s s k y r o c k e t e d as a direct result.

With t h e rise of h u g e agricorps a n d t h e collapse of traditional m a r k e t s , p e o p l e fled t h e countryside

Many small b u s i n e s s e s r e s t a u r a n t s , s h o p s , a n d light manufacturing facilitieshave r e m a i n e d o p e n , but it is m o r e of a struggle t h a n ever for t h e m to k e e p t h e wolf from t h e door. Average salaries h a v e steadily declined, while prices h a v e continually increased. Transportation costs, in particular, h a v e risen astronomically, forcing working p e o p l e to m o v e into t h e inner cities, closer to their jobs. This h a s left t h e s u b u r b s for the u n e m p l o y e d a n d rural refugees of t h e F a r m Family Relocation C a m p s . Consequently, t h o s e s u b u r b s h a v e d e g e n e r a t e d into nightmarish g h e t t o s of squalor a n d crime. Municipal police are responsible for order in t h e sprawling m e t r o p l e x e s , but large a r e a s of urban slum are entered by t h e police only when in hot pursuit, a n d t h e n with great caution. T h e s e a r e a s are s u r r o u n d e d by signs reading "You Are Now Leaving A Controlled Zone." With large a r e a s no longer u n d e r police control, violent subcultures h a v e inevitably grown u p . Many g a n g s are b a s e d in the a b a n d o n e d p a r t s of town a n d

strike out on raids into t h e controlled zones. Police attempting to follow t h e m are increasingly subjected to a m b u s h e s , a n d infrequent a t t e m p t s to clean out t h e s e a r e a s r e s e m b l e a military c a m paign, with t h e police s u p p o r t e d by a r m o r e d vehicles a n d clearing t h e area building by building. Yet, in t h e very center of t h e cities, new s k y s c r a p ers attest to t h e wealth of the international b u s i n e s s c o n g l o m e r a t e s . Whole downtown a r e a s a r e purc h a s e d by t h e s e c o r p o r a t e entities, then fenced off a n d reworked to h o u s e their e m p l o y e e s in comfort while t h e rest of t h e world sits outside and w a t c h e s with h u n g r y e y e s . Here, safe within well-patrolled walls a n d fences, a few glittering towers stand s u r r o u n d e d by lush green lawns a n d sparkling fountains. Many municipalities h a v e c e d e d police authority to m e g a c o r p o r a t i o n s for their own properties, relieving g o v e r n m e n t of a financial burden while giving c o r p o r a t e executives virtual life-andd e a t h power in their own d o m a i n s . Working from t h e very center of a city outward,

we find a region of high-tech, c o r p o r a t e affluence. T h e s e islands of affluence a r e s u r r o u n d e d by a mixture of d e p r e s s e d , but still surviving, middleclass housing a n d true s l u m s . Picture t h e bulk of 2 0 t h - c e n t u r y Hong Kong, with streets p a c k e d with p e d e s t r i a n s a n d bicyclists, dotted with a sprinkling of c h e a p a u t o s , t h r o u g h which an occasional ele g a n t stretch limousine p a s s e s on its way to t h e m e g a c o r p o r a t e heart. Outside the city proper stretch miles u p o n miles of d e c a y i n g s u b u r b s , filled with d e s p e r a t e souls a n d r o c k e d regularly by violence.

tions in corporate m a n a g e m e n t . Mikes are what is left of t h e middle class, a n d actually consist of two radically different g r o u p s : w a g e slaves (a t e r m considered extremely offensive) a n d outsiders (or true m i k e s ) . Wage slaves form the bulk of the salaried work force for the large corporations which control over 9 0 % of the productive capacity and distribution channels of the industrialized worlds. They are middle- and towerechelon managers, accountants, clerks, technicians, janitors, and security thugs. They are responsible for keeping the corporate machine running, both figuratively and, in the case of the automated factories, literally.

Much m o r e rigid deliniation exists between social c l a s s e s t h a n h a s b e e n true in the past. Broadly s p e a k i n g , t h e r e are t h r e e c l a s s e s of society in industrialized nations: g n o m e s , m i k e s , a n d proles. Gnome is a double play on words, hearkening both to the old term "Gnomes of Zurich," meaning the Swiss financial community, as well as to the contemporary term nomenklatura, or privileged class. Gnomes (or nomens) are the absolute financial elite of the world. Most g n o m e s are born to their station, with family m o n e y guaranteeing a superb private education a n d family influence securing choice entry-level posi-

O n e a r e a of e c o n o m i c e n d e a v o r at which c o r p o rate y e s - m e n h a v e never proven a d e p t at, however, is t h e creative p r o c e s s itself. T h e outsiders a r e responsible for a l m o s t all creative effort in society. Not only are t h e y artists, writers, a n d performers, t h e y a r e design engineers, software designers, ad jingle writers, toy inventors, a n d h u n d r e d s of other o c c u p a t i o n s n e c e s s a r y to creating a n d selling produ c t s . Most work on a royalty or piecework fee basis, selling their work to the highest bidder. T h e last g r o u p is t h e proles. Prole is t h e general t e r m u s e d t o describe t h e vast u n d e r c l a s s t h a t clings

to survival on t h e fringes of society. T h e y a r e largely without regular i n c o m e , a n d often without a regular residence. Many e k e out a m e a g e r existence as ballotmen, selling their vote proxies to t h e m e g a c o r porations in return for a s u b s i s t e n c e stipend u s e d to buy food a n d clothing from c o m p a n y stores. O t h e r s live by c r i m e a n d violence.

decay, and even nuclear radiation contamination are accepted as unavoidable.The corporations are unconcerned about what happens to the masses, as long as their own playgrounds remain clean, while federal governments have little or no ability to enforce the antipollution laws they once m a d e . A few aspects of environmental ruin apply globally. Background radiation h a s increased, both as a result of a thinning o z o n e layer a n d radioactive fallout from t h e few n u k e s a n d m a n y R - b o m b s that m a n y Third World countries have used. (R-bombs are a poor m a n ' s

T h e nearly d e s e r t e d countryside between t h e m e t r o p l e x e s , o n c e t h e m o s t p l e a s a n t land o n t h e face of t h e Earth, h a s b e c o m e a howling wilderness, nightmarish in its hostility.

nuclear weapon, ideally suited to nations without the technical capability to build nuclear devices. They consist of a high-explosive c h a r g e surrounded by nuclear waste. Upon detonation, they contaminate a sizable area with lethal radiation for 1000 or more years.) Heavy levels of air pollution h a v e brought about an increase in acid rain; polluted water is t a k e n for granted in m o s t p o p u l a t e d a r e a s . Even in t h e m o s t

The global tensions and economic collapse imposed a war mentality on America, and during any war, environmental c o n c e r n s t a k e a b a c k s e a t . Oil spills, toxic w a s t e contamination, acid rain, o z o n e layer

developed countries, n o o n e drinks water a n y m o r e until it h a s b e e n treated. Weather p a t t e r n s h a v e b e e n severely disturbed by a t m o s p h e r i c pollution. E x t r e m e fluctuations in

t e m p e r a t u r e a n d precipitation a r e m u c h m o r e pron o u n c e d t h a n ever before. Rains are heavier, droughts are m o r e severe, freezes often r e a c h well into the tropics, a n d tropical h e a t occasionally finds its way nearly to t h e arctic. The countryside h a s been almost completely a b a n d o n e d . Only monster agricorps, a scattering of die-hard farm families, and bands of outlaw drifters remain. Many of the fields have b e c o m e tangled wildemesses of brush, dotted here and there with copses of the fastest growing trees (given anotherfew decades, they will havereverted to forest). Roads still run through rural regions, of course, but only a few interstate h i g h w a y s are maintained. About one town or village in five remains in existence; the rest are ghost towns. Technologically, these areas have taken a step back roughly 50 to 100 years. With the abandonment of the countryside, natural wildlife has multiplied, but it is an imbalanced growth, a rbtous explosion of life, without m a n y of the biological checks and balances characteristic of earlier times. Insect populations have increased astronomically, sometimes covering the sky in dense clouds. In s o m e areas, there h a s been a resultant explosive increase in the number of insect predators such as birds and bats, followed by increased numbers of larger predators, and so on. But disease organisms have been on the rise too, and unpredictable p l a g u e s s w e e p through t h e s e burgeoning populations, dotting the countryside with thousands of dead, bloated creatures. Consequently, the life forms that have been most successful are carrion eaters such as crows, vultures, and the like. m e n t s , local g o v e r n m e n t s h a v e b e e n forced t o t a k e u p t h e slack, a n d they h a v e c o m e t o resent any federal or state intrusions into their authority. Very few p e o p l e h a v e t h e m e a n s to travel any distance, so s t r a n g e r s are, by definition, wealthier t h a n normal, a n d locals resent being r e m i n d e d of their o w n O n e o f t h e m o s t important social c h a n g e s h a s b e e n t h e increase in parochialismthe t e n d e n c y for c o m m u n i t i e s to view t h e m s e l v e s as self-sufficient a n d to distrust, e v e n h a t e , all outsiders. This h a s b e c o m e particularly p r o n o u n c e d in t h e few surviving small cities a n d rural comunities. Travellers are faced constantly with distrust, envy, a n d antagonism. With the decline of federal and state governpoverty. T h e fact that m u c h less effort t h a n ever before is devoted to e d u c a t i n g t h e general p o p u l a c e i n c r e a s e s that p o p u l a c e ' s isolation from outside ideas, cultures, a n d viewpoints, resulting in wides p r e a d bigotry. Finally, t h e very fact that t h e world h a s b e c o m e s u c h a miserable p l a c e for m o s t p e o p l e d o e s nothing to e n h a n c e their friendliness toward strangers. T h e rural Out-Law is m u c h worse. G a n g s w a n d e r

t h e d e s e r t e d b a c k r o a d s on m o t o r c y c l e s or heavily modified c a r s , m a n y of t h e m with w e a p o n s m o u n t s . T h e y live by r o b b e r y a n d extortion.

greater turmoil a n d misery. Its influence on t h e actions of h u m a n k i n d is detectable, but subtle. Increasingly, however, there a r e m u c h less subtle manifestations of its p r e s e n c e .

Worse t h a n all t h e natural disasters which h a v e befallen t h e world is a clearly unnatural o n e . A dark force h a s returned to Earth, a n d now is c a u s i n g e v e n For eons, humanity h a s whispered stories about evil beings of supernatural origin: trolls, demons, vampires, zombies, elves, morlocks, and m a n y more. Now creatures similar to these legends have begun to appear. The harried authorities dismiss r e p o r t s a b o u t t h e m a s h o a x e s , or t h e p r o d u c t of d e r a n g e d m i n d s . S o m e of t h e authorities deliberately cover t h e reports u p , for sinister r e a s o n s of their own. Most of what you k n o w a b o u t t h e Dark Minions is rumor. You s u s p e c t that they a r e t h e s e r v a n t s of the evil force feeding off of t h e world's agony, rather t h a n t h e actual s o u r c e of t h e evil. You k n o w they h a v e s o m e similarities to t h e c r e a t u r e s of legend, which m a y give hints to their w e a k n e s s e s . But you also know that t h e l e g e n d s were only t h e a t t e m p t of a primitive p e r s o n to describe a very sophisticated being which he or s h e only vaguely understood.

Bizarre a r e a s are beginning to a p p e a r in u n c o n trolled territory, b o t h in t h e cities a n d t h e countryside. Locals call t h e m a variety of n a m e s , but the m o s t c o m m o n is Demonground. Since m a r a u d i n g b a n d s no longer strike out from t h e s e a r e a s , t h e police leave t h e m alone, a n d attribute t h e strange stories a b o u t t h e m to ignorant superstition. Most h u m a n s w h o venture into s u c h a r e a s never return. In t h e countryside, D e m o n g r o u n d usually h a s bizarre vegetation: bleak, twisted t r e e s a n d tangled thorn b u s h e s are t h e m o s t c o m m o n , with considerable stretches of b a r e , m u d d y ground or e x p o s e d bedrock. In cities, decayed buildings are often altered to include mazes of weird organic-looking tunnels. These are found either inside buildings or linking separate buildings, and they wander in seemingly random directions. Often they slope up or down and connect to the sewers or even lower levels of excavations. Dark Minions often inhabit t h e s e a r e a s ' h e a r t s .

In Dark Conspiracy, t h e m o s t e x p e r t a d v e n t u r e r s rely heavily u p o n careful investigation a n d thoro u g h p l a n n i n g before m a k i n g their m o v e . E v e n t h e experts m a k e m i s t a k e s s o m e t i m e s , however. T h a t ' s when g o o d c o m b a t skills b e c o m e extremely important.

side. Obviously it is fairly e a s y for p e o p l e to m o v e about a s q u a r e this large without interfering with M o v e m e n t a n d relative positions of figures during c o m b a t c a n be handled in m a n y different w a y s , d e p e n d i n g u p o n t h e exact situation being represented. In s o m e c a s e s t h o s e involving only a very few figures, for e x a m p l e c h a r a c t e r s ' c h a n g i n g positions c a n be k e p t track of in the players' h e a d s , as t h e referee d e s c r i b e s t h e m . In slightly m o r e c o m p l i c a t e d situations, a rough s k e t c h on p a p e r c a n often s e r v e well e n o u g h . Even m o r e c o m p l e x c o m b a t s c a n b e r e p r e s e n t e d with c o u n t e r s o r miniatures on a m o r e detailed m a p . Any convenient scale c a n b e u s e d ; m o v e m e n t r a t e s a n d w e a p o n r a n g e s in this b o o k are listed in m e t e r s . Humans: In general, h u m a n s m o v e at o n e of four different r a t e s : crawl (2 m e t e r s ) , walk (8 m e t e r s ) , trot ( 1 5 m e t e r s ) , or run ( 3 0 m e t e r s ) . Burdened c h a r a c t e r s travel half this fast. Note that crawling c h a r a c t e r s are c o n s i d e r e d p r o n e . o n e another. In t h e first d i a g r a m below, this large grid s y s t e m h a s b e e n superimposed u p o n an American-style 100-yard football field, in order to give a g o o d s e n s e of t h e actual a r e a covered within e a c h of t h e s e s q u a r e s . In t h e diagram, t h e offensive t e a m is shown lined up for a play with t h e ball on its own 4 0 - y a r d line. T h e indoor grid is u s e d for smaller a r e a s , a n d generally includes m o r e detail of t h e c o n t e n t s of s u c h a r e a s . Therefore, a t w o - m e t e r grid is u s e d for t h e s e . In t h e s e c o n d d i a g r a m below, t h e s a m e offensive line shown on t h e eight-meter grid a b o v e is shown again on a t w o - m e t e r grid. Note that t h r e e large eight-meter s q u a r e s are r e p r o d u c e d and b r o k e n into their c o m p o n e n t t w o - m e t e r s q u a r e s . Atthis scale, e a c h p e r s o n o c c u p i e s a single s q u a r e . Theoretically, it is possible for m o r e t h a n o n e to o c c u p y a t w o - m e t e r area, but it would difficult for both of t h e m to c o n d u c t any sort of activity without interfering with e a c h other. All m a p s included in Dark Conspiracy p r o d u c t s a r e e x e c u t e d with a s q u a r e grid to h e l p m e a s u r e m o v e m e n t a n d firing r a n g e s . Two different s c a l e s of grids are u s e d , o n e for large-scale, outdoor c o m b a t s a n d a n o t h e r for smaller-scale c o m b a t s s u c h as inside buildings or in alleys. T h e outdoor grid u s e s s q u a r e s representing eight m e t e r s on a T h e s e grid sizes h a v e b e e n c h o s e n t o m a k e t h e m a s e a s y a s possible t o u s e with t h e m o v e m e n t r a t e s a n d r a n g e s in Dark Conspiracy. For e x a m p l e , when using t h e t w o - m e t e r grid, a c h a r a c t e r c a n crawl o n e grid s q u a r e , walk four, trot eight, and run 15 in e a c h action. W h e n using t h e larger grid, t h e s a m e character could walk o n e , trot two a n d run four s q u a r e s

per action. It would t a k e four actions worth of crawling t o m o v e o n e s q u a r e . It is completely possible to m o v e a n d fire diagonally t h r o u g h a s q u a r e as well as orthogonally (straight up a n d d o w n or from side to side), but the diagonal distance is greater. This c a n be repres e n t e d fairly accurately by counting a s q u a r e as being half again as long diagonally as it is o r t h o g o nally. In other words, a t w o - m e t e r s q u a r e c o u n t s as t h r e e m e t e r s diagonally, a n d a n eight-meter o n e c o u n t s a s 12.

target. It is d o n e immediately before firing. Aiming at a target or a r e a also e n a b l e s c h a r a c t e r s to fire at any target which m o v e s t h r o u g h their line of sight in a later p h a s e . In effect, t h e firing c h a r a c t e r is waiting for the target to a p p e a r before t a k i n g a shot. Reload: It generally t a k e s o n e c o m b a t p h a s e to reload a w e a p o n , although s o m e w e a p o n s t a k e longer ( a n d t h u s require several reload actions to finish). Melee: This constitutes either an a r m e d a t t a c k with a m e l e e w e a p o n (which m a y be c o m b i n e d with a walk or a trot) or an u n a r m e d or h a n d - t o - h a n d attack. There a r e four t y p e s of u n a r m e d a t t a c k s :

E a c h c o m b a t turn i s 3 0 s e c o n d s long a n d i s divided into six five-second c o m b a t p h a s e s . A c h a r a c t e r m a y p e r f o r m o n e action per c o m b a t p h a s e , a n d e a c h action i s considered t o t a k e the entire p h a s e to c o m p l e t e . An action is a precisely defined activity as listed below. A combat turn doesn't always have to be broken down into discrete p h a s e s , however. S o m e e n c o u n ters, s u c h as long c a r c h a s e s with sporadic gunfire for instance, m a y be better h a n d l e d by treating t h e c o m b a t turn as a whole. In s u c h a c a s e , t h e players tell t h e referee what their c h a r a c t e r s intend to do during t h e turn. T h e referee t h e n d e t e r m i n e s t h e activies of t h e NPCs, resolves fire, and tells t h e p l a y e r s w h a t their c h a r a c t e r s s e e a n d h e a r a s a result. In m a n y c a s e s , however, it is important to p r e s e r v e a m o r e rigorous division of t i m e a n d action.

strike, grapple, e s c a p e (any o f which m a y b e c o m bined with a walk or a trot), a n d diving blow (which m a y be c o m b i n e d with a walk, trot or a run). Ready/Change Equipment: This c a n consist of putting down your rifle a n d t a k i n g out a knife, drawing a pistol, linking two a m m o belts together, readying a radio to transmit, etc. Crawl: T h e c h a r a c t e r m o v e s t w o m e t e r s (one small grid s q u a r e ) in a p r o n e position. Walk: T h e c h a r a c t e r m o v e s eight m e t e r s (one large grid s q u a r e ) . Trot: T h e c h a r a c t e r m o v e s 15 m e t e r s (two large grid s q u a r e s ) . Run: T h e c h a r a c t e r m o v e s 30 m e t e r s (four large grid s q u a r e s ) . Go Prone/Stand Up: A crawling c h a r a c t e r is p r o n e . A p r o n e c h a r a c t e r m a y s t a n d u p a t a n y time, either as an action by itself or as part of a walk, trot, o r run action. S t a n d i n g u p c u t s t h e d i s t a n c e m o v e d in an action in half.

A c h a r a c t e r m a y only perform o n e action p e r c o m b a t p h a s e . Players d e c i d e e a c h of their c h a r a c ters' a c t i o n s only w h e n it is actually t i m e for t h e c h a r a c t e r t o act. T h e possible c o m b a t actions are explained below: Fire: T h e c h a r a c t e r fires a w e a p o n at any target t h a t is within line of sight or t h a t h a s b e e n within line of sight at s o m e point during the current p h a s e . With s o m e w e a p o n s this action m a y be c o m b i n e d with a walk or trot. Aim: Aiming i m p r o v e s t h e c h a n c e s of hitting a

Mount/Dismount: Get in or o u t of a vehicle (on or off a m o u n t s u c h as a h o r s e ) . Talk: During c o m b a t , p l a y e r s will often want to d i s c u s s their p l a n s . But for realism's s a k e , t h e referee i s e n c o u r a g e d t o k e e p t h e s e discussions t o a r e a s o n a b l e length a n d complexity. Since e a c h action is only five s e c o n d s long, p l a y e r s should not s a y m o r e t h a n o n e s e n t e n c e or so during a c o m b a t p h a s e . N o t e t h a t while talking c a n b e c o m b i n e d with m o s t other actions, it c a n n o t be c o m b i n e d with firing.

T h e n u m b e r o f actions that c h a r a c t e r s m a y conduct in a c o m b a t turn, a n d t h e order of their actions, is d e t e r m i n e d by Initiative v a l u e s ( a s explained u n d e r " S e q u e n c e , " below). T h e s e n u m b e r s r a n g e from 1 to 6 initially, b u t t h e y c a n be r e d u c e d d u e to p a n i c or w o u n d s . C h a r a c t e r s w h o are slightly w o u n d e d h a v e their Initiative r e d u c e d by 1, by 3 if seriously w o u n d e d . C h a r a c t e r s w h o h a v e h a d their Initiative level red u c e d to 0 m a y not act at all. (They are not necessarily u n c o n s c i o u s , m e r e l y t o o w o u n d e d , s t u n n e d , a n d frightened to act effectively.)

T h e six p h a s e s of a turn are n u m b e r e d in reverse order, with p h a s e 6 c o m i n g first, p h a s e 5 second, a n d so o n . In e a c h p h a s e all c h a r a c t e r s with an Initiative equal to or greater t h a n t h e p h a s e n u m b e r m a y c o n d u c t an action. In p h a s e 4, for e x a m p l e , all c h a r a c t e r s with Initiatives of 4, 5, a n d 6 c o n d u c t actions. Actions in e a c h p h a s e a r e c o n d u c t e d in a specific order. C h a r a c t e r s with the s a m e Initiative as t h e p h a s e n u m b e r go first, followed by t h e next higher Initiative, followed by t h e next, a n d so forth. T h e referee will m o d e r a t e this flow of actions by calling out Initiative n u m b e r s in t h e order in which t h e y act. W h e n a c h a r a c t e r ' s Initiative n u m b e r is called, the responsible player tells t h e referee t h e action the c h a r a c t e r is conducting, as in "firing at t h e c r e a t u r e s in t h e doorway." W h e n an NPC's turn c o m e s to act, t h e referee will a n n o u n c e t h a t N P C ' s action provided it is detectable to the characters. T h e effect of this s e q u e n c e is both to limit t h e n u m b e r of actions a c h a r a c t e r c a n perform to his or her Initiative rating a n d also to regulate the s e q u e n c e of actions in a turn. A typical turn p r o c e e d s as follows: Phase 6: 6 acts. Phase 5: 5 acts, 6 acts. Phase 4: 4 acts, 5 acts, 6 acts. Phase 3: 3 acts, 4 acts, 5 acts, 6 acts. Phase 2: 2 acts, 3 acts, 4 acts, 5 acts, 6 acts. Phase 1: 1 acts, 2 acts, 3 acts, 4 acts, 5 acts, 6 acts. Note that this not only m e a n s that high-Initiative c h a r a c t e r s m a y a t t a c k m o r e frequently in a turn t h a n m a y lower-Initiative c h a r a c t e r s , it also m e a n s that if t h e y c h o o s e to m o v e , t h e y c a n usually m o v e farther. This d o e s not m e a n that high-Initiative c h a r a c t e r s could run faster in n o r m a l competition, only that t h e y c a n in a c o m b a t situation b e c a u s e t h e y hesitate less. Even lower-Initiative characters h a v e t h e option of c h o o s i n g m o v e m e n t as a repetitive action, however, a n d t h e r e b y m a y m o v e as far in o n e turn as a high-Initiative character.

Agility and Weapon Bulks: If two c h a r a c t e r s h a v e t h e s a m e Initiative a n d a r e c o n d u c t i n g actions a t the s a m e t i m e that m a y interfere with e a c h other (such as firing at e a c h other), t h e c h a r a c t e r with the highest Agility g o e s first. However, for p u r p o s e s of this determination, subtract t h e bulk rating of e a c h c h a r a c t e r ' s w e a p o n from t h a t c h a r a c t e r ' s Agility. Repetition: A c h a r a c t e r w h o d e c i d e s to do exactly the s a m e thing for an entire turn m a y c o n d u c t that action in every p h a s e of t h e turn. All repetitive actions a r e c o n d u c t e d at t h e beginning of t h e p h a s e , regardless of t h e Initiative level of the c h a r a c t e r s c o n d u c t i n g t h e m . However, c h a r a c t e r s w h o interrupt their repetitive actions in t h e middle of a turn m a y not t a k e a n y other action until their next regular opportunity to do so in t h e action s e q u e n c e , a n d that next action m a y only b e t o g o p r o n e o r t o duck behind cover. Opportunity Fire: Characters who are aiming in a specified direction or at a specific area m a y fire immediately upon an e n e m y who passes through their line of sight. This fire is resolved as if it happened simultaneously with the target's movement. If the target was visible at the beginning of the aiming character's action, the first shot fired counts as an aimed shot; otherwise all individual shots are considered quick shots (see p a g e 84). (In the case of automatic fire, no shots count as aimed fire. S e e the automatic fire rule on p a g e 83.) C h a r a c t e r s m a y fire opportunity fire in a p h a s e in which t h e y would not normally b e able t o t a k e a n action. O n c e t h e y fire opportunity fire in s u c h a p h a s e , however, t h e y m a y not d o s o again until t h e y c o n d u c t an additional aim action. A c h a r a c t e r w h o c o n d u c t s opportunity fire is considered to h a v e t a k e n an action for that p h a s e a n d m a y not t a k e another, e v e n if it is his or her n o r m a l turn to do so. In t h e next p h a s e t h e c h a r a c t e r is still considered to be aiming at t h e s a m e point until s h e o r h e t a k e s s o m e other action. A player m a y only c o n d u c t opportunity fire o n c e during a p h a s e . A m b u s h : A n a m b u s h consists o f o n e o r m o r e c h a r a c t e r s firing at an e n e m y force from previously u n d e t e c t e d positions. S i n c e t h e a m b u s h e r s will be Whenever characters are knocked down by wound d a m a g e (see "Wounds & Healing," p a g e 102) or surprised (attacked from an unexpected direction, a m bushed, etc.), there is a chance that they will panic. This is not blind panic which sends t h e m screaming away, but which rather causes t h e m to freeze momentarily. To d e t e r m i n e if a c h a r a c t e r p a n i c s , roll 1D6. If t h e result is greater t h a n that c h a r a c t e r ' s Initiative rating, t h e c h a r a c t e r p a n i c s . A p a n i c k e d c h a r a c t e r m a y not c o n d u c t a n y action for a n u m b e r of p h a s e s equal to t h e a m o u n t by which t h e die roll e x c e e d e d t h e c h a r a c t e r ' s Initiative. However, a c h a r a c t e r w h o is forced to freeze for m o r e t h a n o n e c o m b a t p h a s e m a y choose to go prone in the second phase, in which c a s e he or s h e r e m a i n s t h e r e until able to act again. Charge: C h a r a c t e r s on foot w h o are c h a r g e d by a vehicle (not a bicycle) or running h o r s e within 100 m e t e r s (that is, they a r e a b o u t to be run over by s o m e t h i n g large a n d fast) m u s t e a c h c h e c k for panic. A n y c h a r a c t e r w h o p a n i c s d o e s not hesitate; instead, he or s h e r u n s . Subtract 1 from t h e p a n i c roll of a n y c h a r a c t e r holding a w e a p o n with a g o o d c h a n c e of stopping the attacker, if that c h a r a c t e r is p r e p a r e d to fire it. u n d e t e c t e d , it is p r o b a b l e that t h e m o v i n g force is not c o n d u c t i n g c o m b a t m o v e m e n t , but simply m o v i n g . For p u r p o s e s of this first c o m b a t turn, then, all c h a r a c t e r s in t h e m o v i n g force with an Initiative other t h a n 6 are considered to be c o n d u c t i n g repetitive m o v e m e n t , a n d t h u s m o v e every p h a s e . (Chara c t e r s with an Initiative of 6 m a y t a k e actions normally.) T h e a m b u s h e r s m a y o p e n fire w h e n o n e or m o r e of t h e m r e a c h a p h a s e in which they normally c a n act, or, if they a r e aiming, when t h e target e n t e r s their line of fire.

"'Steady.'"
Zena Marley, quoting Walter Cronkite (late 20th-century journalist)

Characters must be within two meters of each other to make unarmed combat attacks. There are five types of unarmed attacks: strikes, grapples, escapes, strangling, and diving blows. Strikes and diving blows attempt to do damage to the target, while grapples and escapes attempt to seize and hold the target or to escape from a hold. Strangling is similar to grappling, except that once a secure hold is achieved, damage begins to be inflicted on the target. As with other actions, a character may make only one unarmed combat attack per combat phase. Strike Attacks: A strike attack is an Average difficulty task versus Melee Combat (Unarmed) skill. Success means that the attack hits. An outstanding success does double damage. Blocks: If a character successfully hits an opponent, the opponent may be able to block the blow. Characters may attempt to block an attack at any time when a blow is directed at them, but the block counts as one of the blocker's actions for that combat turn. For example, Gigi, a character with an Initiative of 3, is struck in phase 5 and elects to block. She must choose to lose an action in phase 3, 2, or 1, the phases in which

she would normally act. She could elect to act in phase 3, lose her action in phase 2, and act again in 1, for example. Or she might decide to lose phase 3, then act in 2 and 1, or act in 3 and 2 but not in 1. The decision need not be made immediately; it can be made as each phase comes up. Blocking is a Difficult task versus Melee Combat (Unarmed) skill. Success means that the attack has no effect. An outstanding success means that the blocking character does not lose an action. Surprise attacks cannot be blocked (that's why they're called a surprise). Aimed Attacks: Characters may decide to concentrate their attacks against one particular body part. This is a Difficult level task versus Melee Combat (Unarmed) skill. If such an attack succeeds, the die roll for hit location (see below) is not made; instead, the attacker chooses the hit location. (An outstanding success still doubles the damage done.) Hit Location: Hit location (if the attack succeeds and is not blocked) is rolled on the appropriate column of the Human/Animal Hit Location Chart (biped or quadruped). The die roll for hit location is not made for a surprise attack (an unexpected strike from behind) nor for an aimed attack. In both of these cases, the attacker is

allowed to choose the hit location. Damage: Damage inflicted from a strike is equal to either the attacker's unarmed combat damage rating or the damage value of the weapon used. Armor: Armor absorbs points of damage equal to its armor value from each strike attack and suffers no damage itself. For every two hits absorbed, one hit (round off to the nearest whole number) is inflicted on the body part the attacker used to make the strike (right arm, left arm, right leg, left leg, orin some rare caseshead). Thus, if Sarah Mitchell landed a right hook into Big Daddy G's abdomen and caused 6 points of d a m a g e , but Daddy was wearing a flak jacket, Daddy would only suffer 5 hits, while Sarah's right a r m would suffer 1 hit. Grappling: Grappling is an Average difficulty task versus Agility. It is somewhat simpler to resolve than a strike because blocking is not possible, there is no hit location to be rolled, and armor has no effect. While grappling "damage" is calculated in the same way as for a strike, the results of the attack are termed controlling hits. They are not actual damage, but rather a measure of the extent to which one character has physically controlled another (with a hammer lock, a bear hug, etc.). Once a character has inflicted controlling hits on another character equal to or in excess of the target character's Strength, that character is totally controlled and ceases struggling. The controlled character may not move, nor may the controlling character move without releasing control (all controlling hits disappear). Until that time, however, the target character may attempt to escape or may grapple with the original attacking character. If both characters grapple, the first one to achieve hits equal to the opponent's Strength controls the other. Escape: An escape attempt is resolved in exactly the same way as a grapple, but if the attempt is successful, hits are removed from the accumulated total which the other character has already built up. Strangling: Strangling is handled like grappling, with three main differences: (1) It may be blocked; (2) armor does have effect; and (3) a character who becomes "totally controlled" becomes unconscious and begins to suffer head wounds equal to the attacker's unarmed combat value every p h a s e thereafter, for as long as the hold is maintained. If the hold is released before death ensues, the victim rolls to regain consciousness per the serious wound rules. Note: Garottes double the attacker's unarmed combat damage rating for strangling attacks. Diving Blows: Diving blows are attempts to throw oneself at an enemy and knock him or her down. Blocking is not possible and armor has no effect. Avoidance: If a character is surprised (an unexpected attack from behind) the attack always hits. If not surprised, the character may attempt to avoid the attack: an Average test versus Agility. If this succeeds, the attacker is knocked down, but an outstanding success means the avoidance does not use up the target's action for the phase. A catatrophic failure means the avoider takes double damage from the attack. (See Effects, below.) If the attack is not avoided, it automatically hits. Effects: If a diving blow hits, either the attacker or defender is knocked down and suffers wounds. If lD6+(2xConstitution) of the attacker is greater than the Strength of the defender, the defender is knocked down and suffers hits equal to the difference. Otherwise, the attacker is knocked down and suffers hits equal to the difference. Defenders who are surprised use only thier Constitution for the comparison.

u n e x p e c t e d a t t a c k from behind), no roll is m a d e ; the a t t a c k automatically hits. A r m e d m e l e e c o m b a t is c o n d u c t e d with h a n d held striking w e a p o n s . Range: T h e r e are t w o general categories of m e lee w e a p o n s : short a n d long r a n g e . C h a r a c t e r s m u s t be within two m e t e r s of e a c h other (the s a m e as for u n a r m e d c o m b a t a t t a c k s ) for s h o r t - r a n g e a t t a c k s , or within t h r e e m e t e r s for long-range a t t a c k s . If a c h a r a c t e r with a s h o r t - r a n g e w e a p o n (including u n a r m e d c o m b a t ) e n c o u n t e r s a c h a r a c t e r with a l o n g - r a n g e w e a p o n , t h e short-range w e a p o n m a y not a t t a c k in t h e first p h a s e of c o n t a c t (although a s h o r t - r a n g e m e l e e w e a p o n m a y b e u s e d t o block i n this c a s e ) . T h e r a n g e s o f m e l e e w e a p o n s a r e given o n t h e Melee W e a p o n s Chart o n p a g e 3 2 3 . Hit Procedure: An a r m e d m e l e e attack is an A v e r a g e difficulty t a s k v e r s u s Melee C o m b a t ( A r m e d ) . In t h e c a s e of a surprise a t t a c k (an Modifiers: S o m e m e l e e w e a p o n s a d d a modifier to t h e c h a r a c t e r ' s Melee C o m b a t skill, as shown on t h e Melee W e a p o n Chart. This modifier is a d d e d to or subtracted from t h e c h a r a c t e r ' s skill; however, it m a y n e v e r r e d u c e t h e c h a r a c t e r ' s skill below level 1. Blocks: If the target of a m e l e e attack is also a r m e d with a m e l e e w e a p o n a n d wishes to a t t e m p t to block t h e strike, t h e c h a r a c t e r m a y do so. However, t h e block c o u n t s as o n e of t h e c h a r a c t e r ' s actions for t h e c o m b a t turn. For e x a m p l e , J e r o m e , with an Initiative of 2, a n d Miguel, with an Initiative of 3, a r e battling e a c h other with m a c h e t e s . In p h a s e 3, Miguel m a k e s a s u c c e s s ful a t t a c k on J e r o m e , who d e c i d e s to try a n d block it. ( J e r o m e k n o w s t h a t he is going to run out of actions before Miguel d o e s , but he is hoping that Miguel will m i s s in a later attack or that s o m e o n e will c o m e to his rescue.) T h e block is successful, so it

stops Miguel's attack, but J e r o m e h a s spent an a c t i o n for t h e t e r m . W h e n p h a s e 2 c o m e s , h e will have to decide whether to t a k e another action then and lose his c h a n c e to act in p h a s e 1, or skip his action in p h a s e 2 and retain the opportunity in p h a s e 1. A block is a Difficult level t a s k v e r s u s Melee Combat (Armed). S u c c e s s m e a n s the attack is blocked, but a n o u t s t a n d i n g s u c c e s s m e a n s the blocking c h a r a c t e r d o e s not lose an action for the turn. Hit Location: Hit location is rolled on t h e a p p r o priate hit location chart. T h e die roll for hit location is not m a d e for a surprise attack, however. Instead, t h e a t t a c k e r p i c k s t h e location. Aimed Attacks: A n attacker m a y a t t e m p t t o specify t h e hit location before m a k i n g a m e l e e attack, but this m a k e s t h e t a s k Difficult level. If t h e attack s u c c e e d s , t h e attacker c h o o s e s t h e location hit.

Other Considerations: T h e referee m a y c h o o s e to m a n d a t e hit locations if t h e situation s e e m s to warrant it. For e x a m p l e , if an injured c h a r a c t e r crawls up to an e n e m y a n d a t t a c k s with a knife, the attack is unlikely to hit t h e target a n y w h e r e but in t h e legs. Similarly, a c h a r a c t e r standing on t h e roof of a truck a n d swinging a short chain is not going to hit t h e leg o f a n o p p o n e n t o n t h e ground. D a m a g e : D a m a g e inflicted from a m e l e e attack d e p e n d s u p o n the t y p e of w e a p o n being u s e d . T h e Melee W e a p o n s C h a r t gives t h e n u m b e r o f d a m a g e dice rolled for e a c h t y p e of w e a p o n . S o m e m e l e e w e a p o n s h a v e a notation indicating that t h e Strength rating, or half t h e Strength rating, of t h e attacker is a d d e d to t h e total from d a m a g e dice rolled. This reflects a d d e d d a m a g e c a u s e d by h e a v y blows from stronger c h a r a c t e r s . Armor: A r m o r a b s o r b s hits equal to twice its a r m o r level from e a c h a r m e d m e l e e c o m b a t attack a n d suffers no d a m a g e itself.

particular w e a p o n t y p e m a y not fire it. Rate of Fire: E a c h shot in t h e g a m e r e p r e s e n t s a Obviously, f i r e c o m b a t c a n b e c o n d u c t e d a t considerably greater d i s t a n c e s t h a n a n y sort of m e l e e c o m b a t . Fire c o m b a t w e a p o n s (and h a n d g r e n a d e s ) are listed o n the w e a p o n s c h a r t s ( p a g e s 3 2 3 - 3 2 5 ) , which give a variety of information on e a c h w e a p o n . W e a p o n s c a p a b l e of firing m o r e t h a n a single t y p e of r o u n d h a v e o n e listing per t y p e . T h e u s e of this information is explained in t h e s u b s e q u e n t rules. T h e r e a r e two general varieties of fire c o m b a t : direct fire a n d indirect fire. Direct fire is c o n d u c t e d b y c h a r a c t e r s w h o c a n actually s e e their target a n d w h o fire in a direct line toward it with t h e intention of obtaining a direct hit. Indirect fire is usually cond u c t e d b y c h a r a c t e r s w h o c a n n o t s e e their target a n d instead fire at a high angle to lob their r o u n d s over intervening o b s t a c l e s with t h e intention of c o m i n g down in t h e n e a r vicinity of t h e target. For t h e m o s t part, only certain h e a v y w e a p o n s (gren a d e l a u n c h e r s , m o r t a r s , a n d howitzers) a r e c a p a b l e of indirect fire. Human Limits: A single c h a r a c t e r c a n fire only o n e w e a p o n at a t i m e . C h a r a c t e r s with no skill in a single bullet. It is, however, possible to fire m o r e t h a n a single bullet from m o s t w e a p o n s in a five-second action p h a s e . All w e a p o n s in t h e g a m e h a v e either a reload rating (Rld) or a rate of fire (ROF) rating. W e a p o n s with a reload rating hold only o n e round in t h e w e a p o n at a time, a n d o n c e that round h a s b e e n fired ( o n e action), a n u m b e r of action p h a s e s m u s t b e s p e n t reloading before t h e w e a p o n c a n b e fired again. T h e reload rating defines how m a n y reload actions a r e required. If t h e w e a p o n is listed as having m o r e t h a n o n e loader as part of its crew, e a c h loader m u s t s p e n d t h e indicated n u m b e r o f actions reloading. For e a c h loader missing from t h e crew, a d d 1 to the reload rating for all other c r e w m e m b e r s . W e a p o n s with a rate of fire listing h a v e either a letter c o d e or a n u m b e r . T h e s e notations are explained below: SS (Single Shot): This w e a p o n c a n only fire o n e round a n d t h e n m u s t b e reloaded. BA (Bolt Action), LA (Lever Action): T h e s e w e a p o n s c a n fire o n e round per p h a s e . E a c h t i m e a round is fired from o n e of t h e s e w e a p o n s , the bolt or lever m u s t b e worked t o eject t h e spent c a s i n g a n d

c h a m b e r a n e w round. But this c a n be d o n e in t h e s a m e p h a s e in which t h e w e a p o n is fired. PA (Pump Action), DAR (Double Action Revolver): T h e s e w e a p o n s m a y f i r e u p t o t h r e e r o u n d s per p h a s e . P u m p action refers t o s h o t g u n s , a n d involves working a lever b e t w e e n s h o t s to eject t h e spent cartridge a n d c h a m b e r a fresh o n e . A double action revolver c o c k s its h a m m e r with t h e first part of t h e trigger pull, t h e n fires with t h e s e c o n d . This m a k e s t h e trigger pull s o m e w h a t h a r d e r t h a n in a s e m i a u t o m a t i c pistol ( s e e below). SA (Semiautomatic): Semiautomatic weapons m a y f i r e u p t o f i v e s h o t s per action p h a s e . E a c h s q u e e z e of t h e trigger fires o n e round, a n d t h e force of its firing automatically r e c o c k s t h e w e a p o n . Automatic Fire: W e a p o n s with a n u m b e r instead of a letter c o d e are c a p a b l e of fully a u t o m a t i c fire as well a s s e m i a u t o m a t i c f i r e . T h e n u m b e r s h o w n i s t h e n u m b e r of bullets in a typical burst from t h e w e a p o n . E a c h a u t o m a t i c w e a p o n c a n fire up to either five individual s h o t s or five b u r s t s per fire p h a s e . As a practical matter, however, no c h a r a c t e r m a y fire at m o r e t h a n t h r e e different t a r g e t s in t h e s a m e fire phase. Reloading: All small a r m s h a v e a m a g a z i n e (Mag) listing which consists of a n u m b e r a n d , in s o m e c a s e s , a letter c o d e . This s h o w s t h e t y p e of feed device u s e d for a m m u n i t i o n in t h e w e a p o n a n d t h e n u m b e r of r o u n d s in it. T h e m o s t c o m m o n form of feed device in small a r m s is a box m a g a z i n e which a t t a c h e s t h r o u g h t h e stock or pistol grip. Weapons with no letter code after their feed value are fed by box magazines, e a c h of which c o n t a i n s the n u m b e r of r o u n d s shown. O n e reloading action is sufficient to d e t a c h an e m p t y box m a g a z i n e a n d insert a full o n e . Other forms of feed d e v i c e s a r e n o t e d by letter c o d e a s explained below: R (Revolver): A revolver's feed device is a nond e t a c h a b l e revolving cylinder which usually holds six bullets. If l o a d e d individually, t h r e e bullets c a n be put into t h e cylinder p e r reloading action. If a quickloader is available (a circular clip holding six cartridges which e n a b l e s all six to be d r o p p e d into t h e

o p e n cylinder at o n c e ) , o n e reloading action is sufficient to reload t h e w e a p o n . i (Individual): W e a p o n s with nondetachable m a g a z i n e s , particularly u n d e r - b a r r e l tubular m a g a zines, often h a v e to be reloaded o n e shell at a t i m e . Up to t h r e e bullets m a y be loaded into an i- c l a s s feed device p e r reloading action. B (Belt): T h e w e a p o n , either a m a c h i n e g u n or a u t o m a t i c rifle, is fed by a belt usually containing from 50 to 100 bullets. Two reloading actions a r e n e c e s s a r y to r e p l a c e a belt. However, if t h e m a chinegun h a s a t w o - m a n crew (gunner a n d loader), this r e q u i r e m e n t c a n b e m e t b y both expending o n e action reloading in t h e s a m e p h a s e . C (Cassette): A c a s s e t t e is a large self-contained a m m u n i t i o n feed s y s t e m which t a k e s o n e full turn to replace.

Direct fire is o n e of t h e two m o s t c o m m o n forms of c o m b a t in t h e g a m e (the other being m e l e e ) . In direct fire, t h e target is visible to t h e firing character. Both small a r m s a n d h e a v y w e a p o n s u s e direct f i r e . Small a r m s a r e rifles, pistols, m a c h i n e g u n s , shotg u n s , a n d t h e like. Their two principal distinguishing characteristics are that they are generally m a n portable a n d they fire a simple nonexploding round of less t h a n 2 0 m m in diameter. Small a r m s fire is m o s t effective against living t a r g e t s , but it c a n be u s e d against other t y p e s of t a r g e t s , s u c h as vehicles, for instance. Heavy w e a p o n s fire r o u n d s which are 2 0 m m in d i a m e t e r or greater, a n d which a r e c a p a b l e of containing a significant explosive filler. Most h e a v y w e a p o n s in Dark Conspiracy a r e m a n - p o r t a b l e . T h e y include s u c h things a s g r e n a d e l a u n c h e r s , rocket launchers, a n d s o m e antitank missiles. Other h e a v y w e a p o n s m u s t b e m o u n t e d o n vehicles o r h e a v y f i e l d carriages (things s u c h a s howitzers). Few c o m b a t s in Dark Conspiracy will involve s u c h large w e a p o n s , but rules for their u s e a r e included for t h o s e rare exceptions. Heavy w e a p o n s u s e high-explosive (HE) a n d other similar a m m u n i t i o n to a t t a c k living t a r g e t s

benefits of t h e aiming action are lost in doing s o . Quick S h o t s : Any shot that is m a d e without being p r e c e d e d by an aiming action is considered a quick shot. (This includes s h o t s at a target other t h a n t h e o n e originally a i m e d at.) Even if an aiming action is performed prior to fire, if m o r e t h a n o n e shot is fired in t h e p h a s e , only t h e first c o u n t s as a i m e d ; all s u b s e q u e n t s h o t s a r e considered quick shots. All quick s h o t s a r e c o n d u c t e d at o n e level of difficulty higher t h a n n o r m a l (i.e., an E a s y difficulty shot b e c o m e s Average, an Average b e c o m e s Difficult, etc.). Laser S i g h t s : Laser sights m a y b e f i t t e d t o any small a r m (at additional c o s t ) , a n d c a n only be used in s e m i a u t o m a t i c fire. Laser sights m a y only be u s e d a t 4 0 m e t e r s o r less, a n d e n a b l e u p t o three a n d light vehicles, but s o m e m a y h a v e an array of specialized r o u n d s for attacking a r m o r e d vehicles. In direct fire, t h e c h a n c e of hitting a target with individual s h o t s is d e p e n d e n t primarily on t h r e e things: m a r k s m a n s h i p , r a n g e , a n d recoil. T h e c o m bination of t h e s e factors will p r o d u c e a D10 c h a n c e of hitting a target. T h e p e r s o n controlling t h e firing player throws 1 D 1 0 for e a c h bullet fired. A n y die that h a s a result less t h a n or equal to t h e n e c e s s a r y hit n u m b e r m e a n s that t h e bullet it r e p r e s e n t s h a s hit t h e t a r g e t . A n y roll higher t h a n t h e hit n u m b e r m e a n s t h a t bullet m i s s e d . Marksmanship: All small a r m s u s e Small A r m s (the a p p r o p r i a t e subskill) a s their m a r k s m a n s h i p skill e x c e p t for b o w s , which u s e t h e Archery skill. C r o s s b o w s u s e Small A r m s (Rifle). Large-caliber g u n s a n d howitzers u s e H e a v y W e a p o n s . G r e n a d e l a u n c h e r s u s e Small A r m s o r Heavy W e a p o n s , whichever value is greater. All other h e a v y w e a p o n s u s e t h e Heavy W e a p o n s skill. Aimed S h o t s : An a i m e d shot is an action that t a k e s p l a c e after o n e action ( p h a s e ) h a s b e e n s p e n t aiming t h e w e a p o n . For an a i m e d shot to be allowed, t h e target m u s t be visible in both t h e aiming a n d f i r i n g p h a s e s . Also, t h e player m u s t declare t h e target being a i m e d at. While it is possible to aim at o n e target a n d t h e n fire at a different o n e , t h e s h o t s fired during a p h a s e to count as a i m e d shots instead of only t h e first o n e (all other s h o t s fired in t h e p h a s e count as quick s h o t s ) . All other modifiers ( m o v e m e n t by target, m o v e m e n t by firer, etc.) still apply. Ultraviolet a n d infrared laser versions exist. (For m o r e detailed information, s e e "Equipment" on p a g e 258.) Range: There are four r a n g e s for direct fire: short, m e d i u m , long, a n d e x t r e m e . The value printed in the range column of the weapons tables is the weapon's short range in meters. twice short range, Medium range is

long range is twice medium, and

extreme range is twice long range. For e x a m p l e , a w e a p o n with a printed r a n g e of 50 h a s a short r a n g e of 50 m e t e r s , a m e d i u m r a n g e of 100 m e t e r s , a long r a n g e of 2 0 0 m e t e r s , a n d an extreme range of 4 0 0 meters. It is an E a s y t a s k versus t h e appropriate m a r k s m a n s h i p skill to hit a target with direct fire at short r a n g e . At m e d i u m r a n g e it b e c o m e s an Average task. At long r a n g e , t h e t a s k b e c o m e s Difficult. At extreme range, the task b e c o m e s one stage more difficult, which m e a n s that o n e fourth the c h a r a c t e r ' s skill level is u s e d . ( R e m e m b e r to always round down.) Note t h a t c h a r a c t e r s firing quick s h o t s at e x t r e m e r a n g e will be c h e c k i n g v e r s u s o n e eighth their

m a r k s m a n s h i p skill level ( m a r k s m a n s h i p quartered for r a n g e , a n d halved again for a quick s h o t ) . Rifle S c o p e s : Sniper rifles c o m e with a s c o p e fitted to t h e m , a n d other rifles m a y be p u r c h a s e d with a s c o p e a t t a c h e d , for an additional price. T h e printed r a n g e on t h e appropriate t a b l e s is for a rifle without a s c o p e . If a s c o p e is m o u n t e d , a d d 15 m e t e r s to t h e printed r a n g e figure when conducting aimed shots. In addition, a i m e d s h o t s at e x t r e m e r a n g e are c o n d u c t e d as if at long r a n g e for p u r p o s e s of hit determination. Note that s c o p e s h a v e no effect on quick s h o t s . For e x a m p l e , a rifle with a printed r a n g e of 75 a n d a s c o p e would be t r e a t e d as having, for p u r p o s e s of a i m e d fire, a short r a n g e of 90 m e t e r s (Easy t a s k v e r s u s m a r k s m a n s h i p ) , a m e d i u m r a n g e of 180 m e t e r s (Average t a s k ) , a long r a n g e of 3 6 0 m e t e r s (Difficult t a s k ) , a n d an e x t r e m e r a n g e of 7 2 0 m e t e r s (also a Difficult task, b e c a u s e of t h e s c o p e ) . Recoil: Recoil is a m e a s u r e of how m u c h a w e a p o n k i c k s w h e n it is fired. This recoil affects a c c u r a c y in t w o w a y s . First, p e o p l e t e n d to flinch in anticipation of t h e kick. S e c o n d , w h e n firing s h o t s in rapid s u c c e s s i o n (i.e., m o r e t h a n o n e per p h a s e ) , recoil m o v e s t h e w e a p o n off target for all s h o t s after t h e first. For t h e p u r p o s e s of this g a m e , recoil affects only small a r m s , not h e a v y w e a p o n s . E a c h small a r m h a s a recoil value listed for a single shot. If it is c a p a b l e of a u t o m a t i c fire, it also h a s a recoil value listed for firing a burst. W h e n e v e r a c h a r a c t e r fires a small a r m s w e a p o n , total t h e a m o u n t of recoil t h e w e a p o n g e n e r a t e s t h a t p h a s e b y multiplying t h e recoil of a single s h o t or a burst by t h e n u m b e r of single s h o t s or bursts fired. F o r e x a m p l e , Nicki h a s a n M 6 0 s l u n g from a s h o u l d e r s t r a p a n d is firing it on full a u t o m a t i c . S h e f i r e s f i v e b u r s t s for t h e p h a s e , e a c h with a recoil v a l u e of 4, for a t o t a l recoil of 20 for t h e p h a s e . If, i n s t e a d , s h e w e r e f i r i n g t w o single s h o t s from a . 3 5 7 m a g n u m , h e r total recoil for t h e p h a s e w o u l d be 6 ( t w o s h o t s with a s i n g l e - s h o t recoil v a l u e of 3 ) . O n c e y o u k n o w h o w m u c h recoil t h e w e a p o n

g e n e r a t e s in a p h a s e , c o m p a r e t h e total to t h e firing c h a r a c t e r ' s Strength. If t h e recoil is equal to or less t h a n t h e c h a r a c t e r ' s Strength rating, fire is resolved normally. If it is greater t h a n Strength, r e d u c e t h e final hit n u m b e r (after r a n g e , etc.) by t h e difference. In t h e e x a m p l e a b o v e , if Nicki h a s a S t r e n g t h o f 7 , t h e recoil from h e r s h o t s with t h e pistol a r e l e s s t h a n h e r S t r e n g t h , s o s h e suffers n o n e g a t i v e effects t o h e r s h o t s . I f s h e w e r e t o f i r e t h r e e s h o t s , h o w e v e r , recoil w o u l d j u m p t o 9 , s o s h e w o u l d b e a t - 2 t o hit. (Recoil effects from autofiring t h e M 6 0 a r e f i g u r e d slightly differently, a s e x p l a i n e d u n d e r A u t o m a t i c Fire o n t h e following p a g e . ) Note that this m e a n s that high recoil w e a p o n s c a n physically be fired as rapidly as low recoil w e a p o n s , but it b e c o m e s m u c h m o r e difficult to hit anything with t h e m . Pistols: Pistols m a y be steadied by using both h a n d s a n d bracing yourself. This m a y only b e d o n e while stationary, a n d it r e d u c e s t h e printed recoil value by 1. Two Weapons: C h a r a c t e r s w h o a r e carrying t w o w e a p o n s at o n c e (one in e a c h h a n d ) m a y fire either o n e in a single p h a s e , but not both. For p u r p o s e s of controlling t h e recoil of either w e a p o n t h e effective Strength ratings of s u c h c h a r a c t e r s are r e d u c e d by 10%, rounding fractions down.

Range: Subtract o n e die from e a c h three-round burst, t w o dice from e a c h five-round burst, a n d three Automatic fire u s e s a s o m e w h a t different p r o c e d u r e from that for individual s h o t s . W h e n e v e r chara c t e r s fire a w e a p o n on its a u t o m a t i c fire setting, they fire o n e or m o r e bursts of rounds, up to a m a x i m u m of five bursts. T h e n u m b e r of actual r o u n d s in e a c h burst is listed in t h e w e a p o n ' s R O F c o l u m n . E a c h t i m e t h a t a burst is fired, roll a n u m b e r of D6 equal to t h e n u m b e r of r o u n d s in t h e burst (a w e a p o n with a R O F of 5 would h a v e 5 D 6 rolled for e a c h burst fired, for e x a m p l e ) . E a c h die roll of 6 exactly r e p r e s e n t s a hit by o n e round. For instance, w h e n Nicki fired t h e M 6 0 in t h e previous e x a m p l e , s h e actually put out 25 r o u n d s in t h e p h a s e (5 bursts of 5 r o u n d s e a c h , b e c a u s e t h e M60 h a s an R O F of 5 ) . Therefore her player would roll a total of 2 5 D 6 for hits, were it not for t h e effects of recoil a n d r a n g e , explained next. T h e actual n u m b e r of dice rolled per burst m a y be r e d u c e d b y r a n g e a n d / o r recoil. dice from e a c h 10-round burst for e a c h r a n g e b a n d b e y o n d short. For e x a m p l e , a small a r m w e a p o n which fired 10r o u n d bursts would roll 1 0 D 6 p e r burst at short r a n g e , 7 D 6 at m e d i u m , 4 D 6 at long, a n d 1D6 at e x t r e m e r a n g e . A w e a p o n which fired five-round bursts would fire 5 D 6 at short r a n g e , 3 D 6 at m e dium, a n d 1D6 at long. Recoil: Recoil is calculated in t h e s a m e way as for individual s h o t s . If it is greater t h a n t h e c h a r a c t e r ' s Strength, r e d u c e t h e n u m b e r of dice rolled per burst by t h e difference. For w e a p o n s with 10-round bursts, r e d u c e t h e n u m b e r of dice rolled per burst by twice t h e difference. For e x a m p l e , s u p p o s e Nicki is firing that s a m e M60 toward a m o t o r c y c l e g a n g t h a t is pursuing her a n d h a s r e a c h e d short r a n g e . T h e M 6 0 ' s recoil rating is 2 per burst. Nicki could fire up to t h r e e bursts (a total recoil of 6) without penalty. If s h e fired four bursts, her total recoil would be 8, which is o n e greater t h a n her Strength of 7, so s h e would h a v e to subtract o n e die from e a c h of t h e four bursts. If s h e were firing an M249 from a bipod, instead, her total recoil in e a c h c a s e would be t h e s a m e , but b e c a u s e t h e w e a p o n f i r e s 10-round bursts, s h e would h a v e t o r e d u c e e a c h burst by two r o u n d s when her total recoil r e a c h e d 8. Now i m a g i n e that t h e motorcycle g a n g begins fleeing, and Nicki k e e p s shooting at t h e m . W h e n t h e y r e a c h m e d i u m r a n g e , if s h e fires four bursts from t h e M60, s h e will h a v e to subtract two dice from e a c h burst: o n e for recoil a n d o n e for r a n g e . If she is firing t h e M 2 4 9 instead, s h e subtracts four dice: two for recoil a n d two for r a n g e . Danger Zone: T h e d a n g e r zone is t h e area where c h a r a c t e r s that are not actually a i m e d at m a y be hit by stray bullets from a burst of a u t o m a t i c fire. T h e d a n g e r zone is an a r e a four m e t e r s to either side of a line drawn b e t w e e n t h e firing player a n d t h e target, a n d including all potential t a r g e t s which are within t h e s a m e r a n g e b a n d a s t h e target. O n c e a player h a d rolled all a u t o m a t i c fire hit dice a n d n o t e d h o w m a n y r o u n d s hit, half of t h e dice

which m i s s e d (rounding f r a c t i o n s down) a r e t a k e n a n d rolled again. E a c h 6 rolled on this s e c o n d set of dice is a hit on s o m e other target in t h e d a n g e r zone. T h e referee will assign t h e s e hits to t h e other t a r g e t s , beginning with t h o s e closest to t h e intended target. Any dice which m i s s e d from this s e c o n d roll (or half of all dice that m i s s e d t h e first roll, if t h e r e were no other potential targets) are set a s i d e a n d will be used to attack any character moving through the w e a p o n ' s d a n g e r z o n e until the c h a r a c t e r ' s turn for action in t h e next c o m b a t p h a s e . (If t h e c h a r a c t e r would normally receive no action in t h e next p h a s e , t h e d a n g e r zone lasts only until t h e end of t h e present phase.) N o t e t h a t b y careful u s e o f t h i s effect, a u t o m a t i c w e a p o n s fire c a n b e u s e d t o interdict m o v e m e n t or k e e p e n e m y troops under cover by s i m p l y firing t h r o u g h o p e n d o o r w a y s , o v e r t h e t o p s o f walls, e t c . Minimum Dice: A three- or five-round burst will never b e r e d u c e d t o less t h a n o n e die per burst, regardless of t h e n u m b e r of reductions m a d e for r a n g e a n d / o r recoil. A 10-round burst will never be r e d u c e d t o less t h a n t w o dice per burst. Long Bursts: S o m e Gatling-type m i n i g u n s in future a n d c o m p a t i b l e p r o d u c t s h a v e a burst size of 5 0 . Treat this as a 10-round burst for p u r p o s e s of hit determination, but e a c h hit a c h i e v e d c o u n t s as t h r e e actual hits.

Fire From the Saddle: C h a r a c t e r s firing while m o u n t e d on a draft animal or s a d d l e h o r s e do so the s a m e a s d i s m o u n t e d c h a r a c t e r s , with two e x c e p tions. First, their m o v e m e n t c a t e g o r y is b a s e d on t h e m o v e m e n t of t h e animal. T h u s , c h a r a c t e r s on running a n i m a l s m a y not fire at all. S e c o n d , t h e m a r k s m a n s h i p skill u s e d t o d e t e r m i n e t h e c h a n c e of hitting with single s h o t s is either t h e c h a r a c t e r ' s appropriate w e a p o n s skill or H o r s e m a n s h i p skill, whichever is lower. Target Movement: If t h e target is m o v i n g 30 m e t e r s or m o r e in t h e current p h a s e , a n y a t t e m p t to hit it is c o n d u c t e d as if at greater t h a n n o r m a l r a n g e . For n o r m a l f i r e , this m e r e l y m e a n s o n e s t a g e m o r e difficult t h a n n o r m a l , but for a u t o m a t i c fire, it m e a n s that t h e n u m b e r of dice rolled per burst is r e d u c e d .

Every t i m e a w e a p o n fires, it u s e s a m m u n i t i o n . Ammunition Record F o r m s a r e provided in this g a m e o n p a g e 3 2 6 - 3 2 7 . T h e y are intended t o b e photocopied, and permission is herein granted to do so. P a g e 3 2 6 is laid o u t for a m m u n i t i o n belts, a n d p a g e 3 2 7 is for box m a g a z i n e s . Players should e a c h h a v e o n e or m o r e c o p i e s of this form to k e e p track of the a m m u n i t i o n their c h a r a c t e r s are carrying. A 32-round box magazine loaded a n d m a r k off t h e e x c e s s r o u n d s so that the for a 9mm n u m b e r of b o x e s is equal to t h e n u m b e r of bullets submachinegun. loaded. W h e n a m a g a z i n e is Write down by e a c h m a g a z i n e t h e t y p e of bullets loaded into weapon, the player simply circles it on the form a n d m a r k s off bullets as they are fired. T h e b o x e s a r e laid out in rows of five e a c h , so most w e a p o n s can record bursts fired by m a r k i n g off o n e or two c o m p l e t e rows. To avoid confusion, it is sugg e s t e d t h a t individual s h o t s be m a r k e d off from t h e t o p of t h e m a g a z i n e form a n d bursts be m a r k e d off from t h e bottom.

M o v e m e n t by either t h e firing c h a r a c t e r or t h e target r e d u c e s t h e c h a n c e of scoring a hit. Advancing Fire: C h a r a c t e r s m a y not fire while crawling or running. No a i m e d fire is possible while walking or trotting, but c h a r a c t e r s m a y fire quick s h o t s or bursts. For p u r p o s e s of controlling recoil, however, a walking c h a r a c t e r ' s Strength is r e d u c e d by 10% a n d a trotting c h a r a c t e r ' s Strength is halved (rounding fractions d o w n ) . Fire From Moving Vehicles: C h a r a c t e r s m a y not c o n d u c t a i m e d fire from a m o v i n g vehicle. T h e y m a y f i r e quick s h o t s o r bursts a t o n e s t a g e greater difficulty t h a n n o r m a l . ( S e e also p a g e 110.)

sible, the firing c h a r a c t e r or g u n crew m u s t be in c o m m u n i c a t i o n (usually by radio) with a c h a r a c t e r T h e following special c a s e s further modify t h e basic firing rules. Target Obscured: If the target is partially o b s c u r e d (in brush, fog, mist, light s m o k e , etc.) att e m p t s to hit it with direct fire a r e m a d e at o n e s t a g e greater difficulty t h a n n o r m a l . Firing at Riders: If t h e target is a rider on an animal, m o t o r c y c l e , or bicycle, a t t a c k e r s m u s t declare whether t h e y a r e firing at t h e rider or t h e m o u n t . In either c a s e , fire is resolved normally, but if a single shot m i s s e s its intended target it h a s a 10% c h a n c e of hitting t h e other. In t h e c a s e of a u t o m a t i c fire, m i s s e s a r e rerolled for additional hits in t h e d a n g e r z o n e as n o t e d a b o v e , but half of all s u c h additional hits a r e t a k e n o n t h e s e c o n d a r y target. Multiple Modifiers: All modifiers to t h e n u m b e r of dice rolled or t h e r a n g e at which fire is delivered are c u m u l a t i v e . However, w h e n firing single s h o t s (either a i m e d s h o t s or quick s h o t s ) , all rolls of 9 or higher m i s s t h e target a n d all rolls of 1 hit t h e target, r e g a r d l e s s of t h e c h a r a c t e r ' s skill level or any m o d i fications to it. W h e n a w e a p o n is firing bursts, the n u m b e r of dice is never r e d u c e d to zero (see p a g e 87). (called a forward o b s e r v e r ) w h o c a n s e e the target. T h e target is actually a stationary position; it c a n be a building but not a m o v i n g vehicle (although it c a n b e t h e p l a c e w h e r e t h e forward observer believes t h e vehicle will be w h e n t h e fire hits). Before fire begins, t h e forward o b s e r v e r m u s t talk to t h e firer for o n e turn. After fire h a s b e g u n , t h e forward observer m a y want t o call i n corrections t o m a k e the f i r e m o r e a c c u r a t e . T h e s a m e restrictions o n both c h a r a c t e r s ' actions apply as with other c o m m u n i c a t i o n ; in particular, the firer m a y not fire the w e a p o n during t h e conversation. Hit Difficulty Level: Conducting indirect fire is a Difficult t a s k v e r s u s t h e Heavy W e a p o n s skill of the firing c h a r a c t e r or of t h e forward observer, whichever is less. Exception: Indirect fire with a rifle g r e n a d e or h a n d - h e l d g r e n a d e launcher (M203) is o n e d e g r e e m o r e difficult. (It u s e s o n e - q u a r t e r t h e skill level, in other words, r o u n d e d down, of course.) Deviation: If t h e round deviates, t h e referee determ i n e s t h e distance a n d direction from t h e target of t h e i m p a c t point. First t h e referee rolls 1D10 for distance of deviation. For g r e n a d e l a u n c h e r s a n d rifle g r e n a d e s , t h e result is multiplied by five m e t e r s . For m o r t a r s a n d howitzers, it is multiplied by 10 Certain w e a p o n s , s u c h as rifle g r e n a d e s a n d g r e n a d e l a u n c h e r s deviate if they m i s s , w h e n fired in direct fire. T h e die is rolled for d i s t a n c e a n d direction in t h e s a m e w a y as for indirect fire as noted below; t h e distance die roll is multiplied by o n e meter. m e t e r s . If t h e indirect fire w e a p o n is firing at greater t h a n half its indirect fire r a n g e , double the result of t h e deviation roll. After determining d i s t a n c e of deviation, t h e refe r e e rolls 1 D 1 0 a n d consults t h e Scatter Diagram on p a g e 3 2 2 t o d e t e r m i n e t h e direction o f deviation. Corrections: If t h e shot d o e s n ' t hit, t h e forward o b s e r v e r m a y call in corrections. After e a c h correcIndirect fire is generally fired at a target which t h e firing c h a r a c t e r c a n n o t s e e , in which c a s e t h e firer is directed by a forward observer w h o c a n s e e t h e target. Only w e a p o n s with an indirect fire r a n g e (listed o n t h e w e a p o n s chart) m a y u s e indirect f i r e . T h e s e a r e rifle g r e n a d e s , g r e n a d e launchers, howitzers, a n d m o r t a r s . Calling Fire: In order for indirect fire to be p o s tion, a d d 1 to t h e c h a n c e of a hit a n d subtract 1 from t h e die roll for d i s t a n c e of deviation if t h e round m i s s e s . Thus, four corrections would raise the c h a n c e of a hit by 4 a n d would lower t h e deviation die roll by 4. A deviation roll of less t h a n 0 is c h a n g e d to 0. T h e r e m u s t be at least o n e additional shot after e a c h correction before another correction is possible. Accuracy: T h e r e is a m a x i m u m limit to the

a c c u r a c y of indirect fire. T h e m a x i m u m c h a n c e of a hit is 7; for rifle g r e n a d e s a n d h a n d - h e l d g r e n a d e launchers, t h e m a x i m u m c h a n c e is 5. In addition, t h e deviation distance roll m a y n e v e r b e r e d u c e d b y m o r e t h a n 5; for rifle g r e n a d e s a n d h a n d - h e l d g r e n a d e l a u n c h e r s t h e roll m a y never b e r e d u c e d b y more than 3. S u b s e q u e n t S h o t s : If a shot hits, s u b s e q u e n t s h o t s will continue to deviate a r o u n d t h e target b e c a u s e of t h e m a x i m u m limits of indirect fire accuracy. If a shot d o e s not hit, s u b s e q u e n t s h o t s will deviate a r o u n d t h e initial i m p a c t point (not t h e t a r g e t ) . In both c a s e s , t h e deviation distance roll is r e d u c e d by 5 (for m o s t w e a p o n s ) or 3 (for rifle grenades and hand-held grenade launchers). For e x a m p l e , Wako h a s a n M 2 0 3 g r e n a d e launcher a n d a Heavy W e a p o n s skill of 9. His partner, Monty (skill 6 ) , is on a hillcrest watching a g r o u p of m e r c e n a r i e s c o m i n g up t h e hill at him. W a k o is on t h e other side of t h e hill. Monty radios W a k o a n d tells him to fire, giving a p p r o x i m a t e direction a n d dist a n c e to a i m for. W a k o fires o n e g r e n a d e , rolling for a 3 on l D 1 0 (a Difficult t a s k v e r s u s t h e lower of their skills, in this c a s e Monty's). A 5 is rolled, indicating a m i s s . Now t h e referee c h e c k s for deviation dist a n c e , rolling a n 8 : T h e g r e n a d e m i s s e s t h e target b y 40 m e t e r s . A roll for direction c o m e s up 6, so t h e round falls short. W a k o fires another; this t i m e t h e r e is no roll to hit, a n d t h e g r e n a d e d e v i a t e s from t h e point where t h e first g r e n a d e hit. T h e referee rolls a 3 for distance, r e d u c e d b y 3 , which m a k e s t h e deviation distance 0; a direction roll is u n n e c e s s a r y a n d t h e g r e n a d e hits in t h e s a m e p l a c e . Monty radios a correction, which t a k e s up t h e next c o m b a t turn. This correction i n c r e a s e s t h e c h a n c e of a hit to 4 (the b a s e of 3, plus o n e correction). On t h e turn following, W a k o fires a g a i n but rolls a 5, t h u s missing again. T h e referee rolls a 6 for d i s t a n c e . B e c a u s e of the correction, this is r e d u c e d to a 5, or 25 m e t e r s from t h e target. A 4 is rolled for direction, m e a n i n g t h e round falls to t h e right. T h e next turn Monty radios a n o t h e r correction a n d w h e n W a k o fires again he h a s a hit c h a n c e of 5. This t i m e he rolls a 3 a n d hits t h e target. Having hit t h e target, all further deviation is a r o u n d t h e target, subtracting 5 from t h e d i s t a n c e roll. Self-Observed Fire: Firing c h a r a c t e r s m a y act as their own o b s e r v e r if t h e y c a n s e e t h e target. (This is d o n e if t h e target is out of t h e w e a p o n ' s direct fire r a n g e or if t h e w e a p o n is a m o r t a r with no direct fire capability.) T h e rules a b o v e apply e x c e p t that t h e r e is no delay for corrections; fire is corrected a u t o matically after every shot until a hit is scored.

Any h a r d object c a n be thrown at a target. Hitting t h e target with an object weighing o n e kilogram or less, at a d i s t a n c e less t h a n or equal to a c h a r a c t e r ' s throw r a n g e ( a s calculated in c h a r a c t e r generation) is an Average t a s k v e r s u s Thrown W e a p o n s skill. Long r a n g e is twice t h e n o r m a l throw r a n g e a n d requires a Difficult c h e c k v e r s u s Thrown W e a p o n . If t h e thrown object w e i g h s m o r e t h a n o n e kilogram, t h e c h a r a c t e r ' s n o r m a l throw r a n g e is divided by t h e weight of t h e object to d e t e r m i n e an adjusted throw range. For e x a m p l e , Manfred V a n d e r m a r k h a s a n o r m a l throw r a n g e of 12 m e t e r s . It is an Average t a s k v e r s u s Thrown W e a p o n s for him to hit a target within 12 m e t e r s with a one-kilo weight, or within six m e t e r s with a two-kilo weight, or within four m e t e r s with a three-kilo weight, a n d so o n . He c a n hit a target within 24 m e t e r s with a one-kilogram weight if he s u c c e e d s at a Difficult t a s k v e r s u s Thrown W e a p o n s . If he w a n t e d to throw a six-kilo weight, it would b e a n Average t a s k u p t o t w o m e t e r s away, o r a Difficult o n e up to four m e t e r s distance. If a thrown object hits, it c a u s e s d a m a g e e q u a l to t h e throwing c h a r a c t e r ' s Strength divided by 2 p l u s t h e o b j e c t ' s weight in kilograms {(STR+2)+ weight]. Thrown objects h a v e an a r m o r penetration of Nil. Exception: A throwing knife will always inflict 1D6 hits, r e g a r d l e s s of t h e r a n g e or t h e Strength of t h e thrower. Its a r m o r penetration is likewise Nil.

Like other thrown w e a p o n s , h a n d g r e n a d e s are thrown at specific targets. T h e b a s i c p r o c e d u r e for doing so is exactly as described u n d e r Thrown Weapons, above. If t h e throw m i s s e s , roll for d i s t a n c e a n d direction of deviation in t h e s a m e m a n n e r as for indirect fire, but multiply t h e d i s t a n c e of deviation die roll by o n e m e t e r if within n o r m a l throw r a n g e , or by two m e t e r s if within long r a n g e . T h e total deviation m a y never b e greater t h a n half t h e d i s t a n c e t o t h e target. Thus, if a g r e n a d e is thrown at a target 20 m e t e r s away, it c a n n o t deviate m o r e t h a n 1 0 m e t e r s . A player m a y throw additional g r e n a d e s at the s a m e target to i n c r e a s e c h a n c e s of hitting. If t h e target d o e s not m o v e , a d d 1 to t h e thrower's Thrown W e a p o n s skill for all g r e n a d e s after t h e first. Referees m a y alter t h e c h a n c e s of a hit b a s e d u p o n other factors. For e x a m p l e , a referee might r e d u c e t h e difficulty level by o n e for throwing a g r e n a d e at a large target like a s e m i truck, or increase it by o n e for trying to t o s s a g r e n a d e t h r o u g h a s e c o n d - s t o r y window.

Occasionally, characters will find s m o k e or tear gas grenades to be useful (or p e r h a p s they wMl find them being used against t h e m ) . S m o k e and tear g a s can also be delivered in rounds from s o m e indirect fire weapons. W h e n a c h e m i c a l r o u n d e x p l o d e s , t h e cloud released h a s a width e q u a l to t h e r o u n d ' s listed burst radius, a n d its length is four t i m e s that distance. A c h e m i c a l g r e n a d e with a burst radius of 12, for instance, would r e l e a s e a cloud 12 m e t e r s wide a n d 48 m e t e r s long. This cloud b e g i n s at t h e point of i m p a c t a n d e x t e n d s downwind. If c h a r a c t e r s a r e within t h e burst radius w h e n t h e round e x p l o d e s , they h a v e a c h a n c e of suffering d a m a g e from fragmentation. However, as this burst is d e s i g n e d to s p r e a d t h e c h e m i c a l cloud (not specifically to c a u s e d a m a g e ) , t h e explosive force is less t h a n with true explosive r o u n d s . To reflect this, fragmentation d a m a g e is restricted to 1D6+2, with

a penetration of Nil, a n d it hits only o n e r a n d o m location on a character. ( S e e Explosions, on p a g e 9 8 , for an explanation of explosive d a m a g e effects, a n d t h e H u m a n / A n i m a l Hit Location Chart, on p a g e 9 5 , for hit location p r o c e d u r e . ) S m o k e : S m o k e is intended to o b s c u r e vision; it c a u s e s no d a m a g e of itself. It c a n be g e n e r a t e d by r o u n d s of HC ( h e x o c h l o r o e t h a n e ) or WP (white p h o s p h o r u s , which c a n a l s o c a u s e b u r n s ) . During t h e turn in which t h e r o u n d lands, not e n o u g h s m o k e is emitted to h a v e an effect. For the next six c o m b a t turns, however, e n o u g h s m o k e is in t h e air to o b s c u r e visibility. On t h e s e v e n t h turn, t h e s m o k e h a s thinned e n o u g h t o b e o f n o effect o n c e again. S m o k e can also be generated by normal fires. Tear Gas: As with s m o k e , a t e a r g a s round h a s no effect during t h e turn in which it bursts. For t h e next six c o m b a t turns, however, it c a n c a u s e t e m p o r a r y choking a n d blindness. W h e n c h a r a c t e r s first c o m e into c o n t a c t with t e a r g a s , t h e y m u s t m a k e a p a n i c c h e c k ( s e e Panic, p a g e 7 7 ) . If they fail this c h e c k , t h e y m u s t flee t h e cloud a n d s p e n d o n e c o m b a t t u r n (not p h a s e ) recovering. Also, during e a c h c o m b a t turn t h a t c h a r a c t e r s a r e in c o n t a c t with a t e a r g a s cloud, t h e y m u s t m a k e an Average c h e c k v e r s u s their Constitution to avoid being o v e r c o m e b y t h e g a s . P C s w h o fail t h e Constitution c h e c k are t e m porarily blinded a n d incapacitated by c o u g h i n g (disoriented, confused, a n d only able to m o v e at a

crawl). T h e y r e m a i n incapacitated for 20 t u r n s (but n e e d m a k e no further c h e c k s for p a n i c or incapacitation). C h a r a c t e r s w h o p a s s both rolls m a y function normally.

S h o t g u n s m a y fire either slugs or b u c k s h o t rounds. S l u g s a r e f i r e d i n t h e s a m e w a y a s a n y other small a r m s f i r e , using t h e ratings provided o n t h e small a r m s c h a r t for t h e w e a p o n . If t h e s h o t g u n fires b u c k s h o t , however, several special rules apply. B u c k s h o t m a y only b e f i r e d a t short a n d m e d i u m r a n g e ; it m a y not be fired at long or e x t r e m e r a n g e . At short range, e a c h shot is treated as a n o r m a l single shot, but it d o e s 9 D 6 d a m a g e . At m e d i u m r a n g e , e a c h shot is treated as a 1 0 - r o u n d burst of a u t o m a t i c fire ( a n d r e d u c e d immediately to 7 dice for being at m e d i u m r a n g e ) . E a c h round which hits d o e s 1D6 d a m a g e . Note that a CAW is a shotgun capable of automatic fire. At short range it rolls 5D6 for hits (as modified by recoil and such things as target movement), with each die roll of 6 hitting and causing 9 D 6 d a m a g e . At medium range, calculate the number of dice normally rolled for a five-round burst (subtracting 2 immediately for being at medium range) and after all reductions are done, multiply the remaining number by 7 to determine the number of D6 rolled for hits. E a c h hit d o e s 1D6 d a m a g e . Buckshot h a s a penetration of Nil at all r a n g e s .

several c h a r a c t e r s m a y work o n e m p l a c i n g t h e m simultaneously. Explosives, in addition to providing t h e b a n g for high-explosive r o u n d s , a r e u s e d t o demolish struct u r e s a n d b r e a c h barriers. Types of Explosives: For simplicity's s a k e , t h e s e rules deal only with t h e t w o m o s t c o m m o n t y p e s of explosives: d y n a m i t e a n d plastic explosive. T h e units u s e d in t h e s e rules are t h e quarter-kilogram stick of d y n a m i t e a n d t h e one-kilogram block of plastic explosive. All demolition effects are resolved in t e r m s of t h e n u m b e r of demolition points (DP) u s e d . A stick of d y n a m i t e h a s o n e DP; a block of plastic explosive h a s six. Plastic explosive is flexible a n d m a y b e m o l d e d t o a n y s h a p e desired o r b r o k e n into smaller c h a r g e s of o n e or m o r e demolition points. Several s t i c k s of d y n a m i t e a n d / o r b l o c k s of plastic explosive m a y be joined to form larger charges. Setting Charges: E a c h demolition c h a r g e t a k e s 15 m i n u t e s ( 3 0 turns) to e m p l a c e . A demolition c h a r g e is defined as o n e or m o r e sticks of d y n a m i t e a n d / o r b l o c k s of plastic explosive c o n n e c t e d to e a c h other, up to a m a x i m u m weight of 10 kilog r a m s . Additional explosives m a y b e a t t a c h e d a s extra c h a r g e s , but t h e y require additional t i m e t o e m p l a c e . If several larger c h a r g e s a r e e m p l a c e d , Setting a c h a r g e requires a detonator, a n d m a y require fuses or electrical wire. A c h a r a c t e r m u s t h a v e a demolition kit, or m u s t h a v e improvised t h e required p a r t s . Improvised fuses/detonators will h a v e a m i s h a p on a D 1 0 roll of 8+. S u c h a m i s h a p is a hangfire ( 5 - 1 0 on 1D10) or a c o m p l e t e d u d (1 4 on 1 D 1 0 ) . A hangfire will d e t o n a t e 1 D 1 0 p h a s e s later t h a n e x p e c t e d ; a dud will not d e t o n a t e at all. T h e referee will m a k e t h e s e rolls secretly. Setting a c h a r g e is an E a s y t a s k versus Demolitions skill, with failure indicating that t h e c h a r g e d o e s not go off w h e n triggered, a n d catastrophic failure indicating t h a t t h e c h a r g e g o e s off while being set. Radio Detonation of Explosives: Detonating explosive by radio is a risky b u s i n e s s , not b e c a u s e it is h a r d but b e c a u s e it is so e a s y ( s o m e electrical blasting c a p s c a n be accidently d e t o n a t e d by ind u c e d current from radio signals). Rigging an explosive to be radio-detonated requires an explosive c h a r g e , a s t a n d a r d electrical blasting c a p , a n d a radio detonation receiver (all with t h e c h a r g e ) , plus a b r o a d c a s t unit to s e n d t h e required signal. The t a s k is Average: Demolitions or Electronics given proper e q u i p m e n t , Difficult: Demolitions or Electronics given improvised e q u i p m e n t . Ordinary failure m e a n s t h e c h a r g e d o e s not d e t o n a t e . Catastrophic failure m e a n s t h e c h a r g e d e t o n a t e s p r e m a turely (at a t i m e d e t e r m i n e d by referee). Improvising a radio detonation receiver or t r a n s mitter from a n o r m a l radio is an Average: Demolitions o r Electronics t a s k . T h e t a s k b e c o m e s o n e level m o r e difficult without an electronics tool set. Tamping: Tamping consists of covering a charge so that the force of the explosion is contained and directed in toward a structure. Tamping must be done with dense or heavy material, such as rocks, sandbags, steel plates, etc. Tamping generally a d d s five minutes to the time required to set the charge, but the referee m a y increase this time requirement for difficult tamping jobs. (It is very difficult, for example, to t a m p a charge taped to the side of a free-standing girder.)

Effects: Like anything which blows up, explosives have a concussion, burst, and penetration value. Concussion: It requires progressively larger q u a n tities of explosives to p r o d u c e a linear increase in concussion. To determine the concussion of a charge, consult t h e Demolition Table on p a g e 3 2 5 . This lists demolition points a n d their c o r r e s p o n d i n g c o n c u s sions. In reading t h e chart, you will notice t h a t t h e r e are several g a p s in t h e listing of demolition points. T h e DP value listed for a given c o n c u s s i o n is t h e minimum number of DPs required to achieve that value. If m o r e precise results are desired, t h e following formulas c a n b e u s e d t o calculate t h e c o n c u s s i o n value of a given demolition c h a r g e a n d t h e size of c h a r g e n e e d e d to a c h i e v e a given c o n c u s s i o n . To d e t e r m i n e t h e c o n c u s s i o n of a c h a r g e , divide t h e DP value of t h e c h a r g e by 2, extract t h e s q u a r e root of t h e result, a n d multiply by 5. To d e t e r m i n e t h e n u m b e r of demolition points n e e d e d to a c h i e v e a given c o n c u s s i o n , divide t h e c o n c u s s i o n by 5, s q u a r e t h e result, a n d multiply that result by 2.

C: C o n c u s s i o n DP: D a m a g e points. DP=2[(C+5) 2 ] C: C o n c u s s i o n DP: N u m b e r of d a m a g e points n e e d e d to arrive at a certain c o n c u s s i o n . Burst: O n c e t h e c o n c u s s i o n of t h e explosion h a s been determined, determinethe m a x i m u m concussion radius of t h e explosion t h e s a m e way as for a high-explosive round, as described a b o v e . This m a x i m u m radius of c o n c u s s i o n is also t h e p r i m a r y burst radius of t h e explosion. T h e s e c o n d a r y burst radius is twice this. Unlike a high-explosive artillery round, a demolition charge does not contain the material necessary to produce a large quantity of fragments, but these are usually produced by the destruction of the object being demolished. If the demolition charge is simply lying on the ground, it does not produce fragments. Penetration: T h e b a s e penetration of a demolition c h a r g e i s t h e s a m e a s its c o n c u s s i o n value, but

is modified by its m e a n s of e m p l a c e m e n t . If t h e c h a r g e is t a m p e d , its penetration is doubled. If t h e c h a r g e is simply laying on t o p of or leaning a g a i n s t a structure ( a s in t h e c a s e of a thrown satchel c h a r g e or stick of d y n a m i t e ) its penetration is halved. Unlike o t h e r explosions, t h e listed penetration value of a demolition c h a r g e is its actual penetration; p l a y e r s do not a d d a roll of 2 D 6 to it. Breaching Barriers: Breaching a barrier basically m e a n s blowing a hole in it. Demolition c h a r g e s c a n b e u s e d t o b r e a c h walls, a r m o r plate, e m b a n k ments, etc. To d e t e r m i n e t h e size of t h e b r e a c h m a d e by a

demolition c h a r g e , first d e t e r m i n e its m a x i m u m penetration. To do s o , divide t h e penetration value o f t h e c h a r g e b y t h e a r m o r value c o n s t a n t o f t h e material of t h e barrier. This c o n s t a n t is listed on t h e Armor Equivalent Table on p a g e 3 2 5 . T h e result is t h e n u m b e r of milimeters p e n e t r a t e d by t h e c h a r g e . For example, a charge with a penetration of 8 would penetrate 40 millimeters of armor plate (8+0.2), 2 6 7 millimeters of brick or concrete (8+0.03), and 4 0 0 millimeters of stone, packed dirt, or wood (8+0.02). Next, t h e actual d i a m e t e r of t h e b r e a c h m a d e is d e t e r m i n e d . T h e d i a m e t e r of t h e b r e a c h , in millimeters, is t h e penetration (in millimeters) of t h e c h a r g e m i n u s t h e t h i c k n e s s (in millimeters) of t h e barrier. For e x a m p l e , Vanna w a n t s to b r e a c h a 5 0 0 millimeter thick ( a b o u t half a y a r d ) reinforced concrete wall. T h e c h a r a c t e r is using nine one-kilogram blocks of plastic explosive (a total of 54 DP). Consulting t h e Demolition C h a r t s h e u s e s t h e 5 0 row for DPs a n d n o t e s that this h a s a penetration of 2 5 . S h e s p e n d s a n extra f i v e m i n u t e s carefully placing a n d t a m p i n g t h e c h a r g e for m a x i m u m effect, t h u s doubling t h e penetration to 5 0 . S h e divides t h e penetration value of 50 by t h e reinforced c o n c r e t e ' s a r m o r value c o n s t a n t of 0.04, obtaining a total penetration of 1 2 5 0 millimeters. Subtracting t h e t h i c k n e s s of t h e wall from this l e a v e s a hole 7 5 0 millimeters ( 3 / 4 meter, or over two feet) a c r o s s . C h a r a c t e r s should t a k e cover from t h e blast, as an explosion with a c o n c u s s i o n value of 25 will injure c h a r a c t e r s within t h r e e e i g h t - m e t e r grid s q u a r e s (24 m e t e r s ) of t h e explosion, a n d it will throw c o n c r e t e s h a r d s to twice this distance.

T h e r e a r e several w a y s in which a c h a r a c t e r c a n be injured as a result of c o m b a t .

E a c h hit by gunfire w o u n d s t h e t a r g e t e d c h a r a c ter. T h e extent of t h e injury is d e t e r m i n e d by t h r e e factors: hit location, w e a p o n d a m a g e rating, a n d target protection.

Hit Location: W h e n e v e r a c h a r a c t e r is hit, roll 1D10 a n d consult t h e H u m a n / A n i m a l Hit Location Chart at right. This indicates t h e b o d y part struck a n d injured by t h e shot. Weapon D a m a g e : All w e a p o n s d o t h e s a m e d a m a g e at all r a n g e s . T h e d a m a g e value of e a c h w e a p o n i s listed o n t h e w e a p o n s c h a r t s ( p a g e s 3 2 3 a n d 3 2 4 ) a n d is t h e n u m b e r of D6 rolled. S o m e w e a p o n s h a v e a d a m a g e value o f - 1 . I n this c a s e , roll t h e die a n d subtract 1 from t h e result. S o m e w e a p o n s f i r e exploding r o u n d s . T h e s e w e a p o n s h a v e a d a m a g e rating consisting of two separate listings: concussion and burst. (See Explosions, on p a g e 9 8 , for an explanation of these listings.) Penetration (Target Protection): If t h e target is wearing b o d y a r m o r a n d t h e bullet strikes a prot e c t e d b o d y part, t h e bullet m a y not b e able t o p e n e t r a t e t h e armor. Flak j a c k e t s a n d Kevlar v e s t s protect both t h e c h e s t a n d a b d o m e n . Helmets partially p r o t e c t t h e h e a d . If a round hits t h e h e a d , roll 1D6. T h e bullet strikes a steel h e l m e t on a roll of 1 3, a Kevlar h e l m e t on a roll of 1 - 4 . On a n y other result, t h e r o u n d m i s s e s t h e h e l m e t a n d strikes a n u n p r o t e c t e d portion of t h e h e a d . (The a r m o r values of various t y p e s of b o d y a r m o r a r e s u m m a r i z e s on t h e Body A r m o r Protection Table o n p a g e 3 2 2 . )

E a c h w e a p o n h a s a penetration rating that reflects its ability to p u n c h t h r o u g h armor. This rating

Die Roll 1 2 3 4 5 6 7 8 9 10

Biped Head

and Prone Biped

Quadruped Head Forequarter Forequarter Forequarter Chest Chest Abdomen Hindquarter Hindquarter Hindquarter

Right A r m Left Arm Chest Abdomen Abdomen Right Leg Right Leg Left Leg Left Leg

Biped: Table a s s u m e s front/rear shot. For side shots, far side hit e q u a l s n e a r side hit. Prone Biped: Table a s s u m e s t o p shot (shooting down o n t o t a r g e t ) . For side s h o t s , far side hit e q u a l s n e a r side hit. For front s h o t s , a leg or a b d o m e n hit e q u a l s a m i s s . For rear shots, a h e a d , a r m , or chest shot e q u a l s a m i s s . Quadruped: Table a s s u m e s side shot. For front shots, a hindquarters or a b d o m e n hit e q u a l s a m i s s . For rear shots, a h e a d or forequarters hit e q u a l s a m i s s .

m a y consist of t h e simple notation Nil, indicating that t h e bullet will be s t o p p e d by any a r m o r p r o t e c tion, or it m a y h a v e up to t h r e e different n u m e r i c ratings. If so, the first rating applies to both short and medium range, the second to long range, and the third to extreme range. If a w e a p o n ' s penetration d r o p s t o Nil a t a n y r a n g e b a n d , i t r e m a i n s u n a b l e t o p e n e t r a t e a r m o r at longer r a n g e s (which is why no additional entries are m a d e o n t h e c h a r t s ) . The penetration value of a weapon is the number of damage dice it loses for each armor value that it is required to penetrate. Multiply t h e t a r g e t ' s a r m o r protection b y t h e w e a p o n ' s penetration v a l u e a n d subtract t h e result from t h e w e a p o n ' s d a m a g e value. If t h e r e m a i n d e r is a positive number, t h e bullet p e n e t r a t e s a n d that m a n y dice are rolled for d a m a g e . If t h e r e m a i n d e r is zero or a negative

number, t h e r o u n d fails to p e n e t r a t e . For e x a m p l e , M a r c o fires a S&W Model 29 .44 m a g n u m at short r a n g e a n d hits his target in t h e chest, which is p r o t e c t e d by a Kevlar vest. T h e Model 29 h a s a d a m a g e value of 3, a penetration of 2 at both short a n d m e d i u m r a n g e s , a n d t h e Kevlar vest h a s an a r m o r value of 1. Multiplying t h e p e n etration (2) by t h e a r m o r value (1) a n d subtracting t h e result (2) from t h e w e a p o n ' s d a m a g e value (3) l e a v e s a r e m a i n d e r of o n e die's worth of d a m a g e that p e n e t r a t e d t h e armor. Blunt Trauma: W h e n a small a r m s bullet strikes a p e r s o n , it p a c k s c o n s i d e r a b l e force, a n d it will c a u s e injury e v e n if it d o e s not p e n e t r a t e the t a r g e t ' s b o d y armor. This d a m a g e is called blunt t r a u m a . A target suffers one actual point of damage for each worth of damage absorbed by the armor. die Bullets

which p e n e t r a t e a n d c a u s e s o m e normal wound d a m a g e will still also c a u s e blunt t r a u m a d a m a g e . In t h e e x a m p l e of Marco firing t h e Model 2 9 , a b o v e , t h e target would t a k e t w o points of blunt t r a u m a d a m a g e for t h e two d a m a g e dice a b s o r b e d by t h e Kevlar vest. Cover: C h a r a c t e r s a n d vehicles m a y hide behind o b s t a c l e s as protection from fire. If t h e hit location rolled is c o v e r e d by t h e o b s t a c l e , t h e shot h a s no effect unless it is able to p e n e t r a t e t h e obstacle. T h e A r m o r Values of Cover Chart on p a g e 3 2 5 gives the a r m o r values of c o m m o n t y p e s of cover. For e x a m p l e , M a r c o is u n d e r cover behind the corner of a brick building. T h e referee d e c i d e s that, since Marco is firing a w e a p o n , his h e a d a n d right a r m are e x p o s e d , a n d that b e c a u s e t h e c o m e r i s actually two walls m e e t i n g , t h e cover value is 9, as for a thick brick wall. If M a r c o is hit in the chest, t h e bullet strikes t h e building instead, which provides an a r m o r value of 9. Obviously, d a m a g e dice a b s o r b e d b y cover d o not c a u s e blunt t r a u m a injuries against t h e target character. Quick Kill: Any aimed shot which hits t h e chest or h e a d m a y constitute a killing shot. Roll a D 1 0 . If t h e roll is less t h a n or equal to t h e d a m a g e value of t h e shot, t h e target is instantly killed e x c e p t on a roll

of 10 exactly. If t h e hit w a s s c o r e d on an a r e a p r o t e c t e d by armor, roll v e r s u s t h e remaining d a m a g e value of t h e round. For a u t o m a t i c fire, roll only o n c e per p h a s e (regardless of t h e n u m b e r of s h o t s that hit). This rule should be applied only to NPCs. It is r e c o m m e n d e d t h a t P C s w h o suffer a killing w o u n d instead suffer e n o u g h d a m a g e t o increase t h e w o u n d level of t h e h e a d or c h e s t to at least serious if u n w o u n d e d ( a n d critical if already serio u s ) , a n d i n addition t a k e t h e n o r m a l d a m a g e inflicted by t h e round. SLAP Rounds: Note t h a t t h e M2HB m a c h i n e g u n m a y fire t h e special SLAP ( S a b o t e d , Light ArmorPiercing) r o u n d in addition to its n o r m a l a m m u n i tion. Characteristics of t h e SLAP r o u n d a r e t h e s a m e a s t h e n o r m a l . 5 0 BMG r o u n d e x c e p t that t h e penetration is superior, as n o t e d in t h e footnote on t h e Heavy M a c h i n e g u n s Chart ( p a g e 3 2 4 ) .

C h a r a c t e r s m a y suffer b u r n d a m a g e from exploding vehicles, flamethrowers a n d other pyrotechnic w e a p o n s (WP g r e n a d e s , etc.), a n d o p e n flames. C h a r a c t e r s c o m e in c o n t a c t with burning fuel by being inside or n e a r a vehicle w h e n its fuel t a n k s explode. T h e p r i m a r y burst radius of an exploding vehicle is 12 m e t e r s . All c h a r a c t e r s inside t h e vehicle w h e n it e x p l o d e s are c o v e r e d with burning gasoline. P C s c o m e in c o n t a c t with burning fuel from a flamethrower if hit by a burst from s u c h a w e a p o n . S e e t h e flamethrower description o n p a g e 2 9 8 . C h a r a c t e r s c o m e in c o n t a c t with thermite or white p h o s p h o r u s w h e n they are hit by fragments from t h e explosion of o n e of t h e s e t y p e s of shell or g r e n a d e . W h e t h e r t h e c h a r a c t e r is hit a n d by h o w m a n y fragments is d e t e r m i n e d exactly as for norm a l fragments, as explained in t h e explosions rule on t h e following p a g e , but if a c h a r a c t e r is hit by a fragment, b u r n d a m a g e is suffered instead of a normal wound. C h a r a c t e r s c o m e in c o n t a c t with o p e n flames w h e n m o v i n g t h r o u g h a burning structure or a g r a s s fire, usually to e s c a p e , but p e r h a p s to r e s c u e a wounded companion. T h e a m o u n t of burn d a m a g e c a u s e d is determ i n e d by t h e t e m p e r a t u r e of t h e flame a n d t h e length of e x p o s u r e . Temperature: Thermite a n d white p h o s p h o r u s c a u s e 2 D 6 d a m a g e per second in c o n t a c t with a b o d y part. Burning gasoline c a u s e s 1D6 d a m a g e p e r s e c o n d in c o n t a c t with a b o d y part. Moving t h r o u g h a burning structure or g r a s s fire c a u s e s 1D6 d a m a g e per p h a s e p e r b o d y p a r t i n proximity t o t h e flame. This is s u m m a r i z e d on t h e Burn D a m a g e Table o n p a g e 3 2 2 . Exposure Time: In t h e c a s e of o p e n fires, t h e e x p o s u r e t i m e is m e a s u r e d in t e r m s of c o m b a t p h a s e s actually in close proximity to t h e fire. In t h e c a s e of burning fuel, e x p o s u r e t i m e b e g i n s at t h e start of t h e c o m b a t p h a s e immediately after t h e

c h a r a c t e r w a s hit. C h a r a c t e r s hit by burning fuel will

"We say that the Dark Ones are unknowable, unfathomable, indeciferable. We say that their motives are too twisted, too otherworldly, for humans to understand. I have never felt so, though I do sometimes think that about humans. "For generations we have killed our brothers, robbed our neighbors, abandoned our children, polluted our world. Now the Dark Ones encourage us to do so even more, as they benefit from the suffering that results. "What's our excuse?"
Zena Marley (Early 21st century mercenary-philosopher)

instantly begin a t t e m p t i n g to extinguish t h e flames. They phase, will make one such attempt per second in as an Average test versus Agility. the Each

successful a t t e m p t extinguishes t h e f l a m e s o n o n e b o d y part ( c h a r a c t e r ' s c h o i c e of which b o d y part), although c h a r a c t e r s still suffer burn d a m a g e during t h e s e c o n d in which t h e y extinguished t h e flames. For e x a m p l e , Sybil's minicopter h a s b e e n shot out of t h e air, a n d as Sybil crawls from t h e w r e c k a g e , t h e fuel t a n k explodes, spraying her with blazing fuel. S h e begins rolling on t h e g r o u n d in an a t t e m p t to extinguish t h e flames, but in t h e first s e c o n d s h e fails to extinguish a n y fires a n d t a k e s 1D6 d a m a g e to e a c h hit location. In t h e s e c o n d s e c o n d , s h e m a n a g e s t o s m o t h e r t h e f l a m e s o n her h e a d , but still t a k e s 1D6 in all locations. In t h e third s e c o n d , s h e extinguishes her right a r m , t h e n t a k e s 1D6 d a m a g e t o e a c h location e x c e p t her h e a d (which w a s extinguished o n e s e c o n d a g o ) . At t h e e n d of t h e next s e c o n d , s h e will t a k e n o d a m a g e t o h e a d o r right a r m , a n d s o on. A c h a r a c t e r w h o suffers sufficient d a m a g e to lose c o n s c i o u s n e s s partially t h r o u g h a p h a s e ( p e r h a p s after t h r e e or four s e c o n d s ) will r e m a i n c o n s c i o u s until t h e e n d of t h e p h a s e a n d c a n continue to work at extinguishing flames until t h e n . O t h e r c h a r a c t e r s m a y h e l p extinguish t h e b u m ing character, m a k i n g o n e a t t e m p t p e r s e c o n d of the p h a s e i n t h e s a m e w a y a s described a b o v e . Protection: Any sort of h e l m e t will protect t h e h e a d from an o p e n flame. Blazing fuel will b u m t h r o u g h a helmet, or its h e a t will be c o n d u c t e d t h r o u g h after o n e turn. T h e h e l m e t m a y b e r e m o v e d a n d discared in o n e s e c o n d without n e e d for an Agility c h e c k . Flak j a c k e t s a n d Kevlar v e s t s will protect c h a r a c t e r s from o p e n flames, but they will c a t c h fire if c o n t a c t e d by burning fuel.

Many t y p e s o f a m m u n i t i o n d o d a m a g e mainly b y virtue of their kinetic energy, their impact, in other words. (Of c o u r s e , t h e h o l e s t h a t t h e y c r e a t e in their t a r g e t s t e n d to h a v e an important effect, as well.) In

this section, however, we will delineate t h e effects of explosive a m m u n i t i o n . Descriptive Terms: T h e power of an explosion is described by t w o ratings: concussion a n d burst. C o n c u s s i o n is t h e effect of t h e m a s s i v e o v e r p r e s s u r e w a v e g e n e r a t e d by t h e explosion, while t h e burst radius is t h e a r e a filled with small, high-energy fragments, often called s h r a p n e l . T h e s e j a g g e d m e t a l fragments c a n c a u s e s e v e r e injury, but they lose e n e r g y quickly d u e to their eccentric ballistic s h a p e , a n d t h u s d o not travel a n y w h e r e n e a r a s far as a bullet. Concussion: C o n c u s s i o n c a n affect part or all of t h e body, s o t h e n u m b e r o f c o n c u s s i o n d a m a g e dice called for a r e rolled a n d divided evenly a m o n g t h e various b o d y p a r t s . Simply divide t h e total d a m a g e suffered by s e v e n (representing t h e s e v e n hit locations) a n d a d d that m a n y points t o e a c h b o d y part. All points left over which are not evenly divisible by s e v e n a r e a d d e d t o b o d y p a r t s a s instructed b y t h e referee. At least o n e of t h e extra points should be a d d e d t o t h e h e a d , a n d t h e r e m a i n d e r should b e distributed on t h e side facing t h e explosion or on a n y previously injured part. T h e listed c o n c u s s i o n v a l u e for a n e x p l o s i o n i s t h e n u m b e r of d a m a g e d i c e rolled if a c h a r a c t e r i s i n p h y s i c a l c o n t a c t with t h e e x p l o s i o n . C h a r a c t e r s n o t i n p h y s i c a l c o n t a c t b u t within t h e s a m e e i g h t - m e t e r grid s q u a r e a s t h e e x p l o s i o n suffer half t h i s c o n c u s s i o n ( r o u n d i n g f r a c t i o n s down). Characters in an adjacent eight-meter grid s q u a r e r e c e i v e o n e - q u a r t e r o f t h e original c o n c u s s i o n v a l u e , r o u n d e d d o w n , a n d s o o n until the concussion is reduced to 0. T h e following e x a m p l e table s h o w s t h e reduction of c o n c u s s i o n d a m a g e at s u c c e s s i v e r a n g e s for an explosion with a c o n c u s s i o n value of 3 0 . Range Contact S a m e square 1 square 2 squares 3 squares 4+ squares Concussion 30 15 7 3 1 None Cover: C h a r a c t e r s c o m p l e t e l y u n d e r solid cover, s u c h as behind a thick wall, completely inside a t r e n c h or foxhole, or inside an a r m o r e d vehicle, do not suffer t h e effects of c o n c u s s i o n . C h a r a c t e r s u n d e r partial cover ( s u c h as partially behind a wall, in a foxhole, or in t h e h a t c h of an a r m o r e d vehicle) or p r o n e , halve t h e c o n c u s s i o n value of a n y a t t a c k o n t h e m . (This d o e s not apply t o explosions which a r e in physical c o n t a c t with t h e m , s u c h as g r e n a d e s d r o p p e d into their laps.) Fragmentation: T h e burst rating for an explosion is its primary fragmentation radius, t h e a r e a saturated with a high density of fragments. T h e s e c o n d ary burst radius, which h a s a lower concentration of fragments, is twice this. Primary a n d s e c o n d a r y burst radii a r e e x p r e s s e d in m e t e r s , but are s t e p p e d in i n c r e m e n t s u s a b l e with t h e tactical grid s y s t e m . Explosions with a burst rating of four m e t e r s , for e x a m p l e , include t h e i m p a c t s q u a r e in t h e p r i m a r y

on a roll of 5 - 1 0 .

"How do we fight them? "If we wish to battle the Dark Ones, we must recognize the nature of our struggle. First, we have to understand that most people do not even know they exist. Of those who do know of them, the majority are their servants. That leaves only a scattering of us who actively oppose them. "like their own Minions, then, we must use secrecy as our greatest weapon. Fortunately, the world has become a chaotic welter of political states, megacorporations, and citizens1 groups all struggling for power. Often, we can strike and then retreat into the chaos before the Dark Minions can respond. "But there will be no quick or easy victory."
Zena Marley (Early 21st-century mercenary-philosopher)
burst radius a n d t h e surrounding adjacent s q u a r e s in t h e s e c o n d a r y burst radius. Explosions with a burst rating of 12 m e t e r s include t h e i m p a c t s q u a r e a n d all adjacent s q u a r e s in t h e p r i m a r y burst radius, t h e next t w o s q u a r e s out in t h e s e c o n d a r y burst radius, a n d s o o n . Hit Procedure: Roll 1D10 for e a c h c h a r a c t e r within either the p r i m a r y or s e c o n d a r y burst radius of an explosion. C h a r a c t e r s within t h e primary burst radius a r e hit by multiple fragments on a roll of 1 - 3 , a single fragment on a roll of 4 - 6 a n d no fragments on a roll of 7 - 1 0 . C h a r a c t e r s in t h e s e c o n d a r y burst radius a r e hit by multiple fragments on a roll of 1 - 2 , a single fragment on a roll of 3-4, a n d no f r a g m e n t s

If a c h a r a c t e r is hit by multiple fragments, roll 1D6 to determine the number. D a m a g e and Penetration: F r a g m e n t s do d a m a g e a s small a r m s fire. F r a g m e n t s closer t o the explosion are m o r e d a n g e r o u s t h a n t h o s e farther away. F r a g m e n t s in t h e primary burst area do 2 D 6 d a m a g e a n d e x p e n d 1 d a m a g e die per level of a r m o r value (AV) struck. (Thus, t h e y m a y p e n e t r a t e AVI a n d still do 1D6 d a m a g e . ) F r a g m e n t s in the s e c o n d a r y burst a r e a do 1D6 d a m a g e a n d will not p e n e t r a t e armor. All hit, d a m a g e , a n d penetration information is s u m m a r i z e d o n t h e F r a g m e n t a t i o n Attack Table o n page 325. Penetration: All exploding r o u n d s h a v e a listed penetration value e x p r e s s e d a s t h e m i n i m u m a r m o r value of penetration. T h e actual penetration of t h e round is t h e listed penetration plus t h e roll of 2 D 6 (except for r o u n d s with a listed penetration of Nil). If t h e target w a s a vehicle, c o m p a r e this to t h e a r m o r value of t h e target vehicle a n d consult t h e vehicle d a m a g e t a b l e s o n p a g e s 3 2 8 a n d 3 2 9 for details.

C h a r a c t e r s falling from a h e i g h t t a k e blunt t r a u m a d a m a g e u p o n hitting t h e g r o u n d . T h i s d a m a g e i s e q u a l t o 2 D 6 p e r m e t e r fallen. D a m a g e is distributed according to t h e H u m a n / A n i m a l Hit L o c a t i o n C h a r t as follows: Roll t h r e e l o c a t i o n s . T h e first l o c a t i o n t a k e s half t h e total d a m a g e points. The second takes one-quarter t h e t o t a l , a n d t h e third t a k e s t h e r e m a i n d e r . I f t h e s a m e l o c a t i o n is rolled t w i c e , it t a k e s a d d i t i o n a l d a m a g e a c c o r d i n g l y . It is p o s s i b l e for o n e l o c a tion t o r e c e i v e t h e full d a m a g e . D a m a g e from falls is r e d u c e d by Agility. Roll a n u m b e r of D6 equal to t h e falling c h a r a c t e r ' s Agility a n d r e d u c e t h e d a m a g e b y that a m o u n t (removing hit points from locations at t h e c h a r a c t e r ' s choice). U n c o n s c i o u s c h a r a c t e r s m a y not u s e their Agility in this m a n n e r . For e x a m p l e , a c h a r a c t e r with Agility 4 falling from t h r e e m e t e r s would t a k e 6 D 6 d a m a g e , re-

duced by 4D6. Refereees m a y adjust t h e total n u m b e r of d a m a g e dice at their discretion to reflect intangibles a n d variable s u c h as t y p e a n d h a r d n e s s of surface l a n d e d o n . (Deduct several dice for landing in soft snow, for e x a m p l e , or d o u b l e t h e dice for landing on a picket fence.)

1 p 1 , s o o n this p h a s e Octavius t a k e s two points o f d a m a g e t o t h e a r m a n d o n e point t o t h e h e a d , but t h e j a c k e t s t o p s the chest w o u n d . O n t h e next p h a s e a n d e a c h thereafter, Octavius will t a k e 3 D 6 points to t h e chest, from t h e w o u n d s t o h e a d a n d a r m . For simplicity's s a k e , poison d a m a g e is conside r e d to continue until t h e c h a r a c t e r ' s c h e s t w o u n d level b e c o m e s critical. If t h e referee desires m o r e realism ( a n d m o r e complexity) e a c h poison w o u n d

S o m e c r e a t u r e s , s u c h a s vipers, d o little actual d a m a g e with their claws a n d / o r teeth, but are able to inject p o i s o n s into their prey. D a m a g e listings for t h e s e c r e a t u r e s a r e given in t h e form of a n u m b e r followed by a small p (for poison) t h e n another number. T h e f i r s t n u m b e r r e p r e s e n t s t h e n u m b e r o f hits actually d o n e by t h e delivery s y s t e m (fang, stinger, e t c . ) . If t h e s e hits are n e g a t e d by armor, t h e n no d a m a g e is suffered from t h e poison. However, if a n y d a m a g e d o e s get t h r o u g h t h e armor, t h e target t a k e s that d a m a g e on t h e round in which w a s hit, a n d o n e a c h s u c c e e d i n g r o u n d i t also t a k e s d a m a g e from t h e poison. Poison d a m a g e is always applied to t h e t a r g e t ' s chest, a n d it is e x p r e s s e d as a n u m b e r of dice, as indicated by t h e n u m b e r following t h e p. For e x a m p l e , i m a g i n e that O c t a v i u s h a s b e e n s t u n g by a s s a s s i n o i d s (from t h e "Beasties" c h a p t e r on p a g e 1 7 7 ) twice in t h e right a r m , o n c e in t h e h e a d , a n d o n c e in t h e chest, which is p r o t e c t e d by a flak j a c k e t . A s s a s s i n o i d s h a v e a d a m a g e rating of

c a n b e considered t o c a u s e d a m a g e for 1 2 p h a s e s ( o n e minute), after which t h e toxin b e c o m e s disp e r s e d e n o u g h to lose its potency.

Wounds c a u s e a variety of effects, s o m e t e m p o rary and s o m e m o r e lasting. T h o s e effects are explained here.

C h a r a c t e r s w h o suffer m o r e points of d a m a g e In an action p h a s e t h a n their current Agility are k n o c k e d down a n d m a y not c o n d u c t a n y other actions for t h e rest of t h e current turn. C o n c u s s i o n d a m a g e c o u n t s t h e s a m e a s g u n s h o t a n d fragmentation w o u n d s for determining k n o c k d o w n , but burn d a m a g e a n d cumulative poison d a m a g e d o not.

"Darkness makes the sunlight so bright that our eyes blur with tears. Challenges remind us that we are capable of great things. Misery shaipens the edges of our joy. 'Life is hard. It is supposed to be."
-Zena Marley (Early 21st-century mercenary-philosopher)
sent t h e initial s h o c k of suddenly being hurt T h e first t i m e that a c h a r a c t e r t a k e s d a m a g e during c o m b a t , h e l o s e s his n e x t action. C h a r a c t e r s n e v e r suffer m o r e t h a n o n e lost action p e r day ( 2 4 - h o u r period) for s c r a t c h w o u n d s , r e g a r d l e s s of h o w m a n y they suffer in a c o m b a t . Slight Wounds: A slight w o u n d immediately r e d u c e s t h e c h a r a c t e r ' s Initiative rating by 1 point. However, c h a r a c t e r s never suffer m o r e t h a n o n e Initiative reduction for slight w o u n d s , r e g a r d l e s s of h o w m a n y they suffer. Slight w o u n d s h a v e no other effect o n c o m b a t , although t h e referee m a y d e c i d e to penalize actions m a k i n g u s e of slightly injured a r m s o r legs.

Any d a m a g e t o t h e h e a d , including b u r n d a m a g e , h a s a c h a n c e of stunning a character. To avoid stun, roll 1D6 a n d a d d t h e d a m a g e suffered from t h e wound. If t h e result is equal to or less t h a n t h e c h a r a c t e r ' s Constitution, t h e c h a r a c t e r is unaffected. If t h e result is greater t h a n t h e Constitution rating, the character is stunned and remains unconscious for a n u m b e r of c o m b a t t u r n s equal to t h e a m o u n t by which t h e total e x c e e d e d t h e Constitution rating. For example, Tiger J o n e s suffers a 3 point wound to the head and rolls a 6, for a total of 9. His Constitution is 7, so he is stunned (unconscious) for two combat turns. Not surprisingly, stunned characters are also considered to be automatically knocked down.

T h e r e a r e four levels of w o u n d severity: scratch, slight, serious, a n d critical. If o n e of a c h a r a c t e r ' s b o d y p a r t s h a s t a k e n d a m a g e less t h a n o r e q u a l t o half its hit c a p a c i t y (round down), it is "scratched." If One of a c h a r a c t e r ' s b o d y p a r t s h a s t a k e n d a m a g e m o r e t h a n half of its hit c a p a c i t y up to equal to its hit capacity, it is slightly w o u n d e d . If it h a s t a k e n m o r e d a m a g e t h a n its hit capacity, but less t h a n or equal to twice its capacity, it is seriously w o u n d e d . If it h a s t a k e n d a m a g e in e x c e s s of twice its hit capacity, it is critically w o u n d e d . Note: If a c h a r a c t e r t a k e s e n o u g h d a m a g e from a hit to immediately t a k e a part of his b o d y from u n w o u n d e d to slightly w o u n d e d , t h e effects of a scratch w o u n d a r e s u p e r s e d e d b y t h e effects o f t h e slight w o u n d . Scratch Wounds: S c r a t c h w o u n d s mainly repre-

Serious Wounds: A serious w o u n d r e d u c e s a c h a r a c t e r ' s effective Strength by half (rounding t h e f i n a l Strength rating down) a n d c a u s e s a n additional i m m e d i a t e 2 point reduction of t h e c h a r a c t e r ' s Initiative rating (for a total of three, including t h e slight w o u n d reduction). C h a r a c t e r s w h o s e Initiative ratings are r e d u c e d to 0 or less m a y not t a k e a n y further actions during this c o m b a t . C h a r a c t e r s w h o suffer a serious injury m u s t also m a k e a special roll to avoid losing c o n s c i o u s n e s s . This is a percentile roll (using two 10-sided dice, o n e representing t h e t e n s digit a n d t h e other t h e o n e s digit) v e r s u s t h e Constitution rating. T h e roll m u s t be r e p e a t e d every c o m b a t turn in which t h e c h a r a c t e r a t t e m p t s to c o n d u c t a n y activity. A serious injury to t h e h e a d automatically c a u s e s loss of c o n s c i o u s n e s s . U n c o n s c i o u s c h a r a c t e r s m a k e a percentile

additional i m m e d i a t e 2 point reduction to their Initiative rating. C h a r a c t e r s w h o s e initiative ratings a r e r e d u c e d to 0 or less m a y not t a k e a n y further actions during this c o m b a t .

E a c h of t h e b o d y ' s s e v e n hit locations m a y be w o u n d e d to o n e of four levels: scratch, slight, serio u s , or critical ( a s explained u n d e r "Wound Severity," a b o v e ) . In general, as w o u n d e d b o d y p a r t s heal, their w o u n d level d e c r e a s e s t h r o u g h t h o s e levels in reverse order until t h e y a r e no longer w o u n d e d critical h e a l s t o serious, serious h e a l s t o slight, a n d slight h e a l s to unwounded (healed). (Note that scratch w o u n d s a r e a special c a s e . ) W h e n a wound level d e c r e a s e s from critical to serious, t h e d a m a g e points a r e r e d u c e d t o t h e midpoint o f t h e serious level. W h e n a w o u n d level d e c r e a s e s from serious to slight, t h e d a m a g e points a r e r e d u c e d t o t h e midpoint b e t w e e n slight a n d zero (which is technically t h e high m a r k for t h e s c r a t c h w o u n d levelbut the scratch wound level is ignored o n c e a wound r e a c h e s slight, so this s t a t u s is still c o n s i d e r e d slightly w o u n d e d ) . W h e n a w o u n d level d e c r e a s e s from slight, it r e d u c e s to u n w o u n d e d . For e x a m p l e , H a d y n N a k a m u r a ' s a r m h a s a hit c a p a c i t y of 28 points a n d h a s t a k e n 32 points of d a m a g e . It is seriously w o u n d e d . W h e n it heals to roll against their Constitution at t h e start of e a c h c o m b a t turn t o a t t e m p t t o regain c o n s c i o u s n e s s . Finally, a serious w o u n d to t h e leg or a r m c a u s e s t h e c h a r a c t e r to lose t h e u s e of that limb until it is healed. Critical Wounds: A critical h e a d injury c a u s e s i m m e d i a t e d e a t h . Critical injuries to other b o d y parts cause immediate loss of consciousness and require m e d i c a l attention within 10 m i n u t e s or t h e c h a r a c t e r will die from loss of blood. C h a r a c t e r s w h o lose c o n s c i o u s n e s s d u e to a critical w o u n d m a k e a percentile roll against their Constitution at t h e start of every other c o m b a t turn t o a t t e m p t t o regain c o n s c i o u s n e s s . O n c e s u c h c h a r a c t e r s regain c o n s c i o u n e s s , their Strength is halved (round d o w n ) a n d t h e y also receive a n It is b e s t to treat w o u n d s as s o o n as possible after t h e y a r e incurred. In order for first aid to be effective, t h e n , it m u s t be applied within six t u r n s of the t i m e t h e w o u n d w a s received. Effective first aid will r e d u c e a critical w o u n d to a serious o n e , or r e d u c e t h e healing t i m e of a serious w o u n d by t w o d a y s . slightly w o u n d e d , t h e d a m a g e points are r e d u c e d t o 14, which is halfway b e t w e e n t h e t o p e n d of the limb's slightly w o u n d e d s t a t u s a n d zero. Note that penalties c a u s e d by a wound level ( s u c h as Initiative reductions) r e m a i n in effect until that w o u n d level is r e d u c e d to t h e next level (at which point penalties for t h e next level r e m a i n in effect).

First aid h a s no effect on slight or s c r a t c h w o u n d s , e x c e p t to prevent infection. To administer first aid to d a m a g e c a u s e d b y p o i s o n requires a n antivenin autoinjector or a d o c t o r ' s medical kit (which contains t h e m ) . First aid is an Average t a s k v e r s u s t h e Medical skill, a s s u m i n g a d o c t o r ' s m e d i c a l kit is on h a n d . If s u c h a kit is not available, t h e t a s k b e c o m e s Difficult. C o n s c i o u s c h a r a c t e r s c a n a t t e m p t first aid on themselves.

to slight, a n d Pigeon g e t s in a fight with his r o o m m a t e , t a k i n g a n o t h e r slight w o u n d to the h e a d . By t h e next Monday, all t h r e e slight w o u n d s h a v e healed completely. Now Pigeon is totally ready to go out a n d get himself all m e s s e d up again.

S c r a t c h w o u n d s require 2 4 h o u r s t o heal t o a n u n w o u n d e d state. If a scratch w o u n d is t a k e n to a b o d y part, a n d t h e n further w o u n d s t o that b o d y p a r t

Critical w o u n d s m u s t be stabilized within 10 m i n u t e s or t h e injured c h a r a c t e r dies. ( R e m e m b e r , t h o u g h , that d e a t h is a u t o m a t i c with a critical w o u n d to t h e h e a d . ) Stabilizing a critical w o u n d is an Average t a s k v e r s u s Medical, but certain t y p e s of e q u i p m e n t a d d points to t h e effective skill level of t h e c h a r a c t e r performing t h e t r e a t m e n t . Blood p l a s m a , strong sedatives, or a medical kit of s o m e sort e a c h a d d +1 to t h e skill level, a n d t h e s e things c a n be u s e d in conjunction with o n e a n o t h e r for a collective b o n u s . In a hospital or clinic setting, whole blood m a y be u s e d instead of blood p l a s m a , for a b o n u s of +2 instead of + 1 .

during t h e d a y p u s h that b o d y p a r t ' s wound level t o slight, t h e rates a n d rules for healing from a slight wound a r e u s e d . Slight w o u n d s do not h e a l to a s c r a t c h e d state, t h e y heal t o u n w o u n d e d without p a s s i n g t h r o u g h t h e s c r a t c h w o u n d level s t a t u s .

M e d i c a l c a r e a n d s u p e r v i s i o n will i n c r e a s e a n injured c h a r a c t e r ' s b a s i c h e a l i n g r a t e . If a c h a r a c t e r i s u n d e r s u c c e s s f u l m e d i c a l c a r e while h e a l i n g , t w o d a y s a r e t r i m m e d from e a c h s t a g e of h e a l i n g . In o t h e r w o r d s , critical w o u n d s h e a l in f i v e d a y s , s e r i o u s w o u n d s i n t w o d a y s , a n d slight w o u n d s i n o n e d a y . (In t h e e x a m p l e a b o v e , Pigeon would h a v e healed completely in eight

A character without medical attention m a y heal from a slight wound level to unwounded in three days. To go from serious to slight t a k e s four days, and from critical to serious takes o n e week. Note that healing of various body parts goes on simultaneously. For e x a m p l e , on Monday, Pigeon is nearly e a t e n by a h u m o n g o u s sewer-dwelling alligator a n d receives a slight wound to his h e a d , a serious w o u n d to his chest, a n d a critical w o u n d to e a c h leg. An a m b u l a n c e t e a m stabilizes his critical w o u n d s , a n d Pigeon's r o o m m a t e t a k e s him h o m e t o recover. Three d a y s later, o n Thursday, his h e a d w o u n d h a s healed. By Friday, his chest w o u n d h a s r e d u c e d to slight. On t h e next Monday, both critical w o u n d s r e d u c e to serious, a n d his slight chest wound red u c e s t o u n w o u n d e d (it h a s b e e n t h r e e d a y s since Friday). Four d a y s later, on Friday, both legs r e d u c e

days, rather than two weeks.) Successful medical care requires two things. First, t h e c a r e g i v e r m u s t s p e n d half a n h o u r p e r w o u n d level, p e r b o d y a r e a d a m a g e d , p e r day, tending to the wounds. (For instance, when P i g e o n w a s f i r s t injured, h e w o u l d r e q u i r e four a n d a half h o u r s o f c a r e p e r d a y . W h e n h e r e a c h e d o n l y t h r e e slight w o u n d s , only a n h o u r a n d a half o f c a r e w a s r e q u i r e d p e r day.) S e c o n d , o n c e per day the caregiver must p a s s an Easy c h e c k of his or h e r M e d i c a l skill. If no m e d i c a l e q u i p m e n t is a v a i l a b l e (a d o c t o r ' s kit is m i n i m u m ) , then the task check b e c o m e s Average. Failure m e a n s that o n e of the two d a y s ' worth of t i m e to be s a v e d w a s lost. In o t h e r w o r d s , if t h e t a s k i s failed o n e d a y d u r i n g t h e t r e a t m e n t p e riod, o n l y o n e d a y i s s a v e d from t h e n o r m a l

h e a l i n g t i m e . I f t h e t a s k i s failed t w i c e , n o d a y s a r e s a v e d . Mote t h a t failing t h e t a s k a third t i m e (or m o r e ) d o e s n o t a d d t i m e t o t h e b a s i c h e a l i n g r a t e u n l e s s a c a t a s t r o p h i c failure is rolled on this third c h e c k (or b e y o n d ) .

acter with b o t h i n a d e q u a t e food a n d i n a d e q u a t e shelter will t a k e two extra d a y s to r e d u c e e a c h w o u n d level. For instance, imagine that Pigeon, in t h e e x a m p l e a b o v e , is hiding out in an a b a n d o n e d w a r e h o u s e a n d subsisting on nothing but water a n d a c a s e of stale c h e e s e c r a c k e r s . This is certainly i n a d e q u a t e diet, so he'll suffer an additional d a y to

Poison w o u n d s c a n b e t r e a t e d just like regular w o u n d s , with the exception that either a doctor's kit or an antivenin autoinjector is essential rather than' optional a n d confers n o b o n u s point t o t h e task, n o t e that a successful first aid roll h a s t h e n o r m a l effect o n w o u n d s incurred a n d halts a n y further d a m a g e from t h e poison.

heal e a c h w o u n d level. If t h e w e a t h e r is cold, t h e h e a t l e s s w a r e h o u s e will a l s o qualify as i n a d e q u a t e shelter, so Pigeon will require two extra d a y s to heal e a c h level. Now, instead of healing his slight h e a d w o u n d on Thursday, it will t a k e until Saturday, the serious chest w o u n d will t a k e until S u n d a y to bec o m e slight, a n d t h e two critical leg w o u n d s will t a k e until t h e next W e d n e s d a y to r e d u c e to serious.

If t h e referee d e c i d e s that a w o u n d e d c h a r a c t e r h a s i n a d e q u a t e food or shelter, e a c h wound level will require an extra d a y to r e d u c e to the next level. T h e s e penalties are additive, m e a n i n g that a charS u r g e r y c a n r e d u c e a critical wound drastically. Like a n y other medical c a r e , it will usually be p e r f o r m e d at a hospital, w h e r e all n e c e s s a r y equipm e n t is available a n d quality post-operative c a r e is available. But occasionally a c h a r a c t e r might h a v e r e a s o n s for not going to a hospital for this c a r e (such as insufficient m o n e y , or being sought by a s s a s sins). In t h e s e c a s e s , a friend might be a s k e d to perform t h e surgery. Surgery c a n only b e p e r f o r m e d b y s o m e o n e with at least Medical 3, a n d it requires t h e u s e of surgical instruments. It is a Difficult t a s k v e r s u s Medical to r e d u c e a critical w o u n d to serious, but if t h e t a s k roll is successful, t h e reduction o c c u r s immediately after surgery is c o m p l e t e d . T h e u s e of blood p l a s m a a n d local anesthetic e a c h a d d +1 to t h e s u r g e o n ' s effective Medical skill, a n d a r e cumulative. If whole blood is u s e d instead of p l a s m a , it a d d s +2 to the effective skill level. Total a n e s t h e t i c a d d s +3 if it is u s e d instead of local a n e s t h e t i c . Only o n e s u r g e r y a t t e m p t c a n b e performed per critical w o u n d . Failure m e a n s that t h e w o u n d rem a i n s critical. Catastrophic failure c a n result in extra healing t i m e , loss of limb, or loss of life, d e p e n d i n g u p o n t h e hit location receiving surgery, t h e severity of t h e critical failure, a n d t h e referee's j u d g m e n t of t h e situation as a whole.

Vehicles a n d w e a p o n s h a v e b e e n w e d d e d f r o m t h e beginnings of r e c o r d e d history. F r o m t h e war chariots of t h e a n c i e n t Assyrians, to t h e m o s t m o d e r n battle t a n k s , from p i c k u p t r u c k s with gun r a c k s , t o l a s e r - w i e l d i n g s a t e l l i t e s , all b e t r a y h u m a n i t y ' s fascination with s p e e d a n d destruction. In this chapter, we explain h o w to incorporate vehicle c o m b a t into your Dark Conspiracy a d v e n t u r e s . Travel rules a r e a l s o included, for t h o s e t i m e s w h e n c h a r a c t e r s m u s t trek a c r o s s long distances, whether it be along well-patrolled interstates, through d e c a y i n g b a c k w a t e r regions, o r a c r o s s h i d e o u s s t r e t c h e s of rural D e m o n g r o u n d .

ground, t h e referee m a y d e c i d e t o cut down travel s p e e d s o m e w h a t , to r e p r e s e n t the necessity for m o r e c a u t i o u s p r o g r e s s , for scouting a h e a d , for vehicle m a i n t a i n a n c e , a n d t h e like. Generally, there will be m o r e likelihood for e n c o u n t e r during s u c h travel, simply b e c a u s e of t h e h a z a r d o u s n a t u r e of t h e region. But in every c a s e , t h e decision is left to t h e referee. For long-range encounters or encounters with large parties, the referee m a y decide to use 30-second combat turns as the m e a n s of resolving the encounter. When greater detail is desired, combat phases can be used. The use of combat turns and combat phases is explained more completely in "Combat & Damage."

E a c h ground vehicle card c o n t a i n s a pair of Different a d v e n t u r e situations call for different t r e a t m e n t s of travel a n d t i m e p a s s a g e . If a g r o u p is m a k i n g a 2 0 0 - or 3 0 0 - k i l o m e t e r trip from o n e city to the next, along well-kept highway, for instance, t h e referee m a y simply h a v e t h e p l a y e r s d e t e r m i n e h o w long it t a k e s to get there, b a s e d u p o n t h e exact distance a n d the s p e e d of t h e vehicle(s) being u s e d , a n d t h e n consider t h e trip a c c o m p l i s h e d . O n t h e other h a n d , t h e referee m a y decide to throw in an e n c o u n t e r t o liven things u p , o r t h e a d v e n t u r e m a y call for a travel encounter. If t h e g r o u p is m a k i n g a d a y s - l o n g trek a c r o s s a rural stretch of D e m o n Travel on a g o o d r o a d is largely unaffected by t h e terrain t h r o u g h which t h e road p a s s e s , but good r o a d s a r e b e c o m i n g s c a r c e . A poor road (one which is breaking u p , partially w a s h e d out, or just h a s n ' t s e e n a r o a d crew in t h r e e or four years) allows travel at t h e full cross-country rate for vehicles, regardless of t h e terra in t h r o u g h which t h e road p a s s e s . Aside from r o a d s a n d rivers, t h e r e are four m a i n t y p e s of terrain e n c o u n t e r e d in the countryside: w o o d s , s w a m p , hills, a n d o p e n terrain. Woods: W o o d s a r e forested a r e a s of considerable density. While a p e r s o n c a n walk through virgin forest, it is an impractical m e a n s of travel for vehicles a n d for a p a r t y of p e o p l e for a n y distance. T h u s , all travel t h r o u g h w o o d e d a r e a s is a s s u m e d t o b e along only p a t h s a n d r o a d s a n d through m o v e m e n t listings: Cruise S p e e d , which is how m a n y kilometers t h e vehicle c a n effectively travel per hour, and C o m b a t Movement, which is how m a n y m e t e r s it c a n m o v e per c o m b a t round. Additionally, e a c h listing c o n t a i n s a pair of n u m bers: t h e first is a safe o n - r o a d m o v e m e n t rate; t h e s e c o n d a safe off-road rate. Air a n d water craft h a v e slightly different ratings, as explained later.

clearings w h e n e v e r possible. Travel m o v e m e n t on foot t h r o u g h w o o d s is at half t h e n o r m a l m o v e m e n t rate. Vehicles travel through woods at half their off-road movement rate unless following a particularly welltravelled dirt road, in which case they m o v e at their full off-road movement rate. Bicycles m a y not be ridden through woods except along such roads. S w a m p : S w a m p s are difficult to traverse, but a p e r s o n on foot c a n m o v e at full m o v e m e n t rate. All vehicles m o v e at half of their off-road m o v e m e n t rate. Bicycles m a y not b e ridden. Hills: Hills are relatively s t e e p but regular rolling ground. All m o v e m e n t is r e d u c e d by half in hills. Hills m a y also be w o o d e d . If s o , d e t e r m i n e t h e m o v e m e n t rate for w o o d s first a n d t h e n apply t h e hill terrain r e d u c t i o n s to t h e result. Open: O p e n terrain is generally flat or gently rolling g r a s s l a n d s , a n d for t h e m o s t p a r t consists of former cultivated l a n d s which h a v e reverted to t h e wild but are not yet w o o d e d . O p e n terrain also includes cultivated ground. All m o v e m e n t t h r o u g h o p e n terrain is at t h e full off-road m o v e m e n t rate. Incorporating vehicles into t h e c o m b a t s e q u e n c e involves adding a few a d a p t a t i o n s to t h e basic T h e m o s t difficult thing a b o u t operating aircraft is not t h e flying itself, but rather t h e takeoff a n d landing. Taking off or landing an aircraft e a c h normally require an E a s y level skill roll unless complicated by mechanical difficulties, poor weather, or s o m e other s u c h trouble. A failed takeoff or landing roll m e a n s that t h e pilot h a s either pulled up from landing or g r o u n d l o o p e d at t h e e n d of the runway and aborted the maneuver for the moment. A catastrophic failure m e a n s the aircraft has crashed and is destroyed. The extent by which the task w a s failed should indicate the seriousness of injuries, if any, sustained by pilot and crew. c o m b a t rules. Most of t h e s e a d a p t a t i o n s involve vehicle m o v e m e n t . Units of Measure: As mentioned above, movement rates for ground vehicles are given in meters, first onroad, then off-road. Movement rates for water vessels and aircraft are given in eight-meter increments moved per combat phase. When using a two-meter grid, multiply this number by four; when using individual meter measurement, multiply it by eight. (Note that m a n y water vessels have a movement allowance of 0.5, 1.5, 2.5, etc. When moving on the eight-meter grid, these vessels m o v e an extra square every other phase.) Boating Maneuvers: A few special rules apply to watercraft c o m b a t m o v e m e n t . Turning: E a c h vessel h a s a turn rating which is To this point, we h a v e dealt a l m o s t exclusively with c o m b a t a m o n g c o m b a t a n t s on foot. But o c c a sionally m o u n t s or vehicles will be involved. This section delineates t h e b a s i c rules for incorporating t h o s e things into a battle. t h e n u m b e r of 4 5 t u r n s it c a n m a k e e a c h c o m b a t turn ( 3 0 s e c o n d s ) . Regardless of this rating, only o n e turn c a n b e m a d e per p h a s e (five s e c o n d s ) , a n d only on t h e p h a s e s in which t h e h e l m s m a n (or captain w h o is with t h e h e l m s m a n ) h a s t h e Initiative.

"I have come up with a good advertising slogan for Zil cars. Its Zen-like clarity and perfection please me greatly: Buy a Zil It's almost better than having a root canal. "The true beauty of this rests in the fact that, like all classic advertising, it is a lie."
Zena Marley (Early 21st-century mercenary-philosopher)

Acceleration and Deceleration: E a c h vessel

has

t h e n u m b e r of dice rolled per burst is r e d u c e d . "Drive" Action: When vehicles are involved in combat, Drive is considered an action added to the list of normal actions. Drive includes the operation of all types of vehicles, from bicycles to oil tankers to space shuttles. In s o m e cases, performing this action will require a skill check. In others, the action is considered to be automatically successful. For instance, a character who was usingthe Drive action to pilot a helicopter through a train tunnel might have to m a k e a Difficult: Pilot check, while another character who was driving a family car along a city street in good weather, or who w a s coming to a safe halt at a well-marked stop sign, would be required to m a k e no check at all. A few other actions can be combined with the Drive action. Talking and driving can be done together freely. The Ready/Change Equipment, Reload, and Fire actions can each be done while driving, but any necessary driving checks are a t o n e level m o r e difficult (sometimes requiring a check that might not otherwise be required). Vehicle Movement and Driver Initiative: Driving a vehicle is considered to be a special c a s e of the repetitive action option. That is, vehicles m o v e every phase, regardless of the Initiative rating of their operators. This movement is considered to be simultaneous, although for simplicity the referee will most likely choose to have characters move their vehicles each phase in reverse Initiative order (Intiative 1 acts, then 2, then 3, etc.). At the beginning of each 30-second combat turn, each player of a driving character tells the referee the basic direction and speed ofthe vehicle. Thiscan include such things as going in a straight line, following a road or path, travelling off-road toward a landmark, driving to a particular position and stopping, following a leading vehicle, or any similarly simple plan. The vehicle then follows the stated course through all p h a s e s prior to the driver's Initiative point. The only change that can be m a d e to this plan during these p h a s e s is to bring the vehicle to a halt in response to an unforseen obstacle or action (thus terminating the repetitive action). O n c e a character's Initiative point c o m e s up in the combat turn, however, that character can divert freely from the stated plan, choosing a new action each phase, if desired.

an acceleration rating which is t h e a m o u n t by which it c a n i n c r e a s e its s p e e d e a c h c o m b a t turn. Regardless of t h e rating, only o n e point of increase c a n be m a d e per p h a s e , a n d t h e n only in p h a s e s in which t h e h e l m s m a n (or captain w h o is with t h e h e l m s m a n ) h a s Initiative. A b o a t c a n decelerate at twice its acceleration p e r t u r n , but still at no m o r e t h a n o n e point per p h a s e . Rowed Boats: R o w b o a t s m a y be rowed at up to (but not m o r e t h a n ) twice their listed s p e e d . Sailboats: Sailboats will not m o v e upwind, nor within 4 5 to either side of that direction. Motorboats: Size 1 m o t o r b o a t s m a y be rowed if necessary. Fire From Moving Vehicles: C h a r a c t e r s m a y not c o n d u c t a i m e d fire from a m o v i n g vehicle. T h e y m a y fire quick s h o t s or bursts at o n e level greater difficulty t h a n n o r m a l . Drivers fire quick s h o t s at t w o levels of difficulty greater t h a n n o r m a l . Pilots or crew of aircraft firing w e a p o n s m o u n t e d on t h e aircraft are a special c a s e a n d do not apply t h e a b o v e rule, although crew a n d p a s s e n g e r s firing n o n m o u n t e d w e a p o n s ( s u c h as rifles or pistols) do. Target Movement: If t h e target is m o v i n g 30 m e t e r s or m o r e in t h e current p h a s e , a n y a t t e m p t to hit it is c o n d u c t e d as if at r a n g e greater t h a n n o r m a l . For n o r m a l fire, this merely m e a n s o n e level m o r e difficult t h a n n o r m a l , but for a u t o fire, it m e a n s that

For example, Dr. Willoughby, with an Initiative of 2, is driving his Yugo Contempo to his office when a pack of n o m a d bikers roars up from behind and surrounds his car. The referee decides to go to combat sequence at this point and a s k s the doctor's player what the doctor is planning to do. The player decides to have the doctor continue driving at the s a m e speed and continue straight down the road. The referee secretly m a k e s a determination for the bikers, not letting the doctor's player know that none of t h e m h a s an Initiative higher than 3. In p h a s e 6, Willoughby continues onward, as do the bikers. On phases 5 and 4, the s a m e thing occurs. On p h a s e 3, however, o n e of t h e bikers suddely swerves in front of t h e doctor's car a n d slows down. Willoughby is still l o c k e d into his repetitive c o u r s e until next p h a s e , so he h a s only o n e of two choices: continue to follow his stated coursein which c a s e he'll run into t h e bikeror s t o p t h e car. T h e player d e c i d e s t o h a v e h i m continue his course, a n d t h e biker g o e s flying. If this h a d b e e n o n e of t h e doctor's Initiative p h a s e s , h e could h a v e c h o s e n t o d o s o m e thing other t h a n m e r e l y continue or stop. For ins t a n c e , he might h a v e s w e r v e d , or slowed down, or s p e d u p , or pulled a pistol from his j a c k e t , or any of a n u m b e r of other things. Fast Driving and Mishaps: During combat, a vehicle m a y travel faster than the listed safe on-road/off-road speeds at the risk of a mishap. Driving at up to twice the safe speed requires an Average check versus the appropriate vehicle skill. Ground vehicles (with the exception of bicycles, seethe following page) m a y travel at up to three times the safe speed, but this requires a Difficult task check. In either case, the roll is m a d e each phase. Failure of the check m e a n s a mishap occurs. Ground vehicle m i s h a p s m e a n t h e vehicle h a s b e c o m e stuck in a ditch, or b o t t o m e d out in rough ground. It c a n n o t m o v e until it b e c o m e s u n s t u c k . In e a c h p h a s e t h a t t h e driver would normally act, a Difficult roll v e r s u s t h e appropriate vehicle skill m a y b e m a d e i n a n a t t e m p t t o correct t h e m i s h a p . S u c c e s s m e a n s t h e vehicle b e c o m e s u n s t u c k . If the m i s h a p w a s t h e result of a catastrophic failure, however, t h e vehicle suffers s o m e sort of s e v e r e d a m a g e . T h e referee will d e t e r m i n e t h e exact ef-

fects, b a s e d u p o n t h e situation a t t h e t i m e a n d t h e a m o u n t by which the die roll e x c e e d e d the minim u m for catastrophic failure. It m a y be t h a t t h e vehicle suffers a collision ( p e r h a p s with p a s s e n g e r injuries), for e x a m p l e , or simply that it h a s b e c o m e t o o mired down to b e c o m e u n s t u c k without t h e aid of a towing vehicle. Water vessel mishaps m e a n the vehicle suffers a stall of s o m e sort. Engines die, sails break loose, oars are dropped, and the like. To get the vessel underway again, the character in charge can attempt an Average roll versus Vessel Use o n c e per phase in which that character would normally act. Success m e a n s the problem has b e e n resolved. If t h e m i s h a p w a s t h e result of a catastrophic failure, however, the vessel h a s suffered s o m e sort of permanent d a m a g e , as determined by the referee, based upon the situation at the time. A e r o s p a c e craft m i s h a p s m e a n t h e craft g o e s out of control a n d b e g i n s rushing t o w a r d t h e ground. O n c e per p h a s e , t h e pilot c a n m a k e a n Average c h e c k v e r s u s t h e appropriate Pilot skill to regain control. S u c c e s s m e a n s that control is regained. B a s e d u p o n the s p e e d of t h e craft a n d its altitude at the time control was lost, the referee will determine how m a n y p h a s e s can elapse before the craft runs out of air space. If the pilot h a s not regained control by this time, the craft crashes, with d a m a g e being determined by the referee's judgment. Note that if the mishap was the result of a catastrophic failure, attempts to regain control are

t a k e s 1D6 points o f d a m a g e , a n d t h e m o t o r c y c l e suffers o n e s u s p e n s i o n hit.

Firing at vehicles and vessels is similar in general principle to firing at individuals, but there are a few differences. S o m e additional die rolls must be m a d e when dealing with vehicular weapons and vehicular damage. Range Finders: Many vehicle-mounted guns have range finders which provide a fire bonus to the gunner's marksmanship. The bonus m a y only be used for aimed shots and only when shooting at land vehicles, vessels, and other large targets (such as buildings). The entry in the equipment list for each vehicle gives its range finder at Difficult level, rather than Average. Bicycles and Motorcycles: A c h a r a c t e r c a n att e m p t to go up to twice the safe s p e e d on a bicycle. ( C h a r a c t e r s w h o are e n c u m b e r e d travel at half s p e e d o n bicycles a n d m a y not g o faster.) Travelling o v e r s p e e d on a bicycle requires an A v e r a g e c h e c k v e r s u s Agility. Failure m e a n s t h e c h a r a c t e r falls off, but no d a m a g e results. Catastrophic failure results in d a m a g e to bike a n d / o r rider. Motorcycle m i s h a p s m e a n t h e driver h a s t a k e n a spill. C h a r a c t e r s suffer 1 D 6 - 3 d a m a g e u n l e s s they s u c c e e d at Difficult: Agility. T h e rider c a n u s e t h e next available action t o r e m o u n t t h e m o t o r c y c l e a n d continue. Catastrophic failures m e a n t h e driver bonus. This bonus is added to the gunner's modified marksmanship at medium and long range. Half of the bonus is added at extreme range. N o t e that factors which c a u s e a target to be treated as being at a longer r a n g e ( s u c h as m o v e m e n t o r obscuration) d o not c h a n g e t h e r a n g e finder b o n u s u s e d , only t h e effective m a r k s m a n s h i p of the gunner. For e x a m p l e , firing at an o b s c u r e d target at close r a n g e is t r e a t e d as if at m e d i u m r a n g e for determining t h e g u n n e r ' s effective skill; it d o e s not allow u s e of the m e d i u m r a n g e r a n g e finder b o n u s . Antitank Missiles: On rare o c c a s i o n s , guided antitank missiles m a y b e c o m e available t o c h a r a c ters. Unlike other direct fire w e a p o n s , the range given on the combat chart for an antitank missile is its maximum range. Within this r a n g e , t h e c h a n c e to hit is t h e s a m e r e g a r d l e s s of distance: It is an E a s y t a s k v e r s u s Heavy W e a p o n s skill. However, t h e firer m u s t t a k e a n a i m action before f i r i n g , a n d (except for Tank Breaker, below) m u s t continue to aim during t h e entire flight of t h e missile or it will m i s s t h e target. All missiles travel 1 0 0 0 m e t e r s per c o m b a t phase. If a missile-firing c h a r a c t e r is hit by a n y sort of attack, t h e aiming concentration will be b r o k e n a n d t h e missile will m i s s its target. Tank Breaker: Tank Breaker is a fire-and-forget antitank missile. That is, o n c e it is aimed and launched, it will continue to h o m e in on the target without further

guidance from the operator. The firing character must still aim before firing, but o n c e the missile is fired there is no need to continue to aim. Multiple-Barrel Guns: In extremely r a r e c a s e s (you'd better h o p e ) , large g u n s with multiple barrels m a y find their way into c o m b a t . In s u c h a c a s e , t h e firing procedure is conducted as normal up to the point of calculating t h e n u m b e r of hits achieved. W h e n this point is r e a c h e d , t h e resultant n u m b e r is multiplied by t h e n u m b e r of barrels on t h e w e a p o n . For e x a m p l e , if a two-barrel g u n were u s e d , t h e n u m b e r of hits would be doubled.

Aircraft m a y be fired at by ground w e a p o n s or other aircraft. Ground Weapons: T h e only ground w e a p o n s which m a y fire at aircraft are a u t o m a t i c w e a p o n s a n d antiaircraft missiles. Automatic weapons do so using the normal rules to hit, but at one greater level of difficulty. All automatic small a r m s weapons cause minor d a m a g e . All larger caliber automatic weapons cause major d a m a g e . E a c h firing a u t o m a t i c w e a p o n c a n only a c h i e v e o n e hit p e r c o m b a t p h a s e , regardless of t h e actual n u m b e r of hit rolls successfully m a d e . Antiaircraft missiles are fired using the Heavy Weapons skill. The accuracy of the missile indicates the difficulty level of the task. A successful task roll indicates that the target aircraft suffers minor d a m a g e ; an outstanding success roll indicates major d a m a g e . Air-to-Air Combat: Aircraft m a y also be fired at by other aircraft using either a u t o m a t i c w e a p o n s or antiaircraft missiles. All rules for firing are the s a m e , with t h e following additions: All hostile aircraft e n g a g e d in c o m b a t are either a d v a n t a g e d or d i s a d v a n t a g e d with r e s p e c t to e a c h other. T h e a d v a n t a g e d aircraft is t h e aircraft with t h e higher total of s p e e d points p l u s Pilot skill plus m a n e u v e r points. A d v a n t a g e / d i s a d v a n t a g e is recalculated e a c h p h a s e . Speed points are equal to the current combat speed of the aircraft divided by 10, rounding fractions down. For example, an aircraft with a printed speed of 40 is being flown at twice its safe speed, or 8 0 . ft h a s eight speed points. Pilot skill is the actual skill level of the pilot. Maneuver points are gained by attempting difficult maneuvers. An Average skill roll maneuver gains 1 point, Difficult gains 2, and one stage further (i.e., versus one-quarter of the pilot's skill) gains4. Failure is treated as a mishap. If t h e a d v a n t a g e d aircraft's total of s p e e d + skill+maneuver exceeds the disadvantaged aircraft's total by 50% or more, the advantaged plane m a y break off contact and successfully escape. Otherwise it must stay and fight. If a fight ( e x c h a n g e o f fire) e n s u e s , t h e a d v a n t a g e d aircraft p i c k s t h e r a n g e of t h e c o m b a t , provided the distance c h o s e n is still within r a n g e of at least o n e of t h e d i s a d v a n t a g e d aircraft's w e a p o n s . If t h e disadv a n t a g e d aircraft h a s no w e a p o n s , it m u s t be within r a n g e of at least o n e of t h e a d v a n t a g e d aircraft's weapons. Fixed w e a p o n s ( m a c h i n e g u n s a n d c a n n o n f i x e d to fire forward) a n d antiaircraft missiles m a y only be fired at hostile aircraft if the firing aircraft is advantaged with r e s p e c t to t h e target. Flexible m o u n t w e a p o n s ( s u c h a s g u n turrets o r door-mounted machineguns) m a y fire at enemy aircraft whether a d v a n t a g e d or d i s a d v a n t a g e d with r e s p e c t to t h e m . If d i s a d v a n t a g e d , however, t h e fire is c o n d u c t e d at o n e difficulty level greater.

vehicles a r e further subdivided into t h r e e t y p e s (noted o n e a c h vehicle's vehicle c a r d ) : standard, turreted, a n d crew in hull. Surface Die Roll* 1 2 3 4 5 6 7 Result Turret/superstructure** Hull Hull Hull Hull Suspension/waterline*** Suspension/waterline*** Aerospace Die Roll* 1 2 3 4 5 6 7 Result Wing Wing Wing Hull Hull Hull Hull Standard: These vehicles have a roughly rectangular shaped body or "hull." Passenger cars and trucks are standard vehicles. Turreted: Turreted vehicles have a large, manned turret on top of the hull. Tanks are turreted vehicles. Crew In Hull: A crew-in-hull vehicle combines a standard hull with a small, unmanned turret. (While there are no crew-in-hull vehicles provided in the Dark Conspiracy basic g a m e , s o m e will appear in later supplements.) Boat Target Size: Because boats are often m u c h larger than other types of vehicles, m a n y of them are m u c h easier to hit with w e a p o n fire. W h e n firing at a boat, a d d 1 to the c h a n c e of hitting it for e a c h Like h u m a n targets, vehicles in Dark Conspiracy have various hit locations. When a hit is scored on a vehicle, d a m a g e is determined by a series of steps. First, a roll is m a d e for hit location on the Vehicle Hit Locations Table. Second, the d a m a g e value of the round is compared to the location's armor value, revealing a d a m a g e severity table to be rolled on. Third.a roll is m a d e on the appropriate d a m a g e severity table, and the resulting d a m a g e is applied. Vehicle Configuration: For simplicity's sake, vehicles in Dark Conspiracy are divided into two main groups: surface vehicles and aerospace vehicles. Aerospace vehicles include all those covered by the Pilot skill (i.e., fixed wing, rotary wing, and shuttle). Surface vehicles include all those covered by the Vehicle Use and Vessel Use skill (i.e., all ground and water craft). Land surface When a hit is scored on a vehicle, a 1D6 roll must be m a d e to determine where it impacted. O n e point is added to the die roll if the shot was m a d e upon the vehicle's side. The final result is then compared to the Vehicle Hit Locations Table, to determine exact hit location. Those locations are explained as follows: P-AV* 0 or less 1 t o 10 11 t o 2 0 21 to 4 0 4 1 to 6 0 61 or m o r e Result No effect 1 m i n o r d a m a g e result 2 minor d a m a g e results 1 major d a m a g e result 2 major d a m a g e results 3 major d a m a g e results Hull: This reflects a hit upon the main body of the vehicle, whether it be an aircraft's fuselage, an automobile's body, or a boat's hull. Superstructure: Many water vessels have structures built above the hull. This die roll result m e a n s the target vessel was hit in that area. If the vessel is flush decked (has no superstructure), treat this as a hull hit. Turret: If t h e vehicle h a s a turret, t h e round i m p a c t s u p o n it. For vehicles without a turret, treat n u m b e r by which its size rating exceeds 1. For exa m p l e , a d d 2 to t h e c h a n c e of hitting a size 3 boat. Bicycles and Motorcycles: All small a r m s hits on a bicycle or motorcycle result in d a m a g e . All hits by larger weapons result in destruction. A damaged bicycle or motorcycle c a n no longer be ridden. Characters riding a bicycle or motorcycle when it is hit fall off, taking no d a m a g e if on a bicycle. Characters riding a motorcycle at m o r e t h a n its safe s p e e d suffer 1 D 6 - 3 d a m a g e unless they p a s s a Difficult test of Agility.

*+l to die roll for side shots. **If the vehicle has no turret or superstructure, this becomes Hull. ***Minor d a m a g e halves speed; major damage immobilizes the vehicle. Two minor results equal one major.

*P-AV: Penetration minus armor value.

this as a hull hit. Waterline: This indicates a hit below t h e waterline on a water vessel, resulting in flooding. (The e x a c t results of flooding are explained later.) Wing: In t h e c a s e of rotary craft, this indicates a hit u p o n t h e rotor. On all other aircraft, it is a hit u p o n o n e wing or t h e other. S u s p e n s i o n Hits: N o d a m a g e t a b l e s are provided for s u s p e n s i o n hits. O n e minor d a m a g e result to a vehicle's s u s p e n s i o n halves that vehicle's m o v e m e n t . A s e c o n d m i n o r d a m a g e , or any major d a m a g e , immobilizes t h e vehicle. Tracked suspensions are treated like any armored part of the vehicle using the armor value listed. Wheeled suspensions do not have an armor value, but instead have a critical d a m a g e level. (See Armor on p a g e 116.) Each time a weapon hits the suspension, it inflicts d a m a g e equal to its final penetration. O n c e the cumulative d a m a g e reaches the critical d a m a g e level, the suspension suffers minor d a m a g e . O n c e it reaches twice that level it suffers major d a m a g e . (In most cases, any hit on a wheeled suspension will immobilize the vehicle. Only in the c a s e of small a r m s fire is the cumulative d a m a g e likely to be important.) Overhead Attacks: Tank Breaker missiles m a y be programmed to fly over the target and attack it from above. For overhead hit locations never add 1 to the die roll for a side shot and treat all suspension hits as hull hits instead. All attacks are resolved using the vehicle's side armor value. Die 1 2 3 4 5 6 Turret Minor Result Loader* Sight/vision Sight/vision Traverse Secondary Major turret Turret Major To complete determining the extent of the vehicle's d a m a g e , the striking round's penetration and the armor of the location hit, along with any other special factors, must now be considered. Penetration: O n c e the hit location is determined, the penetration value of the attacking weapon is compared to that location's armor value. But penetration is figured differently for small a r m s and exploding rounds. Small Arms: When using small a r m s against living targets, the weapons' penetration value indicates the number of d a m a g e dice lost per level of armor on the target, a n d this penetration value varies with range. Die 1 2 3 4 5 6 Result Loader* Main a r m a m e n t Main a r m a m e n t Main a r m a m e n t Major hull Minor hull Die 1 2 3 4 5 6 Die 1 2 3 4 5 6 Hull Minor Result 1 crewmember Loader* 2 passengers** 2 passengers** Radio Major hull Hull Major Result Engine Engine Fuel Fuel Ammo Ammo Die 1 2 3 4 5 6 Minor Result 1 crewmember 1 crewmember 2 passengers* 2 passengers* Radio or sight/vision** Major hull Die 1 2 3 4 5 6 Major Result Engine Engine Fuel Fuel Weapon/ammo Weapon/ammo

*2 passengers becomes a 1 crewmember hit if this is not a passengercarrying vehicle. If it is a passenger-carrying vehicle but no passengers are present, the hit has no effect. Cargo destroyed may be substituted for this result at the referee's discretion. " R e f e r e e ' s choice.

Small a r m s fire against vehicles is handled somewhat differently. For attacks on vehicles, the number of d a m a g e dice is divided by the appropriate penetration value (rounded down). The result is the weapon's penetration versus vehicles. Exploding Rounds: Rounds which explode always have only one penetration listedeither a number

*Loader is either a hit on the autoloader mechanism or the actual crewmember loading the gun. This becomes a driver hit if neither are present. **2 passengers becomes a 1 crewmember hit if this is not a passengercarrying vehicle. If it is a passenger-carrying vehicle but no passengers are present, the hit has no effect. Cargo destroyed may be substituted for this result at the referee's discretion.

its armor.If it goes through the window or cargo area, the shot is always resolved as minor d a m a g e and d a m a g e Minor Turrret Die 1 2 3 4 5 6 Result Loader* Sight/vision Sight/vision Traverse Secondary Major turret Major Turret Die 1 2 3 4 5 6 Result Main a r m a m e n t Main a r m a m e n t Main a r m a m e n t Main a r m a m e n t Major hull Minor hull Die 1 2 3 4 5 6 Die 1 2 3 4 5 6 Minor Hull Result 1 crewmember Loader* 2 passengers** 2 passengers** Radio Major hull Major Hull Result Engine Engine Fuel Fuel Ammo Ammo Locate the d a m a g e table corresponding to the target vehicle's configuration (standard, turretted, boat, etc). Find the correct section (minor or major damage, hull or turret d a m a g e ) and roll 1D6 o n c e for each required followed by the letter C (indicating that it is constant throughout its range) or the notation Nil. If the value is a number, roll 2D6 and add the total to the listed value; the result is the final penetration value. If the notation Nil is present, the round h a s no final penetration effect. Armor: O n c e the penetration value and hit location are known, consult the vehicle description and note the armor value of that location. Hulls and turrets each have a front,side, and rear armor value. Tracked suspensions have one armor value which is used when hit from all angles. Wheeled suspensions do not have an armor value, but do have a critical damage value, which is listed inparentheses to differentiate it from armor values. Unarmored Vehicles: Unarmored vehicles have a slight armor protection provided by their metal bodies, but it is an incomplete cover. Whenever a shot hits an unarmored vehicle, there is a 50% chance of the shot hitting metal and a 50% chance of it going through the windows or canvas cargo covers. If it hits metal, the shot is resolved normally, and the vehicle gets the benefit of d a m a g e result. The following results are possible: 1 Crewmember: If a turret hit, this is from the turret crew; if a hull hit, from the hull crew (driver, most likely). Which crewmember is hit is determined randomly. The crewmember suffers 1D6 hits, each of which does 1D6 d a m a g e . Determine hit location separately for each hit. 2 Crewmember: Exactly as above, but two crewm e m b e r s are hit, and they are selected randomly from the entire vehicle crew, not just those in the hull or turret. 2 Passengers: Two passengers are selected at rand o m and are hit exactly as noted above. If this is not a passenger-carrying vehicle, then this is treated as a 1 crewmember hit. If this is a passenger-carrying vehicle but none are present, this h a s no effect. Sight/Vision: The gun sight or night vision equipment is damaged. (The referee will determine which.) Traverse: The turret traverse is j a m m e d and the turret will no longer turn. This m a k e s it impossible to fire any fixed weapon (such as the main gun orcoax) in the turret until it is unjammed. Repairing t h e traverse is an Average results except for crew or passenger/cargo are ignored. Extent of D a m a g e : Subtract t h e correct a r m o r value of t h e target from t h e final penetration of the w e a p o n a n d consult t h e Vehicle D a m a g e Resolution Chart ( p a g e 1 1 4 ) . If t h e result is 0 or a negative number, t h e shot h a d no effect. If it is a positive n u m b e r , t h e result will r e a d out (from t h e chart) as from o n e to t h r e e d a m a g e results, a n d will indicate whether they a r e minor or major. When firing at aircraft, severity of d a m a g e is determined differently. All automatic small a r m s weapons cause minor d a m a g e when they hit, while all larger caliber automatic weapon cause major damage. When firing missiles, a successful task roll indicates that the target aircraft suffers minor d a m a g e , while an outstanding success roll indicates major d a m a g e .

*Loader is either a hit on the autoloader mechanism or the actual crewmember loading the gun. This becomes a driver hit if neither are present. **2 passengers becomes a 1 crewmember hit if this is not a passengercarrying vehicle. If it is a passenger-carrying vehicle but no passengers are present, the hit has no effect. Cargo destroyed may be substituted for this result at the referee's discretion.

Waterline Minor Die 1 2 3 4 5 6 Result Waterline hull Waterline hull Waterline hull 1 crewmember Cargo Major waterline Die 1 2 3 4 5 6

Hull Minor Result 1 crewmember Auxiliary m a c h i n e r y * Secondary armament Radio/radar** Sight/vision*** Major hull Hull Major Die 1 2 3 4 5 6 Result Main a r m a m e n t Main a r m a m e n t 2 crewmembers 2 crewmembers Ammo Fire

Superstructure Minor Die 1 2 3 4 5 6 Result 1 crewmember Radio/radar Sight/vision Secondary weapon Secondary weapon Major superstructure Superstructure Major Die 1 2 3 4 5 6 Result 2 crewmembers 2 crewmembers Fire Fire Ammo Major hull

Waterline Major Result Die 1 2 3 4 5 6 2 crewmembers Rudder/screw Engine Fuel Ammo Minor hull

*Auxiliary machinery includes bitge pumps, power winches on the deck, generators, etc. **A radio/radar hit in the hull becomes 1 crewmember if this is a vessel with a superstructure. ***A sight/vision hit in the hull becomes auxiliary machinery if this is a vessel with a superstructure.

task using mechanic skill. It takes a half hour and cannot be done from inside the vehicle. Secondary: O n e machinegun or grenade launcher is destroyed. Loader: Either the h u m a n loader is hit, as for a crew hit above, or the vehicle's autoloader is destroyed. Radio: The vehicle's radio is destroyed. Main Armament: The vehicle's main a r m a m e n t is d a m a g e d and can no longer fire. A m m o : T h e a m m u n i t i o n s t o r a g e of t h e vehicle h a s b e e n hit. T h e a m o u n t b y which t h e f i n a l p e n e t r a tion e x c e e d e d t h e vehicle's a r m o r is t h e p e r c e n t a g e of stored a m m u n i t i o n lost. If t h e vehicle is a r m e d with any exploding rounds or large-caliber gun rounds, it is also the percentage chance that the ammunition will explode. If the ammunition explodes, the vehicle is destroyed and the crew is killed. W e a p o n / A m m o : O n e w e a p o n s y s t e m i s destroyed. If no w e a p o n is p r e s e n t in t h e location d a m a g e d , treat this as an a m m o hit. If no a m m o is present, t h e hit h a s no effect. Engine: The engine is hit and rendered inoperable.

The vehicle m a y not move. Fuel: The fuel tank of the vehicle h a s been hit. The amount by which the final penetration exceeded the vehicle's armor is the percentage of fuel capacity lost. It is also the percentage chance that the fuel will ignite. If the fuel ignites, the vehicle catches fire and the crew must immediately bail out. Note also that s o m e rolled results convert t h e d a m a g e into a different t y p e . For e x a m p l e , if a minor turret hit is achieved against a turreted vehicle but a 6 is rolled on the d a m a g e table, the hit is converted into a major turret hit. In this case, roll again on the major turret table. If a 6 is rolled on this table, the d a m a g e is converted to a minor hull hit. If a 6 is then rolled on that table, it is converted to a major hull hit. There is no possibility of any alteration to a major hull hit. Fire: Water vessels are usually quite succeptible to fire, as even steel-hulled boats tend to be full of combustible material. Whenever a fire result appears on the d a m a g e table, t h e b o a t h a s c a u g h t f i r e . T h e f i n a l penetration of t h e gun which c a u s e d t h e d a m a g e is t h e initial level of t h e fire. T h e fire will increase in

is halved. When the second row is full, the vessel is "dead in the water" and m a y not m o v e under its own power. (It Hull Minor Die 1 2 3 4 5 6 Result 1 crewmember Controls Controls 2 passengers* Radio Major hull Hull Major Die 1 2 3 4 5 6 Result Engine Engine Instruments Instruments Weapon/ammo Minor wing Die 1 2 3 4 5 6 Die 1 2 3 4 5 6 Wing Minor Result No effect Mo effect Controls Controls Controls Major wing Wing Major Result Controls Fuel Fuel Fuel Fuel Fireball will drift with the current.) When the third row of boxes is full, the vessel will sink. If a vessel h a s p u m p s , each point of p u m p rating will reverse one point of flooding per combat turn. A human can bail o n e point per turn, as well. No Effect: The round passes through the aircraft's wing with no serious effect. Controls: The control surfaces and/or connections are damaged, making the craft more difficult to control. All Pilot skill checks b e c o m e o n e level more difficult. Instruments: The craft's instrument panel is damaged and instruments begin to fail (altimeter, windspeed indicator, fuel indicator, compass, and the like).The pilot must m a k e an Average task roll to avoid a mishap at the start of each subsequent combat turn. Additional dama g e results to the instruments raise this additional difficulty levels. Fireball: The craft explodes in flame, destroying everyone and everything inside. It is Difficult: AGL to j u m p out of the plane the instant before explosion. Ejecting is Average: AGL or Pilot, whichever is higher. level by 1D6 each 30-second combat turn. Characters m a y attempt to put out the fire by spending an entire combat turn fighting it. Extinguishing a fire is Difficult task versus Constitution. For every successful task roll m a d e by a character, the fire is reduced in level by 1D6. O u t s t a n d i n g success reduces the fire by 2D6 levels. Catastrophic failure results in a burn injury. If the level of the fire exceeds the vessel's tonnage divided by 10, the fire will begin burning out of control and cannot be extinguished. Roll l D 6 at the start of each combat turn thereafter. The fuel and ammunition on board will detonate on a roll of 6, destroying the vessel. Flooding: Vessels which suffer waterline hull d a m a g e will begin to flood. E a c h vessel h a s three rows of flotation hit boxes, with boxes in e a c h row equal to the vessel's tonnage. The amount by which the final penetration exceeded the vessel's armor is the number of boxes marked off. All flooding hits are marked in the top row of flotation boxes until the row is full, then in the second row, then in the third. When the first row of boxes is full, the vessel's speed It is entirely possible for vehicles to collide with o n e another in c o m b a t . T h e following general rules apply in t h o s e situations. D a m a g e done depends upon the size of the vehicle and the net combat speed. Net speed depends upon the relative direction and speed of the two colliding vehicles. Vehicles headed in opposite directions add their speeds together. Those travelling in the s a m e direction subtract the slower's speed from the faster's. All others use the speed of the faster for determining collision d a m a g e . Ground and Water Craft: For ground vehicles and water vessels, the d a m a g e value caused by a collision is equal to the tonnage of the object collided with.times the net speed of the collision, divided by 10. For ground vehicles, this number is used as a penetration value against a randomly rolled hit location. For water vessels, the hit location is automatically considered waterline hull, the collision value is divided by the armor value of the given location, and the resultant number is then

*2 passengers becomes a 1 crewmember hit if this is not a passengercarrying vehicle. If it is a passenger-carrying vehicle but no passengers are present, the hit has no effect. Cargo destroyed may be substituted for this result at the referee's discretion.

applied as waterline hull d a m a g e , causing flooding. Air and Space Craft: For aircraft and shuttles, collision d a m a g e value equals tonnage times net speed, but not divided by 10. A random roll is m a d e as normal to determine wing or body as hit location, then the d a m a g e value is used as a penetration value versus the hit location's armor value, the result being used on the Vehicle D a m a g e Resolution Table (page 114). Vehicle Collisions With Creatures: W h e n a vehicle collides with a h u m a n or other figure, including t h o s e riding bicycles or m o t o r c y c l e s , severe injury c a n result. In order to calculate t h e effects of this injury, first multiply t h e collision s p e e d t i m e s t h e vehicle t o n n a g e . If t h e target c h a r a c t e r is riding a bike or m o t o r c y c l e , this n u m b e r is t h e p e r c e n t a g e c h a n c e that t h e bike o r m o t o r c y c l e i s d a m a g e d e n o u g h t o b e c o m e inoperable. Next, t h e n u m b e r i s divided b y t w o a n d b e c o m e s d a m a g e applied t o a r a n d o m l y rolled hit location on t h e target. Target figures h a v e a c h a n c e to l e a p out of t h e way of an o n c o m i n g vehicle, by s u c c e e d i n g at an Average c h e c k v e r s u s Agility. If t h e y s u c c e e d , t h e y t a k e no d a m a g e ; otherwise t h e y are struck b y t h e vehicle. Examples: For instance, imagine that a 5 A-ton truck going 60 a n d a Yugo C o n t e m p o going 35 were to collide h e a d o n . T h e collision s p e e d in this c a s e i s 9 5 . T h e truck weighs two t o n s , which m e a n s t h e Yugo is hit with a value of (95x2)+10, or 1 9 . Regardless of t h e hit location rolled, t h e Yugo's a r m o r is 1, which m e a n s that t h e full 19 (19-*-l=19) is referenced on t h e Vehicle D a m a g e Resolution Table on p a g e 1 1 4 , for "two minor results." The truck takes less d a m a g e from the lighter Yugo. The collision speed of 9 5 , times the Yugo's weight of 1, yields 9 5 , which w h e n divided by 10 results in 9. Again, r e g a r d l e s s of hit location, t h e a r m o r value is 1. As a result, t h e full 9 points a r e t a k e n to t h e Vehicle D a m a g e Results Table for a result of "one minor result." (Of c o u r s e , what yet r e m a i n s to be d o n e is to roll t h e actual m i n o r results a n d apply t h e m . ) In a n o t h e r e x a m p l e , a 2 0 - t o n b o a t collides with a 140-ton boat, with a n e t collision s p e e d of 5 (rem e m b e r , b o a t s a n d aircraft a r e rated in eight-meter i n c r e m e n t s instead of m e t e r s ) . T h e 140-ton b o a t suffers a waterline hull hit which is worth 10 [ ( 2 0 x 5 ) / 1 0 ] d a m a g e points, which will c a u s e 10 flotation hits worth of flooding p e r c o m b a t p h a s e until repaired. T h e 20-ton b o a t suffers a waterline hit worth 7 0 [ ( 1 4 0 x 5 ) / 1 0 ] d a m a g e points, e n o u g h t o immediately sink it. Finally, two characters on a t a n d e m bicycle are being run down by a 5/4-ton truck moving at 4 5 . The vehicle's speed is 4 5 , times two tons weight equals a 9 0 % chance that the bicycle is ruined. If the characters fail an Average check versus their Agility, they will each take 45 d a m a g e points to a random location. L o s s of Control: After all d a m a g e effects a r e calculated, o p e r a t o r s of vehicles involved in collisions m u s t immediately m a k e a Difficult test of t h e appropriate skill in order to r e m a i n in control of their vehicle. Failure at this c h e c k m e a n s t h e vehicle g o e s out of control. Ground vehicles will skid to an uncontrolled stop, possibly colliding with s o m e thing else a n d requiring a s e c o n d d a m a g e c h e c k (at t h e referee's option). Water v e s s e l s will drift with t h e current, spinning slowly until control is regained. A e r o s p a c e craft will p l u m m e t toward t h e ground at m a x i m u m s p e e d . It is a Difficult test v e r s u s the appropriate vehicle skill to regain control, which c a n be m a d e o n c e per p h a s e in which t h e driver is normally allowed an action. A catastrophic failure at t h e original test m e a n s t h e vehicle is d a m a g e d so severely that control c a n n o t be regained.

While ments

nahave Spacecraft are extremely c o m p l e x m a c h i n e s . Most of t h e s t a n d a r d vehicle d a t a would be m e a n ingless in defining t h e p r i m a r y attributes a n d c a pacities of spacecraft, so a simpler format is u s e d . Besides a brief description, t h e following data are provided: Source: T h e organization indicated is t h e s o u r c e which currently controls the inventory a n d launching of t h e vehicle. Price: This indicates t h e dollar-cost of s u c h a vehicle (including fuel, etc.). ( S p a c e enthusiasts m a y n o t e s o m e drastic c h a n g e s from t o d a y ' s rates; t h e s e largely reflect t h e altered e c o n o m i c a n d s p a c e exploration environment of Dark Conspiracy.) Also listed h e r e is a two-letter availability c o d e . V=very c o m m o n , C = c o m m o n , S = s c a r c e , a n d R=rare. Letters to t h e left of t h e slash indicate a general m a r k e t availability. If s u c h a rating is present,

tional governSize Value 0 1 2 3 4 Characteristics Small (under 15 m e t e r s ) Moderate (16-35 meters) Large ( 3 6 - 5 5 m e t e r s ) Very large (very h e a v y a n d / o r 56-75 meters) H u g e (76+ m e t e r s ) lost t h e wherewithal to m a i n tain s p a c e exploration p r o grams, the busin e s s value of space travel

h a s k e p t a few p r o g r a m s alive. In t h e US, for instance, NASA survives largely as a specialized transportation c o m p a n y . NASA r o c k e t s l a u n c h c o r p o r a t e satellites to orbit, NASA shuttles carry e q u i p m e n t a n d personnel to orbital factories, a n d NASA s p a c e p l a n e s rush corporate h e a d s from continent to continentall for a substantial fee (which in turn finances NASA investigations of ET sightings). Very few other s p a c e a g e n c i e s rival NASA in size.

it m e a n s that private c o n t r a c t o r s m a y negotiate for s u c h craft a n d l a u n c h s u p p o r t on a strictly c o m mercial level. No g o v e r n m e n t s a r e involved. If there is a d a s h in t h e general m a r k e t availability slot, it m e a n s that s u c h a s y s t e m is controlled by a g o v e r n m e n t (or its equivalent), a n d t h e c a r g o a n d p u r p o s e of t h e l a u n c h is likely to c o m e under scrutiny. Approval for sale of t h e l a u n c h is contingent u p o n whether or not t h e c u s t o m e r ' s interests a n d activities further t h e objectives of t h e governm e n t in question (or at least, that they do not c o n t r a v e n e t h o s e objectives). T h e letter to t h e right of the slash indicates special m a r k e t availibility. T h e m o r e difficult t h e special m a r k e t rating is, t h e m o r e scrutiny the g o v e r n m e n t will offer, a n d t h e m o r e it will n e e d e v i d e n c e of m u t u a l benefit. If t h e r e is no rating in the special m a r k e t slot, it m e a n s that a n y l a u n c h e s of s u c h vehicles a r e carried out by t h e g o v e r n m e n t , for g o v e r n m e n t p u r p o s e s . PCs might still wind up on s u c h a vehicle in a n u m b e r of w a y s : being hired by t h e g o v e r n m e n t , p r o p o s i n g a s p a c e venture that t h e g o v e r n m e n t w a n t s t h e m t o now o v e r s e e , etc. Size: This quantifies t h e general m a s s a n d d i m e n s i o n s of t h e vehicle. Size v a l u e s r a n g e from 0 to 4, a n d a r e detailed in t h e Spacecraft Size Table on page 120. Note t h a t very slender (or very bulky) d e s i g n s c a n offset t h e s e values. In t h e c a s e of orbital s y s t e m s , a s e c o n d value is given in p a r e n t h e s e s ; this is t h e s y s t e m ' s m a s s in t o n n e s (metric t o n s ) . This is n e c e s s a r y to know, since t h e s e s y s t e m s are l a u n c h e d a s p a y l o a d s b y launch s y s t e m s (i.e., t h e launch s y s t e m m u s t h a v e a p a y l o a d capacity that is equal to or greater t h a n t h e orbital s y s t e m ' s m a s s in t o n n e s ) . Payload: Payload is m e a s u r e d in t o n n e s a n d defines t h e size of t h e p a y l o a d t h a t c a n be delivered to low E a r t h orbit (LEO). However, since m a n y craft c a n deliver p a y l o a d s to orbits b e y o n d LEO, it is n e c e s s a r y to be able to define t h e m a x i m u m sizes of p a y l o a d s that c a n be delivered to t h o s e orbits. T h e following e q u a t i o n s (while far from precise) provide t h e s e v a l u e s : 4 3 Reentry 0 1 2 Value Definition None (Can't survive reentry attempt.) Terminal(A nonreuseable capsule, similar to Apollo.) Glide (This craft is reuseahle and can control its reentry through aerodynamic properties alone. However, it is very susceptible to unexpected environmental conditions, since once it begins its descent, it is fully commmitted.) Partially powered (This system combines aerodynamic lifting properties with limited capabilities for powered flight, giving it greater maneuverability and therefore, securitythan a glide-only vehicle.) Powered (This craft may, or m a y not, incorporate aerodynamic lifting properties. It is very versatile with high survivability in the face of adverse conditions. In-air refueling is possible if extended airborne delays are encountered.) Launch Characteristics: This is a b r o a d definition of t h e vehicle's ability to transfer a p a y l o a d to Tonnes deliverable to Mars/OEV=40% of GEO Tonnes deliverable to Moon= 90% of GEO delivery rating Tonnes deliverable to GEO= 40% of LEO delivery rating 4 3 2 1 Launch 0 Value Definition N o n e ( h a s no practical l a u n c h capability from t h e surface of any world) T e m p o r a r y ( p r o d u c e s short duration orbit 0.1-10 days) L E O ( c a p a b l e of inserting payload into a stable low E a r t h orbit) G E O (stable g e o s t a t i o n a r y e a r t h orbit 36,000 km) O E V (orbital e s c a p e velocityused primarily for launching interplanetary p a y l o a d s )

orbit. It defines the Transfer 0 Value Definition None ver) 1 2 3 4 Slow (low t h r u s t a n d / o r short e n d u r a n c e ) Moderate (fair thrust a n d / or endurance) Fast (brief high-powerthrust or e x t e n d e d m e d i u m thrust) Very fast (extended duration high-power thrust) (unpowered/incap a b l e of i n - s p a c e m a n e u practical which m a x i m u m orbit t o such a payload c a n actually b e transferred. Orbit values r a n g e from 0 to 4, and are detailed in t h e L a u n c h Characteristics Table on p a g e 121. Atmospheric Reentry Characteristics: This m e a sures the spacecraft's ability to enter/reenter an atm o s p h e r e . Most l a u n c h vehicles will h a v e a rating of 0 , since t h e y a r e e x p e n d a b l e (nonreusable) s y s t e m s that b u r n u p o n reentry. ( S e e t h e Reentry Table o n p a g e 121.) In-Space Transfer Characteristics: This m e a s u r e s t h e vehicle's c a p a c i t y for i n - s p a c e m a n e u v e r . T h e listed value r e p r e s e n t s both t h e vehicle's m a x i -

m u m acceleration (V) a n d t h e e n d u r a n c e of its propulsion s y s t e m s . Generally, d e p e n d i n g u p o n initial vectors, a ship with a higher rating will (eventually) be able to c a t c h o n e with a slower rating.-(See t h e I n - S p a c e Transfer Table to t h e left.) Crew: This indicates t h e n u m b e r of individuals that m a y b e carried. Duration: This indicates t h e n u m b e r of d a y s that t h e listed crew c a n p u r s u e c o n t i n u o u s operations with full life-support a n d power.

Many p a r t s of a s p a c e mission are routine or computerized, while o t h e r s rely on t h e pilot's skill.

L a u n c h e s a r e controlled by computer, unless s o m e t h i n g g o e s wrong. To avoid a potential m i s h a p on launch, roll 9 or l e s s o n 1D10. Add 1 to t h e roll if t h e launch is rushed, t h e spacecraft is poorly maintained, or t h e weather is bad. Subtract 1 if t h e launch vehicle is a spaceplane. All modifiers are cumulative. If a m i s h a p is avoided, t h e craft a c h i e v e s its mission orbit (or e s c a p e velocity). If a m i s h a p o c c u r s , roll 5 or less on 1D10 to avoid an actual s y s t e m failure. If t h e roll is successful, the craft a c h i e v e s its mission orbit (or e s c a p e velocity), but the failure of s o m e s y s t e m on t h e vehicle is noted. (The b a c k u p s took over successfully.) If the roll fails, t h e l a u n c h fails. If the l a u n c h fails, t h e l a u n c h vehicle itself is d e s t r o y e d . However, t h e orbital s y s t e m being l a u n c h e d m a y b e able t o e s c a p e t h e disaster. Total t h e vehicle's transfer a n d reentry values a n d a d d t h e pilot's skill level. Roll this n u m b e r or less to m a k e a successful e m e r g e n c y landing. If an e m e r g e n c y landing is m a d e , t h e vehicle will be badly d a m a g e d , but t h e crew will e s c a p e serious injury. T h e vehicle will m a k e its forced landing 1D10 t i m e s 1 0 0 kilometers e a s t of t h e l a u n c h site. If t h e e m e r g e n c y landing fails, the craft is c o m pletely destroyed, a n d only extraordinary intervention by fate (or t h e referee) p r e v e n t the crew's death.

All landings are controlled by computer, unless s o m e t h i n g g o e s wrong o r t h e crew deliberately overrides t h e c o m p u t e r landing s e q u e n c e . W h e n m a k i n g a computer-controlled landing, roll 9 or less on 1 D 1 0 to avoid an irregularity in t h e a p p r o a c h pattern. Add 1 to t h e roll if t h e spacecraft is poorly maintained, t h e weather is b a d , or a m a n u a l landing is being a t t e m p t e d . Subtract 1 if t h e landing vehicle is a s p a c e p l a n e . All modifiers are cumulative. If an a p p r o a c h irregularity is avoided, t h e craft l a n d s safely. Craft with terminal a t m o spheric reentry characteristics usually land in water, while glide, partially powered, a n d p o w e r e d s y s t e m s land at s p a c e p o r t s or large airfields. If t h e r e is an a p p r o a c h irregularity, the pilot m u s t correct t h e reentry p a t h . Correcting t h e reentry p a t h is an Average t a s k in terminal reentry vehicles a n d an E a s y t a s k in glide, partially p o w e r e d , a n d powered vehicles. If t h e craft is poorly maintained, raise t h e difficulty level by o n e . If the pilot s u c c e e d s , t h e craft l a n d s safely. If t h e pilot fails, t h e craft c r a s h - l a n d s . It is d a m a g e d a n d t h e crew suffers minor injuries. If a critical failure is rolled, t h e craft c r a s h e s . It is destroyed, a n d t h e crew will suffer serious or critical injuries. Powered reentry vehicles m a y be flown like an airplane. or intercept t h e other craft. If a ship is a t t e m p t i n g to avoid t h e other craft, t h e n it adds its transfer value to t h e intercept value; if it is a t t e m p t i n g to intercept, t h e n it subtracts its transfer value. T h e slower ship (the o n e with t h e lower transfer value) d e c i d e s f i r s t , a n d alters t h e intercept value t o t h e d e g r e e that it is able. T h e faster ship t h e n further modifies t h e intercept value with its transfer value. Pilot skill c a n also c h a n g e t h e intercept difficulty. Influencing an intercept is a Difficult t a s k using Pilot skill. S u c c e s s priovides a modification of + 1 to t h e intercept difficulty; o u t s t a n d i n g s u c c e s s provides a modification of +2. This modification is a d d e d to or T h e difficulty of achieving an intercept with a n other m o v i n g b o d y in s p a c e is a function of t h e intercept angle. It is comparatively e a s y to intercept bodies m o v i n g i n t h e s a m e direction a n d c o m p a r a tively difficult to intercept t h o s e m o v i n g in t h e opposite direction. T h e c h a r t a b o v e s h o w s t h e difficulty level (ranging from 1-6) of an intercept b a s e d on t h e direction of travel. If t h e referee wishes to d e t e r m i n e intercept difficulty randomly, just roll 1D6 to do s o . E a c h ship t h e n d e c i d e s whether it wishes to avoid subtracted from t h e intercept difficulty, d e p e n d i n g on t h e intent of t h e pilot. If the final intercept value is greater than or equal to 1, then intercept cannot be achieved. If the result is equal to or less than - 1 , then intercept is achieved. If the result is precisely 0, then the ships have matched vector. In t h e event of m a t c h e d vectors, t h e s e ships will continue onward indefinitely, u n l e s s o n e of t h e following circumstances occurs: (1) O n e of t h e s h i p s m a n a g e s to gain additional transfer value. This ship c a n t h e n a c h i e v e either

intercept o r a v o i d a n c e , a s p e r its wishes. (2) O n e of t h e ships l o s e s Distance Suborbital LEO GEO Cislunar Translunar Transmartian Transjovian Time Minutes Hours Days Weeks Months Years Decades s o m e of its transfer value. T h e other ship c a n t h e n a c h i e v e either intercept or a v o i d a n c e , as per its wishes. (3) O n e of t h e ships elects to c h a n g e c o u r s e . T h e other s h i p c a n then a c h i e v e either interc e p t or a v o i d a n c e , as p e r its wishes. N o t e that this m e a n s that intercepts a r e very difficult, a n d impossible w h e n intercept a n g l e s are e x t r e m e . That is precisely t h e w a y it should be; w h e n it c o m e s to achieving intercepts, serendipity i s m o r e essential t h a n thrust a t t h e s e early t e c h n o logical levels of spaceflight. Basically, h u m a n craft m u s t c o m m i t to a trajectory w e e k s in a d v a n c e a n d t h e n stick with it (plus or m i n u s 0.5%) for w e e k s to c o m e . Either luck or t r e m e n d o u s superiority in m a n e u v e r capability is required to effect intercept. If t h e initial intercept v a l u e s a r e t o o disparate, it is essentially impossible to "go into reverse" a n d c a t c h someone.

t h e outer s y s t e m , it could be y e a r s or e v e n d e c a d e s . Using t h e s e t i m e - t o - d i s t a n c e s c a l e s a s your baseline ruler, r e d u c e t h e baseline time s c a l e by o n e s t e p for every additional level of intercept/avoida n c e s u c c e s s (i.e., less t h a n - 1 o r greater t h a n 1). Therefore, if a ship m a n a g e s to avoid a pursuer in G E O s p a c e with a final intercept value of 1, t h e entire m a n e u v e r should require d a y s . However, if t h e final intercept v a l u e w a s 2, t h e t i m e unit u s e d should b e h o u r s ( o n e less t h a n G E O s t a n d a r d ) . Referees can also use this broad relation between time scales and distances to determine the likelihood of intercepts to begin with. For instance, let us say that NASA detects a derelict alien craft nearing Venus, and heading away from Earth. It wants to intercept. Well, even though the NASA craft will be launching from LEO, the time units used must be determined by the maximum scale, which in this c a s e is the inner system scale, where the base time value is months. Given the limited duration of h u m a n spacecraft, they'd better have a tremendous transfer rating if they want to have the faintest chance of pulling off the intercept mission successfully. Note that this s c a l e also provides a useful yardstick for t i m e s to various orbits, with e a c h s t e p upward or downward using t h e t i m e scale of t h e next lower orbit. That is, it is m i n u t e s to LEO, h o u r s (at

T h e greater t h e d e g r e e o f s u c c e s s , t h e less t i m e is required to a c h i e v e it. Therefore, if t h e final intercept value w a s - 3 , this intercept would t a k e a m u c h shorter period of t i m e t h a n would a similar a t t e m p t w h e r e t h e final intercept value w a s - 1 . Conversely, t h e higher a positive intercept n u m b e r is, t h e faster that a v o i d a n c e c a n be effected. Referees will determine what t h e s e intervals m e a n in t e r m s of precise t i m e units. However, t h e following guidelines a r e offered for their a s s i s t a n c e . T h e s c a l e of m a n e u v e r will h a v e a great deal to do with t h e basic t i m e unit to u s e . If t h e craft are encountering e a c h other in the c o u r s e of low Earth orbit m a n e u v e r i n g , t h e t i m e unit might b e hours; a t G E O , it would be d a y s ; in cislunar s p a c e , it would be w e e k s ; within the inner solar s y s t e m , m o n t h s ; a n d o n c e o n e is operating a c r o s s t h e vast d i s t a n c e s of

m o s t ) t o G E O , d a y s t o t h e m o o n , w e e k s t o Mars a n d t h e inner planets, m o n t h s to t h e m o o n s of Jupiter, a n d y e a r s to t h e frozen outer worlds.

If a l a u n c h vehicle w e r e to be transferred to orbit (i.e., a s c a r g o rather t h a n a s t h e launching s y s t e m ) , its l a u n c h value b e c o m e s its transfer value.

At a transfer value of 2 or greater, a spacecraft c a n attain t h e next higher orbital (launch) value t h a n its launch took it to. So a craft in L E O with a transfer value of 2 could m a k e it to G E O on its o w n . Also, craft that c a n attain G E O c a n r e a c h t h e Moon if their l o a d s a r e only 9 0 % of their G E O m a x i m u m p a y l o a d o r less.

platforms into s p a c e . T h e y h a v e little or no m a n e u verability o n c e l a u n c h e d . T h e r e a r e two principal t y p e s of spacecraft: l a u n c h s y s t e m s a n d c o m b i n a t i o n (launch a n d orbital o p e r a t i o n s ) s y s t e m s . A representative s a m p l e of e a c h is s h o w n below. Launch S y s t e m s : L a u n c h s y s t e m s essentially are large r o c k e t s . Their function is purely to l a u n c h Combinations S y s t e m s (Launch and Orbital S y s t e m s ) : A c o m b i n a t i o n s y s t e m is o n e in which t h e r e are both l a u n c h a n d orbital s y s t e m s , a n d in which both a r e essential to t h e l a u n c h p h a s e of t h e s y s t e m . T h e y are generally t h e m o s t c o m p l e x , a n d versatile, of all s p a c e s y s t e m s .

A tried-and-true workhorse, the last models of this system are now being marketed at somewhat reduced rates. Type: Launch system Source: Modeles Orbitaux (France) Price: $90,000,000 (S/C) Size: 3 Payload: 11 Launch: 2 Reentry: 0 Transfer: 0 Crew: 0 Duration: 0

Another American system, which is rapidly showing its age. Type: Launch system Source: NASA (US) Price: $45,000,000 (C/V) Size: 2 Payload: 8 Launch: 3 Reentry: 0 Transfer: 0 Crew: 0 Duration: 0

The National Aerospace Plane is the first runway-to-runway spacecraft ever built. New models with exanded cargo and crew capacity are already entering service, but the three X-30s that were built are still an important part of the American space program. Passengers can book seats (without any amenities) for $ 15,000 for a ride to LEO. Each X-30 has a landing-launching turnaround time of only one week, so each is capable of 52 missions per year. It is powered by liquid hydrogen and is capable of brief spurts of Mach 25 speed, as well as extended periods of Mach 6.5. It is approximately 60 meters long. Type: Combination system Source: NASA (US) Price: $2,300,000,000 (/) booking for $15,000 (R/C) Size: 3 Payload: 0.6 (or one passenger per 0.2 of cargo sacrificed) Launch: 2 Reentry: 4 Transfer: 1 Crew: 2 (+up to 3 passengerssee above) Duration: 5

STS stands for space transportation system, and refers to the integrated whole that makes up the American shuttle system. Its performance depends upon the engines on board the shuttle itself. Therefore, it cannot launch payloads that do not include such engines. Besides the shuttle, the STS consists of a mammoth external tank and two advanced solid rocket boosters (ASRBs). The ASRBs are jettisoned long before orbital insertion and are recovered from the ocean. The external tank burns up in the atmosphere. However, on the last four shuttle flights, the external tank was carried up to LEO. Their empty shells are now being used to expand the capacities of Freedom Spaceport. Type: Combination system Source: NASA (US) Price: $300,000,000 (/) Size: 3 Payload: 110 (Shuttle or Shuttle-C) Launch: 2 Reentry: 1/2 (ASRBs are jettisoned while still in atmosphere) Transfer: 0 Crew. 0 Duration: 0

The first fully reuseable manned spacecraft, America's shuttles are still flying after well over 20 years of service. With the advent of the NASP and other spaceplanes, fewer shuttle launches are required, but it is still a viable and important system, much prized for its operational versatility and long mission duration. Type: Combination system Source: NASA (US) Price: $2,000,000,000 (/) Size: 2 (75 T mass) Payload: 32 Launch: 0 Reentry: 3 Transfer: 1 Crew: 7 (10 possible with rotating sleep shifts) Duration: 30 (20 if crew of 10)

Shuttle-C was developed in the mid-late 1990s as a cargoonly complement to the shuttle. Disposable and requiring vastly less preparation time (due to reduced safety requirements), shuttle-C is now the only true heavy lift launch vehicle (HLLV) currently in use. It is reliable, and several systems are always on standby. Type: Combination system Source: NASA (US) Price: $200,000,000 (/) Size: 2 (50 T mass) Payload: 60 Launch: 0 Reentry: 0 Transfer: 1 Crew: 0 Duration: 0

This Russian vehicle was designed for the commercial launch market and never got all its bugs worked out before the Russian Space agency Glavkosmos effectively went out of business. The few Zenits that remain are not in high demand, since their failure percentage is twice the international average. (Count all Zenits as poorly maintained.) Type: Launch system Source: Glavkosmos (Russia) Price: $55,000,000 (S/S) Size: 2 Payload: 13 Launch: 3 Reentry: 0 Transfer: 0 Crew: 0 Duration: 0

Although originally designed t o f r e e h u m a n s from d a n g e r o u s or boring o c c u p a t i o n s , robots h a v e b e c o m e increasingly c o m m o n a s c o r p o r a t e " e m p l o y e e s " d u e to their unquestioning loyalty a n d d a m a g e resistance. In Dark Conspiracy, robots are t r e a t e d as a special class of NPC, c a p a b l e of p r e p r o g r a m m e d a c t i o n s a n d r e s p o n s e s t o external stimuli. T h e y are not self-aware, although t h e m o r e sophisticated o n e s c a n simulate self-awareness pretty well. C h a r a c t e r s will m o s t c o m m o n l y enc o u n t e r t w o c l a s s e s o f robot: g u a r d b o t s a n d drudgebots. Guardbots: T h e s e are robots specially designed to perform security functions. Several v a r i e t i e s exist, v a r y i n g in c o s t , s o p h i s t i c a t i o n , a r m a m e n t , a n d a r m o r . A few o f t h e m o r e c o m m o n versions are detailed in vehicle and robot card section of "Equipment" (robots start on p a g e 3 1 3 ) . Tthis c h a p t e r c o v e r s e n c o u n t e r s with t h e m i n detail, b e c a u s e c h a r a c t e r s m a y c o m e into conflict with t h e m fairly frequently. Drudgebots: Drudgebots are robot laborers. S o m e a r e i m m o b i l e a n d work o n f a c t o r y a s s e m -

bly lines; o t h e r s a r e multifunctional a n d c o m p l e t e l y m o b i l e . We h a v e listed a c o u p l e of t h e m o r e c o m m o n v e r s i o n s o f t h e latter i n " E q u i p m e n t , " but o t h e r t y p e s a r e d i s c u s s e d briefly i n this section.

Most r o b o t s a r e so strictly d e s i g n e d for a specific t a s k t h a t t h e y a r e little m o r e i n t e r e s t i n g t h a n a drill p r e s s or a milling m a c h i n e . O t h e r r o b o t s a r e m o r e w i d e - r a n g i n g i n their abilities (butler r o b o t s , c l e a n i n g r o b o t s , e t c . ) , a n d m a y seem intelligent, b u t o n c e a p e r s o n h a s e x p e r i e n c e d their r e p e r t o i r e o f p r o g r a m m e d r e s p o n s e s t o v a r i o u s stimuli, a n y s e n s e o f " p e r s o n a l i t y " i s lost. T h e r e a r e a few r o b o t s , h o w e v e r , w h o s e programming is wide-ranging a n d flexible e n o u g h t o m a k e t h e m s e e m c a p a b l e o f intellig e n t t h o u g h t (in t h e s a m e w a y t h a t a g o o d c o m p u t e r g a m e c a n often s e e m a l i v e ) . P C s should t a k e care not to attribute h u m a n e m o t i o n s t o s u c h c o n s t r u c t s , n o m a t t e r h o w "alive" they s e e m . A robot's behavior is dictated by

p r o g r a m m i n g , s o m e t i m e s a u g m e n t e d by rem o t e instruction by radio. Consequently, even t h e m o s t "friendly" o r i n n o c u o u s r o b o t s c a n s u d d e n l y p r o v e d e a d l y , without w a r n i n g .

of the s p e e d a n d agility of their striking/cutting appendages. Unarmed Combat Damage: T h i s is t h e numb e r of hit p o i n t s inflicted by a b l o w from an a r m or other a p p e n d a g e . Melee Weapon: N o t all robots have melee

For t h e p u r p o s e s of c o m b a t , robots are divided into two broad categories: vehicular and nonvehicular. T h e particular c a t e g o r y into which a given robot falls is defined in t h e e q u i p m e n t d e scriptions. T h e n o r m a l c o m b a t rules apply t o h u m a n v e r s u s robot a n d robot v e r s u s robot f i r e c o m bat, e x c e p t as n o t e d below. Melee c o m b a t c a n only be carried out with nonvehicular robots. Nonvehicular robots a r e assigned attribute n u m b e r s to e n a b l e their u s e in m e l e e c o m b a t . Weapons: T h e w e a p o n s installed in robots a r e identical in p e r f o r m a n c e to t h o s e u s e d by c h a r a c ters, e x c e p t t h a t t h e m a g a z i n e capacities a r e often larger. Ratings for w e a p o n s a r e included with t h e individual robot entries.

w e a p o n s , but t h o s e with drills, s c r e w d r i v e r s , c u t t i n g s a w s , w e l d i n g t o r c h e s , a n d s o forth, d o . R o b o t s with m u l t i p l e t o o l s like t h i s m a y h a v e s e v e r a l w e a p o n listings. I f t h e r o b o t c a n n o t u s e m o r e t h a n o n e a t a t i m e , t h i s fact i s specifically n o t e d . W e a p o n effects a r e defined b y t h e following t h r e e c h a r a c t e r i s t i c s : Range: Either s h o r t or l o n g . L o n g c o v e r s t h i n g s o n t h e e n d o f long s e r v o a r m s , while s h o r t covers things m o u n t e d closer to the torso. Hit Modifier: S o m e w e a p o n s a r e clumsier t h a n others. Hit modifiers c a n b e - 1 , - 2 , + 1 , a n d +2. Damage: T h i s is t h e a m o u n t of d a m a g e t h e w e a p o n d o e s if it h i t s . (Melee w e a p o n s a v e r a g e about 1D6 d a m a g e . )

Vehicular r o b o t s m a y n o t e n g a g e i n m e l e e combat. Nonvehicular robots use the normal m e l e e c o m b a t r u l e s , with t h e following e x c e p tions. Unarmed Combat: Robots m a y m a k e strike attacks, escape attempts, or grapple attacks. T h e y m a y n o t m a k e diving b l o w s . U n a r m e d a t t a c k s by robots are resolved normally, but t h e r o b o t u s e s its Agility r a t i n g in p l a c e of M e l e e C o m b a t skill. A r m e d C o m b a t : O n l y r o b o t s which h a v e builtin melee weapons may m a k e armed melee a t t a c k s , a n d t h e y d o s o with t h e c h a r a c t e r i s t i c o f t h e w e a p o n . R o b o t s with m o r e t h a n o n e m e l e e w e a p o n c a n a t t a c k with e a c h o f t h e m i n e v e r y p h a s e i n w h i c h i t a t t a c k s , u n l e s s specifically prohibited by the robot description. Melee Ratings: For m e l e e c o m b a t , robots h a v e t h e following ratings: Agility: This is t h e robot's c h a n c e of connecting with a blow or a g r a p p l e a t t e m p t , a n d is a m e a s u r e

Fire c o m b a t a g a i n s t n o n v e h i c u l a r r o b o t s i s c a r r i e d o u t a c c o r d i n g t o t h e c o n v e n t i o n a l fire c o m b a t r u l e s o n p a g e s 8 2 - 8 9 . Fire c o m b a t against vehicular robots is carried according to the vehicular c o m b a t rules on p a g e s 1 0 9 - 1 1 9 . Hit p r o c e d u r e s a r e identical t o t h o s e g i v e n i n t h o s e p a g e s , b u t b a t t l e d a m a g e differs, a s n o t e d o n t h e following p a g e s .

r e d u c e d t o half s p e e d . Critical d a m a g e m e a n s t h e fuel h a s exploded or t h e batteries h a v e b e e n hit (drenching t h e insides of t h e robot with acid), in either c a s e rendering t h e robot inoperative. Nonvehicular robots sustain d a m a g e as if they were p e o p l e or a n i m a l s . E a c h robot's description s t a t e s which c o l u m n on t h e H u m a n / A n i m a l Hit Location Chart ( p a g e 3 2 2 ) is to be u s e d for that robot. Bipedal a n d q u a d r u p e d a l should not b e t a k e n literally, t h e y simply describe t h e general orientation of t h e robot. (Note that t h e s c r a t c h d a m a g e cate g o r y d o e s not apply to robots.) T h e specific results for robots a r e : Head: This r e p r e s e n t s t h e electronic center of t h e robot, a n d c o n t a i n s s e n s o r s y s t e m s a n d t h e robot's central p r o c e s s i n g unit (CPU) or "brain." Slight d a m a g e h a s n o effect. Serious d a m a g e m e a n s o n e sensor s y s t e m i s destroyed. Critical d a m a g e m e a n s t h e r o b o t ' s CPU is d a m a g e d , a n d t h e robot is "dead." Right/Left Arm: If a robot h a s only o n e a r m , t h e right/left designation is u n n e e d e d . If a robot h a s m o r e t h a n t w o a r m s , hits should b e a s s i g n e d t o a r m s randomly, r e g a r d l e s s of whether a right or left hit w a s rolled. Slight d a m a g e h a s no effect other t h a n t o c a u s e t h e limb t o m a k e grinding noises; serious d a m a g e m e a n s the a r m loses t h e u s e o f a n y tools or a t t a c h e d w e a p o n s ; a n d critical d a m a g e m e a n s the a r m h a s b e e n blown off. Chest: T h e c h e s t is w h e r e a r o b o t ' s w e a p o n s a n d a m m o (if a n y ) are k e p t . Slight d a m a g e m e a n s o n e w e a p o n ( c h o s e n r a n d o m l y if m o r e t h a n o n e is present) b e c o m e s inoperative for the r e m a i n d e r of t h e turn. If no w e a p o n s a r e present, t h e d a m a g e h a s no effect. S e r i o u s d a m a g e m e a n s a w e a p o n ( c h o sen r a n d o m l y ) is put out of action p e r m a n e n t l y (if no w e a p o n is p r e s e n t , it r e p r e s e n t s d a m a g e to t h e fuel or batteries in t h e a b d o m e n , a n d t h e robot's s p e e d i s h a l v e d ) . Critical d a m a g e m e a n s that a n a m m u n i tion explosion h a s o c c u r r e d , a n d t h e robot is rendered inoperative ( d e a d ) . A b d o m e n : This r e p r e s e n t s t h e power plant of a robot. Slight d a m a g e m e a n s t h e robot begins t o s m o k e o r m a k e grinding n o i s e s (but otherwise t h e r e is no effect). Serious d a m a g e m e a n s t h e robot is With t h e exception of different specific results, t h e d a m a g e implementation s y s t e m for vehicular robots is the s a m e as that u s e d in conventional vehicle c o m b a t ( p a g e 1 1 5 ) . T h e specific results for robots a r e as follows: Crewmember/Passenger: If as a result of a hull hit, this r e p r e s e n t s d a m a g e to t h e robot's CPU. Minor d a m a g e m e a n s that e a c h t a s k t h e robot a t t e m p t s to perform (firing o n e of its w e a p o n s , s e n d i n g a m e s s a g e for help, etc.) b e c o m e s two levels m o r e difficult. Major d a m a g e p u t s the robot out of actionkilling it, in other words. If t h e result is a turret hit, this r e p r e s e n t s d a m a g e to o n e of t h e robot's s e n s o r s y s t e m s , p i c k e d at r a n d o m . Any d a m a g e whatsoever p u t s this s y s t e m out of action (the t y p e of d a m a g e is significant only when repairs are attempted). Radio: This r e p r e s e n t s d a m a g e to a robot's c o m m u n i c a t i o n s e q u i p m e n t . This m e a n s t h e robot falls b a c k on its default p r o g r a m m i n g , a n d c a n no longer receive instructions or c o m m u n i c a t i o n s from elsewhere. Engine: This r e p r e s e n t s d a m a g e to t h e robot's power plant (either electrical or internal c o m b u s tion) . Minor d a m a g e m e a n s t h a t t h e robot c a n only Right/Left Leg: Legs c a n either m e a n a literal leg or another m e a n s of propulsion s u c h as a track unit or wheel. As in the c a s e of a r m s , robots m a y h a v e a n u m b e r of legs other t h a n two or four, a n d leg hits should b e distributed a t r a n d o m . Slight d a m a g e t o a leg/track/wheel h a s no effect other t h a n to c a u s e grinding noises. Serious d a m a g e r e d u c e s the robot's s p e e d by half (halved again with e a c h s u c c e s s i v e leg hit causing serious d a m a g e ) . Critical d a m a g e m e a n s t h e robot is immobilized (although all other s y s t e m s m a y b e operational).

m o v e a t half n o r m a l s p e e d , a n d t h a t i t c a n n o t m o v e a n d f i r e a t t h e s a m e t i m e . Major d a m a g e m e a n s that t h e robot m a y not m o v e , a n d c a n only f i r e o n e w e a p o n at a t i m e . Fuel: T h i s r e p r e s e n t s d a m a g e t o t h e r o b o t ' s power s o u r c e , either t h e fuel t a n k or its r e c h a r g e a b l e batteries. Fuel hits are adjudicated as in c o n v e n tional vehicle c o m b a t . Battery hits result in t h e immobilization of t h e robot. Weapon/Ammo: One weapon system is destroyed. If no w e a p o n is p r e s e n t in t h e location d a m a g e d , t h e hit b e c o m e s a n a m m u n i t i o n hit. A m m o hits a r e h a n d l e d a s conventional vehicle c o m b a t . If no a m m u n i t i o n is p r e s e n t in t h e location d a m a g e d , t h e hit h a s n o effect.

Foodbot: A foodbot is a nonvehicular robot d e signed to t a k e food orders at r e s t a u r a n t s . T h e m a c h i n e is e q u i p p e d with voice-recognition softw a r e a n d a limited n u m b e r of vocal r e s p o n s e s s u c h as "Thank you for dining at Zhukov's! May I t a k e your order, p l e a s e ? " "Would y o u like to s p e a k to my supervisor?" a n d t h e ever-popular "Would y o u like c a b b a g e rolls with t h a t ? " F o o d b o t s are similar to butlerbots, e x c e p t that they h a v e provisions to a c c e p t m o n e y a n d m a k e c h a n g e from a n a r m o r e d "safe" within their body. Receptionistbot: This nonvehicular robot is prog r a m m e d t o greet a n y o n e w h o c o m e s within r a n g e a n d a s k their b u s i n e s s . T h e sophistication of this robot's voice-recognition software, a n d t h e pattern of r e s p o n s e s , varies with t h e particular duties of t h e robot. T h e c h e a p e s t versions of this robot look like

Burn d a m a g e a g a i n s t nonvehicular r o b o t s i s halved, to reflect t h e fact t h a t m a c h i n e s a r e h a r d e r t o d a m a g e b y h e a t t h a n are p e o p l e . Being o n f i r e completely d e s t r o y s infrared (IR) s e n s o r s , however.

b e v e r a g e vending m a c h i n e s ( a n d a r e e x t r e m e l y r u g g e d ) . More e x p e n s i v e versions are h u m a n o i d in basic s h a p e , a n d deluxe m o d e l s m a y e v e n b e e q u i p p e d with very realistic a p p e a r i n g skin a n d hair (these c a n easily be told from real h u m a n s by their limited m o v e m e n t s a n d precise " m a c h i n e " s p e e c h ,

T h e following a r e typical of d r u d g e b o t s t h a t t h e PCs m a y encounter, in t h e right c i r c u m s t a n c e s . Players should k e e p in m i n d t h a t while t h e s e robots a r e usually h a r m l e s s , t h e r e h a v e b e e n i n s t a n c e s of t h e m b e i n g r e p r o g r a m m e d to attack. Of c o u r s e , it is theoretically possible t h a t t h e P C s might d o s u c h r e p r o g r a m m i n g t h e m s e l v e s (using, for instance, t h e ROM burner m e n t i o n e d in " E q u i p m e n t " ) . Cleaningbot: This is a small, vehicular drudgebot with several a r m s (ending in various cleaning a n d polishing a t t a c h m e n t s ) , s o m e t i m e s found towing a wheeled t r a s h bin. Butlerbot: This nonvehicular robot r e s e m b l e s a small, four-wheeled cart. It is fitted with serving a r m s , a s e n s o r y a r m , a n d a n u m b e r of c o m p a r t m e n t s t o k e e p f o o d a n d drinks a t t h e o p t i m u m t e m p e r a t u r e . Butlerbots t a k e on c o m e s t i b l e s in t h e kitchen, t r a n s p o r t t h e m t o t h e dining a r e a , a n d s e r v e t h e m , a c c o m p a n i e d b y appropriate p h r a s e s ("Dinner is s e r v e d , " "More wine?" a n d "Would y o u c a r e for s o m e freshly ground p e p p e r ? " ) .

as well as their inability to rise from their chair or m o v e from behind their dais). N e e d l e s s to say, s u c h m o d e l s are very delicate, a n d are reserved for c o r p o r a t e offices a n d t h e like. Repairbot: This is a small, s q u a t , nonvehicular d r u d g e b o t with several a r m s ending in a s s o r t e d tools, intended to perform preventative m a i n t e n a n c e a n d simple repairs o n other machinery, including other robots.

There is no doubt about it. The referee is the single most important person in a n y roleplaying campaign. Good players are essential, of course, but it is upon the referee's shoulders that most of the work falls. In this chapter, we are going to give an overview of the various aspects of a referee's function. Later chapters will go into more detail about specific things such as running NPCs, designing adventures, etc. When we say that the referee is the single m o s t important person in a roleplaying campaign, we m e a n primarily that the referee is central. In other words, the referee is sort of the linchpin upon which everything hangs. Let's t a k e a look at s o m e of the areas in which the referee plays this central role.

First of all, it is t h e referee w h o is primarily responsible

for t h e world in which t h e player c h a r a c t e r s live. T h e referee is t h e p e r s o n w h o is m o s t familiar with t h e g a m e b a c k g r o u n d , which m a k e s him o r her t h e t o u c h s t o n e for t h e p l a y e r s ' imaginations. T h a t is to say, while e a c h of t h e players h a s s o m e m e n t a l i m a g e of t h e world in which t h e P C s live, it is t h e referee w h o k n o w s t h e m o s t a b o u t that world, w h o s e r v e s as t h e s h e p h e r d of their collective imaginations. As s u c h , t h e referee is responsible for m o r e t h a n just factual information a b o u t t h e g a m e world. P e r h a p s e v e n m o r e importantly, t h e referee is also t h e primary c o n v e y o r o f a t m o s p h e r e .

t h e n letting the c h i p s fall where t h e y may. T h e s a m e thing applied, of c o u r s e , to other sorts of conflict besides combat. T h e r e a r e s o m e p r o b l e m s with p e r c e i v i n g t h e referee in this way, however. First of all, referees could hardly act as d i s p a s s i o n a t e o b s e r v e r s of t h e battle, considering t h e fact that t h e y w e r e also responsible for playing t h e p a r t of ( m a k i n g tactical decisions for) t h e PCs' o p p o n e n t . As well, in m o s t c a s e s it w a s t h e referee w h o d e s i g n e d t h e o p p o n e n t in t h e first p l a c e a n d set up t h e encounter. In other words, while t h e referee in a sports event is e x p e c t e d to h a v e no p a r t in either t e a m ' s play, t h e referee in a roleplaying session h a s traditionally h a d to adjudicate t h e rules while a t t h e s a m e t i m e playing a s

T h e referee is also, of c o u r s e , t h e central force in t h e individual stories (adventures) that t h e P C s e x p e r i e n c e . This is true whether you t e n d to run tightly p a c e d , episodic a d v e n t u r e s or instead just let t h e p l a y e r s w a n d e r w h e r e t h e y will. Referees w h o run p r e g e n e r a t e d a d v e n t u r e s are certainly t h e primary force in t h e story, b e c a u s e t h e y s e r v e to k e e p t h e P C s on t r a c k with the p r e d e t e r m i n e d plot. But t h e s a m e centrality is true of referees at t h e other e x t r e m e , w h o c o m e t o a n a d v e n t u r e session with next to nothing in t e r m s of n o t e s a n d run things "by t h e s e a t of their p a n t s . " In either c a s e , t h e referee r e a c t s to t h e PCs' actions, telling the p l a y e r s what their c h a r a c t e r s s e e , playing t h e p a r t s of t h e NPCs, a n d just generally being t h e world t h a t t h e PCs live in.

o n e of t h e t e a m s . Another p r o b l e m with viewing t h e referee as an impartial arbiter h a s c o m e about as a result of c h a n g e s c o n c e r n i n g t h e w a y s in which p e o p l e roleplay. In early roleplaying g a m e s , play w a s m u c h m o r e like a b o a r d g a m e in which t h e PCs were p a w n s (being little m o r e t h a n a collection of attributes). But with t h e p a s s a g e of time, t h e r e h a s b e e n a growing t e n d e n c y for roleplayers to think of their c h a r a c t e r s as personalities. As a c o n s e q u e n c e , continually m o r e of t h e action in a roleplaying session t a k e s p l a c e in t h e imagination, a n d less on paper. Less action on p a p e r m e a n s fewer hardand-fast rules, which m a k e s refereeing a less m e chanical j o b . T h e r e is a s e c o n d important r e a s o n why this m o v e toward m o r e fully imagined player c h a r a c t e r s results in a less impartial referee. T h a t is, t h e

In t h e field of roleplaying g a m e s , it h a s long b e e n c u s t o m a r y to think of t h e referee as t h e final arbiter o f t h e g a m e rules. T h e earliest roleplaying g a m e s characterized t h e referee a s a n impartial j u d g e , m u c h like t h e referee of a s p o r t s event. (In fact, t h a t ' s w h e r e t h e widely u s e d roleplaying t e r m "referee" c o m e s from.) As a c o n s e q u e n c e , if t h e player c h a r a c t e r s e n c o u n t e r e d s o m e n a s t y b e a s t a n d b e g a n c o m b a t i n g it, t h e referee w a s s u p p o s e d t o s e r v e a s a n arbiter o f t h e g a m e rules, applying t h e m e q u a b l y t o b o t h t h e P C s a n d their o p p o n e n t ,

m o r e imagination a n d emotional energy a player invests in a character, t h e less e a s y it is for t h e player to watch that c h a r a c t e r die. As long as P C s w e r e little m o r e t h a n n u m b e r s with n a m e s , a PC d e a t h as t h e result of an unlucky die roll could be a c c e p t e d pretty easily. But t h e m o r e fully players identify with their c h a r a c t e r s , t h e m o r e painful losing t h o s e c h a r a c t e r s b e c o m e s . This is only natural. Think of it this way: T h e m o r e fully players imagine their c h a r a c t e r s , t h e m o r e roleplaying b e c o m e s like creating f i c t i o n ,

a n d n o o n e likes t o s e e t h e p r o t a g o n i s t o f a p i e c e o f fiction die. P C s a r e t h e p r o t a g o n i s t s of roleplaying Because Dark Conspiracy, Cadillacs and Dinosaurs, and second edition Twilight: 2 0 0 0 are all based upon the same general rules system, it is possible to use elements of o n e g a m e in either of the others. However, due to differences among the central themes of the games, there m a y be some slight adaptations to be made. In order to accomplish that, you will need to understand In what ways the rules of Dark Conspiracy diverge from those of the others. Most obvious, of course, h a s been the addition of a seventh a t t r i b u t e Empathyand its related skills. If you wish to use characters from Twilight: 2 0 0 0 or Cadillacs and Dinosaurs in Dark Conspiracy, you may want to allow a chance for Empathy skills to manifest in them at the time of conversion. One way to do this is to roll 1D10-5 to determine each character's Empathy rating, and if that c o m e s up greater than 0, roll again for each Empathy skill, with the skill maximum limited by the value of the attribute. If you prefer, roll 1D6-1 for the attribute, but we recommend 1D10-5 for the skills, nonetheless. There are a few other skill differences among the games, as well. Because Twilight: 2 0 0 0 emphasizes military conflict, it has more militarily oriented skills than Dark Conspiracy, with its emphasis on (civilian) horror, and both are different from the technologically more primitive world of Cadillacs and Dinosaurs. As an example, while Twilight: 2 0 0 0 has a Pilot skill with Fixed-Wing and Rotary as cascades, Pilot in Dark Conspiracy also includes Shuttle as a cascade, while Cadillacs and Dinosaurs has no Pilot skill at all. When converting from one game to another, referees will have to judge references to skills on a case by case basis, determining what skills overlap functions. Try to be fair to each particular PC's initial concept (don't consider Twilight: 2 0 0 0 or Cadillacs and Dinosaurs characters to be lacking will just because there is no Willpower skill in the games, for instance), and recognize that skill listings are not intended to define characters' limits, but rather their abilities. If you wish, you may use career listings from one game to supplement another. For example, in Dark Conspiracy, military career possibilities are less detailed than those in Twilight: 2 0 0 0 . Marine sniper in Dark Conspiracy is subsumed under "Elite Forces," for instance, while in Twilight: 2 0 0 0 it is a separate listing. But there is nothing to prevent you from using the Twilight: 2 0 0 0 marine sniper career to create a Dark Conspiracy character. Just translate the career's Mountaineering listing to Climbing, and allow the character to spend an extra skill level or two for skills per term (Dark Conspiracy characters tend to get more skills per term to enhance the g a m e ' s more cinematic nature). Use the secondary activities list from Dark Conspiracy. Equipment listings among the three games have largely the same statisictics, but there are a couple of differences. First, the equipment availability codes m e a n different things in Dark Conspiracy and Twilight: 2 0 0 0 (Cadillacs and Dinosaurs h a s no availability codes). In Dark Conspiracy, the first letter is availability without a contact, the second through a contact. In Twilight: 2 0 0 0 , the first letter is availability to Western forces, the second to Eastern. Referees of one game, using equipment listings from the other, should change these codes as seems appropriate. Second, notice that while Dark Conspiracy vehicles have a Cruise Speed listed (which is kilometers per hour). Twilight: 2 0 0 0 vehicles have a Travel Movement (kilometers per four-hour period) rating instead. This is because in Dark Conspiracy travel is usuallly by road from city to city, while in Twilight: 2 0 0 0 it is generally cross-country and exploratory. Multiply Cruise Speed by two to get Travel Movement (and divide Travel Movement in half to get Cruise Speed). In this way. Twilight: 2 0 0 0 ' s travel rules can be applied to Dark Conspiracy adventures involving long, off-road travel through Demonground or protodimensions, if the referee desires to focus on the hour after hour grind of such travel. By the s a m e token. Twilight: 2 0 0 0 ' s fatigue rules and vehicle maintainance rules can easily be applied to Dark Conspiracy in such adventures. (The referee c a n extrapolate base maintainance values for Dark Conspiracy vehicles by comparing them to similar vehicles from Twilight: 2 0 0 0 . ) adventures. If t h e referee's function is b e c o m i n g p e r c e i v e d l e s s as t h a t of an impartial arbiter of hard-and-fast rules, a n d is n o w b e i n g t h o u g h t of m o r e as a s t a g e setter a n d c o a c h , y o u m i g h t s u p p o s e t h a t t h e t a s k h a s b e c o m e easier. After all, t h e r e a r e fewer rules to know. But actually, t h e j o b of referee h a s b e c o m e , in m a n y ways, m o r e demanding. Fewer hard-and-fast rules m e a n m o r e d e m a n d s u p o n imagination, but i t i s this e m p h a s i s u p o n imagination t h a t a l s o m a k e s t h e referee's j o b m o r e satisfying.

L e t ' s f a c e it. Not only is t h e referee typically t h e p e r s o n w h o b u y s t h e g a m e , l e a r n s t h e rules, a n d p u t s a g r o u p of p l a y e r s together, it is generally a l s o t h e referee w h o s e t s t h e t i m e a n d p l a c e for t h e g a m i n g s e s s i o n . If y o u think of a roleplaying s e s s i o n as a social get-together, generally it is t h e referee who plays host. We'd like to m a k e a s u g g e s t i o n at this point. We strongly r e c o m m e n d t h a t y o u , as referee, foist off on s o m e o n e e l s e i n y o u r g r o u p t h e j o b o f hosting y o u r roleplaying s e s s i o n . I t m a y b e t h e c a s e t h a t you think it n e c e s s a r y to call t h e p l a y e r s yourself before a s e s s i o n , t o m a k e s u r e y o u k n o w w h o i s going t o s h o w u p . But w e u r g e y o u t o h a v e t h e s e s s i o n actually held a t s o m e o n e e l s e ' s h o m e . T h a t way, t h e r e will b e s o m e o n e else t o a n s w e r q u e s t i o n s a b o u t w h e r e t h e p a p e r c u p s a r e , o r t o point p e o p l e t o t h e b a t h r o o m , allowing y o u t o c o n c e n t r a t e o n moderating the g a m e . By t h e way, getting s o m e o n e e l s e to t a k e p a r t of t h e responsibility in this w a y is a p r i m a r y s t e p t o w a r d establishing a s t r o n g s e n s e of c o m m u n i t y effort in your roleplaying s e s s i o n s . As we will e x plain in m o r e detail in t h e n e x t c h a p t e r s , this c o m m u n i t y effort c a n h e l p to enrich t h e p l o t s of a d v e n t u r e s , bring N P C s m o r e fully to life, t r a n s l a t e die m e c h a n i c s into vivid story e l e m e n t s , a n d generally m a k e t h e referee's j o b m u c h e a s i e r while a t t h e s a m e t i m e e n h a n c i n g e n j o y m e n t for e v e r y o n e .

A s t h e r e f e r e e , y o u will h a v e t h e p r i m a r y r e s p o n s i b i l i t y for s e t t i n g a n d m a i n t a i n i n g t h e a p p r o p r i a t e a t m o s p h e r e in y o u r Dark Conspiracy c a m p a i g n . In order to accomplish that, you n e e d to h a v e a firm g r a s p of j u s t w h a t Dark Conspiracy is really all a b o u t . So far in t h i s b o o k , w e h a v e w o r k e d t o evoke t h e s e n s e o f m y s t e r y a n d w e i r d n e s s t h a t m a k e s Dark Conspiracy w h a t it is. Nowfor r e f e r e e s o n l y w e a r e g o i n g t o t a l k frankly a b o u t t h e i n g r e d i e n t s t h a t m a k e u p t h e Dark Conspiracy milieu. Unless you frain your crets, enjoyment from intend to referee, first you should readventures these sefrom reading the following section. Much of of the several gradually discovering it for yourself.

will come

so don't ruin

Dark Conspiracy is set in t h e n e a r future. But it is a bleak, s h a t t e r e d future. T h e Earth h a s c h a n g e d dramatically in t h e few y e a r s which h a v e p a s s e d . Obviously s o m e central event h a s t a k e n p l a c e t o alter t h e n o r m a l c o u r s e of history. As referee y o u n e e d to be familiar with that event, while p l a y e r s will only k n o w (at first) t h e results of it. As g a m e t i m e p a s s e s , t h e y will gradually p i e c e t o g e t h e r t h e explanation. In fact, solving this m y s t e r y will be a major t h e m e in t h e early a d v e n t u r e s of your players, so it is important that, at least at first, y o u not let t h e cat out of t h e b a g . Please do not let this betrayal of s e c r e t s kill your own s e n s e of t h e Dark Conspiracy m y s t i q u e . T h e material below is intended as a firm foundation u p o n which you c a n build your own Dark Conspiracy c a m p a i g n . It is n o t m e a n t as a m a r k i n g off of rigid b o u n d a r i e s . In other words, o n c e you a r e privy to t h e s e b a s i c s , y o u c a n graft your own weird ideas u p o n t h e m . In later c h a p t e r s , you will find a m p l e e x a m p l e s of h o w we applied t h e s e b a s i c s in translating outside material into Dark Conspiracy terms.

T h e n e w s terrified t h e e x p l o r e r s . I t m e a n t t h a t t h e i n h a b i t a n t s o f t h e world w e r e n o t o n l y intelIn 1 9 4 5 , a l a r g e interstellar e x p l o r a t o r y v e s sel e n t e r e d t h e o u t e r s o l a r s y s t e m . T h e v e s s e l h a d b e e n l a u n c h e d n e a r l y 1 0 0 0 y e a r s earlier, h u n d r e d s o f l i g h t - y e a r s from E a r t h . T h e crew, w h i c h w a s c o m p o s e d o f r e p r e s e n t a t i v e s o f four different, highly intelligent, s p a c e f a r i n g r a c e s , w a s h e l d in a s t a t e of s u s p e n d e d a n i m a t i o n , w a i t i n g for t h e t i m e t h a t t h e s h i p ' s i n s t r u m e n t s w o u l d d e t e c t a world c a p a b l e of s u s t a i n i n g life. By early 1 9 4 6 t h e ship had penetrated to t h e inner s o l a r s y s t e m a n d h a d identified E a r t h a s a h a b i t a b l e world, t h e o n e - i n - 1 0 0 0 c h a n c e o c c u r r e n c e for w h i c h t h e s h i p h a d b e e n built. It w o k e t h e crew, w h i c h b e g a n t o s u r v e y a n d e x p l o r e t h e planet. T h e first p r o b e w a s l a u n c h e d i n m i d - 1 9 4 6 . While p a s s i n g o v e r t h e Pacific O c e a n , i t recorded the first of three nuclear detonations of t h e C R O S S R O A D S t e s t s e r i e s a t E n i w e t o k Atoll. ligent, b u t w e r e p o i s e d o n t h e brink o f t h e a t o m i c a g e . S p a c e e x p l o r a t i o n w o u l d follow s o o n . Furt h e r m o r e , additional atomic detonations in the a t m o s p h e r e i n d i c a t e d a p r e o c c u p a t i o n with w e a p o n r y a n d a n e a r - t o t a l d i s r e g a r d for t h e p l a n e t a r y e c o s y s t e m . S t u d y o f r a d i o a n d early t e l e v i s i o n b r o a d c a s t s i n d i c a t e d a high d e g r e e of xenophobia and paranoia, p e r h a p s brought on b y t h e long a n d c o s t l y w a r r e c e n t l y c o m p l e t e d . While t h e i n h a b i t a n t s o f E a r t h c o u l d p o s e n o i m m e d i a t e t h r e a t t o t h e e x p l o r e r s , within d e c a d e s t h e y would h a v e t h e ability t o d o s o . I f they b e c a m e a w a r e of the p r e s e n c e of the aliens a n d m a d e a c o n c e r t e d effort t o d e s t r o y t h e m , t h e y c o u l d easily d o s o within a s s h o r t a p e r i o d as, perhaps, 10 years. How w a s t h i s s o , g i v e n t h e a d v a n c e d s t a t e o f the explorers' technology? First, t h e e x p l o r e r s w e r e a s m a l l g r o u p , n o

m o r e t h a n a few h u n d r e d b e i n g s . T h e y w e r e c o m p l e t e l y i s o l a t e d from their h o m e w o r l d s , w h i c h w e r e l o c a t e d literally h u n d r e d s of lighty e a r s a w a y . N o h e l p c o u l d b e e x p e c t e d from t h a t quarter. S e c o n d , t h e a l i e n s w e r e , for all p r a c t i c a l purp o s e s , u n a r m e d . S i n c e their m i s s i o n w a s o n e o f e x p l o r a t i o n , t h e y h a d a few s i d e a r m s for d e f e n s e a g a i n s t local a n i m a l life, b u t virtually n o h e a v y weaponry. They were certainly u n p r e p a r e d to i n v a d e or c o n q u e r a p l a n e t c o n t a i n i n g o v e r a billion i n h a b i t a n t s . M o r e t o t h e point, t h e y w e r e unwilling t o d o s o t h e i r i n t e n t i o n s h a d n e v e r b e e n a g g r e s s i v e o r violent. The decision w a s m a d e to continue to survey the planet and the nearby worlds of the solar system, but to do so clandestinely. In e a r l y J u l y of 1 9 4 7 , a s c o u t s a u c e r e x p e r i e n c e d a c o m p l e t e a n d catastrophic electrical failure a n d c r a s h e d n e a r C o r o n a , N e w M e x i c o . Found in the w r e c k a g e were the bodies of two

extraterrestrials. The bodies and the wreckage of t h e alien craft w e r e t a k e n t o W r i g h t - P a t t e r s o n Air Force Base where they were first studied and, eventually, p e r m a n e n t l y s t o r e d . Very little inform a t i o n w a s g l e a n e d from t h e i n v e s t i g a t i o n n o m o r e t h a n a n 1 8 t h - c e n t u r y s c i e n t i s t w o u l d disc o v e r from t h e w r e c k a g e of a h o m e c o m p u t e r if it w e r e d r o p p e d from t h e t o p of a 2 0 - s t o r y building. After s o m e t i m e , Air F o r c e a n d g o v e r n m e n t officials w e r e c o n t a c t e d b y t h e e x t r a t e r r e s t r i a l s . T h i s c o n t a c t w a s e x t r e m e l y t e n t a t i v e a t first, d u e to a t r e m e n d o u s reluctance on the part of the e x p l o r e r s t o m a k e their e x i s t e n c e k n o w n t o t h e p u b l i c . T h e y insisted t h a t t h e g o v e r n m e n t m a i n t a i n t h e c l o a k o f s e c r e c y c o n c e r n i n g their existe n c e for fear t h a t t h e r e s u l t i n g p u b l i c h y s t e r i a would lead to an active c a m p a i g n to e x t e r m i n a t e t h e m . Nevertheless, trust gradually grew bet w e e n t h e ETs a n d h u m a n s , a n d a n u m b e r o f friendships developed over t h e y e a r s .

In addition to clandestine s u r v e y s of t h e Earth, t h e explorers w e r e b u s y investigating m o s t of t h e p l a n e t s a n d m o o n s of t h e solar s y s t e m . In 1 9 8 3 , however, c a t a s t r o p h e struck. A small survey t e a m discovered what were obviously structural ruins of t r e m e n d o u s a g e o n t h e J o v i a n m o o n I o a n d ventured into t h e interior. E q u i p p e d with high-energy fusion disrupter drills, t h e explorers tunneled d e e p below t h e ruins, unknowingly breaking an energy seal on an ancient portal to an alternate universe. T h e details of t h e e n c o u n t e r that followed will never be k n o w n in their entirety. W h a t is certain is that t h e four extraterrestrial explorers e n c o u n t e r e d an alien c o n s c i o u s n e s s which w a s both incredibly powerful a n d evil b e y o n d t h e e x p e r i e n c e of any intelligent r a c e . This w a s t h e first direct c o n t a c t b e t w e e n a sentient r a c e a n d t h e Dark O n e s , inhabitants of twisted, c o r r u p t e d alternate realities. Others were s o o n to follow. T h r e e of t h e five explorers survived that first encounter, but their personalities were completely d o m i n a t e d by t h e darkling mind. T h e four extraterrestrial r a c e s c o m m u n i c a t e d empathically, a n d were a c c u s t o m e d t o o p e n i n g their m i n d s t o their c o m p a n i o n s . This m a d e p o s sible t h e c a t a s t r o p h e which quickly followed. Over t h e c o u r s e of t h e next year, t h e Dark O n e s ' influence s p r e a d t h r o u g h o u t t h e crew of t h e extraterrestrial exploratory vessel like wildfire, taking over mind after mind. By t h e t i m e the crew realized what w a s h a p p e n i n g , it h a d s p r e a d t o o far to s t o p . T h o s e extraterrestrials w h o s e m i n d s p r o v e d t o o powerful t o d o m i n a t e w e r e m u r d e r e d b y their f o r m e r c r e w m a t e s . In t h e final w e e k s of t h e struggle that followed, o n e of t h e last surviving uncontrolled explorers offered t h e following observation to an Air F o r c e lieutenant general: "I fear we h a v e o p e n e d the wrong door." Only a handful of extraterrestrials n o w r e m a i n alive w h o are not d o m i n a t e d by Dark O n e s , a n d t h e y a r e d e s p e r a t e , h u n t e d fugitives. All h a v e t a k e n shelter with secret c o m m u n i t i e s of h u m a n e m p a t h s , w h o mentally shield t h e m f r o m t h e probing t h o u g h t s

of t h e Dark O n e s a n d their minions. Only in this way h a v e they b e e n able t o e s c a p e detection. T h e protecting g r o u p s of h u m a n s carefully guard t h e secret of their location a n d e v e n their existence. Even s o , word occasionally l e a k s out d u e t o o n e c a r e l e s s act or another, a n d t h e n shambling, bloody horrors d e s c e n d on t h e small cell, slaughtering all they find. Many of t h e mentally controlled extraterrestrials were driven m a d b y t h e experience, although t h e y were s e l d o m r e d u c e d to a state of h e l p l e s s n e s s by their condition. Instead, they b e g a n exhibiting bizarre behavior. By 1 9 8 5 r e p o r t s b e g a n to a p p e a r in t h e n e w s m e d i a , particularly t h e tabloids, of h u m a n a b d u c t i o n s by U F O s , followed by horrifying biological e x p e r i m e n t s . S o m e t i m e s victims were returned to Earth, their m e m o r i e s erased. Neither t h e experim e n t s nor t h e return of t h e subjects were t h e a c t s of rational b e i n g s . In fact, t h e very irrationality a n d s e e m i n g p o i n t l e s s n e s s of t h e a b d u c t i o n s m a d e it difficult for t h e victims to gain a public hearing. A few of t h e controlled extraterrestrials r e m a i n e d rational (but p o s s e s s e d ) and, at t h e direction of t h e guiding Dark O n e s , b e g a n to visit n u m e r o u s ancient sites on Earth. T h e s e sites were locked portals to other d i m e n s i o n s , d i m e n s i o n s which w e r e only pale, dark s h a d o w s of our own, inhabited by twisted, perverted b e i n g s . For countless millennia, t h e portals h a d b e e n locked by e n e r g y barriers t o o powerful for t h e Dark O n e s to o v e r c o m e . Now, with t h e aid of t h e technologically sophisticated drillingtools of t h e extraterrestrials, they were able to b r e a c h barrier after barrier. T h e m e n t a l efforts of t h e s e Dark O n e s t h r o u g h out t h e a g e s t o bridge t h e g a p b e t w e e n our dimension a n d their o w n h a d left their m a r k s o n h u m a n s in the form of m e n t a l impressions. T h e s e i m p r e s s i o n s h a d resulted in m y t h s a n d legends: werewolves, v a m p i r e s , z o m b i e s . In earlier t i m e s minions of t h e lords of t h e s e dark d i m e n s i o n s h a d slipped through t h e portals, but h a d eventually b e e n either extermin a t e d or driven into r e m o t e a r e a s . Now, however, they h a v e r e e m e r g e d a n d h a v e b e e n joined b y new monstrosities from b e y o n d t h e dimensional portals.

The cities of Dark Conspiracy are teeming, dangerous places. Many small towns have disappeared, and the largest cities h a v e now mushroomed into sprawling metroplexes, e a c h with millions of inhabitants. Most cities are m a d e up of varying amounts of the following seven distinct types of areas: Dreamland: Usually the heart of the city is dominated by the plazas of the largest and most important megacorporations. This area is called Dreamland by most city inhabitants, as the standard of living inside its walls is far beyond anything they could aspire to. Each of these plazas is surrounded by a sturdy wall (often decorated with colorful mosaics or murals) and typically covered with a geodesic dome, similar to those over m a n y sports arenas. There is considerable park land in the plazas, as well as open spaces. Corporate facilities are housed in massive towers. These have shops and restaurants on the lowest levels, followed by middle-income apartments (for corporate employees), followed by the corporate offices themselves, and surmounted by the living quarters of the highest executives of the company. Security is more exacting at every level. C o r p o r a t e security provides virtually all law e n f o r c e m e n t in D r e a m l a n d . Living quarters at the top are palatial. Indoor personal swimming pools, sound-activated fountains, personal and robotic servants, and holographic entertainment rooms are only a few examples of the luxuries enjoyed by corporate leaders. Mike-Town: Mike-Town is taken up with independent shops and modest-income housing. It has the look of a crowded and slightly run-down inner city neighborhood, but it is vibrant and full of people making it on their own (if just barely). Municipal police patrol Mike-Town on an irregular basis, but local volunteer community groups (a.k.a. vigilantes) supplement their efforts. There is considerable night life in Mike-Town, as well, and m o s t business deals are, by tradition, negotiated over drinks at noisy, poorly lit bars. Bars in Mike-Town can be tough, but are usually not deadly. 'Bot City: Most industrial production is carried out in automated factories. These are usually concentrated in

industrial areas of the city, called" 'Bot City" (due to the extensive use of robots).There is little residential housing (all of it very bad), and the only people usually found here are police, corporate security, maintenance technicians, and delivery personnel. Precincts: Since p a s s a g e of the Voting Rights Act of 1997, megacorporations have a m a s s e d tremendous political power by buying the proxy votes of financially destitute people. Many of t h e s e so-called "ballotmen" live in c o r p o r a t e - s u p p l i e d housing, similar to the "projects" of t h e late 20th century. Most of t h e s e projects h o u s e t h e equivalent of about o n e municipal precinct's worth of voters, hence the n a m e . Ballotmen receive a c o r p o r a t e dole consisting of small a m o u n t s of s p e n d i n g money, regular shipm e n t s of clothing ( p a p e r coveralls), food (similarto c o m b a t rations, typically Russian), a n d s o m e luxuries ( s o a p , e y e g l a s s e s , etc.). T h e y s p e n d their d a y s in barracks-style a p a r t m e n t s , watching free c o r p o rate cable TV, a n d their nights in t h e r a m s h a c k l e sinmills that s u r r o u n d t h e m .

Ant Hills: Ant hills are the densely populated, lowincome (and no-income) slums of the city. Many buildings are collapsed, and those standing are heavily damaged. (Only lucky inhabitants have running water, electricity, and intact windows.) Crime is rampant, and violence an accepted m e a n s of interpersonal interaction. Many Ant Hill areas are no longer patrolled by the police, and are posted "You Are Now Leaving A Controlled Area." Occasional police sweeps (growing less frequent) are supported by helicopters and armored vehicles. S o m e are now officially police free fire zones, with 24-hour curfews. ' B u r b s : T h e s u b u r b s a r e also p o p u l a t e d b y t h e otherwise h o m e l e s s poor. While t h e r e is occasional opportunity for e m p l o y m e n t closer to t h e city c e n ter, t h e s u b u r b s a r e all but a b a n d o n e d e x c e p t by t h e destitute a n d m a d . Demonground: Urban Demonground consists of areas of the city now deserted by h u m a n s and inhabited by Dark Ones. These areas have been altered into habitats more familiar to their new residents.

c h e m i c a l s , a n d b y tilling t h e fields with n o r e g a r d for e r o s i o n . After a few s e a s o n s of t h i s intensive Before t h e G r e a t e r D e p r e s s i o n , n e a r l y e v e r y i n c h o f a r a b l e l a n d i n t h e world w a s d e v o t e d t o p r o d u c i n g c r o p s , with h i g h - t e c h f a r m m a c h i n ery, high-yield h y b r i d s , a n d a d v a n c e d fertilizers, h e r b i c i d e s , a n d p e s t i c i d e s all w o r k i n g t o m a x i m i z e p r o d u c t i o n . Mow, a few e n o r m o u s a g r i business conglomerates have taken over crop p r o d u c t i o n , a n d with their c o m i n g a n u m b e r of significant c h a n g e s h a v e o c c u r r e d . First, o n l y a p o r t i o n of t h e old f a r m l a n d is in u s e a n y longer. T h e a g r i c o r p s p r o d u c e s u c h h i g h yields that m o s t smaller operations have gone c o m p l e t e l y o u t o f b u s i n e s s . But t h e c o r p s cultivate only a small portion of t h e possible land, so t h e r e s t lies fallow, p r o d u c i n g (at b e s t ) t h i c k t a n g l e s o f w e e d a n d b r u s h w h e r e o n c e food c r o p s flourished. S e c o n d , the agricorps work by force-growing experimental hybrids with yield-enhancing agriculture, the land b e c o m e s unusable, transf o r m e d into a c h e m i c a l - s t i n k i n g m o r a s s of clay and m u d , worn to raw bedrock in spots. Then the a g r i c o r p s m o v e o n t o n e w fields a n d s t a r t t h e p r o c e s s all o v e r a g a i n . O n e result of all of t h i s is an a c c e l e r a t e d d e p o p u l a t i o n of rural r e g i o n s . O n l y a relatively few d i e - h a r d s r e m a i n . S o m e a r e f a r m e r s w h o refuse t o l e a v e t h e i r l a n d , w o r k i n g t o p r o d u c e e n o u g h t o feed t h e m s e l v e s , with e n o u g h e x c e s s t o b a r t e r with t h e i r n e i g h b o r s o r t r a d e r n t h e s h r u n k e n towns and villages. T h e y also supplem e n t their diets by hunting t h e new wilderness of a b a n d o n e d fields. If it w e r e n o t for m o d e r n p r o b l e m s s u c h as a c i d rain a n d r a d i a t i o n l e a k a g e t h r o u g h t h e E a r t h ' s riddled o z o n e layer, t h e s e rural p o p u l a t i o n s would s e e m to h a v e s t e p p e d backward nearly a cent u r y in t i m e .

Corp F a r m s : D o t t e d a c r o s s t h e l a n d s c a p e a r e huge agricorp farm complexes. T h e s e vast tracts of land are mostly roadless, as giant robot plows h a v e o b l i t e r a t e d m o s t o f t h e g r a v e l , dirt, a n d b l a c k t o p r o a d s w h i c h o n c e linked f a r m h o u s e s t o the main highways. The farm c o m p l e x e s h a v e m a c h i n e s h o p s , b a r r a c k s for m a i n t e n a n c e workers, a helipad (helicopters are used to inspect the land a n d m o v e m a i n t e n a n c e personnel t o repair broken-down machinery), and crude recreation facilities. T o w n s t h a t lie o n t h e p e r i p h e r y o f t h e s e c o r p farms are both blessed and cursed by the corporate p r e s e n c e . Corporate workers are discoura g e d from m i n g l i n g with t h e local p o p u l a t i o n , b u t t h e y often f r e q u e n t t o w n b a r s a n d d a n c e h a l l s for d i v e r s i o n . R e l a t i o n s b e t w e e n t h e t o w n populations a n d farm workers are strained at b e s t , a n d m o r e often d o w n r i g h t h o s t i l e . Rural i n t e r s t a t e s a r e still m a i n t a i n e d , t o a n extent, a n d patrolled by state police cars. Nevertheless, travel along t h e highways is d a n g e r o u s , particularly at night. M e g a c o r p s which u s e the interstates to haul bulk cargo by truck maintain g u a r d e d fuel a n d r e s t s t a t i o n s a l o n g t h e r o a d , b u t i n d e p e n d e n t d r i v e r s a r e f o r c e d t o p u r c h a s e fuel, food, a n d l o d g i n g in local t o w n s , often at e x o r b i t a n t r a t e s . A l s o , local sheriffs a n d p o l i c e i n t h e small road t o w n s are notoriously brutal and corrupt. The Out-Law: J u s t as t h e r e are p a r t s of t h e cities no longer patrolled by t h e police, t h e r e a r e large s t r e t c h e s of t h e c o u n t r y s i d e which a r e officially out of a n y legal jurisdiction ( e x c e p t for t h e federal g o v e r n m e n t ) . T h e s e a r e a s are called t h e Out-Law. S t a t e law e n f o r c e m e n t h a s long since b e e n limited to highway patrols, a n d local law enforcement exists only w h e r e t h e r e is a p e r m a n e n t , gainfully employed, tax-paying population. Since large s t r e t c h e s of t h e c o u n t r y s i d e no longer m e e t that criteria, t h e r e a r e n o police. Much of t h e Out-Law is genuinely uninhabited. As it is a favorite t o x i c d u m p i n g g r o u n d for the m e g a c o r p s , p a r t s of it are also nearly uninh a b i t a b l e . But o t h e r p a r t s a r e s p a r s e l y i n h a b i t e d b y v a r i o u s g r o u p s o f p e o p l e e s t r a n g e d from s o c i e t y for o n e r e a s o n o r a n o t h e r . Biker is a g e n e r i c t e r m for t h e m o s t d a n g e r o u s o f t h e s e , a n d i t refers n o t s o m u c h t o m o d e o f t r a n s p o r t a t i o n a s t o a b r u t a l , violent life-style. B i k e r s t r a v e l i n g r o u p s o f from o n e t o six d o z e n . S o m e ride m o t o r c y c l e s , b u t m a n y ride h e a v i l y modified t r u c k s a n d c a r s . T h e s e g a u d i l y p a i n t e d v e h i c l e s often h a v e i m p r o v i s e d a r m o r a n d light w e a p o n s m o u n t e d o n t h e m , a s well a s h a v i n g b i z a r r e d e c o r a t i v e a d d i t i o n s . B i k e r s live b y hij a c k i n g t r u c k c o n v o y s , terrorizing local t o w n s , o r s o m e t i m e s hiring o u t t o t h e a g r i c o r p s a s local muscle. Nomad c o v e r s a v a r i e t y of l e s s d a n g e r o u s ( u s u a l l y ) i n h a b i t a n t s . N o m a d s live off t h e l a n d b y h u n t i n g a n d foraging, a n d g e n e r a l l y r e s o r t t o v i o l e n c e only i n s e l f - d e f e n s e . N o m a d s i n c l u d e Native A m e r i c a n s attempting to reestablish their b o n d with t h e l a n d , e c o - u t o p i a n s p r a c t i c i n g a s i m p l e r a n d l e s s d e s t r u c t i v e life-style, m e n a n d w o m e n p u r s u e d b y powerful c o r p o r a t i o n s w h o h a v e fled t o t h e c o u n t r y s i d e , a n d a s t a r t l i n g a r r a y of genuine eccentrics and crazy people. O v e r s e a s : I n Third World n a t i o n s , w h e r e t h e c o u n t r y s i d e s w e r e n e v e r s o well d e v e l o p e d , rural p o p u l a t i o n s h a v e b e e n affected s o m e w h a t l e s s s e v e r e l y t h a n e l s e w h e r e . But u r b a n a r e a s h a v e b e c o m e even more economically depressed than e v e r b e f o r e . As well, in p o r t i o n s of Africa, t h e Middle E a s t , a n d C e n t r a l A m e r i c a , v a s t s t r e t c h e s of land have been rendered uninhabitable due to r e s i d u e s from n u c l e a r , c h e m i c a l , a n d biological weapons.

"Many things just aren't what they used to be. A weekend in the country is fairly high on that list."
Zena Marley (Early 21st-century mercenary-philosopher)

c o m m o n l y c o n s i d e r e d m o d e r n . Most c o n s u m e r g o o d s available t o t h e c o m m o n m a n a n d w o m a n a r e no longer p r o d u c e d by corporations in J a p a n , G e r m a n y , or t h e US, but instead by t h e less t e c h n o logically a d v a n c e d c o r p s in Mexico a n d t h e Eastern E u r o p e a n states, a n d they r e s e m b l e p r o d u c t s from the US's '50s and '60s. So telephones are once again bulky, black things, rather t h a n t h e sleek, colorful, lightweight plastic o n e s we a r e familiar with. Autos a r e boxier, a t e n d e n c y reinforced by a 1 9 4 0 s retro-style m o v e m e n t . TV s c r e e n s a r e smaller (and often black a n d white rather t h a n color); radios are bigger. In fact, b e c a u s e of a growing s h o r t a g e in s e m i c o n d u c t o r s , m a n y c o n s u m e r electronics h a v e reverted t o v a c u u m - t u b e technology. HiTek: But t h e s e c o n d technological quirk r u n s in direct contrast to t h e first. T h a t is, for t h o s e w h o c a n afford t h e m . t h e r e exist virtual technological miracles. It is this m a r k e t t h a t J a p a n e s e a n d G e r m a n m e g a c o r p s now target. T h e wealthy c a n p u r c h a s e pocketsized p o r t a b l e c o m p u t e r s with m u l t i m e g a b y t e m e m o r i e s , holographic projectors rather t h a n TVs, p r o g r a m m a b l e h o m e a p p l i a n c e s (such a s selfp o w e r e d v a c u u m c l e a n e r s t h a t follow p r o g r a m m e d routes a n d s c h e d u l e s ) , , u l t r a - s o p h i s t i c a t e d electronic security s y s t e m s , a n d e v e n high-quality m e chanical r e p l a c e m e n t s for failing o r g a n s , or cloned r e p l a c e m e n t s , if t h e y prefer. A variety of robots are coming into use as well, although most of the mobile O n e of the reasons that Dark Conspiracy h a s b e e n set in the near future is because that allows the referee to use familiar concepts for basics, against which to contrast the world's strange twists. Technology in Dark Conspiracy is an excellent example of this. RetroTek: Basic, e v e r y d a y t e c h n o l o g y in t h e world is very m u c h like that of t h e 1 9 9 0 s . For i n s t a n c e , p e o p l e u s e t e l e p h o n e s , n o t futuristic v i d p h o n e s , nor archaic t e l e g r a p h s , for long-dist a n c e c o m m u n i c a t i o n . Televisions look like televisions, a u t o s look like autos, there are still corner laundromats, and so forth. But t h e r e are several quirks to t h a t m o d e r n technology. First, o n e effect of t h e e c o n o m i c depression h a s b e e n a general deterioration of what is varieties are the result of military research and thus tend to be used for security tasks. In any case, the abundance of ultra-cheap labor h a s m a d e personal servants affordable and fashionable for wealthy individuals. T h e " E q u i p m e n t " c h a p t e r c o n t a i n s e x a m p l e s of high-tech items t h e p l a y e r s might desire for their P C s . But referees a r e also e n c o u r a g e d t o k e e p a n e y e o p e n for experimental t e c h n o l o g i e s described i n n e w s publications a n d m a k e u p g a m e descriptions of t h e m . Players should be surprised at what t h e y find should t h e y enter t h e living q u a r t e r s of a high-ranking c o r p o r a t e official. DarkTek: The third technological q u r k involves the technology of the extraterrestrial explorers, who are, a l m o s t without exception, in t h e service of t h e Dark

O n e s . This is o n e of t h e s o u r c e s of c y b o r g s , for e x a m p l e . T h e y also build organic computers composed of thinly sliced brain tissue. This is explained in greater detail in the "DarkTek" chapter. The thing to remember at this point, however, is that their technology is bizarre a n d quasi-organic in appearance and function. SpaceTek: O n e a r e a w h e r e technology h a s a d v a n c e d slightly is t h e s p a c e p r o g r a m . Spacecraft in service consist of old versions of craft presently in u s e or on t h e drawing b o a r d s in t h e 1 9 9 0 s . Lack of funding h a s slowed a d o p t i o n of n e w d e s i g n s a n d greatly limited m a n n e d flights. Several small res e a r c h stations a r e in orbit, however, all with major industrial a n d military applications as well. Conveying Tech Differences: So h o w do referees c o n v e y t h e t e c h n o l o g y of Dark Conspiracy? First, r e m e m b e r to think of t h e bulk of it in ' 5 0 s a n d ' 6 0 s t e r m s . F a s t food c o m e s from t o a s t e r o v e n s , not m i c r o w a v e s ; h o m e t e l e p h o n e s a r e less prevalent a n d t e n d to be out of order a lot. Similarly, w h e n P C s p u r c h a s e w e a p o n s from a street s o u r c e , what is available should be o u t - m o d e d m o d e l s stolen from a c l o s e d - d o w n National G u a r d armory. O n c e t h a t technologically d e g e n e r a t e d m o o d is firmly set, start letting t h e P C s c a t c h g l i m p s e s of h o w t h e wealthy live, or h a v e t h e m e n c o u n t e r an alien ray gun. Many real-world publications occasionally m e n t i o n experimental d e v i c e s a n d technological d e v e l o p m e n t s t h a t y o u c a n incorporate, in final form, in your c a m p a i g n . In e a c h c a s e , m a k e s u r e to play u p t h e c o n t r a s t b e t w e e n this ultra-tech a n d d a y - t o - d a y technology. Global Production: T h e r e r e m a i n s o n e final topic to be d i s c u s s e d c o n c e r n i n g t e c h n o l o g y in Dark Conspiracy. T h a t is t h e division of production a m o n g t h e nations. It h a s b e e n m e n t i o n e d previously that Mexico a n d t h e E a s t e r n E u r o p e a n s t a t e s h a v e t a k e n over t h e basic c o n s u m e r m a r k e t . In general, t h e E a s t Europ e a n s h a v e a lead on Mexico in t e r m s of production facilities, but Mexico h a s m a d e a d v a n c e s in plastics manufacturing, d u e to its p e t r o l e u m r e s o u r c e s . Most of t h e world's p a c k a g e d food c o m e s from t h e s e t w o nations, as well, e v e n t h o u g h t h e CIS still

l e a d s t h e world in agricultural production. Both Mexican a n d Soviet corporations p u r c h a s e c r o p s from t h e CIS for their p r o c e s s e d food o p e r a t i o n s . T h e CIS h a s greatly d e c r e a s e d e m p h a s i s on c o n s u m e r g o o d s production, concentrating instead u p o n high-intensity agriculture, large a e r o s p a c e a n d ground transportation e q u i p m e n t , a n d hight e c h weaponry. Most of t h e w a r s t h a t r a g e on t h e E a r t h find both sides e q u i p p e d with w e a p o n s purc h a s e d from t h e OS. J a p a n a n d G e r m a n y , o n t h e other h a n d , n o w c o n c e n t r a t e u p o n c o m p e t i n g for t h e attention of t h e ultra-rich. Most of t h e world's a d v a n c e s in c o n s u m e r t e c h n o l o g y were d e v e l o p e d b y t h e s e two nations, a n d m o s t g n o m e high-tech c o n s u m e r t o y s a r e m a n u f a c t u r e d in o n e of t h e s e two countries.

e r s w h i c h lie b e t w e e n t h e u n i v e r s e s , a n d t h e m e m o r y o f t h e i r influence i s reflected i n l e g e n d s of d e m o n s and m o n s t e r s which are remarkably similar from c u l t u r e t o c u l t u r e . O c c a s i o n a l h u m a n s caught glimpses of these universes and lived t o tell t h e story, their n i g h t m a r i s h d e s c r i p t i o n s f o r m i n g t h e b a s i s for t h e h u m a n c o n c e p tion of Hell. B u t i t w a s highly a d v a n c e d t e c h n o l o g y , i n t h e f o r m of a fusion drill u s e d by alien a r c h a e o l o g i s t s on the Jovian m o o n Io which finally broke the dimensional barrier a n d released t h e complete e s s e n c e o f a D a r k O n e into o u r u n i v e r s e . S i n c e t h e n , c a p t i v e s p a c e c r a f t h a v e visited o t h e r c o n j u n c t i o n p o i n t s a n d o p e n e d t h e d i m e n s i o n a l port a l s t o o t h e r L o r d s o f t h e D a r k b e n t o n further exploiting our universe. Although there are variations in the physical l a w s o f t h e different d a r k u n i v e r s e s , o n e t h r e a d w h i c h b i n d s t h e m all t o g e t h e r is t h e p o w e r of life e n e r g y , which is t h e spiritual e s s e n c e of all living beings. The power of the Dark O n e s derives from their ability t o c h a n n e l a n d c o n t r o l t h i s powerful s o u r c e o f e n e r g y . T h e m i g h t i e s t D a r k O n e s live off t h e life e n e r g y of l e s s e r b e i n g s , feeding on t h e i r spirit a s e a r t h l y p r e d a t o r s w o u l d feed o n their flesh, thriving o n t h e powerful e n e r g y d i s charges generated by pain and anguish. For this r e a s o n , t h e Dark O n e s u s e their powe r s sparingly, a n d a l w a y s with t h e g o a l in m i n d of creating torment and misery. They do this in s e v e r a l w a y s . However, t h e i r t h o u g h t a n d r e a For as long as humanity h a s walked the face o f t h e E a r t h , t h e D a r k O n e s h a v e b e e n with u s , if only in our d r e a m s . T h e Dark O n e s are the m a s t e r s of alternate, but parallel, physical univ e r s e s , w h i c h b r u s h a g a i n s t o u r s in only a few r e m o t e places, called conjunction points. T h e dark universes are, by comparison to our own, s m a l l a n d t w i s t e d v e r s i o n s of reality. E a c h is u n i q u e , a n d is d o m i n a t e d by a single, powerful life f o r c e a D a r k O n e . Dark O n e s h a v e occasionally slipped tendrils o f p o w e r - t h o u g h t t h r o u g h t h e d i m e n s i o n a l barris o n i n g p r o c e s s e s a r e s o different from t h o s e o f h u m a n s t h a t m a n y o f their p l a n s s e e m t o m a k e n o s e n s e . M a n y o f t h e m , i n fact, d o not m a k e sense. The Dark O n e s are cruel, implacable, nonrational beings. Corruption: T h e D a r k O n e s h a v e n o bodily m a n i f e s t a t i o n in o u r o w n u n i v e r s e . If c a p a b l e of a s s u m i n g o n e , t h e y would probably (but not n e c e s s a r i l y ) b e l a r g e a n d g r o t e s q u e . However, their p h y s i c a l p o w e r would b e little m o r e t h a n t h e a v e r a g e h u m a n ' s , a n d they would be vulnerable t o p h y s i c a l injury a n d d e s t r u c t i o n . C o n s e q u e n t l y ,

there is no r e a s o n to ever a s s u m e s u c h a form. I n s t e a d , t h e D a r k O n e s influence t h e world b y twisting t h e t h o u g h t s a n d m o t i v a t i o n s o f o t h e r s . T h e r a m p a n t g r e e d a n d brutality t h a t p e r m e a t e s t h e Dark C o n s p i r a c y world i s t h e r e s u l t o f w e a k willed i n d i v i d u a l s giving in to t h e c o r r u p t i n g s i r e n song of the Dark Ones. S o m e o f t h e s e h u m a n s h a v e n o belief i n t h e supernatural, and merely think of t h e m s e l v e s as realists. O t h e r s h a v e joined c o v e n s or satanic c u l t s , t h i n k i n g t h a t t h e y h a v e m a d e a p a c t with t h e biblical Devil. W h a t e v e r t h e belief s t r u c t u r e o f t h e s e h u m a n s , t h e y wittingly o r unwittingly s e r v e t h e purposes of the Dark O n e s , and thus are part of t h e Dark Conspiracy. S o m e t i m e s t h i s will t a k e t h e f o r m of a d e t a i l e d , p u r p o s e f u l p l a n . At o t h e r t i m e s , t h e e n d r e s u l t will b e ruin a n d m i s e r y for all c o n c e r n e d , i n c l u d i n g t h e h u m a n d u p e s . T h e D a r k O n e s d o n o t c a r e w h o s e spirit f e e d s t h e i r boundless appetites. Extraterrestrials: T h e m e m b e r s o f t h e four spacefaring r a c e s w h o travelled to our star system d e c a d e s ago, coming in p e a c e and in search o f k n o w l e d g e , a r e t h e m o s t pitiful o f t h e s o u l s c a p t u r e d by t h e Dark O n e s . As their principal m e a n s o f c o m m u n i c a t i o n w a s e m p a t h i c , their m i n d s were extraordinarily o p e n to capture a n d corruption. Now m o s t of t h e m are helpless slaves o f evil, a n d m a n y o f t h o s e h a v e b e e n driven m a d by the experience. The extraterrestrials are extremely important t o t h e D a r k O n e s , d u e t o their m a s t e r y o f t e c h nology. T h e D a r k O n e s t h e m s e l v e s h a v e virtually n o ability t o u n d e r s t a n d t h e p r i n c i p l e s o f t e c h n o l o g y , a n d n o p a t i e n c e for its s y s t e m a t i c , r o u t i n e d e m a n d s . However, t h e t e c h n o l o g y p r a c ticed now by the captive-spirit extraterrestrials is a horrible, b l a s p h e m o u s p e r v e r s i o n of their original s c i e n c e . Dark Minions: T h e D a r k Minions a r e t h e v e r y e m b o d i m e n t o f o u r w o r s t n i g h t m a r e s , a n d for good r e a s o n : It is they w h o are the basis of our l e g e n d s o f v a m p i r e s , trolls, w e r e w o l v e s , z o m b i e s , a n d d e m o n s . T h e y a r e t h e d a r k fey folk o f faerie l e g e n d , t h e l u r k e r s i n t h e s h a d o w s , t h e evil c r e a t u r e s o f all o u r m y t h s . A n d t h e y a r e c r u e l beyond imagining. T h e D a r k Minions a r e t h e m i n o r c r e a t i o n s o f t h e D a r k O n e s , f a s h i o n e d from t h e i r o w n life force a n d s e n t o u t into t h e p h y s i c a l world t o spread terror and destruction. Many of t h e m c a n feed off of flesh or b l o o d , t h u s allowing t h e D a r k M a s t e r to c o n s u m e all of t h e life e n e r g y of their v i c t i m s . O t h e r s live off of life e n e r g y as well, b u t g e n e r a t e e n o u g h a d d i t i o n a l h o r r o r a n d suffering t o m a k e t h i s i n v e s t m e n t o f life e n e r g y w o r t h w h i l e t o their D a r k M a s t e r s .

lurk in t h e s e a r e a s . Occasionally, t h e very c e n t e r s of t h e c o r p o r a t e W h e r e v e r t h e r e are portals into a dark universe, t h e surrounding countryside h a s b e e n blighted a n d infested with t h e lower forms of Dark Minions, w h o s e r v e a s g u a r d s t o k e e p wandering h u m a n s a w a y from t h e p o r t a l s (or k i d n a p t h e unwary a n d drag t h e m in). H u m a n s w h o enter s u c h a r e a s s e l d o m return. H u m a n s w h o k n o w o f t h e s e a r e a s call t h e m a variety of things, but in North America t h e m o s t c o m m o n n a m e is Demonground. Urban Demonground: B e c a u s e t h e police h a v e so m u c h trouble with t h u g s raiding out of u n c o n trolled a r e a s a n d t h e n fleeing b a c k to their Out-Law fortress blocks, t h e police s e l d o m a s k q u e s t i o n s w h e n t h e raids from an a r e a suddenly s t o p . Since t h e s e a r e a s w e r e already Out-Law, t h e r e is no r e a s o n for t h e authorities to ever investigate t h e m again, a n d t h e y h a v e m a n y other d e m a n d s o n their resources. While buildings still s t a n d in t h e s e a r e a s , t h e y a r e n o w often linked by bizarre t u b e s a n d tunnels, c o n s t r u c t e d of a black or dark gray s u b s t a n c e which is a c r o s s b e t w e e n e p o x y a n d c e m e n t . S o m e tunnels are several m e t e r s in diameter, o t h e r s less t h a n o n e m e t e r ( a n d h u m a n s c a n only crawl or wriggle t h r o u g h t h e s e ) . T h e s e now link buildings, sewers, a n d s u b w a y tunnels into an intricate maze-like hive. Many Dark Minions of t h e lower, less intelligent, sort t o w e r s of D r e a m l a n d h a v e secretly b e e n transformed into hellish e n v i r o n m e n t s suited to t h e particular Dark O n e s w h o control t h e m e g a c o r p . T h e s e particular p a r t s of D e m o n g r o u n d a r e usually a c c e s s e d by way of t h e tower p e n t h o u s e s , but t h e y t h e n s n a k e their way clandestinely t h r o u g h t h e h e a r t of t h e building a n d down to t h e s e w e r s below. Rural Demonground: While u r b a n D e m o n g r o u n d is s e l d o m larger t h a n several dozen blocks, t h e rural form c a n extend for d o z e n s of miles. T h e s e a r e a s were usually b a r r e n a n d heavily polluted before t h e portals were o p e n e d , a n d a r e now e v e n m o r e desolate. T h e r e is virtually no vegetation a s i d e from s c r u b b y w e e d s , twisted t h o r n b u s h e s , a n d a few b l a c k e n e d , blighted t r e e s . Invertebrates a r e the m o s t highly developed natural life forms remaining. Usually only worms and insects are seen. T h e r e a r e s e l d o m a n y s t r u c t u r e s i n rural D e m o n g r o u n d . Most former h u m a n habitats h a v e b e e n torn down a n d t h e w r e c k a g e scattered, as if in an orgy of destruction. T h e Dark Minions w h o inhabit t h e region live in very primitive shelters, s u c h as e a r t h e n burrows, c o v e s , a n d rotting hollow trees. Occasionally a building or t w o is left standing, but usually for s o m e specific p u r p o s e . It m a y cover the actual dimensional portal, or it m a y merely be

intended to attract the curious, who will then b e c o m e the next meal.

Another major e l e m e n t of t h e Dark Conspiracy milieu is t h e incidence of e m p a t h i c p o w e r s a m o n g h u m a n s . In r e s p o n s e to t h e increased p s y c h i c activity o n t h e Earth, m a n y h u m a n s h a v e b e g u n t o manifest e x t r a s e n s o r y abilities, abilities that are closely tied to t h a t natural world. How powerful, potentially, is e m p a t h i c p o w e r ? At this t i m e h u m a n i t y h a s no inkling, but t h e r e is a growing suspicion that w e h a v e only s c r a t c h e d t h e surface. As a referee, y o u k n o w t h a t this is t h e c a s e , a s t h e entire m e a n s b y which t h e Dark O n e s interact with a n d m a n i p u l a t e t h e universes a r o u n d t h e m is b y t h e p s y c h i c p o w e r h u m a n s label e m p a t h y . E m p a t h y , as d e s c r i b e d in Dark Conspiracy, a m o u n t s t o t h e ability t o s e n s e a n d , i n s o m e c a s e s m a n i p u l a t e , t h e life e n e r g y which is the spiritual e s s e n c e of all living b e i n g s . H u m a n s with e m p a t h i c p o w e r s draw on their o w n life e n e r g y as well as t h e E a r t h ' s life e n e r g y field, which is g e n e r a t e d by all native life forms, but particularly t h e higher forms of animal life. This s h a r e d life e n e r g y b e t w e e n higher life forms is t h e r e a s o n forthe strong b o n d s b e t w e e n h u m a n s a n d a n i m a l s , particularly m a m m a l s . T h e Dark O n e s resent, a n d e v e n fear, this rise in h u m a n empathic powers, and even m o r e than before s e e k to s e p a r a t e h u m a n s from their natural heritage. This is t h e r e a s o n , for e x a m p l e , t h a t t h e y h a v e long b e e n working toward m a k i n g t h e higher forms of animal life extinct. T h e fervent desire of m o s t of t h e Dark R a c e s is to transform the E a r t h into a polluted, m e c h a n i c a l travesty of itself, with virtually no native living b e i n g s other t h a n h u m a n s , on w h o m t h e y will feed. W h e n incorporating e m p a t h i c p o w e r s into your a d v e n t u r e s , r e m e m b e r that t h e y do not manifest in m a n y p e o p l e , a n d t h a t even a m o n g t h o s e p e o p l e with e m p a t h i c p o w e r s , t h e y a r e often s o minor a s t o s e e m little m o r e t h a n a n a d v a n c e d intuition. E m pathic p o w e r s are not publicly recognized as valid, but instead a r e t h e subject of speculation a n d

"The Dark Ones gained their freedom, and suddenly there were more empathically active humans. Sensing the threat, the Dark Ones hunt us. "Most problems in nature are ultimately self-correcting. The question is, which of us is the problem, and which the correction?"
Zena Marley (Early 21st-century mercenary-philosopher)
conjecture, w h e n t h e y a r e d i s c u s s e d at all. Of c o u r s e , tabloids claim that t h e r e are p e o p l e w h o c a n predict t h e future by reading t h e lines in a c r a c k e d windshield a n d other s u c h things, but few p e o p l e give t h e m m u c h c r e d e n c e . Below t h e surface of e v e r y d a y society, however, t h e r e is an e m p a t h i c c o m m u n i t y , c o m p o s e d of p e o p l e from all walks of life a n d all p a r t s of t h e globe, w h o k n o w that t h e s e p o w e r s are o n t h e rise a n d know something of how to use them. There have e v e n b e e n s o m e secret facilities established to study t h e p h e n o m e n a s o m e c r e a t e d by official governm e n t a g e n c i e s , a n d others b y private c o n c e r n s . (This is t h e r e a s o n for t h e p s y c h i c test subject career, for e x a m p l e . ) A m o n g t h e entire e m p a t h i c community, t h e r e are e v e n a good n u m b e r w h o also h a v e at least s o m e inkling of t h e Dark O n e s ' invasion, as well. In day-to-day happenings, then, characters with empathic powers should be treated as mysterious. If they flaunt those powers, they are likely to get into all sorts of trouble, from locals who fear t h e m or suspect t h e m of fraud, from agencies that would like to collect t h e m for experimentation, or from the Dark O n e s who find t h e m threatening and want to destroy them. Let your players know that empathic powers must be used subtly if they are to be effective.

There is quite a lot involved in running adventures and campaigns. In the previous chapter, we filled you in on background secrets of the Dark Conspiracy world. In this one, we s p e a k more specifically about the m e c h a n i c s of running adventures.

fan (3) It helps set the s c e n e for the adventure to come; and (4) It allows you, as referee, to learn what aspects of the last adventure the players remember, what they enjoyed, what they thought important, and what significant items they might h a v e missed. O n c e everyone is focused, you can begin the adventure itself. During play, be careful to balance the

When you begin a Dark Conspiracy adventure campaign, there are a couple of things you can do to m a k e it run smoothly. First, find out what your players want out of roleplaying. S o m e people enjoy solving mysteries; others like the c h a n c e to act; and still others just want to shoot big holes in things. As referee, you will have your own preferences as well. By talking with players individually before beginning a campaign, you will be best prepared to m a k e things fun for everyone. You can also u s e this p r e g a m e time to talk about the players' characters. This can help you fit the PCs' histories into the world, allow you to establish PC links to o n e another, and familiarize you with the PCs' abilities, so that you can design fitting adventures.

attention you devote to e a c h player. Make certain you k e e p everyone involved. O n e way to do this is to consciously rotate your attention around the table, spending only a few minutes at a time on each player. If the PCs have split up for s o m e reason, have your temporarily inactive players suggest events occuring to other PCs (and m a y b e let them play NPCs their friends meet). After the Session: When it gets near time to quit, decide upon an appropriate stopping point. Make sure that you leave time for players to wind down after play. Generally, you should give out experience points now, so that before the next session players can think of how those points affect their PCs' abilities.

There are a few general principles that will help m a k e an adventure session enjoyable for everyone. Before the Session: O n c e you have decided upon an adventure, m a k e certain that you are familiar with it and with any special rules it m a y involve. Also, be sure you have all t h e materials you will need: from floor diagrams and NPC stats, to pencils, paper, a n d dice. Ill-prepared referees h a v e trouble running enjoyable sessions. During the Session: After your group has gathered and everyone has had a few minutes for chitchat, you need to focus their attention upon the adventure at hand. A good way to do this is to h a v e your players r e c a p the last session. This accomplishes several things: (1) It gathers everyone's attention; (2) It reminds everyone of what the PCs h a v e discovered so Many players have no idea how much labor is involved in refereeing. While they run only o n e character, you have to run a whole world full, and players expect that world to be both full-fleshed and consistent. At the s a m e time, m a n y players will expect you to be expert with all the rules while they know only those that apply specifically to their own characters (and s o m e not even that m u c h ) . They m a y perceive you as a champion of the rules (since you're probably who suggested this g a m e in the first place), expecting you to defend or c h a n g e rules they dislike (often a spur-of-the-moment dislike as their characters are about to suffer the rule's effects). Finally, s o m e players are so wrapped up in having their own fun that they take little thought of others. In a nutshell, s o m e -

times players work against the referee. There is a general solution to all of t h e s e problems, and that is to train your players to think of roleplaying as a shared responsibility. It is surprising just how m a n y things you can afford to let players take a hand in, from looking up rules, to s c e n e setting, to plot suggestions. The more fully you involve your players, the more satisfying your sessions will be for everyone.

being somehow significant, and the importance of the bodies is played down.

One of a referee's main tasks is to maintain an atmosphere of horror, by which we mean a sense of brooding menace, punctuated by moments of intense fright There are a number of ways of achieiving this. Striving to be dramatic, as mentioned above, is important part of maintaining horror. Careful setting

As the primary storyteller, the referee is the players' window on the world. Everything the PCs see, hear, feel, smell, taste, or otherwise s e n s e is conveyed by the referee. O n e of the most important ways of building d r a m a in the g a m e is by carefully playing upon all of these senses, painting a rich word picture that projects your players into the Dark Conspiracy world. When you begin a description, t a k e a m o m e n t to picture it clearly in your own mind. Then convey it to the players as it a p p e a r s to you. Remember to start with their strongest sensory impression. If the first thing the PCs notice upon stepping into a room is the stench of decaying bodies, that is what you will want to tell t h e m first, then fill in their other senses. "There are two bloated corpses lying on a stained drop-cloth in the middle of the floor, illuminated by light from a grimy picture window across from you. You can hear the buzzing of scores of flies. Glancing around, you s e e that there is no furniture, just a painting on the left wall. Even from the door, you can tell it has been mutilated." If you want to heighten player tension, toy with their two main senses: sight and sound. S o m e times you will want to rob t h e m of those senses; at others, to overload t h e m . And nothing gets players' interest like a hint of danger. Even if there is no immediate threat, you ought to drop a mysterious hint or two just to k e e p their paranoia high. Also, save the most important for last, so it has the most impact Don't m a k e your players wait through the rest of your description before they can ask about that important detail, or they will be distracted from your description, and they will mistake the significance of the scene's details. In the room description above, for instance, players' attention will naturally be drawn to the mutilated painting as

descriptions and NPC characterizations do wonders for helping to achieve a horriffic atmosphere. Next, r e m e m b e r that while you m a y not want to kill off player characters right and left, with NPCs you can afford to be ruthless. O n e way to e n h a n c e the PCs' own s e n s e of danger is to h a v e the creature they are investigating kill off lots NPCs, beginning with strangers and working steadily closer to the PCs. With this sort of a progression, the players will feel the danger growing ever closer, enhancing their horror. Finally, recognize that we h u m a n s are just not constructed to maintain one emotion unrelievedly. We need a c h a n g e now and then, and when we return to the original emotion, it is fresh o n c e again. Levity m a k e s a good break from the oppressiveness of horror. For example, imagine that a PC n a m e d Mark Douglas is at h o m e and hears strange scrabbling noises coming from the next room. Cautiously, he works his way to the doorway and peeks inside. Suddenly, his little sister leaps up and s c r e a m s , "Boo!" Mark j u m p s with fright, m a y b e gets angry, but when s h e collapses in laughter, he finally relaxes and starts tickling her to get even. Suddenly s h e looks over his shoulder and s c r e a m s horrifically, and Mark turns to find a h u m o n g o u s thing, all muscles and teeth, looming over him. The end result is more terrifying than if the thing, rather than his sister, had startled him in the first place.

O n e of the things that can ruin enjoyment of a roleplaying g a m e is for the players to discover all of its secrets. After the PCs have encountered a particular creature a few times, the players b e c o m e familiar with

its statistics, and it c e a s e s to s e e m like a living being any longer. Eventually, after all of the creatures have b e e n encountered, all of the PC types have b e e n tried, and all of the standard plots h a v e been spun, the g a m e can begin to s e e m mechanical. But that doesn't h a v e to h a p p e n . As long as the g a m e world s e e m s boundless, as long as the challenges the PCs face are always new, in other words, as long as there remains a powerful s e n s e of mystery, player interest will stay high. Maintaining that sense of mystery isn't really that difficult to do. You just need to stay away from rigid definitions a n d to avoid tying things off completely. That is why some things in Dark Conspiracy are left only partially defined. For example, somewhere in some otherdimensional space the Dark Masters p b t humanity's downfall. What are those Dark Masters like? No one knows. They are too elusive, too distant forthe PCs to ever actually encounter them. After all, they've been working behind the scenes for millennia; it is unthinkable that any group of investigators would ever fully penetrate their secrets. The Masters, then, are the embodiment of mystery. But even the Dark Minions are only provisionally defined. Real-world myths and legends reveal a great confusion of details concerning the supernatural. J u s t b e c a u s e the PCs encounter a vampire, for instance, that doesn't m e a n their next vampire will be anything like the first. In fact, it is your job to m a k e sure that the next isn't, to maintain the mystery.

PCs when they arrive in a new town. J u s t mentioning that a m a n at another table in the s a m e restaurant has looked at them several times can be enough to m a k e the PCs feel suspicious, in which c a s e they will act suspicious, thereby drawing even more attention.

When you create an adventure, it m a y help to thiruc in t e r m s of major elements of the task. Adventure Concept: Generally, the first thing to do in creating a new adventure is to c o m e up with a c o n c e p t It m a y be that you want to do one about a particular creature. Or perhaps you have a basic plot idea in mind. Good sources for either of these are myths, modern fiction, and tabloids. Once you have the basic concept, it is time to begin fleshing it out. Adventure Location: Next, you need to choose a location for your adventure. Let imagery and familiarity be your primary guides. For instance, o n c e we had set our sights on the vampire adventure (see "Adventures," p a g e 258), we decided to place it in Dayton, Ohio, partly b e c a u s e Dayton s e e m s so innocuous, and we wanted the bizarre imagery of vampirism in such an unlikely location. But our author also chose it to demonstrate the value of familiarity. Having grown up in the Midwest, he felt most comfortable about using a Midwestern city, especially as this allowed him to extemporize freely during actual play. Of course, location doesn't only m e a n geographical. It also includes things m u c h smaller in scope.

Closely related to this rule of keeping the players guessing, is another of playing on their paranoia. J u s t as they can never be certain of a Dark Minion's plans or abilities, they cannot guess which of their fellow h u m a n s is an "Igor" (from the typical n a m e for demented lab assistants in many "B" movies). But the PCs have m a n y other reasons to be paranoid. For one thing, they are travellers in a world in which locals mistrust outsiders. Often, they will experience as m u c h trouble from locals as they ever would from Dark Minions. Also, b e c a u s e laws vary dramatically from locale to locale, the PCs are almost guaranteed to transgress s o m e of them. Referees can enhance player paranoia by having strange figures follow the

Perhaps you want to set part of the adventure in a meat-packing plant, or a mental institution. We started ours on Dayton's downtown streets and ended it on a farm outside of the city. Adventure Plot: Now that you have your basic idea, it is time to devebp a basic plot First, you need to come up with a very basic sequence of events. In our vampire adventure, for instance, it was decided that first the PCs would hear rumors of cannibalism in Dayton. Assuming that they followed those rumors, they would most likely stake out the downtown streets, whereupon they would encounter the vampire's followers, precipitating a fight One of the followers would die, and his uniform would point the PCs to the Wright-Patterson Air Force base northeast

of town. That location would turn out to be a red herring, but from it, the PCs would be pointed to the University of Dayton's ROTC program, which would in turn lead them to a private farm, where the vampire was hiding o u t . Having only encountered the minions, and having bested them easily, the PCs were expected to be overconfident about their abilities, but would be rudely awakened by the surprising power of the vampire behind it all. Finally, another investigator would show up with ultraviolet lasers capable of destroying the creature. Notice that in this synopsis, we have determined how to get the PCs involved at the beginning, what their m o s t likely courses of action are through the middle, and how they c a n succeed at the end. Other Things to Consider: When you create an adventure, design it to fit your player characters. Plant exciting equipment in it, for instance, to satisfy players who like to collect such things. In "Ravening Wolves," we have the UV lasers, for example. Similarly, we have included an important battle at the end, to satisfy the shoot 'em-up players. Players who enjoy a good mystery ought to be intrigued by the question of just what these creatures in Dayton are. Next, referees should recognize that the illusion of great danger serves m u c h better than actual danger. For example, when the PCs first encounter the "cannibals" in t h e adventure, they are outnumbered about five to one, which ought to m a k e t h e m very tense. The referee knows, of course, that o n c e t h e first of those creatures falls, the rest of t h e m will flee, so the PCs are actually in little danger, but the players have no way of knowing that. Also, when you are designing adventures, m a k e certain that the players always feel their characters are fighting a personal enemy, not merely struggling versus an impersonal environment. Suppose, for example, that you want to have them climb a particularly difficult mountain at o n e point in the adventure. But for the players, besting an abstract thing s u c h as Nature is just no fun, and it is especially disappointing to lose a character to something as impersonal as a rock slide. However, if the PCs are on the mountain b e c a u s e of a personal opponent, then the rock slide takes on significance as a tool of the enemy, and the players will feel proud when their characters survive it. Remember that in Dark Conspiracy the emphasis is on story. We don't intend for you to k e e p track of Another thing to remember is to include things in the adventure that have little or nothing to do with the primary plot, so that your players will not be able to predict precisely what is going to happen, as they could if they knew that everything their characters experienced was completely significant. Plant a red herring ortwo. Have people show up from previous adventures (a hit man sent by an earlier opponent makes an interesting diversion, for example). If you have other adventures planned out ahead, you can plant the initial hints of them in the present adventure. Finally, in order to m a k e certain that all of your players are getting equal satisfaction from your adventure sessions, you may wish to design each new adventure to sort of "star" a different PC. In other words, if your group consists of a computer empath, a bounty hunter, a Mexican auto mechanic, and a video star, you could design a first adventure centered on computer work, a second involving the recapture of an escaped convict, andsoon. Passing the attention around in this way not only encourages all of your players to feel completely involved in the campaign, it can also give you some adventure ideas you might not have thought of otherwise. In an overview such as this, it is impossible to give all of the details of an ecologically ruined Earth. But there are multitudinous real-world examples that referees c a n u s e for color. For instance, b e c a u s e of swelling population in the Norfolk, Virginia, metropolitan area, landfill reclamation h a s b e c o m e an absolute necessity. In particular, there is a city park that h a s b e e n built upon a landfill, which h a s to be evacuated on s o m e d a y s b e c a u s e of the g a s s e s it gives off. This is a relatively minor example, when c o m p a r e d to the infamous Love Canal, where toxic wastes that had not been buried deeply enough b e g a n to surface in what had b e c o m e a suburban residential area, forcing the area to be evacuated. As referee, you should k e e p your e y e s o p e n for examples such as these, which can be used as scene- and mood-setting details for your Dark Conspiracy adventures.

every d a y of t h e PCs' lives, nor of exactly how m u c h m o n e y they earn between adventures, nor of exactly how m u c h they spend on meals and the like during adventures. Instead, we suggest you handle your campaign something like an anthology of stories. During e a c h adventure, you know exactly how m a n y days go by. But between adventures, the characters return to their careers for several months. When an adventure begins, decide how much money each PC has available (based upon the character's career, and roughly how many months have passed since the last adventure. A good rule of t h u m b is to divide the career's listed m o n e y per term by 30, and then multiply that by the n u m b e r of m o n t h s since the last adventure). But don't nitpick about m o n e y during the adventure. You'll want to charge the PCs for major costs, such as hotel rooms, travel expenses, and the like, but don't k e e p track of the price of every single meal they eat, every s t a m p they buy, etc. Excessive bookwork slows down the p a c e of play and kills the drama. J u s t a s s u m e they have enough pocket m o n e y to pay for such things. (Of course, in a particular adventure, you might want to strand the PCs s o m e where with only a few b u c k s . In that case, it is perfectly reasonable to m a k e them k e e p track of every penny they spend, b e c a u s e their m o m e n t a r y poverty is an important part of the adventure situation.) Character aging can be kept track of in a similar manner. If the PCs are getting in two or three complete adventures per year of their life, for example, then after about nine or 10 adventures, they will have aged o n e term, which m e a n s that s o m e o n e will likely have to check for deterioration of attributes. If you prefer not to h a v e t h e m check so often, you can increase the number of adventures that can be fit into o n e term.

accomplishments. Don't go overboard. Remember, if you give them too much, not only are they going to tend to feel dissatisfied, you will also have more of a problem giving them challenging adventures later on. In general, it is a good idea to start out stingy, because you c a n always m a k e up for it in later adventures as you gain a feel for how fast the characters are progressing. But if you start out too generous, it is very difficult to take things away later. Skill Improvement: O n e of the most significant rewards of an adventure session is a character's increased experience. Among other things, this includes improvement of skills. Skill ratings are increased by use of experience points. In general, you should award one experience point per adventure session to a n y o n e who survives. Bonus experience points can be awarded in o n e of two ways. Referee Determination: A bonus point c a n be awarded for any skill that was used repeatedly or in a particularly dangerous situation. An additional bonus point or two can be awarded to a player who is particularly good at staying in character during the session or who performs a notably heroic deed. Peer Determination: If you feel uncomfortable with judging your players' performances, you m a y want to rely upon your players to determine bonus points. To do this, simply have each player secretly write down two or three praiseworthy things that other players did during the session (they cannot vote for themselves). Then collect those notes and read them aloud. Every time an event is mentioned in those notes, that character who performed the action receives a bonus experience point. (Referees have the option to veto any event that they don't believe sufficiently exciting or important to gain an experience point.) This peer determination of bonus points helps m a k e certain that players are rewarded for actions the referee might

When your players complete an adventure session, their characters ought to receive suitable rewards. "There are lots of things that can serve as rewards, depending upon the circumstances of the session. The PCs might get specialized equipment, or money, or favors, or perhaps they have m a d e new contacts. Be careful to m a k e the rewards match the PCs'

have forgotten, and it also encourages a shared sense of responsibility in the campaign. Initiative: Referees should award one Initiative experience point for each session in which there is a lifethreatening battle, awarding an extra point for a particularly outstanding shot or a superior feat of hand-tohand combat.

In m a n y roleplaying g a m e s , t h e referee is provided with a set of t a b l e s from which he g e n e r a t e s r a n d o m e n c o u n t e r s by rolling dice. This is a p p r o priate t o m a n y g a m e s , but i s less s o t o D a r k Conspiracy. T h e m a i n r e a s o n t h a t die roll-genera t e d e n c o u n t e r s a r e not a p p r o p r i a t e is that t h e y a r e t o o r a n d o m . Most e n c o u n t e r s in Dark Conspiracy should b e deliberate. This is so for t w o r e a s o n s . First, t h e referee should a l w a y s u s e e n c o u n t e r s t o further his own goals, t h e s e g o a l s b e i n g e s t a b l i s h m e n t of m o o d , a d v a n c e m e n t of t h e story, a n d m a i n t e n a n c e of tension. E n c o u n t e r s suit this p u r p o s e very well. S e c o n d , p l a y e r s s h o u l d never know for certain whether t h e e n c o u n t e r is t h r e a t e n i n g or not. T h e y should n o t be certain w h e t h e r an event is related to t h e c u r r e n t m y s t e r y o r not, s o that t h e y won't c o m e to a s s i g n significance to absolutely everything that h a p p e n s t o t h e m . T h a t ' s b e c a u s e you don't want t h e m to be hostile to a n d suspicious of absolutely e v e r y o n e t h e y m e e t ; not only is t h a t not true to life, it also m e a n s t h a t y o u h a v e no h o p e of ever fooling t h e m t h a t s o m e o n e is trustworthy w h o actually is not. You n e e d to k e e p y o u r players off b a l a n c e , if you are to have enough freedom to m a k e the a d v e n t u r e world rich. So every a d v e n t u r e n e e d s to h a v e a mix of e n c o u n t e r s which r e l a t e t o t h e story being p l a y e d out as well as a n u m b e r of o t h e r s which a r e not related t o t h e c u r r e n t plot, but which s e r v e t o a d d t o t h e m o o d a n d m a k e t h e p l a y e r s uncertain a s t o which e v e n t s a r e significant. It is b e s t to invent t h e s e e n c o u n t e r s to suit t h e c i r c u m s t a n c e s of t h e particular a d v e n t u r e t a k i n g p l a c e . But all of us n e e d a s p u r to creativity n o w a n d t h e n , so in this section we provide y o u with several e n c o u n t e r s that you c a n u s e t o a d d intricacy t o your a d v e n t u r e s .

what c o m e s of not knowing t h e locale. Health Alert: L o u d s p e a k e r t r u c k s m o v e through T h e u r b a n m e t r o p l e x e s of Dark Conspiracy e m b r a c e an array of different e n v i r o n m e n t s , a n d a wide variety of e n c o u n t e r s are possible. Abduction: Late at night, in an Ant Hill section of t o w n ( s e e "Dark E a r t h " ) , t h e c h a r a c t e r s find t h e m selves n e a r a seemingly d e s e r t e d section of t h e city. A s t h e y p a s s by, they h e a r s c r e a m s from t h e rubble a n d w e e d s o f t h e a b a n d o n e d block. Other p a s s ersby ignore t h e s c r e a m s , a n d refuse t o e v e n look at the area. The vacant area is actually D e m o n g r o u n d , a n d a h u m a n victim is being dragged a w a y by Dark Minions. Bigwigs Take Precedence: O n e g o o d way to give t h e P C s a distraction is by having their p l a n s delayed while s o m e h i g h - u p m u c k y - m u c k s get priority t r e a t m e n t . It m a y be just that t h e bigwigs get s e r v e d before t h e PCs, o r p e r h a p s they t a k e t h e last hotel r o o m , t h e last s e a t s on a flight, t h e last table at a restaurant, or s o m e t h i n g similar. Blackout: O n e m i n u t e t h e city is operating perfectly well (at least as well as n o r m a l ) a n d t h e next t h e electrical p o w e r g o e s out completely. In blackouts, s o m e p e o p l e get stranded in elevators, while o t h e r s u s e t h e opportunity to loot storefronts. If t h e PCs a r e h e a d e d for s o m e p l a c e in a great hurry, a blackout c a n work w o n d e r s to elevate their s t r e s s level. Blackout c a n also refer to a s u d d e n loss of headlights on a winding m o u n t a i n road, if you like. E c o - C o m m a n d o s : You. run into a b a n d of e c o c o m m a n d o s preparing t o m a k e a n assault o n a major industrial facility. T h e y a r e a r m e d a n d m a y h a v e a c o n s i d e r a b l e a m o u n t of explosives t h e y plan t o u s e t o disable t h e manufacturing c o m p l e x , o r blow u p t h e c o m p u t e r r e c o r d s section. T h e y m a y try to a t t a c k t h e PCs, thinking t h a t they a r e a c o r p o r a t e security t e a m , o r just t o k e e p t h e m from leaking word of their activities. On t h e other h a n d , if t h e P C s are invading t h e s a m e corporate stronghold, they m a y m a k e useful allies. Gang War: In this encounter, t h e P C s are minding their o w n b u s i n e s s , w h e n t h e y s t u m b l e u n e x p e c t edly into a g a n g battle for a c o n t e s t e d turf. T h a t ' s t h e streets a n n o u n c i n g e m e r g e n c y anthrax inoculations. Inquiry will reveal t h a t a cloud of biological toxins u s e d in a war in Asia h a s blown a c r o s s t h e Pacific O c e a n a n d t h r e a t e n s infection in certain p a r t s of t h e United S t a t e s . Elaboration of this e n c o u n t e r into a series of continuing b a c k g r o u n d incidents is possible. O n c e inoculations start, p a r t of t h e v a c c i n e m a y prove to be defective, which will lead to s o m e d e a t h from a d v e r s e reactions. W h e n t h e defective v a c c i n e h a s b e e n disposed of, t h e r e is n o t e n o u g h left to inoculate t h e city's entire population. Very s o o n t h e r e will be riots at hospitals a n d hijacked v a c c i n e shipm e n t s will begin to s h o w up in t h e h a n d s of various city g a n g s at o u t r a g e o u s prices. Mugging: If you find a PC alone on t h e street in a city, why not h a v e that PC get m u g g e d ? Muggings c a n r a n g e a n y w h e r e from s o m e t h i n g a s serious a s a s e v e r e drubbing to as little as a purloined wallet. If you a r e nice, y o u might e v e n face t h e PC with a very minor talent, t h e n allow t h e PC to turn t h e t a b l e s on t h e m u g g e r . After all, t h e e n c o u n t e r is really only for e n t e r t a i n m e n t value. Protest Marchers: T h e r e is a lot of civil unrest in t h e world of Dark Conspiracy, a n d m a n y p e o p l e act that unrest out by conducting public demonstrations o r protest m a r c h e s . S o m e t i m e s t h e s e m a r c h e s turn violent, especially if confronted by g a n g s hired t o b r e a k u p t h e m a r c h e s b y politically motivated corporations. Random Shooting: S o m e o n e c r a c k s from daily p r e s s u r e a n d m a c h i n e g u n s a s h o p p i n g mall, baz o o k a s a b u s , or wires him- or herself with d y n a m i t e a n d t h r e a t e n s to t a k e a restaurant full of p e o p l e with h i m . Unfortunately for t h e PCs, t h e y h a p p e n to be in t h e vicinity at t h e t i m e . Robbery: T h e r e are few things in life m o r e disturbing t h a n being c a u g h t in a d a n g e r o u s situation entirely by accident. S u c h is t h e c a s e of being an innocent b y s t a n d e r at an a r m e d robbery. This e n c o u n t e r c a n be run w h e n t h e P C s enter a s h o p of a n y kind; b u t it is especially n i c e in a b a n k , w h e r e

t h e a m o u n t o f m o n e y t o b e gained i s s o m u c h larger a n d t h e lives o f b y s t a n d e r s s e e m s s o m u c h c h e a p e r by comparison. Rogue Robot: A security robot h a s g o n e rogue, either d u e to m e c h a n i c a l failure or s o m e sort or deliberate t a m p e r i n g with its p r o g r a m m i n g . It b e gins shooting r a n d o m l y at p e d e s t r i a n s a n d vehicles p a s s i n g by on t h e street. This could as easily be a servant robot which suddenly d r o p s t h e parcels it is carrying a n d a t t a c k s its owner. Security S w e e p : A s q u a d of well-armed c o r p o rate security g o o n s s w e e p s t h r o u g h t h e slum a r e a t h e P C s a r e in. T h e y are looking for s o m e o n e else (probably), but a r e n o n e t o o gentle in their m e t h o d s or c o n s i d e r a t e in h o w t h e y h a n d l e t h e locals. T h e y are also afraid, which m a k e s t h e m especially d a n gerous. Shadow: T h e player c h a r a c t e r s aren't t h e only investigators in t h e world. Thece are always local talents lurking a b o u t , trying to m a k e s e n s e of t h e world, as well. T h e s e include local police, of c o u r s e , plus private detectives, n e w s reporters, a n d e v e n n e i g h b o r h o o d c r i m e w a t c h e s . Any a n d all of t h e s e will t a k e an interest in t h e P C s w h e n they s h o w up a n d start nosing a r o u n d . Of c o u r s e , t h e P C s are

likely to get n e r v o u s when they notice that t h e y a r e being followed, considering t h e c r e a t u r e s t h e y a r e t h e m s e l v e s tracking. Solicitation: S o m e o n e w a n t s to sell t h e P C s s o m e t h i n g , a n d t h e P C s don't want it. T h e s o m e thing c a n be anything from d r u g s , to stolen w a t c h e s , to cult p a m p h l e t s , to b e a u t y p r o d u c t s . What is important is that t h e s o m e o n e doing t h e selling is as pushy, obnoxious, a n d t e n a c i o u s a s possible. This c a n be a great e n c o u n t e r to foist on t h e P C s w h e n they a r e trying to s t a k e out a p l a c e surreptitiously. Street Thugs: T h e s e are m e r e l y p u n k s waiting on a corner with nothing to do but w a t c h t h e PCs. Of course, t h e players c a n only a s s u m e that their attention is purposeful. If, however, your players do not p a n i c , t h e street t h u g s m a y actually be a g o o d s o u r c e of information. Terrorist Bomb: As t h e P C s a r e walking down t h e street, a vehicle or storefront on t h e other side of t h e street suddenly blows u p . T h e destroyed facility could be a travel agency, airline, or information b u r e a u for an u n p o p u l a r foreign g o v e r n m e n t , a restaurant which c a t e r s to t h e rich a n d powerful, a b o o k s t o r e selling b o o k s which s o m e g r o u p f i n d s objectionable, or it m a y be without o b v i o u s motive.

Bridge Out: A major highway bridge a c r o s s a river h a s collapsed recently, a n d h a s not b e e n Most r o a d travel is via t h e interstate highway s y s t e m , which is all that r e m a i n s in good repair. T h e r e a r e few t o w n s left off of t h e highway. Abandoned Vehicles: T h e p l a y e r s p a s s by a stretch o f r o a d w h e r e t h e r e a r e m a n y a b a n d o n e d vehicles. Most of t h e m a r e rusty. Windshields are s m a s h e d , upholstery torn or rotted away, tires g o n e . Many of t h e vehicles h a v e bullet h o l e s or were b u r n e d out. Army Convoy: A military c o n v o y p a s s e s t h e p l a y e r s on t h e highway. It consists of half a dozen to a d o z e n vehicles travelling at high s p e e d . T h e c o r e of t h e c o n v o y is several m a s s i v e flatbed t r u c k s hauling strangely s h a p e d c a r g o (covered b y t a r p s ) . At e a c h e n d of the c o n v o y a r e military police p i c k u p t r u c k s with blue lights flashing a n d loaded with heavily a r m e d soldiers in c a m o u f l a g e fatigues. rebuilt. This will n e c e s s i t a t e a long detour. Detour: A major toxic w a s t e spill h a s c o n t a m i n a t e d a length of t h e highway a n d t h e PC s are forced to detour a r o u n d it. T h e roadblock will be m a n n e d by police a n d EPA personnel in " m o o n suits" w h o will point out a safe route on a r o a d m a p . T h e route will carry t h e m well off t h e n o r m a l interstate s y s t e m , p e r h a p s t h r o u g h p a r t s of t h e Out-Law. Ghost Town: A small town along t h e road a p p e a r s to be a b a n d o n e d a n d collapsing. It m a y offer shelter for t h e night to t h e players, but other wanderers or creatures m a y have c o m e to the s a m e conclusion. Hijacking: T h e P C s c o m e a c r o s s o n e o r m o r e t r u c k s pulled over o n t o t h e shoulder of t h e road. T h e truck drivers h a v e their h a n d s u p a n d are being held at gunpoint by o n e or m o r e t h u g s , while half a dozen to a dozen m o r e s e a r c h t h r o u g h t h e semi-trailer to inspect or off-load t h e c a r g o . Several a r m e d a n d heavily modified vehicles a r e p a r k e d nearby. If the PCs slow down, t h e hijackers will fire warning shots to encourage them to k e e p moving. Police Roadblock: In this encounter, police officers, or a g e n t s of s o m e other official agency, are looking for s o m e o n e or s o m e t h i n g , a n d t h e P C s just h a p p e n to be in t h e neighborhood. T h e power of this e n c o u n t e r is in t h e guilt a n d fear it g e n e r a t e s in your PCs. Of course, to k e e p t h a t alive, you-may actually n e e d to h a v e t h e m arrested for s o m e t h i n g occasionally.

T h e s e a r e possible e v e n t s t h e players might e n c o u n t e r w h e n travelling off t h e b e a t e n track. Agricorp Troubleshooters: A small party of a r m e d g u a r d s , p e r h a p s escorting a n engineer o r m e c h a n i c , fly over t h e P C s by helicopter. T h e y m a y land or just k e e p going, d e p e n d i n g o n t h e mission t h e referee a s s i g n s t o t h e m a n d , p e r h a p s , t o their NPC motivation result. If they land t h e y m a y warn t h e players a w a y from agricorp land, a t t e m p t to intimidate t h e m , or actually attack.

Animals Flee: S o m e t h i n g s p o o k s all a n i m a l s in the PCs' vicinity and sends t h e m scurrying for safety, or m a y b e even m a k e s t h e m flee the locale entirely. Only penned creatures remain. You don't have to explain this to the PCs at alljust let t h e m wonder. Biker Gang: T h e r e a r e virtually no law enforcem e n t a g e n c i e s patrolling t h e b a c k r o a d s a n y m o r e , a n d biker g a n g s r o a m freely. All of t h e m a r e a r m e d a n d willing to defend t h e m s e l v e s against other g a n g s , a n d m a n y live b y extorting food a n d m o n e y from t h e remaining local residents. A few enjoy robbing a n d m u r d e r i n g p a s s i n g travellers. Cultivator: Cultivators a r e h u g e a u t o m a t e d m o bile farm m a c h i n e s p r o g r a m m e d to plow, plant, fertilize, spray, or h a r v e s t c r o p s . ( S e e t h e Kraus Maffei-Deere A u t o - F a r m e r on p a g e 3 1 3 . ) Most h a v e o b s t a c l e a v o i d a n c e visual a n d r a d a r s e n s o r s a n d laser cutters t o e n a b l e t h e m t o r e m o v e t r e e s a n d r o c k s which might d a m a g e their cultivating equipment. Cultivators will not normally react to t h e p r e s e n c e of t h e P C s , but if a cultivator h a s g o n e r o g u e ( s e e R o g u e Robot on p a g e 159) it will p u r s u e t h e m a n d a t t e m p t to kill t h e m . It is not very fast ( 1 6 m e t e r s per c o m b a t p h a s e ) a n d h a s a very low Initiative rating. Also, m a n y of its a t t e m p t s to kill will be misdirected a n d ineffective. It may, for e x a m p l e , a t t e m p t to s p r a y t h e p l a y e r s with insecticide, or "weed" t h e m (pick t h e m up a n d d r o p t h e m in a mulching c h a m ber, from which t h e P C s c a n e s c a p e fairly easily). Local Law: A local sheriffs d e p u t y d e m a n d s that t h e P C s s t o p a n d s u b m i t to a s e a r c h . He m a y arrest t h e m o n t r u m p e d u p c h a r g e s , a t t e m p t t o extort a bribe, or simply let t h e m go on their way, d e p e n d i n g on his NPC motivation result. N o m a d Tribe: A clan of n o m a d s suddenly a p p e a r s , o r t h e P C s s t u m b l e a c r o s s their e n c a m p m e n t . This c a n be anything from a Native A m e r i c a n tribe living in their original life-style to a '60s-style hippie c o m m u n e , c o m p l e t e with rusty Volkswagen m i c r o b u s s e s a n d n a k e d children n a m e d Moonb e a m Love. N o m a d s will be suspicious of a n y outsiders a n d m a y r e a c t with violence or p a n i c . If their confidence c a n be gained, however, they m a y p r o v e to be a valuable s o u r c e of information a n d e v e n a s s i s t a n c e . Road Out: T h e b a c k r o a d t h e P C s a r e travelling simply s t o p s . O n e of t h e giant agricorps h a s decided that it h a s no n e e d of t h e r o a d a n d so h a s just plowed it under. As t h e r o a d e m e r g e s from a c o p s e of trees, t h e players s e e only miles of muddy, plowed fields stretching out before t h e m . Even a four-wheel-drive truck will h a v e difficulty crossing it. Toxic Dump: While m a k i n g their way t h r o u g h a r e m o t e a r e a o f t h e countryside, t h e p l a y e r s c o m e a c r o s s a secret toxic d u m p site. This m a y be very old a n d a b a n d o n e d or it m a y be n e w a n d still in u s e . P e r h a p s it will form t h e basis of a n e w a d v e n t u r e . Wandering Mystic: A wise (or crazy) m a n or w o m a n is e n c o u n t e r e d . He or s h e lives off t h e land a n d l e a d s a solitary existence to better attune him or herself to t h e land a n d its natural c r e a t u r e s . T h e mystic will be very familiar with t h e a r e a a n d its dangers.

into their hotel r o o m . All of t h e s e are e x a m p l e s of freak a c c i d e n t s t h a t h a v e actually h a p p e n e d t o s o m e o n e , s o m e t i m e . Why not h a v e o n e h a p p e n t o your P C s ? T h e y a r e certain to believe t h e r e is a m a s t e r m i n d behind t h e event. Hit Man: A n e n e m y h a s sent s o m e o n e t o d o t h e P C s in. It n e e d not h a v e anything to do with t h e PCs' p r e s e n t mission. Natural Disaster: This is s o m e t h i n g like "Freak Accident," a b o v e , but it involves e v e n t s of a grander s c o p e , affecting m o r e c r e a t u r e s . E a r t h q u a k e s , torn a d o s , blizzards, hurricanes, forest fires, volcano eruptions, tidal w a v e s , a n d e v e n m e t e o r strikes are e x a m p l e s . T h e e x a c t disaster will usually d e p e n d u p o n the PCs' geographical location. Ozone Hole: Weather forecasts in Dark Conspiracy include m o r e t h a n just t e m p e r a t u r e and precipitation. T h e y also include r e p o r t s on t h e E a r t h ' s ozone layer. S o m e t i m e s t h e o z o n e will thin in a particular spot, forming a hole that lets dangero u s radiation t h r o u g h for d a y s at a t i m e . W h e n this o c c u r s , citizens a r e w a r n e d to stay indoors for the duration. Long-term e x p o s u r e t o t h e radiation c a n not only foster cancer, it c a n also d a m a g e t h e retinas These encounters can be added to any of the a b o v e lists. D o g Pack: W h e t h e r in a city or in t h e country, an a t t a c k by a p a c k of starving a n i m a l s c a n be a wonderful w a y t o get t h e PCs' h e a r t p o u n d i n g . T h e s e n e e d not b e d o g s r a t s a n d other c r e a t u r e s work nicely, t o o . ( S e e "Beasties," p a g e s 1 7 7 - 2 0 1 , for statistics.) Doldrums: For s o m e unexplained reason, empathic characters find their empathic powers halved, or even negated entirely, for hours or days, as if a wave of m u n d a n e n e s s swept the world. Fortunately for the PCs, the Dark Minions are affected just as strongly. Freak Accident: A wheel bearing g o e s out u n e x pectedly on the P C s ' vehicle, or m a y b e a tire g o e s flat a n d throws t h e m toward t h e ditch. Lightning strikes a t r e e nearby, or a brick from a c h i m n e y falls a n d a l m o s t hits o n e of t h e m . S t o r m sewers w a s h out t h e soil under a section of road a n d it collapses under t h e m . A twin-engine p l a n e loses p o w e r a n d c r a s h e s of e y e s , leading to blindness. Unexpected Ally: Not all r a n d o m e n c o u n t e r s n e e d t o b e negative. T h e world c o n t a i n s s o m e helpful p e o p l e , t o o . In this encounter, t h e PCs m e e t s o m e o n e w h o offers t h e m unsolicited help, p e r h a p s just in t h e nick of time. Visions: For s o m e unexplained r e a s o n , e m p a t h i c c h a r a c t e r s find their p o w e r s effectively doubled for a period of h o u r s or d a y s . It m a y be that t h e Earth is giving its defenders a boost, or that the Dark Minions h a v e w e a k e n e d t h e fabric of reality. In the latter c a s e , t h e P C s won't be t h e only o n e s with enhanced powers. Wild Hunt: If t h e P C s a r e having too e a s y a time of figuring out w h o is behind t h e current mystery, throw a w r e n c h in t h e w o r k s by having a completely different Dark R a c e a t t a c k t h e m in a r a n d o m s w e e p t h r o u g h their a r e a . Dark elves might be looking for n e w playthings; ETs might be collecting lab specim e n s ; other c r e a t u r e s might just b e hungry.

Yuri kept the van running we'd all decided the time

while Hadyn and I

went in to find the girl. I forget exactly why, but had come to check out Only problem was, we Col. Leeds' country estate. knew which city

had just the v a g u e s t idea where to find it. All we, was that it had a Rural Route 5 address, meant limits. that her boyfriend had given her it was somewhere southwest of the

That's where the girl came in. She'd told Hadyn over the phone and all missing, his too. directions to the place, forthe buddies weinie roast where he Fortunately

had disappeared.

for us, she hadn 't gone to the festivities, or she'd be

The girl told Hadyn to meet her that evening at a frat house party just off campus. noise was incredible. was deafening. Like I said, Yuri stayed with the van while Hadyn and l went in. The We heard the stereo thumpInside the building it elbow to were jammed ing from two blocks away. People

made a remark about me sleeping in a pizzeria, I threw the rest of the bottle on him. Hedrew back for a punch, and I brought my fists up, squaring for a fight, but then Hadyn came back out and started which made me feel somewhat better, We shoving me toward the van. I hollered at the big guy all the way, at least until Yuri started razzing me about stinking up the van enough to make his eyes water. drove out to the Leeds place while with the windows

elbow around the walls to make room for dancers, and still they had to shout for their neighbors to hear them. I took a glance around, and signaled Hadyn I'd nodded way the girl. It was cold outside, felt like it might start spitting snow anytime. I was getting chilly just standing and just for there waiting on Hadyn. something to do, We'd bought some bottles understanding through decided I wanted He his to keep my hearing for our trip to the Leeds' place, wait for him outside. and started pushing

down. Of course, I got all the wind in the back seat, Yuri and Hadyn had the heater blowing on it didn't take long to them in the front With the girl's directions, find the farm. It was along a secondary country road, one of those kind that twist and turn every few hundred feet to follow changing randomly a creek or avoid a from cracked asphalt We turned a corner, pasture,

the crowd; apparently,

he'd spotted

of garlic extract for our little mission,

to thin gravel and back again.

I broke one out and started daub-

and there on the right was an old rain barrel with a mail box up on top. In the moonlight we could clearly see front A the name "Leeds" stenciled across the narrow lane led off the road and disap-

ing it on my clothes. But my fingers were stiff, and I ended up spilling most of it down my pant leg. Now I was not only cold and wet, I also stunk to high heaven. I guess I was sort of irritable, too, 'cause when this big, blond guy leaving the party

peared in to a weedy grove of elms. The whole place was fenced in like it had been used for pasture or

something in

the old days. we drove right mile down the Uzi

remember screaming "Run!" but it was no use. had only taken a few steps when

We

Not wanting to arouse suspicion, on past and stopped about half a a pump-action shotgun, and some

we discovered

that there were more of the things laying in ambush between us and the van. dim shapes, or at shadows, I emptied the shotgun at knife and prepared never certain if I was firing at enemies then pulled my

road. We checked our gearYuri had his AKM, l had and Hadyn carried an then infrared gogglesand everybody but me

splashed on some garlic extract, clambered over the fence.

we got out and

to sell my life dearly. They came loping at us, screech ing like madmen. I remember slashing one across blinded by the field. a spotlight bouncing theface, toward thenl was us across

Yuri caught his pants on

the line of barbed wire on top and tore his inseam open, scratching his leg in the process. Even in the darkness, paleness moved I could see a trickle of blood against the of his on. thigh, but he just grunted and

My eyes felt like they had been stabbed but I couldn't really see "It's Leeds come to

with icepicks. I could hear an engine racing,.and the light kept getting brighter, anything. way." The vehicle stoppedj ust a couple of meters away, and the spotlight swept across the quick." field. "Get in, I heard somebody say, and I obeyed. I could "This is it," I thought

We 'd gotten about a dozen meters into the woods when Hadyn stopped us with a curse. He said he'd picked up a couple dozen human-sized heat sources the trees ahead. He and we'd "but better go back. be Yuri approaching through outnumbered, tough. They We goggles. couldn't go forward, and we couldn't go toward Yuri and back, so they only way to go was sideways, the open field that bordered Leeds' land. pursuit, and we hightailed that

run us down, and I can't even see to get out of the

had a quick consultation and decided we were way "Sorry, kind of guys," I whispered, that's gonna to spot even

just make out that it was a pickup truck, and as I climbed in the back, I saw that it had black lights strapped on all around. "Hang on" the Yurijumped in beside me, and toward we started A few with then cursed as Hadyn dropped in on top of him. driver shouted, the field, back jouncing across plowing through minutes later, the road,

We got more company coming were close enough

up behind." without the

whatever got in our way. fight the creatures.

Hadyn squeezed off some bursts of fire to discourage it. I could hear screambut Hadyn took ing, so I knew somebody'd been hit,

we were headed back into town,

a new ally to help us

And that's the story of how

we met Fred Brody.

one last look with the goggles and swore the rest were right behind us. I discovered I could run even faster than l thought. I swear I vaulted the fence, then I spun to cover my buddies as they climbed it. grove and was full of pale shapes teeth. One of the things with was The glistening eyes right behind As w e ' v e explained earlier, while t h e p l a y e r s in a roleplaying a d v e n t u r e h a v e only t o c o n c e n t r a t e o n playing a single character, t h e referee h a s to play t h e p a r t of an entire world of NPCs. In t h e narrative e x a m p l e a b o v e , for instance, while t h e players c o n c e n t r a t e on Hadyn, Yuri, a n d Marcus (the narrator), t h e referee m u s t play t h e p a r t of t h e girl Hadyn s p e a k s to, t h e crowd at t h e frat party, t h e guy w h o insults M a r c u s at the door, t h e h o r d e s of c r e a t u r e s at the Leeds farm, a n d t h e driver of t h e r e s c u e vehicle. But this narrative provides only a tiny view of t h e work that is involved. What M a r c u s s e e s d o e s n ' t reveal t h e referee's efforts at being t r u e to all the NPCs' motivations, nor t h e h e a d w o r k

Hadyn, and my first shell took it in the head. My second and third caught two more just as they left the trees. After that, van. weeds. Yuri and Hadyn were over, and we started a fighting retreat in the direction of the The creatures kept coming, but after we dropped the rest ducked low in the but we could hear to beat the band. I We couldn't see them, was hammering eight or 10 of them,

them howling to each other as they closed in on us. My heart

involved in k e e p i n g track of t h e NPCs' positions in t h e fight a n d the w o u n d s t h a t individual NPCs suffer. Of c o u r s e , considering t h e multitude of N P C s t h a t a p p e a r in m o s t a n y a d v e n t u r e , it just isn't feasible for e v e r y o n e of t h e m to be g e n e r a t e d in t h e s a m e detail as a r e P C s . Nor would it actually be helpful, b e c a u s e t h e referee would easily b e c o m e lost in s u c h detail. For this r e a s o n , t h e vast majority of NPCs in Dark Conspiracy a r e k e p t track of in a sort of s h o r t h a n d notation, with t h e m o s t important o n e s receiving the m o s t detail. This s h o r t h a n d notation m a k e s t h e m easiest for t h e referee to u s e during t h e h e a t of play. W h e n player c h a r a c t e r s f i r s t m e e t new a c q u a i n t a n c e s , t h e f i r s t thing that they should notice a b o u t t h e m is their a p p e a r a n c e , just as in real life. T h e n they will c o m e to learn s o m e t h i n g a b o u t their personalities a n d major abilities, discovering m o r e t h e longer they k n o w t h e NPCs. For simplicity's s a k e , however, let us d i s c u s s t h e s e things in reverse order, beginning with c o m b a t statistics as a framework u p o n which t o h a n g t h e rest.

Note that while t h e s e attribute a n d skill n u m b e r s reflect t h e a v e r a g e for an NPC of a particular level, referees w h o desire m o r e detail m a y c h o o s e t o raise or lower a statistic for a particular NPC. For instance, a n Experienced street g a n g m e m b e r h a s a n avera g e c o m b a t skill of 4, but actually would likely h a v e a Heavy W e a p o n s skill of 0, a n d might (if t h e referee desires) e v e n h a v e an Archery or Melee C o m b a t skill of 5 or 6. Similarly, t h a t g a n g m e m b e r h a s an a v e r a g e attribute level of 5, but might h a v e an Education of 2 a n d an Agility of 8. T h e point is that t h e s e a v e r a g e s t a t s are intended t o help m a k e t h e referee's j o b easier, not to lock referees into a fixed set of n u m b e r s . NPC Panic: NPCs u s e t h e s a m e p a n i c s y s t e m a s P C s . This m e a n s that while P C s c a n r e a c h an Initiative of 6, in which c a s e t h e y n e v e r p a n i c , even Elite NPCs h a v e s o m e c h a n c e of panicking. NPC Hit Capacity: It is entirely t o o m u c h of a h e a d a c h e to k e e p track of multiple w o u n d s a n d their locations on every NPC. For this r e a s o n , NPCs, r e g a r d l e s s of e x p e r i e n c e level, a r e a s s u m e d to h a v e a standard, overall hit c a p a c i t y of 2 0 , divided into

In t e r m s of c o m b a t statistics, t h e majority of NPCs a r e r a n k e d a s o n e of four levels of experience Novice, Experienced, Veteran, a n d Eliteand t h e s e e x p e r i e n c e levels dictate their Initiative, attributes, a n d c o m b a t skills. T h e t a b l e below reveals t h o s e s t a t s for e a c h e x p e r i e n c e level. On this table, Level refers to e x p e r i e n c e level, Initiative refers to t h e c o r r e s p o n d i n g Initiative rating, Attributes indicates t h e a v e r a g e attribute level, Skill refers to the avera g e rating of t h e NPC's c o m b a t skills, a n d Damage indicates t h e n u m b e r of w o u n d points t h e NPC c a u s e s i n a n u n a r m e d c o m b a t attack.

two rows of 10 ( s e e t h e s t a n d a r d NPC form on p a g e 3 3 1 ) . W h e n an NPC first t a k e s a wound, he or s h e is considered slightly w o u n d e d a n d suffers a -1 to Initiative. O n c e t h e first row is filled, e x c e s s points a r e m a r k e d off t h e s e c o n d row. With t h e first point m a r k e d off t h e s e c o n d row, t h e NPC is considered seriously w o u n d e d a n d t a k e s a n additional - 2 t o Initiative. As well, seriously w o u n d e d NPCs m u s t s u c c e e d at a percentile roll v e r s u s Constitution every p h a s e in which they a t t e m p t to act, or they b e c o m e unconscious (just as with player characters). Note that NPC d a m a g e is not assigned to specific hit locations, as it is for P C s . However, hit locations should still be rolled for t w o r e a s o n s . First, if an attack on an NPC strikes an a r m o r e d hit location,

Level Elite Veteran Experienced Novice

Initiative 5 4 3 1

Attributes 7 6 5 5

Skill 6 5 4 2

Damage 4 3 2 1

t h e a r m o r t a k e s effect normally. S e c o n d , if any attack strikes an NPC in t h e h e a d , d a m a g e for that attack is doubled. This reflects t h e fact that hits to t h e h e a d by firearms are especially deadly. Also, it allows P C s t o a i m m e l e e a t t a c k s t o t h e h e a d , trading a m o r e difficult a t t a c k for i n c r e a s e d d a m a g e .

Note also hit points for beasties and dark races are not always divided into equal rows.

Of c o u r s e , t h e c o m b a t skills listed a b o v e will not be t h e only skills an NPC h a s . In fact, for m a n y NPCs ( p e r h a p s m o s t ) , t h e player c h a r a c t e r s will never h a v e o c c a s i o n to k n o w their c o m b a t skills. Instead, they will be k n o w n for their expertise in s o m e other field. T h e s e skill levels should be a s s i g n e d by t h e referee, a s s e e m s a p p r o p r i a t e t o t h e situation. For e x a m p l e , if t h e P C s h a v e s o u g h t out an expert chemist, that c h a r a c t e r c a n be a s s i g n e d a Chemistry skill of p e r h a p s 8 or 9. If it t u r n s out that t h e c h e m i s t h a s s o m e c a u s e t o u s e a c o m p u t e r while t h e P C s are present, t h e referee c a n assign t h e NPC a n a p p r o priate a m o u n t of C o m p u t e r skill. Note that t h e s e skill levels n e e d not e v e n be decided u p o n a h e a d of time, but c a n be set during play, allowing the referee to c r e a t e n e w NPCs at a m o m e n t ' s notice. Also n o t e that t h e expert chemist might only be a Novice in t e r m s of c o m b a t .

By NPC motivations, we m e a n t h e drives that guide an NPC, giving that c h a r a c t e r a r e a s o n for acting a s a n individual. I n m a n y c a s e s , t h e motivations of NPCs are either o b v i o u s or u n i m p o r t a n t . T h e referee n e e d not work up detailed motivations for a c a b b i e w h o merely t a k e s t h e P C s to an airport, or for every m e m b e r of a lynch m o b . Obviously, t h e c a b b i e ' s motivation is to do a j o b a n d m a k e s o m e money, a n d t h e lynch m o b m e m b e r s all s h a r e a c o m m o n motivation to string s o m e o n e u p . Of course, if the c a b b i e is actually a Dark Minion s t o o g e w h o is tracking t h e NPCs, or if o n e of t h e lynch m o b m e m b e r s is actually a g o v e r n m e n t a g e n t waiting for an opportunity to free t h e m o b ' s victim, t h e n t h e s e NPCs h a v e slightly m o r e detailed motivations. But e v e n t h e s e motivations are fairly straightforward. For m o s t NPCs, t h e n , motivation will d e p e n d u p o n t h e role t h e c h a r a c t e r p l a y s in t h e a d v e n t u r e . But s o m e NPCs play s u c h a large part in t h e player c h a r a c t e r s ' e x p e r i e n c e s that details of their

personalities b e c o m e very important. In s u c h c a s e s , referees h a v e o n e of two c h o i c e s . T h e y c a n invent t h e N P C s motivations t h e m s e l v e s , b a s e d u p o n what t h e y think t h e NPC should be like, or they c a n g e n e r a t e t h e motivations r a n d o m l y with a d e c k of playing cards, using t h e s y s t e m described h e r e . T o g e n e r a t e a n N P C s motivations, draw t w o c a r d s from a s t a n d a r d deck of playing c a r d s . T h e card with t h e highest value d e t e r m i n e s t h e N P C s primary motivation; t h e lower reveals t h e s e c o n d ary motivation. E a c h c a r d ' s suit dictates t h e direction t h a t motivation t a k e s , a n d its face value d e t e r m i n e s t h e motivation's strength or its particular bent. A c e s a n d face c a r d s indicate special motivations. If a special card is drawn, it is automatically t h e N P C s p r i m a r y motivation. If t w o special c a r d s are drawn, t h e NPC h a s two p r i m a r y m o t i v a t i o n s c o m p e t i n g with e a c h other for d o m i n a n c e . T h e various possibilities a r e s u m m a r i z e d in the

table o n p a g e 3 3 1 a n d explained below.

deceitfully, giving just e n o u g h information to guara n t e e their victims a r e misled. T h e actual direction of their deceitfulness will generally d e p e n d u p o n their s e c o n d a r y motivation. A c e , Charismatic: T h e NPC is a charismatic leader to w h o m others are naturally drawn. Often,

T h e s e NPCs seek personal power a n d influence. A " s o m e w h a t ambitious" NPC will be inclined toward boastfulness and a desire to i m p r e s s other p e o p l e . "Moderately ambitious" NPCs a r e driven to attain positions of high responsibility. A "very a m b i Spades: Ambition tious" NPC will be o v e r w h e l m e d by a desire to

s u c h NPCs h a v e high e m p a t h i c skills. S o m e of t h e s e NPCs a r e h o n o r a b l e a n d just, o t h e r s a r e cruel a n d manipulative. T h e referee c a n d e c i d e b a s e d u p o n t h e a d v e n t u r e situation a n d / o r t h e particular NPC's s e c o n d a r y motivation.

S u c h NPCs are highly influenced by their love of p e o p l e . They t e n d to be friendly, loyal, a n d just. A " s o m e w h a t sociable" NPC will be amiable, talkative, a n d cooperative with m o s t e v e r y o n e . "Moderately sociable" NPCs will h a v e a strong s e n s e of duty a n d loyalty to their g r o u p . A "very sociable" NPC will h a v e a strong c o m m i t m e n t to justice a n d t h e welfare of all people, a n d will look for t h e g o o d qualities in e v e r y o n e , but will r e a c t with a n g e r to injustice a n d brutality. Jack, Wise: T h e NPC is unusually wise, either as a result of y e a r s of experience, or simply b e c a u s e of a s t u t e observation. S u c h N P C s a l m o s t always exhibit g o o d j u d g m e n t a n d , if a s k e d , offer sound advice. Q u e e n , Loving: This NPC loves s o m e other p e r s o n devotedly, p e r h a p s a s p o u s e , parent, child, or close friend. S u c h NPCs would willingly sacrifice t h e m s e l v e s for t h e o n e t h e y love. Alternatively, the NPC m a y be loving toward absolutely e v e r y o n e . T h e c h o i c e i s u p t o t h e referee. King, Honorable: Honorable NPCs a r e s c r u p u lously h o n e s t in their dealings with e v e r y o n e . In m a n y c a s e s this i s not s o m u c h from a n y c o n c e r n for others, but from pride in saying that their word of h o n o r is their b o n d . S u c h NPCs will typically carry out their p r o m i s e s a n d social obligations e v e n if it m e a n s facing d e a t h . In this, they c a n be as difficult to deter as a stubborn NPC (Club Q u e e n ) . Honora b l e N P C s h a v e utter c o n t e m p t for liars a n d oathbreakers.

m a n i p u l a t e a n d control others. Jack, P o m p o u s : P o m p o u s NPCs are conceited a n d a r r o g a n t in their dealings with others. T h e y consider t h e m s e l v e s to be clearly superior to everyo n e a r o u n d t h e m , a n d they m a k e n o secret o f that conviction.
Hearts: Sociability

Q u e e n , Ruthless: This NPC will let nothing s t a n d in t h e way of achieving a n y goal a n d feels n o c o n c e r n for t h e n e e d s of others. S u c h NPCs c a n feign affection, devotion, sincerity, or anything else that s e r v e s their purp o s e , but actually they feel nothing. King, spect for Deceitful: honesty. decision, T h e NPC h a s n o reDepending upon the referee's deceitful NPCs m a y be pathological liars, or they m a y u s e t h e truth

A c e , J u s t : This NPC s e e s justice a s the greatest virtue a p e r s o n c a n display a n d t h e only truly important consideration in deciding u p o n a c o u r s e of action. S u c h c h a r a c t e r s h a v e no r e s p e c t for c h e a t s a n d swindlers, a n d they will wholeheartedly assist a n y a t t e m p t to right an injustice.

leader in battle, able to inspire confidence in others, a n d receiving c o m p l e t e obedie n c e from followers. In t e r m s of c o m b a t rules, treat s u c h NPCs as having an Initiative

T h e s e N P C s h a v e a greater likelihood of reacting with violence t h a n do m o s t p e o p l e . A " s o m e w h a t violent" NPC is not frightened or intimidated by t h r e a t s of violence a n d will not hesitate to u s e force if t h e situation s e e m s to warrant it. A "moderately violent" NPC is aggressive a n d inclined to view violence as t h e preferred m e a n s of resolving disp u t e s . A "very violent"NPC loves a g o o d fight a n d either is or w a n t s to be a warrior. E v e n a high violence rating d o e s not, however, necessarily indicate t h a t t h e n o n p l a y e r c h a r a c t e r is brutal or a bully. For e x a m p l e , a "very violent" NPC w h o w a s also "very sociable" could b e described a s friendly, g o o d - n a t u r e d , a n d loyal, but also a g o o d p e r s o n to h a v e with y o u in a fight. Jack, Murderous: This NPC is subject to s u d d e n , uncontrollable, m u r d e r o u s r a g e s . C h a n c e s are, s u c h NPCs h a v e already killed at least o n c e in a fit of r a g e . If not, it certainly will not be long before s o m e o n e c r o s s e s t h e m a t t h e wrong t i m e a n d dies... Q u e e n , Stubborn: S u c h N P C s a r e s o stubborn that o n c e t h e y h a v e m a d e u p their m i n d s a b o u t s o m e t h i n g , it is nearly impossible to p e r s u a d e t h e m differently. T h e y t e n d to scoff at innovation a n d insist that t h e "old w a y s " of doing things are best. King, Brutal: T h e s e NPCs a r e sadistic brutes w h o enjoy c a u s i n g other p e o p l e pain a n d grief. T h e y often s e r v e as tools for t h e Dark Minions, m o s t of t h e m without ever realizing it. Frequently, t h e y are d u p e s w h o f i n d t h e m s e l v e s propelled t o power, seemingly b e c a u s e of unassailable luck, but actually b e c a u s e of Dark Minion manipulation. J u s t when t h e y think t h e y are m o s t s e c u r e , however, their u n s e e n m a s t e r s s u d d e n l y bring t h e m t o ruin, a n d the victimizer b e c o m e s t h e victim. A c e , War Leader: T h e NPC is an unusually g o o d

of 6 (they never panic), and allow t h e m to predict their o p p o n e n t s ' general strategy a n d be p r e p a r e d for it.

T h e NPC w a n t s t o be rich. A " s o m e w h a t greedy" NPC will be fairly e a s y to c o n v i n c e to t a k e a particular c o u r s e of action as long as m o n e y is involved. A "moderately greedy" NPC will drive a harder bargain, but will actually be m o r e willing to t a k e larger risks, provided t h e p a y m e n t is sufficient. A "very greedy" NPC will do virtually anything for money, but will insist u p o n very high fees, a n d will p e r h a p s a t t e m p t t r e a c h e r y Diamonds: Greed if it s e e m s that e v e n more money can be g a i n e d by doing s o . Jack, Coward: This NPC is a total coward a n d will run from d a n g e r a t every o p portunity. (You might say such characters a r e greedy about their own safety.) If e s c a p e is impossible, a cowa r d will c o w e r a n d refuse to fight. Queen, Lustful: T h e s e NPCs are driven by lust for t h e o p p o site sex. D e p e n d i n g
Clubs: Violence

u p o n t h e c i r c u m s t a n c e s , t h e referee m a y interpret this as an impersonal lust for all m e m b e r s of that sex or as an o b s e s s i o n for a particular p e r s o n . King, Selfish: A selfish NPC never h e l p s without d e m a n d i n g p a y m e n t a n d will never give a w a y anything. S u c h NPCs a r e convinced that e v e r y o n e else is just as selfish as t h e y a r e . As a result, t h e y will d e m a n d higher p a y m e n t t h a n t h e y are d u e (believing their e m p l o y e r s to be holding out on t h e m ) , a n d they will jealously guard their own p o s s e s s i o n s (convinced that e v e r y o n e else is just waiting for an opportunity to steal t h e m ) . NPCs this selfish are likely to steal what other p e o p l e do not g u a r d very closely. A c e , Generous: In t e r m s of t h e D a r k Conspiracy world, t h e s e NPCs a r e extremely g e n e r o u s . T h o s e w h o h a v e another h e a r t card as a s e c o n d a r y motivation a r e so g e n e r o u s that they will gladly give a w a y anything they h a v e to others in n e e d , e v e n if this l e a v e s t h e m with nothing. All o t h e r s will t e n d to m a k e g e n e r o u s d e a l s a n d will refuse p a y m e n t for favors, unless t h o s e favors directly relate to their n o r m a l line of b u s i n e s s .

strokes, working in s n a t c h e s of m o o d - s e t t i n g detail. Don't forget to a p p e a l to other s e n s e s as well as sight. S o u n d , smell, t o u c h , a n d e v e n e m p a t h y all a d d to t h e i m p a c t of a s c e n e . As you continue, work inward from t h e setting to the NPC, giving details of b a c k g r o u n d before giving details of t h e character. And a d d a s e n s e of m y s t e r y s o m e t h i n g unexplainedto m a k e it o b v i o u s t h a t t h e r e is m o r e to t h e c h a r a c t e r t h a n m e r e l y what t h e P C s s e n s e , that the NPC did not suddenly c o m e into existence just when t h e player c h a r a c t e r s arrived, but w a s living a life long before t h e y c a m e along. S t e r e o t y p e s a r e f i n e , especially b e c a u s e they s e r v e as a sort of s h o r t h a n d , getting a lot of information a c r o s s to t h e p l a y e r s with a limited n u m b e r of words. T h e b a s i c s of an NPC's a p p e a r a n c e , for instance, will h a v e a lot to do with t h e NPC's attributes a n d skills. And o n c e y o u ' v e a p p e a l e d to a s t e r e o t y p e in your description, any details that b r e a k with that s t e r e o t y p e will b e c o m e all t h e m o r e firmly fixed in t h e players' m i n d s . Along with this, realize that t h e description y o u give will do a lot to d e t e r m i n e what t h e players think about that NPC from this point o n . J u s t as in real life, first impressions do m a k e a major difference.

When you describe an N P C s appearance to the players, you should k e e p in mind two m a i n g o a l s : You w a n t t o m a k e t h e NPC s e e m truly alive, a n d y o u w a n t t h e N P C d e s c r i p t i o n t o h e l p d e v e l o p o r m a i n t a i n t h e m o o d y o u ' v e set for t h e adventure. There are a n u m b e r of things to be considered in doing this. First, it will help if you t a k e a m o m e n t to build a m e n t a l picture of t h e NPC in your own m i n d . If you c a n a c c o m p l i s h that, you probably h a v e already s u c c e e d e d a t pretty m u c h everything else w e a r e a b o u t to tell you a b o u t NPC a p p e a r a n c e . O n c e you h a v e that m e n t a l picture, you n e e d to begin thinking a b o u t t h e m o s t d r a m a t i c way t o c o n v e y i t t o your players. Generally, this will m e a n painting a s c e n e , not merely a description of t h e NPC. After all, c h a r a c t e r s have to be somewhere when the PCs encounter t h e m . Now paint t h e b a s i c s of that s c e n e in b r o a d

Finally, recognize that knowing when to avoid detail c a n b e a s important a s knowing when t o include it. T h e p l a y e r s a r e likely to be m u c h m o r e n e r v o u s a b o u t a figure that their c h a r a c t e r s can't quite s e e t h a n a b o u t o n e t h e y c a n s e e clearly, however h i d e o u s it is.

As we h a v e m e n t i o n e d , in describing NPCs it is often helpful to a p p e a l to s t e r e o t y p e s to m o s t quickly s k e t c h out t h e m o s t important information. As a m a t t e r of fact, t h e r e a r e a n u m b e r of t y p e s of NPCs that will be e n c o u n t e r e d so often that it just d o e s not m a k e s e n s e for referees t o envision t h e m from s c r a t c h e a c h t i m e . We'll call t h e s e NPCs stock NPCs. T h e y work s o m e t h i n g like extrasfrom central casting a n d include s u c h things a s g a n g m e m b e r s , innocent b y s t a n d e r s , a n d security g u a r d s . Descriptions ( a n d illustrations) for a n u m b e r of t h e s e sorts

of c h a r a c t e r s a r e a p p e n d e d to t h e e n d of this chapter. Referees m a y wish t o c r e a t e s t a n d a r d descriptions for o t h e r s that t h e y find recurring frequently in their a d v e n t u r e s .

For t h e vast majority of NPCs, t h e t y p e of stats, motivations, a n d descriptions d i s c u s s e d a b o v e will be sufficient. Occasionally, however, an NPC will be s o important that t h e referee m a y wish t o c r e a t e that c h a r a c t e r in m o r e detail. This is especially true if the NPC is to be o n e t h a t t h e player c h a r a c t e r s e n c o u n ter in m o r e t h a n o n e a d v e n t u r e . In s u c h c a s e s , referees c a n c r e a t e t h e NPC using t h e full player c h a r a c t e r generation rules. Note that s u c h major NPCs should b e c r e a t e d with a s m u c h t h o u g h t a s i s d e v o t e d t o player c h a r a c t e r s . Motivations, for instance, should arise out of t h e NPC's history, rather t h a n being c h o s e n at r a n d o m . Of c o u r s e , t h e referee m a y still wish to u s e t h e playing c a r d s y s t e m a b o v e as a sort of p e r s o n ality notation, p e r h a p s e v e n choosing m o r e t h a n two c a r d s t o r e p r e s e n t t h e character. Also, a player m a y d e c i d e to a b a n d o n an old PC a n d design a n e w o n e , in which c a s e t h e referee might wish to h a v e t h e old PC t a k e on NPC status. S u c h c h a r a c t e r s will often b e c o m e either major NPCs or important c o n t a c t s . C o n t a c t s are explained below. n u m b e r s for t h e c o n t a c t ' s attributes a n d skills. To a player, t h e c o n t a c t should s e e m like a living p e r s o n ality, not a collection of n u m b e r s that c a n be exploited. Ideally, t h e n , a c o n t a c t ' s basic description will be g e n e r a t e d by t h e player w h o s e c h a r a c t e r h a s established that contact, a n d t h e referee will t h e n c r e a t e appropriate attributes a n d skills t o m a t c h t h e description. In designing a c o n t a c t ' s history, a player should justify why that c o n t a c t would h a v e established a tie with t h e PC. For e x a m p l e , let us a s s u m e that Dara Schwartz (the first s a m p l e c h a r a c t e r at t h e e n d of t h e W h e n g e n e r i c c o n t a c t s a r e c o n v e r t e d t o solid o n e s , t h e y c a n b e g e n e r a t e d with w h a t e v e r level o f detail t h e r e f e r e e d e s i r e s , j u s t a s with o t h e r NPCs. In general, though, the m o r e important t h e c o n t a c t i s t o a P C , a n d t h e m o r e frequently that contact shows up in the adventure c a m p a i g n , t h e m o r e detail will b e r e q u i r e d for t h a t contact. It is s u g g e s t e d t h a t t h e referee allow players a strong h a n d in designing t h e histories for their c o n t a c t s . After all, in s o m e w a y s a c o n t a c t ' s history is part of t h e PC's history. But it is s u g g e s t e d just as strongly that p l a y e r s not be allowed to k n o w e x a c t "Character Generation" c h a p t e r ) h a s gotten herself into a terrible m e s s in an investigation, a n d t h e referee h a s decided to let D a r a ' s player convert o n e of her generic c o n t a c t s into a solid o n e to help. T h e player s a y s s h e ' d like to convert D a r a ' s first governm e n t contact, from her c h a r a c t e r ' s initial c a r e e r as a public e m p l o y e e . During D a r a ' s generation, t h e player h a d decided t h a t public e m p l o y e e m e a n t for Dara working at a federal i n c o m e t a x office in her h o m e t o w n . You will r e m e m b e r that t h e player's r e a s o n for choosing that career w a s to allow Dara double s e c o n d a r y activities, reflecting her taking adult education c o u r s e s to p r e p a r e for college. After

college, Dara went on to law school, a n d from t h e r e to a federal law enforcement career. With all of this in mind, t h e player s u g g e s t s to t h e referee t h a t her initial g o v e r n m e n t c o n t a c t w a s a federal law enforcement a g e n t w h o c a m e t o t h e i n c o m e tax office on a c a s e a n d w a s very i m p r e s s e d by this y o u n g w o m a n w h o w a s pushing herself so hard to get
Beat Cop

Of c o u r s e , it is t h e referee w h o d e t e r m i n e s just h o w old this c o n t a c t is, what his attributes a n d skills a r e , a n d just how m u c h clout he h a s in his field. If we a s s u m e that t h e NPC w a s in his m i d - 2 0 s when Dara first m e t him, he will now be in his early 4 0 s (five t e r m s h a v e p a s s e d for D a r a ) . That a n d t h e fact that he is in a position to k e e p an e y e on her would indicate that he h a s attained a position of s o m e authority, p e r h a p s e v e n a regional directorship. With this all in mind, we c a n look down the skill list for appropriate skills, or we c a n simply define him as a Veteran NPC, m a k i n g up a n y n e c e s s a r y skill levels as t h e n e e d arises during play. It just d e p e n d s u p o n h o w m u c h t i m e a n d e n e r g y t h e referee w a n t s t o s p e n d on t h e NPC.

a d e g r e e a n d b e c o m e a federal law e n f o r c e m e n t a g e n t herself. He told Dara that if s h e ever n e e d e d a favor, s h e should give him a call, a n d eventually, when s h e finished her d e g r e e s , s h e a s k e d his advice on what federal law e n f o r c e m e n t a g e n c y to apply t o . Ever since that time, h e h a s b e e n keeping t a b s o n her without mentioning it, letting her d e v e l o p her skills, but watching to m a k e sure s h e didn't get in over h e r h e a d . Now t h a t s h e is in hot water, he j u m p s in to help.

E a c h of t h e s e c h a r a c t e r s h a s a short description, an experience level that d e t e r m i n e s attributes and c o m b a t skills, a n d a notation of a n y special skills or abilities not related to t h e e x p e r i e n c e level. T h e referee should give t h e m whatever e q u i p m e n t s e e m s appropriate for their skills a n d t h e current situation.

following a highly charismatic leader, m a n y even t o d e a t h . With t h e c o n s t a n t rise in urban populations, local police forces h a v e returned to putting walking p a trols b a c k on t h e streets. Beat c o p s patrol in pairs, at a m i n i m u m , a n d t h e y live in t h e n e i g h b o r h o o d s they patrol. T h e s e c o p s do not try to deal with every crime they s e e . Rather, they think of t h e m s e l v e s as s o m e thing like d a m p e n i n g r o d s in nuclear reactor, k e e p ing t h e reaction from running completely out of control. Nonetheless, t h e y are heavily a r m e d a n d a r m o r e d , a n d they are under c o n s t a n t radio surveillance by their h e a d q u a r t e r s . Few citizens a r e foolish or d e p e r a t e e n o u g h to start a battle with their n e i g h b o r h o o d c o p s . Level: Veteran. Skills: As per Veteran NPCs, p l u s Leadership 6, Interrogation 4, O b s e r v a t i o n 6, a n d Streetwise 6. Normal Armament: Flak j a c k e t a n d pistol, with a p u m p s h o t g u n or assault rifle available in their vehicle (if a n y ) . By cultists, we m e a n the latter t y p e . T h e y tend to be fanatically evangelical, forming b a r r i c a d e s a c r o s s city streets a n d accosting citizens as t h e y p a s s by. Generally, they h a v e two m e s s a g e s for their listenersthe first is that love a n d p e a c e c a n b e found in their leader, a n d t h e s e c o n d is that t h e y n e e d m o n e y to spread the message. Unfortunately, their p e a c e a n d love c a n n o t survive far from t h e p r e s e n c e of their leader. If t h e s e cultists are s e p a r a t e d from their group, they t e n d t o b e c o m e p a n i c k e d a n d confused, then d e s p o n dent or e v e n suicidal. Level: Novice. Skills: As per Novice NPCs, plus P e r s u a d e 2 . T h e b r e a k d o w n of law a n d order in rural a r e a s h a s led to an increase in b r i g a n d a g e . D u e to t h e poor state of m o s t rural r o a d s , m o t o r c y c l e s are natural s o u r c e s of mobility, b e c a u s e of their off-road c a p a bility. T h e s e g a n g s , usually including o n e or two dozen bikers (roll 4 D 6 ) , a r e well-armed a n d m u r derously violent. Level: Veteran. Skills: As p e r Veteran NPCs. Normal Armament: Knives, pistols, s h o t g u n s , and occasional submachineguns. Derelicts a r e t h e u n e m ployed a n d h o m e l e s s w h o h a v e given u p a n y h o p e of regaining a n o r m a l life, but w h o lead a solitary existence, rather t h a n joining a c o r p o r a t e s a n c t u a r y or cultist enclave. T h e y c a n be of a n y a g e ; m a n y a r e alcoholics, drug addicts, or mentally ill. T h e m a i n secret of living as a derelict is to know how to O n e c o n s e q u e n c e of t h e worldwide depression h a s b e e n t h e rise of literally millions of street-corner p r o p h e t s , e a c h t e a c h i n g their own b r a n d of a p o c a lyptic "truth." As a result, the streets a r e filled with religious disciples of every stripe. S o m e few hold to justifiable t e a c h i n g s of tolerance, k i n d n e s s , a n d h o p e . But m o s t just d e v o t e t h e m s e l v e s t o blindly avoid trouble. O n e way of d o ing this is to avoid drawing attention to oneself. If that fails, then t h e other m e t h o d is to m o v e o n t o s o m e w h e r e else. Successful derelicts c a n b e wellsprings of information, if
Derelict Biker Cultist

Normal Armament: N o n e .

t h e y trust s o m e o n e e n o u g h t o tell what t h e y know. Level: Novice. Skills: As per Novice NPCs, but additionally with Act/Bluff 4, Luck 6, Observation 7, a n d Stealth 5 . S o m e also h a v e Foreboding 3 . Normal Armament: Knife or club. With a n y c a u s e , if victories a r e slow in c o m i n g a n d t h e general public t u r n s a deaf ear, t h e p e o p l e of t h e c a u s e begin to b e c o m e militant. S u c h is the c a s e with ecowarriors. T h e s e p e o p l e h a v e devoted t h e m s e l v e s t o halting h u m a n i t y ' s ruination of the Earth, with violence if n e c e s s a r y . Of c o u r s e , as that violence escalates, t h e ecowarriors find t h e m s e l v e s forced to adopt ever m o r e a d v a n c e d , a n d m o r e destructive, w e a p o n s . Eventually, m a n y o f t h e m b e c o m e s o c a u g h t up in t h e battle that they lose sight of what they are
Gidget Eco-Warrior

fighting for. In a l m o s t every society, there will always be s o m e p e o p l e w h o never look outside t h e m s e l v e s . T h e y blithely accept whatever they are t a u g h t by t h o s e in authority, a n d t h e y never e v e n get a hint that t h e r e a r e other cultures that s e e things differently. In earlier times, t h e s e people were called "clods," " p e a s ants," or p e r h a p s "good old b o y s . " In the world of D a r k Conspiracy, such m e n are called Dobies (after "Dobie Gillis," an A m e r i c a n sitcom of t h e ' 6 0 s ) , a n d s u c h w o m e n a r e called Gidgets (after a series of popular Pretty m u c h every city a n d town in Dark Conspiracy h a s a clandestine g r o u p of ecowarriors. In m o s t p l a c e s , they o p e r a t e a s terrorists, blowing u p politically important facilities to p r e s s u r e local gove r n m e n t s t o m e e t their d e m a n d s . Note that t h e facilities targeted a r e not necessarily ecologically harmful, nor are t h e ecowarriors' d e m a n d s always c o n c e r n e d with improving t h e ecology. Level: Veteran. Skills: As p e r Veteran NPCs, p l u s Demolitions 5, Heavy W e a p o n s 6, Lockpick 4, a n d Vehicle Use (Wheel Vehicle) 6. Normal Armament: Pistol a n d s u b m a c h i n e g u n . Explosives are often u s e d as well.

Ganger

m o v i e s from a r o u n d t h e s a m e t i m e period). B e c a u s e of the reduced travel of t h e Greater D e p r e s sion a n d t h e increased suspicion of outsiders, m o s t villages, towns, a n d e v e n small cities c a n b e considered t o b e p o p u lated primarily by Dobies a n d Gidgets. Level: Novice. Skills: As per Novice level, plus o n e career skill (referee's choice) at level 4. Normal Armament: N o n e .

If a n y t h i n g , s t r e e t g a n g s in t h e Dark Conspiracy future a r e e v e n m o r e w i d e s p r e a d t h a n i n t h e p r e s e n t . T h a t o n l y m a k e s s e n s e : t h e cities a r e fuller, a n d a h i g h e r p e r c e n t a g e of t h e p o p u l a c e is u n e m p l o y e d a n d h o p e l e s s of a brighter tomorrow. The need to belong to something, and t h e n e e d t o r e l e a s e frustration, give rise t o s t r e e t gangs. G a n g s always h a v e s o m e flashy n a m e , a n d they usually h a v e a uniform of s o m e sort, e v e n if it isonly a colored scarf or an e m b l a z o n e d j a c k e t . M e m b e r s a r e considered "family," like p r e - m o d e m clans, a n d g a n g w a r s t e n d to c o n c e r n either clan territory or v e n g e a n c e for clan d e a t h s .

Most of t h e time, street g a n g s only battle e a c h other. But s o m e t i m e s , just for fun, they will terrorize n e i g h b o r h o o d citizens w h o are not g a n g m e m b e r s . Level: Experienced. Skills: As per Experienced NPCs, plus Stealth 6 a n d Streetwise 7. Normal Armament: Knives, zip g u n s , revolvers, a n d o c c a s i o n a l s u b m a c h i n e g u n s or assault rifles.

what w e m e a n b y t h e t e r m "Good S a m a r i t a n s . " Good Samaritans cannot only offer p l a y e r c h a r a c t e r s m a t e r i a l aid t o w a r d a c c o m plishing their m i s s i o n s , b u t t h e y c a n a l s o offer t h e m hope, reminding t h e m that t h e r e a r e still bright s p o t s in t h e world a n d t h a t t h e D a r k

G i z m o i d s a r e bright p e o p l e with a n a t u r a l t a l e n t for m e c h a n i c s , e l e c t r o n i c s , o r b i o l o g y ( c h o o s e o n e ) , b u t w h o , for o n e r e a s o n o r a n other, do n o t h a v e a s t e a d y j o b in their field of expertise. For s o m e of t h e m , it is b e c a u s e they c o u l d n ' t get official t r a i n i n g . For o t h e r s , it is b e c a u s e t h e y h a v e s o m e p e r s o n a l i t y quirk t h a t p r e v e n t e d t h e m from k e e p i n g a j o b o n c e t h e y got it. ( P o s s i b l e p e r s o n a l i t y q u i r k s m i g h t r a n g e from inability t o t a k e o r d e r s t o s u c h brilliance that they are always working on something new instead of finishing the job at hand.) Most gizmoids satisfy t h e m s e l v e s with working at their field of interest as if it were a hobby, supporting it with s o m e menial j o b , or possibly e v e n selling e n o u g h specialty g i z m o s t o k e e p t h e m s e l v e s solvent, if barely. T h e latter are s e l d o m picky a b o u t working on illegal e q u i p m e n t , whether building or repairing. Gizmoids t e n d t o b e c a r e l e s s d r e s s e r s and social klutzes. T h e y a l s o t e n d t o w e a r thick glasses. Level: Novice. Skills: As a Novice NPC, plus Biology 8, Electronics 8, Mechanic 8, a n d / o r Physics 8. Also generally B u s i n e s s 4. Normal Armament: N o n e .

Minions h a v e n o t y e t w o n . As personalities, they tend to be tolerant of others and full of h o p e . In t e r m s of a d v e n t u r e pacing, G o o d S a m a r i t a n NPCs s e r v e to relieve players from a c o n s t a n t s e n s e of imp e n d i n g d o o m (which, perversely, c a n m a k e that s e n s e of d o o m fresher when the players return to it). S o m e examples of Good S a m a r i t a n NPCs would b e t h e faithful village priest a n d t h e w a r m - h e a r t e d old c o u p l e w h o t a k e in strays. Level: Novice. Skills: As p e r Novice NPCs, but often with high e m p a t h i c a n d Medical skills, as well. Normal Armament: N o n e .
Government Agent Gizmoid Good Samaritan

Generally well d r e s s e d a n d always coolly impersonal, government agents stalk the streets, constantly seeking information t h a t c a n b e u s e d t o

For Dark Minions, o n e of t h e m o s t frustrating things a b o u t h u m a n s h a s b e e n that in t h e very worst of t i m e s is when m a n y of t h e m b e c o m e t h e m o s t selfless a n d loving. In every locality, t h e r e are p e o p l e w h o a r e o p e n - h a n d e d l y helpful, just for t h e s a k e of m a k i n g t h e world a little brighter for o t h e r s . This is

shift t h e b a l a n c e of p o w e r into t h e h a n d s of their a g e n c i e s . T h e s e NPCs c a n show u p with no prior warning, whether to lend t h e player c h a r a c t e r s an u n e x p e c t e d h a n d in their cur-

rent mission, or to warn t h e m off. In either c a s e , though, gove r n m e n t a g e n t s are likely to treat t h e player c h a r a c t e r s a s rank n o v i c e s w h o would screw things up completely without t h e h e l p they offer. Government agents tend to have lots of nifty equipment to p a s s out when the going gets tough, but they are likely to be very picky in their judgment a s t o when that time h a s arrived.
Igor Mother Earther

D e s p i t e t h e c o l l a p s e of a w i d e s p r e a d farm e c o n o m y , m a n y p e o p l e h a v e refused to leave their farms or villages. T h e y r e m a i n on t h e land that their families h a v e o w n e d for generations, raising gard e n s large e n o u g h t o s u p p o r t their o w n n e e d s , a n d hunting t h e a b a n d o n e d fields a r o u n d t h e m for wildlife. As a result, they h a v e regained a n u m b e r of skills t h a t h a d b e e n largely forgotten in t h e 20th century. I n general, t h e s e p e o p l e h a v e c o m e t o b e called Mother Earthers. T h e y t e n d to be wary of strangers, b u t if c o n v i n c e d of a traveller's h a r m l e s s n e s s , t h e y c a n be very o p e n h a n d e d in sharing what they h a v e . As well, m o s t a r e m o r e t h a n willing to help out in any sort of task against the corporate farms that financially ruined t h e m . Level: Experienced. Skills: A s p e r E x p e r i e n c e d N P C s , p l u s Mec h a n i c 3 , Medical 2 , N a v i g a t i o n 6 , O b s e r v a t i o n

Level: Elite. Skills: As per Elite NPCs, plus Act/Bluff 7, Disguise 6, Forgery 4, Interrogation 7, O b s e r v a t i o n 8, Stalking 6, a n d Stealth 7. Normal Armament: Pistol.

Igors is t h e t e r m c o m m o n l y used a m o n g Dark Minion hunte r s when referring to h u m a n s w h o s e r v e t h e Dark Minions. T h e s e servants c a n be of nearly a n y sort, but m o s t are of lesst h a n - o u t s t a n d i n g intelligence, although t h e y m a y b e cunning, a n d are brutal, sadistic, selfish, a n d completely dishonest, m u c h
Security Guard

5, Stealth 5, and Tracking 7. S o m e , at the referee's option, m a y have m o d e r a t e empathic skills ( a v e r a g e level 3 ) . Normal Armament: N o n e .

O n e of t h e m o s t plentiful o c c u p a t i o n s in t h e Dark Conspiracy world is that of security guard. For o n e thing, valuables require m u c h m o r e protection than before. For another, t h e turnover rate a m o n g security g u a r d s is high, a n d not b e c a u s e of retirement it's a d a n g e r o u s j o b . Like b e a t c o p s , security g u a r d s a r e a l m o s t alw a y s found in pairs, a n d they t e n d to be heavily a r m e d a n d a r m o r e d . While c o p s a r e c o n c e r n e d with maintaining s o m e level of civic p e a c e , however, security g u a r d s a r e c o n c e r n e d only for protecting two thingstheir p o s t s a n d their lives. Often, their m o t t o is "If in doubt, shoot it." Level: Veteran. Skills: As p e r Veteran NPCs. Normal Armament: Flak jacket, pistol, a n d either an assault rifle, s h o t g u n , or s u b m a c h i n e g u n .

like their m a s t e r s . Igors often work in groups, especially t h o s e who are t o o stupid or cowardly to accomplish m u c h on their own. Every city h a s its share of Igors lurking in the shadows, just waiting for a chance to do s o m e mischief for their masters. Level: Experienced. Skills: As p e r Experienced NPCs. Normal Armament: Various.

It is not quite accurate to call the collection of creatures in this chapter animals. While most of t h e m are animals, there are also s o m e evil plants and s o m e mechanical creatures included in the mix as well. When referring to all of these creatures collectively, then, we u s e the term beasties.

Beasties c a n c o m e in h a n d y in several different w a y s for Dark Conspiracy referees. For o n e thing, true a n i m a l s c a n s e r v e a s a referee p r o p t o p a s s w a r n i n g s along to t h e P C s . Imagine, for instance, that t h e P C s a r e a b o u t to enter a Dark Minioninfested a r e a . O n e of t h e m o r e e m p a t h i c P C s might s c a n t h e a r e a for a n i m a l p r e s e n c e . If t h a t PC s e n s e s that t h e r e a r e no native c r e a t u r e s within t h e area, the PCs will be alerted to be on their g u a r d . Similarly, a p e t d o g w h o a c c o m p a n i e s t h e P C s m i g h t bristle a n d growl u p o n being t a k e n into t h e a r e a . In either c a s e , t h e referee h a s b e e n able t o u s e a n i m a l s (or t h e lack of t h e m ) to c o n v e y important information to t h e adventurers. T h o s e s a m e e x a m p l e s d e m o n s t r a t e another important u s e of b e a s t i e s in Dark Conspiracy a d v e n tures, however. That is, t h e y c a n be u s e d to help set a t m o s p h e r e . Whatever m o o d native a n i m a l s d e m o n s t r a t e is naturally p a s s e d on, at least to s o m e d e g r e e , to t h e PCs. In t h e e x a m p l e s a b o v e , t h e P C s will feel a s e n s e of o m i n o u s m e n a c e h a n g i n g over t h e a r e a , a n d that m o o d will h a v e b e e n c o m m u n i c a t e d m u c h m o r e effectively t h a n if t h e referee h a d simply said, "You feel a s e n s e of o m i n o u s m e n a c e . " Of c o u r s e , a n o t h e r major way of using b e a s t i e s to c o n v e y t h e foreboding of Dark Conspiracy advent u r e s is by using m u t a t e d creatures, or alien o n e s . Alien c r e a t u r e s c a n portray t h e s e n s e of o t h e r n e s s desirable in Dark Conspiracy. Mutated terran creat u r e s c a n do not only that, they c a n also convey a s e n s e of ruination brought a b o u t by t h e Dark Minions. Their w a r p e d condition c a n play u p o n t h e PCs' e m o t i o n s of pity a n d righteous anger: pity for the despoiled c r e a t u r e s , a n d righteous a n g e r t o thwart t h e Dark Minions' future p l a n s . Beasties a l s o help bridge t h e g a p b e t w e e n impersonal c i r c u m s t a n c e a n d personal e n e m i e s . T h a t is, a n i m a l s c a n b e a s implacable a s any natural force, but if h a n d l e d correctly, t h e y c a n also c o n v e y t h e s e n s e o f malevolent personality n e c e s s a r y t o m a k e players feel satisfied w h e n their c h a r a c t e r s h a v e b e s t e d t h e m . It all d e p e n d s u p o n h o w t h e referee p o r t r a y s t h e m . If t h e referee tries to get inside a b e a s t y ' s mind, to feel its desires a n d fears as m u c h as with a n y other NPC, that referee's portrayal will be m u c h m o r e effective a n d entertaining t h a n if t h e creature is merely played mechanically. T h a t brings us to our next point, which involves t h e r e a s o n for putting b e a s t i e s ' statistics a n d c o m bat rules here, rather t h a n in t h e " C o m b a t & D a m a g e " c h a p t e r of t h e players' part of this b o o k . If the players do not k n o w exactly what abilities a n d numerical ratings a particular b e a s t y h a s , they will be m u c h m o r e likely to picture it as a living being t h a n if they know its every secret in g a m e t e r m s . R e m e m b e r , t h e m o r e involved p l a y e r s a r e with story, a n d t h e less t h e y ' r e involved with n u m b e r s a n d m e c h a n i c s , t h e m o r e t h e essential s e n s e of m y s t e r y is p r e s e r v e d . Finally, it might be helpful to think of b e a s t i e s as low-grade NPCs. Generally, t h e y will be easier to best t h a n h u m a n or Darkling o p p o n e n t s . Even if t h e b e a s t i e s a r e physically powerful, t h e PCs should be able to o u t s m a r t t h e m , or at least t h e P C s will h a v e t h e a d v a n t a g e of special e q u i p m e n t a n d firepower.

t h e t y p e of c r e a t u r e , a n d is listed with that c r e a t u r e ' s statistics in t h e descriptions below.

Riding a draft animal is considered an action in the s a m e manner as driving a vehicle. The referee should refer to the vehicle movement rules on pages 109-112 for details. Horses, mules, camels, and the like m a y be ridden in combat. A walking animal c a n be ridden safely by virtually everyone. Riding a trotting animal requires an Easy test of Agility for characters without Horsemanship; those with this skill p a s s this test automatically. Characters with Horsemanship skill have a m a x i m u m safe speed on a horse equal to 20+Horsemanship. For these characters, riding at or under the safe speed is automatically successful. Riding at greater than the safe speedup to 40 meters per p h a s e (full gallop)is done at t h e risk of falling off. To avoid a fall requires an Average test of Horseman ship or a Difficult test of Agility, rolled o n c e per phase. Failure results in a fall, l D 6 - 3 h i t s B e a s t y o p p o n e n t s c a n give t h e P C s a c h a n c e to d e v e l o p their skills before taking on m o r e formidable foes. This c h a p t e r includes all sorts of b e a s t y listings, from natural t e r r a n a n i m a l s to entirely otherworldly c r e a t u r e s . F r o m t h e s e e x a m p l e s , referees will be able to extrapolate o t h e r s for their o w n g a m e worlds, t h u s k e e p i n g t h o s e worlds ever fresh a n d c h a n g i n g . Before looking at t h o s e listings, however, let's go over s o m e general rules for using b e a s t i e s in c o m bat situations. In general, b e a s t i e s attack as if e n g a g i n g in a r m e d m e l e e c o m b a t . This m e a n s that a beasty Basically, b e a s t y c o m b a t follows t h e s a m e rules a s h u m a n m e l e e c o m b a t , with t h e following e x c e p tions a n d clarifications. Note that, as with n o r m a l c o m b a t , all d i s t a n c e s h e r e a r e calculated in m e t e r s . attack c a n n o t b e b l o c k e d b y a n u n a r m e d character, but m a y only be b l o c k e d with a m e l e e w e a p o n . S o m e beasties attack with diving blows, which c a n n o t b e blocked but c a n b e d o d g e d . S o m e beasties h a v e poison a t t a c k s . Poison is c o v e r e d in the " C o m bat & D a m a g e " chapter. In general, b e a s t i e s h a v e t h r e e different m o v e m e n t rates: walk, trot, or run (although s o m e beasties a r e not a b l e t o run, a n d s o m e swim o r fly). T h e n u m b e r o f m e t e r s m o v e d a t e a c h rate d e p e n d s u p o n W h e n e v e r a b e a s t y first suffers d a m a g e from a c o m b a t , t h e r e is a c h a n c e it will flee. E a c h b e a s t y being suffered to a r a n d o m l y rolled hit location. Critical failure results in s o m e serious injury to horse a n d / o r rider, as d e t e r m i n e d by t h e referee, b a s e d u p o n t h e exact situation in which t h e m i s h a p o c curred. Injuries to a h o r s e might include breaking a leg in a c h u c k h o l e , tearing a m u s c l e during a leap, or b e c o m i n g b o g g e d in m u d in s u c h a way as to c a u s e injury. As well, it is likely that t h e rider h a s fallen a n d suffered d a m a g e as per a n o r m a l failure.

h a s a c h a n c e of attacking listed with its other statistics. This is t h e likelihood that t h e creature will a t t a c k w h e n first e n c o u n t e r e d if t h e P C s s t u m b l e u p o n it accidentally. (Of c o u r s e , if t h e referee planted t h e c r e a t u r e intentionally, whether it a t t a c k s or not is entirely d e p e n d e n t u p o n t h e referee.) That c h a n c e of attacking s e r v e s also as t h e likelihood that t h e b e a s t y will continue to a t t a c k e v e n if w o u n d e d . By t h e s a m e t o k e n , w h e n a b e a s t y is killed or r e n d e r e d u n c o n s c i o u s , a n e q u a l c h a n c e exists t h a t a n y other beasties in its group will flee. This die roll is m a d e each time a beasty is killed or rendered unconscious.

Agility: Again, not surprisingly, this refers to t h e b e a s t y ' s Agility rating. It is useful for determining s u c h things as whether or not t h e c r e a t u r e a v o i d s a diving blow. Skill: This n u m b e r r e p r e s e n t s t h e b e a s t y ' s ability to hit an o p p o n e n t in m e l e e c o m b a t . D a m . : An abbreviation for " D a m a g e , " this identifies t h e a m o u n t of h a r m a b e a s t y d o e s with a

The listings below give iriforrnation necessary for running any particular beasty, including basic statistics and special rules applicable only to that creature. The creature entries are listed in alphabetical order. The statistic headings are explained as follows: # Appear: S o m e c r e a t u r e s a r e typically e n c o u n tered alone, o t h e r s in g r o u p s . T h e # Appear listing gives either a n u m b e r or a die roll to indicate how m a n y of a particular t y p e of b e a s t y will be together. Attack: This h e a d i n g gives referees an indication of what t h e c h a n c e s are that t h e creature(s) will attack if e n c o u n t e r e d . However, referees should not feel b o u n d by this notation. Specific c i r c u m s t a n c e s m a y m a k e t h e c r e a t u r e ( s ) m o r e o r less p r o n e t o attack, at t h e referee's option. The Attack number is also the percent chance that the creature(s) will continue to attack after being wounded. Move: T h e first n u m b e r listed u n d e r "Move" is t h e b e a s t y ' s walking s p e e d , followed by its trotting s p e e d , a n d t h e n its running s p e e d (if a n y ) . Initiative: This is t h e b e a s t y ' s Initiative n u m b e r in c o m b a t . It o p e r a t e s exactly as do h u m a n Initiative ratings. Strength: Obviously, this gives a Strength rating for t h e beasty. It is useful in determining effects of diving blows, e t c . Constitution: J u s t as obviously, this gives a Constitution rating for t h e beasty, which is also useful for determining effects of diving blows.as well as for s a v e s v e r s u s poison, e t c .

successful m e l e e attack. N o t e that while PCs h a v e a set n u m b e r for their u n a r m e d c o m b a t d a m a g e rating, m a n y b e a s t i e s h a v e a die roll. ( S o m e e v e n h a v e a poison d a m a g e notation, as explained above.) Hits: Beasty hit points a r e split into two sections: T h e first n u m b e r listed is t h e first section; t h e s e c o n d o n e is t h e total n u m b e r of hit points. Any d a m a g e is a slight w o u n d , a n d o n c e d a m a g e h a s b e g u n on the s e c o n d section, it b e c o m e s a serious wound. W h e n t h e last point of d a m a g e h a s b e e n c r o s s e d off, t h e b e a s t y is u n c o n s c i o u s or dying.

Average test of Willpower, a n d to s a v e versus blindness is a Difficult test of Willpower. C r e a t u r e s fighting blind against an a p e p do so at o n e level increased difficulty. Aimed fire h a s no effect (you c a n ' t hit what you c a n ' t s e e ) but a u t o fire o p e r a t e s as n o r m a l , with t h e exception that r a n g e is treated a s being o n e b a n d greater t h a n t h e actual distance.

# Appear: 3D 10 Initiative: 6 Attack: 90% Move: 2 Strength: 0 Constitution: 1

Agility: 3 Skill/Dam.: 8/1 Hits: 1

# Appear: 2D6 Initiative: 4

Attack: 95% Strength: 6 Move: 10/30/80 Constitution: 10 Hits: 4/8 Egyptian

Agility: 10 Skill/Dam.:5/1D6 According to

O n e of t h e results of global w a r m i n g h a s b e e n a poleward migration of equatorial creatures, e s p e cially insects. A r m y a n t s h a v e b e e n encountered e v e n in s o m e p a r t s of t h e United S t a t e s , for exa m p l e . W h e n t h e s e c r e a t u r e s are e n c o u n t e r e d , they will be on a feeding frenzy, eating everything organic in their p a t h . In c o m b a t , t h e referee should describe t h e m as a c a r p e t of insects that b e g i n s at o n e side of t h e m a p a n d s w e e p s steadily toward t h e other. W h e n a c h a r a c t e r first e n t e r s a s q u a r e containing a r m y a n t s (or vice versa) that c h a r a c t e r suffers a t t a c k by a n u m b e r of a n t s equal to t h e "# Appear" notation. T h a t m a n y dice a r e rolled for c o m b a t , and for e a c h s u c c e s s , t h e c h a r a c t e r t a k e s o n e point o f d a m a g e t o a r a n d o m location. E a c h p h a s e thereafter, another roll is m a d e for "# Appear," a n d that n u m b e r of a t t a c k dice are a d d e d to t h e previous total. Hits on a r m y a n t s a r e a u t o m a t i c , with t h e c h a r a c ter destroying a n u m b e r of a n t s equal to his or her u n a r m e d c o m b a t d a m a g e rating. Obviously, fighting a r m y a n t s is a losing proposi-

legend,

a p e p s were s n a k e like c r e a t u r e s that e x u d e d pitch darkn e s s a n d prowled tombs to guard they t h e m f r o m robbers. Nowadays, prowl t h e mazy, org a n i c corridors of Dark Minion c o r p o rate constructs, guarding t h e m from intrusion by outsiders. A p e p s are roughly of a size with t h e largest p y t h o n s . T h e y are highly e m p a t h i c by nature, with incredible skillfulness at t h e u s e of H u m a n E m p a t h y a n d Project Emotion. This latter skill is u s e d primarily to project a conviction of blindness, preventing t h e a p e p s from being s e e n , but if an a p e p elects to forgo a n o r m a l action, it c a n a l s o project p a n i c into its o p p o n e n t s . Targets of t h e s e a t t a c k s get a s a v e versus Willpower to resist t h e effects: to s a v e v e r s u s p a n i c is an

tion. However, c h a r a c t e r s c a n easily outrun t h e m , unless t h e y f i n d t h e m s e l v e s t r a p p e d s o m e h o w .

d a m a g e . Rather, t h e victim m u s t k e e p a s e p a r a t e a c c o u n t of " w o u n d s " it c a u s e s . T h e effects o f t h e d r u g a r e t h e s a m e a s for r e g u l a r w o u n d s , b u t t h e w o u n d level n e v e r p r o g r e s s e s b e y o n d

# Appear: 3D6 Attack: 100%

Initiative: 4 Strength: 1

Agility: 4 Skill/Dam.:5/lpl

serious, and sleep drug-induced d a m a g e wears off c o m p l e t e l y after 10 h o u r s . Generally, if an a s s a s s i n o i d is d a m a g e d it is d e s t r o y e d . However, if it is r e d u c e d to e x a c t l y 0 hit p o i n t s , it c a n be r e p a i r e d by a Difficult c h e c k of Electronics, and it can be r e p r o g r a m m e d to a t t a c k a different t y p e of c r e a t u r e or to r e c o g n i z e a different c o d e word if a s u c c e s s f u l Difficult check of Computer Operation is m a d e . It m a y be n e c e s s a r y for t h e c r e a t u r e ' s injector t o b e r e filled, h o w e v e r (it is a Difficult t e s t of C h e m i s t r y o r Medical t o m a n u f a c t u r e m o r e o f its t o x i n ) .

Move: 12/24/36 Constitution: 2 Hits: 3/5

# Appear: 3D10 Assassinoids are small (hand-sized), multilegged robot g u a r d s p r o g r a m m e d to recognize a p a r t i c u l a r t y p e o f c r e a t u r e (typically h u m a n s ) a n d a t t a c k it. T h e y a r e c r e a t e d b y s o m e u n d i s closed g o v e r n m e n t a g e n c y which u s e s t h e m primarily t o p r o t e c t t o p - s e c r e t facilities. Vary rarely a r e t h e y e n c o u n t e r e d a n y w h e r e e l s e . T h e only w a y t o s t o p a n a s s a s s i n o i d , o t h e r t h a n b y d e s t r o y i n g it, is to t u r n it off by m e a n s of a s p e c i a l c o d e w o r d t h a t its e l e c t r o n i c b r a i n will r e c o g n i z e . Of course, usually this c o d e word is c h a n g e d regularly, t o e n h a n c e security. In combat, assassinoids attempt to leap onto their v i c t i m s ( t r e a t e d a s a diving b l o w ) . O n c e t h e y s u c c e e d , t h e y cling t o t h e victim a n d try t o inject t h e i r p o i s o n into it. ( S e e t h e p o i s o n r u l e s , in " C o m b a t & D a m a g e " for d e t a i l s . ) Hit l o c a t i o n s can be rolled as normal, representing the Once an a s s a s s i n o i d s ' c l a m b e r i n g over their victims in search of an unprotected location. it d r o p s off a n d flees. Most a s s a s s i n o i d s a r e l o a d e d with a s t a n d a r d , killing t o x i n , b u t o c c a s i o n a l l y s o m e c a r r y a s l e e p i n g d r u g i n s t e a d . T h i s d r u g d o e s n o real a s s a s s i n o i d h a s s u c c e s s f u l l y injected its victim, of Attack: 30% Move: 10/20

Initiative: 6 Strength: 1

Agility: 8 Skill/Dam.: 5/1

Constitution: 1 Hits: Special*

' W h e n a bat is hit, roll 1 D 6 + 2 (round d o w n ) . If t h e d a m a g e it received e x c e e d s t h e result of this roll, t h e bat is d e a d ; otherwise, no effect. Bats h a v e a long tradition involvewith ment

horror plots, and DarkConspiracy advent u r e s are n o exception. As insects have proliferated in abandoned rural areas, c r e a t u r e s that feed on t h e m , including b a t s , h a v e greatly increased in n u m b e r , as well. Now, b a t s are as c o m m o n in t h e night skies as birds are during t h e d a y t i m e . And occasionally t h o s e b a t s will s w a r m to attack a n i m a l s a n d e v e n h u m a n s . In c o m b a t , a flock of b a t s will swirl a r o u n d t h e c h a r a c t e r s , individually swooping to attack at ir-

regular intervals, (roll 1 D 6 - 1 for e a c h character, to determine how m a n y bats attack the character in that p h a s e ) t h e n dodging away. B e c a u s e of this, it is virtually impossible for t h e referee to k e e p track of hits on individual b a t s . T h a t is why t h e "Hits" listing for b a t s h a s a variable n u m b e r a n d a n o t e . As t h e n o t e s a y s , w h e n e v e r a bat t a k e s d a m a g e , the referee should roll 1 D 6 2 (round d o w n ) , a n d if t h e d a m a g e received is greater t h a n this n u m b e r , t h e b a t is d e a d . Otherwise, t h e b a t is injured insufficiently to t a k e n o t e of.

t h e first s u c c e s s ful claw attack, all other claw attacks become atgrappling ber, be This

tacks. (Rememgrappling blocked.) grappling attacks cannot

attack is special, however, a n d inflicts both c o n -

# Appear: 1D6*2 Initiative: 4 Agility: 4 Skill/Dam.:6/2D6 Attack: 40% Strength: 13 Move: 10/20/40 Constitution: 13 Hits: 20/40 If t h e PCs s p e n d any t i m e in rural a r e a s , t h e r e is a c h a n c e t h a t they m a y e n c o u n t e r d a n g e r o u s wildlife: b e a r s , for instance. A bear m a k e s two melee attacks p e r c o m b a t p h a s e : o n e with its claws a n d o n e with its j a w s . After t h e first successful claw attack, later claw a t t a c k s b e c o m e g r a p pling a t t a c k s instead. ( R e m e m ber, grappling a t t a c k s c a n n o t be blocked.) This grappling a t t a c k is special, inflicting not only controlling hits u p o n its target, but also c a u s i n g 1 D 6 points o f d a m a g e t o t h e t a r g e t ' s chest. As well, o n c e controlling hits h a v e completely s u b d u e d t h e target, t h e b e a r ' s jaw a t t a c k s hit a u t o m a t i cally a n d d o d o u b l e d a m a g e .

trolling hits on the target and 2 D 6 d a m a g e points t o t h e t a r g e t ' s chest. O n c e controlling hits h a v e completely s u b d u e d t h e target, t h e b e a r ' s jaw a t t a c k s hit automatically, doing double d a m a g e . Kodiak b e a r s c o u n t a s grizzly b e a r s .

# Appear: 1 Attack: 95% Move: 16/32 Bloats are amphibious creatures about t h e size of a hum a n fist, h o u s e d in a leathery black shell a n d c o v e r e d on all sides with tough, barbed spines which a r e a b o u t

Initiative: 2 Strength: 1 Constitution: 3

Agility: 9 Skill/Dam.: 6/1D6 Hits: 5/10

# Appear: 1 Attack: 45%

Initiative: 3 Strength: 27

Agility: 4 Skill/Dam.: 7/3D6

four c e n t i m e t e r s l o n g . First r e ported in the Great L a k e s region of North America, bloats are evidently a form of life n e w to this planet. T h e c r e a t u r e s h a v e n o evident external s e n s o r y o r g a n s , a n d speculation is t h a t they s e n s e vibrations t h r o u g h their quills. ( A m o n g t h e e m p a t h i c c o m m u nity, it h a s b e e n hypothesized t h a t they are at least

Move: 10/25/50 Constitution: 27 Hits: 25/50 Brown b e a r s a n d black b e a r s c a n b e d a n g e r o u s e n o u g h , b u t c h a r a c t e r s m i g h t also h a v e t h e misfort u n e of m e e t i n g a grizzly or, if in t h e arctic, a polar bear. Like n o r m a l b e a r s , grizzlies a n d polar b e a r s m a k e t w o m e l e e a t t a c k s per c o m b a t p h a s e o n e with their claws a n d o n e with their j a w s a n d after

slightly e m p a t h i c as well.) On land a n d water, bloats m o v e b y rolling a c r o s s t h e surface, which t h e y c a n do quite rapidly. Cinder water, t h e y m o v e m u c h m o r e slowly ( o n e - q u a r t e r t h e listed s p e e d ) by stroking with their s p i n e s . T h e c r e a t u r e s c a n also l e a p a s m u c h a s t h r e e m e t e r s straight u p w a r d b y m e a n s o f flexing t h o s e quills. Bloats get their n a m e from their m a n n e r of feeding. Typically, a bloat will a t t a c k s o m e small creature, up to twice its size, impaling t h e victim u p o n t h e quills a n d slowly sucking b o d y fluids from it. After t h e victim h a s died, t h e bloat will r e m a i n a t t a c h e d t o t h e d e c a y i n g c a r c a s s , continuing t o t a k e s u s t e n a n c e from t h e bloating c o r p s e while waiting for carrion e a t e r s to arrive. T h e bloat t h e n a t t a c k s t h o s e c r e a t u r e s a s well, beginning t h e cycle o n c e m o r e . In t h e water, it is not u n c o m m o n for a bloat a n d its victim to be swallowed whole by a larger creature, which t h e n finds its life being drained from t h e inside. In c o m b a t , a bloat a t t a c k s by leaping at larger o p p o n e n t s , continuing to do so until it h a s m a d e a successful hit, which indicates t h a t it h a s fastened o n t o its victim. D a m a g e from that point on is a u t o m a t i c until t h e bloat is d e s t r o y e d . Any a t t a c k s that m i s s a bloat o n c e it is a t t a c h e d automatically hit t h e bloat's victim instead. T h e only t i m e a bloat will not a t t a c k c r e a t u r e s that e n c o u n t e r it is when it is a t t a c h e d to a victim t h a t is not yet quite d e a d .

T h e only real difference b e t w e e n blood vultures a n d regular vultures is that blood vultures do not wait for d e a d prey. T h e y a t t a c k t h e living, e v e n t h e u n w o u n d e d (although 2 0 % is a d d e d to t h e listed c h a n c e of a t t a c k if t h e target is already bleeding). In c o m b a t , blood vultures d r o p u p o n their prey a n d buffet it with their wings while p e c k i n g at it with their b e a k s . They a r e m o r e likely to hit t h e h e a d a n d u p p e r t o r s o t h a n t h e legs, so 1D6 is rolled on t h e hit location table, rather t h a n 1 D 1 0 .

# Appear: 1D6 Initiative: 3 Attack: 10% Move: 10/20

Agility: 7

Strength: 17 Skill/Dam.:4/1D6 Constitution: 13 Hits: 35/65

In desert environments, camels can be indispensable, especially if vehicles are not available or fuel is limited. The creatures can be quite cantankerous, however. As a b e a s t of burden, a c a m e l c a n c a r r y l o a d s u p t o 1 2 0 kilog r a m s in weight. C a m e l s s e l d o m attack, but w h e n t h e y do it is a bite attack. It is an E a s y test of H o r s e m a n s h i p to c a l m a biting c a m e l .

# Appear: 1D6+3 Initiative: 6 Attack: 40% Strength: 10

Agility: 8 Skill/Dam.: 8/2D6

# Appear: 1D6 Attack: 40%

Initiative: 4 Strength: 3

Agility: 6 Skill/Dam.: 4/1D6

Move: 10/30/60 Constitution: 10 Hits: 15/25 The category "large cats" inc l u d e s s u c h felines as lions, leopards, and cougars, creat u r e s that m a y be encountered in t h e wild. ( S e e "Tiger" and "Saber-toothed Cat" for really large cats.)

Move: 20/40/80 Constitution: 4 Hits: 5/10

On t h e first c o m b a t p h a s e in which a large cat a t t a c k s a target, it m a k e s t w o s i m u l t a n e o u s a t t a c k s , o n e a diving blow a n d t h e other a m e l e e attack. (But n o m o r e t h a n t w o large c a t s c a n b e involved i n diving a t t a c k s on a single target.) In e a c h p h a s e thereafter, t h e large cat m a k e s only o n e attack, that being a m e l e e attack.

Optionally, t h e referee m a y wish to allow to a damage and/or

cerberoid's h e a d chest count additionally as a c h a n c e t h a t s o m e of t h e

# Appear: 3D6 Initiative: 2 Attack: 20% Strength: 20

Agility: 5 Skill/Dam.: 4/1D10

t e n t a c l e s are destroyed. counted Each sepawound should be rately, a n d should be multiplied by 10 for a percenta g e c h a n c e that 1 D 6 + 2 t e n t a c l e s (rounded down) a r e lost. For instance, a blow that did 3 points of d a m a g e to the chest would have a 3 0 % chance of severing tentacles.

Move: 10/20/25 Constitution: 18 Hits: 15/30 This listing r e p r e s e n t s a n i m a l s s u c h a s t h e A m e r i c a n bison, t h e African gnu, a n d t h e Asian water buffalo. But it also includes d o m e s ticated cattle, m a n y of which h a v e reverted to wild. (Cattle that are still domesticated h a v e only a 5% c h a n c e of attack.) In c o m b a t , cattle m a k e diving a t t a c k s w h e n e v e r possible. Note that attacking cattle a r e not k n o c k e d down if they m i s s their target, u n l e s s that target s c o r e s a critical s u c c e s s on t h e a t t e m p t to avoid t h e diving blow. In all other c a s e s , t h e a t t a c k i n g cattle simply turn a n d a t t e m p t another diving blow in their next Initiative p h a s e .

# Appear: 1D6+2 Initiative: 4 Attack: 80% Strength: 5

Agility: 7 Skill/Dam.: 7/lD6

Move: 15/30/60 Constitution: 4 Hits: 15/30

# Appear: 2D6 Initiative: 6 Attack: 100% Strength: Move:

Agility: Skill/Dam.: 6/1p1

Constitution: Hits:

Like h u m a n m e d u s a s ( s e e t h e "Dark R a c e s " c h a p t e r ) , cerberoids a r e terran c r e a t u r e s that h a v e h a d independently guided, stinger-tipped t e n t a c l e s grafted t o their h e a d s a n d shoulders. Cerberoids m a y h a v e originated a s nearly a n y t y p e o f animal, a n d t h e referee should u s e t h e statistics for that particular c r e a t u r e in c o m b a t . However, a cerberoid also m a k e s poison a t t a c k s in addition to its n o r m a l a t t a c k s , with e a c h t e n t a c l e striking separately. Note that in t h e statistics a b o v e , "# A p p e a r " refers to t h e n u m b e r of t e n t a c l e s grafted o n t o e a c h animal, a n d "" m e a n s "not applicable."

No o n e k n o w s what c h i m e r a s truly look like. T h e s e elusive c r e a t u r e s a r e highly e m p a t h i c , with powerful natural skills of Animal E m p a t h y , H u m a n E m p a t h y , a n d Project Emotion, which they u s e to stir up animal m e m o r i e s in their o p p o n e n t s ' m i n d s . As a result, o p p o n e n t s r e m e m b e r only confused i m a g e s a m a l g a m a t e d from p o r t i o n s o f v a r i o u s c r e a t u r e s . B e c a u s e c h i m e r a s invariably flee after taking half their total hit points in d a m a g e , t h e r e h a v e b e e n no c a r c a s s e s left to study, either.

r e m a i n s e n g a g e d with t h a t character, it m a y m a k e no further diving blows.

# Appear: 1D6 Attack: 70% Move: 5/10/20

Initiative: 4 Strength: 8

Agility: 3 Skill/Dam.: 7/2D6

Constitution: 9 Hits: 12/24

# Appear: 1D6 Attack: 60% Move: 15/30/60

Initiative: 4 Agility: 7 Skill/Dam.: 6/lD6 Strength: 3 Constitution: 2 Hits: 4 / 8 This listing incovers quite a bit of g r o u n d , cluding everyto Imagine a d e s e r t alligator slightly faster t h a n a h u m a n , with a voracious appetite, a n d you will pretty m u c h k n o w what the b e a s t i e s called d r a g o n s a r e like. No o n e is certain whether they are native to t h e E a r t h p e r h a p s at s o m e point in historyor if they h a v e b e e n genetically engineered from existing terran stock. What is k n o w n is t h a t t h e y are vicious, a n d that in arid rural regions they a r e giving t h e c o y o t e s and wolves s o m e stiff competition. In c o m b a t , a d r a g o n gets two a t t a c k s on its first p h a s e (like a d o g ) : o n e diving blow a n d o n e bite attack. On every p h a s e thereafter, it gets only t h e bite attack. Additionally, n o m o r e t h a n t w o d r a g o n s c a n perform a diving blow on t h e target creature, b e c a u s e of s p a c e limitations.

thing from p e t Chihuahuas packs dogs doned The o f wild prowling farms.

cities or a b a n statistics

a b o v e a r e for a d o g of a v e r a g e size a n d ferocity; t h e referee m a y wish to adjust t h e Strength, Constitution, d a m a g e , a n d hits listings up or down to r e p r e s e n t very large or very small d o g s . In t h e first r o u n d in which a d o g a t t a c k s , it is allowed two s i m u l t a n e o u s a t t a c k s : o n e diving blow (representing its l e a p into c o m b a t ) a n d o n e m e l e e attack (representing its a t t e m p t s to bite). D u e to s p a c e restrictions, however, n o m o r e t h a n two d o g s c a n m a k e diving a t t a c k s on a single c h a r a c t e r in a n y c o m b a t p h a s e . All other d o g s attacking the c h a r a c ter m a k e only their m e l e e attack. Mote that the diving blow is m a d e only during t h e first p h a s e in which a d o g a t t a c k s a character. As long as that d o g

# Appear: 1 Attack: 20%

Initiative: 3 Strength: 26

Agility: 4 Skill/Dam.: 4/5D6

Move: 10/15/30 Constitution: 26 Hits: 30/60 It m a y s e e m odd, at first, to h a v e a listing for e l e p h a n t s . However, not only m a y t h e c h a r a c t e r s

e n c o u n t e r t h e m in Africa, they might also e s c a p e from a local zoo, a n d tabloid stories o c c a sionally m e n t i o n e l e p h a n t s b e ing k i d n a p p e d by U F O s . W h e n u s e d as b e a s t s of burden, elephants can carry up to 6 0 0 kilograms. If an e l e p h a n t b e c o m e s involved in c o m b a t , its first a t t a c k is a c h a r g e attack, which is treated as a diving a t t a c k for p u r p o s e s of determining s u c c e s s a n d d a m a g e d o n e . (Note that t h e e l e p h a n t d o e s not fall p r o n e if t h e attack fails, u n l e s s t h e target s c o r e s a critical s u c c e s s on the a t t e m p t to avoid t h e a t t a c k . ) As well, this c h a r g e requires a p a n i c c h e c k from its target. After t h e first p h a s e of c o m b a t , however, an e l e p h a n t will usually e n g a g e in m e l e e (stomping, a n d goring with its t u s k s ) , using t h e skill a n d d a m a g e listings a b o v e for determining hits. W h e n resolving collisions b e t w e e n e l e p h a n t s a n d vehicles, treat a n e l e p h a n t ' s weight a s f i v e t o n s . # Appear: Attack: Move: Initiative: Strength: Agility: Skill/Dam.: 2/3p4 # Appear: 1D6+3 Initiative: 5 Attack: 40% Strength: 10 Agility: 8 Skill/Dam.: 8/2D6

Move: 10/30/60 Constitution: 10 Hits: 15/25

Constitution: Hits:

Attack: 10%

# Appear: 1D6 Initiative: 5 Strength: 12

Agility: 7 Skill/Dam.: 4/lD6

Move: 10/30/60 Constitution: 11 Hits: 13/25 Sometimes characters may want to use horses rather than v e h i c l e s for t r a n s p o r t a t i o n , e s p e c i a l l y in rural s e t t i n g s . As well, t h e y m a y e n c o u n t e r s m a l l b a n d s of wild h o r s e s in t h e wild e r n e s s . T h e s t a t i s t i c s listed here are adjusted to represent t h e a v e r a g e e q u i n e , a n d refere e s m a y wish t o adjust t h e s t a t i s t i c s a bit for l a r g e r or s m a l l e r creatures, such as Clydesdales or mules. If u s e d as b e a s t s of burden, h o r s e s c a n c a r r y a n u m b e r of k i l o g r a m s equal to 10 t i m e s their S t r e n g t h rating. Manticores are basically large c a t s that h a v e h a d a h u g e scorpion-like tail grafted o n t o t h e m . T h e c r e a t u r e s are so rarely e n c o u n t e r e d that they are generally t h o u g h t only legendary. In c o m b a t , m a n t i c o r e s get two a t t a c k s per r o u n d : o n e with c l a w or t o o t h at skill level 8 a n d d o i n g 2 D 6 d a m a g e , a n d t h e s e c o n d a t skill level 2 with tail s t i n g e r a n d d o i n g p o i s o n d a m a g e r a t e d a t 3 p 4 . O n c e a p o i s o n a t t a c k h a s hit, h o w e v e r , t h e s e c o n d a r y s t i n g e r a t t a c k d o e s only 3 p o i n t s of p u n c t u r e d a m a g e for t h e rest of combat.

only in their native environment, but also as e s c a p e e s from zoos. Rhinos in c o m b a t do little else but # Appear: 5D10 Initiative: 6 Agility: 7 Strength: 1 Skill/Dam.: 3/2 Attack: 45% Constitution: 1 Hits: 1/2 Move: 4 / 8 / 1 5 m a k e c h a r g e a t t a c k s . A rhino's c h a r g e d o e s require its t a r g e t s to m a k e a p a n i c c h e c k ( a s explained in " C o m b a t & D a m a g e " ) , but for p u r p o s e s of determining hits a n d d a m a g e , t h e c h a r g e is treated as a diving attack. (The skill a n d d a m a g e listings a b o v e a r e for t h o s e rare o c c a s i o n s w h e n t h e referee determ i n e s a rhino m a y be u n a b l e to m a k e a c h a r g e . ) W h e n a rhino m a k e s a successful attack on a vehicle, d a m a g e is calculated as a collision, counting t h e rhino's weight as t h r e e t o n s .

# Appear: 2D6 Attack: 75% With t h e world's general e c o n o m i c decline, m o s t localities h a v e less m o n e y t o s p e n d o n keeping rat infestation u n d e r control. As a natural result, t h e rat population h a s b o o m e d , which h a s led t o increased competition for food, which in turn h a s led to m o u n t i n g n u m b e r s o f rat a t t a c k s o n h u m a n beings. In c o m b a t , r a t s fight in t h e s a m e s q u a r e as their t a r g e t s . On t h e first p h a s e of c o m b a t , e a c h target will b e a t t a c k e d b y 1D6 rats, with a n additional 1 D 6 r a t s joining u p o n e a c h s u b s e q u e n t p h a s e until all of t h e m h a v e b e e n a c c o u n t e d for. Typically, hit locations on t h e target will be lower body. To reflect this, roll 1 D 6 + 3 on the hit location c h a r t instead of 1D10. Move: 15/30/60 Most p e o ple think roaches are creepy. In Dark Conspiracy, some giant abanr o a c h e s infest d o n e d buildings a n d sewers. At just under o n e m e ter in length, they a r e l a r g e enough to be # Appear: 1 Attack: 30% Initiative: 3 Strength: 20 Agility: 3 Skill/Dam.: 6/4D6 extremely dangerous,

Initiative: 5 Strength: 2

Agility: 8 Skill/Dam.: 4/lD6

Constitution: 2 Hits: 5/10

Move: 10/15/25 Constitution: 20 Hits: 25/50 Like e l e p h a n t s , rhinos c a n b e e n c o u n t e r e d not

b u t s m a l l e n o u g h t o still b e c r e e p y . Giant r o a c h e s a r e fast a n d voracious, but t h e y scatter quickly w h e n faced with t o u g h opposition. To r e p r e s e n t this, while m o s t b e a s t i e s flee c o m b a t if they fail a roll v e r s u s their a t t a c k p e r c e n t a g e o n c e o n e of their n u m b e r h a s b e e n killed, giant r o a c h e s do just t h e o p p o s i t e . T h a t is, t h e y flee c o m b a t if t h e y succeed at that roll. Very bright lights, s u c h as floodlights, flares, or a u t o m o b i l e headlights, will drive t h e m away as well u n l e s s t h e y fail their c h a n c e - t o - a t t a c k roll.

world's o c e a n s , t h e a q u a t i c food chain h a s b e e n seriously disrupted. H u n d r e d s of salt-water crea# Appear: 1 Attack: 60% Initiative: 4 Strength: 22 Agility: 5 Skill/Dam.: 8/2D10+2 t u r e s h a v e b e c o m e completely extinct, with t h e result that t h e waters that o n c e t e e m e d with life now s e e m relatively barren. If t h e P C s s p e n d any t i m e in t h e o c e a n , t h e y h a v e a m o d e s t c h a n c e of e n c o u n tering s h a r k s . It is a l m o s t g u a r a n t e e d t h a t t h o s e s h a r k s will be h u n g r y e n o u g h to attack. For simplicity's s a k e , b e c a u s e s h a r k s are native t o t h e water a n d h u m a n s a r e not, c o m b a t c a n b e run as n o r m a l for t h e s h a r k s , but all m e l e e t a s k s for h u m a n s should be at o n e level higher difficulty t h a n n o r m a l . R e m e m b e r as well that t h e c h a r a c t e r s will h a v e t o b e m a k i n g S w i m m i n g c h e c k s (see "Task Resolution & Skills" for details).

Move: 15/25/50 Constitution: 22 Hits: 25/50 Many Dark Races have visited or inhabited t h e Earth for u n c o u n t e d a g e s , and a few of t h e m , notably t h e extraterrestrials, h a v e b e e n collecting animal s p e c i m e n s for t h a t entire t i m e , k e e p i n g t h e m in s u s p e n d e d a n i m a t i o n for later u s e . S o , it is possible for P C s to c o m e face to face with c r e a t u r e s long t h o u g h t extinct. S u c h is t h e c a s e with saber-toothed cats. S a b e r - t o o t h s c o n d u c t c o m b a t i n t h e s a m e way a s grizzly b e a r s . However, a saber-tooth's grappling a t t a c k d o e s 2 D 6 + 2 d a m a g e t o t h e target's chest.

# Appear: 1 Attack: 90%

Initiative: 3 Strength: 30

Agility: 3 Skill/Dam.: 3/3D10

Move: 2/4/8 Constitution: 35 Hits: 60/120 No o n e is quite sure what t h e s u b t e r r a n e a n c r e a t u r e s k n o w n as slithers really look like. Only t h e barest g l i m p s e s of t h e m h a v e ever b e e n caught, at least by a n y o n e w h o h a s survived an encounter. But from t h e size of t h e t u n n e l s t h e s e c r e a t u r e s leave, it i s e s t i m a t e d t h a t t h e y m u s t b e a t least a s large a s a n

# Appear: 1

Initiative: 5

Agility: 7

elephant. A c c o u n t s of a t t a c k s by t h e c r e a t u r e s describe t h e m a s having clawed tentacles that erupt from t h e g r o u n d to drag their prey, kicking a n d s c r e a m i n g , into a c a v e r n o u s b e a k e d orifice. S o m e h a v e s u g g e s t e d that slithers are like i m m e n s e , leathery squids. Additionally, it is a p p a r e n t t h a t t h e c r e a t u r e s e x u d e a strong acid from their skins, as residue from t h e t e n t a c l e s h a s b e e n tested chemically. It is hypothesized that a s t h e c r e a t u r e s p u s h t h e m s e l v e s t h r o u g h t h e soil (apparently by brute force), this acid slime r e a c t s with the soil, c o m p a c t i n g it and firming it to c r e a t e s e m i p e r m a n e n t tunnels. Typically, when a slither is e n c o u n t e r e d , it is in an a r e a that h a s b e e n extensively tunneled, allowing the creature m a x i m u m mobility in chasing its quarry. Apparently, slithers a r e incredibly sensitive to sound vibrations, which is h o w t h e y track their prey. They

Skill/Dam.: 6/1D10 Attack: 90% Strength: 7 Move: 13/25/50 Constitution: 9 Hits: 13/25 B e c a u s e of t h e effects of water pollution on t h e

h a v e b e e n k n o w n to c o n s u m e c r e a t u r e s ranging in size from h o u s e c a t s to c o w s . At least o n e a c c o u n t c l a i m s that, while slithers c a n n o t freely travel t h r o u g h rock, t h e y c a n u s e their acid to tunnel in it at a very slow p a c e , p e r h a p s up t o 2 5 c e n t i m e t e r s a n hour. In c o m b a t , a slither a t t a c k s by positioning itself u n d e r its victim, either by using existing t u n n e l s to lie in wait forthe victim to p a s s , or, if h u n g r y e n o u g h , by tunneling t h r o u g h t h e soil t o w a r d t h e p r e y (at a m a x i m u m s p e e d of four m e t e r s per p h a s e ) . In t h e latter c a s e , it is an E a s y test of Observation to notice t h e slither's a p p r o a c h , b e c a u s e t h e creature t e n d s t o burrow along n e a r t h e surface, c a u s i n g t h e ground to rise as it m o v e s . O n c e t h e slither is u n d e r its target, it r a i s e s its m o u t h e d e n d suddenly, s o m e t i m e s k n o c k i n g t h e victim off its feet (Easy test of Agility to avoid), t h e n l a u n c h e s its t e n t a c l e s into t h e air to pin t h e prey. If its a t t a c k is successful, t h e prey t a k e s t h e listed d a m a g e as a combination of acid b u r n s a n d crushing. This attack c a n n o t b e blocked, but it c a n be avoided by an Average test of Agility, using o n e of t h e d o d g e r ' s actions for the c o m b a t turn. O n c e t h e p r e y h a s b e e n g r a b b e d , i t t a k e s n o

further d a m a g e , but it will be swallowed (instant d e a t h ) within 1D6 p h a s e s , u n l e s s t h e slither t a k e s e n o u g h d a m a g e in t h e interim to p u s h it p a s t half its total hits. After t a k i n g m o r e t h a n half its total hits, a slither will d r o p its p r e y a n d flee into its d e e p e r tunnels.

# Appear: 2D6 Attack: 90% Move: 2

Initiative: 1 Strength: 3

Agility: 1 Skill/Dam.: 6/2D6

Constitution: 6 Hits: 8/16

Like its smaller cousin, t h e g a r d e n slug, t h e giant slug is a slimy c h u n k of dark gray-brown flesh, like a snail without a shell (for all p r a c t i c a l p u r p o s e s , it is a snail without a shell). While n o r m a l slugs c a n b e found a b o v e ground, giant slugs dwell only in sewers a n d c a v e s . Giant slugs r e a c h a size up to two meters in length. The creat u r e s are terribly slow, but because t h e y feed on refuse, s p e e d is not normally an issue. Also, in t h e sewer t u n n e l s that t h e y frequent, it is not impossible for a n u m ber of t h e m to t r a p a quicker creature in a d e a d e n d a n d attack it en masse. In c o m b a t , giant slugs suffer no loss of Initiative until they h a v e lost half of their hit points, at which point they c a n t a k e n o action e x c e p t t o a t t e m p t to flee. N o t e that salt s e r v e s as a deterrent to t h e c r e a t u r e s .

enclosed area s u c h as a ra# Appear: 1D10 Initiative: 4 Strength: 1 Attack: 50% Move: 5/15 Agiliy: 7 Skill/Dam.: 7/1 p* vine. When used as guard creatures, they typically t r a p intruders up a g a i n s t a wall or fence. O n c e t h e p r e y is unable t o e s c a p e , the spongies thempress

Constitution: 1 Hits: 2/4

*The n u m b e r of poison dice rolled is variable: rattlers: 1 , a s p s a n d c o b r a s : 2 , coral s n a k e s : 3 . T h o s e snakes repr e s e n t e d by t h i s listing include pois o n o u s varieties s u c h as asps, cobras, and rattlers. To r e flect t h e fact that t h e y are quick a n d elusive, s n a k e s a r e allowed an A v e r a g e test of Agility to d o d g e a n y m e l e e a t t a c k m a d e against t h e m . Like blocking, however, this d o d g e u s e s u p o n e o f t h e c r e a t u r e ' s a c t i o n s for t h e c o m b a t turn. N o t e that s o m e s n a k e s a r e m u c h m o r e poisono u s t h a n others. To reflect this, t h e notation for n u m b e r o f p o i s o n o u s d a m a g e dice rolled h a s b e e n m a d e variable. T h e referee c a n u s e t h e s n a k e s listed a b o v e as a guide for rating other varieties.

selves against it a n d b e g i n worming their tendrils gradually into its orifices a n d under its skin, where they start to drain a victim's vital fluids until only a h u s k r e m a i n s . In t e r m s of Dark Conspiracy c o m b a t rules, o n c e a s p o n g y h a s m a d e a successful attack, it n e e d not roll to hit from t h a t point on but continues to do d a m a g e every phase ( a s a special sort of continuo u s action) until its last hit point is lost. Also, o n e particularly horrifying thing a b o u t s p o n g i e s is that t h e y apparently h a v e no s e n s e of pain. W h e n o n e is

# Appear: 4D6 Initiative: 2 Attack: 90% Strength: 10 Move: 2/4

Agility: 2 Skill/Dam.: 9/2D10

struck, whole c h u n k s of v e g e t a b l e m a t t e r m a y fall away, but t h e c r e a t u r e itself will continue to attack with no a d v e r s e effects (i.e., no loss of Initiative) until it is completely destroyed. N o t e that s p o n g i e s will a t t a c k 9 0 % of the t i m e w h e n e n c o u n t e r e d . T h e other 10% o f t h e t i m e , t h e y are d o r m a n t , having feasted to fullness a n d now preparing t o r e l e a s e s p o r e s .

Constitution: 12 Hits: 35/70

J u s t a s h u m a n s u s e g u a r d d o g s t o patrol a n area a n d k e e p it s e c u r e , s o m e Dark Minions u s e creat u r e s c o m m o n l y called s p o n g i e s . S p o n g i e s are actually a n i m a t e d plants. A s p o n g y is a tall, tripedal, fungoid c r e a t u r e , typically a little over t w o m e t e r s in height, resembling a n i m m e n s e s p o n g e (sorel) m u s h r o o m . Its wrinkled gray-brown surface is cove r e d with h u n d r e d s of p a l e tendrils up to 30 c e n t i m e t e r s in length, which writhe a n d twist continually. S p o n g i e s receive their s u s t e n a n c e by feeding off animal life. T h e y "hunt" in p a c k s , surrounding their p r e y a n d t h e n closing in u p o n it, or t r a p p i n g it in an

# Appear: 1 Attack: 60%

Initiative: 2 Strength: 40

Agility: 5 Skill/Dam.: 3/4D10

Move: 8/15/30 Constitution: 25 Hits: 75/150 With t h e d e c r e a s e in o c e a n life as a result of water pollution, a n u m b e r of c a r n i v o r o u s c r e a t u r e s h a v e

b e c o m e increasingly m o r e d e s p e r a t e in their hunt for food. As well, h u n t e r s that o n c e prowled only t h e d e p t h s h a v e recently b e g u n t o h a u n t t h e o c e a n s ' surface. O n e result of this h a s b e e n a r e c u r r e n c e of sightings o f giant squids, s o m e a s large a s whales. Generally, a giant squid will not a t t a c k a single h u m a n figure in t h e water. It will, however, attack b o a t s up to 50 t o n s . If t h e r e a r e a n y h u m a n figures on d e c k , it will a t t a c k t h e m as well, m o r e in reflexively closing its t e n t a c l e s a r o u n d whatever it enc o u n t e r s t h a n in a n y deliberate plan. In c o m b a t , then, a giant squid usually g e t s t w o a t t a c k s p e r p h a s e . T h e f i r s t i s a n a t t a c k o n t h e boat, t r e a t e d as having a penetration of 4, a n d c a u s i n g hull hits as in a collision. This r e p r e s e n t s t h e b o a t ' s prow being slowly pulled u n d e r water. T h e s e c o n d a t t a c k i s a g a i n s t o n e h u m a n f i g u r e o n t h e craft's d e c k (referee's c h o i c e of multiple figures). If this a t t a c k hits, a hit location is rolled, a n d t h a t b o d y a r e a suffers t h e d a m a g e listed a b o v e not only in t h e p r e s e n t p h a s e , but also automatically in every s u c c e e d i n g p h a s e until t h e creature is killed or driven off. ( O n c e a giant squid h a s t a k e n d a m a g e totaling m o r e t h a n half its hit points, it m u s t m a k e an attack c h e c k a n d will flee if that c h e c k e d is failed.) After a giant squid h a s completely s u b m e r g e d a

vessel, it will r e m a i n in t h e a r e a for 1D6 m i n u t e s , attacking a n y s w i m m e r s . Note that c o m b a t b y s w i m m e r s a d d s o n e level of i n c r e a s e d difficulty to all skill c h e c k s (although this d o e s not apply to skill c h e c k s by the squid, which is native to t h e water).

# Appear: 1 Attack: 50%

Initiative: 4 Strength: 13

Agility: 6 Skill/Dam.: 8/3D6

Move: 10/20/40 Constitution: 18 Hits: 20/40

Tigers are very rare, but it is remotely possible that P C s m a y e n c o u n t e r o n e in t h e wild in p a r t s of Asia. Also, s o m e NPCs might k e e p a tiger or t w o as a h i g h - s t a t u s w a t c h animal. In c o m b a t , tigers fight in t h e s a m e way as grizzly bears, above.

But after they h a v e b e c o m e familiar with t h e s e listings, it is important that they e n c o u n t e r s o m e thing new. For that r e a s o n , m a n y referees will want t o c r e a t e their o w n c r e a t u r e s t o m a t c h m y t h s , l e g e n d s , a n d b a d d r e a m s from their o w n experience. Given t h e rules a n d e x a m p l e s a b o v e , it is not very difficult for referees to do s o . To begin with, the

# Appear: 2D6 Initiative: 5 Attack: 60% Strength: 4

Agility: 8 Skill/Dam.: 6/1D10 With t h e a b a n d o n m e n t of vast t r a c t s of farmland a n d t h e resultant increase in wild e r n e s s , s o m e animal species such as wolves a n d c o y o t e s have greatly inc r e a s e d in n u m b e r . If t h e P C s a r e travelling t h r o u g h rural a r e a s , a g o o d c h a n c e exists

referee should decide u p o n a general idea of what t h e creature should be like. For e x a m p l e , is it big, slow, a n d strong, or is it quick but frail? Then translate t h e s e things into g a m e t e r m s , using Constitution a n d hits to reflect t h e t h i n g ' s size; Strength a n d d a m a g e to reflect its forcefulness; a n d Initiative, skill, a n d Agility to reflect its s p e e d a n d accuracy. It m a y be easiest to do this by using o n e of t h e listings a b o v e as a starting point, c h o o s i n g o n e that is already s o m e w h a t close to t h e desired creature, the adjusting it to fit t h e n e w c o n c e p t . R e m e m b e r t h a t Initiative m a k e s quite a differe n c e in t e r m s of c o m b a t effectiveness. A low-skill, l o w - d a m a g e creature with a high Iinitiative is often just as deadly as a creature with a high skill a n d high d a m a g e but low Initiative. Referees c a n b a l a n c e t h e d e a d l i n e s s of creatures, then, by lowering skill a n d / or d a m a g e w h e n Initiative is high, or vice versa.

Move: 15/30/60 Constitution: 3 Hits: 3/5

that t h e y will at least h e a r wolves or e n c o u n t e r their spoor. Given t h e right c i r c u m s t a n c e s , t h e r e is e v e n a fair c h a n c e t h a t the P C s m i g h t be a t t a c k e d by them. Like other c a n i n e s , a wolf receives two simultan e o u s a t t a c k s during its first p h a s e of c o m b a t . O n e is a diving blow which r e p r e s e n t s its leaping u p o n its victim, a n d t h e other is a biting m e l e e attack. B e c a u s e of s p a c e restrictions, however, no m o r e t h a n t w o wolves c a n perform diving a t t a c k s on a single target in a n y c o m b a t p h a s e . If other wolves a r e a l s o a t t a c k i n g t h e target, t h e y get only their m e l e e a t t a c k s . N o t e that t h e diving blow is m a d e only during t h e first p h a s e in which a wolf a t t a c k s a character. As long as that wolf r e m a i n s e n g a g e d with that character, it m a y m a k e no further diving blows.

T h e b e a s t i e s listed a b o v e o u g h t t o b e e n o u g h t o k e e p player c h a r a c t e r s b u s y for s o m e t i m e t o c o m e .

As you well know by now, the Darkling Masters are served by s c o r e s of different minion r a c e s . In this chapter, you will find descriptions a n d statistics for a great n u m b e r of t h e m ; m o r e will be published in future p r o d u c t s . But we c a n n o t e n c o u r a g e you strongly e n o u g h to create your own Dark Minions (using t h e s e e x a m p l e s as p a t t e r n s to build u p o n ) , so that your players will be constantly facing things new a n d u n e x p e c t e d . Let us stress that t h e r a c e s below are only s a m p l e s of s o m e of the creatures that h a v e s p a w n e d humanity's l e g e n d s . J u s t b e c a u s e we h a v e a description of o g r e s listed below, for e x a m p l e , you should not be afraid to invent a totally different creature that could fit t h e s a m e legends.

Attributes for t h e various Dark Minions described in this c h a p t e r are given in h u m a n t e r m s . But obviously t h e Dark Minions a r e not h u m a n , so t h e r e a r e a few things t h a t n e e d to be explained up front a b o u t s o m e of t h o s e attributes. Note, for e x a m p l e , that s o m e o f t h e s e c r e a t u r e s h a v e poison a t t a c k s . S e e t h e " C o m b a t & D a m a g e " c h a p t e r for an explanation of poison notation a n d effects.

To k e e p things simplest for t h e referee, m o s t individual skills are not listed for e a c h r a c e . Instead, referees should a s s u m e that t h e r a c e s h a v e t h e following skills at t h e level of their a s s o c i a t e d attributes. Any other a p p r o p r i a t e skills a r e indic a t e d in t h e individual descriptions. Constitution Skills: S w i m m i n g , Climbing. Strength Skills: Thrown W e a p o n . Melee C o m b a t ( U n a r m e d ) is indicated by t h e "Skill" notation in t h e statistic listings.

T h e Darkling physical attribute ratings reflect t h e s a m e things a s for h u m a n s . But m a n y secondarily derived characteristicssuch as hit capacity, weight, load, throw r a n g e , a n d u n a r m e d c o m b a t d a m a g e a r e m u c h different f r o m what t h o s e primary attributes would indicate. S o m e creatures, for exa m p l e , a r e m u c h m o r e resistant t o d a m a g e t h a n are h u m a n s , a n d as a result their hit capacity is far b e y o n d what their Strength a n d Constitution would s u g g e s t . In t h e descriptions below, s u c h differences a r e indicated. If a difference is not listed, a s s u m e that t h e h u m a n n o r m applies.

Agility Skills: Acrobatics, Stealth. R e m e m b e r t h a t Acrobatics m e a n s t h e c r e a t u r e s m a k e n o r m a l Agility c h e c k s v e r s u s this skill instead, a n d at o n e level less difficulty. Intelligence Skills: Navigation, O b s e r v a t i o n , Stalking, Tracking, Willpower. Education Skills: N o n e at full value. Biology, Chemistry, C o m p u t e r Operation, a n d Physics are at one-half Education u n l e s s otherwise indicated. Charisma Skills: Act/Bluff, Leadership, Lang u a g e , Persuasion. L a n g u a g e will be a p p r o p r i a t e for t h e region in which t h e creature is e n c o u n t e r e d . Leadership is generally t h r o u g h fear, a n d Persuasion is t h r o u g h greed, fear, or confusion.

The Intelligence rating reflects the s a m e sort of thing in Dark Minions as it does in h u m a n s . But Darkling Education ratings are typically very tow, not so m u c h because the Dark Minions are ignorant, as b e c a u s e their knowledge is so alien. T h e Education rating, then, indicates their familiarity with h u m a n knowledge.

Empathy Skills: Darkling E m p a t h y ( s e e below), Foreboding,. H u m a n E m p a t h y , Project Emotion, Project Thought, Willpower Drain. Most Dark Minions rely heavily u p o n H u m a n E m p a t h y a n d Project E m o t i o n t o e n h a n c e t h e natural d r e a d h u m a n s feel u p o n encountering t h e m .

Obviously t h e Dark Minions a r e not pleasant, c h u m m y c r e a t u r e s with s u n n y dispositions. Many of t h e m a r e , however, quite forceful a n d charism a t i c . T h e C h a r i s m a rating, therefore, reflects not h o w likable t h e y a r e , but instead how frightfully impressive. As for t h e E m p a t h y rating, it indicates t h e s a m e sorts of things as for h u m a n s ; but while E m p a t h y i n h u m a n s projects w a r m a n d wholes o m e feelings, Darkling E m p a t h y feels cold, cruel, a n d twisted.

S o m e Dark Minions have empathic skills that do not normally occur inhumans. If you want to allow your PCs to acquire these skills, you m a y do so, but it is recomm e n d e d that they only be acquired through Darkling contact and that the PCs be strongly encouraged to k e e p t h e m secret afterward (otherwise s o m e clandestine psychic agency m a y snatch t h e m up for testing). N o t e that t h e rules c o n c e r n i n g t a s k difficulty a n d p o w e r levels (from "Task Resolution & Skills") apply to t h e s e skills just as with other EMP skills.

Darkling Empathy: This skill works just like H u m a n E m p a t h y , e x c e p t that it allows c o n t a c t with Dark Minions rather t h a n h u m a n s . Dimension Walk: With this skill, a creature can open a "portal" between our own world and a protodimension in which distances are greatly diminished. S e e the "DarkTek" chapter for a more detailed description of that realm. Dark Minions with this skill use it to appear and disappear from the Earth, and for rapid travel between terran locations that are geographically far apart. Creatures with this skill can create portals of varying duration, depending upon the quality of their skill rolls. In every case, the portal is centered upon the creature that o p e n s it. Basic success brings into existence a portal just large enough for the creator, who is instantaneously drawn through. A Stage Two success allows the portal to be held o p e n for one full combat p h a s e after the initiator p a s s e s through; a Stage Three holds it open for an additional phase. A Stage Four allows the creator to hold the portal o p e n for a number of combat phases equal to its skill rating; Stage Five doubles that time. A Stage Six success allows the creation (or destruction) of a permanent portal. While a portal remains open, anyone who can m o v e to its location can pass through. O p e n i n g a dimension portal requires c o n c e n t r a tion. If t h e initiating c r e a t u r e is surprised, or if it t a k e s a n y d a m a g e during t h e p h a s e in which it s e e k s to o p e n t h e portal, it m u s t m a k e a successful Willp o w e r roll before rolling to o p e n t h e portal. Dissolution: A few types of Dark Minions are able to control their bodies' molecular bonding to such an extent that they can b e c o m e semiliquid at will, allowing t h e m to ooze through small passages. The process is hideous to observe, as the liquefying tissues lose their opacity, making internal organs visible. Of course, the creatures are able to return to solidity at will, as well. Plant Empathy: This w o r k s t h e s a m e a s Animal E m p a t h y , e x c e p t with plants. Of c o u r s e , t h e r e generally isn't m u c h to do with a plant o n c e you h a v e m a d e e m p a t h i c c o n t a c t , u n l e s s it is s o m e sort of sentient Darkling plant. Pyrokinesis: With this skill, a creature can raise the temperature of an object by the power of thought. Target range is equal to the power level, in meters.

Basic success with this skill allows the pyrokinetic creature to do such things as m a k e a human-sized creature feel feverish, or to boil a liter of water. Strangely enough, a target creature m a y instead be m a d e to feel chilled at this stage. S t a g e Two s u c c e s s allows t h e pyrokinetic creature to boil up to 20 liters of water, or to c a u s e mild blistering on a target c r e a t u r e . Stage Three allows up to 50 1iters of water to be boiled, or gasoline and other highly flammable substances m a y be ignited. Alternatively, a human-sized creature can be m a d e to suffer heat exhaustionprofuse sweating, nausea, and weaknessmaking any task rolls by that creature o n e level more difficult to perform. At Stage Four, paper and other fairly flammable materials can be m a d e to ignite, or a target creature can be m a d e to suffer heat prostration. S y m p t o m s include hot, dry skin, headache, delirium, and possible unconsciousness (failing an Average test of Constitution). Unconscious characters m a y die (if they fail an Easy test of Constitution). Targets that retain consciousness m a k e all other task rolls at two levels of increased difficulty. A S t a g e Five s u c c e s s allows t h e pyrokinetic creature to c a u s e an item s u c h as a block of wood to burst into flame; or a clip of small a r m s a m m u n i tion or g r e n a d e could be m a d e to explode. At this s t a g e , living c r e a t u r e s suffer an a u t o m a t i c slight wound to every hit location a n d m a k e heat prostration c h e c k s at o n e level increased difficulty. Stage Six allows the pyrokinetic creature to cause a target creature to burst into flame. Death inevitably ensues. (It is from such instances that legends of spontaneous h u m a n combustion have arisen.) Note that these effects do not occur instantaneously. Rather, they progress from stage to stage, taking one combat p h a s e (five seconds) per stage, beginning with the phase just after that in which the Pyrokinesis roll was m a d e . For instance, for a h u m a n to spontaneously combust would require six phases (one complete combat turn). In phase 1, thetarget would feel feverish. Phase 2 would bring on heat exhaustion. Heat prostration would occur in phase 3. Phase 4 would find the target growing painfully hot to the touch, and phase 5 m o r e so. Finally, in p h a s e 6, the target would burst into flames.

Additionally, in order to p r o g r e s s a target t h r o u g h t h e s e s t a g e s , t h e pyrokinetic c r e a t u r e m u s t m a i n tain concentration. T h e creature m a y perform n o other actions a n d m u s t k e e p t h e target in view. As well, if t h e pyrokinetic creature t a k e s d a m a g e during this t i m e , it m u s t m a k e a Willpower c h e c k to maintain t h e Pyrokinesis. If slightly w o u n d e d , it m u s t m a k e an A v e r a g e test; a Difficult c h e c k is required if seriously w o u n d e d ; a n d critically w o u n d e d m e a n s t h e Pyrokinesis automatically e n d s (in which c a s e t h e target b e g i n s d e c r e a s i n g in h e a t o n e level per c o m b a t p h a s e ) . Mote that by maintaining concentration, a pyrokinetic c r e a t u r e m a y prolong whatever s t a g e is achieved, t h e r e b y c a u s i n g t h e target to suffer r e p e a t e d d a m a g e , for instance. Telekinesis: E a c h point of p o w e r level a c h i e v e d o n t a s k s allows Telekinesis t o m o v e u p t o 1 0 k i l o g r a m s / m e t e r p e r c o m b a t p h a s e . That is, o n e point would allow 10 k i l o g r a m s to be m o v e d o n e meter, o r f i v e k i l o g r a m s t o b e m o v e d two m e t e r s , o r o n e kilogram t o b e m o v e d 1 0 m e t e r s , for e x a m p l e . Similarly, 15 points of p o w e r level would allow 1 5 0 k i l o g r a m s t o b e m o v e d o n e meter, f i v e k i l o g r a m s t o b e m o v e d 3 0 m e t e r s , e t c . A s with Pyrokinesis, concentration a n d line of sight m u s t be m a i n t a i n e d . If not, t h e object falls. Telekinetic c r e a t u r e s m a y c o m b i n e their results for truly impressive feats. In s u c h c a s e s , if t h e concentration or line of sight of o n e of their n u m b e r is disrupted, t h e object's levitation m a y be m a i n tained if t h e r e m a i n i n g c r e a t u r e s a r e sufficient to do so (but obviously s o m e of t h e effecti.e., d i s t a n c e movedwill be lost). Note that thrown w e a p o n s c a n b e t o s s e d telekinetically.

powerful o n e s m a y e v e n project feelings of goodwill, to lure h u m a n s off their g u a r d . T h e m e c h a n i c s for this a r e exactly t h e s a m e as t h o s e for P C s ( a s described in t h e "Task Resolution & Skills" c h a p t e r ) , but t h e r e are a c o u p l e of w a y s in which referees c a n dramatize t h e results t o e n h a n c e t h e g a m e . T h e referee should never tell p l a y e r s that their c h a r a c t e r s h a v e b e e n t h e victims of a Project E m o tion attack. W h e n e v e r a PC is t h e target of s u c h an attack, t h e referee should roll that P C ' s s a v e s s e cretly. Then, if t h e s a v e is failed, rather t h a n tell t h e player that t h e PC feels "terror," "irritation," or t h e like, t h e referee should instead m a k e t h e player believe that t h e PC h a s h a d a s u d d e n s e n s e of Foreboding, a n d it should be described in t e r m s intended to e v o k e that emotion in t h e player. For instance, a player w h o s e PC is the victim of an a t t a c k of r a g e might be told, "Beyond t h e door y o u face, you s e n s e a terrified child, locked a w a y in a dark closet after having b e e n tortured a n d m a i m e d . " If t h e PC bursts t h r o u g h t h e door a n d finds a c o u p l e of s m u g c o r p o r a t e e x e c s s e a t e d inside, he or s h e will be likely to t a k e i m m e d i a t e , rageful action, only to discover later that t h e r e w a s no child, just a figment of t h e imagination. As another e x a m p l e , a player w h o s e PC is t h e victim of a terror a t t a c k might be told, "You h a v e t h e certain s e n s e that t h e Dark Minion y o u ' r e facing isn't t h e only o n e in t h e vicinity. In fact, e v e n now, you c a n s e n s e d o z e n s of t h e m closing in on your position, a n d they feel really m e a n " (when, of c o u r s e , t h e r e really aren't any m o r e in t h e a r e a ) . T h e trick is to invent a description that will e v o k e as m u c h as possible t h e e m o t i o n in t h e PC, rather t h a n stating t h e e m o t i o n directly. Similarly, the referee should m a k e secret s a v e s for P C s w h o a r e victims of Project Thought, a n d , if t h o s e s a v e s are failed, describe things in s u c h a way a s t o m a k e t h e players think t h e w a y t h e attack m a k e s t h e characters think. For instance, t h e victim

A s m e n t i o n e d a b o v e , m o s t Dark Minion r a c e s rely heavily u p o n t h e H u m a n E m p a t h y a n d Project Emotion skills t o e n h a n c e t h e d r e a d that h u m a n s feel for t h e m ( a s if their a p p e a r a n c e w e r e not horrifying e n o u g h ) . S o m e of t h e m o r e empathically

of a projected t h o u g h t should be told that t h e t h o u g h t c o m e s from the F o r e b o d i n g skill. As well, w h e n faced with hallucinations, referees should not say, for instance, "You see a m e d u s a , " but rather, "Standing before you is a m e d u s a . "

Special: Two levels m o r e difficult to be hit, d u e to small size a n d great s p e e d . S o m e Darkling r a c e s , n o tably t h e various extraterrestrials, h a v e extraordinary biologic k n o w l e d g e a n d t e c h nology. A m o n g other things, s o m e c a n create simple life forces called animators. When animators are projected into objects, t h e y bring t h o s e things to life. T h e y c a n m a k e a disembodied hand crawl, for e x a m p l e , by t e m porarily restoring life force to t h e d e a d tissues. But t h e y c a n also m a k e a tricycle m o v e about, or a block of s t o n e slide along, telekinetically propelling whatever object they inhabit (this is a special c a s e of t h e Telekinesis skill a n d requires no t a s k rolls to s u c c e e d ) . Most things a n i m a t e d in this m a n n e r betray a l m o s t no signs of true intelligence, but t h e y c a n o b e y simple c o m m a n d s a n d perform straightforward t a s k s of limited duration ( s u c h as "crawl upstairs, get t h e tablet of Ra, a n d return here," or "attack t h a t p e r s o n " ) . Statistics for the c r e a t u r e s vary widely, d e p e n d i n g u p o n t h e object being anim a t e d . A v e r a g e statistics for a few of t h e m o s t c o m m o n a r e listed below. Strength: Education: Move: 50 Constitution: Charisma: Skill/Dam.: / Agility: Empathy: 4 Hits: Intelligence: Initiative: 6 # Appear: 1 Special: Dimension Walk, drains life, i m m u n e to normal w e a p o n s . Strength: 1 Education: 1 Move: 15 Constitution: 1 Charisma: 1 Skill/Dam.: 4/1D6-1 Agility: 7 Empathy: 2 Hits: 4/8 Intelligence: 1 Initiative: 6 # Appear: 1 Special: O n e level m o r e difficult to be hit, due to small size. Strength: 10 Education: 1 Move: 2/8/15 Constitution: 30* Charisma: 1 Skill/Dam.: 6/ Agility: 1 Empathy: 1 Hits: 40/80 Intelligence: 1 Initiative: 2 # Appear: 1 *Two m e t e r s tall. Special: A t t a c k s by m a k i n g diving blows.

Strength: Education: 1 Constitution: Charisma: 1 Agility: Empathy: 1 Intelligence: 1 Initiative: 6 *As a u t o m o b i l e .

Move: * Skill/Dam.: 7/* Hits: * # Appear: 1

Special: A t t a c k s p e r vehicle collision rules. Skill value d e n o t e s Vehicle Use skill a p p r o p r i a t e to vehicle.

Strength: Constitution: 1 Agility: 8 Intelligence: 1

Education: 1 Charisma: 1 Empathy: 1 Initiative: 6

Move: 60 Skill/Dam: 8/1D6 Hits: 1 # Appear: 1

Looking like a n i m a t e d s h a d o w s of cloaked figures, b l e a k s prowl d e s e r t e d streets a n d desolate locations, waiting for lone h u m a n s to feed u p o n . T h e c r e a t u r e s h a v e n o actual corporeal existence but a r e instead m e r e l y p s y c h i c manifestations of utter h u m a n despair. S o m e h o w , t h e y psychically feed u p o n t h e life force itself, aging their victims in t h e p r o c e s s . T o d o this, t h e bleak m u s t b e within m e l e e r a n g e of its victim. E a c h successful attack c a u s e s aging, with t h e a m o u n t varying, d e p e n d i n g u p o n t h e p o w e r level of t h e b l e a k ' s attack. A victim a g e s o n e y e a r p e r point of p o w e r level t h e bleak s c o r e s . B e c a u s e they are incorporeal, b l e a k s c a n n o t b e d a m a g e d by physical weapons. Bright lights (floodlights, a u t o m o b i l e high b e a m s , etc.) will drive t h e m a w a y but d o n o real d a m a g e . B l e a k s c a n b e destroyed by e m p a t h i c c h a r a c t e r s , however. To do this, t h e c h a r a c t e r n e e d s only establish e m p a t h i c c o n t a c t with t h e bleak, using t h e H u m a n E m p a t h y skill to t a p into its d e s p a i r a n d drain it away. Any level of s u c c e s s d e s t r o y s t h e bleak, but t h e quality of s u c c e s s d e t e r m i n e s what effect t h e e m p a t h i c c h a r a c t e r suffers. To d e t e r m i n e this, t h e c h a r a c t e r should roll a Difficult t e s t of t h e E m p a t h y statistic a n d calculate a p o w e r level for that roll. T h e c h a r a c ter will t h e n a g e a n u m b e r of m o n t h s equal to 32 m i n u s t h e points of p o w e r level s c o r e d

truly "vital" organs. Their nervous system is well dispersed throughout their bodies, and their circulatory system consists of a slow-moving nutrient bath, which m a k e s it unusual for t h e m to "bleed" to death, even from the severest wounds. Also, they heal incredibly swiftly from everything except burns, particularly if there is food readily available. Bloodkin feed primarily upon blood, the larger o n e s supplementing this diet with flesh. Fortunately, bloodkin are very susceptible to d a m a g e from ultraviolet light, which gives rise to legends of trolls and vampires being afraid of sunlight. In general, the larger a bloodkin is, the slower a n d less intelligent it is. More specific information for bloodkin trolls and vampires is given below, along with average statistics for e a c h type of creature.

Strength: 12 Constitution: 18 Agility: 5 Intelligence: 3 S p e c i a l : Trolls

Education: 1 Move: 1/5/10/18 Charisma: 1 Skill/Dam.: 8/2D10 Empathy: 2 Hits: 45/90 Initiative: 3 # Appear: 1D6+3 are treated as having an overall

b o d y a r m o r value of 1. T h e y do not suffer d o u b l e d a m a g e from h e a d hits, like m o s t NPCs ( s e e p a g e 166). T h e y also heal very quickly, but UV light d o e s special d a m a g e t o t h e m ( s e e details below). Trolls, the large, d u m b bloodkin, t e n d to hide in c a v e r n s or a b a n d o n e d buildings a n d wait for unwary travellers. (In d a y s of yore, t h e y often lay in

Legends of trolls and vampires have been spawned largely by o n e Dark Minion r a c e in particular, often called t h e bloodkin. Bloodkin a r e roughly h u m a n o i d in s h a p e , with a hairless, slug-gray skin that covers what would otherwise be a plated exoskeleton. Their a r m s a r e longer t h a n a h u m a n ' s , with h a n d s a n d feet that e n d in h e a v y claws. Bloodkin facial features differ m a r k e d l y from a h u m a n ' s , consisting of a pair of lidless yellow e y e s s u r m o u n t i n g a m u s c u l a r trunk instead of a h u m a n n o s e a n d m o u t h . T h e trunk e n d s in a pair of s h a r p p i n c e r s set in horizontal opposition. Bloodkin are incredibly difficult to wound. Their skeletal plates provide impressive protection from internal d a m a g e . But even m o r e importantly, their internal organs are largely undifferentiated, meaning their are no

wait u n d e r s t o n e bridges.) Leaping o u t of hiding, they s n a t c h unfortunate victims, tear t h e m limb from limb, t h e n s u c k t h e blood from the b o d y a n d eat t h e internal o r g a n s , particularly t h e bloodiest o n e s s u c h a s t h e kidneys, spleen, liver, a n d lungs. Trolls heal naturally from wounds at the following rates: slight, 1 hour; serious, 1 day; critical 3 days. For each half gallon of blood they consume, they heal one w o u n d level a l m o s t instantaneously (effectively within o n e c o m b a t p h a s e ) . Note t h a t a h u m a n b o d y c o n t a i n s approximately six pints of blood, e n o u g h to heal t h r e e wound levels. Ultraviolet light d o e s extra d a m a g e to trolls. Normal daylight d o e s o n e point of d a m a g e per combat phase, as do black lights. UV lasers do double their listed d a m a g e against trolls. Thermite and white p h o s p h o r u s explosions do UV d a m a g e p e r t h e concussion rules, in addition to concussion d a m a g e .

victims, all w e a k e n e d from blood loss, to s e r v e it as slaves a n d bring it m o r e victims. Like trolls, v a m p i r e s heal naturally from w o u n d s at t h e following rates: slight, 1 hour; serious, 1 day; critical 3 d a y s . For e a c h pint of blood they c o n s u m e , t h e y heal o n e w o u n d level a l m o s t instantaneously (effectively within o n e c o m b a t p h a s e ) . This m e a n s that a n o r m a l h u m a n body, if completely drained of blood, will heal six w o u n d levels for a v a m p i r e . As with trolls, UV light d o e s extra d a m a g e to v a m p i r e s . N o r m a l daylight d o e s two points of d a m a g e per c o m b a t p h a s e , as do black lights. UV lasers do double their listed d a m a g e . Thermite and white phosphorus explosions do UV d a m a g e per the concussion rules, in addition to concussion d a m a g e .

Strength: 4 Education: 3 Move: 3/9/16/32 Constitution: 7 Charisma: 12 Skill/Dam.: 8/1D1O Empathy: 15 Hits: 25/50 Agility: 9 Intelligence: 8 Initiative: 6 # Appear: 1 Special: Bloodkin v a m p i r e s are treated a s having an overall b o d y a r m o r value of 1. T h e y do not suffer double d a m a g e f r o m h e a d hits, like m o s t NPCs, a n d they heal v e r y quickly from w o u n d s ( s e e below). Vampires, t h e smaller bloodkin, a r e m u c h m o r e intelligent t h a n their larger brothers, a n d are also highly e m p a t h i c . As a c o n s e q u e n c e , t h e y rely m u c h m o r e u p o n guile t h a n u p o n brute force (although they are no stranger to that, either). A v a m p i r e will u s e its p o w e r s of thought projection to m a k e itself a p p e a r a s a n attractive h u m a n , t h e n u s e e m o t i o n projection t o draw victims n e a r e n o u g h to be feasted u p o n . Generally, however, a v a m p i r e will not kill its victim immediately, but will instead k e e p a c o v e n of

Strength: * Education: * Constitution: * Charisma: * Agility: * Empathy: * Intelligence: Initiative: 5 / * *As per h u m a n NPCs.

Move: * Skill/Dam.: */* Hits: * # Appear: 3D6

Special: Averse to bright light a n d garlic. Initiative 5 until o n e is d o w n e d , t h e n n o r m a l Initiative ( s e e below). Human vict i m s of a v a m pire typically suffer from a related disease called iron-deficiency porphyria. This disease cede, causes making and t h e g u m s t o rethe teeth look elongated, c r e a t e s a craving for blood in its v i c t i m s . As well, bright light b e c o m e s painful to their e y e s , a n d certain natural c h e m i c a l s in garlic m a k e s t h e m n a u s e o u s . Historically, bloodkin v a m p i r e s h a v e often p l a y e d u p o n t h e s e s y m p t o m s , telling their vict i m s that they a r e b e c o m i n g immortal v a m p i r e s a s

well, t h u s adding m o r e confusion t o t h e v a m p i r e legends. Referees should c h o o s e an NPC e x p e r i e n c e level for t h e s e "lesser v a m p i r e s , " b a s e d u p o n where they were "recruited" from. However, b e c a u s e they b e lieve t h e m s e l v e s to be immortal, t h e y will a t t a c k with incredible ferocitytreat t h e m as having an Initiative 5, regardless of actual NPC leveluntil o n e of their n u m b e r dies. At that point, t h e y revert to their n o r m a l Initiative a n d a t t e m p t to flee. Unfortunately, by t h e next t i m e they are e n c o u n t e r e d , their m a s t e r will h a v e c o n v i n c e d t h e m of their immortality o n c e again (explaining a w a y their c o m r a d e ' s d e a t h as a fluke or illusion, p e r h a p s ) .

lings r e a d the p s y c h e s of their t a r g e t s , b e c o m i n g intimately familiar with their personalities. As well, the changelings' growth is empathically guided to result in an identical physical a p p e a r a n c e . But the changelings d o t e n d t o h a v e higher e m p a t h i c skills a n d lower C h a r i s m a ratings t h a n t h e p e o p l e t h e y r e p l a c e (reflecting t h a t s o m e t h i n g feels slightly wrong about t h e m ) . T h e Type II changeling listed a b o v e is a cyborg r e p l a c e m e n t c o m m o n l y u s e d b y extraterrestrials. A h u m a n w h o r e s e m b l e s t h e r e p l a c e m e n t target is surgically a d a p t e d t o e n h a n c e t h e

Strength: * Education: * Move: * Constitution: * Charisma: -1 Skill/Dam.: */* Agility: * Empathy: +1 Hits: * Intelligence: * Initiative: * # Appear: * * A s p e r c h a r a c t e r being r e p l a c e d . Special: Dimension Walk, Telekinesis. Modifiers listed a r e a d j u s t m e n t s to statistics of t h e character being r e p l a c e d .

r e s e m b l a n c e a n d to boost Agility, Melee skills, etc. T h e c h a n g e ling is then hypnotically p r e p a r e d t o t a k e the subject's place. Bec a u s e they are less well-prepared in t e r m s of m e m o r y a n d p e r s o n ality t h a n t h e Type I changelings, Type II changelings a r e generally intended for shorter t e r m

Strength: +1 Education: -2 Move: 3/10/18/35 Constitution: * Charisma: -2 Skill/Dam.: +2/+2 Agility: +1 Empathy: -2 Hits: x2 Intelligence: -1 Initiative: +1 # Appear: 1 *As per c h a r a c t e r being r e p l a c e d . Special: Internal a r m o r of a r m o r value 1. Modifiers listed are a d j u s t m e n t s to statistics of the c h a r a c ter being r e p l a c e d . In faerie legend, t h e fey folk ( s e e below) would s o m e t i m e s steal a h u m a n child a n d leave a faerie imposter in its p l a c e . T h a t imposter w a s k n o w n as a changeling. In Dark Conspiracy, e v e n adults c a n b e r e p l a c e d b y changelings, a n d nearly every t y p e of Dark Minion d o e s so at o n e t i m e or another. T h e m o r e mystical r a c e s , s u c h as t h e fey folk, tend to leave c h a n g e l i n g s that are in nearly every way just like t h e h u m a n s t h e y r e p l a c e . T h e s e a r e t h e Type I sort, listed a b o v e . Empathically, t h e s e c h a n g e -

r e p l a c e m e n t s . For e x a m p l e , a state governor's b o d y g u a r d might b e e x c h a n g e d with a Type II changeling p r e p a r e d to a s s a s s i n a t e t h e governor. T h e r e are basically only t w o w a y s to recognize that a p e r s o n h a s b e e n replaced by a c h a n g e ling. T h e first is to notice l a p s e s in t h e changeling's m e m o r y or behavior. This requires a test of t h e Observation skill: Difficult to recognize a Type I, a n d Average for Type II. However, this test should only be allowed when t h e referee believes it appropriate, s u c h a s when t h e changeling i s u n d e r unusual stress, or w h e n a

c h a r a c t e r is s p e n d i n g a great deal of t i m e with t h e changeling or w a s extremely familiar with t h e person r e p l a c e d . T h e s e c o n d way to recognize that a p e r s o n h a s b e e n r e p l a c e d by a changeling is w h e n a friend s h o o t s y o u in t h e b a c k . C h a n g e l i n g s c a n be wonderful devices for t h e referee to u s e for e n h a n c i n g PC p a r a n o i a , especially if you secretly h a v e o n e of t h e P C s k i d n a p p e d a n d r e p l a c e d . (You m a y want t o k e e p this secret from t h e player of t h a t PC until t h e changeling u n m a s k s itself. Or, if y o u trust t h e p e r s o n , you c a n recruit the player t o run t h e changeling, promising t o return t h e PC, with b o n u s e x p e r i e n c e points or s o m e t h i n g , if t h e j o b is d o n e well.) T h e first t i m e t h e P C s e n c o u n t e r s u c h a changeling, t h e players will likely be s h o c k e d . After that, t h e y will be watching over their shoulders all of t h e t i m e .

p o r t e d in t h e s w a m p l a n d s of t h e s o u t h e a s t e r n United States. Cobra p e o p l e a p p e a r h u m a n i n m o s t r e s p e c t s , but t h e y are actually cold-blooded c r e a t u r e s with retractable fangs t h a t inject extremely toxic p o i s o n s into their victims. Reports a r e that, like m o s t terran reptiles, t h e y lay e g g s , but t h e r e h a v e b e e n s o m e r u m o r s of their m a t i n g with h u m a n s . Cobra p e o p l e are carnivorous, swallowing their prey whole. Whenever possible, t h e y prefer to eat h u m a n infants, but if p r e s s e d , t h e y will settle for small a n i m a l s s u c h as c a t s , d o g s , m o n k e y s , y o u n g pigs, e t c . Typically, a small g r o u p of cobra p e o p l e will c o n t a c t a tribe of h u m a n s , c o n v i n c e it t h e y are deities, a n d d e m a n d infant sacrifice in worship. In m o r e civilized lands, t h e c o b r a p e o p l e apparently infiltrate t h e criminal u n d e r g r o u n d instead, taking positions of power, a n d using that power to obtain h u m a n b a b i e s o n t h e black m a r k e t .

Strength: 5 Education: 3 Move: 5/10/18/35 Constitution: 3 Charisma: 7 Skill/Dam.: 6/3 Empathy: 5 Hits: 14/28 Agility: 8 Intelligence: 7 Initiative: 5 # Appear: 1D62 Special: Grapple to pin, t h e n p o i s o n bite, d a m a g e 1 p 3 . Disguise skill at full C h a r i s m a value. Until recently, the cobra people dwelt only in t h e m o s t r e m o t e jung l e s of Indonesia and Southeast Asia, w h e r e t h e y w e r e worshiped by primitive tribes of h u m a n s . With t h e chaos resulting from t h e G r e a t e r D e p r e s s i o n , however, t h e y h a v e b e g u n t o e x p a n d their r a n g e into India, Africa, a n d Central America. Some h a v e e v e n b e e n re-

Strength: 23 Education: 2 Move: 4/8/30/50 Constitution: 18 Charisma: 10 Skill/Dam.: 8/2D10 Agility: 6 Empathy: 16 Hits: 25/50 Intelligence: 6 Initiative: 6 # Appear: 1 Special: Dimension Walk. S o m e also h a v e Anim a l E m p a t h y , Pyrokinesis, Telekinesis, a n d / o r Psychology. Virtually every h u m a n culture h a s its d e m o n s , its evil spirits t h a t p l a g u e humanity. T h e r e a r e t h e Hindu asuras, for instance, e n e m i e s of t h e b e n e v o lent g o d s . A m o n g o t h e r t h i n g s , t h e y i n c l u d e rakshasasa t y p e of being that c a n only enter this world by t a k i n g on t h e form of an animal, monster, or beautiful w o m a n a n d nagaswhich a r e serp e n t d e m o n s . T h e r e a r e t h e Persian djinni, spirits with physical b o d i e s m u c h like t h o s e of h u m a n s , but with nearly limitless m a g i c a l p o w e r s . And t h e r e are also t h e ifrits, winged c r e a t u r e s of s m o k e , impervio u s t o n o r m a l w e a p o n s , but susceptible t o m a g i c . T h e r e are the J a p a n e s e onihuge c r e a t u r e s with h i d e o u s faces, h o r n s , a n d t h r e e digits o n e a c h extremityand t h e tenguspirits t h a t p o s s e s s t h e bodies of others. In Western m y t h s , t h e r e are g o b lins, b o g e y s , g h o s t s , devils, a n d faeries, a n d a

while m a n y of the other r a c e s u s e h u m a n s for food or slaves, d a e m o n s s e e m t o h a v e n o n e e d other t h a n t h e drive to create h a v o c . T h e statistics a n d skills listed a b o v e are for the a v e r a g e d a e m o n . Referees should feel free to adjust t h e m to reflect t h e particular legend being recreated.

Extraterrestrials, or ETs, m a y well be t h e m o s t difficult Dark Minions for t h e referee to c o n v e y effectively. T h e r e a s o n for this is t h a t m a n y players will not be u s e d to thinking of ETs horrifically. T h e y m a y h a v e i m a g e s of cute, child-sized h u m a n o i d s with overlarge e y e s like C h i h u a h u a s in c h e a p velvet paintings, of aliens w h o h a v e c o m e t o s a v e u s f r o m ourselves. On the other h a n d , there are Djinni Oni Naga Ifrit

plethora of other beings. T h e n a m e s of the c r e a t u r e s vary as widely as t h e descriptions of their powers; nearly every tale d e s c r i b e s t h e m differently. In Dark Conspiracy, t h e s e c r e a t u r e s a r e collected u n d e r o n e heading, daemon, from t h e ancient Greek word for spirit (whether good or evil). D a e m o n s a r e physical c r e a t u r e s , but t h e y are so highly e m p a t h i c as to s e e m a l m o s t m i r a c u l o u s . T h e Dimension Walk skill e n a b l e s t h e m to enter p r o t o d i m e n s i o n s quite easily, d i s a p p e a r i n g from t h e E a r t h a n d r e a p p e a r i n g at will. As well, t h e y specialize in H u m a n E m p a t h y , Project Emotion, a n d Project Thought, using t h e latter in conjunction with their high Psychology a n d Leadership skills to m a n i p u l a t e weak-willed p e o p l e . S o m e t y p e s are also quite g o o d a t Pyrokinesis a n d / or Telekinesis. A few h a v e high Animal E m p a t h y skill ratings, as well. D a e m o n s a r e p e r h a p s the m o s t pernicious o f t h e Dark Minions, a n d t h e r e is speculation that they are very close in n a t u r e to t h e Dark Masters. That is,

Spirits, goblins, also a m p l e e x a m p l e s of warty, b u g bogeys, e y e d m o n s t e r s w h o h a v e c o m e t o ghosts, devils, faeries steal a w a y Earth w o m e n . Neither of t h e s e i m a g e s is Tengu quite appropriate for the paranoid horror of Dark Conspiracy. Dark Conspiracy ETs are both subtle a n d horrific. T h e y are mysterious crea tures of soulless superscience. T h e s e extraterrestrials view our planet as a c a g e full of laboratory animals upon whom they can experim e n t . For instance, s o m e years back, a magazine called UFO Reports carried within its covers stories of aliens taking

over m e n t a l hospitals in New York state and performing h e a d transplant surgery u p o n t h e i n m a t e s . Nearly every tabloid currently on t h e m a r k e t carries regular features a b o u t aliens a b d u c t i n g s o m e o n e a n d performing e x p e r i m e n t s o n t h e m . T h e p a r a n o i a surrounding t h e s e c r e a t u r e s is also evident in rep o r t s t h a t t h e y h a v e established s e c r e t b a s e s inside the Earth. In Dark Conspiracy, t h e s e sorts of stories a r e all t o o true. ETs are t a k i n g over t h e planetor at least they are trying to. It is t h e y w h o were t h e major force behind t h e worldwide e c o n o m i c c r a s h that b e g a n t h e Greater Depression. T h e y are the o n e s w h o secretly control t h e largest m e g a c o r p o r a t i o n s . T h e y h a v e offices within e v e r y major g o v e r n m e n t , a n d secret experimental installations all over t h e world. In p l a c e s , t h e y h a v e e v e n replaced entire populations of t o w n s . Like a metastasizing cancer, they h a v e infiltrated h u m a n society at all levels. But ETs are not merely o n e r a c e . T h e r e are insectoid ETs, tentacular ETs, h u m a n o i d ETs with bulgy e y e s a n d foreheads, a n d e v e n s o m e t h a t a r e p u r e energy. T h e s e disparate r a c e s d o not always work together well, which m a y be all that k e e p s t h e m from completely enslaving t h e Earth. T h e o n e thing t h a t all of t h e extraterrestrials h a v e in c o m m o n i s t h a t they a r e extremely a d vanced technologically. The "DarkTek" c h a p t e r d i s c u s s e s this in m o r e detail, giving statistics for s o m e of their devices.

Special: Two levels m o r e difficult to hit, d u e to small size. A r m o r value 1. E a c h e n e r g y ET is a glowing s p h e r e of p u r e energy, t w o m e t e r s in diameter, c e n t e r e d u p o n a tiny ball of m a t t e r ( 0 . 1 0 kilograms) that s e r v e s as its focus point. In c o m b a t , t h e creature gives off bolts of lightning, t r e a t e d as a fire c o m b a t a t t a c k . It c a n only be destroyed by d a m a g i n g its focal point, a fairly difficult thing to a c c o m p l i s h , given that t h e point is small a n d h a s a t o u g h surface. O n c e that focal point is destroyed, however, t h e c r e a t u r e ' s energy d i s p e r s e s in a violent electrical display. Inside t h e tiny ball that r e m a i n s , t h e r e c a n be s e e n circuitry of metallic veinings in a grainy, rocklike substance. E n e r g y ETs a r e t h e least likely of any ETs to directly intervene in h u m a n affairs. Typically, they merely o b s e r v e . S o m e t i m e s , however, they will t a k e action t o destroy s o m e h u m a n endeavor: a n interplanetary craft, an a d v a n c e d c o m p u t e r installation, or p e r h a p s e v e n a major nuclear power plant. In s u c h c a s e s , t h e devastation t h e y c a u s e c a n spill over o n t o local populations.

Strength: 3 Constitution: 2 Agility: 4 Intelligence: 11

Education: 16 Charisma: 2 Empathy: 9 Initiative: 3 Special: Pyrokinesis a n d / o r

Move: 2/7/12/20 Skill/Dam.: 7/2 Hits: 8/15 # Appear: 1D6 Telekinesis. S o m e

carry d e a t h - r a y w e a p o n s a n d / o r Dimension Walk devices. T h e s e ETs are t h e s t a p l e s of tabloid n e w s p a p e r stories. (There is s o m e e v i d e n c e that they are the b a s i s of s o m e l e g e n d s of elves a n d faeries, as well.) T h e y look like hairless h u m a n s with small, slender bodies and large

Strength: 1 Education: 20 Move: 40 Constitution: 1 Charisma: 1 Skill/Dam.: 6/4D10* Empathy: 1 Hits: 2/4 Agility: 9 # Appear: 1D10+2 Intelligence: 13 Initiative: 4 P o s s e s s e s t h e following special skills: Darkling E m p a t h y 6 , H u m a n E m p a t h y 4 , Project T h o u g h t 10, Telekinesis 4, Willpower Drain 8. *This is an electrical a t t a c k with a m e d i u m r a n g e of eight m e t e r s .

overly

craniums. Their faces are small a n d delic a t e , with t h e e x c e p t i o n of theiroversized eyes, which

a r e generally dark blue or black with no visible whites. Their features betray no e m o t i o n s . T h e y travel a b o u t in s a u c e r - s h a p e d v e s s e l s that a r e little m o r e t h a n f l y i n g laboratories. T h e m o s t frightening thing a b o u t t h e s e c r e a t u r e s is their utter disregard for individual h u m a n life. Like soulless laboratory workers, t h e y collect s p e c i m e n s of h u m a n i t y (or occasionally other terran creatures), c o n d u c t psychological or surgical experim e n t s with t h e m , t h e n destroy or discard t h e test subjects w h e n t h e y a r e f i n i s h e d . Most h u m a n o i d ETs stay very close to their vessels. S o m e o f t h e m o s t h u m a n looking, however, will s o m e t i m e s infiltrate h u m a n society, if t h e r e is an e n d to be gained. T h e y might join t h e r e s e a r c h staff of a scientific facility, for instance, to s a b o t a g e its work. n o u s tunnels, oozing with moisture, a n d filled with h u n g r y ET g r u b s . Ir is a terrible thing to be c a p t u r e d Strength: 5 Education: 8 Move: 4/12/20/30 Constitution: 4 Charisma: 1 Skill/Dam.: 6/4 Agility: 6 Empathy: 3 Hits: 12/24 # Appear: 2D6 Intelligence: 8 Initiative: 4 Special: A r m o r value 1 (versus m e l e e only). Animal E m p a t h y 1 0 (insects o n l y s e e below), Project T h o u g h t 6. by t h e s e ETs a n d deposited in t h e n e s t s as grub food. Even t h o u g h t h e g r u b s a r e slow, t h e r e are multitudes of t h e m , a n d a p e r s o n c a n n o t run indefinitely. T h e adults h a v e a specialized form of Animal E m p a t h y that works only with insects. By u s e of Project Thought, t h e y are able t o c o m m a n d a n y insects t h e y are in e m p a t h i c c o n t a c t with (including Education: 1 Strength: 10 Constitution: 13 Charisma: 1 Empathy: 1 Agility: 3 Intelligence: 1 Initiative: 6 Special: N o n e . Move: 3 Skill/Dam.: 6/1D10 Hits: 20/30 # Appear: 1D6 their own g r u b s ) . In a p p e a r a n c e , t h e adults are roughly h u m a n size a n d look s o m e t h i n g like a terran c o c k r o a c h , but standing upright like a m a n t i s . T h e g r u b s a r e s o m e what larger, averaging two m e t e r s in length a n d a m e t e r in diameter, with pale, bloated bodies a n d glossy black h e a d s .

Insectoid ETs want h u m a n s for o n e p u r p o s e only: as food. But t h e y would like to k e e p that food supply running for as long as possible. S o , like cattle farmers, t h e y work to k e e p their h e r d s placid a n d productive. In t h e c a s e of h u m a n cattle, this m e a n s maintaining social a n d political s y s t e m s as well as feed a n d m e d i c i n e . For this r e a s o n , insectoid ETs h a v e b e e n a m o n g t h e Dark Minions m o s t directly involved in terran politics. Many of t h e m e g a c o r p o r a t e strongholds in u r b a n a r e a s a r e actually n e s t s of insectoid ETstheir outer b l o c k s m a i n tained in t e r r a n style as a f a c a d e of normalcy, but their inner regions transformed into bizarre, chiti-

Education: 6 Move: 2/4/8/15 Strength: 11 Constitution: 11 Charisma: 1 Skill/Dam.: 6*/5 Agility: 5 Empathy: 4 Hits: 13/25 Intelligence: 11 Initiative: 3 # Appear: 2D6 * E a c h d o e s 1D6 a t t a c k s p e r action in m e l e e c o m b a t , d u e to their multiple t e n t a c l e s . Special: S w i m m i n g 1 0 . T h e tentacular ETs a r e p e r h a p s t h e m o s t h i d e o u s looking o f t h e E T r a c e s d e s c r i b e d h e r e . T h e y are

amphibians that look s o m e thing like a cross between a human and a squid. A fleshy, bulbous head an surmounts

a totally illusory world, if d e s i r e d .

Strength: 7 Education: 4 Move: 2/8/15/30 Constitution: 3 Charisma: 9 Skill/Dam.: 7/10 Agility: 7 Empathy: 20 Hits: 8/16 Intelligence: 6 Initiative: 5 # Appear: 1 Special: H u m a n E m p a t h y , Project Emotion, Willp o w e r Drain, Dimension Walk. This creature projects its ima g e as a wailing w o m a n in white cloak a n d robes, often at a s t r e a m or river, washing bloody cloths in t h e water. Lege n d is t h a t it a p p e a r s to a family when a d e a t h is

upright, fleshy torso, ringed by manipulative tentacles floor level. Their p u r p o s e is simple: c o n q u e r t h e Earth a n d m a k e it their own. Fortunately for h u m a n s , t h e r e are very few of t h e s e c r e a t u r e s a n d they prefer to r e m a i n near the oceans. at shoulder level, a n d heavier, "walking" t e n t a c l e s at

T h e word "faerie" h a s not always m e a n t only "of delicate b e a u t y a n d m a g i c a l c h a r m " ( a s MerriamWebster p u t s it). Many of t h e creatures in faerie l e g e n d s a r e beautiful but cruel, a n d best avoided if at all possible. In former t i m e s , t h e s e were s o m e t i m e s called the "fair folk," a e u p h e m i s m u s e d to avoid drawing their attention, but not entirely a c c u rate. And h u m a n s w h o s e e m e d t o u c h e d b y t h e m w e r e called "fay," m e a n i n g p r o n e to faerie visions, or "fey," m e a n i n g d o o m e d or fated. It is from t h e latter that we coin the t e r m "fey folk" to r e p r e s e n t t h e Dark Minions t h a t s p a w n e d t h e faerie m y t h s . In legend, these creatures are strong with magical power, particularly the power of illusion (in fact, no o n e c a n be quite certain what they really look like), a n d t h e y dwell in a world that t o u c h e s our own but is s o m e h o w o n e step removed from it. In Dark Conspiracy, their entire purpose is to beguile in order to enslave or destroy. They are dangerous creatures, masters of terror and illusion, a n d t h e y like nothing better t h a n t o drive p e o p l e t o m a d n e s s a n d d e a t h . T h e y fey folk all a r e highly e m p a t h i c , a n d t h e y a r e s o skilled a t p r o j e c t i n g t h o u g h t i m a g e s t h a t they c a n give a victim waking d r e a m s , creating

imminent. In a c tuality, t h e b a n shee brings about those d e a t h s by driving its victims to despair, t h e n taking a d v a n t a g e of their w e a k e n e d condition to m a k e its attack.

Strength: 16 Education: 1 Constitution: 14 Charisma: 6 Agility: 9 Empathy: 18 Intelligence: 1 Initiative: 6 Special: Animal E m p a t h y ,

Move: 4/15/30/60 Skill/Dam.: 5/12 Hits: 15/30 # Appear: 1 Human Empathy,

Project E m o t i o n , Willpower Drain, Dimension Walk.

Like t h e b a n s h e e , t h e b a r g h e s t h a u n t s its int e n d e d victim for d a y s before finally attacking. At night, it s e n d s horrible d r e a m s of pursuit by ferocious h o u n d s . During t h e day, it projects an i m a g e of a great mastiff, always prowling at t h e e d g e of vision, s e e n only in from corner of t h e eye. Finally, when its victim's terror h a s p e a k e d , t h e b a r g h e s t a t t a c k s . This a t t a c k a l w a y s c o m e s a t night, a n d always w h e n t h e victim i s alone. S o m e p e o p l e h a v e tried to protect t h e m s e l v e s by surrounding t h e m selves with friends, but t h e b a r g h e s t is expert at drawing its victims a w a y from protection. O n e t h e o r y is t h a t it projects an i m a g e of a friend to lure t h e victim out, t h e n d r o p s t h e illusion just before it attacks.

T h e dark elves a r e incredibly cruel. In h u m a n cities, t h e y prowl t h e m o s t elegant night s p o t s , looking for victims to invite to a "very private party." O n c e a sufficient n u m b e r of p e o p l e h a v e b e e n collected, t h e dark elves lead t h e m t o a n isolated s p o t a n d slaughter t h e m i n t h e m o s t h i d e o u s w a y s imaginable. (For e x a m p l e , o n e particular slaughter involved a l o c k e d w a r e h o u s e a n d a t h r e s h i n g m a chine.) In rural regions, pairs of dark elves will p o s e as travellers in n e e d of shelter for t h e night, only to turn on their h o s t s a n d m u r d e r t h e m in their b e d s . T h e dark elves are quite c a p a b l e of using a n y h u m a n technologies, although it is doubtful t h a t they ever d e v e l o p n e w t e c h n o l o g i e s of their own. T h e o n e exception to this is t h e creation of a n i m a t o r spirits ( s e e a b o v e ) , which t h e dark elves are quite a c c o m p l i s h e d at.

Strength: 6 Education: 4 Constitution: 4 Charisma: 9 Empathy: 10 Agility: 8 Intelligence: 5 Initiative: 4 Special: Dimension Walk.

Move: 3/10/20/35 Skill/Dam.: 7/4 Hits: 10/20 # Appear: 2D6 T h e dark elves are apparently very h u m a n in a p p e a r a n c e , although than fairer average.

Strength: 10 Education: 1 Constitution: 8 Charisma: 3 Agility: 7 Empathy: 12 Intelligence: 2 Initiative: 6

Move: 5/10/30/60 Skill/Dam.: 8 / 8 , Hits: 13/25 # Appear: 1

Legend is that they dwell in vast subterranean caverns, where they entire tions. maintain underBut the

g r o u n d civilizadark elves h a v e always t a k e n a g r e a t interest in humanity, a p e r v e r s e interest which derives pleas u r e from h u m a n suffering a n d ruination. As a result, individual dark elves often join h u m a n society, where t h e y p a s s t h e m s e l v e s off as h u m a n , generally preferring t o p o s e a s artists, p o e t s , m u s i cians, or m a g i c i a n s .

Special: M a k e s grappling a t t a c k s to s u b d u e , t h e n d r o w n s its victims. F u a t h a s ( p r o n o u n c e d "fyathas"), o r p o o k a s , are a collection of various a m p h i b i o u s c r e a t u r e s t h a t h a u n t b o d i e s of water, in t h e guise of animals, intending to trick p e o p l e in to drown. O n e of t h e m o s t r e p o r t e d is t h e e a c h - u i s g e ("ek-wiskey"), which a p p e a r s as a h o r s e , t e m p t s p e o p l e (particularly children) to ride, t h e n carries t h e m underwater. A related creature is shelly coat, which lurks u n d e r w a t e r waiting for a c h a n c e to g r a b u n w a r y victims a n d pull t h e m in. Strength: Education: Move: Constitution: Charisma: Skill/Dam.: /* Agility: Empathy: 12 Hits: Intelligence: Initiative: 6 # Appear: 1 D 6 / 3 * D e p e n d s u p o n object being u s e d . Special: Telekinesis a n d / o r pyrokinesis at double t h e n o r m a l effect. G h o s t s are d i s e m b o d i e d spirits that basically c a n be subdivided into t w o distinct t y p e s . T h e first t y p e , s o m e t i m e s called a "haunt," h a s no ability to physically affect reality, but relies u p o n t h e power of e m o t i o n to t a k e its prey. E v e n without a physical p r e s e n c e , however, a h a u n t c a n kill, either by overstressing w e a k h e a r t s or by driving their victims to suicide. T h e s e b e i n g s rely heavily u p o n t h e Strength: Constitution: Agility: Intelligence: Special: N o n e . Education: Charisma: Empathy: 16 Initiative: 6 Move: Skill/Dam.: / Hits: # Appear: 1D62 following e m p a t h i c skills: H u m a n E m p a t h y , Project Emotion, Project Thought, a n d Willpower Drain. T h e first is u s e d to establish e m p a t h i c c o n t a c t with t h e victim. O n c e that link is formed, either Project E m o t i o n or Project T h o u g h t follows. Project E m o t i o n is u s e d to drive victims to a frenzy offear. E a c h s t a g e of power level withthisskill temporarily m a k e s all skill c h e c k s by t h e victim o n e level m o r e difficult. (For instance, a S t a g e Two s u c c e s s at Project E m o t i o n would m a k e all of t h e victim's skill c h e c k s two levels m o r e difficult.) Project T h o u g h t i s u s e d t o c o m m a n d victims t o self-destructive a c t s , from throwing t h e m s e l v e s out of upper-story windows to killing t h e m s e l v e s or attacking their c o m p a n i o n s . If n e c e s s a r y , Willpower Drain is u s e d to soften t h e victims u p . T h e s e c o n d t y p e of ghost, often called a "poltergeist," i s able t o m o v e objects, a n d s o t o m a k e physical a t t a c k s . Occasionally, t h e s e g h o s t s will attack empathically as a h a u n t , but they prefer to u s e their telepathic a n d pyrokinetic abilities. For e x a m p l e , a poltergeist might telepathically lock t h e only door to a r o o m , pyrokinetically set t h e curtains afire, t h e n begin projecting s o u n d s of insane laughter or empathically e x a g g e r a t e t h e size of t h e fire. Note that poltergeists get double t h e normal effect for Telekinesis. Many p e o p l e believe that g h o s t s are t h e psychic

residue of d e a d h u m a n s . In actuality, g h o s t s are merely a n o t h e r t y p e of Dark Minion. (The o n e exception to this, t h e "data ghost," is actually nothing m o r e t h a n a collection of h u m a n m e m o r i e s t r a p p e d within a c o m p u t e r n e t w o r k . S e e t h e "DarkTek" c h a p t e r for details.)

d a m a g e ) . Of c o u r s e , this requires a suitable supply of s t o n e s a n d a m p l e t i m e to resupply b e t w e e n e a c h attack. If t i m e or h e a d r o o m is limited, t h e y will hover within m e l e e r a n g e of their victims a n d tear at t h e m with their clawed feet. Harpies usually h a u n t t h e wildernesses of t h e planet, but t h e y c a n s o m e t i m e s be found in t h e e m p l o y of other Dark Minions, occasionally even in

Strength: 4 Constitution: 2 Agility: 6 Intelligence: 3 *This is flying when grounded.

Education: 2 Move: 15/30/50* Charisma: 2 Skill/Dam.: 6/1D6 Empathy: 2 Hits: 8/16 Initiative: 4 # Appear: 1D6+1 s p e e d ; h a r p i e s walk 5 a n d run 10

inner cities'.

Special: D r o p s t o n e s (treat a s thrown w e a p o n a t t a c k for 1 D 1 0 d a m a g e ) .

Strength: 4 Constitution: 6 Agility: 7 Intelligence: 6 neck.

Education: 5 Move: 2/8/15/30 Charisma: 3 Skill/Dam.: 9/5 Empathy: 8 Hits: 12/25 Initiative: 5 # Appear: 1 Special: Poison-tipped t e n t a c l e s o n h e a d a n d

Strength: Constitution: Agility: Intelligence: * E a c h hit to a m e d u s a ' s head has a c h a n c e of d e stroying t e n tacles. S e e b e low for details. Special: Short melee combatrange. E a c h tentacle Harpies are filthy, vulgar, flying h u m a n o i d s with a t a s t e for h u m a n flesh. Most s t a n d a b o u t a m e t e r tall, with relatively h u m a n h e a d s a n d torsos, but with t h e lower legs of a vulture, a n d with wings instead of h u m a n a r m s . Like blood vultures ( s e e t h e "Beasties" c h a p t e r ) , t h e y a r e primarily s c a v e n g e r s ; but flocks of t h e m h a v e b e e n k n o w n to a t t a c k living creatures, if t h e o d d s a r e greatly in their favor. Their preferred m e t h o d of a t t a c k is to d r o p s t o n e s on their q u a r r y (treat t h e s e a s thrown w e a p o n a t t a c k s doing 1D10 attacks separately, a n d all m a y focus o n different gets. Medusas are a n u n u s u al type of Dark Minion, cause bethey tar-

Education: Charisma: Empathy: Initiative: 6

Move: Skill/Dam.: 6/1 p1 Hits: * # Appear: 2D6

originated a s terran h u m a n s . E a c h m e d u s a h a s grafted o n t o its s c a l p a n d n e c k a p p r o x i m a t e l y a dozen independently m i n d e d , stinger-tipped tentacles, e a c h a b o u t 2 0 c e n t i m e t e r s long. T h e s e t e n t a c l e s give t h e c r e a t u r e s poison a t t a c k s in m e l e e c o m b a t , i n addition t o their n o r m a l h u m a n a t t a c k s . In t h e t e n t a c l e statistics listed a b o v e , # Appear refers to t h e n u m b e r of t e n t a c l e s t h e c r e a t u r e p o s s e s s e s , a n d t h e skill rating is e a c h t e n t a c l e ' s c h a n c e of hitting. Melee r a n g e for t h e t e n t a c l e s is short. E a c h t e n t a c l e strikes separately, injecting its target with l p l of v e n o m . Tentacles c a n e v e n hit t a r g e t s to t h e rear a n d sides o f t h e m e d u s a , a n d e a c h t e n t a c l e can attack separate targets. If t h e referee allows, d a m a g e to a m e d u s a ' s h e a d m a y c o u n t additionally as a c h a n c e that s o m e of t h e t e n t a c l e s a r e d e s t r o y e d . E a c h w o u n d should b e c o u n t e d separately, a n d is multiplied by 10 for a p e r c e n t a g e c h a n c e that 1 D 6 2 t e n t a c l e s ( r o u n d e d d o w n ) a r e lost. For instance, a blow that did 3 points of d a m a g e to t h e h e a d would h a v e a 30 p e r c e n t c h a n c e of r e m o v i n g t e n t a c l e s . M a n y m e d u s a s let their hair grow long a n d thick to disguise t h e t e n t a c l e s . O t h e r s prefer to wear wigs, h o o d s , s c a r v e s , t u r b a n s , o r large h a t s . b e t w e e n their snow-white hair a n d their wide, quivering n o s e s . Their j a w b o n e s a r e m u c h smaller t h a n a r e h u m a n s ' , which m a k e s their pale, fleshy lips s e e m e v e n m o r e oversized, a n d their t e e t h a r e small a n d very pointed. Morlocks are primarily m e a t eaters, their diet consisting mainly of w o r m s , grubs, a n d raw c a v e fish. O n t h e r a r e o c c a s i o n s w h e n they can find warm meat, such as moles, mice, or bats, they go into a frenzy of ecstasy. But m o r e t h a n anything else, they prefer raw h u m a n flesh, torn with their t e e t h from a living victim. T h e p r o b l e m for t h e m o r l o c k s h a s b e e n t h a t Strength: 5 Constitution: 3 Agility: 5 Intelligence: 7 Special: Blind, hearing. In The Time Machine, H. G. Wells wrote of a far future in which t h e d e s c e n d e n t s of h u m a n i t y h a d split into t w o s e p a r a t e r a c e s . O n e lived an idyllic, carefree life on t h e E a r t h ' s surface. T h e other r a c e hid u n d e r g r o u n d a n d c a r e d for t h e first...because t h e y u s e d t h e surface dwellers a s cattle. Wells called t h a t cannibalistic, s u b t e r r a n e a n r a c e t h e m o r l o c k s . But he wasn't just writing fiction; t h e m o r l o c k s actually exist. T h e y are short, pallid hum a n o i d s with incredibly d e v e l o p e d s e n s e s of hearing a n d smell. Their e y e s h a v e completely atrophied, however, leaving nothing but s m o o t h brow Education: 3 Charisma: 4 Empathy: 6 Initiative: 3 but excellent Move: 3/8/12/20 Skill/Dam.: 5/1D6 Hits: 6/12 # Appear: 4D6 s e n s e s of smell a n d h u m a n s a r e bigger a n d m o r e technologically adv a n c e d t h a n t h e y a r e . Also, h u m a n s t e n d t o stay a b o v e ground, w h e r e their sight gives t h e m a longr a n g e a d v a n t a g e over t h e blind m o r l o c k s . Below ground, however, it is a m u c h different story. In t h e Stygian d a r k n e s s of s u b t e r r a n e a n c a v e s , h u m a n s panic without their sight a d v a n t a g e , a n d t h e morlocks c a n a t t a c k t h e m en m a s s e . It is a terrifying thing to be lost in t h e d a r k n e s s a n d h e a r t h e patter of s c o r e s of b a r e feet a p p r o a c h i n g . With t h e worldwide c h a o s t h a t t h e Dark Minions h a v e brought t o Earth, h u m a n s h a v e b e c o m e s o m e what m o r e vulnerable t o m o r l o c k a t t a c k s . There h a v e b e e n m a n y recent n e w s stories of entire p o p u l a t i o n s of isolated villages disappearing overnight. T h e only c l u e s a s t o their w h e r e a b o u t s are fresh t u n n e l s d u g into b a s e m e n t s a n d cellars. Few

p e o p l e h a v e b e e n b r a v e e n o u g h t o explore t h o s e t u n n e l s afterward, a n d e v e n fewer of t h o s e w h o w e r e h a v e ever returned. Particularly frightening is t h e fact that n u m e r o u s firearms a n d other e q u i p m e n t h a v e d i s a p p e a r e d into t h o s e holes, as well. All indications a r e that t h e m o r l o c k s a r e completely c a p a b l e of learning to u s e h u m a n technology.

h a v e other E m p a t h y skills as per Dark Minions ( a s explained u n d e r "Darkling Skills," a b o v e ) . Nukid g a n g s c a n be an excellent s o u r c e of inform a t i o n for Dark Minion hunters, provided t h e q u e s tioners survive their first m e e t i n g . In particular, a n u m b e r of t h e m o r e hideously deformed g a n g s have taken up residence in the sewers, and s o m e of t h e s e a r e great e n e m i e s t o m o r l o c k s a n d dark elves. Unlike true Dark Minions, n u k i d s a r e not actively out to ruin humanity. Instead, like nearly a n y other street

Move: * Strength: * Education: * Skill/Dam.: */* Constitution: * Charisma: * Agility: * Empathy: * Hits: * Initiative: * # Appear: 2D6-l Intelligence: * *As n o r m a l NPCs, e x c e p t o n e i n 1 0 h a s a n E m p a t h y rating of 1 D 6 + 4 . Special: E m p a t h i c n u k i d s h a v e Darkling E m p a thy skills, including Dimension Walk, Dissolution, Pyrokinesis, or Telekinesis. Nukids isa collective t e r m for street gangs composed of mutated h u m a n s . It origin a t e d as a refere n c e t o radioactive contamination ("that dude's been nuked for sure"), but h a s c o m e to refer to m u t a t i o n s resulting from other sorts of c o n t a m i n a t i o n as well (chemical, for e x a m p l e ) . T h e prerequisite for m e m b e r s h i p to a nukid "family" is having a m u t a t i o n of s o m e sort. Most of t h e s e m u t a t i o n s are m e r e l y physical deformations. But roughly 10% of t h e n u k i d s also d e m o n s t r a t e o n e Darkling e m p a t h i c ability or another, falling into o n e of four different c l a s s e s : geists, slimers, s p o o k s , a n d torches. T h e t e r m "geist" is a shortening of "poltergeist," a n d t h e s e n u k i d s a r e highly telekinetic. "Slimers" are n u k i d s with t h e Dissolution skill; t h e y also t e n d to be slightly radioactive. " S p o o k s " a r e t h o s e with t h e D i m e n s i o n Walk skill. A n d " t o r c h e s " a r e pyrokinetic. All of t h e s e e m p a t h i c c h a r a c t e r s also

g a n g m e m b e r s , t h e y are m e r e l y unfortunate p e o p l e in a d e a d - e n d life-style, with no h o p e for t h e future. Nukid g a n g s just h a v e m o r e t o c o m p l a i n a b o u t t h a n m o s t others.

Strength: 24 Constitution: 21 Agility: 4 Intelligence: 2 Special: Long

Education: 1 Move: 2/10/15/30 Charisma: 1 Skill/Dam.: 5/4D6 Empathy: 1 Hits: 28/55 Initiative: 5 # Appear: 1 unarmed melee range.

O g r e s a r e basically h u g e , filthy, brutish h u m a n oids t h a t love to t e a r w e a k e r c r e a t u r e s limb from limb a n d eat t h e m . Their a v e r a g e height is a b o u t t h r e e a n d a half m e t e r s , a n d t h e y m a s s u p t o 2 5 0

kilos. Most of t h e m work as w a t c h d o g s for other, brighter Dark Minions, but occasionally o n e will e s c a p e into t h e wilds of t h e Earth. T h e s e e s c a p e e s maintain a very primitive existence, hunting with their b a r e h a n d s a n d wearing u n t a n n e d animal skins for clothing, giving rise to l e g e n d s of bigfoot, yeti, a n d (in ancient t i m e s ) c y c l o p s .

it m a k e s t h e m less visible at night. Despite their relatively h u m a n a p p e a r a n c e , the p a l e do not feed like h u m a n s . Instead, t h e y leech b o d y h e a t from w a r m - b l o o d e d creatures, preferably from h u m a n beings, leaving their victims as cold c o r p s e s . (They c a n drain a body down to a l m o s t 0 centigrade32 Fahrenheitjust short of t h e freezing point.) To do this, t h e y m u s t c r e a t e an e m p a t h i c link with t h e victim, while physically in

Strength: 8 Education: 4 Move: 3/10/20/40 Constitution: 5 Charisma: 7 Skill/Dam.: 5/1D6 Agility: 8 Empathy: 8 Hits: 13/26 Intelligence: 6 Initiative: 4 # Appear: 1D6+2 Special: Dimension Walk. Leech h e a t from vietims, s e e below.

contact, skin-to-skin. (In order to establish the link, a p a l e m u s t h a v e a few m i n u t e s to concentrate, which m e a n s that i t m a y not d o s o during c o m b a t but it could g r a p p l e a victim to immobility, t h e n simply hold t h e victim while t h e link is created.) Without this link, t h e y c a n n o t a b s o r b h e a t effectively, which is why nonliving h e a t s o u r c e s will not s e r v e t h e m . Daylight, for e x a m p l e , might provide t h e m with sufficient energy for survival, but it s e verely b u r n s their sensitive skin a n d e y e s . Similarly, r u m o r h a s it that two FBI a g e n t s o n c e tried to k e e p a captive pale alive in a hot t u b , but t h e creature died of h y p o t h e r m i a e v e n as its outer skin layer w a s blistering away. T h e p a l e a r e nocturnal hunters, shunning t h e bright, hot light of day. T h e y a l m o s t always o p e r a t e in p a c k s . W h e n p r e y is s c a r c e or h u m a n resistance is strong, t h e c r e a t u r e s c a n enter a hibernative t r a n c e to wait for better t i m e s . T h e y c a n only leave this t r a n c e b y absorbing m o r e heat, which m e a n s that a victim m u s t be within t h e i m m e d i a t e vicinity. T h e a m o u n t of h e a t that c a n be leeched from

Like t h e bloodkin, t h e pale a r e another s o u r c e of h u m a n i t y ' s v a m p i r e l e g e n d s . T h e s e c r e a t u r e s are m u c h m o r e h u m a n looking t h a n a r e t h e bloodkin, however. M e m b e r s of t h e p a l e a r e tall a n d gaunt, with relatively short t o r s o s but long, spindly limbs. (Generally the p a l e a v e r a g e a full two m e t e r s in height a n d a b o u t 70 k i l o g r a m s in weight.) Their skin is incredibly pallid, a n d their hair (which grows thickly on h e a d , n e c k , and shoulders, like a lion's m a n e ) is p u r e white. Their e y e s are pink, like an albino's. To disguise their inhumanly long limbs a n d short t o r s o s , t h e p a l e t e n d to d r e s s in billowy clothes a n d w e a r flowing c l o a k s . T h e y prefer black b e c a u s e

different victims varies considerably, of c o u r s e (especially if t h e victims a r e of different s p e c i e s ) . As a rule of t h u m b , however, referees c a n e s t i m a t e that for victims that a r e drained completely, e a c h kilog r a m o f b o d y weight translates t o a b o u t 4 5 m i n u t e s of activity for a p a l e . T h e h e a t from an a v e r a g e adult h u m a n (let's s a y 70 k i l o g r a m s ) , for e x a m p l e , could maintain o n e p a l e for a little o v e r two d a y s ( 5 2 . 5 h o u r s , to be e x a c t ) , or t w o p a l e s for o n e day, etc. A good-sized rat m i g h t k e e p o n e p a l e active for an hour or s o . S o m e of t h e oldest a n d wiliest of t h e p a l e are able to s t o p feeding from their victims short of c a u s i n g

death, saving t h e m t o feed u p o n a g a i n a n d again. T h e a v e r a g e h u m a n c a n survive d o w n to a b o d y t e m p e r a t u r e of a b o u t 2 5 centigrade (77 F a h r e n heit), but will b e c o m e c o m a t o s e in t h e p r o c e s s a n d require special c a r e t o b e r e w a r m e d . H u m a n s c a n r e m a i n c o h e r e n t a n d able to c a r e for t h e m s e l v e s with b o d y t e m p e r a t u r e s down to a l m o s t 3 2 centig r a d e (90 Fahrenheit). Below this, they b e c o m e delirious a n d eventually i n c a p a b l e of a n y activity at all. Following t h e s e guidelines, referees w h o wish to run p a l e s t h a t k e e p captive victims c a n multiply s u c h victims' b o d y weight (in kilograms, of c o u r s e ) by t h e n u m b e r of d e g r e e s their t e m p e r a t u r e is lowered, t h e n divide t h e result by 50 ( 1 0 0 if F a h r e n heit), to d e t e r m i n e t h e n u m b e r of h o u r s activity t h e p a l e gains. For e x a m p l e , a p a l e that l e e c h e d 5 C from a 7 0 - k i l o g r a m h u m a n would gain a b o u t s e v e n hours of activity ([5x70]+50=7). A s s u m i n g a d e q u a t e food a n d shelter, t h e victim's b o d y h e a t could certainly return to n o r m a l during that t i m e , m e a n i n g t h e p a l e could feed o n c e again. Referees are e n c o u r a g e d to e n h a n c e t h e frightfuln e s s of a d v e n t u r e s involving t h e p a l e by having player c h a r a c t e r s c a p t u r e d by t h e c r e a t u r e s . Other PCs will certainly be horrified to finally find their friends locked in s o m e d a m p cellar, shivering a n d blue with cold, a n d m u m b l i n g incoherently a b o u t tall, gangly, p a l e m e n . T h e ancient E g y p t i a n s m u m m i f i e d their m o s t important d e a d , in order to e n h a n c e their s u c c e s s in t h e afterlife. Mummification typically involved having m o s t of t h e internal o r g a n s s c o o p e d out, including t h e brain, a n d t h e resulting cavities filled with preservative h e r b s a n d linen p a d d i n g . T h e important o r g a n s were sealed in special funerary j a r s . T h e rest of t h e b o d y w a s treated with special c h e m i c a l s to d e s i c c a t e it, t h e n w r a p p e d in linen, d o u s e d in funerary resins, a n d p l a c e d in a s a r c o p h a g u s . (It is t h e desiccation a n d funerary resins that m a k e m u m m i e s vulnerable t o fire, c a u s i n g t h e m t o t a k e double the normal burn damage.) In Dark Conspiracy, t h e t e r m " u n d e a d " refers specifically to d e a d c r e a t u r e s that h a v e b e e n brought b a c k to a s e m b l a n c e of life, usually by an a n i m a t o r spirit ( s e e a b o v e ) . T h e t h r e e p r i m a r y e x a m p l e s of u n d e a d a r e a n i m a t e d m u m m i e s , skeletons, a n d z o m b i e s . Z o m b i e s a r e c o v e r e d in their own section, below. M u m m i e s a n d s k e l e t o n s are described a s follows. W h e n this sort of m u m m y is a n i m a t e d , it s e r v e s as nothing but a vehicle for t h e a n i m a t i n g spirit. T h e m u m m y is physically strong, but b e c a u s e of its brittleness, it is anything but agile. Of c o u r s e , without a brain, t h e b o d y h a s no intelligence of its own. T h e m u m m y ' s m e n t a l a n d soul attributes a r e merely given by t h e animating spirit. T h e r e a r e c a s e s of mummified c o r p s e s , however, in which the brain a n d internal o r g a n s w e r e not r e m o v e d . Generally, t h e s e c a s e s involve accidental Strength: 9 Education: 1 Move: 1/4/8 Constitution: 9 Charisma: 1 Skill/Dam.: 8/3D6 Agility: 2 Empathy: 1 Hits: 25/30 Intelligence: 1 Initiative: 2 # Appear: 1 D6/3 Special: B u r n s d o double d a m a g e . d e a t h s by suffocation in conditions that prevented t h e c o r p s e from d e c o m p o s i n g or being e a t e n by s c a v e n g e r s . For e x a m p l e , mummified c o r p s e s h a v e b e e n found in e x t r e m e northern b o g s , frozen in ice,

or buried in desert s a n d s . Similarly, there h a v e b e e n discoveries of s t o n e cairns preserving s o m e E s k i m o a n d Viking c o r p s e s . If m u m m i e s s u c h as t h e s e are a n i m a t e d , t h e animating spirit h a s a c c e s s t o t h e m u m m i f i e d brains' k n o w l e d g e a n d m e m o r i e s (at least what r e m a i n s after a g e s of d e a t h ) . S u c h m u m m i e s c a n be quite cunning a n d self-aware. Of c o u r s e , it is entirely possible for t h e animating spirit t o b e c r e a t e d with a b o v e a v e r a g e m e n t a l a n d / o r soul statistics, as well. M u m m i e s a r e m o s t often created by dark elves, a n d a r e u s e d t o g u a r d e n t r a n c e s t o their underg r o u n d facilities. S o m e t i m e s , however, they m a y b e m a d e by ETs or o t h e r s of t h e fey folk.

doing less d a m a g e in c o m b a t , a n d able to withstand m u c h less, a s well.

T h e r e a r e at least two different t y p e s of were c r e a t u r e s that h a v e formed t h e b a s i s of l e g e n d s of s h a p e - c h a n g i n g c r e a t u r e s . T h e primary t y p e is t e r m e d "true weres," t h e s e c o n d a r y "Moreau weres."

Strength: 13 Education: 4 Move: 3/9/15/30 Constitution: 15 Charisma: 4 Skill/Dam.: 6/2D10 Agility: 4 Empathy: 7 Hits: 18/25 Intelligence: 4 Initiative: 4 # Appear: 1D6+3 Special: Automatic h u m a n i m a g e projection. Silver disrupts E m p a t h y .

Strength: 3 Constitution: 2 Agility: 8 Intelligence: 1 Special: O n e combat.

Education: 1 Move: 3/9/18/25 Charisma: 1 Skill/Dam.: 6/1D6 Empathy: 1 Hits: 4 / 5 Initiative: 6 # Appear: 3D6 level m o r e difficult to hit in fire Like m u m m i e s , animated

skeletons are the remains of c o r p s e s , which a r e t h e n raised to a s e m b l a n c e of life by t h e infusion of an animating spirit. Generally, they are c r e a t e d by t h e dark elves t o guard e n t r a n c e s t o s u b t e r r a n e a n facilities. T h e dark elves also like to u s e skeletons to terrorize small towns, animating t h e c o n t e n t s of n e a r b y cemeteries for their grisly entertainment. Occasionally, ETs or fey folk other t h a n t h e dark elves will c r e a t e a n i m a t e d skeletons, as well. For t h e m o r l o c k s a n d dark elves, o n e of t h e m o s t a p p e a l i n g things a b o u t creating a n i m a t e d skele t o n s is that t h e y require m u c h less life force to a n i m a t e t h a n m u m m i e s o r z o m b i e s . For this reason, greater n u m b e r s o f t h e m c a n b e a n i m a t e d . T h a t e a s e of animation also m e a n s that skeletons a r e m u c h m o r e agile t h a n other a n i m a t e d c o r p s e s . Unfortunately, t h e y a r e also m u c h m o r e fragile, Strength: 11 Education: 2 Constitution: 12 Charisma: 3 Agility: 5 Empathy: 8 Intelligence: 3 Initiative: 5 Special: Automatic h u m a n Silver disrupts E m p a t h y . Move: 3/6/10/18 Skill/Dam.: 5/2D6 Hits: 13/25 # Appear: 1D6+2 i m a g e projection

Education: 6 Move: 3/9/17/32 Strength: 5 Constitution: 2 Charisma: 7 Skill/Dam.: 7/1D6+l Empathy: 10 Hits: 8/15 Agility: 7 Intelligence: 8 Initiative: 5 # Appear: 2D6 Special: A u t o m a t i c h u m a n i m a g e projection. Silver disrupts E m p a t h y .

Strength: 8 Education: 4 Constitution: 6 Charisma: 6 Empathy: 9 Agility: 7 Intelligence: 6 Initiative: 6 Special: Automatic h u m a n Silver disrupts E m p a t h y .

Move: 3/9/17/32 Skill/Dam.: 6/2D6 Hits: 11/22 # Appear: 1D6 i m a g e projection.

Strength: 17 Education: 3 Constitution: 15 Charisma: 6 Agility: 6 Empathy: 8 Intelligence: 5 Initiative: 6 Special: A u t o m a t i c h u m a n Silver disrupts E m p a t h y ,

Move: 3/9/18/35 Skill/Dam.: 8/3D6 Hits: 15/30 # Appear: 1 D 6 / 3 i m a g e projection. True weres are bestial creatures that c a n walk either upright like h u m a n s or, m o r e quickly, u p o n all fours. T h e y vaguely r e s e m b l e n o r m a l terran anim a l s s u c h a s wolves, b e a r s , b o a r s , o r e v e n tigers but are able to disguise t h e m s e l v e s by empathically projecting an i m a g e of h u m a n s h a p e a n d features. E x c e p t during t h e period of t h e full m o o n , that is. Weres h a v e a monthly rutting s e a s o n which is tied to t h e lunar p h a s e s , a n d when t h e m o o n is full, t h e y revert to bestial habits, dropping their h u m a n guise a n d mindlessly attacking nearly a n y terran creature they m e e t u p with. It is not possible for a h u m a n to b e c o m e a were, but it is possible for t h e two r a c e s to interbreed, with a 6 0 % c h a n c e of producing w e r e offspring. Contact with silver disrupts a w e r e ' s ability to u s e e m p a t h i c powers, including t h e projection of its normal h u m a n facade.

In v o o d o o m y t h s , t h e word z o m b i generally refers to a d e a d body b r o u g h t b a c k to life to s e r v e as a m i n d l e s s slave, usually for agricultural work. In Dark Conspiracy, t h e r e a r e two different s o u r c e s for t h e s e m y t h s , p l u s o n e m o r e m o d e r n t y p e o f zombie.

Education: 1 Strength: 9 Constitution: 7 Charisma: 1 Agility: 3 Empathy: 1 Intelligence: 1 Initiative: 2 Special: N o n e .

Move: 2/8/15 Skill/Dam.: 5/2D6+1 Hits: 15/30 # Appear: 2D6

T h e first s o u r c e of t h e z o m b i e m y t h s is a specialized form of a n i m a t o r ( s e e a b o v e ) , o n e powerful e n o u g h t o restore a n entire c o r p s e t o physical function. Like m u m m i e s a n d a n i m a t e d skeletons, this sort of zombie is not actually brought b a c k to life; instead, it is m o v e d telekinetically by the animator dwelling within it. (This is a special u s e of Telekinesis t h a t requires no rolls for s u c c e s s or effect.) Like other a n i m a t o r s , t h e s e z o m b i e s are usually c r e a t e d by ETs or fey folk, to function as g u a r d s a n d t r o o p s . As a result, they are typically A s p e c i a l s u b c l a s s of w e r e s is m a d e up of h u m a n s w h o h a v e b e e n bestialized in ET experim e n t s . S o m e h a v e b e e n surgically modified, having c a t ' s e y e s implanted to improve night vision, for e x a m p l e . O t h e r s a r e t h e result o f c h e m i c a l t r e a t m e n t s t h a t t h i c k e n skin, s t i m u l a t e adrenaline production, etc. S o m e have even b e e n created by genetic manipulation, resulting i n c r e a t u r e s t h a t a r e truly half h u m a n a n d half beast. Very few of t h e s e experimental subjects survive. Of t h o s e , m o s t a r e severely crippled. Only very rarely do individuals result w h o are favorably m o d i fied. Statistics for t h e s e c r e a t u r e s are as varied as their t y p e s . Generally, t h e referee should c h o o s e s t a n d a r d NPC statistics, t h e n a d d a special facility, s u c h as t h e ability to s p r a y like a s k u n k or to c a u s e extra u n a r m e d m e l e e d a m a g e with claws. ( T h e s e c r e a t u r e s a r e called Moreau w e r e s in h o n o r of H.G. Wells' The Island of Doctor Moreau.) Strength: * Education: * Move: * Constitution: * Charisma: * Skill/Dam.:*/* Agility: * Empathy: * Hits:* Intelligence: * Initiative: * # Appear: 1D6 *As p e r appropriate NPC level. Special: N o n e . Moss z o m b i e s are apparently the result of an e x p e r i m e n t in biological w e a p o n r y g o n e awry. T h e y a r e not actually c o r p s e s brought b a c k to life, but are instead living c r e a t u r e s infected with a bizarre form of plant life. T h e z o m b i e m o s s c a n only survive in w a r m , wet climates, s u c h a s S o u t h e a s t Asia a n d Indonesia, m a d e with very low Intelligence, Education, a n d C h a r i s m a statistics. It is possible, however, for zombies to be c r e a t e d with high s c o r e s in t h e s e statistics (which ought to give t h e P C s quite a s h o c k t h e first t i m e t h e y e n c o u n t e r o n e ) . T h e statistics listed a b o v e a r e for a v e r a g e z o m b i e s .

a n d it only affects m a m m a l s . Apparently, w h e n a m a m m a l e n c o u n t e r s t h e m o s s , it inhales airborne s p o r e s . T h o s e spores remain dormant through m u c h of the year, but during t h e rainy s e a s o n , they suddenly sprout within t h e circulatory s y s t e m of their victims, givingtheir blood ( a n d skin) a greenish tint. As t h e infection m o u n t s , it c a u s e s a c h e m i c a l i m b a l a n c e in t h e h o s t which gives rise t o m u r d e r o u s r a g e s , m u c h like rabies. T h e significant difference is t h a t while rabies p r o d u c e s blind, u n r e a s o n i n g violence, typically occurring only w h e n t h e subject is s o m e h o w p r o v o k e d , t h e z o m bie m o s s p r o d u c e s a cold-blooded, cunning m u r d e r o u s n e s s in which its vict i m s stalk others of their kind. (There h a s b e e n speculation t h a t the m u r d e r s are actually intended as m e r c y killings, to prevent o t h e r s from later contracting t h e infection.) By t h e e n d of t h e rainy s e a s o n , t h e infection h a s completely filled t h e h o s t ' s circulatory s y s t e m , a n d t h e victim dies. Within t w o t o t h r e e d a y s , t h e c o r p s e bursts o p e n from t h e m o s s ' r a m p a n t growth, a n d n e w s p o r e s a r e released into t h e air, beginning t h e p r o c e s s all over again. T h e r e h a v e b e e n s o m e isolated reports o f m o s s z o m b i e s in O r e g o n . invade a h u m a n body, c o n s u m e t h e n e r v o u s tissue t h e r e , a n d r e p l a c e i t a t t h e s a m e time, k e e p i n g t h e b o d y functioning as long as t h e r e is a n y n e r v o u s tissue remaining for s u s t e n a n c e . Unfortunately, living h u m a n s m o v e t o o quickly Strength: 8 Education: 1 Constitution: 9 Charisma: 1 Agility: 5 Empathy: 3 Intelligence: 2 Initiative: 4 Special: N o n e . Move: 2/7/13/25 Skill/Dam.: 6/2D6-1 Hits: 9/18 # Appear: 3D6 for t h e o r g a n i s m to invade, so it generally settles for corpses, then uses those bodies to create more c o r p s e s from t h e living. T h e zombie o r g a n i s m b e gins its invasion with t h e brain, t h e n works its way o u t w a r d t o w a r d t h e extremities. N o t e t h a t t h e org a n i s m d o e s not actually return life to t h e c o r p s e , only m o v e m e n t . After all of t h e n e r v o u s tissue in a c o r p s e h a s b e e n c o n s u m e d ( a p r o c e s s that t a k e s approximately three days), the zombie organism must m o v e on to a n e w body. E a c h hour that it s p e n d s in a u s e d - u p

Yellow z o m b i e s a r e s o n a m e d b e c a u s e o f t h e putrescent, curdled, yellowish fluid that swells their skulls a n d n e r v e p a t h s . This fluid consists of a t y p e of m i c r o o r g a n i s m t h a t c o m b i n e s to form a c o m m u nity intelligence. It feeds on h u m a n n e r v o u s tissue a n d is able to stimulate m u s c l e activity in t h e s a m e way that n e r v e s d o . In other words, it is able to

c o r p s e , portions of t h e c o m m u n i t y begin to die away, a n d control of t h e b o d y steadily w o r s e n s . old body, it d o e s so by oozing out skull o p e n i n g s s u c h as t h e e a r s a n d nostrils. Of course, it a t t e m p t s to l e a v e t h e old c o r p s e while in t h e vicinity of several n e w o n e s , in order to split up a n d e x p a n d . If t h e o r g a n i s m c a n invade a living h u m a n , it c a n feed for nearly a week, as it d o e s not h a v e to c o m p e t e for its food with n o r m a l corrupting organi s m s . A living victim will slowly lose its personality, m e m o r i e s , a n d physical control over t h e c o u r s e of t h e first few d a y s of this period, a n d will s p e n d the t i m e in a horrific waking n i g h t m a r e during which it h a s trouble s e p a r a t i n g hallucinations from reality. W h e n running s u c h an infected NPC, t h e referee should u s e t h e NPC's n o r m a l statistics to begin with, t h e n slowly adjust t h e m to reflect t h e infection's taking control.

would allow referees to easily k e e p track of h o u r s g a i n e d for h e a t drained. A little testing revealed that

Generally, when t h e c o m m u n i t y finally leaves t h e ' t h e formula allowed for draining a h u m a n entirely a n d receiving a full two d a y s of activity, as well as for k e e p i n g the victim alive by smaller feedings every s e v e n h o u r s or s o . Of c o u r s e , we h a d to set a limit on h o w low the h e a t could be l e e c h e d (not quite to freezing), as well as a rationale for ruling out other heat sources. After all of this is d o n e , work t h r o u g h t h e statistics, assigning n u m b e r s that s e e m reasonable, given t h e other c r e a t u r e s i n t h e g a m e . H u m a n NPCs c a n be a great guideline forthis. For e x a m p l e , if you want s o m e t h i n g a b o u t a s t o u g h a s a n Experienced NPC, you should give it an Initiative of a b o u t 3, attributes that a v e r a g e to a b o u t 5, a n d a c o m b a t skill value of 4. All h u m a n NPCs h a v e a total of 20 hit points a n d c a n t a k e 10 before t h e y suffer t h e results of being slightly w o u n d e d . You should adjust this up or down to suit your creature. NPC u n a r m e d c o m b a t d a m a g e is o n e - t e n t h of t h e product of Strength and Skill. Your c r e a t u r e m a y do m o r e or less, d e p e n d i n g u p o n natural w e a p o n s s u c h as claws a n d teeth. Ideally, S o u r c e s of ideas for n e w Darkling r a c e s surround us every day. Novels, m o v i e s , TV, a n d periodicals a b o u n d with s t r a n g e c r e a t u r e s that c a n b e c o m e the b a s i s for a n e w threat to your PCs a n d the world in which t h e y dwell. Or you m a y h a v e an o d d idea or then, you should establish a die roll notation that averages about the s a m e number (remembering that t h e a v e r a g e on l D 6 is 3 . 5 , a n d on 1D10 is 5.5, s o 2 D 6 a v e r a g e t o 7 , 2 D 1 0 t o 1 1 , etc.). W h e n adjusting t h e s e things, k e e p in m i n d that a lowInitiative creature n e e d s a fairly high skill level, if it is to hit in c o m b a t at all, while a high-Initiative creature c a n afford a lower skill level, as it will get m a n y m o r e c h a n c e s to hit during the c o u r s e of a battle. Next, if you want t h e creature to be just a bit tougher, give it o n e point of b o d y armor, representing t o u g h hide p e r h a p s , or m a k e it s o m e w h a t m o r e difficult to hit, d u e to small size, snake-like quickn e s s , or t h e like. Finally, if you h a v e n ' t d o n e so already, give t h e Dark Minion a n a m e that reflects its nature, s o m e thing that Dark Minion h u n t e r s will h a v e coined for it. (Alternatively, you c a n start with a jazzy n a m e , t h e n build t h e description a n d statistics u p o n it.) Now y o u are ready to turn it loose u p o n your PCs.

two floating a r o u n d in your o w n h e a d . In order to translate o n e of t h e s e c r e a t u r e s into Dark Conspiracy g a m e t e r m s , first write down a word description of t h e c r e a t u r e ' s a p p e a r a n c e a n d behavior, without worrying a b o u t n u m b e r s at this point. As y o u write, n e w ideas will c o m e to you, to help flesh out t h e description. With t h a t description firmly in mind, begin thinking a b o u t how to translate a n y special p o w e r s into rules. With t h e pale, for instance, we k n e w t h a t we w a n t e d c r e a t u r e s t h a t leeched h e a t in a way similar to t h e m a n n e r in which traditional v a m p i r e s drain blood, including t h e possibility of draining just a little, leaving t h e victim alive for r e p e a t e d feedings. J u s t a little bit of playing with h u m a n b o d y h e a t a n d weight revealed a relatively simple formula that

Like everything else about the Dark Minions, Darkling technology (or DarkTek) ought to be mysterious to the player characters. In fact, it ought to s e e m almost magical, so that the PCs can never be quite certain what the Dark Minions are capable of, and so that h u m a n s cannot learn to massproduce Darkling devices. In this chapter, we disc u s s in detail s o m e of the most important technological devices the Dark Minions possess.

Most Darkling devices look quasi-organic, as if they were exuded from a living organism, rather than built mechanically. (Actually, most of them are!) Machine casings look like insect carapaces or mollusk shells. Cables and wires are bumpy and unevenly sized, like vines or strands of web. Some look like veins, carrying current through an internal fluid. The internal workings are dotted with opaque capsules, like insect eggs, and containing sludgy fluids. Where cables connect, globs of hardened mucous serve as solder. Exterior controls are either jointed, limb-like extensions that are operated by movement, or they are blister-like lumps that are activated by touch. Instead of dials and gauges, the devices have color-changing windows (black and red being prevalent) through which disturbing shapes can be dimly viewed, or flexible sheets of material with raised spots that move about, as if a finger were pressing outward from the other side.

The major exception to all of this is equipment used by the humanoid ETs. Their machinery tends to be smooth and featureless geometric shapes made from silvery metals or grown from crystals. Some have pastel lights glowing dimly inside. There are no visible controls: The ETs merely touch the machinery's surfaces to activate it. This makes the devices very difficult for humans to operate, because the touch points are not obvious. Also, what little machinery the morlocks and dark elves use tends to be closer to the norm for humans, because it is usually stolen from humans or copied from their designs. It is not uncommon to find that equipment linked to items borrowed or stolen from one or another of the ET races, as well. Referees are encouraged to let their imaginations run wild when describing Darkling devices. After all, the PCs are never going to be able to figure out all of a device's functionswhat is most important is imagery.

In "Dark Races," we mention an empathic skill known as Dimension Walk. This ability allows access to a proto-dimension with locations that correspond to locations in our own universe, but in which distances between those locations are much shorter. Thus, a Dark Minion can enter a protodimension at, say, New York's World Trade Center and exit again at the St. Louis Arch, without crossing the intervening space in our world. But not all Dark Minions have this innate ability to access that proto-dimension. Manythe ETs in particular must rely upon special devices to provide that ability. One benefit of this is that the devices can be built to open portals for much larger masses. Even the most powerful of the dark elves, for instance, can only open a human-sized portal with the skill (although they might be able to keep that portal open for a relatively long time, depending upon their skillfulness), but Dimension Walk devices can be built to accommodate virtually any size object. The only problem to be dealt with is the size of the projection device itself. Dimension Walk devices

a r e always cubical, a n d portals a r e always twice a s wide, tall, a n d d e e p a s the device that g e n e r a t e s t h e m . (They a p p e a r as a misty black c u b e projected from o n e face of t h e device.) Therefore, if you want t o m o v e a n a u t o into t h e proto-dimensioin, f o r instance, you h a v e to g e n e r a t e a portal that is as large a s the a u t o ' s longest dimension, which m e a n s y o u n e e d a device half as long as t h e car. It c a n be difficult to k e e p s u c h a thing hidden. Also, t h e s e d e v i c e s d r a w a lot of electrical power, which is why Dark Minions like to u s e m e g a c o r p o r a t e holdings in large cities t o h o u s e t h e m .

"sky" to be "seen" o v e r h e a d , b o t h shot t h r o u g h with t r e m o r s c a u s e d by other objects entering a n d leaving t h e proto-dimension. Neither ground nor sky h a v e a n y distinguishing features, t h o u g h . Both stretch blankly to t h e horizon. In the most commonly used proto-dimensions, distances are about one-tenth of what they are in the normal universe. This m e a n s that by walking for about an hour in the proto-dimension, a humanoid Dark Minion might cover about five kilometers; but upon returning to Earth, it would have travelled 50 kilometers. If that s a m e creature took a motorcycle into the proto-dimension, it might cover up to 20 kilometers during that hour (considered off-road travel), equivalent to 2 0 0 kilome-

E a c h p r o t o - d i m e n s i o n is in m a n y w a y s m u c h like o u r o w n universe. It h a s "planets" circling "stars," for e x a m p l e . O n e s u c h b o d y i s t h e proto-dimensional equivalent of o u r o w n Earth. But t h e m a s s a n d e n e r g y t h e r e c a n only b e perceived b y t h e e m p a t h i c s e n s e . N o n e m p a t h i c c h a r a c t e r s find t h e m s e l v e s s e e m i n g to float in a sort of limbo. But w h e n t h e e m p a t h i c s e n s e is in operation, t h e r e is a sort of dark "ground" to be "felt" underfoot, a n d a sort of black

ters when it returned to Earth.

T h e Dark Minions a r e actually able to a c c e s s m a n y different d i m e n s i o n s a n d p r o t o - d i m e n s i o n s . Many of the d i m e n s i o n s are the a b o d e s of o n e or another of t h e Dark R a c e s . In future s u p p l e m e n t s ,

c h a r a c t e r s . ( A s s u m e that e m p a t h i c contact, o n c e established, lasts t h e duration of t h e trip.) E m p a t h y h a s another important function in protod i m e n s i o n s as well: It s e r v e s as a sort of direction s e n s e . In other words, e m p a t h i c c h a r a c t e r s c a n feel t h e real-world locations c o r r e s p o n d i n g to t h o s e in t h e proto-dimension. This way t h e y c a n navigate their w a y t h r o u g h t h e otherwise featureless terrain. This a s s u m e s that t h e y h a v e m a d e a successful roll v e r s u s their E m p a t h y attribute. If they fail that roll, they h a v e no s e n s e of direction; a catastrophic failure m e a n s that they h a v e a false s e n s e . (Referees should m a k e t h e s e rolls for t h e players.) Note that just as a portal is n e c e s s a r y in order to enter a proto-dimension, a n o t h e r is just as n e c e s s a r y in order to exit. Therefore, e v e n if t h e PCs c a p t u r e o n e device, t h e y will m o s t likely h a v e to exit at s o m e other held by Dark Minions. B e s i d e s allowing t h e P C s a c c e s s to a dimensional portal, you might d e c i d e to let o n e or m o r e of t h e e m p a t h i c o n e s to learn t h e Dimension Walk skill. If so, t h e y should only be able to a c c e s s d i m e n s i o n s a n d p r o t o - d i m e n s i o n s that t h e y h a v e previously we will deal with s o m e of t h o s e in m o r e detail. Meanwhile, referees should feel free to invent dim e n s i o n s a s they s e e f i t j u s t k e e p t h e m horrific. We h a v e m e n t i o n e d the proto-dimensions that are m o s t c o m m o n l y u s e d , but y o u m a y wish t o allow a c c e s s to other proto-dimensions, as well. For e x a m p l e , if y o u n e e d a creature to h a v e truly rapid transit b e t w e e n L.A. a n d New York, you might w a n t to h a v e portals set up in both cities, a c c e s s i n g a proto-dimension in which d i s t a n c e s a r e a h u n d r e d t h or a t h o u s a n d t h of t h o s e in t h e real world. visited. This p r e v e n t s t h e m from b e c o m i n g t o o powerful, especially if you h a v e Dark Minions begin patrolling t h e o n e s t h e P C s u s e frequently. You might e v e n want to h a v e o n e or m o r e of t h e d i m e n s i o n s or p r o t o - d i m e n s i o n s t h e y u s e suddenly c e a s e t o exist, having b e e n destroyed by t h e Dark Masters, perh a p s . That o u g h t to give t h e P C s s o m e t h i n g of a fright, especially if t h e y a r e in it w h e n it collapses. Another way to c o u n t e r b a l a n c e t h e usefulness of p r o t o - d i m e n s i o n s i s t o m a k e t h e d i s t a n c e s between proto-dimensional locations r e m a i n t h e s a m e as for their real-world equivalents, but h a v e the protodimensional flow of t i m e run faster. T h e real-world If your P C s discover a Dimension Walk device a n d learn to o p e r a t e it, they m a y wish to u s e it t h e m s e l v e s . A n y o n e c a n enter a dimensional portal, but r e m e m b e r t h a t only e m p a t h i c c h a r a c t e r s c a n perceive the topology of a proto-dimension. However, by u s e of H u m a n E m p a t h y a n d Project T h o u g h t skills, e m p a t h i c c h a r a c t e r s are able to convey an i m a g e of their perceptions to n o n e m p a t h i c effect is virtually t h e s a m e as for a distance-shortening proto-dimension, but t h e travelling characters' perception is different. In our e x a m p l e a b o v e , we m e n t i o n a h u m a n o i d creature entering a one-tenth distance proto-dimension, walking five kilometers in an hour, a n d reentering t h e real world 50 kilometers distant, an effective trip of 50 kilometers in an hour. In a 1 0 - t o - o n e t i m e proto-dimension, t h e

creature would enter t h e proto-dimension, walk for 10 h o u r s in order to cover 50 kilometers, t h e n reenter t h e real world only o n e hour later in real time, again an effective trip of 50 kilometers in an hour. T h e only p r o b l e m is that t h e creature is 10 h o u r s older a n d m u c h wearier. And if y o u include t h e possibility of e n c o u n t e r s in your proto-dimension, a proto-dimensional trip of 10 h o u r s c a n be m u c h m o r e d a n g e r o u s t h a n a o n e - h o u r trip.

of t h e m terminal patients in c o r p o r a t e - o w n e d h o s pitals a n d clinics). Their brains a r e t h e n sliced thin, a n d t h e p i e c e s are laminated in an organic s h e a t h ing. T h e s e p i e c e s a r e t h e n tested a n d sorted b y t y p e of function (no two brain slices h a v e their n e u r o n s "wired" quite t h e s a m e ) , before being a s s e m b l e d into c o m p l e t e c o m p u t e r s . T h e u n i q u e n a t u r e of e a c h brain slice not only m e a n s that e a c h m u s t be sorted by function; it also m e a n s that m a n y "circuits" in e a c h slice a r e entirely u n u s e d . All t o o often, t h e s e e x t r a n e o u s circuits

O n e of the m o s t h i d e o u s of t h e Darkling d e v i c e s is t h e c o m p u t e r s u s e d primarily by insectoid a n d tentacular ETs. On t h e outside, t h e s e look like other Darkling devices, but inside, s u s p e n d e d in a greenish nutrient b a t h , are row after row of paper-thin slices of h u m a n a n d animal brain tissue, serving as circuit b o a r d s for t h e c o m p u t e r s ' operation. Every day, t h o u s a n d s of terran c r e a t u r e s are killed to supply t h e p a r t s for t h e s e m a c h i n e s ( m a n y

h o u s e m e m o r i e s a n d instincts that w a n d e r a b o u t the c o m p u t e r circuitry as "data ghosts." S o m e t i m e s , if e n o u g h slices from a particular brain are incorp o r a t e d into o n e computer, or if several c o m p u t e r s with brain tissue in c o m m o n c o m m u n i c a t e jointly, a partial personality is r e c o n s t r u c t e d of t h e creature from which t h e brain w a s t a k e n . Often, w h e n s u c h a thing h a p p e n s , t h e ETs are forced to destroy t h e c o m p u t e r to prevent it from s h a k i n g off their control.

O n t h e other h a n d , t h e ETs h a v e b e g u n t o incorp o r a t e s o m e of t h e s e e x t r a n e o u s bits of m e m o r y a n d instinct into p r o g r a m c o n s t r u c t s that s e r v e as internal g u a r d s , hard-wired into t h e c o m p u t e r s . For e x a m p l e , s o m e e m p a t h i c ability a n d m e m o r i e s from a h u m a n might be tied to a s h a r k ' s h u n g e r instinct a n d an electronic a t t a c k p r o g r a m , to c r e a t e an electronic g u a r d t h a t recognizes e m p a t h i c intrusion a n d a t t a c k s it ferociously.

tronic otherworld predicted in c y b e r p u n k literature, but s o m e interface of mind a n d m a c h i n e is possible. If you run a d v e n t u r e s with c o m p u t e r e m p a t h i c c h a r a c t e r s , k e e p in m i n d that t h e y c a n n o t directly affect t h e operation of c o m p u t e r s . C o m p u t e r E m p a t h y is a receptive s e n s e only. W h a t they can d o , however, is perceive information within t h e c o m puter world m u c h faster t h a n s o m e o n e watching a monitor, a n d t h e y p e r c e i v e m o r e of that information at o n e t i m e t h a n d o e s a n o r m a l operator. With this e n h a n c e d information, c o m p u t e r e m p a t h i c c h a r a c t e r s c a n o p e r a t e a c o m p u t e r m u c h m o r e easily t h a n c a n n o r m a l o p e r a t o r s . T h e y c a n also assist s o m e -

E v e n with the deleterious effects of t h e Dark Minion-spawned Greater Depression, h u m a n i t y h a s continued t o increase its d e p e n d e n c e u p o n c o m p u t e r s a n d c o m p u t e r networks. A t t h e s a m e time, C o m p u t e r E m p a t h y h a s b e g u n to manifest itself in a small portion of t h e population (although m o s t s u c h "gifted" individuals t e n d to k e e p their abilities s e c r e t ) . T h e result is n o w h e r e n e a r being t h e elec-

o n e w h o is operating a c o m p u t e r , by orally describing to t h e o p e r a t o r what they s e n s e . (You might let a successful c o m p u t e r e m p a t h i c c h a r a c t e r adjust t h e c o m p u t e r o p e r a t o r ' s skill by o n e point, t w o if an outstanding s u c c e s s is rolled.) Most c o m p u t e r s a n d n e t w o r k s s u c h c h a r a c t e r s e n c o u n t e r will b e n o r m a l , t e r r a n devices. S o m e m a y be larger a n d faster t h a n others, m o r e difficult to a c c e s s , p e r h a p s , but t h e y will still be just m a c h i n e s . Occasionally, however, a c o m p u t e r e m p a t h i c character m a y e n c o u n t e r a n o t h e r e m p a t h i c c h a r a c t e r within a c o m p u t e r network. W h e n this h a p p e n s , t h e two c h a r a c t e r s c a n c o m m u n i c a t e empathically with e a c h other, using t h e c o m p u t e r link as a sort of carrier w a v e . T h e resultant c o m m u n i c a t i o n is extremely rapid, as if t h e two were sitting in t h e s a m e r o o m a n d using H u m a n E m p a t h y a n d Project T h o u g h t t o c o m m u n i c a t e telepathically. Even less frequently, c o m p u t e r e m p a t h i c chara c t e r s m a y e n c o u n t e r a Dark Minion c o m p u t e r within a network (if they perform a c o m p u t e r s e a r c h into t h e h e a r t of a major corporation, for e x a m p l e ) . In s u c h a c a s e , t h e y a r e in for quite a s h o c k when they begin t o perceive t h e j u m b l e o f organic m e m o ries swirling there. But as well, t h e m a c h i n e itself m a y be able to s e n s e s u c h c h a r a c t e r s with its organic p a r t s (if o n e or m o r e of its "donors" h a d t h e C o m p u t e r E m p a t h y skill t h e m s e l v e s ) a n d a t t a c k t h e m empathically. On t h e other h a n d , with its electronic abilities, it might r e a c t to t h e c o m p u t e r t h e c h a r a c t e r is "riding." It could cut off that c o m -

p u t e r ' s a c c e s s to t h e network, for e x a m p l e , or p e r h a p s invade it with a virus. It might e v e n t a k e control of t h e c h a r a c t e r ' s c o m p u t e r a n d p u r g e it of all p r o g r a m m i n g not specifically hard-wired in. As referee, you should decide t h e specific results b a s e d u p o n your perception of t h e relative power of t h e two c o m p u t e r s a n d t h e quality of t a s k rolls by e a c h of t h e c o m b a t a n t s . (You will n e e d to assign a C o m p u t e r Operation skill a n d E m p a t h y rating to the Dark Minion c o m p u t e r . ) C o m p u t e r c o m b a t is not intended t o b e h a n d l e d i n t h e s a m e detail a s n o r m a l c o m b a t , however; after all, it is a completely different environment. Also, t w o important things to k e e p in m i n d are that Dark Minion c o m p u t e r s c a n m e l d e m p a t h i c skills a n d C o m p u t e r Operation in w a y s not possible for a h u m a n or Dark Minion, a n d a n y e n c o u n t e r with t h e m o u g h t to be horrifying for t h e c h a r a c t e r involved. Finally, you n e e d to describe c o m p u t e r interaction at t h e level you are familiar with. As always, t h e important thing to c o n v e y is story. D o n ' t think y o u h a v e to m e n t i o n every switch ing point along t h e way a c h a r a c t e r ' s goal. Instead, you should h a v e t h e player m a k e skill tests a n d b a s e your descriptions of t h e action u p o n t h e quality of t h o s e rolls. Let's consider an e x a m p l e of c o m p u t e r interaction a n d c o m b a t . Dolph, a PC with a C o m p u t e r Operation skill of 6 a n d a C o m p u t e r E m p a t h y skill of 8, is a t t e m p t i n g to a c c e s s t h e Tojicorp c o m p u t e r s y s t e m by m o d e m a n d call up a personnel file s e c u r e d within it. What he d o e s not k n o w is t h a t t h e file is held within an organic c o m p u t e r that h a s developed its o w n limited s e n t i e n c e . T h e referee d e c i d e s t o h a v e h i m m a k e a C o m p u t e r Operation test first, at Difficult level b e c a u s e t h e Tojicorp s y s t e m is well p r o t e c t e d . Rolling, t h e player s u c c e e d s , a n d a roll for p o w e r level ( s e e E m p a t h i c S u c c e s s in t h e "Task Resolution & Skill" c h a p t e r ) reveals a b a s i c s u c c e s s , which t h e referee translates a s having a c c e s s e d t h e s y s t e m ' s o p e n i n g m e n u a n d finding an entry for personnel records, but discovering nothing important after doing a quick s e a r c h of what is available u n d e r that h e a d i n g . Convinced that t h e r e c o r d h e s e e k s i s hidden t h e r e s o m e w h e r e ,

t h e player s t a t e s that Dolph is going to a t t e m p t C o m p u t e r E m p a t h y to feel for p a t h w a y s hidden u n d e r undisclosed m e n u h e a d i n g s . T h e referee a g r e e s , again setting the t a s k at Difficult. A S t a g e Two is rolled, which t h e referee translates as having a c c e s s e d the line leading to t h e sentient computer. Another C o m p u t e r O p e r a t i o n c h e c k , this o n e at A v e r a g e difficulty, is called for to s e a r c h t h a t c o m p u t e r ' s files. At t h e s a m e time, t h e referee rolls for t h e c o m p u t e r itself to empathically recognize t h e intrusion, deciding to set t h e c o m p u t e r ' s E m p a t h y rating at 4 a n d t h e t a s k at Easy. Dolph's player rolls an outstanding s u c c e s s , which t h e referee t r a n s lates as Dolph having found t h e file he w a n t e d at t h e t o p of t h e m e n u a n d copying it to his c o m p u t e r ' s m e m o r y almost instantly. T h e Dark Minion c o m p u t e r ' s skill c h e c k results in a S t a g e Two s u c c e s s , a n d t h e referee tells t h e player that Dolph h e a r s a m e n t a l voice a s k i n g "Who's t h e r e ? " t h e n finds himself in e m p a t h i c contact with a n o t h e r mind. He s e e s i m a g e s of a dozen different p e o p l e ' s lives, p l u s

c a n s o m e t i m e s link with o t h e r s to p r o d u c e a c o m bined sentience. If t h e s e s e n t i e n c e s are talented e n o u g h , a n d lucky e n o u g h , t h e y c a n e s c a p e the notice of t h e Dark Minions until they h a v e gained e n o u g h power to protect t h e m s e l v e s from shutdown. T h e y t h e n b e c o m e self-determined creatures dwelling within t h e c o m p u t e r networks. Similarly, t h e r e are s o m e d i s e m b o d i e d creatures, things like g h o s t s a n d a n i m a t o r spirits, t h a t t a k e u p r e s i d e n c e within t h e electronic flow of t h e c o m p u t e r networks. Generally, all s u c h s e n t i e n c e s are hostile to c o m puter e m p a t h i c h u m a n s t h e y e n c o u n t e r in t h e networks. But o n c e in a while, when working against t h e Dark Minions, P C s m a y f i n d t h e m s e l v e s being aided by s u c h a being if it b e a r s a g r u d g e against t h e invaders itself.

As referee, you h a v e to consider t h e abilities of your g r o u p ' s P C s a n d p r e s e n t t h e m with appropriately challenging o p p o n e n t s . For that r e a s o n , there is n o t a lot to be said a b o u t a n i m a t o r generators, the m a c h i n e s by which m a n y Dark R a c e s create life force to a n i m a t e nonliving objects ( s e e "Dark R a c e s " ) . You just d e c i d e how m a n y animating spirits y o u want your Dark Minions to h a v e t h e PCs e n c o u n t e r a n d what their forms a n d abilities ought t o b e , t h e n write t h e m d o w n a n d s e n d t h e m o n their way to play w h a t e v e r p a r t y o u intend in your others from t h e m i n d s of lesser creatures, all j u m b l e d t o g e t h e r in a horrifying m u d d l e , a n d overlaid with an agonizing s e n s e of loneliness a n d confusion. T h e c h a r a c t e r m u s t m a k e a n Average Willpower c h e c k to pull free, or he will be s u c k e d helplessly into t h e n i g h t m a r e . T h e player rolls a n d fails. But t h e referee is feeling g e n e r o u s , so he h a s a friend c o m e by Dolph's a p a r t m e n t a few h o u r s later, find Dolph frozen in front of his c o m p u t e r with t e a r s s t r e a m i n g down his face, a n d turn t h e c o m p u t e r off, b r e a k i n g t h e c o n n e c t i o n . H e p u t s Dolph t o b e d , a n d b y m o r n i n g t h e c h a r a c t e r h a s recovered e n o u g h t o function o n c e again. As a final n o t e c o n c e r n i n g Dark Minion c o m p u t ers, it should be m e n t i o n e d that t h e s e c o m p u t e r s nefarious s c h e m e s . If for s o m e r e a s o n y o u d e c i d e to allow t h e P C s to c a p t u r e an a n i m a t o r g e n e r a t o r a n d puzzle out its operation, t h e r e are a c o u p l e of guidelines you ought to follow. First, only allow t h e m a c h i n e to m a k e o n e a n i m a t o r spirit at a t i m e , a n d h a v e it t a k e several h o u r s to do s o . ( 4 D 6 h o u r s is a g o o d rule of t h u m b . ) S e c o n d , don't tell t h e players t h e exact s t a t s of t h e resultant a n i m a t o r d e s c r i b e its abilities in b r o a d t e r m s . If they a r e creating s o m e t h i n g d e s c r i b e d in t h e "Dark R a c e s " c h a p t e r or t h a t you h a v e already designed, your j o b will be easy. But if you allow t h e m to experiment at creating s o m e t h i n g new, h a v e t h e m describe to y o u what effect they are working for, t h e n d e c i d e for yourself what its stats

o u g h t to b e . After that, h a v e t h e m m a k e a Difficult C o m p u t e r O p e r a t i o n s , Electronics, or M e c h a n i c roll t o o p e r a t e t h e m a c h i n e , a n d b a s e their s u c c e s s o n t h e quality of t h a t roll. A s u c c e s s should give t h e m a n a n i m a t o r that o p e r a t e s a s planned, a n d a n o u t s t a n d i n g s u c c e s s o n e that i s better t h a n p l a n n e d in o n e m a n n e r or another. Finally, t h e last guideline you should follow is that after t h e P C s h a v e h a d t h e m a c h i n e for a while, by all m e a n s t a k e it a w a y from t h e m again. (You m i g h t h a v e t h e Dark Minions give it a remotely controlled order to destruct, for exa m p l e . ) P C s should n o t c o m e t o rely u p o n s o m e sort of m a g i c b o x to do their work for t h e m . Besides, Dark Conspiracy is s u p p o s e d to be a g a m e of constant change. C y b o r g s h a v e b e e n d i s c u s s e d i n t w o other p l a c e s in this b o o k : in "Careers" ( a s a c h a r a c t e r generation possibility), a n d as o n e of t h e forms of c h a n g e l i n g s in "Dark R a c e s . " To design c y b o r g s for a d v e n t u r e s , then, referees c a n u s e t h e guidelines in either of t h o s e locations. T h o s e in "Dark R a c e s " a r e considerably less c o m p l e x , but t h o s e in t h e "Careers" c h a p t e r a r e m o r e detailed. S o m e o f t h e Dark Minions a l s o u s e c y b o r g s a s g u a r d s a n d a s s a s s i n s , e n h a n c i n g their b o d i e s a n d controlling their m i n d s . This is just what PC cyborg e s c a p e e s were intended for. And this, t h e n , is what t h e special n o t e for that c a r e e r refers to as "unpleas-

ant c o n s e q u e n c e s . " T h a t is, if PC c y b o r g s m e e t up with t h e Dark Minions w h o modified t h e m , they m a y b e t a k e n over o n c e again. T h e referee should play this possibility for its story value. If the P C s are soundly thrashing a g r o u p of Dark Minions, for e x a m p l e , t h e referee might decide t o h a v e t h e s e b e t h e c r e a t u r e s that c r e a t e d t h e PC cyborg in t h e g r o u p , a n d t h o s e c r e a t u r e s might suddenly pull out a control b o x or s p e a k a c o m m a n d word to c a u s e t h e c y b o r g to join their side of the battle. Alternately, you might just h a v e t h e m c a u s e t h e cyborg t o freeze u p . Of c o u r s e , y o u don't h a v e to wait until a battle to h a v e a g r o u p of Dark Minions a t t e m p t to regain

control of t h e PC c y b o r g . T h a t a t t e m p t could be the c o r e to an entire a d v e n t u r e , with t h e Dark Minions remotely c o m m a n d i n g t h e cyborg t o d o their bidding a n d t h e P C s trying to b r e a k that control. Or p e r h a p s t h e c y b o r g suddenly realizes that h e o r s h e h a s a self-destruct m e c h a n i s m ticking a w a y inside a n d t h e P C s h a v e to find t h e Dark Minions responsible, in order to obtain t h e defusing device. Don't be hesitant to u s e a n d a b u s e PC c y b o r g s in s u c h w a y s . After all, their players were w a r n e d about possible "unpleasant c o n s e q u e n c e s " of choosing t h e career.

If you a r e to run a d v e n t u r e s with ETs, they will n e e d to h a v e s o m e sort of flying vehicle: a U F O . T h e s e U F O s a r e m o t i v a t e d b y antigravity engines that allow t h e m to go from a stationary hover to m a c h s p e e d s nearly instantly. A t t h e s a m e t i m e , t h o s e e n g i n e s g e n e r a t e gravity inside t h e vessels to n e g a t e t h e effects of s u c h acceleration u p o n creat u r e s inside, a n d to avoid weightlessness in orbit. As well, m o s t U F O s h a v e D i m e n s i o n Walk devices built into t h e m , to allow projection of t h e v e s s e l s into p r o t o - d i m e n s i o n s for e v e n m o r e rapid travel. In c o m b a t , a U F O c a n withstand a direct hit from anything short of a nuclear missile. Fortunately for Earth, t h e r e are only a handful of t h e s e vessels in existence, a n d t h e Dark Minions s e e m u n a b l e t o manufacture any more. P e r h a p s t h e m o s t important thing t o r e m e m b e r a b o u t t h e s e craft, however, is that they exist in a horror g a m e , not science-fiction. W h e n you u s e t h e m , always b e s e a r c h i n g for s o m e way t o m a k e t h e m horrific. For e x a m p l e , if o n e lands, when it t a k e s off o n c e again it should leave behind a scorched circle with the c h a r r e d b o n e s of s o m e unfortunate animal. T h e s o u n d it m a k e s w h e n flying should grate painfully on t h e n e r v e s . If t h e P C s get close to o n e , t h e y should feel a q u e a s y sensation, as from s o m e s t r a n g e sort of radiation, a n d it should m a k e Geiger c o u n t e r s go wild. If you work to e v o k e s u c h details, y o u will h a v e set t h e s t a g e for your ETs to be horrifying, as well.

a U F O , a n d p o w e r e d by its e n g i n e s ) . Most death rays just b u m gaping holes through J u s t a s ETs n e e d U F O s , they also n e e d adv a n c e d w e a p o n s with which to slay. We call t h e s e w e a p o n s , generically, d e a t h rays, b e c a u s e virtually a n y hit by o n e c a u s e s d e a t h to a n y living target. T h e r e a r e two basic sizes for t h e s e w e a p o n s : h a n d - p o r t a b l e (pistol-sized to shoulderm o u n t e d ) , a n d vehicular (generally m o u n t e d o n whatever they hit. Optionally, you can have t h e m electrocute their targets or have the hit location just burst into flames. You might even have it disintegrate entirely or explode. The visual effect is up to you as referee, but t h e e n d result is t h e s a m e in a n y c a s e . For referees w h o desire specific statistics, t h e following t w o e x a m p l e s a r e provided.

ROF Dam 1 20

Pen 1

Blk 1D10

Mag 1D100

SS

Brst Rng 200

Special: T h e s e w e a p o n s r a n g e in bulk from 1 to 10, as d e t e r m i n e d by a die roll. If a PC c a p t u r e s o n e , roll percentile dice (secretly) to d e t e r m i n e h o w m a n y s h o t s remain; it c a n n o t be r e c h a r g e d .

ROF 1

Dam 70

Pen 1

Mag

Rng 10,000

Special: Magazine is unlimited, as long as t h e powering engine r e m a i n s in operation.

In this chapter, we provide y o u with s o m e a d v e n t u r e s t o get your c a m p a i g n started. T h e f i r s t o n e i s fully d e v e l o p e d . After that, we give y o u a n u m b e r of tabloid h e a d l i n e s (from actual tabloids), e a c h with a s y n o p s i s of t h e story it referred to a n d a c a p s u l e description of h o w to u s e it for an a d v e n t u r e . (In t h e s e a d v e n t u r e descriptions, t h e distinction b e t w e e n p l a y e r a n d c h a r a c t e r is blurred in s o m e p l a c e s . In t h e first a d v e n t u r e , for e x a m p l e , t h e referee tells o n e of t h e p l a y e r s , "You h a v e h a d a d r e a m . " In actuality, of c o u r s e , it is t h e player's c h a r a c t e r w h o h a s h a d t h e d r e a m , but t h e direct address encourages players to imagine themselves a s their c h a r a c t e r s . )

started thinking in t e r m s of story-building a n d playing roles. In this a d v e n t u r e , t h e PCs go to Dayton, Ohio, to investigate r u m o r s of cannibalism in that city. Actually, t h e r u m o r s a r e d u e to s e r v a n t s of a bloodkin v a m p i r e ( s e e t h e Bloodkin entry in t h e "Dark R a c e s " c h a p t e r ) w h o controls t h e h e a d of the University of D a y t o n ' s ROTC p r o g r a m . T h e P C s wend their way t h r o u g h a welter of confusion a n d danger, finally to confront t h e bloodkin v a m p i r e a n d e n d its reign. M a k e certain that at s o m e t i m e during their discussion a n d preparation, t h e PCs c a t c h a n e w s story or two a b o u t possible cannibalism in Dayton. T h e y might be radio or TV a n n o u n c e m e n t s , or p e r h a p s newsfax a c c o u n t s . In a n y c a s e , if t h e players a s k for details, tell t h e m that t h e stories c o n c e r n n u d e b o d i e s of h o m e l e s s p e o p l e being found in s o m e of downtown D a y t o n ' s alleys. According to t h e stories, their t h r o a t s h a d b e e n torn out a n d other b o d y p a r t s c h e w e d t o e x p o s e major blood vessels, but t h e r e w a s very little blood a b o u t . To introduce your P C s to this a d v e n t u r e , h a v e all of t h e m with a n y e m p a t h i c rating at all m a k e an Average test of their E m p a t h y attribute. T h e n t a k e a s i d e t h e player w h o s u c c e e d s b y t h e greatest margin, a n d tell that player t h a t h e o r s h e h a s h a d a very disturbing d r e a m . It is, in fact, t h e d r e a m ascribed to Hadyn in t h e "Character Generation" c h a p t e r of this b o o k . Ideally, you o u g h t to relate that d r e a m afresh to t h e player, telling it in your o w n words. But in any event, you should m a k e sure t h a t t h e details a n d a t m o s p h e r e of t h e d r e a m are fresh in that player's mind. (Also, it is p r o b a b l y b e s t if you do not allow t h e playeror a n y of t h e o t h e r s , for that matterto reread the dream during play. M a k e him or her rely u p o n m e m o r y , to simulate t h e w a y t h a t d r e a m s slowly fade from t h e mind over t h e c o u r s e of waking hours.) After you h a v e r e c o u n t e d t h e d r e a m , let t h e player a s s e m b l e t h e rest of t h e c h a r a c ters. E n c o u r a g e t h e p l a y e r s t o act out t h e p h o n e calls a n d messages that are exc h a n g e d , in order to get t h e m Police believed that stray a n i m a l s h a d m a d e t h e w o u n d s a n d l a p p e d u p t h e blood, but t h e reporter insisted t h a t t h e killings were by cannibals, b e c a u s e t h e w o u n d s indicated blunter teeth, as of h u m a n s . Considered together, t h e m u r d e r s h a v e all o c c u r r e d within a three-block radius of D e e d s Park, which is located on North Dixie Drive, where t h e Mad River m e e t s t h e Miami River ( s e e t h e m a p of D a y t o n ) .

s p e n d t h e next few nights patrolling the streets of downtown Dayton, h o p i n g t o c a t c h at least a glimpse D e p e n d i n g u p o n what p a r t of t h e world your PC g r o u p works from, t h e c h a r a c t e r s m a y h a v e from a few h o u r s ' drive to multiple h o u r s of flight t i m e to travel to Dayton. This is a perfect t i m e to introduce a r a n d o m encounter. T h e e n c o u n t e r will h e l p to m a k e t h e p l a y e r s feel that t h e world is bigthere is a lot going on in it t h a t d o e s n ' t directly c o n c e r n t h e m b u t b e c a u s e their investigation h a s barely b e g u n , t h e e n c o u n t e r will not disrupt it unduly or confuse t h e m . A s always, y o u should c h o o s e s o m e t h i n g appropriate to t h e specific c i r c u m s t a n c e s your g r o u p is in. of t h e cannibals. This is really their only g o o d option, b e c a u s e they h a v e no other l e a d s at present. But let t h e m try whatever else t h e y might c o m e up with; just h a v e t h e s e other o p t i o n s c o m e u p pretty m u c h a s d e a d e n d s . For e x a m p l e , t h e y might decide t o question t h e reporter w h o wrote t h e stories about cannibalism, but w h e n t h e y c h e c k , t h e y f i n d that h e h a s d i s a p p e a r e d . (He is hot on t h e trail of the "cannibals" himself, as will be revealed in t h e final two s c e n e s . ) T h e y could go to the police, of c o u r s e , if they don't m i n d drawing official attention to t h e m s e l v e s . B e c a u s e t h e P C s a r e out-of-towners, however, the police will be very surly toward t h e m , p e r h a p s even O n c e your P C s r e a c h Dayton, h a v e t h e m t a k e c a r e o f m u n d a n e details s u c h a s w h e r e t h e y are going to stay, h o w t h e y a r e going to get a r o u n d town, e t c . Unless they c a m e from s o m e p l a c e very near, t h e y a r e going t o b e s o m e w h a t weary from their travel, s o m a k e sure t h e y t a k e t i m e t o eat a n d s l e e p before getting into a n y serious investigation. T h e y c a n t a k e p a r t of this t i m e to plan their investigation, if t h e y like. abusive. Eventually, they will throw the P C s out, threatening to lock t h e m up for obstructing justice. In general, t h e p u r p o s e of this portion of t h e a d v e n t u r e is both to establish t h e a t m o s p h e r e of Dayton a n d t o frustrate t h e P C s s o m e w h a t , s o that w h e n t h e attack in t h e next s c e n e c o m e s , it will be all t h e m o r e exciting. If t h e y continue to stalk t h e streets at night, on their third evening in town t h e P C s discover another victim. T h e first inkling t h e y get is when they spot a b a r e foot a n d lower leg protruding from t h e s h a d o w y O n c e your P C s a r e settled in, t h e y will m o s t likely m o u t h of an alley into t h e moonlight. W h e n t h e y

investigate, t h e y find t h e n u d e b o d y of a dirty, m i d d l e - a g e d m a n , his throat torn out a n d his limbs g n a w e d horribly. A Difficult test of O b s e r v a t i o n or Tracking reveals several sets of b o o t e d footprints leading d e e p e r into t h e alley. If t h e P C s follow t h e m , they find that t h e prints run all t h e way to t h e next street, where t h e imprint of a h e a v y tire c a n be found in a p a t c h of m u d in t h e gutter. F r o m a p p e a r a n c e s , a g r o u p of half a dozen "cannibals" b o a r d e d a truck at this s p o t and drove away.

be a fiasco. While t h e v a m p i r e s fight ferociously, t h e y are a r m e d only with t o o t h a n d nail. Against u n a r m e d street p e o p l e t h a t h a s always b e e n sufficient. But against a r m e d P C s , it is a n o t h e r thing entirely. Most likely, your P C s will be carrying at least switchblades a n d pistols. T h e v a m p i r e s believe t h e m s e l v e s i m m u n e t o t h e m , s o t h e y d o not t a k e t h e p r e c a u t i o n s n o r m a l o p p o n e n t s would (they don't bother to d o d g e , for i n s t a n c e ) . As a c o n s e q u e n c e , y o u should treat a n y successful hit on o n e of t h e s e lesser v a m p i r e s as fatal.

T h e next evening after the P C s find the b o d y of t h e old m a n , they f i n a l l y m e e t u p with t h e c r e a t u r e s behind t h e killings. As t h e y a r e patrolling t h e streets, m a k e an Average test of O b s e r v a t i o n secretly for e a c h o f t h e m . T h o s e w h o s u c c e e d notice that t h e y are being followed by darkly clothed, pale-skinned figures that flit silently from s h a d o w to shadow, just as in t h e e m p a t h i c c h a r a c t e r ' s d r e a m . T h e y a r e lesser v a m p i r e s ( a s described in t h e "Dark R a c e s " c h a p t e r a n d t h e next p a g e ) , a n d they s e r v e a bloodkin v a m p i r e t h a t they k n o w only a s T h e Master, w h o h i d e s out at a farm outside of t h e city. T h e Master a l w a y s a p p e a r s t o t h e m a s a n elegant h u m a n , a n d h e h a s c o n v i n c e d t h e m t h a t a s h e feeds o n t h e m , t h e y a r e b e c o m i n g i m m o r t a l s just like himself. (Of c o u r s e , t h e y h a v e b e e n d u p e d in this. Not only are t h e y not immortal, but neither is he.) F r o m t i m e to time, T h e Master lets t h e m t a k e a truck into town to hunt, in order to replenish their blood. T h e y a l w a y s p a r k t h e truck in D e e d s Park, a n d r a n g e from t h e r e . If possible, h a v e t h e s e lesser v a m p i r e s tailing an individual PC. But if t h e P C s a r e travelling in g r o u p s , just m a k e certain that t h e r e a r e twice a s m a n y lesser v a m p i r e s a s PCs, a n d play u p t h e elusiveness o f their m o v e m e n t s , s o that t h e P C s c a n n o t b e quite certain just how m a n y t h e r e really are. Of c o u r s e , they h a v e no w a y of knowing just what they a r e , either. You want t o m a k e t h e s e c r e a t u r e s s e e m a s threatening as possible, in order to get the players quite worked u p before t h e y a r e a t t a c k e d . W h e n t h a t a t t a c k c o m e s , however, it t u r n s o u t to

W h e n t h e first o n e falls, t h e o t h e r s suddenly lose all faith in their immortality, a n d t h e y flee, s c r e a m Strength: * Constitution: * Agility: * intelligence: * Education: * Charisma: * Empathy: * Initiative: 5/* Move: * Skill/Dam.: */* Hits: * # Appear: 3D6 ing, from t h e P C s . Panic l e n d s wings to their feet, a n d t h e y split up in all different directions, so m o s t , if not all, of t h e m should m a n a g e to e s c a p e . All e x c e p t t h e o n e t h e P C s killed, t h a t is. W h e n t h e P C s investigate his body, t h e y find that he is wearing military fatigues with a s e c o n d lieutenant's b a r s on t h e collar a n d t h e n a m e "Snyder" o n t h e breast p o c k e t . T h e r e is no unit p a t c h on his shoulder. Although t h e p l a y e r s will h a v e no way of knowing as yet t h a t he w a s suffering from iron-deficiency porphyria, be certain t o describe h i s physical a p p e a r a n c e t o t h e m ( s e e t h e "Bloodkin" entry in t h e "Dark Races" c h a p t e r o n p a g e 2 1 3 - 2 1 5 for details). After t h e P C s h a v e h a d a few m i n u t e s to look him over, police car sirens c a n be h e a r d a p p r o a c h i n g . S o m e o n e in a n e a r b y building h e a r d t h e v a m p i r e s s c r e a m i n g a n d called t h e police. If t h e PCs stick with t h e body, they a r e certain t o b e arrested o n suspicion of murder, to be r e l e a s e d later only u p o n p a y m e n t of a b o n d of $ 5 0 0 0 a p i e c e . If, instead, t h e y flee, t h e y c a n get b a c k to their hotel r o o m without t o o m u c h trouble. A few h o u r s later, they will be w a k e n e d by a police officer w h o w a n t s to question t h e m a b o u t t h e body, b u t he is m e r e l y p a r t of a g r o u p of police c a n v a s i n g t h e entire area a n d d o e s not s u s p e c t t h e P C s m o r e t h a n a n y o n e else.

*As per human NPCs. Special: Averse to bright light and garlic, initiative 5 until one is downed, then normal Initiative (see below). Human victims of a vampire typically suffer from a related disease called iron-deficiency porphyria. This disease causes the g u m s to recede, making the teeth look elongated, and creates a craving for blood in its victims. As well, bright light becomes painful to their eyes, and certain natural chemicals in garlic m a k e s them nauseous. Historically, bloodkin vampires have often played upon these symptoms, telling their victims that they are becoming immortal vampires as well, thus adding more confusion to the vampire legends. Referees should choose an NPC experience level for these "lesser vampires," based upon where they were "recruited" from. However, because they believe themselves to be immortal, they will attack with incredible f e r o c i t y treat them as having an Initiative 5, regardless of actual NPC leveluntil one of their number dies. At that point, they revert to their normal Initiative and attempt to flee. Unfortunately, by the next time they are encountered, their master will have convinced them of their immortality once again (explaining away their comrade's death as a fluke or illusion, perhaps).

T h e P C s n o w h a v e a n important clue t o t h e identity of t h e D a y t o n "cannibals": T h e fact that at least o n e of t h e m w a s a Lieutenant Snyder, apparently an Air F o r c e lieutenant. It is m o s t likely that t h e y will do s o m e sort of c o m p u t e r s e a r c h of WrightPatterson's personnel listings, p e r h a p s going to the Air F o r c e b a s e to do so. But this will reveal no listing for Snyder. If t h e y s o m e h o w c h e c k t h e D a y t o n police files, t h e y will find that t h e police h a v e identified t h e victim as J a c k Snyder, a s o p h o m o r e student at t h e University of Dayton, w h o h a s b e e n on t h e missing p e r s o n s list for a b o u t t w o w e e k s . If t h e P C s think to c h e c k for a forensics report, t h e y will learn that

S n y d e r w a s suffering from iron-deficiency porphyria a n d also h a s several s e t s of paired bite m a r k s on his n e c k , s o m e m o r e fully h e a l e d t h a n others. A s e a r c h of b a c k issues of n e w s p a p e r s will also reveal t h e fact that J a c k S n y d e r w a s listed as a missing p e r s o n , a n d it will give t h e n a m e of his girlfriendLori M a c N a m a r r a w h o t u r n e d in t h e missing p e r s o n report. If t h e P C s m a n a g e to c o n v i n c e S n y d e r ' s girlfriend to talk with t h e m , s h e will reveal that he d i s a p p e a r e d along with a c o u p l e of b u d d i e s , a n d that t h e last p l a c e s h e r e m e m b e r s h i m going t o w a s a n ROTC p a t t y at t h e c o u n t r y h o m e of Major Gerald Leeds, t h e university's ROTC director. Checking with a n y other offices on c a m p u s will generally result in an answer of "I'm sorry, but we are not authorized to give out t h a t sort of information." If the P C s are especially convincing at o n e of t h e s e offices, t h e y will learn only t h a t S n y d e r w a s an a b o v e - a v e r a g e student a n d a m e m b e r of ROTC. It is e a s y e n o u g h for t h e m to learn that Major L e e d s is the director of t h e ROTC p r o g r a m . It is likely that your PCs will go to t h e ROTC office to interview Major Leeds a n d that they will try to interview S n y d e r ' s girlfriend, Lori M a c N a m a r r a , as well. If t h e y call Lori's d o r m r o o m , a r o o m m a t e will a n s w e r a n d explain that Lori is at class. S h e will not give out any other information, but will t a k e a m e s s a g e to h a v e Lori call t h e P C s w h e n s h e returns. Major Leeds is m u c h easier to find. His secretary will m a k e an a p p o i n t m e n t for t h e P C s for whatever t i m e t h e y like, provided that it is during n o r m a l b u s i n e s s h o u r s . O r t h e P C s c a n talk t o Leeds b y p h o n e . Either way, L e e d s will tell t h e m t h a t he k n o w s nothing m o r e a b o u t S n y d e r ' s d i s a p p e a r a n c e . H e will s a y that S n y d e r did c o m e to t h e ROTC p a r t y at his c o u n t r y h o u s e , but he left a b o u t midnight, a n d that Leeds did not s e e him a g a i n after that. If t h e PCs m e e t L e e d s in p e r s o n , play him according to t h e description o n t h e next p a g e . T h e m o s t important thing for a referee to k e e p in m i n d during this s c e n e is that t h e PCs h a v e to

b e c o m e suspicious t h a t L e e d s w a s s o m e h o w involved in S n y d e r ' s original d i s a p p e a r a n c e , so that they will want to investigate Leeds' country p l a c e . If t h e P C s d o not b e c o m e suspicious e n o u g h after investigating Leeds, you c a n h a v e Lori M a c N a m a r r a tip t h e m off. If Lori d o e s not k n o w of their investigation, a n d t h e r e f o r e c a n n o t call t h e m , y o u m i g h t e v e n h a v e a hint d r o p p e d by a p o l i c e d e t e c t i v e whp contacts the PCs about Synder's death. One way or another, then, you have to get t h e m p o i n t e d t o w a r d t h e c o u n t r y h o u s e , i n o r d e r for the next s c e n e to t a k e place.

Level: E x p e r i e n c e d Skills: Act/Bluff 6, Leadership 5, Instruction 5, Melee C o m b a t ( U n a r m e d ) 4 , P e r s u a s i o n 6 , Small A r m s (Pistol) 4 , Willpower 4 Initiative: 3 Physical Description: Major L e e d s is a slim m a n of m o d e r a t e height, with a thinning gray crewcut a n d a pencil m o u s t a c h e . H e a p p e a r s t o b e i n his m i d - 5 0 s . A n e a s y smile is generally u p o n his lips, but his e y e s shift a b o u t continuously, as if his m i n d is constantly working to recognize an a d v a n t a g e to be g a i n e d in every situation. Motivation: Spade King: Major L e e d s is completely selfc e n t e r e d but highly charismatic. He h a s obtained his present, quite comfortable, position t h r o u g h careful manipulation of t h o s e a r o u n d him, feigning friendship with t h o s e in power a n d creating s c a n d a l s a b o u t t h o s e w h o h a v e stood in his way. In p e r s o n , he is quite likable, but he u s e s p e o p l e for his own e n d s . A few m o n t h s a g o , he m e t a bloodkin v a m p i r e w h o p r o m i s e d h i m wealth a n d p o w e r if he would s e r v e as a recruiter of " s e r v a n t s " for T h e Master to feed u p o n . L e e d s h a s u s e d his position as h e a d of t h e University of D a y t o n ' s ROTC p r o g r a m to lure healthy y o u n g s t u d e n t s out to his country h o u s e , w h e r e T h e Master is hidden. Diamond Queen: Leeds also h a s an insatiable lust for y o u n g w o m e n . In fact, o n e of t h e primary r e a s o n s t h a t he a g r e e d to shelter T h e Master a n d work for him is b e c a u s e he g e t s his pick of all f e m a l e s t h a t a r e "recruited." Leeds h a s quite a h a r e m of y o u n g w o m e n ( w h o m T h e Master h a s drained of their will) l o c k e d up in his c o u n t r y h o u s e .

Having l e a r n e d of L e e d s ' i n v o l v e m e n t with S n y d e r ' s d i s a p p e a r a n c e , t h e P C s g o t o Leeds' country h o u s e to t a k e a surreptitious look around. T h e p l a c e is located along a s e c o n d a r y r o a d about 20 kilometers southwest of Dayton, an agricultural a r e a t h a t h a s since b e e n a b a n d o n e d . T h e g r o u n d s are fenced in a n d heavily w o o d e d up front; to either side are cattle p a s t u r e s n o w g o n e to waist-high w e e d s a n d b r u s h . B e y o n d t h e w o o d lies a cleared a r e a containing t h e h o u s e a n d barn, a n d behind that is land t h a t u s e d to be cornfields. ( S e e t h e d i a g r a m on p a g e 2 5 1 for details.) Most likely, t h e P C s will a t t e m p t to s n e a k o n t o t h e property, m o s t likely t h r o u g h t h e cover of t h e wood, in o r d e r t o scout t h e p l a c e out. (If, instead, t h e y drive right u p t h e lane t o t h e h o u s e , skip this s c e n e a n d g o to t h e next: T h e Master T a k e s Right.) As they slip t h r o u g h t h e w o o d s , however, g u a r d s a r e waiting for t h e m . If t h e P C s m a k e their a t t e m p t at night (which i s p r o b a b l e ) , t h e s e g u a r d s a r e m o r e lesser v a m p i r e s w h o h a v e b e e n convinced that t h e y are immortal a n d that S n y d e r ' s d e a t h w a s b e c a u s e he lost faith in T h e Master. During t h e day, t h e lesser v a m p i r e s are replaced by new recruits (Novice NPCs) w h o want to prove their worthiness to b e c o m e lesser vampires. In either c a s e , let t h e PCs work their way to a b o u t t h e middle of t h e wood, t h e n tell t h e m that they spot multiple figures flitting t h r o u g h t h e t r e e s a h e a d of t h e m . A s t h e y watch, m o r e a n d m o r e f i g u r e s a p pear, until it is o b v i o u s t h a t t h e P C s are terribly

o u t n u m b e r e d . S o o n , m o r e f i g u r e s a r e visible t o their f l a n k s , a n d a s t h e P C s retreat, t h e f i g u r e s try t o outrun t h e m , to cut t h e m off from e s c a p e . Eventually, t h e P C s will be forced to fight just to get free. Their a t t a c k e r s a r e u n a r m e d ( h u m a n g u a r d s h a v e m e l e e w e a p o n s ) , but t h e r e a r e s o m a n y o f t h e m . T h e trick is to m a k e t h e P C s feel o u t n u m b e r e d e n o u g h to retreat, without m a k i n g it s e e m that t h e r e is an entire a r m y b a s e d at t h e farm. You might e v e n

want t o h a v e s o m e n e w g u a r d s arrive with f i r e a r m s , if n e c e s s a r y , to m a k e t h e P C s flee. Also, h a v e t h e g u a r d s m o v e faster t h a n t h e PCs, especially if the P C s s t o p occasionally to fire, so that t h e y will be closing on t h e m , a n d eventually t h e PCs will be reduced to fighting hand to hand. J u s t w h e n things begin t o s e e m h o p e l e s s , however, a n e w factor e n t e r s t h e conflict: T h e P C s s e e a pair of headlights rushing h e a d l o n g a c r o s s t h e

p a s t u r e toward t h e m , as if intent u p o n running t h e m down (or t h e y h e a r its m o t o r a n d s u s p e n s i o n bucking as it c r o s s e s t h e p a s t u r e , if it's daylight). But as t h e vehicle g e t s closer, t h e P C s ' a t t a c k e r s flee from it. Finally, t h e P C s recognize it as a m a n in a j e e p , with flourescent black lights s t r a p p e d to t h e frame a n d roll bar. He is firing an Uzi into t h e air as he a p p r o a c h e s , to h e l p drive t h e c r e a t u r e s away. Stopping in front of t h e P C s , t h e m a n yells for t h e m to get in, t h e n he drives t h e m b a c k to the road. Along t h e way, he introduces himself as Fred Brody, writer of t h e articles a b o u t t h e D a y t o n cannibals (see t h e sidebar). He a n d his brother h a d b e e n investigating t h e story a n d h a d learned that t h e c r e a t u r e s are actually v a m p i r e s . Theorizing that they are susceptible to ultraviolet light, his brother, an electronics expert, c r e a t e d t w o scratch-built GV Level: E x p e r i e n c e d Skills: Foreboding 6, O b s e r v a t i o n 6, Melee C o m b a t (Una r m e d ) 4, Small A r m s (Rifle) 4, Willpower 4 Initiative: 3 Physical Description: Fred Brody is tall a n d athletic, with clear blue e y e s a n d a s h o c k of red hair. He always w e a r s a p r e o c c u p i e d expression, as if he is puzzling out s o m e t h i n g new every m o m e n t . His a g e is 3 2 . Motivation: Spade 10: Brody is a m b i t o u s , but that ambition t a k e s the form of always digging for t h e truth, not necessarily just to s e e his n a m e in print. He is a d e v o t e d journalist. Heart 7: Also, Brody is fairly outgoing, a n d despite his p r e o c c u p i e d look, h e i s very g o o d a t r e m e m b e r i n g n a m e s a n d details, which m a k e s p e o p l e feel that he c a r e s a b o u t t h e m . Most of his friends would describe him with t h e word "trustworthy." lasers, but before t h e y could c o m e to t h e farm with t h e m , Leeds hired s o m e t h u g s t o h a v e his brother killed. Now that t h e P C s h a v e b e c o m e involved, Brody h o p e s that t h e y will join forces with him. T h e lasers a r e in t h e b a c k of t h e j e e p . E a c h consists of a bazooka-sized firing m e c h a n i s m , att a c h e d / b y electrical c a b l e s to a b a c k p a c k rack containing 12 car batteries, a very h e a v y contraption ( s e e stats in sidebar). Fred intends to u s e o n e , but a n y of t h e P C s c a n u s e t h e other, which h a d b e e n intended for his brother. He explains that t h e y h a d better d e c i d e quickly, b e c a u s e t h e h e a d v a m p i r e is sure t o flee t h e farm a n y m o m e n t now, a n d h e wants to kill it before it c a n get away.

Brody p r e s s e s t o m a k e a n i m m e d i a t e attack o n Ammo: Wt: 26 kg (Carbine: 5 kg, Backpack: 21 kg) Mag: A backpack is good for 12 shots per charge Price: $12,000 (/) Recoil Brst t h e farm h o u s e , using t h e vehicles t o get down t h e lane quickly before T h e Master c a n e s c a p e . If t h e P C s stall him, within a few m i n u t e s they will s e e a limousine l e a v e t h e farm in a great hurry. It is T h e Master a n d a few loyal s e r v a n t s fleeing to no p l a c e Rnq 60 in particular, merely away. Immediately thereafter, a v a n full of other s e r v a n t s follows. If t h e PCs want to give c h a s e , t h e referee will h a v e to wing it. SS

Pen ROF Dam Weapon UV Laser (1)* 12 2 *One shot per 30 seconds.

Blk 5

Mag

If, however, t h e P C s a g r e e with Brody, t h e y will arrive at t h e farm h o u s e just as T h e Master's limo is preparing to leave. T h e driver is t h e last to get inside, a n d t h e v a n behind t h e limo is still being loaded. As t h e P C s a p p r o a c h , t h r e e lesser v a m p i r e s with CJzis t a k e up position behind t h e v a n a n d fire on t h e m . While t h e v a n b l o c k s t h e lane b e t w e e n the h o u s e a n d b a r n , t h e limo p r e p a r e s to m a k e a swing a r o u n d t h e barn, in order to e s c a p e p a s t t h e PCs' vehicles. F r o m this point on, t h e a d v e n t u r e devolves to a straightforward firefight. Strength: 4 Constitution: 7 Agility: 9 Intelligence: 8 Education: 3 Charisma: 12 Empathy: 15 Initiative: 6 Move: 3/9/16/32 Skill/Dam.: 8/1D10 Hits: 25/50 # Appear: 1

After T h e Master a n d his s e r v a n t s h a v e b e e n defeated, h a v e t h e p l a y e r s wind down by describing in brief their p l a n s for returning h o m e . Mention that a few d a y s later n e w stories surface a b o u t s o m e sort of an a r m e d feud on a farm n e a r Dayton, a n d that t h e bodies of several s t u d e n t s from t h e University of Dayton w e r e found t h e r e , m a n y of t h e m p e o p l e w h o h a d b e e n reported a s missing p e r s o n s . T h e r e a r e n o m o r e stories a b o u t cannibals in Dayton. (You might, however, want t o m e n t i o n other stories t h a t c a n lead t o t h e PCs' next a d v e n t u r e , s o that t h e y c a n b e puzzling over t h e m until you m e e t next.) This a d v e n t u r e should give t h e P C s a b a s e of about 2 e x p e r i e n c e points e a c h , p e r h a p s 3. T h e y

Special: Bioodkin vampires are treated as having an overall body armor value of 1. They do not suffer double d a m a g e from head hits, like most NPCs, and they heal very quickly from wounds (see below). Vampires, the smaller bioodkin, are much more intelligent than their larger brothers, and are also highly empathic. As a consequence, they rely much more upon guile than upon brute force (although they are no stranger to that, e|ther). A vampire will use its powers of thought projection to make itself appear as an attractive human, then use emotion projection to draw victims near enough to be feasted upon. Generally, however, a vampire will not kill its victim immediately, but will instead keep a coven of victims, all weakened from blood loss, to serve it as slaves and bring it more victims. Like trolls, vampires heal naturally from wounds at the following rates: slight, 1 hour; serious, 1 day; critical 3 days. For each pint of blood they consume, they heal one wound level almost instantaneously (effectively within one combat phase). This m e a n s that a normal human body, if completely drained of blood, will heai six wound levels for a vampire. As with trolls, UV light does extra d a m a g e to vampires. Normal daylight does two points of damage per combat phase, as do black lights. OV lasers do double their listed damage. Thermite and white phosphorous explosions do UV d a m a g e per the concussion rules, in addition to concussion damage.

m a y e a r n m o r e t h a n that if, at a d v e n t u r e ' s end, t h e referee o r their p e e r s d e c i d e t h a t t h e y h a v e d o n e s o m e t h i n g unusually v a l o r o u s o r entertaining. T h e y won't h a v e b e e n paid anything for this a d v e n t u r e , but t h e y might h a v e acquired s o m e m o r e equipm e n t that m a y be of u s e in t h e future.

story, t h e b o d y is actually that of a criminal w h o h a d b e e n shot repeatedly. But a n a m b u l a n c e attendant t h o u g h t it w a s Iglesias, a n d t h e story s p r e a d rapidly, e v e n p r o m p t i n g suicide a t t e m p t s a m o n g Iglesias' fans. Adventure: W h a t if it really were J u l i o Iglesias w h o w a s killed, a n d h e h a s b e e n r e p l a c e d b y a c h a n g e l i n g . A p o s s i b l e plot m i g h t w o r k like t h i s : d a r k e l v e s kill I g l e s i a s a n d r e p l a c e h i m with a changeling, but s o m e o n e saw it h a p p e n and s p r e a d t h e story, w h i c h t h e d a r k e l v e s t h e n h a d t o s u p p r e s s . I f t h e P C s g o t o Toyaltita, M e x i c o , w h e r e t h e killing t o o k p l a c e , t h e y find t h e m selves the target of attacks by other changelings p l a n t e d t o k e e p a n y o n e from finding o u t t h e truth. Meanwhile, the dark elves are using the false I g l e s i a s t o g e t c l o s e t o o t h e r f a m o u s s i n g e r s a n d r e p l a c e t h e m , a s well. T h e i r intent i s t o p u t together a multi-star c o n c e r t at Madison S q u a r e G a r d e n in Mew York, w h i c h t h e y h a v e b o o b y t r a p p e d t o c o l l a p s e into a n u n d e r g r o u n d c a v e r n , killing a n d m a i m i n g t e n s o f t h o u s a n d s o f s p e c t a t o r s . T h e P C s h a v e t o d i s c o v e r t h e d a r k e l v e s plot a n d s t o p it b e f o r e it c o m e s to fruition.

T h e following a r e s o m e of t h e b e s t stories from actual tabloids, stories which c a n easily be c o n verted into Dark Conspiracy a d v e n t u r e s . In e a c h c a s e , w e give you t h e actual headline a n d t h e tabloid it c a m e from, followed by a s y n o p s i s of t h e story a n d a general outline of a s u g g e s t e d a d v e n t u r e to be run from it. We a l s o include other interesting h e a d l i n e s from e a c h issue, s o that you c a n o b s c u r e t h e significance o f t h e major story b y using t h e o t h e r s a s red herrings. Following t h e s e e x a m p l e s , y o u c a n d e v e l o p a d v e n t u r e s from tabloids y o u find, allowing you t o h a n d t h e tabloid t o your p l a y e r s a s their PCs' daily n e w s . Referees m a y wish t o include t h e s e a s b a c k g r o u n d for t h e Iglesias story, or p e r h a p s e v e n d e v e l o p t h e m into a d v e n t u r e s a s well. Horror of the Screaming Skull: According to the a c c o u n t , t h e skull of a m a n wrongfully h a n g e d for r a p e o n July 3 , 1 7 0 1 h a s h a u n t e d ever since the castle h e o w n e d . E a c h year, o n t h e a n n i v e s a r y o f his death, t h e skull h a s a s c r e a m i n g fit, threatening d o o m t o e v e r y o n e within e a r s h o t . People w h o h a v e tried to r e m o v e t h e skull from t h e t a b l e where it rests h a v e all died mysteriously. Dolphins Trained to Kill Frogmen with N o s e Guns: T h e US Navy is strapping .45-caliber w e a p o n s S y n o p s i s : This front-page headline h a s a color p h o t o of t h e c o r p s e in t h e m o r g u e , a n d it d o e s , indeed, r e s e m b l e Julio Iglesias. According to t h e t o t h e n o s e s o f dolphins a n d training t h e m t o butt u p against s w i m m e r s , c a u s i n g t h e g u n s to fire. Five-Month-Old Baby Charged with Murder: In

this story, t h e aforementioned b a b y h a s killed n u r s e s with b e a m s of light from its e y e s . It w a s c a u g h t in t h e act by a hospital security guard watching by r e m o t e camera. Nine-Year-Old Is a Miracle Healer: According to this story, Helena Molinez of Villa Maria, Chile, h a s e v e n p e r f o r m e d s u r g e r y with a rusty knife a n d her patients a r e h e a l e d . P e r h a p s t h e P C s would like to recruit this y o u n g e m p a t h . P e r h a s s o m e secret lab will b e a t t h e m to it.

Now he calls her every S u n d a y . Adventure: If we a s s u m e that "disconnected" m e a n s c a n c e l e d b y t h e p h o n e c o m p a n y , not physically disconnected, t h e n this story b e c o m e s a perfect opportunity for t h e P C s to m a k e c o n t a c t with a Dark Minion c o m p u t e r t h a t h a s slipped free of Dark Minion control. According to this theory, t h e Dark Minions t o o k Ralph D a v e n p o r t from t h e Minneapolis hospital shortly before his death, a n d r e m o v e d his brain to slice a n d u s e for circuitry in s o m e of their c o m p u t e r s (see t h e "DarkTek" c h a p t e r ) . But D a v e n p o r t w a s a s t u b b o r n old coot with a high E m p a t h y rating, a n d his brain tissue s o o n reintegrated itself into his own personality. Now that

S y n o p s i s : Kristin Leone, a nine-year-old native of Minneapolis, Minnesota, w a s h e a r t b r o k e n w h e n her m a t e r n a l grandfather, Ralph D a v e n p o r t , died of cancer. O n e S u n d a y m o r n i n g after c h u r c h , a b o u t a m o n t h after he died, an old p h o n e in t h e family's attica p h o n e that h a d b e e n d i s c o n n e c t e d b e g a n ringing, a n d w h e n t h e p a r e n t s a n s w e r e d it, t h e voice on t h e o t h e r e n d identified itself as belonging to t h e d e a d m a n . H e a s k e d t o s p e a k t o Kristin, a n d encoura g e d h e r n o t to l o s e herself in m o u r n i n g for h i m .

brain h a s the power of a n u m b e r of Dark Minion c o m p u t e r s at its control, a n d it h a s u s e d t h e m to m a n i p u l a t e t h e Minneapolis p h o n e s y s t e m , in order t o r e o p e n t h e line t o t h e attic p h o n e , s o that h e could call his family for help. He n e e d s s o m e o n e to c o m e t a k e t h e various c o m p u t e r s his brain is divided a m o n g a n d hide t h e m f r o m t h e Dark Minions before they recognize his integration a n d shut h i m d o w n . Unfortunately, t h e story h a s hit t h e p a p e r s , a n d if s o m e t h i n g isn't d o n e s o o n , it will be t o o late.

If t h e P C s investigate this story, t h e y will h a v e to h a v e s o m e o n e with C o m p u t e r E m p a t h y run t h e p h o n e lines f r o m t h e attic p h o n e , t o discover where D a v e n p o r t ' s c o m p o n e n t c o m p u t e r s are located. T h e n t h e y will h a v e to infiltrate e a c h location a n d steal t h e c o m p u t e r t h e r e . It won't be an e a s y t a s k , especially as e a c h t i m e they disconnect a c o m p u t e r to m o v e it, D a v e n p o r t ' s personality will fragment. But if they m a n a g e to pull it all off, they will h a v e a sentient s u p e r c o m p u t e r as a life-long friend.

survived t h e fall. Butela s a y s that he b l a c k e d out before h e hit t h e ground, a n d t h e n h e d o e s n ' t r e m e m b e r anything until he felt himself m o v i n g his legs. T h e story d o e s n o t s t a t e what his injuries were, s o y o u c a n a s s u m e (for p u r p o s e s o f a n a d v e n t u r e ) that he w o k e up without any. P e r h a p s Butela is actually a very a d v a n c e d e m p a t h i c healer w h o fixed himself up without knowing it. Alternatively, he m a y h a v e b e e n s n a t c h e d by extraterrestrials while falling, a n d t h e m e m o r y of t h e s u b s e q u e n t experim e n t s b l a c k e d out. H e might b e s o m e o n e interesting for t h e P C s t o m a k e c o n t a c t with. Crippled UFO S e n d s S O S to Earth: Supposedly, scientists h a v e received a m a y d a y m e s s a g e from a

S o m e o f t h e m a r e strange, b u t e a c h o f t h e s e stories c a n a d d t o t h e Dark Conspiracy a t m o s p h e r e . Hitler Captured: Actually, this story got t h e biggest t y p e f a c e o n t h e cover. Apparently, t h e m o r e t h a n 100-year-old Nazi leader w a s o n his w a y t o Iraq, t o help S a d d a m Hussein defeat t h e A m e r i c a n forces t h e r e . However, he w a s c a p t u r e d by S o u t h A m e r i c a n Nazi h u n t e r s . Hitler is just t h e sort of bigger-than-life figure w h o could easily be a Dark Minion himself, t h u s a c counting for his a g e . S k y Diver Plunges Two MilesAnd Lives!: Mike Butela h a d quite a fright when his p a r a c h u t e wouldn't o p e n during a skydiving event. But miraculously, he

p a s s e n g e r U F O blown o u t of existence by an e n e m y warship n e a r t h e Great Cluster of Hercules. T h e m e s s a g e h a s t a k e n 2 5 , 0 0 0 y e a r s t o get h e r e . O f c o u r s e , t h e r e m a y actually be a proto-dimension s o m e w h e r e in which t i m e r u n s b a c k w a r d or s o m e thing, so that a n o t h e r U F O could still leave Earth a n d aid t h e b e l e a g u e r e d vessel. O r m a y b e t h e story is just a h o a x p e r p e t r a t e d by t h e ETs to k e e p us from realizing t h a t U F O s c o m e f r o m inside t h e Earth, a s an ad in this issue claims. Six-Foot Lobster Turns D e e p - S e a Divers Into Jellyfish: A restaurant o w n e r in Prestwick, Scotland, is offering $ 1 5 , 0 0 0 for a n y o n e w h o will c a t c h it so he c a n c o o k it. W h a t if t h e lobster is just t h e first e v i d e n c e of a s u b s t a n c e t h a t c r e a t e s giant c r e a t u r e s as in H. G. Wells' Food of the Gods?

Synopis: Benjamin C o u c h w a s found beside a Georgia highway, wearing t h e uniform of a Confederate private, a n d with a Yankee m u s k e t ball lodged in his left leg. He c l a i m s he w a s fighting in t h e Battle of Gettysburg, w h e n suddenly he w a s shot in t h e leg a n d b e g a n t o bleed severely. H e b l a c k e d out f r o m s h o c k a n d blood loss, only to find himself in 1 9 9 0 . Historians h a v e found r e c o r d s of his service in t h e Confederate Army, a n d psychiatrists h a v e determ i n e d that he is quite s a n e . He is n o w being held in

a g o v e r n m e n t hospital for reeducation, in order to integrate h i m into o u r society. Adventure: C o u c h ' s story is exactly true. He is a natural e m p a t h of g r e a t power, o n e of t h e few h u m a n s t o e v e r d e v e l o p t h e Dimension Walk skill without having b e e n t a u g h t it. In t h e stress of t h e Battle of Gettysburg, his m i n d r e a c h e d out a n d t a p p e d into a n e a r b y proto-dimensional portal, which s o m e h o w l a u n c h e d him into t h e future. T h e h u m a n o i d ETs want h i m in order to d e t e r m i n e h o w he did it, so t h a t t h e y c a n exploit t i m e travel to their own a d v a n t a g e . E l e m e n t s of t h e CIS g o v e r n m e n t want him as a w e a p o n with which to c o m b a t t h e Dark Minion invasion. If t h e P C s believe t h e story printed a b o u t him, t h e y m a y want t o r e s c u e him, t o allow him to live as a free m a n . But they h a v e to find him first, a n d b o t h t h e Dark Minions a n d t h e governm e n t are going t o d o everything possible t o s t o p them.

Them!: Mutilated c o r p s e s of beautiful w o m e n h a v e b e e n discovered in w o o d s of Portugal, Spain, F r a n c e , a n d e v e n Italy. Apparently, t h e w o m e n were killed, t h e n their h e a r t s , lungs, a n d brains, w e r e r e m o v e d , c o o k e d , a n d e a t e n . Authorities a r e looking for an e s c a p e d m a n i a c n a m e d Isidro Lopez Cruz, certain that he is responsible. But what if he is actually a d u p e for s o m e larger evil? Runaway Chainsaw Tried to Kill Me!: Breg Waller, of Colombia, S o u t h Carolina, nearly h a d h i s foot r e m o v e d by a c h a i n s a w when he d r o p p e d it. Waller claims it w a s a natural accident, b e c a u s e he h a d d i s c o n n e c t e d t h e a u t o m a t i c kill switch. Of c o u r s e , as Dark Conspiracy referees, we k n o w t h a t Colombia h a s recently b e e n t h e s c e n e o f n u m e r o u s accid e n t s involving m a c h i n e s that c o m e to life. Waller is merely afraid to admit t h e truth: T h e c h a i n s a w h a d a m i n d of its o w n .

E a c h of t h e s e stories is also ripe for u s e as t h e core to an adventure. Miracle P o o c h C o m e s Back From the Dead!: A p u p p y o w n e d by 11-year-old E v a n Davies, of Builth Wells, Wales, followed a rabbit down a hole a n d did not return for 36 d a y s . During that t i m e , Davies k e p t a vigil by t h e hole, calling t h e d o g ' s n a m e out repeatedly. Eventually, t h e d o g returned from t h e hole, in perfect health, a n d Davies is tickled pink. But what if it is not really his d o g , but a morlock device s e n t to lure Davies, a n d t h e n other children, into their u n d e r g r o u n d lair? Bigfoot Tracks Found!: Cliff Crook, of Bothell, Washington, h a s found h u m a n footprints s e v e n i n c h e s wide by 14 i n c h e s long in t h e Pacific Northwest. He claims it is a print from Bigfoot, a tall, halfh u m a n , half-ape creature with a powerful stink. If, as referee, you throw in a c o u p l e of m a u l e d c a m p e r s , you h a v e t h e m a k i n g s of an o g r e or troll a d v e n t u r e o n your h a n d s . Escaped Maniac Butchers BeautiesAnd Eats

Equipment listings in Dark Conspiracy include an availability code next to the price. The availability code is in two parts. The code to the left of the slash m e a n s availability status without contacts; the code to tile right of the slash m e a n s availability with contacts (how contacts work into it is explained on p a g e s 19-23). The abbreviations are: V=very c o m m o n , C=common, S=scarce, and R=rare. A d a s h m e a n s unavailable e x c e p t a t referee's discretion. Weight remains the s a m e in all versions. S o m e entries contain additional information. S o m e items (mainly weapons and vehicles) are covered in data cards. These are intended to be photocopied and rearranged, enabling each player Players and and referee to assemble weapon arrays to suit individual situations. referees have permission to photocopy

bearer, fingerprints, and a bar code that can be read by security robots and electronic locks. The barcode is generated by machine that encodes a retina scan of the bearer. meaning that the challenging m a chine must also take a retina scan and compare it with the card for complete identification. Scanning machines can do this from a distance of up to o n e meter. The machine works fast enough that several scans can be m a d e in a few hundredths of a second, minimizing potential for error. Unavailable e x c e p t through proper channels. Price: N o n e (/). Forged Security Pass: Unavailable except through criminal, police, or government connections. Price depends on sensitivity of installation the p a s s gives access to (referee's discretion). Price: $ 1 0 , 0 0 0 - 1 0 0 , 0 0 0 (/S).

p u r c h a s e d separately. NLT (NATO Light Tripod): A c c e p t s M 6 0 a n d MG3. Wt: 7 k g . Price: $ 5 0 0 (/C). NMT (NATO Medium Tripod): Acc e p t s MAG. Wt: 10 kg. Price: $ 6 5 0 (/C). NHT (NATO Heavy Tripod): Acc e p t s M2HB, a n d M k - 1 9 . Wt: 2 2 kg. Price: $ 8 0 0 (/C).

Weights per magazine include weight of magazine (which is negligible in most cases) a n d ammunition. Magazines are purchased separately and cost $ 1 per three rounds of capacity, except the l000-round drum for 5.56mm N ammunition, which costs $200.

the data cards for personal use.

Note that g e n u i n e d o c u m e n t s c a n b e obtained t h r o u g h t h e n o r m a l c h a n nels for s u c h things, a n d usually involve only n o m i n a l fees. Weight is negligible in all c a s e s . Forged Passport, Ordinary Identity Papers, etc.: Price: $1500 (/S). Other Forged Document: T h e refe r e e m a y c h a n g e t h e price o r availability for extremely rare or h a r d to duplicate d o c u m e n t s . Price: $1000 (/S). Security Pass: This is a piece of plastic approximately eight centimeters by five centimeters. It carries a photo of the

C o m m o n l y available fuels include: Alcohol: Wt: 1 kg p e r liter. Price: $ . 3 5 per liter ( C / C ) . Avgas: Wt: 1 kg per liter. Price: $.50 per liter ( C / C ) . Diesel: Wt :1 kg per liter. Price: $.40 per liter ( C / C ) . Gasoline: Wt: 1 kg p e r liter. Price: $.50 per liter (V/V). Longbow Arrow: Wt: 3 k g per 2 4 . Price: $ 3 6 per 24 ( C / C ) . Crossbow Bolt: Wt 3 k g per 2 4 . Price: $ 3 6 per 24 ( C / C ) . Flamethrower Fuel Cannister: A cannister of jellied gasoline ( n a p a l m ) for flamethrowers. Cannisters c a n be refilled with ordinary gasoline at a c h e a p e r price, but at a c o s t in r a n g e . Wt: 10 kg. Price: $ 1 2 0 (/R). A tripod for a w e a p o n m u s t be L o o s e Black Powder and Ball:

These are most commonly prem e a s u r e d a n d w r a p p e d in p a p e r in r e a d y - t o - u s e units. Wt: 1 k g p e r 4 0 . Price:$25per40(C/C). S t u n Dart P a c k a g e : T h i s is a preloaded d a r t a s s e m b l y a n d C O 2 cartridge for propelling it from a stun g u n . Police or military c o n t a c t s are required. Wt: 1 kg per c a s e of 1 0 . Price: $ 5 0 (/R). 4 . 7 m m Cls ( 4 . 7 x 2 1 m m Caseless): Wt: 10 kg p e r c a s e of 1 8 0 0 , 1 kg per 50-round magazine. Price: $ 1 3 0 0 p e r c a s e (/S). 5 . 4 5 m m B ( 5 . 4 5 x 3 9 m m Bloc): Wt: 10 kg p e r c a s e of 8 4 0 , 0.5 kg per 3 0 - r o u n d m a g a z i n e , 0.6 k g p e r 40-round magazine. Price: $ 1 7 0 per c a s e ( S / C ) . 5 . 5 6 m m N ( 5 . 5 6 x 4 5 m m NATO): Wt: 1 0 k g per c a s e of 8 4 0 o r 4 b e l t s , 0.5 kg p e r 3 0 - r o u n d m a g a z i n e , 2 kg per 2 0 0 - r o u n d belt. Price: $ 1 6 0 per c a s e ( C / C ) . . 2 2 LR ( 5 . 7 x 1 7 m m R Long Rifle): Wt: 20 kg per c a s e of 5 0 0 0 , 0.1 kg per 7-round m a g a z i n e . Price: $ 1 1 0 per c a s e (V/V). 7 . 6 2 m m T (7.62x25mmTokarev): Wt: 3 5 k g p e r c a s e o f 2 5 0 0 , 0 . 2 k g per 8-round m a g a z i n e , 0.6 k g per 3 2 round m a g a z i n e . Price: $ 3 7 5 per c a s e (R/S). 7 . 6 2 m m S ( 7 . 6 2 x 3 9 m m Short): Wt: 10 kg p e r c a s e of 6 0 0 , 1 kg p e r 30-round magazine. Price: $ 8 8 0 per c a s e ( R / S ) . .30-30 (7.62x5 lmmR): Wt 20 kg per c a s e of 1000, 50 loose r o u n d s per kilogram. Price: $ 1 3 0 per c a s e (V/V). 7 . 6 2 m m N ( 7 . 6 2 x 5 1 m m NATO): Wt 15 kg per c a s e of 600, 0.75 kg per

20-round magazine, 1.5 kg per 50-round belt, 3 kg per 100-round belt. Price: $ 7 5 per c a s e (C/V). .30-06 (7.62x63mm): Wt: 15 kg per c a s e of 5 0 0 , 35 loose r o u n d s p e r kilogram. Price: $ 9 5 per c a s e ( C / C ) . . 3 2 ACP ( 7 . 6 5 x 1 7 m m S R ) : Wt: 20 kg per c a s e of 2 0 0 0 , 0.1 kg p e r 10-round m a g a z i n e , 0.2 k g p e r 20-round magazine. Price: $ 2 4 0 per c a s e (V/V). 8 m m M ( 7 . 9 2 x 5 7 m m Mauser): Wt: 10 kg per c a s e of 3 0 0 , 30 r o u n d s p e r kilogram. Price: $45 per c a s e ( C / C ) . . 3 8 0 ACP ( 9 x 1 7 m m ) : Wt: 15 kg per c a s e of 1 5 0 0 , 0 . 1 kg per 7-round m a g a z i n e . Price: $ 2 4 0 per c a s e (V/V). 9 m m P ( 9 x 1 9 m m Parabellum): Wt: 15 kg per c a s e of 1 5 0 0 , 0.1 kg p e r 8-round m a g a z i n e , 0.2 k g per 1 3 a n d 15-round m a g a z i n e , 0 . 3 k g p e r 2 5 - a n d 3 0 - r o u n d m a g a z i n e , 0.4 k g per 3 2 - a n d 3 4 - r o u n d m a g a z i n e . Price: $ 1 9 5 per c a s e (V/V). . 3 8 Special ( 9 x 2 9 m m R): Wt: 15 kg per c a s e of 1 0 0 0 . Price: $ 9 0 per c a s e (V/V). . 3 5 7 Magnum ( 9 x 3 3 m m R): Wt: 18 kg per c a s e of 1 0 0 0 . Price: $ 1 0 0 per c a s e (V/V). 1 0 m m ACP ( 1 0 x 2 l m m ) : Wt: 18 kg per c a s e of 1 5 0 0 , 0 . 2 kg per 14-round m a g a z i n e , 0 . 3 k g p e r 3 0 - r o u n d m a g a z i n e , 0.1 per 6-round magazine. Price: $ 2 0 5 per c a s e ( S / S ) . . 4 4 Magnum ( 1 1 . 2 x 3 2 . 8 m m R): Wt: 20 kg per c a s e of 1 0 0 0 . Price: $ 1 2 0 per c a s e (V/V). . 4 5 ACP ( 1 1 . 4 3 x 2 3 m m ) : Wt: 20 kg p e r c a s e of 1 0 0 0 , 0 . 3 kg

per 7-round m a g a z i n e . Price: $ 1 1 0 per c a s e (V/V). . 4 7 5 WM ( 1 2 x 6 0 m m Wildey Magnum): Wt: 18 kg per c a s e of 5 0 0 , 0.4 kg p e r 7-round m a g a z i n e . Price: $ 1 1 0 per c a s e (V/V). 1 2 . 5 m m Cls ( 1 2 . 5 x 2 4 m m Caseless): Wt: 11 kg per c a s e of 1 8 0 0 , 0.4 kg per 20-round magazine. Price: $ 1 1 0 0 p e r c a s e (/S). . 5 0 BMG ( 1 2 . 7 x 9 9 m m Browning Machinegun): Wt: 15 kg per c a s e of 1 belt, 13 kg per 105-round belt. Price: $ 7 5 per c a s e (S/V). . 5 0 SLAP ( 1 2 . 7 x 9 9 m m Saboted Light Armor Piercing): Wt: 15 kg per c a s e of 1 belt, 13 kg p e r 1 0 5 - r o u n d belt. Price: $ 8 5 per c a s e (S/V). 1 5 m m Dart/Cartridge: This is a hypodermic dart and compressed gas cartridge d e s i g n e d for u s e with the tranquilizer g u n m e n t i o n e d on p a g e 280. T h e d a r t s c o m e prefilled with a tranquilizer c o m p o u n d . They m u s t b e fired from t h e g u n in order to t a k e effect. Wt: 0.1 kg (including dart, drug, a n d C O 2 cartridge). Price: $ 4 5 (including dart, drug, a n d C O 2 cartridge) (/S). 1 8 m m Cls ( 1 8 x 3 4 m m C a s e l e s s ) : Wt: 12 kg p e r c a s e of 1 8 0 0 , 1 . 2 kg per 50-round magazine. Price: $ 1 4 0 0 p e r c a s e (/S). 1 2 Gauge ( 1 2 Gauge All-Brass): Wt: 15 kg p e r c a s e of 2 4 0 , 1 kg per 10-round m a g a z i n e ( 1 5 loose rounds p e r kilogram). Price: $ 1 1 0 per c a s e (V/V).

4 0 m m Grapple: T h i s g r e n a d e c a n b e f i r e d from t h e M 2 0 3 a n d p r o p e l s a grappling h o o k and an attached r o p e u p t o 5 0 m e t e r s straight u p . The grapple m u s t be inserted separ a t e l y into t h e front of t h e l a u n c h e r . Wt: 0 . 3 k g , 2 0 k g p e r c a s e o f 3 6 . Price: $ 2 0 each, $ 8 0 0 per case (/S).

8 2 m m SMAW HE: Fired from the M 1 2 SMAW. Wt: 0.2 k g , 7 kg per c a s e of 6. 2 0 m m S ( 2 0 m m x 1 1 8 m m Short): Used in XM7 S t o r m Gun. Wt: 32 kg p e r c a s e of 1 0 0 , 1 kg per 5-round m a g a z i n e . Price: $ 1 1 0 per c a s e (/S). from t h e M 2 0 3 . Wt: 0.3 kg, 25 kg per c a s e of 4 4 . Price: $3 each, $ 1 2 0 per case, (/S). 4 0 m m ILLUM: Fired from the M 2 0 3 . Wit: 0.2 kg, 20 kg per c a s e of 4 4 . Price: $2 e a c h , $ 7 5 p e r c a s e (/C). 4 0 m m Stun: This grenade c a n 2 5 m m HE: Used in the 2 5 m m gun carried by the RamTech Roboguard-IV and on the RAH-66 C o m a n c h e . Wt: 1 0 0 kg p e r c a s e of 3 3 , belted. Price: $ 9 5 0 per c a s e (/S). be fired from t h e M 2 0 3 . T h e g r e n a d e fires a nylon " b e a n - b a g " that fans out after firing to s p r e a d its i m p a c t over a wide a r e a . T h e g r e n a d e is d e s i g n e d to incapacitate its target without doing p e r m a n e n t d a m a g e , a n d h a s n o explosive filler (and no c o n c u s s i o n or fragmentation d a m a g e ) . A target hit with this g r e n a d e is k n o c k e d down, 4 0 m m HE: Fired from t h e M 2 0 3 g r e n a d e launcher. Wt: 0.3 kg, 25 kg p e r c a s e of 7 2 . Price: $3 each, $ 2 0 0 per case (/V). 4 0 m m HEDP: Fired from t h e M 2 0 3 . Wt 0.3 kg, 25 kg p e r c a s e of 7 2 . Price: $4 each, $ 2 5 0 per c a s e (/C). 4 0 m m CHEM: Tear g a s only. Fired loses all remaining actions for t h e turn, a n d rolls an Average test of Consitution e a c h turn thereafter to recover. No actual d a m a g e is suffered. T h e g r e n a d e c a n only be u s e d in direct fire. It hits o n e target. Wt: 0 . 3 k g , 2 0 k g p e r c a s e o f 4 4 . Price: $ 2 0 each, $ 8 0 0 per case (/S). T h e s e w e a p o n s are fired using Heavy W e a p o n s skill. HEAT: Fired from a n y battle rifle or assault rifle. Wt: 0.7 kg, 20 kg per 10-round case. Price: $8 e a c h , $ 6 5 per c a s e (/C). WP: Fired from a n y battle rifle or assault rifle. Wt: 0.7 k g , 20 kg p e r c a s e of 10. Price: $ 1 4 e a c h , $ 1 0 0 per case (/C). 1 4 0 m m RAW (Rifle Assault Weapon) HE: A rocket-propelled g r e n a d e which can be fired from any assault rifle which fires 5.56mm N ammunition. Wt: 3 k g . Price: $ 3 6 e a c h (/R). 1 4 0 m m RAW (Rifle Assault Weapon) HEAT: As a b o v e , but with a HEAT warhead. Wt: 3 k g . Type 4 0 m m Stun ROF SS Mag 1i Rng 10 IFR Rnd Stun Damage * Pen Nil Price: $ 4 8 e a c h (/R). Price: $35 each, $ 1 8 0 per case (/S). 8 2 m m SMAW HEAT: Fired from t h e M12 SMAW. Wt: 0.2 kg, 7 kg per c a s e of 6. Price: $ 3 5 each, $ 1 8 0 per c a s e (/S).

*Target knocked down, loses remaining actions for the turn, and must roll Average: COM each turn thereafter to recover.

T h e s e a r e f i r e d using Heavy Weap-

o n s skill. 1 5 2 m m HEAT (Tank Breaker): Fired from a Tank Breaker launcher. A selfguiding missile with a HEAT warhead. Wt: 18 k g . Price: $ 7 5 , 0 0 0 (/S). 1 2 7 m m HEAT (Dragon PIP): Used with t h e D r a g o n launcher. Wt: 7 kg. Price: $ 3 0 0 0 (/C).

so that t h e grenade flies with the s h a p e d c h a r g e pointing forward. Wt: 1 kg, 25 kg per c a s e of 1 5 . Price: $ 2 4 each, $ 3 2 5 per c a s e (/C). Chemical: S a m e as a c h e m i c a l round for large-caliber guns. Two t y p e s a r e available: H C s m o k e a n d tear g a s . Wt: 0.5 kg, 16 kg per c a s e of 16. Price: $ 3 e a c h , $ 1 8 e a c h , $ 2 5 0 per c a s e for s m o k e , double prices for tear g a s ( s m o k e , S/C; tear g a s , R/S). Concussion: T h e g r e n a d e consists of explosive filler in a c a r d b o a r d or plastic container. U p o n explosion it

Price: $8 each, $ 1 2 0 per case (/V). Fragmentation: T h e g r e n a d e , upon exploding, s c a t t e r s metal fragments t h r o u g h o u t its burst radius. Wt: 0.5 k g , 30 kg per c a s e of 3 0 . Price: $10 each, $ 1 5 0 per case (/V). Thermite: T h e g r e n a d e h a s little blast or fragmentation, but it burns with intense heat. ( S e e Burns on p a g e 9 7 . ) I t a l s o p r o d u c e s significant a m o u n t s of visible light a n d light in the ultraviolet portion of t h e s p e c t r u m . Wt: 1 k g , 20 kg per c a s e of 16. Price: $ 1 8 each, $ 2 5 0 per case (S/C). WP (White Phosphorus): T h e gren a d e s c a t t e r s incendiary fragments t h r o u g h o u t its burst radius a n d b u r n s

T h e s e a r e f i r e d using Heavy W e a p o n s skill. FIM-92A Stinger Missile: A surface-to-air missile. Wt: 16 kg Price: $ 4 5 0 (R/R). FIM-99 Scorpion Missile: A surface-to-air missile. Wt: 12 kg Price: $ 5 9 5 (R/R). MBB-7 Venusfliegenfalle Missile: A surface-to-air missile. Wt: 11 kg Price: $ 5 9 5 (R/R). S A - 2 7 Grappler Missile: A surface-to-air missile. Wt: 12 kg Price: $ 2 5 0 (R/R).

will k n o c k p e o p l e down, but c a u s e s no lethal fragmentation. Wt: 0.5 kg, 20 kg per c a s e of 2 0 .

6 0 m m HE: Wt: 25 kg per c a s e of 12. Price: $ 7 2 per c a s e (/C). 6 0 m m WP: Wt: 25 kg p e r c a s e of 12. Price: $ 7 5 p e r c a s e (/S). 6 0 m m ILLUM: Wt: 25 kg p e r c a s e of 12. Price: $ 7 5 per c a s e (/S).

Antitank: T h e g r e n a d e is d e s i g n e d to explode on i m p a c t . It c o n t a i n s a s h a p e d c h a r g e a n d is stabilized by fins

Autocannon rounds, grenade rounds, missiles, and rockets c o m e in several types, explained below. Each weapon can fire one or m o r e of these types. CHEM (Chemical): A hollow shell which, upon landing, burns and releases a gas or s m o k e . The most c o m m o n chemical is hexachloroethane (HC) s m o k e , and all prices given later are b a s e d on that round. Rounds m a y also be filled with tear gas (double price). In all cases, the chemical cloud will cover an area the width of the given burst area and four times as long as the burst area. The cloud will originate at the impact point of the round and stretch downwind. HE (High Explosive): A high-explosive round is a hollow casing containing an explosive compound. Set to detonate on impact or at a selected altitude, it is useful against infantry and s o m e larger targets. It is the least expensive (and thus most c o m m o n ) indirect fire round used. HEAT (High Explosive, Antitank): A hollow shell filled with explosive compound. An inverted c o n e in the nose of the shell directs the explosive force forward into a high-energy jet of super-heated gas and molten metal, reducing the effectiveness of the round against soft targets, but vastly increasing it against armor. HEDP (High Explosive, Dual Purpose): A hollow round containing an explosive c o m p o u n d filler with a shaped charge director in the n o s e to provide the round with an enhanced armor-penetrating capability. ILLUM (Illumination): A hollow round containing a parachute flare which will illuminate the area defined by the round's burst radius for two c o m b a t turns (one minute). T h e round radiates in the visible, ultraviolet and infrared spectrums. WP (White Phosphorus): A hollow round filled with white phosphorus. Upon detonation, it scatters burning white phosphorus throughout its burst radius. WP rounds also generate thick, white s m o k e .

ally provided by a blasting c a p . A o n e kilogram block h a s a DP value of 6. Wt: 30 kg per c a s e . Price: $ 3 5 per 1-kilogram block, $ 6 0 0 p e r c a s e of 20 blocks (/C). Czech S t a t e Factories Semitek: A slightly m o r e p o t e n t a n d form of plastic explosive manufactured in Czechoslovakia. Its properties are similar to plastic explosive. It h a s a DP v a l u e of 8 per kilogram. Wt: 30 kg per c a s e . Price: $ 4 0 p e r 1-kilogram block, with intense h e a t . ( S e e B u r n s o n p a g e 9 7 . ) I t a l s o p r o d u c e s significant amounts of both visible light and light in the ultraviolet portion of the spectrum. Wt: 1 k g , 20 kg p e r c a s e of 16. P r i c e : $ l 2 each, $ 1 7 0 per c a s e (/C). Price: $ 2 5 0 (/R). RamTech Radio Detonation Broadc a s t Unit: An electrical device which e n a b l e s a c h a r g e to be d e t o n a t e d from a r e m o t e location via radio signal. T h e b r o a d c a s t unit is specially a d a p t e d to send a c o d e d signal to prevent accidental detonation of t h e c h a r g e by RamTech Radio Detonation Receiver Unit: An electrical device which e n a b l e s a c h a r g e to be d e t o n a t e d from a r e m o t e location via radio signal. T h e receiver a n d its a s s o c i a t e d b r o a d c a s t unit are specially a d a p t e d to s e n d a n d receive c o d e d signal t o p r e v e n t accidental detonation by h a r m o n i c s or by induction. Addition of a voice-recognition chip to t h e circuit (Average: Electronics) m a k e s possible d e t o n a tion by a single specific word or s o u n d sent by t h e transmitter. T h e unit is about t h e size of a p a c k of chewing g u m , a n d c o n t a i n s a ROM or PROM chip a n d a battery. It is a t t a c h e d to a n o r m a l electrical blasting c a p . T h e unit m a y s e n d a n d receive signals from u p t o o n e kilometer. Longer d i s t a n c e s m a y b e possible with units improvised from longerr a n g e d radios. Wt: Negligible. h a r m o n i c s or by induction. T h e unit m a y b r o a d c a s t signals u p t o o n e kilometer. Longer d i s t a n c e s m a y b e p o s sible with units improvised from longerr a n g e d radios. Wt: 0.3 k g . Price: $ 3 5 0 (/R). Hercules Powder Co. Dynamite Stick: T h e m o s t c o m m o n explosive u s e d by civil e n g i n e e r s for demolitions, it is relatively e a s y to m a n u f a c ture a n d i s c o m i n g into m o r e c o m m o n military u s e . A quarter-kilogram stick h a s a DP value of 1. Wt: 30 kg per c a s e . Price: $8 per 0.25-kilogram stick, $ 6 0 0 per c a s e of 1 0 0 sticks (S/V). Hercules Powder Co. Plastic Explosive: Plastic e x p l o s i v e c a n b e m o l d e d into desired s h a p e s a n d will a d h e r e to desired surfaces. It will not explode if burned, a n d can only be d e t o n a t e d by another explosion, usu$ 7 5 0 p e r c a s e of 20 blocks (/R). M c F a d d e n Industries Engineer Demolitions Kit: This kit contains an a s s o r t m e n t of i t e m s to e n a b l e a character to rig explosive c h a r g e s a n d fuse t h e m for detonation. Weight a n d price are given for individual items, as well as for t h e kit as a whole. Items without weight, etc., are not available s e p a rately. T h e explosives m u s t b e purc h a s e d separately. A single c h a r g e u s e s up o n e blasting c a p , a n d w h a t e v e r fuse, d e t o n a tors, a n d s o o n that t h e c h a r a c t e r c h o o s e s t o u s e . Wire, tools, a n d t h e blasting m a c h i n e c a n b e recovered after a blast, but all other items are u s e d u p . Quantities in a kit are noted in p a r e n t h e s e s . Tools (1 Set): Pliers, knife, t a p e , c a p crimper, a n d other i t e m s n e e d e d to p r e p a r e explosive c h a r g e s . Wt: 4 kg Price: $ 3 5 (C/V). Cap, Blasting, Electric (50): At least o n e blasting c a p is required to set off a charge. Wt: Negligible Price: $2 (R/C). Cap, Blasting, Nonelectric: ( 5 0 ) : At least o n e blasting c a p is required to set off a c h a r g e . Wt: Negligible Price: $1 (R/C). Wire, Electrical (2x100m Spools):

For u s e with electrical blasting c a p s . Any length c a n b e fastened t o u p t o 1 0 c a p s . Not normally r e u s e d . Wt: 5 k g / spool Price: $ 2 0 (V/V). Wire, Trip (lx500m Spool): A thin wire u s e d in b o o b y t r a p s a n d t h e like. Trip wires c a n be of a n y r e a s o n a b l e length, but it m a k e s no s e n s e to h a v e t h e m longer t h a n t h e blast radius of t h e explosive. Wt: $ 3 0 / s p o o l (V/V). Blasting Machine (1): A handc r a n k e d electrical igniter which c a n fire up to 10 c a p s electrically. T h e m a c h i n e g e n e r a t e s current b y m u s cular m o t i o n a n d never n e e d s recharging or battery c h a n g e s . Wt: 0.5 kg Price: $ 9 5 ( S / C ) . Fuse, Instant (2x 100 m coils): Burns 5 9 0 0 m e t e r s p e r s e c o n d ; for u s e with nonelectric blasting c a p s . May be ignited by a n y igniter or by flame, a n d it c a n be c o m b i n e d with itself (to set off m o r e t h a n o n e c a p ) o r with t i m e fuse. Wt: 3 kg/coil Price: $15/coil ( S / C ) . Fuse, Time (2x100m Coils): Burns 100 seconds per meter; for use with nonelectric blasting caps. May be ignited by any igniter or by flame, and it can be c o m bined with itself (to set off more than o n e cap) or with instant fuse. Wt: 3 kg/coil Price: $25/coil (S/C). Igniter, Fuse (50): A weatherproof pull igniter, which c a n be u s e d to light either instant or t i m e fuses. This igniter c a n be u s e d in s i m p l e (pull-only trip wire) b o o b y t r a p s . Only o n e trip wire per igniter. It c a n be fixed directly to a nonelectric blasting c a p . Wt: N e g ligible Price: $3 ( S / C ) . Timer (5): This d e t o n a t o r h a s a digital timer which c a n be set to a n y t i m e from 3 0 s e c o n d s t o 4 8 h o u r s , i n 3 0 - s e c o n d i n c r e m e n t s . It will fire up to 2 k g / s p o o l Price:

10 electrical c a p s . O n c e set a n d sealed, it is waterproof, but it cannot be set underwater. Wt: 0 . 2 5 k g Price: $ 2 0 (S/C). Igniter (5): A pull/release d e t o n a tor, u s e d for sophisticated b o o b y traps. It will d e t o n a t e either w h e n p r e s s u r e is p l a c e d on a trip wire or released from t h e trip wire (if a wire is cut, for exa m p l e ) . Up to t h r e e trip wires m a y be attached. Wt: Negligible Price: $ 7 5 (R/C). Full Kit: All of t h e a b o v e ; p a c k e d in a w o o d e n chest for transport. Wt: 30 kg Price: $ 5 0 0 (R/C). Hercules Powder Co. Frame Charge: A p r e p a r e d explosive c h a r g e u s e d to blow in locked windows or doors, e v e n t h o s e e q u i p p e d with b a r s or m e t a l plate up to two c e n t i m e t e r s thick. It requires t w o p h a s e s ( 1 0 s e c o n d s ) to e m p l a c e (using prefitted, d o u b l e - s i d e d t a p e o r a n integral w o o d e n b r a c e ) , a n d c a n b e either c o m m a n d or remotely detonated, or rigged with a timer. T h e c h a r g e c a n also be u s e d to blow holes in walls, provided t h e y a r e not t o o thick. T h e frame c h a r g e h a s a penetration value o f 2 , but automatically c o u n t s a s t a m p e d a n d h a s only a c o n c u s s i o n value of 1 d u e to t h e s h a p e a n d c o m position of the c h a r g e . Wt: 2 k g . Price: $100 (/R). Hercules Powder Co. Primercord: A rope-like plastic explosive u s e d in various demolition j o b s . Primercord c a n b e w r a p p e d a r o u n d conduits o r small girders to sever t h e m , or t a p e d to a wall (in a circle) to blow an entry hole. It c a n also be u s e d to link other explosive c h a r g e s together for a l m o s t i n s t a n t a n e o u s detonation (it will deton a t e other explosives by itself, without n e e d for a blasting c a p ) . Primercord

itself requires a blasting c a p . Primercord h a s a DP value of 3 per m e t e r Wt: 0.5 k g s per meter. Price: $ 1 5 per m e t e r (/C).

Aircraft Tools: S a m e as wheeled vehicle tools, but for aircraft. Wt: 2 2 k g . Price: $ 1 1 0 0 ( S / S ) . Arc Welder: O p e r a t e s off of an integral generator, which c a n n o t be modified for other u s e . Wt: 7 5 k g . Basic Tool Kit: Small h a n d tools which are suitable for a variety of purp o s e s . T h e s e m a y include wrenches, pliers, screwdrivers, a n d so on. Wt: 5 kg. Price: $ 2 5 0 (V/V). C o n s t r u c t i o n Tools: H a m m e r s , s a w s , s q u a r e s , h a t c h e t s , chisels, and other woodworking tools. Wt: 3 0 kg. Price: $ 4 0 0 (V/V). Electrical Repair: Specialized tools for work on electrical appliances, wiring, a n d nonsolid-state e q u i p m e n t . Wt: 3 k g . Price: $ 2 7 5 (V/V). Electronic Repair: S a m e as electrical repair tools, but for work on solid state electrical devices such as radios, computers, etc. It is also used for field expedient modificationof solid-state equipment. Wt: 3 kg. Price: $ 3 5 0 (V/V). Excavating Tools: Picks, shovels, mattocks, and so on. Wt: 2 0 k g . Price: $ 2 5 0 (V/V). Heavy Ordnance Tools: Specialized tools for u s e in t h e m a i n t e n a n c e

a n d repair of h e a v y o r d n a n c e . Wt: 2 5 k g . Price: $ 2 4 0 0 (/S). Lockpick Tools: P i c k s , t o r s i o n wrenches, shims, a stethoscope, and other e q u i p m e n t to o p e n all t y p e s of locks. Wt: 0.5 k g . Price: $ 5 0 (/C). Portable Machine S h o p : A trailer containing p o w e r e d m a c h i n e tools, including a b e n c h grinder, horizontal a n d vertical boring m a c h i n e s , a milling m a c h i n e , metalworking a n d woodworking lathes, a n d n u m e r o u s other m a c h i n e tools. Exact c o m p o n e n t s a n d u s e s a r e left to t h e discretion of t h e referee. It c a n be t o w e d by a n y t r u c k e x c e p t a -ton. Wt: 1.75 t o n s . Price: $ 1 2 , 0 0 0 ( S / S ) . Power Hand Tools: A selection of powertools including a chainsaw, nineinch rotary saw, drill, a n d other electrical tools. Wt: 3 5 k g . Price: $ 1 2 0 0 (V/V). Small A r m s Tools: Specialized tools for u s e in t h e m a i n t e n a n c e a n d repair of small a r m s . T h e s e tools are not

suitable for t h e p u r p o s e of t h e construction of w e a p o n s from scratch, however. Wt: 5 kg. Price: $ 7 5 0 ( S / C ) . Heavy and Tracked Vehicle Tools: S a m e as wheeled vehicle tools, but for h e a v y a n d t r a c k e d vehicles. Wt: 1 5 k g . Price: $ 2 2 0 0 (/S). Wheeled Vehicle Tools: Specialized tools for repair a n d m a i n t e n a n c e of wheeled vehicles. T h e s e vehicle tools include s p a r k plug w r e n c h e s , t o r q u e w r e n c h e s , a g r e a s e gun, a n d so on. Wt: 10kg. Price: $ 8 0 0 (V/V).

be e r a s e d by exposing t h e m for a certain length of t i m e to certain freq u e n c i e s of light), but ROMs c a n be p r o g r a m m e d only o n c e , a n d c a n n o t be c h a n g e d thereafter. Using a ROM burner is an Average: C o m p u t e r task. Installing t h e chip in an electronic device is an Average: Electronics t a s k . ROMs a n d PROMs a r e often p r o g r a m m e d with c o d e w o r d s and p h r a s e s which trigger electronic d e v i c e s (like radio d e t o n a t o r s ) . Wt: 2 0 kg. Price: $ 2 7 5 , 0 0 0 (/R). Radio S h a c k MST 3 0 0 0 Motion Detector: An electronic monitor that u s e s doppler shifts in reflected ultrasonic or infrared w a v e s to detect m o v ing objects. W h e n set u p , the device

Tojicorp ROM Burner: A device u s e d to record a specific p r o g r a m m i n g s e q u e n c e o n t o a c o m p u t e r chip. T h e c h i p s t h e m s e l v e s a r e quite inexpensive ( $ 2 5 e a c h for a ROM chip, $ 3 5 for a PROM) c o m p a r e d to t h e m a c h i n e required to u s e t h e m . A PROM ( P r o g r a m m a b l e Read-Only M e m o r y ) o r ROM chip m a y b e p r o g r a m m e d with a ROM burner. PROMs c a n be c h a n g e d (often their p r o g r a m m i n g c a n

m u s t be run for at least five m i n u t e s to allow t h e m a c h i n e to "learn" what its s u r r o u n d i n g s look like, a n d adjust itself accordingly. After that time, any m o v i n g object larger t h a n a c e n t i m e ter in a n y o n e dimension will trip t h e device ( s p e e d c a n b e adjusted a s n e e d e d ) . Motion detectors c a n b e prog r a m m e d to s o u n d an alarm, s e n d a signal to a switchboard, or activate another device (like a video c a m e r a or a m i n e ) . IR m o t i o n detectors c a n be s p o t t e d by a n y o n e wearing IR g o g g l e s or similar devices, since t h e y emit b e a m s of IR radiation. Motion d e t e c tors a r e not very useful in a r e a s where t h e r e is c o n s t a n t r a n d o m motion, s u c h as near trees or bushes, due to the unpredictable n a t u r e of s u c h m o v e m e n t . Any constant, regular motion ( s u c h as t h e p e n d u l u m of a clock) will be discounted by t h e detector during setup, however. T h e detector c a n cover an a r e a up to five m e t e r s in radius, but they c a n be programmed to operate in

c h a i n s or lines. Motion detectors on security robots a r e m o r e sophisticated than stand-alone models, due to the greater anaylitical p o w e r available in t h e r o b o t ' s "brain." Wt: 2 k g . Price: $ 3 6 0 0 (R/S). Radio S h a c k Eavesdropper I: This is t h e c h e a p e s t , least sophisticated bugging device (it is a b o u t 2x3x1 centimeters, with a three-centimeter whisker a n t e n n a ) , consisting of a c h e a p solid-state transmitter, a s o u n d p i c k u p , a n d a small p o w e r supply. It h a s a r a n g e of 5 0 0 m e t e r s , a duration of 24 h o u r s b e t w e e n r e c h a r g e s u n l e s s it is h o o k e d into a building's electrical s y s t e m (an Easy:Electronics t a s k ) , a n d is not voice activated (it b r o a d c a s t s continuously, which m a k e s it e a s y to find). Any civilian FM radio c a n receive t h e signal if t u n e d to t h e right frequency. Wt: Negligible. Price: $ 1 2 0 (C/V). Radio S h a c k Eavesdropper II: This is a smaller, m o r e sophisticated b u g ging d e v i c e t h a n an E a v e s d r o p p e r 1 (it is a c u b e , o n e centimeter on a side, with a t h r e e - c e n t i m e t e r whisker a n t e n n a ). It h a s a r a n g e of o n e kilometer, a n d a duration of 36 h o u r s of continuo u s b r o a d c a s t i n g (longer if voice activated). Wt: Negligible. Price: $ 4 5 0 ( S / C ) . Radio Shack Eavesdropper III: This is a very small bug, about the size of a grain of rice, with a three-centimeter whisker antenna. It h a s a range of 2 0 0 meters, and a duration of 12 hours of continuous broadcast. Wt: Negligible. Price: $ 1 1 0 0 ( R / S ) .

Radio S h a c k Eavesdropper Monitor: This is a special radio with an integral a u d i o recorder. C a n b e t u n e d to a n y b u g frequency. It u s e s s t a n d a r d audio recording cartridges. Wt: 0.6 k g . Price: $ 5 5 0 ( S / C ) . B u g - D e t e c t i n g T o o l s : T h i s kit (about t h e size of a briefcase) contains several sophisticated electronic d e vices designed to detect the m o s t c o m m o n bugging d e v i c e s a n d partially or completely neutralize t h e m . All b u g s (whether broadcasting or not) emit certain distinctive forms of radiation which c a n be d e t e c t e d if t h e o p erator k n o w s what to look for. O n c e located, b u g s c a n b e physically d u g out a n d destroyed, neutralized with j a m m i n g signals (a signal generator is included), or m a s k e d with a white n o i s e g e n e r a t o r (also included). Locating an E a v e s d r o p p e r I b u g without t h e s e tools is Difficult: Observation. N o other b u g m a y b e l o c a t e d without t h e s e tools. Locating an E a v e s d r o p p e r I b u g with b u g detecting tools is E a s y : Electronics. Locating an E a v e s d r o p p e r II b u g with b u g detecting tools is Avera g e : Electronics. Locating an E a v e s d r o p p e r III b u g with b u g detecting tools is Difficult: Electronics. Wt: 6 kg. P r i c e : $ 2 4 0 0 (R/C). Wire-Tapping Tools: This kit, c o m bined with an electronics repair tool kit, p e r m i t s c h a r a c t e r s with Electronics skill to t a p into a n d monitor electronic t e l e c o m m u n i c a t i o n s lines (telep h o n e , fax, teletype, etc.). Wt: 2 kg. Price: $ 3 0 0 (R/C). Broadcast Monitoring Equipment:

This kit, combined with an electronics repair tool kit, permits characters with Electronics skill to listen in on cellular phones, radios, etc., provided the operating frequency of the device is known. Wt: 1 kg. Price: $ 4 0 0 (R/C). X o m a x Audio Recorder (Simple): This is an inexpensive c a s s e t t e recorder/player (Indonesia m a k e s the best o n e s ) , available at a n y shopping mall electronics store. It u s e s standard audio recording cartridges. Wt: 0.3 k g . Price: $ 7 5 (V/V). dbx 1 6 2 X Audio Recorder (Advanced): This is a sophisticated digital recording m a c h i n e (Thailand m a k e s t h e b e s t o n e s ) , c a p a b l e of picking up a greater variety of s o u n d s (including ultrasonic a n d s u b s o n i c ) , playback at a variety of s p e e d s , a n d so on. It u s e s s t a n d a r d audio recording cartridges. Wt: 2 kg. Price: $ 7 5 0 ( S / S ) .

Verdadero Audio Recording Cartridge: A cassette-like device c a p a b l e of recording up to six h o u r s of s o u n d s when p l a c e d in an a p p r o p r i a t e m a chine. Wt: Negligible. P r i c e : $ 5 (V/V). Tojicorp Kapture II Video Recording Camera: This is a digital video c a m e r a / r e c o r d e r c a p a b l e of recording both audio a n d video. Wt: 4 kg. Price: $ 5 0 0 (C/C). Kodak-Disney EZ S n a p Still Camera: This is a fixed focal length, plastic, disposable instant c a m e r a ( m a d e in Singapore). No film to buy (it's inside); you take the whole shebang to a fast photo developing booth at the mall, drop the camera in the slot and out c o m e the 24 pictures five minutes later (development and printing fees are included in the price of the camera). Wt: 0.3 k g .

Price $ 1 0 Nikon DLR- 35 Advanced Still Camera S e t : This is a sophisticated 3 5 m m SLR c a m e r a , a n d a set of professional a c c e s s o r i e s (telephoto lenses, f i l t e r s , a n d so o n ) . It u s e s film, unlike t h e disposable c a m e r a . T h e kit also includes a c o m p a c t d a r k r o o m s e t u p to e n a b l e t h e user to d e v e l o p a n d print p h o t o g r a p h s . Everthing c o m e s p a c k a g e d in a p a d d e d shoulder b a g . Wt: 3 kg. Price: $ 8 5 0 ( C / C ) . Nikon Special Vision Adaptor: This is a device to allow an a d v a n c e d still c a m e r a or video c a m e r a to be att a c h e d to an IR s c o p e , starlight s c o p e , or i m a g e intensifier. Wt: Negligible. Price: $ 1 5 ( S / C ) . Fuji Film, Conventional (Color/ B&W): This is film for use in the advanced still camera. It is a 24-exposure of 3 5 m m professional quality film. Wt: Negligible. Price: $8 (V/V). Verdadero Video Cartridge: This is a c a s s e t t e for u s e in t h e video c a m e r a , a n d c a n record both audio a n d video signals. Wt: 0.2 k g . Price: $ 1 2 ( C / C ) . G E 9 0 0 0 Personal Computer: In the present world situation, few p e o p l e h a v e n e e d of sophisticated personal c o m p u t e r s . Only a few m e m b e r s of t h e middle class u s e t h e m , for freelance engineering, writing, art, graphic design, a n d s o on. Wt: 8 kg. Price: $ 6 5 0 0 ( S / C ) . Zenith F X 2 Portable Computer: T h e s e small, portable c o m p u t e r s about t h e size of a n o t e b o o k , a n d designed to

be used by corporate executives when they are away from their mainframe networks except through a phone line. When linked to a cellular telephone unit, they can communicate with a network without direct connection. Wt: 2 kg. Price: $ 4 5 0 0 ( R / C ) . Tojicorp VHC13 Cellular Telephone Unit: This is a portable telephone linked to a global wireless telephone network. Wt: 1 kg. Price: $ 8 0 0 ( C / C ) . Zeiss-Krupp Z K - 1 9 5 6 P S D Portable Satellite Downlink S u b s y s t e m : A o n e - m e t e r dish a n t e n n a s y s t e m permitting radio c o m m u n i c a t i o n via a g e o s y n c h r o n o u s satellite with practically a n y location in t h e world when linked into a p r o p e r radio in p l a c e of t h e n o r m a l a n t e n n a . It requires five m i n u t e s to erect a n d align, two minu t e s t o dismantle. Wt: 4 kg. Price: $ 1 2 , 0 0 0 (R/S). S o n y Global FAXMan Portable F a c s i m i l e Machine: C o n n e c t e d to a r a d i o o r cellular p h o n e , t h i s e n a b l e s d o c u m e n t s to be sent and received in r e m o t e l o c a t i o n s . Wt: 6 kg. Price: $ 1 8 0 0 ( C / C ) . Miltech Ltd. Model IX Scrambler/ Descrambler: Used with t e l e p h o n e or voice radio unit, this s c r a m b l e s conversation to seemingly r a n d o m noise a t t h e transmitter a n d b a c k t o conversation at t h e receiver. Both transmitter and receiver must be programmed to the s a m e preset scrambler code, otherwise they do not work. A sophisticated c o m p u t e r analysis c a n d e s c r a m b l e a particular conversation within h o u r s , a n d o n c e t h e

s c r a m b l e p a t t e r n is known, it c a n be used to program another scrambler with t h e s a m e c o d e . Wt: Negligible. Price: $ 2 0 0 0 ( R / S ) . Tandy Jackrabbit Frequency-Hopping Radio: This radio resists jamming and interception by shifting a m o n g several preset frequencies at preset intervals. Unless a listener k n o w s t h e frequencies a n d intervals, they c a n not r e m a i n l o c k e d o n t o t h e signal. All sets in a s y s t e m m u s t be synchronized in order to c o m m u n i c a t e . Wt: 10kg. Price: $ 8 0 0 ( R / S ) . Miltech Ltd. ITR-VD Individual Tactical Radio: A small radio of limited r a n g e ( o n e kilometer) d e s i g n e d t o b e u s e d by small g r o u p s w h o require precise coordination a n d hands-free operation. The radio consists of a voiceactivated throat m i k e ( s t r a p p e d over t h e larynx), a h e a d s e t with b o n e - c o n duction e a r p h o n e s , a n d a battery c a s e (usually carried in a shirt p o c k e t ) . This radio is hands-free, and allows t h e wearer to hear more-or-less normally when in use. T h e set also incorporates a manual "beeper" button, enabling morse signalsto be sent if the sender does not want to speak. These are relatively sophisticated radios, and are more expensive than the normal walkie-talkie. Wt: 0.5 k g . Price: $ 5 5 0 (S/R). Tojicorp Tagalong Transponder: Special radio transmitter d e s i g n e d to b r o a d c a s t a specific signal at a s p e cific frequency to provide a h o m i n g b e c o n for p i c k u p aircraft, radiation h o m i n g missiles, etc. T h e device h a s a o n e - k i l o m e t e r r a n g e without ant e n n a , 10 k i l o m e t e r s with a n t e n n a . Its

internal battery will power t h e b r o a d c a s t for 18 h o u r s , a n d c a n be started with an internal timing circuit up to 72 h o u r s after e m p l a c e m e n t . Wt: 1 kg. Price: $ 1 8 0 0 ( S / C ) . Tojicorp Discreet Micro-Transponder: Asmaller, m o r e expensive version of the transponder described above, with a one-kilometer range (it can't be hooked up to an antenna, however). This device is about the size of an aspirin tablet, and o n e side is self-adhesive (peel off the backing paper and stick it in place) for attachment to a car bumper or whatever. Removing the device from its plastic carrying c a s e activates it, a n d t h e internal battery will last for six h o u r s . It is rechargable by anyone with Electronics skill and an electronics tool kit. Wt: Negligible. Price: $ 1 8 0 0 (/S). Teledyne S I 9 6 5 B Radio Direction Finder: A specialized radio reciever d e s i g n e d t o d e t e r m i n e t h e specific direction a particular radio b r o a d c a s t is c o m i n g from. T h e s e are useful for a variety of t a s k s . Getting a directional fix using o n e of t h e s e is a t a s k (Easy: Electronics) a n d requires 3 0 s e c o n d s (provided t h a t t h e signal s t a y s on the air that long). T h e result is a c o m p a s s bearing, not a distance. Two or t h r e e s u c h R D F units, s p a c e d far apart, c a n get two or m o r e bearings for triangulation of a b r o a d c a s t s o u r c e . Wt: 2 kg. Price: $1500 (C/C). Shure S M 8 0 & D Directional Microphone: Also called a "shotgun mike," this is a device which p e r m i t s t h e u s e r t o electronically e a v e s d r o p o n n o r m a l conversations at r a n g e s of up to 5 0 0 m e t e r s . It functions off an internal

battery, a n d requires 30 s e c o n d s to set up and tune. Wt: 5 kg. Price: $ 3 0 0 0 ( C / C ) . Miltech Ltd. 2 k m Hand Radio: Also k n o w n as a walkie-talkie, this is a small, readily portable radio similar to t h e OS A N / P R C - 6 8 or Soviet R-126. Powered from internal batteries. Wt: 0.5 k g . Price: $ 2 5 0 ( C / C ) . Miltech Ltd. 5 / 2 5 k m Manpack/ Vehicular Radio: Small, portable radio similar to t h e US AN/PRC-77 or Soviet R - 1 0 7 . Powered from internal batteries (for five-kilometer range) or a vehicle (25-kilometer r a n g e ) . Wt: 5 k g Price: $ 8 0 0 ( C / C ) . Miltech Ltd. 5/25km Secure Manpack/Vehicular Radio: A small, portable radio similar to t h e AN/PRC70 (US). Powered from internal batteries (for five-kilometer r a n g e ) or

vehicle (25-kilometer r a n g e ) . Includes a n integral s c r a m b l e r / d e s c r a m b l e r (conversations c a n only be understood by a n o t h e r unit with a s c r a m bler/descrambler). Wt: 10 kg. Price: $1100 (S/C). Miltech Ltd. 5 0 k m Vehicular Radio: Vehicular radio similar to CIS A N / VRC-12. Powered by a vehicle. Wt: 15 kg. P r i c e : $ 1 2 0 0 (C/V). Miltech Ltd. 5 0 k m Secure Vehicular Radio: A vehicular radio c a p a b l e of s c r a m b l e d b r o a d c a s t s . P o w e r e d by a v e h i c l e , with i n t e g r a l s c r a m b l e r / descrambler. Wt: 1 5 kg. Price: $ 1 4 5 0 ( S / C ) .

Wt: 0.5 k g . Price: $ 7 5 (V/V). GE 2 5 x Image Intensifier: Allows t h e u s e r to s e e in very little light. Powered from internal batteries. T h e s e act a s binoculars, also. Wt: 1 k g . Price: $ 2 5 0 0 (R/S). Weaver M - 2 2 T e l e s c o p i c Rifle Sight: May be a t t a c h e d to a n y rifle (Difficult: Small A r m s (Rifle)). If a s c o p e is m o u n t e d , a d d 15 to the printed r a n g e for t h e rifle w h e n conducting a i m e d s h o t s . In addition, a i m e d s h o t s at e x t r e m e r a n g e a r e c o n d u c t e d as if at long r a n g e for hit determination. S c o p e s h a v e no effect on quick s h o t s . Wt: 0.5 k g . Price: $ 7 5 0 ( C / C ) . Teledyne Catseye Starlight S c o p e : Powered from internal batteries. May

does not improve the chance to hit. Wt: 2 kg. Price: $ 1 2 5 0 ( R / S ) . Miltech Ltd. Multiband IR G o g g l e s / UV Goggles: Powered from internal batteries. IR g o g g l e s allow t h e user to s e e at night by m e a n s of infrared (IR) light. T h e UV g o g g l e s work essentially t h e s a m e , a n d allow t h e user t o s e e a t night by m e a n s of ultraviolet light. Wt: 0.5 k g . Price: $ 8 5 0 (R/C). Miltech Ltd IRS-T4 IR Spotlight: Powered by a vehicle. IR g o g g l e s m u s t b e u s e d t o s e e b y this light. Wt: 3 k g . Price: $ 5 0 0 0 (R/C). Martin D y n a t e c h D e e r Stalker White Light Spotlight: Powered by a vehicle. Wt: 5 k g . Price: $ 1 0 0 (V/V).

Zeiss-Krupp 4x Binoculars: Allows t h e user t o s e e longer d i s t a n c e s t h a n normal.

be a t t a c h e d to a rifle (Average: Small A r m s (Rifle)), m a k i n g direct fire p o s sible at night, but it is not telescopic and

Gruman D3 Geiger Counter: Detects nuclear radiation. Powered by internal batteries. Wt: 0.5 k g . Price: $ 5 0 0 ( C / C ) . Miltech P S D M 1 7 Gas Mask: A standard g a s m a s k u s e d a r o u n d t h e world. Similar to US military m o d e l s . Wt: 1 kg. Price: $150 (S/C).

RamTech Bodyguard Kevlar (Ballistic Nylon) Vest: This t y p e of b o d y a r m o r is intended to provide protection from fragments, not to protect

a g a i n s t direct hits from small a r m s . Wt: 4 kg. Price: $ 8 0 0 ( S / C ) . Security Industries Flak Jacket: This t y p e of b o d y a r m o r is intended to provide protection from fragments, not direct hits from small a r m s . Wt: 8 kg. Price: $ 4 0 0 (R/C). Miltech Ltd. KV1 Kevlar (Ballistic Nylon) Helmet: This is intended to provide protection from fragments, Price: $ 1 0 0 0 (R/C). Antivenin Autoinjector: A specially built, o n e - u s e autoinjector designed to administer the correct d o s e of a specially designed generic antivenin in c a s e of snakebite, m a n t i c o r e sting, e t c . An autoinjector is essential to e n a b l e t r e a t m e n t of poison to p r o c e e d (a doctor's medical kit is a m p l y s u p plied with t h e s e ) . Wt: 0.3 k g . Price: $ 4 5 (R/S). Empathy Booster Drug: E m p a t h y boosting d r u g s a d d a t e m p o r a r y +1 to all E m p a t h y skills for 2 D 6 + 3 h o u r s (rolled for e a c h injection). Referees should k e e p t h e length of t h e d r u g ' s effective period a secret, but c a n allow t h e c h a r a c t e r to feel t h e power w e a k ening for 10 m i n u t e s or so before it (/S) c u t s off completely. Doubling t h e d o s e gives a t e m p o r a r y +3 to all E m p a t h y skills for t h e s a m e r a n d o m period, but A n e s t h e t i c , Total ( 1 0 0 Units): Available in t w o forms: liquid (for injection) a n d g a s . Wt: 0.1 k g . Price: $ 1 0 0 0 ( R / C ) . Anesthetic, Local ( 1 0 0 Units): Available only in liquid form (for injection) Wt: 0.5 k g . also r e d u c e s Initiative a n d Willpower by 1 point e a c h for t h e s a m e duration. Injection of m o r e t h a n six d o s e s in a 2 4 - h o u r period, or m o r e t h a n a double d o s e , c a u s e s u n c o n s c i o u s n e s s lasting 1D6 h o u r s . E m p a t h y booster c a n not b e bought, but c a n only b e o b tained in 1 0 - d o s e units by c h a r a c t e r s w h o h a v e served a t least o n e t e r m a s paraphysicists, or as a refill for a paraphysicist's field kit (described below). Wt: Nil. Price: Special (/). Pain-Reliever, Mild ( 1 0 0 Units): Oral (pill) form only. Wt: 0.5 k g . Price: $ 5 0 0 (C/V). Sedative, Mild ( 1 0 0 Units): Oral (pill) form only. Wt: 0.5 k g . Price: $ 5 0 0 (C/V). Sedative, Strong ( 1 0 0 Units): Liquid (for injection) form only. Wt: 0.5 k g . Price: $ 5 0 0 ( S / C ) . Blood, Whole (1 Unit): Wt: 0.5 k g . Price: $ 2 5 (/C). Plasma (1 Unit): Wt: 0.5 k g . Price: $ 1 0 (/C). Surgical Instruments: S c a l p e l s , forceps, h e m o s t a t s , c l a m p s , a n d other tools for major surgery. Wt: 5 kg. Price: $ 2 5 0 0 (R/C). Steri-Med Personal Medical Kit: An individual's first aid kit. Includes b a n d a g e s , o n e unit of antibiotic, a n d not direct hits from small a r m s . Wt: 0.5 k g . Price: $ 1 0 0 ( S / C ) . Garcia-Seguro S t e e l Helmet: This is intended to provide protection from fragments, n o t direct hits from small arms. Wt: 1 kg. Price: $ 5 0 (C/V). RamTech Close A s s a u l t Armor: Improved, but bulky b o d y a r m o r incorporating additional layers of Kevlar a n d m e t a l / c e r a m i c plate inserts. It protects c h e s t a n d a b d o m e n with a n a r m o r value of 2, a r m s a n d legs with a value of 1. B e c a u s e of t h e a r m o r ' s bulk, w e a r e r s m a y not m o v e faster t h a n a trot. All t a s k s b e c o m e o n e level m o r e difficult for w e a r e r s of this armor. Wt: l 6 kg. Price: $1200

other first aid materials. This kit is u s e d up in o n e first aid operation. Wt: 0.2 k g . Price: $ 1 0 0 (V/V). BroMenn Corporation D o c t o r ' s Medical Kit: Medical e q u i p m e n t a n d drugs. Includes 10 units of e a c h drug t y p e , plus b a n d a g e s a n d tools for minor surgery. Wt: 5 k g . Price: $ 1 0 0 0 (/C). Alba Industries Paraphysicist's Field Kit: This is a b l a c k b a g containing simple e q u i p m e n t for a n u m b e r of e m p a t h i c detection t e s t s (cards, c r y s tals, etc) a n d a small quantity of d r u g s ( 1 0 d o s e s e a c h of mild p a i n reliever, mild sedative, strong sedative a n d E m p a t h y booster) a n d h y p o d e r m i c syringes. T h e kit c a n n o t be bought; it is obtained free of c h a r g e by serving o n e t e r m as a paraphysicist. Refills are obtained free of c h a r g e after e a c h a d v e n t u r e (or at t h e referee's discretion) t h r o u g h t h e p a r a p h y s i c i s t s norm a l c o n t a c t s (players m a y not a c c u m u l a t e m o r e t h a n o n e kit's worth). The empathic test equipment enables t h e trained u s e r t o detect e m p a t h i c talent in other c h a r a c t e r s or c r e a t u r e s .

T h e pain relievers a n d sedatives enable t h e u s e r t o relax t e s t subjects. T h e following t a s k s require t h e kit: Detecting e m p a t h i c talents in a c o operative subject is E a s y : E m p a t h y . Detecting e m p a t h i c talents in an uncooperative subject is Average: E m pathy. Making t h e a t t e m p t at a r a n g e of greater t h a n five m e t e r s m a k e s t h e t a s k o n e level m o r e difficult (10 m e t e r s is t h e m a x i m u m r a n g e for t h e att e m p t ) . Detecting e m p a t h i c talents in a n o n h u m a n subject is o n e level m o r e difficult. Wt: 5 k g . Price: Special (/).

lung t a n k s , tires, rafts, a n d other items n e e d i n g c o m p r e s s e d air. Wt: 4 5 k g . Price: $ 2 0 0 ( C / C ) . Air Tank, Aqualung: For u s e with a q u a l u n g . C a n be refilled in five minu t e s with a c o m p r e s s o r . Wt: 5 k g . Price: $ 1 0 0 (C/C). P e p s i c o Merlite Aqualung: Two c o m p r e s s e d air t a n k s , f i n s , m a s k , a n d regulator. O n e t a n k contains e n o u g h air for 30 m i n u t e s underwater. Up to two m a y be c o n n e c t e d to a single regulator for u s e . Wt: 12 kg. Price: $ 3 0 0 ( C / C ) . Grapple: This is a multiple-pronged

20-Liter Jerrycan: For fuel a n d other liquids. Wt: 1 kg ( e m p t y ) . Price: $ 2 5 (V/V). Bezubovo Ventures Desert Wind Four-Man Tent: Wt: 1 2 k g . Price: $ 1 0 0 (C/C). 10-ManTent: Wt: 3 5 kg. Price: $ 2 5 0 ( S / S ) . Air Compressor: For filling a q u a -

h o o k d e s i g n e d to be u s e d at t h e e n d of a length of r o p e to assist in climbing walls, e t c . It c a n be thrown as any other object, but c o u n t s as two kilog r a m s instead of only o n e ( b e c a u s e of t h e r o p e also a t t a c h e d ) . S o m e m o d e l s a r e d e s i g n e d to fold, collapse, or otherwise dismantle for e a s e of transport. Wt: 1 kg. Price: $ 6 0 ( C / C ) . Horse Tack: S a d d l e , bridle, straps, stirrups, s a d d l e blanket, a n d s o on. Wt: 10 kg. Price: $ 5 0 ( C / C ) . Liquid Nitrogen Cylinder: For cooling various lasers. Wt: 1 kg. Price: $45 (/R). Pack Saddle: A s a d d l e especially d e s i g n e d for c a r g o . Wt: 5 kg ( e m p t y ) . Price: $ 4 0 (C/C). Pepsico Eelcraft Raft, Inflatable: Inflates using an air c o m p r e s s o r in two m i n u t e s , or u s i n g h a n d - p u m p in 10 m i n u t e s . Capacity is 1 0 0 0 kilograms.

Wt: 3 0 k g . Price: $ 5 0 0 ( C / C ) . Ford-Revlon Moray Rebreather: A device which a b s o r b s c a r b o n dioxide from exhaled air a n d b l e e d s p u r e oxyg e n into it. O n e o x y g e n t a n k is u s e d at a time with it, a n d it c o n t a i n s e n o u g h for 30 m i n u t e s underwater. Fins a n d a m a s k a r e included. Wt: 1 0 k g . Price: $ 4 0 0 ( C / C ) . Rebreather Recharge Kit: For u s e with t h e rebreather. This kit includes a c a n of c a r b o n dioxide a b s o r b e n t a n d a small t a n k of p u r e o x y g e n ( e n o u g h to r e c h a r g e a rebreather for 30 m i n u t e s underwater). Wt: 5 kg. Price: $ 1 0 0 ( C / C ) . Road Flare: This is a simple pyrotechnic device intended for e m e r g e n c y signaling a n d illumination p u r p o s e s . When ignited, it generates an extremely bright light (radiating slightly into t h e UV s p e c t r u m ) , and e n o u g h h e a t to be a s o u r c e of ignition. Wt: 0.3 k g . Price: $ 1 0 (V/V). Silencer/Supressor: A kit of p a r t s which, when fitted to a firearm, r e d u c e s t h e s o u n d of t h e d i s c h a r g e . Nothing c a n completely eliminate t h e s o u n d of a w e a p o n firing. T h e r e is always s o m e s o u n d , e v e n from t h e best of s i l e n c e d / s u p r e s s e d w e a p o n s , e v e n if its only t h e clack of t h e action a n d t h e click of t h e h a m m e r falling. Weight a n d price below do not include t h e w e a p o n . Price includes t h e cost of a g u n s m i t h ' s modification (revolvers c a n n o t b e silenced). Wt: 0.5 kg (pistol), 1 kg (SMG/rifle) Price: $1000 (S/C) Epoke-Rosignoll Cross-Country Skis:

Includes poles, skis, boots, and binders. Wt: 8 kg. Price: $ 2 5 0 ( C / C ) . Steri-Med One Count Tranq Autoinjectors: Similar to t h e atropine autoinjectors u s e d a s anti-nerve a g e n t injectors by t h e US Army, but l o a d e d with a fast-acting tranquilzer drug, t h e s e devices were originally m a d e for u s e b y m e n t a l hospitals a n d police. Applied to an unresisting target ( o n e surprised o r s u b d u e d b y u n a r m e d c o m b a t ) , it hits t h e b o d y p a r t of t h e u s e r ' s c h o i c e . Resisting t a r g e t s m u s t b e s u b d u e d using u n a r m e d c o m b a t before t h e injector c a n be applied. As with t r a n q d a r t s , a hit in a n y p a r t of t h e b o d y will be effective eventually, but s o m e a r e a s give faster results t h a n others. Head hits result in instant unc o n s c i o u s n e s s . Chest a n d a b d o m e n hits result in u n c o n s c i o u s n e s s after 1D62 p h a s e s ( 5 - 1 5 s e c o n d s ) . A limb hit requires t h e target to m a k e an Average: Constitution roll, s u c c e e d ing t o stay a w a k e e a c h p h a s e . T h e drug will t a k e effect e v e n if t h e injector is r e m o v e d immediately. s a m e way as tranq darts. Tranq autoinjectors also affect d o g s in t h e

Wt: 0.1 kg per set of three. Price: $ 7 5 per set of t h r e e (/S). Rope: This is high-quality, 1 l m m d i a m e t e r climbing a n d rappelling line. Wt: 5 kg per coil. Price: $ 1 0 0 per 5 0 m coil (V/V).

Handcuffs: Used for the physical restraint of undesirables, t h e s e c o m e in two t y p e s : t h e metal, reusable kind (unlocked with a k e y ) a n d the plastic, disposable kind (these t h e s e m u s t be cut off). Applying handcuffs c o u n t s as an action, a n d t a k e s five s e c o n d s . Wt: 0.2 kg (metal); 0.001 kg (plastic). Price: $ 2 0 (metal) (S/C); $2 (plastic) (S/V). Laser Sight: A laser sight is mounted a t o p a w e a p o n in t h e s a m e way as a telescopic sight, a n d m u s t be carefully fitted a n d sighted in (Average: Small A r m s (Rifle or Pistol)), a t a s k requiring 3 0 m i n u t e s a n d 1 0 r o u n d s . T h e laser is adjusted to put a red dot on the target at t h e point of i m p a c t for that particular w e a p o n , a n d hitting t h e target b e c o m e s easier (although it still requires s o m e skill). Ultraviolet and infrared laser versions exist.

Laser sights m a y be fitted to any small arm, and can only be used in semiautomatic fire. Laser sights m a y only be used at 40 meters or less, and enable up to three shots fired during a p h a s e to count as aimed shots instead of only the first o n e (all other shots fired in the p h a s e count as quick shots). All other modifiers (movement by target, movement by firer, etc.) still apply. Wt: 1 k g . Price: $ 8 0 0 ( S / C ) . A N / P A Q - 4 A IRLS/AUard Technologies Espion UV Laser Sight: T h e AN/PAQ-4A is an infrared laser version of t h e laser sight, m e a n i n g that only t h o s e wearing IR g o g g l e s c a n s e e t h e dot (the firer, of c o u r s e , requires such gogglesnot included in the price or weight given below). T h e Allard Espion is a UV version, a n d requires a UV version of the g o g g l e s or a similar vision device ("sunglass"/visor versions could conceivably be built). Wt: 1 k g . Price: $ 1 8 0 0 (/S). Serengeti S u n g l a s s e s : Available in a variety of lens colors, frame colors, a n d styles, Serengeti Vermillions (a style with reddish tinted lenses) h a v e b e c o m e an unofficial b a d g e of opposition to t h e Dark Lords in s o m e p l a c e s . T h e price below is for a stylish pair with b o o s t e d UV blocking c a p a c ity a n d a logo stenciled on o n e lens. Wt: Negligible. Price: $ 3 0 0 ( S / C ) . Bianchi Shoulder Holster: This t y p e of holster is specially d e s i g n e d to be worn u n d e r a j a c k e t or loose shirt/ blouse, holding t h e w e a p o n c l o s e against t h e b o d y for m a x i m u m c o n c e a l m e n t . It w o r k s only with pistols a n d SMGs having a bulk of 2 or less

( w e a p o n s of bulk 3 c a n be c o n c e a l e d u n d e r a long raincoat or similar garm e n t , but shoulder holsters a r e not m a d e for t h e m . . . w e a p o n s of greater bulk t h a n 4 cannot be concealed). The harness provides a holster for the weapon and space for two extra magazines (or two to three quickloaders, if a revolver). Spotting a shoulder holster is an Average: Observation task. A thorough frisk will always reveal its presence, however. Wt: 1 kg. Price: $ 5 0 (C/C). Bianchi Small Concealed Holster: A holster designed to hold a pistol of bulk 0 in a position where it can be concealed. Such holsters can be fastened around an ankle, clipped to a waist belt or b r a s siere, or c o n c e a l e d in s o m e other s p o t u p o n t h e person. Such holsters do not hold extra ammunition or magazines. Spotting such a holster is a Difficult: Observation task. A thorough frisk will boost this to Easy: Observation. Wt: 3 kg. Price: $ 1 5 (C/C). Grizzly Field Pack: A p a c k is c a p a b l e of carrying up to 30 kilograms of e q u i p m e n t . Weight given is empty. Wt: 2 kg. Price: $ 2 0 (V/V).

Flashlight: P o w e r e d by internal batteries. Wt: 0.2 k g . Price: $ 2 0 (V/V). Mountainaire Sleeping Bag: Wt: 4 k g . Price: $ 5 0 (V/V). Big Ben Thermal Fatigues: Includes boots, s o c k s , etc. Wt: 6 kg. Price: $ 1 0 0 (C/Q). Grizzly Parka: Includes overboots, socks, etc. Wt: 3 k g . Price: $ 1 5 0 (Q/Q).

T h e s e alien artifacts c a n n o t be purc h a s e d , a n d t h u s prices a n d availabilities are not given for t h e m . E a c h weighs o n e kilogram, although this is of i m p o r t a n c e only to c h a r a c t e r s who h a v e a c c u m u l a t e d several. All h a n d s fit s t a n d a r d wrist c o n n e c t o r s (installed in p l a c e of the c h a r a c t e r ' s normal h a n d a s part o f t h e cyborg e s c a p e e career) a n d c a n n o t function when not h o o k e d u p t o o n e . Cyber h a n d s draw power from t h e b o d y of t h e wearer by m e a n s of a sophisticated a n d totally mysterious thermocouple system.

Weapon Power Hand Chainsaw Hand Blade Hand Torch Hand

Range S S S S

Hit Mod. +2

Damage

Value

2D6+Strength 2D6+Strength lD6+(Strength/2) 3D6 Recoil

Weapon Gun Hand

ROF 5

Dam 2

Pen Nil

Blk 0

Mag 8

SS 5

Brst 7

Rng 20

Basic h a n d s o c c u r in left a n d right versions, all o t h e r s m a y be fitted to either a r m a s n e c e s s a r y (the h a n d s automatically perform t h e n e e d e d a d j u s t m e n t s ) . Many c o m e with natural appearing plastic coverings that m i m i c h u m a n skin (automatically adjusting t h e m s e l v e s t o t h e skin color a n d a g e of t h e w e a r e r ) . All h a n d s c a n be dismantled, but their inner workings are u n f a t h o m a b l e to the present-day h u m a n mind. Basic: T h e b a s i c c y b e r h a n d duplic a t e s t h e a p p e a r a n c e , function, a n d capabilities of a n o r m a l h u m a n h a n d . To t h e c a s u a l g l a n c e , it c a n n o t be distinguished from a n o r m a l h a n d (it feels w a r m to t h e t o u c h ) , but a c l o s e e x a m i n a t i o n will reveal its true n a t u r e . Power Hand: A n o r m a l - a p p e a r i n g cyber h a n d allows u p t o 1 0 t i m e s t h e

n o r m a l gripping strength t o b e exercised, but retains t h e sensitivity of t h e n o r m a l h u m a n h a n d . W h a t this m e a n s in practice is up to t h e referee, but b e a r in m i n d t h a t this d o e s not permit the character to lift any greater load than normally, merely to grip or crush things normally uncrushable. Chainsaw Hand: This attachment is a 30-centimeter chainsaw, evidently intended for use by construction workers, but also a devastating melee weapon. It is not normal in appearance. Blade Hand: This h a n d a p p e a r s to be a n o r m a l basic h a n d , but e a c h f i n g e r a n d t h e t h u m b contain 1 0 centimeter-long, razor-sharp b l a d e s which m a y be e x t e n d e d at will. W h e n retracted, t h e h a n d a p p e a r s to be a n o r m a l h u m a n h a n d (how t h e f i n g e r s r e m a i n flexible with t h e b l a d e s re-

t r a c t e d is a m y s t e r y ) . Tentacle-Fingers Hand: This h a n d a p p e a r s to be a n o r m a l basic h a n d , but e a c h finger a n d the t h u m b c a n b e t e l e s c o p e d to form a t e n t a c l e up to t h r e e m e t e r s in length. E a c h tentacle h a s the strength of a normal h u m a n arm, and the hand can be used for climbing, grappling, a n d a thousand other uses limited only by the imagination of the character and the generosity of the referee. Gun Hand: This h a n d a p p e a r s to be a n o r m a l b a s i c h a n d , b u t t h e index (first) finger c o n t a i n s a pistol m e c h a n i s m . T h e finger flexes normally when n o t firing, although it m u s t be held straight for t h e w e a p o n to be u s e d . T h e hand fires standard 9 m m P ammunition, retaining t h e c a s i n g s inside for disposal during reloading. W h e n re-

loading, e a c h r o u n d m u s t b e inserted separately. Tractor/Pressor Hand: This h a n d allows the u s e r to attract a n d repel objects of up to 10 k i l o g r a m s in weight ( s u s p e n d i n g t h e m in t h e air), or d r a g / p u s h heavier objects ( u p t o 1 0 0 kilog r a m s in weight). M a x i m u m r a n g e for this effect is 10 m e t e r s a n d t h e object m u s t be in sight of t h e user. Duration is four t u r n s p e r 24 h o u r s (with o n e spent turn being regained per six h o u r s of "rest"). T h e m e a n s by which this is acomplished is unknown. This h a n d a p p e a r s to be a basic h a n d in all other r e s p e c t s . Grapple Hand: This n o r m a l - a p p e a r ing h a n d c a n b e f i r e d u p t o 2 0 m e t e r s in a n y direction, c o n n e c t e d to t h e u s e r ' s a r m by m e a n s of a length of extremely strong cable. T h e h a n d con-

tains 100 m e t e r s of cable, which c a n be reeled in or out at will, a n d is strong e n o u g h t o s u p p o r t u p t o 2 0 0 kilog r a m s (the a t t a c h m e n t t o t h e wearer's a r m is t h e limiting variable here). T h e h a n d c a n function as a grappling hook, wherever t h e r e is a h a n d h o l d c a p a b l e of supporting it. This h a n d c a n be u s e d t o d e s c e n d a s well a s a s c e n d . Picklock Hand: This h a n d e n a b l e s t h e user to o p e n locks as if in p o s s e s sion of a set of lockpick tools. T h e internal m i c r o p r o c e s s o r contains p r o gramming equivalent to Lockpick 3 skill. The hand can open conventional key locks, combination locks, or electronic locks. It is not normal in appearance. Torch Hand: This h a n d is a laser cutting/welding torch, incorporating internal c a p a c i t o r s w h i c h c o n t a i n power e n o u g h for two m i n u t e s (four

turns) of c o n s t a n t operation. ( E a c h six h o u r s of "rest" r e s t o r e s 30 s e c o n d s of capacity.) It is not n o r m a l in a p p e a r a n c e . W e a p o n stats are noted o n p a g e 274. Utility Hand: This is a heavy duty h a n d which duplicates t h e functionsof a b a s i c tool kit. It is not normal in appearance. Fine Utility Hand: This h a n d contains n u m e r o u s a t t a c h m e n t s for very delicate electronics, a n d c a n be used as if it were an electronics tool kit. It is not n o r m a l in a p p e a r a n c e . Surgical Hand: This h a n d c o u n t s as a s e t of surgical i n s t r u m e n t s . Its miniturized m i c r o p r o c e s s o r c o n t a i n s t h e equivalant of Medical 4 skill, enabling n o n d o c t o r s to perform surgery a s long a s they a r e wearing t h e h a n d . It is not n o r m a l in a p p e a r a n c e .

The following notes explain the headings on the weapons cards and notations in the weapon card statistics. Note that magazines and ammunition (and tripods for machineguns and grenade launchers) must be purchased separately, and are not counted into weight or price. Ammo: This lists the type of ammunition used. Mag (Magazine): All small arms have a Mag listing (short for magazine) which consists of a number and, in some cases, a letter code. This shows the type of feed device used for ammunition in the weapon and the number of rounds in it. The most common form of feed device in small arms is a box magazine which attaches through the stock or pistol grip. Weapons with no letter code after their Mag value are fed by box magazines, each of which contain the number of rounds shown. One reload action is sufficient to detach an empty box magazine and insert a full one. Other forms of feed devices are noted by letter code as explained below: R (Revolver): A revolver's feed device is a nondetachable revolving cylinder which usually holds six bullets. If loaded individually, three bullets can be put into the cylinder per reload action. If a quickloader is available (a circular clip holding six cartridges which enables all six to be dropped into the open cylinder at once), one reload action is sufficient to reload the weapon. i (Individual): Weapons with nondetachable magazines, particularly underbarrel tubular magazines, often have to be reloaded one shell at a time. Up to three bullets may be loaded into an individual-class feed device per reload action. B (Belt): T h e w e a p o n , either a machinegun or automatic rifle, is fed by a

belt usually containing from 50 to 100 bullets. Two reload actions are necessary to r e p l a c e a belt. However, if the machinegun has a two-person crew (gunner and loader), this requirement can be met by both expending one action reloading in the same phase. Two or three belts may be linked together if the weapon is not moved (i.e., if vehicle-mounted or firing from a dug-in position). Linking belts counts as an action, but can be done by the weapon's loader while the weapon is firing. C (Cassette): A cassette is a large, selfcontained ammunition feed system which takes one full turn to replace. ROF (Rate of Fire): Each shot in the game represents a single bullet. It is, however, possible to fire more than a single bullet from most weapons in a fivesecond action phase. All weapons in the game have either a reload (Rld) rating or a rate of fire (ROF) rating. Weapons with a reload rating hold only one round in the weapon at a time, and after firing that round must reload before firing again. The reload rating is the number of reload actions necessary to prepare the weapon to fire again. Weapons with an ROF listing have either a letter code or a number. The various letter codes are listed below: SS (Single Shot): This weapon can only fire one round and then must be reloaded. BA (Bolt Action), LA (Lever Action): These weapons can fire one round per phase. Each time a round is fired from one of these weapons, the bolt or lever must be worked to eject the spent casing and chamber a new round. But this can be done in the same phase in which the weapon is fired. PA (Pump Action), DAR (Double Action Revolver): These weapons may fire up to three rounds per phase. Pump action refers to shotguns, and involves work-

ing a lever between shots to eject the spent cartridge and chamber a fresh one. A double-action revolver cocks its hammer with the first part of the trigger pull, then fires with the second. This makes the trigger pull somewhat harder than in a semiautomatic pistol (see below). SA (Semiautomatic): Semiautomatic weapons may fire up to five shots per combat phase. Each squeeze of the trigger fires one round, and the force of its firing automatically recocks the weapon. Automatic Fire: Weapons with a number instead of a letter code are capable of fully automatic fire as well as semiautomatic fire. The number shown is the number of bullets in a typical burst from the weapon. Each automatic weapon can fire up to either five individual shots or five bursts per fire phase. As a practical matter, however, no character may fire at more than three different targets in the same fire phase. Dam (Damage): For ranged combat weapons, Dam indicates the number of D6 to be rolled for each round that hits the target. A listing of " - 1 " means roll 1D6-1. Listings of "C:5," "B:20," etc., indicate explosive rounds (see Explosions on pages 9294). Pen (Penetration): This indicates how many D6 the damage rating is decreased by per point of armor on the target location. Nil means the damage rating is decreased to 0. If there are multiple listings, the first applies to short and medium range, the second to long, and the third (if any) to extreme. Note that each die of damage rating reduced becomes 1 point of blunt trauma damage to the target. Rld (Reload): If a weapon has a reload rating listed, it indicates the number of actions necessary to reload the weapon between shots. Blk (Bulk): This is an indication of how clumsy the weapon is to move, andserves as a modifier to Agility when determining

which of two characters with the s a m e Initiative will act first. Recoil: Recoil can affect fire accuracy. SS means single shot, and Brst means Burst. When a character fires a weapon, multiply the recoil rating by the number of shots or bursts fired, and if the result exceeds the character's Strength, the excess is subtracted from the character's chance to hit with single rounds, or from the number of dice rolled per burst for autofire. (See the "Combat & Damage" chapter for specific results.) Rng (Range): This number is the weapon's short range in meters. Medium range is twice short range; long range is twice medium; and extreme range is twice long. IFR (Indirect Fire Range): Only weapons with an indirect fire range m a y use indirect fire. These are rifle grenades, grenade launchers, howitzers, and mortars. The range listed is the weapon's maximum range in meters. Rnd (Round): This indicates the type of projectile fired by mortars and the like. (See p a g e 263.) Weapon Types: A brief explanation of each weapon type follows. Revolvers and Single-Shot Pistols: Revolvers carry their rounds (usually six of them) in a revolving cylinder. Recocking the pistol after firing advances the cylinder and brings a fresh cartridge in line with the firing pin. Single-shot pistols have no feed mechanism and thus require reloading after every shot. All types are fired using Small Arms (Pistol). Automatic Pistols: Automatics are fed from a magazine held in the pistol grip. Each time the pistol fires, the recoil energy is used to eject the spent cartridge, recock the pistol, and m o v e a new cartridge into the chamber. They are fired using Small Arms (Pistol). Submachineguns: Submachineguns

are lightweight automatic weapons. Almost all such weapons fire pistol ammunition to reduce recoil, although a few submachineguns are simply cut-down assault rifles. They are fired using Small Arms (Rifle). Sporting Rifles: These include a variety of civilian rifles used for hunting or target practice. They are fired using Small Arms (Rifle). Sniper Rifles: Sniper rifles are standard semiautomatic or bolt-action target rifles fitted with telescopic sights. They are fired using Small Arms (Rifle). Assault Rifles: Assault rifles are capable of firing either single shots or bursts of automatic fire. To m a k e controlled firing easier, they generally fire less powerful cartridges than those fired by traditional rifles. This m a y be achieved either by firing a standard rifle bullet but with a weaker powder charge (as with the 7.62mm Short fired by the AKM) or a smaller rifle bullet fired with a full powder c h a r g e (as with t h e 5.56mm NATO fired by the Ml 6). They are fired using Small Arms (Rifle). Battle Rifles: Battle rifles are very similar to assault rifles in design, but fire full-powerrifle cartridges. This gives them greater range and penetration, but m a k e s it more difficult to control them. They are fired using Small Arms (Rifle). Automatic Rifles: Automatic rifles are either heavy versions of battle rifles (fitted with bipods and heavy barrels to reduce overheating) or very light machineguns firing assault rifle cartridges. They are fired using Small Arms (Pistol). Shotguns: Shotguns are usually civilian hunting weapons. Their standard ammunition in a combat setting is 00 Buckshot, which at longer ranges produces a fair approximation of the area fire effects of a burst of submachinegun fire

while at closer ranges it produces devastating wounds. They are fired using the Rifle cascade of the Small Arms skill. Machineguns: Machineguns are beltfed automatic weapons firing rifle cartridges. They are generally fired from bipods, tripods, or vehicle mounts. Very strong (or very foolish) characters can fire t h e m from the hip without benefit of a mount. They are fired using Small Arms (Rifle). Heavy Machineguns: These are identical in function to other machineguns except that they fire very powerful bullets. They are fired using Heavy Weapons skill. Grenade Launchers: Grenade launchers use a low or high-low pressure system to propel 3 0 - 4 0 m m grenades in excess of 100 meters. Most break open like a shotgun, but the American M203 has a unique slideopen system. They are fired using Small Arms or Heavy Weapons skill, whichever is greater. RocketLaunchers: The rocket launcher is one of the most important developments of the modern battlefield, giving a readily portable and quite lethal antitank punch to infantry. These weapons, in company with the antitank missile, set the tone of modern ground combat. They are fired using Heavy Weapons skill. Antitank Missile Launchers: The development of a weapon that could punch through a tank's armor without requiring a giant gun to shoot it is probably the salient feature of modern ground combat. Relatively small vehicles can now overpower tanks that would have required gigantic antitank guns not all that long ago. They are fired using Heavy Weapons skill. Mortars: Mortars are fired using Heavy Weapons skill. Surface-to-Air Missiles: SAMs are fired using Heavy Weapons skill.

For damage and other statistics on melee weapons, see the Melee Weapons Table on page 323. Knife: About the size of a kitchen butcher knife. Of limited use because of its short reach, but deadly in the right hands. Wt: 0.25 kg; Price: $5 (V/V). Bayonet: A military knife which can be held in the hand or attached to the end of an assault or battle rifle. Wt: 0.25 kg; Price: $20 (C/C). Spear: A short, broad blade mounted on a long, wooden shaft. It is a thrusting weaponawkward, but useful because of its reach. Civilians use spears as defense against animals. Wt: 2 kg; Price: $10 (V/V).

Once only for hunting and target practice, bows are now used in combat where ammunition is scarce. While the long bow requires special Archery skill, a crossbow uses Small Arms (Rifle). Longbow: Includes fiberglass composite bows and wooden selfbows, of 30 to 50 pounds pull. Ammo: Arrows Wt: 1 kg Price: $300 (C/C)

Recoil
Weapon Longbow ROF SS Dam -1 Pen Nil Rld 1 Blk 5 SS Brst 10 Rng 15

Club: Blunt, a half-meter long, used as a bashing instrument. Wt: 2 kg; Price: Free for the taking in most places (V/V). Hatchet: Short-handled chopping tool used to trim firewood. Wt: 1 kg; Price: $20 (V/V). Axe: A long, shafted, heavy chopping instrument. Wt: 2 kg; Price: $50 (V/V). Machete: A long-bladed slashing tool to clear away underbrush. Wt: 1.5 kg; Price: $50 (C/C). Sword: A slashing and/or thrusting weapon, usually a meter in length. Wt: 2 kg; Price: $350 (S/S). Garotte: A length of rope or piano wire used to strangle a victim. Wt: 0.1 kg; Price: Usually improvised (V/V).

Crossbow: Includes prewar manufactures and recent weapons produced from old rifle stocks and truck springs. Pulls vary from 100 to 200 pounds. Ammo: Bolts Wt: 4 kg Price: $350 (C/C)

Recoil
Weapon Crossbow ROF SS Dam 1 Pen Nil Rld 4 Blk 6 SS 4 Brst Rng 20

Zip Gun (Single-Shot Pistol): This is a primitive, one-shot firearm jury-rigged out of pipe, wood, and other nonstandard materials. It is designed to fire standard ammunitionusually small-caliber pistol ammo. The end result is much the same, regardless of ammunition. Ammo: .22 or .380 ACP Wt: 0.5 kg Mag: 1 individual Price: $75 (V/V) Recoil
Weapon Zip gun ROF SS Dam -1 Pen Nil Rid 1 Blk 1 SS 2 Brst Rng 6

Black Powder Pistol (Single-Shot Pistol): Either a museum piece or a modern sporting reproduction. Ammo: Loose black powder and ball Wt: 0.5 kg Mag: 1 individual Pnce: $125 (S/S) Recoil
Weapon BP Pistol ROF SS Dam 1 Pen Nil Rld 2 Blk 2 SS 3 Brst Rng 8

S&W Model 29/16.5 (Revolver): What Sean Connery's portrayal of James Bond did for the Walther PPK, Clint Eastwood as San Francisco detective Inspector Harry Callahan did for the Smith & Wesson Model 29 .44 magnum revolver. The Model 29 is a largeframe revolver and looks like it could bring down a buffalo. Ammo: .44 magnum Wt: 1.5 kg Mag: 6 revolver Price: $500 (R/S) Weapon ROF Dam
3

S&W Model 36 (Revolver): The S&W Model 36 (nicknamed the Chiefs Special) is built on the small "J" frame, and its cylinder has room for only five rounds. Because of this, the Model 36 is favored by plainclothes detectives who must carry revolvers. Ammo: .38 special Wt: 0.7 kg Mag: 5 revolver Price: $315 (S/S) Recoil
Weapon S&W 36 ROF DAR Dam 1 Pen Nil Blk 1 Mag 5R SS 6 Brst Rng 4

Pen
2-Nil

Blk
2

Recoil Mag_ SS Brst Rng


6R 4 16

S&W 29/16.5 DAR

Colt Python/20.3 (Revolver): A very long-barreled version of the basic Python. Ammo: .357 magnum Wt: 1.6 kg Mag: 6 revolver Price: $425 (S/S) Recoil
Weapon ROF Python/20.3 DAR Dam 2 Pen 1-Nil Blk 2 Mag 6R SS 3 Brst Rng 18

Martin Dynatech Pacifier Stun Gun: A pistol-sized weapon used to stun rather than kill, the stun gun fires two small darts and two lengths of light wire into the target, then administers a mild electric shock. It doesn't always succeed in stunning the victim. With a successful hit anywhere on the target, that character immediately loses two Initiative levels for six phases and must make an Average: Constitution roll to stay conscious. Failure means the target loses consciousness for six phases. Reloading the stun gun consists of removing the expended dart package and loading a new one. The dart package contains a charged battery, darts, three meters of fine wire and a compressed gas cylinder to propel the darts. Ammo: Dart package Wt: 0.5 kg Mag: 1i Price: $600 (R/S)

Recoil
Weapon Stun gun ROF SS Dam * Pen Mil Blk 1 Mag li SS 1 Brst Rng 1

*Damage is special and is described above.

High Standard .22 (Automatic Pistol): This is a very reliable, lightweight, easily handled automatic pistol in a small caliber. Ammo: .22 long rifle Wt: l.3 kg Mag: 10 box Price: $250 (C/C) Recoil
Weapon HS .22 ROF SA Dam -1 Pen Nil Blk 0 Mag 10 SS 2 Brst Rng 10

Desert Eagle (Automatic Pistol): An automatic pistol chambered to fire the rimmed .357 magnum and .44 magnum cartridges, the Desert Eagle is popular with some because of the power of its cartridge and its large magazine capacity (compared to revolvers). Ammo: .357 magnum, .44 magnum Wt: l.3 kg Mag: 9 box (.357 magnum), 8 box (.44 magnum) Price: $750 (R/S) Recoil
Weapon ROF DE .357 mag SA DE .44 mag SA Dam 2 3 Pen 1-Nil 2-Nil Blk 1 1 Mag 9 8 SS 3 4 Brst Rng 18 14

Browning HP-35 (Automatic Pistol): The standard military sidearm of the British (and several other armies). It is considered by many to be the finest 9mm automatic pistol made. Ammo: 9mm P IVfcl.l kg ) Mag: 13 box Price: $450 (S/C) Weapon HP-35 ROF SA Dam 1 Pen Mil Blk 1 Mag 13 RecoilSS Srst Rng 2 12

Colt Krait (Automatic Pistol): The Krait is a large-capacity automatic, chambered for a variety of calibers, of which 10mm is the most popular. A wide variety of accessories are available. Ammo: 10mm ACP Wt: 1.4 kg Mag: 14 box Price: $400 (S/C) Recoil
Weapon 10mm ROF SA Dam 2 Pen 1-Nil Blk 1 Mag 14 SS 3 Brst Rng 15

ALP (Laser): The Armington laser pistol is a prototype laser personal defense weapon, consisting of the pistol, a belt battery pack/ capacitor, and a power cable linking the two. The ALP is less powerful than the ALC (page 290), and does not require a liquid nitrogen cooling cylinder, but it is limited in its rate of fire to one shot per 15 seconds (otherwise the heat of firing will damage its components). A discharged backpack requires three hours to recharge. An unknown number were UV lasers. UV Lasers: Ultraviolet lasers are not in regular production, and the few in existence are special models produced for the government or private corporations, or one-of-a-kind modifications to existing weapons by private craftsmen, who claim this gives the weapon enhanced effectiveness against trolls and vampires. Price for UV lasers is doubled, and availability is always ( - / - ) . Weights may vary slightly from weapon to weapon. Ammo: Wt: 4 kg {Pistol Wt: 1 kg; Belt Battery Pack/Capacitor: 3 kg) Mag: A belt pack is good for 18 shots per charge. Price: $3200 (/R) Recoil
Weapon ALP ROF (1)* Dam 4 Pen 2 Blk 3 Mag SS Brst Rng 30

M9 (Beretta M92S) (Automatic Pistol): The standard side arm for US military forces. It is essentially identical to the M92S (the civilian version). Ammo: 9mm P Wt: 1 kg Mag: 15 box Price: $350 (C/V) Recoil
Weapon ROF M9 (M92S) SA Dam 1 Pen Nil Blk 1 Mag 15 SS 3 Brst Rng 12

*One shot per 15 seconds

Colt M1911A1 (Automatic Pistol): The standard military side arm of the United States until the late 1980s, the M1911A1 has been supplanted as general issue by the 9mm M9. However, M9 procurement has never been sufficient to completely replace the Ml 911A1 in military use, and thus it is still encountered, especially in National Guard units. A number of civilian versions of the M1911A1 are made, including conversions to other calibers. The conversion to 10mm is among the most popular. Ammo: .45 ACP Wt: l.4 kg Mag: 7 box (6 box for 10mm variant) Price: $275 (C/V) Recoil
Weapon ROF M1911A1 SA M1911A1 10mm SA Dam 2 2 Pen Nil 1-Nil Blk 1 1 Mag 7 6 SS 3 3 Brst Rng 12 15

Walther PPK (Automatic Pistol): The Walther PPK (Polizei Pistole Kriminal or criminal police pistol) is a German pistol favored by European police agencies. It is best known as the weapon of the British MI-5 and MI-6 organizations. It was made famous in the public eye by Sean Connery's use of it in the James Bond films. Ammo: .380 ACP Wt: 0.8 kg Mag: 7 box Price: $350 (S/S) Recoil
Weapon ROF Walther PPK SA Dam 1 Pen Nil Blk 1 Mag 7 SS 3 Brst Rng 10

Vz-52 (Automatic Pistol): Standard side arm of Czech military forces. Ammo: 7.62mm T Wt: 0.5 kg Mag: 8 box Price: $350 (/S) Recoil
Weapon Vz-52 ROF SA Dam 1 Pen Nil Blk 1 Mag 8 SS 4 Brst Rng 12

Wildey .475 WM (Automatic Pistol): Also known as the Wildey Wolf, this weapon is a custom-made version of the Wildey pistol. Ammo: .475 Wildey magnum Wt: l.5 kg Mag: 7 box Price: $1900 (/) Recoil
ROF Weapon Wildey .475 WM SA Dam 4 Pen 2-Nil Blk 1 Mag 7 SS 4 Brst Rng 25

XM26 APW (Automatic Pistol): The XM26 Advanced Personal Weapon is a smaller version of the XM22 AIW, Firing a smaller cartridge. It is likewise available only through contacts in the Advanced Weapons Research Laboratory. Ammo: 12.5mm caseless Wt: 1.4 kg Mag: 20 box Price: $900 (/) Recoil
Weapon XM26 APW ROF SA Dam 3 Pen 1-Nil Blk 3 Mag 20 SS 4 Brst Rng 25

AKR (Submachinegun): The standard Eastern Bloc military submachinegun (with few exceptions), the AKR is merely a cutdown version of the AK-74. Although a bit heavy for a submachinegun, it has good accuracy and stopping power. Ammo: 5.45mm B Wt: 4 kg Mag: 30 box Price: $500 (/C) Recoil
Weapon AKR ROF 5 Dam 3 Pen 1-Nil Blk 2/3 Mag 30 SS 3 Brst 8 Rng 30

M3A1 (Submachinegun): Called the "grease gun" because of its fancied resemblance to an automotive maintenance tool, this weapon is no longer in US Army service, but it is used by a number of other armies and some police forces throughout the world. Ammo: .45 ACP Wt: 4.5 kg Mag: 30 box Price: $500 (/R) Recoil
Weapon M3A1 ROF 5 Dam 2 Pen Nil Blk 3/4 Mag 30 SS 2 Brst 4 Rng 30

Ingram M10 .45 (Submachinegun): The Ingram was designed especially for clandestine work and has acquired a large body of enthusiasts (and detractors). The barrel is threaded to take a specially designed suppressor. This model is chambered for .45 ACP and is somewhat less controllable in fully automatic fire than the other models. Ammo: .45 ACP Wt: 3.8 kg Mag: 30 box Price: $650 (R/R) Recoil
Weapon M10 .45 ROF 10 Dam 2 Pen Nil Blk 1/3 Mag 30 SS 2 Brst 10 Rng 20

M177 (Submachinegun): The M177 is a shortened carbine version of the M16 assault rifle. It cannot be fitted with the M203 grenade launcher, but it can use rifle grenades. Ammo: 5.56mm N Wt: 2.5 kg Mag: 20 box or 30 box Price: $750 (/V) Recoil
Weapon Ml77 ROF 5 Dam 3 Pen 1-Nil Blk Mag 3/4 2 0 / 3 0 SS 3 Brst 8 Rng 40

M231 (Submachinegun): The standard firing-port weapon on the M2 Bradley, the M231 is a satisfactory vehicle weapon for suppressive fire but a mediocre submachinegun. It cannot be fitted with the M203 grenade launcher. Ammo: 5.56mm N Wt: 3 kg Mag: 20 box or 30 box Price: $700 (/C) Recoil
Weapon M231 ROF 5 Dam 2 Pen 1-Nil Blk Mag 3/4 20/30 SS 1 Brst 4 Rng 25

MAT-49 (Submachinegun): The French standard military and police submachinegun. Ammo: 9mm P Wt: 4.8 kg Mag: 32 box Price: $650 (/C) Recoil
Weapon MAT-49 ROF 5 Dam 2 Pen Nil Blk 3/4 Mag 32 SS 1 Brst 4 Rng 30

MP-7 (Submachinegun): An improved version of the MP-5 series, chambered for the popular 10mm cartridge. Ammo: 10mm ACP Wt: 3 kg Mag: 30 box Price: $750 (/C) Recoil SS Brst Rng 2 6 30

Weapon MP-7

ROF 5

Dam 2

Pen 1-Nil

Blk 4

Mag 30

Uzi (Submachinegun): The Israeli-designed Uzi is the most common SMG. It is used by armies and police agencies worldwide, including the US Secret Service and US Federal Marshal Service. Ammo: 9mm P Wt: 4 kg Mag: 25 box or 32 box Price: $500 (/V) Weapon Uzi ROF 5 Dam 2 Pen Nil Recoil Blk Mag SS Brst Rng 2/3 25/32 2 5 30

Vz-61/62 Skorpion (Submachinegun): Commonly referred to as a machine pistol, the Skorpion is small enough to carry in a shoulder holster. Its short range and underpowered ammunition make it of limited combat value, but its ease of concealment has made it very popular with Warsaw Pact covert agents. It is also frequently carried by Czech airborne forces, particularly by officers. Ammo: .32 ACP Wt: 1.6 kg Mag: 10 box or 20 box Price: $800 (/R) Weapon Vz-61/62 stock ROF 5 5 Dam 1 1 Pen Nil Nil Recoil Blk Mag SS Brst Rng 1 10/20 3 7 4 3 10/20 1 4 12

Recoil
Weapon .22 ROF BA Dam -1 Pen Mil Blk 4 Mag 5i SS 2 Brst Rng 50

Remington-Peters .22 Bolt-Action Rifle (Sporting Rifle): A widely available light hunting rifle, the .22 is excellent for squirrels and other small game, but it does not have sufficient stopping power to be reliable against larger targets. Ammo: .22 LR Wt: 2 kg Mag: 5 individual Price: $150 (C/C)

Recoil
Weapon .22 ROF SA Dam -1 Pen Nil Blk 4 Mag 10 SS 2 Brst Rng 50

Ruger .22 Semiautomatic (Sporting Rifle): Another widely available light hunting rifle, this version of the .22 is semiautomatic. Ammo: .22 LR Wt: 2 kg Mag: 10 box Price: $300 (C/C)

Recoil Martin .30-06 Bolt-Action (Sporting Rifle): Another popular hunting rifle, this .30-06 is a bolt-action rifle. Ammo: .30-06 Wt: 4 kg Mag: 5 individual Price: $300 (C/C)
Weapon .30-06 ROF BA Dam 4 Blk Pen 2-3-Nil 5 Mag 5i SS 2 Brst Rng 75

Recoil Winchester 1894 (Sporting Rifle): This rifle is a modernized version of the Winchester 1873. Improved versions are still used as hunting weapons in the US. Ammo: .30-30 Wt: 3.1 kg Mag: 6 individual Price: $275 (C/C)
Weapon 1894 ROF LA Dam 3 Pen 2-Nil Blk 5 Mag 6i SS 4 Brst Rng 50

Tranquilizer Gun: A specially made weapon designed to fire hypodermic darts containing a tranquilizer or other drug by means of compressed CO2 cartridges. These were designed originally for administering drugs to dangerous animals, but the mercenary industry soon adopted them for its own purposes. A hit in any part of the body will be effective eventually, but some areas give faster results than others. Head hits result in instant unconsciousness. Chest and abdomen hits result in unconsciousness after 1D62 phases (five to 15 seconds). An arm hit requires the target to roll Average: Constitution to stay awake each phase. The drug will take effect even if the dart is removed immediately. Animals such as guard dogs will be rendered instantly unconscious from any

hit (since their smaller body weight allows the drug to take effect faster). Tranquilizer guns count as medical equipment for contact assistance, Ammo: 15mm hypodermic dart Wt: 3 kg Mag: 1 individual Price: $1200 (/R) Recoil
Weapon Tranq gun ROF SS Dam * Pen Nil Blk 1 Mag li SS 3 Srst Rng 8

*Damage is special and is described above.

Recoil C3 (Parker Hale) (Sniper Rifle): The standard Canadian sniper rifle is a well-made civilian hunting rifle adapted to military use and fitted with a telescopic sight. It is known as the Parker-Hale in its civilian version. Ammo: 7.62mm N Wt: 4 kg Mag: 3 individual Price: $800 (C/C)
Weapon C3 ROF BA Dam 4 Pen Blk 2-3-Nil 5 Mag 3i SS 5 Brst Rng 75

All sniper rifles come with a scope. With the scope, add 15 meters to the basic range for aimed shots. If the scope is later damaged or lost (or for quick shots) this modifier is not added.

Recoil M21 (Sniper Rifle): The standard US Army sniper rifle, the M21 is essentially a well-made M14 assault rifle (the US Army's service rifle prior to the M16) fitted with a telescopic sight and a bipod. Ammo: 7.62mm N Wt: 5.4 kg Mag: 20 box Price: $800 (S/S)
Weapon M21 bipod ROF SA SA Dam 4 4 Pen Blk 2-3-Nil 6 2-3-Nil 6 Mag 20 20 SS 4 2 Brst Rng 65 75

All sniper rifles come with a scope. With the scope, add 15 meters to the basic range for aimed shots. If the scope is later damaged or lost (or for quick shots) this modifier is not added.

Recoil M27 (Sniper Rifle): The Armalite AR-27 is a development of Armalite's AR-22 Olympic-grade target rifle, upcalibered for use as a military sniper rifle. It was adopted by the GS Army as the M27 in 1998. Ammo: 7.62mm N Wt: 8 kg Mag: 20 box Price: $950 (/R)
Weapon AR-27 ROF SA Dam 4 Pen Blk 2-3-Nil 6 Mag 20 SS 6 Brst Rng 85

All sniper rifles come with a scope. With the scope, add 15 meters to the basic range for aimed shots. If the scope is later damaged or lost (or for quick shots) this modifier is not added.

Recoil AK-74 (Assault Rifle): The standard combat rifle of what were formerly known as the Eastern Bloc forces. Ammo: 5.45mm B Wt: 4 kg Mag: 30 box Price: $500 (/V)
Weapon AK-74 ROF 5 Dam 3 Pen 1-Nil Blk 5 Mag 30 SS 3 Brst 7 Rng 50

Recoil AKM (Assault Rifle): The modern version of the ubiquitous AK47. It is perhaps the most widely used military small arm in the world, and is very popular despite its underpowered and unstable cartridge. Replaced in front-line service by the AK-74, many AKMs were rechambered to fire 5.45 Bloc ammunition (designated AKMR for AKM rechambered). Thus, true AKMs are mostly found in use by militia units. Ammo: 7.62mm S Wt: 4 kg Mag: 30 box Price: $500 (/C)
Weapon AKM ROF 5 Dam 3 Pen 2-Nil Blk 5 Mag 30 SS 3 Brst 8 Rng 50

Recoil AKMR (Assault Rifle): As the AK-74 supplanted the AKM in service, large numbers of AKMs were rechambered to fire the AK74's 5.45 cartridge to enable standardization of supply without discarding mountains of AKMs. Widely used in Eastern Bloc military units alongside the AK-74. Ammo: 5.45mm B Wt: 4 kg Mag: 30 box Price: $550 (/C)
Weapon AKMR ROF 5 Dam 3 Pen 1-Nil Blk 5 Mag 30 SS 3 Brst 7 Rng 45

G11 (Assault Rifle): A weapon of radical design and great effectiveness, the G11 replaced the G3 as the standard assault rifle and the Uzi as the standard submachinegun of the German Army. It is a bullpup-configuration weapon, which means that the action is placed behind the firing hand, in the normally empty stock. This means that bullpup rifles can have a shorter overall length without the necessity for a shorter barrel. It differs from other combat rifles in that it fires caseless 4.7mm bullets. The compact nature of the weapon and low recoil of its round make it as handy as a submachinegun (even though it is a rifle). Its caseless ammunition is extremely compact, allowing a large

magazine capacity. Since there is no spent cartridge casing to eject, the rifle's action is completely enclosed and thus is very reliable in a dirty environment. However, there is no way to reload the round since it is completely consumed. Ammo: 4.7mm caseless Wt: 4.5 kg Mag: 50 box Price: $800 (/S) Recoil
Weapon G11 ROF 3 Dam 3 Pen 1-Nil Blk 4 Mag 50 SS 2 Brst 3 Rng 55

Recoil M16A2 (Assault Rifle): The standard combat rifle of the US and Canadian armies, the M16A2 (commonly called just the "M16") is in widespread use and is a popular and effective weapon. The AR-15 is the semiautomatic civilian version. Ammo: 5.56mm N Wt: 3.8 kg Mag: 20 box or 30 box Price: $400 (/C) M16A2; $500 (C/C) AR-15
Weapon M16A2 AR-15 ROF 3 SA Dam 3 2 Pen 1-Nil 1-Nil Blk Mag 5 20/30 5 20/30 SS 3 2 Brst 5 Rng 55 55

Recoil ALC-2 (Laser): The ALC-2 (Armington Laser Carbine Model 2) is extremely rare. Developed by Armington Laboratories as a testbed for a laser carbine, the ALC never entered full production, although an unknown number of prototypes (each essentially hand-made) were produced. The carbine incorporates a liquid nitrogen cooling system (the N2 bottle is plainly seen over the action) which vents itself after each shot, producing a tendril of "steam" that can be disconcerting to the uninitiated. The carbine is connected by a power cable to a rechargeable backpack filled with batteries and a capacitor which requires 30 seconds to recharge after a shot (leading to the weapon's nickname, "Blue Moon," since that was how often it could be fired "once in a blue moon"). A pair of LEDs on the left side indicate the weapon's status (red for charging, green for charged). A discharged backpack requires six hours to recharge. Ammo: Wt: 26 kg (Carbine WL- 5 kg; Backpack WL 21 kg) Mag: A backpack is good for 12 shots per charge. Price: $12,000 (/)
Weapon ALC-2 ROF 1* Dam 12 Pen 2 Blk 5 Mag 12** SS Brst Rng 60

*One shot per 30-seconds. **Backpack is good for 12 shots; none are actually carried "in" weapon.

Recoil FN-LAR/L1A1 (Battle Rifle): A Belgian rifle adopted as the standard rifle of the British Army, the LAR has been replaced in service by the L85. The primary differences between the FAL and the LAR are that the FAL has a full auto option, while the British FAL/ L1A1 does not. The magazines are not interchangeable. Ammo: 7.62mm N Wt: 5 kg Mag: 20 box Price: $750 (/V)
ROF Weapon FN-LAR/L1A1 SA Dam 4 Pen Blk 2-3-Nil 5 Mag 20 SS 4 Brst Rng 65

Recoil G3 (Battle Rifle): The standard German assault rifle until replaced by the G11, the G3 was still widely used by territorial and internal security troops and is now back in service with German troops. It is quite popular in Latin America, possibly since it is taken from an earlier Spanish design. Ammo: 7.62mm N Wt: 5 kg Mag: 20 box Price: $750 (/V)
Weapon G3 ROF 5 Dam 4 Pen Blk 2-3-Nil 5 Mag 20 SS 4 Brst 9 Rng 65

Recoil KAR-98K (Battle Rifle): The standard rifle of German troops in WWII. Ammo: 8mm M Wt: 4 kg Mag: 5 individual Price: $300 (R/S)
Weapon KAR-98K ROF BA Dam 4 Pen Blk 2-3-Nil 5 Mag 5i SS 4 Brst Rng 65

XM22 (Battle Rifle): The XM22 Advanced Infantry Weapon is an experimental military rifle. It is a bullpup-configuration weapon, which means that the action is placed behind the firing hand, in the normally empty stock. This means that bullpup rifles can have a shorter overall length without the necessity for a shorter barrel. Its caseless ammunition is extremely compact, allowing a large magazine capacity. Since there is no spent cartridge casing to eject, the rifle's action is completely enclosed and thus very reliable in a dirty environment. A special recoil compensation system makes the weapon fairly

controllable under semiautomatic fire, and not unreasonably wild for larger individuals in fully automatic mode. The weapon is available only through the US Army's Advanced Weapons Research Laboratory, and can be obtained only through contacts. Ammo: 18mm caseless Wt: 3.5 kg Mag: 50 box Price: $1500 (/) Recoil
Weapon XM22 AIW ROF 3 Dam 6 Blk Pen 2-3-Nil 4 Mag 50 SS 4 Brst Rng 6 55

Recoil M249 SAW (Automatic Rifle): The M249 Squad Automatic Weapon (SAW) is the standard GS light automatic support weapon. It can accept either the standard 30-round magazine of the M16A2 or a 200-round belt. It is equipped with a bipod. Ammo: 5.56 N Wt: 7 kg Mag: 30 belt or 200 belt Price: $750 (/C)
Weapon ROF M249 SAW 10 bipod 10 Dam 2 2 Pen 1-Nil 1-Nil Mag SS Blk 5 30B/200B 1 5 30B/200B 1 Brst 3 2 Rng 60 75

XM7 Storm Gun (Automatic Rifle): The XM7 is a prototype manportable assault cannon of advanced design. Incorporating a radically new muzzle brake and an advanced recoil compensation system, the XM7 can be carried and fired by one person (a special harness is standard equipment, and most people prefer to fire the weapon from this position than from the conventional shoulder position). The weapon is fitted with a special laser targeting system (the laser beam is visible only when viewed through a special-set of goggles issued with the weapon), which enables reasonably accurate

shots from the hip. It can also be fired from a bipod at greater range. Ammo: 20mm S Wt: 29.5 kg Mag: 5 box Price: $27,000 (/R) Weapon ROF X 7 Storm Gun SA M bipod SA Dam 16 16 Pen 1-2-3 1-2-3 Blk 5 5 Mag 5 5 Recoil SS Brst Rng 8 80 4 120

Recoil Savage 311-R (Shotgun): This weapon is one of the last of the double-barreled shotguns designed for police and prison guard use (hence its nickname of the "guard gun"). It is representative of double-barreled shotguns in general. Ammo: 12 gauge Wt: 3.5 kg Mag: 2 individual Price: $350 (C/C)
Weapon ROF 311-R SA Short SA with buckshot* Medium 5x10 with buckshot* Dam 4 9 1 Pen Blk 3-4-Nil 5 Nil Nil Mag 2i SS 5 Brst Rng 40

*See Shotguns on page 91.

Recoil Armalite AR-12 Stormcloud (Shotgun): The Armalite AR-12 Stormcloud is a combat shotgun by a firm known primarily for assault rifles. Since the Stormcloud is a shotgun capable of automatic fire, it needs a special rule: At short range, roll 5D6 for hits (as modified by recoil and possibly range, if any factor such as target movement causes it to be treated as at a longer range), with each 6 hitting and each hit causing 9D6 damage. At medium range, calculate the number of dice normally rolled for a five-round burst (subtracting two immediately for being at medium range) and after all reductions are done, multiply the remaining number by 7 to determine the number of D6 rolled for hits. Each hit does 1D6 damage. Ammo: 12 gauge Wt: 4 kg Mag: 12 box Price: $1200 (/S)
Weapon ROF Stormcloud 5 Short 5 with buckshot* Medium 5x10 with buckshot* Dam 4 9 1 Pen Blk 3-4-Nil 4 Nil Nil Mag 12 SS 3 Brst 8 Rng 45

*See Shotguns on page 91.

Recoil Browning Autoriot (Shotgun): This weapon is a Belgian-built semiautomatic shotgun used by the British in antiguerrilla actions in Malaya after WWII. The weapon is still in common use as a riot gun by police departments worldwide. Ammo: 12 gauge Wt: 4 kg Mag: 5 individual Price: $450 (S/S)
Weapon ROF Autoriot SA Short SA with buckshot* Medium 10 with buckshot* Dam 4 9 1 Pen Blk 3-4-Nil b Nil Nil Mag 5i SS 3 Brst Rng 40

*See Shotguns on page 91.

Recoil H&K CAW (Shotgun): The Honeywell & Koch (formerly Heckler & Koch) CAW (Combat Assault Weapon) is the standard combat shotgun of the German and US armies (the US weapon being a slightly modified version produced under license by Olin. The CAW is a bullpup-configuration weapon, like the G11. Since the CAW is a shotgun capable of automatic fire, it needs a special rule: At short range, roll 5D6 for hits (as modified by recoil and possibly range, if any factor such as target movement causes it to be treated as at a longer range), with each 6 hitting and each hit causing 9D6 damage. At medium range, calculate the number of dice normally rolled for a five-round burst (subtracting two immediately for being at medium range) and after all reductions are done, multiply the remaining number by 7 to determine the number of D6 rolled for hits. Each hit does 1D6 damage. Ammo: 12 gauge Wt: 4 kg Mag: 10 box Price: $1100 (/S)
Weapon ROF H&K CAW 5 Short 5 with buckshot* Medium 5x10 with buckshot* Dam 4 9 1 Pen Blk 3-4-Nil 4 Nil Nil Mag 10 SS 3 Brst 8 Rng 40

*See Shotguns on page 91.

Recoil Mossberg M500 (Shotgun): The Mossberg M500 is a typical pump shotgun designed for police or home defense use rather than hunting. Ammo: 12 gauge Wt: 4 kg Mag: 8 individual Price: $350 (C/C)
ROF Weapon PA M500 PA Short with buckshot* 5x10 Medium with buckshot* Dam 4 9 1 Pen Blk 3-4-Nil 5 Mil Nil Mag 8i SS 4 Brst Rng 40

*See Shotguns on page 91.

Recoil L86A1 LSW (Machlnegun): The heavy-barreled support version of the L85, the L86A1 uses either 100-round belts or the same magazines as the L85. It is equipped with a bipod. Ammo: 5.56mm N Wt: 4.5 kg Mag: 30 box or 100 belt Price: $1500 (/R)
ROF Weapon L86A1 LSW 10 10 bipod Dam 3 3 Pen 1-Nil 1-Nil Blk Mag SS 5 30/100B 2 5 30/100B 1 Brst 11 6 Rng 50 65

Recoil M60 (Machinegun): The standard US general-purpose machinegun, a development of the WWII German MG42. It is equipped with a bipod and can also be fired from a tripod (NLT). It accepts 100-round belts. Ammo: 7.62mm M Wt: 10 kg Mag: 100 belt Price: $1800 (/V)
Weapon M60 bipod tripod ROF 5 5 5 Dam 4 4 4 Pen 2-3-Nil 2-3-Nil 2-3-Nil Blk 6 6 6 Mag 100B 100B 100B SS 1 1 1 Brst 4 2 1 Rng 65 90 125

Recoil MAG (Machinegun): This weapon (also known as the MAG-58 and as the L7A2 GPMG in British service) is the standard generalpurpose machinegun of the Belgian and British armies (as well as others) and is often used as a coaxial (i.e., mounted with the primary gun) MG in CIS vehicles. It is equipped with a bipod and can also be fired from a tripod (NMT). It accepts 100-round belts. Ammo: 7.62mm N Wt:12 kg Mag: 100 belt Price: $1500 (/S)
Weapon MAG bipod tripod ROF 10 10 10 Dam 4 4 4 Pen Blk 2-3-Mil 6 2-3-Nil 6 2-3-Mil 6 Mag 100B 100B 100B SS 1 1 1 Brst 7 4 2 Rng 65 90 125

Recoil M2HB (Heavy Machinegun): The M2 Heavy Barrel is the standard heavy machinegun of every western European army. It accepts 105round belts and may be fired only from a tripod (NHT) or from a vehicle mount. Ammo: .50 BMG Wt: 51.2 kg (Tripod Wt: 19.3 kg) Mag: 105 belt Price: $3500 (/C)
Weapon M2HB tripod ROF 5 5 Dam 8 8 Pen Blk 2-2-3* 8 2-2-3* 8 Mag 105B 105B SS 3 2 Brst 14 7 Rng 65 150

*.5O SLAP ammunition has a penetration value of 1-1-2.

AHL (Laser): The Armington Heavy Laser is the largest prototype laser built by Armington Laboratories, and is extremely rare because of its size. The AHL requires a tripod or vehicular mount (NHT equivalent), because it is too heavy to be aimed accurately when hand held. The AHL is powered by a 600 kilowatt portable generator and a capacitor, linked by a cable to the weapon. The weapon comes with a portable cooling system, which is also powered by the generator and linked to the weapon via an insulated cable. This cable circulates a liquid cooling compound through a cooling jacket surrounding the laser and through a refrigerator-coil system to keep the weapon from overheating. The generator consumes fuel at a rate of 10 liters per hour. An unknown number of these prototypes were UV (ultraviolet) lasers. Ammo: Wt: Weapon W: 54 kg (Laser Wt: 32 kg; Tripod Wt: 22 kg) Cooling System Wt: 95 kg (Cooling System: 35 kg; Generator Wt: 60 kg) Mag: Generator/capacitor lasts as long as it has fuel Price: $75,000 (/)

Weapon ROF Dam Pen AHL 14 5 (1)* *One shot per 15 seconds

Blk

Mag

Recoil SS Brst Rng 80

M203 (Grenade Launcher): The standard infantry grenade launcher of the US and Canadian armies, the M203 is a single-shot launcher which is attached to the bottom of an M16 rifle. A product-improved (PI) model can be detached and fired from a removable shoulder stock, but by 1995 this model had not completely replaced older versions in military inventories. The PI version is available for $700 (R/S) and weighs two kilograms with shoulder stock. Ammo: 40mm grenades Wt: 1.4 kg Mag: 1 individual Price: $550 (/C)

Type M203

Mag 1i

ROF SS

Rng 100

IFR 400

Rnd HE HEDP CHEM ILLUM

Dam C:3, B:12 C:3, B:12 C:1,B:4 B:100

Pen Nil 4C Nil Nil

Type Mk-19

Mag 50B or 1i

ROF Rng 1 100

IFR 400

Mk-10 AGL (Grenade Launcher): The standard infantry-support grenade launcher in the United States Army, the Mk-19 is a tripodmounted (NHT), belt-fed Automatic weapon. It may also fire unbelted individual grenades (ROF 1). It may be fired only from a tripod or vehicle mount. Ammo: 40mm grenades Wt: 40 kg Mag: 50 belt or 1 individual Price: $5000 (R/S)

Rnd HE HEDP CHEM ILLUM

Dam C:3, B:12 C:3, B:12 C:1,B:4 B:100

Pen Nil 4C Nil Nil

M136 (Rocket Launcher): This disposable system is used in some numbers by the United States Army to supplement the M72 LAW and Armbrust. Ammo: 84mm HEAT rocket Wt: 6 kg Price: $200 (/C)

Type M136

ROF 1

Rid *

Rng 75

Round HEAT

Damage C:4, B:4

Pen 70C

*Single-shot disposable. Cannot be reloaded.

Type LAW 80

ROF 1

Rld *

Rng 125

Round HEAT

Damage C:6, B:4

Pen 100C

LAW 80 (Rocket Launcher): The replacement for the M72 LAW in British service, this is a 94mm disposable antitank rocket launcher. While it is quite a bit heavier than the M72, it has considerably improved performance. Wt: 9.5 kg Price: $250 (/C)

*Single-shot disposable. Cannot be reloaded.

Type M12 SMAW

ROF 1

Rid 2

M12 SMAW (Rocket Launcher): A shoulder-fired "bunkerbuster" issued to US Marine Corps troops, but never formally adopted by the US Army. Ammo: 82mm SMAW (HE or HEAT) Wt: 3.5 kg Price: $1800 (/R)

Rng 100 125

Round HEAT HE

Damage C:4, B:4 C:12, B:12

Pen 55C 5C

Type Dragon PIP

Rld 2

Rng 1000

Damage C:12, B:12

Pen 135C

Dragon PIP (Antitank Missile Launcher): The Dragon PIP (Product Improved) is a man-portable antitank missile designed to give the rifle squad some means of dealing with armored vehicles at medium to long range. Ammo: Dragon PIP Wt: 8 kg Price: $9000 (/S)

60mm Mortar (Mortar): Standard light mortar for the US Army. It can be disassembled into three loads (bipod, baseplate, tube) for easier transportation. Individual rounds are dropped down the tube by the loader. Requires two combat turns to set up. Wt: 20 kg (Bipod Wt: 8 kg; Baseplate Wt: 4 kg; Tube Wt: 8 kg) Mag: 1 individual Price: $5000 (/C)

Type 60mm IFR: 4 km

Round HE WP ILLUM

Damage C:5, B:20 C:2, B:12 B:400

Pen Nil Nil Nil

Tank Breaker (Anitltank Missile Launcher): A man-portable launcher fired from an integral rest, Tank Breaker fires a homing fireand-forget missile which can be set either to hit the target directly, or fly over it and attack from above where the armor is generally thinner. Ammo: Tank Breaker Wt: 10 kg Price: $7500 (/R)

Type Tank Breaker

Rld 2

Rng 2000

Damage C:6, B:4

Pen 90C

Recoil M9A1 Flamethrower (Flamethrower): Flamethrowers squirt a stream of gasoline at their targets, using compressed gas (nitrogen is preferred) as a propellant. The stream may be "cold" (unignited) or "hot" (ignited) at the firer's option (ignition is provided by a "glowplug" attachment at the nozzle). Originally designed to deal with bunkers and other underground complexes (killing the inhabitants by consuming all the oxygen inside), flamethrowers are also useful against armored vehicles and for clearing away underbrush, destroying supply dumps, and so on. Each shot covers a square area four meters on a side with burning gasoline, which will continue to burn for one minute (12 turns) or until extinguished (other flammable items in the square will be ignited and may burn longer). The fuel is napalm (jellied gasoline) but can be ordinary gasoline (at half the ranges noted). Fuel cannisters have an armor value of 1, and a hit on one is resolved as a fuel hit on a vehicle (no doubt causing some minor unease among users). Ammo: Fuel cannister Wt: 23 kg Mag: 5 internal (a tank of gasoline) Price: $1200 (/S)
Weapon ROF M9A1 Flamethrower SA Dam * Pen Nil Blk 4 Mag 5 SS 4 Brst Rng 5

*Damage by burning gasoline is covered on page 97.

FIM-92A Stinger (Surface-to-Air Missile): The Stinger is an American-built surface-to-air missile with advanced IR homing capability. Range: 6 km Accuracy Level: Average Wt: 20 kg Price: $1500 (/R)

FIM-99 Scorpion (Surface-to-Air Missile): The Scorpion is an American-built, shoulder-fired, surface-to-air missile with televisual and advanced IR homing capability. Range: 7 km Accuracy Level: Easy Wt: 16 kg Price: $1750 (/R)

MBB-7 Venusfliegenfalle (Surface-to-Air Missile): The German-built Venusfliegenfalle (Venus Flytrap) is a shoulder-fired, surface-to-air missile with televisual and advanced IR homing capability. Range: 7 km Accuracy Level: Easy Wt:14 kg Price: $1850 (/R)

SA-27 Grappler (Surface-to-Air Missile): Code-named the Grappler by the NATO powers, the SA-27 is a Soviet-built surfaceto-air missile with televisual and advanced IR homing capability. Range: 6 km Accuracy Leuel: Easy Wt: 15 kg Price: $1000 (/R)

Price: Includes all weapons listed under Armament, all ammunition listed under Ammo, and one full load of fuel. RF: Range finder bonus. Stabilization: Any special weapon stabilization machinery. Armament: Weapons with which the vehicle is normally equipped and which are included in its price (MG:Machinegun GL: Grenade launcher). Ammo: The amount of ammunition carried in ammunition stores (additional ammo may be purchased and carried, but counts as cargo). Cruise Speed: Travel movement. See page 108. Com Mov: Combat movement. See page 109. Fuel Cap: Fuel capacity, in liters. Fuel Cons: Fuel consumption rate, in liters of gasoline per hour. Conquistador Bicycle (Unarmored Cargo Vehicle): A ruggedly Fuel Type: Types of fuel the vehicle can use (G: Gasoline AuG: Aviation built cross-country or mountain model. Bicycles are the cheapest gasoline D: Diesel A:Alcoholmethanol and ethanol OCoal "/Wood). private vehicle to operate, and one of the most common in cities Load: Interior cargo capacity, given in kilograms unless otherwise noted. these days. Veh Wt: Gross weight, including ammo and fuel but not cargo. Crew: Number of crew+number of passengers. Cruise Speed: 3 0 / 1 0 Weapons Mounts. Most weapons are fired by the gunner. Weapons fired by Com Move: 1 5 / 4 other crewmembers are mounted in weapons mounts. Weapons mounts will accept any MG or the Mk-19 grenade launcher; most mounts have a weapon Combat Statistics in them, but it may be removed. The vehicle entry will explain the location of None. Driver and passengers are fired at as mounted targets weapons mounts (if any) and who fires weapons in them (C: Commander P: (see Special Cases on page 88). Passenger). Firing Ports: Firing ports are small doors in the sides of some vehicles which Price: $120 (V/V) allow passengers to fire certain small arms from inside. Only assault rifles, battle Veh Wt: 15 kg rifles, submachineguns, and sporting rifles may be used in firing ports. Drivers Crew: 1 and gunners may not use firing ports, but all other crewmembers may (one each). Range is limited to short. Combat Statistics: See pages 115 and 116 for details. Config: ConfiguraDamage Record tion Std: StandardTrt: Turreted CIH: Crew in hull Susp: Suspension W: Wheeled Crewmembers: Driver O T: Tracked HF: Front hull armor value HS: Side hull armor value HR: Rear hull Suspension: Minor damage O Immobilized O armor value TF: Turret front armor value TS: Turret side AV TR: Turret rear AV.

Suzuki Sparrow Motor Scooter (Unarmored Cargo Vehicle): A small, lightweight, and inexpensive motorbike, very popular with those who need more speed than a bicycle can give (and who can afford the gasoline). Used as a mount for sport riding by nomenklatura and as transport in certain wilder areas of the country. Some people, (Native Americans, for example) have a particular affinity for horses. Cruise Speed: 1 0 / 1 0 Com Move: 1 0 / 3 0 / 6 0 Price: $2000 (S/S) Hits: 60 Feed: 12 kg+graze Load: 120 kg Wt: 350 kg Price: $950 (C/C) Fuel Type: G, A Load: 50 kg Veh Wt: 95 kg Crew: 1 Might Vision: Headlight Cruise Speed: 100/40 Com Move: 50/25 Fuel Cap: 12 Fuel Cons: .75 Combat Statistics None. Driver is fired at as a mounted target (see Special Cases on page 88).

Damage Record Crewmembers: Driver O Sight/Vision: Night vision equipment O Engine: O Fuel (% Consumed or Destroyed): OOOOO OOOOO Suspension: Minor damage O Immobilized O

Yamaha Apache Motorcycle (Unarmored Cargo Vehicle): One of a variety of small dirt and cross-country models, used primarily by the military for scouting and by certain rural criminal gangs for transportation. Cruise Speed: 9 5 / 3 7 Com Move: 4 5 / 2 0 Fuel Cap: 16 Fuel Cons: 2 Combat Statistics None. Driver and passenger are fired at as mounted targets (see Special Cases on page 88). Price: $5000 (V/V) Night Vision: Headlight Fuel Type: G, A, AvG Load: 300 kg Veh Wt: 156 kg Crew: 1 + 1

Damage Record Crewmembers: Driver O Passengers: 1 O Sight/Vision: Night vision equipment O Engine: O Fuel (% Consumed or Destroyed): OOOOO OOOOO Suspension: Minor damage O Immobilized O

Harley-Davidson Motorcycle (Unarmored Cargo Vehicle): This is one of a variety of street-legal machines, some used primarily by young, up-and-coming executives trying to cultivate a daredevil image, others used by gangs who don't need to cultivate an image they live it. Cruise Speed: 9 5 / 4 0 Com Move: 5 0 / 2 0 Fuel Cap: 16 Fuel Cons: 2 Combat Statistics None. Driver and passenger are fired at as mounted targets (see Special Cases on page 88). Price: $8500 (C/C) Fuel Type: G, A Load; 100 kg Veh Wt: 140 kg Crew: 1 + 1 Night Vision: Headlight Damage Record Crewmembers: Driver O Passengers: 1 O Sight/Vision: Night vision equipment O Engine: O Fuel (% Consumed or Destroyed): OOOOO OOOOO Suspension: Minor damage O Immobilized O

Yugo Contempo (Gnarmored Cargo Vehicle): The cutting edge of Serbo-Croatian design technology, used for for rental cars, cabs, and by middle-class types who have saved enough to get off a bicycle. Lower-echelon executives also use Yugos if they are on their way down and can't afford extravagances. Cruise Speed: 9 0 / 1 5 Com Move: 5 0 / 1 0 Fuel Cap: 80 Fuel Cons: 5 Damage Record Crewmembers: Driver O Passengers: 1 O 2 O 3 O Sight/Vision: Night vision equipment O Engine: O Fuel (% Consumed or Destroyed): OOOOO OOOOO Suspension: Minor damage O Immobilized O Combat Statistics Config: Stnd HF: 1 Susp: W(2) HS: 1 HR: 1 Price: $7000 (C/C) Fuel Type: Q, A Load: 300 kg Veh Wt: 1 ton Crew: 1+3 Night Vision: Headlights

Zil Tovarisch (Unarmored Cargo Vehicle): The Zil is a Russiandesigned competitor to the Yugo. It is cheaper, but has a reputation for being less well-made. Cruise Speed: 9 0 / 1 5 Com Move: 4 5 / 8 Fuel Cap: 80 Fuel Cons: 5 Combat Statistics Config: Stnd HF: 1 Susp: W(2) HS: 1 HR: 1 Price: $6000 (C/C) Fuel Type: G, A Load: 400 kg Veh Wt: 1 ton Crew: 1+3 Night Vision: Headlights

Damage Record Crewmembers: Driver O Passengers: 1 O 2 O 3 O Sight/Vision: Night vision equipment O Engine: O Fuel (% Consumed or Destroyed): OOOOO OOOOO Suspension: Minor damage O Immobilized O

Ford-Revlon Elite (Unarmored Cargo Vehicle): The Elite is one of the most popular modern sportscars. Its electra-glide engine provides smooth acceleration. The Elite is known to have the most wellequipped glove compartment on any current model (due to the influence of the Revlon arm of the conglomerate) with an automatic, lighted, pop-down makeup mirror and completely stocked makeup | kit, including all relevant applicators. The Canadian humorist Anton Wilson Peale says of this car: "My ex-wife had an Elite, but she had to trade it in. It ran out of lip-gloss." Cruise Speed: 1 1 0 / 1 7 Com Move: 6 0 / 1 0 Fuel Cap: 80 Fuel Cons: 5 Combat Statistics Config: Stnd HF: 1 Susp: W(2) HS: 1 HR: 1

Damage Record Crewmembers: Driver O Passengers: 1 O 2 O Sight/Vision: Night vision equipment O Engine: O Fuel (% Consumed or Destroyed): OOOOO OOOOO Suspension: Minor damage O Immobilized O

Price: $55,000 (S/C) Fuel Type: G, A Load: 0.5 tons Veh Wt: 1 ton Crew: 1+2 Night Vision: Headlights

GDM Lancer (Unarmored Cargo Vehicle): The Lancer is a good, solid caralmost a throwback to another era. But it is also one of the most luxurious animals on the road, with a plush interior, a highresponse, high-powered engine, top-of-the-line stereo, soundproofing, extra safety features and near-race car quality braking and fuel injection systems. With its distinctive lines it has often been described as "the shark of the road." Cruise Speed: 1 0 0 / 1 7 Com Move: 6 0 / 1 0 Fuel Cap: 100 Fuel Cons: 6 Damage Record Crewmembers: Driver O Passengers: 1 O 2 O 3 O 4 O Sight/Vision: Night vision equipment O Engine: O Fuel (% Consumed or Destroyed): OOOOO OOOOO Suspension: Minor damage O Immobilized O Combat Statistics Config: Stnd HF: 1 Susp: W(3) HS: 1 HR: 1 Price: $695,000 (S/S) Fuel Type: G, A Load: 0.6 tons Veh Wt: 1.2 tons Crew: 1+4 Night Vision: Headlights

GDM Ariel (Unarmored Cargo Vehicle): GDM has discovered that the Ariel's design and appearance appeals mostly to young professional women, and advertises it accordingly. Cruise Speed: 1 0 0 / 1 5 Com Move: 6 0 / 1 0 Fuel Cap: 100 Fuel Cons: 6 Combat Statistics Config: Stnd HF: 1 Susp: W(2) HS: 1 HR: 1 Price: $85,000 (S/S) Fuel Type: G, A Load: 0.4 tons Veh Wt: 1 ton Crew: 1+3 Night Vision: Headlights

Damage Record Crewmembers: Driver O Passengers: 1 O 2 O 3 O Sight/Vision: Night vision equipment O Engine: O Fuel (% Consumed or Destroyed): OOOOO OOOOO Suspension: Minor damage O Immobilized O

Chrysler LeBoeuf (Unarmored Cargo Vehicle): Sometimes nicknamed the "Bulgemobile," the LeBoeuf is a large, rugged sedan. Certain criminal types favor the vehicle for its large trunk and rugged, though sporty, nature. Cruise Speed: 9 0 / 1 5 Com Moo: 5 0 / 1 0 Fuel Cap: 120 Fuel Cons: 5 Combat Statistics Config: Stnd HF: 1 Susp: W(3) HS: 1 HR: 1 Price: $25,000 (C/C) Fuel Type: G, A Load: 0.7 tons Veh Wt: 1.6 tons Crew: 1+4 Night Vision: Headlights

Damage Record Crewmembers: Driver O Passengers: 1 O 2 O 3 O 4 O Sight/Vision: Night vision equipment O Engine: O Fuel (% Consumed or Destroyed): OOOOO OOOOO Suspension: Minor damage O Immobilized O

Mitsubishi-Ferrari Kamikaze (Unarmored Cargo Vehicle): Labeled the "testosterossa" by the Canadian humorist Anton Wilson Peale ("My nine-year-old son got in one at the dealership, and it jumpstarted him into puberty"), the Kamakazi is one of the hottest, most expensive sports cars on the road. It also merits the highest insurance premiums of any vehicle on the American road. Cruise Speed: 1 3 0 / 1 7 Com Move: 8 0 / 1 0 Fuel Cap: 60 Fuel Cons: 7 Damage Record Crewmembers: Driver O Passengers: 1 O Sight/Vision: Night vision equipment O Engine: O Fuel (% Consumed or Destroyed): OOOOO OOOOO Suspension: Minor damage O Immobilized O Combat Statistics Config: Stnd HF: 1 Susp: W(l) HS: 1 HR: 1 Price: $980,000 (S/S) Fuel Type: G, A Load: 0.2 tons Veh Wt: 1 ton Crew: l + 1 Night Vision: Headlights

Mazda Firefly Convertible (Unarmored Cargo Vehicle): Although it is not the only "ragtop" left, the Firefly is by far the most popular convertible available today. The vehicle is in such demand that the manufacturers have established a waiting list for purchasers, and used Fireflies can be sold almost instantly. Cruise Speed: 1 1 0 / 2 0 Com Move: 70/\5 Fuel Cap: 100 Fuel Cons: 6 Damage Record Crewmembers: Driver O Passengers: 1 O 2 O 3 O Sight/Vision: Night vision equipment O Engine: O Fuel (% Consumed or Destroyed): OOOOO OOOOO Suspension: Minor damage O Immobilized O Combat Statistics Config: Stnd HF: 1 Susp: W(2) HS: 1 HR: 1 Price: $300,000 (S/S) Fuel Type: Q, A Load: 0.4 tons Veh Wt: 1.1 tons Crew: 1+3 Night Vision: Headlights

Mercedes-Benz 750 SLX (Unarmored Cargo Vehicle): An armored luxury automobile, with an extra-large, customized interior. Vehicles such as these are used by extremely wealthy individuals, high government officials, or by high-level corporate executives. They are often equipped with entertainment centers, cellular telecommunications devices, computers, and mobile fax machines. Most also have a two-way radio (secure channel) to enable security personnel in other vehicles to communicate with the driver and vice versa. Many have a sealed passenger/driver compartment with a 12 hour internal air supply (to foil chemical or flamethrower attacks). Cruise Speed: 9 0 / 1 7 Com Move: 4 5 / 8 Fuel Cap: 180 Fuel Cons: 11 Combat Statistics Config: Stnd HF: 4 Susp: W(4) HS: 4 HR:4 Price: $1,910,000 (S/R) Fuel Type: G Load: 600 kg Veh Wt: 2 tons Crew: 1+4 (or 2+4) Night Vision: Headlights

Damage Record Crewmembers: Driver O Bodyguard (optional) O Passengers: 1 O 2 O 3 O 4 O Sight/Vision: Night vision equipment O Engine: O Fuel (% Consumed or Destroyed): OOOOO OOOOO Suspension: Minor damage O Immobilized O

Kartoffeln Van (Unarmored Cargo Vehicle): Designed for business or private use, this van is a one-ton truck with a completely enclosed cargo bed accessible from the passenger compartment. Private models can be fitted with extra seats. Vans with fake business markings are used by the police and others for covert surveillance. Weapons are seldom fitted, but a radio can be. Price does not include any additional equipment fitted. Passenger limitations are primarily comfort related. Police forces make useof special versions of these vehicles to carry riot control teams (adding sirens, lights, and communications gear) or as prisoner transfer vehicles (at double the passengercapacity given below). Damage Record Crewmembers: Driver O Passengers (Business Version): 1 O Passengers (Private Version): 1 O 2 O 3 O 4 O 5 O Passengers (Surveillence Version): 1 O 2 O 3 O Sight/Vision: Night vision equipment O Radio (If Any): O Engine: O Fuel (% Consumed or Destroyed): OOOOO OOOOO Suspension: Minor damage O Immobilized O Cruise Speed: 9 0 / 1 7 Com Move: 4 5 / 8 Fuel Cap: 120 Fuel Cons: 8 Combat Statistics Config: Stnd HF: 1 Susp: W(2) HS: 1 HR: 1 Price: $83,000 (C/C) Fuel Type: G, A Load: 1 ton (business); 600 kg (private); 300 kg (surveillance) Veh Wt: 2 tons Crew: 1+5 Night Vision: Headlights (private), image intensifier videocam (surveillance)

Chrysler Conestoga 5/4-Ton Pickup Truck (Unarmored Cargo Vehicle): These medium-sized civilian utility trucks are in common use, and are even considered a badge of status within certain groups. This truck can carry up to 1.25 tons of cargo, or an equivalent load of passengers (although no provision is made for them) in the open back end. Damage Record Crewmembers: Driver O Cab passenger O Passengers: 1 O 2 O 3 O 4 O 5 O 6 O Armament (If Any): O Sight/Vision: Night vision equipment O Radio (If Any): O Engine: O Fuel (% Consumed or Destroyed): OOOOO OOOOO Suspension: Minor damage O Immobilized O Cruise Speed: 9 0 / 2 0 Com Move: 6 0 / 2 0 Fuel Cap: 105 Fuel Cons: 5 Combat Statistics Config: Stnd HF: 1 Susp: W(3) HS: 1 HR: 1 Price: $ 35,000 (C/S) Fuel Type: G, A Load: 1.25 tons Veh Wt: 2 tons Crew: 2+6 Night Vision: Headlights

Winnebago Nomad Camper (Unarmored Cargo Vehicle): This is a specially modified version of the panel van incorporating a small kitchen, toilet, shower, and folding beds for long-distance crosscountry travel or for use as mobile living quarters. Although still used for their original purpose (recreational camping), they are standard housing for an increasing proportion of the population. Cruise Speed: 9 0 / 1 7 Com Move: 4 5 / 8 Fuel Cap: 120 Fuel Cons: 8 Damage Record Crewmembers: Driver O Passengers: 1 O 2 O 3 O 4 O Sight/Vision: Night vision equipment O Radio (If Any): O Engine: O Fuel (% Consumed or Destroyed): OOOOO OOOOO Suspension: Minor damage O Immobilized O Combat Statistics Config: Stnd HF: 1 Susp: W(2) HS: 1 HR: 1 Price: $580,000 (C/C) Fuel Type: G, A Load: 800 kg Veh Wt: 2 tons Crew: 1+4 Night Vision: Headlights

Range Rover II (Unarmored Cargo Vehicle): The rugged Range Rover series of vehicles has been popular in some circles for years. The extra capacity fuel tanks and good cross-country capability make it popular with those whose travels take them off of the pavement occasionally. Cruise Speed: 9 0 / 3 0 Com Move: 5 0 / 2 5 Fuel Cap: 150 Fuel Cons: 5 Damage Record Crewmembers: Driver O Passengers: 1 O 2 O 3 O 4 O Sight/Vision: Night vision equipmentO Engine: O Fuel (% Consumed or Destroyed): OOOOO OOOOO Suspension: Minor damage O Immobilized O Combat Statistics Config: Stnd HF: 1 Susp: W(2) HS: 1 HR: 1 Price: $50,000 (S/S) Fuel Type: G, A Load: 0.5 tons Veh Wt: 1.5 tons Crew: 1+4 Night Vision: Headlights

HMMWV (Unarmored Cargo Vehicle): The above letters stand for high-mobility, multipurpose wheeled vehicle. The HMMWV is a fourwheel-drive, off-road vehicle designed as a light scout, utility, and cargo vehicle. Just as the jeep entered civilian use after WWII, so did the HMMWV "Hummer." Many small businesses use them as delivery vehicles. Cruise Speed: 1 0 0 / 3 0 Com Move: 5 0 / 1 5 Fuel Cap: 90 Fuel Cons: 7 Damage Record Crewmembers: Driver O Passengers: 1 O 2 O 3 O 4 O 5 O Sight/Vision: Night vision equipment O Radio: O Engine: O ' Fuel (% Consumed or Destroyed): OOOOO OOOOO Suspension: Minor damage O Immobilized O Combat Statistics Config: Stnd HF: 1 Susp: W(2) HS: 1 HR: 1 Price: $18,000 (C/C) Fuel Type: D, G, A Load: 1.25 tons Veh Wt: 2 tons Crew: 1+5 Night Vision: Headlights

Orca 2 -Ton Truck (Unarmored Cargo Vehicle): A standard 6x6 cargo truck with moderate cross-country performance, capable of carrying 2- tons of cargo or an equivalent load of passengers. Cruise Speed: 9 0 / 1 7 Com Mov: 4 5 / 8 Fuel Cap: 195 Fuel Cons: 16 Damage Record Crewmembers: Driver O Cab passenger O Passengers: 1 O 2 O 3 O 4 O 5 O 6 O 7 O 8 O 9 O 10 O Sight/Vision: Night vision equipment O Radio: O Armament (If Any): O Engine: O Fuel (% Consumed or Destroyed): OOOOO OOOOO Suspension: Minor damage O Immobilized O Combat Statistics Config: Stnd HF: 1 Susp: W(3) HS: 1 HR: 1 Price: $50,000 (C/C) Fuel Type: D, A Load: 2.5 tons Veh Wt: 4 tons Crew: 2+10 Night Vision: Headlights

Kenilworth Piledriver Semi-Trailer Tractor (Unarmored Cargo Vehicle): A 4x6 truck engine-and-cab combination used to pull a variety of trailers. This truck is commonly known as a "semi," a shortened version of its full name. The vehicle does well on the highway, but has very poor cross-country mobility. It is usually equipped with multichannel CB radios and other electronic equipment (radar detectors, etc.). Cruise Speed: 8 0 / 1 7 Com Move: 4 0 / 8 Fuel Cap: 2 8 0 Fuel Cons: 17 Combat Statistics Config: Stnd HF: 1 Susp: W(2) HS: 1 HR: 1 Price: $87,000 (C/C) Fuel Type: D, A Load: 400 kg Veh Wt: 9 tons Crew: 1+ 1 Night Vision: Headlights

Damage Record Crewmembers: Driver O Passengers: 1 O Sight/Vision: Might vision equipment O Radio: O Engine: O Fuel (% Consumed or Destroyed): OOOOO OOOOO Suspension: Minor damage O Immobilized O

Enclosed Trailer (Unarmored Cargo Vehicle): This is a fully enclosed open-cargo trailer designed to be towed by the semi-trailer tractor described above. It is used for cargos that can readily be loaded through the two rear doors (on some versions, a smaller, side door is fitted). Some versions have integral temperature control equipment for special cargos. Mo provision is made for armament. Movement is per towing vehicle. Combat Statistics Config: Stnd HF: 1 Susp: W(2) HS: 1 HR: 1 Price: $24,000 (C/C) Load: 12 tons Veh Wt: 16 tons

Damage Record Suspension: Minor damage O Immobilized O

Roadrunner Passenger Bus (Unarmored Cargo Vehicle): This is a typical cross-country passenger bus, now mostly used for intermetroplex travel along major interstates. Smaller models areoccasionally used by city mass-transit companies, or by private companies. Cruise Speed.: 8 0 / 1 7 Com Move: 4 0 / 8 Fuel Cap: 2 8 0 Fuel Cons: 17 Damage Record Crewmembers: Driver O Passengers: 10 O 20 O 30 O 40 O 50 O 60 O Sight/Vision: Night vision equipment O Engine: O Fuel (% Consumed or Destroyed): OOOOO OOOOO Suspension: Minor damage O Immobilized O Combat Statistics Config: Stnd HF: 1 Susp: W(2) HS: 1 HR: 1 Price: $100,000 (S/S) Fuel Type: D, A Load: 7 tons Veh Wt: 11 tons Crew: 1+60 Night Vision: Headlights

Weapon Data Weapon ROF Mag Rng Ammo Damage Pen Water Cannon 5 10 5 Water pulse * Nil *AII characters within an eight-meter square are knocked down, take 1D61 damage to a random location, and lose all further actions for the turn. Weapon MAG MG bipod tripod ROF 10 10 10 Dam 4 4 4 Pen 2-3-Nil 2-3-Nil 2-3-Nil Rng 200 Blk Mag 6 100B 6 100B 6 100B Recoil SS Brst Rng 1 7 65 1 4 90 1 2 125

Commando V-300P (Armored Personnel Carrier): The V-300P (for police) APC is intended for riot control and civil affairs duties by police departments. It is armed with a water cannon and a Mk-19 AGL (usually armed with tear gas rounds only), although a coaxial MAG MG can be also be installed. It has six firing ports, three on the right side and three on the left side. The vehicle comes equipped with an onboard storage tank for the water cannon (the ammunition capacity below), but it is also equipped with a hose for connection to a hydrant, (unlimited "ammunition" at a sacrifice of mobility). Connecting/ disconnecting the hose must be done from outside the vehicle, and takes one person 15 seconds. Cruise Speed: 1 0 0 / 3 0 Com Move: 5 0 / 2 5 Fuel Cap: 2 8 4 Fuel Cons: 18 Combat Statistics Config: Trt HF: 6 Susp: W(3) HS: 4 HR:3 Ammunition Water Pulses OOOOO OOOOO Price: $230,000 (/S) Armament: Water cannon, Mk-19 40mmAGL coaxial, (coaxial MAG MG optional) Ammo: Water, 100x40mm grenade (1200x7.62mm N optional) Fuel Type: D, A Load: 600 kg Veh Wt: 12 tons Crew: 3+6 Night Vision: Headlights

Type ROF Mag 40mm 5 50B or SS

1FR 3 km

Rnd Damage Pen CHEM C:1,B:4 Nil

Damage Record Crewmembers: Commander O Driver O Gunner O Passengers: 1 O 2 O 3 O 4 O 5 O 6 O Radio: O Water Cannon: O Traverse: O Engine: O Fuel (% Consumed or Destroyed): OOOOO OOOOO Suspension: Minor damage O Immobilized O

40mm Grenade (100 rounds) OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO

Type 40mm

Weapon Data ROF Mag Rng IFR Rnd Damage Pen 5 50B or SS 200 3 km CHEM C:1,B:4 Nil

RamTech P-320 (Armored Personnel Carrier): This vehicle represents one of the most advanced police anti-riot APCs available. The 6x6 armored vehicle is designed to carry up to 10 fully equipped riot police and provide them with support as well as transportation. The vehicle is equipped with a "cherry picker" platform, capable of elevation up to 18 meters above street level. This platform carries a remotely operated tranq dart gun, 40mm AGL, video camera, and foam nozzle, all controlled by the vehicle commander from inside the hull. The 40mm AGL has two 50-round bins for ammo storage, selected at will by the commander. It has six firing ports, three on the right side and three on the left side. The foam nozzle sprays short bursts, each covering a single eightmeter square. The foam is very dense, highly sound-absorbent, and transmits light well, but diffuses it greatly. Victims trapped in it can breathe normally, but are unable to see beyond a few centimeters and cannot hear sounds more than a couple of meters distant. If desired, a knockout gas can also be injected into the mixture (characters must roll Difficult: Constitution to remain conscious each five-second phase exposed to the foam). A harmless dye can also be mixed into the foam, to mark suspects for later retrieval. Cruise Speed: 1 0 0 / 3 0 Com Moue: 5 0 / 1 5 Fuel Cap: 2 8 4 Fuel Cons: 18 Combat Statistics Config: Trt HF: 2 Susp: W (3) HS: 2 HR:2 Price: $690,000 (/S) Armament: 40mm AGL, tranq dart gun, foam nozzle Ammo: 100x40mm, l00xtranq darts, 20xfoam pulses Fuel Type: D, A Load: 600 kg Veh Wt: 12 tons Crew: 2+10 Night Vision: Headlights

Damage Record Crewmembers: Commander/Gunner O Driver O Passengers: 1 O 2 O 3 O 4 O 5 O 6 O 7 O 8 O 9 O 10 O Radio: O 40mm AGL O Foam Nozzle: O Traverse: O Engine: O Fuel (% Consumed or Destroyed): OOOOO OOOOO Suspension: Minor damage O Immobilized O

Rowboats, canoes, assault boats, and other open craft four meters long or less. These can often be carried by one or two people, and can usually be stored on top of a vehicle as cargo. Inflatable versions are even more portable than wooden ones. Cruise Speed: 2 / 2 Config: Flush deck Tonnage: 1 Hull Armor: 0 Waterline Armor: 0 Superstructure Armor: 0 Propulsion: Muscle power Size: 1 Damage Record
Full Speed O Dead in Water O Sunk O

Price: Metal: $300 (C/C) Inflatable: :$900(C/C) Wooden: $2300 (R/C) Armament: None Length: 1 Draft: 0.5 m Speed: 1 Turn: 4 Acceleration: 1 Pumps: None Night Vision: None Load: 100 kg Minimum/Optimum Crew: 2/4

A sail-powered, wooden-hulled pleasure craft with a small cabin below deck. These boats require little maintenance and no fuel, although they can be hard to maneuver in cramped estuaries and the like. Cruise Speed: 4 / 4 Config: Flush deck Tonnage: 10 Hull Armor: 0 Waterline Armor: 0 Propulsion: Sails Size: 1 Damage Record
Full Speed OOOOO OOOOO Dead in Water OOOOO OOOOO Sunk OOOOO OOOOO

Price: $15,000 (C/C) Armament: None, although one machinegun can be fitted Length: 1 Draft: 2 m Speed: 1D6+2 downwind, 1D6+4 upwind Turn: 2 Acceleration: 0.5 Pumps: None Night Vision: None Load: 1 ton Minimum/Optimum Crew: 2/4

A wooden-hulled, open, "runabout" pleasure boat or small private fishing boat. It is very handy for those who can afford the gas. Cruise Speed: 8 / 8 Fuel Cap: 2 2 0 Fuel Cons: 5 Fuel Type: D, A Config: Flush deck Tonnage: 10 Hull Armor: 0 Waterline Armor: 0 Superstructure Armor: 0 Propulsion: Motor Size: 1 Damage Record
Full Speed OOOOO OOOOO Dead in Water OOOOO OOOOO Sunk OOOOO OOOOO

Price: $30,000 (C/C) Armament: None, although one machinegun or grenade launcher can be fitted Length: 1 Draft: 1 m Speed: 4 Turn: 4 Acceleration: 4 Pumps: 1 Night Vision: None Load: 1 ton MinimunVOptimum Crew: 1/2

A medium-sized, wooden-hulled pleasure boat with a small cabin (a cabin cruiser) or small commercial Fishing vessel. This is the most popular type of craft with small merchants, but fishing boats of this size are usually operated by several families in a communal consortium. Cruise Speed: 6 / 6 Fuel Cap: 4 0 0 Fuel Cons: 10 Fuel Type: D, A Config: Flush deck Tonnage: 20 Hull Armor: 0 Waterline Armor: 0 Propulsion: Motor Size: 2 Price: $300,000 (C/C) Armament: None, although one or more machineguns can easily be fitted Length: 2 Draft: 1 m Speed: 3 Turn: 2 Acceleration: 1 Pumps: 1 Night Vision: 1 white light spotlight Load: 2 tons Minimum/Optimum Crew: 2/8

Damage Record
Full Speed OOOOO OOOOO OOOOO OOOOO Dead in Water OOOOO OOOOO OOOOO OOOOO Sunk OOOOO OOOOO OOOOO OOOOO

A small, armed, wooden-hulled river patrol boat or its equivalent. Many of these are former government revenue boats or customs patrol boats which are now in private hands. Cruise Speed: 1 2 / 1 2 Fuel Cap: 5 0 0 Fuel Cons: 12 Fuel Type: D, A Config: Flush deck Tonnage: 20 Hull Armor: 0 Waterline Armor: 0 Superstructure Armor: 0 Propulsion: Motor Size: 2 Price: $490,000 (R/R) Armament: One or two machineguns, at most Length: 2 Draft: 1 m Speed: 8 Turn: 4 Acceleration: 4 Pumps: 1 Night Vision: White light spotlight Load: 1 ton Minimum/Optimum Crew: 2/8

Damage Record
Full Speed OOOOO OOOOO OOOOO OOOOO Dead in Water OOOOO OOOOO OOOOO OOOOO Sunk OOOOO OOOOO OOOOO OOOOO

Weapon Data Recoil Weapon ROF Dam Pen Blk Mag SS Brst Rng M2HB 5 8 2-2-3* 8 105B * * ** 150 *.50 SLAP ammunition has a Pen of 1-1-2. **Weapon has negligible recoil when used this way. Damage Record Crewmembers: Pilot O Copilot O Flight Attendant O Passengers: 1 O 2 O 3 O 4 O 5 O 6 O 7 O 8 O 9 O 10 O 11 O 12 O 13 O 14 O 15 O 16 O 17 O 18 O Radio: O Gun Pod 1: O Gun Pod 2: O Ammo: O Engine 1: O Engine 2: O Fuel (% Consumed or Destroyed): OOOOO OOOOO Wings: Damaged O Destroyed O

Teledyne Dornier CV-27 Peregrine (Tilt-Rotor VSTOL): The Peregrine is a tilt-rotor VSTOL (Vertical/Short Takeoff and Landing) used by the military as a tactical transport, and by some civilian firms as a substitute for helicopters. The cabin has a door on the forward right side and a cargo ramp in the rear, and provision for a cargo hoist capable of carrying a slung load (vertical takeoff only) of up to 4.5 tons at half the aircraft's normal speed (at the expense of part of the internal cargo load). Vertical takeoff is only possible at two-thirds maximum load capacity. Statistics given below are for the executive transport/corporate security model (weapon pods for security model only). For extended range, two 6600 kg fuel pods can be installed on the external hardpoints. Cruise Speed: 1 0 / 1 0 Com Move: 50 Fuel Cap: 6 2 1 5 ( + 1 3 , 2 0 0 in drop tanks) Fuel Cons: 5 1 2 Price: $3,200,000 (S/S) Armament: 2xM2HB minigun pods (two hardpoints) Ammo: 1500*.50BMG Fuel Type: AvG Load: 9 tons (up to 4.5 tons slung) Veh Wt: 24 tons Crew: 3+18 (executive version) Night Vision: None Min. Runway,Takeoff: 24 m (550 m in STO mode) Min. Runway, Land: 24 m (600 m in STO mode)

MBB/Bell/Textron Model 256 Voyager (Rotary-Wing Aircraft): The Voyager is a civilian version of the military OH-62 Shawnee observation helicopter. Corporate security versions are sometimes fitted with a pair of M2HB door guns (one per side). Cruise Speed: 3 7 6 Com Move: 18 Fuel Cap: 4 6 0 Fuel Cons: 153 Price: $1,750,000 (S/S) Armament: 2xM2HB door guns Ammo: 2000x.50 BMG Fuel Type: AvG Load: 2400 kg in four hardpoints Veh Wt: 2.5 tons Crew: 2+6 Min. Runway, Takeoff: 24m Min. Runway, Land: 24m

Weapon Data Recoil Weapon ROF Dam Pen Blk Mag SS Brst Rng M2HB 5 8 2-2-3* 8 105B * * * * 150 *.50 SLAP ammunition has a Pen of 1-1-2. **Weapon has negligible recoil when used this way. Damage Record Crewmembers: Pilot O Copilot O Passengers: 1 O 2 O 3 O 4 O 5 O 6 O Radio: O Door Gun 1: O Door Gun 2: O Ammo: O Engine: O Fuel (% Consumed or Destroyed): OOOOO OOOOO Rotor: Damaged O Destroyed O

Boeing-Sikorsky RAH-66 Comanche (Rotary Wing Aircraft): The RAH-66 (recon and attack helicopter) Comanche was developed by Boeing-Sikorsky in the early 1990s for the US Army's LHX program, with the first models entering service in 1997. The aircraft's landing gear and weapon racks retract into the hull for stealth flights, but weapon capacity can be expanded by bolt-on wings with weapon racks. The helicopter has six internal (retractable) hardpoints, but the bolt-on wings add eight additional hardpoints (nonretractable). Each hardpoint can carry two Stingers, one fuel pod, or other weapon pod. Fuel and missile pods cannot be carried internally. Two main armament loads are carried, as noted below. Cruise Speed: 5 6 0 Com Move: 28 Fuel Cap: 1 0 2 0 Fuel Cons: 4 0 0 Weapon Data ROF Mag Rnq Ammo HE 5 100B 250 Price: $6,500,000 (f) Armament: Recon Mode: 25mm Gatling autocannon, 6 internal hardpoints Attack Mode: 25mm Gatling autocannon (internal), 6 internal and 8 external hardpoints Ammo: 500x20mm autocannon Fuel Type: AvG Load: 3200 kg in up to 14 hardpoints Veh Wt: 4.5 tons Crew: 2 Night Vision: Thermal Imaging, Image Intensification Min. Runway,Takeoff: 24 m Min. Runway, Land: 24 m

Weapon 25mm

Damage C:l, Brst:2

Pen -8C

Damage Record Crewmembers: Pilot O Weapons Officer O Sight/Vision: Gun sight O Range finder O Night vision equipment O Radio: O 25mm Gatling Autocannon: O Ammo: O Engine: O Fuel (% Consumed or Destroyed): OOOOO OOOOO Rotor: Damaged O Destroyed O

McDonnell-Sukhoi Nochvyeter (NightWind) (Fixed Wing): The Nochvyeter (NightWind) is a small private jet used by nomenklatura for sport flying and by corporations as an executive transport aircraft. It is not normally armed, but comes with two underwing attachment points for external fuel tanks (300 kilograms each), which are capable of accepting an M2HB gun pod for a small (250-pound) bomb. Cruise Speed: 3 2 0 Com Move: 16 Fuel Cap: 7 5 0 ( + 6 0 0 in drop tanks) Fuel Cons: 2 8 1 Price: $10,650,000 (S/S) Armament: 800 kg on two hardpoints Ammo: 1500x.50 BMG Fuel Type: AvG Load: 800 kg Veh Wt: 4.5 tons Crew: 2+6 Min. Runway, Takeoff: 750 m Min. Runway, Land: 800 m

Weapon Data Recoil ROF Dam Pen Blk Mag SS Brst Rng Weapon M2HB 5 8 2-2-3* 8 105B ** ** 150 *.5O SLAP ammunition has a Pen of 1-1-2. **Weapon has negligible recoil when used this way. Damage Record Crewmembers: Pilot O Copilot O Passengers: 1 O 2 O 3 O 4 O 5 O 6 O Radio: O M2HB Pod 1 (If Fitted): O M2HB Pod 2 (If Fitted): O Ammo: O Engine 1: O Engine 2: O Fuel (% Consumed or Destroyed): OOOOO OOOOO Wings: Damaged O Destroyed O

Kraus Maffei-Deere Auto-Farmer (Vehicular Robot): The Kraus Maffei-Deere Auto-Farmer is typical of a number of agricultural drudgebotsmade by several companies for use by the giant agricorps. The Auto-Farmer is a giant farming machine, combining the functions of tiller/cultivator, planter, and harvester. The machine is gigantic, and covers 64-128 rows of any given crop per pass. Older models of these machines had a human operator, and all models have a compartment for a human in case the robotic brain is damaged for some reason. Some models are rigged up for remote control from a central complex. Cruise Speed: 1 2 / 1 2 Com Move: 1 2 / 1 2 Fuel Cap: 2 0 0 0 Fuel Cons: 50 Combat Statistics Config: Stnd HF: 1 Susp: T: 4 HS: 1 HR: 1 Price: $30,000,000 (/R) Fuel Type: D Skills: Observation 3 Wt: 65 tons Crew: 0 or 1 (Robot Initiative: 2) Night Vision: Headlights

Damage Record Crewmembers (If Present): Operator O CPU: O Other Electronics: O Power Plant: O Fuel (% Consumed or Destroyed): OOOOO OOOOO Suspension: Minor damage O Immobilized O

Kraus Maffei-Deere CropScout (Nonvehicular Robot): The Kraus Maffei-Deere CropScout is a specialized drudgebot used by agricultural corporations to monitor the condition of fields. CropScouts travel from field to field checking the level of insect, weed, and fungal infestation. When a field reaches a set level of infestation, the CropScout will send for the drone helicopters to spray the field with the appropriate insecticide/herbicide/fungicide combination for its particular infestation. CropScouts resemble giant mechanical spiders, two meters wide and one high (including legs). The CropScout has an internal battery containing power sufficient for up to 18 hours average operation. It uses the Quadruped column on the Human/ Animal Hit Location Table (with adaptations for the additional legs the multiple legs are treated as one collective hit location). Some models come with internal pesticide sprayers. Armor Values Head: 1 Chest/Abdomen: 1 Arms/Legs: 0 Com Move: 9 0 / 5 0 Price: $12,565,000 (S/C) Initiative: 2 Agility: 2 Strength: 2 Constitution: 2 Skills: Observation 6, Unarmed combat damage 1 Wt: 60 kg Night Vision: White light spotlight.

Damage Record Head: O O R. Arm: O O

Chest: L Arm:

O O O O

Abdomen: Legs:

O O O O

Kraus Maffei-Deere GB-1000 (Nonvehicular Robot): This robot resembles a one-meter-high garbage can mounted on two tank treads (the "legs"). The top isa small turret-like structure containing a smoke detector, electronic motion sensor, siren, flashers, a spotlight, chemical spray tubes (usually loaded with tear gas), a small loudspeaker, and a paint pellet marker gun (to mark suspects for later identification). Some models also contain provisions for remote operation from a central control room, and many have an internal video camera to record evidence. The robot is programmed to patrol a fixed route on a fixed schedule, and to react in a number of preprogrammed ways to various situations. It is intended for internal patrols, or paved areas such as parking lots where it doesn't have to cross rough terrain. It also has a small loudspeaker for warnings, challenges, and announcements (This area is a restricted. Please vacate it at once."). The robot's pattern recognition software is sophisticated enough to recognize the difference between animals such as dogs or cats and humans, reacting to them differently. The robot comes with a standard IR bar code scanner to recognize security passes. GB-1000 guardbots are little more than moving burglar alarms, although they can videotape their actions, and they are capable of distinguishing betweenanalley cat and a cat burglar. They use the Biped column on the Human/Animal Hit Location Table. Com Move: 1 5 / 6 Fuel Cap: 12 Fuel Cons: 1 Armor Values Head: 1 Chest/Abdomen: 2 Legs: 1 Initiative: 2 Agility: 2 Strength: 4 Constitution: 4 Skills: Observation 8 Armament-Chemical projector, paint pellet gun (Range 15 meters) Sensors: IR motion detector, pattern recognition software (video only)

Wt: 110 kg Price: $1,630,000 (/) Fuel Type: G Damage Record Head: O Chest: O Abdomen: O O R. Leg: O L Leg: O O O (Treat right or left arm hit results as misses.) O O

Kraus Maffei-Deere GB-2000 (Nonvehicular Robot): This is a larger, better armed and armored version of the GB-1000 guardbot. The GB-2000 guardbot is intended for security at factories, minimum-security prisons, etc. It has everything the level one robot has, and an internal tranq dart gun in addition, for apprehension of dangerous animals, escaping prisoners, fleeing felons, etc. It also has two manipulator arms which it uses for applying restraint to suspects, opening doors, melee combat, etc. It uses the Biped column on the Human/Animal Hit Location Table. Armor Values Head: 3 Chest/Abdomen: 2 Arms/Legs: 2 Com Move: 3 2 / 1 2 Fuel Cap: 18 Fuel Cons: 1 Initiative: 4 Agility: 4 Strength: 6 Constitution: 6 Skills: Observation 8, Small Arms (Rifle) 6, Unarmed combat damage 2 Armament: Chemical projector, paint pellet gun (Range 15 meters), tranq dart gun (see page 287) Sensors: IR motion detector, voice/pattern recognition software (audio/video) Wt: l60kg Price: $4,875,000 (/) Fuel Type: G

Damage Record Head: OO OO R. Arm: O O R. Leg: O O

OO OO L Arm: O O L Leg: O O

Chest:

Abdomen:

OO OO

RamTech Roboguard-III (Nonvehicular Robot): The RoboguardIII resembles a 1.5-meter-tall armored golf cart with three arms, two of them capable of restraining suspects, opening doors, windows, cabinets, or conducting unarmed melee combat. One of the arms has a small rotary saw blade, which it uses to clear obstructions (armed melee stats for the saw are given below). The robot's on-board computer includes a complex program detailing responses to various situations, and levels of permitted violence depending upon the stimuli. Roboguard-lIIs use the Quadruped column of the Human/Animal Hit Location Table (the robots have four small track units as their "legs"). Armor Values Head: 3 Chest/Abdomen: 3 Arms/Legs: 2 Com Move: 3 2 / 1 2 Fuel Cap: 24 Fuel Cons: 1 Initiative: 5 Agility: 4 Strength: 8 Constitution: 10 Skills: Observation 8, Small Arms (Rifle) 6, Small Arms (Pistol) 6, Unarmed combat damage 2 Armament: Chemica1 projector, paint pellet gun, tranq dart gun, integral 5.56mm selective fire rifle, integral 9mm selective fire SMG Sensors: IR motion detector, voice/pattern recognition software (audio/video), ultrasonic and subsonic sound detectors Wt: 220 kg Price: $43,250,000 (/) Fuel Type: G

Weapon Data
Weapon Saw arm Range S Hit Mod. +1 Damage 1D6+4

Recoil
Weapon ROF 5 Int. 9mm SMG Int. 5.56mm rifle 3 Dam 2 3 Pen Blk Nil 1 1-Nil 2 Mag 120 60 SS 2 3 Brst Rng 5 30 5 55

Damage Record Head: OO Chest: OOOO OO OOOO R. Arm: O L (Saw) Arm: O O O L Leg: R. Leg: OO OO OO OO

Abdomen:

OOOO OOOO

RamTech Roboguard-IV (Nonvehicular Robot): The Roboguard-IV is intended for military and high-security applications. It resembles a thnee-meter-tall clam with legs, arms, and a small weapon mount attached to each side under the arm. It is extremely sophisticated and capable of considerable independent action within its preprogrammed parameters. The Roboguard-IV has two manipulative arms to restrain tranqed suspects. It uses the Bipedal column of the Human/Animal Hit Location Table. Armor Values Head: 4 Chest/Abdomen: 6 Arms/Legs: 4 Com Move: 3 0 / 1 8 Fuel Cap: 100 Fuel Cons: 5

Initiative: 6 Agility: 4 Strength: 14 Constution: 10 Skills: Observation 10, Small Arms (Rifle) 8, Heavy Weapons 8, Weapon Data Unarmed combat damaged 2 ROF Mag Rng Ammo Damage Pen Armamen: Chemical projector, paint pellet gun, tranq dart gun, Weapon 25mm 5 100B 250 HE C:l, Brst:2 -8C integral 9mm SMG (use Uzi stats), M2HB MG, 25mmHE autocannon Sensors: IR motion detector, voice/pattern recognition software (audio/video, UV included), ultrasonic and subsonic sound dectectors, Recoil Weapon ROF Dam Pen Blk Mag SS Brst Rng white light spotlight, IR/UV spotlight, ultrasonic motion detector M2HB** 5 8 2-2-3* 8 105B 1 2 150 Price: $67,750,000 (/) Int. 9mm SMG 5 2 1 120 Mil 2 5 30 Fuel Type: G *50 SLAP ammunition has a Pen of 1-1-2. Veh. Wt: 240 kg **Weapon counts as being mounted on tripod.

Damage Record Head: OO OO Chest: OOO OOO Abdomen: OOO OOO R. Arm: O O L Arm: O O R. Leg: O O L Leg: O O

Family Albanian Altaic

Language Albanian Turkish Azerbaijani Uzbek Kazakh Tartar Chuvash Kirgiz Turkoman Hungarian Ugric Finnish Finnic Estonian Lapp Mordvinian Maya Amerindian South Amerindian Navaho Athabascan Uto-Aztecan Nahuatl Armenian Armenian Armenian Lithuanian Baltic Balto-Slavic Latvian East Slavic Russian West Slavic Polish Czech Slovak South Slavic Serbo-Croat Bulgarian Slovenian Macedonian Swahili Bantu Bantu Basque Basque Basque Celtic Goidelic Scots Gaelic Breton Brythonic Welsh Gaelic South Caucasian Georgian Caucasian Dravidian Dravidian Tamil Anglic English Germanic West Germanic German Dutch Yiddish Flemish North Germanic Danish Swedish Icelandic Norwegian Greek Greek Greek Indic Indo-lranian Hindi-Urdu Bengali Romany (Gypsy) Iranian Taijik Parsi (Persian) Japanese Japanese Japanese Korean Korean Korean Malay-Indonesian Mayalo-Polynesian W. Mayalo-Polynesian Mon-Khmer Mon-Khmer Cambodian East Romance Italian Romance Romanian West Romance Spanish Catalan French Portuguese East & West Romance Latin Arabic Semite- Hamitic Semitic Hebrew Hamitic Berber Hausa Mandarin* Sino-Tibetan Sinitic Cantonese* Tibeto-Burman Thai Burmese Vietnamese Vietnamese Vietnamese *These two languages (Mandarin and Cantonese) are mutually unintelligible in their spoken form, but they are 100% intelligible in their written form. Group Albanian Turkic

Nationality American

Subcategory American

British

Canadian

Czech

Danish Finnish French

German Hungarian Icelandic Mexican

Norwegian Polish Portuguese Soviet Spanish Swedish

Native Language English (2 Spanish) (1 German) (1 Italian) (1 Polish) (1 Yiddish) English English Welsh English (2 Welsh) Scottish English (3 Scots Gaelic) Irish English (2 Gaelic) English Anglo-Canadian (3 French) French-Canadian French (3 English) Czech Czech (2 Slovak) (1 Hungarian) (1 Romany) Slovak Czech (8 Slovak) (1 Hungarian) (1 Romany) Danish Danish (5 English) Finnish Finnish (2 Lapp) (2 English) French French (3 English) (1 Breton) (1 Basque) (1 Catalan) German German Hungarian Hungarian (1 German) (1 Romany) Icelandic Icelandic (1 English) Mexican Spanish (5 English) (1 Nahuatl) (1 Maya) Norwegian Norwegian (5 English) Polish Polish Portuguese Portuguese (1 English) See Soviet Nationalities List Spanish (3 English) (2 Catalan) (2 Basque) Swedish Swedish (1 Lapp) (5 English)

Russian* Kazakh Azerbaijani Chuvash Ukrainian* Armenian Byelorussian* Estonian Georgian Kirgiz Uzbek Tartar Lithuanian Mordvinian Romanian Taijik Latvian Turkoman *Ukrainians, Byelorussians, and Russians speak Russian. All other Soviet nationalities speak their own language (same name as the nationality), plus a snnail amount of Russian (roll 1D10/2 for skill level in Russian).

Army Private Corporal Sergeant Staff S e r g e a n t S e r g e a n t 1st C l a s s Master S e r g e a n t S e r g e a n t Major Navy Seaman G u n n e r ' s Mate Bo'sun Petty Officer 2 n d Class Petty Officer 1 st C l a s s Chief Petty Officer Senior Chief Petty Officer

Marines Private Lance Corporal Sergeant Staff S e r g e a n t Gunnery Sergeant Master S e r g e a n t S e r g e a n t Major Air Force Airman Senior Airman Sergeant Staff S e r g e a n t Technical S e r g e a n t Master S e r g e a n t First S e r g e a n t

Undergraduate University Graduate University Law School Medical School National Military Academy Technical School

Astronaut Athlete Attorney Bodyguard Bounty Hunter Civil Engineer Clergy Commercial Pilot Computer Operator/Programmer Construction Worker Criminal Cyborg Escapee Drifter Entertainer Environmentalist Factory Worker Farmer Federal Law Enforcement Gambler Ganger Government Agent Homeless United States Army Regular Forces Enlisted Officer Elite Forces Enlisted Officer United States Marine Corps Regular Forces Enlisted Officer

Journalist Manager Martial Artist Mechanic Medical Doctor Mercenary Merchant Marine Mystic Nomenklatura (Idle Rich) Paramedic Paraphysicist Politician Prisoner Private Investigator Professor Prole (Corporate Welfare Recipient) Psychiatrist Psychic Test Subject Public Employee State/Local Law Enforcement Truck Driver Elite Forces Enlisted Officer United States Navy Enlisted Seaman Naval Officer Naval Aviator Enlisted SEAL (Sea Air Land) SEAL Officer United States Air Force Enlisted Airman Pilot (Officer)

Navy Ensign Lt. J u n i o r G r a d e Lieutenant Lt. C o m m a n d e r Commander Captain Admiral

Other 2 n d Lieutenant 1st Lieutenant Captain Major Lt. Colonel Colonel General

Skill Controlling Attribute Acrobatics AGL CHR Act/Bluff Animal Empathy EMP Archery STR CHR Bargain Bioloqy EDU EDU Business Chemistry EDU Climbing CON Computer Empathy EMP Computer Operation EDU Demolitions AGL CHR Disguise AGL Electronics Empathic Healing EMP EDU Engineer EMP Foreboding

Skill Forgery Heavy Weapons Horsemanship Human Empathy Instruction Interrogation Language Leadership Lockpick Luck Mechanic Medica Melee Combat Navigation Observation Parachute Persuasion

Controlling

Attribute AGL STR CON EMP CHR CHR CHR CHR AGL CHR STR EDU STR INT INT CON CHR

Skill Controlling Attribute Physics EDU AGL Pickpocket INT Pilot Project Emotion EMP Project Thought EMP Psychology INT Small Arms STR Stalking INT Stealth AGL Streetwise INT Swimming CON Thrown Weapon STR Tracking INT Vehicle Use INT Vessel Use CON Willpower INT Willpower Drain EMP

Head Chest/Abd. Arms/Legs Type 1 Flak j a c k e t 1 Kevlar vest Steel h e l m e t 1 (1-3) 1 (1-4) Kevlar h e l m e t 1 Close assault a r m o r 2 N u m b e r s in p a r e n t h e s e s a r e the c h a n c e s on 1D6 that a r o u n d will strike t h e a r m o r a n d not an unprotected area.

Actions in e a c h p h a s e a r e c o n d u c t e d in a specific order. C h a r a c t e r s with t h e s a m e Initiative as t h e p h a s e n u m b e r go first, followed by t h e next higher Initiative, followed by t h e next, a n d so forth. A typical turn p r o c e e d s a s follows: P h a s e 6: 6 a c t s . P h a s e 5: 5 acts, 6 a c t s . P h a s e 4: 4 a c t s , 5 a c t s , 6 acts. P h a s e 3: 3 acts, 4 a c t s , 5 a c t s , 6 a c t s . P h a s e 2: 2 a c t s , 3 a c t s , 4 a c t s , 5 a c t s , 6 a c t s . P h a s e 1: 1 a c t s , 2 a c t s , 3 a c t s , 4 a c t s , 5 a c t s , 6 acts. Note: If two c h a r a c t e r s h a v e t h e s a m e Initiative a n d are conducting actions a t t h e s a m e t i m e that m a y interfere with e a c h other ( s u c h as firing at e a c h other), t h e c h a r a c t e r with t h e highest Agility g o e s first. However, for p u r p o s e s of this determination, subtract t h e bulk rating of e a c h c h a r a c t e r ' s w e a p o n from that c h a r a c t e r ' s Agility.

Die Roll Biped 1 2 3 4 5 6 7 8 9

and Prone Biped

Quadruped Head Forequarter Forequarter Forequarter Chest Chest Abdomen Hindquarter Hindquarter

Head Right Arm Left A r m Chest Abdomen Abdomen Right Leg Right Leg Left Leg

Hindquarter 10 Left Leg Biped: Table a s s u m e s front/rear shot. For side shots, far side hit e q u a l s n e a r side hit. Prone Biped: Table a s s u m e s t o p shot (shooting down o n t o t a r g e t ) . For side s h o t s , far side hit e q u a l s near side hit. For front shots, a leg or a b d o m e n hit e q u a l s a m i s s . For rear shots, a h e a d , a r m , or chest shot e q u a l s a m i s s . Quadruped: Table a s s u m e s side shot. For front shots, a hindquarters or a b d o m e n hit equals a miss. For rear shots, a head or fbrequarters hit equals a miss.

Source WP Thermite Fuel Structure/ grass fire

Damage 2D6 2D6 1D6 1D6

All d a m a g e dice are per second, e x c e p t for s t r u c t u r e / g r a s s fire, which is per phase.

Weapon Axe Bayonet Bottle Club Garotte Hatchet Knife* Machete Spear Sword

Range L L S S S S S L L L

Hit

Mod. -2 +1

Damage 1D6+STR 1D6+STR 1D62 1D6+STR Special** lD6+STR 1D6 1D6 1D6+STR 1D6+STR Weapon AKR M3A1 M177 M231 MAT-49 MP-7 Uzi Vz-61/62 stock ROF Dam 5 5 5 5 5 5 5 5 5 3 2 3 2 2 2 2 1 1 Pen 1-Nil Nil 1-Nil 1-Nil Nil 1-Nil Nil Nil Nil Blk Mag 2/3 30 3/4 3 0

Recoil SS 3 2 Brst Rng 8 4 8 4 4 6 5 7 4 30 30 40 25 30 30 30 4 12

-1 +1 +2 +1

3/4 20/30 3 3/4 20/30 1 3/4 3 2 4 1 3 30 1 2

2 / 3 25/32 2 10/20 3 10/20 | 1

*Including b a y o n e t , when not on rifle. * * U n a r m e d c o m bat d a m a g e x 2 . W h e n on rifle. Weapon Recoil Weapon Hunting bow Crossbow ROF Dam SS SS -1 1 Pen Nil Nil Blk Mag 1 5 4 6 SS 10 4 Brst Rng 15 20 .22 .22 .30-06 Win. 1894 Tranq gun Recoil Weapon Zip gun ROF Dam SS -1 1 3 1 2 Pen Nil Nil 2-Nil Nil 1-Nil Nil Blk Mag 1 1 2 2 2 1 2 6R 6R 1i SS 2 3 4 6 3 1 Brst Rng 6 8 16 4 18 1 Weapon C3 M21 bipod AR-27 ROF Dam BA SA SA SA 4 4 4 4 Pen Blk Mag 2-3-Nil 5 3i 2-3-Nil 6 2-3-Nil 6 2-3-Nil 6 20 20 20 Recoil SS 5 4 2 6 Brst Rng 75 65 75 85 R O F Dam BA SA BA LA SS -1 -1 4 3 * Pen Nil Nil 2-Nil Nil Blk Mag 4 4 5 1 5i 10 5i 6i 1i Recoil SS Brst Rng 2 50 2 2 4 3 50 75 50 8

2-3-Nil 5

* D a m a g e is special a n d is described on p a g e 2 8 7 .

BP Pistol SS S&W 2 9 / 1 6 . 5 DAR S&W Python/20.3 36 DAR DAR

1 5R

Pacifier stun gun S S

* D a m a g e is special a n d is described on p a g e 2 8 0 .

All sniper rifles c o m e with a s c o p e . With t h e s c o p e , add 15 m e t e r s to the basic r a n g e for aimed shots. If t h e s c o p e is later d a m a g e d or lost (or for quick shots) this modifier is not

Recoil Weapon ROF Dam -1 3 1 1 2 4 1 2 2 1 1 4 3 Pen Nil 2-Nil Nil Nil 1-Nil 2 Nil Nil 1-Nil Nil Nil 2-Nil 1-Nil Blk Mag 0 1 1 1 1 3 1 1 1 1 1 10 9 8 13 14 15 7 6 7 8 HS.22 SA DE .357 m a g SA DE .44 m a g HP-35 Colt Krait ALP M9 (M92S) M1911A1 Walther PPK Vz-52 SA SA SA (1)* SA SA SA SA S S Brst Rng 10 2 18 3 4 14 2 3 3 3 3 3 4 4 4 12 15 30 12 12 15 10 12 25 25

added.

RecoilWeapon AK-74 AKM AKMR G11 M16A2 AR-15 ALC-2 ROF Dam 5 5 5 3 3 SA 1* 3 3 3 3 3 2 12 Pen 1-Nil 2-Nil 1-Nil 1-Nil 1-Nil 1-Nil 2 Blk Mag 5 5 5 4 5 5 5 30 30 30 50 SS 3 3 3 2 Brst Rng 7 8 7 3 5 50 50 45 55 55 55 60

20/30 3 20/30 2 12**

M1911A1 10mm SA

* O n e shot per 3 0 s e c o n d s . * * B a c k p a c k is g o o d for 12 shots; n o n e are actually carried "in" w e a p o n .

Wdy . 4 7 5 wm SA XM26 APW SA

1 7 3 20

* O n e shot per 1 5 s e c o n d s

Weapon

ROF Dam 4 4 4 6

Pen

FN-LAR/L1A1 SA 5 G3 KAR-98K XM22 AIW BA 3

Blk Mag 2-3-Nil 5 2 0 2-3-Nil 5 2 0 2-3-Nil 2-3-Nil 5 4 5i 50

SS 4 4 4 4

Recoil Brst Rng 9 6 65 65 65 55

RecoilWeapon L86A1 LSW bipod M60 bipod tripod MAG ROF Dam Pen 10 10 5 5 5 10 10 10 3 3 4 4 4 4 4 4 1-Nil 1-Nil SS Blk Mag 5 30B/100B 2 5 30B/100B 1 100B 100B 100B 100B 100B 100B 1 1 1 1 1 1 Brst Rng 11 6 4 2 1 7 4 2 50 65 65 90 125 65 90 125

2-3-Nil 6 2-3-Nil 6 2-3-Nil 6 2-3-Nil 6 2-3-Nil 6 2-3-Nil 6

Recoil Weapon M249 SAW bipod bipod ROF Dam Pen 10 10 SA 2 2 16 16 1-Nil 1-Nil 1-2-3 1-2-3 Blk Mag SS Brst Rng 3 3 60 75 80 120 5 30B/200B 1 5 30B/200B 1 5 5 5 5 8 4

bipod tripod

XM7 Storm Gun SA

Weapon M2HB tripod

ROF Dam 5 5 8 8

Pen

Blk Mag

SS

Recoil Brst Rng 14 7 65 150

2-2-3* 8 2-2-3* 8

105B 3 105B 2

Recoil Weapon 311-R Short Medium Stormcloud Short Medium Autoriot Short ROF Dam SA SA 5x10 5 5 5x10 SA SA 4 9 1 4 9 1 4 9 Pen Nil Nil 3-4-Nil 4 Nil Nil 3-4-Nil 5 Nil 5i 3 40 12 3 8 45 Blk Mag 2i SS 5 3-4-Nil 5 Brst Rng 40

14 5 AHL 80 (1) * .50 SLAP a m m u n i t i o n h a s a penetration value of 1-1-2. O n e shot per 1 5 s e c o n d s

with b u c k s h o t * with b u c k s h o t *

Type M203

Mag 1i

ROF Rng SS

IFR Round HEDP CHEM

Damage

Pen

1 0 0 4 0 0 HE

C : 3 , B:12 Nil C : 3 , B:12 4 C C : 1 , B : 4 Mil Nil Mil

with b u c k s h o t * 10 with b u c k s h o t *

ILLCJM B : 1 0 0 * Stun

M k - 1 9 5 0 B or 1i 5 1 0 0 4 0 0 CHEM C:3,1B:4 Mil *Target knocked down, loses remaining actions for the turn, and must roll Average: CON each turn thereafter to recover. See page 262.

with b u c k s h o t * Medium 10 with b u c k s h o t * H&K CAW Short Medium M500 Short Medium 5 5 5x10 PA PA 5x10 4 9 1 4 9 1 3-4-Nil 4 Nil Nil 3-4-Nil 5 Nil Nil 8i 4 40 Type D r a g o n PIP Tank Breaker Rld 2 2 Rng 1000 2000 Damage C:12, B:12 C:6, B:4 Pen 135C 90C 10 3 8 40 Type M136 LAW 8 0 ROF 1 1 Rid * * 2 Rng 75 125 100 Round HEAT HEAT HEAT Damage C:4, B:4 C:6, B:4 C:4, B:4 Pen 70C 100C 55C 5C

M12 SMAW 1

with b u c k s h o t * with b u c k s h o t *

125 C:12, B:12 HE *Single-shot disposable. C a n n o t be reloaded.

with b u c k s h o t * with b u c k s h o t * *See Shotguns on page 9 1 .

Type 60mm IFR: 4 k m

Rng HE WP ILLUM

Damage C : 5 , B:20 C:2, B : 1 2 B:400

Pen Mil Mil Mil

Recoil ROF Dam * M9A1 Flamethrower SA Weapon 97-98. Pen Nil Blk Mag 4 5 SS 4 Brst Rng 5 DP 1 2 3 4 5 7 8 9 11 13 15 18 32 50 72 96 128 162 200

*Damage by burning gasoline is covered in Burns on pages

Missile FIM-92A Stinger FIM-99 Scorpion MBB-7 Venusfliegenfalle S A - 2 7 Grappler

Accuracy Average Easy Easy Easy

Rng 6 km 7 km 7 km 6 km

Type Antitank Chemical Concussion Frag Thermite WP

Damage C : 3 , B:4 C : 1 , B:12 C:5 C:3, B:12 C : 1 , B:4 C : 1 , B:12

Pen 18C Nil Nil Nil Nil Nil

Concussion/ Penetration* 3 4 6 7 8 9 10 11 12 13 14 15 20 25 30 35 40 45 50

*Penetration is modified by e m p l a c e m e n t . Tamped: Penx2. Laying on or Leaning Against: P e n 2 .

Type HEAT WP RAW HE RAW H E A T

Rng 15 25 100 100

IFR 200 200 2000 2000

Damage C:7, B : 1 2 C : 1 , B:12 C:10, B:28 C:8, B:20

Pen 30C Nil 1C 75C

Weapon Power Hand Blade H a n d Torch Hand

Range

S Chainsaw Hand S S S

Hit +2

Mod.

Damage

Value

2D6+Strength 2D6+Strength 1D6+(Strength2) 3D6 Recoil

Cover AV 5* Sandbag (250mm) 1 2 " w o o d e n plank ( 5 0 m m ) Timber h o u s e wall ( 2 0 0 m m ) 4 Cinderblock wall ( 3 0 0 m m ) 9 S t o n e wall ( 3 0 0 m m ) 6 Thick s t o n e wall ( 6 0 0 m m ) 12 10** Reinforced c o n c r e t e Tree trunk ( 6 0 0 m m ) 12 Brick wall ( 1 0 0 m m ) 3 Thick brick wall ( 3 0 0 m m ) 9 *Per s a n d b a g . **Per 2 5 0 m m .

Weapon Gun Hand

ROF Dam 5 2

Pen Nil

Blk Mag 0 8

SS 5

Brst Rng 7 20

Millimeters p e r Material A r m o r Value 1 Armor plate 5 S h e e t steel 6 Reinforced c o n c r e t e 25 C o n c r e t e a n d bricks 35 Stone, p a c k e d dirt, wood 50 Loose dirt 250

A r m o r Value Constant .2 .16 .04 .03 .02 .004

Fragment Radius Primary burst r a d i u s Secondary burst radius Rng

Mult. Frag. lxBurst 1-3 2xBurst 1

One Frag. 4-6 2 Miss 7-10 3-10 Dam 2D6 1D6 Pen 1 C=5( DP2). C: Concussion; DP: D a m a g e points. Nil DP=2[(C5) 2 ]. C: Concussion; DP: N u m b e r of d a m a g e points n e e d e d to arrive at a certain c o n c u s s i o n .

Turret Minor Die 1 2 3 4 5 6 Result Loader* Sight/vision Sight/vision Traverse Secondary Major turret Turret Major Die 1 2 3 4 5 6 Result Loader* Main a r m a m e n t Main a r m a m e n t Main a r m a m e n t Major hull Die 1 2 3 4 5 Die 1 2 3 4 5 6

Hull Minor Resu/t 1 crewmember Loader* 2 passengers** 2 passengers** Radio Major hull Hull Major Result Engine Engine Fuel Fuel Ammo

Minor Turrret Result Die 1 2 3 4 5 6 Loader* Sight/vision Sight/vision Traverse Secondary Major turret Major Turret Die 1 2 3 4 5 Result Main a r m a m e n t Main a r m a m e n t Main a r m a m e n t Main a r m a m e n t Major hull

Minor Hull Die 1 2 3 4 5 6 Result 1 crewmember Loader* 2 passengers** 2 passengers** Radio Major hull Major Hull Die 1 2 3 4 5 Result Engine Engine Fuel Fuel Ammo

Minor hull Ammo 6 *Loader is either a hit on the autoloader mechanism or

Minor hull 6 6 Ammo *Loader is either a hit on the autoloader mechanism or the actual crewmember loading the gun. This becomes a driver hit if neither are present. **2 passengers becomes a 1 crewmember hit if this is not a passenger-carrying vehicle. If it is a passengercarrying vehicle but no passengers are present, the hit has no effect. Cargo destroyed may be substituted for this result at the referee's discretion.

the actual crewmember loading the gun. This becomes a driver hit if neither are present. **2 passengers becomes a 1 crewmember hit if this is not a passenger-carrying vehicle. If it is a passngercarrying vehicle but no passengers are present, the hit has no effect. Cargo destroyed may be substituted for this result at the referee's discretion.

Surface Die Roll* Result 1 2 3 4 5 P-AV* 0 or less 1 to 10 11 t o 2 0 21 t o 4 0 41 to 6 0 Result No effect 1 minor d a m a g e result 2 minor d a m a g e results 1 major d a m a g e result 2 major d a m a g e results 6 7 Turret/superstructure** Hull Hull Hull Hull Suspension/waterline

Aerospace Die Roll* 1 2 3 4 5 6 Result Wing Wing Wing Hull Hull Hull Hull

Suspension/waterline * + l to die roll for s i d e s h o t s . t h i s b e c o m e s Hull.

**If t h e v e h i c l e h a s n o t u r r e t o r s u p e r s t r u c t u r e , Minor d a m a g e h a l v e s s p e e d ; m a j o r d a m a g e immobilizes t h e vehicle. Two minor results equal o n e major.

61 or m o r e 3 major d a m a g e results *P-AV: Penetration minus armor value.

Waterline Minor Die 1 2 3 4 5 6 Result Waterline hull Waterline hull Waterline hull 1 crewmember Cargo Major waterline Waterline Major Die 1 2 3 4 5 Result 2 crewmembers Rudder/screw Engine Fuel Ammo Die 1 2 3 4 5 Die 1 2 3 4 5 6

Hull Minor Result 1 crewmember Auxiliary m a c h i n e r y * Secondary armament Radio/radar** Sight/vision*** Major hull Hull Major Result Main a r m a m e n t Main a r m a m e n t 2 crewmembers 2 crewmembers Ammo 1 2 3 4 5 1 2 3 4 5 6

Superstructure Minor Die Result 1 crewmember Radio/radar Sight/vision Secondary weapon Secondary weapon Major superstructure Superstructure Major Die Result 2 crewmembers 2 crewmembers Fire Fire Ammo Major hull

Fire 6 6 Minor hull 6 *Auxiliary machinery includes bilge pumps, power winches on the deck, generators, etc.

**A radio/radar hit in the hull becomes 1 crewmember if this is a vessel with a superstructure. ***A sight/vision hit in the hull becomes auxiliary machinery if this is a vessel with a superstructure.

Minor Die 1 2 3 4 5 6 Result 1 crewmember 1 crewmember 2 passengers* 2 passengers* Radio or sight/vision* * Major hull Major Result Engine Engine Fuel Fuel Weapon/ammo Die 1 2 3 4 5 6

Hull Minor Result 1 crewmember Controls Controls 2 passengers* Radio Major hull 1 2 3 4 5 6

Wing Minor Die Result Mo effect No effect Controls Controls Controls Major wing Wing Major Die 1 2 3 4 5 6 Result Controls Fuel Fuel Fuel Fuel Fireball

Die 1 2 3 4 5

Hull Major Result Die 1 2 3 4 5 6 Engine Engine Instruments Instruments Weapon/ammo Minor wing

6 Weapon/ammo *2 passengers becomes a 1 crewmember hit if this is not a passenger-carrying vehicle. If it is a passenger-carrying vehicle but no passengers are present, the hit has no effect. Cargo destroyed may be substituted for this result at the referee's discretion. ** Referee's choice.

*2 passengers b e c o m e s a 1 crewmember hit if this is not a passenger-carrying vehicle. If it is a passenger-carrying vehicle but no passengers are present, the hit has no effect. Cargo destroyed may be substituted for this result at the referee's discretion.

Unit Humans Animals Vehicles Hovercraft Boats

Open N N N

Wood Swamp N N N N

Hill Mountain 1/6

Water N N

Humans Human Animals Horse (Broken) Vehicles Conquistador Bicycle Suzuki Motor S c o o t e r Y a m a h a A p a c h e Motorcycle Harley-Davidson Motorcycle Yugo C o n t e m p o

On-Road/Off-Road 5/4 On-Road/Off-Road 10/10 On-Road/Off-Road 30/10 100/40 95/37 95/40 90/15 90/15 110/17 100/17 100/15 90/15 130/17 110/20 90/17 90/17 90/20 90/17 90/30 100/30 90/17 80/17 80/17 100/30 100/30 On-Road/Off-Road 2/2 4/4 8/8 6/6 12/12 Flight 10/10 376 560 320 12/12 None None None None None

N: N o r m a l . : Prohibited.

Crawl/Walk/Trot/Run Humans 2/8/15/30 Human Walk/Trot/Run Animals 10/30/60 Horse (Broken) On-Road/Off-Road Vehicle Conquistador Bicycle 15/4 50/25 Suzuki Sparrow Motor Scooter Yamaha Apache Motorcycle 45/20 Harley-Davidson Motorcycle 50/20 Yugo Contempo 50/10 45/8 Zil Tovarisch Ford-Revlon Elite 60/10 General Dynamics Motors Lancer 60/15 GDM Ariel 60/10 50/10 Chrysler LeBoeuf Mitsubishi-Ferrari Kamikaze 80/10 Mazda Firefly Convertible 70/15 Mercedes-Benz 750 SLX 45/8 45/8 Volkswagon Kartoffeln Van Chrysler Conestoga 5/4-Ton Pickup Truck 60/20 45/8 Winnebago Nomad Camper Range Rover II 50/25 HMMWV (Hummer) 50/15 Orca 2 -Ton Truck 45/8 Kenilworth Piledriver Semi-Trailer Tractor 40/8 Roadrunner Passenger Bus 40/8 Cadillac-Gage Commando V-300P 50/25 RamTech P-320 50/15 Boat Speed Per Turn (or Upwind/Downwind) Small Open Boat 1 1D6+2/1D6+4 Pepsico Sunray Small Sailing Boat Cris Craft Runabout Small Motorboat 4 Cris Craft Foamdancer Medium Motorboat 3 8 PBR (Patrol Boat, River) Aircraft In Flight Teledyne Dornier CV-27 Peregrine 50 18 MBB/Bell/Textron Model 256 Voyager Boeing-Sikorsky RAH-66 Comanche 28 McDonnell-Sukhoi Nochuyeter (NightWind) 16 Robot On-Road/OffRoad Kraus Maffei-Deere Auto Farmer 6/6 90/50 Kraus Maffei-Deere CropScout Kraus Maffei-Deere GB-1000 15/6 Kraus Maffei-Deere GB-2000 32/12 RamTech Roboguard-III 32/12 30/18 RamTech Roboguard-IV

Zil Tovarisch Ford-Revlon Elite General D y n a m i c s Motors Lancer GDM Ariel Chysler LeBoeuf Mitsubishi-Ferrari K a m i k a z e Mazda Firefly Convertible Mercedes-Benz 7 5 0 SLX Volkswagon Kartoffeln Van Chrysler C o n e s t o g a 5/4-Ton P i c k u p Truck Winnebago Nomad Camper R a n g e Rover II HMMWV ( H u m m e r ) O r c a 2 -ton Truck Kenilworth Piledriver Semi-Trailer Tractor R o a d r u n n e r P a s s e n g e r Bus Cadillac-Gage C o m m a n d o V-300P RamTech P - 3 2 0 Boats Small O p e n B o a t P e p s i c o S u n r a y Small Sailing Boat Cris Craft Runabout Small Motorboat Cris Craft F o a m d a n c e r M e d i u m Motorboat PBR (Patrol Boat, River) Aircraft On Ground/In

Teledyne Dornier CV-27 Peregrine MBB/Bell/Textron Model 2 5 6 Voyager Boeing-Sikorsky RAH-66 C o m a n c h e McDonnell-Sukhoi Robots Kraus Maffei-Deere C r o p S c o u t Kraus Maffei-Deere G B - 1 0 0 0 Kraus Maffei-Deere G B - 2 0 0 0 R a m T e c h Roboguard-III RamTech Roboguard-lV Nochuyeter (NightWind)

On-Road/Off-Road

Kraus Maffei-Deere A u t o F a r m e r

Level Elite Veteran Experienced Novice Level Bite Veteran Experienced Novice

Initiative 5 4 3 1 Skill 6 5 4 2

Attributes 7 6 5 5 Damage 4 3 2 1 Card Ace King Queen Jack 8-10 5-7 2-4 Card Ace King Queen Jack 8-10 5-7 2-4

Clubs: Violence Motivation War leader Brutal Stubborn Murderous Very violent Moderately violent Somewhat violent Hearts: Sociability Motivation Just Honorable Loving Wise Very sociable Moderately sociable S o m e w h a t sociable

Card Ace King Queen Jack 8-10 5-7 2-4

Diamonds: Greed Motivation Generous Selfish Lustful Coward Very greedy Moderately greedy Somewhat greedy Spades: Ambition Motivation Charismatic Deceitful Ruthless Pompous Very ambitious Moderately ambitious S o m e w h a t ambitious

Card Ace King Queen Jack 8-10 5-7 2-4

Abbreviations (of attributes) 15 Acceleration a n d Deceleration (of boats) 110 Accuracy (of Indirect Fire) 89 Acquired skills 17 Actions 75 A d e q u a t e Diet and Shelter 106 A d v a n c e by Observation 29 Advancing Fire 87 Adventures ( s e e also Running Adventures & C a m p a i g n s ) . 2 4 4 Other Adventures 254 Bigfoot Tracks Found! 257 Child Talks to Dead Grandpa On Old Telephone 255 Crippled UFO S e n d s S O S to Earth 256 Day Julio Iglesias "Died," The 254 Dolphins Trained to Kill Frogmen with Nose Guns 254 Escaped Maniac Butchers Beauties And Eats Theml 257 Rve-Month-Old Baby Charged with Murder 254 Hitler Captured 256 Horror of the Screaming Skill . . 2 5 4 Miracle Pooch C o m e s Back From t h e Deadl 257 Nine-Year-Old Is a Miracle Worker 255 Runaway Chainsaw Tried to Kill Mel 257 Six-Foot Lobster T u r n s D e e p - S e a Divers Into Jellyfish 256 Sky Diver Plungers Two MilesAnd Livesl . . . . 2 5 6 Wounded Civil War Soldier Found in Georgia 256 Ravening Wolves 245 After the Session 152 Age 24 AGLsee Agility Agility 15 Agility and W e a p o n Bulks . . . . 7 7 Aim 75 Aimed A t t a c k s 80 Aimed Shots 84 Air-to-Air C o m b a t 113 Aircraftsee Operating Aircraft Alcohol (Fuel) 260 Ambush 77 Ammunition 87, 260 .22 LR 261 .30-.06 261 .30-.30 261 .32ACP 261 .38 Special 261 .44 M a g n u m 261 .45ACP 261 .50BMG 261 .50 SLAP 261 .357 M a g n u m 261 .380 ACP 261 .475 WM (Wildey Magnum) 261 4 . 7 m m CIs 261

5.45mm B 261 5.56mm N 261 7.62mm N 261 7.62mm S 261 7.62mmT 261 8mm M 261 9mm P 261 12 Gauge 262 1 2 . 5 m m CIs 261 1 5 m m Dart/Cartidge 262 1 8 m m CIs 262 25mm HE 262 4 0 m m CHEM 262 4 0 m m HE 262 4 0 m m HEDP 262 40mmlLL0M 262 4 0 m m Stun 262 4 0 m m Stun G r e n a d e s 262 6 0 m m HE 263 6 0 m m ILLUM 263 6 0 m m Mortar 298 60mm WP 263 8 2 m m SMAW HE 262 8 2 m m SMAW HEAT 262 127mm HEAT (Dragon PIP) 263 1 4 0 m m RAW (Rifle Assault Weapon) HE 263 1 4 0 m m RAW (Rifle Assault W e a p o n ) HEAT 263 152mm HEAT (Tank Breaker) 263 Crossbow Bolt 260 Dragon PIP 297 Longbow Arrow 260 Loose Black Powder a n d Ball 260 FIM-92A Stinger Missile 263 FIM-99 Scorpion Missile 263 FIM-92A Stinger 299 FIM-99 Scorpion 299 MBB-7 Venus/lkgenfrlk Missile 263 S A - 2 7 Grappler Missile 263 Animal Hit Location Chart 95 Animator 212 A n i m a t e d Auto 212 Animated Knife 212 Animated S t a t u e 212 Crawling Hand 212 Animator G e n e r a t o r s 240 Animator Zombies 230 Ant Hills 143 Antitank Grenades 263 Missile Launchers 278, 324 Missiles 112,263 Range 112 Apeps 188 "Are You A n y b o d y ? " 69 Armed Melee C o m b a t see Combat Armor 79,81,95 Vehicles 116 Army Ants 188 Arrowssee Ammunition, Longbow Arrow Assassinoids 189 Assault Rifles 278, 323 Attributes 13, 15

Automatic Fire 83, 86, 277 Automatic Pistols 278 Automatic Rifles 278 Avgas 260 Avoidance 79 Bsee Belt BAsee Bolt Action Background 13 Ballotmen 143 Banshee 220 Barghest 220 Basic Healing Rate 105 Bats 189 Battle Rifles ! 278, 324 Bears, C o m m o n 190 Bears, Grizzly or Polar 190 Beasties 177 Attacks 186 Combat 186 Illustrations 178-184 Listings 187 Mounts 186 Morale 186 Movement 186 Before t h e Session 152 Beginning a C a m p a i g n 152 Belt 83,277 Bicycles 112, 114 Biocomputers 234 Communication between biocomputers 237 C o m p u t e r E m p a t h y and Darkling C o m p u t e r s 238 Partial personalities 237 Biological technology 234 Bleak 212 Blksee Bulk Bloats 190 Blocks Armed Melee C o m b a t 80 Unarmed Melee C o m b a t 78 Blood Plasma 105 Blood Vultures 191 Blood, Whole 271 Bloodkin 213 Trolls 213 Vampires 214 Lesser Vampires 214 Blunt T r a u m a 96 Boat D a m a g e 117, 3 2 9 Boat Target Size 114 Boating Maneuvers 109 Turning 109 Acceleration 110 Rowed Boats 110 Sailboats 110 Motorboats 110 Body Armor 270 Boltsee Ammunition, Crossbow Bolt Bolt Action 82, 277 'Bot City 142 Bows 279, 373 Brain slices 237 Breaching Barriers 94 Buckshot 91 Bulk 77,277

'Burbs 143 Burns 97 Damage 131, 322 Exposure T i m e 97 Protection 98 T e m p e r a t u r e (of burning substances) 97 Bursts Automatic Fire 8 6 , 87 Explosives 93 Csee Cassette Cadillacs and Dinosaurs 136 Calling Fire 88 Camels 191 Career List 53,317 CareerTerms 13 Careers 34 C a s c a d e Skills 18 Cassette 83, 277 Cats, Large 191 Cattle 192 CAW 91 Cerberoids 192 Changelings 215 T y p e 1 (Mystic) 215 T y p e II (Cyborg) 215 Character Generation 12 Examples 30, 3 2 Overview 13 Worksheet Part 1 318 W o r k s h e e t Part 2 319 Character Sheet 320 Charge 77 Charisma 15 Chemical (grenade) 263 Chemical Grenades and Rounds 90 Chimeras 192 CHRsee Charisma Cities, T h e 142 Civilian O c c u p a t i o n s 36-49 Cobra People 216 Collision Damage 118 Ground a n d Water Craft 118 Air and S p a c e Craft 119 Examples 119 Loss of Control 119 Vehicle Collisions with Creatures 119 Combat & Damage 73 Combat 73 Actions 75 Aim 75 Crawl 75 Fire 75 Go Prone/Stond Up 75 Melee 75 Mount/Dismount 75 Ready/Change Equipment 75 Reload 75 Run 75 Talk 75 Trot 75 Walk 75 Ammunition 87 Armed Melee C o m b a t 80 Aimed Attacks 80

Armor 80 Blocks 80 Damage 80 Hit Location 80 Hit Procedure 80 Modifiers 80 Other Considerations 80 Range 80 Automatic Fire 86 Danger Zone 86 Long Bursts 87 Minimum Dice 87 Range 86 Recoil 86 Bicycles and Motorcycles . . 1 1 2 Boating Manuvers 109 Buckshot 91 Burns 97 Damage 131,322 Exposure Time 97 Protection 98 Temperature 97 Charge 77 Chemical Grenades and Rounds 90 Smoke 91 TearGas 91 Damage 94 Blunt T r a u m a 96 Cover 96 Explosions 98 Falls 100 Gunshot W o u n d s 94 Hit Location 95 Hit Locations (vehicles) 116-118 Implementation (vehicles) 116 Penetration (Target Damage) 95 Poison 101 Resolution (vehicles) .... 115 SLAP Rounds 97 Quick Kill 96 Weapon Damage 95 Direct Fire Deviation 88 Direct Fire Hit Procedure 83 Aimed Shots 84 Laser Sights 84 Marksmanship 84 Pistols 85 Quick Shots 84 Range 84 Recoil 85 Rifle S c o p e s 85 Two W e a p o n s 85 Drive Action 110 Explosives and Demolitions 92 Breaching Barriers 94 Burst 93 Concussion 93 Effects 93 Penetration 93 Radio Detonation of Explosives 92 Setting C h a r g e s 92 Tamping 92 T y p e s of Explosives 92 Fast Driving and Mishaps... I l l Fire C o m b a t 82 H u m a n Limits 82 Rate of Fire 82 Reloading 83 Firing at Aircraft 113 firing at Vehicles and Vessels 112 Grid S y s t e m 74 Hand G r e n a d e s 90 Indirect Fire 88 Accuracy 88 Calling Fire 88 Corrections 88 Deviation 88 Hit Difficulty Level 88 Self-Observed Fire 89 S u b s e q u e n t Shots 89 Initiative 76

Effects of W o u n d s 76 Mounts 186 Beasty Attacks 186 Beasty Morale 186 Movement 74 Vehicles 109 Units of Measure 109 Movement and Fire 87 Advancing Fire 87 Fire From Moving Vehicles 8 7 , 110 R r e From t h e Saddle 87 Firing at Riders 88 Target Movement . . . 8 7 , 110 NPCs 166 Panic 77 Robots 129 Battle D a m a g e 130 Melee C o m b a t 129 Fire C o m b a t 129 Shotguns 91 Special C a s e s 88 Target Obscured 88 Firing at Riders 88 Multiple Modifiers 88 Target Movement 87, 110 Thrown W e a p o n s 90 Turn 75 Phase 75 Turn S e q u e n c e 76 Agility and Weapon Bulks 77 Ambush 77 Opportunity Fire 77 Repetition 77 Unarmed Melee C o m b a t 78 Aimed Attacks 78 Armor 79 Avoidance 79 Blocks 78 Damage 79 Diving Blows 79 Escape 79 Grappling 79 Hit Location 78 Strangling 79 Strike A t t a c k s 78 Vehicle C o m b a t 109 Collisions With Creatures .... 119 Configuration 114 Damage 114 Movement and Driver Initiative 110 Movement Rates 108 Small A r m s Fire 115 Communication between biocomputers 237 C o m p u t e r E m p a t h y and Darkling C o m p u t e r s 238 Concussion 93, 99 Grenades 263 C O N s e e Constitution Constitution 15 Construction Tools 265 Contacts Defined 19 Generating 171 Generic Academic 20 Business 20 Criminal 20 Empathic 20 Entertainment 20 Government 20 Intelligence Community .. 20 Journalist 20 Law Enforcement 20 Medical 20 Military 20 Specialist 20 Wealthy....20 Solid 21 Controlling Attributes and Skills 17

Conversion Notes 136 Conveying Tech Differences 147 Corrections (for indirect fire) 88 Corruption Dark O n e s 148 Detail of, A 155 Countryside Description 144 Encounters 160 Cover (see also Target Obscured) 96,99 Crawling Hand 212 Crew In Hull (defined) 114 Critical W o u n d s Description a n d effects 104 Stabilizing 105 Crop F a r m s 145 Cyber Hands 274 Basic 275 Blade Hand 275 Chainsaw Hand 275 Fine Utility Hand 276 Grapple Hand 276 Gun Hand 275 Picklock Hand 276 Power Hand 275 Surgical Hand 276 Tentacle Fingers Hand 275 Torch Hand 276 Tractor/Pressor Hand 276 Utility Hand 276 Cyborgs Changeling, T y p e II : 215 Further descriptions 241 Daemons 216 Damsee Damage Damage 94, 277 Armed Melee Attack 81 Explosions 98 Concussion 99 Damage and Penetration .... 100 Fragmentation 100 Penetration 100 Falls 100 Gunshot W o u n d s 94 Hit Locations (vehicles) 114-118 Implementation (vehicles) 116 Poison 101 Resolution (vehicles) 115 Unarmed C o m b a t 78 Danger Zone 86 DAR (see Double Action Revolver) Dara Schwartz 30 Dark Earth 137 Dark Elves 221,234 Dark Minions, T h e 72 Dark Minions and H u m a n Emotions 211 Descriptions 72, 149 Dark O n e s , T h e 148 Corruption 148 Dark Minions 149 Extraterrestrials 149 Dark Races 201 Illustrations 202-208 Dark T i m e s 65 Dark, T h e 72 Darkling Attributes 209 Computers 238 Empathy 210 Skills 209 DarkTek 233 Data ghosts 237 Dayton Map 245 Dealing with Fractions 55 Death (by critical wounds) 104 Death Rays Hand-Portable 243 Vehicle Mounted 243 Deceleration (of b o a t s ) 110 Decline of Government, The 67 Demolition (See also Explosives).... 3 2 5

Demonground Explanations 72, 143 Rural 150 Urban 150 Derived Values (from attributes) 13 Designing Your Own Beasties 200 Dark Minions 232 Detail of Corruption, A 155 Deviation Direct Fire 88 Hand G r e n a d e s 90 Indirect Fire 90 Dice Types 54 Percentile 103 Die Roll Modifiers 54 Diesel 260 Dimension Walk 210 Dimension Walk Device 234 Other Dimensions 235 Dimensional Travel 236 Dimensions, Other 235 Direct R r e Deviation 88 Hit Procedure 83 Dissolution 210 Diving Blows 79 Dogs 193 "Don't Drink T h e Water; Don't Breathe T h e Air" 70 Door to Hell, The 140 Double Action Revolver 83, 277 Dragons 193 Dreamland 142 Eco-Commandos 158 EDUsee Education Education Attribute 15 Career t e r m s 34 Effects of A g e 24 Electrical Repair (tools) 265 Electronic Repair (tools) 265 Elephants 193 EMPsee E m p a t h y E m p a t h y Skills Difficulty Levels 56 Success 55 Empathy : Attribute 15 Description 151 E m p a t h y Booster Drug 271 Encounters 157 Anywhere 162 Countryside 160 In t h e City 158 Travel by Highway 160 Energy ETs 218 Equipment & Reference Charts 258 Equipment 260 Personal Equipment 2 k m Hand Radio 269 4x Binoculars 270 5 / 2 5 k m Manpack/Vehicular Radio 269 5 / 2 5 k m Secure M a n p a c k / Vehicular Radio 269 10-ManTent 272 50km Secure Vehicle Radio 270 5 0 k m Vehicle Radio 270 Advanced Still Camera 268 Air C o m p r e s s o r 272 Air T a n k , Aqualung 272 Anesthetic 271 Antivenin Autoinjector 271 Aqua lung 272 Arc Welder 265 Armor, Close Assault ....271 Audio Recorder (Advanced) 267 Audio Recorder (Simple) ....267 Audio Recording Cartridge 268 Autoinjectors 273

Broadcast Monitoring Equipment 267 Bug, Eavesdropper 1 267 Bug, Eavesdropper H 267 Bug, Eavesdropper 11 1 267 Bug Monitor 267 Cellular Telephone Unit . . . 2 6 8 Film, Conventional (Color/ B&W) 268 Documents 260 Dynamite Stick 264 Engineer Demolitions Kit ....264 Field Pack 274 Flak J a c k e t 271 Flamethrower Fuel Cannister 260 Flashlight 274 Forged D o c u m e n t s 260 Forged Passport 260 Four-Man Tent 272 Frame Charge 265 Frequency Hopping Radio 269 G a s Mask 270 Geiger Counter 270 Handcuffs 273 Horse (Broken) 300 Horse T a c k 272 Image Intensifier 270 Individual Tactical Radio ....269 IR Goggles/CJV Goggles 270 1R Spotlight 270 Kevlar (Ballistic Nylon) Helmet 271 Kevlar (Ballistic Nylon) Vest . 2 7 0 Holsters Shoulder Holster 274 Small Concealed Holster ...274 Laser Sight 273 Liquid Nitrogen Cylinder 272 Medical Kit 272 Microphone, Directional 269 Micro-Transponder 269 Motion Detector 266 MHT 260 NLT 260 NMT 260 Pack Saddle 272 Pain-Reliver 271 Paraphysicist's Field Kit 272 Parka 274 Personal C o m p u t e r 268 Personal Medical Kit 271 Plastic Explosive 264 Portable C o m p u t e r 268 Portable Facsimile Machine . . 2 6 8 Portable Machine Shop 266 Portable Satellite Downlink Subsystem 268 Primercord 265 Radio Detonation Broadcast Unit 264 Radio D e t o n a t i o n Receiver Unit 264 Radio Direction Finder . . 2 6 9 Raft, Inflatable 272 Rebreather 272 Rebreather Rechaige Kit 273 Road R a r e 273 ROM Burner 266 Scrambler/Descrambler 268 Security Pass 260 Sedative 271 Semitek 264 Serengeti S u n g l a s s e s ....274 Silencer/Suppressor 273 Skis, Cross-Country 273 Sleeping Bag 274 Small O p e n Boat 309 Special Vision Adaptor 268 Starlight S c o p e 270 Steel Helmet 271 Still C a m e r a 268

Stun Dart P a c k a g e 261 Stun Gun 280 Surgical Instruments 271 Telescopic Rifle Sight 270 Thermal Fatigues 274 Tools 265 Aircraft 265 Basic Tool Kit 265 Bug Detecting 267 Excavating 266 Heavy Ordinance 266 Heavy and Tracked Vehicle.. 2 6 6 Lockpick 266 Small A r m s 266 Wheeled Vehicle 266 Wire-Tapping 267 Tranquilizer Gun 287 Transponder 269 Video Cartridge 268 Video Recording Camera 268 White Light Spotlight . . . . 2 7 0 Robots Kraus Maffei-Deere AutoFarmer 313 Kraus Maffei-Deere CropScout 313 Kraus Maffei-Deere GB-1000 ...314 Kraus Maffei-Deere J3B-2000 ...314 RamTech Roboguard-III . . 3 1 5 RamTech Roboguard-lV . . 3 1 5 Vehicles Aircraft Boeing-Sikorsky RAH-66 Comanche 312 MBB/Bell/Textron Model 256 Voyager 311 McDonnell -Sukhoi Nochvy&er (NightWind) 312 Teledyne Dornier CV-27 Peregrine 311 Boats Cris Craft Foamdancer Medium Motorboat . . . 3 1 0 Cris Craft Runabout Small Motorboat 309 PBR (Patrol Boat, River) ....310 PepsicoSunray Small Sailing Boat 309 Small O p e n Boat 309 Cars Chrysler LeBoeuf 303 Ford-Revlon Elite ....302 GDM Ariel 303 General D y n a m i c s Motors Lancer 303 Mazda Firefly Convertible .. 3 0 4 Mercedes-Benz 750 SLX ... 3 0 4 Mitsubishi-Ferrari Kamikaze 304 Yugo C o n t e m p o 302 ZilTovarisch 302 Other Vehicles Cadi llac-Gage C o m m a n d o V-300P 308 HMMWV (Hummer) . . 3 0 6 RamTech P-320 308 Roadrurmer Passenger Bus... 3 0 7 Winnebago N o m a d Camper 305 Trucks Chrysler Conestoga 5/4-Ton Pickup Truck 305 Kenilworth PiledriverSemiTrailer Tractor ....307 Enclosed Trailer . . . 3 0 7 Orca 2 -TonTruck .... 3 0 6 Volkswagen KarfcflefoVan ...305 Two-Wheeled Vehicles Conquistador Bicycle.... 3 0 0 Ha rley-Davidson Motorcycle 301 Suzuki Sparrow Motor

Scooter 300 Yamaha Apache Motorcycle 301 Weapons Antitank Missile Launchers Dragon PIP 298 T a n k Breaker 298 Flamethrowers M9A1 Flamethrower . . 2 9 8 G r e n a d e Launchers M203 296 Mk-19AGL 296 Lasers Armington Heavy Laser 295 Armington Laser Carbine Model 2 290 Armington Laser Pistol . . 2 8 2 Machineguns L86A1 LSW 294 M60 294 MAG ( M A G - 5 8 , L 7 A 2 GPMG) 295 Machineguns, Heavy M2HB 295 Miscellaneous W e a p o n s Bows 279 Martin Dynatech Pacifier Stun Gun 280 Melee W e a p o n s 279 Tranquilizer Gun 287 Mortars 6 0 m m Mortar 298 Pistols, Automatic Colt Krait 281 ColtM1911Al 282 Browning HP-35 281 Desert Eagle 281 High Standard .22 ...281 M9 (Beretta M92S) . . 2 8 2 WaltherPPK 282 Wildey Wolf (.475 WM) 283 Vz-52 283 XM26APW 283 Pistols, Single-Shot Zip Gun 279 Black Powder Pistol . . . 2 7 9 Revolvers Colt P y t h o n / 2 0 . 3 280 S&W Model 29/16.5 . . 2 8 0 S&W Model 36 280 Rifles, Assault AK-74 288 AKM 289 AKMR 289 Rifles, Automatic M249SAW 292 XM7 Storm Gun 292 Rifles, Battle FN-LAR/L1A1 290 G3 291 KAR-98K 291 XM22AIW 291 Rifles, Sniper C3 (Parker Hale) 287 Gil 289 M16A2 (Colt AR-15) ....290 M21 288 M27 (AR-27 Keyholer) 288 Rifles, Sporting Marlin .30-06 Bolt-Action ..286 Remington-Peters .22 Bolt-Action Rifle . . . 2 8 6 Ruger .22 Semiautomatic ...286 Winchester 1894 287 Rocket Launchers LAW 8 0 297 M12SMAW 297 M136 296 Shotguns ArmaliteAR-12 Stormcloud 293

Browning Autoriot . . . 2 9 3 H&KCAW 293 MossbergM500 294 S a v a g e 311-R 292 Submachineguns AKR 283 Ingram M l 0 . 4 5 284 M3A1 284 M177 284 M231 284 MAT-49 285 MP-7 285 Uzi 285 Vz-61/62Skorpion ..285 Surface-to-Air Missiles FIM92-A Stinger 299 FIM-99 Scorpion 299 MBB-7 Veniisltiegenklle....299 SA-27 Grappler 299 E s c a p e (from Grapples) 79 ETssee Extraterrestrials Experience 13 Peer Determination 156 Referee Determination 156 Rewards and Experience 156 Spending Experience Points 28 Exploding Rounds (against vehicles) 115 Explosions 98 Hit Procedure 100 Explosive Penetration Formulas 325 Explosives 264 Explosives and Demolitions 92 Breaching Barriers 94 Burst 93 Concussion 93 Effects 93 Penetration 93 Radio Detonation 92 Setting Charges 92 Tamping 92 T y p e s of Explosives 92 Exposure T i m e (of burning s u b s t a n c e s ) 97 Extent of D a m a g e 116 Extradimensional travel Other Dimensions 235 PCs and Dimensional Travel ... 2 3 6 Extraterrestrials 138 And t h e Dark O n e s 149 A s a Dark Race 217 Energy ETs 218 Humanoid t l s 210 Insectoid ETs 219 Grubs 219 Tentacular ETs 219 Technology 234 UFOs 242 Death Rays 242 Falls 100 Fast Driving and Mishaps 1 11 Fey Folk 220 Banshee 220 Barghest 220 Dark Elves 221 Fuath 221 Flame Burns 97 Damage 131,322 Exposure Time 97 On Boats 117 Fire C o m b a t 82 At Aircraft 113 At Riders 88 At Vehicles and Vessels 112 Fire (action) 75 From Moving Vehicles 87 From the Saddle 87 Robots 129 First Aid 104 Flamethrowers 325 Flooding 118

Fractionssee Dealing with Fractions Fragmentation Hand Grenade . . . . 2 6 3 Fragmentation 99 Fred Brody 252 Brady's Ultraviolet Lasers 252 Fuath 221 Fuel 260 Gasoline 260 Generic Contacts 19 Ghosts 221 Haunt 222 Poltergeist 222 Global Production 147 "God Shed His Grace on Thee..." 70 Grapple 272 Grappling 79 Greater Depression Description 66-67 Influence on Agriculture 144 Grenade Launcher Rounds 262 Grenade Launchers 278, 324 Grid System, The 74 Ground W e a p o n s 113 Grubs 219 Gunshot W o u n d s 94 Hand G r e n a d e s 90 Types 263 Harpy 223 Haunt 222 Healing 1 0 4 , 105 HEAT 263 Heavy W e a p o n s 262 Heightening Horror 153 Herbert Vahn 32 Highways 160 Hills 109 Hit Capacity 25 Hit Locations (Jnarmed Melee C o m b a t 78 Armed Melee C o m b a t 81 Gunshot W o u n d s 95 Vehicles 114 Hit Procedure A r m e d Melee C o m b a t 80 Explosions 100 HiTek 146 Horror Begins, The 9 Horses 194 Host, T h e 136 How to t l s e This Book 10 Human Limits (in fire combat) 82 Human NPCs 163 Aimed Shots vs. MPCs (double damage for head shots) .. 1 6 6 - 1 6 7 Appearance 170 Combat 166 Contacts 171 Hit Capacity 166 Major NPCs 171 Motivations 167, 331 Clubs: Violence 169 D i a m o n d s : Greed 169 Hearts: Sociability 168 S p a d e s : Ambition 168 Other NPC Skills 167 Panic 166 Record F o r m s 331 S a m p l e Stock NPCs 172 Beat C o p s 173 Bikers 173 Cultists 173 Derelicts 173 Dobies a n d Gidgets 174 Eco-Warriors 174 Gangers 174 Gizmoids 175 Good S a m a r i t a n s 175 G o v e r n m e n t Agents 175 Igors 176 Mother Earthers 176 Security G u a r d s 176 Statistics 166, 331

Humanoid ETs 218 isee Individual Identity P a p e r s 260 If You're New to Roleplaying 11 IFRsee Indirect Fire In-Space Transfer 122 Indirect Fire 88 Accuracy 88 Calling Fire 88 Corrections 88 Deviation 88 Hit Difficulty Level 88 Indirect Fire Range (IFR) . . . . 2 7 8 Self-Observed Fire 89 S u b s e q u e n t Shots 89 Individual 83,277 Initial Equipment 27 Initial Experience 16 Initial Skills 16, 17 Initiative Defined 2 3 - 2 4 , 76 Improvement 2 8 , 156 InsectoidETs 219 INTsee Intelligence Intelligence 15 Introducing Dark Conspiracy 8 Knockdown 103 LAsee Lever Action Languages 18 Laser Sights 84 Launch Characteristics 121 Leeds' Farm M a p 251 Lesser Vampires 214 Lever Action 82, 277 Life In T h e City 67 Load 25 Long Bursts 87 Loss of Control (of vehicles after collision) 119 Machineguns 278 Mag (Magazine) 277 Maintaining Mystery 153 Major Gerald Leeds 250 Major NPCs 171 Making Roleplaying a C o m m u n i t y Effort 152 Maneuvering in S p a c e 123 Attaining Higher Orbits 124 Avoidance and Intercepts 123 Intercept and Avoidance Times 124 Launch Vehicles In Orbit.... 124 Maneuver T i m e s 124 Reentry 121 Manticores 194 Scorpion Tail 194 Marksmanship 84 Meaning of Attributes 15 Medical Care 105 Supplies 271 Medusa 223 H u m a n Statistics 223 Tentacles 223 Melee W e a p o n s 279 Mental Attributes 209 Mike-Town 142 Military Occupations 49 Rank 19 Reserves 19 Minimum Dice 87 Mishapssee Fast Driving a n d Mishaps Modifiers (to melee weapons) 80 Moreau Weres 230 Morlocks 224, 234 Mortar Rounds 263 Mortars 278 Moss Zombies 230 Motorboats 110 Motorcycles Movement 112

Combat 114 Mounts in C o m b a t 186 Movement and Fire 87 Multiple Barrel Guns 113 Multiple Modifiers 88 Mummy 227 NBC (Nuclear, Biological, Chemical) E q u i p m e n t 270 New E m p a t h i c Skills 209 New Skills 29 Nonplayer Characters s e e H u m a n NPCs NPCssee Human NPCs Nukids 225 Obscured Target see Target Obscured Ogre 225 Onset Of T h e Dark T i m e s 66 O p e n terrain 109 Operating Aircraft 109 Opportunity Fire 77 Other E q u i p m e n t 272 Other Interesting Stories in This Issue 254, 256, 257 Other Things to Consider 155 Out-Law, The 7 1 , 145 Overhead A t t a c k s 115 Overseas 145 PA see P u m p Action Pale, T h e * 226 Panic 77 Paraphysicist 46 Paraphysicist's Field Kit 272 E m p a t h y Booster Drug 271 Partial personalities 237 PCs and Dimensional Travel ., 236 Peer Determination 156 Pensee Penetration Penetration Exploding rounds 100 Demolitions 93 Firearms 95-96,277 Vehicles 115 Percentile Dice 103 Personal Gear 273 Phase 75, 76 Physical Attributes 209 Pistols (rules for Recoil) 85 Plant E m p a t h y 210 Plasma 271 Players 6 Point Allocation 15 Poison 101 Treatment 106 Poltergeist 222 Power Hand Tools 266 Precincts 143 Preparing Adventures 154 Promoting Paranoia 154 Promotions (military) 19 Prone (action) 75 Protection (from burns) 98 Proto-Dimensions Topology 235 Travel 235,236 P u m p Action 83, 277 Pyrokinesis 210 Quick Kill 96 Quick Shots 84 Rsee Revolver Radio Detonation of Explosives 92 Random Generation 15 Range 278 Automatic Fire 86 Direct Fire 84 Melee W e a p o n s 80 Range Finders 112 Rate of Fire 82, 277 Rats ....195 Ravening Wolves 245 Recoil 278 Automatic w e a p o n s 86

Direct Fire 85 Pistols 84 Recovery Scratch W o u n d s 105 Slight W o u n d s 104 Serious W o u n d s 104 Critical W o u n d s 104 Reentry 121 Referee Determination 156 Refereeing Dark Conspiracy 134 Referees 132 Reference Charts 316 Reload Action 75 Statistic 277 Reloading 83 Repeating actions in a c o m b a t turn 77 Reserves 19 RetroTek 146 Revolver 83, 277 Revolvers and Single-Shot Pistols....278 Rewards and Experience 156 Rhinos 195 Rifle G r e n a d e s (see also Indirect Fire) 262 Rifle S c o p e s 85 Rid ( s e e Reload) Rng ( s e e Range) R o a c h e s , Giant 195 Robots 128 Ammunition 128 Battle D a m a g e 130 Nonvehicular 130 Vehicular 130-131 Behavior 128 Burn D a m a g e 131 Combat 129 Melee C o m b a t 129 Fire C o m b a t 129 Drudgebots 128 Cleaningbot 131 Butlerbot 131 Foodbot 131 Receptionistbot 131 Repairbot 131 Guardbots 128 Rocket Launchers 278 Rockets 262 ROFsee Rate of Fire Rolling versus an Attribute or Skill 54 Rowed Boats 110 Rules, T h e 135 Running Adventures & Campaigns 152 Beginning A Ca mpaign 152 Detail of Corruption, A 155 Heightening Horror 153 Running an Adventure 152 Before the Session 152 During t h e Session 152 After the Session 152 Making Roleplaying a Community Effort 152 Maintaining Mystery 153 Preparing Adventures 154 Promoting Paranoia 154 Rewards and Experience.... 156 Setting the S c e n e 153 T i m e and Money 155 Rural Demonground 150 SA see Semiautomatic Saber-toothed Cat 196 Sailboats 110 SAMsee Surface-to-Air Missiles S a m p l e Stock NPCs 172 Scorpion Tail 194 Scratch W o u n d s 103 Recovery 105 Secondary Activities 18 Self-Observed Fire 89 Semiautomatic 8 3 , 277 Semitek 264

Serious W o u n d s 103 Setting Charges 92 Setting t h e S c e n e 153 Sharks 196 Shotguns 91, 278 Single Shot 82, 277 Single Shot Pistols 278 Size 120 Skeleton 228 Skill A d v a n c e by Observation 29 Attribute Derived Values 25 Descriptions 56 Improvement 2 8 , 156 List 57,317 Ratings 17 Skills 17,56 Acrobatics 56 Act/Bluff 56 Animal E m p a t h y 56 Archery 57 Bargain 57 Biology 57 Business 57 Chemistry 57 Climbing 58 Computer Empathy 58 C o m p u t e r Operation 58 Demolitions 58 Disguise 58 Electronics 59 Empathic Healing 59 Engineer 59 Foreboding 59 Forgery 59 Heavy W e a p o n s 59 Horsemanship 60 Human E m p a t h y 60 Instruction 60 Interrogation 60 Language 60 Leadership 60 Lockpick 61 Luck 61 Mechanic 61 Medical 61 Melee C o m b a t 61 Navigation 62 Observation 62 Parachute 62 Persuasion 62 Physics 62 Pickpocket 62 Pilot 62 Project Emotion 62 Project Thought 62 Psycholoqy 63 Small A r m s 63 Stalking 63 Stealth 63 Streetwise 63 Swimming 63 Thrown W e a p o n s 64 Tracking 64 Vehicle Use 64 Vessel Use 64 Willpower 64 Willpower Drain 64 SLAP Rounds 97 Slight W o u n d s 103 Slithers 196 Slugs, Giant 197 Small Arms & Machineguns (ammunition) 260 Small Arms (used against vehicles) 115 Smoke 91 Snakes 198 Sniper Rifles 278, 323 Solid Contacts 19, 21 Soul Attributes 209 S p a c e Missions 122

Landing 123 Launches 122 Reentry 122 S p a c e Travel 120 Spacecraft 125 Ariane4 125 Atlas 125 S T S ( S p a c e Transportation System) 126 Shuttle Orbiter 127 Shuttle-C (Cargo M o d u l e ) . . 127 X-30 NASP 126 Zenit 127 Spacecraft Characteristics 120 Atmospheric Characteristics 122 Crew 122 Duration 122 In-Space Transfer Characteristics 122 Launch Characteristics 121 Payload 121 Price 120 Size 121 Source 120 SpaceTek 147 Special C a s e s 88 Spending Experience Points 28 Spongies 198 Sporting Rifles 278 Squids, Giant 198 S S s e e Single Shot Stabilizing Critical W o u n d s 105 Starting Money and Initial E q u i p m e n t 26 State of the Union, T h e 66 Stock NPCs 170 Story, T h e 135 Strangling 79 Strength 15 Strike A t t a c k s 78 STRsee Strength Stun 103 Submachineguns 278 Subsequent Shots (of Indirect Fire) 89 S u c c e s s Quality 55 Superstructure 114 Surface-to-Air Missiles . . . . 2 6 3 , 2 7 8 Surgery 106 Suspension Hits 115 Swamp 109 Tamping 92 T a n k Breaker 112, 2 9 8 Target Movement 87 Target Obscured (see also Cover) 88 Target Protectionsee Penetration T a s k Resolution & Skills 54 Tasks 321 Tear Gas 91 Technical Imagery 234 Technology 146 Conveying Tech Differences 147 DarkTek '....233 Global Production 147 HiTek 146 RetroTek 146 SpaceTek 147 Telekinesis 211 Temperature (of burning s u b s t a n c e s ) 97 Tentacles 223 Tentacular ETs 219 T e r m s (career) 13 Terrain # Hills 109 Open 109 Swamp 109 Woods 108 Terrain and Travel 108 Terrain Effects on Movement 108 Throw Range 25 Thrown W e a p o n s 90 Tigers 199

T i m e and Money 155 Travel a n d E n c o u n t e r s 108 Travel by Highway 160 Treating Poison W o u n d s 106 Tripods 260 TrueWeres 228 Turn S e q u e n c e 76 Turning (of b o a t s ) 109 Turns 75 Turreted (hull) 114 Twilight: 2 0 0 0 136 Two W e a p o n s 85 T y p e s of Rounds 263 Typical Drudgebots 131 UFOs 242 Unarmed C o m b a t s e e C o m b a t Unarmed C o m b a t D a m a g e 25 Unarmored Vehicles 116 Unconsciousness 103 Undead 227 Mummy 227 Skeleton 228 Units of Measure 109 Unskilled T a s k s 29 Urban D e m o n g r o u n d 150 Urban Sprawl 67 VampiresSee Bloodkin a n d Pale, The . Vehicles Travel 107 Vehicle C o m b a t s e e C o m b a t Vision Devices 270 Voting Rights Act of 1997 67 Waterline 115 We Are Not Alone 1.38 Weapons 277 Damage 95 Types 278 Weight 25 Weres 228 Moreau Weres 230 True Weres 228 Werebear 228 Wereboar 228 Wererat 229 Weretiger 229 Werewolf 229 Wheels of Fire: Vehicle Travel & Combat 107 Wolves 200 Woods 108 World, T h e 134 Wound Severity 103 W o u n d s & Healing 102 W o u n d s (see also Gunshot Wounds) 102 Scratch 103 Slight 103 Serious 103 Critical 104 WP (White Phosphorus) 262, 263 Smoke 91 Yellow Zombies 231 "You're Not From Around Here, A r e You?" 71 ZenaMarley 10, 2 9 , 77,98,100,103,109,145,151 Zombies 230 Animator Zombies 230 Moss Zombies 230 Yellow Zombies 231 Index of C h a r t s , Lists, T a b l e s and F o r m s A e r o s p a c e Craft Damage 118, A m m o Record F o r m s Antitank Missile Launchers Armor Equivalent Armor Values of Cover Assault Rifles Automatic Pistols

329 327 324 325 325 323 323

Automatic Rifles 324 Background Skills 318 B a s e Hit N u m b e r s 320 Battle Rifles 324 Belt A m m o Record F o r m s . 3 2 6 Boat D a m a g e 117, 3 2 9 Body Armor Protection 322 Bows323 Bum Damage 322 Burst D i a g r a m s 93, 326 Career List 317 Character Generation Worksheet Part 1 318 Character Generation Worksheet Part 2 319 Character Sheet (back) 321 Character Sheet (front) 320 Civilian O c c u p a t i o n s . . . . 5 3 , 3 1 7 C o m b a t Move 330 Combat Sequence 322 Crew-ln-Hull Vehicle Damage 116,328 Cruise Speed 330 Cyber Hands 325 Demolition 325 Difficulty of Intercept 123 Effects of A g e 319 Explosive Penetration Formulas 325 Flamethrowers 325 Fragmentation Attack 325 G r e n a d e Launchers 324 Hand G r e n a d e s 325 Heavy M a c h i n e g u n s . . . 2 7 8 , 324 Human/Animal Hit Location . . . 9 5 , 3 2 2 In-Space Transfer 122 L a n g u a g e Table 316 Launch Characteristics 121 Machineguns 324 Maneuver T i m e s 124 Melee W e a p o n s 323 Military O c c u p a t i o n s 53 Missile Launchers 324 Mortars 324 Nationality/Native Language ....316 NPC Motivation 331 NPC Record F o r m s 331 NPC Stats 166,331 Power Level Table 56, 321 Reentry 121 Revolvers a n d Single-Shot Pistols 323 Rifle G r e n a d e s 325 Rocket Launchers 324 Scatter Diagram 322 S e c o n d a r y Activities .... 18, 3 1 8 Shotguns 324 Skill List 57,317 Skills and Attributes 320 Sniper Rifles 323 Soviet Nationalities 316 Spacecraft Size 120 Sporting Rifles 323 Standard Vehicle Damage 115,329 Submachineguns 323 Surface to-Air Missiles 325 Tasks 321 Terrain Effect on Movement 330 Turreted Vehicle Damage 155, 3 2 8 US Commissioned Officer Ranks 317 US Enlisted a n d NCO Ranks 317 Vehicle Damage Resolution.. 114, 3 2 8 Vehicle Hit Locations 114,328

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