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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 Usa 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 Conspiracyn.t is GDW's trademark for its game of unearthly horror in a modern world.
C-D\f
G A M E S
P.O. Box 1646
Bloomington. IL 61702-1646
2 DARK CONSPIRACY
4 DARK CONSPIRACY
5
james stevens (order #2085857)
james stevens (order #2085857)
james stevens (order #2085857)
~~y~~~~[~~~
~~~oc c~~§~~~~c~
With panic tightening his throa.~ the man stopped stretched in a feral grin. Its teeth seemed unnatu-
and turnet:i. He was certain he was being {ollowet:i, but rally long. Slowly, the figure crept forward. A score
the moon-streaked street stretched emptily behind, its of other shadows did the same.
sidewalks bare. Across the way, a clock tolled the hour The man triet:i to run, but the airseemed suddenly as
{rom the towero{a marble-{rontet:i building. Moonlight thick as water. He felt as if he were running in slow
gleamed silver on the words a.boue its door: "Dayton motion and the chase seemet:i to take hours. Behind
Fede~al Savings and Loan." Moon-shadows {rom its him, the stalkers closed the distance in long, graceful
columned portico lay still against its stone {ace. strides. The pool o{yellow light under the street/amp at
But on his side o{ the street, the shadows movet:i. theendo{theblockseemedtopromisesa{ety.lf onlyhe
They twitchet:i and slid {rom alley to doorway, hollow could reach the ligh~ the man told himself, perhaps he
to hollow. He senset:1 the movement and spun to would be sate His tortured lungs strainet:i, and his
confront i~ backing warily into the dooro{ a shuttered sluggish legs pumped to drive him closer to the light
shop. The shadows {raze. A chill settlet:i in his guts. The {irst. dark figure caught him and 00re him to the
A mere dozen feet away, the shadow of a trash ground, the rest close behind. D:Jzens of rough, long-
can seemed to widen as a crouching figure leaned nailed hands seized his limbs and tore at his cloth-
out and raised its head. A pallid {ace revealed itself ing. He triet:i to remain {ace down, triet:l to curl up and
to moonlight, eyes glistening feverishly, thin lips protect h imse/{, but the hands rollet:i himover to{ace his
8 DARK CONSPIRACY
INTRODUCTION
9
james stevens (order #2085857)
conduct combat (an important element in adven-
"We have a fighting chance. Anyone ture fiction, including roleplaying adventures), and
describes the world, or at least as much of it as the
who thinks that we deserve more average character would know.
than that is probably a sociafist. Players should read through this section, payllg
Nice philosophy-wrong century." particular attention the "Dark Tunes" and "Character
-Zena Marley Generation" and "Careers" chapters. Once you have a
feel for the game, generate several sample charac-
(Early 21st -century mercenary-philosopher)
ters. This will get you familiar with the mechanics of
character generation as well as the sorts of charac-
In D ark Conspiracy, the players play the role of ters you are likely to meet and encounter. When you
normal, or perhaps not-so-normal, human beings feel ready, generate the character you will use in the
who are fighting a global menace of unprecedented game or, ifyou prefer, pick one ofthe sample characters
proportions. An alien, malevolent intelligence, im- that you have already generated.
prisoned for eons, has been released to wreak havoc If you are to be a referee, you will want to read
on the world. It is doing a pretty good job. through the "Players" section carefully for basic rules.
Your character has become aware ofthis menace One of the referee's jobs is to be the local expert of the
and, along with a small band of like-minded com- rules. Familiarity with the basic rules will also make
panions, has set out to uncover and destroy the refereeing adventures easier. Mer you have read
menace. through them, you are ready to proceed to the deeper
The difficulty is that this in no simple back-room secrets of the "Referees" section.
conspiracy. The driving force behind it is an other- The "Referees" section contains secrets for the
worldly presence of profound power and evil. Its referee, material that the players should not read.
min ions that roam the Earth are hauntingly similar Included here are chapters that explain how to run
to creatures of dark legend from around the world. and design D ark Conspiracy adventures, how to
Similar, but never quite identical. handle nonplayer characters and animals, and se-
But regardless of the power of the enemy, there crets of some of the Dark Minion races and crea-
have been victories. Some were small victories. tures. Also, it reveals special information about
Some were costly. But enough small victories can Dark Minion technology (DarkTek) and equipment
turn the tide. and contains one predesigned adventure (and sev-
eral adventure ideas) to get you started on your own
HOW TO USf THIS BOOK campaign, demonstrating how to turn this and other
This book provides you with all the information material into horrifying plots.
you will need to run adventures in which a handful Most importantly, it explains in greater detail the
of courageous characters work to uncover hidden logic and background of Dark Conspiracy Earth ,
nests of Dark Minions and eradicate them, thereby Players are encouraged not to read this section,
battling a dark conspiracy to conquer their world. although if they do so it will not ruin the game.
Because Dark Conspiracy is a roleplaying game, it However, part of the early excitement of playing
requires a number of people to play (at least two). Dark Conspiracy lies in the gradual discovery of
In each group, one person will be referee, and the these secrets. Do yourself a favor and skip this
rest will be players. section, at least for the first several adventures.
The first several chapters of this book contain Finally, the last part of the book lists statistics for
m aterial intended primarily for players. It tells how equipment that characters may own, and contains
to create characters, how to test skills, how to a collection of charts and tables that are frequently
10 DARK CONSPIRACY
INTRODUCTION
11
james stevens (order #2085857)
( ~~~~(Y~~
(Gj f lNJ f ~~ lf ~ (0) lNJ
12 DARK CONSPIRACY
CHARACTER GENERATION
13
james stevens (order #2085857)
"She was the best cat burglar I've ever heard of," the rest o{us working with Dale on s:xne o{the weirder
he told me. "She'd been operating Chicago {oryears, cases his department turns up. Now and then she
and we just couldn't catch her at it. Never would conJributessomeprettysurprisinginPmationorequip-
have, if she hadn 't made the mistake of tackling a ment, like she's got sources she's not mentioning. Her
Tojicorp executive's office." sa:recy worries me some times, but she's saved my
The way Dale tells it, it wasjust after they moved bacon I'TIOre than once, and the way I figure things, that
into their new corporate HQ . Kirin figured that she makeshera{riend
could slip in and make a snatch before they got their Background facts about characters, things such
security up and running. Dale's not sure what she as name, sex, and nationality, are left to players'
wanted, but he suspects she was doing corporate im~ginations. Also, while some sorts of equipment
espionage for somebody. are more fitting for one nationality than another, it is
Anyway, she got in aU right But the exec came back entirely possible for a character to begin the game
whileshewasthere.Exactlywhathappenednext,only with foreign equipment if a player desires. All of
Kirin knows. But when it was over; the building was these things are left largely to the discretion of each
burning down, and she was stumbling into Dale's individual player, although the referee may impose
precinct house, nearly dead {rom blood loss. No cuts or guidelines for a particular campaign.
anything, just these ugly sucker marks on her throat Note that many players like to wait until at-
Tojimrp didn't press charges, but Kirin con{essed. to tributes, skills, and age have been determined
enough old burglaries to ensure a police guard at the before deciding upon name, sex, and nationality.
hospitaL Then the teas showed up to talk with her; and Native Language: A character's native language
all those offenses were dropped. Since then, she'sjoined is dictated by nationality. All characters automati-
14 DARK CONSPIRACY
CHARACTER GENERATION
15
james stevens (order #2085857)
tion. To represent this, players should each choose
INITIAl fXPfRifNCf four skills from Background Skills Ust on page 318,
I was always something of a runt as a kid, and I giving their characters a level 2 skill in each. (If the
got beat up a lot. It didn't take me long to learn howreferee allows, some or all of these blocks of 2 can
to keep a low profile so I could avoid fights. The be combined into one skill. Generally, this is not
funny thing is, I never really wanted to get even. I recommended, however, as it creates a character
guess I just figured the bullies were too stupid to that is too narrowly focused.)
know any better. Of course, part of keeping a low Players have a reasonably free hand in choosing
profile was never expressing that particularopinion detailed career backgrounds for their characters.
in public. This background consists of formal education and/
As I grew, I discovered that keeping a low profile or one or more careers.
lets you sit back and gauge the situation./ found out Each character starts out at age 17. with certain
that ifI kept my eyes open and thought about what minimum skills (these are picked up in the process
I saw, I could always find some sort ofa solution to of growing up, as noted above). Players may then
any problem. You see, every opponent has a choose to have their charactersfurther their education
w eakness, and every trap has an escape route, if or enter an occupation. (For purposes of character
you'resharp enough to discover them. Ofcourse, it's generation, the term "occupation" is defined fairly
not alljusta matter ofobservation. It takes training, loosely, including even such things as unemployment
too, to recognize the value of what you see. and gang membership.) For ease of calculation,
Characters begin the game with more than just a career backgrounds are lived through in four-year
background; they also have knowledge of a number terms. Characters may do pretty much anything
of different skills, reflecting training and experience they please, but must do it in four-year increments
that they acquired before becoming Dark Minion for ease of record-keeping.
hunters. By age 17, after which career determina- Each career listing (see "Careers," on page 34)
tion begins, characters will have accumulated some details the nature of the career, the skills that are
expertise in a few skills due to hobbies and educa- received for the first term, and any skills received for
subsequent terms, if applicable. As well, each de-
scription includes notes of important contacts made
during the term and any special rules for the career's
effects on the character's combat initiative and
starting money. Characters may enter any career
for which they meet the prerequisites, but must
spend at least one full four-year term in that career
before moving on.
Just as attributes can be generated eitherrandomly
or by player decision, so can a character's total
career time and final age. Players who wish to use
the random method simply roll 1D 10 at the end of
each term through their characters' development. If
the roll is greater than the number of terms pursued
thus far, another term is chosen and the character
proceeds; if the roll is less than or equal to the
number of terms, the character's progress ends and
the adventure campaign begins with the character
16 DARK CONSPIRACY
SKILLS
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 genera-
tion. Acquired skills are teamed from instructors during
the course ofa campaign (i.e., sometime after character
creation has 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 Uston page 57. cade Skills on the following page.)
Skill Ratin gs: Skills are rated in levels from 0 Cont rolling Attributes and Sk ills: As charac-
to 10. A level 4 in the Computer Empathy skill ters are awarded skill levels for careers and
would be written on a character's sheet as Com- secondary act ivity choices, players add those
puter Empathy: 4. Cascade skills are a special levels to previous skill levels. However, once a
case, however. A cascade skill is a collection of character's level in a particular skill equals the
several closely related skills under one heading. value of the skill's controlling attribute, all addi-
For example, unarmed combat and armed com- tional skill level awards count only as half a level,
bat are aspects of the Melee Combat skill and are rather than a full level.
written as "Melee Combat (Unarmed)" an d "Me- For example, Charlotte, a character with an
lee Combat (Armed)," respectively. (see Cas- Intelligence of 7, has a Stalking skill of 5. If she
CHARACTER GENERATION
17
james stevens (order #2085857)
received two skill levels for her career and/or will specialize in pistols. His skill level with pistols is
secondary activities, her skill level would go up 3, while hisskilllevelwith riflesis l 1/2, roundeddown
to 7. If she then received an additional level, to 1.
however, it would only go up to 7 1/2, as the skill level Normally, no notation will have to be kept for
had already reached the level of the controlling these other subskills. However, sometimes it is
attribute, in this case Intelligence. possible for characters to receive a skill level increase
All halflevels are retained for long-term improve- in a subclass other than the one they have already
ment purposes, but they are rounded down for chosen as their specialty. In the example above,
purpose of actual skill use. Thus, when Charlotte Scirocco has a Small Arms skill of 3 and has chosen
reaches a level of8 1/2 with her Stalking skill, she will Pistol as his specialty. If he then goes through Army
have an effective skill level of 8 until she receives an basic training, he will receive one level of Rifle skill.
additional skill level promotion. The Rifle skill level received adds to his Rifle skill
Cascade Skills: A few skills are called cascade only, not to his overall Small Arms skill. However, if
skills. A cascade skill is one that includes several this extra skill level would cause his Rifle skill to
lesser skills under one broad heading. Examples of exceed his specialty Small Arms skill, then Rifle will
cascade skills are Pilot, which includes Fixed-Wing, become his new specialty (and his overall skill will
Rotary-Wing, and Shuttle, and Small Arms, which go up, of course). In either case, he will have to keep
includes both Pistol and Rifle skills. track of his Rifle and Pistol skills separately from
Characters who receive a cascade skill must now on.
decide on an area of special interest from among the Languages: Each Language skill level received
subskills covered. From then on, their skill level in counts double for any language in the same group
the chosen specialty is considered to be the level of as a character's native language. As well, European
the overall skill. Their level in all of the other sub- characters always receive double skill levels in all
skills is half their level in the overall skill. Germanic, Romance, and Balto-Siavic languages.
For example, Scirocco, a rock star charaCter, For example, suppose that Jean, a French char-
receives a Small Arms skill level of 3 and decides he acter, receives one Language skill level. If he takes
it in Dutch (a Germanic language) he receives two
skill levels in Dutch, while if he were to take it as
Korean he would receive only one.
SECONDARY ACTIVITI£S
The careers players choose do not occupy 100%
of their characters' time. Just as in real life, a
person's hobbies and pastimes can provide valu-
able additional skills. As a general rule, then, each
character is allowed one secondary activity each
term. This allows the character to gain one level in
any one skill (player's choice each term) from the
Secondary Activities Skill Ust on page 318.
Some careers allow two secondary activities per
term (both of which may be devoted to the same
skill, if desired), while a few allow none. The number
of allowed secondary activities per term is the
number of skill levels received.
18 DARK CONSPIRACY
CHARACTER GENERATION
19
james stevens (order #2085857)
they may generate names and statistics for these have been a professor, a writer, or a member of a
characters, or they may leave this entirely up to the social sciences think tank. Most of these sorts will
referee. Perhaps best is a course that combines these still be working at the same career when a PC later
two, in which a player suggests the contact's name, meets them again.
general description, and areas ofexpertise, and then the Business: The contact was a member of the
referee generates the details of attributes and skills. business community, perhaps a corporate execu-
In this way, players determine what sorts of persons tive, or maybe a powerful figure in banking or
become important to their characters' lives, but some investments. On the other hand, the contact may
mystery remains as to the contacts' exact abilities. That have been the owner of some smaller business that
fosters a sense of contacts being personalities rather was important to the PC. In either case, such
than merely lists of statistics. contacts may have made or lost a fortune since the
The career notes list contacts in terms of what time the PC last saw them.
they were doing when a PC first met them. A basic Criminal: This contact was making a career d illegal
description of each of those contact types is given activities when first met by the PC. Since that time, the
below. However, just as a PC may have changed NPC may have gone straight, been imprisoned, or even
careers since the time the contact was originally killed. In the last case, someone close to the original
made, so may have the NPC. The final determina- contact, perhaps a partner or henchman, remembers
tion of what has happened to a contact in the the PC and becomes the new contact.
intervening years (including what new abilities the Empathic: The contact was part d the little-known
contact may have gained) is left to the judgment of empathic network thathas beenspringinguparoundthe
the referee, as with all NPCs. world of late. It is extremely likely that the contact is still
Academic: The contact was a member of the involved in that networl<, although his or her knowledge
intellectual community, meaninq she or he could 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 JX'Plllarity than
before, particularly considering changes in program-
ming due to increased corporate competition.
Government: Such contacts were some form of
government official when the PC last knew them.
Chances are, that remainstruewhenthe PC meetsthem
again, although likely not in the exact same capacity.
Intelligence Community: An intelligence com-
munity contact worked in espionage when the PC
first met him or her, either as a field operative, a
controller, or an intelligence analyst. In all probabil-
ity, such contacts, when the PC meets them again,
will still be involved in espionage, although they will
likely have risen in authority.
Journalist: The contact may have worked
with the PC on a newspaper, magazine, or tele-
vision newsgathering staff before the major me-
dia services drove virtually everyone else out of
20 DARK CONSPIRACY
CHARACTER GENERATION
21
james stevens (order #2085857)
For example, five players get together and gen - Daddy G, who brings Cas with him. The entire group
erate the following characters: an American ex- is assembled, and the action can begin.
soldier named Cassius "Cas" Steele, a Jamaican The second type of solid contact is basically a
professional wrestler named "Big Daddy G" generic contact that a PC has asked to have as a
Gadcheaux, a muscular, female ex-thief named regular source of aid, even before the campaign
Kirin Deerfoot, an escaped, German psychic test begins. For example, in the group above, Kirin's
subject named Manfred Vandermark, and a Mid- player asks to convert one of her criminal contacts
western cop named Dale Hopfinger. The players to a solid contact, so that she can have someone in
and referee put their heads together to decide who the local area to turn to for underworld information
knows who. It is decided that Manfred (the escaped and equipment. The referee agrees, deciding that it
psychic test subject ), who is now working as a would actually make his job easier to have an
counselor at a small mental health service, would established source of such things. Note that this
have met Dale, the cop, who brought some inmates type of solid contact does use up one of Kirin' s listed
to him for treatment. Dale also knows Kirin, having contacts from her careers.
participated in one of her arrests and then encour- Fmally, the third type of solid contact also involves
aging her to go straight. The players for Cas and Big generic contacts that have been converted. In this case,
Daddy G note that their characters were both in the though, the contact is converted during an adventure,
military two terms ago (Big Daddy G joined in order usually at the referee's instigation. For instance, while
to become an American citizen), and they decide investigating a story about vampires in New York City,
that they were assigned to the same unit. the PCs mentioned above are confronted by a threaten-
But there is no link between the rest of the group ing street gang. They run away, and manage to lose their
and these two until someone makes the suggestion pursuers. Later, investigating the subway, the group
that Kirin (who you will remember is very muscular stumbles upon a nest of what must be vampires and
for a woman) and Big Daddy G work out at the same soon find themselves fighting a losing battle against
local gym. That and the decision by Kirin's player them.JustwhenitlookslikethereisnohopeforthePCs,
that Kirin would have followed Big Daddy G's the street gang turns up again and rescues them. The
wrestling career is enough to link the entire group referee, realizing that the PCs need some help, has
together. The referee notes that this makes Kirin decided that the gang's second in command served
most central to the group (she is linked to three of time in prison with Big DaddyG and recognized him. The
the others), with Dale (who has links to two) second. gang has been following the group ever since, watching
Because Dale also has some Foreboding skill, the toseewhattheywereupto. BigDaddyG'splayermarks
referee decides to use him as the key to the first one of his generic criminal contacts off, and adds the
adventure session, as Foreboding is necessary to gang's second in command to his list of solid contacts.
launch this particular adventure. Note that while solid contacts cannot be turned
He hands Dale's character a supermarket tabloid back into generic ones, they can turn up again in a
and says, "When you first saw this paper, you had an different place if the r eferee desires. In general,
almost physical sense of shock, followed by a though, once a generic contact is turned into a solid
weight of oppression, but you're not sure which one, the referee must pay a little closer attention to
headline, or headlines, are the cause of it." Dale's that NPC's destiny, in order to remain true to the
character tells the referee that he buys a copy of the char acter's desires and unfolding history. The street
paper, takes it home, and calls Kirin and Manfred, gang contact in the example above might become
asking them to come over and take a look at it with a drifter and end up in a completely different region
him. Manfred identifies a handful of sinister possi- of the globe, for instance, but the mayor of a city is
bilities that ought to be pursued, and Kirin calls Big much less likely to wander about so freely.
22 DARK CONSPIRACY
CHARACTER GENERATION
23
james stevens (order #2085857)
main cool and act most effectively in combat situ- Initiative, as indicated in "Careers," beginning on page
ations. Characters with a high Initiative score will 34. (Note that bonuses listed for ciwian careers only
move further and/or achieve more actions in a apply to the civilian die roll, and military bonuses ooly
combat round than will characters with low Initia- applytothemilitarydieroll. As well, bonus pointsare not
tives. This is not because the high-Initiative charac- cumulative-you can only gain a maximum cJ +1 to a
ters are any faster, but simply because they react roll.) If your character has both military and cMian
more quickly and spend less time hesitating. careers, choose whkh of the two you wish to roll for. For
Initiative values range from 1 to 6, with beginning example, Bo Johnson has spent one term in the Army
characterstendingtostartoutonthelowenddthescale, and two in civilian law enforcemert. 1he Army stint
then increasing as they gain experience in combat. Each would give him a 1D6 roll, and the law enforcement
combat tum in Dark Conspiracy is divided into six terms would net him 106+2 + 1. Bo's player decides to
phases, counting backward from six toone, and charac- take the civilian roll as the bonus guarantees him an
ters get to perform one action in each phase equal to or Initiative of at least 2.
less than their Initiative level. "Combat & Damage," lfyouprefernottoleavebeginninglnitiativetochance,
beginningonpage73,explainsthisallinabitmoredetail, you may simply assign a 2 to the character, or a 3 if at
but it should be obvious even now that initiative is very least one military career was taken. Career bonuses do
important if you are to be involved in combat. apply to this option, as weD (a military character with a
Each character's initial Initiative is obtained by a die bonus for being a Ranger (i.e., elite forces) would begin
roll based upon the types cJ careers that character has with a 3+ 1=4).
pursued. Education and civilian careers yield a begin-
ning Initiative of 106+2, rounded down (0 counts as 1 ). AGf
Military careers yield a roll of 106. Also, in each of these A character's age at the time an adventure campaign
two areas, there are some careers that give bonuses to begins is determined by multiplying by four the number
cJ terms served and adding 17 to the result. In other
words, (4xTerms)+ 17=Age. Age adds a further dimen-
sion cJ reality to play, helping players visualize their
characters as actual people, rather than merely num-
bers on paper. It is possible for beginning characters to
have range anywhere from age 17 on up, although few
characters will be older than 37 or so.
Effects of Age: At age 33, the effects<fage may start
to take their toll on a character physically. BegrnUng at
age 33, a character must check for the effects d age
each term. At the beginning ofthe fourth and fifth terms,
the character rolls 1D 10 to check for losses in Agility. At
the beginning cJthe sixth and seventh terms, both Agility
and Strength must be checked. Every term thereafter,
Agility, Strength, and Constitution must be checked.
(1he Effects cJ Age Table on page 319 illustrates this
progression.)
The character loses one point from the relevant
attribute if the 1D 10 roll is less than the current level
of that attribute. If the roll equals or exceeds the
attribute, there is no loss. This check is made at the
24 DARK CONSPIRACY
CHARACTER GENERATION
25
james stevens (order #2085857)
St. John and I had come fD ToronfD fD investigate
a rash ofritual murders among that city's homeless.
In order fD draw the murderers infD the open. we'd
decided to dress like street people ourselves and
hang around alleys. In other words, we'd set our-
selves out as bait.
Just aftermidnight, St. John radioed me fD report
he was being followed, and I ran fD back him up. He
was being followed, all right. We could see them
lurking in the shadows. Whatever they were, they
liked to run in packs.
Discretion being the better part of valor, we de-
cided fD call it a night, if we could shake our
pursuers. One thing led to another, and we found
ourselves in a blind alley, nothing but two-stDry
walls on three sides and a whole passel of mean-
and-uglies coming up {rom behind.
"If only we had a rope and grapple," SL John
moaned, "We could probably catch that right roof
edge and climb out. "
"How~ this?" He couldn't see my smirk in the
dark, butl'm sure he heard it as /pulled a rope and
grapple {rom under my coat.
"Do you always carry one of those?" he asked.
"Ever since Salt Lake City."
A {ew moments later; we were on the rooftop,
watching the hunters below milling around the
alley in frustration.
Just as character s have a history of careers
and contacts before the start of a Dark Con-
spiracy adventure campaign, they also will have
accumulated equipment and savings. In order to
reflect this fact. players generate starting money
for their characters, then use that money to buy
the equipment they desire.
72+ 10= 7. Therefore, Oscar will inflict 7 hit points Starting Money: In general , during each ca-
per Melee Combat (Unarmed) attack. reerterm, a character gains $1000 for each point
of Education possessed. This rather generically
STARTINGMONfY represents both a character's earning power and
abil ity to save. Of course, the money itself rep-
AND INITIAl fQU IPMfNT resents not only savings, but also equipment
Things had come off exactly according fD plan. accumulated. (That is, after starting money has
Only trouble was, we'd discovered that our plan been calculated, any of it that is spent on equip-
was flawed. ment is considered to have been spent over the
26 DARK CONSPIRACY
CHARACTER GENERATION
27
james stevens (order #2085857)
points to buy new skill levels. To buy a new level
SKILL IMPROVfMfNT costs points equal to its numerical value. For in-
One of the most significant rewards of an adven- stance, to raise Archery 4 up to Archery 5 would
ture session is a character's increased experience. cost five experience points. A character may pur-
Among other things, this includes improvement of chase more than level at once, but each level must
skills. Skill ratings are increased by use of experi- be paid for separately. For example. if the Archery
ence points. skill were to be improved from level 4 to level 6, the
Spending Experience Points: During the adven- character would have to spend 11 points total
ture session, each player should note (perhaps with (5+6). Points that are not converted may be accu-
a pencil checkmark, so it can be erased before the mulated.
next session) the skills used during the session. Option: If the players don't mind the bookkeeping
Only skills that the character used during the adven- involved, the referee may award points in specific
ture skills are eligible for improvement by use of skills, for use only in that skill (Archery experience
experience points. points, for example, or Foreboding experience
Experience points are converted to increased skill points).
levels between sessions, even if a session ends with a Initiative: A separate experience point system
cliff-hanging situation. Of course, in many cases the exists for improving Initiative. Initiative experience
points will end up being spent in a lull between adven- points are only awarded in sessions in which there
tures, but it is assumed that a character can even is a life-threatening battle. Initiative points are used
improve a sknl during the heat ci battJe. to buy increasing levels of Initiative just like any
To improve a skill, a character spends experience other skill, but Initiative experience points can only
28 DARK CONSPIRACY
CHARACTER GENERATION
29
james stevens (order #2085857)
CHARACTER raised througl the Secondary Activi-
ties Ust. So the player decides to begin
Her EDU is now 5, the magic
number needed for college entry.
Securities Exchange Commission
(SEC). Because itis herfirstterm in
30 DARK CONSPIRACY
v.s.el Use (Hov..-crol\) .•....•.•......... _ Longuoge c)N'ANIOS,E ) ......... ::3:: Thrown Weapon
meters per pointofSTR. which makes
Dara's throw range 32 meters.
Longuoge (
Longuoge (
) ......... _
) ......... _ 0 ,.,_...,..., 0 ,_......,,
(FOI'I·.kg~~ (F"a l-ltg~~
vided by 10 (round down). Steolth ........................................ ~ Empathy ..... ..f:_ Cu'"'"' ScmfCh Sllghr Se-rious Crflkat
Animol Empochy ......................... _ Head
8x1+ 10-0.8 (rounds to 0). lnlelligence .................................. ..!Z_
Since this would meke her un-
Computer Empothy ......... .
D CkJlliJ CNJ~
~::~:~~i:~-~~:::~::::::::::::::::::::::::::I
Empethic Heoling Chest
Foreboding •.... ............................ _
armed combat demage 0, she is
Pilot (Fixed· Wong) •...................... _ Human Ernp4thy ........
D l zz. l ~[fi]~
given the default value of 1. Pilot (Rowy) .••...... ..... ... Project E~YK~lion ....................... .... _
Right Arm
Initiative: Having taken only ci- Project Thought .. . .. . .. .. ... ... . . .. . . D [i]JI:ru ~Cili
vilian occupations, Dare will have a ~=:>.::::::::::::::::::::::::::::::::-. Willpower Orllin ........ . Left Arm
CHARACTER GENERATION
31
james stevens (order #2085857)
ary activity,another level of Stealth decides upon Melee Combat (Un - an Agility reduction.
32 DARK CONSPIRACY
Electronics ..................................
l.ztnguage ( ) ......... _
Leadership .................................. _
OJ ~
forgery ...................................... _
Lockpick ..................................... _
Luck ........................................... _1_
Persuasion ................................ ..
:'Hi t" ~J ri'p ci c! t y'~
(011~)
CHARACTER GENERATION
33
james stevens (order #2085857)
In Dark Conspiracy, careers atively mixing those listed be- skills to reflect the power of the mission, others do not. All
are divided among three broad low. For example, a person who music, and Luck to represent schools are limited to one term
categories: education, c.ivilian, wanted to play the role of a the breaks needed to make it unless otherwise indicated.
and military. Characters can pur- television evangelist would big, followed by nomenklatura
sue any type of career for which choose clergy as an occupation for the appropriate wealth. Undergraduate
they meet the prerequisites. for at least one term, followed
Note that while the careers by entertainer. Similarly, some- £DUCAT ION University
listed here do not cover every one who wanted to play a rock Higher education is a prereq- It has been said that one of
possible occupation a person 'n' roll superstar might choose uisite for many careers. Certain the benefits of gaining a liberal
might pursue, it is possible to entertainer, concentrating upon forms of higher education have arts degree is that it makes you
reflect other occupations by ere- Leadership and/or Persuasion Education requirements for ad- philosophical enough to cope
34 DARK CONSPIRACY
CAREERS
35
james stevens (order #2085857)
Agility instead of Education
CIVILIAN Astronaut when calculating starting
With the economic downturn, money.
OCCUPATIONS space exploration has not just
Civilian occupations include been back-bumered, it's been
the majority of things most put back in the fridge. Nonethe-
people think of as typical ca- less, NASA makes a decent in-
reers, from farmers to govern- come working as a satellite
ment bureaucrats. But many placement and repair service
things that people do not nor- for the corps. Few people know,
mally think of-such as home- however, that much of this
less, psychic test subjects, and money goes into a secret fund
gamblers-are included here as for investigating what the agency
well. suspects is a UFO invasion. As
an astronaut, you'll spend the
majority of your time as a NASA
investigator.
Entry: Undergraduate de- Athlete
gree, Pilot (any) 5+. The games get bloodier and
First Term S kills: The char- bloodier, and the industry be-
acter receives the following skills comes continually more con-
in the first term: cerned with entertainment. Attorney
Computer Operation 2 Whether from football, hockey, This is one of the things you
Pilot (Shuttle) 4 professional wrestling, or gladi- can do with a degree from law
Mechanic 1 ator-style competitions, the pub- school. See that entry for back-
Electronics 1 lic demands violent escapism. ground information.
SubsequeJ1t Term S kills: A Entry: Strength 7 +, Agility Entry: Law school.
total of 6 levels from any one or 7+. Firs t Term Skills: A total of 6
a combination of the following: First Te rm S kills: The char- levels from any one or a combi-
Acrobatics acter receives the following skills nation of the following:
Biology in the first term: Interrogation
Computer Operation Acrobatics 4 Persuasion
Instruction Medicall Bargain
Medical Melee Combat 1 Subsequent Term Skills: A
Observation Subsequent Term S kllls: A total of 6 levels from any one or
Physics total of 6 levels from any one or a combination of the following:
Pilot a combination of the following: Act/Bluff
Contacts: Two perterm, gov- Acrobatics Bargain
ernment, intelligence agency, Act/Bluff Business
journalist, and/or specialist Business Computer Operation
(PC's major skill). On a 1010 Leadership Instruction
roll of 7 +,the contact is foreign. Melee Combat lnterrogatiC'n
Spec ia 1: A character whore- Medical Leadership
mains an astronaut after char- Observation Observation
acter creation ends can join any Willpower Persuasion
PC group without having a pre- Contacts: One journalist and Psychology
vious connection to it. She or he one business, entertainment, Streetwise
simply shows up, following a medical, or specialist (Acrobat- Contacts: One per term, gov-
NASA lead. ics) per term. On a 1D 10 roll of ernment or criminal. On a 1 D 10
10, the contact is foreign. roll of 8+, the contact is foreign.
Special: For each term as an Special: Two secondary ac-
Athlete, use lower of Strength or tivities are allowed per term.
36 DARK CONSPIRACY
Bodyguard
Sometimes you're hired for
protection, other times just for
show. In any event, the sort of Bounty Hunter
people who can afford to hire Nowadays, the bounty hunter
you tend to draw the attention of business is booming. There are
violent types, so you often earn all sorts of organizations w illing
your fee. Life as a bodyguard to pay to have malefactors cap-
can be exciting, and you like the tured. It's not just the public
feeling of reacting to threats and authorities anymore; corps shell
overcoming them on a mo- out a lot of money every year to
m ent's notice. have escaped employees re- Clergy
Entry: Melee Combat (any) turned. It seems the golden age of
5 + and Small Arms (any) 4+. Problem is, the quarry is get- Civil fngineer science as savior never came.
Skills: In each term, a char- ting more dangerous every year, New construction materials High technology proved to be
acter gains a total of 6 levels too. and design techniques are be- only as good as the people who
from any one or a combination Entry: Agility 4+. ing developed every day. Anti- wield it, and as often as not,
of the following: First Term Skills: The char- earthquake, antiacid rain, anti- conflicts over the raw materials
Acrobatics acter receives the following skills radiation, and bombproof build- it required escalated into wars.
Archery in the first term: ings are the wave of the future. But people have to have hope.
Climbing Small Arms (Pistol) I It takes a real expert to keep on In the modern age of misery,
Leadership Stalking 1 top of the rapid changes. they need more than ever to
Demolitions Stealth I Entry: Master's degree, En- have a shoulder to lean on and
Electronics Streetwise 2 gineer 4+. an ear that listens. And they're
Foreboding (if EMP 1+) Melee Combat 1 First Term Skills: The char- willing to pay for the privilege.
Interrogation Subsequent Term Skills: A acter receives the following skills Some of those who step in to fill
Melee Combat total of 6 levels from any one or in the first term: the gap do so for a quick and
Observation a combination of the following: Demolitions 3 easy profit. Others are self-sac-
Small Arms Act/Bluff Engineer 2 rifking saints.
Stealth Leadership Physics 1 Entry: Charisma 5+, Educa-
Streetwise Disguise Subsequent Term Skills: A tion 4+.
Willpower Forgery total of 4levels from any one or First Term Skills: The char-
Contac t s: One per term, Lockpick a combination of the following: acter receives the following skills
criminal, business, or law en- Luck Climbing in the first term:
forcement. On a 1D 10 roll of Melee Combat Demolitions Leadership 2
CAREERS
37
james stevens (order #2085857)
Persuasion 2 craft in the sky with chewing Electronic text trllnsfer is fliSt-
Psychology 2 gum and baling wire. an absolute necessity in our time
Subsequent Term S kills: A Entry: Technical school, Pi- of rllpid-fire technological ad-
total of 6levels from any one or Jot (Fixed-wing or Rotary) 3+. vances. As a computer opera-
a combination of the following: A rst Te rm S kills: The char- tor or programmer, you serve as
Act/Bluff acterreceives the following skiUs an essentilll cog in the elec-
Human Empathy (if Empa- in the first term: tronic machinery that makes
thy 1 +) Navigation 2 the world run.
Leadership Observlltion 2 Entry: Technical school or
Persuasion Pilot (FJXed-wing or Rotary) 2 undergrlldullte degree, Com-
Psychology S ubsequent Term S kills: A puter Operlltion 2+.
Willpower total of 6 levels from llny one or Ars~ Te rm Skills: The char-
Contacts: One per term, any a combination of the following: acterreceives the following skills
type. On a 1010 roll of 10, the Mechllnic in the first term:
contact is foreign. Computer Operation Business 1
S pecial: No secondary ac- Electronics Computer Operlltion 3
tivities are allowed during the Mechanic Electronics 1 Ars t Term S kills: The char-
first term as clergy. Naviglltion Computer Empathy 1 (if acterreceivesthefollowingskills
Observation Empathy 1+) in the first term:
Pilot (Fixed-wing or Rotllry) Subsequent Term Skills: A Climbing 1
Contacts: One per term, spe- total of 6Jevels from any one or Demolitions 1
cialist (Pilot). On ll 1D 10 roll of ll combination of the following: Engineer 2
10, the contact is foreign. Business Vehicle Use (Wheeled or
Special: None. Computer Empllthy (if Em- Heavy Vehicle) 2
pathy 1+) S ubsequent Term Skills: A
Computer Operation total of 6 levels from any one or
Electronics a combinlltion of the following:
Instruction Climbing
Contacts: One per term, spe- Demolitions
cialist (Computer or Electron- Engineer
ics). On ll 1 D1 0 roll of 10, the Mechanic
contllct is foreign. Vehicle Use (Wheeled or
Special: When calculating Heavy Vehicle)
beginning money, use Computer Contacts: One per term, spe-
Operation instead of Educlltion cialist (Engineer). On a 1010
for all terms as a computer op- roll of 10, the contact is foreign.
Commercial Pi lot erator/progrllmmer. S pecial: None.
When the high and mighty
wantto gosomeplllce, they want Construction Worker Criminal
to get there fast, and they want There will lliWliYS be a need Player characters in Da rk
to get there in style. Flying gives for strong backs lind skilled Conspiracy are supposed to be
them thllt speed, and it mllkes hands to crew construction heroes. But sometimes they're
them feel like royalty as they Computer Operator I projects. Of course, the ques- tarnished heroes who have bro-
gaze disdainfully down upon the tion is. when and where. De- ken laws to cchieve their goals.
world below. But they also Wllnt Programmer mands for construction workers Of course, sometimes a Jaw
safety. They're willing to plly Just as the invention of move- chllnge from season to season deserves to be broken. For what-
handsomely for expert pilots able type changed the fliCe of and region to region. As long as ever reZ~Son, then, a PC may
who are willing to be trellted like the world by ushering in the you're willing to go where the have experiences reflected by
a chauffeur. Jndustriru Age, so the develop- work is and lire skilled enough this career.
Of course, if you want more ment of the semiconductor hlls to compete with other illborers, Entry: Agility 5+.
respect than that, there Me Jots revolutionized our own erll by you'll do fine. Arst Term S kills: A total of 6
of operations keeping their llir- ushering in the Computer Age. Entry: Strength 4+. levels from any one or a combi-
38 DARK CONSPIRACY
CAREERS
39
james stevens (order #2085857)
Melee Combat term, a character gains the fol-
Persuasion lowing skills:
Swimming Biology 2
Vehicle Use (Motorcycle or Climbing 1
Wheeled Vehicle) Observation 2
Vessel Use (Boat) Tracking 1
Contacts: One per term. On Subsequent Term Skills: A
a 1D 10 roll of 8+, the contact is total of 6 levels from any one or
in government, otherwise it is in a combination of the following:
entertainment. If it is entertain- Acrobatics
ment, on a 1D10 roll of8+ it is Animal Empathy (ifEMP 1+)
foreign. Arch~ry
Special: At the referee's op- Biology
tion, random NPCs may recog- Climbing
nize the character as a favorite Empathic Healing (if EMP
TV or movie star. 1 +)
Foreboding to fuel wars in the Middle East,
f ntertainer Horsemanship Asia, and Africa. It's mind-nlJlTlb.
When times are worst, that's Human Empathy (if EMP 1 +) ingly dull work, but it's a living.
when people need escapism the Melee Combat Entry: No prerequisites.
most. Ironically, what the poor Navigation First Term Skills: The char-
want to spend their entertain- Observation acter receives the following skills
ment money on is a chance to Persuasion in the first term:
see the glamor and glitz of the Small Arms Business 1
rich. You're part of the industry Stealth Mechanic 2
that gives them that vision. It Swimming Electronics 1
can be depressing, because you Thrown Weapon Subsequent Term Skills: A
know it's all a facade. You know Tracking total of 41evels from any one or
the diamonds they see are only Contacts: One per term, a combination of the following:
rhinestones, and the stardust is criminal, law enforcement, or Business
only sequins. But when you're government. On a 1D 10 roll of Leadership
really on a roll, sometimes you 9+, the contact is foreign. Electronics
can see through their eyes, and Special: None. Mechanic
for just a moment the dream Contacts: One per term,
becomes real. fnvironmentalist fadory Worker business. On a 1D10 roll of 10,
Fntry: Charisma 8+. One of the worst effects of You used to build cars. Big the contact is foreign.
First Term Skills: The char- the Greater Depression has been American cars with sleek shapes Special: Factory workers are
acter receives the following skills that no one has the clout any- and pinstripes and chrome trim, allowed two secondary activi-
in the first term: more to enforce protection of or pickup trucks. They were ties per career period.
Act/Bluff 3 the environment. As a result, cars that the average American
Disguise 1 the business world seems to drove home in and parked in farmer
Observation 1 have abandoned itself to a mad their garages. Nobody buys Once, not too long ago, fields
Persuasion I scramble to rape the Earth be- them anymore. Now they buy full of crops stretched in every
Psychology 1 fore anyone else gets it all. Yugos or Russian Zils, if they direction farther than the eye
Subsequent Term Skills: A There's not a lot an individual can afford them. Except the could see. Back then, families
total of 6 levels from any one or can do to turn things around, wealthy, of course, who still buy used to make a business out of
a combination of the following: but you're determined to pro- BMWs and Mercedes and stretch farming. Then the agricorps
Act/Bluff tect as much of the natural world limousines. came and glutted all the mar-
Disguise as you can, even if it means So now you build weapons kets withtheirforce-grown, hot-
Horsemanship using violence. systems. You run the machines house crops. Family farms
Language Fntry: No prerequisites. that plug components into con- couldn't stay in business, and
Luck First Term Skills: In the first trol panels for guns and missiles the majority of them just went to
40 DARK CONSPIRACY
CAREERS
41
james stevens (order #2085857)
go over. Maybe you and your Luck
chums out to find out who that Melee Combat
someone is and kick some butt. Observation
Entry: Charisma 3+. Persuasion
A rst Term Skills: In the first Pickpocket
term, a character gains the fol- Stalking
lowing skills: Stealth
Act/Bluff 1 Streetwise
Melee Combat (Unarmed) 1 Willpower
Stealth 1 Contacts: One per term,
Streetwise 3 criminal, journalist, or law en-
Subsequent Term Skills: A forcement. On a 1D10 roll of
total of 6 levels from any one or 10, the contact is foreign.
a combination of the following: Special: No secondary activi-
Acrobatics ties are allowed for the homeless.
Act/Bluff Also, no money is received for
Archery SEC, IRS, and the like. Using tenT\S as homeless. Careers prior
Climbing their primary missions as cover, Homeless to and after this state do provide
Leadership these agencies are collecting You're an expert at urban starting money. however.
Foreboding (if EMP 1+) the data that may tum things survival. You know all the latest
Lockpick back around. scams for getting food and at
Melee Combat Ent ry: Undergraduate de- least minimal shelter out on the
Pickpoc.k et gree, Intelligence 6+, Charisma streets. As well, you know pretty
Small Arms (Pistol) 6+. much every face within your
Stalking A rst Term S kills: The char- territory, every deal that's going
Stealth acter receives the following skills down, every trap to avoid. Lately,
Streetwise in the first term: though, things have been get-
Thrown Weapon Interrogation 2 ting really weird. There's a feel-
Contact s: One per term, Language 1 iJlg in the air, like something
criminal, law enforcement, or Observation 1 'Unhealthy has settled its nets
specialist (Streetwise). On a Small Arms (Pistol) 2 around the area. If you can't get
1D 10 roll of 10, the contact is S ubsequent Term S kills: A someone with clout to listen,
foreign. total of 4 levels from any one you figure it might be getting
S pecial: When calculatin g or a combination of the fol- time to move on.
starting money, use CHRx$500 lowing: Entry: No prerequisites.
for each term as a ganger. Act/Bluff Ars t Term S kills: The char-
Computer Operation acter receives the following skills
Government Agent Disguise in the first term: Journalist
Faced with corporate aggres- Forgery Melee Combat (Unarmed) 1 Technically, the col.D'ltry still
sion, the federal government Interrogation Observation 2 has a free press. But most of the
stepped back into the wings. Language Streetwise 3 national news services have
Most people think it's moribund, Leadership Su bsequent Term Skills: A fallen prey to the big money of
that it will never recover. But Lockpick total of 6 levels from any one or the corps. That leaves you to fill
you know it's playing possum. Melee Combat a combination of the following: the gap. You work for a street-
All available money and re- Sm.all Arms Animal Empathy (if Empa- comer rag that prints all the
sources have been poured into Willpower thy 1+) news that fits. Across your front
clandestine operations to find Contacts: One per term, gov- Archery pages headlines clamor about
out exactly what's behind the ernment or intelligence com- Foreboding (if Empathy 1+) the ghost of Elvis and two-
new world order. It's no longer munity. A result of 8+ on 1D 10 Human Empathy (if Empa- headed babies born on roller
just the CIA and FBI, either. means the contact is a foreign thy 1+) coasters. But in between those
Nowadays some of the most one. Language stories are others liketheoneabout
effective agents are FCC, EPA, Special: None. Lockpick the rtual m urders i'l Galveston.
42 DARK CONSPIRACY
CAREERS
43
james stevens (order #2085857)
gence 3+. Entry: Medical school. poratetakeover. they're notable ter must spend the next term in
First Term Skllls: The char- First Term S kills: The char- to watchdog the world's trouble a noncombat career due to se-
acterreceives the following skills acterreceives the following skills spots as effectively any more. rious wounds. A roll of 10 means
in the first term: in the first term: As a result, the temperature of the character was captured by
Electronics 2 Computer Operation 1 brush wars has risen a number the opposition and must spend
Mechanic 4 Medicall of degrees, and the countries the next term in prison (as a
Subsequent Term Skills: A Observation 1 involved are crying for some- prisoner).lf more that one term
total of 6 levels from any one or Persuasion 1 one to come and train their is served, add + 1 to Initiative.
a combination of the following: Psychology 1 troops in modem warfare tech-
Bargain S ubsequent Term S kills: A niques. Of course, part of train-
Business total of 4 levels from any one or ing them is supplying them, so
Electronics a combination of the following: if you're sharp, it's pretty easy
Lockpick Business a
to make lot of money really
Mechanic Computer Operation fast. You just have to be careful
Vehicle Use (Motorcycle or Leadership to duck when the bullets start
Wheeled Vehicle) Medical flying.
Contacts: One per term, a Persuasion Entry: STR 4+, prior military
specialist in one of the above Contacts: One per term, career.
skills. Roll 1D1 0 for 10 for the medical. On a 1D1 0 roll of 7 +, First Te rm Skllls: The char-
contact to be foreign. the contact is foreign. acter receives the following skills
Special: For each term as a S pecial: The first term is in-in the first term:
mechanic, use Mechanic instead ternship and residency. No sec- Bargain 1
of Education when calculating ondary activity is allowed dur- Language 1
money. ing this time. For each addi- Melee Combat 1
tional career period, doctors Small Arms 1
are allowed two secondary ac- Stealth 1
tivities. Doctors get one doctor's Subsequent Term S kills: A Merchant Marine
medical bag free. For each term total of 6 levels from any one or Even in this fast-paced world,
as a medical doctor, use Medi- a combination of the following: there are some things that can
cal instead of Education when Archery afford to take days or weeks to
calculating starting money. Climbing get from place to place. The
Demolitions bottom line is cost-effectiveness,
Heavy Weapons and it's always going to be
Interrogation cheaper to move things by boat
Language than by plane. The life of a mer-
Leadership chant marine involves some
Luck hard labor, but it also allows you
Medical a lot of time between ports to
Melee Combat think. Lately, one of the things
Small Arms you've been thinking about is
Stealth the increase in piracy. Target
Swimming practice has become a daily
Medical Doctor Thrown Weapon drill on board many vessels, and
For the past couple of centu- Tracking a few have taken to mounting
ries, doctoring has been a good Vehicle Use big guns in preparation for na-
gig with high pay and lots of Contacts: One per term, val battles.
perks. Lately, there has been an criminal, government, intelli- Of course, there are other
increased demand for doctors gence community, military, or things to think about-like the
with lots of knowledge about another mercenary. On a 1D 10 rumors ofstrange creatures that
emergency medicine. It looks Mercenary roll of 6+, the contact is foreign. are beginning to circulate. And
like business will remain good With the old superpowers Special: RolllDIO once per the increasing number of "Over-
for a long time to come. cooling their heels after the cor- term. On a roll of 9, the charac- due, presumed lost" entries in
44 DARK CONSPIRACY
CAREERS
45
james stevens (order #2085857)
hide) 2 But your interest has led you contact to be foreign.
S ubsequent Term Skills: into subjects you never ex- Special: None.
Medical 1 plus a total of 51evels pected. You've begun to find
from any one or a combination evidence of a psychic invasion
of the following: sweeping the planet. Now, you
Biology realize that the research you are
Computer Operation doing is no longer merely simple
Human Empathy (lfEMP 1 +) interest: It may be the only thing
Language that can save the world.
Melee Combat Entry: Prior term as psychia-
Psychology trist.
Small Arms Firs t Term Skills: In the first
Vehicle Use (Wheeled Ve- term, a character gains the fol-
hicle) lowing skills:
Contacts: One per term, Observation 2
medical. A roll of 10 on 1Dl 0 Willpower 2
means the contact is foreign. Human Empathy 1 you are able to inspire faith in the
Special: None. Foreboding 1 masses, and with their backing
S ubsequent Term Skills: A you know you can achieve the
total of 5 levels from any one or changes necessary to set the
a combination of skills from the world to rights. But they'll have to Prisoner
list below, plus 1 level in any trust you to use that power If you're going to dance,
empathic skill. wisely, because you can't tell sooner or later you have to pay
Act/Bluff them what's really wrong.lf you the piper. If you're going to lead
Biology were to tell the public about the a life of crime, eventually you're
Chemistry Dark Minions, chances are you'd going to get caught. When that
Electronics merely be ridiculed by the elec- happens, you'll end up here.
Instruction torate, and you'd certainly draw Entry: Forced due to capture
Interrogation the Dark Minions' attention. while engaged in criminal activ-
Leadership Entry: Charisma 8 +. ity.
Medical Firs t Term Skills: The char- Skills: A total of 6levels from
Observation acter receives the following skills any one or a combination of the
Persuasion in the first term: following:
Psychology Leadership 3 Acrobatics
Willpower Persuasion 3 Act/Bluff
Contacts: One per term, Subsequent Term Skills: A Bargain
Paraphysicist medical, academic, or em- total of 5 levels from any one STR +1
As an expert in the workings pathic. On a 1010 roll of7+, the or a combination of the fol- Business
of the human mind, you have contact is foreign. lowing: Disguise
become very interested in what Special: Double normal start- Act/Bluff EDU +1
have come to be called the ing money per term as a para- Bargain Electronics
empathic powers. This field was physicist. Free paraphysicist's Business Foreboding (if EMP 1 +)
once known as parapsychol- field kit Interrogation Forgery
ogy, but as the laws governing Instruction Instruction
their use have become better Politician Language Lockpick
known, it has been rechristened In this increasingly complex Leadership Mechanic
paraphysics. You want to delin- world, public governance is be- Luck Medical
eate the limits of those powers, coming steadily more demand- Observation Melee Combat
to learn how they work, and to ing. No one is really qualified to Persuasion Observation
discover what has brought about make sense of things, but you Contacts: Three per term: Persuasion
their sudden upsurge in today's believe that you are more quali- journalism, government, or mili- Pickpocket
world. fied than most Most importantly, tary. Roll 1D 10 for 7 + for the Psychology
46 DARK CONSPIRACY
CAREERS
47
james stevens (order #2085857)
terms as a prole, and any money Psychology acterreceives the following skills cushy jobs. Someone has to
earned at prior careers is forfeit. Willpower in the first term: sort the mail, drive the school
Onlycareers held afterproledom Contacts: One per term, spe- Human Em~thy 3 buses, and make out city water
ends count toward starting cialist (Psychology), or medi- Project Emotion 2 bills. You're just happy to have a
money. cal. A roll of 8+ on 1D 10 means Willpower 2 job at all, especially as this one
the contact is foreign. Alterna- S ubsequent Term Skills: A provides you with both the
tively, the referee may allow the total of 81evels from any one or money and the time to pursue
contact to be a patient with an a combination of the following: your hobbies.
interesting background or link Any Empathy skill Entry: No prerequisites.
to the Dark Minions. Luck First Term Skllls: The char-
Special: When calculating Observation acter receives the following skills
starting money, each term as a Willpower in the first term:
psychologist counts triple. Medical Business 2
Contacts: One empathic, Computer Operation 3
government, or medical per Subsequent Term Skills: A
term. On a 1010 roll of9+, the total of 6 levels from any one or
contact is foreign. a combination of the following:
Special: Roll 1D 10 versus Business
Charisma each term or the char- Computer Operation
acter must flee from the lab after Instruction
being judged too uncontrollable Leadership
to live. Characters who are Persuasion
forced to flee cannot return to Contacts: One per term,
Psychiatrist this career. business or government. On a
Stress in the modem world is When calculating starting 1010 roll of 10, the contact is
extremely high, and many money, use Empathy instead of foreign.
people are suffering mental Education for each term as a Special: Two secondary ac-
breakdowns as a result. Some psychic test subject. However, if tivities are allowed each term.
of them lash out in violence, the character has to flee the lab,
adding to the stress. Others be- all payment for this career is lost
gin to "see" strange things that (i.e., do not count the terms
have no place in the real world. Psychic Test Subjed toward starting money at all).
It is your job to help these people Here and there across the
copewiththeirstressinahealthy globe, clandestine labs to study
manner. The problem is, you're psychic phenomena are being
beginning to wonder if some of built by a number of different
these strange visions might not organizations. You have been
be true. identified as manifesting high
Entry: Medical school and psychic potential and have been
M.A. (or M.S.) in psychology. recruited or captured to become
Term Skills: In each term, a test subject. All sorts of stimuli
the character receives a total of are tried to bring your abilities to
41evels from any one or a com- light: hypnosis, drug therapy,
bination of the following: and electrostimulus are just a
Business few. The result has been a rapid
Computer Operation improvement in your empathic
Instruction powers. But you've learned a State/Local
Interrogation few things about medicine and
Leadership psychology along the way, as Law fnforcement
Medical well. It takes a tough cop to keep
Observation Entry: Empathy 5+. Public fmployee the locals in line intoday's world,
Persuasion First Term Skills: The char- Not everyone can have the and thl!lt's where you come in.
48 DARK CONSPIRACY
CAREERS 49
james stevens (order #2085857)
Thrown Weapon
Tracking
Vehicle Use
Vessel Use (Boat)
Willpower
Contacts: One per term, mili-
tary. On a roll of 8+ with 1D1 0,
the contact is foreign.
Special: None.
Officer
Entry: OCS, military acad-
emy, or commission.
First Term Skills: The char-
acterreceives the following skills
in the first term:
Engineer Leadership 2 starting money, count each term Parachute
Heavy Weapons Observation 1 as an officer as double. Small Arms
Mechanic Willpower 1 Stealth
Medical Subsequent Term Skills: A fl ite forces Stalking
Melee Combat total of 3levels from any one or Elite Forces is a generic term Swimming
Navigation a combination of group A, plus that includes the specialized in- Thrown Weapon
Observation 2 levels from group B: fantry groups of Airborne, Rang- Tracking
Small Arms ers, and Mountain Infantry, as Vehicle Use
Stealth Croup A: well as the separate Special Vessel Use (Boat)
Thrown Weapon Business Forces (Green Berets). Basic Willpower
Vehicle Use Climbing training is the same as under Contacts: One perterm, mili-
Subsequent Term Skills: A Computer Operation Regular Forces. tary. Roll an 8+ on 1D10 for the
total of 4 levels of skills to be Interrogation contact to be foreign.
chosen in any combination from Language fnlisted Special: If more than one
those listed below: Leadership Entry: Strength+Constitu- term is served, + 1 to Initiative.
Bargain Melee Combat tion+Agility= 17+.
Climbing Navigation First Term Skills: The char- Officer
Leadership Observation acterreceives the following skills Entry: Strength+Constitu-
Computer Operation Psychology in the first term: tion+Agility=15+, and OCS, mili-
Demolitions Small Arms Heavy Weapons 1 tary academy, or commission.
Electronics Stealth Melee Combat (Unarmed) 2 First Term Skills: The char-
Engineer Willpower Navigation 1 acter receives the following skills
Heavy Weapons Small Arms 2 in the first term:
Instruction GroupB: Thrown Weapons 1 Leadership 2
Interrogation Demolitions Subsequent Term Skills: A Melee Combat (U11armed) 2
language Engineer total of 6 levels from any one or Navigation 1
Mechanic Heavy Weapons a combination the following: Small Arms 1
Medical Mechanic Climbing Thrown Weapons 1
Melee Combat Swimming Demolitions Subsequent Term Skills: A
Navigation Thrown Weapon Heavy Weapons total of 51evels from any one or
Observation Vehicle Use Interrogation a combination of group A, plus
Parachute Vessel Use (Boat) Language 2levels in any combination from
Small Arms Contacts: Two per term, mili- Leadership group B:
Stealth tary. A roll of7+ on 1D10 indi- Melee Combat
Stalking cates the contact is foreign. Navigation Group A:
Swimming Special: When calculating Observation Business
50 DARK CONSPIRACY
CAREERS
51
james stevens (order #2085857)
Mechanic Navigation Swimming Swimming
Navigation Observation Vessel Use (Boat) Vessel Use (Boat)
Observation Persuasion Contacts: One per term, mili- Contacts: Two per term, mili-
Small Arms Pilot (Fixed-wing or Rotary) tary or intelligence community. tary or intelligence. Roll 1D10
Swimming Small Arms Roll 1D1 0 for 8 + for the contact for 7 + for the contact to be for-
Vessel Use (Boat or Ship) Contacts: Three per term, to be foreign. eign.
Willpower military or specialist (Pilot). Roll Special: If more than one Spedal: Count each term as
1D1 Ofor7 + forthecontacttobe term served, + 1 to Initiative. SEAL officer double toward
GroupB: foreign. starting money. If more than
Computer Operation Special: Double the normal one term served, + 1 to Initia-
Electronics starting money for terms as tive.
Engineer naval aviator.
Language Uniled SloleJ
Psychology
Contacts: Two perterm, mili- Air force
tary. Roll 1D10 for 7 + for the The US Air Force was origi-
contact to be foreign. nally part of the US Army, but it
Special: Double the normal became its own distinct service
starting money during each term after World War II. Its primary
spent as a naval officer. function is to provide fixed -wing
combat and support aircraft.
Entry: No prerequisites
Basic Training: In Air Force
basic training, characters re-
ceive the following skills:
Melee Combat (Unarmed) 1
SfAL Officer Small Arms 1
Entry: Strength+Constitu- Swimming 1
tion+Agility=15+, and OCS, Thrown Weapon 1
military academy, or commis- Special: Characters with both
fnlisted SfAL sion. Intelligence and Education of
First Te rm Skills: The char- 7 +may enter OCS.Ifthey do so,
(Sea Air Land) acter receives the following skills they receive Leadership 1, are
Entry: Strength+Constitu- in the first term: commissioned as 2nd lieuten-
tion+Agility= 15+. Demolitions 1 ants, and then conduct their first
First Term Skills: The char- Leadership 1 term normally.
acter receives the following skills Melee Combat 1
in the first term: Swimming2
Naval Aviator Swimming3 Vessel Use (Boat) 1
Entry: Must be officer, Agility Demolitions 1 Subsequent Te rm Skills: A
8 +. Melee Combat (Armed) 1 total of 7 levels from any one or
First Term Skills: The char- Vessel Use (Boat) 1 a combination of the following:
acter receives the following skills Subsequent Term Skills: A Demolitions
in the first term: total of 7 levels from any one or Heavy Weapons
Pilot {FIXed-wing or Rotary) 6 a combination of the following: Leadership
Navigation 1 Demolitions Melee Combat
Subsequent Term Skills: A Heavy Weapons Navigation
total of 3 levels from any one or Navigation Observation
a combination of the following: Observation Parachute
Instruction Parachute Persuasion
Leadership Small Arms Small Arms
Mechanic Stealth Stealth
52 DARK CONSPIRACY
Civilian Occupations
Astronaut Journalist
Athlete Manager
Attorney Martial Artist
·Bodyguard MecN!nic
Instruction Bounty Hunter Medical Doctor
fnlisted Airman Leadership Civil Engineer Mercenary
Entry: No prerequisites. Mechanic Clergy MercN!nt Marine
Arst Term Skills: The char- Navigation Commercial Pilot Mystic
acter receives the following skills Observation Computer Operator/ Nomenklatura (Idle Rich)
in the first term: Parachute Programmer Paramedic
Electronics 2 Persuasion Construction Worker Paraphysicist
Mechanic 2 Pilot (Fixed-wing or Rotary) Criminal Politician
Subsequent Term Skills: A Small Arms Cyborg Escapee Prisoner
total of 5 levels from any one or Contacts: Two per term, spe- Drifter Private Investigator
a combination of the following: cialist (Pilot). A roll of 7+ on Entertainer Professor
Electronics 1D 10 means the contact is for- Environmentalist Prole (Corporate
Instruction eign. Factory Worker Welfare Recipient)
Leadership Special: When calculating Farmer Psychiatrist
Mechanic starting money, count each term Federal Law Enforcement Psychic Test Subject
Parachute of Air Force pilot double. Gambler Public Employee
Pilot (Fixed-wing or Rotary) Ganger State/Local
Small Arms Government Agent Law Enforcement
Vehicle Use Homeless Truck Driver
Contacts: One per term, mili-
tary. On a roll of9+ on 1D 10, the Militqry Occupations
contact is foreign. United States Army Elite Forces
Special: None. Regular Forces Enlisted
Enlisted Officer
Pilot (Officer) Officer
Entry: Agility 6+ and OCS, Elite Forces United States Navy
military academy, or commis- Enlisted Enlisted Seaman
sion. Offtcer Naval Offtcer
First Term Skills: In the first Naval Aviator
term, a character gains the fol- United States Marine Corps EnlistedSEAL(SeaAlrLand)
lowing skills: Regular Forces SEAL Officer
Navigation 2 Enlisted
Pilot (Ftxed-wing or Rotary) 4 Officer United States Air Force
Subsequent Term Skills: A Enlisted Aimuln
total of 6 levels from any one or Pilot (Officer)
a combination of the following:
CAREERS 53
james stevens (order #2085857)
T~~OC ~f~~L~T~~~
& $ U< DlL lL $ - / /-'-
54 DARK CONSPIRACY
56 DARK CONSPIRACY
58 DARK CONSPIRACY
60 DARK CONSPIRACY
62 DARK CONSPIRACY
---- DARKCONSPIRACY
... ·-.
'
..
t~d
( ,
~*
..
• I
I
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;r.r-r~ :
ColllsP,Irac::v is
out own, but projected just o few
years into the future. This world has
suffered o global economic c:ollopse,
sometimes celled the Greater~·
pnpJCQ2~ 011id a disintegration oflhe
nation-sUites. Notions still
DARK T IMES 65
james stevens (order #2085857)
Rather than drawing back, humankind seemed
THf STATf Of THf UNION compelled to leap into the yawning chasm. Greed
The United States of the near future is similar to that and hostility seemed the principal motivations of
of today in outline, but differs dramaticaUy in detail. key players in world finance and government.
Waves of nationalist secession movements swept
Onset Of The Dark Times Europe, Asia, and Africa. The Soviet Union pro-
Throughout the 1990s, the world stood poised vided the largest and most grotesque examples of
on the brink of the abyss. Global population ap- nationalism gone wild. Republics seceded from the
proached critical levels. The socialist world was Union, provinces seceded from the republics, dis-
imploding economically, which placed major strains tricts seceded from the provinces, until virtually all
on the rest of the world's fmancial institutions. The that was left were warring bands terrorizing the
capitalist world was at the end of several ·decades "foreigners" in the next village.
of reckless investments. Internationally. hundreds Greed fueled the speculative binge among finan-
of billions of dollars had been loaned to govern- cial institutions. Senior officials, in their rush to
ments which faced insolvency and loan default. make their fortune quickly and get out before the
Domestically, investments by even traditionally collapse, hastened the collapse itself.
conservative institutions. such as banks, insurance Then came the wars-wars over oil in the Middle
companies. and savings and loans. had been in- East. over land in the Indian subcontinent, over
creasingly concentrated in high-risk ventures, such nationality in Europe. China slipped into anarchy
as large real estate development schemes, stock and civil war, while new regional powers struggled
speculation, and "junk" bonds. for domination of their neighbors by force of arms.
66 DARK CONSPIRACY
URBAN SPRAWL
With the rise of huge agricorps and the collapse
of traditional markets, people fled the countryside
DARK TIMES
67
james stevens (order #2085857)
Many small businesses-restaurants. shops, and strike out on raids into the controlled zones. Police
light manufacturing facilities--have remained open, attempting to follow them are increasingly sub-
but it is more of a struggle than ever for them to keep jected to ambushes, and infrequent attempts to
the wolf from the door. Average salaries have steadily clean out these areas resemble a military cam-
declined, while prices have continually increased. paign, with the police supported by armored ve-
Transportation costs, in particular, have risen astro- hicles and clearing the area building by building.
nomically, forcing working people to move into the Yet, in the very center of the cities, new skyscrap-
inner cities, closer to their jobs. ers attest to the wealth of the international business
This has left the suburbs for the unemployed and conglomerates. Whole downtown areas are pur-
rural refugees ofthe Farm Family Relocation Camps. chased by these corporate entities. then fenced off
Consequently, those suburbs have degenerated into and reworked to house their employees in comfort
nightmarish ghettos of squalor and crime. while the rest of the world sits outside and watches
Municipal police are responsible for order in the with hungry eyes. Here. safe within well-patrolled
sprawling metroplexes. but large areas of urban walls and fences, a few glittering towers stand
slum are entered by the police only when in hot surrounded by lush green lawns and sparkling
pursuit, and then with great caution . These areas are fountains. Many municipalities have ceded police
surrounded by signs reading MYou Are Now Leaving authority to megacorporations for their own proper-
A Controlled Zone." ties, relieving government of a financial burden
With large areas no longer under police control, while giving corporate executives virtual life-and-
violent subcultures have inevitably grown up. Many death power in their own domains.
gangs are based in the abandoned parts of town and Working from the very center of a city outward,
"A
U AilE NO~ LI~AVIN~
,
CO~TQI.LED ZONE
~~;~~v~.
N •~~ 'Z_o 2\Ju'
68 DARK CONSPIRACY
DARK TIMES
69
james stevens (order #2085857)
to survival on the fringes of society. They are largely decay, and even nuclear radiafun contaminafun are
without regular income, and often without a regular accepted as unavoidable.The corporations are uncon-
residence. Many eke out a meager existence as cerned about what happens to the masses, as long as
ballotmen, selling their vote proxies to the megacor- their own playgrounds remain clean, while federal
porations in return for a subsistence stipend used to governments have little or no ability to enforce the
buy food and clothing from company stores. Others antipollution laws they once made.
live by crime and violence. A few aspects of environmental ruin apply globaDy.
Background radiation has increased, bcth as a result of
,,GOD SHfD HIS GRAC£ a thinning ozone layer and radioactive fallout from
the few nukes and many R-bombs that many Third
ON Ttl££. .. ,,. \l.brld countries have used. (R-bombsarea poor man's
The nearly deserted countryside between the nuclear weapon, ideally suited to nations without the
metroplexes, once the most pleasant land on the technical capability to build nuclear devices. They
face of the Earth, has become a howling wilderness, consist of a high-explosive charge surrounded by
nightmarish in its hostility. nuclear waste. Upon detonation, they contaminate a
sizablearea with lethal radiation for 1000 ormoreyears.)
~ Donll
Drink The Water; Heavy levels of air pollution have brought about
an increase in acid rain; polluted water is taken for
Don"t Breathe The Ai r'" granted in most populated areas. Even in the most
The global tensions and economic collapse imposed developed countries, no one drinks water any more
a war mentality on America, and during any war, until it has been treated.
environmental concerns take a back seat. Oil spills, Weather patterns have been severely disturbed
to xic waste contamination, acid rain, ozo ne layer by atmospheric pollution. Extreme fluctuations in
70 DARK CONSPIRACY
DARK TIMES
71
james stevens (order #2085857)
the deserted back roads on motorcycles or heavily greater turmoil and misery. Its influence on the
modified cars, many of them with weapons mounts. actions of humankind is detectable, but subtle.
They live by robbery and extortion. Increasingly, however, there are much less subtle
manifestations of its presence.
TH£ DARK
Worse than all the natural disasters which have The Dark Minions
befallen the world is a clearly unnatural one. A dark For eons, humanity has whispered stories about eva
force has returned to Earth. and now is causing even beings d supernatural aigin: trolls, demons, vampires,
zombies, elves, moriocks, and many more. Now crea-
turessimilartotheselegends have begun to appear. The
harried authorities dismiss reports about them as
hoaxes, or the product of deranged minds. Some of
the authorities deliberately cover the reports up, for
sinister reasons of their own.
Most of what you know about the Dark Minions is
rumor. You suspect that they are the servants of the
evil force feeding offof the world's agony, rather than
the actual source of the evil. You know they have
some similarities to the creatures of legend, which
may give hints to their weaknesses. But you also
k now that the legends were only the attempt of a
primitive person to describe a very sophisticated
being which he o r she only vaguely understood.
Demonground
Bizarre areas are beginning to appear in uncon-
trolled territory, both in the cities and the country-
side. Locals call them a variety of names, but the
most common is Dernonground. Since marauding
bands no longer strike out from these areas, the
police leave them alone, and attribute the strange
stories about them to ignorant superstition. Most
humans who venture into such areas never return.
In the countryside, Demonground usually has
bizarre vegetation: bleak, twisted trees and tangled
thorn bushes are the most common, with consider-
able stretches of bare, muddy ground or exposed
bedrock. In cities, decayed buildings are often altered to
include mazes of weird organic-looking tunnels. These
are frund either inside buildings or linking separate
buildings. and they wander in seemingly random direc-
tions. Often they slope up or down and ccnnect to the
sewers or even lower levels of excavations.
Dark Minions often inhabit these areas' hearts.
,.
.. .
I I
'\
expert adventurers
rely heavily upon careful investigation and thor-
ough planning before making their move. Even the
experts make mistakes som etimes, however. That's ~
~
when ~ com~ skills become im- ~
10 20 30 40 50 40 30 20 10 G
•
•
....... • • ••
• •
•
•
•
Two-Meter
football field Grid
74 DARK CONSPIRACY
76 DARK CONSPIRACY
COMBAT E. DAMAGE
77
james stevens (order #2085857)
she would normally act. She could elect to act in phase
UNARMfD Mflff COMBAT 3, lose her action in phase 2, and act again in 1, for
Characters must be within two meters of each other to example. Or she might decide to lose phase 3, then act
make unarmed combat attacks. There are five types of in 2 and 1, or act in 3 and 2 but not in 1. The decision need
unarmed attacks: strikes, grapples, escapes, strangling, not be made immediately; it can be made as each phase
and diving blows. Strikes and diving blows attempt to do comes up.
damage to the target, while grapples and escapes at- Blocking is a Difficult task versus Melee Combat
tempt to seize and hold the target or to escape from a (Unarmed) skill. Success means that the attack has no
hold. Strangling is s imilar to grappling, except that once effect. An outstanding success means that the blocking
a secure hold is achieved, damage begins to be inflicted character does not lose an action.
on the target. As with other actions, a character may Surprise attacks cannot be blocked (that's why they're
make only one unarmed combat attack per combat called a surprise).
phase. Aimed Attacks: Characters may decide to concen-
S trike Attacks: A strike attack is an Average difficulty trate their attacks against one particular body part. This
task versus Melee Combat (Unarmed) skill. Success is a Difficult level task versus Melee Combat (Unarmed)
means that the attack hits. An outstanding success does skill. If such an attack succeeds, the die roll for hit location
double damage. (see below) is not made; instead, the attacker chooses
Blocks: If a character successfully hits an opponent, the hit location. (An outstanding success still doubles the
the opponent may be able to block the blow. Characters damage done.)
may attempt to block an attack at any time when a blow Hit Locat ion: Hit location (if the attack succeeds and
is directed at them, but the block counts as one of the is not blocked) is rolled on the appropriate column of the
blocker's actions for that combat turn. Human/Animal Hit Location Chart (biped or quadru-
For example, Gigi, a character with an Initiative of 3, ped). The die roll for hit location is not made for a surprise
is struck in phase 5 and elects to block. She must choose attack (an unexpected strike from behind) nor for an
to lose an action in phase 3, 2, or 1, the phases in which aimed attack. In both of these cases, the attacker is
78 DARK CONSPIRACY
'J I tl \\1\1
' \ I '
80 DARK CONSPIRACY
82 DARK CONSPIRACY
84 ., _ DARK CONSPIRACY
86 DARK CONSPIRACY
88 DARK CONSPIRACY
90 DARK CONSPIRACY
a penetration of Nil, and it hits only one random crawl). They remain incapacitated for 20 turns (but
location on a character. (See Explosions, on page need make no further checks for panic or incapaci-
98, for an explanation of explosive damage effects, tation).
and the Human/Animal Hit Location Chart, on page Characters who pass both rolls may function
95, for hit location procedure.) normally.
Smoke: Smoke is intended to obscure vision; it
causes no dam age of itself. It can be generated by SHOTGUNS
rounds of HC (hexochloroethane) or WP (white Shotguns may fire either slugs or buckshot rounds.
phosphorus, which can also cause bums). During Slugs are fired in the same way as any other small
the turn in which the round lands, not enough smoke arms fire, using the ratings provided on the small
is emitted to have an effect. For the next six combat arms chart for the weapon. If the shotgun fires
turns, however, enough smoke is in the air to buckshot, however, several special rules apply.
obscure visibility. On the seventh turn, the smoke Buckshot may only be fired at short and medium
has thinned enough to be of no effect once again. range; it may not be fired at long or extreme range.
Smoke can also be generated by normal fires. At short range, each shot is treated as a normal
Tear Gas: As with smoke, a tear gas round has no single shot, but it does 906 damage. At medium
effect during the turn in which it bursts. For the next range, each shot is treated as a 10-round burst of
six combat turns, however, it can cause temporary automatic fire (and reduced immediately to 7 dice
choking and blindness. for being at medium range). Each round which hits
When characters first come into contact with tear does 1D6 damage.
gas, they m ust make a panic check (see Panic, page Note that a CAW is a shotgun capable of autcmatic
77). If they fail this check, they must flee the cloud fire. At short range it rolls 506 for hits (as modified by
and spend one combat turn (not phase) recovering. recoil and such things as target movemert), with each
Also, during each combat tum that characters are in die roll of6 hitting and causing 9D6damage. At medium
contact with a tear gas cloud, they must make an range, calculate the number of dice normally rolled for
Average check versus their Constitution to avoid a five-round burst (subtracting 2 i.rnmediately fcr being
being overcome by the gas. at medium range) and after all reductions are done,
PCs who fail the Constitution check are tem- multiply the remaini'lg number by 7 to determine the
porarily blinded and incapacitated by coughing numberofD6rolledforhits. Each hit does 1D6damage.
(disoriented, confused, and only able to move at a Buckshot has a penetration of Nil at all ranges.
COMBAT C. DAMAGE
91
james stevens (order #2085857)
several characters may work on emplacing them
EXPlOSIVES AND DEMOliTIONS simultaneously.
Explosives, in addition to providing the bang for Setting a charge requires a detonator, and may
high-explosive rounds, are used to demolish struc- require fu ses or electrical wire. A character must
tures and breach barriers. have a demolition kit, or must have improvised the
Types of Explosives: For simplicity's sake, these required parts. Improvised fuses/detonators will
rules deal only with the two most common types of have a mishap on a D1 0 roll of 8+. Such a mishap
explosives: dynamite and plastic explosive. The is a hangfire (5- 10 on 1D 10) or a complete dud ( 1-
units used in these rules are the quarter-kilogram 4 on 1D10). A hangfire will detonate 1D10 phases
stick of dynamite and the one-kilogram block of later than expected; a dud will not detonate at all.
plastic explosive. All demolition effects are resolved The referee will make these rolls secretly.
in terms of the number of demolition points (DP) Setting a charge is an Easy task versus Demoli-
used. A stick of dynamite has one DP; a block of tions skill, with failure indicating that the charge
plastic explosive has six. Plastic explosive is flexible does not go off when triggered, and catastrophic
and may be molded to any shape desired or broken failure indicating that the charge goes off while
into smaller charges of one or more demolition being set.
points. Several sticks of dynamite and/or blocks of Radio Detonation of Explosives: Detonating ex-
plastic explosive may be joined to form larger charges. plosive by radio is a risky business, not because it is
Setting Charges: Each demolition charge takes hard but because it is so easy (some electrical
15 m inutes (30 turns) to emplace. A demolition blasting caps can be accidently detonated by in-
charge is defined as one or more sticks of dynamite duced current from radio signals). Rigging an explo-
and/or blocks of plastic explosive connected to sive to be radio-detonated requires an explosive
each other, up to a maximum weight of 10 kilo- charge, a standard electrical blasting cap, and a
grams. Additional explosives may be attached as radio detonation receiver (all with the charge), plus
extra charges. but they require additional time to a broadcast unit to send the required signal. The
emplace. If several larger charges are emplaced, task is Average: Demolitions or Electronics given
proper equipment, Difficult: Demolitions or Elec-
tronics given improvised equipment. Ordinary fail -
ure means the charge does not detonate. Cata-
strophic failure means the charge detonates prema-
turely (at a time determined by referee).
Improvising a radio detonation receiver or trans-
mitter from a normal radio is an Average: ~moli
tions or Electronics task. The task becomes one
level more 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 adds five minutes to the time
required to set the charge, but the referee may increase
this time requirement for difficult tampingjobs. (It is very
difficult, for example, to tamp a charge taped to the side
of a free-standing girder.)
92 DARK CONSPIRACY
DAMAGf
There are several ways in which a character can
be inj ured as a result of combat .
Gunshot Wounds
Each hit by gunfire wounds the t argeted charac-
ter. The extent of the injury is determined by three
- . r-
factors: hit location, weapon damage rating, and
target protection.
94 DARK CONSPIRACY
COMBAT£. DAMAGE
95
james stevens (order #2085857)
may consist of the simple notation Nil, indicating number, the round fails to penetrate.
that the bullet will be stopped by any armor protec- For example, Marco fires a S&W Model 29 .44
tion , or it may have up to three different numeric magnum at short range and hits his target in the
ratings. Ifso, the first rating applies to both short and chest, which is protected by a Kevlar vest. The
medium range, the second to long range, and the Model29 has a damage value of 3, a penetration of
third to extreme range. If a weapon's penetration 2 at both short and medium ranges, and the Kevlar
drops to Nil at any range band, it remains unable to vest has an armor value of 1. Multiplying the pen-
penetrate armor at longer ranges (which is why no etration (2) by the armor value ( 1) and subtracting
additional entries are made on the charts). the result (2) from the weapon's damage value (3)
The penetration value ofa weapon is the number leaves a remainder of one die's worth of damage
of damage dice it loses for each armor value that it that penetrated the armor.
is required to penetrate. Multiply the target's armor Blunt Trauma: When a small arms bullet strikes
protection by the weapon's penetration value and a person, it packs considerable force, and it will
subtract the result from the weapon's damage cause injury even if it does not penetrate the target's
value. If the remainder is a positive number, the body armor. This damage is called blunt trauma. A
bullet penetrates and that many dice are rolled for target suffers one actual point ofdamage foreach die
damage. If the remainder is zero or a negative worth of damage absorbed by the armor. Bullets
which penetrate and cause some normal wound
damage will still also cause blunt trauma damage.
In the example of Marco firing the Model 29,
above, the target would take two points of blunt
trauma damage for the two damage dice absorbed
by the Kevlar vest.
Cover: Characters and vehicles may hide behind
obstacles as protection from fire. If the hit location
rolled is covered by the obstacle, the shot has no
effect unless it is able to penetrate the obstacle. The
Armor Values of Cover Chart on page 325 gives the
armor values of common types of cover.
For example, Marco is under cover behind the
corner of a brick building. The referee decides that,
since Marco is firing a weapon, his head and right
arm are exposed, and that because the comer is
actually two walls meeting, the cover value is 9, as
for a thick brick wall. If Marco is hit in the chest, the
bullet strikes the building instead, which provides an
armor value of 9.
Obviously, damage dice absorbed by cover do
not cause blunt trauma injuries against the target
character.
Quick K ill: Any aimed shot which hits the chest
or head may constitute a killing shot. Roll a DlO.If
the roll is less than or equal to the damage value of
the shot, the target is instantly killed except on a roll
96 DARK CONSPIRACY
Burns
Characters may suffer burn damage from ex-
ploding vehicles, flamethrowers and other pyro-
technic weapons (WP grenades, etc.), and open
flames.
Characters come in contact with burning fuel by
being inside or near a vehicle when its fuel tanks
explode. The primary burst radius of an exploding fire, usually to escape, but perhaps to rescue a
vehicle is 12 meters. All characters inside the wounded com panion.
vehicle when it explodes are covered with burning The amount of bum damage caused is deter-
gasoline. m ined by the temperature of the flame and the
PCs come in contact with burning fuel from a length of exposure.
flamethrower if hit by a burst from such a weapon. Temperature: Thermite and white phosphorus
See the flam ethrower description on page 298. cause 2D6 damage per second in contact with a
Characters come in contact with thermite or body part. Burning gasoline causes 1D6 damage
white p hosphorus when they are hit by fragments per second in contact with a body part. Moving
from the explosion of one of these types of shell or through a burning structure or grass frre causes 1D6
grenade. Whether the character is hit and by how dam age per phase per body part in proximity to the
m any fragments is determ ined exactly as for nor- flam e. This is summarized on the Burn Damage
mal fragments, as explained in the explosions rule Table on page 322.
on the following page, but if a character is hit by a Exposure Time: In the case of open fires, the
fragm ent, burn damage is suffered instead of a exposure time is measured in terms of combat
norm al wound. phases actually in close proximity to the fire. In the
Characters com e in contact with open flames case of burning fuel, exposure time begins at the
when moving through a burning structure or a grass start of the combat phase immediately after the
f xplosions
Many types of ammunition do dam age mainly by
virtue of their kinetic energy, their impact, in other
words. (Of course, the holes that they create in their
targets tend to have an important effect, as well.) In
98 DARK CONSPIRACY
•
~
added to the head, and the remainder should be _. ·' ,'I
distributed on the side facing the explosion or on any ~ . .Jl. . • ..0
COMBAT£.. DAMAGE
99
james stevens (order #2085857)
on a roll of 5-10.
"How do we fight them? If a character is hit by multiple fragments, roll1 06
WOUNDS£. HEALING
103
james stevens (order #2085857)
additional immediate . 2 point reduction to their
Initiative rating. Characters whose initiative ratings
are reduced to 0 or less may not take any further
actions during this combat.
HfALING
Each of the body's seven hit locations may be
wounded to one of four levels: scratch, slight, seri-
ous, or critical (as explained under "Wound Sever-
ity," above). In general, as wounded body parts heal,
their wound level decreases through those levels in
reverse order until they are no longer wounded-
critical heals to serious, serious heals to slight, and
slight heals to unwounded (healed). (Note that
scratch wounds are a special case.) When a wound
level decreases from critical to serious, the damage
points are reduced to the m idpoint of the serious
level. When a wound level decreases from serious to
slight, the damage points are reduced to the mid-
point between slight and zero (which is technically
the high mark for the scratch wound level- but the
scratch wound level is ignored once a wound reaches
slight, so this status is still considered slightly
wounded). When a wound level decreases from
slight, it reduces to unwounded.
For example, Hadyn Nakam ura's arm has a hit
capacity of 28 points and has taken 32 points of
damage. It is seriously wounded. When it heals to
roll against their Constitution at the start of each slightly wounded, the damage points are reduced to
combat turn to attempt to regain consciousness. 14, which is halfway between the top end of the
Finally, a serious wound to the leg or arm causes limb's slightly wounded status and zero.
the character to lose the use of that limb until it is Note that penalties caused by a wound level
healed. (such as Initiative reductions) remain in effect until
Critical Wounds: A critical head injury causes that wound level is reduced to the next level (at
immediate death. Critical injuries to other body which point penalties for the next level remain in
parts cause immediate loss of consciousness and effect).
require medical attention within 10 minutes or the
character will die from loss of blood. first Aid
Charact ers who lose consciousness due to a It is best to treat wounds as soon as possible after
critical wound make a percentile roll against their they are incurred. In order for first aid to be effective,
Constitution at the start of every other combat tum then, it must be applied within six turns of the time
to attempt to regain consciousness. Once such the wound was received. Effective first aid will
characters regain consciouness, their Strength is reduce a critical wound to a serious one, or reduce
halved (round down) and they also receive an the healing tim e of a serious wound by two days.
firing at Aircraft
Aircraft may be ftred at by ground weapons or
other aircraft. being flown at twice its safe speed, or 80. It has eight
Ground Weapons: The only ground weapons speed points.
which may fire at aircraft are automatic weapons Pilot skill is the actual skill level of the pilot.
and antiaircraft missiles. Maneuver points are gained by attempting difficult
Automatic weapons do so using the nonnal rules to maneuvers. An Average skill roll maneuver gains 1
hit, but at one greater level of difficulty. All automatic point, Difficult gains 2, and one stage further {i.e., versus
small arms weapons cause minor damage. All larger one-quarter of the pilot's skill) gains 4. Failure is treated
caliber automatic weapons cause major damage. as a mishap.
Each firing automatic weapon can only achieve If the advantaged aircraft's total of speed+
one hit per combat phase, regardless of the actual skill+maneuver exceeds the disadvantaged aircraft's
number of hit rolls successfully made. total by 50% or more, the advantaged plane may break
Antiaircraft missiles are fired using the Heavy Weap- off contact and successfully escape. Otherwise it must
ons skill. The accuracy of the missile indicates the stay and fight.
difficulty level ci the task. A successful task roU indicates Ifa fight (exchange of fire) ensues, the advantaged
that the target aircraft suffers minor damage; an out- aircraft picks the range of the combat, provided the
standing success roll indicates major damage. distance chosen is still within range of at least one of
Air-to-Air Combat: Aircraft may also be fired at the disadvantaged aircraft's weapons. If the disad-
by other aircraft using either automatic weapons or vantaged aircraft has no weapons, it must be within
antiaircraft m issiles. All rules for firing are the same, range of at least one of the advantaged aircraft's
with the following additions: weapons.
All hostile aircraft engaged in combat are either Fixed weapons (machineguns and cannon fixed
advantaged or disadvantaged with respect to each to fire forward) and antiaircraft missiles may only be
other. The advantaged aircraft is the aircraft with the ftredat hostile aircraft iftheftring aircraft is advantaged
higher total of speed points plus Pilot skill plus with respect to the target.
maneuver points. Advantage/disadvantage is re- Flexible m ount weapons (such as gun turrets or
calculated each phase. door-mounted machineguns) may fire at enemy
Speed points are equal to the current combat speed aircraft whether advantaged or disadvantaged with
of the aircraft divided by 10, rounding fractions down. respect to them. If disadvantaged, however, the ftre
For example, an aircraft with a printed speed of 40 is is conducted at one difficulty level greater.
task using mechanic skill.lt takes a half hour and cannot The vehicle may not move.
be done from inside the vehicle. Fuel: The fuel tank of the vehicle has been hit. The
Secondary: One machinegun or grenade launcher is amount by which the final penetration exceeded the
destroyed. vehicle's armor is the percentage of fuel capacity lost. It
Loader: Either the human loader is hit, as for a crew is also the percentage chance that the fuel will ignite. If
hit above, or the vehicle's autoloader is destroyed. the fuel ignites, the vehicle catches fire and the crew must
Radio: The vehicle's radio is destroyed. immediately bail out.
Main Armament : The vehicle's main armament is Note also that som e rolled results convert t he
damaged and can no longer fire. damage into a different type. For example, ifa minor
Ammo: The ammunition storage of the vehicle turret hit is achieved against a turreted vehicle but
has been hit. The amount by which the final penetra- a 6 is rolled on the damage table, the hit is converted
tion exceeded the vehicle's armor is the percentage into a major turret hit.ln this case, roll again on the m ajor
of stored ammunition lost. If the vehicle is armed turret table. If a 6 is rolled on this table, the damage is
with any exploding rounds or large-caliber gun rounds, converted to a minor hull hit. lf a 6 is then rolled on that
itisalsothepercentagechancethattheammunitionwill table, it is converted to a major hull hit. There is no
explode. lf the ammunition explodes, the vehicle is possibility of any alteration to a major hull hit.
destroyed and the crew is killed. F1re: Water vessels are usually quite succeptible to
Weapon/ A mmo: One weapon system is de- fire, as even steel-hulled boats tend to be full ofcombus-
stroyed. If no weapon is present in the location tible material. Whenever a fire resuh appears on the
damaged, treat this as an ammo hit. If no ammo is damage table, the boat has caught fire. The final
present, the hit has no effect. penetration of the gun which caused the dam age is
Engine: The engine is hit and rendered inoperable. the initial level of the fire. The fire will increase in
AfROSPACf CRAfT DM\AGf in the water" and may not move under its own JX)wer. (It
will drift with the current.) When the third row of boxes is
Hull Minor Wing Minor
full, the vessel will sink.
Die Result Die Result
If a vessel has pumps, each JX)int of pump rating will
1 1 crewmember 1 No effect
reverse one JX)int ci flooding per combat tum. A human
2 Controls 2 No effect
can bail one JX)int per tum, as well.
3 Control s 3 Controls
No Effect: The round passes through the aircraft's
4 2 passengers* 4 Controls
wing with no serious effect.
5 Radio 5 Controls
Controls: The control surfaces and/or connections
6 Major hull 6 Major wing
are damaged, making the craft more difficult to control.
All Pilot skill checks become one level more difficult.
Hull M;Uor Wing M;Uor
Instruments: The craft's instrument panel is dam-
Die Result Die Result
aged and instrumentsbegin to fail (altimeter, wind speed
1 Engine 1 Controls
2 Engine indicator, fuel indicator, compass, and the like). The pilot
2 Fuel
must make an Average task roll to avoid a mishap at the
3 Instruments 3 Fuel
4 start of each subsequent combat tum. Additional dam-
Instru m ents 4 Fuel
age results to the instruments raise this additional
5 Weapon/ammo 5 Fuel
difficulty levels.
6 Minor wing 6 Fireball
* 2 passengers becomes a 1 crewmem ber hit if this is not a passenger- Ftreball: The craft explodes in flame, destroying
canying vehicle. If it is a passenger-canying vehicle but no passengers everyone and everything inside. It is Difficult: AGL to
are present, the hit has no effect. Cargo destroyed may be substituted for
this result at the referee's discretion. jump out of the plane the instant before explosion.
Ejecting is Average: AGL or Pilct, whichever is higher.
level by 1 D6 each 30-second combat turn.
Characters may attempt to put out the fire by spend- COLLISION DAMAGf
ing an entire combat tum fighting it. Extinguishing a fire It is entirely possible for vehicles to collide with
is Difficult task versus Constitution. For every successful one another in combat. The following general rules
task roll made by a character, the fire is reduced in level apply in those situations.
by 1D6. Outstandsing success reduces the fire by 2D6 Damage done depends UJX>O the size of the vehicle
levels. Catastrophic failure results in a bum injury. and the netcombatspeed. Net speed depends UJX>O the
If the level of the fire exceeds the vessel's tonnage relative direction and speed of the two colliding vehicles.
divided by 10, the fire will begin burning out of control Vehicles headed in opposite directions add their speeds
and cannot be extinguished. Rolli D6 at the start of each together. Those travelling in the same direction subtract
combat turn thereafter. The fuel and ammunition on the slower's speed from the faster's. AU others use the
board will detonate on a roll of 6, destroying the vessel. speed of the faster for determining collision damage.
Aooding: Vessels which suffer waterline hull damage Ground and Water Craft: For ground vehicles and
willbegin to flood. Each vessel hasthreerowsofflotation water vessels, the damage value caused by a collision is
hit boxes, with boxes in each row equal to the vessel's equaltothetonnageoftheobjectcollided with, times the
tonnage. The amount by which the final penetration net speed of the collision, divided by 10. For ground
exceeded the vessel's annor is the number of boxes vehicles, this number is used as a penetration value
marked off. All flooding hits are marked in the top row against a randomly rolled hit location. For water vessels,
offlctation boxes until the row is full, then in the second the hit location is automatically considered waterline
row, then in the third. huU, the collision value is divided by the armor value ci
When the first row of boxes is full, the vessel's speed the given location, and the resultant number is then
SPACE TRAVEL
121
james stevens (order #2085857)
orbit. It defines mum acceleration (V) and the endurance of its
IN-SPACf TRANSffR the practical propulsion systems. Generally, depending upon
Trans{ter Value Definition maximum or- initial vectors, a ship with a higher rating will (even-
0 None (unpowered/inca- bit to which tually) be able to catch one with a slowerrating.·(See
pable of in-space maneu- such a payload the In-Space Transfer Table to the left.)
ver) can actually be Crew: This indicates the number of individuals
1 Slow (low thrust and/or transferred. that may be carried.
short endurance) Orbit values Duration: This indicates the number of days that
2 Moderate (fair thrust and/ range from Oto the listed crew can pursue continuous operations
or endurance) 4, and are de- with full life-support and power.
3 Fast (briefhigh-powerthrust tailed in the
or extended medium thrust) Launch Char- SPACf MISSIONS
4 Very fast (extended dura- acteristics Many parts of a space mission are routine or
tion high-power thrust) Table on page computerized, while others rely on the pilot's skill.
121.
Atmospheric Reentry Characteristics: This mea- Launches
sures the spacecraft's ability to enter/reenter an at- Launches are controlled by computer, unless
mosphere. Most launch vehicles will have a rating of something goes wrong.
0, since they are expendable (nonreusable) sys- To avoid a potential mishap on launch, roll 9 or
temsthat burn upon reentry. (Seethe Reentry Table lesson 1010. Add 1 to the roll ifthelaunch is rushed,
on page 121.) the spacecraft is poorly maintained, or the weather
In-Space Transfer Characteristics: This mea- is bad. Subtract 1 ifthe launch vehicle is a spaceplane.
sures the vehicle's capacity for in-space maneuver. All modifiers are cumulative.lf a mishap is avoided,
The listed value represents both the vehicle's maxi- the craft achieves its mission orbit (or escape
velocity).
If a mishap occurs, roll 5 or less on 1D 10 to avoid
an actual system failure. If the roll is successful, the
craft achieves its mission orbit (or escape velocity),
but the failure of some system on the vehicle is
noted. (The backups took over successfully.) If the
roll fails, the launch fails.
If the launch fails, the launch vehicle itself is
destroyed. However, the orbital system being
launched may be able to escape the disaster. Total
the vehicle's transfer and reentry values and add the
pilot's skill level. Roll this number or less to make a
successful emergency landing.
If an emergency landing is made, the vehicle will
be badly damaged, but the crew will escape serious
injury. The vehicle will make its forced landing 1D 10
times 100 kilometers east of the launch site.
If the emergency landing fails, the craft is com-
pletely destroyed, and only extraordinary interven-
tion by fate (or the referee) prevent the crew's death.
~
· _ /'1
while glide, partially powered, and powered sys-
tems land at spaceports or large airfields.
.·
If there is an approach irregularity, the pilot must '' l ''
\~" ..~
correct the reentry path. Correcting the reentry path ~. ~ ,.
is an Average task in terminal reentry vehicles and
an Easy task in glide, partially powered, and pow-
ered vehicles. If the craft is poorly maintained, raise or intercept the other craft. If a ship is attempting to
the difficulty level by one. avoid the other craft, then it adds its transfer value
If the pilot succeeds, the craft lands safely. If the to the intercept value; if it is attempting to intercept,
pilot fails, the craft crash-lands. It is damaged and then it subtracts its transfer value.
the crew suffers minor injuries. If a critical failure is The slower ship (the one with the lower transfer
rolled, the craft crashes. It is destroyed, and the crew value) decides first, and alters the intercept value to
will suffer serious or critical injuries. the degree that it is able. The faster ship then further
Powered reentry vehicles may be flown like an modifies the intercept value with its transfer value.
airplane. Pilot skill can also change the intercept difficulty.
Influencing an intercept is a Difficult task using Pilot
skill. Success priovides a modification of+ 1 to the
Maneuvering in Space:
intercept difficulty; outstanding success provides a
Avoidance and Intercepts modification of +2. This modification is added to or
The difficulty of achieving an intercept with an- subtracted from the intercept difficulty, depending
other moving body in space is a function of the on the intent of the pilot.
intercept angle. It is comparatively easy to intercept Ifthe final intercept value is greater than or equal to 1,
bodies moving in the same direction and compara- then intercept cannct be achieved. If the result is equal
tively difficult to intercept those moving in the to or less than - 1, then intercept is achieved.lf the result
opposite direction. The chart above shows the is precisely 0, then the ships have matched vector.
difficulty level (ranging from 1-6} of an intercept In the event of matched vectors, these ships will
based on the direction of travel. continue onward indefinitely, unless one of the
If the referee wishes to determine intercept diffi- following circumstances occurs:
culty randomly, just roll 106 to do so. ( 1} One of the ships manages to gain additional
Each ship then decides whether it wishes to avoid transfer value. This ship can then achieve either
Arione 4
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
Atlas
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
u
I
a ICI I>
SPACE TRAVEL
125
james stevens (order #2085857)
X-30 NASP
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 S15,000 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 S15,000 (RIC)
Size: 3
Payload: 0.6 (or one passenger per 0.2 of cargo sacrificed)
Launc/1:2
Reenlry: 4
Transfer: 1
Crew: 2 (+Up to 3 passengers-see above)
Duration: 5
SPACE TRAVEL
127
james stevens (order #2085857)
Although originally designed to free humans bly lines; others are multifun ctional and com-
from dangerous or boring occupations, robots have pletely mobile. We have listed a couple of the
become increasi[lgly common as corporate "em - more common versions of the latter in "Equip-
ployees" due to their unquestioning loyalty and ment," but other types are discussed briefly in
damage resistance. In Dark Conspiracy, robots are this section.
treated as a special class of NPC, capable of
preprogrammed actions and responses to external ROBOT BfHAVIOR
stimuli. They are not self-aware, although the more Most robots are so strictly designed for a
sophisticated ones can simulate self-awareness specific task that they are little more interesting
pretty well. Characters will most commonly en- than a drill press or a milling machine. Other
counter two classes of robot : guardbots and robots are m ore wide-ranging in their abilities
drudgebots. (butler robots, cleaning robots, etc.), and may
Guardbots: These are robots specially de- seem intelligent, but on ce a person has experi-
signed to perform security functions. Several enced their repertoire of programmed responses
varieties exist, varying in cost, sophistication, to various stimuli, any sense of "personality" is
armament, and armor. A few of the more com- lost. There are a few robots, however, whose
m on versions are detailed in vehicle and robot programming is wide-ranging and flexible
card section of "Equipment" (robots start on enough to m ake them seem capable of intelli-
page 3 13). Tthis ch apter covers encounters gent thought (in the same way that a good
with them in detail, because characters may computer game can often seem alive). PCs
come into conflict with them fairly frequently. should take c are not t o attribute human emo-
Drudgebots: Drudgebot s are robot laborers. t ion s t o such constructs, no matter how "alive"
Some are immobile and work on factory assem- they seem. A robot's behavior is dictated by
ROBOTS
129
james stevens (order #2085857)
reduced to half speed. Critical damage means the
BoHle Damage fuel has exploded or the batteries have been hit
(drenching the insides of the robot with acid), in
(Nonvehicular Robots) either case rendering the robot inoperative.
Nonvehicular robots sustain damage as if they Right/Left Leg: Legs can either mean a literal leg
were people or animals. Each robot's description or another means of propulsion such as a track unit
states which column on the Human/Animal Hit or wheel. As in the case of arms, robots may have
Location Chart (page 322) is to be used for that a number of legs other than two or four, and leg hits
robot. Bipedal and quadrupedal should not betaken should be distributed at random. Slight damage to
literally, they simply describe the general orientation a leg/track/wheel has no effect other than to cause
of the robot. (Note that the scratch damage cat- grinding noises. Serious damage reduces the robot's
egory does not apply to robots.) speed by half (halved again with each successive
The specific results for robots are: leg hit causing serious damage). Critical damage
H ead: This represents the electronic center ofthe means the robot is immobilized (although all other
robot, and contains sensor systems and the robot's systems may be operational).
central processing unit (CPU) or "brain." Slight
damage has no effect. Serious damage means one BaH Ie Damage
sensor system is destroyed. Critical damage means
therobot'sCPU is damaged, and the robot is "dead." (Vehicular Robots )
Right/Left A r m: If a robot has only one arm, the With the exception of different specific results,
right/left designation is unneeded. If a robot has the damage implementation system for vehicular
more than two arms, hits should be assigned to robots is the same as that used in conventional
arms randomly, regardless of whether a right or left vehicle combat (page 115). The specific results for
hit was rolled. Slight damage has no effect other robots are as follows:
than to cause the limb to make grinding noises; Crewmember/Passenger: If as a result of a hull
serious damage means the arm loses the use of any hit, this represents damage to the robot's CPU.
tools or attached weapons; and critical damage Minor damage means that each task the robot
means the arm has been blown off. attempts to perform (firing one of its weapons,
Chest: The chest is where a robot's weapons and sending a message for help, etc.) becomes two
ammo (if any) are kept. Slight damage means one levels more difficult. Major damage puts the robot
weapon (chosen randomly if more than one is out of action-killing it, in other words. If the result
present) becomes inoperative for the remainder of is a turret hit, this represents damage to one of the
the turn. If no weapons are present, the damage has robot's sensor systems, picked at random. Any
no effect. Serious damage means a weapon (cho- damage whatsoever puts this system out of action
sen randomly) is put out of action permanently (if no (the type of damage is significant only when repairs
weapon is present, it represents damage to the fuel are attempted).
or batteries in the abdomen, and the robot's speed Radio: This represents damage to a robot's com-
is halved). Critical damage means that an ammuni- munications equipment. This means the robot falls
tion explosion has occurred, and the robot is ren- back on its default programming, and can no longer
dered inoperative (dead). receive instructions or communications from else-
Abdomen: This represents the power plant of a where.
robot. Slight damage means the robot begins to Engine: This represents damage to the robot's
smoke or make grinding noises (but otherwise there power plant (either electrical or internal combus-
is no effect). Serious damage means the robot is tion). Minor damage means that the robot can only
ROBOTS
131
james stevens (order #2085857)
132 DARK CONSPIRACY
DARK EARTH
137
james stevens (order #2085857)
The news terrified the explorers. It meant that
Wf ARf NOT ALONf the inhabitants of the world were not only intel-
In 1945, a large interstellar exploratory ves- ligent, but were poised on the brink of the atomic
sel entered the outer solar system. The vessel age. Space exploration would follow soon. Fur-
had been launched nearly 1000 years earlier, thermore, additional atomic detonations in the
hundreds of light-years from Earth . The crew, atmosphere indicated a preoccupation with
which was composed of representatives of four weaponry and a near-t otal disregard for the
different, highly intelligent, spacefaring races, planetary ecosystem. Study of radio and early
was held in a state of suspended animation, television broadcasts indicated a high degree of
waiting for the time that the ship' s instruments xenophobia and paranoia, perhaps brought on
would detect a world capable of sustaining life. by the long and costly war recently completed .
By early 1946 the ship had penetrated to the While the inhabitants of Earth could pose no
inner solar system and had identified Earth as a immediate threat to the explorers, within de-
habitable world, the one-in-1 000 chance occur- cades they would have the ability to do so. If
rence for which the ship had been built. It woke they became aware of the presence of the aliens
the crew. which began to survey and explore the and made a concerted effort to destroy them.
planet. they could easily do so within as short a period
The first probe was launched in mid- 1946. as, perhaps, 10 years.
While passing over the Pacific Ocean , it re- How was this so, given the advanced state of
corded the first of three nuclear detonations of the explorers' technology?
the CROSSROADS test series at Eniwetok Atoll . First, the explorers were a small group, no
DARK EARTH
139
james stevens (order #2085857)
THf DOOR TO Hfll
In addition to clandestine surveys of the Earth,
the explorers were busy investigating most of the
planets and moons of the solar system. In 1983,
however, catastrophe struck. A small survey team
discovered what were obviously structural ruins of
tremendous age on the Jovian moon lo and ven-
tured into the interior. Equipped with high-energy
fusion disrupter drills, the explorers tunneled deep
below the ruins, unknowingly breaking an energy
seal on an ancient portal to an alternate universe.
The details of the encounter that followed will
never be known in their entirety. What is certain is
that the four extraterrestrial explorers encountered
an alien consciousness which was both incredibly
powerful and evil beyond the experience of any
intelligent race. This was the first direct contact
between a sentient race and the Dark Ones, inhab-
itants of twisted, corrupted alternate realities. Oth-
ers were soon to follow. Three of the five explorers
survived that first encounter, but their personalities
were completely dominated by the darkling mind.
The four extraterrestrial races communicated
empathically, and were accustomed to opening
their minds to their companions. This made pos-
sible the catastrophe which quickly followed. Over
the course of the next year, the Dark Ones' influence
spread throughout the crew of the extraterrestrial
exploratory vessel like wildfire, taking over mind
after mind. By the time the crew realized what was
happening, it had spread too far to stop. Those
extraterrestrials whose minds proved too powerful
to dominate were murdered by their former
crewmates. In the final weeks of the struggle that
followed, one of the last surviving uncontrolled
explorers offered the following observation to an Air
Force lieutenant general: wl fear we have opened the
wrong door."
Only a handful of extraterrestrials now remain
alive who are not dominated by Dark Ones, and they
are desperate, hunted fugitives. All have taken
shelter with secret communities of human em paths,
who mentally shjeJd them from the probing thoughts
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TH£ CITI£S
The cities d Dark Conspiracy are teeming, danger-
ous places. f'llimy small towns have disappeared, and
the largest cities have now mushroomed into spowling
metroplexes, each with millicns d inhabitants. fr4cst
cities are made up d varying amounts dthe following
seven distinct types d areas:
Dreamland:Usuallytheheartcithecityisdominated
by the plazas d the largest and most important
megacorporations. This area is called Dreamland by
most city inhabitants, as the standard d living inside its
waDs is far beyond anything they could aspire to.
Each d these plazas is surrounded by a sturdy waD
(often decorated with colaful mosaics (X murals} and
typically covered with a geodesic dome, similar to those
over many sports arenas. lbere is considerable park
land in the plazas, as weD as open spaces.
Coqxxate facilities are housed in massive towers.
These have shops and restaurants on the lowest levels,
followed by middle-inccme apartments (for corporate
employees}, followed by the corpa-ate offices them-
selves, and surmounted by the living quarters cl the
highest executives cl the C(Xrlpany. Security is f'O(Xe
exacting at every level. Corporate security provides
virtually all law enforcement in Dreamland.
Uving quarters at the top are palatial.lndoor personal
swimming pools, sound-activated fountains, personal
and robotic servants, and holographic entertainment
rooms are only a few examples d the luxuries enjoyed
by corporate leaders.
Mike-Town: Mike-Town is taken up with independent
shq:>s and rnodest-nC(XOe housi'lg. It has the look d a
crowded and slightly run-down nnercity neighborhood,
but it is vibrant and full cl people making it on their own
(ifjust barely}. Municipal police patrol Mike-Town on an
irregular basis, but local volunteer C(Xrlmunity groups
(a.k.a. vigilantes} supplement their efforts.
There is considerable night life in Mike-Town, as well,
and most business deals are, by tradition, negotiated
over drinks at noisy, poorly lit bars. Bars in Mike-Town
can be tough, but are usually net deadly.
'Bot City: fr4cst industrial production is carried out i1
automated factories. These are usually concentrated i1
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chemicals, and by tilling the fields with no regard
THf COUNTRYSIDf for erosion. After a few seasons of this intensive
Before the Greater Depression, nearly every agriculture, the land becomes unusable, trans-
inch of arable land in the world was devoted to formed into a chemical-stinking morass of clay
producing crops, with high-tech farm machin - and mud, worn to raw bedrock in spots. Then the
ery, high-yield hybrids, and advanced fertilizers, agricorps move on to new fields and start the
herbicides, and pesticides all working to maxi- process all over again.
mize production. Now, a few enormous agri- One result of all of this is an accelerated
business conglomerates have taken over crop depopulation of rural regions. Only a relatively
production, and with their coming a number of few die-hards remain . Some are farmers who
significant changes have occurred. refuse to leave their land, working to produce
First, only a portion of the old farmland is in enough to feed themselves, with enough excess
use any longer. The agricorps produce such high to barter with their neighbors or trade in the
yields that most smaller operations have gone shrunken towns and villages. They also supple-
completely out of business. But the corps culti- ment their diets by hunting the new wilderness of
vate only a small portion of the possible land, so abandoned fields.
the rest lies fallow, producing (at best) thick If it were not for modern problems such as acid
tangles of weed and brush where once food rain and radiation leakage through the Earth's
crops flourished. riddled ozone layer, these rural populations would
Second. the agricorps work by force-growing seem to have stepped backward nearly a cen-
experimental hybrids with yield-enhancing tury in time.
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commonly considered modem. Most consumer
goods available to the common m an and woman
are no longer produced by corporations in Japan,
Germany, or the US, but in stead by the less techno-
logically advanced corps in Mexico and the Eastern
European states, and they resemble products from
the US's '50s and '60s. So telephones are once
again bulky, black things, rather than the sleek,
colorful, lightweight plastic ones we are familiar
with. Autos are boxier, a tendency reinforced by a
1940sretro-style movement. 1Vscreens are smaller
(and often black and white rather than color); radios
are bigger. In fact, because of a growing shortage in
semiconductors, many consumer electronics have
reverted to vacuum-tube technology.
HiTek : But the second technological quirk runs in
direct contrast to the first. That is, for those who can
afford them, there exist virtual technological miracles.
It is this market that Japanese and German mega-
corps now target. The wealthy can purchase pocket-
sized portable computers with multimegabyte
memories, holographic projectors rather than lVs,
programmable home appliances (such as self-
powered vacuum cleaners that follow program med
routes and schedules),, ultra-sophisticated elec- .
tronic security systems, and even high-quality me-
chanical replacements for failing organs, or cloned
replacements, if they prefer. A variety of robots are
TtCHNOLOGY coming into use as well, although most of the mobile
One of the reasons that Dark Conspiracy has varieties are the result ofmilitary research and thus tend
been set in the near future is because that allows the to be used for security tasks.ln any case, the abundance
refereetousefamiliarconceptsforbasics,againstwhich ofultra-cheap laborhas made personal servants afford-
to contrast the world's strange twists. Technology in able and fashionable for wealthy individuals.
Dark Conspiracy is an excellent example of this. The "Equipment" chapter contains examples of
RetroTek : Basic, everyday technology in the high-tech items the players might desire for their
world is very much like that of the 1990s. For PCs. But referees are also encouraged to keep an
instance, people use telephones, not futuristic eye open for experimental technologies described
vidphones, nor archaic telegraphs, for long-dis- in news publications and make up game descrip-
tance communication. Televisions look like televi- tions of them. Players should be surprised at what
sions, autos look like autos, there are still comer they find should they enter the Jiving quarters of a
laundromats, and so forth. high-ranking corporate official.
But there are several quirks to that modern DarkTek: The third technological quii< invdves the
technology. First, one effect of the economic de- technology of the extraterrestrial explorers, who are,
pression has been a general deterioration of what is almost without exception, in the service of the Dark
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ers which lie between t he un iverses, and the
m emory of their influence is reflected in legends
of dem ons and monst ers which are remarkably
similar from culture to culture. Occasional hu-
mans caught glimpses of these un iverses and
lived to tell t he story, their nightmarish descrip-
t ions forming the basis for the human concep-
t ion of Hell.
But it was highly advanced technology, in the
form of a fusion drill used by alien archaeologists
on the Jovian moon lo which fin ally broke the
dimensional barrier and released the complete
essence of a Dark On e into our universe. Since
then, captive spacecraft have visited other con-
junction points an d opened t he dimensional por-
tals to other Lords of the Dark bent on further
exploiting our universe.
Although there are variations in the physical
laws of the different dark u niverses, one thread
which binds them all together is the power of life
energy, which is t he spiritual essence of all living
beings. The power of the Dark Ones derives from
their ability to channel and cont rol this powerful
source of energy. The m ight iest Dark Ones live
off. the life energy of lesser beings, feeding on
their spirit as earthly predators would feed on
their flesh, thriving on the powerful energy dis-
charges generated by pain and anguish.
For this reason, the Dark Ones use their pow-
ers sparingly, and always with t he goal in mind of
creating torment and misery. They do this in
THt DARK ONtS several ways. However, their thought and rea-
For as long as humanity has walked the face soning processes are so different from those of
of the Earth, the Dark Ones have been with us, human s that many of t heir plans seem to make
if only in our dreams. The Dark Ones are th e no sense. Many of th em , in fact, do not make
mast ers of alternate, but parallel, physical uni- sense. The Dark Ones are cr uel, implacable,
verses, which brush against ours in only a few nonrational beings.
rem ote p laces, called conjunction points. The Corruption: The Dark Ones have no bodily
dark un iverses are, by comparison to our own, man ifestation in our own universe. If capable of
sm all and twisted versions of reality. Each is assu m ing one, they would probably (but not
unique, and is dominated by a single, powerful necessarily) be large and grotesque. However,
life force-a Dark One. their physical power would be little more than t he
Dark Ones have occasionally slipped tendrils average human's, and they would be vulnerable
o f power-thought through the dimensional barri- to physical injury and destruct ion . Consequently,
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lurk in these areas.
Df!f\ONGROUND Occasionally, the very centers of the corporate
Wherever there are portals into a dark universe, towers of Dreamland have secretly been trans-
the surrounding countryside has been blighted and forrned into hellish environments suited to the par-
infested with the lower forms of Dark Minions, who ticular Dark Ones who control the megacorp. These
serve as guards to keep wandering humans away particular parts of Demonground are usually ac-
from the portals (or kidnap the unwary and drag cessed by way of the to wer penthouses, but they
them in). Humans who enter such areas seldom then snake their way clandestinely through the
return. Humans who know of these areas call them heart of the building and down to the sewers below.
a variety of things, but in North America the most Rural Demonground : While urban Demonground
common name is Demonground. is seldom larger than several dozen blocks, the rural
Urban Demonground: Because the police have form can extend for dozens of miles. These areas
so much trouble with thugs raiding out of uncon- were usually barren and heavily polluted before the
trolled areas and then fleeing back to their Out-Law portals were opened, and are now even more
fortress blocks, the police seldom ask questions desolate. There is virtually no vegetation aside from
when the raids from an area suddenly stop. Since scrubby weeds, twisted thorn bushes, and a few
these areas were already Out-Law, there is no blackened, blighted trees. Invertebrates are the
reason for the authorities to ever investigate them most highly developed natural life forms remaining.
again, and they have m any other demands on their Usually only worms and insects are seen.
resources. There are seldom any structures in rural
While buildings still stand in these areas, they are Demonground. Most forrner human habitats have
now often linked by bizarre tubes and tunnels, been torn down and the wreckage scattered, as if in
constructed of a black or dark gray substance which an orgy of destruction. The Dark Minions who
is a cross between epoxy and cement . Some tunnels inhabit the region live in very primitive shelters,
are several meters in diameter, others less than one such as earthen burrows, coves, and rotting hollow
m eter (and humans can only crawl or wriggle trees.
through these). These now link buildings, sewers, Occasionally a building or two is left standing, but
and subway tunnels into an intricate maze-like hive. usually for some specific purpose. It may cover the
Many Dark Minions ofthe lower, less intelligent , sort actual dimensional portal, or it may merely be
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~~~~~~~
~~~~~i~~~~ &[~~~~~,~~
There is quite a lot involved in running adventures far; (3) It helps set the scene for the adventure to
and campaigns. In the previous chapter, we filled you come; and (4) It allows you, as referee, to learn what
in on background secrets of the Dark Conspiracy aspects of the last adventure the players remember,
world. In this one, we speak more specifically about what they enjoyed, what they thought important, and
the mechanics of running adventures. what significant items they might have missed.
Once everyone is focused, you can begin the
BEGINNING ACAMPAIGN adventure itself. During play, be careful to balance the
When you begin a Da rk Conspiracy adventure attention you devote to each player. Make certain you
campaign, there are a couple of things you can do to keep everyone involved. One way to do this is to
make it run smoothly. consciously rotate your attention around the table,
First, find out what your players want out of spending only a few minutes at a time on each player.
roleplaying. Some people enjoy solving mysteries; If the PCs have split up for some reason, have your
others like the chance to act; and still others just want temporarily inactive players suggest events occuring
to shoot big holes in things. As referee, you will have to other PCs (and maybe let them play NPCs their
your own preferences as well. By talking with players friends meet).
individually before beginning a campaign, you will be Afte r the Session: When it gets near time to quit,
best prepared to make things fun for everyone. You decide upon an appropriate stopping point. Make
can also use this pregame time to talk about the sure that you leave time for players to wind down after
players' characters. This can help you fit the PCs' play. Generally, you should give out experience points
histories into the world, allow you to establish PC links now, so that before the next session players can think
to one another, and familiarize you with the PCs' of how those points affect their PCs' abilities.
abilities, so that you can design fitting adventures.
'/
In many roleplaying games, the referee is pro-
vided with a set of tables from which he generates
random ~counters by rolling dice. This is appro-
priate to many games, but is less so to Dark
Conspiracy. The main reason that die roll-gener-
ated encounters are not appropriate is that they are .
- too random. Most encounters in Dark Conspiracy
be deliberate.
'ff:f~::.-::~:::__-______ This is so for two reasons. First, the referee
ln-~~:::o~.r - r-·~ould always u5e encounters to further his own
.goals, these goals being establishment of mood,
advancement of the story, and maintenance of
tension.
_, Encounters suit this purpose very w~ll.
~..,_Second, players should never know for certain
whether the encounter is threatening or not. They
should not be certain whether an event is related to
current mystery or not, so that they won't come
assign significance to absolutely everything that
happens to them. That's because you don't want
them to be hostile to and suspicious of absolutely
everyone they meet; not only is that not true to life,
it also means that you have no hope of ever fooling
that someone is trustworthy who actually is
You need to keep your players off balance, if
r
you are to have enough freedom to make the
1
\ ~dventure world rich.
every adventure needs to have a mix of
~-"---
encounters which relate to the story being played
out as well as a number of others which are not
to the current plot, but which serve to add
to the mood and make the players uncertain as to
)- which events are significant. It is best to invent these
~ encounters to suit the circumstances ofthe particu-
',...>
/ Jar adventure taking place. But all of us need a spur
to creativity now and then, so in this section we
provide you with several encounters that you can
(
use to add intricacy to your adventures.
, /
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james stevens (order #2085857)
what com es of not knowing the locale.
IN THf CITY Health Alert: Loudspeaker trucks move through
The urban metroplexes of Dark Conspiracy the streets announcing em ergency anthrax inocu-
embrace an array of different environments, and a lations. Inquir y will reveal that a cloud of biological
wide variety of encounters are possible. toxins used in a war in Asia has blown across the
Abduction: Late at night , in an Ant Hill section of Pacific Ocean an d threatens infection in certain
town (see "Dark Earth"), the charact ers find them- parts of the United States.
selves near a seemingly deserted section of the city. Elaboration of this encounter into a series of
As they pass by, they hear screams from the rubble continuing background incidents is possible. Once
and weeds of the abandoned block. Other pass- inoculations start, part of the vaccine may prove to
ersby ignore the screams, and refuse to even look be defective, wh ich will lead to some death from
at the ar ea. The vacant area is actually adverse reactions. When the defective vaccine has
Demonground, and a human victim is being dragged been disposed of, there is not enough left to inocu-
away by Dark Minions. late the city's entire population. Very soon there will
Bigwigs Tak e Precedence: One good way to be riots at hospitals and hijacked vaccine ship-
give the PCs a distraction is by having their plans ments will begin to show up in the hands of various
delayed while some high-up mucky-mucks get city gangs at outrageous prices.
priority treatment.lt may be just that the bigwigs get Mugging : lf you find a PC alone on the street in
served before the PCs, or perhaps they take the last a city, why not have that PC get mugged? Muggings
hotel room , the last seats on a flight, the last table can range anywhere from som ething as serious as
at a restaurant, or something similar. a severe drubbing to as little as a purloined wallet.
Blackout: One minute the city is operating per- If you are nice, you might even face the PC with a
fectly well (at least as well as normal) and the next very m inor talent, then allow the PC to turn the
the electrical power goes out completely. In black- tables on the mugger. After all, the encounter is
outs, som e people get stranded in elevators, while really only for entertainment value.
others u se the opportunity to loot storefronts. If the Prot est Marchers: There is a lot of civil unrest in
PCs are headed for some place in a great hurry, a the world of Dark Conspiracy, and many people act
blackout can work wonders to elevate their stress that unrest out by conducting public demonstrations
level. Blackout can also refer to a sudden loss of or protest marches. Sometimes these marches
headlights on a winding mountain road, if you like. turn violent, especially if confronted by gangs hired
Eco-Commandos: You run into a band of eco- to break up the marches by politically motivated
commandos preparing to make an assault on a corporations.
major industrial facility. They are armed and may Random Shooting: Someone cracks from daily
have a con siderable amount of explosives they pressure and machineguns a shopping mall, ba-
plan to use to disable the manufacturing complex, zookas a bus, or wires him- or herself with dynamite
or blow upthe computer records section. They may and threatens to take a restaurant full of people with
try to attack the PCs, thinking that they are a him. Unfortunately for the PCs, they happen to be
corporate security team , or just to keep them from in the vicinity at the t ime.
leaking word of their activities. On the other hand, Robbery: There are few things in life more
if the PCs are invading the same corporate disturbing than being caught in a dangerous situ-
stronghold, they may make useful allies. ation entirely by accident. Such is the case of being
Gang War: In this encounter, the PCs are minding an innocent bystander at an armed robbery. This
their own business, when they stumble unexpect- encounter can be run when the PCs enter a shop of
edly into a gang battle for a contested turf. That's any kind; but it is especially nice in a bank, where
ENCOUNTERS
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james stevens (order #2085857)
Bridge Out: A major highway bridge across a
TRAVfl BY HIGHWAY river has collapsed recently, and has not been
Most road t ravel is via the interstate highway rebuilt. This will necessitate a long detour.
system, which is all that remains in good repair. Det our: A major toxic waste spill has contami-
There are few towns left off of the highway. nated a length of the highway and the PC s are forced
Abandoned Vehicles: The players pass by a to detour around it. The roadblock will be manned
stretch of road where there are many abandoned by police and EPA personnel in "moon suits" who
vehicles. Most of them are rusty. Windshields are will point out a safe route on a road map. The route
smashed, upholstery torn or rotted away, tires gone. will carry them well offthe normal interstate system,
Many of the vehicles have bullet holes or were perhaps through parts of the Out-Law.
burned out. Ghost Town: A sm all town along the road ap-
Army Convoy : A military convoy passes the pears to be abandoned and collapsing. It may offer
players on the highway. It consists of half a dozen to shelter for the night to the players, but other wander-
a dozen vehicles travelling at high speed. The core ers or creatures may have come to the same
of the convoy is several massive flatbed trucks conclusion.
hauling strangely shaped cargo (covered by tarps ). Hijacking: The Pes come across one or more
At each end of the convoy are military police pickup trucks pulled over onto the shoulder of the road. The
trucks with blue lights flashing and loaded with truck drivers have their hands up and are being held
heavily arm ed soldiers in camouflage fatigues. at gunpoint by one or more thugs, while half a dozen
to a dozen more search through the semi-trailer to
inspect or off-load the cargo. Several armed and
heavily modified vehicles are parked nearby. If the
PCs slow down, the hijackers will fire warning shots
to encourage them to keep moving.
Police Roadblock : In this encounter, police offic-
ers, or agents of some other official agency, are
looking for someone or something, and the PCs just
happen to be in the neighborhood. The power of this
encounter is in the guilt and fear it generates in your
PCs. Of course, to keep that alive, you.may actually
needtohavethem arrested for something occasion-
ally.
COUNTRYSIDf
These are possible event s the players might
encounter when travelling off the beaten track.
A gricorp Troubleshooters: A small party ofarmed
guards, perhaps escorting an engineerormechanic,
fly over the PCs by helicopter. They may land or just
keep going, depending on the m ission the referee
assigns to them and, perhaps, to their NPC motiva-
tion result. If they land they m ay warn the players
away from agricorp land, attempt to intimidate
them , or actually attack .
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james stevens (order #2085857)
into their hotel room. All of these are examples of
freak accidents that have actually happened to
someone, sometime. Why not have one happen to
your Pes? They are certain to believe there is a
mastermind behind the event.
Hit Man: An enem y has sent someone to do the
PCs in.lt need not have anything to do with the PCs'
present mission.
Natural Disaster: This is something like "Freak
Accident," above, but it involves events of a grander
scope, affecting more creatures. Earthquakes, tor-
nados, blizzards, hurricanes, forest fires, volcano
eruptions, tidal waves, and even meteor strikes are
examples. The exact disaster will usually depend
upon the PCs' geographical location.
Ozone Hole:· Weather forecasts in Dark Con-
spiracy include more than just temperature and
precipitation. They also include reports on the
Earth's ozone layer. Sometimes the ozone will thin
in a particular spot, forming a hole that lets danger-
ous radiation through for days at a time. When this
occurs, citizens are warned to stay indoors for the
duration. Long-term exposure to the radiation can
ANYWHfRf not only foster cancer, it can also damage the retinas
These encounters can be added to any of the of eyes, leading to blindness.
above lists. Unexpected Ally: Not all random encounters
Dog Pack : Whether in a city or in the country, an need to be negative. The world contains some
attack by a pack of starving animals can be a helpful people, too. In this encounter, the PCs meet
wonderful way to get the PCs' heart pounding. someone who offers them unsolicited help, perhaps
These need not be dogs-rats and other creatures just in the nick of time.
work nicely, too. (See "Beasties," pages 177-201, Visions: For some unexplained reason, empathic
for statistics.) · characters find their powers effectively doubled for
Doldrums: For some unexplained reason, empathic a period of hours or days. It may be that the Earth
characters find their empathic powers halved, or even is giving its defenders a boost, or that the Dark
negated entirely, for hours or days, as if a wave of Minions have weakened the fabric of reality. In the
mundaneness swept the world. Fortunately for the PCs, latter case, the PCs won't be the only ones with
the Dark Minions are affected just as strongly. enhanced powers.
Freak A ccident: A wheel bearing goes out unex- Wild Hunt: If the PCs are having too easy a time
pectedly on the Pes' vehicle, or maybe a tire goes of figuring out who is behind the current mystery,
flat and throws them toward the ditch. Lightning throw a wrench in the works by having a completely
strikes a tree nearby, or a brick from a chimney falls different Dark Race attack them in a random sweep
and almost hits one of them. Storm sewers wash out through their area. Dark elves might be looking for
the soil under a section of road and it collapses under new playth ings; ETs m ight be collecting lab speci-
them. A twin-engine plane loses power and crashes mens; other creatures m ight just be hungry.
HUMAN NPCS
163
james stevens (order #2085857)
The girl tDld Hadyn tD meet her that evening at a made a remark about me sleeping in a pizzeria, I
{rat house party just off campus. Like I said, Yuri threw the rest ofthe bottle on him. He drew back {or
stayed with the van while Hadyn and I went in. The a punch, and I brought my fists up, squaring {or a
noise was incredi.ble. We heard the stereo thump- fight, but then Hadyn came back out and started
ing {rom two blocks away. Inside the building it shoving me tDward the van. I hollered at the big guy
was deafening. People were jammed elbow to all the way, which made me feel somewhat better,
elbow around the walls tD make room {or dancers, at least until Yuri started razzing me about stinking
and still they had to shout {or thei.r neighbors to up the van enough tD make his eyes water: We
hearthem I tDok a glance around, decided I wanted &ove out to the Leeds place with the windows
tD keep my hearing for our trip tD the Leeds' place, down. Ofcourse, I got all the wind in the back seat,
and signaled Hadyn I'd wait for him outside. He while Yuri and Hadyn had the heater blowing on
nodded understanding and started pushing his them in the {rant
way through the crowd; apparently, he'd spotted With the gi.rl's directions, it didn't take long to
the girl. find the farm. It was along a secondary country
It was cold outside, felt like it might start spitting road, one of those kind that twist and turn every
snow anytime. I was getting chilly just standing few hundred feet to follow a creek or avoid a
there waiting on Hadyn. We'd bought some bottles pasture, changing randomly {rom cracked asphalt
of garlic extract for our little mission, and just {or to thin gravel and back again. We turned a corner,
something to do, I broke one out and started daub- and there on the right was an old rain barrel with
ing it on my clothes. But my fingers were stiff, and a mail box up on tDp. In the moonlight we could
I ended up spilling most of it down my pant leg. clearly see the name "Leeds" stenciled across the
Now I was not only cold and wet, I also stunk tD {rant A narrow lane led off the road and disap-
high heaven. I guess I was sort of irritable, too, peared into a weedy grove ofelms. The whole place
'cause when this big, blond guy leaving the party was fenced in like it had been used {or pasture or
HUMAN NPCS
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james stevens (order #2085857)
involved in keeping track of the NPCs' positions in Note that while these attribute and skill numbers
the fight and the wounds that individual NPCs suffer. reflect the average for an NPC of a particular level,
Of course, considering the multitude of NPCs that referees who desire more detail may choose to raise
appear in most any adventure, it just isn't feasible for or lower a statistic for a particular NPC. For instance,
everyone of them to be generated in the same detail an Experienced street gang member has an aver-
as are PC s. Nor would it actually be helpful, because age combat skill of 4, but actually would likely have
the referee would easily become lost in such detail. a Heavy Weapons skill ofO, and might (ifthe referee
For this reason , the vast majority of NPCs in Dark desires) even have an Archery or Melee Combat
Conspiracy are kept track of in a sort of shorthand skill of 5 or 6. Similarly, that gang member has an
notation, with the most important ones receiving the average attribute level of 5, but might have an
most detail. This shorthand notation makes them Education of 2 and an Agility of 8. The point is that
easiest for the referee to use during the heat of play. these average stats are intended to help make the
When player characters first meet new acquain- referee's job easier, not to lock referees into a fixed
tances, the first thing that they should notice about set of numbers.
them is their appearance, just as in real life. Then NPC Panic: NPCs use the same panic system as
they will come to learn something about their PCs. This means that while PCs can reach an
personalities and major abilities, discovering more Initiative of 6, in which case they never panic, even
the longer they know the NPCs. For simplicity's Elite NPCs have some chance of panicking.
sake, however, let us discuss these things in reverse NPC Hit Capacity: It is entirely too much of a
order, beginning with combat statistics as a frame- headache to keep track of multiple wounds and their
work upon which to hang the rest. locations on every NPC. For this reason, NPCs,
regardless of experience level , are assumed to have
NPCS IN COMBAT a standard, overall hit capacity of 20, divided into
In terms of combat statistics, the majority of two rows of 10 (see the standard NPC form on page
NPCs are ranked asoneoffour levels of experience- 331 ). When an NPC first takes a wound, he or she
Novice, Experienced, Veteran, and Elite-and these is considered slightly wounded and suffers a -1 to
experience levels dictate their Initiative, attributes, Initiative. Once the first row is filled, excess points
and combat skills. The table below reveals those are marked off the second row. With the first point
stats for each experience level. On this table, Level marked off the second row, the NPC is considered
refers to experience level, Initiative refers to the seriously wounded and takes an additional -2 to
corresponding Initiative rating, Attributes indicates Initiative. As well, seriously wounded NPCs must
the average attribute level, Skill refers to the aver- succeed at a percentile roll versus Constitution
age rating ofthe NPC's combat skills, and Damage every phase in which they attempt to act, or they
indicates the number of wound points the NPC become unconscious (just as with player characters).
causes in an unarmed combat attack. Note that NPC damage is not assigned to specific
hit locations, as it is for PCs. However, hit locations
should still be rolled for two reasons. First, if an
NPC SlATS attack on an NPC strikes an armored hit location ,
Leuel lnltlallve .AUrfbutes Skill Damage the armor takes effect normally. Second, if any
Elle 5 7 6 4 attack strikes an NPC in the 'head, damage for that
Veteran 4 6 5 3 attack is doubled. This reflects the fact that hits to
E'Jcperienced 3 5 4 2 the head by firearms are especially deadly. Also, it
Novice 1 5 2 1 allows PCs to aim melee attacks to the head, trading
a more difficult attack for inc~~eased damage.
NPC MOTIVATIONS
By NPC motivations, we mean the drives that personalities become very important. In such cases,
guide an NPC, giving that character a reason for referees have one of two choices. They can invent
acting as an individual. In many cases, the moti- the NPC's motivations themselves, based upon
vations of NPCs are either obvious or unimportant. what they think the NPC should be like, or they can
The referee need not work up detailed motivations generate the motivations randomly with a deck of
for a cabbie who merely takes the PCs to an airport, playing cards, using the system described here.
or for every member of a lynch mob. Obviously, the To generate an NPC's motivations, draw two
cabbie's motivation is to do a job and make some cards from a standard deck of playing cards. The
money, and the lynch mob members all share a card with the highest value determines the NPC's
common motivation to string someone up. Of course, primary motivation; the lower reveals the second-
if the cabbie is actually a Dark Minion stooge who is ary motivation. Each card's suit dictates the direc-
tracking the NPCs, or if one of the lynch mob tion that motivation takes, and its face value de-
members is actually a government agent waiting for termines the motivation's strength or its particular
an opportunity to free the mob's victim, then these bent.
NPCs have slightly more detailed motivations. But Aces and face cards indicate special motivations.
even these m otivations are fairly straightforward. If a special card is drawn, it is automatically the
For most NPCs, then, m otivation will depend upon NPC's primary motivation. If two special cards are
the role the character plays in the adventure. drawn, the NPC has two primary motivations
But some NPCs play such a large part in the competing with each other for dominance.
player characters' experiences that details of their The various possibilities are summarized in the
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tableonpage331 and deceitfully, giving just enough information to guar-
explained below. antee their victims are misled. The actual direction
of their deceitfulness will generally depend upon
Spades: their secondary motivation.
Ace, Charismatic: The NPC is a charismatic
Ambition leader to whom others are naturally drawn. Often,
These NPCs seek such NPCs have high empathic skills. Some of these
personal power and NPCs are honorable and just, others are cruel and
influence. A "some- manipulative. The referee can decide based upon
what ambitious" NPC the adventure situation and/or the particular NPC's
will be inclined toward secondary motivation.
boastfulness and a
desiretoimpressother Hearts: Sociabi Iity
people. "Moderately Such NPCs are highly influenced by their love of
ambitious" NPCs are people. They tend to be friendly, loyal, and just. A
driven to attain posi- "somewhat sociable" NPC will be amiable, talkative,
tions of high responsi- and cooperative with most everyone. "Moderately
bility. A "very ambi- sociable" NPCs will have a strong sense of duty and
Spades: Ambition tious" NPC will be overwhelmed by a desire to loyalty to their group. A "very sociable" NPC will
manipulate and control others. have a strong commitment to justice and the welfare
Jack, Pompous: Pompous NPCs are conceited of all people, and will look for the good qualities in
and arrogant in their dealings with others. They everyone, but will react with anger to injustice and
consider themselves to be dearly superior to every- brutality.
one around them, and they make no secret of that Jack, Wise: The NPC is unusually wise, either as
conviction. a result of years of experience, or simply because of
Hearts:Soctabmty Queen, Ruthless: This NPC will let nothing stand astute observation. Such NPCs almost always ex-
~;::;~;;;;;;;;;;;:;;;;;;;:;~;;:;:;;;;;;;:;:;;;;;;;:;:::;::::;;::::;, in the way of achiev- hibit good judgment and, if asked, offer sound
ing any goal and feels advice.
no concern for the Queen, Loving: This NPC loves some other
needs of others. Such person devotedly, perhaps a spouse, parent, child,
NPCs can feign affec- or close friend. Such NPCs would willingly sacrifice
tion, devotion. sincer- themselves for the one they love. Alternatively, the
ity, or anything else NPC may be loving toward absolutely everyone.
that serves their pur- The choice is up to the referee.
pose, but actually they King, Honorable: Honorable NPCs are scrupu-
feel nothing. lously honest in their dealings with everyone. In
K ing, Deceitful: many cases this is not so much from any concern
The NPC has no re- for others, but from pride in saying that their word of
spect for honesty. honor is their bond. Such NPCs will typically carry
Depending upon the out their promises and social obligations even if it
referee's decision. means facing death. In this, they can be as difficult
deceitful NPCsmay be to deter as a stubborn NPC (Club Queen). Honor-
pathological liars, or able NPCs have utter contempt for liars l!lnd
~:!:::======~~===~~==~ theymayusethetruth
oathbreakers.
/MJOR NPCS
For the vast majority of NPCs, the type of stats,
motivations, and descriptions discussed above will
be sufficient. Occasionally, however, an NPC will be
so important that the referee may wish to create that
character in more detail. This is especially true if the
NPC is to be one that the player characters encoun-
ter in more than one adventure. In such cases,
referees can create the NPC using the full player
character generation rules.
Note that such major NPCs should be created
with as much thought as is devoted to player
characters. Motivations, for instance, should arise
out of the NPC'shistory, rather than being chosen at
random. Of course, the referee may still wish to use numbers for the contact's attributes and skills. To a
the playing card system above as a sort of person- player, the contact should seem like a living person-
ality notation, perhaps even choosing more than ality, not a collection of numbers that can be ex-
two cards to represent the character. ploited. Ideally, then, a contact's basic description
Also, a player may decide to abandon an old PC will be generated by the player whose character has
and design a new one, in which case the referee established that contact, and the referee will then
might wish to have the old PC take on NPC status. create appropriate attributes and skills to match the
Such characters will often become either major description.
NPCs or important contacts. Contacts are explained In designing a contact's history, a player should
below. justify why that contact would have established a tie
with the PC. For example, let us assume that Dara
CONTACTS Schwartz (the first sample character at the end of the
When generic contacts are converted to solid "Character Generation" chapter) has gotten herself
ones, they can be generated with whatever level into a terrible mess in an investigation, and the
of detail the referee desires, just as with other referee has decided to let Dara's player convert one
NPCs. In general, though, the more important of her generic contacts into a solid one to help. The
the contact is to a PC, and the more frequently player says she'd like to convert Dara's first govern-
that contact shows up in the adventure cam- ment contact, from her character's initial career as
paign, the more detail will be required for that a public employee. During Dara's generation, the
contact. player had decided that public employee meant for
It is suggested that the referee allow players a Dara working at a federal income tax office in her
strong hand in designing the histories for their hom etown. You will remember that the player's
contacts. After all, in some ways a contact's history reason for choosing that career was to allow Dara
is part of the PC' s history. But it is suggested just as double secondary activities, reflecting her taking
strongly that players not be allowed to know exact adult education courses to prepare for college. After
HUMAN NPCS
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james stevens (order #2085857)
college, Dara went on to law Of course, it is the referee who determines just
school, and from there to a how old this contact is, what his attributes and skills
federal law enforcement ca- are, and just how much clout he has in his field.lfwe
reer. assume that the NPC was in his mid-20s when Dara
With all of this in mind, the first met him, he will now be in his early 40s (five
player suggests to the referee terms have passed for Dara). That and the fact that
that her initial government he is in a position to keep an eye on her would
contact was a federal law en- indicate that he has attained a position of some
forcement agent who came to authority, perhaps even a regional directorship.
the income tax office on a case With this all in mind, we can look down the skill list
and was very impressed by for appropriate skills, or we can simply define him as
this young woman who was a Veteran NPC, making up any necessary skill levels
pushing herself so hard to get as the need arises during play. It just depends upon
Beat Cop a degree and become a federal law enforcement how much time and energy the referee wants to
agent herself. He told Dara that if she ever needed spend on the NPC.
a favor, she should give him a call, and eventually,
when she finished her degrees, she asked his advice SAMPLf STOCK NPCS
on what federal law enforcement agency to apply to. Each of these characters has a short description,
Ever since that time, he has been keeping tabs on an experience level that determines attributes and
her without mentioning it, letting her develop her combat skills, and a notation of any special skills or
skills, but watching to make sure she didn't get in abilities not related to the experience level. The
over her head. Now that she is in hot water, he jumps referee should givethem whatever equipment seems
in to help. appropriate for their skills and the current situation.
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they trust someone enough to
tell what they know. £co-Warriors
Level: Novice. With any cause, if victories are slow in coming
Skills: As per Novice NPCs, and the general public turns a deaf ear, the people
but additionally with Act/Bluff of the cause begin to become militant. Such is the
4, Luck 6, Observation 7, and case with ecowarriors.
Stealth 5. Some also have These people have devoted themselves to halt-
Foreboding 3. ing humanity's ruination of the Earth, with violence
Normal Armament: Knife if necessary. Of course, as that violence escalates,
or dub. the ecowarriors find themselves forced to adopt
ever more advanced, and more destructive, weap-
Dobies and ons. Eventually, many of them become so caught
up in the battle that they lose sight of what they are
Cidgel Gidgets fighting for.
£co-Warrior In almost every society, there will always be some Pretty much every city and town in Dark Con-
~=........-:r~-= people who never look out- spiracy has a clandestine group of ecowarriors. In
side themselves. They blithely most places, they operate as terrorists, blowing up
accept whatever they are politically important facilities to pressure local gov-
taught by those in authority, ernments to meet their demands. Note that the
and they never even get a hint facilities targeted are not necessarily ecologically
that there are other cultures harmful, nor are the ecowarriors' demands always
that see things differently. concerned with improving the ecology.
In earlier times, these people Level: Veteran.
were called "clods," "peas- Skills: As per Veteran NPCs, plus Demolitions 5,
ants," or perhaps " good old Heavy Weapons 6, Lockpick 4, and Vehicle Use
boys." In the world of Dark (Wheel Vehicle) 6.
Con spiracy, such men are Normal Armament: Pistol and submachinegun.
called Dobies (after "Dobie Explosives are often used as well.
Gillis," an American sitcom of the '60s), and such
women are called Gidgets (after a series of popular Gangers
Ganger movies from around the same time period). If anything, street gangs in the Dark Con-
Because of the reduced spiracy future are even more widespread than in
travel of the Greater Depres- the present. That only makes sense: the cities
sion and the increased suspi- are fuller, and a higher percentage of the popu-
cion ofoutsiders, most viUages, lace is unemployed and hopeless of a brighter
towns, and even small cities tomorrow. The need t o belong to something, and
can be considered to be popu- the need to release frustration, give rise to street
lated primarily by Dobies and gangs.
Gidgets. Gangs always have some flashy name, and they
Level: Novice. usually have a uniform of some sort, even if it is only
Skills: As per Novice level, a colored scarf or an emblazoned jacket. Members
plus one career skill (referee's are considered "family," like pre-modern dans, and
choice) at leve14. gang wars tend to concern either dan territory or
Normal Arm~ment: None. vengeance for dan deaths.
expertise. For some of them, it is because they In terms of adventure pacing, Good Samaritan Good Samaritan
couldn't get official training. For others, it is NPCs serve to relieve players
because they have some personality quirk that from a constant sense of im-
prevented them from keeping a job once they pending doom (which, per-
got it. (Possible personality quirks might range versely, can make that sense
from inability to take orders to such brilliance ofdoom fresher when the play-
that they are always working on something new ers return to it).
in st ead of finishing the job at hand.) Some examples of Good
Most gizmoids satisfy themselves with working at Samaritan NPCs would be the
their field of interest as if it were a hobby, supporting faithful village priest and the
it with some menial job, or possibly even selling warm-hearted old couple who
enough specialty gizmos to keep themselves sol- take in strays.
vent, if barely. The latter are seldom picky about Level: Novice.
working on illegal equipment, whether building or Skills: As per Novice NPCs,
repairing. but often with high empathic and Medical skills, as
Gizmoids tend to be careless dressers and social well.
klutzes. They also tend to wear thick glasses. Normal Armament: None. GouemmenL A gent
Level: Novice.
Skills: As a Novice NPC, plus Biology 8, Elec- Government Agents
tronics 8, Mechanic 8, and/or Physics 8. Also Generally well dressed and
generally Business 4. always coolly impersonal, gov-
Normal A r mament: None. ernment agents stalk the
streets, constantly seeking in-
Good Samaritans formation that can be used to
For Dark Minions, one of the most frustrating shift the balance of power into
things about humans has been that in the very worst the hands of their agencies.
of times is when many of them become the most These NPCs can show up with
selfless and loving .In every locality, there are people no prior warning, whether to
who are open-handedly helpful, just for the sake of lend the player characters an
making the world a little brighter for others. This is unexpected hand in their cur-
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james stevens (order #2085857)
rent mission, or to warn them
off. In either case, though, gov- Mother fa rthers
ernment agents are likely to Despite the collapse of a widespread farm
treat the player characters as economy, many people have refused to leave their
rank novices who would screw farms or villages. They remain on the land that their
things up completely without families have owned for generations, raising gar-
the help they offer. dens large enough to support their own needs, and
Government agents tend to hunting the abandoned fields around them for wild-
have lots of nifty equipment to life. As a result, they have regained a number of
pass out when the going gets skills that had been largely forgotten in the 20th
tough, but they are likely to be century.
very picky in theirjudgment as to In general , these people have come to be called
when that time has arrived. Mother Earthers. They tend to be wary of strangers,
Igor Level: Elite. but if convinced of a traveller's harmlessness, they
Mother Ear/her Skills: As per Elite NPCs, plus Act/Bluff 7, Dis- can be very openhanded in sharing what they have.
guise 6, Forgery 4, Interroga- As well, most are more than willing to help out in any
tion 7, Observation 8, Stalk- sort of task against the corporate farms that
ing 6, and Stealth 7. financially ruined them.
Normal Armament: Pistol. Level: Experienced.
Skills: As per Experienced NPCs, plus Me-
Igars chanic 3, Medical 2, Navigation 6, Observation
lgors is the term commonly 5, Stealth 5, and Tracking 7. Some, at the
used among Dark Minion hunt- referee's option, may have m oderate empathic
ers when referring to humans skills (average level 3).
who serve the Dark Minions. Normal Armament: None.
These servants can beofnearly
any sort, but most are of less- Security Guards
than-outstanding intelligence, One of the most plentiful occupations in the Dark
although they may be cunning, and are brutal, Conspiracy world is that of security guard. For one
sadistic, selfish, and completely dishonest, much thing, valuables require much more protection than
Security Guard like their masters. before. For another, the turnover rate among secu-
lgors often work in groups, rity guards is high, and not because of retirement-
especially those who are too it's a dangerous job.
stupid or cowardly to accom- Uke beat cops, security guards are almost al-
plish much on their own. Every ways found in pairs, and they tend to be heavily
city has its share of lgors lurking armed and armored. While cops are concerned with
in the shadows, just waiting for a maintaining some level of civic peace, howe'ler,
chance to do some mischief for security guards are concerned only for protecting
their masters. two things-their posts and their lives. Often, their
Level: Experienced. motto is "If in doubt, shoot it."
Skills: As per Experienced Level: Veteran.
NPCs. Skills: As per Veteran NPCs.
Normal Armament: Vari- Normal Armament: Flak jacket, pistol, and ei-
ous. ther an assault rifle, shotgun , or submachinegun.
...r
BEASTIES
185
james stevens (order #2085857)
the type of creature, and is listed with that creature's
statistics in the descriptions below.
Mounts in Combat
Riding a draft animal is considered an action in the
same 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 may be ridden in
c6mbat. A walking animal can be ridden safely by
virtually everyone. Riding a trotting animal requires an
Easy test d Agility for characters without Horseman-
ship; those with this skill pass this test automatically.
Characters with Horsemanship skill have a maximum
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
speed-upto40 meters per phase (full gallop)-is done
at the risk of falling off. To avoid a fall requires an
AveragetestdHorsemanshipor a Difficulttestd Agility,
rolledonceperphase. FailureresultsinafaU, 1D6-3hits
Beasty opponents can give the PCs a chance to being suffered to a randomly rolled hit location.
develop their skills before taking on more formi- Critical failure results in some serious injury to horse
dable foes. and/or rider, as determined by the referee, based
This chapter includes all sorts of beasty listings, upon the exact situation in which the mishap oc-
from natural terran animals to entirely otherworldly curred. Injuries to a horse might include breaking a
creatures. From these examples, referees will be leg in a chuckhole, tearing a muscle during a leap,
able to extrapolate others for their own game worlds, or becoming bogged in mud in such a way as to
thus keeping those worlds ever fresh and changing. cause injury. As well, it is likely that the rider has
Before looking at those listings, however, let's go fallen and suffered damage as per a normal failure.
over some general rules for using beasties in com-
bat situations. Beasty Attacks
In general, beasties attack as if engaging in
BfASTY COMBAT armed melee combat. This means that a beasty
Basically, beasty combat follows the same rules attack cannot be blocked by an unarmed character,
as human melee combat, with the following excep- but may only be blocked with a melee weapon.
tions and clarifications. Note that, as with normal Some beasties attack with diving blows. which
combat, all distances here are calculated in meters. cannot be blocked but can be dodged. Some beasties
have poison attacks. Poison is covered in the "Com-
Beasty Movement bat & Damage" chapter.
In general, beasties have three different move-
ment rates: walk, trot, or run (although some beasties Beasty Morale
are not able to run, and some swim or fly). The Whenever a beasty first suffers damage from a
number of meters moved at each rate depends upon combat, there is a chance it will flee. Each beasty
BfASTY liSTINGS
The listings below give information 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: Some creatures are typically encoun-
tered alone, others in groups. The #Appear listing
gives either a number or a die roll to indicate how
many of a particular type of beasty will be together.
Attack: This heading gives referees an indication
of what the chances are that the creature(s) will
attack if encountered. However, referees should not
feel bound by this notation. Specific circumstances
may make the creature(s) more or less prone to
attack, at the referee's option.
TheAttacknumberisalsothepercentchancethatthe
creature(s) will continue to attack after being wounded.
Move: The first number listed under "Move" is the
beasty's walking speed, followed by its trotting
speed, and then its running speed (if any) .
Initiative: This is the beasty's Initiative number in
combat. It operates exactly as do human Initiative
ratings.
Strength: Obviously, this gives a Strength rating
for the beasty. It is useful in determining effects of
diving blows, etc.
Constitution: Just as obviously, this gives a
Constitution rating for the beasty, wh ich is also
useful for determining effects of diving blows,as well
as for saves versus poison, etc.
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james stevens (order #2085857)
successful melee attack. Note that while PCs have Average test of Willpower, and to save versus
a set number for their unarmed combat damage blindness is a Difficult test of Willpower.
rating, m any beasties have a die roll. (Some even Creatures fighting blind against an apep do so at
have a poison damage notation, as explained above.) one level increased difficulty. Aimed fire has no
Hits: Beasty hit points are split into two sections: effect (you can't hit what you can't see) but auto fire
The first number listed is the flrst section; the second operates as normal, with the exception that range is
one is the total number of hit points. Any dam age is treated as bein g one band greater than the actual
a slight wound, and once damage has begun on the distance.
second section, it becomes a serious wound. When
the last point of damage has been crossed off, the Army Ants
beasty is unconscious or dying. # Appear: 301 0 Initiative: 6 AgUity: 3
Attack: 90% Strength: 0 Skill/Dam.: 8/1
Apeps Move: 2 Constitution: 1 Hits: 1
# Appear: 2 06 Initiative: 4 Agility: l 0 One of the results of global warming has been a
Attack: 95% Strength: 6 Skll/Dam.:5/l D6 poleward migration of equatorial creatures, espe-
Mo\te: 10{30/80 Constllutlon: J 0 Hits: 4/8 cially insects. Army ants have been encountered
According to even in some parts of the United States, for ex-
Egyptian legend, ample. When these creatures are encountered, they
--. apeps were snake- will be on a feeding frenzy, eating everything organic
_ j like creatures that in their path.
Bats
#Appear: 3010 Initiative: 6 AgDity: 8
Assassinoids are small (hand-sized), multi- Attack: 30% Strength: 1 Skill/Dam.: 5/1
legged robot guards programmed to recognize a Move: 10/20 Constitution: 1 Hits: Special*
particular type of creature (typically humans) *Whenabatishit, roll106+2(rounddown).lfthe
and attack it. They are created by some undis- damage it received exceeds the result of this roll, the
closed government agency which uses them bat is dead; otherwise, no effect.
primarily to protect top-secret facilities. Vary Batshavea
rarely are they en countered anywhere else. The long tradition
only way to stop an assassinoid, other than by of involve-
destroying it, i s to turn it off by means of a special ment w ith
code word that its electronic brain will recognize. horror plots,
Of course, usually this code word is changed and Darl<Con-
regularly, to enhan ce security. spiracyadven-
In combat, assassinoids attempt to leap onto tures are no
their victims (treated as a diving blow). Once exception. As
they succeed, they cling to the victim and try to insects have
inject their poi son into it. (See the poison rules, proliferated in
in "Combat & Damage" for details.) Hit locations abandoned
can be rolled as normal, repr esentin g the rural areas,
assassinoids' clambering over their victims in creatures that feed on them, including bats, have
search of an unprotected location. Once an greatly increased in number, as well. Now, bats are
assassinoid has successfully injected its victim, as common in the night skies as birds are during the
it drops off and flees. daytime. And occasionally those bats will swarm to
Most assassino ids are loaded with a standard, attack animals and even humans.
killin g toxin, but occasion ally some carry a In combat , a flock of bats will swirl around the
sleeping drug instead. This drug does no real characters, individually swooping to attack at ir-
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james stevens (order #2085857)
regular intervals, (roll 1D6-1 for each character, to the first success-
determine how many bats attack the character in ful claw attack,
that phase) then dodging away. Because of this, it is all other claw at-
virtually impossible for the referee to keep track of tacks become
hits on individual bats. That is why the "Hits" listing grappling at-
for bats has a variable number and a note. As the tacks. (Remem-
note says, whenever a bat takes damage, the ber, grappling
referee should roll 1D6+2 (round down), and if the attacks cannot
damage received is greater than this number, the be blocked.)
bat is dead. Otherwise, the bat is injured insuffi- This grappling
ciently to take note of. attack is special,
however, and in-
Bears, Common flicts both con-
. . . . . 106+2 lnltJethoe: 4 AefJly: 4 trolling hits on
Att.ck: 4mr. Strength: 13 ~:6,'206 the target and
~="40 OonMIIutlon: 13 Hits: 20 40 2D6 damage points to the target's chest. Once
r------------- lfthe PCs spend any time in controlling hits have completely subdued the target,
rural areas, there is a chance that the bear's jaw attacks hit automatically, doing double
they may encounter dangerous damage. Kodiak bears count as grizzly bears.
wildlife: bears, for instance. A
bear makes two melee attacks Bloats
per combat phase: one with its 1Appear:1 liiltllltlve: 2
claws and one with its jaws. After Atblck: 95'Jf. Strength: 1
the first successful claw attack, Move: 16132 OonMIIutlon: 3
later claw attacks become grap- Bloats are
pling attacks instead. (Remem- amphibious
ber, grappling attacks cannot be creatures about
blocked.) This grappling attack is special, inflicting the size of a hu-
not only controlling hits upon its target, but also man fist, housed
causing 1D6 points o f damage to the target's chest. in a leathery
As well, once controlling hits have completely st.:.b- black shell and
dued the target, the bear's jaw attacks hit automati- covered on all
cally and do double damage. sides with tough,
barbed spines
which are about
four centimeters
long. First re-
ported in the
Brown bears and black bears can be dangerous Great Lakes region of North America, bloats are
enough, but characters might also have the misfor- evidently a form of life new to this planet.
tune of meeting a grizzly or, if in the arctic, a polar The creatures have no evident external sensory
bear. Uke normal bears, grizzlies and polar bears organs, and speculation is that they sense vibrations
make two melee attacks per combat phase--one through their quills. (Among the empathic commu-
with their claws and one with their jaws-and after nity, it has been hypothesized that they are at least
190 · DARKCONSPIRACY
BEASTIES
191
james stevens (order #2085857)
On the first combat phase in which a large cat Optionally,
attacks a target , it m akes two simultaneous attacks, the referee may
one a diving blow and the other a melee attack. (But wish to allow
no more than two large cats can be involved in damage to a
diving attacks on a single target.) In each phase cerberoid's head
thereafter, the large cat makes only one attack, that and/or chest
being a melee attack. count addition-
ally as a chance
Cattle that some of the
I Appear: 306 Initiative: 2 Agility: 5 tentacles are de-
Attack: 20% Strength: 20 Ski/DIIm.:4/1010 stroyed. Each
Mcwe: 10/20/25 Constlutlon: 18 Hits: 15/30 wound should be
This listing represents animals counted sepa-
such as the American bison, the rately, and should be multiplied by 10 for a percent-
African gnu, and the Asian water age chance that 106+2 tentacles (rounded down)
buffalo. But it also includes domes- are lost. For instance, a blowthatdid3pointsofdamage
ticated cattle, many of which have to the chest would have a 30% chance of severing
reverted to wild. (Cattle that are still tentacles.
domesticated have only a 5% chance
of attack.) Chimeras
In combat, cattle make diving I Appear: 106t-2 Initiative: 4 AgDity: 7
attacks whenever possible. Note that attacking Attack: 80% Strength: 5 Ski/DIIm.:7/106
cattle are not knocked down if they miss their target, Move: 15/30/60 Constlutlon: 4 Hits: 15/30
unless that target scores a critical success on the
attempt to avoid the'diving blow. In all other cases,
the attacking cattle simply tum and attempt another
diving blow in their next Initiative phase.
Cerberoids ~~
I Appear: 206 Initiative: 6 Agility: -
Attack: 100% Strength:- Skll/Dam.:6/1p1
Move: - Constitution: - Hits: -
Uke human m edusas (see the "Dark Races"
chapter), cerberoids are terran creatures that have
had independently guided, stinger-tipped tentacles
grafted to their heads and shoulders. Cerberoids
m ay have originated as nearly any type of animal,
and the referee should use the statistics for that
particular creature in combat. However, a cerberoid
also makes poison attacks in addition to its normal
attacks, with each tentacle striking separately. Note
that in the statistics above, "#Appear" refers to the
number of tentacles grafted onto each animal, and
"-" m eans "not applicable."
Dogs
I Appear: 106 Initiative: 4 AgUity: 7
Attack: 60% Strength: 3 Skii/Dam.:6/1 06
Move: 15/3()/fi() Constitution: 2 Hits: 4/ 8
T h i s listing
covers quite a bit
of ground, in-
cluding every-
thing from pet
Chihuahuas to
packs of wild
dogs prowling Imagine a desert alligator slightly faster than a
cities or aban- human, with a voracious appetite, and you will
doned farms. pretty much know what the beasties called dragons
T he statistics are like. No one is certain whE:ther they are native to
above are for a the Earth-perhaps at some point in history-or if
dog of average they have been genetically engineered from exist-
size and ferocity; ing terran stock. What is known is that they are
the referee may vicious, and that in arid rural regions they are giving
wish to adjust the the coyotes and wolves some stiff competition.
Strength, Consti- In combat, a dragon gets two attacks on its first
tution, dam age, and hits listings up or down to phase (like a dog}: one diving blow and one bite
represent very large or very small dogs. attack. On every phase thereafter, it gets only the
In the first round in which a dog attacks, it is bite attack. Additionally, no more than two dragons
allowed two simultaneous attacks: one diving blow can perform a diving blow on the target creature,
(representing its leap into combat) and one melee because of space limitations.
attack (representing its attempts to bite). Due to
space restrictions, however, no m ore than two dogs flephan+s
can make diving attacks on a single character in any I Appear: 1 Initiative: 3 AgDity: 4
combat phase. All other dogs attacking the charac- Attack: 20% Strength: 26 ~:4/51)6
ter make only their m elee attack. Note that the Move: 10/15/3() ConstltutJon: 26 Hits: 30/ 60
diving blow is m ade only during the first phase in It may seem odd, at first, to have a listing for
which a dog attacks a character. As long as that dog elephants. However, not only may the characters
BEASTIES
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james stevens (order #2085857)
encounter them in Africa, they
might also escape from a local Manti cores
zoo, and tabloid stories occa- • Appear: 106+-3 .....the: 5 Agily: 8
sionally mention elephants be- Attack: 40% Strength: 10 SkM)am.:8,121)6
ing kidnapped by UFOs. Move: 10/30/60 Constllutlon: 10 Hits: 15/25
When used as beasts of bur-
den, elephants can carr y up to Scorpion Tail
600 k ilogram s. I Appear: - Initiative: - Agllty: -
If an elephant becom es in- . Attack: - Strength:- ~:2{.3p4
volved in com bat, its first attack is a charge attack, Move:- Constllutlon: - Hlts: -
which is treat ed as a diving attack for purposes of
determining success and damage done. (Note that
the elephant does not fall p rone if the attack fails,
unless the t arget scores a critical success on the
attempt to avoid the attack.) As well, this charge
requires a panic check from its t arget. After the first
phase of combat, however, an elephant will usually
engage in melee (stom ping, and goring with its
tusks), using the skill and dam age listings above for
determin ing hits. When resolving collisions be-
tween elephants and veh icles, treat an elephant's
weight as five tons.
Horses
I Appear: 106 lnltletlve: 5 Agllty: 7
Attack: 10% Strength: 12 SkM)em.:4/l 06
Mlwe: 10/3{)/60 Constllutlon: 11 Hits: 13/25
Som etimes characters may
want to use horses rather than
vehicles for t ransportation , es-
pecially in r ural settings. As
well , they may encounter small
bands of wild horses in the wil- Manticores are basically large cats that have had
derness. The statistics listed a huge scorpion-like t ail grafted onto them. The
h ere are adju sted to represent creatures are so rarely encountered that they are
the average equin e, and refer- generally thought only legendary.
ees m ay wish to adjust t he sta- In combat, manticores get t wo attacks per
t istics a bit for l arger or smaller round: one with cla w or toot h at skill level 8 and
creatu res, such as Clydesdales doing 206 damage, and the secon d at skill level
o r mul es. 2 w ith t ail stinger an d do ing poison dam age
If used as beasts of burden, rat ed at 3p4. Once a po ison attack has hit,
horses can carr y a number of however, the secondar y stinger attack does only
k ilogram s equal to 10 times their 3 points of pun ctu re damage for the rest of
Strength rating . combat .
Roaches, Giant
41 Appear: 206 Initiative: 5 AgUity: 8
Attack: 75% Strength: 2 Slca'Dam.:4/ 106
With the world's general econom ic decline, most Move: 15/30/60 Constlutlon: 2 Hits: 5/1 0
localities have less m oney to spend on keeping rat Most peo-
infestation under control. As a natural result, the rat plethink roach-
population has boom ed, which has led to increased es are creepy.
competition for food, which in t urn has led to In Dark Con-
m ounting numbers of rat attacks on hum an beings. spiracy, giant
In combat , rat s fight in the sam e square as their roaches infest
targets. O n the first phase ofcombat , each target will some aban-
be attacked by 1D6 rats, with an additional 1D6 rats doned build-
joining upon each subsequent phase until all of ings and sew-
them have been accounted for. Typically, hit loca- ers. At j ust
tions on the target will be lower body. To reflect this, under one me-
rolll D6+3 on the hit location chart instead of 1D 10. ter in length,
they are large
Rhinos enough to be
li\UitM:3 Agllty: 3 extremely
Strength: 20 ~:6/406 d a n ge r ous,
but small enough t o still be creepy.
Uke elep hants, rhinos can be encountered not Giant roaches are fast and voracious, but they
scatter quickly when faced with tough opposition.
To represent this, while most beasties flee combat if
they fail a roll versus their attack percentage once
one of their num ber has been killed, giant roaches
do just the opposite. That is, they flee combat ifthey
succeed at that roll. Very bright lights, such as
floodlights, flares, or automobile headlights, ~ill
drive them away as well unless they fail their
chance-to-attack roll.
BEASTIES
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james stevens (order #2085857)
world's oceans, the aquatic food chain has been
Saber-toothed Cat seriously disrupted. Hundreds of salt-water crea-
I Appear: 1 Initiative: 4 AgUity: 5 tures have become completely extinct, with the
Attack: 60% Strength: 22 Skii/Dam.:B/2010..2 result that the waters that once teemed with life now
Move: 15/25~ Constlutlon: 22 Hits: 25/50 seem relatively barren. If the PCs spend any time in
Many Dark the ocean, they have a modest chance of encoun-
Races have vis- tering sharks. It is almost guaranteed that those
ited or inhab- sharks will be hungry enough to attack.
ited the Earth For simplicity's sake, because sharks are native
for uncounted to the water and humans are not, combat can be run
ages,andafew as normal for the sharks, but all melee tasks for
of them, nota- humans should be at one level higher difficulty than
bly the extra- normal. Remember as well that the characters will
terrestrials, have to be making Swimming checks (see "Task
have been col- Resolution & Skills" for details).
lecting animal
specimens for that entire time, keeping them in Slithers
suspended animation for later use. So, it is possible I Appear: 1 Initiative: 3 AgUity: 3
for PCs to come face to face with creatures long Attack: 90% Strength: 30 Ski/Dam.: 31301 0
thought extinct. Such is the case with saber-toothed Move: 2/4/8 Constlutlon: 35 Hits: 60/120
cats. No one is quite sure what the subterranean
Saber-toothsconduct combat in the same way as creatures known as slithers really look like. Only the
grizzly bears. However, a saber-tooth's grappling barest glimpses of them have ever been caught, at
attack does 206+2 damage to the target's chest. least by anyone who has survived an encounter. But
from the size of the t unnels these creatures leave, it
Sharks is estimated that they must be at least as large as an
I Appear: 1 Initiative: 5 Agility: 7 elephant. Accounts of attacks by the creatures
Attack: 90% Strength: 7 Sldl/Dam.:6/1010 describe them as having clawed tentacles that erupt
Maule: 13/25/50 Constlutlon: 9 Hits: 13/25 from the ground to drag their prey, kicking and
Because of the effects of water pollution on the screaming, into a cavernous beaked orifice. Some
have suggested that slithers are like immense,
leathery squids.
Additionally, it is apparent that the creatures
exude a strong acid from their skins, as residue from
the tentacles has been tested chemically. It is hy-
pothesized that as the creatures push themselves
through the soil (apparently by brute force), this
acid slime reacts with the soil, compacting it and
firming it to create semipermanent tunnels. Typi-
cally, when a slither is encountered, it is in an area
that has been extensively tunneled, allowing the
creature maximum mobility in chasing its quarry.
Apparently, slithers are incredibly sensitive to sound
vibrations, which is how they track their prey. They
BEASTIES
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james stevens (order #2085857)
enclosed area
Snakes such as a ra-
I Appear: 1D 10 Initiative: 4 Agllty: 7 vin e. When
Attack: 50% Strength: 1 ~.:7/1p* used as guard
MoYe: 5/1 5 Constllutlon: 1 Hits: 2/4 creatures, they
*The number of poison dice rolled is variable: t ypically t rap
rattlers: 1, asps and cobras: 2, coral snakes: 3. intruders up
Those against a wall
snakes rep- or fence. Once
resented by the prey is un-
this l isting able to escape,
include poi- th e spongies
sonous va- p r ess them-
rieties such selves against
as asps, co- it and begin
bras,andrat- worm ing their
tiers. To re- tendrils gradu-
flect the fact that they are quick and elusive, snakes ally into its ori-
are allowed an Average test of Agility to dodge any fices and under
m elee attack made against t hem. Like blocking, its skin, where
however, this dodge uses up one of the creature's they start to
actions for the com bat turn. drain a victim's vital fluids until only a husk remains.
Note that some snak es are much more poison- In terms of Dark Conspiracy combat rules, once
ous than others. To reflect this, the notation for a spongy has m ade a successful attack, it need not
number of poisonous damage dice rolled has been roll to hit from that point on but continues to do
made variable. The referee can use the snakes listed damage every phase (as a special sort of continu-
above as a guide for rating other •tarieties. ous action) until its last hit point is lost. Also, one
particularly horrifying thing about spongies is that
Spongies they apparently have no sense of pain. When one is
I Appear: 406 Initiative: 2 AgUity: 2 struck, whole chunks of vegetable matter may fall
Attack: 90% Strength: 10 SldM)am.:9/2010 away, but the creature it self will continue to attack
Moft: 2/4 ConstlluUon: 12 Hits: 35/70 with no adverse effects (i.e., no loss of Initiative)
Just as humans use guard dogs to patrol an area until it is completely destroyed.
and k eep it secure, some Dark Minions use crea- Note that spongies will attack 90% of the time
tures commonly called spongies. Spongies are when encountered. The other 10% of the time, they
actually anim ated plants. A spongy is a tall, tripedal, are dormant, having feasted to fullness and now
fungoid creature, typically a little over two meters in preparing to release spores.
height, resem bling an immense sponge (sorel)
m u shroom.lts wrinkled gray-brown surface is cov- Squids, Giant
ered with hun dreds ofpale tendrils upto30 centime- I Appear: 1 Initiative: 2 AeRY: 5
ters in length, which writhe and twist continually. Attack: 60% Strength: 40 SlcM)Im.:3/4010
Spongies receive their sustenance by feeding off Maule: 8/ 15/30 Constludon: 25 Hits: 75/150
animal life. They "hunt" in packs, surrounding their With the decrease in ocean life as a result of water
prey and then closing in upon it, or trapping it in an pollution, a number of carnivorous creatures have
BEASTIES
199
james stevens (order #2085857)
Tigers are very rare, but it is remotely possible But after they have become familiar with these
that PCs may encounter one in the wild in parts of listings, it is important that they encounter some-
Asia. Also, some NPCs might keep a tiger or two as thing new. For that reason, many referees will want
a high-status watch animal. to create their own creatures to match myths,
In combat, tigers fight in the same way as grizzly legends, and bad dreams from their own experi-
bears, above. ence.
Given the rules and examples above, it is not very
Wolves difficult for referees to do so. To begin with, the
I Appear: 206 Initiative: 5 Agility: 8 referee should decide upon a general idea of what
Attack: 60% Strength: 4 Skll/l)am.:6/l D1 0 the creature should be like. For example, is it big,
Move: 15/30/60 Constitution: 3 Hits: 3/5 slow, and strong, or is it quick but frail? Then
With the abandon- translate these things into game terms, using Con-
ment of vast tracts of stitution and hits to reflect the thing's size; Strength
farmland and the re- and damage to reflect its forcefulness; and Initiative,
sultant increase in wil- skill, and Agility to reflect its speed and accuracy. It
derness, some ani- may be easiest to do this by using one of the listings
mal species such as above as a starting point, choosing one that is
wolves and coyotes already somewhat dose to the desired creature, the
have greatl y in- adjusting it to fit the new concept.
creased in number. If Remember that Initiative makes quite a differ-
the PCs are travelling ence in terms of combat effe<::tiveness. A low-skill,
through rural areas, a low-damage creature with a high !initiative is often
good chance exists just as deadly as a creature with a high skill and high
that they will at least hear wolves or encounter their damage but low Initiative. Referees can balance the
spoor. Given the right circumstances, there is even deadliness of creatures, then, by lowering skill and/
a fair chance that the PCs might be attacked by or damage when Initiative is high, or vice versa.
them .
Uke other canines, a wolf receives two simulta-
neous attacks during its first phase of combat. One
is a diving blow which represents its leaping upon its
victim, and the other is a biting melee attack.
Because of space restrictions, however, no more
than two wolves can perform diving attacks on a
single target in any combat phase. If other wolves
are also attacking t he target, they get only their
melee attacks. Note that the diving blow is made
only during the first phase in which a wolf attacks a
character. As long as that wolf remains engaged
with that character, it may make no further diving
blows.
DARK RACES
209
james stevens (order #2085857)
Darkling Empathy: This skill works just like Basic success with this sk.ill allows the pyrokinetic
Human Empathy, except that it allows contact with creature to do such things as make a human-sized
Dark Minions rather than humans. creature feel feverish, or to boil a liter of water. Strangely
Dimension Walk: With this skill, a creature can open enough, a target creature may instead be made to feel
a "portal" between our own world and a protodimension chilled at this stage.
in which distances are greatly diminished. See the Stage Two success allows the pyrokinetic crea-
"DarkTek" chapter for a more detailed description ofthat ture to boil up to 20 liters of water, or to cause mild
realm. Dark Minions with this skill use it to appear and blistering on a target creature.
disappear from the Earth, and for rapid travel between 'StageThreeallowsupto50litersofwatertobeboiled,
terran locations that are geographically far apart. or gasoline andcther highly flammable substances may
Creatures with this skill can create portals of varying be ignited. Alternatively, a human-sized creature can be
duration, depending upon the quality ci their skill rolls. made to suffer heat exhaustion--profuse sweating,
In every case, the portal is centered upon the creature nausea, and weakness-making any task rolls by that
thatopensit.Basicsuccessbringsintoexistenceaportal creature one level more difficult to perform.
just large enough for the creator, who is instantaneously At Stage Four, paper and other fairly flammable
drawn through. A Stage Two success allows the portal materials can be made to ignite, or a target creature can
to be held open for one full combat phase after the be made to suffer heat prostration. Symptoms include
initiator passes through; a Stage Three holds it open for hot, dry skin, headache, delirium, and possible uncon-
an additional phase. A Stage Four allows the creator to sciousness (failing an Average test of Constitution).
hold the portal open for a number of combat phases Unconscious charactersmay die (ifthey fail an Easy test
equal to its skill rating; Stage Five doubles that time. A ofConstitution). Targetsthat retain consciousness make
Stage Six success allows the creation (or destruction) ci all other task rolls at two levels ci increased difficulty.
a permanent portal. While a portal remains open, A Stage Five success allows the pyrokinetic
anyone who can move to its location can pass through. creature to cause an item such as a block of wood
Opening a dimension portal requires concentra- to burst into flame; or a clip of small arms ammuni-
tion. Ifthe initiating creature is surprised, or if it takes tion or grenade could be made to explode. At this
any damage during the phase in which it seeks to stage, living creatures suffer an automatic slight
open the portal, it must make a successful Will- wound to every hit location and make heat prostra-
power roll before rolling to open the portal. tion checks at one level increased difficulty.
Dissolution: A few types of Dark Minions are able to Stage Six allows the pyrokinetic creature to cause a
control their bodies' molecular tx>nding to such an extent target creature to burst into flame. Death inevitably
that they can become semiliquid at will, allowing them ensues. (It is from such instances that legends of
to ooze through small passages. The process is hideous spontaneous human combustion have arisen.)
to observe, as the liquefying tissues lose their opacity, Note that these effects do not occur instantaneously.
making internal organs visible. Of course, the creatures Rather, they progress from stage to stage, taking one
are able to rerum to solidity at will, as well. combat phase (five seconds) per stage, beginning with
Plant Empathy: This works the same as Animal the phase just after that in which the Pyrokinesis roll was
Empathy, except with plants. Of course, there gen- made. For instance, for a human to spontaneously
erally isn't much to do with a plant once you have combust would require six phases (one complete com-
made em pathic contact, unless it is some sort of battum).lnphase 1, thetargetwouldfeelfeverish.Phase
sentient D arkling plant. 2 would bring on heat exhaustion. Heat prostration
Pyrokinesis: With this skill, a creature can raise the would occur in phase 3. Phase 4 would find the target
temperature ci an object by the power of thought. Target growing painfully hottothetouch, and phase 5 more so.
range is equal to the power level, in meters. Fmally, in phase 6, the target would burst into flames.
DARK RACES
211
james stevens (order #2085857)
Special: Two levels more difficult to be hit, due to
ANI/MTOR sm all size and great speed.
Some Darkling races, no-
tably the various extraterres- Animated Statue
trials, have extraordinary bio- Strength: 10 Education: 1 Move: 2/8/15
Constitution: 30* Charisma: 1 Skill/Dam.: 6/-
logic knowledge and tech- Agility: 1 Empathy: 1 Hits: 40/80
nology. Among other things, Intelligence: I Initiative: 2 # Appear: 1
some can create simple life *Two meters tall.
forces called animators. Special: Attacks by making diving blows.
When animators are pro-
jected into objects, they bring Crawling Hand
those things to life. They can Strength: 1 Education: 1 Move: 15
Constitution: 1 Charisma: 1 SldiVDam.:4/1D6-1
make a disembodied hand Agility: 7 Empathy: 2 Hits: 4/8
~llrn!l;!..rawl, for example, by tem- Intelligence: 1 Initiative: 6 # Appear: 1
porarily restoring life force to Special: One level more difficult to be hit, due to
the dead tissues. But they small size.
can also make a tricycle move
about, or a block of stone slide along, telekinetically BlfAK
propelling whatever object they inhabit (this is a Strength: - Education: - Move: 50
Constitution: - Charisma: - Skiii/Dam.:-/-
special case of the Telekinesis skill and requires no Aglllty: - Empathy: 4 • Hits:-
task rolls to succeed). lntelllgence: - Initiative: 6 # Appear: 1
Most things animated in this manner betray Special: Dimension Walk, drains life, immune to
almost no signs of true intelligence, but they can normal weapons.
obey simple commands and perform straightfor-
ward tasks of limited duration (such as "crawl
upstairs, get the tablet of Ra, and return here," or
"attack that person"). Statistics for the creatures
vary widely, depending upon the object being ani-
mated. Average statistics for a few of the most
common are listed below.
Animated Auto
Strength: - Education: 1 Move:*
Constitution: - Charisma: 1 Skill/Dam.:?/*
Agility: - Empathy: 1 Hits:*
Intelligence: 1 Initiative: 6 #Appear: 1
• As automobile.
Special: Attacks per vehicle collision rules. Skill
value denotes Vehicle Use skill appropriate to ve-
hicle.
Animated Knife
Strength: - Education: 1 Move: 60
Constlb.ltlon: 1 Charis ma: 1 Skill/Dam: 8/1 D6
Agility: 8 Empathy: 1 Hits: I
Intelligence: 1 Initiative: 6 #Appear: 1
DARKRACES .
213
james stevens (order #2085857)
wait under stone bridges.) Leaping out of hiding, victims, all weakened from blood loss, to serve it as
they snatch unfortunate victims, tear them limb slaves and bring it more victim s.
from limb, then suck the blood from the body and Like trolls, vampires heal naturally from wounds
eat the internal organs, particularly the bloodiest at the following rates: slight, 1 hour; serious, 1 day;
ones such as the kidneys, spleen, liver, and lungs. critical 3 days. For each pint of blood they consume,
Trolls heal naturally from wounds at the following they heal one wound level almost instantaneously
rates: slight, 1 hour; serious, 1 day; critical 3 days. For (effectively within one combat phase). This means
each half gallon of blood they consume, they heal one that a normal human body, if completely drained of
wound level almost instantaneously (effectively blood, will heal six wound levels for a vampire.
within one combat phase). Note that a human body As with trolls, UV light does extra damage to
contains approximately six pints of blood, enough vampires. Normal daylight does two points of dam-
to heal three wound levels. age per combat phase, as do black lights. UV lasers
Ultraviolet light does extra damage to trolls. do double their listed damage. Thermite and white
Normal daylight does one point of damage per phosphorus explosions do <N damage per the concus-
combat phase, as do black lights. <N lasers do double sion rules, in addition to concussion damage.
their listed damage against trolls. Thermite and white
phosphorus explosions do UV damage per the Lesser Vampires
concussion rules, in addition to concussion damage. Strength: • Education: • Move: •
Constlb.Jtlon: • Charisma: • Skill/Dam.: */*
Agility: • Empathy: • Hits: •
Bloodkin Vampires Intelligence: • Initiative: 5/* I# Appear: 3D6
Strength: 4 Education: 3 Move: 3/9/16/32 • As per human NPCs.
Constitution: 7 Charisma: 12 Sklll/Dam.:8/l D1 0
Special: Averse to bright light and garlic. Initiative
AgDity: 9 Empathy: 15 Hits: 25/50
lnteDlgence: 8 Initiative: 6 I# Appear: 1 5 until one is downed, then normal Initiative (see
Special: Bloodkin vampires are treated as having below).
an overall body armor value of 1. They do not suffer Human vic-
double damage from head hits, like m ost NPCs, and tims of a vam-
they heal very quickly from wounds (see below). piretypically suf-
Vampires, the smaller bloodkin, are much more fer from a related
intelligent than their larger disease called
brothers, and are also highly iron-deficiency
empathic. As a consequence, porphyria. This
they rely much more upon disease causes
guile than upon brute force the gums to re-
(although they are no stranger cede, making
to that, either). A vampire will the teeth look
use its powers ofthought pro- elongated, and
jection to make itself appear creates a crav-
as an attractive human. then ing for blood in
use emotion projection to its victims. As
draw victims near enough to well, bright light becomes painful to their eyes, and
be feasted upon. Generally, certain natural chemicals in garlic makes them
however, a vampire will not nauseous. Historically, bloodkin vampires have of-
kill its victim imm ediately, but ten played upon these symptoms, telling their vic-
will instead keep a coven of tims that they are becoming immortal vampires as
DARK RACES
215
james stevens (order #2085857)
character is spending a great deal of time with the ported in the swamplandsofthe southeastern United
changeling or was extremely familiar with the per- States.
son replaced. Cobra people appear human in most respects,
The second way to recognize that a person has but they are actually cold-blooded creatures with
been replaced by a changeling is when a friend retractable fangs that inject extremely toxic poisons
shoots you in the back. into their victims. Reports are that, like most terran
Changelings can be wonderful devices for the reptiles, they lay eggs, but there have been some
referee to use for enhan cing PC paranoia, especially rumors of their mating with humans. Cobra people
if you secretly have one of the Pes kidnapped and are carnivorous, swallowing their prey whole. When-
replaced. (You may wantto keep this secret from the ever possible, they prefer to eat human infants, but
player of that PC until the changeling unmasks itself. if pressed, they will settle for small animals such as
Or, if you trust the person , you can recruit the player cats, dogs, monkeys, young pigs, etc.
to run the changeling, promising to return the PC, Typically, a small group of cobra people will
with bonus experience points or something, if the contact a tribe of humans, convince it they are
job is done well.) The first time the Pes encounter deities, and demand infant sacrifice in worship. In
such a changeling, the players will likely be shocked. more civilized lands, the cobra people apparently
After that, they will be watching over their shoulders infiltrate the criminal underground instead, taking
all of the time. positions of power, and using that power to obtain
human babies on the black market.
COBRA PEOPLE
Strength: 5 Education: 3 Move: 5/10/I8/35
Constllutlon: 3 Charisma: 7 SkDI/Dam.: 6/3
DMY\ONS
S tre ngth: 23 Education: 2 Move: 4/8/30/50
Agility: 8 Empathy: 5 Hits: I 4/28 Constitution: I8 Charisma: 1 0 SkiVI>am.:8/2DI 0
lnteUigence: 7 Initiative: 5 I Appear: 1 06+2 AgDity: 6 Empathy: 16 Hits: 25/50
Special: Grapple to p in, then poison bite, dam- lnteDigence: 6 Initiative: 6 I Appear: I
age 1p3. Disguise skill at full Charisma value. Special: Dimension Walk. Some also have Ani-
Until recently, mal Empathy, Pyrokinesis, Telekinesis, and/or Psy-
the cobra people chology.
dwelt only in the Virtually every human culture has its demons, its
most remote jun- evil spirits that plague humanity. There are the
gles of Indonesia Hindu asuras, for instance, enemies of the benevo-
and Southeast lent gods. Among other th ings, they include
Asia, where they rakshasas-a type of being that can only enter this
were worshiped by world by taking on the form of an animal, monster,
primitive tribes of or beautiful woman-and nagas-which are ser-
humans. With the pent demons. There are the Persian djinni, spirits
chaos resulting with physical bodies much like those of humans, but
from the Greater with nearly limitless magical powers. And there are
Depression, how- also the ifrits, winged creatures of smoke, impervi-
ever, they have be- ous to normal weapons, but susceptible to magic.
gun to expand their There are the Japanese ani-huge creatures with
range into India, hideous faces, horns, and three digits on each
Africa, and Central extremity-and the teng~spirits that possess the
America. Some bodies of others. In Western myths, there are gob-
have even been re- lins, bogeys, ghosts, devils, and faeries, and a
fXTRATfRRfSTRIALS
Extraterrestrials, or ETs, may well
be the most difficult Dark Minions for
the referee to convey effectively. The
reason for this is that many players
will not be used to thinking of ETs 0 Naga
horrifically. They may have images
6 f{ril
of cute, child-sized humanoids with
overlarge eyes like Chihuahuas in €) Djinni
cheap velvet paintings, of aliens who o Oni
have come to save us from our-
0 Spirits,
selves. On the other hand , there are goblins,
also ample examples of warty, bug- bogeys,
eyed monsters who have come to ghosts, devils,
plethora of other beings. The names ofthe creatures steal away Earth women. Neither ofthese images is faeries
vary as widely as the descriptions of their powers; quite appropriate for the paranoid horror of Dark 0 Tengu
nearly every tale describes them differently. Conspiracy.
In Dark Conspiracy, these creatures are collected Dark Conspiracy
under one heading, dremon, from the ancient Greek ETs are both subtle
word for spirit (whether good or evil). Dremons are and horrific. They
physical creatures, but they are so highly empathic are mysterious crea-
as to seem almost miraculous. The Dimension Walk tures of soulless
skill enables them to enter protodimensions quite superscience. These
easily, disappearing from the Earth and reappearing extraterrestrials view
at will. As well, they specialize in Human Empathy, our planet as a cage
Project Emotion, and Project Thought, using the full oflaboratory ani-
latter in conjunction with their high Psychology and mals upon whom
Leadership skills to manipulate weak-willed people. they can experi-
Some types are also quite good at Pyrokinesis and/ ment. For instance,
or Telekinesis. A few have high Animal Empathy some years back, a
skill ratings, as well. magazine called
Dremons are perhaps the most pernicious of the UFO Reports carried
Dark Minions, and there is speculation that they are within its covers sto-
very close in nature to the Dark Masters. That is, ries of aliens taking
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james stevens (order #2085857)
over mental hospitals in New York state and per- Special: Two levels more difficult to hit, due to
forming head t ransplant surgery upon the inmates. small size. Armor value 1.
Nearly every t abloid currently on the market carries Each energy ET is a glowing sphere of pure
regular features about aliens abducting someone energy, two meters in diameter, centered upon a tiny
and performing experiments on them. The paranoia ball of matter (0.1 0 kilograms) that serves as its
surrounding these creatures is also evident in re- focus point. In combat, the creature gives off bolts
ports that they have established secret bases inside of lightning, treated as a fire combat attack. It can
the Earth. only be destroyed by damaging its focal point, a
In D ark Conspiracy, these sorts of stories are all fairly difficult thing to accomplish, given that the
too true. ETs are taking over the planet-or at least point is small and has a tough surface. Once that
they are trying to.lt is they who were the major force focal point is destroyed, however, the creature's
behind the worldwide economic crash that began energy disperses in a violent electrical display.
the Greater Depression. They are the ones who Inside the tiny ball that remains, there can be seen
secretly control the largest megacorporations. They circuitry of metallic veinings in a grainy, rocklike
have offices within every major government, and substance.
secret experimental installations all over the world. Energy ETs are the least likely of any ETs to
In places, they have even replaced entire popula- directly intervene in human affairs. Typically, they
tions of towns. Like a metastasizing cancer, they merely observe. Sometimes, however, they will
have infiltrated human society at all levels. take action to destroy some human endeavor: an
....----~~-------. But ETs are not merely one race. interplanetary craft, an advanced computer instal-
There are insectoid ETs, tentacular lation, or perhaps even a rnajor nuclear power plant.
ETs, humanoid ETs with bulgy eyes In such cases, the devastation they cause can spill
and foreheads, and even some that over onto local populations.
are pure energy. These disparate
races do not always work together Humanoid fls
well, which may be all that keeps Strength: 3 Education : 16 Move: 2/7/1 2/20
Constltutlon: 2 Charisma: 2 Sklll/Dam.: 7/2
them from completely enslaving Agility: 4 Empathy: 9 Hits: 8/15
the Earth. The one thing that all of Intelligence: 11 Initiative: 3 # Appear: 106
the extraterrestrials have in com- Special: Pyrokinesis and/or Telekinesis. Some
mon is that they are extremely ad- carry death-ray weapons and/or Dimension Walk
vanced technologically. The devices.
"DarkTek" chapter discusses this in These ETs are the staples of tabloid newspaper
more detail, giving statistics for stories. (There is some evidence that they are the
some of their devices. basis of some legends of elves and faeries, as well.)
They look like hairless humans with small, slender
fnergy fls bodies and
Strength: 1 Education: 20 Move: 40 overly large
Constitution: 1 Charisma: 1 Skii/Dam.:6t/4010*
Agility: 9 Empathy: 1 Hits: 2/4
cra ni ums.
lntellgence: 18 Initiative: 4 # Appear: 1010+2 Their faces are
t Possesses the following special skills: Darkling small and deli-
Empathy 6, Hum an Empathy 4, Project Thought cate, with the
10, Telekinesis 4, Willpower Drain 8. exception of
*This is an electrical attack with a m edium range their oversized
of eight meters. eyes, wh ich
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james stevens (order #2085857)
amphibians a totally illusory world, if desired.
that look some-
thing like a Banshee
cross between a Strength: 7 Education: 4 Move: 2/8/15/30
Constitution: 3 Charisma: 9 Skill/Dam.: 7I I 0
human and a
Agility: 7 Empathy: 20 Hits: 8/16
squid. A fleshy, Intelligence: 6 Initiative: 5 # Appear: 1
bulbous head Special: Human Empathy, Project Emotion, Will-
surmounts an
upright, fleshy This creature
torso, ringed by ·p rojects its im-
manipulative age as a wailing
tentacles at woman in white
shoulder level, and heavier, "walking" tentacles at cloak and robes,
floor level. often at a stream
Their purpose is simple: conquer the Earth and or river, washing
make ittheir own. Fortunately for humans, there are bloody clcths in
very few ofthese creatures and they prefer to rem a in the water. Leg-
near the oceans. end is that it ap-
pears to a family
ffY fOLK when a death is
The word "faerie" has not always meant only "of imminent. In ac-
delicate beauty and magical charm" (as Merriam- tuality, the ban-
Webster puts it). Many of the creatures in faerie shee brings about
legends are beautiful but cruel, and best avoided if those deaths by
at all possible. In former times, these were some- driving its victims to despair, then taking advantage
times called the "fair folk," a euphemism used to of their weakened condition to make its attack.
avoid drawing their attention, but not entirely accu-
rate. And humans who seemed touched by them Borghest
were called "fay, " meaning prone to faerie visions, or Strength: 16 Education: 1 Move: 4/15/30/60
Constitution: 14 Charisma: 6 Skill/Dam.: 5/12
"fey," meaning doomed or fated. It is from the latter Agility: 9 Empathy: 18 Hits: 15/30
that we coin the term "fey folk" to represent the Dark Intelligence: 1 Initiative: 6 # Appear: 1
Minions that spawned the faerie myths. Special: Animal Empathy, Human Empathy,
In legend, these creatures are strong with magical ProjectEmotion, Walk.
power, particularly the power of illusion (in fact, no one
can be quite certain what they really look like), and
they dwell in a world that touches our own but is
somehow one step removed from it. In Dark Con-
spiracy, their entire purpose is to beguile in order to
enslave or destroy. 1hey are dangerous creatures,
masters of terror and illusion, and they like nothing
better than to drive people to madness and death.
They fey folk all are highly empathic, and they
are so skilled at projecting thought images that
they can give a victim waking dreams, creating
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Special: Makes grappling attack s to subdue,
then drowns its victims. Poltergeist
Fuathas (pronounced "fyathas"), or pookas, are Strength: - Education: - Move: -
Constitution: - Charisma: - Skill/Dam.: -/*
a collection of various amphibious creatures that
Agility: - Empathy: 12 Hits: -
haunt bodies of water, in the guise of animals, lnteDigence: - Initiative: 6 # Appear: 106+3
intending to trick people in to drown. One of the * Depends upon object being used.
most reported is the each-uisge ("ek-wiskey"), Special: Telekinesis and/or pyrokinesis at double
which appears as a horse, tempts people (particu- the normal effect.
larly children) to ride, then carries them underwater. Ghosts are disembodied spirits that basically can
A related creature is shellycoat, which lurks be subdivided into two distinct types. The first type,
underwater waiting for a chance to grab unwary sometimes called a "haunt," has no ability to physi-
victims and pull them in. cally affect reality, but relies upon the power of
emotion to take its prey. Even without a physical
GHOSTS presence, however, a haunt can kill, either by
overstressing weak hearts or by driving their victims
Haunt to suicide. These beings rely heavily upon the
Strength: - Education: - Move: - following empathic skills: Human Empathy, Project
Constitution: - Charisma: - Skill/Dam. : - / -
Agility: - Empathy: 16 Hits: -
Emotion, Project Thought, and Willpower Drain.
Intelligence: - Initiative: 6 # Appear: 106+2 The first is used to establish empathic contact with
Special: None. the victim. Once that link is formed, either Project
Emotion or Project Thought follows.
Project Emotion is used to drive victims to a
frenzy offear. Each stage of power level with this skill
temporarily makes all skill checks by the victim one
level m ore difficult. (For instance, a Stage Two
success at Project Emotion would make all of the
victim's skill checks two levels more difficult.) Project
Thought is used to command victims to self-de-
structive acts, from throwing themselves out of
upper-story windows to killing themselves or at-
tacking their companions. If necessary, Willpower
Drain is used to soften the victims up.
The second type of ghost, often called a "polter-
geist," is able to m ove objects. and so to make
physical attacks. Occasionally, these ghosts will
attack empathically as a haunt, but they prefer to
use their telepathic and pyrokinetic abilities. For
exam ple, a poltergeist might telepathically lock the
only door to a room, pyrokinetically set the curtains
afire, then begin project ing sounds of insane laugh-
ter or empathically exaggerate the size of the fire.
Note that poltergeists get double the normal effect
for Telekinesis.
Many people believe that ghosts are the psychic
Tentacles
Strength: - Educ ation: - Move: -
ConsUtutlon: - Charis ma: - Skill/Dam.: 6/1 p 1
Agility: - Empathy: - Hits: •
Intelligence: - Initiative: 6 # Appear: 206
* Each hit
to a medusa's
h ead has a
chance of de-
stroying ten-
tacles. See be-
low for details.
Special :
Short m elee
combatrange.
Each tentacle
Harpies are filthy, vulgar, flying humanoids with a attack s sepa-
taste for human fl esh. Most stand about a meter tall, rately, and all
with relatively human heads and torsos, but with the may focus on
lower legs of a vulture, and with wings instead of different t ar-
human arms. Uke blood vultures (seethe "Beasties" gets.
chapter), they are primarily scavengers; but flocks Medusas
of them have been known to attack living creatures, are an unusu-
if the odds are greatly in their favor. Their preferred altypeofDark
method of attack is to drop stones on their quarry Minion, be-
(treat these as thrown weapon attacks doing 1D 10 cause they
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james stevens (order #2085857)
originated as terran humans. Each medusa has
grafted onto its scalp and neck approximately a
dozen independently minded, stinger-tipped ten-
tacles, each about 20 centimeters long. These
tentacles give the creatures poison attacks in melee
combat, in addition to their normal human attacks.
In the tentacle statistics listed above, #Appear
refers to the number of tentacles the creature pos-
sesses, and the skill rating is each tentacle'schance
of hitting. Melee range for the tentacles is short.
Each tentacle strikes separately, injecting its target
with 1p 1 of venom. Tentacles can even hittargets to
the rear and sides of the medusa, and each tentacle
can attack separate targets.
If the referee allows, damage to a medusa's head
may count additionally as a chance that some of the between t heir snow-white hair and their wide, quiv-
tentacles are destroyed. Each wound should be ering noses. Their j awbones are much smaller than
counted separately, and is multiplied by 10 for a are humans', which makes their pale, fleshy lips
percentage chance that 106+2 tentacles (rounded seem even m ore oversized, and their teeth are small
down) are lost. For instance, a blow that did 3 points and very pointed. Morlocks are primarily meat-
of damage to the head would have a 30 percent eaters, their diet consisting mainly of worms, grubs,
chance of removing tentacles. and raw cave fish. On the rare occasions when they
Many medusas let their hair grow long and thick can find warm meat, such as m oles, mice, or bats,
to disguise the tentacles. Others prefer to wear wigs, they go into a frenzy of ecstasy. But more than
hoods, scarves, turbans, or large hats. anything else, they prefer raw human flesh, torn with
their teeth from a living victim.
MORLOCKS The problem for the morlocks has been that
Strength: 5 Education: 3 Move: 3/8/12/20 humans are bigger and more technologically ad-
Constlb.ltlon: 3 Charisma: 4 Skill/Dam.: 5/106
vanced than they are. Also, humans tend to stay
Agility: 5 Empathy: 6 Hits: 6/12
lnteUigence: 7 Initiative: 3 # Appear: 406 above ground, where t heir sight gives them a long-
Special: Blind, but excellent senses of smell and range advantage over the blind morlock s. Below
hearing. ground, however, it is a m uch different story. In the
In The Time Machine, H. G. Wells wrote of a far stygian darkness of subterranean caves, humans
future in which the descendents of humanity had panic without their sight advantage, and the rnorlocks
split into two separat e races. One lived an idyllic, can attack them en m asse. It is a terrifying thing to
carefree life on the Earth's surface. The other race be lost in the darkness and hear the patter of scores
hid underground and cared for the first ... because of bare feet approaching.
they u sed the surface dwellers as cattle. With the worldwide chaos that the Dark Minions
Wells called that cannibalistic, subterranean race have brought to Earth, humans have become some-
the morlocks. But he wasn't just writing fiction; the what more vulnerable to morlock attacks. There
morlocks actually exist. They are short, pallid hu- have been many recent news stories of entire
manoids with incredibly developed senses of hear- populations of isolated villages disappearing over-
ing and sm ell. Their eyes have com pletely atro- night. The only clues as to their whereabouts are
phied, however, leaving nothing but smooth brow fresh tunnels dug into basem ents and cellars. Few
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james stevens (order #2085857)
kilos. Most of them work as watchdogs for other, it makes them less visible at night.
brighter Dark Minions, but occasionally one will Despite their relatively human appearance, the
escape into the wilds of the Earth. These escapees pale do not feed like humans. Instead, they leech
maintain a very primitive existence, hunting with body heat from warm-blooded creatures, prefer-
their bare hands and wearing untanned animal skins ably from human beings, leaving their victims as
for clothing, giving rise to legends of bigfoot, yeti, cold corpses. (They can drain a body down to
and (in ancient times) cyclops. almost 0° centigrade-32° Fahrenheit- just short
of the freezing point.) To do this, they must create an
TH£ PAL£ empathic link with the victim, while physically in
Strength: 8 Education: 4 Move: 3/l 0/20/40 contact, skin-to-skin . (In order to establish the link,
Constitution: 5 Clarlsma: 7 Sk111/Dam.: 5/1D6
AgDity: 8 Empathy: 8 Hits: 13/26 a pale must have a few minutes to concentrate,
lntellgenc:e: 6 Initiative: 4 # Appear: 106+2 which means that it may not do so during combat-
Special: Dimension Walk. Leech heat from vic- but it could grapple a victim to immobility, then
tims, see below. ~~~- simply hold the victim while the link is created.)
Without this link, they cannot absorb heat effec-
tively, which is why nonliving heat sources will not
serve them. Daylight, for example, might provide
them with sufficient energy for survival, but it se-
verely burns their sensitive skin and eyes. Similarly,
rumor has it that two FBI agents once tried to keep
a captive pale alive in a hot tub, but the creature died
of hypothermia even as its outer skin layer was
blistering away.
The pale are nocturnal hunters, shunning the
bright, hot light of day. They almost always operate
in packs. When prey is scarce or human resistance
is strong, the creatures can enter a hibernative
trance to wait for better times. They can only leave
this trance by absorbing more heat, which means
that a victim must be within the immediate vicinity.
The amount of heat that can be leeched from
Uke the bloodkin, the pale are another source of different victims varies considerably, of course ( es-
humanity's vampire legends. These creatures are pecially if the victims are of different species). As a
much more human looking than are the bloodkin, rule of thumb, however, referees can estimate that
however. Members of the pale are tall and gaunt, for victims that are drained completely, each kilo-
with relatively short torsos but long, spindly limbs. gram of body weight translates to about 45 minutes
(Generally the pale average a full two meters in of activity for a pale. The heat from an average adult
height and about 70 kilograms in weight.) Their skin human (let's say 70 kilograms), for example, could
is incredibly pallid, and their hair (which grows maintain one pale for a little over two days (52.5
thickly on head, neck, and shoulders, like a lion's hours, to be exact), or two pales for one day, etc. A
mane) is pure white. Their eyes are pink, like an good-sized rat might keep one pale active for an
albino's. To disguise their inhumanly long limbs and hour or so.
short torsos, the pale tend to dress in billowy clothes Some of the oldest and wiliest of the pale are able
and wear flowing cloaks. They prefer black because to stop feeding from their victims short of causing
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james stevens (order #2085857)
or buried in desert sands. Similarly, there have been doing less dam age in combat, and able to withstand
discoveries of stone cairns preserving some Es- much less, as well.
kim o and Viking corpses. If mummies such as these
are animated, the animating spirit has access to the WfRfS
mummified brains' knowledge and memories (at There are at least two different types of were
least what rem ains after ages of death). Such mum- creatures that have formed the basis of legends of
mies can be quite cunning and self-aware. Of shape-changing creatures. The primary type is
course, it is entirely possible for the animating spirit termed "true weres," the secondary"Moreau weres."
to be created with above average mental and/or
soul statistics, as well. True Weres
Mummies are most often created by dark elves, Werehear
and are used to guard entrances to their under- Strength: 13 Education: 4 .Move: 3/9/15/30
Constitution: 15 Charisma: 4 Sldl/Dam.: 6/2010
ground facilities. Sometimes, however, they may be
Agility: 4 Empathy: 7 Hits: 18/25
made by ETs or others of the fey folk. Intelligence: 4 Initiative: 4 # Appear: 106+3
Special: Automatic human image projection.
Skeleton Silver disrupts Empathy.
Strength: 3 Education: 1 .Move: 3/9/18/25
Constitution: 2 Charisma: 1 SkUI/Dam.: 6/106
Agility: 8 Empathy: 1 Hits: 4/5
Intelligence: 1 Initiative: 6 # Appear: 306
Special: One level more difficult to hit in fire
combat.
Like mummies, animated
skeletons are the remains of
corpses, which are then raised to
a semblance of life by the infu-
sion of an animating spirit. Gen- Wereboor
erally, they are created by the Strength: 11 Education: 2 .Move: 3/6/10/ 18
Constitution: 12 Charisma: 3 Skill/Dam.: 5/206
dark elves to guard entrances to Agility: 5 Empathy: 8 Hits: 13/25
subterranean facilities. The dark Intelligence: 3 Initiative: 5 # Appear: 106+2
elvesalsoliketouseskeletonsto Special: Automatic human image projection.
terrorize small towns, animating Silver disrupts Empathy.
the contents of nearby cemeter-
ies for their grisly entertainment.
Occasionally, ETsorfey folk other
than the dark elves will create animated skeletons,
as well.
For the morlocks and dark elves, one of the most
appealing things about creating animated skel-
eton s is that they require much less life force to
animate than mummies or zombies. For this rea-
son, greater numbers of them can be animated.
That ease of animation also means that skeletons
are much more agile than other animated corpses.
Unfortunately, they are also much more fragile,
Weretiger
Strength: 17 Education: 3 Move: 3/9/18/35
ConstlbJtion: 15 Olarlsma: 6 Skill/Dam.: 8/306
Agility: 6 Empathy: 8 Hits: 15/30
Intelligence: 5 Initiative: 6 # Appear: 106+3
Special: Automatic human image j)rojection.
Silver disrupts Empathy. True weres are bestial :::r.eatures that can walk
either upright like humans or, more quickly, upon all
fours. They vaguely resemble normal terran ani-
mals such as wolves. bears, boars, or even tigers but
are able to disguise themselves by empathically
projecting an image of human shape and features.
Except during the period of the full moon, that is.
Weres have a monthly rutting season which is tied
to the lunar phases, and when the moon is full, they
revert to bestial habits, dropping their human guise
and mindlessly attacking nearly any terran creature
they meet up with.
It is not possible for a human to become a were,
but it is possible for the two races to interbreed, with
a 60% chance of producing were offspring.
Contact with silver disrupts a were's ability to use
empathic powers, including the projection of its
normal human facade.
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Moreau Weres ZOMBIES
In voodoo myths, the word zombi generally refers
to a dead body brought back to life to serve as a
mindless slave, usually for agricultural work. In
Dark Conspiracy, there are two different sources for
these myths, plus one more modern type of zombie.
Animator Zombies
Strength: 9 Education: 1 Move: 2/8/15
Constitution: 7 Charisma: 1 Skiii,IDam.: 5/206+ 1
Agility: 3 Empathy: 1 Hits: 15/30
Intelligence: 1 Initiative: 2 # Appear: 206
Special: None.
The first source ofthe zombie myths is a special-
ized form of animator (see above), one powerful
enough to restore an entire corpse to physical
function. Like mummies and animated skeletons,
this sort of zombie is not actually brought back to
life; instead, it is moved telekinetically by the anima-
tor dwelling within it. (This is a special use of
Telekinesis that requires no rolls for success or
effect.) Like other anim ators, these zombies are
usually created by ETs or fey folk, to function as
guards and troops. As a result, they are typically
A special subclass of weres is made up of made with very low Intelligence, Education, and
humans who have been bestialized in ET experi- Charisma statistics. It is possible, however, for zom-
ments. Some have been surgically modified, bies to be created with high scores in these statistics
having eat's eyes implanted to improve night (which ought to give the Pes quite a shock the first
vision, for example. Others are the result of time they encounter one). The statistics listed above
chemical treatments that thicken skin, stimulate are for average zombies.
adrenaline production, etc. Some have even
been created by genetic manipulation, resulting Moss Zombies
in creatures that are truly half human and half Strength: * Education: * Move: *
Constitution: * Charisma: * Skill/Dam.:*/ *
beast. Agility: * Empathy: * Hits:*
Very few of these experimental subjects survive. Intelligence: * Initiative: * # Appear: I D6
Of t:1o5e, most are severely crippled. Only very *As per appropriate NPC level.
rare\y do individuals result who are favorably modi- Special: None.
fied. Statistics for these creatures are as varied as Moss zombies are apparently the result of an
their types. Generally, the referee should choose experiment in biological weaponry gone awry. They
standard NPC statistics, then add a special facility, are not actually corpses brought back to life, but are
such as the ability to spray like a skunk or to cause instead living creatures infected with a bizarre form
extra unarm ed melee damage with claws. of plant life.
(These creatures are called Moreau weres in The zombie moss can only survive in warm, wet
honor of H.G. Wells' The Island of Doctor Moreau.) clim ates, such as Southeast Asia and Indonesia,
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james stevens (order #2085857)
corpse, portions of the community begin to die would allow referees to easily keep track of hours
away, and control of the body steadily worsens. gained for heat drained. A little testing revealed that
Generally, when the community finally leaves the ' the formula allowed for draining a human entirely
old body, it does so by oozing out skull openings and receiving a full two days of activity, as well as for
such as the ears and nostrils. Of course, it attempts keeping the victim alive by smaller feedings every
to leave the old corpse while in the vicinity of several seven hours or so. Of course, we had to set a limit
new ones, in order to split up and expand. on how low the heat could be leeched (not quite to
If the organism can invade a living human, it can freezing), as well as a rationale for ruling out other
feed for nearly a week, as it does not have to heat sources.
compete for its food with normal corrupting organ- After all of this is done, work through the statis-
isms. A living victim will slowly lose its personality, tics, assigning numbers that seem reasonable, given
memories, and physical control over the course of the other creatures in the game. Human NPCs can
the first few days of this period, and will spend the beagreatguidelineforthis. For example, ifyou want
time in a horrific waking nightmare during which it something about as tough as an Experienced NPC,
has trouble separating hallucinations from reality. you should give it an Initiative of about 3, attributes
When running such an infected NPC, the referee that average to about 5, and a combat skill value of
should use the NPC's normal statistics to begin with, 4. All human NPCs have a total of 20 hit points and
then slowly adjust them to reflect the infection's can take 10 before they suffer the results of being
taking control. slightly wounded. You should adjust this up or down
to suit your creature. NPC unarmed dombat dam-
DESIGNING age is one-tenth of the product of Strength and Skill.
Your creature may do more or less, depending upon
YOUR OWN DARK MINIONS natural weapons such as claws and teeth. Ideally,
Sources of ideas for new Darkling races surround then, you should establish a die roll notation that
us every day. Novels, movies, lV, and periodicals averages about the same number (remembering
abound with strange creatures that can become the that the average on 1D6 is 3.5, and on 1D 10 is 5.5,
basis for a new threat to your PCs and the world in so 2D6 average to 7, 2D10 to 11, etc.). When
which they dwell. Or you may have an odd idea or adjusting these things, keep in mind that a low-
two floating around in your own head. Initiative creature needs a fairl y high skill level, if it
In order to translate one of these creatures into is to hit in combat at all, while a high-Initiative
Dark Conspiracy game terms, first write down a creature can afford a lower skill level, as it will get
word description of the creature's appearance and many more chances to hit during the course of a
behavior, without worrying about numbers at this battle.
point. As you write, new ideas will come to you, to Next, if you want the creature to be just a bit
help flesh out the description. tougher, give it one point of body armor, represent-
With that description firmly in mind, begin think- ing tough hide perhaps, or make it somewhat more
ing about how to translate any special powers into difficult to hit, due to small size, snake-like quick-
rules. With the pale, for instance, we knew that we ness, or the like.
wanted creatures that leeched heat in a way similar Finally, if you haven't done so already, give the
to the m anner in which traditional vampires drain Dark Minion a name that reflects its nature, some-
blood, including the possibility of draining just a thing that Dark Minion hunters will have coined for
little, leaving the victim alive for repeated feedings. it. (Alternatively, you can start with a jazzy name,
J ust a little bit of playing with human body heat and then build the description and statistics upon it.)
weight revealed a relatively simple formula that Now you are ready to turn it loose upon your PCs.
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The major exception to all of this is equipment
TECHNICAL IMAGERY used by the humanoid ETs. Their machinery tends
Most Darkling devices look quasi-organic, as if to be smooth and featureless geometric shapes
they were exuded from a living organism, rather made from silvery metals or grown from crystals.
than built mechanically. (Actually, most of them Some have pastel lights glowing dimly inside.
are!) Machine casings look like insect carapaces or There are no visible controls: The ETs merely touch
mollusk shells. Cables and wires are bumpy and the machinery's surfaces to activate it. This makes
unevenly sized, like vines or strands of web. Some the devices very difficult for humans to operate,
look like veins, carrying current through an internal because the touch points are not obvious.
fluid. The internal workings are dotted with opaque Also, what little machinery the morlocks and
capsules, like insect eggs, and containing sludgy dark elves use tends to be closer to the norm for
fluids. Where cables connect, globs of hardened humans, because it is usually stolen from humans
mucous serve as solder. Exterior controls are either or copied from their designs. It is not uncommon to
jointed, limb-like extensions that are operated by find that equipment linked to items borrowed or
movement, or they are blister-like lumps that are stolen from one or another of the ET races, as well.
activated by touch.Instead of dials and gauges, the Referees are encouraged to let their imagina-
devices have color-changing windows (black and tions run wild when describing Darkling devices.
red being prevalent) through which disturbing After all, the PCs are never going to be able to figure
shapes can be dimly viewed, or flexible sheets of out all of a device's functions-what is most impor-
material with raised spots that move about, as if a tant is imagery.
finger were pressing outward from the other side.
DIMENSION WALK DEVICf
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 proto-
dimension at, say, New York's World Trade Center
and exit again at the St. Louis Arch, without cross-
ing the intervening space in our world. But not all
Dark Minions have this innate ability to access that
proto-dimension. Many-the 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
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characters. (Assume t hat em pathic contact, once
established, lasts the duration of the trip.)
Empathy has another important function in proto-
dimensions as well: It serves as a sort of direction
sense.ln other words, empathic characters can feel
the real-world locations corresponding to those in
the proto-dimension. This way they can navigate
their way through the otherwise featureless terrain.
This assumes that they have made a successful roll
versus their Empathy attribute. If they fail that roll,
they have no sense of direction; a catastrophic
failure means thatthey have a false sense. (Referees
should make these rolls for the players.)
Note that just as a portal is necessary in order to
enter a proto-dimension, another is just as neces-
sary in order to exit. Therefore, even if the PCs
capture one device, they will most likely have to exit
at some other held by Dark Minions.
Besides allowing the PCs access to a dimensional
portal, you might decide to let one or more of the
empathic ones to learn the Dimension Walk skill. If
so, they should only be able to access dimensions
and proto-dimensions that they have previously
we will deal with some of those in more detail. visited. This prevents them from becoming too
Meanwhile, referees should feel free to invent di- powerful, especially if you have Dark Minions begin
mensions as they see fit-just keep them horrific. patrolling the ones the PCs use frequently. You might
We have mentioned the proto-dimensions that even want to have one or more of the dimensions or
are most commonly used, but you may wish to proto-dimensions they use suddenly cease to exist,
allow access to other proto-dimensions, as well. For having been destroyed by the Dark Masters, per-
example, if you need a creature to have truly rapid haps. That ought to give the PCs something of a
transit between L.A. and New York, you might want fright, especially if they are in it when it collapses.
to have portals set up in both cities, accessing a Another way to counterbalance the usefulness of
proto-dimension in which distances are a hundredth proto-dimensions is to make the distances between
or a thousandth of those in the real world. proto-dimensional locations remain the same as for
their real-world equivalents, but have the proto-
PCs and Dimensional Travel dimensional flow of time run faster. The real-world
lf your PCs discover a Dimension Walk device effect is virtually the same as for a distance-short-
and learn to operate it, they may wish to use it ening proto-dimension, but the travelling characters'
themselves. Anyone can enter a dimensional por- perception is different. In our example above, we
tal, but remember that only empathic characters mention a humanoid creature entering a one-tenth
can perceive the topology of a proto-dimension. distance proto-dimension, walking five kilometers
However, by use of Human Empathy and Project in an hour, and reentering the real world 50 kilome-
Thought skills, empathic characters are able to ters distant, an effective trip of 50 kilometers in an
convey an image oftheirperceptions to nonempathic hour. In a 10-to-one t ime proto-dimension, the
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james stevens (order #2085857)
On the other hand, the ETs have begun to incor- tronic otherworld predicted in cyberpunk literature,
porate some of these extraneous bits of memory but some interface of mind and m achine is possible.
and instinct into program constructs that serve as If you run adventures with computer empathic
internal guards, hard-wired into the computers. For characters, keep in mind that they cannot directly
example, some empathic ability and memories affect the operation of computers. Computer Em-
from a human might be tied to a shark's hunger pathy is a receptive sense only. What they can do,
instinct and an electronic attack program, to create however, is perceive information within the com-
an electronic guard that recognizes empathic intru- puter world much faster than someone watching a
sion and attacks it ferociously. monitor, and they perceive more of that information
at one time than does a normal operator. With this
Computer fmpathy enhanced information, computer empathic charac-
ters can operate a computer much more easily than
and Darkling Computers can normal operators. They can also assist some-
Even with the deleterious effects of the Dark one who is operating a computer, by orally describ-
Minion-spawned Greater Depression, humanity has ing to the operator what they sense. (You might let
continued to increase its dependence upon com- a successful computer empathic character adjust
puters and computer networks. At the same time, the computer operator's skill by one point, two if an
Computer Empathy has begun to manifest itself in outstanding success is rolled.)
a small portion of the population (although most Most computers and networks such characters
such "gifted" individuals tend to keep their abilities encounter will be normal, terran devices. Some may
secret). The result is nowhere near being the elec- be larger and faster than others, more difficult to
access, perhaps, but they will still be just machines.
Occasionally, however, a computer empathic char-
acter may encounter another empathic character
within a computer network. When this happens, the
two characters can communicate empathically with
each other, using the computer link as a sort of
carrier wave. The resultant communication is ex-
tremely rapid, as if the two were sitting in the same
room and using Human Empathy and Project
Thought to communicate telepathically.
Even less frequently, computer empathic char-
acters may encounter a Dark Minion computer
within a network (if they perform a computer search
into the heart of a major corporation, for example).
In such a case, they are in for quite a shock when
they begin to perceive the jumble oforganic memo-
ries swirling there. But as well, the machine itself
may be able to sense such characters with its
organic parts (if one or more of its" donors" had the
Computer Empathy skill themselves) and attack
them empathically. On the other hand, with its
electronic abilities, it might react to the computer
the character is "riding." It could cut off that com-
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james stevens (order #2085857)
can sometimes link with others to produce a com-
bined sentience. If these sentiences are talented
enough, and lucky enough, they can escape the
notice of the Dark Minions until they have gained
enough power to protect themselves from shut-
down. They then become self-determined creatures
dwelling within the computer networks. Similarly,
there are some disembodied creatures, things like
ghosts and animator spirits, that take up residence
within the electronic flow ofthe computer networks.
Generally, all such sentiences are hostile to com-
puter empathic humans they encounter in the net-
works. But once in a while, when working against
the Dark Minions, PCs may find themselves being
aided by such a being if it bears a grudge against the
invaders itself.
ANIMATOR GfNfRATORS
As referee, you have to consider the abilities of
your group's Pes and present them with appropri-
ately challenging opponents. For that reason, there
is not a lot to be said about animator generators, the
machines by which many Dark Races create life
force to animate nonliving objects (see "Dark
Races"). You just decide how many animating
spirits you want your Dark Minions to have the PCs
encounter and what their forms and abilities ought
to be, then write them down and send them on their
way to play whatever part you intend in your
others from the mindsoflesser creatures, all jumbled nefarious schemes.
together in a horrifying muddle, and overlaid with an If for some reason you decide to allow the PCs to
agonizing sense of loneliness and confusion. The capture an animator generator and puzzle out its
character must make an Average Willpower check operation, there are a couple of guidelines you
to pull free, or he will be sucked helplessly into the ought to follow. First, only allow the machine to
nightmare. The player rolls and fails. But the referee make one animator spirit at a time, and have it take
is feeling generous, so he has a friend come by several hours to do so. ( 4D6 hours is a good rule of
Do\ph's apartment a few hours later, find Dolph thumb.) Second, don't tell the players the exact
frozen in front of his computer with tears streaming stats of the resultant animator-describe its abilities
down his face, and turn the computer off, breaking in broad terms. If they are creating something
the connection. He puts Dolph to bed, and by described in the "Dark Races" chapter or that you
morning the character has recovered enough to have already designed, your job will be easy. But if
function once again. you allow them to experiment at creating something
As a final note concerning Dark Minion comput- new, have them describe to you what effect they are
ers, it should be mentioned that these computers working for, then decide for yourself what its stats
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ant consequences." That is, if PC cyborgs meet up control of the PC cyborg. That attempt could be the
with the Dark Minions who modified them, they may core to an entire adventure, with the Dark Minions
be taken over once again. The referee should play remotely commanding the cyborg to do their bid-
this possibility for its story value. If the PCs are ding and the PCs trying to break that control. Or
soundly thrashing a group of Dark Minions, for perhaps the cyborg suddenly realizes that he or she
example, the referee might decide to have these be has a self-destruct mechanism ticking away inside
the creatures that created the PC cyborg in the and the PCs have to find the Dark Minions respon-
group, and those creatures might suddenly pull out sible, in order to obtain the defusing device.
a control box or speak a command word to cause Don't be hesitant to use and abuse PC cyborgs in
the cyborg to join their side of the battle. Alternately, such ways. After all, their players were warned
you mightjust have them cause the cyborg to freeze about possible "unpleasant consequences" ofchoos-
up. Of course, you don't have to wait until a battle ing the career.
to have a group of Dark Minions attempt to regain
UfOS
If you are to run adventures with ETs, they will
need to have some sort of flying vehicle: a UFO.
These UFOs are motivated by antigravity engines
that allow them to go from a stationary hover to
mach speeds nearly instantly. At the same time,
those engines generate gravity inside the vessels to
negate the effects of such acceleration upon crea-
tures inside, and to avoid weightlessness in orbit. As
well, most UFOs have Dimension Walk devices built
into them, to allow projection of the vessels into
proto-dimensions for even more rapid travel. In
combat, a UFO can withstand a direct hit from
anything short of a nuclear missile. Fortunately for
Earth, there are only a handful of these vessels in
existence, and the Dark Minions seem unable to
manufacture any more.
Perhaps the most important thing to remember
about these craft, however, is that they exist in a
horror game, not science-fiction. When you use
them, always be searching for some way to make
them horrific. For exam ple, if one lands, when it
takesoffonceagainitshouldleavebehindascorched
circle with the charred bones of some unfortunate
animal. The sound it makes when flying should
grate painfully on the nerves. If the PCs get close to
one, they should feel a queasy sensation, as from
some strange sort of radiation, and it should make
Geiger counters go wild. If you work to evoke such
details, you will have set the stage for your ETs to be
horrifying, as well.
Hand-Portable
-Recoil-
ROF Dam Pen Blk Mag SS Brst Rng
1 20 1 1010 10100 - - 200
Special: These weapons range in bulk from 1 to 10, as determined by a die roll. If a PC captures
one, roll percentile dice (secretly) to determine how many shots remain; it cannot be recharged.
Vehicle-Mounted
ROF Dam Pen Mag Rng
1 70 1 10,000
Special: Magazine is unlimited, as long as the powering engine remains in operation.
-~ ..............
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james stevens (order #2085857)
In this chapter, we provide you with some adven-
tures to get your campaign started. The first one is
\ fully developed. After that, we give you a number of
tabloid headlines (from actual tabloids), each with
a synopsis of the story it referred to and a capsule
description of how to use it for an adventure.
(In these adventure descriptions, the distinction
between player and character is blurred in some
1'-ili:::S..IIi: places. In the first adventure, for example, the
referee tells one of the players, "You have had a
~~ dream." In actuality, of course, it is the player's
character who has had the dream, but the direct
address encourages players to imagine themselves
as their characters.)
AOVENH.JRES
245
james stevens (order #2085857)
spend the next few nights patrolling the streets of
Scene Two: The Trip to Dayton downtown Dayton , hoping to catch at least a glimpse
Depending upon what part of the world your PC of the cannibals. This is really their only good option,
group works from , the characters may have from a because they have no other leads at present. But let
few hours' drive to multiple hours of flight time to them try whatever else they might come up with;
travel to Dayton. This is a perfect time to introduce just have these other options come up pretty much
a random encounter. The encounter will help to as dead ends. For example, they m ight decide to
make the players feel that the world is big-there is question the reporter who wrote the stories about
a lot going on in it that doesn't directly concern cannibalism, but when they check, they find that he
them-but because their investigation has barely has disappeared. (He is hot on the trail of the
begun , the encounter will not disrupt it unduly or "cannibals" himself, as will be revealed in the final
confuse them. As always, you should choose two scenes.)
something appropriate to the specific circumstances They could go to the police, of course, if they
your group is in. don't mind drawing official attention to themselves.
Because the PCs are out-of-towners, however, the
Scene Three: Arrival m Dayton police will be very surly toward them, perhaps even
Once your PCs reach Dayton, have them take abusive. Eventually, they will throw the PCs out,
care of m undane details such as where they are threatening to lock them up for obstructing justice.
going to stay, how they are going to get around town, In general , the purpose of this portion of the
etc. Unless they cam e from someplace very near, adventure is both to establish the atmosphere of
they are going to be somewhat weary from their Dayton and to frustrate the Pes somewhat, so that
travel, so make sure they take time to eat and sleep when the attack in the next scene comes, it will be
before getting into any serious investigation. They all the more exciting.
can take part of this time to plan their investigation, If they continue to stalk the streets at night, on
if they like. their third evening in town the PCs discover another
victim. The first inkling they get is when they spot a
Scene four: Stalking the Sheets bare foot and lower leg protruding from the shadowy
Once your PCs are settled in, they will most likely mouth of an alley into the moonlight. When they
ADVENTURES 247
james stevens (order #2085857)
When the first one falls, the others suddenly lose
lesser Vampires all faith in their immortality, and they flee, scream-
Strength: * Education: * Move: * ing, from the PCs. Panic lends wings to their feet, and
Constitution: * Charisma: * S kill/ Dam.: *f*
AgBity: * Empathy: * Hits: *
they split up in all different directions, so most, if not
Intelligence: * Initiative: 5/* I Appear: 306 all, of them should m anage to escape. All except the
*As per human NPCs.
Special: Averse to bright light and garlic. Initiative 5 until one is downed, one the PCs killed, that is. When the PCs investigate
then normal Initiative (see below). his body, they find that he is wearing military
Human victims of a vampire typically suffer from a related disease called
iron-deficiency porphyria . This disease causes the gums to recede, making fatigues with a second lieutenant's bars on the collar
the teeth look elongated, and creates a craving for blood in its victims. As well, and the name "Snyder" on the breast pocket. There
bright light becomes painful to their eyes, and certain natural chemicals in
garlic makes them nauseous. Historically, bloodkin vampires have often is no unit patch on his shoulder. Although the
played upon these sym ptoms, telling their victims that they are becoming players will have no way of knowing as yet that he
immortal vampires as well, thus adding more confusion to the vampire
legends. was suffering from iron-deficiency porphyria, be
Referees should choose an NPC experience level for these • Jesser vam· certain to describe his physical appearance to them
pi res, • based upon where they were • recruited• from. However, because they
believe themselves to be immortal, they will attack with incredible ferocity- (see the "Bioodkin" entry in the "Dark Races"
treat them as having an Initiative 5. regardless of actual NPC level-until one
of thei r number dies. At that point, they revert to their normal Initiative and chapter on page 213-215 for details) .
attempt to flee. Unfortunately, by the next time they are encountered, their After the PCs have had a few minutes to look him
master will have convinced them of their immortality once again (explaining
away their comrade's death es a fluke or illusion, perhaps). over, police car sirens can be heard approaching.
Someone in a nearby building heard the vampires
screaming and called the police.lfthe Pes stick with
the body, they are certain to be arrested on suspi-
cion of murder, to be released later only upon
payment of a bond of $5000 apiece. If, instead, they
flee, they can get back to their hotel room without
too much trouble. A few hours later, they will be
wakened by a police officer who wants to question
them about the body, but he is merely part of a group
of police canvasing the entire area and does not
suspect the Pes more than anyone else.
ADVENTURES 249
james stevens (order #2085857)
become suspicious that Leeds was somehow in-
volved in Snyder's original disappearance, so that
they will want to investigate Leeds' country place. If
the PCs do not become suspicious enough after
investigating Leeds, you can have Lori MacNamarra
tip them off. If Lori does not know of their investiga-
tion, and therefore cannot call them. you might
even have a hint dropped by a police detective
wh.o contacts the PCs about Synder's death. One
way or another, then, you have to get them
pointed toward the country house. in order for
the next scene to take place.
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ADVENTURES
251
james stevens (order #2085857)
pasture toward them, as if intent upon running them
down (or they hear its motor and suspension buck-
ing as it crosses the pasture, if it's daylight). But as
the vehicle gets closer, the PCs' attackers flee from
it. Finally, the PCs recognize it as a man in a jeep,
with flourescent black lights strapped to the frame
and roll bar. He is firing an Uzi into the air as he
approaches, to help drive the creatures away.
Stopping in front of the PCs, the man yells for
them to get in, then he drives them back to the road.
Along the way, he introduces himself as Fred Brody,
writer of the articles about the Dayton cannibals
(see the sidebar). He and his brother had been
investigating the story and had learned that the
creatures are actually vampires. Theorizing that
they are susceptible to ultraviolet light, his brother.
fRfD BRODY an electronics expert, created two scratch-built UV
Level: Experienced lasers, but before they could come to the farm with
Skills: Foreboding 6, Observation 6, Melee Combat (Un- them, Leeds hired some thugs to have his brother
armed) 4, Small Arms (Rifle) 4, Willpower 4 killed. Now that the PCs have become involved.
Initiative: 3 Brody hopes that they will join forces with him.
Physical Description: Fred Brody is tall and athletic, with The lasers are in the back of the jeep. Each
clear blue eyes and a shock of red hair. He always wears a consists of a bazooka-sized firing mechanism, at-
preoccupied expression, as if he is puzzling out something tached by electrical cables to a backpack rack
new every moment. His age is 32. containing 12 car batteries, a very heavy contrap-
Motivation: Spade 10: Brody is ambitous, but that ambition tion (see stats in sidebar). Fred intends to use one,
takes the form of always digging for the truth, not necessarily but any of the PCs can use the other, which had been
just to see his name in print. He is a devoted journalist. intended for his brother. He explains that they had
Heart 7: Also, Brody is fairly outgoing, and despite his better decide quickly, because the head vampire is
preoccupied look, he is very good at remembering names sure to flee the farm any moment now, and he wants
and details. which makes people feel that he cares about to kill it before it can get away.
them. Most of his friends would describe him with the word
"trustworthy." Scene Nine:
The Master Takes flight
BRODY'S LASERS (ULTRAVIOLET) Brody presses to make an immediate attack on
the farm house, using the vehicles to get down the
Ammo:-
Wt: 26 kg (Carbine: 5 kg, Backpack: 21 kg) lane quickly before The Master can escape. If the
Mag: A backpec:k Is good for 12 shots per charge
PCs stall him, within a few minutes they will see a
Prtc:e: $12.000 (-/-)
limousine leave the farm in a great hurry. It is The
-Recoil- Master and a few loyal servants fleeing to no place
Weapon ROF Dam Pen Blk Mag SS Brst Rng in particular, merely away. Immediately thereafter.
UV Laser ( J)* 12 2 5 60 a van full of other servants follows. If the PCs want
*One shot per 30 seconds.
to give chase, the referee will have to wing it.
ADVENTURES 253
james stevens (order #2085857)
story, the body is actually that of a criminal who had
been shot repeatedly. But an am bulance attendant
thought it was Iglesias, and the story spread rapidly,
even prompting suicide attempts among Iglesias'
fans.
Adventure: What if it really were Julio Iglesias
who was killed, and he has been replaced by a
changeling . A possible plot might work like this:
dark elves k ill Iglesias and replace him with a
changeling, but someone saw it happen and
spread the story, which the dark elves then had
to suppress. If the PCs go to Toyaltita, Mexico,
where the killing took place, they find them-
selves the target of attacks by other changelings
planted to keep anyone from finding out the
truth. Meanwhile, the dark elves are using the
false Iglesias to get dose to other famous singers
and replace them, as well. Their intent is to put
together a multi-star concert at Madison Square
Garden in New York, which they have booby
trapped to collapse into an underground cavern,
killing and maiming tens of thousands of specta-
tors. The PCs have to discover the dark elves plot
and stop it before it com es to fruition.
ADVENTURES 255
james stevens (order #2085857)
If the PCs investigate this story, they will have to survived the fall. Butela says that he blacked out
have someone with Computer Empathy run the before he hit the ground, and then he doesn't
phone lines from the attic phone, to discover where remember anything until he felt himself moving his
Davenport's component computers are located. legs. The story does not state what his injuries were,
Then they will have to infiltrate each location and so you can assume (for purposes of an adventure)
steal the computer there. It won't be an easy task, that he woke up without any. Perhaps Butela is
especially as each time they disconnect a computer actually a very advanced empathic healer who fixed
to m ove it, Davenport's personality will fragment. himself up without knowing it. Alternatively, he may
But if they manage to pull it all off, they will have a have been snatched by extraterrestrials while fall-
sentient supercomputer as a life-long friend. ing, and the memory of the subsequent experi-
ments blacked out. He might be someone interest-
Other Interesting Stories ing for the PCs to make contact with.
Crippled UFO Sends SOS to Earth: Supposedly,
in This Issue scientists have received a mayday message from a
Some of them are strange, but each of these passenger UFO blown out of existence by an enemy
stories can add to the Dark Conspiracy atmosphere. warship near the Great Cluster of Hercules. The
Hitler Captured: Actually, this story got the big- message has taken 25,000 years to get here. Of
gest typeface on the cover. Apparently, the more course, there may actually be a proto-dimension
than 100-year-old Nazi leader was on his way to somewhere in which time runs backward or some-
Iraq, to help Saddam Hussein defeat the American thing, so that another UFO could still leave Earth
forces there. However, he was captured by South and aid the beleaguered vessel. Or maybe the story
American Nazi hunters. is just a hoax perpetrated by the ETs to keep us from
Hitler is just the sort ofbigger-than-life figure who realizing that UFOs come from inside the Earth, as
could easily be a Dark Minion himself, thus ac- an ad in this issue claims.
counting for his age. Six-Foot Lobster Turns Deep-Sea Divers Into
Sky Diver Plunges Two Miles-And Uves!: Mike Jellyfish: A restaurant owner in Prestwick, Scotland,
Butela had quite a fright when his parachute wouldn't is offering $15,000 for anyone who will catch it so he
open during a skydiving event. But miraculously, he can cook it. What if the lobster is just the first
evidence of a substance that creates giant creatures
as in H. G. Wells' Food of the Gcx:J.s?
ADVENTURES 257
james stevens (order #2085857)
f~~~~~f~lf
&~fff~f~(f [~~~y~
).;~
EQUIPMENT
261
james stevens (order #2085857)
40mm Grapple: This grenade can
Rifle with Grenade Launcher
be fired from the M203 and propels
a grappling hook and an attached
rope up to 50 meters straight up.
The grapple must be inserted sepa-
rately into the front of the launcher.
Wt: 0.3 kg, 20 kg per case of 36.
Price:$20each, $800percase (-/S).
E' I)
Rockets
==0 82mm SMAW HE: Fired from the
M12 SMAW.
Rifle Grenades
Wt: 0.2 kg, 7 kg per case of 6.
20mm S (20mmx118mm Short): from the M203. Price:$35each;$180percase (-/S).
Used in XM 7 Storm Gun. Wt: 0.3 kg, 25 kg per case of 44. 82mm SMAW HEAT: Fired from
Wt: 32 kg per case of 100, 1 kg per Price:$3each, $120percase, (-/S). the M12 SMAW.
5-round magazine. 40mm II..lliM: Fired from the M203. Wt: 0.2 kg, 7 kg per case of 6.
Price: $110 per case (-/S). Wt: 0.2 kg, 20 kg per case of 44. Price: $35 each, $180 per case (-/S).
Price:$2each, $75percase (-/C).
Heavy Weapons 40mm Stun: This grenade can Rifle Grenades
25mm HE: Used in the 25mm gun be fired from the M203. The grenade These weapons are fired using
carried by the RamTec:h Roboguard-IV fires a nylon "bean-bag" that fans out Heavy Weapons skill.
and on the RAH-66 Comanche. after firing to spread its impact over a HEAT: Fired from any battle rifle or
Wt: 100 kg per case of 33, belted. wide area. The grenade is designed to assault rifle.
Price: $950 per case (-/S). incapacitate its target without doing Wt 0.7 kg, 20 kg per 10-round case.
permanent damage, and has no ex- Price:$8each, $65percase (-/C).
Grenade Launcher plosive filler (and no concussion or WP: Fired from any battle rifle or
fragmentation damage). A target hit assault rifle.
Rounds with this grenade is knocked down, Wt: 0.7 kg, 20 kg per case of 10.
40mm HE: Fired from the M203 loses all remaining actions for the Price:$14 each, $1 OOpercase (-/C).
grenade launcher. turn, and rolls an Average test of 140mm RAW (Rifle Assault Weap-
Wt: 0.3 kg, 25 kg per case of 72. Consitution each turn thereafter to on) HE: A rocket-propelled grenade
Price: $3 each, $200 per case (-/V). recover. No actual damage is suf- which can be fired from any assault rifle
40mm HEDP: Fired fromtheM203. fered. The grenade can only be used in which fires 5.56mm N ammunition.
Wt: 0.3 kg, 25 kg per case of 72. direct fire. It hits one target. Wt: 3 kg.
Price: $4 each, $250 per case (-/C). Wt: 0.3 kg, 20 kg per case of 44. Price: $36 each (-/R).
40mm CHEM: Tear gas only. Fired Price:$20each,$800percase(-/S). 140mm RAW (Rifle Assault Weap-
on) HEAT: As above, but with a HEAT
warhead.
40MM STUN GRENADES Wt: 3 kg.
ROF Mag Rng IFR Rnd Damage Pen Price: $48 each (-/R).
ss 1i 10 Stun * NU
*Twgat laiiOdrlecl down, loees remaining actions for the tum. mel must roll Average:
COI't ..:h tum theretlfter eo recover.
Antitank Missiles
These are fired using Heavy Weap-
EQU IPMENT
263
james stevens (order #2085857)
ally provided by a blasting cap. A one-
Radio Detonati on
kilogram block has a DP value of 6.
Receiver Unit
Wt: 30 kg per case.
Price: $35 per 1-kilogram block,
$600 per case of 20 blocks {- /C).
Czech State F actories Semitek: A
slightly more potent and form of plas-
tic explosive manufactured in Czecho-
slovakia. Its properties are similar to
plastic explosive. It has a DP value of
8 per kilogram.
io onati on Wt: 30 kg per case.
Broadcast Unit Price: $40 per 1-kilogram block,
with intense heat. (See Burns on page Price: $250 {-/R). $750 per case of 20 blocks {-/R).
97.) It also produces significant RamTechRadio Detonation Broad- McFadden Industries Engineer
amounts of both visible light and light in cast Unit: An electrical device which Demolitions Kit: This kit contains an
the ultraviolet portion of the spectrum. enables a charge to be detonated from assortment of items to enable a char-
Wt: 1 kg, 20 kg per case of 16. a remote location via radio signal. The acter to rig explosive charges and fuse
Fnce·$12each, $170percase {-/C). broadcast unit is specially adapted to them for detonation. Weight and price
send a coded signal to prevent acci- are given for individual items, as well
fXPLOSIVfS dental detonation of the charge by as for the kit as a whole. Items without
RamTech Radio Detonation Re- harmonics or by induction. The unit weight, etc., are not available sepa-
ceiver Unit: An electrical device which may broadcast signals up to one kilo- rately. The explosives must be pur-
enables a charge to be detonated from meter. Longer distances may be pos- chased separately.
a remote location via radio signal. The sible with units improvised from longer- A single charge uses up one blast-
receiver and its associated broadcast ranged radios. ing cap, and whatever fuse, detona-
unit are specially adapted to send and Wt: 0.3 kg. tors, and so on that the character
receive coded signal to prevent acci- Price: $350 {-/R). chooses to use. Wire, tools, and the
dental detonation by harmonics or by Hercules Powder Co. Dynamite blasting machine can be recovered
induction. Addition of a voice-recog- Stick: The most common explosive after a blast , but all other items are
nition chip to the circuit (Average: used by civil engineers for demoli- used up. Quantities in a kit are noted
Electronics) makes possible detona- tions, it is relatively easy to manufac- in parentheses.
tion by a single specific word or sound ture and is coming into more common Tools (1 Set): Pliers, knife, tape, cap
sent by the transmitter. The unit is military use. A quarter-kilogram stick crimper, and other items needed to
about the size of a pack of chewing has a DP value of 1. prepare explosive charges. Wt: 4 kg
gum, and contains a ROM or PROM Wt: 30 kg per case. Price: $35 {C/Y).
chip and a battery. It is attached to a Price: $8 per 0.25-kilogram stick, Cap, Blasting, Electric (50): At least
normal electrical blasting cap. $600 per case of 100 sticks {S/Y). one blasting cap is required to set off
The unit may send and receive Hercules Powder Co. Plastic Ex- a charge. Wt: Negligible Price: $2 (RIC).
signals from up to one kilometer. plosive: Plastic explosive can be Cap, Blasting, Nonelectric: (50): At
Longer distances may be possible molded into desired shapes and will least one blasting cap is required to set
with units improvised from longer- adhere to desired surfaces. It will not off a charge. Wt: Negligible Price: $1
ranged radios. explode if burned, and can only be {R/C).
Wt: Negligible. detonated by another explosion, usu- Wire, Electrical (2x100m Spools):
EQUIPMENT
265
james stevens (order #2085857)
and repair of heavy ordnance. suitable for the purpose of the con- be erased by exposing them for a
Wt: 25 kg. struction of weapons from scratch, certain length of t ime to certain fre-
Price: $2400 (-/S). however. quencies of light), but ROMs can be
L ockpick Tools : Pick s, torsion Wt: 5 kg. programm ed only once, and cannot
wrenches, sh ims, a stethoscope, and Price: $750 (S/C). be changed thereafter. Using a ROM
other equipment to open all types of Heavy and Tracked Vehicle Tools: burner is an Average: Computer task.
locks. Same as wheeled vehicle tools, but for Installing the chip in an electronic
Wt: 0.5 kg. heavy and tracked vehicles. device is an Average: Electronics task.
Price: $50 (-/C). Wt: 15 kg. ROMs and PROMs are often pro-
Portable Machine Shop: A trailer Price: $2200 (-/S). grammed with code words and phrases
containing powered machine tools, Wheeled Vehicle Tools: Specialized which trigger electronic devices (like
including a bench grinder, horizont al tools for repair and maintenance of radio detonators).
and vertical boring m achines, a m ill- wheeled vehicles. These vehicle tools Wt: 20 k g.
ing machine, metalwork ing and wood- include spark plug wrenches, torque Price: $275,000 (-/R).
working lathes, and num erou s other wrenches, a grease gun, and so on. Radio Shack MST 3000 Motion
machine tools. Exact components and Wt: 10 kg. Detector: An electronic monitor that
uses are left to the discretion of the Price: $800 (V/V). uses doppler shifts in reflected ultra-
referee. It can be towed by any truck sonic or infrared waves to detect mov-
except a 1/.-ton. flfCTRONICS ing objects. When set up, the device
Wt: 1.75 tons. Tojicorp ROM Burner: A device m ust be run for at least five minutes to
Price: $12,000 (S/S). used to record a specific program- allow the m achine to "learn" what its
Power Hand Tools: A selection of ming sequence onto a computer chip. surroundings look like, and adjust it-
power tools including a chainsaw, nine- The chips themselves are quite inex- self accordingly. After that time, any
inch rotary saw, drill, and other electri- pensive ($25 each for a ROM chip, moving object larger than a centime-
cal tools. $35 for a PROM) compared to the ter in any one dim ension will trip the
Wt: 35 kg. machinerequiredtousethem .APROM device (speed can be adjusted as
Price: $1200 (V/V}. (Programmable Read-Only Memory) needed). Motion detectors can be pro-
Small Arms Tools: Specialized tools or ROM chip may be programmed grammed to sound an alarm, send a
for use in the maintenance and repair with a ROM burner. PROMs can be signal to a switchboard, or activate
of small arms. These tools are not changed (often their programm ing can another device (like a video camera or
a m ine). lR m otion detectors can be
Motion Detector spotted by anyone wearin g lR goggles
or similar devices, since they emit
beams of IR radiation. Motion detec-
tors are not very useful in areas where
there is constant random motion, such
as near t rees or bushes, due to the
unpredictable nature of such move-
ment. Any constant, regular motion
(such as the pendulum of a clock) will
be djscounted by the detector during
setup , however. The detector can cover
an area up to five meters in radius, but
they can be program med to operate in
EQUIPMENT . - . - .
267
james stevens (order #2085857)
Verdadero A udio Recording Car- Price: $10 (C/C). be used by corporate executives when
tridge: A cassette-like device capable Nikon DlR-35Advanced Stiii Cam - they are away from their mainframe
of recording up to six hours of sounds era Set: This is a sophisticated 35mm networks except through a phone line.
when placed in an appropriate ma- SLR camera, and a set of professional When linked to a cellular telephone unit,
chine. accessories (telephoto lenses. filters, they can communicate with a network
Wt: Negligible. and so on). It uses film, unlike the without direct connection.
Price: $5 (VfV). disposable camera. The kit also in- Wt: 2 kg.
Tojicorp K apture II Video Record- cludes a compact darkroom setup to Price: $4500 (R/C}.
ing Camera: This is a digital video enable the user to develop and print Tojicorp VHC13 Cellular Telephone
camera/recorder capable of record- photographs. Everthing comes pack- Unit: This is a portable telephone linked
ing both audio and video. aged in a padded shoulder bag. to a global wireless telephone network.
Wt:4 kg. Wt: 3 kg. Wt: 1 kg.
Price: $500 (C/C). Price: $850 (C/C). Price: $800 (C/C}.
Kodak-Disney EZ Snap Still Cam- Nikon Special Vision A daptor: This Zeiss-Krupp ZK - 1956 PSD Por-
era: This is a ftxed focal length, plastic, is a device to allow an advanced still table Satellite D ownlink Subsystem :
disposable instant camera (made in camera or video camera to be at- A one-meter dish antenna system
Singapore). No film to buy (it's inside); tached to an IR scope, starlight scope. permitting radio communication via a
you take the whole shebang to a fast or image intensifier. geosynchronous satellite with practi-
photo developing booth at the mall, drop Wt: Negligible. cally any location in the world when
the camera in the slot and out come the Price: $15 (S/C). linked into a proper radio in place of
24 pictures five minutes later (develop- F uji Film, Conventional (Color/ the normal antenna. It requires five
ment and printing fees are included in the B&W): This is film for use in the ad- minutes to erect and align. two min-
price of the camera). vanced still camera.lt is a 24-exp::>sureof utes to dismantle.
Wt: 0.3 kg. 35mm professional quality film. Wt: 4 kg.
Wt: Negligible. Price: $12,000 (R/S}.
Portable Sotell ite Price: $8 (VfV). Sony Glo bal FAXMan Portable
Downlink Subsystem Verdadero Video Cartridge: This is F acsimile M ach in e: Connected to a
a cassette for use in the video camera. radio or cellular phone, this enables
and can record both audio and video documents to be sent and received
signals. in remote locations.
Wt: 0.2 kg. Wt: 6 kg.
Price: $12 (C/C). Price: $1800 ( C/C).
GE9000 Personal Computer: In Miltech Ud. Model IX Scrambler/
the present world situation, few people D escrambler: Used with telephone or
have need of sophisticated personal voice radio unit. this scrambles con-
computers. Only a few members of versation to seemingly random noise
the middle class use them, for free- at the transmitter and back to conver-
lance engineering. writing. art. graphic sation at the receiver. Both transmitter
design, and so on. and receiver must be programmed to the
Wt: 8 kg. same preset scrambler code, otherwise
Price: $6500 (S/C}. they do not work.
Zenith FX2 Port able Computer: A sophisticated computer analysis
[<Q)] :1 t-- ~ These small, portable computers about can descramble a particular conver-
the size of a notebook, and designed to sation within hours, and once the
EQUIPMENT
269
james stevens (order #2085857)
vehicle (25-kilometerrange). lncludes Wt: 0.5 kg. does nct improve the chance to hit.
an integral scrambler/descrambler Price: $75(V/V). Wt: 2 kg.
(conversations can only be under- GE 25x Image Intensifier: Allows Price: $1250 (R/S).
stood by another unit with a scram - the user to see in very little light. Miltech Ud. Multiband IR Goggles/
bler/descrambler). Powered from internal batteries. These OV Goggles: Powered from internal
Wt:10kg. act as binoculars, also. batteries. IR goggles allow the user to
Price: $11 00 (S/C). Wt: 1 kg. see at night by means of infrared (IR)
Miltech Ud. 50km Vehicular Ra- Price: $2500 ( R/S). light. The UV goggles work essentially
dio: Vehicular radio similar to US AN/ Weaver M-22 Telescopic Rifle the same, and allow the user to see at
VRC-12. Powered by a vehicle. Sight: May be attached to any rifle night by means of ultraviolet light.
Wt: 15 kg. (Difficult: Small Arms (Rifle)). If a Wt: 0.5 kg.
Price: $1200 (C/V). scope is mounted, add 15totheprinted Price: $850 (R/C).
Miltech Ltd. 50km Secure Vehicu- range for the rifle when conducting Miltech Ud IRS-T 4 IR Spotlight:
lar Radio: A vehicular radio capable of aimed shots. In addition, aimed shots Powered by a vehicle .IR goggles must
scrambled broadcasts. Powered by a at extreme range are conducted as if be used to see by this light.
vehicle, with integral scrambler/ at long range for hit determination. Wt: 3 kg.
descrambler. Scopes have not effect on quick shots. Price: $5000 (R/C).
Wt: 15 kg. Wt: 0.5 kg. Martin Dynatech Deer Stalker
Price: $1450 (S/C). Price: $750 (C/C). White IJght Spotlight: Powered by a
Teledyne Catseye Starlight Scope: vehicle.
VISION DEVICES Powered from internal batteries. May Wt: 5 kg.
Zeiss-Krupp 4x Binoculars: Allows be attached to a rifle (Average: Small Price: $1 00 (VIV).
the user to see longer distances than Arms (Rifle)), making direct frre pos-
normal. sible at night, but it is not telescopic and NBC EQUIPMENT
(NUCLEAR, BIOLOGICAL,
CHEMICAL)
Close
Gruman 03 Geiger Counter: Detects
Assault
nuclear radiation. Powered by internal
Armor
batteries.
Wt: 0.5 kg.
Price: $500 (C/C).
MiltechPSDM17 Gas Mask: A stan-
dard gas m ask used around the world.
Similar to US military models.
Wt: 1 kg.
Price: $150 (S/C).
BODY ARMOR
RamTech Bodyguard Kevlar (Bal-
listic Nylon) Vest: This type of body
armor is intended to provide protec-
tion from fragments, not to protect
E:.QUIPMt.NT
271
james stevens (order #2085857)
other first aid materials. This kit is The pain relievers and sedatives en- lung tanks, tires, rafts, and other items
used up in one frrst aid operation. able the user to relax test subjects. needing com pressed air.
Wt: 0.2 kg. The following tasks require the kit: Wt:45 kg.
Price: $100 (V/V). Detecting empathic talents in a co- Price: $200 {C/C).
BroMenn Corporation Doctor's operative subject is Easy: Empathy. Air Tank, Aqualung : For use with
Medical Kit: Medical equipment and Detecting empathic talents in an un- aqualung. Can be refilled in five min-
drugs. Includes 10 units of each drug cooperative subject is Average: Em- utes with a compressor.
type, plus bandages and tools for mi- pathy. Making the attempt at a range Wt: 5 kg.
nor surgery. of greater than five meters makes the Price: $100 {C/C).
Wt: 5 kg. task one level more difficult ( 10 meters Pepsico Merlite Aqualung: Two
Price: $1000 {-/C). is the maximum range for the at- compressed air tanks, fins, mask, and
Alba Industries Paraphysicist's tempt). Detecting empathic talents in regulator. One tank contains enough
Field Kit: This is a black bag contain- a nonhuman subject is one level more air for 30 minutes underwater. Up to
ing simple equipment for a number of difficult. two may be connected to a single
empathic detection tests (cards, crys- Wt.: 5 kg. regulator for use.
tals, etc) and a small quantity of drugs Price: Special{-/-). Wt: 12 kg.
( 10 doses each of mild pain reliever, Price: $300 {C/C).
mild sedative, strong sedative and OTHfR fQUIPMfNT Grapple: This is a multiple-pronged
Empathy booster) and hypodermic 20-Uter Jerrycan: For fuel and other hook designed to be used at the end of
syringes. The kit cannot be bought; it liquids. a length of rope to assist in climbing
is obtained free of charge by serving Wt: 1 kg (empty). walls, etc. It can be thrown as any
one term as a paraphysicist. Refills are Price: $25 (V/V). other object, but counts as two kilo-
obtained free of charge after each Bezubovo Ventures Desert Wind grams instead of only one (because of
adventure (or at the referee's discre- Four-Man Tent: the rope also attached). Some models
tion) through the paraphysicists nor- Wt:l2kg. are designed to fold, collapse, or oth-
mal contacts (players may not accu- Price: $100 {C/C). erwise dismantle for ease of transport.
mulate more than one kit's worth). 1 O-Man Tent: Wt: 1 kg.
The empathic test equipment enables Wt: 35 kg. Price: $60 {C/C).
the trained user to detect empathic Price: $250 {S/S). Horse Tack : Saddle, bridle, straps,
talent in other-characters or creatures. Air Compressor: For filling aqua- stirrups, saddle blanket, and so on.
Wt:10kg.
Price: $50 {C/C).
Uquid Nitrogen Cylinder: For cool-
ing various lasers.
Wt.: 1 kg.
Price: $45 {- /R).
Pack Saddle: A saddle especially
designed for cargo.
Wt: 5 kg (empty).
Price: $40 {C/C).
Pepsico Eelcraft Raft, Inflatable:
Inflates using an air compressor in two
minutes, or using hand-pump in 10
minutes. Capacity is 1000 kilograms.
EQUIPMENT
273
james stevens (order #2085857)
Laser sights may be fitted to any small (weapons of bulk 3 can be concealed Flashlight: Powered by internal
arm, and can only be used in semiauto- under a long raincoat or similar gar- batteries.
matic fire. Laser sights may only be used ment, but shoulder hol ster s are not Wt: 0.2 kg.
at 40 meters or less, and enable up to made for them ...weapons of greater Price: $20 (V /V).
three shots fired during a phase to count bulk than 4 cannot be concealed). The Mountainaire Sleeping Bag:
as aimed shots instead d only the first one harness provides a holsterfortheweapon Wt: 4 kg.
(all other shots fired in the phase count as and space for two extra magazin~ (or Price: $50 (V/V}.
quick shots). All other modifiers (move- two to three quickloaders, if a revolver). Big Ben Thermal Fatigues: Includes
ment by target, movement by firer, etc.) Spotting a shoulder holster is an Average: boots, socks, etc.
still apply. Observation task. A thorough frisk will Wt: 6 kg.
Wt: 1 kg. always reveal its presence, however. Price: $100 (C/C).
Price: $800 (S/C). Wt: 1 kg. Grizzly Parka: Includes overboots,
AN/PAQ-4A IRLS/ Allard Tech - Price: $50 (C/C). socks, etc.
nologies Espion QV Laser Sight: The Bianchi Small Concealed Holster: A Wt: 3 kg.
AN/PAQ-4A is an infrared laser ver- holster designed to hold a pistol ofbulk 0 Price: $ 150 (C/C).
sion of the laser sight, meaning that in a position where it can be concealed.
only those wearing IR goggles can see Such holsters can be fastened around an CYBfR HANDS
the dot (the firer, of course, requires ankle, clipped to a waist belt or bras- These alien artifacts cannot be pur-
such goggles--not included in the price siere, or concealed in some other spot chased, and thus prices and availa-
or weight given below). The Allard upon the person. Such holsters do not bilities are not given for them. Each
Espion is a UV version, and requires a hold extra ammunition or magazines. weighs one kilogram, although this is
UV version of the goggles or a similar Spotting such a holster is a Difficuh: of importance only to characters who
vision device ("sunglass"/visor ver- Observation task. A thorough frisk will have accumulated several. All hands
sions could conceivably be built). 'boost this to Easy: Observation. fit standard wrist connectors (installed
Wt: 1 kg. Wt-0.3 kg. in place of the character's normal
Price: $1800 (-/S). Price: $15 (C/C}. hand as part of the cyborg escapee
Serengeti Sunglasses: Available Grizzly Field Pack: A pack is ca- career) and cannot function when not
in a variety of lens colors, frame col- pable of carrying up to 30 kilograms hooked up to one. Cyber hands draw
ors, and styles, Serengeti Vermillions of equipment. Weight given is empty. power from the body of the wearer by
(a style with reddish t inted lenses) Wt: 2 kg. means of a sophisticated and totally
have become an unofficial badge of Price: $20 (V/V}. mysterious thermocouple system.
opposition to the Dark Lords in some
places. The price below is for a stylish
pair with boosted UV blocking capac- CYBER HANDS
ity and a logo stenciled on o ne lens. Weapon Range Hit Mod. Damage Value
Wt: Negligible. Power Hand s 2D6+Strength
Price: $300 (S/C). Chainsaw Hand s 2D6+Strength
Bianchi Shoulder Holster: This type Blade Hand s 1D6+(Strength+2)
of holster is specially designed to be Torch Hand s 306
worn under a jacket or loose shirt/
blouse, holding the weapon close -Recoil-
against the body for maximum con- Weapon ROF Dam Pen Blk Mag ss Brst ' Rng
cealment. It works o nly with pistols Gun Hand 5 2 Nil 0 8 5 7 20
and SMGs having a bulk of 2 or less
Tentacle-fingers
Hand
Blade Hand
EQUIPMENT
275
james stevens (order #2085857)
Torch Hand
Surgical
Hand
loading, each round must be inserted tains 100 meters of cable, which can turns) of constant operation. (Each
separately. be reeled in or out at will, and is strong six hours of"rest" restores 30 seconds
Tractor/Pressor Hand: This hand enough to support up to 200 kilo- of capacity.) It is not normal in appear-
allows the user to attract and repel grams (the attachment to the wearer's ance. Weapon stats are noted on page
objects of up to 10 kilograms in weight arm is the limiting variable here). The 274.
(suspending them in the air), or drag/ hand can function as a grappling hook, Utility Hand: This is a heavy duty
push heavier objects (up to 1 00 kilo- wherever there is a handhold capable hand which duplicates the functions of
grams in weight). Maximum range for ofsupporting it. This hand can be used a basic tool kit. It is not normal in
this effect is 10 meters and the object to descend as well as ascend. appearance.
must be in sight of the user. Duration Picklock Hand : This hand enables Fine Utility Hand: This hand con-
is four turns per 24 hours (with one the user to open locks as if in posses- tains numerous attachments for very
spent turn being regained per six hours sion of a set of lockpick tools. The delicate electronics, and can be used
of "rest"). The means by which this is internal microprocessor contains pro- as if it were an electronics tool kit. It is
acomplished is unknown. gramming equivalent to Lockpick 3 skill. not normal in appearance.
This hand appears to be a basic The hand can open conventional key Surgical Hand: This hand counts as
hand in all oth er respects. locks, combination locks, or electronic a set of surgical instruments. Its
Grapple Hand: This norm al-appear- locks. It is not normal in appearance. miniturized microprocessor contains
ing hand can be frred up to 20 m eters Torch Hand: This hand is a laser the equivalant of Medical 4 skill, en-
in any direction, connected to the cutting/welding torch, incorporating abling non doctors to perform surgery
user's arm by means of a length of internal capacitors which contain as long as they are wearing the hand.
extremely strong cable. The hand con- power enough for two minutes (four It is not normal in appearance.
, WEAPON S
277
james stevens (order #2085857)
which of two characters with the same are lightweight automatic weapons. AI· while at closer ranges it produces devas-
Initiative will act first. most all such weapons fire pistol ammu- tating wounds. They are f1red using the
Recoil: Recoil can affect fire I!K:CUri!K:y. nition to reduce recoil, although a few Rifle cascade of the Small Arrns skill.
SS means single shot. and Brsl means submi!K:hineguns are simply cut-down Machineguns: Machineguns are belt-
Burst. When a character fires a weapon, assault rifles. They are f~red using Small fed automatic weapons firing rifle car-
multiply the recoil rating by the nwnber of Arms (Rifle}. tridges. They are generally fired from
shots or bursts fired, and if the result Sporting Rifles: These include a va- bipods, tripods, or vehicle mounts. Very
exceeds the chari!K:ter's Strength, the ex- riety of civil ian rifles used for hunting or strong (or very foolish} characters can
cess is subtracted from the character's target practice. They are fired using fire them from the hip without benefit of
chance to hit with single rounds, or from Small Arms (Rifle). a mount. They are fired using Small
the number of dice rolled per burst for Sniper Rifles: Sniper rifles are stan- Arms (Rifle).
autofire. (See the "Combat (, Damage" dard semiautomatic or bolt-action tar· Heauy Machineguns: These are iden-
chapter for specifiC results.} get rifles fitted with telescopic sights. tical in function to other machineguns
Rng (Range): This number is the They are fired using Small Arms (Rifle}. except that they fire very powerful bul·
weapon's short range in meters. Me- Assaull Rifles: Assault rifles are ca- lets. They are fired using Heavy Weap-
dium range is twice short range; long pable of firing either single shots or ons skill.
range Is twice medium; and extreme bursts of automatic fire. To make con- Grenade Launchers: Grenade
range is twice long. trolled firing easier, they generally fire launchers use a low or high-low pres-
IF R (Ind irect F ire Range}: Only less powerful cartridges than those fired sure system to propel 30-40mm gre-
weapons with an indirect fire range may by traditional rifles. T his may be nades in excess of 100 meters. Most
use indirect fire. These are rifle gre- achieved either by firing a standard rifle break open like a shotgun, but the
nades, grenade launchers, howitzers, bullet but with a weaker powder charge American M203 has a unique slide-
and mortars. The range listed is the (as with the 7.62mm Short fired by the open system. They are fired using Small
weapon's maximum range in meters. AKM) or a smaller rifle bullet fired with Arms or Heavy Weapons skill, which·
Rnd (Round): This indicates the type a full powder charge (as with the ever is greater.
of projectile fired by mortars and the 5.56mm NATO fired by the M16). They Rocketl..aunchers:Therocketlauncher
like. (See page 263.} are fired using Small Arms (Rifle). is one of the most important develop·
Weapon Types: A brief explanation BatUe Rifles: Battle rifles are very ments of the modem bt~ttlefield, giving a
of each ~eapon type follows. similar to assault rifles in design, but readily portable and quite lethal antitank
Reuoluers and Single-Shot Pistols: fire full-powerrifle cartridges. This gives punch to infantry. These weapons, in com-
Revolvers carry their rounds (usually them greater range and penetration, pany with the antitank missile, set the
six of them) in a revolving cylinder. but makes it more difficult to control tone of modern ground combat. They are
Recocking the pistol after firing ad- them. They are fired using Small Arms fired using Heavy Weapons skill.
vances the cylinder and brings a fresh (Rifle}. Anlltank Missile Launchers: The de-
cartridge in line with the firing pin. AuLomaUcRi{les: Automatic rifles are velopment of a weapon that could punch
Single-shot pistols have no feed mecha- either heavy versions of battle rifles through a tank's armor without requir-
nism and thus require reloading after (fitted with bipods and heavy barrels to ing a giant gun to shoot it is probably
every shot. All types are fired using reduce overheating) or very light ma- the salient feature of modern ground
Smt~ll Arms (Pistol). chineguns fl.ring assault rifle cartridges. combat. Relatively ~mall vehicles can
Automallc Pistols: Automatics are They are fired using Small Arms (Pis- now overpower tllnks that would have
fed from a magazine held in the pistol tol). required gigantic antitank guns not all
grip. Each time the pistol fires, the Shotguns: Shotguns are usually civil- that long ago. They are F~red using
recoil energy is used to eject the spent ian hunting weapons. Their standard Heavy Weapons skill.
cartridge, recock the pistol, and move ammunition in a combat setting is 00 Mortars: Mortars are fired using
a new Cllrtridge into the chamber. They Buckshot. which at longer ranges pro· Heavy Weapons skill.
are fired using Small Arms (Pistol}. duces a fair approximation of the area fire Surface-to-Air Missiles: SAMs are
Submachineguns: Submachineguns effects of a burst of submachinegun f~re fired using Heavy Weapons skill.
-Recoii-
Weapon ROF Dam Pen Rid 8ik SS 8rsL Rng
Longbow ss -1 Nil 5 10 15
Club: Blunt, a half-meter long. used as a bashing instrument. Crossbow : Includes prewar manufactures and recent weapons
WL· 2 kg; Price: Free for the taking in most places (V/V). produced from old rifle stocks and truck springs. Pulls vary from
Hatchet: Short-handled chopping tool used to trim firewood. 100 to 200 pounds.
Wt· 1 kg; Price: $20 (V/V). Ammo: Bolts
Axe: A long, shefted, heavy chopping instrument. Wt: 4 kg
WL: 2 kg: Price: $50 (V/V). Pn'ce: $350 (C/C)
Machete: A long- bladed slashing tool to clear away underbrush.
Wt·1.5 kg; Prtce:$50 (C/C).
Sw ord: A slashing and/or thrusting weapon , usually a meter in
length.
WL: 2 kg: Price: $350 (S/S).
Garotte: A length of rope or piano wire used to strangle a victim. -Recoil-
WL: 0.1 kg; Price: Usually improvised (V/V). Weapon ROF Dam Pen Rid 8ik SS 8rst Rng
Crossbow ss Nil 4 6 4 20
WEAPON S
279
james stevens (order #2085857)
S&W Model 29/16.5 S&WModel 36
S&W M odel 29/16.5 (Revolver): What Sean Connery's por- S&W Model 36 ( Revolver): The Sf,W Model36 (nicknamed the
trayal of James Bond did for the Walther PPK, Clint Eastwood as Chiefs Special) is built on the small • J" frame, and its cylinder has
San Francisco detective Inspector Harry Callahan did for the Smith room for only five rounds. Because of this , the Model36 is favored
f, WessonModel29 .44 magnum revolver. TheModel29 is a large- by plainclothes detectives who must carry revolvers.
frame revolver and looks like it could bring down a buffalo. Ammo: .38 special
Ammo: .44 magnum Wt: 0.7 kg
WL·1.5 kg Mag: 5 revolver
Mag: 6 revolver Price: $315 (S/S)
Price: $500 (R/S)
-Recoil-
-Recoil- Weapon ROF Dam Pen 8/k Mag 55 8rst Rng
Weapon ROF Dam Pen 8/k Mag 55 8rst Rng Sf,W 36 DAR Nil 5R 6 4
5<-W 29/16.5 DAR 3 2-Nil 2 6R 4 16
-Recoil-
Weapon ROF Dam Pen 8/k Mag 55 8rst Rng
Stun gun SS Nil 1 li
* Damage is special and is described above.
-Recoil- -Recoil-
Weapon ROF Dam Pen 8/k Mag 55 8rst Rng Weapon ROF Dam Pen 8/k Mag S$ 8rst Rng
HP-35 SA Nil 1 13 2 12 10mm SA 2 1-Nil 1 14 3 15
WEAPONS
281
james stevens (order #2085857)
Armington Loser Pistol lt\9 (Beretta M92S)
ALP (Laser): The Armington laser pistol is a prototype laser M 9 (B eretta M 92S) ( A utomatic Pistol): The standard side arm
persona l defense weapon, consist ing ofthe pistol, a belt battery pack/ for US military forces. It is essentially identical to the M92S (the
capacitor, and a power cable linking the two. The ALP is less powerful
civililm version).
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 Ammo:9mm P
(otherwise the heat of firing will damage its components) . A discharged Wt: 1 kg
backpack requires three hours to recharge. An unknown number were Mag: 15 box
UV lasers. Price: $350 (C/V)
UV Lasers: Ultraviolet lasers are not in regu lar production, and the
few in existence are special models produced for the government or
private corporations, or one-of-a-kind modifications to existing weap- -Recoii-
ons by private craftsmen, who daim this gives the weapon enhanced Weapon ROF Dam Pen 8/k Mag SS 8rsl Rng
effectiveness against trolls and vampires. M9 (M92S) SA Nil 15 3 12
Price for UV lasers is doubled, and availability is always(-/-). Weiifots
may vary slightly from weapon to weapon.
Ammo:-
Wt: 4 kg (Pistol Wt: I kg; Belt Battery Pack/Capacitor: 3 kg)
Mag: A belt pack is good for 18 shots per charge.
Price: $3200 (-/R)
-Recoii-
Weapon ROF Dam Pen 8/k Mag SS 8rst Rng
ALP (1) * 4 2 3 30
* One shot per 15 seconds
-Recoii-
Weapon ROF Dam Pen 8/k Mag SS 8rst Rng
M1911A1 SA 2 Nil 1 7 3 12
M1911Al limn SA 2 1-Nil 1 6 3 15
-Recoll- -Recoii-
Weapon ROF Dam Pen 8/k Mag SS 8rst Rng Weapon ROF Dam Pen 8/k Mag SS 8rst Rng
Vz -52 SA Nil 1 8 4 12 Wildey .475 WM SA 4 2-Nil 1 7 4 25
XM26 APW
XM26 APW (Automa tic Pist ol): The XM26 Advanced Personal
AKR
AKR (Submachlnegun}: The standard Eastern Bloc military
Weapon is a smaller version of the XM22 A IW, firing a smaller submachinegun ( with few exceptions), the AKR is merely a cut-
cartridge. It is likewise available only through contacts in the dow n version of the AK -74. Although a bit heavy for a
Advanced Weapons Research Laboratory. submachinegun, it has good accuracy and stopping power.
Ammo: 12.5mm caseless Ammo: 5.45mm B
WL: 1.4 kg Wt:4 kg
Mag: 20 box Mag:30 box
Price: $900 (- / - ) Price: $500 (- /C)
-Recoli- - Recoli-
Weapon ROF Dam Pen 8/k Mag SS 8rst Rng Weapon ROF Dam Pen 8/k Mag SS 8rst Rng
XM26APW SA 3 1-Nil 3 20 4 25 AKR 5 3 1-Nil 2/3 30 3 8 30
WEAPONS
283
james stevens (order #2085857)
M3Al Ingram MlO .45
M3A 1 (Submachinegun): Called the "grease gun" because of Ingram M 10 .45 (Submachinegun ): The Ingram was designed
its fancied resemb lance to an automotive maintenance tool, this especially for clandestine work and has acquired a large body of
weapon is no longer in US Army service, but it is used by a number enthusiasts (and detractors). The barrel is threaded to take a
of other armies and some police forces throughout the world. specially designed suppressor. This model is chambered for .45
Ammo: .45 ACP ACP and is somewhat less controllab le in fully automatic fire than
Wt:4.5 kg the other models.
Mag:30 box Ammo: .45 ACP
Price: $500 (-/R) WL- 3.8 kg
Mag: 30 box
-Recoil- Price: $650 {R/R)
Weapon ROF Dam Pen 8/k Mag SS 8rst Rng
M3A1 5 2 Nil 3/4 30 2 4 30 -Recoi/-
Weapon ROF Dam Pen 8/k Mag SS 8rst Rng
MlO .45 10 2 Nil 1/3 30 2 10 20
Ml77 M231
M 177 (Submachinegun): The M 177 is a shortened carbine M231 (Submachinegun): The standard firing- port weapon on
version of theM 16 assault rifle. It cannot be fitted with the M203 the M2 Bradley, the M231 is a satisfactory vehicle weapon for
grenade launcher, but it can use rifle grenades. suppressive fire but a mediocre submachinegun. It cannot be fitted
Ammo: 5.56mm N with the M203 grenade launcher.
WL· 2.5 kg Ammo: 5.56mm N
Mag: 20 box or 30 box Wt: 3 kg
Price: $750 (-/Y) Mag: 20 box or 30 box
Price: $700 (-/C)
-Recoll-
Weapon ROF Dam Pen 8/k Mag SS 8rst Rng -Recoll-
Ml77 5 3 1-Nil 3/4 20/30 3 8 40 Weapon ROF Dam Pen 8/k Mag SS 8rst Rng
M231 5 2 1-Nil 3/4 20/30 4 25
-Recoil- -Recoil-
Weapon ROF Dam Pen Blk Mag 55 Brst Rng Weapon ROF Dam Pen Blk Mag 55 Brst Rng
MAT-49 5 2 Nil 3/4 32 4 30 MP-7 5 2 1-Nil 4 30 2 6 30
-Recoil-
Weapon ROF Dam Pen Blk Mag 55 Brst Rng
Vz-61/62 5 Nil I I 0/20 3 7 4
stock 5 Nil 3 10/20 4 12
WEAPONS
285
james stevens (order #2085857)
Remington-Peters Weapon ROF Dam Pen Bik Mag
-Recoll-
SS Brst Rng
.22 Bolt-Action Rifle .22 BA -1 Nil 4 5i 2 50
-Recoll-
Ruger Weapon
.22
ROF
SA
Dam
-1
Pen
Nil
Bik
4
Mag
10
SS Brst Rng
2 50
.22 Semiautomatic
Ruger .22 Semiautomatic (Sporting Rifle): Another widely avail -
able light hunting rifle, this version of the .22 is semiautomatic.
Ammo:.22 LR
WL· 2 kg
Mag: 10 box
Price: $300 (C/C)
~~~~~
-Recoil-
Marl in .30-06 Bolt-Action Weapon ROF Dam Pen Blk Mag SS Brst Rng
Marlin .30-06 Bolt-Action (Sporting Rifle): Another popular .30-06 BA 4 2-3-Nil 5 5i 2 75
hunting rifle, this .30-06 is a bolt-action rifle.
Ammo: .30-06
WL·4 kg
Mag: 5 individual
Price: $300 (C/C)
hit (since their smaller body weight allows the drug to take effect
Tranquilizer Gun faster). Tranquilizer guns count as medical equipment for contact
Tranquilizer Gun: A specially made weapon designed to fire assistance.
hypodermic darts containing a tranquilizer or other drug by means of Ammo: 15mm hypodermic dart
compressed C02 cartridges. These were designed originally for WL·3 kg
administering drugs to dangerous animals, but the mercenary indus· Mag: 1 individual
try soon adopted them for its own purposes. Price: $1200 (- /R)
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 -Recoil-
unconsciousness. Chest and abdomen hits result in unconsciousness ss Brst Rn~
Wea~n ROF DamPen Blk Ma~
after 106+2 phases (five to 15 seconds). An arm hit requires the
target to roll Average: Constitution to stay awake each phase. The
Tranq gun ss • Nil 1 1i 3 - 8
drug will take effect even if the dart is removed immediately. Animals * Damage is special and is described above.
such as guard dogs will be rendered instantly unconscious from any
r 'I
~J .. ... • . . ·f"'\
..... 4:-J
~-
.-·
-- • - -':"'
-·- -· .
. L'/1C_)
- ~~
~
...
1\ -~
-Recoii-
(3 (Porker Hole) Weapon ROF Dam Pen Blk Mag SS Brst Rng
C3 (Parker Hale) (Sniper Rlne): The standard Canadian sniper c3 BA 4 2-3-Nil 5 3i 5 75
rifle is a well -made civilian hunting rifle adapted to military use and All sniper rifles come with a scope. With the scope, add 15 meters
fitted with a telescopic sight. It is known as the Parker-Hale in its to the basic range for aimed shots. If the scope is lat er damaged or
civilian version. lost (or for quick shots) this modifier is not added.
Ammo: 7.62mm N
Wt: 4 kg
Mag: 3 individual
Price: $800 (C/C)
WEAPONS
287
james stevens (order #2085857)
-Recoil-
lf\21 Weapon ROF Dam Pen 8/k Mag SS Brst Rng
/'t\21 (Sniper Rifle) : The standard US Army sniper rifle, the M21 M21 SA 4 2-3-Nil 6 20 4 65
is essentially a well-made M 14 assault rifle (the US Army's service bipod SA 4 2-3 -Nil 6 20 2 75
rifle prior to theM 16) fitted with a telescopic sight and a bipod. All sniper rifles come with a scope. With the scope, add 15 meters
Ammo: 7.62mm N to the basic range for aimed shots. If the scope is later damaged or
Wt: 5.4 kg lost (or for quick shots) this modifier is not added.
Mag: 20 box
Price: $800 (S/S)
-Recoii-
AKMR Weapon ROF Dam Pen Blk Mag SS Brst Rng
AKMR (Assault Rifle): As the AK-74 supplanted the AKM in AKMR 5 3 1 -Nil 5 30 3 7 45
service, large numbers of AKMs were rechambered to fire the AK -
74'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)
WEAPONS
289
james stevens (order #2085857)
M16A2 (Colt AR-15) Weapon ROF Dam Pen Blk Mag
-Reco/1-
SS Brst Rng
M 16A2 (Assault Rifle ): lhe standard combat riAe of the US and M16A2 3 3 1-Nil 5 20/30 3 5 55
Canadian armies, the M 16A2 (commonly called just the "M 16•) is in AR-15 SA 2 1 -Nil 5 20/30 2 55
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) M 16A2: $500 {C/C) AR-15
-Recoii-
fN-LAR/L 1A1 Weapon ROF Dam Pen Blk Mag SS Brst Rng
FN -LAR/ L1A1 ( Battle Ri fl e): A Belgian riAe adopted as the FN·lAR/LIAI SA 4 2 -3 -Nil 5 20 4 65
standard riAe of the British Army, the LAR has been replaced in
service by the L85. lhe primary differences between the FAL and the
LAR are that the FAL has 11 full auto option, while the B ritish FALl
LlA 1 does not. The magazines are not interchangeable.
Ammo: 7 .62mm N
Wt: 5 kg
Mag: 20 box
Price: $750 (- /V)
-Recoll-
KAR-98K Weapon ROF Dam Pen Blk Mag SS Brst Rng
KAR-96K ( Battle Rifle): The standard rifle of German troops in KAR -98K BA 4 2-3- Nil 5 5i 4 65
WWII.
Ammo:BmmM
Wt:4 kg
Mag: 5 individual
Price: $300 (R/S)
XM22 AIW controllable under semiautomatic fire, and not unreasonably wild for
larger individuals in fully automatic mode. The weapon is available
XM22 (Battle Rifle): The XM22 Advanced Infantry Weapon is an only through the US Army's Advanced Weapons Research Ll!bora -
experimental military rlfle. It is a bullpup-configuration weapon, tory, and can be obtained only through contacts.
which means that the action is placed behind the firing hand, in the Ammo: 18mm caseless
normally empty stock. This means that bullpup rifles can have a Wt·3.5 kg
shorter overall length without the necessity for a shorter barrel. Its Mag: 50 bOx
caseless ammunition is extremely compact, allowing a large maga- Price: $1500 (- / - )
zine capacity. Since there is no spent cartridge casing to eject, the
rifle's action is completely enclosed end thus very reliable in a dirty -RecoU-
environment. Weapon ROF Dam Pen Blk Mag SS Brst Rng
A specie! recoil compensation system makes the weapon fairly
XM22A!W 3 6 2 -3-Nil 4 50 4 6 55
WEAPONS
291
james stevens (order #2085857)
M249 SAW Weapon ROF Dam Pen Bik
-Recoli-
Mag 55 Brst Rng
M24 9 SAW (Automa tic: Rifle): The M249 Squad Automatic M249 SAW 10 2 1-Nil 5 308/2008 1 3 60
Weapon (SAW) is the standard US light automatic support weapon. bipod 10 2 1 -Nil 5 308/2008 1 2 75
It can accept either the stand ard 30 -round megazine of the M 16A2
or a 200-round belt. It is equipped with a bipod.
Ammo:5.56 N
WL·7 kg
Mag: 30 belt or 200 belt
Price: $750 (- /C)
XM7 Storm Gun shots from the hip. It can also be fi red from a bipod at greater renge.
Ammo:20mm S
XN\7 S torm Gun (Automatic Rlne): The XM7 is a prototype man- Wt: 29.5 kg
portable assault cannon of advanced design. Incorporating a radi- Mag:5 box
ca ll y new muzzle brake and an advanced recoil compensation Price: $27,000 (- /R)
system, the XM7 can be carried and fired by one person (a special
harness is standard equipment, end most people prefer to fire the -Recoil-
weepon from this position than from the conventiona l shoulder Weapon ROF Dam Pen Blk Mag 55 Brst Rng
position). The weepon is fitted with a special laser targeting system XJI17 Storm Gm SA 16 1-2-3 5 5 8 80
(the laser beam is visible only when viewed through a special set of bipod SA 16 1-2-3 5 5 4 120
goggles issued with the weapon), which enables reasonably accurate
-Recoil-
Browning Autoriot Weapon ROF Dam Pen 8/k Mag ss 8rst Rng
Browning A utoriot (Shotgun): This weapon is a Belgian-built Autoriot SA 4 3 -4-Nil 5 5i 3 40
semiautomatic shotgun used by the British in antiguerrilla actions in Short SA 9 Nil
Malaya 11fter WWll. The weapon is still in common use liS a riot gun with buckshot•
by police department s worldwide. Medium 10 Nil
Ammo: 12 gauge with buckshot•
Wt: 4 kg * See Shotguns on page 91.
Mag: 5 individu11l
Price: $450 (S/S)
Ammo:
does 12 gauge
106 damage. ·······~r-
WL-4 kg
Mag: 10 box
Price: $1100 (-/S)
WEAPONS
293
james stevens (order #2085857)
-Recoil-
Mossberg MSOO Weapon ROF Dam Pen Blk Mag S$ Brsl Rng
Mossberg M 500 (Shotgun): 1he Mossberg MSOO is e typicel MSOO PA 4 3-4 -Nil 5 8i 4 40
pump shotgun designed for police or home defense use rether then Short PA 9 Nil
hunting. with buckshot*
Ammo: 12 gauge Medium SxlO Nil
Wt:4 kg with buckshot*
Mag: 8 individuel * See Shotguns on pege 91.
Price: $350 (C/C)
-Recoil-
L86Al LSW Weapon ROF Dam Pen Blk Mag SS Brst Rng
L86A 1 LSW (Mechinegun): The heevy-berreled support version LB6A1 LSW 10 3 1-Nil 5 30/1008 2 11 50
of the L85, the L86A 1 uses either 100 -round belts or the seme bipod 10 3 1-Nil 5 30/1008 1 6 65
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)
-Recoil-
M60 Weapon ROF Dam Pen Blk Mag ss Brst Rng
M 60 ( M achinegun ): The standard US general- purpose M60 5 4 2-3- Nil 6 1008 4 65
machinegun, e development of the WWII German MG42. It is bipod 5 4 2-3- Nil 6 1008 2 90
equipped with a bipod and can also be fired from e tripod (NLT). It tripod 5 4 2-3- Nil 6 1008 1 125
accepts 100-round belts.
Ammo: 7 .62mm N
Wt: 10 kg
Mag: 100 belt
Prlce:$1800(- /V)
-Recoil-
Armington Heavy laser Weapon ROF Dam Pen 8/k Mag SS Brst Rng
AHL ( La ser): The Armington Heavy Laser is the largest prototype AHL (1) * 14 5 80
laser built by Armington Laboratories, and is extremely rare because * One shot per 15 seconds
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 w eapon 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 con-
sumes fuel at a rate of 10 liters per hour.
An unknown number of these prototypes were UV (ultraviolet)
lasers.
Ammo:-
WL· Weapon WL· 54 kg (Laser WL· 32 kg; Tripod Wt: 22 kg) Cooling
System WL· 95 kg (Coollng System: 35 kg; Generator Wt: 60 kg)
Mag: Generator/capacitor lasts as long as it has fuel
Price: $75,000 (- / - )
WEAPONS
295
james stevens (order #2085857)
h\203 T!J.£!!:.
M203
Ma~
1i
ROF
ss
Rn~
100
IFR
400
Rnd
HE
Dam
C:3, 8:12
Pen
Nil
M203 ( Grenade launcher): The stand;ud infantry grenade launcher
HEDP C:3, 8:12 4C
of the US and Canadian armies, the M203 is a single-shot launcher
CHEM C:1, 8:4 Nil
which is attached to the bottom of an M16 rifle. A product- improved
ILLUM 8:100 Nil
(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
Wl: 1.4 kg
Mag: 1 individual
Price: $550 (-/C)
WEAPONS
297
james stevens (order #2085857)
Type Damage Pen
60mm Mortar 60mm C:5, B:20 Nil
60mm Mortar (Mortar): Stendard light morter for the US Army. It IFR:4 km C:2, B:12 Nil
can be disessembled into three loads (bipod, baseplate, tube) for B:400 Nil
eesier trensportlltion. lndividuel rounds are dropped down the tube by
the loader. Requires two com bet tums to set up.
WL· 20 kg (Bipod WL· 8 kg; Baseplate WL· 4 kg; Tube WL· 8 kg)
Mag: 1 individuel
Price: $5000 (-/C)
-Recoil-
M9Al flamethrower Weapon ROF Dam Pen Blk Mag SS Brsl Rng
M9A 1 Flamethrower ( Flamethrower ): F lamethrowers squirt a M9A I Flamethrower SA * Ni I 4 5 4 5
stream of gasoline Ill their targets, using compressed gas (nitrogen *Damage by burning gasoline is covered on page 97.
is preferred) liS 11 propellant. The stream may be "cold" (unigni1ed)
or "hot" (ignited) at the firer's option (ignition is provided by 11 "glow-
plug• att11chment 11t the nozzle). Originally designed to deal with
bunkers end other underground complexes (killing the inhabitants by
consuming all the oxygen inside), flamethrowers are also useful
ag11inst armored vehicles and for clearing away underbrush, destroy-
ing supply dumps, end so on.
Each shot covers 11 square 11re11 four meters on a side with burning
gasoline, which will continue to bum for one minute ( 12 turns) or until
extinguished (other flammable items in the squ11re will be ignited and
may bum longer). The fuel is napalm (jellied gasoline) but can be
ordinary gasoline (11t helf the ranges noted). Fuel cannisters h11ve 11n
11rmorv11lue of 1, 11nd a hit on one is resolved as a fuel hit on a vehicle
(no doubt ceusing some minor unease 11mong users).
Ammo: Fuel c11nnister
Wt: 23 kg
Mag: 5 internal (11 tank of gasoline)
Price: $1200 (- /S)
WEAPONS
299
james stevens (order #2085857)
VEHICLES AND ROBOTS
Price: Includes all weapons listed under Armament, all ammunition
listed under Ammo, and one full load of fuel.
RF: Range finder bonus.
Stabilization : Any specie! wE!epon stabilizetion mechinE>ry.
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 c11rgo).
Cruise Speed: Travel movement. See p11ge 108.
Com Mov: Combat movement. See page 109.
Fuel Cap: Fuel capecity, in liters.
Fuel Cons: Fuel consumption rate, in liters of gasoline per hour.
Conquistador Bicycle
Conquistador Bicycle (Unarmored Cargo Vehicle): A ruggedly
Fuel Type: Types of fuel the vehicle can use ( G: Gasoline AIJG: Aviation built c ross-country or mountain model. Bicycles are the cheapest
gasoline D: Diesel A: Alcohol--methanol 11nd ethanol C Coal W.· 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: 30/10
Weapons MOlrlts: Most weapons are fired by the glnner. Weapons fired by Com Move: 15/4
other crewmembers !Ire mounted in weapons mounts. WeapPOS 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. lhe vehicle ently 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).
Fk\lg Ports: Firing ports are small doors in thesidesofsome vehicles which Price: $120 {V/V)
allow passengers to fire certain small arms from inside. Only assault rifles. battle Veh Wt: 15 kg
rilles, submachineguns. and sporting rifles may be used in firing ports. Drivers Crew: 1
and glnners 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. Con/i'g:Conflgura- D amage R ecord
tionSid.·Standard Trt: Turreted OH:Crew in hull Susp:Suspension W:Wheeled Crewmembers: Driver 0
T: Tracked HF: Front hull armor value HS: Side hull armor value HR: Rear hull Suspension: Minor damage 0 Immobilized 0
armor value TF: Turret front armor value 7S:TurretsideAV 7R:Turret rear AV.
Combat Statistics
None. Driver and passenger are fired at as mounted targets (see
Special Cases on page 88).
Damage Record
Crewmembers: Driver 0
Passengers: 1 0
Sight/Vision: Night vision equipment 0
Engine:O
Fuel(~ Consumed or Destroyed): CIIIJOCIIJOO
Suspension: Minor damage 0 Immobilized 0
Harley-Davidson Motorcycle
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.
Combat Statistics
None. Driver and passenger are fired at as mounted targets (see
Special Cases on page 88).
Damage Record
Crewmembers: Driver 0
Passengers: 1 0
Sight/Vision: Night vision equipment 0
Engine: O
Fuel(~ Consumed or Destroyed):OOOOOOOOOO
Suspension: Minor damage 0 Immobilized 0
Zil Tovorisch
Zil Tovarisch (Unarmored Cargo Veh icle): The Zil is a Russian ·
designed competitor to the Yugo. It is cheaper, but has a reputation
for being less well-made.
GDM Ariel
aDM Ariel (Unarmored Cargo Vehicle): aDM has discovered that
the Ariel's design and appearance appeals mostly to young profes-
sional women, and advertises it accordingly.
Chrysler LeBoeuf
Chrysler LeBoeuf (Unarmored Car go Vehicle): Sometimes nick-
named the "Bulgemobile." the LeBoeuf is a large, rugged sedan.
Certain criminal types favor the vehicle for its large trunk and rugged,
though sporty, nature.
Chrysler Conestoga
/t.-Ton Pickup Truck
5
Chrysler Cone st oga 'I•-T on Pick up Truc k ( Unarmored Carg o
V e hicle): These medium-sized civilian utility trucks are in common
u se, and a re even considered a badge o f status within certain groups.
This truck can carry u p to 1.25 tons of cargo, or an equivalent load
of passengers (although no provision is made for them) in the open
back en d.
HMMWV (Hummer)
HMMWV (Unarmored Cargo Vehicle): The above letters stand for
high-mobility, multipurpose wheeled vehicle. The HMMWV is a four-
wheel -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.
fnclosed Trailer
Enclosed T railer (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 th11t can readily be
loaded through the two rear doors (on some versions, a smaller, side
door is fitted). Some versions have int egral temperature control
equipment for specia l cargos. No provision is made for armament.
Movement Is per towing vehicle.
Damage Record
Suspension: Minor damage 0 Immobilized 0
Damage Record
Full Speed 00000 00000 00000 00000
Dead in Water 00000 00000 DDDDD 00000
Sunk 00000 00000 00000 00000
Damage Record
Full Speed 00000 00000 00000 ODDOO
Dead in Water 00000 00000 00000 00000
Sunk 00000 00000 00000 00000
McDonneii-Sukhoi Nochvyefer
(NightWind)
McDonneii-Sukhoi f'lochvyeter (NightWind) (Fixed Wing): The
f'/ochvyeter (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.
Combat Statistics
Con{ig: Stnd HF: 1
Susp: T: 4 HS: 1
HR: 1
Armor V alues
Head: 1
Chest/Abdomen: 1
Arms/Legs: 0
Military Occupations
RANKS United States Army Elite Forces
Regular Forces Enlisted
Navy Other Enlisted Offlc:er
Ensign 2nd Ueutenant Officer
Elite Forces United States Navy
Lt. Junior Grade 1st Ueutenant Enlisted Enlisted Seaman
Ueutenant Captain Offlc:er Naval Officer
Naval Aviator
Lt. Commander Major United States Enll!ded SEAL (See Air Land)
Commander Lt. Colonel Marine Corps SEAL Oftk:er
Regular Forces
Captain Colonel Enlisted United States Air Force
Admiral General Officer Enlisted Ainnan
Pilot (Officer)
SKILL LIST
Skill Conlrolling Atlribute Skill Controlling Atlribute Skill Controlling Atlribute
Acro&itics AdL Forgery AGL Physics EDO
Act/Bluff CHR Heavy Weapons STR Pickpocket AGL
Animel Empathy EMP Horsemens hip CON Pilot INT
Archery STR Human Empathy EMP Project Emotion EMP
&rgain CHR Instruction CHR Project Thought EMP
Biology EDU Interrogation CHR Psychology !NT
Business EOO Language CHR Small Arms STR
Chemistry EDU Leadership CHR Stalking !NT
Climbing CON L..ockpick AGL Stealth AQL
Computer Empathy EMP Luck CHR Streetwise !NT
Computer Operation EOO Mechanic STR Swimming CON
Demolitions AGL Medical EDU Thrown Weapon STR
Disguise CHR Melee Combat STR Tracking INT
Electronics AGL Na vigation INT Vehicle Use INT
Empathic Healing EMP Observation INT Vessel Use CON
Engineer EDU Parachute CON Willpower INT
Foreboding EMP Persuasion CHR Willpower Drain EMP
6th Term _ _ _ _ _ _ _ $ __
13. Load (in Kilograms)
Att. Adjust . (Aging) _ __ Load - 3x(STR+CON).
Skills Level
14. Throw Range
Throw range- 4xSTR.
u
5 37 y
y y
w.
6 41
Secondary Activity (or Activities) 7 45 y y
8 49 y y y
9 53 y y y
Contact y y y
CONSPIRACY~
Foreign (YIN)? 10 57
11 61 y y y
Vessel Use (Hovercraft) .................. ___ Language ( ) ......... ___ Thrown Weapon
Agili~ .......................................... _
Language (
Language (
) ......... ___
) ......... ___ D D
(For 1-kg wt. up
to Throw Rllnge.)
(For 1-kgwtbeyond
Throw !Qinge.)
,~ .
• \.. ___
• -__,~
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, .. ·.
~ • H.I'•S . ·:t), r-..·' · .. ., ' ..
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I'' •
TASKS
Cash$ - - - - - - - - - Roll equal to or under the
target number on 1010. Tar-
get number equals:
Easy=2xSkill Level
Average=Skill Level
Difficult= 1/2xSkill Level
(round down)
BURN DAMAGE
Source Damage
WP 206
Thermite 206
Fuel 1D6
Structure/ 1D6
grass fire
All damage dice are per second, except
for structure/grass fire, which is per phase.
COMBAT CHARTS
323
james stevens (order #2085857)
BATTLf RlfLfS MACHINfGUNS
-Recoil- -Recoil-
Weapon ROF Dam Pen Blk Mag ss Brst Rng Weapon ROF Dam Pen Blk Mag ss Brsl Rng
FN-LAR/L1A1 SA 4 2-3-Nil 5 20 4 65 L86A1 LSW 10 3 1-Nil 5 30B/100B 2 11 50
G3 5 4 2-3-Nil 5 20 4 9 65 biped 10 3 1-Nil 5 30B/100B 6 65
KAR-98K 8A 4 2-3-Nil 5 5i 4 65 M60 5 4 2-3-Nil 6 1008 4 65
XM22AIW 3 6 2-3-Nil 4 50 4 6 55 bipod 5 4 2-3-Nil 6 1008 2 90
tripod 5 4 2-3-Nil 6 1008 1 125
AUTOMATIC RlfLfS MAG 10 4 2-3-Nil 6 1008 7 65
-Recoil- bipod 10 4 2-3-Nil 6 1008 4 90
Weapon ROF Dam Pen Blk Mag ss Brst Rng tripod 10 4 2-3-Nil 6 1008 2 125
M249SAW 10 2 1-Nil 5 30B/200B 1 3 60
bipod 10 2 1-Nil 5 30B/200B 1 3 75 HfAVY MACHINfGUNS
XM7 Storm Gun SA 16 1-2-3 5 5 8 80 -Recoil-
bipod SA 16 1-2-3 5 5 4 120 Weapon ROF Dam Pen Blk Mag ss Brsl Rng
M2HB 5 8 2-2-3* 8 1058 3 14 65
SHOTGUNS tripod 5 8 2-2-3* 8 1058 2 7 150
-Recoil- AHL ( 1)t 14 5 80
Weapon ROF Dam Pen Blk Mag ss Brst Rng * .50 SLAP ammunition has a penetration value of 1-1-2.
311-R SA 4 3-4-Nil 5 2i 5 40 tOne shot per 15 seconds
Short SA 9 Nil
with buckshot*
GRfNADf LAUNCHERS
Type MagROF Rng IFR Round Damage Pen
Medium 5x10 1 Nil
M203 1iSS 100 4 00 HE C:3, 8:12 Nil
with buckshot*
HEDP C:3, 8: 12 4C
Storm cloud 5 4 3-4-Nil 4 12 3 8 45
CHI::M C: l , 8:4 Nil
Short 5 9 Nil
ILLUM 8: 100 Nil
with buckshot*
10 - Stun * Nil
Medium 5x10 Nil
Mk-19 508 or 1i 5 100 400 CHEM C:3,1 8:4 Nil
with buckshot*
*Target knocked down, loses remaining actions for the tum, and must
Auto riot SA 4 3-4-Nil 5 5i 3 40
roll Average: CON each tum thereafter to recover. See page 262.
Short SA 9 Nil
with buckshot* ROCKfT LAUNCHfRS
Medium 10 Nil Type ROF Rid Rng Round Damage Pen
with buckshot* M136 * 75 HEAT C:4 , 8:4 70C
H&K CAW 5 4 3-4-Nil 4 10 3 8 40 LAW80 * 125 HEAT C:6, 8:4 lOOC
Short 5 9 Nil M12 SMAW 1 2 100 HEAT C:4, 8:4 55C
with buckshot* 125 HE C:12, 8: 12 5C
Medium 5x10 Nil * Single-shot disposable. Cannot be reloaded.
with buckshot*
M500 PA 4 3-4-Nil 5 8i 4 40 ANTITANK MISSILf LAUNCHERS
Short PA 9 Nil Type Rid Rng Damage Pen
with buckshot• Dragon PIP 2 1000 C: 12, 8: 12 135C
Medium 5x10 Nil Tank Breaker 2 2000 C:6, 8:4 90C
with buckshot*
*See Shotguns on page 91. MORTARS
Type Rng Damage Pen
60m m HE C:5, 8:20 N il
IFR: 4 k m WP C:2, 8 :12 Nil
ILLUM 8 :4 00 N il
COMBAT CHARTS
325
james stevens (order #2085857)
fREQUENTLY USED BURST DIAGRAMS BfLT AMMO RfCORD fORMS
f1fJ Primary 50-Round Belt 50-Round Belt
[J Secondary
00000 ooorn
00000 ooorn
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00000 00000
00000 ooorn
00000 rnrno
00000 oorno
four-Meter 12-Meter 00000 oorno
00000 00000
Burst Burst rnooo 00000
Caliber_ Caliber_
r:':·: .:-:·.·: :.:: !··.·.. ·.::.:· :::-.: =·::_. 50-Round Belt 50-Round Belt
:.<·:·;: ·. :::-::·.J· ... !·:·.·.:. ::.·::···< ·:·· 00000 00000
::..\ _<.:. ):':: ·..... ~ ·•;:.::· ;::·..;~:.::::.. ~·: .::: ·.>.·.' 00000 OODITJ
. ..:. :· :-:;::: ::.:·.-~ =;j~::~·(~r;.~ :~:r~-:=.rr~r -::~:·:~ _·: . ~: ._::..-:_ : 00000 00000
·._::··:. -:..-·. .: · ~; :?f~r;,,~_;_: f(~~t.:./~ 5:.?; ·: · ..· _: ·. _.... 00000 00000
00000 00000
·.·..-:. ;_::· .:·: ~-:-.:-~ ~~::~--:~:~:~*~;~:~r:·~~::. -~·~.:~\ ::-~:.·. -.:···.: .··: ·:: 00000 00000
·:;·.-: :..>\>·.:.·.:..·~{·l::'fl:f:~. :·: ·. ·::·:. -:.>i· .:·:: 00000 00000
:_. ·._=.:· ::-:: :-~:·. .. r .-_j ...~·-:. -~~-:t.: ·:·: . :·;: : -:·... .: 00000
00000
00000
oorno
·>. y . :. ·. ·: . <:: .::}: .· ·~. ·.
00000 00000
··.: ..· ::. ~· .. }".: -::.,:. Caliber_ Caliber_
20-Meter Burst
50-Round Belt 50-Round Belt
00000 00000
00000 00000
ooorn 00000
ooorn 00000
ooorn ooorn
ooorn ooorn
00000 OOOIIJ
00000 OOOIIJ
00000 00000
00000 00000
Caliber_ Caliber_
VfHICLf
HIT LOCATIONS
Surface -Aerospace-
Die Roll • Result Die Roll • Result
1 Twret/superstructure** 1 Wing
2 Hull 2 Wing
3 Hull 3 Wing
VfHICLf DAMAGf RfSOLUTION 4 Hull 4 Hull
CHART 5 Hull 5 Hull
P- AV* Result 6 Suspensioo/waterlinet 6 Hull
0 or less No effect 7 Suspensioo/ waterlinet 7 Hull
1 to 10 1 m inor damage result * + 1 to die roll for side shots.
11 to 20 2 m inor damage results ** If the v ehicle has no turret or superstructure,
2 1 to 40 1 m ajor damage result th is becom es Hull.
t Minor damage halves sp eed; m ajor dam age
41 to 60 2 major damage results
immobilizes the vehicle. Two minor results equal
6 1 or more 3 major damage results
• P-AV: Penetration minus armor value. one m ajor.
INDEX
333
james stevens (order #2085857)
Broadcast Monitoring Stun Dart Package ........ 261 Scooter .............. 300 Browning Auto riot ... 293
Equipment .............. 267 Stun Gun ...................... 280 Yamaha Apache H&K CAW ............ ... 293
Bug, Eavesdropper I ....... 267 Surgical Instrument s ..... 271 Motorcycle ......... 30 I Mossberg MSOO ....... 294
Bug, Eavesdropper II ...... 267 Telescopic Rifle Sight ...... 270 Weapons Savage 311 -R ......... 292
Bug, Eavesdropper Ill ...... 267 Thermal Fatigues ......... 274 Antitank Missile Launchers Submachineguns
Bug Monitor .................. 267 Tools ............................ 265 Dragon PIP .............. 298 AKR ........................ 283
Cellular Telephone Unit ... 268 Aircraft .................... 265 Tank Breaker .......... 298 Ingram M IO .45 ....... 284
Film, Conventional (Color/ Basic Tool Kit .......... 265 Flamethrowers M3A I ...................... 284
B&W) ...................... 268 Bug Detecting ......... 267 M9A I Flamethrower .. 298 Ml77 ...................... 284
Documents ................... 260 Excavating .............. 266 Grenade Launchers M231 .................... .. 284
Dynamite Stick ............ . 264 Heavy Ord inance ..... 266 M203 ...................... 296 MAT-4 9 .................. 285
Engineer Demolitions Kit .... 264 H~vy ~nd Tmcked Vehicle .. 266 Mk -1 9 AGL ............. 296 MP-7 ....................... 285
Field Pack .................... 274 Lock pick ................. 266 Lasers Uzi .......................... 285
Flak Jacket .................. 271 Small Arms ............. 266 Anningt.on Heavy Lllser ..... 295 Vz-61 /62 Skorpion .. 285
Flamethrower Fuel Wheeled Vehicle ...... 266 Armington Laser Carbine Surface-to-Air Missiles
Cannister ................. 260 Wire-Tapping .... ...... 267 Model 2 .............. 290 FIM92-A Stinger ...... 299
Flashlight ..................... 274 Tranquilizer Gun ........... 287 Annington Laser P'JStol .. 282 FIM-99 Scorpion ...... 299
Forged Documents ....... 260 Transponder ................. 269 Machineguns MBB·7 Venus/liegen,elle .... 299
Forged Passport ........... 260 Video Cartridge ............. 268 L86A I LSW ............. 294 SA-27 Grappler ....... 299
Four-Man Tent ............. 272 Vkko Re<Ordng C~mere ......... 268 M60 ........................ 294 Escape (from Grapples) ........... 79
Frame Charge .............. 265 White Ught Spotlight .... 270 MAG (MAG-58, l7A2 ETs-see Extraterrestrials
Frequency Hopping Radio ....... 269 Robots GPMG) ............... 295 Experience ............................... I 3
Gas Mask .. ................... 270 Kraus Maffei-Deere Auto- Machineguns, Heavy Peer Determination ............ 156
Geiger Counter ............. 270 Farmer .................... 313 M2HB ...................... 295 Referee Determination ....... I 56
Handcuffs ..................... 273 Kraus Maffei-Deere Miscellaneous Weapons Rewards and Experience ...... 156
Horse (Broken) ............. 300 CropScout ............... 313 Bows ....................... 279 Spending Experience Points ........ 28
Horse Tack ................... 272 Kreus Maffei-Deere GB· HXX> ... 314 Martin Dynatech Pacifier Exploding Rounds
Image Intensifier ........... 270 Kreus Maffei· Deere G6.2(XX) ... 314 Stun Gun ............ 280 (against vehicles) .............. I 15
Individual Tactical Radio .... 269 RamTech Robog..lard-111 .. 315 Melee Weapons ....... 279 Explosions .......... ...................... 98
IR Goggles/CN Goggles ...... 270 RamTech Roboguard -IV .. 315 T ranquilizer Gun ...... 287 Hit Procedure ..................... I 00
IR Spotlight ................... 270 Vehicles Mortars Explosive Penetration Fonnulas ...... 325
Kevlar (Ballistic Nylon) Aircraft 60mm Mortar .......... 298 Explosives .............................. 264
Helmet .................... 271 Boeing -Sikorsky RAH -66 Pistols, Automatic Explosives and Demolitions ........ 92
Kevlar (Balli9.ic Nylon) Vest . 270 Comanche ......... 312 Colt Krait ................. 281 Breaching Barriers .......... 94
Holsters MBB/Beii/Textron Model Colt MI911AI ......... 282 Burst .............................. 93
Shoulder Holster ...... 274 256 Voyager ........ 31 I Browning HP-35 ...... 281 Concussion .................... 93
Smal Conrealed Holster ... 274 McDonneii-Sukhoi Noclwyeter Desert Eagle ............ 281 Effects ............................ 93
Laser Sight ................... 273 (NightWind) ........... 312 High Standard .22 ... 281 Penetration ..................... 93
Uquid Nitrogen Cylinder ..... 272 T eledyne Domier CV-27 M9 (Beretta M92S) .. 282 Radio Detonation ............ 92
Medical Kit ................... 272 Peregrine ............ 3 11 Walt her PPK ............ 282 Setting Charges .............. 92
Microphone, Directional ...... 269 Boats Wildey Wolf (.475 WM) ..... 283 Tamping ........................ 92
Micro -T ransponder ....... 269 Cris Craft Foamdancer Me- Vz-52 ...................... 283 Types of Explosives ........ 92
Motion Detector ............ 266 dium Motorboat ... 3 10 XM26 AP'W .............. 283 Exposure T ime
NHT ............................. 260 Cris Craft Runabout Small Pistols, Single-Shot (of burning substances} ....... 97
NLT .............................. 260 Motorboat ........... 309 Zip Gun ................... 279 Extent of Damage ................... I 16
NMT ............................. 260 PBR (Pe1rol lloel River) .... 3 I 0 Black Powder Pistol ... 279 Extradimensional travel
Pack Saddle ................. 272 Pepsico Sunray Small Sail- Revolvers Other Dimensions .............. 235
Pain-Reliver .................. 271 ing Boat ............. 309 Colt Python/20.3 ..... 280 PCs end D'mensional Travel ... 236
Para physicist's F.ekl Kit ...... 272 Small Open Boat ..... 309 S&W Model29/16.5 .. 280 Extraterrestrials ...................... 138
Parka ........................... 274 Cars S&W Model 36 ........ 280 And the Dark Ones ............ 149
Personal Computer ....... 268 Chrysler LeBoeuf ..... 303 Rilles, Assault As a Dark Race ................. 2 17
Personal Medical Kit ..... 271 Ford -Revlon Elite .... 302 AK-74 ..................... 288 Energy ETs .................. 2 18
Plastic Explosive ........... 264 GDM Ariel ............... 303 AKM ........................ 289 Humanoid ET s ............. 2 18
Portable Computer ........ 268 General Dynamics Motors AKMR ..................... 289 lnsectoid ETs ................ 219
Portable Facsimile Machir.e .. 268 Lancer ................ 303 Rilles, Automatic Grubs ........................... 219
Portable Machine Shop ....... 266 Mazda Firefly Convertible .. 304 M249 SAW .............. 292 Tentacular ETs ............. 219
Portable Satellite Downlink Mercedes-Benz 7'!;1) Sl.X ... 304 XM7 Storm Gun ....... 292 Technology ....................... 234
Subsystem .............. 268 Mitsubishi· Ferrari Rilles. Battle UFOs ................................ 242
Primercord ................... 265 Kamikaze ........... 304 FN-LAR/LIA I ......... 290 Death Rays ................... 242
Radio Detonation Broadcast Yugo Contempo ...... 302 G3 ........................... 291 Falls ....................................... 100
Unit ......................... 264 Zil Tovarisch ........... 302 KAR-98K ................ 291 Fast Driving and Mishaps .... .... I I I
Radio Detonation Receiver Other Vehicles XM22 AIW ............... 291 Fey Folk ............................ ..... 220
Unit ......................... 264 Cadillac-Gage Commando Rifles, Sniper Banshee ............................ 220
Radio Direction Finder .. 269 V-300P ............... 308 C3 (Parker Hale) ..... 287 Barghest ............................ 220
Raft. lnllatable .............. 272 HMMWV (Hummer) .. 306 Gll ......................... 289 Dark Elves ........................ 221
Rebreather .................... 272 RamTech P-320 ...... 308 MI6A2 (ColtAR-15) .... 290 Fuath ................................ 221
Rebreather Recharge Kit ..... 273 Roedrumef Passergef Bus ... 30 7 M21 ........................ 288 Flame
Road Flare .................. .. 273 Winnebago Nomad fA27 (AR-27 Keyholer) ...... 288 Bums .................................. 97
ROM Burner ................. 266 Camper .............. 305 Rilles, Sporting Damage ............... 131 • 322
Scrombler/~rnmbler ...... 268 Trucks Morlin .30-06 Bok·Action .. 286 Exposure T ime ............... 97
Security Pass ................ 260 Chrysler Conestoga '/•·Ton Remington -Peters .22 On Boats ........................... 117
Sedative ....................... 271 Pk:kup Truck ....... 305 Bolt·Action Rille ... 286 Fire Combat ............................. 82
Semitek ........................ 264 Kenilworth Piledriver Semi· Ruger .22 At Aircraft ............ ............. 113
Serengeti Sunglasses .... 274 Trailer Tractor .... 307 Semiautomatic ... 286 At Riders ............................. 88
Silencer/Suppressor ..... 273 Enclosed Trailer ... 307 Winchester 1894 ..... 287 At Vehicles and Vessels ..... I 12
Skis, Cross-Country ...... 273 Orca 2'/•·Ton Truck .... 306 Rocket Launchers Fire (action) ........................ 75
Sleeping Bag ................ 274 Volkswogen Karto(feln Van ... 305 LAW80 ................... 297 From Moving Vehicles ......... 87
Sma II Open Boat .......... 309 Two -Wheeled Vehicles Ml2 SMAW ............. 297 From the Saddle .................. 87
Special VJSion Adaptor ........ 268 Conquistador Bicycle .... 300 Ml36 ...................... 296 Robots ....................... ........ l29
Starlight Scope ............. 270 Harley-Davidson Shotguns First Aid ................................. I 04
Steel Helmet ................. 271 Motorcycle ......... 30 I Armalite AR -1 2 Flamethrowers ........................ 325
Still Camera ................. 268 Suzuki Sparrow Motor Storm cloud ........ 293 Flooding ................................. I 18
INDEX 335
james stevens (order #2085857)
Serious Wounds ...................... I 03 Landing ............................. 123 Time and Money ..................... I 55 Automatic Rifles ................ 324
Setting Charges ........................ 92 Launches ........................... 122 Travel and Encounters ............ I 08 Background Skills ............. 318
Setting the Scene .................... 153 Reentry ............................. 122 Travel by Highway .................. 160 Base Hit Numbers ............. 320
Sharks .................................... 196 Space Travel .......................... 120 Treating Poison Wounds ......... I 06 Battle Rifles ....................... 324
Shotguns .......................... 9 1, 278 Spacecraft .............................. 125 Tripods ................................... 260 Belt Ammo Record Forms . 326
Single Shot ....................... 82, 277 Ariane4 .............................. 125 True Weres ............................. 228 Boat Damage ............ 117, 329
Single Shot Pistols .................. 278 AUas .................................... l25 Tum Sequence ......................... 76 Body Armor Protection ...... 322
Size ........................................ 120 STS (Space Transportation Turning (of boats) .................. I 09 Bows ................................. 323
Skeleton ................................. 228 System) ....................... 126 Tums ........................................ 75 Bum Damage .................... 322
Skill Shuttle Orbiter ................... 127 Turreted (hull) ........................ I 14 Burst Diagrams ............ 93, 326
Advance by Observation ..... 29 Shuttle-C (Cargo Module) .. 127 Twilight: 2000 ........................ 136 Career Ust ......................... 317
Attribute Derived Values ...... 25 X-30 NASP .......................... 126 Two Weapons ........................... 85 Character Generation
Descriptions ........................ 56 Zeni/ .................................... 127 Types of Rounds ..................... 263 Worksheet Part I .......... 318
Improvement ............... 28, 156 Spacecraft Characteristics ...... 120 Typical Drudgebots ................ 131 Character Generation
List .............................. 57, 317 Atmospheric Characteristics ..... I 22 UFOs ..................................... 242 Worksheet Part 2 .......... 319
Ratings ................................ 17 Crew ................................. 122 Unarmed Combat-see Combat Character Sheet (back) ..... 321
Skills .................................. 17, 56 Duration ............................ 122 Unarmed Combat Damage ....... 25 Character Sheet (front) ...... 320
Acrobatics ........................... 56 In-Space Transfer Unarmored Vehicles ............... I 16 Civilian Occupations .... 53, 317
Act/Bluff ....................... ...... 56 Characteristics ............. I 22 Unconsciousness .................... I 03 Combat Move .................... 330
Animal Empathy ............ ..... 56 Launch Characteristics ...... 121 Undead .................................. 227 Combat Sequence ............. 322
Archery ............................... 57 Payload ............................. 121 Mummy ............................. 227 Crew -In-Hull Vehicle
Bargain ............................... 57 Price .................................. 120 Skeleton ............................ 228 Damage .............. 116. 328
Biology ................................ 57 Size ................................... 121 Units of Measure ..................... I 09 Cruise Speed ..................... 330
Business .............................. 57 Source .............................. 120 Unskilled Tasks ........................ 29 Cyber Hands ..................... 325
Chemistry ............................ 57 SpaceTek ............................... 147 Urban Demonground .............. 150 Demolit ion ........................ 325
Climbing ............................. 58 Specia l Cases ........................... 88 Urban Sprawl ............................ 67 Difficulty of Intercept ......... 123
Computer Empathy ............. 58 Spend ing Experience Points ...... 28 Vampires-See Bloodkin and Pa le, Effects of Age .................... 319
Computer Operation ............ 58 Spongies ................................ 198 The Explosive Penetration
Demolitions ............... ... ....... 58 Sporting Rifles ........................ 278 Vehic les Formulas ..................... 325
Disguise ....................... ....... 58 Squids, Giant .. .. ...................... 198 Travel ................................ l07 Flamethrowers .................. 325
Electronics .......................... 59 SS-see Single Shot Vehicle Combat-see Combat Fragmentation Attack ........ 325
Empathic Healing ................ 59 Stabilizing Critical Wounds ...... 105 Vision Devices ........................ 270 Grenade Launchers ........... 324
Engineer ............................. 59 Starting Money Voting Rights Act o f 1997 ......... 67 Hand Grenades .................. 325
Foreboding .......................... 59 and Initial Equipmenl.. ......... 26 Waterline ................................ I 15 Heavy Machineguns ... 278, 324
Forgery ............................... 59 State of the Union, The ............. 66 We Are Not Alone ................... L38 Htrnan/Animal Hit Location ... 95, 322
Heavy Weapons .................. 59 Stock NPCs ............................ 170 Weapons ................................ 277 In-Space Transfer .............. 122
Horsemanship ..................... 60 Story, The .............................. I 35 Damage .............................. 95 Language Table ................. 316
Human Empathy ................. 60 Strang ling ................................. 79 Types ................................ 278 Launch Characteristics ...... 121
Instruction ............... ... ,........ 60 Strength ................................... I 5 Weight ...................................... 25 Machineguns ..................... 324
Interrogation ........................ 60 Strike Attacks ........................... 78 Weres ..................................... 228 Maneuver Times ................ 124
Language .......... .................. 60 STR-see Strength Moreau We res ................... 230 Melee Weapons ................. 323
Leadership .......................... 60 Stun ............... ........................ 103 True We res ........................ 228 Military Occupations ............ 53
Lock pick ............................. 61 Submachineguns .................... 278 Werebear ...................... 228 Missile Launchers .............. 324
Luck ....... ................... .......... 61 &b5equent Shots (d Indirect Fire) .......... 89 Wereboar ..................... 228 Mortars .............................. 324
Mechanic ............................. 6 I Success Quality ........................ 55 Were rat ........................ 229 Nationality/Native Language .... 316
Medical ............................... 61 Superstructure ........................ I 14 Weretiger ..................... 229 NPC Motivation .................. 331
Melee Combat .................... . 61 Surface-to-Air Missiles .... 263, 278 Werewolf .......... ............ 229 NPC Record Forms ............ 331
Navigation ....................... .... 62 Surgery .................................. I 06 Wheels of Fire: NPC Stats .................. 166, 331
Observation ............... ... ....... 62 Suspension Hits ...................... I 15 Vehicle Travel£, Corrbat ..... I 07 Power level Table ........ 56. 321
Parachute .................. .......... 62 Swamp ................................... I09 Wolves ................................... 200 Reentry ............................. I 21
Persuasion ........................... 62 Tamping ................................... 92 Woods .................................... I08 Revolvers and
Physics ................................ 62 Tank Breaker .................. 112, 298 World, The ............................. 134 Single-Shot Pistols ........ 323
Pickpocket .......................... 62 Target Movement .................... . 87 Wound Severity ...................... I 03 Rifle Grenades ................... 325
Pilot ..................................... 62 Target ObS<:Ured (see also Cover) ..... 88 Wounds £,Hea ling ............ ...... I 02 Rocket Launchers .............. 324
Project Emotion ................... 62 Target Protection-see Penetration Wounds (see also Scatter Diagram ................ 322
Project Thought ................... 62 Task Resolution£, Skills ........... 54 Gunshot Wounds) .............. I 02 Secondary Activities .... 18, 318
Psychology .......................... 63 Tasks ..................................... 321 Scratch ............................. I 03 Shotguns ........................... 324
Small Arms ......................... 63 TearGas .................................. 91 Slight ................................ 103 Skill List ...................... 57, 317
Stalking ............................... 63 Technical Imagery .................. 234 Serious .............................. I 03 Skills and Attributes ........... 320
Steakh ............................ ..... 63 Technology ............................ 146 Critical .............................. I 04 Sniper Rifles ...................... 323
Streetwise .................... ........ 63 Conveying Tech Differences ..... 147 WP (White Phosphorus) ........ 262, 263 Soviet Nationalities ............ 316
Swimming ........................... 63 DarkTek ....................... .'.... 233 Smoke ................................ 91 Spacecraft Size .................. 120
Thrown Weapons ................. 64 Global Production .............. 147 Yellow Zombies ...................... 231 Sporting Rifles ................... 323
Tracking ............ .................. 64 HiTek ................................ 146 "You're Not From Around Here. Standard Vehicle
Vehicle Use ....... .................. 64 RetroTek .................... ....... 146 Are You?" ............................ 71 Damage ............... 115, 329
Vessel Use ........................... 64 SpaceTek .......................... 147 Zena Marley ....................... 10, 29, Submachineguns ............... 323
Willpower ............................ 64 Telekinesis ............................. 21 1 77, 98, 100, 103, 109, 145, 151 Surface-to-Air Missiles ....... 325
Willpower Drain ............ ....... 64 Temperature Zombies ................................. 230 Tasks ................................ 321
SLAP Rounds ........................... 97 (of burning substances) ....... 97 Animator Zombies ............. 230 Terrain Effect
Slight Wounds .................... .... I 03 Tentacles ................................ 223 Moss Zombies ................... 230 on Movement .............. 330
Slithers ................................... 196 Tentacular ETs ....................... 219 Yellow Zombies ................. 231 Turreted Vehicle
Slugs, Giant ............................ 197 Terms (career) .......... ............... 13 Damage ............... 155, 328
Small Arms £, Machineguns Terrain Index of Charts, Lists, US Commissioned
(ammunition) .................... 260 Hills ................................... I09 Tables and Forms Officer Ranks ................ 317
Small Arms (used against Open .......... ....................... I09 Aerospace Craft US Enlisted
vehicles) ............................ I 15 Swamp .............................. I09 Damage .... ........... I I 8, 329 and NCO Ranks ........... 317
Smoke ..................................... 91 Woods ............................... 108 Ammo Record Forms ........ 327 Vehicle Derrn~ge ResoiLtion .. 114, 328
Snakes .................... ............... 198 Terrain and Travel ............. 108 Antitank Missile Launchers 324 Vehicle
Sniper Rifles ................... 278, 323 Terrain E!lects on 1-'ovement .......... I 08 Armor Equivalent .............. 325 Hit Locations ........ 114, 328
Solid Contacts .................... 19, 21 Throw Range ............................ 25 Armor Values of Cover ...... 325
Sou l Attributes ............ ...... ...... 209 Thrown Weapons .......... ............ 90 Assault Rifles ..................... 323
Space Missions ....................... 122 Tigers ..................................... 199 Automatic Pistols ............... 323